A Healing Factor grants the ability to regenerate one type of stress rapidly and completely. Each point of HF costs 4R and erases a point of stress every combat turn. If you have HF+1MS you regenerate 1MS per turn. HF+1PS regenerates 1PS per turn. Consequences may be healed at 1 shift per 15 minutes, if the consequence is related to the stress the HF can recover.
Stress and consequence slots are healed from smallest stress slot to largest consequence slot. If you have HF+1MS and have taken (x2xMS), you recover to (12xMS) at the end of the first turn. It takes three more turns to recover the 3 shift. At the end of the next turn you have (1x3MS). The turn after ends with (x23MS). The third turn ends with full recovery (123MS).
If this augment is selected multiple times the rate of healing is increased. At +2 it takes 7½s/1 stress, and 7½min/Consequence. This augment is countered by a Wounding Factor.
- Syd takes a 3 point hit with his 3 point stress slot (12xPS). Since that is the only damage he's taken, his +1HF reduces it to 1x3PS at the end of the turn. At the end of the next turn that is reduced to x23PS, and 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 (24xCon-broken arm). With +1HF it takes 15 minutes to remove 1 consequence point, leaving 5 points - and no change to his consequence slots (24xCon). After another 15 minutes two points have been healed, so the damage is reduced to a (2x6PS-broken arm). It takes a total of 90 minutes for the broken arm consequence to be healed.
- Sutton has HF+2PS. He has soaked (x2xPS) and (2x6Con-smashed hand). His HF will clear 2PS in the first turn, down to (12xPS) and then (1x3PS) that turn. The second turn his stress is gone completely (123PS) but his smashed hand is still smashed. It takes 15 minutes to drop that consequence to (x46Con-Smashed hand) and another 15 minutes to eliminate it entirely.