Throwing this one into the mix, as Lancis and I have both hit the same point of confusion and contention regarding the Might and Magic stuff.  It comes from the memento-mori forums, and as you can see originated on rpgnet.<br/><br/><strong><em>Quote</em></strong>octaNe "Might & Magic" rules re-vamped!<br/>« on: October 30, 2006, 04:24:33 AM »<br/><br/>--------------------------------------------------------------------------------<br/>Courtesy of dyjoots in an RPG.net post:<br/>Might and Magic represent the broad range of abilities and powers that surpass human ability, including superhuman strength, special racial abilities (such as flight or fire-breath), and arcane sorcery. These two styles don't work like the other four, instead acting as “meta-styles” that can modify the way that the rules for the others work. When you make a Stunt roll for a particular style, you can reduce the Hazard rating of the threat by your Might or Magic score, assuming that your particular powers apply to the situation. If you reduce the Threat rating below zero this way, you get extra dice to roll on the Stunt roll. However, you can only gain Plot Points based on the normal style you are using, not your Might or Magic score.<br/><br/>In some games, Might and Magic must be bought with your normal style points, giving you an advantage when it comes to unusually difficult tasks, but reducing your chance to gain Plot Points. In other games, Might or Magic is assigned to a character, based on some in-setting justification, and not costing any of your initial style points. In both cases, Might and Magic are associated with particular skills, and you may only benefit from your Might or Magic if the skill applies.<br/><br/>In some cases, you might be able to give your character a skill that would normally fall under the auspices of Might or Magic, but you have no ranking in the appropriate meta-style. This does not prevent you from using the skill, but rather, you are unable to benefit from the special skill as much as if you had points in Might or Magic. For example, someone with a “strong cybernetic arm” skill would be able to use it to demonstrate feats of strength. However, if the same character also had one or more points in Might, they would also be able to surpass normal human capability, reducing the Hazard rating by their Might score when they used the skill.<br/><br/>When two player characters use their Might or Magic against each other, the rules are a bit different. The defender starts with a Hazard equal to their Might or Magic score, and the other player can reduce it by their Might or Magic score before the roll is made. As above, if your meta-style is higher than the opposing Hazard, you get extra dice to roll on the Stunt.<br/><br/>Jared's note: Man, it slays me that I didn't come up with this myself. It's very simple and muy elegante.<br/><strong><em>Endquote</em></strong><br/><br/>Makes things a wee bit better, yes?  Or clear as mud, depending on whether or not you've read the rules.   ;D