- ST may also refer to Stop Thrust or Shell-Tech
The Strength (abbreviated to ST) Attribute measures measures physical power and bulk of an individual.
Background[]
It was initially introduced in The Fantasy Trip and governed both the weight of weapons which could be used, and also survival - unlike GURPS it could not go into negative numbers = 1 ST was automatic unconsciousness and 0 ST was death. Wizards cast spells with ST, so it also played a role similar to FP in 3e GURPS (especially since back then it was derived from ST, unlike 4E where it derived from HT) or ER in 4e GURPS.
TFT only used 3 attributes (ST/DX/IQ) and did not have HT so this basically played the role that HT did in Classic of governing the Hit Points. Unlike Classic though, reduction in ST from injury (or spellcasting) presumably also lowered the weight of usable weapons, making armor important for ongoing offense.
4e switched to have HP derived from ST and FP derived from HT and changed the way it worked with regards to lifting
The New Fantasy Trip rules for Melee/Wizard slightly tweaked the old thresholds to emulate GURPS where unconsciousness now happens at 0 (instead of 1) and death happens at -1 (instead of 0) which also changes how much ST a wizard can use for spellcasting (it remains the amount taken to KO not kill)
Components[]
Strength has three components which are their own modifiers:
- Lifting ST: (+3 per +1 ST)
- Striking ST: (+5 per +1 ST)
- Hit Points [HP]: (±2 points per ±1 HP); this is normally equal to the unmodified ST score.
GURPS Ultra-Light[]
GURPS Ultra-Light uses "levels" to denote attributes. For ST they are:
- Weak: 8 HP, 1d6/2
- Normal: 10 HP, 1d6
- Strong: 14 HP, 2d6
- Very Strong: 18 HP, 3d6
Limitations[]
- No Fine Manipulators: -40%.
- Size: -10% x Size Modifier, max -80% (50 yards or Longer)
Classic[]
- No Jumping Bonus: -5%
- Doesn’t Affect Skill Defaults: -5%
Rules[]
- pg401 Pull your punches. You do not have to strike at full strength. You can choose to use any ST value less than your own when you strike with bare hands or a melee weapon, thrown weapon, bow, or sling
- pg421 "Shock, afflictions, and many other things can temporarily lower your attributes. ST reductions affect the damage you inflict with muscle-powered weapons."
- pg426 "This does not affect ST-based quantities, such as HP and damage"
Zero[]
ST 0 rules ST 0 means you have Basic Lift 0 and can pick up nothing. If you have any encumbrance at all, even a gum wrapper, you collapse under its weight.
You also have 0 damage, and can't even shove a door open or push aside a cobweb.
However, you can walk and act, as long as your walking and acting doesn't involve doing anything other than moving your own body weight from A to B.
Thus, air and fire elementals (p. B262) can have ST 0 without being immobilized, but can also be kept out by any barrier they can't penetrate by seeping around or burning.
Note that overcoming air resistance, under normal circumstances, is considered negligible for game balance purposes.
Classic: Goblins[]
Strength determines Courage (±4 points/±1 Courage)
Technical[]
GURPS Martial Arts: Technical Grappling — If a fighter’s ST is reduced to 0, he may not perform any actions without using extra effort (see p. 6).