[FOCI]

Performs Feats of Strength

Early Access

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)

Always Mighty Enabler

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.

Hitting Harder Enabler

You inflict an additional 1 damage with unarmed attacks.

Inspiring Display (2 Might) Enabler

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.

Tier 2

Desperate Feat Enabler

While you have at least one moderate or major wound, you add +1 Edge to the Pool of your choice.

Feat of Strength (1 Might) Enabler

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.

Naturally Strong (2+ Might) Enabler

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.) E 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.

Tier 3

Deep Reserves Action

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.

Iron Fist Enabler

You inflict an additional 3 damage with unarmed attacks.

Tier 4

Amazing Strength Enabler

When you use Effort from your Might Pool on a noncombat task, you get a free level of Effort on that task.

Throw (2 Might) Enabler

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.

Tier 5

Brute Strike (4 Might) Enabler

When you hit with a Might attack, you deal an additional 6 damage. You can't use this ability in two consecutive rounds.

Tier 6

Brute Squad (8 Might) Enabler

You can perform two Might tasks on this turn, one with your normal action and one with an extra aaction. 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.

Jump Attack (5+ Might) Action

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).

GM Intrusions: It's easy to break delicate things or hurt someone accidentally.