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Might

Might measures pure physical power, be it raw strength or knowing how to use the strength one has. For lifting, moving and breaking things, Might is the skill of choice. It may also complement or restrict other skills.

Fighting People

In combat, Might can complement Fighting where force is a very significant element of play. Grappling uses Might when executing holds or other wrestling moves.

Breaking Things

Might is used for breaking, bending, knocking down, and so on. There are two ways to accomplish this: methodical or abrupt. To break something methodically requires no roll just time and something that is harder than the object to wear it down. The time it takes is a matter of common sense ranging from a few moments to decades. Breaking something abruptly requires just a simple roll against a difficulty number. Using the proper tool reduces the difficulty by up to -2. After two failed attempts the difficulty rises by +1.

Difficulty Material
Mediocre(+0) Paper, Glass
Average(+1) Flimsy wood
Fair(+2) Cheap wood, bamboo
Good(+3) Sturdy pine board, interior door
Great(+4) Hardwood boards, exterior door
Superb(+5) Oaken chest, heavy oaken door
Fantastic(+6) Oaken door reinforced with iron
Epic(+7) Bending iron bars a couple of inches
Legendary(+8) Safe door, portcullis, drawbridge
Legendary+2 Ripping door of jail cell
Legendary+4 Stone Wall of castle

Lifting Things

Might determines how much a character can lift or move. The chart below is how much the character can lift and still move. For a static lift double the weight. Using tools like a lever or screw can increase capacity by a single step, while a pulley can act as a multiplier.

Might Capacity (lbs)
Abysmal(-3) 10
Terrible(-2) 50
Poor(-1) 100
Mediocre(+0) 150
Average(+1) 200
Fair(+2) 250
Good(+3) 300
Great(+4) 350
Superb(+5) 400
Fantastic(+6) 450
Epic(+7) 500
Legendary(+8) 600
Each +1 +100

Pitching In

To determine how much weight a group of people can lift take the full capacity of the first person. Each additional person adds half of their maximum weight. This can continue up to twice the weight of the strongest person lifting.

Encumbrance

Under most circumstances you can carry a reasonable amount of equipment. When necessary a character can easily carry 4 steps below their Might skill. If carrying for more than a few moments use Endurance as a restriction. For each step heavier that the character is carrying impose a -1 penalty on all physical activities to a maximum of -5.

Stunt Prerequisite Description Page1)
Herculean Strength -2 steps for weight-based difficulties 99
Piledriver Herculean Strength +4 damage to Might vs inanimate objects 99
Unbound +2 bonus to break bonds or grabs 99
Unstoppable Herculean Strength, 1 Might Instead of Athletics for move actions 99
All blocks resisting move are at -2
Wrestler 1 Might stunt Instead of Fighting in combat 99
Body Toss Wrestler -1 weight factor for throw/toss 100
Hammerlock Wrestler +1 bonus for grabbing, 1 stress hit on any failed escape 100
Savage Fighter 1 Might stunt Instead of Melee Weapons for 2-handed weapons 100
Cleave Herculean Strength, Aspect May carry excess shifts to another target in zone 100
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Page numbers are in the Legends of Anglerre book until otherwise noted