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- The subabilities derived from a character's Strength score are
Stamina and Muscle, and these are the only subabilities that can
have unmodified initial scores higher than 18 provided the character
is a fighter. Such characters can have exceptional subability
scores, just as they can have exceptional Strength scores. If
a fighter qualifies for exceptional subability scores, roll percentile
dice (d00) and consult the charts under Stamina and Muscle. A
fighter 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 fighter 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.
- Weight Allowance: This is the weight in pounds a character can carry without being encumbered (see Encumbrance for more information). Characters carrying less than or equal to their weight allowance move at their full normal speed.
- Movement Adjustment: This is the amount added to a characters base movement rate.
- Fatigue: A character's Stamina influences when he becomes fatigued.
- Skills: Stamina is the relevant ability for skills such as Carpentry, Mountaineering, Stonemasonry and Swimming.
Stamina
|
Weight Allow.
|
Move Adj.
|
3
|
5
|
-3
|
4-5
|
10
|
-2
|
6-7
|
20
|
-1
|
8-9
|
35
|
0
|
10-11
|
40
|
0
|
12-13
|
45
|
0
|
14-15
|
55
|
0
|
16
|
70
|
0
|
17
|
85
|
+1
|
18
|
110
|
+1
|
18/01-50
|
135
|
+1
|
18/51-75
|
160
|
+2
|
18/76-90
|
185
|
+2
|
18/91-99
|
235
|
+2
|
18/00
|
335
|
+3
|
19
|
485
|
+3
|
20
|
535
|
+3
|
21
|
635
|
+4
|
22
|
785
|
+4
|
23
|
935
|
+5
|
24
|
1,235
|
+6
|
25
|
1,535
|
+7
|
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.
- 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 Modifier: 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.
- Sprinting: Stamina is used when a character needs to make a Sprinting check.
- 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 d00) to bend iron bars, lift a vertical gate or portcullis, or perform a similar feat of Muscle power. If the number rolled on d00 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.
- Dig Tunnels: This modifier applies to those characters who have the Dig Tunnels ability.
- Skills: One example of a skill with Muscle as a relevant ability is Jumping an ability that utilizes the muscles' explosive power rather than endurance.
Muscle Score
|
Att. Adj.
|
Dam. Adj.
|
Max. Press
|
Open Doors
|
Bend Bars/ Lift Gates
|
Dig Tunnels
|
3
|
-3
|
-1
|
10
|
2
|
0
|
-15
|
4-5
|
-2
|
-1
|
25
|
3
|
0
|
-10
|
6-7
|
-1
|
0
|
55
|
4
|
0
|
-5
|
8-9
|
0
|
0
|
90
|
5
|
1
|
0
|
10-11
|
0
|
0
|
115
|
6
|
2
|
0
|
12-13
|
0
|
0
|
140
|
7
|
4
|
0
|
14-15
|
0
|
0
|
170
|
8
|
7
|
0
|
16
|
0
|
+1
|
195
|
9
|
10
|
+5
|
17
|
+1
|
+1
|
220
|
10
|
13
|
+10
|
18
|
+1
|
+3
|
255
|
11
|
16
|
+15
|
18/01-50
|
+1
|
+3
|
280
|
12
|
20
|
+15
|
18/51-75
|
+2
|
+3
|
305
|
13
|
25
|
+15
|
18/76-90
|
+2
|
+4
|
330
|
14
|
30
|
+20
|
18/91-99
|
+2
|
+5
|
380
|
15 (3)
|
35
|
+25
|
18/00
|
+3
|
+6
|
480
|
16 (6)
|
40
|
+30
|
19
|
+3
|
+7
|
640
|
16 (8)
|
50
|
+35
|
20
|
+3
|
+8
|
700
|
17 (10)
|
60
|
+40
|
21
|
+4
|
+9
|
810
|
17 (12)
|
70
|
+45
|
22
|
+4
|
+10
|
970
|
18 (14)
|
80
|
+50
|
23
|
+5
|
+11
|
1,130
|
18 (16)
|
90
|
+55
|
24
|
+6
|
+12
|
1,440
|
19 (17)
|
95
|
+60
|
25
|
+7
|
+14
|
1,535
|
19 (18)
|
99
|
+70
|
|