If an object or creature collides at high speed or falls on another object, creature, or vehicle, someone could get hurt.
Falling Hazards: After falling from a height, characters and objects take damage, modified by the surface they impact. See the chart for details. Falling damage is always Bludgeoning. Characters take 1d6+(triple their scale)+1 per 5m fallen. Characters generally fall at up to 60m/s (roughly terminal velocity), so any additional distance after the first 60m doesn‚t add any damage. There are a few things characters can attempt to do to save themselves during a fall:
Distance Fallen (up to) |
Damage Taken |
5m |
1d6+1 |
10m |
1d6+2 |
15m |
1d6+3 |
20m |
1d6+4 |
25m |
1d6+5 |
30m |
1d6+6 |
35m |
1d6+7 |
40m |
1d6+8 |
45m |
1d6+9 |
50m |
1d6+10 |
55m |
1d6+11 |
60m+ |
1d6+12 |
Modifications: | |
Deep Water: |
-12 |
Very Soft surface (ex deep snow, trampoline) |
-6 |
Soft Surface (ex. overhang, dumpster, mattress) |
-3 |
Slightly Soft Surface (Mud, thick carpet) |
-1 |
Hard Surface (ex. concrete, stone, pavement) |
0 |
Hazardous Surface (broken glass) |
+1 |
Spikes or similar |
+3, and all damage is Piercing |
In the event of a collision (one object moving into the occupied square of another) use the following procedure:
1. Roll to evade: All creatures can make a Dodge roll to avoid taking damage. The DC is 4 + the scale of the largest object or creature - the scale of the smallest object or creature.
2. Damage: All creatures and objects involved that fail their dodge roll take damage equal to 1d6+ (triple the scale of the smallest object involved)+1 per 5 squares/second of speed the fastest-moving object (or creature) is moving at. If they are crushed against a hard surface, they take damage based on the scale of the largest object involved (other than the hard surface).