ARRGS – Races

A Race is the species a particular character belongs to. There are an infinite variety of Races available, in truth every Monster write up could be classified as a Race available for a character to select, however, for the purposes of ease of play a Race is restricted to humanoids and in particular those accepted by other humanoids (acceptance varies from region to region).

Each Race has a number of Traits that all members of the Race possess, as well as a number of Options that only some members of the Race may possess or acquire.

Building A Character

Once Ability Scores have been rolled for a character, then the next step is to choose a Race for that character to belong to.  Once a Race is chosen, apply the Traits to the character sheet.

A Race can be advanced as a Role (see ARRGS – Characters section for more details) and when done so (as a Primary or Secondary Role) the player may add Options as normal for advancing a Role. It is recommended that only NPCs choose a Race as a Primary Role.

Races

There are a number of basic Races to choose from. They are all humanoid and almost all of them are accepted by typical, above-ground, good humanoids. A few other Races are included that could be used in alternative campaign settings (those set in the Underdark or in evil lands) and these include the Dark Elves, Dark Dwarves, and Orcs.

All Races include a number of options, these can be acquired by investing experience or skill advancement into the Race (it is suggested as a Secondary Role for player characters).

All races 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.

Traits: Traits are abilities shared by all members of a race. They are applied without any investment in the race as a Role.

Vitality: A character’s Vitality is made up of the number indicated by his Primary Class, plus the sum total of all his Ability Scores. This value is used to indicate Total Vitality and remains static unless a character increases his Ability Scores or gains an Option 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 skills most favoured by the role. Advancing a skill from this list a desired number of times is required to increase your level in this role. See ARRGS – Characters for more information.

Options: These are a list of Options and Advanced Options that are available to choose whenever a character gains a level in this role. Advancing a level in a Primary Role allows the character to choose 2 Options from the list. Advancing a level in a Secondary Role 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.

Ability Pool: Some options grant abilities that have a limited number of uses (the number of uses may be increased by selecting the option multiple times as a character increases in level).

Every time the ability is used, this reduces the number of remaining uses available.

The number of uses available can only be recharged by a Rest.

Rather than keeping track of all ability uses individually, the concept of an Ability Pool can be 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 indicated Ability Score +3  as the base number of uses.

Whenever an option is selected that grants an ability with a limited number of uses, then the Ability Pool increases by +1. The Ability Pool also increases whenever indicated by other Options of Items or Magic.

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.

The Dark Elf

Description: Dark Elves are an offshoot of elves from long ago. They are dark skinned and even shorter and more slender than their normal cousins. Dark Elves typically dwell in the Underdark and are generally regarded as evil for the societies they form in the harsh environments underground.

Traits:

Ability Bonus: The Dark Elf increases his Agility ability score by +1

Darkvision: Dark Elves have the vision mode – Darkvision out to 12 squares (60 ft). Within their visual range for Darkvision (12 squares) they treat Shadowy Light and Darkness (but not Utter Darkness) as normal Light level of illumination, however they may only perceive things in black and white under these conditions. Beyond their visual range for Darkvision (12 squares) their vision is identical to those possessing only the normal vision mode (and thus requiring a Light illumination to see).

Light Blindness: Dark Elves gain the Blind condition (see Conditions section) whenever they are exposed to Daylight levels of illumination. Upon exposure to Daylight levels of Illumination the Dark Elf suffers the penalties detailed under the Blind condition. He may attempt a Defence (Fortitude) check once each day to remove the Blind condition. As soon as the Dark Elf is no longer exposed to Daylight levels of illumination the Blind condition is removed.

Size: Medium – +0 Size modifier

Movement Mode: Walking ( 6 squares / 5 / 1 / 1 )

Vitality: 4 (1d6)

Skills: The Dark Elves’ Skills are: Knowledge (Int), Perception (Int), Religion (Int), Stealth (Agi)

Options:

  • Ability Bonus [1]: The character gains a +1 Inherent bonus to one of the following Ability Scores; Agility, Intellect, Personality
  • Charm (Sp) [-]: The character may perform a Spell Attack Manoeuvre using the Charm 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 modifier +3. Advancement: Each time this option is selected the character increases the number of uses by +1 (see Ability Pool above) and the maximum spell level by +1.
  • Dancing Lights (Sp) [-]: The character may perform a Spell Attack Manoeuvre using the Dancing Lights 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 modifier +3. Advancement: Each time this option is selected the character increases the number of uses by +1 (see Ability Pool above) and the maximum spell level by +1.
  • Delumination (Sp) [-]: The character may perform a Spell Attack Manoeuvre using the Delumination 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 modifier +3. Advancement: Each time this option is selected the character increases the number of uses by +1 (see Ability Pool above) and the maximum spell level by +1.
  • Daylight Adaptation [1]: The character loses the Light Blindness trait.
  • Dispel Magic (Sp) [-]: The character may perform a Spell Attack Manoeuvre using the Dispel Magic 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 modifier +3. Advancement: Each time this option is selected the character increases the number of uses by +1 (see Ability Pool above) and the maximum spell level by +1.
  • Faerie Fire (Sp) [-]: The character may perform a Spell Attack Manoeuvre using the Faerie Fire 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 modifier +3. Advancement: Each time this option is selected the character increases the number of uses by +1 (see Ability Pool above) and the maximum spell level by +1.
  • Favoured Class [-]: The character may select an option from the Expert Class. Advancement: Each time this option is selected the character may select another option from the Expert Class.
  • Identify (Sp) [-]: The character may perform a Spell Attack Manoeuvre using the Identify 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 modifier +3. Advancement: Each time this option is selected the character increases the number of uses by +1 (see Ability Pool above) and the maximum spell level by +1.
  • Improved Darkvision [-]: The character gains a +1 Inherent bonus to the range of his Darkvision vision mode. Advancement: Each time this option is selected the Inherent bonus to the range of his Darkvision vision mode increases by +1.
  • Levitate (Sp) [-]: The character may perform a Spell Attack Manoeuvre using the Levitate 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 modifier +3. Advancement: Each time this option is selected the character increases the number of uses by +1 (see Ability Pool above) and the maximum spell level by +1.
  • Swift and Silent [1]: The character ignores all movement related penalties when performing Stealth Skill checks.
  • Weapon Familiarity [-]: The character gains a +1 Inherent bonus to Skill checks and Damage involving any weapon covered by the Light Blade or Crossbow area of expertise (see Skills section), even if he does not possess the relevant Skill Training Option or area of expertise. Advancement: Each time this option is selected, the Inherent bonus to Skill checks increases by +1.

The Dwarf

Description: Dwarves are a race of industrious humanoids that value honour and tradition above all else. They are shorter and stockier than humans, and tend to live in hilly or mountainous regions where they can live among their own kind, mine precious ores, and manufacture items of great quality.

Traits:

Ability Bonus: The Dwarf increases his Body ability score by +1

Darkvision: Dwarves have the vision mode – Darkvision out to 12 squares (60 ft). Within their visual range for Darkvision (12 squares) they treat Shadowy Light and Darkness (but not Utter Darkness) as normal Light level of illumination, however they may only perceive things in black and white under these conditions. Beyond their visual range for Darkvision (12 squares) their vision is identical to those possessing only the normal vision mode (and thus requiring a Light illumination to see).

Size: Medium – +0 Size modifier

Movement Mode: Walking ( 6 squares / 5 / 1 / 1 )

Vitality: 4 (1d6)

Skills: The Dwarves’ Skills are: Craft (Int), Discipline (Per), Perception (Int), Profession (Int) Religion (Int), Weaponry – Melee (Bod). 

Options:

  • Ability Bonus [1]: The character gains a +1 Inherent bonus to one of the following Ability Scores; Body, Per
  • Craftsman [10]: The character gains a +1 Inherent bonus to Craft Skill checks. Advancement: Each time this Option is selected, the Inherent bonus to Craft Skill checks increases by +1.
  • Diehard [1]: The character may always use 2 Action Points when he has the Dying condition (this is in place of the 1 Action Point a character may perform when he has the Dying condition). In addition, the character never gains the Unconscious condition if it is incurred as a direct result of the Dying condition (other means of acquiring the Unconscious condition occur as normal).
  • Favoured Class [-]: The character may select an option from the Warrior Class. Advancement: Each time this option is selected the character may select another option from the Warrior Class.
  • Favoured Enemy [10]: 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 [-]: At 1st level the character 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). Any other time this Option is taken, increase Vitality by +1. Advancement: Each time this Option is selected, the Warrior increases his Vitality by +1.
  • Improved Darkvision [-]: The character gains a +1 square (5 ft) Inherent bonus to the range of his Darkvision vision mode. Advancement: Each time this option is selected the Inherent bonus to the range of his Darkvision vision mode increases by +1 square (5 ft).
  • Stubborn [1]: The character may perform a Defence (Willpower) Manoeuvre as an Immediate Action that does not provoke Opportunity Actions, whenever he has just failed a Defence (Willpower) check against a Spell Manoeuvre used to cast a spell or spell like ability from the Enchantment school. This action must be used immediately after the failed Willpower Save check and cannot be saved for later.
  • Stability [-]: The character gains a +2 Inherent bonus to any checks made against the Bullrush, Reposition, or Trip Manoeuvres. Advancement: Each time this Option is selected, the Inherent bonus to checks made against Bullrush, Reposition, or Trip Combat Manoeuvres increases by +2.
  • Stone Cunning [1]: The character is able to intuit his approximate depth underground and polar north without requiring a Nature Skill Manoeuvre to do so.
  • Stonesinger [-]: The character gains a +2 Inherent bonus to Skill checks made when using any spell or spell like ability with the Earth descriptor. Advancement: Each time this Option is selected, the Inherent bonus to Skill checks increases by +2.
  • Weapon Familiarity [10]: The character gains a +1 Inherent bonus to Skill checks involving any weapon covered by the Axe or Picks and Hammers area of expertise (see Skills section), even if he does not possess the relevant Skill Training option or area of expertise. Advancement: Each time this option is selected, the Inherent bonus to Skill checks increases by +1.

The Elf

Description: Elves are fey-like humanoids renowned for dwelling in forests and for weaving great works of magic. They are slender and quick of wits and body.

Traits:

Ability Bonus: The Elf increases his Agility ability score by +1

Low Light Vision: Elves have the vision mode – Low Light Vision out to 12 squares (60 ft). Within their visual range for Low Light Vision (12 squares) they treat Shadowy Light as normal Light level of illumination. Beyond their visual range for Low Light Vision (12 squares) their vision is identical to those possessing only the normal vision mode (and thus requiring a Light illumination to see).

Size: Medium – +0 Size modifier

Movement Mode: Walking ( 6 squares / 5 / 1 / 1 )

Vitality: 4 (1d6)

Skills: The Elves’ Skills are: Arcana (Int), Craft (Int), Knowledge (Int), Perception (Int), Stealth (Agi), Weaponry – Missile (Agi). 

Options:

  • Ability Bonus [1]: The character gains a +1 Inherent bonus to one of the following Ability Scores; Agility, Intellect, Personality
  • Darkvision [-]: The character gains the vision mode – Darkvision out to 1 square (5 ft). Within their visual range for Darkvision (1 square) they treat Shadowy Light and Darkness (but not Utter Darkness) as normal Light level of illumination, however they may only perceive things in black and white under these conditions. Beyond their visual range for Darkvision (1 square) their vision is identical to those possessing only the normal vision mode (and thus requiring a Light illumination to see). Advancement: Each time this Option is selected, the character gains a +1 square (5 ft) Inherent bonus to the range of his Darkvision vision mode.
  • Dreamspeaker [-]: The character gains a +2 Inherent bonus to Skill checks made when using any spell or spell like ability from the Divination school of magic plus the Sleep spell. Advancement: Each time this Option is selected, the Inherent bonus to Skill checks increases by +1.
  • Favoured Class [-]: The character may select an option from the Magic User Class. Advancement: Each time this option is selected the character may select another option from the Magic User Class.
  • Favoured Enemy [10]: 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.
  • Illumination (Sp) [-]: The character may perform a Spell Attack Manoeuvre using the Illumination 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 modifier +3. Advancement: Each time this option is selected the character increases the number of uses by +1 (see Ability Pool above) and the maximum spell level by +1.
  • Nature Sense [-]: The character gains a +1 Inherent bonus to Nature Skill checks. Advancement: Each time this Option is selected, the Inherent bonus to Nature Skill checks increases by +1.
  • Perceptive [-]: The character gains a +1 Inherent bonus to Perception Skill checks. Advancement: Each time this Option is selected, the Inherent bonus to Perception Skill checks increases by +1.
  • Sleepless Reverie [1]: The character is immune to the Unconscious condition. All checks made to induce the Unconscious condition on the character automatically fail and all checks made to resist the Unconscious condition automatically succeed. All other conditions and effects caused alongside the Unconscious condition are unaffected and occur as normal.
  • Stealthy [-]: The character gains a +1 Inherent bonus to Stealth Skill checks. Advancement: Each time this Option is selected, the Inherent bonus to Stealth Skill checks increases by +1.
  • Weapon Familiarity [10]: The character gains a +1 Inherent bonus to Skill checks involving any weapon covered by the Light Blade or Bows area of expertise (see Skills section), even if he does not possess the relevant Skill Training option or area of expertise. Advancement: Each time this option is selected, the Inherent bonus to Skill checks increases by +1.

The Human

Description: Humans are the most common humanoids in most settings. They are not the quickest, or strongest, or smartest, or most durable of creatures, and yet their ambition has enabled them to survive and flourish everywhere.

Traits:

Ability Bonus: None

Size: Medium – +0 Size modifier

Movement Mode: Walking ( 6 squares / 5 / 1 / 1 )

Vitality: 4 (1d6)

Skills: Any.

Options:

  • Ability Bonus [1]: The character gains a +1 Inherent bonus to any one Ability Score.
  • Capable [-]: The character may select a Universal Option (see Universal Options section). Advancement: Each time this option is selected, the Human may select a Universal Option.
  • Favoured Class [-]: The character may select an option from the Expert, Magic User, or Warrior Class. Advancement: Each time this option is selected the character may select another option from the Expert, Magic User, or Warrior Class.
  • Perceptive [-]: The character gains a +1 Inherent bonus to Perception Skill checks. Advancement: Each time this Option is selected, the Inherent bonus to Perception Skill checks increases by +1.
  • Skill Training [-]: The character may select the Skill Training Option for any Skill. Advancement: Each time this Option is selected, the character may select another Skill Training Option for any skill.
  • Weapon Familiarity [-]: The Human gains a +1 Inherent bonus to Skill checks involving any weapon covered by a single chosen area of expertise (see Skills section), even if he does not possess the relevant Skill Training option or area of expertise. Advancement: Each time this option is selected, the Inherent bonus to Skill checks increases by +1, the Human may not choose another area of expertise to be affected by this Option.

Half Breeds

It is possible for a character to possess mixed parentage from two different Races (Human and Orc or Elf and Human being the most common). When such a parentage occurs (or is desired by a PC), rather than create a separate race for each combination, the mixed race can be constructed by combining the Traits and options of two different Races.

First a “base” Race needs to be chosen from the Race of his parents, this signifies the Race whose physical characteristics are most prominent in the new character, it also determines which Race the character most strongly resembles. The character inherits all the Traits from the “base” Race. Mix the Skills of both races to create a new Skill list to be used when advancing his skills. Whenever the character advances his Race in level he may then select Options from either Race of his parents as he desires

Advancing A Race

A Race can be advanced as a Role by expending experience points into it in order to increase the level of the Race and gain further Options from it as a result.

A Race can be chosen as a Primary Role (although this is not recommended for PCs) and will Options as other Roles do, and in these instances a character may select 2 Options from the list for that Race. More likely is that a PC will advance his Race as a Secondary Role and so gain only 1 Option every time it increases in level.

For more details see the ARRGS – Characters section for more information about advancing a character.

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