Shift (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
Saving Throw

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Willpower

Skills
Carry Slots

Encounters

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

Hit Points & Damage

Temporary Hit Points
Massive Damage
Damage Types
Max Damage

Other Dangers

Defeat
Dramatic Death
Common Hazards
Extreme Climates
Conditions

Downtime

Downtime Trading
Downtime Enterprise

Items

Goods & Currency
Material Goods
Weapons
Improvised
Attire & Defense
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

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

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During periods of long travel, it may be helpful to divide each day into six shifts: three for day and three for night.

Shift Activity

During each shift, the players broadly describe what they're doing with an activity. While it's safest for protags to work together during shifts, it's still possible to split up.

Activities are deliberately more open-ended than encounter actions. Often you and your narrator will improvise what your character does over a shift. Some straightforward activities include the following options.

  • Attune. Establish attunement to an item, which is necessary to gain the full benefits of some items.
  • Camp. Settle down for a shift to rest up a little bit. Camping requires a day's worth of food and water per person, plus shelter. A tent or small cave is enough to provide shelter. When you finish camping, you fully regain all hit points and regain 1 lost carry slot.
  • Hunt. Search for food, clean water, or shelter to camp. Each protag can only search for one of these per activity. Each requires an ability check to succeed, usually Knowledge (Wilderness) or Perception (Wilderness). In a field or lightly forested area, a check result of 10 or higher is a success. A success provides shelter for the entire party, clean water for the entire party to camp (plus as much as you can carry with you), or 1 day's worth of food. If hunting for food and you roll a 20 or higher, you instead find 2 days' worth of food. A day's worth of food for you occupies 1 carry slot, and a day's worth of water for you also takes 1 carry slot. Other regions, such as a sparse desert or abundant rainforest, might require a higher or lower check result to succeed, as your narrator determines.
  • Travel. You travel a distance of up to 10 miles. If mapping out the region, it can be helpful to use 10-mile squares or hexes. Mounts and hauled vehicles provide comfort and storage but don't increase the rate of travel. If you travel two consecutive shifts without spending most of the time riding a vehicle or mount, you must succeed on a mark 12 Constitution save or lose 1 carry slot. This mark increases by 1 for each subsequent travel shift; mark 13 for 3 travel shifts, mark 14 for 4 travel shifts, and so on.

There's 24 phases or 240 minutes in each shift, so almost any practical number of phase activities or encounters can occur without using up an entire shift.

Danger d6 (Optional)

When traveling through a region known to have monsters or bandits, at the end of each shift your narrator might roll a d6 on the chart below. This represents incoming and unpredictable dangers, giving consequences to how you spend your phases.

  1. Spoil. For each item you carry that can "spoil," such as food or monster parts, roll a d6. On each 1, the item is destroyed.
  2. Fatigue. At the start of next shift, each protag must camp or lose 1 carry slot. Any protag that camped during this shift is safe.
  3. Climate. In an extreme climate, each protag makes the relevant save. Otherwise the weather, terrain, or climate changes either with travel or due to a fluke of the area. If the area doesn't have a sensical change, there might be only environmental noise like wind, sounds, temperature changes, falling debris, fleeting illusions, or tiny critters.
  4. Encounter. The protags encounter creatures native to this region, which are usually violent. If the party was camping this shift and didn't have someone keeping watch, the entire party is Surprised at the start of this encounter.
  5. Clue. The protags locate clues to local, usually hostile creatures—such as a fresh corpse, or recently shed scales. If the protags don't move on from this vicinity, these creatures will be encountered at the end of the next shift (no roll).
  6. Secret. The protags find a hint to an unknown area within 10 miles, or another secret in this vicinity. If navigating to a destination of unknown distance, the destination is reached (or progress is made; perhaps Secret must be rolled twice or thrice for a longer journey). If nothing applies, the protags are safe this phase.
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