All credit to @2P51 for bringing up this method in another thread. If you want a new level of immersion for your game try keeping track of wounds and strain for your players and simply informing them how hurt or psychologically stressed they feel through description instead of through a number.
I would like to discuss in this thread what you see (or know) as far as obstacles to this way of tracking Strain and Health. I am using this in my games now and the first outing of it was really fun. I didn't mind the extra accounting because it helped my players to stop playing the numbers and start playing their characters. I have discussed this topic recently in other forums and one of the objections that gets raised is that it is too much work for the GM.
Also, some people seem to object to the idea of the player not knowing exactly where the character is as far as the game resources. I contend that this is only an issue if the character is always supposed to behave like the mechanics are somehow known to the character, and that characters must always go down as a result of the player subjecting the character to a situation where the numbers line up (tough fight only faced if full health, etc.). As you read this, do you know exactly how many Wounds and Strain you have? And would you know how much you lost if you stubbed your toe, broke your finger, or got yelled at by your boss? I think you would just have a general feeling of how good to go you are. The GM can convey that information by translating the numbers into descriptions.
To do this successfully I believe you have to have a strong concept as a GM of what the damage looks like (in your interpretation for your game) as it is done to the character, and being able to leave room for some abstractions such as luck/The Force, deflections from angles and materials, and other ways that a hit does not directly connect with 100% transference of damage to the player character's body. This is mainly in the form of variation of description. A 7 point hit from a blaster could be described as a burning wallop that hits the character I the breastplate, or the effect of catching a lot of the spall from a duracrete column that partially explodes from a blaster bolt as the character uses it for cover.
The Basic Human (Character)
Wounds 10+2=12 Strain 10+2 = 12 Soak:2
A Blaster Pistol is designed for killing and does 7 points of damage minimum (As the one Success it took to hit counts toward damage) but will encounter at least two points of soak usually and so it actually does 5. This means the average unarmored person can probably take 2 hits from a Blaster Pistol as far as non-Crit wounds. By comparison a Slugthrower Pistol such as we have today will do 5 points of damage minimum but hitting the 2 soak will be knocked down to 3.
Because this is not really the way weapons work (Their function is to kill efficiently) it can be supposed that most average people are Minions . For example a Nerf Herder has a Soak of 2 and a Wound Threshold of 3. A Slugthrower Pistol with a good hit could kill that person in one shot.
To me this seems to suggest that Wound Threshold is not really representing any kind of serious physiological wounds until it is registering negative numbers. When a character hits negative numbers in Wound Threshold the book says they are "defeated" which the book says "usually entails death" but can mean incapacitated. Getting shot full on or having significant blood loss will generally make a person stop functioning unless adrenaline and willpower combine with the nature of the specific wound to allow the person to continue to function.
The player is supposed to track their wounds until they reach a maximum of twice their Wound Threshold in negative numbers (-24 for our Basic Human Character) for the purpose of knowing how much healing they need to become conscious if the call was made that they were just incapacitated and not dead. So negative wounds on an actual Player Character represent life-threatening injuries. It could have killed you, but you are hanging on to life. Also when you initially go below your wound threshold you automatically get 1 critical injury.
Critical Hits
Critical Hits Kill minions.
Critical hits also stay on all non-minion characters until healed, which means that Critical Hits are serious physiological wounds. Critical Hits can kill Heroes instantly but they put this type of critical numerically high on the list where even a maximum roll will not hit the result unless a lot of Vicious, consecutive Crit bonus to the roll, or Talents are applied. Any time a Critical Hit occurs this needs to be a description of a serious and possibly debilitating injury if Death or Dying isn't indicated.
Edited by Archlyte