Monday, February 7, 2011

Healing

Recovery can get you back into the fight, but it still leaves you beat up; that's why it converts bloodied points to bruised, not to squeaky clean ones. So how do you get back to full form? That would be healing, and you do that when you've got the chance to rest and recover, and maybe see someone about that bleeding cut. That's a bit vague, I know, but we're dealing with a largely narrative structure with this game, so lots of things are left to GM fait to determine pacing.

When healing damage points in his pool, a character converts bloodied points to bruised points, and bruised points to regular points. A character’s healing rate is determined by his Hope score, and he may apply it once per scene. There is no restriction on how the character applies healing; he does not need to convert bruised points to regular points before healing bloodied points, for example.

Note that healing is based on scenes, not any real unit of time. This means that the GM has a tremendous amount of dramatic license in deciding how long an injury lasts. One scene might be a few hours, or it could be months. A montage of healing scenes can take as long or as short as the GM feels is dramatically appropriate.

So, basically, each time a scene passes that the GM declares a healing scene, you get to heal a number of points equal to your healing score. It's really that simple, but it requires a lot of trust, because it places a lot of control in the GM's hands. There's no clock you can point to and plan out your recovery pace or demand that you're due another set of healing points come morning. Remember though, the GM's your friend. He won't keep the pain in place without good reason, not if he's really your friend. Unless you're friends with jerks. In that case, I can't help you.

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