One
of my goals when I started work on Rangers of Shadow Deep was to make the process of creating a Ranger closer in feel
to designing a character for a role-playing game than to the methods commonly
seen in wargames. I believe that the time you spend working on a character, and
the choices you are required to make during the process, leads to a
greater attachment to that character. The greater the attachment, the more the
player cares about developing that character’s story and the more they care about
their ultimate fate.
Today,
I am going to quickly run through how to create a Ranger.
In
truth, I would advise most players to start with a miniature. This is your
chance to use pretty much whatever miniature you want to be your hero. In my
case, I am drawn to the traditional ‘ranger’ aesthetic of rough traveling gear,
long cloaks, and plenty of weapons. A figure that looks like it can move fast,
but strike hard. For that reason, I’ve decided to use the miniature
photographed above (which is from the Frostgrave line). Don’t let the name of
the game worry you too much though. If you would rather have your hero be a
knight in shining armour or a crusty old mage, go for it. The rules are open
enough to allow it. So, pick your favourite mini that you’ve never gotten to
use, and let it guide you through the creation process.
I’ve
named my ranger Aelwyn, mainly because it has a bit of Tolkien feel to it.
Once
you’ve got your mini, and your name, you now have to decide how to spend your
‘Build Points’. Every ranger gets 10 Build Points and can use these points to
improve their stats, buy Heroic Abilities and Spells, gain skills, and increase
their Base Recruitment Points total. Some of these categories have limitations
on how many points you can spend. Let’s start with Stats.
People
who have played Frostgrave or Ghost Archipelago will be pretty
familiar with the basic stats of a figure in Rangers of Shadow Deep, so I won’t go into the specifics here. For
now, it is enough to know that each ranger starts with the following base
stats.
Move
6
|
Fight
+2
|
Shoot
+1
|
Armour
10
|
Will
+4
|
Health
18
|
A
player can exchange up to a maximum of 3 Build Points to increase the ranger’s
stats (except Armour) on a one for one basis. However, you may only increase
each stat once. I see Aelwyn as lightning quick, and a tough hand-to-hand
fighter, so I increased her Move to 7 and her Fight to +3. I could spend one
more, but I suspect I’ll want that build point later, so I’ll stop there.
Next
comes Heroic Abilities and Spells. These are the special abilities that really
set the rangers apart from the common soldiers of the kingdom. Heroic Abilities
and Spells work similarly during the game. Both are one-use abilities that
allow figures to make special moves, attacks, and otherwise break the normal
rules of the game. The only major difference between Heroic Abilities and
Spells is that generally a figure must use an action to cast a spell, while
Heroic Abilities can be used as a free action.
I
don’t see Aelwyn as a spellcaster, so I’m going to ignore those and concentrate
on the Heroic Abilities. I’m allowed to spend up to 5 Build Points (of my
remaining 8) to buy Heroic Abilities at the cost of 1BP per HA. I decide to
take 4 Heroic Abilities that fit with my vision of Aelwyn as the close-in
fighter: Frenzied Attack, Powerful Blow, Parry, and Hand of Fate. I’ll leave it
to your imagination for the moment as to what exactly those do during a game.
We
now move onto skills. There are 15 different skills in the game. Obviously not
all of these skills will come up in every game, but all of them will be useful
at some point. For every Build Point a player spends on skills, they may increase
8 skills by +1. So, your maximum starting bonus in any given skill will be
equal to the Build Points you spend. After much agonizing, I decided to spend
2BP on skills, so she ends up with the following skills: Ancient Lore +1,
Armoury +2, Climb +2, Navigation +1, Perception +2, Stealth +2, Survival +2,
Swim +2, Track +2.
This
leaves me with 2 Build Points remaining. The final category is Recruitment
Points. These are the points you will use to assemble your companions when your
ranger sets off on a mission. Each ranger starts with 100 and each build point
you spend adds +10. So, spending my last two BP gives Aelywn a 120 Recruitment
Points. I’ll go through exactly how these are spent, and what Aelywn chooses to
do with them next time.
The
truth is, you are probably going to find that you don’t have quite enough BPs
to do everything you want. That is deliberate. Remember these are starting
rangers. Over the course of a campaign, you’ll gain levels, and you’ll be able
to improve all of these areas. I really wanted to give Aelywn more skills and
went back and forth on spending 2 BP on Recruitment Points. We’ll see how that
works out.
My
last task in getting Aelwyn ready to go is getting her equipment. All of a
ranger’s starting equipment comes from the kingdom’s armoury. There is no cost
to it. A ranger may carry five items. Aelwyn is going to start with light
armour, a shield, a hand weapon, a bow and a quiver. The combination of light
armour and a shield will increase her Armour stat up to 12. But wait, I hear
someone say – the miniature doesn’t have a shield or a bow and arrow. True
enough, but who cares. I assume she slings them on her back when not in combat.
Rangers of Shadow Deep doesn’t care
too much about completely accurate depictions. I’m playing this solo, so it’s
not like I’m trying to trick anyone. Even if you are playing co-op, everyone
else is on your side, so if the info on your Ranger Sheet doesn’t perfectly
match your miniature, don’t worry about
it. It’s all for fun after all.
So
that’s Aelwyn complete. As soon as she is given her first mission by her
superiors, she’ll need to round up some companions. We will look at those next
time.
Due to popular demand, I have created a Rangers of Shadow Deep Facebook page, where I will post a few other tidbits (but don't worry, all major announcements will be posted here). Just search for Rangers of Shadow Deep.
Time to breakout some pens and paper ...
ReplyDeleteMy beard quivers with anticipation!
ReplyDeleteThis is a simple yet compete way of creating our character. I like it and I can't wait to have all the details to create my own !
ReplyDeleteI like how this is shaping up. Hook is set, reel me in !!
ReplyDeleteI can see this becoming my Saturday night game easily.
ReplyDeleteHeroic Abilities and assorted Recruits seem enough to me. I'd rather have a full party of specialists than rely on my main's buffed numbers. Tertiary skills remind me too much of bloated RPGs.
ReplyDeleteMust admit I agree with Lee B on the tertiary skills; I’d rather choose to give my ranger “ancient lore” or have to hire a sage type than track a myriad of skill slots .....
ReplyDeleteWell, not every mechanic is going to appeal to everyone, but I don't think most people will find the skill system very taxing.
ReplyDeleteI like it!
ReplyDeleteAw yeah, this is looking pretty sweet! I'm not too hot on the skills either (I can't imagine stuff like Swim being all that relevant on average) but I am really excited to see what the companions look like!
ReplyDeleteThat's kind of the point of skills, they don't come up every game, but when the do come up, it's a bonus to have them. It is part of what defines the character.
DeleteThat's exciting. Can't wait to get a copy of that book!
ReplyDeleteCan't wait!
ReplyDeleteSo 2+5+2+2=10!... ;)
ReplyDeleteNope, 2+4+2+2!
Delete