Stress, Damage, Consequences

Each character starts with 3 stress boxes, +1 for each rank of Vitality they have, and 3 Consequence slots.

When the appropriate skills are rolled (typically Attack versus Defend), the severity of the attack is the number of shifts on the attacker's roll (i.e., Attack roll - Defense roll = Damage). When you take damage, you can assign those shifts to stress or Consequences: stress box 1 absorbs 1 shift, box 2 absorbs 2 shifts, etc. If you choose to take a Consequence, mark off one or more Consequence slots and write an aspect for each one.

Mild consequence absorbs 2 shifts, Moderate absorbs 4, and Severe absorbs 6.

You can only check one stress box for a single hit, and you can't check a stress box that has already been checked in this scene; you can choose to check a stress box and take one or more Consequences in one hit. If you can't absorb all of a hit's shifts, by checking a stress box, taking consequences, or both, you're taken out and no longer act in the scene.

Recovering From Stress and Consequences
At the end of each scene, clear all your stress boxes. Recovering from a Consequence requires you to explain how you recover in a way that makes sense with the Consequence-- visiting a healer, setting a broken bone, taking a moment to calm your nerves, etc. Clearing a Consequence also takes time: Mild consequences clear at the end of the scene, once you have a chance to rest. Moderate consequences clear at the end of the session, provided it makes sense within the story. Severe consequences clear at the end of the story arc, provided it makes sense within the story. Since Moderate and Severe consequences tend to stick around for longer, feel free to rename their aspects once the scene is over--  may change to   until healed, for instance.