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.