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Falling and Collisions  

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:

  1.   Make a Reflex check (DC 4) to try to catch a ledge or branch (if one is present) on your way down
  2.   If you have the Acrobatics: Tuck and Roll technique, you can make a check to reduce damage.

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).


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