The struggle to stand as your eyelids feel heavy, while the salty sting of sweat in your eyes makes it hard to open them anyways; the hot sensation of your own blood running down your side from an open wound while you desperately try to pull yourself together enough to get back into the fight: these sensations and more are all too common on the battlefield. Not every fight will be won so handily as to leave you unharmed.
Health Thresholds
Health Thresholds represent your level of combat effectiveness based on the amount of damage you have sustained throughout an encounter. As you suffer damage and/or your Life Points are reduced, you will reach thresholds that impact your fighting ability. Below are the list of Health Thresholds and the Health Threshold Penalties:
- Healthy. If your Life Points are above 1/2 of your Maximum Life Points, you are in this Health Threshold, which suffers no penalties.
- Bruised. When you reach 1/2 or less of your Maximum Life Points, you will become Bruised. A character that is Bruised will suffer a Health Threshold Penalty of 1(bT) to all Combat Rolls.
- Injured. When you reach 1/4 or less of your Maximum Life Points, you will become Injured. A character that is Injured will suffer a Health Threshold Penalty of 2(bT) to all Combat Rolls.
- Critical. When you reach 1/10 or less of your Maximum Life Points, you will become Critical. A character that is Critical will suffer a Health Threshold Penalty of 3(bT) to all Combat Rolls.
It should be known that the negative effects of Health Thresholds do not stack together, and your character cannot have the effects of multiple Health Thresholds at any time – you only suffer from the penalties of the lowest Health Threshold you have failed the Steadfast Check for at any one time.
Steadfast Checks. When your Life Points are reduced and you reach a Health Threshold, you must make a Steadfast Check: roll 1d10; if you roll a 6 or higher, you pass. Upon failing the Steadfast Check, you suffer from the Health Threshold Penalties – while if you pass the check, you do not. You must take a Steadfast Check each time you are knocked through a Health Threshold, even if you reach the same Threshold more than once during a single Combat Encounter.
If you reach a Health Threshold during a Maneuver (such as through the Backlash Disadvantage), you will roll your Steadfast Check for that Health Threshold after finishing your Maneuver (as long as you are not Defeated).
Health Triggers. Traits and other effects that occur when you pass through a Health Threshold can only be activated once per Combat Encounter for each Health Threshold. For example, the Saiyan Racial Trait, Blood of the Warrior, cannot be triggered even if you rise above the Bruised Health Threshold and fall through it a second time. It can only be triggered again, after you’ve fallen through the Bruised Health Threshold, by falling through the Injured or Critical Health Threshold.
Below is a list of how Health Thresholds interact with certain other system mechanics:
- If you are knocked through a Health Threshold by your Life Points being reduced by your own effects, you do not activate the effects of Traits, Talents or rules that would activate when you are knocked through a Health Threshold. You still suffer from the Health Threshold Penalties.
- If your Life Points rise above a Health Threshold, you lose any and all Health Threshold Penalties you are suffering from that Health Threshold but if you fall through it once again, you must make the Steadfast Check once again and additionally must make a Stress Test for any Transformation you are currently in.
- If you fall through multiple Health Thresholds at once, you only use any Traits or effects that would trigger when falling through the lowest Health Threshold that you can apply the effect for. You can still use the effects of the higher Health Thresholds if you rise above that Health Threshold and fall through it again.
- You can pass through multiple Health Thresholds at the same time, at which point you ignore the higher Health Thresholds you passed through and only roll a Steadfast Check for the lowest Health Threshold you passed through.
- If a Trait or effect states that you gain a bonus for each Health Threshold you are below, do not count the Healthy Health Threshold. You are classed as being below any Health Threshold that you have met the Life Point requirement for. For example, if you have 1/5 of your Life Points remaining, you are below both the Injured and Bruised Health Thresholds.
- If you would go through a Health Threshold during a Maneuver, trigger any effects that occur when you pass through that Health Threshold after finishing that Maneuver. Passive effects that occur for each Health Threshold you are below still apply as usual, however.
- If you rise above a Health Threshold, where you have failed the Steadfast Check for the Health Threshold above it, you still suffer the penalties of that Health Threshold.
- If you enter the Undying State or recover from being Defeated, any Health Thresholds you passed through as a result of the Damage or Life Point Reduction that Defeated you are treated as if you failed the Steadfast Check. Upon being Defeated initially, it’s important to keep track of which Health Thresholds you were knocked through for this reason.
Combat Conditions
In combat, there’s any number of conditions you can fall under that reduce your ability to fight at your fullest. These are known as Combat Conditions and vary from things such as being poisoned to being off balance.
Damage Over Time (DOT). Some effects apply a stack of DOT to a character over a period of time decided by the effect. For each stack of DOT you possess, reduce your Life Points by 1(bT) at the start of your turn.
Stacks. Generally, you are either are or are not suffering from a Combat Condition and therefore cannot suffer from the same Combat Condition’s effects multiple times, even if an effect would force you to enter it. However, some Combat Conditions can be made incrementally worse. A Combat Condition that has Stacks has a maximum number of stacks that can be applied, known as Max Stacks, and is marked with [S] next to the name of the Combat Condition.
ARC-Given. Outside of being given through traits and their effects, your ARC can give you Combat Conditions due to situations outside of the system’s scope – such as inflicting the Fatigued Combat Condition on the players if they’ve had barely any time to rest between multiple fights or the Shaken Combat Condition if it’s related to their Z-Soul.
Below is a list of Combat Conditions, along with their effects:
Blinded: For one reason or another, you cannot see for a short period.
–Effect: You suffer from No Sight (see – Visibility). The effects of Illuminating Aura cannot reduce or remove this effect.
Broken [S]: Your durability is reduced, potentially due to flames wearing away at your body or due to your body being forcefully tampered with.
–Max Stacks: 3
–Effect: For each stack of this Combat Condition, reduce your Soak Value by 2(T). If your Soak Value is 0, either before or after applying any number of stacks from Broken Combat Condition, increase the Damage you receive from Attacking Maneuvers by 2(T) for each stack of Broken you are suffering from.
Compelled: You have lost control of yourself.
–Effect: When you gain this Combat Condition, you will be given a target – you can only make Attacking Maneuvers that include the target as a target for that Attacking Maneuver and you cannot convert any Actions into Counter Actions. You must spend at least 2 Actions during each of your turns while you are suffering from this Combat Condition making Attacking Maneuvers that include that target as a target for the Attacking Maneuver. Additionally, you must Ki Wager at least 6(bT) Ki Points on all Attacking Maneuvers against that target and all Combat Rolls for Attacking Maneuvers made against that target become Urgent.
If you couldn’t make 2 Attacking Maneuvers against your chosen target for any reason, reduce your Life Points by 6(bT) at the end of your turn. If you gain or possess the Oblivious Combat Condition against your target for the effects of Compelled, change your target for the effects of Compelled to the closest character to you other than your previous target.
Fatigued [S]: You are exhausted, unable to draw out your full strength.
–Max Stacks: 2
–Effect: For each Stack of this Combat Condition, halve your Max Capacity.
Guard Down: Flat-footed, pushed over, or in any situation that limits your defense, you become vulnerable.
–Effect: Reduce your Defense Value and all Strike Rolls made through the Defend Maneuver by 2(T). Additionally, increase the Ki Point Cost of the Guard option of the Defend Maneuver by 1/2 (after all other calculations).
Impediment: A catch-all combat condition that reflects a worsened mental state.
–Effect: Reduce the Dice Score of your Combat Rolls by Greater Dice (roll the Greater Dice separately and subtract them from your Combat Rolls). If you would gain Greater Dice while suffering from this Combat Condition or gain this Combat Condition while possessing Greater Dice, do not apply the effects of Impediment or the Greater Dice to that Combat Roll(s).
Oblivious [S]: An Opponent has given you the slip, meaning that you are unaware of their presence.
–Max Stacks: 1 per Character
–Effect: When you gain a stack of this Combat Condition, assign it to the character that gave you this Combat Condition. You cannot target that character with Attacking Maneuvers or any effects, unless they are caught in an Area of Effect that includes at least one other Opponent. Additionally, reduce your Soak Value and Dodge Rolls by 2(T) and 1(T) respectively against Attacking Maneuvers made by that Opponent.
If you are targeted by 2 Attacking Maneuvers from an Opponent you are Oblivious of in a single Combat Round, or if an Opponent you are Oblivious of hits you with an Attacking Maneuver, you lose the Oblivious Combat Condition. Furthermore, if an Opponent you are Oblivious of uses the Power Up Maneuver, Energy Charge Maneuver, Transformation Maneuver or any Attacking Maneuver that has an AoE, you may use the Perception effect of the Search Maneuver as an Out-of-Sequence Maneuver (even if you do not have access to that Special Maneuver).
For effects that apply if an Opponent is in a Combat Condition, Oblivious only counts for that Combat Condition if you are the assigned character of that Opponent’s Oblivious.
Pinned: You are, for one reason or another, stuck in place and unable to move properly.
–Effect: Upon gaining this Combat Condition, reduce your remaining Actions this Combat Round to 1 if you had more Actions. You only gain 1 Action each Combat Round and cannot use any Attacking Maneuvers or any effects that allow Movement.
Poisoned: Poison flows through your veins, reducing your ability to fight and sapping away your health.
–Effect: At the end of each of your turns, lose Life Points equal to 1/10 of your Maximum Life Points. Additionally, double any Health Threshold Penalties you suffer from.
Prone: You’re placed onto the floor, making it difficult to move or fight back.
–Effect: Reduce your Speed, Defense Value and Haste by 1/2 and increase the Damage Category of all Damage you receive from Attacking Maneuvers by 1. During your turn, you can spend 1 Action to stand up and remove the Prone Combat Condition.
Shaken: Wrought with fear, you cannot fight properly.
–Effect: You cannot willingly use any effect to move towards the character that inflicted this Combat Condition. Additionally, reduce your Strike Rolls by 2(T).
Sleeping: You have been rendered unconscious and thus, unable to fight.
–Effect: A Character who is Sleeping cannot use any Maneuvers and is hit automatically by any Attacking Maneuver that targets them. If hit by an Attacking Maneuver, a Sleeping Character immediately loses the Sleeping Combat Condition.
A Character who is Sleeping, when targeted by an Attacking Maneuver, can spend a Karma Point to not be automatically hit by an Attacking Maneuver and defend normally. They can also use a Counter Maneuver for the duration of that Attacking Maneuver.
An Ally can also spend a Karma Point to shout something to wake up an Ally as an Instant Maneuver. The thing shouted must be something that would motivate the Character to action (such as shouting ‘dinner time’ to wake up Goku).
Slowed [S]: Your ability to move and fight is reduced to a crawl, if not a complete standstill.
–Max Stacks: 3
–Effect: For each Stack of this Combat Condition, you have 1 less Action during each Combat Round and reduce your Speed by 1/3. If you have 3 stacks of Slowed, you cannot use any form of Maneuver (including those that cost Counter Actions) and your turn in Initiative is skipped.
Stress Exhaustion: The stress of your Transformations catch up to you, rendering you exhausted.
–Effect: Upon gaining this Combat Condition, leave any Transformations you are in and reduce your Ki Points by 1/2. You cannot enter a Transformation while you have this Combat Condition.
Suffocating: You cannot breathe.
–Effect: Reduce your Life Points by 1/5 of your Maximum Life Points at the end of each of your turns.