Rangers can use 1 handed weapons (sharp or blunt. Up to 42 inches - does 1 point - even if held in 2 hands!)
Rangers can use short weapons (under 18 inches)
Cannot use 2 handed weapons (even if held in 1 hand)
No Magic spells
No Shield use
Armour (Fur, leather or leather with metal)
Can use bows / throwing weapons / crossbows (subject to passing a safety test beforehand by a ref)
1st Aid skill uses herbs (herbs cost gold but not much)
The Ranger roleplays their herb lore skills over the wound and after 30 mins of the herbs being administered XYZ Hit Points are recovered. (costs herbs, which are a once use item and so cannot be re-used). Only the wounds under the herb treatment are healed, so if another wound is taken the herbs won't heal the new wounds and a new treatment must be done to recover these new wounds. (but the original ones will continue to heal)
Potions, bandages, herbs and surgery will not work on someone on Zero points, only magic can bring back from the brink of death!
Rangers can take up to 4 Magic Items into a game.
There is no limit to the number of Magic Items a character can own, but taking more than the designated number into a game may well result in one or more Magic Items exploding, damaging the character.
Ranger Level 1
3 Global Hit Points
Lesser Animal Recognition – Can determine types and numbers of non-supernatural animal from sounds / droppings in area / left over food. Takes 30 seconds of roleplay (ref Call)
Ranger Level 2
4 Global Hit Points
Lesser Animal Recognition – Can determine types and numbers of non-supernatural animal from sounds / droppings in area / left over food. Takes 30 seconds of roleplay (ref Call)
Healing - The Ranger roleplays their herb lore skills over the wound and after 30 mins of the herbs being administered 2 Hit Points are recovered. (costs herbs, which are a once use item and so cannot be re-used). Only the wounds under the herb treatment are healed, so if another wound is taken the herbs won't heal the new wounds and a new treatment must be done to recover these new wounds. (but the original ones will continue to heal)
Potions, bandages, herbs and surgery will not work on someone on Zero points, only magic can bring back from the brink of death!
Ranger Level 3
5 Global Hit Points
Lesser Animal Recognition – Can determine types and numbers of non-supernatural animal from sounds / droppings in area / left over food. Takes 30 seconds of roleplay (ref Call)
Healing - The Ranger roleplays their herb lore skills over the wound and after 30 mins of the herbs being administered 3 Hit Points are recovered. (costs herbs, which are a once use item and so cannot be re-used). Only the wounds under the herb treatment are healed, so if another wound is taken the herbs won't heal the new wounds and a new treatment must be done to recover these new wounds. (but the original ones will continue to heal)
Potions, bandages, herbs and surgery will not work on someone on Zero points, only magic can bring back from the brink of death!
Repair Fur / Leather armour
Can effectively use non-lethal poisons on any missile / range weapon without it automatically dripping off, can give the item to someone to use (costs Gold)
Ranger Level 4
5 Global Hit Points
Lesser Animal Recognition – Can determine types and numbers of non-supernatural animal from sounds / droppings in area / left over food. Takes 30 seconds of roleplay (ref Call)
Healing - The Ranger roleplays their herb lore skills over the wound and after 30 mins of the herbs being administered 4 Hit Points are recovered. (costs herbs, which are a once use item and so cannot be re-used). Only the wounds under the herb treatment are healed, so if another wound is taken the herbs won't heal the new wounds and a new treatment must be done to recover these new wounds. (but the original ones will continue to heal)
Potions, bandages, herbs and surgery will not work on someone on Zero points, only magic can bring back from the brink of death!
Repair Fur / Leather and leather with metal armour
Lesser Animal Control – Can control 1 non-supernatural animal for 3 minutes. Control breaks if animal or its nest / young threatened or if Control was not started before any other action taken against the animal (eg fireball, shouting at it). Can make the animal attack others (as long as they are not it's friends or known to the animal) . Takes 30 seconds of roleplay to initiate the control.
Ranger Level 5
6 Global Hit Points
Lesser Animal Recognition – Can determine types and numbers of non-supernatural animal from sounds / droppings in area / left over food. Takes 30 seconds of roleplay (ref Call)
Healing - The Ranger roleplays their herb lore skills over the wound and after 30 mins of the herbs being administered 4 Hit Points are recovered. (costs herbs, which are a once use item and so cannot be re-used). Only the wounds under the herb treatment are healed, so if another wound is taken the herbs won't heal the new wounds and a new treatment must be done to recover these new wounds. (but the original ones will continue to heal)
Potions, bandages, herbs and surgery will not work on someone on Zero points, only magic can bring back from the brink of death!
Repair Fur / Leather and leather with metal armour
Lesser Animal Control – Can control 1 non-supernatural animal for 60 seconds. Control breaks if animal or its nest / young threatened or if Control was not started before any other action taken against the animal (eg fireball, shouting at it). Takes 30 seconds of roleplay to initiate the control
Can effectively use non-lethal poisons on any weapon without it automatically dripping off, can give the item to someone to use (costs Gold)
Camouflage (outside) - Can Camouflage themselves to their environment for 3 mins – Signal “Both hands on head”. Cannot move, speak, attack, cast spells. Camo fails if observed going into camo. Must be hidden against something. Cannot use again for 5 minutes. Can only be used OUTSIDE against a NATURAL background. (eg can’t hide against a wall!)
Ranger Level 6
6 Global Hit Points
Lesser Animal Recognition – Can determine types and numbers of non-supernatural animal from sounds / droppings in area / left over food. Takes 30 seconds of roleplay (ref Call)
Healing - The Ranger roleplays their herb lore skills over the wound and after 30 mins of the herbs being administered 4 Hit Points are recovered. (costs herbs, which are a once use item and so cannot be re-used). Only the wounds under the herb treatment are healed, so if another wound is taken the herbs won't heal the new wounds and a new treatment must be done to recover these new wounds. (but the original ones will continue to heal)
Potions, bandages, herbs and surgery will not work on someone on Zero points, only magic can bring back from the brink of death!
Repair Fur / Leather and leather with metal armour
Lesser Animal Control – Can control 1 non-supernatural animal for 60 seconds. Control breaks if animal or its nest / young threatened or if Control was not started before any other action taken against the animal (eg fireball, shouting at it). Takes 30 seconds of roleplay to initiate the control
Can effectively use non-lethal poisons on any weapon without it automatically dripping off, can give the item to someone to use (costs Gold)
Camouflage (outside)- Can Camouflage themselves to their environment for 3 mins – Signal “Both hands on head”. Cannot move, speak, attack, cast spells. Camo fails if observed going into camo. Must be hidden against something. Cannot use again for 5 minutes. Can only be used OUTSIDE against a NATURAL background. (eg can’t hide against a wall!)
Can slow down poison times by half if treated with herbs
Triple hits only do double damage to a ranger of this level
Greater Animal Recognition – Can determine types and numbers of supernatural creatures from sounds / droppings in area / left over food. Takes 30 seconds of roleplay (ref Call)
Ranger Level 7
7 Global Hit Points
Lesser Animal Recognition – Can determine types and numbers of non-supernatural animal from sounds / droppings in area / left over food. Takes 30 seconds of roleplay (ref Call)
Healing - The Ranger roleplays their herb lore skills over the wound and after 30 mins of the herbs being administered 5 Hit Points are recovered. (costs herbs, which are a once use item and so cannot be re-used). Only the wounds under the herb treatment are healed, so if another wound is taken the herbs won't heal the new wounds and a new treatment must be done to recover these new wounds. (but the original ones will continue to heal)
Potions, bandages, herbs and surgery will not work on someone on Zero points, only magic can bring back from the brink of death!
Repair Fur / Leather and leather with metal armour
Lesser Animal Control – Can control 1 non-supernatural animal for 60 seconds. Control breaks if animal or its nest / young threatened or if Control was not started before any other action taken against the animal (eg fireball, shouting at it). Takes 30 seconds of roleplay to initiate the control
Can effectively use non-lethal poisons on any weapon without it automatically dripping off, can give the item to someone to use (costs Gold)
Camouflage (outside) - Can Camouflage themselves to their environment for 3 mins – Signal “Both hands on head”. Cannot move, speak, attack, cast spells. Camo fails if observed going into camo. Must be hidden against something. Cannot use again for 5 minutes. Can only be used OUTSIDE against a NATURAL background. (eg can’t hide against a wall!). At this level the character may move slowly around, as long as they are against something natural to hide them or they become visible (ref to determine if camo is broken)
Can neutralize a poison if caught within 1minute of being administered (uses herbs)
Triple hits only do double damage to a ranger of this level
Greater Animal Recognition – Can determine types and numbers of supernatural creatures from sounds / droppings in area / left over food. Takes 30 seconds of roleplay (ref Call)
Immune to low level poisons