Difference between revisions of "Falling"
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:*If the surface is '''irregular, with boulders or trees''', replace the indicated dice with a '''10-sided'''. | :*If the surface is '''irregular, with boulders or trees''', replace the indicated dice with a '''10-sided'''. | ||
:*If the fall occurs '''through tree limbs''' or other like obstructions, replace '''two''' of the indicated dice with 10-sided. | :*If the fall occurs '''through tree limbs''' or other like obstructions, replace '''two''' of the indicated dice with 10-sided. | ||
+ | |||
+ | == Jumping == | ||
+ | Deliberate attempts to jump, without skill in [[Diving (sage ability)|diving]], grants a dexterity check for every 10 ft. distance attempted. For example, a 50 foot distance would allow the character to make 5 checks. For every successful check made, the jumper is allowed to remove one die from the pool of dice that are to be rolled to determine damage. Making a jump assumes the expenditure of an action point on the character's turn. Involuntary falls cannot be reinterpreted as "jumps." | ||
+ | |||
+ | See [[The Adventure]] |
Revision as of 05:07, 19 August 2020
Falling describes incidents where damage is sustained through free fall, most commonly through failure to make a check, being forced from a ledge or the failure of equipment such as ropes, pulleys or platforms. The table shown attempts to provide details for how much damage is sustained for different sorts of falls, depending upon the distance and what kind of surface is landed on.
Damage from Distance
Surface fallen upon |
Total damage sustained from height | |||||
---|---|---|---|---|---|---|
4-6 ft. | 7-12 ft. | 13-20 ft. | 21-30 ft. | 31-40 ft. | 41-50 ft. | |
Flat & hard | 1d4 | 1d6 | 3d6 | 6d6 | 10d6 | 15d6 |
Hard 30° slopes | 1d2 | 1d6 | 2d6 | 4d6 | 7d6 | 11d6 |
Hard 45° slopes | nil | 1d3 | 1d6 | 3d6 | 6d6 | 10d6 |
Scree | nil | 1d3 | 2d6 | 3d6 | 5d6 | 8d6 |
Soft | nil | 1d3 | 2d4 | 2d6 | 4d4 | 6d6 |
Water | nil | nil | 1d6 | 2d6 | 3d6 | 5d6 |
Flat, hard surfaces are level or marginally sloped, with a composition of packed earth, wood or stone, while lacking surface material that would cause additional damage.
Hard 30° slopes are composed wood or stone and allow some deflection, so that as the body hits the surface it also rolls, so that it suffers less damage overall.
Hard 45° slopes also allow deflection, but jarring additional contacts are expected as the body tumbles downwards along the surface; overall, the damage is better improved for lower falls than higher ones.
Scree describes slopes composed of loose fragments, usually rock, that will give when fallen upon, moderately lessening the damage received from falling on a hard surface.
Soft surfaces are level or marginally sloped, with hay, mulch, matted wet ground or sandy.
Water surfaces must have a depth of at least 20% of the distance fallen; if the depth is at least 10% of the distance fallen, treat as "soft;" otherwise, treat as "scree."
Damage from Surface Elements
In addition to the angle of surface, adjust the amount of damage done when the following elements occur:
- If the surface is regular, with fist/head-sized rocks, replace the indicated dice with an 8-sided.
- If the surface is irregular, with boulders or trees, replace the indicated dice with a 10-sided.
- If the fall occurs through tree limbs or other like obstructions, replace two of the indicated dice with 10-sided.
Jumping
Deliberate attempts to jump, without skill in diving, grants a dexterity check for every 10 ft. distance attempted. For example, a 50 foot distance would allow the character to make 5 checks. For every successful check made, the jumper is allowed to remove one die from the pool of dice that are to be rolled to determine damage. Making a jump assumes the expenditure of an action point on the character's turn. Involuntary falls cannot be reinterpreted as "jumps."
See The Adventure