Characters gain special Conditions when injured, called Injury Conditions.
There are four general categories, corresponding to increasing levels of Complication severity: Bruised (−1), Injured (−2), and Maimed (−4). Beyond that, you’re Taken Out. Except for Taken Out, characters don’t often get Injured or Maimed, they get Broken Arm or Crushed Skull. Be descriptive when applying these Conditions — weapons can only apply Injury Conditions that would be narratively logical. If an Injury Condition wouldn’t affect your character (say, they’re trying to shoot someone while suffering from a broken leg) the Condition effect or Momentum generation simply doesn’t apply.
Injuries needn’t represent actual wounds; at the Storyguide’s discretion, they can be “Fated Injuries,” which are curses, injuries held in abeyance, or close calls that throw off the character and keep them off balance. Having a character dodge a hail of bullets only to catch the fateful one that Takes them Out is perfectly in-genre.
Calculating Injury Conditions: Anyone can take the Bruised or Maimed Condition levels (or the equivalents thereof caused by weapons). With a Stamina rating of 1, they can take Injured (create a small box for the level). additional 2 above (round up), the character can take one additional Bruised Condition. Scale can add directly to this, creating one additional Bruised Condition per Scale level.
Example: At 3 they have Taken Out, Maimed, Injured, and two Bruised. At 5, they have Taken Out, Maimed, Injured, and three Bruised. At 11, it’d be six Bruised, and so on.
Any time the character takes damage, he must take an Injury Condition. His player chooses to take a Bruised, Injured, or Maimed Condition, if available. If none are available, he is Taken Out.
If the attack is from a weapon with the Aggravated tag, the Condition becomes Persistent. Against mortal characters, lethal damage is Persistent. The four-point Critical Hit Stunt allows you to inflict an additional Condition.