Difference between revisions of "Falling Damage"

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# One of the most important factors in falling damage is how you land. Make a [[Gymnastics]] check. For every 5 points of the result, subtract 5 feet from the distance fallen.
 
# One of the most important factors in falling damage is how you land. Make a [[Gymnastics]] check. For every 5 points of the result, subtract 5 feet from the distance fallen.
 
# Another factor is your body's ability to resist injury. Make a [[Guard]] check. For every 5 points of the result, subtract up to 10 feet from the remaining distance in exchange for one stage on the Knockout Track. You cannot subtract more than half of the remaining distance. Once you reach stage 5 on the Knockout Track, you cannot deduct additional distance, no matter the total of the Guard check.
 
# Another factor is your body's ability to resist injury. Make a [[Guard]] check. For every 5 points of the result, subtract up to 10 feet from the remaining distance in exchange for one stage on the Knockout Track. You cannot subtract more than half of the remaining distance. Once you reach stage 5 on the Knockout Track, you cannot deduct additional distance, no matter the total of the Guard check.
# Use the remaining distance to calculate the damage you take. For every 5 feet, you take 5 points of damage.
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# Use the remaining distance to calculate the damage you take. For every 5 feet, you take 5 points of crushing damage.
 
# Your own mass is a factor as well. For every 10 feet, you take damage equal to your [[Size]].
 
# Your own mass is a factor as well. For every 10 feet, you take damage equal to your [[Size]].
 
# The final factor is what you hit. If you land on a soft surface, you take half damage.
 
# The final factor is what you hit. If you land on a soft surface, you take half damage.

Latest revision as of 12:12, 16 July 2020

Being high above the ground isn't bad for your health on its own, but falling over the ledge sure as hell is. If you drop from a great height, death may greet you at the bottom.

  1. One of the most important factors in falling damage is how you land. Make a Gymnastics check. For every 5 points of the result, subtract 5 feet from the distance fallen.
  2. Another factor is your body's ability to resist injury. Make a Guard check. For every 5 points of the result, subtract up to 10 feet from the remaining distance in exchange for one stage on the Knockout Track. You cannot subtract more than half of the remaining distance. Once you reach stage 5 on the Knockout Track, you cannot deduct additional distance, no matter the total of the Guard check.
  3. Use the remaining distance to calculate the damage you take. For every 5 feet, you take 5 points of crushing damage.
  4. Your own mass is a factor as well. For every 10 feet, you take damage equal to your Size.
  5. The final factor is what you hit. If you land on a soft surface, you take half damage.
Falling Example
You fall 70 feet. You make a Gymnastics check of 22. You can subtract 20 feet. 50 feet remain. You make a Guard check of 17. You can subtract 25 feet in exchange for 3 stages down the Knockout Track. 25 feet remain, so you take 25 damage. If you're playing a human, your Size doesn't change the damage. A kulgeri would take a total of 27. A firna would take a total of 23. If you landed in freshly tilled earth, you would take half damage.