Adventurer
Level
Total
Attribute
Addition
Adventurer
Level
Total
Attribute
Addition
191119
2101219
3111320
4121420
5131521
6141622
7151722
8161823
9171923
101820+24
Table: Total Addition to Attributes with Adventurer Level

STRLifting
Strength (kg)
STRLifting
Strength (kg)
STRLifting
Strength (kg)
STRLifting
Strength (kg)
−537+166+7117+13207
−441+273+8129+14228
−345+380+9141+15251
−250+488+10156+16276
−155+597+11171+17303
060+6106+12188+18334
Table: Lifting Strength.

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

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

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 weilding 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 pockts, 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 thraabase thr aabase thraabase thr
−3026−1519011154
−2926−1418111163
−2825−1318210173
−2725−1217310182
−2624−111749192
−2524−101659201
−2423−91668211
−2323−81578220
−2222−71587230
−2122−6149724−1
−2021−51410625−1
−1921−41311626−2
−1820−31312527−2
−1720−21213528−3
−1619−11214429−3
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−thrFactorPower
10 to 142rpap
15 to 194rpap
5+5n2n2n×rpap
Table: Critical Hits. The result of the power roll, which is the rolled power, we indicate with rp.

Missile Combat CircumstanceTo-Hit Roll Adjustment
x missile extents to target−x
target moving uniformly at x m/s−x
target moving alternately at x m/s−2x
target moving erratically at x m/s−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
x others firing at same foe0
take aim for 0 s−3
take aim for 2 s0
take aim for 10 s +3
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

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

ShieldDefenceEncumbrance
(kg)
Cost
(gp)
bracer1½1.5
buckler213
small339
medium4618
large, light4640
large51350
Table: Properties of Normal Shields Designed for Humans. We give shield defence for a skirmish combat.

WeaponPowerEncumbrance
(kg)
DefenceLength
(cm)
Cost
(gp)
battleaxe, small613605
battleaxe, medium10248010
battleaxe, large144410020
club, small312600.1
club, medium 723800.2
club, large11441000.4
fist and foot00000
fist and foot, mailed20.5105
flail, small1013603
flail, medium1524806
flail, large224410012
garrote00.20801
lance, small6133005
lance, medium102440010
lance, large144450020
mace1024804
morning star1224806
sap00.150201
spear, small6131502
spear, medium81.432003
spear, large10242504
staff6132001
sword, great 184418040
sword, large153415030
sword, long122412020
sword, medium101.4410014
sword, short8138010
sword, small60.63606
sword, dirk40.42404
sword, dagger30.252302.5
sword, knife20.151201.5
trident102415010
warhammer10248010
NamePowerEncumbrance
(kg)
DefenceLength
(cm)
Cost
(gp)
Table: Properties of Normal Hand-to-Hand Combat Weapons

Missile
Weapon
PowerExtent
(m)
Range
(m)
Min STRCost
(gp)
Missile
Mass (g)
bow, light642000450
bow, medium105250+4875
bow, heavy146300+812100
crossbow, light64200−4450
crossbow, medium1052500875
crossbow, heavy146300+412100
sling22100−4150
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
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 Lifespand 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. We calculate the standard deviation of a sum of die rolls by multiplying the standard deviation of one die roll by the square root of the number of die rolls. This rule is approximate, but adequate for our purposes.

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. Roll percentile dice (1d100 using two 1d10) and find the line in the table with the highest percent value less than or equal to the value of your roll. Note the corresponding scaling factor. Multiply the standard deviation of your physical quantity by the scaling factor. If you roll 99, roll 1d10 to determine the first decimal. If you roll 9, roll 1d10 again, and so on, to obtain successive decimals.