The rescue at Zacatecus: Ally tracker

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GM: Pender Lumkiss
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Pender Lumkiss
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The rescue at Zacatecus: Ally tracker

Post by Pender Lumkiss »

Krys: 17 Rangers lead by Grizzly Carter and Bet'ani, a young elven mystic
  • Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Kir: 0
  • Some might look down on these scrappy rangers. But their stake to kill ratio is some of the highest: Fighting is at a d10
Pen: 10 rangers lead by Audrey, the Rattler
  • Some might look down on these scrappy rangers. But their stake to kill ratio is some of the highest: Fighting is at a d10
Ashlyn: 15 Rangers lead by Nestor Calis
  • Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Grynn: 6 Rangers lead by Akel-Rah Skysinger
  • This is where the heavy artillery lies. Half the rangers have the auto firing plasma ejector, the other half has mini rail guns. D8 shooting.
Ndreare: 19 Rangers lead by Yohd
  • These rangers are apt trackers and sneaky bastards in the wilds and cities of the vampire kingdoms, Notice, Tracking, and Stealth is a d8.
Vela: 15 Rangers lead by Sam and Sulannus
  • These rangers are apt trackers and sneaky bastards in the wilds and cities of the vampire kingdoms, Notice, Tracking, and Stealth is a d8.
Raynard Lucas: 15 Rangers.
  • A lithe group of rangers that are hard to target from range and melee: d8 agility and parry 6
Rangers:
Each character is in charge of a group of rangers. Through conflict and heroics the amount of rangers a character has grows or diminishes. If a character ever is reduced to 0 rangers they have run out of resources to modify their roll. At 0 they may not use any of the Helpful Heroes abilities. When reduced to 1, the last ranger is the named leader. Rangers are extentions of characters and generally succeed when they succeed or fail when they fail. They can even help the character’s own roll.
  • Helpful heroes: Below are four ways your rangers can help you out.
    • Players may drop a benny: the rangers can roll a d6 skill die and a d6 wild die as a group roll. This is a complimentary skill roll and for each success and raise it may add +1 up to +4 to the player’s skill. Some groups of rangers may have slightly higher trait die. This complimentary skill roll is unaffected by any scene penalty unless specifically called out and the TN is 4.
    • The ultimate Sacrifice: loose 1d6 rangers to have them add 1d6 to any player roll (this is similiar to EF and can be used in conjunction with EF when applicable. This works with damage.)
    • We have your back: A player can drop a benny to gain any edges his or her rangers have as their group edges.
    • Heroic Shields: One of great things about these rangers is that outside of tactical combat(and even sometimes in it) players can spend a benny to have their rangers take a wound that would have normally been assigned to their character.
    • Failure of men: When taking advantage of any of the above if you or your rangers fail you loose 1d6 rangers.
    Karl and the Rangers Use the below table when and if the gm asks you too: roll 1d14 and incorporate it into your narrative. Shaken can some times result in loosing 1d4 rangers instead.
    • 1: Treason. For whatever reason its time for the hero to go. Your treacherous Ranger Wild Attacks you with the Drop, and then fights to the death, while the rest of the rangers stand back and wait to see who wins. Most folks might think Karl put him up to it.
    • 2: Accidents happen, Tripped or shoved you at the worst possible moment; you suffer a level of Fatigue from Bumps and Bruises, and begin the scene Prone. Thanks Karl!
    • 3: Another ranger was beaten to death while your back was turned, most likely by another Ranger. Nobody owns up to it. Karl just grins and laughs.
    • 4: “Accidentally” stabbed you with their vibro sword; you suffer 2d8+4 Ap4 damage. Pre sharpened by everyone’s favorite imp.
    • 5: Stomach bug, Life out in vampire kingdoms is rife with disease. The ranger must make a Vigor roll to survive! Karl is there comforting and probably pumping the rangers full of more bugs.
    • 6: One of your rangers did something remarkably stupid. They must roll Agility to avoid a painful and embarrassing death with Karl the imp nearby possibly chortling.
    • 7: Your Rangers are busy tormenting a prisoner or small animal Karl found while the rest of the rangers watch with mixed reactions. Your rangers members all start the scene Shaken due to the distraction.
    • 8: Something has gone missing. Roll your Notice, on a failure someone stole one of your prized items! Good news, Karl has a cool new peice of gear!
    • 9: Karl has the booze and gives words of wisdom. Your rangers become very rowdy; you and your rangers suffer a –2 penalty to Stealth and Notice rolls this scene.
    • 10: Heat, drugs, or some bad water makes them see things that were not there. Your rangers suffer debilitating hallucinations for the scene crying out for Karl the imp for some strange reason.
    • 11: One of your Rangers got into a fight or pulled a stupid prank, and has been knocked out by a small impish figure.
    • 12: One of the rangers went off the reservation and performed an unspeakably revolting act probably under the supervision of Karl the imp. Your rangers must all make Spirit rolls as they start the scene Shaken.
    • 13: Your rangers disappeared for some private time with Karl the imp, they will be back next scene with reinforcements. +1d6 Rangers.
    • 14: Karl gives a tip, Your rangers managed to scavenge or steal something awesome from somewhere!
[dice:1u2atb67]39966:0[/dice:1u2atb67]
Field Team Six Bennies
3/6
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