Difference between revisions of "Taker Template"

From RPGnet
Jump to: navigation, search
(POTENTIAL AND SKILLS)
Line 48: Line 48:
 
*''+1 Potential = 10 bounty''
 
*''+1 Potential = 10 bounty''
 
*''Skill ranks = the new skill value in bounty (ex. Skill 1 = 1 bounty, Skill 2 = 2 bounty, Skill 3 = 3 bounty...)''
 
*''Skill ranks = the new skill value in bounty (ex. Skill 1 = 1 bounty, Skill 2 = 2 bounty, Skill 3 = 3 bounty...)''
 +
  
 
==DEPENDENTS ==
 
==DEPENDENTS ==

Revision as of 20:54, 28 March 2018

Get Rich or Die Trying, A Red Markets Campaign Main Page

TAKER INFO

Taker Name:
Crew:
Spots:

  • Weak -
  • Soft -
  • Tough -


POTENTIAL AND SKILLS

  1. Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL
  2. Spend 20 points between your skills. Skills are located under their associated Potentials. Skills bought at chargen are traded at a one-to-one ratio.

STR 1
(Haul: 0/STR score)

  • Unarmed
  • Melee
  • Resistance

SPD 1

  • Shoot
  • Stealth
  • Athletics

ADP 1
(Refresh: ADP score/ADP score)

  • Awareness
  • Self-Control
  • Scavenging
  • Drive
  • Criminality

INT 1

  • Foresight
  • Research
  • Mechanics
  • First Aid
  • Profession

CHA 1

  • Networking
  • Persuasion
  • Sensitivity
  • Deception
  • Intimidation
  • Leadership

WIL 1
(Will remaining: WIL score/WIL score)


Pro. Dev. Costs:

  • +1 Potential = 10 bounty
  • Skill ranks = the new skill value in bounty (ex. Skill 1 = 1 bounty, Skill 2 = 2 bounty, Skill 3 = 3 bounty...)


DEPENDENTS

  • Number of Dependents equal to CHA. [_][_][_]


REFERENCES

  • Number of References equal to CHA. [_][_][_]


THREATS

PHYSICAL-

                 HEAD
                  10
               [_][_][_]
               [_][_][_]
               [_][_][_]
                  [_]
   R.ARM         TORSO        L.ARM
    5             7-9           6            
  [_][_]     [_][_][_][_]     [_][_]
  [_][_]     [_][_][_][_]     [_][_]
  [_][_]     [_][_][_][_]     [_][_]
  [_][_]     [_][_][_][_]     [_][_]
  [_][_]     [_][_][_][_]     [_][_]
          R.LEG        L.LEG
           1-2          3-4
          [_][_]      [_][_]
          [_][_]      [_][_]
          [_][_]      [_][_]
          [_][_]      [_][_]
          [_][_]      [_][_]

_ = Open, no damage
-/ = Stun
X = Kill


HUMANITY-
Detachment: [_][_][_][_][_]CK[_][_][_][_][_]CR[_][_][_][_][_]BREAK
Stress: [_][_][_][_][_]CK[_][_][_][_][_]CR[_][_][_][_][_]BREAK
Trauma: [_][_][_][_][_]CK[_][_][_][_][_]CR[_][_][_][_][_]BREAK
_ = Open, no damage
# = Humanity Damage


GEAR

Backpack

  • Upkeep 1
  • Charges - Static
  • Effect - Taker can carry STR in Haul and personal gear.
  • Qualities - Essential, Static

Rations

  • Upkeep 1
  • Charges - 10
  • Effect - Used to Buy-a-Roll on skills that require exertion. Each additional spend adds +1 to the roll.
  • Qualities - Essential, Addictive, Charged

Item Template (replace this with item name)

  • Upkeep
  • Charges - 10
  • Effect -
  • Qualities -
  • Upgrades -


UPKEEP

Sustenance

  • Survival
  • Rent
  • Dependents


Maintenance

  • Equipment
  • Purchase
  • Pro. Dev.


Incidentals

  • Health
  • Humanity
  • Favors


Break Point =
Projected Earnings =


RETIREMENT MILESTONES

  1. First Milestone (Savings: 0)
  2. Second Milestone (Savings: 0)
  3. Final Milestone (Savings: 0)


BOUNTY BANK

Here’s where how much bounty you have in the bank goes.