Difference between revisions of "Bleeding Wound"

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A creature can sustain a wound so grievous that blood will continue to pour from it after the initial injury. Left untreated, a bleeding creature will eventually die of blood loss.  
 
A creature can sustain a wound so grievous that blood will continue to pour from it after the initial injury. Left untreated, a bleeding creature will eventually die of blood loss.  
  
Only certain types of attacks can deliver a bleeding wound. A creature subjected to such a wound takes [[Continual Damage]] (1 HP per round). Every subsequent bleeding wound the creature receives compounds the problem and increases the damage per round by 1.
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Only certain types of attacks can deliver a bleeding wound. A creature subjected to such a wound takes [[Continual Damage]] [1 HP per round; bleeding]. Every subsequent bleeding wound the creature receives compounds the problem and increases the damage per round by 1.
  
 
Characters can make a [[Healing]] check to apply pressure to the wounds and stop the hemorrhage. See the ''Healing'' entry in ''Chapter 6: Skills'' for more details. In addition, natural remedies exist, and characters can leverage any item which restores HP to immediately cease bleeding damage.
 
Characters can make a [[Healing]] check to apply pressure to the wounds and stop the hemorrhage. See the ''Healing'' entry in ''Chapter 6: Skills'' for more details. In addition, natural remedies exist, and characters can leverage any item which restores HP to immediately cease bleeding damage.
 
<noinclude>[[Category:Damage]]</noinclude>
 
<noinclude>[[Category:Damage]]</noinclude>

Revision as of 16:30, 3 January 2021

A creature can sustain a wound so grievous that blood will continue to pour from it after the initial injury. Left untreated, a bleeding creature will eventually die of blood loss.

Only certain types of attacks can deliver a bleeding wound. A creature subjected to such a wound takes Continual Damage [1 HP per round; bleeding]. Every subsequent bleeding wound the creature receives compounds the problem and increases the damage per round by 1.

Characters can make a Healing check to apply pressure to the wounds and stop the hemorrhage. See the Healing entry in Chapter 6: Skills for more details. In addition, natural remedies exist, and characters can leverage any item which restores HP to immediately cease bleeding damage.