TEXT: by Stephan Wieck 
  NOTE: The publishers 
  of WHITE WOLF are planning 
  regular 
  and stop at anytime. The three step limit makes the game largely 
  coverage of SkyRealms of Jorune. If you are a Jorune player 
  one of passing to move the ball down the field. If a team throws 
  and subscribe 
  to WW based upon our Jorune 
  material 
  then 
  the ball out of bounds, the other team gets possession of the ball 
  please inform us of this. 
  at midfield. 
  A 
  ny society that progresses 
  to a standard 
  of living that 
  supports 
  leisure time will have outlets for entertain- 
  ment, sportsmanship, 
  and even gambling to fulfill those 
  idle hours. For many generations 
  after the Shanthic war, the life 
  long pursuit of humans was surviving, not going out onto a 
  gridiron. 
  During 
  this lapse in leisure activities, many of the 
  common 
  Earth games that the colonies had brought with them 
  were forgotten. Now, in 3466 on Jorune, even the average durlig 
  farmer has some time to enjoy himself, and the higher classes 
  have been creating 
  pastimes for centuries. 
  Many of the new 
  games that have developed on Jorune are similar to old Earth 
  sports. Some of the emerging games, in fact, are copies of Earth 
  games discovered 
  on Earth-Tee 
  recording 
  media. However, 
  some of the games, like the isho sports, are totally new. 
  Running 
  a game of loopball 
  is rather difficult. Keep track of 
  where the ball is in relation to the players’ goal at all times. The 
  game begins with both teams on their end of the field. A signal 
  (usually a ball) is given by the referee, and both teams sprint for 
  the ball. The character 
  with the highest speed gets it. Ties are 
  resolved by 4~46 checks vs. Speed until only one person suc- 
  ceeds at the roll. The ball will then be at the 20 meter line. 
  One of the biggest problems 
  with sports on Jorune 
  is the 
  diversity of players. Boxing on Earth had several weight classes 
  to provide for fair competition 
  between different sizes of people. 
  On Jorune there are not only different sizes of people, there are 
  different sizes of races of people. A bronth boxing a muadra 
  would 
  carry astounding 
  odds 
  for anyone 
  betting 
  for the 
  muadra. Sporting 
  on Jorune has yet to develop to the point of 
  large organizations 
  that can set rules to even out the competi- 
  tion. The largest sporting 
  events are annual tournaments 
  and 
  city-wide leagues, all of which carry out their own rules. Tour- 
  naments 
  usually only split contestants 
  by race for physical 
  contact events and separate salu for swimming 
  events. Intercity 
  sport leagues have wide diversity in rules, classes and regula- 
  tions. Depending 
  on the area, rules are occasionally 
  set to 
  discriminate 
  against a particular 
  race such as muadra. 
  To move the ball down the field, have players declare what 
  line they’re on, and assign opponents 
  to them. The person with 
  the ball normally takes a few quick steps away from the oppo- 
  nent guarding 
  him to get a clear throw, while the other players 
  break away from their opponents. 
  A quick throw, a catch, and 
  then the process starts again. Once the ball is near the goal, the 
  ball carrier breaks away and tosses it up. 3d6 speed checks are 
  needed to break away from a defensive man guarding 
  the ball 
  carrier. Modify the roll to break away by the difference in size 
  modifiers 
  and speed 
  between 
  the two players. The throw 
  requires a 3d6 aim roll by the passer modified as follows: 
  Failed to break away 
  Per 3 meters thrown 
  Change receivers 
  +2 
  +l 
  +l 
  The receiver must also break away and make a3d6agility 
  roll to 
  catch the ball modified by: 
  Failed to break away 
  Passer failed aim roll 
  +2 
  +2 
  Gambling 
  on Jorune faces none of these problems of race. 
  Anyone can roll a die or lose a yule in the same way (although 
  there are some doubts about this when 
  it comes to thivin). 
  Gambling 
  began 
  on Jorune 
  before sporting 
  did. However, 
  gambling 
  is not very popular 
  among high society in Burdoth. 
  Drenn who gamble are looked upon as rogues. Still, the vice is 
  popular with the working 
  class. Notable hotspots of gambling 
  are Ardoth 
  around 
  Manser, 
  the Dowtrough 
  Mountains 
  in 
  Southern 
  Khodre, and any Woffen shenter no matter where it is. 
  The modifier for changing 
  receivers is applied 
  if the passer 
  wants to change 
  receivers once he sees his original 
  receiver 
  failed to break away. 
  If the ball is not caught, the opponent 
  guarding the intended 
  receiver gets an agility roll to intercept. If the ball is still loose, it 
  will: l-2 roll out of bounds, 3-6 bounce as many meters away as 
  the number 
  rolled. The player closest to the ball can pick it up; 
  equal distant players are resolved by highest speed. 
  Below 
  is a list of some common 
  sports and games on 
  Jorune. It is by no means a comprehensive 
  list. Along with most 
  games are rules for conducting 
  the activity during play. These 
  rules were made in an attempt to maximize 
  role-playing 
  and 
  minimize dice-rolling 
  while keeping a decent amount of realism. 
  However, if the players are having to roll too many dice, just 
  simplify the games to fewer rolls. 
  To make a goal, break away and roll a 3d6 aim check with a 
  +l penalty. If the goal is missed roll a die 6: l-2 bounce back 1 d6 
  meters, 3-6 out of bounds. The game is played to 6 goals with 
  no rest breaks except for injuries or out of bounds. 
  PHYSICAL CONTACT 
  SPORTS 
  LOOPBALL. 
  Loopball 
  is a team sport similar to basketball 
  played with a ball about the size of a volleyball. The ball is 
  usually the hide of an animal stuffed with plant fibers to make it 
  solid. The playing field is 40 meters long, and 15 meters wide. 
  On each end is a goal which consists of a 3 meter pole with a 
  wooden 
  loop 50 cm in diameter on top. The loop is upright, so 
  that the ball must pass through 
  it horizontally 
  to score a goal. 
  Teams of five are the norm, but the number of players as well as 
  the field’s dimensions 
  (particularly 
  the pole height) 
  change 
  according 
  to availability and playability. 
  . 
  Loopball 
  players are free to run anywhere 
  inside the boun- 
  Note that this sport is listed under physical contact sports. 
  Although 
  the rules officially say no contact allowed 
  with a 
  penalty of one goal for the other team, most games are played 
  according 
  to the “no blood, no contact” 
  rule, so players can 
  come out of a game with a few superficial wounds from “accid- 
  ental” tackles, trips, or punches. 
  daries when they do not have possession of the ball. A player 
  who receives the ball may make a total of three steps during 
  possession. He can throw the ball to another player at anytime 
  WRESTLING. 
  Wrestling 
  is alive and well on Jorune. The sport 
  has its primitive origins traced back to Thantier, 
  but recently, 
  Khodre Dhardrenn 
  has introduced 
  new techniques. The Prince 
  found some material on Greek wrestling 
  in his Earth-Tee 
  files 
  and has since become a sponsor of the sport. Originally, 
  Kho- 
  dre introduced 
  the pancratium 
  style of wrestling 
  where any- 
  thing except biting and gouging 
  is legal. Hequickly 
  saw that the 
  pancratium 
  form was too nr:rch like Thantierian 
  wrestling 
  (minus the biting and gouging) 
  and then introduced 
  the more 
  classical form of Greco-Roman 
  Wrestling 
  where only upper 
  body holds are allowed, and there is no punching 
  or kicking as 
  in pancratium. 
  Under the new wrestling 
  rules, a victory is scored 
  Page 49 
  
  after three take downs or throws. To qualify as a take down, the 
  opponent’s 
  upper body must touch the ground, and the throw- 
  ing player must remain standing. 
  If a wrestler 
  goes to the 
  ground 
  along with his opponent, 
  neither scores a point. Half 
  points are scored if an opponent 
  is forced out of the 10 meter 
  diameter circle that the match takes place in. 
  To conduct 
  a wrestling 
  match, roll advantage 
  just as in 
  combat. Wrestlers use the entangle attack despite the fact that 
  they are unarmed. Wrestlers use the advantage modifier based 
  on their entangle 
  skill level every round. Also, the difference 
  between opponents’ 
  attack modifiers is applied as a bonus/pe- 
  nalty for all rolls, including 
  advantage. The wrestler who attacks 
  and entangles his opponent 
  is considered 
  to have a hold. From 
  then on, the wrestler 
  with the higher advantage 
  has several 
  options. 
  A person 
  with a hold may attempt a throw. 
  This 
  requires 
  a 3d6 strength 
  check. The opponent 
  can keep his 
  footing with a successful 3d6 agility check, but is still held. A 
  wrestler with a higher advantage who is held may break free of 
  the hold with a 3d6 strength check. Whether 
  held or holding, 
  either wrestler can push to opponent 
  two meters as in a normal 
  entangle 
  if he has the higher attack bonus. This is how force 
  outs are made. 
  Khodre 
  Dhardrenn 
  sponsors 
  a wrestling 
  tournament 
  the 
  first day of every season which carries a large purse of money 
  for the prize. Bronth have become the major participants 
  in the 
  sport. The Greco-Roman 
  style is catching on swiftly in Dobre. 
  Bronth are large enough to manhandle 
  humans and even boc- 
  cord, and agile and skillful enough 
  to defeat the few corastin 
  who enter. Separate divisions are being formed for humans in 
  the upcoming 
  tournaments. 
  Muadra may enter, but dyshas are 
  out of the question. 
  BOXING. 
  Boxing is not well accepted in most areas of Jorune. 
  There 
  is no such thing as boxing 
  gloves (though 
  fists are 
  sometimes wrapped 
  in leather) and matches are quite bloody. 
  Still, the sport is popular 
  in Thantier, 
  and a form of contact 
  boxing has limited popularity 
  in Glounda. 
  Athletes who do box 
  regularly are usually seasoned with their fists and at least expe- 
  rienced in evading and defending 
  w/o weapon. 
  3 RING. 3 ring is a very simple, almost pure contact sporting 
  event. The rounds are quick and decisive. The field is made of 
  three large concentric 
  circles of three, nine, and fifteen meter 
  diameters. Teams vary in size from five to twelve. In each round 
  of play, three players from one team stand in the middle circle. 
  Five players from the opposite team stand along the outside of 
  the largest circle. A bell is rung, and the three players try to dash 
  out of the inside circle and escape the playing field. The five 
  opponents 
  tackle them before they leave. Points are awarded 
  based on how far towards the edge the three dashers make it 
  before they are tackled. They get 0 points for being caught in the 
  smallest starting ring, 1 point for the next zone out, 3 points for 
  the next, and 5 if they escape the ring. Then the teams trade 
  sides, substitute some players, and play another 
  round. Eight 
  rounds make a game. 3 ring is an old game, and its popularity is 
  declining. 
  Still, there are many city tournaments 
  of 3 ring every 
  Erris. 
  Conducting 
  a round of 3 ring is very simple. Everyone rolls 
  advantage and moves, engages, or tackles. Dashers, however, 
  should 
  not be allowed 
  to leave the ring in one melee round. 
  They can run to near the perimeter, 
  but if there is an opponent 
  nearby on the perimeter, the dasher will have to advance against 
  him to break through the outer circle. Once a dasher is engaged 
  by one or more tacklers, the dasher may advance (which will 
  move him 2 meters outward) 
  or he may withdraw 
  2 meters 
  (which will leave him free to run next melee round if he has 
  higher advantage). 
  OTHER. Other sports on Jorune which involve physical contact 
  are fencing (still not very safe) and beagre hunting which is an 
  extremely popular city sport. 
  MENTAL 
  GAMES 
  BYSHIK BOARD. Byshik boards are reminiscent 
  of the small 
  sliding 
  plate tablet games of Earth where small, numbered, 
  squares were slid around inside a flat tablet until the numbers 
  were in order. One space was empty on the tablet to allow a 
  numbered 
  square to be moved, and the space vacated by that 
  square could be filled by moving another number in place, etc. 
  Byshik boards 
  are very similar 
  to these numbered 
  tablets. 
  Byshik boards are made of a wooden 
  frame with small painted 
  squares of wood inside the frame that can be moved around. 
  The number of blank spaces in a byshik board depends on the 
  board’s size. Common 
  hand-held 
  boards have one slot empty 
  for moving the wooden 
  squares 
  around. 
  These boards 
  are 
  mostly solo past-times. Many different patterns and designs can 
  be made by moving the different 
  colored 
  wooden 
  squares 
  around. 
  Occasionally, 
  two people 
  will race to unscramble 
  their 
  boards 
  into a preset, 
  distinct 
  pattern. To play out a byshik 
  board race, decide a difficulty level of the race based on the size 
  of the boards used, the number 
  of open move slots, and the 
  complexity 
  of the design trying to be formed. The difficulty is 
  usually from 2-7. To complete 
  the pattern, players must suc- 
  ceed in as many 3d6 Learn check as the difficulty. If the difficulty 
  assigned is four, the winner 
  is the first to succeed in four learn 
  checks. Each learn check equals about 30 seconds of mad 
  unscrambling. 
  When a player fails a learn roll during the race, he 
  is stumped. He keeps making learn rolls, but at a minus one per 
  failure. Once he makes the roll, he ignores the accumulated 
  modifier. Example: Drinse, a muadra, is in a byshik board race 
  with a thriddle. The race’s difficulty is a three, and Drinse’s learn 
  is 13. The race begins, Drinse rolls a 12 on 3d6, he succeeds and 
  thirty seconds go by. On his next roll he gets a 15, a failure. 
  Drinse is now stumped, so he makes his next learn check at -1. 
  He rolls a 13, which is still a failure because of his modifier. He 
  now has -2. He rolls a 10 and succeeds. Drinse now must make a 
  third successful learn check (without modifier) to complete the 
  pattern. 
  Larger byshik boards are usually made of brynk hardwood 
  and cut crystal squares. These boards have a few more open 
  slots and many different shades and colors in their pieces. 
  Thriddle 
  make pieces of art which resemble mosaics with these 
  large byshik boards. A thriddle 
  family will buy or make a nice 
  large board and over a couple of years make a dazzling 
  mosaic 
  picture by sliding the colored squares. These pictures are sold 
  to rich families, and then the thriddle buy another board. It is an 
  art though, 
  and not a profit-making 
  business, so the finished 
  mosaics are sold for enough 
  to buy a new board and a couple 
  giggit, but usually no more. One remarkable 
  byshik board by 
  the Rho-Trin 
  family is on display at Tan-lricid. 
  The board is 5 
  meters by 10 meters and contains 
  2 million 
  crystal squares 
  minus the single empty slot used in the picture creation to move 
  the chips and unscramble 
  them into the panorama 
  they now 
  form. It took the Rho-Trin family generations 
  to build the board 
  and generations 
  to slide the random crystals into a picture. The 
  panorama 
  shows the Mountain 
  Crown and the lscin Libraries. 
  The crystals used were fairly inert, but still contained 
  enough 
  isho to show color. 
  FORU. Foru is a board game where the basic objective is to 
  place four markers in a row. The game board is 4x4~4. There are 
  4 separate boards which rest on stilts on top of one another so 
  that the playing surface looks like a tower. Players alternate 
  placing pieces on the boards until one player gets four markers 
  
  in a row up, down, horizontal, 
  vertical, diagonally 
  up and down, 
  etc. 
  To play Foru, players begin making spot and learn checks 
  after several turns of starting play have gone by. The player who 
  moved first makes a learn check. If successful, he is in position 
  to win. The opponent 
  must make a spot roll to be able to block 
  the victory. The first player then moves again making another 
  learn check to get into a winning 
  position. If the first player fails a 
  learn check, the other player can then take the offensive and 
  attempt a learn check. 
  BRAZER. Brazer is a board game invented by bronth. 
  It is a 
  chess like game, but it also involves dice. Each player has ten 
  pieces of different value, from one to four. The board is a grid of 
  squares. Players alternate moving one piece each. When two 
  pieces are adjacent, they “fight”. Each piece rolls a number of 
  dice equal to its strength. Whichever 
  piece has a higher dice 
  sum wins; defender wins ties. What keeps Brazer from being a 
  game of chance 
  are the pieces’ movements. 
  Strong 
  pieces 
  move slowly, and seldom can move diagonally. 
  Lower strength 
  pieces are faster and have more flexible movement 
  patterns. 
  Additionally, 
  strength 
  one pieces are able to flank if in the 
  correct position. Flanking 
  is the only time that two pieces are 
  moved by a player in the same turn (like the castle move in 
  chess). The player engages an enemy piece, and then declares 
  the flank and moves the flanking piece adjacent to the defend- 
  ers piece. The attacking and flanking unit add their strengths to 
  determine the dice rolled. Brazer is a difficult game to conduct 
  during play with just dice rolls. For a really quick game, oppo- 
  nents can roll learn checks until one of them, the loser, fails a 
  check. 
  ISHO SPORTS 
  BOSHBALL. 
  Boshball 
  is probably the most popular true isho 
  sport second only to Kerning 
  Bay Tag. The game is similar to 
  badminton, 
  and uses an eight feet high net. The name of the 
  game is misleading, 
  since an egg is actually volleyed back and 
  forth over the net and not a ball. Bosh eggs come from the 
  Glounda forest. They are a little larger than a ping-pong 
  ball and 
  have a thick shell. 
  Muadra who play the game do not use racquets. Instead, 
  they send forth a small weave of Ebba isho and knock the egg 
  over the net with the force of the isho. Any caji with the Ebba 
  color group can be taught in an hour how to send the weave to 
  push the egg over the net. lsho illiterate muadra who have the 
  color group can learn in a week at most kerning 
  bays. Many 
  muadra who learn the weave to play boshball 
  go on to learn 
  dyshas. 
  The playing field is roughly 3 meters by 3 meters, or a little 
  longer for doubles play. Only the serving side may score. If a 
  player misses the egg and it touches 
  the ground, 
  or if he 
  contacts the egg physically, the other team gets a point or the 
  serve. Games go to 15 points. 
  Expert boshball players usually know the Tra color group as 
  well as Ebba and use them both during play. By using a difficult 
  Tra weave, the Ebba isho weave used to knock the ball over the 
  net can be rerouted 
  into a specific direction. 
  This allows the 
  player to simply stand in the middle of the court and knock the 
  egg any direction 
  or even slam it as it comes across the net. 
  Inexperienced 
  players, called nontra by the experienced 
  , must 
  run around 
  the court to get the proper angle on the egg with 
  their Ebba weave. 
  One additional 
  rule was added to the game once Tra players 
  became increasingly 
  regular. 
  If a player cracks the egg and 
  splits it, when he hits it with his Ebba weave during play, his 
  opponent 
  gets three points and the serve. The rule was intended 
  to stop players from slamming 
  the egg too hard just as it came 
  over the net, since it became expensive to go through several 
  eggs in one game. However, boshball masters use even this rule 
  to their advantage. They slam the egg hard enough to crack it 
  without splitting it. The defending 
  player can either let the egg 
  go and lose a point, or return the hurtling 
  egg. To return it 
  however, requires enough force to stop the egg and send it back 
  which usually splits the already cracked egg. 
  To play boshball, 
  characters 
  must know the bosh Ebba 
  weave and, optionally, the hard-to-learn 
  Tra redirecting 
  weave. 
  To return an oncoming 
  boshball, 
  caji must make an agility 
  check on 3d6 to get into position unless they know the special 
  Tra weave. If they have the Tra weave, they need only be 
  successful in weaving it. Then, they must hit the egg as with a 
  dysha with their Ebba weave. Players who can slam require 
  extra rules. Only players with theTra weave can slam, othersarc 
  the egg over the net since they cannot get a downward 
  angle on 
  the egg without 
  making the Tra weave. To slam the egg, the 
  player must make a 4d6 color check to test his control during 
  the slam. If the check is below one half of the character’s color, 
  he slams the egg and only cracks it. If the result is equal to one 
  half the character’s color up to his color score, he succeeds but 
  does not harm the egg. If the player fails the check, he cracks 
  the egg (“he egged it”) and loses three points. To return a slam, 
  the returner must make his normal agility check at +3. Anyone 
  returning 
  a cracked, but not split, egg must make a 4d6 color 
  check to avoid splitting it. There is an additional 
  +2 to this color 
  check 
  if the egg was just slammed. 
  Slamming 
  an already 
  cracked egg splits it automatically. 
  To serve the boshball, make 
  a 3d6 aim check. A failed serve turns the serve over to the 
  opponent. 
  TARGETING. 
  There is some doubt as to whether or not target- 
  ing should 
  be considered 
  one of the emerging 
  isho sports. 
  Targeting 
  is simply an accuracy 
  contest like archery. Desti 
  dyshas are commonly 
  used in the tournaments, 
  but rules and 
  allowances 
  vary. Despite the fact that targeting 
  is not much of a 
  spectator 
  sport, several large tournaments 
  are held by the 
  dharsage 
  every year. The winners 
  in the tournaments 
  tend to 
  wind up in very comfortable 
  positions 
  in the dharsage’s 
  caji 
  infantry forces. 
  To conduct 
  a targeting 
  match, players simply must hit 
  targets with a dysha. Don’t forget that it is possible to take aim 
  for up to two rounds with dyshas. Targets are moved further 
  away and those caji that hit at the previous range continue until 
  only one is left. Targets are usually destroyed and replaced after 
  each shot. In dharsage tournaments 
  there are two events, sta- 
  tionary targeting 
  and pendulum 
  targeting. Consider pendulum 
  targets as moving on the range combat table. 
  GAMBLING 
  There are not many incleps or shenters which actually run 
  games of change like a casino. Most games are spontaneously 
  started and the house has no part in it except for making sure 
  the gamblers aren’t thirsty. Two popular dice games, Norru and 
  Mofra, are listed below. These games are very simple to run 
  during play. 
  NORRU. Norru is typically a two player game, though three or 
  more can play. Each player has six dice. The goal is to have all 
  six numbers showing, 
  one per die. Players place ante bets and 
  then roll all six dice. They thenpick 
  up any duplicates 
  and roll 
  these again. This process of rerolling 
  duplicate 
  numbers con- 
  tinues until one player has all six numbers showing 
  on his dice. 
  Ties are resolved by a single die roll. The higher number gets the 
  
  pot. After each round of rolling, additional 
  bets can be placed. 
  The odds of these bets are based on the number of dice left to 
  roll. If one player has 2 dice left and the other has three, bets in 
  that round are placed according 
  to those odds. The first player 
  puts three gemules into the pot for every two the second player 
  does. All bets must be mutually agreed upon between players. 
  Money action in Norru takes place around the table as much as 
  between 
  players. Loaded dice are not uncommon, 
  but people 
  found cheating 
  have a tendency to get broken fingers in some 
  areas. 
  athletic competition 
  and the thrill of victory. Jorune parties that 
  are heavily combat oriented, and still survive on Jorune, may be 
  happy to try the gambling 
  games since they enjoy gambling 
  with their lives. All in all, the thrill of sports should provide a 
  satisfactory climax for session. 
  The only widespread 
  variant of Norru 
  has the players 
  attempt to get six of a kind instead of a sequence 
  of six. In this 
  variant, players may reroll whichever 
  dice they wish. The win- 
  ning player receives an additional 
  amount 
  equal to the ante 
  times the number showing 
  on all six of his dice. 
  MOFRA. Mofra, simply called Match in Entren, is a 
  popular 
  Woffen game similar to craps. There is one “fixer” who matches 
  bets among as many people as will play. A player places his bet, 
  and roils two dice. A 2 or a 12 automatically 
  wins and a 7 always 
  loses. Any other result on the first roll becomes the number that 
  the player then attempts to match. He continues rolling until he 
  matches, or gets a 2, 7, or 12. A 2 or a 12 still wins, and the 7 
  loses. The fixer has a fairly good odds advantage with the seven 
  on his side. A variant called Shu-Mofra, 
  or Reverse Match, 
  makes the first roll free. If the player gets a 2 or 12 he still wins, 
  and any other number, even a seven, becomes the number to 
  match. If the player rolls a number 
  besides seven, the game 
  continues just like Mofra. If he rollsaseven, 
  he must roll a 2,7, or 
  12 to win. Any other number 
  loses. Once the player enters 
  Shu-Mofra 
  by rolling a seven on his first roll, the payoff for his 
  bet triples. Bets can be placed after each die roll. 
  Some of the games above can be run in a few moments 
  during play for a little added excitement. Others, like a full game 
  of loopball 
  or boshball 
  may take a little time to run. Sedate 
  adventurers on Jorune may find a release in the exhilaration 
  of 
  
SOURCE: textdata/thevault/Sky Realms of Jorune/Sky Realms of Jorune - Gaming on Jorune.pdf