After a short rest of at least 1 hour, a character can heal 1d8 + Constitution Modifier Vitality Points, as well as 1d8 + Spirit Modifier Anima Points. You can only benefit from a Short Rest once every 4 hours.
During a short rest, you must be resting and cannot perform any activity more strenuous than eating, drinking, reading, or tending to wounds.
A creature knocked unconscious counts as completing a short rest if they remain undisturbed for 1 hour, and they complete another short rest every 4 hours thereafter until they regain consciousness.
After a long rest of at least 8 hours, a character heals all damage to their Vitality and exactly 1 Wound Point, as well as recovering all Anima Points. A character can only benefit from a Long Rest once per day.
During a Long Rest, a character must be actively sleeping or resting for at least 6 hours, and can only engage in moderately strenuous activity--such as standing watch--for up to 2 hours. If the long rest is interrupted by a period of strenuous activity, such as fighting, walking for more than 15 minutes, or making a physical skill check, the character must begin the Long Rest period again.
Note: Vampires do not heal wound points from rests. They must normally convert Vitae into Wound Points to heal. In addition, neither Vampires nor Horrors recover anima from resting.
Most heroes in Secret Wars are not constantly on duty. An adventure represents several days of strenuous activity followed by weeks or months of downtime. At the start of a new adventure, your character is always assumed to be at full Vitality and Wound points, with all conditions removed.
Healing magic either affects Vitality Points or Wound Points. Any healing energy left over from fully healing one form of damage is not carried over to the other damage. A spell that gives you a second wind is not going to heal that bullet hole in your gut, nor vice-versa.
If a creature has both lethal and non-lethal damage, healing applies to the non-lethal damage first. Once a creature no longer has any nonlethal damage, any remaining healing is applied to vitality damage.
A creature with fast healing or regeneration regains the listed amount of Vitality Points (for PCs) or Hit Points (for NPCs) each round at the start of its turn.
A creature with regeneration has additional benefits. It automatically succeeds at Stamina Rolls to stabilize as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn.