
In Thune its is often more important to capture a foe rather instead of slaying them outright. To this end a ranger can perform an aresting action.
These are often standard actions that follow special rules and they are meant to symbolize the elite training one gets in capturing a foe alive.
The cosmic forces that govern the power will often grant rangers warrants to arrest anybody attacking them or those they care about, and also to make arresting actions on certain foes the constants have determined to be guilty of a cosmicly vial fellony.
Once a warrant is issued a tiny glowing ring apear on the rangers finger or some other small sighn is given. In any event the ranger knows that they can call upon magics to defeat a foe they normaly couldnt.
Basic Aresting actions: Take down taser.
A ranger is granted a level of requsition authority equal to the number of regions they patrol and can rescue others in. A rangers requistion value is.: [ (number of regions x2) +2
So a level one officer/ranger has two regions known urban areaa and one other. So her requisition value would be [ (2) × 2 ]+2 =6
With a requistion value of six the ranger has six charges of arresting axiomatic force she can calk upon that day.

Aresting action basic:
Take down taser: on a critical hit to insure you get the capture you can load an arow or crossbow bolt with an electrical machiniery from the planes of law and logic .
When you crit you may expand an aresting charge to deal an extra 1d6 eltrical damage. A foe who gets injuredvby this doesnt die at zero hit points but instead faint from exhaustion and is asleep fo 1d4 minutes.
Special.: You can use multiple charges at once as many as you maximum. So if you have 6 charges you can deal 6d6 points bonus of electrical damage on a crit. ( but that would also mean you would lose all the charges you have that day.)?
