Advanced Strength Utility/Combat Charts

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Strength Categories

Normal: Normal human strength; possessed by most Humanoids, and a number of mundane animals
Strong/Exceptional: Impressive P.S (16 or over), as a rule possessed by large animals or exceptionally strong humanoids (Bodybuilders, Ogres, Trolls, and so on)
Extraordinary: The limits of normal humanoid capacity, possessed by augmented/gigantic humanoids [Crazies, Juicers, Cyborgs, Giants, etc.] and large, powerful animals [Lions, Tigers, Bears, Sharks, Elephants, Whales, etc.]
Superhuman: Minor paranormal strength, possessed by minor mystical entities [Nightbane, Godlings, Fairies, Spirits, lesser supernatural beings in general], and by robotic creations [As per HU2ed, or other purely/mostly robotic creatures]
Supernatural: Major paranormal strength, possessed by major mystical entities [Vampires, Demons, Dragons, Gods, etc.]


Carrying and Lifting Abilities

Normal: Carry PS X 10, Lift PS X 20
Strong/Exceptional: Carry PS X 20, Lift PS X 40
Extraordinary: Carry PS X 100, Lift PS X 200
Superhuman: Carry PS X 200, Lift PS X 300
Supernatural: Carry PS X 300, Lift PS X 500

NB: Noted weights are in Pounds [10 lbs = 4.5 Kg]


Fatigue Rate:

The Standard Rate is as follows: The maximum Carrying load can be supported for PE X 4 minutes. If the maximum Carrying load is carried during combat or running [or other similarly strenuous activities], the time limit is PE X 2. The maximum Lifting weight can be supported for a maximum of PE X 1 melee rounds [PE / 4 minutes]. Maximum Running Speed can be maintained for PE X 1 minutes.

Normal: Standard
Strong/Exceptional: Standard
Extraordinary: Standard
Superhuman: Fatigues at half rate
Supernatural: Does not fatigue

NB: Super Powers or other coplications may also add dividers to the work time. Note that these bonuses are NOT cumulative, just take the biggest bonus and apply that one. IE: If you have Ex. PE [Which gives 1/10 Fatigue rate] and Supernatural PS, there is simply no fatigue.


Base Damage Capabilities [SDC worlds]:

  • Normal: 1D4, or by Weapon
  • Strong/Exceptional: 1D4, or by Weapon [PS bonus if applicable]
  • Extraordinary: 1D4 Restrained, 1D6 Full, 2D6 Power (2X Attacks) [PS bonus is applicable, add melee weapon damage if used]
  • Superhuman: [PS bonus if applicable, add melee weapon damage if used]
    PS 15 or under: 1D4 Restrained, 1D6 Full, 2D6 Power (2X Attacks)
    PS 16 - 20: 1D4 Restrained, 2D4 Full, 3D6 Power (2X Attacks)
    PS 21 - 25: 1D6 Restrained, 2D6 Full, 4D6 Power (2X Attacks)
    PS 26 - 30: 2D4 Restrained, 3D6 Full, 6D6 Power (2X Attacks)
    PS 31 - 35: 2D6 Restrained, 4D6 Full, 1D4X10 Power (2X Attacks)
    PS 36 - 40: 2D6+2 Restrained, 5D6 Full, 1D6X10 Power (2X Attacks)
    PS 41 - 50: 3D6 Restrained, 6D6 Full, 2D4X10 Power (2X Attacks)
    PS 51 - 70: 4D6 Restrained, 1D6X10 Full, 2D6X10 Power (2X Attacks)
    PS 71+: 5D6 Restrained, 2D4X10 Full, 3D6X10 Power (2X Attacks)
  • Supernatural: Check your local Supernatural PS table


    Complications:
  • Natural Weapons: Treat claws, blades, and other damaging implements built onto the body as melee weapons, supplementing/replacing normal damage as per the Strength Type. Teeth/Tusks are different, [In the case of Supernatural/Superhuman] add half the punch damage and PS bonus to a bite attack, [In the case of Extraordinary PS] add half the PS bonus +1 to a bite attack, [In the case of Strong PS] add half the PS bonus to a bite attack.
  • Special Attacks/Moves: Hand-to-Hand forms often provide special moves that allow one to do different amounts of damage. If using these moves with a being that has non-normal strength, then assume a 1D4-damage move would do the proper PS damage, and multiply/divide from there.


    Damage Capabilities [MDC worlds]:


  • Normal: 1D4 SDC, or by Weapon
  • Strong/Exceptional: 1D4 SDC, or by Weapon [PS bonus if applicable]
  • Extraordinary:
    PS <25: 2D6 + PS bonus SD normal, 1 MD power
    PS 25 - 28: 3D6 + PS bonus SD normal, 1D4 MD power
    PS 29 - 35: 4D6 + PS bonus SD normal, 1D6 MD power
    PS 36+: 1 MD normal, 2D4 MD power
  • Superhuman: As per the "Robotic PS" damage table found in Conversion Book #1
  • Supernatural: Check your local Supernatural PS table


    A Partial Listing Of Strength Types

    Normal Human/Elf/Dwarf/Wolfen/Orc/etc.: Normal to Exceptional/Strong
    Mutant Animal (SL <12) Normal to Excep./Strong, (SL 12 - 19) Extraordinary, (SL 20+) Superhuman
    Giant: Extraordinary
    Werebeast (Standard/Tribes of the Moon): Extraordinary
    Cyborg: Extraordinary
    Juicer/Crazy: Extraordinary
    Robot: Superhuman
    Wampyr: Superhuman
    Nightbane: Supernatural in magically saturated environments [IE: Rifts], Superhuman everywhere else
    Vampire: Supernatural
    Dragon: Supernatural