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Recovery - Organics
Recovery - Organics
~p. 219
Recovering from Wounds
Natural Rest (Wound)
For each full night's rest, the character recovers one Wound, regardless of the character's current state of health.
Medicine Skill (Wound)
Any character may attempt a Medicine check to help a character heal Wounds.
Each character may only receive one Medicine check each encounter, as there is only so much good first aid can do to help a character.
The difficulty of the check is based on the target's current state of health.
State of Health | Medicine Check |
---|---|
Current wounds equal half or less of wound threshold | Easy () |
Current wounds equal more than half of wound threshold | Average () |
Current wounds exceed wound threshold | Hard () |
Recover Critical Injury | Critical Injury Severity Rating* |
On a successful check, the target recovers a number of Wounds equal to the number of generated by the Medicine roll, and an amount of Strain equal to the number of generated.
Healing Bonus Symbols
- Success: Each on a Medicine check normally heals a single Wound, up to the maximum number of Wounds the target is currently suffering. Beyond that, additional have no mechanical effect but may represent particularly competent medical aid.
- Advantage: generated during a Medicine check may be spent to eliminate one Strain from the target.
- Triumph: generated during a Medicine check to heal a Critical Injury may also heal additional Wounds, or vice versa.
- Threat: A GM may use during a Medicine 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 heal of a Critical Injury.
Self Care
Characters attempting to treat their own injuries increase the difficulty of the Medicine check by .
In addition, attempting a Medicine check without the proper equipment further increases the difficulty of the check by .
Bacta Tank (Wound)
Characters can also recover using a bacta tank. The rate of recovery depends on the character's state of health.
A Wounded character recovers at a rate of one Wound per two hours.
An Incapacitated character recovers at a rate of one Wound per six hours.
Stimpack (Wound)
Stimpacks are auto-injection tubes filled with medicine, bacta, and painkillers. They are field-ready emergency health recovery products.
Stimpacks heal a fixed amount with no roll necessary. The first stimpack used on a character automatically recovers five Wounds. The second stimpack only recovers four Wounds, the third stimpack recovers three Wounds, and so on. This means that a sixth stimpack will have no effect, as the target's body is too over-saturated with the medicine to be effective.
It requires one Maneuver to inject a stimpack.
The character administering the stimpack must be Engaged with the target to treat them.
Stimpack Saturation
Characters must spend a full night's rest or wait at least 24 hours before stimpacks can be used at their full effectiveness again.
Stimpack Self Care
A character with a free appendage may apply a stimpack to themself with one Maneuver as well.
Recovering from Strain
Recovering from Strain is fairly easy. Taking a moment to catch their breath, eating a good meal, or spending time relaxing with friends are all ways a Player Character might recover from Strain.
Natural Rest (Strain)
A good night's rest generally removes all Strain a character has suffered.
Encounter End (Strain)
At the end of an encounter, each player can make a Simple (—) Discipline or Cool check. Each Success recovers one Strain.
The Force (Strain)
It is also rumored that some Jedi have mastered a technique that allows them to ignore the effects of Strain, or ease the minds of others to help them recover more quickly.
Recovering from Critical Injuries
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 character 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 character that much more dangerous (+10 each).
Natural Rest (Critical Injury)
At the end of each full week of rest, the character 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 character recovers from the Critical Injury and is no longer affected.
On a failed check, the character retains the Critical Injury effect, but still recovers one Wound. A result means the character can heal one additional Critical Injury.
Medicine Skill (Critical Injury)
Any character may also attempt to help someone recover from a Critical Injury by making a Medicine check with a difficulty equal to the severity rating of the Critical Injury.
A character may attempt one Medicine check per week, per Critical Injury.
Self Care
Characters attempting to treat their own injuries increase the difficulty of the Medicine check by .
In addition, attempting a Medicine check without the proper equipment further increases the difficulty of the check by one.
Bacta Tank (Critical Injury)
At the end of each 24-hour period, the character may attempt one Resilience check to remove one Critical Injury. The difficulty is equal to the Critical Injury's severity rating. On a successful check, the character recovers from the Critical Injury and is no longer affected.
On a failed check, the character retains the Critical Injury effect, but still recovers one Wound.