Tenacity (PSR Supplement)

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

System Differences

The Basics

Time

The d20

Ability Check
Saving Throw

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Willpower

Skills

Encounters

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

Phases

Hit Points & Damage

Temporary Hit Points
Massive Damage
Damage Types
Max Damage
Tenacity

Other Dangers

Defeat
Dramatic Death
Common Hazards
Extreme Climates
Conditions

Rest

Break: short rest
Camp: rough long rest
Downtimecozy long rest
Downtime Trading
Downtime Enterprise

Items

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

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

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

Optional Rule: Inspired Tenacity
When a player shows exceptional creativity, role-playing, or other deeds for the immersion or enjoyment of the group as a whole, the narrator is encouraged to reward that player's protag with 1 extra Tenacity. This can potentially increase a protag's Tenacity above its initial value.

Protags are special in that they have an unusual amount of Tenacity. Tenacity represents your capability to fight on or push when others couldn't. Each time you lose Tenacity, it represents sustaining an injury or severe exhaustion.

Your Tenacity score equals PB + Constitution modifier. Some effects can temporarily increase your amount of Tenacity above this score.

Damage Drains Tenacity. When you're reduced to 0 hit points, you lose 1 Tenacity 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 Tenacity.

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

Losing All Tenacity. If you are forced to lose Tenacity when you have none remaining, you become comatose — that is, you fall Unconscious until allies return your body to a safe location where the party finishes downtime. During this downtime you can't conduct an enterprise, but gain all other benefits of downtime. If while already comatose you are either abandoned by the party or you are forced to lose Tenacity again, you are defeated.

Restoring. When you finish downtime, your Tenacity is reset. Any expended Tenacity is regained, and any in excess of your Tenacity score is lost. At this time any permanent changes to your PB or ability modifiers change your Tenacity score accordingly.

Expending Tenacity[edit]

Sometimes you can willingly expend Tenacity for benefits. For example when you finish a break your hit points are restored up to but not exceeding half their maximum. If you expend 1 Tenacity you can instead fully restore your hit points. You can't choose to expend Tenacity if you have none remaining.

Tenacious Roll. After you fail a check, save, or attack roll you can expend 1 Tenacity to reroll the d20. You can only reroll the d20 once per roll, whether through a Tenacious Roll or any other effect.

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