Rules compendium

Available dice and current Vitality

Available dice and current Vitality. After spending all five dice, before the Wound, current Vitality remains 5 even though no dice are Ready.Available dice and current Vitality. After spending all five dice, before the Wound, current Vitality remains 5 even though no dice are Ready.Available dice and current Vitality. After spending all five dice, before the Wound, current Vitality remains 5 even though no dice are Ready.
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This character has five Action Dice and Maximum Vitality 5. They stay Active throughout this example.

  1. Start with five Ready dice: five dice you can spend and current Vitality 5.
  2. Spend all five. They become Used: zero Ready dice, but current Vitality is still 5.
  3. Suffer one Wound. With no Ready dice, one Used die becomes Wounded: zero Ready dice and current Vitality 4.
  4. At the start of your next turn, ordinary Refresh makes the four Used dice Ready. The Wounded die stays Wounded: four Ready dice and current Vitality 4.
  5. Magical healing restores 1 Vitality and returns the Wounded die to Ready: five Ready dice and current Vitality 5.

Result: After spending all five dice, before the Wound, current Vitality remains 5 even though no dice are Ready.

  • Every row follows the same five dice. This example uses only Action Dice.
  • While Active, all unwounded Action Dice and Magic Dice count towards current Vitality, including Used Action Dice and committed Magic Dice.

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