Actions

Persistent damage

From Discovered

Attacks that cause persistent damage get a new attack roll every combat turn or non-combat minute. Each point of persistence costs 2R, and grants a +1 to the attack rolls that follow the initial attack. Persistent damage stops working when the target beats the attack roll by 1 for each point of PD. This is similar to the vulnerability limitation, but applies to an attack, not a target. This is particularly deadly when combined with wounding factor: each +1WF increases the persistence threshold by 1.

Example: Persistent Damage

A character has a quick draw stunt with her revolver. The stunt (1R) and the +2 weapon costs (1R) give her a standard attack of

/roll 4f +3Quick +2Stunt +2Revolver

If the gun adds +3PD poison to every bullet (6R) it cost 8R in the character build - but the damage on the first round is:

/roll 4f +3Quick +2Stunt +2Revolver +3PD
> +1 +1 -1 +0 +3 +2 +2 +3 = +11 attack

The target rolls a total of +7 to defend himself, taking 4 stress.

The next turn the target has to deal with the poison again, but this time it is only a +3 attack.

/roll 4f +3PD
> +1 +1 +1 -1 +3 = +5 attack

The defender has a bad roll, and can only buff up his defence to +4. He takes 1 point of stress.

The next turn the defender beats the poison attack by 1, taking no damage, but not clearing the poison from his system.

A turn later he defends at +3 (with an advantage from medical treatment from a friend) and stops taking damage.

Example: Persistent Damage and Wounding Factor

Add +2WF to the weapon above. Keeping the same rolls, the first attack roll is still +11. +2WF does not cause extra damage: it increses the persistent damage threshold from +3 to +5.

/roll 4f +3Quick +2Stunt +2Revolver +3PD
> +1 +1 -1 +0 +3 +2 +2 +3 = +11 attack

The target rolls a total of +7 to defend himself, taking 4 stress. The +2WF does not change this.

The next turn the target has to deal with the poison again, but this time it is only a +3 attack.

/roll 4f +3PD
> +1 +1 +1 -1 +3 = +5 attack

The defender has a bad roll, and can only buff up his defence to +4. He takes 1 point of stress.

The next turn the defender beats the poison attack by 1, taking no damage, but not clearing the poison from his system.

A turn later he defends at +3 (with an advantage from medical treatment from a friend). He takes no damage, but has not cleared the poison from his system.

Each combat turn he has to deal with a +3 persistent damage attack, until he rolls +5 or more shifts beyond the +3PD attack.