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:
A Drop in the Ocean: Completed
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:
Notes on Vince:
Tags:
(I'm gonna get such a whooping. ;) Lets take them separately, so if we find something in the first fight, we can implement it in the second fight and see if it works.)
(Okay, so I rolled a 11 and then a 2, the 11 will be a dog and the 2 will be a hobo with a knife, the lower the roll the stronger the enemy.)
(dog first)
A blood thirsty STRAY DOG(doberman pinscher) is looking through a trashcan until you run by. Snarling and barking, it charges towards you. You turn around and...
(I need you to roll for combat, my rolls are for NPCs and risks. The first roll is for initiative. So roll d20 for initiative.)
(Roll for dog... no joke: 13 hahaha okay so the dog's initiative rating is 7 also, his agility and all other stats based on the wolf from pathfinder, but with them being half the number of that game. Does that make sense? So the dog gets you for no damage due to your AC rating, which I raised by 10 because I forgot about the d20 thing :p.)
The dog leaps at you, biting onto your sleeve. It's bite wasn't enough to break the skin, but it is liable to tearing if he keeps at it.
(Now you have the choice of either punching him unarmed, blasting his head off with a revolver, or silting his throat with your switchblade. Either one, roll d20 for damage or use your 12 if you feel that'll be higher. You'll be able to one hit him with any attack.)
Taking shortcuts can be all well and good. They can get you where you are going faster, but not if you manage to kick a big dog rummaging through the garbage.
(I try to punch it on the nose to make it let go of my sleeve. Clothes are expensive. (15))
(now... remember this is my first time as a GM. I messed up again :p Your attacks are 1d6, and your unarmed is a 1d4. You still killed the dog though. So for now, still roll d20 for initiative)
(We can always pretend that the 15 I rolled was for trying to hit it. ;))
Hmm, seemed the dog actually had an owner. Or possibly the dog had a pet - a pet-hobo with a knife.... Thankfully it's not a shotgun or I would have been in deep trouble.
(3)
(haha glad you saw the reference. But what weapon did you use?)
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