Wait until your mark leaves the room, then pick the locks
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From: Suspicion: Fox and Hound
If you can end this quickly, they will not have time to act on their suspicions.
Game Instructions: Gain Progress and Suspicion.
Challenge information
Property "Against" (as page type) with input value "" contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.[[Category: Challenge|208.33]]<ul><li>Empty strings are not accepted.</li> <!--br--><li>Property "Against" (as page type) with input value "" contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.</li></ul>Broad, 208.33
- 143 - very chancy (41%)
- 178 - chancy (51%)
- 212 - modest (61%)
- 247 - very modest (71%)
- 282 - low-risk (81%)
- 316 - straightforward (91%)
- 348 - straightforward (100%)
, Broad-type challenge with base difficulty of (41.66 x Venture Challenge Level). The above example is at Venture Challenge Level 5.
Success
As if a lock would keep you out
They answer a call at the door; you answer a call of curiosity. You have time to read three pages of your mark's correspondence and be back in your seat before they return. You do not have time to lock the drawer again.
- Shadowy is increasing…
- You've gained 2 x Flash Lay's Progress
- Suspicion is increasing… (+2 CP)
Failure
Timing is all
They answers a call at the door; you answer a call of curiosity. But the visitor is only a pamphleteer. Before you have time to do more than unlock the desk, your mark returns to the parlour with a tract on the perils of laudanum.