Haunted City Healing

By Dragonshadow, in Genesys

How are folks who are running Haunted City with the pre-gen characters handling healing? There’s an alchemist in the party with medical skills and a paladin with a once per encounter divine spell ability, but it doesn’t look like the characters are packing healing potions. It seems that, especially if optional encounters are thrown in that the party is going to take some hard hits.

I’m torn between treating the space between structured encounters as a single encounter, so Alys could heal once during that time, or just saying outside combat she can make multiple checks. Perhaps once per hour? Or, I might just say she has “normal” divine casting do we can actually put spellcasting through its paces.

As far as the alchemist goes, I don’t feel like we have much to go on for crafting rules yet beyond one preview chart, so do I treat an alchemy check as the character comes up with a potion out of her backpack?

Edited by Dragonshadow

I was going to just delete this post but it seems I can’t. So, I’m answering my own question—single average difficulty check between combats per injured character if performed by a magical healer. Success heals two wounds per unconcancelled success and one wound can be healed per advantage even if the check fails. Crits should be dealt with separately.

The roll isn’t just to heal, it’s a roll to represent (summarize) collective healing activity. One check only per recipient. I wanted to avoid endless rolls between fights.

I haven't read the adventure, so I apologize if none of my further ideas work within the story.

You could:

  • just give them each 2 or 3 healing potions
  • have NPCs give them potions as a reward for services
  • let the PCs find potions during the course of the adventure
  • Have the alchemist make a Simple (–) Alchemy skill check before the encounter to see how many potions they have made before the adventure. One success equals one potion

And don't forget that each character can benefit from the Medicine skill once per encounter to recover wounds and strain.

Good call about the medical skill. I did indeed forget about that one.

I like the ideas you mentioned. Healing potions should be as common as Star Wars stimpaks in a world where such things can be readily (and cheaply) made, so yeah, they'll have a few to distribute.

I think what bugged me was none of this is obvious in the adventure. We have an adventure writeup, with stats on NPC's, etc. And we have detailed character records with cargo lists and no mention of something as basic as healing potions. Only one character has Medical training and only one character has Divine skill, but the Templar talent calls out that Divine skill specifically as being usable only once per scene. And only one character has alchemy training, but that's even less defined, and from the urgency of pursuit in the adventure, I'm not sure brewing potions is feasible. I guess there's one or two nights they could do so while resting depending on how the adventure plays out.

The rulebook indicates that between structured scenes, there's not necessarily a need to roll dice for standard activities such as a healer performing healing. But again, if the Templar talent specifically limits the PC Alys from using her Divine casting skill more than once, it seems like a little more guidance would be useful regarding what she can do between structured scenes.