The Condition Track
Healthy characters are Fine. When injured, characters first become Wounded, then Crippled, then Dying. Finally, Dying characters die and become Dead.
Characters at Wounded level have taken a flesh wound. They’re still in the fight as long as their adrenaline keeps the pain at bay, but their wound has decreased their effectiveness. A Wounded character suffers from -10 to their effective Base Skill in all skills, and must roll one extra Variance Die when attempting skills.
Characters that have been Crippled are seriously hurt and should not be still fighting. Any further damage and their immediate survival will be in question, although becoming Crippled (or Wounded for that matter) carries a risk of infection, complications, or permanent disability. Crippled characters suffer from -40 to all Base Skill, must roll one extra Variance Die for all skills, the Luck value for all skills is modified by +1 (making it less likely that variance will be helpful), and they can only move at half their normal rate.
Dying characters are unresponsive and slipping towards oblivion from blood loss, internal bleeding, brain death, cosmic radiation, suffocation, toxins, disease, being on fire, or a million other ways. Each round a character spends in Dying condition forces them to make a Resilience test. The threshold for this test begins at 40 and increases by 10 for each consecutive round of dying the character does. Failure means death. Three consecutive successes mean that the dying individual has stabilized temporarily but is still unconscious. At this point Resilience checks are made every 10 minutes, using the same escalating difficulty. Three consecutive successes at this point allow the character to recover to Crippled status, although usually with some kind of lasting unpleasantness from the near-death experience based on GM judgment. A failure here forces the character back into “actively dying” mode, checking each round.
Dead characters are, sadly, dead. Under certain ideal conditions (such as on the operating table) they can be brought back to life but it takes immediate intervention.
If a character is hit by an incoming source of damage (Rick is shot at by a recoilless rifle and the shooter rolls Aiming 65 against Rick’s Dodging 58 for a hit), they must resist injury with a Resilience test against the damage value of the damage source (the recoilless rifle’s powerful missile has a damage value of 100. Praying for the best, Rick rolls his Resilience of 60 (1d10 4+)). If the Resilience result is equal to or greater than the damage value, the character simply shrugs off the damage (Rick is doomed in this respect). If the damage value is higher than the result of the Resilience test, the victim moves one step down the condition track (this will happen to Rick no matter what). If the Resilience test is failed by 20 or more, the character moves one additional step down the track for each full increment of 20 (The day is going poorly for Rick and he gets -6 on his Variance Die for a result of 54. This fails the test by 46 points. Rick moves from Fine to Wounded automatically, then moves from Wounded to Crippled and Crippled to Dying because he failed by two increments of 20. Assuming help does not arrive quickly, his assassin can look forward to a fat paycheck.)