\section{Recovery and healing}
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    \subsection{Natural rest}
    Regain 1 wound after a full night's rest.

    After a week of rest, may attempt to recover from a critical injury with a resilience roll with difficulty equal to the injury's severity. On a success, you recover. May use \triumph{} with a success to recover an additional critical injury.

    \vspace{10pt}
    \subsection{medical attention}
    May receive 1 medical check per encounter. Difficulty of check is \difficulty{} if wounds is at half or less of wound threshold, \difficulty{}\difficulty{} if wounds at more than half wound threshold, and \difficulty{}\difficulty{}\difficulty{} if wounds exceed wound threshold. On a success, heal a number of wounds equal to uncancelled \success{}, and strain equal to uncancelled \advantage{}.

    Instead of healing wounds and strain, a medicine check may attempt to heal a critical injury. Difficulty equal to severity of critical injury.

    Doing a medicine check without equipment increases the difficulty by one. Doing a medicine check on yourself increases the difficulty by 2.

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    \subsection{Stimpacks}
    The first stimpack of each day heals 5 wounds. The second, 4 wounds, etc. It costs a maneuver to inject a stimpack.

    \vspace{10pt}
    \subsection{Recovering from strain}
    After each encounter, make a simple (-) discipline or cool check. You heal strain for each uncancelled \success{} you get.
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