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 some cases, kill you.   Your Damage Threshold is calculated as follows:   Damage Threshold = Fortitude Defense + Size Modifier   Creatures larges than Medium Size gain a Size bonus to their Damage Threshold. For large creatures the Size Modifier is +5, and for huge creatures it is +10.    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 down to a lower Condition State. For the sake of simplifying gameplay, the GM has elected to play fast and loose with the Condition Track rules by reflavoring them as "Condition States". The conventional Condition Track tends to cause more complications than it is worth, so for this game it will simply be treated as six stages that are described below.
  • Normal: Although this does not necessarily indicate that a character has full health, it does indicate that none of the consequences of lower stages are in play. 
  • Injured: When a character reaches 1/5 their maximum health (capping at 10), they are considered "Injured". An injured character incurs a penalty of -2 attack rolls and all checks. This penalty does not apply to damage rolls. The character loses 1 hit point at the end of every round.   
  • Lingering: This describes effects such as poisoning that will drain a character's health regardless of initial level. The exact amount of health lost, and when, is subject to the details of the specific effect. 
  • Stun / Stupify / Stagger / Stuck / (you get the point): This effect occurs most often when a character has been stunned (hence the name) causing them to miss at least one turn. The length of the effect is subject to the details of the specific effect and may or may not also impact a character's hit points total. Typically, stunning is caused by something like a flash grenade or flash mine, but can be triggered by other sources as well.
  • Unconscious: This state can be triggered by a character falling sufficiently close to death, or by taking sufficiently high damage in the course of a single attack. Certain hazards have the potential to cause a character to fall into this state as well. Such effects may or may not be related to an impact to or status of a character's health. 
  • Death: Self-explanatory.  
Beware, States can stack. Such a course can quickly lead a character to fall unconscious or even perish.    The flavor of effects is slightly different in the case of droids. The most notable difference is that, in most cases, Droids cannot fall into the "Injured" State as most Droids are not programmed to feel pain. Thus, they would be unhindered (physically speaking) by their nearing demise. Unless of course they have lost a limb, have a failing system, or something of that sort. The same can largely be said of vehicles and objects. Specific details are discussed within the articles relating to each effect.    =====================================================================================================   Typically, physically debilitating attacks are usually made against the target's Fortitude Defense, while mentally deliberating attacks target one's Will Defense. Either type of attack can push the target to the same state.   A Droid, object, or Vehicle can likewise be pushed into lower Condition States until Repaired using the Mechanics skill. When a device is pushed into a lower Condition State, penalties will be applied on Skill Checks to any skill check made with the device.   In the case of vehicles carrying passengers, falling to a lower Condition State can have consequences for the Condition State of those within the confines of the vehicle. For a large enough vehicle location within said vehicle becomes a factor (up to a certain point).    =====================================================================================================   The circumstances for improvement are subject to the details of the specific effect. For effects such as elementary poison, a common medpac is likely sufficient for healing. The more complex / rare the poison, the more difficult it will be to cure. Particulary dangerous poisons may require an antidote.    Stunning or temporary paralysis can often be cured by waiting an amount of time determined by the severity of the effect. However, in the case of stunning during battle, it may be better for the party to find a way to assist their afflicted ally. Just as is the case with poison, the difficulty of medically addressing stunning is a function of the severity of the effect.    =====================================================================================================   Improved Damage Threshold: You can increase your Damage Threshold by taking the Improved Damage Threshold feat.