Splitting it into chunks.
Rapid Recovery, -500xp, or -750xp
Gut reaction: Seems... excessive.
"Whether by advanced life support systems, complex mental exercises to subvert pain, raw heroic grit, copious doses of "acceptably user safe" stimulants, or raving dogmatic zeal in this Campaign special characters wearing Partial or heavier armor regain their Constitution Bonus* value at the end of any round in which they are concious and haven't taken a Wound."
Regain their Constitution Bonus (or AD value)... in what? Vitality? Wounds? Subdual / Stress / other?
Out of combat or any immediate threat of harm recover all their vitality in 10 minutes, or fraction thereof.
What's the logic for this? I'm not tearing it apart, just wondering why 10 minutes (for all values)? Seems odd that someone who loses 10 out of his 200 vitality would heal 1 vitality / minute, while someone who was out 100/100 would heal 10 vitality / minute. It also adds a time management issue to post combat (that only comes up rarely anyway - either the GM puts them on a clock and makes this bit irrelevant, or he lets the players hang about and it may as well be instant).
Characters who are dying do not benefit from this rule.
Sounds fair.
If I may, here's an alternate take:
Rapid Recovery (Seasons Only: +0xp)Through advanced life support systems, raw heroic grit, advanced stimulants, or super science shielding technology, the Heroes are able recover from their injury
fast. At the end of each Scene, Special Characters are returned to Maximum Vitality.
Special: When a critical threat is rolled against a Special Character, the character making the attack may choose to spend 1 Action Die to reduce their Maximum Vitality by the damage dealt (instead of inflicting a regular critical hit or wound). This reduced vitality can be returned with a successful Medicine or Mechanics check, as appropriate (DC10+Reduced Vitality, 1d12 Maximum Vitality returned, returns an additional 1d12 per AD spent on a Critical Success).
I used it to run a brief Mass Effect hack (back when ME1 was released). It reduces tracking time and healing rate, and the only tracking is done by the players (for reduced max vitality - which I put it on represent lucky shots to shield generators or vital bits). Not sure if that's what you're going for themewise, but thought you might be interested.