Health

Damage

Wounds

Tracks physical damage.

Wound Threshold

Amount of damage a character can take before being incapacitated. If a character exceeds their Wound Threshold, they are incapacitated and suffer a Critical Injury. Characters track up to twice their Wound Threshold for healing purposes. NPC (other than Nemesis) typically die rather than become incapacitated.

Strain

Tracks stress, fear, emotions, and other impairments.

Strain Threshold

Amount of stress a character can withstand before becoming incapacitated. NPCs typically track Strain as Wounds.

Critical Injury

A serious wound result of an attack, exceeding the Wound Threshold, or other means. Roll 1d100 on the Critical Injury Chart. Once the Critical Injury effect expires, the character still has a Critical Injury status. For each consecutive Critical Injury, roll 1d100 + 10 for each CI status.

Staggered

Character cannot perform any Actions. Default lasts until end of the character’s next turn. Staggers can stack until the end of the present encounter.

Immobilized

Character cannot perform any Maneuvers. Default lasts until end of the character’s next turn. Immobilizations can stack until the end of the present encounter.

Disoriented

Add 1 md-real-setback.png to all checks. Default last until end of the character’s next turn. Disorientations can stack until the end of the present encounter.

Healing

Natural Rest

Recover 1 Wound per full night’s rest.
At the end of a week, character can make a Resilience Check to recover 1 Critical Injury at the CI’s difficulty. Spend 1 triumph.png to recover an additional CI.
Failed checks recover 1 Wound.

Medical Care

Make a Medicine Check or Mechanic Check for Droids.
Table_6-11.png
+2 difficulty if performing check on self (Only +1 for Droids)
+1 difficulty for no proper equipment.
-1 Wound per success.png.
-1 Strain per advantage.png.
Can only receive 1 Medicine / Mechanic Check per encounter.
Can only receive 1 Medicine / Mechanic Check for a Critical Injury per week.

Bacta Tank

Wounded characters recover 1 Wound per two hours.
Incapacitated characters recover 1 Wound per 6 hours.
Each 24 hours, make a Resilience Check to recover 1 Critical Injury at the CI’s difficulty.
Failed checks recover 1 Wound.

Oil Baths (Droids Only)

Recover 1 Wound per hour.
Do not recover Critical Injuries.

Stimpacks

Recovers 5 Wounds.
Each consecutive Stimpack recovers 1 less Wound.
Stimpack work at full again after a 24 hour period or one full night’s rest.
Takes 1 Maneuver to use at an Engaged status.

Emergency Repair Patches (Droids Only)

Recover 3 Wounds.
Only 5 can be used per day.
Takes 1 Maneuver to use at an Engaged status.

Recovering From Strain

The character may perform a Simple Disciple or Cool Check at the end of an encounter.
recover 1 Strain per success.png. One full night’s rest recovers all Strain.

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Health

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