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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
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:
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:
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:
At 0 Vigor, a character collapses.
Morale
Represents mental resilience and emotional stability.
Morale is reduced by:
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:
Rage ends when morale reaches 0 or voluntarily.
Severity
A value from 1–12 representing injury intensity.
Severity determines:
Severity is determined by damage tables.
Injury
Physical trauma inflicted by attacks.
Injuries may cause:
Healing times vary from hours to months.
Condition
A temporary or persistent state affecting a character.
Examples:
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:
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:
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:
Provides +2 bonus to checks involving that specialization.
SURVIVAL SKILLS
Endurance
Measures stamina, physical resilience, and fatigue resistance.
Used for:
Bushcraft
Knowledge of wilderness survival techniques.
Used for:
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:
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: