Scale

Scale represents a sizeable gap in raw power or scope between two things. Many supernatural beings operate on a level entirely above humanity, while exceptional equipment can give an incredible edge. Scale has two components: narrative and dramatic.

• Narrative Scale describes the multiplier you should apply to successes or static traits. When comparing Scale to minor characters and story elements, such as scenery, bystanders, and minor combatants, feel free to handwave the Scale multiplier as a rough narrative benchmark of what happens, simply narrating the characters creating massive havoc: All successes from the dice pool are multiplied if a roll is called for, or you can assume one success for every three dice and then multiply that result.

• Dramatic Scale is how much the Scale actually affects characters and other elements that are central to the story. Dramatic Scale provides an Enhancement to actions against narratively important characters or objects. For static values, apply half the value of the Dramatic Enhancement.

When applying Scale to two opposing forces or individuals, compare each character’s Scale and then apply the benefits of the difference to whomever has the higher Scale. For example, a car racing after a human receives Enhancement 4 due to its roaring speed (Scale 2), but when it chases a cowardly centaur (Scale 1), the difference in Scale is only one, so it only receives 2 bonus successes.

Scale comes into play for dramatically important challenges only; it’s the job of the players and Storyguide to bridge the divide between the narrative and dramatic effects of Scale.

A sprinter racing a sports car, or a power lifter arm-wrestling an oni, face a massive difference in Scale which makes victory a tricky prospect. Smaller differences, such as a human arm-wrestling a shorter human, don’t use Scale. Just like all Enhancements, different kinds of Scale only affect the challenges to which they’re relevant. An astra weapon’s destructive Scale is useful for sundering a bank’s vault, but not for impersonating its guard.

Some examples of types of Scale follow:

• Size: Huge differences in size provide a Scale Enhancement, which applies to tasks that make use of a larger creature’s weight and height, like crushing, lifting, and intimidation.
• Force: A Scale Enhancement for destructive force applies to efforts to cause damage, like a Scale 2 grenade. It can be opposed by defensive Scale Enhancements, such as tank armor or a divine aegis.
• Speed: A disparity in speed offers a Scale Enhancement, which the faster party can use for challenges like races, chases, journeys, and changing range bands.
• Leadership: Outsized sway over others, such as the Scale 3 influence wielded by a president or an incredibly handsome fae, is represented by an Enhancement that aids attempts to change minds and encourage certain actions.

Normal humans are assumed to be Scale 0 in every area; they are the baseline. Equipment or circumstances can justify Scale as well: A main battle tank can be Incredible, adding 6 successes to an already-considerable dice pool of 10 or more.





TRIVIAL TARGETS AND NARRATIVE SCALE


Scale represents the kind of tremendous gulfs bridged by heroic luck and derring-do. Those lacking such things tend to fare worse. The narrative effects of Scale can be applied to trivial targets. Scale differences of more than three should usually result in automatic failure (or success). In the case of targets such as background scenery or nameless mooks, a difference of more than one level is enough to dismiss them without a roll. Storypath refers to this difference as “trivial targets,” who suffer more realistic effects from a difference in Scale. Rolls are only used for challenges, not effortless or outright impossible tasks: When the animated Colossus of Rhodes stomps down on a group of Greek protesters, there’s little room for doubt about what happens.

Player characters are never treated as trivial targets, even when the difference in Scale is extreme.

SHOCKWAVE


Some kinds of Scale or particular types of hits generate a Shockwave, which causes the effects of certain actions to spread out across a greater range than normal. The action is rolled once, then applied against everyone within range. Each range increment outside of the original target reduces the effect’s Scale by two, as the force peters out.

Example: The animated, bronze Colossus of Rhodes strikes the ground upon which Eric Donner is standing at Scale 4, which generates a Shockwave. Donnie Rhodes is within close range of Eric, so he suffers the same hit at Scale 2. Omolara Muhammad is within short range of Eric, so she takes the same hit, at Scale 0. Beyond that, it has no force. The Storyguide chooses a lot of Knockdown and Knockback Stunts.

Not all Shockwaves stem directly from Scale; a master swordswoman might be able to cut everything within reach, thanks to a Knack granting her attack the Shockwave (Close) tag.

ADJUDICATING SCALE


As with all Enhancements, Scale can include drawbacks. For example, a giant monster would tire in a long battle without feeding and would have trouble dodging attacks. Gauge Scale carefully; mortals don’t fare well against the supernatural advantages without aid. These advantages can be subverted in clever ways, however — who needs the strength of the gods when an SUV going 80 miles an hour literally hits like a truck? Characters can find ways to neutralize Scale or wield some of their own, whether by employing stronger weaponry, researching mythological weaknesses, or attacking the monster in some arena where they can’t wield Scale. This can greatly aid in hitting the high Defenses some monsters possess. Sometimes, Scale can be a hindrance as well as a help. Giant monsters seldom find it easy to sneak around, and it’s tricky to snipe a specific enemy with an artillery shell. In these situations, the Storyguide should increase the Difficulty of the challenge by an amount equal to the Scale rating.
Type
Natural

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