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
      • 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
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      • 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

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Find Your Next Adventure

Experience the Adventure with The Heroes Bane!

  

Monetary System (Quest Value & Costs)

The monetary system is intentionally abstracted to maintain flexibility.

Wealth Tiers

  

Tier


Wealth Level


Typical Access

 

0


Destitute


Bare survival

 

1


Poor


Food, basic lodging

 

2


Modest


Gear upkeep, travel

 

3


Comfortable


Skilled services

 

4


Wealthy


Rare goods, influence

 

5


Opulent


Political or magical leverage

  

Quest Value Guidelines

  

Quest Tier


Typical Rewards

 

Minor


Covers expenses, small profit

 

Standard


Equipment upgrade or savings

 

Dangerous


Significant wealth, reputation

 

Epic


Life-changing resources

 

Legendary


Political, territorial, or magical power

Rewards may include:

Coin

Land

Titles

Favors

Exclusive access

Find Your Next Adventure

Experience the Adventure with The Heroes Bane!

  

HEROES BANE RULES REFERENCE

(Skills, Terms, and System Definitions)

This section defines the mechanical terms used throughout the system.

Terms are listed alphabetically for quick reference.

  

CORE GAME TERMS

Action

A primary activity performed during a character’s turn.

Examples include:

  • attacking
  • casting      a spell
  • performing      a maneuver
  • using      an item

Characters normally receive 1 action per turn.

Additional actions require Exertion.

  

Advantage

A beneficial modifier that improves a roll.

In this system advantage levels stack up to three times.

Each level increases the likelihood of success.

  

Disadvantage

A penalty modifier that worsens a roll.

Disadvantage levels can stack up to three levels.

Advantage and disadvantage cancel each other out.

  

Attack Roll

The roll made to determine whether an attack hits a target.

Formula:

d20 + relevant combat skill

Must exceed the target's Defense (AC).

  

Armor Class (AC)

The difficulty required to land a successful attack.

Formula:

10 + Defense Skill + Armor Value

If the defender is flat-footed, the defense skill is ignored.

  

Exertion

A mechanic representing pushing beyond normal limits.

Exertion may grant:

  • additional      actions
  • additional      movement
  • additional      reactions

Using more than one Exertion requires a Stamina saving throw.

Failure causes Vigor loss.

  

Vigor

Represents a character’s physical endurance.

Vigor is reduced by:

  • injuries
  • fatigue
  • starvation
  • environmental      exposure
  • pain

At 0 Vigor, a character collapses.

  

Morale

Represents mental resilience and emotional stability.

Morale is reduced by:

  • fear
  • witnessing      death
  • despair
  • supernatural      terror

Low morale imposes penalties to many actions.

  

Last Stand

When a character reaches 0 Vigor, they may attempt to continue acting.

Each round requires a Resolve saving throw.

Failure reduces morale.

When both Vigor and Morale reach 0, the character dies.

  

Rage

A state of extreme aggression.

While raging:

  • morale      penalties are ignored
  • an      additional Exertion is gained each turn
  • attacks      become reckless

Rage ends when morale reaches 0 or voluntarily.

  

Severity

A value from 1–12 representing injury intensity.

Severity determines:

  • injury      type
  • vigor      loss
  • long-term      consequences

Severity is determined by damage tables.

  

Injury

Physical trauma inflicted by attacks.

Injuries may cause:

  • bleeding
  • fractures
  • organ      damage
  • permanent      disability

Healing times vary from hours to months.

  

Condition

A temporary or persistent state affecting a character.

Examples:

  • bleeding
  • stunned
  • panicked
  • immobilized

Conditions impose mechanical penalties.

  

Encumbrance

The amount of equipment carried.

Characters have 20 base item slots.

Exceeding this causes penalties.

  

Slot

A measure of equipment capacity.

Items occupy slots based on size.

Examples:

  • sword      = 1 slot
  • great      weapon = 2 slots
  • armor      = 3–6 slots

  

Quick Access Slots

Items immediately usable during combat.

Each character has 5 quick-access slots.

Accessing stored items normally requires downtime.

  

Crafting

The process of creating equipment, items, and tools.

Crafting uses:

Crafting DC = 10 + difficulty modifiers – preparation modifiers

  

Spellcrafting

The process of designing spells.

Spell difficulty depends on:

  • magnitude
  • range
  • duration
  • complexity

Spellcasting failure may cause backlash.

  

SKILL SYSTEM TERMS

Skill

A trained ability used to perform specific tasks.

Skills range from:

   

Rank


Bonus

 

Untrained


-3

 

Novice


+1

 

Proficient


+3

 

Expert


+5

 

Master


+10

  

Saving Throw Skill

Certain skills act as saving throws.

Example:

Stamina
Reflex
Resolve
Observation
Concentration

Saving throw DC is normally:

10 + skill modifier

  

Passive Skill

Some skills have passive detection.

Formula:

10 + skill bonus

Used for noticing hidden objects or threats.

  

Favored Specialization

A focused area of expertise within a skill.

Examples:

  • sword      fighting
  • longbow      marksmanship
  • wilderness      survival

Provides +2 bonus to checks involving that specialization.

  

SURVIVAL SKILLS

Endurance

Measures stamina, physical resilience, and fatigue resistance.

Used for:

  • resisting      exhaustion
  • enduring      harsh environments
  • extended      physical effort

  

Bushcraft

Knowledge of wilderness survival techniques.

Used for:

  • shelter      building
  • fire      making
  • foraging

  

Tracking

The ability to follow trails and identify signs of passage.

  

Climbing

Used to ascend steep surfaces safely.

  

Swimming

Used to navigate bodies of water and resist drowning.

  

Navigation

Determines direction and route planning during travel.

  

Animal Handling

Used to control or calm animals.

  

Riding

Skill used to control mounts.

  

Medicine

Treats injuries, stabilizes wounds, and aids recovery.

  

Herbalism

Knowledge of medicinal and toxic plants.

  

COMBAT SKILLS

Defense

The primary skill used to avoid incoming attacks.

  

Melee Combat

Skill used when fighting with close-range weapons.

  

Ranged Combat

Skill used with bows, crossbows, and thrown weapons.

  

Unarmed Combat

Skill used in fist fighting and martial techniques.

  

Shield Combat

Used for defensive shield maneuvers.

  

Grappling

Skill used to restrain or control opponents.

  

Tumbling

Used to evade attacks through agility.

  

Tactics

Represents battlefield awareness and strategic thinking.

  

Marksmanship

Precision shooting skill for ranged weapons.

  

SUBTERFUGE SKILLS

Perception

The ability to detect hidden dangers.

  

Stealth

Moving unseen and unheard.

  

Sleight of Hand

Manual dexterity for deception.

  

Lockpicking

Opening mechanical locks.

  

Trapwork

Building or disarming traps.

  

Disguise

Changing appearance to deceive observers.

  

SOCIAL SKILLS

Insight

Understanding intentions and emotions.

  

Persuasion

Convincing others through reason.

  

Intimidation

Using fear to influence behavior.

  

Deception

Lying or misleading others.

  

Leadership

Coordinating and inspiring allies.

  

Speechcraft

Formal speaking and rhetoric.

  

Bartering

Negotiating trade prices.

  

SPELLCASTING SKILLS

Focus

Maintaining mental discipline during casting.

  

Spellcrafting

Designing and understanding spells.

  

Countercasting

Disrupting enemy spells.

  

Wardcraft

Creating magical barriers.

  

Divination

Magic used to perceive hidden information.

  

Enchanting

Infusing objects with magical properties.

  

Summoning

Calling external entities.

  

CRAFTING SKILLS

Engineering

Designing mechanical systems.

  

Smithing

Forging metal tools and weapons.

  

Cooking

Preparing nourishing meals.

  

Equipment Maintenance

Repairing and maintaining gear.

  

Invention

Creating new mechanical devices.

  

Alchemy

Producing potions, toxins, and reagents.

  

Leatherwork

Crafting leather goods.

  

Masonry

Working stone and structures.

  

Woodcraft

Creating wooden tools and weapons.

  

GAME MASTER TERMS

Encounter

Any situation where characters face danger or challenge.

  

Quest

A structured objective within the narrative.

Completing quests grants skill advancement points.

  

Trainer

A character capable of teaching advanced skills.

Trainer quality determines training difficulty.

  

Downtime

Periods between adventures used for:

  • training
  • crafting
  • healing
  • roleplay

  

WORLD TERMS

Settlement

A populated location where trade and rest occur.

  

Trade Goods

Bulk materials used for commerce.

  

Caravan

A group transporting goods between settlements.

  

Faction

An organized group with shared interests.

  

COMBAT ENVIRONMENT TERMS

Cover

Objects blocking attacks.

Types:

Partial
Near total
Total

  

High Ground

Elevated positions grant combat advantage.

  

Hazard

Environmental dangers such as:

  • fire
  • traps
  • unstable      terrain

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