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Persistent Damage



When a creature is taking persistent damage, they take the listed amount of persistent damage every round at the start of their turn and makes a saving throw. Unless noted otherwise, the save is Fortitude, DC is 10 + double the stage of the condition or affliction + damage taken, and damage is 1d6 per stage of the effect.

Critical Success: The effect ends.

Success: Half damage.

Failure: Normal damage.

Critical Failure: Double damage.

Recovery: A Medicine check against the effect's DC can end bleed damage and other skills can be sued to stop other types of damage. The application of any spell or similar that cures hit point damage or counters the damage type being dealt (even if the bleed is ability damage) grants the caster a circumstance bonus to the Heal check equal to 2 + double the spell level.