Ranger (FiD)

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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.

An adaptation of the Hound playbook from Blades in the Dark. More focused on ranged combat than the D&D ranger. Rangers often multiclass with Animism to become more like ranges in D&D.

Touchstones: Little John from Flesh and Blood (1985).

Special Abilities

  1. 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.
  2. Friend of Nature: You can use Hunt to befriend animals and 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).
  3. 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—your shot momentarily halts onlookers—hit an impossibly small mark like a rope—hit a vital spot for increased effect..
  4. Predator: When you gather information about a target, you can ask one additional question about their weaknesses or habits. Knowing a creature's weakness grants you potency.
  5. Sniper: You get +1d to rolls to avoid detection and on Hunt attacks as long as your location is unknown. When you attack with Hunt from a hidden position, being revealed is a consequence.
  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 additional arcane abilities for your pet.
  7. 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.
  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 soldier.
˄ ˅ Lioran, a herbalist.
˄ ˅ Rael, a lawman.
˄ ˅ Theren, a spy.

Inventory

☐-☐ Fine long range weapon.
☐, ☐ Fine short range weapon.
☐ Light camping gear.
◯ Trained hunting pet cohort.
☐ Silver bullets.
☐ Spyglass.
  • Fine Long Range Weapon: ☐☐ A masterwork weapon that fits you perfectly, improving your effect. This can be a rifle, crossbow, or longbow.
  • 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.
  • 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.
  • Trained Hunting Pet ◯: Your animal companion obeys your commands and anticipates your actions. It is Intelligent. Cohort Expert: Hunter. See p 96.
  • Silver Bullets ☐: Especially cast in a holy or magical place, these silver bullets make potent attacks with a firearm. A similar effect for bows and crossbows can be gained with silver-tipped arrows and bolts. You have enough silver bullets for the entire score. Consumable, Gadget.
  • Spyglass ☐: Telescopic brass tube with lenses, amplifies three to four times. 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

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?