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.

CASTER LEVEL [-]

Benefit: If the character does not already have a Spell List (Arcane, Divine, Nature) then select one. The character gains a +1 Inherent bonus to his Caster Level (see ARRGS – Magic). Advancement: Each time this option is selected, increase the Inherent bonus granted to Caster Level by +1.

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.

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.

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.

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 2 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 [1]

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 point of Vitality per level of the AURA option.

AURA OF SKILL [1]

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 Inherent bonus per level of the AURA option to Skill checks made using that Skill.

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. 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 by +1.

BETTER CRITICAL [-]

Benefit: Select an attack medium (corresponding to a Weapon Group, or a school of magic), whenever the character strikes an opponent with an attack using that attack medium and deals a critical hit, he may increase the Critical Damage Dice by an additional +1d6. Advancement: Each time this option is selected, choose a new attack medium and apply the Benefit of this option, or increase the Critical Damage Dice of an existing attack medium by +1d6. Track the Critical Damage Dice of each attack medium separately.

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.

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.

MAGICAL MANIPULATION [1]

Requirements: Caster Level

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.

RAGE [-]

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

PRECISION CRITICAL [-]

Benefits: Select an attack medium (corresponding to a Weapon Group, or a school of magic), whenever the character strikes an opponent with an attack using that attack medium and deals a critical hit, he may increase the Critical Threat Range by +1 (from 20, to 19-20, to 18-20, to 17-20). Advancement: Each time this option is selected, choose a new attack medium and apply the Benefit of this option, or increase the Critical Threat Range of an existing attack medium by +1. Track the Critical Threat Range of each attack medium separately.

SNEAK ATTACK (In) [-]

Benefits: The character may, as a Complementary Action, as part of any Attack Action (Melee, Ranged, Spell) that deals damage against any opponent who has the Surprised or Flanked condition and is within a Range of 1 square. The character deals an additional +1d6 damage to any Damage roll 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 Dexterity modifier +3. Advancement: Each time this Option is selected, increase the Range by +1, the additional damage by one step (1d6 to 1d8, to 2d4, to 1d10, to 1d12, etc), and the Ability Pool by +1.

UNARMED STRIKE [-]

Benefits: Your unarmed attacks are no longer considered to have the non-lethal property. You may increase the damage dice of your unarmed attacks by one step (1d4, 1d6, 1d8, 1d10, 1d12, 2d6, etc). Advancement: Each time this Option is selected, increase the damage dice of your unarmed attacks by one step.

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