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Two independent examples begin at 4 Vitality, with Maximum Vitality 4. The character has not yet fallen below half in this fight.
- Resolve collapse first. At 0 Vitality or below, follow Death & Recovery; do not make a Continuation Check.
- In the first example, two Wounds reduce 4 to 2. Two is exactly half of Maximum Vitality, not below it, and the hit did not cause more than half. No check is required.
- In the separate second example, three Wounds reduce 4 to 1 while the character remains Active. This is the first fall below half, and this single hit caused more than half Maximum Vitality.
- Both triggers together require one check. Roll one die for each point of Resilience at no AD or MD cost.
- At least one dot passes. Zero dots means stop attacking and choose a legal way to seek safety.
Result: 4 to 2 requires no check here. 4 to 1 requires one check, even though both triggers apply.
- Do not Boost or apply Edge, rerolls or other dice modifiers unless a rule specifically permits them for this check.
- The player chooses their character’s possible safety response; the Guide chooses for an NPC. A failure grants no free escape. Normal movement and guard costs still apply.
- After failure, the character cannot attack, Clash or Assist attacks until the combat ends unless a specific rule removes the restriction. Healing or a later pass does not lift it. Healing also does not reset the first-below-half trigger.