Trace: might_moves

Might Moves

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Might Moves

Battle Cry

When you cry out a taunt or terrify to your enemies in Near range. Roll+Might.
10+: You have their full attention now, and while you do, one of these effects apply (your choice): 7–9: Only a few (the weakest or most foolhardy among them) fall prey to your taunting and thus the effect.

  • Taunt: They treat you as the most obvious threat to be dealt with and ignore your companions.
  • Attract: They will want to fuck you instead of kill you, if you're their type.
  • Rejuvenate: Recover 1d3+1 HP, doubled on a 10+.
  • Embolden: You deal +2 damage against them for three turns.

Related Skills:

Still Waiting
Battle Cry: You may use Taunt in combination with another option.

Petrifying Visage
Battle Cry: 10+: Additional Option: Your enemies halt their advance toward or away from you for a moment.

Rally Cry
Battle Cry: Additional Option: You and your allies do +2 damage while outnumbered.

Vengeful Cry
Battle Cry: Additional Option: You and your allies deal +1d4 damage when attacking someone who just attacked you once per ally.

Steadfast Cry
Battle Cry: Additional Option: You and your allies gain +1 armor while outnumbered.

Deafening Cry
Battle Cry: Additional Option: Silence both friend and foe in Near range for one turn.

Blood Magic

Manipulate the blood of others and strike an enemy. Roll+Might.
10+: Deal your damage to the target and choose 2.
7-9: Deal your damage to the target and choose 1.

  • Boil: Give them +1 damage (stacking twice)
  • Venom: Deal 1d4 damage to them, ignoring armor.
  • Intoxify: Inflict a debility or +1 hold of Lust at the GM's discretion.
  • Stir: Heal someone in near range for +1d4

Perks

Blood Splatter
Blood Magic: 10+: You can name an additional target in melee range to suffer your wrath.

Dark Harvest
Blood Magic: When you defeat an enemy using Blood Magic, you can recover +1d4 health.

Purify
Blood Magic: 10+: Additional Option: Remove a debility from yourself or an ally.

Transfusion
Blood Magic: Additional Option: Name a willing source and target and roll 1d6. Take half of that number from the source's HP and restore the full number to the target's HP.

Vampire Blade
When you deal damage by any means to something that can bleed, gain 1 HP. If dealing damage would already grant HP, add this to the sum.

Venomous Bite
Blood Magic: Using Venom also recovers an equal amount of your health once per target.

Berserk

Focus your anger, rage and hatred into force. Roll+Might.
10+: Hold 3.
7-9: Hold 2.

While you hold onto your rage, you take 50% more damage. Your rage will fade when combat ends or you consume all of your holds.
You may use your holds before using a move to:

  • Smash: Do 25% more damage on an attack or other move. (Stacking twice)
  • Push: Temporarily ignore standing debilities and ailments for a move or roll.
  • Sweep: Turn a targeted melee move into one that hits all targets in melee range.

Perks

Willpower
Berserk: You may roll Berserk to escape mind control, but must roll -1 and will have -1 hold on your escape from it.

Brute Force
Berserk: Additional Option: Knock down an enemy.

A Pounding
Berserk: Additional Option: Take +1 forward when using a sexual move.

Thick Skinned
Berserk: Incoming damage penalty is 25% instead of 50%

Hard Strike
Berserk: Additional Option: (Two holds) Damage, or completely remove a target's armor.

Last Push
Berserk: Take +1 hold in exchange for Restricting Berserk until combat ends.

Death From Above

Using physio-magical forces, jump to impossible heights and attack a target from above. When you drop in on a target someone from high above. Roll+Might and your damage.
10+: Deal your damage and choose 2.
7-9: Deal your damage and choose 1.

  • Deal +25% damage.
  • Your jump is too fast for anyone to react on your way up.
  • Your impact catches the enemy off guard, and they can't attack you this turn.
  • Your impact knocks the enemy down.
  • Your impact knocks the enemy away somewhere in near range.
  • Your impact pins the enemy beneath you, but leaves you exposed to counterattack.
  • Your use the momentum to land in Near range of your choice before they can react.

Perks

Crestfallen
Death From Above: Additional Option: Silence the enemy for one turn by knocking the wind out of them.

Double Jump
Death From Above: Additional Option: Instead of a target, jump to a very, very high place.

High Jump
Death From Above: Always deal +25% damage without taking the option.

Landing Zone
Death From Above: Do 50% of your damage to a second target in Melee range of the first.

Rappel
Death From Above: Your jumps don't necessarily need to go up, and you can propel from a wall or vertical surface instead.

Springboard
Death From Above: You can deal 50% of your damage to an enemy and use them as a source of initial momentum to target another.

Intimidate

To impose your will on another target in near range through sheer force or threat thereof, roll+Might.
10+: Gain 1d4 hold.
7-9: Gain 1d4 hold, lose it when the target takes damage.

Spend your hold at any time to make them do one of the following:

  • Speak a few words of your choice.
  • Give you something they hold besides their weapon.
  • Truthfully answer a question that does not immediately endanger them.
  • To halt a retreat or movement towards something.

Perks

Advanced Interrogation
Intimidate: If in melee range, you may also deal your damage to the enemy when using Intimidate once without losing holds.

Big Bully
Intimidate: Additional Option: Parley with Might instead of Charm.

Forced Surrender
Intimidate: Additional Option: Force the enemy to hand over or drop a weapon.

Get Over Here
Intimidate: Additional Option: Command the enemy to come closer to you at a cost of one hold per range .

Human Shield
Intimidate: Additional Option: While the target is in melee range, spend one hold to make them take damage that you would.

You're Next
Intimidate: Additional Option: The ally who's turn follows yours takes +1 forward if acting offensively against your target.

Elemental Breath

When taking this skill, assign two basic elements (wind, fire, earth, water, ice or electricity).

You can harness the power of the elements <element> or <element> through sheer force of will.
Target one enemy in near range for 2d5+Might elemental damage, name the element and Roll+Might.
Target multiple enemies in near range for 1d8+Might elemental damage, name the element and Roll+Might.
10+: You breathe fear into the lungs of your enemies.
7-9: You do your damage, but choose one:

  • You do 1d5 non-fatal damage to yourself.
  • You suffer a debility.
  • You're reckless and hit someone or something you didn't mean to.

Perks

Deep Breath
Elemental Breath: Restrict 1d2 turns or take a debility to: 7-9: Add +1d5 damage. 10+: Add 50% more damage

Healing Breath
Elemental Breath: You can heal your targets for 1d4 on multiple targets and 1d6 fora single target.

Sweet Breath
Elemental Breath: Instead of dealing elemental damage, deal 1d5 stacks of Lust against your targets.

Rainbow Breath
Elemental Breath: You can harness an additional 2 elements.

Rainbow Breath II
Elemental Breath: You can harness an additional 2 elements.

Shallow Breath
Elemental Breath: You hold back. Take +1 Forward but do no damage and only apply elemental effects. 7-9 only Restricts Elemental Breath 1 turn.

Forceful Technique

Choose one or more enemies in your weapon's range and an effect.
Using a medium melee weapon: Choose up to 2 effects, Roll+Might.
Using a slow melee weapon: Choose up to 3, Roll+Might.

  • You leave the enemy stunned or dazed, distracting them for moments.
  • You knock the enemy over or quite a ways back, forcefully, leaving them prone.
  • You shatter the enemy's lesser enchantments, or weaken a greater enchantment.
  • You disrupt the enemy's magic, significantly weakening or interrupting their cast.
  • You sunder the enemy's protection, reducing their armor by 2.

10+: Deal your damage and apply the effects. Forceful Technique is Restricted 2 turns.
7-9: Deal half your damage and apply the effects. Forceful Technique is Restricted 3 turns.

Perks

Heavy Hitter
Forceful Technique: 7+ Restrict an additional turn to deal full damage.

Masterful Technique
Forceful Technique: Restricted -1 turn.

Ring Out
Forceful Technique: Restrict an additional turn to push a single enemy from melee to near range when knocking them back.

Shield Bash
Forceful Technique: If using a shield, you can choose three effects even if using a Medium speed melee weapon.

Think Twice
Forceful Technique: Additional Option: Hit the enemy so hard they hesitate, making their attacks one speed slower.

Team Takedown
Forceful Technique: Restrict an additional turn and name a teammate, they take +1 forward if they use Attack.

Martial Arts

When you fight using unarmed martial arts, name your target and Roll+Might.
10+: Deal Unarmed+Unarmed damage to your enemy.
7-9: Choose 1.

  • Deal Unarmed+Might damage to your enemy.
  • Deal Unarmed+Unarmed but suffer a debility chosen by the GM.
  • Deal Unarmed+Unarmed but Martial Arts is restricted 3 turns.
  • Deal Unarmed+Unarmed but take 1d5 damage, ignoring armor.

Martial Arts is considered equivalent to Attack, and gains all of it's benefits. Unarmed as written above is your Unarmed damage, including modifiers and weapons which enhance it.

Perks

Close Quarters
Martial Arts: Do one less Unarmed to disarm your opponent.

Over and Out
Martial Arts: Do one less Unarmed to topple an enemy a bit bigger than you and pin them. You may pass your turn to keep them there once.

Thrower
Martial Arts: Do one less Unarmed to throw an enemy into either somewhere in Near range or another enemy in Melee range for 1d6 damage.

Footwork
Martial Arts: 7-9: Add +1d5 damage, but Martial Arts is restricted 1 turn. 10+: Add +1d5 damage.

Stunner
Martial Arts: Do one less Unarmed damage to Stun your enemy.

Counterstance
Martial Arts: Do one less Unarmed to avoid an incoming attack.

Power Throw

Pick up something large with all of your strength, choose somewhere within Near or Long (take -2) to throw it and Roll+Might.
10+ Choose 3.
7-9: Choose 2.

  • You let your thrown object land completely unharmed
  • You don't draw unwelcome attention or put yourself in a spot
  • You cause the thrown object to land exactly where you want it to
  • The impact deals your Primary weapon's damage to the target.

Perks

Hail Marrier
Power Throw: You can throw Long range without taking -2.

Major League
Power Throw: Additional Option: Add 50% to your impact damage.

Et Tu
Power Throw: You can throw a person or sedated/bound enemy. You can throw a resisting enemy by rolling -2.

Throwing Bowlders
Power Throw: Additional Option: You knock down targets in Melee range.

Bruiser
Power Throw: Additional Option: Affected targets to take an additional +1d4 damage if damage is dealt to them within 2 turns.

Impactful Presentation
Power Throw: Using Power Throw will either impress or intimidate those who saw it or it's effects, gaining you or an ally +1 on a social skill with them, one per witness.

Protector

Attempt to stop an enemy in melee range from attacking someone besides you, Roll+Might.
You may use Protector in response to an enemy attack on a target ally or NPC, but doing so consumes your next turn.
10+: The move is cancelled or blocked,
7-9: You intercept and take the assault, but at half damage or a weakened effect.

Perks

Bodyguard Dive
Protector: Protector can be used on allies in melee range who are the target of a ranged or magical attack.

Lineman
Protector: 10+: When using protector in Melee range, you may knock the enemy or target player into Near range.

Jockey!
Protector: 7: Restrict Protector 1 turn to give your ally +1 forward if they use Attack.

Not You
Protector: 6-: 1/Combat you can take the full weight of a blow directed at an ally in Melee range.

Hard Block
Protector: 7+: When the attacker is in Melee range of you, deal half of your Primary weapon's damage to them. 10+: Full.

Headcrusher
Protector: 10+: You inflict Amnesia on your opponent for 1 turn.

Juggernaut

Barge, smash, and/or leap your way through enemies or an obstacle. Roll+Might.
10: You've smashed or broken the obstacles.
7–9: You've smashed or moved your way past the obstacles, but choose one:

  • You draw unwelcome attention
  • You are injured by the impact.
  • You cause immense collateral damage, possibly to your own goods.

Before the roll, you may declare you're going All Out. If so, you also deal your damage to an enemy in your way, but are exposed to their retaliation.

Perks

Bull
Juggernaut: When used through a crowd or enemies, those affected will be tossed somewhere in Near range. If only one single enemy is hit, they are tossed somewhere in near range and take 1d4 damage.

A Chair Is Fine Too
You can always ask the GM what you can use as a weapon, and use it! The damage is not likely not better than your average slow weapon, but you might get lucky!

Smashing!
Attack: You can destroy a weapon you're using to deal +1d4 damage with it.

Gunshow
Juggernaut: 10+: Recover 2 HP or deal +1d6 damage if you use Attack on your next turn. If you dealt damage to an enemy in your way, apply that bonus against them instead.

Reckless Endangerment
Juggernaut: 7+: You may take an additional 7-9 option in exchange for gaining 2 HP or dealing 1d6 damage to an enemy in your path or at your destination.

Tackle
Juggernaut; 10+: If you charged through a group or toward a single enemy, you may pin them to the ground at the end.

Regeneration

To focus your energy on recovering more quickly 1/Combat, roll Might.
10+: Choose 2.
7-9: Choose 1 and take a debility of the GM's choice.

  • Recover 2d5+3 HP split evenly over the next 4 turns.
  • Remove a single level of a debility of your choice.
  • You regain missing lesser appendages, like a few digits.
  • You are healed of a crippling injury (like a broken arm).

Recovering takes 4 turns. You cannot use Regenerate again during this time. Using regeneration consumes your turn, but you may act while regenerating.

Perks

Improved Regen
Regenerate: 10+: Recover 2d7+3. 12+: Recover 3d5+3.

Full Regeneration
You can regenerate an appendage such as a hand or if you have enough time, you can regain an entire extremity, such as an arm or leg. This can also be used to regenerate extreme injures, like every bone in your body being broken. Ask the GM how long it would take.

Metabolic Rush
Regenerate: You can use Regenerate 2/Combat.

Fast Regen
Regenerate: 7+: Regeneration takes 3 turns. 10+: 2.

Bloody Pool
If incoming damage would be a fatal blow, and you have less than 3 debilities, you can suffer a debility instead of taking damage.

Quick Recovery
When you use the Recover move (which takes about an hour), you may restore all of your HP instead of only half, or remove two debilities instead of only one.

Rock the Dragon

Focus your chi when using Medium or lighter armor. Roll+Might.
10+: Hold 3 and you may roll Attack immediately.
7-9: Hold 3, or hold 2 and you may roll Attack immediately.

  • Recover 1d4 HP
  • Add +1d4 damage.
  • Deal half of your damage to another target within Melee range.
  • Move to another target within Near range.

One hold can be spent immediately after using another move successfully. Holds are removed when combat ends or Rock The Dragon is re-rolled.
Rock the Dragon may be used wherever Attack is specified, gaining any benefits specified for it (such as +1 Forward). If the benefit cannot apply it may be counted for a successful Attack roll, if it is used.

Perks

Dragons Forever
Rock The Dragon: Roll 1d4+2 instead of 1d4 where specified.

Fatal Contact
Rock The Dragon: When you defeat an enemy while spending a hold, gain one hold.

Drunken Master
Rock The Dragon: Hold +1.

Way of the Dragon
Rock The Dragon: You may use any move after rolling, not just Attack.

Warriors Two
Rock The Dragon: Additional Option: Roll your damage again and use that instead.

Unleashed
Rock The Dragon: Additional Option: Blast an enemy in Near range with your chi for half your damage.

Shake the Earth

While using a slow weapon, strike the earth to change the very ground you stand on. Roll+Might.
10+: Choose 2:
7-9: Choose 1:

  • Deal your melee damage to everyone within Melee range besides you, including allies.
  • The ground is reshaped to your will.
  • Anyone within Melee range of the location is dropped onto the ground prone.
  • Anything within Near range of the location is shook. Fragile things break, unsecured things fall over.
  • A target within Near range is trapped or mired, unable to move until they pry themselves out.
  • A target object or person is up-heaved, and moved to another location of your choice in Near range.

Perks

Controlled Catastrophe
Shake The Earth: You may exempt something from the consequences of your quake.

Legendary Quake
Shake The Earth: 10+: Choose three.

Aftershocks
Shake The Earth: You may repeat the options you chose on your next turn without rolling again, but cannot move from your position, and will be unable to prevent an incoming attack.

Rock Steady
When you are thrown back or knocked down forcefully, you gain 1 HP.

Rocks Fall
Shake The Earth: Additional Option: Deal your main-hand weapon damage to any targets within Melee range of a target area, friend and foe alike.

Deliverance
Shake The Earth: Additional Option: Deliver an enemy at an ally's feet, letting them take 1 forward if they use Attack.

Shield Up

Block a physical or physical-type magic attack using a shield. Roll+Might.
10: Choose 3.
7-9: Choose 2.

  • Discard a third of the damage from the attack (stacking).
  • Discard a third of the damage from the attack (stacking).
  • The enemy is worn down, inflicting them with one level of Feeble (Attack -1), max -2.
  • Deal damage with your primary weapon.
  • Suffer no effects from the attack.

Player armor is counted before damage reductions occur, not after.

Perks

Resolute
When your health is below 10, your shield gains 1 armor.

Immovable Object
Shield Up: Additional Option: Hold your position against an enemy knock-back or knock-down.

Magic Barrier
Shield Up: You may use Shield Up against magical attacks, but only the damage reduction and attack options.

Assault Shield
Add your Shields' armor rating to it's variable damage, and treat it like a dual-welded weapon when not using a defensive move.

Blowback
Shield Up: 10+: Additional option: Push the enemy out of melee range and into near range.

Perfect Shield
Shield Up: 10+: Additional option: Discard two thirds of the damage and Restrict Shield Up two turns.

Unbreakable

Brace for impact against non-magical, physical damage. Roll+Might.
10+: Choose 2:
7-9: Choose 1:

  • Reduce damage taken by half, rounding down.
  • Ignore the attacks additional effects besides damage.
  • Do your damage against the enemy.

Perks

Burdened
Carry Capacity +3.

Critical Moment
Unbreakable: Take +1 holds in exchange for Restricting 2 turns.

Hardy Constitution
Unbreakable: Additional Option: Convert an ailment of some kind into a debility of the GM's choice.

Last Hope
Unbreakable: If you have less than 5 HP, take +1 when using unbreakable. Maybe it'll help.

Mine Now
Unbreakable: 10+: Additional Option: Take the enemy's weapon from them.

Parrying
Gain +1 Armor if using only medium speed weapons.

1e/might_moves.txt · Last modified: 2021/07/30 13:51
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