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.
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.


RANGER