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Draw Steel characteristic

Might (MGT)

Might (MGT) is a characteristic in Draw Steel: Physical power and endurance, the characteristic behind melee strikes and feats of raw strength.

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Key facts

Abbreviation
MGT
Derived Stats
Melee attacks, Intimidation, Climbing, Swimming, Lifting

Overview

Might measures how hard your hero hits, how much they can carry, and how long their body holds up under strain. Because Draw Steel adds a characteristic to every power roll, Might decides how often a melee-focused hero lands the strong tier 2 and tier 3 results instead of the weak tier 1 outcome.

How it works

Range: -2 to 5, assigned during character creation like the other four characteristics. Power rolls: Add Might to 2d10 for Might-based abilities and tests. A total of 11 or lower is tier 1, 12 to 16 is tier 2, 17 or higher is tier 3. Skills: Blacksmithing, Climb, Endurance, Intimidate, Jump, Lift, and Swim are Might tests. Classes: The Fury's primary characteristic; the Censor uses Might alongside Presence.

Tips and playstyle

Best for: Furies, melee Censors, and any hero built around a heavy martial kit. Character concepts: Gladiator turned wandering champion, laborer who found a greatsword, orc or hakaan bruiser, devil brawler with a grudge. Synergies: Martial kits that raise melee damage reward a high Might, and Intimidate lets a strong hero settle social scenes without a fight.

Frequently asked questions

Does Might matter if I am not a melee class?

Less than for a Fury, but Climb, Jump, Swim, and Endurance tests come up in exploration, and a negative Might fails them often. A 0 is a safe floor.

Can I put a 5 in Might at level 1?

The allowed range is -2 to 5, so yes, if your class array offers a 5 and you accept lower values elsewhere.