Accelerate healing

"Remarkable, sir. I wouldn't have believed it possible for a human to heal so quickly."

- Too-Onebee

A Jedi who uses this power successfully may make two natural healing rolls for the current day (12 hours apart) regardless of the severity of the injury. A Jedi gets a +2 modifier to both Strength rolls to heal. Accelerate healing may be used once per day.

Control Difficulty
Easy for wounded characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.

Time to Use
One minute.

Example
Johanna has been incapacitated; normally a full two weeks of rest are necessary before she can roll to heal.

She makes her Modereate control roll to activate accelerate healing. She now gets to make two Strength rolls to heal and gets to add +2 to both rolls.

Since she's incapacitated, Johanna needs a total of 9 or better to improve to wounded.

Johanna's first Strength roll is an eight; adding the +2 gives her a total of 10. She improves from incapacitated to wounded twice (she's at -2D to all actions).

Twelve hours later, Johanna gets to make her second healing roll. Since she's wounded, she only needs a Strength roll of 7 to improve from wounded twice (at -2D) to wounded (-1D to all actions). Her Strength roll is a seven; the +2 gives her a total of nine. She now heals to wounded.