Character Vital Scores

Vital Scores represent a creature's physical and mental vitality measured in several different ways.

Shield Rating

Some Abilities, Devices, Droids, Traits, and Vehicles, have or provide a Shield Rating (SR). Whenever a target with SR takes damage from an attack, reduce the damage by the Shield Rating.

Shield Damage

When a Shield absorbs any damage from an attack, the Shield Rating is reduced by 5.

  • This reduction is cumulative, so a target's Shield Rating will eventually be reduced to 0.

If the damage dealt to a Shield exceeds its Shield Rating, the Shield Rating is reduced by 10 and the remaining damage is dealt to the target's Hit Points, subtracting Damage Resistance normally.

Recharging Shields

A character may recharge the Shields of a device or Vehicle by spending three Swift Actions on the same or consecutive rounds to make a DC 20 Mechanics check; if the check succeeds, the target's SR improves by 5 points (up to its normal maximum).

  • A Droid may recharge its own Shields by spending three Swift Actions on the same or consecutive rounds to make a DC 20 Endurance check; if the check succeeds, its current Shield Rating improves by 5 points (up to its normal maximum).

Damage Resistance

A creature or object with Damage Resistance (DR) ignores a certain amount of damage every attack. The amount of damage they ignore is always indicated; for example, a creature/object with DR 10 ignores the first 10 points of damage from each attack.

Damage Resistance sometimes only affects one or more specific damage types (noted before the DR value). For example, a creature with Energy DR 5 ignores 5 points of damage from only Energy damage (such as from a blaster). Similarly, a creature with Piercing & Slashing DR 10 ignores 10 points of damage from Piercing or Slashing damage.

In other circumstances, Damage Reduction is sometimes bypassed by one or more specific damage types (noted after the DR value with a double slash). For example, a creature with DR 5//Bludgeoning ignores 5 points of damage from any source except one that deals Bludgeoning damage (such as Unarmed attacks or Clubs). Similarly, a creature with DR 10//Energy & Piercing ignores 10 points of damage from any source except one that deals Energy and/or Piercing damage.

Lightsabers

Lightsabers ignore Damage Resistance unless specifically noted otherwise.

Damage Threshold

Attacks that deal massive amounts of damage can impair or incapacitate you regardless of how many Hit Points you have remaining. Your Damage Threshold determines how much Damage a single attack must deal to reduce your combat effectiveness or, in the worst cases, kill you.

When a single attack made against you deals damage that equals or exceeds your Damage Threshold, but not enough to drop you to 0 Hit Points, you move -1 step along the Condition Track. If the attack exceeds double your Damage Threshold you move an additional step down the track, this effect stacks on itself for each multiple your Damage Threshold is passed. If the attack is a Critical Hit you move an additional -1 down the track.

  • If an attack deals over half your total Hit Points or more in one attack see the Massive Damage rules.

Damage Threshold Formula

Damage Threshold: 5 + One-Half Hero Level (rounded down) + Constitution Modifier + Class modifier + Equipment modifier + Size modifier + Species modifier + Ability modifiers.

Damage Threshold Size Modifier

The following list is the Size Modifier for your Damage Threshold.

  • Fine: -20
  • Diminutive: -15
  • Tiny: -10
  • Small: -5
  • Medium: 0
  • Large: 5
  • Huge: 10
  • Gargantuan: 15
  • Colossal: 20

Spending a Force Point

If you are reduced below 0 Hit Points by a single attack, you may spend a Force Point to stay unconscious at 0 Hit Points instead of falling into the negatives.

  • A creature (or Droid) who spends a Force Point in this fashion remains at 0 Hit Points, moves to the bottom of the Condition Track, and Falls Unconscious (or becomes Disabled).

Mental Threshold

Certain Force Powers and other abilities affect a creature's mind instead of doing physical harm. A creature's Mental threshold represents how well they can hold themselves together while they are mentally pushed to the brink.

When a single Mind-Affecting ability is used against you effectively, compare the results of its activation roll against your Mental Threshold. If their roll equals or exceeds your Mental Threshold you move -1 down the Condition Track. If the roll exceeds double your Mental Threshold you move an additional step down the track, this effect stacks on itself for each multiple your Mental Threshold is passed. If the roll is a Critical Success you move an additional -1 down the track.

  • In situations of enduring extreme stress during Skill Challenges, confronting ghosts or demons of one's past, or extreme scenarios where every second is a life-or-death struggle, your Mental Threshold is challenged as well. In these situations (or other situations up to GM discretion) you will have to make a Wisdom Save. If your save is successful you make it through to the other side unfazed, if not you move -1 down the Condition Track.

Mental Threshold Formula

Mental Threshold: 5 + One-Half Hero Level (rounded down) + Wisdom Modifier + Class modifier + Equipment modifier + Species modifier + Ability modifiers.

Hit Points

Hit Points (abbreviated "HP") represents two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a graze or near miss. As you become more experienced, you become more adept at parrying strikes, dodging attacks, and rolling with blows, such that you minimize or avoid significant physical trauma, but all this slowly wears you down.

  • Rather than trying to keep track of the difference between attacks and how much physical injury you take, Hit Points are an abstract measure of your total ability to survive Damage. As long as you have at least 1 Hit Point, you can act normally on your turn.

Temporary Hit Points

Temporary Hit Points can come from a variety of sources, like the Massassi's Duty Bound Species Trait or the Noble's Bolster Ally Talent. When a creature gains Temporary Hit Points, they gain a temporary pool of Hit Points that acts as a short-term damage buffer for that creature. Damage is subtracted from Temporary Hit Points first, and any Temporary Hit Points remaining at the end of an encounter go away.

Second Wind

If you are reduced to one-half your maximum Hit Points or less, you can Catch a Second Wind as a Swift Action. This Action heals one-quarter of your full Hit Point total (rounded down) or a number of points equal to your Constitution score, whichever is greater. You can Catch a Second Wind only once per day. Certain Feats or Talents may allow you to Catch a Second Wind more often, sometimes even more than once in a single encounter.

  • Only Heroic characters can Catch a Second Wind; NPCs, creatures, objects, devices, and Vehicles cannot. Exception: An NPC that takes the Extra Second Wind feat can catch a Second Wind once per day.

Last Stand

If you have already used your Second Wind(s) for the day, you can catch another Second Wind by voluntarily moving -3 Persistent steps down the Condition Track. The Persistent Condition remains until you've had a Long Rest.

0 Hit Points

A creature reduced to 0 Hit Points moves to the bottom of their Condition Track and falls Unconscious (see Falling Unconscious below). However, if their negative hit points equal or exceeds their Hit Point total, the creature is killed instead (see Fatal Damage .

A Droid, object, or Vehicle reduced to 0 Hit Points moves to the bottom of their Condition Track and is Disabled (but can be Repaired). However, if its negative hit points equal or exceeds its Hit Point total, the Droid, object, or Vehicle is destroyed instead.

  • A destroyed Droid, object, or Vehicle cannot be Repaired.

Falling Unconscious

A creature pushed to the bottom of the Condition Track (or reduced to 0 Hit Points) Falls Unconscious and receives a Devastating Injury. When a creature Fall Unconscious, they fall Prone and can only make a Death Save.

Death Saves

Death Saves are an Endurance Skill check: DC (15 + Negative Hit Points), as a Full Round Action.

  • On a success, a Creature gains one success on their Death Save counter or removes one failure on their Death Save counter. but remains unconscious.
  • On a failure, they lose one success or gain one failure on your Death Save counter if they have no successes to lose. If the roll fails by 5 or more points, you also receive another Devastating Injury. If you roll a Natural 1 on your Death Save, you gain two failures. If a creature get five failures on the Death Save counter, the creature has to make a last chance Luck Check.
  • If a creature falls unconscious again before a Long Rest the Death Save DC is increased by 10. This effect stacks each time they fall unconscious before a Long Rest.

An unconscious or helpless creature subjected to a Coup de Grace attack or an attack that deals Massive Damage, dies immediately.

Stabilizing

When a creature attempts to Stabilize through normal means, they must make a Treat Injury skill check, DC (20 + negative Hit Points - each success the Dying creature has on their Death Save counter)

At the start of each of their turns, a creature that is Stabilized may make an Endurance skill check, DC (20 + negative Hit Points - each success the Dying creature has on their Death Save counter), as a Swift Action.

  • On a success, the creature is no longer unconscious (but still Prone), moves +1 on the Condition Track and gets to recovery 1 Hit Die of Hit Points.
  • On a failure, the creature remains unconscious, but may try again on their next turn.

If the creature is healed resulting in them having positive Hit Points they immediately move +1 on the Condition Track and are revived. The creature can get up to fight again (but start Prone).

Force Stabilization

When using the Force to stabilize a target you may make a Use the Force skill check, DC (15 + Negative Hit Points - each success the Dying creature has on their Death Save counter).

Force & Light Side Points

Creatures with Force/Light Side Points can not use them as normal to modify Death Save rolls.

  • They may spend one point to ignore a normal failure.
  • They may spend two points for Advantage on a Death Save.
  • They may even use a Light Side Point to pass a Death Save outright.
  • They may spend two Light Side Points to ignore a Natural 1.

Droids

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.

  • If the Droid is a Hero Character it may attempt to reactivate itself (make a Death Save) with the same rules applying to it as well.

A Droid that is Repaired immediately reactivates and can get up to fight again (but starts Prone). The repaired Droid has a number of Hit Points equal to the amount Repaired, and it moves +1 step on the Condition Track.

Objects, Devices, and Vehicles

When an object, device, or Vehicle is Disabled (the mechanical equivalent of being unconscious), it moves to the bottom of the Condition Track and no longer functions. It remains inert and inoperable until Repaired.

A repaired object, device, or Vehicle has a number of Hit Points equal to the amount Repaired, and it moves +1 step on the Condition Track.

Death

The Star Wars galaxy is a vast and perilous wilderness, and heroes who fight against evil and tyranny sometimes make the ultimate sacrifice. When a hero dies, they cannot be brought back to life except under special circumstances. Similarly, a destroyed Droid, object, or Vehicle cannot be Repaired.

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