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Size is an element of the Viridian TTRPG that has been greatly expanded upon in comparison to other TTRPGs, Size scales many important factors including health, damage output, healing output, movement speed, reach and the magnitude of how effects work on differently-sized opponents. Giants can be extremely powerful in Viridian but several aspects also become more of a hinderance than a help. Inversely, smaller creatures also have their own advantages that can prove vital to an adventuring group, in ways that not even normal or giant sized adventurers can replicate.

Size is relative in Viridian. It does not matter how large or small two creatures are, if the size of two combatants are the same they will be as equally effective against each other. The size difference between creatures is just as important as their size in relation to the surroundings. Although there are many solutions to problems found in an adventuring setting, adventurers are encouraged to employ solutions by using the charactistics of their size and vary the composition of their adventuring party to be able to access as many size-based solutions they can. Inversely, campaigns revolving around adventuring parties of a certain size can mix up the challenges and solutions of the same scenario.

The majority of Character options are designed assuming the Adventurer/Character is Size 1. For example, all weapons and armor lists and descriptions available and the statistical values contained thererin, is true if the wearer/wielder is a Size-1 character. The power of spells, abilities, and other powers are also written to be true when the user casting is Size-1 as well. This method makes it easy to understand the power scaling between different pieces of equipment and abilities, as well as serve as the base values needed to calculate for larger or smaller adventurers and characters.

Size-Rating (Size)

Size-Rating (size) is a character/token property that influence physical power and presence of a character/creature in the world and is closely tied to their physical size. The default value, Size 1, refers to a character who is comparable to a Medium-sized creature, like a Human. When a creature changes size or is significantly bigger or smaller than a human, their size-rating will change to reflect their new dimensions. With larger size-ratings, the creature's physical token size will increase to a number of steps/squares wide and deep as their size-rating. Small or smaller creatures whose tokens are generally a fraction of a Medium-sized token, will generally still count as only one square in diameter on a grid but occupy less space in reality.

Below is a guide on what Named Size Categories correlate to Size-Rating in the Viridian TTRPG:
Tiny: 0.4
Small: 0.7
Medium: 1
Large: 2
Huge: 4
Gargantuan: 8
Colossal: 16

Size Difference (sizediff)

Size-Difference (sizediff) is a calculation that is used when characters of two different sizes interact. It is calculated by dividing the size-rating of the active character by the size-rating of the reactive character. If the active character is smaller, the SizeDiff will often be less than 1, but if the active character is larger, then the SizeDiff value will be more than 1. Sizediff only occurs during contested events, affecting the magnitude and duration of certain spells and abilities that don't deal direct damage or healing. Some effects become more powerful while other times it can be lowered, or even negated if the size difference is too extreme between user and target.

For more consise examples:
Size 1 is half the size of Size 2, therefore their SizeDiff is 0.5, but reversed, SizeDiff becomes 2.
* Size 1 > Size 2 = 0.5
* Size 2 > Size 1 = 2

This holds true even if the base size is not 1. Simply divide the first size from the second.
* Size 4 > Size 16 = 0.25
* Size 16 > Size 4 = 4

But if the Size between two characters is identical, SizeDiff becomes 1 and modifies nothing.
* Size 16 > Size 16 = 1

Properties affected by size


A creature's current and maximum Health scales linearly with their size. If current health is less than their maximum and changes size, current health is multiplied by the SizeDiff value post-transformation.

* Maximum Health is multiplied by the creature's Size-Rating. Base health is calculated as if the character is Size 1.
* Current Health is also multiplied by the Size-Difference between their previous and current Size-Rating when the creature changes size. Ensuring the ratio of remaining health is preserved.

Damage / Healing

A creature's damage dealt, healing dealt scales linearly with the user's size-rating. If damage/healing is done via a piece of equipment or object, scaling is dependant on the equipment/object's size rather than its user.

* Damage Dealt by a creature's attacks is multiplied by the creature's Size-Rating. Except if they attack via a weapon/object, it uses the weapon/object's Size-rating instead.
* Healing Dealt by a creature's abilities that restores HP or any applicable resource is multiplied by the creature's Size-Rating.


The armour worn by a creature (Artificial or Natural) is scaled linearly with size, but is not scaled down below Size-1. Though the wearer must be the same size in order to wear such equipment, the equipment's Size-Rating determines its strength.

* Armour/Outfit Damage Reduction (any type) is multiplied by the Equipment's effective Size-Rating (different from the Size of the Equipment's intended wearer).
* Small and smaller creatures do not suffer penalties to their Armour/Outfit's Damage-Resistance due to size.

ToHit / Defence

When the Sizediff value between an attacker and a target more or less than 1.0, attackers gain accuracy bonuses and defenders gain Defence bonuses in certain conditions. Giants gain an advantage in Melee combat attacks, whereas Non-Giants gain an advantage in Ranged combat.

* Giants vs. Melee: Giants hit and avoid Non-Giant melee combatants more easily.
* Giants vs Ranged: Giants hit and avoid Non-Giant ranged combatants less easily.

* Non-Giants vs. Melee: Non-Giants hit and avoid Giant melee attackers less easily.
* Non-Giants vs. Ranged: Non-Giants hit and avoid Giant ranged attackers more easily.


A creature's natural reach and maximum range for their attacks and abilities increases and decreases linearly with size.

* Action Range of a creature's weapon attacks and abilities is multiplied by their Size-Rating.
* Natural Reach of a creature's unarmed strike and limbs is measured to be 5ft multipled by their Size-Rating.
* Small-sized creatures are still considered to have a Natural Reach of 5ft (1 step).
* Tiny-sized creatures have a natural reach of 0ft and must enter the square of their target to reach them.

Movement Distance/Speed

A creature's movement speed, or the distance they can travel in an action; increases with size and decreases slowly when size is reduced.

* Medium-Sized (Size-1) creatures have a base Movement of 6 steps.
* Base Movement speed of a creature is increased by 2 steps for every Size-Rating above 1.
* Small-Sized creatures have a base Movement of 4 steps.
* Tiny-Sized creatures have a base Movement of 3 steps.

Action-Point Total / Recovery Rate

Smaller sized creatures gain bonus Max AP in order to execute more Actions per round, while Giants suffer a AP-Recovery rate penalty which limits how much AP they can gain per turn phase.

Recovery phase refers to the AP gained by finishing and starting your turn while in combat; See Actions for a better explaination.

* Medium sized (Size 1) creatures have no adjustment.

* Small sized creatures gain a 20% Max AP bonus due to their size.
* Tiny or smaller creatures gain a 40% Max AP bonus due to their size.

* Large-sized (Size 2) creatures suffer a -10 AP-recovery penalty each recovery phase due to their size.
* Huge-sized (Size 4) creatures suffer a -20 AP recovery penalty each recovery phase due to their size.
* Gargantuan-sized (Size 8) creatures suffer a -25 AP recovery penalty each recovery phase due to their size.
* Colossal-sized (Size 16+) creatures suffer a -30 AP recovery penalty each recovery phase due to their size.

Stealth and Presence

Giants gain a disadvantage while trying to stay hidden or undetected, but a great advantage when projecting their Presence. The opposite is true for Tiny creatures.

* Stealth Rating for a creature is reduced by a certain percentage based on their Size Category.
    > Large-sized (Size 2) creatures will have their Stealth check result reduced by 20%.
    > Huge-sized (Size 4) creatures will have their Stealth check result reduced by 40%.
    > Gargantuan-sized (Size 8) creatures will have their Stealth check result reduced by 60%.
    > Colossal-sized (Size 16+) creatures will have their Stealth check result reduced by 80%.
* Small-sized creatures gain a x2 multiplier for Stealth check modifiers due to their size.
* Tiny-sized creatures gain a 4x multiplier for Stealth check modifiers due to their size.

Physical Space

Giants take up more space in an environment than Non-Giants, which may limit their ability to navigate enclosed spaces. Tiny creatures take up significantly less space, to the point they can fit into spaces Humans could not, however different difficulties in navigating terrain can present itself due to a lack of height and reach.

Squeezing rules: Any creature can attempt to enter and pass through a space that is narrower than their natural space, up to half their Size-Rating.

The base Physical Space of a creature is 5ft (1x1), this space scales linearly in all directions, multiplied by their Size-Rating.
  * Small-sized creatures can share space with a creature of a size larger than themselves and three other Small creatures.
  * Tiny-sized creatures have 0ft of space and can share the space of a larger creature, along with 15 other Tiny creatures or 3 Small creatures.

Squeezing Rules
A creature may 'Squeeze' into a space that is no narrower than half their Size-Rating in physical steps of space.
  * A Size-1 creature can enter and pass through a space that is 0.5 steps wide or wider.
  * Size-2 creature can enter and pass through a space 1 step wide or wider.
  * Size-Small creature can enter and pass through a space 0.35 steps or wider. A Small-sized creature can pass through a space 0.5 wide without squeezing.

Creatures in the squeezing state have their movement slowed to half their normal movement speed and can only move as part of a Quick-Action (25AP), they are also regarded as Prone and must stand up after leaving the narrow space in order to properly act and avoid penalties associated with being Prone.

Crafting and Purchasing Expenses

The cost and materials to create equipment sized for creatures larger or smaller than Size-1 is calculated on a square (X * X = Y), where X refers to the intended creature's Size-Rating. It is much more expensive to build for Giants to afford equipment costs, but incredibly cheap to produce for Tinyfolk.

Item/Equipment Creation Cost for a creature is a square-multiple of their Size-Rating (i.e. Size 2: 2 * 2 = 4)
* Small-sized equipment costs only 1/4th the amount of a Medium-sized (Size 1) version of the same design.
* Tiny-sized equipment costs only 1/16th the amount of a Medium-sized version of the same design.

Crafting Availability
* By default, all equipment-crafting vendors will produce/sell for Small and Medium-sized (Size-1) creatures, unless specified.
* Tiny, Huge (Size-4) and other sized equipment are subject to individual vendors and crafters stock and expertise.
* If the Adventurer is a crafter, they can produce equipment to any size-rating equal to or less than double their own Size-rating. (Size 4 can create up to Size 8).

Budget Crafting (Size 2 or larger only)
A Giant Adventurer may elect to craft or have crafted a Budget version of a piece of equipment at reduced cost but reduced effectiveness. Budget equipment is treated as if they were a smaller Size-rating for its stats, while still being usable for a larger creature.
  * Size-2 creature can create a Budget Armour that has the effectiveness of a Size-1 piece of armour, except it is still wearable by Size-2 humanoids.
    > The cost to produce this armour instead calculates as Size-Rating of Creature * Size-Rating of Equipment = Cost multiplier

  * A piece of Budget equipment cannot have it's effective Size-Rating lowered below half it's intended wielder's size.
    * ex. A piece of equipment made for a Size-4 wielder can be budgeted down to Size-2, but no lower. It will have Size-2 stats and cost 4 * 2 Cost multiplier

Effect Radius

As size increases, the Radius of which certain actions, attacks and abilities will also increase.

* Effect Radius of attacks and abilities with an Area of effect according to their Size-Rating.
* The Radius of a Melee/Weapon attack is a 5ft square centered on a target within reach.
> At Size 2, the Radius of this attack becomes 10ft (2x2 square).
> At Size 3, the Radius of this attack becomes 15ft (3x3 circle via one-two-one pathing).

* When an action or ability has a specific Radius in its description, this Radius is affected by the Size-Rating of its user.
* The Radius of an action or ability cannot be smaller than one square (5ft).


Bigger creatures are better at being and resisting Intimidation attempts than smaller ones.

* Intimidation skill checks are affected by the SizeDiff modifier between the target(s) they are Intimidating.

Roleplaying considerations

The power of Giants are usually balanced against The Cost of Living, the Progression Adjustment and Scenario Design: Giants are more expensive to maintain and affording/acquiring equipment for them is also much more expensive. They also tend to level up a bit slower than other smaller races, allowing other smaller races to keep up with their power. While they excel in physical combat, enclosed environments and non-standard scenarios can often leave giants at a disadvantage the larger they become, and they sometimes must rely on smaller companions to perform tasks they cannot (or be forced to shrink down to compensate, where available).

Smaller creatures are likewise weaker than human-sized individuals, but are subject to Shallower Size scaling, Accelerated Progression and Unique Interactions and Navigation opportunities. Small and Tiny sized races have their statistics scaled down at a shallower curve as to not to make them too much weaker in comparison to others. Smaller races also gain experience at a faster rate to give them the skills and abilities necessary to succeed in their adventure and keep up with their companions. Smaller races are often able to take advantage of small spaces that larger creatures cannot, including secret passageways. They also require a fraction of the cost to acquire resources and equipment, allowing them to take advantage of high quality equipment earlier than bigger adventurers.

Advantages/Disadvantages (Giant)

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 Defence 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.

Advantages/Disadvantages (Tiny)

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.