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So I decided to make a loaf of granola orange-cranberry bread from one of the newer bread machine cookbooks, to use up my old dried cranberries. Then I discovered, having put together the rest of the bread, that in fact I don't have the dried cranberries anymore. They must have gone bad and gotten thrown out, but I don't remember doing that. So I substituted dried blueberries instead. I'll have to try this again with the cranberries later. Ah, well. Granola orange-blueberry bread will probably serve most of the same purposes.

Anyway, on to tonight's GURPS Jorune addition:

Once again, much of this is adapted directly from Skyrealms of Jorune 3rd Ed.; some is adapted from Soren Petersen's and Matthew Pook's partial conversion to GURPS 3rd edition, modified to fit GURPS 4th edition and my slightly different conception of Jorune.

"Your people call mine blind, but they are the blind ones." The shantha gestured with its two fingers. The young tauther could see no expression on the ovoid face, with neither eyes nor nose; a pair of tiny ears, barely more than holes, and a nearly-invisible lipless mouth were the only marrings on the smooth, ivory-colored skin. "Sho-Caudal is a living body, fluid; this solid matter is only the surface. It is in motion, flowing, sometimes calm, sometimes churning. Your devices, your Earth-Tec, disturb the flow, but all that lives adds to it, as do the rocks, the oceans, the water, the wind, clouds, light - and most of all, the crystals that are the heart of Sho-Caudal and its seven moons. We, who gave up the light for the isho, see more clearly, for we see into the hearts of things."

The tauther shifted uncomfortably. "Um, could we try that again without the mystical part?" The shantha's bow-taut posture drooped by a measure too small for the human's coarse eyes to see.


The planet of Jorune is different from any other investigated by humans, although it took years for humans to realize this. Many words are used for the isho - energy, fluid, vibration, breath - but all of them are metaphors that describe only part of how the isho behaves. It is merely isho, itself. According to the shanthas, it is more fundamental to Jorune than its material portion; some muadra believe the opposite, that the isho is generated by the unique structure of Jorune itself.

There are seven types of isho. The muadra and boccord chose to translate the term the shanthas use for the types as "Color," since for them, their Isho Awareness does perceive the isho in terms of sight. (That, and the shanthic term is unpronounceable.) Each Color is associated with one of Jorune's seven moons; when that moon is in the sky, that type of isho is at "high tide," while when that moon is below the horizon, it is at a lower ebb. When the moons reach certain alignments, the effects cause isho storms, in which one or more types of isho moves rapidly and unpredictably through the environment. (On occasion, isho storms occur without alignments; the shantha can predict these reliably, while muadra often are reduced to relying on instinct.)

The seven Colors are:

Red - associated with the reddish moon Desti, which takes 55 days to wax and wane; dyshas of this Color affect thermal energy, usually making a target hotter or colder.

Orange - associated with the amber moon Du, which waxes and wanes over 81 days; dyshas of this color affect light.

Yellow - associated with the moon Ebba, which appears to have a mottled gold-and-silver surface and waxes and wanes over only 5 days; dyshas of this color affect gravity and motion.

Green - associated with the green moon Launtra, which waxes and wanes over 7 days; dyshas of this color affect sound and vibration.

Blue - associated with the blue moon Shal, which waxes and wanes over 41 days; dyshas of this color affect living bodies.

Black - associated with the dark moon Gobey, which waxes and wanes over 17 days; dyshas of this color affect electricity and magnetism.

White - associated with the white moon Tra, which waxes and wanes over 23 days; dyshas of this color are associated with the opening and closing of warps.


All of the sentient races on Jorune (with the exception of the ramian, who are isho-less and appear as empty shadows to someone using Tra-Sense) have an amount of Isho available to them equal to their Will score (note: not fatigue; isho is not just another name for mana). Under normal circumstances, most beings will never use their isho, but it is still there, part of their existence, and it can be manipulated by someone using a dysha.


New Advantages:

High Isho (3 pts/level) - This raises a character's maximum Isho by one point above his or her Will score for each level of the advantage.

Isho Awareness (5 pts) - This advantage is the prerequisite for the Color advantages, and for using any of the isho-related skills. A person with this advantage can tell the general level of isho in the area and whether it is changing. They can often tell if an item, such as a shanthic artifact or a crystal, is suffused with isho by touching it, and sometimes by sight. It is the birthright of all muadra, shanthas, and boccord, and for a minority of crugar, woffen, bronth (after a certain age), and thriddle. Humans and salu can develop it through the use of certain carefully attuned crystals or the use of daij meat.

Isho Manipulation (10 pts) - This advantage allows one to not just perceive the isho surrounding him or her, but to move it around. You must have this advantage, along with the appropriate Color advantages, in order to learn how to weave any dyshas. Even without any of the Color advantages, someone with this advantage can kern, expelling any excess isho from their bodies as a burst of light or sparks. Isho Awareness is a prerequisite for this advantage.

Isho Resistance (2 pts/level) - This advantage represents either a very strong personal isho that resists the intrusions of outside isho (as with boccord), or a lack of isho to be manipulated by others (as with ramian and cleash). Someone with this advantage will not be able to weave dyshas, as they cannot reach into the isho beyond their own, but they will be more resistant to dyshas used on them. Moreover, someone with both Isho Awareness and this skill can use their own personal isho to attempt to Interfere with dyshas woven near them, and to read the Signatures of others.

Color (Moon) (1 pt/level) - In order to weave or unweave dyshas, or to interfere with a dysha, one must be attuned to the isho of that particular dysha. Individual dyshas may require only isho of one color, or from several colors. In addition, caji or shanthas with very high attunements to specific moons can attempt to create a new dysha using the aspects of that color of isho. Note that this is actually seven advantages, one for each color.


New Disadvantage:

Low Isho (-3 pts/level) - A character with this disadvantage has less Isho than their Will score would suggest. This often makes them more vulnerable to dyshas that affect them directly. It also offends shanthas; each level of Low Isho a character has will give them a -1 on any reaction roll from a shantha.


New Skills:

Bolt Throwing (Physical/Easy - defaults to DX-3) - This is the art of directing bolt dyshas to their destinations. All dyshas are either a bolt, an orb, or a special dysha.

Caji Entropy (Mental/Hard - no default; Prerequisite: Isho Manipulation) - This is the skill of absorbing isho from the environment rapidly. In order to attempt the skill, the caji must spend one character point; if he has none to spend, he cannot summon sufficient isho to begin the process. Each roll requires that the character spend 1 Fatigue, and takes 5 minutes of game time. The first successful roll raises the Caji's Isho score to full. The second successful roll doubles the amount of Isho of the Caji. The third successful roll raises the Isho level to triple its original amount. The fourth and fifth rolls each require five fatigue points, and raise the character's Isho to four and five times normal. Any Isho beyond the character's normal maximum must be either used or kerned within one hour, or it will cause 1d-2 damage to a random hit location for every 10 points above the maximum.

Interference (Mental/Hard - defaults to IQ-6; Prerequisite: Isho Awareness) - This is the ability of boccord, humans under the influence of attunement crystals and/or daij meat, and a few members of other races to deflect and dissipate a dysha aimed at them or in their direction. In order to Interfere, one must identify the primary Color of the dysha (a perception roll using Isho Awareness) and counter it with a burst of one's own isho in the same Color. A character cannot Interfere with a Color s/he has no attunement with, and a low attunement (less than 9 points) will result in a penalty to the roll. The Isho cost to Interfere with a dysha is half the Isho cost of the dysha; if the character does not have enough, they will lose all their remaining Isho and lose the rest as fatigue. A successfully Interfered dysha will be deflected away or dissipated, depending on the type of dysha. Boccord and daijic humans with a max Isho of less than 20 attempting their first Interference on any given day receive a +5 to that one roll only.

Isho Weather (Mental/Hard - defaults to Meteorology-6; Prerequisite: Isho Awareness) - This is the skill of predicting the local isho weather. It combines normal observations of the local isho and its behavior, the behavior of any native Jorune life that uses Tra-Sense instead of sight, and measurements taken using crystal powder sprinkled over a circular grid (portable versions can be drawn on a hide and rolled up). Accurate interpretations require significant calculations; all rolls are at -3 if the interpreter does not have either Mathematics at 12 or higher, or an assistant with that skill.

Orb Throwing (Physical/Easy - defaults to DX-3) - This is the skill necessary to direct orb dyshas to their destinations.

Signature (Mental/Hard - defaults to IQ-6; Prerequisite: Isho Awareness) - This is the skill of interpreting the isho signatures of other creatures and masking or manipulating one's own signature. There are four sub-skills:
Fake Signature - The user manipulates his or her isho signature to appear as another type of creature; for example, a boccord could attempt to appear as a trarch to a creature that uses Tra-Sense. This costs one Isho point for each two seconds the false signature is maintained
Mask Signature - The user blends his isho signature into the surrounding isho, so as to camouflage him or herself from a creature using Tra-Sense. A successful roll gives a -2 penalty to the creature trying to spot the user for each point the roll succeeded by. It also costs one point of Isho for each two seconds.
Scan Signature - The user reads the signature of a creature and determines what race it is. High successes allow the user to determine whether the creature is injured or not, whether it has used isho recently, and on a critical success its current emotional state. This costs one point of Isho per creature scanned.
Spectrum Signature - The user reads the signature of a creature and determines what Colors of isho the target is aligned with. This requires no isho to use, merely a second of concentration.

Tra-Sense (Mental/Hard - no default; Prerequisite: Isho Awareness) - This skill allows the user to 'see' the flows of isho around him, rather than merely being aware of them. In particular, on a successful roll, the user can tell exactly what colors a dysha is woven from, in what proportions. It costs 1 point of Isho to begin, and 1 point per minute to maintain. All Scan Signature rolls and Spectrum Signature rolls are at a +6 bonus when using Tra-Sense

Unweaving (Mental/Hard - no default; Prerequisite: Isho Manipulation) - Muadra and others who can weave dyshas cannot Interfere with incoming dyshas, as they are too enmeshed in the surrounding isho; however, they can attempt to Unweave it. In order to do so, they must have an attunement level for each Color used in the dysha one higher than the minimum needed to learn the dysha in the first place (which the character can learn with a successful Tra-Sense roll). An amount of Isho equal to half the cost of the dysha must be expended; the Isho is lost even if the roll is unsuccessful.


Dyshas:

Each dysha falls into one of three categories: a bolt, an orb, or a special dysha. Orbs and bolts must be thrown using the appropriate skills. Dyshas are all Mental skills; a few very simple dyshas are of Medium difficulty, but most are Hard or Very Hard. Their effects are similar to those of spells, so here, rather than describing the dyshas, reference will be made to the equivalent spell in GURPS Magic 4th ed. However, no dysha has another dysha as a prerequisite; the prerequisite is always a certain level in one or more Colors. These are listed with the dysha name.

Dyshas of Desti:
Circle of Warmth - Orb - Desti 3, Shal 1 - same as the Warmth spell (p. 74) - M
Circle of Coolness - Orb - Desti 3, Shal 1 - same as the Coolness spell (p. 187) - M
Heat - Special - Desti 5, Ebba 1 - same as the Heat spell (p. 74)
Chill - Special - Desti 5, Ebba 1 - same as the Cold spell (p. 74)
Resist Heat - Orb - Desti 6, Gobey 3 - same as Resist Fire (p. 74)
Resist Cold - Orb - Desti 6, Gobey 3 - same as Resist Cold (p. 74)
Firestarter - Bolt - Desti 6, Ebba 4 - same as Ignite Fire (p. 72)
Firequencher - Orb - Desti 8, Ebba 3, Gobey 3 - same as Extinguish Fire (p. 72)
Touch of Fire - Orb - Desti 9 - same as Burning Touch (p. 76)
Touch of Ice - Orb - Desti 9, Ebba 2 - same as Icy Touch (p. 188)
Firebolt - Bolt - Desti 12, Ebba 6, Gobey 4 - same as Fireball (p. 74), but it looks like a bolt of glowing energy until it reaches its destination, which then bursts into flames
Coldbolt - Bolt - Desti 12, Ebba 7, Gobey 4 - same as Ice Sphere (p. 186), but again, it looks like a bolt of energy until it hits, and then its destination freezes solid
Orb of Frost - Orb - Desti 15, Ebba 4, Gobey 4, Shal 7 - same as Frostbite (p. 189) - VH

Dyshas of Du
Orb of Light - Orb - Du 3 - same as Continual Light (p. 110) - M
Lightbender - Special - Du 5 - same as Shape Light (p. 111) - M
Seeing Orb - Orb - Du 7, Shal 3 - same as Night Vision (p. 111)
Orb of Darkness - Orb - Du 8, Gobey 2 - same as Darkness (p. 111)
Orb of Blackness - Orb - Du 8, Gobey 5 - same as Blackout (p. 112)
Finger of Light - Bolt - Du 9 - same as Light Jet (p. 112)
Living Shadows - Special - Du 10, Shal 8 - same as Simple Illusion (p. 95)
Flashbolt - Bolt - Du 10, Gobey 2, Shal 1 - same as Flash (p. 112)
Orb of Diffusion - Orb - Du 12, Launtra 2, Shal 5 - same as Blur (p. 113)
Laserbolt - Bolt - Du 15, Gobey 5, Shal 3 - same as Sunbolt (p. 114) - VH; note that this really is a laser, and anyone sufficiently familiar with Earth-Tec may know how to counter it!

Dyshas of Ebba
Orb of Speed - Orb - Ebba 6, Shal 6, Tra 2 - same as Haste (p. 142) - M
Gentle Lifting - Special - Ebba 8 - same as Apportation (p. 142)
Orb of Leaping - Orb - Ebba 8, Shal 6 - same as Jump (p. 143)
Flingbolt - Bolt - Ebba 8, Gobey 3 - same as Poltergeist (p. 144)
Safetynet - Orb - Ebba 8 - same as Slow Fall (p. 144)
Distant Blow - Orb - Ebba 10 - same as Distant Blow (p. 144)
Orb of Shielding - Orb - Ebba 10, Desti 5 - same as Shield (p. 167)
Spinnerbolt - Bolt - Ebba 10, Shal 8 - same as Roundabout (p. 36)
Distant Motion - Special - Ebba 10, Gobey 5, Shal 3 - same as Manipulate (p. 145)
Small Motion - Special - Ebba 10, Gobey 5, Shal 4 - same as Locksmith (p. 143)
Rockfall Shield - Orb - Ebba 12, Desti 8 - same as Missile Shield (p. 168)
Lightwalker - Orb - Ebba 12, Launtra 4, Shal 6 - same as Light Tread (p. 145)
Orb of Slow Motion - Orb - Ebba 13, Shal 10 - same as Slow (p. 145)
Throwback - Bolt - Ebba 14, Gobey 10, Desti 5 - same as Return Missile (p. 168)
Orb of Attraction - Orb - Ebba 15 - same as Pull (p. 146)
Orb of Repulsion - Orb - Ebba 15 - same as Repel (p. 147)
Orb of Flight - Orb - Ebba 16, Shal 12 - same as Flight (p. 145)
Orb of Solidity - Ebba 20, Gobey 10, Launtra 6, Desti 5, Du 5 - same as Force Dome (p. 170) - VH

Dyshas of Launtra
Orb of Silence - Orb - Launtra 6 - same as Silence (p. 171) - M
Thunderbolt - Bolt - Launtra 6 - same as Thunderclap (p. 171)
Muttering - Special - Launtra 7, Shal 2 - same as Sound (p. 171) - M
False Speech - Special - Launtra 7, Shal 6 - same as Voices (p. 172)
Bolt of Weakening - Bolt - Launtra 8, Ebba 5 - same as Weaken (p. 116)
Soundsucker - Orb - Launtra 9 - same as Wall of Silence (p. 172)
Bolt of Hardness - Bolt - Launtra 9, Ebba 7 - same as Stiffen (p. 117)
Orb of Quiet - Orb - Launtra 10, Shal 9 - same as Hush (p. 172)
Yammering - Special - Launtra 10, Shal 6 - same as Noise (p. 173)
Bolt of Breaking - Bolt - Launtra 10, Ebba 8 - same as Shatter (p. 173) - VH
Shrieking Bolt - Bolt - Launtra 12, Shal 6 - same as Sound Jet (p. 173)
Orb of Hearing - Orb - Launtra 12, Shal 8 - same as Far-Hearing (p. 173)
Bolt of Explosion - Bolt - Launtra 16, Ebba 10, Gobey 8 - same as Explode (p. 118) - VH
Bolt of Disintegration - Bolt - Launtra 20, Ebba 12, Gobey 12 - same as Disintegrate (p. 120) - VH

Dyshas of Shal
Body Image - Special - Shal 5, Launtra 2 - same as Body-Reading (p. 88) - M
Itchbolt - Bolt - Shal 6 - same as Itching (p. 35)
Share Isho - Special - Shal 6, Tra 2 - same as Share Energy (p. 89) - M - replace "FP" with "Isho points" everywhere in the description
Recover Isho - Special - Shal 6, Tra 4 - same as Recover Energy (p. 89) - again, replace "FP" with "Isho Points"
Bolt of Awakening - Bolt - Shal 6 - same as Awaken (p. 90)
Twitchbolt - Bolt - Shal 7 - same as Spasm (p. 35)
Beast-Calming - Orb - Shal 7, Launtra 2 - same as Beast-Soother (p. 29)
Reprieve - Special - Shal 8 - same as Relieve Sickness (p. 90)
Ticklebolt - Bolt - Shal 8, Launtra 2 - same as Tickle (p. 36)
Painbolt - Bolt - Shal 9, Desti 4 - same as Pain (p. 36)
Bandage - Special - Shal 10, Launtra 4 - same as Stop Bleeding (p. 91)
Binding Bolt - Bolt - Shal 10, Ebba 6, Gobey 3 - same as Rooted Feet (p. 36)
Mend Wound - Special - Shal 12, Gobey 3 - same as Minor Healing (p. 91)
Bolt of Antisepsis - Bolt - Shal 12, Launtra 4, Gobey 4 - same as Cure Disease (p. 91)
Stunbolt - Bolt - Shal 12, Launtra 6, Ebba 4 - same as Stun (p. 37)
Orb of Reaction - Orb - Shal 12, Ebba 9, Launtra 3 - same as Reflexes (p. 39)
Orb of Antidote - Orb - Shal 13, Launtra 5, Gobey 5 - same as Neutralize Poison (p. 92); note that this physically expels the poison from the body!
Bolt of Blindness - Bolt - Shal 14, Du 12 - same as Strike Blind (p. 38)
Bolt of Deafness - Bolt - Shal 14, Launtra 12 - same as Strike Deaf (p. 38)
Heal - Special - Shal 15, Launtra 5, Gobey 5 - same as Major Healing (p. 91) - VH
Cleansing Bolt - Bolt - Shal 15, Ebba 10 - same as Cleansing (p. 94)
Great Healing - Special - Shal 20, Launtra 10, Gobey 8 - same as Great Healing (p. 91) - VH
Restoration - Special - Shal 20, Launtra 10, Gobey 10 - same as Restoration (p. 93) - VH

Dyshas of Gobey
Power-Finding - Special - Gobey 5, Desti 3 - same as Seek Power (p. 179), but is limited to sources of electrical power.
Magnet Sight - Special - Gobey 6, Du 4 - same as Magnetic Vision (p. 181)
Orb of Grounding - Orb - Gobey 8, Ebba 4 - same as Resist Lightning (p. 196)
Orb of Sparks - Orb - Gobey 9, Du 5 - same as Spark Cloud (p. 196)
Spark-Touch - Orb - Gobey 9, Shal 4 - same as Shocking Touch (p. 196)
Lighting Whip - Special - Gobey 10, Ebba 2 - same as Lightning Whip (p. 196)
Lightning Bolt - Bolt - Gobey 12 - same as Lightning (p. 196)
Orb of Magnetism - Orb - Gobey 15, Ebba 6 - same as Pull (p. 146), except affects only conductive metals
Lighting Blast - Bolt - Gobey 15, Du 8, Launtra 5 - same as Explosive Lightning (p. 196)
Orb of the Lightning Veil - Orb - Gobey 15, Du 10, Launtra 8 - same as Wall of Lightning (p. 197)
Ball Lightning - Bolt - Gobey 20, Du 12 - same as Ball of Lightning (p. 197)

Dyshas of Tra
Orb of Swiftness - Orb - Tra 5, Ebba 2 - same as Haste (p. 142). Note that this and the Orb of Speed have the same effects by different means!
Orb-Shifter - Special - Tra 5 and Color attunements high enough to have woven the original dysha - same as Displace Spell (p. 124)
Orb of Homing - Orb - Tra 8 - same as Beacon (p. 83)
Gate-Tracer - Special - Tra 9, Shal 4, Du 2 - same as Trace Teleport (p. 84)
Orb of Slow-Time - Orb - Tra 10, Ebba 5 - same as Slow (p. 145); see note on Orb of Swiftness.
Flicker - Special - Tra 12, Ebba 8 - same as Blink (p. 148)
Gate-Finder - Special - Tra 13 - same as Seek Gate (p. 85)
Gate-Viewer - Special - Tra 14, Du 10 - same as Scry Gate (p. 85)
Minor Gate - Special - Tra 15, Shal 10, Ebba 8 - same as Teleport (p. 147) or Teleport Other (p. 147)
Orb of Gate-Blocking - Orb - Tra 15, Desti 10, Gobey 8 - same as Teleport Shield - VH
Porter - Special - Tra 16, Ebba 10, Launtra 4 - same as Control Gate
Orb of the Hourglass - Tra 20, Ebba 15 - same as Slow Time - VH
Orb of the Turning Wheel - Tra 20, Ebba 16 - same as Accelerate Time - VH
Gatemaker - Tra 25, Ebba 20, Gobey 18, Shal 18, Launtra 12, Desti 10, Du 10 - same as Create Gate - VH; note that this will attract the attention of every shantha within 100 miles of either side of the gate!

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