Read the diagram as text
This character is Dying. An ally supplies two effective points of magical healing, after any reduction, before the start of the character’s following turn.
- Start Dying, below 0 Vitality with an empty Critical Recovery Pool. Last Gasp would be due at the start of the following turn.
- Before that deadline, apply the first effective magical healing point. It is consumed to set Vitality to 0, clear the pool and make the target stable Unconscious. No Wounded die returns and the character does not wake.
- The first point has already rescued the character from Dying. They no longer make Last Gasp, even if no second point arrives.
- If another effective healing point remains, restore 1 Vitality and move one existing Wounded Action Die to Ready. The character wakes Prone at 1 Vitality.
Result: One effective point: stable Unconscious at 0, no Last Gasp and no die returned. Two effective points: awake Prone at 1, with one die returned.
- Follow the healing source’s costs, reductions and limits.
- Zero effective healing does not stabilise. First Aid cannot rescue Dying or delay Last Gasp.
- Ordinary healing cannot revive a Deceased character unless a rule explicitly permits it.