SW Healing

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Wounds

  • Characters whose Wounds equal or exceed their Wound Threshold are Incapacitated.
  • Wounds recover at a rate of 1 wound per full night's rest.
  • First Aid: Someone with the Medicine skill may administer First Aid and quickly heal additional Wounds. A character may be the target of only one First Aid attempt during the encounter.
  • Stimpack: Being treated with a stimpack automatically heals 5 wounds. Additional stimpacks heal 1 wound less per application, cumulative. This diminishing returns resets itself 24 hours after the character received their first stimpack application.
  • Bacta Tank: Immersion in a bacta tank recovers wounds at the rate of 1 per two hours, or 1 per six hours if Incapacitated.

Strain

  • At the end of an encounter where Strain was spent, a character may recover strain: make a Cool or Discipline check, no Difficulty. Each success recovers 1 Strain.
  • All Strain is recovered after a night's rest.
  • Jedi and other Force traditions often have meditative techniques that can heal Strain as well.

Critical Hits

  • One week after receiving a Critical Injury, a character may make a Resilience check (Difficulty equal to rating of Crit) to heal the injury. Success heals the Crit; failure instead heals 1 Wound; Triumph-result.png heals a second Critical Injury. This check may be made once per week.
  • First Aid: Someone with the Medicine skill may administer First Aid and quickly heal a Critical Injury taken during that encounter. A character may be the target of only one First Aid attempt during the encounter.
  • Bacta Tank: Immersion in a bacta tank allows a Resilience check once per 24 hours to heal a Critical Injury, instead of once per week.

Droids

  • Droids recover Wounds and Strain as normal.
  • Droids can receive First Aid from someone with Mechanics.
  • Droids cannot benefit from Stimpacks, but they can benefit from Emergency Repair Patches.
  • Droids cannot benefit from Bacta Tanks, which heal them of 1 wound per hour. They have no effect on Critical Injuries.

First Aid

  • Only one instance of First Aid can be administered to any given character during an encounter.
FIRST AID (Wounds)
INTELLECT (MEDICINE)
A check made during an encounter to heal injuries.
Requires: Medical kit or other tools for managing damage.
Difficulty: Current wounds equal half or less of wound threshold: Difficulty-die.png
Current wounds equal more than half of wound threshold: Difficulty-die.pngDifficulty-die.png
Current wounds exceed wound threshold: Difficulty-die.pngDifficulty-die.pngDifficulty-die.png
Modifiers: Improper Tools: Setback-die.png to Setback-die.pngSetback-die.png • No Tools: Setback-die.pngSetback-die.pngSetback-die.png
Result Option
Success-result.png
Stitched Up. Each success heals one Wound.
Advantage-result.png
Pain Relief. Each success heals one Strain.
Triumph-result.png
Spotted a Problem. Each Triumph heals one Critical Injury.
Threat-result.png
Bite On This. Each threat inflicts one Strain.
Delicate Work. Each threat increases the amount of time treating the injury takes by one round.
Despair-result.png
Malpractice. The medical procedure inflicts an additional Critical Injury!



FIRST AID (Critical Hits)
INTELLECT (MEDICINE)
A check made during an encounter to heal injuries.
Requires: Medical kit or other tools for managing damage.
Difficulty: Critical Hit Rating
Modifiers: Improper Tools: Setback-die.png to Setback-die.pngSetback-die.png • No Tools: Setback-die.pngSetback-die.pngSetback-die.png
Result Option
Success-result.png
Patched Up. Critical Injury is healed.
Advantage-result.png
Pain Relief. Each success heals one Strain.
Triumph-result.png
Quick Recovery. Each Triumph heals two Wounds.
Threat-result.png
Bite On This. Each threat inflicts one Strain.
Delicate Work. Each threat increases the amount of time treating the injury takes by one round.
Despair-result.png
Malpractice. The medical procedure inflicts an additional Critical Injury!