Skeletons
AncestryLand of Eem Core Rulebook · p.65
Open source p.65skeletons
Sentient, talking skeletons are extremely rare. In the uncommon event that anyone does encounter a skeleton, they are almost invariably mindless, tireless, minions of evil. However, skeletons that still retain their soul are like any other folk (minus the coat of skin and twist of guts). They may not remember their former life, but they pursue wants and dreams with fervor. Unfortunately, peasants and the like tend to find any sort of skeleton spooky.
EXAMPLE NAMES
Skeletons rarely remember their true names and often go by nicknames: Rickety, Stretch, Slim, Skinny, Sticks, Lanky, Bones, Gravy
SIZE
Small, Medium or Big
SKILLS
Lore, Intimidate, or Trickery
- Vitality, Inspire, or Charm
HOMELANDS
The Underlands
PERKS
- Unfinished Business (Ancestry): Skeletons often yearn to tie up the loose ends of their past. PC has an additional Personal Quest relating to their mysterious past.
- Never Hungry (Ancestry): No guts, no biological need to eat (although some skeletons are known to enjoy and insist on the ritual). PC suffers no ill effects from not eating.
- Bag of Bones (Ancestry): Being made of bones has its advantages. PC can't be Poisoned and has Block against Bladed weapons.
QUIRKS
- Feared (Ancestry): Common folk often fear and dislike skeletons. Skeletons have Deficiency in Making First Impressions.
- Brittle Bones (Ancestry): Being made of bones has its disadvantages. PC has Courage, and suffers to Resist Wounds.