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Size

From Metaforce TTRPG
Revision as of 06:42, 12 December 2025 by AlienOvan (talk | contribs) (finished first redraft)
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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-Size Actions

Creatures and characters of special actions based on their size, many of these actions require the user be significantly larger or smaller than their target. For calculating size difference, treat creatures of Small or smaller size as being half the size of a larger size category.

Trample

Giant creatures that are at least 3 times larger than those they interact with can move through their space without being blocked by them. The larger creature can choose to avoid or Trample targets they pass through. When a larger creature Tramples a smaller one, they can make an unarmed strike attack using their legs at the same time they move.

Smaller creatures can spend a Reaction action to move away from the trampling creature's path, but if they are targeted by the giant, or can’t react to move, the larger creature can roll an Unarmed Strike attack to trample their target against their Evasion and Deflection. A Giant can only target one creature or square(s) at a time, any creature(s) within a square are affected by targeting.

Crush Attack

A Larger creature can target a creature at least half their size with a Stomp or Crush attack, or a square they occupy. On hit, the target takes the Giant's Unarmed Strike damage multiplied by their Size compared to their target's. (A Size-4 creature deals x4 damage to a Size-1 target they Stomp/Crush).

If the Giant creature stomps or crushes a target or square, they deal normal bonus damage to targets within 1 square of the impact point. The direct impact zone and splash zone area of effect increases by another 5ft for every 4 Sizes they possess. Creatures caught in the Splash hit zone are knocked prone if they fail a Reflex save versus the Bonus damage value, affected creatures take half damage rounded-down if they do save.

ex. A Size 2 giant stomps on a Medium (Size-1) creature, their direct hit zone is 1 square in radius, plus 1 square beyond it. Any creature in direct contact takes x2 the Giant's unarmed strike damage due to the Giant being twice as large as their target. Adjacent creatures must Reflex save the bonus die result or take full damage and be knocked prone. This splash effect magnitude is non-persistent.

A Size 4 Giant against a similarly size creature has an impact radius of 10ft with a splash zone of 10ft (20ft total). Direct damage is multiplied by x4 due to size difference.

Pinning Smaller Creatures
Large creatures can choose to pin a smaller target down with one or more appendages, be it underfoot, under their body, or in between one or two hands. Targets can be held without harm, or dealt normal or crushing damage each round they are restrained. Unless the target is small enough to be 'Crushed in Hands', the larger creature can't crush the target on their own, they will require a floor, wall or other surface to brace against.

Crush in Hands

If the larger creature is at least two times larger than their target, they can reach and grapple the smaller creature to restrain them. They roll an Unarmed Strike attack and successfully grasp their target on a success. A larger creature typically can lift and move a smaller creature around freely while held.

If the larger creature is at least four times larger than their target, they can perform a Crush in Hands attack. With one or both hands, a giant can deal their unarmed strike damage to the target every round and prevent their target from escaping. This damage is doubled if the giant can use both hands. To do this with one hand, the larger creature must be eight (8x) times larger than their target's size.

Smaller targets can try to escape being grappled as a Body or Reflex check, against the larger creature's grapple magnitude. If the larger creature is currently using a Crush attack, this saving throw suffers Disadvantage. The Larger creature's Grapple Magnitude is
6 + their Strength + Metaphor bonuses, multiplied by their Size compared to the target.
(The 6 is never multiplied by size, this is the average of a d12)

ex. A Size-4 Giant grapples a Human, they have 3 Strength and a +3 in Unarmed Strike with md4 Expertise in Grappling. The total TN needed to break the giant's Grapple magnitude is 6 + 12 + 12 + 4d4 after factoring Size difference.

If two creatures of the same size category grapple one another, the multipliers are treated as if they were Size 1. Other odd Size multipliers are calculated by dividing the larger creature's size by the smaller one.

Small-Size Actions

These actions are possible if the character is some fraction smaller than the larger creature they’re interacting with. Small-sized creatures are 1/2 the size of Medium, Tiny is 1/4th, Diminutive is 1/8th and Fine is 1/16th.

Ride Creature

A smaller creature that is at least half or less the size of a larger creature can climb onto and ride the larger creature. The smaller creature is added as encumbrance to the larger creature. If the larger creature moves faster or more vigorously than running, the smaller creature may have to roll a Reflex save to avoid falling off, unless they have secured themselves in some way. Falling off a large enough creature can result in fall damage for the smaller creature if the distance is great enough.

The smaller creature's limbs used to stay on a larger creature are used up each frame to keep holding on. For a humanoid, holding on with one hand loses advantage on rolls to maintain grip, not maintaining both legs/feet inflicts Disadvantage instead.

Ride Creature (Hostile)
When the larger creature is not a willing mount for a smaller one, the smaller creature must succeed a check with Grapple or Athletics to grasp their target and maintain physical concentration to stay on. The larger creature can spend Action frames to throw the smaller creature off, the smaller creature must roll a Reflex save versus the larger creatures result or be thrown off.

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 Rating. 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.

When rolling a Meta-die as a result of a critical, the player can choose to change the bonus to Precision damage (multiplied by target's size), or sacrifice it to transform the attack's base and bonus damage into Precision damage. If the attack is considered Precision due to a weak-point, then all damage becomes Precision.

Enter Inventory

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 the larger creature must release them.