Adventurer
Level
Sum of
Attributes
Adventurer
Level
Sum of
Attributes
1171127
2181228
3191328
4201429
5211529
6221630
7231730
8241831
9251931
102620+32
Table: Sum of Attributes with Adventurer Level for Contender Characters.

STRLifting
Strength (N)
STRLifting
Strength (N)
STRLifting
Strength (N)
STRLifting
Strength (N)
−5370+1660+71170+132070
−4410+2730+81290+142280
−3450+3800+91410+152510
−2500+4880+101560+162760
−1550+5970+111710+173030
0600+61060+121880+183340
Table: Lifting Strength in Newton vs. STR Attribute.

TOUDodging Points /
Hit Points
TOUDodging Points /
Hit Points
TOUDodging Points /
Hit Points
TOUDodging Points /
Hit Points
−55 / 5010 / 10515 / 151020 / 20
−46 / 6111 / 11616 / 161121 / 21
−37 / 7212 / 12717 / 171222 / 22
−28 / 8313 / 13818 / 181323 / 23
−19 / 9414 / 14919 / 191424 / 24
Table: Tenth Level Adventurer's Dodging Points (dp) and Hit Points (hp).

Adventurer
Level
Experience
Points
Required
Experience
Points to
Next Level
Adventurer
Title
10200
2200300
3500500
41 k1 k
52 k2 k
64 k3 k
77 k4 k
811 k6 k
917 k8 k
1025 k10 k
1135 k11 k
1246 k12 k
1358 k13 k
1471 k14 k
1585 k15 kBad-Ass
20170 k20 kSuper Bad-Ass
30415 k30 kSuper Duper
Bad-Ass
40760 k40 kSuper Duper Duper
Bad-Ass
501205 k50 kSuper Duper Duper Duper
Bad-Ass
Table: Experience Points Required for Adventurer Levels

Meaon Wind (Y)Dodging Points Per Adventuring Level
2.01.4 + TOU/7
1.51.2 + TOU/8
1.01.0 + TOU/10
0.50.7 + TOU/14
0.20.4 + TOU/22
0.10.3 + TOU/32
0.00.0
Table: Affects of Maeon Wind Strength upon Dodging Points

TOU: Adventurer Level: Meaon Wind: Y Dodging Points:

STR: Armor Encumbrance: kg Armor Burdening:

STR: Shield Encumbrance: kg Shield Burdening:

STR: Weapon Encumbrance: g Weapon Burdening: Two-Handed:

STRArmor (kg)Shield (kg)Weapon (g) STRArmor (kg)Shield (kg)Weapon (g)
-55.92.73911127.012.61797
-46.53.04301229.713.81977
-37.13.34731332.615.22175
-27.83.65211435.916.72392
-18.64.05731539.518.42632
09.54.46301643.420.32895
110.44.96931747.822.33184
211.45.37621852.524.53503
312.65.98391957.827.03853
413.86.59222063.629.74238
515.27.110152169.932.64662
616.77.811162276.935.95128
718.48.612282384.639.55641
820.39.513502493.143.46205
922.310.4148625102.447.86826
1024.511.4163426112.652.67508
Table: Maximum Encumbrance for Zero Burdening.

Wizard
Level
Spell
Level
1
Spell
Level
2
Spell
Level
3
Spell
Level
4
Spell
Level
5
Spell
Level
6
Spell
Level
7
Spell
Level
8
Spell
Level
9
Spell
Level
10
01---------
12---------
24---------
342--------
444--------
5442-------
6444-------
74442------
84444------
944442-----
1044444-----
11444442----
12444444----
134444442---
144444444---
1544444442--
1644444444--
17444444442-
18444444444-
194444444442
204444444444
Table: Wizard Spell Capacity with Wizard Level.

SkillReference DifficultyAdditionsDarkness
climbing15tl + DEX − ab−5
picking pockets20tl + DEX − ab−10
opening locks20tl + INT + DEX−5
finding traps15tl + INT−5
disarming traps15tl + INT + DEX−5
moving silently20tl + DEX − ab−5
hiding15tl+10
disguise15tl + INT+5
Table: Thief Table. We use tl for thief level, ab for armor burdening, INT for intelligence, and DEX for dexterity.

SkillReference DifficultyAdditions
injured patient recovers n hp/day5nhl
bind cut of severity ss−5hl
set break resulting from bruise of severityss−10hl
Table: Healer Level Required for Feats of Healing

SkillReference DifficultyAdditions
tracking15rl
hunting15rl
foraging15rl
camping15rl
navigation15rl
Table: Reference Difficulties for Rangers

CircumstanceIncrease in Difficulty
×3 Radius of Curvature of Trail−5
÷3 Signs of Passage Per Meter+5
Staying Out of Sight+5
Table: Tracking Difficulty Adjustments

MountFeatDifficulty
Horsewalk, turn, stop−5
Horsecantering on road0
Horsegalloping on road5
Horsejump 1-m fence in field5
Horsejump 1-m stone wall in forest10
Horsejump 1-m stone wall in forest wielding a javelin15
Horsefiring forwards at a gallop in field10
Horsefiring backwards at gallop in field15
Horseany feat by moonlight+5
Hipporgrifftake-off, turn, climb, descend, or land0
Hipporgriffnear-vertical side-slip5
Hipporgriffhalf-roll10
Hipporgrifffull-roll15
Hipporgriffput mount in downward spin10
Hipporgrifffiring forwards while steering5
Hipporgrifffiring backwards while steering10
Allrider is unfamiliar with mount species+5
Wyvernany hippogriff feat on wyvern-back+5
Wyvernwyvern is unfamiliar with rider+5
Camelany horse feat other than jumping0
Table: Difficulty of Riding Feats, plus a few adjustments for circumstances.

Discipline (And Constituents)Advances
commando (climb, hide, move silently)3, 2, 1
burglar (pick pockets, open locks, find traps, remove traps)3, 2, 1
masquerader (disguise)3, 2, 1
mountaineer (climb, camp, navigate)3, 2, 1
locksmith (open locks)4, 3, 2
sailor2, 1½, 1
carpenter2, 1½, 1
falconer2, 1½, 1
musician2, 1½, 1
singer2, 1½, 1
armorer2, 1½, 1
ballooner2, 1½, 1
Table: Some Sundry Disciplines. For each discipline, we give the first, second, and third choice advances for contender characters.

aabase thr aabase thr aabase thr aabase thr aabase thr aabase thr
−4534−3026−151901115430−4
−4433−2926−141811116331−4
−4333−2825−131821017332−5
−4232−2725−121731018233−5
−4132−2624−11174919234−6
−4031−2524−10165920135−6
−3931−2423−9166821136−7
−3830−2323−8157822037−7
−3730−2222−7158723038−8
−3629−2122−6149724−139−8
−3529−2021−51410625−140−9
−3428−1921−41311626−241−9
−3328−1820−31312527−242−10
−3227−1720−21213528−343−10
−3127−1619−11214429−344−11
Table: Base To-Hit Rolls (base thr) for Attacker's Advantage (aa). To use the table, subtract the defender's striking accuracy from the attacker's striking accuracy, look up this value for aa and find the base to-hit roll.

Circumstancethra
x others striking at same foe +5x
strike for formidability 2−5
strike for formidability x−5(x−1)
strike for half power+5
strike for one quarter power+10
infantry striking cavalry−3
poorly made weapon<0
not proficient with weapon<0
each 5 full rounds of continuous fighting−1
fighting underwater−10
fighting in moonlight−5
fighting in starlight−10
Table: To-Hit Roll Adjustments (thra) for Sapiens.

Striking
Power
Power
Roll
Striking
Power
Power
Roll
Striking
Power
Power
Roll
Striking
Power
Power
Roll
Striking
Power
Power
Roll
−101d401d10102D10 204D10306D10
−91d411d10112D10+1 214D10+1316D10+1
−81d4+0.521d10+1122D10+2 224D10+2326D10+2
−71d4+0.531d10+1132D10+3 234D10+3336D10+3
−61d641d10+2142D10+4 244D10+4346D10+4
−51d651d10+2153D10 255D10357D10
−41d6+0.561d10+3163D10+1 265D10+1367D10+1
−31d6+0.571d10+3173D10+2 275D10+2377D10+2
−21d6+181d10+4183D10+3 285D10+3387D10+3
−11d6+191d10+4193D10+4 295D10+4397D10+4
Table: Power Rolls vs. Attacker's Striking Power

1d20−thr Multiplier for
Creatures
Mutliplier for
Devices
Multiplier for
Shields
<10111
10 to 14222
15 to 19442
20 to 24882
25 to 291682
≥303282
Table: Critical Hit Multipliers for Three Classes of Target. Note that an attacker striking for half or quarter damage cannot score a critical hit, no matter how much their 1d20 exceeds the to-hit roll.

Missile Combat CircumstanceTo-Hit Roll Adjustment
x full missile extents to target−x
target moving uniformly at x target widths per secondx
target moving alternately at x target widths per second−2x
target moving erratically at x target widths per second−4x
target 25 cm in diameter−10
target 50 cm in diameter−5
target 1 m in diameter0
target 2 m in diameter+5
target 4 m in diameter+10
n others firing at same foe0
fire at 1/2 × normal rate0
fire at 1 × normal rate0
fire at 2 × normal rate−10
fire at 4 × normal rate−20
fire at 8 × normal rate−40
using poorly made weapon<0
unfamiliar with weapon<0
firing from stationary horse−3
firing from trotting horse−10
firing from galloping horse−15
firing from flying hippogriff−15
Table: To-Hit Roll Adjustments for Missile Combat

THRChance of HittingTHRChance of HittingTHRChance of HittingTHRChance of Hitting
205%250.5%300.05%350.005%
214%260.4%310.04%360.004%
223%270.3%320.03%370.003%
232%280.2%330.02%380.002%
241%290.1%340.01%390.001%
Table: Mass Missile Combat Chance to Hit for To-Hit Roll

ArmorProtectionEncumbrance
(kg)
Cost
(gp)
cloth111
canvass233
padded4612
leather6927
studded leather81248
light ring81260
ring101575
light plate1015150
scale1218108
chain1421147
banded1624192
plate-mail1827243
plate2030300
Table: Properties of Normal Armor Designed for Sapiens

ShieldDefenseEncumbrance
(kg)
Cost
(gp)
bracer1½1.5
buckler213
medium bow, armored21.310
heavy bow, armored22.015
small339
medium4618
large, light4640
large51350
Table: Properties of Normal Shields Designed for Humans. We give shield defense for a skirmish combat.

WeaponPowerEncumbrance
(g)
DefenseLength
(cm)
Cost
(gp)
battleaxe, small610003605
battleaxe, medium10200048010
battleaxe, large144000410020
club, small310002600.1
club, medium 720003800.2
club, large11400041000.4
fist and foot00000
fist and foot, mailed2500105
flail, small1010003603
flail, medium1520004806
flail, large224000410012
garrote02000801
lance, small6100033005
lance, medium102000440010
lance, large144000450020
mace1020004804
morning star1220004806
sap01500201
spear, small6100031502
spear, medium8140032003
spear, large10200042504
staff6100032001
sword, great 184500418040
sword, large153000415030
sword, long122000412020
sword, medium101400410014
sword, short89003809
sword, small65003605
sword, dirk42202402.2
sword, dagger31302301.3
sword, knife2601200.6
trident102000415010
warhammer10200048010
NamePowerEncumbrance
(g)
DefenseLength
(cm)
Cost
(gp)
Table: Properties of Normal Hand-to-Hand Combat Weapons

Missile
Weapon
Power Extent
(m)
Range
(m)
Normal
Firing
Rate
(s)
Min STR Cost
(gp)
Missile
Mass (g)
bow, light6420040450
bow, medium1052504+4875
bow, heavy1463004+812100
bow, strong1873504+1216125
crossbow, light6420016−4450
crossbow, medium105250160875
crossbow, heavy14630016+412100
sling221008−4150
Table: Normal Missile Firing Devices With Normal Missiles.

Weapon F (N) x (cm) E (J) m (g) v (m/s) p (kg-m/s)
bow, light200808050572.8
bow, medium3009013575604.5
bow, heavy400100200100636.3
bow, strong600100300125638.7
Table: Mechanics of Missile Weapons.

Hand-Hurled
Weapon
PowerExtent
(m)
Encumbrance
(g)
Cost
(gp)
javelin615001
throwing stone211250.01
throwing knife111250.5
throwing dagger312501
Table: Normal Hand-Hurled Weapons.

Speciesh (hrs/wk)g (years)
sapien1.02
elf2.04
half-elf1.02
orc1.53
half-orc1.02
dwarf1.53
hobbit1.53
Table: Holding Effort and Gaining Time for Character Species.

C-BE=0E=1E=2E=3E=4E=5E=6E=7E=8E=9E=10
00.00.10.10.10.20.20.20.30.30.40.4
1-0.10.00.10.10.10.20.20.20.30.30.4
2-0.1-0.10.00.10.10.10.20.20.20.30.3
3-0.1-0.1-0.10.00.10.10.10.20.20.20.3
4-0.2-0.1-0.1-0.10.00.10.10.10.20.20.2
5-0.2-0.2-0.1-0.1-0.10.00.10.10.10.20.2
6-0.2-0.2-0.2-0.1-0.1-0.10.00.10.10.10.2
7-0.3-0.2-0.2-0.2-0.1-0.1-0.10.00.10.10.1
8-0.3-0.3-0.2-0.2-0.2-0.1-0.1-0.10.00.10.1
9-0.4-0.3-0.3-0.2-0.2-0.2-0.1-0.1-0.10.00.1
10-0.4-0.4-0.3-0.3-0.2-0.2-0.2-0.1-0.1-0.10.0
Table: Monthly changes in sapien attributes for useful weekly effort, E in hours per week, and amount by which the attribute, C, exceeds its base value, B.

Species Lifespan STR TOU DEX INT Total
sapien male8000000
sapien female80−3+3000
orc male40+6+40−3+7
orc female40+3+70−3+7
half-orc male70+2+10−2+1
half-orc female70−1+40−2+1
elf male>1000−20+80+6
elf female>1000−20+80+6
half-elf male100−10+10+0
half-elf female100−10+10+0
dwarf male2500+500+5
dwarf female250−3+800+5
hobbit male120−40+90+5
hobbit female120−7+3+90+5
Table: Adjustments to Attributes According to Species.

Depravation (hrs)Penalty
0-40
5-121
13-202
21-283
29-364
Table: Attribute Penalty for Sleep Depravation in Sapiens

SidesAverageStandard Deviation
42.51.2
63.51.9
84.52.4
105.53.0
126.53.6
2010.55.9
3015.58.8
10050.529
Table: Properties of Single Die Rolls. The standard deviation is roughly 55% of the average in each case. We calculated the standard deviations in an Excel spreadsheet.

RollAverageStandard Deviation
(Approximate)
RollAverageStandard Deviation
(Exact)
1d105.53.0 1D105.53.0
2d1011.04.2 2D1011.06.0
3d1016.55.2 3D1016.59.0
4d1022.06.0 4D1022.012
6d1033.07.3 6D1033.018
10d1055.09.5 10D1055.030
Table: Properties of Multiple Die Rolls.

Percentile
Roll (%)
Scaling Factor Percentile
Roll (%)
Scaling Factor Percentile
Roll (%)
Scaling Factor Percentile
Roll (%)
Scaling Factor
00.0681.0952.099.63.0
80.1731.1962.199.73.1
160.2771.2972.299.83.2
240.3811.3982.399.903.3
310.4841.499.02.499.913.4
380.5871.599.12.599.923.5
450.6891.699.22.699.943.6
520.7911.799.32.799.963.7
580.8931.899.42.899.983.8
630.9941.999.52.999.993.9
Table: One-Sided Normal Distribution Scaling Factors.

X12345678910
0d4
d8+d4+2
d4
3d4
d4
d8+d4+1
d4
d4+d6+1
d4
d8+d6
d4
2d4+1
d4
2d6
d4
d8+d4
d6
3d4
d4
d4+d6
10d8
d10+d4+2
d4
d12+1
d8
3d4+1
d6
d4+d6+1
d4
d10+1
d4
2d4
2d4
d10+d4+1
d6
d8+d4
d4
d8+1
d8
d8+d4+1
20d6
2d4+1
d8
3d4
d8
d10+d4
d6
d4+d6
d4
d10
2d4
d10+d4
d8
d4+d6+1
d8
2d6
d6
d12
d8+1
d8+d6
30d4
d8
2d4
d8+d4
2d4
d12+1
d6
2d4
d6
d10
d4+d6
d10+d4
d4+d6
3d4
d8
2d4+1
d8+1
d8+d4
2d4
d10+1
402d4
2d4+1
d4
d6
2d4
d4+d6
d6
d8
d8
d10
d8+1
d12
d8+2d4
d20
3d4+2
d20
2d20+d4+7
3d20
d8
2d4
502d20+d4+8
3d20
2d4+d6+2
d20
d12+d6
d12+d6
d10+1
d12
d8+1
d10
d8
d8
2d4+1
d4+d6
d6
d6
2d4
2d4
d10
2d4
60d8+d6
3d4
d4+d6
d8+1
d4
d4
d10+1
d10
d10
d8
d8+d4+1
d12
d8+1
d8
d8+d4
2d4+1
d8
d6
d10+1
2d4
70d4+d6
2d4
2d6
d8+1
d4+d6
d8
2d4+1
d8
d6
d4
d8+d6
d10
d8+d4+1
d10
d8+d4
2d4
2d4
d6
d8+d4
d8
80d8
d4
d4+d6+1
d8
d10+1
d6
d12+2
d8
d10
d4
d4+d6
d6
3d4
d8
d12
d4
d10+d4+1
d8
2d4+1
d6
90d8+1
d4
d12+2
d6
d10+1
d4
2d4
d4
d8+d4+1
d6
d4+d6
d4
d8+d4
d4
2d4+1
d4
d4+d6+1
d4
Table: Challenger and Defender Die Rolls. First is the challenger's roll.