Playbook - The Ranger

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Something wicked

this way comes


Introductions
Wait here for everyone else. When everyone’s ready,
The Ranger
take turns introducing your characters. When Your true home is out there. Away from the Old Roads, in the wild places, where you’ve faced
You know firsthand that trouble is out there, and
someone reveals something and you want to know storm and beast alike. But unknown forces are at work beyond the Ringwall, and you fear for your
like it or not, one of these days the folk of Stonetop
more, ask them about it. When someone asks you a kith and kin. These are strange times. Guide them, ranger, and keep them safe when darkness falls.
are going to have to face it. What is it that you’re so
question, answer it truthfully.
worried about? (choose 1)
A dark, unwholesome presence lurking in 13 On your first turn, introduce yourself by name, Background (Choose 1) Drive (Choose 1)
pronouns, background, origin, and appearance. At the end of a session, if you’ve met your drive’s
the Great Wood
MIGHTY HUNTER requirement, mark XP.
A strange, furtive figure seen near the
Ruined Tower 23 On your second turn, describe your special You are a hunter of the Great Wood, the best the
Something big & savage stalking the possessions and how you contribute to the town has seen in generations. You know every part MERCY
northern foothills village (beyond working the fields). of the Wood within a two-day march. Release someone/thing from bondage or suffering.
Whatever’s made the lizard-like ganagoeg of You start with both the Expert Tracker move and
Ferrier’s Fen so bold 33 On your third turn, tell us what you’re worried the Stalker move. Go mark them now. STEWARDSHIP
That of which the Hillfolk refuse to speak about (see “Something wicked this way comes”). Put the best interests of a place or beast over a
person’s desires.
43 On your next turn, answer one of the following,
Then, answer at least 3 of the following questions WIDE WANDERER
about this threat: You have travelled much of the known world and
naming one or more NPCs who live in Stonetop. TENACITY
perhaps parts beyond. Add each of the following
What, exactly, do you think it is? Who is your closest kin? to the Neighbors list in the Stonetop playbook, Refuse to turn back despite objection or disaster.
choosing 1 trait for each:
WONDER
What did you see, and how close did you To whom do you always return home? Ennis (from Marshedge) Show someone a place or thing of beauty.
have to get to see it? Shahar (from Gordon’s Delve)
Yannic (from the Hillfolk)
Who would be lost without you?
Tovia (from Lygos)
Whom or what have you lost to it? Sasca (from the northern Manmarch)
Who has much to learn from you?
You start with the Mental Map move. Go mark it
now. Appearance
What did it leave behind?
53 Go around again. Answer another question from
Choose 1 on each line, or make something up:
When you Spout Lore about the wider world, you
4, or pass. When everyone has passed, go on. can roll +WIS instead of +INT. fledgling prime specimen long in the tooth
What do you think it wants? barking voice growling voice sing-song voice
63 On your next turn, ask your fellow PCs one of When you arrive somewhere you’ve visited before
compact & sturdy long & lean wolfish
(your call), tell the GM when you were last here,
these. When others ask you, answer as you like. shaggy threadbare well-groomed
and the GM will tell you how it’s changed.
Who refuses to believe you? Which one of your fears the wider world?
BEAST-BONDED Place of origin and name
Which one of you has shown me great beauty? You grew up civilized, but your soul is bound to a Stonetop is your home, or close enough, but where
Who can tell you more, if you can only beast of the wild. You’re closer to it than to any man are you (or your family) from originally? Pick 1 and
convince them? or woman. How did this bond come about? How a name to match (or make up something similar).
Which one of you have I caught sometimes long ago? Regardless, you start with the Animal
staring out at the horizon? Stonetop: Aran, Bledyn, Branwen, Deryn, Ifur,
Companion move. Go mark it now. Meinir, Rhys or Teagan
When you focus on your animal companion for a Marshedge: Asling, Conar, Enna, Flannan,
Which one of you lacked the stomach to put few moments, you can use any of the actions you’ve
something out if its misery? Macha, Mave, Proinsias, or Rowen
marked below, no matter the distance between you.
Mark 1 action at 1st level, then another at 3rd, 5th, The Steplands (Hillfolk): Bernd, Elown, Irn,
7th, and 9th. Kani, Pol, Nol, Rozn, or Sterin
73 Go around again. Ask another question from 6, The Manmarch: Alfher, Bertrim, Dagmar,
or pass. When everyone has passed, go on. Gauge its distance and direction from you
Call it back to your side Elfrida, Hramn, Meike, Swanhilde, or Wulfrim
83 Add your home to the steading playbook. Sense its emotional state Lygos or some other point south: Ari, Boriz,
When everyone is done, let spring break forth! Get a brief impression of what it senses Dimitra, Gorhan, Nitza, Selen, Todora, or Vasil
Lend it your strength—lose 1d6 HP, and it
heals an equal amount
I am
called...
Stats Assign these scores: +2, +1, +1, +0, +0, -1. When a debility is marked, you roll with disadvantage. Special possessions (Pick 2, in addition to your longbow)
Strength Dexterity Intelligence Wisdom Constitution Charisma
4 Longbow (far, +1 damage, x piercing, Hounds, 2-3 in number: group, watchdogs, keen-
low ammo, out) nosed, tough, fierce; Loyalty +2; damage d6; 8 HP;
Distillery: skins of fine whisky ( uses, Moves: scent trouble on the wind, stand guard;
(STR) (DEX) (INT) (WIS) (CON) (CHA) grants advantage to Parley), copper tubes, malt, Instinct: to bark & threaten; Cost: affection).
firkins, stills, barrels, etc. Lay of the land ( uses): expend a use to
weakened dazed miserable Hideouts ( uses): expend a use to have a know where to find ___, without having to
well-stocked, safe shelter nearby; GM can veto. Spout Lore; GM can veto.
Husbandry tools: brushes, feed, muzzles, Trapping gear: snares, pelts, musk, bait, etc.
d8 collars, whips, bridles, etc. Gain advantage When you Forage, get +1 use of provisions.
to Requisition livestock or other beasts.
____________________ (discuss with GM)
Damage HP (max 18) Armor XP Level

Moves You start with Home on the Range, any moves from Background, plus 1 of your choice. PREDATOR BEAST OF LEGEND
When you Discern Realities, add the following to (Requires level 6+ and Magnificent Specimen)
A SAFE PLACE EXPERT TRACKER the list of questions you can ask: Each time you take this move, pick 1:
When you select and prepare the party’s camp site, When you Discern Realities by searching for tracks Who or what here is the easiest prey? They are exceptional (and roll +2 instead of +1)
hold 1 Precaution, or 2 Precaution if you are well- or studying the signs left by passing creatures, you How is ________ weak or vulnerable? They get +4 HP and +1 armor
versed with this area and its dangers. can ask “What happened here recently?” for free,
even on a 6-. When acting on the answer to either question, deal CONSTANT VIGILANCE
If trouble finds your camp site, you can spend 1 an extra 1d4 damage.
Precaution to reveal a simple defense, warning, or When you follow a creature’s trail, roll +WIS: on a (Requires level 6+)
trick that you prepared in advance. If you do, tell us 7+ you follow the trail to a significant change in di- When a foe would get the drop on you, they don’t—
SENSE THE UNNATURAL
how you knew to make that specific preparation. rection, terrain, or mode of transport; on a 10+, you you get to act first instead. (If the GM describes an
When you Discern Realities, you can always ask
can also ask the GM a reasonable question about enemy taking you by surprise, even on a 6-, remind
“What here is a perversion of the natural order?” for
ANIMAL COMPANION your quarry and get an honest, useful answer. them of this move and say what you do.)
free, even on a 6-.
You are accompanied by a beast of uncommon
loyalty and cleverness. See the Animal Companion 4 HOME ON THE RANGE GIANT SLAYER
STALKER
insert for details. When a journey requires you to Defy Danger or (Requires level 6+; replaces Big Game Hunter)
When you carry a normal or light load and move
Struggle as One, treat a 6- as a 7-9. When you strike at a weak spot of a large or huge
with care, you make no noise and leave no sign of
MAGNIFICANT SPECIMEN creature, you deal +4 damage.
your passing. When you hide yourself in a natural
(Requires Animal Companion) IMPROVED STAT environment, you remain unseen until you draw
Each time you take this move, your companion Each time you take this move, increase one of your MASTER TRACKER
attention to yourself, move positions, or attack. (Requires level 6+ and Expert Tracker)
gains 2 additional options of your choice. stats by 1 (to a max of +2).
When you even briefly scan for tracks or other
WILD SPEECH
BIG GAME HUNTER MENTAL MAP signs left by passing creatures, you can ask the GM
The grunts, barks, chirps, and calls of natural crea-
When you strike at a weak spot of a large or huge You can always retrace your steps and can accurately “What happened here recently?” and get an honest
tures are as a language to you. You can understand
creature, you deal +2 damage. gauge distances and directions. You might not know answer—no need to Discern Realities.
the intentions of and communicate basic ideas with
the way forward but can always find your way back. any beast.
BLOT OUT THE SUN SUPERIOR STAT
When you Volley with a bow, you can deplete your When you think back on a place you’ve been to or (Requires level 6+)
observed, you can retroactively Discern Realities ALPHA
ammunition (mark the next ammo status after your Increase one of your stats by +1 (to a max of +3).
about it as if you were still there. (Requires Wild Speech or Spirit Tongue)
weapon) before you roll. If you do, choose 1: When you assert your dominance over a beast TRAILBLAZER
Gain advantage on your damage roll NATURALIST or spirit of the wild, roll +WIS: on a 7+, it must (Requires level 6+ and Home on the Range)
Add the area tag to your attack; roll damage When you Spout Lore about beasts, natural choose 1 from the list below; on a 10+, you also When a journey causes you to Defy Danger or
seperately for each target environs, or spirits of the wild, you have advantage. gain advantage on your next roll against it. Struggle as One, don’t roll; you always get a 10+.
Fight you for dominance
CALL THE SHOT ON THE HOOF WALK IT OFF
Slink away or flee, then avoid you
When you take your time and calmly line up the When you travel through the wilderness, you can (Requires level 6+)
Accept your authority, at least for now
perfect shot, either deal your damage or roll +DEX: procure 1d6 uses of 4 provisions each day (roll When you would mark a debility, you can mark this
on a 10+, deal your damage and pick 2; on a 7-9, with disadvantage in winter or barren terrain). Each WORLDLY move instead to no ill effect. Clear it as you would
deal your damage and pick 1. use of provisions can substitute for 1 supplies when (Requires level 2+ and the Ranger) a debility.
you Make Camp. Take a move from the Blessed, Fox, Heavy, or Seek-
Ignore armor or deal +1d4 damage (your call)
er playbooks, for which you otherwise qualify. You WARDEN OF THE WILD
Stun, hobble, or hinder them PACK HORSE
can pick from a different playbook each time. You (Requires level 6+ and Sense the Unnatural)
Make them trip or drop what they’re holding You can carry up to 4 4 with a light load, 7 4
can’t pick Improved Stat or Superior Stat. When you deal damage to something you know to be
Do no harm; don’t deal your damage after all with a normal load, and 10 4 with a heavy load. a perversion of the natural order, deal +1d4 damage.
INVENTORY for ANIMAL COMPANION Ranger, you are accompanied by a beast, with
When you Outfit, mark a number of below, on specific items or Undefined. whom you have bonded deeply and communicate without words. Treat it as a follower.
For a light load (quick & quiet), mark up to 3 Loyalty HP Armor Damage Name
For a normal load, mark 4-6
For a heavy load (noisy, loud, slow, quick to tire), mark 7-9
Starts at +2 Max [ ] See Type See Type
Undefined Small items
When you Have What You Need, move from here to below. Fit in a pocket, pouch, or boot.
Type Pick 1. Instinct Pick 1.
When you Outfit, mark below
Supplies (4+Prosperity uses ) equal to 4+Prosperity.
More supplies (4+Prosperity uses ) Bird (falcon, eagle, owl, buzzard, magpie, ) To challenge rivals To panic
Even more supplies (4+Prosperity uses ) By default: damage d4; HP 4; armor 0. To fill its belly To run rampant
Undefined
Use supplies to Recover, Make Camp, or have extra small items. Pick 4: Improved damage die (d6) +4 HP To get distracted To savage prey
When you Have What You Need, +1 armor (agility) attack-bird cautious To give chase To wander off
Mess kit (requires fire & water; makes Supplies last longer) move from here to items below, clever fast mimic sharp-eyed To make mischief
Bedroll (recover 1d6 extra HP when you Make Camp) or expend supplies to mark an stealthy thieving tiny (and +1 armor)
additional .
Blanket (warm) Change of clothes Cost Pick 1.
Rope, ~25 ft Shovel Knife, iron (hand)
Sledge, roll-out Snow-shoes Critter (cat, fox, possum, racoon, weasel, ) Attention: play, grooming, training, affection
Sling (near, reload, awkward,
By default: damage d4; HP 4; armor 1 (size). Freedom: time off on its own, free to roam
low ammo, all out)
Torch (lasts ~1 hour; reach, area, dangerous) Rushlight (lasts ~15-30 Pick 5 more: +4 HP +1 armor (agility) Comfort: cozy quarters, warmth, ample food
Oil lamp ( hours, reach, area, crude) minutes, close, crude) agile adorable annoying burrowing
Extra oil ( hours, for lamp/lantern, useless as a weapon) Tinderbox (slow) cautious clever climber nimble-fingered
Firewood (enough to last 1 full night) Needle & thread sharp-eared sharp-nosed stealthy
Handful of coppers stinky thieving 4 tiny DO THEIR THING
Dagger, iron (hand, precise) Whisky, skin ( uses) When you have them make a move and at
Hatchet, iron (hand, thrown, x piercing) least one tag applies, roll +1 instead of +STAT
Mallet, iron and/or wood (hand) Awl Bowstring
Brute (bear, boar, wolverine, aurochs, drake, ) (or +2 if they are exceptional). Otherwise,
Chalk Charcoal
Mattock, iron (close, x piercing, messy, awkward) By default: damage d6; HP 8; armor 0. roll +0.
Clay jar Cloth/rag
Maul, iron (close, forceful, awkward) Comb Cup Pick 4: +4 HP +1 armor (hide)
Staff (close) Extra socks Gloves Damage is +2 damage, forceful ORDER FOLLOWERS
Spear, iron (close, thrown, x piercing) Little box Sack, empty Damage is 1 piercing, messy agile fierce When you want them to act against their in-
Long spear, iron (reach, x piercing) Sawdust Tallow gluttonous hardy large (and +4 HP) stinct, tags, or self-interest, roll +Loyalty: on a
Twine/cord Waterskin powerful protective sharp-nosed 10+, they do it; on a 7-9, they do it but pick 1:
Javelins, iron ( uses, thrown, x piercing, +1 damage) Whetstone Whistle tenacious terrifying They have disadvantage on any roll to do it
Bow & iron arrows (near, x piercing, low ammo, all out)
They gripe about it; reduce Loyalty by 1
Extra arrows (x piercing, plenty left, low ammo, all out)
They hesitate/drag their feet/take their time
Shield (+1 armor, +1 Readiness on a 7+ to Defend) Predator (hound, wolf, cougar, drake, )
Thick hides (1 armor, warm) By default: damage d6; HP 8; armor 0.
PAY UP
Cloak (warm) Pick 4: +4 HP +1 armor (hide) When you pay their cost, increase Loyalty by

Improved damage die (d8) 1 (max +2). You can’t use this move again un-
Possessions, items, loot
Damage is 1 piercing, messy agile climber til after Making Camp or weeks of downtime.
cunning fast fierce pack-hunter
patient powerful sharp-eared
LOYAL TO THE END
sharp-nosed stealthy terrifying tireless
When your companion is at 0 HP, roll +Loy-
alty: on a 10+, it’ll bounce back as soon as it
regains HP; on a 7-9, it’s hurt bad (disadvan-
Steed (horse, mule, ) tage on all rolls until treated); on a 6-, it will
Other things (animals, kits, stashed items, etc.) By default: damage d6; HP 10; armor 0.
Prosperity die soon unless someone saves it (and then,
-1 dirt (gear is crude) Pick 3 more: +4 HP +1 armor (hide) threat it as a 7-9 result).
+0 poor Damage is +2 damage, forceful agile
+1 moderate (x=1 piercing) beautiful calm clever 4 large powerful
+2 wealthy (x=2 piercing) sharp-nosed swift tireless warbeast

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