Wounds and Recovery
- All stress tracks are cleared at the end of the scene. Stress is temporary and fleeting, and by taking a quick breather, the character can move past it.
- Minor consequences are also removed at the end of the scene provided the character has a brief moment to brush himself off and gather his composure.
- Major consequences linger for the remainder of the day. The character needs time to rest and tend to himself before getting over these sorts of consequences.
- Severe consequences linger for days or even weeks depending upon their exact nature. These are things that require continued medical or psychological care to move past.
- Extreme consequences never go away. They permanently replace one of the character’s aspects to reflect the nature of the wound, and another extreme consequence cannot be taken until the character reaches a major milestone.
As a form of aspect, consequences can be nearly anything in nature. A fascinating list of examples of all levels of consequences for all three stress types can be found on the Dresden Files RPG message board. Consequences can be invoked or compelled as if they were normal aspects, so while they will make life difficult for the character, they also become a source of Fate Points.