Turn 4
Instead of using the lizard ability, I'll just have Al cast the Shaman spell "Jump"... On the assassin to make them jump of the wall!
Al will then point out the assassin to Bartholomew and Bartholomew will make an attack!
Oh, and here are my stats.
Strength: Super
Stamina: Swell
Speed: Sufficient
Swiftness: Sick
Smarts: Supreme (A) / Suspect (B)
Serenity: Suspicious (A) / Substandard (B)
Sacredness: Suspicious (A) / Sucks (B)
Savvy: Silly (A) / Shocking (B)
Style: Somber (Both Heads)
Seduction: Sincere (A) / Scent(B)
(Assassin's Jump Spell Save 9. d20=7. Failure.)
Having finally caught up with the half-thunderbird assassin, Al seeks to take advantage of her momentary distraction to cast Jump on her. She fails her save, and is propelled against the wall and into the direction of Bartholomew, who (Bartholomew Attack roll= 61%+50% Strength Bonus+1% Rage Bonus=(112%) vs Assassin Dodge roll= 40%=22% Skill Bonus=(62%) Bartholomew wins) easily manages to hit her despite her attempts to dodge out of the way, doing (4d6 cut damage=10) 10 cut damage to the assassin with his dual wielded giant knives.
These wounds (10 Cut=92%-52% Unvitality Bonus=(40%) Still conscious), however, are not enough to bring her down quite yet.
"Hey, that's my... SVD? You can't just go around stealing people's guns, sir!"
"That's an awp, skrub. Also, that's mine; it was always mine. You should know better than stealing military-grade firearms from people walking out of paintings."
>Carry my awp and prepare to quickscope any suckers who try stealing my gun.
I'll also post my sheet again; since it has all the relevant stats.
Name: Lord Screech XIII
Class(es): Sniper, h4x0r
Race:
Skittlemorph (Green)
Primary Weapon or Item: Silenced AWP (10/10 FMJ),
Other items: 5x 10-round sniper mags (FMJ)
Skills:
-Firearms (56%)
-Hacking (26%)
-Long-range combat (72%)
-Stealth (38%)
Abilities:
-Class:
-Sniper:
-Steady weapon: Active - Requires standing still, guarantees a hit with a ranged weapon if you're not interrupted before your next action. Uses Long-range combat and Firearms skill, depending on which one rolls higher.
-H4x0r:
-Basic Automation Control Override: Active - Allows rolling to control an enemy mechanical unit (robots, drones, etc) for 1d6 turns. Uses Hacking skill.
-Racial:
-Natural Camouflage (Green): Passive - Gets a 20% bonus to blending in near green objects and environments, like forests, jungles, and grasslands.
Anything Else: N/A
Resume research.
(Base Unluck 10%=19% Failure)
Aya-Vary-Jury seems to have taken the hint, and has gone back to his research, and no one else around seems interested in taking your rifle from you.
My thing about stats was an offer for people to add in more things to their sheets, so that I have more things to go on if they're trying to do something not covered by their skills or abilities. The way your character is currently, you're pretty much only good at shooting, hacking, and stealth, so, if you want to do something that doesn't somehow fall under any of those categories, there's not really much I can do to help, and I'll likely have to base the resolution on a Luck roll, which isn't great.
Also, if you can think of a way that one of your actions involves your skills or abilities, let me know, and I'll be happy to include it. I'm doing the best I can to give everyone every advantage their character can get, but I'm one GM trying to manage the actions of multiple characters, so I don't really have quite the spare creative power that a single player can have for their one character.
As long as the station wagon isn't trying to kill me or itself I'm fine with it trying to kill the wall, I should really try to raise my wagon language skill.
Before I finally give up with trying to talk with the station wagon I try to convince it to join me in my adventure, then keep kicking the crate it should hopefully be getting near breaking.
Strength: Slightly above average
Agility: Okay
Speed: Medium
Intelligence: High
Style: Fancy
Charisma: Not very
Perception: Great
Amount of stripes: Loads of them
This turn, the station wagon does (7d6 Structural damage=24) 24 more points of structural damage to the wall (42 Structural=8%-23% Unstability bonus=(-15%) Critical Instability!), causing it to collapse completely. (Base Unluck 10%=46%+Secret Star Sign Bonus=Don't worry about it. Failure) Fortunately, this wall wasn't load-bearing.
(Wagon language 14%=35%)
You don't seem to get through to the station wagon, probably because it is now too busy enjoying its kill (the wall).
(Small Creature Kicking roll 30%=30% Success!)
You give the crate another kick, doing (Zebra Strength Roll 45%=85% Failure) more negligible damage to it.
Journal the effects.
You note down your condition and symptoms, the green warty skin, the lack of feeling in said skin, sanitized metabolism, the skull for a face. Also the regenerative effect, which you have yet to experience, but you know it's part of the whole thing.
The effect of the drug will last 2 more turns.
Resume research.
Your thievery attempt having been largely unproductive, you return to your research.
(Reading Roll=43%. Complete first book, 2% of next one.)
You finish up Mountains of the Past, which doesn't really say anything more about the Mountain of Dusk, the Misfortune Elixir, or Everleigh Chunwere, but you do learn a lot about various other mountains, including The Voiceless Pinnacle, the mountain where wind makes no noise; Oakmagne Summit, the gathering place for the Triannual Worldwide Wizardly Convocation; The Homeless Peaks, a mountain that has no permanent location and constantly wanders around the world; and The Faraway Summit, a fabled mountain whose location is lost to the records of time, and is said to contain untold riches from a former age.
You then get started on The Secrets of The Mountain of Dusk, making it through the title page, the copyright page, the table of contents, the forward, the dedication, the introduction, the 23rd edition retrospective, and finally the first chapter, which defines what a secret is and what the Mountain of dusk is, and mentions that the Mountain of Dusk has some secrets, and, in this book, you will learn some of them.
Still left in your reading queue are Mountains of the World, Why No One Talks About The Mountain of Dusk Anymore, Basic Geomantic Experimentation, and 18 Facts About the Mountain of Dusk Everyone Thinks are True.