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

Abilities

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.

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.


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.

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.

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.