Chapter 8 of 12 · about 7 minutes
Healing, rest and injuries
First aid, Light and Full Rest, and the three tiers of injury.
First draft. This guide is a first draft. The rules and the game will keep changing, so expect corrections. Where something is a working guess it is marked Draft.
The Heal action
Anyone can give first aid to themselves or to someone within 5 feet. It costs at least 1 SP and uses Study. You roll a Study check against the Heal Threshold. On a success you roll healing dice, and the result is the Vitality you give back.
| Healer level | Healing dice | Heal Threshold |
|---|---|---|
| 1 | 2d6 | 11 |
| 3 | 2d6 | 12 |
| 4 | 3d6 | 14 |
| 6 | 3d6 | 16 |
| 7 | 4d6 | 16 |
| 9 | 4d6 | 18 |
| 10 | 5d6 | 20 |
| 12 | 5d6 | 22 |
| 13 | 6d6 | 22 |
| 15 | 6d6 | 24 |
The Heal Threshold is 10, plus the healer's EXP, plus half the healer's level (rounded down). Healing the Unconscious uses the same action.
Draft. The healing table stops at level 15 (6d6). Until the rules say otherwise, levels 16 to 20 use the same dice. Whether a failed Heal costs anything, and whether you can revive someone at 0 Vitality, are still being confirmed.
Resting
| Rest | What it gives back |
|---|---|
| Light Rest | 1 Chance charge, and heals Trivial injuries. |
| Full Rest | All your Chance, and heals Trivial injuries. Three in a row heal Harmful injuries. |
Draft. The sheet also uses a Full Rest to restore Guard and Stamina. Whether a rest gives back Vitality is not set in the rules, so it does not: Vitality comes back through the Heal action and through injuries healing.
Injuries
An injury is lasting harm. It comes from the Injured Effect, a Complication, a hazard or a Lethal Blow. There are three tiers, and each injury lowers your dice results, maximum SP and maximum Vitality by its number.
| Tier | Penalty | How it heals | If left untreated | Examples |
|---|---|---|---|---|
| Trivial | −1 | Fully healed by a Light or Full Rest. | Untreated for 1 week or more: becomes a Harmful injury. | Cuts and grazes, minor head injuries, concussions, puncture wounds, bruises, 1st-degree burns. |
| Harmful | −2 | Needs 3 uninterrupted Full Rests. Professional medical attention speeds this up by at least 1 day. | Untreated for 1 week or more: becomes a Grave injury. | Lacerations, limited fractures, concussions, puncture wounds, dislocations, 2nd-degree burns. |
| Grave | −3 | Does not heal naturally. Needs swift medical attention. | Untreated for 1 week or more: can lead to permanent crippling or death. | Severe fractures, amputations, loss of senses, organ damage, 3rd/4th-degree burns, severe head trauma, crush injuries, severe bleeding, suffocation, electrocution. |
- Five injuries in one tier immediately become one injury of the next tier.
- Harmful injuries need 3 uninterrupted Full Rests. A professional medic speeds this up.
- Grave injuries do not heal on their own. Get medical attention fast.
Draft. The online sheet adds each injury's penalty together (two Trivial and one Harmful is −4) and applies it to Trait Checks made from the sheet. Damage rolls and table rolls are not reduced.
