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    • Skill Engine
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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
    • Monsters
      • mounts and pets
      • Universal Monsters
      • Beldoran Monsters 1
    • GM Section
      • 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
    • Npcs
    • Dungeons
    • Worldbuilding
    • Other
  • Beldora

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Vigor System

     

Tier/State/Effect

 

10-Fresh

No penalties. Advantage on Observation Saving   Throws. Can perform one additional Exertion. Can perform an additional   reaction.

 

9-Ready

No penalties. Can perform one additional Exertion. Can   perform an additional reaction.

 

8-Engaged

No penalties. Can perform an additional reaction.

 

7-Focused

+1 to Stamina Saving Throws. -1 to Observation Saving   Throws.

 

6-Winded

Disadvantage on Reflex saving throws.

 

5-Strained

Disadvantage on Reflex, and observation saving throws; 

 

4-Tired

Disadvantage on Reflex, Observation, and   Concentration saving throws; 

-1 to all skill rolls. Movement speed -10.

 

3-Weary

Disadvantage on Reflex, Observation, Resolve and   Concentration saving throws; (-1 morale)

-2 to all skill rolls. Movement speed -15.

-1 to attack/defense rolls. 

Exert; must pass   Stamina save DC 15, or fail.

 

2-Spent

Disadvantage on Reflex, Observation, Resolve,   Stamina, and Concentration saving throws; (-2 morale)

-3 to all skill rolls. Movement speed -20.

-2 to attack/defense rolls. 

Exert; must pass Stamina save DC 20, or fail.

 

1-Battered

Disadvantage on Reflex, Observation, Resolve, Stamina,   and Concentration saving throws; (-3 morale)

-4 to all skill rolls. Movement speed reduced to 10.

-3 to attack/defense rolls. 

Cannot Exert.

 

0-Collapse

Character collapses, unconscious or dying. Can   Adrenaline Rush (Resolve saving Throw DC 10 + rounds active) to stay up 1   more turn. Failure = collapse. Costs morale for each round maintained.

You lose Vigor from injuries, pain, exhaustion, hunger, cold, or fear.

You recover Vigor through rest, nutrition, morale, and Endurance skill checks.

If your Vigor hits 0, you collapse, faint, or die depending on the situation.

Exertion

A Player declares their character will push for an extra action, reaction, or movement. Each character has a free exertion each turn, however, using any more than one will require a Stamina saving throw. 

Success: No Vigor loss.

Failure: Lose 1 Vigor after the exertion.

Last Stand

At 0 Vigor or fatal Injury:

May stay standing by passing Resolve Saving Throw each round. 

-A fail causes the loss of one level of morale.

-Every success allows one more turn of activity.


If Morale is reduced to 0 and Vigor is 0, the character perishes. 


If used from a fatal Injury, the character perishes when this Last Stand ends.


If rage is active this automatically activates.

Morale System

Morale represents your mental resilience, the will to keep calm, hopeful, and effective under threat, trauma, and exhaustion.

 Players have the ability to set their Morale a bit more freely, at the start of a Day or after sleep or a nap; and can use Resolve saving throws to potentially shift their Morale level. Either by rolling 1d10 + 3 or choosing. Dreams can shift this too. 


It is lost through fear, stress, despair, trauma, pain, seeing allies fall, or hopeless odds.

It is spent voluntarily to push through panic, suppress fear, or act under terror.

It can be spent to induce Rage.

Can be Rallied with resolve saving throws in some circumstances.

It is restored through leadership, safety, companionship, inspiration, victories, or rest.

Low Vigor can cause morale drops.

Low morale can make rest and recovery harder.

     

Tier/State/Effect

 

10-Confident

Advantage on Resolve Saving Throws against fear or panic. Advantage on social skill checks. Advantage on survival skill checks. Advantage on Subterfuge Skills. 

 

9-Steady

No penalties. Advantage on social skill checks. Advantage on survival skill checks. Advantage on Subterfuge Skills. 

 

8-Alert

No penalties. Advantage on survival skill checks. Advantage on Subterfuge Skills.

 

7-Uneasy

Advantage on survival skill checks. Disadvantage on Crafting Skills…

 

6-Shaken

Disadvantage to all combat, and crafting skills and Resolve saves. vs. fear, intimidation, or charm.

 

5-Nervous

Disadvantage to all combat, social, and crafting skills and Resolve saves vs. fear, intimidation, or charm. 

 

4-Frightened

Disadvantage to all combat, social, subterfuge and crafting skills and all Resolve saves. Advantage on survival skill checks.

 

3-Panicked

Disadvantage to all combat, social, subterfuge and crafting skills and all Resolve saves. All attacks are reckless. 

 

2-Despairing

Disadvantage to all combat, focus, social, subterfuge and crafting skills and all Resolve saves. Cannot exert. 

 

1-Broken

Disadvantage to all survival, combat, focus, social, subterfuge and crafting skills and all Resolve saves. Cannot exert. Cannot   activate rage.

 

0- Apathetic 

Disadvantage to all survival, combat, focus, social, subterfuge and crafting skills and all Resolve saves. Cannot exert.  Cannot activate rage. Cannot activate adrenaline surge.

Rage

A Character can enter a rage. This costs a Vigor level, and an action and exertion. Rage allows a character to Ignore all morale-based penalties, gain one additional free Exertion each turn (does not require a Stamina save), and have advantage on stamina saves while active.
While Rage is active all attacks are reckless.


Ending Rage:
Rage ends voluntarily, or automatically when Morale reaches 0. Morale loses a level and stamina saves are at disadvantage until after a rest.

Morale Loss Triggers

Cause/Typical Morale Loss/Witnessing ally’s death


  • –1 to –3 Taking a severe wound
  • –1 Facing overwhelming odds
  • –1 Failing critical check under   pressure
  • –1 Isolation, darkness, or fear aura
  • –1 per interval Starvation / sleep   deprivation
  • –1 daily Betrayal or hopeless situation
  • –2 to –4 Magical or supernatural   horror
  • –2 to –5 Effects like Madness and PTSD, or Fear can lead to losses in morale and can vary in severity. Players and GMS can adjust this depending on RP and other variables. 

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