Recovery Action
The Recovery Action is a special Action Type that allows a creature to make a Saving Throw against a Save Ends condition, with a Recovery Time of 2 segments. It functions similarly to a Standard Action, in that it can only be utilized on a creature's turn. However, the Recovery Action may always be utilized, even when a character is prevented from taking any actions, such as when Unconscious. A creature is prevented from taking the Recovery Action only when an effect specifically states that it prevents the Recovery Action.
Simple Monsters and Henchmen have special rules for using the recovery action.
Recovery Action
Innate Ability
Recovery Action [REC 2]
Requirement: You are subject to an effect that a Saving Throw can end.
Effect: You make a saving throw against the effect.
Augment, Greater Physical Recovery
Requirement: You are making a Saving Throw versus Strength, Dexterity, or Constitution.
Cost: 3 Stamina
Effect: Reduce the difficulty of the Saving Throw by 1d10.
Augment, Greater Mental Recovery
Requirement: You are making a Saving Throw versus Intelligence, Wisdom, or Charisma.
Cost: 3 Resolve
Effect: Reduce the difficulty of the Saving Throw by 1d10.
Example
Miranda is suffering from the Hideous Laughter spell, which causes her to laugh uncontrollably and prevents her from taking any actions (except the Recovery Action) until she saves. When her next turn comes us, she uses the Recovery Action to attempt to save from the Hideous Laughter. If she succeeds, she may take her next turn as normal in 2 segments. If she fails, she may attempt to use the Recovery Action again in 2 segments.