Two phases. Speed favours the small defender as an initiative pre-empt, R²_speed = (k_def/k_atk)²; mass favours the giant on the strike, R² = (k_atk/k_def)³. The giant is Superior on force, Inferior on tempo — they never cancel because they never share a phase.
Attacker
Defender
Hit points
Contested Conditions — the size condition is computed automatically; add others
Size / mass (auto)
Range / reach
Footing / balance
Luminosity / Thuum
Low mode: —f(mode): —Die Score: —
Phase 1 · Initiative Pre-empt
Resolution
R² Difficulty Ladder (Rev A)
CDF
Description
R² (off/def)²
R (off/def)
Factor
A
Superior
≥ 4×
≥ 2×
1.000
B
Advantage
2–4×
1.414–2×
0.500
C
Equal odds
1–2×
1–1.414×
0.250
D
Disadvantage
0.5–1×
0.707–1×
0.125
F
Inferior
0.25–0.5×
0.5–0.707×
0.063
X
Unlikely
0.125–0.25×
0.35–0.5×
0.031
Y
Extremely unlikely
0.0625–0.125×
0.25–0.35×
0.016
Z
Impossible?
< 0.0625×
< 0.25×
0.008
Size condition: R = (k_a/k_d)^1.5, so R² = (k_a/k_d)³ — tied to the same k³ that governs mass, HP, and strike energy. Fumble triggers when snake ≥ Die Score + 5.
NPD10: face "1" = N (tail, ×10⁻ⁿ per streak), face "10" = P (head, +10 per streak), 2–9 = body. Snake never reaches exactly 0 or ∞.
HP = mass(g)/frailty (human 1000:1). Damage = strike energy(J)/90, calibrated so a baseline strike = 5 dmg ≈ 6% of a human's 78 HP.
Outcome multipliers: M ×2, H ×1.5, h ×1, − 0, F fumble. Fair fights resolve in ~15.6 clean strikes at every scale.