Health, Healing, and Hale

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

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.

Approaches to Healing

Curatives and Healing can come in many forms. The most natural is rest and care; using the body’s natural regeneration. Otherwise, there are skills combined with anatomical and physiological knowledge, natural materials, as well as various manufactured materials which either enhance regeneration, skills or are advanced enough to simply take their place. Natural substances can also have a toxic or other effect on a body. Healing has either a specific, set benefit or a variable range (either to restore health from damage or negate an effect). This may depend on the Outcome of exorcising capability and/or contained within the materials/process itself.

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.

  • Field Healing: If a target of variable Rapid Healing has not rested before it is applied, it will result in average efficacy. If the target has just received a Short or Long Rest, it will have full efficacy.

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.

Variable Healing Effectiveness

D20 Damage and Healing Mechanics

  • The aptitude, attribute, movement loss cannot be within a Long Rest
  • Unless noted, it is completely healed after a Short or Long Rest.
  • Hard Damage: Hard damage heals at the rate of 1 per Long Rest.

iCore Damage and Healing Mechanics