Ability Schools / Ranger
Ranger
Rangers are masters of ranged combat and tactical positioning. They pick apart enemies from afar with brutal consistency, leveraging range, line of sight, and precision to control the pace of combat.
School Mechanic:
After you hit a target with a ranged attack or ranged ability, you gain 1 Precision Stack, up to a maximum of 3.
When you make an attack or use an ability, you may spend any number of Precision Stacks. For each stack spent, the target’s chosen defense—GP, Defend reaction, or Evasion reaction—are reduced by 1 for the purpose of determining whether the attack hits.
You may choose to spend Precision Stacks before or after the roll is made, but not after learning the result.
When you spend Precision Stacks while using a Ranger ability, each stack spent counts as 2 instead of 1.
Flow Generation:
Gain 1 Flow when you reduce a character's GP to 0.
Signature Point Generation:
Gain 1 SP each time you spend 3 Precision stacks.
Ranger Abilities:
Barrage
Category: Physical
Attribute: AGI
Cost: 3 AP
Recharge: 19-20
Goal to Learn: Use all of your AP to make ranged attacks during three different turns.
Description:
You can make a number of ranged weapon or ability attacks equal to your AGI. You may divide the attacks among any number of targets within range. All attacks must be made with the same weapon or ability.
Prerequisites: 2 Ranger Abilities Learned
Cover Fire
Category: Physical
Attribute: AGI
Cost: 2 RP
Goal to Learn: Attack a hostile character within 5 feet of an ally with a ranged attack 20 times.
Description:
When a character within your ranged weapon's range is targeted by an attack, you may make a ranged attack against the attack itself. Make a Contested Attack roll. On a success, the target's attack roll suffers a penalty equal to half your AGI rounded up.
Prerequisites: None
Cull the Weak
Category: Warper
Attribute: INT
Cost: 3 AP
Recharge: 11-12
Goal to Learn: Finish off 5 characters at low HP using a single ranged attack or ability.
Description:
You scan the battlefield for weakened targets and unleash attacks to eliminate them.
Choose any number of characters within 60 feet that you can see, and that you know have 10 HP or less. You can make a ranged weapon or ability attack against each one.
The HP threshold increases by 5 per 3 INT you have.
Prerequisite: None
Eagle Eye
Category: Support
Attribute: INT
Cost: 1 AP
Recharge: 5-6
Goal to Learn: Succeed on a Perception check from 50 feet or more, 10 times.
Description:
You magnify your perception to view distant targets clearly.
Choose a point within 500 feet. Until the end of your next turn, you gain a +3 bonus to Perception and Attack rolls against targets or details within 30 feet of that point.
Prerequisite: None
Mark Target
Category: Warper
Attribute: INT
Cost: 2 AP
Goal to Learn: Target the same enemy with 3 or more abilities in one combat.
Description:
You mark a visible target within 100 feet of you. The target is under the following effects until the end of your next turn:
All attacks against that target from you or allies gain +1 to hit.
If you roll a 10 on an attack roll the target is hit regardless of its GP.
You always know the marked target’s location, even through concealment or cover.
You can mark a number of targets equal to half of your INT (rounded up).
Prerequisite: None
Overwatch
Category: Physical
Attribute: SPD
Cost: 3 AP
Recharge: 11-12
Goal to Learn: Hit a character on its turn with Reactions 10 times.
Description:
You enter an overwatch stance, aiming to fire at any threat that enters your field of view. Until the start of your next turn, you may make a number of Reaction attacks equal to half your SPD (rounded up), without spending RP.
These attacks must be made with a ranged weapon or ability and only trigger when a character moves, uses an ability, or makes an attack within your chosen weapon or abilities range.
Prerequisite: 2 Ranger Abilities Learned
Piercing Shot
Category: Physical
Attribute: INT
Cost: 2 AP
Recharge: 9-10
Goal to Learn: Reduce an enemy’s GP to 0 with a single ranged attack 20 times.
Description:
Make a ranged attack against a character within your weapon or ability's range. Halve the target’s current GP to determine if you hit or miss. If the target's GP is reduced to 0, the attack deals an additional 1d8 damage and ignores Toughness.
This attack deals double damage to Barriers.
Prerequisite: Precision Shot
Pin Shot
Category: Physical
Attribute: AGI
Cost: 2 RP
Recharge: 7-8
Goal to Learn: Attack 10 enemies using ranged attacks as they are moving.
Description:
Whenever a character spends AP to move, you can make a ranged attack against it. On a hit, no damage is dealt, but their movement is reduced to 0 and the AP is wasted.
Prerequisite: None
Precision Shot
Category: Support
Attribute: AGI
Cost: —
Recharge: 5-6
Goal to Learn: Land a ranged hit from more than 30 feet beyond your weapons range.
Description:
Whenever you make a ranged attack or use a ranged ability, you can add your AGI to the attack roll and damage.
Prerequisites: None
Rapid Shot
Category: Physical
Attribute: —
Cost: —
Goal to Learn: Hit two different targets on the same turn with a ranged weapon 10 times.
Description:
The Double-Tap property of ranged weapons can be used twice per turn.
Prerequisites: None
Scope
Category: Mental
Attribute: INT
Cost: -
Recharge: 9-10
Goal to Learn: Land 20 attacks from over 80 feet away.
Description:
You carefully adjust your stance and focus for long-range precision. You gain the following benefits until the end of your turn:
Increase the range of all your ranged attacks and abilities by 10 feet per INT.
Gain +2 to your ranged attack rolls.
If the attack hits from 60 feet or more, deal an additional +1d6 damage.
This effect ends early if you move or take damage.
Prerequisite: None
Storm Shot
Category: Warper
Attribute: INT
Cost: 3 AP
Recharge: 10
Goal to Learn: Hit at least 3 enemies in a single area attack 3 times.
Description:
Rain attacks down on your foes.
All characters in a in a 20-foot-radius, 20-foot-high cylinder, at a point within 100 feet must make an Evasion roll. On a failure, characters take damage based on the ranged weapon or ability used.
The size of the radius is increased by 5 feet for every 2 points of INT.
Prerequisites: 2 Ranger Abilities Learned
Trap
Category: Link
Attribute: INT
Cost: —
Goal to Learn: Set 10 physical traps.
Description:
Turns the Primary Ability into a trap, waiting for the right moment to go off.
You can place the trap on a 5 foot square surface you touch.
It remains armed for 1 hour for every 3 INT you have, or until triggered.
The trap activates when a character enters its space. You can choose any number of characters to be unaffected, allowing them safe passage through the space.
You can place a number of traps equal to your INT before older ones fade.
The Primary Ability's effect resolves instantly when triggered.
Prerequisites: None

