Light damage, a temporary hindrance to a stat. Take +1t on the next roll with that stat, then clear the mark.
If a stat is already marked, you take harm instead. As long as a stat is unmarked, even if you have its related harm, you can take a mark to it.
Marks are often combined with another mark or other consequences when inflicted directly. You also take a mark when you push yourself.
Heavy damage to your mind or body, a lingering hindrance. This is the default damage from an impact move - though it can be split into a couple of marks or other consequences.
Bloodied and rattled inflict +1t each on all rolls. Taking a type of harm for the second time leaves you dropped - you’re out of the scene. Make a story roll (usually 2d) - on a perfect, you’re merely out until the scene ends. On a messy, things get even worse, like also taking on a condition (4d dying, broken leg, trauma). On a grim, things get far worse, like dying or taking on a permanent condition (insanity, morality shift). Damage should match the tone of the scene - tame stakes might inflict a mark, while dire stakes might inflict both harm and dropped at once.
An intense flash of emotion like anger, fear, or confusion. Vex is inflicted as a consequence, sometimes in addition to a mark or harm. Vex prompts an immediate, instinctive response. Choose one from fight, flight, freeze or freakout.
Interpret the response, which usually lasts a beat or two. Your PC is driven by emotion, but you decide how it plays out. Aim to balance what’s fun, what fits the story, and what flows from the emotion.
Specific injuries or maladies that impact only relevant situations and are often lasting. They often come combined with harm or a mark, and can be:
Take +1t when a condition specifically hinders a roll. Conditions can also reduce your vantage, which can prohibit a roll.
Conditions clear when it makes sense, life after a scene, with rest, or when a pool tracking them depletes. They may also require treatment or another specific method to clear them.
You have final say on long-term and permanent conditions. When you take one, work with the GM to find a good fit for your PC and the situation.
Harm can be cleared with treatment, which requires time, tools, and training. Treatment always carries risk, requiring an action roll. On a messy, they recover but other problems arise (left with a mark, takes longer than expected). On a grim, you aggravate the situation (long-term condition, death).
Marks can’t benefit from treatment. They are light enough already that only time heals them; cleared with rest, rolling, or specific talents.
Conditions can be treated when it makes sense, which might require working towards a task pool or fulfilling specific requirements before it clears.
A stretch of time between significant action. Paced for drama, not realism. Clear all marks and harm.
Extended breaks. Fully heal, including relevant conditions, and reset per-session talents. The GM rolls faction pools, then picks one and depletes it completely to move the story forward.