Healing

Healing

Characters commonly heal through: natural healing medpacs bacta tanks (rejuvenation tanks)

Natural Healing

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.

Wounded (rest 3 days)

Strength RollResult
2–4Worsens to wounded twice
5–6Remains wounded
7+Fully healed

Wounded Twice (rest 3 days)

Strength RollResult
2–4Worsens to incapacitated
5–6Remains wounded twice
7+Improves to wounded

Incapacitated (rest 2 weeks)

Strength RollResult
2–6Worsens to mortally wounded
7–8Remains incapacitated
9+Improves to wounded twice

Mortally Wounded (rest 1 month / 35 days)

Strength RollResult
2–6Dies
7–8Remains 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.

Medpacs

A standard medpac contains medicines, syntheflesh, coagulants, boosters, adrenaline drugs, and diagnostic hardware. Using a medpac requires a first aid (or Technical) roll.

Difficulty by Injury Level

Degree of InjuryDifficulty
Stunned / unconsciousVery Easy
Wounded / wounded twiceEasy
IncapacitatedModerate
Mortally woundedDifficult

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 Tanks

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).

Treatment Time

Character is…Treatment Time
Wounded1D hours
Incapacitated4D hours
Mortally wounded1D days

Surgery

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

Medicines vary widely and may: add bonuses to first aid or (A) medicine speed healing treat specific injuries/diseases only

Poison (Optional)

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

Back to combat