The Ranger

Ranger O.C.C.

The ranger is a huntsman, trapper and wilderness scout capable of hunting, tracking, and trapping both animal and human (humanoid) prey. The character is usually familiar with a number of different terrains and well versed in the survival skills needed in the wild. They can identify tracks, follow them, blaze trails, conceal trails, and prowl in the wild, as well as handle themselves well in combat.

The ranger is a clever, resourceful, and hardy man of arms who enjoys the freedom and purity of nature, the challenge of survival, and living off the land. The typical ranger has a good understanding about the balance of nature and a high regard for life. Most only kill only what they need and try to use as much of a slain animal as possible.

Although most rangers enjoy the thrill of the hunt and the challenge of battle, few kill only for pleasure.

The ranger's familiarity with nature also means he or she is likely to have some knowledge of forestry, weather patterns, animal husbandry and faerie folic Rangers also typically have a fondness for animals.

However, few rarely acquire any animal companions other than a horse, and/or a dog. Only retired or semi-retired rangers settle down in any one place long enough to consider breeding dogs, horses, or livestock.

How a ranger lives depends on the inclinations of the individual. Some prefer the wilderness and shun civilization, others enjoy both.

Some make a living as trappers, skinning animals, selling their pelts and telling tall tales. Others market their abilities as bounty hunters, guides, scouts and trackers to the military, nobility, merchant caravans, travelers or individuals.

Some are adventurers seeking wealth, glory, and power through deeds; others just crave adventure; while still others explore the land, study its wildlife and enjoy its many splendors. Those who turn to a life of crime become bandits or join outlaw bands to waylay merchant caravans, travelers and even squads of soldiers.

Note: The ranger is the only other O.C.C. that is allowed to take the long bow as a weapon proficiency - considered a separate W.P. from W.P. Archery. The archery skill covers all other types of bows. The ranger can pick one, both or neither; not all rangers are proficient with the bow and arrow.

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Rangers & Armor

Most rangers tend to prefer leather armor because it offers excellent maneuverability, stealth (no jingling or clunking of metal parts) and because it has a natural color or can be dyed in shades of green, brown, grays, and black, all of which are perfect for blending into a wilderness surrounding.

Rangers whose adventures lead them into battle more often than others often wear suits of leather and chain mail, chain mail, scale mail and even splint or plate, but with the usual penalties.

Characters are -15% to prowl and -20% to climb/scale walls in full splint or plate armor. -10% to prowl or climb in chain or scale mail, and -5% in studded leather.


Ranger O.C.C.

Alignment: Any

Attribute requirements: I.Q. 9, P.S. 10, P.E. 1 3

O.C.C. Bonuses: +2 to save v s horror factor.

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O.C.C. Skills

  • Animal Husbandry (+10%)
  • Land Navigation (+20%)
  • Languages: Native Tongue at 98% plus two of choice (+15% each)
  • Identify Plants & Fruits (+15%)
  • Skin & Prepare Animal Hides (+15 %)
  • Track & Trap Animals (+20%)
  • Track Humanoids (+15%)
  • Wilderness Survival (+20%)
  • W.P. Two of choice
  • Hand to Hand: Basic

Hand to hand: basic can be changed to hand to hand: expert for the cost of one "other" skill, or to martial arts or assassin (if evil) for the cost of two "other" skills.

O.C.C. Related Skills

Select eight other skills of choice at level one, plus select one additional skill at levels three, six, nine and twelve. All new skills start at level one proficiency.

  • Communications: Sign Language only.
  • Domestic: Any (+10%)
  • Espionage: Detect Ambush (+5%) and intelligence (+ 0%) only.
  • Horsemanship: General or Exotic only (+5%)
  • Medical: Any, except surgeon.
  • Military: Any
  • Physical: Any; except Acrobatics and Gymnastics.
  • Rogue: Card Shark and Use/Recognize Poison (+6%) only.
  • Science: Any (+5%)
  • Scholar/Technical: Any (+10%)
  • Weapon Proficiencies: Any
  • Wilderness: Any (+10%)

Secondary Skills

The character also gets to select four secondary skills from the previous list at level one, and one additional skill at levels three, five, seven, ten and thirteen. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.


Starting Equipment

Two sets of clothing, a cape or cloak (with or without a hood), boots or moccasins, a pair of soft leather gloves, belt, bedroll, backpack, two large sacks, two small sacks, a water skin, fishing line and hooks, 1D4 snares, a pair of medium-sized, metal "jaw" traps, a set of skinning/tanning knives, a six foot (1.8) length of light chain, 30 feet (9 m) of rope, 1D4+1 wooden spikes, a small mallet, small mirror, a lantern, frying pan and a tinder box.

Armor

Starts with studded leather (A.R. 13, S.D.C. 38).

Weapons

A small hand axe (mainly for chopping wood), a knife, and two additional weapons of choice; all are basic S.D.C. weapons of very good quality. Magic weapons and additional items must be acquired later. Favorite weapons include the bow and arrow, sword, throwing knives, and staff.

Money

The character starts with 160 in gold. Additional money will come from payment for services rendered, animal hides, parts and meat, and booty. Rangers are often sought after by merchants, wealthy travelers and the military as wilderness guides, scouts and reconnaissance/intelligence agents (military scouts and spies). Pay can be excellent for an experienced ranger; varying from 50- 1 00 gold for the simplest task, to 300- 1000 for dangerous or military assignments.


Experience Levels