Jorune Over the Edge (JOTE)

June 7, 2001 revision

NOTE: The Signature skills table is fixed. (8/6/01)

Adaptation by Robert Dushay

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Introduction

Jorune is a great setting for gaming, but the rules have serious problems, especially the 3rd edition. Others have worked on their own rules conversions (Fuzion and GURPS are perhaps the most well-known systems), but I like Over the Edge.

Over the Edge, by Jonathan Tweet and Robin Laws, is a simple system that puts far more attention on creating characters than worrying about detailed combat statistics. While the rules were designed for the surreal conspiracies setting of Al Amarja, they work well as generic rules for many games. Here is my work-over of the OTE system for Jorune, hereafter referred to as JOTE.

JOTE's isho rules were partly informed by Joe Coleman's PLUS rules.

JOTE is not enough to play Jorune. To use these rules to play Jorune, you'll need a copy of Over the Edge (See Atlas Games) and the Skyrealms of Jorune roleplaying game for background information (3rd edition may still available from Chessex . Email them and see.) Further, these rules are a draft in progress, and some sections will be filled out later. I welcome your comments. (email me at Rdushay@mindspring.com)

Vocabulary note: The referee of a Jorune game is called a sholari, the shanthic word for priest.

 

Character generation

Generate characters as for OTE, with the following modifications.

1. Choose your race. Player characters may be human, boccord, muadra, crugar, woffen, or bronth.

a. Humans get no bonuses or penalties.

b. Boccord are big and strong.

Advantages: +1 for all activities involving strength or size (including combat). Boccord subtract 1 point from damage done to them. Only boccord may be hishtin (see the isho rules.)
Disadvantages: -1 for all activities requiring delicacy and manual finesse.
Other: Boccord may be from human lands, or the boccord realm of Ros Crendor. Those from Ros Crendor follow the "Kree" code. Boccord from Ros Crendor are not considered adults until they have demonstrated proficiency in either longbow or signature skills (see Isho rules).
Language: Entren

c. Muadra are small and delicate.

Advantages: +1 for all activities requiring delicacy and manual finesse. They are the only PC race capable of weaving dyshas in all colors (see the isho rules).
Disadvantages: -1 for all activities requiring strength, including combat. They take an additional point of damage each time they are hit. Often feared and discriminated against by humans, even if they have no isho-capabilities.
Language: Entren

d. Woffen

Advantages: +1 for agility skills, listen skills, and smell skills. They get a +1 for brawling if they have no combat skills. Their fur serves as 1-point armor.
Disadvantages: They get a -1 for aiming and for spotting things (their vision isn't so good). They are apt to get a -1 when in purely human social interactions. They shed heavily in the Mullin season, and they have a strong odor. Woffen tend toward alcoholism.
Other: Woffen may learn the Power Hold dysha (requires a side trait). Woffen need the gawdieth limilate to run on all fours, and may want a supply of stoma limilate to prevent crool, a craving for alcohol.
Language: Thowtis

e. Bronth

f. Crugar

2. Generate your character according to standard OTE rules.

(Summary of OTE) Central trait, two side traits, a flaw, assign values to your traits (one superior, two good), give descriptors, calculate hit points, come up with a motivation and most important person for your character. You have a 1-die experience pool. As JOTE is not as conspiratorial as OTE, you don't necessarily need a secret.

Jorune occupations (the list is below) may help in coming up with a central trait. A character may want isho skills as side traits. Note that individual dyshas are also taken as side traits. If the character has caji or dyte punk as a central trait, they get a number of dyshas without using more traits.

In addition to OTE's usual three traits, all JOTE characters get an Isho characteristic. Most characters begin with an Average isho characteristic (2 dice). See the isho rules, below.

3. Since Jorune is an unusual setting for many gamers, it may be helpful to use the list of occupations drawn from the 3rd edition Jorune rules to provide guidelines for character types.

Common warrior occupations

Burdothian military. Includes subtypes such as

Infantry. (Ex soldiers are on reserve for five years.)
Militia. (Less training, prestige, and danger.)
Gloundan Shadow Warriors. (Elite commandos from the Gloundan Forest.)

Soldiers typically know a number of weapons, especially polearms, swords, crossbows, or longbows. They may have training in Earth-tec weapons and equipment, particularly in the higher status Burdothian units. Soldiers may also know wilderness travel and survival skills. Active soldiers may be posted to foreign areas, such as South Khodre or the Temauntro border.

Condrij (Mercenaries). Condrij are usually ex-militia, and are usually hostile to condrij who have not served.

Sherja (Thike fighers). Sherjas are a special type of gladiator, fighting with thikes. They are only common in Auklin. Many sherjas are criminals who choose this as their punishment.

Isho-handlers

Caji. Any muadra who has spent time to learn how to control isho is called a "caji." Only muadra may be caji. Caji often need other side jobs to support themselves while they learn isho use.

Dyte Punks. Lower class muadra rebels, usually gang members who are angry at society. They learn a couple of dyshas, almost always the destructive Desti ones. A muadra character may choose dyte punk as their central trait and get one or two dyshas out of it, or choose dyshas as side traits and be a dyte punk by description only.

Hishtin. Boccord who have good Interference skills (see Isho rules) may serve in the kerning bays to teach caji how to throw dyshas. Only boccord may be hishtin.

Knowledge-based occupations

Iscin. Iscin are scholars, usually classified as "classical" or "outdoor." Classical iscin do their work in libraries, learning history, mathematics, philosophy, literature, and so forth. Outdoor iscin are of a more practical bent, learning biology, bio-tech, Earth-tec, zoology, and so on.

Querrid. These are professional answer-finders, almost always looking for facts to sell to thriddle. They often work on commission. Querrids are considered odd by many humans for their close association with the thriddle.

Other Adventurous Occupations

Jers. Those who work in the East Trinnu Jungle Lands, as guides, hunters, and limilate gatherers. They usually work independently, but have a loose code of conduct for their "brotherhood."

Beasters. Those who capture, care for, and train animals for iscin research centers, private collectors, businesses, or zoos. This profession includes "Thombocs," who specialize in handling thombos, and possibly bochigon and lother, the other beasts of burden. Beasters are commonly good at tarro-training.

Yiordeh. Private detectives.

Githerin. A licensed thief. The Githerin klades contract to provide security, information, and acquisition of items inconveniently owned by somebody else. Githerin have a challisk marked with the klade copra, which they will show authorities when caught. While this doesn't excuse them from arrest or punishment, it does accord them certain rights.

Common Occupations

Merchants. Thivin and humans are generally best at this.

Learsis. Healers. Usually associated with an "enclep" (place of healing). They are actually licensed by the local government before they can work in an enclep, with Ardothians having the highest requirements. They are accorded respect. Muadra who wish to use healing dyshas must have a special permit to do so.

Entris. Translators. A respectable occupation, usually including some knowledge of etiquette, and if a Drenn, often leads to jobs as diplomats with the Dharsage. Honesty and trustworthiness are key attributes.

Sailors. As on Earth, they ply the seas.

Toth. Normal, everyday residents of Burdoth. May be city-dwellers or farmers.

Shast. Innkeepers, who run "incleps" (inns and boarding houses) or "illidges" (bars).

Yord. Police.

It's up to the sholari and players as to beginning player social status. While the default Jorune game has characters beginning the tauther process, there's no reason why a JOTE character couldn't begin the game as a drenn or even a kesht/keshtia.

 

Isho

Isho is the ambient energy that surrounds Jorune, generated by crystal layers in the planet's core and crust. Like visible light, isho has a spectrum of seven colors. Different species are sensitive to different colors.

Many beings have learned to manipulate the isho, sensing with it, or weaving threads of it into dyshas.

Isho characteristic: All player characters begin with an Average (2 dice) Isho characteristic. This may be increased by taking an isho-manipulating profession as a trait (caji or hishtin), or by giving the character a Good (3 dice) or Superior (4 dice) isho characteristic as a trait.

Caji and hishtins: A muadra who wishes to learn dysha weaving must be trained. Those who are students of dysha weaving are called "caji". A character who is a caji must have this as their central trait. Expert caji are called "copra." When a caji has five or more dice in their caji skill, they may be called "copra." Hishtins are those boccords who specialize in interfering with dyshas. Characters who are caji (or copra) must have it as their central trait. Characters who have Hishtin as their central trait gets all of the boccord signature skills, but if a character has hishtin as a side trait, they only get the signature skill of interference.

Color points: Each die in the isho characteristic provides the character with 3 color points, or the character may roll one or more isho dice and take the result of the roll as that die's color points. Characters with Caji or hishtin as their central trait automatically get 6 color points for each die of isho. Color points will be spent on Moon Dice.

Moon Dice: Isho has seven colors, linked to the seven moons. Each color of isho has an different area of effect.

Moon Color Title Area of effect Difficulty
Gobey Brown The Protector Shields and solidity Easy
Desti Red The Red Harbinger Electric energy Easy
Du Amber The Illuminator Heat and light Moderate
Ebba Yellow The Sender Force and motion Moderate
Launtra Green The Flow Energy fields Moderate
Shal Blue Keeper of the Ancient Order Nervous systems Hard
Tra White The Warp-Maker Warps Hard

Characters must assign their color points to the seven colors of isho. Easy colors get 2 moon dice for each color point spent in that color. Moderate colors get 1 moon die for each color point. Hard colors get 1 moon die for every 2 points spent. (Unspent points, and single points left over for Shal and Tra disappear after character creation.)

Shots (Maximum Isho and Current Isho): Characters get 3 shots for each die in their isho characteristic, or they may roll one or more isho dice and take the results of that roll as that die's shots. Keep track of this number; it is called "maximum isho." In play, the current number of shots is the amount of isho the being has available, called "current isho." Shots are used offensively and defensively, to weave, unweave, and interfere with dyshas. In some cases, a character may have more shots than their maximum isho, but they risk injury in the process. (See Caji Entropy, below.)

Dyshas: Most characters will not get dyshas. Of the player character races, only muadra are really adept at learning them, and if a muadra chooses to be a "caji," they start the game with a number of them. Woffen and crugar characters may use side traits to learn single dyshas. Most woffen who learn a dysha get "Power Hold," while most crugar who learn a dysha get "Lightning strike." This is cultural; few teachers are available to these species who can, or will teach anything else. Dyshas may be learned during the game by spending experience dice. More details can be found below.

Interference: Most beings have an instinctive defense against dyshas called interference, although beings with no isho at all, like corastin and thivin, have no defense. Intelligent beings that know how to weave dyshas cannot interfere. The process makes them violently ill. Similarly, once a person has learned how to interfere, it is much harder for them to learn how to weave dyshas. The details on how to interfere are given below, in the section on Dyshas.

Isho Skills: A player who chooses caji or hishtin as their central trait gets a range of isho skills, detailed below. Other players may select individual isho skills as side traits. The table below indicates which isho skills each race has available.

Caji skills: These skills are automatically known by caji, at the same number of dice as the caji trait.

Tra Sense. Caji learn to "see" the colors of isho surrounding them. This is a 360-degree sense, and does not require eyes. (Many forms of Jorune life have this.) Tra-sense can be used to detect concentrations of isho around, and to detect the colors of isho present in an incoming dysha. Roll skill dice against the difficulty of detecting the isho. At 4 dice, a caji can recognize animals and races by their isho signature. At 5 dice, the caji (or copra) can recognize specific individuals and determine their emotional status by their isho patterns. A copra can also read whether the target has cast a dysha recently, or is preparing to do so.

Estimate isho. The ability to figure out how much isho the opponent has. Roll your skill dice against the opponent's isho dice. A success tells you how many shots the opponent has.

Sensitivity. The ability to know an opponent's isho strengths and weaknesses. Roll your skill dice against a sholari-assigned difficulty number, with distance making the roll harder. If successful, you learn some or all of your opponent's Moon dice. (x1 dice learned, from the highest to the lowest).

Designer's note: Estimate isho and sensitivity could be subsumed under Tra-sense, as they were in the 2nd edition. Success would simultaneously reveal the colors of isho, the number of shots, and opponent's moon skills. The number of dice in the Tra-sense skill indicate how many parameters may be simultaneously examined, while the single skill roll (opposed) would reveal those properties.

Caji entropy. While this is an isho ability, it is not a skill. Any muadra who have learned how to weave dyshas can do this. Use an experience die to gain 3 additional shots (or roll the die for the number of additional shots). A character can do this as many times as they have dice in their caji trait. The caji may exceed her maximum isho this way. However, if the caji has more shots than her maximum isho at the end of a game hour, she loses all her shots, and must roll a die for each shot lost. The total result is how much damage she takes. Experience dice expended in caji entropy return at the end of the gaming session.

Stabilize warp. A successful caji roll plus the expenditure of a shot will stabilize a failing warp for x1 minutes. The difficulty of this feat is up to the sholari. A character must have at least one Moon die in Tra to learn this skill.

Signature skills: These skills are automatically known by hishtins (if hishtin is their central trait). Other beings must use traits or spend experience dice to learn them one by one.

False signature. The ability to change one's signature to appear as some other, familiar, creature. Even the stupidest Joruni life will eventually figure out the deception. Shanthas are never fooled. Roll your skill dice against the opponent's intelligence. The deception will generally last x3 minutes, but it depends on the opponent's intelligence. It costs 1 shot.

Isho signature. The ability to figure out how much isho the opponent has. Roll your skill dice against the opponent's isho dice. A success tells you how many shots the opponent has. This is the same as the caji "Estimate isho" skill.

Racial signature. The ability to determine the kind of being you're encountering, from its isho ripples. Roll your skill dice against your opponent's isho dice.

Mask signature. The ability to hide your signature, to become invisible to signature skills. It works as False signature does, except success means no signature at all.

Sensitivity. The ability to know an opponent's isho strengths and weaknesses. Roll your skill dice against the sholari assigned difficulty number, with distance being a factor. If successful, you learn your opponent's Moon Dice (x1 dice learned, from strongest to weakest).

Race Tra Sense False Signature Isho Signature Racial Signature Mask Signature Sensitivity Interference
Acubon
Blount
Boccord
Bronth
Corastin
Crugar
Cygra
Human
Muadra
Salu
Thivin
Tologra
Trarch
Woffen

(Table copied from Joe Coleman's PLUS rules)

Dyshas

Each dysha is a separate skill, with a number of dice associated with it. Dyshas are woven of multiple colors. One is primary; the others are secondary. To learn the dysha, a character must have as many moon dice as the number listed in the dysha's primary color, and at least 1 moon die in each of the secondary colors.

At the beginning of the game, characters know dyshas either because they are a caji (in which case, they begin with a number of dyshas learned) or because they have learned individual dyshas as side traits. As the game progresses, characters learn dyshas individually with experience dice. Dyshas have a number of dice associated with them, because each is a trait or skill.

Beginning dyshas for caji: Caji get a second supply of color points (isho dice x6) to purchase dyshas. The cost of a dysha is the same as the number listed in its primary color. Purchasing the dysha means the caji knows it at 1 die. Each repeated purchase of a dysha gains another die for it. Characters may not know a dysha at more than 4 dice at the beginning of the game, nor may they have dyshas that are either Hard or Very Hard.

When buying dyshas, a caji must learn the dyshas within a color in order: for example, to learn any dyshas in Gobey, one must first learn Shield, then Bubble, then Body Shield. Further, one may not have more dice of a higher-listed dysha than a lower-listed one: to have 3 dice in Bubble, one must first have 3 dice in Shield.

Weaving dyshas: Dysha weaving costs a shot. The dysha's dice are thrown, and the weaver gets a bonus die for each die of isho characteristic they have. (Save the roll, and keep the bonus dice separate until the dysha is completely resolved.)

If a dysha is to be thrown against an opponent, the number of dice they get to defend is based partially on the distance to the target, and partially on the defender's actions. If not thrown against a defender, the dysha weave roll is made against the difficulty of the dysha: 1 die for easy dyshas, 2 for moderate, 3 for hard, 4 for very hard.

Missing a target: Because dyshas are usually thrown at a target, a failure may mean the dysha wasn't woven successfully, or it was woven properly and missed the target. I present two ways to address this.

1. The easy way: A miss simply means the dysha wasn't woven properly. No need to check for alternate targets.

2. If the dysha misses, roll another set of dice for the dysha difficulty (Easy = 1, Moderate = 2, Hard = 3, Very Hard = 4). If the dysha roll was less than the difficulty, the dysha wasn't woven properly and dissipates. If the dysha roll beats the difficulty roll (but still failed the defense roll), then it misses by x3 feet. Roll a d6 for scatter: 1 means further in the direction of travel; 2 means far right; 3 means close right; 4 means falling short; 5 means close left; 6 means far left. The dysha may affect other targets instead of the intended one.

A botch (counting bonus dice, so it's extremely unlikely!) means the weaver is a target for her own dysha.

Defending against dyshas: The easiest way to defend against a dysha is not to be hit. Thus dodging, ducking behind cover, and keeping out of range will help prevent being hit. One may also defend by using isho to unweave or interfere.

Dodging, taking cover, etc: The defender gets 1 die to defend if within 20'; 2 dice under most circumstances, and 3 dice if the dysha is in the last 20' of its range. (If the dysha has a range of 40' or less, then the defender doesn't get 3 dice for being at long range.) If the defender is behind cover, they get an additional die for up to 50% cover, and two dice if 90% cover or more. If the defender dodges, they get 1 or 2 bonus dice, depending on their agility trait. (1 die if they don't have a trait, 2 dice if they do.)

If the defender chooses to disrupt the dysha, using interference or unweaving, they may not dodge.

Unweaving: Intelligent beings who know how to weave dyshas can attempt to unweave a dysha. To unweave, the defender selects a color of isho to defend with, spends a shot, and rolls the appropriate Moon dice against the dysha's score. Caji use their isho characteristic dice as bonus dice. If the unweave result beats the dysha's roll, and the unweaving color was present in the dysha, the dysha is unwoven and dissipates harmlessly. Notice that a caji may use Tra-sense first to determine which colors are in the dysha, in order to select an unweaving color that will maximize his chance. Also notice that unweaving is an action; a caji may not dodge or take other defensive action if they unweave. If attacked by multiple dyshas in the same round, a caji may attempt to unweave them all (dealing with them one at a time), but may not unweave some and dodge others.

If the dysha was thrown at short range (within 20'), the unweaving caji takes a penalty die. If at long range (last 20'), the unweaving caji gets an additional bonus die. This only applies to thrown dyshas: a dysha that requires touching (such as Fire Touch or Faint Touch), or if the interferer is trying to broach an isho shield (such as Cage), the range penalty doesn't apply.

Using Tra sense. The sholari secretly rolls the defender's tra-sense dice against the dysha's score. A success means all of the colors in the dysha are revealed; failure only shows the primary color. (The secrecy of the roll is necessary in case of weave tricks; see below.) There is no penalty for using Tra-sense while unweaving in the same round.

Interference: The defender chooses which color he will interfere in. He rolls all of the appropriate Moon dice as his defense. However, each time he interferes, he temporarily removes one die from that set of Moon dice. (Thus, four Desti dice permit four interference attempts in Desti; one at 4 dice, the next at 3, the next at 2, and the last at 1.) Used dice return the next morning. If the interferer is a Hishtin, he may use his isho characteristic dice as bonus dice (and these are not used up). If the dysha was thrown at short range (within 20'), the interferer takes a penalty die. If at long range (last 20'), the interferer gets an additional bonus die. This only applies to thrown dyshas: a dysha that requires touching (such as Fire Touch or Faint Touch), or if the interferer is trying to broach an isho shield (such as Cage), the range penalty doesn't apply.

(Alternate approach): The defender spends a shot, and chooses which color he will interfere with. That set of Moon Dice are used as his defense. If the interferer is a Hishtin, he may use his isho characteristic dice as bonus dice.

Using Isho sensitivity. If the defender has this skill, he may attempt to use isho sensitivity to detect the colors of isho in an incoming dysha. Roll the skill's dice against the dysha's score to detect its colors. Follow the same procedure as for tra-sense, above. Since isho sensitivity is an action, the defender will take a penalty if they attempt another action in the same round, such as dodging. As for unweaving, there is no penalty for using isho sensitivity and interference at the same time.

As for unweaving, if a defender chooses to interfere, he may not dodge or take other defensive action. If targeted by multiple dyshas in a single round, he may interfere with them all (one at a time), but may not interfere with some and dodge others.

Weave tricks: Dysha weavers may use additional techniques to modify dyshas to make them harder to defend against.

Tight weave: The weaver spends an extra shot to weave the dysha; defenders who attempt to unweave it or interfere with it must take a penalty die.

Disguise: By taking a penalty die, the weaver may add bogus colors to the dysha to confuse defenders. For each penalty die taken, one superfluous color may be added. The main use of this skill is to change the primary color. To do this, the weaver must have more Moon dice in the disguising color than were needed for the dysha's actual primary color. Additional superfluous colors are rarely needed, except by isho-wizards, who are trying to impress onlookers.

Invisible weave: At two penalty dice, the weaver can make the dysha invisible to the naked eye. It is still detectable by tra-sense and isho-sensitivity, if the defender thinks to look.

Pushing a weave: For an extra shot, the weaver may add bonus dice to the roll. The number of bonus dice is equal to the number of dice they have in the dysha being woven.

Improvisation: Dyshas can be improvised. Weavers can try minor adjustments, with sholari determined penalties-which are usually steep.

(Designer's note: Bundling meant greater range and more damage, and it depended on whether the dysha was an orb or a bolt. Generally speaking, this meant Desti dyshas were not bundled as much as other colors. JOTE automatically figures this in by multiplying range and effect by the number of dice.)

Boosting abilities: At character creation, a player may select an isho skill or characteristic to be a trait, raising it to 3 or 4 dice. This includes the isho characteristic/maximum isho; a single moon; a single isho skill; or possibly a single dysha. During play, experience dice may be applied to these skills/traits also, to improve them. Learning a new dysha from scratch using experience dice is another matter.

Learning new dyshas: TBA

 

The Dyshas

GOBEY The Protector. Gobey dyshas are all about shields: making them and breaking them. The Gobey moon is black; the color of Gobey isho is brown. Isho shields only block physical damage; dyshas go right through. All isho shields have a number of hit points. When they have absorbed that much damage, they collapse.

Shield

Difficulty Primary color dice Secondary colors Range
Easy Gobey 2 Launtra, Tra Weaver's front

This dysha creates a small curved wall that covers the weaver's front only. The shield has x1 hit points. It lasts x0.25 rounds, but always at least one round. An attacker attacks the defender normally, but the shield absorbs the damage first.

Bubble

Difficulty Primary color dice Secondary colors Range
Moderate Gobey 4 Ebba, Tra Skill dice x 30 feet

Creates a dome-shaped bubble, about 10' radius around the weaver. It lasts until it is destroyed. The bubble has (x4) hit points. The bubble does not move. It doesn't block isho, but physical objects are blocked. Slow moving objects can penetrate the bubble, but the larger the item is (that is, the cross-section passing through), the more force is needed to pass. (A pointed stick can penetrate far more easily than a human arm, even a slow moving arm.) Gases diffuse through, but sounds are garbled. If an attacker is striking the bubble, they simply roll their attack dice and apply the damage multiplier for their weapon to the result.

Body Shield

Difficulty Primary color dice Secondary colors Range
Moderate Gobey 4 Launtra, Tra Around weaver

Creates a shield around the weaver's body, with (x3) hit points. This shield moves with its weaver. The shield loses 2 hit points per minute, falling in 10 minutes. People protected by a body shield may weave dyshas normally, but not use weapons without harming their own shield.

Wall

Difficulty Primary color dice Secondary colors Range
Hard Gobey 5 Ebba, Tra 30 feet per die

Forms a flat shield that covers 30 sq feet. It has a strength of (x8) hit points. They stand until they are destroyed, or abraded down. In the right environment, walls can survive for years. They are often used to barricade entrances. To attack against a Wall, the attacker rolls his/her attack dice and applies the damage multiplier for their weapon.

Shield Shatter

Difficulty Primary color dice Secondary colors Range
Hard Gobey 5 None 60 feet per die

This is a bright and noisy dysha that grinds through shields. The weaver must strike the opponent's shield (which may be easy, in the case of a Wall or Bubble, or more difficult for a Body Shield). If the dysha hits, the weaver takes the successful die roll, and applies the rolled dice, one die per round, to the shield. Each die does x(skill dice) damage to the shield. If the shield is destroyed, the Shield Shatter dysha also ends.

Example: Jolice, a superior caji (5 dice; sign: a magnificent Naull) has four dice in Shield Shatter. She throws a Shield Shatter at a Wall with 64 hit points. She spends a shot, and rolls four dice (for her Shield Shatter skill) with five bonus dice (for her isho characteristic). Because the Wall is not an opponent, she rolls against Shield Shatter's difficulty of Hard (3 dice). Her roll is is 6, 6, 3, 3, with bonus dice of 5, 4, 3, 3, 1, for a final score of 21 (6, 6, 5, 4). The Wall rolls 6, 2, 2, a final score of 10. The dysha was successfully woven. (Failure to beat the Wall's score would mean the dysha failed and did no damage at all.) This round, Jolice applies a 6, doing 6 x 4 (4 skill dice in Shield Shatter) or 24 points of damage to the Wall's 64. The Wall has 40 points left. Next round, she applies the second 6, doing another 24 points, leaving the Wall with 16 points. The third round, she applies the five, doing 20 points. The Wall is brought down, and the Shield Shatter's last die is not applied.

Cage

Difficulty Primary color dice Secondary colors Range
Very Hard Gobey 4 Desti, Ebba, Tra 30 feet per die

Creates a Bubble around a target. But when brought down to 0 hit points, the Cage strikes its occupant with a Lightning Blast (The Cage's weaver makes an attack with his Cage skill dice, doing x3 damage) as it collapses. (If destroyed by Shield Shatter, there is no blast.) With a good Interference, a captive could walk right out, however.

Shield Implosion

Difficulty Primary color dice Secondary colors Range
Very Hard Gobey 4 Ebba, Desti 30 feet per die

This orb is used to attack defenders protected by an isho shield. The orb merges with the shield and makes it rapidly fluctuate in size, doing (skill dice) of damage each to the shield and the person it is defending each round. Once the shield is destroyed, the dysha also ends, even if the person behind the shield is still alive.

 

DESTI The Red Harbinger. Desti dyshas are about electrical energy, usually as an offensive bolt. The Desti moon is red, as is desti isho. Desti dyshas tend to be the easiest to learn, although teaching the destructive bolts to the immature is strongly discouraged. Young muadra toughs who wish to prove themselves will learn the most basic Desti bolts, and harass others. They are called "dytes" or "dyte punks."

Lightning Blast

Difficulty Primary color dice Secondary colors Range
Easy Desti 1 None 60 feet per die

An electrical blast that does x3 damage. The mainstay of dytes and other criminals. Society frowns on the use of this bolt (including muadras).

Stiff

Difficulty Primary color dice Secondary colors Range
Easy Desti 3 Shal 60 feet per die

If the bolt is successful, the victim's extremities are all jolted to their full reach for x1 seconds. Does x0.5 damage. If the victim fails an agility check against 2 dice, they fall down. If they fail a strength or will check against 2 dice, they drop whatever is in their hands.

Frost Bolt

Difficulty Primary color dice Secondary colors Range
Moderate Desti 4 Du, Gobey 30 feet per die

A blast of intense cold that does x2 damage.

Lightning Strike

Difficulty Primary color dice Secondary colors Range
Hard Desti 5 Ebba, Shal 30 feet per die

The most fearsome of the Desti bolts. A successful hit not only does x4 damage, but also throws the victim x3 feet, with every 3 feet indicating another point of damage. Of course, if the victim is slammed into an obstacle, the damage will be even higher.

Penetration Bolt

Difficulty Primary color dice Secondary colors Range
Very Hard Desti 6 Tra 15 feet per die

A special bolt that only detonates when surrounded by dense isho, meaning it ignores non-living matter. It does x3 damage, but ignores all armor.

 

DU The Illuminator. Du dyshas are about energy, specifically heat and light. The Du moon is amber, while du isho is orange.

Orb of Light

Difficulty Primary color dice Secondary colors Range
Easy Du 1 None 120 feet per die

Creates a long-lasting glowing orb. The brighter the orb, the shorter it lasts. A bright light (enough to illuminate a 10 x 10 foot room) lasts about an hour; a dim one about a day. The orb can be put down and subsequently moved by its weaver, who cups both palms around it to move it. It can be unwoven by the weaver at any time.

Flingers

Difficulty Primary color dice Secondary colors Range
Easy Du 1 Ebba 120 feet per die

Weaves 5 tiny orbs that each do 1 die of heat damage. The user may choose to throw them all against a single target, or scatter them against multiple targets. Armor protects against each orb individually. If they are scattered, everybody within 15 feet of where they hit will be at -2 to initiative next round.

Quantum

Difficulty Primary color dice Secondary colors Range
Moderate Du 3 None 60 feet per die

A three-foot in diameter orb that creates a blast of intense heat. It does a straight 2 dice of damage, ignoring all defenses if the dysha strikes its target properly.

Cast Energy

Difficulty Primary color dice Secondary colors Range
Hard Du 4 Desti 60 feet per die

An orb that does x2 damage from heat.

Crater

Difficulty Primary color dice Secondary colors Range
Very Hard Du 5 Desti 30 feet per die

This orb releases its energy in a large explosion when it hits. It does 3x damage to its target, 2x to everybody within 3 feet of the target, and 1x to everybody within 6 feet of the target. It will often create fires if there are flammable objects within the area of effect. When throwing this orb, the attacker rolls her dysha skill dice (with isho skill dice as bonus dice) against the defender's range, cover and dodge. Defenders may use armor and cover (but the actual target doesn't get cover) to defend. The sholari should definitely check to see where this dysha goes if it misses the target. See the rules on missing, above.

 

EBBA The Sender. Ebba dyshas are concerned with force and motion. The Ebba moon is silver, and ebba isho is yellow.

Push

Difficulty Primary color dice Secondary colors Range
Easy Ebba 1 None 30 feet per die

Creates a large, slow-moving orb (30 feet per round) that produces a few pounds of force when it hits a target. (x0.25 damage). The area of contact is about a foot wide. Useful for knocking things down, such as fruits from a tree, or annoying animals. (Do not annoy the tarro!) This dysha can miss; see the rules on missing a target, above.

Tumble

Difficulty Primary color dice Secondary colors Range
Easy Ebba 2 Launtra, Tra 30 feet per die

This dysha protects the target from falls: it repels large objects (like the ground), preventing 1 die of falling damage.

Power Orb

Difficulty Primary color dice Secondary colors Range
Moderate Ebba 2 None 30 feet per die

A simple orb that pushes the target hard and fast, something like being rammed by a baseball bat. It does x1 damage.

Levitate

Difficulty Primary color dice Secondary colors Range
Moderate Ebba 3 Tra 60 feet per die

Anybody who clutches this orb will rise for ten seconds, at twelve feet per second. For somebody other than the weaver to use it, they must roll their Ebba dice against 2 dice to hold on. (If they fail, and the weaver wasn't holding the orb either, it is likely to simply unravel.) It is wise to have something to catch at the top of the levitation, when the orb dissolves. Common improvisations include lateral movement, or up and down movement, but the total distance traveled is still 120 feet.

Power-hold

Difficulty Primary color dice Secondary colors Range
Moderate Ebba 4 Gobey 30 feet per die

This orb expands into four fat rings that loop around the target and hold it stationary. Power Hold lasts for 30 seconds, minus ten seconds for each point of size the target has. A target may attempt to break free each round, rolling their strength trait against the dysha's original roll. Each success means one ring is broken. All four rings must be broken to regain freedom.

Ping

Difficulty Primary color dice Secondary colors Range
Hard Ebba 3 None 30 feet per die

A small orb, only a few inches across, that produces a few pounds of force when it hits a target. The sholari must note the difficulty of the target when this dysha is used. This dysha does no damage, but if it hits an opponent in the head, it will stun them for x 0.5 rounds.

Suspension Orb

Difficulty Primary color dice Secondary colors Range
Hard Ebba 4 Gobey, Tra 60 feet per die

This orb englobes a target, and lifts it off the ground, hovering a few feet up. It lasts for (success x dice) rounds before collapsing and dropping its contents. The orb is treated as an isho shield, having (success x dice) hit points.

Spinner

Difficulty Primary color dice Secondary colors Range
Very Hard Ebba 5 Gobey, Tra, Du 30 feet per die

A target struck by this orb is sent spinning in place for (x1) rounds. (Subtract 2x the target's size modifier). Victims must roll strength or will against the dysha's roll to avoid dropping what they're holding. Each round of spin, subtract a point for this roll. The victim takes two penalty dice to their actions while spinning.

Constrictor

Difficulty Primary color dice Secondary colors Range
Very Hard Ebba 5 Gobey 30 feet per die

This orb expands into a ring that loops around the target. The thicker the target, the less force the Constrictor can exert. It does x3 damage, but this is on targets the size of a human arm. Subtract 2 points for a head before multiplying; 1 die for a leg, or two dice for a abdomen/chest hit. A thin target, such as a rope, takes an additional 2 dice of damage. Constrictor is excellent for cutting rope.

 

LAUNTRA The Flow. Launtra dyshas are stable, and flow over bodies. They are commonly used for healing, but have other uses. The Launtra moon is green, as is launtra isho. Launtra isho is trickled over the body, rather than forming orbs. It has a slight green glow as it's used.

Fire Touch

Difficulty Primary color dice Secondary colors Range
Easy Launtra 2 Du N/A

The user's hands project heat like a branding iron. The launtra isho both projects the heat and protects the user, but if the user actually touches her victim, she gets burned, too. It does x2 damage. (Notice that the dysha generally keeps the user's hands an inch away. If the target wants to touch the attacker to make the damage mutual, he must brave the terrible heat.)

Healer

Difficulty Primary color dice Secondary colors Range
Moderate Launtra 2 Shal, Desti, Tra N/A

This dysha stimulates healing in the target. The weaver spends about a minute with it, and results are visible in a few hours. Roll against the difficulty of the wound. It heals 1x damage, but can only be applied once per wound per day to a target.

Night Eyes

Difficulty Primary color dice Secondary colors Range
Moderate Launtra 3 Tra N/A

The weaver uses their palms to trickle the isho over their eyes. It provides for vision in near total darkness for x2 seconds. Once the user has 3 dice in this dysha, she no longer needs her hands to apply it.

Faint Touch

Difficulty Primary color dice Secondary colors Range
Moderate Launtra 2 Shal, Tra N/A

Inverts a victim's isho by overpowering it. It would be wise for the weaver to use the Estimate Isho skill before attempting this dysha. She then expends as many shots as she chooses, and rolls her dysha skill (with isho dice as bonus dice, as usual) against her opponent's isho dice. If she is successful, and has expended at least one more shot than her opponent's current number, the target is knocked unconscious for x3 minutes. The target may roll their stamina or will dice, and subtract that many points, in minutes, from the duration. Notice that the unconsciousness is not gentle, and often induces nausea in the target.

Bell

Difficulty Primary color dice Secondary colors Range
Moderate Launtra 4 Ebba, Desti 60 feet per die

This dysha sounds a clear tone for x0.25 rounds (at least 1 round) to all within earshot. It is used as an alarm, to attract, or to distract. If a user has Bell at 4 dice, they may improvise Bell to carry a spoken message.

Spider Grip

Difficulty Primary color dice Secondary colors Range
Moderate Launtra 4 Ebba, Gobey N/A

A successful use permits the weaver to cling onto most surfaces for x3 seconds. A high concentration of Ebba isho in the area automatically unweaves this dysha; for this reason, the most wealthy use ebba crystals in their outer walls.

Spectral Stun

Difficulty Primary color dice Secondary colors Range
Very Hard Launtra 3 Du 30 feet per die

Stuns victims by flashing a bright light in their face. The weaver must cup her palms together to weave this dysha, a sure giveaway to any caji paying attention. The weaver rolls against the defenders' alertness or reaction time. (An unaware target facing the weaver has no defense.) All those facing the weaver within range are temporarily stunned, taking a penalty die to all actions, including initiative, for the next x 0.5 rounds.

 

SHAL Keeper of the Ancient Order. Shal dyshas are sometimes referred to as "little horrors." They interact with nervous systems. The Shal moon is blue, as is shal isho. Caji skilled in Shal are rare, and hishtins who willingly face shal dyshas are even rarer. Therefore, it is often hard to find a teacher for these dyshas.

Faint

Difficulty Primary color dice Secondary colors Range
Easy Shal 3 Tra 60 feet per die

This orb makes the target faint because of the nausea induced by flipping their isho around. (Details are the same as Launtra's Faint Touch dysha.) It would be wise for the weaver to use the Estimate Isho skill before attempting this dysha. She then expends as many shots as she chooses, and rolls her dysha skill (with isho dice as bonus dice, as usual) against her opponent's isho dice. If she is successful, and has expended at least one more shot than her opponent's current number, the target is knocked unconscious for x3 minutes. The target may roll their stamina or will dice, and subtract that many points, in minutes, from the duration. Notice that the unconsciousness is not a gentle sleep.

Calm Animal

Difficulty Primary color dice Secondary colors Range
Easy Shal 2 Tra 60 feet per die

This orb only works on creatures with Terran DNA, including the iscin races and recos. It calms them down one category (Manic to dangerous; dangerous to obnoxious; obnoxious to apathetic). The user rolls against the creature's response type, with Manic creatures getting 4 dice, dangerous getting 3, and obnoxious getting 2 dice. The creature uses its size bonus in its defense. A failure causes the creature to either become less friendly or frightened. There are separate orbs for Calm Jorune Animals, and Calm Ramian animals (like scragger and bochigon).

Blinding

Difficulty Primary color dice Secondary colors Range
Moderate Shal 3 Launtra, Desti 60 feet per die

This orb creates a brilliant flash of light over the body of the target being, blinding them for x1 seconds. Of course, it is not very useful on native Joruni life, who rely less on their sight, if they have any.

Scramble

Difficulty Primary color dice Secondary colors Range
Hard Shal 5 Desti 30 feet per die

If this orb hits, the victim's Moon skills are all scrambled except for Desti for x10 seconds. The victim may only weave Lightning Blast (it's all Desti) and interfere and unweave with Desti.

Body Freeze

Difficulty Primary color dice Secondary colors Range
Hard Shal 6 Desti 30 feet per die

This orb only affects creatures with Terran DNA, including the iscin races and recos. It prevents all voluntary muscle movement for x1 seconds. If the target was walking or running when struck, he will fall down. There are separate versions for Jorune life and Ramian life.

Brain Blast

Difficulty Primary color dice Secondary colors Range
Hard Shal 6 Desti 30 feet per die

The orb creates a sharp jolt of pain. Victims take a penalty die to all actions for x 0.5 rounds, and must roll against strength or will to avoid dropping held items. The orb works on Terran and Joruni life. A variant works on ramian life.

Craze

Difficulty Primary color dice Secondary colors Range
Very Hard Shal 6 Desti, Tra 30 feet per die

This orb only works on creatures with Terran DNA. It throws them into an epileptic fit for x 0.5 rounds, and a victim also takes x0.25 damage from falling and rolling violently around.

Drain

Difficulty Primary color dice Secondary colors Range
Very Hard Shal 6 Tra, Desti, Du 60 feet per die

When this orb strikes, it attaches itself to the victim and sucks away their isho. It lasts for x0.25 rounds, and each round it takes half of the victim's remaining shots (rounded down, but at least 1). One may detach the orb by kerning, but that means dropping all of your shots anyway. If the defender has a boc-rod, they may attempt to capture the orb in the rod each round.

 

TRA The Warp Maker. Tra dyshas warp space. The Tra moon and tra isho are both white.

Deflector

Difficulty Primary color dice Secondary colors Range
Easy Tra 2 None N/A

This dysha creates channels in the isho around the weaver, causing orbs and bolts to harmlessly deflect around her. Theoretically, any number of dyshas can be deflected in this one round, but the weaver must expend as many shots as each incoming dysha has in order to deflect it. An estimate isho roll will tell the weaver how many shots are in an incoming dysha. (To estimate isho in a dysha, one rolls against the difficulty of the dysha.) A weaver may choose to deflect some dyshas, but not others.

Inner Ear

Difficulty Primary color dice Secondary colors Range
Moderate Tra 2 Launtra N/A

This dysha creates a tiny, incomplete warp, permitting soundwaves to pass through a six foot barrier of any material except charged crystals. It permits the weaver to increase the sensitivity of their hearing, sufficient to hear noises on the other side of a wall. The dysha lasts x1 seconds.

Inner Eye

Difficulty Primary color dice Secondary colors Range
Hard Tra 3 Launtra N/A

Like the Inner Ear, this dysha creates a tiny, incomplete warp, which acts as a transmitter of light waves on the other side of a barrier. It can penetrate barriers as thick as six feet, of any material except charged crystals. The dysha lasts x1 seconds.

Reflect

Difficulty Primary color dice Secondary colors Range
Hard Tra 4 None N/A

This dysha works as Deflector, except the weaver can control where the dyshas are redirected to. Each redirected dysha is treated as though the Deflecting character was throwing it, using her own isho skill dice to control it.

Create Warp

Difficulty Primary color dice Secondary colors Range
Very Hard Tra 6 None 15 feet per die

This orb creates a warp. The weaver doesn't know where the warp goes. The warp lasts for x1 seconds, and is vulnerable to disruption by isho manipulators on the other side. The sholari decides how many dice the weaver must roll against. In some areas, warps cannot be forced open; in some areas a more powerful weave is needed. A warp can be brought down by kerning raw isho into it: for every shot expended into the warp, the closer gets 1 die to roll against the warp's strength (which is x1 the success of the weave).

 

Combat

Use standard OTE mechanics. As most Jorune weapons are simple melee weapons. (Commonly swords, knives, axes, battle-axes, clubs, staves, spiked balls on chains [called morningstars in the 3rd edition rules], and thikes. Missile weapons are slings, bows, longbows, crossbows, sometimes spears.) They easily fit into OTE mechanics.

Earth-tec weapons are treated as rifles or pistols as appropriate.

Field Rams do x4 damage. If the attack does more points of damage than the defender has defense dice, the defender has been knocked down.

Lasers do x5 damage. They are powerful and silent.

Blasters do x7 damage. They fire bolts of plasma and are incredibly powerful.

Stunners work like OTE Tasers, but they have longer ranges (not needing wires) and are less likely to cause permanent damage to a target.

Joruni armor is usually one of four types:

Type Protection Encumbrance Notes
Leather 1d No Usually thombo, lothern, or do-odreh hide. See notes.
Mail 2d Yes Usually ringmail. Heavy and expensive, but relatively common. Provides no effective protection against dyshas. Most Joruni life can claw or chew through it.
Locurian Grunder 2d, 1b against dyshas Yes From the locure beast. Most useful against dyshas.
Thailarion armor 3d Yes Made from corundon chest plates. The best non-tec armor on Jorune.

Encumbrance is a penalty die to agility, including combat rolls (attack + defense)

b: Use bullet-proof armor rules against dyshas: roll the die, divide the damage by this number.

Thombo leather always smells faintly like thombo. This is offensive when it's wet. Do-odreh hide is thinner and more supple. [I assume they repeatedly redouble it to make it into armor.] Lothern is probably the best armor, being tough and durable, although rough to the touch, and liable to dry out in hot weather, needing regular oiling. Locurian Grunder was supposedly described in the Essays, but I didn't see it.

Earth-tec armor

Type Protection Encumbrance Notes
DA (Deflector Armor) 4d/4b No Absorbs kinetic energy of hit (blunt trauma). For humans only.
E-rep (Energy Repulsor) 1/3b No Absorbs energy attacks (heat, electricity, radiation, but not blasters) and stores it in batteries.
MAS (Mobile Active Suit) 4d/4b 2 point penalty to agility rolls Power armor, with weapon mounts. Combines DA and E-rep effects, and gives a bonus die to wearer's strength and speed.

b: Bullet proof armor rules: Roll dice, and divide damage by result. Used for energy/high tech weapons.

 

Closing notes

These are a draft of a work in progress, but they are ready for playtesting. Preliminary testing indicates that non-desti offensive dyshas are weak and may need to be beefed up. Dysha use in general requires a lot of die rolling, but I believe they preserve much of the chrome of the original Jorune rules. If these rules work as I have intended, they should provide a faster, simpler system for Jorune adventuring. While these rules are long, the bulk is taken up by the isho rules, with the bulk of those taken up by the detailed descriptions of the dyshas. Please let me know what you thought, pro or con.

 

 

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