Turn 17
Al responds. "Not necessarily. Rather, what I want is for them to experience a proper retribution for their actions. After all, Rhutysus is a god of revenge and revenge is not merely a synonym for destruction."
Bartholomew adds "That being said, we wouldn't lose sleep if the entire organization were taken down."
"Well, I'm not sure if you know how this whole thing works, but we followers of Rhutysus regularly check his shrines for petitions of revenge, then seek to carry out that revenge in his name.
"But, beyond that, I happen to have a personal vendetta against the Crystal Rose Syndicate myself."
"ONE DOWN, THREE FUCKERS TO GO!"
Rush to the revolver robber, disarm him, and perhaps use his own guns against him.
Basic Info:
Name: Lord Screech XIII
Class(es): Sniper, h4x0r
Race:
Skittlemorph (Green)
Inventory:
Inventory:
Equipped: Silenced AWP (2/10 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
1x Train Robber
Also, did the hostage-taking robber actually drop anything worth noting?
(Lord Screech Justice IV (73)=28% Success!) vs (Robber Anti-Disarmament 19%=96% Failure) Revolver 1 taken
(Lord Screech Justice IV (73)=87% Failure) vs (Robber Anti-Disarmament 19%=26% Failure) Revolver 2 not taken
You easily disarm the revolvers-wielding of one of their revolvers, but they still manage to hold onto the other. However, you still have one revolver, so you shoot them ((Lord Screech Firearms 56%=34% Success!) vs (Robber Dodge 26%=94% Failure)) and hit for (2d6 Bullet=7) seven bullet damage, which (Bullet Resistance 10%/-2=-5 Resist) is reduced by their bullet resistance to an effective two bullet damage (2 bullet=77% Still Conscious), which isn't enough to take them out.
Still maintaining control of one of the revolvers, the robber tries to get you back for that, ((Robber Revolvers 23%=23% Success!) vs (Lord Screech Justice IV (73)=99% Failure) hitting your for (2d6 Bullet=6) six bullet damage, which is reduced by your Fortitude IV ((82)/-2=-41 Resist) to an effective no damage.
Then the lyre-wielding robber comes after you, (Robber Musical Instrument 27%=61% Failure) again just making a terrible sound that doesn't accomplish anything.
The one with the robot controller flicks some switches, (Robot Handling 18%=91% Failure) this time accomplishing nothing. The robot remains stationary this turn.
Scanning the first robber you killed for any possessions of note, (Prudence V (88)=29% Success!) you notice they were wielding a submachine gunblade.
Sleep the night at the inn. In the morning follow my plan to figure out where the heck I'm actually supposed to go.
You go to sleep at night at the inn, and enter a further level of dream state.
You're in a hallway, with multiple doors on either side.
On your right side, you see a metal door with no visible knob and some kind of control panel next to it. Next, there's a wooden door with an arched frame with runes around its edges. The last door on this side is a solid stone door carved with scenes of dwarves.
On the left side, there's a modern-looking white-painted wooden door. Next, there's a glowing portal that seems to be surrounded by stone carvings that resemble some sort of demon mouth. The last door on the left looks like some kind of beaded curtain.
The hallway beyond the doors is shrouded in darkness, both in front of and behind you, and behind you you hear the approach of footsteps.
What do you do?
Attempt to astrally project into the mountain of dusk to scout it out
(Spirituality 45%=48% Failure)
You try to astrally project into the Mountain of Dusk, but you can't quite manage to get into the right headspace. Maybe if you had some substance or something to aid you, you might have better luck.
Sell the three crowbars for 18 Interstellar Credits, and buy one Echo mag for 15 Interstellar Credits, then head back to that warehouse I was at earlier and see if that station wagon is still there.
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: 40%
Brick throwing: 20%
Egg detection: 50%
Dodging: 05%
Firearm use: 24%
Small creature kicking: 30%
Fire resistance: 32%
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)
MP40 Mag
Whispering Launcher (1/1)
Whispering Grenades 12
Crowbar X3
diving suit
roulette wheel
QC-3N "Echo" (10/10)
Currency:
Sea Copper 120
Perfect Farthings 16
Interstellar Credits 3
You sell three crowbars for 18 Interstellar Credits (
-3 Crowbars) (
+18 Interstellar Credits), and buy one QC-3N "Echo" magazine for 15 Interstellar Credits (
+1 "Echo" Magazine) (
-15 Interstellar Credits, (
3 Interstellar Credits in change)).
Then you head back to the warehouse and look to see if that station wagon is still around. (Secret Star Sign Roll=27% Success!) It is!