Response (Assassin style)
Requirements: 11 Combined Tiers of Tools and Guile
As you cause Wounded with an attack, increase the Tiers caused by the amount you exceeded the creature's defense.
Boost: If you rolled for a part to determine the part wounded, increase the value of the roll by 1 + TT/6.
Aspect (Survivor style)
Gain +1 + TT/2 on Diseases and Poisons Knowledge and Soothe rolls.
Boost: While using Treat Injury and Wounds, you can affect an additional 1 + TT creatures in Reach at the same time.
Talent (Mechanic style)
Requirements: 9 Combined Tiers of Athletics and Tools
Target body part in Reach does not cause any penalty from Wounded.

1 + TT hours
Boost: The creature gains +1 + TT on rolls to reduce the Wound.
Spell - Elemental (Mentalist style)
Deal 4 + TT/2 Mystical Mind damage to Grit of target creature in 6 + TT x 2 range.

Endure
Boost: If you cause 4 or more Injury, cause Tier 1 Wounded Tier to their head.
Response (Defender style)
After a roll for a part is made against another target creature in Reach, roll 1d12 to reduce the part roll by 1, DL 9 - TT/2. If this reduces the roll to 0, prevent the effect.
Boost: Reduce the roll by an additional 1.
Aspect
Requirements: Demon
After each 12 - TT rounds while you have Wounded Tiers, reduce each Wounded Tier you have by 1. Pay 2 Energy for each Tier reduced.
Boost: Req: Trained 4 Times - Reduce the Energy cost per Tier by 1.
Trick (Defender style)
Requirements: 7 Combined Tiers of Endure and Elude
While an Ally in Reach has Wounded, gain +1 on Skill rolls.

3 + TT rounds
Boost: After an Ally in Reach becomes Wounded, heal 1 Resolve.
Response - Infusion (Fated style)
Requirements: 9 Combined Tiers of Guile and Zeal
After a damage roll, reroll all dice that are face value 9 - TT/2 or lower.
Boost: If you cause a Serious Injury, increase the Wounded Tier caused by it by 1 + TT/3.
Spell - Infusion (Corrupter style)
Requirements: 9 Combined Tiers of Magic and Nature
Deal 3 + TT/2 Mystical Necrotic damage to Grit of living creatures in a Cone 3 + TT.

Nature
Boost: Remove 1 + TT/3 of each Wounded Tier afflicting Undead creatures.
Talent (Fortress style)
Requirements: 11 Combined Tiers of Athletics and Endure
Reduce Injury you would suffer by 1 + TT/3.

3 + TT rounds
Boost: Reduce Tiers of Ailments and Wounded you would suffer by 1.
Spell - Mutation (Hemalurge style)
Deal 3 + TT Trauma damage to target creature in 6 + TT x 2 range.

Nature
Boost: For 1 round, any Wounded Tier they suffer is increased by 1.
Spell - Infusion (Coach style)
Requirements: 7 Combined Tiers of Athletics and Poise
Target creature in Reach reduces the face value needed for healing Grit by 1 + TT.

12 hours
Boost: Reduce their DL to reduce Wounded by 1 + TT. Any missing body parts count as Tier 24 Wounded for the purpse of reducing Wounded.
Aspect (Zealot style)
Requirements: 7 Combined Tiers of Endure and Zeal
While Focal Locked on a creature, treat each Tier of Wounded afflicting you as 1 + TT/2 Tiers lower to determine penalties.
Boost: After suffering a Serious Injury from a creature you are Focal Locked on, heal 1 Resolve.
Spell - Infusion (Preacher style)
Requirements: 7 Combined Tiers of Poise and Zeal
Restore 1d12 Grit to target creature in Reach. The creature cannot be affected by this again until they have had 8 - TT Recoveries.

Nature
Boost: The creature rolls now to reduce Wounded afflicting target body part.
Aspect
Requirements: Flora
While in an area with Overgrowth, you can double the amount of Grit and Energy you heal from Recovery. If you do, the first time you move or are moved during the Recovery or within 1 minute after, suffer 6 - TT/2 Body damage.
Boost: Req: Trained 2 Times - Also, after you roll to reduce Wounded other that from this effect, roll to reduce it again.
Form
Requirements: Root Amphibianfused
Gain +2 on rolls to reduce Wounded. When rolling to reduce Wounded Tiers, you can reduce severed parts as if they are Tier 24 Wounded.
Regenerators have black skin with patches of any color. Their supreme healing ability often gets them sent on the most dangerous of missions.
Aspect (Monster style)
Requirements: Soulweaver Permission
Become a Zombie and gain fangs. Increase the DL to be identified as an undead by 6. Consume blood instead of flesh. After 24 hours pass without consuming at least 1 Bulk of blood, gain Tier 1 Starving. Gain Tiers of Enraged equal to your Starving Tier. If you end your turn in sunlight, suffer 1 + 1/2 Starving Tier Wounded Tier to a random part.
Boost: After causing Grit Injury with fangs, attack Nature with Injury d12 to cause them to gain Vampire 1d12 days after they die within 1 day. They suffer -1 on their defense for each prior time they have made this roll in the last month.
Response (Opportunist style)
Requirements: 9 Combined Tiers of Martial and Guile
After you succeed a melee attack against a creature, roll for a part a number of times equal to half the damage you would deal. Instead of dealing damage, cause Tier 1 + TT/2 Wounded to a rolled part of your choice.
Boost: 1 Resolve: Then deal 1 + TT Stiff damage.