For living entities, damage is tracked as wounds, with severity equal to the remaining damage after defenses.
While a wound is healing, the result of a Fitness check (usually no skills) divided by 2 is accumulated, then the Contamination exceeding the characters Resistance is subtracted, once per day.
If multiple days pass with roughly the same conditions, the average of 3 rolls is taken and extrapolated.
If in active care, the healing skill/treatment level may be used as skill in the checks.
Healing rate can be modified by environment, therapy, or resonance:
Wounds don’t always cause death or permanent damage, but long-untreated or out-of-control wounds may cause severe consequences (including death) at the Storyteller’s discretion.
When the accumulated healing progress equals the current severity, the wound severity drops by 1, and progress resets to 0.
If healing rate is negative, and regeneration falls below 0, progress resets to current severity and severity increases by 1.
When the healing rate is determined and the situation is somewhat stable, here is the expected time to heal per healing rate
| Severity | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| 2 | 3 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
| 3 | 6 | 4 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 |
| 4 | 10 | 6 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
| 5 | 15 | 9 | 7 | 6 | 5 | 5 | 5 | 5 | 5 | 5 |
| 6 | 21 | 12 | 9 | 8 | 7 | 6 | 6 | 6 | 6 | 6 |
| 7 | 28 | 16 | 12 | 10 | 9 | 8 | 7 | 7 | 7 | 7 |
| 8 | 36 | 20 | 15 | 12 | 11 | 10 | 9 | 8 | 8 | 8 |
| 9 | 45 | 25 | 18 | 15 | 13 | 12 | 11 | 10 | 9 | 9 |
| 10 | 55 | 30 | 22 | 18 | 15 | 14 | 13 | 12 | 11 | 10 |
| 11 | 66 | 36 | 26 | 21 | 18 | 16 | 15 | 14 | 13 | 12 |
| 12 | 78 | 42 | 30 | 24 | 21 | 18 | 17 | 16 | 15 | 14 |
| 13 | 91 | 49 | 35 | 28 | 24 | 21 | 19 | 18 | 17 | 16 |
| 14 | 105 | 56 | 40 | 32 | 27 | 24 | 21 | 20 | 19 | 18 |
| 15 | 120 | 64 | 45 | 36 | 30 | 27 | 24 | 22 | 21 | 20 |
| 16 | 136 | 72 | 51 | 40 | 34 | 30 | 27 | 24 | 23 | 22 |
| 17 | 153 | 81 | 57 | 45 | 38 | 33 | 30 | 27 | 25 | 24 |
| 18 | 171 | 90 | 63 | 50 | 42 | 36 | 33 | 30 | 27 | 26 |
| 19 | 190 | 100 | 70 | 55 | 46 | 40 | 36 | 33 | 30 | 28 |
| 20 | 210 | 110 | 77 | 60 | 50 | 44 | 39 | 36 | 33 | 30 |
| 21 | 231 | 121 | 84 | 66 | 55 | 48 | 42 | 39 | 36 | 33 |
| 22 | 253 | 132 | 92 | 72 | 60 | 52 | 46 | 42 | 39 | 36 |
| 23 | 276 | 144 | 100 | 78 | 65 | 56 | 50 | 45 | 42 | 39 |
| 24 | 300 | 156 | 108 | 84 | 70 | 60 | 54 | 48 | 45 | 42 |
| 25 | 325 | 169 | 117 | 91 | 75 | 65 | 58 | 52 | 48 | 45 |
Treatment is started via a Competence or Theory + Healing Skill check, depending on approach.
Medicines and equipment provide bonuses or penalties, if the roll clears the [5] threshhold, the healing skill can be used for the healing rolls as long as treatment continues.
In all cases Alacast is used to precipitate Contamination from the body, the
crudest way is to introduce Alacast into the bloodstream to precipitate the contamination inside the body and hope the body expels it on its own, more refined ways are basically a dialysis or a very specific targeting of crystallization seeds and retrieval of precipitation clusters.
| Name | Threshhold |
|---|---|
| Nano-Directed Dialysis | 1 |
| Filtered Dialysis | 3 |
| Saline-Alacast Solution Injection | 8 |
| Directly applied Alacast powder | 9 |
Medicine is consumed during treatment:
severity × 100g per wound.