Rules compendium

The Critical pool is a shrinking clock

The Critical pool is a shrinking clock. The same recorded pool shrinks from 3 to 2 to 0. Do not gather three fresh dice on the second turn.The Critical pool is a shrinking clock. The same recorded pool shrinks from 3 to 2 to 0. Do not gather three fresh dice on the second turn.The Critical pool is a shrinking clock. The same recorded pool shrinks from 3 to 2 to 0. Do not gather three fresh dice on the second turn.
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This character is Critical, with Resilience (RES) 4 and Vitality −1. Start with three Recovery Dice, separate from their Action Dice and Magic Dice.

  1. On this entry below 0, establish the Critical Recovery Pool once: Resilience 4 minus one Vitality point below 0 gives three Recovery Dice.
  2. Roll the three dice. The example has one Hit and two Misses, with no Critical Hits. Remove one Recovery Die and record two remaining.
  3. Next turn, roll those two remaining dice. Both are Misses, so remove two Recovery Dice in total. Record zero.
  4. 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.

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