A few rules which may be different in other campaigns, with more added later when a conflict arises…
1 – Health Potions give you your Healing Surge value and minuses one healing surge from your daily usage.
2 – Grabs are escaped with a Move Action via an Athletics or Acrobatic skill check.
3 – You can revive an ally with a successful Heal check on touch and using the KO’d character’s healing surge.
4 – An ally can also be revived by pouring a Health Potion down their throat, using a Standard Action.
5 – Health Potions cost 50 gold at Heroic Tier.
6 – Consuming a Health Potion is a Minor Action.
7 – Second Wind does not need to be used to be revived.