"Healing" Strain

By Zszree, in Star Wars: Edge of the Empire RPG

Beyond rolling Advantages during a Medicine check, how could my combat medic character "heal" strain on another character? Is there a "Stimpack" equivalent (e.g. Smelling Salts) that could "heal" 5 strain immediately to get our brawler back in the fight after being stunned beyond his strain threshold?

It came up the other day where he didn't have any wounds, so it made my Medicine check easy but didn't get enough Advantages to "wake him back up".

Thanks!

Z

I also have a question near this topic. How fast do you heal strain outside of combat?
I mean, yes you could heal 1 stain for every 1 advantage on every roll but besides that?

I'm wondering because our group tends not to roll so many rolls during sessions.

I know you can make a Cool/Discipline check and get back 1 strain per success outside of combat. And I believe if you have a night's rest you can get all of it back.

Beyond that, I'm not sure either.

at the end of an encounter you can recover strain equal to presence or cool, whichever is higher.

Yeah forgot about the check after an encounter.
But yeah, it's a little unclear if you are supposed to get your strain back from resting or not.

But back on your question, i dont think there is such a thing, but im not sure.

but i think strain is more of an abstract thing meant to measure minor injuries, stress, fear ,anxiety and more and i think that is not meant to just go away just like that.

But maybe a form of spice or legal medicine like "happy pills".
Say 10 credits per dose rarity 2 (it's prescribed

)

A single dose removes 3 points of strain, the next dose removes 2 point of strain the third dose removes 1
anything more than that doesn't do anything.

While under the effect of "happy pills" (effect lasts for an encounter) you need 2 advantages to regain a single strain instead of the usual 1.

/Poseur

Edited by Poseur

Beyond rolling Advantages during a Medicine check, how could my combat medic character "heal" strain on another character? Is there a "Stimpack" equivalent (e.g. Smelling Salts) that could "heal" 5 strain immediately to get our brawler back in the fight after being stunned beyond his strain threshold?

It came up the other day where he didn't have any wounds, so it made my Medicine check easy but didn't get enough Advantages to "wake him back up".

Thanks!

Z

If the character is still concious, every uncancelled advantage he rolls during combat can be used to restore 1 strain. If he's unconcious...then I'm not sure. If another player rolls a triumph during a medicine check, I guess you could use to wake someone up.

That's a pretty good idea. I like the similarity to the Stimpacks you suggested with them being less effective the more you do.

Really, this question came up because our "tank" got taken down pretty quick with "stunning" blasters. And by taken down, I mean his total strain damage exceeded his threshold making him incapacitated. My character wanted to revive him quickly, but realized I didn't have anything like a stimpack (i.e. instant +5 wounds) to get him back on his feet quickly. I could only make a medicine check which I couldn't get any net advantages on for some reason. =)

I'll toss this out to my DM about having "smelling salts" as an instant 3 point strain recovery, then 2 if I need to do it again in the same encounter. Maybe this gives the "revived" character a strain die (a black one) for the rest of the encounter or something. Hmmm ...

That's a pretty good idea. I like the similarity to the Stimpacks you suggested with them being less effective the more you do.

Really, this question came up because our "tank" got taken down pretty quick with "stunning" blasters. And by taken down, I mean his total strain damage exceeded his threshold making him incapacitated. My character wanted to revive him quickly, but realized I didn't have anything like a stimpack (i.e. instant +5 wounds) to get him back on his feet quickly. I could only make a medicine check which I couldn't get any net advantages on for some reason. =)

I'll toss this out to my DM about having "smelling salts" as an instant 3 point strain recovery, then 2 if I need to do it again in the same encounter. Maybe this gives the "revived" character a strain die (a black one) for the rest of the encounter or something. Hmmm ...

I just thought of something...i'd be happy for any feedback.

What if a player automatically regains 1 strain , after being incapacitated after a round.

For example, a character reaches his strain threshold and becomes knocked out. He misses his next turn. On the turn after that, he recovers just 1 strain and wakes up. He does not recover any more strain except on Advantages, and suffers a setback die for the rest of the encounter for being "groggy".

That way, you wouldn't have to invent a new item.

Edited by Rookhelm

Two words: Space Xanax

That's a pretty good idea. I like the similarity to the Stimpacks you suggested with them being less effective the more you do.

Really, this question came up because our "tank" got taken down pretty quick with "stunning" blasters. And by taken down, I mean his total strain damage exceeded his threshold making him incapacitated. My character wanted to revive him quickly, but realized I didn't have anything like a stimpack (i.e. instant +5 wounds) to get him back on his feet quickly. I could only make a medicine check which I couldn't get any net advantages on for some reason. =)

I'll toss this out to my DM about having "smelling salts" as an instant 3 point strain recovery, then 2 if I need to do it again in the same encounter. Maybe this gives the "revived" character a strain die (a black one) for the rest of the encounter or something. Hmmm ...

I just thought of something...i'd be happy for any feedback.

What if a player automatically regains 1 strain , after being incapacitated after a round.

For example, a character reaches his strain threshold and becomes knocked out. He misses his next turn. On the turn after that, he recovers just 1 strain and wakes up. He does not recover any more strain except on Advantages, and suffers a setback die for the rest of the encounter for being "groggy".

That way, you wouldn't have to invent a new item.

Interesting idea, maybe instead of automatically getting the 1 strain back maybe you could ask for a Resilience roll in order to gain back the 1 strain after loosing a turn? We will have to keep in mind that this would have to work for the baddies too. If you don't want to kill anyone and put the blasters on stun, a house rule like this might have some unforeseen side-effects ... interesting for sure, but unforeseen nonetheless. =)

Also relevant:

http://community.fantasyflightgames.com/index.php?/topic/86442-how-do-you-repair-system-strain-out-of-combat/

It's an area that I would not mind getting more clarification on form the devs.

Very interesting and definitely relevant! Thanks for the link, Venthrac.

I need to read over the healing / repair rules again to see if I've missed anything or if something will spawn a good idea. Creating a new item might be ok for our gaming table, but maybe not for everyone else's. I still like the stimpac-like-item-to-heal-strain item though. =)

It just seemed like something was missing the other day when it seemed so easy for our tough guy to be stunned out of fight with very little for my combat medic to do to get him back into the fight. Granted, I rolled pretty crappy like we all were doing all session, but still. Hehehehe

Thanks again for the feedback all!

Z

Two words: Space Xanax

LOL! Very nice! Maybe I should invent a holdout blaster that only shoots Space Xanax darts, so my combat medic can keep everyone from having panic attacks in a fight. Hahaha!

That's a pretty good idea. I like the similarity to the Stimpacks you suggested with them being less effective the more you do.

Really, this question came up because our "tank" got taken down pretty quick with "stunning" blasters. And by taken down, I mean his total strain damage exceeded his threshold making him incapacitated. My character wanted to revive him quickly, but realized I didn't have anything like a stimpack (i.e. instant +5 wounds) to get him back on his feet quickly. I could only make a medicine check which I couldn't get any net advantages on for some reason. =)

I'll toss this out to my DM about having "smelling salts" as an instant 3 point strain recovery, then 2 if I need to do it again in the same encounter. Maybe this gives the "revived" character a strain die (a black one) for the rest of the encounter or something. Hmmm ...

I just thought of something...i'd be happy for any feedback.

What if a player automatically regains 1 strain , after being incapacitated after a round.

For example, a character reaches his strain threshold and becomes knocked out. He misses his next turn. On the turn after that, he recovers just 1 strain and wakes up. He does not recover any more strain except on Advantages, and suffers a setback die for the rest of the encounter for being "groggy".

That way, you wouldn't have to invent a new item.

Interesting idea, maybe instead of automatically getting the 1 strain back maybe you could ask for a Resilience roll in order to gain back the 1 strain after loosing a turn? We will have to keep in mind that this would have to work for the baddies too. If you don't want to kill anyone and put the blasters on stun, a house rule like this might have some unforeseen side-effects ... interesting for sure, but unforeseen nonetheless. =)

Yes, I like that idea better. Make them work for it ;)

Beyond rolling Advantages during a Medicine check, how could my combat medic character "heal" strain on another character? Is there a "Stimpack" equivalent (e.g. Smelling Salts) that could "heal" 5 strain immediately to get our brawler back in the fight after being stunned beyond his strain threshold?

It came up the other day where he didn't have any wounds, so it made my Medicine check easy but didn't get enough Advantages to "wake him back up".

Thanks!

Z

I allow stimpacks to heal both wounds and strain. I think of a Stimpacks serum as a combination of a healing agent (for wounds) and a shot of addrenaline (for strain) all rolled into one shot.

For droid repairs, i do the same with the logic that all emergency repair patches are pre-coated in a oil bath so that it iis slightly pleasing to the droids CPU when applied. This allows the droid to heal the same level of strain as wound levels when applied.

I allow stimpacks to heal both wounds and strain. I think of a Stimpacks serum as a combination of a healing agent (for wounds) and a shot of addrenaline (for strain) all rolled into one shot.

For droid repairs, i do the same with the logic that all emergency repair patches are pre-coated in a oil bath so that it iis slightly pleasing to the droids CPU when applied. This allows the droid to heal the same level of strain as wound levels when applied.

While I think there's some logic to that, I think allowing those items to heal both wounds and strain kind of breaks the 'economy' of the game insofar as Strain being a resource.

Wounds are a lot harder to heal, and take a lot longer. Strain already recovers at the end of each encounter, and recovers very quickly with rest--which is because PCs are supposed to use it a fair bit to add to their potential ability to act.

I think that having stimpacks heal Strain as well really diminishes how important Strain even is--it's going to make recovering from it effectively a non-issue, which in turn also means that Advantage is rarely going to spent on recovering it, either, changing the dynamic of encounters a fair bit.

A good night sleep?