01.1 An Old Gas Station

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Ndreare
Savage Siri
Posts: 4388
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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01.1 An Old Gas Station

Post by Ndreare »

With the information given it was easy to figure out the gas station. Afterall there was only one Chevron near enough to the hospital, that a victim would not have been taken to another hospital.

The old gas station is dimly lit, with flickering neon lights. The dirty facility looks to have not been updated in decades. A vintage car is parked at one of the pumps, the pump handle filling the car unattended. Inside the attendant, a middle-aged man with a rugged look seems uninterested in the customers browsing the store, is standing behind the counter the Guns & Ammo magazine in his hands being read with mild interest.

Around him, the small store is cluttered with typical items like snacks, road maps, beer and drinks. A pair of small black cats sit casually against the counter behind the attendant, their tails swishing as they watch Sam and Malavish with caution. It is obvious that any sudden moves will send them into an attack.


Instructions: Chose who will approach and interview the attendant. A notice roll reveals the faded name on his tag once read Jimmy.
Even if you are not talking to Jimmy PLEASE INCLUDE A NOTICE ROLL.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Malavish
Posts: 10
Joined: Wed Sep 20, 2023 10:05 pm

Re: 01.1 An Old Gas Station

Post by Malavish »

Notice
Notice d6!!: [7!!] = 7 Notice Wild d6!!: [14!!] = 14
Stepping up to the counter Mal gives the clerk a nod and smile when the man looks up from his magazine. "Jimmy, how are you doing tonight? I know overnights can be pretty crazy." He lets the man respond and they small talk a minute before Mal gets down to business. 'Weird nights are actually what brings my friends and I here, Jimmy. That girl you helped a few nights back, Elina, she hired us to look into who harmed her. Anything you remember about the night might help us."
Persuasion
Persuasion d8!!: [15!!] = 15 Persuasion Wild d6!!: [3] = 3
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Harry Dresden
Posts: 6
Joined: Thu Oct 05, 2023 6:34 pm

Re: 01.1 An Old Gas Station

Post by Harry Dresden »

Harry stays outside and looks around. A shiver runs down his spine at an unpleasant memory in a place like this, but he takes a breath to collect himself and stay on task.

Vampires. Fucking vampires.

He shakes his head, closes his eyes, and focuses on awakening his true sight.
Detect Arcana
1d10!!: [3] = 3

Wild die: 1d6!!: [8!!] = 8
He opens his eyes, capable of seeing what normally goes unseen by average mortals, and takes a look around for clues, both supernatural and mundane.
Notice
1d6!!+2: [5]+2 = 7

Wild die: 1d6!!+2: [2]+2 = 4
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Ndreare
Savage Siri
Posts: 4388
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01.1 An Old Gas Station

Post by Ndreare »

Malavish wrote: Thu Nov 16, 2023 8:32 pm
Notice
Notice d6!!: [7!!] = 7 Notice Wild d6!!: [14!!] = 14
Stepping up to the counter Mal gives the clerk a nod and smile when the man looks up from his magazine. "Jimmy, how are you doing tonight? I know overnights can be pretty crazy." He lets the man respond and they small talk a minute before Mal gets down to business. 'Weird nights are actually what brings my friends and I here, Jimmy. That girl you helped a few nights back, Elina, she hired us to look into who harmed her. Anything you remember about the night might help us."
Persuasion
Persuasion d8!!: [15!!] = 15 Persuasion Wild d6!!: [3] = 3
As the small chat happens Jimmy seems to not mind the distraction from his work. Gesturing with his hand so Malavish would not be in the way of customers checking out so they could continue chatting.

When the conversation turns to the more serious affairs he shakes his head. “I don’t know what happened with that girl. Glad to hear she is okay enough to be asking for help.”

Setting his coffee down he continues. “It was a pretty slow night. Then this girl comes stumbling in. She smelled bad like piss and shit. I thought she was strung out or soemthing. But then I saw the blood on her arms. She came over to us mumbling ‘please help’. But her words were so soft I could not make them out at first.”

“I am telling you this was in my head haunting me. Young kids get hooks on the bad drugs and it ruins their lives. The timing was lucky Chuck was here and he was able to drive her to the hospitol.

“You know he came in a couple days ago asking if I knew how it turned out for her. So how is she, I thought the cops said it was grim and they did not expect her to make it?”

After hearing she is doing well he continues. “So when she left there was a bit of a mess I had to clean up. She was hurt pretty bad. You know, maybe you can get a copy of the video footage from the cops that took it. There could be something in there?”
Harry Dresden wrote: Fri Nov 17, 2023 12:04 am Harry stays outside and looks around. A shiver runs down his spine at an unpleasant memory in a place like this, but he takes a breath to collect himself and stay on task.

Vampires. Fucking vampires.

He shakes his head, closes his eyes, and focuses on awakening his true sight.
Detect Arcana
1d10!!: [3] = 3

Wild die: 1d6!!: [8!!] = 8
He opens his eyes, capable of seeing what normally goes unseen by average mortals, and takes a look around for clues, both supernatural and mundane.
Notice
1d6!!+2: [5]+2 = 7

Wild die: 1d6!!+2: [2]+2 = 4
The gas station appears average for the city under Harry’s sight. As his vision pans around he can see small traces of dark energy residual from what may have been vampiric activity. Walking around the building, and pacing a few hundred feet of the streets Harry notices a few small splashes of blood. However not enough to form a trail and with the rain from a couple days ago most likely not belonging to Eline.

As Harry turns to go back to the gas station he sees several ghosts watching the station. Revealed by his sight, they are no threat to anyone. But the sad state they are in shows the signs of slow and painful deaths.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Tank
Posts: 8
Joined: Wed Sep 27, 2023 10:13 am

Re: 01.1 An Old Gas Station

Post by Tank »

Standing outside the gas station wearing a hoodie and doing the classical slacker lean against the building, Kurt keeps an eye out for any threats to his friends. Anyone that looks worrisome will be watched closely so that they do not mess with his friends or anyone inside.

Best to stay out here. Going in there would only mess things up since people nowadays don't look at battle scars as marks of honor anymore. They are just another sacrifice for those that cannot protect themselves.
Bennies: 3 / 2
+1 due Heroism and Advancing Story
Parry 8
Toughness 15
Pace: 6
Wounds: 0 / 3
Fatigue: 0 / 2

Shotgun: 2 / 2
Holy Water Super Soaker: 5 / 5
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Harry Dresden
Posts: 6
Joined: Thu Oct 05, 2023 6:34 pm

Re: 01.1 An Old Gas Station

Post by Harry Dresden »

Dresden suppresses a shiver upon seeing the ghostly entities, he has no wish to imagine what could make them end up that way, but he has a job to do. Hopefully, he can prevent any others from experiencing a similar fate.

He approaches the ghosts and tries to identify exactly what kind of entity they are and determine whether or not he ought to be able to communicate with them.
Occult Roll at d6
1d6!!: [4] = 4
1d6!!: [1] = 1
User avatar
Malavish
Posts: 10
Joined: Wed Sep 20, 2023 10:05 pm

Re: 01.1 An Old Gas Station

Post by Malavish »

Ndreare wrote: Sun Nov 19, 2023 9:53 am
“I am telling you this was in my head haunting me. Young kids get hooks on the bad drugs and it ruins their lives. The timing was lucky Chuck was here and he was able to drive her to the hospitol.

“You know he came in a couple days ago asking if I knew how it turned out for her. So how is she, I thought the cops said it was grim and they did not expect her to make it?”

After hearing she is doing well he continues. “So when she left there was a bit of a mess I had to clean up. She was hurt pretty bad. You know, maybe you can get a copy of the video footage from the cops that took it. There could be something in there?”
"Chuck came back asking for her? Who is he, a coworker or regular? We'd like to follow up with him if possible. And that is a great idea about asking the cops for the tape, Jimmy. You don't happen to remember the name of the officer, or maybe have their card?" Malavish pressed lightly. While he didn't think openly going to the police was the best initial idea, at least one seemed to be in on it, knowing what cops were involved gave the group someone to look into.
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Sam Spector
Posts: 10
Joined: Tue Sep 19, 2023 5:30 pm

Re: 01.1 An Old Gas Station

Post by Sam Spector »


Alertness +2
Notice 1d8!!+2: [11!!]+2 = 13
Wild Die 1d6!!+2: [4]+2 = 6



Persuasion 1d8!!: [2] = 2
Wild Die 1d6!!: [1] = 1

Spending a Benny
Persuasion 1d8!!: [6] = 6
Wild Die 1d6!!: [7!!] = 7


Standing in front of the gas station Sam ignores the living and closes his eyes for a moment and concentrates, slipping across the Veil to the Other Side. Opening his eyes his heads towards the ghosts milling around nearby.

"Hello, boys let me talk to you for a minute."

Two of the ghosts turn to look at Sam with a look of mild surprise on their faces while the continues to mill around like he is looking for someone.

"The other night there was girl here that showed up hurt and scared. Did you happen to see her?"

The two ghosts look at each other before turning to look back at Sam. One of them shrugs and nods at the third ghost. "He saw something but good luck getting anything out of him. Dude hasn't accepted the fact that he's dead yet. He's totally out of it."

Pointing down the street the ghost continues his story, "we were just hanging around the gas station not bothering anybody and these two cops show up and start hassling us."

Fear or maybe horror crosses his face as remembers his death. "But those dudes weren't cops, man. They were monsters! All of a sudden they attacked us for no reason and they were so strong! There was nothing we could do. We couldn't fight back and we couldn't run. All we could do was just die."

At that point the ghosts shudder and withdraw into themselves. Despite his best efforts he could get nothing else from them or the third ghost.

Sighing Sam passes back through the Veil and back to the Land of the Living.

"Well Boys, we got another fly in the soup. Seems like the Vampires, and it does sound like these creeps are Vampires, are either impersonating Coppers or they have infiltrated the Boys in Blue."
Sam Spector
Player: Jim
Active Alts: Sparkmort Zipwidget, Vixa, John Reid
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