Sword Staff

Chapter 13: Rest, Recovery, and Town Leave

How Contractors recover between fights, through Breathers, Camp Actions, wound treatment, Town Leave, and healing timelines.

Recovery has three tiers: Breather, Camp, and Town Leave.

Breather

A 10-minute pause in a safe-ish location.

  • Restore +3 Motivation.
  • Does not restore HP.
  • Does not treat Wounds.
  • Limited to once per scene.
  • Requires no ration or alcohol.

Camp

Camp is an overnight rest at a campsite, roadside inn, caravan stop, ruin shelter, or other safe-enough location. Each Contractor gets 2 Camp Actions by default. A secure inn, guarded caravan stop, or well-equipped base may grant 3 Camp Actions.

Camp Recovery

Consumed at CampResult
1 rationRestore Current HP to maximum.
1 alcoholRestore Motivation to 50.
BothRestore both HP and Motivation.
NeitherSleep, but recover neither.

Wound treatment remains separate.

During Travel, one ration consumed for the Travel Day also enables HP recovery at that night's Camp. Slow Pace replaces ration burn and counts as fed for this purpose. Alcohol is still required to restore Motivation.

Camp Action Procedure

A Camp Action that uses a learned action may be Pushed unless a rule says otherwise. A Camp Action using only raw Stat, improvised supplies, or untrained effort cannot be Pushed unless the Foreman rules the Contractor has learned the relevant action through play.

Rest applies recovery if the required supply is consumed. Treat Wound, Repair Gear, and Forage / Resupply usually require either supplies, a learned action, or a roll.

Repair supplies restore one broken mundane item automatically when consumed. Shape can repair one broken mundane item without consuming repair supplies, but requires a Shape Skill Check.

Forage / Resupply uses the method that fits the fiction: Commune or Spirit to read living systems, Consume or Spirit to process safe food and water, Move or Dexterity to hunt or snare, and Conceal or Dexterity to gather without attracting attention.

A Contractor standing watch does not gain Camp recovery benefits unless the watch is covered by a hired driver, safe guard rotation, or similar support.

Treat Wound Failure

A failed Treat Wound action usually means the wound remains. Do not automatically add a second wound unless the roll is a Critical Failure or the treatment was reckless.

On failure without a Crystal Shard, the wound remains and the Camp Action is spent. On failure with a Crystal Shard, the wound remains and the shard is consumed. On Critical Failure, the wound remains and worsens: choose bleeding, 1d5 HP loss, 1d5 Motivation loss, ruined treatment supplies, or disadvantage on tomorrow's first relevant check.

A Maimed wound cannot be removed by Camp treatment.

Camp Action

Camp ActionRequirementResult
RestRation and/or alcoholApply Camp Recovery.
Treat WoundMend verb or 1 Crystal ShardSpirit Skill Check. Success removes one non-Maimed Wound. Failure leaves the wound; if a shard was used, the shard is consumed. Critical Failure worsens the wound.
Repair GearRepair supplies or ShapeRepair supplies auto-succeed and are consumed. Shape requires a Shape Skill Check and consumes no supplies.
Forage / ResupplyEnvironment must allow itUse the method that fits the fiction: Commune/Spirit, Consume/Spirit, Move/Dexterity, or Conceal/Dexterity. Success produces basic supplies.
Stand WatchSomeone gives up recovery benefitsParty is not surprised if attacked in camp.

Town Leave

Town Leave is extended time in a settlement. It runs until the story moves the party onward.

Town Services

ServiceUse
Clinic / HealerRestore HP, remove Wounds over time.
Prosthetics WorkshopFit Basic, Advanced, or Coiltech prosthetics.
Smithy / ArmorerRepair broken gear for Scrip.
Market / ShopsBuy and sell at harsh prices.
Guild HallPick contracts, report completions, gather rumors.
Odd JobsEarn small Scrip, contacts, or leads.
Tavern / Social HubGather information, meet NPCs.
Faction RepresentativesBuild reputation and unlock exclusive work.

Healing Timelines

IssueTown Leave Resolution
Current HPRestored after one night at a clinic or safe lodging.
Non-Maimed WoundsDays for simple wounds, weeks for severe wounds.
Maimed WoundRequires prosthetic or Coiltech restoration.

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