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Encounter Conditions
After successfully passing through at least one Security Hole.
After 10 or more Fangs have been killed. Fangs killed from lost or fled combat encounters don't count.
Initial Text
You find an empty house buried deep in Fang territory. You could call it a ramshackle hut, but you don't have much ground to judge, coming from Southside and all.
A can of fuel sits outside the hut, just begging you to set the place on fire.
Summary of Choices
- Steal their stuff gain 22-29 credits, Eclipse, cup of Joe, heavy pistol
- Set it on fire - cause a distraction
- Check security from here - gain 3 XP Perception or, with 6? Perception: unlock Security Hole
- Leave it be - walk away
Choice Text and Results
Steal their stuff (Evil 1)
You check over the place. They seem to have taken most of their stuff with them, but you find a few bits and pieces they left behind.
You found: 22-29 credits, Eclipse, cup of Joe, heavy pistol
Set it on fire (Evil 1)
You spill the fuel over the house and light it on fire. It goes up like dry tinder, which is basically what it is on further thought.
Between anyone who lives there and anyone who doesn't want the fire to spread, that should be an admirable distraction.
Check security from here
Staying in the shadows of the house, you eventually find an opening in the Fangs' defenses. You'll have to move fast, but you should be able to get there without anyone noticing. Then it's just a matter of slipping through.
(Unlocks Security Hole next encounter)
Or, with insufficient Perception (?) [failed with 5 (9), succeeded with 5 (13), failed with 5(8), then succeded with 6(9)]
You stay in the shadows of the dwelling, inspecting the nearby guard posts. You don't manage to find any promising holes in their defenses, however.
You've earned 3 XP in Perception
Leave it be
???