Difference between revisions of "Cliff Diving (sage ability)"

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(Created page with "The act of leaping from an extraordinary height into the sea or other body of water from a naturally occurring platform. For unskilled persons, the highest safe jump that can...")
 
 
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The act of leaping from an extraordinary height into the sea or other body of water from a naturally occurring platformFor unskilled persons, the highest safe jump that can be made is about 18 feet, presuming a minimum of clothing and without equipment. Those with athletic experience in the ability may, potentially, jump from heights up to 98 feet.
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[[File:Cliff Diving (sage ability).jpg|right|525px|thumb]]
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'''[[Cliff]] diving''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Athletics (sage study)|Athletics]] that enables the character to leap safely from extraordinary heights into deep water.  A stable platform is required and the character must remove excess gear, carrying no more than 3 lbs. of [[Clothing|clothing]] and equipment. Exceeding this limit results in +1 point of [[Damage (hit points)|damage]] per additional 3 lbs. or fraction thereof.
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A dive involves leaping headfirst, arms extended, with hands together to break the water's surface before entry. An unskilled diver may instinctively flail or position their body incorrectly, increasing the likelihood of [[Injury|injury]]. Entering the water at an improper angle, such as landing flat or twisting unexpectedly, can cause serious harm. Without proper technique, even moderate dives can leave a diver stunned, gasping for air or struggling to regain control after resurfacing.
  
== Unskilled Drops ==
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Characters without this ability can attempt high dives, but with significant risk. An unskilled diver can safely jump from heights up to 18 feet, assuming calm water and a proper entry position. At greater heights, the danger increases considerably. Poor form can result in injuries such as sprains, bruises or even broken bones, while an uncontrolled fall from 30 feet or higher can be fatal. The force of impact on the water at these heights is enough to knock the wind out of a diver or disorient them upon entry, increasing the risk of drowning.
{| class="wikitable" style="float:right; margin-left: 15px; background-color:#d4f2f2;"
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|+Damage from Drop
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Those trained in cliff diving can safely leap from terrifying heights without injury, provided conditions are favourable. Experience allows them to judge water depth, account for currents and adjust their form mid-air to ensure a clean entry. Skilled divers instinctively know how to angle their bodies to minimise impact, using controlled tucks and rotations to maintain stability. However, even with training, risks remain if the water below is too shallow, obstructed by hidden rocks or disturbed by strong currents. Environmental factors such as wind, waves or unpredictable water movement must always be considered before making a dive.
! Distance (ft.) !! Falls !! Jumping !! Jumping (enc.) !! Diving !! Diving (enc.)
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{| class="wikitable" style="float:left; margin-right: 25px; background-color:#d4f2f2;"
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|+Unskilled Damage
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! Distance (ft.) !! Damage
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|-
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| 5-8 || 1
 
|-
 
|-
| 11-20 || 1d6 || 1d3 || 1d4 || 1d4 || 1d6+1
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| 8-13 || 1d4
 
|-
 
|-
| 21-30 || 2d6 || 1d6 || 2d4 || 2d4+1 || 3d4+2
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| 14-18 || 1d6+1
 
|-
 
|-
| 31-40 || 4d6 || 2d6 || 3d6 || 4d6+1 || 6d6+3
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| 19-27 || 3d4
 
|-
 
|-
| 41-50 || 7d6 || 4d6 || 6d6 || 8d6 || 11d6+4
+
| 28-34 || 4d6+1
 
|-
 
|-
| 51-60 || 11d6 || 7d6 || 10d6 || 13d6 || 16d6+5
+
| 35-45 || 6d6+1
 
|-
 
|-
| 61+ || 15d6 || 10d6 || 14d6 || 18d6 || 21d6+6
+
| 46-55 || 8d6
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|-
 +
| 56-72 || 11d6
 +
|-
 +
| 73+ || 15d6
 
|}
 
|}
The table shown indicates the amount of damage an ''unskilled'' character receives from hitting a water surface from a given height (for other surfaces, see [[Falling]]).  ''Falls'' are unintentional plummets, in which the character is unprepared for the drop.  ''Jumping'' describes leaping feet-first; ''enc.'', or encumbered, indicates that the character is carrying enough equipment to lower their [[Action Points|action points]] by 1 point or more.  ''Diving'' describes leaping head first, arms outstretched and hands held to break the water surface before entering.  No water-surface damage occurs for falls, jumps or dives of less than 10 ft.
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== Unskilled Divers ==
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Cliff diving takes practice and training; the benefit is that the diver can use their momentum after striking the water to surface a significant distance from where they entered. A trained diver can travel 2 hexes per 10 ft. drop, making it an effective means of escape when pursued. This is far safer than simply [[Falling#Jumping|jumping]], which provides no such momentum and leaves the character surfacing almost directly below their entry point.
  
As can be seen, attempts to dive become extremely dangerous when doing so without training and while encumbered.  It is always safer for unskilled characters to jump rather than dive. Furthermore, the damage shown does not consider the water's depth; damage may be sustained from hitting a ledge beneath the surface or as landing on sharp rocks.  In such cases, the DM may choose to add extra dice to the damage or simply treat as an ordinary fall onto a hard surface. The minimum safe depth of water for a jump should be 12 ft.; for a dive, at least 16 ft.
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However, unskilled individuals frequently make mistakes in their form. Common errors include entering the water with arms apart, the head at the wrong angle or legs bent, all of which increase the risk of injury. The table reflects how even a simple 5 ft. dive can cause a minor injury if performed incorrectly. As the height increases, these mistakes become more punishing, leading to dislocated limbs, unconsciousness or even death.
  
The amount of [[Knowledge Points|knowledge]] a character has provides the specific skills described below.
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Characters should also exercise caution for reasons beyond form alone. Submerged ledges, shifting currents or a misjudged water depth can all turn a leap into a deadly mistake. While cliff diving is an effective means of descent for those trained in it, characters without the skill should consider that jumping may be the safer option in many cases. Despite these risks, a healthy character can typically expect to survive a dive of up to 18 feet, even with poor dice rolls, though injuries may still occur.
  
== Amateur ==
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== Talented Divers ==
:*Enables the character to guess the depth of water with a [[Ability Checks|wisdom check]]. A successful roll allows the character to know if it is  safe or not; a failure only indicates that the character remains uncertain.
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Even a single point of knowledge grants the character a natural aptitude for diving, meaning they understand proper form and technique, even if they have not yet mastered execution. For each additional point of knowledge, the character gains the ability to dive safely from an additional 2 feet without risk of injury. While this may seem like a minor benefit at first, it quickly compounds. With 6 points, the diver can safely descend from 12 feet, a height that would make many uneasy. By 9 points, just one shy of achieving amateur or "skilled" status, the character can confidently dive from 18 feet without harm.
:*Ensures the diver is confident and focused in making the dive.  This will eliminate any possible damage for a jump or a dive from any height up to 30 ft., provided the character is unencumbered.  For all other jumps, the character halves the damage received.  For other dives up to 40 feet, reduce damage to 1/3rd normal.  Dives above 40 feet are not affected.
 
  
== Authority ==
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== Skilled Divers ==
:*The character no longer needs to make an ability check to determine if the depth of water is safe.
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Upon reaching 10 points of knowledge, the character attains amateur status, gaining greater precision and control over their dives. However, beyond this level, the safe diving height increases at a reduced rate of 1½ feet per point of knowledge rather than 2 feet. For example, a diver with 15 points of knowledge can dive from 27½ feet without injury — 20 feet from the first 10 points and an additional 7½ feet from the remaining 5 points. Fractions are generally ignored in practical calculations.
:*Eliminates any possible damage for an unencumbered jump or a dive from any height up to 40 ft. For all other jumps, the character reduces damage to 1/3rd normal. For other dives up to 60 feet, reduce damage to 1/4 normal.
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If a skilled diver exceeds their safe height, they suffer damage according to the unskilled diver table, based on the number of additional feet fallen.
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: '''For example''', an amateur diver with 15 points of knowledge attempts a 47-foot dive. This exceeds their safe limit by 10 feet, so they suffer 1d4 damage upon impact.
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=== Required Depth of Water ===
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Amateurs are also able to accurately estimate water depth with a successful [[Ability Checks|wisdom check]]. This allows them to assess whether a dive is safe before leaping. The minimum depth required for a 15-foot dive is 12 feet of water. For every additional 5 feet of height above the water, 1 more foot of depth is required.
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: '''For example''', a dive from 35 feet requires the base 12 feet, plus 4 feet for the additional 20 feet of height, for a total required depth of 16 feet.
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If the water is shallower than the required depth, the impact is more dangerous. For every foot of depth missing, the diver suffers damage as if falling into water only 2½ feet deep.
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: '''For example''', a 35-foot dive into 11 feet of water is 5 feet shallower than required. This results in damage equal to a fall into 22½ feet of water, increasing the risk of injury.
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Divers of authority-status (with 30 knowledge points or more) no longer need a wisdom check to determine if the water is deep enough for a safe dive. Their experience allows them to judge depth with certainty, ensuring they only attempt dives that will not result in injury.
  
== Expert ==
 
:*Increases safe heights for unencumbered dives up to 60 ft.
 
  
== Sage ==
 
:*Increases safe heights for unencumbered dives up to 100 ft.
 
<br>
 
<br>
 
 
See [[Athletics (sage study)|Athletics]]
 
See [[Athletics (sage study)|Athletics]]
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[[Category: Sage Abilities]][[Category: Reviewed]]

Latest revision as of 16:15, 7 March 2025

Cliff Diving (sage ability).jpg

Cliff diving is an amateur-status sage ability in the study of Athletics that enables the character to leap safely from extraordinary heights into deep water. A stable platform is required and the character must remove excess gear, carrying no more than 3 lbs. of clothing and equipment. Exceeding this limit results in +1 point of damage per additional 3 lbs. or fraction thereof.

A dive involves leaping headfirst, arms extended, with hands together to break the water's surface before entry. An unskilled diver may instinctively flail or position their body incorrectly, increasing the likelihood of injury. Entering the water at an improper angle, such as landing flat or twisting unexpectedly, can cause serious harm. Without proper technique, even moderate dives can leave a diver stunned, gasping for air or struggling to regain control after resurfacing.

Characters without this ability can attempt high dives, but with significant risk. An unskilled diver can safely jump from heights up to 18 feet, assuming calm water and a proper entry position. At greater heights, the danger increases considerably. Poor form can result in injuries such as sprains, bruises or even broken bones, while an uncontrolled fall from 30 feet or higher can be fatal. The force of impact on the water at these heights is enough to knock the wind out of a diver or disorient them upon entry, increasing the risk of drowning.

Those trained in cliff diving can safely leap from terrifying heights without injury, provided conditions are favourable. Experience allows them to judge water depth, account for currents and adjust their form mid-air to ensure a clean entry. Skilled divers instinctively know how to angle their bodies to minimise impact, using controlled tucks and rotations to maintain stability. However, even with training, risks remain if the water below is too shallow, obstructed by hidden rocks or disturbed by strong currents. Environmental factors such as wind, waves or unpredictable water movement must always be considered before making a dive.

Unskilled Damage
Distance (ft.) Damage
5-8 1
8-13 1d4
14-18 1d6+1
19-27 3d4
28-34 4d6+1
35-45 6d6+1
46-55 8d6
56-72 11d6
73+ 15d6

Unskilled Divers

Cliff diving takes practice and training; the benefit is that the diver can use their momentum after striking the water to surface a significant distance from where they entered. A trained diver can travel 2 hexes per 10 ft. drop, making it an effective means of escape when pursued. This is far safer than simply jumping, which provides no such momentum and leaves the character surfacing almost directly below their entry point.

However, unskilled individuals frequently make mistakes in their form. Common errors include entering the water with arms apart, the head at the wrong angle or legs bent, all of which increase the risk of injury. The table reflects how even a simple 5 ft. dive can cause a minor injury if performed incorrectly. As the height increases, these mistakes become more punishing, leading to dislocated limbs, unconsciousness or even death.

Characters should also exercise caution for reasons beyond form alone. Submerged ledges, shifting currents or a misjudged water depth can all turn a leap into a deadly mistake. While cliff diving is an effective means of descent for those trained in it, characters without the skill should consider that jumping may be the safer option in many cases. Despite these risks, a healthy character can typically expect to survive a dive of up to 18 feet, even with poor dice rolls, though injuries may still occur.

Talented Divers

Even a single point of knowledge grants the character a natural aptitude for diving, meaning they understand proper form and technique, even if they have not yet mastered execution. For each additional point of knowledge, the character gains the ability to dive safely from an additional 2 feet without risk of injury. While this may seem like a minor benefit at first, it quickly compounds. With 6 points, the diver can safely descend from 12 feet, a height that would make many uneasy. By 9 points, just one shy of achieving amateur or "skilled" status, the character can confidently dive from 18 feet without harm.

Skilled Divers

Upon reaching 10 points of knowledge, the character attains amateur status, gaining greater precision and control over their dives. However, beyond this level, the safe diving height increases at a reduced rate of 1½ feet per point of knowledge rather than 2 feet. For example, a diver with 15 points of knowledge can dive from 27½ feet without injury — 20 feet from the first 10 points and an additional 7½ feet from the remaining 5 points. Fractions are generally ignored in practical calculations.

If a skilled diver exceeds their safe height, they suffer damage according to the unskilled diver table, based on the number of additional feet fallen.

For example, an amateur diver with 15 points of knowledge attempts a 47-foot dive. This exceeds their safe limit by 10 feet, so they suffer 1d4 damage upon impact.

Required Depth of Water

Amateurs are also able to accurately estimate water depth with a successful wisdom check. This allows them to assess whether a dive is safe before leaping. The minimum depth required for a 15-foot dive is 12 feet of water. For every additional 5 feet of height above the water, 1 more foot of depth is required.

For example, a dive from 35 feet requires the base 12 feet, plus 4 feet for the additional 20 feet of height, for a total required depth of 16 feet.

If the water is shallower than the required depth, the impact is more dangerous. For every foot of depth missing, the diver suffers damage as if falling into water only 2½ feet deep.

For example, a 35-foot dive into 11 feet of water is 5 feet shallower than required. This results in damage equal to a fall into 22½ feet of water, increasing the risk of injury.

Divers of authority-status (with 30 knowledge points or more) no longer need a wisdom check to determine if the water is deep enough for a safe dive. Their experience allows them to judge depth with certainty, ensuring they only attempt dives that will not result in injury.


See Athletics