Strength (POSP)

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The subabilities derived from a character's Strength score are Stamina and Muscle, and these are the only subabilities that can have scores higher than 18—provided the character is a warrior. Such characters can have exceptional subability scores, just as they can have exceptional Strength scores. If a warrior qualifies for exceptional subability scores, roll percentile dice (1d100) and consult the charts under Stamina and Muscle. A warrior with an 18 Strength score might decide to have 18s in both subabilities, at which point he would roll percentile dice for both. Or, the warrior might have a 20 Stamina or Muscle, with the other subability having a score of 16—or any combination in between.
Characters from other classes can have scores of 18 in Strength subabilities, but cannot have exceptional subability scores, and do not roll percentile dice for these subabilities.
==Stamina==
The Stamina subability score determines muscle efficiency. A character with a Stamina score higher than his Muscle score may not have masses of huge muscles, but the muscles he has will be rock hard. Characters like these may surprise others—not because they can lift four hay bales at once, but because they can lift one or two at a time for 10 hours straight.
 Table 2: Stamina
Stamina Score	Weight Allowance
3 	5
4–5 	10
6–7 	20
8–9 	35
10–11 	40
12–13 	45
14–15 	55
16 	70
17 	85
18 	110
18/01–50 	135
18/51–75 	160
18/76–90 	185
18/91–99 	235
18/00 	335
19 	485
20 	535
21 	635
22 	785
23 	935
24 	1,235
25 	1,535
Weight Allowance: This is the weight in pounds a character can carry without being encumbered (see Encumbrance, chapter seven, for more information). Characters carrying less than or equal to their weight allowance move at their full normal speed.
Sprinting: Stamina is used when a character needs to make a Sprinting check.
Fatigue: A character's Stamina influences when he becomes fatigued.
Proficiencies: Stamina is the base number for proficiencies such as swimming, carpentry, and stonemasonry.
==Muscle==
The Muscle subability measures the sheer power a character can exert at a moment's notice. A character with a Muscle score higher than his Stamina score will look quite strong. Males will have bulging biceps, broad chests, and wide shoulders. While females don't generate the muscle mass of males, they will have well-defined, strongly toned forms.
 Table 3: Muscle
MuscleScore	Att.Adj.	Dam.Adj.	Max.Press	OpenDoors	Bend Bars/Lift Gates
3 	–3 	–1 	10 	2 	0%
4–5 	–2 	–1 	25 	3 	0%
6–7 	–1 	0 	55 	4 	0%
8–9 	0 	0 	90 	5 	1%
10–11 	0 	0 	115 	6 	2%
12–13 	0 	0 	140 	7 	4%
14–15 	0 	0 	170 	8 	7%
16 	0 	+1 	195 	9 	10%
17 	+1 	+1 	220 	10 	13%
18 	+1 	+3 	255 	11 	16%
18/01–50 	+1 	+3 	280 	12 	20%
18/51–75 	+2 	+3 	305 	13 	25%
18/76–90 	+2 	+4 	330 	14 	30%
18/91–99 	+2 	+5 	380 	15(3) 	35%
18/00 	+3 	+6 	480 	16(6) 	40%
19 	+3 	+7 	640 	16(8) 	50%
20 	+3 	+8 	700 	17(10) 	60%
21 	+4 	+9 	810 	17(12) 	70%
22 	+4 	+10 	970 	18(14) 	80%
23 	+5 	+11 	1,130 	18(16) 	90%
24 	+6 	+12 	1,440 	19(17) 	95%
25 	+7 	+14 	1,535 	19(18) 	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.
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.
Proficiencies: One example of a proficiency that uses the Muscle score as a base number is jumping—an ability that utilizes the muscles' explosive power rather than endurance.