Falling Damage
If your character falls, they may hurt themselves. Here’s how that’s determined. First, the player rolls ATH for the landing to try to minimize damage. Difficulty to land safely goes up for every five feet they fall:
| Height |
Difficulty |
| Below ten feet |
6 |
| 10-14 |
8 |
| 15 |
9 |
| 20 |
10 |
| 25 |
11 |
| 30 |
12 |
| 35 |
13 |
| 40 |
14 |
| 45 |
15 |
| 50 |
16 |
| 55 |
17 |
| 60 |
18 |
| 65 |
19 |
| 70 |
20 |
| 75 |
21 |
| 80 |
22 |
| 85 |
23 |
| 90 |
24 |
| 95 |
25 |
| 100 |
26 |
Damage is based on height and failure of landing (assuming they are not landing on something relatively flat - if they’re landing on, say, spikes, add the damage rating of the spikes to the roll damage roll as well).
Anything below 164’ drop is over in three seconds without other conditions applying (parachutes, wind resistance, flight, magic, etc.), so it is one round.
| Height |
Time |
| 164’ |
3 secs |
| 590’ |
6 secs |
| 1300’ |
9 secs |
| 2325’ |
12 secs |
| 3640’ |
15 secs |
| 5200’ |
18 secs |
| 7080’ |
21 secs |
| 9280’ |
24 secs |
| 11750’ |
27 secs |
| 14500’ |
30 secs |
| 17500’ |
33 secs |
| 20800’ |
36 secs |
| 24500’ |
39 secs |
| 28350’ |
42 secs |
| 32600’ |
45 secs |
| 37000’ |
48 secs |
| 41800’ |
51 secs |
| 46900’ |
54 secs |
| 52200’ |
57 secs |
| 57900’ |
60 secs |
| 63800’ |
63 secs |
Damage rating based is then based on height and how badly the character failed their ATH roll:
| Height |
Damage rating |
| Below ten feet |
4/7/10/14 |
| 10 |
5/8/11/14 |
| 15 |
6/9/12/15 |
| 20 |
7/10/13/16 |
| 25 |
8/11/14/17 |
| 30 |
9/12/15/18 |
| 35 |
10/13/16/19 |
| 40 |
11/14/17/20 |
| 45 |
12/15/18/21 |
| 50 |
13/16/19/22 |
| 55 |
14/17/20/23 |
| 60 |
15/18/21/24 |
| 65 |
16/19/22/25 |
| 70 |
17/20/23/26 |
| 75 |
18/21/24/27 |
| 80 |
19/22/25/28 |
| 85 |
20/23/26/29 |
| 90 |
21/24/27/30 |
| 95 |
22/25/28/31 |
| 100 |
23/26/29/32 |
This maxes out at terminal velocity (2000’ fall, or 403/406/409/412 damage, which will kill pretty much anyone).
If you have read stories of people surviving falls from thousands of feet, know that in every known case of this, there were factors that slowed their fall or cushioned their impact. The above assumes none of those factors are present.
Damage can be alleviated by breaking the fall in various ways, including flight, parachutes, cushioning, magic, etc. In these cases, either the ATH roll or the damage rolls may be modified as per GM’s discretion.
Some beings may have resistance, immunity, protection from, or weakness to falling damage. Larger beings such as giants or elephant folk or brittle beings like tree folk or darqshans will have higher damage ratings to roll against. As a rule of thumb, anything bigger than 500 lbs or taller than 8’ will add +2 per 5’ above 25’. Brittle beings will add +2 per 5’ above 10’. These may be combined. For convenience sake, a GM may opt to ignore armor’s additions to mass in falling damage, but it may be calculated as well.
On the other hand, some beings such as grigs and atomies, small animal folk, and other tiny beings will have less mass and more air resistance to work with and can fall more safely. This means damage ratings are halved and cap out at 100’. Other beings, such as graun mekmek (mud elementals) or ebblings (flowing water elementals) react to concussive damage much differently, meaning impact will cause only stun and be halved. Some beings might have special body structures like ant folk that also alter the damage rating, halving it.
Collision Damage
Collision damage (a vehicle or large object hitting a person) depends on speed and size. The player may roll ATH to dodge or minimize damage.
Difficulty to dodge goes up for every 5 mph of the vehicle or object if it is hitting the character:
| Speed |
Difficulty |
| 5 mph |
3 |
| 10 mph |
5 |
| 15 mph |
7 |
| 20 mph |
9 |
| 25 mph |
11 |
| 30 mph |
13 |
| 35 mph |
15 |
| 40 mph |
17 |
| 45 mph |
19 |
| 50 mph |
21 |
| 55 mph |
23 |
| 60 mph |
25 |
| 65 mph |
27 |
| 70 mph |
29 |
| 75 mph |
31 |
| 80 mph |
33 |
| 85 mph |
35 |
| 90 mph |
37 |
| 95 mph |
39 |
| 100 mph |
41 |
If the vehicle is even a few feet away, the character has a much better chance to dodge. This assumes the character is in the process of being hit and trying to dodge via a leap, roll, or bound out of the way at the last possible moment. This also assumes the vehicle is not braking. A vehicle will take -6 damage roll if the driver succeeds an AWA roll to brake at the last second vs. the player’s STH (-3 if their lights are on, -6 if in broad daylight and no obstructions present).
If the vehicle is actively braking while hitting, calculate the damage based on mph at the endpoint of braking (-10 mph per second for a normal size car).
Damage based on speed:
| Damage rating |
Speed |
| 0/3/6/9 |
below 10 mph |
| 2/5/8/11 |
10 mph |
| 4/7/10/13 |
20 mph |
| 6/9/12/15 |
30 mph |
| 8/11/14/17 |
40 mph |
| 10/13/16/19 |
50 mph |
| 12/15/18/21 |
60 mph |
| 14/17/20/23 |
70 mph |
| 16/19/22/25 |
80 mph |
| 18/21/24/27 |
90 mph |
| 20/23/26/29 |
100 mph |
| 22/25/28/31 |
110 mph |
| 24/27/30/33 |
120 mph |
+2 for every 10 mph
The object or vehicle’s size also affects the damage rating. The above assumes a medium-sized car (your average sedan).
| Size |
Modifier |
| Tiny (Child’s tricycle or less) |
-10 |
| Very small (Bicycle) |
-8 |
| Small (Scooter) |
-6 |
| Moderate (Motorcycle) |
-4 |
| Below average (Large motorcycle, small car) |
-2 |
| Average (Average car) |
/ |
| Above average (Small truck or SUV, large car) |
+2 |
| Large (Big pickup or hummer) |
+4 |
| Very large (Small tank, utility vehicle, uhaul) |
+6 |
| Huge (Tank, medium-sized hauler, bus) |
+8 |
| Massive (40’ Bus) |
+10 |
| Gigantic (60’ 18-wheeler) |
+12 |
The larger you go, the higher the bonus.
Crash Damage
The damage for two vehicles colliding works a lot like collision damage, but with some other variants.