Falls:
Falls may damage a character with blunt damage rolls with a DP of 0.1 per each 3 meters. The distance fallen is multiplied by the gravity (in Gs). Armor does not help against falls.
The number of rolls applied for damage is determined by 1d6/2 (rounded down) + 1 per 5 meters fallen, again the distance is multiplied by gravity. A conscious character may make a SM:acrobatic or RT:dexterity roll to avoid damage. Difficulty is raised by 1 category per 5 meters fallen over 5. If successful, he/she avoids 1 damage roll plus another one per 2 points rolled higher than needed. The number of rolls may be modified by the harness of the surface against the character is falling.
For conscious characters, the area damaged is rolled with 2d10, taking the higher one for the area affected, and applying it as usual damage combat.
Special case: parachutes: any character using a parachute must roll as above to avoid any damage. If the roll is failed, it is treated as if fallen from 10 meters.
Example: a character falls from a fifth floor (about 15 meters), He’s on Earth (1 G gravity), and ground below is not especially hard nor soft. The roll for damage rolls is 3, so he suffers 3 rolls with a DP of 0.5. He rolls to avoid damage a DF:acrobatics, failing the roll. For areas, he rolls 9/9, 2/4 and 4/5, so he suffers the damage in areas 9 (right arm), 4 (abdomen) and 5 (right leg). Rolling for damage he rolls 2, 7 and 6. He then suffers a light wound in his right arm, another light wound in his abdomen and is knocked down, and he does not suffer damage (just some bruises) in his right leg. The referee rules that he has broken his right arm, raising difficulties 1 category for any task that needs it for 3 weeks.
Crashes:
Crashes may damage a character as falls, treating speed/3 as the distance fallen. If inside a vehicle that is not fully destroyed with the crash, and security belts are fastened, this is forfeited and only 1 blunt damage hit to area 3 with a DP equal to speed/10.
Acrobatics (or dexterity) rolls may be allowed (as per falls) if the character may dodge the crash (referee rule).
Example: a character is rammed by a car at 60 kph. It is treated as a fall from 20 metres. For the number of hits, the referee rolls a 4, so he would receive 5 rolls. The referee rules that acrobatic roll is in order, and he succeeds in avoiding 1 damage roll. For areas, he rolls 5/9, 3/8, 2/4 and 1/2, so he receives one 0.6 DP hit each at areas 9 (right arm), 8 (left leg), 4 (abdomen), and 2 (upper torso). Rolls for damage are 5, 9, 1 and 8. He receives a light wound in his right arm, some bruises in his left leg, a shock point (converted to stun, as it’s blunt damage) in his abdomen and a shock point in his upper torso, and he’s knocked down. The referee rules that he has a broken ankle, so incapaciting the character for a week and halving his movement for 2 weeks more.