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.
Characters regain hit points in three main ways:
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.
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 is crucial for maximizing healing from Medpacs. The better your skill, the greater the recovery you provide:
A skilled healer can massively improve recovery outcomes, turning a simple Medpac into a battlefield lifesaver!
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.
Characters recover hit points quickly during a Short Rest (at least 1 uninterrupted hour of downtime).
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 represents a sudden burst of resilience and determination, allowing heroes to push beyond their limits when needed most.
Regain HP = 1d10 + Character Level
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.
Medpacs are technological healing kits that restore hit points and treat conditions. They range from Medpac I to V, with stronger ones curing toxins and diseases.
Treat Injury enhances healing with Medpacs. The higher the check result, the more HP are restored, potentially doubling healing on a natural 20.
A Short Rest recovers some HP based on level, Constitution, and proficiency. A Long Rest fully restores HP and clears most conditions.
Second Wind can be used once per Long Rest to heal 1d10 + character level HP. Some traits may allow more frequent use.
Yes. Medpacs and Second Wind can be used during combat, and Treat Injury can enhance healing if used effectively with the right training.