Bestiary and Equipment BESTIARY The various animals are listed in this format: Characteristics, Speed, DR and PD, Size (in hexes) and the animal's mode of attack (and how much damage each attack does). Manic creatures. These always attack on sight. Everything is prey to them: Corondon: ST 50, DX 10, IQ 5, HT 20/50. Speed 4. PD 4, DR 6. Size 5 hexes. Bite (2d+2 cut), four claws (2d cut), dyshas Daij: ST 4, DX 14, IQ 3, HT 10/4. Speed 4. PD 0, DR 0. Size <1 hex. Dyshas Dharmee: ST 8, DX 10, IQ 3, HT 10/8. Speed 6. PD 4, DR 5. Size <1 hex. Bite (1d-3 cut), two claws (1d-4 cut) Dreglamon: ST 50, DX 12, IQ 3, HT 20/50. Speed 2. PD 2, DR 2. Size 5 hexes. Four heads (3d-1 cut), Rock spit (2d cr) Farg: ST 50, DX 10, IQ 4, HT 20/50: Speed 4. PD 0, DR 0. Size 5 hexes. Beak (2d+2 cr), two arms (2d cr) Giggit (stage 2): ST 4, DX 12, IQ 3, HT 10/4. Speed 9. PD 0, DR 0. Size <1 hex. Bite (1d-3 cut), two arms (1d-4 cut) Mandare: ST 60, DX 10, IQ 3, HT 22/60. Speed 6. PD 1, DR 1. Size 6 hexes. Bite (3d cut). Scragger: ST 6, DX 15, IQ 5, HT 10/6. Speed 6. PD 0, DR 0. Size <1 hex. Bite (1d-3 cut) Vodra: ST 20, DX 12, IQ 3, HT 12/20. Speed 6. PD 3, DR 4. Size 2 hexes. Four tentacles (1d cut) Dangerous creatures. These will sometimes attack: Beagre: ST 6, DX 12, IQ 4, HT 10/6. Speed 9. PD 3, DR 3. Size <1 hex. Bite (1d-3 cr), two claws (1d-4 cut) Dichandra: ST 30, DX 10, IQ 5, HT 16/30. Speed 4. PD 3, DR 4. Size 3 hexes. Four fists (1d+2 cr), paralyzing spray Duradon: ST 50, DX 9, IQ 5, HT 20/50. Speed 4 (9 flying). PD 0, DR 0. Size 5 hexes. Bite (2d+2 cr), claw (2d+1 cut) Giggit (stage 3): ST 4, DX 8, IQ 3, HT 10/4. Speed 2. PD 2, DR 2. Size <1 hex. Bite (1d-3 cr) Harn: ST 8, DX 8, IQ 3, HT 10/8: Speed 5. PD 2, DR 2. Size <1 hex. Sandblast (1d+1 cr) Scrade: ST 8, DX 12, IQ 2, HT 10/8. Speed 6. PD 3, DR 4. Size <1 hex. Sherrids (1d cut) Slutch: ST 40, DX 12, IQ 3, HT 18/40. Speed 2. PD 3, DR 4. Size 4 hexes. Gas explosion (2d+1 cr) White Mandare: ST 60, DX 10, IQ 3, HT 22/60. Speed 6. PD 1, DR 1. Size 6 hexes. Bite and swallow (3d cr), dysha Obnoxious creatures. These usually want nothing to do with the PC's, but will attack if bothered: Bochigon: ST 40, DX 8, IQ 5, HT 18/40. Speed 7. PD 3, DR 3. Size 4 hexes. Kick (2d+2 cr) Crill: ST 4, DX 10, IQ 3, HT 10/4. Speed 4 (14 flying). PD 0, DR 0. Size <1 hex. Bite (1d-4 cr) Tarro: ST 6, DX 13, IQ 6, HT 10/6. Speed 6. PD 0, DR 0. Size <1 hex. Bite (1d-3 cut), two claws (1d-4 cut), dysha Apathetic creatures. These will often flee if approached: Horse: ST 35, DX 9, IQ 4, HT 14. Speed 12. DR 0. Size 3 hexes. Bite (2d cr), kick (1d cr) Pibber: ST 4, DX 13, IQ 5, HT 10/4. Speed 11. PD 0, DR 0 (PD 3, DR 4 when thisting). Size <1 hex. Two claws (1d-4 cut) Talmaron: ST 30, DX 9, IQ 5, HT 16/30. Speed 4 (9 flying). PD 0, DR 0. Size 3 hexes. Bite (1d+2 cr), two claws (1d+1 cut) Thombo: ST 30, DX 10, IQ 4, HT 16/30. Speed 8. PD 2, DR 2. Size 3 hexes. Kick (1d+2 cr) EQUIPMENT The current technology on Jorune (3495 PC) is about late TL 3 (most places) or early TL 4 (in more civilized places such as Jasp or Ardoth). At the time of colonization, Earth was early TL 9. The TL of the lamorri is unknown, but at the time of their invasion of Jorune, TL 9 is a safe bet - and it has surely increased in the 5000 years since then! Most Earth-tec requires a human thumb-print in order to function. Without this verification, most items simply will not activate. Only pure-bred humans can do this (boccord and muadra have changed too far away from humans for their fingerprints to work). Even so, it is not an Advantage as such - firstly, because Earth-tec is so rare (and restricted to persons of high status) and secondly, because there are ways of modifying the print-scanner so that it will work anyway. Metal is scarce on Jorune, so many weapons are made from other inferior materials or metals. Wood, bone, obsidian or stone is often used as substitutes. On the other hand, using Earth-tec alloys and sophisticated armouring knowledge, weapons of high quality and strength can be forged. See p. B74 for further notes on weapon quality. Example: Edwain wants to buy a new sword. A good sword costs 300 gemules in Ardoth. He could buy a cheap sword, costing only 120 gemules or he could find a thivin armourer and buy a fine sword for 1200 gemules. Most weapons on Jorune are cheap Thivin swords are fine Weapons made by armourers with access to Earth-tec materials or knowledge are fine or very fine Shantic blades range from a +1 to a +4 damage bonus and are hideously expensive. None of them will break on a parry Armour Carapace. PD 3, DR 4, weight and price N/A Crudge. PD 1, DR 2 (croid have DR 3), weight and price N/A Crystal armour. PD 1 (PD 6 vs. dyshas), DR 2, 30 lbs, 200,000 gemules DA (Deflector Armour). PD 4, DR 15, 20 lbs, 20,000 gemules E-rep (Energy Repulsor Armour). Offers only minimal protection against blasters (PD 3, DR 0) and is useless versus normal swings and projectiles. Requires a large power cell for operation that lasts for 25 attacks. PD 6, DR 2, 4 lbs, 50,000 gemules Leather armour. PD 2, DR 2, 20 lbs, 100 gemules Locurian Grunder. There is a good chance (8 or less on 3D6) that a wearer of this armour is unaffected by a particular orb or bolt. PD 3, DR 5, 70 lbs, 15,000 gemules Mail armour. PD 3, DR 4 (PD 1 and DR 2 vs. impaling weapons and dyshas), 45 lbs, 1000 gemules MAS (Mobile Active Suit). Increase ST and Speed by 5 while the suit is worn. Dexterity is decreased by 2. The suit requires two power cells. The suit can be active for 10 hours before recharging is needed. PD 6, DR 20, 50 lbs, 250,000 gemules Thailiarian armour. PD 4, DR 8, 80 lbs, 35,000 gemules Earth-tec Weapons These weapons are extrapolated from the Skyrealms of Jorune rules and differ from the standard GURPS weapons in Damage, RoF and Shots. Sholaris can use the values below or simply use the statistics shown on p. B208-209. All weapons use the Beam Weapons skill. Blaster. Damage 3D6 impaling, SS 10, Acc 6, 1/2 Dmg 150, Max 300, Wt 2 lbs, RoF 3~, Shots 5, Rcl -1, Cost 200,000 gemules Blaster Rifle. Damage 4D6 impaling, SS 14, Acc 13, 1/2 Dmg 400, Max 800, Wt 10 lbs, RoF 3~, Shots 3, Rcl -1, Cost 300,000 gemules Field Ram. Damage 4D6 crushing, SS 9, Acc 6, 1/2 Dmg 200, Max 400, Wt 2 lbs, RoF 3~, Shots 10, Rcl -1, Cost 100,000 gemules Field Ram Rifle. Damage 5D6 crushing, SS 14, Acc 13, 1/2 Dmg 600, Max 1000, Wt 8 lbs, RoF 3~, Shots 2, Rcl -1, Cost 150,000 gemules Laser. Damage 4D6 impaling, SS 9, Acc 7, 1/2 Dmg 400, Max 500, Wt 2 lbs, RoF 3~, Shots 20, Rcl -, Cost 150,000 gemules Laser Rifle. Damage 5D6 impaling, SS 15, Acc 13, 1/2 Dmg 900, Max 1200, Wt 5 lbs, RoF 3~, Shots 8, Rcl -, Cost 225,000 gemules Pulsar. Damage 2D6 impaling, SS 10, Acc 6, 1/2 Dmg -, Max 300, Wt 2 lbs, RoF 10*, Shots 30, Rcl -1, Cost 150,000 gemules Pulsar Rifle. Damage 3D6 impaling, SS 14, Acc 13, 1/2 Dmg 400, Max 800, Wt 10 lbs, RoF 10*, Shots 12, Rcl -1, Cost 225,000 gemules Stunner. Damage (see p. B119), SS 10, Acc 3, 1/2 Dmg 12, Max 20, Wt 1 lb., RoF 3~, Shots 5, Rcl -, Cost 100,000 gemules Stunner Rifle. Damage (see p. B119), SS 12, Acc 10, 1/2 Dmg 300, Max 1000, Wt 4 lbs, RoF 3~, Shots 2, Rcl -, Cost 150,000 gemules