Bones
- A series of Role-Playing games by Alex Hartford.
This document provides some fun inspiration for options for your character.
You can pick something here or make up your own thing to fit your character.
Just make sure you run it by Alex first before we run the thing.
Weapons
Weapons |
Hands |
Damage |
Special |
Knife |
1 |
D4 |
Stow for 1/2. |
|
|
|
|
Sword |
1 |
D6 |
|
Longsword |
2 |
2D4 |
Stow for 1. |
Greatsword |
2 |
2D6 |
|
|
|
|
|
Battle Axe |
2 |
D10 |
|
Polearm |
2 |
^D6s |
|
Spear |
2 |
D6 |
1 Armor. |
Mace |
1 |
D8 |
-1 Agility. |
|
|
|
|
Bow |
2 |
D10 |
Ranged. Requires arrows. |
Short Bow |
2 |
D6 |
Ranged. Requires arrows. Stow for 1. |
Javelin |
1 |
D8 |
Short-Ranged. Uses Strength to hit. |
|
|
|
|
Bare-Knuckle |
1 |
D2 |
|
Improv. Weapon |
1 |
D4 |
Various. Cannot Critical. |
Whip |
1 |
- |
Prevent character’s movement on a hit. |
Armor
Gear |
Armor |
Consequences |
Light Armor |
2 |
-2 Agility. |
Heavy Armor |
3 |
-3 Agility. Stealth impossible. |
Shield |
1 |
Requires 1 hand wielding. |
Equipment
Equipment |
Effect |
Smithing Tools |
You can mend sundered weapons and armor instead of mending a wound each rest. |
Medical Kit |
Mend a wound, guaranteed. |
Crowbar |
Open something with leverage. |
30 ft of rope |
All sorts of uses for this stuff! |
Shovel |
Dig holes. |
Spell Book |
Contains Arcane Spells. |
Grappling hook |
Lets you hook on to something. |
Quiver |
Holds 6 arrows. |
Flask of Oil |
Flammable. |
Torch |
Emits light for a few hours. |
Potion |
Might have all kinds of effects. |
Trinkets
- Whetstone
- Tinderbox
- Whistle
- Pouch of coins
- Potion
- Lockpick
- Harmonica
- Holy Cross
- Gemstone
- Necklace
- Box of Dice
Abilities
- Mark | Once per session, you may choose an opponent. You deal +1d6 extra damage to that opponent.
- Martial Arts | Your unarmed strikes deal 1d4 damage. You gain a talent in grappling. Any character who attempts to get past you is stopped in their tracks.
- Focus | You may choose a target on each of your turns. That target has -2 to hit you until the start of your next turn.
- Talented | You choose two extra talents, and you get +1 to all checks using any of your talents.
- Stealth Guide | You can roll stealth checks for another nearby character, so long as they aren’t being unreasonably loud or obstreperous.
- Dodge | Once per session, you can avoid taking damage from any source.
- Knife Master | Re-roll 1s and 2s when dealing damage with Knives.
- Precision | You have +4 to hit with ranged weapons.
- Thread | You land a Critical on one less than maximum damage with ranged weapons.
- Eagle Eye | You cannot be surprised. You can always discern how many wounds an enemy can take.
- Sundering Shot | Once per day, you can choose to sunder an enemy’s armor with a ranged attack.
- Protector | You get +2 Armor when you use the Defend action.
- Carry | You can carry any other character (or their unconscious body) at normal movement speed.
- Tough | Once per day, you can temporarily nullify the effects of one of your wounds. You still have the wound, but it doesn’t have any negative effects.
- Swordmaster | You may use Clarity instead of Strength to wield swords. Your sword attacks ignore Armor.
- Dodge | Once per session, you can avoid taking damage from any source.
- Disarm | You can forego damage on an attack to attempt to disarm an opponent of something they are carrying. Your opponent chooses Strength or Agility to resist this disarmament.
- Gambit | You can take a gambit to gain +6 damage on an attack. Gambits include:
- Sundering your weapon.
- Taking -3 penalty to hit.
- Giving all attacks against you +2 to hit until your next turn.
- Rugged Strength | You can shove creatures twice as far, and throw willing creatures up to 15 feet. You can climb difficult surfaces with ease.
- Rage | Once per session, you can trigger a rage that lasts for three turns. You deal +3 damage and take +3 damage.
- Big Swinger | Re-roll 1s and 2s on damage dice with two-handed melee attacks.
- Command | Once each turn, you may command an ally to perform an action or make a save.
- Speech | Once per session, during a rest, you can temporarily nullify the effects of an ally’s wound by giving them a pep talk.
- Tempo | You can switch any characters in the initiative order on your side of the field.
- Mule | You can carry a pack without any penalty.
Dervish
Your Faith sustains you on your journey.
You do not seek power from God, only that He watch over you, and guide your path toward your ultimate destination.
But if your faith falters, then you will have nothing to guide you but your self.
- Prayer | Once per session, you can pray and receive divine guidance. If you are uncertain of the way forward, God will show you the way. Also, you and allies gain a blessing: +1 to an attribute of their choice.
- Committed | Wounds do not result in any penalties. Fear, Intimidation, and Persuasion have no effect on you.
- Purge | +5 Damage to undead, corrupted, evil, or otherworldly enemies.
- Pacifist | Gain +2 to checks to parley or negotiate.
Druid
You live in the wilderness. Any time you enter a civilized location, you lose the potency of your abilities here.
The only way to ensure you can use your powers is by retaining some piece of a familiar natural home, like a leaf from your favorite tree, or a baby bunny.
- Beast Knowledge | Understand Animals of all kinds. Calm beasts easily. Track animals and people without fail.
- Attunement | Judge the weather, direction, and subtle signals from the environment.
- Sending | Communicate with other people perfectly non-verbally with hand-signals, clicks, and facial gestures.
- Morph | Once per session, take the form of a little critter.
Paladin
Every sunrise, you make a solemn vow.
If it is worthy, you may use your powers.
If you falter in your vow, you lose these abilities.
- Lay on Hands | Heal a wound once per sunrise. You can even do this as an action in combat.
- Duel | Compel a creature into a duel. None may intervene.
- Smite | Take a Minor Wound to deal +6 damage on an attack. This attack cannot be Sundered and ignores Armor.
- Discernment | Detect lies without fail.
You have studied magic, learning a way to interpret old tricks written down in Hermetic circles.
You have no power on your own, but given the right scroll, materials, and an arcane focus, you can perform incredible feats!
Spell Book | You start with three Scrolls in your book. When you use a Scroll, it disintegrates. Many Scrolls exist in the world, in dusty old tomes, but in your initial collection, choose three from the list below:
- Magic Missile | Roll an attack against an opponent you can see, using your Knowledge, dealing 1d4 damage on a hit, which ignores all Armor.
- Shield | Nullify an attack coming your way.
- Warp | Teleport someone or something you can see up to 30 feet away from its initial position.
- Slow / Quicken | Make a zone progress at half speed or double speed for one minute.
- Feather / Stone | Make an object or creature light as a feather, or heavy as a boulder for one minute.
- Freeze | Fix a creature or object in space for one minute.
- Levitate | You can walk horizontally on air for one minute.
- Jump / Dash | A creature you touch gains the ability to leap up to 10 feet and run twice as fast for one minute.
- Scry | You have advantage on Lore checks. Once per session, you can try to locate an item or person you know about. If you possess something familiar to that thing, your scrying will always succeed.
- Identify | Determine the properties of some unknown object.
Familiar | You get a little magic pet who can help you do things.
Vision | Once per session, you can glean a vision of the future or the past of a location, creature, or object from touching it. You cannot control the vision’s course or direction. You can also enter a sleeping creature’s dream.
Taboo | Once per game, break the laws of reality (e.g. revive a fallen ally, move a mountain, travel through time or space). Some things are still impossible. All things come at a cost.