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Health & Recovery • You can be healed by extraordinary powers, like

an arcane spell or a psychic ability (see Chapter 6:


Extraordinary Powers).
Health measures a character’s fitness and wellbeing. A char-
acter with full Health is vigorous and ready for action. A
character with less than full Health is fatigued or wounded. Example
A character reduced to 0 Health is dying and may die unless Amy drives off the toughs before Brian dies, and the combat
they receive medical attention. encounter ends. He is still at 0 Health and dying, so Amy
In Modern AGE, Health and damage are abstract by design. tries to save him with a First Aid action. She makes an
When a character takes damage from crowbar, for example, Intelligence (Medicine) test, which is not her strong suit.
it can represent bruising, fatigue, loss of breath, or cracked However, she gets an 11 and just manages to save Brian’s
bones—narrate the exact injury to match events during the life. She rolled a 10 (3 + 3 + 4) and then added her Intel-
game. Just watch your character’s Health, and be careful ligence of 1 for a total of 11. Brian gets back 5 Health (the
when it gets close to 0. Stunt Die result of 4 plus 1 for Amy’s Intelligence). Not
much, but better than dying. With Brian saved, Amy can
When your character is wounded, there are several ways to
relax a bit and take a breather. She rests for 5 minutes. She
heal. The following rules apply to recover in Pulpy or Cine-
is level 2 with a Constitution of 2, so she gets back 9 Health
matic game modes. See Gritty Recovery for Gritty games.
(5 + 2 + 2). Since Brian had 0 Health when the combat
• Another character can aid you with a First Aid action, encounter ended, he cannot take a breather.
as described under Major Actions in this chapter. You
can’t benefit from another First Aid action until you take
more damage (there is only so much benefit you can Exploration

gain from basic care).
You can take a breather after a combat encounter. This
Encounters
is a 5-minute rest that lets you catch your breath, tend Exploration encounters do not normally put the lives of char-
to minor cuts and abrasions, drink some water, and so acters in immediate danger, and because they happen mostly
on. After a breather, you get back 5 + Constitution + in narrative time, they do not require as many detailed rules
Level in Health. You can take only one breather after as combat. Much of the time, exploration encounters can be
an encounter. If you were at 0 Health when the combat resolved simply by roleplaying or describing the situation, or
encounter ended, you cannot take a breather at all. using advanced tests (see Chapter 6: Mastering the Rules).
• You can get some sleep. If you can get at least 6 hours Exploration stunts are listed in Chapter 5: Stunts, providing
of restful sleep, you gain 10 + Constitution + Level in tools to give a more flair and twists to situations that require
Health. In Cinematic games, if you received only stun more finesse than combat.
damage during the day, you recover all your Health Exploration encounters involve searching out an area, inves-
with a good night’s sleep. tigating a mystery, making or modifying machines and other
• You receive extended medical attention. Another objects, and doing pretty much anything where the focus is
character can tend to your injuries with a TN 13 on places, objects, and information, instead of action or social
Intelligence (Medicine) test that lasts 1 hour or is exchanges. But there’s no strict division between encounter
concurrent with sleep as above. The character in charge types, so exploration encounters flow into action encounters
of your care must use proper medical tools and supplies and are punctuated with social situations.
(found easily in any clinic, hospital, or doctor’s office).
Success means you recover an additional amount of
Health equal to 5 + treating character’s Intelligence +
Exploration Stunts
double the result of the Stunt Die. There’s an extensive set of exploration stunts available to
characters, listed in Chapter 5: Stunts. The basic stunts in this
Gritty Recovery chapter can get you started.

In Gritty games, a character’s life is in more danger


from injury. If you’re playing a Gritty game, the Health Investigations
recovery rates are as follows:
Information is power in Modern AGE, and in contemporary
• Extended medical attention and extraordinary settings, finding information will often consume the lion’s
powers work the same as in Pulpy and Cinematic share of an adventure. Note that some investigations have
games. First Aid only heals 1 + Intelligence social components, and will mix with a social encounter.
(minimum 1) Health.
• You can take a breather after combat if you received Simple Investigations
only stun damage; if you suffered any amount of
wound damage, you need proper medical attention. Some investigation scenes are very simple. Succeed at an
• After sleep, you recover only 5 + Constitution in ability test against a TN set by the GM, and you win the
Health of either stun or wound damage. information you need. You just need to be in the right place
at the right time. In some cases, a roll won’t be required. The

46 Chapter 2: Basic Rules

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