May 2005 draft
Adaptation by Robert
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Read the review for
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
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 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.) 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)
The referee of a Jorune game is called a sholari, the shanthic word for
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.
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
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).
c. Muadra are small
for all activities requiring delicacy and manual finesse. They are
the only PC race capable of weaving dyshas in all colors (see the
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.
Woffen are very
doggy. They are loyal and trustworthy, cautious at first but making
friends quickly. They like to dig and bury their valuables. They like
physical play and wrestling. They are also fond of boats and sailing,
for cultural reasons. Woffen are omnivorous, but like meat when they
can get it. They love to party and drink, but once they have tasted
alcohol a few times, they are likely to experience "crool,"
a combination hangover and intense craving for alcohol that lasts
a few days. The stoma limilate stops crool, but stains teeth. Too
much drinking leads to authew, a disease that ends in catatonia and
for agility skills and smell skills. They have sensitive hearing,
easily able to pick up breathing or movement against a quiet background,
but less effective than humans at isolating specific sounds in a noisy
environment (like at a party). They
get a +1 for brawling if they have no combat skills. Their fur serves
as 1-point armor.
They get a -1 for aiming and for spotting things (their vision isn't
so good), and their ability to see color is limited. They are apt
to get a -1 when in purely human social interactions. They shed heavily
in the summer (Mullin season), and they have a strong odor. Woffen
tend toward alcoholism. They hate crugar almost instinctively.
typically learn the Power Hold dysha (requires a side trait). Learning
it is one of the rites of passage for an adolescent.
This language is closely related to the bronth Boru language.
Bronth are huge and tough, standing 8' tall. They are sticklers for
honor, and they despise slavery in all forms. The bronth strongly
dislike crugar and ramian. They prefer to deal with things they can
smell: freshly washed humans are disliked. Bronth are fastidious groomers
themselves, although not big on baths. They are omniverous, and enjoy
drinking "mallmis," the goop left at the bottom of the rusper
cask. (This is near-poison to other races.) They love pets, especially
pibber and tarro, but they will not confine them; if a pet leaves,
they get another.
Bronth detest tardiness and may get seriously angry and threatening
about tardiness. On the other hand, they rarely hurry. When Bronth
set a deadline, it may be further away than human colleagues would
like, but it's all but guaranteed to be the date something will be
have excellent senses of hearing and smell (+1 to both). They are
huge and massive, and get +2 combat (attack and defense). All bronth
are +1 for strategic and tactical skills, as they have been trained
since birth in war and battle.
Their sheer physical size and attitudes about slavery will make bronth
difficult characters to integrate into a party. Their dislike of the
human custom of bathing away body odors will make it difficult for
them to interact in social situations. They often forget their own
strength and may injure human companions, especially at mealtimes,
if they are not given a wide berth.
may have tra-sense by buying it with a side trait. Bronth are capable
of unweaving dyshas, but cannot learn to weave them until at least
This is a thick, slow tongue ideal for writing histories. Bronth make
excellent historians. This language is closely related to the woffen
for beginners, crugar are touchy, arrogant, prone to violence, hated
on sight by other iscin races, and not too well-liked by the humans.
But if you want a challenge...
Crugar are fastidious
groomers. They are omnivores, but like to catch their prey. They dislike
durlig intensely and will only eat it when sick. Crugar operate on
instinct more than logical thought. They are intensely physical beings,
and crugar young cause a lot of unintentional destruction by their
play. Crugar religion (Chen Ichi, pronounced "Shen Ishi")
embraces revenge as a virtue.
for all agility rolls. Like the cats they are distantly related to,
they can leap great distances, perch on small ledges, and usually
land on their feet when they fall. They have sensitive hearing, easily
able to pick up breathing or movement against a quiet background,
but less effective than humans at isolating specific sounds in a noisy
environment (like at a party). Crugar still have effective claws and
teeth, and do x2 damage when using them. Crugar are comfortable on
all fours, and frequently masquerade as a normal cougar to gain surprise
against a foe.
A penalty die for anything requiring complex or delicate physical
motions or learning. A penalty die for aiming. Crugar vision is poor:
they are both nearsighted and color-blind. They are easily irritated,
and woffen in particular set them off; it's almost an inborn prejudice.
Humans can annoy crugar simply by entering a room. Crugar need a long
time to cool down once they are angry. Crugar typically don't cooperate
well with others.
Isho: It is common
for crugar to know the Lightning Blast dysha (use a side trait).
This language grates on human and woffen ears. Crugar are spurred
to a fury when somebody mispronounces words in this difficult language.
Cygra: A genetically
distinct subrace of the crugar, the cygra have paler and longer fur.
They are less irritable, and somewhat less reliant on instinct. In
all other ways, they are the same as the crugar. Most are unaware
of the difference, and will not easily surrender their anti-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.
(the list is below) may help in coming up with a central trait. A character
may want isho skills as side traits. Note that proficiency with individual
dyshas are also taken as side traits. If the character has caji or dyte
punk as a trait, they get a number of dyshas as a part of it.
In addition to
OTE's usual three traits, all JOTE characters get an Isho characteristic.
The number of dice in this usually depend on the character's race. 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.
Includes subtypes such as
soldiers are on reserve for five years.)
Militia. (Less training, prestige, and danger.)
Gloundan Shadow Warriors. (Elite commandos from the Gloundan Forest.)
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
Condrij are usually ex-militia, and are usually hostile to condrij
who have not served.
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. Since there is little demand for professional
caji, caji characters may want to think about other careers as side
Dyte Punks. Lower
class muadra rebels, usually gang members. They learn a couple of
dyshas, almost always the destructive Desti ones.
who are good at interfering with dyshas (see the isho rules) may serve
in the kerning bays to teach caji how to throw dyshas. Only boccord
may be hishtin.
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.
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.
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."
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. Tarro-training skill is the
mark of a good beaster.
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.
and humans are generally best at this.
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.
A respectable occupation, usually including some knowledge of etiquette,
and if a Drenn, it often leads to jobs as diplomats with the Dharsage.
Honesty and trustworthiness are key attributes.
Sailors. As on
Earth, they ply the seas.
everyday residents of Burdoth. May be city-dwellers or farmers.
who run "incleps" (inns and boarding houses) or "illidges" (bars).
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.
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.
||Area of effect
||Shields and solidity
||The Red Harbinger
||Heat and light
||Force and motion
||Keeper of the Ancient Order
Most characters will have an Isho Characteristic. If a character has
an isho-handler trait (caji, dyte, hishtin), their isho characteristic
dice are the same as their isho-handling trait dice. Otherwise, the default
isho characteristic dice depend on the race of the character. Humans,
the most common character race, are generally of low ability in recognizing
or working isho, and get only one die, as do trarch. The iscin races (blount,
crugar, cygra, woffen, bronth) get two dice, as do most humanoid mutant
races (acubon, salu, boccord). The tologra are well attuned to isho, as
are the muadra: even without an isho-handler trait, these races get three
dice in their isho characteristic. The shanthas are always isho-handlers,
and generally have four or more dice. At the other extreme, beings of
ramian background (corastin, ramian, thivin) are genetically incapable
of using or even detecting isho, and they never have any dice in
their isho characteristic.
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 dice in their caji skill. A caji
character's isho characteristic is the same number of dice as their
caji trait. Because of the effort of learning dysha use, caji should
be the character's central trait. Caji get as many colors as they have
dice, as many dyshas in each color as they have dice, and they
get the caji skills of tra sense and stabilize warp (see below).
who have learned how to specialize in interfering with dyshas are called
hishtins. Characters who have Hishtin as their central trait get both
of hishtin signature skills (isho sensitivity and signature), but if
a character has hishtin as a side trait, they get no signature skills
without buying them as separate side traits or learning them through
experience. A hishtin character's isho characteristic is the same number
of dice as their hishtin trait.
Dyte Punks. Some
muadra learn only the destructive desti dyshas, and run in gangs, loosing
bolts of energy on their victims. In game terms, there are three ways
to create a dyte punk (or simply "dyte") character. The first
is to choose dyte as a central trait. The character is essentially a
caji with attitude, although the character doesn't automatically get
the caji skills of tra sense or stabilize warp. The second is to choose
dyte as a side trait. While the character gets as many colors as he
has dice, he only gets a total of as many dyshas has he has dice
in the dyte trait, although these dyshas can be spread across multiple
third way is to choose specific dyshas with one or more side traits,
so that "dyte punk" is a descriptive title only, not a trait.
In this case, the character's isho characteristic is the same as the
dysha trait with the most dice. Remember, desti dyshas are the mark
of the dyte!
Those characters that want to use isho without fitting one of the categories
above select a specific dysha as a side trait. The isho characteristic
is equal to the dysha trait with the most dice. This is common for woffen
characters (who often know just the Power Hold dysha) and crugar (who
often know just the Lightning Blast dysha).
If a character has any isho ability at all, the colors of isho must be
specified. For each die the character has in their isho characteristic,
the character has one color. Example: Millo, a muadra, has caji as a good
trait (3 dice). He chooses to have the colors Desti, Du, and Ebba. If
a character has a only individual dyshas purchased as side traits, they
only have the colors of the specified dyshas.
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. 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 defense.
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, or weave, dyshas. Shantha, caji,
dyte punks, and characters who selected specific dyshas as side traits
are capable of weaving dyshas; other characters are not.
Each color of isho
has five different dyshas listed for it. During character generation,
the player of a caji character selects which dyshas the character knows.
The character knows as many dyshas in each color as she has dice in her
is a superior caji (four dice). She has four colors (Du, Ebba, Launtra,
and Tra), and may select four specific dyshas for each of her four colors.
The character is not allowed to change these dyshas except as a result
of learning new dyshas in play through experience dice. Jenha knows
the following dyshas:
|Orb of Light
has githerin as his central trait (superior, 4 dice), and dyte punk
as his side trait (good, 3 dice). Denhis may choose three colors, and
a total of three dyshas. He chooses Desti (of course), along with Shal
and Ebba. His three dyshas are Lightning Blast, Stiff, and Ram.
For simplicity, the range of all dyshas is thirty feet per die. Example.
Jenha can throw all of her dyshas out to 120 feet. Use the following
ranges (for defense dice): point blank is within 10'; short range is out
to 30'; medium range is out to 50'; long range is out to 100'; anything
beyond 100' is very long range.
Most dyshas disappear as soon as they have their effect. For those with
a duration, unless otherwise specified, they last for success x1 minutes.
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.
Shield. Protects the self only.
Bubble. Protect within 10' radius. Can also be used to project
a thirty by thirty foot Wall.
Shield Shatter. Does x4 damage to enemy shields (only).
Cage. A special, x5 shield that imprisons enemies. When it is
broken or when its duration ends, it does a 3 dice electricity attack
to the occupant(s). Victims use their isho characteristic to defend.
(Occupants can also make an interference roll, using their isho characteristic
dice against the original roll used to weave the cage, to try to escape.)
Shield implosion. Does x4 damage to shielded foes.
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
Does x2 electrical damage.
Stiff. Immobilizes target for x3 rounds.
Frost Bolt. Does x3 cold damage.
Lightning Strike. Does x3 electrical damage and physically knocks
back target x1 feet.
Penetration Bolt. Does x3 electrical damage; ignore all defender
armor except crystal armor.
The Illuminator. Du dyshas are about energy, specifically heat and
light. The Du moon is amber, while du isho is orange.
Orb of Light.
A ball of light. The duration depends on how bright it is. A bright
one (illuminates a five foot radius circle brightly) lasts about an
hour; a dim one (like a match) lasts about a day.
Flingers. Does x2 damage; may be applied to up to five targets
within a thirty foot radius.
Cast Energy. Does x3 damage.
Quantum. A explosion doing x3 damage; all armor is ignored.
Crater. An explosion doing x3 damage to all within twenty feet
of the target.
The Sender. Ebba dyshas are concerned with force and motion. The Ebba
moon is silver, and ebba isho is yellow.
things; does no damage.
Levitate. Repels large objects, such as the ground. Does no damage.
Ram. A hard shove against a target; does x2 damage.
Power Hold. Immobilizes a man-sized target for 30 seconds. Larger
targets are immobilized for shorter times; smaller targets for longer
times. Variants include levitating unwilling foes, and spinning them
around (to disorient them).
Constrict. A ring of isho contracts, doing x3 damage to whatever
is within. It may sever thin objects, such as a rope.
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.
Does x2 damage, but the user must touch the target.
Healer. Heals x1 damage, by touch.
Enhance. One who knows this dysha may choose to weave any of
the following three specific 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).
Faint touch. Touch to knock target unconscious for x3 minutes.
Target is frequently nauseous upon waking.
Spectral Stun. Everybody looking at the weaver is stunned (penalty
die to all actions, including initiative) for the next x1 rounds.
Keeper of the Ancient Order. Because Shal dyshas often cause great discomfort
or pain upon their targets, they 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.
target to become nauseous, then fall unconscious for x4 minutes.
Calm. Works only on beings with terran DNA; will soothe and calm
them. A weaver may also opt for Craze, to make terran-based animals
become irritable and lash out for x5 minutes. This dysha also works
on humans, iscin races, and recos.
Scramble. For the next x10 seconds, the victim cannot use any
color isho except Desti, for offense or defense.
Body Freeze. Works only on beings with terran DNA (including
iscin races and recos). It paralyzes the victim for x1 seconds. Separate
variants work on beings with Ramian DNA or native Joruni DNA. Another
variant is called Brain Blast. Brain blast creates a blast of intense
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. It
works on Terran and Joruni life. A variant works on ramian life.
Drain. This dysha orb attaches to a victim and sucks away their
isho. It will take x1/4 shots from the victim (rounded down, but at
least one). Notice that a canny person can capture this orb in a boc-rod.
The Warp Maker. Tra dyshas warp space. The Tra moon and tra isho are both
This serves to bat away a thrown dysha. To Deflect, the caji targets
an incoming dysha, and rolls her caji trait dice, trying to beat the
die roll made to create the incoming dysha. If successful, the targeted
dysha is pushed away from the Deflecting caji, but in a random direction.
(Deflect can be better than unweaving, because to unweave, the caji
must have mastery in the color of the dysha, while Deflect only requires
Inner Ear. This dysha creates a tiny warp through a surface,
which permits sound to travel through. In effect, it improves the sensitivity
of the weaver's hearing for x1 seconds. Inner ear can penetrate any
barrier up to six feet thick, unless the barrier contains charged crystals.
Inner Eye. This dysha also creates a tiny warp, but this one
transmits light waves, allowing the weaver to see through a barrier.
It is otherwise identical to Inner Ear.
Reflect. This dysha works the same as Deflect, except if the
weaver's roll exceeds the dysha's, the weaver can take control of the
dysha and control it to the limit of that dysha's range, including sending
it back to its originator.
Create Warp. This orb creates a warp that lasts for x1 seconds.
The sholari decides the difficulty value the weaver needs to roll against.
The creator doesn't know where the warp leads to, and there are often
random circumstances that affect it: the local conditions on either
side of the potential warp may not permit one to open; isho workers
on the other side may detect the nascent warp opening and move to close
it; random circumstances may demand that the creator expend more than
one shot to open a warp. Further, these warps are easy to bring down:
a being may simply kern raw isho into it (for each shot expended, the
kerner gets a die to roll against the warp's strength (whatever amount
the warp beat the initial difficulty to create it).
Note for sholari:
Warps can destabilize a game, allowing groups to flee any bad situation.
As designed, the Create Warp dysha is totally under the sholari's control:
it may not work; it may lead to a bad situation; it may collapse prematurely,
separating the party; it may drain the weaver of all shots.
Weaving. Dyshas act as ranged weapons in the standard OTE rules.
The attacker expends a shot and rolls her isho characteristic 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.) Again: point blank is within 10'; short range is out
to 30'; medium range is out to 50'; long range is out to 100'; anything
beyond 100' is very long range.
Unweaving and Interference. On the "real" Jorune, those
who can weave dyshas can expend isho to unweave a dysha thrown at them,
while those who have some isho but no ability to weave, interfere by vibrating
their isho, hindering the effect of the attacking dysha. In JOTE, these
two abilities use the same mechanic, to simplify play. The only difference
is that inteference can only defend the character using it, while a caji
can attempt to unweave a dysha aimed at another, adding her isho characteristic
dice to the defender's.
Characters may choose to expend a shot to attempt to interfere with or
unweave the dysha. They roll their isho characteristic dice as defense.
This is an active defense: characters may not dodge or use any other trait
to defend at the same time (except for tra sense, see below). They may
combine their unweaving/interference dice with the defensive dice for
range, cover, and the attacker's movement.
If the attacking dysha is of a color that the defender doesn't have,
then the defender subtracts two dice from his unweaving/interference dice
(before he rolls). Notice that for many characters, that means he won't
be able to unweave/interfere unless the offensive dysha is of a color
Hishtins are specially trained to interfere. They get a bonus die to
all interference attempts.
Weave tricks. Slippery caji can modify their dyshas to make them
harder to unweave or interfere with. On the "real" Jorune, they
have many tricks. In JOTE, there are three simple tricks they can use:
By spending an extra shot, the weaver can bundle multiple dyshas,
adding an extra die to their roll.
By taking a penalty die, the weaver can disguise the color of
their dysha, so that it looks like one of a different color. This can
discourage a defender from trying to unweave, or it can actually reduce
Example. Jenha (a superior caji, 4 dice) throws a Power Hold at
Millo forty feet away (medium range). The Power Hold orb is ordinarily
Ebba (yellow); but Jenha takes a penalty die to make it appear blue.
She rolls 6-6-4-2-2; this totals to 14.
Millo attempts to unweave; he is a Good caji (3 dice) with Desti,
Du, and Ebba colors. Because he's attempting to unweave a color he
doesn't have (blue, or Shal), Millo rolls only one die for his unweave,
instead of the three he would normally be entitled to. Millo gets
three dice for the range, plus his one die for unweaving, for a total
of four dice. He rolls 6-3-3-1, a total of 13. Bracing himself for
a painful shock, Millo is surprised by the four fat rings of yellow
isho that loop around him, holding him for thirty seconds.
Both caji have expended one shot.
By taking two penalty
dice, the weaver can actually make their dyshas invisible to the naked
eye (invisible weave), although they will still be visible to
tra sense (see below).
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.
These skills are automatically known by caji, at the same number of
dice as the caji trait.
Caji learn to "see" the colors of isho surrounding them. This is a
360-degree sense, and does not require eyes. (Most forms of Jorune
life have this ability.) Tra sense can be used to detect concentrations
of isho: living beings, crystals, and incoming dyshas. Under most
circumstances the player rolls their caji trait dice either against
a sholari determined difficulty number, or if the target is a being
that doesn't want their isho read, it's an opposed roll against the
defender's isho characteristic trait.
Caji can use
tra sense to atttempt to estimate the target's current isho (number
of shots remaining), or even their isho strengths and weaknesses (success
gives x1 the colors the target has specified for their isho dice).
caji (4 dice) can determine a being's race or species from the isho
they reflect; extraordinarly skilled copra (5 dice) can determine
a being's emotional state, and even detect whether a being has recently
woven or is about to weave a dysha.
Use of tra sense counts as an action. Thus, if a character is in
combat, they can use tra-sense to read their opponent or gain other
information instead of an attack or a defense.
Notice that a caji in combat may want to use tra-sense on an incoming
dysha to see if it's disguised or to detect possible invisible weaves.
As per the OTE rules, extra actions mean a penalty die on all actions
that round. Notice that if a caji discovers a dysha is disguised,
it costs yet another action to shout this information to an ally!
Example. Jenha (a superior caji, 4 dice) throws a Power Hold
at Millo forty feet away (medium range). The Power Hold orb is
ordinarily Ebba (yellow); but Jenha takes a penalty die to make
it appear blue. She rolls 6-6-4-2-2; this totals to 14.
Millo attempts to unweave; he is a Good caji (3 dice) with
Desti, Du, and Ebba colors. Spotting the blue orb zipping toward
him, he suspects Jenha is up to something. Since he intends to
attack this round, and he certainly plans to defend, he decides
to use his tra sense on the incoming dysha. He rolls his three
isho characteristic dice, with a penalty die because he's using
tra sense in addition to his two actions: he rolls 6-6-5-4, for
a result of 15. This is better than Jenha's roll; his tra sense
tells him the incoming orb is actually yellow, with a thin skin
of blue over it.
His unweaving roll therefore uses all three of his dice, in
addition to the three die defense for being at medium range, with
a penalty die for the extra action of the tra-sense. Rolling six
dice, he gets 6-6-5-2-2-1-1, for a total of 17. The orb unravels
with a faint "pop" as streamers of yellow and blue isho
Notice that muadra
and tologra may learn tra sense as a side trait if they aren't caji.
While this is an isho ability, it is not a skill. Any muadra who have
learned how to weave dyshas can do this. Spend 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 a day as they have dice
in their caji trait. The caji may exceed his maximum isho this way.
However, if the caji has more shots than his maximum isho at the end
of a game hour, he loses all his shots, and must roll a die
for each shot lost. The total result is how much damage he takes.
Experience dice expended in caji entropy return at the end of the
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 Tra isho to learn this
These skills are automatically known by hishtins (if hishtin is their
central trait). If hishtin is a side trait, these skills must be learned
individually, each requiring a separate side trait (one for isho sensitivity,
one for signature).
The ability to read a being's isho signature. Similar to tra sense,
this skill permits a hishtin to read the ripples in the isho created
by living things to learn a foe's race or species. It can also be
used to read how much isho that being possesses (current isho, or
number of shots in game terms), or the target's isho strengths and
weaknesses (the colors specified for that being's isho). The hishtin
player rolls his hishtin trait dice, either against a sholari-determined
difficulty, or if the target is unwilling to be read, against the
target's isho characteristic dice. If reading isho colors, success
gives x1 the number of colors the target has.
Signature. Signature skill is the ability to alter the hishtin's
own isho to make his isho signature that of a different creature,
or even to make himself isho-invisible (invisible to tra sense or
isho sensitivity skill). This will only affect Joruni-based life forms,
and even the stupidest ones will figure it out sooner or later. Shantha
aren't fooled by this tactic for more than a second or so. Also notice
that beings who see with the visible specture (Terran and Ramian based
lifeforms) will be unaffected. The player rolls his hishtin trait
dice against a sholari-specified difficulty roll, with the difficulty
based on how familiar the hishtin is with the signature being copied;
to become isho-invisible is always a difficult feat (roll against
4 dice). Using signature skills costs a shot.
Some beings are
able to learn and use signature skills even if they aren't hishtin.
The following species may take these skills as side traits.
Blount, boccord, bronth, crugar, cygra, muadra, tologra, trarch, and
crugar (isho invisibility only), cygra (isho invisibility only), muadra,
tologra, woffen (isho invisibility only).
At character creation, a player may choose to use a trait to improve the
default value of a skill. For example, a human character may use a trait
to have a higher isho characteristic (three or four dice). This would
give that character more shots and more colors to use to interfere with
hostile dyshas. A caji might use a side trait to master another color,
adding as many dyshas as the number of dice in that trait.
is a superior caji (four dice). She has four colors (Du, Ebba, Launtra,
and Tra), and may select four specific dyshas for each of her four colors.
|Orb of Light
Jenha may use another side trait to learn another color at character
generation: she chooses Gobey (good; three dice). She chooses Shield,
Bubble, and Cage. Notice that because she is a four-die caji, she uses
four dice even when weaving a Gobey dysha.
If a player wants
to buy one or more specific dyshas at character generation, these are
usually side traits. The player selects the dysha, and has that one dysha
at three or four dice (depending on whether the character is Good or Superior
at weaving it). A second trait could be used to buy an additional dysha
in the same or different color. If the player buys two dyshas of the same
color, both are rated at the higher number of dice. If the player buys
two dyshas of different colors, each colored dysha has its own dice.
is a woffen Entris (translator) (good, three dice). He uses one side
trait to learn Power Hold (Ebba) (superior, four dice) and another to
learn Constrict (Ebba) (good, three dice). His isho characteristic is
four dice, he begins the game with twelve shots, and he can weave either
dysha at four dice. He only knows Ebba isho. If Ruffo chose the Healer
dysha (Launtra) instead of Constrict, he'd still have four dice in his
isho characteristic, and still have twelve shots. But he'd know Ebba
and Launtra colors, and weave Power Hold with four dice, and Healer
Learning new dyshas:
Learning new dyshas always requires training. Notice that in some
places (such as Ardoth), you can only train in the kerning bays, and there
are other legal restrictions on isho use.
Once a character
is created, raising the caji skill will not automatically increase the
number of colors or dyshas known. It will improve that character's abilities
to weave any dyshas he knows as well as the associated caji skills (tra
sense and stabilize warp), but it won't increase their number. Learning
new dyshas works as though the character had dice in that color of isho:
it costs five experience dice to learn a new dysha if the character already
has none, one, or two dyshas in that color. It costs ten experience dice
and six months to a year of training to learn the fourth dysha, and fifteen
dice plus a lot of time and money to learn the fifth.
Races that do not
traditionally learn dyshas, or beings attempting to learn dyshas not traditionally
taught their race (such as woffen trying to learn something beyond Power
Hold) pay double the cost in experience dice. This is partially because
of social attitudes (particularly for crugar and woffen), and partly because
of the added difficulty these races have in mastering isho.
Players may also
choose to spend experience dice to raise their maximum isho. While this
is a separate trait from the isho characteristic after character generation,
the cost in experience dice is calculated against the isho characteristic.
That is, if the character has zero, one, or two dice in the isho characteristic,
it costs five experience dice to raise the maximum isho by the equivalent
of one die (three shots, or roll a die and take the result). If the character
has three dice in the isho characteristic, it costs ten experience dice
and six months to a year of training to gain the equivalent of one die,
and so on.
(Isho sensitivity and signature) are improved like dyshas, with the added
restriction that they are restricted by species.
Use standard OTE
mechanics. Most Jorune weapons are simple melee weapons. (Commonly swords,
knives, spears, axes, battle-axes, clubs, staves, spiked balls on chains
[called morningstars in the Jorune 3rd edition rules], and thikes. Missile
weapons are slings, bows, longbows, and crossbows.) They easily fit into
standard OTE mechanics.
are treated as rifles or pistols as appropriate.
Field Rams do x4
stunning effect. If the attack causes more points of effect than the
defender has defense dice, the defender has been knocked down. Physical
damage done is x1/4.
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.
Most Joruni armor
is one of four types:
||Usually thombo, lothern, or do-odreh hide. See notes.
||Usually ringmail. Heavy and expensive, but relatively common. Provides
no effective protection against dyshas. Most Joruni life can claw
or chew through it.
||2d, 1b against dyshas
||From the locure beast. Most useful against dyshas.
||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 listed number of dice (1 for 1b),
and divide the damage by the result of the die roll.
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 haven't been able to find it.
|DA (Deflector Armor)
||Absorbs kinetic energy of hit (blunt trauma). For humans only.
|E-rep (Energy Repulsor)
||Absorbs energy attacks (heat, electricity, radiation, but not blasters)
and stores it in batteries.
|MAS (Mobile Active Suit)
||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 the listed number of dice, and divide damage by result.
Used for energy/high tech weapons.
This is the third
draft of these rules. The only real changes are in the isho rules, which
have been greatly simplified and better fit the OTE design philosophy.
No doubt the dyshas will need fine tuning in playtesting.
I still find OTE
to be a great game for human-level interaction. Thus far, preliminary
use has found the combat system doesn't easily accommodate "monsters,"
the sometimes large and ferocious wildlife. I am attempting to reconceptualize
how to handle such creatures in a system where larger numbers of dice
Have fun, and please
let me know if you tried these, and the good and bad points you found.
This product incorporates copyrighted material from the Skyrealms of
Jorune game, a trademark of Skyrealms, Inc., and is used without permission.
This material is made available to support the published game and to provide
more access to game and the world. This use is not a challenge to the
trademark or to the copyright status of said material.
I also want to thank
Joe Coleman for his tireless efforts to improve Jorune's rules. His PLUS
rules were an important influence.