Recovery, Medicine, Surgery and Armour Repair

You
recover **one hit point per hour** by
yourself, and **one hit point per half an**
hour **if someone with** *medicine* **attends you. They need to**
roleplay treating you in whatever way is suitable for at least 5 minutes during
that time. If someone with the virtuoso skill ***nurse*** attends you, you
can get **one hit point back every fifteen**
minutes.

If you are on negative hit points of -1 to -3, you are bleeding, and will keep losing hit points until you get to someone with the ***Medicine*** skill, who can pause your bleeding and stabilise you with 5 minutes of
uninterrupted roleplay – your bleeding will then stop and you may begin
recovery. (You can also pause the bleeding timer with other skills such as ***First***
Aid ***or*** Paramedic***, but the bleeding will start again afterwards when*** they end).

You lose 1 hit point per 2 minutes of bleeding
down to a level of -4. At this point you enter your death count: this is 5 minutes’
duration and you will fall unconscious when you hit this level, unless you have
a skill that says otherwise.

All your
hit points come back at the start of the next morning.

### Luck Point Recovery

Your luck points also refresh in full every
morning. Apart from this, the only way to get them back is with the help of a Companion
with the ***lucky star*** skill.

This takes a minimum of 5 minutes of sustained
and appropriate roleplay per point. This must take place in a relaxed,
non-combat situation. There are many different options for roleplaying - this
skill represents the social and people skills that Companions train in, rather
than only sexual contact, although this is perfectly fine as an option for the
roleplay also.

Some examples:

*- Perkins*
has been in his first firefight. Although he hasn’t been wounded, shots came
close, and Rosaline can sense the terror behind the jokes he keeps making about
raiders. She takes some time to listen to him, calm him down, and subtly
reassures him that it’s ok that he was afraid, without making him think she
knows he was. He leaves the conversation more settled, having worked through
some of his feelings.

*- Naomi*
has been shot at entirely too many times for a pacifist, and has barely escaped
the mission intact. When she’s finished sewing people up, Siren notices her
shaking from exhaustion, and gently guides her to a tent space, where she is
boiling water over a charcoal fire. She brings over the *tsukubai* basin for Naomi to ritually wash her hands
and mouth, and gives her some space and silence while she mixes the tea powder
for the *chakai* with a bamboo whisk.
As the tea ceremony proceeds in its time-honoured fashion, Naomi manages to
relax a little more with each familiar bell and formal utterance.

*- McNally*
has had a shit of a day, capped off by a firefight during what should have been
a routine delivery. He meets Floyd on the way back from the shuttle run, and
responds to his innocuous greeting with a grunt and a glare that could curdle
milk. Floyd wisely decides that this is a man who needs a drink and an
opportunity to rant uninterrupted for several minutes, and offers McNally a
beer. 15 minutes later, McNally’s finished a bottle, and sworn himself hoarse
running through all the problems in detail. Satisfied he’s in the right, he
excuses himself, ready once again to kick arse and take names.

*- Captain*
Renshu Sharpe has almost been killed several times. His luck has pretty much
run out, but luckily he is irresistible to almost every single woman he meets.
Although she normally charges as much as his specialist rifle team makes in a
year, the noted companion Huifang makes an exception for Sharpe, and at least
an hour of vigorous and inventive activity ensues. He leaves her company
reinvigorated and ready to continue his career of defeating the ~~French~~
dust devils, rescuing damsels, and punching toffs in the face.

### **Surgery**

As documented
above, surgery is needed when a character reaches -4 hit points and begins
their death count.

The surgery system is based on a set
of surgery cards, which you will get given to you at the start of your first
event. When you start surgery, you draw your first card at random from your
deck, and look at it – it will tell you how long you have before being able to
draw your next card. You should spend this time roleplaying – you need a
phys-repped surgery kit to perform surgery, or appropriate field surgeon props
if you have this virtuoso skill.

After this time,
you draw another card, and so on.

Surgery is
finished when you get a card that tells you that you are done – feel free to
continue roleplaying if you are in the middle of something, or if you draw this
card right at the beginning!

The injured
player must continue their death count during this process. They may reach -5
before the surgery is finished: if this is the case, they die on the table.
Certain Virtuoso skills may be able to extend or pause the death count. The Virtuoso
Skill Flatliner may be able to revive dead players in certain circumstances.

After a
successful surgery the patient will be at -3, usually conscious, and able to
continue roleplaying.

All cards drawn from the Surgery deck are a minimum of 10 seconds, and Virtuoso's that reduce the time spent on a card may not reduce it past this minimum.

### Armour Repair

Armour can be the
key between you ending up on the surgeon’s table, or in a morgue. However, it
is prone to damage; every point it soaks is a point that needs to be repaired
before it can be used again.

Any Mechanic may
repair Light or Medium armour, at 1 point with every 10 minutes of roleplay.

A Mechanic with relevant
Specialisation or Knowledge Armour-smithing (or equivalent) may also repair Heavy
Armour, and they halve their repair time to 1 point every 5 minutes.

An Armour Repair
Kit halves repair time again by half, taking it to 1 point every 2.5 minutes.

The Virtuoso
skill Armour Smith halves the repair time again, taking it to 1 point every
minute.