ARRGS – Options

Options are used to customize a character and distinguish him further from others of the same race or class. Races and Classes have their own options (termed Race Options and Class Options), the options presented below are universal to all characters and sometimes termed Universal Options.

A character may gain a Universal Option as indicated by the Class Advancement table when advancing a level in his primary class (see ARRGS – Classes). If you gain a Universal Option upon advancing a level then select any option from the list below for which you meet the Requirements.

Option Template

Option [n] The title of the option. The [n] determines how many times that option may be selected, the – symbol indicates this may be taken an infinite number of times.

Requirements: This indicates any requirements a character must meet in order to select the Universal Option. If the character already possesses an option and he no longer meets the requirements then he may not use the Benefit of that option.

Benefit: This indicates what benefit a character derives from possessing or using a Universal Option. Advancement: If an option may be taken multiple times, this indicates how the option improves each time it is selected.

Universal Options

Universal Options are those options available to any character and acquired as indicated when a character gains a level in his primary class. When indicated on the Class Advancement table, a character may select any Option from the list below that he meets the Requirements for.

ABILITY POOL [-]

Benefit: The character gains a +1 Inherent bonus to the Ability Pool (this affects the number of times a day abilities with a limited number of uses can be used – see ARRGS – Classes). Advancement: Each time this option is selected, increase the Inherent bonus to the Ability Pool by +1.

ARMOUR TRAINING [3]

Benefit: The character reduces the Check Penalty incurred by wearing armour by 1. The Check Penalty incurred for wearing armour may never be reduced beyond 0. Advancement: Each time this option is selected the character reduces the Check Penalty incurred by wearing armour by a further 1.

BLOCK [1]

Benefit: The character may perform the Reflex Defence Manoeuvre as an Immediate Action in order to reduce the amount of damage inflicted by a successful attack without having to perform the Ready Manoeuvre. This Reflex Defence Manoeuvre may only be performed immediately after an attack has been inflicted (that targets the characters Reflex Defence) and the Success Value (damage) of that attack has been determined. This Defence Manoeuvre uses Additional Actions Points (as expected for an Immediate Action) but otherwise behaves as written for the Defence Manoeuvre. The character may only block attacks made against himself or against adjacent allies. All damage reduced by the block is inflicted to the character’s weapon or shield (character’s choice). This ability can only be used against attacks that inflict damage (statuses and other effects cannot be blocked unless they also inflict damage).

COMBAT REFLEXES [10]

Benefit: The character gains a +1 Inherent bonus to the number of Additional Actions he may perform in one round. Advancement: Each time this option is selected, increase the Inherent bonus granted to the number of Additional Actions by +1.

DODGE [1]

Benefit: The character may perform the Reflex Defence Manoeuvre as an Immediate Action in order to reduce the effects inflicted by a successful attack without having to perform the Ready Manoeuvre. This Reflex Defence Manoeuvre may only be performed immediately after an attack has been inflicted (that targets the characters Reflex Defence) and the Success Value (damage) of that attack has been determined. This Defence Manoeuvre uses Additional Actions Points (as expected for an Immediate Action) but otherwise behaves as written for the Defence Manoeuvre.

EXPERTISE [-]

Requirements: Skill Training in the desired skill.

Benefit: Select one Skill (see ARRGS – Skills) for which you possess the Skill Training Option. You may now select an Expertise for that skill. Advancement: Each time this option is selected choose another Expertise for a skill which you already possess the Skill Training Option.

SKILL TRAINING [-]

Benefit: Select one Skill (see ARRGS – Skills), you are now considered Trained in that Skill. In addition you gain a +1 Inherent bonus to any Skill checks made with that skill. Advancement: Each time this option is selected, you may choose to improve an existing skill, in which case increase the Inherent bonus granted by this option to that selected skill by +1, or alternatively you may choose to select a new skill and gain the indicated Benefit. Track the bonus for each selected skill separately.

SLIPPERY MIND [1]

Benefit: The character may perform the Willpower Defence Manoeuvre as an Immediate Action in order to reduce the effects inflicted by a successful attack without having to perform the Ready Manoeuvre. This Willpower Defence Manoeuvre may only be performed immediately after an attack has been inflicted (that targets the characters Willpower Defence) and the Success Value (damage) of that attack has been determined. This Defence Manoeuvre uses Additional Actions Points (as expected for an Immediate Action) but otherwise behaves as written for the Defence Manoeuvre.

SPELL LIKE ABILITY [1]

Benefit The character may select a single spell from any of the spell lists. From now on he perform a Spell Attack Manoeuvre using the spell as a 1st level spell even if he does not otherwise possess a caster level or spell list. He may use this spell like ability a number of times equal to his Intelligence or Personality modifier +3. Advancement: Each time this option is selected the character may choose another spell or the same spell and increases the number of uses by +1 (see Ability Pool above) and the maximum spell level of the chosen spell by +1. Track the spell levels of each spell independently.

Other Options

These options are available from other sources; such as themes, or rewards from the GM, etc. The GM may decide to add any of these options to the Universal Options list in which case they can be selected as Universal Options can, otherwise these other Options may only be selected if allowed by the GM.

ABILITY BONUS [1]

Benefits: The character gains a +1 inherent bonus to any one chosen Ability Score.

ALTERNATE FORM [10]

Benefits: The character gains the ability to assume the form of another creature (usually an animal). Choose an creature (with GM approval). You may now assume the form of that animal by using 2 Action Points, this provokes Opportunity Actions. While in the Alternate Form you lose access to all weapons and items you carry, but gain access to one of the creature’s natural attack forms. Advancement: Each time this Option is selected you may select one Option in the Monster detail and use that while in Alternate Form.

AURA (In) [-]

Benefits: The character may project a magic aura by using 2 Action Points, this Action provokes Opportunity Actions, the aura lasts until the end of the Scene or until it is disabled. The aura extends out to a radius of 1 square (burst). The aura provides a bonus as indicated by the type of Aura chosen to project. The aura’s effects persist until the character chooses to project a different aura (requiring 2 Action Points) or chooses to disable his aura (requiring 1 Action Points). This ability may be used a number of times equal to the character’s Charisma modifier +3. Advancement: Each time this Option is selected increase the Ability Pool by +1, and the radius by +1 square.

AURA OF VITALITY [10]

Benefits: The character may choose to project an Aura of Vitality when using his Aura option. When projecting this aura, every creature within the aura restores 1 additional point of Vitality at the End of Round. Advancement: Each time this Option is selected increase the amount of Vitality restoration by +1.

AURA OF SKILL [10]

Benefit: The character may choose to project an Aura of Skill when using his Aura option. When projecting this aura choose a particular Skill, every creature within the aura gains a +1 Assisted bonus to Skill checks made using that Skill. Advancement: Each time this Option is selected increase the Assisted bonus to Skill checks by +1.

AWESOME BLOW [-]

Benefit: Whenever the character strikes an opponent with an attack that deals a critical hit, he may also move the opponent 1 square (+1 square per size category larger, or -1 square per size category smaller) in a straight line away from himself in any direction he chooses (in straight line). If the opponent is moved into another square containing a solid object, then both the opponent and the object suffer 1d6 loss of Vitality (Bludgeoning damage), and the movement ends. Advancement: Each time this option is selected, increase the number of squares an opponent can be moved in a straight line by +1.

BETTER CRITICALS [-]

Benefit: Select a skill expertise you possess, whenever the character uses a skill check for that expertise (including attacks, depending upon the expertise chosen) and the result is a critical hit, the Success Value for that critical is increased by +1. Advancement: Each time this option is selected, increase the Success Value for a critical hit using the selected expertise by +1. Alternatively you may select a new expertise you possess and increase the Success Value for that expertise by +1. Track the Success Value of each skill expertise separately.

CLEAVE [1]

Benefit: Whenever the character fells an opponent using a Melee Attack, he may apply any unused damage (because the amount of damage dealt was greater than the amount of current Vitality the foe possessed) to an adjacent foe, providing the original Attack check is equal to or greater than the new foe’s Reflex Defence.

COMBAT AID ANOTHER [1]

Benefit: The character no longer provokes Opportunity Actions when performing the Aid Another Manoeuvre.

COMBAT CHANGE REACH [1]

Benefit: The character no longer provokes Opportunity Actions when performing the Change Reach Manoeuvre.

COMBAT COUNTERSPELL [1]

Benefit: The character no longer provokes Opportunity Actions when performing the Counterspell Manoeuvre.

COMBAT DISARM [1]

Benefit: The character no longer provokes Opportunity Actions when performing the Disarm Manoeuvre.

COMBAT MOUNT [1]

Benefit: The character no longer provokes Opportunity Actions when performing the Mount Manoeuvre.

COMBAT RELOAD [1]

Benefit: The character no longer provokes Opportunity Actions when performing the Reload Manoeuvre.

COMBAT REPOSITION [1]

Benefit: The character no longer provokes Opportunity Actions when performing the Reposition Manoeuvre.

COMBAT STANDUP [1]

Benefit: The character no longer provokes Opportunity Actions when performing the Standup Manoeuvre.

COMBAT SUNDER [1]

Benefit: The character no longer provokes Opportunity Actions when performing the Sunder Manoeuvre.

COMBAT TRIP [1]

Benefit: The character no longer provokes Opportunity Actions when performing the Trip Manoeuvre.

DEADLY BLOW [-]

Benefit: Whenever the character strikes an opponent with an attack that deals a critical hit, he inflicts the Dying [1] condition upon the target. Advancement: Each time this option is selected, increase the number in the parenthesis of the Dying condition by +1 (this increases the number of applications of the Dying condition with each critical blow).

DEMORALISE [10]

Prerequisite: Skill Training in Influence, Expertise in Bluff, Intimidate, or Negotiate

Benefit: The character may attempt to demoralise an opponent, negatively influencing them to reduce the success of a particular action. The character must be able to interact with his opponent in order to influence him.

The character performs an Influence check against the opponent’s Discipline check. For every point the check result is greater or lower than the DC, increase or decrease the Success Value by the same amount. If the Success Value reaches zero the Demoralise attempt fails. The Success Value is the Circumstance Penalty applied to the opponent’s next check.

Advancement: Every time this option is selected increase the Success Value by 1

Action Points: 2

Check: Influence

DC: Discipline

Success Value: 1

FAR SHOT [-]

Benefit: The character reduces the Range penalty by 1 when using a Ranged or Spell Attack over multiple Range Increments. Advancement: Each time this option is selected, reduce the Range penalty by a further 1.

FAVOURED ENEMY [-]

Benefit: The character may select a Race (any race from the ARRGS – Races section or any monster from the Monsters section), this now becomes a favoured enemy. The character gains a +2 Inherent bonus to Skill checks and made against any creature of this race (including half breeds). Advancement: Each time this option is selected the character may select another Race to gain a +2 Inherent bonus to Skill checks against creatures of that Race. If the same Race is chosen multiple times then increase the Inherent bonus to Skill checks against members of that Race by +2 each time it is chosen. Track the Inherent bonuses for each Race selected separately.

HARDY [-]

Benefit: The character increases his Vitality by +1. Advancement: Each time this Option is selected, the character increases his Vitality by +1.

IMPROVED INITIATIVE [-]

Benefit: The character gains a +1 Inherent bonus to their Initiative score. Advancement: Each time this option is selected, increase the Inherent bonus to their Initiative score by +1.

IMPROVED MOVEMENT [-]

Benefit: The character gains a +1 Inherent bonus to their Movement Speed (choose one) in squares. Advancement: Each time this option is selected, increase the Inherent bonus to a chosen Movement Speed by +1. Track each Movement Speed independently. You may only improve a single Movement Speed in this way twice.

KNOCKDOWN BLOW [1]

Benefit: Whenever the character strikes an opponent of a smaller size category with an attack that deals a critical hit, he inflicts the Prone condition upon the target.

LUCKY (In) [1]

Benefits: The character may, as an Immediate Action (requiring 1 Additional Action Point) that does not provoke Opportunity Actions, whenever he performs any check, reroll the check with all its original modifiers, taking the result of this reroll even if it is worse.

QUICK ATTACK [-]

Benefit: Select an Expertise from the Weaponry Melee, Weaponry Missile, Arcane, or Religion skill, whenever you perform the Attack Manoeuvre using a weapon or spell matching that expertise, reduce the Action Point cost by 1. Advancement: Each time this option is selected, select another Expertise and reduce the Action Point cost of the Attack Manoeuvre whenever using a weapon or spell matching that expertise. Track the Action Point cost for each Expertise separately.

QUICK MANOEUVRE [-]

Benefit: Select a Combat Manoeuvre (except for the Attack Manoeuvre), reduce the Action Point cost of that Manoeuvre by 1. You may not reduce the cost of any manoeuvre below 1 Action Point. Advancement: Each time this option is selected, select another Combat Manoeuvre and reduce the Action Point cost of that Manoeuvre by 1. Track the Action Point cost of each manoeuvre selected separately.

WEAVE MASTER [1]

Requirements: Arcane, Divine, or Nature spell list

Benefits: Combine all Spells per Day slots for all spell levels into a single statistic; Spell Slots”, by multiplying the Spell Level by the number of Spells per Day for that Spell Level and adding the results together. This new statistic will have a Current and a Total. Whenever a spell is cast, reduce the Current Spell Slots by the value of the level the spell was cast at. You may not cast a spell at a particular level if you do not have enough Current Spell Slots to do so, you may not reduce your Current Spell Slots to below 0, you may not cast a spell at a Spell Level higher than the highest level Spells Per Day slot you possess (according to the Caster Level table). After a Rest your Current Spell Slots are increased to be equal to the Total Spell Slots. You may use additional Spell Slots to boost spells as detailed in the spell.

MORE CRITICALS [-]

Benefit: Select a skill expertise you possess, whenever the character uses a skill check for that expertise (including attacks, depending upon the expertise chosen), the critical range is increased by +1 (so 20 becomes 19-20, becomes 18-20, as the natural roll required to score a critical). Advancement: Each time this option is selected, increase the critical range for a selected expertise by +1 (20 to 19-20 to 18-20 to 17-20 to 16-20 etc. Alternatively you may select a new expertise you possess and increase the critical range for that expertise by +1. Track the critical range of each skill expertise separately.

RAGE [-]

Benefits: The character may enter a rage by using 1 Action Point, this Action does not provoke Opportunity Actions, the rage lasts until the end of the Scene or until the rage is ended (voluntarily or otherwise). While in a rage, the character gains a +1 bonus to his Body modifier (this affects all related checks), and a -2 penalty to his Agility modifier (affecting all related checks), and a +1 Inherent bonus to Vitality. This ability may be used a number of times equal to the character’s Body modifier +3. A character may choose to end his rage as a Complementary Action, he gains the Fatigue condition as a result of ending a rage. Advancement: Each time this option is selected, increase the bonus to Body, Vitality, and the Ability Pool by +1.

SNEAK ATTACK (In) [-]

Benefits: The character may perform a Sneak Attack, as a Complementary Action, as part of any Attack Manoeuvre (Melee, Ranged, Spell) that deals damage against any opponent who has the Surprised or Flanked condition and is within a Range of 1 square (this does not extend the range of your weapon it is qualifying range to inflict a Sneak Attack). The character adds +3 to the Success Value (damage) incurred by the attack. The opponent must be visible to the character, and the character must be able to pick out any vital points to attack. This ability may be used a number of times equal to his Agility modifier +3. Advancement: Each time this Option is selected, increase the Range by +1, the Success Value by +1, and the Ability Pool by +1.

UNARMED STRIKE [-]

Benefits: Your unarmed attacks are no longer considered to have the non-lethal property. You increase the Success Value (damage) of your unarmed attacks by +1. Advancement: Each time this Option is selected, increase the Success Value (damage) of your unarmed attacks by +1.

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