Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Healing

    Combat in SWURPG can be brutal — but survival often hinges on how quickly heroes recover. Healing represents restoring vitality after wounds, exhaustion, and critical injuries. This page explains how healing works, how to use Medpacs, and how to apply the Treat Injury skill for better recovery.

    Healing Basics

    Characters regain hit points in three main ways:

    Using Medpacs

    Medpacs are essential healing tools, available in five tiers. Each higher level improves the healing dice and adds medical effects against toxins and diseases. The rarity of Toxins and Diseases is at GM discretion.

    Medpac IHeals 1d6 HP | 50 cr | No special effect
    Medpac IIHeals 2d6 HP | 150 cr | Cures basic toxins/diseases
    Medpac IIIHeals 3d6 HP | 350 cr | Cures rare toxins/diseases
    Medpac IVHeals 4d6 HP | 800 cr | Cures very rare toxins/diseases
    Medpac VHeals 5d6 HP | 1750 cr | Cures almost any toxins/diseases

    Using a Medpac requires a standard action (or a bonus action if you are trained in Treat Injury or have Medic Training traits).

    Treat Injury Skill

    Treat Injury is crucial for maximizing healing from Medpacs. The better your skill, the greater the recovery you provide:

    Treat Injury Check Results:
    • Result < 10: Heal only the base (Xd6)
    • 10–14: Heal Xd6 + Wisdom modifier
    • 15–19: Heal Xd6 + Wisdom modifier + Proficiency Bonus
    • 20+: Heal Xd6 + Wisdom modifier + (Proficiency Bonus × 2)
    • Natural 20: Heal 2 × (Xd6 + Wisdom modifier + Proficiency Bonus)

    A skilled healer can massively improve recovery outcomes, turning a simple Medpac into a battlefield lifesaver!

    Recovering with Long Rest

    After a Long Rest (at least 6 hours), characters automatically regain all hit points and recover from most non-magical conditions like exhaustion. Certain force powers, tech devices, or med treatments can speed up recovery during Short Rests too, depending on the campaign.

    Recovering with Short Rest

    Characters recover hit points quickly during a Short Rest (at least 1 uninterrupted hour of downtime).

    Short Rest Healing:
    Character Level + Constitution Modifier + Proficiency Bonus

    Short Rest Limit:
    A character can take up to three Short Rests between each Long Rest.
    Plan your rests wisely — heroes who overextend without full recovery risk facing their greatest challenges wounded and exhausted!

    Second Wind

    Second Wind represents a sudden burst of resilience and determination, allowing heroes to push beyond their limits when needed most.

    Second Wind:
    Regain HP = 1d10 + Character Level
    Can be used once per Long Rest as a Bonus Cction unless enhanced by traits.

    Second Wind allows characters to recover mid-battle, often turning the tide in desperate moments. Some classes or abilities may grant additional uses or upgrades to Second Wind over time.

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