This is a “simple” table with the stated goal of not getting hit by monsters. These are not all achievable. This is fine. You are meant to be hit. This is just to show you, on average, what WT+PA you should have. I have looked at the Average Step’s effect in Anydice, ignored explosions, and gone 1 standard deviation above the average. I rounded to the nearest number, not always up. This means you will be wounded by approximately 15% of damages that do not have extra successes beyond the prediction. This does not include Karma in any fashion. It is better to have more PA than WT, but the value here is just your total. The PA you want is the Dmg Avg. If you want to calculate what Karma from enemies is like, add either 4 directly to the damage (karma to damage) or 2 to the damage (karma to hit). This means you should re-reference the table. ESR
Circle
WT+PA Goal
Dmg Low
Dmg Avg
Dmg High
Circle 1
11
6
9
12
Circle 2
14
9
11
13
Circle 3
16
10
13
15
Circle 4
19
11
14
18
Circle 5
22
14
17
20
Circle 6
20
13
15
17
Circle 7
25
19
20
22
Circle 8
29
21
23
26
At the end is a list of the standard buffs found at each circle in the GMG. I have not done the Companion yet. I will. Anyway, stats:
Circle 1
Buff
WT+PA Goal
Dmg Avg
Base
11
9
Ambush 5
24
18
Dive 5
21
16
Harried
12
10
Circle 2
Buff
WT+PA Goal
Dmg Avg
Base
14
11
Ambush 5
25
20
Dive/Charge 5
24
18
Surprise Strike
22
17
Harried
15
12
Circle 3
Buff
WT+PA Goal
Dmg Avg
Base
16
13
Fury 2
20
15
Ambush 5
27
22
Surprise Strike 5
24
19
Harried
19
14
Circle 4
Buff
WT+PA Goal
Dmg Avg
Base
19
14
Ambush 5
29
23
Charge 5
26
21
Circle 5
Buff
WT+PA Goal
Dmg Avg
Base
22
17
Fury 2
24
19
Ambush 10
38
33
Charge 10
36
31
Surprise Strike 5
29
23
Surprise Strike 10
33
28
Circle 6
Buff
WT+PA Goal
Dmg Avg
Base
20
15
Ambush 10
36
31
Dive/Charge 10
35
29
Circle 7
Buff
WT+PA Goal
Dmg Avg
Base
25
20
Ambush 10
42
36
Dive/Charge 10
39
34
Circle 8
Buff
WT+PA Goal
Dmg Avg
Base
29
23
Ambush 10
46
39
Here’s how each is calculated: Ambush X is calculated as being equal to X/2.5 + X + 2 damage. Ambush 5 is 9 damage. Ambush X/2.5 is for extra successes, X is the ambush itself, +2 is from surprised (rounding up, this is designed to be a worst case scenario chart). This expects you to not be wielding a shield. If you are wearing a shield, you’ll take extra damage. Every 5 PD lost is 2 damage. So most likely 1-2 damage extra. Calculate this yourself. I trust you. Dive/Charge X is calculated as being equal to X/2.5 + X damage. If your GM is tactically inclined and blindsides a lot, add 1 more damage. Surprise Strike X is calculated as being equal to X+1 damage. This is to include blindsiding and being knocked down. Harried is equal to 1 extra damage. It is not included in this chart. It is not worth the space. This is only for the average. To account for a “true” bench pressing experience, add the difference between avg and high * 1.25 and round up for each circle. So for Circle 2, 13-11 is 2. Add 25% more. Round up. 3.
These are buffs/debuff (harried) that are listed in the monster stat blocks explicitly.
Buff Table
Buff
Extra Damage
Ambush 5
9
Dive/Charge 5
7
Harried
1
Surprise Strike 5
6
Fury 2
2
Ambush 10
16
Dive/Charge 10
14
Surprise Strike 10
11
These are buffs that can be applied to any PC in any given encounter.