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Fall Damage

From Metaforce TTRPG
Revision as of 06:31, 14 December 2025 by AlienOvan (talk | contribs) (Created page with "==Definition== '''Fall Damage''' is damage taken from a character struck with the force of their own mass and gravity against another object, usually the terrain. Generally, characters take fall damage when they fall a significant height from an elevated position down to the ground below. ==Effects== When a character falls far enough, they take '''Fall damage''', this is a modified damage type, so it generally counts as Blunt/Bludgeoning and Gravity for determining da...")
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Definition

Fall Damage is damage taken from a character struck with the force of their own mass and gravity against another object, usually the terrain. Generally, characters take fall damage when they fall a significant height from an elevated position down to the ground below.

Effects

When a character falls far enough, they take Fall damage, this is a modified damage type, so it generally counts as Blunt/Bludgeoning and Gravity for determining damage resistances and immunities. Abilities that change how 'Fall damage' is applied also affect damage taken. The amount of damage taken is determined by the character's Body or Reflex, their size (in height) and distance fallen. There is also a difference between a Safe fall and a dangerous one.

When a character falls further than their height, their speed will be reduced to 0 for one frame as they try to recover from the high fall. If the character takes any fall Damage from this, they fall Prone, and must spend a frame to stand back up before they can move normally (otherwise they can only move and act while prone).

Trigger

Fall damage starts when a character safely falls a distance greater than their height (in feet), then that fall damage is reduced by the character's Body or Reflex core value (whichever is better). Characters takes 1 damage per foot fallen until they fall a distance equal to double the relevant core, in which case they take 2 damage per foot fallen total.

This damage increases for every multiple of Body/Reflex exceeded, so falling three times as far causes damage to be 3 per foot fallen, up to 4 times the character's falling threshold.

How Size affects Fall Damage

Characters who are Small or smaller may suffer less Fall damage compared to those of Medium size or larger.
Size Name Falling Damage Ruling
Medium and Larger As above.
Small Double Body/Reflex for calculating Fall Distance required.
Tiny As Small, but also gain Resistance to Fall Damage.
Diminutive As Tiny, but also cap Long-Fall damage multiplier to x2 and always land safely.
Fine Does not receive fall damage under normal conditions.
For creatures of Size-2 or larger, their height can often be greater than the Body or Reflex scores. In these cases, Fall Damage only applies after they fall a distance greater than their own height, and then distance is reduced further based on the greater value of Body or Reflex.

"A Size-8 giant standing 50ft tall falls a distance of 60ft, they have a Body of 12 and Reflex of 8. Their height, plus their body is 62ft, while the distance is 10ft longer than they are tall, their Body score negates damage taken up to 12ft, the giant is unharmed. However if they fell 100ft, they would suffer up to 188 damage, because they fell 4 times their Body core in distance 50ft (200 damage) and reduced damage taken by their Body core (-12)."

Unsafe Falls

Examples given above are predicated on the idea that the character is bracing for a fall as they land, they either land on their feet or at the very least upright for their body type. Landing unsafely is to hit a surface on vulnerable parts of the body not designed to withstand impact. Being knocked back or down can increase damage taken because of this.

When a character makes an unsafe landing, they lose their Body or Reflex damage reduction to the fall damage. So a character with 12 Body or Reflex would no longer reduce fall damage taken by 12, and instead take all damage beyond their height normally.

Forced Falls

An unusual but prevelant instance of fall damage is when a character is forcibly slammed into terrain such as walls. While the character does not 'fall' in the traditional sense, the impact generated still follows the same rules.

Combat Formula
If the character is knocked away, they can roll a combined Body & Reflex save against the attacker's Knockback Magnitude. If they succeed the Body portion of the save, they can apply the greater of their Body or Reflex core to reduce damage of the fall. If they succeed the Reflex portion of the save, they can avoid falling prone.

Foe's Knockback Magnitude versus Character's Body or Reflex + d12 + Other Modifiers

Knock effects against Surfaces

When a character is thrown, pushed or otherwise forced into movement and collides with a solid surface. Determine the distance vertically and horizontally in increments of 5ft (round up or down as necessary). The kind of surface impacted and knockback type used determines the 'distance fallen' for dealing damage.

If the effect is a Knockdown, then the vertical distance is half the thrown character's height. If the effect is Knockback or Knockup, you can add the Knockback's horizontal and added vertical distance as well (respectively). These will determine the total Fall distance. Body/Reflex damage reduction and immunities to 'unsafe falls' from being Diminutive also do not apply.
Knock-Type On Floor On Wall On Ceiling
Down 1/2 character's height - -
Back 1/2 character's height Distance pushed (impact) -
Up Distance pushed (impact) - Distance pushed (impact)
For calculating damage, only use the surface impacted. if the character fails their Reflex save, they are treated as prone on the ground. If they fall from a wall or ceiling impact zone, they can use their natural fall damage protections to avoid more injury if they are able.