Treat a consequence as though it were one less for the purpose of dice rolls (a -6 Severe is treated as a -4 Moderate after treatment), but it’s still there until the proper time elapses.
...
If they manage to do stress/damage at all to the affected area...
As you might know, I'm not a big fan of healing in Fate. It's easily adjusted for any given game by speeding up the general recovery rate, if it becomes an issue.
Also, a stunt that applies a broad effect allows a +1 bonus. Being able to affect any physical injury is pretty broad, so the magnitude should only be around +1. With that in mind, what if any tagged consequence that has been treated only provides a +1 bonus or short-lived effect rather than a +2 or lasting effect?
Didn't sped a ton of time working this out but I think the basic seed is there:
Broken legs in a cast dont let you run like normal. Broken arms in casts dont let you lift and such like normal. A belly full of stitches is still vulnerable to a solid blow. There are signs of a persons debilitation due to physical injury. Im sure we can think of similar signs for mental and even social damage. Prosecuting a wound (whether physical, mental or social) can still affect the character if the opponent knows to do it. I would suggest leaving the consequence in place as is (that broken leg is still broken). Just allow the treatment to temporarily mitigate some of the negatives.
Treat a consequence as though it were one less for the purpose of dice rolls (a -6 Severe is treated as a -4 Moderate after treatment), but its still there until the proper time elapses. Opponents can still invoke/tag it for use if they know its there (obviously the guy that did it would but others might not). Some sign might show limping, bloody bandages dangling out a shirt sleeve, the PC flinches or cringes in the presence of open flame bigger than a match, etc. The opponent can do an Assessment to figure it out and then prosecute the consequence.
If they manage to do stress/damage at all to the affected area (doesnt even have to be deliberate, they could get lucky too and it would have to be pretty precise two stress to the shoulder wont damage that wounded leg any further), the dice roll mitigation is lost (cast shattered, stitches pulled out, character has PTSD flashbacks, whatever) and the character reverts to full handicap at the appropriate level until further treatment can be received.
If the stressed area has not yet had time to decline to the next lower level, more damage now can (and maybe should?) bump it up to the next higher level thus Moderate becomes Severe (simple fracture becomes compound, etc.). If it has had time to recover at least one level (Severe down to Moderate) and its damaged again, then it rises right back up to the appropriate level based on the injury and recovery has to start over and at better treatment than applied originally must be used to let it begin.
If the stress/damage to that already wounded area is enough to take the character out (a knockout punch or equivalent) then it increases on the scale to the next higher consequence (severe becomes extreme) and the character would need even more intensive medical treatment to justify beginning recovery. If it was already an extreme consequence, well double the healing time? Saddle the character with a second horrid aspect to haunt them? Perhaps make the debilitation permanent? Your call...
(Note: For those with a more grimdark game style it might mean death (bleed out, suicide, etc., just sayin)
Brainstorming...
There are three levels of medical treatment possible.
The first, with difficulty 3 for moderate consequences and 5 for severe consequences, renames the consequence and starts healing. BROKEN LEG becomes LEG IN A CAST, EVISCERATED becomes STOMACHFUL OF STITCHES, and so on.
The second, with difficulty 6 for moderate consequences and 8 for severe consequences, speeds Recovery. Each consequence has two possible durations, one with this level of treatment and one without.
The third, with difficulty 8 for moderate consequences and 12 for severe consequences, suppresses the consequence. The slot is still full, but the consequence is gone. It can't be invoked or compelled, and the effects of earlier invokes/compels are generally ended.
Mild consequences are too minor to bother with this way. Extreme consequences are too unique to put standard rules on.
In order to do any of this, you need a medical facility and "Medical Treatment" trapping on the skill you're using. Doctor expands Scholarship's existing medical trapping into that, other stunts might add it to another skill.
It isn't possible to do this with thaumaturgy unless you have a Medical Treatment trapping on one of your skills.
What do you mean? Consequences don't affect dice rolls, and this game doesn't have hit locations.What is the -6 of a Severe consequence apply to if not a dice roll at some point? If you're going to negotiate a barrier (like a fence or wall) that -6 goes against some appropriate skill/ability (like maybe Athletics). If you're at Good+3 that -6 puts you at -3 out the gate and it will take at least +3 on the dice to succeed.
What is the -6 of a Severe consequence apply to if not a dice roll at some point? If you're going to negotiate a barrier (like a fence or wall) that -6 goes against some appropriate skill/ability (like maybe Athletics). If you're at Good+3 that -6 puts you at -3 out the gate and it will take at least +3 on the dice to succeed.
With aid, that -6 Severe could get treated as a -4 so, in the above example, your Good+3 is only at Poor-1 (pain has been reduced, range of motion improved, etc.) and the dice roll to succeed is a lot less onerous.
The character doesn't heal faster... he/she just doesn't suffer the full range of the negatives while recovering because of the treatment. If reinjured in that area the full range of the negatives are again applied (perhaps even increased if sufficiently nasty).
Harry's been through much of the same any # of times, an injury has him acting at reduced capacity (sometimes on the edge of complete debilitation). Treatment (stitches, painkillers, mental techniques, whatever) have restored a degree of competency he'd be without otherwise. But he's also been reinjured (another blow to the head after he's already concussed) and suffered further and sometimes worse debilitation as a result.
Or the effect could be to get a-6 to a roll - but it's still the realm of a compel. So if that's how you want to negotiate the compel, you can do it that way. But if you pay a FP to do that, the person gets a FP for their trouble.I think this is more where I was trying to go. Sorry for muddy explanation(s). I'm not concerned if they get a FP, that's part of the game play anyway... and they're likely to need it if the bad guy is exploiting an injury for gain.
But you've made me think of an excellent way of doing this!Actually that looks good; simple... almost elegant. I'll look into using that to see how it works out. Keep us posted on your own outcome(s).
Medical treatment creates a maneuver aspect that sticks with the character. They can tag the aspect to pay off a compel on an invoke of a consequence. The quality of the maneuver must = the consequence. Extra shifts(like every three shifts) could go towards extra tags
Invoking consequences with Fp's almost never comes up.
This is a good idea - and it's simple.
Would you create a longer recovery period from the books (when you don't get medical treatment)
Or shorten the current recovery period (if you do get medical treatment).
I think you should be able to mitigate the effects of a mild consequence. In fact, they seem the easiest to do.
I think this is more where I was trying to go. Sorry for muddy explanation(s). I'm not concerned if they get a FP, that's part of the game play anyway... and they're likely to need it if the bad guy is exploiting an injury for gain.
Medical treatment creates a maneuver aspect that sticks with the character. They can tag the aspect to pay off a compel on an invoke of a consequence. The quality of the maneuver must = the consequence. Extra shifts(like every three shifts) could go towards extra tags
Medical treatment creates a maneuver aspect that sticks with the character. They can tag the aspect to pay off a compel on an invoke of a consequence. The quality of the maneuver must = the consequence. Extra shifts(like every three shifts) could go towards extra tags
This is a good idea - and it's simple.I don't think so. Tags have to be used almost immediately, so you'll never get treatment for that broken leg before the tag is gone one way or another.
Okay, so theoretically it makes sense, but maybe it doesn't make practical sense. How about opening up one shift of stress in a filled consequence slot? After medical treatment, each treated consequence slot can soak up a single point of stress, but not more. If a person fills that one shift, it's as if the consequence were brand new. This means a free tag for whomever caused you to fill it, a new recovery process initiation, and a reset of the time needed to recover. In other words, you popped your stitches, or misaligned your set bone . . . go back to the doctor.
Assessments let you use the tag in later scenes: investigation, burglary, scholarship, contacts.
So it's well within the rules to have the tags last.
And the other is to let consequences be tagged repeatedly, like once per fight. That'd make them a lot worse to have, but maybe that's a good thing?
Flavourful, but probably finicky to play with.
Can you explain what you mean a bit?
It could be, since they don't seem to matter as much as they should, but it would also result in a push towards always having a medical expert in the party or everybody getting relevant powers to compensate. It'd be kind of DnD-ish. "No cleric? We're doomed!"
Also, would that change be to physical consequences, or to all consequences?
The downside to this, I think, is that it takes away the freedom to decide how important you want a consequence to be. The nice thing about the current system is that while you can decide to Compel that broken leg if you think it would be interesting, you can also ignore it if it would just be a distraction.
More ideas:
- If you want to do some kind of stress box recovery, you could just tag an extra 1 stress box at the end your stress track for each consequence tended. So, yes, you have 3 extra stress boxes(which sounds powerful) - but you also have your mild, moderate and severe consequence filled.
Maybe say they only last 'x' number of scenes (maybe depending on how many shifts you get). Or they last until they are filled or the consequence gets healed(whichever comes first). If you did the latter, they wouldn't interfere with recovery too much. If you have recovery, you get your consequences back quicker but lose the extra boxes sooner.
Edit: I'd say you can only tend a wound once. So once you use up your extra stress box, it goes away, and tending the same wound doesn't give you any other benefit.
Doesn't having a series of consequences that never heal defeat the purpose of consequences in the first place? You're supposed to get them, and then get rid of them, not use them as armor.
I'm really not on board with making consequences able to soak up stress. I think that instead of altering consequences themselves, it would be more effective to start treating them differently in game.
If consequences need to matter, it might be a good idea to suggest a rate of compels per session on consequences, which changes based on how serious or how over the top the game is. The rate wouldn't be a hard rule, but rather a guideline to making the game play more in tune with the damage that racks up on characters.
Well, if you go for stress boxes, why not fractal the consequences while we're at it? It would lead to an easier way to deal with it overall.
Each consequence has a stress track equal to its value.
mild: OO
moderate: OOOO
severe: OOOOOO
These stress tracks don't add to your own, they are there to represent the healing state of the consequence. Every scene, you can cross off 1 box. You have to start with the lowest one on your sheet. That means if you have a mild consequence, you have to tick off a box there first, before you can cross off any on the big ones.
Healing can be done once per scene in addition to this. Roll an appropriate skill against the target number. The target is the added up values of the consequences you've got. So if you have a mild and a moderate consequence your healer would need to roll against a target number of 6. That means if someone is critically injured, you will have to take them somewhere that allows you to invoke a lot of aspects, if you want to be successful, which fits rather nicely.I don't think there's a need to limit it like that. If you can only heal 1/scene, then limit it to 1 roll/scene. Although, I think it makes sense to limit it to 1 roll/consequence.
Heal 1 additional box if you are successful +1 more for each 2 shifts over the target number.
Now we probably need a frequency limit on this or people will just do this end to end until the patient is clear of any consequences. I would say we can use the time increments table (YS315) for that. It would start on a different level depending on the most severe consequence:
mild: a few hour
moderate: an afternoon
severe: a day
Every subsequent attempt to heal takes one shift more on the time increment. The next attempt at healing a severe would take a few days then. Which will kind of lead us towards rehab times after a while.
Recovery powers would simply reduce the number of stress boxes on each consequence accordingly.I guess it would be one box off each consequence/level of recovery.
Then maybe the solution isn't mechanical. Maybe it's behavioral. Maybe just creating examples of consequences in play for games with different themes would be a better solution than changing the rules.
- I like the idea of having something done with mild consequences. Something you can do mid-combat to alleviate a minor consequence because that's something that can be done fast. Moderate and severe you need lots of time and quiet and a facility of some kind.
Minor consequences are the kind of thing a field medic can fix in a jiff. An exchange or two - or maybe make it "1 minute" on the time chart. Then extra shifts can be put towards making it quicker, so a good medic could do it in mid-combat.
- If you want to do some kind of stress box recovery, you could just tag an extra 1 stress box at the end your stress track for each consequence tended. So, yes, you have 3 extra stress boxes(which sounds powerful) - but you also have your mild, moderate and severe consequence filled.
Instead, maybe it just soaks a point of stress. Example:
...
With only soaking up a single point of stress, and allowing a free tag for the opponent, and resetting the recovery time, I don't think it would break the game.
Well, if you go for stress boxes, why not fractal the consequences while we're at it? It would lead to an easier way to deal with it overall.
All numbers are mostly placeholders, I'm not sure if this might be too easy or if it should be increased at some points. But here's the idea:
...
I guess it would be one box off each consequence/level of recovery.
I don't think that has anything to do with medical treatment. Are you trying to solve some other issue?
For what it's worth, I think the way consequences work in play is fine. But some deeper healing rules would be nice.
I don't think this is a good idea. It's fiddly and it might make it optimal to inflict mild consequences on yourself in order to have them healed for extra stress boxes.
This sounds almost exactly like what Theogony was suggesting. And my issue with it is basically the same; it's fiddly.
Also, I'm not sure I like how it works alongside Recovery.
But it still doesn't make the doctor in the party any more useful for having that stunt.It is that what this is about? I thought this thread was the problems Consequences inherently cause in slowing down the action.
It is that what this is about? I thought this thread was the problems Consequences inherently cause in slowing down the action.
Buffing the Doctor stunt is easy. Just let them dose everybody to gills with meth and morphine for free bonuses, and call it a trapping.
As I said in my first post, many people get around the 'I need an excuse for healing' by taking wizards constitution and, in fact, it's a better use of your refresh than taking the doctor stunt unless you are pure mortal.
I've also come around to thinking that you can't really tend minor consequences. They're the kind of thing that a doctor might dress and say, 'suck it up, it'll get better soon'.
Think of things that are bad enough to make you say “Walk it off/rub some dirt in it!” (Examples: Bruised Hand, Nasty Shiner, Winded, Flustered, Distracted.)
Anyways, please don't try to convince me that I don't need a rule for medical treatment...since the whole purpose of the thread is to brain-storm rules for medical treatment. I'm just trying to find different options for people's games. Some may not be ideal and some may work, depending on the group. I'd love to find something I could use in my own games.
None of those examples requires any attention from a doctor, other than for them to poke you, take an X-ray and say, "Why are you burdening the health care system? It ain't broke. Take some ibuprofen."
So instead of me suggesting whatever comes off the top of my head, I'm going to try and remake the entire system of consequences and healing. And I think I'm going to do it multiple times, for different types of games at different narrative paces. Be back in a bit.
In certain cases,
it’d be more appropriate to measure recovery
with in-game time, like days or weeks—see
page 314 in Running the Game for more details
on that.
In terms of story time, recovering from a mild
consequence takes about an hour. Recovering
from a moderate consequence takes anywhere
from a day to a week. Recovering from a severe
consequence takes several weeks to a couple of
months
Until we get to the Severe level, we’re talking adjudicating context which means the door is open to all kinds of ‘fixes’ that I don’t think can be quantified in a simple house-rule; each case is likely to be different and not fit ‘the mold’ of that particular rule. I think chasing this Chimera is mostly a waste of time.
Sorry.
I honestly think the idea you currently have is pretty solid. (though I may be biased) Right now it just needs to be tested. If I were running a game right now, I would be testing it. Maybe some others would be willing to try it out in there games for a bit and report back. More data is better when evaluating.
I'm running a game I could use it in. Are you talking about the armour method?
You say this because I think you are misunderstanding. It is ALWAYS better to have a mild available, since that soaks 2 stress. A treated mild consequence can only soak 1 stress. It doesn't add a box at the end of your track. As sdfds68 says, it's more like armour. Armour that only works for a single hit. With the added down-side that you have to re-start the healing process. (but you could take or leave the last part).
Especially since you don't seem to like the more straight-forward - less fiddly solutions, such as re-naming an aspect and only allowing a +1 on the tag.
And it doesn't affect recovery powers at all. Recovery powers work exactly the same.
mild:
- doesn't require a check to start healing process
- difficulty 2 to get 1 temporary 'armour'
Moderate:
- requires a check of 2 to start healing process (journeyman level: someone able to re-set a bone, put on a sling, do stiches)
- requires a 4 to get the armour
Severe:
- requires a check of 3 or 4 -probably depends on the consequence...(professional/veteran status: a doctor or someone who can do surgery or deal with mass trauma)
- requires a 6 to get the extra armour
Harry has(had) Wizard's Constitution. He doesn't need 'an excuse to start the healing process' - he never actually needs to visit a hospital - and, yet, Butters patches him up. Obviously because it has some kind of effect. Is it purely narrative? Is it just to break up the pace of the novel? Give him a chance to recover his stress track? Catch his breath? It could be but I don't like that. If I was playing Butters as a character, I would want all those procedures to actually help Harry's character otherwise I've wasted a stunt.
thinking out loud:
What if we keep the time limits the same but What if consequences heal on their own - naturally.
...
If asked I'll put up the variations I wrote, but honestly they're crap. Most of what I said in the first one boils down to 'get rid of Wizard's Constitution' and the others are for fate games with an entirely different tone and assumptions about what player characters are capable of.
Eh. I don't really see the point of all that rolling. It doesn't seem to make medical treatment more interesting or meaningful, and I don't think it opens up much design space for magical healing.
You're trying to reduce the novels to numerical computations, whereas I think the game designers' intent is to make our games play like the novels.
It doesn't work well with Wizard's constitution, though. Some wounds should be so difficult to heal naturally that it's near impossible except with Recovery/wizards con. But the way I had the numbers, someone with high endurance might always start healing but someone with Wizards con and low endurance might not.
I think your best bet is to find a benefit from medical treatment rather than change the way a wound heals.
You can break a bone and let it heal on its own, but it might heal crooked. Moderate flesh wounds that could use stitches can heal on their own, but there is also a chance they get infected and worsen instead.
Well, using an assessment action, you could assess the fact that someone has a consequence. That would give you a free tag. It's the same as introducing any aspect that is on the scene.
In that sense, Consequences can be invoked in new scenes without needing FP's. It requires an action and an appropriate roll: alertness, scholarship, empathy all seem like appropriate skills. It's not really different from introducing any other aspect through a maneuver or assessment, so I don't know if it would play any part in making up rules. If the person is actively trying to conceal the wound, it might be opposed. I'd say the harsher the wound, the more difficult it would be to hide and, therefore, easier to assess.
That said, it's much more beneficial to do a maneuver and tag it for a +2 than it is to assess a tended consequence and only get a +1. So, I'm not sure how often anyone would do that, unless you make that assessment incredibly easy. I've rarely seen anyone assess a consequence on an NPC. Maybe never.
On the other hand, it may be way easier to assess a wound than, say, trip or flank etc...
Ah, I forgot a part of my thought. It would be a free tag for the reduced bonus once per scene until the wound is tended.For anyone? That would certainly make medical treatment useful. How would it work with recovery?
Additionally, an assessment would only be necessary if you don't know the wound is there. If you caused the wound, then you know it's there. You can tag it for the reduced bonus once per scene for free until its tended. If you were there and in a reasonable position to notice a person becoming wounded, then you know about it and won't need to make an assessment. Someone could even spend a fatepoint or make a Contacts declaration to have been told about the wound. The benefit to this over placing any other aspect is that it's free each scene rather only once and done requiring fate points after.
EDIT: If an opponent is applying enough pressure, this could add up to quite a big bonus from an injury. It makes having a character with the doctor stunt rather valuable.
Don't put up the variants if they're terrible, but I'm curious; what other games are the other variants for?
There are also wounds that even if healed on there own, heal better with a doctor. Broken bones are a prime example. You can break a bone and let it heal on its own, but it might heal crooked. Moderate flesh wounds that could use stitches can heal on their own, but there is also a chance they get infected and worsen instead.
So, instead of looking at what extra benefit going to the doctor provides, you might consider what harm not going to the doctor will cause: consequences could go up a level without proper treatment (moderate to severe and severe to extreme) if you continue to stress yourself.
All consequences heal on their own.
If a consequence hasn't been attended to, it can be tagged once per scene for free.
Tending to a consequence requires a stunt-aided skill roll, Thaumaturgy with a stunt, or an actual healing Power. The GM sets the difficulty based on the available medical equipment, the nature of the consequence, the available time, and their own whims.
If the roll succeeds, rename the consequence slightly and it can't be tagged every scene anymore. If the roll succeeds strongly and there's magic involved, rename the consequence completely and most invokes and Compels become inappropriate.
Going to the hospital reliably gets you a successful roll, though it can take a while. If the GM cares to roll for the hospital, their policy is to take as much extra time as they need to.
Consequences sometimes worsen as the result of a Compel. Some people have Recovery and a HEALS WRONG Aspect that gives them stuff like fused bones.
Inhuman Recovery automatically tends to moderate and mild consequences. Supernatural Recovery automatically tends to non-extreme consequences. Mythic Recovery automatically tends to all consequences.
Wizard's Constitution doesn't affect healing, just ageing.
Actual healing Powers can remove consequences outright, but a limited number of times per session. So it's really a lot like buying extra consequences with stunts, except not for yourself.
PS: If we're meddling with Recovery, we might want to move some power from the Inhuman level to the Mythic level. Because Recovery is really quite front-loaded. Not sure what the best way to do it is, though.Maybe do something with the Shrug It Off, It's Nothing and Ha! You Call That Hit? trappings? Would it be too much of a nerf to just bump those up one tier each? So Inhuman can't clear consequence mid-combat, Supernatural can do it once and Mythic can do it twice? A downside is of course that Inhuman becomes much more passive as there's no active choice at all...
All consequences heal on their own.
If a consequence hasn't been attended to, it can be tagged once per scene for free.
Tending to a consequence requires a stunt-aided skill roll, Thaumaturgy with a stunt, or an actual healing Power. The GM sets the difficulty based on the available medical equipment, the nature of the consequence, the available time, and their own whims.
If the roll succeeds, rename the consequence slightly and it can't be tagged every scene anymore. If the roll succeeds strongly and there's magic involved, rename the consequence completely and most invokes and Compels become inappropriate.
Going to the hospital reliably gets you a successful roll, though it can take a while. If the GM cares to roll for the hospital, their policy is to take as much extra time as they need to.
Consequences sometimes worsen as the result of a Compel. Some people have Recovery and a HEALS WRONG Aspect that gives them stuff like fused bones.
Inhuman Recovery automatically tends to moderate and mild consequences. Supernatural Recovery automatically tends to non-extreme consequences. Mythic Recovery automatically tends to all consequences.
Wizard's Constitution doesn't affect healing, just ageing.
Actual healing Powers can remove consequences outright, but a limited number of times per session. So it's really a lot like buying extra consequences with stunts, except not for yourself.
Inhuman Recovery automatically tends to moderate and mild consequences. Supernatural Recovery automatically tends to non-extreme consequences. Mythic Recovery automatically tends to all consequences.
All consequences heal on their own.
If a consequence hasn't been attended to, it can be tagged once per scene for free.
Tending to a consequence requires a stunt-aided skill roll, Thaumaturgy with a stunt, or an actual healing Power. The GM sets the difficulty based on the available medical equipment, the nature of the consequence, the available time, and their own whims.
If the roll succeeds, rename the consequence slightly and it can't be tagged every scene anymore. If the roll succeeds strongly and there's magic involved, rename the consequence completely and most invokes and Compels become inappropriate.
Going to the hospital reliably gets you a successful roll, though it can take a while. If the GM cares to roll for the hospital, their policy is to take as much extra time as they need to.
Consequences sometimes worsen as the result of a Compel. Some people have Recovery and a HEALS WRONG Aspect that gives them stuff like fused bones.
Inhuman Recovery automatically tends to moderate and mild consequences. Supernatural Recovery automatically tends to non-extreme consequences. Mythic Recovery automatically tends to all consequences.
Wizard's Constitution doesn't affect healing, just ageing.I'm fine with this.
Actual healing Powers can remove consequences outright, but a limited number of times per session. So it's really a lot like buying extra consequences with stunts, except not for yourself.
But I want to point out that this part provides an additional advantage to recovery powers that will need to be watched in testing the idea. It may make having a recovery power an auto-choice if the group doesn't have a doctor/healer simply if the disadvantage of the new consequence rules turns out be feel especially intense however appropriate.
Can you try to hide the wound if you can't tend it? would that prevent the free tag?
This seems weird. I'm not sure how to adjudicate that. Does it become a permanent aspect change? Is it any worse than having a regular consequence? Does medical help fix it? If you have recovery, but don't set your bones, can they still heal wrong? If it's permanent, can it still be tagged for free until fixed?
On the other hand, it already does what you're suggesting (except for extreme), so it's not a big change.
I'm not sure what you mean by this. Could you give an example?
Heal. You may use your chosen skill to treat consequences of your chosen stress track. If you beat the difficulty to treat by 3 or more, you may heal the consequence completely. If you do so, the consequence Aspect is removed. However, the consequence slot doesn't become usable again until the normal recovery time has passed. This power may or may not affect extreme consequences; GMs should handle such issues on a case by case basis.
Widened Healing [-1]. You may use your chosen skill to heal consequences from any stress track.I think it you should just get to choose one other type of stress track. So you'd need to buy this power twice if you want to heal all three stress tracks. That said...how does one magically heal social stress? So maybe it's irrelevant.
Powerful Healing [-1]. When you heal a consequence completely with this Power, you may free up the consequence slot so that the healed character may fill it with a new consequence. You may only do this for four shifts of consequences per session, but you may purchase this option multiple times to add four additional shifts per purchase.
Heal: succeeding by the exact shift should treat the wound, so that people don't get the free tag every scene and rename the consequence to reflect that it's been tended.
Also,
1. How long does it take? One exchange? Can it be done in combat?
2. how often can I do this? If I fail, can I just keep retrying until I succeed? If I'm not under any time pressure, can I just stack maneuvers until I succeed? If everyone is injured can I just do it on everyone? What kinds of limitations are there? Can a big failure cause things to mend poorly or would that be a compel?
I think it you should just get to choose one other type of stress track. So you'd need to buy this power twice if you want to heal all three stress tracks. That said...how does one magically heal social stress? So maybe it's irrelevant.
I don't understand this. Maybe it's the wording. 4 shifts? Like 2 minors or a moderate? Buying the power twice means you could heal up to any combination of consequences as long as their total value don't exceed 8?
That's the idea. Any suggestions for making it clearer?
In terms of story time, recovering from a mild
consequence takes about an hour. Recovering
from a moderate consequence takes anywhere
from a day to a week. Recovering from a severe
consequence takes several weeks to a couple of
months.
The main advantage of healing magic in
the game is in providing justification to begin
the recovery process (page 220) without any
other effort. Use the shift value of the consequence
(which you can stack together for
multiple consequences) as the spell complexity.
funny enough, it specifically says biomancy CAN'T reduce healing time.)
Since you're removing a consequence and not inflicting one, you need to provide the power that would normally come from the consequence yourself.
3 + 2x2(inhuman recovery) + 2(mild) = 9;
3 + 2x4(supernatural recovery) + 4(moderate) = 15;
3 + 2x6(mythic recovery) + 6(severe) = 21.
double-post:
this means you get those recovery powers for one scene. Which means you only get the 'quick healing' for that scene and not the extended recovery that is so useful. So, to get the extended recovery from, say, supernatural recovery, you'd need to put duration in order to have it last beyond the next scene?
Also, can a person with the Healing power take more time to treat the consequence per the Time Chart if they fail the roll?
I'm curious about your refresh cost for Powerful Healing. Is it only 2 refresh because you have to roll 3 greater than the difficulty and that's fairly difficult for higher consequences?
Also, can a person with the Healing power take more time to treat the consequence per the Time Chart if they fail the roll? If they do fail the roll, are there any consequences, and when can they try again?