[Add guide image]

Next stop on our tour is the Ranger HQ. Here, you will find all of the big strong, handsome... manly... *eh hem* rangers assigned to the area of our village. They are the ones in charge basic patrol in the area and that are specialized notably in wild life control. Here you will find helpful tips concerning navigation in the world and missions concerning animals or some general security peace keeping assignements.

Without further ado, meet Sargent Aoji Kuma, affectionately*cough* called Akuma (Devil) by his troops.

[Entry to be added for Ranger chief]

Navigation throughout the Land of Fire

1. Normal Travel Speed

These are the general rule of how quickly characters will move around on land. It is important to note that different areas may have movement penalties to these basic values.

Walking: 10 paces per turn.
Jogging: 20 paces per turn. To be maintained, jogger must roll a Constitution Check 0 + 1 per round jogged or be forced to take a complete stop from fatigue (at east one turn).
Sprinting: 20 paces per turn + d20 + Athletics. To be maintained, sprinter must pass a Constitution Check of 0 + 3 per round sprinted or be forced to be forced to recuperate (by walking or stopping).

Note that fatigue (increase to DC to maintain increased speed) accumulates from jogging and sprinting. This means that if a character has jogged for a turn, sprinted for two and jogged for three afterwards, his DC to maintain an increased speed without choking up would be: 0 + 1 + 3 + 3 + 1 + 1 + 1 = 10.

Note: When not in combat or not in a stressful situation, your character has the option of "taking 10", which gives you an automatic equivalent of a roll of 10 without having to roll.

2. Recovering

Complete Stop: Your character completely stops to recover. Reduce accumulated fatigue (DC to maintain travel speed) by [Con Mod] per turn.
Active Recuperation: Your character walks for a while to regain his strength. Reduce accumulated fatigue (DC to maintain travel speed) by [Con Mod / 2] per turn.

3. Moving Inconspicuously

Given your desire to be jumped by bandits or not in certain areas, you may wish for your character to move stealthily just off the road or carefully from tree, making efforts not to get spotted. Using such a tactic obviously reduces your travelling speed, but also greatly reduces the odds that you will be spotted and attacked.

Moving Stealthily: A character can still perform all movement types (walk, jog, sprint) but divides the number of paces travelled per turn by 2. If used, add an additional encounter slot to the one for the zone of "Nothing" equal to the character's Stealth skill and any encounter will first need to roll an awareness check against the user's stealth check when confronted. If encounter fails Awareness check, the character will gain tactical advantage, allowing them to do any of the following:
*Character can prepare all activation jutsus (that can be activated silently) without having to spend Dice Rolls (for example: opening taijutsu gates, summoning creatures, etc.).
*Character can decide to sneak away without facing the encounter.
*Character gains a free attack before the initiative check (no matter how many attack turns are required). Attack is considered a sneak attack.

4. Tracking and avoiding enounter

If you are hunting, bounty hunting, looking for resources, or searching for anything in particular, add an additional encounter slot possibility of what you are tracking equal to your character's survival skill at the end of the list of possible encounters for the area. This effect can be affected by area specific modifiers.

Example, the standard list of possible encounters for Bukimisawa Marshes is as follows:

01 - 60 : Nothing
61 - 67 : Chimeras
68 - 76 : Lycanthropes
77 - 84 : F.E.T.S.
85 - 92 : Genetic Aberration
93 - 100 : Foreign Science Unit

If you have a mission to hunt down a chimera and you wish to expedite the process, you can use your survival skill of, let's say 25, for you random encounter list to be changed to this:

01 - 60 : Nothing
61 - 67 : Chimeras
68 - 76 : Lycanthropes
77 - 84 : F.E.T.S.
85 - 92 : Genetic Aberration
93 - 100 : Foreign Science Unit
101 - 125: Chimeras

If you want to avoid trouble, the exact same principle applies. The character can use its survival skill of 25 to add "nothing to the list:

01 - 60 : Nothing
61 - 67 : Chimeras
68 - 76 : Lycanthropes
77 - 84 : F.E.T.S.
85 - 92 : Genetic Aberration
93 - 100 : Foreign Science Unit
101 - 125: Nothing

Of course, when you are actually looking for encounters, you do not have to wait for the specified frequency of encounters to find them, you can just go ahead and roll encounter rolls (I suggest you do it discretely though!)