Blue Mountain
Combat
Rule Category:Combat
Rule Name:Falling
See Acrobatics skill to resolve falls of less than (Drop Down distance x 2). Drop Down distance is equal to (DEX / 2) plus 1 foot per rank of Acrobatics.

For longer distances, damage is 2d6 points per 10 feet fallen. If the person has Acrobatics skill, they may attempt an Acrobatics roll to reduce the damage. The roll is made at -1 per 2 feet fallen (-5 for a 10 foot fall, -10 for a 20 foot fall, -15 for a 30 foot fall, etc.). Protection (PROT) does not reduce falling damage (but see note below about spiked pits).
  • Absolute Success - 1/4 damage.
  • Success - 1/2 damage.
  • Near Success - 3/4 damage.
  • Partial Success - 9/10 damage.
  • Failure - Full damage. Make a 2x CON roll to avoid a Grievous Wound.
  • Absolute Failure - Full Damage. Make a 1x CON roll to avoid a Grievous Wound.
  • Blunder - Full Damage and a Grievous Wound.

Someone without Acrobatics skill can make a roll with a bonus equal to ((DEX - 15) x 3).

If falling into a spike-filled pit, double the damage but allow armor protection to reduce the additional spike damage.
File Attachments: