Hi,
WARNING! WILL EVENTUAL CONTAIN SOME SPOILERS FOR DAMNED CITIES!
the good old lad "Darth Smeg" seems to have a riot going on in Sinophia Magna. I wonder how this could have happend. Anyway, I somehow fell obliged to provide some ideas for scenes that could play out in the streets while a bunch of acolythes moves from A to B. Enjoy
[Mad Dogs]
As the pc make their way through the area known as “the shadowed Manses”, they come across a small pack of three cyborg-mastiffs (see IH). They seem to roam the streets freely instead of guarding the anything. With an ordinary(+10) sight based Perception/Awareness test the pc will notice some minor fresh wounds on their organic parts. They will already noticed the pc and move slow and erratically towards them, their vox-boxes producing a static-ridden growl and short barks from time to time.
Everyone with Common Lore (Tech) can tell that it is most likely that the programming of these three failed them after they switched into Attack-Mode. This creatures are now under now control and dangerous since the slightest thing might provoke them to attack.
If the pc want to avoid a confrontation with the dogs they need to pass a difficult(-10) test for either Wrangling (to calm the beast-side) or Common Lore (Tech) (to avoid anything that would trigger a combat reaction by the programming).If they fail the test or reach for their weapons the dogs will attack them.
Of course, they can try to slowly reach for their weapons to launch a surprise attack. A difficult(-10) test for Deceive or is need to hide their intentions good enough to fool the damaged programming of the cyber-dogs.
[The angry mob]
Ask the pc for a hard(-20) hearing based Perception/Awareness test. If they fail, the will be surprised to see about 20 (15+1d5) armed citizens move into their direction as they move around a street corner. Some of the Mob notice them immediately. If the pc try to go where they came from, the mob gives them a chase through the streets.
If they try to walk by the mob will address them from afar. If they are disguised as locals, they are demanded to join. If they are not, the mob accuses them of belonging to “the Quorums murder squads prowling the streets”. If the pc want to avoid a confrontation, they can either try to calm the mob down (Charm) or to bully they way through (Intimidation). No matter what, the test is hard(-20). If they are perceived as locals, they still need to talk themselves out of the situation (any social skill) if they do not intend to join the mob and steal away later at a good opportunity (Silent Move+10). If they cannot talk themselves out, the mob will call them “spineless lackeys of the nobles” and will try to lynch them for this.
Use stats for citizens, intermixed with some Undertow Thugs. If 2/3 are killed, the Mob will root.
[Arsonists on Stilts]
A group of malcontents has hijacked one of the stilt-walkers (imagine an open-toped van with six mechanic legs, turning it into a some ant-like vehicle resting about 8 meters above the ground) normally used to maneuver through the flooded areas of the city. They are four of them, one is steering the walker. They are armed with dozens of flamebombs and are heading towards the better district (or, if already encountered in one, are throwing flamebombs on buildings as they see fit). As they see the pc,
they will attack. Use the stats for Thugs of the Undertow. One is armed with an autogun with one spare clip while all of them have access to firebombs they will throw down on the pc. The walker has an AP:10 and it is up to the GM how many hits the thing will take. The Thugs are in cover while inside.
[barricade]
The Enforcers of the Quorum (or some house troops) have established a barricade at one point of a T-junction the pc are going to cross, including two heavy stubbers. Since they have been warned of an incoming mob, they are actually on over-watch regarding both corners and will fire away as soon as a pc comes around. It will take a challenging(+0) command/charm test to order them “on behalf of the Inquisiton” to make them hold their fire. Not because they are unloyal, they simply do not believe them and are unwilling to even allow the pc to show any signs of office, believing this to be among the ruthless tricks the Undertow Killer will employ to kill them off (with a grenade or something).
