Root - Playbook Ranger.pdf
(
231 KB
)
Pobierz
Name:
The Ranger
You are a capable, stealthy vagabond, centered on the forests that fill the
Woodland between the clearings, more interested in the wilds than in the
company of other Woodland denizens or their society.
_________________________________
C
Y
N
Species
• fox, mouse, rabbit, bird, wolf,
other:____________________
■
Loner
Clear your exhaustion track when you
enter a dangerous situation alone,
without backup or assistance.
Details
• he, she, they, shifting
• unkempt, scarred, natural, practical
• forest charm, leafy cloak, smoking
pipe, stolen ring
Demeanor
• terse, mistrusting, polite, kind
■
Cynic
Clear your exhaustion track when you
openly and directly ask dangerous
questions about an accepted “truth”.
Background
Where do you call home?
____________ clearing
the forest
a place far from here
Why are you a vagabond?
I dislike the hypocrisy of society
I am mistrusted by other denizens
I want to wander the Woodland
I need to find and save a loved one
I seek escape from the wars
Your Drives
Discovery
Freedom
Revenge
Your Connections
Watcher
I was tricked, conned, or deceived by
___________ once. Why do I choose to
continue working with them?
When you
figure them out,
you always hold
1, even on a miss. When you
plead with them
to go along with you,
you can let them clear
2-exhaustion instead of 1.
Whom have you left behind?
my commander
my family
my best friend
my student
no one—I lost those who mattered
to me (mark one notoriety with
the faction responsible)
Advance when you encounter a new
wonder or ruin in the forests.
Advance when you free a group of
denizens from oppression.
Name your foe. Advance when you
cause significant harm to them or their
interests.
Name your ward. Advance when you
protect them from significant danger, or
when time passes and your ward is safe.
Protector
Which faction have you served
the most?
(mark two prestige for
appropriate group)
With which faction have you
earned a special enmity?
(mark one notoriety for
appropriate group)
Protection
I did something that would have gotten
me the enmity of a Woodland faction—
if ___________ hadn’t covered for me.
What did I do? Why and how did they
protect me? Regardless, I feel indebted
to them.
When they are in reach, mark exhaustion to
take a blow meant for them. If you do, take
+1 ongoing to weapon moves for the rest of
the scene.
_________________
_________________
_________________
_________________
_________________
-3
-3
-3
-3
-3
-2
-2
-2
-2
-2
-1
-1
-1
-1
-1
+0
+0
+0
+0
+0
+1
+1
+1
+1
+1
+2
+2
+2
+2
+2
+3
+3
+3
+3
+3
Charm
[-1]
Your Moves
You are adept at slipping into and out of dangerous situations without
anyone noticing. When you
attempt a roguish feat
to sneak or hide, you
can mark 2-exhaustion to shift a miss to a 7-9.
When you
take advantage of an opening to escape from a dangerous
situation,
roll with Finesse. On a hit, you get away. On a 10+, choose 1. On a
7-9, choose 2:
• You suffer injury or exhaustion (GM’s choice) during your escape
• You end up in another dangerous situation
• You leave something important behind
On a miss, you escape, but it costs you—mark injury or exhaustion, GM’s
choice—and you leave ample evidence behind for your foes to track and
follow you.
+2
Silent Paws
Cunning
[+1]
Finesse
[+1]
Luck
+1
Slip Away
[0]
Might
[+1]
,
You have expertise in the poisons and antidotes of the Woodland. When
you
brew a poison,
mark depletion and say what effect you want it to
have: sleep, weakness, inebriation, or death. Any poison you make requires
ingestion or injection; you can use the poison on your weapon or put it in
your target’s food or drink. When you
study a poison or its effects to make
an antidote,
the GM will tell you what special ingredient you’ll need. Get
the ingredient and mark depletion to brew the antidote.
When you
travel or pass into a forest,
before making any travel move, you
can clear your choice of:
• Up to 3-depletion
• Up to 2-exhaustion
• Up to 2-injury
When you
persuade an NPC
with open threats or naked steel, roll with
Might instead of Charm.
Take two of the following weapon skills:
Trick Shot, Confuse Senses,
Improvise Weapon, Disarm, Vicious Strike.
None of the skills you take with
this move count against your maximum for advancement.
Poisons and Antidotes
Roguish Feats
Acrobatics
Blindside
Counterfeit
Disable Device
Hide
Pickpocket
Sneak
Pick Lock
Sleight of Hand
Forager
Threatening Visage
Dirty Fighter
Weapon Skills
C
Confuse Senses
D
H
Improvise
Parry
Quick Shot
Storm a Group
Trick Shot
V
S
Equipment
:9
: ____
4+
: ____
: ____
Root® and Leder Games® logo and key art TM & © 2017 Leder Games. Text and design TM & © 2021 Magpie Games. All rights reserved.
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