Ranged Defender

From Open Legend Wiki

Ranged Defender
Level 1 (0 XP) Humanoid, Medium size (5 foot base)
30 feet ground speed
5 (2d6)
2 (1d6)
3 (1d8)
3 (1d8)
3 (1d8)
2 (1d6)
1 (1d4)
Hit Points
Blunt Force Trauma Revolver (Defensive 2 weapon)
Heavy Leather Trench-coat (Medium Armor)
Favored Attacks
Lights Out (inflict Blinded (PL 5)): Agility vs Guard
Range: 50ft (100ft @ disadvantage 1, 150ft @ disadvantage 2), Advantage 1 from weapon
Temple Shot (inflict Incapacitated (PL 5)): Agility vs Guard
Range: 50ft (100ft @ disadvantage 1, 150ft @ disadvantage 2), Advantage 1 from weapon
Blunt Force (inflict Stunned (PL 4)): Agility vs Guard
Range: 50ft (100ft @ disadvantage 1, 150ft @ disadvantage 2), Advantage 1 from weapon
Finger Shot (inflict Disarmed (PL 3)): Agility vs Guard
Range: 50ft (100ft @ disadvantage 1, 150ft @ disadvantage 2)
Deafening Roar (inflict Provoked (PL 5)): Agility vs Guard
Range: 50ft (100ft @ disadvantage 1, 150ft @ disadvantage 2)
Favored Boons
I/You can do this! (invoke Bolster (PL 3)): Presence vs CR 16
Range: 25 feet
Don't stop now, keep pushing! (invoke Heal (PL 3)): Presence vs CR 12/14/16
Range: 25 feet
I know first aid (invoke Heal (PL 2)): Logic vs CR 12/14
Range: 5 feet
Special Actions
Reactionary Defense Shot (Interrupt Actions (Defend)): Agility vs Successful Attack Roll
Range: 50ft (100ft @ disadvantage 1, 150ft @ disadvantage 2), Advantage 2 from weapon
Core Rules Compatible


A character that focuses mainly on using Defend Interrupt Actions in combat, utilizing a ranged weapon they crafted themselves. (Flavor) They accomplish this by shooting extremely fast before the attacker can finish pulling off their attack, and thus either causing it to go off target or only partially hit.

In addition, they are dealing morale or non-lethal damage to wear down the opponent at the same time, with a specialty of using a bright flash on impact to blind them and reduce their threat to allies and self.

With a focus on crafting later to make ammunition to help be even more effective at disabling threats.


I was thinking of a way to make a ranged defender effective, so I came up with a weapon, and then a character around that weapon.

Homebrew Used

Only thing to be considered homebrew would be the items, but that isn't really homebrew.

Alternate Options

Key Parts of the Build
  • Artisan (Perk) - Engineering for building the guns (or bows/crossbows) and ammo @ Wealth Level 2
  • Pacifist (Flaw) - To explain why they don't shoot first (this isn't as needed)
  • Low Defenses - If you are the focus of an attack, more likely to trigger a Defend Interrupt
  • Battlefield Retribution (Feat) - Able to deal damage back to attacker with Defend Interrupt
  • Battlefield Punisher (Feat) - Blinded Bane, so if 10+ over the Attacker's roll auto deals blinded bane
  • Craft Extraordinary Item (I - III) (Feat Tier 1) - to make special ammo
  • Sentinel (I - III) (Feat) - To be able to defend more than once
  • Defensive Reflexes (I - IX) (Feat) - Gain more advantage to Defend Interrupt Actions
  • Bolster (Boon) - Advantage 1 to Agility on self which helps with everything
Other Feats to Consider
  • Fast Draw - Flavor for pulling out weapon quickly and firing quickly, but also for loading in special ammo
  • Longshot - Double range for being able to defend and attack if needed


Modern/Wild West

Originally designed for this type of setting in mind, but easy to fit into others.


Laser gun or other advanced gun that fits the setting.


Crossbow or even a Bow can fit the theme

Character Build

Basic Information

Mary "Lights Out" Mackenzie Gunsmith that built a "non-lethal" hand cannon (8-shot revolver) that shoots "blunted" bullets that flare brightly upon impact, usually blinding the target.

Visual Description

Shoulder length dirty-blonde hair, often seen wearing jeans, boots and a heavy trench-coat. Fast draw holsters on the thighs, and a dark colored brimmed hat on the head.


Human, Female


Medium sized, that is, they occupy a 5 foot by 5 foot square. Mary is 5 foot 9 inches tall.


She uses her feet to move around usually, a moves about as much as the average person does (30 feet in combat).

Character Background

Perks & Flaws

Artisan: Blacksmith/Engineer/Weaponsmith

A background in the craft needed to create their weapon (for different settings this might be a Gun, Crossbow, or similar projectile weapon).


Created the weapon to not kill others, but to put them down, or "pacify" them. Would rather talk and not fight when possible, but will still draw to defend others.

Goals, Beliefs, Instincts, Motivations


Believes that situations can be solved without violence, but if violence happens, killing isn't needed. Will talk first, and knock-out second.


Always keeps a sharp eye out for weapons or violence to put a stop to it when needed.


Agility reasoning

Fast reflexes and a good aim to shoot before others finish an attack.

Logic reasoning

To eventually allow for Craft Extraordinary Item (I - III) feat when Logic reaches a score of 5.


Why Craft Extraordinary Item 1?

You could easily skip doing the Craft Extraordinary if you didn't want to worry about that, and having to spend Attribute Points in Logic (as I did, or Creation if you choose). You might have another person that can craft or maybe able to quest or buy the items in your campaign. This simply allows you to create the items (with GM approval) on your own, the bullets requiring just 8 hours of downtime in a day.

Why Artisan Perk?

This allows you to start the game with the special revolvers (or bow or crossbow), as well as being able to craft the basic ammo for your weapons if you aren't in a place where you can simply purchase.

You might choose to further augment this later with Craft Mundane Item (I - II) so you can make the revolvers/weapons have Defensive 3.

Why Low Defenses?

This is actually important, because you might end up provoking targets. Even if you don't, you are only able to do a Defend Interrupt Action on a successful attack roll against you or an ally. If your Defenses are too high, you won't get the chance to potentially inflict a bane on the enemy and lessen their resolve to keep fighting (lowering their HP).

Why Blinded Bane for Battlefield Punisher?

I was really considering between Incapacitated, Stunned, and Blinded. Incapacitated is nice, except once it has been resisted, the target is immune. Stunned is good for action economy control, especially if they fail to resist. I liked Blinded the best b/c it makes the target easier for allies to hit before they have their turn against to attempt to resist, and then heavy disadvantage if they try and attack after failing the resist roll. It can be afflicted each round as well.

Why so long for Defensive Reflexes Feat in the build?

Through the Artisan Perk, you are able to effectively get 2 levels of Defensive Reflexes by building your own weapon, which allows other interesting feats to be gotten first to augment the build. Then later you can start to stack up the Defensive Reflexes.

Special Equipment for the Build

Blunt Force Trauma Revolvers

Short Range, Defensive II, Slow

Wealth Level: 2

Banes: Blinded, Stunned, Incapacitated

Revolver: A specially designed 8 shooter, dubbed to be "non-lethal" as it shoots "blunted" bullets, and flares brightly. It has a quick load chamber on the side to put in a special shot quickly when needed.

Hand Crossbow: A specially designed crossbow to shoot "non-lethal" bolts that are "blunted", igniting a phosphorous compound upon firing that flashes brightly after impact.

Extraordinary Blunt Force Trauma Revolvers

Version 1

Wealth Level: 3

Weapon (Blunt Force Trauma Revolvers): (+0 WL, already acquired)

Potent Bane: Blinded, Stunned, & Incapacitated (+1 WL for each)

Damage Type: Fire (+0 WL)

Version 2

Wealth Level: 3

Weapon (Blunt Force Trauma Revolvers): (+0 WL, already acquired)

Restoration 7: d20+2d10 roll for Restoration Boon (+3 WL)

Damage Type: Forceful (+0 WL)


The guns have been further modified so they are even more accurate. However instead of making the weapon deadlier, it allows the wielder to be more precise with where they hit the target for purposes of inflicting banes, and thus harder for targets to shake off the banes.

The chamber for bullets has been set to spin with a pleasant sound, it tends to calm the mind and reassure allies (restoration).

Each revolver has the ability to have certain "valves" opened to cause the ammo to fire off slightly differently. One causes the explosion of the bullet to fire to also be surrounded by that flame, while another causes the bullet to be far more forceful in its impact (damage types of fire and forceful).

Black Bullets

This requires the user to be familiar with the bullets uses. By firing it in a variety of ways, you can get different effects to happen.

Augmenting, Expendable, Entropy 5

Wealth Level: 3

Mechanically what it means

This adds a bane the item can inflict (see below) to any successful hit. So upon going over the targets Attack Roll with a Defend Interrupt (via Battlefield Retribution) or doing a Bane Attack successfully, you can inflict one of the banes listed below in addition. The item gets used up, and you have to do a Move action to prepare it (loading the bullet through the quick load side chamber).

Where/how you aim
  • Fear (so fast)
  • Fatigued (broken rib)
  • Deafened (loud)
  • Demoralized (amazing shot)
  • Immobile (calf shot)
  • Persistent Damage (Bleeder/Fire)
  • Sickened (Gut shot)
  • Silenced (Throat shot)
  • Slowed (Chest Shot)

WL 2 Bullet variations of Black Bullet

Each of the effects from the black bullet can be made at a WL 1 or 2 cost, the difference being each bullet can only do the 1 thing, instead of choosing. Instead of listing each item, I'll just list the example so that you can see how it is done.

  • Fear Ammo (WL 2)
    • Augmenting (+1 WL)
    • Expendable (-1 WL)
    • Fear 5 (+2 WL)
  • Demoralizing Ammo (WL 1)
    • Augmenting (+1 WL)
    • Expendable (-1 WL)
    • Demoralized 3 (+1 WL)
  • Persistent Damage Ammo (WL 2/3)
    • Augmenting (+1 WL)
    • Expendable (-1 WL)
    • Persistent Damage 4 (+2 WL)
    • Persistent Damage 6 (+3 WL)


Compatible with Core Rules, GM approval needed for custom weapons & Extraordinary items to fit setting, etc.

Notes of Interest


For leveling up, depending on how quickly you get to Wealth Level 3, you might wait to get Craft Extraordinary until level 5 (whereas I grabbed it at Level 3). In place, grab Longshot & Defensive Reflexes I. However, you can craft some of the WL 2 ammo as soon as you grab Craft Extraordinary and have Logic 4.

Note: The links may have some slightly inaccurate information due to having made them awhile ago, I will try my best to go through and update them, but just be aware for right now.

Level 1

Level 3

Level 5

Level 7

Level 9


Posted with permission.

Other Sources

From Great Moustache's Collected Additions for the Open Legend RPG System (link and more information coming soon)

Permissions Obtained

Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)

License Notice

This product was created under the Open Legend Community License and contains material that is copyright to Seventh Sphere Entertainment. Such use of Seventh Sphere Entertainment materials in this product is in accordance with the Open Legend Community License and shall not be construed as a challenge to the intellectual property rights reserved by Seventh Sphere Entertainment. Seventh Sphere Entertainment and Open Legend RPG and their respective logos are trademarks of Seventh Sphere Entertainment in the U.S.A. and other countries.

The full-text Open Legend Community License can be found at