The Heroes Bane

The Heroes BaneThe Heroes BaneThe Heroes Bane
  • Sign In
  • Create Account

  • Orders
  • My Account
  • Signed in as:

  • filler@godaddy.com


  • Orders
  • My Account
  • Sign out

  • 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
  • More
    • 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

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

Account


  • Orders
  • My Account
  • Sign out


  • Sign In
  • Orders
  • My Account

Find Your Next Adventure

Experience the Adventure with The Heroes Bane!

  

ARMOR COMPENDIUM FRAMEWORK

Each armor entry should include:

Armor Fields

  • Name
  • Category
  • Armor      Bonus
  • Defense      Interaction
  • Slots
  • Durability
  • Coverage
  • Damage      Resistance
  • Environmental      Protection
  • Movement      / Skill Effects
  • Quality      Variants
  • Value
  • Repair      Skill
  • Notes

  

1. ARMOR RULES INTEGRATION

Armor Class

Your system already uses:

AC = 10 + Defense + Armor

So each armor gives an Armor Bonus.

Suggested armor range:

   

Armor Type


Armor Bonus

 

Clothing / none


+0

 

Padded / light


+1 to +2

 

Reinforced light


+2 to +3

 

Medium armor


+3 to +4

 

Heavy armor


+4 to +6

 

Full plate / elite


+6 to +8

That keeps Defense skill relevant.

  

Coverage

Armor should list exactly what body parts it protects.

Standard Humanoid Coverage Zones

  • Head
  • Face
  • Neck
  • Torso
  • Back
  • Groin
  • Left      Arm
  • Right      Arm
  • Left      Hand
  • Right      Hand
  • Left      Leg
  • Right      Leg
  • Left      Foot
  • Right      Foot

Not every armor protects all of them.

Example:
A mail hauberk may cover:

  • Torso
  • Back
  • Groin
  • Upper      arms
  • upper      legs partially

but not:

  • face
  • hands
  • feet

This matters because injury reduction only applies where the armor actually covers.

  

Injury Reduction / Resistance

Armor should reduce injury severity by damage type.

This is the most important part.

Suggested damage categories for armor interaction:

  • Blunt
  • Cutting
  • Piercing
  • Crushing
  • Fire
  • Cold
  • Shock
  • Corrosive

You do not need every armor to resist every type well. That asymmetry is good.

Resistance Ratings

Use a simple reduction model:

   

Resistance


Severity Reduction

 

None


0

 

Light


1

 

Moderate


2

 

Strong


3

 

Exceptional


4

A full plate cuirass might have:

  • Blunt      2
  • Cutting      4
  • Piercing      3
  • Crushing      2

A gambeson might have:

  • Blunt      2
  • Cutting      1
  • Piercing      1
  • Cold      2

This is much cleaner than trying to simulate everything separately.

  

Durability

Armor loses durability when struck.

Suggested scale:

   

Durability Tier


Value

 

Fragile


4–6

 

Light


6–8

 

Standard


8–12

 

Heavy


12–16

 

Masterwork


16–20

 

Legendary


20+

Durability should be tracked per armor piece or armor set depending on detail level.

Good practical rule

Track durability by armor piece group:

  • Helmet
  • Torso      armor
  • Arm      armor
  • Leg      armor
  • Shield

That keeps it manageable.

  

Encumbrance Slots

Armor must matter in carry load.

Suggested slot ranges:

   

Armor Type


Slots

 

Clothing


0–1

 

Padded


2

 

Leather


2–3

 

Mail


4

 

Scale


4–5

 

Brigandine


4

 

Half plate


5

 

Full plate


6

 

Helmet


1

 

Gauntlets


1

 

Greaves


1

 

Shield


1

This aligns well with your encumbrance system.

  

Quality

Armor quality affects:

  • durability
  • value
  • stealth      noise
  • comfort
  • sometimes      resistance

Suggested qualities:

   

Quality


Effect

 

Crude


–2 durability

 

Rough


–1 durability

 

Standard


normal

 

Fine


+1 durability

 

Superior


+2 durability

 

Masterwork


+4 durability, possibly +1 resistance in one category

 

Legendary


+6 durability, special trait

  

2. ARMOR CATEGORIES

I recommend dividing the compendium into:

  1. Clothing      and soft protection
  2. Light      armor
  3. Medium      armor
  4. Heavy      armor
  5. Helmets      and head protection
  6. Limb      armor
  7. Shields
  8. Special      / cultural / exotic armor
  9. Enchanted      armor

We’ll start with the main armor list.

  

3. CLOTHING AND SOFT PROTECTION

These provide little or no armor bonus, but may protect against weather, discomfort, and minor hazards.

  

Common Clothing

Category: Clothing
Armor Bonus: +0
Slots: 1
Durability: 4
Coverage: Torso, Groin, Upper Arms, Upper Legs
Resistance:

  • Blunt      0
  • Cutting      0
  • Piercing      0
  • Crushing      0
  • Fire      0
  • Cold      0
  • Shock      0
  • Corrosive      0

Environmental Protection: minimal
Value: very low
Notes: everyday garments only

  

Traveler’s Clothing

Category: Clothing
Armor Bonus: +0
Slots: 1
Durability: 5
Coverage: Torso, Groin, Arms, Legs
Resistance:

  • Cold      1
  • Fire      0
  • Corrosive      0

Environmental Protection: light weather resistance
Value: low
Notes: suited for roads and mild travel

  

Winter Layers

Category: Cold Weather Clothing
Armor Bonus: +0
Slots: 2
Durability: 5
Coverage: Torso, Back, Arms, Legs, Groin, partial Neck
Resistance:

  • Cold      3
  • Blunt      0
  • Cutting      0
  • Piercing      0
  • Fire      - vulnerable
  • Corrosive      0

Environmental Protection: excellent cold protection
Movement / Skill Effects: bulky; stealth in warm weather worse
Value: moderate
Notes: best general mundane protection against freezing

  

Cloak, Heavy

Category: Garment
Armor Bonus: +0
Slots: 1
Durability: 3
Coverage: Back, partial Arms
Resistance:

  • Cold      1
  • Rain/Wind      1
  • Fire      vulnerable

Value: low
Notes: useful for travel, concealment, morale, and comfort

  

Padded Gambeson

Category: Soft Armor
Armor Bonus: +1
Slots: 2
Durability: 8
Coverage: Torso, Back, Groin, Upper Arms
Resistance:

  • Blunt      2
  • Cutting      1
  • Piercing      1
  • Crushing      1
  • Cold      2
  • Fire      vulnerable
  • Shock      0
  • Corrosive      0

Environmental Protection: decent cold padding
Movement / Skill Effects: little penalty
Value: low to moderate
Repair Skill: Tailoring / Textiles
Notes: excellent base layer under heavier armor

  

4. LIGHT ARMOR

Designed for mobility, stealth, and travel.

  

Leather Jerkin

Category: Light Armor
Armor Bonus: +1
Slots: 2
Durability: 7
Coverage: Torso, Back
Resistance:

  • Blunt      1
  • Cutting      1
  • Piercing      1
  • Crushing      0
  • Cold      1
  • Fire      0
  • Shock      0
  • Corrosive      0

Movement / Skill Effects: minimal
Value: low
Repair Skill: Leatherwork
Notes: common militia and scout armor

  

Reinforced Leather Armor

Category: Light Armor
Armor Bonus: +2
Slots: 3
Durability: 9
Coverage: Torso, Back, Groin, Upper Arms
Resistance:

  • Blunt      1
  • Cutting      2
  • Piercing      1
  • Crushing      0
  • Cold      1
  • Fire      0
  • Shock      0
  • Corrosive      0

Movement / Skill Effects: light stealth penalty
Value: moderate
Repair Skill: Leatherwork
Notes: stronger but still mobile

  

Studded Leather

Category: Light Armor
Armor Bonus: +2
Slots: 3
Durability: 9
Coverage: Torso, Back, Groin
Resistance:

  • Blunt      1
  • Cutting      2
  • Piercing      1
  • Crushing      0
  • Cold      1
  • Fire      0
  • Shock      0
  • Corrosive      0

Movement / Skill Effects: mild noise
Value: moderate
Repair Skill: Leatherwork / Smithing
Notes: good generalist light armor, but not truly anti-piercing

  

Hardened Leather Coat

Category: Light Armor
Armor Bonus: +2
Slots: 3
Durability: 10
Coverage: Torso, Back, Groin, Upper Arms
Resistance:

  • Blunt      1
  • Cutting      2
  • Piercing      2
  • Crushing      1
  • Cold      1
  • Fire      0
  • Shock      0
  • Corrosive      0

Value: moderate
Repair Skill: Leatherwork
Notes: best light armor against arrows among leather types

  

5. MEDIUM ARMOR

These balance mobility and protection.

  

Mail Shirt

Category: Medium Armor
Armor Bonus: +3
Slots: 4
Durability: 11
Coverage: Torso, Back, Groin, Upper Arms
Resistance:

  • Blunt      1
  • Cutting      3
  • Piercing      2
  • Crushing      1
  • Cold      1
  • Fire      0
  • Shock      conductive risk
  • Corrosive      vulnerable depending on acid

Movement / Skill Effects: noisy; stealth disadvantage in quiet settings
Value: moderate to high
Repair Skill: Smithing
Notes: excellent vs cutting, decent vs piercing, weak vs crushing

  

Mail Hauberk

Category: Medium Armor
Armor Bonus: +4
Slots: 4
Durability: 12
Coverage: Torso, Back, Groin, Arms, upper Legs
Resistance:

  • Blunt      1
  • Cutting      3
  • Piercing      2
  • Crushing      1
  • Cold      1
  • Fire      0
  • Shock      conductive
  • Corrosive      vulnerable

Movement / Skill Effects: noisy, heavy, warm
Value: high
Repair Skill: Smithing
Notes: strong battlefield armor if paired with gambeson

  

Scale Armor

Category: Medium Armor
Armor Bonus: +4
Slots: 5
Durability: 12
Coverage: Torso, Back, Groin, Upper Arms, upper Legs
Resistance:

  • Blunt      2
  • Cutting      3
  • Piercing      2
  • Crushing      1
  • Cold      1
  • Fire      0
  • Shock      0
  • Corrosive      0 to vulnerable depending on material

Movement / Skill Effects: moderate stealth penalty
Value: high
Repair Skill: Smithing / Leatherwork
Notes: broad protection, common military armor

  

Brigandine

Category: Medium Armor
Armor Bonus: +4
Slots: 4
Durability: 13
Coverage: Torso, Back, Groin
Resistance:

  • Blunt      2
  • Cutting      3
  • Piercing      2
  • Crushing      2
  • Cold      1
  • Fire      0
  • Shock      0
  • Corrosive      0

Movement / Skill Effects: less noisy than mail
Value: high
Repair Skill: Smithing / Tailoring / Leatherwork
Notes: one of the best balanced medium armors

  

Lamellar Armor

Category: Medium Armor
Armor Bonus: +4
Slots: 5
Durability: 12
Coverage: Torso, Back, Groin, Upper Arms
Resistance:

  • Blunt      2
  • Cutting      3
  • Piercing      2
  • Crushing      1
  • Cold      1
  • Fire      0
  • Shock      0
  • Corrosive      0

Movement / Skill Effects: moderate bulk
Value: high
Repair Skill: Leatherwork / Smithing
Notes: strong structured medium armor with cultural variants

  

6. HEAVY ARMOR

Heavy armor is expensive, burdensome, and excellent protection.

  

Breastplate

Category: Heavy Armor
Armor Bonus: +5
Slots: 4
Durability: 14
Coverage: Torso, partial Back
Resistance:

  • Blunt      2
  • Cutting      4
  • Piercing      3
  • Crushing      2
  • Cold      1
  • Fire      0
  • Shock      conductive if metal
  • Corrosive      vulnerable to some acids

Movement / Skill Effects: moderate burden
Value: high
Repair Skill: Smithing
Notes: superb torso protection, but incomplete coverage

  

Half Plate

Category: Heavy Armor
Armor Bonus: +6
Slots: 5
Durability: 16
Coverage: Torso, Back, Groin, Arms, upper Legs
Resistance:

  • Blunt      2
  • Cutting      4
  • Piercing      3
  • Crushing      2
  • Cold      1
  • Fire      0
  • Shock      conductive
  • Corrosive      vulnerable

Movement / Skill Effects: stealth penalty, movement burden
Value: very high
Repair Skill: Smithing
Notes: elite war armor, still leaves some gaps

  

Full Plate Harness

Category: Heavy Armor
Armor Bonus: +7
Slots: 6
Durability: 18
Coverage: Head, Torso, Back, Groin, Arms, Hands, Legs, Feet, partial Neck, partial Face depending on helm
Resistance:

  • Blunt      3
  • Cutting      4
  • Piercing      3
  • Crushing      2
  • Cold      1
  • Fire      0
  • Shock      conductive risk
  • Corrosive      severe if reactive acid

Movement / Skill Effects: strong stealth penalty, stamina burden if poorly fitted
Value: extremely high
Repair Skill: Smithing
Notes: best mundane general armor; expensive, heavy, maintenance-intensive

  

Tournament Plate

Category: Specialized Heavy Armor
Armor Bonus: +8
Slots: 7
Durability: 20
Coverage: nearly full body
Resistance:

  • Blunt      3
  • Cutting      4
  • Piercing      4
  • Crushing      3
  • Cold      1
  • Fire      0
  • Shock      conductive
  • Corrosive      vulnerable

Movement / Skill Effects: severe movement penalty, not suited for travel
Value: very high
Repair Skill: Smithing
Notes: best for jousts and set-piece combat, poor for adventuring

  

7. HELMETS AND HEAD ARMOR

Head protection should be separate because head injuries are so dangerous.

  

Leather Cap

Armor Bonus: +0 or +1 head only
Slots: 1
Durability: 5
Coverage: Head
Resistance:

  • Blunt      1
  • Cutting      1
  • Piercing      0

Value: low
Notes: minimal protection

  

Open Helmet

Armor Bonus: +1 head only
Slots: 1
Durability: 8
Coverage: Head
Resistance:

  • Blunt      2
  • Cutting      2
  • Piercing      1

Value: moderate
Notes: leaves face exposed

  

Nasal Helm / War Helm

Armor Bonus: +1 head only
Slots: 1
Durability: 10
Coverage: Head, partial Face
Resistance:

  • Blunt      2
  • Cutting      3
  • Piercing      2

Value: moderate to high
Notes: solid battlefield protection

  

Great Helm / Closed Helm

Armor Bonus: +2 head only
Slots: 1
Durability: 12
Coverage: Head, Face, partial Neck
Resistance:

  • Blunt      3
  • Cutting      4
  • Piercing      3
  • Concussive      1

Movement / Skill Effects: Observation penalty, speech muffled
Value: high
Notes: excellent protection, but hampers awareness

  

8. LIMB ARMOR

These can be bought separately or included in larger sets.

  

Gauntlets

Slots: 1
Durability: 8
Coverage: Hands
Resistance:

  • Blunt      1
  • Cutting      2
  • Piercing      1

Notes: protects grip but may reduce fine manipulation

  

Plate Gauntlets

Slots: 1
Durability: 10
Coverage: Hands
Resistance:

  • Blunt      2
  • Cutting      3
  • Piercing      2

Notes: strong hand defense, poor for dexterous tasks

  

Vambraces

Slots: 1
Durability: 8
Coverage: Forearms
Resistance:

  • Blunt      1
  • Cutting      2
  • Piercing      1

  

Greaves

Slots: 1
Durability: 9
Coverage: Lower Legs
Resistance:

  • Blunt      2
  • Cutting      2
  • Piercing      1

  

Sabatons / Armored Boots

Slots: 1
Durability: 8
Coverage: Feet
Resistance:

  • Blunt      2
  • Cutting      2
  • Piercing      1
  • Cold      1

  

9. SHIELDS

Shields are active defenses in your system, but they still need compendium stats.

Each shield should include:

  • Shield      Bonus or Block Bonus
  • Slots
  • Durability
  • Coverage      when used
  • Damage      resistances
  • Bash      potential
  • movement      effects

  

Buckler

Category: Shield
Bonus: +1 to shield reactions
Slots: 1
Durability: 8
Coverage: partial arm / partial torso when actively used
Resistance:

  • Blunt      1
  • Cutting      2
  • Piercing      1

Value: low to moderate
Notes: light, fast, best for duelists

  

Round Shield

Category: Shield
Bonus: +2 to block reactions
Slots: 1
Durability: 10
Coverage: arm, torso line
Resistance:

  • Blunt      2
  • Cutting      2
  • Piercing      2

Value: moderate
Notes: good all-purpose battlefield shield

  

Kite Shield

Category: Shield
Bonus: +2
Slots: 1
Durability: 12
Coverage: torso and leg line when braced
Resistance:

  • Blunt      2
  • Cutting      3
  • Piercing      3

Movement / Skill Effects: slight encumbrance while moving fast
Value: moderate to high
Notes: excellent against missiles

  

Tower Shield

Category: Shield
Bonus: +3
Slots: 2
Durability: 16
Coverage: extensive frontal cover
Resistance:

  • Blunt      3
  • Cutting      3
  • Piercing      4
  • Fire      1 if treated/hide-faced

Movement / Skill Effects: heavy; poor for agile fighting
Value: high
Notes: best for formation or siege use

  

10. ENVIRONMENTAL ARMOR AND CLOTHING TAGS

Armor and clothing should also carry tags.

Suggested tags

  • Coldproof
  • Rainproof
  • Heat-Trapping
  • Ventilated
  • Insulated
  • Fire-Vulnerable
  • Conductive
  • Corrosion-Prone
  • Stealth-Friendly
  • Noisy

Examples:

  • Winter      furs: Coldproof, Insulated, Fire-Vulnerable
  • Chainmail:      Noisy, Conductive, Corrosion-Prone
  • Full      plate: Conductive, Heat-Trapping, Noisy
  • Hardened      leather: Stealth-Friendly, Rain-sensitive

These tags are excellent for GM rulings.

  

11. QUALITY VARIANTS

Every armor can exist in qualities.

  

Crude

  • –1      Armor Bonus or –2 Durability
  • uncomfortable
  • cheaper

Standard

  • baseline

Fine

  • +1      Durability
  • better      fit

Superior

  • +2      Durability
  • maybe      remove one movement penalty

Masterwork

  • +4      Durability
  • +1      resistance in one damage type
  • better      comfort / lower noise / better fit

Legendary

  • exceptional      durability
  • may      count as partially enchanted
  • history      and prestige value

  

12. VALUE SCALE

Instead of hard currency right now, use broad value bands until your currency system is finalized.

   

Value Band


Meaning

 

Trivial


peasants can buy eventually

 

Low


common traveler gear

 

Moderate


professional equipment

 

High


serious military equipment

 

Very High


noble / elite gear

 

Priceless


legendary or rare cultural item

  

13. ENCHANTMENT LINES FOR ARMOR

Since enchantments tie in later, armor entries should reserve a line for them.

Common defensive enchantments

  • Warding:     +1 resistance vs one damage type
  • Anchored:     harder to knock prone or move
  • Insulated:     reduces shock and cold effects
  • Heatwarded:     improved fire resistance
  • Corrosion-Sealed:     protects against acid
  • Silent:     reduces noise penalties
  • Lifebound:     supports restoration or morale

These should be treated as add-on templates, not separate armor types every time.

  

14. SAMPLE ENCHANTED ARMOR VARIANTS

Insulated Mail

Base: Mail Hauberk
Adds:

  • Shock      resistance +1
  • Cold      resistance +1
  • less      conduction risk

Corrosion-Sealed Brigandine

Base: Brigandine
Adds:

  • Corrosive      resistance +2
  • durability      loss from acid reduced

Warded Plate

Base: Full Plate
Adds:

  • choose      one damage type, +1 resistance
  • mild      magical glow or sigil

  

15. RECOMMENDED COMPENDIUM FORMAT

For your final book, every armor should be presented like this:

  

Full Plate Harness

Category: Heavy Armor
Armor Bonus: +7
Slots: 6
Durability: 18
Coverage: Head, Torso, Back, Groin, Arms, Hands, Legs, Feet, partial Neck
Resistance: Blunt 3, Cutting 4, Piercing 3, Crushing 2
Environmental Tags: Conductive, Heat-Trapping, Noisy
Movement Effects: heavy burden, stealth penalty
Quality Variants: Standard, Fine, Superior, Masterwork
Value: Extremely High
Repair Skill: Smithing
Notes: best general battlefield protection among mundane armors

  

16. DESIGN NOTES

A few important principles are already emerging:

1. Armor is about coverage, not just AC

That strongly supports your injury system.

2. Soft armor should matter

Especially for:

  • blunt
  • cold
  • comfort
  • underlayers

3. Heavy armor should not be universally best

It should be:

  • expensive
  • burdensome
  • conductive
  • poor      in heat
  • vulnerable      to corrosion
  • noisy

That keeps the game interesting.

4. Shields deserve their own mini-compendium

Because they are active-defense items, not just armor.

  

The best next step is to build the Weapons Compendiumin the same style: slots, durability, value, handedness, damage types available, maneuver synergy, reach, and special traits.

Find Your Next Adventure

Experience the Adventure with The Heroes Bane!

  

  

WEAPON COMPENDIUM FRAMEWORK

Each weapon entry contains:

Weapon Fields

  • Name
  • Category
  • Slots
  • Durability
  • Reach
  • Hands      Required
  • Damage      Types Available
  • Base      Severity Modifier
  • Maneuver      Compatibility
  • Special      Traits
  • Ammo      (if applicable)
  • Quality      Variants
  • Value
  • Crafting      Skill

  

1. DAMAGE TYPES

Weapons can inflict multiple types depending on use.

   

Damage Type


Description

 

Blunt


impact trauma

 

Cutting


slashing wounds

 

Piercing


deep penetration

 

Crushing


massive force

 

Fire


burning

 

Cold


freezing

 

Shock


electric / concussive

 

Corrosive


chemical damage

Most mundane weapons use Blunt / Cutting / Piercing / Crushing.

  

2. BASE SEVERITY MODIFIER

Weapons increase injury severity slightly.

   

Weapon Class


Severity Modifier

 

Improvised


+0

 

Small weapons


+1

 

Standard weapons


+2

 

Heavy weapons


+3

 

Massive weapons


+4

This modifier is added after the injury roll.

  

3. DURABILITY

Weapons degrade through combat.

Typical durability:

   

Weapon Type


Durability

 

Improvised


3–5

 

Light weapons


6–8

 

Standard weapons


8–10

 

Heavy weapons


10–12

 

Masterwork


+3–5 durability

Durability loss occurs on:

  • natural      1
  • parry      clashes
  • certain      maneuvers
  • corrosion      or fire damage

  

4. WEAPON SLOTS

Encumbrance slots determine how bulky a weapon is.

   

Weapon Type


Slots

 

Dagger


1

 

Short sword


1

 

Long sword


1

 

Great sword


2

 

Polearms


2

 

Bow


2

 

Crossbow


2

 

Thrown weapon bundle


1

  

5. MELEE WEAPONS

  

DAGGERS AND KNIVES

Dagger

Category: Light Melee
Slots: 1
Durability: 6
Reach: Short
Hands: 1

Damage Types:

  • Piercing
  • Cutting
  • Blunt      (pommel)

Severity Modifier: +1

Special Traits:

  • concealable
  • throwable
  • ideal      for stealth attacks

Maneuver Synergy:

  • backstab
  • feint
  • grapple      assist

Value: Low
Crafting Skill: Smithing

  

Stiletto

Slots: 1
Durability: 5
Reach: Short

Damage Types:

  • Piercing      only

Severity Modifier: +2 vs unarmored

Traits:

  • armor      weak-point weapon
  • stealth      optimized

  

SWORDS

Short Sword

Slots: 1
Durability: 8
Reach: Medium
Hands: 1

Damage Types:

  • Cutting
  • Piercing
  • Blunt      (pommel)

Severity Modifier: +2

Traits:

  • balanced
  • fast      strikes

  

Longsword

Slots: 1
Durability: 9
Reach: Medium
Hands: 1–2

Damage Types:

  • Cutting
  • Piercing
  • Blunt      (hilt strike)

Severity Modifier: +2

Traits:

  • versatile
  • strong      maneuver compatibility

  

Greatsword

Slots: 2
Durability: 10
Reach: Medium–Long
Hands: 2

Damage Types:

  • Cutting
  • Blunt
  • Piercing

Severity Modifier: +3

Traits:

  • cleaving
  • high      momentum

  

AXES

Hand Axe

Slots: 1
Durability: 7
Reach: Short

Damage Types:

  • Cutting
  • Blunt

Severity Modifier: +2

Traits:

  • throwable
  • armor      damaging

  

Battle Axe

Slots: 1
Durability: 9
Reach: Medium

Damage Types:

  • Cutting
  • Blunt

Severity Modifier: +3

Traits:

  • strong      against armor

  

Great Axe

Slots: 2
Durability: 10
Reach: Medium

Damage Types:

  • Cutting
  • Crushing

Severity Modifier: +4

Traits:

  • devastating      heavy strikes

  

BLUNT WEAPONS

Club

Slots: 1
Durability: 6
Reach: Medium

Damage Types:

  • Blunt

Severity Modifier: +1

  

Mace

Slots: 1
Durability: 9
Reach: Medium

Damage Types:

  • Blunt
  • Crushing

Severity Modifier: +3

Traits:

  • excellent      vs armor

  

War Hammer

Slots: 1
Durability: 10
Reach: Medium

Damage Types:

  • Blunt
  • Piercing      (spike)

Severity Modifier: +3

Traits:

  • armor      penetration

  

POLEARMS

Polearms gain extended reach.

Spear

Slots: 2
Durability: 8
Reach: Long

Damage Types:

  • Piercing
  • Blunt

Severity Modifier: +2

Traits:

  • brace      vs charge
  • throwable

  

Halberd

Slots: 2
Durability: 10
Reach: Long

Damage Types:

  • Cutting
  • Piercing
  • Blunt

Severity Modifier: +3

Traits:

  • versatile      battlefield weapon

  

Pike

Slots: 2
Durability: 9
Reach: Very Long

Damage Types:

  • Piercing

Severity Modifier: +3

Traits:

  • anti-cavalry

  

RANGED WEAPONS

  

Throwing Knife

Slots: 1
Durability: 4

Damage Types:

  • Piercing
  • Cutting

Severity Modifier: +1

Ammo: reusable but fragile

  

Shortbow

Slots: 2
Durability: 8

Damage Types:

  • Piercing

Severity Modifier: +2

Ammo:

  • arrows

Traits:

  • fast      firing
  • quiet

  

Longbow

Slots: 2
Durability: 9

Damage Types:

  • Piercing

Severity Modifier: +3

Traits:

  • long      range
  • high      penetration

  

Crossbow

Slots: 2
Durability: 9

Damage Types:

  • Piercing

Severity Modifier: +3

Traits:

  • powerful
  • slow      reload

Ammo:

  • bolts

  

AMMUNITION

Ammo has durability.

   

Ammo


Durability

 

Arrow


2

 

Bolt


2

 

Throwing knife


3

 

Javelin


4

Ammo is usually expended or lost after use.

  

WEAPON QUALITY

Quality affects severity and durability.

   

Quality


Effects

 

Crude


–1 durability

 

Standard


baseline

 

Fine


+1 durability

 

Superior


+1 severity

 

Masterwork


+2 durability, +1 severity

 

Legendary


+3 durability, +2 severity

  

OFFENSIVE ENCHANTMENTS

Weapons can carry magical effects.

Examples:

Flame Weapon

Adds fire damage type

Frost Weapon

Adds cold damage

Storm Weapon

Adds shock damage

Corrosive Edge

Adds corrosive damage

Wounding

Increases bleeding chance

Spirit Bane

Extra effect vs undead

  

SPECIAL WEAPON TAGS

Weapons may include tags:

   

Tag


Meaning

 

Reach


extended range

 

Light


quick weapon

 

Heavy


slow but powerful

 

Balanced


good for parrying

 

Armor Breaker


extra armor damage

 

Cleave


multi-target potential

 

Throwing


ranged option

 

Mounted


cavalry optimized

  

SAMPLE ENTRY FORMAT

Longsword

Category: Sword
Slots: 1
Durability: 9
Reach: Medium
Hands: 1–2

Damage Types:

  • Cutting
  • Piercing
  • Blunt

Severity Modifier: +2

Tags:

  • Balanced
  • Versatile

Crafting Skill: Smithing
Value: High

  

NEXT STEPS FOR THE WEAPON SYSTEM

To complete the weapon compendium, the next systems to design should be:

  1. Weapon      Maneuver Bonuses
  2. Weapon      Reach and Positioning rules
  3. Critical      Injury Effects by Weapon Type
  4. Weapon      crafting recipes
  5. Exotic      weapons (chains, whips, etc.)

These will make your combat system extremely rich and tactical without needing damage dice.

Great—this is the right place to deepen combat. Your system already has:

  • targeted      injuries
  • movement      importance
  • maneuvers
  • durability
  • armor      coverage

So the weapon rules should reinforce positioning and tactics, not add extra math.

Below is a clean integrated framework for:

  1. Weapon      Reach
  2. Positioning      Rules
  3. Ammo      Pass-Through / Stuck Rules
  4. Weapon-Specific      Maneuvers

All designed to fit your existing Vigor / Injury / Maneuver system.

  

WEAPON REACH SYSTEM

Reach determines how far a weapon can threaten and control space.

It affects:

  • attack      distance
  • reaction      attacks
  • engagement      control
  • defensive      positioning

Reach Categories

   

Reach


Examples

 

Close


dagger, knife

 

Short


sword, mace

 

Medium


longsword, axe

 

Long


spear, polearm

 

Very Long


pike, lance

  

Reach Effects

   

Reach


Effects

 

Close


must be adjacent

 

Short


standard melee

 

Medium


slight spacing advantage

 

Long


strike from outside enemy weapon range

 

Very Long


dominates open space

  

Reach Advantage Rule

If two opponents fight and one has longer reach:

Longer reach weapon gains:

• +1 attack bonus
• advantage on first engagement attack

Until the opponent closes distance.

  

Closing Distance

An opponent can negate reach advantage with:

Engage Maneuver

Skill: Melee Combat or Tumbling
DC: 10

Success:

  • close      distance
  • reach      advantage lost

Failure:

  • opponent      may make reaction strike

  

Minimum Range

Long weapons struggle in tight space.

   

Weapon


Minimum Range

 

Polearms


disadvantage in grappling range

 

Pikes


cannot attack adjacent targets

 

Spears


slight disadvantage at grappling range

Short weapons gain advantage inside reach weapons.

  

POSITIONING RULES

Positioning matters heavily in Heroes Bane.

Your existing movement rule already states:

moving targets impose disadvantage on attackers.

We extend that here.

  

Engagement Zones

When within melee range of an enemy:

You are Engaged.

Leaving engagement triggers reactions unless using:

• Disengage
• Tumbling
• Tactical withdrawal

  

Flanking

If two attackers threaten opposite sides of a target:

Effect:

+1 attack bonus

or

+1 injury severity

(GM choice depending on situation)

  

High Ground

High ground grants:

• +1 attack rolls
• advantage on shove / push maneuvers

  

Terrain Constraints

Certain weapons struggle in cramped spaces.

   

Weapon


Problem Terrain

 

Great weapons


tight corridors

 

Polearms


indoors

 

Longbows


forests

 

Pikes


stairs

Penalty: disadvantage on attacks.

  

Formation Fighting

Polearms and shields excel in formations.

When fighting shoulder-to-shoulder with allies:

• +1 defense
• polearms gain brace reaction

  

AMMO RULES

Ranged weapons use ammunition durability and retrieval rules.

  

AMMO DURABILITY

   

Ammo


Durability

 

Arrow


2

 

Bolt


2

 

Throwing knife


3

 

Javelin


4

Durability decreases when:

• hitting armor
• hitting shields
• hitting stone or ground

  

AMMO RESULT TABLE

When a ranged attack hits, determine what happens.

Roll 1d6:

   

Roll


Result

 

1


Pass-through

 

2-3


Stuck in target

 

4


Lodged in armor

 

5


Broken

 

6


Deflected

  

PASS-THROUGH

Occurs when projectile completely penetrates.

Effects:

• additional bleeding chance
• projectile lost

Common when:

  • high      severity hits
  • light      armor
  • powerful      bows

  

STUCK IN TARGET

Projectile remains embedded.

Effects:

• +1 ongoing pain or bleeding
• removal requires Medicine check

Removing incorrectly may:

• worsen injury

  

LODGED IN ARMOR

Projectile stuck in armor but not body.

Effects:

• –1 durability to armor
• projectile destroyed

  

BROKEN

Ammo shattered.

Effects:

• projectile lost
• possible minor armor damage

  

DEFLECTED

Ammo bounces off armor or shield.

Effects:

• projectile lost
• minor armor durability loss possible

  

AMMO RETRIEVAL

After combat:

Roll 1d6 per projectile used.

   

Roll


Result

 

1-3


lost

 

4-5


recoverable

 

6


intact

  

WEAPON-SPECIFIC MANEUVERS

Some maneuvers work best with certain weapons.

  

DAGGER MANEUVERS

Kidney Strike

Skill: Melee Combat
Effect: attack from behind causes extra injury severity

  

Quick Draw

Skill: Sleight of Hand
Effect: draw and strike in same action

  

SWORD MANEUVERS

Bind Blade

Skill: Melee Combat
Effect: trap opponent weapon

  

Pommel Strike

Skill: Melee Combat
Damage Type: Blunt

Effect:

  • disrupt      enemy
  • possible      concussion

  

AXE MANEUVERS

Hook and Pull

Skill: Melee Combat

Effect:

  • pull      shield or weapon aside

  

Armor Splitter

Skill: Melee Combat

Effect:

  • extra      armor durability damage

  

MACE / HAMMER MANEUVERS

Crushing Blow

Skill: Melee Combat

Effect:

  • ignore      some armor resistance

  

Bone Breaker

Skill: Melee Combat

Effect:

  • higher      fracture chance

  

SPEAR MANEUVERS

Brace

Reaction maneuver

Effect:

  • double      severity vs charging enemy

  

Thrust and Withdraw

Skill: Melee Combat

Effect:

  • attack      without allowing immediate counter

  

POLEARM MANEUVERS

Hook Limb

Skill: Melee Combat

Effect:

  • trip      or drag enemy

  

Line Break

Skill: Endurance or Melee Combat

Effect:

  • push      enemies aside

  

GREAT WEAPON MANEUVERS

Cleave

Skill: Melee Combat

Effect:

  • attack      two adjacent enemies

  

Overhead Crush

Skill: Melee Combat

Effect:

  • heavy      blunt trauma

  

BOW MANEUVERS

Pin Shot

Skill: Marksmanship

Effect:

  • reduce      enemy movement

  

Precision Shot

Skill: Marksmanship

Effect:

  • target      specific body location

  

CROSSBOW MANEUVERS

Armor Piercer

Skill: Marksmanship

Effect:

  • increase      piercing severity

  

Suppression Bolt

Skill: Ranged Combat

Effect:

  • force      enemy to take cover

  

THROWING WEAPON MANEUVERS

Rapid Throw

Skill: Ranged Combat

Effect:

  • throw      multiple light weapons quickly

  

Distracting Throw

Skill: Sleight of Hand

Effect:

  • enemy      loses defense bonus

  

DESIGN BENEFITS

These rules:

• reinforce tactical movement
• make weapon choice meaningful
• interact with armor coverage
• support your injury system
• add depth without extra math

  

Recommended Next Step

The next subsystem that will strengthen your game significantly is:

The Monstercrafting System

Because monsters will interact with:

  • injury      types
  • morale      effects
  • armor      penetration
  • toxin      systems
  • fear      and madness
  • magical      components

And that will complete the core mechanical ecosystemof your TTRPG.

Below is a clean but extensive Weapon Catalogue for Heroes Bane.
It is intentionally simple to read at the table but integrates with:

  • Reach      system
  • Damage      type selection
  • Severity      modifiers
  • Durability
  • Encumbrance      slots
  • Ammo
  • Weapon      maneuvers
  • Crafting

Damage types listed show what the weapon can be used for, not what it must do.

Severity modifier is the base weapon contribution to injury severity.

  

WEAPON CATALOGUE

Columns used:

   

Field


Meaning

 

Slots


encumbrance slots

 

Dur


durability

 

Reach


weapon reach

 

Sev


severity modifier

 

Hands


1 / 2

 

Types


possible damage types

Damage types abbreviated:

  • B     Blunt
  • C     Cutting
  • P     Piercing
  • CR     Crushing

  

SMALL MELEE WEAPONS

   

Weapon


Slots


Dur


Reach


Hands


Sev


Types

 

Knife


1


5


Close


1


+1


P C

 

Dagger


1


6


Close


1


+1


P C B

 

Stiletto


1


5


Close


1


+2


P

 

Dirk


1


6


Close


1


+1


P C

 

Punch Dagger


1


6


Close


1


+2


P

 

Hatchet


1


7


Short


1


+2


C B

 

Club


1


6


Short


1


+1


B

 

Cudgel


1


7


Short


1


+2


B

  

ONE-HANDED MELEE WEAPONS

   

Weapon


Slots


Dur


Reach


Hands


Sev


Types

 

Short Sword


1


8


Short


1


+2


C P

 

Longsword


1


9


Medium


1–2


+2


C P B

 

Arming Sword


1


9


Medium


1


+2


C P

 

Falchion


1


8


Medium


1


+3


C

 

Sabre


1


8


Medium


1


+2


C

 

Rapier


1


7


Medium


1


+2


P

 

Scimitar


1


8


Medium


1


+2


C

 

Warhammer


1


9


Medium


1


+3


B P

 

Mace


1


9


Medium


1


+3


B CR

 

Morningstar


1


9


Medium


1


+3


P B

 

Battle Axe


1


9


Medium


1


+3


C B

  

TWO-HANDED MELEE WEAPONS

   

Weapon


Slots


Dur


Reach


Hands


Sev


Types

 

Greatsword


2


10


Medium


2


+3


C P

 

Claymore


2


10


Medium


2


+3


C

 

Zweihander


2


11


Long


2


+4


C B

 

Great Axe


2


10


Medium


2


+4


C CR

 

Maul


2


11


Medium


2


+4


CR B

 

War Pick


1


9


Medium


1


+3


P

 

Pole Hammer


2


11


Long


2


+4


B P

  

POLEARMS

   

Weapon


Slots


Dur


Reach


Hands


Sev


Types

 

Spear


2


8


Long


1–2


+2


P B

 

Javelin


1


7


Medium


1


+2


P

 

Pike


2


9


Very Long


2


+3


P

 

Halberd


2


10


Long


2


+3


C P B

 

Glaive


2


10


Long


2


+3


C

 

Bardiche


2


10


Long


2


+4


C

 

Partisan


2


9


Long


2


+3


P C

 

Lance


2


10


Very Long


2


+4


P

Special:

  • Lance      gains +1 severity when mounted charge succeeds

  

FLEXIBLE WEAPONS

   

Weapon


Slots


Dur


Reach


Hands


Sev


Types

 

Whip


1


6


Long


1


+1


B

 

Chain


1


7


Medium


1


+2


B

 

Flail


1


8


Medium


1


+3


B CR

 

Morning Flail


1


9


Medium


1


+3


B P

Flexible weapons ignore some shield defenses.

  

THROWING WEAPONS

   

Weapon


Slots


Dur


Reach


Hands


Sev


Types

 

Throwing Knife


1


4


Medium


1


+1


P

 

Throwing Axe


1


6


Medium


1


+2


C

 

Javelin


1


7


Long


1


+2


P

 

Sling Stone


—


1


Long


1


+1


B

  

BOWS

   

Weapon


Slots


Dur


Reach


Hands


Sev


Types


Ammo

 

Shortbow


2


8


Long


2


+2


P


Arrow

 

Longbow


2


9


Long


2


+3


P


Arrow

 

Composite Bow


2


9


Long


2


+3


P


Arrow

 

War Bow


2


10


Long


2


+4


P


Arrow

  

CROSSBOWS

   

Weapon


Slots


Dur


Reach


Hands


Sev


Types


Ammo

 

Light Crossbow


2


9


Long


2


+3


P


Bolt

 

Heavy Crossbow


2


10


Long


2


+4


P


Bolt

 

Repeating Crossbow


2


8


Long


2


+2


P


Bolt

 

Arbalest


2


11


Long


2


+5


P


Bolt

  

EARLY FIREARMS

Use depending on setting.

   

Weapon


Slots


Dur


Reach


Hands


Sev


Types


Ammo

 

Hand Cannon


2


7


Medium


2


+5


P CR


Shot

 

Matchlock Musket


2


8


Long


2


+5


P CR


Shot

 

Wheel-lock Pistol


1


7


Medium


1


+4


P CR


Shot

 

Blunderbuss


2


8


Medium


2


+4


P


Shot

Firearms typically:

  • high      severity
  • low      durability
  • slow      reload
  • loud      morale effects

  

SIEGE WEAPONS

   

Weapon


Slots


Dur


Reach


Sev


Types


Ammo

 

Ballista


—


20


Extreme


+6


P


Bolt

 

Catapult


—


20


Extreme


+6


CR


Stone

 

Trebuchet


—


22


Extreme


+7


CR


Stone

 

Cannon


—


18


Extreme


+7


CR


Shot

These use crew operation rules.

  

AMMUNITION

   

Ammo


Slots


Durability

 

Arrow (20)


1


2

 

Bolt (20)


1


2

 

Javelin


1


4

 

Sling Stones (30)


1


1

 

Gunshot (10)


1


1

  

WEAPON QUALITY MODIFIERS

   

Quality


Effect

 

Crude


–1 durability

 

Standard


normal

 

Fine


+1 durability

 

Superior


+1 severity

 

Masterwork


+2 durability +1 severity

 

Legendary


+3 durability +2 severity

  

COMMON WEAPON ENCHANTMENTS

   

Enchantment


Effect

 

Flame


adds fire damage

 

Frost


adds cold damage

 

Storm


adds shock damage

 

Corrosion


adds acid damage

 

Wounding


increases bleed chance

 

Spirit Bane


bonus vs undead

 

Vampiric


drains vigor

 

Returning


thrown weapon returns

  

DESIGN BENEFITS

This catalogue:

  • keeps      weapons readable
  • supports      the injury system
  • supports      maneuvers
  • integrates      durability
  • supports      crafting
  • supports      enchantments
  • works      for many settings

  

If you'd like, the next extremely valuable systemwould be the Monster Crafting System, because it will connect:

  • injuries
  • fear      and morale
  • poison      tables
  • component      harvesting
  • combat      tactics

and complete the core gameplay loop of your TTRPG.

Below is a complete Armor & Shield Catalogue framework for Heroes Bane.
It integrates directly with your existing systems:

• Injury severity tables
• Damage types
• Encumbrance slots
• Durability tracking
• Coverage by body part
• Environmental rules
• Crafting & repair
• Enchantments
• Shields as reaction tools

This catalogue is structured to be readable during play but expandable for supplements.

  

ARMOR & SHIELD CATALOGUE

Armor entries include:

   

Field


Meaning

 

Armor Bonus


contributes to AC

 

Slots


encumbrance slots

 

Durability


armor structural health

 

Coverage


body areas protected

 

Resistance


severity reduction vs damage types

 

Tags


environmental or tactical traits

 

Value


cost tier

 

Repair Skill


crafting skill used

Damage types abbreviated:

B – Blunt
C – Cutting
P – Piercing
CR – Crushing
F – Fire
CL – Cold
S – Shock
A – Acid/Corrosion

Resistance numbers = severity reduction.

  

CLOTHING & SOFT PROTECTION

These provide environmental benefits and minor injury mitigation.

  

Common Clothing

Armor Bonus: +0
Slots: 1
Durability: 4

Coverage:
Torso, Groin, Arms, Legs

Resistance:
B 0
C 0
P 0
CR 0

Tags:
Comfortable

Value: trivial

  

Traveler’s Clothes

Armor Bonus: +0
Slots: 1
Durability: 5

Coverage:
Torso, Arms, Legs

Resistance:
CL 1
B 0

Tags:
Weather-resistant

Value: low

  

Winter Layers

Armor Bonus: +0
Slots: 2
Durability: 5

Coverage:
Torso, Back, Arms, Legs

Resistance:
CL 3
B 1

Tags:
Coldproof, Bulky

Value: moderate

  

LIGHT ARMOR

Designed for mobility and stealth.

  

Gambeson (Padded Armor)

Armor Bonus: +1
Slots: 2
Durability: 8

Coverage:
Torso, Back, Groin, Upper Arms

Resistance:
B 2
C 1
P 1
CR 1
CL 2

Tags:
Quiet, Insulated

Repair Skill:
Tailoring

Value: low–moderate

  

Leather Jerkin

Armor Bonus: +1
Slots: 2
Durability: 7

Coverage:
Torso, Back

Resistance:
B 1
C 1
P 1

Tags:
Flexible

Repair Skill:
Leatherwork

Value: low

  

Reinforced Leather Armor

Armor Bonus: +2
Slots: 3
Durability: 9

Coverage:
Torso, Back, Groin, Arms

Resistance:
B 1
C 2
P 1
CR 1

Tags:
Flexible

Repair Skill:
Leatherwork

Value: moderate

  

Studded Leather

Armor Bonus: +2
Slots: 3
Durability: 9

Coverage:
Torso, Back, Groin

Resistance:
B 1
C 2
P 2

Tags:
Noisy

Repair Skill:
Leatherwork + Smithing

Value: moderate

  

MEDIUM ARMOR

Balanced protection and mobility.

  

Mail Shirt

Armor Bonus: +3
Slots: 4
Durability: 11

Coverage:
Torso, Back, Groin, Upper Arms

Resistance:
B 1
C 3
P 2
CR 1

Tags:
Noisy, Conductive

Repair Skill:
Smithing

Value: moderate–high

  

Mail Hauberk

Armor Bonus: +4
Slots: 4
Durability: 12

Coverage:
Torso, Back, Groin, Arms, Upper Legs

Resistance:
B 1
C 3
P 2
CR 1

Tags:
Noisy

Repair Skill:
Smithing

Value: high

  

Scale Armor

Armor Bonus: +4
Slots: 5
Durability: 12

Coverage:
Torso, Back, Groin, Arms, Upper Legs

Resistance:
B 2
C 3
P 2
CR 1

Tags:
Rigid

Repair Skill:
Smithing / Leatherwork

Value: high

  

Brigandine

Armor Bonus: +4
Slots: 4
Durability: 13

Coverage:
Torso, Back, Groin

Resistance:
B 2
C 3
P 2
CR 2

Tags:
Quiet for metal armor

Repair Skill:
Smithing / Tailoring

Value: high

  

Lamellar Armor

Armor Bonus: +4
Slots: 5
Durability: 12

Coverage:
Torso, Back, Groin, Arms

Resistance:
B 2
C 3
P 2
CR 1

Tags:
Flexible plate

Repair Skill:
Smithing

Value: high

  

HEAVY ARMOR

Maximum battlefield protection.

  

Breastplate

Armor Bonus: +5
Slots: 4
Durability: 14

Coverage:
Torso, partial Back

Resistance:
B 2
C 4
P 3
CR 2

Tags:
Rigid

Repair Skill:
Smithing

Value: high

  

Half Plate

Armor Bonus: +6
Slots: 5
Durability: 16

Coverage:
Torso, Back, Groin, Arms, Upper Legs

Resistance:
B 2
C 4
P 3
CR 2

Tags:
Heavy, Noisy

Repair Skill:
Smithing

Value: very high

  

Full Plate Harness

Armor Bonus: +7
Slots: 6
Durability: 18

Coverage:
Head
Torso
Back
Groin
Arms
Hands
Legs
Feet

Resistance:
B 3
C 4
P 3
CR 2

Tags:
Conductive, Heat-Trapping, Noisy

Repair Skill:
Smithing

Value: extremely high

  

Tournament Plate

Armor Bonus: +8
Slots: 7
Durability: 20

Coverage:
Nearly full body

Resistance:
B 3
C 4
P 4
CR 3

Tags:
Very heavy

Repair Skill:
Master Smithing

Value: elite / ceremonial

  

HELMETS

Head injuries are extremely dangerous.

  

Leather Cap

Armor Bonus: +1 (head only)
Slots: 1
Durability: 5

Resistance:
B 1
C 1

Value: low

  

Open Helmet

Armor Bonus: +1
Slots: 1
Durability: 8

Resistance:
B 2
C 2
P 1

  

Nasal Helm

Armor Bonus: +1
Slots: 1
Durability: 10

Resistance:
B 2
C 3
P 2

  

Great Helm

Armor Bonus: +2
Slots: 1
Durability: 12

Coverage:
Head, Face

Resistance:
B 3
C 4
P 3

Tags:
Reduced perception

  

LIMB ARMOR

Optional additions.

  

Vambraces

Slots: 1
Durability: 8

Coverage:
Forearms

Resistance:
C 2
B 1

  

Gauntlets

Slots: 1
Durability: 8

Coverage:
Hands

Resistance:
C 2
B 1

  

Greaves

Slots: 1
Durability: 9

Coverage:
Lower legs

Resistance:
C 2
B 2

  

Sabatons

Slots: 1
Durability: 8

Coverage:
Feet

Resistance:
C 2
B 2

  

SHIELD CATALOGUE

Shields are active defenses used with reactions.

  

Buckler

Slots: 1
Durability: 8

Block Bonus: +1

Coverage:
Partial arm and torso

Resistance:
B 1
C 2
P 1

Traits:
Fast, Duelist shield

Value: low

  

Round Shield

Slots: 1
Durability: 10

Block Bonus: +2

Resistance:
B 2
C 2
P 2

Traits:
Balanced

Value: moderate

  

Kite Shield

Slots: 1
Durability: 12

Block Bonus: +2

Resistance:
B 2
C 3
P 3

Traits:
Missile protection

Value: moderate–high

  

Heater Shield

Slots: 1
Durability: 11

Block Bonus: +2

Resistance:
B 2
C 2
P 2

Traits:
Mounted combat

Value: moderate

  

Tower Shield

Slots: 2
Durability: 16

Block Bonus: +3

Resistance:
B 3
C 3
P 4

Traits:
Cover shield

Movement penalty applies.

Value: high

  

SHIELD BASH DAMAGE

Shields can be used offensively.

Damage type:
Blunt

Severity modifier:

   

Shield


Severity

 

Buckler


+1

 

Round


+2

 

Kite


+2

 

Tower


+3

  

ARMOR QUALITY

All armor can have quality levels.

   

Quality


Effect

 

Crude


–2 durability

 

Standard


baseline

 

Fine


+1 durability

 

Superior


+2 durability

 

Masterwork


+4 durability +1 resistance

 

Legendary


+6 durability +2 resistance

  

ARMOR ENCHANTMENTS

Common defensive enchantments.

   

Enchantment


Effect

 

Warding


+1 resistance vs one type

 

Insulated


reduces shock & cold

 

Heatwarded


reduces fire damage

 

Corrosion-Sealed


acid resistance

 

Silent


reduces noise penalties

 

Lifebound


improves healing effects

  

DESIGN BENEFITS

This catalogue:

• works with injury tables
• supports durability and repair
• interacts with weapon damage types
• supports crafting and enchantments
• supports encumbrance system
• allows modular armor builds

  

Recommended next subsystem

The Monster Compendium / Monster Creation System is the next ideal step because monsters will interact with:

  • injury      types
  • armor      penetration
  • morale      damage
  • toxins
  • component      harvesting
  • spellcasting

and will complete the mechanical ecosystem of Heroes Bane.

Below are 20 Sample Spells for Heroes Baneusing your spellcrafting system.
They are presented as Spell Recipes so players and GMs can cast quickly without recalculating every modifier.

Each includes:

  • Spell      DC calculation
  • Components
  • Casting      time
  • Vigor      cost
  • Effect
  • Spell      skill used

These are balanced around DC 12–20, suitable for early to mid campaigns.

  

SAMPLE SPELL COMPENDIUM

  

1. Firebolt

Spell Skill: Spellcrafting / Destruction

Magnitude: Moderate (+4)
Range: Medium (+4)
Duration: Instant (+0)
Complexity: Simple (+0)
Casting Time: Action (-2)
Components: Sulfur (-2)

Spell DC = 14

Vigor Cost: 1

Effect:
Launch a bolt of flame at a target.

Damage Type:
Fire

Notes:
Ignites flammable materials.

  

2. Spark

Spell Skill: Spellcrafting

Magnitude: Trivial (+0)
Range: Touch (+0)
Duration: Instant (+0)
Complexity: Simple (+0)
Casting Time: Reflex (0)
Components: None

Spell DC = 10

Vigor Cost: 0

Effect:
Create a small spark to ignite fire or light tinder.

  

3. Mage Light

Spell Skill: Spellcrafting

Magnitude: Minor (+2)
Range: Touch (+0)
Duration: Minutes (+4)
Complexity: Simple (+0)
Casting Time: Action (-2)
Components: Quartz (-2)

Spell DC = 12

Vigor Cost: 1

Effect:
Create floating magical light illuminating a small area.

  

4. Frostbite

Spell Skill: Biomancy / Elemental

Magnitude: Moderate (+4)
Range: Close (+2)
Duration: Instant (+0)
Complexity: Simple (+0)
Casting Time: Action (-2)
Components: Ice shard (-2)

Spell DC = 12

Vigor Cost: 1

Effect:
Chilling energy causes cold injury.

Damage Type:
Cold

Possible Effect:
Slows target briefly.

  

5. Shock Touch

Spell Skill: Spellcrafting

Magnitude: Moderate (+4)
Range: Touch (+0)
Duration: Instant (+0)
Complexity: Simple (+0)
Casting Time: Action (-2)
Components: Copper wire (-2)

Spell DC = 10

Vigor Cost: 1

Effect:
Electrical discharge shocks target.

Damage Type:
Shock

May cause disorientation.

  

6. Minor Healing

Spell Skill: Restoration

Magnitude: Minor (+2)
Range: Touch (+0)
Duration: Instant (+0)
Complexity: Simple (+0)
Casting Time: Action (-2)
Components: Auravita water (-4)

Spell DC = 6

Minimum DC: 10

Vigor Cost: 1

Effect:
Restore 1–2 Vigor.

Stabilizes minor wounds.

  

7. Purify Water

Spell Skill: Restoration

Magnitude: Minor (+2)
Range: Touch (+0)
Duration: Instant (+0)
Complexity: Conditional (+4)
Casting Time: 10 seconds (-4)
Components: Salt (-2)

Spell DC = 10

Vigor Cost: 0

Effect:
Purifies contaminated water.

Removes poison or disease risk.

  

8. Stone Skin

Spell Skill: Biomancy / Enchanting

Magnitude: Moderate (+4)
Range: Touch (+0)
Duration: Minutes (+4)
Complexity: Layered (+2)
Casting Time: 10 seconds (-4)
Components: Granite dust (-2)

Spell DC = 14

Vigor Cost: 2

Effect:
Target gains +1 blunt and cutting resistance.

  

9. Gust

Spell Skill: Spellcrafting

Magnitude: Minor (+2)
Range: Close (+2)
Duration: Instant (+0)
Complexity: Simple (+0)
Casting Time: Action (-2)
Components: Feather (-2)

Spell DC = 10

Vigor Cost: 1

Effect:
Push creatures or objects back.

  

10. Shadow Veil

Spell Skill: Shadow Magic

Magnitude: Moderate (+4)
Range: Self (+0)
Duration: Minutes (+4)
Complexity: Layered (+2)
Casting Time: Action (-2)
Components: Shadowcap fungus (-6)

Spell DC = 12

Vigor Cost: 2

Effect:
Gain advantage on stealth.

  

11. Detect Magic

Spell Skill: Divination

Magnitude: Minor (+2)
Range: Self (+0)
Duration: Minutes (+4)
Complexity: Simple (+0)
Casting Time: 10 seconds (-4)
Components: Quartz crystal (-2)

Spell DC = 10

Vigor Cost: 1

Effect:
Reveal magical auras.

  

12. Fear Pulse

Spell Skill: Mind Magic

Magnitude: Moderate (+4)
Range: Close (+2)
Duration: Instant (+0)
Complexity: Layered (+2)
Casting Time: Action (-2)
Components: Bone dust (-4)

Spell DC = 12

Vigor Cost: 2

Effect:
Targets lose 1 morale.

  

13. Flame Shield

Spell Skill: Elemental

Magnitude: Moderate (+4)
Range: Self (+0)
Duration: Minutes (+4)
Complexity: Reactive (+6)
Casting Time: 10 seconds (-4)
Components: Dragon blood (-8)

Spell DC = 12

Vigor Cost: 3

Effect:
Attackers suffer fire damage when striking the caster.

  

14. Vine Grasp

Spell Skill: Biomancy

Magnitude: Moderate (+4)
Range: Close (+2)
Duration: Rounds (+2)
Complexity: Reactive (+6)
Casting Time: Action (-2)
Components: Sylvara bloodsap (-6)

Spell DC = 16

Vigor Cost: 2

Effect:
Plants restrain enemies.

  

15. Lightning Lance

Spell Skill: Elemental

Magnitude: Major (+6)
Range: Long (+6)
Duration: Instant (+0)
Complexity: Simple (+0)
Casting Time: Action (-2)
Components: Stormglass (-4)

Spell DC = 16

Vigor Cost: 3

Effect:
Powerful lightning strike.

Damage Type:
Shock

  

16. Animate Corpse

Spell Skill: Necromancy

Magnitude: Major (+6)
Range: Touch (+0)
Duration: Hours (+6)
Complexity: Layered (+2)
Casting Time: 1 minute (-6)
Components: Grave dust (-4)

Spell DC = 14

Vigor Cost: 3

Effect:
A spirit inhabits the corpse.

Backlash risk increased.

  

17. Ward Circle

Spell Skill: Wardcraft

Magnitude: Moderate (+4)
Range: Close (+2)
Duration: Hours (+6)
Complexity: Conditional (+4)
Casting Time: 10 minutes (-8)
Components: Silver dust (-4)

Spell DC = 14

Vigor Cost: 2

Effect:
Prevents entry of hostile creatures.

  

18. Arcane Bolt

Spell Skill: Spellcrafting

Magnitude: Moderate (+4)
Range: Medium (+4)
Duration: Instant (+0)
Complexity: Simple (+0)
Casting Time: Action (-2)
Components: Quartz (-2)

Spell DC = 14

Vigor Cost: 1

Effect:
Pure arcane energy projectile.

  

19. Water Breathing

Spell Skill: Biomancy

Magnitude: Moderate (+4)
Range: Touch (+0)
Duration: Minutes (+4)
Complexity: Conditional (+4)
Casting Time: 10 seconds (-4)
Components: Pearl (-4)

Spell DC = 14

Vigor Cost: 2

Effect:
Target can breathe underwater.

  

20. Stone Shape

Spell Skill: Earth Magic

Magnitude: Moderate (+4)
Range: Touch (+0)
Duration: Instant (+0)
Complexity: Conditional (+4)
Casting Time: 1 minute (-6)
Components: Granite shard (-4)

Spell DC = 8

Minimum DC: 10

Vigor Cost: 2

Effect:
Shape stone structures.

  

DESIGN NOTES

These sample spells:

• show how the spellcrafting formula works
• demonstrate component importance
• encourage creative spell design
• give GMs quick reference spells

They also reinforce the theme that magic is constructed rather than memorized.

Find Your Next Adventure

Experience the Adventure with The Heroes Bane!

  

Armor Compendium

1. ARMOR CATEGORIES

  

Type


Example Materials


Purpose


Traits

 

Cloth / Padded


quilt, gambeson


stop cuts, soften blunt


layers help; weak to piercing

 

Leather


boiled leather


flexible, light


decent vs cuts, weak vs blunt

 

Studded / Reinforced Leather


leather + metal bits


anti-cut, moderate defense


moderate ADS

 

Chain / Mail


rings


great vs cuts/teeth


weak vs blunt & pierce thrusts

 

Scale


metal/ bone scales


cut & pierce control


higher weight

 

Lamellar


laced plates


balanced coverage


good all around

 

Plate


solid forged plates


highest defense


heavy but strong

 

Exotic


chitin, bone, magic composites


situational


adjust per material

Each armor piece is tied to a body location, matching your injury system.

  

2. ARMOR LAYERS

Your system is simulationist, so layering matters.

Players can wear up to:

1 Soft Layer (cloth, padded)

1 Flexible Layer (leather, chain)

1 Rigid Layer (plate, lamellar, scale)

Layering increases:

DR (Defense Rating) collectively

ADS (Durability) separately

Example:
Cloth under chain under plate = 3 layers.

  

3. ARMOR QUALITY TIERS

  

Quality


DR Modifier


ADS Modifier


Notes

 

Crude


–1 DR


×0.75


poor fit, brittle

 

Common


base


base


standard

 

Good


+1 DR


×1.25


reinforced

 

Fine


+2 DR


×1.5


artisan crafted

 

Masterwork


+3 DR


×2


superior engineering

 

Legendary


+4 DR


×3


magical forging, relic

These stack cleanly with all other rules.

  

4. ARMOR DURABILITY SCORE (ADS)

ADS = how much armor damage (AD) it can take before:

losing DR

breaking

falling off

exposing the wearer

Different types have different base ADS.

BASE ADS BY ARMOR TYPE (per body part piece)

  

Type


ADS

 

Cloth/padded


8

 

Leather


12

 

Reinforced Leather


16

 

Chain/Mail


20

 

Scale


22

 

Lamellar


24

 

Plate


30

 

Magical/Exotic


30–40+

Multiply by Quality Modifier.

Example: Fine Plate
ADS = 30 × 1.5 = 45

  

5. DEFENSE RATING (DR)

DR reduces injury severity before rolling your d12 injury table.

Example:

Attack Severity = 9

DR = 3

New Severity = 6
→ hits your “moderate injury” category instead of “deep damage”.

BASE DR PER ARMOR TYPE (per layer)

  

Type


DR

 

Cloth/padded


1

 

Leather


2

 

Reinforced Leather


3

 

Chain/Mail


4 vs cutting, 2 vs blunt, 1 vs piercing

 

Scale


4

 

Lamellar


5

 

Plate


6

 

Magical/Exotic


6–8

Apply quality modifier after weapon-type adjustments.

  

6. ARMOR DAMAGE CALCULATION (AD)

Each hit also deals Armor Damage (AD).

AD depends on:

damage type

weapon traits

severity

AD = Severity + Weapon Modifier – Armor Type Modifier

Weapon modifiers:

Blunt +3

Cutting +2

Piercing +1

Crushing/Massive +4

Fire +4 vs cloth/leather

Cold –1 (rigid armor low damage)

Corrosive +5 (always)

Lightning –2 (unless chain +4)

Acid ignores modifiers: always severity × 1.5 (rounded down)

Armor type modifiers:

Cloth: 0

Leather: 1

Reinforced: 2

Chain: 3

Lamellar: 3

Scale: 4

Plate: 5

Exotic: 4–6

Example: Severity 8 blunt vs chain
AD = 8 +3 –3 = 8 AD

Hit armor with 8 durability damage.

  

7. BREAKPOINTS

Armor begins to degrade at certain ADS thresholds:

  

% of ADS Remaining


State


Effect

 

100–75%


Intact


full DR

 

74–50%


Worn


–1 DR

 

49–25%


Damaged


–2 DR

 

24–1%


Failing


–3 DR, +50% AD received

 

0%


Broken


no DR; falls apart

  

8. MAINTENANCE & REPAIR

Armor needs upkeep.

Maintenance (daily)

Roll Craft or Smithing: SDL = 3
Success: prevents wear from travel/environment.
Fail: –1 ADS for that day.

Battle Repair

SDL = 6
Restores 1d6 ADS.

Full Workshop Repair

SDL = 4
Restores ADS to full but costs materials.

Corrosion requires Herbalism/chemistry SDL 5 to neutralize first.

  

9. SHIELDS

Shields are armor that can redirect, block, or sacrifice durability.

SHIELD TYPES

  

Shield


ADS


DR


Traits

 

Buckler


10


+2


light, 25% block

 

Round Shield


20


+3


50% block

 

Kite Shield


25


+4


60% block

 

Tower Shield


35


+5


80% block

 

Exotic/Heavy


30–40


+6


varies

BLOCK RULE

When attacked, roll Block Save:

Roll: d12 + Shield Skill
SDL = attack severity

Success: block → shield takes full AD
Failure: shield takes half AD, you take full severity (after DR)

Shields BREAK dramatically when ADS hits 0.

  

10. WEAPON VS ARMOR: PENETRATION MATRIX

  

Weapon Type


Cloth


Leather


Chain


Scale


Lamellar


Plate

 

Blunt


High


High


Very High


Medium


Medium


Low

 

Cutting


Medium


Medium


Low


Medium


Low


Very Low

 

Piercing


Medium


High


High


High


High


Medium

 

Crushing


High


High


High


High


High


High

 

Values set DR and AD modifiers.

  

11. ATTACK RESOLUTION PROCEDURE (GM Reference)

Determine Hit Location (you already have this)

Calculate Attack Severity (your d12 system)

Apply DR

Severity – Total DR = New Severity

Roll Injury Table for that damage type

Calculate AD (Armor Damage)

Reduce Armor ADS

If armor is broken/worn adjust DR accordingly

Apply injury + stamina/morale loss

Check for shock / psychological effects

Everything ties together elegantly.

  

D100 ARMOR & SHIELD TABLE

(Roll d100 or choose as you like)

Format:
Name — Type — ADS — DR — Layers — ES — Notes

  

d1–20: Soft & Flexible Armors

Gambeson (thick quilt) — Cloth — ADS 10 — DR 1 — Soft — ES 1

Padded Vest — Cloth — ADS 8 — DR 1 — Soft — ES 1

Travel Coat (reinforced) — Cloth — ADS 10 — DR 1 — Soft — ES 1

Fur Jerkin — Cloth — ADS 12 — DR 1 — Soft — ES 1 — Cold resistant

Ranger Wraps — Cloth — ADS 6 — DR 1 — Soft — ES 1 — Quiet movement

Peasant Apron (thick hemp) — Cloth — ADS 6 — DR 0 — Soft — ES 0.5

Silk Undervest (laminated) — Cloth — ADS 12 — DR 2 vs pierce — Soft — ES 1

Boiled Linen Coat — Cloth — ADS 9 — DR 1 — Soft — ES 1

Winter Layer (fur + quilt) — Cloth — ADS 12 — DR 1 — Soft — ES 2

Fire-Resistant Coat (treated) — Cloth — ADS 8 — DR 1 — Soft — ES 1.5 — Fire DR +1

Soft Leather Vest — Leather — ADS 12 — DR 2 — Flex — ES 1

Leather Jacket (reinforced seams) — Leather — ADS 14 — DR 2 — Flex — ES 1

Wolfskin Brigand Coat — Leather — ADS 16 — DR 2 — Flex — ES 1.5

Boiled Leather Cuirass — Leather — ADS 18 — DR 2 — Flex — ES 1.5

Hunter Leathers (light) — Leather — ADS 12 — DR 2 — Flex — ES 1

Lacquered Leather Vest — Leather — ADS 20 — DR 3 — Flex — ES 1.5

Studded Leather Armor — Reinforced Leather — ADS 18 — DR 3 — Flex — ES 2

Beast-Hide Mail — Reinforced Leather — ADS 20 — DR 3 — Flex — ES 2

Chitin Carapace Vest — Exotic Flex — ADS 22 — DR 3 — Flex — ES 1.5

Snake-Scale Leather Shirt — Exotic Flex — ADS 20 — DR 3 — Flex — ES 2

  

d21–40: Mail, Lamellar, Scale, & Hybrids

Chain Shirt — Chain — ADS 20 — DR 4(cut)/2(blunt)/1(pierce) — Flex — ES 2

Chain Hauberk — Chain — ADS 24 — DR 4/2/1 — Flex — ES 3

Riveted Mail — Chain — ADS 26 — DR 5/3/2 — Flex — ES 3

Dwarven Ringmail — Chain — ADS 32 — DR 5/3/2 — Flex — ES 2.5

Chain Coif — Chain — ADS 14 — DR 3/1/1 — Flex — ES 1

Chain Skirt — Chain — ADS 18 — DR 3/1/1 — Flex — ES 1

Scalemail Shirt — Scale — ADS 22 — DR 4 — Rigid — ES 2

Scalemail Cuirass — Scale — ADS 26 — DR 5 — Rigid — ES 3

Bronze Scale Vest — Scale — ADS 24 — DR 4 — Rigid — ES 2

Dragonscale Layer (mundane) — Exotic Scale — ADS 30 — DR 5 — Rigid — ES 3

Lamellar Vest (wooden plates) — Lamellar — ADS 18 — DR 3 — Rigid — ES 2

Lamellar Cuirass (bone laced) — Lamellar — ADS 22 — DR 4 — Rigid — ES 2.5

Iron Lamellar Harness — Lamellar — ADS 28 — DR 5 — Rigid — ES 3

Banded Lamellar — Lamellar — ADS 30 — DR 5 — Rigid — ES 3

Samurai-style Laced Armor — Lamellar — ADS 32 — DR 5 — Rigid — ES 3

Scale-Lamellar Hybrid — Exotic — ADS 32 — DR 5 — Rigid — ES 3

Mail-and-Plate Hybrid — Mixed — ADS 34 — DR 5 — Soft+Flex+Rigid — ES 4

Boar-Tooth Scale Vest — Exotic — ADS 26 — DR 4 — Rigid — ES 2

Sharkskin Reinforced Mail — Exotic — ADS 24 — DR 4 — Flex — ES 2

Ceramic Plate-Lamellar — Exotic — ADS 28 — DR 6 vs cutting — ES 3

  

d41–70: Plate Armor (the heavy hitters)

Half-Plate Vest — Plate — ADS 28 — DR 5 — Rigid — ES 3

Breastplate — Plate — ADS 30 — DR 6 — Rigid — ES 3

Curved Breastplate (tourney) — Plate — ADS 32 — DR 6 — Rigid — ES 3

Segmented Plate — Plate — ADS 34 — DR 6 — Rigid — ES 3.5

Full Cuirass (front+back) — Plate — ADS 40 — DR 6 — Rigid — ES 4

Knights’ Harness (partial plate) — Plate — ADS 42 — DR 6 — Rigid — ES 5

Full Plate (normal steel) — Plate — ADS 45 — DR 6 — Soft+Flex+Rigid — ES 6

Dwarven Full Plate — Plate — ADS 50 — DR 7 — ES 6

Gothic Plate (fluted) — Plate — ADS 55 — DR 7 — ES 6

Heavy Tournament Armor — Plate — ADS 60 — DR 8 — ES 7

Elven Curved Plate (lightweight) — Exotic — ADS 35 — DR 6 — ES 4

Orcish Forged Plate (thick) — Plate — ADS 48 — DR 7 — ES 6

Crude Forge-Welded Plate — Plate — ADS 26 — DR 5 — ES 4

Skull-Embossed Half-Plate — Exotic — ADS 36 — DR 6 — ES 3.5

Bronze Plate Cuirass — Plate — ADS 30 — DR 5 — ES 3

Bone Plate Harness — Exotic — ADS 32 — DR 5 — ES 3.5

Heavy Laminar Plate — Plate — ADS 46 — DR 7 — ES 5

Chitinous Heavy Armor — Exotic — ADS 40 — DR 6 — ES 4

Serpent-Scale Composite Plate — Exotic — ADS 42 — DR 7 — ES 4

Arcane Alloy Plate — Exotic — ADS 50 — DR 8 — ES 5

Ritual Plate (ceremonial, effective) — Plate — ADS 38 — DR 6 — ES 4

Steam-Studded Boilerplate — Exotic — ADS 52 — DR 7 — ES 6

Bone-Plate Hybrid — Exotic — ADS 33 — DR 5 — ES 3

Reinforced Tower Cuirass — Plate — ADS 55 — DR 7 — ES 7

Warlock-Cured Iron Suit — Exotic — ADS 60 — DR 8 — ES 5

Dragonbone Cuirass — Exotic — ADS 45 — DR 7 — ES 4

Meteor-Iron Segment Plate — Exotic — ADS 60 — DR 8 — ES 5

Ghost-Steel Plate (light enchant) — Exotic — ADS 50 — DR 7 — ES 4

Demon-Forged Black Plate — Exotic — ADS 70 — DR 8 — ES 5

Royal Masterwork Full Plate — Masterwork — ADS 75 — DR 9 — ES 6

  

d71–100: Shields (all types)

Buckler (steel) — ADS 15 — DR +2 — ES 1

Buckler (leather) — ADS 10 — DR +1 — ES 1

Iron Buckler — ADS 18 — DR +2 — ES 1

Reinforced Buckler — ADS 20 — DR +3 — ES 1.5

Round Shield (wood) — ADS 20 — DR +3 — ES 2

Round Shield (iron bound) — ADS 26 — DR +3 — ES 2

Viking-Style Round Shield — ADS 28 — DR +4 — ES 2

Horn-Banded Round Shield — ADS 30 — DR +4 — ES 2

Kite Shield (knight) — ADS 30 — DR +4 — ES 2.5

Kite Shield (reinforced) — ADS 36 — DR +5 — ES 3

Bone Kite Shield — ADS 32 — DR +4 — ES 2.5

Bronze-Kite Shield — ADS 28 — DR +4 — ES 3

Tower Shield (wood/metal) — ADS 35 — DR +5 — ES 4

Tower Shield (iron-banded) — ADS 40 — DR +6 — ES 4

Heavy Siege Shield — ADS 45 — DR +6 — ES 4.5

Giant Tower Shield — ADS 60 — DR +7 — ES 5

Chitinous Tower Shield — ADS 38 — DR +5 — ES 4

Dragonbone Shield — ADS 50 — DR +6 — ES 3.5

Lamellar Pavise Shield — ADS 42 — DR +6 — ES 4

Reinforced Arc-Shield (curved) — ADS 48 — DR +6 — ES 4

Ceremonial Gold Shield — ADS 20 — DR +2 — ES 3

Antique Bronze Shield — ADS 25 — DR +3 — ES 2

Orcish Cleaver-Shield — ADS 30 — DR +4 — ES 3

Dwarven Shield-Hammer Hybrid — ADS 40 — DR +5 — ES 3

Ghost-Steel Shield — ADS 50 — DR +6 — ES 2 — unusually light

Runed Pavise — ADS 45 — DR +6 — ES 4

Arcane Mirror Shield — ADS 35 — DR +5 vs magic — ES 3

Stormguard Shield — ADS 40 — DR +5 — ES 3 — lightning resistance

Demon-Plate Shield — ADS 55 — DR +7 — ES 4

Legendary Aegis of the First King — ADS 80 — DR +9 — ES 4 — treat as masterwork

  

Chapter 32

Armor

ARMOR & CLOTHING COMPENDIUM

(All values assume human-sized Medium frame)

d100 Item Slots PR DR CF Notes

01 Linen undershirt / smallclothes ½ 0 5 +3 Base layer; prevents chafe, +1 comfort.

02 Traveler’s tunic & trousers 1 0 8 +2 Standard clothing; dries fast.

03 Padded gambeson 2 +1 10 +2 Worn under armor; minor blunt absorb.

04 Quilted jack 2 +1 12 +3 Warm but heavy when wet.

05 Leather jerkin 1 +2 15 +1 Light protection, good mobility.

06 Hardened leather cuirass 2 +3 18 0 Stiff; requires oiling.

07 Studded leather coat 2 +3 20 –1 Chain-resistant; noisy.

08 Brigandine vest 3 +4 25 –1 Metal plates in canvas.

09 Chain shirt (short sleeves) 2 +3 20 –1 Cool compromise layer.

10 Full chain hauberk 3 +4 25 –2 Heavy; rust risk.

11 Scale cuirass 3 +4 28 –1 Good slashing defense.

12 Half-plate harness 4 +5 30 –2 Common knight armor.

13 Full plate harness 6 +6 40 –3 Supreme defense; heat trap.

14 Ceremonial plate 5 +4 25 –3 Ornate, fragile, social bonus +1.

15 Chain coif 1 +1 10 –1 Head coverage.

16 Iron helm (open-face) 1 +2 12 –2 Common knight helm.

17 Great helm / closed visor 2 +3 15 –3 Disadvantage Perception (hearing / sight).

18 Leather cap / coif ½ +1 8 +1 Warm headgear.

19 Padded hood ½ 0 6 +2 Civilian warmth.

20 Wool cloak 1 0 6 +3 +1 cold resist; flammable.

21 Rain cloak (oil-treated) 1 0 8 +2 +2 rain resist.

22 Desert wrap / scarf set 1 0 6 +3 +3 heat resist; dust shield.

23 Arctic furs 3 0 10 +4 +4 cold resist; heavy.

24 Padded sleeves & trousers 2 +1 10 +2 Adds limb defense.

25 Chain leggings 2 +2 15 –1 For legs; noisy.

26 Plate greaves 2 +3 20 –2 –1 Move.

27 Leather bracers ½ +1 10 0 Arms only.

28 Metal vambraces 1 +2 15 –1 Parry bonus +1.

29 Gauntlets, leather ½ +1 8 0 Hand coverage.

30 Gauntlets, plate 1 +2 12 –1 Protects vs disarm.

31 Boots, soft 1 0 8 +2 Silent step +1 Stealth.

32 Boots, reinforced 1 +1 12 +1 All-terrain.

33 Sabatons 1 +2 15 –1 Metal foot guards.

34 Riding boots 1 +1 10 +1 +1 Riding.

35 Explorer’s outfit 2 0 10 +3 Integrated pockets (+2 slots).

36 Miner’s overalls 2 0 10 +2 +1 Masonry; heat trap.

37 Farmer / laborer garb 1 0 8 +2 +1 Work fatigue resist.

38 Scholar’s robe 1 0 6 +3 +1 Focus saves.

39 Merchant’s coat 1 0 6 +3 +1 Social checks.

40 Noble attire 2 0 10 +4 +2 Social; fragile (DR –5 if wet).

41 Laboratory apron 1 0 8 +2 +1 Alchemy safety.

42 Mechanist’s rig 3 +1 20 –1 +3 slots for tools; sparks hazard.

43 Medical smock 1 0 8 +2 +1 Medicine.

44 Scout leathers (camouflaged) 2 +2 18 +1 +1 Stealth in terrain.

45 Thief’s garb (black cloth) 1 0 8 +3 +2 Stealth night.

46 Monk’s wraps ½ 0 6 +3 +1 Unarmed combat.

47 Battle robes (lightly warded) 2 +2 15 +1 Counts as both armor & robes.

48 Enchanter’s mantle 1 0 8 +3 +1 Focus, fragile.

49 Pilgrim’s outfit 2 0 10 +3 +1 Endurance vs weather.

50 Sailor’s gear (oilcloth + boots) 2 0 10 +2 +2 swim resist; anti-slip.

51 Hunter’s furs 3 +1 12 +3 +1 Stealth forest.

52 Guard uniform (light) 2 +2 15 +1 Identifiable livery.

53 Guard uniform (heavy) 3 +3 20 –1 As above, restricts stealth.

54 Priest’s vestments 1 0 6 +4 +1 Resolve saves.

55 Cold-weather parka 3 0 12 +4 +4 cold resist; bulky.

56 Desert nomad armor (layered linen) 2 +2 18 +2 +4 heat resist.

57 Swamp wader suit 2 +1 15 +1 Waterproof; –1 heat comfort.

58 Rainproof coat & hood 1 0 10 +3 +2 rain resist.

59 Padded gloves (worker) ½ 0 6 +2 Prevents blisters.

60 Thick mittens ½ 0 8 +3 Cold resist +2; fine work –1.

61 Scarf / muffler ¼ 0 4 +3 +1 cold resist.

62 Goggles / visor ¼ 0 6 0 Sand or forge protection.

63 Face mask / veil ¼ 0 4 +2 Dust and disease protection.

64 Apron, smith 1 0 12 +1 Fire resist +1 for sparks.

65 Apron, cook / craft ½ 0 8 +2 Stain-resistant.

66 Backpack harness (integrated) 1 0 10 +1 +5 slots capacity.

67 Belt rig / utility harness ½ 0 8 +2 +3 slots for small gear.

68 Bandolier ½ 0 6 +2 +2 ammo slots.

69 Cloak of camouflage (mundane) 1 0 6 +3 +2 Stealth in wilderness.

70 Cloak, travel-stained 1 0 6 +3 Common traveler gear.

71 Half-cloak (short) ½ 0 4 +2 Stylish, minor warmth.

72 Tabard (heraldic) ½ 0 6 +2 Displays faction symbol.

73 Apron, alchemical (rubberized) 1 0 10 +1 Acid resist +1.

74 Heavy apron, armored 2 +2 20 0 Used by smiths in battle.

75 Shield, buckler 1 +2 block 12 0 +1 Reflex reactions.

76 Shield, small round 2 +3 block 18 –1 +1 Parry.

77 Shield, kite / heater 3 +4 block 25 –1 Covers torso & arm.

78 Shield, tower 4 +5 block 30 –2 Provides cover; halves Move.

79 Shield, pavise (deployable) 5 +5 block 35 –3 Stationary cover, 1 round setup.

80 Riot / tower composite 4 +4 block 25 –1 Modern or biopunk equivalent.

81 Arm bracer, buckler-disk 1 +2 block 15 –1 Enables Parry Reaction.

82 Shield, bio-resin 3 +4 block 28 –1 Biomancy growth type; regenerates 1 DR/day.

83 Shield, arcane focus 3 +3 block 20 0 +1 Countercast reaction.

84 Shield, bone-carved 2 +3 block 22 –1 Primitive, eerie.

85 Arm-mounted buckler (mechanical) 2 +3 block 25 0 Deploys automatically; requires Tinkering.

86 Umbrella / parasol (reinforced) 1 +1 block 10 +3 Shade +2 heat resist; social quirk.

87 Cloak-shield hybrid 3 +3 block 20 +1 Counts as clothing & shield.

88 Heater shield (decorated) 3 +4 block 25 –1 +1 Social if crest visible.

89 Kite shield (light) 2 +3 block 18 –1 Faster reaction.

90 Tower shield (siege-grade) 5 +6 block 35 –3 Heavy cover; vehicle use.

91 Worker’s vest (pocketed) 1 0 10 +3 +3 slots small tools.

92 Apron, butcher / heavy leather 1 +1 12 +1 Blood-resist; intimidation +1.

93 Festival costume / dress 1 0 6 +4 +2 Performance.

94 Servant uniform 1 0 8 +3 +1 Etiquette.

95 Military fatigues 2 +2 18 +1 +1 Tactics.

96 Laboratory hazard suit 3 +2 25 –1 Acid / toxin +3 resist; heat –2 CF.

97 Diving suit 4 +3 30 –3 Breath time ×2 minutes; heavy.

98 Flight jacket & goggles 2 +1 15 +1 +2 Air resist; vehicle crew gear.

99 Exo-frame harness (biopunk) 5 +4 35 –2 +3 slots & +1 Strength check.

100 Adaptive chitin armor (living) 4 +5 30 –1 Repairs 1 DR/day, mutation risk on break.

⸻

🔖 Quick Reference

• Slots: what it takes to wear or carry.

• PR (Protection): subtracts from incoming damage if hit on that location.

• DR (Durability): how much wear before breakage.

• CF (Comfort): applied to Fatigue & Weather interactions.

• + values in CF mean comfort/resist; – values mean heat or strain penalties.

Find Your Next Adventure

Experience the Adventure with The Heroes Bane!

  

Ammo Compendium

Chapter 40

AMMUNITION & RANGED GEAR COMPENDIUM

(“What you fire matters as much as what you wield.”)

d100 Item Slots Craft DC Salvage Misfire / Break Notes / Traits

01 Stone bullet (sling) ¼ 6 50% — Cheap, blunt; +1 vs unarmored.

02 Lead bullet (sling) ¼ 8 25% — Denser; +1 range increment.

03 Clay bullet ¼ 5 0% — Breaks on impact; fire-hardened.

04 Arrow (wood shaft, iron head) ¼ 10 50% — Standard; recover DC 10.

05 Arrow (stone tip) ¼ 8 25% — Primitive; –1 to damage vs armor.

06 Arrow (bone tip) ¼ 9 40% — +1 vs beasts; fragile.

07 Arrow (barbed) ¼ 11 25% — Causes Bleed 1 on crit.

08 Arrow (broadhead) ¼ 12 40% — +1 vs light armor.

09 Arrow (bodkin) ¼ 12 40% — Ignores 1 PR.

10 Arrow (fire) ¼ 14 0% — Fire dmg +1d4; 1 use.

11 Arrow (frost) ¼ 14 0% — Cold dmg +1d4; 1 use.

12 Arrow (lightning) ¼ 15 0% — Lightning dmg +1d4; 1 use.

13 Arrow (acid) ¼ 15 0% — Corrosive dmg +1d4; destroys armor DR 1d4.

14 Arrow (toxin tip) ¼ 13 0% — Apply poison; save DC 10+.

15 Arrow (signal flare) ¼ 12 0% — Illumination; Fire hazard nearby.

16 Arrow (rope line) ½ 14 50% — Used for climbing / retrieval.

17 Arrow (explosive head) ½ 16 0% — Fire/Force 10 ft radius; 1 use.

18 Crossbow bolt (iron) ¼ 10 40% — Standard heavy bolt.

19 Crossbow bolt (barbed) ¼ 12 25% — Bleed 1.

20 Crossbow bolt (steel bodkin) ¼ 13 50% — Ignores 2 PR.

21 Crossbow bolt (alchemical) ¼ 15 0% — Choose elemental; 1 use.

22 Bolt (arcane) ¼ 15 0% — Magic damage; reusable on 18+.

23 Quarrel (short) ¼ 9 50% — Compact, short-range.

24 Dart (blowgun) ⅛ 8 75% — Small, cheap.

25 Dart (poisoned) ⅛ 12 0% — Poison save DC 12+.

26 Dart (sleep toxin) ⅛ 14 0% — Fort save or sleep 1 min.

27 Needle (bio or alchemical) ⅛ 15 0% — Biomancy use; +2 vs unarmored.

28 Javelin (throw) 1 10 50% — Salvageable 1d4 DR loss/throw.

29 Harpoon (tethered) 2 12 75% — Recoverable if rope intact.

30 Spear (thrown) 2 12 75% — Versatile; same as melee.

31 Bola ½ 8 75% — Restrains target; no dmg.

32 Net (weighted) 1 10 100% — Reusable unless cut.

33 Boomerang 1 12 75% — Returns on 16+.

34 Chakram 1 13 50% — Returns on 18–20.

35 Bomb (small) ½ 12 0% 10% misfire Fire/Force, thrown 10 m.

36 Bomb (large) 1 15 0% 15% misfire 20 ft radius; danger to user.

37 Grenade (fragmentation) 1 15 0% 10% jam Modern / biopunk explosive.

38 Grenade (smoke) 1 12 0% 5% jam Creates obscurement.

39 Grenade (flash) 1 14 0% 10% jam Daze/Stun DC 12.

40 Gas canister (poison) 1 16 0% 15% leak Fort save or poisoned.

41 Powder charge (black) ¼ 10 0% 10% Firearms; wet = fail.

42 Cartridge (lead bullet) ¼ 10 0% 5% Destroyed on use.

43 Cartridge (steel-core) ¼ 12 0% 5% +1 dmg vs armor.

44 Cartridge (hollow-point) ¼ 12 0% 5% +1 bleed; –1 vs armor.

45 Cartridge (tracer) ¼ 14 0% 5% Fire trail, night use.

46 Cartridge (explosive) ¼ 15 0% 10% Fire/Force dmg; breaks on 1.

47 Cartridge (electro) ¼ 15 0% 10% Lightning dmg + shock.

48 Cartridge (toxin) ¼ 14 0% 10% Poison; low durability.

49 Shell (shotgun, buck) ¼ 10 0% 5% Piercing/Bludgeoning cone.

50 Shell (slug) ¼ 11 0% 5% Piercing; long range.

51 Shell (dragon’s breath) ¼ 14 0% 10% Fire cone 5 m.

52 Shell (beanbag) ¼ 12 0% 5% Nonlethal bludgeon.

53 Rifle round ¼ 11 0% 5% Standard; destroyed on use.

54 Armor-piercing round ¼ 14 0% 10% Ignores 3 PR.

55 Incendiary round ¼ 15 0% 10% Fire dmg +1d4.

56 Cryo round ¼ 15 0% 10% Cold dmg + slow.

57 EMP round ¼ 16 0% 10% Lightning dmg; disables tech.

58 Toxin dart (bio-rifle) ¼ 13 0% 10% Poison vs living; corrodes armor 1 DR.

59 Plasma cell (energy) ¼ 18 0% 5% Powers energy weapon; heat hazard.

60 Microfusion cell ¼ 20 0% 10% High-tier energy; meltdown risk.

61 Arc crystal charge ¼ 16 0% 5% Lightning + Force; unstable in rain.

62 Chemical canister (flamethrower) 1 14 0% 5% leak 1 minute burn time.

63 Cryo canister 1 15 0% 10% leak Freezes on rupture.

64 Acid reservoir 1 15 0% 10% leak Corrosive hazard.

65 Bio-spore sac 1 16 0% 10% decay Biomantic projectile fuel.

66 Fuel cell (arc weapon) ¼ 16 0% 10% short 1-hour charge; shock risk.

67 Battery pack (rifle) ½ 14 0% 5% Rechargeable (Tech DC 10).

68 Power core (heavy repeater) 1 18 0% 5% 6-turn runtime; meltdown 1%.

69 Gas cartridge (pneumatic) ¼ 12 0% 10% Misfire if temp < 0°C.

70 Arrow cluster (multi-shot) ½ 14 0% 0% 3 arrows; spread shot.

71 Bola grenade 1 15 0% 10% Entangles on explosion.

72 Grapple hook + line 1 12 75% — Climbing tool; salvage rope.

73 Net grenade 1 15 0% 10% Deploys capture web.

74 Sonic charge 1 18 0% 15% Force dmg + Deafened condition.

75 Sticky bomb 1 16 0% 10% Attaches to surfaces.

76 Smoke arrow ¼ 14 0% — Creates cover zone 5 m.

77 Rope dart ½ 12 75% — Retrieve on 14+.

78 Harpoon tether cable 1 14 75% — +1 salvage vs creatures.

79 Net trap 1 10 100% — Survival DC 12 to reset.

80 Spike trap 1 12 75% — Piercing dmg + bleed.

81 Tripwire kit 1 10 100% — DC 12 detect.

82 Mine (pressure) 1 15 0% 10% Fire/Force 3 m radius.

83 Mine (EMP) 1 16 0% 10% Lightning/Force; disables tech.

84 Mine (toxin gas) 1 16 0% 10% Poison 10 ft radius.

85 Satchel charge 2 18 0% 10% 5 m radius; breach use.

86 Ballista bolt 1 20 50% — Siege ammo; +3 PR ignore.

87 Ballista bolt (explosive) 1 22 0% — Fire/Force; 10 ft radius.

88 Cannonball (iron) 2 18 50% — Crushing; reusable once.

89 Cannonball (chain shot) 2 20 0% — Anti-personnel / rigging.

90 Cannonball (explosive) 2 22 0% — Fire/Force; shrapnel radius 10 ft.

91 Grapeshot load 2 18 0% — Clustered; anti-infantry.

92 Mortar shell 2 22 0% 10% Fire/Force; 30 m arc.

93 Rocket (small) 1 20 0% 10% Fire/Force; self-propelled.

94 Rocket (heavy) 2 25 0% 15% Armor-penetrating.

95 Plasma cartridge ¼ 18 0% 5% Fire/Force; 1 round use.

96 Rail slug (magnetic) ¼ 20 0% 5% Force/Piercing; ignores armor PR.

97 Bio-resin dart ¼ 16 25% — Regrows if fed reagent.

98 Living spore canister 1 18 0% 10% Bio hazard; disease risk.

99 Adaptive ammo core ¼ 20 0% 5% Changes type by user intent (rare).

100 Artifact shell / divine arrow ½ 25 0% — Any dmg type; Wild Magic check on use.

⸻

🧩 Integration Summary

• Slots: ¼ = handful or small unit; 1 = bundle/clip/quiver; 2+ = heavy ordinance.

• Craft DC: baseline for replication; modified by materials & tech.

• Salvage: % chance to recover after combat (Survival or Scavenging check DC 10–15).

• Misfire: flat failure % (or roll natural 1) → jam, backfire, or detonation.

• Ammo Weight: every 4 quarter-slots = 1 full encumbrance slot.

Find Your Next Adventure

Experience the Adventure with The Heroes Bane!

  

Gear

D100 GENERAL GEAR, COMPONENTS & SUPPLIES TABLE

(Non-Weapon / Non-Armor Equipment)

d100 Item Slot Value Notes / Usage

01 Bedroll 1 Basic sleeping gear.

02 Blanket, wool ½ Warmth bonus in cold HR areas.

03 Tent, small (1-person) 2 +1 Camp Rating.

04 Tent, large (4-person) 4 +2 Camp Rating.

05 Canvas tarp 1 Shelter, repair, traps.

06 Rope, 15 m 1 Used in Climbing, Trapwork, or Rescue.

07 Grappling hook 1 Used with rope.

08 Climbing spikes & hammer 1 Reusable climbing kit.

09 Lantern (oil) 1 10-hour light per flask.

10 Oil flask ½ Fuel or fire component.

11 Torch (bundle × 3) ½ Light & fire source.

12 Flint & steel ¼ Fire-starting tool.

13 Cooking pot / mess kit 1 Enables cooked meals in camp.

14 Rations (3 days) 1 Food supply; spoils in 7 days.

15 Waterskin ½ 1 day’s water.

16 Water barrel (40 L) 5 For carts/camps only.

17 Fishing kit ½ Used for foraging fish.

18 Hunting snares ½ +1 Foraging check small game.

19 Firewood bundle 2 Needed for warmth in HR ≥ 5.

20 Medical kit / bandages 1 Required for Medicine checks.

21 Herbal poultices (5) ½ Heals 1 Fatigue each at camp.

22 Alchemy set (portable) 2 Enables potion crafting.

23 Glass vials (10) ½ Consumable containers.

24 Mortar & pestle ½ Ingredient prep tool.

25 Basic reagent pouch ½ (grants +2 slots for reagents) Specialized pocketed bag.

26 Rare reagent satchel +4 slots Holds exotic materials only.

27 Tool kit, general 2 Crafting & repair bonus.

28 Smith’s tools (full set) 4 Heavy; camp use only.

29 Carpenter’s tools 3 Woodcraft projects.

30 Leatherworker’s tools 2 Light crafting kit.

31 Mason’s tools 3 Stonework & construction.

32 Engineer’s kit 3 Tinkering & mechanical repair.

33 Tinker’s toolkit (small) 1 Portable device repair.

34 Sewing kit / tailoring set ½ Repairs clothing & tents.

35 Chalk (20 sticks) ¼ Marking tunnels.

36 Ink & quill set ½ Writing / scrolls.

37 Journal / notes book ½ Log or spell design.

38 Map case & charts 1 Navigation tool.

39 Compass ¼ +1 Navigation checks.

40 Spyglass 1 10× range sighting.

41 Signal whistle ¼ Coordination tool.

42 Musical instrument (small) 1 Lute, flute, etc.

43 Musical instrument (large) 2 Drum, harp, etc.

44 Dice / cards set ¼ Recreation / social use.

45 Writing desk, folding 2 For scholars; base use.

46 Study reagents / inks 1 Used in research.

47 Small chest / lockbox 2 Holds 5 slots of small items.

48 Lockpicks ¼ Subterfuge tool.

49 Small mirror ¼ Signaling, inspection.

50 Perfume / hygiene kit ½ +1 Social checks in court.

51 Soap / cleaning supplies ½ Removes scent penalties.

52 Shovel 2 Digging, camp work.

53 Pickaxe 3 Mining, demolition.

54 Saw / hatchet 2 Wood gathering.

55 Hammer / nails 1 Construction.

56 Repair parts (general) 1 Spare components.

57 Spare wheel / axle 5 For wagons.

58 Metal ingot (5 kg) 2 Smithing material.

59 Wood plank bundle 3 Woodcraft material.

60 Stone block 4 Masonry material.

61 Leather hide 2 Leatherwork supply.

62 Textile roll 2 Tailoring / tents.

63 Alchemical catalyst (common) ½ Component (Alchemy).

64 Alchemical catalyst (rare) 1 Valuable reagent.

65 Arcane focus crystal (minor) ½ Spell component.

66 Focus crystal (major) 1 Reusable; rare.

67 Magical ink & runes ½ Used for Wards / enchant.

68 Binding scroll (blank) ¼ Stores spell pattern.

69 Ritual circle kit 3 Required for large enchantments.

70 Holy symbol / relic ½ Faith focus.

71 Totem / fetish ½ Tribal or druidic use.

72 Beast lure / bait ½ Hunting or trapwork bonus.

73 Animal feed (1 day) 1 For mounts.

74 Saddle / tack 3 Riding gear.

75 Saddle bags +15 slots (mount) Animal storage.

76 Wagon / cart +30–50 slots Vehicle cargo.

77 Water purification kit 1 Prevents disease; uses filters.

78 Cooking spices & condiments ½ +1 meal morale bonus.

79 Wine / ale bottle ½ Social +1 or morale boost.

80 Coffee / stimulant kit ½ Reduces 1 Fatigue once/day.

81 Ration crate (1 week) 3 Camp supply only.

82 Medical herbs pouch ½ Medicine +1.

83 Poison vial (dose) ¼ Subterfuge / Alchemy.

84 Antitoxin vial ¼ Negates poison once.

85 Bandage rolls (bulk) 1 10 uses.

86 Writing scrolls (bundle × 10) ½ For spell copying.

87 Paper stack / folio 1 Workshop use.

88 Candle bundle (10) ½ 1 hr each.

89 Clockwork timer 1 Tinkering or traps.

90 Trap components set 2 Tripwires, spikes.

91 Explosives / powder keg 3 Dangerous cargo; Alchemy DC 12 to transport safely.

92 Portable forge 5 Stationary use only; requires fuel.

93 Anvil (small) 5 Smithing base setup.

94 Workshop tent (craft pavilion) 6 +2 to Crafting; camp-only.

95 Storage chest (empty) 3 (grants +10 slots when stationary) Heavy to move.

96 Cargo crate (full) 5 Trade goods.

97 Trade ledger & scales 1 Bartering tool.

98 Coin purse (100 coins) ½ Currency weight; secure.

99 Jewelry / gemstones pouch ¼ Compact wealth.

100 Rare artifact / relic Variable (1–5) GM-defined special.

Usage Summary

• Slots Taken: apply when item is carried on person.

• Slots Granted: apply only while worn, mounted, or placed in camp.

• ¼ Slots: track only if carrying many of the same (coins, reagents, etc.).

Optional GM Modules

Variant Description

Fragile Goods Glass, reagents, and scrolls break if dropped while Overloaded (Reflex save DC 10).

Camp Logistics Require 1 Fuel + 1 Water + 1 Food per 2 campers per rest for full recovery.

Quality Scaling Masterwork tools weigh the same but grant +2 Skill.

Decay / Spoilage Food spoils 10%/day in HR ≥ 6; sealed rations halve rate.

Find Your Next Adventure

Experience the Adventure with The Heroes Bane!

  

Weapons Compendium

Chapter 33

Weapons

WEAPON TYPE COMPENDIUM

(Universal list: medieval–biopunk adaptable)

d100 Weapon Slots DR Damage Type(s) Notes / Traits

01 Dagger ½ 15 Piercing / Slashing Concealable, finesse.

02 Stiletto ½ 15 Piercing Armor-piercing, ignores 1 PR.

03 Dirk 1 16 Piercing / Slashing +1 counterattack vs grapple.

04 Short sword 1 20 Slashing / Piercing Versatile, +1 parry.

05 Longsword 2 22 Slashing / Piercing / Bludgeoning Two modes (slash or thrust).

06 Bastard sword 2 24 Slashing / Piercing Two-handed grip adds +2 dmg.

07 Greatsword 3 25 Slashing / Piercing Heavy, cleaving; fatigue +1/hr.

08 Falchion 2 20 Slashing Curved blade; bleed +1.

09 Scimitar 2 20 Slashing +1 Reflex to parry; agile.

10 Saber 2 20 Slashing / Piercing Mounted bonus +1.

11 Cutlass 2 18 Slashing / Bludgeoning Naval weapon, good in tight space.

12 Broadsword 2 22 Slashing / Piercing Balanced; standard knight weapon.

13 Katana 2 23 Slashing / Piercing High crit range (19–20).

14 Rapier 1 18 Piercing +2 to countercast or duels; finesse.

15 Shortspear 1 18 Piercing / Crushing Thrown option; reach 5 ft.

16 Spear 2 20 Piercing / Crushing Reach 10 ft; brace vs charge.

17 Pike 3 25 Piercing Reach 15 ft; cannot parry.

18 Halberd 3 25 Slashing / Piercing / Bludgeoning Multi-mode; –1 Reflex in close space.

19 Glaive 3 23 Slashing / Piercing Long reach; sweeping arc.

20 Bardiche 3 24 Slashing / Bludgeoning Cleaves 2 enemies on crit.

21 Axe (hand) 1 18 Slashing / Bludgeoning Throwable; +1 shield break.

22 Battleaxe 2 20 Slashing / Bludgeoning +1 vs shields.

23 Great axe 3 25 Slashing / Crushing +2 vs medium armor.

24 Hatchet 1 15 Slashing Tool & weapon; +1 crafting synergy.

25 Pick / Warpick 1 18 Piercing / Crushing Ignores 2 PR armor.

26 War hammer 2 22 Bludgeoning / Crushing +2 vs plate; slow.

27 Maul / Great hammer 3 25 Bludgeoning / Crushing Knockdown crits.

28 Club 1 15 Bludgeoning Improvised; –1 to hit.

29 Mace 1 20 Bludgeoning / Crushing +1 vs undead.

30 Morningstar 2 22 Bludgeoning / Piercing +1 vs armor; flail variant.

31 Flail 2 22 Bludgeoning / Piercing Ignores shield bonus 1/turn.

32 Spiked chain 3 20 Slashing / Piercing Reach 10 ft; trip maneuver.

33 Quarterstaff 2 20 Bludgeoning Two-handed; +1 parry.

34 Baton / cudgel 1 18 Bludgeoning Nonlethal option.

35 Bo staff (reinforced) 2 22 Bludgeoning +2 counterattack vs unarmed.

36 Whip 1 15 Slashing Reach 10 ft; disarm/trip.

37 Chain whip 2 20 Slashing / Piercing +2 vs unarmored; exotic.

38 Scourge 2 18 Slashing / Bleed Causes Bleed 1.

39 Garrote wire ½ 10 Crushing / Bleed Silent takedown; stealth only.

40 Knuckle duster ½ 15 Bludgeoning +1 unarmed; concealable.

41 Spiked gauntlet 1 20 Piercing / Bludgeoning Counts as weapon & armor.

42 Unarmed strike — — Bludgeoning Base skill; bleed only on crit.

43 Claws (natural or graft) 1 18 Slashing / Piercing Can’t be disarmed.

44 Tail blade (mutation) 2 20 Slashing / Piercing Reach 5 ft; biomantic.

45 Sling 1 15 Bludgeoning Range 30 m; stones as ammo.

46 Shortbow 2 20 Piercing Range 50 m; quick draw.

47 Longbow 3 22 Piercing Range 100 m; –1 indoors.

48 Composite bow 3 25 Piercing / Bludgeoning +2 vs light armor; durable.

49 Crossbow (light) 2 20 Piercing Range 60 m; reload 1 action.

50 Crossbow (heavy) 3 25 Piercing / Crushing Range 100 m; reload 2 actions.

51 Arbalest 4 30 Piercing Siege use; pierces walls; 1 shot/min.

52 Hand crossbow 1 18 Piercing Concealable; short range.

53 Blowgun 1 15 Piercing / Poison Stealth; uses darts.

54 Javelin 1 18 Piercing / Bludgeoning Thrown 20 m; melee capable.

55 Throwing knife ½ 15 Piercing / Slashing 10 m; quickdraw.

56 Throwing axe 1 18 Slashing / Bludgeoning 10 m; breaks 1 DR/throw.

57 Harpoon 2 22 Piercing / Crushing Rope tether; drag 1 size smaller.

58 Net 1 10 — Restrains; no damage.

59 Trident 2 22 Piercing / Bludgeoning Water weapon; +1 underwater.

60 Lance 3 25 Piercing / Crushing Charge only; mounted use.

61 Scythe 3 20 Slashing / Piercing High crit; –1 Reflex.

62 Pitchfork 2 18 Piercing / Bludgeoning Improvised; reach 5 ft.

63 Sickle 1 15 Slashing Agricultural; +1 vs plants.

64 Pickaxe 2 20 Piercing / Crushing Tool & weapon; +2 vs stone.

65 Hammer (tool) 1 18 Bludgeoning Repair tool; –1 to hit.

66 Shovel 2 15 Bludgeoning / Crushing Improvised; fatigue +1/hr.

67 Torch 1 10 Bludgeoning / Fire Light 10 m; burns 1h.

68 Molotov / oil bomb ½ — Fire / Bludgeoning Thrown 15 m; 1 slot each.

69 Alchemical flask ½ — Acid / Fire / Corrosive Special ammo; one-use.

70 Bomb (hand) 1 — Fire / Force Thrown; 10 m radius.

71 Grenade (modern) 1 — Fire / Force / Shrapnel 15 m radius; area DC 15.

72 Handgun (pistol) 2 25 Piercing / Force Range 50 m; misfire 1 on nat 1.

73 Revolver 2 25 Piercing / Force 6-shot; reload 1 rnd.

74 Rifle 3 30 Piercing / Force Range 150 m; prone bonus.

75 Musket 3 25 Piercing / Fire Black powder; reload 3 rnd.

76 Shotgun 3 25 Piercing / Bludgeoning 15 m cone; 2 DR loss if overloaded.

77 Sniper rifle 4 30 Piercing / Force Range 300 m; 1 shot/round.

78 Heavy repeater 4 35 Piercing / Force Autofire; fatigue +1/hr.

79 Arc thrower 3 25 Lightning / Force EMP chance; 1 charge/hour.

80 Plasma cutter 3 20 Fire / Slashing Melts armor; 1d4 DR loss to self/hour.

81 Bio-spitter (graft) 2 25 Acid / Piercing Grown weapon; self-feeds.

82 Tendril lash (mutation) 2 20 Slashing / Crushing Reach 10 ft; bleed chance.

83 Neural whip 2 18 Psychic / Force Fatigue target +2 on fail.

84 Gauss lance 4 35 Piercing / Force Anti-armor; magnetic ammo.

85 Energy blade 2 25 Fire / Slashing / Force Cuts most materials; power drain 1/hr.

86 Vibro-knife 1 18 Slashing / Piercing +2 vs synthetic armor.

87 Chainsword 3 28 Slashing / Crushing On crit, self loses 1d4 DR.

88 Flamethrower 4 25 Fire / Corrosive Area cone 10 m; consumes fuel.

89 Cryo projector 4 25 Cold / Bludgeoning Freezes area; 1 shot/round.

90 Thunder gun 4 25 Force / Lightning Knockback 5 m; loud.

91 Speargun / harpoon gun 3 22 Piercing / Crushing Water use; ammo recoverable.

92 Ballista 6 40 Piercing / Crushing Siege weapon; 1 round load.

93 Catapult / trebuchet 8 40 Bludgeoning / Crushing Siege; 3–4 crew.

94 Cannon 8 40 Fire / Force / Piercing Siege; reload 3 rnd.

95 Hand mortar (alchemy) 3 25 Fire / Force Thrown + explosion; fatigue +1.

96 Wrist-blade 1 20 Slashing / Piercing Hidden; +1 stealth assassination.

97 Boomerang 1 15 Bludgeoning / Slashing Returns on hit 16+.

98 Chakram 1 15 Slashing / Piercing Returns on 18–20.

99 Improvised weapon variable 10–15 any physical GM defined.

100 Artifact / Relic weapon variable 30–40 any Choose 2 dmg types; unique power.

Quick-Use Rules Summary

• Slots: ½ = light belt gear; 1 = small weapon; 2 = one-handed primary; 3+ = two-handed or heavy.

• DR: durability baseline for break checks (modified by material quality).

• Damage Type(s): base + alternate modes depending on maneuvers.

• Bleed only triggers if piercing/slashing attack crits or exceeds armor PR by 5+.

Integration Hooks

• Maneuvers define which damage type you declare (stab, slash, pommel, etc.).

• Critical Resolution: after location is rolled, use damage type to pick injury result.

• Materials & Crafting DCs use the weapon’s DR + Quality Tier as DC base (e.g. DR 25 → Craft DC 15 + material mod).

• Enchantments can add secondary damage type (Fire, Cold, Lightning, etc.), with increased casting DC by Magnitude.

Find Your Next Adventure

Experience the Adventure with The Heroes Bane!

  

Food & Drinks Compendium

Find Your Next Adventure

Experience the Adventure with The Heroes Bane!

  

Potions Compendium

Find Your Next Adventure

Experience the Adventure with The Heroes Bane!

  

Spellbook Compendium


  

Chapter 34

Magic Components

D100 MAGICAL COMPONENTS TABLE

(usable as loot, ingredients, or ritual reagents)

d100 Component Description / Source Use & Effect

1 Angel’s Feather Shed from celestial beings +2 to Faith rituals

2 Abyssal Ash Residue of a demon’s death +3 Corruption to use

3 Alchemical Mercury Refined quicksilver Catalyst; +1 DC reduction

4 Ancient Bone Dust Ground relic bones Stabilizes necromancy

5 Azure Lotus Flower found near ley lines Extends spell duration

6 Basilisk Eye Crystallized organ Petrification focus

7 Blood Amber Resin with trapped soul motes Power storage (1 charge)

8 Bone Charcoal Burned undead remains Cheap necrotic fuel

9 Bottled Moonlight Condensed silvery glow +2 to Divination checks

10 Chimeric Scale Hybrid creature remnant +1 Tier resistance vs mutations

11 Cloud Silk Woven from air elementals Featherweight armor cloth

12 Cold Iron Dust Anti-fey shavings Cancels glamours nearby

13 Corpse Moss Grave fungus Reanimates dead insects

14 Crystallized Mana Pure ley-energy crystal Core reagent (–5 DC)

15 Demon Horn Powder Ground infernal bone +1d6 Corruption if inhaled

16 Dragon Blood Essence of true dragons Power magnifier ×2

17 Dream Sand Harvested from sleepers Sleep & illusion medium

18 Echo Glass Reflects sound & thought +2 to countercasting

19 Ember Pearl Lava-born gem Fire focus component

20 Essence of Frost Distilled blizzard core Cold focus component

21 Feywine Sap Sweet forest nectar Causes mild hallucinations

22 Flame Salt Volcanic crystal Ignition catalyst

23 Ghost Ichor Collected from apparitions Spirit tether material

24 Ghoul Fingernail Carrion crawler token Disease crafting reagent

25 Giant’s Sweat Condensed muscle oil Strength potion base

26 Glassvine Transparent plant fiber Component binding cord

27 Goblin Pitch Tar mixed with fungus Sticky explosive (DC 12)

28 Goldleaf Dust Ground auric leaf Focus medium (+1 Faith)

29 Grave Wax Rendered from corpse fat Candle component for rituals

30 Heartseed Sprouting from corpses Plant necromancy catalyst

31 Hollow Bone Flute Animal bone carved hollow Summons weak spirits

32 Hydra Blood Regenerative toxin Healing elixirs or corruption fuel

33 Ink of the Deep Octopus extract Writes self-moving sigils

34 Iron Rose Metal flower Symbol of endurance

35 Kraken Ink Sac Abyssal fluid Darkness component

36 Leviathan Scale Oceanic monster scale Water & pressure wards

37 Lightning Sand Fused desert glass Shock focus

38 Living Clay Self-moving soil Constructs & golems

39 Luminite Shard Glowstone from caves Light spells (+1 range)

40 Mage’s Bane Herb Dampens mana flow +5 DC to target’s cast

41 Mandrake Root Screaming root Transmutation medium

42 Memory Crystal Holds one memory +2 to summoning precision

43 Miasma Spores Toxic air fungus Poison brewing reagent

44 Mindspore Coral Grown in psychic seas Telepathy amplifier

45 Moon Silver Pure lunar metal Anti-corruption alloy

46 Mortal Blood Basic life essence Universal reagent

47 Moth Dust From dream moths Induces sleep (DC 10)

48 Necrotic Tar Ooze of decay Strong necromantic flux

49 Nether Coal Burns cold blue Sustains rituals longer

50 Nightshade Berry Deadly poison Instant toxin (DC 15)

51 Obsidian Shard Volcanic glass Scrying focus

52 Oracle’s Tear From prophetic trance +3 to Divination DCs

53 Phoenix Ash From reborn flame Resurrection reagent

54 Plasma Resin Bio-arcane secretion Biomancy catalyst

55 Prism Sand Spectrum crystal dust Illusion focus

56 Pure Water Blessed spring Cleanses corruption (–5 CP)

57 Quicksilver Thread Threads moving on own Energy conduits

58 Raven Feather Symbol of fate Adds omen to ritual

59 Rune Slate Engravable rock Holds single rune (Tier I)

60 Salt of Tears Alchemic salt Stabilizes enchantments

61 Serpent Venom From giant snake Paralysis toxin

62 Shade Essence Distilled shadow Darkness crafting

63 Shard of Dawn Sunlight crystal Holy magic focus

64 Shard of Dusk Twilight crystal Corruption anchor

65 Shark Tooth Ocean predator relic Used in blood rituals

66 Silverthorn Rare plant Antidote base

67 Singing Ore Emits tones Sonic & resonance casting

68 Siren Scale From aquatic temptress Charm reagent

69 Sky Iron Meteoric metal Weapon forging (+1 Tier)

70 Slime Core Gelatinous heart Alchemy stabilizer

71 Smoke Pearl Trapped vapor sphere Concealment tool

72 Soul Thread Spun from ghosts Used in resurrection

73 Spellglass Semi-transparent quartz Stores one spell use

74 Spider Silk Alchemical fiber Trapwork & scroll binding

75 Spirit Bone Fossilized soul structure Necromancy component

76 Spirit Oil Distilled ectoplasm Lubricates relic machinery

77 Star Dust Meteoric powder Astral component

78 Starlight Vial Bottled beam +2 to light magic

79 Stoneflower Blossoms from cliffs Earth magic focus

80 Sunfruit Rare glowing fruit Restores 10 HP & 1 Fatigue

81 Thunderstone Condensed storm core Shock catalyst

82 Titan Bone Fragment From ancient giant Structural enchantment

83 Treeheart Resin From ancient trees Natural healing (+5 HP brew)

84 Unicorn Horn Dust Purity symbol Cleansing rites

85 Venom Sac From giant spider Poison brewing

86 Void Crystal Absorbs light Antimagic focus

87 Void Water Collected in shadow wells Nullifies enchantment

88 Warlock Ink Used in pact scrolls Pact magic only

89 Warp Silk Shifts color and mass Teleport rituals

90 Whisper Leaf Speaks secrets Divination aid

91 Wight’s Ash Burned undead ash Enhances necromancy

92 Wildfire Seed Bursts into flame Trap or explosive

93 Windvine Plant that moves in wind Air magic focus

94 Witch Hazel Soothing plant Reduces fatigue effects

95 Wraith Core Bound spirit sphere Power gem (+1 Tier use)

96 Zephyr Stone Trapped wind spirit Speed enchantment

97 Crimson Ink Blood-mixed pigment Writing cursed contracts

98 Parchment of Skin Human or demon flesh Used for forbidden grimoires

99 Tears of the Veil Liquid veil matter Cross-realm focus

100 Philosopher’s Spark Impossible alchemical relic Alters reality once; DC +30

Usage Notes

• Tiering: Common (1–30), Uncommon (31–60), Rare (61–80), Legendary (81–100).

• Market Price: 10 × Tier² gold baseline.

• Crafting Modifier:

• Common: ±0 DC

• Uncommon: –2 DC

• Rare: –5 DC

• Legendary: –10 DC, +1d6 Corruption



The Heroes Bane

Copyright © 2026 The Heroes Bane - All Rights Reserved.

Powered by

This website uses cookies.

We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.

DeclineAccept