RE: Healing stun damageIt never occurred to me to use the -1 Extended Test rule to apply to healing stun damage. The book does call it an Extended Test but doing so does lead us to certain illogical conclusions, such as sleeping losing its effectiveness to heal after a few hours for the weak (or weak-willed). Since it's an Attribute+Attribute test (as opposed to a Attribute+Skill test that suggests some limit to ability), we will not use the -1.
For sleep of extended duration, we can use Buying Hits to save ourselves some dice work. If the recover period is short (an hour or two), rolls will be required.
Right now, you can sleep as long as you want, or until Ohanzee wakes you up.
RE: Healing physical damageAll of your physical damage has been incurred within the last few hours. As such, we will not be rolling to heal it until the end of the current day (Friday the 1st). Per the rules, the day must be spent resting. Of course you can still get up, walk around, go outside, and talk to people, but strenuously exerting yourself or incurring more damage will undermine the healing process.
Doc can use his Medicine skill to promote healing. It basically functions as a Teamwork test for the healing roll. (And, yes, Zweiblumen, first aid and healing spells may only be applied once per set of wounds, but Medicine can be applied each day.)
RE: Edge refreshI've been debating about how frequently I want to refresh Edge. Part of the uncertainty is because I don't know if the game will continue to advance a few hours at a time or if at some point we'll be fast-forwarding through days. This, in turn, is dependent on PC decisions.
Because you are getting some solid sleep, and because everyone is doing awesome on the RP, I will say that
Edge is fully refreshed right now. However, don't take this as a hard precedent. I want to keep it so that using Edge is a strategic decision, rather than, "Oh I can Edge every roll because it refreshes so frequently." So no promises on when the next refresh - full or partial - will occur.
@8-bitNo worries about not posting much on the weekend. I am not expecting daily posts then. Any progress we make on the weekend is a bonus.
@PoindexterIf you just intend simple booby traps, you have already made those rolls and succeeded. Per the rules on p. 435, the interval for that extended test is only 1 combat turn, so booby traps are relatively quick to produce (less than a minute each). If you wish to use Demolitions less as a booby trap and more as a targeted explosion to be triggered manually, that would be a simple Logic + Demolitions roll. Again, we can use the rolls you made last week. The interval for that is not provided since it is a simple roll. Not being familiar with explosives myself, I would say the interval for each test could be anywhere from 1 minute to 10 minutes. As such, Sam would be going to sleep shortly behind the others.
Trap main entrance roll 1: 8d6t5 1
Ok, first trap is set using 1 kilo of rating 5 commercial explosive and a rating 4 electrical detonator.
Trap secondary entrance roll 1: 8d6t5 3
Ok, second trap is set using 1 kilo of rating 5 commercial explosive and a pull detonator.
Trap third entrance roll 1: 8d6t5 5
Ok, third trap is set using 1 kilo of rating 5 commercial explosive and a push detonator.