Read the diagram as text
You used Last Chance, but the check still failed. This hazard would normally cause 2 Wounds.
- After normal Protection and Wound Conversion, this hazard would cause 2 Wounds.
- Add Last Chance’s extra Wound: 2 + 1 = 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.