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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Focused on ranged combat over traditional D&D ranger.
Rangers often multiclass with [[Animism (FiD)|Animism]] to become more like ranges in D&D.
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Rangers often multiclass with [[Animism (FiD)|Animism]].
  
 
'''Touchstones:'''
 
'''Touchstones:'''
Robin Hood: Prince of Thieves (1991),
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Robin Hood: Prince of Thieves (1991),
The Lord of the Rings: The Fellowship of the Ring (2001),
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The Lord of the Rings: The Fellowship of the Ring (2001),
The Huntsman: Winter's War (2016),
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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 ===
# '''Animal Friend:''' 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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# '''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:''' You may expend your Special Armor to resist a consequence of surprise or mental harm (fear, confusion) or to push yourself for ranged combat or reconnaissance.
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# '''Focused:''' Expend Special Armor to resist surprise or mental harm (fear, confusion), or push for 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—hit an impossibly small mark like a rope—hit a vital spot for increased effect.''.
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# '''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 when tracking or fighting the supernatural, and gains a magical ability: ''ghost-form, mind-link'', or ''arrow-swift''. Take this ability again to choose additional arcane abilities for your pet.
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# '''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:''' When you use Survey to gather information about a target, you can ask one additional question about their weaknesses. Knowing a creature's weakness grants you potency when attacking them.
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# '''Predator:''' Use Survey to ask an extra question about a target's weaknesses. Knowing weaknesses boosts attack potency.
# '''Sniper''': You get +1d to rolls on Hunt checks to hide and when your location is hidden. ''When you attack with Hunt from a hidden position, being revealed is a consequence.''
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# '''Sniper:''' +1d to Hunt checks to hide and remain hidden. When attacking from hidden, being revealed is a consequence.
# '''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, better food gathering, +1d to crew healing. 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 witch.
 
: ˄ ˅ Theren, a witch.
  
 
=== 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 shot.
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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. Improves your 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. Improves your 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''' ☐ 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 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.
* '''Silver Shot''' ☐: Especially cast in a holy or magical place, this ammunition makes ranged attacks potent. 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. '''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 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 session end, for each item below, mark 1 XP or 2 XP if multiple.'' 
* ''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.

Revision as of 19:37, 20 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. 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

  1. Animal Friend: Use Hunt to befriend animals and Non-Sapient creatures. Limited outcome: ignored. Standard: gain info. Great: temporary Cohorts (p. 96).
  2. Focused: Expend Special Armor to resist surprise or mental harm (fear, confusion), or push for ranged combat or reconnaissance.
  3. Marksman: Push Hunt attack to: make a ranged attack beyond normal, hit a tiny mark, or hit a vital spot for increased effect.
  4. 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.
  5. Predator: Use Survey to ask an extra question about a target's weaknesses. Knowing weaknesses boosts attack potency.
  6. Sniper: +1d to Hunt checks to hide and remain hidden. When attacking from hidden, being revealed is a consequence.
  7. 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.
  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 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.