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The Heroes Bane

The Heroes BaneThe Heroes BaneThe Heroes Bane

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Universal Cold Rules

COLD / FREEZING RULES

 Cold damage comes from:

  • freezing      weather
  • snow      exposure
  • icy      water
  • frost      magic
  • freezing      winds
  • prolonged      wetness in cold
  • contact      with ice or supernatural cold
  • blizzards      and mountain exposure

It uses the same sequence:

  1. Determine      location
  2. Check      coverage
  3. Roll      severity d12
  4. Apply      location effects
  5. Apply      secondary effects

Cold damages Vigor more than tissue at first

 Low and moderate severity cold usually causes:

  • Vigor      loss
  • numbness
  • slowed      movement
  • poor      dexterity
  • weakened      morale
  • reduced      recovery

Actual frostbite and tissue death appear more at higher severities.  

Cold protection

 Cold is mitigated best by:

  • warm      clothing
  • layered      dry clothing
  • furs
  • shelter
  • fire
  • movement
  • food      and water
  • body      heat / companionship
  • magical      warmth

Armor helps very little unless insulated. 

Cold coverage rule

 If the location is protected by proper cold-weather gear:

  • reduce      severity by 1–3 depending on quality
  • armor      damage is usually 0
  • Vigor      loss may still apply in harsh exposure

Wetness makes cold worse

If the target is:

  • soaked
  • in icy      rain
  • immersed
  • wearing      wet clothing

increase effective cold severity by +1 or +2. 

Armor interaction with cold

 Cold is the least damaging physical type to armor.

  • Most      cold results cause 0 armor damage
  • Severe      supernatural freezing may cause 1–2 durability damage
  • Brittle      freezing at high severity may crack weak materials, straps, leather, and      joints

Cold mainly attacks:

  • the      body
  • exposed      extremities
  • endurance
  • morale

not armor. 

Common Secondary Effects of Cold

 Common results include:

  • Numb
  • Winded
  • Staggered
  • Slowed      movement
  • Disadvantage      on fine manipulation
  • Morale      loss
  • Frostbite
  • Exhaustion
  • Collapse      from exposure

Bleeding is rare. Burning pain is brief; numbness and stiffness dominate. 

Cold Injuries

Face

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Sharp cold sting/Morale –1 briefly; flinch/0 dmg, reduce by 1–2 with scarf/hood/1/1–4 hours

 

2/Numb cheeks / lips/Speech uncomfortable; –1 Speechcraft briefly/0 dmg, reduce by 1–2/1/4–8 hours

 

3/Wind-burned face/Observation –1 from tearing/wind/0 dmg, reduce by 1–2/1/1 day


4/Partial facial numbness/–1 Observation and social checks/0 dmg, reduce by 2/2/2–4 days

 

5/Deep cold exposure/Speech impaired, morale –1/0 dmg, reduce by 2/2/1–2 weeks


6/Nose/cheek frostnip/Observation –1; pain when rewarmed

/0–1 dmg, reduce by 2/3/2–4 weeks

 

7/Early frostbite/–2 social checks; exposed skin damaged/0–1 dmg, reduce by 2–3/3/1–2 months

 

8/Severe facial freezing/Shock on rewarming; one eye may swell shut/1 dmg, reduce by 2–3/4/Months

 

9/Deep frostbite of face/Observation impaired; severe scarring likely/1 dmg, reduce by 3/4/Permanent likely

 

10/Major facial freezing trauma/Collapse check from exposure/1–2 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic facial frostbite/Tissue loss likely/1–2 dmg, reduce by 3/5/Permanent

 

12/Total facial freeze trauma/Collapse / death risk from exposure/2 dmg, reduce by 3/5/Permanent / fatal

Head

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Freezing scalp/wind chill/Morale –1 briefly/0 dmg, reduce by 1–2 with hood/1/1–4 hours

 

2/Numb scalp / ears/Observation –1 briefly/0 dmg, reduce by 1–2/1/4–8 hours

 

3/Ear and scalp cold shock/Concentration –1/0 dmg, reduce by 1–2/1/1 day

 

4/Heavy cold exposure/Disoriented briefly; cannot Exert next turn/0 dmg, reduce by 2/2/2–4 days

 

5/Deep chill into head/Observation and Concentration –1/0–1 dmg, reduce by 2/2/1–2 weeks

 

6/Freezing ear/scalp injury/Frostnip; morale –1/0–1 dmg, reduce by 2/3/2–4 weeks

 

7/Severe head exposure/Disoriented; reactions slowed/0–1 dmg, reduce by 2–3/3/1–2 months

 

8/Deep freezing/Cannot Exert; Staggered from exposure/1 dmg, reduce by 2–3/4/Months

 

9/Frostbite / cold confusion/Collapse check; major numbness/1 dmg, reduce by 3/4/Permanent likely

 

10/Severe cranial exposure trauma/Collapse likely/1–2 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic freezing exposure/Dying without warmth/1–2 dmg, reduce by 3/5/Permanent / fatal likely

 

12/Total freezing collapse/Immediate death risk/2 dmg, reduce by 3/5/Fatal likely

Neck

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Bitter cold at throat/Speech uncomfortable/0 dmg, reduce by 1–2 with scarf/1/1–4 hours

 

2/Neck numbness/Head turning uncomfortable/0 dmg, reduce by 1–2/1/4–8 hours

 

3/Freezing wind exposure/–1 Observation or Defense briefly/0 dmg, reduce by 1–2/1/1 day

 

4/Deep neck chill/Morale –1; movement stiffness/0 dmg, reduce by 2/2/2–4 days

 

5/Stiff neck from freezing/–1 attacks and Observation/0–1 dmg, reduce by 2/2/1–2 weeks

 

6/Frostnip / exposed tissue/Concentration –1; speech hindered/0–1 dmg, reduce by 2/3/2–4 weeks

 

7/Severe neck freezing/Reactions slowed; Resolve –1/0–1 dmg, reduce by 2–3/3/1–2 months

 

8/Deep cold lock/Head turning painful; cannot Exert/1 dmg, reduce by 2–3/4/Months

 

9/Severe tissue freezing/Collapse check from exposure/1 dmg, reduce by 3/4/Permanent likely

 

10/Major neck frostbite/Speech and turning heavily impaired/1–2 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic neck freezing/Dying without rewarming/1–2 dmg, reduce by 3/5/Permanent / fatal likely

 

12/Total freezing trauma/Immediate collapse / death risk/2 dmg, reduce by 3/5/Fatal likely

Back

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Cold through clothing/Uncomfortable; morale –1 briefly/0 dmg, reduce by 1–2 with cloak/furs/1/1–4 hours

 

2/Back stiffness/Movement –5 briefly/0 dmg, reduce by 1–2/1/4–8 hours

 

3/Deep chill in back muscles/–1 climbing/swimming briefly/0 dmg, reduce by 1–2/1/1 day

 

4/Cold-soaked back/Movement –5 for encounter/0 dmg, reduce by 2/2/2–4 days

 

5/Stiff spine and shoulders/–1 attacks using torso rotation/0–1 dmg, reduce by 2/2/1–2 weeks

 

6/Prolonged freezing exposure/Stamina –1; cannot sprint/0–1 dmg, reduce by 2/3/2–4 weeks

 

7/Deep cold into core muscles/Shock on rewarming; movement halved/0–1 dmg, reduce by 2–3/3/1–2 months

 

8/Back and shoulder frost injury/Climbing/swimming at disadvantage/1 dmg, reduce by 2–3/4/Months

 

9/Severe exposure injury/Collapse check from cold fatigue/1 dmg, reduce by 3/4/Permanent likely

 

10/Massive cold injury to back/core/Cannot Exert; near collapse/1–2 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic freezing exposure/Dying without heat/1–2 dmg, reduce by 3/5/Permanent / fatal likely

 

12/Total freezing collapse/Immediate death risk/2 dmg, reduce by 3/5/Fatal likely

Torso

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Cold bites into chest/gut/Morale –1 briefly/0 dmg, reduce by 1–2 with layers/1/1–4 hours


2/Deep chill/Stamina –1 briefly/0 dmg, reduce by 1–2/1/4–8 hours

 

3/Core temperature dropping/Painful breathing; cannot Exert next turn/0 dmg, reduce by 1–2/1/1 day

 

4/Torso stiff and chilled/–1 attacks from slowed movement/0 dmg, reduce by 2/2/2–4 days

 

5/Core chill worsening/Stamina saves –1/0–1 dmg, reduce by 2/2/1–2 weeks

 

6/Dangerous cold exposure/Cannot sprint; morale –1/0–1 dmg, reduce by 2/3/2–4 weeks

 

7/Hypothermic symptoms/Observation and Concentration –1/0–1 dmg, reduce by 2–3/4/1–2 months

 

8/Severe hypothermia onset/Shock check; Staggered/1 dmg, reduce by 2–3/4/Months

 

9/Core body failure/Collapse check; cannot Exert/1 dmg, reduce by 3/5/Months

 

10/Major hypothermic collapse/Immediate collapse likely/1–2 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic freezing of core/Dying without rapid rewarming/1–2 dmg, reduce by 3/5/Permanent / fatal likely

 

12/Total core freeze collapse/Immediate death risk/2 dmg, reduce by 3/5/Fatal likely

Legs

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Numb leg/Movement –5 briefly/0 dmg, reduce by 1–2 with proper leggings/1/1–4 hours

 

2/Cold-stiff calf/thigh/No sprint this round/0 dmg, reduce by 1–2/1/4–8 hours

 

3/Surface freezing discomfort/Painful movement/0 dmg, reduce by 1–2/1/1 day

 

4/Deep chill in muscles/Movement –5 for encounter/0 dmg, reduce by 2/2/2–4 days

 

5/Stiff leg from freezing/Climbing/sprinting at disadvantage/0–1 dmg, reduce by 2/2/1–2 weeks

 

6/Dangerous limb chill/Cannot dash next turn/0–1 dmg, reduce by 2/3/2–4 weeks

 

7/Frostnip / early frostbite/Movement halved/0–1 dmg, reduce by 2–3/3/1–2 months

 

8/Deep freezing of limb/Fall prone on failed Stamina while running/1 dmg, reduce by 2–3/4/Months

 

9/Major frostbite/Leg function badly impaired/1 dmg, reduce by 3/4/Permanent likely

 

10/Severe freezing trauma/Collapse likely if forced to march/1–2 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic limb freezing/Limb may be lost without care/1–2 dmg, reduce by 3/5/Permanent

 

12/Total freezing destruction of limb/Limb destroyed / fatal exposure risk/2 dmg, reduce by 3/5/Permanent / fatal

Arms

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Numb forearm/–1 next attack briefly/0 dmg, reduce by 1–2 with sleeves/furs/1/1–4 hours

 

2/Cold-stiff arm/Grip weak briefly/0 dmg, reduce by 1–2/1/4–8 hours

 

3/Surface exposure/Painful use of arm/0 dmg, reduce by 1–2/1/1 day

 

4/Deep chill in arm/–1 attacks with that arm/0 dmg, reduce by 2/2/2–4 days

 

5/Severe stiffness/No heavy strikes with that arm/0–1 dmg, reduce by 2/2/1–2 weeks

 

6/Dangerous numbness/Drop item on failed Stamina/0–1 dmg, reduce by 2/3/2–4 weeks

 

7/Early frostbite/–2 attacks with that arm/0–1 dmg, reduce by 2–3/3/1–2 months

 

8/Deep freezing of arm/Hand/arm use badly impaired/1 dmg, reduce by 2–3/4/Months

 

9/Major frostbite/Arm function badly impaired/1 dmg, reduce by 3/4/Permanent likely

 

10/Severe freezing trauma/Arm nearly unusable/1–2 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic arm freezing/Tissue loss likely/1–2 dmg, reduce by 3/5/Permanent

 

12/Total freezing destruction/Limb destroyed/2 dmg, reduce by 3/5/Permanent

Hands

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Cold fingers/–1 fine manipulation briefly/0 dmg, reduce by 1–2 with gloves/1/1–4 hours

 

2/Numb hand/Grip weakened briefly/0 dmg, reduce by 1–2/1/4–8 hours

 

3/Surface exposure/Painful handling/0 dmg, reduce by 1–2/1/1 day

 

4/Deep numbness/Drop item unless Stamina succeeds/0 dmg, reduce by 2/2/2–4 days 


5/Hand stiffening badly/Fine manipulation at disadvantage/0–1 dmg, reduce by 2/2/1–2 weeks

 

6/Dangerous hand chill/Grip weakened severely/0–1 dmg, reduce by 2/3/2–4 weeks

 

7/Early frostbite/Hand use badly impaired/0–1 dmg, reduce by 2–3/3/1–2 months

 

8/Deep hand freezing/Hand largely unusable/1 dmg, reduce by 2–3/4/Months

 

9/Major frostbite/Permanent function loss likely/1 dmg, reduce by 3/4/Permanent likely

 

10/Severe freezing trauma/Hand unusable/1–2 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic hand freezing/Tissue loss likely/1–2 dmg, reduce by 3/5/Permanent

 

12/Total hand freezing destruction/Hand destroyed/2 dmg, reduce by 3/5/Permanent

Feet

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Numb foot/Movement –5 briefly/0 dmg, reduce by 1–2 with boots/wraps/1/1–4 hours

 

2/Cold-stiff foot/No sprint this round/0 dmg, reduce by 1–2/1/4–8 hours

 

3/Surface freezing discomfort/Painful stepping/0 dmg, reduce by 1–2/1/1 day

 

4/Deep numbness/Movement –5 for encounter/0 dmg, reduce by 2/2/2–4 days

 

5/Stiff frozen foot/Tumbling/climbing at disadvantage/0–1 dmg, reduce by 2/2/1–2 weeks

 

6/Dangerous foot chill/Cannot dash next turn/0–1 dmg, reduce by 2/3/2–4 weeks

 

7/Early frostbite/Movement halved/0–1 dmg, reduce by 2–3/3/1–2 months

 

8/Deep freezing/Fall prone on failed Stamina while running/1 dmg, reduce by 2–3/4/Months

 

9/Major frostbite/Foot function badly impaired/1 dmg, reduce by 3/4/Permanent likely

 

10/Severe freezing trauma/Foot nearly unusable/1–2 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic foot freezing/Tissue loss likely/1–2 dmg, reduce by 3/5/Permanent

 

12/Total foot freezing destruction/Foot destroyed/2 dmg, reduce by 3/5/Permanent

Wings

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Cold-stiff membrane/Flight awkward briefly/0 dmg, reduce by 1–2 with proper covering/1/1–4 hours

 

2/Numb edge of wing/–1 aerial maneuver briefly/0 dmg, reduce by 1–2/1/4–8 hours

 

3/Surface freezing discomfort/Cannot sharply bank/0 dmg, reduce by 1–2/1/1 day

 

4/Deep chill in wing/Flight speed –5/0 dmg, reduce by 2/2/2–4 days

 

5/Stiffened flight muscles/Sustained flight difficult/0–1 dmg, reduce by 2/2/1–2 weeks

 

6/Dangerous wing chill/Forced landing possible/0–1 dmg, reduce by 2/3/2–4 weeks

 

7/Early frostbite / membrane damage/Flight maneuvering at disadvantage/0–1 dmg, reduce by 2–3/3/1–2 months

 

8/Deep wing freezing/Flight impossible until treated/warmed/1 dmg, reduce by 2–3/4/Months

 

9/Major frostbite/Wing function badly impaired/1 dmg, reduce by 3/4/Permanent likely

 

10/Severe freezing trauma/Wing nearly unusable/1–2 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic wing freezing/Tissue loss likely/1–2 dmg, reduce by 3/5/Permanent

 

12/Total wing freezing destruction/Wing destroyed/2 dmg, reduce by 3/5/Permanent

Tail

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Cold-stiff tail/–1 balance briefly/0 dmg, reduce by 1–2 with wrapping/1/1–4 hours

 

2/Numb tail/No tail attack next turn/0 dmg, reduce by 1–2/1/4–8 hours

 

3/Surface freezing discomfort/Balance/tumbling –1 briefly/0 dmg, reduce by 1–2/1/1 day

 

4/Deep chill/Tail attacks weakened/0 dmg, reduce by 2/2/2–4 days

 

5/Severe stiffness/Tail attacks/balance at disadvantage/0–1 dmg, reduce by 2/2/1–2 weeks

 

6/Dangerous numbness/Tail use badly impaired/0–1 dmg, reduce by 2/3/2–4 weeks

 

7/Early frostbite/Tail use halved or unreliable/0–1 dmg, reduce by 2–3/3/1–2 months

 

8/Deep freezing/Prone risk on failed tumbling/1 dmg, reduce by 2–3/4/Months

 

9/Major frostbite/Tail function badly impaired/1 dmg, reduce by 3/4/Permanent likely

 

10/Severe freezing trauma/Tail nearly unusable/1–2 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic tail freezing/Tissue loss likely/1–2 dmg, reduce by 3/5/Permanent

 

12/Total tail freezing destruction/Tail destroyed/2 dmg, reduce by 3/5/Permanent

Groin

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Bitter cold discomfort/Resolve save or recoil/0 dmg, reduce by 1–2/1/1–4 hours


2/Numbness/Movement awkward briefly/0 dmg, reduce by 1–2/1/4–8 hours

 

3/Surface chilling/Morale –1 this encounter/0 dmg, reduce by 1–2/1/1 day

 

4/Deep cold pain/Movement –5 briefly/0 dmg, reduce by 2/2/2–4 days

 

5/Exposure injury/Cannot Exert next turn/0–1 dmg, reduce by 2/2/1–2 weeks

 

6/Severe numbness/Resolve at disadvantage briefly/0–1 dmg, reduce by 2/3/2–4 weeks

 

7/Deep freezing/Shock check; movement halved/0–1 dmg, reduce by 2–3/4/1–2 months

 

8/Frost injury/Immediate need for warmth; severe pain on rewarming/1 dmg, reduce by 2–3/4/Months

 

9/Major soft-tissue freezing/Collapse likely/1 dmg, reduce by 3/5/Permanent likely

 

10/Severe lower-body freezing/Movement badly impaired/1–2 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic freezing trauma/Dying without warmth/1–2 dmg, reduce by 3/5/Permanent / fatal likely

 

12/Total pelvic exposure collapse/Immediate death risk/2 dmg, reduce by 3/5/Fatal likely

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