Recovery


High HP and Healing

The healing rates given for natural recovery, first aid, magical healing spells, the Regeneration advantage, etc. assume someone with human-scale Hit Points; that is, with fewer than 20 HP. Those with more HP heal in proportion to their HP score. Multiply HP healed by 2 at 20-29 HP, by 3 at 30-39 HP, by 4 at 40-49 HP, and so on, with each full 10 HP adding 1 to the multiple.


Recovering from Unconsciousness Without Help

If you have 1 or more HP remaining:  You awaken automatically in 15 minutes.

At 0 HP or worse, but above -1*HP:  Make a HT roll to awaken every hour. 

Once you succeed, you can act normally.
You do not have to roll against HT every second to remain conscious unless you receive a new injury. But since you are below 1/3 HP, you are at half Move and Dodge.

At -1*HP or below

You get a single HT roll to awaken after 12 hours. 

Use the rules given under Stabilizing a Mortal Wound.

Until you receive help, you must roll vs. HT every 12 hours; if you fail, you die.


Natural Recovery

At the end of each day of rest and decent food, make a HT roll. On a success, you recover 1 HP. The GM may give a penalty if conditions are bad, or a bonus if conditions are very good.


First Aid

First Aid has two main uses, Bandaging and Treating Shock

It takes one minute to apply pressure or a tourniquet to stop bleeding. This restores 1 HP.

Using the Bleeding rule, someone who is wounded but receives a successful First Aid roll within one minute of his injury loses no HP to bleeding. A later roll will prevent further HP loss.

After bandaging, the aid-giver may take extra time to apply a more elaborate dressing and treat the victim for shock. He must keep the victim warm, comfortable, calm, and still. After the time indicated on the First Aid Table, he may roll against First Aid skill.

On a success, the medic rolls as indicated on the table to see how many HP the victim recovers – minimum 1 HP. A critical success restores the maximum possible HP! This roll includes the 1 HP for bandaging; thus, a roll of 1 HP restores no further HP.

On a critical failure, the victim loses 2 HP instead of recovering any HP at all!