Attitude (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

In game terms, a given creature's relation to you—or any protag—is a scale of five tiers. From best to worst these are called ally, friend, indifferent, unfriendly, and enemy. Sometimes a effect will affect a creature differently depending on its attitude.

Changing a creature's attitude is rarely easy, but in some cases an Influence action and successful Charisma check might be enough to sway a creature one step in the right direction.

Ally. Allies are willing to fight alongside the protags, usually including mounts, familiars, hired mercenaries, and other protags. A creature can't be a cohort unless it's an ally.

Friend. Friendly creatures have a positive impression of the protags and would be willing to do minor favorable services, such as offering guidance without being prompted, or providing a small discount on wares. Game effects which affect friendly creatures also affect allies.

Indifferent. These creatures have no significant impression of the protags. Generally an indifferent creature is the most likely to be influenced to become friendly or unfriendly.

Unfriendly. Unfriendly creatures have a negative impression of the protags, but aren’t interested in attempting to fight or otherwise kill them. Unfriendlies would, most likely, rather the protags just leave the area.

Enemy. Enemies, or hostile creatures, include any who are attempting to physically damage or kill the protags — whether for personal hate, monetary gain, or even more noble. Protags aren't always the good guys, after all. During an encounter it’s usually easy to tell which creatures are enemies.

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