An Agent must have the equivalent of a full night’s rest (i.e. about 8 hours) to recover all of their Hits—starting characters have 3. Otherwise, they recover a single Hit for every two hours of uninterrupted sleep.
However, sometimes rest is insufficient. Some enemies inflict Consequences that are not as easily healed—such as poison, paralysis, dismemberment, or worse! In this case, the information about the attack will also indicate any practical, alternative means of recovery.
A Consequence will always be something short, memorable and open to a little interpretation in how it might hamper the Agent’s general activities.
Usually, the character will require special medical care or access to a place of healing; loss of a limb might require regenerative powers, acquisition of some rare herbal concoction, or visitation with a specific angel or entity.
A physical Consequence is called an Injury; a mental or visceral Consequence is referred to as an Affliction. In The Dee Sanction, you might also encounter other lingering conditions, such as Curses, Omens or Burdens.
The setting information will provide additional rules to handle these unusual conditions and searching out the means to make a recovery. Most require additional effort, expense or the passage of time to rest up and heal.
In the meantime, the GM may state a Consequence in support of a Challenge Step-Down—which means you throw a die (at least) one size smaller than normal—or indicate that it makes a Challenge impossible for the Agent to handle. For example, sprinting seems highly improbable with an Injury Consequence of a Broken Leg.
Every day during August, I’ll be writing something new on The Dee Sanction and aim to connect the word prompt of the day with the development of the game. Check out the concept, the list and the graphics over at AUTOCRATIK.
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