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: 889

Replies to This Discussion

Oooh, the dim lighting perk sounds good.

And something with sneak, I think.

Okay, we'll call the perk "Give into the Darkness".

New Quest: Escape the Cold

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

You wake up in a cold, lifeless room, the feeling of being in a basement. Your weapons are gone. You are tied to a plain wooden chair, the ropes made of some kind of thin yet durable fabric. An overhead light is right above you, the rest of the place hidden behind the spotlight. In comes a man with a baseball bat, blood completely stained and dried all around it. He looks heavy and out of shape, but his arms are big enough to show his experience with his swing.

What do you do?

1)Ask who he is

2)Ask where Vince is

3)Say Nothing

When I came to I was in a dank, unpleasant room, probably in a basement somewhere. The throbbing in my head kinda made me wish that I was still out cold, but then I would have missed the, no doubt, sparking conversation that I was about to have with the bruiser, that just came into the room, and the baseball bat I suspected he would introduce me to in a minute.
"So, who are you then?"
Admittingly, not a sparkling conversation opener from my side, but I was still recovering from being drugged, so I think I'm excused.

He lifts your chin with the tip of the bat, filling your nose with the putrid stench of the things violent history. "The name's Franky 'The Bat' Niagara. Vince always lets me soften up the 'catch of the day'." He takes a swing at you(5 damage), cracking you across the jaw.

What do you do?

1)ask what he wants
2)ask where Vince is
3)say nothing

I spit a gob of blood onto the floor. "Catch of the day? I knew there was something fishy going on."
"But I didn't know that Vince knew Johnny? And what the hell do you want anyways?"


"Johnny?" He lit himself a cigar, having put it in while you were talking. "Who the hell is Johnny? Some junky buddy of your's?" He waved it off, picking up his bat again. "Whatevea. Vince just said to keep you company. Might as well get off a few hits while we wait."

He hits you again, this time at the temple(7 damage).

What do you do?

1)ask where Vince is
2)try to distract him (roll d20)
3)say nothing
"Never heard of him before today," I groan
"You need to go easier with that bat. There is only so much a fella can take."
"Look at that: I just bled on your shoe!"

(2 - roll of 14)

(Success!)(he's not very bright)

As he looks down, you shoot up and knee him in the chin, making him stumble back. With him stunned, you finish up with a quick spin, causing the chair's legs to bash into him, destroying the chair in the process. With the chair in a mess of splintered wood, you tie him up to keep him in place, just in case he wakes up too early.

You have gained, Chair Leg(blade) and Niagara's Baseball Bat(Blunt). The Chair Leg has 1d3 and the bat has 2d4 because it is a unique weapon. Hooray!

Finally free from your torturous treatment, you are now able to move around and continue to:

1)Find a way out

2)Find your lost gear

(for taking a beating while tied up, you also get +1 in endurance in the perk called "Tough Enough" :))

(Any more beatings and I think the perk should have been "Tenderised" ;) Also: Hurrah for unique weapons. ^.^)

Thankfully he was just as dumb as a sack of hammer. Hit like one too. One more whack like that and I think he would have knocked something loose.
I waited a little bit to catch my breath and for the little black spots to stop flashing in front of my eyes.
"Ouch," I muttered to myself, "now where did they put my damn keys?"


Heading up the stairs, you open the door, able to breath real air again. The hallway you enter seems to be the backway of a resturant, everything well lit(ha-ha to your perk :p). Because you have to look for your stuff, you'd have to go room by room.
(5 rooms, 50% risk)
You had 3 encounters with goons(46,46, and a 5) the 46s you can roll a d20 to see if you sneak past them. The 5, you are forced to fight, but are allowed a sneak attack in the beginning. The other two, you are able to overhear a conversation, which I'll put up after the fighting.

So roll 2 seperate 1d20 to see if you sneak by the 2 thugs sucsessfully.

(I rolled a 15 for the first one and a 7 for the second)


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