Anatomy of Injury

Physical Tolerances (PTGS)

Calculating Thresholds

Value Formula
Mortal Wound (Mo) ceil((Power + Forte) / 2) + 6
Superficial (Su) floor(Forte / 2) + 1

Place Light, Midi, Severe, and Traumatic between Su and Mo. Gaps between tolerances can be up to ceil(Forte / 2) steps. Extra gaps go to the bottom first (Su→Li, then Li→Mi). Se, Tr, and Mo tend to fall together.

Wound Penalties

Wound Type Penalty
Superficial +1 Ob
Light −1D
Midi −2D
Severe −3D
Traumatic −4D
Mortal Dying

Example: Power B4, Forte B4 → Mo B10, Su B3. Gap = 7, max step = 2. Su B3, Li B5, Mi B7, Se B8, Tr B9, Mo B10.

Wound Penalties

Die penalties are subtracted from stats, skills, Reflexes, and Steel. Penalties are cumulative — a Light (−1D) and a Midi (−2D) = −3D to all stats and skills.

Superficial wounds add +1 Ob instead of subtracting dice. A second superficial stays at +1 Ob. A third superficial converts to −1D (treated as a single light wound).

Steel Tests

Any wound of −1D or greater triggers a Steel test. This includes the third superficial wound (which becomes −1D).

Mortal Wounds

A character struck with a mortal wound dies unless a Persona point is spent for Will to Live, which allows a Recovery test after treatment.

IMS Damage

Hit Type Damage
Incidental (I) ceil(Power + Weapon Power) / 2
Mark (M) Power + Weapon Power
Superb (S) floor((Power + Weapon Power) × 1.5)

Extra successes over obstacle push through I → M → S based on the weapon’s Add value.

Recovery

Wound Type Base Time With Treatment
Superficial Hours —
Light 2–4 weeks 1–2 weeks
Midi 1–2 months 2–4 weeks
Severe 3–6 months 1–3 months
Traumatic 6–12 months 3–6 months
Mortal Fatal 6+ months (if survived)

Treatment requires Herbalism, Surgery, or Field Dressing test. Failed treatment may worsen the wound.