Wounds are persistent injuries that come about as the result of Combat Activity, accidents, mistakes, and lapses in judgement from a variety of sources. Many encounters incorporate simple damage-causing injuries, and the most common avoidance is having a Character Feature, mystic effect, or item/technology to offset hazardous conditions. A character who takes a Wound suffers immediate (damage) and longer term effects. One cannot have a Wound and be Hale. Normal Health restoration through healing and rest does not remediate the secondary effects of a Wound unless noted. All Wounds impose a non-lethal, cumulative level of Exhaustion on the target; They lose 1 measure of Movement even if they are immune to Exhaustion. Additionally:
Minor Wounds: Wounds that impair the target’s full Health, but can be gotten over quickly; Their effects are remediated after the Short Rest for each such Wound.
Major Wounds: Wounds that impair the target’s full Health, and will take a long time to heal and recover from; Their effects are remediated after a Long Rest for each such Wound.
Grievous Wounds: A Major Wound that leaves the body seriously weakened to the extent that all checks to resist effects are made with Disadvantage until remediated. These wounds heal after all others and may have Grievous Wound Additional Impacts.
The source of the wound may describe other specific effects. Surviving persistent injuries is usually just a matter of time and natural healing, though some are so Grievous they will alter the form and function of a character – leaving them with permanent disfigurement, chronic pain, and deep scars.
A Wound has a Life Drain effect, immediately reducing the maximum Health value for a character by 5 until the Wound is remediated.