HEEST COMPLETE!

HEEST COMPLETE!

HEEST COMPLETE!

The Opulence I Has It Caper was the first time where we really let planning get out of hand. The warning in the rules about overplanning really isn’t made idly. Between the engagement roll and flashbacks, you really do have the tools you need to make whatever happens feel like it was part of the plan all along.

This plan generally involved stealing Severosi sculptures off a train, and had an optional goal of getting the Lampblacks in trouble for it. The Spider and the Dead Setters’ cohort of Thugs used stolen Bluecoat uniforms to gather real Bluecoats around one of the Lampblacks’ coalworks where the ill-fated train had been rerouted earlier in the heist.

Not only did the Spider manage to get the Lampblack capo (Badger Baz, Baszo’s cousin or something) to bribe him to take his cops and go, he flashed back to bribing the actual cops with him to ambush the Lampblacks instead of simply accepting the bribe. The coalworks ended up burning to the ground while the rest of the crew was far away with the stolen goods.

The Cutter had a knife fight with his nemesis (Stras, the “clever blade” off the contacts list) where Stras learned the hard way that you should always secure loose clothing around moving trains.

Heat was gained. The crew also has a spy in their midst! The Whisper pulled in a spirit to animate the hull that was carrying their score after the previous occupant was devoured in a summoning mishap. Unbeknownst to the characters, this new spirit was already following the crew under the command of a Red Sash Whisper. The poor Whisper plugged a spy right into their prize and walked it into their hidden thieves’ lair. That was by far the best “a complication occurs” so far in the game, I think.

They hit all 4 XP triggers for their crew, though, got 3 Rep, and a ton of Coin (which they mostly spent on extra downtime actions). Everything’s working like I assume it’s supposed to. I’ve got a bunch of PCs who are just about to hit Trauma in a gang about to tip over into Wanted level 2, but at the same time we’re seeing our first playbook advances and 3-dot action ratings and stuff.

Somewhat unrelated, I can’t get the idea of a Mutant playbook out of my head and I kind of want to try my hand at a Blades hack for Mad Gamma Max Fallout World. “Glow in the Dark”, maybe.

#heestcomplete

5 thoughts on “HEEST COMPLETE!”

  1. Sounds great = lot of fun.

    I plan to be more open about information I give to the players (= watchers of the TV-Series) which means not necessaryly to the PCs (=characters of the TV-Series). That is why I want to ask: Do the players (not the PCs) know about the spy? Or is it still a secret?

  2. Stefan Struck Yup, we discussed a few options for that complication and decided that having the spirit animating their stolen hull be spying for a rival gang’s Whisper was pretty good.

    Now I have to decide if that Whisper wants to just take that information back to the Sashes or if he’s going to get greedy and try to sell the PC crew’s lair location to the highest bidder…

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