Marvel Multiverse Role-Playing Game
Compendium
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Falling
Any time a character ends a movement action in midair—without any means of support—they fall up to 100 spaces at the end of their turn. If they don’t hit anything, they keep Falling turn after turn until they do.
Falling Damage
If a character hits something when they land, they—and whatever they hit—take Health Damage. To calculate the Damage, the Narrator makes a standard action check. The Damage multiplier for the roll is 1 for every 3 spaces fallen, up to a maximum Damage multiplier of 20.
If that Damage is enough to destroy whatever was struck, the character takes the Damage, smashes through it and keeps Falling. (See “Objects,” later in this chapter, for how Objects manage Damage.) Otherwise, the impact halts the fall.
Controlled Landing
A character can subtract their Jump Speed from the number of spaces they fell. This reflects their ability to make a Controlled Landing.
Odd Landings
If the character is unfortunate enough to fall into boiling magma or onto large spikes, the Narrator can increase the Damage multiplier as they see fit.
Similarly, if the character is fortunate enough to fall onto a soft surface such as hay, water or snow, the Narrator can reduce the Damage multiplier.
Diving
A character with a power that normally keeps them aloft—allowing them to fly, glide, levitate and so on—can choose to start free-falling at the end of their movement action, allowing them to add up to 100 spaces of downward movement. In this way, they can use gravity to add to their regular movement for a controlled dive.