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7.9. Damage

When you' re injured in combat, you take damage to one of your Primary Attributes ( Health, Action, or Mind) . Your attributes regenerate over time or can be healed by anyone with the proper healing skills. Damage to both you and your target is displayed as colored, floating numbers representing one of your HAM bars ( red damage numbers indicate damage to your Health pool, for example) . In some instances, damage will affect multiple pools, in which case the damage number will be a blend of colors. A white number indicates simultaneous damage to all pools.

INCAPACITATION
If any of your three primary attributes drops to 0 or below, you become incapacitated. Your character is not dead, but merely unable to act until you regenerate or receive healing. A Revival meter will appear onscreen telling you how long you must wait until your character recovers.

You can be killed if your opponent decides to perform a deathblow ( some creatures will leave you alone if you' re incapacitated; others will definitely deal the lethal final attack).

Your enemy automatically dies as soon as one of their HAM bars is reduced to 0. You do not need to deal a deathblow, except when fighting another player.

STRUCTURES
Many times during combat, you' ll be required to attack structures of some kind: a tent where Tusken Raiders live, a lair housing womp rats, a wall surrounding an important structure, or a power generator, perhaps. Structures don' t have HAM bars. Instead, a structure has a single, gray Durability bar. When a structure' s durability is reduced to 0, it is destroyed.

WOUNDS
A "wound " is a special kind of damage to one of your Primary Attributes. Wound damage does not heal over time, and will reduce your effectiveness in combat. A wound basically handicaps an attribute, making it impossible to regenerate that attribute to its maximum value.

Wound damage can only be healed by characters with the appropriate skills and equipment ( Entertainers, Medics, Doctors and Combat Medics, specifically), and only in special locations (such as a cantina, campsite or hospital) (Go here for more information about healing wounds) .

BATTLE FATIGUE
The final type of damage is called "battle fatigue." When you have been badly wounded in multiple campaigns, you may begin suffering from battle fatigue. Essentially, battle fatigue occurs after you accumulate a significant number of wounds. The more Battle Fatigue points you have, the more difficult it becomes to heal your other wounds.

Battle Fatigue points are not removed when your wounds are healed; they can only be erased by relaxing in the company of skilled Entertainers. When you find an Entertainer performing, target that character, access their radial menu and select Listen or Watch ( or type /listen or /watch) . The longer you spend enjoying the performance, the more Battle Fatigue points you will lose. (Go here for more information about healing battle fatigue).

STATES
States are another important component of combat. They provide you with short- term positive or negative modifiers when fighting, or cause other effects, such as an inability to move. Most states are somehow connected to special moves and abilities. If you fall victim to a Flurry Shot, you will suffer the Dizzy state for a short time. In most instances, when you enter a state the State icon will appear next to your HAM bars. During combat, you should keep an eye on your own states and those of your opponent, as they greatly affect how a fight might progresses. States can prevent you from executing different commands, alter how much damage you take, protect you from or make you vulnerable to particular kinds of attacks, and affect how well you can hit a target. All states are temporary.

Aggressive: Increases chance of delivering a successful counterattack and decreases chance of getting hit in combat.

Aiming: Provides a bonus to hit on the next attack.

Alert: Counters Surprise Attack special move.

Berserk: Provides a bonus to hit, faster attacks and damage bonus, but also applies a penalty to defense.

Blindness: Applies penalties to both offense and defense.

Dizziness: Creates chance of falling down when changing postures.

Evading: Provides chance of dodging an attack.

Immobilized: Prevents movement.

In Combat: Indicates that the character is involved in combat.

Incapacitation: Character is incapacitated (any HAM pool has dropped to 0) and is vulnerable to a deathblow.

Intimidated: Increases chance of being hit by attacks.

Rallied: Provides both a bonus to hit and a bonus to defense.

Stunned: Applies penalties to defense.

Taking Cover: Provides defense bonuses.

Tumbling: Provides defensive bonuses while changing postures.

 

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