Healing
AX.C.11.04 - Healing
Short Rest
A Short Rest is a brief recovery period taken after an encounter when no immediate threat exists.
- Duration: 10–15 minutes
- Recovery: Body Value in Health
- Frequency: As often as circumstances allow, the GM determines whether conditions are safe enough for a Short Rest
- Conditions: No active combat or imminent threat. Characters may tend wounds, catch their breath, and prepare for the next engagement.
Short Rest recovery represents physical stabilization rather than full recuperation. Serious injuries and conditions require a Long Rest to address.
Profession Progression Track abilities that refresh on a Short Rest become available again after a Short Rest is completed.
Long Rest
Living tissue heals naturally over time with adequate rest.
- Duration: 8 hours, including sleep
- Recovery: Body Value + 1D6 for each die of Fortitude
- Frequency: Once per day
- Conditions: Must have shelter, food, and water
Progression Track abilities that refresh on a Long Rest become available again after a Long Rest is completed.
Limitations
- Cannot exceed maximum Health
- Must be in relatively safe conditions
- Severe injuries or conditions may prevent natural healing (GM discretion)
Talent, Medicine
Characters can treat others' or their own injuries using medical knowledge and supplies.
Using the Medicine Talent
- Action: 10 minutes (outside of combat)
- Check: Wit + Medicine vs Threshold 2
- Roll with Advantage (4+) while in camp or other safe location
- Roll with Disadvantage (6 only) in the middle of combat
- Success: Restore 1D6 Health for each success rolled
- Equipment: A Healer's Kit adds dice equal to its current modifier to the Medicine roll
- Frequency: Each patient may only be treated once per day
Self-Treatment: Using Medicine on yourself increases the Threshold to 3 due to the difficulty of treating your own injuries.
Kits
A Healer's Kit contains bandages, field dressings, and basic medical supplies sufficient for emergency treatment.
Properties
- Starting Modifier: +3D to the Medicine roll
- Degradation: The modifier decreases by 1 after each use
- Spent: When the modifier reaches 0, the Kit is depleted and must be refilled or replaced before it can be used again
- Refill: Requires access to appropriate supplies and approximately 1 hour to replenish (restores to +3D)
- Cost: See Genre Catalog for setting-appropriate pricing
Tracking: Record the Kit as "Healer's Kit (+3D)" and reduce after each use.
Example
| Use | Modifier | Bonus to Roll |
|---|---|---|
| 1st | +3D | Wit + Medicine + 3D |
| 2nd | +2D | Wit + Medicine + 2D |
| 3rd | +1D | Wit + Medicine + 1D |
| Spent | 0 | Kit must be replaced |
Odd Power Healing
Odd Talent traditions with healing applications restore Health through extraordinary means.
- Action: Primary Action (or as specified by the Genre Catalog)
- Check: Attribute + Odd Talent vs Threshold 2
- Roll with Advantage (4+) while in a safe location
- Roll with Disadvantage (6 only) in active combat
- Success: Restore 1D6 Health for each success rolled
- Frequency: Each patient may only be treated once per day
- Range: Touch or Close (typically, see Genre Catalog for tradition-specific ranges)
Odd Power healing can also remove one Condition instead of restoring Health, choose one effect per use, not both. Conditions applied by Odd Talents or extraordinary sources may require specific responses as defined by the Genre Catalog.
Stacking Healing
All three recovery methods, rest, Medicine, and Odd Power, may apply to the same character in the same day. They do not interfere with each other.