The Heroes Bane

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The Heroes Bane

The Heroes BaneThe Heroes BaneThe Heroes Bane

Signed in as:

filler@godaddy.com

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CONCUSSIVE / SONIC RULES

Concussive damage comes from:

  • thunder      magic
  • shockwaves
  • explosions
  • sonic      shrieks
  • pressure      blasts
  • deafening      impacts
  • resonant      magical force

It uses the same injury sequence, but its identity is different:

  • hearing      damage
  • balance      disruption
  • internal      pressure trauma
  • head      ringing
  • disorientation
  • being      thrown / knocked prone
  • overlap      with crushing on severe results

Concussive identity

Concussive is:

  • less      about tissue tearing
  • more      about sensory disruption and internal shock
  • especially      dangerous to:
    • head
    • face
    • torso
    • ears
    • balance       organs

    Armor helps somewhat against fragments or force spread, but not well against pressure waves.Typical armor damage:

  • low      severity: 0–1
  • medium      severity: 1–2
  • high      severity: 2–3

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 Common concussive secondary effects

  • Deafened
  • Disoriented
  • Knocked      prone
  • Collapse      check
  • Concussed
  • Staggered
  • Vigor      shock
  • Morale      loss from panic or sudden blast

CONCUSSIVE / SONIC SUBTABLES

These are best used when the source is:

  • thunder      / sonic magic
  • explosive      shockwave
  • booming      force
  • shriek      or resonance
  • pressure      blast

They should be applied instead of Electric where appropriate, or layered onto a hit source.  

CONCUSSIVE / SONIC — HEAD / FACE / NECK d12

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

1/Ringing ears/Deafened briefly/0–1 dmg, reduce by 1/1/1–2 hours


2/Sharp sonic burst/Observation –1; flinch/0–1 dmg, reduce by 1/1/2–6 hours


3/Ear pain / pressure shock/Deafened 1 round/1 dmg, reduce by 1/1/1 day


4/Violent ringing / balance hit/Disoriented briefly/1 dmg, reduce by 1–2/2/1–2 days


5/Inner ear trauma/Tumbling and reactions at disadvantage briefly/1 dmg, reduce by 2/2/2–4 days


6/Eardrum rupture/Deafened; morale –1/1–2 dmg, reduce by 2/3/1 week


7/Severe concussion-like blast/Concussed; prone possible/2 dmg, reduce by 2/3/2–4 weeks


8/Major balance and hearing collapse/Cannot Exert; heavy disorientation/2 dmg, reduce by 2/4/1–2 months


9/Lasting deafness / vestibular damage/Balance badly impaired/2–3 dmg, reduce by 2–3/4/Permanent likely


10/Massive cranial concussive trauma/Collapse likely/3 dmg, reduce by 3/5/Permanent likely


11/Catastrophic blast trauma/Death check possible/3 dmg, reduce by 3/5/Permanent / fatal likely


12/Total head shockwave destruction/Immediate death risk/3 dmg, reduce by 3/5/Fatal likely

CONCUSSIVE / SONIC — TORSO / BACK d12

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

1/Pressure wave slam/Winded briefly/0–1 dmg, reduce by 1/1/1–2 hours


2/Chest/belly pressure shock/Stamina –1 briefly/0–1 dmg, reduce by 1/1/2–6 hours


3/Sonic slam/Cannot Exert next turn/1 dmg, reduce by 1/1/1 day


4/Heavy pressure hit/Knocked back/prone possible/1 dmg, reduce by 1–2/2/1–2 days


5/Internal pressure trauma/Attack / Defense –1 briefly/1 dmg, reduce by 2/2/2–4 days


6/Lung/organ shock/Stamina at disadvantage briefly/1–2 dmg, reduce by 2/3/1 week


7/Major blast trauma/Shock check; Disoriented/2 dmg, reduce by 2/4/2–4 weeks


8/Severe internal concussion/Collapse check; cannot Exert/2 dmg, reduce by 2/4/1–2 months


9/Lasting organ / pressure injury/Ongoing breathing or stamina issues/2–3 dmg, reduce by 2–3/4/Permanent likely


10/Massive thoracic blast/Immediate collapse likely/3 dmg, reduce by 3/5/Permanent likely


11/Catastrophic blast wave trauma/Death check possible/3 dmg, reduce by 3/5/Permanent / fatal likely


12/Total internal shockwave destruction/Immediate death risk/3 dmg, reduce by 3/5/Fatal likely

Universal Electric Rules

Electric identity

Electric damage is about:

  • sudden      Vigor loss
  • involuntary      muscle failure
  • nerve      shock
  • temporary      paralysis
  • disorientation
  • loss      of grip / collapse
  • possible      heart or brain failure at high severity

It usually heals faster than blunt, cutting, crushing, or deep fire injury, unless the result is severe. 

Conductivity and protection

Electric damage is strongly affected by what the victim is wearing or touching.Protective materialsThese reduce severity:

  • dry      leather
  • dry      rubber-like materials
  • insulated      boots/gloves
  • specially      treated cloth
  • magical      insulation
  • dry      wooden barriers

Conductive materialsThese may worsen severity:

  • wet      metal armor
  • chain
  • soaked      padding under armor
  • standing      in water
  • touching      conductive surfaces
  • metal      weapon in contact

Suggested conductivity modifierBefore final severity:

  • Proper      insulation: –1 to –3 severity
  • Normal      dry clothing / no special interaction: no change
  • Wet or      conductive setup: +1 to +3 severity

This is better than baking every material into each table. 

Armor interaction with electric

Electric usually deals:

  • low      to moderate armor durability damage
  • more      than cold
  • less      than crushing or high fire

Most electric effects attack the wearer more than the armor itself.Typical armor damage:

  • low      severity: 0–1
  • medium      severity: 1–2
  • high      severity: 2–3

Common secondary effects of Electric / Shock

Common results include:

  • Staggered
  • Drop      held item
  • Cannot      Exert
  • Muscle      lock
  • Disoriented
  • Numb
  • Knocked      prone
  • Heart      shock
  • Collapse

Bleeding is rare. Burns may occur at high severity. 

Electrical Injuries

Face

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

 

1/Sharp static-like flash/Flinch; morale –1 briefly/0–1 dmg, reduce by 1 with insulation/1/1–2 hours


2/Facial muscle twitch/–1 Speechcraft briefly/0–1 dmg, reduce by 1/1/2–6 hours

 

3/Surface facial shock/Observation –1 for 1 round/1 dmg, reduce by 1/1/1 day

 

4/Painful facial jolt/Drop concentration; morale –1/1 dmg, reduce by 1–2/2/1–2 days

 

5/Eye/face nerve shock/Observation –1; involuntary blinking/1 dmg, reduce by 2/2/2–4 days

 

6/Severe facial spasm/Speech and fine expression impaired briefly/1–2 dmg, reduce by 2/3/1 week

 

7/Eye nerve overload/Observation –2; brief blindness possible/2 dmg, reduce by 2/3/2–4 weeks

 

8/Deep facial electrical burn/shock/Shock check; severe pain/2 dmg, reduce by 2/4/1–2 months

 

9/Eye or facial nerve damage/Permanent vision/facial weakness possible/2–3 dmg, reduce by 2–3/4/Permanent likely

 

10/Massive craniofacial shock/Collapse likely/3 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic facial nerve destruction/Immediate collapse possible/3 dmg, reduce by 3/5/Permanent / fatal likely

 

12/Total facial arc trauma/Immediate death risk/3 dmg, reduce by 3/5/Permanent / fatal

Head

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

 

1/Head ringing from arc/Disoriented 1 round/0–1 dmg, reduce by 1 with insulation/1/1–2 hours

 

2/Sharp cranial jolt/Observation –1 briefly/0–1 dmg, reduce by 1/1/2–6 hours

 

3/Surface shock to scalp/Concentration –1/1 dmg, reduce by 1/1/1 day

 

4/Heavy electrical snap/Cannot Exert next turn/1 dmg, reduce by 1–2/2/1–2 days

 

5/Neural misfire/Reactions slowed; Disoriented/1 dmg, reduce by 2/2/2–4 days

 

6/Severe head shock/Resolve or fall prone / lose action/1–2 dmg, reduce by 2/3/1 week

 

7/Brain-scramble effect/Disoriented, Concussed-like symptoms/2 dmg, reduce by 2/4/2–4 weeks

 

8/Major cranial overload/Collapse check; cannot use reactions/2 dmg, reduce by 2/4/1–2 months

 

9/Nervous system injury/Memory/confusion effects possible/2–3 dmg, reduce by 2–3/4/Permanent likely

 

10/Brain/heart arc trauma/Immediate collapse likely/3 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic cranial shock/Death check/3 dmg, reduce by 3/5/Fatal likely

 

12/Total cranial overload/Immediate death/3 dmg, reduce by 3/5/Fatal

Neck

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

 

1/Nerve sting in neck/Speech catch / flinch/0–1 dmg, reduce by 1/1/1–2 hours

 

2/Neck muscle spasm/Head movement awkward briefly/0–1 dmg, reduce by 1/1/2–6 hours

 

3/Surface shock/Concentration –1 briefly/1 dmg, reduce by 1/1/1 day

 

4/Throat/neck jolt/Speech impaired for 1 round/1 dmg, reduce by 1–2/2/1–2 days


5/Neck spasm and nerve lock/Defense –1 briefly/1 dmg, reduce by 2/2/2–4 days

 

6/Deep cervical shock/Cannot Exert next turn/1–2 dmg, reduce by 2/3/1 week

 

7/Severe neck overload/Arm weakness / hand tremor possible/2 dmg, reduce by 2/4/2–4 weeks

 

8/Major nerve pathway strike/Collapse check; speech impaired/2 dmg, reduce by 2/4/1–2 months

 

9/Lasting nerve damage/Head/arm coordination impaired/2–3 dmg, reduce by 2–3/4/Permanent likely

 

10/Catastrophic cervical shock/Immediate collapse likely/3 dmg, reduce by 3/5/Permanent likely

 

11/Heart/brainstem arc risk/Death check/3 dmg, reduce by 3/5/Fatal likely

 

12/Total nervous system overload/Immediate death/3 dmg, reduce by 3/5/Fatal

Back

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

 

1/Back muscle twitch/Movement awkward briefly/0–1 dmg, reduce by 1/1/1–2 hours

 

2/Surface back shock/–1 climbing briefly/0–1 dmg, reduce by 1/1/2–6 hours

 

3/Deep muscle spasm/Movement –5 briefly/1 dmg, reduce by 1/1/1 day

 

4/Back nerve jolt/–1 attacks using torso rotation/1 dmg, reduce by 1–2/2/1–2 days

 

5/Spine-adjacent shock/Disoriented; movement stiff/1 dmg, reduce by 2/2/2–4 days

 

6/Severe back spasm/Cannot sprint; Stamina –1/1–2 dmg, reduce by 2/3/1 week

 

7/Neural overload along spine/Movement halved briefly/2 dmg, reduce by 2/4/2–4 weeks

 

8/Major spinal shock/Collapse check; prone likely/2 dmg, reduce by 2/4/1–2 months

 

9/Lasting spinal nerve injury/Movement badly impaired/2–3 dmg, reduce by 2–3/4/Permanent likely

 

10/Catastrophic spinal arc/Immediate collapse likely/3 dmg, reduce by 3/5/Permanent likely

 

11/Massive neural disruption/Death check possible/3 dmg, reduce by 3/5/Permanent / fatal likely

 

12/Total spinal overload/Immediate death risk/3 dmg, reduce by 3/5/Fatal likely

Torso

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

 

1/Chest/abdomen jolt/Flinch; morale –1 briefly/0–1 dmg, reduce by 1/1/1–2 hours


2/Sharp torso shock/Stamina –1 briefly/0–1 dmg, reduce by 1/1/2–6 hours

 

3/Surface electrical hit/Cannot Exert next turn/1 dmg, reduce by 1/1/1 day

 

4/Heavy torso jolt/Knocked back or prone possible/1 dmg, reduce by 1–2/2/1–2 days

 

5/Muscle seizure/Attack / Defense –1 briefly/1 dmg, reduce by 2/2/2–4 days

 

6/Chest contraction / breathing spasm/Stamina at disadvantage briefly/1–2 dmg, reduce by 2/3/1 week

 

7/Heart rhythm shock/Collapse check on failed Stamina/2 dmg, reduce by 2/4/2–4 weeks

 

8/Major chest overload/Immediate Shock check; cannot Exert/2 dmg, reduce by 2/4/1–2 months

 

9/Cardiac / organ electrical trauma/Collapse likely/2–3 dmg, reduce by 2–3/5/Permanent likely

 

10/Massive heart-shock event/Immediate collapse likely/3 dmg, reduce by 3/5/Permanent / fatal likely

 

11/Catastrophic cardiac arrest risk/Death check/3 dmg, reduce by 3/5/Fatal likely

 

12/Total torso overload/Immediate death/3 dmg, reduce by 3/5/Fatal

Legs

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

 

1/Leg twitch / sting/Movement –5 briefly/0–1 dmg, reduce by 1/1/1–2 hours

 

2/Surface shock/No sprint this round/0–1 dmg, reduce by 1/1/2–6 hours

 

3/Muscle lock/Painful movement/1 dmg, reduce by 1/1/1 day

 

4/Severe spasm/Movement –5 for encounter/1 dmg, reduce by 1–2/2/1–2 days

 

5/Deep nerve jolt/Climbing/sprinting at disadvantage/1 dmg, reduce by 2/2/2–4 days

 

6/Leg seizure/Fall prone on failed Stamina/1–2 dmg, reduce by 2/3/1 week

 

7/Neural overload in limb/Movement halved/2 dmg, reduce by 2/3/2–4 weeks

 

8/Major limb shock/Collapse check if forced to run/2 dmg, reduce by 2/4/1–2 months

 

9/Lasting nerve damage/Leg function badly impaired/2–3 dmg, reduce by 2–3/4/Permanent likely

 

10/Catastrophic limb overload/Limb nearly unusable/3 dmg, reduce by 3/5/Permanent likely

 

11/Massive shock trauma/Collapse likely/3 dmg, reduce by 3/5/Permanent

 

12/Total limb arc trauma/Limb destroyed in function/3 dmg, reduce by 3/5/Permanent

Arms

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

 

1/Arm sting / twitch/–1 next attack briefly/0–1 dmg, reduce by 1/1/1–2 hours

 

2/Surface shock/Grip weak briefly/0–1 dmg, reduce by 1/1/2–6 hours

 

3/Muscle lock/Painful use of arm/1 dmg, reduce by 1/1/1 day

 

4/Severe spasm/–1 attacks with that arm/1 dmg, reduce by 1–2/2/1–2 days

 

5/Deep nerve jolt/No heavy strikes with that arm/1 dmg, reduce by 2/2/2–4 days

 

6/Arm seizure/Drop item on failed Stamina/1–2 dmg, reduce by 2/3/1 week

 

7/Neural overload/–2 attacks with that arm/2 dmg, reduce by 2/3/2–4 weeks

 

8/Major limb shock/Arm use badly impaired/2 dmg, reduce by 2/4/1–2 months

 

9/Lasting nerve damage/Arm function badly impaired/2–3 dmg, reduce by 2–3/4/Permanent likely

 

10/Catastrophic limb overload/Arm nearly unusable/3 dmg, reduce by 3/5/Permanent likely

 

11/Massive shock trauma/Collapse possible/3 dmg, reduce by 3/5/Permanent

 

12/Total limb arc trauma/Arm destroyed in function/3 dmg, reduce by 3/5/Permanent

Hands

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

 

1/Finger sting/–1 fine manipulation briefly/0–1 dmg, reduce by 1/1/1–2 hours

 

2/Palm jolt/Grip weakened briefly/0–1 dmg, reduce by 1/1/2–6 hours

 

3/Surface hand shock/Painful handling/1 dmg, reduce by 1/1/1 day

 

4/Sharp hand spasm/Drop item unless Stamina succeeds/1 dmg, reduce by 1–2/2/1–2 days

 

5/Deep nerve jolt/Fine manipulation at disadvantage/1 dmg, reduce by 2/2/2–4 days

 

6/Hand seizure/Grip badly impaired/1–2 dmg, reduce by 2/3/1 week

 

7/Neural overload/Hand use badly impaired/2 dmg, reduce by 2/3/2–4 weeks

 

8/Major hand shock/Hand largely unusable/2 dmg, reduce by 2/4/1–2 months

 

9/Lasting nerve damage/Permanent function loss likely/2–3 dmg, reduce by 2–3/4/Permanent likely

 

10/Catastrophic hand overload/Hand unusable/3 dmg, reduce by 3/5/Permanent likely

 

11/Massive shock trauma/Tissue and nerve loss likely/3 dmg, reduce by 3/5/Permanent

 

12/Total hand arc trauma/Hand destroyed in function/3 dmg, reduce by 3/5/Permanent

Feet

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

 

1/Foot sting/Movement –5 briefly/0–1 dmg, reduce by 1/1/1–2 hours

 

2/Sole jolt/No sprint this round/0–1 dmg, reduce by 1/1/2–6 hours

 

3/Surface shock/Painful stepping/1 dmg, reduce by 1/1/1 day

 

4/Foot spasm/Movement –5 for encounter/1 dmg, reduce by 1–2/2/1–2 days

 

5/Deep nerve jolt/Tumbling/climbing at disadvantage/1 dmg, reduce by 2/2/2–4 days

 

6/Leg-foot seizure/Fall prone on failed Stamina/1–2 dmg, reduce by 2/3/1 week

 

7/Neural overload/Movement halved/2 dmg, reduce by 2/3/2–4 weeks

 

8/Major foot shock/Foot use badly impaired/2 dmg, reduce by 2/4/1–2 months

 

9/Lasting nerve damage/Permanent limp likely/2–3 dmg, reduce by 2–3/4/Permanent likely

 

10/Catastrophic foot overload/Foot nearly unusable/3 dmg, reduce by 3/5/Permanent likely

 

11/Massive shock trauma/Collapse possible/3 dmg, reduce by 3/5/Permanent

 

12/Total foot arc trauma/Foot destroyed in function/3 dmg, reduce by 3/5/Permanent

Wings

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

 

1/Wing twitch/Flight awkward briefly/0–1 dmg, reduce by 1/1/1–2 hours

 

2/Surface wing jolt/–1 aerial maneuver briefly/0–1 dmg, reduce by 1/1/2–6 hours

 

3/Muscle lock/Cannot sharply bank/1 dmg, reduce by 1/1/1 day

 

4/Severe spasm/Flight speed –5/1 dmg, reduce by 1–2/2/1–2 days

 

5/Deep nerve shock/Sustained flight difficult/1 dmg, reduce by 2/2/2–4 days

 

6/Wing seizure/Forced landing possible/1–2 dmg, reduce by 2/3/1 week

 

7/Neural overload/Flight maneuvering at disadvantage/2 dmg, reduce by 2/3/2–4 weeks

 

8/Major wing shock/Flight impossible until recovered/2 dmg, reduce by 2/4/1–2 months

 

9/Lasting nerve damage/Wing function badly impaired/2–3 dmg, reduce by 2–3/4/Permanent likely

 

10/Catastrophic wing overload/Wing nearly unusable/3 dmg, reduce by 3/5/Permanent likely

 

11/Massive shock trauma/Collapse/fall possible/3 dmg, reduce by 3/5/Permanent

 

12/Total wing arc trauma/Wing destroyed in function/3 dmg, reduce by 3/5/Permanent

Tail

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

 

1/Tail twitch/–1 balance briefly/0–1 dmg, reduce by 1/1/1–2 hours

 

2/Surface shock/No tail attack next turn/0–1 dmg, reduce by 1/1/2–6 hours

 

3/Muscle lock/Balance/tumbling –1 briefly/1 dmg, reduce by 1/1/1 day

 

4/Severe spasm/Tail attacks weakened/1 dmg, reduce by 1–2/2/1–2 days

 

5/Deep nerve jolt/Tail attacks/balance at disadvantage/1 dmg, reduce by 2/2/2–4 days

 

6/Tail seizure/Tail use badly impaired/1–2 dmg, reduce by 2/3/1 week

 

7/Neural overload/Tail use halved/2 dmg, reduce by 2/3/2–4 weeks

 

8/Major tail shock/Prone risk on failed tumbling/2 dmg, reduce by 2/4/1–2 months

 

9/Lasting nerve damage/Tail badly impaired/2–3 dmg, reduce by 2–3/4/Permanent likely

 

10/Catastrophic tail overload/Tail nearly unusable/3 dmg, reduce by 3/5/Permanent likely

 

11/Massive shock trauma/Collapse possible/3 dmg, reduce by 3/5/Permanent

 

12/Total tail arc trauma/Tail destroyed in function/3 dmg, reduce by 3/5/Permanent

Groin

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

 

1/Sharp painful jolt/Resolve save or recoil/0–1 dmg, reduce by 1/1/1–2 hours

 

2/Muscle spasm/Movement awkward briefly/0–1 dmg, reduce by 1/1/2–6 hours

 

3/Surface shock/Morale –1 this encounter/1 dmg, reduce by 1/1/1 day

 

4/Deep jolt/Movement –5 briefly/1 dmg, reduce by 1–2/2/1–2 days

 

5/Pelvic nerve spasm/Cannot Exert next turn/1 dmg, reduce by 2/2/2–4 days

 

6/Severe lower-body shock/Staggered briefly/1–2 dmg, reduce by 2/3/1 week

 

7/Nerve overload/Movement halved/2 dmg, reduce by 2/4/2–4 weeks

 

8/Major pelvic shock/Collapse check; leg weakness/2 dmg, reduce by 2/4/1–2 months

 

9/Lasting nerve damage/Movement badly impaired/2–3 dmg, reduce by 2–3/4/Permanent likely

 

10/Catastrophic lower-body overload/Immediate collapse likely/3 dmg, reduce by 3/5/Permanent likely

 

11/Massive shock trauma/Death check possible/3 dmg, reduce by 3/5/Fatal likely

 

12/Total lower-body arc trauma/Immediate death risk/3 dmg, reduce by 3/5/Fatal likely

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