Overview
Expanding Universe Design Theory
Character Creation
Skill Lists
Trait Lists
How You Perform Actions
How Combat Works
About Arms & Armor
Damage & Healing
Invention Design
How Magic Works
Spell Design
Spell Klutz Table
Character Growth
Fear
Penalties List
Alien Presences
Five Inhabited Worlds
Maps
Outer Dimensions
Sentient Inhabitants
Technology
World Of Jarro
World Of Drallion
World Of Kamande
World Of Latoura
World Of Ornico
Action Table (PDF) rev.4
Basic Character Sheet (PDF) pg.1
Basic Character Sheet (PDF) pg.2-3
Basic Character Sheet (WP) pg.1
Basic Character Sheet (WP) pg.2-3
Blank Experience Sheet (PDF)
Shopping List (PDF)
GM Expectations
Legacy
Silver Spider
Sinister Academics
Personalities
Rumors
Timeline
Contributing Authors
Inspirations For Zamani
The Pulp Avengers
Wiki Style Info
Advanced Wiki Style
General Research Wiki For RPGs

This work is licensed under a Creative Commons
Attribution-NonCommercial
-ShareAlike2.5 License.
It is copyright 2006 By Joseph Teller unquietsoul@gmail.com & Kiralee Mccauley dancingkiralee@gmail.com.
Falling is a specialized form of damage inflicted on a Player Character. If the character is unconscious, bound or otherwise not in control of their body, then the first defense column is used on the action table for a roll.
Otherwise the characters Dexterity or Acrobatics skill is used to determine the column used for defense. Make sure to include any special modifications from traits.
If the fall is into a 'soft' surface (snow, deep water, sand, mattresses, airbags, unbaled hay etc.) add 4 ranks to the defense (even if unconscious) to determine defense column.
Since this is Gravity rolling, we assume that Gravity has 100% Skill for the roll. If it is onto a Hard (Concrete, cement) or Spiked Surface (Spikes, spears, broken glass, caltrops) then add 20% to Gravity's Skill.
Ignore secondary effects from the fall, except for Limbs Hit, Instant Death and Knocked Out.
Damage is a base value of 1 per 4 meters fallen (round up), to a maximum value of 15. Use the usual multipliers based on the success margin between the roll and use the action table.
Armor does not stop more than 5 points of falling damage, unless it is some form of magic.
A character that falls, and takes more than half their wounds in Damage will be Prone.
________________________________________________________________________________
Example:
Erin Falls 20 meters from a window onto concrete.
Gravity rolls 45. Margin = 75. Damage Base = 5.
Action Table Result = H. High Success/Heavy Damage = Damage Base * 3.
Erin Takes 15 points of wounds, and is Prone.
(If she had armor then she would only take 10 and not be prone).
Example #2:
Erin Falls 30 meters onto a Snowbank.
Gravity Rolls a 07. Margin = 93. Damage Base = 8.
Action Table Result = M. Medium Success/Medum Damage = Damage Base * 2.
Erin takes 16 Points of wounds, and is Prone.
(If she had armor then she would only take 11 and not be prone).
Example #3:
Erin falls 10 meters onto ordinary packed dirt.
Gravity Rolls a 09. Margin = 91. Damage Base = 3.
Action Table Result = X. Extreme Damage = Damage Base * 4.
Erin takes 12 Points of wounds and is not prone.
(If she had armor then she would only take 7 and not be prone).
Example #4 :
Erin falls 12 meters onto ordinary packed dirt.
Gravity rolls an 80. Margin = 20. Damage Base = 5.
Action Table Result = L. Light Damage = Damage Base * 1.
Erin takes 5 Points of wounds and is not prone.
(If she had armor then she'd have taken no damage and would not be prone).
Example #5 :
Erin is thrown 20 meters out a window while unconscious to land on concrete.
Gravity rolls a 22. Margin = 98. Damage Base = 5.
Action Table Result (column 1) = Critical = Damage Base * 5.
Erin takes 25 points of wounds and is dying or dead.
Page Information
|
Wiki Information |
Recent PBwiki Blog Posts |