Might
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.
Contents
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.
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).
Throwing
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.
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 Objects
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.
Example | DL |
---|---|
A simple wooden door | 10 |
A standard wooden door | 15 |
A reinforced wooden door | 20 |
Rope bonds | 25 |
Chain bonds | 30 |
Iron bars, a metal or stone door | 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).
Opposed Rolls
Might can be used when two characters are vying for the same object or against each other (for instance, arm wrestling, trying to pry a knife away from a madman, to escape from a Grab, etc). Competing for an object calls for opposed Might rolls. Escaping a Grab is opposed by the attacker's Grip check.
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.
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.