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