Descriptors can have different game effects at different times, depending upon the situation. But, at all times, descriptors behave as the game setting limits, with out exception. For example, a magic potion can't exist in a modern setting without magic.
A Super-human descriptor automatically beats the corresponding human descriptor, as the super-human scale usually far exceeds the human scale. For example, when the superhumanly strong, Cockney superhero 'Ardman, arm wrestles Alex, a normal human, 'Ardman always wins the arm wrestling to any degree desired by 'Ardman's player.
For Alex to win, requires Alex to change the conflict to an area where 'Ardman's super-human strength no longer has the overwhelming advantage, and for 'Ardman to permit this. Basically, cheating!
The following phrases are arranged on a rough scale of relative weight:
Note: I don't want players to have to look up a table, and this seems to impose a game system scale.
Injury descriptors are usally disposable descriptors for the most part. Setting and/or genre can easily change this list.
Scratch, Bruise and Graze are descriptors that don't significantly affect one's skills or attributes, yet they leave one's body open to infection and usually attract attention from onlookers.
Wound and Injury are descriptors that penalise one's skills and attributes, due to the pain of the wound or injury itself, yet don't cause unconsciousness or prevent movement.
Unconscious is a descriptor that prevents consciousness.
Incapacitated is a descriptor that prevents gross movement of the character.
Down is a descriptor that means the character is down and not moving much. It's usually means the same as Unconscious, Incapacitated or Dead.
Dead is again a descriptor that literally means what it says and is usually not a disposable descriptor.
Other descriptors are certainly possible, not just the ones mentioned above. Players should feel free to add or subtract from the above list as they feel comfortable with various levels of injury description.
After a suitable period of time:
Other descriptions of healing procedures are certainly possible, not just the ones mentioned above. Players should feel free to add or subtract from the above list as they feel comfortable with.
Magical healing allows temporary or permant changes to the above steps when applied to a injured character, depending upon the description of the magics.
For example, Ardren was hit by a goblin arrow causing an injury and unconsciousness. Arwen tends to Ardren's wound, carefully drawing forth the shaft and applying a salve of Mother's Tears and ground Azabajin root to the wound, then chanting a healing benediction. Ardren's wound vanishes, leaving not a trace behind, then Ardren awakens, unhurt.
These guidelines are complementary to this: