Performs Feats of Strength
A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.
Genre themes: fighter (fantasy), athlete (real world, science fiction), brick (superhero)
GM intrusions: It's easy to break delicate things or hurt someone accidentally.
Tier 1
Always Mighty: Every time you use a recovery, if your Might Pool isn't already full, you get 1 extra point to restore to your Might Pool. You can select this ability up to three times. Enabler.
Hitting Harder: You inflict an additional 1 damage with unarmed attacks. Enabler.
Inspiring Display (2 Might): After succeeding at a task that depends on brute force (such as smashing down a barred door, tearing open a locked container, lifting or moving a heavy object, or striking someone with a melee weapon), choose an ally who saw you. A chosen PC regains 2 points to a Pool of their choice; a chosen NPC regains 2 health. Enabler.
Tier 2
Desperate Feat: While you have at least one moderate or major wound, you add +1 Edge to the Pool of your choice. Enabler.
Feat of Strength (1 Might): Your physical action is impressive, inspiring an ally or intimidating a foe. After succeeding at a task that depends on brute force (such as smashing down a barred door, tearing open a locked container, lifting or moving a heavy object, or striking someone with a melee weapon), choose a creature who saw you succeed. If they are an ally, you ease their next task. If they are a foe, you can either hinder one of their tasks on their next turn or immediately attempt an eased intimidation task against them. Enabler.
Naturally Strong (2+ Might): When you roll on a task to carry, climb, jump, or smash, and your roll is less than a 9, treat the roll as a 9. (This means you don't get a GM intrusion if you roll a 1.) This ability renews when you take a recovery. Effort: Increase the minimum number rolled for this ability by 3. At tier 3, the minimum number rolled for this ability increases to 12. Enabler.
Tier 3
Deep Reserves: When others are exhausted, you can push through. You can transfer up to 6 points among your Pools in any combination, at a rate of 1 point per round. For example, you could transfer 3 points of Speed to Might and 3 points of Intellect to Might, which would take a total of six rounds. This ability renews when you make a ten-hour recovery. Action.
Iron Fist: You inflict an additional 3 damage with unarmed attacks. Enabler.
Tier 4
Amazing Strength: When you use Effort from your Might Pool on a noncombat task, you get a free level of Effort on that task. Enabler.
Throw (2 Might): When your unarmed attack damages a creature of your size or smaller, you throw that creature 1d20 feet away from you. The creature lands prone. Enabler.
Tier 5
Brute Strike (4 Might): When you hit with a Might attack, you deal an additional 6 damage. You can't use this ability in two consecutive rounds. Enabler.
Tier 6
Brute Squad (8 Might): You can perform two Might tasks on this turn, one with your normal action and one with an extra action. For example, you could make a melee attack and smash open a door, throw a heavy couch and jump over a wall, or make two melee attacks. Enabler.
Jump Attack (5+ Might): You jump up to 4 feet (1 m) into the air and make a melee attack against a foe on the way up or down. If you hit, you inflict damage and can attempt a difficulty 4 Might roll to inflict an additional 4 damage and knock them prone. Effort: Add 2 feet to the jump height and an additional 2 damage to the attack (whether or not you knock the target prone). Action.