1. Notes

Sizeplay Equipment

This section contains equipment rules for Tyrants. Individual items can be found in the Items Section

Banned Item Qualities

The following item qualities are Banned and effectively do not exist in the game.

Reinforced

This item quality doesn't work well with the Breach/Armor math Giantism is based around. Including it increases calculation and coding complexity for tooling without increasing meaningful gameplay choices. 

If GMs want to introduce stronger armor, then they can simply blanket increase the soak value of the offered armor, or lower the breach attacks of enemies.

Vehicle Outfits

After a certain size, giants may no longer find human sized equipment useful. At that point they might decide to outfit themselves with vehicle armaments and armor. With the aid of craftsmen, a giant can convert a vehicle stat block into a wearable suit of armor. In essence, the giant is 'wearing' the vehicle like a suit of armor or clothing such as in the 'battleship girls' genre.

The giant gains the armor and weapons of the vehicle.

Movement Options

If the giant may adopt the movement of the vehicle, such as FLIGHT. Using these movement options requires the Pilot skill, and is modified by the Handling of the Outfit. If the giant is bigger than the silhouette of the vehicle, the giant subtracts the difference from the Handling stat.

Example: Vandria is Silhouette 8, and wears and A-wing Outfit that is silhouette


Hyperdrives and Space Travel

At this point in the campaign, vehicle outfits do not include space travel or hyperdrives, although this may change at some point.


Wounds, Armor and Damage

When wearing a vehicle, the giant takes wound damage against the Hull Threshold, and strain damage against System Strain.

If the giant takes wounds equal to the vehicle's Hull Threshold, the vehicle is destroyed and becomes a hulk. The giant and crew can no longer use the vehicle's systems. If the giant takes strain damage equal to the System Strain of the ship, likewise the ship becomes disabled.

If the vehicle is destroyed or disabled, the giant no longer gains the benefit of armor, and adds an additional 2 Difficulty Die to Athletics checks.

Removing or discarding a destroyed vehicle outfit requires an Average Coordination check.

Giants take Critical Hits using the character table, not the vehicle table.

Fixing a worn vehicle requires Mechanics checks as usual. A giant can heal up their wound threshold, but not repair a vehicle.


Firing Weapons

The giant can fire ONE weapon set, as if they were a pilot. Use of the additional weapons requires a crew.

Outfit sizes

A giant must 'wear' a vehicle of their silhouette or smaller. When a vehicle outfit is purchased, assume it is sized for the silhouette of the initial purchaser. The cost to resize an outfit is 1.5 x Base Cost x Silhouette Difference.

A size shifter might wish to apply the Size Shifting property to their outfit.

Example: Resizing an A-wing Outfit from silhouette 7 to 8 costs 150,000 * 1.5 * 1= 225,000

Vehicle Talents And Skills

Players can apply their vehicle talents, when applicable to vehicle outfits. Rule Editors and GMs can provide suitable alternatives for talents that don't quite work with outfits.

Remember, all ranged skills including GUNNERY fall under the RANGED skill, and all piloting skills simply fall under the PILOT skill.

Riders and Piloting

Riders can operate and pilot the outfit, taking over for the giant. A rider can use their RIDE skill instead of Piloting and substitute that for all related talents.

Outfit Appearance

In game logic, a vehicle outfit is not literally scrapping an existing vehicle and welding it into an outfit for a giant. Instead it is a reskin: creating a proper outfit for the giant, with the given stat block. As such the appearance can be customized to whatever the giant wants. A golden bikini with cannon nipples or a magical, invisible shield instead of thick armor plates. Players can also run the opposite direction and embrace the battleship-girl genre and have their outfit be more mecha-style with whirring turrets and armor plates, up to you!

Example of Play: Vandria is Silhoutte 8 and decides to purchase a A-wing outfit for 150,000 gold. It has Silhouette 3, +3 Handling, 1 Shield, 2 Armor, Linked Forward Laser Cannons and a Forward Concussion Missile Launcher.

Her Silhouette difference is 5.  She or a rider can fly with the Pilot skill at +2 Difficulty. (3-5=-2). She or a rider can fire the Laser Cannons or Concussion Missile launcher with the RANGED skill.

Giant Equipment

The cost of giant equipment is Base Cost x Silhouette x 2.

Giant equipment is sized for a giant of the target silhouette size. The ACTUAL silhouette of the weapon may be lower than the Giant value.

This applies to all equipment, including magic such as Enchantments


Giant(Value)

Leather Armor

Sword

Magic Staff

Laser Rifle

1

50

200

400

900

2

200

800

1600

3600

3

300

1200

2400

5400

4

400

1600

3200

7200


Small characters using bigger equipment

When used by small characters, giant equipment has encumbrance equal to 

Base + Silhouette*2.


Character Creation Rules

Ignore scaling for equipment purchased during character creation. 


Giant Weapon

COST: See Giant Equipment

Rarity + 1

Applies automatically to Giant(2) or greater.

Ignore Soak equal to the Target Silhouette. 

If the weapon is ranged, add the Giant value of the weapon to the damage. This does NOT apply to implements.

This weapon quality stacks with PIERCE, BREACH and any other weapon qualities.

EXAMPLE

A blaster pistol has a base of 6 damage, is 7 inches long and has a Silhouette of -1

A Giant(3) Blaster Pistol has a base of 9 damage, is 6 feet long and has a Silhouette of 1

When shooting a giantess of Silhouette 5, the blaster pistol ignores 5 soak.

When attacking a city guard with Silhouette 1, the blaster pistol ignores 1 soak.


A sword has a base damage of +3, is 3 feet long and has a Silhouette of 0

A Giant(3) Sword has a base damage of +3, is 30 feet long and has a Silhouette of 3

When slicing a giantess with Silhouette 5, the sword ignores 5 soak.

When attacking a city guard with Silhouette 1, the sword ignores 1 soak.


A staff has a base damage of +4.

A Giant(3) Staff has a base damage of +4
When using an attack spell against a giantess with Silhouette 5, the staff ignores 5 soak.

When attacking a city guard with Silhouette 1, the staff ignores 1 soak.


Since ranged weapons don't scale and melee/magic weapons do, we add a scaling factor for giant ranged weapons.


Size Shifting

COST: Property Value*Item Cost*2+ 2,000

Rarity + 5

This item automatically shifts size with the user. The maximum size of the item is equal to the property value. 


A Sword of Size Shifting(4) can grow to be used by Silhouette 4, and costs 3600. 


Giant Slayer

COST: 1000 + Item Value

Rarity + 4

This quality can only be applied to weapons for creatures of Silhouette 1 or below.

This can be added to implements.

Ignore Soak equal to the Target Silhouette

This weapon quality stacks with PIERCE, BREACH and any other weapon qualities.


Giant Slayer Armor

COST: 5000 + Item Value

Rarity + 4 

This quality can only be applied to armor for creatures of Silhouette 1 or below.

When taking damage from a creature, increase SOAK by the Silhouette of the attacker. This doesn't apply to vehicles.

Enchantments

Enchantments are based on Cybernetics rules, but with a magical twist


Skills

For rules purposes, enchantments and other magical item crafting are still based on the Mechanics or Computers skill. Whether powered by magic or science, engineers and artificers can communicate using the same principles of math and logic. A computer can execute a magical spell, and a spell can control a robot.

Limits

Enchantments are limited by Willpower. A character may purchase and maintain a number of enchantments equal to her Willpower rating.

Enchantments can be affected by Dispel effects. Dispelled enchantments can be restored with an appropriate Mechanics or Magic check of the corresponding type.

Runes

Enchantments are contained in RUNES. Runes are created via the Mechanics skill, and applied with the appropriate Magic Skill. The difficulty to create a rune from components is equal to the Rarity of the enchantment.

In order to gain an enchantment, a party member can do it, or you must find a caster with the materials for the enchantment and willing to perform the ritual for you.

It is assumed when purchasing an enchantment, that all related rolls to Mechanics and Magic succeed. 

A player crafting a Rune and applying an Enchantment must make the appropriate rolls. This typically costs ½ the value of purchasing an enchantment.  

When crafting, the player can spend ADVANTAGE and TRIUMPH to gain positive effects, while the GM can spend DESPAIR and THREAT to gain negative effects. See the Crafting rules in Edge of the Empire: Special Modifications for tables of suggested effects.