Legacy Ashes of Houston:The Scouts

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The Scouts[edit]

When the bombs fell, Pioneer Scouts of Houston Troop 8 were in the middle of what was intended to be a peaceful camping trip at Brazos Bend State Park. When their adult scoutmaster fled seeking his family, the older scouts were left to use their training and knowledge from earning merit badges in order to help the younger members.

The scouts are no longer a group of children and teenagers, having aged and raised successive generations, but they stay near to their roots with a strong emphasis on raising all members with strong personal survival skills and a sense of independence. The wasteland may be nightmarishly dangerous for most, but to the scouts it's simply home, its threats tamed and used to survive.


ATTRIBUTES[edit]

If artificial creatures now dominate the Homeland's food chain:

  • Reach: -1
  • Grasp: +1
  • Sleight: 0

Doctrine: One Clan. You are never alone, but the bonds binding your menagerie and your kin are respectful and distant. Gain advantage on Hold Together.

Lifestyle: Nomadic. Your people can keep pace with their familiars. When moving through the wilds, no one can find or outrun you.

Traditions:[edit]

Populace: Wild descendants of a Pioneer Scouts troop Style: Leathers, feathers, and lots of guns Governance: A council of elders


RESOURCES[edit]

Mood
Tech
Data

Surpluses

  • Hunters
  • Scavengers
  • Scouts

Needs

  • Leadership

Invested

  • NULL

ASSETS[edit]

Your character always has a well-trained and loyal familiar.

  • How do you fight? Bows (ranged, silent)
  • How are you defended Leathers and furs (thermo, tough)
  • How do you travel? Strength (land, mount, mighty)

MOVES[edit]

Stalk the Land

Bonded with their familiars, your rangers roam the land unseen and unchallenged. When you gain one of your Key Resources, put a token on the map. At any time you can reveal the marker to perform an action appropriate to the surplus it represents:

  • Hunters: If there's a battle in their vicinity, you may give an involved Family or Faction Need: Recruits.
  • Spies: If someone attempts diplomacy or espionage in their vicinity, you gain 1 Data.
  • Scouts: If you Uncover Secrets in their vicinity, pick 2 details to add to the map. If you put them in an unexplored area, gain 1 Data.
  • Scavengers: If a Family becomes Flush with Resources in their vicinity, you gain the erased Surplus.

Once a marker's revealed to the group, they're vulnerable to attack: if they're wiped out, you lose the Surplus. You can move them with a few day's notice, or sooner by triggering Hold Together.

The Menagerie With each beast that joins the pack, its hunters multiply in strength. When you hold Key Surpluses, unlock these bonuses:

  • Hunters: Add "Your ambush is terrifying: gain 1-Treaty on a witness' Family" to the character list of Fiercely Assault options.
  • Spies: Gain 1-Data on any Familiar Face hit.
  • Scouts: Gain 1-Data on any Wasteland Survival hit.
  • Scavengers: Gain 1-Tech on any Wasteland Survival hit.

ALLIANCE MOVE[edit]

When you help another family bring down foes too dangerous to be faced alone, gain 1-Treaty on them.

TREATIES[edit]

Justified or not, everyone fears your practices. Take 1-Treaty on each other Family and Faction.

Ask the other families: Which of you shares our ancestry? Work out what is shared and how much you've managed to preserve. Take 2-Treaty on each other.

Which of you tried to wage war on us, unprepared for our bloody retaliation? Work out what caused bloodshed and how peace was achieved. Take 2-Treaty on them.

INHERITANCE[edit]

Your characters get +1 to Force or Steel. Quick characters pick one:

  • Hunter: You can always tell the last being to cross this location and where it went from here.
  • Scout: When you first reach a location, your companion finds you a perilous vantage point, a dirty shelter or a unpleasant escape route, your choice.
  • Scavenger: Add the tag Unreliable and a tag of your choice to Armoury or Outfit.
  • Spy: While in a settlement, you may spend a few hours hijacking people's senses. If you do, say two facts you discovered about a traitor here. The GM chooses which one is true.
  • Tamer: You can wordlessly talk to – or hijack – any animal.