Might Skill Examples #
Swordplay #
Swordplay is your proficiency in the art of using a sword. It’s not just about swinging a blade - it’s about precision, timing, stance, and understanding your opponent’s movements. With this skill, you can defend yourself, disarm opponents, and deliver powerful attacks.
When you engage in Swordplay, choose one of the following actions:
- [1] Use a rapid strike to attack a single opponent, causing 1d6 Damage Dice.
- [2] Launch a series of rapid strikes at a single opponent, causing 2d6 Damage Dice.
- [1] Unleash a wide, sweeping attack capable of striking up to 3 enemies in close proximity, causing 1d6 Damage Dice.
- [2] Unleash a wide, sweeping attack capable of striking up to 6 enemies in close proximity, causing 1d6 Damage Dice.
- [1] Parry an incoming attack, using your blade to deflect an opponent’s weapon.
- [1] Execute a feint, confusing your opponent and making your next attack cause a status effect (Distracted).
- [1] With a precise strike, aim to disarm your opponent, causing a status effect (Disarmed).
- [2] Perform an intricate sword dance that impresses or intimidates a large crowd.
Roll Mightd6 + Swordplayd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- Your actions draw additional attention to you or a member of the party.
- You misjudge your opponent’s capabilities, leading to an unexpected counterattack.
- Your skillful display inadvertently gives away some tactical or strategic information.
- The effort of your attack leaves you momentarily off-balance, presenting an opportunity to your adversaries.
- A crucial element of your gear (like your sword or armor) suffers some damage or wear, reducing its effectiveness until repaired.
On a Failure, the GM will decide a consequence based on how risky the action was.
Shield Bearing #
Shield Bearing demonstrates your proficiency and skill in handling a shield for both offensive and defensive maneuvers. A shield is not just a piece of defensive equipment – it’s a weapon, a strategic tool, and a lifeline in combat. With this skill, you can deflect attacks, bash enemies, protect your allies, and even use your shield to perform spectacular feats of athleticism.
When you engage in Shield Bearing, choose one of the following actions:
- [1] Adopt a defensive stance, using your shield to parry incoming attacks.
- [1] Perform a shield bash on a single opponent, causing 1d6 Damage Dice.
- [2] Execute a powerful shield slam on a single opponent, causing 2d6 Damage Dice.
- [1] Utilize your shield to protect up to 3 allies, giving them 1d6 Shielding Dice.
- [1] With a swift and calculated move, disarm an opponent with your shield, causing a status effect (Disarmed).
- [1] By angling your shield precisely, reflect light into an opponent’s eyes, causing a status effect (Distracted).
- [2] Perform a high-risk, high-reward maneuver such as a shield surf or a vault, impressing or intimidating others.
Roll Mightd6 + Shield Bearingd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- Your actions draw additional attention to you or a member of the party.
- You momentarily lose your footing, presenting an opportunity to your adversaries.
- The exertion of your actions leaves you temporarily vulnerable or fatigued.
- Your shield sustains damage, reducing its effectiveness until repaired.
- Despite your efforts, an ally takes some of the damage or suffers a minor setback.
On a Failure, the GM will decide a consequence based on how risky the action was.
Blacksmithing #
Blacksmithing is the skill of shaping and forging metal into functional or decorative forms. This could be creating weapons, armor, tools, or intricate pieces of art. As a blacksmith, you can repair equipment, enhance items, and even create entirely new pieces of exceptional quality.
When you engage in Blacksmithing, choose one of the following actions:
- [1] Repair a single item of gear, restoring its functionality and effectiveness.
- [2] Enhance a piece of gear, adding a minor benefit to its use.
- [1] Craft a simple item, such as a basic weapon or tool, from raw materials.
- [2] Craft a complex or artistic item, requiring a higher degree of skill and precision.
- [2] Modify a piece of gear, making it more suitable for a specific task or user.
- [1] Recycle or salvage metal from one item to use in another, conserving resources.
Roll Mightd6 + Blacksmithingd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- Your actions draw additional attention to you or a member of the party.
- The process takes longer than expected, consuming more time and possibly leading to other problems.
- You exhaust your supplies, requiring you to obtain more before you can continue blacksmithing.
- Your work is not quite as good as you hoped, leading to minor defects or shortcomings in the item.
- The effort of your work leaves you temporarily fatigued or strained.
On a Failure, the GM will decide a consequence based on how risky the action was.
Mining #
Mining is the extraction of valuable minerals or other geological materials from the earth. It involves searching for resources, digging and excavating, and ensuring the safety and stability of your mining operations. With this skill, you can locate valuable resources, excavate safe and efficient mines, and assess the value and utility of unearthed materials.
When you engage in Mining, choose one of the following actions:
- [1] Search for signs of valuable minerals or other resources in the area.
- [2] Excavate a small mine or tunnel, allowing for the extraction of resources.
- [1] Assess the stability of a mine or other underground structure.
- [3] Safely extract a large quantity of resources from a mine or deposit.
- [2] Analyze unearthed minerals or materials to determine their value and potential uses.
- [2] Implement safety measures or improvements to a mine, reducing the risk of accidents.
Roll Mightd6 + Miningd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- Your actions draw additional attention to you or a member of the party.
- Excavation or mining takes longer than expected, consuming more time and potentially leading to other complications.
- You exhaust your supplies, requiring you to obtain more before you can continue mining.
- The quality of the resources you extract is not as high as you hoped.
- The strenuous work leaves you temporarily fatigued or strained.
On a Failure, the GM will decide a consequence based on how risky the action was.
Spear Throwing #
Spear Throwing involves the effective use of a spear as a ranged weapon. This includes the precision of aim, judging distance, power, and timing. As an expert in spear throwing, you can hit distant targets, inflict significant damage, or use your spear to cause effects beyond just damage.
When you engage in Spear Throwing, choose one of the following actions:
- [1] Aim a precise throw at a single opponent, causing 1d6 Damage Dice.
- [2] With a powerful throw, target a single opponent for an intensified attack, causing 2d6 Damage Dice.
- [1] Throw your spear in such a way that it causes a status effect (Distracted) on the target due to the sudden surprise attack.
- [1] Toss your spear at an enemy’s legs with the intent to slow them down, causing a status effect (Slowed).
- [1] Attempt a difficult throw to disarm an opponent at distance, causing a status effect (Disarmed).
- [2] Skilfully throw the spear to strike a non-combat target from a distance (like hitting a button or a specific point on a wall).
Roll Mightd6 + Spear Throwingd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- Your actions draw additional attention to you or a member of the party.
- Retrieving your spear takes more time than expected, potentially leaving you vulnerable.
- The throw leaves you momentarily off balance or out of position.
- You misjudge your throw, leading to unexpected results.
- The effort of your throw leaves you temporarily fatigued or strained.
On a Failure, the GM will decide a consequence based on how risky the action was.
Climbing #
Climbing involves ascending or descending vertical or near-vertical surfaces, often with the aid of a rope or other climbing equipment. With this skill, you can scale sheer cliffs, climb trees, or even clamber up city walls.
When you engage in Climbing, choose one of the following actions:
- [1] Scale a relatively easy surface, such as a low wall or a tree with plenty of handholds.
- [2] Climb a more challenging surface, like a tall tree or a cliff with some handholds.
- [3] Attempt to ascend a very challenging surface, such as a sheer cliff or city wall.
- [2] Safely descend from a height without injury.
- [2] Rig a rope or other climbing aid to help others climb a surface.
- [2] Quickly ascend or descend to escape danger or pursue a target.
Roll Mightd6 + Climbingd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- Your actions draw additional attention to you or a member of the party.
- The climb takes longer than expected, consuming more time and potentially leading to other complications.
- You lose your grip, causing you to slip and potentially fall.
- You exhaust your supplies, requiring you to obtain more before you can continue climbing.
- The effort of your climb leaves you temporarily fatigued or strained.
On a Failure, the GM will decide a consequence based on how risky the action was.
Intimidation #
Intimidation is about instilling fear or respect in others through force, threats, or displays of physical prowess. A successful Intimidation can cow your enemies, prevent fights, or provide you with advantages during negotiations.
When you engage in Intimidation, choose one of the following actions:
- [1] Use your physical presence to intimidate a single individual into submission.
- [2] Deliver a powerful threat that keeps a small group at bay.
- [2] Flex your muscles or show off your weapons to intimidate a large crowd.
- [2] Intimidate an individual to the point where they’re too frightened to act against you, causing a status effect (Frightened).
- [3] Use an act of physical might (like lifting a heavy object or breaking something with your bare hands) to intimidate others into compliance.
Roll Mightd6 + Intimidationd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- Your actions draw additional attention to you or a member of the party.
- The intimidation works, but not as you intended, potentially leading to unforeseen consequences.
- You inadvertently reveal some information about yourself in the process.
- The effort strains you physically or emotionally, leading to temporary fatigue or stress.
- Your intimidation causes resentment or retaliation later.
On a Failure, the GM will decide a consequence based on how risky the action was.
Axe Fighting #
Axe Fighting involves the use of axes in combat. It encompasses everything from the proper grip and swing technique to defensive maneuvers and precision strikes. With this skill, you can use your axe to fend off attacks, cleave through armor, or perform devastating strikes.
When you engage in Axe Fighting, choose one of the following actions:
- [1] Strike a single opponent, causing 1d6 Damage Dice.
- [2] Swing your axe in a powerful attack aimed at a single opponent, causing 2d6 Damage Dice.
- [1] Perform a sweeping attack that can hit up to 3 enemies in close proximity, causing 1d6 Damage Dice.
- [2] Perform a sweeping attack that can hit up to 6 enemies in close proximity, causing 1d6 Damage Dice.
- [1] Parry an incoming attack with your axe, using the haft to deflect an opponent’s weapon.
- [1] Strike at an opponent’s weapon or shield in an attempt to disarm them, causing a status effect (Disarmed).
- [2] Attempt a sundering strike aimed at breaking your opponent’s armor or weapon.
Roll Mightd6 + Axe Fightingd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- Your actions draw additional attention to you or a member of the party.
- Your strike leaves you momentarily off balance or out of position.
- The attack has an unintended result, like damaging the surrounding area or striking an unintended target.
- Your axe becomes lodged in something, requiring extra time or effort to free.
- The effort of your swing leaves you temporarily fatigued or strained.
On a Failure, the GM will decide a consequence based on how risky the action was.