Too Many Bones: Gasket
Too Many Bones: Gasket Rulebook
Table of Contents
Table of Contents
Overview
Gasket is a Gearloc character. It starts on the Gearloc Mat and is not reliant on other Skills to train.
Initiative Die Numbers: 3, 3, 4, 4, 4, 4.
Gasket is Hydro-powered: manage your Hydro for the long haul or spend it all for a huge turn.
Gasket Skill Layout
The grouping below is compiled from the sheet's skill rows; the sheet itself prints the mode names and descriptions shown.
Hydro-powered — Manage your hydro for the long haul or spend it all for a huge turn.
- Hydro Valve (see Hydro-Powered below)
- Primary Canister (see Hydro-Powered below)
- Secondary Canister (see Hydro-Powered below)
- Tertiary Canister (see Hydro-Powered below)
Mode: Derail — Annihilate Baddies and arrange the battlefield to your liking.
- Blitz
- Blast
- Ram
- Scram
Mode: Destroy — It's easy to hurt others when you feel nothing yourself.
- Cut
- Gut
- Grab
- Get
Mode: Direct — Try your hand at hydromech programming. (See Mode: Direct below.)
- Directive: Sustain
- Directive: Utility
- Directive: Aggro
Consumables — Incinerate Loot for a quick HP boost.
- Power Converter (see Power Converter below)
Dice Icon Key
- Bones (BP) — May use this in your Backup Plan.
- Red Bone face: Must place in Backup Plan.
- Green Bone face: Must place in Backup Plan and must use Backup Plan Skill in this slot this turn.
- Hydro Valve (I) — At the end of your turn, reduce Hydro by 1 if Hydro has not yet been reduced this turn.
- Hydro (L/Ctr) — You have # Hydro.
- Drop face (blue): Reduce Hydro by 1 for first Skill used with this turn, 2 for second Skill, 3 for third, etc.
- Drop face (red): Gain # Hydro.
- Energy Arc (I) — Deal # Dmg to an adjacent unit. All units adjacent to that unit take (#-1) Dmg (does not affect Gasket).
- Must use this result.
- Blast (I) — Deal # Dmg to a non-adjacent unit.
- Must use this result.
- Ram (I) — Deal # Dmg to an adjacent unit. Move that unit 1 position. Gasket moves to vacated position.
- Must use this result.
- Scram (I) — Gasket may move up to # positions.
Placement key: A — Place in Active Slot. BA — Place die on Baddie (Active). Ctr — Use as a counter. I — Use instantly. L — Place in a Locked Slot. BP — Place in Backup Plan.
Backup Plan Breakdown
- Hotfix — Gasket adds or increases a Def Die by 1.
- – (no effect printed on the sheet for this result)
- Dehumidifier — Gasket gains 1 Hydro, and also adds or increases a Def Die by 1.
- Reprogram — After applying the Directive Dice, roll and apply all available Directive Dice again.
- Power Spike — Deal 3 Dmg to an adjacent unit. All units adjacent to that unit take 2 Dmg (does not affect Gasket). All units adjacent to those units take 1 Dmg (does not Dmg same unit more than once).
- Upgrade to Innate +1! (see Innate and Innate +1 below)
Critical Gasket Details
Treat Gasket as a Gearloc.
Targeting and Attacking — Gasket is Melee-Ranged, which allows it to choose any Gearloc Starting Position at Start of Battle. Gasket uses Melee Attack Form when choosing targets.
Built-in Mech Tech — Much like a Bot, Gasket is immune to a number of effects: Poison, Weaken, Terrify, Stun and even Bleed (Fatigue, unfortunately, still applies). Additionally, none of Gasket's Skills are Exhausted after use (place back in Skills Area).
Hydro-Powered — Gasket starts the Adventure with Hydro Valve and Primary Canister. The use of Gasket's Hydro Valve is required in order to roll dice each turn. Therefore, the first die selected to roll every turn must be the Hydro Valve (costs 1 Dex). Rolling this die forces Gasket to either use its Backup Plan or use a Hydro. At the start of each battle, place Primary Canister (as well as Secondary and Tertiary if learned) in a Locked Slot at max value. This represents Gasket's Hydro for the battle. Gasket's Derail and Destroy Professions require Hydro to be used. At the start of its turn, if Gasket has no Hydro (canisters all showing 0), take 1 True Dmg.
Derail/Destroy Professions — These Skills all cost 1 Dex to roll. However, when choosing to use them (after rolling), Gasket must also spend Hydro. Each turn, the first Skill used costs 1 Hydro (decrease any canister by 1 to show this). The second Skill Gasket chooses to use this turn costs 2 Hydro, 3 Hydro for the third, etc.
Power Converter — Power Converter starts on Gasket's mat (slot #16) at value: 0. Once charged (discard a loot to set die to max), this can be used at any time during Gasket's turn to heal 1 HP. Each time this is used, decrease Power Converter by 1.
Loot — While Gasket can hold, trade, and even help unlock Trove Loot, Gasket cannot apply nor benefit from the effects of loot (shown on loot card). Instead, anytime during its turn, Gasket can consume a loot (discard) to gain one of two distinct benefits.
- Gasket may discard to set Power Converter to max.
- Gasket may discard to set Hydro Valve on a desired side this turn (doing this instead of rolling this die also saves 1 Dex).
Mode: Direct — Directives do not cost Dex to roll or Hydro to use. If Directive Dice are rolled, they must be used. During Resolve the Roll phase, when Gasket decides to resolve its rolled Directives, it must resolve them as a group. Choose the order in which to resolve the Directives, but resolve them immediately after each other.
Innate and Innate +1
Innate – Steambot — Gasket starts with Hydro Valve and Primary Canister Skills. Skills are not Exhausted when used. At Start of Battle, Gasket may place Def in Active Slots equal to ½ Def Stat (rounded up).
Innate +1 – Steambot Pro — Same benefits as Steambot except, Gasket may now place Def in Active Slot equal to Def Stat.
Effect Dice Definitions
Bleed Effect — This unit takes 1 True Dmg at the start of its turn (lasts entire battle).
Beginner Build Strategy
Stats — HP is a must early on. Add at least 1 right away and maybe an Atk to stay dangerous. Then, add another couple HP. Dex becomes important further on as you start wanting to throw more dice.
Skills — Cut is great early game when you don't have sustainable damage. After that, Directives offer free dice every turn, while Ram allows for some movement that can aid in positioning Baddies for your other Skills.