Difference between revisions of "Ranger (FiD)"

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{{FiD}}
 
{{FiD}}
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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Skilled in tracking and gathering intelligence, rangers strike precisely and from afar. Pinpoint enemies or neutralize threats before they act, staying a step ahead.
  
An adaptation of the Hunter.  
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An adaptation of the Hound playbook from Blades in the Dark.
More focused on ranged combat than the D&D ranger.  
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More focused on ranged combat than the D&D ranger.
Rangers often multiclass with [[Animism (FiD)|Animism]].
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Rangers may pick up the [[Druid (FiD)|Druid]] playbook to pick up magical abilities similar to D&D rangers.
  
'''Special Abilities'''
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'''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.
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Robin Hood: Prince of Thieves (1991),
# '''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.
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The Lord of the Rings: The Fellowship of the Ring (2001),
# '''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.
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The Huntsman: Winter's War (2016),
# '''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.
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Little John from Flesh and Blood (1985).
# '''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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=== Special Abilities ===
: ˄ ˅ Aerin, a bounty hunter.
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# '''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).
: ˄ ˅ Elior, a warrior.
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# '''Focused:''' Expend Special Armor to resist surprise or mental harm (fear, confusion), or push ranged combat or reconnaissance.
: ˄ ˅ Lioran, a herbalist.
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# '''Marksman:''' Push Hunt a attack to: ''attack at extreme range—hit a tiny mark—hit for increased effect''.
: ˄ ˅ Rael, a bounty broker.
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# '''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.
: ˄ ˅ Theren, a spy.
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# '''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.
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# '''Sniper:''' +1d to Hunt checks to hide and attack from hiding, remaining hidden unless a consequence gets you spotted.
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# '''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.
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# '''Tough as Nails:''' Harm penalties are one level less severe (level 4 harm remains fatal).
  
'''Items
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=== Sly Friends ===
: ☐-☐ Fine long range weapon.
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: ˄ ˅ Aerin, a bounty hunter. 
: ☐ Fine short range weapon.
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: ˄ ˅ Elior, a soldier. 
: ☐ Light camping gear.  
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: ˄ ˅ Lioran, a herbalist. 
: ■ Intelligent hunting pet cohort, p96.
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: ˄ ˅ Rael, a lawman. 
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: ˄ ˅ Theren, a magician of the wild.
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=== Inventory ===
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: ☐☐ Fine Long Range Weapon.
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: ☐,☐ Fine Short Range Weapon.
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: ☐ Light Camping Gear.
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: ◯ Trained Hunting Pet Cohort. 
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: ☐ Silver Shot.
 
: ☐ Spyglass.
 
: ☐ Spyglass.
  
'''XP
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* '''Fine Long Range Weapon''' ☐☐ Masterwork rifle, crossbow, or longbow. Fine quality improves effect.
* ''Every time you roll a desperate action, mark xp in that action's attribute.
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* '''Fine Short Range Weapon''' ☐ Masterwork axe, sword, rapier, sling, hand crossbow, or pistol. Fine quality improves effect.
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.
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* '''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'''.
* ''You addressed a challenge with reconnaissance or violence.''
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* '''Trained Hunting Pet''' ◯ Your animal companion obeys and anticipates your commands. [[Mind_Powers_(FiD)|Intelligent]]. Cohort Expert (hunter). See page 96. '''Playbook'''.
* ''You expressed your beliefs, drives, heritage, or background.''
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* '''Silver Shot''' ☐ Holy or magical silver ammunition. Potent ranged attacks. Enough for the score. '''Consumable, Gadget'''.
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* '''Spyglass''' ☐ Telescopic brass tube with lenses, 3-4x magnification. Increases effect of distant Surveying. '''Gadget'''.
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=== XP ===
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* ''Every time you roll a desperate action, mark xp in that action's attribute.
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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.  
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* ''You addressed a challenge with reconnaissance or violence.''
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* ''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
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=== Starting Actions ===
: Hunt 2
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: Hunt 2
: Survey 1
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: Survey 1
: 4 points by choice, no higher than 2 in any one
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: 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 16:32, 28 December 2024

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

Skilled in tracking and gathering intelligence, rangers strike precisely and from afar. 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: Robin Hood: Prince of Thieves (1991), The Lord of the Rings: The Fellowship of the Ring (2001), The Huntsman: Winter's War (2016), Little John from Flesh and Blood (1985).

Special Abilities

  1. Animal Friend: Use Hunt to befriend animals and Non-Sapient creatures. Limited outcome: ignored. Standard: gain info. Great: temporary Cohort (p. 96).
  2. Focused: Expend Special Armor to resist surprise or mental harm (fear, confusion), or push ranged combat or reconnaissance.
  3. Marksman: Push Hunt a attack to: attack at extreme range—hit a tiny mark—hit for increased effect.
  4. 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.
  5. 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.
  6. Sniper: +1d to Hunt checks to hide and attack from hiding, remaining hidden unless a consequence gets you spotted.
  7. 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.
  8. Tough as Nails: Harm penalties are one level less severe (level 4 harm remains fatal).

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. 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.