Might

Might (MIG, ) is one of the primary attributes in and.

Overview
Might represents a character's physical and spiritual strength, brute force as well as their ability to channel powerful magic. During interactions, it can be useful for intimidating displays and acts of brute force. In combat, it contributes to both Damage and Healing as well as the Fortitude defense.

Combat
Per point of Might above/below 10, a character gains:
 * ±2 to their Fortitude defense.
 * ±3% to any Damage and Healing amounts caused by their actions.

Note that the damage modifier is consistently applied across the board, even to actions where it breaks realism (e.g. attacks with firearms).

See Attribute for more explanation on how bonuses are calculated and applied.

Dialog and scripted interactions
In conversations, the protagonist's Might is checked to unlock dialog options for intimidating people etc.

In scripted interactions, any party member's Might may be checked to determine success at actions that require physical strength or soul power.

See Uses of Might in interactions for a detailed list.

Allocation
A player character's Might score is allocated during character creation, and does not progress with levels. By default you may put between 3 and 18 points in it, but the character's race and culture can modify those limits - for example for a Dwarf from the Living Lands, it would be between 6 and 21:

See Attribute for more explanation.

Buffs in
There are various ways to (temporarily) increase a character's Might beyond their base score. These buffs are not restricted to the upper limit that is imposed during character creation - so a temporary score of 30 or more is not impossible.

Passive abilities/talents
unlimited – permanently active once learned

Weapons
unlimited – bonus while equipped

Equipment
one – bonus while equipped

Resting bonuses
one

Prostitute boons
one – for the protagonist only

Modal or active buffs
one – which includes:

Active abilities/spells
– temporary bonus when used

Consumable items
– temporary bonus when used

Buffs in
Most might buffs are applied via one of the three Might Inspirations; Strong, Tenacious, and Energized. Stacking rules apply depending on whether the effect is passive or active. Generally, all passives stack - but actives do not and will instead use the highest bonus. In the case of inspirations, a Tier 1 inspiration will always be superseded by a Tier 2 one of the same type, and so on.

Passive effects
unlimited – obtained during gameplay

Abilities/spells
one – temporary bonus when used, mostly combat only

Weapons
unlimited – bonus only in combat, and either triggers under certain conditions or granted as a castable ability

Equipment
unlimited – bonus only in combat, and either triggers under certain conditions or granted as a castable ability

unlimited – bonus while equipped

Pets
unlimited – bonus while equipped to either self or party

Resting bonuses
one - until next rest

Prostitute boons
one – for the protagonist only, lasts until next rest.

Consumable items
one – for the user until next rest

unlimited – for the user for a duration (sometimes only in combat)

Class
unlimited – permanently to the character, sometimes under a condition

Debuffs in
Most might debuffs are applied via one of the three Might Afflictions; Staggered, Dazed, and Stunned. Stacking rules apply depending on whether the effect is passive or active. Generally, all passives stack - but actives do not and will instead use the highest bonus. In the case of afflictions, a Tier 1 affliction will always be superseded by a Tier 2 one of the same type, and so on.

Abilities/spells
one – temporary bonus when used, mostly combat only

Class
unlimited – permanently to the character, sometimes under a condition