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.