Rests, Medpacs, and Healing
Combat in SWURPG is fast and lethal. Knowing how and when to recover is a survival skill — for both players and GMs. This page covers the three healing systems characters lean on: rests (which restore HP and class features over time), medpacs (which heal mid-encounter), and the Treat Injury skill (which extends what a medpac can do).
Short Rest
A Short Rest is at least 1 hour of uninterrupted downtime. It's the breather a party takes between encounters — patching wounds, eating ration bars, swapping ammo packs.
HP Regained = Character Level + Constitution Modifier + Proficiency Bonus
A character may take up to 3 Short Rests before requiring a Long Rest.
Long Rest
A Long Rest is at least 6 hours of safe sleep or genuine recuperation.
Benefits:
- Full HP restored.
- All Force Points restored.
- All per-Long-Rest class features and traits recharge (Second Wind, signature class abilities, etc.).
- Conditions may recover at GM discretion (most non-permanent conditions clear; permanent ones don't).
A Long Rest is the "we slept at the safehouse" beat in your story. Most campaigns assume the party gets one Long Rest per in-game day when conditions allow.
Medpacs
Medpacs are tiered medical kits. Using one is an Action (some class traits let you use them as a Bonus Action instead).
| Tier | Healing | Cost | Cures |
|---|---|---|---|
| I | 1d6 HP | 50 cr | — |
| II | 2d6 HP | 150 cr | Basic toxins and diseases. |
| III | 3d6 HP | 350 cr | Rare toxins and diseases. |
| IV | 4d6 HP | 700 cr | Very rare toxins and diseases. |
| V | 5d6 HP | 1,500 cr | Any toxins and diseases. |
Medpacs are single-use. Carry several — you'll need them.
Full medpac stat data is also exposed at /equipment/medpacs for in-builder reference.
Treat Injury with a Medpac
A character who applies their Treat Injury skill alongside a medpac heals more than the base medpac amount. Roll a Treat Injury check (Wisdom-based) to see how much:
| Treat Injury Result | HP Restored |
|---|---|
| Below 10 | Medpac base amount only. |
| 10–14 | Base + Wisdom modifier. |
| 15–19 | Base + Wisdom modifier + Proficiency Bonus. |
| 20+ | Base + Wisdom modifier + (Proficiency Bonus × 2). |
| Natural 20 | 2 × (Base + Wisdom modifier + Proficiency Bonus). |
Stabilization without a medpac: A successful DC 25 Treat Injury check stabilizes a dying creature without using a medpac at all. The creature stops making death saves but doesn't regain HP.
Second Wind
Some classes (Soldier, Vanguard) and the Toughness ASI Alternative Trait grant the Second Wind feature.
HP Regained = 1d10 + Character Level
Usage: Once per Long Rest, as a Bonus Action. Second Wind is the iconic "I'm not done yet" combat heal — when your tank drops below half HP and pulls themselves back into the fight without burning a medpac.
When to spend what
A practical decision flow for newer players:
- Out of combat, low pressure → take a Short Rest. Free HP, no resources spent.
- Mid-combat, you're hurt → use a medpac (Action) or Second Wind (Bonus Action) if you have it.
- Mid-combat, an ally is at 0 HP → medpac on them, or Treat Injury check to stabilize without one.
- End of a session / safe sleep → Long Rest. Full HP, full FP, all features back.
The party's medpac stockpile is usually the dividing line between "we can keep going" and "we have to retreat to the ship."