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MIGHT STR





Your physical prowess is even more formidable than might otherwise be apparent. You're capable of extreme feats of strength involving sustained application of force, such as lifting, bursting bonds, or holding something fast.

UseEdit

Resistance Your Might can help keep you from being pushed around by enemy actions. The DC to overcome your Might resistance is 10 + your Might ranks + your Strength.

Break ThroughEdit

Sustained force can be used to achieve impressive results in terms of breaking down a stuck door or even bending iron bars. For two actions, you may attempt to use Might to damage an inanimate object or a helpless creature through the sheer force your muscles can exert. Essentially, you automatically hit on your attack against the target and may use your Might check in place of your normal unarmed damage roll. See Damaging Objects for details on destroying objects.

Burst BondsEdit

A common trick for extremely strong characters is to simply break free of the bonds holding them, rather than trying to slip away. You can use your Might check to recover from any effect which binds you in place, such as an Inflict FX that reduces you movement with magic chains.

Lifting and CarryingEdit

Rather than a certain strength enabling you to lift a certain load, different objects require a Might Check to lift and move. Essentially, an object’s weight is abstracted to a Might Check DC.. How easily a character can move an object is determined by how well he or she rolls. An object's weight is based on its Size, though especially heavy or light objects for their size provide penalties or bonuses to the Might check, respectively.

ThrowingEdit

Characters can throw any object they can lift, up to a heavy load. (You cannot throw an extreme load, only drop it adjacent to you.) Picking up an object is a one action, while throwing it is one action, so it’s possible to pick up and throw an object in one round. A thrown object has a range of Close. You suffer the object's penalty to Manipulation skills (see the chart below) and to your Attack roll (so a Heavy Load imposes 2 penalties on your attack roll).

Small and smaller objects may be thrown at a single target. Medium, Large, and Huge objects are treated as having a Narrow Area of Effect. Gargantuan and larger objects instead have a Wide Area of Effect.

Pushing or DraggingEdit

If you are only attempting to push or drag an object, you gain 1 bonus to your Might check to move it.

LIFTING AND CARRYING
Might Check... Load Defense Manipulation Speed All-Out Move
Fails Cannot be moved
Succeeds Extreme load Flat-Footed -2 Moves, -1 Action
Succeeds by 5 or more Heavy load 2 penalties 2 penalties -1 Move x2
Succeeds by 10 or more Medium load 1 penalty 1 penalty -1 Move x4
Succeeds by 15 or more Light load 0 penalties 0 penalties Normal x4


LIFTING AND CARRYING
Size DC
2 or more size categories smaller Auto Light Load
1 size category smaller DC 5
Same size category DC 10
1 size category larger DC 20
2 size categories larger DC 30
3 size categories larger DC 40
4 size categories larger DC 50
5 size categories larger DC 60
Note that all items designed to be carried, such as weapons, are listed as being the same size-category as the creature meant to carry them. To reflect this, treat all such items as being 2 size categories smaller than their listed size for the purpose of lifting and carrying
Modifiers
Light 1 Bonus
Pushing or Dragging 1 Bonus
Pushing or dragging with wheels or rollers 2 Bonuses
Heavy 1 Penalty
Awkward Shape 1 Penalty
Falling or Moving 2 Penalties

ActionEdit

Breaking through takes two actions. Bursting bonds usually takes one action, though it might vary depending on the effect causing it (see the individual effect for details). It takes one action per attempt to lift or carry an object, and another, separate action to throw it (though it takes no action to drop a held object).