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.
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.