Ranger: Difference between revisions
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Dipped: Changes the damage call on the shot to "Physical Weakness".</blockquote>Level Two:<blockquote>Explosive Shot: Adds the "critical" tag to one shot.</blockquote>Level Three:<blockquote>Pinpoint: Pinpoint shot is a smaller arrowhead, designed to fit in between plates or through chain links. Pinpoint arrows inflict Body damage.</blockquote>Level Four:<blockquote>Magnetic Shot: Magnetic arrowheads attract other arrowheads; after landing a Magnetic Arrow, a Ranger can voice deliver further arrows to the victim. Voice-delivered arrows can involve Offense skills but can't involve any other trick arrows. Magnetic Shot is called as "Magnetic Shot"; further arrows delivered to the target are called as Voice <whatever>. (''I'm on the fence about individualizing this; magnets don't care very much about who shot them and it feels themey for one archer to connect a magnetic shot so five archers can all start calling voice effects, but I worry about the field playability of this. For now, you can only Voice deliver targets you yourself have tagged with Magnetic but that may change in response to field conditions.'') </blockquote> | Dipped: Changes the damage call on the shot to "Physical Weakness".</blockquote>Level Two:<blockquote>Explosive Shot: Adds the "critical" tag to one shot.</blockquote>Level Three:<blockquote>Pinpoint: Pinpoint shot is a smaller arrowhead, designed to fit in between plates or through chain links. Pinpoint arrows inflict Body damage.</blockquote>Level Four:<blockquote>Magnetic Shot: Magnetic arrowheads attract other arrowheads; after landing a Magnetic Arrow, a Ranger can voice deliver further arrows to the victim. Voice-delivered arrows can involve Offense skills but can't involve any other trick arrows. Magnetic Shot is called as "Magnetic Shot"; further arrows delivered to the target are called as Voice <whatever>. (''I'm on the fence about individualizing this; magnets don't care very much about who shot them and it feels themey for one archer to connect a magnetic shot so five archers can all start calling voice effects, but I worry about the field playability of this. For now, you can only Voice deliver targets you yourself have tagged with Magnetic but that may change in response to field conditions.'') | ||
Stun Shot: Stunning arrows are blunted and not intended to hurt. Stunning Arrows are called as "Physical Stun" </blockquote> | |||
== FEv1 Rangers == | == FEv1 Rangers == |
Revision as of 16:24, 26 March 2024
Rangers are noted for tracking, hunting, and archery. They're common in any natural environment that provides the basics for bows and arrows; desert and underground rangers carve their weapons out of treated bone, forest rangers use the wood their land provides, aquatic rangers have a variety of options.
Armor: Rangers are trained in light armor; heavy armor is noisy and no Ranger wants any more weight on his bow arm than he can avoid.
Weapons: Rangers are trained by default in bows of every description, including crossbows. They are also skilled in short and medium melee weapons.
Class Feature: Hunter's Mark: Hunter's Mark does a number of things. A Marked target is visible to the Marking Ranger until the Mark is removed; Marked targets may still hide or become invisible but this only stops other people from attacking. The Marking Ranger can fire right through stealth, concealmeant, invisibility, or any other effect that serves to deny line of sight. Also, Rangers may use this to Voice deliver one arrow at +10 damage - this is called as "Hunter's Mark - <target> <damage>.
Pursuit Predation: Rangers can walk down virtually anything in nature. Pursuit Predation allows a Ranger to follow a character who's used the Flee skill to disengage. This doesn't interrupt the Flee or force the Flee'r to stay engaged, but it does allow the Ranger to re-engage after 10 minutes of following time.
Category | Skill Name | Prerequisite Skills | Skill Point Cost | Use Cost |
---|---|---|---|---|
Damage | xxxxxxxxxxxxxxxxxxxxxxxxx | |||
Precision +2 | - | 15 | ||
Precision +4 | Precision +2 | 15 | ||
Precision +6 | Precision +4 | 15 | ||
Precision +8 | Precision +6 | 15 | ||
Precision +10 | Precision +8 | 15 | ||
Precision +12 | Precision +10 | 15 | ||
Fuel | ||||
Energy (1-40) | - | 1 | ||
Offense | ||||
Tier 1 | ||||
Pierce | - | 3 | 1 | |
Disarm Shot | - | 3 | 1 | |
Mob Scene | - | 3 | 1 | |
Trick Arrow T1 | - | 3 | 1 | |
Tier 2 | ||||
Crippling Shot | Tier 1 Offense | 4 | 2 | |
Expose Armor | Tier 1 Offense | 4 | 2 | |
Manticore Shot | Tier 1 Offense | 3 | 2 | |
Pindown Shot | Tier 1 Offense | 3 | 2 | |
Trick Arrow T2 | Tier 1 Offense | 3 | 2 | |
Tier 3 | ||||
Paralyzing Shot | Tier 2 Offense | 5 | 3 | |
Power Shot | Tier 2 Offense | 5 | 3 | |
Trick Arrow T3 | Tier 2 Offense | 5 | 3 | |
Tier 4 | ||||
Impale | Tier 3 Offense | 6 | 4 | |
Trick Arrow T4 | Tier 3 Offense | 6 | 4 | |
Defense | ||||
Tier 1 | ||||
Mobility | - | 3 | 1 | |
Initiative | - | 3 | 1 | |
Tier 2 | ||||
Roll | Tier 1 Defense | 3 | 2 | |
Tier 3 | ||||
Escape | Tier 2 Defense | 5 | 3 | |
Smoke Screen | Tier 2 Defense | 5 | 3 | |
Teir 4 | ||||
Avoidance | Tier 3 Defense | 6 | 4 | |
Dodge | Tier 3 Defense | 6 | 4 | |
Miscellaneous | ||||
Hide | - | 6 | - | |
Move Silent | - | 3 | 1 | |
Track | - | 2 | - | |
Bowyer/Fletcher (1-4) | 2 | - | ||
Terrain Adaptation | - | 5 | Passive | |
Dailies | ||||
Agility | 6 | |||
Hunter's Call | 3 | |||
Sap | 2 | |||
Snare | 3 | |||
Quickness | 2 | |||
Warning Signs | 8 |
Ranger Skill Descriptions:
Bowyer/Fletcher: This is the skill involved in constructing bows and arrows. Constructing a usable bow is not monstrously difficult; constructing a weapon capable of the kind of precision a Ranger needs is a good bit more complicated. Engineers can build excellent bows but building stunt arrows requires not only good physics and ballistics skills but also a feel for how those things will be deployed and what'll work in the field as opposed to just working on paper. Also, a Fletcher can improvise materials that might not be obvious to a classically-trained engineer, allowing for rapid refits of arrowheads in the field. This list is not exhaustive; Rangers are always looking for niche ammunition and this list will be updated as enterprising fletchers succeed in circulating their tech.
Level One:
Elemental Shot - Changes the Flavor of an arrow to any of the four classical elements, or to lightning. Shadow and Spirit are beyond the purview of basic arrow physics but not untenable and do occur in places - you'll just have to ask those sources for their schematics.
Dipped: Changes the damage call on the shot to "Physical Weakness".
Level Two:
Explosive Shot: Adds the "critical" tag to one shot.
Level Three:
Pinpoint: Pinpoint shot is a smaller arrowhead, designed to fit in between plates or through chain links. Pinpoint arrows inflict Body damage.
Level Four:
Magnetic Shot: Magnetic arrowheads attract other arrowheads; after landing a Magnetic Arrow, a Ranger can voice deliver further arrows to the victim. Voice-delivered arrows can involve Offense skills but can't involve any other trick arrows. Magnetic Shot is called as "Magnetic Shot"; further arrows delivered to the target are called as Voice <whatever>. (I'm on the fence about individualizing this; magnets don't care very much about who shot them and it feels themey for one archer to connect a magnetic shot so five archers can all start calling voice effects, but I worry about the field playability of this. For now, you can only Voice deliver targets you yourself have tagged with Magnetic but that may change in response to field conditions.) Stun Shot: Stunning arrows are blunted and not intended to hurt. Stunning Arrows are called as "Physical Stun"
FEv1 Rangers
Ranger: Basic Skills | ||||||
Skill | Cost | Prerequisite | Techniques | SP Cost | Use Cost | |
Precision +2 | 15 | Mobility | 3 SP | 1 Energy | ||
Precision +4 | 15 | Precision +2 | Move Silent | 3 SP | 1 Energy | |
Precision +6 | 15 | Precision +4 | Pierce | 3 SP | 1 Energy | |
Precision +8 | 15 | Precision +6 | Disarm Shot | 3 SP | 1 Energy | |
Precision +10 | 15 | Precision +8 | Manticore Shot | 3 SP | 2 Energy | |
Precision +12 | 15 | Precision +10 | Pin Down | 3 SP | 2 Energy | |
Track | 3 | Roll | 3 SP | 2 Energy | ||
Knowledge (Geography) | 3 | Escape | 5 SP | 3 Energy | ||
Hide | 6 | Paralyzing Shot | 5 SP | 3 Energy | ||
Power Shot | 5 SP | 3 Energy | ||||
Energy 1-40 | 1 | Conceal | 6 SP | 4 Energy | ||
Energy 41-80 | 2 | 15th level | Dodge | 6 SP | 4 Energy | |
Energy 81-120 | 3 | 25th level | Impale | 6 SP | 4 Energy | |
Ranger: Advanced Skill | ||||||
Skill | Cost | Prerequisite | Techniques | SP Cost | Use Cost | |
Agility | 6 | Initiative | 3 SP | 1 Energy | ||
Hunter’s Call | 3 | Mob Scene | 3 SP | 1 Energy | ||
Sap | 2 | want to change | Crippling Strike | 4 SP | 2 Energy | |
Snare | 3 | Expose Armor | 4 SP | 2 Energy | ||
Quickness | 2 | Smoke Screen | 5 SP | 3 Energy | ||
Warning Signs | 8 | Track 5 & Smoke Screen | Avoidance | 6 SP | 4 Energy |
Everyman Skills
Everyman: Basic Skills | |||||
Skill | Cost | Prerequisite | Skill | Cost | Prerequisite |
Adrenaline Rush | 3 | Healing Arts | 6 | First Aid & Diagnose | |
Brawl | 6 | Knowledge (Area) | 3 | ||
Brew Potion | 6 | Read and Write | Merchant | 8 | Estimate Value |
Chemistry | 6 | Read and Write | Miner, Minor | 3 | |
Cook, Minor | 3 | Miner, Standard | 4 | Miner, Minor | |
Cook, Standard | 4 | Cook, Minor | Read and Write | 3 | |
Craftsman | 2 | Resurrection | 2 | Knowledge (Cycle) or Spirit Magic | |
Diagnose | 3 | First Aid | Scribe Rune | 6 | Read and Write |
Disable Device | 3 | Smithing | 6 | Read and Write | |
Engineering | 6 | Read and Write | Survival | 3 | |
Estimate Value | 4 | Theurgist, Minor | 3 | ||
Farmer, Minor | 3 | Theurgist, Standard | 4 | Theurgist, Minor | |
Farmer, Standard | 4 | Farmer, Minor | Track | 3 | |
First Aid | 3 | Underwater Combat | 5 | ||
Improved Instruct | 2 | Read and Write | |||
Everyman: Advanced Skills | |||||
Skill | Cost | Prerequisite | Skill | Cost | Prerequisite |
Brew Potion, Advanced | 10 | Brew Potion Rank 4 | Practitioner | 8 | Healing Arts |
Chemistry, Advanced | 10 | Chemistry Rank 4 | Profession- 1st | 3 | |
Cook, Major | 5 | Cook, Standard | Profession- 2nd | 5 | |
Evasion | 0 | Disable 10 | Profession- 3rd | 7 | |
Engineering, Advanced | 10 | Engineering Rank 4 | Ritualism | 5 | Knowledge Area Rank 4 |
Farmer, Major | 5 | Farmer Standard | Repair Item | 0 | Smithing or Engineering Rank 3 |
Knowledge Area, Rare | 3 | See Skill Description | Scribe Rune, Advanced | 10 | Scribe Rune Rank 4 |
Memorize Ritual | 2 | Ritualism | Smithing, Advanced | 10 | Smithing Rank 4 |
Miner, Major | 5 | Miner, Standard | Theurgist, Major | 5 | Theurgist, Standard |
Racial Skills | |||||
Skill | Cost | Prerequisite | Skill | Cost | Prerequisite |
Resist Impairment | 3 | Rok'Shen | Resist Enchantment | 3 | Gnome |
Resist Magic | 6 | Deep Elf | Camouflage | 4 | Ent |
Resist Toxin | 4 | Felis or Dwarf | Resist Mind | 3 | High-Elf |
Regeneration | 3 | Half-Troll |