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Healing & Repair

Actors that have received damage can recover HP through healing or repair. Which approach is applicable depends on the nature of the actor. Typically, healing applies to biologicals, while constructs are repaired. For simplicity, both approaches in these rules will be referred to in terms of healing biological actors. Check individual capability descriptions for details on which actor types are applicable.

The actor performing the healing will be referred to as the healer, and the actor receiving healing will be referred to as the patient. In some cases, these may be the same actor.

Broadly, there are two types of treatment for an actor that has been injured: stabilization and healing. Both approaches utilize consumable material components and have different advantages and disadvantages.

Stabilizing

Stabilizing is the act of preventing death and providing immediate and short-term treatment for injuries. This may be referred to as first aid, field medicine, or (for constructs) jury-rigging repairs. The amount of healing possible by stabilizing is limited, but it has the advantage of being able to be done in brief moments during Fast Action, when more effective medical approaches would require too much time.

To stabilize an injured patient, the healer uses consumable healing supplies along with a skill which allows for stabilization of the given type of actor. On a successful test of that skill, the patient recovers 1HP per success margin up to the number of consumable supplies used. An amount of supplies equal to the number of #AD spent is consumed in the process.

Skill + #AD → 2S 1HP/SM

If the patient is Moribund, on successful stabilization the condition is ended and the patient becomes merely unconscious.

 

Phon and Jee are engaged with a group of brigands. Phon has taken some hits and is down 8HP. Jee holds off the last two, giving Phon a chance to fall back where the third member of the party, Aleth, has been supporting them with her bow. Phon makes it to Aleth on his turn, and on Aleth’s turn she drops her bow and uses 3AD + 2 dice from her First Aid skill + 2 SMR for a pool of 7d6. She rolls four successes 6 5 5 5 4 3 3 for a success margin of 3. Her field kit has 5 points of medical supplies (bandages and poultices), so she is able to heal Phon for 3HP. He’s still injured, but ready to get back in the fight.

Healing

Healing involves the recovery of substantial HP, potentially up to the actor’s maximum health points. Healing requires investment of time and supplies, and is not typically done during Fast Action.

While not required, use of tools and facilities (Tools) improve the healer’s chances of significant success. On success, the patient recovers HP in the amount of the skill’s allocated dice per success margin. While the patient is still injured and while consumable supplies are still available, the test is continuable with a continuation roll each day. The patient continues to recover HP based on the success margin for each continuation, using the same formula as the original test.

For the initial test and for each continuation, a number of supplies equal to the #AD spent is consumed.

Skill + Tools + #AD → 3S 2C [Allocated Dice]HP/SM

Healing can also end specific status conditions on affected actors. A patient with the Sickened, Stunned, or Moribund condition who receives healing also has these conditions removed.

If more than one patient is present during the interval for healing, resulting HP recovery may be divided between the patients.

With the brigands defeated, the party returns to the nearby village to claim the bounty and get Phon some medical care. The village healer takes him into their shop and prepares to heal his wounds.

 

The healer has 3 dice allocated to their Medicine skill. Their shop also counts as a 4 OL facility. Adding in their 5AD, they have a dice pool of 12d6. They spend one day and roll 6 6 6 5 5 5 4 4 3 2 2 1. With a success margin of 4 and 3 dice allocated to Medicine, they heal Phon for 4 × 3 = 12HP—more than enough to bring him up to full health—and the healing consumes 5 units of medical supplies.

The only question now is if the bounty the party earned is enough to pay for the healer’s services…

Tools & Consumables

Healing and repair skills make use of consumable supplies and reusable tools and facilities. Specific items, facilities, or services for appropriate TEC levels will be listed in the items lists in these rules or in expansions.

Tools are listed with an Operational Level (OL). The OL represents the number of dice which the tool contributes to the dice pool when used in a healing test. The following table lists the operational levels and examples of such tools:

Healing Tool Examples by Operational Level (OL)

Tool OL Healing Tools/Facilities Repair Tools/Facilities
1 Doctor’s bag Toolbox
2 Paramedic’s equipment Tool cart
3 Ambulance Machinist’s tools
4 Medical clinic Workshop
5 Hospital Repair bay