Difference between revisions of "Ranger (FiD)"

From Action
Jump to navigation Jump to search
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{FiD}}
+
{{FiD}}{{tocright}}
Skilled in tracking and gathering intelligence, rangers strike precisely and from afar. Pinpoint enemies or neutralize threats before they act, staying a step ahead.
+
Skilled in tracking and gathering intelligence, rangers are snipers that strike precisely and from afar. They pinpoint enemies or neutralize threats before they act, staying a step ahead.
  
 
An adaptation of the Hound playbook from Blades in the Dark.   
 
An adaptation of the Hound playbook from Blades in the Dark.   
Line 7: Line 7:
  
 
'''Touchstones:'''
 
'''Touchstones:'''
Robin Hood: Prince of Thieves (1991),
+
Little John (''Flesh and Blood'' 1985),
The Lord of the Rings: The Fellowship of the Ring (2001),
+
Azeem (''Robin Hood: Prince of Thieves'' 1991),
The Huntsman: Winter's War (2016), 
+
Aragorn (''The Lord of the Rings: The Fellowship of the Ring'' 2001),
Little John from Flesh and Blood (1985).
+
Eric the Huntsman (''The Huntsman: Winter’s War'' 2016).
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''Animal Friend:''' Use Hunt to befriend animals and [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Non-Sapient]] creatures. Limited outcome: ignored. Standard: gain info. Great: temporary Cohort (p. 96).
+
==== Animal Friend ====
# '''Elemental Arrows:''' You can magically create ammunition made of acid, darkness, electricity, fire, or light.
+
Use Hunt to befriend animals and [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Non-Sapient]] creatures. Limited outcome: ignored. Standard: gain information. Great: temporary Cohort (p. 96).
# '''Focused:''' Expend Special Armor to resist surprise or mental harm (fear, confusion), or push ranged combat or reconnaissance.
+
 
# '''Marksman:''' Push Hunt a attack to: ''attack at extreme range—hit a tiny mark—hit for increased effect''.
+
==== Companion ====
# '''Potent Pet:''' Your Hunting Pet gains potent attacks and a magical ability: ''ghost-form, mind-link'', or ''arrow-swift''. Take again to add more arcane abilities.
+
Your Hunting Pet gains potent attacks and a magical ability: ''ghost-form, mind-link'', or ''arrow-swift''. Take again to add more arcane abilities.
# '''Predator:''' When you use Survey to gather information you can ask an extra question about a target's weaknesses. Knowing a weakness makes your attacks on them potent.
+
 
# '''Sniper:''' +1d to Hunt checks to hide and attack from hiding, remaining hidden unless a consequence gets you spotted.
+
==== Elemental Arrows ====
# '''Survivor:''' +1d on all Hunt checks in the wild and to crew healing checks. Crew can take an extra downtime action when camping, up to two actions.
+
You can magically create ammunition from nothing made of acid, darkness, electricity, fire, or light that do the appropriate type of damage.
 +
 
 +
==== Marksman ====
 +
Push a Hunt attack to: ''attack at extreme range — hit a tiny mark — increased effect''.
 +
 
 +
==== Predator ====
 +
When you use Survey to gather information you can ask an extra question about a target's weaknesses. Exploiting a weakness makes your attacks on them potent.
 +
 
 +
==== Prey ====
 +
Automatically notice when someone is looking at you with hostile intent. You may immediately roll [[Actions_(FiD)#Hunt|Hunt]] to pinpoint them.
 +
 
 +
==== Sniper ====
 +
+1d to Hunt checks to hide. +1d and improved position when attacking from hiding.
 +
A Controlled Consequence will not have you spotted.
 +
 
 +
==== Survivor ====
 +
+1d on all Hunt checks in the wild and to crew healing checks. Crew can take an extra downtime action when camping, up to two actions.
 +
 
 +
==== Additional Playbook ====
 +
Select another playbook. You gain immediate access to its Inventory and XP conditions, but not base upgrades. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook. ''Prerequisite'': To select a playbook, you need an action rating of one in each of its starting actions.''
  
 
=== Sly Friends ===
 
=== Sly Friends ===
Line 41: Line 60:
 
* '''Light Camping Gear''' ☐ Personalized bedroll, cooking pot, tarpaulin, fishing line, snares. Allows one downtime action when roughing it. No effective rest without camp gear. '''Playbook'''.
 
* '''Light Camping Gear''' ☐ Personalized bedroll, cooking pot, tarpaulin, fishing line, snares. Allows one downtime action when roughing it. No effective rest without camp gear. '''Playbook'''.
 
* '''Trained Hunting Pet''' ◯ Your animal companion obeys and anticipates your commands. [[Mind_Powers_(FiD)|Intelligent]]. Cohort Expert (hunter). See page 96. '''Playbook'''.
 
* '''Trained Hunting Pet''' ◯ Your animal companion obeys and anticipates your commands. [[Mind_Powers_(FiD)|Intelligent]]. Cohort Expert (hunter). See page 96. '''Playbook'''.
* '''Silver Shot''' ☐ Holy or magical silver ammunition. Potent ranged attacks. Enough for the score. '''Consumable, Gadget'''.
+
* '''Silver Shot''' ☐ Holy or magical silver ammunition. Potent ranged attacks. Enough for the score. '''Alchemical, Consumable, Gadget'''.
 
* '''Spyglass''' ☐ Telescopic brass tube with lenses, 3-4x magnification. Increases effect of distant Surveying. '''Gadget'''.
 
* '''Spyglass''' ☐ Telescopic brass tube with lenses, 3-4x magnification. Increases effect of distant Surveying. '''Gadget'''.
  

Latest revision as of 18:12, 19 November 2025

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page

Skilled in tracking and gathering intelligence, rangers are snipers that strike precisely and from afar. They pinpoint enemies or neutralize threats before they act, staying a step ahead.

An adaptation of the Hound playbook from Blades in the Dark. More focused on ranged combat than the D&D ranger. Rangers may pick up the Druid playbook to pick up magical abilities similar to D&D rangers.

Touchstones: Little John (Flesh and Blood 1985), Azeem (Robin Hood: Prince of Thieves 1991), Aragorn (The Lord of the Rings: The Fellowship of the Ring 2001), Eric the Huntsman (The Huntsman: Winter’s War 2016).

Special Abilities

Animal Friend

Use Hunt to befriend animals and Non-Sapient creatures. Limited outcome: ignored. Standard: gain information. Great: temporary Cohort (p. 96).

Companion

Your Hunting Pet gains potent attacks and a magical ability: ghost-form, mind-link, or arrow-swift. Take again to add more arcane abilities.

Elemental Arrows

You can magically create ammunition from nothing made of acid, darkness, electricity, fire, or light that do the appropriate type of damage.

Marksman

Push a Hunt attack to: attack at extreme range — hit a tiny mark — increased effect.

Predator

When you use Survey to gather information you can ask an extra question about a target's weaknesses. Exploiting a weakness makes your attacks on them potent.

Prey

Automatically notice when someone is looking at you with hostile intent. You may immediately roll Hunt to pinpoint them.

Sniper

+1d to Hunt checks to hide. +1d and improved position when attacking from hiding. A Controlled Consequence will not have you spotted.

Survivor

+1d on all Hunt checks in the wild and to crew healing checks. Crew can take an extra downtime action when camping, up to two actions.

Additional Playbook

Select another playbook. You gain immediate access to its Inventory and XP conditions, but not base upgrades. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook. Prerequisite: To select a playbook, you need an action rating of one in each of its starting actions.

Sly Friends

˄ ˅ Aerin, a bounty hunter.
˄ ˅ Elior, a soldier.
˄ ˅ Lioran, a herbalist.
˄ ˅ Rael, a lawman.
˄ ˅ Theren, a magician of the wild.

Inventory

☐☐ Fine Long Range Weapon.
☐,☐ Fine Short Range Weapon.
☐ Light Camping Gear.
◯ Trained Hunting Pet Cohort.
☐ Silver Shot.
☐ Spyglass.
  • Fine Long Range Weapon ☐☐ Masterwork rifle, crossbow, or longbow. Fine quality improves effect.
  • Fine Short Range Weapon ☐ Masterwork axe, sword, rapier, sling, hand crossbow, or pistol. Fine quality improves effect.
  • Light Camping Gear ☐ Personalized bedroll, cooking pot, tarpaulin, fishing line, snares. Allows one downtime action when roughing it. No effective rest without camp gear. Playbook.
  • Trained Hunting Pet ◯ Your animal companion obeys and anticipates your commands. Intelligent. Cohort Expert (hunter). See page 96. Playbook.
  • Silver Shot ☐ Holy or magical silver ammunition. Potent ranged attacks. Enough for the score. Alchemical, Consumable, Gadget.
  • Spyglass ☐ Telescopic brass tube with lenses, 3-4x magnification. Increases effect of distant Surveying. Gadget.

XP

  • Every time you roll a desperate action, mark xp in that action's attribute.

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

  • You addressed a challenge with reconnaissance or violence.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Hunt 2
Survey 1
4 points by choice, no higher than 2 in any one.