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{{FiD}}
{{FiD}}{{tocright}}
The Ranger excels in surveillance and ranged combat, mastering the art of observing and targeting from afar. Skilled in tracking foes and gathering vital intelligence, they are experts at striking precisely and from a distance. Whether pinpointing an enemy’s location or neutralizing threats before they can act, the Ranger ensures they remain a step ahead of their adversaries.
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 Hunter.  
An adaptation of the Hound playbook from Blades in the Dark.
More focused on ranged combat than the D&D ranger.  
More focused on ranged combat than the D&D ranger.
Rangers often multiclass with [[Animism (FiD)|Animism]].
Rangers may pick up the [[Druid (FiD)|Druid]] playbook to pick up magical abilities similar to D&D rangers.


'''Special Abilities'''
'''Touchstones:'''
# '''Friend of Nature:''' You can use hunt to consort with with animals and creatures native to a natural terrain you are in. Limited outcome to be ignored, standard outcome to ask questions, great outcome to befriend them.
Little John (''Flesh and Blood'' 1985),
# '''Focused:''' You may expend your '''special armor''' to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or reconnaissance.
Azeem (''Robin Hood: Prince of Thieves'' 1991),
# '''Predator:''' When you gather information about a target, you can ask one additional question about their weaknesses or habits. Gain potency when you engage in combat with a target you have studied.
Aragorn (''The Lord of the Rings: The Fellowship of the Ring'' 2001),
# '''Scout''': When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camouflage, you get +1d to rolls to avoid detection. This includes sniper attacks when your location is not known.
Eric the Huntsman (''The Huntsman: Winter’s War'' 2016).
# '''Sharpshooter:''' When you push yourself on a Hunt attack, you can do one of the following: ''make a ranged attack at extreme distance beyond what’s normal for the weapon—a shot momentarily halts onlookers—hit an impossibly small mark like a ropes—hit a vital spot for increased effect.''.
# '''Spirit Hunter:''' Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ''ghost-form, mind-link'', or ''arrow-swift''. Take this ability again to choose an additional arcane ability for your pet.
# '''Survivor:''' You are an expert at foraging and finding your way in the wild, +1d and improved effect on hunt checks to navigate the wild. +1d to all crew healing treatment rolls. A camp you make is always hard to find and your camp gear covers your entire crew.
# '''Tough as Nails:''' Penalties from harm are one level less severe (though level 4 harm is still fatal).  


'''Dangerous Friends
=== Special Abilities ===
: ˄ ˅ Aerin, a bounty hunter.
: ˄ ˅ Elior, a warrior.
: ˄ ˅ Lioran, a herbalist.
: ˄ ˅ Rael, a bounty broker.
: ˄ ˅ Theren, a spy.


'''Items
==== Beast Companion ====
: ☐-☐ Fine long range weapon.
Your Animal Companion gains potent attacks and a magical ability: ''ghost-form, mind-link'', or ''arrow-swift''.
: Fine short range weapon.
Take again to learn all three.
: ☐-☐ Fine camping gear.  
 
: ■ Intelligent hunting pet cohort, p96.
==== Beastcaller ====
Roll Hunt to befriend animals and [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Non-Sapient]] creatures.
''Limited'': ignored.
''Standard'': gain information.
''Great'': temporary Expert Cohort (beast) with local knowledge, but only one at a time. Stays within its normal range.
 
==== 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 add one of these effects to an action:
''attack at extreme range — hit a tiny mark — +1d''.
 
==== 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.
You and your crew can take Downtime in the wilderness or other uninhabited regions as if you were in a safe settlement.
 
==== Additional Playbook ====
Select another playbook. You gain immediate access to its Inventory and XP conditions. 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.
: ☐ Spyglass.


'''XP
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
* '''Animal Companion''' ◯ Your animal companion obeys and anticipates your commands. [[Mind_Powers_(FiD)|Intelligent]]. Cohort Expert (hunter). See page 96. '''Playbook'''.
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.
* '''Fine Long Range Weapon''' ☐☐ Masterwork rifle, crossbow, or longbow. Fine quality improves effect.
* ''You addressed a challenge with reconnaissance or violence.''
* '''Fine Short Range Weapon''' ☐ Masterwork axe, sword, rapier, sling, hand crossbow, or pistol. Fine quality improves effect.
* ''You expressed your beliefs, drives, heritage, or background.''
* '''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'''.
* '''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.''
* ''You struggled with issues from your vice or traumas during the session.''


'''Starting Actions
=== Starting Actions ===
: Hunt 2
: Hunt 2
: Survey 1
: Survey 1
: 4 points by choice, no higher than 2 in any one
: 4 points by choice, no higher than 2 in any one.
 
'''Gather Information
* What do they intend to do?
* How can I get them to [X]?
* What are they really feeling?
* Where are they vulnerable?
* Where did [X] go?
* How can I find [X]?
* What's really going on here?

Latest revision as of 19:40, 8 January 2026

Fox in the Dark logoFox in the Dark
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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

Beast Companion

Your Animal Companion gains potent attacks and a magical ability: ghost-form, mind-link, or arrow-swift. Take again to learn all three.

Beastcaller

Roll Hunt to befriend animals and Non-Sapient creatures. Limited: ignored. Standard: gain information. Great: temporary Expert Cohort (beast) with local knowledge, but only one at a time. Stays within its normal range.

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 add one of these effects to an action: attack at extreme range — hit a tiny mark — +1d.

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. You and your crew can take Downtime in the wilderness or other uninhabited regions as if you were in a safe settlement.

Additional Playbook

Select another playbook. You gain immediate access to its Inventory and XP conditions. 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.


  • Animal Companion ◯ Your animal companion obeys and anticipates your commands. Intelligent. Cohort Expert (hunter). See page 96. Playbook.
  • 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.
  • 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.