Weapons have Damage, which causes Wounds. There are two types of Wounds: Stun and Injury. Unarmed attacks (and a few weapons designed to be non-lethal) inflict Stun. The Damage of these attacks are marked with a * in the weapons table. All other weapons cause Injury. Too much Stun knocks your character out, and too much Injury kills.
An attack can succeed with one or two dice. A die is a hit if it's above Guard (or distance, for ranged attacks), but no higher than the value that was used. If only one die hits, the attack is a “Hit”. If both dice hit, it's a “Full Hit”.
Roll the attack's Damage, like you would an attribute or background. The degree of Success equals the Wound. For example, if your attack has Damage 15 and you roll 9 and 13, the target suffers an Injury of 13. If the damage roll fails, mark the lowest unmarked Wound. If the lowest unmarked row is higher than the attack's Damage, nothing happens.
This increases the attack's Pierce by +2 and the damage by +5. Weapons that normally cause Stun will deal will also inflict Injury in a Full hit. Make a separate Injury roll as with a regular Hit. Note that this effect is not optional.
The damage roll works just like an attribute roll, using the attack's Damage like an attribute value. Consequently, damages above 20 can score results higher than 20. Damage rolls can fail. When they do, mark the lowest damage that the attack could have inflicted.
When someone who wears armor is hit by an attack, the first thing to determine is whether or not the armor protects. An armor with Coverage 20 is completely sealed; all attacks will strike armor.
For Coverage 1-19, compare the white die of the attack roll to the armor's Coverage. If the white die is higher, the attack bypasses the armor completely. The white die does not have to be successful to count.
When the armor is struck, compare the attack's Pierce with the armor's Protection. Each type of armor has a Protection interval, for example “4-11”. In this case, all attacks with a Pierce below 4 are deflected and deal no damage at all. Attacks with a Pierce above 11 go straight through the armor, dealing damage like it wasn't there. Pierce within the interval, in this case 4-11, are stopped by the armor but may still knock the wind out of the person inside it. The attack's Damage is lowered by -5, and it's marked as Stun.
Damage translates directly into Wounds: A character that receives Damage 12 marks Wounds row number 12. Injury is marked with a vertical line through the circle, and Stun with a horizontal one. For example, if a character suffers 8 Damage, draw a | through the circle by Wounds 8. For *10 Damage, draw a - through the circle of Wounds 10.
A series of your Wound rows have penalties written next to them. Most of your combat actions and more athletic undertakings suffer the penalty of the highest Wound you've sustained.
For example, if you take 5 Damage and your Wounds 5 row has “3” written on it, you suffer -3 when attempting combat actions.
If you mark any Wound higher up than your worst penalty, you're unable to act.
The Action “Recover” requires your character be able to act. Roll Willpower, taking your penalties into account. A success clears your highest Stun. If you rest for a minute, all Stun clears.
A realistic setting allows an Injury recovery roll every month. In many games this is shortened to once a week or even after each good night's sleep.
Recovery rolls are made using the highest Injury sustained, as if it was an Attribute.
If neither of the above applies, your highest Injury is lowered five steps. Any Injuries along the way are also healed.
A successful roll using a suitable medical Background reduces the Injury with its result for this particular roll (not permanently).