“That voice, the female. I’m pretty sure it’s a phantasm.” says Gerald. “That means that it doesn’t have an actual physical presence… bullets would pass right through it, if we had guns. That’s why the Ghostbusters had to invent special weapons, the Proton Pack, to be able to interact with them. Unfortunately, a lot of phantasms have the power of… Uh, dude? Where’d you go?”
[spoiler] Gerald’s PARAPSYCHOLOGY roll is 17, no ghost was rolled. Gerald has a working knowledge of this type of phantasm; Questions on this particular topic no longer need a roll and are automatically successful.
Edited to add: At the moment, this is classified as a “Class II” Vapor or Mist. If Humanoid identity is confirmed (it seems likely) it will be a Class III. Further study will be needed to determine other possible attributes, such as whether it’s a Full Torso or Partial apparition, if it’s a Repeater or not, or similar particulars.
The GM has moved Gerald’s icon slightly for dramatic effect.
Kristopher’s SNEAK roll is 32, no ghost was rolled. A difficulty rating of 30 is defined as an “Impossible Job”. Kris has done that, and then some. He is effectively invisible until he decides to reveal himself; no roll is needed for this.[/spoiler]
Gerald takes a few steps into the hallway, but it’s no good. Kris has disappeared! Gerald thinks he went to the left, and hesitantly follows. There’s no sign of Kris, but…
*WHIZZZZ…*THUNK!
On the wall directly ahead of Gerald is a hubcap! Gerald’s pretty sure it wasn’t there a moment ago. In fact, it’s still vibrating a little and bits of plaster are falling from the wall in which is imbedded. Had he been a few steps closer, Gerald could have been hit by it!
This is what’s called dramatic foreshadowing, a term I just made up. Kris was in the path of the hubcap, true, but it was never intended to hit anybody anyway; it’s scenery and atmosphere. Had it been intended to harm the characters, Kris would have gotten a (GM rolled) MOVES roll to avoid it.
Kristopher now has an unobstructed view into the back of the abandoned medical clinic. On the left side of the hallway, a series of doors appear to lead to individual offices. The light is on in the last one on the left, at the far end of the hallway. To the right, the first room has what looks like a large medicine cabinet in it, which is empty. The second opening reveals a more traditional wooden-doored cabinet, in 1950’s style. A modern-looking can of coffee and an opened pack of coffee filters can be seen on one shelf.
Straight ahead, however, the hallway ends by opening up into what looks like a large warehouse or workshop. Kris can see a workbench there, with a variety of items heaped upon it in disarray. Beyond that, another set of workbenches, also cluttered. These seem to be new arrivals; they don’t have the layer of dust and sense of age everything else in the building has. It’s difficult to see much further from here.
Much more of the map has been revealed.
Beyond the first workbench, Kris can make out a barely-visible mist, glowing a deep, but dim, red. A slightly more solid, vaguely humanoid, form can be seen within the mist… this must be the phantasm! As Kris approaches, it’s clear to him this is the source of the hubcap: the phantasm moves over the workbench again, and a medium-sized ball-peen hammer rises into the air, surrounded by the same red glow!
“No!” screams the phantasm. “It’s NOT! I Won’t! I WON’T!!!” It (she?) screeches, and the glow around the hammer intensifies with her anger.
“Confoundit, now y’all cut that out, it’s fer yer own good!” bellows the male voice, with the sound of things being knocked off a table accompanying it as punctuation. “Fratz and Zots, woman!” he says, knowing that children might be reading this.
Hmm. Looks like someone’s in trouble back there! Whatcha gonna do?
Remember: think up your idea anywhere, post it here, roll the dice there! All conversation is free, and I’ll try to update non-physical actions at least once each day before midnight!