The Ranger Profession in Mouse Guard Abroad | World Anvil
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The Ranger

Shrews are often perceived as cold and aloof or out of touch. Neither perception is true. Shrews are a passionate people, keenly involved in the affairs of the world. However, their wise and fey view of matters gives them a unique perspective. Once their interest is piqued or ire aroused, hares engage intensely.   In fact, is the mix of their need to be involved, their temperamental nature and their elfin being that gives rise to their Grief.  

Nature

by Simon Edge
  If you’re a shrew, write Nature: Shrew on your character sheet. Your descriptors are Singing, Remembering and Hiding.   All characters have a base Nature of 3. Answer the following three questions appropriate to your stock to determine your final starting Nature score, and possibly some traits.  

Ranger Nature Questions

    Do you walk among the ancient trees on moonless nights and listen to their songs? Or has your heart hardened in the long ages since the Dawn?   If you listen to the ancient songs, increase your Nature by one. If your heart has hardened, you may replace or increase your home trait with Bitter or Jaded.   When evil stalks the world, do you confront it or do you retreat to the hidden places of the elves and allow time to defeat your enemies?   If you retreat and hide, increase your Nature by one and decrease your starting Fighter skill by one. If you confront evil, your Nature and Fighter remain unchanged.   Do you yearn to follow the cries of the gulls to the sea and journey west beyond all knowledge or are you prepared to live a life of struggle and grief?   If you yearn to journey west, increase your Nature by one. If you do not yearn for the west, you may replace or increase your home trait with Fiery, Curious or Restless.

Career

Career Progression

Ranger Leveling Rules

  When they gain a level, hare choose between a magician spell or a special level benefit.  

First Level Spells

Second Level Spells

  Gaining new spells is described in the Gaining New Spells section.   This section describes the special level benefits.

Level 1

  Ranger: You start with a first circle magician spell. You can wield a dagger, bow or sword and wear leather or chainmail armour. You cannot use a shield or a helmet.  

Level 2

  Wilder: +1 to wilderness camp rolls: add one to the 2d6 Camp Events roll for wilderness camps.

Level 3

  Essence of the Earth: +1D to recover from exhaustion. Hare are hardy folk.  

Level 4

  Fearless: Hare are often fearless. When the afraid condition is handed out by the GM, you do not mark a condition.  

Level 5

  Master: Choose bow, sword or dagger when you select this benefit: Using the Master benefit, a sword grants +2D per action; a bow either gives +4D to manoeuvre or counts as longer range than all other missiles; a knife grants two free disarms on a successful manoeuvre.  

Level 6

  Trickster: Your cunning way with words allows you an advantage when convincing others. When using persuader or manipulator, re-roll any 1s.  

Level 7

  Galloper: Grants you access to Nature 7 with the descriptor Galloping Swift as the Wind. for chase and journey conflicts. It also counts as the “right equipment” in battle.  

Level 8

  Shrug It Off: Ignore one injury per adventure. Remove the condition whenever you’d like. No roll is necessary. You can do this any time before you seek help from a healer. Once you get help from a healer, you must abide by the regular rules for that injury.  

Level 9

  Grief: Use level instead of Will or Health as base for conflict involving tragedy, loss or grief.  

Level 10

  Heroic Ability: Choose Scout, Health or Survivalist. The chosen ability becomes “heroic.” When rolling this skill, 3-6 indicates a success (rather than the standard 4-6).   Sons and Daughters of Arda: Increase Might by one in general (from 3 to 4), and by an additional one when using Grief (L9 benefit).

Starting Stats

ClassRanger
Raw AbilitiesWill 4, Health 4
SkillsFighter 3, Arcanist 3, Lore Master 3 Scholar 2, Scout 2, Survivalist 2
TraitFirst Born
WeaponsBow, sword and dagger
ArmourLeather and chainmail
LanguagesCommon

 

Home

  Fey Wildwood   Skills: Healer, Mentor, Pathfinder   Traits: Calm, Quiet  

Wise

  Choose one of the following: Fey Lore-wiseor Fey Craft-wise; take a second wise of your choice following the guidelines in this section. Either take one of our examples or invent one of your own.  

Traits

  First BornThe Hare were the first to awake to the world and wandered beneath the stars long before the coming of rodentia or mice. The trees and the stars recognize them as kin, and they are often possessed of special insight that comes of their memories of the dawn of the world. But their long lives can often make them seem remote and detached to the younger peoples.
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Cover image: by Simon Edge

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