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In other games with size categories, the following properties are translated into these values. Each Size beyond 1 typically increases natural reach and space by '''1 square (5ft)''', and increases Speed by '''2 squares (10ft)'''. | In other games with size categories, the following properties are translated into these values. Each Size beyond 1 typically increases natural reach and space by '''1 square (5ft)''', and increases Speed by '''2 squares (10ft)'''. | ||
{| class="wikitable | {| class="wikitable" style="text-align:center;" | ||
|- | |- | ||
| '''Size Name''' || '''Vertical Height''' || '''Size Rating''' || '''Reach/Space''' || '''Speed''' | |||
|- | |- | ||
| <big>Medium</big> || 4 to 8ft || Size 1 || | | <big>Medium</big> || 4 to 8ft || Size 1 || 5ft || 15ft | ||
|- | |- | ||
| <big>Large</big> || 10 to 20ft || Size 2 || | | <big>Large</big> || 10 to 20ft || Size 2 || 10ft || 20ft | ||
|- | |- | ||
| <big>Huge</big> || 25 to 40ft || Size 4 || | | <big>Huge</big> || 25 to 40ft || Size 4 || 20ft || 30ft | ||
|- | |- | ||
| <big>Gargantuan</big> || 50 to 80ft || Size 8 || | | <big>Gargantuan</big> || 50 to 80ft || Size 8 || 40ft || 50ft | ||
|- | |- | ||
| <big>Colossal</big> || | | <big>Colossal</big> || 100ft or more || Size 16 || 80ft || 90ft | ||
|} | |} | ||
Characters that are smaller than Size 1 have the following properties: | Characters that are smaller than Size 1 have the following properties: | ||
{| class="wikitable | {| class="wikitable" style="text-align:center; align:center; margin:auto;" | ||
|- | |- | ||
| '''Size Name''' || '''Humanoid Height''' || '''Reach/Space''' || '''Speed''' || '''<abbr title="Base HP and HPLV">HP scale</abbr>''' || '''Power Reduction''' | |||
|- | |- | ||
| <big>Medium</big> || 4 to 8 feet | | <big>Medium</big> || 4 to 8 feet || 1sq (5ft) || 15ft || 10 + 4 || -0 | ||
|- | |- | ||
| <big>Small</big> || 2 to 3 feet | | <big>Small</big> || 2 to 3 feet || 1sq (5ft) || 10ft || 8 + 4 || -2 | ||
|- | |- | ||
| <big>Tiny</big> || 4 to 12 inches | | <big>Tiny</big> || 4 to 12 inches || 0sq (1ft) || 5ft || 6 + 3 || /2 | ||
|- | |- | ||
| <big>Diminutive</big> || | | <big>Diminutive</big> || 1 to 4 inches || 0sq (6in) || <5ft || 4 + 2 || /4 | ||
|- | |- | ||
| <big>Fine</big> || 1 inch or less | | <big>Fine</big> || 1 inch or less || 0sq (3in) || <5ft || 2 + 1 || /8 | ||
|} | |} | ||
'''Reach/Space''' | '''Reach/Space''' | ||
Characters | Size directly affects a Character's '''Natural Reach and Space''' they control. Size-1 Characters can typically '''allow or deny''' other creatures to pass through their space and reach into squares adjacent to them. If a creature is at '''least three times larger''' than another creature, the larger creature can pass through a smaller one (though there may be consequences for such movement). | ||
''' | Characters with a Reach and Space of 0 squares '''can't prevent''' other creatures from passing through their space and '''can't be blocked''' from entering another creature's space either. Characters who can't reach into adjacent squares must move into another creature's space to attack with their natural reach. | ||
'''Speed''' | |||
The base movement speed of a character is '''3 squares (15ft)'''. For each Size beyond 1, the larger character's base speed is increased by 5ft per Action Frame. | |||
''' | For every Size below Medium, a smaller character loses 5ft of base speed. | ||
At Diminutive Size, a character must spend '''two frames''' moving to move 5ft, or three to move 10ft. | |||
At Fine size, it takes '''three frames''' to move 5ft. | |||
'''HP Scale''' | |||
Instead of multiplying HP and Max HP for smaller characters, their base and HPLV is reduced by this value instead. The chart shows the starting and bonus HP given at creation and level ups. Any additions or reductions are calculated after this. Characters larger than Size 1 will generally have their HP multiplied by the value of a Medium creature. | |||
'''Power Reduction''' | |||
See '''Healing/Damage Dealt''' for more info. | |||
==Stats | ==Stats Affected by Size== | ||
'''Max HP''' | '''Max HP''' | ||
A character Maximum HP is multiplied based on their Size. | A character Maximum HP is multiplied based on their Size. A Medium creature has a multiplier of x1. For creatures changing size, current HP is multiplied to match the scale of their Size and max HP. Creatures shrinking smaller than Medium size only have their current and maximum HP halved once regardless of size category, and doubles when raised to Medium size from a smaller size. Current HP is always rounded up during size changes. | ||
'' | <small>''"A Human (Medium, Size 1) reduced to Diminutive Size (Size -3) will have their current and max HP halved as long as they are small. They would have had the same HP ratio whether they were Small, Tiny or Fine. When returned to normal, their HP is doubled. A Size-3 Giant reduced to Medium will have their HP divided by 3 when shrunk, and tripled when returning to Size-3"''</small> | ||
''' | '''Healing/Damage Dealt''' | ||
The | Numerical values for damage and/or healing are multiplied by the user's Size-Rating for the Base and Bonus values of their attacks and abilities. Small creatures have a flat -2 to damage dealt by attacks (minimum 1). Tiny and smaller characters have their damage reduced by a factor indicated by their Size category (rounded down). | ||
'''Reach and Range''' | |||
The Natural Reach of a character's melee and ranged attacks and abilities are multiplied by their Size Rating. A Small character's reach and range are unaffected, but Tiny or smaller characters will have their range reduced by their Power Reduction value. A Size-4 Giant has four times the natural reach and range with their weapons/abilities. A Tiny character will have half the range for their ranged attacks and abilities. | |||
'''Movement speed/distance''' | '''Movement speed/distance''' | ||
Creatures of Medium size move at | Creatures of Medium size move at 15ft or 3 squares per Action Frame. Every Size beyond 1 gives the creature +5ft base movement Speed. Smaller creatures lose speed and the smallest creatures may have to spend multiple frames to cross one square of terrain. Progress to cross squares due to small size and difficult terrain is preserved, position can change once the necessary time and effort is met. | ||
==HP during Size Change== | ==HP during Size Change== | ||
When a character changes Size, their current HP and maximum HP are multiplied relative to the difference to their new size by their old size, resulting in the same proportion of current and maximum HP. Current HP always rounds up, whether enlarging or shrinking. Shrinking smaller than Medium | When a character changes Size, their current HP and maximum HP are multiplied relative to the difference to their new size by their old size, resulting in the same proportion of current and maximum HP. Current HP always rounds up, whether enlarging or shrinking. Shrinking smaller than Medium is a flat 50% from Medium and enlarging from a smaller size to Medium doubles it. | ||
Ex. If a creature grows twice as large and they have 20 out of 30 HP, then they will reach their new size with 40 out of 60 HP. And if their HP is 25 out of 60 and shrinks to half their size, they will have 13 out of 30 HP. | Ex. If a creature grows twice as large and they have 20 out of 30 HP, then they will reach their new size with 40 out of 60 HP. And if their HP is 25 out of 60 and shrinks to half their size, they will have 13 out of 30 HP. | ||
==Equipment Scaling== | ==Equipment Scaling== | ||
Equipment stats are determined by their '''Intended Wielder Size''', and the usability of such equipment are determined by its IWS. Generally, Worn equipment can't be equipped by a creature too small or too big for the equipment's IWS, wielded equipment can sometimes be used by creatures not sized for itself. | |||
All Equipment are written as if they were made for a Size-1 user, values are multiplied according to Size-Rating afterwards: | All Equipment are written as if they were made for a Size-1 user, values are multiplied according to Size-Rating afterwards: | ||
♦ | ♦ Weapon '''Base Damage''' and the number of '''Bonus Dice''' rolled with such a weapon (dice size is often preserved). | ||
♦ | ♦ A Ranged weapon's '''Range''' distance (Reach). | ||
♦ | ♦ An Armour's '''Damage Reduction''' (DR) is multiplied by their Size Rating. | ||
Most Weapons can be wielded Off-hand, One-hand then Two-handed based on Weapon size and handling. Each Weapon Size larger than it's intended wielder will cause the weapon's handedness to increase by one stage. If a Weapon causes it to become '''more''' than a two-handed weapon, it is '''too big''' to be used as a weapon by that wielder. Inversely, any weapon smaller than an off-hand becomes too small to be used as intended. Some exceptions and exclusions can be made based on weapon design and type (Bows don't fall neatly into the handedness rule, and firearms can be unusable by anyone other than its IWS). | |||
==Gravity / Falling== | ==Gravity / Falling== | ||
Creatures can fall a distance equal to | Creatures can fall a distance equal to their [[Core Value|Reflex]] value before they take '''Fall Damage'''. After exceeding this Fall Threshold, the creature will take 1 damage for every '''foot of distance''' fallen beyond their threshold minus their character's height. If the distance fallen is double the creature's Fall Threshold, all damage accumulated is doubled. | ||
Creatures | Creatures don't take fall damage unless they fall a distance greater than their height. | ||
Ex. A Size 1 creature who is 6 feet tall and has a Reflex of 12 doesn't take fall damage until they fall farther than | Ex. A Size 1 creature who is 6 feet tall and has a Reflex of 12 doesn't take fall damage until they fall farther than 12ft. Once they start taking fall damage, they take 1 damage per foot fallen until they fall 24ft, in which case damage taken is doubled. They can't take fall damage until they fall more than 6ft. | ||
Ex. A Size 4 Giant who is 30 feet tall and has a Reflex of 10 doesn’t take fall damage until they fall a distance exceeding | Ex. A Size 4 Giant who is 30 feet tall and has a Reflex of 10 doesn’t take fall damage until they fall a distance exceeding 30ft. But if they fall 35ft, then they potentially take 40 damage because 35 is more than double of 10 and their 30ft of height only reduces damage taken by 30. | ||
Creatures smaller than Medium gain special reductions to fall distance required and damage taken: | Creatures smaller than Medium gain special reductions to fall distance required and damage taken: | ||
{| class="wikitable | {| class="wikitable" style="text-align:center; align:center; margin:auto;" | ||
|- | |- | ||
| '''Size Name''' || '''Falling Damage Ruling''' | |||
|- | |- | ||
| Medium and Larger || As above. | | Medium and Larger || As above. | ||
|- | |- | ||
| Small || | | Small || Double Reflex for calculating Fall Distance required. | ||
|- | |- | ||
| Tiny || | | Tiny || Double Reflex and gain Resistance to Fall Damage. | ||
|- | |- | ||
| Diminutive || | | Diminutive || Double Reflex, Resistance to Fall Damage, and ignores x2 multiplier for long falls. | ||
|- | |- | ||
| Fine || '''Does not''' receive fall damage under | | Fine || '''Does not''' receive fall damage under normal conditions. | ||
|} | |} | ||
The values above are considered if the creature | The values above are considered if the creature '''safely lands''' in a way to protect themselves from further harm. Creatures who are thrown off balance and unable to protect themselves are '''denied''' are treated to have a Reflex of 0 when calculating falling distance thresholds. This typically doesn't become dangerous until one falls from a height taller than they are. | ||
Surfaces like difficult terrain could also increase damage dealt when taking fall damage | Surfaces like difficult terrain could also increase damage dealt when taking fall damage. Increase damage by 1 per foot fallen on uneven/hard surfaces, other more dangerous surface types apply as needed. | ||
==Difficult Terrain and | ==Difficult Terrain and Obstacles== | ||
Difficult Terrain | '''Difficult Terrain''' generally costs double to move into and out of the affected square(s). Effectively halving the speed of a character passing through it. A character can spend any amount of frames in an encounter to pass through a square if they lack the speed to cross it in a single frame. '''Obfuscating Terrain''' is a more serious form that typically '''triples''' the cost of movement or '''more'''. | ||
♦ Difficult Terrain from uneven surfaces and debris for a Medium creature becomes Obfuscating Terrain for Small and Smaller Creatures. A creature of large enough size may not suffer Difficult Terrain penalties unless the surface is universally difficult (such as thick mud). | |||
♦ | |||
♦ | ♦ Elevated surfaces and platforms waist high to a Medium creature costs double to mantle up to the higher plane, with surface between chest and standing height reach requiring climbing appendages and triple movement cost to climb to the top of it. If reaching an elevation requires jumping, this will take an Action Frame to reach the ledge and another to climb up it (after succeeding a Strength/Athletics check). | ||
♦ | ♦ Moving through bodies of liquid higher than the user's knees will count as Difficult terrain, and Obfuscating Terrain if the liquid extends further than the user's waist without swimming. | ||
♦ Navigating through semi-solid, passable obstacles such as bushes, vines, | ♦ Navigating through semi-solid, passable obstacles such as bushes, vines, and crowds of densely packed creatures count as difficult terrain. If the obstacle is significantly larger than the creature it counts as Obfuscating Terrain, whereas if the creature is significantly larger they may not suffer penalties and step over them as desired. Checks may be called as needed. | ||
'''Narrow Spaces & Squeezing''' | |||
A character can pass through any opening equal to their own space without issue. But to pass through a space that is half as wide counts as Difficult or Obfuscating Terrain depending on the creature's build. Some characters may be so large that they suffer Difficult Terrain penalties to enter and exit spaces equal to their own space. | |||
Spaces smaller than 5ft are given a Size characteristic (Small, Tiny, Diminutive, Fine) Characters whose size matches the characteristic suffer no penalties passing through such spaces. Larger creature suffer Difficult, Obfuscating, then Impassible Terrain penalties for each size larger than the characteristic for the purposes of Squeezing. | |||
'' | <small>''ex. A Medium character can enter a hallway that is 1 square wide because their space is 1 square (5ft). A passage built for Halflings has the Small space characteristic, Small creatures can enter and exit these spaces freely, but a Medium creature treats it as Difficult Terrain. A Tiny-sized Vent is treated as Obfuscating Terrain for a Medium creature, Difficult for a Small and normal for a Tiny character. A Diminutive Mouse-Hole would be too small for a Medium character to fit into, and Obfuscating for a Small character to squeeze inside''</small> | ||
Characters described as having a 'Lean or Small Build' can try squeezing into spaces that are Obfuscating, otherwise bigger characters may have to pass a check to squeeze inside. Characters and creatures of significantly large builds may be prevented from squeezing into spaces labelled Obfuscating, and even larger ones may treat areas as wide as their natural space as being Difficult Terrain. | |||
==Giant-Specific Actions== | ==Giant-Specific Actions== | ||
Revision as of 19:41, 11 December 2025
Size measures a character’s physical proportions and relative power and presence within a game world. Not every stat or mechanic is affected by a character's Size. Size 1 refers to a creature that is roughly the size of an adult human. Whereas a creature of Size 2 is twice as large as a normal human. Characters smaller than Size 1 follow a different scaling system.
Size Categories
In other games with size categories, the following properties are translated into these values. Each Size beyond 1 typically increases natural reach and space by 1 square (5ft), and increases Speed by 2 squares (10ft).
| Size Name | Vertical Height | Size Rating | Reach/Space | Speed |
| Medium | 4 to 8ft | Size 1 | 5ft | 15ft |
| Large | 10 to 20ft | Size 2 | 10ft | 20ft |
| Huge | 25 to 40ft | Size 4 | 20ft | 30ft |
| Gargantuan | 50 to 80ft | Size 8 | 40ft | 50ft |
| Colossal | 100ft or more | Size 16 | 80ft | 90ft |
Characters that are smaller than Size 1 have the following properties:
| Size Name | Humanoid Height | Reach/Space | Speed | HP scale | Power Reduction |
| Medium | 4 to 8 feet | 1sq (5ft) | 15ft | 10 + 4 | -0 |
| Small | 2 to 3 feet | 1sq (5ft) | 10ft | 8 + 4 | -2 |
| Tiny | 4 to 12 inches | 0sq (1ft) | 5ft | 6 + 3 | /2 |
| Diminutive | 1 to 4 inches | 0sq (6in) | <5ft | 4 + 2 | /4 |
| Fine | 1 inch or less | 0sq (3in) | <5ft | 2 + 1 | /8 |
Reach/Space Size directly affects a Character's Natural Reach and Space they control. Size-1 Characters can typically allow or deny other creatures to pass through their space and reach into squares adjacent to them. If a creature is at least three times larger than another creature, the larger creature can pass through a smaller one (though there may be consequences for such movement). Characters with a Reach and Space of 0 squares can't prevent other creatures from passing through their space and can't be blocked from entering another creature's space either. Characters who can't reach into adjacent squares must move into another creature's space to attack with their natural reach. Speed The base movement speed of a character is 3 squares (15ft). For each Size beyond 1, the larger character's base speed is increased by 5ft per Action Frame. For every Size below Medium, a smaller character loses 5ft of base speed. At Diminutive Size, a character must spend two frames moving to move 5ft, or three to move 10ft. At Fine size, it takes three frames to move 5ft. HP Scale Instead of multiplying HP and Max HP for smaller characters, their base and HPLV is reduced by this value instead. The chart shows the starting and bonus HP given at creation and level ups. Any additions or reductions are calculated after this. Characters larger than Size 1 will generally have their HP multiplied by the value of a Medium creature. Power Reduction See Healing/Damage Dealt for more info.
Stats Affected by Size
Max HP A character Maximum HP is multiplied based on their Size. A Medium creature has a multiplier of x1. For creatures changing size, current HP is multiplied to match the scale of their Size and max HP. Creatures shrinking smaller than Medium size only have their current and maximum HP halved once regardless of size category, and doubles when raised to Medium size from a smaller size. Current HP is always rounded up during size changes. "A Human (Medium, Size 1) reduced to Diminutive Size (Size -3) will have their current and max HP halved as long as they are small. They would have had the same HP ratio whether they were Small, Tiny or Fine. When returned to normal, their HP is doubled. A Size-3 Giant reduced to Medium will have their HP divided by 3 when shrunk, and tripled when returning to Size-3" Healing/Damage Dealt Numerical values for damage and/or healing are multiplied by the user's Size-Rating for the Base and Bonus values of their attacks and abilities. Small creatures have a flat -2 to damage dealt by attacks (minimum 1). Tiny and smaller characters have their damage reduced by a factor indicated by their Size category (rounded down). Reach and Range The Natural Reach of a character's melee and ranged attacks and abilities are multiplied by their Size Rating. A Small character's reach and range are unaffected, but Tiny or smaller characters will have their range reduced by their Power Reduction value. A Size-4 Giant has four times the natural reach and range with their weapons/abilities. A Tiny character will have half the range for their ranged attacks and abilities. Movement speed/distance Creatures of Medium size move at 15ft or 3 squares per Action Frame. Every Size beyond 1 gives the creature +5ft base movement Speed. Smaller creatures lose speed and the smallest creatures may have to spend multiple frames to cross one square of terrain. Progress to cross squares due to small size and difficult terrain is preserved, position can change once the necessary time and effort is met.
HP during Size Change
When a character changes Size, their current HP and maximum HP are multiplied relative to the difference to their new size by their old size, resulting in the same proportion of current and maximum HP. Current HP always rounds up, whether enlarging or shrinking. Shrinking smaller than Medium is a flat 50% from Medium and enlarging from a smaller size to Medium doubles it. Ex. If a creature grows twice as large and they have 20 out of 30 HP, then they will reach their new size with 40 out of 60 HP. And if their HP is 25 out of 60 and shrinks to half their size, they will have 13 out of 30 HP.
Equipment Scaling
Equipment stats are determined by their Intended Wielder Size, and the usability of such equipment are determined by its IWS. Generally, Worn equipment can't be equipped by a creature too small or too big for the equipment's IWS, wielded equipment can sometimes be used by creatures not sized for itself. All Equipment are written as if they were made for a Size-1 user, values are multiplied according to Size-Rating afterwards: ♦ Weapon Base Damage and the number of Bonus Dice rolled with such a weapon (dice size is often preserved). ♦ A Ranged weapon's Range distance (Reach). ♦ An Armour's Damage Reduction (DR) is multiplied by their Size Rating. Most Weapons can be wielded Off-hand, One-hand then Two-handed based on Weapon size and handling. Each Weapon Size larger than it's intended wielder will cause the weapon's handedness to increase by one stage. If a Weapon causes it to become more than a two-handed weapon, it is too big to be used as a weapon by that wielder. Inversely, any weapon smaller than an off-hand becomes too small to be used as intended. Some exceptions and exclusions can be made based on weapon design and type (Bows don't fall neatly into the handedness rule, and firearms can be unusable by anyone other than its IWS).
Gravity / Falling
Creatures can fall a distance equal to their Reflex value before they take Fall Damage. After exceeding this Fall Threshold, the creature will take 1 damage for every foot of distance fallen beyond their threshold minus their character's height. If the distance fallen is double the creature's Fall Threshold, all damage accumulated is doubled. Creatures don't take fall damage unless they fall a distance greater than their height. Ex. A Size 1 creature who is 6 feet tall and has a Reflex of 12 doesn't take fall damage until they fall farther than 12ft. Once they start taking fall damage, they take 1 damage per foot fallen until they fall 24ft, in which case damage taken is doubled. They can't take fall damage until they fall more than 6ft. Ex. A Size 4 Giant who is 30 feet tall and has a Reflex of 10 doesn’t take fall damage until they fall a distance exceeding 30ft. But if they fall 35ft, then they potentially take 40 damage because 35 is more than double of 10 and their 30ft of height only reduces damage taken by 30. Creatures smaller than Medium gain special reductions to fall distance required and damage taken:
| Size Name | Falling Damage Ruling |
| Medium and Larger | As above. |
| Small | Double Reflex for calculating Fall Distance required. |
| Tiny | Double Reflex and gain Resistance to Fall Damage. |
| Diminutive | Double Reflex, Resistance to Fall Damage, and ignores x2 multiplier for long falls. |
| Fine | Does not receive fall damage under normal conditions. |
The values above are considered if the creature safely lands in a way to protect themselves from further harm. Creatures who are thrown off balance and unable to protect themselves are denied are treated to have a Reflex of 0 when calculating falling distance thresholds. This typically doesn't become dangerous until one falls from a height taller than they are. Surfaces like difficult terrain could also increase damage dealt when taking fall damage. Increase damage by 1 per foot fallen on uneven/hard surfaces, other more dangerous surface types apply as needed.
Difficult Terrain and Obstacles
Difficult Terrain generally costs double to move into and out of the affected square(s). Effectively halving the speed of a character passing through it. A character can spend any amount of frames in an encounter to pass through a square if they lack the speed to cross it in a single frame. Obfuscating Terrain is a more serious form that typically triples the cost of movement or more. ♦ Difficult Terrain from uneven surfaces and debris for a Medium creature becomes Obfuscating Terrain for Small and Smaller Creatures. A creature of large enough size may not suffer Difficult Terrain penalties unless the surface is universally difficult (such as thick mud). ♦ Elevated surfaces and platforms waist high to a Medium creature costs double to mantle up to the higher plane, with surface between chest and standing height reach requiring climbing appendages and triple movement cost to climb to the top of it. If reaching an elevation requires jumping, this will take an Action Frame to reach the ledge and another to climb up it (after succeeding a Strength/Athletics check). ♦ Moving through bodies of liquid higher than the user's knees will count as Difficult terrain, and Obfuscating Terrain if the liquid extends further than the user's waist without swimming. ♦ Navigating through semi-solid, passable obstacles such as bushes, vines, and crowds of densely packed creatures count as difficult terrain. If the obstacle is significantly larger than the creature it counts as Obfuscating Terrain, whereas if the creature is significantly larger they may not suffer penalties and step over them as desired. Checks may be called as needed. Narrow Spaces & Squeezing A character can pass through any opening equal to their own space without issue. But to pass through a space that is half as wide counts as Difficult or Obfuscating Terrain depending on the creature's build. Some characters may be so large that they suffer Difficult Terrain penalties to enter and exit spaces equal to their own space. Spaces smaller than 5ft are given a Size characteristic (Small, Tiny, Diminutive, Fine) Characters whose size matches the characteristic suffer no penalties passing through such spaces. Larger creature suffer Difficult, Obfuscating, then Impassible Terrain penalties for each size larger than the characteristic for the purposes of Squeezing. ex. A Medium character can enter a hallway that is 1 square wide because their space is 1 square (5ft). A passage built for Halflings has the Small space characteristic, Small creatures can enter and exit these spaces freely, but a Medium creature treats it as Difficult Terrain. A Tiny-sized Vent is treated as Obfuscating Terrain for a Medium creature, Difficult for a Small and normal for a Tiny character. A Diminutive Mouse-Hole would be too small for a Medium character to fit into, and Obfuscating for a Small character to squeeze inside Characters described as having a 'Lean or Small Build' can try squeezing into spaces that are Obfuscating, otherwise bigger characters may have to pass a check to squeeze inside. Characters and creatures of significantly large builds may be prevented from squeezing into spaces labelled Obfuscating, and even larger ones may treat areas as wide as their natural space as being Difficult Terrain.
Giant-Specific Actions
These actions are possible whenever the larger character is at least a certain amount of times larger than their target(s). For the case of a Medium (1) and larger creatures affecting smaller creatures (Small or smaller). Treat Small as being -1, Tiny as -2, Diminutive as -3, and Fine as -4 sizes compared to Medium.
Trample Movement
Giant creatures that are at least 3 times larger than another creature can move through them with the Trample effect. Trample enables a larger creature to move through squares occupied by the smaller creature and choose to spare them as an action, or deal unarmed physical damage to those they pass over. As Trampling is part of movement, it does not require an action. Smaller creatures can spend an action to move out of the giant’s path, but if they are caught, or can’t spend an action to move, the larger creature must succeed an ToHit check to trample their target.
Stomp/Crush Attack
• Requires two actions (Raise Leg/Limb, Stomp). • Target a Square or Squares in a radius equal to half the user’s Size (min. 1 square). This is the 'Direct' hit zone. • Squares surrounding the Radius + 1 for every 4 sizes is considered the 'Splash' hit zone. • Radii are rounded down. A Larger creature may target a smaller creature (half their size or smaller) with a Stomp or Crush attack. They target a square or radius of squares as determined by their Size. Any creature caught in the Direct hit zone takes damage equal to the giant's unarmed strike damage times plus inflict Crush status points to their target. Creatures caught in the Splash hit zone are knocked prone and must spend an action to stand up if able. ex. A Size 4 giant stomps on a Medium sized creature, their direct hit zone is 2 squares in radius, their splash zone is 1 squares beyond it. Any creature in direct contact takes double the Giant's unarmed strike damage plus d4 + Strength Die in Crush points. Any creatures caught in the splash zone are knocked prone. ♦ A Size 16 Giant stomps on squares equal to 8x8 radius. Surrounding affected squares increases to 4. ♦ A Size 3 giant stomps on a single square radius, there are no surrounding affected squares. Cross-ruling with Crush in Hands A larger creature can pin targets underfoot using the Crush in Hands rules written below. When doing so, they may use their hands freely and the Crush magnitude is increased to d12/5 + Strength Die instead of d4.
Crush in Hands
If the larger creature is at least four times larger than another, they can reach for and pick up the smaller creature to perform a Crush in Hands type attack. With one or both hands, a giant can deal their unarmed strike damage to the target every round and prevent their target from taking normal actions. This damage is doubled if the giant can use both hands. To do this to a target with both hands, the smaller creature must be 1/8th the giant's size.
If the Giant is using both hands to restrain and crush a target, they are unable to use those hands for other actions, this does not apply if the creature can be held in one hand (and if the creature can be held in one hand, using both hands grants a double-Strength bonus to magnitude).
After successfully grabbing the target creature via a ToHit check, the Giant may limit the target’s ability to move and act by spending an action (Hold target) every round. The Giant may spend another action (Crush) to deal physical crush damage to their target as well as inflict d4 + Strength Die in Crush status points upon their target.
Crush Status
Crush is a status that is cleansed after not receiving Crush points for one turn. If Crush exceeds the target's Body score, target receives injuries to any limbs (Arms, Legs, Head, Torso) determined by GM. If Crush points exceed 10 beyond the user’s Body score, the target’s limbs may become destroyed and can cause death (if it is the Head, Torso or other vital limb).
Escaping a Hold
The creature trapped between a giant's hand(s) can roll to Escape (d12 + Reflex). The magnitude, and thus the Escape Target-Number of a Giant’s hold is 10 * Size, + their Strength * Size. Whenever the Giant uses an action to Restrain their target them without further harm, they reset both the creature's escape magnitude and their own Crush magnitude.
ex. A Size 4 Giant with +2 Strength will have an Escape requirement of 48. The smaller creature can roll d12 + Reflex to build up 'Escape magnitude'. If the giant uses the 'Crush' action, they deal their unarmed strike damage to the smaller creature, roll d4 + d6/2 Crush magnitude to the smaller creature. If they choose to 'Restrain' instead, they deal no damage but reset the creature's escape magnitude. If the target can meet or exceed the Escape TN, they break from the Giant’s grasp.
Cross-ruling with Stomp/Trample
The rules governing Crush in Hands also apply to larger creatures pinning smaller ones to surfaces or underfoot.
Small-Specific Actions
These actions are possible if the character is some fraction smaller than the larger creature they’re interacting with. If the user is Small, double the Size-Rating of their target. If Tiny, quadruple the Rating needed, multiply by 8 for Diminutive and x16 for Fine.
Ride Creature (Willing)
A creature that is at least half or less the size of a larger creature, can climb onto and ride the larger creature. The willing creature loses advantage on strength and reflex based checks unless the smaller creature is 1/4th the size or smaller than themselves. The smaller creature must spend an action or roll a Reflex check to avoid falling off their companion whenever the larger creature moves suddenly or vigorously. If the larger creature is significantly bigger than the one riding them, falling off may result in falling damage. Ride Creature (Hostile) When the larger creature is not willing, the smaller creature must spend actions and roll checks to hold onto and climb upon a larger creature each time the larger hostile creature attempts to get rid of them. A smaller creature can try positioning themselves in a difficult to reach spot, creating a complication against the larger foe to target or shake them off. The larger creature can take creative solutions to get rid of their personal space intruders.
Precision Damage
Smaller creatures are more adept at targeting specific parts of a larger creature’s anatomy, and given the opportunity and means, can deal a great deal of damage to larger creatures this way. Whenever a smaller creature deals damage with the Critical Effect or with Precision Damage from hitting a weak-point (as determined by the Game-Master), that damage is multiplied up to the larger creature’s Size Bonus. Small creatures deal 2x more damage this way, Tiny deals x3, Diminutive deals x4, and Fine deals x5. Precision damage due to size does not apply if creatures are the same size, nor if the attacker is larger than the opponent. Ex. If a small creature that deals 4 damage normally, deals critical/precision damage to a Size 4 Giant, the damage is multiplied up to 48 damage. A small creature is considered half of Size 1, the Giant is Size 4. The damage is multiplied by 8 after an attack deals precise damage to the giant.
Become Itemised
If the smaller creature is at least 1/4th the size of a larger creature, the user may be stored away in a creature’s inventory as if they were an item. The means to store them must be significant enough to carry them (such as a bag or chest). The creature is considered to be 4, 2, 1 or 0.5 item bulk depending on if they are Small, Tiny, Diminutive or Fine. An itemised creature can leave the larger creature’s inventory willingly if their container allows for it, otherwise alternate means must be used or the larger creature must release them.