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 Area of Expertise for that skill.

 

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 +2 inherent bonus to any one chosen Ability Score.

 

AURA (In) [-]

Benefits: The character may project a magic aura as a Standard Action that provokes Opportunity Actions. The aura extends out to a radius of 1 square (burst). The aura provides a +1 Augmented bonus to any specific type of Action or Reaction check (as determined by the aura type) of any ally within the aura’s radius. The aura’s effects persist until the character chooses to project a different aura (as a Standard Action) or chooses to disable his aura (as a Standard Action). When first choosing this Option the character may select the type of aura and the check to be boosted by the aura; Skill, Fortitude, Reflex, Willpower, Focus (Attack), Armour, Resistance (choose one type). 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, the radius by +1 square, and the Augmented bonus to a specific check by +1. Alternatively a character may choose a different type of aura to manifest. A character may only manifest one aura at a time (projecting a new aura ends any existing aura’s manifested by the character).

 

LUCKY (In) [1]

Benefits: The character may, as an Immediate Action 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.

 

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 within a Range of 1 square who has the Surprised or Flanked condition. 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.

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