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srva:healing_cheat_sheet

Healing Damage

First Aid (p205, SR5)

Using First Aid to heal damage

Requires a Medkit (even if you don't have the supplies for it).

MUST be performed within 1 hour of when the damage can be taken.

CANNOT be performed after the Heal spell was used. However, the Heal spell CAN be used after first aid has been performed.

The maximum damage that can be healed is equal to the character's skill rating.

First Aid may only be applied once on a character for a particular set of wounds.

Roll a First Aid + Logic [Mental] (2) test, applying appropriate modifiers from the Healing Modifiers Table:

Healing Modifiers Table
Situation Modifier
Good Conditions (Sterilized Medical Facility) +0
Average Conditions (indoors) -1
Poor Conditions (street or wilderness) -2
Bad Conditions (combat, bad weather, swamp) -3
Terrible Conditions (fire, severe storm) -4
No Medical Supplies -3
Improvised Medical Supplies -1
Wireless Medkit/Autodoc +Rating
Applying Medical Care Remotely through Medkit/Autodoc -2
Assistance As Teamwork Test (p49, SR5)
Uncooperative Patient -2
Patient is Awakened/Emerged -2
Patient has implants -1 per every 2 FULL points of lost essence

If a character is trying to perform first aid on himself, he also takes the appropriate wound modifiers.

Each net hit over the threshold removes 1 box of damage; divide the net effect in half (rounded up) if the victim being treated is wearing any kind of full body armor. A critical glitch on the test increases the damage by 1d3 boxes of the damage type attempting to be healed.

Using First Aid in Combat

This is a complex action, and takes a number of turns equal to the number of boxes the character is healing. That means the character must spend one complex action per COMBAT TURN providing care, but can do whatever they want with any remaining actions they have on the action phases they have in the combat turn.

Healing Spells

Casting a health spell on a low essence character incurs a penalty on the spellcasting roll equal to the target's actual essence - their maximum essence.

Each hit on the spellcasting test heals one box of physical damage. Sorcery CANNOT heal damage resulting from magical drain.

Recovery

Healing is an extended test. Characters can use a medkit or autodrone to aid in this test, adding its rating as a positive modifier to the roll.

Stun Damage

Roll a Body + Willpower (1 hour) extended test. The character must rest the ENTIRE hour for it to count. Each hit on the roll heals one box of stun damage.

Physical Damage

Roll a Body x 2 (1 day) extended test. The character must rest the ENTIRE day for it to count. Each hit on the roll heals one box of physical damage. Physical damage cannot be healed through rest if the character has any stun damage. The stun damage MUST be healed first.

Glitches on the Healing Test

A glitch on the healing test DOUBLES the resting time, though the damage is still healed). A critical glitch increases the damage by 1d3 in addition to doubling the resting time.

Medicine

Medicine speeds up the healing process. The character makes a Medicine + Logic [Mental] test. If a character is doing it on themselves, apply any applicable wound modifiers. Each hit provides +1 die to any subsequent healing test the target makes for healing through rest, so long as the character tending to the injured character spends some time tending to the wounded character. For physical injuries, this requires 30 minutes per day tending to the character. For mental injuries, this requires 10 minutes per hour.

Medicine can only be applied once to each set of wounds, but can be performed after both healing and first aid have been applied. Medicine CANNOT be applied in a combat situation.

Using Medkits and Autodocs

To use a medkit/autodoc in combat, the character must spend a complex action to apply the medkit or autodoc. After the medkit or autodoc is in place, the character receives a dice pool modifier equal to the medkit's rating (but only if its being used wirelessly) or the autodoc's First Aid or Medicine autosoft when treating a character. If they are untrained, they can still make an untrained First Aid test using their Intuition attribute minus 1 plus the device's rating in place of the First Aid skill.

If a wireless medkit is hooked up to a patient and left unattended, simply role the device's rating x2 for subsequent tests.

Medkits and autodocs can be controlled and accessed remotely via the matrix/wireless link.

Physical Damage Overflow

Characters who exceed their physical condition monitor and enter into overflow damage will be permanently killed if they over (Body) points of overflow damage.

Stabilization

If a character is in physical damage overflow, they take an additional box of damage every (body) minutes from blood loss, shock, and the like. To stabilize the character make a First Aid + Logic [Mental] (3) test or a Medicine + Logic [Mental] (3) test, any situational modifiers apply. Medkits and autodocs can also be used to stabilize characters. If successful, the patient stabilizes and no longer takes damage. If stabilization fails, the patient continues to take damage. Additional stabilization tests can be made after the first, but at a cumulative -2 modifier per test.

The Stabilize spell can be used to stabilize a patient, but Heal cannot. After a patient has been stabilized, first aid, medicine and magical healing can be applied as normal.

srva/healing_cheat_sheet.txt · Last modified: 2014/04/24 01:36 by geebs