The
Medicine and
Survival skills are the most useful skills for healing. Rules as written, healing of any kind can only be done in combat or as a form of long term recovery.
HEALING ACTIONS IN COMBAT
- TAKE CHEM - The minor action allows you to administer a currently held chem to yourself, or to a willing creature within your reach.
- FIRST AID - Attempt an INT + Medicine test with a difficulty equal to the number of injuries the patient has, increasing the difficulty by +1 if you are trying to perform first aid on yourself. If successful, you can do one of the following: Stabilize the Dying, Regain Health, or Treat an Injury.
LONG TERM RECOVERY
- REST - If you can sleep for at least six hours, you regain all lost HP. If you can sleep for at least eight hours with safety, you are Well Rested and your max HP is increased by +2 until you rest again. You may attempt to heal injuries during this time with an END + Survival test. The difficulty depends on how active you where the preceding day plus each injury that has not been treated. You may only rest once in any 24-hour period.
ACTIVITY |
DIFFICULTY |
Restful (No strenuous activity) |
1 |
Light (Small travel or similar) |
2 |
Moderate (Travel, but no combat) |
3 |
Heavy (Travel and combat) |
4 |
- FOOD & DRINK - Food and drink restores the HP listed in their description (see p.149). There is a typo here. Food cannot be consumed during combat, but drinks can.
- MEDICAL ATTENTION - A single character can provide medical attention for a number of patients equal to their Medicine rating. Injuries are assisted with INT + Medicine, while poisons and disease are assisted by reducing the difficulty of the test by 1 if they spent the day resting.
STIMPAKS
Stimpaks are useful medical technology. You can use stimpaks and similar forms of medication in one of two ways.
- While taking the TAKE CHEM minor action, you may use a stimpak. If you do, the patient regains 4 HP immediately or treats one injury. If the patient was dying, they are stabilized immediately.
- While taking the FIRST AID major action, you may use a stimpak. If you do, the patient regains 4 HP immediately in addition to any other effects. Spending AP to heal is also twice as effective: 2 HP per AP spent.
Robots cannot be healed by stimpaks. You must use robot repair kits for the same benefits.
HEALING ROBOTS
Robots and other machines do not heal from injuries naturally. They require maintenance to be restored.
The FIRST AID major action on a robot, power armor, vehicle, or similar requires an INT + Repair test with a difficulty of 2. The difficulty increases by +1 for each injury the machine has suffered. Passing the test restores HP equal to your Repair skill rating, treats an injury, or stabilizes the dying machine. Machines cannot use chems.
Additionally, machines cannot heal through eating, drinking, rest, or medical attention. Outside of combat, an hour's work restores HP equal to twice the repairer's Repair skill rating.
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