Recovery - Droids



~p. 219


Recovering from Wounds (Droid)


Natural Rest (Wound)

Droids benefit from natural rest like any other character, as their subroutines and automated systems attempt self-repairs.

For each full night's rest, the droid recovers one Wound, regardless of the droids's current state of health.


Mechanics Skill (Wound)

Any character may attempt a Mechanics check to help a droid heal Wounds.

Each droid may only receive one Mechanics check each encounter, as there is only so much good spot repairs can do to help a droid.

The difficulty of the check is based on the droid's current state of health.

State of HealthMechanics Check
Current wounds equal half or less of wound thresholdEasy ()
Current wounds equal more than half of wound thresholdAverage ()
Current wounds exceed wound thresholdHard ()
Recover Critical InjuryCritical Injury Severity Rating*

On a successful check, the droid recovers a number of Wounds equal to the number of generated by the Mechanics roll, and an amount of Strain equal to the number of generated.

Repairing Bonus Symbols
  • Success: Each on a Mechanics check normally heals a single Wound, up to the maximum number of Wounds the droid is currently suffering. Beyond that, additional have no mechanical effect but may represent particularly competent repair work.
  • Advantage: generated during a Mechanics check may be spent to eliminate one Strain from the droid.
  • Triumph: generated during a Mechanics check to heal a Critical Injury may also heal additional Wounds, or vice versa.
  • Threat: A GM may use during a Mechanics check to inflict Strain on the target to represent the shock of the procedure or to increase the amount of time the procedure takes.
  • Despair: represents a truly terrible accident, perhaps the character unintentionally inflicting further Wounds on a target whom they were attempting to fix a Critical Injury.
Self Care

Droids attempting to treat their own injuries increase the difficulty of the Mechanics check by , rather than two.

In addition, attempting a Mechanics check without the proper equipment further increases the difficulty of the check by one.


Oil Bath (Wound)

An oil bath is specifically designed to help droids recover from damage and ill-effects. Unlike Bacta tanks, Oil baths do not restore Critical Injuries.

Every hour spent in an oil bath reduces one Wound as the lubricant helps facilitate the droid's self-diagnostic systems.


Emergency Repair Patch (Wound)

Droids benefit from repair patches at a limit of five per day.

Emergency repair patches only heal three Wounds per use, although their viability does not reduce over time.

It requires one Maneuver to apply a repair patch.

The character administering the repair patch must be Engaged with the target to treat them.

Repair Patch Self Care

A droid with a free appendage may apply a repair patch to themself with one Maneuver as well.


Recovering from Strain (Droid)

Recovering from Strain is fairly easy. Pausing to collect themself, plugging in for a quick recharge, or spending time relaxing with friends are all ways a droid Player Character might recover from Strain.


Natural Rest (Strain)

A good night's self-diagnostic generally removes all Strain a droid has suffered.


Encounter End (Strain)

At the end of an encounter, each droid can make a Simple (—) Discipline or Cool check. Each Success recovers one Strain.


Recovering from Critical Injuries (Droid)

Since lingering Critical Injuries make subsequent injury more and more dangerous, they should be treated as quickly and efficiently as possible.

Critical Injury Status

It is important to note that even if the effect of a Critical Injury has expired, the Critical Injury status still persists until treated.

  • For example, with a Critical result of "23," which indicates the Off-Balance Critical Injury, the droid adds to their next Skill check.
  • Even after this effect has been applied, the Off-Balance Critical Injury still exists, and will linger until treated, making subsequent Critical Injury rolls against the droid that much more dangerous (+10 each).

Natural Rest (Critical Injury)

At the end of each full week of rest, the droid may attempt a Resilience check to recover from one Critical Injury. The difficulty is equal to the Critical Injury's severity rating. On a successful check, the droid recovers from the Critical Injury and is no longer affected.

On a failed check, the droid retains the Critical Injury effect, but still recovers one Wound. A result means the droid can heal one additional Critical Injury.


Mechanics Skill (Critical Injury)

Any character may also attempt to help a droid recover from a Critical Injury by making a Mechanics check with a difficulty equal to the severity rating of the Critical Injury.

A character may attempt one Mechanics check per week, per Critical Injury.

Self Care

Droids attempting to treat their own injuries increase the difficulty of the Mechanics check by , rather than two.

In addition, attempting a Mechanics check without the proper equipment further increases the difficulty of the check by one.