\section{RECOVERY AND HEALING} \begin{center} \begin{minipage}[t]{0.48\textwidth} \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. \end{minipage} \hfil \hspace{15pt} \begin{minipage}[t]{0.48\textwidth} \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. \end{minipage} \end{center}