Appendix
Cardiac Arrest
In cardiac arrest, respiratory arrest or a similar state, the character still lives for several minutes. If treated during this time, they survive. Once this time (5-10 minutes) has passed, they inevitably die.
Limb Injuries
If damage aimed at an arm or leg reaches your Endurance, that limb is crippled. With a crippled arm you cannot fight, you cannot stand on a crippled leg and you walk as if your Mov were 10 lower (if both your legs are crippled, you cannot stand or walk at all).
If damage to a limb exceeds 5x End, the limb is permanently damaged (severed), but you can survive. You survive if it is not an open wound, or if someone treats you (Healing roll + 2d6 / 10). Saving a severed limb is another matter (Healing + 2d6 / 25).
Wounds That Don't Kill
Unarmed combat, a staff, a whip, limb damage and the like rarely end in death. Your status changes to "Mortally wounded", but you live.
If the damage reaches the next level, roll for passing out (even if you are unconscious). Only a Fatal failure (at least three 1s, or failing by 10 with two 1s) means death; otherwise the healing time is only extended by 1 week, but you survive the wound.