Rules compendium

Last Chance: add the extra Wound before prevention

Last Chance: add the extra Wound before prevention. Last Chance makes the normal two Wounds into three before prevention. Prevention may then reduce them.Last Chance: add the extra Wound before prevention. Last Chance makes the normal two Wounds into three before prevention. Prevention may then reduce them.Last Chance: add the extra Wound before prevention. Last Chance makes the normal two Wounds into three before prevention. Prevention may then reduce them.
Read the diagram as text

You used Last Chance, but the check still failed. This hazard would normally cause 2 Wounds.

  1. After normal Protection and Wound Conversion, this hazard would cause 2 Wounds.
  2. Add Last Chance’s extra Wound: 2 + 1 = 3.
  3. Apply any Wound prevention, then suffer the Wounds left, using the hazard’s Physical Type.

Result: Last Chance makes the normal two Wounds into three before prevention. Prevention may then reduce them.

  • Before the original roll, the Guide must establish that failure could cause Physical Wounds. Last Chance requires a boosted Acrobatics check to cross a route or avoid a physical hazard, outside a Combat Exchange.
  • After Edge, rerolls and modifiers, the check must still be about to fail with a Miss remaining. Before resolving failure, spend one Last Chance use to reroll one Miss and keep its replacement. Use it only once for this check.
  • If the final check succeeds, resolve its ordinary successful outcome. One Hit on a die does not necessarily make the whole check succeed.
  • Last Chance has no separate Action Die or Reaction cost. This picture illustrates only the final failed case.

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