Rules compendium

Second Wind: pay first, then refresh

Second Wind: pay first, then refresh. You finish with three Ready dice—one more than you started with. Pay first; the later refresh cannot fund the earlier payment.Second Wind: pay first, then refresh. You finish with three Ready dice—one more than you started with. Pay first; the later refresh cannot fund the earlier payment.Second Wind: pay first, then refresh. You finish with three Ready dice—one more than you started with. Pay first; the later refresh cannot fund the earlier payment.
Read the diagram as text

You have two Ready Action Dice and three Used Action Dice. This example uses the ordinary 1 Action Die cost of Second Wind. Letters track the same five dice.

  1. Begin with two Ready dice, A and B, and three Used dice, C, D and E. The requirement to already have a Used die is met.
  2. Spend Ready die B to pay the ordinary Action Die cost. You now have one Ready and four Used dice.
  3. In the next step of Second Wind, return up to two Used dice automatically, without rolling. Here, choose B, the just-paid die, and C.
  4. Finish with three Ready dice, A, B and C, and two Used dice, D and E.

Result: You finish with three Ready dice—one more than you started with. Pay first; the later refresh cannot fund the earlier payment.

  • Spend one use of Second Wind and one Action Die. This also uses one of your Athletics uses for this turn.
  • Take its Minor Action once during your Activation, while you already have at least one Used Action Die.
  • Second Wind returns up to two Used dice automatically even while Refresh is impaired. You do not roll.
  • Your total dice body and current Vitality stay unchanged.

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