STONETOP COMPANION

The Ranger — Stonetop playbook

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.

Damage die: d8 · Base HP: 18

Assign these modifiers to STR, DEX, CON, INT, WIS, CHA as you like
+2+1+1+0+0-1

Backgrounds

Mighty Hunter

You are a hunter of the Great Wood, the best the town has seen in generations. You know every part of the Wood within a two-day march.

You start with both the Expert Tracker move and the Stalker move. Go mark them now.

Wide Wanderer

You have travelled much of the known world and perhaps parts beyond. Add each of the following to the Neighbors list in the Stonetop playbook, choosing 1 trait for each:

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.

Beast-Bonded

You grew up civilized, but your soul is bound to a beast of the wild. You’re closer to it than to any man or woman. How did this bond come about? How long ago? Regardless, you start with the Animal Companion move. Go mark it now.

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:

Instincts

Special possessions

Choose two at the start of play.

Composite bow

◇ Composite bow (far, +1 damage, x piercing; ○ low ammo, ○ all out)

Distillery

Skins of fine whisky (uses, grants advantage to Persuade), copper tubes, malt, firkins (2 load), stills, barrels, etc.

Hideouts

Expend a use to have a well-stocked, safe shelter nearby; GM can veto.

Husbandry tools

Brushes, muzzles, collars, feed, whips (1 load), bridles (1 load), etc. Gain advantage to Persuade domestic beasts (livestock, dogs, etc.).

Hounds

2-3 followers (trackers, keen-nosed, fast); HP 6; Damage d6 (hand, grabby); Instinct: to give chase; Cost: training.

Lay of the land

Expend a use to know where to find ___, without having to Know Things; GM can veto.

Trapping gear

Snares, pelts, musk, bait, etc. When you Forage, get +1 use of provisions.

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 well-versed 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

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:

Call the Shot

When you take your time and calmly line up the perfect shot, either deal your damage or roll +DEX:

Picks:

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:

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 1d6 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 load-checks 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 1d4 damage.

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:

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+.

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+.

When you assert dominance over another (beast, spirit, Fae, or person), roll +WIS:

Their picks:

Beast of Legend

Requires level 6+.

Each time you take this move, pick 1:

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+.

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+.

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.

See also

The basic moves every character uses, the tags glossary for gear keywords, and the other playbooks.

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