Difference between revisions of "Taker Template"

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(Taker Info)
Line 50: Line 50:
 
==References==
 
==References==
 
Number of References equal to CHA. [_][_][_]
 
Number of References equal to CHA. [_][_][_]
 +
 +
  
 
=Threats=
 
=Threats=
 
Physical-
 
Physical-
                    HEAD
+
                  HEAD
                      10
+
                    10
                  [_][_][_]
+
                [_][_][_]
                  [_][_][_]
+
                [_][_][_]
                  [_][_][_]
+
                [_][_][_]
                      [_]
+
                  [_]
R.ARM       TORSO       L.ARM
+
    R.ARM         TORSO     L.ARM
       5               7-9             6             
+
       5           7-9         6             
 
   [_][_]    [_][_][_][_]    [_][_]
 
   [_][_]    [_][_][_][_]    [_][_]
 
   [_][_]    [_][_][_][_]    [_][_]
 
   [_][_]    [_][_][_][_]    [_][_]
Line 67: Line 69:
 
   [_][_]    [_][_][_][_]    [_][_]
 
   [_][_]    [_][_][_][_]    [_][_]
  
            R.LEG       L.LEG
+
          R.LEG         L.LEG
              1-2           3-4
+
            1-2         3-4
              [_][_]       [_][_]
+
          [_][_]     [_][_]
              [_][_]       [_][_]
+
          [_][_]     [_][_]
              [_][_]       [_][_]
+
          [_][_]     [_][_]
              [_][_]       [_][_]
+
          [_][_]     [_][_]
              [_][_]       [_][_]
+
          [_][_]     [_][_]
 
_ = Open, no damage
 
_ = Open, no damage
 
<br/>-/ = Stun
 
<br/>-/ = Stun

Revision as of 14:02, 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

STR 1
(Haul: 1/STR score)

  • Unarmed
  • Melee
  • Resistance

SPD 1

  • Shoot
  • Stealth
  • Athletics

ADP 1
(Refresh: 1/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 1/1)


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
# = 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

Maintenance

Incidentals

Break Point = Projected Earnings =

Retirement Milestones

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

Bounty Bank