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
    • Downtime
      • Downtime
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      • Food and Water
      • Recovery
    • Spellbook
      • Spellcrafting
      • Spellbook 1
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      • Compendiums
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      • Character Creation
      • Universal Races
      • Beloran Races
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      • Universal Monsters
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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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Damage System

HEROES BANE – UNIVERSAL INJURY SYSTEM

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. 

STEP 1 – DETERMINE HIT LOCATION

The attacker normally chooses a target location.

Example:

  • head
  • torso
  • leg
  • weapon arm


Some attacks may force a random location instead.

Examples:

  • reckless attacks
  • wild attacks
  • explosions
  • falling debris

RANDOM HUMANOID LOCATION TABLE (d10)

d10 Location 

1 Face 

2 Head 

3 Neck 

4 Torso 

5 Back

6 Groin 

7 Arm 

8 Hand 

9 Leg 

10 Foot 

Possible locations.

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

STEP 2 – CHECK ARMOR COVERAGE

If armor covers the location:

  1. Apply      armor durability damage.
  2. Armor      may reduce injury severity.
  3. Some      damage types may still transmit shock damage.

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.
 

STEP 3 – ROLL INJURY SEVERITY

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.  

STEP 4 – APPLY LOCATION EFFECTS

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.  

STEP 5 – APPLY SECONDARY EFFECTS

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.  

RECKLESS ATTACK LOCATION RULE

When a character uses Reckless Attack:

  1. Attack      gains advantage.
  2. Hit      location becomes random.

Roll on the humanoid location table.This reflects wild, uncontrolled strikes. 

CRITICAL LOCATION SHIFT

When a natural 20 occurs:

Attacker may:

• increase severity by +1 OR • shift location to adjacent body part

Example: Torso → Neck.

ARMOR BREACH

If severity after armor reduction is still 10 or higher:

Armor suffers major durability loss.

This represents armor plates bending or breaking.

DAMAGE TYPES

BLUNT DAMAGE

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.

CUTTING DAMAGE

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.

PIERCING DAMAGE

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.

CRUSHING / MASSIVE TRAUMA

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.

FIRE / HEAT

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.

COLD / FROST

Sources:

freezing weather, frost magic.

Typical injuries:

• frostbite • numb limbs • slowed reflexes

Effect:

Gradual vigor drain.

POISON / TOXIN

Sources:

venom, toxins, chemicals.

Effect:

• delayed damage • paralysis • hallucinations

Armor Interaction:

Only sealed armor protects.

CORROSIVE / ACID

Sources:

acid creatures, alchemy.

Effect:

• dissolves tissue • destroys armor durability

Armor Interaction:

Armor degrades quickly.

ELECTRIC / SHOCK

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

CONCUSSIVE / SONIC

Sources:

thunder magic, explosions.

Typical injuries:

• internal trauma • disorientation • ruptured organs

Effect:

High stamina shock and disorientation.

PSYCHOLOGICAL DAMAGE

Sources:

terror, supernatural horror.

Effect:

Direct Morale loss.

Extreme effects may cause:

• Panic • Broken morale • Madness

ENVIRONMENTAL DAMAGE

Sources:

• starvation • dehydration • disease • exhaustion

Effect:

Gradual Vigor decline and reduced morale ceiling.

The Heroes Bane

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