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Might

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Might
   Strong
      Ultra-Strength
      Hyper-Strength
      Irrepressible Strength
      Strong Footing
      Breakfree
      Unrestrained
      Focused Strength
      Second Wind
   Mighty
      Maximum Strength
      Dismantle
      Groundpound
      Wrap Up
      Mighty Leap
      Mighty Grapple
      Mighty Throw
      Mighty Hand Clap
   Smashy
      Shove
      Bash
      Haymaker
      Bellringer
      Pulverize
      Put Your Back Into It
      Roid Rage
      Irresistible Might


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Strong

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Ultra-Strength

Ultra-Strength
Recharge: 0
Fatigue: 2
Open, Might, React
None
Prereq: Strength 8+, not strained or distressed
When a Strength check is required, you may play this card instead.
Do not roll a Strength check. You are considered to have rolled SR # of success and a serendipity for the required check.
You may use this card once per session per SR.
Might: regain 1 fatigue.

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Hyper-Strength

Hyper-Strength
Recharge: *
Fatigue: 1
Open, Might, Ongoing, Rally, React
Prereq: Strength 5+
You may only play this card at the beginning of an encounter or during a Rally step.
Play this card and put a # of counters equal to your Strength rating on it. While this card has counters on it whenever you have to make a Strength based check you may remove a counters from this card and add Image to your dice pool. You may remove up to SR # of counters in a single Round.
Return this card to your action deck when it has no counters remaining, or immediately before a Rally step begins, or at the end of the encounter; whichever comes first.
Might: add SR # of additional tokens when you play this card. The fatigue cost is waived.

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Irrepressible Strength

Irrepressible Strength
Open, Might, Passive
None
Prereq: Strength 4+
This card is always considered to be in play.
When the Weakened condition is applied to you, remove (SR x 2) # of counters from the condition prior to it taking effect; if there are no more counters remaining then the condition has no effect on you and is immediately discarded.
Might: you add Image to all Strength based checks.
 
 
 
 
 
 

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Strong Footing

Strong Footing
Recharge: 4
Image
Open, Might, React
Athletics (Str)
Prereq: Strength 4+, Unencumbered and standing.
If you would be knocked back or prone or forced to disengage by an effect described as pushing or shoving you back, you may play this card.
If you would be knocked back each movement maneuver amount of distance you would be knocked back adds Image to your dice pool.
Add SR # of Image to your dice pool
1: You slide back or buckle a little, but hold firm. You are not knocked back or prone or disengaged and suffer no ill effect contingent upon you doing so.
3: As (1), but you don't budge an inch. You may recover 1 fatigue or remove 1 recharge token from this card.
+: Remove 1 recharge counter from this card; this may be used many times.
-: You suffer 1 fatigue
Might: Waive the Image difficulty.

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Breakfree

Breakfree
Recharge: 0
Fatigue: 1
Open, Might, React
Prereq: Strength 4+
If you are grabbed or entangled and are attempting an opposed Strength check to break free, you may play this card.
Add SR # of Image to your dice pool.
Might: waive the fatigue cost, and if you succeed you may take another action if it is your Turn.

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Unrestrained

Unrestrained
Recharge: (7-SR)
Fatigue: 1
Open, Might, React
Prereq: Strength 4+
None
If you are targeted by an effect that attempts to grab or entangle you, you may play this card.
The attacker adds SR # of Image to their dice pool.
At any time you may suffer 1 fatigue to remove 1 recharge token from this card; this may be used many times. Return this card to your hand when there are no more recharge tokens remaining; it may be played again immediately if the criteria is met.
Might: regain 1 fatigue; add an additional Image to the attacker's dice pool.

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Focused Strength

Focused Strength
Recharge: (2 + SR)
Stress: 1; Image
Open, Ego, Might, Ongoing
Prereq: Willpower 3+, Strength 3+, Discipline trained, Athletics trained; not encumbered; Prepare
Discipline (Wp)
If you are engaged with an opponent add Image to your dice pool.
1: while this card is recharging you gain +1 Strength.
5: while this card is recharging you gain +2 Strength.
+: Add 1 recharge token from this card; this may be used many times.
-: Remove 1 recharge token from this card; this may be used many times.
Ego: waive the Prepare requirement and stress cost
Might: add SR # of recharge tokens to this card

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Second Wind

Second Wind
Recharge: (3+SR)
Fortune: 1; Image
Open, Fitness, Might, Ongoing, Rally
Resilience (To)
You may play this card during a Rally step.
Prereq: Athletics trained
1: Regain SR stress or SR fatigue
2: Regain SR stress and SR fatigue
3: Regain SR Wounds or SR Grit
4: Regain SR Wounds and SR Grit
5: Regain SR stress, SR fatigue, SR Wounds, and SR Grit
While this card is recharging, you add Image to all your dice pools.
Might: waive the Image penalty.
Fitness: waive fortune cost.

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Mighty

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Maximum Strength

Maximum Strength
Might, Passive
None
Prereq: Strength 5+
This card is always considered to be in play.
You have the potential for superhuman strength.
This Stunt allows you to raise your Strength Maxima after character creation.
You have +SR Strength Maxima.
This does not alter your Strength rating, only your Maxima.
I.e. if you had Strength Maxima 5, and you had Maximum Strength (3), your effective Strength Maxima is 8.

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Dismantle

Dismantle
Recharge: 4
Fatigue: 1; Image
Might
SFX Might vs Special*
Prereq: Target item must be readied
If you have a breakable item readied, you may play this card.
If the target is a Stunt device, add Image for each SR the Stunt exceeds this Stunts SR.
If the target is fragile, remove one or more Image from the difficulty.
1: The target item gains the Damaged condition until repaired
3: The target item gains the Broken condition until repaired
4: The target item gains the Broken condition, and may not be repairable (GM's discretion).
+: regain 1 fatigue
-: suffer 1 fatigue

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Groundpound

Groundpound
Recharge: (12-SR)
Fatigue: 2; Image
Open, Might
Strength 7+, Athletics (Str)
If you are on the ground or are falling to the ground, and are unencumbered and unimpeded you may play this card.
1: You strike the ground, causing a ground wave of devastation. Everything on the ground within Close range of you is thrown into the air, and then crashes down. People must make a Coordination (Ag) check vs SR difficulty or fall prone and take SR + Strength + # of success damage. Breakable objects affected by this Stunt might be broken per GM's discretion. Collateral damage is a given. A Grandstand is appropriate.
4: As (1), but everything within Medium range is affected.
8: As (4), but everything within Long range is affected
+: You gain the Invigorated condition for (SR)
++: Remove 2 recharge tokens from this card.
!: People that fall prone and take damage gain the Thunderstruck condition for (SR).
?: You are also affected.

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Wrap Up

Wrap Up
Recharge: 6
Fatigue: 1, Image Image
Might
Prereq: Strength 7+, not encumbered, two hands free and a long metal object such as an I-Beam or a girder (or equivalent) readied
Athletics (Str) vs Target Athletics (Str)
If you are engaged with an opponent and meet the prerequisites you may play this card. Entangled opponents can attempt to break free as an action with an opposed Strength check with the entangle, by inflicting damage on the entangle, or by an effect that explicitly frees them from impediments or entangles.
1: you bend a length of metal around the target like a pretzel, entangling them. The entangle has SR + 2 Strength and SR x 2 Wounds.
+: Recover 1 fatigue
!: The entangle has +1 strength
?: The entangle has -1 strength and -2 Wounds.

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Mighty Leap

Mighty Leap
Recharge: 1
Might
Athletics (Str)
Prereq: Athletics (Str) trained, Strength 5+, not encumbered or impeded.
You can leap tremendous distances with your mighty legs.
1: You move to anywhere within Medium Range from where you are now. During your End of Turn phase move the initiative marker you just used up one step; it is usable by your superteam next Turn.
4: You move to anywhere within Long Range from where you are now. You may take another Action immediately.
SR5: This Stunt is equivalent to Superleap (Strong Legs), using Athletics (Str) for any necessary checks. It is also still usable as a Stunt for its stated effect.

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Mighty Grapple

Mighty Grapple
Recharge: 1
Fatigue: 1, Image
Might, Persisted
Prereq: Strength 6+, Athletics trained, not encumbered
Athletics (Str) vs Target Athletics (Str)
If you are engaged with an opponent you may play this card. If you have two hands free reduce the difficulty by Image. Grabbed opponents can attempt to break free as an action with an opposed Strength check, an attack that knocks you back, or an effect that explicitly frees them from impediments.
1: you grab the target, inflicting Strength damage. While you persist this Stunt or until the target manages to break free with an opposed Strength check, you continue to maintain your grab. The grabbed target adds SR # of Image to all checks, is considered to be impeded, and cannot disengage from you or perform any movement maneuvers until they break free of the grab or you stop persisting this Stunt.
2: As (1), but inflict SR + Strength + # of success damage each turn you maintain your grab.
+: Recover 1 fatigue
!: The target gains the Exposed condition while grabbed

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Mighty Throw

Mighty Throw
Recharge: 1
Fatigue: 1, Image*
Might
Prereq: Strength 6+, Athletics trained, not encumbered; Prepare
Athletics (Str)
If you have a person grabbed or an item readied, you may play this card. If you have two hands free reduce the difficulty by Image. Additional Image or Image should be added to the difficulty if the thing being thrown is notably un-aerodynamic, heavy, or squirmy. You may aim the thing you are throwing at a target, in which case the check becomes opposed by the target's Def.
1: You throw the person or item up to SR # of movement maneuvers distance. The thrown subject takes Strength + 1 per movement maneuver thrown. If you aimed at a target, you hit and the target takes the same damage as the thrown subject.
3: As (1), but inflict SR + Strength + 1 per movement maneuver thrown.
+: Recover 1 fatigue.
-: -1 movement maneuver distance.

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Mighty Hand Clap

Mighty Hand Clap
Recharge: (10-SR)
Fatigue: 2; Image
Might
Athletics (Str) trained, Strength 7+
You slap your hands together with massive force, causing a deafening shockwave that staggers those near you.
Athletics (Str)
1: Everyone within Close range must make a Resilience (To) check vs SR difficulty or gain the Staggered and Deafened conditions for (SR). Anyone engaged with you becomes disengaged.
3: As 1, but range is Medium. Also, anyone failing their Resilience check is also knocked prone.
5: As 3, But anyone failing their Resilience check is knocked (SR/2) movement maneuvers away from you, rounded up.
!: Move your opponent's next available initiative marker down one step; this is usable multiple times.
?: Move your initiative marker down one step; it is usable by your superteam next Turn.

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Smashy

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Shove

Shove
Recharge: (6-SR)
Image
Open, Might
Prereq: Strength 4+, not encumbered
Athletics (Str) vs Target Athletics (Str)
If you are engaged with an opponent you may play this card.
1: you shove your opponent, inflicting 1 fatigue, and the opponent is pushed back becoming disengaged from you.
3: As (1), but the opponent is pushed back to close range and must make a Coordination check vs SR difficulty or fall prone and take SR + Strength damage.
5: As (3), but the opponent is pushed back to medium range and if they fall prone they take (SR x 2) + Strength damage.
+: Remove 1 recharge token from this card
-: Add 1 recharge token from this card
!: The target gains the Sluggish condition for (2).
?: Overbalanced: You gain the Exposed condition for (5-SR).
Might: Reduce the difficulty by Image
1 fortune: You may use the Offensive version of this card this action

Shove
Recharge: (7-SR)
Fatigue: 1; Image Image
Open, Might
Prereq: Strength 4+, not encumbered
Athletics (Str) vs Target Athletics (Str)
If you are engaged with an opponent you may play this card.
1: you shove your opponent, inflicting 1 fatigue, and the opponent is pushed back becoming disengaged from you.
2: As (1), but the opponent is pushed back to close range and must make a Coordination check vs SR difficulty or fall prone and take SR + Strength damage.
3: As (2), but the opponent is pushed back to medium range and if they fall prone they take (SR x 2) + Strength damage.
+: Recover 1 fatigue.
-: Add 1 recharge token from this card
!: The target gains the Sluggish condition for (2).
?: Overbalanced: You gain the Exposed condition for (5-SR).
Might: Reduce the difficulty by Image

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Bash

Bash
Recharge: (6-SR)
Might
Prereq: Strength 5+, not encumbered
Melee Skill (Str) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit for SR + Strength damage.
4: you hit for SR + Strength + 2 damage, and the target must make a Resilience (To) check vs SR difficulty or gain the Overwhelmed condition for (2).
+: +1 damage; this is usable multiple times.
-: -1 damage; this is usable multiple times.
!: +2 damage; this is usable multiple times.
?: -2 damage; this is usable multiple times.

Bash
Recharge: (6-SR)
Might
Prereq: Strength 5+, not encumbered
Melee Skill (Str) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit for SR + Strength damage.
3: you hit for SR + Strength + 2 damage, and the target must make a Resilience (To) check vs SR difficulty or gain the Overwhelmed condition for (2).
+: +1 damage; this is usable multiple times.
-: -1 damage; this is usable multiple times.
!: +2 damage; this is usable multiple times.
?: -2 damage; this is usable multiple times.

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Haymaker

Haymaker
Recharge: 4
Image Image
Might
Prereq: Strength 5+, not encumbered; Prepare
Melee Skill (Str) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit for SR + Strength + # of successes damage.
+: +2 damage
++: Remove 2 recharge tokens from this card.
++: Remove 2 recharge tokens from this card.
-: Suffer 1 fatigue
!: Disoriented: The target gains the Thunderstruck condition for (SR).
?: Overbalanced: You gain the Exposed condition for (6-SR).

Haymaker
Recharge: 4
Image Image
Might
Prereq: Strength 5+, not encumbered; Prepare
Melee Skill (Str) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit for SR + Strength + # of successes damage.
+: +2 damage
++: Remove 2 recharge tokens from this card.
++: Remove 2 recharge tokens from this card.
-: Suffer 1 fatigue
!: Disoriented: The target gains the Thunderstruck condition for (SR).
?: Overbalanced: You gain the Exposed condition for (6-SR).

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Bellringer

Bellringer
Recharge: (8-SR)
Image Image
Might
Prereq: Strength 7+, not encumbered; Prepare
Melee Skill (Str) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit for SR + Strength + # of successes damage.
3: As (1) and the target gains the Staggered condition for (2).
5: As (1) and the target gains the Staggered condition for (SR+1)
+: +1 damage
++: Remove 2 recharge tokens from this card.
-: Suffer 1 fatigue
!: +1 critical.
?: Overbalanced: You gain the Exposed condition for (6-SR).

Bellringer
Recharge: (8-SR)
Image Image
Might
Prereq: Strength 7+, not encumbered; Prepare
Melee Skill (Str) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit for SR + Strength + # of successes damage.
3: As (1) and the target gains the Staggered condition for (3).
5: As (1) and the target gains the Staggered condition for (SR+2)
+: +2 damage
++: Remove 2 recharge tokens from this card.
-: Suffer 1 fatigue
!: +1 critical.
?: Overbalanced: You gain the Exposed condition for (6-SR).

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Pulverize

Pulverize
Recharge: 5
Fatigue: 1, Fortune: 1; Image Image
Might
Prereq: Strength 8+, not encumbered
Melee Skill (Str) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit for (SR x 2) + Strength damage
3: you hit for (SR x 3) + Strength damage
5: you hit for (SR x 4) + Strength damage
+: +1 critical
++: Remove 2 recharge tokens from this card.
++: The target gains the Thunderstruck condition for (SR)
-: Suffer 1 fatigue
!: Whammo: Treat SR as SR + 1 for this action.
?: Whiffed: Treat SR as SR -1 for this action.

Pulverize
Recharge: 4
Fatigue: 1, Fortune: 1; Image Image
Might
Prereq: Strength 8+, not encumbered
Melee Skill (Str) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit for (SR x 2) + Strength damage
2: you hit for (SR x 3) + Strength damage
4: you hit for (SR x 4) + Strength damage
+: +1 critical
++: Remove 2 recharge tokens from this card.
++: The target gains the Thunderstruck condition for (SR+1)
-: Suffer 1 fatigue
!: Whammo: Treat SR as SR + 1 for this action.
?: Whiffed: Treat SR as SR -1 for this action.

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Put Your Back Into It

Put Your Back Into It
Recharge: *
Fatigue: 3
Might, Ongoing
Prereq: Strength 4+, Willpower 4+, Discipline trained
Discipline (Wp)
-1: Return this card to your hand; suffer 1 stress, and move the initiative marker you used this Turn down 1 step; it is usable by your superteam next Turn.
1: Add recharge tokens equal to SR + # of successes to this card. You gain +2 Strength while this card is recharging.
+: Add 1 recharge token to this card; this is usable multiple times.
-: Remove 1 recharge token from this card; this is usable multiple times.
SR5: You may opt to not roll the check and instead gain 3 automatic successes.

Put Your Back Into It
Recharge: (5-SR)
Fatigue: 3
Might, Ongoing
Prereq: Strength 4+, Willpower 4+, Discipline trained
Discipline (Wp)
1: you move SR # of steps towards Defensive on your Stance meter. If this result causes you to switch to Defensive stance remove all recharge tokens from this card, flip it over, and put (SR + 3) recharge tokens on it.
+: Move 1 extra step towards Defensive stance; this is usable multiple times.
-: Move 1 step towards Offensive stance; this is usable multiple times.
SR5: You may opt to not roll the check and instead gain 3 automatic successes.


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Roid Rage

Roid Rage
Recharge: 0
Fatigue: 3
Might
Prereq: Strength 4+, Discipline trained, not encumbered
Discipline (Wp)
This card can only be played while you are in a Neutral or Defensive stance.
1: you move SR # of steps towards Offensive on your Stance Meter. If you change to an Offensive stance due to this result, flip this card over and put SR # of recharge tokens on it. If you do not change to an Offensive stance due to this result suffer 1 Wound and place (10-SR) recharge tokens on this card.
!: Regain 2 fatigue.
 
 
 
 
 
 
 
 

Roid Rage
Recharge: 0
Might, Ongoing
Prereq: Strength 4+, Discipline trained, not encumbered
This card can only be played while you are in a Neutral or Defensive stance.
While this card is recharging you gain bonus Strength equal to how deep you currently are into the Offensive stance; i.e. if you are 6 steps deep you gain +6 Strength.
At the end of each of your Turns you may suffer 1 Wound to add 1 recharge token to this card if it is in play.
When the last recharge token is removed from this card while it is Offensive side up, return it to your hand, and suffer 1 Wound.
If you change to a Neutral or Defensive stance while this card is in play remove any remaining recharge tokens from it, flip this card over, place (10-SR) recharge tokens on it, and suffer 1 Wound.
 
 
 
 

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Irresistible Might

Irresistible Might
Recharge: 4
Fatigue: 1
Open, Might, React
Prereq: Strength 8+, not encumbered
None
If you are required to make an opposed Strength check, you may play this card.
Add SR # of Image to your check.
Might: Remove 2 recharge tokens from this card.

Irresistible Might
Recharge: 4
Fatigue: 1
Open, Might, React
Prereq: Strength 8+, not encumbered
None
If you are required to make an opposed Strength check, you may play this card.
Add SR # of Image to your check.
Might: Remove 2 recharge tokens from this card.

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