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

  1. Friend of Nature: You can use hunt to consort with with animals and creatures native to a natural terrain you are in. Limited outcome to be ignored, standard outcome to ask questions, great outcome to befriend them.
  2. 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 reconnaissance.
  3. Predator: When you gather information about a target, you can ask one additional question about their weaknesses or habits. Gain potency when you engage in combat with a target you have studied.
  4. 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. This includes sniper attacks when your location is not known.
  5. Sharpshooter: When you push yourself on a Hunt attack, you can do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon—a shot momentarily halts onlookers—hit an impossibly small mark like a ropes—hit a vital spot for increased effect..
  6. Spirit 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.
  7. Survivor: You are an expert at foraging and finding your way in the wild, +1d and improved effect on hunt checks to navigate the wild. +1d to all crew healing treatment rolls. A camp you make is always hard to find and your camp gear covers your entire crew.
  8. Tough as Nails: Penalties from harm are one level less severe (though level 4 harm is still fatal).

Dangerous Friends

˄ ˅ Aerin, a bounty hunter.
˄ ˅ Elior, a sentinel.
˄ ˅ Lioran, a herbalist.
˄ ˅ Rael, an assassin.
˄ ˅ Theren, a spy.

Items

☐-☐ Fine long range weapon.
☐ Fine short range weapon.
☐-☐ Fine camping gear.
■ Intelligent hunting pet cohort, p96.
☐ 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

Gather Information

  • What do they intend to do?
  • How can I get them to [X]?
  • What are they really feeling?
  • Where are they vulnerable?
  • Where did [X] go?
  • How can I find [X]?
  • What's really going on here?