Difference between revisions of "Ranger (FiD)"
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{{FiD}} | {{FiD}} | ||
− | Skilled in tracking | + | 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. | + | 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 | + | Rangers may pick up the [[Animism (FiD)|Animism]] playbook to pick up magical abilities similar to D&D rangers. |
'''Touchstones:''' | '''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). | Little John from Flesh and Blood (1985). | ||
=== 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). |
− | + | # '''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''. | |
− | # ''' | + | # '''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. |
− | # ''' | + | # '''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. |
− | # ''' | + | # '''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. |
− | # '''Tough as Nails:''' | + | # '''Tough as Nails:''' Harm penalties are one level less severe (level 4 harm remains fatal). |
− | === | + | === Sly Friends === |
− | : ˄ ˅ Aerin, a bounty hunter. | + | : ˄ ˅ Aerin, a bounty hunter. |
− | : ˄ ˅ Elior, a soldier. | + | : ˄ ˅ Elior, a soldier. |
− | : ˄ ˅ Lioran, a herbalist. | + | : ˄ ˅ Lioran, a herbalist. |
− | : ˄ ˅ Rael, a lawman. | + | : ˄ ˅ Rael, a lawman. |
− | : ˄ ˅ Theren, a | + | : ˄ ˅ Theren, a magician of the wild. |
=== Inventory === | === Inventory === | ||
− | : ☐-☐ Fine long range weapon. | + | : ☐-☐ Fine long range weapon. |
− | : ☐, ☐ Fine short range weapon. | + | : ☐,☐ Fine short range weapon. |
− | : ☐ Light camping gear. | + | : ☐ Light camping gear. |
− | : ◯ Trained hunting pet cohort. | + | : ◯ Trained hunting pet cohort. |
− | : ☐ Silver | + | : ☐ Silver shot. |
: ☐ Spyglass. | : ☐ Spyglass. | ||
− | * '''Fine Long Range Weapon''' | + | * '''Fine Long Range Weapon''' ☐☐ Masterwork rifle, crossbow, or longbow. Fine quality improves effect. |
− | * '''Fine Short Range Weapon''' | + | * '''Fine Short Range Weapon''' ☐ Masterwork axe, sword, rapier, sling, hand crossbow, or pistol. Fine quality improves effect. |
− | * '''Light Camping Gear''' ☐ | + | * '''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''' ◯ | + | * '''Trained Hunting Pet''' ◯ Your animal companion obeys and anticipates your commands. [[Mind_Powers_(FiD)|Intelligent]]. Cohort Expert: Hunter. See p 96. '''Playbook'''. |
− | * '''Silver | + | * '''Silver Shot''' ☐ Holy or magical silver ammunition. Potent ranged attacks. Enough for the score. '''Consumable, Gadget'''. |
− | * '''Spyglass''' ☐ | + | * '''Spyglass''' ☐ Telescopic brass tube with lenses, 3-4x magnification. Increases effect of distant Surveying. '''Gadget'''. |
=== XP === | === XP === | ||
− | * ''Every time you roll a desperate action, mark xp in that action's attribute. | + | * ''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. | + | 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 addressed a challenge with reconnaissance or violence.'' |
− | * ''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 | + | : 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. |
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Latest revision as of 10:19, 23 December 2024
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 Animism 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
- Animal Friend: Use Hunt to befriend animals and Non-Sapient creatures. Limited outcome: ignored. Standard: gain info. 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.
- 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.
- 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.
- 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.
- 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 p 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.