Strength The subabilities derived from a character’s Strength score are Stamina and Muscle , and these are the only subabilities that can have scores higher than
18—provided the character is a warrior. Such characters can have exceptional
subability scores, just as they can have exceptional Strength scores. If a warrior
qualifies for exceptional subability scores, roll percentile dice (1d100) and
consult the charts under Stamina and Muscle. A warrior with an 18 Strength score
might decide to have 18s in both subabilities, at which point he would roll
percentile dice for both. Or, the warrior might have a 20 Stamina or Muscle, with the
other subability having a score of 16—or any combination in between.
Characters from other classes can have scores of 18 in Strength subabilities,
but cannot have exceptional subability scores, and do not roll percentile dice
for these subabilities.
Stamina
The Stamina subability score determines muscle efficiency. A character with a
Stamina score higher than his Muscle score may not have masses of huge muscles,
but the muscles he has will be rock hard. Characters like these may surprise
others—not because they can lift four hay bales at once, but because they can
lift one or two at a time for 10 hours straight.
Table 2: Stamina
| Stamina Score
| Weight Allowance
|
| 3
| 5
|
| 4–5
| 10
|
| 6–7
| 20
|
| 8–9
| 35
|
| 10–11
| 40
|
| 12–13
| 45
|
| 14–15
| 55
|
| 16
| 70
|
| 17
| 85
|
| 18
| 110
|
| 18/01–50
| 135
|
| 18/51–75
| 160
|
| 18/76–90
| 185
|
| 18/91–99
| 235
|
| 18/00
| 335
|
| 19
| 485
|
| 20
| 535
|
| 21
| 635
|
| 22
| 785
|
| 23
| 935
|
| 24
| 1,235
|
| 25
| 1,535
|
Weight Allowance: This is the weight in pounds a character can carry without being encumbered
(see Encumbrance, chapter seven, for more information). Characters carrying less than or equal to their
weight allowance move at their full normal speed.
Sprinting: Stamina is used when a character needs to make a Sprinting check.
Fatigue: A character’s Stamina influences when he becomes fatigued.
Proficiencies: Stamina is the base number for proficiencies such as swimming, carpentry, and
stonemasonry.
Muscle
The Muscle subability measures the sheer power a character can exert at a
moment’s notice. A character with a Muscle score higher than his Stamina score will
look quite strong. Males will have bulging biceps, broad chests, and wide
shoulders. While females don’t generate the muscle mass of males, they will have
well-defined, strongly toned forms.
Table 3: Muscle
| Muscle
| Att.
| Dam.
| Max.
| Open
| Bend Bars/
|
| Score
| Adj.
| Adj.
| Press
| Doors
| Lift Gates
|
| 3
| –3
| –1
| 10
| 2
| 0%
|
| 4–5
| –2
| –1
| 25
| 3
| 0%
|
| 6–7
| –1
| 0
| 55
| 4
| 0%
|
| 8–9
| 0
| 0
| 90
| 5
| 1%
|
| 10–11
| 0
| 0
| 115
| 6
| 2%
|
| 12–13
| 0
| 0
| 140
| 7
| 4%
|
| 14–15
| 0
| 0
| 170
| 8
| 7%
|
| 16
| 0
| +1
| 195
| 9
| 10%
|
| 17
| +1
| +1
| 220
| 10
| 13%
|
| 18
| +1
| +3
| 255
| 11
| 16%
|
| 18/01–50
| +1
| +3
| 280
| 12
| 20%
|
| 18/51–75
| +2
| +3
| 305
| 13
| 25%
|
| 18/76–90
| +2
| +4
| 330
| 14
| 30%
|
| 18/91–99
| +2
| +5
| 380
| 15(3)
| 35%
|
| 18/00
| +3
| +6
| 480
| 16(6)
| 40%
|
| 19
| +3
| +7
| 640
| 16(8)
| 50%
|
| 20
| +3
| +8
| 700
| 17(10)
| 60%
|
| 21
| +4
| +9
| 810
| 17(12)
| 70%
|
| 22
| +4
| +10
| 970
| 18(14)
| 80%
|
| 23
| +5
| +11
| 1,130
| 18(16)
| 90%
|
| 24
| +6
| +12
| 1,440
| 19(17)
| 95%
|
| 25
| +7
| +14
| 1,535
| 19(18)
| 99%
|
Attack Adjustment: This modifier is subtracted from or added to d20 rolls during combat. A bonus
with a + sign makes an opponent easier to hit, while a penalty with a – sign
makes an opponent more difficult to strike.
Damage Adjustment: This modifier is applied to damage rolls after successful physical attacks in
combat.
Maximum Press: This is the most weight a character can lift over his head. He cannot walk
more than a few steps with it, nor can he hold it very long.
Open Doors: This indicates the chance a character has to force open a heavy door or one
that is stuck closed. To open such a door, a player rolls 1d20. If the result is
equal to or less than the number listed for the character’s Muscle score, the
door opens. A character who failed can try again, but each successive attempt
takes more time and makes more noise. The numbers in parentheses are a character
s chances to open a locked, barred, or magically held door. Only one attempt
for each such door is allowed.
Bend Bars/Lift Gates: This represents the character’s chance (rolled on 1d100) to bend iron bars,
lift a vertical gate or portcullis, or perform a similar feat of Muscle power.
If the number rolled on 1d100 is equal to or less than the listed score, the
character bends the bars or lifts the gate. If the roll fails, the character
cannot attempt the same feat again. The character could, however, attempt to bend
the bars of a gate he failed to lift, or vice versa.
Proficiencies: One example of a proficiency that uses the Muscle score as a base number is
jumping—an ability that utilizes the muscles’ explosive power rather than
endurance.
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