So second session, players had stolen a fence away from the wraiths. So it would have pushed them into war, since we were just learning, decided to give them a chance. Session started with Slate coming into their normal hangout, a gambling hall called Seven Bones. The Wraiths offered to make it all better if they convinced a Bluecoat Sergeant in possession of evidence to away. Players kidnapped the guy and recorded his testimony on a phonograph they borrowed. They then paid the guy off and made it look like a failed poisoning. There were some wraiths watching the outside and they played it up that they were incompetent and beneath notice. They put off war for a bit longer and gained a contact with the Bluecoats.
The next score was one they planned. They wanted to get informants and went to the Shady Orphanage (the second part after Shady has broken off and not been fixed). They found the name of the owner and killed him to free the orphans and take place over themselves. They broke into his house and he was up and ready. They fought against him and took some hard hits.
The engagement roll then called for a Demon. So they were back at Gambling Den and their dealer was possessed or replaced by a red eyed man that smelled of sulfur and was ignored by everybody else. He stated a group of his followers needed two people with certain tattoos already on them. They decided on a transport approach so we played that they already got the people, a rival and his wife.l, and tattooed them up. They then took them through the canals avoiding Gondoleers and Bluecoat inspections. They were met by some hooded figures who gave them a variety of gold objects taken from corpses (teeth, earring with earlobe attached, etc).
All in all a number of new things (flashbacks, resistance rolls, and more were tried out).