Super Might

Super-Might [Scale 0]:

Prerequisite: Might score of fair or better.
Gain Super-Might skill, your offensive Power_Scale is still 0, effective Might score with strength based non-combat checks (to lift, to press, to bull, to break non attended objects etc.) are considered to be two (2) higher.
Power_Declarations: You can use fate point to make feat-of-strength declarations that suit your power scale.
Power_Catches : Minor catch, like involuntary minor strength use (bend keys etc.), distinguishing physical proportions, power loss when doubting own powers, dead primary biological matter (wood, cloth) immune to powers etc.

Super-Leaping [Scale 0]:

Prerequisite: Super-Might [Scale 0]
Your leg muscles are exceptionally strong, giving you exceptional leaping abilities. When taking a move action you can move an extra zone by hopping, leap higher and farther than normal human being is able (reduce any height related border by two (2) ) and when using your legs as power for press your might score is considered one (1) higher than usual. This bonus stacks with the Super-Might bonus. In addition, if the character is able to land on his feet the fall is threaded two (2) categories shorter.
Power_Declarations: You can use fate point to make declarations that suit your leaping ability.
Power_Catches : Minor catch, like distinguishing physical proportions, odd personal habits, uncommon fears etc.

Destructive power [Scale 0]:

Prerequisite: Super-Might [Base]
When inflicting stress with your Might skill you inflict an extra two (2) shifts of Power_Stress with connecting attacks. When inflicting physical stress with melee weapon that could favor strong characters you inflict an extra one (1) shift with connecting attack.

Advance Super-Might [Scale 1]:

Prerequisite: Super-Might [Base]
You gain an offensive Power_Scale of 1, this makes you superhumanly strong. Scale 0 opponents must make extra maneuvers to counter this difference, effective Might score with strength based non-combat checks (to lift, to press, to bull, to break non attended objects etc.) are considered to be four (4) higher.
Power_Declarations : You can use fate point to make feat-of-strength declarations that suit your greater scale.
Power_Catches : Moderate catch, like involuntary strength use (break doors etc.), distinguishing physical features, power loss when in direct sunlight, need periodical dose of some formula etc.

Advanced Super-Leaping [Scale 1]:

Prerequisite: Super-Might [Scale 1] and Super-Leaping [Scale 0].
Your leg muscles are superhumanly strong, giving you astounding leaping abilities. When taking a move action you can move two (2) extra zone by hopping, leap to dizzying heights (reduce any height related border by two (4) ) and when using your legs as power for press your might score is considered two (2) higher than usual. This bonus stacks with the Super-Might bonus. In addition, if the character is able to land on his feet the fall is threaded four (4) categories shorter.
Power_Declarations: You can use fate point to make declarations that suit your superhuman leaping ability.

Advanced Destructive power [Scale 1]:

Prerequisite: Destructive power [Scale 0] and Advance Super Might [Scale 1]
When inflicting stress with your Might skill you inflict an extra four (4) shifts of Power_Stress with connecting attacks. When inflicting physical stress with melee weapon that could favor strong characters you inflict an extra two (2) shift with connecting attack. Your attacks ignore one (1) rank of physical armor of scale less than your offensive scale.

Superior Super-Might [Scale 2]:

Prerequisite: Advance Super-Might [Scale 1]
You gain an offensive Power_Scale of 2, this makes you superhumanly strong, effective Might score with strength based non-combat checks (to lift, to press, to bull, to break non attended objects etc.) are considered to be four (6) higher.
Power_Declarations : You can use fate point to make feat-of-strength declarations that suit your superior scale.
Power_Catches : Major catch, like involuntary strength use (hulk rage etc.), huge size, power loss when not in sacred ground, transformation to some beast, disturbing rock skin etc.

Superior Destructive power [Scale 2]:

Prerequisite: Advanced Destructive power [Scale 1] and Superior Super-Might [Scale 2]
When inflicting stress with your Might skill you inflict an extra six (6) shifts of Power_Stress with connecting attacks. When inflicting physical stress with melee weapon that could favor strong characters you inflict an extra three (3) shift with connecting attack. Your attacks ignore two (2) rank of physical armor of scale less than your offensive scale.

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