Milos,
Let's work on "Jobs":
Take your Guild dice pool for Shadow. You have Shadow 3, so you roll 4d6 and I (the GM) will roll 3d6.
-----------------------------
EXAMPLE:
We get 1,1,3,5
and
GM gets 2,2,5
We review the table.
Step 1, the Client.
I spend our 3 to say (in character) "Skinner! We got contacted on the DL by Sophia, a refugee from Skovland!"
Paul (sorry, paul) does step 2 and says "Yeah! It's a (spends a 1) Santification from the cult!"
Now we've got 1,5 and you've got 2,2,5.
You spend your 2 for step 3 and say "Ah yes, the Occult Collector, Stavro. I've heard he had a spot of trouble."
Paul spends a 1 and says "Yup, it's his manor home in Whitecrown."("Rich is it cool if I spend that die twice?" "Sure!")
And I say, "I lean forward and scowl. That's the place with all the wards! It'll be tricksy." (Spending our 5 for step 5, earning a no-prize)
Rich keeps his 2,5 for later troubles or twists. (Although it may be better to have the GM hide some rolls.)
Bam, setup.
----------------------------
Comments
"Skinner, Earl's under wraps with the Lampblacks. It'd be worthwhile to shake that up a bit, push Coleburn a touch. Get him thinking maybe the Lampblacks ain't doing the business."
Player: 5,6,2
GM: 3,6,4
"Shouldn't be too difficult to get into the Toad. Security's never been that great, and the Knuckle is going to be hell for the Lamps to cover."
GM: 3, 6, 4
Skinner muses, "Yes, this is a good point for us to move things. I've heard the Toad is haunted. What's your... professional opinion of that?"
(GM chooses twist - Rogue spirits haunt the location. Will save the remaining two for complications in the job.)
Player: 6, 2
GM: 3, 6
The Watch is barely present at the Knuckle, as you well know. Bragon's lookout, begging at a corner near enough to whistle a warning.
The shop is closed. Does Coleburn sleep above the shop or somewhere else nearby? Are you waiting for him to leave the shop entirely?
Want to throw Security to see what the best way in is.
Questions list:
What’s its weakness? What’s its strength? What’s the best way in or out?
What's its weakness?
The best way in is through the newer half, the annex. It's a shorter store, and whoever did the carpentry to get it level, left a bunch of crawlspace. You can get under and shimmy up there. It's probably got a den of rats, but nobody's ever used it that Coleburn knows, so it's wide open.
The weakness is that he's covered the doors and windows with bells, but anywhere else is open. Like the roof, like the floors. Also, as we've said, very, very few patrols.
Once you're on top, you crawl across the slate roof, taking care not to move any of them. The slate is not well fixed, and they shift under your weight. Several pieces are askew, wet from recent rain. A couple are slimy with mildew as well. You manage your way over them, then hop across the couple feet between the buildings.
Perched on the tin roof, Bragon lets out a warning whistle. He trills it into a little shanty song, and you glance towards his space beneath you, to your right. There you see a pair of locals walking home from a tavern of somesuch. One of them, Dunvil, tosses a bit of coin over towards Bragon and stops near him.
Dunvil says to Bragon, "Nice tune. Gimmie some more?" He pulls a couple more bits out of his pocket, offering to pay Bragon more to whistle. Dunvil's buddy heads on, but looks like Dunvil's sticking around.
What do you do?
Youtube recording of Billy Riley You drop silently into the storage room of the shop. There are shelves of items here, some duplicates of trinkets already for sale in front, others paid for and set aside, even more marked as "no longer for sale".
Anything you're looking for here?
Awareness?
Sure, give me an Awareness roll here.
(OOC: I'm using the Trouble - Danger - 3 Clockworks / Automatons option here)
You reach out for the automaton, hoping to drop the latch on the front covering and pull a connecting wire. As you touch it, the open holes for eyes light up, and the thing begins to spin up to life. You hurriedly grab it with both hands and desperately pull the chassis open to yank free the wires.
For a long moment, you lean an ear out to listen for any trouble. But thankfully, none come. Bragon's song is done, the man must've moved on.
(You are now "Distracted", at -1D until you indulge in your Vice to recover)
You can take the cashbox and a couple items, if you wish. Which item are most definitely keeping for yourself, Milos?
Where do you head off to?