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.
Falling Damage   For example, 2 trainers fall from a high rooftop. The building is 5 stories tall, or about 15 meters high. Both are Weight Class 3, both have 40/40 Hit Points, and a defense of 5. They both fail their acrobatics checks.   One is lucky and lands on an awning 5 meters down; their GM decides the bouncy awning lets this trainer ignore the first 2 meters of falling. They take damage for falling 3 meters, thus the damage is Damage Base 6, or 2d6+8. They roll, getting a fairly average roll of 14, and thus taking 9 damage. But the poor trainer isn’t done falling; he falls off the awning, the rest of the 10 meters onto a pile of garbage. The GM decides that, again, the pile of garbage lets him ignore 2 meters. So he takes damage for falling 8 meters – or 26 feet. That’s a Damage Base of 16, or 5d10+20. He rolls, getting an above-average roll of 56. He takes the 51 damage, leaving him at -20. He gains 1 Injury from Massive Damage, and 3 Injuries from Hit Point Markers (50%, 0, -50%). Since he fell more than 4 meters during that last stretch, he gains 4 more injuries. He’s left at -20 Hit Points and with 8 Injuries – he’s definitely going to need medical attention.   The other trainer is less lucky and falls the entire 15 meters straight down onto the parking lot below. He thus takes a whopping Damage Base 28 attack; he rolls the 8d12+80, and comes out to 140 damage. Even with his defense, the 135 damage puts the trainer at -95 Hit Points, which is under -200% of his Hit Points. And with 14 injuries, this unlucky trainer is very dead either way.