Churchland Garage

General Information 
 
The Churchland Garage has been a large automotive repair shop since 1919.
Founded by a group of brothers recently returned from World War one,
The building is large, three stories tall, with adjacent warehouse,
and has a 2 level basement for additional machine-shop space.

Various activities took place here during the pulp age,
but during the Depression, the brothers were no friends of either the mob or the boot-leggers.

When they retired in the Golden Age, they were bought out by Doc Challengar, who used the profits from the auto group to finance (and mask frankly) his other works.

During the Bronze Age, Churchland Garage served as the temporary home of the Neptune City Defenders when they were on the run from everyone, and Visitron had nuked their regular HQ.
 
Above, the Garage in the 60s, later it was refurbished.

 
 
The Pulp Era
With the end of World War I, and the end of their enlistment, Frank Walker and his brothers returned to Neptune City looking for way to put what the Army had taught them to good use.  Realizing that private automobiles were becoming a fixture of American life, Frank - along with his brothers Henry and Robert - sunk their savings into a piece of property on High Street where they could open up a their own auto repair business. 
 
The Walkers were a classic American success story.  They worked hard, provided honest service, and made a good living. Their success, though, brought with it its own problems.  The large number of automobiles that went through their shop, combined with their proximity to the docks, brought them to the attention of more than one Neptune City bootlegger looking for a shill company to pass its illegal liquor through.  On more than one occasion the Walkers were forced to express their refusal to enter into this type of illegal operation with extreme force (fortunately, the Army taught them more than just how to fix trucks). The Walkers very quietly earned a reputation for not tolerating any mob shenanigans in "their" neighborhood.
 
The Walkers repeated refusals to cooperate with the local toughs eventually made a powerful enemy for themselves when, in 1931, they declined Tony Moreno's business proposition. Said refusal being communicated via one of the most spectacular gunfights ever seen on the streets of Neptune City - a gunfight that may have ended very differently had it not been for the intervention of masked vigilante known as the Black Fox.
 
As the nation ramped up for WWII, prices of most goods rose; labor was in short supply; and wages became difficult to pay.  Rationing caused a sharp decline in the use of private automobiles, and the Walkers' business went into sharp decline.  Seeing no immediate way to turn their business around until the war came to an end, and feeling that old urge to serve their country, the Walker brothers opted to sell their business and attempted to re-enlist.  They were turned down by the Army (Henry, the youngest, was now in his mid 40s; and they were all politely informed that they were now too old to serve).  No one knows what became of the brothers after this, but the High Street block where they had worked and lived for so many years, along with the surrounding blocks, remained remarkably free of any type of criminal activity for many years after they sold the shop.
 


Frank Walker (aka: Sarge)

12 STR  11 DEX  11 CON  11 BODY  13 INT

15 EGO  13 PRE  10 COM   4 PD     4 ED

 2 SPD   4 REC  22 END  23 STUN

Abilities:  ; Electronics 8-; Mechanics 8-; TF:  Common Motorized Ground Vehicles, Tracked Military Vehicles, Wheeled Military Vehicles; WF:  Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Howitzers, Mortars; Tactics 12-; +1 with small arms; Perk: Military Rank: Sergeant

25+ Disadvantages:  Psychological Limitation:  Patriot (Common, Moderate); Psychological Limitation:  Protective of Home Neighborhood (Uncommon, Total)


Robert Walker (aka: Flivver Bob)

12 STR  12 DEX  11 CON  11 BODY  13 INT

15 EGO  13 PRE  10 COM   4 PD     4 ED

 2 SPD   4 REC  22 END  23 STUN

Abilities:  ; Combat Driving 11-; Electronics 12-; Mechanics 13-; TF:  Common Motorized Ground Vehicles, Tracked Military Vehicles, Wheeled Military Vehicles; WF:  Small Arms, Howitzers, Mortars; Perk: Military Rank: Corporal

25+ Disadvantages:  Psychological Limitation:  Patriot (Common, Moderate); Psychological Limitation:  Protective of Home Neighborhood (Uncommon, Total)


Henry Walker (Aka: Chopper)

12 STR  11 DEX  11 CON  11 BODY  13 INT

15 EGO  13 PRE  10 COM   4 PD     4 ED

 2 SPD   4 REC  22 END  23 STUN

Abilities:  ; Mechanics 12-; TF:  Common Motorized Ground Vehicles; WF:  Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Howitzers, Mortars; +2 with small arms; Perk: Military Rank: PFC

25+ Disadvantages:  Psychological Limitation:  Patriot (Common, Moderate); Psychological Limitation:  Protective of Home Neighborhood (Uncommon, Total)


 
 

 

 

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