Question:

Question:

Question:

Last session (first) ended on the premise that players decided to go and take a handler of stolen goods away from Dimmer Sisters and to add him/her to their area. The result for the plan was “2”.

Should I start the next game in how bad situation? They are not in war yet, but the Dimmer Sisters have sent hollow watchers to watch their HQ and perhaps aided the Ghosts to be stronger in there too.

3 thoughts on “Question:”

  1. I’m not sure what you mean by “the result for the plan was ‘2’”. Do you mean the result of the Engagement Roll (page 16)?

    If so, yes, things start off badly for the crew. The Dimmer Sisters will turn the tables on the PCs. They don’t want their handler working for anyone else. Perhaps they have ghosts patrolling the target, waiting to attack they PCs. Perhaps they’ve just taken the handler’s husband/child/etc. hostage to ensure their loyalty.

  2. If you’re in a playful and horrible mood, it can also be fun to flip the situation unexpectedly. For example, the crew has now gotten the Dimmer Sisters’ attention.

    The Sisters send an agent to the lair to explain that the crew can audition for a role in the Dimmer Sisters organization. If they perform well, there will be further work for them. If they perform poorly (or refuse to play), the Sisters will consider themselves insulted and take steps.

    The fence can ruefully explain he crossed the Sisters once and got the same deal, and he hasn’t been able to really get out from under their notice since.

Comments are closed.