I Do NOT understand recovery. There appears to be contradictions or at least different explanations in the rules. I will reproduce three quotes which do not seem to line up with each other. Please help me figure out what is going on with these and help me figure out how to GM this properly. Thank you for the time everyone, by Crom!
On Pg. 124 of the Player’s Guide it states…
A character recovers Stress fully at the end of an action scene, with Vigor and Resolve returning to their full values. This is automatic, requiring only a brief rest.
Harm, on the other hand, must be treated using the appropriate skill (as indicated on the Damage Types table). A skill test to treat a patient’s Harm can only be made once per day and has a Difficulty equal to the number of Harms (of that
type) afflicting the character. On a success, the character treats 1 Harm plus 1 additional Harm of that type for each Momentum spent (Repeatable). Treated Harm doesn’t impose any penalties, but it isn’t fully healed, and if the character suffers a new Harm of that type, then treated Harms immediately return, as wounds reopen under the strain.
Complete healing takes time, rest, and possibly the attention of a healer.”
But on Pg. 122 of the Core Rules it states….
“ RECOVERING FROM DAMAGE
Recovering from damage is as important as being able to inflict it.
A character recovers all lost Stress — Vigor and Resolve — at the end of an action scene. This is automatic, requiring only a brief rest. The only time this should not happen is if the next scene is set immediately after the prior, with the characters having no time to recuperate.
Stress is recovered at a slower rate within an action scene, though it never reaches a higher value than the character’s normal maximum. Spending 1 point of Momentum (Immediate, Repeatable) allows a character to recover 1 point of any Stress. Alternatively, characters can spend actions to try to recover their own or an ally’s Stress during an action scene. These treatment actions are described in the Counsel and Healing skill descriptions (pages 62 and 66).
Recovering from Harm is a trickier proposition, requiring two stages: treatment and healing. Restoring lost Harm cannot be done during an action scene, except under the most extraordinary of measures or conditions.
To treat Harm, the treating character must choose what kind of Harm is being treated and must attempt an Average (D1) skill test using a skill determined by the type of damage. If successful, this test removes 1 Harm, plus 1 additional Harm for each Momentum spent (Repeatable). A treated Harm no longer imposes any Difficulty increase, nor does it count towards the character’s maximum, but it is not yet completely healed. Until a treated Harm has been completely healed, the character is still vulnerable and the Harm is still present, if latent. If a character suffers a new Harm of that type, any treated Harms immediately return as Wounds or Trauma, reopening under strain.
Completely healing from Harm takes time, proper medical attention, or a combination of both. The pace of healing is at the gamemaster’s discretion, and normally occurs at points in an adventure where the characters stop and rest or in the downtime between adventures. Healing completely removes all Harms the character suffers from, treated or otherwise. Most healing comes during downtime, which is described in Chapter Nine: Gamemastering .”
Then when you go Pg. 294 of the GM section relating to downtime in the same core book it states…
While a player character can recover from the cuts and scrapes of a rough life quickly enough, longer-term problems — Wounds and Trauma, as well as issues like Fatigue and Despair — are more time-consuming to deal with. By devoting a period of Carousing to recovery, the player characters make certain that they will suffer no further from any malady or affliction sustained on some prior exploit.
Time spent on recovery means seeking out healers and staying in their care for a protracted period. In exchange, it provides an exceptionally effective means of ridding oneself of Wounds and Trauma. A player character may spend Gold on recovery, which secures the aid of a healer who treats the player character’s Wounds, Trauma, and the effects of poisons and diseases. The total cost is 1 Gold for each Wound or Trauma healed completely (this includes ones that were treated during the adventure), plus 1 Gold for each type of poison or disease removed. There is no test required for this: merely the expenditure of Gold. It is assumed that if one healer is not adequate, another is found who can do the job.
Any character with 3 or more ranks of Healing Expertise may spend the Carousing phase helping an ally recover, but this can only apply to Wounds, poisons, and diseases (unless they also have Counsel Expertise 2 or more). Both player characters can share the expenditure of Gold, spent on supplies and somewhere clean to treat the patient’s wounds. The Gold cost for recovery is reduced by 1 per additional character with Counsel or Heal Expertise 2+ assisting, to a minimum of 1 Gold.”
Is it possible to get a clear step by step clarification of this from the creators. This also needs a clarifications and distinction between the self recovery and "other recovery"