The Heroes Bane

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    • Ttrpg Core Rules
      • Skill Engine
      • Vigor and Morale
      • Encumbrance
    • Combat
      • Combat Framework
      • Combat Maneuvers
      • Reaction Maneuvers
    • Damage Tables
      • Conditions
      • Damage Tables
      • Blunt Damage Tables
      • Cutting Damage Tables
      • Piercing Damage Tables
      • Crushing Damage Tables
      • Fire Damage Tables
      • Cold Damage Tables
      • Electric Damage Tables
      • Acid Damage Tables
      • Toxins and Poisons
      • Madness
      • Diseases and Illness
    • Downtime
      • Downtime
      • Crafting
      • Training
      • Food and Water
      • Recovery
    • Spellbook
      • Spellcrafting
      • Spellbook 1
    • Compendiums
      • Compendiums
    • Character Creation
      • Character Creation
      • Universal Races
      • Beloran Races
      • Backgrounds
      • Feats
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      • Universal Monsters
      • Beldoran Monsters 1
    • GM Section
      • GM’s guide
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      • Other
    • Beldora

The Heroes Bane

The Heroes BaneThe Heroes BaneThe Heroes Bane

Signed in as:

filler@godaddy.com

  • Home
  • Ttrpg Core Rules
    • Skill Engine
    • Vigor and Morale
    • Encumbrance
  • Combat
    • Combat Framework
    • Combat Maneuvers
    • Reaction Maneuvers
  • Damage Tables
    • Conditions
    • Damage Tables
    • Blunt Damage Tables
    • Cutting Damage Tables
    • Piercing Damage Tables
    • Crushing Damage Tables
    • Fire Damage Tables
    • Cold Damage Tables
    • Electric Damage Tables
    • Acid Damage Tables
    • Toxins and Poisons
    • Madness
    • Diseases and Illness
  • Downtime
    • Downtime
    • Crafting
    • Training
    • Food and Water
    • Recovery
  • Spellbook
    • Spellcrafting
    • Spellbook 1
  • Compendiums
    • Compendiums
  • Character Creation
    • Character Creation
    • Universal Races
    • Beloran Races
    • Backgrounds
    • Feats
    • Flaws
  • Monsters
    • mounts and pets
    • Universal Monsters
    • Beldoran Monsters 1
  • GM Section
    • GM’s guide
    • Npcs
    • Dungeons
    • Worldbuilding
    • Other
  • Beldora

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Character Creation

Experience the Adventure with The Heroes Bane!

  

LINEAGE CATALOG

Format per Lineage

• Heritage Concept: quick lore flavor

• Affinity Tree: which Skill Tree(s) gain +1

• Legacy Feature: passive or limited-use ability

• Reputation Tag: how the world tends to see that bloodline

1. Warrior Lineage

Your ancestors were bladesmen, guardians, or soldiers of renown.

• Affinity Tree: Combat +1

• Legacy Feature: Battle-Trained Reflexes — once per combat, gain Advantage on a single attack or parry.

• Reputation: respected in militias; distrusted by pacifists or scholars.

2. Guardian Lineage

Your family protected people or sacred sites.

• Affinity Tree: Endurance +1

• Legacy Feature: Shieldblood — once per day, reduce incoming damage by 1d6 × Tier (minimum 1).

• Reputation: trusted defenders, sometimes inflexible.

3. Hunter Lineage

Trappers, scouts, monster-stalkers — survivalists to the bone.

• Affinity Tree: Survival +1

• Legacy Feature: Tracker’s Instinct — Advantage on first Survival or Perception check each travel day.

• Reputation: self-reliant, wary of cities.

4. Caster Lineage

Magic hums in your blood; an ancestor bent the weave itself.

• Affinity Tree: Magic +1

• Legacy Feature: Innate Cantrip — once per rest, cast a minor magical effect (simple utility or 1d4 elemental damage) with DC 10 + Tier.

• Reputation: mysterious, sometimes feared or coveted.

5. Scholar Lineage

Generations devoted to knowledge, record-keeping, or invention.

• Affinity Tree: Crafting +1

• Legacy Feature: Research Insight — once per session, ask the GM one lore fact about an item, creature, or place.

• Reputation: educated; occasionally naive in the field.

6. Merchant Lineage

Your kin thrived on trade, negotiation, and coin.

• Affinity Tree: Social +1

• Legacy Feature: Silver Tongue — +2 on first Persuasion or Barter each session.

• Reputation: charming but suspected of greed.

⸻

👑 7. Noble Lineage

Blue blood, old oaths, and heavier expectations.

• Affinity Tree: Social +1 or Combat +1 (choose)

• Legacy Feature: Commanding Presence — once per social encounter, one ally gains +1 to a roll from your leadership.

• Reputation: privileged; earns respect or envy.

⸻

🕯️ 8. Mystic Lineage

Your blood carries strange visions, pacts, or divine echoes.

• Affinity Tree: Focus +1

• Legacy Feature: Trance Sight — once per long rest, meditate to sense nearby magic or emotional residue (GM hint).

• Reputation: unsettling prophets or holy madmen.

⸻

🐾 9. Nomad Lineage

Wanderers and herders who lived by the road and sky.

• Affinity Tree: Survival +1 or Subterfuge +1

• Legacy Feature: Pathfinder — ignore first Fatigue from travel each day.

• Reputation: free-spirited; mistrusted by city folk.

⸻

⚖️ 10. Outcast Lineage

Your family bore stigma — criminals, heretics, or cursed blood.

• Affinity Tree: Subterfuge +1

• Legacy Feature: Shadow Adaptation — +2 to Stealth or Deception when acting alone or at night.

• Reputation: feared or pitied; easier to blend with rogues.

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CHARACTER CREATION FRAMEWORK (REFINED)

Character creation follows these steps:

  1. Choose      Race
  2. Choose      Gender
  3. Choose      Age Category
  4. Choose      Lineage
  5. Choose      Background
  6. Select      Feats
  7. Select      Flaws
  8. Select      Infamies
  9. Select      Old Injuries
  10. Choose      Starting Equipment
  11. Assign      Skill Points
  12. Set      Vigor and Morale
  13. Select      Favored Specializations

This order ensures story identity forms before mechanical optimization.

  

RACES (UNIVERSAL)

All universal races are intentionally light mechanically, because most differentiation will come from skills, lineage, and background.

Each race grants:

• 2 skill points
• access to 5 racial skill options
• choose 1 racial trait

  

Human

Skill Options:

  • Leadership
  • Survival
  • Tactics
  • Bartering
  • Speechcraft

Traits (choose 1):

Adaptable
+1 additional skill point.

Relentless
+1 bonus to Resolve saving throws.

Versatile
Gain 1 additional favored specialization.

  

Elf

Skill Options:

  • Stealth
  • Perception
  • Marksmanship
  • Divination
  • Herbalism

Traits:

Keen Senses
+1 to Perception checks.

Graceful
+1 Reflex saves.

Ancient Knowledge
+1 Spellcasting skill.

  

Dwarf

Skill Options:

  • Smithing
  • Mining
  • Endurance
  • Engineering
  • Defense

Traits:

Stoneborn
+1 resistance vs blunt damage.

Stubborn
+1 Resolve saves.

Craftmaster
+1 crafting skill point.

  

GENDER

Gender in your system is biological rather than social, providing small statistical trends.

These bonuses apply to skill checks only.

   

Gender


Bonus

 

Male


+2 Survival, +2 Combat

 

Female


+2 Social, +2 Subterfuge

These represent statistical tendencies, not hard limitations.

  

AGE CATEGORIES

Age is one of the most important identity choices.

Each category reflects experience vs vitality trade-offs.

  

Young

Represents teenagers or inexperienced adventurers.

Benefits:

• +1 Skill Point
• Advantage on Training checks
• Advantage on Endurance saves
• +1 Favored Specialization

Drawbacks:

• 3 Flaws
• Disadvantage on Focus saves
• No Background
• No Feats
• No Old Injuries

Theme:
high potential, low experience

  

Prime

Typical adventurer age.

Benefits:

• +2 Skill Points
• Advantage on training trained skills
• Advantage on all saving throws
• 1 Background
• +2 Favored Specializations

Choices:

• 2 Flaws
• 1 Feat or Infamy
• Optional Old Injury for +1 skill point

Theme:
balanced capability

  

Mature

Experienced veterans.

Benefits:

• 2 Feats
• 2 Infamies
• 2 Backgrounds (or double background)
• 2 Old Injuries
• +3 Favored Specializations

Drawback:

• Disadvantage on learning new skills

Theme:
skilled but worn

  

Elder

Legendary survivors.

Benefits:

• 3 Feats
• 3 Backgrounds
• 3 Old Injuries
• 3 Infamies
• +4 Favored Specializations

Drawbacks:

• –10 on learning new skills
• Disadvantage on stamina/endurance checks
• Disadvantage vs poison and disease
• Rest takes double time

Theme:
mastery with physical decline

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LINEAGE (ANCESTRY)

Lineage represents family tradition, upbringing, and cultural history.

Each lineage grants:

• +1 skill bonus to a skill tree
• a small narrative perk

Players choose one lineage.

  

Warrior Lineage

Family tradition of fighters.

Bonus:

+1 Combat Skills

Trait:

Once per combat you may reroll a failed Defense check.

  

Settler Lineage

Frontier families and survivalists.

Bonus:

+1 Survival Skills

Trait:

Ignore penalties from poor weather.

  

Noble Lineage

Raised among power and politics.

Bonus:

+1 Social Skills

Trait:

Advantage on Etiquette checks.

  

Merchant Lineage

Born to trade networks.

Bonus:

+1 Social Skills

Trait:

Gain advantage when bartering.

  

Artisan Lineage

Raised among skilled craftspeople.

Bonus:

+1 Crafting Skills

Trait:

Crafting projects reduce DC by 1.

  

Hunter Lineage

Wilderness trackers and predators.

Bonus:

+1 Subterfuge Skills

Trait:

+1 Tracking checks.

  

Mystic Lineage

Touched by magic.

Bonus:

+1 Spellcasting Skills

Trait:

Reduce spell backlash severity by 1 tier.

  

Soldier Lineage

Military upbringing.

Bonus:

+1 Combat Skills

Trait:

+1 initiative rolls.

  

Scholar Lineage

Family of teachers and historians.

Bonus:

+1 Knowledge skills

Trait:

Advantage on History checks.

  

FAVORED SPECIALIZATIONS

These represent signature expertise.

Examples:

  • Longsword      combat
  • Tracking      wolves
  • Court      diplomacy
  • Battlefield      medicine
  • Fire      magic

Each specialization grants:

+2 to that specific application

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STANDARD BACKGROUNDS (20)

  

1. Farmer

A life of hard work, soil, and seasons.

Skills
+2 Survival Skills (Bushcraft, Animal Handling, Endurance, Packcraft, Herbalism)

Ability — Hardy Labor
You gain +1 on Endurance checks involving fatigue, hunger, or weather.

Starting Equipment

Choose two:

  • farming      tools
  • mule      or goat
  • sack      of grain
  • simple      spear
  • worn      cloak
  • 10      preserved rations

Why Leave Farming? (d6)

1 crop failure ruined your family
2 monsters destroyed your land
3 tax collectors took everything
4 dreams of something greater
5 a traveling hero inspired you
6 the farm hides something mysterious

  

2. Hunter

A predator of the wilderness.

Skills
+2 Survival or Subterfuge (Tracking, Stealth, Marksmanship, Animal Handling)

Ability — Trail Sense
Advantage on tracking wounded creatures.

Starting Equipment

Choose two:

  • hunting      bow + arrows
  • skinning      knife
  • trap      kit
  • fur      cloak
  • animal      trophies

Why Leave?

1 prey became scarce
2 you hunted something unnatural
3 rival hunters forced you out
4 wanderlust took hold
5 a noble hired you as a scout
6 you seek a legendary beast

  

3. Soldier

A trained warrior of an army.

Skills
+2 Combat Skills (Defense, Melee Combat, Tactics, Shield Combat)

Ability — Battlefield Discipline
Once per combat, ignore morale loss for one round.

Starting Equipment

Choose two:

  • military      weapon
  • battered      shield
  • chain      shirt
  • soldier’s      uniform
  • war      trophy

Why Leave?

1 war ended
2 dishonorable command
3 your unit was destroyed
4 deserter from a corrupt army
5 seeking glory
6 a mysterious battlefield omen

  

4. City Guard

Protector of streets and law.

Skills
+2 Combat or Social (Defense, Perception, Interrogation, Leadership)

Ability — Authority
Advantage on intimidation against criminals.

Equipment

Choose two:

  • guard      badge
  • spear
  • shield
  • city      uniform
  • whistle      or signal horn

Why Leave?

1 corruption in the guard
2 framed for a crime
3 crime syndicates grew too strong
4 boredom with routine
5 demotion or exile
6 witnessed a conspiracy

  

5. Merchant

Trader across towns and roads.

Skills
+2 Social (Bartering, Speechcraft, Appraisal, Languages)

Ability — Trader’s Instinct
Advantage on bartering checks involving goods.

Equipment

Choose two:

  • merchant      ledger
  • trade      goods (1 slot)
  • wagon      contact
  • fine      clothing
  • scales      and weights

Why Leave?

1 caravan destroyed
2 partner betrayed you
3 smuggling opportunity
4 pursuit of rare goods
5 debts to dangerous people
6 discovered a lost trade route

  

6. Blacksmith

Master of hammer and forge.

Skills
+2 Crafting (Smithing, Engineering, Equipment Maintenance)

Ability — Weapon Insight
You can evaluate weapon quality instantly.

Equipment

Choose two:

  • smith      tools
  • hammer
  • portable      forge kit
  • metal      scraps
  • heavy      apron

Why Leave?

1 forge burned down
2 a masterpiece weapon must be made
3 war demanded new opportunities
4 guild politics forced exile
5 magical metal discovered
6 a prophecy involving your craft

  

7. Sailor

Life upon seas and storms.

Skills
+2 Survival or Vehicles (Navigation, Swimming, Piloting, Endurance)

Ability — Sea Legs
Ignore penalties while moving on unstable surfaces.

Equipment

Choose two:

  • sailor      knife
  • rope      bundle
  • navigation      tools
  • sea      charts
  • lucky      charm

Why Leave?

1 shipwreck survivor
2 mutiny
3 pirate pursuit
4 treasure map found
5 sea monster encounter
6 yearning for land adventures

  

8. Scholar

A life of books and knowledge.

Skills
+2 Social or Spellcasting (History, Literacy, Theology, Divination)

Ability — Researcher
Reduce time to investigate written sources by half.

Equipment

Choose two:

  • books
  • writing      kit
  • spectacles
  • scroll      case
  • research      notes

Why Leave?

1 forbidden knowledge uncovered
2 expelled from academy
3 searching ancient ruins
4 academic rivalry
5 funding lost
6 prophecy discovered

  

9. Priest / Acolyte

Servant of a divine order.

Skills
+2 Social or Spellcasting (Theology, Restoration, Persuasion)

Ability — Spiritual Presence
Advantage on calming frightened allies.

Equipment

Choose two:

  • holy      symbol
  • prayer      book
  • ceremonial      robes
  • incense      kit
  • relic      fragment

Why Leave?

1 crisis of faith
2 divine vision
3 corrupt temple
4 missionary journey
5 holy relic lost
6 war against evil

  

10. Thief

Survivor of criminal streets.

Skills
+2 Subterfuge (Stealth, Lockpicking, Sleight of Hand, Disguise)

Ability — Street Escape
Advantage when escaping pursuit in urban areas.

Equipment

Choose two:

  • lockpick      kit
  • dagger
  • dark      cloak
  • stolen      trinket
  • grappling      hook

Why Leave?

1 gang betrayal
2 bounty on your head
3 big score gone wrong
4 wanted freedom
5 revenge
6 found a legendary treasure map

  

11. Herbalist

Master of plants and remedies.

Skills
+2 Survival or Crafting (Herbalism, Medicine, Bushcraft)

Ability — Natural Remedies
Reduce severity of poisons by 1 tier if treated quickly.

Equipment

Choose two:

  • herb      pouch
  • medicine      kit
  • dried      plants
  • mortar      and pestle
  • botanical      notes

Why Leave?

1 rare plant discovered
2 plague outbreak
3 forest destroyed
4 druidic calling
5 magical flora discovered
6 mentor vanished

  

12. Miner

Worker of deep earth.

Skills
+2 Crafting or Survival (Engineering, Endurance, Masonry)

Ability — Stone Sense
Advantage when detecting unstable tunnels.

Equipment

Choose two:

  • pickaxe
  • lantern
  • rope
  • mining      helmet
  • ore      samples

Why Leave?

1 mine collapse
2 monster infestation
3 discovered strange metal
4 gold rush elsewhere
5 guild dispute
6 secret cavern found

  

13. Noble

Born among wealth and politics.

Skills
+2 Social (Etiquette, Leadership, Persuasion)

Ability — Noble Authority
Gain advantage on social checks with commoners.

Equipment

Choose two:

  • signet      ring
  • fine      clothing
  • servant      contact
  • horse
  • inheritance      letter

Why Leave?

1 family scandal
2 disinherited
3 quest for glory
4 assassination attempt
5 political exile
6 secret mission

  

14. Ranger

Wilderness protector.

Skills
+2 Survival (Tracking, Bushcraft, Navigation)

Ability — Wilderness Awareness
Cannot be easily surprised in natural environments.

Equipment

Choose two:

  • longbow
  • survival      kit
  • animal      whistle
  • camouflaged      cloak
  • traps

Why Leave?

1 monsters invade the wilds
2 protect distant lands
3 lost homeland
4 seeking vengeance
5 ranger order mission
6 strange forest magic

  

15. Gladiator

Arena fighter.

Skills
+2 Combat (Unarmed Combat, Melee Combat, Defense)

Ability — Arena Instinct
+1 to attacks when outnumbered.

Equipment

Choose two:

  • gladiator      weapon
  • arena      armor
  • crowd      trophy
  • battle      scars
  • champion      belt

Why Leave?

1 bought your freedom
2 arena destroyed
3 rival hunts you
4 thirst for true battle
5 escaped slavery
6 champion seeking legend

  

16. Courier

Messenger of dangerous roads.

Skills
+2 Survival or Subterfuge (Navigation, Riding, Stealth)

Ability — Swift Traveler
Reduce travel fatigue penalties.

Equipment

Choose two:

  • fast      horse
  • sealed      letter
  • courier      cloak
  • signal      whistle
  • map      case

Why Leave?

1 message too dangerous
2 discovered secret plot
3 courier guild collapse
4 enemy pursuit
5 lost route
6 royal mission

  

17. Engineer

Builder of machines.

Skills
+2 Crafting (Engineering, Invention, Tinkering)

Ability — Improvised Repair
You can temporarily repair equipment during travel.

Equipment

Choose two:

  • engineering      tools
  • blueprint      scrolls
  • measuring      devices
  • small      mechanical device
  • spare      parts

Why Leave?

1 invention stolen
2 guild conflict
3 ancient machine discovered
4 war engineering needed
5 experiment gone wrong
6 seeking rare materials

  

18. Performer

Artist and entertainer.

Skills
+2 Social (Performance, Speechcraft, Charm)

Ability — Crowd Control
Advantage on entertainment-based morale recovery.

Equipment

Choose two:

  • instrument
  • stage      costume
  • performance      mask
  • troupe      contact
  • stage      dagger

Why Leave?

1 troupe disbanded
2 scandal
3 royal patron vanished
4 seeking inspiration
5 performer rivalry
6 ancient play discovered

  

19. Scout

Forward observer and pathfinder.

Skills
+2 Survival or Combat (Tracking, Marksmanship, Perception)

Ability — Early Warning
Advantage on spotting ambushes.

Equipment

Choose two:

  • light      bow
  • signal      mirror
  • camo      cloak
  • whistle
  • scout      dagger

Why Leave?

1 scouting mission failed
2 unit destroyed
3 lost territory
4 chasing a mysterious trail
5 secret war mission
6 map of unknown lands

  

20. Smuggler

Trader of forbidden goods.

Skills
+2 Subterfuge or Social (Deception, Bartering, Stealth)

Ability — Hidden Cargo
Reduce encumbrance penalties for contraband items.

Equipment

Choose two:

  • hidden      compartment pack
  • dagger
  • forged      documents
  • smugglers      map
  • exotic      goods

Why Leave?

1 bounty placed on you
2 big job went wrong
3 cartel conflict
4 search for greater riches
5 government crackdown
6 discovered ancient contraband

  

PRIME BACKGROUNDS (OLDER CHARACTERS)

These represent lifetimes of experience.

Only Mature or Elder characters may select them.

  

1. Retired Adventurer

Skills
+2 any combat or survival

Ability — Veteran Instinct
Once per combat, reroll a failed defense or attack.

Equipment

  • old      adventuring gear
  • map      of past expeditions
  • relic      weapon

Why Return?

1 old enemy returns
2 unfinished quest
3 student needs guidance
4 lost treasure resurfaces
5 prophecy fulfilled
6 final adventure

  

2. War Captain

Skills
+2 Leadership or Tactics

Ability — Battlefield Command
Grant ally +1 to next action once per combat.

Equipment

  • officer      armor
  • command      banner
  • war      map

Why Leave?

1 war lost
2 political betrayal
3 seeking new battles
4 army disbanded
5 revenge mission
6 mercenary opportunity

  

3. Master Craftsman

Skills
+2 Crafting

Ability — Legendary Artisan
Reduce crafting DC by 2.

Equipment

  • masterwork      tools
  • rare      materials
  • apprentice      contact

Why Leave?

1 perfect masterpiece quest
2 guild rivalry
3 artifact commission
4 forge destroyed
5 magical metal discovered
6 patron disappeared

  

4. Arch Scholar

Skills
+2 Knowledge or Spellcasting

Ability — Encyclopedic Knowledge
Advantage on ancient lore checks.

Equipment

  • rare      tomes
  • scroll      archive
  • magical      notes

Why Leave?

1 lost civilization
2 forbidden knowledge
3 rival scholars
4 library burned
5 magical anomaly
6 prophecy research

  

5. Veteran Hunter

Skills
+2 Survival or Combat

Ability — Predator Instinct
+1 attack vs beasts or monsters.

Equipment

  • legendary      hunting weapon
  • trophies
  • tracking      gear

Why Leave?

1 ultimate beast
2 cursed forest
3 revenge hunt
4 hunter guild call
5 creature migration
6 ancient predator awakens

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Experience the Adventure with The Heroes Bane!

  

through hardship, not optimization.

Flaws provide:

• narrative hooks
• mechanical tradeoffs
• future training quests
• meaningful character weaknesses

Below is a large Flaw Catalogue organized by category.

Each flaw includes:

  • Effect
  • Skill      Points Gained
  • How      it can be overcome
  • Suggested      Training DC

Your rule about DC escalation is good, so I recommend:

   

Flaw Tier


Skill Points


Training DC

 

Minor


1


18

 

Moderate


2


22

 

Major


3


26

Overcoming a flaw should require quests, trainers, or extended downtime.

  

PHYSICAL LIMITATIONS

  

Cannot Swim

You panic in deep water.

Effect
• disadvantage on swimming checks
• must make morale check when submerged

Reward
+1 skill point

Overcome
Training with swimming instructor

Training DC
18

  

Poor Endurance

Your body tires easily.

Effect
• –1 stamina saves vs fatigue
• vigor loss checks occur 1 round earlier

Reward
+2 skill points

Overcome
Endurance training and long travel

Training DC
22

  

Weak Grip

Your hands lack strength.

Effect
• disadvantage on grappling checks
• harder climbing

Reward
+1 skill point

Overcome
Climbing training or manual labor

Training DC
18

  

Bad Balance

Effect
• disadvantage on tumbling checks
• –1 on tightrope or narrow terrain

Reward
+1 skill point

Overcome
Acrobat training

Training DC
18

  

Slow Reflexes

Effect
• –1 reflex saves

Reward
+2 skill points

Overcome
Combat drills

Training DC
22

  

Frail

Effect
• lose +1 additional vigor from injuries

Reward
+2 skill points

Overcome
Years of endurance training

Training DC
24

  

Weak Lungs

Effect
• disadvantage on endurance checks in smoke, altitude, underwater

Reward
+1 skill point

Overcome
High altitude conditioning

Training DC
20

  

KNOWLEDGE LIMITATIONS

  

Illiterate

Effect
Cannot read books, maps, or spell texts.

Reward
+1 skill point

Overcome
Learn literacy

Training DC
16

  

Uneducated

Effect
Disadvantage on History and Lore checks.

Reward
+1 skill point

Overcome
Academic training

Training DC
18

  

Superstitious

Effect
Morale loss when encountering magic.

Reward
+1 skill point

Overcome
Magical exposure and study

Training DC
20

  

Technologically Illiterate

Effect
Cannot use complex machines.

Reward
+1 skill point

Overcome
Engineering training

Training DC
18

  

SOCIAL FLAWS

  

Socially Awkward

Effect
Disadvantage on charm and persuasion.

Reward
+1 skill point

Overcome
Etiquette training

Training DC
18

  

Brutally Honest

Effect
Cannot lie convincingly.

Reward
+1 skill point

Overcome
Deception training

Training DC
18

  

Short Temper

Effect
Morale loss more likely during insults.

Reward
+1 skill point

Overcome
Meditation training

Training DC
18

  

Distrustful

Effect
Hard to accept aid or leadership.

Reward
+1 skill point

Overcome
Team training arcs

Training DC
18

  

Notorious Face

Effect
People recognize you easily.

Reward
+1 skill point

Overcome
Changing identity

Training DC
22

  

MENTAL FLAWS

  

Easily Distracted

Effect
Disadvantage on focus saves.

Reward
+1 skill point

Overcome
Meditation or mental discipline

Training DC
20

  

Fear of Blood

Effect
Morale save when witnessing severe injury.

Reward
+1 skill point

Overcome
Exposure therapy

Training DC
20

  

Fear of Darkness

Effect
Morale loss in dark environments.

Reward
+1 skill point

Overcome
Facing darkness trials

Training DC
20

  

Nightmares

Effect
Sleep sometimes fails to restore morale.

Reward
+2 skill points

Overcome
Therapy or magical aid

Training DC
22

  

COMBAT FLAWS

  

Clumsy Fighter

Effect
–1 attack rolls with melee weapons.

Reward
+2 skill points

Overcome
Weapon mastery training

Training DC
24

  

Poor Shot

Effect
–1 ranged attacks.

Reward
+2 skill points

Overcome
Marksmanship training

Training DC
24

  

Cannot Use Shields

Effect
No shield proficiency.

Reward
+1 skill point

Overcome
Shield training

Training DC
18

  

Fear of Injury

Effect
Morale loss when wounded.

Reward
+1 skill point

Overcome
Combat experience

Training DC
20

  

LIFESTYLE FLAWS

  

Addicted

Effect
Morale penalties without substance.

Reward
+2 skill points

Overcome
Long rehabilitation quest

Training DC
24

  

Debt

Effect
Someone is hunting you for money.

Reward
+1 skill point

Overcome
Pay or escape debt

Narrative resolution

  

Oathbound

Effect
Must obey strict moral code.

Reward
+1 skill point

Overcome
Breaking oath (major story event)

  

Hunted

Effect
Enemies pursue you.

Reward
+2 skill points

Overcome
Defeat or escape hunters

Narrative resolution

  

SENSORY FLAWS

  

Poor Vision

Effect
Disadvantage on distant perception.

Reward
+1 skill point

Overcome
Glasses or magical aid

Training DC
16

  

Partial Deafness

Effect
Disadvantage on auditory perception.

Reward
+1 skill point

Overcome
Medical treatment

Training DC
20

  

EXTREME FLAWS

  

Crippling Injury

Effect
Permanent limp or handicap.

Reward
+3 skill points

Overcome
Major medical quest

Training DC
26

  

Magical Curse

Effect
Minor supernatural penalty.

Reward
+3 skill points

Overcome
Remove curse quest

Training DC
26+

   

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FEATS (Starting Achievements)

Feats represent things the character has done that people might know about.
They provide small situational bonuses, contacts, or reputation advantages.

  

Combat Feats

Veteran of a Skirmish

You fought in a real battle.

Effect
+1 to morale saves during combat

  

Known Duelist

You won several formal duels.

Effect
+1 on social checks among warriors

  

Shield Bearer

You trained with shield walls.

Effect
+1 defense while adjacent to an ally

  

Battlefield Survivor

You lived through a disastrous fight.

Effect
First morale loss in combat is reduced by 1

  

Weapon Specialist

You trained extensively with one weapon.

Effect
Choose one weapon type
+1 attack rolls with it

  

Survival Feats

Wilderness Guide

You have guided people through the wild.

Effect
+1 navigation checks

  

Beast Tracker

You are known for tracking animals.

Effect
+1 tracking beasts

  

Endurance Walker

You traveled long distances.

Effect
Ignore first fatigue penalty per journey

  

River Runner

You are comfortable around water.

Effect
+1 swimming checks

  

Night Watch

You have guarded camps many times.

Effect
+1 perception during night watch

  

Social Feats

Trusted Messenger

You once carried an important message.

Effect
+1 speechcraft checks when delivering news

  

Local Hero

You helped a village in the past.

Effect
Villagers begin slightly friendly

  

Storyteller

People enjoy your tales.

Effect
+1 morale recovery from entertainment

  

Apprentice Diplomat

You trained in etiquette.

Effect
+1 etiquette checks

  

Merchant's Apprentice

You worked trade routes.

Effect
+1 bartering checks

  

Craft Feats

Apprentice Smith

You trained in a forge.

Effect
+1 smithing checks

  

Tool Familiarity

You have used many tools.

Effect
+1 equipment maintenance checks

  

Tinkerer

You often repair broken things.

Effect
+1 tinkering checks

  

Magic Feats

Minor Arcanist

You studied basic magic.

Effect
+1 spellcraft checks

  

Ritual Assistant

You helped in rituals before.

Effect
+1 assisting spellcasters

  

Spirit Sensitive

You feel supernatural presences.

Effect
+1 perception vs magical anomalies

  

INFAMIES (Negative Reputation)

Infamies represent things people whisper about you.
They create story complications and social consequences.

  

Criminal Infamies

Former Thief

You were caught stealing.

Effect
Disadvantage on trust checks with officials

  

Known Smuggler

Authorities recognize you.

Effect
Guards may search you more often

  

Prison Survivor

You once served time.

Effect
Advantage on intimidation vs criminals
Disadvantage with lawkeepers

  

Debt Owed

You owe dangerous people money.

Effect
Bounty hunters may appear

  

Fugitive

You fled justice somewhere.

Effect
Certain regions treat you as hostile

  

Social Infamies

Insulted a Noble

A noble house dislikes you.

Effect
Disadvantage in noble courts

  

Drunkard Reputation

People know you drink heavily.

Effect
–1 social checks with professionals

  

Troublemaker

You often cause conflict.

Effect
Morale penalties in diplomatic meetings

  

Exiled

You were banished from somewhere.

Effect
Certain factions distrust you

  

Scandal Survivor

You were part of a public scandal.

Effect
Gossip spreads quickly about you

  

Combat Infamies

Brutal Fighter

You are known for excessive violence.

Effect
+1 intimidation
–1 persuasion

  

Coward Rumor

People believe you fled battle.

Effect
Disadvantage with soldiers

  

Duel Gone Wrong

Someone died in a duel with you.

Effect
Family or faction hostility

  

Mercenary Reputation

People think you fight for coin alone.

Effect
–1 trust with idealists

  

Weapon Accident

You caused harm unintentionally.

Effect
Disadvantage in disciplined military circles

  

Strange Infamies

Cursed Luck

People think you are unlucky.

Effect
Superstitious NPCs avoid you

  

Haunted

Rumors say spirits follow you.

Effect
–1 morale recovery in towns

  

Touched by Magic

People distrust your magical aura.

Effect
–1 social checks with commoners

  

Monster Witness

You claim to have seen something terrible.

Effect
People doubt you
But advantage when identifying monsters

  

Strange Survivor

You survived something others did not.

Effect
Rumors follow you everywhere

  

DESIGN BENEFITS

Your Feat / Infamy system works extremely well because:

• it reinforces story over power
• it connects characters to the world
• it gives GMs plot hooks
• it creates social consequences

This fits perfectly with your morale and reputation themes.

  

Suggested Limits

At character creation:

   

Age


Feats


Infamies

 

Young


0


0

 

Prime


1


optional

 

Mature


2


2

 

Elder


3


3

Which matches your earlier design.

  

Next Character Creation Section

The last major part you mentioned is:

Old Injuries

This section could become one of the most unique mechanics in your game, because it can tie directly to:

  • your injury      tables
  • character      history
  • scars      and disabilities
  • roleplay

If you'd like, I can design a large Old Injuries table (30–40 entries) with:

• cosmetic scars
• lingering injuries
• mechanical limitations
• story hooks.

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OLD INJURIES SYSTEM

Old Injuries represent wounds from past battles, accidents, or harsh lives.

They provide:

• narrative depth
• visible scars
• mechanical limitations
• bonus skill points

Most cannot be removed, though magical healing or rare surgery may reduce them.

  

OLD INJURY TIERS

   

Tier


Skill Points


Description

 

Minor


+1


healed but noticeable

 

Major


+2


lingering impairment

 

Severe


+3


permanent disability

  

MINOR OLD INJURIES

These mostly create flavor and small situational effects.

  

Facial Scar

Effect
You have a visible battle scar.

Bonus
+1 intimidation checks

Penalty
–1 charm checks

Reward
+1 skill point

  

Burned Skin

Effect
Part of your skin is scarred.

Penalty
Disadvantage resisting extreme heat pain.

Bonus
Advantage resisting intimidation.

Reward
+1 skill point

  

Crooked Nose

Effect
Broken nose healed poorly.

Penalty
Occasional breathing issues during endurance checks.

Reward
+1 skill point

  

Old Arrow Scar

Effect
You once took an arrow.

Penalty
Occasional pain during heavy exertion.

Bonus
Advantage identifying ranged attack direction.

Reward
+1 skill point

  

Torn Ear

Effect
Ear partially missing.

Penalty
–1 auditory perception.

Bonus
+1 intimidation vs criminals.

Reward
+1 skill point

  

Sword Cut Across Arm

Effect
Large scar.

Penalty
Minor stiffness during climbing.

Reward
+1 skill point

  

Frostbite Scars

Effect
Finger or toe damage.

Penalty
Disadvantage in extreme cold.

Reward
+1 skill point

  

Animal Bite Scar

Effect
You survived a beast attack.

Bonus
+1 tracking that species.

Penalty
Morale test when facing similar beast.

Reward
+1 skill point

  

MAJOR OLD INJURIES

These create clear mechanical limitations.

  

Limping Leg

Effect
Old fracture healed poorly.

Penalty
–5 movement speed.

Bonus
+1 endurance vs pain.

Reward
+2 skill points

  

Crushed Rib

Effect
Breathing discomfort.

Penalty
–1 endurance saves.

Reward
+2 skill points

  

Damaged Eye

Effect
Vision in one eye weakened.

Penalty
–1 ranged attack accuracy.

Bonus
+1 perception for nearby movement.

Reward
+2 skill points

  

Nerve Damage

Effect
Arm or leg nerve injury.

Penalty
–1 skill checks involving that limb.

Reward
+2 skill points

  

War Trauma

Effect
You survived a terrible battle.

Penalty
Morale loss when seeing mass casualties.

Bonus
+1 morale resistance vs intimidation.

Reward
+2 skill points

  

Old Poison Damage

Effect
Your body once survived toxin exposure.

Penalty
Disadvantage resisting similar toxins.

Bonus
+1 herbalism checks.

Reward
+2 skill points

  

Lung Damage

Effect
Breathing reduced.

Penalty
Disadvantage on long sprint endurance.

Reward
+2 skill points

  

Shattered Finger

Effect
Finger healed crooked.

Penalty
–1 sleight of hand.

Reward
+2 skill points

  

SEVERE OLD INJURIES

These are dramatic character-defining wounds.

  

Missing Eye

Penalty
Disadvantage on ranged combat.

Bonus
Advantage resisting visual fear effects.

Reward
+3 skill points

  

Missing Hand

Penalty
Cannot use two-handed weapons normally.

Bonus
+1 intimidation.

Reward
+3 skill points

  

Missing Foot

Penalty
Movement reduced significantly.

Bonus
Advantage endurance vs pain.

Reward
+3 skill points

  

Crushed Spine

Effect
Severe back injury.

Penalty
Encumbrance limits reduced.

Reward
+3 skill points

  

War Amputation

Effect
Lost limb replaced with prosthetic.

Penalty
Reduced dexterity in that limb.

Bonus
Prosthetics may be upgraded later.

Reward
+3 skill points

  

Disfigured Face

Penalty
–2 charm checks.

Bonus
+2 intimidation.

Reward
+3 skill points

  

Old Magical Curse Wound

Effect
Scar left by magical attack.

Penalty
Occasional morale disturbances.

Bonus
+1 detection of magical anomalies.

Reward
+3 skill points

  

OPTIONAL COSMETIC OLD INJURIES

These grant no points but add flavor.

Examples:

  • claw      marks
  • ritual      tattoos
  • missing      teeth
  • healed      burn marks
  • arrowhead      still under skin

  

OPTIONAL: OLD INJURY ORIGIN TABLE

You could also add:

d12 Injury Origin

1 battlefield wound
2 monster attack
3 duel
4 accident
5 hunting mishap
6 siege weapon impact
7 fire accident
8 torture scars
9 magical backlash
10 shipwreck injury
11 gladiator arena
12 assassination attempt

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FAMILY, FRIENDS & CONNECTIONS SYSTEM

During character creation, a player may establish personal connections.

These represent people who:

  • helped      shape the character
  • may      still influence their life
  • might      appear during the campaign

Connections provide small narrative benefits, but also give the GM story leverage.

  

NUMBER OF CONNECTIONS

Players may choose or roll connections.

Recommended totals:

   

Age


Connections

 

Young


1

 

Prime


2

 

Mature


3

 

Elder


4

Connections may be:

  • Family
  • Friends
  • Mentors
  • Rivals
  • Enemies

Players may also choose:

Orphan / Loner

which removes connections but grants +1 skill point.

  

GM LEVERAGE BONUS

If a player allows the GM to use a connection for story complications, they gain a benefit.

Each such connection grants:

• +1 Morale recovery during downtime
or
• +1 Social skill bonus when referencing that connection

This rewards players who allow narrative consequences.

  

RELATIONSHIP STATUS

Each connection has a relationship status.

Roll 1d6 or choose.

   

d6


Relationship

 

1


Estranged

 

2


Distant

 

3


Neutral

 

4


Friendly

 

5


Loyal

 

6


Devoted

Status affects how much help they will provide.

  

CURRENT STATUS TABLE

Roll 1d8 to determine what the connection is doing now.

   

d8


Current Status

 

1


living peacefully

 

2


traveling

 

3


missing

 

4


working a dangerous job

 

5


recently injured

 

6


in trouble with the law

 

7


rising in status

 

8


secretly involved in something mysterious

  

FAMILY CONNECTIONS

Roll 1d12 or choose.

   

d12


Family Member

 

1


parent

 

2


sibling

 

3


cousin

 

4


grandparent

 

5


aunt or uncle

 

6


spouse

 

7


former spouse

 

8


child

 

9


adoptive parent

 

10


foster sibling

 

11


clan elder

 

12


distant noble relative

  

Family Benefits

Family members may provide:

• safe place to stay
• small financial help
• local information
• emotional support (morale recovery)

  

FRIEND CONNECTIONS

Roll 1d12.

   

d12


Friend Type

 

1


childhood friend

 

2


fellow soldier

 

3


hunting partner

 

4


traveling companion

 

5


drinking buddy

 

6


former coworker

 

7


fellow student

 

8


rescued stranger

 

9


loyal servant

 

10


guild member

 

11


messenger contact

 

12


merchant contact

  

Friend Benefits

Friends may offer:

• rumor information
• safe meeting places
• trade favors
• introductions

  

MENTORS

Mentors are important for training and advancement.

Roll 1d10.

   

d10


Mentor Type

 

1


retired soldier

 

2


master craftsman

 

3


village elder

 

4


mage tutor

 

5


priest or spiritual guide

 

6


wilderness ranger

 

7


gladiator trainer

 

8


scholar

 

9


spy handler

 

10


mysterious hermit

  

Mentor Benefits

Mentors provide:

• advantage on training checks once per campaign arc
• access to rare knowledge

  

RIVALS

Rivals create tension but not necessarily hostility.

Roll 1d10.

   

d10


Rival

 

1


competing adventurer

 

2


rival student

 

3


jealous sibling

 

4


competing merchant

 

5


duelist rival

 

6


rival hunter

 

7


academic competitor

 

8


political rival

 

9


former friend turned competitor

 

10


unknown rival watching you

  

Rival Effects

Rivals may:

• challenge the character
• appear during quests
• compete for fame

Mechanical effect:

+1 morale when defeating rival achievements

  

ENEMIES

Enemies are dangerous relationships.

Roll 1d10.

   

d10


Enemy

 

1


angry noble

 

2


criminal gang

 

3


former commander

 

4


rival adventurer

 

5


monster hunter you cheated

 

6


betrayed smuggler

 

7


cultist you angered

 

8


bounty hunter

 

9


former lover

 

10


mysterious masked enemy

  

Enemy Effects

Enemies create:

• ambush events
• bounty hunters
• sabotage attempts

If player allows GM use freely:

Gain +1 intimidation checks when reputation spreads.

  

RELATIONSHIP DEVELOPMENT

Connections can change.

Events may:

• improve relationships
• create betrayal
• deepen loyalty

GM may roll:

Relationship Shift Table

   

d6


Shift

 

1


betrayal

 

2


conflict

 

3


no change

 

4


improved bond

 

5


loyal ally

 

6


heroic sacrifice opportunity

  

OPTIONAL: RANDOM CONNECTION GENERATOR

If players want quick results:

Roll 3d12:

1 = family
2 = friend
3 = rival/enemy

This creates fast but interesting relationships.

  

EXAMPLE CONNECTION

Older Sister

Relationship: Loyal
Status: Traveling merchant

Benefit:
Provides trade rumors and safe lodging.

Risk:
May request dangerous escort missions.

   

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STARTING EQUIPMENT SYSTEM

Starting equipment comes from three sources:

  1. Background      equipment
  2. Personal      item
  3. Starting      wealth

Not all characters begin wealthy.

  

STEP 1 — BACKGROUND GEAR

Each background grants 2–3 starting equipment options.

The player chooses two items from the background list.

These represent tools of their previous life.

Background gear usually includes:

  • tools
  • clothing
  • simple      weapons
  • trade      items
  • contacts

It rarely includes armor or expensive weapons.

  

STEP 2 — PERSONAL ITEM

Each character begins with one personal item.

This item represents something meaningful.

Roll 1d12 or choose.

   

d12


Personal Item

 

1


heirloom weapon

 

2


lucky charm

 

3


old journal

 

4


family ring

 

5


worn cloak

 

6


childhood toy

 

7


map fragment

 

8


medal or award

 

9


strange trinket

 

10


religious relic

 

11


tool set

 

12


mysterious key

Personal items usually grant no mechanical benefit, but may influence story or morale.

Optional rule:

When used in emotional scenes:

+1 morale recovery.

  

STEP 3 — STARTING WEALTH

Characters begin with variable wealth depending on background and life circumstances.

Roll 1d6 or choose.

   

d6


Wealth Level


Starting Coin

 

1


Destitute


0 coins

 

2


Poor


10 coins

 

3


Modest


30 coins

 

4


Comfortable


60 coins

 

5


Prosperous


120 coins

 

6


Privileged


200 coins

Reminder:

20 coins = 1 encumbrance slot

So carrying large wealth is dangerous.

  

OPTIONAL: BACKGROUND WEALTH MODIFIER

Certain backgrounds modify starting wealth.

   

Background Type


Modifier

 

Farmer / Laborer


–1 wealth tier

 

Merchant / Noble


+1 wealth tier

 

Scholar


+0

 

Soldier


+0

 

Criminal


roll twice, take lower

  

STARTING EQUIPMENT PACKAGE

After choosing items and wealth, the character also receives basic survival gear.

This ensures characters are not unplayable.

Each character begins with:

  • basic      clothing (1 slot)
  • bedroll
  • waterskin
  • 3      rations
  • small      pack

Total slots used: 3–4

  

STARTING WEAPON OPTIONS

Players may purchase one weapon with starting wealth.

Typical prices might be:

   

Weapon


Cost

 

Dagger


10 coins

 

Club


5 coins

 

Spear


15 coins

 

Short sword


40 coins

 

Axe


35 coins

 

Bow


50 coins

 

Arrows (20)


10 coins

Heavy weapons and armor should be difficult to start with.

  

STARTING ARMOR OPTIONS

Most characters begin with light protection only.

   

Armor


Cost

 

Clothing


free

 

Gambeson


40 coins

 

Leather


60 coins

 

Shield


30 coins

Mail and plate should normally be unavailable at character start unless justified.

  

OPTIONAL: STARTING MOUNT

Some backgrounds allow mounts.

Roll 1d6:

   

d6


Mount

 

1–3


none

 

4–5


mule

 

6


horse

Mounts use the encumbrance system.

  

POVERTY OPTION

Players may choose to begin with nothing.

Starting with no gear grants:

• +1 skill point
or
• +1 favored specialization

This represents a hard life survivor.

  

EXAMPLE STARTING CHARACTER

Background: Hunter

Background Gear Choices:

  • hunting      bow
  • traps

Personal Item:

  • wolf      tooth charm

Wealth Roll:

3 → Modest (30 coins)

Purchased:

  • arrows
  • knife
  • cloak

Final gear fits easily into encumbrance slots.

  

OPTIONAL: RANDOM STARTING KIT

For players who like randomness.

Roll 1d12:

   

d12


Kit

 

1


hunter kit

 

2


traveler kit

 

3


laborer kit

 

4


soldier kit

 

5


scout kit

 

6


scholar kit

 

7


priest kit

 

8


merchant kit

 

9


thief kit

 

10


explorer kit

 

11


sailor kit

 

12


survivor kit

Each kit contains 3–5 thematic items.

  

DESIGN BENEFITS

This system:

  • reinforces      background identity
  • keeps      equipment grounded
  • supports      encumbrance
  • prevents      early power creep
  • creates      story hooks through personal items

  

CHARACTER CREATION IS NOW ALMOST COMPLETE

You now have:

✔ race
✔ gender
✔ age
✔ lineage
✔ backgrounds
✔ feats
✔ flaws
✔ infamies
✔ old injuries
✔ family & friends
✔ starting equipment

This is a very rich character creation system.

  

Best Next Section

The most natural next section is:

Universal Monster System

Because monsters will interact with:

  • injury      tables
  • poison      systems
  • morale      damage
  • harvesting      components
  • spellcasting      creatures
  • encounter      balance

And once monsters exist, the entire game loop becomes playable.

Great—detailing the kits is important because they give players fast starts and help GMs equip NPCs quickly. They should also respect your encumbrance slot system, your survival mechanics, and your background philosophy (practical gear, not heroic loadouts).

Each kit below includes:

  • Theme
  • Items
  • Slot      usage
  • Notes

Most kits should total 5–8 slots, leaving room for weapons, armor, and personal gear.

  

STARTING EQUIPMENT KITS

  

1. Hunter Kit

For wilderness trackers and trappers.

Items

  • hunting      bow (2 slots)
  • arrows      ×20 (1 slot)
  • skinning      knife (1 slot)
  • trap      kit (1 slot)
  • fur      cloak (1 slot)
  • dried      meat rations ×3 (1 slot)

Total Slots: 7

Notes
Excellent for tracking, food gathering, and stealth travel.

  

2. Traveler Kit

For wanderers and road adventurers.

Items

  • walking      staff (1 slot)
  • bedroll      (1 slot)
  • cloak      (1 slot)
  • rations      ×5 (1 slot)
  • waterskin      (1 slot)
  • map      case (1 slot)
  • small      pouch with coins (1 slot)

Total Slots: 7

Notes
Balanced gear for long journeys.

  

3. Laborer Kit

For workers and builders.

Items

  • hammer      (1 slot)
  • rope      50ft (1 slot)
  • work      gloves (tiny items)
  • tool      pouch (1 slot)
  • lantern      (1 slot)
  • oil      flask ×2 (1 slot)
  • rough      cloak (1 slot)

Total Slots: 6

Notes
Useful for repairs and physical tasks.

  

4. Soldier Kit

For trained fighters.

Items

  • spear      (2 slots)
  • shield      (1 slot)
  • gambeson      armor (3 slots)
  • military      cloak (1 slot)
  • rations      ×3 (1 slot)

Total Slots: 8

Notes
Strong defensive starting gear.

  

5. Scout Kit

For reconnaissance and skirmishers.

Items

  • shortbow      (2 slots)
  • arrows      ×20 (1 slot)
  • dagger      (1 slot)
  • camo      cloak (1 slot)
  • signal      whistle (tiny item)
  • rope      (1 slot)

Total Slots: 6–7

Notes
Excellent for stealth and observation.

  

6. Scholar Kit

For academics and researchers.

Items

  • book      collection (1 slot)
  • writing      kit (tiny items)
  • scroll      case (1 slot)
  • spectacles      (tiny item)
  • lantern      (1 slot)
  • notebook      (tiny item)

Total Slots: 3–4

Notes
Low encumbrance but valuable knowledge tools.

  

7. Priest Kit

For religious servants.

Items

  • holy      symbol (tiny item)
  • prayer      book (1 slot)
  • incense      kit (tiny item)
  • ceremonial      robes (1 slot)
  • walking      staff (1 slot)
  • waterskin      (1 slot)

Total Slots: 4–5

Notes
Supports morale, rituals, and healing roles.

  

8. Merchant Kit

For traders and negotiators.

Items

  • ledger      (tiny item)
  • trade      goods (2 slots)
  • fine      clothing (1 slot)
  • scales      and weights (1 slot)
  • small      coin chest (1 slot)

Total Slots: 5–6

Notes
Useful for bartering and social encounters.

  

9. Thief Kit

For stealthy operators.

Items

  • dagger      (1 slot)
  • lockpick      kit (tiny items)
  • grappling      hook (1 slot)
  • rope      30ft (1 slot)
  • dark      cloak (1 slot)
  • pouch      with tools (tiny items)

Total Slots: 4–5

Notes
Designed for infiltration and escape.

  

10. Explorer Kit

For ruin delvers and adventurers.

Items

  • lantern      (1 slot)
  • oil      ×2 (1 slot)
  • rope      50ft (1 slot)
  • chalk      (tiny item)
  • crowbar      (1 slot)
  • bedroll      (1 slot)

Total Slots: 5–6

Notes
Great for dungeon exploration.

  

11. Sailor Kit

For life on ships.

Items

  • sailor      knife (1 slot)
  • rope      50ft (1 slot)
  • waterproof      cloak (1 slot)
  • navigation      tools (1 slot)
  • waterskin      (1 slot)

Total Slots: 5

Notes
Good for sea travel and climbing rigging.

  

12. Survivor Kit

For those living rough.

Items

  • knife      (1 slot)
  • flint      and steel (tiny item)
  • bedroll      (1 slot)
  • waterskin      (1 slot)
  • rations      ×3 (1 slot)
  • scavenged      cloak (1 slot)

Total Slots: 5–6

Notes
Represents hardship survival.

  

OPTIONAL KIT MODIFIERS

Kits can be adjusted based on:

Wealth

   

Wealth


Effect

 

Poor


remove one item

 

Comfortable


add one useful item

 

Wealthy


upgrade weapon or tools

  

Background

Backgrounds may swap items in kits.

Example:

Hunter + Explorer Kit → replace crowbar with trap kit.

  

QUICK KIT TABLE

For random gear selection:

   

d12


Kit

 

1


Hunter

 

2


Traveler

 

3


Laborer

 

4


Soldier

 

5


Scout

 

6


Scholar

 

7


Priest

 

8


Merchant

 

9


Thief

 

10


Explorer

 

11


Sailor

 

12


Survivor

   

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