[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 Stone

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 + 2 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 + 4 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 + 2 + 4 + 4 + 2 + 2 + 2 = 16.

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 possibility of "nothing" equal to your character's stealth skill at the end of the list os possible encounters for the area. A character moving stealthily while tracking will have a chance when initiating the encounter he was tracking for to gain an extra opening surprise attack and the initiative if the target fails and awareness check against his stealth check.

4. Actively avoiding encounters

If your character wishes to travel through an area while avoiding confrontation, their skill at tracking and analyzing their surroundings can be used to steer clear of areas where potential threats may be waiting.

This translates in the system into adding an additional encounter slot possibility of "nothing" equal to your character's survival skill at the end of the list os possible encounters for the area. This bonus can be added up with stealthy movements without causing penalties. This effect can be affected by area specific modifiers.