Rules

on

Falling...


Oops...that trap door just opened under your warrior, or your scout just missed his climbing roll on the highest treetops.  What happens next?  Does your character plummet to her death, or just break a leg? 

The first step in determining the effects of any fall are simple, just refer to the table below for the correct height of the fall.  All armor worn will reduce the injury of any fall by 3 points due to the layer of padding underneath.  No other bonuses due to PV are applicable.  In addition there is a penalty to all AGL rolls based on the current weight being carried by the character.  Consult the table of penalties at the very end of this page.  Spells or items that will slow falls of a certain distance or trans-locate a specific range will reduce the effective distance fallen by the appropriate amount.

Under 10 feet If the character is ready and braced for the drop, such as a jump from a high branch or wall, then the character needs only roll AGL.  Failure results in the character landing off-balance and on the ground for 1d10/2 injury.  A critical failure deals 1d10 injury plus the height of the fall and a HEA roll.  If the HEA roll is failed then the character has a sprained ankle and can only walk for the next 2d10 hours.  A critical failure on a HEA roll will result in a broken leg.  No movement greater than 5' hobbles per turn are possible for the wounded character.

If the character is surprised and plummets due to the results of a trap or sudden shove from behind, then the character is only allowed a 1/4 AGL check.  All other results are identical.

11 - 20 feet

If the character is ready and braced for the drop, then the character may roll a full AGL roll to avoid injury with a penalty equal to the height of the drop.  Failure results in the character off-balance and on the ground for 1d10 injury and a HEA roll.  A critical failure will deal 1d10 injury plus the height of the fall and require a HEA roll with a penalty equal to the height dropped.  If the HEA roll is failed then the character has a sprained ankle and can only walk for the next 2d10 hours.  A critical failure on a HEA roll will result in a broken leg.  No movement greater than 5' hobbles per turn are possible for the wounded character.

If the character is surprised and plummets due to the results of a trap or sudden shove from behind, then the character is allowed only a 1/4 AGL check with a penalty equal to the height fallen.  The victim will receive 1d10 injury plus the distance fallen in feet, and a HEA roll with a penalty equal to the height of the drop.

21 - 35 feet

At this height the character will have enough time to try and anticipate the landing, so everyone receives their full AGL roll with a penalty equal to the distance fallen. 

On the way down the GM may allow a DEX roll to catch onto a protruding object near the falling character, while characters that are surprised should only receive a 1/4 DEX check.  A successful DEX roll will prevent any injury from falling, as they grasp on for dear life.  Only a critical failure on the DEX roll will distract the falling character, requiring a 1/4 AGL roll instead of a full AGL check.  Instead if a DEX roll, some GMs may allow a Concentration roll for a spell-caster to cast one Quick spell.

Regardless of whether the AGL roll is successful or not, everyone will lose their balance and take injury from a fall of this height.  A failed check will inflict 1d10 injury plus the height fallen, while successful AGL rolls will reduce that by half.  A failed AGL roll will also require a HEA check with a penalty equal to the distance fallen.  A critical failure on the AGL roll will require a roll on the Critical Combat Success chart.  Treat the 1d10 as the base for the additional injury dealt.  Calculate the injury but ignore the special effects for the following results: Knocked over; Second Strike; Hole in Armor; Ear Hit; Eye Hit; and Vital Hit.

If the HEA roll is failed then the character has a sprained ankle and can only walk for the next 2d10 hours.  A critical failure on a HEA roll will result in a broken leg.  No movement greater than 5' hobbles per turn are possible for the wounded character.

35 - 50 feet Same as above, only the chance of critical failure is 91 - 100 for both AGL & HEA.
51 - 100 feet Same as above, only the chance of critical failure is 86 - 100 for both AGL & HEA.  Due to the time spent falling, the GM may allow two DEX rolls, spells or other attempts to slow the decent.  A Normal spell could be cast in this span of time.
101 - 200 feet Same as above, only the chance of critical failure is 80 - 100 for both AGL & HEA.
200 + feet Same as above, only the chance of critical failure is 75 - 100 for both AGL & HEA.

 

Modifiers for Falling AGL Rolls

Modifier

Cause of Modifier
+ 5 No Encumbrance (Able to Run)
- 0 Light Encumbrance (Able to Trot)
- 10 Medium Encumbrance (Able to Jog)
- 20 Heavy Encumbrance (Able to Walk)
- 50 Bound, or other leg restraints.
Varies by Spell Spells, enchantments, or other modifiers to AGL.  (E.g. Sticky Goo or Mage Bind)
- 5 Handcuffs or other wrist restraints
- 10 Each item in hand.
Twice PV of Armor Armor worn while falling.  This is in addition to any penalties due to weight carried.
+ 20 Water Landing.  Not diving but landing in water or another liquid.
+ 50 Nice cushiony pillows, hay, or other soft material.
Varies Ingenious idea on how to slow decent.  Varies by situation and dice rolls.

© 2000 J. K. Wykowski & T. Coonrod