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Draw Steel characteristic
Might (MGT)
Key facts
- Abbreviation
- MGT
- Derived Stats
- Melee attacks, Intimidation, Climbing, Swimming, Lifting
- Range
- -2 to 5 over a hero's career; at level 1 the characteristic array caps every characteristic at +2.
- 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.
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.
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?
No. The overall range is -2 to 5, but level 1 heroes assign a characteristic array that caps every characteristic at +2. Higher values come from advancement.