Strength (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
Perception
Charisma

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
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
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

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

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:

  • Climb with poor handholds
  • Swim through river rapids
  • Jump under difficult conditions, such as while carrying a person
  • Force open a stuck or barred door
  • Break free of manacles or other bonds
  • Hang onto a vehicle while being dragged behind it
  • Hold back a wagon from rolling downhill
  • Shove over a Large stone statue

Physical feats of endurance are better covered by Constitution checks, and tasks related to precise movement belong to Dexterity checks.

Grit Saves

The higher modifier between your Strength and Constitution is added to your Grit saving throws.

Strength Mark

Your Strength mark equals 8 + PB + Strength modifier.

If you've Grappled a creature, to attempt to 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 have a number of carry slots equal to your Strength score. This is how many items you can carry.

Injury or exhaustion causes you to lose carry slots, and if your number of carry slots ever falls below half their maximum (rounded down), you are defeated. One is restored after camping, and all can be restored after a downtime day.

Heavy Weapons & Shields Shield

  • 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 15 increases your shield bonus.

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.

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