
GM MM MG |

You make the plan, and split up and spread out.
23:00
The team regathers are the agreed time, some safe distance away from the taxi center. The truth is out there, as they say.
You sneak to the office building. Entering from the main entrance would be too obvious, so you check if there's another way in to the relatively small building. And there is, in the back. "Staff only" says the sign, but the inexpensive lock says "burglary cannot be stopped".
(Picking a lock is Agility or Underground.)

Will Wesson |

Deception: 2d10 + 5 ⇒ (2, 7) + 5 = 14
Will glances to the others in the room for a moment.
"Nice to speak with you Mr. Wyatt. My name's Maxwell Wesson. So, an explanation? At the moment, I'm working with an agent of the FBI, who, I'm sure you can guess wants to stay anonymous. We're trying to learn what we can about Mr. Lewis Herring. We are also given to understand that the police have followed proper procedures to close the files on Mr. Herring. I don't want to dig into the mans personal history, of course, but simple info like his address would be extremely helpful to us."
I really hope this victims name isn't telling.

GM MM MG |

(Milo: Possible Secret Talents notwithstanding, you roll d20+0 for Agility. In the case of Secret Talents, players will have to rely on me remembering them.)
Milo's Agility: 1d20 + 0 ⇒ (12) + 0 = 12
(If you do have a Secret Talent about this, you can of course ignore the above roll. I must do this because this is a matter of upholding the rule, "You cannot directly prove your Secret Talent".)
He stops mid-way, his hands coming to a complete halt. When the others ask what's wrong Milo explains that the lock is more complicated than previously thought. If he makes any wrong moves, it will trigger an alarm. Not "may" trigger an alarm: it will. He may be able to quit now if he's careful about this.
On the other hand, if Milo has the courage to keep going, there's a possibility that he can still pick the lock without triggering the alarm.
(You can retry the roll, but the stakes are a bit higher now.)
Adrien's People: 1d20 + 1 ⇒ (16) + 1 = 17
"A couple things, Mr. Wesson. I just find it odd that an FBI agent would like to remain anonymous about this. I also find it odd that FBI wouldn't have the necessary files, like knowing the address."
He wasn't quite fooled by you, and will no doubt talk to the police about you. You can only hope the fake first name is enough to throw them off.
"I have said files right here in front of me. Let's see... Herring's address was 138 Fatman Street. Anything else I can do for you?"
Adrien realizes that Mr. Wyatt remains wary of Will, but he probably doesn't have the guts to lie to someone affiliated to FBI. The address is very likely true.

"Mister Jingles" |

"What is the problem?" Artemiy almost hisses as he asks the question, and his brow furrows when Milo mentions the alarm. "Blyad'. Let me finish, Milo Halden." The Russian steps forward and resumes the lockpicking, with the kind of precision and deftness that only comes from practice--possibly with professional training to accompany it.
Underground: 2d20 ⇒ (20, 10) = 30 24 total.

Will Wesson |

Will certainly doesn't let Wyatt's suspicions cause his voice to waver. "Good question. Going through other agencies causes an extra layer of paperwork we don't have the time to deal with. But no sir, I think that's all we need for today. Have a good day sir. I'll be in touch." And with that he hangs up.
...I'm sure everything's fine.
"So, we have what we need I believe."

Milo Halden |

"Sorry, still getting used to having an audience when i do these kinds of things" he say's letting the angry Russian get to work, he turns to Jake to explain himself.
My dad and mom were in business, banking to be specific...Halden Banking...they taught me a lot before they were incarcerated. But hacking computers, locking picking those are all thing's i learned on my own...I get bored easily.

GM MM MG |

The team enters the office building. It's quiet, and the lights are out. Now, one would assume the corporation keeps the cars of former employees like Parks. Somewhere in here is the information about which of the taxi cars outside was used by the victim, and the keys to said car. When they have both of those, the team can move on to investigate the actual crime scene.
But where to begin?
(Because Malcolm is no longer a PC, it's just you three. You can now, for example:
Use Agility to sneak around the place, scouting if the building is empty.
Use Perception to search for clues in this floor.
Use Computers to see if the corporation has any useful info on their computers.
Or do something else and surprise me.)
(Retcon: Wyatt also told you this:)
"-As for his personal history... Hmm. Well, I didn't know him personally, of course. We have literally thousands of people here. But anyway, we have a note on him. It seems Herring sometimes skipped work for two or three days, each month. The company took notice, and notified us. Go figure. Anything else I can do for you?"
After the phone call, Will and Adrien hop in Will's car, and drive to Fatman Street, where Herring lived. Freeman's car, with Freeman and Delgado in it, follows right behind them.
Fatman Street is a long street a few minutes from the central area, full of apartment buildings. Clearly a place for a lower and middle class.
"So, you two. How should we do this?" asks Delgado. "Should we pose as Herring's creditors? It wouldn't surprise me if this Rob the Builder had debt." She references the known children's cartoon. The mean-spirited joke tells of her attitude towards blue collar workers.

GM MM MG |

It won't take long for Jake to find the most important thing: employee records, lying around open on some secretary's desk. It seems that it has been in recent use — unsurprising, given that the company just lost an employee. Mr. Sewick finds his way to Jake and the desk, too.
It seems that Parks drove the cab number 43498, license plate UYA 777. Makes a superstitious person wonder, doesn't it. In any case, now all the team needs is the car keys. Jake can say, with enough confidence, that the company probably keeps their keys on the second floor.
In the mean time, Milo ascends to the second floor. He doesn't get far before he sees a ray of light, moving, around the corner. He silently takes a peek, and sees that there's someone walking in the corridor. Fortunately for Milo and the entire team, the guard seems to be walking away from Milo, and quite clearly hasn't noticed the intruder.
23:15
(What will you do now?)
As per Adrien's suggestion, you decide to speak with someone who works for the block. The team quickly spots someone you can safely assume to be the caretaker — the work clothes and cleaning equipment tell as much. He stops his current cleaning-related activities when you approach him.
"Hm?"

"Mister Jingles" |

Artemiy looks over the info with Jake, and pulls out a small notepad to jot down the details so he won't forget. "Now we should join Milo Halden upstairs?" He whispers the question, still moving with that professional attitude. "Unless you think there is more to find here."
Agility: 1d20 ⇒ 1 For when the time comes... apparently so I can royally f*ck things up by falling down the stairs with a crash.

Will Wesson |

Will offers an easy, subtle smile to the caretaker. Nothing overt, but noticeable.
"Evening sir. My name's John Ada. I was wondering if we could speak with you about one of the residents around here? A Mr. Herring?"
Do I roll Deception, or manipulation? Going with Manipulation.
Manip.: 2d10 + 2 ⇒ (5, 5) + 2 = 12

Sundakan |

Wait, I'm confused. Why do we need car keys? We have two people who can pick locks. That was initially what I meant when I was asking if one of them could pick it.
Particularly this being 2004, still well within the era of "Let me just grab this clothes hanger here..." being the pinnacle of car jacking technology required.

GM MM MG |

(Indeed, I agree with both of these thoughts; acquiring the car keys means you won't risk getting caught trying to lock-pick the car. On the other hand, the risk of triggering an alarm is small. Either way is a risk, but they are different kinds of risks. What will Jake do?)
(Will: No roll needed here. The only lie is that that's not your real name, a minor thing the caretaker has no way of realizing. No Manipulation either: Manipulation is for "Subtly manipulate an NPC into doing something they wouldn’t normally do". The rules suggest the use of Manipulation takes some period of time. For stuff like this, you just speak and they respond.)
"Why, are you his friends?" You get the impression he's had conversations like this before, and is both weary and wary of them.
(NOW would be a good time for Deception. If you want, that is.)

GM MM MG |

On the second floor, Milo is thinking about how to move around without alarming the guard (or whoever the person moving around with the flashlight is). Artemiy reaches the top of the stairs, and it just so happens that the guard turns his flashlight in his direction. There is nothing the Russian can do to avoid the ray from illuminating him completely.
Artemiy has a split second time to curse his luck. "HEY! STOP!" the person shouts, predictably. Because of the blinding light currently pointed at Artemiy, he has trouble seeing. (You have Disadvantage in your next roll, whatever it is. Good luck.)
Milo's Agility: 1d20 + 0 ⇒ (16) + 0 = 16
Milo stays in the shadows, undetected. He's at the position to observe the situation as he has a relatively unobscured view of both the guard and the Russian. The person with the flashlight is, as suspected, a night guard. Uniform, cap, and everything. He doesn't look that menacing, physically speaking, and could be overpowered. But perhaps Milo is more suited for outsmarting. Right now the night guard is reaching for his radio phone. (What will you do now?)
The "hey"-shout was distantly heard on the first floor, and it does not go unheard by Jake, who has his senses attuned for things like this. (What will you do now? Spend too much time thinking, and you may not make it there in time. Or...)

"Mister Jingles" |

Artemiy freezes for a moment as the light hits him, and he brings a hand up to try and block some of the glare from blinding him. As the guard reaches for his radio, the Russian brings himself up to his full size and points a threatening finger his way. "I would not do that if I were you," he growls. "Not if you value your health." The threat in his voice is clear, and Artemiy does cut a dangerous figure when he chooses, but the effect is somewhat dulled by his clear discomfort from the blinding light.
Again, not sure what intimidation would fall under... I could argue that a physical threat like this might fall under Endurance (physical/mental toughness), but of course I have a bias on that. I'll roll a straight d20 and you can determine what modifiers if any apply.
Intimidating Russian: 1d20 ⇒ 14
Deer in Headlights: 1d20 ⇒ 9 <--Use this one, which isn't horrible.

GM MM MG |

so guys what are we looking for again, might affect my decision
(Your mission here was to investigate the crime scene of the second victim, Ron Parks the taxi driver. There's a parking space outside the building, and that's where the victim's cab is. You're here to find out which car belonged to Parks, and get the key. Milo doesn't know that Jake has exited the building.)
(You're also looking for "not getting caught" because breaking and entering is a crime.)
Will's Manipulation: 2d10 + 2 ⇒ (6, 4) + 2 = 12 (Better...)
Will uses his lawyer-honed silver tongue, trying to get more out of the caretaker. At first it looked like the old man doesn't get paid enough to care, but he's surprisingly sharp:
"Now I don't think I should be telling anyone these resident's private info. Sorry for your loss. Now please excuse me."
The caretaker returns to his work. Which is cleaning the windows. In retrospect, the man probably didn't know that much about the victim, anyway.
Adrien notices two men in suits on the opposite side of the street. The way they keenly observe your team is unnerving. Delgado seems to have noticed too.
"...How long have those guys been standing there?" she speaks quietly.

GM MM MG |

(I'm going to try out a PbP GM'ing technique where I bold certain keywords for emphasis. Let me know if this is nice thing or a step back.)
Artemiy's Endurance-Intimidate: 9 + 6 = 15
The Russian man, despite the pressuring lights, shows his tough and fierce side. The night guard freezes for a quick moment, perhaps out of instinctual fear. And who could blame the man: he's been patrolling a supposedly-empty building in the night and then comes face-to-face with a man like Sewick. (He'll snap out of it very soon. But the tides have turned: now YOU have an Advantage on your next roll against the night guard, whatever it is. I suspect Melee? You need to act quickly.)
Milo oversees this encounter, and decides to sneak off, to find a computer to use. He quickly finds the perfect room for this task: it looks to be some boss's office. It's hard to tell in the complete darkness. Fortunately the door has no lock, and Milo slips in.
Milo is now in his element: with a computer in front of him. (While you make your roll, remember to say what kind of things you're looking for.)
Meanwhile, Jake casually but hurriedly walks around the parking lot. UYA 777... UYA 777... This would be a lot easier with a flashlight, but that would draw attention. UYA 777... There. Jake's found the victim's car. It was closer to the office building than expected. (What will you do now?)
They're just standing there, not even leaning against a wall or anything, heads turned towards your team. How suspicious. Their faces are unremarkably "basic": one has short black hair and the other has short medium brown hair.
(What will you do now? Remember that you can always ask if there's something you'd like to be reminded of.)

"Mister Jingles" |

I kind of like the bolding. It doesn't feel necessary to me, but it does help highlight key aspects.
Artemiy uses the opportunity of the guard freezing to rush forward and attack, his hand knifing in to strike the man in the throat, hopefully dropping or at least silencing him.
Melee: 1d20 ⇒ 12
Advantage: 1d20 ⇒ 13