Character States in Star Wars Sagas: Campaign Hub | World Anvil

Character States

A Character State is a special condition that impacts your character's efficiency during missions. Whether it is something beneficial like being inspired by your team leader or the petrifying fear of staring down a Sith Lord, character states can drastically affect a creature's ability to be an effective combatant in the field.

Addicted

A character who becomes addicted to a substance must consume/take the substance in question every 1 day +(your Constitution Modifier). If not the character will suffer a persistent -1 on the Condition Track every day they do not consume/take the substance. If a character goes 3 days without the substance they gain the Nauseated state as well. After 7 days of not consuming/taking the substance, a character may make an Endurance check, DC 20, to overcome their addiction. A character may use an Antitoxin to make a Treat Injury check DC 20 +5 (For each day before day 7, to overcome their addiction faster.)

Antagonized

An antagonized character can only target its antagonist (the one who caused the antagonized state) with hostile actions. A hostile action is any attack or effect that causes direct harm to an opponent in the form of damage, negative states, or any other effect that penalizes or hinders a creature. Furthermore, an antagonized creature does not threaten any opponents except their antagonist: they cannot make attacks of opportunity or be used to determine flanking bonuses against other opponents. A creature is no longer antagonized if their antagonist is helpless, unconscious, or cannot participate in combat. If an antagonized creature uses an ability that targets multiple creatures, the antagonist must be chosen among these targets. If an antagonized creature uses an ability that targets an area, their antagonist must be within the ability’s targeted area. On each round after the first, an antagonized creature may attempt a Perception skill check to realize the folly of their actions during their turn as a swift action. This skill check is opposed by the antagonist’s original antagonize check. If the creature succeeds on their Perception skill check, the antagonized state ends.

Bleeding

A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped before its round limit with a DC 15 Treat Injury check or by applying any type of medpac or Force Power that heals hit point damage (even if the bleed is ability damage). Bleed effects stack with each other even if it's the same attack.  

Blinded

The creature cannot see. A blinded creature losses their Dexterity to General Defense and is therefore considered Flat-Footed against all attacks, they take a -10 penalty to their attack roll, and take a –5 penalty & disadvantage on all Strength or Dexterity-based skill checks and an additional -5 on Perception skill checks. All checks and activities that rely solely on vision automatically fail. All opponents are considered to have total concealment against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Broken

Items that have taken damage in excess of half its total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item. If the item is a weapon, any attacks made with the item suffer a –5 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit. If the item is armor, the bonus it grants to General Defense and Damage Reduction is halved, rounding down. Broken armor doubles its armor check penalty on skills. If the item is a tool needed for a skill, any skill check made with the item takes a –5 penalty. If the item is a Droid it takes a -5 penalty on all of its rolls and is permanently moved -6 on the Condition Track until the condition is repaired. If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of its normal value. Items lose the broken condition if it regains at least half of its original hit points or higher. Generally speaking, this requires a DC 20 Mechanic check and 1 hour of work to be repaired, if the check exceeds the DC by 2 the time is reduced by 10 minutes (this effect stacks for each multiple of two the check exceeds). Most mechanics charge one-fifth of the item’s total cost to repair such damage (more if the item is badly damaged or ruined). Special Note on Ships: Ships, and sometimes their means of propulsion—are objects, and like any other object, when they take damage in excess of half their hit points, they gain the broken condition. When a ship gains the broken condition, it takes a –2 penalty to Defenses, on pilot checks, saving throws, and on pilot maneuver checks. If a ship or its means of propulsion becomes broken, the ship’s maximum speed is halved and the ship can no longer gain the upper hand until repaired. If the ship is in motion and traveling faster than its new maximum speed, it automatically decelerates to its new maximum speed. Limbs can also gain the broken condition and impose a persistent -3 on the condition track and when used 1d6 unstoppable damage.

Burning

When a target is on fire they are considered burning, in addition to the indicated fire damage a burning target is also panicked and must either flee to the nearest source of water or spend a full round action to stop, drop, and roll to extinguish the flames.

Choking

When a character is choking they may only take actions to alleviate their current state (making a grab/grapple check to break free of a choke, escape the area of gas that is choking them, get to the nearest source of breathable environment for their species, etc). If a choking person can not ascertain/interact with the method being used to choke them (the Force, asphyxiation from poison, colorless & odorless gas, etc) or they failed in their attempt to alleviate the state they can take no other actions that turn. The first turn a character ends while choking, they take 1d8 Unstoppable damage and move -1 step on the Condition Track. Each additional turn they end while choking they take an additional Die of Unstoppable Damage and move an additional step down the Condition Track. This state has no effect on characters that don't need to breathe or Droids. The effects of this state can not be mitigated by holding your breath.

Clouded

A character with a clouded mind has trouble forming and maintaining coherent thoughts and struggles with any mental tasks. While clouded all Mental Attributes Scores are recuded by 4, the character takes Disadvantage on all attempts to use 'Mind-Affecting' effects, 'Mind-Affecting' effects used against them have Advantage, and if the Coulded character makes a Use the Force check it is done with double Disadvantage.

Confused

A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. A confused creature is considered unwilling to any assistance attempted by allies, and allies attempting to force assistance onto them must overcome their corresponding defense. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight. Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.                      
d% Behavior
01–25 Act normally.
26–50 Do nothing but ramble incoherently.
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100 Attack the nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but ramble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Cowering

The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to General Defense and loses their Dexterity bonus, but it is not considered Flat-Footed. This is the third level of a fear effect, above Shaken and Frightened but below Panicked.

Damaged

Items/Droids that have taken damage in excess of a quarter of their total hit points gain the damaged condition, meaning they are less effective at their designated task. The damaged condition has the following effects, depending upon the item. If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 but still deal its normal multiplier. Armor is not affected by the Damaged condition. If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty. Droids are not affected by the Damaged condition. If the item does not fit into any of these categories, the damaged condition has no effect on its use. Items with the damaged condition, regardless of type, are worth 50% of their normal value. Items lose the damaged condition if it regains at least a quarter of its original hit points or higher. Generally speaking, this requires a DC 10 Mechanic check and 30 minutes of work to be repaired, if the check exceeds the DC by 2 the time is reduced by 10 minutes (this effect stacks for each multiple of two the check exceeds). Most mechanics charge one-tenth of the item’s total cost to repair such damage (more if the item is badly damaged or ruined).

Dazed

The creature is unable to act normally. A dazed creature can take no actions but has no penalty to any Defenses. The dazed state typically lasts 1 round.

Dazzled

The character is unable to see due to over-stimulation of the eyes. A dazzled character has Disadvantage on all attack rolls and sight-based checks.

Dead

The character’s hit points are reduced to a negative amount equal to their Constitution score, or they're killed outright by a Force Power or effect. Dead characters cannot benefit from normal or Force healing, but they can be restored to life. A dead body decays normally unless preserved, but the Force may restore a dead character to life and also restores the body either to full health or to its state at the time of death (depending on the Force Power or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.

Deafened

A deafened character cannot hear. They take a –5 penalty on initiative checks and automatically fail Perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

Debilitated

A Debilitated character cannot take any Move Actions & make all checks, rolls, & saves with Disadvantage. A debilitated creature can take one Free Action per turn and only has one Reaction available.

Destroyed

Droids or Items that have taken damage that reduces its Hit Points to a negative amount equal to 1/2 its Hit Points, gain the destroyed state. Droids or Items with the Destroyed state are completely inoperable and unable to be repaired or salvaged.  

Disabled

Droids, Items, or Vehicles that have taken damage that reduces its Hit Points to 0 it gains the Disabled condition, it moves to the bottom of its Condition Track, and no longer functions. The item or vehicle remains inert and inoperable until Repaired. Droids or Items with the disabled condition, regardless of type, are worthless. These objects lose the disabled condition if it regains any positive hit points or higher. Generally speaking, this requires a DC 25 Mechanic check and 3 hours of work to be repaired, if the check exceeds the DC by 5 the time is reduced by 1 hour (this effect stacks for each multiple of five the check exceeds). Most mechanics charge one-thrid of the item’s total cost to repair such damage (more if the item is badly damaged or ruined). When a Droid is Disabled (the mechanical equivalent of being unconscious), it moves to the bottom of the Condition Track, falls Prone, and is unable to take any Actions. It remains inert and inoperable until Repaired.  

Dying

  A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has a number of negative hit points equal to its Constitution score, it dies.

Entangled

The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –5 penalty on all melee attack rolls and a –6 penalty to their Dexterity-based skills.

Exhausted

An exhausted character moves at quarter speed, cannot run, sprint, or charge; takes a –10 penalty to all Physical Attribute scores; a -5 penalty to all Mental Attribute Scores; and a -8 to all Skill Checks and Attack Rolls. After a Full Rest, a character loses their Exhaustion & one level of Fatigue. After a Total Rest, a character loses their Exhaustion and all levels of Fatigue.

Fascinated

A fascinated creature is entranced by a Force power or device effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –5 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, using the Force, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the effect as a standard action.

Fatigued

A fatigued character can neither run nor charge and takes a –3 penalty to all Physical Attribute Scores; a -1 penalty to all Mental Attributes Scores; and a -2 Penalty to all Skill checks and Attack Rolls. Doing anything that would normally cause fatigue causes the fatigued character to gain another Level of Fatigue. After a Character has gained more than three Levels of Fatigue they become Exhausted. Fatigued characters will lose a level of Fatigue after either a Short Rest, taking 1 Strain, or spending 2 Force Points; a character may also clear all levels of Fatigue by either taking a Standard Rest or spending a Light Side point.

Flat-Footed

A flat-footed character; loses their Dexterity bonus to General, Reflex, & Combat Maneuver Defense. While flat-footed the character cannot make attacks of opportunity, unless they have the Combat Reflexes feat or Uncanny Dodge class talent; and they cannot take swift actions or reactions. Characters with Uncanny Dodge retain their Dexterity bonus to their Defenses and can make attacks of opportunity while Flat-Footed.

Frightened

A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, special defenses, skill checks, and ability checks. A frightened creature can use talents, feats, and Force Powers, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. Panicked is the most extreme state of fear.

Grappled

A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –8 penalty to their Dexterity score. A grappled creature takes an additional –5 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to use the Force must make a concentration check (DC 10 + grappler’s CMB). Grappled creatures cannot make attacks of opportunity. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special talent or power, would normally allow it to do so. If a grappled creature becomes invisible, through a talent or power, it gains a +5 circumstance bonus on their CMD to avoid being grappled, but receives no other benefit.

Helpless

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Attacks against a helpless target get a +5 bonus. A helpless target may be sneak attacked. As a full-round action, a character may use a weapon to deliver a coup de grace to a helpless foe. The attacker automatically hits and scores a critical hit. Sneak attack damage is added to the coup de grace. If the defender survives, they must make a Consitution save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity. Creatures that are immune to critical hits do not take critical damage, nor do they need to make Consitution saves to avoid being killed by a coup de grace.

High

Incorporeal

Creatures with the incorporeal state do not have a physical body. Incorporeal creatures are immune to all non-Force damage (including unstoppable).

Inspired

Creatures with the inspired state receive a bonus to rolls (the bonus they receive and which rolls it affects is determined by the creature giving the inspiration) and gain Advantage on rolls for resisting 'Mind-Affecting' effects. If a creature is inspired from multiple sources they only gain Advantage once, but will receive an additional +5 to resist 'Mind-Affecting' effects from each source of inspiration beyond the first.

Intoxicated

A character's Intoxication Threshold is equal to (1 + their Constitution Modifier + their Species Modifier.) Every alcoholic drink the character consumes contains a number of Intoxication Points that count toward their Intoxication Threshold, similar to Stun Damage. When the number of Intoxication Points equals the character's Intoxication Threshold, the character is tipsy and gains their 1st level of Intoxication. When the number of Intoxication Points surpasses the character's Intoxication Threshold, the character must make an Endurance check (DC 15 + the difference between current Intoxication Points & the character's Intoxication Threshold).
  • On a failed check, the character gains another level of Intoxication; if the check is failed by 5 or more they gain two levels of Intoxication, and with a failure involving a natural 1 they gain three levels. On a successful check, the character resists the effects of the extra alcohol they've consumed but does not lose any levels already gained.
Every time the character consumes alcohol after reaching their Threshold they must make another Endurance check.

Levels of Intoxication

  1. 1st Level of Intoxication (At Threshold): +1 Strength, +2 Charisma, & -2 Intelligence.
  2. 2nd Level of Intoxication: +1 Charisma, -1 Dexterity, & -2 Intelligence.
  3. 3rd Level of Intoxication: -2 Dexterity, -3 Intelligence, -2 Wisdom, & -1 Charisma.
  4. 4th Level of Intoxication: -3 Dexterity, -4 Intelligence, -3 Wisdom, & -3 Charisma. -3 to all Intelligence Skills & -1 to all Dexterity & Wisdom Skills.
  5. 5th Level of Intoxication: -4 Dexterity, -5 Intelligence, -4 Wisdom, & -4 Charisma. -5 to all Intelligence Skills, -3 to all Dexterity & Wisdom Skills, & -1 to all Charisma skills.
  6. 6th Level of Intoxication: -5 Dexterity, -6 Intelligence, -5 Wisdom, & -5 Charisma. -7 to all Intelligence Skills, -5 to all Dexterity & Wisdom Skills, & -3 to all Charisma skills. Disadvantage on Attack Rolls and Pilot checks.
  7. 7th Level of Intoxication: -6 Dexterity, -7 Intelligence, -6 Wisdom, & -6 Charisma. -10 to all Intelligence Skills, -7 to all Dexterity & Wisdom Skills, & -5 to all Charisma skills. Disadvantage on Attack Rolls and Double Disadvantage Pilot checks. Gain Flat-Footed Character State.
  8. 8th Level of Intoxication: -7 Dexterity, -8 Intelligence, -7 Wisdom, & -7 Charisma. -13 to all Intelligence Skills, -10 to all Dexterity & Wisdom Skills, & -7 to all Charisma skills. Double Disadvantage on Attack Rolls and automatic fail on Pilot checks. Gain Flat-Footed Character State & Advantage against Fear effects.
  9. 9th Level of Intoxication: -8 Dexterity, -9 Intelligence, -8 Wisdom, & -8 Charisma. -15 to all Intelligence Skills, -13 to all Dexterity & Wisdom Skills, & -10 to all Charisma skills. Double Disadvantage on Attack Rolls and automatic fail on Pilot checks. Gain Flat-Footed & Staggered Character States, Immunity against Fear effects, and Advantage on (hostile) Mind-Affecting effects.
  10. 10th Level of Intoxication: -10 Dexterity, Intelligence, Wisdom, & Charisma. -15 to all Intelligence, Dexterity, Wisdom & Charisma Skills. Double Disadvantage on Attack Rolls (failed Attack rolls carry a critical fail consequence regardless of the dice result) and automatic fail on Pilot checks. Gain Flat-Footed & Debilitated Character States, Immunity against Fear effects & (hostile) Mind-Affecting effects, and Advantage on rolls against (hostile) Force Powers used against you.

Detoxing

During a Short or Standard Rest, characters lose half an Intoxication Point per hour. During a Long or Full Rest, characters lose an Intoxication Point per hour. Only a Total Rest will completely clear all Intoxication Points.
Other methods of Detoxing
  • Antidotepacs: The use of Antidotepacs will either remove one Intoxication Point during normal use or three points when used solely to treat Intoxication.
  • Food & Water: You may remove one Intoxication Point after consuming Food & Water.
  • Force Points: You may spend one Force Point to remove one Intoxication Point.
  • Light Side Points: You may spend a Light Side Point to remove all Intoxication Points.
  • Medical Kit: The use of Medical Kits will either remove one Intoxication Point during normal use or two points when used solely to treat Intoxication.
  • Stimpacs: The use of Stimpacs will remove one Intoxication Point, but will only work once per hour.
  • Stimulants: The use of Stimulants will remove one Intoxication Point.
  Invisible Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against opponents and ignores their opponents’ Dexterity bonuses to Defenses.

Nauseated

Creatures in the nauseated state experience stomach distress. Nauseated creatures are unable to attack, Use the Force, concentrate on using the Force, or do anything else requiring attention. The only action such a character can take is a single move action per turn.  

Panicked

A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –5 penalty on all skill checks and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature must use talents, feats, or Force powers, to flee. While panicked the creature is considered Flat-Footed Panicked the most extreme state of fear. than shaken, frightened, or cowered.

Paralyzed

A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.

Pinned

A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is Flat-Footed. A pinned character also takes an additional –5 penalty to their General Defense. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Dexterity check. A pinned creature can take verbal and mental actions. A pinned character who attempts to use a Force power must make a concentration check (DC 10 + grappler’s CMB). Pinned is a more severe version of grappled, and their effects do not stack.

Prone

The character is lying on the ground. A prone attacker has a –5 penalty on melee attack rolls and a +5 on ranged weapon attack rolls. A prone defender gains a +5 bonus to General Defense against ranged attacks but a -5 Penalty to melee attacks and their Reflex Defense. Standing up is a move-equivalent action that provokes an attack of opportunity.

Shaken

A shaken character takes a –2 penalty on attack rolls, special defenses, skill checks, and ability checks. Shaken is the least severe state of fear.

Sickened

The character takes a –3 penalty on all attack rolls, melee weapon damage rolls, special defenses, skill checks, and ability checks.

Stable

A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Treat Injury check or Force healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each round to become conscious (even though their hit points are still negative). The character takes a penalty on this roll equal to their negative hit point total.

Staggered

A staggered creature may take a single move action or standard action each round (but not both, nor can they take full-round actions). A staggered creature can still take free & swift actions and reactions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered state.

Stunned

A stunned creature drops everything held, can’t take any actions and they're considered Flat-Footed. Attackers receive a +5 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

Unconscious

Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points.

Withdrawal

Creatures that go too long without a substance they are addicted to experience Withdrawal. Withdrawal incurs a -1 Persistent Step on the Condition Track, reduces the Creature's Movement Speeds, Defenses, & Skills by 1, and reduces their maximum Hit Points by -5. Each additional day a creature goes without the substance they incur an additional level of Withdrawal, with a maximum of 15 levels. Once each day creature may make a DC 15 + (Levels of Withdrawal) Endurance check, as a Swift Action, to treat their Withdrawal as though it were 2 levels lower (if the Creature surpasses the DC of the check by 5 or more they can ignore an additional level, this effect stacks with each multiple of 5 surpassed. When the creature is able to overcome their addictions they remove all active levels of Withdrawal if any are active.

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