PASS: authority-scoped slow recovery, bleeding pauses resilience, medicine unaffected, player-only lethal damage cap without healing PASS: bleeding severity survives low health, retains armour, causes no knockout and restores the actual damage/blood-loss cap PASS: viable passive recovery survives native delay; bleeding, disabled/full effects and low-blood resilience do not block defeat PASS: actual combat injector admission/effect alignment; mild blood-only refusal, native threshold equality and all existing useful treatments preserved; engine consumption untested