Difference between revisions of "Size"

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(Created page with "=Size-Rating= A character's '''Size-Rating''' is an important stat for character tokens that determines their power. The default value 1, refers to a character who is as power...")
 
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  • '''The effectiveness of equipment scales up with the size of the giant, if it is keyed to their size.''' Armour will grant more defense and Armour-Rating, Weapons will deal more damage and have greater range. '''The necessary materials and cost to create or buy weapons scales up with size''', and it is '''not always possible to have giant-sized equipment made''' if the outfitters/manufacturers lack the facilities to make them.
  • '''The effectiveness of equipment scales up with the size of the giant, if it is keyed to their size.''' Armour will grant more defense and Armour-Rating, Weapons will deal more damage and have greater range. '''The necessary materials and cost to create or buy weapons scales up with size''', and it is '''not always possible to have giant-sized equipment made''' if the outfitters/manufacturers lack the facilities to make them.


  • '''Giants resist effects that knock targets down, reducing the effect to Stagger instead.''' Stagger effects are negated. '''Knock effects are negated if the foe is less than half the user’s size.'''
  • '''Giants resist effects that knock targets down, reducing the effect to Stagger instead.''' Knock effects are negated if the foe is less than half the user’s size.


  • '''If the user is double the target’s size or more, they can pass through foes spaces, inflicting Knockdown if it connects.'''
  • '''If the user is double the target’s size or more, they can pass through foes spaces, inflicting Knockdown if it connects.'''

Revision as of 06:53, 23 January 2021

Size-Rating

A character's Size-Rating is an important stat for character tokens that determines their power. The default value 1, refers to a character who is as powerful as one medium-sized creature. When a creature changes size or is by default a different size from medium, their size-rating will change to suit the category chosen. With larger sizes, the creature's physical token size will change to be a number of steps wide and deep as their size-rating, except for Small or smaller creatures whose tokens are generally a fraction of a Medium-sized token.

* Diminutive: 0.2
* Tiny: 0.4
* Small: 0.7
* Medium: 1
* Large: 2
* Huge: 4
* Gargantuan: 8
* Colossal: 16
Additionally, while a token with a size-rating of 2 is generally twice as big, a token of 0.7 is not necessarily 70% of Medium. Smaller creatures have a shallower adjustment to their size-rating to prevent them from being too weak.
There are only very rare exceptions to the rule, but generally a character's size-rating directly correlates to their actual size. Thus, size-changing effects will change a creature's size-rating which will in turn change how powerful that creature will be post-transformation.
In the next section below, game mechanics and roleplaying suggestions are provided for how in-depth creature size affects gameplay.

Size Mechanics Explained: Pros and Cons

♦ Aspects increased by size:

  • Health
  • Damage/Healing
  • Movement distance per turn
  • Armour-rating and Defense
  • Range/Reach
  • Crafting and Purchasing Expenses

♦ Advantages/Disadvantages for being a giant:

  • MAIN POINT: Giants are extremely powerful, but have issues regarding practicality and subtlety. They are expensive to upgrade and maintain.
The effectiveness of equipment scales up with the size of the giant, if it is keyed to their size. Armour will grant more defense and Armour-Rating, Weapons will deal more damage and have greater range. The necessary materials and cost to create or buy weapons scales up with size, and it is not always possible to have giant-sized equipment made if the outfitters/manufacturers lack the facilities to make them.
Giants resist effects that knock targets down, reducing the effect to Stagger instead. Knock effects are negated if the foe is less than half the user’s size.
If the user is double the target’s size or more, they can pass through foes spaces, inflicting Knockdown if it connects.
• If the user is four or more times the target's size, they can use the [Stomp] command to inflict damage equal to their unarmed strike and inflict knockdown and pinned status upon their target. [Stomp] will leave the target knocked prone and pinned.
Special/secondary effects, spells and powers may be more effective against smaller targets, increasing the magnitude or duration of such effects.
The greater the size difference the more pronounced the magnitude/duration.
Intimidate skill becomes easier to use against smaller targets.
However, using other Social skills may result in a penalty unless the Giant's reputation is positive.
Stealth skill becomes harder to use, cover options may become more limited and movement will be harder to conceal the user’s presence.
• Evasion and Defense remain unchanged, however the accuracy to hit smaller targets is reduced and smaller targets will gain extra accuracy for their attacks.
Inventory space expands with size, allowing the user to carry more items sized for smaller creatures.
Although the amount of equipment they can hold designed for their size is about the same as someone of human size.
Giants can carry smaller allies and NPCs with varying degrees of ease, if the size difference is great enough the giant character may even be able to store other creatures in their pockets or bags.
Giants have trouble with interiors and enclosed areas not designed for them. At best, they may have to bow or kneel under low clearance and sidle through narrow paths and worst they will be forced to squeeze into small passage and doorways. Squeezing into small spaces hampers movement and available actions for all creatures, but giants are more prone to this scenario.
• It is entirely possible a giant character may be too big to fit inside an area, and they will be forced to stay outside. Unless they have some means to shrink down to fit within the enclosed space.
Giant characters are less likely to be intimidated by those smaller than themselves by skill alone.
The bigger the giant, the larger the Area of Effect their attacks gain. Even if a giant misses their target, a smaller foe must expend AP to move outside the attack's AoE or take splash damage.

♦ Aspects decreased by size:

  • Accuracy (Ranged attacks only, Melee is unaffected by Size)
  • Stealth check while moving
  • Reduced cover bonus/opportunities
  • Less compatible with indoor and enclosed areas.

♦ Advantages/Disadvantages for being smaller:

  • MAIN POINT: Smaller races are comparatively weaker in comparison but excel in efficiency and subtlety. They are incredibly easy to upgrade and maintain.
Smaller character gain an advantage in accuracy against larger foes, and large foes have less accuracy against hitting them. Giants are still favoured in Melee Combat but not so much in ranged or precision-based combat.
Smaller characters have huge bonuses to Stealth, being able to use more objects as cover and being virtually silent while moving. They can at times even use larger creatures as cover.
Smaller characters use only a fraction of resources and expenses compared to other characters. It is also far more likely that weapons and equipment will be available or craftable for smaller users than giants. Fortunately, Small-sized equipment maintains its effectiveness, it does not decrease like it does when giants scale up.
Contested spell and power effects will have reduced magnitude and/or duration on larger foes. If the foe is more than four times bigger than the smaller character, the spell/power may fail to affect them entirely. For Damage/Healing, these effects scale by the user’s size and do not typically fail like contested effects do.
• Small characters can meta-modify Spell/Powers to be treated as a larger size by increasing its spell/power level by 2 per doubling of size. Doing so consumes more resource points however.
Smaller characters cannot move as fast across flat ground as larger characters do and they’re slowed down further in difficult terrain. Many smaller characters have to jump and climb to reach places not designed for them.
• Small-sized characters (2 to 2'9ft) generally have trouble with door handles, table or counter-tops of human-sized settlements. Sitting on a chair or traversing stairs requires climbing.
• Tiny-sized characters (5-8in) generally can't reach door handles without climbing and must be resourceful when encountering closed doors with no exploitable gaps. It takes them longer to climb up objects they can climb including stairs.
Smaller characters have less inventory space and not able to carry objects designed for larger creatures. However, when it comes to items and equipment sized for them, they can carry similar amounts of load as someone of human size.
• If the size difference is great enough, smaller characters can be carried by larger allies and even reside within their inventory space, such as their pockets or bags.
Smaller character have unique accessibility to openings and passages that humans may not be able to fit into. Crawlspaces and narrow gaps may be traversed by smaller characters with little to no impedance on their movement.
Smaller characters are less likely to intimidate people larger than themselves, they are also easier to be intimidated by hostiles larger than themselves.