schir1964
Jul 30th, '08, 07:23 AM
Scale
Scale defines how the Character interacts with things at different sizes. Thus, one can interact normally with things of the same scale, yet have difficulty with things that are on a larger/smaller scale.
Insect Scale: 1 hex = 2 cm. Weight is measured in milligrams (1/1000000) and Lift is measured in decigrams (1/10000) rather than kilograms.
Mouse Scale: 1 hex = 20 cm. Weight is measured in grams (1/1000) and lift is measured in hectograms (1/10) rather than kilograms.
Normal Scale: 1 hex = 2 m. Weight and Lift is measured in kilograms.
Giant Scale: 1 hex = 20 m. Weight is measured in metric tons (x1000) and Lift is tenths of metric tons (x10) rather than kilograms.
Cosmic Scale: 1 hex = 200 m. Weight is measured in kilotons (x1000000) and Lift is tens of tons (x10000) rather than kilograms.
Example
Object Body and DEF is determined by using the scaled measures. E.g., at mouse scale, a 400g non-living object has 10 Body, a 12.5mm wood wall has 5 Body, and 7g full armor will provide DEF 4.
Conversion Between Scales
Ranged Attacks
Target Distance Penalty: Penalty is based on defender's scale.
Example 1: A human attacks a mouse at a distance of 4 meters (Normal Scale), then the effective distance is 20 Hexes (Mouse Scale) for determining the penalty.
Example 2: A human attacks a giant at a distance of 30 meters (Normal Scale), then the effective distance is 2 Hexes (Giant Scale) for determining the penalty.
Hand-To-Hand Attacks (vs Smaller Targets)
Target Distance: Being within 1 Hex at attacker's scale.
OCV Penalty: -4 OCV Penalty For Initial Scale Step. -6 OCV Penalty Per Additional Scale Step.*
Damage Class Bonus: +10 Damage Class Bonus Per Scale Step.
Hand-To-Hand Attacks (vs Larger Targets)
Target Distance: Being within 1 Hex at attacker's scale.
OCV Bonus: Attacks against larger targets automatically hit.
Damage Class Penalty: -10 Damage Class Penalty Per Scale Step.
Defender's Defenses/Resistances
PD: Unchanged.
ED: Unchanged.
BODY: Unchanged.
*This corresponds to the range penalties at 10", 100", 1,000", and 10,000", using the standard range modifier table.
Concept By Klaus Mogensen. Posted here for easy reference.
- Christopher Mullins
Scale defines how the Character interacts with things at different sizes. Thus, one can interact normally with things of the same scale, yet have difficulty with things that are on a larger/smaller scale.
Insect Scale: 1 hex = 2 cm. Weight is measured in milligrams (1/1000000) and Lift is measured in decigrams (1/10000) rather than kilograms.
Mouse Scale: 1 hex = 20 cm. Weight is measured in grams (1/1000) and lift is measured in hectograms (1/10) rather than kilograms.
Normal Scale: 1 hex = 2 m. Weight and Lift is measured in kilograms.
Giant Scale: 1 hex = 20 m. Weight is measured in metric tons (x1000) and Lift is tenths of metric tons (x10) rather than kilograms.
Cosmic Scale: 1 hex = 200 m. Weight is measured in kilotons (x1000000) and Lift is tens of tons (x10000) rather than kilograms.
Example
Object Body and DEF is determined by using the scaled measures. E.g., at mouse scale, a 400g non-living object has 10 Body, a 12.5mm wood wall has 5 Body, and 7g full armor will provide DEF 4.
Conversion Between Scales
Ranged Attacks
Target Distance Penalty: Penalty is based on defender's scale.
Example 1: A human attacks a mouse at a distance of 4 meters (Normal Scale), then the effective distance is 20 Hexes (Mouse Scale) for determining the penalty.
Example 2: A human attacks a giant at a distance of 30 meters (Normal Scale), then the effective distance is 2 Hexes (Giant Scale) for determining the penalty.
Hand-To-Hand Attacks (vs Smaller Targets)
Target Distance: Being within 1 Hex at attacker's scale.
OCV Penalty: -4 OCV Penalty For Initial Scale Step. -6 OCV Penalty Per Additional Scale Step.*
Damage Class Bonus: +10 Damage Class Bonus Per Scale Step.
Hand-To-Hand Attacks (vs Larger Targets)
Target Distance: Being within 1 Hex at attacker's scale.
OCV Bonus: Attacks against larger targets automatically hit.
Damage Class Penalty: -10 Damage Class Penalty Per Scale Step.
Defender's Defenses/Resistances
PD: Unchanged.
ED: Unchanged.
BODY: Unchanged.
*This corresponds to the range penalties at 10", 100", 1,000", and 10,000", using the standard range modifier table.
Concept By Klaus Mogensen. Posted here for easy reference.
- Christopher Mullins