Hitting Player Physical Armor


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.

Stackable Buffs

Harried 1
Blindsiding 1
Knockdown 2