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05:46, 2nd May 2024 (GMT+0)

PLAYBOOK: THE RANGER.

Posted by The GMFor group 0
The GM
GM, 5 posts
Thu 9 Jun 2022
at 20:41
  • msg #1

PLAYBOOK: THE RANGER

THE RANGER

Determined and fearless, the Ranger is a mortal who has taken up a cause against the darkness around them, perhaps because they were trained to stalk the night or because they were born with the power to protect their people. They carry a heavy burden, one that would eventually crush anyone. But... how long can they keep from becoming as bad as what they hunt?

LOOK: (pick as many as apply)
• Ambiguous, Female, Male, Neither
• Human, Dwarf, Elf, Half-Elf, Halfling, Gnome, Half-Orc (half-humanoid killer whale)

DEMEANOR (pick one): Calculating, Detached, Friendly, Volatile

CHARACTER STATS (Add 1 to one of these):
--Blood 1
--Heart 0
--Mind 1
--Spirit -1

STARTING FACTIONS (Add 1 to one of these):
--Mortality 1
--Night 1
--Power 0
--Wild -1

INTRO QUESTIONS:
• Who are you?
• How long have you been in the city?
• How did you become a ranger?

YOUR PREY:
• What do you hunt, primarily? (suggestions: elementals, fey, undead, werewolves, ancient horrors, those who have fallen to corruption)(don't say "devils" nor "demons")
• What are their strengths and weaknesses?
• How are you like them?

GEAR
• A shitty apartment, a steed, a cell phone
• 3 custom weapons (detail):

CUSTOM WEAPONS
»Ranged Weapons (choose three)
--Bow (2-harm close/far reload)
--Crossbow (2-harm close/far reload)
--Blowgun And Blowdarts (Stun, close, silent, reload)
--Throwing Knife (2-harm, close, concealable)
--Darts (1-harm, close, concealable)

Add-ons (choose 2 for each weapon chose above):
• Big (+1 harm)
• Magically reloads(-reload)
• Antique/Ornate (+valuable)
• Enchanted (+1 harm)
• Sniper (+far or +1 harm at far)
• Silvered (+silver)
• Cold Iron (+cold iron, good against the fey)
• Blessed (+holy)

»Hand Weapons
b Staff (1-harm hand/close)
b Haft (1-harm hand)
b Handle (1-harm hand)
b Chain (1-harm hand area)

Add-ons (choose 2 for each weapon chosen above):
• Head (+1 harm)
• Bladed (+1 harm)
• Antique/Ornate (+valuable)
• Famed (+reputation)
• Extendable (+close)
• Enchanted (+anchored)
• Silvered (+silver)
• Cold Iron (+cold iron)
• Blessed (+holy)
• Hidden (+concealable)

DEBTS
• Someone has enlisted you to protect them from something very dangerous. They owe you a Debt.
• Someone keeps you equipped and supplied. You owe them 2 Debts.
• You consider someone a friend even though the friendship keeps bringing you trouble. They owe you a Debt.


RANGER MOVES
Choose three:

--Slayer: When you keep your cool while on a hunt, roll with Blood instead of Spirit.

--Deadly: When you inflict harm, increase the harm by 1.

--Book Learnin’: When you encounter a new type of supernatural creature (new to you, I mean), roll with Mind. On a hit, the GM will tell you a bit about it and how it can be killed. On a 10+, ask the GM a follow-up question; they will answer it honestly. On a miss, you misread the creature; the GM tells you how.

--This Way!: When you lead people out of danger, roll with Blood. On a 10+, you all get away safely. On a 7-9, you get hurt or one of them gets hurt (you choose). On a miss, everyone’s safe but you; you’re left behind and the way out is closed to you.

--Do You Feel Lucky?: When you persuade an NPC while wielding a 2-harm or greater weapon, roll with Blood instead of Heart.

--Prepared for Anything: You have a well-stocked armory, full of modern and ancient weapons. Take another custom weapon or add another add-on to each of your custom weapons.

--Safe House: You have a secure location that you can hole up in. Detail it and choose 3:
• Magical surveillance devices that let you keep an eye on what's outside (or inside)
• A mystical prison
• Fortified walls/windows/doors
• A week’s worth of food and water
• Magical devices on a timer set to explode the place (on a timer) after the enemy runs in and you've already run out another direction


DRAMA MOVES
»Ranger Corruption Move
When you injure a mortal while actively pursuing the supernatural, mark corruption.

»Intimacy Move
When you share a moment of emotional intimacy with another person, ask them a question; they must answer it honestly. They will ask you a question in return; answer it honestly or mark corruption.

»End Move
When you die or retire your character, choose a character belonging to another player and give them one of your chosen Ranger moves. It’s theirs for keeps.


STANDARD ADVANCES
Advances available at beginning of play:
• +1 Blood (max +3)
• +1 Heart (max +3)
• +1 Spirit (max +3)
• A new Ranger move
• A new Ranger move
• A new Ranger move
• A move from another playbook
• A move from another playbook
• Change your Faction

After 5 advances, you may select:
• +1 to any stat (max +3)
• +1 any Faction (max +3)
• Erase a scar
• Get a workspace
• Erase a corruption advance
• Advance 3 basic moves
• Advance 3 basic moves
• Advance 1 basic move

CORRUPTION ADVANCES
• Take a corruption move
• Take a corruption move
• Take a corruption move
• Take a corruption move from another playbook
• Retire your character. They may return as a Threat.

CORRUPTION MOVES
• Divided I Stand: When you turn down help and enter a dangerous situation alone, mark corruption to advance unleash an attack and keep your cool for the scene.
• Hard to Kill: Choose a Faction. Mark corruption to gain armor +1 against that Faction until the end of the scene.
• Perfect Timing: Mark corruption to arrive in a scene. Mark an additional corruption to show up in a superior position.
• Death Wish: If someone nearby is about to suffer harm, you may mark corruption to suffer the harm instead

PLAYING THE RANGER:
Dangerous, focused, deadly, solitary. The Ranger is a mortal who has mastered the art of the kill through intense training. They are direct and violent, never to be taken lightly.

Rangers burn bright-- tragic figures of righteousness on the dark streets of the city. This is the only life you’ll ever know, and it’s almost certainly going to kill you.

What you hunt is up to you. Your prey can be typical fare-- vampires or
elementals-- or have a more esoteric focus: ghosts, spirits, etc. If you say you hunt a type of supernatural creature, it’s the GM’s job to make sure that such creatures appear often.

If you decide that you hunt a type of supernatural creature also selected by another player, come up with a few reasons why you haven’t decided to hunt them down yet. You don’t have to be friends, but it’s not a good idea to start with that kind of animosity. Give that kind of conflict some time to develop.

»Notes on Your Moves
For the purposes of Slayer, the GM decides if you’re “on a hunt.” Generally, you’ve got to be armed and looking for a particular supernatural target.

Deadly means you do +1 harm each time you harm another character. This isn’t optional; you can’t shoot someone with the intent to do less harm than normal.

If you haven’t met a vampire, wizard, fae, etc. at the start of the game, you might decide that you trigger Book Learnin’ the first time you meet one in person. Tell the GM if you think a supernatural being should trigger the move.

This Way! replaces escape when you’re leading a group of folks away from danger. If you’re by yourself or they refuse to follow, the move doesn’t trigger. You’ll have to roll escape instead.

If you want to use Do You Feel Lucky? to persuade an NPC with Blood, you have to brandish the weapon in a threatening way. You don’t have to point it at them or hurt them, but they need to know that you’d be willing to pull the trigger.
This message was last edited by the GM at 00:38, Fri 10 June 2022.
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