Falling From a failed would-be climber, to a flying creature who is incapacitated, to an unfortunate pirate thrown off an airship by its defenders, to an adventurer who missed a jump across a ruined bridge - the causes of falls are too numerous to list. Consult this section to resolve whether a character should be harmed by any fall.
Falling damage depends on the altitude range from which you have fallen. A lighter or higher-CON character is less endangered by falling. Because injuries from falling tend to be highly inconsistent depending on the minute details and slope of the terrain below, dice are rolled to partially determine damage. Falling damage always disregards armor.
| Distance fallen | Engagement altitude | Short range | Medium range | Long range | Terminal velocity altitude |
| Example of distance | Within melee range of characters on the ground | -Height of a typical one or two story building | -A low flying aircraft's altitude -Height of a moderately tall building |
-A strafing aircraft's altitude -Height of the tallest post-Fall buildings |
-An aircraft's cruising altitude -Height of an Alacrian megatower |
| Falling damage | None | d2+2 times WGT, minus 2 times CON | d6+4 times WGT, minus 2 times CON | d12+8 times WGT, minus 2 times CON | d20+10 times WGT, minus 2 times CON |
Whenever you fall when you are not paralyzed, incapacitated, or otherwise unable to physically act, you may roll d20 on DEX. If successful, you subtract 4xCON instead of 2xCON from the falling damage.
Damage from falling always inflicts Mobility Injuries, but cannot dismember or inflict the bleeding status.
During combat, if you take at least one degree of injury from falling, you are knocked down. If you fall during your own movement (for example, you jumped off a building yourself, or could not spend a resource required to maintain flight) and are knocked down by the fall, this ends your movement phase, but you may still recover from the knockdown on your turn if able. If you fall as a result of your own turn's actions, you fall immediately, but may still recover if able. If another character's action causes you to fall, you do not actually fall until the next movement phase; you may prevent the fall by switching to flying movement in that phase, if you have it. Allied characters may also intervene if their turn occurs before the next movement phase (for example, saving you using pseudogravity). Terminal-velocity falls may take multiple rounds to complete; typically, you are well out of range of the combat after one round of falling.
If you fell deliberately (not as the result of a failed roll or another character's action) from a range less than long range, the fall does not interfere with stealth levels. Any other fall will cause you to revert to Low Stealth. Falls that do not result in knockdowns do not interfere with movement, even if they occur during the movement phase; you may continue with your movement as normal after falling.
If a mount falls, its rider takes damage according to the same die result for damage, but their own WGT. The mount's DEX roll counts for the rider as well; the rider uses their own CON for damage subtraction, and does not make their own DEX roll. The same rules apply for characters being carried by another character without using mount rules.
Vehicle Falling If a vehicle falls (in a context other than Crash Landings), use the rules above, but substitute 1/100 of the vehicle's pound weight for WGT, and substitute the first number of the vehicle's armor range for CON. Disregard all rules relating to DEX. Damage from falling inflicts Structural Failures. After any fall, a vehicle has a 50% chance of being overturned.
All characters within the vehicle take damage according to the same die roll for damage, but their own WGT. They do not get a chance to roll on DEX.
Automounts use character rules for falling.