Difference between revisions of "Ranger (FiD)"

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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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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 Hound playbook from Blades in the Dark.
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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]] to become more like ranges in D&D.
 
  
'''Touchstones:'''
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An adaptation of the Whisperer from Blades in the Dark. 
Little John from Flesh and Blood (1985).
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This is a player-oriented spin on the adept, shaman, and witch doctor from D&D's past.
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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'''
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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.
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Ulrich (''Dragonslayer'' 1981),
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Celine (''Flesh and Blood'' 1985),
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Van Helsing (''Bram Stoker’s Dracula'' 1992),
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Rupert Giles the Watcher (''Buffy the Vampire Slayer'' TV 1997).
  
 
=== 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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When a special ability refers to Area, Duration, or Range, these are based on your tier, see page 221.
# '''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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# '''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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==== Amulets ====
# '''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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You make an amulet that improves position against [[Powers_(FiD)|Powers]], [[Rituals_(FiD)|Rituals]], supernatural creatures, and other supernatural effects.  
# '''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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Before each Score you can make enough amulets to protect your Crew and any Expert Cohorts working with you.
# '''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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☐ Amulets to protect a Gang Cohort.
# '''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.
 
# '''Tough as Nails:''' Penalties from harm are one level less severe (though level 4 harm is still fatal).
 
  
=== Dangerous Friends ===
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==== Aware ====
: ˄ ˅ Aerin, a bounty hunter.
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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.
: ˄ ˅ Elior, a soldier.
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: ˄ ˅ Lioran, a herbalist.
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==== Enchanter ====
: ˄ ˅ Rael, a lawman.
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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.
: ˄ ˅ Theren, a spy.
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==== Iron Will ====
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Take +1d to resistance rolls for Resolve as well as against Medical [[Alchemy_(FiD)|Alchemicals]] and supernatural effects.
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 +
==== Medium ====
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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]].
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==== Ritualist ====
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You gain +1d to perform, research, or resist the consequences of using [[Rituals (FiD)|Rituals]].
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When you cast a [[Rituals (FiD)|Ritual]], it gains +1 Quality above the level you perform it at.
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You can research Procedures for new rituals.
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You know by heart the arcane Procedure for one [[Rituals (FiD)|Ritual]] at Complexity 6.
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==== Spirit Quest ====
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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.
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As a downtime action, you can bring your Crew along when you do this.
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==== Ward ====
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You make an area anathema to creatures associated with a specific [[Powers_(FiD)#Forms|Form]] of Power decided when you create the ward.
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Spend a minute and select a [[Powers_(FiD)#Forms|Form]] to create a ward in an an area based on your tier (p. 221).
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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. 
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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.
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==== Additional Playbook ====
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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.''
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=== Strange Encounters ===
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: ˄ ˅ Flint, a spirit trafficker.  
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: ˄ ˅ Nyryx, a spirit.  
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: ˄ ˅ Quellyn, a power user.  
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: ˄ ˅ Scurlock, a monster.  
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: ˄ ˅ Viss, a rich client.  
  
 
=== Inventory ===
 
=== Inventory ===
: ☐-☐ Fine long range weapon.
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: ☑ Athame.
: ☐, ☐ Fine short range weapon.
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: ☐ Bandolier of alchemicals ☐, ☐, ☐, ☐, ☐.
: ☐ Light camping gear.  
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: ☐ Mystic Compass.
: ◯ Trained hunting pet cohort.
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: ☐ Spirit mask.
: ☐ Silver bullets.
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: ☐ Spirit bottles (2).
: ☐ Spyglass.
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: ☑, ☑, ☑ Warding Charm.  
  
* '''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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* '''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'''.
* '''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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* '''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.
* '''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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* '''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'''.
* '''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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* '''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'''.
* '''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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* '''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'''.
* '''Spyglass''' ☐: Telescopic brass tube with lenses, amplifies three to four times. '''Gadget'''.
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* '''Spirit Shield''' ☑: A [[Magic Items (FiD)|Warding Charm]] made to ward against Spirits. Improves position in a conflict with a spirit. '''Magic Item'''.
  
 
=== 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 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.''
 
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=== Starting Actions ===
 
=== Starting Actions ===
: Hunt 2
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: Attune 2
: Survey 1
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: 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