A class is a role that a character fulfils within the game world; this role can represent a job or a mixture of abilities to create an archetypal hero.
Classes in ARRGS are separated into 3 basic types; Expert, Magic User, and Warrior. The options within each class are not fixed per level and a character may have a variety of different options to make him unique from any other character with the same class.
Building a Character
Assuming a character has already had his Ability Scores rolled and chosen a Race then he is ready to select a Class.
When building any character, first a primary class must be chosen. The Primary Class determines a character’s Vitality, Universal Options, and Ability Score Bonuses (this last one is optional and down to the GM to allow or not). All other classes a character selects are Secondary Classes and grant Options to the character but nothing else.
Next the GM must determine how much experience is available to the character to build his class. Use the table below to determine what level the character has in which classes. Experience Points are sacrificed when acquiring Class levels, so if you wish to attain level 2 in the Warrior Class then you must expend 1,000 experience points to do so, these points are used forever and new experience points must be acquired to gain new levels.
Each Class has their own level tracked separately (use the table below to determine the Experience Points required to gain a new level in that class).
The bonus Options and Ability Bonus below are applied only to the Primary Class.
Table 1: Class Advancement
|Level||XP Target||Options||Ability Bonus|
|4th||3.000||–||+1 to one|
|8th||7,000||–||+1 to one|
|12th||20,000||–||+1 to one|
|16th||60,000||–||+1 to one|
|20th||100,000||–||+1 to one|
|24th||500,000||–||+1 to one|
|28th||900,000||–||+1 to one|
Level: This number indicates the level a character attains in a class.
XP Target: This number is the amount of experience points that must be expended in order to reach the desired level.
Options: At the indicated level, the character may select a Universal Option (See the Options section). This is optional and available only if the GM allows it. This bonus is accrued only when a character reaches the indicated level in his Primary Class.
Ability Bonus: At the indicated level, these entries indicate when a character may gain bonuses to one or all Ability Scores. This is optional and available only if the GM allows it. This bonus is accrued only when a character reaches the indicated level in his Primary Class
Primary/Secondary Class: When a character advances in a class for the first time (usually on character creation), that class becomes his Primary Class. Whenever he advances in this class he gains additional bonuses upon reaching certain level milestones.
The character may still advance in other Classes, these are known as Secondary Classes. He gains no Vitality for advancing a level in a Secondary Class, fewer Options are acquired and he gains none of the additional bonuses indicated in Table 1: Class Advancement.
Characters may diversify their skills by choosing additional classes, and while they gain additional skills, their original specialist skills become less effective when compared to their peers who have not diversified.
Ability Pool: Some options grant abilities that have a limited number of uses (which may be increased by selecting the option multiple times as a character increases in level). Every use of these abilities reduces the number of remaining uses until recharged by a Rest.
Rather than keeping track of all ability uses individually, the concept of an Ability Pool is used for ease of play. An Ability Pool is acquired by a character the first time he selects an option that grants an ability with a limited number of uses. The Ability Pool uses the Ability Score modifier +3 (as indicated by the Ability) as the base number. Whenever an option is selected that grants an ability with a limited number of uses, then the Ability Pool increases by +1.
This Ability Pool is shared across all abilities with a limited number of uses. Whenever one of these abilities is used, reduce the Ability Pool by -1 for each use (or more if indicated by the ability). Once the Ability Pool reaches 0 no more abilities with limited uses can be used. The Ability Pool is recharged by taking a Rest.
Whenever a character gains a level he may select a number of Options (2 for a Primary Class and 1 for a Secondary Class) from the list available for the chosen class. An Option may be chosen only once per level.
Option [n]: The [n] in square brackets denotes the maximum number of times this Option may be chosen, a dash indicates there is no maximum limit.
The presence of a (In) or (Sp) indicate that the option allows the character to use an Inherent or Spell Like ability during combat. These abilities require the use of a number of Action Points as specified in the description. A Spell Like ability is subject to all the rules regarding ARRGS Magic as though they were actual spells (except that the Spell Level of the ability is determined by the number of times the Option is selected).
Advancement: This section details what happens when this Option is chosen multiple times.
There are 3 basic classes to choose from; The Expert, The Magic-User, The Warrior. These classes encompass the variety of roles a character may perform during a lifetime. There are other classes available; any Race or Template can be advanced as a class providing the character in question is of that Race or possesses the Template. Furthermore the basic roles can be expanded by Themes that allow the selection of additional options particular to the Theme in question.
All classes follow the same template shown below:
Title: The title is the name of the Class
Description: A basic description of the class and what role it fulfils.
Primary Class Features: Primary Class Features are abilities shared by all members of a class (providing it is selected as a Primary Class). They typically include Vitality and Class skills for the basic classes.
Vitality: A character’s Vitality is made up of the number (or dice roll) indicated by his Primary Class, plus the sum total of all his Ability Scores. (This value is used to determine Total Vitality and remains static unless a character increases his Ability Scores or gains an Options or magical effect that increases his Vitality score. Current Vitality is modified during scenes as a result of various actions and effects.)
Class Skills: The list of skills are those available skills available to be chosen whenever the character acquires the Skill Training Option from this class (Skill Training options from other classes use the Class Skill list from those classes). If the class is the Primary Class then it will indicate how many Skill Training Options it grants at 1st level (if you are not using a Lifepath). Secondary Classes do not grant any additional Skill Training Options at 1st level beyond those chosen as Options.
Options: These are a list of Options and Advanced Options that are available to choose whenever a character gains a level in that class. Advancing a level in a Primary Class allows the character to choose 2 Options from the list. Advancing a level in a Secondary Class allows the character to choose only 1 Option from the list.
Advanced Options: At 10th level, a character may select an option from the list of Advanced Options instead of from the list of Options.
Description: The Expert is a master of his vocation (or at least he will be one day), be that armourer, banker, farmer, merchant, orator, pickpocket, trap-finder, woodsman, etc. An Expert’s strengths lie in the wide variety of skills available to him.
Primary Class Features
Vitality: 5 (1d8)
Class Skills: Any, an Expert may select any Skill when gaining a Skill Training Option. An Expert may select 12 Skill Training Options at 1st level (if not using a Lifepath).
An Expert may select his Options from the list below.
- Ability Bonus : The Expert gains a +1 Inherent bonus to one of the following Ability Scores; Charisma, Constitution, Dexterity, Intelligence, Strength, Wisdom.
- Expertise [-]: The Expert may select a new area of expertise for any skill in which he possesses the Skill Training Option. Advancement: Each time this Option is selected he may select a new area of expertise for any skill in which he possesses the Skill Training Option.
- Skill Training [-]: The Expert may select the Skill Training Option for any of the Expert’s Class Skills. The Expert gains a +1 Inherent bonus to that chosen Class Skill. Advancement: Each time this Option is selected, the Expert may select another Skill Training Option for any of the Expert’s Class Skills. The Inherent bonus to a chosen Class Skill increases by +1 each time it is selected. Each Class Skill tracks its Inherent bonus separately.
- Jack of All Trades : The Expert may perform Skill Manoeuvres that require Training to perform (i.e. the Character must possess the Skill Training Option in that Skill) without possessing the Skill Training Option in that Skill.
The Magic User
Description: The Magic User is a specialist in using magic of various sorts, he knows magical theory and can learn how to use magic far beyond the abilities of other.
Primary Class Features
Vitality: 4 (1d6)
Class Skills: The Magic User’s Class Skills are: Arcana (Int), Craft (Int), Discipline (Cha), Knowledge (Int), Nature (Int), Profession (Wis), Religion (Int), Weaponry – Melee (Str), Weaponry – Missile (Dex). A Magic User may select 8 Skill Training Options from the list of Class Skills above at 1st level (if not using a Lifepath).
Spell List: The Magic User must select one spell list from the the following list: Arcane, Divine, Nature.
A Magic User may select his Options from the list below.
- Ability Bonus : The Magic User gains a +1 Inherent bonus to one of the following Ability Scores; Charisma, Intelligence, Wisdom.
- Caster Level [-]: The Magic User gains a +1 Inherent bonus to his Caster Level (see the Magic section for more information – the number of spells a Magic User may cast is determined by his Caster Level).. Advancement: Each time this Option is selected the Inherent bonus to Caster Level increases by +1.
- Extra Spell [-]: The Magic User gains 1 additional spell per day slot, he may select any level of spell slot for which he has access to. Once chosen this extra spell slot cannot be changed. Advancement: Each time this Option is selected the Magic User gains 1 additional spell per day slot.
- Skill Training [-]: The Magic User may select the Skill Training Option for any of the Magic User’s Class Skills. Advancement: Each time this Option is selected, the Magic User may select another Skill Training Option for any of the Magic User’s Class Skills.
- Thaumaturge : The Magic User may select another spell list from the following list: Arcane, Divine, Nature. The Magic User may now prepare and cast spells from any spell list he has access to. Advancement: Each time this Option is selected, the Magic User may select another spell list that he can then prepare and cast spells from.
Description: The Warrior is trained in one or more forms of combat, the Warrior prefers to solve problems using his skill at arms.
Primary Class Features
Vitality: 6 (1d10)
Class Skills: The Warrior’s Class Skills are: Acrobatics (Dex), Athletics (Str), Craft (Int), Defence (Dex), Intimidate (Cha), Nature (Wis), Ride (Dex), Weaponry – Melee (Str), Weaponry – Missile (Dex). A Warrior may select 10 Skill Training Options from the list of Class Skills above at 1st level (if not using a Lifepath).
A Warrior may select his Options from the list below.
- Ability Bonus : The Warrior gains a +1 Inherent bonus to one of the following Ability Scores; Constitution, Dexterity, Strength.
- Armour Training : The Warrior reduces the total Armour Check penalty he suffers to all checks by 1. Advancement: Each time this Option is selected, the Warrior reduces the total Armour Check penalty by a further 1.
- Hardy [-]: At 1st level the Warrior increases the Vitality of his Primary Class by 1 (or increases the dice used by 1 step – from 1d6, to 1d8, to 1d10, to 1d12, etc). Advancement: Each time this Option is selected, the Warrior increases his Vitality by +1.
- Skill Training [-]: The Warrior may select the Skill Training Option for any of the Warrior’s Class Skills. Advancement: Each time this Option is selected, the Warrior may select another Skill Training Option for any of the Warrior’s Class Skills.
- Composed : The Warrior cannot be affected by the Shaken condition. Any saving throw against the condition automatically succeeds. The Warrior is immune to this and only this condition.
A player must select a Primary Class during character creation. The Primary Class must always be the class with the highest level (applicable only if characters are generated higher than 1st level). A Primary Class grants the bonuses indicated from Table 1: Class Advancement for each level as well the Primary Class Features and 2 Options for each level.
Any additional classes gained are Secondary Classes, when a character advances a Secondary Class in level it does not gain any of the bonuses from Table 1: Class Advancement for each level, or any Class Features, and only 1 Option for each level.
A character must track the level and experience of all classes separately.
PCs generally begin play selecting a Primary Class from the Expert, Magic User, or Warrior class. However, there are other classes a character may select (usually taken only by monsters or NPCs); any Race or Template can be advanced as a class allowing characters to gain additional Options as he would for normally advancing a Class.
Normally only NPC or monsters advance their Race as a Primary Class as they are not optimised for the varied situations a PC may encounter, they function fine as Secondary Classes however.
Player Characters (and NPCs if the GM wishes) can extend their character’s abilities using Themes (see Theme section). A theme is a specialised form of class that grants additional Options to the Primary Class only. These Options are far more specialised than one of the usual classes.
Themes are available only at the GM’s discretion and usually come with particular requirements (again at the GM’s discretion) and may even require a trainer be contacted to instruct the character in his new abilities. See the Themes section for more details.