The Ranger
Your true home is out there. Away from the Old Roads, in the wild places, where you've faced storm and beast alike. But unknown forces are at work beyond the Ringwall, and you fear for your kith and kin. These are strange times. Guide them, ranger, and keep them safe when darkness falls.
Background (Choose 1)
You start with both the Expert Tracker move and the Stalker move. Go mark them now.
- Ennis (from Marshedge)
- Shahar (from Gordin's Delve)
- Yannic (from the Hillfolk)
- Tovia (from Lygos)
- Sasca (from the northern Manmarch)
You start with the Mental Map move. Mark it now.
When you Know Things about the wider world, you can roll +WIS instead of +INT.
When you arrive somewhere you've visited before (your call), tell the GM when you were last here, and the GM will tell you how it's changed.
When you focus on your animal companion for a few moments, you can use any of the actions you've marked below, no matter the distance between you.
Mark 1 action at 1st level, then another at 3rd, 5th, 7th, and 9th.
Instinct (Choose 1)
Appearance
Choose 1 on each line, or make something up:
Place of origin and name
Stonetop is your home, or close enough, but where are you (or your family) from originally? Pick 1 and a name to match (or make up something similar).
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 composite bow)
- ◇ Composite bow (far, +1 damage, x piercing;
◇ low ammo, all out)◇
Instinct to give chase; Cost: training.
Moves
You start with Home on the Range, any moves from your Background, plus 1 of your choice.
A SAFE PLACE
◇◇ When you select and prepare the party's camp site, hold 1 Precaution, or 2 Precaution if you are wellversed with this area and its dangers.
If trouble finds your camp site, you can spend 1 Precaution to reveal a simple defense, warning, or trick that you prepared in advance. If you do, tell us how you knew to make that specific preparation.
ANIMAL COMPANION
You are accompanied by a beast of uncommon loyalty and cleverness. See the Animal Companion insert for details.
MAGNIFICENT SPECIMEN
(Requires Animal Companion)
Each time you take this move, your companion gains 2 additional options of your choice.
BIG GAME HUNTER
When you strike at the weak spot of a large or huge creature, you deal +2 damage.
BLOT OUT THE SUN
When you Let Fly with a bow, you can deplete your ammunition (mark the next ammo status after your weapon) before you roll. If you do, choose 1:
- Gain advantage on your damage roll
- Add the area tag to your attack; roll damage separately for each target
CALL THE SHOT
When you take your time and calmly line up the perfect shot, either deal your damage or roll +DEX:
on a 10+, deal your damage and pick 2; on a 7-9, deal your damage and pick 1.
- Ignore armor or deal + damage (your call)
- Stun, hobble, or hinder them
- Make them trip or drop what they're holding
- Do no harm; don't deal your damage after all
EXPERT TRACKER
When you Seek Insight by searching for or studying the signs left by passing creatures, you can ask "What happened here recently?" for free, even on a 6-.
When you follow a creature's trail, roll +WIS: on a 7+ you follow it to a significant change in terrain or activity; on a 10+, you can ask the GM a reasonable question about your quarry and get a useful answer.
HOME ON THE RANGE
When a journey requires you to Defy Danger or Struggle as One, treat a 6- as a 7-9.
IMPROVED STAT
Each time you take this move, increase one of your stats by 1 (to a max of +2).
MENTAL MAP
You can always retrace your steps and can accurately gauge distances and directions. You might not know the way forward but can always find your way back.
When you think back on a place you've been, you can Seek Insight retroactively, as if you were still there.
NATURALIST
When you Know Things about beasts, natural environs, or spirits of the wild, you have advantage.
ON THE HOOF
When you travel through the wilderness, you can procure uses of ◇ provisions each day (roll with disadvantage in winter or barren terrain). Provisions can substitute for supplies when you Make Camp.
PACK HORSE
You can carry up to 4 ◇ with a light load, 7 ◇ with a normal load, and 10 ◇ with a heavy load.
PATHFINDER
When you lead your people to Pull Together or Deploy beyond sight of home, you have advantage.
PREDATOR
When you Seek Insight, add the following to the list of questions you can ask. When acting on the answer to either question, deal an extra damage.
- Who or what here is the easiest prey?
- How is ________ weak or vulnerable?
SNIFF OUT CORRUPTION
When you Seek Insight, you can ask, "What here stinks of the unnatural?" for free, even on a 6-.
STALKER
When you carry a normal or light load and move with care, you make no noise and leave no sign of your passing. When you hide yourself in a natural environment, you remain unseen until you draw attention to yourself, move positions, or attack.
SURVIVALIST
When you Forage, pick 1 extra choice (even on a 6-, pick 1) and add "Find or fashion some useful item or supply (GM can veto)" to the list of options.
WARDEN OF THE WILD
When you defeat a perversion of nature, you can ask the GM 2 of the following and get a useful answer:
- Will it come back? If so, how can I stop it?
- Will its taint spread? If so, how can I contain it?
- What useful (but grisly) bits can I harvest?
- What else can I learn about it or its ilk?
WILD SPEECH
The grunts, barks, chirps, and calls of natural beasts are as a language to you. You can understand their intentions and communicate basic ideas. When you Persuade a beast, you can choose to roll +WIS.
WORLDLY
(Requires level 2+ and the Ranger) Take a move from the Blessed, Fox, Heavy, Marshal, or Seeker playbooks, for which you otherwise qualify. You can pick from a different playbook each time. You can't pick Improved Stat or Superior Stat.
ALPHA
(Requires level 6+, and Wild Speech or Spirit Tongue) When you assert dominance over another (beast, spirit, Fae, or person), roll +WIS: on a 7+, they must pick 1 from the list below; on a 10+, you also have advantage on your next roll against them.
- Accept your authority, at least for now
- Slink away or flee, then avoid you
- Fight you for dominance
BEAST OF LEGEND
(Requires level 6+ and Magnificent Specimen) Each time you take this move, pick 1:
- They are exceptional (and roll +2 instead of +1)
- They get +4 HP and +1 armor
- They develop some unique ability or trait
CONSTANT VIGILANCE
(Requires level 6+) Unless you're dazed, you're never caught off guard—not even when asleep or if you roll a 6-. When you intercept a sudden threat (to yourself or an ally), you have advantage on whatever move you make.
GIANT SLAYER
(Requires level 6+ and Big Game Hunter) When you strike at a weak spot of a large or huge creature, you deal another +2 damage (+4 total).
SUPERIOR STAT
(Requires level 6+) Increase one of your stats by +1 (to a max of +3).
TRAILBLAZER
(Requires level 6+; replaces Home on the Range) When a journey causes you to Defy Danger or Struggle as One, on a 10+ you also learn or discover something interesting and useful—ask the GM what.
WALK IT OFF
◇ (Requires level 6+) When you'd mark a debility, you can mark this move instead to no ill effect. Clear it as you would a debility.
Something wicked this way comes
You know firsthand that trouble is out there, and like it or not, one of these days the folk of Stonetop are going to have to face it. What is it that you're so worried about? (choose 1)
Introductions
Wait here for everyone else. When everyone's ready, take turns introducing your characters. When someone reveals something and you want to know more, ask them about it. When someone asks you a question, answer it truthfully.
- 1On your first turn, introduce yourself by name, pronouns, background, origin, and appearance.
- 2On your second turn, describe your special possessions and how you contribute to the village (beyond working the fields).
- 3On your third turn, tell us what you're worried about (see "Something wicked this way comes").
- 4On your next turn, answer one of the following, naming one or more NPCs who live in Stonetop.
- 5Go around again. Answer another question from 4, or pass. When everyone has passed, go on.
- 6On your next turn, ask your fellow PCs one of these. When others ask you, answer as you like.
- 7Go around again. Ask another question from 6, or pass. When everyone has passed, go on.
- 8Add your home to the steading playbook. When everyone is done, let spring burst forth!