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homebrew:blade_in_the_towers:playbooks:ranger

Ranger

A tracker and sharpshooter

  • 2 Hunt, 1 Perceive or Prowl
  • Earn xp when you address a challenge with tracking or violence

Abilities

Deadshot (Signature)

You can push yourself to do one of the following: make a ranged attack at extreme distance beyond the normal range of the weapon, or unleash a barrage of rapid fire to attack a group.

When you push yourself to activate this ability, you still get one of the normal benefits of pushing yourself (+1d, +1 effect, etc.) in addition to this special ability. The first use of this ability allows you to attempt long-range sniper shots that would otherwise be impossible with your weapon. The second is use allows you to keep up a steady rate of fire in a battle (enough to "suppress" a small gang of up to 6 people). When you attack a group, you gain scale on your Action roll.

Trapsmith

You can use Hunt or Artifice to lay traps to snare, confuse, or damage your enemies. A trap that works on one or two people costs 1 load, and a trap that works on up to half a dozen costs 2 load.

Traps can be placed during flashbacks (though that will likely cost stress in addition to load). Traps are generally very noisy when they go off.

Urban Tracking

When tracking, tailing, or chasing someone through urban environments, you are unaffected by the quality or tier of the environment.

This lets you contend with higher-tier enemies without being affected by environmental factors such as crowds, rainfall, darkness, or debris. Tracking someone by their footprints will usually use Hunt, while searching for them by asking around will usually use Consort. Chasing someone through narrow alleyways might use Finesse or Prowl, while chasing them through a crowded market might be Command or Finesse.

Precise Shot

When using a ranged weapon to attack someone you can see, you are unaffected by any cover they might have, and you never risk hitting your allies with shots. You can push yourself to hit the weakest spot on a well-protected target

When using your ranged weapon, you cannot hit your allies, even as a consequence of a failed roll (something else bad probably happens, though, depending on the risk and circumstances). If you push yourself using this ability, you still get one of the normal benefits of pushing yourself. This allows you to improve your position or effect when presented with enemies or monsters who might otherwise be immune to penetration by arrows or bolts.

Focused

You can 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.

When you use this ability, tick the special armor box on your playbook sheet. If you “resist a consequence” of the appropriate type, you avoid it completely. If you use this ability to push yourself, you get one of the benefits (+1d, +1 effect, act despite severe harm) but you don’t take 2 stress. Your special armor is restored at the beginning of downtime.

Scout

When you gather information to discover the location of a target, you get +1 effect. When you hide in a prepared position or use camouflage you get +1d to rolls to avoid detection.

A “target” can be a person, a destination, a good ambush spot, an item, etc.

Wild Cohort

Your animal companion or pet is imbued with inherent magical energy. It gains potency when tracking, can assist you with tracking twice per caper. Also, you may choose one special ability: magic fang, mind-link, or longstrider. You may take this ability again to choose an additional ability for your pet.

This does not grant you a pet if you don't already have one. This ability gives your companion potency whenever it's tracking somebody. Twice per caper, it can grant you an assist when tracking (with no stress expenditure), and you can choose one special ability: magic fang gives your animal potency when attacking creatures with magical defenses, mind-link lets you and your pet share senses and communicate telepathically at long range, and longstrider allows the pet to move extremely quickly, out-pacing any other creature.

Riding Companion

You gain an animal companion that is big enough to ride on. Choose an ability: Flight, Speed, or Ferocity. The animal has Expert: either Mount or Fighter You may take this ability one more time to gain an additional ability for your pet.

Choose a type of land animal you can ride on, such as a horse, riding dog, clawfoot, or dire wolf, glidewing, dragonhawk, griffon, or hippogryph. You also get a special ability for the animal companion: Flight gives the creature the ability to fly while carrying you and up to one other human-sized person. Speed gives you +1 effect when trying to move quickly while riding it. Ferocity lets you take +1d when fighting while riding your mount. This ability cannot be combined with familiars or homonculi. Like other pets, you may only bring one pet per caper.

Tough as Nails

Penalties from harm are one level less severe (though a level 4 harm is still fatal).

With this ability, level 3 harm doesn’t incapacitate you; instead you take -1d to your rolls (as if it were level 2 harm). Level 2 harm affects you as if it were level 1 (less effect). Level 1 harm has no effect on you (but you still write it on your sheet, and must recover to heal it). Record the harm at its original level—for healing purposes, the original harm level applies.

Citywalk

When you lead a group action to move quickly or quietly through urban environments, take +1d. Also you cannot take more than 1 stress from leading the action.

Normally, you take 1 stress per group member who failed the roll. Moving quickly is probably a Finesse roll, and moving quietly is probably Prowl.

Trick Shot

You are a master of ranged combat and can perform uncanny feats with your weapon. When you use your weapon for some effect other than simply doing violence (disarms, trick shots, defensive maneuvers, etc.), take +1d.

Vengeful

You gain an additional xp trigger: You tracked down and caught an enemy who wronged you or someone you care about. If your crew helped you get payback, also mark crew xp.

Ranger Items

Fine large ranged weapon (2 load): A finely crafted longbow or crossbow.

Fine small ranged weapon (1 load): A boomerang, a brace of throwing knives or shuriken.

Magic arrows (1 load:) A stash of arrows or crossbow bolts enchanted with magic. Effective at bypassing magical defenses.

Animal Companion (0 load): Your animal companion obeys your commands and anticipates your actions. This can be any natural beast smaller than you, such as a falcon, hound, dire rat, or snake. Cohort (Expert: Hunter).

Spyglass (1 load): A brass tube with lenses that allow long-distance vision. Collapsible. May attach to a crossbow.

homebrew/blade_in_the_towers/playbooks/ranger.txt · Last modified: 2022/02/17 14:29 by teddy

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