Ruins of Adventure
Strength
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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
Stamina Score | Weight Allowance | Movement Bonus |
1 | 1 | -5 |
2 | 1 | -3 |
3 | 5 | -3 |
4 | 10 | -2 |
5 | 15 | -2 |
6 | 20 | -1 |
7 | 25 | -1 |
8 | 30 | 0 |
9 | 35 | 0 |
10 | 40 | 0 |
11 | 45 | 0 |
12 | 50 | 0 |
13 | 55 | 0 |
14 | 60 | 0 |
15 | 65 | 0 |
16 | 70 | 0 |
17 | 85 | +1 |
18 | 110 | +1 |
18/01 | 135 | +1 |
18/51 | 160 | +2 |
18/76 | 185 | +2 |
18/91 | 235 | +2 |
18/100 | 335 | +3 |
19 | 485 | +3 |
20 | 535 | +3 |
21 | 635 | +4 |
22 | 785 | +4 |
23 | 935 | +5 |
24 | 1235 | +6 |
25 | 1535 | +7 |
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
Muscle Score | Attack Adjustment | Damage Adjustment | Max Press | Feat of Strength |
1 | -5 | -4 | 3 | 0% |
2 | -3 | -2 | 5 | 1% |
3 | -3 | -1 | 10 | 1% |
4 | -2 | -1 | 25 | 2% |
5 | -2 | -1 | 25 | 2% |
6 | -1 | 0 | 55 | 3% |
7 | -1 | 0 | 55 | 4% |
8 | 0 | 0 | 90 | 5% |
9 | 0 | 0 | 90 | 7% |
10 | 0 | 0 | 115 | 10% |
11 | 0 | 0 | 115 | 13% |
12 | 0 | 0 | 140 | 16% |
13 | 0 | 0 | 140 | 20% |
14 | 0 | 0 | 170 | 23% |
15 | 0 | 0 | 170 | 26% |
16 | 0 | +1 | 195 | 30% |
17 | +1 | +1 | 220 | 33% |
18 | +1 | +3 | 255 | 36% |
18/01 | +1 | +3 | 280 | 40% |
18/51 | +2 | +3 | 305 | 45% |
18/76 | +2 | +4 | 330 | 50% |
18/91 | +2 | +5 | 380 | 55% |
18/100 | +3 | +6 | 480 | 60% |
19 | +3 | +7 | 640 | 65% |
20 | +3 | +8 | 700 | 70% |
21 | +4 | +9 | 810 | 75% |
22 | +4 | +10 | 970 | 81% |
23 | +5 | +11 | 1130 | 87% |
24 | +6 | +12 | 1440 | 93% |
25 | +7 | +14 | 1535 | 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. 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.