7.15 Might (Str)

The Might skill represents your ability to exert your strength in local bursts of energy.

7.15.1 Common Might Tasks

Heft: You can make a DV 15 Might check to lift an object that exceeds your normal maximum carrying capacity (see Weight Limits). While overburdened in this way, you are unsteady (-2 accuracy, Armor, Brawn, Ref) and must use at least one free hand to control the object. This is an exertion, so you can normally only heft an object for up to five minutes between short rests.

Sunder: You can make a Might check to break an object with raw strength. The difficulty value is equal to the object’s hardness, +5 for each weight category above Tiny (see ??). Success means the object is broken. Critical success means the object is destroyed.

Throw: You can make a DV 5 Might check as a standard action to throw a creature or object that is not already designed to be thrown. Success means that you fling it to a location within 10 feet plus a number of feet equal to twice your check result. If an object is particularly easy to throw, such as a small dense sphere, you can throw it up to ten times that distance. Failure means you drop whatever you were trying to throw in your space.

Normally, a thrown object must be below the maximum weight category that you can lift (see Weight Categories). You can take a -10 penalty to the Might check to throw an object whose weight category matches your maximum weight category. You can’t throw an unwilling creature unless you are already grappling them (see Grapple).