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Toys for GURPS and other Role Playing Games

GULLIVER Mini draft v0.1.1

Here's the first draft of the project outlined in this thread and in this newsletter: http://www.gamesdiner.com/takeout_menu_001   

I'm not sure whether to call it "Mini" (goal: one page) or "Mini Mini" (goal: half a page). I'll have to see how the final text fits on a page.

The below is what I see so far, WITHOUT yet any content on power-to-mass. I'm still pondering how to best cover that in super-short format, and will post something here later.

Some terminology is changed from the original GULLIVER (such as linear scale -> height multiple) to reflect 4e usage or otherwise simplify. 

For now, the request: Please critique the below. Read it as your one- (or half-) page quickie guide to building and playing odd-sized characters in 4e. Other than power-to-mass rules, is anything big missing? Anything wrong or unclear?

I have some specific questions myself; please comment on those (marked with Q:) if you know the answer.

Here goes:

GULLIVER Mini draft v0.1


(page references: B = Basic Set, BT = Bio-Tech, F = Fantasy. All editions 4e.)

Building Odd-sized Characters

GURPS 4e offers the tools you need to build odd-sized characters, with details outlined in BT 62-64 and F 50-51. But the Basic Set doesn't explicitly detail the process. Here's your simple guide:

1. Choose your height. Note your height multiple: the multiple of your height to the human-normal 2 yards.
2. Choose your SM based on your height (B 19).
3. Choose your starting ST, HP (usually the same as ST), DR, and weight – those appropriate for a SM 0 (human-sized) version of the design.
4. Multiply starting ST, HP, and DR by height multiple. Multiply starting weight by the cube of height multiple. (Quick cheat: Multiply/divide weight by 10 for every full two SM levels above/below 0, and then by 3 for a remaining odd level above/below.)
5. Pay for final stats normally. (Don't forget -10% cost of ST and HP per SM above 0, max -80%.)

SM itself has no cost, and includes the following changes:

Reach: For literal reach, multiply 1 yard by height multiple. For combat Reach, see B 402.
Sustenance requirements: Multiply air, water, and food requirements by the square of height multiple. (See BT 63 for detail on meal size and frequency.)

Non-humanoids

The above rules are for humanoids. For most other creatures, replace height with length. Measure roughly from head to (hind leg) toe, ignoring a long neck or tail.
A round or boxy shape modifies SM for TH purposes only (B 19), not for stat modifications as described here. (Q: Is there a hexes-to-SM guide in 4e?)

Working backward

You can start with an odd-sized design (such as a real animal), instead of starting with a SM 0 version as above. Estimate SM from known height/length or weight. Estimate ST and HP as either a) some reasonable starting ST and HP, times height/length multiple, or b) twice the cube root of weight. Adjust ST and HP from there as you like. 

Optional extras

The below are purely optional add-ons. Pay normally for any you choose.

Overall ST: +5% ST per SM above 0, for the bulky builds of large creatures.
Lifting ST: Many modifications aid with bearing weight, but not other uses of ST. Buy extra ST as additional Lifting ST (B 65), for each of the below:

SM: +10% per full or partial 3 levels above SM 0, for structural changes including thick bones.
Load-bearing design: +10% (or more for magic and high-tech). Good for a Dwarf or draft animal.
Legs: +10% for 3 to 5 legs, +20% for 6 to 7 legs, +30% for 8+ legs or no legs.
Splay-legged stance: -10% or worse.

Carrying ST: For more realism, change the above Lifting ST boost into a new trait, Carrying ST. This adds to ST only for carrying, pushing and pulling, not to lifting or to applying slow pressure. Cost: 2 points / +1.
DX: No change by default, but as a very simple rule of thumb, consider -1 DX per two SM levels above SM 0, and +1 DX per two SM levels below.
IQ: No change by default, but BT 63 has suggestions for small creatures.
HT: No change by default, but consider -1 HT per full three levels of SM above 0, for the difficulty of nutrient transport, waste removal, immune response, etc. in such a huge form.
Move: None by default, but as a rule of thumb, consider multiplying Move by height multiple appropriate for half the creature's SM.
Example:
For SM 4, use the height multiple for SM 2, which is x2. For SM -3, use the height multiple for SM -1 or -2 (your choice), which is  x3/4 or x1/2 (or extrapolate in between to get x2/3).
To purchase Move at that multiple, use Enhanced Move (B 52) and/or Basic Move (B 17).

Play guide

SM in melee combat

Use relative SM (the difference in attacker and target SM) as a bonus on the smaller creature's melee TH and a penalty on the larger creature's. Treat hit location TH modifiers as additional relative SM modifiers. The final net TH modifier for SM may not exceed +4.
Example: A SM 4 Giant hitting a SM -1 Dwarf takes a -5 on melee TH. The Dwarf gains a +4 (not +5) TH vs the Giant. If the Dwarf aims at the Giant's leg (-2 TH), the leg is essentially a SM 2 target; the Dwarf gets a net +3 TH.

Low-ST damage

The ST damage chart doesn't work so well for small creatures. If you prefer, use damage for ST 10 instead (thr 1d-2, sw 1d), and multiply the damage roll by character ST/10. Round to the nearest. 

This method is especially useful for ST 5 and under, but can be used for any ST under 10 if you like.  

Skill use

Where appropriate, apply a -1 penalty per difference in SM between a character's SM and the ideal SM for the task. Examples include controlling a mount or vehicle, picking a lock, pickpocketing, or making armor for a small race. F 137 suggests doubling the penalty when using tools or weapons designed for a specific SM.

-END- 

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