Player character supernals have all of the following levels of harm.
Endurance
___ Flagging (recover after a short respite)
___ Depleted (recover at beginning of session or after downtime)
___ Exhausted (debility - recover when a move or the fiction allows)
Psyche
___ Discomfited (recover after a short respite)
___ Bowed (recover at beginning of session, or with downtime)
___ Broken (debility - recover when a move or the fiction allows)
Strength
___ Taxed (recover after a short respite)
___ Strained (recover at beginning of session, or with downtime)
___ Tapped (debility - recover when a move or the fiction allows)
Warfare
___ Pressed (recover after a short respite)
___ Beleaguered (recover at beginning of session, or with downtime)
___ Defeated (debility - recover when a move or the fiction allows)
Health
___ Battered (recover at beginning of session, or with downtime)
___ Bloodied (recover when a move or the fiction allows)
___ Crippled (debility - recover as moves and the fiction allow)
Each level of advantage can be an extra level of harm that can be taken by whoever has the advantage. Such harm is recovered after a short respite following the end of the conflict.
Non-player supernals have the following levels of harm:
___ Flagging or Discomfited or Taxed or Pressed
___ Depleted or Bowed or Strained or Beleaguered
___ Exhausted or Broken or Tapped or Defeated
___ Battered
___ Bloodied
___ Crippled
If a non-player character is not a supernal, it only gains levels of harm from advantages.
If any character takes harm and cannot apply it to an unchecked level, then that character is taken out. This may mean that the character is dead or otherwise out of play; this will depend on the circumstances in the fiction.