Any good story, like any good roller coaster, intersperses periods of high action and recovery. These game rules provide several options for recuperation.
- Abstract Healing: Whenever players’ characters have at least several hours of “down time” between encounters, they heal entirely. This option is particularly suited to super powered settings.
- Dramatic Healing: At the end of each game day, characters heal one level. Additionally players may make a recovery roll per the optional “Second Wind” rule in Chapter 7, “Combat and Damage.”
- “Realistic” Healing: Whenever characters spend a day resting under successful medical care (a roll against the First Aid skill or a medical occupation), they automatically recover from one level of damage. Without medical care, “killed” characters die; others recover one level per week of rest. Note that “killed” characters cannot treat themselves; though other damaged characters can (with the appropriate dice penalties for their damage levels). Note: Bonus successes on a medical care roll speed healing to 12 hours (one level), 8 hours (two levels), or 6 hours (three levels)—at which time a new roll can be made.
The rules above assume appropriate medical supplies are available.
- For poor equipment, the game host may apply a penalty to dice rolls for medical care.
- For exceptional equipment, the game host may apply bonus effect levels to successful healing rolls.