Professional Documents
Culture Documents
Playbook - The Ranger
Playbook - The Ranger
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 followers (trackers, keen-nosed,
low ammo, out) fast); HP 6; Damage d6 (hand, grabby); Instinct:
Distillery: skins of fine whisky ( uses, to give chase; Cost: training.
(STR) (DEX) (INT) (WIS) (CON) (CHA) grants advantage to Persuade), copper tubes, Lay of the land ( uses): expend a use to
malt, firkins, stills, barrels, etc. know where to find ___, without having to
weakened dazed miserable Hideouts ( uses): expend a use to have a Know Things; GM can veto.
well-stocked, safe shelter nearby; GM can veto. Trapping gear: snares, pelts, musk, bait, etc.
Husbandry tools: brushes, muzzles, collars, When you Forage, get +1 use of provisions.
d8 feed, whips, bridles, etc. Gain advantage to
____________________ (discuss with GM)
Persuade domestic beasts (livestock, dogs, etc.).
Damage HP (max 18) Armor XP Level
Moves You start with Home on the Range, any moves from your Background, plus 1 of your choice. PREDATOR BEAST OF LEGEND
When you Seek Insight, add the following to the (Requires level 6+ and Magnificent Specimen)
A SAFE PLACE EXPERT TRACKER 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 Seek Insight by searching for tracks or 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- studying the signs left by passing creatures, you can How is ________ weak or vulnerable? They get +4 HP and +1 armor
versed with this area and its dangers. 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 Seek Insight, you can always ask, “What
can also ask the GM a reasonable question about enemy taking you by surprise, even on a 6-, remind
here is a perversion of the natural order?” for free,
ANIMAL COMPANION your quarry and get an honest, useful answer. them of this move and say what you do.)
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 another +2 damage (+4 total).
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 beasts
When you strike at the weak spot of a large or huge You can always retrace your steps and can accurately “What happened here recently?” and get an honest
are as a language to you. You can understand their
creature, you deal +2 damage. gauge distances and directions. You might not know answer—no need to Seek Insight.
intentions and communicate basic ideas. When
the way forward but can always find your way back. you Persuade a beast, you can choose to roll +WIS.
BLOT OUT THE SUN SUPERIOR STAT
When you Let Fly 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 Seek Insight about it ALPHA
ammunition (mark the next ammo status after your Increase one of your stats by +1 (to a max of +3).
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 Know Things about beasts, natural choose 1 from the list below; on a 10+, you also When a journey causes you to Defy Danger or
separately 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 provisions each day (roll with When you would mark a debility, you can mark this
on a 10+, deal your damage and pick 2; on a 7-9, disadvantage in winter or barren terrain). Each use WORLDLY move instead to no ill effect. Clear it as you would
deal your damage and pick 1. of provisions can substitute for 1 supplies when you (Requires level 2+ and the Ranger) a debility.
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.