Difference between revisions of "Ranger (FiD)"

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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.
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The Occultist delves into forbidden knowledge, unraveling arcane mysteries and communing with mysterious powers. They study rituals, decipher ancient texts, and manipulate the hidden forces that others fear. Through their mastery of the occult, they can summon creatures, cast powerful curses, and bend reality to their will. What occultists do not do is directly use powers, though they can pick up another playbook to do so.
  
An adaptation of the Hunter.
+
You might be known as a medium, witch-doctor, exorcist, ritualist, or court magician.
More focused on ranged combat than the D&D ranger.
 
Rangers often multiclass with [[Animism (FiD)|Animism]].
 
  
'''Special Abilities'''
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An adaptation of the Whisperer from Blades in the Dark.
# '''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.
+
This is a player-oriented spin on the adept, shaman, and witch doctor from D&D's past.
# '''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.
+
With the introduction of Powers you might think this playbook has become obsolete, but it is still very good at the slower kinds of magic, Crafting and Rituals.
# '''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.
 
# '''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.
 
# '''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. Crew does not need camping gear.
 
# '''Tough as Nails:''' Penalties from harm are one level less severe (though level 4 harm is still fatal).  
 
  
'''Dangerous Friends
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'''Touchstones'''
: ˄ ˅ Aerin, a bounty hunter.
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Occultists normally operate in low-magic settings, and so are a bit of an oddity for [[Fox in the Dark]].
: ˄ ˅ Elior, a warrior.
+
They are a less flashy mage that wields the powerful but slow magic of alchemy and rituals.
: ˄ ˅ Lioran, a herbalist.
 
: ˄ ˅ Rael, a bounty broker.
 
: ˄ ˅ Theren, a spy.
 
  
'''Items
+
Ulrich (''Dragonslayer'' 1981),
: ☐-☐ Fine long range weapon.
+
Celine (''Flesh and Blood'' 1985),
: ☐ Fine short range weapon.
+
Van Helsing (''Bram Stoker’s Dracula'' 1992),
: ☐-☐ Fine camping gear.
+
Rupert Giles the Watcher (''Buffy the Vampire Slayer'' TV 1997).
: ■ Intelligent hunting pet cohort, p96.
 
: ☐ Spyglass.
 
  
'''XP
+
=== Special Abilities ===
* ''Every time you roll a desperate action, mark xp in that action's attribute.
+
When a special ability refers to Area, Duration, or Range, these are based on your tier, see page 221.
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.''
+
==== Amulets ====
 +
You make an amulet that improves position against [[Powers_(FiD)|Powers]], [[Rituals_(FiD)|Rituals]], supernatural creatures, and other supernatural effects.
 +
Before each Score you can make enough amulets to protect your Crew and any Expert Cohorts working with you. 
 +
☐ Amulets to protect a Gang Cohort.
 +
 
 +
==== Aware ====
 +
You can see and gather information about [[Spirit_(FiD)|Spirits]] and supernatural phenomena within Range. You are always aware if there are such things in your Area. Add +1d to engagement rolls after a successful Gather Information that finds signs of the supernatural.
 +
 
 +
==== Enchanter ====
 +
When you invent or craft (p 224) [[Alchemy (FiD)|Alchemy]], [[Armaments (FiD)|Armaments]], and [[Magic Items (FiD)|Magic Items]], take +1d to your roll. You can invent new Designs and Formulas for such things. You begin with one Design or Formula already known.
 +
 
 +
==== Iron Will ====
 +
Take +1d to resistance rolls for Resolve as well as against Medical [[Alchemy_(FiD)|Alchemicals]] and supernatural effects.
 +
 
 +
==== Medium ====
 +
You can see [[Spirit_(FiD)|Spirits]] within Range and can use Attune to force a spirit within your Area to materialize for the Duration. You can speak to any Spirit and use Attune as if it was any other Resolve action against supernatural creatures such as [[Monster (FiD)|Monsters]], [[Spirit_(FiD)|Spirits]], and [[Wee One (FiD)|Wee Ones]].
 +
 
 +
==== Ritualist ====
 +
You gain +1d to perform, research, or resist the consequences of using [[Rituals (FiD)|Rituals]].
 +
When you cast a [[Rituals (FiD)|Ritual]], it gains +1 Quality above the level you perform it at.
 +
You can research Procedures for new rituals.
 +
You know by heart the arcane Procedure for one [[Rituals (FiD)|Ritual]] at Complexity 6.
 +
 
 +
==== Spirit Quest ====
 +
You can go into a trance to enter the ether as a [[Spirit_(FiD)#Trauma_Condition.E2.80.94Immaterial|Spirit]], leaving your body behind in a trance. Anything that affects your body also affects your spirit and vice-verso.
 +
As a downtime action, you can bring your Crew along when you do this.
 +
 
 +
==== Ward ====
 +
You make an area anathema to creatures associated with a specific [[Powers_(FiD)#Forms|Form]] of Power decided when you create the ward.
 +
Spend a minute and select a [[Powers_(FiD)#Forms|Form]] to create a ward in an an area based on your tier (p. 221).
 +
A ward is obvious and reduces the effective Tier of creatures tied to that Form by 1 for an hour after entering it or when acting against anyone within it. 
 +
You can create connected wards to cover more ground and overlapping wards to protect against multiple different [[Powers_(FiD)#Forms|Forms]] in the same area.
 +
 
 +
==== 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.''
 +
 
 +
=== Strange Encounters ===
 +
: ˄ ˅ Flint, a spirit trafficker.
 +
: ˄ ˅ Nyryx, a spirit.
 +
: ˄ ˅ Quellyn, a power user.
 +
: ˄ ˅ Scurlock, a monster.
 +
: ˄ ˅ Viss, a rich client.
 +
 
 +
=== Inventory ===
 +
: ☑ Athame.
 +
: ☐ Bandolier of alchemicals ☐, ☐, ☐, ☐, ☐.
 +
: ☐ Mystic Compass.
 +
: ☐ Spirit mask.
 +
: ☐ Spirit bottles (2).
 +
: ☑, ☑, ☑ Warding Charm.
 +
 
 +
* '''Athame''' ☑: A ceremonial [[Magic Items (FiD)|Magic]] iron dagger with inscriptions of occult symbols. The athame insulates the wielder, protecting from corruption, while also allowing the wielder to affect both the physical and ethereal worlds. It allows the wielder to draw glowing lines on any surface or even in the air, usually to create wards or as a part of a ritual. Improves position when rolling for rituals and functions as a Fine, Potent dagger. '''Playbook'''.
 +
* '''Bandolier of Alchemicals''' ☐: A strap worn across the body, fitted with specially-padded pouches to hold five flasks of alchemical agents. When you employ an alchemical from a bandolier, pick any one available to you. See [[Inventions_(FiD)#Alchemy|Alchemy]] page 226 for more on alchemicals.
 +
* '''Mystic Compass''' ☐: A compass with a [[Magic Items (FiD)|Magic]] loadstone that responds to ethereal phenomena such as Power effects, ley lines, spirits, and even specific monsters at great range. Can be configured to point to different things using Attune. A magical link to the target greatly enhances the effect. Variants can be a pendulum or loadstone. '''Gadget'''.
 +
* '''Spirit Bottle (2)''' ☐: An arcane device used to trap a spirit. A metal and crystalline cylinder, the size of a loaf of bread. Other variants can be made of wood or ceramics and often in the form of statuettes of the intended target. '''Gadget'''.
 +
* '''Spirit Mask''' ☐: An [[Magic Items (FiD)|arcane item]] that allows the trained user to see supernatural energies in great detail. Also affords some measure of protection against possession. ''Each spirit mask is unique. What does yours look like? What makes it strange and disturbing to see?'' '''Playbook'''.
 +
* '''Spirit Shield''' ☑: A [[Magic Items (FiD)|Warding Charm]] made to ward against Spirits. Improves position in a conflict with a spirit. '''Magic Item'''.
 +
 
 +
=== 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 knowledge or arcane power.''
 
* ''You expressed your beliefs, drives, heritage, or background.''
 
* ''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
+
: Attune 2
: Survey 1
+
: Study 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 15:28, 25 November 2025

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

The Occultist delves into forbidden knowledge, unraveling arcane mysteries and communing with mysterious powers. They study rituals, decipher ancient texts, and manipulate the hidden forces that others fear. Through their mastery of the occult, they can summon creatures, cast powerful curses, and bend reality to their will. What occultists do not do is directly use powers, though they can pick up another playbook to do so.

You might be known as a medium, witch-doctor, exorcist, ritualist, or court magician.

An adaptation of the Whisperer from Blades in the Dark. This is a player-oriented spin on the adept, shaman, and witch doctor from D&D's past. With the introduction of Powers you might think this playbook has become obsolete, but it is still very good at the slower kinds of magic, Crafting and Rituals.

Touchstones Occultists normally operate in low-magic settings, and so are a bit of an oddity for Fox in the Dark. They are a less flashy mage that wields the powerful but slow magic of alchemy and rituals.

Ulrich (Dragonslayer 1981), Celine (Flesh and Blood 1985), Van Helsing (Bram Stoker’s Dracula 1992), Rupert Giles the Watcher (Buffy the Vampire Slayer TV 1997).

Special Abilities

When a special ability refers to Area, Duration, or Range, these are based on your tier, see page 221.

Amulets

You make an amulet that improves position against Powers, Rituals, supernatural creatures, and other supernatural effects. Before each Score you can make enough amulets to protect your Crew and any Expert Cohorts working with you. ☐ Amulets to protect a Gang Cohort.

Aware

You can see and gather information about Spirits and supernatural phenomena within Range. You are always aware if there are such things in your Area. Add +1d to engagement rolls after a successful Gather Information that finds signs of the supernatural.

Enchanter

When you invent or craft (p 224) Alchemy, Armaments, and Magic Items, take +1d to your roll. You can invent new Designs and Formulas for such things. You begin with one Design or Formula already known.

Iron Will

Take +1d to resistance rolls for Resolve as well as against Medical Alchemicals and supernatural effects.

Medium

You can see Spirits within Range and can use Attune to force a spirit within your Area to materialize for the Duration. You can speak to any Spirit and use Attune as if it was any other Resolve action against supernatural creatures such as Monsters, Spirits, and Wee Ones.

Ritualist

You gain +1d to perform, research, or resist the consequences of using Rituals. When you cast a Ritual, it gains +1 Quality above the level you perform it at. You can research Procedures for new rituals. You know by heart the arcane Procedure for one Ritual at Complexity 6.

Spirit Quest

You can go into a trance to enter the ether as a Spirit, leaving your body behind in a trance. Anything that affects your body also affects your spirit and vice-verso. As a downtime action, you can bring your Crew along when you do this.

Ward

You make an area anathema to creatures associated with a specific Form of Power decided when you create the ward. Spend a minute and select a Form to create a ward in an an area based on your tier (p. 221). A ward is obvious and reduces the effective Tier of creatures tied to that Form by 1 for an hour after entering it or when acting against anyone within it. You can create connected wards to cover more ground and overlapping wards to protect against multiple different Forms in the same area.

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.

Strange Encounters

˄ ˅ Flint, a spirit trafficker.
˄ ˅ Nyryx, a spirit.
˄ ˅ Quellyn, a power user.
˄ ˅ Scurlock, a monster.
˄ ˅ Viss, a rich client.

Inventory

☑ Athame.
☐ Bandolier of alchemicals ☐, ☐, ☐, ☐, ☐.
☐ Mystic Compass.
☐ Spirit mask.
☐ Spirit bottles (2).
☑, ☑, ☑ Warding Charm.
  • Athame ☑: A ceremonial Magic iron dagger with inscriptions of occult symbols. The athame insulates the wielder, protecting from corruption, while also allowing the wielder to affect both the physical and ethereal worlds. It allows the wielder to draw glowing lines on any surface or even in the air, usually to create wards or as a part of a ritual. Improves position when rolling for rituals and functions as a Fine, Potent dagger. Playbook.
  • Bandolier of Alchemicals ☐: A strap worn across the body, fitted with specially-padded pouches to hold five flasks of alchemical agents. When you employ an alchemical from a bandolier, pick any one available to you. See Alchemy page 226 for more on alchemicals.
  • Mystic Compass ☐: A compass with a Magic loadstone that responds to ethereal phenomena such as Power effects, ley lines, spirits, and even specific monsters at great range. Can be configured to point to different things using Attune. A magical link to the target greatly enhances the effect. Variants can be a pendulum or loadstone. Gadget.
  • Spirit Bottle (2) ☐: An arcane device used to trap a spirit. A metal and crystalline cylinder, the size of a loaf of bread. Other variants can be made of wood or ceramics and often in the form of statuettes of the intended target. Gadget.
  • Spirit Mask ☐: An arcane item that allows the trained user to see supernatural energies in great detail. Also affords some measure of protection against possession. Each spirit mask is unique. What does yours look like? What makes it strange and disturbing to see? Playbook.
  • Spirit Shield ☑: A Warding Charm made to ward against Spirits. Improves position in a conflict with a spirit. Magic Item.

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 knowledge or arcane power.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Attune 2
Study 1
4 points by choice, no higher than 2 in any one