Difference between revisions of "Ranger (FiD)"

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An adaptation of the Hound playbook from Blades in the Dark.   
 
An adaptation of the Hound playbook from Blades in the Dark.   
Focused on ranged combat over traditional 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 [[Animism (FiD)|Animism]] playbook to pick up magical abilities similar to D&D rangers.
  
 
'''Touchstones:'''
 
'''Touchstones:'''
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=== 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 Cohorts (p. 96).
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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).
# '''Focused:''' Expend Special Armor to resist surprise or mental harm (fear, confusion), or push for ranged combat or reconnaissance.
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# '''Focused:''' Expend Special Armor to resist surprise or mental harm (fear, confusion), or push ranged combat or reconnaissance.
# '''Marksman:''' Push Hunt attack to: make a ranged attack beyond normal, hit a tiny mark, or 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''.
# '''Potent Pet:''' Your Hunting Pet gains potency against supernatural foes and a magical ability: ''ghost-form, mind-link'', or ''arrow-swift''. Take again to add more arcane abilities.
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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.
# '''Predator:''' Use Survey to ask an extra question about a target's weaknesses. Knowing weaknesses boosts attack potency.
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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.
# '''Sniper:''' +1d to Hunt checks to hide and remain hidden. When attacking from hidden, being revealed is a consequence.
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# '''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, better food gathering, +1d to crew healing. Crew can take an extra downtime action when camping, up to 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:''' Harm penalties are one level less severe (level 4 harm remains fatal).
 
# '''Tough as Nails:''' Harm penalties are one level less severe (level 4 harm remains fatal).
  
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: ˄ ˅ Lioran, a herbalist.   
 
: ˄ ˅ Lioran, a herbalist.   
 
: ˄ ˅ Rael, a lawman.   
 
: ˄ ˅ Rael, a lawman.   
: ˄ ˅ Theren, a witch.
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: ˄ ˅ Theren, a magician of the wild.
  
 
=== Inventory ===
 
=== Inventory ===
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: ☐ Spyglass.
 
: ☐ Spyglass.
  
* '''Fine Long Range Weapon''' ☐☐ Masterwork rifle, crossbow, or longbow. Improves your effect.
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* '''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. Improves your effect.
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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. Allows one downtime action to remove stress. Without, no 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 and anticipates your commands. [[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 Shot''' ☐ Holy or magical silver ammunition. Potent ranged attacks. Enough for the score. '''Consumable, Gadget'''.
 
* '''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. '''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 attribute.'' 
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* ''Every time you roll a desperate action, mark xp in that action's attribute.
''At session end, for each item below, mark 1 XP or 2 XP if multiple.'' 
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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.''   
 
* ''You addressed a challenge with reconnaissance or violence.''   
 
* ''You expressed your beliefs, drives, heritage, or background.''   
 
* ''You expressed your beliefs, drives, heritage, or background.''   

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.