Turn 15
"Oh shit what's with this library, why do the book explode, what did I do to them for that to happen?"
Cautiously read another book about the wagon language, then any I can about resisting fire since I seem to like to catch fire a lot recently.
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: 39%
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" (0/10)
Currency:
Sea Copper 120
Perfect Farthings 16
(Non-Downtime Downtime roll 5d2=7)
You first read another book on Wagon language (Intelligence: High (63%)=55%-(d10 Easiness bonus=2%)=53% Success!), which you find easy enough to read, though don't learn too much from. (d3=1) You gain
+1% Wagon language skill.
You then start reading books about fire resistance, because clearly that's something that can be improved by knowledge alone. (Intelligence: High (63%)=57%-(d10 Easiness bonus=4%)=53% Success!) You find the first book easy to read, yet extremely informative (3d6=12), gaining
+12% Fire Resistance. Also, for some reason, someone has put various pieces of paper throughout the book commenting critically on it.
(Intelligence: High (63%)=42%-(d10 Easiness bonus=6%)=36% Success!) The next fire resistance book you read is pretty clear and gives reasonable information on the subject of resisting fire. (d6=2) You gain
+2% Fire Resistance.
The third fire resistance book (Intelligence: High (63%)=95% Failure) is hard to read, at least for you, but at least it doesn't explode on you, so that's good.
(Intelligence: High (63%)=48%+(4d10 Difficulty penalty=22%)=70% Failure) the fourth fire resistance book seems especially hard to read, but, again, still not exploding.
(Intelligence: High (63%)=69%-(2d10 Easiness bonus=15%)=54% Success!) you read the fifth book easily enough, but, unfortunately, it has no useful information.
(Intelligence: High (63%)=78%-(2d10 Easiness bonus=12%)=66% Failure) the last book you read seems almost like it would be possible to read, but just out of your grasp. Alas.
"Now's the time."
>Remove all the contents of my briefcase and put them in my normal inventory, and draw my AWP, before returning to the bank car with my rifle drawn and ready to shoot the robber(s).
Anatomy Roll: 37
Basic Info:
Name: Lord Screech XIII
Class(es): Sniper, h4x0r
Race:
Skittlemorph (Green)
Inventory:
Inventory:
Equipped: Silenced AWP (5/10 FMJ)
Ammunition:
5x 10-round sniper mags (FMJ)
1x 10-round sniper mag (Incendiary)
Other items:
1x Pile of Rain Turtle Gibs
Empty Briefcase
Currency:
13 golden pennies
Stats:
Fortitude IV (82)
Prudence V (88)
Temperance II (30)
Justice IV (73)
Skills:
-Firearms (56%)
-Hacking (48%)
-Long-range combat (76%)
-Stealth (44%)
-Philosophy (General) (24%)
-Religion (Jul) (20%)
-Anatomy (General) (43%)
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.
-Heartbeat Shot: Passive - Gain +1d4-1% skill bonus while sniping.
-Called Shots: Active - By taking a 50% penalty to your shot, you can deal twice the normal dice worth of damage. Alternatively, you may forgo this extra damage to apply some other effect, such as crippling the enemy's attack, for example.
-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.
Kill count:
1x Rain Turtle
You quickly unpack you AWP and position yourself to get a clear shot into the bank car. (Stealth 44%=43%-(20% Natural Camouflage (Green) bonus)=23%) Standing in the grass of the graveyard, you are essentially unseen.
Looking in, you can see (d6=4) four bank robbers with balaclavas over their faces and bearing weapons. One of them has grabbed a hostage and is demanding the tellers give them money.
(Firearms 56%=98% Failure)(Long-range combat 76%=1% Success!)Assuming you're not interrupted before your next action, you're guaranteed a hit from your Steady Weapon ability.
(Is the train thing a downtime event? I suspect you are processing book actions as if it was still downtime mode)
Al and Bartholomew check out the other side of the forest car.
(Al Savvy: Silly 9%=75% Failure)(Bartholomew Outrospection: 22%=8% Success!)
Al doesn't see anything, but Bartholomew spots some Angel's Weed on the other side. (Al Smarts: Supreme 70%=45% Success!) Al recognizes this as a plant that can be made into an ointment that transfers the odors experienced by the user to someone else.
I was kind of planning a downtime for people in the train once the robbery situation is resolved.
"Hah, you think this hodgepodge of meat is capable of reproduction? No no, that's not the point of it at all."
"JUST BECAUSE YOU'RE NOT CAPABLE DOESN'T MEAN YOU'RE NOT TRYING. YOU'RE GOING THROUGH ALL THE MOTIONS WITH NONE OF THE PAYOFF."