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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TOXINS vs POISONS

TOXINS vs POISONS

  

Poisons:

Enter by ingestion, inhalation, or wound exposure.

Often require a dose threshold before symptoms.

Often metabolic — liver, kidneys, blood.

Toxins:

Usually biological (venoms, neuropeptides, enzyme disruptors).

Delivered by injection, sting, bite, or direct blood contact.

Usually rapid-onset and organ-specific.

Radiation (special category):

Cumulative, long-term, affects cell replication.

  

DELIVERY METHODS

Each poison/toxin has 1–4 delivery paths:

  

Delivery Type


Effect

 

Ingestion


Slow onset; gut-kidney processing; reduced potency   unless corrosive

 

Inhalation


Fast; hits brain/blood directly; +2 severity

 

Injection


Direct to bloodstream; +3 severity; onset in   minutes

 

Cutaneous (skin)


Requires high dose or open wounds

 

Radiological Exposure


Works by proximity, dose accumulation

  

POTENCY & DOSE SYSTEM

Potency Rating: 1–6

1 = mild irritant
6 = lethal agent

Dose Threshold

Below threshold: may cause mild nausea or zero symptoms.

Above threshold: roll full d12 severity.

Overdose: +2 severity per extra threshold exceeded.

  

ONSET TIME

Each toxin has an onset time band:

Immediate = seconds

Rapid = minutes

Short-term = 1–4 hours

Moderate = 6–24 hours

Long-term = days

Delayed = days to weeks

  

DURATION

Toxins can last:

Burst (short, intense)

Persistent (hours)

Chronic (days)

Permanent (organ damage)

types

NEUROTOXINS

  Effects: paralysis, spasms, seizures, nerve failure.
Delivery: injection/inhalation strongest.

  

d12


Severity


Effects


Onset


Stamina


Notes

 

1–3


Mild Disruption


Tingling, dizziness


Min–1 hr


–1


–1 to dex

 

4–6


Nerve Impairment


Slurred speech, tremors


Min


–3


–2 to actions

 

7–9


Motor Shutdown


Paralysis creeping


Seconds–min


–6


Limb fails

 

10–11


Neural Storm


Seizures, collapse


Seconds


–10


Breathing difficulty

 

12


CNS Failure


Respiratory arrest


Immediate


–∞


Death risk

HEMOTOXINS

  Effects: blood clotting issues, internal bleeding, necrosis.
Delivery: injection or ingestion (slow).

  

d12


Severity


Effects


Onset


Stam


Notes

 

1–3


Blood Irritant


Bruising, malaise


1–6 hr


–2


Minor bleed

 

4–6


Hemolysis Begins


Nosebleeds; fatigue


1 hr


–4


+1 bleed

 

7–9


Systemic Bleeding


Vomit blood; collapse


10–30 min


–6


+2 bleed

 

10–11


Organ Bleeds


Kidney/liver damage


5–15 min


–10


Internal bleeding

 

12


Hemorrhagic Failure


Fatal bleed-out


Minutes


–∞


Death

CYTOTOXINS

Effects: cell death, necrosis, stomach lining destruction; slow rot.
Delivery: ingestion/injection.

  

d12


Severity


Effects


Onset


Stam


Notes

 

1–3


Irritation


Nausea, pain


1–12 hr


–1


Vomiting

 

4–6


Cell Breakdown


Blisters, ulcers


1–6 hr


–3


–1 check

 

7–9


Tissue Necrosis


Organ damage


30–90 min


–5


Local necrosis

 

10–11


Organ Shutdown


Liver/kidney failure


10–30 min


–8


Severe toxicity

 

12


Systemic Collapse


Multiple organ failure


Minutes


–∞


Death soon

   

MYOTOXINS

Effects: muscle breakdown, paralysis, rhabdomyolysis.
Delivery: injection.

  

d12


Severity


Effects


Onset


Stam


Notes

 

1–3


Weakness


–1 strength


30–60 min


–1


Soreness

 

4–6


Muscle Pain


Tremors


10–30 min


–3


–2 actions

 

7–9


Muscle Meltdown


Unable to stand


5–10 min


–6


Muscle tissue dissolves

 

10–11


Total Muscle Failure


Collapse


1–5 min


–10


Cannot move

 

12


Complete Breakdown


Heart/diaphragm fail


Seconds


–∞


Fatal

CARDIOTOXINS

Effects: heart rhythm disruption, cardiac arrest, vascular shutdown.
Delivery: injection, inhalation.

  

d12


Severity


Effects


Onset


Stam


Notes

 

1–3


Heart Flutter


Palpitations


Min


–1


–1 endurance

 

4–6


Arrhythmia


Chest pain


Seconds–min


–3


Stamina halved

 

7–9


Vascular Collapse


Fall prone


Seconds


–5


Heart struggling

 

10–11


Cardiac Arrest


Gasping


Immediate


–10


Death save

 

12


Heart Stop


Fatal


Instant


–∞


Unless revived

NEPHROTOXINS

Effects: kidney failure, toxin accumulation, long-term poison.
Delivery: ingestion.

  

d12


Severity


Effects


Onset


Stam


Notes

 

1–3


Slight Renal Stress


Dark urine


Hours


–1


Thirsty

 

4–6


Kidney Damage


Pain, swelling


Hours


–2


Toxin buildup

 

7–9


Renal Failure


Vomiting, confusion


1–3 hr


–4


Cannot filter blood

 

10–11


Acute Failure


Collapse


30–60 min


–6


Severe

 

12


Total Kidney Shutdown


Death over days


Hours


–8


If untreated: death

Nephrotoxins rarely kill quickly but ruin characters long-term.

ALLERGENS (including venom-triggered reactions)

ALLERGENS (including venom-triggered reactions)

Effects: immune shock, swelling, breathing blockage.
Delivery: injection/inhalation.

  

d12


Severity


Effects


Onset


Stam


Notes

 

1–3


Local Reaction


Redness; itch


Minutes


–1

 

4–6


Swelling


Pain; restrict movement


Minutes


–2

 

7–9


Systemic Reaction


Hives; dizziness


Minutes


–4

 

10–11


Anaphylaxis


Throat closing


Seconds


–8


Need antidote

 

12


Anaphylactic Shock


Fatal respiratory collapse


Seconds


–∞


Death soon

RADIATION (Pitchblende / Radium / Fallout)

  This acts on cellular replication, not a poison.
Damage is cumulative over days or weeks.

  

d12


Severity


Effects


Onset


Stam


Notes

 

1–3


Minor Exposure


Fatigue; mild nausea


Day–week


–1


Hair weakening

 

4–6


Acute Radiation Sickness


Vomiting; fever


Hours–days


–3


Blood cell drop

 

7–9


Organ Stress


Hair loss; bleeding gums


Days


–5


Immune failure

 

10–11


Severe Radiation Syndrome


Internal bleeding


Days


–8


Bone marrow failure

 

12


Cell Collapse


Multi-organ meltdown


Days


–∞


Fatal w/o extreme intervention

Radiation is uniquely:

Long-term

Persistent even after leaving source

Causes chronic conditions

Combines with ANY trauma to worsen outcomes 

TOXINS vs POISONS

TOXINS vs POISONS

  

Potions

Potion Rejection Healing potions and restorative spells only heal half their normal amount.

Fatigue Buildup Gain 1 level of Exhaustion every long rest until cured.

Urinary Shutdown Movement reduced by 10 ft. Dash or Dodge causes 1 damage as kidneys strain.

Liver Failure Symptoms Disadvantage on CON saves and bleeding effects from hemotoxins are harder to stop (require higher DC).

Full Organ Collapse DC 15 CON save or drop to 0 HP over the next 10 minutes. On success: gain 2 Fatigue and become Poisoned until cured.

Cardiotoxin Effects – d6 Table

(Roll when a creature is affected by a cardiotoxic substance. Effects center on heart rate, pulse disruption, and circulation collapse.)

d6 Effect Mechanical Result

1 Heart Flutter Disadvantage on Initiative rolls and CON saves. Must pass DC 13 CON save each hour or gain 1 level of Fatigue.

2 Sudden Spikes Any time the creature rolls a natural 20 on an action, they immediately take 1d6 damage as their heart overreacts.

3 Palpitations Verbal spellcasting fails on a d6 roll of 5–6 due to breathlessness and fluttering chest.

4 Circulatory Strain Bleed effects or pressure-based spells deal +2 damage to the target. Vulnerable to Hemotoxins while affected.

5 Sudden Collapse DC 15 CON save when the creature drops below half HP or takes a critical hit. On fail: drop to 0 HP instantly.

6 Cardiac Arrest If affected by more than one dose or already Exhausted: DC 16 CON save or instant death. On success: paralyzed 1 round, 2 Fatigue.

Pulmonotoxin Effects – d6 Table

(Roll when a creature is exposed to airborne or respiratory-based toxins. Effects impact breathing, endurance, and the ability to speak or cast.)

d6 Effect Mechanical Result

1 Choking Fit Must succeed a DC 13 CON save or be Stunned for 1 round, coughing violently.

2 Shallow Breathing Can’t Dash. Every round of combat requires a DC 12 CON save or gain 1 level of Fatigue.

3 Verbal Lock Cannot cast spells with verbal components. Speech limited to 1 word per round.

4 Internal Burning Takes 1d6 damage at the start of each turn until lungs are cleared or healed.

5 Collapse of Breath Drop to 0 HP if creature attempts to run, scream, or take damage while under the effect. Must pass DC 15 CON to resist.

6 Permanent Lung Damage Max HP reduced by 1d6. Can only be restored by magical healing, surgery, or long downtime with care.

Gastrointestinal Poison Effects – d6 Table

(Roll when a creature ingests tainted food, spoiled drink, bile-based toxins, or anything meant to disrupt their gut. Effects impair stamina, rest, and combat readiness.)

d6 Effect Mechanical Result

1 Nausea Waves Disadvantage on attack rolls and ability checks for 1 hour. Any damage taken triggers a DC 13 CON save or lose your action retching.

2 Violent Vomiting Can’t cast spells or drink potions for 1d4 hours. Any attempt to eat or drink causes 1 damage and fails.

3 Severe Cramps Speed halved. Taking the Dash or Dodge action causes 1d6 damage and a DC 12 CON save or fall prone.

4 Digestive Shutdown Food provides no nourishment. Gain 1 level of Exhaustion per day regardless of rations/rest until cured.

5 Dehydration Max HP reduced by 1d4. Long rests do not restore hit dice. Resting without clean water causes 1 Fatigue.

6 Bowel Trauma (Yes, That’s Canon) Any time the creature rolls a natural 1 on any check, they are Stunned 1 round from gut pain or loss of control.

Psychotoxin Effects – d6 Table

(Roll when a creature inhales, ingests, or is exposed to a psychotropic or mind-altering toxin. Effects mimic madness, hallucination, paranoia, and mental spirals.)

d6 Effect Mechanical Result

1 Auditory Hallucinations Hears whispers, screams, or false commands. DC 14 WIS save when receiving orders or instructions—on fail, disobeys or misinterprets.

2 Phantom Pain Takes 1d4 psychic damage at the start of each round. No physical source. Cannot distinguish real wounds from false ones.

3 Paranoid Delusion Becomes Frightened of nearest ally or light source for 1d6 rounds. Can’t willingly approach or accept aid from them.

4 Fractured Identity Loses sense of self. Must roll a d6 at the start of each turn—on a 1–2, can’t take any action that round.

5 Perception Warp Disadvantage on all Perception, Insight, and Investigation checks. May mistake illusions for real or ignore real threats.

6 Reality Collapse DC 15 INT save or roll on the Magical Madness table (or become Stunned for 1 minute if no table is available).

Metabolic Poison Effects – d6 Table

(Roll when a creature is exposed to a toxin that suppresses or corrupts their metabolism. These poisons are subtle, exhausting, and devastating over time.)

d6 Effect Mechanical Result

1 Sudden Energy Loss Target gains 1 level of Exhaustion immediately. Dash and Dodge actions are disabled.

2 Wasting Effect Loses 1d4 STR or DEX (your choice). Loss persists until cured or 24 hours of bed rest.

3 Sleep Disruption Long rests provide no benefit unless target passes DC 15 CON save. Failure causes 1 Fatigue and no spell slot or HP recovery.

4 Body Shivers & Collapse On initiative 20 each round, roll 1d6: on a 1–2, the creature falls Prone as muscles give out.

5 Arcane Burnout Spellcasting costs +1 level of exhaustion per spell cast (or +1 Fatigue if not using levels).

6 Life Drain Mimicry Each hour, lose 1d4 HP unless target eats or drinks. Eating removes only 1 HP drain. Starvation begins regardless of current food status.

Teratogens & Mutagens – d6 Table

(Roll when a creature is exposed to reality-warping poisons that rewrite tissue, DNA, or magical essence. Effects may be temporary, permanent, or escalating based on dose and story.)

d6 Effect Mechanical Result

1 Unstable Growth A new limb, bone spur, or mass forms. Target takes -1 to AC but gains a natural melee attack (1d4). Cannot wear armor properly.

2 Tissue Fusion Joints, eyes, or organs fuse. Roll 1d4: 1 = blind in one eye, 2 = one hand disabled, 3 = lose 10 ft of movement, 4 = immune to polymorph but unable to be healed magically.

3 Skin Mutation Flesh discolors, scales, or pulses. Disadvantage on CHA checks. Gain resistance to 1 random damage type (DM roll).

4 Internal Displacement Organs relocate. Disadvantage on CON saves, but immune to critical hits for 1 hour. Target doesn’t know which.

5 Arcane Recoil Magic now reacts violently. When casting a spell, roll a d6: on a 6, spell casts at +1 level, but take 1d6 damage.

6 Rewriting Essence Creature’s type changes randomly for 1 day (e.g. humanoid to monstrosity, beast to ooze). May trigger spells or abilities that target specific types.

Minor Mutation – d12 Table

(Roll when a creature gains a low-grade mutation from exposure to mutagens, cursed relics, magical contagion, or eldritch environments. Effects may be temporary, permanent, or stackable.)

d12 Mutation Mechanical Effect

1 Extra Knuckle Your fingers lengthen unnaturally. Gain +1 to Sleight of Hand, but disadvantage on two-handed weapon use.

2 Forked Tongue Gain advantage on Perception (scent), but cannot speak clearly—disadvantage on Persuasion.

3 Thin-Skinned Your skin becomes translucent or paper-like. -1 to AC, but resistance to cold.

4 Glowing Veins Veins emit dim light (5 ft). Can’t be hidden without full covering. Advantage on Intimidation in low light.

5 Patch of Scales A patch of skin gains +1 natural AC. However, affected area is numb—disadvantage on touch-based checks.

6 Twitch Reflexes Gain +2 to initiative rolls, but must reroll any natural 20s on attacks—your strikes “jump” wide.

7 Vestigial Limb A tiny, underdeveloped extra arm grows (back, chest, side). Can hold or interact with tiny objects, but causes CHA -1.

8 Split Pupils You gain darkvision (60 ft), or increase yours by +30 ft. However, sudden light blinds you for 1 round (DC 12 CON).

9 Hollow Bones You weigh half as much. Fall damage doubled. Jump distance increased by 10 ft.

10 Echoing Voice Your voice gains a resonance that mimics distant whispers. Disadvantage on Stealth, but +1 to Intimidation.

11 Hairless Mutation Your body sheds all hair. Advantage on saving throws vs. fire, but disadvantage on CHA checks with humanoids.

12 Stuttered Heartbeat Immune to being surprised. However, healing effects restore 1 fewer HP per die due to irregular blood flow.

Major Mutation – d12 Table

(Roll when a creature undergoes a significant mutagenic shift—due to high doses, accumulated exposure, or magical corruption. These effects are often permanent or require extreme effort to cure.)

d12 Mutation Mechanical Effect

Chitinous Exoskin Your body grows insect-like plates. Gain +2 natural AC, but Disadvantage on Stealth and Dexterity (Acrobatics) checks.

Beast Maw Mouth splits wide and grows fangs. Gain a Bite attack (1d8 + STR). Can no longer pronounce complex words—verbal spellcasting at Disadvantage.

Extra Eye A third eye opens on your forehead or palm. Gain Truesight (30 ft), but suffer 1 psychic damage each time it sees an illusion.

Leaking Magic Core Your aura leaks raw energy. Enemies within 5 ft take 1 damage (type matches your spellcasting class) at start of their turn. You also glow faintly at all times.

Reverse Blood Your blood runs backward. You’re immune to bleed effects and Hemotoxins, but healing from potions is halved.

Spinal Bloom Bony or fungal growths erupt from your back. You can cast Entangle once per day. Disadvantage when prone or crawling.

Tentacle Limb One arm becomes a tentacle. Can grapple as a bonus action (DC = 8 + STR), but can no longer wield shields or ranged weapons.

Shadow Infusion Your body absorbs light. You have resistance to radiant damage, but take +1d6 damage from fire or force.

Wings (Unstable) You grow wings—gliding is possible, and slow fall is free. If you attempt to fly more than 10 ft, roll CON DC 14 or collapse in pain (take 2d6 damage).

Oozing Core Flesh becomes semi-liquid. Immune to non-magical slashing damage. Vulnerable to cold and radiant damage.

Time-Lost Reflex Your reactions exist 1 second too early. You always act first in combat, but may only take Readied actions, not regular attacks or casts.

Divine Malform Your mutation mimics a divine symbol or prophecy. Once per day, gain +1d6 to any roll, but take 1 Fatigue after. Enemies who see you may worship or fear you instinctively (DM discretion).

TOXINS vs POISONS

TOXINS vs POISONS

  

POISONS, TOXINS, DISEASES, AND PARASITES

Poisons and toxins do not usually target a body location like blunt or cutting injuries.
Instead, they affect the body as a system.

A toxin event is resolved through:

  1. Delivery      Method
  2. Toxin      Type
  3. Lethal      Dose Level
  4. Onset      Rate
  5. Save      Progression
  6. Symptoms      / Vigor / Morale Effects
  7. Treatment,      Antidote, and Recovery

This subsystem also works well for:

  • poisons
  • venoms
  • airborne      toxins
  • diseases
  • radiation-like      corruption
  • parasites
  • allergic      reactions

  

CORE TOXIN RESOLUTION

When a character is exposed to a toxin:

Step 1 — Determine delivery method

Examples:

  • injected
  • ingested
  • inhaled
  • absorbed      through skin
  • contact      with eyes / mucus membranes
  • parasite      implantation
  • contaminated      wound
  • environmental      exposure

The delivery method determines:

  • whether      armor helps at all
  • how      quickly onset begins
  • how      easy it is to treat early

  

Step 2 — Determine toxin type

Examples:

  • neurotoxin
  • hemotoxin
  • cytotoxin
  • necrotoxin
  • cardiotoxin
  • hepatotoxin
  • nephrotoxin
  • pneumotoxin
  • hallucinogen      / psychotoxin
  • paralytic
  • irritant      / allergen
  • pathogen
  • parasite
  • radiation      / corruption toxin

Each type has its own d12 symptom table.

  

Step 3 — Determine lethal dose level

This is extremely important.

A toxin is not just “did you fail or not.”
Its severity depends on how much entered the body compared to how dangerous the substance is.

  

LETHAL DOSE LEVEL TABLE

This is the universal toxin intensity scale.

   

Dose Level


Meaning


Effect on Severity

 

Trace


Tiny exposure, barely harmful


–3 severity

 

Low


Mild exposure


–2 severity

 

Moderate


Significant exposure


–1 severity

 

Full


Standard dangerous dose


no change

 

Heavy


Large dose


+1 severity

 

Massive


Overwhelming dose


+2 severity

 

Extreme


Catastrophic / concentrated / repeated


+3 severity

Notes

  • If      final severity is reduced below 1, symptoms may still occur, but only as minor      or temporary effects.
  • Repeated      exposures stack.
  • Existing      weakness, low Vigor, illness, or poor environment may increase effective      dose by +1.

  

ONSET RATE

Poisons should not all act instantly.

This is one of the strongest parts of your design idea.

Each toxin should have an onset category:

   

Onset


Time to First Save / Effect

 

Instant


immediate

 

Rapid


1 round

 

Fast


1d4 rounds

 

Delayed


1d6 minutes

 

Slow


1d6 hours

 

Latent


1 day or more

This gives poison a very different gameplay rhythm than direct injury.

  

SAVE PROGRESSION

Poison should be a battle over time, exactly as you described.

The exposed character usually makes repeated Stamina saves unless the toxin specifies another save.

Sometimes:

  • Resolve      for hallucinogens
  • Concentration      for neurological disruption
  • Stability      for radiation / alchemical corruption
  • Observation      for sensory toxins
  • multiple      saves for severe toxins

Suggested universal progression

Each toxin defines:

  • Initial      Save DC
  • Frequency      of saves
  • How      many successes are needed
  • What      failure does

Example format:

Initial Save: Stamina DC 14
Interval: every 2 rounds
Successes Needed: 3
Failure Effect: worsen severity by 1 stage or apply symptom

This works very well.

  

UNIVERSAL TOXIN STAGES

Rather than every toxin reinventing progression from scratch, use universal stages:

   

Stage


General State

 

1


Mild exposure

 

2


Active symptoms

 

3


Severe poisoning

 

4


Critical systemic failure

 

5


Collapse / death risk

A toxin’s d12 result determines what the stages look like.

  

TREATMENT FRAMEWORK

Treatment is one of the most important parts.

Each toxin should define:

  • Field      treatment
  • Medicine      check DC
  • Herbalism      / alchemy interactions
  • Antidote      availability
  • Time      window
  • Whether      treatment removes toxin or only slows it

Basic treatment categories

1. Stabilize

Reduce progression speed, but does not cure.
Examples:

  • tourniquet      for venom spread
  • induced      vomiting
  • fresh      air
  • washing      contaminated skin
  • cooling      fever

2. Neutralize

Actually counters the toxin.
Examples:

  • antivenom
  • antidote
  • alkali/acid      balance compound
  • magical      purge

3. Support

Keeps the victim alive while body fights it.
Examples:

  • hydration
  • warmth
  • ventilation
  • sleep
  • food
  • pain      relief

  

ANTIDOTE FRAMEWORK

Each toxin should have one of these tags:

   

Antidote Category


Meaning

 

Common Antidote


found in civilized regions

 

Rare Antidote


specialist or alchemist needed

 

Specific Antidote


only exact counteragent works

 

Support Only


no true antidote, only care

 

No Antidote


body must survive or magic needed

Antidote timing

Antidotes should have best effect if applied:

  • before      Stage 3
  • before      a certain number of failed saves
  • within      a time window

Example:
“Antidote applied within 10 minutes reduces severity by 2.”

  

RECOVERY AND AFTERMATH

This is where poison becomes memorable.

Not all survivors recover fully.

Possible aftermaths:

  • reduced      morale ceiling
  • lowered      vigor maximum temporarily
  • tremors
  • numbness
  • vision      impairment
  • weakness
  • infertility
  • organ      damage
  • chronic      fatigue
  • madness      / paranoia
  • scarring      / tissue necrosis
  • permanent      susceptibility

That fits your whole game beautifully.

  

TOXIN TYPE LIST

You asked for more poison categories. Here’s a strong set.

1. Neurotoxins

Attack nerves, reflexes, coordination, breathing.

Typical effects:

  • trembling
  • numbness
  • paralysis
  • loss      of reactions
  • breathing      failure

Save focus:

  • Stamina
  • Reflex
  • sometimes      Concentration

  

2. Hemotoxins

Attack blood, clotting, blood vessels.

Typical effects:

  • internal      bleeding
  • Vigor      loss
  • swelling
  • bruising
  • organ      stress

Save focus:

  • Stamina

Often interacts with bleeding conditions.

  

3. Cytotoxins

Destroy tissue locally and systemically.

Typical effects:

  • necrosis
  • severe      pain
  • swelling
  • long      healing
  • limb      damage

Save focus:

  • Stamina

Often causes permanent injury.

  

4. Necrotoxins / Rot Toxins

Cause tissue death, corruption, blackening, decay.

Typical effects:

  • dead      tissue
  • gangrene
  • organ      failure
  • magical      corruption

Save focus:

  • Stamina
  • Stability

Often long recovery and permanent damage.

  

5. Cardiotoxins

Attack heart rhythm and circulation.

Typical effects:

  • chest      pain
  • weakness
  • collapse
  • sudden      death risk

Save focus:

  • Stamina

Fast and scary.

  

6. Pneumotoxins / Respiratory Toxins

Attack lungs, airway, oxygenation.

Typical effects:

  • coughing
  • suffocation
  • low      stamina
  • collapse

Save focus:

  • Stamina
  • Concentration

Great for gas, smoke, spores.

  

7. Hepatotoxins

Attack liver and metabolic recovery.

Typical effects:

  • delayed      weakness
  • nausea
  • poor      healing
  • jaundice

Save focus:

  • Stamina

Usually delayed but nasty.

  

8. Nephrotoxins

Attack kidneys and fluid balance.

Typical effects:

  • weakness
  • dehydration
  • exhaustion
  • slow      organ failure

Save focus:

  • Stamina

Usually slow onset.

  

9. Paralytics

Specialized toxins that disable movement.

Typical effects:

  • numbness
  • frozen      muscles
  • can’t      exert
  • can’t      move
  • awareness      may remain intact

Save focus:

  • Stamina
  • Resolve      if terrifying

  

10. Hallucinogens / Psychotoxins

Attack perception and morale.

Typical effects:

  • terror
  • confusion
  • paranoia
  • false      visions
  • morale      collapse

Save focus:

  • Resolve
  • Observation
  • Concentration

Very good for supernatural poisons.

  

11. Allergens / Anaphylactic Reactions

Not exactly poison, but life-threatening.

Typical effects:

  • swelling
  • panic
  • breathing      collapse
  • shock

Save focus:

  • Stamina

Fast onset.

  

12. Radiation / Pitchblend / Arcane Contamination

A slow or acute corruption category.

Typical effects:

  • nausea
  • vomiting
  • weakness
  • bleeding
  • sterility
  • mutation
  • long-term      decay

Save focus:

  • Stability
  • Stamina

Very useful for magical wastelands.

  

13. Pathogens (Viral / Bacterial)

Illness rather than poison, but same system.

Typical effects:

  • fever
  • fatigue
  • lowered      vigor recovery
  • lowered      morale
  • long-term      wasting

Save focus:

  • Stamina
  • daily      or hourly

This is where disease plugs in.

  

14. Parasites

Infestation rather than toxin, but same subsystem.

Typical effects:

  • delayed      drain
  • hunger
  • fatigue
  • madness
  • organ      damage
  • larval      emergence if horror tone desired

Save focus:

  • Stamina
  • Resolve
  • Medicine      to diagnose

Very strong for dark fantasy.

  

SUGGESTED UNIVERSAL TOXIN TEMPLATE

Every poison / toxin entry should use this format:

Name:
Type: Neurotoxin / Hemotoxin / etc.
Delivery: Injected / Inhaled / Ingested / Contact
Lethal Dose: Trace to Extreme
Onset: Rapid / Slow / etc.
Initial Save:
Save Interval:
Successes Needed:
Failure Effect:
Stage Effects:
Duration:
Antidote:
Medicine / Herbalism DC:
Recovery Time:
Permanent Risk:

That will keep the whole subsystem consistent.

  

UNIVERSAL LETHALITY MODIFIER RULE

This is the cleanest way to apply dose to all toxin tables:

Final Toxin Severity

d12 toxin roll + dose modifier – resistance/protection modifier

Where:

  • Trace      = –3
  • Low      = –2
  • Moderate      = –1
  • Full      = +0
  • Heavy      = +1
  • Massive      = +2
  • Extreme      = +3

Then clamp final result to 1–12.

This is elegant and scalable.

  

UNIVERSAL RESISTANCE MODIFIERS

A few common modifiers should exist:

   

Factor


Modifier

 

Strong antidote applied early


–2 to –4

 

Partial treatment / field aid


–1

 

High Stamina skill or relevant trait


–1

 

Repeated exposure


+1 to +3

 

Low Vigor at exposure


+1

 

Existing illness / exhaustion


+1

 

Vulnerable species / allergy


+2 or more

  

WHAT TO BUILD NEXT

Before writing all the d12 toxin tables, I recommend we define the toxin families mechanically first.

The cleanest order is:

  1. Lethal      Dose Table
  2. Onset      and Save Progression rules
  3. Treatment      / antidote framework
  4. Then      build d12 tables for:
    • Neurotoxins
    • Hemotoxins
    • Cytotoxins
    • Paralytics
    • Psychotoxins
    • Pathogens
    • Radiation       / contamination
    • Parasites
    • Allergic       reactions

That will prevent the subsystem from becoming messy.

The best next step is to build the Lethal Dose + Save Progression + Treatment framework page as a polished rules section.

Here’s a tightened core toxin framework you can use before building the individual toxin tables.

  

HEROES BANE — LETHAL DOSE, SAVE PROGRESSION, AND TREATMENT FRAMEWORK

Poisons, toxins, diseases, parasites, radiation, and internal contaminants are resolved through a progressive systemic modelrather than normal injury locations.

These effects are defined by:

  • Dose
  • Onset
  • Toxin      Type
  • Save      Progression
  • Treatment
  • Recovery      / Lasting Harm

This framework is meant to handle both:

  • a      venomous bite in combat
  • a      wasting illness over weeks

  

1. LETHAL DOSE FRAMEWORK

Lethal Dose measures how dangerous the amount of toxin is relative to the victim.

A toxin’s listed danger assumes a Full Dose unless otherwise stated.

Lethal Dose Levels

   

Dose Level


Meaning


Severity Modifier

 

Trace


Tiny exposure, residue, incidental contact


-3

 

Low


Weak exposure, glancing dose


-2

 

Moderate


Partial but meaningful exposure


-1

 

Full


Standard dangerous dose


+0

 

Heavy


Strong exposure, multiple sources, large dose


+1

 

Massive


Overwhelming exposure


+2

 

Extreme


Catastrophic exposure, concentrated or repeated


+3

Final Toxin Roll

When a toxin takes effect, roll:

d12 + Dose Modifier + Vulnerability Modifiers - Resistance Modifiers

Clamp the final result to 1–12.

That final number is the toxin result used on the toxin’s d12 table.

  

Dose Modifiers From Context

The GM can adjust dose based on circumstance.

Increase Dose

Examples:

  • multiple      bites or stings
  • full      inhalation of gas
  • direct      bloodstream injection
  • drinking      a full vial
  • prolonged      exposure
  • immersion
  • repeated      daily exposure

Reduce Dose

Examples:

  • partial      contact
  • quick      wash-off
  • thick      clothing preventing absorption
  • weak      or diluted poison
  • partial      inhalation only
  • vomiting      soon after ingestion

  

2. RESISTANCE AND VULNERABILITY MODIFIERS

These affect the final toxin roll before the table result is determined.

Common Resistance Modifiers

   

Source of Resistance


Modifier

 

Early field treatment


-1

 

Proper antidote used in time


-2 to -4

 

Strong natural resistance / lineage trait


-1 to -3

 

Protective gear or filter


-1 to -3

 

High relevant skill / feat / blessing


-1

 

Tiny incidental exposure


already handled by dose

Common Vulnerability Modifiers

   

Source of Vulnerability


Modifier

 

Existing exhaustion / starvation / dehydration


+1

 

Already sick or wounded


+1

 

Low Vigor at time of exposure


+1

 

Known allergy / species vulnerability


+2 to +4

 

Repeated recent exposure


+1 to +3

 

Wet / open wounds / direct bloodstream exposure


+1 to +2

  

3. ONSET RATE FRAMEWORK

Not all toxins act immediately.

Each toxin has an onset category.

Onset Categories

   

Onset


First Effect / First Save

 

Instant


immediately

 

Rapid


1 round

 

Fast


1d4 rounds

 

Delayed


1d6 minutes

 

Slow


1d6 hours

 

Latent


1 day or more

Notes on Onset

  • A      toxin can be severe but delayed.
  • A      toxin can be mild but fast.
  • Repeated      exposure can shorten onset by one step at GM discretion.
  • Early      treatment before onset should be very valuable.

  

4. SAVE PROGRESSION FRAMEWORK

This is the heart of the subsystem.

A toxin is usually not defeated by one roll.
Instead, the victim enters a contest between:

  • body
  • toxin
  • time
  • treatment

  

Primary Save Types

Most toxins use Stamina saves, but some use others.

   

Save


Typical Use

 

Stamina


poison, venom, disease, organ stress

 

Resolve


panic toxins, hallucinogens, terror agents

 

Concentration


neurological disruption, mind-clouding toxins

 

Stability


radiation, magical contamination, alchemical corruption

 

Observation


sensory toxins, blindness, hallucination recognition

Most toxins should still rely primarily on Stamina.

  

Save Interval

Each toxin defines how often saves occur.

   

Interval Type


Timing

 

Per round


very fast combat toxins

 

Every 2–3 rounds


strong combat toxins

 

Every minute


dangerous but not immediate

 

Every hour


illness / environmental toxins

 

Every day


disease, parasites, radiation

  

Successes Needed

Each toxin defines how many successful saves are needed to overcome it.

Recommended scale:

   

Toxin Severity


Successes Needed

 

Mild


1

 

Dangerous


2

 

Severe


3

 

Extreme


4+

  

Failure Threshold

Each toxin also defines how many failed saves trigger catastrophe.

Recommended scale:

   

Toxin Severity


Failure Threshold

 

Mild


3 fails

 

Dangerous


2–3 fails

 

Severe


2 fails

 

Extreme


1–2 fails

  

Standard Save Progression Model

Each toxin entry should define:

  • Initial      Save DC
  • Save      Interval
  • Successes      Needed
  • Failure      Threshold
  • What      each failure does
  • What      each success does

Recommended generic model

  • First      failure: symptoms worsen
  • Second      failure: toxin advances one stage
  • Final      failure: collapse, lasting injury, or death risk

Recommended generic success model

  • First      success: halt worsening briefly
  • Second      success: begin recovery
  • Final      success: toxin overcome, lingering effects remain

  

5. TOXIN STAGE FRAMEWORK

Every toxin should progress through stages.

This keeps the subsystem consistent.

Universal Toxin Stages

   

Stage


Name


General Meaning

 

1


Exposure


mild symptoms begin

 

2


Active


toxin is impairing function

 

3


Severe


systemic danger, high penalties

 

4


Critical


collapse / organ failure risk

 

5


Terminal


death or permanent ruin imminent

A toxin does not need to use all five stages, but this ladder is useful.

  

What Stage Advancement Does

As a toxin advances, it may:

  • increase      Vigor loss
  • add      Morale loss
  • worsen      save DCs
  • prevent      Exertion
  • impair      movement
  • induce      paralysis
  • reduce      recovery
  • cause      organ failure
  • trigger      permanent harm

  

6. VIGOR AND MORALE INTERACTION

Toxins should hit Vigor very hard.

Suggested Toxin Vigor Rules

Toxins often cause:

  • immediate      Vigor loss on onset
  • ongoing      Vigor loss per failed save
  • inability      to recover Vigor normally while poisoned

Suggested default

  • Mild      toxin: 1 Vigor loss per failed stage
  • Dangerous      toxin: 1–2 Vigor loss
  • Severe      toxin: 2+ Vigor loss
  • Extreme      toxin: collapse possible at once

Suggested Morale Effects

Morale loss is especially appropriate for:

  • hallucinogens
  • suffocation      toxins
  • radiation
  • parasites
  • known      fatal poisons
  • allergic      shock
  • hemorrhagic      toxins

Typical morale loss:

  • Stage      2: -1 morale
  • Stage      3: -1 to -2 morale
  • Stage      4+: panic / broken / despair possible

  

7. TREATMENT FRAMEWORK

Treatment should come in three layers:

  • Field      Treatment
  • Antidote      / Counteragent
  • Recovery      Care

  

A. Field Treatment

Field treatment is immediate action to slow, reduce, or contain the toxin.

Examples:

  • wash      skin
  • induce      vomiting
  • fresh      air
  • pressure      band / tourniquet
  • remove      contaminated clothes
  • warm      the victim
  • immobilize      bitten limb
  • purge      stomach
  • flush      eyes
  • isolate      infected wound

Field Treatment Check

Usually:

  • Medicine
  • Herbalism
  • sometimes      Alchemy
  • sometimes      specific lore skill

Suggested DC bands

   

Difficulty


DC

 

Common toxin first aid


10

 

Dangerous toxin stabilization


12

 

Rare / complex toxin


14

 

Exotic / magical / radiation / parasite


16+

Field Treatment success

On success, choose one:

  • reduce      final toxin result by 1
  • delay      next save interval
  • negate      one failed save
  • prevent      stage advance once
  • remove      ongoing contact effect

  

B. Antidote / Counteragent

An antidote is a real neutralizer, not just first aid.

Antidote Categories

   

Category


Meaning

 

Broad Antidote


works on many common toxins, weaker effect

 

Specific Antidote


strong but only for exact toxin family

 

Rare Counteragent


must be crafted or sourced

 

Magical Purge


spell or ritual

 

None


body must endure it

Antidote timing matters

Antidotes should be strongest when used early.

Recommended timing rule:

  • applied      before first failed save: reduce result by 3
  • applied      before Stage 3: reduce result by 2
  • applied      after Stage 3: reduce result by 1 or only halt worsening
  • too      late: may only aid recovery, not prevent damage

Applying an antidote

Usually requires:

  • 1      action in combat if simple
  • 1      minute if complex
  • medicine      / alchemy check if dangerous to administer

  

C. Recovery Care

Even after the toxin is defeated, the body may need care.

Recovery care can require:

  • bed      rest
  • food      / water
  • warmth
  • controlled      breathing
  • medicines
  • purging
  • organ      support
  • surgery
  • repeated      checkups
  • magical      cleansing

Without recovery care:

  • healing      time lengthens
  • permanent      effects become more likely
  • Vigor      and Morale recovery may remain reduced

  

8. HEALING TIME FRAMEWORK

Different toxins recover on very different timelines.

Recovery Categories

   

Recovery Time


Typical Use

 

Minutes


mild irritants, shock toxins

 

Hours


combat venoms, mild inhalants

 

Days


strong venom, bacterial poisoning

 

Weeks


organ damage, paralysis, severe toxin load

 

Months


major nerve / liver / radiation injury

 

Permanent


tissue death, chronic damage, sterility, madness

  

9. PERMANENT EFFECT RISK

Severe toxins should have an aftermath roll or threshold.

Permanent Harm triggers

A toxin may risk permanent damage if:

  • victim      reaches Stage 4 or 5
  • victim      collapses from toxin
  • antidote      arrives too late
  • multiple      failed saves occur
  • recovery      care is poor

Examples of permanent toxin harm

  • tremors
  • chronic      weakness
  • numb      fingers
  • scarred      lungs
  • lowered      Vigor maximum
  • lowered      Morale maximum
  • organ      weakness
  • infertility
  • blindness
  • seizures
  • memory      loss
  • madness
  • radiation      corruption
  • parasite      recurrence

  

10. DISEASE AND ILLNESS USING THIS FRAMEWORK

Yes, diseases should use this same engine.

The differences are:

  • slower      onset
  • longer      save intervals
  • longer      recovery
  • often      lower immediate Vigor loss
  • more      cumulative attrition
  • more      contagion rules

Disease-specific additions

Diseases should also define:

  • incubation      period
  • contagiousness
  • environmental      spread
  • relapse      risk
  • chronic      stage
  • quarantine      / sanitation effects

  

11. PARASITES USING THIS FRAMEWORK

Parasites also fit well here.

The differences are:

  • often      delayed or latent
  • may      not be cured by antidote
  • may      require surgery, purging, fire, herbs, ritual, or magic
  • often      cause recurring stages rather than one clean event

Parasites should define:

  • infestation      route
  • time      to symptoms
  • feeding/drain      pattern
  • reproduction      risk
  • removal      method

  

12. POLISHED UNIVERSAL TOXIN TEMPLATE

Use this for every poison, toxin, illness, or parasite entry.

Toxin Entry Template

Name:
Type:
Delivery Method:
Lethal Dose:
Onset:
Primary Save:
Initial Save DC:
Save Interval:
Successes Needed:
Failure Threshold:
Stage Effects:
Vigor Effects:
Morale Effects:
Field Treatment:
Medicine / Herbalism / Alchemy DC:
Antidote:
Application Time:
Recovery Time:
Permanent Risk:
Notes:

  

13. OPTIONAL QUICK TOXIN RESOLUTION RULE

For faster play, especially with NPCs:

Quick Resolution

Roll once:

d12 + dose modifiers - resistance

Then:

  • result      1–3 = mild exposure
  • result      4–6 = active poisoning
  • result      7–9 = severe poisoning
  • result      10–11 = critical poisoning
  • result      12 = terminal exposure

Then make just 1–2 saves instead of a full progression.

This is useful for:

  • minor      NPCs
  • monsters
  • background      hazards
  • fast      GM play

  

14. DESIGN PRINCIPLES THIS FRAMEWORK SUPPORTS

This system now gives toxins a unique identity:

  • not      just “damage over time”
  • not      just “save or die”
  • scalable      by dose
  • affected      by timing and treatment
  • useful      for poison, disease, parasites, and radiation
  • strongly      tied to Vigor, Morale, and survival gameplay

It fits Heroes Bane very well.

  

The best next step is building the first actual toxin families as d12 tables. Start with Neurotoxins and Hemotoxins, because those will define the core poison feel for combat and monsters.

Great—this is the right moment to build the actual toxin result tables.
Because toxins affect the whole body, these tables represent systemic effects, not locations. The result from the Final Toxin Roll (d12 after dose modifiers) determines the severity of symptoms.

Each table includes:

  • Symptoms      / Effects
  • Vigor      impact
  • Morale      impact
  • Save      progression modifiers
  • Typical      recovery
  • Permanent      risk

These assume the Save Progression Framework you defined earlier.

  

NEUROTOXIN TABLE (Nerve Poisons)

Typical sources: snake venom, spider venom, magical paralysis venoms.

Primary Save: Stamina
Secondary Save (some stages): Reflex / Concentration

   

d12


Effect

 

1


Minor tingling. –1 to Reflex checks for 1 minute. No Vigor   loss.

 

2


Nerve irritation. –1 to Reflex and Tumbling. Lose 1   Vigor.

 

3


Muscle twitching. –1 to attack rolls. Lose 1 Vigor.

 

4


Coordination loss. –1 attacks and defense. Lose 1 Vigor.

 

5


Motor disruption. Cannot Exert next round. Lose 2 Vigor.

 

6


Muscle seizure. Movement –10 ft. Lose 2 Vigor.

 

7


Severe nerve shock. Attacks at disadvantage. Lose 2   Vigor.

 

8


Partial paralysis. One limb impaired. Lose 3 Vigor.

 

9


Systemic paralysis. Movement halved. Lose 3 Vigor,   morale –1.

 

10


Respiratory distress. Cannot Exert, must pass Stamina save   each round. Lose 4 Vigor.

 

11


Near-total paralysis. Collapse likely without aid. Lose 5   Vigor.

 

12


Complete nervous shutdown. Immediate collapse; death risk.

Typical recovery: hours to weeks

Permanent risks:

  • tremors
  • nerve      damage
  • partial      paralysis

  

HEMOTOXIN TABLE (Blood Poisons)

Sources: vipers, cursed blades, blood-destroying toxins.

Primary Save: Stamina

   

d12


Effect

 

1


Blood irritation. –1 endurance saves briefly.

 

2


Localized swelling. Lose 1 Vigor.

 

3


Bruising and pain. –1 to attack rolls.

 

4


Blood thinning. Bleeding effects worsen. Lose 1 Vigor.

 

5


Internal bleeding begins. Lose 2 Vigor.

 

6


Severe swelling. Movement –5. Lose 2 Vigor.

 

7


Systemic bleeding. Morale –1. Lose 3 Vigor.

 

8


Blood pressure drop. Disadvantage on stamina saves. Lose 3   Vigor.

 

9


Major hemorrhage. Collapse risk. Lose 4 Vigor.

 

10


Organ bleeding. Immediate severe weakness. Lose 4 Vigor.

 

11


Massive hemorrhage. Collapse imminent. Lose 5 Vigor.

 

12


Circulatory failure. Death likely without treatment.

Typical recovery: days to months

Permanent risks:

  • organ      damage
  • chronic      weakness
  • blood      disorders

  

CYTOTOXIN TABLE (Tissue Destroying Venoms)

Sources: spiders, alchemical agents, necrotic venoms.

Primary Save: Stamina

   

d12


Effect

 

1


Skin irritation. Mild pain.

 

2


Localized swelling. –1 to limb use if affected.

 

3


Tissue damage begins. Lose 1 Vigor.

 

4


Painful necrosis. –1 attacks. Lose 1 Vigor.

 

5


Expanding tissue damage. Lose 2 Vigor.

 

6


Muscle destruction. Limb use impaired. Lose 2 Vigor.

 

7


Severe necrosis. Morale –1. Lose 3 Vigor.

 

8


Deep tissue collapse. Movement impaired. Lose 3 Vigor.

 

9


Extensive necrosis. Limb may fail. Lose 4 Vigor.

 

10


Systemic toxin shock. Collapse risk. Lose 4 Vigor.

 

11


Major tissue destruction. Limb loss possible. Lose 5   Vigor.

 

12


Catastrophic necrosis. Immediate systemic failure.

Typical recovery: weeks to permanent

Permanent risks:

  • limb      loss
  • scarring
  • muscle      damage

  

PARALYTIC TOXIN TABLE

Sources: dart frogs, magical paralysis venoms.

Primary Save: Stamina

   

d12


Effect

 

1


Mild numbness.

 

2


Weak limbs. –1 attacks.

 

3


Grip weakness.

 

4


Movement slowed. –5 ft.

 

5


Cannot Exert next round.

 

6


Arm or leg briefly paralyzed.

 

7


Movement halved.

 

8


Severe paralysis spreading.

 

9


Collapse if movement attempted.

 

10


Total paralysis except breathing.

 

11


Respiratory paralysis beginning.

 

12


Complete paralysis → suffocation risk.

Recovery: minutes to days

Permanent risk: nerve damage.

  

PSYCHOTOXIN / HALLUCINOGEN TABLE

Sources: spores, drugs, cursed vapors.

Primary Save: Resolve

   

d12


Effect

 

1


Strange sensations.

 

2


Mild confusion.

 

3


Visual distortions. –1 Observation.

 

4


Distraction. –1 to all actions.

 

5


Fear surge. Morale –1.

 

6


Paranoia. Allies appear threatening.

 

7


Severe hallucinations.

 

8


Panic episode. Morale –2.

 

9


Loss of coordination.

 

10


Psychotic break. Cannot follow commands.

 

11


Total delusion. May attack allies.

 

12


Mental collapse or catatonia.

Recovery: hours to weeks

Permanent risks:

  • madness
  • trauma
  • paranoia

  

PATHOGEN TABLE (VIRAL / BACTERIAL DISEASE)

Primary Save: Stamina

   

d12


Effect

 

1


Mild fatigue.

 

2


Low fever.

 

3


Persistent cough or nausea.

 

4


Fatigue. –1 skill rolls.

 

5


Weakness. Lose 1 Vigor daily.

 

6


High fever.

 

7


Severe illness. –2 skills.

 

8


Bedridden state.

 

9


Organ stress. Lose 2 Vigor daily.

 

10


Critical illness.

 

11


Organ failure beginning.

 

12


Fatal disease stage.

Recovery: days to months

Permanent risks:

  • lung      damage
  • chronic      illness
  • infertility

  

RADIATION / CORRUPTION TABLE (Pitchblend, arcane fallout)

Primary Save: Stability

   

d12


Effect

 

1


Minor nausea.

 

2


Fatigue.

 

3


Hair loss beginning.

 

4


Weakness. Lose 1 Vigor daily.

 

5


Radiation sickness.

 

6


Vomiting and fatigue.

 

7


Internal bleeding signs.

 

8


Immune system collapse.

 

9


Severe radiation poisoning.

 

10


Organ damage.

 

11


Cellular breakdown.

 

12


Fatal radiation collapse.

Recovery: weeks to permanent

Permanent risks:

  • mutation
  • infertility
  • cancer-like      diseases

  

PARASITE TABLE

Primary Save: Stamina

   

d12


Effect

 

1


Minor irritation.

 

2


Digestive discomfort.

 

3


Fatigue.

 

4


Nutrient drain. Lose 1 Vigor daily.

 

5


Growing parasite.

 

6


Chronic pain.

 

7


Movement weakness.

 

8


Internal infestation spreading.

 

9


Organ damage.

 

10


Major parasite growth.

 

11


Critical infestation.

 

12


Parasite rupture or host death risk.

Recovery: weeks to surgery / ritual

Permanent risks:

  • organ      damage
  • recurring      infection

  

ALLERGIC REACTION TABLE

Primary Save: Stamina

   

d12


Effect

 

1


Mild irritation.

 

2


Rash or itching.

 

3


Swelling.

 

4


Breathing discomfort.

 

5


Weakness. Lose 1 Vigor.

 

6


Moderate breathing restriction.

 

7


Severe swelling.

 

8


Breathing crisis.

 

9


Anaphylaxis beginning.

 

10


Collapse risk.

 

11


Critical anaphylactic shock.

 

12


Death without immediate treatment.

Recovery: minutes to days

  

SYSTEM DESIGN BENEFITS

This toxin system now:

• integrates with Vigor and Morale
• works for combat poisons and slow diseases
• allows dose scaling
• supports treatment gameplay
• creates long-term consequences

It fits the gritty realism tone of your system.

  

If you'd like, the next logical step (and one of the most powerful parts of the system) is building the Antidote, Herbalism, and Alchemical Counteragent system, which will make survival gameplay extremely interesting.

Excellent place to expand the system. You already have Morale, which is rare in RPGs to implement well. The goal now is to add Psychological Damage, Trauma, Madness, and Fear in a way that:

• integrates with Morale tiers
• can come from monsters, horror, social situations, torture, or trauma
• does not overwhelm the system with constant rolls
• creates long-term character stories (PTSD, phobias, obsessions, etc.)

Below is a structured subsystem that fits cleanly into what you’ve already built.

  

PSYCHOLOGICAL DAMAGE SYSTEM

Psychological damage represents the mind being strained by fear, horror, trauma, despair, or supernatural dread.

It interacts directly with Morale.

Psychological damage can cause:

• Morale loss
• Panic or terror conditions
• Temporary trauma effects
• Long-term Madness
• Permanent fears or phobias

Unlike physical injury, psychological damage often accumulates.

  

SOURCES OF PSYCHOLOGICAL DAMAGE

Psychological damage may occur from:

Horror

  • witnessing      horrific monsters
  • supernatural      events
  • grotesque      deaths
  • eldritch      entities

Trauma

  • severe      injury
  • torture
  • near      death experiences
  • losing      allies

Despair

  • starvation
  • isolation
  • hopeless      battles
  • betrayal

Supernatural Dread

  • fear      auras
  • cursed      locations
  • mind      magic
  • reality-breaking      entities

Social Pressure

  • humiliation
  • interrogation
  • psychological      warfare
  • betrayal      or manipulation

  

RESOLVING PSYCHOLOGICAL DAMAGE

When a character faces a psychologically damaging event:

Step 1 — Determine Severity

   

Severity


Example

 

Minor


sudden scare, unsettling sight

 

Moderate


seeing a corpse, frightening monster

 

Severe


witnessing brutal death

 

Extreme


eldritch horror, mind-shattering event

  

Step 2 — Resolve Morale Loss

Morale loss should be the primary effect.

   

Severity


Morale Loss

 

Minor


–1

 

Moderate


–1 to –2

 

Severe


–2 to –3

 

Extreme


–3 to –5

Resolve saving throws may reduce this loss.

  

Step 3 — Trauma Check (optional)

If the event is Severe or Extreme, make a Resolve Save.

Suggested DCs:

   

Severity


Resolve DC

 

Severe


12

 

Extreme


16–18

Failure may cause Madness or Fear.

  

MADNESS SYSTEM

Madness represents lasting psychological damage.

Madness can be:

• temporary
• lingering
• permanent

  

MADNESS SEVERITY

   

Level


Name


Duration

 

1


Disturbance


minutes to hours

 

2


Trauma


days

 

3


Disorder


weeks

 

4


Severe Madness


months

 

5


Permanent Madness


indefinite

The GM rolls on the Madness Table appropriate to the level.

  

MADNESS TABLE (d12)

   

d12


Madness

 

1


Paranoia – constant suspicion

 

2


Panic attacks under stress

 

3


Nightmares and insomnia

 

4


Obsessive behavior

 

5


Compulsive rituals

 

6


Hallucinations

 

7


Emotional numbness

 

8


Rage bursts

 

9


Phobia development

 

10


Dissociation

 

11


Self-destructive behavior

 

12


Catatonia or breakdown

  

FEAR AND PHOBIA SYSTEM

Fears are specific triggers.

A fear can be gained from:

• trauma
• monsters
• magical curses
• toxins or madness
• character flaws

  

FEAR EFFECT

When exposed to the feared trigger:

  1. Character      makes a Resolve Save
  2. On      failure they suffer Morale loss and penalties

Typical penalties:

• –2 to combat rolls
• cannot approach the source
• may flee or freeze

  

FEAR SEVERITY

   

Level


Effect

 

Mild


disadvantage on certain checks

 

Moderate


must pass resolve to approach

 

Severe


panic or flee

  

FEAR TABLE (d20)

Roll when a character gains a phobia.

   

d20


Fear

 

1


Darkness

 

2


Deep water

 

3


Fire

 

4


Undead

 

5


Demons

 

6


Spiders or insects

 

7


Snakes

 

8


Blood

 

9


Heights

 

10


Enclosed spaces

 

11


Large crowds

 

12


Being alone

 

13


Authority figures

 

14


Magic

 

15


Pain

 

16


Losing control

 

17


Death

 

18


Disease

 

19


Monstrous creatures

 

20


Specific trauma trigger (GM choice)

  

PANIC CONDITION

Triggered by severe fear.

Effects:

• lose next action
• must move away from source
• attacks at disadvantage

Ends after a successful Resolve Save.

  

DESPAIR AND HOPE

Characters at very low morale may enter Despair.

Despair effects:

• cannot Exert
• skill penalties worsen
• recovery is slower

Conversely, positive events may grant Hope:

• morale restoration
• advantage on resolve saves
• resistance to fear

Sources of hope:

  • heroic      victories
  • inspiring      speeches
  • safe      rest
  • reunion      with allies

  

RECOVERY FROM PSYCHOLOGICAL DAMAGE

Mental recovery requires time and experience, not just potions.

  

Short Recovery

Minutes to hours.

Methods:

• reassurance
• rest
• calm environment
• leadership actions

Removes temporary disturbances.

  

Long Recovery

Days to weeks.

Methods:

• safe rest
• therapy or counsel
• meditation
• spiritual rituals
• companionship
• creative outlets

  

Personal Growth Recovery

The best cure for fear is facing it.

Examples:

• confronting the feared creature
• surviving a similar situation
• training under a mentor
• completing a personal quest

This may remove phobias or disorders.

  

ENTERTAINMENT AND MORALE RECOVERY

Downtime activities may restore morale.

Examples:

   

Activity


Effect

 

Music


restore 1 morale

 

Celebration


restore 1–2 morale

 

Storytelling


remove disturbance

 

Training


restore resolve

 

Religion / ritual


remove fear effects

 

Art / creativity


reduce trauma severity

  

LONG-TERM TRAUMA

Severe experiences can create PTSD-like effects.

Examples:

• recurring nightmares
• avoidance of certain places
• panic triggers
• emotional numbness

These effects should be roleplayed but also mechanically matter.

Possible effects:

• –1 morale cap temporarily
• disadvantage on certain resolve saves
• fear triggers

  

PSYCHOLOGICAL DAMAGE VS MONSTERS

Certain monsters cause psychological damage simply by existing.

Examples:

   

Monster Type


Effect

 

Eldritch horrors


madness risk

 

Demons


morale drain

 

Undead


fear

 

Aberrations


hallucination

 

Ancient dragons


dread aura

These may trigger Resolve Saves at encounter start.

  

DESIGN GOALS OF THIS SYSTEM

This system:

• reinforces the Morale system
• creates story-driven character flaws
• supports horror campaigns
• interacts with toxins, magic, monsters, and trauma
• allows long-term character development

It avoids making players roll constantly but still adds meaningful consequences.

  

OPTIONAL RULE: MENTAL RESILIENCE

Characters may gain resilience through experience.

Possible bonuses:

• advantage on fear saves after surviving horror
• reduced morale loss
• resistance to certain phobias

This represents psychological hardening.

  

NEXT STEP (Recommended)

The next system that ties directly into everything you’ve built would be:

Monster Fear Auras and Horror Mechanics

Because those interact with:

• Morale
• Psychological damage
• Madness
• Resolve saves

and would make your creatures far more unique than standard RPG monsters.

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