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A Summary of Changes in Bone Spear

• Tracking your community, which develops based on the hunters’ actions.


Ancestral Favour
Luck is renamed as Ancestral Favour.
Leveling Up
Mark an experience point whenever your
• The hunters share membership in the monster hunting group that deals with Anything else that would normally apply roll totals six or less, or when a move tells
supernatural threats. to Luck (such as an improvement that you to.
• The playbooks have been re-themed to fit the setting. Some have only a few erases a Luck mark or a move referring Whenever you mark the fifth experi-
changes, some are completely different. to Luck) applies the same to Ancestral ence box, level up. Erase all five marks and
• There are some different basic moves. Favour. choose an improvement from your list.
• Gear works differently. You’ll need to track how worn each item is and repair After you have levelled up five times, you
them when they need it. You can also craft new gear. When you spend a point of Ancestral may choose from the advanced improve-
• Luck is now Ancestral Favour. Spending it works the same, but some aspects Favour, pick one: ment list as well.
of use are changed. • Decrease a wound you have suf-

End of Session
• Healing harm is completely different. fered to 0 harm.
• You can always talk to monsters (and animals, plants, anything really). • After you roll, retroactively change
• You no longer look for a weakness to defeat the monster or phenomenon behind the result to a 12. At the end of each session, the Keeper will
each mystery. Instead, it comes from a wrongdoing that someone committed. When you have no favour left, bad ask the following questions:
To deal with the mystery, you need to discover what caused it and then work things will happen to you. • Did we conclude the current
out how to make things right. These wrongdoings can be of many types, such Ancestral Favour may be restored mystery?
as annoying a spirit, failing to correctly propitiate a spirit, breaking a cultural when spent. To restore a point, you must • Did we save someone from certain
taboo, or doing something morally wrong. do something that the ancestral spirits death (or worse)?
and spirits of your community regard as • Did we learn something new and
Moves that remain the same a major achievement. Usually this means important about the world?
• Act under pressure • Protect someone
success in a mystery that’s of special • Did we learn something new and
• Kick some ass • Read a bad situation
interest to the spirits, but you may also important about one of the hunters?
• Big magic (although the Keeper may want to use the changes to use magic as
speak to a spirit and ask them for a quest If you get one or two “Yes” answers,
inspiration for the style of requirements).
to restore an Ancestral Favour. mark one experience. If you get three or
• If using alternative Weird moves: Avoid Telekinesis and Weird Science. If a
Anything else that would normally four, mark two.
hunter wants to take Illuminated, re-theme it to fit the Stone Age setting (the
apply to Luck (such as an improvement
secret masters could be spirits, ancestors, etc.). The others work as they are.
Moves that are changed or new
• New moves include ambush, crafting, pursuit, persuade, intimidate and
that erases a Luck mark or a move
referring to Luck) applies the same to End of a Mystery
At the end of each mystery, there are a few
Ancestral Favour.
healing. things to do before you start the next one:
• Manipulate someone is not used, but persuade and intimidate take its place. • Mark a community support on one
See also Talking to Monsters and Other Things because the rules about com- person the hunter team agrees they
municating with monsters are different here. helped in the course of the mystery.
• Use magic is changed. • Each hunter recovers 2-harm and
• Investigate a mystery has some new options. clears unstable.
• Healing has specific moves for recovery from injury, enduring harm, and • Each hunter chooses one:
curing disease. • Make one crafting move.
• Help out now uses Charm instead of Cool. • Heal another 2-harm.
• Spirit friend is a new alternative Weird move (if you’re using them). • Mark another community support
(how did you help this person out?).
Basic Moves Act Under Pressure
When you act under pressure, roll +Cool.
Read A Bad Situation
When you look around and read a bad situa-
Intimidate
When you try to get your way by

(Bone Spear) On a 10+ you do what you set out to.


On a 7-9 the Keeper is going to give
tion, roll +Sharp.
On a 10+ hold 3, and on a 7-9, hold 1.
threats and tough talk, roll +Tough.
On a 10+, they do what you say.
you a worse outcome, hard choice, or One hold can be spent to ask the Keeper On a 7-9, you may inflict harm and
Ambush price to pay. one of the following questions: they’ll do it, otherwise let them go.
When you launch a surprise advanced: On a 12+ you may choose • What’s my best way in? On a miss, it’s a fight now.
attack or unleash a trap, inflict to either do what you wanted and some- • What’s my best way out? Advanced: On a 12+, they do what
harm as established. thing extra, or to do what you wanted to • Are there any dangers we haven’t you say and don’t hold a grudge. If
absolute perfection. noticed? they’re a member of your community,

Kick Some Ass • What’s the biggest threat? add a mark to their hunter support

When you get into a fight and kick Help Out • What’s most vulnerable to me?
• What’s the best way to protect the
track.

some ass, roll +Tough. When you help another hunter, roll
On a 7+, you and whatever you’re +Charm.
victims?
If you act on the answers, you get +1
Investigate A Mystery
fighting inflict harm on each other. On a 10+ your help grants them +1 When you investigate a mystery, roll
ongoing while the information is relevant.
The amount of harm is based on the to their roll. +Sharp. On a 10+ hold 2, and on a
advanced: On a 12+ you may ask the
established dangers in the game. On a 7-9 your help grants them +1 to 7-9 hold 1. One hold can be spent to
Keeper any question you want about the sit-
That usually means you inflict the their roll, but you also expose yourself ask the Keeper one of the following
uation, not just the listed ones.
harm rating of your weapon and to trouble or danger. questions:
your enemy inflicts their attack’s advanced: On a 12+ your help When you investigate a mystery, roll
harm rating on you. lets them act as if they just rolled a 12, Persuade +Sharp. On a 10+, hold 2. On a 7–9,
On a 10+, choose one extra effect: regardless of what they actually got. When you attempt to convince someone hold 1. Each hold may be spent to ask
• You gain the advantage: take +1 to do what you want, first check with the the Keeper one of the following ques-
forward, or give +1 forward to
another hunter.
Protect Someone Keeper if you have any chance. They decide if:
• This person is open to persuasion.
tions:
• What happened here?
When you prevent harm to another char-
• You inflict terrible harm (+1 • The hunter must do something first. • What sort of creature or effect is
acter, roll +Tough.
harm). • It’s just not happening. it?
On a 7+, you protect them okay, but
• You suffer less harm (-1 harm). • What can it do?
you’ll suffer some or all of the harm they If the person is open to it, or the hunter has
• You force them where you • What can hurt it?
were going to get. done the required thing, make your argument
want them. • Where did it go?
On a 10+ choose an extra: and roll +Charm.
advanced: On a 12+ instead • What was it going to do?
• You suffer little harm (-1 harm). On a 10+, they are convinced.
pick an enhanced effect: • What is being concealed here?
• All impending danger is now On a 7-9, they are convinced, but the
• You completely hold the advan- • What might it want?
focused on you. hunter owes them.
tage. All hunters involved in • What is causing this effect?
• You inflict harm on the enemy. On a miss, you have angered and offended
the fight get +1 forward. • What might fix, cure, or slow
• You hold the enemy back. them.
• You suffer no harm at all. down this effect?
Advanced: on a 12+ both you and advanced: On a 12+, they’re convinced.
• Your attack inflicts double the • How far does this effect reach?
the character you are protecting are If they’re a member of your community, add
normal harm. advanced: On a 12+, you may ask the
unharmed and out of danger. If you were a mark to their hunter support track. If they
• Your attack drives the enemy Keeper any question you want about
protecting a bystander, they also become are an outsider, they instead become an ally.
away in a rout. the mystery, not just the listed ones.
your ally.
Talking to Monsters and Other Things suffering harm
In this setting, all monsters are essentially human-like in nature: you may potentially Whenever you suffer harm, the Keeper will tell you what effect it has.
talk to, make deals with, or try to persuade anyone: person, monster, animal, tree, Injury severity depends on how much harm you have suffered:
or other natural objects. Sometimes the entity will be ready to talk, other times you • 0-harm wounds have only minor, short term effects.
might need to use magic to awaken the spirit. • 4-7 harm wounds are serious and unstable. They will get worse unless treated.
Mark the “Unstable” box.

Pursuit • 8-harm or more will kill a normal human, including a hunter.


Armour reduces the harm suffered by the number of points it is rated for.
When you’re tracking or chasing a target, the Keeper makes a countdown to track
Monsters may not be defeated until you use their weakness against them, and this
how far ahead your prey is (guidelines—close: 4 boxes, very far: 8 boxes). As the
applies to some minions as well.
pursuit continues, the Keeper may erase an earned mark on the countdown if the
target makes a move or takes steps to conceal their trail.

When you chase your prey, roll +Sharp.


Healing
The regular Monster of the Week healing rules are not in effect. Instead, use these.
On a 10+, pick three options from the following list. Injuries in the Stone Age are more serious. Note that for illnesses, the healing rules
On a 7-9, pick two options. are fairly punishing. If you use magic to cure an illness, it will usually be easier. The
On a miss, pick one option, but not “avoid dangers.” The Keeper will tell you what healing basic moves (below) can’t be advanced.
dangers you encounter. Any playbook moves that affect healing remain the same.
advanced: On a 12+, you close the distance plus pick three options from the
following list.
Recovery After the Mystery
Pursuit options: Between mysteries, all hunters recover 2-harm and remove the unstable status. Short-
• Close the distance—mark one box. May be selected multiple times. term illnesses may be gone (at the Keeper’s discretion).
• Avoid dangers.
• Don’t mark 1 wear on a piece of gear.
• Find something useful along the way. Endure Harm Each Day
When you have an unhealed injury or illness, you must endure harm each day. Roll
When you fill the countdown track, you have caught up with your prey. +Tough, and if your harm is unstable, take –1:
On a 12+, recover 1-harm.
On a 10+, the harm is stabilised (if unstable), otherwise recover 1-harm.
On a 7-9, you become unstable (if not already), otherwise suffer 1-harm.
On a miss, you become unstable (if not already) and suffer 1-harm.

Healing an Injury
When a hunter tries to heal an injury or cure a disease, gather the required medical
supplies and roll +Sharp:
On a 12+, they recover 1-harm and become stable.
On a 10+, their harm is stabilised (if unstable), otherwise heal 1-harm.
On a 7-9, they become unstable (if not already), otherwise no change.
On a miss, they become unstable (if not already), otherwise they suffer 1-harm.

You may only use this move to heal each injury once. You may not heal your own injuries.
Crafting Use Magic Big Magic
When you want to repair or make gear, discuss what you When you use magic, say what you’re trying to achieve and how you do Use this when you want more than
want to do with the Keeper. the spell, then roll +Weird. the Use Magic effects. Tell the Keeper
Normally when making something new, you will use On a 10+, the magic works without issues: choose your effect. what you want to do.
the listed defaults for a piece of gear from the basic gear On a 7-9, it works imperfectly: choose your effect and a glitch. The The Keeper may require:
list. If you want to make something else, get agreement Keeper will decide what effect the glitch has. • You need to spend a lot of time
amongst the group about whether it is possible and what advanced: On a 12+ the Keeper will offer you some added benefit. (days or weeks) researching the
the basic tags will be. Effects magic ritual.
If the hunter puts themself in danger or jeopardises the • Inflict harm (1-harm ignore-armour magic obvious). • You need to experiment with
investigation of a mystery in order to acquire rare or special • Enchant a weapon. It gets +1 harm and +magic. the spell – there will be lots of
materials for crafting, they take +1 forward on the roll. • Do one thing that is beyond human limitations. failures before you get it right.
Repair gear • Bar a place or portal to a specific person or a type of creature. • You need some rare and weird
To repair something, agree with the Keeper what materi- • Trap a specific person, minion, or monster. ingredients and supplies.
als you will use and how long it will take. Then roll +Sharp: • Banish a spirit or curse from the person, object, or place it inhabits. • The spell will take a long time
On a 10+, it is restored to its maximum wear level. • Summon a monster into the world. (hours or days) to cast.
On a 7-9, restore 2 points of wear, and if you take extra • Communicate with anything. You can use this effect to talk to • You need a lot of people (2, 3, 7,
time, restore 1 more. things that normally don’t talk: animals, plants, rocks, rivers, the 13, or more) to help.
On a miss, restore 2 wear, but the Keeper decides what sky, etc. Ultimately, everything has a soul. • The spell needs to be cast at a
bad thing happened as you took the time. • Observe another place or time. particular place and/or time.
Advanced: On a 12+, add an extra and restore the item • Heal 1-harm from an injury, or cure a disease, or neutralize a poison. • You need to use magic as part of
to its maximum wear level. the ritual, perhaps to summon
Glitches
a monster, communicate with
create gear • The effect is weakened.
something, or bar the portal you
To make something new, say what you want to make and • The effect is of short duration.
opened.
agree with the Keeper what materials you will use and how • You take 1-harm ignore-armour.
• It will have a specific side-effect
long it will take. Then roll +Sharp: • The magic draws immediate, unwelcome attention.
or danger.
On a 10+, you make it. Pick one extra. • It has a problematic side effect.
If you meet the requirements, then
On a 7-9, you make it, but you must take extra time or The Keeper may say that... the magic takes effect.
allow the Keeper to reduce starting wear by 3 or add a tag. • The spell requires weird materials.
On a miss, you make it, but the Keeper decides what
bad thing happened as you created it.
• The spell will take 10 seconds, 30 seconds, or 1 minute to cast.
• The spell requires ritual chanting and gestures. Spirit Friend
advanced: On a 12+, you make it plus pick two extras. This is an alternative Weird move.
• The spell requires you to draw mystic designs.
Spirits like you, and one is your
Extras • You need one or two people to help cast the spell.
good friend. You must follow certain
• Add a tag. • You need the advice or assistance of a spirit.
rules to retain its goodwill—restric-
• Add +1 maximum wear. • You must sacrifice something of value (this often is part of making
tions to how you live, often self-denial
• Add +1 harm (for a weapon, may only be selected a deal with a spirit).
such as fasting or celibacy. Create a
twice per item). • You must enter an altered state of consciousness (with music, dance,
spirit ally with the Keeper and agree
• Add +1 armour (for clothes or protective gear, may and/or drugs).
what rules you must follow. You may
only be selected once per item). • You must seek the assistance of the community shamans and
roll +Weird instead of +Charm when
• Change or remove a tag from the basic ones for that lore-keepers.
you persuade a spirit.
gear. • You must take part in a particular ceremony.

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