Ranger (FiD)
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The Ranger excels in surveillance and ranged combat, mastering the art of observing and targeting from afar. Skilled in tracking foes and gathering vital intelligence, they 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.
An adaptation of the Hunter. More focused on ranged combat than the D&D ranger. Rangers often multiclass with Animism.
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 tracking.
- Ghost 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 an additional arcane ability for your pet.
- Scout: When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camouflage, you get +1d to rolls to avoid detection.
- Sharpshooter: You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon—unleash a barrage of rapid fire to suppress the enemy.
- Survivor: You are an expert at foraging and finding resources in the wild. You get +1 stress box.
- Tough as Nails: Penalties from harm are one level less severe (though level 4 harm is still fatal).
- Vengeful: You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.
Dangerous Friends
- ˄ ˅ Casta, a bounty hunter.
- ˄ ˅ Celene, a sentinel.
- ˄ ˅ Melvir, a herbalist.
- ˄ ˅ Steiner, an assassin.
- ˄ ˅ Veleris, a spy.
Items
- ☐-☐ Fine two-handed ranged weapon.
- ☐-☐ Fine camp gear.
- ■ A trained hunting pet.
- ■ Manacles & chain.
- ☐ Spyglass.
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