The Road to Hospital!
Investigation 2: Jason + Mac + Roy:
Mounds of Trouble
Aug. 10, 2018, 10:30am
Hot & Humid
Still need those rolls folks. please see previous post
Mac takes the phone as
Julia slams her little yellow car into gear and speeds off, hazards flashing. Her little car had a LOT of zip to it! She checks at the light and makes sure she can run it and takes the turn hard.
Julia's Car:
Julia's Car Hard Moves (20) [8d6] = 31 Specialty, Zippy
The car has got a great suspension it would seem as it hugs the sharp turn and actually manages to accelerate as she slams the gas pedal again halfway through the turn and they are quickly moving forward!
Every time she beats the Difficulty by more than 5, you are making better than expected time and it will result in quicker help for Jason, and it will take off 1 point of damage once you arrive... if there is a failure of some kind, then it equals a loss of one. Lets see if the balance is more or less by the time we get there.
+1 so far!
Mac hears the Dispatcher on the other side of the line.
Hey, I heard that guy... whatever you do, don't suck the wounds.
You will only make yourself sick on the venom. Do you understand? That is dangerous. What you need to do is all keep calm and keep him calm, okay? Tell me what you see. How many times was he bitten? Was it one snake several times or more? We need to have an idea of how much venom and what kind is in his system. Has he vomited or anything? Is there swelling?
Roy feels his face pressed against the window and for a moment looks like those Garfield plushies from the late 80's that everyone had in the back window. He notices what looks like a Mom and Pop Pawnshop with a huge sign advertising New Gaming PCs and Laptops... Because I would imagine that would be the kind of thing he would suddenly notice in a situation like this.
Cars Honk. Others get out of the way. Julia slams into 3rd gear and mashes the gas again.
Actions?
Brownie Point Pool
Roy O'Dowd: 57/66 (**) (***)
Dr. Jason O'Roarke: 35/69
David "Mac" McAuslan: 51/60
** - No Ghost Dice on any one roll. (Xmas)
*** - +1d6 for the next use of the Ghost Trap
GM Note - Ghost Dice