Ruins of Adventure
Note: If not using sub-ability scores, use the primary ability for the following tables (all modifiers still apply).
Note: For races that grant a racial bonus to Strength, characters with a rolled Strength of 18, effectively have a Strength of 18/01 (not 19). Warriors with a racial strength bonus should roll for % Strength, then increase it by 1 step (i.e. 18/51 becomes 18/76). A rolled Strength score of 18/00 increases to 19.
Firbolgs (regardless of class) roll for % Strength and then increase it by 2 steps (so 17 becomes 18/01 or 18/00 becomes 20).
|Stamina Score||Weight Allowance||Movement Bonus|
|Muscle Score||Attack Adjustment||Damage Adjustment||Max Press||Open Doors||Bend Bars/Lift Gates|
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 Bonus: This number is added to the character’s base movement rate (determined by their race). Even with a penalty, no character’s base movement can drop below 1 (that is, a single square per round).
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. Races that are Large (take damage as large creatures) double this amount.
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.