Dieselpunks

Dieselpunk + Steampunk Culture

Name: Nathaniel "Nate" Hunter

Game World: Dark City

Game Type: Test Run

Level: 2

Experience: 150/2000

Profile

Alignment: Chaotic Good

Race or gang/league: Human

Body Type: medium

Gender: Male

Age: Adult: 

Background/Origin: Ex smuggler(+15 conceal, -10 Gov, +1 Endurance)

(Optional)

Eye color: Grey

Hair color: Dark Brown

 

Abilities

Strength       5/10

Perception   9/15

Endurance   7/10

Charisma     10/15

Intelligence  5/10

Agility           7/15

Luck              8/15

 

Critical Chance %(L): 8%

Dodge(P):  9

Total AC(E): 18

Initiative(A): 7

Health(E): 15/27  =  base health(levelx10)+Endurance(7)+perks(_)

Currency

Smackaroos: $305

Quest

Escape the Cold:

  • Find a way out of the Hideout
  • (optional) Find your equipment

A Drop in the Ocean: Completed

  • Find more clues about Johnny's murder
  • (Optional) Go to the Dockyard
  • (Optional) Go to the Apartments

Fame/Infamy

Government(GOV)= 10/1000 infamy

Cops are less to give you info, more inclined to attack(tougher intimidation check), and won't help you if you need them.

Bootleggers(BOOT)= 5/1000 fame

Weapon Dealers (WD)= 5/1000 fame

Metal State

Emotions:

Disorders:

Hindrance (HIN)

Permanent:

Temporary:

 

Skills

-Finance(L)=20/100                             [--------------------]

-Knowledge Law(I)= 75/100                 [--------------------]

-Knowledge Geography(I)= 10/100      [--------------------]

*Knowledge Investigation= 25/100       [--------------------]

-Blades(P)= 18/100                               [--------------------]

-Blunt weapons(S)= 10/100                  [--------------------]

-Intimidation(S)= 10/100                       [--------------------]

*Unarmed(S)= 25/100                           [--------------------]

-Medicine(I)=   10/100                           [--------------------]

-Mechanics(I)= 10/100                          [--------------------]

*Locks(A)= 25/100                                [--------------------]

-Explosives(I)= 10/100                          [--------------------]

*Small guns(P) = 25/100                       [--------------------]

-Big Guns(S)=  10/100                          [--------------------]

*Sneak(A)= 26/100                               [lll-----------------](1)(140)

-Conceal(A)= 29/100(34)                     [--------------------]

-Charm(C)= 20/100                               [--------------------]

*Diplomacy(C)= 25/100                        [--------------------]

-Acrobatics(A)= 14/100                         [llll----------------]

-Technology(I)= 10/100                        [--------------------]

-Gambling(L)= 18/100                          [--------------------]

Languages: English

Equipment

 Weapons: Revolver +4 attack

Switchblade 1d4+2 attack

Chair Leg 1d3 +1

Niagara's Baseball Bat 2d4+3

Appeal: Trench coat(+1 AC, +5 conceal)

Accessories:

Items: caffeine pills(1), 

Key items: keys, notebook, pencil, city map, lighter

Perks

Perks will go here once acquired.

-Law man: Your knowledge in law begins as Expert(75).

-Give into the Darkness: You are silent when under dim to no light, making your sneak  increase to 100 under such conditions, meaning no need to roll for stealth as long as you are out of a line of sight. You are still visible and are still vulnerable to damage. Any outfit that causes extra noise will still be in effect.

-Tough Enough(1): You've taken enough whacks to the head to make you forget what pain is. Your endurance is up by 1.

Current Notes

Notes on Molly's brother:

  • The brother's name is Johnny
  • He has a safe with savings(amount unknown)
  • A man called Birdie who sounds suspicious
  • Johnny worked at the Dockyard(common job/income)
  • Johnny lives in an apartment (common housing)
  • Vince was at his apartment... What was he doing there?

Notes on Vince:

  • He's got a grudge against you
  • He is nowhere to be found

Views: 879

Replies to This Discussion

I see your tough to work with haha jk. Now, the way the game works is a bit like a "choose your adventure" story, while you are also able to go off on side quests and have random enconters. You can visit a shop of any kind at any time except during combat or in mid mission(unless the mission has you traveling around).

Are you ready to start?

I am indeed tough and uncompromising. ;)

And yes I am.

You begin in your office, right when your about to close shop and go home. Just done filing some paperwork, you turn the lights off, strips of streetlight slashed across the room. There is a light knock on the door.

Do you:
1) open the door
2) keep quiet until they go away

I put the photos from Mrs. Thornton's divorce case into the envelope and ran my hand down my face. I wasn't sure if she would be happy or sad when she sees those photos, but she shouldn't have any problems convincing anyone about Mr. Thornton's - hmm - activities. It was probably going to get ugly, but that

A knock on the door interrupted my train of thoughts. Who the hell? Mrs. Thornton wouldn't be by until tomorrow and rent wasn't for another week.
New client perhaps? Well, I might as well check. Nothing much to go home to anyway.

(1)

(perception)You check the peephole first. Through the faint glow of traffic(low traffic),you can see a woman in her early 20s, short black hair curling outward on the sides, her furred coat needed for the brisk autumn weather, face hidden in her shadow. Easing up, you unbolt the locks and open the door.

"Mr. Hunter?"

...

What do you do?

1)Invite her in to see what she wants
2) Send her away

(I changed the cost of the coat to $10 because $50 was waaaaay too much for what it did.)

(Let's call my character Hunter - Nathaniel "Nate" Hunter. Boneflower is an ok internet handle, but a terrible name for a character.)

I could have sent her off. Probably should have but business isn't good enough for me to turn down potential clients. Especially clients that looks like they can actually pay.

"Come on in. What can I do for you, miss...?"

(1)

(Ahh, I thought you were going with a plant theme with Thornton)

She follows you to your desk after you take her coat for her. "Grimwald. Molly Grimwald(the name is not famous or known). You can just call me Molly. 'Miss' makes me feel like my mother. (Attitude: friendly and appearence/age focused)"

Both sitting down, you keep things business, offering her a smoke, which she kindly rejects.

"I need someone to find out about a case a few weeks ago. It was in the papers. My brother-" She looks down at her purse on her lap, holding back an urge. "- and his... murder."

Do you:

  1. ask more about the brother
  2. ask more about the case
  3. ask how she knows you

(Hmm, I'll keep that theme in mind for a mad scientist)

"I'm sorry to hear that. Can you tell me what happened?"

(1)

(Uhh that's asking about the case. Did you mean 2?)

(I fail at reading... Yes, I mean 2)

(Haha it's okay. One and two look alike as tally marks.)

She clears her throat. "We'll 'officially' I can't even call it a murder." She grits her teeth. "Those dead beat cops deemed his death as an accident. but that can't be it, it just can't be!" She looks like her nerves are shock, fingers jitterng as she brushes her hair back to calm herself down. "The night before it happened, I heard him arguing with someone on the phone."

You've been writing down footnotes the whole time. "About what?"

"I didn't hear about what. All I know is that it wasn't anything good."

You ask softly and carefully so her emotions don't spike again. "How did he, you know... have the presumed 'accident'?"

"Down the stairs, 10 stories up. His apartment is on the top floor. They said he was drunk and probably stumbled off the banister."

You comment on how he was breaking the law. "Sounds like he lives a little wild for drinking."

She huffs, knowing full well what it seems like. "I know he doesn't have the cleanest record, but he wasn't a bad guy. Honest he wasn't! I just... want some closure."

"You want me to find the killer."

She looks up, smiling for the first time since she walk in. "Yes. I'll be ever so grateful. Will you do it?"

What will you do:

1)Accept the offer (begins mission)
2)Ask how much she'll pay (finance 60% chance of success)
3)Ask any of the previous questions (how she knows you or more about the brother)
4)Reject the offer

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