Ruins of Adventure
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See also Ability Score Generation
See also Racial Ability Modifiers
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|
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).
|Muscle Score||Attack Adjustment||Damage Adjustment||Max Press||Feat of Strength|
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.
Feat of Strength: This indicates the chance a character has to perform any great feat of strength such as: hacking open a locked door, breaking a stone block, bending iron bars, stopping a runaway horse, or any of a variety of other such acts of pure muscle power. If the number rolled on 1d100 is equal to or less than the listed score, the character succeeds at the task.
A character who failed can try again, but each successive attempt after the first causes the character to lose 1 point of Stamina due to the extreme exertion (in addition to taking time and likely making a lot of noise). A character reduced to zero Stamina slumps to the ground, exhausted and unable to take any actions. Stamina lost in this way is regained at the rate of 1 point per hour of rest.
The use of appropriate tools (such as an axe for smashing a wooden door, a metal lever for bending bars, a hammer for breaking rocks, etc.) grants a +10% bonus on the chance of performing a Feat of Strength.
If multiple characters are working together on a Feat of Strength, such as both gripping and lifting a portcullis or both shoving a boulder aside, then the Muscle score(s) of the weaker character (or characters) is added to the % chance of the strongest. Thus if a character with a Muscle score of 15 (26%) were aided by a character with a Muscle score of 14, they would have a combined chance of success of 40%. Only a single roll is made, no matter how many people are assisting with a task.