Crits are sort of... meek right now, aren't they ?
Here's some ideas to make them hurt more.
1- The severity rating of the Crit counts as the difficulty (number of purple d) the character must test Resilience against to avoid Fatigue. When on the receiving end of a critical, target gains (Severity Rating) Fatigue minus any successes rolled on the Resilience check.
(This way, characters hit by Crits will be fatigued faster and will eventually go down faster too. Avoids the multiple Flesh wounds that don't hinder the character at all... You could even add 1 fatigue per previous crit to the result of the Resilience check, if you feel mean. This rule would bring critters down faster also, since fatigue converts into wounds for them. Intelligent players will use the Assess the Situation card to eliminate Fatigue and will avoid using multiple manœuvres, which seems totally realistic for a critically wounded character to do.)
2- If a Chaos Star is rolled and not countered by a boon, lets call it an outstanding Chaos Star, the Critical is a bleeder. Target suffers 1 wound per round until a successful First Aid check is rolled.
What do you think ?
Basically, I don't like that characters can slowly see their wounds accumulate (which in game terms should mean pain, suffering, fear...) but also see that this has absolutely NO effect on their performance. Call that adrenaline ? Sure, at first...
Here's another "hurt them bad" rule for wounds.
1- When wounds suffered are higher than WP and T combined, suffer a misfortune die to all actions.