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.