A character cannot have an Art level higher than their Soul.
Deadlift (Might 1): They can carry all the group's gear.
System: The character adds their Might level to their Strength even determining their maximum they can carry or lift.
Minor Potence (Might 2): Their blows put others down for the count, at minimum in the non-sexual way.
System: Add 1 Strength on Damage rolls.
Great Leap (Might 3): The character can jump great distances.
System: Spend 1 Soul and roll to jump. The character gains automatic Successes equal to their Might level.
Potence (Might 4): Their hands break bone, their blades take limbs.
System: Add 1 Strength on Damage rolls.
Musclebound (Might 5): They are really strong.
System: The difficulty of non-Damage Strength rolls is reduced by half the Might level of the character, rounded down.
Spellbreaker (Might 6): The combination of will and pure brute force can smash even the ethereal.
System: Spend 1 Soul and roll Strength (difficulty 6) while striking physical form of a non-permanent magical effect. Each Success subtracts 1 Success from the activation roll used to create the effect. This can weaken a Spell, or destroy it if the activation roll is reduced to zero Successes.
Greater Potence (Might 7): breaking through walls becomes a good party trick.
System: Add 1 Strength on Damage rolls.
Soul Punch (Might 8): They can not just damage the body, but the very soul.
System: When the character causes Strength based Damage (Might their Strength determines the Damage), the damaged creature loses 1 Soul point per damage caused. If the creature has no Soul points, it instead dies.
Supreme Potence (Might 9): You ever punched out a dragon? They have.
System: Add 1 Strength on Damage rolls.
Titanic Strength (Might 10): Stone crumbles in their hands. Skulls fare no better.
System: The character gains 1 automatic Success on all Strength rolls.