the preferred enemy rule sounds very assassiny, and to some extent clashes with the picture of rangers in my head.
Stolen from D&D rangers, but I guess it is a bit assassinlike.
Here's our Ranger rules
Rangers are masters of camouflage, and a natural with the bow or crossbow. Preferring to size up their opponents from a distance and then take them out before having to get too close, a Ranger is the master of survival, and can last days in the wild with nothing but the clothes on his back and the bow in his hand. A Ranger will defend woodlands beyond loyalties to anything or anyone else. Someone being unnecessarily destructive towards woodlands needs to be dealt with swiftly.
Spell Capacity: 2
Influence List: Air, Earth, Death, Fire, Life, Water.
Armour Limit: Special.
Guardian of the Forest: The character may not
wear armour with any metal but other than that has
no armour limit.
Survival: Should the character become stranded away from civilisation for any length of time, they can sustain themselves, and will never die lost in a wilderness (you never know, it might happen!). They are also able to sustain a maximum of two other people in such a way plus one for every 10 skill above 10 the character possesses.
Pass Without Trace: The character never leaves tracks in any environment.
Improved Pass Without Trace (H)
Base Cost: 8
Effects: The character leaves no trace of himself wherever he goes, and may not be smelt, heard or followed in any way (unless of course the follower can see the Ranger to follow him).
I don't think Survival has ever been used...and to be honest, would we ever say to someone "you're lost in the wilderness...no ranger with you? You're dead"? I hope not.
Pass Without Trace is ok but rarely gives any tangible benefit (happy for them to keep it: the favoured enemy...or something else we come up with could be in addition).
I just feel they're not played because they're just not very interesting.
Therefore I would like to try to convince you with the power of prose...
The term 'ranger' (literally one who ranges) was coined in the early days of Pargon to describe someone who didn't have a permanent home along with terms such as roamer and wanderer. This developed over time to mean someone who didn't live in any settlement, one who made their home in the wilderness.
Although similar to scouts and marksmen in many ways, they are actually very different for while scouts may seem at home in the wild, it is more their place of business and they will return to their lodgings in the villages and cities at the end of a day's work. Rangers actually have more in common with Druids for both have developed a strong connection with the wilderness, a connection that allows them to tap into the power of nature and wield its magic. It is said that a druid plants the tree and ensures its growth whereas a ranger protects it from harm.
In the 161st year everything began to change. When the glooms covered the world and only the cities were protected, the majority of rangers and druids died. For a year, as the living were trapped safe in the domes, the undead ravaged the world, destroying ancient forests for fuel for the forges and raw materials for weapons and war machines. Eventually the glooms were banished and the domes lifted but by this point the damage had been done and the world had been changed forever.
However, in the 163rd year, they descendants of the 51st Everni Outriders arrived from Stev, a world of lush vegetation. Over the next few years they used their unique knowledge and expertise to return Pargon to its former glory. However, during this time they had to deal with many threats to the fragile young forests: undead left over from the Soulless army of The Quarin, Elves fighting a war against humanity, beastkin claiming this new woodland as their own and so from the ashes of the Everni armed forces, the Outriders and the Woodland Stalkers grew a new breed who would defend the woodland: the Rangers.
Unlike the rangers of old, these men and women (of many races, not just Everni - this had been a stipulation of the Woodland Stalkers co-operation) were not just wanderers and hermits, they had a purpose, an organisation and structure and now, a decade later, though they still often work alone to protect the forests, when called upon to work together against a common foe, they are truly a force to be reckoned with.
Bit more like rangers of Lord of the Rings or Game of Thrones is the idea.
and rangers should have life/death in their influence list because they're scouty druids.
I'll meet you half way and let them have Life magic if they must.