Advantages and New Advantages The information contained here is intended for informational purposes only and not for sale or profit. It is copyright (C) 1996 Soren Petersen and Matthew Pook. Permission is granted for the free distribution of the information here. ADVANTAGES Status In most countries on Jorune, the normal levels of Status apply (p. B191). In places such as Burdoth, where the Drenn system is used, these levels are used instead: Level Status 7 Dharsage (realm leader) 6 Sage (province leader) 5 Lystra (country leader) 4 Kesht/Keshtia (high citizen) 3 Chell (city mayor) 2 Drenn (citizen) 1 Daijic, Tauther, Yord 0 Toth (average Burdothian) -1 Servant -2 Githerin -3 Street beggar -4 Slave NEW ADVANTAGES Burst of Speed (10 points) Burst of Speed gives +2 DX and Enhanced Move +1 for 1D6+4 seconds. This costs 5 points of fatigue. The seemingly slow-moving croid has this advantage. Capsule Production (30 points) Cleash can produce small, chemical capsules from certain glands in their abdomen and thorax. A new capsule can be made every minute at the cost of one fatigue point. Their duration is about an hour before they become inert (or explode, should the Sholari wish so). Cleash use their crossbows to shoot capsules at enemies. This is a short summary of the capsules and their effect (for more details, see p. SoJ 187): Blinder capsule: Roll HT or be blinded for 5 minutes Cold capsule: 1D6 cold damage Fire capsule: 1D6+2 heat damage Flare capsule: Can be used as a sort of torchlight for an hour Knock-out capsule: Roll HT to avoid fainting Repel capsule: Roll HT-2 or be stunned by the stench Smoke capsule: Creates a cloud of smoke lasting for a few minutes Tangler capsule: Roll ST to break free from the strands TJ capsule: Explodes for 2D6 damage Colour (Moons) (1 point/level) This advantage determines a persons affinity with the seven moons of Jorune. The moons are Ebba, Desti, Du, Gobey, Launtra, Shal and Tra. Nearly all races on Jorune have this advantage to a higher or lesser degree. The cleash, corastin, croid, ramian and scarmis are the only ones who cannot spend points on Colour. This knowledge of the moons is also a prerequisite to learning dyshas. For example, to learn the Spinner dysha, a Caji would need to know the following Colours: Du 1 (1 point) Ebba 15 (15 points) Gobey 9 (9 points) Tra 2 (2 points) (written on his character sheet as Colour (Du 1, Ebba 15, Gobey 9, Tra 2). This would cost him 27 points (and at least 1/2 point on the M/VH dysha Spinner). Should he want to learn the Flingers dysha (prerequisites Du 3, Ebba 1), he should first spend 2 more points on his Colour (Du), bringing it up to 3. Then, he can use 1/2 point on the M/E dysha Flingers. There is a minimum and maximum limit to how many points a starting character can spend on Colour. These limits are shown below (together with the amount of points a normal person is likely to have): Race Limit Avr. Acubon 1-16 9 Blounth 1-13 6 Boccord 3-36 11 Bronth 1-7 4 Crugar 1-14 7 Human 1-16 9 Muadra 6-36 22 Salu 1-16 9 Shantha 9+ 140 Thivin 3-18 11 Thriddle 3-18 11 Tologra 1-14 7 Trarch 3-18 11 Woffen 3-18 11 Drenn Points (special) A tauther's initial Drenn points is equal to his Savoir-Faire skill (default is IQ-4). This represents how many friends are willing to sign his new challisk. The Sholari must keep track of how many Drenn points each tauther has - a good rule of thumb is to give out as many Drenn points as you give out character points (2-4 per session). When a human tauther has around 50 Drenn points, he can try for citizenship. This interview should preferably be roleplayed (or a reaction roll of Good or better should be rolled for lazy Sholari). Boccord need 60 points to qualify for Drenn and muadra need 70 points. It is even harder for non-humans to become citizens, but still possible (80 points for bronth, 90 for woffen and 100 points for crugar/cygra). High Isho (1 point/level) A normal character has 10 Isho points available. Each point spent on this advantage increases Isho by 1. Muadra start with High Isho +10, giving them a total of 20 Isho points. Used Isho returns to the character after one Jorune day (27 hours)*. * Or, for more realism, at the rate of 1/27th part each hour. Example: Dai has High Isho +13 (a total of 23). He has spent 20 points of Isho firing Lightning Blasts at rival punks. After 12 hours he has gotten ((23/27)*12) or 10 points of Isho back, bringing his available Isho up to 13. Normal Isho (0 points) A person with this advantage would have 10 Isho points. This is the default for most people on Jorune. Scarmis Control (40 points) Cleash use the sparkles and aroma produced by their canther to control their slaves, the scarmis. This is essentially the same as the Ally Group advantage (6-20 scarmis, on a 12 or less). The scarmis so controlled will obey orders to the best of their ability, even entering suicidal situations. Semi-Literate (5 points) The average toth on Jorune has some small training in reading and writing, but he is not fully literate. He can write his own name, figure out simple street signs and shop names, but he cannot understand complicated text or big words. It will take him a lot of time and effort to read and understand this text. Usually only Iscin or people of high status have full Literacy. Tra-Vision (50 points) Most native Jorune life have this advantage (and the Blindness disadvantage). With Tra-vision, they can perceive a complete 360-degree "picture" of their surroundings. This is a very superior version of the Tra-sense skill and it costs no Isho points to use. See the Radar Sense advantage on p. FF30 for further details.