Recovery Methods

Statistic Recovery

HP recovers to full maximum value after 32 hours of rest, and scales accordingly to smaller amounts, 1/2 at 16 hours, 1/4th at 8 hours, 1/8th at 4 hours, 1/16th at 2 hours, 1/32nd at 1 hour, 1/64th at 1/2 hour, and 1/128th at 15 minutes.

EP recovers to full maximum value after 16 hours of rest, and scales accordingly to smaller amounts, 1/2 at 8 hours, 1/4th at 4 hours, 1/8th at 2 hours, 1/16th at 1 hour, 1/32nd at 1/2 hour, and 1/64th at 15 minutes.

MP recovers to full maximum value after 4 hours of rest or meditation, and scales accordingly to smaller amounts, 1/2 at 2 hours, 1/4th at 1 hours, 1/8th at 1/2 hour, and 1/16th at 15 minutes.

MA recovers to full maximum value after 8 hours of meditation, and scales accordingly to smaller amounts, 1/2 at 4 hours, 1/4th at 2 hours, 1/8th at 1 hours, 1/16th at 1/2 hour, and 1/32nd at 15 minutes.

SP recovers to full maximum value after 16 hours of meditation, and scales accordingly to smaller amounts, 1/2 at 8 hours, 1/4th at 4 hours, 1/8th at 2 hours, 1/16th at 1 hours, 1/32nd at 1/2 hour, and 1/64nd at 15 minutes.

FP recovers to full maximum value after 8 hours of rest or meditation, and scales accordingly to smaller amounts, 1/2 at 4 hours, 1/4th at 2 hours, 1/8th at 1 hour, 1/16th at 1/2 hour, and 1/128th at 15 minutes.

Attribute, Sub-Attribute and Skill Check Recovery

Attributes, Sub-Attributes and other Skill Checks recover to full maximum value after 2 hours of rest (or meditation if solely mental), 1/2 after 1 hour, 1/4th after 1/2 hour and 1/8th at 15 minutes.

Die Recovery

Luck Point Die recover 1 positive per risky action, or 3 positive on a 10 rolled on a negative luck point use. Negative luck points may be used at any time to further increase the difficulty of a challenge, and positive luck points may only be used if having any to spend.

RP Chance Die recovers full availability per in-game day, and may be spent at any time if any are remaining, if attempting something specifically roleplayed in or out of combat which goes beyond a normal attempt to something befitting their character's reaction to the situation's perceived difficulties.

Combat Chance Die recovers full availability per in-game day, and may be spent only during combat, if attempting something specifically roleplayed during combat which goes beyond a normal attempt to something befitting their character's reaction to the situation's perceived difficulties.

Desperation Die recover every action or movement taken in or out of combat when at 20% maximum HP, MA, or SP or lower, 1 per each respective statistic at 20% or lower.

Reaper Die recover to maximum current value at death, with the reaper given 1 per time the entity has died, and gaining no further until the character has been brought back to life and dies again. However, any remaining Luck Point Die, RP Chance Die or Combat Chance Die which an individual has are also available to the reaper, with the entity and reaper having a temporary reset to maximum statistics, attributes, sub-attributes and skill checks until the entity has been brought back to life, wherein they recover to either 0 of the statistic they had died at if still unconscious, or 1 if they were stabilized.

Status Effects and Source Pools

Status Effects are removed by application of enough higher-rank status effects to replace them, end of the duration of the status effect, or removal through the use of the Null Status Effect or other status effects with similar functionality.

Source Pools are recovered to current maximum potential based on the current value of the associated statistics, and cannot be increased beyond them without recovering them to higher levels. If already exceeding them, it will not decrease to the current maximum until rest or meditation. Recovering a Source Pool to its current maximum is done by type per its means of increase, and 8 hours of rest or meditation will fully recover those which do not need the usage of a specific location or material (stamina and psionics being two without such a limit, most others needing one), and scales accordingly to smaller amounts, 1/2 at 4 hours, 1/4th at 2 hours, 1/8th at 1 hours, 1/16th at 1/2 hour, and 1/32nd at 15 minutes, if either having no limiting location or material, or if having them available and doing similar. If not resting or meditating, and having the requirements of materials and statistics necessary, 1 per 15 minutes, which does not scale according to increases to the total size of the pool.

Respiration and Sustenance

Respiration remains at maximum value if having free flow of quality respiration material (air or liquid containing respiration element, such as Oxygen in 20% or more for humans), and if not at maximum value will recover at 1 point per turn or 15 minutes in quality respiration material.

Sustenance decreases every 8 hours to 1/2 the amount of the previous period, and recovers solely through the sustenance method (food and drink usually if organic, fuel or electricity if inorganic, etc).

Reputation, Renown, and Favor

Reputation recovers solely by RP actions that draws positive attention of the associated entity, and may be spent to boost any skill check related to that entity, but may also be reduced by actions which draw negative attention from that entity (especially if it and another entity the individual has aided are at angry with one another).

Renown recovers solely by RP actions that draws positive attention of the associated group or population, and may be spent to boost any skill check related to that group or population, but may also be reduced by actions which draw negative attention from that group or population (especially if it and another entity the individual has aided are at angry or at war with one another). Positive Renown is sometimes called Fame, while negative is called Infamy.

Favor recovers solely by RP actions that draws positive attention of the associated higher powered entity (Numina, Adecrea, Pragur or other), and may be spent either on a Favor Magic crit or during communication with said entity if they grant a boon or otherwise offer aid, but may also be reduced by actions which draw negative attention from that entity (especially if it and another entity the individual has aided are at war with one another).

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