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: 889

Replies to This Discussion

(I'm certainly raking up the points. *grins*)

I decided to take a look around the area - you never know, he might be the type to put a spare key on the top of the door frame, in or under a nearby potted plant or even worse - under the door mat...

(1)

You look near the banister of the stairs, something catching your eye. The wooden beams near the bottom of the railing were cracked, the entire thing hanging over the top more than it should. No stumble from a man of any size would be able to cause that damage. A quick estimate in your head determines that Johnny would've had to be running, and leap off, hitting the banister in the prossess; or he struggled with someone with his back against the banister and was pushed off. Either way, this little clue was enough to rule out the chance of an accident, and is not in the department of foul play.

(New Clue! Your investigation level is now 26!)

Returning to the apartment door, you casually flip the mat over and take out the key like you own the place.(Puzzle perfectionist bonus! Extra 25exp for for getting the puzzle in one guess, a very easy puzzle ;))

Now in the apartment, the place smells dustier than a haunted house, the air as comforting as being inside of a closed casket.
CAUTION: You are being watched(unknown where).
Without any light to begin investigating you are left with two options:
1)Turn on the lights and begin investivating
2)Use your lighter and begin investivating(roll d20 for sneak)

Stepping into the apartment, I had the unpleasant sense of being watched, but I couldn't tell from which direction.
The air inside was stale and dusty - it's been a while since someone was here. Still, I had better be careful.
(2 - roll of 5)

You flick the sparker, trying to get a flame to keep. Once it finally does, you...
(Roll another d20)

(15)

(You would've needed an 18)
Hidden behind the door, a man covers your face with a rag drentched in cloroform. You try to struggle, backing out of the room. Despite trying to hold your breath, you've already inhaled enough to make your vision blurred and your body weak. Falling to the ground, you see another man walk out of the darkness, accopmanied by another man holding a sledgehammer.
(The leader of the trio is your main rival. What should we call him?)

(Carlos Tebar? Johnny Rafferty? John "Glass Jaw" Irma? ;))

(Meh, those don't sound evil enough. We'll use the name of the villain from Big Heat ;))

Vince Stone stood there, smirking at your state of vunerablility.

"Vince Stone," You slur under your breath. "I should've known."

"What's the matter, Hunter. Think you saw a ghost?"

"I don't think he can 'ear ya, boss." The gorilla in a suit said, lowering his sledgehammer. "Darn. And I didn't even get a chance to break anything in him."

Vince crouched down to hold your head up, your eyes fighting to stay open. "Don't worry, Kieth. You'll get plenty of time to make him bleed. After we get to the safe house." He looks at you, a sickening delightful glimmer in his eye. "See you there."

The last thing you feel is him smashing your face into the floor... and everything goes black.

End of introduction. Quest completed. You are now level 2. I'm going to make some perks that you can choose or you can make one up yourself. So for now, you get 1 perk and your health goes up by 10 points. We'll continue on after you get the perk.

(*grins* That's fair :) )

So for lv2, the rpg games I've looked around at don't really give the player much. I was thinking maybe to have your character become a little more focused. Did you want to be an amazing fist fighter? Or a sneaky sleuth? Or a gun-totting gumshoe? Or the world's greatest detective with super good detective skills? Or you can get a perk to get a bonus against sneak attacks, after the fact ;).

I think I'll go the sneaky sleuth. :)

Do you want something with sneak or lockpicking? Like a perk that makes you silent in dim lighting or a perk called "been there, done that" where when you successfully pick a lock, you get to automaticlly unlock every other lock in the same building of the same type, either equvilant dufficulty or below.

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