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<blockquote data-quote="Manbearcat" data-source="post: 7165062" data-attributes="member: 6696971"><p>Alright, I'm going to relay the first moments of the first Score we had in the games I GMed.</p><p></p><p>- The Crew were <strong>Shadows </strong>(Thieves and spies). Playbooks were <strong>Hound </strong>(Ranger-ey), <strong>Lurk </strong>(Infiltrator-ey Rogue), and <strong>Slide </strong>(Face Rogue). They had the following Crew Upgrade and Ability:</p><p><strong></strong></p><p><strong>Underground Maps and Passkeys</strong>: You have easy passage through the underground canals, tunnels, and basements of the city. </p><p></p><p><strong>Second Story</strong>: When you execute a clandestine infiltration, you get +1d to the engagement roll. </p><p></p><p>- <strong>The Score</strong>: A wealthy noblewoman's daughter fell in with a gang who sold her off to a ruthless band of sex peddlers (HFS; Hooks For Slugs) to pay off a debt. She wants her freed and returned and she has the coin to make it worth the risk.</p><p></p><p><strong><em>THE ENGAGEMENT </em></strong></p><p></p><p>The Plan: <strong>Stealth </strong>- Trespass unseen. Detail: <em>The point of infiltration</em>. </p><p></p><p>The Bluecoats' (City Watch) courage is easily taken from them, but one thing most of them won't tolerate is illicit sex trade with non-consensual minors so their operation is very underground. Still, the HFS is extremely dangerous and there isn't a chance the authorities would make a move against them on their own turf.</p><p></p><p>During the Gather Information phase of play (precedes The Score), the Crew uncovered that the HFS sex den was a half-collapsed subterranean mine/canal system; an offshoot from the Coalridge Mine Proper. One of the HFX clients (a now blackmailed Bluecoat) even gave them the layout of the complex including hosting rooms and a secret point of ingress via an old coal chute.</p><p></p><p><strong>THE ENGAGEMENT ROLL</strong></p><p></p><p>1d for sheer luck</p><p>+ 1d for each Major Advantage</p><p>- 1d for each Major Disadvantage</p><p></p><p>So we settled on +1d because the plan's detail exposed vulnerability, +1d because the operation is particularly bold and daring, +1d because their Underground Maps and Passkeys should get them to the den and the point of ingress easily enough, +1d for Second Story, and -1d for a higher Tier target. </p><p></p><p>So that is 4d6. A 6 was rolled (only one so not a Critical). That earns them: "You’re in a <em>Controlled </em>position when the action starts."</p><p></p><p>So I frame the PCs right into the action with the situation set up for success (it went something like this):</p><p></p><p>"You worm your way up the grimy ancient chute and peak out into the S&M Closet off the main hall where the hosting rooms are. The weird stink and eerie green glow of unrefined electroplasm haunts the dark of the cramped space as a small hanging lantern creaks on its hook by the door. A gaunt and disheveled lackey is going through a box of macabre devices until finally he finds what he is looking for; <keeping it clean for the faint of heart>. He hefts it over his shoulder and reaches high, struggling to unhook the electroplasm lantern. 'Damnable thing', he mumbles." </p><p></p><p><strong>CLOCKS</strong></p><p></p><p>So I had 3 Clocks for this Score; a pair of Linked Clocks for the PCs (Find Her at 6-ticks and Get Her Out at 4-ticks) and The Jig is Up (6-ticks) for HFS.</p><p></p><p>[HR][/HR]</p><p></p><p>Lets start with that [MENTION=99817]chaochou[/MENTION]. See how it all comes together so far?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7165062, member: 6696971"] Alright, I'm going to relay the first moments of the first Score we had in the games I GMed. - The Crew were [B]Shadows [/B](Thieves and spies). Playbooks were [B]Hound [/B](Ranger-ey), [B]Lurk [/B](Infiltrator-ey Rogue), and [B]Slide [/B](Face Rogue). They had the following Crew Upgrade and Ability: [B] Underground Maps and Passkeys[/B]: You have easy passage through the underground canals, tunnels, and basements of the city. [B]Second Story[/B]: When you execute a clandestine infiltration, you get +1d to the engagement roll. - [B]The Score[/B]: A wealthy noblewoman's daughter fell in with a gang who sold her off to a ruthless band of sex peddlers (HFS; Hooks For Slugs) to pay off a debt. She wants her freed and returned and she has the coin to make it worth the risk. [B][I]THE ENGAGEMENT [/I][/B] The Plan: [B]Stealth [/B]- Trespass unseen. Detail: [I]The point of infiltration[/I]. The Bluecoats' (City Watch) courage is easily taken from them, but one thing most of them won't tolerate is illicit sex trade with non-consensual minors so their operation is very underground. Still, the HFS is extremely dangerous and there isn't a chance the authorities would make a move against them on their own turf. During the Gather Information phase of play (precedes The Score), the Crew uncovered that the HFS sex den was a half-collapsed subterranean mine/canal system; an offshoot from the Coalridge Mine Proper. One of the HFX clients (a now blackmailed Bluecoat) even gave them the layout of the complex including hosting rooms and a secret point of ingress via an old coal chute. [B]THE ENGAGEMENT ROLL[/B] 1d for sheer luck + 1d for each Major Advantage - 1d for each Major Disadvantage So we settled on +1d because the plan's detail exposed vulnerability, +1d because the operation is particularly bold and daring, +1d because their Underground Maps and Passkeys should get them to the den and the point of ingress easily enough, +1d for Second Story, and -1d for a higher Tier target. So that is 4d6. A 6 was rolled (only one so not a Critical). That earns them: "You’re in a [I]Controlled [/I]position when the action starts." So I frame the PCs right into the action with the situation set up for success (it went something like this): "You worm your way up the grimy ancient chute and peak out into the S&M Closet off the main hall where the hosting rooms are. The weird stink and eerie green glow of unrefined electroplasm haunts the dark of the cramped space as a small hanging lantern creaks on its hook by the door. A gaunt and disheveled lackey is going through a box of macabre devices until finally he finds what he is looking for; <keeping it clean for the faint of heart>. He hefts it over his shoulder and reaches high, struggling to unhook the electroplasm lantern. 'Damnable thing', he mumbles." [B]CLOCKS[/B] So I had 3 Clocks for this Score; a pair of Linked Clocks for the PCs (Find Her at 6-ticks and Get Her Out at 4-ticks) and The Jig is Up (6-ticks) for HFS. [HR][/HR] Lets start with that [MENTION=99817]chaochou[/MENTION]. See how it all comes together so far? [/QUOTE]
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