The Heroes Bane

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    • 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
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      • Diseases and Illness
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      • Downtime
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      • Food and Water
      • Recovery
    • Spellbook
      • Spellcrafting
      • Spellbook 1
    • Compendiums
      • Compendiums
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      • Character Creation
      • Universal Races
      • Beloran Races
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      • mounts and pets
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      • Beldoran Monsters 1
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    • Beldora

The Heroes Bane

The Heroes BaneThe Heroes BaneThe Heroes Bane

Signed in as:

filler@godaddy.com

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

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Conditions System

Conditions represent physical or psychological states that affect a character’s ability to act.

Conditions may result from:

• injury table results • maneuvers • environmental hazards • morale collapse • exhaustion or starvation

Multiple conditions may stack if they affect different systems.

Physical Conditions

Bleeding (Light / Heavy / Arterial)

Light Bleeding

Effect: • Lose 1 Vigor every 3 rounds in combat • Lose 1 Vigor per 10 minutes outside combat

Treatment: Bandaging or Medicine skill check (DC 10).

Heavy Bleeding

Effect: • Lose 1 Vigor every round

Additional effects: • –1 to Stamina saves • Morale check when first applied

Treatment: Medicine check DC 12 or magical healing.

Arterial Bleeding

Effect: • Lose 2 Vigor each round

Additional effects: • Immediate Morale save DC 12 • Failure causes Shock

Treatment: Immediate treatment required (Medicine DC 16).

Fractured (Bone)

A bone is cracked but not destroyed.

Effect: • –2 to actions using the limb • Movement costs +5 ft Vigor strain if leg affected • Exertion requires Stamina save DC 12

Healing: Requires splinting and downtime.

Broken (Severe Bone)

Severe skeletal damage.

Effect: • Limb unusable • –2 to Defense • Movement reduced by half if leg broken

Additional risk: Exertion causes 1 Vigor loss automatically.

Healing: Long downtime or advanced medicine.

Concussed

Head trauma affecting awareness.

Effect: • –2 Observation saves • –2 Concentration saves • Morale maximum reduced by 2

Additional risk: Second concussion causes Disoriented.

Recovery: Rest or medical treatment.

Shock

Severe trauma response.

Effect: • Immediate 2 Vigor loss• Must make Resolve save DC 12

Failure: Character becomes Staggered.

Additional effect: –2 to all actions until stabilized.

Infection

Develops from untreated wounds.

Effect: • Lose 1 Vigor per hour until treated • Morale cannot recover above 7

Severe infection: Daily stamina saves required.

Treatment: Medicine or herbalism.

Immobilized

Character cannot move freely.

Causes: • Grappling • nets • traps • severe injury

Effect: • Cannot move • Cannot Dodge or Evade • –2 Defense

Escape: Opposed Grappling or Escape Artist.

Morale-Based Conditions

Frightened

Character fears a threat.

Effect: • –2 to attack and precision maneuvers • Must roll Resolve DC 10 to move toward the source of fear

Failure: Character hesitates or withdraws.

Panicked

Loss of composure.

Effect: • Cannot perform complex maneuvers • Disadvantage on attacks • Must move away from threat if possible

Recovery: Resolve check or ally Rally maneuver.

Broken

Complete morale collapse.

Effect: • Character refuses to fight • Cannot Exert or attack

Possible behaviors: • surrender • flee • freeze

Recovery requires leadership or rest.

Numb / Dissociated

Mental shutdown caused by trauma.

Effect: • Morale cannot recover above 5• Cannot use Last Stand• Cannot activate Rage

Additional effect: –2 to social skills.

Recovery requires rest or roleplay recovery.

Tactical Conditions

Grappled

Character is held by an enemy.

Effect: • Movement reduced to 0• –2 to Defense

Escape: Opposed Grappling check.

Restrained

Stronger form of grapple.

Effect: • Cannot move • –3 to attack and defense

Escape requires successful check.

Staggered

Occurs at Vigor 1–2 or heavy blows.

Effect: • Movement reduced by half • –2 to attack and defense • Exertion requires Stamina DC 16

Winded

Heavy torso impact or exhaustion.

Effect: • Cannot Exert next turn • –1 to Stamina saves

Recovery: Endurance check DC 10.

Disoriented

Head trauma or sensory shock.

Effect: • –2 Observation • –2 Reaction rolls • –1 to Defense

Duration: 1–3 rounds.

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