A Healing Factor grants the ability to regenerate rapidly and completely. Each point of HF costs 4R, and erases a point of physical stress every combat turn. It also eliminates 1 point of physical consequence in 15 minutes. Stress and consequence slots are healed from smallest stress slot to largest consequence slot. Mental stress and consequences that affect the psyche are not affected by this augment. If this augment is selected multiple times the rate of healing is increased. At +2 it takes 7½s/1PS and 7½min/Consequence. This augment is countered by a Wounding Factor.
- Syd takes a 3 point hit with his 3 point stress slot (3|PS). Since that is the only damage he's taken, his +1HF reduces it to 2|PS at the end of the turn. At the end of the next turn that is reduced to 1|PS. After 45s it is gone.
- Droo takes a 6 shift hit that he can't soak with physical stress slots, so he soaks it as a consequence. With +1HF it takes 15 minutes to remove 1 consequence point, leaving 5 points. After another 15 minutes two points have been healed, so the damage is reduced to a 4|Con slot.
- Sutton has a HF of +2. He has soaked 1|3|PS and 4|Con. His HF will clear the after 1 turn, his healing factor cuts this by 2PS, leaving him with 2|PS and 4|Con. After the next turn the 2PS is gone. It will take another 15 minutes for the 4|Con to be reduced to a 2|Con, and a total of 30 minutes to eliminate the consequence altogether.