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]