STRONG

Every once in a while, someone comes along who is just so goddamn strong that mere mangrit isn't enough to describe it. Such characters are known as STRONG.

Freakish strength of this type gives the possessor access to a variety of feats.

Requirements: Mangrit 14

Effects
Brawny

Intrinsic

Contest: None

When using the fistkind specibus, a STRONG character deals an additional +1d6 physical damage. They gain another such bonus at level 4, and every 4 levels thereafter.

Feats of Strength

Contest: None

The user adds their level to their mangrit score for the duration of this power.

Improved Throwing Contest: AT vs DV The user can throw any object they're strong enough to lift (see: Weight) as part of this power. Note that if the object is being thrown at multiple targets or multiple times this way, there should be some narrative explanation as to just what the hell is happening.

Heave-Ho

Contest: AT vs DV

If the user has a grab on an opponent, and that opponent is at or under the user's Lift/Throw limit (see the Heavy Lifting and Throwing chart above), the user may throw the opponent really, really hard. Characters thrown this way are released from the grab effect and launched to a space in range of this power (empty or not), and may use Interrupt powers to slow or stop their trajectory if they have any that might apply. If this effect is attached to the same power as the grab, then the grab and the throw are executed simultaneously.

'''Strong Jump Intrinsic ''' Contest: None

The user gains a +25 bonus to any traversing checks made to jump.