Difference between revisions of "Ranger (FiD)"

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{{FiD}}
 
{{FiD}}
Skilled in tracking foes and gathering vital intelligence, rangers 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 Hound playbook from Blades in the Dark.  
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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]] to become more like ranges in D&D.
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Rangers may pick up the [[Animism (FiD)|Animism]] playbook to pick up magical abilities similar to D&D rangers.
  
 
'''Touchstones:'''
 
'''Touchstones:'''
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Robin Hood: Prince of Thieves (1991), 
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The Lord of the Rings: The Fellowship of the Ring (2001), 
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The Huntsman: Winter's War (2016), 
 
Little John from Flesh and Blood (1985).
 
Little John from Flesh and Blood (1985).
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''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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# '''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).
# '''Friend of Nature:''' You can use Hunt to befriend animals and [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Non-Sapient]] creatures native to the natural terrain you are in. Limited outcome to be ignored, standard outcome to gain information, great outcome to make temporary Cohorts (p. 96).
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# '''Focused:''' Expend Special Armor to resist surprise or mental harm (fear, confusion), or push ranged combat or reconnaissance.
# '''Marksman:''' When you push yourself on a Hunt attack, you can do one of the following: ''make a ranged attack beyond what’s normal for the weapon—your shot momentarily halts onlookers—hit an impossibly small mark like a rope—hit a vital spot for increased effect.''.
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# '''Marksman:''' Push Hunt a attack to: ''attack at extreme range—hit a tiny mark—hit for increased effect''.
# '''Predator:''' When you gather information about a target, you can ask one additional question about their weaknesses or habits. Knowing a creature's weakness grants you potency.
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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.
# '''Sniper''': You get +1d to rolls to avoid detection and on Hunt attacks as long as your location is unknown. ''When you attack with Hunt from a hidden position, being revealed is a consequence.''
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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.
# '''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 additional arcane abilities for your pet.
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# '''Sniper:''' +1d to Hunt checks to hide and attack from hiding, remaining hidden unless a consequence gets you spotted.
# '''Survivor:''' You are an expert at foraging and finding your way in the wild, +1d on all Hunt checks in the wild and improved effect when gathering food and +1d to all crew healing rolls. Crew can take an additional downtime action when camping out, to a maximum of two actions.
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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.
# '''Tough as Nails:''' Penalties from harm are one level less severe (though level 4 harm is still fatal).
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# '''Tough as Nails:''' Harm penalties are one level less severe (level 4 harm remains fatal).
  
=== Dangerous Friends ===
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=== Sly Friends ===
: ˄ ˅ Aerin, a bounty hunter.
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: ˄ ˅ Aerin, a bounty hunter.
: ˄ ˅ Elior, a soldier.
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: ˄ ˅ Elior, a soldier.
: ˄ ˅ Lioran, a herbalist.
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: ˄ ˅ Lioran, a herbalist.
: ˄ ˅ Rael, a lawman.
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: ˄ ˅ Rael, a lawman.
: ˄ ˅ Theren, a spy.
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: ˄ ˅ Theren, a magician of the wild.
  
 
=== Inventory ===
 
=== Inventory ===
: ☐-☐ Fine long range weapon.
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: ☐-☐ Fine long range weapon.
: ☐, ☐ Fine short range weapon.
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: ☐,☐ Fine short range weapon.
: ☐ Light camping gear.  
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: ☐ Light camping gear.
: ◯ Trained hunting pet cohort.
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: ◯ Trained hunting pet cohort.
: ☐ Silver bullets.
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: ☐ Silver shot.
 
: ☐ Spyglass.
 
: ☐ Spyglass.
  
* '''Fine Long Range Weapon''': ☐☐ A masterwork weapon that fits you perfectly, improving your effect. This can be a rifle, crossbow, or longbow.
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* '''Fine Long Range Weapon''' ☐☐ Masterwork rifle, crossbow, or longbow. Fine quality improves effect.
* '''Fine Short Range Weapon''': A masterwork weapon that fits you perfectly, improving your effect. This can be a hand weapon such as an axe, sword or rapier, or a short range weapons like a sling, hand crossbow, or pistol.
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* '''Fine Short Range Weapon''' ☐ Masterwork axe, sword, rapier, sling, hand crossbow, or pistol. Fine quality improves effect.
* '''Light Camping Gear''' ☐: Bedroll, cooking pot, tarpaulin, fishing line, snares, all personalized and chosen to be lightweight. Roughing it out with this gear allows a single downtime action to remove stress. Lacking this does not allow any effective rest.
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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'''.
* '''Trained Hunting Pet''' ◯: Your animal companion obeys your commands and anticipates your actions. It is [[Mind_Powers_(FiD)|Intelligent]]. Cohort Expert: Hunter. See p 96.
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* '''Trained Hunting Pet''' ◯ Your animal companion obeys and anticipates your commands. [[Mind_Powers_(FiD)|Intelligent]]. Cohort Expert: Hunter. See p 96. '''Playbook'''.
* '''Silver Bullets''' ☐: Especially cast in a holy or magical place, these silver bullets make potent attacks with a firearm. A similar effect for bows and crossbows can be gained with silver-tipped arrows and bolts. You have enough silver bullets for the entire score. '''Consumable, Gadget'''.
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* '''Silver Shot''' ☐ Holy or magical silver ammunition. Potent ranged attacks. Enough for the score. '''Consumable, Gadget'''.
* '''Spyglass''' ☐: Telescopic brass tube with lenses, amplifies three to four times. '''Gadget'''.
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* '''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.
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* ''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.
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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.  
* ''You addressed a challenge with reconnaissance or violence.''
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* ''You addressed a challenge with reconnaissance or violence.''
* ''You expressed your beliefs, drives, heritage, or background.''
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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 ===
 
=== 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 10:19, 23 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 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

  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 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.