Size

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Size measures a character’s physical proportions and influences their overall power and presence within a game world. Size is attributed to a value, like Size 1 or Size 2. 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. So Sizes beyond 1 are multiple times larger than a human. Characters smaller than Size 1 are still Size 1 but have different rules applied to them.

Size Categories

In other games with size categories, the following properties are translated into these values:
Size Categories
Size Name Humanoid Height Size Rating Reach/Space Movement
Medium 4 to 8ft Size 1 1sq (5ft) 6sq (30ft)
Large 10 to 20ft Size 2 2sq (10ft) 8sq (40ft)
Huge 25 to 40ft Size 4 4sq (20ft) 12sq (60ft)
Gargantuan 50 to 80ft Size 8 8sq (40ft) 20sq (100ft)
Colossal 100 to 150ft Size 16 16sq (80ft) 36sq (180ft)
Characters that are smaller than Size 1 use a different system, they have the following properties:
Size Category (Small)
Size Name Humanoid Height Size Reach/Space Movement Power Modifier Damage Taken
Medium 4 to 8 feet 0 1sq (5ft) 6sq (30ft) 1x 1x
Small 2 to 3 feet -1 1sq (2.5ft) 5sq (25ft) 4 in 5 (0.8x) 1.5x
Tiny 4 to 12 inches -2 0sq (1ft) 3sq (15ft) 3 in 5 (0.6x) 2.0x
Diminutive 2 to 4 inches -3 0sq (6in) 2sq (10ft) 2 in 5 (0.4x) 3.0x
Fine 1 inch or less -4 0sq (3in) 1sq (5ft) 1 in 5 (0.2x) 6.0x
Reach/Space
Characters who are two sizes smaller than another are treated as having no space or natural reach for the purposes of movement in combat encounters. Larger creatures may pass over them without obstacle, and the smaller creature may only reach their target by entering their space. A Medium or smaller creature will normally occupy 1 square on a grid. At size 2 they will occupy 2x2 squares.

Power Modifier
Smaller characters deal less damage and less magnitude based on the Power modifier shown. However these values are only if the appropriately sized character is affecting a Medium or larger creature. If creatures of the same size category fight, they are treated as being the same as two Medium creatures. Take the difference when two differently sized small creatures fight each other.

ex. If a Diminitive and a Small creature fight each other, the difference is only 2 steps apart. So the Diminutive creature counts as Tiny according to the chart above and the Small counts as Medium.

Damage Taken
Similar rules apply for damage taken. Smaller creatures who are attacked by a Medium or larger creature will take the appropriate multiplier amount more damage (rounded up).

Stats modified by Size

Max HP
A character Maximum HP is multiplied based on their Size. This only matters if the character is larger than Medium, otherwise Max HP is unaffected for Medium and smaller creatures.

Healing/Damage dealt by Metaphors and Abilities
Numerical values for damage and/or healing are multiplied by the user's Size-Rating. Small creatures typically deal 4 points out of every 5 for any numerical value in damage/healing/magnitude (rounded down).

Reach and Range of Melee and Ranged attacks and abilities
The number of squares on a grid is multiplied by the user's Size-Rating. So when a creature normally can reach 1 square, they can reach 2 squares at Size 2. A Ranged attack that can reliably hit at 6 squares will extend to 12.

Movement speed/distance
Creatures of Medium size move at 30ft or 6 squares per round. Creatures of size 2 or more will move 10ft farther (2 squares) for each Size beyond 1. Movement speed will decrease by 1 square or 5ft per Size below Medium: (-5ft for Small, -10ft for Tiny, -15ft for Diminutive and -20ft for Fine)

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 does not change HP values beyond Medium.

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

Weapons, Armour and Equipment are affected by Size. Weapons will do more damage and have greater range as their size increases, Armour and other protectors also grant more Deflection and Damage Reduction (DR).

All Equipment are written as if they were made for a Size-1 user, values are multiplied according to Size-Rating afterwards:

♦ A Weapon’s Base and Rolled Damage and Range increments (Reach) are multiplied by the wielder’s Size-Rating.
♦ If an Armour has Damage Reduction (DR), it is multiplied by their Size Rating. (Size 4 armour grants x4 the amount of DR compared to Medium)
♦ If an Armour has a Deflection bonus, this is treated as being multiplied by the wearer’s Size Rating. (Size 2 armour grants x2 the Deflection bonus)

Deflection multiplication is relative between combatant sizes. If combatants of the same size fight each other, the Deflection bonus is lost. All other values (DR, Damage, Range) are preserved.

For characters smaller than Size 1: Values pertaining to Armour/protection do not apply. Values remain the same as if they were normal sized.

Gravity / Falling

Creatures can fall a distance equal to their height (in feet) plus their Reflex before they take any Fall Damage. After exceeding this Fall Threshold, the creature will take 1 damage for every foot of distance fallen beyond the threshold. If the distance fallen is double the creature's threshold, the damage per foot fallen is increased to 2 instead.

Creatures larger than Size 1 are subject to the same rules regarding falling damage as human-sized creatures. However the distance for Reflex is multiplied by their Size (Size 4 multiplies Reflex bonus by 4), however the damage taken from falling is also multiplied by their Size.

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 18ft. Once they start taking fall damage, they take 1 damage per foot fallen, which becomes 2 damage per foot once they fall more than 36ft.

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 70ft. But once they start taking fall damage, they take 4 damage per foot fallen, which becomes 8 damage per foot fallen once they fall 140ft.

Creatures smaller than Medium gain special reductions to fall distance required and damage taken:
Falling Damage Requirements by Size
Size Name Falling Damage Ruling
Medium and Larger As above.
Small Treat falls as 10ft shorter before calculation.
Tiny Treat falls as 15ft shorter, and take half damage from falling.
Diminutive Treat falls as 20ft shorter, and take half damage from falling.
Fine Does not receive fall damage under normal conditions.
The values above are considered if the creature intentionally lands in a way to protect themselves. Creatures who are thrown off balance and unable to protect themselves are denied their Reflex bonus when calculating falling distance thresholds.

Surfaces like difficult terrain could also increase damage dealt when taking fall damage, adds +1 per foot fallen on uneven/hard surfaces and +2 for sharp and intentionally dangerous surfaces.

Difficult Terrain and Size

Difficult Terrain works differently depending on how small or large the character is. Generally smaller characters run into more difficult terrain situations because of their lack of height and reach, while giants tend to ignore a lot of difficult terrain that small and medium creatures face while creating more of their own.

Difficult Terrain slows a character's movement speed by half (rounded down).

Smaller Characters
♦ Light Uneven Terrain counts as Difficult for characters smaller than Medium, reducing their speed by half or they must roll Reflex to avoid tripping over.

♦ Raised surfaces of waist height requires spending an action to mantle up to them, and surfaces higher than the chest require climbing then mantling. The height of the surface and character's size greatly influences the required actions. Climbing and Mantling are an action each.

♦ Navigating through bodies of liquid that extend higher than the user's knees will count as Difficult terrain, and if the liquid extends further than the user's shoulders, they count as swimming.

♦ Navigating through semi-solid, passable obstacles such as bushes, vines, swinging doors count as difficult terrain, although because certain types of obstacles may be small in size, may only equate to about 1 square or 5ft of movement lost.

Small characters may not be able to see on top of raised surfaces and have to make extra effort or checks to reach something as mundane as a door handle. Tiny characters (foot tall or less) treat terrain as one tier more difficult, often having to rely on proficiencies and checks to interact with the environment and navigate around them.

Giant characters
The larger a character becomes, the less of an issue certain terrain features become compared to a Medium or smaller creature. Obstacles based on height become trivial as they can step over it. Shallow bodies of liquid become as easy to traverse as land even if medium creatures have to wade or swim through it. Difficult terrain from foliage is ignored for smaller obstacles like bushes, but take a different form when pushing through trees and overhead obstacles.

Narrow Spaces
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 terrain and an action to squeeze into the space. For some characters, they may be so large on their own that they suffer difficult terrain penalties to enter and stand in places equal to their own space. A character may attempt to squeeze into a space that is 1/4th their space as a Check, but any smaller requires a special ability or it may be impassable.

ex. A Medium character can enter a hallway that is 1 square wide because their space is 1 square (5ft). A narrow hallways 2.5ft wide counts as difficult terrain and costs an action to enter the space. A small vent 1.25ft wide requires an action to enter and a check to see if the user can squeeze into and through the space or they can't enter. That medium character can't enter a space smaller than 1.25ft wide without the means to bypass the restriction.

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.