TEXT: Written by
  Dev Purkayastha
  Thanks to my friends in
  HRSFA for their creative input.
  Check out our convention at
  www.vericon.org!
  Edited by
  Matt Drake
  System Conversions & Layout by
  Brett M. Bernstein
  © 2003 Politically Incorrect Games and
  Dev Purkayastha. All rights reserved.
  Active Exploits, Impresa, Impresa Modular
  Roleplaying System, and Impresa Express are
  trademarks of Politically Incorrect Games and
  Brett M. Bernstein. Ghost Stories is a trademark of
  Politically Incorrect Games.
  Exit
  Music
  An Adventure for
  /
  TM
  Ghost Stories
  TM
  Horror Mystery Adventures
  www.pigames.net
  
  2
  exit␣music
  Before You Get Started
  “Exit Music” is written as a short role-playing adventure to be
  played out in an evening’s time. Some of the text ahead may be a
  bit gruesome, so be forewarned before reading ahead. The purpose
  is not gore, but shock and terror. This adventure can be used with
  either Active Exploits Diceless, Impresa Express, or Ghost Stories:
  Horror Mystery Adventures. All systems are quick and easy to learn
  and play. The first two are also freely available, while the third is
  reasonably priced. All of them may be downloaed from the
  Politically Incorrect Games website (http://www.pigames.net).
  You will also find the horor/occult supplement, The Shaded Veil,
  at the web site. This is available for free as well and in two different
  versions—Active Exploits Diceless and Impresa Express. Looking
  this over is optional, but certainly helpful.
  This should be used as a guide for the adventure and most
  should be kept a secret from the players. There are also sample
  characters which the players may use, or they can just create their
  own using the desired rules set. These characters may be skilled
  masters of the occult or they may be average people caught in an
  unfortunate situation.
  Best of luck.
  A Note on Game Systems
  Because this adventure was designed for three different game
  systems, there are explanations for each when necessary. Active
  Exploits, however, is the default system for this adventure.
  Active Exploits Diceless and Impresa Express use the term
  “director” to describe the player who referees the game. This term
  may be substituted for “Gamemaster”, which is the term used in
  Ghost Stories: Horror Mystery Adventures.
  The Setup
  Tracy:
  “Gavin, that show in Bicksburg had better be worth the
  trip…”
  The characters are travelling together in the same car or van. Be
  sure to invent some convincing pretext for this trip. Skilled anti-
  occultists may be traveling to Reulle to uncover the location of an
  ancient vampire; an average group of kids may be on their way to a
  rock concert, or perhaps even investigating some “Haunted
  Mansion” in Shisko Falls.
  Begin travelling on some highway by night: well-lit, lined by thick
  forest on both sides, and mostly empty. Signs of life will continually
  become less frequent, until finally they come to a road barrier for
  “construction”. The only way to go from there will be a detour that
  leads to a rural dirt road.
  The dirt road itself is barely one-and-a-half lanes across, lined
  firmly with trees on both sides. Shortly after pulling onto this road,
  they will meet with an accident.
  The Accident
  Director: “The road keeps winding tightly, and the moon just barely
  ekes past the trees. What are you all doing?”
  Jamee:
  “I am looking for just anything like a house or store.
  Maybe Gavin can check–”
  Director: “Blinding headlights suddenly crest over the hill; you see
  a black station wagon coming your way. What do you
  do?”
  Interrupt the players, mid-sentence, to announce a black station
  wagon hurtling towards them. The driver will face a challenging task
  of avoiding the station wagon; give her only a few seconds to
  respond.
  Active Exploits
  SUCCESS:
  The car is only grazed and everyone is safe.
  FAILURE:
  The car is damaged, but operational; everyone
  receives one (1) grade of injury.
  CALAMITY:
  The car crashes into the trees and is completely
  totalled; everyone receives two (2) grades of injury.
  Impresa Express
  SUCCESS:
  The car is only grazed and everyone is safe.
  FAILURE:
  The car is damaged, but operational; everyone
  must make one (1) damage roll for injury. If the
  task was missed by more than three (3) steps, the
  car crashes into the trees and is completely
  totalled; everyone must make two (2) damage rolls
  for injury.
  Ghost Stories: Horror Mystery Adventures
  SUCCESS:
  The car is only grazed and everyone is safe.
  FAILURE:
  The car is damaged, but operational; everyone
  receives two (2) points of damage.
  CALAMITY:
  The car crashes into the trees and is completely
  totalled; everyone receives damage equal to the roll
  of one (1) die.
  Meanwhile, the station wagon will have collided with the trees on
  
  exit␣music
  3
  the opposite side. The passenger is Maggie Laine, an 8-months
  pregnant woman; the driver is her husband, Rodney. If the players
  check the car, they will find that Maggie was killed on impact.
  Rodney is bleeding from the forehead, but is alive and conscious.
  Rodney (who may be played by the Director or by another player)
  is on the edge of a breakdown; he has sustained significant
  psychological trauma.
  Active Exploits
  Witnessing any gore or supernatural sights will cause Rodney
  to gain one (1) grade of dementia. Upon reaching a Delirious
  state, he will suddenly run screaming into the forest or into
  some dark corner. He will then emerge in a violent werewolf
  form.
  Impresa Express
  Witnessing any gore or supernatural sights will require a
  reasoning based composure roll. Upon failing four (4) rolls, he
  will suddenly run screaming into the forest or into some dark
  corner. He will then emerge in a violent werewolf form.
  Ghost Stories: Horror Mystery Adventures
  Witnessing any gore or supernatural sights will require a
  composure roll. Upon failing four (4) rolls, he will suddenly run
  screaming into the forest or into some dark corner. He will
  then emerge in a violent werewolf form.
  He was arguing with his wife at the time of the accident; he will
  probably feel guilty, and occasionally babble about his wife and the
  unborn child. Rodney will follow the characters on the pretense of
  finding a hospital or police station. Rodney has a history of
  explosive anger and alcohol abuse; at the time of the accident, the
  smell of cheap whisky should be very obvious on his breath.
  On Terror and Horror
  Director: “As you approach the scene, you can see the windshield,
  perfectly spidered from the impact. Blood runs a thin
  trail from the car... down to your feet.”
  For game purposes, horror is a scene of gore, cruelty or
  perversion that stirs our most basic notions of disgust and
  revilement; Terror is defined by the lack of clearly defined horror,
  and is “terrifying” precisely because our imagination is forced to
  draw the outlines of horrors we only barely see.
  Horror is witnessed suffering—a gory decapitation or the living
  undead. Terror is suggested suffering: trickles of blood on
  splintered glass, faint flashes of light over the horizon, undetectably
  quiet weeping.
  Use both, in balance.
  On Dreams
  Gavin:
  “Maybe a liquor store or something could help us get
  direc–”
  Director :“You actually just passed one a minute ago.”
  Gavin :
  “We missed that?”
  Director: “Yeah, you guys just blew on by.”
  From this point onward, it shall remain nightfall, the moon shall
  remain full, all watches and digital divices will be non-functional,
  and ultimately, they will have to follow this road to it’s end.
  Why?
  When Maggie Laine was killed, the child, a potent telepath,
  grabbed its parents’ final fleeting thoughts, and projected a dream-
  like state onto the surrounding world, changing the rules of
  causality and time for this localized area. As in a dream, this entire
  episode will ultimately represent only a few moments in “real time”,
  but the dream cannot end unless she chooses to end it.
  The key motif of the dream-state is an everpresent surreality.  For
  example, when the player makes a suggestion, feel free to initiate it
  on the spot—if they are looking for some sign of a hospital, point
  out a “Hospital” sign, even if it’s erroneous. If they are looking for
  a liquor store or gas station, show them a liquor store and gas
  station, in that order. The world around them should be described
  in contradictory and inconsistent terms.
  The Road
  Gavin:
  “So we just drove on road A for five miles, and then took
  a left turn B for seven more miles, and now we’re back
  on road A. In that case, if we just turn around, we
  should get back onto the highway in no time.”
  The dirt road is an arbitrarily long infinite loop. If the characters
  search for any sideroads or detours, they will find them, but even
  these will only bring them to this (same) inifinte loop of road. A
  cruel Director may even encourage the players to map out this
  impossible road.
  Introduce various recurring objects along to the way: illegible
  signs, abandoned houses, crashed cars, gas stations, liquor stores,
  and so on. Except for these few recurrences, the road is entirely
  lined with trees. Beyond one shoulder of the road (always the closer
  shoulder), there should be a sharp decline; if they players go
  
  4
  exit␣music
  downhill (through the Forest), they will come to the Graveyard. If
  they go uphill, they will come to the Chapel. Some of the people
  they meet along the way may mention these places in passing; as a
  hint, you can also give them some occasional glimpse of light above
  or below them.
  The Forest
  Jamee:
  “Ick. Why is this a good idea?”
  The Forest can only be entered on foot. Upon returning, if the
  players do not specifically “go back to the car”, they will not find it
  when they get back. (Of course, a particularly strong act of faith or
  will may allow them to coincidentally find it again.)
  The characters must follow the incline or decline of the hill to
  come to the Chapel or Graveyard. From the Chapel or the
  Graveyard, they will find themselves on a hill, from which it is only
  possible to go downhill (and back to the road).
  If the characters examine the trees in particular detail, they may
  notice that several of the details are sharp enough to cut open
  human skin. Also, the soil will feel warm and moist, and leave a
  crimson stain on skin.
  Random encounters with spiders, wild dogs and other creatures
  are entirely possible. If Rodney’s werewolf form has escaped earlier,
  it may reappear here.
  The Gas Station
  Jamee:
  “Maybe we should have asked for directions FIRST,
  Gavin.”
  A small and nearly empty gas station. A single attendent is on
  duty, and is immedialtely suspicious of the characters. The
  attendent may clumsily mention the Chapel or the Graveyard, but
  otherwise he is mostly useless. Most likely, the players will
  encounter the Cops here.
  The Liquor Store
  Gavin:
  “I don’t think they have Zima here, pretty-boy.”
  A small store, operated only by a single liquor-store owner.
  Inside, the light is dim and reddish, and the players should feel
  slightly light-headed while inside the store.  The store-owner will
  glare down on the players from an awkwardly high cash register, and
  sneer at them to “drink lots of our BEEEEER!” Every wall if fully
  stocked with anonymous brown bottles simply labeled “BEER”;
  oddly enough, these bottles are filled only with cheap whisky. A
  player drinking this liquor will not feel intoxicated, but will act
  increasingly angry and aggressive.
  Also, there is a lone biker, fixing his Harley outside of the store.
  He will ignore the players unless they engage him.
  The Cops
  Joel:
  “Look. Let’s just explain everything.”
  The cops look like stereotypical state troopers, hidden behind
  dark shades and a uniform; they always travel in pairs. They may
  attempt to pull the characters over, or could be called into the Gas
  Station or Liquor Store. As soon as they arrive, they will be
  suspicious of the character’s motives, and cross-question them
  mercilessly. If the characters do not give satisfactory answers, they
  will be ordered to remain in their vehicle while the cops check
  “records” over the radio; this will take an infinite amount of time,
  and the characters will remain stuck here unless they take action.
  The Chapel
  Gavin:
  “I don't know. Bad experience with churches.”
  Jamee:
  “What–”
  Gavin:
  “Bad experience.”
  From the exterior, the Chapel will seem like a small country
  chapel, no larger than a very small house. However, the inside looks
  like a much larger Catholic cathedral. Near the back of the pews are
  several tall statues of the saints; the statue of the Virgin Mary
  (representing Maggie Laine) has fallen.
  The vestament rooms (behind the pulpit) will be filled entirely of
  broken crosses, while there should by a baptismal bath next to the
  pulpit filled with holy water. On the pulpit itself should be six silver
  bullets and a revolver seemingly made of wood. (This revolver is
  functional and, in fact, blessed.)
  Finally, the weeping of a child should echo throughout the chapel.
  After some searching, they’ll eventually find her in the balcony.
  
  exit␣music
  5
  The Child
  Child:
  “It’s quiet up here. I’m not broken up here.”
  The Child, the avatar of the unborn child’s will to live, will be
  found crying in the balcony, clutching her bible. The pages of this
  bible are filled with nothing except the Lord’s Prayer, repeated over
  and over again. She will be crying because the “wolf” (father-
  avatar) smashed her mother’s statue (mother-avatar).
  The Child is shy, but eventually warms up to the characters. She
  is very perceptive and curious, and will continually ask the
  characters questions about “the outside world” and themselves.
  Ideally, talking with the Child will be some sort of lens through
  which the characters consider their own personal issues. The Child
  will never speak to Rodney or look at him directly.
  The Child will follow the characters’ journey in an attempt to
  understand if her will to survive is justified. What little she knows of
  her parents’ life is dreadfully unhappy, and needs to be taken back
  to the Graveyard in order to go back to sleep.
  The Graveyard
  Child:
  “She wants me to go back to sleep.”
  If the characters enter the graveyard without the Child, they will
  find it mostly empty, and almost pleasant. There are two recent
  adult-graves, and one open child-sized grave beside them.
  If the characters enter with the child, they will find a mirror image
  of the Child standing on the opposite side of the child-sized grave.
  She is the Other, an embodiment of the Child’s desire for oblivion. 
  To this end, the Other will use her necromantic powers to raise
  zombie-like creatures from the soil to bring the Child to the grave.
  If the characters have convinced the Child that life is worth living,
  she will resist; otherwise, she will walk solemnly to the grave, and
  use her powers against anyone that tries to stop her.
  The dream will end with the Child’s death if she is buried alive;
  however, if the Other is buried in the grave, or if Prayer from the
  Child’s bible is read aloud, then the dream will end with the Child’s
  acceptance of life. In either case, the entire graveyard will erupt into
  a thick mist. When the mist clears, the [surviving] characters will
  find themselves several yards away from the original crash site of the
  black station wagon, now surrounded by several emergency
  vehicles.
  Epilogue
  If asked, the rescue workers will explain what happened at the
  accident. The driver and passenger (Rodney and Maggie) are both
  dead. If the dream ended with the Child’s acceptance of death, then
  the unborn baby will have died with her mother. However, if the
  Child accepted survival, then there is a chance that the unborn
  child can survive, even if the mother cannot.
  Soon after, a police officer will begin to aggressively interrogate
  the remaining characters over what has happened. Chances are,
  there is nothing that they can say that anyone would believe; the
  players will have to deal with the legal consequences of
  “abandoning the site of an accident”. If any characters remaind
  dead or missing, manslaughter charges may also apply.
  Of course, none of these possibilities are a perfectly happy
  ending.
  Fade to black.
  Suggested Soundtrack
  Radiohead - Exit Music (for a film)
  Nick Cave and the Bad Seeds - Red Right Hand
  Paris Burning - Signal to Noise
  Thou Shalt Not - Soren Grey, The Weakness of Words
  Voltaire - All the Way Down
  Nine Inch Nails - La Mer, the Frail
  Joy Division - Dead Souls
  
  Jamee Liu
  It’s been a tough year for Jamee. Her last relationship ended
  with her lover overdosing on ecstasy; ever since, her
  compulsively controlling nature has only gotten worse. She
  looks down on anyone who uses alcohol or drugs, but goes
  through cigarettes like a chimney on acid. Jamee is still working
  the graveyard shift at Kinko’s, but one of these days she’s really
  going to get her writing career back on track…
  Tracy Reynor
  Jamee’s current girlfriend. She and Gavin had been dating for
  years; she even dropped out of college to fit into Gavin’s
  lifestyle. It took a mistake that bad to realize how much she
  needed to get away from Gavin. Then again, Jamee might
  actually be just as controlling as Gavin. Tracy needs to figure
  out what she really wants, but she has no idea what that might
  be.
  * Tracy suffers from guilt due to her religious upbringing.
  Sample Characters
  Jamee, Tracy, Gavin and Joel are driving to a rock show in nearby Bicksburg. According to Gavin's directions, they're only a half-hour
  away from where they are; of course, Gavin said that about three hours ago.
  6
  exit␣music
  Ghost␣Stories
  Fitness
  3
  Brawling
  4
  Driving
  5
  Reasoning
  2
  Art History
  3
  Computers
  4
  Literacy
  4
  General Knowledge 3
  Empathy
  3
  Negotiation
  2
  Willpower
  3
  Reaction
  6
  Stamina
  12
  impresa␣express
  Fitness
  3
  Brawling
  4
  Driving
  4
  awareness
  2
  creativity
  3
  Design
  3
  Reasoning
  2
  Art History
  3
  Computers
  6
  Literacy
  5
  influence
  1
  luck
  3
  active␣exploits
  Fitness
  +1
  Brawling
  A
  Driving
  A
  awareness
  0
  creativity
  +1
  Reasoning
  0
  Art History
  A
  Computers
  P
  Literacy
  P
  luck
  4
  discipline
  2
  Ambition
  COMMITMENT
  Drug-Free COMMITMENT
  Control
  COMPULSION
  Cigarettes
  COMPULSION
  Ghost␣Stories
  Fitness
  2
  Driving
  4
  Reasoning
  4
  First Aid
  4
  Survival
  5
  Christianity
  6
  Empathy
  3
  Performance (PIANO)
  6
  Willpower
  2
  Reaction
  7
  Stamina
  8
  impresa␣express
  Fitness
  2
  Driving
  4
  awareness
  3
  creativity
  2
  Instrument (PIANO)
  5
  Performance
  2
  Reasoning
  3
  First Aid
  4
  Survival
  4
  Christianity
  6
  influence
  1
  luck
  3
  active␣exploits
  Fitness
  0
  Driving
  A
  awareness
  +1
  creativity
  0
  Performance (PIANO)
  P
  Reasoning
  +1
  First Aid
  A
  Survival
  A
  Christianity
  P
  luck
  4
  discipline
  2
  Follower
  INCLINATION
  Guilt*
  COMMITMENT
  Approval
  COMPULSION
  Dominated COMPULSION
  Indecisive
  COMPULSION
  
  exit␣music
  7
  Gavin Nero
  Tracy’s ex-boyfriend. He’s the sort of long-haired pretty boy
  who’s always the lead singer for this week’s doomed rock band.
  He suggested this trip to the concert to help patch up the
  “friendship” between Tracy and him; the fact is, he can’t deal
  with being replaced by someone else. This entire trip is an
  attempt to get back Tracy, or at least re-establish his machismo.
  Joel Zimmer
  Tracy’s brother’s boyfriend’s roommate: seemingly a typical
  indie-rock snob, decked out in his “Joy Division” t-shirt and
  Doc Martens. The other three don’t know him so well, but his
  friends suggested he go along, if only to get out of the house.
  There was a nasty breakup almost a month ago; he hasn’t left
  the house since. Joel suffers from self-abusive tendencies.
  Ghost␣Stories
  Fitness
  3
  Athletics
  4
  Finesse
  3
  Reasoning
  2
  Mechanics
  4
  General Knowledge 4
  Empathy
  4
  Performance
  6
  Design
  4
  Willpower
  2
  Reaction
  5
  Stamina
  10
  impresa␣express
  Fitness
  3
  Athletics
  4
  awareness
  2
  Subterfuge
  5
  creativity
  4
  Performance
  6
  Design
  2
  Reasoning
  2
  Mechanical
  4
  Drama
  4
  influence
  1
  luck
  2
  active␣exploits
  Fitness
  +1
  Athletics
  A
  awareness
  0
  Subterfuge
  P
  creativity
  +1
  Performance
  P
  Reasoning
  0
  Mechanical
  A
  Drama
  A
  luck
  4
  discipline
  2
  Cigarettes
  HABIT
  Ego
  COMMITMENT
  Insecurity
  COMPULSION
  Machismo
  COMPULSION
  Ghost␣Stories
  Fitness
  2
  Brawling
  4
  Reasoning
  5
  Philosophy
  3
  Local Legends
  6
  Medicine
  2
  Indie-Rock Knowledge 6
  General Knowledge 4
  Empathy
  2
  Willpower
  2
  Reaction
  8
  Stamina
  8
  impresa␣express
  Fitness
  2
  Brawling
  6
  awareness
  2
  creativity
  2
  Reasoning
  5
  Philosophy
  4
  Local Legends
  4
  Medicine
  3
  Indie-Rock Knowledge 4
  General Knowledge 4
  influence
  1
  luck
  2
  active␣exploits
  Fitness
  0
  Martial Arts (Aikido) P
  awareness
  0
  creativity
  0
  Reasoning
  +2
  Philosophy
  A
  Local Legends
  A
  Herbal Medicine
  A
  Indie-Rock Knowledge P
  luck
  4
  discipline
  2
  Solipsism
  INCLINATION
  Sarcasm
  INCLINATION
  Self-Abuse COMPULSION
  
  8
  exit␣music
  Rodney Laine
  The driver of the unlucky station wagon. He begins the game
  somewhat disturbed from the shock of his wife’s death. If he
  becomes delerious (see The Accident), he will transform into
  his werewolf form (stats below)—at this point, there is nothing
  human left. All that can be done is to kill him, restrain him, or
  run…
  * Use whatever rating is remaining from before he transforms into a werewolf.
  the Child
  Ghost␣Stories
  Fitness
  3
  Brawling
  4
  Driving
  4
  Reasoning
  2
  Mechanics
  4
  Empathy
  4
  Willpower
  2
  Reaction
  5
  Stamina
  10
  impresa␣express
  Fitness
  3
  Brawling
  4
  Driving
  4
  awareness
  2
  creativity
  4
  Reasoning
  2
  Mechanical
  3
  influence
  1
  luck
  2
  active␣exploits
  Fitness
  +1
  Brawling
  A
  Driving
  A
  awareness
  0
  creativity
  +1
  Reasoning
  0
  Mechanical
  A
  luck
  4
  discipline
  2
  active␣exploits
  Fitness
  +4
  Athletics
  P
  Brawling
  P
  awareness +1
  creativity
  0
  Reasoning
  0
  luck
  *
  discipline
  5
  impresa␣express
  Fitness
  6
  Athletics
  6
  Brawling
  6
  awareness 4
  creativity
  0
  Reasoning
  0
  luck
  *
  influence
  0
  ghost␣stories
  Fitness
  5
  Athletics
  6
  Brawling
  6
  reasoning
  0
  empathy
  5
  willpower 4
  reaction
  2
  stamina
  18
  Ghost␣Stories
  Fitness
  1
  Reasoning
  5
  Empathy
  5
  Telepathy
  8
  Willpower
  5
  Reaction
  6
  Stamina
  12
  impresa␣express
  Fitness
  1
  awareness
  5
  creativity
  5
  Reasoning
  5
  influence
  0
  luck
  2
  esp
  6
  Telepathy
  8
  active␣exploits
  Fitness
  0
  awareness +2
  creativity
  +2
  Reasoning
  +2
  esp
  +4
  Telepathy
  E
  luck
  4
  discipline
  1
  the Other
  * See The Shaded Veil (Active
  Exploits or Impresa Express
  version) for this skill or ability.
  Ghost␣Stories
  Fitness
  1
  Reasoning
  2
  Empathy
  2
  Willpower
  5
  Necromancy
  8
  Reaction
  9
  Stamina
  12
  impresa␣express
  Fitness
  1
  awareness
  2
  creativity
  2
  Reasoning
  2
  influence
  1
  luck
  2
  necromancy* 6
  Animate*
  8
  Banish*
  7
  active␣exploits
  Fitness
  0
  awareness
  0
  creativity
  0
  Reasoning
  0
  necromancy* +4
  Animate*
  E
  Banish*
  E
  luck
  4
  discipline
  2
  Extras
  
  exit␣music
  9
  Cop
  An anonymous state trooper, in dark shades and standard police
  garb; armed with a handgun, and usually a shotgun in the back.
  Usually travel in pairs.
  Ghost␣Stories
  Fitness
  5
  Driving
  6
  Firearms
  6
  Reasoning
  1
  Empathy
  3
  Investigation
  6
  Willpower
  3
  Reaction
  4
  Stamina
  16
  impresa␣express
  Fitness
  5
  Driving
  6
  Firearms
  6
  awareness
  2
  creativity
  1
  Reasoning
  2
  Investigation
  6
  influence
  2
  luck
  2
  Authority
  active␣exploits
  Fitness
  +2
  Driving
  P
  Firearms
  P
  awareness
  0
  creativity
  0
  Reasoning
  0
  Investigation
  P
  luck
  4
  discipline
  2
  Authority 
  Lone Biker
  Slightly fat, but highly muscular; dressed in a leather jacket and a
  grimy t-shirt. May hang around liquor stores or gas stations.
  However, if approached properly, he may be non-antagonistic.
  Ghost␣Stories
  Fitness
  5
  Driving
  6
  Brawling
  4
  Reasoning
  1
  Mechanics
  2
  Empathy
  3
  Willpower
  4
  Reaction
  4
  Stamina
  18
  impresa␣express
  Fitness
  5
  Driving
  6
  Brawling
  4
  awareness
  4
  creativity
  2
  Reasoning
  1
  Mechanical
  3
  influence
  1
  luck
  2
  active␣exploits
  Fitness
  +2
  Driving
  P
  Brawling
  A
  awareness
  +1
  creativity
  0
  Reasoning
  0
  Mechanical
  A
  luck
  2
  discipline
  3
  Gas Attendant
  Slow-thinking, but highly suspicious. Has a noticeablely hunched
  back and a squinty left eye. He will call the cops if anything remotely
  strange happens.
  Ghost␣Stories
  Fitness
  0
  Reasoning
  0
  Empathy
  2
  Willpower
  2
  Reaction
  10
  Stamina
  4
  impresa␣express
  Fitness
  0
  awareness
  3
  creativity
  1
  Reasoning
  0
  influence
  0
  luck
  1
  active␣exploits
  Fitness
  -1
  awareness
  +1
  creativity
  0
  Reasoning
  -1
  luck
  4
  discipline
  1
  Liquor Store Clerk
  Highly suspicious, always aware, and has an annoying means of
  pushing his wares. He also has a shotgun behind the counter if he
  smells trouble.
  Ghost␣Stories
  Fitness
  2
  Reasoning
  3
  Empathy
  4
  Willpower
  3
  Reaction
  6
  Stamina
  10
  impresa␣express
  Fitness
  2
  awareness
  4
  creativity
  2
  Reasoning
  3
  influence
  0
  luck
  3
  active␣exploits
  Fitness
  0
  awareness
  +1
  creativity
  0
  Reasoning
  +1
  luck
  4
  discipline
  2
  Animated Corpse
  Zombies, raised by the Other Child in order to bring the Child to
  the grave, and thus fulfill her wish for sleep.
  Ghost␣Stories
  Fitness
  4
  Reasoning
  1
  Empathy
  0
  Willpower
  4
  Reaction
  8
  Stamina
  16
  impresa␣express
  Fitness
  4
  awareness
  1
  creativity
  0
  Reasoning
  1
  influence
  0
  luck
  2
  Tolerance to Pain
  active␣exploits
  Fitness
  +1
  awareness
  0
  creativity
  -1
  Reasoning
  0
  luck
  2
  discipline
  4
  Tolerance to Pain
  
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SOURCE: textdata/thevault/Impresa/Impresa Exit Music.pdf