To keep the game and rules streamlined, certain abstract scales are used. These scales are: range and size.


The range scale represents how far something is from a character. The scale has four levels:
  1. Adjacent - the target is close enough to reach out and touch; if using a grid or hex map to represent an area, each space is adjacent to another if they are touching
  2. Nearby - the target is close enough to see plenty of details, easily hold a conversation, or toss an object to with reasonable accuracy; if using a grid or hex map, nearby targets can be up to four spaces away
  3. Far - the target is visible, but too far to throw something to, and in order to communicate, yelling or waving would be required; if using a grid or hex map, far targets can be up to twelve spaces away
  4. Distant - the target is barely visible, and communication is not practical; if using a grid or hex map, distant targets can be up to twenty spaces away; any target beyond this range is effectively "out of range"


The size scale represents how relatively large an object is. The scale has five levels:
  1. Tiny - the object is small enough to be easily held by any of the mortal species with one hand
  2. Small - the object is at most a few feet in any dimension; a stool for a human is about as large as a small item should be considered
  3. Medium - the object is around 5-7 feet in one dimension; an average human is considered medium in size, as is a chest of drawers
  4. Large - the object is around 9-12 feet in one dimension, and the other dimensions are around 5-7 feet in size
  5. Giant - any object that is substantially bigger than large is considered giant; there is no upper bound, and some giant objects may be on a wholly different scale than others
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