Grows to Towering Heights

You can grow larger and, with enough experience, to towering heights.

Genre themes: giant (fantasy), alien (science fiction), bruiser (superhero)

GM intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Tier 1: Enlarge (1+ Might)

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.

Last action; enabler to use again to remain enlarged.

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.

Tier 1: Longstrider

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. Enabler.

Tier 1: Mighty Leap (1 Might)

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

Tier 2: Preternaturally Strong (2 Might)

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.

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

Tier 2: Scary Big

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. Enabler.

Tier 3: Bigger

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. Enabler.

Tier 3: Towering Throw (2 Might)

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. Enabler.

Tier 4: Towering Strike (3 Might)

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. Enabler.

Tier 4: Huge

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. Enabler.

Tier 5: Gargantuan

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. Enabler.

Tier 5: Might for Mind

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. Enabler.

Tier 6: Colossal

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. Enabler.

Tier 6: Grab

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.