[FOCI]

Performs Feats of Strength

Cypher Character Rulebook (2e)

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)

Tier 1

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.