Characters commonly heal through: natural healing medpacs bacta tanks (rejuvenation tanks)
Natural healing is slower and riskier than bacta. Character must rest the required time, then roll full Strength and consult the table for their current Wound Level. If the character works/exerts/adventures while healing: −1D to Strength for the healing roll. If the character "takes it easy" for twice the necessary time: +1D to the healing roll.
| Strength Roll | Result |
|---|---|
| 2–4 | Worsens to wounded twice |
| 5–6 | Remains wounded |
| 7+ | Fully healed |
| Strength Roll | Result |
|---|---|
| 2–4 | Worsens to incapacitated |
| 5–6 | Remains wounded twice |
| 7+ | Improves to wounded |
| Strength Roll | Result |
|---|---|
| 2–6 | Worsens to mortally wounded |
| 7–8 | Remains incapacitated |
| 9+ | Improves to wounded twice |
| Strength Roll | Result |
|---|---|
| 2–6 | Dies |
| 7–8 | Remains mortally wounded |
| 9+ | Improves to incapacitated |
Example: Thannik is incapacitated, rests 2 weeks, rolls 10 → improves to wounded twice. He must rest 3 more days and roll again to improve to wounded.
A standard medpac contains medicines, syntheflesh, coagulants, boosters, adrenaline drugs, and diagnostic hardware. Using a medpac requires a first aid (or Technical) roll.
| Degree of Injury | Difficulty |
|---|---|
| Stunned / unconscious | Very Easy |
| Wounded / wounded twice | Easy |
| Incapacitated | Moderate |
| Mortally wounded | Difficult |
On success: patient heals one level (stunned/wounded → fully healed; unconscious → revived; wounded twice → wounded; incapacitated → wounded twice; mortally wounded → incapacitated). On failure: condition unchanged. If you miss by 10+: no more medpacs can be used on that patient for 24 hours. Multiple medpacs in the same day increase difficulty one level per additional use. Using a medpac on yourself: −1D penalty (in addition to injury penalties).
Bacta promotes rapid healing and disinfects. Using a bacta tank requires (A) medicine. Using the tank: Very Easy (A) medicine roll, regardless of wound level. If successful, healing will occur—time depends on severity.
Without (A) medicine: must make a Heroic first aid or Technical roll. Failure worsens injury two levels (or kills incapacitated/mortally wounded patients).
| Character is… | Treatment Time |
|---|---|
| Wounded | 1D hours |
| Incapacitated | 4D hours |
| Mortally wounded | 1D days |
Surgery is required if the injury demands it (internal bleeding, mangled appendage, severe burns) and/or there's no bacta access. Requirements: Surgeon has (A) medicine
Surgery kit + medical facility Successful (A) medicine roll: fully heals Base difficulty: Easy, modified by complexity/conditions Field surgery increases difficulty significantly Healing time: Wounded: 1D days Incapacitated: 3D days Mortally wounded: 6D days Failure worsens injury two levels.
Medicines vary widely and may: add bonuses to first aid or (A) medicine speed healing treat specific injuries/diseases only
Mixing a poison intended to kill a member of the same species requires: Easy alien species roll, and Moderate first aid roll (or Very Easy (A) medicine roll) If successful: ingested poison that does 10 + 1D6 damage in 1D6 minutes. If either roll fails: poison is ineffective. (Then follow the remaining poison rules and charts as written for onset/effectiveness, administering methods, resistance, and antidotes.)
Source: REUP