Damage from falling is based on Range Bands fallen. A TN 3 Fitness check reduces range bands by 1+bonus successes
Details
Description: A Character is Falling and will receive other impacts due to falling.
Effects: The length of a fall is measured in range bands, and the number of range bands a character falls determines the ill effects they suffer. When a character lands, they must resist with a TN 3 Fitness (Air 1, Earth 5) check; if they succeed, the character reduces the number of range bands they count as having fallen by 1 plus their bonus successes (to a minimum of a Range 0 fall).
Effects: The length of a fall is measured in range bands, and the number of range bands a character falls determines the ill effects they suffer. When a character lands, they must resist with a TN 3 Fitness (Air 1, Earth 5) check; if they succeed, the character reduces the number of range bands they count as having fallen by 1 plus their bonus successes (to a minimum of a Range 0 fall).
Distance |
Effects |
Range 0 |
The character suffers the Disoriented condition. |
Range 1 |
The character suffers 4 physical damage and the Disoriented condition. |
Range 2 |
The character suffers 8 physical damage and the Prone and Disoriented conditions |
Range 3 |
The character suffers 12 physical damage and the Prone and Unconscious conditions. |
Range 4 |
The character suffers a critical strike with severity 10 and the Prone and Unconscious conditions. |
Range 5 |
The character suffers a critical strike with severity 16 and the Prone and Unconscious conditions. |
Range 6 |
The character suffers a critical strike with severity 18 and the Prone and Unconscious conditions. |
Opportunity Uses |
|
* + |
During a Support action check, increase your Initiative value by 1 per * spent this way. This is for the whole conflict, not just this turn. |
* * |
Ignore the effects of one condition you are suffering until the end of your next turn. |
Opportunity Uses |
|
* + |
Remove 1 strife you gained from this check per * spent this way. |
* |
Choose a ring other than Void. Reduce the TN of your next check by 1 if it uses that ring. |
* + |
Feel a chill down your spine, notice a sudden silence, or detect another sign of the supernatural if there is a spiritual disturbance in the scene. Extra * gives an increasingly precise location for the supernatural occurrence. |
* * |
Gain spiritual insight into the nature of the universe or your own heart. At the GM’s discretion, you may establish a fact about your character that has not been previously revealed but relates to the situation. |
Special Circumstance Opportunities
In Shadowlands
** Though Jigoku’s power weighs heavily upon them, you are undeterred. By drawing on memories of the un-Tainted lands north of the wall, you can keep yourself focused and ignore all Strife results on your next check.
Against Tainted Threats
** or *** If the character spends**, they discern that the kami have fled, as well as the type of disturbance (mahō, kansen, or similar). If the character spends ***, they can also determine the total combat Military threat rating of all Tainted beings that caused the kami to flee.
While Tainted
**+ The unnatural insights of the kansen voice themselves wordlessly to you, granting knowledge you could not possibly have known otherwise. You learn something relevant to the current situation, appropriate in scope to the number of * spent. For each * spent in this way, you receive 1 strife due to the unnatural means by which you gained this knowledge.