Taking DamageYou take damage in the form of stress. Because there is less rolling in this system in general you can expect to gain stress even on successful tests.
ResistanceWhenever you are dealt stress from any source, you reduce the amount of stress you receive by your resistance in the matching category. Your resistance is equal to the number of tiers in the matching stress track that have all three boxes filled in.
Thus, if you have three or more points of stress in a category, you have one point of resistance; if you have six or more points of stress in a category, you have two points of resistance.
Other things, such as armor, can provide additional resistance in specific categories.
Recovering StressIn general, stress cannot be readily healed. To reduce accumulated stress, you first need to diagnose the problem and realize how it is affecting you. By spending at least five minutes of downtime analyzing how it has affected you,you can convert your stress into a trauma. This removes your stress from that track, but gives you a trauma in the same category with a severity equal to the number of tiers in that stress track that had any boxes filled in.
You can never have more than three traumas (of any severity level) in a category at once. If you ever suffer a fourth trauma in a category you immediately die without any chance to cling to life.
Stimpacks and Emergency Repair Patches can give you a temporary positive feature, such as "Stimmed" or "Patched" that will reduce the stress you take from further tests.
Recovering from TraumasMost traumas can be healed over time if treated. The amount of time the treatment takes depends on the severity of the trauma, and whether or not it succeeds is determined by a test.
When you decide to begin treating one of your traumas, specify to the GM what measures you are taking to do so. You would normally then undergo the treatment for the amount of time specified for a trauma of that severity, as listed below (required treatment time is also marked in the severity boxes on the character sheet):
- Severity 1: One day
- Severity 2: One week
- Severity 3: One month
Once the entire treatment time has elapsed, you must make a test to see if the treatment succeeded. This test uses the defensive characteristic from the same category as the trauma (Brawn for physical, Willpower for mental, or Cunning for social). As with any test, this test gains positive and negative dice from any circumstances affecting the treatment.
In the Star Wars universe, others characters might have features and equipment that specifically allow them to heal traumas of a certain type, often in next to no time. A character with a Bacta Specialist feature and a Military Trauma Kit, for example, might be able to heal blaster wounds, burns and internal bleeding from explosions. This cannot usually be done in structured time, like in the middle of combat, and would certainly take multiple turns if done so.
If the test succeeds, reduce the severity of the trauma by one. If this reduces the severity of a trauma to zero, the trauma is healed and can be removed from your character sheet. If the test fails, or if the trauma still has a severity, you can continue treatment until the trauma is fully removed. At the GM’s discretion, when the severity of a trauma is reduced due to treatment, you can alter the nature of the trauma based on the in-progress healing.
DeathWhenever you completely fill a stress track, you don't necessarily have to die but can try to cling to life by making a test using the defensive characteristic from the category in which you suffered the stress.
If you succeed at the test, you are still removed from play in the way appropriate to the category in which you acquired the stress, but you are removed only for the rest of the encounter. You immediately take a severity 3 trauma in the matching category and remove all stress from the top two tiers of the maxed-out stress track, leaving the three boxes in tier, filled in.
If you already have three traumas (of any severity level) in the category and cannot take on additional traumas you cannot cling to life, and you have no choice but to die.