Strength (PSR Supplement)
Common Hazards
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Strength is one of the six ability scores.
Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.
Strength Checks
A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. Other possibilities include:
- Athletics. Climb with poor handholds. Swim through river rapids. Jump while carrying a person. Hold onto a vehicle while being dragged behind. Deadlift a heavy object.
- Engineering. Force open a stuck or barred door. Smash a mechanical device. Pull a heavy lever.
- Intimidation. Instill fear into your foes with a beastly show of Strength.
- Medicine. Deliver a satisfying massage.
- Performance. Entertain with feats of strength or athleticism, such as in a stunt show or circus act.
- Unskilled. Hold a cart back from rolling downhill. In this case proficiency with land vehicles could apply.
Strikes and damage can be modeled with unarmed strikes and attack rolls, instead of checks.
Physical feats of endurance are better covered by Constitution checks, and tasks related to precise movement belong to Dexterity checks.
Saving Throws
The higher number between your Strength and Dexterity modifiers is added to your Scuffle saves.
The higher modifier between your Strength and Constitution is added to your Grit saves.
Strength Mark
Your Strength mark equals 8 + PB + Strength modifier.
If you've Grappled or Mounted a creature, to attempt escape the creature makes a saving throw against your Strength mark. Techniques and martial maneuvers might also call upon your Strength mark.
Attack and Damage Rolls
Add your Strength modifier to your attack roll and your damage roll when attacking with a weapon such as a greatsword, baton, or javelin.
Add your Strength modifier to your attack rolls and damage for an unarmed strike.
Carry Slots
Strength | Weight (lb) | Weight (kg) |
---|---|---|
5 | 150 lb | 70 kg |
6 | 180 lb | 84 kg |
7 | 210 lb | 98 kg |
8 | 240 lb | 112 kg |
9 | 270 lb | 126 kg |
10 | 300 lb | 140 kg |
11 | 330 lb | 154 kg |
12 | 360 lb | 168 kg |
13 | 390 lb | 182 kg |
14 | 420 lb | 196 kg |
15 | 450 lb | 210 kg |
16 | 480 lb | 224 kg |
17 | 510 lb | 238 kg |
18 | 540 lb | 252 kg |
19 | 570 lb | 266 kg |
20 | 600 lb | 280 kg |
You can carry a number of items equal to your Strength score. These are called your carry slots.
Up to 5 light items instead only occupy one carry slot. A heavy item occupies 5 carry slots.
Heavy Items
High Strength enables you to better handle heavy items.
- You need a Strength of 13 or higher to effectively wield heavy weapons.
- While you wield a heavy shield, having a Strength score of at least 13 increases your shield bonus.
- While wearing heavy attire, you can't cast a spell with a somatic component (S) unless your Strength modifier exceeds the number of heavy attire pieces you are wearing. (See Casting in Heavy Attire.)
Push, Drag, or Lift
Generally how much you can push, drag, or lift is estimated in the adventures woven by your narrator. At times it may become important to get more precise numbers, in which case this section can be used as a guide.
You can push, drag, or lift a weight in pounds equal to 30 times your Strength score —or for kilograms, about 14 times your Strength score. Both are shown in the adjacent table. While pushing or dragging more than half this weight, your speed drops to 5 feet.
Larger creatures can bear more weight. For each size a creature is above Medium, double the the amount of weight it can push, drag, or lift—and the number of Items that can fit in the creature’s bag. For a Tiny creature, halve these amounts.
Multiple creatures working together for a team lift add their Strength together.