Falling
Hazard
Also Fall
Part of Hazard
Falling is a HazardHazard HazardHazards are sources of potential Damage or adverse Effects. that happens when you drop 1 or more SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. vertically or something drops on you.
Core Rule—Falling
- You fall up to Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. per RoundRound CombatRounds are the units of time that divide play into 6-second intervals..
- If you take DamageDamage HealthDamage is harm that reduces your Hit Points., you land ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
- Use a Climber’s KitClimber’s Kit Item · Toolkit · Tier 1Climber’s Kits are Explorer’s Toolkits used to ascend or descend vertical or overhanging surfaces and set up camps on cliffs and mountains. while ClimbingClimb MovementClimb is a Movement you use to Move across vertical surfaces with handholds., and Fall ArrestFall Arrest ActionFall Arrest is an Action you take as a Reaction to catch yourself as you fall. to stop Falls in progress.
Falling on Creatures
When you land on a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or something lands on you, everyone involved makes a Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately 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..
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately 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.
- 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.
- Take half DamageDamage HealthDamage is harm that reduces your Hit Points. and land ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- Take full DamageDamage HealthDamage is harm that reduces your Hit Points. and land ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
Source Player Codex