Healing Damage

How to heal from damage.

Natural Rest
While in normal health state, one health point can be recovered per good night’s rest of in-game time after it has been suffered; and one injury of your choice per week of in game time.

Note: If the characters are being chased, they are crossing the ocean during a storm or somehow else are suffering disturbances they might see their natural rest recovery delayed as much as the GM sees fit.

Medical Actions
Characters can use their Medical Skill to heal them-selves or other players. Wounds confront Medical ac-tions as if they were an NPC with a Skill value equal to the amount of damage the character has suffered and an Attribute equal to the number of injuries of the character. Additionally, certain situational effects might give disadvantages to the medic as determined by the GM. Here are some examples: There are several Medical actions.
 * The character performing the action does not have any appropriate gear for it.
 * The character is performing the action on himself.

First Aid
A first aid action takes one turn to perform. A successful first aid action stops the patient from dying due to Bleeding Out, and from suffering unpreventable damage from being Bleeding Out or from a severed limb. A failed first aid action deals one unpreventable damage to the patient.

Surgery
A surgery action takes as many hours to complete as the number of cards played by the wound. A successful surgery action has the effect of a first aid action and, additionally, removes all the damage on the character.

The character performing the surgery action can forfeit any number of injured limbs of the patient, if he does, the injuries on those limbs do not count when calculating how many cards the wound plays.