Recovering
Rule
Part of Pursuit
Recovering is a PursuitPursuit RulePursuits are the work a Scribe gives their days to during an operation. you use to heal from long-term injury or illness. A day of light activity in a SanctuarySanctuary ShelterSanctuaries are Shelters where witnesses and social expectations discourage open conflict, and aggression invites intervention. or HavenHaven ShelterHavens are Shelters in locked, personal spaces, protected from intrusion and observation. recovers every spent Hit DieHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal. and can lift a stat reduction, which no Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep. can do.
Core Rule—Recovering
TimeTime RuleTime is how the game measures how long things take.: 1 day
Benefits:
- Recover all spent HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal..
- Remove half your FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up. (minimum 1).
- Gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. against one AfflictionAffliction HazardAfflictions are Hazards that linger in a Creature and worsen until they’re cured. affecting you for 24 hours.
- Remove one stat reduction if its source is gone. Requires a HavenHaven ShelterHavens are Shelters in locked, personal spaces, protected from intrusion and observation..
Requirements:
- Light activity through the day, ending with a Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep..
- A SanctuarySanctuary ShelterSanctuaries are Shelters where witnesses and social expectations discourage open conflict, and aggression invites intervention. or HavenHaven ShelterHavens are Shelters in locked, personal spaces, protected from intrusion and observation..
Sources Player Codex, Operations, Game Manual