(or breakpoint, for longer cases) refresh after 24 hrs since last use.
When in a safe haven for an hour or more, Other general abilities refresh as investigative
refresh up to 3 general abilities (1/session). abilities.
Exceptions: Health, Stability.
Seriously wounded: Convalesce in hospital
Health refreshes 2 pts/day of restful activities. #days = Health. 1/2 Health day after that, full
health day after that
Medic (p41) Give 2 Health per point of First Stability refreshes between adventures (If
Aid spent. Max healing = level before last using Sources of Stability you must spend
wound. Recepient must be Hurt. If applied to quality time with sources).
yourself you get 1 pt per point spent.
Reaching emotionally significant goals may
Shrink Help others regain Stability give 1d6 pts back
Health refreshes 2 pts/day of restful activities. Ship Output restores after any ship cbt (p103)
Medic (p73) Give 2 Health per point of Balla (p17) 1 Inspiration pt refresh 1
First Aid spent. Max healing = level before last general ability of another PC. Must be calm
wound. Recepient must be Hurt. If applied to and quiet. Not in fight.
yourself you get 1 pt per point spent.
Human (p21) During fight, ship cbt or
Naval Tactics (p48) Transfer pool pts to contest, when 1 general pool reaches 0. Roll
other PC's Battle Console, Communications die, if result=1 refresh that pool instantly.
Intercept, Helm Control or Systems Repair
Both of the above are limited to 1/session and
does not apply to Health
Neurojolter (p131) Transfer X pts from Slick Skin (p141) gain scuffling pts from
Battle Console, Communications Intercept, opponents scuffling expenditures
Medic, Naval Tactics, Public Relations, Sense
Trouble, Shooting, Systems Design, Systems
Repair and/or Viro Manipulation to recipients
same ability. 1/interval
Medic (p63) Give 2 Health per point of First Obey hard driver: Refresh 2 pts Stability
Aid spent. Max healing = level before last
wound. Recepient must be Hurt. If applied to Obey soft driver: Refresh 1 pt Stability
yourself you get 1 pt per point spent.
First Aid (p63) Give 2 Health per point of Artist (p12) May refresh 1 point in an
First Aid spent. Max healing = level before last ability representing your chosen art form
wound. Recepient must be Hurt. If applied to during downtime. Max 4/session.
yourself you get 1 pt per point spent. Purist
games: Max 1/3 of total health pool Author (p12) May reresh 1 academic pool
pt. Max 4/session.
Psychoanalysis (p79) Diff 4 (3 for Clergy,
Alienist) to help someone refresh stability. 2 Clergy (p13) May refresh any interpersonal
Stability per point spent ability by talking to fellow religionist while
identifying yourself as member of clergy.
Stability refreshes between adventures (Lf 1933 Reo Speed-Wagon 1-ton light
using Sources of Stability you must spend delivery truck refreshes 1 driving pool point
quality time with sources). / scene (p184)
Purist setting: Sanity never recovers. 1935 Douglas DC-3 cargo plane
Pulp setting: 12 pts or upwards for Refreshes 1 pilot pool pt / scene (p185)
"Defeating the mythos".
Investigative skills refresh between each case Health refreshes 2 pts/day of restful activities.
(or breakpoint, for longer cases) Seriously wounded: Convalesce in hospital
Athletics, Driving, Scuffling and Shooting #days = Health. 1/2 Health day after that, full
refresh after 24 hrs since last use. health day after that
Investigative Mutant Powers refresh at end of Medic (p95) Give 2 Health per point of
each case Medic spent. Max healing = level before last
wound. Recepient must be Hurt. If applied to
General mutant powers refreshes when 24 hrs yourself you get 1 pt per point spent.
have passed since last spent pts from pool
Blood spray (p39) Health lost to blood Empath (p47) Heal stability damage. X
spray can be refreshed with a large meal of Empathy > X Stability
read meat, washed down with large quantities
Healing Restor (p51) 1 Health / Healing
of orange juice or similar sugary drink,
pt spent
followed by an hours nap
Regeneration (p61) Spend 1 regenpt to
Deplete Oxygen (p44) Refresh all lost pts
refresh 1 Health pts
after breathing normally in as many minutes
as being oxygen deprived Self-Detonation (p62) All pools are
refreshed when reformed
Endorphin control (other) (p47) spend
X Endorphin > X Health and Stability (Make Sexual chemistry (p64 ) Each pt spent
a diff 3 Endorphin Control Check. Diff 4 if gives 2 pt of flirting
Health => 8) ( goes away after 5 min)
Solace 6 hrs of interaction with solace gives Parkour Req. Athletics 8+. Narrative
2 Stability 1/session refreshes 3 pts Athletics. 4 pts if well done. 1/
foot chase
Solace 1 full day of interaction gives full
refresh of Stability Invoking an investigative ability during a
chase might give a partial refresh on chase
At the end of session where Place of Safety is ability
inviolate refresh 1 Stability
Martial Arts Req. HandtoHand/
If get to Place of Safety unobserved, refresh Weapons 8+. Narrative refreshes 3 pts to
Stability completely HandtoHand/Weapons. 4 pts if well done.
Addictive disorder (Burn Mode) Refresh 2 1/fight
Stability by engaging in addiction Technothriller Monologue Req.
If a spend gives an impressive result, regain Shooting 8+. Narrative refreshes 3 pts to
1d6 pts Shooting. 4 pts if well done. 1/fight