Difference between revisions of "Taker Template"

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(POTENTIAL AND SKILLS)
 
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<br/>'''Crew:'''
 
<br/>'''Crew:'''
 
<br/>'''Spots:'''
 
<br/>'''Spots:'''
*Weak -
+
*''''Weak'''' -
*Soft -
+
*''''Soft'''' -
*Tough -
+
*''''Tough'''' -
 +
**''+The good'' -
 +
**''-The bad'' -
  
  
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<br/>''Pro. Dev. Costs:''
 
<br/>''Pro. Dev. Costs:''
 
*''+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 and must be bought incrementally from 1 to 2, then 2 to 3, and so on... (ex. No Skill to 1 = 1 bounty, Skill 1 up to 2 = 2 bounty, Skill 2 up to 3 = 3 bounty...). No skill can exceed its linked Potential.''
 +
 
  
 
==DEPENDENTS ==
 
==DEPENDENTS ==
Line 86: Line 89:
  
 
'''HUMANITY-'''
 
'''HUMANITY-'''
<br/>'''''Detachment:''''' [_][_][_][_][_]CK[_][_][_][_][_]CR[_][_][_][_][_]BREAK
+
<br/>'''''Detachment-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center>
<br/>'''''Stress:''''' [_][_][_][_][_]CK[_][_][_][_][_]CR[_][_][_][_][_]BREAK
+
<br/>'''''Stress-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center>
<br/>'''''Trauma:''''' [_][_][_][_][_]CK[_][_][_][_][_]CR[_][_][_][_][_]BREAK
+
<br/>'''''Trauma-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center>
 
<br/>_ = Open, no damage
 
<br/>_ = Open, no damage
 
<br/><nowiki># </nowiki>= Humanity Damage
 
<br/><nowiki># </nowiki>= Humanity Damage
Line 116: Line 119:
 
==UPKEEP==
 
==UPKEEP==
 
'''Sustenance'''
 
'''Sustenance'''
*Survival  
+
*Survival = 1
*Rent  
+
*Rent = 1
*Dependents
+
*Dependents = total number of Dependents
 
<br/>'''Maintenance'''
 
<br/>'''Maintenance'''
*Equipment  
+
*Equipment = total of Gear Upkeep costs
*Purchase
+
*Purchase = ''Ignore unless using Bust rule: NBNB''
*Pro. Dev.
+
*Pro. Dev. = ''Ignore unless using Bust rule: NBNB''
 
<br/>'''Incidentals'''
 
<br/>'''Incidentals'''
 +
<br/>''Incidentals are paid out as needed unless playing a Bust rule: NBNB game in which case they will need to be budgeted for.''
 
*Health
 
*Health
 
*Humanity
 
*Humanity
 
*Favors
 
*Favors
<br/>'''''Break Point ='''''
+
<br/>'''''Break Point =''''' Sustenance total
<br/>'''''Projected Earnings ='''''
+
<br/>'''''Projected Earnings =''''' ''Ignore unless using Bust rule: NBNB''
  
  
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==BOUNTY BANK==
 
==BOUNTY BANK==
Here’s where how much bounty you have in the bank goes.
+
How much bounty you have as petty cash. Not used with Bust rule: NBNB.

Latest revision as of 03:05, 29 March 2018

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

TAKER INFO[edit]

Taker Name:
Crew:
Spots:

  • 'Weak' -
  • 'Soft' -
  • 'Tough' -
    • +The good -
    • -The bad -


POTENTIAL AND SKILLS[edit]

  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 and must be bought incrementally from 1 to 2, then 2 to 3, and so on... (ex. No Skill to 1 = 1 bounty, Skill 1 up to 2 = 2 bounty, Skill 2 up to 3 = 3 bounty...). No skill can exceed its linked Potential.


DEPENDENTS[edit]

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


REFERENCES[edit]

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


THREATS[edit]

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-

[_][_][_][_][_]CRACK[_][_][_][_][_]CRUMBLE[_][_][_][_][_]BREAK


Stress-

[_][_][_][_][_]CRACK[_][_][_][_][_]CRUMBLE[_][_][_][_][_]BREAK


Trauma-

[_][_][_][_][_]CRACK[_][_][_][_][_]CRUMBLE[_][_][_][_][_]BREAK


_ = Open, no damage
# = Humanity Damage


GEAR[edit]

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[edit]

Sustenance

  • Survival = 1
  • Rent = 1
  • Dependents = total number of Dependents


Maintenance

  • Equipment = total of Gear Upkeep costs
  • Purchase = Ignore unless using Bust rule: NBNB
  • Pro. Dev. = Ignore unless using Bust rule: NBNB


Incidentals
Incidentals are paid out as needed unless playing a Bust rule: NBNB game in which case they will need to be budgeted for.

  • Health
  • Humanity
  • Favors


Break Point = Sustenance total
Projected Earnings = Ignore unless using Bust rule: NBNB


RETIREMENT MILESTONES[edit]

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


BOUNTY BANK[edit]

How much bounty you have as petty cash. Not used with Bust rule: NBNB.