Dieselpunk + Steampunk Culture

Name: Nathaniel "Nate" Hunter

Game World: Dark City

Game Type: Test Run

Level: 2

Experience: 150/2000


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)


Eye color: Grey

Hair color: Dark Brown



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(_)


Smackaroos: $305


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


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



Hindrance (HIN)





-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


 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)


Items: caffeine pills(1), 

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


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: 900

Replies to This Discussion

(...okay. I rolled a d100 4 times. You had TWO that were under 26. So... you have to fight two different encounters. Do you want to encounter them together or seperate?)
(You also get 104 points towards your acrobatics, one point for each % of risk multiplied by the number of turns)(104/1000 until next level in acrobatics)

(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))

(Dog defeated)
(Pasi-FIST exp bonus(x1.5) for using your fist without being proficient in it, 8 exp instead of 5.)
The dog goes down with a yelp, knocked out cold with its tongue hanging out, birds circling around its head.

Attracted by the comotion, a hobo with a knife is ready to take you on, wanting to steal your money to buy more booze.

(Roll d20 for initiative.)
(Ohh, wait. 5exp is too low. Lets make it 20exp normal. So you get 30exp:)

(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.


(haha glad you saw the reference. But what weapon did you use?)

(*grins* I haven't actually seen it yet, sad but true. :/ And I think I'll use my knife)


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