Difference between revisions of "Might"

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Typically used with: '''Muscle'''
 
Typically used with: '''Muscle'''
  
In short: be strong. Might represents quick feats of strength: picking things up, bursting through bonds, prying a chest open, hurling a rock, breaking down a door, or yanking a knife out of an opponent's hands. The physically inclined, the professional athlete, the hired brawn: all users of the Might skill.
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In short: be strong. Might represents great feats of strength: picking things up, bursting through bonds, prying a chest open, hurling a rock, breaking down a door, or yanking a knife out of an opponent's hands. The physically inclined, the professional athlete, the hired brawn: all users of the Might skill. It can be used to push, pull, throw, lift, and smash. In the descriptions below where you see the phrase "if a character rolls a 30," take that to mean a character with a Muscle of 10, 10 ranks in Might, and who rolls a 10: the limit of human achievement.
  
{{section|Difficulty|The difficulty depends on the physical action being performed. Thus, it's up to the GM to determine appropriate numbers. Here are some examples. In the descriptions below where you see the phrase "if a character rolls a 30," take that to represent a character with 10 in Muscle, 10 ranks in Lift, and rolls a 10.}}
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The example DLs and distance listed here are calculated for creatures of average human weight and height: between 100–250 lbs., and between 5–7 feet. Characters who are much smaller or much bigger should take into account their own weight (e.g. an elephant weighing 6 tons should be able to break down a portcullis that a single human cannot), and their own height (e.g. a lemur should only be able to throw a marble so far).
=====Push/Pull=====
 
Your character may need to push, pull, or hoist an opponent, ally, or other heavy object. Depending on the conditions, a character can lift its own weight from the ground with a DL 10, twice its weight at DL 20, and three times its weight at DL 30. If lifting from beneath an object, DL 10 is 150% of its weight, DL 20 is three times its weight, and DL 30 is 450% its weight. A character attempting to regularly lift more than its own weight has to be concerned about the stress it puts on the body — especially to the skeleton and internal organs.
 
  
Here are some examples: [[Nox]] the human knight is a well-built soldier, weighing 300 lbs. Thus, if he rolls a Might of 30, he can pick up 900 pounds from the ground. (For perspective, a world record for dead lift is about 1,000 pounds). If he gets beneath the object and lifts with his whole body, he can pick up 1,350 lbs (a world record for squat is over 1,200 pounds).
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{{section|Push/Pull/Lift|}}
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Your character may need to push, pull, or hoist a willing ally or other heavy object. The heavier the thing, the higher the DL. During combat, using your brawn to move an object or willing creature takes 3 AP.
  
=====Throwing=====
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Generally speaking, a character should be able to briefly lift its own weight from the ground with a DL 10, twice its weight at DL 20, and three times its weight at DL 30. If lifting from beneath an object, DL 10 is 150% of its weight, DL 20 is three times its weight, and DL 30 is 450% its weight. A character attempting to regularly lift more than its own weight has to be concerned about the stress it puts on the body — especially to the skeleton and internal organs.
Your character may need to throw a weapon to a comrade or a bomb to an enemy. For a light-weight object that can fit in the hand (an apple, a baseball, a dagger), the result of the roll times 15 should be the number of feet the object is thrown. Thus, if a character rolls a 30, the object can be thrown 450 feet.
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For example, [[Nox]] the human knight is a huge, well-built soldier, weighing 300 lbs. Thus, if he rolls a Might of 30, he can pick up 900 pounds from the ground. (For perspective, a world record for dead lift is about 1,000 pounds). If he gets beneath the object and lifts with his whole body, he can pick up 1,350 lbs (a world record for squat is over 1,200 pounds).
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Trying to carry a very heavy object for more than a few moments requires a [[Stamina]] check.
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{{section|Throwing|}}
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Your character may need to throw a weapon to a comrade or a bomb to an enemy. The result of the roll determines the distance you can throw the weight. Throwing objects in combat takes 3 AP.
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For a light-weight object that can fit in the hand (an apple, a baseball, a dagger), the result of the roll times 15 should be the number of feet the object is thrown. Thus, if a character rolls a 30, the object can be thrown 450 feet.
  
 
If you have a relatively light object (20 pounds or less) and a good amount of momentum, the result of the roll times 10 should be the number of feet thrown. A traditional Olympic games hammer weighs 16 pounds. An Olympic javelin weighs just under 2 pounds. Thus, if a character rolls a 30, they can toss either 300 feet (for perspective, a world record for the hammer throw is about 285 feet, the javelin throw 297 feet).
 
If you have a relatively light object (20 pounds or less) and a good amount of momentum, the result of the roll times 10 should be the number of feet thrown. A traditional Olympic games hammer weighs 16 pounds. An Olympic javelin weighs just under 2 pounds. Thus, if a character rolls a 30, they can toss either 300 feet (for perspective, a world record for the hammer throw is about 285 feet, the javelin throw 297 feet).
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Obviously, a heavy object can be thrown much shorter a distance. For a 60 pound object, the result of the roll should be the number of feet thrown. Thus, if a character rolls a 30, they can toss a 60 pound weight 30 feet. (For perspective, a world record for throwing a 56 pound weight is 36 feet).
 
Obviously, a heavy object can be thrown much shorter a distance. For a 60 pound object, the result of the roll should be the number of feet thrown. Thus, if a character rolls a 30, they can toss a 60 pound weight 30 feet. (For perspective, a world record for throwing a 56 pound weight is 36 feet).
  
=====Breaking Objects=====
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{{section|Breaking In or Out|}}
Typically, this is used to shove open locks, doors, and the like. The DL here deals with the solidness or fortitude of the object in question.
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You can roll a Might check to escape another creature's Grab. See the "[[Grab|Grabbing]]" entry in the ''Tactics'' section of ''Chapter 10: Combat''. Using Might to escape from a Grab takes 3 AP. To try to pin you down, your opponent rolls a [[Grip]] check. If your Might check meets or exceeds their Grip, you're free of the Grab.
{| width="100%"
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! Example !! DL
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When creatures of different sizes make opposed rolls involving Grip or Might, each should add its Size Muscle Bonus. As noted in the [[Size]] table in ''Chapter 4: [[Book:Life and Death|Life and Death]]'', a creature's Muscle Bonus is its Size × 5. Thus, firnoy have a penalty of −5 and kulgeris have a bonus of +5. This modifier should only be included when those rolling have different Size scores.
|-
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| A simple wooden door
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You can also try to escape rope bonds, chains and a lock, or a set of manacles. In this case, you're rolling against either the DL of the manacles or lock, or the [[Craft]] check of the character who tied you up. Escaping bonds takes 3 AP.
|align="center"|10
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|-
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A Might check can also be used to pry open chests, bash open doors, and the like. The DL here deals with the solidness or fortitude of the object in question. A thin glass window might be DL 5, and the iron door to your cell might be DL 30. Creatures should include their Size Muscle Bonus in this roll if the object is meant for a creature of a different Size.
| A standard wooden door
 
|align="center"|15
 
|-
 
| A reinforced wooden door
 
|align="center"|20
 
|-
 
| Rope bonds
 
|align="center"|25
 
|-
 
| Chain bonds
 
|align="center"|30
 
|-
 
| Iron bars, a metal or stone door
 
|align="center"|35
 
|}
 
If you actually want to destroy the thing, it's treated as an attack roll (the object will actually receive a Guard Roll and have HP).
 
=====Bigger/Smaller Creatures=====
 
The example DLs and feet listed here are calculated for creatures of average human weight and height: between 100–250 lbs., and between 5–7 feet. Characters who are much smaller or much bigger should take into account their own weight for lifting (an elephant weighing 6 tons should be able to lift his own weight on a DL 10 Lift), and their own height for throwing (a lemur should only be able to throw a marble so far).
 
  
{{section|Opposed Rolls|Might can be used when two characters are vying against each other (e.g. arm wrestling, escaping a [[Grab]]). Escaping a Grab is opposed by the attacker's [[Grip]] check.}}
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If you try to pickpocket someone, they roll a [[Perception]] check against your [[Thievery]] check. If they spot you, they get a chance to hold onto their item. You make a Might check and they make a Grip check. The victor receives the item.
  
When creatures of different sizes roll opposed Might checks, each should add its Size Muscle Bonus. As noted in the [[Size]] table in the [[Book:Life and Death|Life and Death]] chapter, a creature's Muscle Bonus is its Size × 5. Thus, firnoy have a penalty of −5 and kulgeris have a bonus of +5. This modifier should only be included when those rolling have different Size scores.
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{{section|Dealing Damage|}}
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You roll a Might check to deal damage to creatures and objects during combat. See the "Using a weapon" entry in the ''Attacking'' section of ''Chapter 10: Combat''. Each weapon has its own AP cost and its own bonus to the Damage Roll.
  
{{section|Retry|Opposed rolls cannot be retried (without spending a [[fate]] point) as failure means the other character wins. Non-opposed rolls can be retried as often as time allows.}}
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Ranged weapons with a firing mechanism like bows, crossbows, and firearms do not allow you to include your Muscle score nor ranks in Might nor Size Muscle Bonus. It's just the dice roll plus the weapon's Harm.
{{section|Time|The amount of time a Might check takes really depends on the task. Throwing or picking up an object should be 1–2 AP. Bursting bonds and breaking down obstacles should be 4 AP.}}
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In addition to weapon damage, Might can be used for many different things in combat, like Slamming, Tripping, and throwing a creature you have in a Grab. See the ''Tactics'' section of ''Chapter 10: Combat''.
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Latest revision as of 15:11, 8 June 2019

Typically used with: Muscle

In short: be strong. Might represents great feats of strength: picking things up, bursting through bonds, prying a chest open, hurling a rock, breaking down a door, or yanking a knife out of an opponent's hands. The physically inclined, the professional athlete, the hired brawn: all users of the Might skill. It can be used to push, pull, throw, lift, and smash. In the descriptions below where you see the phrase "if a character rolls a 30," take that to mean a character with a Muscle of 10, 10 ranks in Might, and who rolls a 10: the limit of human achievement.

The example DLs and distance listed here are calculated for creatures of average human weight and height: between 100–250 lbs., and between 5–7 feet. Characters who are much smaller or much bigger should take into account their own weight (e.g. an elephant weighing 6 tons should be able to break down a portcullis that a single human cannot), and their own height (e.g. a lemur should only be able to throw a marble so far).

Push/Pull/Lift

Your character may need to push, pull, or hoist a willing ally or other heavy object. The heavier the thing, the higher the DL. During combat, using your brawn to move an object or willing creature takes 3 AP.

Generally speaking, a character should be able to briefly lift its own weight from the ground with a DL 10, twice its weight at DL 20, and three times its weight at DL 30. If lifting from beneath an object, DL 10 is 150% of its weight, DL 20 is three times its weight, and DL 30 is 450% its weight. A character attempting to regularly lift more than its own weight has to be concerned about the stress it puts on the body — especially to the skeleton and internal organs.

For example, Nox the human knight is a huge, well-built soldier, weighing 300 lbs. Thus, if he rolls a Might of 30, he can pick up 900 pounds from the ground. (For perspective, a world record for dead lift is about 1,000 pounds). If he gets beneath the object and lifts with his whole body, he can pick up 1,350 lbs (a world record for squat is over 1,200 pounds).

Trying to carry a very heavy object for more than a few moments requires a Stamina check.

Throwing

Your character may need to throw a weapon to a comrade or a bomb to an enemy. The result of the roll determines the distance you can throw the weight. Throwing objects in combat takes 3 AP.

For a light-weight object that can fit in the hand (an apple, a baseball, a dagger), the result of the roll times 15 should be the number of feet the object is thrown. Thus, if a character rolls a 30, the object can be thrown 450 feet.

If you have a relatively light object (20 pounds or less) and a good amount of momentum, the result of the roll times 10 should be the number of feet thrown. A traditional Olympic games hammer weighs 16 pounds. An Olympic javelin weighs just under 2 pounds. Thus, if a character rolls a 30, they can toss either 300 feet (for perspective, a world record for the hammer throw is about 285 feet, the javelin throw 297 feet).

A shot put weighs the same as the hammer, but it gets much less momentum. For a toss with less momentum, the roll times 3 should equal the number of feet thrown. Thus, if a character rolls a 30, they can toss a 16 pound shot 90 feet. (For perspective, a world record for the shot put is about 76 feet).

Obviously, a heavy object can be thrown much shorter a distance. For a 60 pound object, the result of the roll should be the number of feet thrown. Thus, if a character rolls a 30, they can toss a 60 pound weight 30 feet. (For perspective, a world record for throwing a 56 pound weight is 36 feet).

Breaking In or Out

You can roll a Might check to escape another creature's Grab. See the "Grabbing" entry in the Tactics section of Chapter 10: Combat. Using Might to escape from a Grab takes 3 AP. To try to pin you down, your opponent rolls a Grip check. If your Might check meets or exceeds their Grip, you're free of the Grab.

When creatures of different sizes make opposed rolls involving Grip or Might, each should add its Size Muscle Bonus. As noted in the Size table in Chapter 4: Life and Death, a creature's Muscle Bonus is its Size × 5. Thus, firnoy have a penalty of −5 and kulgeris have a bonus of +5. This modifier should only be included when those rolling have different Size scores.

You can also try to escape rope bonds, chains and a lock, or a set of manacles. In this case, you're rolling against either the DL of the manacles or lock, or the Craft check of the character who tied you up. Escaping bonds takes 3 AP.

A Might check can also be used to pry open chests, bash open doors, and the like. The DL here deals with the solidness or fortitude of the object in question. A thin glass window might be DL 5, and the iron door to your cell might be DL 30. Creatures should include their Size Muscle Bonus in this roll if the object is meant for a creature of a different Size.

If you try to pickpocket someone, they roll a Perception check against your Thievery check. If they spot you, they get a chance to hold onto their item. You make a Might check and they make a Grip check. The victor receives the item.

Dealing Damage

You roll a Might check to deal damage to creatures and objects during combat. See the "Using a weapon" entry in the Attacking section of Chapter 10: Combat. Each weapon has its own AP cost and its own bonus to the Damage Roll.

Ranged weapons with a firing mechanism like bows, crossbows, and firearms do not allow you to include your Muscle score nor ranks in Might nor Size Muscle Bonus. It's just the dice roll plus the weapon's Harm.

In addition to weapon damage, Might can be used for many different things in combat, like Slamming, Tripping, and throwing a creature you have in a Grab. See the Tactics section of Chapter 10: Combat.