Strength


 
Strength
Dexterity
Constitution
Comeliness
Character Abilities
Intelligence
Wisdom
Charisma
-
Oriental Adventures

Strength measures a character's muscle, endurance, and stamina. This ability is the forte of bushi and
samurai, for they must be physically powerful in order to wear armor and wield heavy weapons. Therefore,
Strength is the most important ability ("prime requisite") of bushi and one of the prime requisites of samurai.
Any bushi with a Strength of 15 or more gains a bonus of 10% of earned experience (explained later).
Furthermore, samurai, kensai, barbarians, and bushi with a Strength score of 18 are entitled to roll
percentile dice to generate a number between 1 and 100 to determine exceptional Strength; exceptional Strength
improves the character's chance to hit an enemy, increases the damage he causes with each hit, and increases the
weight the character is able to carry without a penalty for encumbrance. It also increases the character's ability
to force open doors and similar portals.

To relate this ability to reality, assume that a character with a Strength score of 3 can lift a maximum of
30 pounds above his head in a military press, while a character with a Strength score of 18 can press 180 pounds
or his own body weight, whichever is greater. No human or humanoid creature with normal Strength, however,
can lift more than twice its own body weight over its head.

A human with Strength 18 and an additional percentile dice roll can lift one additional pound for every
percentage point from 1 to 50, four pounds for every percentage point from 51 to 90, and eight pounds for each
percentage point from 91 to 100. Thus, a person with Strength 18/00 can lift 470 pounds.
 

Table 1: STRENGTH
Ability 
Score
General Information
3 Minimum STR for wu jen
4 -
5 -
6 Minimum STR for spirit folk
7 -
8 Minimum Strength for korobokuru
9 -
10 -
11 -
12 Minimum Strength for hengeyokai & kensai
13 Minimum Strength for samurai & sohei
14 -
15 Minimum Strength for barbarian & monk
16 -
17 -
18 Maximum Strength for shukenja, monk, wu jen, & yakuza
18/01-50 18.50 = Max STR for spirit folk
18/51-75 18.75 = Max STR for hengeyokai
18/76-90 -
18/91-99 -
18/00 Maximum Strength for human
19 Maximum strength for korobokuru

Table 2: Strength Adjustments
Ability Score Hit Probability Damage 
Adjustment
Weight Allowance (#) <> Open Doors On A Bend Bars/
Lift Gates
<> Lift <>
0<> n/a n/a n/a n/a n/a n/a
1<> -5 -3 -40# 1 0% 3#
2<> -3 -2 -40 1 0% 5
3 -3 -1 -35: L(4-10), M(10.1-35), H(35.1-70), S(70.1-115) 1 0% 30
4-5 -2 -1 -25: L(5-15), M(15.1-45), H(45.1-80), S(80.1-125) 1 0% **
6-7 -1 normal -15: L(6-20), M(20.1-55), H(55.1-90), S(90.1-135) 1 0% **
8-9 normal none normal: L(9-35), M(35.1-70), H(70.1-105), S(105.1-150) 1-2 1% **
10-11 normal none normal: L(9-35), M(35.1-70), H(70.1-105), S(105.1-150) 1-2 2% **
12-13 normal none +10: L(12-45), M(45.1-80), H(80.1-115), S(115.1-160) 1-2 4% **
14-15 normal none +20: L(14-55), M(55.1-90), H(90.1-125), S(125.1-170) 1-2 7% **
16 normal +1 +35: L(16-70), M(70.1-105), H(105.1-140), S(140.1-185) 1-3 10% 160
17 +1 +1 +50: L(17-85), M(85.1-120), H(120.1-155), S(155.1-200) 1-3 13% 170
18 +1 +2 +75: L(18-100), M(100.1-140), H(140.1-170), S(170.1-225) 1-3 16% 180
18/01-50 +1 +3 +100: L(19-110), M(110.1-145), H(145.1-175), S(175.1-250) 1-3 20% 180 + %
18/51-75 +2 +3 +125: L(20-120), M(120.1-150), H(150.1-180), S(180.1-275) 1-4 25% 230 + (%-50)4
18/76-90 +2 +4 +150: L(21-130), M(130.1-160), H(160.1-200), S(200.1-300) 1-4 30% 330 + (%-75)4
18/91-99 +2 +5 +200: L(22-140), M(140.1-170), H(170.1-220), S(220.1-350) 1-4(1)* 35% 390 + (%-90)8
18/00 +3 +6 +300: L(25-150), M(150.1-190), H(190.1-240), S(240.1-450) 1-5(2)* 40% 470
19 +3 +7 +450 7 in 8 (3) 50% (as hill giant) 1,000
20 +3 +8 +500 7 in 8 (3) 60% (as hill giant) 1,500
21 +4 +9 +600 9 in 10 (4) 70% (as hill giant) 2,000
22 +4 +10 +750 11 in 12 (5) 80% (as fire giant) 2,500
23 +5 +11 +900 11 in 12 (5) 90% (as cloud giant) 3,000
24 +6 +12 +1200 19 in 20 (7 in 8) 100% (as storm giant) 3,500
25 +7 +14 +1500# 23 in 24 (9 in 10) 100% (as titan) 4,000#

The categories and entries in Tables 1 and 2 are explained in the following sections.

Hit Probability adjustments are added to or subtracted from the number rolled on 1 d20 during melee.
A bonus makes the opponent easier to hit; a subtraction makes him harder to hit. (Complete combat tables
appear in the section titled Combat.)

Damage Adjustment also applies to males. The listed number is added to or subtracted from the dice
rolled to determine how much damage is caused by an attack (a successful to hit roll can never cause less than 1
point of damage). For example, a wakizashi normally causes 1d6 points of damage. An attacker with a Strength
score of 17 causes one extra point of damage, for a range of 2-7.

Weight Allowance is the weight a character can carry without being encumbered. These weights are
expressed in terms of coins: 10 coins weigh 1 lb. A human carrying up to the listed weight can move 12' per
round. Each additional 350 coins (35 lbs.) slows the character by 25 percent (3" per round for a human).

Open Doors indicates the character's chance to force open a heavy or stuck door. When a character tries
to force a door open, roll 1d6. If the result is in the indicated range, the door opens. A character can keep trying
to open a door until it finally opens, but each attempt takes time (exactly how much is up to the DM) and makes
quite a lot of noise.
    Numbers in parentheses are the character's chance to open a locked, barred, or magically held door, but
only one attempt per door can ever be made. If t fails, no further attempts by that character can succeed.

Bend Bars/Lift Gates states the character's percentage chance to bend normal, soft iron bars or lift a
vertical gate (portcullis). When the character makes the attempt, roll percentile dice. If the number rolled is less
than or equal to the listed number, the character bends the bars or lifts the gate. If the attempt fails, the character
can never succeed at that task. A character can, however, try to bend the bars on a gate that he couldn't lift, and
vice versa.
 
 






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