Just trying to nail this down, because if it isn't (like all healing the game) would be exploited since there is supposed to be somewhat limited healing, instead of pulling a wolverine and regenerating themselves all the time.
Does this sound right. (Based on Page 64)
Full nights rest = Heals # wounds = Toughness rating.
Resilience: (1- Can this be used daily? Only says it can for LTC. 2- Does this stack with full nights rest?)
Difficulty - Easy 1D/Light Wounds, Average 2D/Critical Wounds. (Can be made harder by GM disgression)
Light wounds - I assume it's a check with the # of success' = wounds healed. (Maybe even up to toughness? The book mentioned resilience vs critical wounds, and vaguely gives off the impression it can be done for light wounds as well but gives no equation from what I read, only goes into detail for critical.
Critical Wounds - May recover from a critical wound equal or less the severity rating from success rolls. (Success = 1 Critical becomes a normal) + normal wounds healed from any # of boons generated.
Resilience + First Aid:
First aid check vs difficulty rating of the wound. (+GM disgression) Resilience check gains 1 fortune dice for every success generated on the F.Aid check. (If 2 or more boons are generated, add 1 more fortune dice)
Resilience + Medicine:
Medicine check vs difficulty rating of the wound. (+GM disgression) Resilence check gains 1 expertice dice. (If 2 or more boons are generated, add 1 more expertice dice.)
F.Aid/Medicine Check on yourself:
+ 1 challenge dice (or more, GM disgression)
Resilience + LTC: (Can be used daily if under the care of LTC)
Difficulty - Simple 0D/Light Wounds, Easy 1D/Critical Wounds. (Can be made harder by GM disgression as it's 1 less difficulty then normal under LTC)
Medicine trained LTC = +1 expertice die
Can heal normal wounds = # success' generated or Recover from a critical wound with success' equal or less than the severity rating of the wound.
F.Aid/Medicine in combat: (Must be engaged with target, First aid can be used only once per encounter, story mode = per scene or GM disgression)
F.Aid = F.Aid check vs difficulty rating of the wound. (+GM disgression) # Success' = # of normal wounds healed up to targets toughness.
or
# Success' must be a min = severity rating of critical wound. If so, the card critical effects are ignored for the day. If not healed. returns to play the next.
Medicine = Cannot be performed in encounter mode.
F.Aid and Medicine Failure
(normal wound) F.aid failure of 2+ banes = 1 stress and 1 fatigue.
(critical wound) F.aid failure of 2+ banes = 1 wound, 1 stress and 1 fatigue.
(normal wound) Medicine failure of 3+ banes = 1 stress and 1 fatigue.
(critical wound) Medicine failure of 3+ banes = 1 wound, 1 stress and 1 fatigue.
Draughts (Max 1 per day)
(normal wounds) # Success' based on the amount of dice rolled below = amount of wounds healed.
(critical wound) If # Boons generated are equal or less than the severity rating, the player can choose to turn a critical wound into a normal wound.
Quality
Poor - 3d (Fortune Dice)
Average - 4d (Fortune Dice)
Superior - 5d (Fortune Dice)
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It's long I know,but i needed to be sure and accurate before I'm either wrong by assumption or get flamed. At best I think this could help others as a summary if it's anywhere's close to right.
Off topic - And what the hell is resilience anyway? This to me this sounds like the urge to repel or "tough out" a wound through sheer resistance/tuffness, not have the wound heal and close up because i grit my teeth in the morning and regenrate itself. lol