"Okay slobber wolf I'm gonna take these things and you can have the rest, I don't need to be dragging around burn corpses anyway."
Grab the diving suit, roulette wheel, gold bracelet, and the QC-3N "Echo", then head towards the library so I can learn more of the wagon language, also find out how many bullets the echo can hold.
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%
Fire resistance: 18%
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
diving suit
roulette wheel
gold bracelet
QC-3N "Echo" (No ammo)
Currency:
Sea Copper 120
Perfect Farthings 16
(Bubba Firearm Use 24%+Charisma 13%=Intimidation 37%>d100=28% Success!) vs (Wolf Nerve 23%+Resolve 7%=30%>d100=27%% Success!) (Bubba 37%-28%=9% Success margin) vs (Wolf 30%-27%=3%) (Bubba Wins)
You successfully loot the corpses with no issue from the wolf, and you're sufficiently intimidating that it doesn't try to follow you when you leave.
As you head to the library, you try to recall information about the QC-3N "Echo". (Firearm use 24%=20% Success!)
You recall that the QC-3N "Echo" was first developed in the Duchy of the Gray Dutchesses. It was favored by the Dutchesses' assassins for its ability to produce a sound register that seems to originate from elsewhere besides the pistol itself along with its bouncing bullet ammo that let one shoot at targets without a direct line of sight, which together let them take out targets in an obvious way that nonetheless doesn't give away their location. Its magazine holds ten bullets.
Once you get to the library, you spend some time learning about the wagon language. (Non-Downtime Downtime roll 5d2=6)
(Intelligence: High (63%)=12%-(d10 Easy bonus=1%)=11% Success!) You make it through the first book easily enough, though it doesn't have much useful information. (d3=3) Gain
+3% Wagon language skill.
(Intelligence: High (63%)=83%+(5d10 Difficulty penalty=21%)=104% Critical Failure) The second book you read is basically impossible to understand, and you misunderstand it so badly that it explodes in your hands (Fire resistance 18%=50%-(3d10 Easiness bonus=14%)=36% Failure), taking (d6=2)
two fire damage, though your previous damage was reset from rest, so your fire resistance easily handles it.
(Intelligence: High (63%)=92%+(2d10 Difficulty penalty=16%)=108% Critical Failure) The third book is not as difficult to understand as the previous one, but you again so badly interpret what it says that it also detonates in your hands (Fire resistance 18%=78%-(3d10 Easiness bonus=17%)=61% Failure), and you take a further (d6=5)
five fire damage, bringing you to a total of
seven fire damage, still not enough to affect you, but getting up there.
(Intelligence: High (63%)=30%-(2d10 Easy bonus=11%)=19% Success!) You have much better luck with the fourth book, and you find it reasonably informative (2d6=7), gaining
+7% Wagon language skill.
(Intelligence: High (63%)=80%-(2d10 Easy bonus=16%)=64% Failure) You don't quite understand the fifth book, even though you feel like you could have almost gotten something out of it. You're just glad this one didn't explode on you this time.
(Intelligence: High (63%)=34%+(5d10=26%)=60% Success!) The sixth book is nearly impossible to understand, but somehow you manage to do it, and you learn a pretty good deal. (5d6=15) You gain
+15% Wagon language skill.
but the longest queue you see seems to be for the money exchangers.
Fairly normal in a world where every currency is used for only a few products each after some idiot made the currency a fucking seed.
>Go through the graveyard and see what's inside, before moving into the next car.
The floor of this car seems to be made of grass. Tombstones fill most of it, with names like "Jed Buddles" or "Turby Smellver". A creepy-looking half-djinn/half minotaur seems to be digging a fresh grave.
The center of the compartment is dominated by a large mausoleum. (Prudence V (88)=74%+(5d10 Non-skill penalty=23%)=97% Failure) There seems to be some kind of religious iconography adorning it, but you don't recognize it.
The walls of this area seem to be made of moss-covered cobblestones.
You look into the next car, and it looks like some kind of antique shop. Behind you is the bank. From that direction, you suddenly hear the word, "Nobody move! This is a hold up!"
"Ahh, that's too bad then. Making deals may be one thing, but our relationship can only go so far without the potential for physical intimacy."
"FORGIVE ME, BUT THE VERY THOUGHT OF ANY SORT OF 'INTIMACY' WITH A MORTAL MAKES ME NAUSEOUS. YOUR BIOLOGICAL PROCESSES ARE ABHORENT TO ME, WHICH IS PART OF WHY I WISH TO SEE MORTALS KILLED. NO OFFENSE."