Ranger (FiD): Difference between revisions
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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. | ||
Focused on ranged combat over traditional D&D ranger. | |||
Rangers often multiclass with [[Animism (FiD)|Animism]] | Rangers often multiclass with [[Animism (FiD)|Animism]]. | ||
'''Touchstones:''' | '''Touchstones:''' | ||
Robin Hood: Prince of Thieves (1991), | Robin Hood: Prince of Thieves (1991), | ||
The Lord of the Rings: The Fellowship of the Ring (2001), | The Lord of the Rings: The Fellowship of the Ring (2001), | ||
The Huntsman: Winter's War (2016), | 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:''' | # '''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). | ||
# '''Focused:''' | # '''Focused:''' Expend Special Armor to resist surprise or mental harm (fear, confusion), or push for ranged combat or reconnaissance. | ||
# '''Marksman:''' | # '''Marksman:''' Push Hunt attack to: make a ranged attack beyond normal, hit a tiny mark, or hit a vital spot for increased effect. | ||
# '''Potent Pet:''' Your Hunting Pet gains potency | # '''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. | ||
# '''Predator:''' | # '''Predator:''' Use Survey to ask an extra question about a target's weaknesses. Knowing weaknesses boosts attack potency. | ||
# '''Sniper''' | # '''Sniper:''' +1d to Hunt checks to hide and remain hidden. When attacking from hidden, being revealed is a consequence. | ||
# '''Survivor:''' | # '''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. | ||
# '''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 witch. | : ˄ ˅ Theren, a witch. | ||
=== 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 shot. | : ☐ Silver shot. | ||
: ☐ Spyglass. | : ☐ Spyglass. | ||
* '''Fine Long Range Weapon''' | * '''Fine Long Range Weapon''' ☐☐ Masterwork rifle, crossbow, or longbow. Improves your effect. | ||
* '''Fine Short Range Weapon''' | * '''Fine Short Range Weapon''' ☐ Masterwork axe, sword, rapier, sling, hand crossbow, or pistol. Improves your effect. | ||
* '''Light Camping Gear''' ☐ | * '''Light Camping Gear''' ☐ Bedroll, cooking pot, tarpaulin, fishing line, snares. Allows one downtime action to remove stress. Without, no effective rest. | ||
* '''Trained Hunting Pet''' ◯ | * '''Trained Hunting Pet''' ◯ Your animal companion obeys and anticipates your commands. [[Mind_Powers_(FiD)|Intelligent]]. Cohort Expert: Hunter. See p 96. | ||
* '''Silver Shot''' ☐ | * '''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. '''Gadget'''. | ||
=== XP === | === XP === | ||
* ''Every time you roll a desperate action, mark | * ''Every time you roll a desperate action, mark XP in that attribute.'' | ||
At | ''At session end, for each item below, mark 1 XP or 2 XP if multiple.'' | ||
* ''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. | ||
Revision as of 19:37, 20 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. Focused on ranged combat over traditional D&D ranger. Rangers often multiclass with Animism.
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 Cohorts (p. 96).
- Focused: Expend Special Armor to resist surprise or mental harm (fear, confusion), or push for 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.
- 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.
- Predator: Use Survey to ask an extra question about a target's weaknesses. Knowing weaknesses boosts attack potency.
- Sniper: +1d to Hunt checks to hide and remain hidden. When attacking from hidden, being revealed is a consequence.
- 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.
- 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 witch.
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. Improves your effect.
- Fine Short Range Weapon ☐ Masterwork axe, sword, rapier, sling, hand crossbow, or pistol. Improves your effect.
- Light Camping Gear ☐ Bedroll, cooking pot, tarpaulin, fishing line, snares. Allows one downtime action to remove stress. Without, no effective rest.
- Trained Hunting Pet ◯ Your animal companion obeys and anticipates your commands. Intelligent. Cohort Expert: Hunter. See p 96.
- 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.
XP
- Every time you roll a desperate action, mark XP in that attribute.
At session end, for each item below, mark 1 XP or 2 XP if multiple.
- 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.
