Scars

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When heroes heal wounds the player can choose whether they fully heal or the wound leaves a scar. Scars can make for a good visible indicator of a heroes journey and can be great to weave into reactions and conversations with other heroes or NPCs.

"This scar? Bring me another drink and I will tell you the story of Grimbeak, the angriest Owlbear that ever walked the earth.."

Works well in combination with Aggravated Wounds:

Augments

Safe Rests

Safe Rests take place in a safe location designated by your GM, typically lodging at an inn overnight—but could also be at a secret oasis, a well-stocked cabin in the woods, near a sacred shrine, or the like. Camping in the open wilderness or in a dungeon is not sufficient for gaining the benefits of a Safe Rest.

After a Safe Rest, heroes recover all of their HP, Hit Dice, mana (and other class-specific resources), and heal 1 Wound. Safe Rests are a great opportunity for downtime activities as well.