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: 888

Replies to This Discussion

I'll try the brain first to see if I can remember where it is (roll of 11) and if not, I'll use the payphone.

(Sucess!)(+10 exp)
You remember the club's street and mentally traces the other streets to fins a good way to get there. The trip will be 10 blocks from your location(10 turns). The crime rate in this poverty-stricken area is a little high(10%).

what will you do?
1)Buy stuff(I don't really care about the time haha)
2)take the streets(10% risk of encounter, 10 turns)
3)take the back alleys(35% risk of encounters, 7 turns)

(Sorry about the delay - Halloween costume creation and the following party swallowed all my time)

It was good to be out in the fresh air again. Or somewhat fresher air at least. Anything was better than a stuffy murder basement under a cheap restaurant, to be honest.
At this point a nice quiet walk sounded like a good plan, something to clear my head, and if I was really lucky I could even pick up some aspirin along the way.

(1 combined with 2)

You have $305. You can sell any weapon you don't want, or the caffine pills if you don't need them. If you want first aids, the local drug store has the essentials like bandages and healing salves. Or you could even buy boost drugs from any shady dealers if you want. Just name what you have in mind and I'll tell you what you can get.

I'll just stick to ordinary pharmaceuticals and leave the more experimental one for other, more desperate people. ;)

(Oh crap. I was waiting for you, but you were waiting for me! Haha sorry about that. I hope your halloween went well)

You pop by the drug store. The young clerk greets you tiredly, like a zombie. I assume you'd like some health items to heal up those nasty bumps and bruises. The shop has:
-Band-aids(10% health back) $2
-bandages(25% health back) $4
-first aid kit(50% health back) $8

One first aid kit should do the trick. Anything else will prove useful on the road.

So, what are ya buyin'?

Along the way I found a drug store. The neon sign out front flickered on and off like crazy and the buzzing set my teeth on edge. I threw some money on the counter as I picked up a a first aid kit and some bandages and the guy just grunted before going back to his magazine.
I've seen livelier guys than him floating in the harbour.

You have healed up! You have gained 1 roll of bandages!

There is also a little known weapon dealer in the area. Care to visit him or begin the trek to the club?

It might be a good idea to pick up a little something along the way, the way this evening is turning out. Knuckle dusters perhaps?

You go over to a fellow in an alleyway by a burning dumpster, wearing a long and thick trench coat. You ask him to see his wares.
"There's not much here as there should be, stranger," he informs in his gruff voice. "One of the old warehouses we keep all of our stock hidden at was raided, our guns included. If someone were to get them back, it would save us gunrunners a great deal of trouble."
He has:
Brass Knuckles - $25
Trench Knife - $30
box of pistol ammo(20) - $5
Frag gernade(1) - $80
Single Shotgun - $190

"What 'er ya buyin'?"

(Ah, nothing like the smell of side-quest in the morning) ;)

"I'll stick to one of your brass knuckles."
"Who raided you? I would have thought the police were too busy lining their pockets somewhere more profitable?"

You got.... brass knuckles!
He takes the $25 with a gruff laugh of joy(not trickery). "Hehe, thank you."

"No police, stranger. The competition here is growing stiff with no room to move about. The bootleggers need the guns to protect their wares. They were given the order to steal instead of buyin'. Ironicly, the warehouse full of guns was not well armed and gaurded, makin' it a swift swipe. You look like the gumshoe type. Care to investigate, or are you busy with your own crisis?"

1) accept side mission
2)decline offer(you can come back later)

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