LORD OF THE WILD
    Lords of the Wild are warriors who spend their
time immersed in the wilderness.  Such close
affinity with the land gives them special bonus
when they are fighting on their home ground.  
While they are similar to a Forest Guardian, they
do not have a particular care for the well being of
their area.   They are more interested in surviving
and mastering the dangers of their environment.   
Lords of the Wild do not recklessly hunt or destroy
life; rather they see themselves as the ultimate
predator in the area.  Before one can become a
Lord of the Wild they must be a rank 5 Ranger in
that environment.  Lords of the Wild will journey to
towns for training in other skills, but will quickly
return to their favored area.   Most people from
civilized regions will not consider this skill, but it is
a natural skill for tribes and those individuals who
do not care for the demands of urban life.  
Sometimes feral children grow up to be Lords of
their particular terrain.
Forrest        Jungle        Swamp        Sea        Arctic        Mountains        Hills         Field-brush     Desert        Plains

Lords of the Wild must choose one of the above areas as their home terrain.   While they fight within their favored
environment Lords of the Wild gain immense benefits, but tend to be less spectacular outside of their preferred
area.  

Lords of the Wild gain the following benefits per rank while in their native terrain:
    +1 to damage every three ranks beginning at 3, +2% to strike chance per rank, +1 to IV & TMR each rank.
Lords of Wild add +10% to defense while in their native environment

These benefits only apply to the Lord while in their native area, outside of their area only their strike chance
remains, and then with only the primary weapon.  Lords of the Wilds never wear metal armor, but enhance the
natural ability of furs, leather or other non-metallic armor (assume both furs & leather take 4 damage.)

Rank 2:  By expending 1 FT a Lord of the Wild doubles the amount of damage his or her armor takes for duration
of battle. Specialized resistance, no longer effected by extremes of native environment, -2 damage per rank from
elemental attacks associated with area.

Rank 3: Natural Camouflage, Lords of the Wild are able to conceal themselves in their natural surrounding and
gain increased abilities of ambush.   -20% from ambush detection +4% per rank after 3. When fighting natural
wildlife in their area Lords of the Wild do maximum damage.  Understand native fauna.  The Lord of the Wild
cannot communicate with animal life, but they can and will communicate with him or her.

Rank 4:   Affinity with the land, Lords of the Wild have grown so connected to their areas that all rolls made using
one of the 6 primary ability is raised up one factor.   For example, a roll normally made at 3 X AG is now 4 X AG
for the Lord of the Wild.   This applies to PS, MD, AG, MA, WP & EN.

Rank 5: Supernatural awareness, Lords of the Wild are now able to tell whenever someone foreign comes within
their area.  The Lord is aware of anyone within one mile of him or herself, unless that person is magically
concealed.  The range increases by 1 mile per rank after 5.  If the Lord roll under 6 x PC they will know the exact
type of creature that entered, otherwise they just have a “general” feeling.

Rank 6: Extra strike with primary weapon, by expending 2 FT armor may now take triple damage for duration of
battle.  Even while fighting outside of native environment the Lord will still receive extra strike and enhanced
damage for armor.  Be-friend one animal species, the Lord of the Wild in effect becomes a protector of a native
species.   The Lord will also gain the companionship of 1 exception member of this species with higher than
normal stats and the ability to communicate with the Lord.

Rank 7:  Enhanced movement, depending on the environment the Lord may swing through trees, burrow through
sand or snow, swim at extraordinary rates.  The GM & player will decide means of travel, but the effect doubles
the TMR of the Lord of the Wild in non-combat situations.

Rank 8:  First Strike, when beginning a combat in his or her native area the Lord of the Wild gain first strike in
combat for the first pulse.  The Lord of the Wild can no longer be ambushed normally while in his or her native
area, unless the person is using magic, and then the opponent only gains one pulse of surprise attack.

Rank 10:  Maximum damage while fighting in native area against any opponent, extra strike with primary weapon
and resist pain. Intercept death, the animal ally of the Lord of the Wild will die in place for the Lord of Wild as long
as the Lord is within TMR of the unengaged animal ally, otherwise the ally must be in an adjacent hex.   
Interception results in death of the ally.