Recovery
Recovering HP
Recovering FP
- Natural Recovery: at the end of each day of rest and decent food, make an HT roll. On success, you recover 1 HP. If the day is not completely restful, there may be a penalty.
- First Aid/Esoteric Medicine: both of these take 1 minute to apply whatever is entailed in the skill used. This heals 1d-3 HP (minimum 1). A critical success gives max HP. Critical failure deals 2 damage.
- Diagnosis: This skill gives you information on what is wrong with a person.
- Surgery: This skill allows you to do multiple things.
- Stabilizing a Mortal Wound: Each attempt takes 1 hour. The roll is at -2 if the patient is at -3xHP or -4 if they are at -4xHP or worse. On a failure, repeated attempts are allowed at a cumulative -2 per attempt.
- Repairing Lasting Crippling Injuries: Each attempt takes 2 hours. On a success, measure the injury's remaining recovery time in weeks rather than months. On a Critical Failure, the injury becomes permanent.
- Repairing Permanent Crippling Injuries: To do this, you must have Power Investiture (The Gala) which represents advanced healing techniques. The roll is at -3. On a failure, the patient needs 1d months to recover before another attempt is possible.
Recovering FP
In order to recover any normally lost FP, you must rest. Reading, talking, and thinking are alright. Walking around or anything more strenuous keeps you from recovering FP. You recover 1 FP per 10 minutes of rest. With a successful Breath Control skill, you can recover 1 FP in 2 minutes.