[FOCI]

Grows to Towering Heights

Early Access

You have the ability to become a towering giant for short periods. When you do, everything and everyone seems to shrink around you, until it's like you're walking through a children's play area, where everything is sized for toddlers. As you grow ever larger, your sense of scale shifts further. At your maximum height, most other creatures are as insects, and unless you take care, you easily crush them beneath your colossal feet.

When you're not growing, you look normal. Only the clothing in direct contact with your skin grows with you, so you wear expensive outerwear only when you're fairly certain you won't have to trigger your Enlarge ability. If you choose this focus in a Supers recursion, you probably wear a colorful suit beneath your outerwear, allowing you to step "up" into your alter-ego at a moment's notice.

Vectors are most likely to choose this focus.

Genre themes

giant (fantasy), alien (science fiction), bruiser (superhero)

In Ruk, a special genetic makeup paired with a growth-hormone-accelerating graft makes the Grows to Towering Heights focus possible.

Connection

If this is your starting focus, choose one of the following connections.

  1. Pick one other PC. When you grow, if that character is next to you, she also grows, but only about a foot in height.
  2. Pick one other PC. That character helped you find a way to mentally control your ability to grow; at first, it triggered only when you were emotionally distressed.
  3. Pick two other PCs. At great risk to themselves, they pulled your oversized, unconscious body from a bad situation and saved your life.
  4. Pick one other PC. This character inadvertently hinders your actions. If he is within immediate range, the difficulty of any action that you take related to this focus is increased by one step.
Equipment

Clothing appropriate to your recursion (in Ruk, a bodysuit and an umbilical; in a Supers recursion, a suit and a utility belt) and an account with 50 bits.

Minor Effect Suggestion

Your opponent is so startled by your size that it is dazed, during which time the difficulty of all tasks it performs is modified by one step to its detriment.

Major Effect Suggestion

All opponents within short range are so startled by your sudden growth that they are dazed, during which time the difficulty of all tasks they perform is modified by one step to their detriment.

Tier 1

Enlarge (1+ Might) Last Action/Enabler

You grow to a height of 9 feet (3 m) until you use a one-action or longer recovery. Your equipment increases size with you. While enlarged, you add +1 to your Might Edge, you can ignore the first moderate wound you take, and your unarmed attacks inflict 4 damage. While enlarged, your dodge tasks are hindered.

Each time you use Enlarge, the Might cost increases by 1. The cost resets after you take a recovery.

If you have multiple abilities that let you grow to a larger size, their effects don't add together—you just get the benefits from the biggest one.

Last action; Enabler to use again to remain enlarged.

Longstrider Enabler

When you are larger than normal, your long-term movement speed (not your movement each round, but when walking, running, or hiking over a minute or longer) is doubled thanks to your bigger stride and your greater endurance.

Mighty Leap (1 Might) Enabler

When you are larger than normal and jump, you move twice as far as normal, either horizontally or vertically.

Tier 2

Preternaturally Strong (2 Might) Enabler

When you roll for a carrying, climbing, jumping, or smashing task and your roll is less than a 9, treat the roll as a 9. (This means you don't get a GM intrusion if you roll a 1.) While bigger than normal, each size increment (Enlarge, Bigger, Huge, Gargantuan, and Colossal) increases this minimum number rolled by 3. This ability renews when you take a recovery. take a recovery.

At tier 3, the minimum number rolled for this ability increases to 12.

Scary Big Enabler

Even when you're not larger than normal, your presence is compelling; you have an asset to persuasion and intimidation tasks. If you have grown larger than your normal size, you have two assets.

Tier 3

Bigger Enabler

When you use Enlarge, if you spend an additional 1 Might, you grow to a height of 12 feet (4 m). While bigger, you add +1 to your Might Edge, you can ignore the first two moderate wounds you take, your unarmed attacks inflict 6 damage, and you gain an asset to tasks that are easier for a larger creature to perform (like climbing or wading). While bigger, your dodge tasks are hindered by two steps.

Tier 4

Towering Strike (3 Might) Enabler

When you hit with a Might attack, you deal an additional 4 damage. While bigger than normal, each increment (Enlarge, Bigger, Huge, Gargantuan, and Colossal) inflicts an additional 1 damage. This ability renews after you take a recovery.

Tier 3

Towering Throw (2 Might) Enabler

When you deal damage to a creature of your size or smaller with an unarmed attack, you throw that creature 1d20 feet away from you. The creature lands prone. While bigger than normal, each increment (Enlarge, Bigger, Huge, Gargantuan, and Colossal) increases the distance you throw the creature by another 1d6 feet and deals an additional 1 damage upon their impact.

Huge Enabler

When you use Enlarge, if you spend an additional 2 Might, you grow to a height of 16 feet (5 m). While huge, you add +1 to your Might Edge, you can ignore the first three moderate wounds you take, your unarmed attacks inflict 7 damage, and you gain an asset to tasks that are easier for a larger creature to perform (like climbing or wading). While huge, your dodge tasks are hindered by two steps.

Tier 5

GROWING TO TOWERING HEIGHTS

Once a character becomes so large that she towers over buildings, she can accomplish a variety of tasks that a GM can adjudicate. For instance, a character who is 120 feet (37 m) tall covers a short distance (up to 50 feet [15 m]) with her average stride, and if she spent her action moving, she'd cover about 500 feet (152 m) instead. She could attempt to use her Grab ability on targets much larger than a regular-sized human, make melee attacks against airplanes, leave behind enormous footprints that might serve as pits, and so on.

Gargantuan Enabler

When you use Enlarge, if you spend an additional 5 Might, you can grow to a height of 30 feet (9 m). While gargantuan, you add +2 to your Might Edge, you can ignore the first three moderate wounds and first major wound you take, your unarmed attacks inflict 8 damage, you gain two assets to tasks that are easier for a larger creature to perform (like climbing or wading), and as an action you can make an unarmed attack against all creatures in an immediate area (make separate attack rolls for each). While gargantuan, your dodge tasks are hindered by three steps. If you fall prone while gargantuan, you take a moderate wound and require a Last action to get up.

Might for Mind Enabler

When performing a task that would normally require spending points from your Might Pool, you can spend points from your Intellect Pool instead, and vice versa.

Tier 6

Colossal Enabler

When you use Enlarge, if you spend an additional 7 Might, you grow to a height of 60 feet (18 m). While colossal, you add +2 to your Might Edge, you can ignore the first three moderate wounds and first two major wounds you take, your unarmed attacks inflict 9 damage, you gain two assets to tasks that are easier for a larger creature to perform (like climbing or wading), and as an action you can make an unarmed attack against all creatures in an immediate area (make separate attack rolls for each). While colossal you can't effectively dodge attacks from creatures one-quarter your size or smaller (attacks from such creatures automatically hit you). If you fall prone while colossal, you take a moderate wound and require a Last action to get up.

Grab Last action, Action

If you make an unarmed attack as a Last action, your attack deals 2 less damage and the target is grabbed. All the grabbed target's tasks are hindered, including any attempts to escape your grip. As an attack, you can deal 4 damage to your grabbed foe (no attack roll required).

While bigger than normal, each increment (Enlarge, Bigger, Huge, Gargantuan, and Colossal) hinders the target's escape attempts by an additional step and increases your grip damage by 1.

Last action to initiate; Action to squeeze grabbed targets.

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. While enlarged, you break through the floor. People scream and run. An unexpected side effect from an energy attack causes you to shrink.