Death Saves

Death Saves are an Endurance Skill check: DC (10 + 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 the Death Save counter if they have no successes to lose. If the roll fails by 10 or more points, you also receive another Devastating Injury.
  • If you roll a Natural 1 on your Death Save, you gain two failures & a Devastating Injury.
  • If a creature gets five failures on the Death Save counter, the creature dies.
  • 》Players are allowed a last chance Luck Check.
  • If a creature gains the Dying Special Condition again before a Long Rest the Death Save DC is increased by 5. This effect stacks each time they get the Dying Special Condition 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 (10 + 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 (10 + 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 and loses 1 Hit Point.
  • The creature continues to make Death Saves every 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 & Light Side Points

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

  • They may spend a Force Point for Advantage on a Death Save.
  • They may spend two force Points to reduce a 10 or more failure to a normal failure.
  • They may spend a Light Side Point to ignore a failure.
  • They may spend two Light Side Poitos to ignore a Natural 1 failure.

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.


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