Strength
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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.
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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