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Might Skills

SCALING: Roll to climb objects. The RM will decide the times you have to roll for this. If you fail to roll under your skill level, the RM may dictate any damage that occurs in the event of a fall, or simply have it result in no movement.

BREACHING: Roll to bust through certain doors or windows, to enter a new space. If you fail to roll under your skill level, the object does not break and you may suffer damage at the RM's discretion. The RM will also decide which objects you are able or not able to use this skill on.

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TUNNELING: If you have this specialization ability and the RM rules the surface you're currently on is tunnel‐friendly, then you may roll to move half your move speed underground as a tunnel action. You may stay underground for two whole rounds, but you will have to roll to resist suffocation. Failure to tunnel results in a loss of move action.

GRAPPLING: Roll the d100 and then add it to your grappling skill, along with your Might. Your opponent will roll the same to resist your grapple. The higher number is the victor, with a tie resulting in failure. If your grapple fails, they get to instantly roll an attack against you with ‐30 to your armor. If you win, you have grappled the opponent and on your next turn, you get the option to throw or pin them. After one of those actions is performed, if they are still grappled, they get a chance to resist again.

THROW: You toss opponent 2d6 feet in direction of your choice and they take fall damage of 1d3 per two feet, rounded down.

PIN: Immobilize opponent where you can still attack them with knives and unarmed attacks. If an ally is within range, they can attempt to finish them using a normal attack that, if successful, will cause instant death to the opponent.

RM will decide if an opponent is to large to attempt grapple.

SUNDER: Roll to break through enemy shield. If successful, the shield will shatter and opponent will lose the armor bonus from it and take 1d8 damage. If unsuccessful, your attack is wasted and your turn is over. Sunder requires all your might, so you may not use this skill if you have attacked once already this turn.

UNARMED COMBAT: Add the number to your combat skill modifier when making an unarmed attack. The damage for a standard unarmed attack is 1d6, 1d8 at skill 50, 1d12 at skill 75, and 1d20 at skill 99. Add additional damage as done with any melee weapon or other physical attack.

UPHEAVAL: Roll and subtract result by Might to lift immensely heavy objects. Failure will result in no movement from the object and potential damage at RM's discretion.

LEAP: Roll to make long jumps. Failure will result in falling down into whatever you were trying to jump across.

MELEE WEAPONS: Add the number to your combat skill modifier when making attacks with any melee weapon. Damage is dependent on your Might and the weapon's damage rating.

THROWN WEAPONS: Add the number to your combat skill modifier when making attacks with any thrown weapon. Damage is dependent on your Might and the weapon's damage rating.

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