The Condition Track

The Condition Track represents the well-being of a creature. Regardless of remaining Hit Points, a creature's condition track determines how they are feeling in this current moment. From the high octane stress of battle, the heavy emotional toll of past traumas, failures in situations where lives hang in the balance, braking or even splintering bone, or even just taking a very hard hit or gut shot, all these things and more cause you to move down the condition track. Moving down the condition track affects your performance on the battlefield from your fundamental attributes to your skill checks. With some movements even being persistent until surgery or other remedies are applied. If you ever find yourself moving down the condition track, be sure to do what you can to stop the downward steps and stick to the following to move up!

  • Spend Force Points or Lightside Points, Catch a Second Wind, or spend a Full-Round Action, to move up +1.

The Condition Track

has a base value of 11 and each step has its own penalties associated with it, and Step 11 (or your bottom step, if higher or lower) leaves you Knocked Out -Non-Lethal & Condition Track-.

0. Neutral Step: The top of the track, you take no penalties but unfortunately are awarded no bonuses.

  1. First Step: -2 on Attack and Skill rolls. -1 on all Attributes & Defense.
  2. Second Step: -4 on Attack and Skill rolls. -2 on all Attributes & Defense.
  3. Third Step: -6 on Attack and Skill rolls. -3 on all Attributes & Defense.
  4. Fourth Step: -8 on Attack and Skill rolls. -4 on all Attributes & Defense.
  5. Fifth Step: -10 on Attack and Skill rolls. -5 on all Attributes & Defense. With Disadvantage on all Rolls.
  6. Sixth Step: -12 on Attack and Skill rolls. -6 on all Attributes & Defense. With Disadvantage on all Rolls.
  7. Seventh Step: -14 on Attack and Skill rolls. -7 on all Attributes & Defense. With Disadvantage on all Rolls.
  8. Eighth Step: -16 on Attack and Skill rolls. -8 on all Attributes & Defense. With Double Disadvantage on all Rolls.
  9. Ninith Step: -18 on Attack and Skill rolls. -9 on all Attributes & Defense. With Double Disadvantage on all Rolls.
  10. Tenth Step: -20 on Attack and Skill rolls. -10 on all Attributes & Defense. With Double Disadvantage on all Rolls.


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