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* ''{{PSR|Skill|Medicine}}''. Deliver a satisfying massage.
* ''{{PSR|Skill|Medicine}}''. Deliver a satisfying massage.
* ''{{PSR|Skill|Performance}}''. Entertain with feats of strength or athleticism, such as in a stunt show or circus act.
* ''{{PSR|Skill|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 [[Vehicle (PSR Supplement)|land vehicles]] could apply.
* ''Unskilled.'' Hold a cart back from rolling downhill.


Strikes and other actions that deal [[damage]] can be modeled with {{psr|Unarmed Strike}}s and [[attack roll]]s, instead of checks.  
Strikes and other actions that deal [[damage]] can be modeled with {{psr|Unarmed Strike}}s and [[attack roll]]s, instead of checks.  
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<h3>Saving Throws</h3>
<h3>Saving Throws</h3>
The higher number between your Strength and {{PSR|Dexterity}} modifiers is added to your [[Scuffle]] [[save]]s.
Strength {{psr|Saving Throw}}s are made to escape hazards that can be resisted or overcome with physical force, such as breaking out of a {{psr|Grab}}, standing strong against {{psr|Strong Wind|winds}}, or preventing your {{psr|Ride}} from bucking you off.
 
The higher modifier between your {{PSR|Strength}} and {{PSR|Constitution}} is added to your [[Grit]] [[save]]s.


<h3>Strength Mark</h3>
<h3>Strength Mark</h3>
Your {{PSR|Ability Mark|Strength mark}} equals '''8 + [[Skill Level]] + Strength'''.
Your {{PSR|Ability Mark|Strength mark}} equals '''8 + {{PSR|SB}} + Strength'''.


If you've {{PSR|Grappled}} or {{PSR|Mounted}} a creature, to attempt escape the creature makes a {{psr|Saving Throw}} against your Strength mark.
If you've {{PSR|Grappled}} or {{PSR|Mounted}} a creature, to attempt escape the creature makes a {{psr|Saving Throw}} against your Strength mark.
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High Strength enables you to better handle {{psr|Heavy}} items.
High Strength enables you to better handle {{psr|Heavy}} items.
* You need a Strength higher than 0 to effectively wield {{psr|Heavy}} {{psr|Weapon}}s.
* You need a Strength higher than 0 to effectively wield {{psr|Heavy}} {{psr|Weapon}}s.
* While you wield a {{psr|Heavy}} {{psr|Shield}}, having a Strength score above 0.
* While you wield a {{psr|Heavy}} {{psr|Shield}}, having a Strength above 0 increases the shield's bonus to your {{psr|Defense}} score by 1.
* While wearing {{psr|Heavy}} {{psr|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]].)
* While wearing {{psr|Heavy}} {{psr|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]].)

Latest revision as of 14:31, 26 September 2026

Strength is one of the six attributes. 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.

Strikes and other actions that deal 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

Strength saving throws are made to escape hazards that can be resisted or overcome with physical force, such as breaking out of a grab, standing strong against winds, or preventing your ride from bucking you off.

Strength Mark

Your Strength mark equals 8 + SB + Strength.

If you've Grappled or Mounted a creature, to attempt escape the creature makes a saving throw against 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 an axe, staff, or javelin.

Add your Strength modifier to your attack rolls and damage for an unarmed strike.

Carry Slots

You can carry a number of items equaling 10 + your Strength. These are called your carry slots.

Up to 5 light items instead only occupy one carry slot. A heavy item occupies 5 slots.

Heavy Items

High Strength enables you to better handle heavy items.

  • You need a Strength higher than 0 to effectively wield heavy weapons.
  • While you wield a heavy shield, having a Strength above 0 increases the shield's bonus to your defense score by 1.
  • 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.)