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draft Ranger
## Note: This is another draft skill rewrite for the Open Source project. This
is more drastically changed from the base rule than Troubadour was.
Comments welcome.
--Rodger
5-600 RANGER
A ranger is an individual who is familiar with the natural environment. Rangers
develop skills in reading the land and are familiar with the various plants and
animals found in the wild. Rangers have some knowledge of herbal lore as well
as the habits and activities of wild beasts. A ranger develops a keen
understanding of the land and will develop a specialization in one particular
type of environment.
[5-600.a] Rangers specialize in one particular environment. A ranger chooses
an environment for specialization upon reaching Rank 2. A ranger may only have
one environmental specialization. A ranger's Rank is effectively increased
when they are acting in their specialty environment.
Ranger Rank Rank Bonus
3-4 +1
5-7 +2
8+ +3
A ranger specializing in the Ocean environ is at a disadvantage when on land
(except coasts) and is treated as though their Rank were 3 below their actual
Rank. Likewise, rangers specializing in any other environ are treated as
though their Rank were 3 below their actual Rank when at sea.
Specialization Environments: Field; Marsh; Plain; Mountain; Ocean; Rough;
Waste; Woods
[5-600.b] When in their specialty environment, a ranger is more likely to have
a favorable reaction when encountering an animal native to the environ. Add +2
per effective Rank to the reaction dice roll. This bonus does not apply if the
ranger (or any accompanying party member) takes hostile
action towards the creature.
[5-600.c] Rangers are most effective when working in wilderness rather than in
urban areas. A ranger's Rank is effectively reduced when the ranger is in any
large settlement, town or city.
Population Rank Reduction
2000+ (Village) -1
5000+ (Town) -2
10000+ (City) -3
[5-600.d] A ranger has an innate sense of direction and distance over land. A
ranger has the ability to locate the direction of true north to within [30 - (3
x Rank)] degrees (GM roll). This ability is an exception to the "Automatic
Success" rule (rule 48.4).
[5-600.e] A ranger also can determine the overland distance they have traveled
with (80 + Rank)% accuracy (GM roll). A ranger may use this ability
consecutively over a period of up to (1 + Rank) weeks. This ability is an
exception to the "Automatic Success" rule (rule 48.4).
[5-600.f] A ranger may use their abilities to travel an unmarked overland
route. The ranger's success chance takes into account their skill, local
conditions, and familiarity with the terrain. The GM may add other modifiers
to the ranger's chance based on the particular circumstance. If the GM's roll
is a failure, but less than twice the ranger's success chance, the ranger is
uncertain about the proper direction, and needs to spend (12 - Rank) hours to
examine the area further before trying again. If the roll is over twice the
success chance, the ranger has made an error and begins traveling in the wrong
direction. After [12 - (Rank/2)] hours of travel, the GM should roll again to
see if the ranger has realized the mistake, and then again every (12 - actual
Rank) hours afterward.
Overland Navigation Base Chance (GM roll):
([2 x Perception] + [7 x Rank])%
Modifiers (cumulative):
+15 Major landmark (mountain, etc.) along route (max 3)
+10 Start/endpoint of journey is familar to ranger (max 2)
-20 Ranger is 'lost' at the beginning
[5-600.g] A ranger may be able to recognize an ambush situation before walking
into it. The GM rolls D100 and informs the player if the character has
successfully detected the ambush. If the roll fails, the ranger does not
detect the ambush before it is sprung. The ranger's chance of detecting the
ambush is also reduced by the Rank of the Thief or Ranger who concealed the
ambush.
Detect Ambush Base Chance (GM roll):
([3 x perception] + [5 x Rank])%
Modifiers (non-cumulative):
- (2 x ambusher's Rank) set by Thief
- (5 x ambusher's Rank) set by Ranger
[5-600.h] A ranger is able to determine when non-native creatures (most often
humanoids) have traveled through an area of wilderness. As long as a target is
traveling over terrain where it may leave some kind of track, a ranger has the
ability to track it. Weather, concealment, and time will eventually degrade
the track to the point where the ranger is unable to follow it. A ranger may
normally follow a track that is up to (2 + [Rank Squared]) days old.
Tracking Base Chance (GM roll):
([Perception] + [6 x Rank])%
Modifiers:
BC is doubled if target was not attempting to conceal its tracks
- (4 x target's Rank) if target is a Ranger
modifiers for weather, terrain conditions, etc. at GM's discretion
[5-600.i] A ranger will be familiar with all common plant and animal products
(e.g. pine cones, venison), and will be able to identify many less common
items. If the roll is equal or less than the success chance, the ranger
recognizes the properties of the item. If the roll is greater than the success
chance, the ranger is uncertain, or unfamiliar with the item. If the roll is
greater than [80 + (2 x Rank)] the ranger misidentifies the item as something
else.
Identify Base Chance (GM roll):
([Perception] + [10 x Rank])%
[5-600.j] A ranger learns the curative properties of plants and can prepare and
apply them. A ranger must spend a number of hours foraging for the necessary
plants based on the remedy being sought. If the ranger's roll to find curative
plants is a grievous result, the necessary plants have been found in 1/4 the
normal time needed; if the roll is an endurance result, they are found in 1/2
the time. A ranger may not gather the plants for any of these remedies more
than (Rank/4) days (rounded down) in advance of its use, since they quickly
lose their properties once they have been gathered. Preparation and
application of the cure takes (12 - Rank) minutes (per point for curing
Endurance points). If the remedy is for skin irritation, fever, or disease,
the player rolls D100, and if the result is equal or less than the success
chance, the condition is cured.
Find Curative Plants Base Chance:
[Environ Base + (10 x Rank)]%
Cure skin irritation, fever, or disease Base Chance:
([15 x Ranger Rank] + [Patient's Endurance])
Environ Base Number:
Field-20; Marsh-40; Plain-30; Mountain-10; Ocean-5; Rough-15; Waste-10;
Woods-50
Foraging time required:
2 hours Salve skin irritations
4 hours Cure fever
8 hours Cure disease
12 hours Restore (D10 + (actual Rank - 5) lost Endurance Points
[5-600.k] A ranger is able to find food (edible leaves, berries, roots, etc.)
for humanoids. The amount of time needed to forage for sufficient food for one
human-sized individual will vary greatly, depending on the environ and the
season.
Foraging Time Required:
1/2 hour Field
2 hours Marsh
1 hour Plain
4 hours Mountain
4 hours Ocean
8 hours Rough
12 hours Waste
1 hour Woods
Seasonal multiplier:
Spring 2x; Summer 1x; Autumn 1.5x; Winter 4x
(Footnotes)
Note that many of the rules for rangers are adjusted from 2nd Ed, and some are
out of sequence from their presentation in that volume. Also note that
[5-600.k] is a new addition and is not part of 2nd Ed.
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