|When someone takes damage leaving them with 8 or less BODY, they suffer bleeding and wound penalties. This penalty applies to everything they do. Penalties are as follows:|
Note that if someone's starting BODY is already in this range, then they do not suffer any wound penalties normally, but suffer the normal amount once they reach the next step. Thus, if a character normally has 8 BODY, they suffer no penalties until they reach 6 BODY, at which time they suffer a -2, and bleed at 2d6 per phase.
The Bleeding column lists the amount of STUN damage the character takes on each of their phases. In addition, if a 6 is rolled for bleeding damage, the character takes an additional point of BODY damage.
How to Stop Bleeding
Bleeding can be stopped with First Aid which takes one phase. A successful First Aid roll (INT roll) stops one die of bleeding (or two dice, if you make your roll by half or more). A successful Paramedic roll stops one die of bleeding per 2 points by which the paramedic roll is made by. A natural 3 always stops all bleeding. If the character engages in rigorous activity after bleeding has been stopped, bleeding may start up again at GM's discretion.
Characters with Regeneration can still bleed. However, after each Regeneration (normally post-phase 12, but might be bought to happen less often), in addition to getting back a point of BODY, the amount of bleeding drops by 1d6 per point of BODY regenerated. For example, if a character who regenerates 1 BODY every turn is bleeding 3d6, when they reach post phase 12, they get back one point of BODY, and bleeding drops to 2d6 regardless of what their current BODY is.