Medpacs
Five tiers of medpac and the Treat Injury formula ladder. Higher tiers heal more dice, cost more credits, and unlock cures for rarer afflictions. The actual HP restored on a Treat Injury check depends on your roll.
Medpac Tiers
| Name | Tier | Healing Dice | Cost | Cures up to rarity |
|---|---|---|---|---|
| Medpac I | 1 | 1d6 | 50 cr | — |
| Medpac II | 2 | 2d6 | 150 cr | basic |
| Medpac III | 3 | 3d6 | 350 cr | rare |
| Medpac IV | 4 | 4d6 | 700 cr | very rare |
| Medpac V | 5 | 5d6 | 1,500 cr | any |
Treat Injury — Healing Formula by Roll Result
When you use a medpac on a target, roll a Treat Injury (Wisdom) check — the result determines how much HP the medpac restores. Better rolls add your WIS modifier and Proficiency Bonus on top of the medpac dice; a natural 20 doubles the total healing.
| Roll Result | HP Restored |
|---|---|
| <10 | No healing |
| 10-14 | Medpac dice + WIS |
| 15-19 | Medpac dice + WIS + PB |
| 20+ | Medpac dice + WIS + (2 × PB) |
| Natural 20 | (Medpac dice + WIS + PB) × 2 |
A Lv 5 Doctor (WIS +3, PB +3) uses a Medpac III (3d6 healing dice) on a wounded ally. She rolls a 17 on the Treat Injury check (15–19 tier): healing = 3d6 + 3 (WIS) + 3 (PB). Roll the dice → 11 + 6 = 17 HP restored. With a natural 20 the formula would have been (3d6 + 3 + 3) × 2 — potentially 30+ HP from a single application.