Recovery and Repair

Recovery Actions

When your defense is overcome by an attack designed to Stun, you take a Stun Token.  For each Stun Token you have, ALL of your actions take an additional Time Unit to perform.  Stun Tokens slow you down, so you’ll want to get rid of them when you can find time to do so.   You can take a Recovery Action to get rid of some or all of your Stun Token.

Mechanic – Discard 1 Stun OR roll 3d10 Vs. 10

The player can take a Rest or Recovery Action, which takes some time: 10 Time Units (+ the number of Stun Tokens you have!).   At the END of this period of time, so long as you have not be interrupted, you get your Recovery roll.

You can interrupt your own recovery if you decide that taking another action is more important.  If, for example, you started a recovery at TU 10, but at TU 12 another villain materializes nearby, you can ‘abort’ your recovery and start a new action at TU 12.  Any aborted Rest or Recovery action has no effect, except to waste your time.   Basic Defenses (Dodge and Block) do not count as Actions.

Similarly, you can be interrupted by another character that manages to do damage to you, or is simply not allowing you to rest (via the intent of their action).  For example, you cannot rest while someone else is tapping you lightly on the nose to keep you from resting, even if they are not doing any damage.

If you get to the end of the Rest period, you have a choice:

1) You may either discard a single Stun Token, OR

2) you may roll 3 dice against a difficulty of 10.  If you roll below 10, the Recovery was ineffective.  If you roll above 10, you may discard 1 (one) Stun Token.  If you roll greater than 20, you may discard 2 (two) Stun Tokens, etc.  You may spend Hero Points and invoke Drama Traits on this roll as if it were any other roll.

Effects of Powers

Some characters might have ‘Healing’ powers that can remove Stun Tokens from others, or you may have some Wolverine-like Fast-Healing power that either improves your Rest roll, or reduces the time required for a Rest Action.   Similarly, other powers and effects working against you might make reducing Stun harder or more time-consuming.

Repairing Damaged Objects

If you have the ability to Repair a type of Object, the roll is similar in that it takes 10 Time Units (+ whatever Stun you have.)  However, instead of rolling 3 dice, you roll an amount of dice equal to your Perception.  The Difficulty is 5x the amount of Structural damage the object has sustained.  Instead of reducing Stun, the effect of the roll is to reduce the amount of Structure damage that an object has sustained.  If it is fully repaired – has no more damage – it can once again be be used.  (Note repairing an object that has run out of charges does NOT replenish the charges.)

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