Difference between revisions of "Ranger (FiD)"

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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.
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Skilled in tracking and gathering intelligence, rangers are snipers that strike precisely and from afar. They pinpoint enemies or neutralize threats before they act, staying a step ahead.
  
You might be known as a medium, witch-doctor, exorcist, ritualist, or court magician.
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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. 
 +
Rangers may pick up the [[Druid (FiD)|Druid]] playbook to pick up magical abilities similar to D&D rangers.
  
An adaptation of the Whisperer from Blades in the Dark. 
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'''Touchstones:'''
This is a player-oriented spin on the adept, shaman, and witch doctor from D&D's past.
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Little John (''Flesh and Blood'' 1985),
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.
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Azeem (''Robin Hood: Prince of Thieves'' 1991),
 
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Aragorn (''The Lord of the Rings: The Fellowship of the Ring'' 2001),
'''Touchstones'''
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Eric the Huntsman (''The Huntsman: Winter’s War'' 2016).
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 ===
 
=== Special Abilities ===
When a special ability refers to Area, Duration, or Range, these are based on your tier, see page 221.
 
  
==== Amulets ====
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==== Beast Companion ====
You make an amulet that improves position against [[Powers_(FiD)|Powers]], [[Rituals_(FiD)|Rituals]], supernatural creatures, and other supernatural effects.  
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Your Animal Companion gains potent attacks and a magical ability: ''ghost-form, mind-link'', or ''arrow-swift''.  
Before each Score you can make enough amulets to protect your Crew and any Expert Cohorts working with you. 
+
Take again to learn all three.
☐ Amulets to protect a Gang Cohort.
 
  
==== Aware ====
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==== Beastcaller ====
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.
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Roll Hunt to befriend animals and [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Non-Sapient]] creatures.
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''Limited'': ignored.
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''Standard'': gain information.
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''Great'': temporary Expert Cohort (beast) with local knowledge, but only one at a time. Stays within its normal range.  
  
==== Enchanter ====
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==== Elemental Arrows ====
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.
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You can magically create ammunition from nothing made of acid, darkness, electricity, fire, or light that do the appropriate type of damage.
  
==== Iron Will ====
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==== Marksman ====
Take +1d to resistance rolls for Resolve as well as against Medical [[Alchemy_(FiD)|Alchemicals]] and supernatural effects.
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Push a Hunt attack to add one of these effects to an action:
 +
''attack at extreme range — hit a tiny mark — +1d''.
  
==== Medium ====
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==== Predator ====
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]].
+
When you use Survey to gather information you can ask an extra question about a target's weaknesses. Exploiting a weakness makes your attacks on them potent.
  
==== Ritualist ====
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==== Prey ====
You gain +1d to perform, research, or resist the consequences of using [[Rituals (FiD)|Rituals]].
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Automatically notice when someone is looking at you with hostile intent. You may immediately roll [[Actions_(FiD)#Hunt|Hunt]] to pinpoint them.
When you cast a [[Rituals (FiD)|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 [[Rituals (FiD)|Ritual]] at Complexity 6.
 
  
==== Spirit Quest ====
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==== Sniper ====
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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+1d to Hunt checks to hide. +1d and improved position when attacking from hiding.  
As a downtime action, you can bring your Crew along when you do this.  
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A Controlled Consequence will not have you spotted.
  
==== Ward ====
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==== Survivor ====
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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+1d on all Hunt checks in the wild and to crew healing checks.  
Spend a minute and select a [[Powers_(FiD)#Forms|Form]] to create a ward in an an area based on your tier (p. 221).
+
You and your crew can take Downtime in the wilderness or other uninhabited regions as if you were in a safe settlement.
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 [[Powers_(FiD)#Forms|Forms]] in the same area.  
 
  
 
==== Additional Playbook ====
 
==== 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.''
+
Select another playbook. You gain immediate access to its Inventory and XP conditions. 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 ===
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=== Sly Friends ===
: ˄ ˅ Flint, a spirit trafficker.  
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: ˄ ˅ Aerin, a bounty hunter.
: ˄ ˅ Nyryx, a spirit.  
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: ˄ ˅ Elior, a soldier.
: ˄ ˅ Quellyn, a power user.  
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: ˄ ˅ Lioran, a herbalist.
: ˄ ˅ Scurlock, a monster.  
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: ˄ ˅ Rael, a lawman.
: ˄ ˅ Viss, a rich client.  
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: ˄ ˅ Theren, a magician of the wild.
  
 
=== Inventory ===
 
=== Inventory ===
: ☑ Athame.
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: ☐☐ Fine Long Range Weapon.
: ☐ Bandolier of alchemicals ☐, ☐, ☐, ☐, ☐.
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: ☐,☐ Fine Short Range Weapon.
: ☐ Mystic Compass.
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: ☐ Light Camping Gear.
: ☐ Spirit mask.
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: ◯ Trained Hunting Pet Cohort.
: ☐ Spirit bottles (2).
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: ☐ Silver Shot.
: ☑, ☑, ☑ Warding Charm.  
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: ☐ Spyglass.
 +
 
  
* '''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'''.
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* '''Animal Companion''' ◯ Your animal companion obeys and anticipates your commands. [[Mind_Powers_(FiD)|Intelligent]]. Cohort Expert (hunter). See page 96. '''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 [[Inventions_(FiD)#Alchemy|Alchemy]] page 226 for more on alchemicals.
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* '''Fine Long Range Weapon''' ☐☐ Masterwork rifle, crossbow, or longbow. Fine quality improves effect.
* '''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'''.
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* '''Fine Short Range Weapon''' ☐ Masterwork axe, sword, rapier, sling, hand crossbow, or pistol. Fine quality improves effect.
* '''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'''.
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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'''.
* '''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'''.
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* '''Silver Shot''' ☐ Holy or magical silver ammunition. Potent ranged attacks. Enough for the score. '''Alchemical, Consumable, Gadget'''.
* '''Spirit Shield''' ☑: A [[Magic Items (FiD)|Warding Charm]] made to ward against Spirits. Improves position in a conflict with a spirit. '''Magic Item'''.
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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 knowledge or arcane power.''
+
* ''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 ===
: Attune 2
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: Hunt 2
: Study 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.

Latest revision as of 19:40, 8 January 2026

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page

Skilled in tracking and gathering intelligence, rangers are snipers that strike precisely and from afar. They 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 Druid playbook to pick up magical abilities similar to D&D rangers.

Touchstones: Little John (Flesh and Blood 1985), Azeem (Robin Hood: Prince of Thieves 1991), Aragorn (The Lord of the Rings: The Fellowship of the Ring 2001), Eric the Huntsman (The Huntsman: Winter’s War 2016).

Special Abilities

Beast Companion

Your Animal Companion gains potent attacks and a magical ability: ghost-form, mind-link, or arrow-swift. Take again to learn all three.

Beastcaller

Roll Hunt to befriend animals and Non-Sapient creatures. Limited: ignored. Standard: gain information. Great: temporary Expert Cohort (beast) with local knowledge, but only one at a time. Stays within its normal range.

Elemental Arrows

You can magically create ammunition from nothing made of acid, darkness, electricity, fire, or light that do the appropriate type of damage.

Marksman

Push a Hunt attack to add one of these effects to an action: attack at extreme range — hit a tiny mark — +1d.

Predator

When you use Survey to gather information you can ask an extra question about a target's weaknesses. Exploiting a weakness makes your attacks on them potent.

Prey

Automatically notice when someone is looking at you with hostile intent. You may immediately roll Hunt to pinpoint them.

Sniper

+1d to Hunt checks to hide. +1d and improved position when attacking from hiding. A Controlled Consequence will not have you spotted.

Survivor

+1d on all Hunt checks in the wild and to crew healing checks. You and your crew can take Downtime in the wilderness or other uninhabited regions as if you were in a safe settlement.

Additional Playbook

Select another playbook. You gain immediate access to its Inventory and XP conditions. 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.

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.


  • Animal Companion ◯ Your animal companion obeys and anticipates your commands. Intelligent. Cohort Expert (hunter). See page 96. Playbook.
  • 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.
  • Silver Shot ☐ Holy or magical silver ammunition. Potent ranged attacks. Enough for the score. Alchemical, 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.