A Modern Fantasy Game

General Notes

I put these at the top so you would read them. Mwa ha ha ha.

Pitch: Roleplaying tiny people with tiny magic in the modern world.

The characters are People, a race of 2cm tall humanoids who exist in the same world with humans, although humans are generally ignorant of them. The People are varied (there are multiple species of People), but mix freely in a cultural sense. I've only outlined three below, but that should be sufficient to get someone started.

Origin: Fueled by fevered, rose-tinted memories of The Littles and a variety of other small fantasy books about small, fantastic peoples, I came up with a few ideas for a modern campaign built around tiny people. Maps would be easy to come by (my backyard is one big map) and dealing with some of the counterintuitive aspects of being that size would be fun. I decided on a much smaller than normal size (0.8" instead of 2" or 6") so they would be able to better hide.

Special Thanks: TBone, author of GULLIVER. A very nice set of construction rules for micro creatures!

TBone has written some ideas for a tiny campaign in GULLIVER, and also called them People. That's probably on a cliché list somewhere... ah well. TBone's wee stalwarts are about 5cm tall (veritable giants!), and are modelled around the more standard furry concept than mine is, so I don't feel too bad.

Roleplaying System: I've tried to start with non-system stuff at the front, and then conversion notes at the end. For conversion, I've used GURPS (with the aid of GULLIVER) so my notes would be usable to the gaming public. You will notice a distinct lack of point costs... sorry. You could probably charge 25 points to be a Kahno, and 100 points to be a Mukite, and not be too far off.

I've left out most of the nasty math. You can use GURPS Gulliver to ferret out most or all of it (Jubin were built with a ST 6 prior to scaling down, for example). However, I am writing this with an eye towards usability, rather than a means of pointing out how geeky I can be in campaign design.

The Jubin are the "humans" of this background, so I wrote them out first, and then filled in the changes necessary to play a Kahno or Mukite.

The Jubin

Jubin average 2cm (0.8") tall and 95mg (0.000209 lbs) mass. They can lift almost 90x their own mass (8500mg or 0.0187 lbs). To Human eyes, Jubin look overly slender and delicate, with oversized eyes and a metallic sheen. The most unspeakably muscular Jubin (133mg) would look like a typical human in musculature.

Jubin have a thin layer of short fur, so fine as to be almost transparent, which lends a metallic sheen to marble-white skin. The darkest furs give a silvery appearance, with the lightest looking more like brass or gold. Along the head and spine, the fur is more like hair (or a mane), growing up to a centimeter in length. Silvery fur translates into black hair, while golden fur translates into brown or red hair. Jubin are typically quite vain about both fur and hair. To the Human eye, Jubin fur is too short and fine to be distinguished from their skin.

Externally, Jubin proportions are similar to those of humans, save for extreme slenderness, twice-sized eyes, and slightly longer fingers and toes. Internally, the Jubin heart is larger, and beats proportionately faster (around 800 beats per minute at rest). Their other organs are also marginally larger, and Jubin have practically no chest cavity.

Jubin consume 1/4 their own bodyweight per day, with about 95% or more of that being sugars of various sorts. Jubin tend to consume a lot of grass nectar and bee's honey, and supplement that with a milligram or two of insect meat, nuts, etc. Jubin typically eat non-sugars in large communal meals, polishing off a nut or several ants together, and eat their sugars on a constant basis over the course of a day.

Jubin live faster than humans by a factor of about 10. Although their stride is a mere centimeter in length, they take ten such strides for every single one Humans take. Their lifespan occurs similarly fast, and a Jubin is lucky to live through four winter seasons.

An average Jubin can run a half meter per second (25 body lengths), and jump half that length per second. Jubin are generally unharmed by falls from any distance; terminal velocity hits at around 2 m/sec (still an exileratingly fast fall, by Jubin standards).

At a "jog" (30 cm/sec), Jubin can actually run on water, and at a sprint (50 cm/sec), they can run on water with detergent in it. Jubin can swim, but at a mere tenth of their running speed, and they tend to fatigue rapidly due to heat loss if the water is at all chill. Jubin do not float - they swim or sink.

A Jubin with a pair of light, strong leaves can attempt a kind of poor man's flying; this flapping is as exhausting as sprinting, however, and only covers 5-8 cm/sec (half that upwards).

A Jubin punching another may cause a serious bruise on a solid, powerful hit, but even a solid haymaker to the nose is unlikely to break it. Tissue strength is simply too high, relative to muscle power, to achieve much in the way of damage. As a result, most Jubin fight with swung weapons, hooks, pincers (which maximize strength damage), and strangling weapons.

Jubin Technology

Architecture: Jubin are opportunist architects, building their homes into whatever soft surfaces are available, out of whatever materials are available, and in whatever manner makes them most invisible to the larger world. Regardless, their homes usually resemble short tunnels with a larger space inside than the hole indicates, and something hard to seal off the door with. They favor burrowing under tree roots and pebbles for sealing when such is available.

Armor: Armor is generally made from silk soaked in bee's wax, carefully worked pieces of bark, heavy-weight Human paper, and similar materials. The sturdiest of such materials provide practical invulnerability, but all serve to make their wearer much harder to damage. Jubin generally do not wear armor, although occasionally it will pass into fadishness again. It simply isn't useful enough.

Cultivation: Jubin cultivate small ants for honey and meat, as well as for pincer weapons (and the hide can make good armor). Otherwise, they typically live as gatherers, hunting worms and small insects, stealing honey and wax from bee hives, and digging out tubers, nuts and small berries.

Domestication: Jubin are small but clever, and have been known to train small rabbits and armadilloes. This "training" generally involves either clever tricks (pulling on the rabbit's eyelids to control its direction of movement) or outright bullying (savaging the armadillo beneath its armor until it tires and yields). Jubin also consider certain animals to be "domesticated" simply because the animal already does what the Jubin want, and doesn't try to eat them. For example, Jubin living near deer take advantage of the deer's rutting behavior, which leaves strips of edible antler skin behind.

Human Artifacts: Jubin have been known to adopt human technologies that suit their scale. In a modern campaign, rubber bands, memory metal springs, gears, miniature water wheels, rubber, sharpened staples, broken glass, lighters, ball bearings, match rockets, tin foil, gunpowder and more would all be of great interest and use to the Jubin. Other than such adopted artifacts, however, the Jubin are still fairly primitive.

Levers: Jubin are masters of levers and wedges, and use both to great effect in enhancing their already proportionally impressive strength. Most Jubin are skilled makers of sledges, to allow them to haul masses too large to normally budge.

Magic: The Jubin have low-key magic. In my own visions of the campaign, they have magic because magic actually WORKS at their scale... and more poorly at larger scales. If a Human learned Jubin magic, the spells would use the reverse of the movement multiplier for scaling (thus, a 1cm radius spell would affect a 10cm radius when cast by a Human).

Textile: At the Jubin scale, the finest silks are more like wool. Jubin weave their clothes of insect fur, their own hair, "refined" silk and magical gossamers. Refined silk is drawn directly from the spider, and rolled between the hands into finer strands by hand as it flows out. It more closely resembles (to the Jubin) what cotton feels like to a human. Magical gossamers are spun from light (usually moon or star light), fresh breezes, or strands of emotion. They are practically weightless and feel divine.

Travel: Most Jubin move by foot. A determined, provisioned Jubin can cover almost five miles in a single day by this method. Some Jubin have "trained" a large animal to carry them greater distances, but this is very rare, as most larger animals that could be "trained" are ill suited to the purpose.

Seasons and Habitats

Jubin can be found practically anywhere, as long as there are plant sugars, small insects and edible vegetation. They are most commonly found amidst clusters of trees on or near Human farmland, however. Such places combine fertile soil, concealment, reduced predators and access to Human artifacts in a way that is hard to beat elsewhere.

In theory, a square that is ten meters to the side can easily support a population of 500 or so Jubin. In practice, Jubin tend to clump into villages of 200-300 People, with a distance of a half mile or so between them. While the land may support more than that, the People like to have plenty of space to themselves.

During the warm months, Jubin store vast quantities of honey and nectar, as well as sufficient vegetation to get them through the Winter. During the winter they live off stores, but continue to hunt for their meat. This is not as much as it may seem - a typical village (with a 100 day Winter) needs about 2.4 kg of honey (somewhat less than a gallon), and 0.1 kg of nuts, for minimum survival through the coldest months. Indeed, they eat somewhat less than four gallons of honey and sugar throughout the entire year!

Although bee's honey is considered to be best, Jubin actually live on a variety of plant sugars, from grass nectar to ant syrups.

Scaling Issues

  1. A hex is defined as 1 centimeter (0.4").
  2. A turn is defined as 0.1 seconds.
  3. Move is measured in hexes per turn.
  4. ST 10 is sufficient to lift 8500 milligrams (0.0187 lbs)
    1. For the Natural Encumbrance (Gulliver) chart, use ST/8000 for Load ST.
    2. For damage, use the following scale (Swing dmg is simply x2):
      
         ST   Thr Dmg
      
         1    (1d-3)/5
      
         3    (1d-2)/5
      
         7    (1d-1)/5
      
         10   1d/5
      
         13   (1d+1)/5
      
         17   (2d-1)/5
      
         20   2d/5
      
         23   (2d+1)/5
      
         27   (3d-1)/5
      
         30   3d/5
      
         33   (3d+1)/5
      
         37   (4d-1)/5
      
         40   4d/5
  5. Relative to Humans:
    Length: x0.011111111
    Surface: x0.000123457
    Volume: x0.00000137174
    Human ST: 80,000 (avg dmg = 5,600 HP)
    Human HP: 10,000 (1,000 HP to do a nice bruise)
  6. Average WSR 0.28 (Neg 8 Natural Encumbrance, gives +4/+8 athletics)
  7. Base DR 0. Mukite have natural DR 1. The softest armors give DR +1. The toughest armor materials (bark, etc.) gives DR +3, PD 2. A Mukite decked out in the toughest of armor is damn near invulnerable.

Special Issues

Waterwalking (PA Skill) A Person running at 3cm/turn can run on the surface of water. A skill roll is required every 10 turns (1 full second), as water is a treacherous surface and tripping or slowing down translates into dunking. Water with detergent ("quickwater") in it is even harder to walk on due to reduced surface tension; the minimum speed is 5cm/turn (0.1 seconds) and skill is at -4 (GURPS).

Base Jumping: 5cm (5 hexes)

Combat: Mukite are practically invulnerable to normal punching. Unarmed combat is all about bruising your opponent into submission. The People usually fight with hooks, pincers/scissors, grappling, and strangulation (strangling & suffocation use the normal GURPS damage rules).

Other People

Jubin: Jubin are the "default" People, adaptable but lacking specific strengths. Jubin are Terrestrial, but can swim a little. They breathe air normally, and are omnivorous.

Kahno: Kahno are fliers, with sturdy dragonfly wings. Their skin produces a fine, charcoal-colored powder which reduces surface friction, enhancing their flying capabilities (although the wings do not have the powder). Kahno are, except for their wings and eyes, charcoal black in coloration. The wings resemble a dragonfly's, clear and iridescent; Kahno eyes are black, but are lambent and glow in the right light. Kahno are Terrestrial, with excellent (adapted) flying abilities. Their powder and wings become useless when wet, and tend to drag the Kahno down, making water a deadly environment for them (they can still run on water). They breathe water normally, and are omnivorous.

Winged Flight (Move 2 hexes per turn, can not glide, always flapping)
All carried weight is x10 (including own body) while flying
Average WSR 2.8 (Neg 4 Natural Encumbrance, gives +2/+4 athletics)
Incompetent Swimmer (-5 on Swimming, sink like rock on failure)

Mukite: Mukite have tough hides and larger size. They tend to a dull grey in color, with large black eyes. Their skull is thicker than normal, and has a single, two-branch horn growing from the crown. Mukite are generally considered a bit mentally slow, but this isn't really true (although they do tend to be a bit uncultured). Mukite are Terrestrial, but can swim a little. They breathe air normally, and are omnivorous.

Height: 3cm (1.2")
Mass: 320 mg (0.000705 lbs)
Base ST 23
Base HP 15
Natural DR 1
Average WSR 0.43 (Neg 7 Natural Encumbrance, +3/+7 athletics)
Base Move 5 (rounded; realistically 5.25)
Striker: Head, Blunt Claws, Reach C/1

Magic

Sorcery

Sorcery is the GURPS Magic system, with various modifications.

Learning Magic

Book learning is not possible. The People do not have a method of highly detailed, permanent records. Although some could conceivably learn the Human writing system, paper and pen at Jubin scale would be too difficult for all but the most insanely dedicated.

Magery is not a learned advantage, and can be gained (and improved) after character creation.

Casting Spells

Sorcery uses SJohn Ross' Unlimited Mana rules, with a Threshhold of 30 and Recovery Rate of 8. Only the advantages Increased Power, Increased Thresh and Increased RR may be taken. Mages may spend HP for spells normally (at no Thresh cost), but may not spend Fatigue.

For calamities, distances are divided by 100 (or converted to Jubin-scale hexes) and periods of time are divided by 10 (or converted to Jubin-scale turns). The "global" effect at 40+ affects a radius equal to the calamity roll divided by 10, in miles.

Critical Failures on a roll do NOT result in backfires. Bad mojo is handled by the Unlimited Mana calamity system.

Enchantment

Only Quick & Dirty enchantment is possible. Enchantment is dangerous work.

General Rules

Distances are always converted into Jubin-scale hexes; durations are in Jubin-scale turns. Thus, a Seek spell takes a -1 when it exceeds 100 cm (1 meter). A mile translates into roughly 1,800 hexes.

Damage is in Jubin-scale. A 5d6 lightning bolt is practically worthless against a Human, or even a small cat.

Weights are converted directly into milligrams. Thus a spell that affects 100 lbs now affects 100 milligrams.

Missile Spells take 1 turn for any amount of energy put into them. They are not limited to 3d6.

Humans & Magic

Humans can theoretically learn Jubin magic. Human Thresh is 300 and RR is 80. Spells are still on the Jubin scale. Magic is generally pretty worthless to Humans.

Modified Spell List

I've only gone through GURPS Magic for this. You can use this and common sense as a guide for Grimoire spells.

Animal Spells

The cost of all Animal spells is multiplied by the hexes occupied by the animal, except where otherwise stated. A small cat is about 300 hexes, so to cast Master on the monster would cost 600 energy. To cast Insect Control on a 2-hex long beetle would cost 6 energy; to affect a 3-hex swarm of tiny bugs would cost 9 energy.

Beast Seeker: Animals of any size may be detected for without increasing the spell cost.

Beast Speech: Animals of any size may be spoken to. Creatures more than a hundred times the caster's size may not care, however.

Shapeshifting (and similar spells): Ignore the animal list - the caster may learn spells for the animals of her tiny world, from bees to mice.

Body Control Spells

The cost of all Body Control spells is multiplied by the hexes occupied by the subject, except where otherwise stated. Spells which only affect a body part can be cast on the body part alone, to a minimum of 10% of the creature's area. A Human spans approximately a million hexes.

Climbing: Does not exist. Spells with this as a prerequisite may be learned without it.

Communication & Empathy Spells

The cost of spells which control or actively affect the subject are multiplied by the hexes occupied by the subject, except where otherwise stated. This includes Persuasion, Control Person, Possession, Permanent Possession, Exchange Bodies, Exorcism (getting them out is hard also), Lend Language, Lend Skill, Gift of Tongues, and Gift of Letters.

Elemental Earth Spells

Entombment: Cost is multiplied by the hexes occupied by the subject. The circular chamber is a meter beneath the earth.

Earthquake: Basically the same, but remove the damage to buildings effects. While the earthquake is quite impressive from the Jubin point of view (and may even toss boulder-sized pebbles high into the air), it is highly unlikely to do more than put a few hairline cracks in concrete. Base cost x500 to do building damage.

Volcano: Cost is 1500 to cast and 1000 per day to maintain.

Elemental Air Spells

Air Jet: "Swarm of small creatures" is defined as creatures which are, at most, no larger than the caster's hand.

Body of Air: Winds can be incredibly scary - a mere 1mph wind is the equivalent of Move 20.

Predict Weather: Remember to divide times by 10. Instead of days, this spell perceives hours into the future.

Rain: Base cost causes 1/3mm of rain to fall... To create real rain has a base cost of 1/3 energy per 1cm.

Elemental Fire Spells

All Fire spells which actually produce fire (Ignite, Fireball, etc.) cost x10 just to have full damage and heat. Fires created in this manner are extremely intense for their size. A hex of normal fire is about as scary as a strong candle flame... which is to say a brave Jubin could put it out with a leaf (or his own body for 1d-4 HP).

Note that normal flame will not maintain itself very well unless the material being burned is extremely flammable.

Elemental Water Spells

Walk on Water: This spell is useful for walking on water without actually running.

Umbrella: Cost is 5 energy to stop small rain drops, 10 energy to stop heavy rain or small hail, 20 energy to stop most precipitation.

Water Jet: "Swarm of small creatures" is defined as creatures which are, at most, no larger than the caster's hand.

Frost & Ice Slick: Base Cost 3 creates a covering of Frost; Base Cost 10 covers the floor or ground with a 1mm sheet of clear ice, which gives the normal penalties for precarious footing.

Snow: Base cost causes 1/3mm of snow to fall... roughly 1 flake per patch of ground. To create real snow has a base cost of 1/5 energy per 1cm thickness.

Enchantment Spells

Scroll: Does not exist. Spells with this as a prerequisite may be learned without it.

Staff: Maximum length of the staff is 2cm.

Powerstone: Does not exist. Spells with this as a prerequisite may be learned without it.

Food Spells

"One meal" is defined herein as 5mg. Double the listed weights for food spells.

Cook: Does not exist. Spells with this as a prerequisite may be learned without it.

Healing Spells

Halt Aging, Youth and Resurrection do not exist. Spells with this as a prerequisite may be learned without it.

Illusion & Creation Spells

No changes.

Knowledge Spells

Alarm: Not subject to the x1/10 time rule. Duration is a week.

Light & Darkness Spells

No changes.

Making & Breaking Spells

Copy: Does not exist. Spells with this as a prerequisite may be learned without it.

Meta Spells

No Changes.

Mind Control Spells

The cost of spells which control or actively affect the subject are multiplied by the hexes occupied by the subject, except where otherwise stated. This includes practically every Mind Control spell.

Movement Spells

Poltergeist: This has the usual effect - I just wanted to note that a ST 15 Jubin doesn't do a whole lot of damage.

Locksmith: Does not exist. Spells with this as a prerequisite may be learned without it.

Lockmaster: Does not exist. Spells with this as a prerequisite may be learned without it.

Teleport spells (including Blink) & Ethereal Body: Note for big spell-casters... multiply cost by the subject's size in hexes.

Necromantic Spells

Necromantic spells do not exist. Spells with this as a prerequisite may be learned without it.

Plant Spells

No changes. However, note that most plant spells cost prohibitively to affect anything on a useful scale.

Protection & Warning Spells

No changes.

Sound Spells

Scribe: Does not exist. Spells with this as a prerequisite may be learned without it.

Magical Skills

These are skills which the People can learn separately from Sorcery (although only a few usually do).

Gossamer Weaving (M/VH)

Those few People who master this skill usually spend several seasons in apprenticeship. On a successful skill roll, the weaver produces a square centimeter of magic gossamer. This takes one day for moonlight or starlight, two days for breezes, four days for emotion, and eight days for sunlight. Gossamers of all sorts tend to disintegrate in water.

Moonlight Gossamer: Blue-tinted white in color, with hints of a silver sheen, moonlight gossamer is prized for its ability to hold dyes and its material strength. However, it is the coarsest of gossamers, resembling rough silk.

Starlight Gossamer: Pure white, starlight gossamer can only be tinted with dyes before it falls apart, but it is somewhat finer than moonlight gossamer. Starlight gossamer is valued in some cultures as a bandaging material, as it will hold a wound cleanly and disintegrate as the healing completes.

Breeze Gossamer: Semi-transparent blue, amazingly fine, and somewhat animate, breeze gossamers are valued for the clever clothes that can be fashioned from them, from flowing cloaks to fluttering ribbons. For modesty, breeze gossamers are usually sewn together with a more opaque gossamer.

Emotion Gossamer: The weaver must either feel the emotion strongly himself, or have on hand someone who does. Young lovers will sometimes have a scarf made of their romantic yearnings, which they then keep together. Emotion gossamer is fine stuff with almost as much strength as moonlight gossamer, but opposing emotions can destroy the weave. It is not practical at all, but is much valued for its, ah, sentimental value.

Sunlight Gossamer: Transparent gold in color, and damnably difficult to make, sunlight gossamer is cherished for its warmth, ultrasilky feel, and bold appearance. Sunlight gossamer keeps its wearer warm even in the coldest weather, and is fairly strong.

Snickery

Snickery is handled with the skills of Enthrallment (CI139) and Invisibility Art (CI141).