Health is reflected in various aspects of how much punishment, damage, and overall strains on the body that a character can take. All characters/entities have a Health measure that represents a maximum in a condition of complete rest and without damage. Various sources of damage reduce this, while healing and rest increases it (up to the target’s maximum). Wounds can inhibit normal Health restoration.
“Hale” is a state of complete rest – no damage, no Wounds, no Exhaustion and no Illness or Disease and has not permanently lost any Aptitude, Attribute or Movement recently. Upon regaining the “Hale” condition, those with Resilience Reservoir with regain all uses of it, though Armored Skin does not depend on it.
Rapid Healing: Mystical healing draws upon the sparks of creation, fueled by anima, to accelerate the bodies own process and rebuild it instantly. Accelerated healing is fueled by chemical reagents and is typically not instantaneous, but remarkable. A minute measure of trauma is associated with rapid healing, leaving the area tingling, soft, and warm to the touch; Scarring is minimal.
COST: The cost (assessed as a cost portion) is for someone with the skill to perform it using the right space, time, and materials. Generally, the cost to simply purchase such things to use without the skill (if possible) is one cost portion greater.
TIME: The time it takes to make materials to accomplish the effect is noted as a percent of a normal Rest Cycle.