Difference between revisions of "Falling Damage"

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(Created page with "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 botto...")
 
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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.
 
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.
  
To calculate the damage sustained by a fall, take the distance your character falls in feet. You may make a [[Gymnastics]] check to soften your landing. The entire result of your Gymnastics check can be subtracted from the distance fallen. Next, you can make a [[Guard]] check (excluding any bonus from worn armor) to turn some of that distance into stages down the Knockout Track. For each 5 points of your Guard check (to a maximum of 25 points), you can subtract 10 feet from the distance fallen and move one stage down the Knockout Track. Anything left over comes right out of your HP. See the ''Guard'' and ''Gymnastics'' skills in ''Chapter 6'' for more details.
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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.
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# 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.
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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.
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# Your own mass is a factor as well. For every 10 feet, you take damage equal to your [[Size]].
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# The final factor is what you hit. If you land on a soft surface, you take half damage.
  
{{example|Falling Example|Drinnin and Skorna are knocked from a cliff ledge 90 feet above a rocky beach.  
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{{example|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.}}
 
 
Shrieking and flailing, Drinnin rolls 16 for Gymnastics. He's left with 74. He crits for a whopping 35 on his Guard Roll. Since he made over 25, this converts 50 feet into 5 steps down the Knockout Track. 24 remains, which he takes as damage. Drinnin smacks into the rocks below, knocked out cold, but clinging onto life with 6 HP.
 
 
 
Skorna, on the other hand, rolls 20 for Gymnastics. She's left with 70. She makes 19 on her Guard Roll. This converts 30 feet into 3 steps down the Knockout Track. 40 remains. Sadly, Skorna only has 30 HP, so she hits the rocks like a trashbag full of ham.}}
 
 
<noinclude>[[Category:Damage]]</noinclude>
 
<noinclude>[[Category:Damage]]</noinclude>

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.