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.