"Well shit they've all left, it's like they hate my traditions!"
Well since the dolphins are all gone for the moment I'll go see if there's anything interesting going on in town.
Name: Bubba Jobob
Class(es): Wagonmancer
Race(s): Zebra / Wagon kin
Equipped Weapon: MP40 (24/30)
Stats:
Strength: Slightly above average
Agility: Okay
Speed: Medium
Intelligence: High
Style: Fancy
Charisma: Not very
Perception: Great
Amount of stripes: Loads of them
Skills:
Wagon summoning: 43%
Wagon language: 14%
Brick throwing: 20%
Egg detection: 50%
Dodging: 05%
Firearm use: 24%
Small creature kicking: 30%
Abilities:
Polymorph other into wagon
Raise wagon from dead
Friend to all wagons
Anything Else: Is an enemy of the state Road Island
Inventory:
MP40 (24/30)
Whispering Launcher (1/1)
Whispering Grenades 12
Crowbar X6
Currency:
Sea Copper 120
Perfect Farthings 16
You wander into town, and it looks like the Feast of Fire celebrations have just begun. There are various booths set up with events such as bobbing for fire, fire tasting booths, and fire eating competitions.
>Find a map of the train, since I apparently need one.
(Base Luck roll 10%=16% Failure)
Looking around the sleeping compartment, you try and find a map of the train, but you can't seem to find one here. You'll probably have to explore elsewhere.
Welp, initiate relaxation routines! No need to work too hard, hehe.
((100%-27% Thinking skill=73%)>d100=28% Success!)
You manage to relax, gaining
+1 Relaxation Token as you settle in your compartment and chill.
Use my immense hippie skills to become the (unofficial) leader of the hippies
(Smarv Spirituality Skill 45%=80% Failure) vs (Hippies Anti-Hierarchy skill 23%=30%)
You don't make much headway trying to convince the hippies to follow you on the basis of spirituality, even though they don't seem to be resisting it too much.
(Smarv Weedomancy skill 67%=62% Success!) vs (Hippies Anti-Hierarchy skill 23%=18% Success!) (Smarv Success margin=5% vs Hippies Success margin=5%. Tie goes to Hippies for lower roll)
You try to control the hippies with weed, but they counter that weed is what makes everyone free and equal, man.
(Smarv Cooking skill 20%=95% Failure) vs (Hippies Gastrological Sensibilities skill 6%=51% Failure)
Even though the hippies don't have the most sophisticated palette, you poor cooking isn't going to sway them.
(Smarv LSD Summoning skill 82%=73% Success!) vs (Hippies Anti-Hierarchy skill 23%=18% Success!) (Smarv Success margin=9%)(Hippies Success margin=5%. Smarv Wins!)
Then you try brainwashing them with LSD. Hey, if it works for the CIA, why not you?
And you do it. You now have a commune full of LSD-brainwashed hippies under your command.
I forgot to share earlier that I figured out a system for damage, which is different from the three others I was thinking of using.
The idea is that I roll for damage like before, and then resistances reduce damage by 1 for every 2% you have in the resistance skill or attribute, so you could theoretically have up to -50 to your damage taken if you had 100% for the resist stat. (Technically you could also basically just halve the resist score.) This means that you'll have to take over the resist reduction before damage can take you out, hopefully making one-shotting less likely unless someone's really weak.
This is how I'm going to try it out for now, but I might try reducing the amount of resist gained to 1 for every 5% if it seems to powerful, and 1 for every 4% if that seems like it swung too far. So those would have a max of -20 and -25 respectively.
Also, I'm thinking of making difficultly modifiers, like the reading difficulty, dice instead of flat bonuses or penalties, so a -30 might be -3d10 instead, for example, which would have a lower average. I might have to fiddle with the exact dice size or number to see what works best.