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Avatar Abilities, Changes & Additions

LA Game Rules for All Players Book Additions 
© 2000 Trigee Enterprises Company All rights reserved. 

Archery (Revision) 

Posted by Dave Folger II

Add two points to Precision Rating when initially selecting this Ability. All activities having to do with bows, crossbows, foot bows, hand catapults, and also blowpipes, slings, fletching, bow and crossbow weapon mending and making, etc. are governed by this Ability. Each 10 Archery Ability points possessed adds one point to Weapons Ability when using such a weapon, and also one bonus point of Harm inflicted from a successful attack when employing such a weapon. 

An Avatar may always choose Archery instead of Weapons as his or her base 
chance to hit. For example, an Avatar with 60 Archery Ability score and 40 Weapons Ability score will have a 66% chance of hitting instead of 46% (plus any Precision bonus for the weapon), and will inflict +6 harm in either case. 

If an Avatar is discharging a projectile weapon covered by Archery Ability into a melee, he or she must make a second Archery Ability check if the initial check indicates a successful hit. Failure to score a second success thus results in a random target being selected, that subject being friend or foe. The number of possible targets within a three-foot radius of the intended target are counted, each being assigned a number from 1 through N, and an appropriate die is rolled. The missile then strikes the target corresponding to the number rolled on the die. 

When Archery Ability exceeds 100 score, each point over 100 adds 1 point of Harm when a hit is scored using this Ability to attack with an appropriate missile weapon. 

Very high Ability Score in Archery enables, at the GM’s option, the capacity for multiple attacks. If the individual’s adjusted Speed Base Rating is high enough to merit such (>15). 

Note any use of the listed weapons by one lacking Archery Ability is at a penalty equal or 50% normal Weapons Ability for bows and slings, and 25% for blowpipes, crossbows and crossbow-like weapons such as the hand catapult. 

Starting Equipment List: Low. 

Divination (Addition) 

Each use of the Ability requires 10 AEPs from the diviner. These points are expended regardless of the success of the divination attempted. 

Enchantment (Addition) 

Each five Ability points possessed above a score of 100 points adds one point of Activation Energy to the pool of points available to the Avatar. For example, a score of 117 in this Ability adds 3 additional AEPs to the Avatars pool. 

Geourgy (Addition) 

Each five Ability points possessed above a score of 100 points adds one point of Activation Energy to the pool of points available to the Avatar. For example, a score of 117 in this Ability adds 3 additional AEPs to the Avatars pool. 

Minstrelsy (Addition) 

Each 10 Ability points enables the possessor to add one point to Weapons Ability for use of and Harm to any hit from the following hand-hurled weapons: axe or belt axe, cleaver, club, dagger, hatchet, hammer, knife or throwing knife, shuriken, stone hand-hurled. In addition, the range of each weapon is increased by a distance of one foot for each 10 points of Minstrelsy Ability possessed by the individual using such weapons. 

Necrourgy (Addition) 

Each five Ability points possessed above a score of 100 points adds one point of Activation Energy to the pool of points available to the Avatar. For example, a score of 117 in this Ability adds 3 additional AEPs to the Avatars pool. 

Psychogenic (Addition) 

Each five Ability points possessed above a score of 100 points adds one point of Activation Energy to the pool of points available to the Avatar. For example, a score of 117 in this Ability adds 3 additional AEPs to the Avatar’s pool of points. 

Sorcery (Addition) 

Each five Ability points possessed above a score of 100 points adds one point of Activation Energy to the pool of points available to the Avatar. For example, a score of 117 in this Ability adds 3 additional AEPs to the Avatars pool. 

Theurgy (Addition) 

Each five Ability points possessed above a score of 100 points adds one point of Activation Energy to the pool of points available to the Avatar. For example, a score of 117 in this Ability adds 3 additional AEPs to the Avatars pool. 

Weapons (Revision) 

Add two points to Precision Rating when initially selecting this Ability. All activities having to do with personal weapons, small arms used to strike or send missiles as well as defensive accoutrements of armour and shield are governed by this Ability. This includes the knowledge of craftsmanship, construction, and repair of all from armour and axes through swords and even whips. The construction and repair of items also requires Mechanics Ability. 

Very high Ability Score in Weapons enables, at the GM’s option, the capacity for multiple attacks. If the individual’s adjusted Speed Base Rating is high enough to merit such (>15). 

When Weapons Ability exceeds 100 score, each point over 100 adds 1 point of Harm when a hit is scores using this Ability to attack with an appropriate weapon. 

Note that use of a bow relying on Weapons Ability reduces effectiveness of this Ability by 50%, so, for example, a Weapons Ability score of 40 counts only as 20 when plying a bow. In regards to crossbows or all sorts, including hand catapults, the penalty is only 25%, so in the example given a 40 Weapons Ability translates to 30 when using a crossbow-type weapon. 

Starting Equipment List: Military 

Hand and Foot attacks Correction

The Striking Weapons Table on pages 196 and 197 under the listings for foot and hand have a parenthetical note regarding their number in an ABC, 2 and 3 respectively. The multiple attacks so indicated apply only to those with Unarmed Combat Ability, not to others lacking it.
An Avatar or NAC with Weapons Ability only can attack but once with a foot or hand, unless that individual has the requisite Speed Base Rating and Weapons Ability score to merit two attacks in an ABC.

Dragon/Drake Activation Energy Points

Unlike other creatures, the AEPs of dragons and drakes are based on Health, not Speed, and for each point of Health the dragon or drake also possesses one Activation Energy Point (AEP). 

In regards to dragons only, color also affects the number of AEPs possessed. The color of the dragon adds Activation Energy Points as follows: 

Red: 5 
Green: 10 
Violet: 20 
Blue: 30 
White: 45 
Black: 60 
(Gold-King): 100 

Possession of Arcana Ability increases AEPs for either species in the standard manner. 

LA Game Rules for All Players Book Additions

Avatar Races Extraordinary Power Lacking Underlying Ability:

Replace the wording on page 19, "Also, a non-human Avatar may possess an Extraordinary Ability Power, but lack the underlying Ability usually associated with such Power. In this case, the Avatar will use an unmodified Speed Base Rating for the base chance for successful use of the power," with the following:

"Wylfs and other Avatars/NACs with an Extraordinary Power of Psychogenic or other sort but not possessing the Ability per se. check for successful use of this Power based on a "Default 10" score, imaginary, not actual Psychogenic Ability score, and the usual bonuses and penalties apply. Whatever AEP cost is associated with the Activation/use of such a Power is applicable."

The same rule applies to the natural armor of a kobold race individual. The armor is there, functioning, sans any check. This rule does not apply to a kobold not aware—asleep, unconscious, etc. In such case there is no protection.

Avatar Races: Kobold:

The capacity to become invisible, and Vanish in Vapor, are alike automatic and do not need to be checked for success.

Avatar Races: Wylf:

The Psychogenic-like senses of a wylf do not normally require any AEP expenditure. Their ability to see in total darkness (duplicating that of Nictoscopy) is a natural capacity. However, as their senses in general are double the human norm, use of the Psychogenic Ability of Sensory Acuity has no benefit to a wylf and will not double the senses again, as they are already at the maximum gain for that Power.

A wylf can use Sensory Acuity in a "special concentration" case as noted in the description for this Power. As stated therein, special concentration requires 10 AEPs to be expended. Such special concentration also means a check against the imaginary "Default 10" is needed for successful activation and the gaining of a 10 bonus to Precision Base Rating and associated Ability use, including weapon use.

Special Activation Success Rule:

When a Power or other activation is made with a success check of 01 on d%, then the activator has performed perfectly. One of the following benefits will accrue, randomly, as applicable:

    1. The activation was made without AEP cost to the Avatar.
    2. The activation’s energy is maximum in regards to harm delivered.
    3. The activation’s energy is such its duration time is doubled.
    4. The activation’s energy is such that its range or area of effect is doubled.
    5. The activation was accomplished in 1 second less time than is stated for it.
    6. The activation was accomplished in one-half the time than is stated for it.

Check using d6 to get a random result. If it is not applicable, the benefit is lost.

Shock Weapon Harm Rule:

When a hand-held weapon with a metal striking portion, or a missile weapon of any sort that delivers Shock harm (a combination of Penetration and Shock included) strikes steel plate armor, or any shield (targe included) all harm indicated by the attack is delivered to the armor/protection. This includes all bonus harm. However, s shield will defray some of the harm delivered when it is interposed. For example, a shield providing 8 points of protection when hit by a Shock attack of 24 points absorbs 8 points in regards the Health of the one using the shield, but the shield itself suffers 24 points of harm to Health. The remaining 16 points of harm then pass on to affect the steel plate armor. That armor suffers the full 16 points of harm to its Health even as it absorbs some number of points of harm to the Health of the wearer.

Bypassing Armor Rule other than 01 d% Result:

This rule was overlooked! Believe it or not, even though it was mentioned in the LM’s book in regards to Parry, the basic material was simply not included. With sincere apologies to all, it is provided herewith. It also is somewhat different and supercedes the rule guideline regarding harm bypassing armor of preternatural (50% rounded down) and supernatural armor (10% founded up). This is because the new method works far better with the standard 5% armor protection equals 1 point of protection system.

When a check of Unarmed Combat or Weapons Ability—as may be modified through ASP or such other considerations the LM uses—results in a score equal to or less than 10% of the (adjusted) Ability score in question, this indicates that the target subject’s armor/protection has been bypassed. That is, the attack strikes home, and there is no deduction for armor or other protection. For example, Ability score of 50 means that a roll of 05 or less on d% means armor has been bypassed. If the roll is 01 (or less) than means that harm is also maximum for the weapon, that another die of one-half the base harm one is rolled, etc. There are two sub-cases:

    1. Where a normal attack is against Extraordinary armor/protection of preternatural sort, only preternatural or supernatural harm will bypass such armor.
    2. Where a normal attack is against Extraordinary armor/protection of supernatural sort, only supernatural harm will bypass such armor.

In either of these two sub-cases, any harm that does bypass Extraordinary armor/protection will be subject to such variable as is normal for it, save in the case of a d% result of 01, that indicating such bonus harm is maximum.

Missile Range Harm Reduction at Medium and Long Range: Optional

When a ranged hand-held missile weapon hits a target at medium or long range the base (die used) amount of harm to Health of the target is reduced at the upper end of its range. At medium range this reduction is 25%, and at long range it is cut by 50%. For example, a harm range of 3-20, base d20, is reduced to 3-15 (results of 16 or higher counting as 15) at medium range, 3-10 at long range. However, all added harm of Ability-generated sort—high Weapons-Archery score, Chivalry, Physique, etc.—are bonus points and are not reduced.

Extraordinary Weapon Precision Bonus:

Extraordinary weapon bonuses are deductions from the dice roll, not additions to the score of the Ability. For example, a weapon with a bonus of –10 does not increase a chance to hit score of 50, it simply means that the results of the rill are reduced by 10, a 00 (100) still being a miss. This deduction sharply increases the possibility of bypassing armor and of scoring a maximum harm hit, as results of 01 and lower are increased by the deduction of the Extraordinary bonus.

Striking Weapons Table

Weapon Base Class Radius Speed Bonus
Foot, iron-toed boot1 2-8 shock  2 2 5
Mace, two-handed 11-20 shcok 3 9 0
Hatpin15 see notes 15 see notes 15 see notes 15 see notes 15 see notes 15
Staff, feather16   3-20 penetration 4 3 10

14. The boot of shoe with a metal toe cap, usually hidden, sometimes called a "clouted shoon", enables two attacks per ABC as normal for a toot attack, with the noted increase of double dice, i.e. 2d4, thus increasing chance for added harm on a result of a 4 on either or both dice.

15. Base harm is 1-6, penetration, 1 Range, 1 Speed, and 10 Precision Bonus. If thrust into the ear opening of an unmoving target, and the hatpin’s length is sufficient to penetrate past the eardrum and into the brain, death is instantaneous.

16. This weapon is concealed in a "gentleman’s walking stick", a staff-like cane of some four-foot length. When the head is twisted and the butt slammed down, a thin blade similar to a short thrusting sword shoots out of the top and locks into place. A pair of stiletto-like side blades also spring forth in a V-shape flanking the main one. It is a two-handed weapon, and a successful parry with it indicates the opponent’s hand-held weapon has been caught and torn free, the opponent thus disarmed.

Literacy & Numeracy

Literacy

An Avatar is assumed to be able to read and write if any one of the following Abilities are possessed:

  • Any Extraordinary Ability except Divination
  • Arcana
  • Chivalry above 50 score
  • Commerce above 40 score
  • Learning
  • Panprobability
  • Planning
  • Urbane above 60 score

Numeracy

An Avatar is assumed to be able to employ counting, numbers, and simple mathematics if any one of the following Abilities are possessed:

  • Any Extraordinary Ability
  • Chivalry above 30 score
  • Commerce
  • Divination
  • Evaluation
  • Learning
  • Pantology above 50 score
  • Panprobability
  • Planning
  • Ranging above 40 score

Movement and Exploration

Speed Base Rating Table for Movement in Feet per Second

Speed

Walking

Trotting*

Running

MPH - Running

5 1.5 4.5 9 (6+)
5.5 1.65 4.95 9.9 (7-)
6 1.8 5.4 10.8 (7+)
6.5 1.95 5.85 11.7 (8-)
7 2.1 6.3 12.6 (8+)
7.5 2.25 6.75 13.5 (9)
8 2.4 7.2 14.4 (9+)
8.5 2.55 7.65 15.3 (10)
9 2.7 8.1 16.2 (11-)
9.5 2.85 8.75 17.1 (11+)
10 3 9 18 (12)
10.5 3.15 9.45 18.9 (13)
11 3.3 9.9 19.8 (13+)
11.5 3.45 10.35 20.7 (14)
12 3.6 10.8 21.6 (15-)
12.5 3.75 11.25 22.5 (15)
13 3.9 11.7 23.4 (15+)
13.5 4.05 12.15 24.3 (16)
14 4.2 12.6 25.2 (17-)
14.5 4.35 13.05 26.1 (17+)
15 4.5 13.5 27 (18)
15.5 4.65 13.95 27.9 (18+)
16 4.8 14.4 28.8 (19)
16.5 4.95 14.85 29.7 (20)
17 5.1 15.3 30.6 (21-)
17.5 5.25 15.75 31.5 (21+)
18 5.4 16.2 32.4 (22)
18.5 5.55 16.65 33.2 (22+)
19 5.7 17.1 34.2 (23-)
19.5 5.85 17.55 35.1 (24)
20 6 18 36 (24+)
20.5 6.15 18.45 36.9 (25)
21 6.3 18.9 37.8 (25+)

*Also normal movement in one ABC of time.

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