VsD/Health and Healing

The basic idea is that hit point damage represents temporary damage that you heal naturally and automatically, while effects of critical hits require you to focus on rest and recuperation (by setting up Camp or seeking out a Safe Haven).

Characters recover one tenth of their Total HP for every full hour of rest unless: This normally means you can start each day fully healed as long as you suffer no criticals.
 * you are exposed to nature (wet, cold and so on)
 * you suffer from one or more untreated Bleeding critical
 * you are Weary (the Weary Condition)

Healing herbs can accelerate HP recovery and even make you recover HPs even while actively adventuring:
 * A dose of clotting herbs can be used to create a Healing Salve (heals 1d10 HP)
 * A dose of mending herbs doubles the HP recovery from rest (for five hours)

Bleeding
While Bleeding is caused by critical hits, Bleeding is treated separately. The severity depends on the amount of HP lost per round in total.
 * Light Bleeding (1-4 HP lost per round)
 * Severe Bleeding (5-10 HP lost per round)
 * Exsanguination (>10 HP lost per round)

Bleeding characters (any severity) cannot recover HPs until Treated.

Treating Bleeding
Outside combat, Bleeding can be temporarily stopped simply by applying some bandages or a tourniquet or a dose of clotting herbs. Unless Treated, HP loss will resume as soon as they enter combat again or perform any strenuous activity.

Partial Success: Spend an additional bandage or use of Healer's Kit or a dose of clotting herbs to succeed, or counts as a failure. Failure: Each failure gives the healer a cumulative -10 penalty to try to heal this particular patient. The penalty disappears the next day. Partial Success: patient becomes Weary if not already, but otherwise counts as a success. Failure: The blood loss is temporarily stopped, but the wound isn’t Treated. HP loss will resume as soon as the patient enters combat or performs any strenuous activity. If in a safe environment, you can try again. If not, the patient must either find another way to heal or be treated by a more skilled healer. Partial Success: patient becomes Weary if not already, but otherwise counts as a success. Failure: The blood loss is temporarily stopped, but the wound isn’t Treated. HP loss will resume as soon as the patient enters combat or performs any strenuous activity. You cannot try again: the patient must either find another way to heal or be treated by a more skilled healer.
 * Light Bleeding: Treat anywhere. Requires a bandage or use of Healer's Kit or a dose of clotting herbs. Succeed at a Standard (+0) Healer Roll to Treat Light Bleeding. Bleeding is healed immediately once treated, leaving patients free to continue their adventure.
 * Severe Bleeding: Treat anywhere. Requires the use of a Healer’s Kit or a dose of clotting herbs. Succeed at a Challenging (-10) Healer Roll to Treat Severe Bleeding. Treated characters must rest for a full day (or have a dose of clotting herbs applied) before they start recovering HP but can otherwise continue their adventure.
 * Exsanguination: Treat only in a safe environment (requiring the party to set up Camp or find a Safe Haven). Requires the use of a Healer’s Kit or a dose of clotting herbs. Succeed at a Very Hard (-30) Healer Roll to Treat Severe Bleeding. Treated characters must rest for a full day before they start recovering HP (or have a dose of clotting herbs applied) but can otherwise continue their adventure.