Ranger (Animi)
Rangers are skilled at living in and protecting natural environments, typically woodlands. They leaven their combat ability with skill at existing in harmony with and using their environment to best advantage. Some Rangers also venerate Nature and develop the ability to work Natural Magic.
Rangers are fun to play because they have more character and flavor than generic swordswingers.
Cost Ability
55 Light Foot Package (Select Weapon of Choice)
21 Animi Dedicated Package
10 Forest Fighting Skills (minus Tracking only in Forests)
6 Ambidexterity: Reduce Off Hand Penalty to -1
10 Two Weapon Fighting: HtH
2 AK: Any 1 Forest
5 Tracking +1
109 Total Cost of Abilities
Value Disadvantages
0 None

+109

Total Cost of Package
Cost Options
+10 Reliably Precise: Find Weakness to 13-
+8 Combat Archery (+5 OCV with Bows, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
+4 Penalty Skill Levels: +2 vs Range Modifier with Any Bow
+2 Keen of Eye: Telescopic Sight +2 with Normal Sight only to Offset Range Penalties
+5 Rapid Attack: Ranged
+4 Rapid Archery (+2 with Rapid Fire for Any Bow)
+7 Animal Friendship (Animal Handler [All Categories], PRE +3); 1 Charge (-2)
+12 Forest Awareness: Danger Sense (Area: Immediate Vicinity, Function as a Sense, Intuitional, Sensitivity: Out of Combat) 14-; Only in Natural Settings (-1)
var Nature Magic: Buy Nature Magic VPP; See Druid for details
var Not a Forest-bound Ranger: Drop Forest Fighting Package Deal and replace with some other environment-oriented Packaged Deal; change AK: Any 1 Forest to appropriate land feature.
-5 Social Limitation: Wood Warden (Honor-bound to defend a particular woodland area from depredation; Occasionally, Minor)
-15 Green Man: Enraged when Woodlands destroyed/damaged (go 11-, recover 11-, Uncommon)

Basic Package Deals
Light Foot
As the name would indicate Light Foot typically fight on foot. They generally wear lighter armor and wield lighter weapons.
Light Foot concentrate on speed, manueverability, skill, and technique over brute force and strength. Reflexes and adroitness are their bread and butter, and they often make use of easily carried thrown weapons which they can hurl at an opponent.
Adept skirmishers, Light Foot are much more dangerous than their lightly armored fast moving nature would suggest, and what they lack in striking power they make up for with accuracy and finesse.
Cost Ability
6 Quick: +2 DEX
10 Nimble: +1 SPD
4 Fleet: +2" Run
10 Precision: Find Weakness 11-: One Attack (choose)
2 AF: Light Armor Proficiency
5 WF: Common Melee, Common Missile, Slings
10 Choose One:
 
  • Combat Skill Levels: +1 All Combat and
    +1 OCV with Weapon of Choice
  • Combat Skill Levels: +1 HtH and
    +1 DCV
  • Combat Skill Levels: +1 Ranged and
    +1 DCV
  • Combat Skill Levels: +5 OCV with Weapon of Choice
  • Skill Levels: +1 Overall Level
  • Penalty Skill Levels: +4 vs. Range Modifier and
    +2 OCV with Weapon of Choice
  • Penalty Skill Levels: +2 vs. Range Modifier and
    +2 OCV with a Tight Group of Attacks
  • Penalty Skill Levels: +2 vs. Range Modifier with All Attacks and
    Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
    Enhanced Perception: +2 PER with Normal Sight
1 FAM: Acrobatics
3 Breakfall
3 Fast Draw
1 Warrior Elite: Right to Bear Arms or Equivalent For Culture
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
4 Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima of Bows (-1)
10 Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
7.5 Light Lethality: Deadly Blow: +1d6 Killing, any circumstance, any light weapon 
+10 More Precise: Increase Find Weakness to Tight Group
+20 Incredibly Precise: Increase Find Weakness to All Attacks
+10 Reliably Precise: Increase Find Weakness to 13-
+40 Always Precise: Increase Find Weakness to 17-
6 Shifty: Combat Luck (3 PD/3 ED)
4 Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2)
4 Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Light Armor (-1/2)
5 Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-5 Psychological Limitation: Warriors Code (Uncommon, Moderate)
-10 Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
-10 Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)

Extention Package Deals
Animi Dedicated
The Animine Magic System is detailed here.
This Package Deal is for Animine using the Prepared Model
Some Animine split their focus between mastering the mystical powers they gain from their faith and learning useful temporal skills that aid them in their efforts to maintain natural balance.
This package is useful for making a number of "multiclass" concepts, and also serves as an entry point for a character wishing to become a Animi during a campaign.
NOTE: This Package is ideal for "Rangers" and similar concepts.
Cost Ability
17 Prepared VPP (15 Pool)
3 Power Skill: Natural Faith (EGO)
1 Literacy w/ Native Language
Value Disadvantages
0 None

+21

Total Cost of Package

Extention Package Deals
Forest Fighting Skills
Some people recieve training to improve their ability to fight in forested regions, or perhaps originate from a dangerous woodland area.
Cost Ability
2 Survival (Temperate)
2 Environmental Movement: Slippery Leaves & Undergrowth
1 Climbing; Only in Trees (-2)
1 Concealment; Only in Forested Regions (-2)
1 Stealth; Only in Forested Regions (-2)
1 Tracking; Only in Forested Regions (-2)
3 Forest Fighting: +1 All Combat; Only in Forested Regions (-2)
Value Disadvantages
  None

+11

Total Cost of Package