MIGHT

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DIVINE ATTRIBUTES ~&~ DOMINIONS

Discription

This Dominion encompasses the divine might of the Gods. It is supreme raw physical power, allowing those Scions with Epic 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 Power

You have +1 bonus 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

MIGHT Rating Additional Weight Allowance
+500 lbs.
●● +1,000 lbs.
●●● +2,000 lbs.
●●●● +2 Tons.
●●●●● +5 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.
●●●●
●●●●●
●●●●●●
●●●●●●●
●●●●●●●●
●●●●●●●●●
●●●●●●●●●●
●●●●●●●●●●● ??
●●●●●●●●●●●● ??

Perigee Powers

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