Injuries
Any references to “Injury Conditions” are replaced with “Injuries.” Injury levels are as follows:

BruisedOOActions using a Path Skill gain one dieLevel 1
InjuredOOActions using a Path Skill gain two diceLevel 2
MaimedOOOnce filled, you can either keep the Wounded benefit or aggravate your Injuries to add +2 Enhancement to the action in addition to the two dice awarded for Wounded, and then gain the Aggravated Wound Status Effect)Level 3
Near DeathOYou can perform one last action with three additional dice and +2 Enhancement before going out of the fight).

Health

Treating a character to heal damage requires a Medicine + Intellect action with a difficulty equal to the highest Injury Level filled in with a minimum of 1. For example, if a character has five damage, with completely filled Bloodied and Wounded Injury Levels and partially filled Maimed, the difficulty would be 2 for Wounded being completely filled in. Success on the action removes all the damage from the highest rated Injury Level.

Characters can only benefit from a single healing action each scene. Characters can take a healing action at the end of any scene in which there was not a combat or heavy activity. Characters heal one full Injury Level between sessions and heal completely at the end of a story. Certain magical abilities may allow for additional healing.

Each appropriate Combat Status Effect, like Unconscious (p. XX), adds a Minor Complication to the healing action to remove the Status Effect. Failure to buy off the Complication means the Status Effect worsens or the character gains a new Status Effect.

Armor

Armor absorbs damage as it comes in, preventing injuries. Each dot of armor the character has provides empty boxes of damage that come before the Bloodied Injury. These boxes are marked off first and do not get replaced until after the end of the scene or if something specifically repairs the armor.