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: 882

Replies to This Discussion

"Huh, if that isn't irony, I don't know what is. But I can snoop around a bit. Where's this warehouse of yours?" 

(1)

Mission Started: Where are the Wares?

"Ahh, stranger. How ever kind of you. Tell you what, you get the weapons back in the right hands, and I'll give you a special little shooter, on the house. The warehouse can be found awfuly close, down by the docks. Good luck."

The docks are 3 streets down(3 turns) through a heavily "unfriendly" zone. You can try to roll for 2 of them to talk your way out, or fight them (the third one is a junkyard dog). Do you want to try to talk or straight up fight them?

(Sorry about all the delays - most of my energy seems to go towards finding a new place to live and applying for jobs...)

Heading into hostile territory again - obviously I'm not one for learning from my own mistakes, but hopefully if I run into anyone they are a little more likely to listen to sense.
I'm not holding my breath.

(Roll of 10 and 20 on a d20)

(Good luck, mate. I'm sure job and house hunting is far easier over there than in America)

The 20 gets you a "golden tongue" bonus of 100exp, while the 10 was really close, but the Thug didn't buy it.

As you stand in front of him, he puts out a crowbar. He looks tough in melee, but a bullet can take him out for sure. "Turn back now, before I cave ya head in!"

What shall you do?

1)fight (You know the drill)

2)try for diplomacy(roll d20)

3)try for charm(roll d20)

4)try for intimidation(roll d20)

Some people just never listen. Up to and including me.
I shook my head and pulled out my gun. "Listen bub. Either you get out of my way or I fill you so full of holes that your mum can use you as a colander"

(4 - roll of 4. Ye-ouch. I probably shouldn't have mentioned his mother.)

"That's it, your going down, clown!"

(Combat initiated)

Because of your speed, you get first attack. What shall you do? Knock his lights out or quickdraw him?

(By the way, hows the job and house hunting going?)

(We have found a place that we like, so so far, so good. Now we just need to sell our place, so we can get the whole ball rolling. And the job-hunt continues.)

Me and my big mouth, but how was I supposed to know his mother was a sore spot? I've had more than enough of being clobbered in the head with blunt instruments, but thankfully I brought a gun to a crowbar-fight.

My revolver barked once in my hand as the thug charged...

(1 out of 2 aint bad haha)
What was the d20 roll? And the damage, 1d4+4?

(Ah yes, forgot about that one. *grins* 16 and 6 (2+4))

The bullet gets him right in the chest, the thug holding his wound in pain. Dropping his crowbar, he crumbles to the ground.

*Thug Defeated*

Now for the dog...

A Rabid Dog stands in your way, growling and foaming from the mouth. (dog gets initiative) It lets out a threatening bark...(17) and stuns you for 1 turn. You can't move and your armor check drops by 2. Running up to you, the dog goes for a bite and...(ugh, dumb dog, it rolled a 3) flies by you, landing behind you.

You're close enough for a melee attack, or can use the gun again. What shall you do?

I paused for a sec to reload my gun and then put it back into the shoulder holster.
"Poor, stupid son of bitch. You should have listened to me."

I picked up my pace to get away before anyone decided to investigate. I turned a corner, which brought me face to face with another son of a bitch, except a real one and a rabid one at that.
It let out a bark so loud that my ears almost began to bleed and then it leaped at me.
I managed to stagger out of its way. "Bloody hell!" I muttered to myself as I grabbed my bat and took a swing.

(A roll of 19, damage 10 (2d4+3: 3 and 4 plus 3)

So... I completely forgot about this. haha sorry. Is it okay if we continue later on in the year? I would like to take a break so I can start my writing career and have more free time. I hope it was fun playing while we did. When we start it up again, I will have things more set-up and organized, and probably give it it's very own site. So... yeah, sorry again.

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