Turn 72
Everything suddenly lightens up as sunlight breaks the ominous darkness. It's noon.
Lorence "Lucky" Jackson and Nix
Try, Try Again.
Try to safely descend the chasm.
[3] Lorence twists and shakes, trying to get out of body of flesh giant, but this was to no avail. Then he got an idea. He searched with his legs for something that he might hold up with them, finding an edge of the chasm, and slowly pulled himself to it's edge while pushing the flesh with his hands. It worked and Lorence applied just enough force to pull his head out of corpse and not fall into the chasm.
[3] Nix thought that it might be a good idea to check if this endless chasm really is endless. He started slowly descending by finding good spots in which he could hold the rock surface. As he was climbing down, the opening hole and ceiling of barrack disappeared and darkness took their place. But still there was no end of this pit.
Nardo Polo, Dustan Hache, Fisk Black, Viltriskia Nikita
Anyway, finish off the ghouls then recollect as many knives and throwing stones as I can.
Don't forget +1 roll bonus.
in the nature of old English knights against French taunting... RUN AWAYY!
Kick their knees out, then punch them in the head.
Stomp on the jelly while opening the door and tumbling out and away
[Nardo: 1 +1, Ghouls: 2] Nardo decided to finish off the mutants. He took his stones, waiting for ghouls to go out of their cover and then aimed right at their heads. He thrown the stones and mutants were unable to dodge them, but Nardo's throws weren't strong enough to deal them any higher damage.
[Dustan: 3, Jellyfish: 2] Despite having litterally half of his body broken, Dustan quickly got on his right leg and started jumping towards stalkers fighting with corpses. Small blobs of acid weren't quick enough to chase already slowed down Dustan.
[Fisk: 4, Ghouls: 1] Fisk having enough of this all entered a martial trance and charged towards ghouls! With a strong kick he completely ripped off a leg of one of ghouls! The mutant have immediately fallen on the ground, but another was coming to fight with Fisk. Then he grabbed the leg and started bashing with it both ghouls wildly, beating them to a bloody pulp! A short moment later and the weak trance ended.
[Viltriskia: 3, Jellyfish: 3] The mutant slowly started moving from below the seat, making bubbling noise. Viltriskia stomped on it, and his shoe started to slowly dissolve! Luckily for him acid didn't damaged it too much, but the mutant is still there!
[Jellyfish: 3, Viltriskia: 2] Stalker quickly moved his hand towards door knob but jellyfish quickly jumped on it and dissolved it, preventing Viltriskia from opening them and escaping!
Swarm: eliminated.
I'm confused about the stats.
Dexterity: Dexterity: - Improves accuarcy, hand to hand fighting and increases character's movement speed.
Throwing: 0 - increases chances of successfully hitting with thrown object/weapon.
Which of these is used for (throwing) accuracy? If both, then how do they combine?
Nardo has base 1 dexterity and 2 throwing, what's his base accuracy bonus?
On drugs, Nardo has 5 dexterity and 2 throwing, so what's his current accuracy bonus?
((The thing with stats and skills is that they're less significant than base rolls and more of an indicative property (and I tend to forget about them...). Currently they're more working in the background than outright affecting base rolls. But they do show up in random situations, like Nix's -4 to luck made him fight a bear-bat and now thrown him into endless chasm. And Viltriskia wouldn't be able to survive this all without bonuses from adrenaline rush.
Dexterity improves accuarcy in a way that it makes successfully aiming at a chosen point more likely - it's more important for guns than thrown weapons. Throwing increases throw strenght and accuarcy in a way that it makes throwing at chosen point more likely.
Changed OP info about skills and stats in that they're affecting outcomes, not base rolls. In a few turns I'd move Wozzy's character into cold storage.))