Read the diagram as text
This character is Critical, with Resilience (RES) 4 and Vitality −1. Start with three Recovery Dice, separate from their Action Dice and Magic Dice.
- On this entry below 0, establish the Critical Recovery Pool once: Resilience 4 minus one Vitality point below 0 gives three Recovery Dice.
- Roll the three dice. The example has one Hit and two Misses, with no Critical Hits. Remove one Recovery Die and record two remaining.
- Next turn, roll those two remaining dice. Both are Misses, so remove two Recovery Dice in total. Record zero.
- Enter Dying. Vitality remains −1 because losing Recovery Dice causes no Wounds. Last Gasp waits until the start of the following turn, and happens only if still Dying.
Result: The same recorded pool shrinks from 3 to 2 to 0. Do not gather three fresh dice on the second turn.
- Recovery Dice are not drawn from the character’s AD/MD body. Recovery Rolls are not Skill Checks and cannot Boost; read final faces after any Edge explicitly granted to Recovery Rolls.
- A further Wound while Critical lowers Vitality and the current pool by one. Do not recalculate the pool upward.
- Clear the pool when leaving Critical. A later re-entry establishes a new pool. The other Recovery outcomes remain in the adjacent rules table.