Too Many Bones: Static
Too Many Bones: Static Rulebook
Table of Contents
Table of Contents
Overview
Static is a Gearloc character. He starts on the Gearloc Mat and is not reliant on other Skills to train.
Initiative Die Numbers: 3, 4, 4, 5, 5, 6.
Breathing Tutor: Avoid attacking to build up charges that can be turned into powerful effects or huge turns.
Beginner Build Strat. Don't be fooled by Static's low Atk and Dex; he doesn't need them as much as you may think. Invest heavily in Def with just a little Dex and HP to boot, as Static can create his own opportunities for large turns and large attacks via his Skills.
Skills. The longer you stay alive, the bigger your potential damage burst using Perseverance. Mobility is key, so try investing in the Kinesiologist line and grabbing an early Sibron Style to help with your non-attack board control. Finally, don't sleep on your Knuckle Zappers; building them up early with your Backup Plan can pay dividends in key moments.
Skill Layout
The grouping below is taken from the sheet's skill rows. The sheet prints each skill's Initiative number and its die faces; the die faces are not reproduced here.
Breathing Tutor — Avoid attacking to build up charges that can be turned into powerful effects or huge turns.
- Inner Peace (Ctr) — Initiative 1
- Transcendence (Ctr) — Initiative 5
- Perseverance (Ctr) — Initiative 6
Brawler — Your overpowering style manipulates baddies in a fearsome, frenetic form of crowd control.
- Sibron Style (I) — Initiative 2
- Shock Kick (I) — Initiative 3
- Marked for Death (BA) — Initiative 4
- Out of Control — Initiative 7
Preservationist — Stay alive by triggering abilities based off your movement as well as your enemies'.
- Owlbear Style — Initiative 9
- Owl Spin (I) — Initiative 10
- Bear Spin (I) — Initiative 14
Kinesiologist — Excel against some of the toughest, most difficult baddies in the game. The better their defense, the stronger you become.
- Way of the Gear — Initiative 8
- Obendar Flow — Initiative 11
- Ebonite Throw (I) — Initiative 12
- Shalefist Pivot (I) — Initiative 15
- Deepwood Rally (L) — Initiative 16
Consumables — Deal shocking amounts of damage.
- Knuckle Zappers (Ctr) — Initiative 13
Dice Icon Key
- Bones (BP) — May use this in your Backup Plan.
- Required Bones (BP) — Must use this in your Backup Plan (the sheet marks this with a red icon).
- A — Place in Active Slot.
- BA — Place on Baddie (Active).
- BP — Place in Backup Plan.
- Ctr — Use as a counter.
- I — Use instantly.
- L — Place in a Locked Slot.
Skill Effects
Inner Peace (Ctr) — At the start of your turn, decrease by any amount to increase your Dex by the same amount this turn. Anytime on your turn, decrease by 3 to increase Transcendence by 1. At the end of your turn, increase this die by 1 if you rolled no Atk Dice this turn and by 1 more if you rolled only Def Dice.
Transcendence (Ctr) — Decrease by 1 anytime on your turn to unexhaust one of your Skill Dice. Decrease by 2 to remove one Status Effect Die from yourself.
Perseverance (Ctr) — Set to 0 when gained. At the start of your turn, decrease by any amount to increase your Atk Stat by the same amount this turn. Increase by 1 each turn Dmg from a Baddie's Atk reduces your Def.
Sibron Style (I) — Take a turn for a #Pt (or less) Baddie without moving it (all dice & Skills are optional).
Shock Kick (I) — Deal # Dmg to each adjacent Baddie. On [Bones icon], also add a Bleed Effect Die to yourself.
Marked For Death (BA) — Place on a #Pt (or less) Baddie. All other Baddies now treat that Baddie as an opposing unit.
Enter the Gearloc (A) — Use at the start of your turn. All Atk Dice you roll this turn deal 2x Dmg to your target, and each [Bones icon] you roll this turn causes you to be dealt 1 Dmg.
Overcharge (L) — Electrified Baddies are dealt +1 Dmg each time they are attacked (lasts entire Adventure).
Talon Strike (I) — Deal # Dmg to your target equal to the # of positions you have moved so far this turn.
Hibernate (I) — Heal # HP equal to the # of positions you have moved so far this turn.
Thick Hide (I) — Add # Def to your Active Slots equal to the # of positions you have moved so far this turn.
Owl Spin (I) — Swap the positions of up to # Baddies. You may select a new target.
Bear Spin (I) — Place a Bleed Effect Die on yourself and up to # adjacent Baddies.
Breakthrough (I/A) — The Skills on your non-Tyrant target are suspended for the remainder of your turn.
Uppercut (I/A) — All Atk Dmg you deal to non-Tyrant Baddies is True Dmg for the remainder of your turn.
Reflex (L) — At the end of any turn in which you lose HP, you may move up to 2 positions (lasts entire Adventure).
Like a Butterfly (L) — Once per turn at the start of your turn, you may spend 1 Inner Peace to move up to 2 positions (lasts entire Adventure).
Ebonite Throw (I) — Remove up to # Def from your target and deal Dmg to them equal to the Def removed.
Shalefist Pivot (I) — Swap positions with any #Pt (or less) Baddie. Then, deal that Baddie 1 True Dmg. Add +2 True Dmg for each Electrified Baddie in battle.
Deepwood Rally (L) — Any time you remove the last Def Die from a Baddie, heal for 1 HP (lasts entire Adventure).
Knuckle Zappers (Ctr) — At the end of your turn, decrease by a chosen # to place an Electrify Chip in target non-Tyrant Baddie's HP stack such that there are # Health Chips under it.
Out of Control, Owlbear Style, Way of the Gear and Obendar Flow are printed on the sheet by name and die layout only; the sheet gives no effect text for them.
Backup Plan Breakdown
The sheet prints this as a numbered list. The first face of the Backup Plan has no effect.
- —
- Energize — Increase your Knuckle Zappers Die by 1.
- Current Shield — Place a Def 2 Die in any Gearloc's Active Slot.
- Vanish — Exhaust up to 4 Atk and/or Def Dice (from the supply). For each die exhausted, place an Untargetable Effect Die on any Gearloc.
- Overclock — Place a Stun Effect Die on an Electrified Baddie. Then, remove and exhaust its Electrify Chip (cannot be used for the remainder of the battle).
- Upgrade to Innate +1!
Critical Static Details
Inner Peace — Inner Peace starts on Static's mat (in slot #1) set to 0. This die, along with all of Static's other Counter Dice, does not reset between days. Static increases this die by 1 at the end of each of his turns in which he doesn't roll any Atk Dice and by 2 each turn in which he does not roll any dice besides Def Dice. At the start of his turn, Static may decrease this die by any amount to temporarily increase his Dex by that amount for the turn. Anytime on his turn, he may decrease this die by 3 to increase Transcendence by 1. The key to Static's success is his manipulation of Inner Peace. Avoiding attacking allows him to build up charges that can be turned into powerful effects or simply unleashed as Dex for huge turns.
Transcendence — Transcendence starts on Static's mat (in slot #5) set to 0. This die can only be increased by decreasing Inner Peace by 3. Static can decrease this die by 1 during his turn to unexhaust any Skill Die in his Exhausted Area. He can also decrease it by 2 to remove one Status Effect Die from himself. This die can be used multiple times per turn as long as it can be decreased by the appropriate amount.
Perseverance — Perseverance is a key part of Static's offensive strategy. When trained, it enters Static's mat at 0. Each turn in which Dmg from a Baddie's attack reduces Static's Def by at least 1, Perseverance increases by 1. At the start of his turn, Static can decrease this die by any amount and gain that amount in temporary Atk Stat for this turn. This Atk still needs Dex to use, but when paired properly with Inner Peace, it can lead to massive and devastating attacks.
Knuckle Zappers and Electrify Chips — Static has 2 Electrify Chips that should be placed near his mat at the start of the game. Knuckle Zappers starts on Static's mat (in slot #13) set to 0. Static can increase Knuckle Zappers by 1 through the use of his Energize Backup Plan. He can also use a Fortunate Discovery Loot to increase Knuckle Zappers to max. At the end of his turn, Static can decrease this die by # to Electrify his target, as long as it is a non-Tyrant Baddie. Electrifying a Baddie places one of Static's Electrify Chips in the Baddie's HP stack. The chip will be placed # of Health Chips up from the bottom based on the # the Knuckle Zappers is decreased by. Therefore, there should be the same number of Health Chips under the Electrify Chip as the die is decreased by. A Baddie with an Electrify Chip in their HP stack is considered Electrified.
HP is removed from Electrified Baddies as normal. When there are no Health Chips beneath the Electrify Chip, it is immediately returned to Static and the Baddie is no longer Electrified.
While a Baddie is Electrified, its Atk Stat is reduced by 1, and anytime it is dealt Atk Dmg, it deals 1 Dmg to an adjacent Baddie, if possible.
Innate and Innate +1
Innate: Meditative Warrior — After each Recovery Phase, Static may roll 3 Def Dice from the supply. Add all rolled to his Backup Plan (and return the rest to the supply). These remain in his BP for use in the next battle.
Innate +1: Meditative Master — When performing Meditative Warrior, Static rolls 5 Def Dice instead of 3.
Effect Dice Definitions
Bleed Effect — This unit takes 1 True Dmg at the start of its turn (lasts entire battle).