SKILLS The following Skyrealms of Jorune skills can all be directly translated to GURPS: Acting, Carpentry, Carving, Climbing, Cooking, Dancing, Fast Talk, First Aid, Fishing, Gaming, Geology, History, Jump, Instruments, Literature, Mathematics, Painting, Philosophy, Physics, Pick Locks, Pick Pockets, Sculpting, Set Traps, Singing, Swim, Teaching, Tracking and Writing. When a GURPS skill has more than one Skyrealms of Jorune equivalent (i.e. Current Events, Geography, Getting Around and Traveler all translate to Area Knowledge), use the highest Skyrealms of Jorune skill level to determine GURPS skill level. Animal Handling = Riding (animal) Arithmetic = Mathematics Bargain = Merchant Bureaucracy = Administration Bio-Tec = Genetic Engineering (Bio-tec) Biology = Naturalist Bribe = Streetwise Caji Etiquette = Savoir-Faire (Caji) Conceal Self in the Wild = Stealth Contacts = Streetwise Creature Care = Veterinary Crystal Cutting = Prospecting Current Events = Area Knowledge Drinking = Carousing Earth-Tec Operation/Modification = Electronics Operation (Earth-tec) Etiquette = Savoir-Faire Farming = Agronomy Fauna Recognition = Zoology Flora Recognition = Botany Foraging = Survival Geography = Area Knowledge Getting Around = Area Knowledge Hide in City = Stealth Information Search = Research Juggling = Sleight of Hand Languages = Linguistics Limilate Finding = Botany Limilate Preparation = Chemistry Lore = History Medicine = Physician Military Etiquette = Savoir-Faire (military) Orating = Bard Prestidigitation = Sleight of Hand Sailing Skills = Seamanship Searching = a Vision roll Shipwright = Shipbuilding Silent Movement = Stealth Story Telling = Bard Tailing = Shadowing Thriddle Madness Etiquette = Savoir-Faire (thriddle) Traveler = Area Knowledge Underground Info = Streetwise Weather = Meteorology ("Weather Sense") Wilderness Travel = Survival Converting skill levels The four descriptions of skill levels in Skyrealms of Jorune (Unfamiliar, Familiar, Experienced and Seasoned) can be translated to GURPS terms without major problems. You can choose between these three methods: Method 1 (easy): Unfamiliar gives a skill of 5 Familiar gives a skill of 8 Experienced gives a skill of 10 Seasoned gives a skill of 12 Method 2 (slightly more complicated): Unfamiliar gives a skill of DX-5 or IQ-5 Familiar gives a skill of DX-2 or IQ-2 Experienced gives a skill of DX or IQ Seasoned gives a skill of DX+2 or IQ+3 Method 3 (even more complicated): Unfamiliar - has spent no points on the skill (use default level) Familiar - has spent 1/2 point on the skill Experienced - has spent 2 points on the skill Seasoned - has spent 8 points on the skill Looking back at our friend Edwain, we find that he is: Seasoned in all Interaction skills, Hide, Languages (Boru, Shantha and Thowtis), Pistol and Sword Experienced in Bow, Earth-tec, Limilates, Medicine and Thikes Familiar in all other Languages, in all other Weapon skills, Cooking, Dichandra Stones, Drinking, Gambling, Underground Info and Whosins (That's quite a lot! Edwain has surely been around).... Let's take his Bow skill (don't worry, Edwain. You'll get it back): Using Method 1, he has a skill of 10. Nice and easy. Using Method 2, he gets a skill of DX, or 11. Also easy. Using Method 3, he has spent 2 point on this P/H skill, giving him a skill of DX-1, or 10. This requires some calculations, but gives more realistic results with Easy, Hard or Very Hard skills. Edwain's other skills can be converted in the same way. Just pick one of the methods and stick to it. NEW SKILLS Caji Entropy (Mental/Hard - no default) This is the skill of increasing your Isho points. Only Caji can learn this skill. See the description on p. SoJ98 for details. The following is a summary: It costs 1 character point to attempt Caji Entropy, whether the attempt is successful or not. If the Caji has no unspent character points, the Sholari should deduct one from the Caji's next coming points. Each roll costs 1 Fatigue point. Each roll takes 5 minutes of game time. The first successful skill check in Caji Entropy increases Isho to full (if it is lower than that) and sets the Isho multiplier to 1. Each additional success raises the Isho multiplier by 1. After 3 successes, where Isho points have been multiplied by 3, rolls cost 5 Fatigue points each. The Isho multiplier can get no higher than x5. Any Isho above normal must be used (or kerned) within one hour, or all Isho will be lost and the Caji suffers 1D6-2 damage to a random hit location for every 10 full points of Isho lost. (So a Caji with 81 Isho would take eight times 1D6-2 points damage. Ouch!). Drill (Mental/Easy - defaults to IQ-4) This is a skill taught (or beaten) into recruits that teaches them to manoeuvre as a single unit on the battlefield. It conditions them to understand and follow orders in the heat of battle whether by voice or other signals. Dyshas (Mental/varies - no default) This represents the Caji's skill at weaving dyshas (to actually hit with them, see the skill Dysha Throwing). A successful use of this skill means that the desired dysha has been weaved. A failure cost the Caji 1 Isho, but he can try again the next round. Each dysha is a separate skill. Example: Dai, a muadra githerin decides to get learn Lightning Blast. Looking at the description, we see that it is an Easy dysha, requiring only Desti 3. He spends 3 points on Colour (Desti), 1/2 point on Lightning Blast (giving him a skill of IQ-1, or 11) and 1/2 point on Dysha Throwing (giving him a skill of DX-1, or 14). For a total cost of 4 points (or 800 hours of study in a kerning bay), Dai the dyte punk is now ready to terrorize the poor toth of Ardoth. It is suggested that starting Caji only learn the Easy and Average dyshas. Let them find teachers for the harder dyshas during the course of the game. Actually, for a Caji to know all the 25 Easy and Average dyshas, he would need to spend at least 12.5 points on dyshas and 65 points on Colour (Desti 10, Du 7, Ebba 10, Gobey 12, Launtra 12, Shal 8 and Tra 6)! Dyshas can be used by: bronth (of a certain age), crugar, cygra, muadra, shantha, thriddle and woffen. Dysha Throwing (Physical/Easy - defaults to DX-3) This is the skill of hitting a target with a weaved dysha. Dyshas have SS 13, Acc +2, 1/2D none and variable Maximum range. See p. SoJ103 for a summary of dysha ranges. Ebitra (Physical/Hard - no default) Shanthas are skilled at their own form of martial art called Ebitra, where their limbs are infused with Isho to become deadly weapons. This is their preferred method of disabling an opponent in close combat because unweaving incoming dyshas is not possible in melee situations. A shantha can parry with either hand as if it was a weapon, using 2/3 of his Ebitra skill as his parry defense. Used offensively, Ebitra increases the amount of damage done. 1/4 of a user's Ebitra skill, rounded down, is added to the basic damage he does with hands or feet (so a shantha with Ebitra 16 would gain a +4 damage bonus). It costs one point of Isho per round to use Ebitra. See also the description on p. SoJ145. Interference (Mental/Hard - defaults to IQ-6) Interference is a skill used by humans and boccord to diminish or even nullify the power of incoming dyshas. This ability is usually only taught in kerning bays, and unless a character is studying to be a hishtin, the people at the kerning bay will be very reluctant to let him learn more than one point of this skill. Caji have no desire for normal humans and boccord to walk around immune to their dyshas. You must successfully Interfere with the primary Colour of a dysha (i.e. blue for dyshas from the Shal group) in order to unravel it. So, you will need to choose which Colour you wish to use. This will normally be the brightest visible color of the dysha (if you think that the Caji has disguised the dysha with another Colour, you must guess which Colour is the primary). You cannot Interfere with a Colour you don't know. The Isho cost to Interfere is equal to one half of the Isho of the incoming dysha (round down). This Isho is lost whether you succeed or not. If you haven't got enough Isho, the remainder will be drained from your fatigue points. Your chance to Interfere depends on your Interference skill and how many points you have spent on the Colour (Moon) you wish to use. There are penalties for low scores and bonuses for high scores. This chart shows the modifiers to your Interference roll: Moon Modifier 1 -5 2 -4 3-4 -3 5-6 -2 7-8 -1 9-11 0 12-13 +1 14-15 +2 16-17 +3 18 +4 19 +5 20 +6 Humans and boccord with Isho below 20 get a +5 bonus to their first Interference roll of each day. For normal dyshas, a successful Interference roll is enough to unravel them and render them harmless. For dyshas doing damage, damage will be reduced by 2 points for each point you made your skill roll by. A critical success will completely negate any dysha. If you have chosen to Interfere with a wrong Colour, if you don't know the primary Colour or if your Interference roll fails, the dysha takes full normal effect. Example: Drenn Edwain Yoplon is taking a stroll near the Grunther Bridge when he spots an scruffy-looking dyte punk. The dyte suddenly throws a red bolt towards Edwain. Edwain tries to Interfere. He guesses that the dyte didn't have time to fool around with disguising the dysha, so he will try to Interfere with the red color (Desti). Edwain has Colour (Desti 5, Ebba 4 and Shal 3) and Interference 10. Since he has Desti 5, the penalty is -2 (see the chart above). However, this being his first Interference roll in several weeks, he gets a +5, leaving a total modifier of +3. Edwain rolls a 9 on 3D6, and the damage of the Lightning Blast is reduced by 8 (made his roll by 4 points, multiplied by 2). This costs Edwain 5 points of his Isho. Note: It might be wise to calculate your modifiers beforehand and note them on your character sheet, so you won't have to look at this table each time you Interfere. In Edwain's case, his skill could be noted as Interference 10 (Desti -2, Ebba -3 and Shal -3). Isho Weather (Mental/Hard - defaults to Meteorology-6, Prerequisites: Mathematics-12+) See the description on p. Soj74. This is a Scientific skill. Languages (Mental/varies - defaults: varies) These are some of the different languages spoken on Jorune. The difficulty for a non-native speaker is also shown (for a native speaker, his own language will always be of Average difficulty): Easy languages: Corastin Average languages: Boru (defaults to Thowtis-2), Chaun-Tse, Entren, Hotha, Thivin, Thowtis (defaults to Boru-2) and Troffa Hard languages: Abahth, Acubon, Cleash, Croid, Gee'bo'ko'ushic, Rorch-ko and Triddis Very Hard languages: Shantha Note: Entren has drifted considerably from modern-day English. An English-speaker would need to roll at -4 to understand and speak Entren. Ramian Gender Identification (Mental/Very Hard - no default) This is the skill used by thriddle to determine the gender of a ramian. Most thriddle have this skill (those that don't, will still insist that they have it). Thriddle are justifiably very proud of this highly useful skill and will never teach it to other races. Save Crill Boc-Rod (Mental/Hard - defaults to IQ-6 or Naturalist-4) The ability to extract the valuable boc-rod from the tail of a dead Crill. An invaluable skill (if only for the silly name!) Savoir-Faire (specialization) (Mental/Easy - defaults to IQ-4) This is the skill of 'good manners' - whatever they may be in your own culture. It functions exactly the same as the Savoir-Faire skill in GURPS (see p. B64), with the only exception being that you must choose a specialization. The various specializations default to each other at -4. Some samples include: Caji, high society, Iscin, military or thivin. If you want to learn the Savoir-Faire skill for a racial group different from your own, the difficulty rises to Mental/Hard. There are four different racial groups on Jorune: Human races (this includes boccord, muadra and all mutations, e.g. salu) Iscin races (blount, crugar, bronth, tologra and woffen) Lamorri races (all of the lamorri servant and slave races) Shantha (the original Jorune natives) Examples: Edwain has Savoir-Faire (high society). If he wants to learn Savoir-Faire (military), it is a M/E skill. Should he wish to study the ways of the ramian, he would need the M/H skill Savoir-Faire (ramian). A thriddle (a member of the lamorri racial group) would learn the M/E skill Savoir-Faire (ramian) to study ramians, but the M/H skill Savoir-Faire (boccord) to study boccord. Signature (Mental/Hard - defaults to IQ-6) There are four different ways of using the Signature skill, namely Fake, Mask, Scan and Spectrum. Each ability is used by rolling vs. Signature skill. Fake: This ability allows the user to fake your signature so that he appears as another creature. It costs one Isho point each two seconds to maintain. The more successful the Signature skill roll, the more the Signature will change: Skill made by 2: Can change between Boccord, Human and Muadra Skill made by 4: Can change to any Earth-based lifeform Skill made by 6: Can change to any lifeform with Isho Another use of Fake is to calm (or enrage) animals. A Signature skill roll will allow a person to influence the mood of any Jorune-based animal. The more successful the roll, the easier it is to control the animal. Mask: This ability allows the user to mask his signature so that he is harder to detect by creatures using Scan or Tra-sense. It costs one Isho point each two seconds to maintain. Each point by which skill roll is made subtracts 2 from the skill of the creature trying to spot the user (i.e. a boccord makes his Signature skill roll by 7 points. Anyone trying to spot him using Scan or Tra-sense would roll at -14). Scan: This ability makes it possible to read the signature of a creature and determine what race it is. Ramian do not show up on Scan (or Spectrum). The more successful the Signature skill roll, the more information the Sholari should give out about the target. Spectrum: This ability allows the user to determine what Colours his target knows. As always, the more successful the Signature skill roll, the more information the Sholari should give out. Note: Sholaris can either choose the above approach or use four separate Signature skills (False Signature, Mask Signature, Race Signature and Signature Spectrum). Each skill would then be a Mental/Hard skill, defaulting to IQ-6 or any other Signature skill-2. Boccord still have a +2 to Signature, but now that the bonus applies to four skills instead of one, the cost of playing a Boccord rises to 35 points (39 for females). Sis-naun (Physical/Hard - no default) This is the Gloundan version of Karate. Use the bonuses for that skill (see p. B51). See also the description on p. SoJ56. Thikes (Physical/Easy - defaults to DX-4 or Brawling-2) Thikes are a sort of spiked gloves favored by jers. A set of thikes cost 100 gemules and weigh about 2 lbs. They do thrust/impaling damage and are only suitable for close combat. Tra-sense (Mental/Hard - no default) This skill allows the user to perceive the amount of Colour an object or person has. When using this skill (which costs 1 point of Isho per minute), the caji sees what he normally sees, but the world is also awash with Colour - he can see the vibrant life Isho of the trees all around him, the ominous red Desti of the passing dyte punk and the swirl of brilliant Colours that is a shantha. A skilled user can determine precisely what Colours another person knows and can also discern which Colours a dysha is weaved from. Unweaving (Mental/Hard - no default) Caji use their Tra-sense to sense an incoming dysha and their skill at Unweaving to render it harmless. To Unweave a dysha, the Caji must have a higher Colour than at least one of the Colours in the dysha. He must then spend a number of Isho points (from 1 to 10, see p. SoJ99) and attempt to roll his Unweaving skill. If he is successful, the dysha is dispelled. Example: A Suspension Orb is fired at a Caji. Naturally he doesn't want to get hit by this dysha, so he tries to Unweave it. Rolling a successful Tra-sense, he learns that the yellow orb is composed of Ebba 12, Gobey 9 and Tra 4. The Caji has Colour (Desti 2, Du 1, Ebba 4, Gobey 9, Launtra 6, Shal 7, Tra 4), so he is exactly skilled enough in both Gobey and Tra to unweave it. He knows that Suspension Orb is a Hard skill, so he spends 5 of his Isho points. Rolling a 9 vs. his Unweaving skill, the orb is unwoven. Had it been a Penetration Bolt (Desti 16, Tra 10), the Caji would not have been able to unweave it (his Desti and Tra skills being too low). Whistling (Mental/Average - no default) This is the skill of using whistles and bird calls to communicate with. Only the Gloundan Shadow Warriors teach this skill and they jealously protect its secrets. They developed it during the time they were defending against the frequent crugar raids into the forests of Glounda. Using this skill, messages can be passed and understood over long distances.