Signed in as:
filler@godaddy.com
Signed in as:
filler@godaddy.com
In Heroes Bane, attacks do not deal traditional hit point damage. Instead, they inflict Vigor loss, injuries, and conditions. When an attack bypasses Defense and strikes a target, follow this sequence.
The attacker normally chooses a target location.
Example:
Some attacks may force a random location instead.
Examples:
d10 Location
1 Face
2 Head
3 Neck
4 Torso
5 Back
6 Groin
7 Arm
8 Hand
9 Leg
10 Foot
Normal Humanoids:
Head
Neck
Back
Torso
Groin
Left Leg
Right Leg
Left Arm
Right Arm
Right Hand
Right Hand
Left Foot
Right Foot
Other Locations
Left Wing
Right wing
Tail
If armor covers the location:
ARMOR INTERACTIONArmor has two key properties:• Protection Rating• DurabilityWhen an injury occurs:Injury Severity – Armor Protection = Final SeverityExample:Severity roll = 8 Armor protection = 3Final Severity = 5If armor durability reaches 0, armor is destroyed. SHOCK THROUGH ARMORBlunt and crushing damage transmit shock through armor.When blunt damage hits armor:• Target loses 1 Vigor even if injury severity is reduced.Heavy impacts may still cause fractures.
Each injury table uses a d12 severity roll.
Severity determines:
• injury description
• vigor loss
• conditions
• morale effects
• limb penalties
UNIVERSAL SEVERITY SCALE Roll Severity Result
1–3 Light Trauma Bruises, small vigor loss
4–6 Minor Injury moderate vigor loss
7–9 Serious Trauma fractures or deep wounds
10–11 Critical Injury limb impairment
12 Catastrophic Injury collapse or death risk
Location tables modify the outcome.
Each body part has unique consequences. Examples: Head injuries → concussion Leg injuries → mobility loss Arm injuries → weapon penalties Torso injuries → stamina shock These effects are applied after severity is determined.
Some injuries create additional conditions.
Common secondary effects:
• Bleeding
• Shock
• Knockdown
• Staggered
• Concussion
• Organ damage
• Morale loss
Secondary effects may occur immediately or over time.
When a character uses Reckless Attack:
Roll on the humanoid location table.This reflects wild, uncontrolled strikes.
When a natural 20 occurs:
Attacker may:
• increase severity by +1 OR • shift location to adjacent body part
Example: Torso → Neck.
If severity after armor reduction is still 10 or higher:
Armor suffers major durability loss.
This represents armor plates bending or breaking.
Sources: maces, clubs, fists, falls, shield blows.
Typical injuries:
• bruising • fractures • concussions • internal bleeding
Armor Interaction:
• armor reduces severity • shock passes through armor
Effect:
High Vigor drain.
Sources:
swords, axes, claws.
Typical injuries:
• lacerations • severed tendons • bleeding wounds
Armor Interaction:
• metal armor strongly reduces severity • weak against unarmored targets
Effect:
Moderate vigor loss + bleeding risk.
Sources:
arrows, spears, daggers.
Typical injuries:
• puncture wounds • organ damage • arterial bleeding
Armor Interaction:
• strong vs light armor • weak vs heavy plate
Effect:
High lethality when hitting vital areas.
Sources:
falling debris, siege weapons, giant attacks.
Typical injuries:
• shattered bones • organ rupture • instant incapacitation
Armor Interaction:
• ignores weak armor • plate reduces severity slightly
Effect:
Extreme vigor loss or collapse.
Sources:
fire, burning oil, magma.
Typical injuries:
• burns • smoke inhalation • panic
Armor Interaction:
• metal armor conducts heat • cloth armor burns easily
Effect:
Severe morale shock.
Sources:
freezing weather, frost magic.
Typical injuries:
• frostbite • numb limbs • slowed reflexes
Effect:
Gradual vigor drain.
Sources:
venom, toxins, chemicals.
Effect:
• delayed damage • paralysis • hallucinations
Armor Interaction:
Only sealed armor protects.
Sources:
acid creatures, alchemy.
Effect:
• dissolves tissue • destroys armor durability
Armor Interaction:
Armor degrades quickly.
Sources:
lightning, magical electricity.
Typical injuries:
• nervous system disruption • muscle spasms • temporary paralysis
Armor Interaction:
Metal armor may conduct electricity.
Effect:
• immediate Vigor loss • possible Staggered condition
Sources:
thunder magic, explosions.
Typical injuries:
• internal trauma • disorientation • ruptured organs
Effect:
High stamina shock and disorientation.
Sources:
terror, supernatural horror.
Effect:
Direct Morale loss.
Extreme effects may cause:
• Panic • Broken morale • Madness
Sources:
• starvation • dehydration • disease • exhaustion
Effect:
Gradual Vigor decline and reduced morale ceiling.