Might
The Might skill represents your character’s physical power, strength, and capacity to wield weapons and armor effectively. It measures your force in melee combat as well as your ability to lift, carry, or break objects.
Might is the skill used for melee attack bonuses, grappling contests, breaking barriers, and determining your limits for armor and weapon usage. It also gives bonus on melee damage dealt.
Damage: When using melee weapons, you gain bonus damage based on your Might skill level:
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For one-handed weapons, you gain a bonus equal to the half of your Might Skill.
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For two-handed weapons, you gain a bonus equal to your Might Skill.
Stunts
- Iron Grip
- You gain +2 to Might rolls when grappling or resisting attempts to disarm, push, pull, or drag you. Enemies attempting to break free from your hold do so at a Disadvantage.
- Overpower
- Once per scene, when you succeed on a Might roll by a margin of 3 or more against a creature, you may immediately knock the target prone or push them up to 2 meters.
- Crushing Hold
- While you have a creature grappled, that creature suffers a -1 penalty to Fight and Reflex rolls. This penalty ends immediately if the grapple is broken.
- Weight of the Titan
- Once per session, you can use your full body mass and strength to anchor an area or stop an enemy. You become immovable for 2 rounds, gaining immunity to forced movement and providing +2 Physical Defense to adjacent allies.
- Relentless Force
- When an enemy fails a defend against your Might-based action, they suffer Disadvantage on their next attempt to resist forced movement before the end of their next turn.