TEXT: Version 0.7 – 04 May, 2001
  (c) 2001 Joseph Steven Coleman, April 2001, All Rights Reserved
  Fuzion is trademarked by Fuzion labs, Inc., All Rights Reserved.
  Skyrealms of Jorune is trademarked by Skyrealms, inc., All Rights Reserved.
  Skyrealms of Jorune 1
  st and 2
  nd Edition, Copyright Skyrealms, Inc., All Rights Reserved.
  Skyrealms of Jorune 3
  rd Edtion, Copyright Chessex, Inc., and Skyrealms, Inc., All Right Reserved.
  Sholari 1, 2 and 3 copyright by the Authors and Joseph Steven Coleman, All Rights Reserved.
  THE LONG ROAD
  It started with a very cool book on the used game
  shelves at Gamespace in San Francisco.  I was new to
  gaming an dthe poor art, blatant rip offs and just bad
  design had already turned me off to many of the kitchen-
  table published games.  This was black and purple with
  the name The Sholari Guide in a very hip duotone and
  really excellent, almost rennaissance level art.  And
  there was another one called The Tauther Guide –
  same art, different color.  And another – The Player’s
  Guide.  I looked for more, but that day I didn’t find
  anything else.  It was 1992 and Third Edition had not
  hit the stands, and I did not yet know that the se three
  belonged in a box with Kolovisondra and more bits.
  I was hooked.  The art was excaptional and the
  world itself was on par with ERB’s Barsoom, Carter’s
  Callisto, Vance’s Tchai, the mythic Mars of Michael
  Moorcock, Otis Albert Kline and Leigh Brackett.  The
  scope embraced the riff raff and royalty, the scientists
  and scoundrels, the armies and anarchy of a great
  world. There were many different races, but presented
  reasons for the races to exist side by side.  There was a
  mystic energey that worked almost like magic but was
  couched in almost scientific terms as to the limitations
  and domains of various colors.
  There was the lure of sci-fi with a lost Earth
  Colony, the ancient mysteries of the native race and a
  great shadow hanging over the world.  Against a
  tapestry of nations and cultures Jorune offered stages
  for hundreds of small dramas in the lives of the player
  characters we were about to send into the world.
  But the system was clunky and poorly explained.
  And the Third Edition system was worse – only half
  explained with gobs of material necessary for creating a
  character missing.
  Over the next three years Jorune would occupy a
  great deal of my life.  First I called Chessex’s office (just
  a few miles from my home) and yelled and screamed
  because of the problems with the new Jorune release.
  They didn’t need another whiner so I was told if I was
  so smart, FIX IT.  So I wrote Sholari Guide with the
  Voyage of the Aylon Star to open another part of the
  planet for gaming.  While that was going on I worked
  with the design and packaging of Innocents of Gauss.
  Then Sobayid Atlas and another collaboration with
  Mark Frein on Gire of Sillipus.  I began published The
  Sholari, which presented work from a couple of dozen
  fresh Joruni voices and artists. Two more Chessex
  supplements were planned but the license was pulled.
  Plans for atlasses covering Anasan and the Trinu and
  the Khodres were scapped.
  Jorune has a large body of publiched work to take
  any gamemaster and group deep into the fresh flavor of
  the world.  There are deserts, jungles, cities, pirates,
  gladiator pits, forests, hidden ruins and encounters
  with a large number of beasts and races who will prove
  worth the character’s time.
  Gaming in Jorune, however, has been problematic.
  Throughout the three editions very few played, or were
  even able to decipher, the complexities of the system.
  My group has suffered through many revisions and
  adaptations, many attempt to fill in the gaps left by the
  sketchy information in Third Edition (which was based
  on the second release of the Second Edition boxed set).
  Sholaris have created their own rules or created ways
  into the world using their favorite system.  At the Jorune
  webiste you will find the basic conversion information
  for GURPS, PLUS, Trinity, and HERO with hints of
  coming conversions to the OVER 
  THE 
  EDGE
  minimalist system, FUDGE and other RPG systems.
  The complexity of the world causes a major
  confrontation between those who favor detailed, point-
  based systems, and those who (like myself) prefer a
  simple “geshtalt” style system.  A few years ago I began
  work on a system I called Oracle in which you must
  have both the genetic predisposition and the training to
  be good at any skill.  It seemed to be a good way to
  model the differences in the races.  Around the same time
  Fuzion was being developed on the fertile system
  grounds of HERO System and the house Interlock
  system for CyberPunk, which already used the
  “Stat+Skill+Roll” mechanic.
  Fuzion had some false steps along the way.  Each
  published version of the game was so ammended as to
  make it suitable only for the world with which it was
  published.  Fuzion was released to the web and the
  myriad gamers and GMs began to poke and prod,
  sometimes making it more complex, sometimes making it
  better.
  Around the time of Fuzion 4.4.2 things began to
  settle down.  Fuzion 5.0.2 has been our for a while and
  has been used by myself and several GMs I play under
  in a variety of settings – science fiction, pulp,
  
  contemporary 
  and 
  fantasy. 
   
  Fuzion 
  uses 
  the
  “Stat+Skill+Roll” mechanic and offers a great deal of
  control over character development with point-based
  skills and GM custom plug-ins.
  I abandoned the Oracle project and began modeling
  Jorune in Fuzion 5.0.2.  There were a few things I
  created to plug into the main game engine to carry over
  some of the flavor from the original designer’s intent,
  but the primary mechanics remain Fuzion at heart.
  Altho I have always preferred the simplicity of a
  pure-random, 1d20 roll, a majority of players I have
  encounterd prefer the probability curve of a 3d6 system,
  so my Jorune conversion is designed for a 3d6, altho a
  single d20 could be subtituted without a major effect on
  the power levels of the game.
  CUSTOM PLUG-INS
  Jorune as presented in the published editions has a
  few special features that have been preserved with the
  Jorune Fuzion system.
  Common and Practical Skills
  Racial Modifiers
  Isho
  These three modifications make it possible to bring
  the world into a familiar gaming environment and
  reflect the special options of Jorune.
  CHARACTER CREATION
  CHOOSE A RACE
  From the choice of race, apply the Modifiers
  according to the Racial Modifiers chart.
  ASSIGN CHARACTERISTICS (Spend CP)
  CALCULATE DERIVED SKILLS
  Use the formulas shown to create the values of
  calculated skills.
  CHOOSE AN OCCUPATION
  (Package if available – Spend OP)  You may buy an
  Occupational from your OP. It is suggested that you
  spend at least the same number of points you spent
  on your Occupational Package to increa10.se the
  dictated skills.
  You may create a character by purchasing the
  desired skills through OP.
  Occupational packages give a benefit of more point
  value than the simple purchase of skills to create a
  new package.
  BUY UP SKILLS
  Use OP to buy up levels of skills from your
  Occupation or other skills you have decided your
  character should have.  Perks may be purchased with
  OP up to the maximum allowed in your campaign.
  DETERMINE COMPLICATIONS
  Buy up to the maximum number of complications in
  values 
  of 
  3 
  points 
  (occasional), 
  5 
  points
  (Infrequent”), and 10 points (Frequent).  See the
  suggested complication list in Fuzion 5.0.2.
  DEVELOP COLOR POINTS
  Determine your  Isho Modifier (determined by Race).
  Determine Lih-al (determined by Race or selected by
  Muadra 
  or 
  Tologra). 
  Multiply 
  Isho 
  by 
  the
  Multiplier to create Color Points. Use Color Points
  to buy Isho Skills and Dyshas. At the start of each
  game use the full value of Color Points to throw
  Dyshas or use Isho skills during the game.
  CREATE MONEY AND MAKE PURCHASES
  Roll 2d6 and multiply by 100.  At the beginning of
  the game you have that number of Gemlinks. Your
  character arrives on the scene with clothes and
  basic equipment – you can assume that you have a
  change of clothes, occupational 
  related tools
  (including weapons).  Your generated money is used
  to buy goods, services, passage or favors as you see
  fit.
  CREATE A BACKGOUND
  (From page 44 of the 3rd Edition rule book.)    
  
  EVERYMAN SKILLS
  These are skills that are available to anyone without spending OP.   Everyman skill have a base of 2
  points plus the governing Characteristic.
  SKILL
  CHARACTERISTIC
  SKILL
  CHARACTERISTIC
  Athletics
  DEX
  First Aid
  INT
  Concentration
  WIL
  Hand to Hand
  DEX
  Dodge
  DEX
  Local Area (Specific)
  INT
  Evade
  DEX + 3 + Roll
  Perception
  INT
  PROFESSIONAL SKILL
  Your Professional Skill is the name of your Primary Self-Identifier.  This may or may not been how you
  are known publically.  When your character has to say who he/she is, what is the first thing that
  flashes through that character’s mind?   A merchant?  A soldier?  A spy?  A member of the great
  family?  Your Professional Skill starts at level 2 plus your Willpower and may be bought up with OP.
  This can be used to cover a task that falls within your primary self identification but was not covered
  with the original purchase of specific skills.  FOR EXAMPLE:  A soldier does not need to be penalized
  because he didn’t think to make up “front line hygiene” as a skill.
  FAMILY SKILL
  As you were raised, whether with your birth family, a klade or foster family group, what is the one
  thing that most occupied your family’s time?  Farmer?  Craftspeople?  Travelling performers?  Your
  family skill starts at a level 2 plus your Presence.  FOR EXAMPLE:  If you were raised by a travelling
  Ardan, you would have some bit of knowledge about how news gets out to the general population and
  may be able to spread a bit of gossip or trace the sources of unusual information.
  NOTE: On Jorune the society is at the social level of an “Englightened Rennaissance” – while women
  may have more opportunity than traditional low-technology cultures, you rarely have a family where
  the father has one career and the mother has a compeltely separate one.  Mother could be a yord and
  your family skill may come from her, but that means your father’s skills doesn’t drive the family as
  strongly.
  GENERAL SKILLS
  One of the most inviting features of Third Edition Jorune was a list of “easy” Common or Practical Skills
  that could be used even if you had not put points into the skill.  The Jorune Fuzion rules allow a list of 23
  “General Skills” which you have available at the level of the governing characteristic for an
  attempted roll to succeed.  You buy up the levels with OP.
  SKILL
  CHARACTERISTIC
  SKILL
  CHARACTERISTIC
  Animal Handling
  PRE
  Flora Recognition
  INT
  Arithmetic
  INT
  Geography (Basic)
  INT
  Bargain
  PRE
  Geology (Basic)
  INT
  Bio-Tec (Basic)
  TEC
  History (Basic)
  INT
  Bribe
  PRE
  Information Search
  INT
  Bureaucracy
  INT
  Stealth
  DEX
  Conceal
  TEC
  Survival
  WIL
  Contact
  PRE
  Swim
  DEX
  Current Events
  INT
  Tailing
  WIL
  Earth-Tec (Basic)
  TEC
  Tracking
  TEC
  Fast Talk
  PRE
  Traveler
  INT
  Fauna Recognition
  INT
  LUCK
  LUCK is a value made by a one time roll of the number of d6 indicated.  That number is the number of d6
  which can be rolled to improve a roll during game play. 
  
  RACIAL MODIFIERS
  It is now possible to play many more races through Jorune Fuzion.  Each race has a modifier which changes the value
  of the die roll to accomplish a task or action.  A Corastin and a Blount may both have a Strength of 5, but the Corastin
  will always have a +4 to the roll and the Blount will always have a –4 to a strength related roll.
  PLAYER CHARACTER MODIFIERS
  Boccord
  Human
  Muadra
  Bronth
  Crugar
  Cygra
  Tologra
  Woffen
  INTELLIGENCE 
  -
  -
  -
  -
  -
  -
  -
  -
  WILL POWER 
  -
  -
  -
  -
  -
  -1
  +2
  -
  PRESENCE 
  +1
  -
  -2
  +2
  -4
  -2
  +3
  -1
  TECHNIQUE 
  -
  -
  -
  -1
  -
  -
  -2
  -
  REFLEXES 
  -2
  -
  +1
  -1
  -
  -
  -
  -
  DEXTERITY 
  -2
  -
  -
  -3
  +2
  +2
  -
  -1
  CONSTITUTION 
  +2
  -
  -2
  +3
  -1
  -1
  -
  -1
  STRENGTH 
  +2
  -
  -4
  +4
  -
  -
  +1
  -
  ISHO 
  1
  .5
  6
  2
  3
  3
  4
  3
  BODY 
  +2
  -
  -2
  -
  -
  -
  -
  -
  MOVEMENT 
  -
  -
  -1
  -
  +2
  +2
  -
  +1
  AFFINITY (Lih-al)
  Desti
  Desti
  Any
  Launtra
  Desti
  Desti
  Any
  Gobey
  NATURAL ARMOR 
  1
  -
  -
  3
  2
  2
  1
  2
  ISHO RESTORE (days) 3
  5
  1
  3
  2
  2
  1
  2
  NEW PLAYER CHARACTER MODIFIERS
  Acubon
  Blount
  Corastin
  Croid
  Salu
  Scarmis
  Thivin
  Trarch
  INTELLIGENCE 
  -1
  -
  -2
  -4
  -
  -3
  -
  -3
  WILL POWER 
  -
  -
  -
  -3
  -
  -3
  +1
  -
  PRESENCE 
  -1
  -2
  +2
  +4
  +1
  -4
  +2
  -2
  TECHNIQUE 
  -3
  +1
  -4
  -4
  +2
  -
  +2
  +2
  REFLEXES 
  -1
  +1
  -2
  -1
  +1
  +3
  -
  +2
  DEXTERITY 
  -
  -2
  -4
  -3
  -
  -
  +2
  +2
  CONSTITUTION 
  +2
  -4
  +4
  +4
  +2
  -2
  -
  +1
  STRENGTH 
  +1
  -2
  +4
  +3
  +2
  -2
  -
  +3
  ISHO 
  1
  .5
  -
  -
  1
  -
  .1
  2
  BODY 
  +2
  -2
  +4
  +4
  +2
  -2
  -
  +3
  MOVEMENT 
  +2
  +4
  +2
  -2
  +2
  +3
  +1
  +1
  AFFINITY (Lih-al)
  Gobey
  Gobey
  None
  Gobey
  Gobey
  Shal
  Du
  Du
  NATURAL ARMOR 
  -
  -
  4
  6
  -
  1
  2
  2
  ISHO RESTORE (days) 3
  5
  n/a
  n/a
  3
  n/a
  5
  3
  NON PLAYER CHARACTER MODIFIERS
  Cleash
  Ramian
  Shantha
  Thriddle
  Lamorri
  INTELLIGENCE 
  +2
  -2
  -
  +6
  +3
  WILL POWER 
  +2
  -2
  +2
  -
  +1
  PRESENCE 
  +4
  -4
  +4
  -1
  -6
  TECHNIQUE 
  -
  -2
  +2
  +4
  -3
  REFLEXES 
  -
  +3
  -
  -
  +3
  DEXTERITY 
  +2
  +2
  -
  -
  +3
  CONSTITUTION 
  +3
  +2
  -
  -2
  +2
  STRENGTH 
  +1
  +1
  -
  -2
  +2
  ISHO 
  -
  -.5
  12
  2
  -
  BODY 
  +2
  +4
  -
  +1
  +3
  MOVEMENT 
  -2
  +2
  -
  +3
  +2
  AFFINITY (Lih-al)
  Shal
  Shal
  Any
  Desti
  Shal
  NATURAL ARMOR 
  5
  2
  2
  -
  3
  ISHO RESTORE (days) n/a
  n/a
  .25
  2
  n/a
  
  BASIC FUZION
  JORUNE FUZION
  Fuzion uses a levels of design (Characteristics and
  Skills) with a random element (a roll of the dice) to
  determine the success or failure of a task or action.
  Same
  Fuzion gernation a series of Characteristics, from
  which 
  some 
  derived 
  skills 
  are 
  taken. 
   
  The
  Characeristics are 
  purchased with 
  a 
  pool 
  of
  Characteristic Points (CP).  The derived skills are
  calculated from the distribution of CP into the
  Characteristics and may not be changed through point
  purchase.
  Same
  Add ISHO as a characteristic.  Spend CP to raise.
  Racial modifiers give Bonus or Penalty to roll and can
  restrict Isho access.
  Skills are purchased with Option Points (OP) – a pool
  of points sized by the Sholari for his or her campaign.
  The OP are used to buy levels in specific skills.  Skills
  can include knowledge, physical abilities, weapons,
  languages or techniques.  The concept of “Option
  Points” means your character made a choice to learn
  Geography instead of Music, or lean the broadsword
  instead of a polearm.
  Same for Named skills. Named skills can be increased
  with OP.
  Isho Skills and Dyshas are puchased with Color
  points. 
  Color points = ISHO times Isho Modifier.
  Difficulties are assigned to tasks.  To succed you take
  the value of the governing Characteristic with the
  number of levels in the skill and add the die roll.  The
  total of those figures should meet or exceed the target
  number.
  Same
  Combat Order is determined by a roll of DEX and the
  die roll.  The highest number goes first.  If everyone has
  gone once, characters with a second then acts again.
  Same
  The amount of Movement a chracter has is considered
  a Characteristic and can be bought up with CP.
  Same
  The number of moves a character has in a round of
  action is determined by the derived characteristic of
  SPEED.  Most people have one move per round, but
  Damage is a separate die roll and is different for each
  weapon and hit location is a separate die roll.
  CV (Combat Value) = REF / 3
  This is used to determine certain encounters with NPCs
  or to determin action order in combat.
  Armor can remove a certain number of damage points
  from a wound.
  Same
  Damage (the point value of the damage roll minus the
  Armor value) is deducted from HITS.
  Same
  Run, Spring, Swim, Leap and Resolve are derived from
  Characteristics.
  Same
  Everyman Skills are available without spending OP to
  raise them above the Characteristic level.  OP can be
  spent to increase Everyman Skills.
  General Skills and Everyman Skills give basic values
  for rolls without spending OP.  Roll Characteristic
  alone.
  None
  Two broad description skills are given – Professional
  Skill from your Primary Self Identifier (WIL) and a
  Family Skill from the primary influence in your family
  (PRE)
  None
  Color points are used to buy Isho Skills and Dyshas.
  During game play the full pool of Color Points are used
  to use Isho Skills or throw Dyshas.
  LUCK is a pool of points and may be spent during a
  game session raise the results of a roll.
  Same
  
  ISHO
  On Jorune, isho saturates all native living things, almost all alien-based cratures, and many minerals.
  Manipulation of the Isho is restricted by genetics.  Certain races (Corastin and Croid) have no ability
  with isho at all.  Other races have a limited ability to use Isho (such as Humans and Thivin).  A few
  races can manipulate Isho very well (Muadra and Tologra), while the Shantha are the masters who
  use ambient isho to accomplish fantastic feats.
  There are seven varieties or “Colors” of isho, and each character must have a Primary Lih-al – an
  affinity to one specific color.  Sometimes this is dictated by race, sometimes it is the choice of the
  player during creation.  Color is the quantity of Isho you can manipulate in a day.
  ISHO MECHANICS
  Each race has an Isho Modifier.  Color is your Isho times your Isho Modifier
  The pool of Color (ISHO x Isho Mod.) is used in two ways.  First you use Color to buy Dyshas and
  Isho Skills before the start of the game.  Second, during the game, you deduct the cost of Isho Skills and
  Dyshas from Color as you choose to use those abilities.
  The person weaving the dysha is called a “dyshic”.
  Buying Isho Skills and Dyshas
  At the beginning of each session, the player receives the full value of Color in Color Points to be
  used during game play to throw dyshas or use Isho Skills. Cost is deducted during session – 1 Point is
  deducted for each Isho Skill attempted and 2, 4 or 6 for each dysha you attempt to throw.  When the
  Color Pool reaches 0 during game play, no more dyshas or isho skills may be used by that character
  during that game session.
  If your Color Pool does not have enough points to allow you to throw a dysha, but has at least one
  point remaining, you may still throw the dysha and take a penalty on your  CONSTITUTION for the
  rest of that restore period (for that character’s race) equal to the deficit.  For example, to throw a Hard
  Dysha requires 4 Color Points.  If you only have 1 point in your Color Pool, you will be at a –3 on all
  Constitution rolls for the rest of the day (as experienced by the character).
  The Color Pool is restored at the start of each game session.  Unused Color Points are not added to
  the restod pool – you may not have more points in your Color Pool than your initial Color calculation.
  Each character much have a Primary Lih-al (except Corastin and Croid).  The Lih-al is your
  affinity for Isho manipulation and figures into the costs of your Isho Skills and Dyshas.  For some races
  only one Lih-al is possible.  Where several Lih-als are possible, one Lih-al must be chosen  by the
  player before the start of the game.
  ISHO BOOKKEEPING
  Key Dyshas
  The Key Dysha of your Lih-al is thrown with a +3 to the Action.  You may throw the Key Dysha of
  your own Lih-al without buying levels – you use just your ISHO characteristic plus 3d6.  The Key dysha
  till costs 2 Color to throw.
  Key Dyshas of a color other than your own Lih-al are thrown with a –6 penalty to the action.
  Easy Dysha
  Cost 2 Color to buy (Deduct from Color in initial purchase)
  No penalty containing your own Lih-al, -3 otherwise.
  Cost 2 Color to Throw (Deduct from Color during game play)
  Hard Dyshas
  Cost 4 Color to buy (Deduct from Color in initial purchase)
  Penalty of –3 containing your own Lih-al, -6 otherwise.
  Cost 4 Color to throw (Deduct from Color during game play)
  
  Very Hard Dyshas
  Cost 6 Color to buy (Deduct from Color in initial purchase)
  Penalty of –4 containing your own Lih-al, -8 otherwise.
  Cost 6 Color to throw (Deduct from Color during game play)
  Bundling Dyshas
  A dyshic may combine two dyshas for a desired effect, provided at least one of the dyshas is
  within the dyshics primary lih-al.  The bundled dysha will have both effects, will cost double the
  color to throw, is thrown on the weaker of the two skills, and will increase the level of difficulty
  by one level.
  FOR EXAMPLE:  Zaul, a dedicated healer, wants to protect a refugee in his charge from a bandit
  attack.  If he doesn’t have to worry about the wounded girl, he can fight off the attack with full
  concentration. He wants to combine Body Shield with Suspension to float her above the conflict and
  provide some extra protection.
  The Body Shield is in his primary Lih-al, Launtra (he is a learsis, after all), so it is thrown with
  no additional penalty.  Suspension Orb is Ebba and Gobey, outside his Lih-al, so he will take –3 to
  weave the second dysha.  His normal “Competent (18)” difficulty is raised to “Heroic (22)”, and
  the cost just went from 2 Color for the Body Shield and 2 Color for the Suspension Orb, to a total of 8
  color for the one chance to roll.
  Zaul has an ISHO characteristic of 4, 2 Levels above what is required to use the dyshas, so if he
  succeeds he will protect his charge for 5d6 minutes.  He has Body shield at 4, but Suspension Orb at
  2, meaning he rolls with the weaker skill (Suspension Orb = 2) and his ISHO (4) and will roll with
  a base of 6 (4+2). He also takes a –3 for weaving outside his own lih-al..
  The 3d6 roll 4-5-5, which comes to 14 + 6 = 20, and then takes a –3, for a total of 17.  He needs a 22
  and decides to burn the last 5 points of his meager Luck of 8.  Zaul knew the odds were against him,
  but to his relief he sees the stricken girl covered in a golden glow that shimmers across her skin, the
  golden form is wrapped in a pale yellow sphere and floats upward.
  The Sholari calls for a roll of 3d6, which come up 2-3-5, for a total of 10.  Zaul can be sure the girl
  will float for at least 10 minutes as he turns to face the first of the bandits charging from the cover
  of nearby brush.  He begins to mass Desti into his hands…
  
  54 DYSHAS
  EASY DYSHAS
  Easy Dyshas are often thrown with just an Everyday success, but the sholari may change the required
  success, depending on the situation.  Dyshas may be unwoven by the dyshic through a Everyday success
  on WILL.
  Body Freeze
  Shal / Launtra
  DESCRIPTION: On success
  Lowers the temperature of the target by 25+2d6 degrees.  On a living target will cause shock for
  2d seconds.  Shock may be opposed by a roll against WILL for a Competent success.  Causes a –6
  to all actions by the target for the duration of the effect. MINIMUM ISHO: 2
  Body Shield
  Launtra / Gobey
  DESCRIPTION: On success
  Creates a layer of brown energy to cover the contour of the target, which may include the
  dyshic, that absorbs physical force for 3d6 seconds.  May be broken with Shield Shatter.
  MINIMUM ISHO: 2
  Brain Blast
  Shal / Shal   *** KEY DYSHA
  DESCRIPTION: On success causes 2d6 seconds of shock to the target with a –8 on all actions for
  the duration of the effect.  May be resisted by a Heroic roll on WILL at the beginning of the
  effect, but may only be resisted beginning of the effect. MINIMUM ISHO: 2
  Calm Animal
  Launtra / Shal
  DESCRIPTION: On success this will remove fear or phobia from a target, including an
  intelligent being. MINIMUM ISHO: 2
  Deflector
  Tra / Tra   *** KEY DYSHA
  DESCRIPTION: On success this dysha can reduce the effect of an incoming dysha or physical
  blow by 2d6.  On a critical failure, adds 2d6 to the damage on the dyshic. MINIMUM ISHO: 2
  Floater
  Tra / Ebba
  DESCRIPTION: On success can absorb the momentum of an object, whether projected, thrown,
  fired or falling, (including a living target) and cause it to float. MINIMUM ISHO: 2
  Frost Bolt
  Shal / Desti
  DESCRIPTION: On success the dyshic draws heat from a target equal to 3d6 degrees.  A critical
  success allows the dyshic to redirect the heat drawn to a second target. MINIMUM ISHO: 2
  Healer
  Launtra / Launtra  *** KEY DYSHA
  DESCRIPTION: On success the dyshic can restore 2d6 points of Hits in wounded target up to the
  total Hits possible for that target.  With a critical success the dyshic can divide 3d6 of healed
  Hits beween two targets with a minimum of 1 point to the second target.  On a critical success,
  the dyshic loses 2d6 Hits. MINIMUM ISHO: 2
  Inner Ear
  Tra / Du
  DESCRIPTION: On success the dyshic can open a 1” non-visible warp to the matching warp
  location from the position where the dysha is thrown.  This hole will remain for 3d6 seconds
  and can be used to listen in on the other location. MINIMUM ISHO: 2
  Inner Eye
  Tra / Launtra
  DESCRIPTION: On success the dyshic can open a 1” visible warp to the matching warp location
  from the position where the dysha is thrown.  This hole will remain for 3d6 seconds and can be
  used to wach the other location. MINIMUM ISHO: 2
  
  Levitate
  Ebba / Ebba   *** KEY DYSHA
  DESCRIPTION: On success the dyshic can negate gravity for a target equal to the mass (BODY)
  of the dyshic.  On a critical succes, twice the dyshic’s BODY can be raised. On a critical failure
  the STRENGTH of the dyshic is penalized by the number of the roll for 2d6 rounds. MINIMUM
  ISHO: 2
  Lightning Blast
  Desti/ Desti    *** KEY DYSHA
  DESCRIPTION: On success the dyshic delivers a 3’ bolt of destrutive energy, causing 3d6 of burn
  damage to the target.  MINIMUM ISHO: 2
  Night Eyes
  Launtra / Du
  DESCRIPTION: On success the dyshic can increase ability to see in darkness or deep shadow for
  2d6 minutes.  The isho may be trickled into the dyshic or a target. MINIMUM ISHO: 2
  Orb of Light
  Du / Du   *** KEY DYSHA
  DESCRIPTION: On success the dyshic creates a 1” sphere of light that will glow weakly for
  2d6 hours, clearly for 2d6 minutes or brilliantly for 2d6 seconds. MINIMUM ISHO: 2
  Penetration Bolt
  Desti/ Gobey 
  DESCRIPTION: On success 3d of burn damage are delivered through organic armor without
  damaging the armor. Does not work agaist metal or Earth-tec armor.  MINIMUM ISHO: 2
  Power Hold
  Du / Gobey
  DESCRIPTION: On success five bands of energy form around the target and hold them in the
  exact space in which they were siezed for five rounds.  At the end of each round the innermost
  band dissolves and is replaced by thenext. MINIMUM ISHO: 2
  Power Orb
  Ebba / Gobey
  DESCRIPTION: On success the dyshic delivers throws a 1-foot ball of solid power against a
  target delivering the equivalent of a kick from the dyshic. Should be rolled as a Hand-to-
  Hand attack.  On a critical failure, the received the same damage intended for the target.
  MINIMUM ISHO: 2
  Reflector
  Tra / Desti
  DESCRIPTION: On success the dyshic is able to redirect a thrown dysha back to the weaver or
  redirect it to a new target. MINIMUM ISHO: 2
  Scramble
  Shal / Ebba
  DESCRIPTION: On success the target is unable to think or communicate for 3d6 minutes.
  MINIMUM ISHO: 2
  Sear
  Du / Desti
  DESCRIPTION: On success the dyshic delivers 3d6 of burn damage to the target, counting as
  killing damage against living targets.  With a critical failure the dyshic receives 3d6 of burn
  damage. MINIMUM ISHO: 2
  Shield
  Gobey / Gobey    *** KEY DYSHA
  DESCRIPTION: On success the dyshic creates 3d6 of protection in one direction, good against
  physical and isho attacks.  If not knocked down, the Shield will dissolve in an euqal number of
  minutes. MINIMUM ISHO: 2
  Shield Implode 
  Tra / Gobey
  DESCRIPTION: On success the dyshic remoed 3d6 points of the protection created by Shield,
  Body Shield, Wall or other Gobey-based protective layer.  On a critical failure the dyshic
  adds 3d6 of strength to the target. MINIMUM ISHO: 2
  Shining
  Launtra/ Ebba 
  DESCRIPTION: On success the dyshic can cause any target to flare for 2d6 seconds, provided
  
  that target is within line of sight of the target.  The target maybe living or inanimate.  This
  may be resisted by an opposed weaving of Shining, Drain or an Unweave roll. MINIMUM
  ISHO: 2
  Spectral Stun 
  Shal / Du
  DESCRIPTION: On success the isho skills of the target are temporarily drained by the sholari
  (the sholari rolls 1d6 and deducts that value from the Isho Skill or Dysha attempted by the
  target) for 3d6 minutes. MINIMUM ISHO: 2
  Stiff
  Launtra / Desti
  DESCRIPTION: On success the target is levitated, all muscles conract (may break bones) for 3d6
  seonds. The sholari will roll 1d6 for damage very 3 seconds of the effect. MINIMUM ISHO: 2
  Suspension Orb 
  Ebba / Gobey
  DESCRIPTION: On success the dyshic can entrap a target and float it for 3d6 minutes.
  MINIMUM ISHO: 2
  HARD DYSHAS
  Hard Dyshas require at least a Competent success, but the sholari may change the required success,
  depending on the situation.  Minimum ISHO requirements work exactly the same as Minimum
  STRENGTH requirements for weapons.  For each level of ISHO above the minimum required, the effect
  can be increased by 1d up to twice the stated effect of the isho.
  Blind
  Launtra / Du  / Tra
  DESCRIPTION: On success the dyshic can remove the target’s ability to see for 3d6 minutes.
  May be opposed with Night Eyes or an unweaving of the dysha. MINIMUM ISHO: 2
  Bubble
  Gobey / Ebba / Tra
  DESCRIPTION: On success a protecive bubble equal to the armspan of the dyshic is created
  around the target, and the target is levitated for 3d6 minutes. On a critical success the dyshic
  can guide the direction of the bubble’s float.  NOTE: The contents of the bubble can be no mor
  emassive than 2X the dyshic’s STRENGTH. MINIMUM ISHO: 3
  Cast Energy
  Du / Desti / Shal
  DESCRIPTION: On success an orb, approximately 1’ across,s thrown at a target and, on contact,
  explodes with 3d6 killing damage.  Can be countered with a successful throwing of a Gobey
  protective dysha.  MINIMUM ISHO: 3
  Constrictor
  Gobey / Desti
  DESCRIPTION: On success a solid ring of Gobey fore is created around the target, up to the
  armspan of the dyshic throwing Constrictor.  This ring is razor thin and surrounds the target
  like the rings of Saturn, moving in to cut the target euqal to 3d6.  If the roll is greater than the
  Hits of the target, the target is cut through cleanly, seared and losing no blood. May be
  countered with Unweaving the Gobey or Desti in the dysha, Drain, or a Gobey protective dysha
  to protect the target. MINIMUM ISHO: 3
  Craze
  Desti / Shal / Tra
  DESCRIPTION: On success the target becomes disoriented, hysterical and violently dangers
  and will use any weapon, natural or manufactured, under the target’s control for 3d6 seconds.
  Attacks under the influence of craze are intended to be lethal and must not be withheld – the
  sholari rolls the attacks of a player character for those 3d6 seconds.  May be resisted with a
  Heroic roll against WILLPOWER or successful CALM ANIMAL dysha. PREREQUISITE:
  Dyshic must have learned ”Calm Animal” dysha. MINIMUM ISHO: 3
  Drain
  Tra / Launtra / Desti
  DESCRIPTION: On success the dyshic can draw 3d6 of Color from the target. The effect will
  
  last for the full cycle of the target’s Isho Restore period. On a critical failure, 3d6 of Color is
  drained from the dyshic for the dyshic’s Isho Restore period. MINIMUM ISHO: 3
  Faint
  Shal / Launtra / Tra
  DESCRIPTION: On success the dyshic causes the target to lose consciousness for 3d6 seconds,
  with –6 penalty to a Competent success on a WILL roll for the first 6 seconds, -3 penalty for each
  attempt thereafter for the duration of the effect. PREREQUISITE: Dyshic must have learned
  ”Brain Blast” dysha. MINIMUM ISHO: 3
  Fire Touch
  Desti / Shal / Tra
  DESCRIPTION: On success the dyshic deliveres 3d6 of burn damage where the target is
  touched.  On a critical failure the dyshic receives the same damage, but it may reduced by 1d6
  if a Competent success roll can be made against WILL, or 2d6 if the WILL roll has an Heroic
  success. PREREQUISITE: Dyshic must have learned ”Sear” dysha.  MINIMUM ISHO: 3
  Force
  Gobey / Ebba / Tra
  DESCRIPTION: On success roll STRENGTH and 3d6, or any applicable skill.  Dyshic can apply
  full Strength to a target within line of sight.  This can be a push or a punch.  On a critical
  failure, the dyshic loses 3d6 of Strength.  Strength is restored at the full value of Strength per
  round until a minimum value of 1 is restored.  (See Example) PREREQUISITE: Dyshic must have
  learned ”Shield” or “Body Shield” dysha. MINIMUM ISHO: 3
  Glow
  Du / Desti / Launtra
  DESCRIPTION: On success roll 2d6.  A target can be made to glow weekly for 2d6 days, strongly
  for 2d6 hours or brilliantly (like a flare) for 2d6 seconds, as the dyshic chooses.
  PREREQUISITE: Dyshic must have learned ”Orb of Light” dysha.  MINIMUM ISHO: 3
  Ping
  Gobey / Ebba
  DESCRIPTION: On success roll 2d6.  The dyshic creates a 1” ball of force to direct against a
  target for 2d6 of damage. MINIMUM ISHO: 3
  Shield Shatter 
  Gobey / Desti/ Tra
  DESCRIPTION: On success roll 3d6.  The dyshic takes away 3d6 points of a shield established
  by another dyshic.  Add 1d6 for each level of success  above the target. MINIMUM ISHO: 3
  Spinner
  Ebba / Desti
  DESCRIPTION: On success the target is levitated, all muscles conract (may break bones) and
  thenspun on the vertical axis for 3d6 seonds. The sholari will roll 1d6 for damage very 3 seconds
  of the effect. When the target touches ground the character takes 2d6 penalty on physical
  actions for an equal number of seconds. MINIMUM ISHO: 3
  Summon
  Shal / Tra / Launtra
  DESCRIPTION: On success the living target is drawn to the dyshic.  May be resisted with a roll
  against WILL with 3d6, or an applicable skill. MINIMUM ISHO: 3
  Wall
  Gobey / Ebba
  DESCRIPTION: On success roll 2d6. A Shield can be put in place in a openeing and will hold for
  2d6 hours. PREREQUISITE: Dyshic must have learned ”Shield” dysha. MINIMUM ISHO: 3
  VERY HARD DYSHAS
  Very Hard Dyshas require at least a Heroic success, but the sholari may change the required success,
  depending on the situation.
  Bell
  Eb / Launtra/ Tra / Shal
  DESCRIPTION: On success  roll 3d6.  The dyshic can assign 3d6 words to a small green ball of
  light and send it up to 3d6 kilometers. The green ball will hover when it reaches its destination
  
  and, if touched, will pop, speaking the words assigned by the dyshic. Bell can be combined
  with Seek to deliver a message to a specific individual. MINIMUM ISHO: 4
  Create Warp
  Tra
  DESCRIPTION: On success roll 3d6.  The dyshic opens a warp to the mated location to the spot
  where the warp was opened.  The warp will remain open for 3d6 seconds before collapsing.
  MINIMUM ISHO: 4
  Flingers
  Gobey / Du / Ebba
  DESCRIPTION: On success roll 2d6.  The dyshic creates five 1” balls of force to direct against a
  target for 1d6 of impact damage each.  Each of the five can be physically thrown, one at a time.
  PREREQUISITE: Dyshic must have learned ”Ping” dysha. MINIMUM ISHO: 4
  Identify
  Launtra / Shal / Tra
  DESCRIPTION: On success the dyshic can identify an individual target as to race, occupation
  and isho abilities. MINIMUM ISHO: 4
  Push/Pull
  Gobey / Ebba / Tra
  DESCRIPTION: On success roll 3d6.  Dyshic delivers 3d6 of non-lethal force to a living target
  within line of sight and knocks that target away from or toward the dyshic.  This should be
  treated as feat of strength and can be resisted with a roll on the target’s Strength with 3d6.  A
  critical failure will sap 3d6 Strength from the dyshic and will be used to incapacitate the
  dyshic until Strength is restored.  Strength is restored at the full value of Strength per round
  until a minimum Strength of 1 is reached – full Strength is restored on the following round.  (See
  Example). MINIMUM ISHO: 4
  Quantum
  Du / Desti / Tra
  DESCRIPTION: On success roll 3d6.  The dyshic throws 3d6 killing damage to a target within
  line of sight. Add 1d6 damage for each level of success over the target. On a critical failure 3d6
  is delivered within 1 hex in any direction of the dyshic, causing full 3d6 damage to the dyshic
  and 1d6 damage to any character in an adjascent hex. MINIMUM ISHO: 4
  Rummage
  Tra / Shal
  DESCRIPTION: On success roll 3d6.  The dyshic may pick up 3d6 sequential images or words of
  information from the mind of a target. On a critical failure the dyshic conveys 3d6 words of
  useful information to the target. MINIMUM ISHO: 4
  Seek
  Shal / Ebba / Tra
  DESCRIPTION: On success a ball of isho will locate a specific individual within 3d6
  kilometers and report the direction and distance from the dyshic.  Add 1d6 kilometers for every
  level of success over the target.  May be bundled with other dyshas to assign a dysha to a
  specific individual. MINIMUM ISHO: 4
  Spider Grip
  Launtra/ Ebba / Gobey
  DESCRIPTION: On success roll 3d6. The target is at a +8 to climb or hold onto a vertical surface.
  With a success one or more level above the target, the target can cling to or move across the
  underside of a horizontal surface for 3d6 rounds. MINIMUM ISHO: 4
  Tingler
  Launtra/ Shal / Tra
  DESCRIPTION: On success a rolle 3d6. A living target’s nerves are stimulated to the point of
  distraction with an itch or tickle that can only be resisted with a Heroic roll against
  Constitution or an appropriate skill. The effect lasts for 3d6 rounds. MINIMUM ISHO: 4
  Tumble
  Gobey / Ebba / Tra
  DESCRIPTION: On success the target, including the dyshic, can float for 3d6 meters, taking no damage
  if falling within the range.  Damage is halfed for the 3d6 meters beyond the initial distance. For every level
  of success  above the target, increase distance by 1d6 meters. If the target is moving at the type the dysha is
  thrown, the ovement continues but in a slow, gentle motion. Something under the effect of Tumble can be
  
  pushed physically and will continue in the direction in which it was pushed.  The effect lasts 2d6 minutes.
  MINIMUM ISHO: 4
  Warp Stabilize
  Tra
  DESCRIPTION: On success can prevent the collapse of a closing warp for 2d6 seconds.  A critical
  failure immediately closes the warp. For every level of success above the target, sustain for 2d6
  additional seconds. MINIMUM ISHO: 4
  Wrap
  Du / Shal / Tra
  DESCRIPTION: On success roll 3d6.  Dyshic provides 3d6 rounds  of invisibility for the dyshics
  target, including casting Wrap on one’s self.  For each level of succes above the target, allow 1d6
  of additional time.  May be dispelled by the will of the dyshic. MINIMUM ISHO: 4
  EXAMPLE – CRITICAL FAILURE ON STRENGTH
  Morda is a butch little muadra fighter and her STRENGTH is a respectable 5.  She attempts the
  “Force” dysha and rolls 1-1-1, a critical falure.  Her sholari rolls 3d6 with a result of 6-4-4 for a total of
  16.  14 is deducted from her strength of 5, giving her a –9. 
  In the next round she has a STRENGTH of –9 (giving her 0 on any roll involving STRENGTH). She will
  fall to the ground because she is unable to support the weight of her own body.  If she attempts to use a
  weapon from her position on the ground, Morda takes the appropriate penalties for use of any weapon
  requiring a minimum STRENGTH. The 0 for STRENGTH is in addition to her usual racial penalty on
  Strength rolls. 
  If LUCK were used, it would be added to the negative value, not to Zero.
  At the end of that round her full strength is added, giving her an effective Strength of 1. Her penalities
  for weapons use will only take the penalties for a Strength of 1.  She could stand up, if she rolls well.
  At the end of the second round her full STRENGTH is applied again, and if she survived the two rounds
  of STRENGTH deficit resulting from her critical failure, Morda will again have full Strength for her
  actions.
  Morda will probably reconsider the use of Force in the future.
  
  SKILLS
  Combined Skyrealms of Jorune™ and Fuzion™
  Acrobatics
  DEX
  Acting
  PRE
  Animal Handling
  PRE
  Arithmetic
  INT
  Armorer
  TEC
  Astronomy
  INT
  Athletics
  DEX
  Bargain
  PRE
  Biology
  INT
  Bio-Tec (Adv.)
  INT
  Bio-Tec (Basic)
  INT
  Bite
   DEX
  Blacksmith
  INT
  Bochigon
  TEC
  Boyer
  TEC
  Bribery
  PRE
  Bureaucratics
  PRE
  Business
  INT
  Caji Etiquette
  PRE
  Carpentry
  TEC
  Carving
  DEX
  Climb
  DEX
  Conceal Object
  Conceal
  Conceal Self
  Conceal
  Conceal
  INT
  Concentration
  WIL
  Condrij Etiquette
  PRE
  Conspiracy
  INT
  Contacts
  PRE
  Contortionist
  DEX
  Conversation
  PRE
  Cooking
  INT
  Creature Care
  TEC
  Criminology
  TEC
  Crowd Maneuver
  DEX
  Cryptography
  INT
  Crystal Cutting
  TEC
  Current Events
  INT
  Dancing
  DEX
  Deduction
  INT
  Defend w/o WeaponEvade
  Defend w/Shield
  Shield
  Disguise
  TEC
  Drawing
  WIL
  Drinking
  CON
  Driving
  REF
  Earth-Tec (Adv.)
  INT
  Earth-Tec (Basic)
  TEC
  Education
  INT
  Electronics
  TEC
  Endurance
  n/a
  Entangle
  DEX
  Espionage
  INT
  Evade
  DEX
  Expert (Specific)
  INT
  Farming
  INT
  Fast Talk
  TEC
  Fauna Recognition
  INT
  Feat of Strength
  STR
  Fishing
  TEC
  Fist
  Hand to Hand
  Fletcher
  TEC
  Flora Recognition
  INT
  Foraging
  TEC
  Forgery
  TEC
  Gambling 
  TEC
  Gaming
  WIL
  Geography (Adv.)
  INT
  Geography (Basic)
  INT
  Geology (Adv.)
  INT
  Geology (Basic)
  INT
  Getting Around
  INT
  Local Expert
  INT
  Hand to Hand
  REF
  Hide in City
  Conceal
  Hiding
  Conceal
  History (Adv.)
  INT
  History (Basic)
  INT
  Horse
  PRE
  Information Search INT
  Interaction (Specific)PRE
  Interrogation 
  PRE
  Isho Weather
  TEC
  Juggling
  DEX
  Jump
  DEX
  Kick
  Hand to Hand
  Language (Spec.) 
  INT
  Languages
  INT
  Leadership
  PRE
  Leap
  Derived
  Learsis
  TEC
  Limilate Find 
  INT
  Limilate Prepare
  TEC
  Lip Reading
  INT
  Literature
  INT
  Local Expert
  INT
  Lockpicking
  TEC
  Lore
  INT
  Lothern
  DEX
  Mathematics
  INT
  Mechanics
  TEC
  Medicine
  INT
  Melee Weapons
  REF
  Metalurgy
  INT
  Military Etiquette
  INT
  Mimicry 
  PRE
  Navigation
  INT
  Oratory
  PRE
  Painting
  WIL
  Paramedic
  TEC
  Perception
  INT
  Performance
  PRE
  Persuasion
  PRE
  Philosophy
  INT
  Physics
  INT
  Pibber
   TEC
  Pick Locks
  DEX
  Pick Pockets
  DEX
  Pilot
  DEX
  Play Instrument
  WIL
  Prestidigitating
  DEX
  Prof. Skill (Specific) INT
  Research
  INT
  Resist
  Willpower
  Riding
  DEX
  Run
  Derived
  Sailing
  TEC
  Science
  INT
  Sculpting
  DEX
  Searching **
  WIL
  Security Systems
  TEC
  Seduction
  PRE
  Set Traps
  TEC
  Set Up Camp
  TEC
  Shadowing 
  INT
  Shantha Etiquette
  PRE
  Shield
  STR
  Shipwright
  TEC
  Silent Movement
  DEX
  Singing 
  WIL
  Singing
  PRE
  Sleight Of Hand
  REF
  Sprint
  Derived
  Stealth
  DEX
  Story Telling
  PRE
  Streetwise
  PRE
  Surveillance
  INT
  Survival
  INT
  Swim
  Derived
  Swordsmith
  TEC
  Systems Ops
  TEC
  Tackle
  DEX
  Tactics
  INT
  Tailing
  WIL
  Talmaron
  TEC
  Tanner
  TEC
  Tarro
  PRE
  Teaching
  PRE
  Teaching
  PRE
  Thombo
   DEX
  Thriddle Madness 
  TEC
  Throw (Balanced)
  STR
  Throw (Unbal.)
  DEX
  Tracking
  INT
  Trading
  PRE
  Traveler
  INT
  Underground Info
  PRE
  Ventriloquist
  PRE
  Wainwright
  TEC
  Wardrobe &/Style PRE
  Weaponsmith
  TEC
  Weather
  INT
  Weaver
  TEC
  Whistling
  PRE
  Wilderness Travel
  TEC
  Writing (Author)
  PRE
  ISHO SKILLS
  Dyshas
  ISH
  Kern
  ISH
  Race Signature
  ISH
  False Signature
  ISH
  Mask Signature
  ISH
  Estimate Isho
  ISH
  Tra Sense
  ISH
  Warp Stabilization ISH
  Crystal Manipulation ISH
  LANGUAGES 
  Acubon
  INT
  Abahth (Blount)
  INT
  Boru (Bronth) *
  INT
  Cleash 
  INT
  Corastin
  INT
  Croid
  INT
  Chaun-Tse (Crugar)
  INT
  Entren (Human)
  INT
  Rorch-ko (Ramian) INT
  Salu (Entren)
  INT
  Scarmis –
       Gee’bo’ko’ushic 
  INT
  Shantha
  INT
  Thivin
  INT
  Hotha (Tologra)
  INT
  Triddis (Thriddle)
  INT
  Troffa (Trarch)
  INT
  Thowtis (Woffen)*
  INT
  * Understood by each other,
  foreign language at INT+2
  Base.  May be bought up
  with Opportunity Points.
  A WORD ABOUT
  INTERACTIONS
  If you learn the language
  of another race, you gain
  a bonus when interacting
  with that race, except in
  special 
  situations 
  as
  dictated by the Sholari.
  This bonus is +1 for every
  2 levels of Skill in that
  language.
  
  ARMOR
  Armor absorbs damage.  There is no activation roll, there is a numerical value which is deducted from
  the damage taken in a combat round.  The basic Value is deducted during combat.  The Ablative value is
  the amount of damage the Armor can take before it fails.  Armor must be repaired to avoide failure.
  Deduct one the full amount of damage absorbed in a round of combat from the ablative total. 
  Type
  Value
  Ablative
  Per Round
  Leather And Fabric
  Light Cloth
  1
  6
  Heavy Cloth
  2
  10
  Light Leather
  3
  45
  Heavy Leather
  5
  75
  Boiled Leather
  7
  90
  Studdeded/
      Boiled Leather
  8
  110
  Grunder
  8
  140
  Metal
  Ring Mail
  10
  120
  Helmet 
  8
  100
  Metal Plate
  12
  140
  Metal Scale
  14
  160
  Type
  Value
  Ablative
  Per Round
  CRYSTAL
  (Protection from Isho only)
  Crystal Net
  5
  80
  Crystal Scale
  10
  150
  COMBINATION
  Leather and Crystal Net can be
  combined. 
   
  Leather 
  defends
  against physical attack 
  only.
  Crystal defends from Isho attacks
  only.
  Type
  Value
  Ablative
  Per Round
  SHIELD
  Buckler
  5
  80
  Standard Shield
  8
  120
  Bracers (forearm, thigh or calf) *
  Leather
  3
  40
  Grunder
  6
  70
  Metal
  10
  100
  * may be added with no more than
  one layer over other armor.
  EARTH-TEC
  D.A.: Deflector*
  20
  300
  E-REP:
     Energy* Reflector
  20
  400
  MAS: 
     Mobile Active Suit 35
  700
  
  WEAPONS
  BLADED WEAPONS Damage
  Range
  Min. STR
  Note
  Knife
  1d
  STR * 15m
  1
  Dagger
  1d+1
  STR * 10m
  2
  Thikes
  1d+1
  3
  Roll Hand to Hand (fist) to hit
  Medium Sword
  2d
  STR * 2m
  4
  Large Sword
  3d
  STR * 1m
  4
  2-hand Sword
  4d
  STR * .5m
  5
  May be used one-handed by STR 6
  HANDLED WEAPONS Damage
  Range
  Min. STR
  Note
  Axe
  2d
  STR * 3m
  3
  A thong on the handle will allow
  Battleaxe 
  6d
  STR * 2m
  5
  a handled weapon to be thrown
  Club 
  2d
  STR * 1m
  2
  and retrieved.  1 Action to pull
  Mace
  5d
  STR * 2m
  3
  back, 1 Action to get a grip.
  Morning-star
  3d
  STR * 2m
  4
  Quarterstaff
  3d
  STR * 1m
  3
  Whip
  1d
  n /a
  2
  3 actions to retrieve and grip
  RANGE WEAPONS 
  Damage
  Range
  Min. STR
  Note
  Atlatl
  1d+3
  STR * 15m
  2
  Rate of Fire - 1; Reload - 1: Ammo – 1:
  Bola
  1d+2
  STR * 10m
  2
  Rate of Fire - 1; Reload - 1: Ammo – 1:
  Bow (As Bludgeon)
  1d+1
  2
  Rate of Fire - 1; Reload - 1: Ammo – 1:
  Long Bow(As Bludgeon)
  1d+3
  3
  Rate of Fire - 1; Reload - 1: Ammo – 1:
  Arrow (Sheaf)
  3d
  STR * 200m
  Arrow (Flight)
  5d
  STR * 200m
  Crossbow (As Bludgeon) 
  2d
  3
  Rate of Fire - 1; Reload – 2: Ammo – 1:
  Stone Tip Bolt
  5d
  STR * 200m
  Ramian and Cleash favored range weapon
  Metal Tip Bolt
  8d
  STR * 200m
  Pistol, Crystal
  1d-1
  30m
  2
  Rifle, Crystal
  1d+1
  50m
  3
  Crystal Shot
  3d
  n/a
  Rate of Fire - 1; Reload - 1: Ammo – 2
  Rocks (GM Determined)
  Small (tennis ball)
  1d
  STR * 20m
  2
  Medium (softball)
  3d
  STR * 20m
  3
  Large (Volleyball)
  5d
  STR * 5m
  4
  Huge (Laundry Basket)
  7d
  STR * 3m
  5
  Sling Shot
  2d
  STR * 25m
  2
  Rate of Fire - 1; Reload - 1: Ammo – 1:
  *Removed ranges from missile weapons used as bludgeons.
  (NOTE: Rules for black powder weapons on Jorune are being developed.)
  EARTH-TEC WEAPONS Damage
  Range
  Min STR
  Note
  Earth-Tec weapons require energy cells to operate and appropriate ammunition.
  Laser Pistol
  2d
  400m
  n/a
  Rate of Fire - 1; Reload – 1: Ammo – 20
  Laser Rifle
  4d
  400m
  n/a
  Rate of Fire - 1; Reload – 1: Ammo – 40
  Laser Turret (fixed)
  6d
  700m
  n/a
  Rate of Fire - 1; Reload – 1: Ammo – 40
  Sonic Ram Pistol
  3d
  200m
  n/a
  Rate of Fire - 1; Reload – 1: Ammo – 15
  Sonic Ram Rifle
  6d
  200m
  n/a
  Rate of Fire - 1; Reload – 1: Ammo – 30
  Sonic Ram Turret (fixed)
  9d
  400m
  n/a
  Rate of Fire - 1; Reload – 1: Ammo – 30
  Slab Ammo Pistol
  4d
  250m
  n/a
  Rate of Fire - 1; Reload – 1: Ammo – 30
  Slab Ammo Rifle
  7d
  250m
  n/a
  Rate of Fire - 1; Reload – 1: Ammo – 60:
  Slab Ammo Turret (fixed)
  12d
  900m
  n/a
  Rate of Fire - 1; Reload – 1: Ammo – 60:
   
  Rate of fire is shots per round, Reload indicates the number of actions to reload, Ammo is how many shots are
  loading in one Reload action.
  
  JORUNE FUZION CAREER PACKAGES
  Sources: Page Numbers indicate 3rd Edition, Skyrealms of Jorune from Chessex. Primary References
  Skyrealms of Jorune, Third Edition (Chessex)
  Sholari Companion, Third Edition Supplement (Chessex)
  Sholari Fanzine (Talewind Productions)
  S1 = Sholari #1     S2 = Sholari #2    S3 = Sholari #3
  CAREER PACKAGE COSTS
  Package  
  OP
  ACOLYTE
  15
  ADVENTURER
  15
  ARCHIVIST
  15
  ARDAN
  15
  BEASTER
  .22
  BOUNTY HUNTER
  22
  BOUNTY HUNTER
  18
  CAJI (Muadra Only)
  15
  CARAVANEER 
  22
  CHATTEL
  13
  CONDRIJ
  15
  DAIJIC
  15
  DIYORDA
  15
  DYTE PUNK (Muadra Only)
  15
  ENTRIS
  15
  FARMER
  15
  GITHERIN 
  11
  GUIDE
  15
  HUNTER
  15
  ISCIN (Classical)
  22
  ISCIN (Outdoor)
  22
  JER
  22
  LEARSIS
  10
  MERCHANT
  13
  MILITARY.
  25
  NOMAD 
  13
  QUERRID
  13
  SAILOR
  10
  SERVANT
  13
  SHAST
  13
  SHERJA
  13
  SLASH
  13
  THOMBOC
  13
  TOTH (city)
  8
  TOTH (country)
  8
  TRIM
  13
  VETERAN (Ex-Militia) *
  10
  YIORDEH
  13
  YORD
  13
  * Must have previous military career.
  OCCUPATIONS PACKAGES
  Occupational packages are presented as a
  fast generation tool and can be very useful to
  new players to the game and the world.  You
  can create a whole new occupation and may
  define a skill that does not show up on the skill
  list (with you Sholari’s permission).
  Packagers are purchased with OP and give more
  points than the OP spent.  You may not make
  substitutions.  You may buy ore than one package.
  If you already have points in a given skill
  (including weapons), add your Occupational skill
  level.
  SUGGESTION: Plan on spending an equal number
  point to raise the skills given as part of a package.
  ** A SPECIAL NOTE ON LANGUAGES,
  ETIQUETTES AND INTERACTIONS
  When you learn the Language, Etiquette or have a
  bonus to Interactions 
  with 
  another race, this
  translates as a +1 on your roll for every 2 levels of
  Language, Etiquette or other Interaction bonus, when
  dealing with that race.
  It is possible to have the Etiquette without the
  Language, the Language without the Etiquette or the
  bonus without Language or Etiquette as a result of
  your race or occupation.
  For Example:  A Querrid who speaks Troffa at level
  3 gets a +2 when dealing with Trarch.  If they had
  Trarch Etiquette at 2, they would get a +1, for a total
  of +3 on their roll.
  It is possible to have up to +9 if you have the
  Language, Etiquette and an Interaction Bonus.
  ACOLYTE                
  15 OP
   S1
  Follower of ca-du shantha.  These people have more
  access to Jorune history than any other occupation,
  including querrid.  They 
  must 
  perform 
  ebidu
  successfully once each day to maintain their bonuses
  for advantage and injury. Acolytes take -2 to INT, but
  gain a +2 to REF and Natural Armor of 2.
  Add 2d6 to Color
  Ebidu 
  2
  Fauna Recognition 
  3
  Flora Recognition 
  3
  Geology - (adv.)
  1
  Geology - (basic)
  3
  Language (shanthic)
  1
  Lore (Jorune)
  1
  Lore (shanthic)
  1
  Sword 
  2
  ADVENTURER
  15 OP
  S3
  The Adventurer is a character that is very rare on
  
  Jorune, although one might expect the type to be more
  common.  Jorune is a highly dangerous world, one that
  is hostile to man in many ways.  These brave men,
  women, and members of other races have chosen to
  wander the world seeking their fortunes, and have the
  skills that are necessary to survive in the great
  outdoors.  By their very nature, they are taciturn, have
  a strong sense of self, and are well-respected among the
  toth and tauther of society.  In the eyes of drenn and
  kesht, the Adventurer is a rogue and a hero (sometimes
  a villain), but can be useful for jobs that normal
  Condrij cannot be hired for.
  One weapon 
   2
  Two weapons 
  1
  2 other Languages 
  2
  Foraging
  1
  Hunting/Fishing 
  1
  Wilderness Travel 
  2
  First Aid 
  1
  Choose 2
  Conceal Self
  1
  Cooking 
  1
  Silent Movement 
  1
  Set Traps 
  1
  Tracking
  1
  Set Up Camp 
  1
  Choose 2
  Bargain 
  1
  Bribe 
  1
  Fast Talk 
  1
  Hiding
  1
  Contacts
  1
  Bureaucracy 
  1
  Geography 
  1
  Weather 
  1
  Choose 1, roll 1d6 6 = Choose another
  Animal Handling 
  1
  Flora Recog 
  1
  Fauna Recog 
  1
  History (Practical
  1
  Etiquette skill 
  1
  ARCHIVIST              
  15 OP
   S1
  This is a librarian or museum clerk.  The sedentary
  lifestyle takes its toll: -2 to constitution, -2 to strength,
  and a -2 to Advantage/Combat Order.
  Bargain 
  2
  Geography -(adv.)
  2
  Geography - (basic)
  2
  Getting around (local)
  1
  Information search
  3
  Knife 
  2
  Lore (Burdoth)
  2
  Lore (Jorune)
  2
  Lore (shanthic)
  2
  Underground info 
  2
  ARDAN                 
  15 OP
   S1
  This is the Jorune equivalent of a reporter and public
  crier.  While flatbed press technology is available to
  higher cultures (the thriddle, Burdoth, Jasp and
  perhaps Heridoth and Thantier), most common folk get
  their news from these criers who trade information,
  then make their rounds to call out the latest news (or
  gossip and collect the bits and yules of passersby who
  think the information is worth the money.  These folks
  don't have an easy life and spend a lot of time tracking
  down stories.  (if Jorune doesn't have libel laws, there
  are assassins if you offend the wrong people!)
  Bargain 
  2
  Fauna recognition 
  2
  History (local)
  3
  History (world)
  1
  Information search
  3
  Knife  
  2
  Literature
  1
  Oration 
  1
  Storytelling 
  1
  Underground info
  3
  Writing 
  1
  BEASTER         
  22 OP
   Page 13
  A wild game hunter, specializing in hunting down
  creatures for pest eradication, "big game hunt"
  expeditions, trophies or scientific specimens.
  Conceal self
  2
  Creature care 
  3
  Fauna recognition 
  3
  First aid 
  3
  Sword 
  2
  Thombo            
  2
  Tracking
  3
  Wilderness travel 
  2
  Choose three
  Bochigon          
  2
  Horse             
  3
  Lothern
  2
  Talmaron          
  3
  Tarro             
  3
  Choose two and roll 1d.  6 = choose another.
  Bargain 
  1
  First aid 
  1
  Flora recognition 
  1
  Gaming
  2
  Weather 
  1
  BOUNTY HUNTER (A)         22 OP
   S3
  The criminal element is not all that common on Jorune,
  given the nature of  the planet and the manner in which
  humans are distributed on its surface.  There are those
  individuals on Jorune who are willing to hunt all
  manner of prey, both four-, six-, and two-legged for
  profit and wealth.  The bounty hunter is the being who
  hunts down human, non-human, or even animal prey
  for the sake of money, since someone is willing to pay
  for the effort.  The prey does not have to be delivered
  alive, but is usually worth more in this state (unless
  the contractor has specifically stated that the target is
  to be brought back dead).  Bounty hunters are
  considered almost criminal in some places on Jorune,
  and some of them are woffen, crugar, bronth or ramian.
  Bounty hunters tend to be suspicious, have a rather
  cruel streak, and are fond of the thrill of the hunt.
  1 weapon 
  3
  1 weapon 
  2
  Bargain
  2
  Bribe
  3
  Bureaucracy
  3
  Conceal Self 
  2
  False Signature
  1
  
  First Aid
  1
  Geography (Basic)
  1
  Getting around (one area)
  2
  Set Traps
  2
  Silent Movement
  2
  Tailing
  2
  Tailing
  2
  Tracking 
  2
  Wilderness Travel 
  1
  BOUNTY HUNTER (B)
  18 OP
  S1
  Jorune has a problem with pests: beagre, scragger and
  people who take anti-Presenceactions.  Bounty hunters
  may earn a meager living by turning in the bodies of
  dead vermin to the kimmit or they may track down an
  individual or object for a reward.
  1 weapon
  3
  2 weapons 
  2
  Bargain 
  3
  Bribe 
  1
  Bureaucracy 
  3
  First aid 
  2
  Getting around (one area)
  3
  Set traps 
  2
  Tailing 
  3
  Tracking
  3
  Wilderness travel 
  3
  CAJI (Muadra Only)
   15 OP
   Page 57
  A student of isho and dyshas.  A caji has no income in
  and of itself - and income producing occupation is also
  required, unless the caji is independently wealthy.
  2 Dyshas (Your Choice)
  3
  4 Dyshas (Your Choice)
  2
  Caji Etiquette 
  3
  +2d to Color
  Choose one and roll 1d.  6 = Choose another.
  1 Weapon (Your Choice)
  2
  Astronomy (Moons)
  2
  Bureaucracy
  2
  Isho Weather 
  2
  CARAVANEER      
  22 OP
  New for JF
  A society of traders covering one of many trails across
  the face of Jorune.  Along the way the pick up skills,
  languages and customs that server them well.  As part
  of your background you may want to explain what
  goods your caravan carried.  If you grew up in a
  caravan family you should take one of the skills at the
  same level.
  2 other Languages
  2
  Animal Handling
  3
  Bargain
  2
  Conceal
  2
  Fast Talk
  2
  Fauna or Flora Recognition
  2
  First Aid
  2
  Fishing
  1
  Foraging
  1
  Hunting
  2
  Play Inst. or Storytelling
  1
  Set Up Camp
  2
  Sword or Polearm
  2
  Tracking
  2
  Weather
  1
  Choose one and roll 1d.  6 = Choose another.
  Weaponsmith
  2
  Creature Care
  2
  2 Animal Skills
  1
  Traveler
  2
  Cooking
  2
  CHATTEL
  13 OP
   S1
  Chattel have signed their lives away for a set period of
  time.  They are, in effect, slaves.  By surrendering their
  free choice and submitting to a master under a written
  contract, they receive food, shelter, clothing, medical
  care and some instruction in exchange for their labors.
  Chattel contracts are usually one, three, five or seven
  year agreements with a cash payment at the end of the
  term of service.  Some chattel then become hired
  servants and live apart from their employer.  In
  nations that do not permit slavery, they are seen as
  contract employees.  Being a slave, however, the
  occupation causes -2 Willpower, but gives a +2
  Perception.
  1 Etiquette
  2
  1 Household Skill
  2
  Bureaucracy
  2
  Conceal 
  2
  Cooking 
  1
  Getting around (local area)
  2
  Information Search 
  2
  Lore (family)
  1
  Stealth
  1
  Tailing
  1
  Choose one and roll 1d.  6 = Choose another.
  1 Artistic Skill
  2
  Bargain
  2
  Limilate Prepare
  2
  Teaching
  2
  CONDRIJ         
  15 OP
    Page 59
  2 Weapons
  2
  2 Weapons
  3
  All athletic skills at +1
  Conceal 
  2
  Evade
  +2
  First Aid
  3
  Hand to Hand
  3
  Military Etiquette 
  2
  Search 
  2
  Choose one and roll 1d.  6 = Choose another.
  Bargain 
  2
  Drinking
  2
  Gaming
  2
  Pistol (Black Power)
  2
  Sailing 
  2
  Corastin Interaction at 
  3
  DAIJIC
  15 OP
   S1
  Human fear of the muadra has led to two types of
  "isho-police" - true daijic (who eat the flesh of the daij
  fish to eneable them to see isho), and crystal daijic
  
  (who use powered crystals to detect the flow of isho
  from spent dyshas.  In recent years boccord, woffen
  and boccord have become daijic for cities outside the
  borders of Burdoth.  Ardoth permits only human daijic.
  Cities in the Sobayid and Gauss Valley allow muadra
  daijic, but they are considered traitors by many
  members of the muadra community.  Training gives
  daijic +2 to Perception.
  1 Weapon
  2
  1 Weapon
  3
  Bureacracy 
  2
  Contacts 
  3
  Crystal Reading 
  2
  Geography (Local)
  2
  Getting Around 
  2
  History (Local)
  2
  Lore (Caji)
  2
  DIYORDA 
  15 OP
    S1
  While criminals of any kind are rare on Jorune, this
  does not mean to say that such do not exist.  The
  Diyorda (or criminalis one who has been caught in the
  act of committing crimes, and has been sentenced to
  imprisonment in a herris or the like.  Unlike Githerin,
  the Diyorda do not have any form of guild, and once
  released from herris after serving their sentence, these
  men, women, and other beings are allowed to at tempt
  to reclaim their lives on Jorune.  They tend to be a bit
  bitter about their lives, and have a strong sense of
  Òwhat's mine is mine, and you had better not try to
  take it!Ó  Most Diyorda learn a trade while they are
  imprisoned in herris, and will never be permitted the
  use of Earth-tec and the like for the rest of their lives.
  It will cost these characters an extra 15 Points to
  achieve Drenn status, and an additional 10 Points to
  achieve the rank of Kesht.
  1 Related Knowledge skill 
  3
  1 Weapon
  3
  2 Related Knowledge skills
  2
  2 Weapons
  2
  Fast Talk
  2
  Search
  2
  Choose four and roll 1d.  6 = Choose another.
  Conceal 
  2
  Pick locks 
  2
  Pick pockets 
  2
  Tailing
  2
  Underground Info 
  2
  DYTE PUNK (Muadra Only
  15 OP
  Page 55
  By going with low dyshas, the Dyte Punk restricts
  him/herself to a few dyshas and the general dangers of
  a life in the underworld.  Restricted to Gobey, Desti,
  and Du  Lih-als.
  +3d to Color
  2 other Languages
  1
  Conceal
  3
  Frost Bolt 
  2
  Knife
  2
  Lightning Blast
  3
  Lore (maudra)
  2
  Underground  Info.
  2
  No other dysha skill above Rank 3
  Choose two and roll 1d.  6 = Choose another.
  Body Shield
  2
  Caji Etiquette 
  2
  Current Events 
  2
  Fast Talk
  2
  Getting Around 
  2
  Sear
  2
  Wall
  2
  ENTRIS
  15 OP
   Page 59
  1 Language 
  3
  2 Languages 
  2
  3 Languages 
  1
  Entren 
  2
  Triddis
  1
   
  Formal Writing 
  2
  Choose two and roll 1d.  6 = Choose another.
  Bureaucracy
  2
  Contacts 
  2
  Current Events 
  2
  Geography (Basic/Adv.)
  2/1
  History (Local/World)
  2/1
  Information Search 
  3
  Oration
  1
  FARMER 
  15 OP
     S1
  The Farmer is the being on Jorune who would seem to
  be the least important, but has the most important task
  on the planet.  These are the men and women who grow
  the crops on Jorune, who harvest animals for meat and
  food, and who cultivate the durlig and gerrig and
  coditch that is the staple of the diet for many people.
  Simple in taste and manner, the Farmer is well-
  respected in some parts of Jorune, and earns nothing
  more than disdain in others.
  Farming 
  3
  Weather 
  2
  First Aid 
  2
  Current Events
  2
  Flora Recognition 
  3
  Fauna Recognition 
  3
  Foraging
  1
  Choose three and roll 1d.  6 = Choose another.
  Conceal 
  1
  Cooking 
  1
  Foraging
  1
  Wilderness Travel 
  1
  Set Traps 
  1
  Tracking
  1
  Set Up Camp 
  1
  Choose two and roll 1d.  6 = Choose another.
  Bochigon
  2
  Horses
  2
  Tarro 
  2
  Pibber
  2
  Thombo
  2
  Lore (Local)
  2
  Bargain 
  2
  Fast Talk
  2
  GITHERIN         
  11 OP
    Page 64
  A thief.  Determine if your githerin is a contract
  member of the Githerin Klade ("retrievers" or a rogue
  githerin working outside the structures of contract and
  
  klade protection.
  1 Weapon
  3
  1 Weapon
  2
  Bribe  
  3
  Conceal
  3
  Current Events
  1
  Getting Around
  2
  Knife 
  2
  Search
  3
  Underground Info.
  1
  All athletic skills at +2
  Choose two and roll 1d.  6 = Choose another.
  Contacts
  3
  Earth-tec (Basic
  3
  Information Search
  3
  Pick Locks
  1
  Pick Pockets
  1
  Search
  3
  Tailing 
  3
  GUIDE
  15 OP
  S1
  Guides have become 1 with a particular area - city,
  jungle or desert - and hire out to show travellers their
  way. 
  1 Weapon
  2
  Bargain 
  3
  Bribe 
  2
  Bureacracy
  1
  Fast Talk 
  2
  Fauna Recognition 
  1
  Flora Recognition 
  1
  Geography (Local)
  2
  Getting Around (Local)
  3
  History (Local)
  2
  History (World)
  1
  HUNTER
  15 OP
    S3
  Unlike the Bounty Hunter, the Hunter is that man or
  woman who enjoys the    hunting of animals and meat
  for food and is known to be a good guide in the wilder
  lands of Jorune or for providing the forage that most
  villages and towns require for their survival. The
  Hunter is one with nature, and has a better grasp of
  the world of Jorune than most, having a respect for
  nature, a protective sense about the wilderness around
  them, and a willingness to live at one with it. These
  individuals are strong-willed, do not frighten easily,
  and have a respect for the shanthas and their
  environment.  If gifted with Isho, a Hunter might want
  to buy some signature skills.
  1 Weapon skill 
  3
  2 Weapon skills
  2
  Wilderness Travel
  2
  Hunting
  2
  Fishing
  2
  Set Traps
  1
  Set Up Camp
  1
  Tracking 
  2
  Bowyer/Fletcher
  1
  Fauna Recognition
  2
  Flora Recognition
  2
  Choose two and roll 1d.  6 = Choose another.
  1 Animal Handling skill
  2
  Conceal
  2
  Cooking
  2
  Foraging 
  2
  Tailing
  2
  First Aid
  2
  ISCIN (Classical/Research)22 OP
  Page 63
  Biology              
  2
  Bio-tec (Basic)
  2
  Bureaucracy
  1
  Earth-tec (Basic)
  2  
  Getting Around 
  2
  Information Search 
  3
  Lab Skill
  1
  Thriddle Etiquette 
  2
  Choose one  at 3, the rest at 1
  History       
  Languages     
  Literature    
  Mathematics   
  
  Philosophy    
  Choose two  at 2, three at 1
  Astronomy (Moons)
  Bio-tec (Adv.)
  Earth-tec (Adv.)
  Geography (Adv.)
  Geology (Adv.) 
  Physics     
  ISCIN (Outdoor/Field)
  22 OP
   Page 63
  1 Language 
  3
  2 Languages
  2
  Fauna Recognition
  3
  Flora Recognition
  3
  Information Search 
  3
  Traveller
  2
  Wilderness Travel
  2
  All athletic skills at +1 
  Choose two
  History
  2
  Languages
  2
  Literature 
  2
  Mathematics
  2
  Philosophy 
  2
  Choose two at 2, the rest at 1
  Astronomy (Moons)
  Bio-tec (Adv.)
   
  Earth-tec (Adv.)
     
  Geography (Adv.)
  Geology (Adv.)
  Isho Weather 
  Physics
  JER
  22 OP
  Page 58
  Conceal
  3
  Crossbow 
  2
  Fauna Recognition
  3
  First Aid
  2
  Flora Recognition
  3
  Stealth
  3
  Knife
  2
  Sword (Your Choice)
  2
  Weather
  2
  Climb2
  Choose three and roll 1d.  6 = Choose another.
  Caji Etiquette 
  2
  Cook 
  2
  Foraging 
  2
  Geography (Basic)
  2
  Language (Cleash)
  2
  Limilates (Find)
  2
  Limilates (Prepare)
  2
  Set Traps
  2
  Thikes 
  2
  Tracking 
  2
  Muadra Interaction at +2
  LEARSIS         
  10 OP
   Page 58
  First Aid
  3
  Current  Events
  2
  Bio-Tec (Basic)
  2
  Limilates (Find)
  2
  Limilates (Prepare)
  3
  Medicine 
  2
  Interactions for human-based and Iscin races at +2
  Choose one and roll 1d.  6 = Choose another.
  Biology
  3
  Earth-tec (Basic)
  3
  Information Search 
  3
  If character is Muadra, Bronth or Tologra add:
  Healer Dysha 
  2
  Roll 1d.  6 = add +2d Color
  MERCHANT
  13 OP
  Page 58
  Arithmetic
  3
  Bargain 
  3
  Fast Talk 
  3
  Knife 
  1
  Thivin Interaction
  3
  Two races at +3 Interaction
  Choose one and roll 1d.  6 = Choose another.
  Caji Etiquette         
  3
  Military Etiquette     
  3
  Thriddle Etiquette  
  2
  Choose two and roll 1d.  6 = Choose another.
  Bribe 3
  Bureaucracy 
  3
  Current Events
  3
  Languages 
  2
  Mathematics 
  1
  MILITARY
  25 OP
  Page 56
  Requirements and costs may vary by nation and race,
  but skill obtained is comparable.  Basic military
  training, common to the branches of military service.
  Select branch.  See notes for rank.
  Branch Weapon (s) *
  3 ea.
  Conceal
  3
  Cooking
  3
  First aid 
  3
  Foraging
  2
  Foraging
  2
  Hand to Hand
  2
  Knife 2
  Own Language  - (Written)
  1
  Set traps 
  2
  Set up camp 
  3
  Stealth 
  3
  Tracking
  3
  Wilderness travel 
  3
  If Burdothina Military
  Earth-tec (advanced)
  1
  * May be related to Branch (Archer gets bow  or
  crossbow, Cavalry gets polearm and sword, Infantry
  gets sword and shield, etc.)
  Choose one and roll 1d.  6 = Choose another.
  Bochigon
  1
  Energy weapons
  1
  Talmaron
  1
  Thombo
  1
  Archer 
  Page 57
  Third edition lists bow, long bow and Crossbow.
  Should read bow, long bow OR  crossbow
  1 pole arm
  2
  1 sword 
  2
  +2 to 1 bow skill
  Choose one and roll 1d.  6 = 6, Choose another.
  Bow  
  2
  Long bow
  2
  
  Crossbow
  2
  Caji infantry
  Page 57
  Only if muadra (Not allowed in all countries)
  Sword
  Healer
  2
  Night eyes
  2
  Power orb 
  2
  Shield
  2
  Wall
  2
  Color points are doubled
  Cavalry
  Page 57
  Polearm or Sword
  3
  Choose one and roll 1d.  6 = Choose another.
  Bochigon
  1
  Thombo
  2
  Horses
  2
  Infantry
  Page 57
  Pole arm
  2
  Sword weapon
  3
  Shield
  2
  Marine/Sailor
  Page 57
  2 sword weapons 
  3
  Swim at +2
  Talmaron Cavalry
  Page 57
  Polearm
  2
  Sword 
  3
  Talmaron
  2
  NOMAD   
  13 OP
   New for FJ
  A wanderer, defined by the player as a tribal,
  seasonal herdsman or hunter OR a wanderer  to
  travels for personal, philosophical or 
  spiritual
  reasons.  You should define the country/culture he or
  she was born  into, and the culture with which the
  character spent the most time with (which may or may
  not be the birth culture).
  1 Weapon
  2
  2 Languages
  2
  3 Languages
  1
  Conceal
  1
  Fauna Recognition
  1
  Flora Recognition
  1
  Foraging
  2
  Knife
  2
  Play Ints. Or Singing
  1
  Search
  1
  Set up Camp
  2
  Traveler
  2
  Wilderness Travel
  2
  QUERRID
  13 OP
    Page 62
  1 Language
  2
  1 Weapon
  2
  2 Languages
  1
  Fauna Recognition 
  2
  Flora Recognition 
  2
  Information Search
  3
  Knife
  2
  Language (Thriddle)
  2**
  Limilate (Find)
  1
  Limilate (Prepare)
  1
  Traveler
  1
  Weather 
  1
  Choose one and roll 1d.  6 = Choose another.
  Bio-tec (Basic)
  2
  Current Events
  2
  Earth-tec (Basic)
  2
  Fast Talk 
  2
  Language (Shanthic)
  1
  Underground Info.
  2
  If Shanthic Language taken, Shantha Interaction at
  +3**
  SAILOR        
  10 OP
   Page 13-61
  1 Weapon
  3
  Arithmetic
  1
  Club
  2
  Current Events
  2
  Drinking
  2
  Language (Salu)
  1**
  Language (Woffen)
  1**
  Military Etiquette
  1
  Choose one and roll 1d.  6 = Choose another.
  1 Language (Your Choice)
  2**
  Bribe 3
  Fast Talk 
  3
  Gaming
  3
  Philosophy
  1
  Underground Info.
  2
  SERVANT          
  10 OP
     S1
  A hired servant.  It's mind-numbing, but honest work.
  The player needs to name his/her employer and their
  occupation.  -2 to Education, -4 Presence.
  1 Etiquette
  2
  2 Etiquettes
  1
  Arithmetic 
  3
  Cook 
  3
  Fast Talk
  2
  Conceal
  2
  Lore (family)
  2
  Knife
  2
  SHAST          
  13 OP
     Page 61
  Arithmetic 
  3
  Club 
  2
  Current Events 
  3
  Drinking 
  3
  Language (Thowtis)
  2**
  Military Etiquette 
  2
  +2 for bronth, crugar, cygra,  and human  interactions.
  Choose one and roll 1d.  6 = Choose another.
  1 Language 
  2**
  Bribe
  2
  Fast Talk
  2
  Gaming 
  2
  Philosophy 
  1
  Underground Information  
  2
  SHERJA          
  15 OP
    Page 55
  Evade2
  Fast Talk
  3
  
  Fist 
  2
  Kick 
  2
  Tackle 
  2
  Thikes 
  2
  Underground Info.
  2
  All at hletic skills at +1
  SLASH 
  13 OP
    S1
  Low ranking military employee who clears jungle and
  growth.  A slash    will go into the jungle with a team of
  other slashers for up to ten weeks.  With machettés
  (treat as sword) they hack their way through the
  brush to keep open land between Burdoth and the
  jungle, and to keep the trails wide and passable.  -3 to
  Presence, -2 to Learn.
  1 Blade 
  2
  Cook 
  3
  Fishing
  3
  Flora Recognition
  3
  Geography (Local)
  3
  Hunting
  3
  Machetté 
  2
  Set up Camp
  3
  Tracking 
  2
  Wilderness Travel
  3
  THOMBOC 
  12 OP
   Page 13
  Sword or Polearm
  2
  Creature Care
  1
  Drinking 
  3
  Hand to  Hand 
  2
  Gaming 
  3
  Knife
  2
  Thombo 
  2
  Choose one and roll 1d.  6 = Choose another.
  Bochigon 
  1
  Cook 
  3
  Horse3
  TOTH (city)
   8 OP
  Page 61
  1 other Language
  1
  Bargain
  2
  Burearacy
  2
  Current Events 
  2
  Getting Around 
  2
  Information Search
  2
  Knife
  1
  Weather
  2
  TOTH (country)
  8 OP
  Page 61
  Bio-tec (Basic)
  1
  Farming
  2
  Fauna Recognition
  2
  Flora Recognition
  2
  Hunting
  2
  Thombo 
  2
  Weather
  1
  Wilderness Travel
  2
  TRIM
  13 OP
      S1
  Trims (or trimsmenare airship controllers from Jasp.
  The class is open to all races.  Muadra receive
  separate skills for crystal manipulation.  Caji trimsmen
  use daij to increase isho X3 for six hours, followed by
  11 hours of reduced isho by1, followed by ten hours of
  normal isho (remember, Jorune has 27 hour days).  The
  work will burn you out, so -3 to Constitution and -2 to
  Strength.
  Carpentry
  2
  Crystal Cutting 
  1
  Geography (Local)
  3
  Geography (World)
  2
  Lore (Skyships)
  3
  Shipwright 
  1
  Ship Handling
  2
  Sword
  2
  if Caji, add three
  Lore (Shanthic)
  1
  Lore (Caji)
  2
  Fire Touch 
  1
  Frost Bolt 
  1
  3 Dyshas 
  3
  4 Dyshas 
  2
  VETERAN (Ex-Militia)
   10 OP
  Page 56
  Must have Military Career, too.
  Conceal
  1
  First Aid
  1
  Hand to Hand 
  2
  Set up Camp
  1
  Stealth
  2
  Traveler
  1
  Choose one and roll 1d.  6 = Choose another.
  Halberd
  2
  Pike 
  2
  Spear
  2
  Sword
  2
  Two-handed Sword 
  2
  If sword was chosen, add:
   Shield
  2
  Choose two and roll 1d.  6 = Choose another.
  Bochigon 
  2
  Bribe
  2
  Conceal
  2
  Energy Weapons 
  2
  Fast Talk
  3
  Getting Around 
  2
  Hand to Hand
  2
  Information Search 
  2
  Knife
  2
  Sword
  2
  Tailing
  2
  Talmaron 
  2
  Thombo 
  2
  Underground Information
  2
  YIORDEH 
   13 OP
  ??
  Bribe
  3
  Conceal Self 
  3
  Fast Talk
  3
  Fist 
  2
  Getting Around 
  3
  Information Search 
  3
  Knife
  2
  
  Sword
  2
  Tailing
  3
  Underground Information
  2
  Choose one and roll 1d.  6  = Choose another.
  Bureaucracy
  3
  Contacts 
  3
  Current Events 
  3
  Gaming 
  3
  Pick Locks 
  1
  Crowd Maneuver 
  1
  Choose one and roll 1d.  6 = Choose another.
  Bureaucracy
  2
  Contacts 
  2
  Current Events 
  2
  Gaming 
  2
  Pick Locks 
  2
  YORD
  13
  Page 63
  1 other Language
  3
  2 other Languages
  1
  Getting Around 
  3
  Hand to Hand 
  3
  Interrogation
  3
  Knife
  3
  Tailing
  2
  Choose one
  Polearm or Sword 
  2
  Choose one and roll 1d.  6 = Choose another.
  Bureaucracy
  2
  Conceal
  2
  Contacts
  2
  Current Events 
  2
  Underground Information
  2
  
  WEAPONS/DYS HA     ADV  DMG   STR   RNG   ROF
  NOTES / COMPLICATIONS / PERKS
  Jorune
  INT (Intelligence)
  WIL (Willpower)
  PRE (Presence)
  TEC (Technique)
  REF (Reflexes)
  DEX (Dexterity)
  CON (Contitution)
  STR (Strength)
  BODY
  MOVE
  ISHO            X
  SD = CON x 2
  ED = CON x 2
  SPD = REF /  2
  REC = STR + CON
  END = CON x 10
  STUN = BODY x 5
  HITS = BODY x 5
  LUCK = INT + REF
    CV = REF / 3
  RUN = MOVE x 2
  SPRINT = MOVEx3
  SWIM = MOVE x 1
  LEAP = MOVE x 1
  RES = WIL x 3
  ISHO MODIFIER
   
  LIH-AL (COLOR)
  CHARACTERISTICS
  MODS
  S K Y  R E A L M S   O F
  FUZION 5.0.2
  DIFFICULTY
  Everyday
  Competent
  Heroic
  Incredible
  Legendary
  TARGET
  14
  18
  22
  26
  30
  S K E T C H
  Athletics
  Concentration
  Dodge
  Evade
  First Aid
  Hand to Hand
  Local Area
    Location:  
  Perception
  PROFESSIONAL SKILL
  FAMILY SKILL 
  GENERAL SKILLS   
  Animal Handling
  Arithmetic
  Bargain
  Bio-Tec (Basic)
  Bribe
  Bureaucracy
  Conceal
  Contacts
  Current Events
  Earth-Tec (Basic)
  Fast Talk
  Fauna Recognition
  Flora Recognition
  Geography (Basic)
  Geology (Basic)
  History (Basic)
  Information Search
  Stealth
  Survival
  Swim
  Tailing
  Tracking
  Traveller
    +2
    +2
    +2
  DEX + 3 + Roll
    +2
    +2
    +2
    +2
  EVERYMAN
  SKILLS
  STAT   OP   ROLL
  DEX
  WIL
  DEX
  INT
  DEX
  INT
  INT
  PRE
  INT
  PRE
  TEC
  PRE
  INT
  TEC
  PRE
  INT
  TEC
  PRE
  INT
  INT
  INT
  INT
  INT
  INT
  DEX
  WIL
  DEX
  WIL
  TEC
  INT
  SKILLS &
  FAMILIARITIES
  STAT   OP   ROLL
  PLAYER
  CHARACTER
  NATION                                      RACE
  OCCUPATION(S)
  For best print results,
  use Verdana Font
  
  ISHO SKILL / DYSHA DETAIL  
   COLOR   ROLL
  CHARACTER LIFEPATH / DESCRIPTION
  FUZION 5.02  
  MONEY / TRADE ITEMS
  PERSONAL GEAR
    Estimate Isho
    False Signature
    Interefere (Humans +6 once a day)
    Kern
    Mask Signature
    Race Signature
    Tra Sense
    Unweave
    Warp Stabilization
  DYSHAS
  ISHO
  COLOR
  MOD
  X
  =
  You must put at least 1 Color
  Point into an Isho Skill or
  Dysha to use that skill.
  Record your Natural Armor in the left column space.
  LOCATION
  Face
  Skull
  Neck/Jaw
  Hand
  Forearm
  Bicep
  Shoulder
  Chest/Back
  Stomach
  Vitals
  Thigh
  Knee
  Calf
  Ankle
  Foot
  Roll
  3
  4
  5
  6
  7
  8
  9
  10-11
  12
  13
  14
  15
  16
  17
  18
  Effect
  x2
  x2
  x2
  x1/2
  x1/2
  x1/2
  1
  1
  x1.5
  x1.5
  1
  x1/2
  x1/2
  x1/2
  x1/2
  To Hit
  -6
  -6
  -6
  -4
  -3
  -3
  -3
  -1
  -5
  -6
  -2
  -3
  -3
  -4
  -4
  ARMOR
  COLOR
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  
SOURCE: textdata/thevault/Fuzion System [multi]/Fuzion - Skyrealms of Jorune Conversion.pdf