Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
Wild Talents scales back the deadliness of falling and other impacts significantly from the Godlike rules. If you want a little more grittiness in your long-distance falls, here are a couple of suggestions.
First, and easiest to implement, as GM you could simply disallow the
defensive roll to reduce impact damage in extreme cases. Falling from
the roof of a warehouse? Go ahead and roll to take the damage to your
legs instead of your head. Falling from the roof of the Chrysler
Building? Forget it. No amount of wriggling is going to keep your skull
intact.
For more detail, you could use the following modified rule. This is
a suggested modification, not an official revision. If you use it,
replace the text under this subheading as follows.
Reducing Impact Damage (page 40)
Some skills and miracles help reduce impact damage. If you see it
coming you get a single dice-pool roll with a relevant stat+skill or
superpower (at the GM’s discretion) as a defense against the damage.
If the impact is a surprise—you don’t see it until the round when
it’s going to hit—you must have Coordination dice equal to or greater
than the damage to see it coming. See the impact chart for dice
equivalents.
The impact defense roll has to be declared in a combat round—you
can’t just freely scrap something else you’re rolling to reduce impact
damage. Some relevant stats and skills include Body+Endurance,
Body+Jumping and Coordination+Acrobatics.
A successful roll has two benefits.
First, you can transfer the defense roll’s width in damage from hit
location 10 to one other hit location. This is useful because you can
choose to suffer some of the damage on your strongest or most armored
hit location.
Second, if you’re falling and you land on your feet (or equivalent
limbs), subtract your jumping distance (as determined by your Body
stat) from your yards-per-round speed to determine how much damage you
take. If your jumping distance is greater than your speed, you suffer
no damage at all—not even the 2 Shock per location.
Example: Mafia goons throw
Leatherneck out of a helicopter high over the city. Ordinarily he would
take 2 Shock to each hit location and 7 Killing to the head in falling
damage at terminal velocity. But with a Coordination+Parachuting roll
at width 5 he transfers 5 of the Killing damage to his torso. He takes
2 Shock and 1 Killing to the head, 2 Shock and 5 Killing to the torso,
and 2 Shock to every other hit location. After Leatherneck hits
pavement he has a body full of broken bones but, incredibly, can get up
and stagger away.
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