Assassin talks on the phone with the reporter but does not get any significant information other than what was already in the papers.
Meanwhile...
Garrant successfully convinces the police of his innocence and they decide to let him and John go later in the day.
GM: Say what you wish to do now.
Once again gathered, after the super hero turned terrorist fiasco, you turn your focus towards the Museum where the ring was first stolen.
At the Museum of History
Upon your inquiry and interest the current curator is most eager to assist but of course claims to not know of the ring's whereabouts. He does whisper in your ear that a mob leader that goes by the nickname "The Boss" tends to deal in such things and has an underground hideout somewhere near the city wharf. He can assist you no further than that but hopes that you will inform him of your progress.
GM: Say what you wish to do now.
It is almost sunset. You get a cab and tell the cabbie where you need to go.
GM: -$40 from someone's pocket please
The driver takes you to the wharf's bar, a run down crude looking place that the dock workers use to retire after a long day. You have not entered yet, as you stand outside of the doors you see a bunch of burly looking men coming your way, they look jovial and are probably heading for the bar as well. You wonder if this may be an opportunity for your entrance or a clear fight for turf.
GM: Say what you wish to do now.
The wharf stinking, dirty looking and rather large men give off no danger signals, they seem more interested in getting a drink than in your business. The men pass by you without a care as they open the door and enter while laughing and looking around to see what's new.
GM: Say what you wish to do now.
Following the lead of the men you make your entrance into the bar unnoticed and a good thing too, this place is not for 'typical' folk. All around are rough looking men in what seems to be a mostly run down looking atmosphere where a renovation is badly needed. The men in there care nothing about it as they guzzle drink and mingle with a couple of prostitutes that are surveying their business prospects. There is one part of the establishment separated by a deep red velvet curtain that seems to hide a more well established and elegant atmosphere. Standing near the curtain is a man dressed in a suit picking at his teeth with a toothpick.
At this same time you reach the bar and the bartender says without any pleasantness "What will it be?"
GM: Say what you wish to do now.
You buy drinks and they brought to you with not much notice. You have so far done well to blend in.
GM: deduct $5 from each of your pocket.
Krusten uses her danger sense around the room. Her feelings are mixed... She does not sense immediate danger but she does sense the potential for it. She feels more danger radiating from behind the curtain.
You decide to just observe and mingle with each other for now but you notice that the longer you do this the more others in the bar tend to look over your way and study what you are about.
GM: Say what you wish to do now.
Garrant decides to inconspicuously use his powers to have mean looking men in the room spill drinks on one another. This of course causes a few pushes and shoves but it eventually leads to a more serious brawl before your eyes. The bar tender leaps over the bar with what seems to be a vintage looking shot gun shouting,
"Stop it, stop it!"
Meanwhile...
Felipe tries to stay away from all the fighting.
Assassin and Krusten try to make their way to the curtain while trying to avoid becoming entangled in the fight.
GM: Everyone roll d100 against speed. A number over your speed is a fail. If you fail then you will take some damage.