Status Effects



See also: Item Qualities

~p. 215 - 218


States of Health

State of Health is a general representation of a character's overall fitness or well being.

Unwounded

A character is Unwounded and operating at peak performance if they are currently suffering from no Wounds and have no injuries.

Wounded

A character is Wounded if they have any number of Wounds less than their Wound Threshold. At this point, they've suffered a few cuts, bruises, and scrapes. However, they have not taken any permanent or Incapacitating damage.

Critically Injured

A character is Critically Injured if they are currently suffering from any number of Critical Injuries, regardless of how many Wounds they may have. Critical Injuries are actual injuries that have some sort of detrimental effect.

A character may be simultaneously Critically Injured and Wounded.

Incapacitated

A character is Incapacitated once they have suffered more Wounds than their Wound Threshold or more Strain than their Strain Threshold. Incapacitation means that a character is unconscious and no longer able to act until the number of Wounds/Strain they are suffering are decreased below their Wound/Strain Threshold.

Since exceeding a character's Wound Threshold triggers a Critical Injury check, it is possible for an already Incapacitated character to suffer further Critical Injuries.


Staggered

A Staggered character cannot perform Actions (including downgrading Actions to Maneuvers).

Most effects that Stagger a character last for a set duration. If a set duration is not specified, the Staggered effect lasts until the end of the character's next turn. If a character is Staggered multiple times, each instance increases the total duration of the effect by the instance's specified duration, but may not increase the total duration beyond the scope of the present encounter.


Immobilized

An Immobilized character cannot perform Maneuvers (including Maneuvers purchased via Strain or spending ).

Most effects that Immobilize a character last for a set duration. If a set duration is not specified, Immobilization lasts until the end of the character's next turn. If a character is Immobilized multiple times, each instance increases the total duration of the effect by the instance's specified duration, but may not increase the total duration beyond the scope of the present encounter.


Disoriented

A Disoriented character adds to all checks they make.

Most effects that Disorient a character last for a set duration. If a set duration is not specified, Disorientation lasts until the end of the character's next turn. If a character is Disoriented multiple times, each instance increases the total duration of the effect by the instance's specified duration, but may not increase the total duration beyond the scope of the present encounter.


Suffocating

A Suffocating character suffers three strain at the beginning of each of their turns, until they are no longer Suffocating.

Once they exceed their Strain Threshold, the character is Incapacitated. At the beginning of each of their subsequent turns, if the character is still Suffocating, they suffer one Critical Injury. This continues until they stop Suffocating or they die.

How to stop Suffocating depends entirely on the circumstances that led to the character Suffocating in the first place, but usually involves reaching a breathable atmosphere, or removing something preventing the character from breathing.


Death

A time may come when a PC faces their ultimate fate and perishes. If a character ever rolls (or, through multiple or untreated Critical Injuries, otherwise suffers) a result of 141 or higher on a Critical Injury result, they die.

A dead character cannot be brought back to life. Similarly, a destroyed droid character may not be restored — it is assumed that their central processing unit was irrevocably damaged. Either way, the player should move on and create a new character to continue the adventure.