MIGHT
Contents
DISCRIPTION
This Dominion encompasses the divine might of the Gods. It is supreme raw physical power, allowing those Avatars with Divine Strength to utterly overwhelm their lessers by force of arms, accomplish deeds of impossible strength, or show up any gym rat who dares try to out lift them.
INTRODUCTION
In essence, MIGHT, is a supernatural reflection of the Strength attribute and pairs with it in most rolls. It grants automatic successes in all rolls of combined attributes and abilities, save where the requisite ability is absent. Most often, this pairing will be with athletics, but if a character were to have a zero athletics then that character would be unable to utilize their MIGHT and that character would have to rely on mundane strength to accomplish their goals.
INNATE POWERS
You have +1 bonus dice for purposes of lifting, breaking, or carrying large objects. You can use Strength in place of Charisma for intimidation, seduction, or building bonds of camaraderie.
DISCOVERY
As the number of automatic successes available to a Avatar with MIGHT increases, so too does the distance over or across which he can jump. One dot of MIGHT adds one to his or her Strength for purposes of determining jumping distance, two dots adds two, and having three dots of MIGHT adds four to the character’s mundane Strength for that calculation.(See: Avatar: Movement) The same goes for objects the Avatar throws as a feat of strength. The distance he or she can throw a heavy object is affected by MIGHT the same way the distance he can jump is. The distance an Avatar can throw an object that doesn’t require a feat of strength, such as a baseball or a normal-sized throwing weapon, increases dramatically. The first dot the Avatar has in MIGHT doubles the listed Range of that thrown object. The next dot doubles that value again. The third dot doubles that new value yet again. As a result, an Avatar with two dots of MIGHT can throw a normal-sized object four times as far as he could without MIGHT; one with three dots can throw it eight times as far.
MIGHT also adds to the amount of weight a Avatar can lift. When a Avatar attempts to lift something heavy as a feat of strength, first compare his mundane (Strength + Athletics) total to the number on the Avatar: Feats of Strength Table. The character’s dots of MIGHT then increase that limit by ever-increasing amounts as seen on the following chart under Powers.
POWERS OF MIGHT
MIGHT Rating | Additional Weight Allowance |
---|---|
● | +500 lbs. |
●● | +1,000 lbs. |
●●● | +2,000 lbs. |
●●●● | +10,000 pounds (five tons) |
●●●●● | +50,000 pounds (25 tons) |
●●●●●● | +10 Tons. |
●●●●●●● | +20 Tons. |
●●●●●●●● | +40 Tons. |
●●●●●●●●● | +80 Tons. |
●●●●●●●●●● | +200 Tons. |
●●●●●●●●●●● | ?? |
●●●●●●●●●●●● | ?? |
Bear in mind that the additional weight listed on this table represents the total additional weight a Avatar can lift, as added to the base amount he can lift without MIGHT. For example, if a Avatar has five dots of Strength and three dots of Athletics, he can lift 800 pounds. If he has one dot of MIGHT, he adds 500 pounds to that amount. If he has two dots or three, though, he adds only 1,000 or 2,000 pounds (respectively) to the base 800 pounds. If this character has three dots of MIGHT, the total value he can lift is 2,800 pounds.
Effects
Dots | Effects |
---|---|
● | Adds one automatic success to Strength rolls, as well as one extra yard to jumping or feat-of-strength throwing base distances. Doubles the Range of a normal thrown item. Adds 500 lbs. to base lifting capacity. |
●● | Adds two automatic successes to Strength rolls, as well as two extra yards to jumping or feat-of-strength throwing base distances. Quadruples the Range of a normal thrown item. Adds 1,000 lbs. to base lifting capacity. |
●●● | Adds four automatic successes to Strength rolls, as well as four extra yards to jumping or feat-of-strength throwing base distances. Multiplies the Range of a normal thrown item by eight. Adds 2,000 lbs. to base lifting capacity. |
●●●● | Adds seven bonus successes to Strength-based rolls, as well as seven extra yards to vertical leap or feat-of-strength throwing distances. Multiplies the Range of a normal thrown item by 40. Adds 10,000 pounds (five tons) to base lifting capacity. |
●●●●● | Adds 11 bonus successes to Strength-based rolls, as well as 11 extra yards to vertical leap or feat-of-strength throwing distances. Multiplies the Range of a normal thrown item by 200. Adds 50,000 pounds (25 tons) to base lifting capacity. |
●●●●●● | Adds 16 bonus successes to
Strength-based rolls, as well as 16 extra yards to vertical leap or feat- of-strength throwing distances. Multiplies the Range of a normal thrown item by 1,000. Adds 250,000 pounds (125 tons) to base lifting capacity. |
●●●●●●● | Adds 22 bonus successes to
Strength-based rolls, as well as 22 extra yards to vertical leap or feat- of-strength throwing distances. Multiplies the Range of a normal thrown item by 5,000. Adds 1,250,000 pounds (625 tons) to base lifting capacity. |
●●●●●●●● | Adds 29 bonus successes to
Strength-based rolls, as well as 29 extra yards to vertical leap or feat-of-strength throwing distances. Multiplies the Range of a normal thrown item by 50,000. Adds 12,500,000 pounds (6,250 tons) to base lifting capacity. |
●●●●●●●●● | Adds 37 bonus successes to
Strength-based rolls, as well as 37 extra yards to vertical leap or feat- of-strength throwing distances. Multiplies the Range of a normal thrown item by 500,000. Adds 125,000,000 pounds (62,500 tons) to base lifting capacity. |
●●●●●●●●●● | Adds 46 bonus successes to
Strength-based rolls, as well as 46 extra yards to vertical leap or feat-of-strength throwing distances. Multiplies the Range of a normal thrown item by 5,000,000. Adds 1,250,000,000 pounds (625,000 tons) to base lifting capacity. |
●●●●●●●●●●● | ?? |
●●●●●●●●●●●● | ?? |
DIVINE FLAIRS
The sheer overwhelming force of MIGHT and the straight-up mechanical effects the dots provide are not their only benefits. MIGHT also grants an Avatar a number of godlike feats known as Flairs. Flairs of Might concern acts of athleticism, combat and feats of strength - naturally. Avatars can take one free Flair upon purchasing MIGHT and may purchase further Flairs on each odd rating (1,3,5,7,9,11). (In game, these Flairs develop naturally as the character’s capabilities increase. The character himself does not choose them.) Players may purchase Divine Flairs for only those Divine Attributes that character actually has.
Divinity ● to ●●● Flairs
Divinity ●●●● to ●●●●●●● Flairs
- ~ Divine Grapple
- ~ [[]]
- ~ [[]]
- ~ [[]]
- ~ Ruinous Might
Divinity ●●●●●●●● to ●●●●●●●●●● Flairs
- ~ [[]]
- ~ [[]]
- ~ [[]]
- ~ [[]]
- ~ [[]]
EPIC LIFTING
As a Avatar’s power grows, the sheer size of what they can lift increases rapidly. The merry laws of physics dictate that a human-sized body lacks the leverage to lift large, ungainly objects and that trying to do so would likely succeed in tearing the object apart or making it break under its own ill-supported weight. Yet, due to little-understood properties of the interactions between physical matter and the metaphysical power of a Avatar’s Divinity, that doesn’t happen when a Avatar with MIGHT lifts a large object. It’s unknown which of the Gods wrote this signing statement onto the laws of physics, but it hasn’t proven to be much of a bone of contention among Avatars. Those who recognize it are thankful for what they can get away with; those who don’t aren’t inclined to question it in the first place.
(Besides, which would you rather do, tear the bumper off an abandoned car and wale on a gang of rogue spartoi with it, or pick up the car and scatter them like crows?)