Might Skills

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Might Skills

Character Skill

Combat Skill

These skills determine how much damage a character inflicts with melee weapons.

Description

These skills can represent both raw physical strength or using a weapon skillfully to inflict more damaging injuries.

Effect

For each skill in this sequence, permanently increase the damage you inflict with melee weapons by 1. This is called your Might. Other items and effects can temporarily increase your might further.

Your Might is capped at 2 when using a weapon and shield or dual-wielding a weapon in each hand, unless an item or ability explicitly states that it "breaks cap".

When using a two-handed weapon or a one-handed weapon with nothing in your off hand you are capped at 4 Might, unless an item or ability explicitly states that it "breaks cap".

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Might Training

Combat None Free Deal 1 damage with melee weapons.

Might Proficiency

Combat Might Training 3 Deal 2 damage with melee weapons.

Might Expertise

Combat Might Proficiency 4 Deal 3 damage with melee weapons.

Might Mastery

Combat Might Expertise 5 Deal 4 damage with melee weapons.

Strategy

Doing the most damage possible is always useful in combat, but there are some things to keep in mind.

Might Proficiency is generally considered the most important. With sword and shield or two weapon fighting, the most damage you can do in most circumstances is 2. But even if you are only fighting with only one weapon, inflicting two damage is still twice as much as you were doing before.

The difference between Might Expertise and Might Mastery can be less important. If your target has 4 body and you hit them for 3 damage twice in the arm, the result is exactly the same as if you hit them for 4 damage twice in the arm. It isn't until you are dealing with high numbers of body or armor that getting to 4 damage really matters.

References

Melee Weapon Rules

A melee weapon is any weapon that never leaves your hand for close ranged combat and direct attacks.

Melee weapons determine damage based on the user's Might. These weapons are further divided into 3 sub-categories based on the length of the weapon: Non-Martial, Martial, and Great Weapons.

Characters with only one hand occupied are capped at 4 Might. If a character has a weapon in each hand or a weapon and shield they are capped at 2 Might.

To use a weapon in both hands the character must know the appropriate off-hand skill.

Non-Martial Weapon Rules

A non-martial weapon is any melee weapon between 16 inches (40.64cm) and 35 inches (88.9cm) in length. These weapons may be wielded one or two-handed depending on personal preference. No skill is required to use a non-martial weapon.

Weapon Type

Crafting Skill Crafting Cost Combat Skill Damage Skill

Basic Non-Martial Weapon

None None Melee Training Might

Crafted Non-Martial Weapon

Weaponsmithing Basics None Melee Training Might

Martial Weapon Rules

A martial weapon is any melee weapon between 35 inches (88.9cm) and 45 inches (114.3cm) in length. These weapons may be wielded one or two-handed depending on personal preference. Martial Weapons require the Melee Proficiency skill to use.

Weapon Type

Crafting Skill Crafting Cost Combat Skill Damage Skill

Basic Martial Weapon

None None Melee Proficiency Might

Crafted Martial Weapon

Weaponsmithing Proficiency 4 Melee Proficiency Might

Great Weapon Rules

A great weapon is any melee weapon over 45 inches (114.3cm) in length. Great weapons require the Melee Expertise skill to wield.

Great weapons must be wielded with both hands except under two exceptions. A player may make straight thrusts one-handed with a great weapon. Afterwards the player must immediately return to having two hands on the weapon. When blocking an attack with a great weapon only having one hand on it is also permitted.

When wielding a great weapon any character may reduce their Might by half (after cap is applied, rounded down) to add the 'Slay!' modifier call to an attack.

Great javelins are a throwable type of great weapon. When wielding a great javelin, a weapons master may fight with a great javelin in one hand and a second weapon or shield in the other. When fighting this way only jabs may be made with the great javelin.

Weapon Type

Crafting Skill Crafting Cost Combat Skill Damage Skill

Basic Great Weapon

None None Melee Expertise Might

Basic Great Javelin

None None Thrown Expertise Circumstantial

Crafted Great Weapon

Weaponsmithing Master 16 Melee Expertise Might

Crafted Great Javelin

Weaponsmithing Master 16 Thrown Expertise Circumstantial

Categories:Skills | Combat Skills | Melee Weapons


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