The official discord link if you wish to join the discord: https://discord.gg/j5RKwCvAFu
Check out the Despera fan project!
Support the wiki on our official Ko-Fi page or Patreon page!
Fall Rebound
Background
Fall Rebound is the ability that ensures a character automatically returns to a safe or stable location—often the last solid surface they stood on—after falling into a bottomless pit, environmental hazard, or otherwise fatal out-of-bounds zone. This ability functions as a fail-safe mechanism, preventing complete elimination or instant death due to falling.
Rather than conventional teleportation, Fall Rebound is often tied to a spatial anchor or checkpoint system built into the environment or the user’s physiology or abilities. The rebound process typically comes with a penalty, such as a health reduction, temporary disorientation, or delay before the user can act again, which discourages intentional use as a form of mobility or escape.
It is frequently encountered in platforming, action, and adventure-based settings, where players are challenged by verticality and hazardous level design. This ability allows for more aggressive exploration while maintaining fair consequences for errors.
Also Called
- Pitfall Recovery
- Ledge Return
- Anti-Fall Recall
- Hazard Reset
- Cliff Rebound
Possible Applications
- Automatic Recovery: Instantly teleports the user back to a predefined location after falling, preventing death or game over scenarios.
- Fall Damage Mitigation: Although the user may take damage, it is often less than what would occur from a full death or system reset.
- Checkpoint Binding: User is anchored to the last known safe location, creating a temporary fallback point.
- Spatial Safety Net: Passive field or mechanism that constantly monitors the user’s position and activates upon crossing a defined vertical threshold.
- Environmental Awareness Integration: Advanced variants might be tied into a system that analyzes terrain and adjusts the rebound point based on the safest recent position, rather than the exact previous ledge.
Practical Uses
- Exploration Enablement: Encourages players or characters to explore vertical or dangerous terrain without the fear of losing all progress from a misstep.
- Training and Simulation: Useful in virtual environments or training rooms where falling is part of learning movement or strategy, without incurring real harm.
- Failsafe Travel Utility: Can be leveraged in high-altitude or high-risk zones (such as flying cities, sky platforms, or cliffs) where falling would otherwise result in certain death.
- Mobility Supplementation: While not a primary traversal method, Fall Rebound may complement poor jumping ability or flight limitations by offering a recovery method.
- Environmental Integration: Frequently seen in level design as a built-in mechanic, allowing designers to create challenging levels while reducing punishment for failure.
- Combat Resetting Tool: In arenas or boss fights with pit hazards, it enables players to re-enter combat after being knocked off, adding a strategic element to vertical space.
Possible Limitations
- Health Penalty: Rebounding usually comes at the cost of a portion of health or stamina, deterring overuse.
- Fixed Anchor Point: User may be limited to only one rebound location, such as the most recent ledge or checkpoint.
- Cooldown or Delay: Some systems place a cooldown between uses or delay the recovery animation, leaving the user vulnerable.
- Environment Dependency: The ability may not function if no valid anchor point has been reached, such as during freefall without touching solid ground beforehand.
- Temporary Disablement: In certain cases, damage or status effects (e.g., stuns or debuffs) may prevent the ability from activating properly.
- Restricted Use Cases: May only work in specific zones, or not against enemy-induced displacement (e.g., if knocked off a cliff by a boss).
Potential Types
- Passive Rebound: Automatically activates upon falling without user input.
- Active Recall: Requires a button press or willful activation before falling or during descent.
- Checkpoint-Based Rebound: Returns the user to the last registered checkpoint or save location.
- Dynamic Terrain Rebound: Chooses a rebound point dynamically based on the surrounding terrain and safety conditions.
Note
This page refers to characters who canonically possess a Fall Rebound-like ability within the context of their universe or narrative. It does not document standard gameplay mechanics unless they are explicitly justified as in-universe abilities.