The Shrinking Variations

Going through my superhero games list – or the ones that were readable – Gurps 4 and Champions 6 apparently not by Notebook LM – but I can just this as a jump start to doing the human analysis of this I was going to do – but may as well post the robot version before I check it.

This is a source-by-source list detailing how the shrinking power is handled in each of the provided game books:

4C System – Core Rules – Phil Reed.pdf

  • Power Name: Growth/Shrinking.
  • Effect/Control: The character can grow larger or smaller, selecting one option.
  • Minimum Height: The maximum/minimum height is based on the character’s Rank Value, ranging from 5 feet (Rank 1-4) down to 1/16 inch (Rank 1000).
  • Mechanics: When using Shrinking, the character’s Brawn Rank Value is unaffected.
  • Combat: Opponents attacking the shrunken character suffer a -1 RS penalty, and the character gains a +1 RS bonus to attacks.

AMP Year One – Eloy Lasanta.pdf

  • Power Name: Sizing (categorized under Shifters).
  • Core Ability: An AMP with Sizing can alter their body size, including shrinking smaller.
  • Activation & Duration: To start shrinking, the AMP spends 1 Juice to shrink as small as 50% their current size. The effect lasts for (Sizing + Fortitude) Rounds. Personal items change shape with them (if worn for long enough), but outside objects do not.
  • Mechanics (Shrinking): The AMP retains their Integrity score. The character adds (Sizing) to Dodging, Stealth, and Movement. However, their attacks deal half damage in shrunken form.
  • Enhancements (Augments):
    • Fast – Shrink (E1): Raises the bonus to Movement to (Sizing x2).
    • Hidden – Shrink (E1): Raises the bonus to Stealth to (Sizing x2).
    • Insect Size – Shrink (E3): Shrinks the character down to insect-size, raising Movement, Dodge, and Stealth bonuses to (Sizing x2), and they do not suffer the normal damage penalty. If combined with Fast or Hidden, those bonuses increase to (Sizing x3).
  • Talents:
    • Growing Punch – Shrink (T2): Allows the character to shrink momentarily only to immediately grow, launching an attack with increased momentum, inflicting 3 damage with AP 2.

BASH – Chris Rutkowsky.pdf

  • Power Name: Shrinking.
  • Cost: 1-3 points.
  • Effect: Allows the character to decrease size to ½, ¼, or 1/8 of normal.
  • Mechanics: The character gains one point to their effective Agility for each size difference while remaining shrunk. They move at a speed equal to their size fraction.
  • Drawbacks: The character takes double, quadruple, or octuple knock-back respectively.
  • Advantages: Allows the character to easily fit into small areas normally inaccessible.

BRP – Superworld (box set) – Steve Perrin.pdf

  • Power Name: Micro Siz.
  • Cost: 1 Size Point per level.
  • Effect: Gives the ability to shrink in size, reducing the character’s Size.
  • Mechanics: For each point of Micro Siz, the hero suffers a -1 penalty for ground movement and a -1 penalty to damage bonus.
  • Combat: The shrunken hero is harder to hit and see. Opponents attacking the hero suffer a -1 penalty to hit, and the hero gains a +1 RS bonus to attacks.
  • Movement: The hero takes 1 less point of ground movement reduction per level, after the initial halving.

Bif Bam Pow! – Stephen Fuellerman.pdf

  • Power Name: Size Change (must choose either growing larger or shrinking smaller, but not both).
  • Mechanics: A half-size character finds their Strength, Constitution (CON), and Vitality cut in half. Attack powers inflict half damage, and their cost and range are also cut in half.
  • Cost: One point of Vitality per round, multiplied by the difference in size (rounded off).
  • Combat Example (Microbe at 1/12 normal size): Strength is reduced from 12 to 1, CON from 24 to 2, and Vitality from 60 to 5. Force Beams do only 1/12 normal damage. She gains a +22 bonus to hit any normal size person and they are at -22 to hit her. Her weight is severely reduced. Area affect attacks ignore combat modifiers for size.
  • Unaffected Powers: Telekinesis, Invulnerability, Mind Control, and the Enhanced Defense of Absorption do not vary with size.

Brave New World – Brave New Wor – Matt Forbeck.pdf

  • Trait: SLIGHT -5.
  • Effect: This describes a character who is naturally skinny, short, or petite.
  • Mechanics: The hero takes -1 from their Size. This makes the character harder to hit, but they take it hard when hit.

Bulletproof Blues – Bulletproof – Brandon Blackmoor.pdf

  • Power Name: Shrinking.
  • Cost: 1 character point per rank.
  • Effect: Allows the character to become smaller than normal. Each rank grants x½ height and x1/8 mass.
  • Mechanics: The character suffers -1 Brawn per rank. The character is granted a +1 defense bonus for each rank of Shrinking. Base running speed and swimming speed are reduced proportionally to height. Jumping distance and power-based movement are unaffected.
  • Limits: The character can choose to use less than their full power rank. At rank 14, the character is about as tall as the diameter of a human hair.

Cold Steel Wardens – A. P. Klosky.pdf

  • Power Name: Size Change (the character must choose between having the ability to grow or having the ability to shrink when taking this power, unless the Optional Effect is taken).
  • Cost: 12 Vital: Nerve.
  • Action: Using Size Change is an Action; a character can move only one benchmark in size per Action.
  • Minimum Size Benchmarks: Determined by the character’s Power Rating, ranging from 1 yard (Rating 1) down to Microscopic (Rating 15).
  • Mechanics (Shrunken): At each Rating benchmark, a shrunken character adds 2 to their effective Agility and Defense Values, while subtracting 2 from their Pace and Force. Decreased Vitals Ratings will only go as low as 1.
  • Optional Effect: Grow and Shrink: Allows the character to decrease their size as easily as they increase it.
  • Drawbacks: Shrunken characters may be attacked by creatures that would normally be innocuous, which now treat them as food. Failure to deliberately resume normal size within a set time causes the hero to revert and take Physical Strain.

FATE – ICONS Assembled – Steve Kenson.pdf

  • Power Name: Shrinking.
  • Effect: Lets the hero become smaller at will, with each level roughly halving their size. The hero gains the “Small” quality.
  • Combat: The character gains a bonus to attack and defense tests against normal-sized opponents: +1 at levels 1–4, +2 at levels 5–6, and +3 at levels 7–8.
  • Microscopic Size: At Shrinking 9–10, the hero can reach microscopic, atomic, or subatomic levels. The hero is “off the scale” and can only interact directly with things at the same scale, but can slip through tiny openings.

FATE – ICONS hi-res – Steve Kenson.pdf

  • Power Name: Shrinking.
  • Mechanics: The character’s Strength level is unaffected. The character gains a modifier (listed on a table) as a bonus to defense and attack tests against normal-sized opponents.
  • Size Limits: Minimum height ranges from 4 feet (Level 1) down to insect size (Level 8).
  • Microscopic Size: At Shrinking 9+, the character exists in a separate “world” on another scale and their Strength is limited to interacting with things at that scale.
  • Bonus Power: Growth Momentum: Allows the hero to enlarge rapidly during an attack, adding the Shrinking level modifier (up to +3) as a bonus to unarmed damage.
  • Related Power: The Alteration Ray can be used as a Shrinking Ray to shrink a target.

FUDGE – Marvelous Superheroes – Eddy Webb.pdf

  • Power Name: Shrinking.
  • Minimum Height: Heights range from 5 feet (Terrible Level) down to ½ inch (Monumental Level). Every higher level halves the size.
  • Mechanics: The level of the character’s Brawn is unaffected.
  • Combat: Anyone attacking the shrunken character suffers a -1 RS penalty, and the character gains a +1 RS bonus to attacks.
  • Related Power: A character using Shapeshift retains their original size unless they also possess the Shrinking power.

GURPS – 2e Supers – Lloyd Blankenship.pdf

  • Power Name: Shrinking.
  • Cost: Variable (from 20 points for Level 1 to 200 points for Level 7).
  • Effect: Decreases size up to half normal height at Level 1.
  • Mechanics: For each level of Shrinking, the hero gains +1 to their Defense and suffers -2 to be hit.
  • Limitations: The character cannot carry any equipment. Movement speed is proportionally reduced. The hero’s attacks (punches, weapons, ranged attacks) deal less damage due to Damage Multipliers.

Golden Heroes – Players Book – Simon Burley.pdf

  • Power Name: Shrink (usually used to reduce the size of an opponent, and is usually unstable and reversible).
  • Combat: When shrunk, enemy attacks suffer a -1 Skill Modifier per 3 against the character. Opponents gain a +1 Stun Modifier against the hero due to their small size.
  • Drawbacks: The character’s Push-back threshold is reduced by 10. The minimum damage dealt by any attack is reduced to 1 per 3 metre/square of movement reduction.

Golden Heroes – Squadron UK 2nd – Simon Burley.pdf

  • Power Name: Shrink (Reduction, Minimisation, Shrivel).
  • Level 1 (Half size): The character moves at half normal rate. Gains a Dodge modifier of +3. Knockback score is halved.
  • Level 2 (Insect size): Movement is restricted to a maximum of one square per panel. People striking the character suffer a -5 modifier on their strike roll, and the character gains a +5 Dodge modifier. The character’s knockback score is zero, and they are sent flying by any successful attack.
  • Level 3 (Microscopic): Ordinary combat rules cease to apply.
  • Level 4 (Atomic): All normal rules cease to apply (Quantum).
  • Gimmick: The ability to gain a charge bonus of +5 damage per level if growing into an attack.

HERO – Champions Now – Ron Edwards.pdf

  • Power Name: Shrinking.
  • Cost (Power Points): 10/+ [½ size, 1/8 mass, ½” Running, +3 hexes Knockback].
  • Endurance: Required for the shift or reversal, but not for maintaining a size.
  • Reversion: If Stunned or knocked out, the hero returns to normal size by default.
  • Scale Shift: At or below level 8, the hero’s own movement and ranged attack Powers shift to inhumanly small scales of effect.
  • Attack: A return to ordinary size can augment an attack, adding 1d6 damage for each un-shrinking level, gaining a surprise bonus.

HERO System – 1E Champions Core – George MacDonald.pdf

  • Power Name: SHRINKING.
  • Cost: +5 points for every ½ size.
  • Mechanics: Character gains +2 to Defensive Combat Value (DCV). Other characters suffer -2 to sight Perception Rolls against the hero. The character suffers -2″ ground movement and gains +3″ to any knockback received. Mass is 1/8 normal.
  • Example: A 25-point Shrinking power results in 1/32 size, +10 DCV, -10 Perception Rolls, -5″ Ground Movement, +15″ Knockback, and 1/32768 mass.

HERO System – 3E Champions Box – George MacDonald.pdf

  • Power Name: SHRINKING.
  • Cost: 10 Power Points for every x½ size.
  • Mechanics: Halves the Range Modifier of any attack or Perception Roll against the hero (rounding up), with no modifier applied for the first 1″ of range. The hero has x½ inches of Running and 1/8 normal mass. The hero takes +3 to any Knockback.
  • Combat: Shrunk heroes are as easy to hit as normal in hand-to-hand combat. Heroes with two or more levels must enter the same hex as their target in HTH due to reach limits.
  • Attack: A Shrunk hero may add +1d6 of damage to their punch for every level of Shrinking (Growth Momentum) by growing up under the opponent’s jaw.

HERO System – 4E Champions Core – George MacDonald.pdf

  • Power Name: Shrinking (Size Power).
  • Cost: 10 Character Points grants x½ Height, x1/8 Mass, +2 DCV, and -2 to all PER Rolls made against the character.
  • Mechanics: The character takes +3″ of Knockback (modifies distance traveled, not damage taken).
  • Attack: The character may add +1d6 of damage to his punch per point of DCV (Growth Momentum) by growing up under the opponent’s jaw.

Hero System – Champions Comple – Derek Hiemforth.pdf

  • Power Name: SHRINKING (Body-Affecting Power / Size Power).
  • Cost: 6 Character Points for every x½ Height, x1/8 Mass, +2 DCV, +6m Knockback distance, and -2 to PER Rolls against the character.
  • Mechanics: Shrinking halves the character’s normal Reach. It has no effect on Strength (STR) or movement rates. The Knockback modifier only increases the distance traveled, not the damage taken. The PER Roll penalty only applies when the character actively tries to remain unperceived.
  • Adders: Normal Mass (+½ or +1): Allows the character to retain mass and avoid the Knockback modifier.
  • Limitations: Reduced By Shrinking (-¼ or -0): Causes another Power/Characteristic to decrease in effectiveness based on the degree of Shrinking used.

d20 – M&M 1e Core Rules – Steve Kenson.pdf

  • Power Name: SHRINKING.
  • Cost: 2 points per rank.
  • Effect: Decreases size category by one for every three ranks.
  • Limits: At rank 18, the character is Infinitesimal size (too small to interact with larger creatures). Ranks 19 and 20 can reach molecular or atomic size.
  • Extra: Microverse: Allows the character to shrink into a “microverse,” gaining Growth equal to their Shrinking rank while inside. Mighty Mite: The character’s lifting ability (Strength and carrying capacity) is unaffected, and they retain normal jumping distances.

d20 – M&M 2e Mutants & Mastermi – Steve Kenson.pdf

  • Power Name: SHRINKING.
  • Cost: 1 point per rank.
  • Mechanics: Reduces Strength by 1 per rank (minimum Str 1). Reduces size category by one for every four ranks. Loses 5 feet of movement speed per size category shrunk (minimum speed 5 ft).
  • Power Feats: Atomic Size (Rank 20): Shrink to atomic scale, pass through solid objects, and become immune to higher scale attacks. Growth Strike: Adds +1 damage bonus per size category enlarged (when enlarging under an opponent’s jaw). Microverse (Rank 20): Enters microverse, where the character loses Shrinking but gains Growth equal to their Shrinking rank.
  • Extras: Normal Strength (+1): No reduction in Strength, carrying capacity, or movement speed when shrinking.

d20 – M&M 3e Deluxe Hero’s Hand – Steve Kenson.pdf

  • Power Name: Shrinking (Effect).
  • Cost: 2 points per rank.
  • Mechanics: Every 4 ranks reduces size rank by 1. Each size rank reduction subtracts 1 from Strength and 1 from ground speed rank per two reductions. Adds half Shrinking rank (rounded down) to active defenses and full rank bonus to Stealth checks, but applies half rank penalty to Intimidation checks.
  • Example: Shrinking 12 results in a size rank of –5 (about 6 inches tall), giving +6 active defenses and +12 Stealth, but –3 Strength, –1 speed, and –6 Intimidation penalties.
  • Extras: Atomic (Flat +1 point): Requires Shrinking 20 (size rank –7); allows shrinking to molecular/atomic level, becoming effectively immune to damage/effects from outside that scale. Normal Strength (+1 cost per rank): Retains full Strength, Speed, and Intimidation while shrunk.

d20 – Deeds Not Words – Scott Lynch.pdf

  • Power Name: SHRINK SELF.
  • Cost: 8 EPs (Base Cost); 1 PP per level shrunk (Activation).
  • Activation: Standard action to shift size or revert to normal size.
  • Size Effects: As size decreases (Small down to Microscopic), characters gain size bonuses to AC, attack rolls, and Hide checks. Lift/Carry capacity diminishes significantly.
  • Combat Limitations: Diminutive or smaller characters may only use powers, psionic skills, and spells against targets one step larger at most. Microscopic characters may not enter combat against larger characters. Halve all damage dealt by super-powers for Tiny characters.
  • Enhancements: Enhanced Speed: Shrink or return to larger size as a free action. Reflexive Shift: Defensively decrease size once per round to avoid physical attacks (Reflex Save DC 15); costs 1 PP.

d20 – Guardians – David Pulver.pdf

  • Power Name: Shrinking (S2).
  • Effect: Character shrinks to tiny (mouse or doll) size with proportionate reduction in mass but no loss of HP.
  • Mechanics: Moves at 1/10 speed and has 1/10 Strength. Gains -4 to be hit by ranged attacks or normal-sized melee weapons (but not unarmed attacks/stomps). If motionless, only a 10% chance of being spotted.
  • Scale: Shrinking further (insect size, microbe size) increases AC, To Hit/Damage modifiers, Range, Radius, and Regeneration, but also increases saving throw penalties.

d20 – Paragon (d20 Supers) – D. Jon Mattson.pdf

  • Power Name: Shrinking (Transmutation).
  • Activation/Duration: Activation time varies by level (1 full round for Standard, 1 action for Improved/Ultra).
  • Mechanics: Decreases Strength and base movement speed. Provides the option to use the Dexterity modifier instead of Strength for melee attack rolls.
  • Size Limits: Ranges from Small (Standard: Height/2, Weight/8) up to Diminutive (Ultra: Height/8, Weight/512). Strength is reduced (min 1) based on size.
  • Amplifier: Density Increase: Allows shrinking without losing mass, weight, or Strength, and provides Damage Reduction (2, 4, or 6 based on level) against non-mental attacks. Shrink Others: Allows using the power on other people at Close range (unwilling targets get a Fortitude Save).

d20 – Sentinels of Echo City – Michael T. Design.pdf

  • Power Name: Shrinking (self).
  • Activation: Uses 1 action to shrink.
  • Mechanics: The character keeps all attributes and traits.
  • Size/Movement: Up to PWR 13, the character shrinks to a few inches (movement measured in inches). PWR 14+ shrinks to microscopic size (movement measured in millimeters).
  • Reversion: The character returns to full size at will or when reduced to 0 hp.

d6 – Open d6 Mighty Six – Ray Nolan.pdf

  • Power Name: Infra Scale (A specific Powerk, distinct from Super Scale).
  • Cost: 20 Character Points (thereafter 50), half if Permanent.
  • Potency: Increases or decreases size by one Scale rank, or adds +1D/additional level against target’s resistance.
  • Mechanics: Smaller scaled targets gain the difference in modifiers to their Dodge and attack rolls when dealing with larger opponents. Altering someone else’s Scale requires the use of the Share Powerk ability.

d6 – Powers – Nikola Vrtis.pdf

  • Power Name: SIZE MANIPULATION.
  • Cost: 6 Per Rank.
  • Mechanics (Diminutive Effect): Every rank alters size up to 2 scale ranks. For every 4 ranks, the hero’s Physique decreases by –1 pip, and movement rate is scaled down accordingly. Hide skill rolls become easier.
  • Limitations/Enhancements: Only one power aspect (-3 per rank): Character must choose to only increase OR decrease size. Scale does not affect Attributes (+or – 3 Per Rank): This is an enhancement for shrinking, meaning the character’s size doesn’t affect their damage dice or attributes.

ORE – GODLIKE Superhero Rolepla – Dennis Detwiller.pdf

  • Power Name: Size Shift.
  • Cost: 1 Will point per die thrown (2 per Hard Die, 4 per Wiggle Die).
  • Duration: Remains in new size state for Width in minutes.
  • Mechanics (Minimized): The character loses the Width of the success from Body and Coordination, and all physical skills except Stealth. Attacks against characters reduced to 1/8 size or smaller hit all hit locations simultaneously, and Shock damage is automatically counted as Killing damage (damage remains when the target reverts to normal size). The Width of the shift is added to the character’s Coordination+Stealth dice pools and applied as a Difficulty for attacks against them.
  • Flaws: One or the Other (-2/-4/-8): Can only Size Shift in one direction (up or down). Self Only (-2/-4/-8 or -1/-2/-4 variant): Can only shift oneself (and possibly clothes/weapons, depending on variant).

ORE – Wild Talents 2nd Edition – Dennis Detwiller.pdf

  • Power Name: Size Shift (D U; 5 per die).
  • Effect: Allows the character to either increase or decrease their size; doing both requires taking them as separate Useful qualities.
  • Mechanics: Activation halves mass; each point of width beyond 2 halves mass again. Height halves for every eight times mass goes down. Being smaller makes the character harder to hit, which is reflected in the Permanent Defends quality.

ORE – Wild Talents Essential Ed – Greg Stolze.pdf

  • Power Name: Size Shift (D U; 5 per die).
  • Effect: Allows the character to either increase or decrease their size; must choose one direction (take as separate Useful qualities to do both).
  • Mechanics: Activation halves mass; each point of width beyond 2 halves mass again. Height halves for every eight times mass goes down. Smaller size makes the character harder to hit, reflected in Permanent Defends quality.

PDQ – Truth and Justice – Chad Underkoffler.pdf

  • Power Name: SIZESHIFTING (Shrinking).
  • Mechanics: Any action benefiting from decreased size or weight—such as sneaking, dodging attacks, or falling—permits the hero to add Upshifts equal to their Power’s Modifier (minimum 1) to the roll.
  • Limitations: When small size is a handicap (e.g., resisting heavy winds, lifting heavy objects), the opponent or task Difficulty Ranks gain Upshifts against the character, or the hero takes Downshifts.

Palladium – Heroes Unlimited 1. – Kevin Siembieda.pdf

  • Power Name: Shrink.
  • Control: The character has total control over shrinking and can stop at any size, but cannot grow giant.
  • Minimum Size: Determined by percentile roll, ranging from six inches to 1/8 of an inch, or full range.
  • Mass Determination: Determined by percentile roll: 1-50 (Mass reduced with size), 51-00 (Mass is constant/unchanged).
  • Reduced Mass (1-50): Physical strength is reduced (e.g., half at 6 inches tall, 1/4 at 1/8 inch). S.D.C. is reduced by half. Speed is converted from feet/yards to inches per minute.
  • Constant Mass (51-00): Retains ALL original weight/mass and physical strength. Does full normal damage plus any P.S. attribute bonuses.
  • Combat/General: +6 to dodge. Disadvantages include -5 to strike large opponents and -10 to parry large objects/opponents.

Palladium – Heroes Unlimited 2n – Kevin Siembieda.pdf

  • Power Name: Shrink.
  • Control/Size: Total control over shrinking, minimum size determined by roll (down to Minute speck). Cannot reverse the process to grow giant-size.
  • Mass Determination: 01-50 Mass reduced with size; 51-00 Mass is constant/unchanged.
  • Reduced Mass (1-50): Hit Points are unchanged, but S.D.C. is half. Physical strength is reduced significantly (e.g., 1/4 at one eighth of an inch). Minimal damage is taken from stomping/striking when 1 inch or smaller (roughly one point of damage for every 1d6 or six points normally inflicted).
  • Constant Mass (51-00): Retains ALL original weight/mass and physical strength. Can hold doors closed or overturn tables due to retained weight.
  • Combat/General: +6 to dodge. At maximum miniaturization, attackers suffer -6 to strike with a gun/energy blast, -3 with punch, and -4 with kick/stomp.

Prowlers & Paragons Core Rules – Leonard A. Pimental.pdf

  • Power Name: SHRINKING (x2).
  • Effect/Size: The rank determines how small the character can be, from 4 feet (3d) down to flea-sized (12d). The character weighs much less.
  • Mechanics: The character can substitute their current Shrinking rank for Athletics and Stealth ranks.
  • Drawback: Proportional Strength (-2d): Lowers Might rank by 1d at 3d Shrinking rank, plus an extra 1d per additional rank in effect.
  • Advantage: Micro-Universe (+1d): Allows the character to shrink down to a subatomic micro-universe.

Savage Worlds – Super Powers Co – Shane Hensley.pdf

  • Power Name: Shrink (3 Power Points).
  • Effect: Allows the hero to become much smaller, down to 1” in height.
  • Mechanics: Inflicts attack penalties (e.g., –4 for medium-sized foes). Foes suffer –4 to Notice rolls versus the hero’s Stealth. The hero loses one step of Strength and Toughness for every quarter of their original size they shrink.
  • Modifiers:
    • Density (+4): Prevents Strength and Toughness from being reduced.
    • Microscopic (+4): Allows shrinking to the size of a germ, where the hero cannot generally affect or be affected by the normal world (e.g., unaffected by poison gas).

Superbabes Corebook – Marc Cezzini.pdf

  • Power Name: Shrink.
  • Cost: 200 CP, personal, 0 PP per shrinking level to use.
  • Effect: Allows the character to get SMALL, shrinking down to roughly six inches tall.
  • Mechanics: The character’s MUSCLES and HEALTH scores remain unaffected. The character’s Movement score is multiplied by ten.

Tri-Stat – Silver Age Sentinels – Mark C. McKinnon.pdf

  • Power Name: Shrink.
  • Cost: 1 Point/Level.
  • Mechanics: Reduces the penalty applied to hit and reduces the attack of the character. The character suffers penalty to hit and takes reduced damage. The power halves Pushback Value and halves damage taken.
  • Size Effects: The Shrink table details size reduction from Child Dog down to Bug, with corresponding penalties to damage and bonuses to the enemy’s chance to hit. Shrinking usually makes an object harder to grab.

V&V – 3 Mighty Protectors – Jeff Dee.pdf

  • Power Name: Size Change: Smaller.
  • Activation/Duration: Persistent Ability (PR=0 per hour). Changing size takes the character’s entire movement phase.
  • Minimum Size: Determined by Character Points (CPs), ranging from 5 feet (2.5 CPs) down to 50 nm (nanometers) (50 CPs).
  • Mechanics: Modifiers are applied to height, profile, weight, Strength (ST), and Endurance (EN). Movement rates are multiplied by the character’s Profile while small.
  • Drawbacks: Once ST or EN reach 0, further penalties must be deducted from the character’s Intelligence (IN).

V&V – Villains and Vigilantes – Jeff Dee.pdf

  • Power Name: Shrink.
  • Micro-Sizes: The character can shrink down to Microscopic (size of a single cell), Atomic (size of a single atom), or Subatomic (where single atoms become entire solar systems).
  • Mechanics: At the Microscopic size (size of a single cell), the character is unable to contend with unshrunken opponents, so it is unnecessary to modify their statistics.

V&V – Villains and Vigilantes R – Jeff Dee.pdf

  • Power Name: Size Change: Smaller.
  • Chance: 20% chance the character can change size both up and down, otherwise they must choose one direction.
  • Size Limits: Determined by roll (1d6), ranging from 3 feet down to Subatomic.
  • Mechanics: Character’s movement rates and super power ranges/areas of effect are divided by the Height Factor. Effective ranges of attacks against the character are multiplied by the Height Factor.
  • Microscopic Size: At Microscopic size (size of a single cell), it is unnecessary to modify the character’s statistics.
  • Scaling Rule: When changing size, damage taken and power spent must remain proportionally equal based on the character’s adjusted stats at different sizes.

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