Wounds & Death

In general:

A first Wound will be minor and temporary, and require 1 Break to heal.

A second Wound will be major and temporary, and require 3 Breaks (or GM discretion) to heal.

A third Wound will be minor and have permanent consequences that remain even after the wound is healed, and take 5 Breaks (or GM discretion) to heal. And may temporarily take you out of the fight.

A fourth Wound will be major and have permanent consequences that remain even after the wound is healed, and take 7 Breaks (or GM discretion) to heal. And will usually take you out of the fight.

A fifth Wound will almost always lead to immediate death.

When a Wound has fully healed, erase it from your active Wound slots and note any perminate consequences in another part of your sheet.

There are two systems for handling receiving wounds while you are only partly healed.

Slots

Slots is the default system. In Slots you can only ever have one active Wound of each severity, and when you gain a new Wound, it is gained in the least severe open slot you have. E.g. if you have taken a first and second Wound, and take a single Break to heal the first. When you take another wound it goes in the first Wound slot and is minor and temporary. But the next Wound you take will jump over the filled second Wound slot and become a third Wound.

This allows you to rest less than really needed, and gain a small buffer zone, but if you get too risky and overstep that buffer you’ll take an even more severe wound than before.

Numbers

Numbers is an alternate ruleset where instead you always gain Wounds with a severity equal to the number of active wounds you have. E.g. if you have taken a first and second Wound, and take a single Break to heal the first. When you take another wound it becomes another second Wound.

This encourages you to rest fully when wounded because if you re-enter a fight with unhealed Wounds, you’ll immediately resume taking more severe wounds, and allows you to have multiple severe wounds active at the same time.