Signed in as:
filler@godaddy.com
Signed in as:
filler@godaddy.com
Down time is an important part of the game. Rest, recovery and proper preparation are all important for roleplay opportunities and also for ensuring fights can be survived. As such there are several factors to this mechanic.
Rest for regaining and maintaining morale and stamina.
Recovery for healing injuries and trauma.
Food and water for maintaining peak condition.
Entertainment for morale recovery and healing madness or fear or other stresses.
Training is also a crucial part of the Downtime system. The Gm will have options for NPC trainers, books or other methods.
DOWNTIME SYSTEM (REFINED)
Downtime represents periods where characters recover, maintain health, train, and prepare for future danger.
Downtime supports five core activities:
Downtime length may vary from minutes to months.
1. REST TYPES
Rest restores Vigor and Morale.
The amount restored depends on:
Rest Types
Rest Type
Duration
Base Recovery
Respite
~5 minutes
+1 Vigor OR +1 Morale
Short Rest
1–5 hours
+3 Vigor, +3 Morale
Long Rest
1–2 days
+6 Vigor, +6 Morale
Full Rest
7–10 days
Restore all Vigor & Morale
Full Recovery
Months
Heal severe injuries & long illnesses
Rest Modifiers
Condition
Modifier
Unsafe location
–1 recovery
Armor worn during sleep
–1 recovery
Encumbrance removed
+1 recovery
Quality food
+1–3 Vigor
Entertainment
+1–4 Morale
Proper sleep
recovery doubled
Nap during rest
+1 additional Vigor
2. RECOVERY (HEALING INJURIES)
Injuries follow the Severity Tier System (1–12).
Recovery has three phases:
Phase I – Stabilize
Minutes to hours.
Goal:
Usually requires Field Medicine.
Failure risks complications.
Phase II – Treat
Hours to days.
Goal:
Uses appropriate medical discipline.
Phase III – Heal
Days to months.
The body naturally recovers through rest.
Requires Rest Checks.
Recovery Time by Severity
Severity
Name
Healing Time
1–3
Minor
1–3 days
4–6
Moderate
3–10 days
7–9
Severe
10–30 days
10–11
Critical
1–3 months
12
Catastrophic
Permanent unless surgery
REST CHECKS
Rest checks measure healing progress.
Occurs every 12–24 hours of rest.
Rest Check
d12 + Restoration Skill
Difficulty
SDL = Injury Severity ÷ 2
Results:
Result
Outcome
Success
Healing progresses
Failure
Healing stalls
Fail by 4+
Complication
MEDICAL DISCIPLINES
Different types of healing use different skills.
Discipline
Purpose
Field Medicine
stabilize wounds, bleeding
Surgery / Anatomy
internal damage, organ injury
Herbalism
toxins, disease
Restoration
mental recovery & long-term care
MEDICAL CHECK SYSTEM
All treatment uses Save Difficulty Levels (SDL).
Medical Roll
d12 + Medical Skill Level
Difficulty Levels
SDL
Difficulty
1–2
Easy
3–4
Routine
5–6
Hard
7–8
Critical
9
Extreme
10
Nearly Impossible
TREATMENT STEPS
Each injury may require 1–4 steps.
Failing any step by 4 or more causes complications.
BODY PART MODIFIERS
Certain body areas are harder to treat.
Body Part
Modifier
Head / Face
+2
Neck
+3
Torso
+2
Back
+1
Groin
+2
Arms
+0
Hands
+1
Legs
+1
Feet
+2
Wings
+1
Tail
+0
COMPLICATIONS
Occur if:
Complication Table (d12)
Roll
Effect
1
Fever
2
Infection
3
Rebleed
4
Shock
5
Pus buildup
6
Organ stress
7
Necrosis
8
Limb stiffness
9
Nerve damage
10
Scarring
11
Sepsis
12
Critical collapse
3. SUSTENANCE (FOOD & WATER)
Food and water affect Vigor recovery and survival.
Water Quality
Tier
Quality
Effect
0
Spoiled
Lose 1 Vigor
1
Poor
Half recovery
2
Basic
Normal
3
Good
+1 Vigor recovery
4
Great
+2 Vigor
5
Pure
+3 Vigor, advantage on Endurance
Food Quality
Tier
Quality
Effect
0
Spoiled
Lose Vigor & Morale
1
Poor
–1 recovery
2
Basic
Normal
3
Good
+1 recovery
4
Great
+2 Vigor, +1 Morale
5
Hearty
+2 Vigor, +2 Morale
6
Feast
+3 Vigor, +3 Morale
7
Luxury
+4 Morale, social bonus
4. MENTAL RECOVERY
Morale and psychological damage recover through time and positive experience.
Morale Recovery Sources
Source
Recovery
Safe rest
+1 morale/day
Victory
+1–3 morale
Shared meal
+1 morale
Leadership speech
+1–2 morale
Religion / ritual
+1–3 morale
Overcoming fear
+2 morale
Therapy / counseling
+1 morale/week
Healing Madness & Trauma
Madness severity determines recovery difficulty.
Madness Level
Recovery
Disturbance
hours
Trauma
days
Disorder
weeks
Severe Madness
months
Permanent
requires quest, magic, or therapy
Methods of recovery:
ENTERTAINMENT
Entertainment helps morale and psychological healing.
Quality
Effect
Poor
none
Basic
+1 morale
Good
+2 morale
Great
+3 morale
Decadent
+4 morale, remove stress
5. TRAINING
Training allows characters to improve skills.
Training converts time and effort into skill advancement attempts.
Trainer Quality
Tier
Trainer
Attempts per Week
0
Self-taught
1
1
Amateur
1–2
2
Professional
2–3
3
Expert
3–4
4
Master
4–5
5
Legendary
unlimited (story requirements)
Training Intensity
Intensity
DC Modifier
Time
Casual Practice
+0
1 week
Focused Training
–2
1 week
Intensive Study
–4
2–4 weeks
Full Immersion
–6
1+ month
Training Cost
Training cost depends on:
Legendary training often requires quests instead of gold.
DOWNTIME SUMMARY (SIMPLIFIED LOOP)
During downtime characters typically:
This creates a natural cycle:
Adventure → Injury & Stress → Downtime → Recovery → Preparation → Adventure
WHAT THIS REFINEMENT FIXES
The new version:
• removes duplicate systems
• aligns with your severity scale (1–12)
• integrates toxins and psychological damage
• simplifies medical rolls
• keeps the gritty realism tone
• supports both short rests and long recovery arcs
Next Best Step
The most powerful thing to add next (and the last major subsystem for the core rules) would be a Crafting & Alchemy System, because it will connect directly to:
This is a strong base. The main thing it needs now is the same treatment we gave downtime:
Right now the biggest issue is that your crafting modifiers are too symmetrical and too wide, which can make the formula feel abstract instead of practical. For example, “Mythic materials –10” being a benefit is a little counterintuitive if those materials are also difficult to work. So I’d split material quality from material difficulty.
Here’s a refined version.
CRAFTING SYSTEM (REFINED)
Crafting is part of Downtime. It covers:
Crafting uses the same design philosophy as the rest of Heroes Bane:
time, skill, materials, and risk matter.
1. CORE CRAFTING LOOP
Every crafting project follows this sequence:
Crafting Check
d12 + relevant crafting skill
Relevant skills may include:
2. PROJECT TYPES
Projects fall into five main categories.
A. Quick Craft
Simple items, field improvisation, emergency repairs.
Examples:
Time: minutes to hours
B. Standard Craft
Normal workshop or camp crafting.
Examples:
Time: hours to days
C. Major Craft
High-quality or complex items.
Examples:
Time: days to weeks
D. Masterwork Craft
Rare, exceptional, or highly precise work.
Examples:
Time: weeks to months
E. Great Work
Large, magical, legendary, or campaign-defining projects.
Examples:
Time: months to years
3. CRAFTING DC FRAMEWORK
Base DC
Every project starts at:
Base DC 10
Then add and subtract modifiers.
Difficulty Factors
Complexity
How hard the design is.
Tier
Modifier
Trivial
+0
Basic
+2
Standard
+4
Complex
+6
Masterwork
+8
Experimental
+10
Quality Goal
How good the result should be.
Tier
Modifier
Rough
+0
Serviceable
+2
Fine
+4
Superior
+6
Masterwork
+8
Legendary
+10
Stability / Precision
How unforgiving the process is.
Tier
Modifier
Stable
+0
Sensitive
+2
Fragile
+4
Volatile
+6
Unstable
+8
Catastrophic
+10
Enchantment / Special Properties
Only if relevant.
Tier
Modifier
None
+0
Minor
+4
Moderate
+6
Major
+8
Legendary
+10
Advantages
Work Time
More time lowers the DC.
Pace
Modifier
Rushed
+0
Standard
-2
Extended
-4
Long-Term
-6
Master’s Pace
-8
I would remove Generational -10 from normal rules and reserve it for GM projects.
Skill Rank
Use the crafter’s actual skill rank as the check bonus, not as a DC reduction.
So remove the “Skill Level DC Modifier” column entirely.
That means:
This is much cleaner.
Material Quality
Better materials help.
Tier
Modifier
Poor
+0
Common
-1
Quality
-2
Superior
-3
Rare
-4
Mythic
-5
Material Difficulty
Some materials are hard to work even if valuable.
Tier
Modifier
Easy to work
+0
Demanding
+2
Difficult
+4
Exotic / hazardous
+6
This fixes the “mythic is always easier” issue.
Assistants
Only useful if they are relevant.
Assistant Support
Modifier
None
+0
1 trained helper
-1
2 trained helpers
-2
Workshop team
-4
Master-led crew
-6
Tools / Workshop
This should be its own modifier.
Tools
Modifier
Improvised
+2
Basic tools
+0
Good tools
-2
Professional workshop
-4
Master workshop / lab
-6
This is important because crafting and downtime should reward infrastructure.
4. FINAL CRAFTING DC
Final Formula
Crafting DC =
10
+ Complexity
+ Quality Goal
+ Stability
+ Enchantment
+ Material Difficulty
+ Tool Penalty
- Work Time
- Material Quality
- Assistants
Then roll:
d12 + crafting skill
This is much smoother because skill is always on the roll, like the rest of your game.
5. RESULT BANDS
Instead of only pass/fail, use result bands.
Result
Outcome
Success by 5+
Excellent result, bonus quality or reduced time
Success
Project completed as intended
Fail by 1–3
Delayed, incomplete, or minor flaw
Fail by 4–6
Material loss or reduced quality
Fail by 7+
Major failure, dangerous flaw, or ruined project
Natural 1
Critical failure
Natural 12
Exceptional craftsmanship opportunity
Since you’re using d12s, nat 12 can matter here.
6. CRAFTING PROGRESS FOR LONG PROJECTS
For longer projects, one roll should not always complete the item.
Use Progress Points.
Progress Rule
A project requires progress equal to its difficulty tier:
Project Scale
Progress Needed
Quick
1
Standard
2
Major
4
Masterwork
6
Great Work
10+
On a successful crafting check:
On a failed check:
This is ideal for:
7. REPAIR SYSTEM
Repair should use the same framework, but simpler.
Repair Categories
Field Repair
Temporary fix, done in minutes or hours.
Examples:
Proper Repair
Workshop-grade fix.
Examples:
Restoration
Repairing ruined or legendary items.
Examples:
Repair Check
d12 + relevant maintenance/crafting skill
Typical skills:
Suggested Repair DCs
Repair
DC
Minor fix
10
Standard repair
12
Heavy repair
14
Severe repair
16
Restoration
18+
8. ALCHEMY, ANTIDOTES, AND MEDICAL CRAFTING
This is where crafting ties directly into recovery.
Alchemical Project Types
Relevant skills
Key rule
For antidotes:
Suggested DC examples:
Item
DC
Basic poultice
10
Antiseptic wash
11
Common antidote
13
Specific antivenom
15
Rare toxin counteragent
17
Mythic poison cure
20+
9. MOUNTS, PETS, AND TRAINING CRAFT-LINK
You mentioned mounts and pets tying into downtime. Good idea.
This should use training projects rather than item crafting, but still use the same structure.
Animal Training Project
Use:
d12 + Animal Handling or Riding or Mount Care
Set DC based on:
Training Goals
Goal
Example DC
Basic obedience
10
Combat desensitization
12
Mount bonding
13
Pack discipline
13
War mount training
15
Exotic creature handling
17+
Progress Needed
Training Scale
Progress
Simple
2
Standard
4
Advanced
6
Elite
8+
This ties animals into downtime without inventing a separate subsystem.
10. TRAINING AND CRAFTING TOGETHER
Crafting and training should reinforce each other.
Examples:
This means crafting can also unlock:
11. FAILURE CONSEQUENCES BY PROJECT TYPE
Failure should depend on what is being made.
Mundane Craft
Repair
Alchemy / Antidotes / Poisons
Mount / Pet Training
Enchantment / Volatile Craft
12. QUICK PROJECT EXAMPLES
Example 1: Serviceable Sword
Final DC = 11
Roll:
d12 + Smithing
Example 2: Specific Antivenom
Final DC = 11
That’s good because the difficulty is in access, setup, and skill—not only abstract numbers.
Example 3: Masterwork Plate Repair
Final DC = 13
Roll:
d12 + Smithing
A skilled smith can do it, but failure still matters.
13. REFINED DESIGN PHILOSOPHY
This version makes crafting:
WHAT I WOULD CHANGE FROM YOUR CURRENT VERSION
Keep:
Change:
The best next step is to turn this into subsystems by category:
Repair, Alchemy/Antidotes/Poisons, Mount & Pet Training, and Enchantment/Crafting Recipes.
Perfect. These four subsystems should feel like extensions of the same crafting engine, not separate mini-games. They should all use:
d12 + Relevant Skill
vs Crafting DC
and use the same progress system for longer projects.
Below are the four subsystems refined to integrate with everything you've built.
REPAIR SYSTEM
Repair restores durability, functionality, or structural integrity to damaged items.
Relevant Skills:
Repair Types
Field Repair
Temporary stabilization done during travel or after combat.
Examples:
Time: minutes to hours
Difficulty
DC
Minor
10
Moderate
12
Severe
14
Field repairs restore 1–2 durability but may be temporary.
Proper Repair
Done in a camp, workshop, or town.
Examples:
Time: hours to days
Difficulty
DC
Light damage
11
Moderate damage
13
Heavy damage
15
Near destruction
17
Restores full durability if successful.
Restoration
Repairing heirloom or legendary items.
Examples:
Time: weeks to months
Difficulty
DC
Rare item
18
Legendary item
20+
Usually requires special materials.
Repair Failure
Margin
Result
Fail by 1–3
temporary repair only
Fail by 4–6
durability worsens
Fail by 7+
item partially ruined
Critical fail
catastrophic damage
ALCHEMY / ANTIDOTES / POISONS
Alchemy is the medical and chemical crafting discipline.
Relevant Skills:
Alchemical Categories
Medicine
Healing and treatment substances.
Examples:
Typical DCs:
Item
DC
Basic poultice
10
Healing salve
11
Stamina tonic
12
Field surgical kit
13
Antidotes
Neutralize toxins or poisons.
Difficulty depends on toxin class.
Toxin Type
DC
Common venom
12
Rare toxin
14
Complex poison
16
Magical toxin
18
Legendary poison
20+
Antidotes reduce toxin severity by 1–4 tiersdepending on potency.
Poisons
Crafting toxins is dangerous and often illegal.
Examples:
Poison Tier
DC
Weak toxin
12
Combat poison
14
Rare venom
16
Master toxin
18
Legendary toxin
20+
Failure risks self-exposure.
Alchemical Failure
Result
Effect
minor fail
weak mixture
moderate fail
unstable potion
major fail
contamination
critical fail
toxic exposure
MOUNT & PET TRAINING
Training animals uses the crafting progress model.
Relevant Skills:
Training Projects
Goal
DC
Basic obedience
10
Pack discipline
11
Riding training
12
Combat desensitization
13
War mount
15
Exotic beast training
17
Mythical creature bonding
20+
Training Progress
Training takes multiple sessions.
Training Level
Progress Needed
Simple
2
Standard
4
Advanced
6
Elite
8
Each week or session = 1 training check.
Success = progress.
Training Failure
Result
Effect
minor fail
no progress
moderate fail
trust setback
major fail
animal aggression
critical fail
injury risk
Mount Equipment Crafting
Mount gear uses the repair/crafting system.
Examples:
Relevant Skills:
ENCHANTMENT SYSTEM (CRAFTING SIDE)
Enchantments combine crafting + spellcasting.
The enchantment system defines how magic is bound into objects, while the spellcasting system will define how magic is generated.
Relevant Skills:
Enchantment Tiers
Tier
DC
Minor enchantment
16
Moderate enchantment
18
Major enchantment
20
Artifact enchantment
22–26
Enchantment Process
Enchantments use progress checks.
Enchantment
Progress
Minor
3
Moderate
5
Major
8
Artifact
12+
Each progress check may represent days or weeks of ritual work.
Enchantment Requirements
Typically requires:
Enchantment Failure
Margin
Effect
Fail by 1–3
enchantment unstable
Fail by 4–6
magical backlash
Fail by 7+
item cursed
Critical fail
arcane catastrophe
CRAFTING RECIPES / BLUEPRINTS
Complex items require recipes or blueprints.
Sources include:
Recipes reduce complexity DC by 2–4.
CRAFTING SPECIALIZATIONS
Favored Specializations can apply here.
Examples:
Specialization bonus:
+2 on crafting checks
HOW THIS TIES YOUR SYSTEM TOGETHER
This crafting structure now supports:
Repair → armor and weapon durability system
Alchemy → toxins and healing system
Mount Training → travel and combat system
Enchantments → future spellcrafting system
Recipes → exploration rewards
Downtime → training and skill progression
Recovery Modifiers/Condition/Recovery Rate Modifier
Well-fed, hydrated /+1 stamina/short rest
Malnourished or thirsty/-1 stamina/day
Cold or wet/Recovery halved
Medical attention/Recover +1 stamina and 1 injury tier per day
Poor sleep (on guard, stress)/No stamina recovery that day
Morale Recovery Sources/Source/Typical Morale Gain
Rest and safety/+1 per calm day
Leadership / inspiring ally speech/+1 to +2
Victory or success/+1 to +3
Shared meal, song, camaraderie/+1
Spiritual or ritual support/+1 to +3
Overcoming fear or trauma/+2
Time and therapy/+1 per week or session
There are several types of rest in this system. All have different purposes. This allows for different situations and needs. These are the types:
Respite
Short rest
Long rest
Full rest
Full recovery
Nap
Sleep
Respite: a short break, this is more of way for a character to catch their breath. Like a 5 minute sit down. This allows a character to regain 1 stamina and 1 morale. If a character also takes a serving of water this allows for 2 stamina recovery. If a rousing roleplay and rally, 2 morale.
Short rest: This is an hour to 5 hour rest where characters recharge and eat and maybe nap and drink water. Maybe have some entertainment. This allows for the recharge of 3 levels of stamina and morale. If safe. If this is unsafe then only 2. Eating food and drinking water can allow for greater additions. Up to 5 levels each. Depending on qualities noted later. If armor and encumbrance is removed during this time another level of recharge is available.
Long rest: This is a 1 to 2 day break. Sleep and meals and rehydration and entertainment help this. Also the characters can use medicine checks to heal minor injuries. During this time Training can also take place with checks for the advancements of skills. Up to 8 levels of stamina or Morale can be recovered during this time. Proper hygiene like a bathe or shower also gives a level back of each.
Full rest: This takes a week. 7-10 days, and allows for complete recharge of stamina and morale. Checks for healing of injuries can be done. And training useful for improving. Food and water and proper sleeping allows for an advantage bonus in the next encounters of +3 to those checks for 24 hours after the full rest.
Full Recovery: This can take months. This allows for the healing of injuries if they can be recovered from and training up. Training during this is one month per current skill bonus modifier minimum 1. To get to the next level of skill. (Assuming the character spends all day everyday training.) Some illnesses will require this also.
Nap: A nap doubles the recharge of Stamina and morale during that rest.
Sleep: Doubles the recharge of stamina and morale during that rest and allows for advantage on checks the following day. (As long as armor is not worn during this rest)
Natural healing: This is covered in the rest section. Proper rest can heal minor wounds or longer rests for recovering from major if they can be healed naturally.
Medical attention: With Medicine checks and saves this can give advantage or halve the time of the healing effects. Some injuries need NPCs to aid the wounded which a GM can provide if they desire. Minor and major injuries. Some diseases or poisons are also aided or made worse by these saves and checks.
Magic Healing: With proper spellcasting magic can be used to heal. Referring to the magic system and the medical checks and also potentially the crafting system for more nuance.
Every injury has three phases:
Phase I: Stabilize (Minutes to Hours)
Stop bleeding, shock, pain, immediate danger.
Requires: Medical Skill Check.
Phase II: Treat (Hours to Days)
Bandaging, splints, stitching, detox, poultices.
Phase III: Heal (Days to Weeks)
Nature takes over; rest checks determine improvement or setbacks.
MEDICAL SKILL CATEGORIES
Characters can learn distinct medical disciplines.
Each uses a different skill for checks.
Field Medicine
Stop bleeding, splints, crude stitching. (Adventurers)
Surgery/Anatomy
Remove arrows, repair organs, treat internal damage.
Herbalism
Poisons, toxins, fever, infection, long-term recovery
Restoration
Holistic healing, morale, mental recovery, care.
MEDICAL CHECK DIFFICULTIES (SDLs)
All medical actions use SDL (Save Difficulty Levels):
SDL/Difficulty/Example
1–2/Easy/Cleaning, wrapping
3–4/Routine/Bandaging, stitching
5–6/Hard/Treating fractures, burns
7–8/Critical/Internal bleeding, punctured lung
9/Extreme/Organ repair, venom extraction
10/Impossible/Reviving dead, massive trauma
Roll d12 + Medical Skill Level (1–6).
Success = stabilize or improve.
Failure = worsen or remain untreated.
TREATMENT PROCEDURE STEPS
Each injury has 1–4 steps depending on severity.
Each step = one Medical Check.
Step 1: Assess
Identify wound type & severity.
SDL = Severity Number (1–12 → becomes 1–6)
Step 2: Stabilize
Stop bleeding, prevent shock, splint bone.
SDL = Severity Tier + Body Part Modifier (below)
Step 3: Treat
Repair, clean, sew, set, purge.
SDL = 3 + Damage Type Modifier
Step 4: Monitor
Rest check (12 hours–24 hours).
SDL = Severity/2 (round up)
If any step is failed by 4 or more → complication.
REST CHECKS
Rest restores Stamina, Morale, and Healing Clock progress.
Rest Checks occur every:
Short Rest (1 hour): minor stamina/morale
Sleep Rest (8 hours): healing begins
Extended Rest (24 hours–multiple days): injury recovery
Rest Check Formula
Roll: d12 + Restoration Skill Level
SDL = injury severity / 2
Success → move healing forward
Fail → stagnation
Fail by 4+ → complication
This keeps recovery gritty without being random cruelty.
RECOVERY BY SEVERITY TIER
Each damage type generates severity 1–12.
That maps to Healing Time, Pain, and Checks Required.
Severity d12/Name/Recovery Time/Medical Checks
1–3/Minor/1–3 days/1
4–6/Moderate/3–10 days/1–2
7–9/Severe/10–30 days/2–3
10–11/Critical/1–3 months/3–4
12/Catastrophic/Permanent unless surgery/4+
Severity determines treatment arc.
BODY PART HEALING MODIFIERS
Add these to SDL for Treatment & Stabilization:
Body Part/Modifier/Notes
Head Face/+2/Bleeds well; brain risk
Neck/+3/Breathing, arteries
Torso/+2/Organs involved
Back/+1/Muscle-rich
Groin/+2/Delicate tissues
Arms/+0/Easy to bind
Hands/+1/Dexterity loss
Legs/+1/Weight-bearing
Feet/+2/Infection risk
Wings/+1/Membrane tears
Tail/+0/Muscle & bone
DAMAGE-TYPE MEDICAL RULES
Each damage type gets unique difficulties and treatments.
BLUNT / CRUSHING
SDL+1 to treat internal bruising
SDL+2 if ribs or pelvis involved
Restoring stamina = slow
Risk: internal bleeding (roll 1d6: 1–2 = bleed starts)
CUTTING / LACERATION
Stitching required (SDL 4–6)
Bleeding guaranteed unless stabilized
Infection chance ↑
Treat = clean, stitch, bind
Critical cuts → nerve damage risk
PIERCING
Removing object is risky:
SDL = 5 + severity/3
Can cause:
internal damage
organ puncture
massive bleeding
Needs both Field Medicine AND Surgery
FIRE / HEAT / BURN
SDL increased by severity tier
Must cool wound
Cannot stitch; must bandage
High infection risk
May require graft-equivalent long-term checks
COLD / FROSTBITE
Rewarming can cause tissue slough
SDL+1 if severe
Frostbite: amputation risk on fail by 4+
Stamina recovery very slow
LIGHTNING / SHOCK
Internal damage > external
SDL+2 for hidden burns
Heart or breathing failure risk
Requires Endurance Save each hour
CORROSIVE / ACID
Must neutralize first
SDL = Severity Tier + 2
Corrosive wounds rarely stitchable
Pain shock severe
Progression if untreated: +1 severity per hour
POISONS / TOXINS
Depends on toxin class:
Neurotoxin → SDL+2 Focus
Hemotoxin → SDL+2 Field Medicine
Cytotoxin → SDL+3 Herbalism
Cardiotoxin → SDL+3 Surgery
Myotoxin → muscle recovery slow
Nephrotoxin → long-term checks daily
Antidotes reduce severity by 1–4 on success.
RADIATION
No stitching
No quick cures
SDL = Severity Tier
Rest checks every 24 hours
Severity does not reduce quickly (weeks)
Morale checks daily
COMPLICATION TABLE (d12)
Roll when:
medical check fails by 4+
rest check fails by 4+
wound exposed to filth
severe wound ignored
d12/Complication
1/Fever (–1 stamina/day)
2/Infection (SDL+2 daily)
3/Rebleed (lose 1d6 stamina)
4/Shock (–2 morale, faint)
5/Pus buildup (treat SDL+3)
6/Organ stress
7/Necrosis (severity +1)
8/Limb stiffening
9/Nerve damage (–1 skill)
10/Scarring (reduces morale cap by 1)
11/Sepsis (SDL 8 daily)
12/Critical failure: near-death
QUICK MEDICAL REFERENCE SHEET
(Perfect for your GM screen)
Stabilize → Treat → Heal → Rest Check
Stabilize
SDL = Severity Tier + Body Part Mod
Actions: stop bleeding, splint, cool, neutralize acid, rewarm frostbite.
Treat
SDL = 3 + Damage Type Modifier
Actions: stitch, set bones, remove arrows, detoxify, dress wounds.
Heal
Days to months depending on severity.
Requires rest checks every 12–24 hours.
Rest Check
SDL = Severity/2
Success → progress
Fail → stagnation
Fail by 4+ → complication
Water (Hydration Quality)
Water quality affects stamina recovery, survival checks, and disease risk.
Tier/Quality/Effect
0/Spoiled/No stamina recovery. Stamina save or lose 1 stamina.
1/Poor/Half stamina recovery.
2/Basic/Normal hydration. No modifier.
3/Good/+1 stamina recovered during rest.
4/Great/+2 stamina recovered during rest.
5/Pure / Blessed/+3 stamina, advantage on Endurance checks that day.
Costs scale by scarcity, location, and transport difficulty.
Food Quality
Food quality affects stamina, morale, and long-term recovery.
Tier/Quality/Effect
0/Spoiled/No recovery. Stamina save or lose 1 stamina and morale.
1/Poor/–1 stamina recovery that day.
2/Basic/Normal nourishment.
3/Good/+1 stamina or morale recovery.
4/Great/+2 stamina and +1 morale.
5/Hearty/+2 stamina and +2 morale.
6/Feast/+3 stamina and +3 morale.
7/Luxury/+4 morale. Advantage on social checks for the day.
Drinks
potions
Entertainment Quality
Entertainment affects morale recovery, stress reduction, and trauma healing.
Tier/Quality/Effect
0/Poor/No morale recovery.
1/Basic/+1 morale.
2/Good/+2 morale.
3/Great/+3 morale.
4/Decadent/+4 morale. Remove 1 fear or stress effect.
Entertainment costs scale heavily with rarity, talent, and exclusivity.
Training allows characters to convert Marks into skill advancement.
Trainer Quality
Tier/Trainer Quality/Effect
0/Self-Taught/1 attempt, no bonuses
1/Amateur/1–2 attempts
2/Skilled Professional/2–3 attempts
3/Expert/3–4 attempts
4/Master/4–5 attempts
5/Legendary/Unlimited attempts, narrative requirements
Each attempt typically represents one week of training.
Training Time & DC/Training Intensity/DC Modifier/Time
Casual Practice/+0/1 week
Focused Training/–2/1 week
Intensive Study/–4/2–4 weeks
Full Immersion/–6/1+ month
Training Costs
Costs scale by:
Trainer quality
Location
Skill rarity
Risk and materials required
Legendary trainers often demand quests, favors, or oaths instead of coin.