Note: temporary version; this page contains some additional information that will eventually be moved elsewhere.
LARATOA INFORMATION SHEET  v7                                                                (C) Copyright 1987-2003 by Warren J Dew

MAGICIAN SKILLS :  Each skill is a series of spells as shown in the following table:
SL  Series 0        Series 1        Series 2        Series 3        Series 4        Series 5        Series 6        Series 7
   _______________ _______________ _______________ _______________ _______________ _______________ _______________ _______________
1  Counter-1       Missile         Blur            Detect (magic)  Knock           Hold            Shield          Wind
2  Counter-2       Fireball        Transparency    Light           Protection/fire Burn            Circle of Fire  Calm
3  etcetera        Bolt            Strength        Knowledge       Passage         Lock            Web             Lightning
   _______________ _______________ _______________ _______________ _______________ _______________ _______________ _______________
4                  Cold            Shapechange     Detect Invis.   Waterbreath     Freeze          Wall of Ice
5                                  Polymorph                       Passwall                        Wall of Stone
6                                                                  Fly
   _______________ _______________ _______________ _______________ _______________ _______________ _______________ _______________

Weapon           Type    Reach    Hit      AC 0  AC 1  AC 2  AC 3      Damage    Break    ENC     Notes                             
____________________________________________________________________________________________________________________________________
Fist             SL        1      13         9    10    11    12         D6     ask GM     -      
Knife            TL        1      13         7    10    12    13         D6        8       2*     when thrown:  8/11/13/14, D D4
Handax           SL        1      13         7     9    11    12         D6       13       2*     when thrown:  8/10/12/13, D D4
____________________________________________________________________________________________________________________________________
Shortsword       T[S]      2     14[13]     6[7]   9    11    12         D8       5[9]     6*     Cutlass:  S, B 2, ENC 8*
Broadsword       S[T]      3     13[14]     7[6]   9    11    12         D8      12[11]    7*     Scimitar:  S, B 13, ENC 5*
Bastard Sword   S2[SH]     3      14         6     8    10    11         D10       8      10*   
Greatsword       S2H       4      15         5     7     9    10         D12       8      16*     
____________________________________________________________________________________________________________________________________
Mace             S         2      14         8     9    10    11         D8        4       5*     War Hammer:  8/9/10/10 with point,
Pick             S2H       3      16         6     7     8     8         D12       2      12*                          [B 10, ENC 7*
Battleax         S         3      14         6     8    10    11         D8        7       5*   
Broadax         S2[SH]     3      15         5     7     9    10         D10       4       8*     Glaive:  S2, R 4, B 10, ENC 7*
____________________________________________________________________________________________________________________________________
Javelin          TL        4      13         7    10    12    13         D6       12       2*     Longsword:  R 3, B 16, ENC 3*
Lance            T         4      14         6     9    11    12         D8        6       4*     Jousting lance:  R 5, 9/10/11/12, 
Spear           T2[TH]     5      15         5     8    10    11         D10      14       6*                          [B 63, ENC 2*
Pike             T2H       6      16         4     7     9    10         D12      29      10*
____________________________________________________________________________________________________________________________________
Quarterstaff     S2L       3      13         9    10    11    12         D8        8       6*     knockdown skill exists
Flail            F         2      13         9    10    11    12         D8        8      10*     pulldown skill exists
Morningstar      FH        3      15         7     8     9    10         D10      16      10*   
____________________________________________________________________________________________________________________________________  
Weapon:  name of weapon.  Type:  T=thrusting, S=striking, F=flexible, 2=two handed; L=light, one reactive blow becomes an active 
blow per L weapon used; H=heavy, one active blow becomes a reactive blow per H weapon used, attack with a H weapon requires two 
blows one of which must be active.  Reach:  to hit, the range to the target must not exceed the reach of the weapon; roll 2D10 to 
hit if the reach of the weapon is equal to the range to the target, 2D8 if the reach exceeds the range by 1, 2D6 if by 2, etc.  
Hit:  the hit number for the weapon; hit roll + AC + modifiers >  hit number to hit.  AC 0 ... AC 3:  the critical number against 
the listed AC for the weapon; D12 + modifiers >  critical number for critical.  Damage:  die on which damage is rolled.  Break:  
if roll exactly the number required to hit or exactly one below this number, roll D100; result <  breakage number means weapon 
breaks; if roll exactly one below number required to hit, also check for breakage of parrying weapon, or if none or if it breaks, 
for any shield (B 1).  ENC:  encumbrance of the weapon, *halved in an appropriate container.  Notations in [] are for alternate mode 
of use.  Natural `2' to hit always misses and inform gamesmaster; natural `20' always hits and inform gamesmaster.  If hit is 
critical (and natural critical roll was even for L weapons) and maximum damage is rolled (or within one of maximum for H weapons), 
inform gamesmaster.  String:  blows to string bow (-1 if ST 15-16, -2 if ST 17+, +1 if ST 3-); a basic breakage check is made for 
the bowstring whenever a bow is strung and whenever a bow is left strung overnight.

Missile Weapon  Type String Hit Break ENC   Missile        AC0 AC1 AC2 AC3  ENC    Container             Capacity   ENC:  Empty Full
_________________________________________   ____________________________________   _________________________________________________
Wood Bow        TT2L  2+1   14    28   3*   Hunting Arrow   7  10  12  13   3/8*   Hunting Quiver     25 H/F Arrows       1 3/16  6
Manticore Bow   TT2L   5    17    14   6*   Fowling Arrow  10  11  12  13   3/8*   War Quiver         25 War Arrows       2 3/8  12
    ENC 4*/5*/7*:    3/4/7     32/21/11     War Arrow       7  10  12  13   3/4*   Small Quiver   5 War or 10 H/F Arrows  1 1/8   3
Sling           FTL    -    13   100   2*   Sling Stone    10  11  12  13   1/2*   Bag for Stones    15 Sling Stones      1 1/4   5
_________________________________________   ____________________________________   _________________________________________________

Bow & Arrow:       N/A           Wood & H/F    Mant & War    N/A        (Sling & Stone/Pellet)        +1 to critical:  inform GM on
______________________________   ___________   __________   _____   ________________________________
Range:         <3"   <7"  <15"    <15"  <30"   <15"  <30"    <15"    <8"   <16"   <32"   <64"  <128"    odd as well as even critical
Hit Roll On:  2D10   2D8   2D6    2D10   2D8    2D8   2D6     2D8   2D10    2D8    2D6    2D4    2D2    rolls with maximum damage.
To Critical:    -    -1    -2      +1     -     +3    +2      +1      -     -1     -2     -3     -3    -1:  only on multiples of 4;
Damage:        D6    D4    D3     D6+2  D4+2   D8+6  D6+6     D8     D6     D4     D3     D2     D2    -2:  only on multiples of 8;
Arrow Break:   10     5     3      80    40     80    40      80    67/3   34/2   17/1    9/1    9/1   -3:  only on multiples of 16.
______________________________   ___________   __________   _____   ________________________________
Note:  Wood bows require two active blows per shot (one at 16+ ST, three at 7- ST).  Drawing/nocking an arrow takes a reactive blow.
Manticore bows require four active blows per shot (three at 16-17 ST, two at 18 ST, five at 7- ST); see GM for variant draw weights.

SAVING THROWS (D20>= # to save)         Thrown Weapons             Hit Roll On:  2D10       2D8        2D6        2D4        2D2
                                       _____________________________________________________________________________________________
Type                #          bonus   Handax, Knife, Javelin              reach - 1"       - 2"       - 4"       - 8"       - 16"
____________________________________
Magic              17           +EL    Battleax, Lance, Mace, War Hammer         -    reach - 1"       - 2"       - 4"       - 8"
Physical           15         +2EL/3   Broadax, Spear                            -          -    reach - 1"       - 2"       - 4"
                                       _____________________________________________________________________________________________
Special            16          +EL/3
____________________________________
bonus:  modifies D20 roll; round to    Notes :
nearest integer; EL=experience level

Item                             ENC
____________________________________
4 days' bread (lasts a week)      WC
2 weeks' rations (lasts a month)  WC
8 days' cram (lasts forever)      WC

Cuirass (AC 1)                   WT*
Chainmail (AC 2)                3WT*
Full Armor (AC 3)               6WT*
____________________________________
WC = WT + (armor ENC) / 14, round up
*halved when worn