As implied by the name, this is probably the first aid you should apply because it has the narrowest window.
After the end of a combat encounter in which a character was injured, they have 1 minute (20 combat rounds if another fight kicks off) to receive First Aid. To apply First Aid, a character needs the right tools for the job, in this case a first aid kit. Any test made without a kit suffers a –2 Dice Pool Modifier, and no Edge can be spent on the test.
Make a Biotech + Logic test against a threshold equal to (5 – target’s Essence). If the target is 100%percent natural, the healer actually gets an automatic hit added to what they roll. This represents the difficulty of repairing someone who has metal parts as well as those with organs not normally found in average people.
Hits above the necessary threshold heal the subject, with overflow damage always healing first at a rate of 1 box per 2 hits. After Overflow, hits can heal 1 box of Stun (not including Drain) or Physical per hit. Drain cannot be healed with First Aid.
A character can receive First Aid only once for any single set of injuries.
Medkits are more detailed than basic First Aid. The patient must be connected to medkit monitors and diagnosed, after which they receive injections and IVs. After the end of a combat encounter in which a character is injured, they have 1 hour to be connected to a medkit or get medical attention from a trained professional with a medkit. If they wait beyond this period, a medkit will not help them.
It takes one minute to hook up the patient, get the medkit to spit out a diagnosis, and begin treatment. The healing process takes one minute per box healed (so, if the process is interrupted, you know how many boxes were patched up). Each time a medkit is used, it consumes one batch of supplies. Treatment cannot be attempted if no medkit supplies remain.
Make a Biotech + Logic test or a medkit rating + Logic test against a threshold of 5 – target’s Essence. If the target is one-hundred-percent natural, the healer gets an automatic hit added to their roll. Like First Aid, this fixes biological material, not machinery. Hits above the necessary threshold can be used to heal one box of Stun, Physical, or Overflow Damage per hit, but not damage from drain.
There is a limit to receiving a medkit treatment. A character can only benefit from a medkit once for any single set of injuries.
Heavily augmented body has numerous biomedical ports already installed for the purposes of maintaining implants, as well as assuming that damage is proportionally allocated to implants that are more readily repaired than flesh and organs.
If the user has the Biotech (Biotechnology) or Biotech (Cybertechnology) specialization/expertise, then they suffer far fewer penalties than a normal flesh-and-bones focused street doc. When doing so, the threshold for the First Aid or medkit healing is (Essence, rounded down).
Medkits are able to make use of this rule as if they had these specializations.
Using First Aid or medkit healing in this way still is limited to one attempt per set of injuries.
The wonders of magic are many and great. Healing spells are some of the most commonly studied magics for those working on the streets. Some use their skills to earn a little extra cash patching up gangers; others serve on a runner team, keeping their partners fighting when the bullets start finding their targets. Those with hearts of gold work as regular street healers to give the denizens of the barrens a chance at a healthy life.
The good news about magical healing is it works at the speed of a spell once the spell is cast, the effect takes hold.
Healing magic can mend both Physical and Stun injuries, but not those caused by Drain. The leftover taint of wearisome mana prevents the healing magics from connecting to that damaged tissue to heal it. As with medkits, net hits can be used to heal one box of Stun, Physical, or Overflow Damage per hit.
A character can be healed by Magic only once for any single set of injuries.
After all other options have been used, if injury remains, it’s all about rest and possibly some help from a trained medical professional (or just your team medic). Rest is simply defined as not engaging in any strenuous physical or mental activity - essentially, anything that involves a dice roll would break your rest. Medical attention offers a bonus to the recovery roll. If any person trained in Biotech is watching over the character for at least half of their rest period, the wounded individual gains a +2 dice pool modifier to the healing tests defined below.
Natural recovery occurs at two separate rates - one for Stun Damage, and another for Physical Damage. Wound modifiers do not apply to these tests.
To heal Stun Damage, roll Body + Willpower once per hour. Each hit heals a box of Stun Damage after that hour of rest.
To heal Physical Damage, roll Body + Body once per day. Each hit heals a box of Physical Damage after that day of rest.
Building and repairing both follow the same basic process - roll an Engineering + Logic Extended test, with the threshold determined by the complexity of the item being built/repaired (see Build/Repair Threshold table) and the interval is based on the complexity of the effort (see Build/Repair Interval table).
The cost of repairing is folded into the cost of a user's Lifestyle, but does require the proper tools (a kit, shop, or facility) which is restocked regularly.
Juryrigging is a Simple test, meant to get something to work in the short term with a quick adjustment or even a swift kick. Make an Engineering + Intuition test, using the Threshold Guidelines as a guide instead of the Build/Repair Threshold.
If the test is successful, the device functions for (net hits) minutes.
Once it stops functioning, another Juryrigging test may be attempted, but the threshold should be at least 1 higher than the previous test, and possibly more depending on how much wear and tear the machine absorbed in its juryrigged state.
Juryrigging may incur costs in nuyen or materials if performed in the field.