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Strength (Hunter: The Reckoning 5th Edition)

Attributes

Definition

Strength is raw physical power: lifting, forcing a door, restraining somebody who does not want to be restrained, and putting real force behind a melee weapon. Hunters have no supernatural way to raise it, so every dot is training, genetics, and stubbornness, and the creation spread of one attribute at 4, three at 3, four at 2, and one at 1 means high Strength is always a deliberate trade against something else. At the table Strength decides whether a scene ends in a rescue or a funeral: hauling an unconscious cell member out of a burning house, forcing a sealed door before the thing behind it reaches the group, or holding a grapple long enough for someone else to act. It will not win a pure contest of power against a vampire, and the game is honest about that. Strength buys seconds, and hunters win with seconds.

How it works

**Dice Pool Uses**: - Strength + Brawl: Punching, grappling, restraining a target - Strength + Melee: Swinging heavy weapons, driving a stake home - Strength + Athletics: Climbing, jumping, throwing objects **Special Rules**: Strength sets base melee damage and is usually the primary attribute in a contested grapple. Attributes cap at 4 at creation and cost new rating × 5 XP to raise later, so buy Strength at creation rather than planning to fix it with experience.

Tips

**Build Advice**: Take Strength at 3 or 4 only if your hunter closes to melee range on purpose. Everyone else should put the 4 into Wits, Resolve, or Dexterity, though even a researcher wants 2 so a jammed door is not the end of the scene. **Creed Synergies**: Martial creed hunters get the most from high Strength, since direct confrontation is their entire approach. Faithful hunters who play shield for their cell also need it, because standing between an ally and something is a physical act. **Character Concepts**: Former military operator, construction foreman, amateur boxer, firefighter who saw something in the flames, dockworker who lifts for a living.

Frequently asked questions

Can a hunter's Strength match a vampire's?

Rarely. Most supernatural creatures have physical capabilities no mortal reaches, and attributes cap at 4 at creation. Hunters compensate with weapons, Edges, numbers, and choosing the ground, not by matching raw power.

Is Strength a trap for non-combat hunters?

At 3 or 4 dots, largely yes, because the creation spread gives you only one 4 and three 3s and they are usually better spent elsewhere. At 2 dots it is cheap insurance: you can still drag someone clear, climb a fence, and put weight behind a shove.

Strength or Dexterity for a combat hunter?

Dexterity in most chronicles, because it carries Firearms, Stealth, and evasion, and hunters survive by not being reached. Choose Strength when your concept is genuinely melee, or when your Edges push you into close quarters anyway.