Changes

Basic mechanics

32 bytes removed, 03:04, 4 October 2023
* Pain healed on Daily Reset: '''Up to -40%'''. Healing Pain through Daily Reset is subject to the [[Effects#Healing|Pain healing effect]].
* Blood healed on Daily Reset: '''Up to +1.0 unit'''. Healing Blood through Daily Reset is subject to the [[Effects#Healing|Blood healing effect]].
 
Lastly, if your current number of '''[[Favors]]''' is under the maximum, you '''regain 1 Favor''' on Daily Reset.
Additional considerations:
* If you have skill levels in [[Healing]], you will receive bonuses to natural healing, which are applied ''before'' the normal effects of natural healing. See [[Healing#Natural healing bonuses|this section]] for more details.
* If your character is [[Addiction|addicted]] to one or more substances before Daily Reset, all active addictions will advance by one level, unless already at level 3.
* If your character possesses the '''[[Character traits|Blood Knight]]''' trait, the character heals '''1.0% [[Stress]] per point on the Blood Knight counter'''. The counter is then reset.
Generally speaking, unless the player characters are in combat, or there is some other situation during which the counting of turns would become important, it's not strictly necessary to count down the exact amount of turns that would pass for completing an action. The significance of turns depends on how much changes over each turn, particularly if any effects that work over time are active; virtually all such effects work on a per-turn basis, and all temporary effects last an amount of time expressed in turns.
* '''Example:''' During a fight against a nasty creature, Sarah has taken hits and sustained three [[Woundslight wounds]], and is now bleeding. In order to access the [[Meds|bandages]] inside of her [[Load-bearing equipment|backpack]], Sarah needs to spend a turn to drop her backpack on the ground and make the items accessible. Normally, this would be trivial, but every turn Sarah spends with at least one wound, means she is losing [[Blood]]. It will require one turn to drop the backpack, and one turn for every bandage required (one per Woundlight wound) in order for her to stop bleeding.
GMs are, however, encouraged to expedite such processes for the sake of keeping the pace going, especially outside of combat and if players do have the resources on their characters to fix these issues, unless you absolutely want to run an intense, beat-by-beat, every-moment-counts session, it is usually better to simply let player characters heal themselves "for free". GMs and players may discuss about it and decide together how intense, detailed and granular their sessions should be.
* '''Example:''' Normally, if Sarah were still in combat and had to heal 3 Wounds light wounds using bandages, she would have to spend the first turn dropping the Backpack (-0.3 Blood), use turn 2 to heal the first wound LW with a bandage (-0.2 Blood), then turn 3 for healing wound 2 the 2nd LW (-0.1 Blood), then turn 4 for healing wound 3 the 3rd LW (all wounds patched), losing a total of 0.6 Blood and 4 turns. However, the GM decides to let Sarah patch herself up without losing 0.6 Blood because she's no longer in combat, and there's no reason to waste time.
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