The Heroes Bane

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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
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    • Cold Damage Tables
    • Electric Damage Tables
    • Acid Damage Tables
    • Toxins and Poisons
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    • Recovery
  • Spellbook
    • Spellcrafting
    • Spellbook 1
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    • Universal Monsters
    • Beldoran Monsters 1
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Cutting Injuries

Face

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

 

1/Superficial cheek cut/Stings badly; –1 Persuasion for 1 hour if visible/1 dmg, reduce by 1/1/2–6 hours

 

2/Split lip or shallow facial slice/Speech painful; Light Bleeding/1 dmg, reduce by 1/1/8–12 hours

 

3/Brow cut/Blood in eye; –1 Observation until cleaned/1 dmg, reduce by 1/1/1 day

 

4/Deep cheek slash/Light Bleeding; –1 social checks, pain when speaking/1 dmg, reduce by 2/2/2–4 days

 

5/Nose or jawline cut open/Light Bleeding; morale –1 from visible injury/2 dmg, reduce by 2/2/4–7 days

 

6/Eye-adjacent slash/–2 Observation until treated; Heavy Bleeding possible/2 dmg, reduce by 2/3/1–2 weeks

 

7/Deep facial gash/Heavy Bleeding; –2 social skill checks/2 dmg, reduce by 3/3/2–4 weeks

 

8/Nose partially severed / severe face wound/Heavy Bleeding; Resolve save or be Rattled/3 dmg, reduce by 3/3/1–2 months

 

9/Eye cut / blinded on one side/One eye lost or ruined; disadvantage on precision ranged attacks/3 dmg, reduce by 3/4/Permanent likely

 

10/Jaw muscle or cheek torn badly/Speaking difficult; eating painful; Heavy Bleeding/3 dmg, reduce by 4/4/2–3 months

 

11/Face carved open/Immediate Shock check; severe disfigurement/4 dmg, reduce by 4/5/Permanent likely

 

12/Catastrophic facial mutilation/Collapse likely; blindness/disfigurement/extreme blood   loss/5 dmg, reduce by 4/5/Permanent

Head

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

 

1/Scalp cut/Light Bleeding; blood distraction/1 dmg, reduce by 1/1/6–12 hours

 

2/Shallow skull graze/Light Bleeding; –1 Observation briefly/1 dmg, reduce by 1/1/1 day

 

3/Deep scalp wound/Light Bleeding; morale –1 from shock/1 dmg, reduce by 2/2/2–4 days

 

4/Heavy scalp slash/Heavy Bleeding; –1 Defense for encounter/2 dmg, reduce by 2/2/4–7 days

 

5/Ear or scalp partly torn/Disoriented 1 round; Heavy Bleeding/2 dmg, reduce by 2/2/1–2 weeks

 

6/Deep skull-edge cut/Resolve save or become Disoriented/2 dmg, reduce by 3/3/2–3 weeks

 

7/Partial scalp peel / severe head laceration/Heavy Bleeding; cannot Exert next turn/3 dmg, reduce by 3/3/1–2 months

 

8/Skull cut exposing bone/Shock check; Disoriented and Concussed/3 dmg, reduce by 3/4/1–2 months

 

9/Ear severed / severe cranial slice/Morale –2; Heavy Bleeding/3 dmg, reduce by 4/4/Permanent disfigurement possible

 

10/Deep cranial cleft/Collapse check; major neurological risk/4 dmg, reduce by 4/5/Permanent likely

 

11/Partial skull opening/Immediate collapse likely; dying without aid/4 dmg, reduce by 4/5/Permanent / fatal likely

 

12/Catastrophic cranial cleaving/Immediate collapse and death check/5 dmg, reduce by 4/5/Permanent / fatal

Neck

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

 

1/Superficial neck slice/Light Bleeding; fear response/1 dmg, reduce by 1/1/6–12 hours

 

2/Shallow throat cut/Speech painful; Light Bleeding/1 dmg, reduce by 1/1/1 day

 

3/Side-neck slash/Light Bleeding; –1 Resolve until bandaged/1 dmg, reduce by 2/2/2–4 days

 

4/Deep neck cut/Heavy Bleeding; cannot shout clearly/2 dmg, reduce by 2/2/4–7 days

 

5/Tendon or muscle slice/Head movement painful; –1 Defense/2 dmg, reduce by 2/3/1–2 weeks

 

6/Throat wound/Heavy Bleeding; Concentration at disadvantage/2 dmg, reduce by 3/3/2–4 weeks

 

7/Severe side-neck wound/Heavy Bleeding; Resolve save or Panic briefly/3 dmg, reduce by 3/4/1–2 months

 

8/Larynx / throat partially cut/Speech nearly impossible; Shock check/3 dmg, reduce by 3/4/Months

 

9/Major vascular cut/Arterial Bleeding; immediate collapse check/3 dmg, reduce by 4/5/Permanent / fatal likely

 

10/Deep throat severing/Collapse; dying in rounds without aid/4 dmg, reduce by 4/5/Permanent / fatal likely

 

11/Near-decapitation/Immediate collapse, death check/5 dmg, reduce by 4/5/Fatal likely

 

12/Decapitation / catastrophic severing/Immediate death unless impossible intervention exists/5 dmg, reduce by 4/5/Fatal

Back

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

 

1/Shallow back cut/Light Bleeding; discomfort bending/1 dmg, reduce by 1/1/6–12 hours

 

2/Shoulder-blade slash/–1 climbing briefly/1 dmg, reduce by 1/1/1 day

 

3/Mid-back cut/Light Bleeding; pain twisting/1 dmg, reduce by 1/1/2–4 days

 

4/Deep back laceration/Light Bleeding; –1 attack rolls using torso rotation/2 dmg, reduce by 2/2/4–7 days

 

5/Heavy flank or upper-back slash/Heavy Bleeding possible; movement –5/2 dmg, reduce by 2/2/1–2 weeks

 

6/Deep muscle cut/–1 Defense; climbing and swimming at disadvantage/2 dmg, reduce by 2/3/2–4 weeks

 

7/Severe back wound/Heavy Bleeding; cannot sprint/2 dmg, reduce by 3/3/1–2 months

 

8/Shoulder-muscle severing/One arm actions at –2 until treated/3 dmg, reduce by 3/4/1–2 months

 

9/Deep flank cut into lower ribs/Shock check; Heavy Bleeding/3 dmg, reduce by 3/4/Months

 

10/Spine-adjacent cleft/Movement halved; collapse if Exerting on failed Stamina/4 dmg, reduce by 4/5/Permanent possible

 

11/Severe back severing/Major blood loss and structural damage/4 dmg, reduce by 4/5/Permanent likely

 

12/Catastrophic back cleave/Immediate collapse; paralysis or death risk/5 dmg, reduce by 4/5/Permanent / fatal

Torso

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

 

1/Shallow chest cut/Light Bleeding/1 dmg, reduce by 1/1/6–12 hours

 

2/Ribline slash/Light Bleeding; –1 Stamina saves briefly/1 dmg, reduce by 1/1/1 day

 

3/Abdomen graze/Light Bleeding; pain bending/1 dmg, reduce by 1/1/2–4 days

 

4/Deep chest cut/Light Bleeding; –1 attacks due to pain/2 dmg, reduce by 2/2/4–7 days

 

5/Deep abdominal slash/Heavy Bleeding possible; movement –5/2 dmg, reduce by 2/2/1–2 weeks

 

6/Muscle wall cut/Heavy Bleeding; Exert causes +1 Vigor loss if failed/2 dmg, reduce by 3/3/2–4 weeks

 

7/Rib/intercostal severing/Heavy Bleeding; Stamina and Concentration at disadvantage/3 dmg, reduce by 3/3/1–2 months

 

8/Deep gut wound/Shock check; morale –1; infection risk/3 dmg, reduce by 3/4/1–3 months

 

9/Severe chest cavity wound/Heavy Bleeding; cannot Exert/3 dmg, reduce by 4/4/Months

 

10/Organ-slice / opened abdomen/Collapse check; dying without swift care/4 dmg, reduce by 4/5/Permanent / fatal likely

 

11/Gutted / lung opened/Immediate collapse likely/4 dmg, reduce by 4/5/Permanent / fatal likely

 

12/Catastrophic torso severing/Immediate collapse and death check/5 dmg, reduce by 4/5/Permanent / fatal

Legs

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

 

1/Shallow calf or thigh cut/Light Bleeding/1 dmg, reduce by 1/1/6–12 hours


2/Shinline slash/Light Bleeding; movement –5 for 1 round/1 dmg, reduce by 1/1/1 day

 

3/Deep muscle cut/Light Bleeding; no sprint next turn/1 dmg, reduce by 1/1/2–4 days

 

4/Heavy thigh slash/Light Bleeding; movement –5 for encounter/2 dmg, reduce by 2/2/4–7 days

 

5/Calf muscle cut/Climbing and sprinting at disadvantage/2 dmg, reduce by 2/2/1–2 weeks

 

6/Knee-area slice/Movement halved when dashing; Heavy Bleeding possible/2 dmg, reduce by 2/3/2–4 weeks

 

7/Hamstring partial sever/Movement halved; cannot charge/3 dmg, reduce by 3/3/1–2 months

 

8/Deep arterial leg wound/Heavy Bleeding; collapse check if forced to run/3 dmg, reduce by 3/4/Months

 

9/Hamstring fully severed/Fall prone; leg largely unusable/3 dmg, reduce by 3/4/Months to permanent

 

10/Major leg cleft/Arterial Bleeding; cannot stand without aid/4 dmg, reduce by 4/5/Permanent likely

 

11/Near-severed leg/Immediate collapse likely/4 dmg, reduce by 4/5/Permanent / fatal likely

 

12/Catastrophic leg severing/Limb lost or effectively destroyed/5 dmg, reduce by 4/5/Permanent

Arms

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

 

1/Shallow forearm cut/Light Bleeding/1 dmg, reduce by 1/1/6–12 hours

 

2/Wrist or outer-arm slice/–1 attacks using that arm briefly/1 dmg, reduce by 1/1/1 day

 

3/Muscle cut/Light Bleeding; grip weakened/1 dmg, reduce by 1/1/2–4 days

 

4/Deep forearm slash/Light Bleeding; –1 attacks and parries with that arm/2 dmg, reduce by /2/4–7 days

 

5/Bicep/tricep cut/Heavy Bleeding possible; no heavy strikes with that arm/2 dmg, reduce by 2/2/1–2 weeks

 

6/Tendon cut/Cannot effectively use two-handed weapons/2 dmg, reduce by /3/2–4 weeks

 

7/Deep muscle sever/–2 attacks with that arm; drop held item on failed Stamina/3 dmg, reduce by 3/3/1–2 months

 

8/Wrist tendon sever/Hand function badly impaired/3 dmg, reduce by 3/4/Months

 

9/Major arterial arm cut/Heavy Bleeding; shock check/3 dmg, reduce by 3/4/Months

 

10/Severe arm cleft/Arm unusable; item dropped/4 dmg, reduce by 4/5/Permanent likely

 

11/Near-severed arm/Immediate collapse possible from blood loss/4 dmg, reduce by 4/5/Permanent likely

 

12/Catastrophic arm severing/Limb lost or destroyed/5 dmg, reduce by 4/5/Permanent

Hands

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

 

1/Finger nick/Light Bleeding; stinging distraction/1 dmg, reduce by 1/1/2–6 hours

 

2/Knuckle or palm cut/–1 fine manipulation until bandaged/1 dmg, reduce by 1/1/1 day

 

3/Deeper palm cut/Light Bleeding; grip weakened/1 dmg, reduce by 1/1/2–4 days

 

4/Deep hand slash/Drop held item unless Stamina succeeds/2 dmg, reduce by 2/2/4–7 days

 

5/Finger tendon cut/Cannot use that finger normally/2 dmg, reduce by 2/2/1–2 weeks

 

6/Palm tendon slice/Fine manipulation impossible; attack –1 if using that hand/2 dmg, reduce by 2/3/2–4 weeks

 

7/Multiple finger cuts/Grip at disadvantage; Light/Heavy Bleeding/3 dmg, reduce by 3/3/1–2 months

 

8/Wrist flexor tendon sever/Hand largely unusable/3 dmg, reduce by 3/4/Months

 

9/Fingers partially severed/Immediate item drop; permanent loss likely/3 dmg, reduce by 3/4/Permanent likely

 

10/Hand split deeply/Heavy Bleeding; hand unusable/4 dmg, reduce by 4//Permanent likely

 

11/Partial hand severing/Shock check; permanent function loss4 dmg, reduce by 4/5/Permanent

 

12/Catastrophic hand severing/Hand lost or destroyed/5 dmg, reduce by 4/5/Permanent

Feet

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

 

1/Toe or instep cut/Light Bleeding; movement –5 briefly/1 dmg, reduce by 1/1/6–12 hours

 

2/Shallow foot slice/Light Bleeding; no sprint this round/1 dmg, reduce by 1/1/1 day

 

3/Deep instep cut/Painful stepping; climbing –1/1 dmg, reduce by 1/1/2–4 days

 

4/Sole slash/Light Bleeding; movement halved on rough terrain/2 dmg, reduce by 2/2/4–7 days

 

5/Ankle-area cut/Heavy Bleeding possible; tumbling at disadvantage/2 dmg, reduce by 2/2/1–2 weeks

 

6/Tendon slice/Cannot dash or sprint/2 dmg, reduce by 2/3/2–4 weeks

 

7/Achilles partial sever/Movement halved/3 dmg, reduce by 3/3/1–2 months

 

8/Deep foot wound/Heavy Bleeding; fall prone on failed Stamina while running/3 dmg, reduce by 3/4/Months

 

9/Achilles severed/Cannot stand properly; hobble only/3 dmg, reduce by 3/4/Permanent likely

 

10/Major foot cleft/Foot unusable/4 dmg, reduce by 4/5/Permanent likely

 

11/Partial foot severing/Shock check; collapse possible/4 dmg, reduce by 4/5/Permanent

 

12/Catastrophic foot severing/Foot lost or destroyed/5 dmg, reduce by 4/5/Permanent

Wings

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

 

1/Membrane nick/Flight awkward briefly/1 dmg, reduce by 1/1/6–12 hours


2/Surface wing cut/–1 aerial maneuver until treated/1 dmg, reduce by 1/1/1 day

 

3/Deeper membrane slash/Light Bleeding; cannot sharply bank/1 dmg, reduce by 1/1/2–4 days

 

4/Joint-edge slice/Light Bleeding; flight speed –5/2 dmg, reduce by 2/2/4–7 days

 

5/Deep flight membrane tear/Sustained flight difficult/2 dmg, reduce by 2/2/1–2 weeks

 

6/Wing tendon cut/Flight maneuvering at disadvantage/2 dmg, reduce by 2/3/2–4 weeks

 

7/Major feather/membrane sever/Cannot gain altitude well/3 dmg, reduce by 3/3/1–2 months

 

8/Deep wing slash/Heavy Bleeding; forced landing likely/3 dmg, reduce by 3/4/Months

 

9/Joint sever / support tendon lost/Flight impossible/3 dmg, reduce by 3/4/Permanent likely

 

10/Severe wing cleft/Wing unusable/4 dmg, reduce by 4/5/Permanent likely

 

11/Near-severed wing/Collapse if airborne on failed Stamina/4 dmg, reduce by 4/5/Permanent

 

12/Catastrophic wing severing/Wing lost / destroyed/5 dmg, reduce by 4/5/Permanent

Tail

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

 

1/Tail nick/Light Bleeding; stinging distraction/1 dmg, reduce by 1/1/2–6 hours

 

2/Shallow tail cut/–1 balance briefly if tail aids balance/1 dmg, reduce by 1/1/1 day

 

3/Deep tail slice/Light Bleeding; no tail attack this round/1 dmg, reduce by 1/1/2–4 days

 

4/Heavy tail cut/Light Bleeding; balance –1/2 dmg, reduce by 2/2/4–7 days

 

5/Tail-muscle slash/Tail attacks weakened or impossible/2 dmg, reduce by 2/2/1–2 weeks

 

6/Deep tail wound/Heavy Bleeding possible; tumbling at disadvantage/2 dmg, reduce by 2/3/2–4 weeks

 

7/Tail tendon sever/Tail unusable for attacks or balance/3 dmg, reduce by 3/3/1–2 months

 

8/Major tail cleft/Heavy Bleeding; prone risk on hard movement/3 dmg, reduce by 3/4/Months

 

9/Tail partly severed/Tail function mostly lost/3 dmg, reduce by 3/4/Permanent likely

 

10/Severe tail severing/Shock check; tail unusable/4 dmg, reduce by 4/5/Permanent likely

 

11/Near-complete tail sever/Major blood loss/4 dmg, reduce by 4/5/Permanent

 

12/Catastrophic tail severing/Tail lost/5 dmg, reduce by 4/5/Permanent

Groin

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

 

1/Superficial groin cut/Light Bleeding; Resolve save or lose next movement/1 dmg, reduce by 1/1/6–12 hours


2/Inner-thigh graze/Light Bleeding; movement awkward/1 dmg, reduce by 1/11 day


3/Shallow groin slash/Light Bleeding; morale –1 this encounter/1 dmg, reduce by 2/2/2–4 days


4/Inner-thigh cut/Light Bleeding; movement –5/2 dmg, reduce by 2/2/4–7 days

 

5/Deep groin slash/Heavy Bleeding possible; cannot Exert next turn/2 dmg, reduce by 2/3/1–2 weeks

 

6/Tendon or muscle cut/Sprint impossible; Resolve at disadvantage briefly/2 dmg, reduce by 3/3/2–4 weeks

 

7/Severe groin wound/Heavy Bleeding; Staggered/3 dmg, reduce by 3/4/1–2 months

 

8/Major inner-thigh slice/Arterial Bleeding possible; collapse check on failed   Stamina/3 dmg, reduce by 3/4/Months

 

9/Pelvic soft tissue ruined/Shock check; movement halved/3 dmg, reduce by 4/5/Months

 

10/Catastrophic groin severing/Immediate collapse likely/4 dmg, reduce by 4/5/Permanent likely

 

11/Massive arterial destruction/Immediate collapse; dying rapidly/5 dmg, reduce by 4/5/Permanent / fatal likely

 

12/Catastrophic pelvic and groin mutilation/Immediate death check/5 dmg, reduce by 4/5/Fatal likely

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