Might

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MIGHT STR




Your physical prowess is even more formidable than might otherwise be apparent. You're capable of extreme feats of strength involving sustained application of force, such as lifting, bursting bonds, or holding something fast.

Contents

Use

Break Through

Sustained force can be used to achieve impressive results in terms of breaking down a stuck door or even bending iron bars. For two actions, you may attempt to use Might to damage an inanimate object or a helpless creature through the sheer force your muscles can exert. Essentially, you automatically hit on your attack against the target and may use your Might check in place of your normal unarmed damage roll. See Damaging Objects for details on destroying objects.

Burst Bonds

A common trick for extremely strong characters is to simply break free of the bonds holding them, rather than trying to slip away. You can use your Might check to recover from any effect which binds you in place, such as an Inflict FX that reduces you movement with magic chains.

Lifting and Carrying

Rather than a certain strength enabling you to lift a certain load, different objects require a Mighty Check to lift and move. Essentially, an object’s weight is abstracted to a Might Check DC. Rolls 1d20 + Might. How easily a character can move an object is determined by how well he or she rolls. Sample DCs for lifting and carrying objects is given on Table 3.Xa. The examples given are most fitting for a modern game, but they serve as good benchmarks for estimating the weights of objects in future or past games as well (as people are inherently more familiar with modern objects, after all).

Throwing

Characters can throw any object they can lift, up to a heavy load. (You cannot throw an extreme load, only drop it adjacent to you.) Picking up an object is a one action, while throwing it is one action, so it’s possible to pick up and throw an object in one round.

The distance you can throw an object is based on its weight. You can throw your heavy load 5 feet without any check. To throw an object farther, make a ranged attack. Light loads have a range increment of 20 feet. Medium loads have a range increment of 10 feet. Heavy loads have a range increment of 5 feet. Extreme loads cannot be thrown. If your ranged attack roll misses, your thrown object falls short of the target.

Pushing or Dragging

If you are only attempting to push or drag an object, you gain a +2 bonus to your Might check to move it.

TABLE 3.X: LIFTING AND CARRYING
Might Check... Load Dodge PenaltyCheck Penalty Speed All-Out Move
SucceedsLight load00Normalx4
FailsMedium load-3-32/3x4
Fails by 5 or moreHeavy load-6-62/3x2
Fails by 10 or moreExtreme loadDenied Dodge5ft Step
Fails by 15 or moreCannot be moved
TABLE 3.X2: LIFTING AND CARRYING
DC

Weight

Example
DC
Weight
Example
15
200
Manhole Cover, Adult Male
38
80k
Bull dozer, Fire truck
16
300
Small Piano, Heavy Adult
39
95k
Fully-Loaded Wide-Load Trailer
17
400
Piano, Full drum of oil, Bear, Gorilla, Lion, Tiger
40
110k
Tank
18
500
Empty dumpster, Alligator, Crocodile, Grizzly Bear
41
170k
Crane, Typical water tower 125' tall
19
700
Racing Motorcycle
42
240k
Space shuttle, 200’ Radio Tower, Locomotive Engine, Full railroad Boxcar
20
800
Motorcycle
43
360k
Empty giant mining dump-truck
21
1000
Telephone pole
44
450k
Large plane, Titan II rocket, Statue of Liberty
22
1300
Sailboat
45
800k
Hydro-electric generator, Trawler, Full giant mining truck
23
1800
Moving trailer
46
1.3mil
Giant crane, Full water tower, 1000' Radio tower
24
2600
Medium missile, Full dumpster
47
1.6mil
Giant mining excavator
25
3500
Empty 20' propane tank, Car, Large missile
48
1.7mil
Drilling rig
26
5000
Granite monument, Rhinoceros, Small forklift, Empty 20' metal cargo container, Large meteor
49
2mil

27
6000
10' Jersey Barrier
50
3.5mil
Small bridge
28
7000
Truck, Limo, Hippopotamus
51
4mil

29
9000
Empty 40' metal cargo container
52
5.5mil

30
13k
Elephant, Small jet, Combat helicopter, School bus, Empty semi trailer
53
7mil
Military tugboat
31
17k
Howitzer, 'Twinkie' Travel trailer, Semi tractor, Full 20’ propane tanker
54
10mil

32
26k
Empty armored car, Jet fighter, Subway car
55
14mil
Eiffel tower, Destroyer, Large submarine
33
30k
Motor Home RV, Full armored car
56
20mil
Battleship
34
40k
Mobile home, City bus, Blue whale
57
27.5mil
Freighter (unloaded)
35
55k
Infantry fighting vehicle, Full 20' metal cargo container
58
30mil
Naval Command Ship
36
63k
Empty railroad boxcar, Full 40' metal cargo container, Full semi trailer
59
45mil
Amphibious Transport Dock Ship
37
70k
Full 7-Axel Semi-Trailer
60
55mil
Freighter (loaded), Cruiser, Large bridge
The DC to stop a falling object is +5
The DC to stop a moving object is +1 for every rank of speed it is using
The DC to push or drag an object is reduced by -2, -5 of the object has wheels or rollers

Action

Breaking through takes two actions. Bursting bonds usually takes one action, though it might vary depending on the effect causing it (see the individual effect for details). It takes one action per attempt to lift or carry an object, and another, separate action to throw it (though it takes no action to drop a held object).

Special

By default, you cannot purchase ranks in Might directly. Instead, character need to purchase ranks in the Enhanced (Trait) FX.

Image:options.gifOption: Might and Human Characters

The increased ability to lift heavy objects and overpower others is usually covered well by simply having an improved Strength score, which adds to Might checks. Might, like Toughness and Recovery, are really meant to represent strength and durability which are just beyond normal human capability. For most games, it is appropriate that ranks in these skills only be available if bought via the Enhanced (Trait) FX.

d20 Advanced: Part I
Chapter I: The Basics What is d20 Advanced? | The Basics | Gameplay | Hero Dice | Character Points | Details & Characteristics | Drawbacks
Chapter II: Abilities Generating Ability Scores | The Abilities | Altering Ability Scores | Movement | Size
Chapter III: Skills Skill Basics | How Skills Work | Skill Descriptions | Combat Skills | Resistances | Creating Skills
Chapter IV: Feats Acquiring Feats | Feat Descriptions | Fighting Styles | Creating Feats
Chapter V: FX FX Components | FX Types | Using FX | Noticing FX | Countering FX | FX Descriptions | FX Feats | FX Modifiers | Extras | Flaws | FX Drawbacks | Drawback Descriptions | FX Structures | Creating FX | Improving and Adding FX
Chapter VI: Gear Equipment | General Equipment | Weapons | Armor | Vehicles | Structures | Devices | Constructs | Wealth
Part I: Characters | Part II: Action | Part III: Running the Game

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