Carry Slots (PSR Supplement)

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

System Differences

The Basics

Time
Shifts
Phases

The d20

Ability Check

Ability Scores

Strength
Dexterity
Constitution
Knowledge
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Saving Throws
Skills
Carry Slots

Encounters

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

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Conditions

Downtime

Downtime Trading
Downtime Enterprise

Items

Goods & Currency
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Weapons
Improvised
Attire
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

Mount
Cohort
Stat Blocks
Vulnerability, Resistance, & Immunity
Special Senses

Optional Guidance: Light & Heavy
These rules are left deliberately vague for what items are light and which are heavy, to adapt to the needs of the adventure. If more codified guidance is desired:

Heavy: Any item that longer than 5 feet or that weighs more than 10 pounds.

Light: Any item that weighs less than 1 pound and can fit in a fist

Any items item on your body is carried if it isn't currently in your hands. This includes everything from a longsword sheathed at your hip to a potion in your pocket.

You can carry a number of items equal to your Strength score. These are called your carry slots.

Light Items. Up to 5 light items occupy only 1 carry slot.

Heavy Items. A heavy item occupies 5 carry slots. If you're Small and Tiny, you can't carry heavy items, but you can still hold one in your hands. Heavy attire you're wearing only occupies 1 slot, but has other drawbacks (see attire). Heavy items may not necessarily weigh much; a greatbow or lance for example is considered heavy because it's too long to easily carry.

Coins. Up to 100 coins only occupy 1 carry slot. If you end up hoarding a lot of gold pieces or other currency, it might be best to trade out some coins for value-dense goods like gemstones. (Of course, your narrator could just enable magic wallets that can store infinite currency.)

Retrieving. You can retrieve carried weapons as part of your Attack action, if you’re attacking with those weapons. You can retrieve and use any other carried item with your Use action. Retrieving an Item carried by a mount or other ally takes an entire Use action; you can’t activate that item within the same action.

Drop vs Stow. You can drop what you’re holding as part of any action you take on your turn. A dropped item simply falls harmlessly at your feet. To properly stow an item is to return it to being carried. Stowing an item or set of items takes an entire Use action. Carried armor normally requires being equipped to provide any protection, which takes an entire phase.

Bags and Liquids. You have or can improvise appropriate means of carrying solid items, such as a backpack or a scabbard, and these don't count against your carry slots. However, liquids and hazardous substances require specific containers to carry safely, such as vials, bottles, and waterskins. When you buy any item, it comes in an appropriate container.

Attire Slots[edit]

For any human-shaped creature there are four special carry slots called attire slots: Head, Torso, Arms, and Legs.

Armor and other attire has special benefits if worn in an attire slot, such as increasing your defense. You can’t carry two items in the same attire slot, such as two head items.

Even if your attire slots are empty, you are always considered to be wearing common clothing if such is expected for your species, which don't count against your carry slots.

Losing Slots[edit]

As a protag, suffering injury or exhaustion forces you to lose a carry slot. If your carry slots ever fall below the number of items you're carrying, you must choose one of these items to drop immediately (even if you're Unconscious).

You are defeated if your carry slots are reduced to 0.

Finishing a downtime day restores all lost carry slots.

How Slots are Lost[edit]

Damage. When you're reduced to 0 hit points, you lose 1 carry slot and fall Unconscious until you regain at least 1 hit point. If while Unconscious in this way you take more damage, your hit points aren't reduced below 0 and you instead lose 1 more carry slot.

Exhaustion. Effects which induce exhaustion—such as working in extreme climates or pushing past your body's limits—can you make you lose a carry slot without sustaining damage.

Expenditure. Some of your abilities can allow you to willingly lose a carry slot, such as to perform a herculean task that will inevitably exhaust you. Two such abilities every protag can use is the Carried Save and Carried Break, detailed below. Losing a slot always pushes you perilously closer to defeat, so expending one of them should always be a last resort.

Carried Save. After you fall a saving throw, you can lose a carry slot to reroll the d20. This is a desperate effort to succeed on a save that will otherwise invariably lead to your defeat.

Carried Resolve. When you finish a break, your hit points are normally restored up to half their maximum. You can choose to lose a carry slot to fully restore your hit points instead, representing a determined do-or-die mentality. This is perhaps only worth it if you know a deadly fight is about to break out, and you have no other means of healing.

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