Jorune Over the Edge (JOTE)

May 17, 2004 revision


Adaptation by Robert Dushay

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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

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) Characters have a central trait, two side traits, and a flaw. Assign values to your traits (one superior, two good), give descriptors, calculate hit points, come up with a motivation and the 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.


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 is the ambient energy that surrounds Jorune, generated by crystal layers in the planet's core and crust. Many beings have learned to manipulate the isho, sense with it, or weave threads of it into dyshas.

Color: Analogous to visible light, isho has a spectrum of seven colors. These "colors" of isho are named after and linked to the seven moons of Jorune. Those who would manipulate the isho are rarely equally skilled in weaving all seven colors. Each color of isho is attuned to different effects.

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

Most characters will have an Isho Characteristic. With some exceptions, this will be average (2 dice). Of the races of Jorune, the shanthas are the most skilled at isho-use, followed closely by the humanoid muadra. The humanoid boccord have some skill at detecting and manipulating isho, but are rarely able to work it into dyshas. Other races have some ability to handle isho, such as the crugar and woffen. Humans are theoretically capable of using isho, but it takes great effort, so few are trained.

Caji: 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," and characters acheive this title when they have five more dice in their caji skill. A caji character's Isho characteristic is the same number of dice as their caji trait.

Hishtin: Boccords who have learned how to specialize in interfering with dyshas are called hishtins. Characters who have Hishtin as their central trait get all of the boccord signature skills, but if a character has hishtin as a side trait, they only get the signature skill of interference. A hishtin character's Isho characteristic is the same number of dice as their hishtin trait.

Other characters who wish to use isho: Other characters may take a specific color as a side trait. This will allow them to wield dyshas in that color alone. These character's Isho characteristic is the same number of dice as their color trait.

Specifying colors: If a character has any isho ability at all, the colors of isho must be specified. For every die the character has in their isho characteristic, the player gets three points. (Or, if the player prefers, they can roll one or more dice, taking the result instead of the three points for that die.) The total number of points are then assigned to the seven colors of isho. All points must be assigned at character generation.

Example: Millo, a muadra, has caji as a good trait (3 dice). His player has three dice to assign to colors. He can take nine points (three points for each dice), or roll one or more dice to try to increase the value. Suppose the player rolls two of those dice, getting a five and a two. That makes ten points (five plus two plus three from the unrolled die) to assign to colors. The player puts nothing into Gobey, two into Desti, one into Du, two into Ebba, one into Launtra, two into Shal, and two into Tra.

Once all points are assigned, they will be described as dice once more: Millo has two dice in Desti, one in Du, two in Ebba, one in Launtra, two in Shal, and two in Tra. These dice may be referred to as "color dice" or "moon dice," to recognize their association with the seven moons of Jorune.

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.) Every character that has an isho characteristic has maximum and current isho scores, even if they have no isho-weaving abilities. These shots will be used for interference.


Using Dyshas: When a character wishes to use isho, the energy must be woven into a form, usually an orb (a small ball) or a bolt (like a miniature bolt of lightning). Only trained individuals can create dyshas. Caji characters are trained to weave dyshas. Other characters must use a trait for dysha weaving. For example, Chusten, a crugar character, might have the trait Lightning Blast at three dice. Chusten is capable of weaving this dysha alone. He cannot use another Desti effect, even a simpler one, unless he takes it as an additional side trait.

Weaving: The basics of dysha weaving are simple. Dyshas act as ranged weapons in the standard OTE rules. The attacker expends a shot and rolls her moon dice for that color dysha, while the defender's dice depend on the range to the target and situational factors, such as movement, cover, or dodging. (See page 22 in OTE.) If the weaver is a caji or a shantha, she uses her caji trait dice as bonus dice for the weaving. This means the typical dysha weaver will get three or four bonus dice for dyshas.

Unweaving: Those who have mastered dyshas (caji, shanthas, any character that can weave a dysha) can attempt to block a dysha by unweaving. They note the color of the dysha, and roll their moon dice of that color against the attacker's roll. If the unweave roll beats the attacker's dysha roll, the dysha is unwoven and dissipates harmlessly. If the unweave roll fails, the dysha is unaffected, and the defender is limited to the physical defenses of dodging or taking cover. Notice that the unweave roll does not count as the defense roll! If it is less than the attacker's dysha roll, the unweave roll has no effect on the attack at all.

If the unweaver is a caji or shantha, he gets to use his caji trait dice as bonus dice for unweaving.

Interference: Characters that have an isho characteristic but no isho handling abilities have a defense of their own: interference. To use interference, the defender must have moon dice in same color as the attacker's dysha. The defender expends a shot and rolls the appropriate moon dice. The interference roll applies as the character's defense. Since interference requires concentration, the defender may not take other active defenses, such as dodging, against this attack. However, the defender adds dice from range, cover, poor visibility, or the attacker's movements to the interference dice for a total defense roll.

Hishtins are specially trained to interfere. They may use their hishtin trait dice as bonus dice in an interference attempt.

Notice that intelligent beings that manipulate isho are not capable of interference as a defense, as the process would make them violently ill. Similarly, once a person has learned how to interfere, it is much harder for them to learn how to weave dyshas.


Weave tricks: Slippery caji can modify their dyshas to make them harder to unweave or interfere with.

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 change the appearance of the dysha to any other color the weaver has dice in. Unless the defender detects the true color of the dysha (usually through a tra-sense roll; see below), they will unweave or interfere in the wrong color, which is completely ineffectual. The defender will waste a shot.

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: By expending an extra shot, the weaver may add a bonus die to the roll.

Improvisation: Weavers may 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.)



On the "real Jorune," each dysha is learned as an individual skill. The specific dyshas a caji learns depends on the instructors available, and the ability of the student to master the new dysha. Some dyshas are easier to learn than others, and these tend to be learned before the more difficult ones. Some dyshas are more popular; hence, the population of dyte punks, young muadra who have learned the relatively simple and destructive Lightning Blast dysha.

To simplify for Jorune OTE, the specific dyshas a caji knows is determined simply by the number of dice the character has in that color. A caji knows all of the dyshas for that number of dice and fewer. For example, a caji with three dice in Ebba knows Push, Levitate and Ram. Further, the caji may wield each of those dyshas with three dice of effectiveness: whether the caji is weaving Push, Levitate, or Ram, the player rolls three dice.

Non-caji follow a different system. They learn a specific dysha, at a specific number of dice. Under most circumstances, an instructor would teach a student the easiest dyshas first, so that a character with one dysha in Ebba should know Push. However, there are exceptions: for cultural reasons, many Woffen know the Power Hold dysha, and Crugar know the Lightning Blast dysha. In these cases, the character may have the dysha as a side trait, with fewer dice than the dysha list below allows: Woffen are likely to have Power Hold at three dice, not four.


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 equal to the success of the roll x3. When they have absorbed that much damage, they collapse.

1 die: Shield. Protect self only.
2 dice: Bubble. Protect within 10' radius or Wall, project a thirty by thirty foot wall.
3 dice: Shield Shatter. Does x4 damage to enemy shields (only).
4 dice: Cage. A special, x5 shield that imprisons enemies. When it is broken, it does 3 dice of electrical damage to the occupant(s).
5 dice: Shield implosion. Does x4 damage to shielded foes.

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."

1 die: Lightning Blast. Does x2 electrical damage.
2 dice: Stiff. Immobilizes target for x3 rounds.
3 dice: Frost Bolt. Does x3 cold damage.
4 dice: Lightning Strike. Does x3 electrical damage and physically knocks back target x1 feet.
5 dice: Penetration Bolt. Does x3 electrical damage; ignore all defender armor except crystal armor.

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

1 die: Orb of Light. A ball of light.
2 dice: Flingers. Does x2 damage; may be applied to up to five targets within a thirty foot radius.
3 dice: Cast Energy. Does x3 damage.
4 dice: Quantum. A explosion doing x3 damage; all armor is ignored.
5 dice: Crater. An explosion doing x3 damage to all within twenty feet of the target.

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

1 die: Push. Shoves things; does no damage.
2 dice: Levitate. Repels large objects, such as the ground. Does no damage.
3 dice: Ram. A hard shove against a target; does x2 damage.
4 dice: Power Hold. Immobilizes a man-sized target. Variants include levitating unwilling foes, and spinning them around (to disorient them).

5 dice: Constrict. A ring of isho contracts, doing x3 damage to whatever is within. It may sever thin objects, such as a 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.

1 die: Fire touch. Does x2 damage, but the user must touch the target.
2 dice: Healer. Heals x1 damage, by touch.
3 dice: The weaver may create a variety of personal effects: Night Eyes (see in the dark for x2 seconds); Bell (make a clear noise like a bell to all within earshot or project one's voice like a loudspeaker for x.25 seconds); Spider Grip (have the ability to cling to things for x3 seconds; note that Spider Grip cannot be maintained against high concentrations of Ebba isho).
4 dice: Faint touch. Touch to knock target unconscious for x3 minutes. Target is frequently nauseous upon waking.
5 dice: Spectral Stun. Everybody looking at the weaver is stunned (penalty die to all actions, including initiative) for the next x1 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.

1 die: Faint. Causes target to become nauseous, then fall unconscious for x4 minutes.
2 dice: Calm or Craze. Works only on animals with terran DNA; will soothe them or make them become irritable and lash out for x5 minutes.
3 dice: Scramble (target may only use Desti)
4 dice: Freeze, Blast (Immobilize or sharp jolt of pain)
5 dice: Drain (suck away isho)

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

Deflector (orbs are deflected, no control); Inner Ear, Inner Eye (Clairaudience/voyance); Reflect (deflect with control); Create Warp

1 die: Deflect (spend a shot, deflect an enemy orb/bolt away)
2 dice: Inner Ear (clairaudience)
3 dice: Inner Eye (clairvoyance)
4 dice: Reflect (spend a shot, deflect an enemy bolt, may control where it goes)
5 dice: Create Warp


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

(Table copied from Joe Coleman's PLUS rules)


Several different dyshas may be woven using a particular color of isho. These dyshas have different effects, as listed below. When a caji has a number of dice in a color, she knows how to weave all of the dyshas of that number of dice or fewer. For example, a character with three dice in Gobey may use Shield, Bubble, Wall, or Shield Shatter. Even though Shield is a one die dysha, the caji in this example weaves a Shield at three dice, Bubble at three dice, or Wall at three dice.

Idea: Characters have a number of dice in that color; that's their ability to weave dyshas and deflect them. Each shot uses up one die? In any case, forget moon dice and what have you: each color is another trait? Caji trait means you have that many extra dice to spend on Isho? (Shanthas and other manipulators automatically; humans and other low-isho creatures cost double?)



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





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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