Difference between revisions of "Continual Damage"

From NsdWiki
Jump to: navigation, search
(Created page with "'''Continuous 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 sw...")
 
m (Doublecompile moved page Continuous Damage to Continual Damage: I should have picked the correct word the first time)
(No difference)

Revision as of 22:20, 12 July 2020

Continuous 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, Continuous Damage is caused by more persistent circumstances, like bleeding to death or catching fire.

The damage at each interval comes directly out of the creature’s HP, and no amount of Endurance, Guard, or Armor can help. Most effects that impose Continuous 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 Continuous 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 interval.