Al responds. "Our client is willing to pay out 400 Gembricks for each participant, up to a certain limit after the job is completed. If you wanted payment in advance, I would only be able to do so via Republic Coins or Elvish Silver; and not as much of it; though it could be in your hands right now."
Bartholomew speaks. "What we need to do is track down the Elixir of Misfortune."
The ettin gave me the lowdown on the payment situation. 400 Gembricks when the job was completed, to be paid my some mysterious client. And also some payment upfront, though not much, just some Republic Coins or Elvish Silver, but it would be nice to have some money in hand to pay off my bills, by which I mean my various bar tabs.
Then he gave me the skinny on the job. Apparently they were after the Misfortune Elixir. (Blones Mackenry Noodle-Usin’ 23%+Lowdown-Havin’ 16%=39%>d100=95% Failure) Frankly, I never heard of the thing. But (Blones Sleuthin’ 32%+Savvy 30%=62%>d100=60% Success!) I could tell from the look on this guy's mugs that it wasn't gonna be no walk in the park. On the other hand, I really did need the money.
"Alright, I'm gonna be honest with you, fella. Something about this job don't smell too right. But I need the dough, so I'll take the job, so long as you provide money up front. And don't think about trying to double-cross me, or you'll get a taste of this hear heater," I said, flashing my trusty old 8C-XP4 "Serenity" in my shoulder holster.Man, this fight is boring. Bring my lucid dreaming one-layer-down and kiss the invisible person.
(Power: Low (20%)=25% Failure)
You try to bring yourself down a level of dreaming, but you can't quite manage it.
And the invisible person, seeing no reason not to continue hostilities, keeps attacking you. (Invisible Person Punch 18%=79% Failure) And they still miss. But they're trying.
>Use both my revolver and submachine gunblade to shoot at the revolver robber's head until he dies. After that, use my submachine gunblade to sever numerous vital arteries inside the lyre robber's neck.
Basic Info:
Name: Lord Screech XIII
Class(es): Sniper, h4x0r
Race:
Skittlemorph (Green)
Inventory:
Inventory:
Equipped: Revolver (2/6 FMJ), Submachine Gunblade (25/30 FMJ)
Other weapons: 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
((Lord Screech Firearms 56%=29% Success!) vs (Robber Dodge 26%=41% Failure))
You shoot at the robber some more with the revolver and gunblade, hitting for (Revolver 2d6 Bullet=12)(Submachine Gunblade 4d6 Bullet=18) thirty more bullet damage, for a total of sixty-four bullet damage, which is reduced by resistance (-5 Resist) to an effective fifty-nine bullet damage (59 Bullet=97% Still conscious) which still hasn't killed them.
(Justice IV (73)=74% Failure)
You attempt to cycle the revolver faster to try to kill this robber quicker, but you just can't manage it. (Base Luck roll 10%=25% Failure) Also, try as you might, you are unable to will the submachine gunblade into increasing its firerate.
(Lord Screech Justice IV (73)=9% Success!) vs (Robber Dodge 26%=86% Success!)
However, you're able to slash at the lyre-wielding robber well enough to do some damage, about (2d6 Slash=5) five slash worth, for a total of fifteen slash, which is reduced (-8 Resist) to an effective seven slash (7 slash+3 smack=10 damage=26% still conscious), which doesn't quite sever their neck.
Then the revolver robber shoots at you once more ((Robber Revolvers 23%=9% Success!) vs (Lord Screech Justice IV (73)=72% Success!) (23%-9%=14%) vs (73%-72%) Robber Wins)), hitting you for (2d6 bullet=4) four bullet damage, bringing you up to ten total bullet damage, which (-41 Resist) still doesn't even phase you.
The lyre-wielder tries to bash you again (Robber Musical Instrument 27%=39% Failure), still not having much effect.
The robot handler tries to get the robot to hit the glass again (Robber Robot Handling 18%=26% Failure), although the robot (Robot Command-Following 33%=98% Failure) might have continued its action if it had better subroutines, but, unfortunately for the robbers, it is now just punching at the air.
As much as I like the idea of rolling to see if someone is taken out by their damage, I'm starting to feel like maybe it's just a bad idea, or at least I can't think of any way to make it work well.
"Um, maybe you could teach me some additional wagonmancer spells or any spells."
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)
Amulet named Kolmath the Knowledgeable
Bracer of Wind Bolt
Brew of the Ultimate Witchery of the Hateful Chameleons
Jar of Meteoric Salve
Forbidden Nomad's Harp
Box of matches
Pair bolt cutters
Portable radio
Sports trophy.
Currency:
Sea Copper 120
Perfect Farthings 16
Interstellar Credits 3
(Kolmath the Knowledgeable Genius-level intellect (75%)=71% Success!)
"I am familiar with these wagonmancer spells of which you speak," (Bubba Charisma: Not very (13%)=4% Success!)
"and will teach you some."And so Kolmath the Knowledgeable proceeds to teach you (d10=3) three wagonmancer spells, which you will need to master to be able to use.
The first spell uses wagon energy to create armor. It requires the drawing of sigils. This style of magic requires the caster to store and release magical energy.
The second spell, when performed properly, should allow the capture and control of any wagon. It requires special poems, various talismans, and careful visualization. This style of magic draws its power from the unconscious desires of the caster's species.
The third spell allows the alteration of a wagon’s form. It requires touching the target, clay for forming images, and careful visualization.