Miscellaneous Combat Rules
These rules may come into play out of combat as well, but they’re most likely to show up in battles, depending on the environment. Suffocation and drowning are real threats when a fight takes place on the high seas, and pushing an opponent off a cliff or tall building is an easy way to end a fight early.
SUFFOCATING
After 1 minute (or 6 rounds), every round a Pokémon or Trainer goes without air, they start to suffocate. Take 1 Injury per round suffocating. These injuries can’t be healed by anything except breathing; once the target can breathe again, they are healed of these injuries. Pokémon or Trainers with the Gilled capability do not suffocate from being in water.
FALLING DAMAGE
Taking a fall can be nasty for trainers and Pokémon. Damage is taken as if it was a Typeless Physical Attack, with a Damage Base dependent on the distance of the fall and the weight class of the poor victim.
Weight Class 1 & 2: +1 DB per meter fallen, maximum DB 20.
Weight Class 3 to 6: +2 DB per meter fallen, maximum DB 28. Also consider the following rules:
» In addition to the damage, trainers and Pokémon that fall 4 or more meters take 1 injury for every 2 meters fallen. Pokémon with natural Sky Speeds take 1 Injury for every 3 meters instead, as their bodies have evolved to take potential crashes better.
» Falling on a yielding surface may let you ignore anywhere from 1 to 6 meters of falling, to your GM’s discretion; 1 would be soft grass, 3 might be a stack of mattresses, 6 would be deep water. Other surfaces may increase the falling damage; falling onto rocky terrain may increase the falling distance by +1. Some surfaces may even be volatile; falling onto a tree from above may increase the falling damage by +1d6, depending on whether you get cut up by a tree branch or not. Deciding on an appropriate modifier depending on the surface will be up to your GM.
» If a Pokémon or Trainer intentionally jumps rather than falling, they may ignore a number of meters equal to their High Jump value. This includes any bonuses from Acrobatics Checks or running starts; this means Pokémon or trainers can’t be hurt by their own jumps (well, unless a surface says differently of course...)
» When falling, Trainers and Pokémon may make an Acrobatics Check with a DC of 12; if the fall was unintentional, the DC is instead 20. Upon success, they may ignore one additional Meter when calculating Fall damage.
Weight Class 3 to 6: +2 DB per meter fallen, maximum DB 28. Also consider the following rules:
» In addition to the damage, trainers and Pokémon that fall 4 or more meters take 1 injury for every 2 meters fallen. Pokémon with natural Sky Speeds take 1 Injury for every 3 meters instead, as their bodies have evolved to take potential crashes better.
» Falling on a yielding surface may let you ignore anywhere from 1 to 6 meters of falling, to your GM’s discretion; 1 would be soft grass, 3 might be a stack of mattresses, 6 would be deep water. Other surfaces may increase the falling damage; falling onto rocky terrain may increase the falling distance by +1. Some surfaces may even be volatile; falling onto a tree from above may increase the falling damage by +1d6, depending on whether you get cut up by a tree branch or not. Deciding on an appropriate modifier depending on the surface will be up to your GM.
» If a Pokémon or Trainer intentionally jumps rather than falling, they may ignore a number of meters equal to their High Jump value. This includes any bonuses from Acrobatics Checks or running starts; this means Pokémon or trainers can’t be hurt by their own jumps (well, unless a surface says differently of course...)
» When falling, Trainers and Pokémon may make an Acrobatics Check with a DC of 12; if the fall was unintentional, the DC is instead 20. Upon success, they may ignore one additional Meter when calculating Fall damage.