Fall Arrest
1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (ReactionReaction CombatReactions are Actions you take immediately in response to changing situations.)Action
Fall Arrest is an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you take as a ReactionReaction CombatReactions are Actions you take immediately in response to changing situations. to catch yourself as you fall.
Core Rule—Fall Arrest
- Stop your FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. by grabbing a handhold with one free hand, or by righting yourself from ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground. while FlyingFly MovementFly is a Movement you use to Move through air or another fluid capable of producing lift..
- Make a High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- You FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
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TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You stop FallingFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. and take no DamageDamage HealthDamage is harm that reduces your Hit Points..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- You stop FallingFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. and take half DamageDamage HealthDamage is harm that reduces your Hit Points. (or none if FlyingFly MovementFly is a Movement you use to Move through air or another fluid capable of producing lift.).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- You don’t stop FallingFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. and take full DamageDamage HealthDamage is harm that reduces your Hit Points..
Source Player Codex