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: 842

Replies to This Discussion

I just wanted to post it up before my work's wifi craps out. So what I still need is a body size and whether you'd like to start off with a pistol or a revolver. The difference is that revolvers are easier to use and have some extra perks(like the Hammer Special, which lets you unload all your bullets in one action, but means you'd have to reload after) and are easier to hide(meaning you can sneak them into places better or pass a guards check better). A normal pistol has a a faster reload, more upgrades, and more bullets in the clip. We won't start the game until it's all good and started. I'm also going to put up a class page for the Gumshoe.

There was plenty of time. I had to do the whole sleeping thing. ;)

I'll just go for a revolver and normal body type.
Hair is a dark brown and grey eyes.

Oh I know. Your days are my nights. Luckly for you, I'm working during the day and I'm on the web at night, so it evens out.

I got the s.p.e.c.i.a.l. and your skill set worked out. Also, would you like to use the emotion system? Pretty much works like real life, things and actions are enhanced and lowered by your characters emtion levels. It adds a little more complication(on my part) but makes the story more indulging.

And any stats or numbers you think I should change, I'm open for your opinion.

Okay. so the S.P.E.C.I.A.L. stats that have 15 are your good stats. The max for those is 25. Each one of those adds 2 points to their owned skill(marked with the first letter in parentheses). The skills with a * are your proficient skills, automatically starting at 25 and they take half as long to level up.

Anything in there you'd like to change around?

Nope, this looks fine. :)

Now, being an ex smuggler, you should start off with extra money. Let's say $300(we'll call them smackaroos) as starting money(a normal start up will be $100). I include money in backgrounds because I don't like how a good roll in D&D gives you a bunch to start with, but a bad roll gives you nothing. This way it's by choices. The only down side is that you begin on the law's bad side, meaning cops won't help you and they start off angry with you.

So off to beginning apperal. You are allowed non-boosting clothes to begin with, all normal clothing. you also start off with shoulder holsters(use 2 guns without an equip penalty). The only real choice is if you want a cloth trench coat instead of a suit jacket. It'll cost $50 and it increases your armor by 1 and your conceal by 5. Would you like to buy before starting?
Oh, my bad. The trench coat is an extra, not a replacement for your suit jacket.
Also(to help me with the story) what were you an ex smuggler of? Booze, drugs, weapons, people?
Whichever you smuggled gives you better reputation with that department, meaning start up benifits.

There has to be a trench coat. I won't be able to do any detectiving without it.

And it was primarily booze and weapons that I smuggled. Tried smuggling people once or twice, but it was always more trouble than it was worth.

Okay, so then you begin with +5 fame with bootleggers and weapon dealers. That will make prices lower for you in their department and opens up more options(able to go into the backrooms of speakeasies).

Now the setting. Does 1930s Chicago sound good?

Sounds good. :)

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