Unearted Arcana Options
::>Bloodlines
Your family line has had some powerful creature in its past and is manifesting in you in minor, medium, or major ways. Taking a bloodline gives you benefits at certain levels depending on the power of the bloodline. To equal this out, you do end up losing a level every so often wherein you don't get any class abilities.
::>Racial Paragons
These are three level prestige classes able to be taken at level 1 if desired. They provide you with some special ability denoting your extraordinary representation of your race (extraordinarily human, for instance)
::>Paladin Variants, Specialist Wizard Variants
These allow for CG, LE, and CE paladins and wizards that don't take some or all of their typical class abilities in exchange for a different kind of ability.
::>Traits and Flaws
Traits are inherently balanced feat like options that give and take (much like nonamazing's Mask (+1 to Intimidate and -1 to Diplomacy). Flaws are like the Flaws in the White Wolf books (i.e. they are exchangable for their opposites, feats).
::>Class Defense Bonus
This is an option that I prefer as it makes not taking armor a 'viable' option in D&D. Basically, you can get an armor bonus from your class(es) that also enhances your touch AC, but it can't coexist with you wearing armor. Basically, it means that you've learned to dodge, duck, dive, dip, and dodge on your own and have an AC bonus to represent that. This flexibility can't coexist with armor, however.
::>Spell Points (with Metamagic handled ala XPH - extra points)
Spell points have two advantages:
For people who prepare spells, you prepare a list of spells that don't have to be repeated and can cast any of the spells on the list as often as your points allow.
For multiclass characters of the same type of magic (e.g. Wizard/Bards, Druid/Clerics, Psion/Psychic Warriors, etc.) you can basically have a pool of points that is available to you (one pool of points for Arcane, Divine, and Psychic spells).
Also, Metamagic will be handled as in the Expanded Psionics Handbook, wherein the feat will tell you how man points it takes to do the effect and if you have the points and the caster level, you can cast the spell. With spell points, you can never spend more points on a spell than your caster level.
::>Legendary Weapons
I'm basically introducing this now in case I ever want to have a truly powerful weapon appear. This is a format where you bond with your weapon over a series of levels as a prestige class.
::>Item Familiars
This allows you to invest in a magic item of at least 2000 gp your XP, skill points, and spell points for a reward in the upgrading of that item and an increase in your XP gain.
::>Incantations
These are spells with specific natures that don't require spellcasting levels, just the willingness to take the time and possibly suffer bad consequences.
::>Codes of Honor
This is a system of reward based on actions performed vs. the code of honor maintained. This may not end up being used.
::>Sanity
This will be a key stone in the game as it represents the fragile state of mind, and a very real danger to getting too close to the abyss.
::>Drugs
Not its own option, per se, but a sub-option in different books and in the Sanity section. This realm will mainly be for NPCs unless the players dive into it themselves.