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Healing

Healing can be accomplished in various ways, such as through rest and recovery, applying natural remedies to aid in recovery, the use of advanced medical technology or even weaving.

Rest & Recovery

Wounds

Actions: N/A Recovery Rate: 1 Wound per day

Rest and recovery is the most basic form of healing available to a character. Unless there are ongoing conditions causing additional Wounds (such as Bleeding) or factors that prevent recovery (such as Poisoning), a character can recover 1 Wound per day. A full day of rest implies no strenuous activities, no conflicts, and contrary to what we see in movies, no lovemaking.

Strain

Actions: N/A Reocver Rate: 1 per Hour

Natural Remedies

Actions: N/A Recovery Rate: +1 Wounds per day

Medicine Skill Check (Survival for Outlander with Ranger Tradecraft) +1 additional Wound on a successful skill check (in addition to rest & recovery rate). On a Critical Success, a character recovers +1 additional Wound per Critical, Criticals are limited to the level of the natural remedies used.

In the absence of advanced medical equipment and supplies, natural remedies can provide a valuable alternative to aid a character's recovery. Various plants and some fauna possess medicinal properties that can assist in treating injuries and illnesses. These may have anti-inflammatory properties to alleviate swelling and pain, or antimicrobial and antiseptic properties to prevent infection in wounds. During this period of healing, a character must avoid strenuous activities and conflicts, but light lovemaking is permissible.

Note: See Survival skill for gathering of natural remedies.

Medical Technology For swift and efficient healing, modern medical technology is unrivalled. A variety of tools and treatments are available, ranging from Injectable Nanomedicine (colloquially known as "Bot Shots") filled with short-lived healing nanobots, to comprehensive Medical Field Kits (MFKs), and even advanced Organic Repair Bays (ORBs).

These methods offer accelerated recovery rates, often making a significant difference within minutes to a few hours. The specific action required and recovery rate depend on the equipment or treatment used.

Injectables (Bot Shot)

Actions: Full then Passive

Recover Rate: 1 Wound per Turn

Bot Shots deliver rapid, life-saving technology straight into the bloodstream, injecting millions of nanobots that immediately set to work on damaged flesh or cybernetic systems.

  • Healing Process: At the beginning of the character’s next turn (after the Bot Shot is applied), they recover 1 Wound each turn for a number of turns equal to the injectable’s level.

  • Strain Cost: This intense healing inflicts 1 Strain on the character, representing the shock of forcing the body through aggressive regeneration. The Strain itself can only be healed or recovered after the Bot Shot’s effect is complete.

  • Usage Limit: A maximum of four injectables may be administered to a character during a single conflict.

Robot Medical Kit (RMK)

Actions: Full Recover Rate: 1 Wound per Minute, * Special

The Robot Medical Kit’s (RMK) are remarkably compact for their capabilities. Each kit is stocked with tens of millions of nanobots, portable bio scanners, and a variety of pharmaceuticals sufficient to treat four or more patients.

When deployed on a patient in autonomous mode, the RMK uses its own programmed Medicine Skill level (determined by its level) to diagnose and initiate treatment. However, if the RMK is operated by a character who possesses the Medicine Skill, the kit's diagnostic and treatment capabilities are enhanced by the operator's own skill level instead. This allows for a more personalised and rapid treatment, depending on the skill of the operator.

Automated RMK:

  • Heals 4 Wounds without rolling; +1 Wound per level of RMK
  • Rate is 30 minutes per Injury
  • Conditions and Minor Injuries count as one Wound
  • Major Injuries count as 4 Wounds
  • Can reattach appendages/limbs

Operator Medicine skill Check:

  • Target number is 4 +1 per Wound the character is suffering
  • 1 additional Wound is healed for a successful skill check
  • 1 additional Wound is healed for each Critical Success. (Not limited by RMK level)
  • For each Critical Success

Once the character providing treatment has performed their initial Medicine skill check and set the Robot Medical Kit (RMK) on its treatment path, their physical presence is no longer required. They are free to move on to the next patient, allowing the nanobots to continue their autonomous healing process.