One impossible job. One vault no one has ever cracked. Case it, con it, crack it - and get out before the Watch arrives.
Brassmere is a gaslamp-fantasy canal city of fog, guilds, and quiet crime, where every bridge has a toll and every toll has a man you can pay to look away. Behind a vault no one has ever cracked sits the score of a lifetime - and you can't take it alone.
So you do what crews do: you assemble. A mastermind, an infiltrator, a grifter, the muscle, an artificer, a fixer. Case the mark, con your way in, crack the vault, and get out before the Watch arrives - and before someone in your own crew decides their cut is everyone else's.
The one who sees the whole board. You don't crack the vault or throw the punch - you build the plan that makes both unnecessary, and you read a room three moves before anyone in it.
The one who is already inside. Locks, ledges, laundry chutes, the gap between two patrols - you treat the mark's defenses as a route, not a wall, and you are very rarely where anyone expects.
The face of the crew. You don't pick the lock - you get invited in. A new name, a borrowed accent, a story the mark wants to believe, and suddenly the guarded door is being held open for you.
The crew's hard answer. You would rather the job stay quiet too - but when the plan tears and a guard reaches for the alarm, you are the reason the crew still walks out. Big presence, bigger nerve.
The crew's answer to the vault itself. Gaslamp clockwork and a thread of low magic - you understand the mark's defenses because you could have built them, and quietly, you build better.
The one who knows a guy. You never touch the vault - you make sure there is a buyer for what comes out of it, a boat at the dock, and a name owed to you on every street between here and clear.
The crime family that runs Brassmere's underworld from the smoke-stained tenements of Cinderhall - protection, smuggling, the gambling dens, the fences. Nothing illegal moves in this city without the Syndicate taking its cut, and they would very much like a cut of your score too. They can bankroll a crew, supply a safehouse, and bury a body - but the family never forgets a debt, and never forgives a crew that works their streets uninvited.. Lawful evil, in its own way.
The respected artisans who design and install the locks, vaults, wards, and clockwork alarms that protect Brassmere's wealthy. They built the mark's defenses - which means the mark's defenses have a maker, and a maker keeps records, and a record can be read. The Guild is proud, exacting, and fiercely protective of its reputation: a vault that cracks is a Guild that has failed, and they will hunt the crew that proves it.. Lawful neutral.
A rival crew - more a loose, glittering court of thieves - led by whoever last pulled the flashiest job. They are stylish, theatrical, and territorial, and they regard your mark as theirs by right of having noticed it first. The Court might race you to the vault, sell you a tip that turns out to be a trap, or - if the price and the flattery are right - throw in with you for a single, gorgeous night.. Chaotic neutral.
Brassmere's law - constables in oilcloth coats, vault inspectors, and the Watch's clockwork whistle-network that can flood a district with lanterns in minutes. Some are honest and tireless; many are bought, and the bought ones are the Syndicate's. The Watch is the clock every job runs against: case the mark, crack the vault, and be gone into the fog before the whistles start - because once the Watch arrives, cleverness stops mattering.. Lawful neutral, unevenly.
Gather 2-6 friends. The Heist meets on Discord - assemble the crew, case the mark, and pull off the impossible with style.