The Heroes Bane

The Heroes BaneThe Heroes BaneThe Heroes Bane
  • Sign In
  • Create Account

  • Orders
  • My Account
  • Signed in as:

  • filler@godaddy.com


  • Orders
  • My Account
  • Sign out

  • 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
  • More
    • 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

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

Account


  • Orders
  • My Account
  • Sign out


  • Sign In
  • Orders
  • My Account

Downtime

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

  

DOWNTIME SYSTEM (REFINED)

Downtime represents periods where characters recover, maintain health, train, and prepare for future danger.

Downtime supports five core activities:

  1. Rest     – restoring Vigor and Morale
  2. Recovery     – healing injuries and trauma
  3. Sustenance     – food, water, and living conditions
  4. Mental      Recovery – relieving stress, fear, or madness
  5. Training     – improving skills and capabilities

Downtime length may vary from minutes to months.

  

1. REST TYPES

Rest restores Vigor and Morale.

The amount restored depends on:

  • rest      duration
  • safety
  • sleep      quality
  • food      & water
  • comfort

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:

  • stop      bleeding
  • prevent      shock
  • prevent      worsening

Usually requires Field Medicine.

Failure risks complications.

  

Phase II – Treat

Hours to days.

Goal:

  • clean      wound
  • stitch      / splint
  • detoxify
  • bandage

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.

  1. Assess      wound
  2. Stabilize
  3. Treat
  4. Monitor      recovery

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:

  • treatment      fails badly
  • wounds      are ignored
  • poor      environment

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:

  • rest
  • entertainment
  • companionship
  • spiritual      guidance
  • facing      fears
  • therapy

  

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:

  • trainer      quality
  • skill      rarity
  • location
  • materials
  • risk

Legendary training often requires quests instead of gold.

  

DOWNTIME SUMMARY (SIMPLIFIED LOOP)

During downtime characters typically:

  1. Rest      → restore Vigor & Morale
  2. Recover      → treat injuries and toxins
  3. Sustain      → eat, drink, maintain health
  4. Heal      mentally → reduce fear or madness
  5. Train      → improve skills

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:

  • antidotes
  • medical      treatments
  • poisons
  • equipment      repair
  • magical      reagents
  • survival      gameplay.

This is a strong base. The main thing it needs now is the same treatment we gave downtime:

  • simplify      overlap
  • align      with the skill system
  • tie      directly into recovery, antidotes, repairs, mounts, and training
  • make      it fast enough to run at the table

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:

  • making      gear
  • repairing      armor and weapons
  • brewing      medicines, antidotes, and poisons
  • maintaining      camps, tack, wagons, and tools
  • training      mounts and animals
  • enchanting      and rune-work
  • long-term      projects

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:

  1. Choose      the project type
  2. Set      the Base DC
  3. Add difficulty      factors
  4. Subtract      advantages
  5. Roll      the crafting check
  6. Apply      success, progress, or failure

Crafting Check

d12 + relevant crafting skill

Relevant skills may include:

  • Smithing
  • Alchemy
  • Woodcraft
  • Leatherwork
  • Tailoring
  • Equipment      Maintenance
  • Engineering
  • Herbalism
  • Mount      Care
  • Vehicle      Maintenance
  • Spellcrafting
  • Enchanting

  

2. PROJECT TYPES

Projects fall into five main categories.

A. Quick Craft

Simple items, field improvisation, emergency repairs.

Examples:

  • bandage      kit
  • torch      bundle
  • crude      arrow repair
  • simple      poultice
  • rough      harness patch

Time: minutes to hours

  

B. Standard Craft

Normal workshop or camp crafting.

Examples:

  • sword
  • shield
  • saddle
  • cloak
  • rations
  • antidote
  • toolkit
  • camp      gear

Time: hours to days

  

C. Major Craft

High-quality or complex items.

Examples:

  • armor      suit
  • composite      bow
  • alchemical      kit
  • reinforced      wagon
  • surgical      tools
  • barding
  • advanced      trap

Time: days to weeks

  

D. Masterwork Craft

Rare, exceptional, or highly precise work.

Examples:

  • masterwork      blade
  • elite      plate harness
  • legendary      saddle
  • specialized      antidote set
  • noble      regalia
  • high-end      instruments

Time: weeks to months

  

E. Great Work

Large, magical, legendary, or campaign-defining projects.

Examples:

  • enchanted      armor
  • siege      engine
  • spell      focus
  • relic      restoration
  • ship      construction
  • breeding      and training a war-mount line

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:

  • skill      matters through the roll
  • time/materials/workshop      matter through DC

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:

  • gain      1 Progress
  • gain      +1 extra Progress if success by 5+

On a failed check:

  • no      progress
  • possible      setback depending on failure margin

This is ideal for:

  • armor      forging
  • enchantments
  • antidote      research
  • wagon      construction
  • pet      training
  • surgery      tools
  • siege      engines

  

7. REPAIR SYSTEM

Repair should use the same framework, but simpler.

Repair Categories

Field Repair

Temporary fix, done in minutes or hours.

Examples:

  • strap      repair
  • dented      shield stabilization
  • weapon      binding
  • saddle      patch
  • wheel      lash

Proper Repair

Workshop-grade fix.

Examples:

  • armor      plate replacement
  • blade      reforging
  • poisoned      kit rebuilding
  • bow      restringing
  • wagon      axle replacement

Restoration

Repairing ruined or legendary items.

Examples:

  • artifact      restoration
  • heirloom      armor repair
  • cracked      spellbook lock repair
  • relic      reconstruction

  

Repair Check

d12 + relevant maintenance/crafting skill

Typical skills:

  • Equipment      Maintenance
  • Smithing
  • Woodcraft
  • Leatherwork
  • Tailoring
  • Vehicle      Maintenance
  • Mount      Care

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

  • poultices
  • splints      and salves
  • antidotes
  • antivenoms
  • preserving      agents
  • sterilizers
  • sleeping      drafts
  • stimulants
  • toxins      and poisons

Relevant skills

  • Alchemy
  • Herbalism
  • Medicine
  • Restoration
  • Spellcrafting      for magical mixtures

Key rule

For antidotes:

  • complexity      depends on toxin rarity
  • quality      depends on potency
  • timing      matters in play, not just crafting

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:

  • animal      temperament
  • training      goal
  • time      invested
  • tools/facilities
  • trainer      quality

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:

  • build      your own forge and gain workshop bonuses
  • study      a master’s manual to reduce complexity
  • train      under a smith to unlock masterwork projects
  • apprentice      under an herbalist to craft rare antidotes
  • train      with a falconer to improve animal projects

This means crafting can also unlock:

  • new      project categories
  • recipe      access
  • better      failure safety
  • stronger      workshop bonuses

  

11. FAILURE CONSEQUENCES BY PROJECT TYPE

Failure should depend on what is being made.

Mundane Craft

  • wasted      time
  • reduced      quality
  • ugly      but functional result

Repair

  • item      loses extra durability
  • temporary      fix only
  • hidden      flaw

Alchemy / Antidotes / Poisons

  • spoiled      batch
  • weak      dose
  • contamination
  • self-exposure

Mount / Pet Training

  • no      progress
  • trust      setback
  • bad      habits
  • injury      risk

Enchantment / Volatile Craft

  • backlash
  • explosion
  • corruption
  • unstable      item

  

12. QUICK PROJECT EXAMPLES

Example 1: Serviceable Sword

  • Base      10
  • Standard      complexity +4
  • Serviceable      quality +2
  • Stable      +0
  • No      enchantment +0
  • Standard      time -2
  • Common      materials -1
  • Good      tools -2

Final DC = 11

Roll:

d12 + Smithing

  

Example 2: Specific Antivenom

  • Base      10
  • Complex      +6
  • Fine      quality +4
  • Sensitive      +2
  • No      enchantment +0
  • Extended      time -4
  • Quality      materials -2
  • Alchemy      lab -4
  • 1      assistant -1

Final DC = 11

That’s good because the difficulty is in access, setup, and skill—not only abstract numbers.

  

Example 3: Masterwork Plate Repair

  • Base      10
  • Complex      +6
  • Masterwork      quality +8
  • Sensitive      +2
  • Standard      time -2
  • Superior      materials -3
  • Professional      forge -4
  • Workshop      team -4

Final DC = 13

Roll:

d12 + Smithing

A skilled smith can do it, but failure still matters.

  

13. REFINED DESIGN PHILOSOPHY

This version makes crafting:

  • part      of downtime, not a separate minigame
  • compatible      with your d12 skill system
  • useful      for medicine, recovery, and repair
  • scalable      from “make a poultice” to “forge a relic”
  • smoother      than the original formula

  

WHAT I WOULD CHANGE FROM YOUR CURRENT VERSION

Keep:

  • Base      DC 10
  • stepped      modifier logic
  • complexity      / quality / enchantment categories
  • failure      margin outcomes

Change:

  • remove      skill as a DC reducer
  • split      material quality from material difficulty
  • add      tools/workshop as a separate factor
  • use      progress points for long projects
  • fold      mounts/pets into the same structure

  

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:

  • Equipment      Maintenance
  • Smithing
  • Woodcraft
  • Leatherwork
  • Tailoring
  • Tinkering
  • Vehicle      Maintenance
  • Siegecraft
  • Mount      Care (for tack and saddles)

  

Repair Types

Field Repair

Temporary stabilization done during travel or after combat.

Examples:

  • tighten      armor straps
  • bind      cracked shield
  • rewrap      weapon grip
  • repair      saddle straps
  • patch      torn cloak

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:

  • reforge      blade edge
  • replace      armor plates
  • mend      leather armor
  • rebuild      wagon axle
  • restring      bow

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:

  • ancient      armor
  • relic      weapon
  • broken      spell focus
  • enchanted      artifact

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:

  • Alchemy
  • Herbalism
  • Medicine
  • Restoration
  • Spellcrafting      (for magical potions)

  

Alchemical Categories

Medicine

Healing and treatment substances.

Examples:

  • antiseptic      wash
  • clotting      powder
  • pain      suppressor
  • fever      reducer
  • stamina      tonic

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:

  • paralytic      venom
  • hemotoxin      extract
  • hallucinogenic      dust
  • sleep      poison
  • corrosive      toxin

   

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:

  • Animal      Handling
  • Riding
  • Mount      Care
  • Leadership      (for war animals)

  

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:

  • saddles
  • barding
  • harness
  • wagons
  • pack      systems

Relevant Skills:

  • Leatherwork
  • Smithing
  • Woodcraft
  • Mount      Care

  

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:

  • Enchanting
  • Spellcrafting
  • Wardcraft
  • Theology      (for divine relics)
  • Necromancy/Biomancy/Technomancy      depending on setting

  

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:

  • spell      components
  • ritual      space
  • magical      focus
  • rare      materials
  • sometimes      a spellcaster assisting

  

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:

  • trainers
  • books
  • ancient      manuals
  • guild      instruction
  • magical      research
  • quest      rewards

Recipes reduce complexity DC by 2–4.

  

CRAFTING SPECIALIZATIONS

Favored Specializations can apply here.

Examples:

  • swordsmith
  • alchemist
  • war      mount trainer
  • armor      craftsman
  • potion      brewer
  • rune      enchanter

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

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

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

Rest

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) 

Recovery

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.

UNIVERSAL RECOVERY TIMERS

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

Food and Water

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

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.

Trainers and Training

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.

The Heroes Bane

Copyright © 2026 The Heroes Bane - All Rights Reserved.

Powered by

This website uses cookies.

We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.

DeclineAccept