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A few hardy souls, known as rangers, are trained to survive unequipped in wilderness environments. A ranger develops an instinctive sense of direction. He will become extremely sensitive to signs of intrusion by humanoids, and so will become an expert tracker and recognizer of ambushes. The ranger is knowledgeable in herbalist lore, which allows him to distinguish the properties of plants. A ranger will become comfortable with one particular environment, and will operate best there. A ranger acquires a "bump" of direction as he increases his Rank. A ranger instinctively knows the relationship of each of the cardinal directions (of the compass) to each other. He is able to pinpoint true north to within (10 - Rank) degrees. A ranger can also estimate the distance he has traveled overland to within (90 + Rank) % accuracy. The maximum amount of travel which can be estimated by a ranger is (1 + Rank) consecutive weeks worth A check must be made to determine the accuracy of the Ranger's estimate each time he reaches his time limit. If a ranger is lost or wishes to travel out of a wilder land by a direction other than that by which he came, his success percentage to discover the shortest route out is ([2 x Perception] + [7 x Rank] )%. The GM rolls percentile dice, and if the roll is equal to or less than the success percentage, the ranger character chooses the quickest route. If the roll is between one and two times the success percentage, the ranger is unsure of which direction to go, and may check again in (12 - Rank) hours. If the roll is equal to or greater than twice the success percentage, the ranger has decided upon a random direction as the best.
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A ranger can sometimes recognize an ambush in a natural setting before he (or a fellow party member) blunders into it. A ranger has a ([3 x perception] + [5 x Rank]) % chance to detect an ambush or trap before he steps into it. Subtract 5% per Rank of the assassin, bounty hunter, spy or thief who set the trap or ambush from the success percentage. A ranger can attempt to track the progress of land bound beings through certain types of terrain. A ranger may only try to track somebody through terrain which will show traces of passage. For example, a human in armor can be tracked through underbrush, but not across a mountain normally. A ranger's success percentage to track, assuming that his quarry has attempted to obscure signs of his passage, is ([Perception] + [6 x Rank] )%. The percentage is doubled if the quarry did not attempt to cover their tracks; it is decreased by four times the Rank of a ranger who used his craft in covering the tracks. If the GM's roll on percentile dice is equal to or less than the success percentage, the ranger may track his quarry as far as the spoor goes. If the roll is greater than the success percentage, the ranger loses the trail an appreciable distance before he could run his quarry to ground. If a quarry's tracks can weather the passage of time; a ranger may trace tracks of up to (2 + [Rank Squared]) days ago. A ranger can usually recognize the effect a particular plant or animal product will have upon a humanoid. A ranger can always recognize a common animal or plant product (e.g., pine cones, deer meat). When a ranger tries to determine the use of a less common animal or plant product, his success percentage is equal to ([Perception] + [10 x Rank] ) %. If the GM's roll on percentile dice is equal to or less than the success percentage, the ranger discovers the properties of the substance under analysis. If the roll is between one and two times the success percentage, the ranger is unsure of the substance's use. If the roll is equal to or greater than twice the success percentage, the ranger mistakenly identifies the substance as something else which it could appear to be. A ranger can forage for curative plants. If a ranger spends 6 – rank/2 hours foraging in an area, he may do one of the following:
1. Cure disease 2. Cure fever 3. Salve skin irritations 4. Restore lost Endurance Points
The herbs gathered by the ranger will, when applied to his patient for (12 - Rank) minutes, cure as if he were a healer of his ranger rank. A ranger can specialize in one particular environment. When a ranger achieves Rank 2, he may choose an environment as his specialty. When a ranger performs an ability in the environment of his specialty, he gains (2 x Rank) % to his success percentage. A ranger may not specialize in more than one environment. A ranger will automatically recognize any native animal in his or her environment of specialty. A ranger may increase the chance of a favorable reaction when encountering an animal in the environment of his specialty. The reaction dice roll is increased by two for every Rank the ranger has achieved. The ranger forfeits this bonus if he (or any accompanying party member) takes hostile action towards the beast.
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