Size Shift [power]

Cost: 4CP per rank (size category)
Activate: 1PP per size category; full-round action
Sustain: per round/hour
Range: self

This power allows you to temporarily increase or decrease your size. There are two modes, Decrease Size and Increase Size. You must pay for size categories in each mode separately. Consult the Creature and Object Sizes page for all modifiers and stats.

 

Mode: Decrease Size
Cost: 4CP per size category

This enhancement allows you to temporarily decreases your size by one category per rank. You can shift from your regular size (presumably medium) to your minimum size, but not to intermittent sizes. Stat bonuses and penalties per size category are listed on the next page.

A reach of “0 feet” means that you must enter a combatant’s square to attack, which provokes an attack of opportunity. If you fall unconscious, die, or run out of PPs, you automatically grow to normal size.

Please consult all d20 rules pertaining to combat between differently-sized creatures before taking this power into a game. Having to look these things up at the table causes a real slow-down in game-play.

 

Mode: Increase Size
Cost: 4CP per size category

This enhancement allows you to increase your size by one category per rank. You can shift from your regular size (presumably medium) to your maximum size, but not to intermittent sizes. Stat bonuses and penalties per size category are listed one the next page.

If you are caught in a space that would normally not fit a person of your newly increased size, you increase to the maximum allowable by the space and then make a Strength check (using your increased Strength, DC determined by the GM) to possibly burst through your enclosure. If you fail, you stop growing. If you succeed, you grow to your full increased size, bursting through the enclosure (presumably the ceiling/roof). If you fall unconscious, die, or run out of PPs, you automatically shrink to normal size.

Please consult all d20 rules pertaining to combat between differently-sized creatures before taking this power into a game. Having to look these things up at the table causes a real slow-down.

Enhancements

Enhancement: Enlarged Damage
Prerequisite: Increase Size
Cost: 1CP per rank

For every rank in this enhancement, you gain one rank of Improved Unarmed Damage. You can use this increased damage only when you are Shifted to a larger size.

 

Enhancement: Retain Attack Bonus
Prerequisite: Increase Size
Cost: 2CP

You do not take a penalty to attack when you Increase.

 

Enhancement: Retain Constitution
Prerequisite: Decrease Size
Cost: 2CP

You retain your Constitution score when you Decrease.

 

Enhancement: Retain Strength
Prerequisite: Decrease Size
Cost: 2CP

You retain your Strength score when you Decrease.

 

Enhancement: Shift Clothing
Cost: 1CP

Your “working clothes” Size Shift with you. This can be a traditional superhero costume or simply a set of clothes you wear while you superhero around. It has been specially treated, magically enhanced, manufactured (whatever) in such a way that it changes its size. You cannot shift anything that grants any kind of Defence bonus of more than +1. Objects on or about your person do not change size. This enhancement merely allows you to avoid being naked.

This enhancement applies to one set of clothes at a time. You must designate your chosen costume before game-play begins and you can switch your designated set only either between games or after one set has been lost, stolen, or destroyed. You can take this enhancement multiple times. Each time allows you to designate another suit.

 

Enhancement: Shift Equipment
Cost: 2CP per rank (size category)
Prerequisite: Shift Clothing

All your worn or carried equipment now shifts in size with you, except Power Armour. Consult standard d20 rules for under- and over-sized weapons to determine new damage dice, but bonuses from powers do not decrease, except those that are ability dependant (Strength, Dexterity, etc.). Because the size of a tool has a lot to do with the job to be done, under- and over-sized tools apply equipment penalties: Colossal -32, Gargantuan -16, Huge -8, Large -4, Small -4, Tiny -8, Diminutive -16, Fine -32. GMs are also perfectly within their rights to declare a particular tool to be simply useless for a particular job. A tiny hammer won’t drive a nail. A large Allen key simply won’t fit

Your protective gear, if any, is less effective when it’s smaller. If reduced to small size, your costume’s armour bonuses (if any) take a -2 penalty. When reduced to tiny, they take a -4 penalty. At diminutive or lower size, it has no armour bonus at all.

Consumables, including magical potions or Supertech chemical formulae, provide the same effects that they normally would. Their effectiveness does not increase or decrease with size. They take the same amount of time to drink because they shift size relative to you.

Equipment size decrease does not affect other people or creatures on your person, including animal companions or shrunken characters, and it affects only objects that you can carry about your person (in pockets, hanging off of your belt, etc.). Carrying a car over your shoulder doesn’t allow you to make it larger or smaller.

Any objects that you drop or are taken away from you slowly shift back to their normal size at a speed of one size category per round, and then shift back to your size at the same speed, if you pick them up again.

 

Enhancement: Shift Power Armour
Prerequisite: Power Armour (Item)
Cost: 6CP

Your Power Armour now shifts in size with you, but only when you activate Size Shift. The shift doesn’t take any more PPs or any additional time. All standard bonuses/penalties for size-categories apply as normal.

 

Enhancement: Standard Action Shift
Cost: 2CP

You can change size as a standard action.

 

Enhancement: Swift Action Shift
Cost: 2CP
Prerequisite: Standard Action Shift

You can change size as a swift action.

 

Enhancement: Reflexive Shift
Cost: 3CP
Prerequisite: Swift Action Shift
Activate: 1PP per size category; swift action

If you retain your Dexterity bonus and are hit for physical damage (either by an attack or something that triggers a saving throw), you can make a Reflex save to instantly shift your size before the damage occurs. The DC of the Reflex save equals either half the attack roll or the save DC of the in-coming effect, -5. You must declare your intention to invoke this enhancement after the hit is announced but before full damage is calculated.

 

Enhancement: Variable Shift
Cost: 3CP

Instead of shifting between your normal size category and your maximum/minimum, you can now shift through the categories in between. Activation and sustain costs (in PPs or actions) do not change.

Limitations

Limitation: Damaging Shift
Value: 4CP

Changing size causes 4HP per size category.

 

Limitation: Fatiguing Shift
Value: 2CP

Changing size leaves you fatigued for one round per size category of change: Strength -2, Dexterity -2, cannot charge or run. You can cure your fatigue in the normal way, by sleeping, or you can wait for it to wear off.

 

Limitation: Exhausting Shift
Prerequisite: Fatiguing Shift
Value: 4CP

Changing size leaves you exhausted for one round per size category of change: Strength -6, Dexterity -6, cannot charge or run. You can cure your exhaustion in the normal way, by sleeping, or you can wait for it to wear off.

 

Limitation: Natural Size
Value: 2CP

Your natural state is your maximum or minimum Size-Shifted form (player’s choice). You have to expend PPs to make yourself medium-sized.

Special: You can “buy off” this limitation for 3CPs.

 

Limitation: Stuck Shifted
Value: 4CP

You cannot render yourself medium-sized at all. You can shift around to any other size you’re capable of assuming, but you just can’t seem to nail “medium.”

Special: You can “buy off” this limitation for 5CPs.

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