H

EALING

Characters heal their wounds through natural healing or medical assistance.

 

Natural Healing

Characters heal naturally after a suitable period of bed rest.

 

Level of Wound

Rest Period

Injured

3 days per injury

Severely Wounded

3 days

Incapacitated

2 weeks

Mortally Wounded

5 weeks

 

At the end of the rest period they make a Fortitude roll. Success means they improve to the next wound level. Repeat.

 

Natural Healing

 

Fortitude Roll Result

 

1 success

No improvement

2 successes.

Character heals

 

Assisted Healing

A successful use of the Treat Injury skill heals the character one wound level. They may be treated again halfway through the rest period of their current wound. It is assumed you have a medical kit. A hospital tent or facility decreases the difficulty by 1.

 

Assisted Healing

Difficulty

Injured

2

Injured

3

Severely Wounded

4

Incapacitated

5

Mortally Wounded

6

 

Psychic Healing

A Psychic Healing attempt uses the same difficulty numbers above. The attempt requires one hour per difficulty level without interruption. Afterward the patient will need a night's sleep to shake off the wound penalties. Afterward they will be as good as new.

 

The psychic does not take on the wounds of the patient, but it sure feels like it. They take one Stun wound for each of the patient's wound levels. The penalties of the Stun wounds are cumulative. These are healed naturally at a rate of one Stun per day.

 

Over Healing

It is possible in some situation to over heal, particularly with magical healing.

 

Healing Levels

Effect

Invigorated

Next wound taken is reduced one level

Euphoric

-1D Penalty to all actions

Euphoric

-1D Penalty to all actions

And so on...

 

 

Euphoric levels are cumulative and take a half hour or so per level to wear off. A patient will not become Invigorated and Euphoric in the same healing action. Leftover Effect Value points are dropped. But the next Heal attempt can apply multiple Euphoric levels in one go.