> [!info] Work In Progress
## Healing
Injuries heal more quickly when tended by a professional. Spend time and resources on medical supplies, a hospital bed, medicine, and physical reconditioning to recover from all injuries.
Critical injuries are serious enough to change the destiny of a character and may never completely heal. A missing leg will heal over, but it will never grow back.
Better lifestyles may result in better healing. A struggling or destitute character is likely to retain large, ugly scars but an affluent or opulent character can afford the best plastic surgery and prosthetics.
## Injury and Death
Injuries are dramatic conditions that players receive from extreme stress. Injuries are usually described after a scene but when a player receives more stress than their tenacity from a single source they immediately suffer an injury equal to the excess.
When a player becomes injured note the level of the injury and describe it. Injuries add stress dice until they are healed.
Depending on the theme of the game characters may receive critical injuries from mental stress like terror and humiliation, but for most games characters only receive a critical injury if the majority of their stress is physical.
When a character accumulates ten or more total levels of injury they are on "death's door". They will die, go insane, or otherwise suffer a condition that removes them from the game before the end of the adventure. Hying characters describe how and when they die. During the death scene the player has narrative authority but must still abide by the limitation imposed by the setting and their traits. Once a character is dead that is the end. There is no resurrection. Create a new character.
### Physical Injuries
**Minor(1)**
> Split lip, black eye, scraped palms, shallow cut, bruised ribs, twisted wrist, pulled muscle, minor burn, ringing ears.
**Major(2)**
> Deep cut, sprained ankle, dislocated shoulder, cracked rib, mild concussion, significant burn, puncture wound, torn muscle
**Serious(4)**
> Broken limb, severe concussion, deep impalement, internal bleeding, crushed hand, extensive burns, damaged eye, serious organ injury
### Mental Injuries
**Minor(1)**
> Shaken nerves, embarrassment, lingering anger, momentary panic, disturbed sleep, intrusive memory, loss of confidence
**Major(2)**
> Persistent anxiety, recurring nightmares, fixation, intense guilt, new phobia, emotional withdrawal, impaired concentration
**Serious(4)**
> Debilitating terror, dissociation, severe paranoia, compulsive behavior, profound grief, persistent hallucinations, major memory loss
## Recovery
During an interlude, when characters have time to rest and recuperate, they recover some stress and may realize they have suffered an injury.
When recovering:
1. Gather all stress dice accumulated during the scene, excluding stress from injuries.
2. Remove stress dice equal to tenacity, you have recovered from these bumps and bruises.
3. Apply first aid (Intellect + medical trait; difficulty 2) and other sources of healing.
4. If any stress remains it becomes injury.
1. For each 4 points receive a serious injury.
2. Remaining 2 points becomes a major injury.
3. Remaining 1 point becomes a minor injury.
5. If a character reaches 10 or more levels injury they are on death's door. They choose how they exit the game.
Field medicine can ease an injury condition but can not heal an injury.
At the end of an adventure, during [[#Downtime]], injuries will heal quickly when tended by a professional. Characters heal more quickly in Asmythe than in real life but still take time to heal and injuries often leave permanent scars. Scars are traits that can be provoked.
## License
Asmythe TTRPG is published under the [Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.](https://creativecommons.org/licenses/by-nc-sa/4.0/)