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Resilience

Resilience allows a Half-Zeraphir to endure, recover from, and regenerate severe wounds, eventually restoring limbs and healing aggravated damage.

Core Rules

Resilience represents the Half-Zeraphir's supernatural ability to endure, recover from, and regenerate severe wounds.

Aggravated damage requires twice as many successes to soak.

Aggravated damage can be healed only through Momentum, Resilience's level 5 power, or periods of rest.

1. Lethal Soak

Description

The Half-Zeraphir can use Vigor to soak lethal damage.

2. Rest Recovery

Description

The Half-Zeraphir recovers 1d6 damage for every 8-hour period of rest.

3. Active Recovery

System

The Half-Zeraphir can give up all actions during a combat turn to recover 1d4 damage.

Outside combat, while resting, they can recover 1d10 damage.

4. Advanced Regeneration

Description

The Half-Zeraphir can regenerate entire limbs.

The Half-Zeraphir suffers no permanent impairments caused by combat wounds.

5. Superior Regeneration

System

The Half-Zeraphir passively recovers 1d3 damage once per turn.

They may also gain 1 Momentum to recover 1d6 damage, provided they give up all actions during that turn.

After a long rest, they recover all bashing and lethal damage, plus 1d6 aggravated damage.