Difference between revisions of "Continual Damage"

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'''Continual Damage''' inflicts [[Health Points|HP]] loss at a recurring interval — it's the gift that keeps on giving. Unlike acute physical trauma doled out by sword thrusts and axe swings, Continual Damage is caused by more persistent circumstances, like bleeding to death or catching fire.  
 
'''Continual Damage''' inflicts [[Health Points|HP]] loss at a recurring interval — it's the gift that keeps on giving. Unlike acute physical trauma doled out by sword thrusts and axe swings, Continual Damage is caused by more persistent circumstances, like bleeding to death or catching fire.  
  
Any effect in this game that imposes Continual Damage will list the amount of damage incurred and the duration between each occurrence. For example, the ''[[burning]]'' condition described later in this chapter causes Continual Damage (8 HP per round).
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Any effect in this game that imposes Continual Damage will list the amount of damage incurred and the duration between each occurrence. For example, catching on fire (not recommended by the way, but nonetheless described later in this chapter) causes Continual Damage (1 HP per round).
  
 
When each interval elapses, the damage comes directly out of the creature’s HP, and no amount of Endurance, Guard, or Armor can help. Most effects that impose Continual Damage allow for the creature at risk to make a skill check to stave them off entirely or to neutralize them once active, and some effects expire on their own. A creature can be subject to several different types of Continual Damage at once, possibly with different intervals (for instance, one effect repeats every round, another every hour). Some effects can be compounded to impose more damage upon each occurrence.
 
When each interval elapses, the damage comes directly out of the creature’s HP, and no amount of Endurance, Guard, or Armor can help. Most effects that impose Continual Damage allow for the creature at risk to make a skill check to stave them off entirely or to neutralize them once active, and some effects expire on their own. A creature can be subject to several different types of Continual Damage at once, possibly with different intervals (for instance, one effect repeats every round, another every hour). Some effects can be compounded to impose more damage upon each occurrence.
  
 
<noinclude>[[Category:Damage]]</noinclude>
 
<noinclude>[[Category:Damage]]</noinclude>

Latest revision as of 23:46, 17 July 2020

Continual Damage inflicts HP loss at a recurring interval — it's the gift that keeps on giving. Unlike acute physical trauma doled out by sword thrusts and axe swings, Continual Damage is caused by more persistent circumstances, like bleeding to death or catching fire.

Any effect in this game that imposes Continual Damage will list the amount of damage incurred and the duration between each occurrence. For example, catching on fire (not recommended by the way, but nonetheless described later in this chapter) causes Continual Damage (1 HP per round).

When each interval elapses, the damage comes directly out of the creature’s HP, and no amount of Endurance, Guard, or Armor can help. Most effects that impose Continual Damage allow for the creature at risk to make a skill check to stave them off entirely or to neutralize them once active, and some effects expire on their own. A creature can be subject to several different types of Continual Damage at once, possibly with different intervals (for instance, one effect repeats every round, another every hour). Some effects can be compounded to impose more damage upon each occurrence.