¡Viva el Zorro! (SPOILERS)


Shh! Spoilers!


¡Viva el Zorro! is a scenario I will be running at Chupacabracon IV over the weekend May 12th through 14th in Austin,TX, this year. It’s kind of a test run for Los Enmascarados, a proposed Savage Worlds Super Powers Companion-compatible mini-setting of masked avengers in independent Mexico before the Mexican-American War.



In ¡Viva el Zorro!, the players take on the roles of Zorro’s supporting cast from the original Johnston McCulley stories – his fiancée Lolita Pulido, his friend Don Audre Ruiz, his servant Bernardo, the boastful Sgt. Gonzalez, and others – as they organize a plan to rescue Zorro from the grasping Capitán Torello. Characters are created using the Rising Stars campaign style and the Pulp Heroes Power Level, with some interpolations from Deadlands Reloaded.


As the scenario is intended to be very player-driven, the below short summary and list of stats is all I currently intend to use to run the game. I'm not the kind who hates spoilers (frankly, I've come to appreciate them after the movie Serenity), so players are free to read ahead and begin planning their schemes.


Just keep in mind that I reserve the right to revise things during play. (Bwah-ha-ha-haahh!!!)
 
Setting Rules


Blood & Guts (players may spend Bennies on damage), Born a Hero (no Rank limitations on starting Edges), Fanatics (villainous minions may sacrifice themselves for their leaders), Heroes Never Die (and neither do villains), and Joker's Wild (everyone gets a Benny when a Joker is drawn)
 

The Setup


The thunder of hoofbeats wakes the residents of El Pueblo de Nuestra Señora la Reina de los Ángeles from their slumber. A pair of lancers races out of town and up el Camino Real towards Monterey. Zorro has been captured, and Capitán Torello of the Los Angeles garrison sends word to the governor so he can attend the execution!
 
The messengers are under orders to kill their horses if need be in order to get the news to the governor as swiftly as possible. Given his great hatred for Zorro personally and for all of la Reina de los Ángeles in general, the governor will then race south as quickly as he can; he knows full well that Zorro has a bad habit of escaping from prison. The heroes can expect the governor to arrive near dusk on the fourth day of the game.
 
What do you do?
 
Possible actions players may consider include:
  • Catch the messengers (Chase scene; messengers have a head start)
  • Seduce/bribe/intimidate Torello (he is Hostile toward everyone in Los Angeles
  • Intercept the governor and disrupt the execution
  • Disguise one or more of your number as Zorro
  • Lead a revolt (Streetwise + Persuasion to recruit followers, skirmish in town square)
  • Sneak into the presidio and free Zorro (a distraction would help)
Players are encouraged to concoct their own plans. I'm very comfortable improvising.
The Factions of Los Ángeles 



The Military
Torello has transferred many new soldiers to the pueblo over the last few months, men without personal attachments to the local area who owe their loyalty only to him. 
A fifth of the garrison’s 25-man force remains of those who have personally beheld Zorro’s heroism and might be recruited to help by Sergeant Gonzales – but Torello doesn’t allow them to guard Zorro. 


Lancer
The underpaid, undereducated soldiers of the presidio aren't evil men -- just corrupt and foolish -- and player character vigilantes would be best off using the flat of their blades against them.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d4, Notice d4, Riding d6
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Poverty (The government is always behind on their pay)
Gear: Lance (Str+d8, AP 2 when charging, Reach 2, only usable in mounted combat), Musket (2d8, range 10/20/40, two actions to reload), Saber (Str+d6), war horse.


Lancer Officer
Torello’s loyal lieutenants are friends of his from the military academy or men he recruited while serving in Monterey. Like him, they seek to avenge the fall of Captain Ramon.
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d6, Riding d6
Pace: 6; Parry: 6; Toughness: 6
Hindrances: Vengeful [Major]
Gear: Saber (Str+d6), war horse 


Capitán Torello
Torello is an aggressive and dangerous duelist, driven both by a desire for vengeance and the need to advance himself.
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Riding d6, Climbing d6, Fighting d12, Intimidation d8, Notice d6, Persuasion d6, Shooting d6, Stealth d6, Streetwise d6, Swimming d6, Taunt d6
Charisma: +2; Pace: 6; Parry: 10; Toughness: 6
Hindrances: Arrogant, Vengeful [Major]
Edges: Acrobat, Noble, Frenzy/Improved Frenzy, Killer Instinct, Level Headed/Improved Level Headed, No Mercy, Trademark Weapon/Improved Trademark Weapon
Gear: Toledo steel rapier (Str+d4; Parry +1)
 
The Governor
The governor travels south in a fine carriage accompanied by two mounted Lancer Officers and his bodyguard, the hired duelist Culebra. The governor himself is not a combatant.
 
Governor Pico
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d8, Notice d8, Persuasion d10, Shooting d6, Taunt d6
Charisma: +4; Pace: 6; Parry: 10; Toughness: 6
Hindrances: Arrogant, Greedy [Minor], Vengeful [Minor]
Edges: Charismatic, Governor, Noble


Culebra
A cruel hired swordsman.
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Riding d6, Climbing d6, Fighting d10, Intimidation d8, Lockpicking d6, Notice d6, Persuasion d6, Throwing d8, Stealth d6, Streetwise d6, Swimming d6, Taunt d6
Charisma: -2; Pace: 6; Parry: 10; Toughness: 6
Hindrances: Bloodthirsty, Greedy [Major]
Edges: Acrobat, Ambidextrous, Counterattack/Improved Counterattack, Florentine, Level Headed, Quick Draw, Two-Fisted
Gear: main-gauche and rapier (Str+d4; Parry +1)
 
The Caballeros
The young caballeros of Los Angeles admire Zorro for his panache and will happily rush to his side if recruited.
Typical Caballero 
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Notice d6, Riding d8, Taunt d8
Pace: 6; Parry: 7; Toughness: 6
Hindrances: Overconfident
Edges: Noble, Steady Hands
Gear: Rapier (Str+d4, Parry +1), riding horses
 
The Peasants
The common folk of Los Angeles owe much to Zorro and barely need to be asked to help him.
Typical Peasant
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d10
Skills: Fighting d6, Notice d6, Taunt d8, Throwing d6
Pace: 6; Parry: 5; Toughness: 7
Hindrances: Poverty
Edges: Improvisation Fighter
Gear: improvised melee weapons (Str+d6) improvised missiles weapons (3/6/12, Str+d4)

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