SHEREM Bill Gant, 1992. (And unofficial thanks to Skyrealms Publishing!) SHEREM is one of the worlds of the Kethrian family, where certain sensitive life forms are able to manipulate an ambient energy called Isho (pronounced eesho), to produce magical effects. Isho is a unique form of ethereal power (the driving force behind magic in Kethira) which hardly exists in other worlds, so dyshas (constructive forms of Isho use) are far less efficient outside of Sherem, but by the same token, magic spells from elsewhere are more difficult to use in Sherem. Besides this presence of Isho and the fact that the world is sometimes called Jorune, little is known of Sherem. This supplement only shows the modifications made to the game mechanics of Skyrealms of Jorune Role-Playing Game, to make it compatible with the HarnMaster game system. You still need the original Skyrealms of Jorune to understand the game's background. * - * - * The following changes are to the PLAYER MANUAL: CHAPTER 2: ROLLING CHARACTERISTICS There are only three races that can be played as PCs. Roll 1d10 to determine which whether the PC is a human, boccord or muadra: _________________ | 1-6 | Human | | 7-8 | Boccord | | 9-0 | Muadra | |_____|_________| Humans have a height of 5d6+55" (male) or 5d6+52" (female). Boccord have a height of 4d6+70" (male) or 4d6+66" (female) and have a Frame of 3d6+5 (male) or 3d6+2 (female). Add 6 lbs to 231 per inch over 84" before modifying for Frame; for example, a 7'5" Massive Frame boccord weighs (231+(6x5))x1.2 = 313 lbs. Muadra have a height of 5d6+48" (male) or 5d6+46" (female), and have a Frame of 3d6-3 (male) or 3d6-5 (female). Character attributes are modified as follows: * Learn is roughly the same as Will. GROUP 1 * Constitution equals Endurance. Boccord have +1 Endurance. * Social is the equivalent of Parent Occupation, Estrangement and own occupation. There is no attribute score for this. * Color is the same as Aura. Boccord have +2 Aura, Muadra have +4 (applies to males and females). GROUP 2 * Strength remains the same. Boccord receive +3 Strength. Characters with an optimum body weight of over 320 lbs receive a +7 bonus to Strength. * Education is not used. * Isho is a new attribute. It is a Key Attribute only for muadra (normal for humans and boccord), and is generated by rolling 3d6. Muadra add +20 to this total. GROUP 3 * Speed remains the same. * Agility also remains the same. * Aim is the equivalent of the average of Dexterity and Eyesight. CHAPTER 3: SKILLS Character skills are modified as follows: BUREAUCRACY * Messenger is not used. * Clerical is a new Lore/Craft skill: Int Int Wil [Tar/Tai+1], SB 2. EML is modified by Prudent Trait - 10. * Writing is simply the lower of Oratory and Script EML. * Administrative is not a skill. Simply test the lower of Just Trait and Intelligence x 5. * Laws (yordigs) is a new Lore/Craft skill: Int Wil Wil [Tar/Tai+1], SB 1. Success level affects Rhetoric or Oratory EML in appropriate situations: CS +20; MS +5; MF +0; CF -20. ENTERTAINMENT * Dancer is the same as Dancing. * Musician remains the same, although each instrument is a separate skill. * Artist is merely a Lore/Craft sub-group, comprising Ceramics, Drawing, Glassworking, Lockcraft, Metalcraft, Masonry and Woodcarving. Each is a separate skill. ETIQUETTE * Etiquette is a new Communication skill: Voi Int Wil [Tai/Tar/Sko+1], SB 1 or 2, depending on type. Some, such as Shanthic Etiquette, are so difficult that ML is always reduced (maximum -20). See LANGUAGES below for guidelines. Etiquette's success level affects Rhetoric or Oratory EML in appropriate situations: CS +20; MS +5; MF +0; CS -20. OUTLAND * Guide is not used. * Set up Camp is the same as Survival. * Cook is the same as Cookery. * Healer is the same as Physician. * Riding Skills is the same as Riding (separate skill for each species). * Foraging remains the same. * Spot is the same as Awareness. * Listen is simply a multiple of Hearing. * Groom Animals is the same as Animalcraft (separate skill for each species). HUNTER * Track & Identify is the same as Tracking. * Conceal Self is the same as Stealth. * Save Crill Boc-Rod is a new Lore/Craft skill: Dex Tch Wil [Sko/Ula+1], SB 1. * Save Thailiers is a new Lore/Craft skill: Tch Int Wil [Sko/Ula+1], SB 1. * Save Grunder is a new Lore/Craft skill: Dex Smt Tch [Ula/Ara+1], SB 1. * Set Traps is the same as Survival, Lockcraft or Engineering, depending on complexity. * Curing is the same as Hideworking. * Tanning is also the same as Hideworking. ISCIN * Biology is a new Lore/Craft skill: Int Int Wil [Mas/Sko/Tai+1], SB 1. Its success level affects Physician EML: CS +20; MS +5; MF +0; CF -20. * Earth-Tec is a new Lore/Craft skill: Dex Int Wil [Fen+1], SB 1. * Geography is a new Lore/Craft skill: Eye Int Wil [Mas/Lad+2], SB 1. * Geology is the same as Mineralogy. * Isho Weather is a new Lore/Craft skill: Int Aur Wil [Tai/Tar+1], SB 1. The lower of Isho Weather and Mathematics EML is used. * History is simply a multiple of Intelligence. * Lore is also simply a multiple of Intelligence. * Mathematics remains the same. * Meteorology is the same as Weatherlore. LANGUAGES * Blount Language is at SB 1. * Bronth Language (Boru) is at SB 2. * Cleash Language is at SB 1, and EML suffers a -20 penalty due to difficulty. * Croid Language is at SB 2. * Crugar Language (Chaun-Tse) is at SB 1. * Entren is the standard human language, and it ranges from SB + 50 to SB + 80, depending on the character's social class. * Ramian Language is at SB 1, and EML suffers a -10 penalty due to difficulty. * Scarmis Language is identical to Cleash Language. * Shanthic Language is at SB 1, and EML suffers a -20 penalty due to complexity. * Thriddle Language (Triddis) is at SB 1, and EML suffers a -10 penalty due to complexity. * Thivin Language is at SB 2. * Woffen Language is at SB 2. OCEAN SKILLS * Sailing Skills is the same as Seamanship. * Swimming remains the same. * Sail Master is the same as Seamanship. * Navigation is the same as Piloting. * Shipwright remains the same. CITY SKILLS * Bargaining is the same as Rhetoric. * Scrounge Item can to a certain extent be equated to Intrigue. * Fast Talk is the same as Rhetoric. * Street Navigation is not used. * Bribe is the same as Intrigue. GITHERIN * Lie is the same as Rhetoric. * Pick Pockets is the same as Legerdemain. * Pick Locks is the same as Lockcraft. * Snitch Skill is the same as Intrigue. TRAINER * Talmaron means Animalcraft (Talmaron). * Horses means Horsecraft. * Bochigon means Animalcraft (Bochigon). * Tarro means Animalcraft (Tarro). MISCELLANEOUS SKILLS * Climbing remains the same. * Get-Lost is the same as Stealth. * Oration is the same as Oratory. * Ride Talmarons is the same as Riding (Talmaron). * Ride Bochigon is the same as Riding (Bochigon). CHAPTER 4: DYSHAS The game mechanics on dyshas have been almost completely overhauled! Dyshas bear similarities to both sorcery and ritual invocations. CAJI SKILLS The starting number of Color groups allowed is dependent upon one's Aura attribute. Each Color group has a cost; the total cost may not exceed Aura at this stage. Costs are: __________________ | GROUP | COST | |---------+------| | Desti | 3 | | Du | 4 | | Ebba | 6 | | Launtra | 6 | | Gobey | 6 | | Shal | 7 | | Tra | 7 | |_________|______| Caji characters have a Color rating, which is Aura + half the number of dyshas known (rounded down). After the initial 'purchase' of groups, the Color rating is used instead of Aura to determine the cost maximum. So, to take more groups, one must learn more dyshas. For example, a muadra PC has an Aura of 15, and he takes Desti, Du and Launtra groups (cost is 13). He automatically learns all 5 basic dyshas (Difficulty 0) for the three selected Color groups, and spends 3 Option Points to gain 3 intermediate level dyshas (Difficulty 1), to give a total Color rating of 15 + (5 + 3)/2, or 19. During game play, he could 'purchase' a new group such as Ebba or Gobey, but not Shal or Tra since they cost too much (Ebba or Gobey would take the cost total to 13 + 6 = 19). * Proficiency with a Dysha Each dysha has a separate Mastery Level. The skill necessary to create a dysha is listed below: ________________________________________________ | GROUP | BASE ATTRIBUTE [Sunsign +] | OML | |---------+-----------------------------+------| | Desti | Aur Aur Wil [Ahn/Ang/Nad+1] | SB 3 | | Du | Aur Aur Wil [Ahn/Nad+1] | SB 3 | | Ebba | Aur Aur Wil [Ahn/Nad+1] | SB 3 | | Launtra | Aur Aur Wil [Tar/Tai+1] | SB 3 | | Gobey | Aur Aur Wil [Tar/Lad+1] | SB 3 | | Shal | Aur Aur Wil [Ahn+1] | SB 3 | | Tra | Aur Aur Wil [Tar+1] | SB 3 | |_________|_____________________________|______| Reduce SB by -2 for Difficulty 1 dyshas, -4 for Difficulty 2 dyshas, and - 6 for Difficulty 3 dyshas. For dyshas learned in the pregame, add 1d3-1 to the SB multiple in the above OML listing. That is, a dysha's Opening Mastery Level may range from SB 3 to SB 5, plus Option Points. Any new dyshas learned in the course of the game are opened at SB 2 or 4. The opening dysha creation MLs have an upper limit of 70. For each point a particular skill's ML is greater than 70, a development roll is required. * Choosing Dyshas For Beginning Characters Beginning caji PCs may learn Difficulty 0 and 1 dyshas from the Color groups that they know. All Difficulty 0 dyshas are automatically learned. To learn a Difficulty 1 dysha, an Option Point must be spent (each PC has 5). Difficulty 2 (advanced) and 3 (coprate) dyshas cannot be learned in the pregame. * Using Dyshas To use a dysha once it is successfully created, Isho points must be spent. If a Critical Success was rolled in creation, Isho cost is halved. If a Critical Failure was rolled, a backfire may result. Caji do not suffer Fatigue Points like Shek-Pvar do. Remember that dysha orbs and bolts can be Dodged by a defender; a successful creation and casting does not mean a successful strike. To use dyshas on other worlds, the Isho cost increases depending on how 'magic-strong' the world is; Kethira has roughly the same magic strength as Sherem but the ethereal essence is different, so Isho cost is x3 there (casting Kethiran spells in Sherem take 3x as long and cause 3x the usual fatigue accrual); Terra has zero magic so the multiple is x5; and Yashain is so abundant with all kinds of mystical energy that Isho cost is x1 and ML is temporarily increased to the average of current ML and 120. * Maximum Isho Use During any 10-second round a caji may expel up to 50 Isho points, plus increases (see "Gaining More Isho" below). * Effect For every multiple of the basic Isho cost spent on a wound-inflicting dysha, increase Impact (or other effect) by x1.1 (rounded off, minimum of 1 point increase). Thus, if a caji spent 30 Isho in creating a 10 Isho Lightning Blast, the dysha's Impact will be increased by x1.2. * Preparation If the Isho cost for a dysha does not exceed the caji's limit, the dysha may be created and used on the caji's turn. CAJI DEVELOPMENT Developing a new dysha is very similar to the research process for Shek- Pvar. 48 hours, plus 48 hours per Difficulty level, must elapse before development may begin. Find the new dysha's SB, modified by an Esoteric Knowledge Factor (EKF; note that (Difficulty + 1 x 2) = "Level"), Time Factor and dysha bonus (Difficulty 0, +20 RTL; Difficulty 1, +10 RTL; Difficulty 2, +5 RTL, Difficulty 3, +0 RTL). Shal group dyshas suffer a -10 RTL penalty due to their difficulty to learn. A copra who teaches the PC the desired dysha adds +SB to RTL. A higher Difficulty in a Color group may only be learned if all of the easier ones have been learned. Dyshas from Color groups that are not known may not be learned until that Color group is taken. The results of the 1d100 roll against RTL are as follows: CS: Open the dysha at SB 4. MS: Open the dysha at SB 2. MF: Fail to open dysha. Try again (start from scratch). CF: Fail to open dysha. Must seek help from a copra before trying again. * Gaining More Color As mentioned earlier, the caji's Color rating after the pregame is Aura, plus 1 for every 2 dyshas known. * Gaining More Isho Caji must regularly expend great amounts of Isho on dyshas in order to increase their Isho maximum. The actual increasing process requires that at least half of a caji's Isho be expelled within a few minutes on learned dyshas from a single Color group. This must happen at least 3 times every 7 days to have any noticeable effect. If this is done, roll 1d100 on the 7th day, against Will x 5. If the roll is successful, the caji's Isho attribute is increased by +1 and whatever Color group the Isho was expelled in will increase in its Isho limit by 10 points per round. Reduce the 1d100 roll by 5 points per day over 3 that the character meets the Isho expenditure requirements in a week. Thus, a caji with a Will of 12 would need to roll 65 or less on 1d100 if he/she spent 4 days during the week practicing Isho in one of the Color groups. INHERENT CAJI SKILLS * Tra Sense "Color" for this purpose is the caji's Color rating, not Aura. Otherwise, everything remains as is. * Caji Entropy Everything remains the same except for the last sentence of the last paragraph: "In addition, 3d10 general Injury Points (H6) are suffered, simulating long-term debilitation, and an E3 shock roll is required." * Unweaving In order to unweave a dysha, the caji must be aware of and have the Color group of the oncoming attack. It does not matter who has the greater Initiative. If the defending caji lacks the required Isho points or simply fails the unweave attempt, incoming Impact (or other effect) is still reduced by 10% (round off, minimum 1 point). HUMANS AND BOCCORD ENERGY ABILITIES * Interference Humans and boccord can interfere with dyshas if they know the appropriate Color group(s). The cost of taking a Color group is the same as for muadra. Note that neither humans nor boccord may create dyshas, so their Color rating is equal to their Aura (but see below). Unless a character shows promise of becoming a hishtin, he/she will not be trained beyond base OML. The Opening Mastery Levels for interference are listed below: ________________________________________________ | GROUP | BASE ATTRIBUTE [Sunsign +] | OML | |---------+-----------------------------+------| | Desti | Aur Aur Wil [Ahn/Ang/Nad+1] | SB 2 | | Du | Aur Aur Wil [Ahn/Nad+1] | SB 1 | | Ebba | Aur Aur Wil [Ahn/Nad+1] | SB 1 | | Launtra | Aur Aur Wil [Tar/Tai+1] | SB 1 | | Gobey | Aur Aur Wil [Tar/Lad+1] | SB 1 | | Shal | Aur Aur Wil [Ahn+1] | SB 1 | | Tra | Aur Aur Wil [Tar+1] | SB 1 | |_________|_____________________________|______| Reduce SB by -3 for Difficulty 1 dyshas, -6 for Difficulty 2 dyshas, and - 9 for Difficulty 3 dyshas. If the roll to interfere is successful, subtract 20% (rounded off in the interferer's favour) or at least 2 points, from the dysha's Impact (or other effect). If ML exceeds OML by SBx5, or if it reaches 100 ML in any case, that character receives an extra 1 point to his/her Color rating. If enough points are accumulated, another Color group can be learned through more training. THE DYSHAS DESTI: The Red Harbinger * Lightning Blast: Difficulty 0, 10 Isho. Inflicts 2d6 Fire Impact. * Stiff: Difficulty 1, 15 Isho. Jolts its victim's arms and legs into a comically grotesque full extension. The victim drops anything in his/her hands if a F3 roll is failed, and falls over if a S3 roll is failed. The dysha also inflicts 1d10 general Injury Points (H6), and an E2 roll is necessary. Stiff causes the victim to Ignore everything while "stiffened" (standard duration is only 1 round). * Frost Bolt: Difficulty 2, 20 Isho. Inflicts 3d6 Frost Impact. * Lightning Strike: Difficulty 2, 40 Isho. Hurls back a light victim (less than 136 lbs) by 15', a medium victim (136-240 lbs) by 10', and a heavy victim (over 240 lbs) by 5', per multiple of Isho cost. Also inflicts 2d6 Fire Impact. * Penetration Bolt: Difficulty 3, 50 Isho. Inflicts 4d6 Fire Impact, and armour does not protect (except for crystal studded armour). DU: The Illuminator * Orb of Light: Difficulty 0, 1 Isho. Remains the same. * Flingers: Difficulty 0, 2 Isho. Each orb inflicts 1 IP from burns. Armour protects. * Quantum: Difficulty 1, 5 Isho. Delivers 2d6 Fire Impact, and may not be bundled. * Cast Energy: Difficulty 2, 10 Isho. Inflicts 3d6 IPs from burns (note: Injury Points, not Impact). Armour protects. * Crater: Difficulty 3, 30 Isho. Inflicts 4d6 Fire Impact from the blast, applicable to all body locations. Halve Impact at 5' range, halve again at 10', 15', 25', 40' range (etc), or until Impact is reduced to less than 1. EBBA: The Sender * Power Orb: Difficulty 0, 5 Isho. Inflicts 2d6 Blunt Impact. * Force: Difficulty 1, 10 Isho. The distance pushed is equal to 5' for characters weighing 136-240 lbs, 10' if lighter, 3' if heavier, all multiplied by the number of usages. Victims may attempt to resist the Force must hold on to something immobile and succeed in a Strength check on 3d6, minus 1 per usage beyond the first (for example, if 30 Isho was spent on this dysha, the Strength check would be against 3d6+2). * Tumble: Difficulty 1, 10 Isho. Subtract 150' from the distance fallen when using Tumble. * Levitate: Difficulty 1, 10 Isho. The rate of levitation is 10' per round. * Power Hold: Difficulty 2, 10 Isho. The Strength of a Power Hold is 20. Each usage beyond the first increases this Strength by 2. To break the Power Hold, 2d6 is rolled for both the victim and dysha, and added to their respective Strengths. If the victim achieves a higher score, he/she breaks free. * Spinner: Difficulty 3, 40 Isho. On contact, this orb sets its target spinning at a rate of 5 or more revolutions per second. The duration of the spin is equal to 2 rounds for characters weighing 136-240 lbs, 3 rounds if lighter, 1 round if heavier. For each round beyond the first, add 1 to the F3 roll for the victim. This will tell whether he/she drops whatever is being held. A -30 ML special penalty is applied to Initiative and all skills, which lasts for as many rounds as the victim was spun. * Constrictor: Difficulty 3, 40 Isho. The location struck is surrounded by a constricting, glowing band that inflicts 4d6 Squeeze Impact for one round. An amputation is possible at 19+ Impact, at the same chances as if 17+ Edge Impact was inflicted on the location. The orb is able to cut through rope as well; the rope is automatically severed at 13+ Impact. Adjust for thicker than normal ropes. LAUNTRA: The Flow * Fire Touch: Difficulty 0, 5 Isho. Inflicts 3d6 Fire Impact. * Healer: Difficulty 0, 15 Isho. Heals 2d6 IPs per usage (distribute as desired). No more than 2 usages may be used on a person per day. * Night Eyes: Difficulty 1, 1 Isho. Remains the same. * Faint Touch: Difficulty 1, 1 Isho. Remains the same. * Quiet: Difficulty 1, 10 Isho. Remains the same. * Spider Grip: Difficulty 2, 10 Isho. Remains the same. * Spectral Stun: Difficulty 2, 20 Isho. Victims looking in the direction of the caji suffer a -30 ML special penalty for the next 3 rounds, even to Initiative, unless a Luck roll is made (but at -30 to the first roll). GOBEY: The Protector * Shield: Difficulty 0, 5 Isho. Subtracts 6 Impact from incoming attacks. Lasts until destroyed or the end of the round. Bundling is not allowed. * Bubble: Difficulty 1, 20 Isho. A fixed shield having 100 AP. It will remain indefinitely, although 1 Impact will reduce the AP by 1, so it can be destroyed. Protected individuals may not leave the Bubble, which is 10' tall and has a 10' diameter. * Body Shield: Difficulty 1, 30 Isho. A mobile shield having 100 AP. Every 6 rounds, the shield automatically loses 10 AP. Physical weapons may not be used without harming the Body Shield, but dyshas may be launched. * Wall: Difficulty 2, 50 Isho. Covers a 100 square foot area. It has 500 AP, and lasts until destroyed. * Shield Shatter: Difficulty 2, 20 Isho. Inflicts 100 Impact to shields (only!), split up into 50 Impact per round. * Cage: Difficulty 3, 40 Isho. Requires knowledge of the Desti dysha Lightning Blast. Acts exactly like Bubble, except that if destroyed, a Lightning Blast attacks the captive, and that organisms and objects may enter a Cage but not leave it without destroying it. * Shield Implosion: Difficulty 3, 50 Isho. Requires knowledge of the Du dysha Power Orb. SHAL: The Keeper of the Ancient Order * Faint: Difficulty 0, 1 Isho. Exactly like the Launtra dysha Faint Touch. * Calm Animal: Difficulty 1, 20 Isho. Remains the same. GM discretion is advised. * Darkness: Difficulty 2, 30 Isho. Remains the same, but lasts 5 rounds. * Scramble: Difficulty 2, 50 Isho. Remains the same. * Body Freeze: Difficulty 2, 25 Isho. Remains the same, but lasts 5 rounds. * Brain Blast: Difficulty 2, 35 Isho. Causes an E5 shock roll for the victim. Those who succeed still suffer a - 30 ML special penalty to all actions, including Initiative. A F3 roll is required if anything is held. * Craze: Difficulty 2, 30 Isho. Inflicts 2d6 general IPs (H6) per round, lasts 5 rounds per usage. An E3 roll is also required per round. * Drain: Difficulty 3, 50 Isho. Remains the same. * Senses: Difficulty 3, 40 Isho. Remains the same, but lasts 5 rounds. TRA: The Warp Maker * Deflector: Difficulty 0, 1 Isho. Remains the same. * Inner Ear: Difficulty 1, 2 Isho. Remains the same. * Inner Eye: Difficulty 1, 2 Isho. Remains the same. * Reflect: Difficulty 3, 50 Isho. Remains the same. * Power Vine: Difficulty 3, 100 Isho. Inflicts 5d6 general IPs (H6) and requires an E4 shock roll. * Create Warp: Difficulty 3, 100 Isho. Remains the same. CHAPTER 5: BUILDING A CHARACTER * Your Character's Background Roll 1d100 and add the character's social rank (see below). If a total of 50 or less is rolled, roll again and take the better of the two rolls. * Child Rearing: The Klades Roll 1d1000 three times for the PC's parents' occupation, and choose the best of the three. The list below is not a complete one, and the GM should feel free to substitute a listed occupation for an unlisted one of similar social rank. The values in parentheses are the approximate social ranks for the occupations, where the higher value means greater esteem and a better chance of a PC being wealthy. _______________________________ | 001-016 Administration [10] | | 017-024 Archer [5] | | 025-029 Armourer [15] | | 030-033 Artist [7] | | 034-048 Beaster [9] | | 049-064 Builder [13] | | 065-072 Butcher [4] | | 073-120 Caji (muadra only)[9]| | 121-135 Caji Houser [12] | | 136-151 Carpenter [8] | | 152-182 Clerical [8] | | 183-195 Cook [2] | | 196-203 Courier [3] | | 204-219 Crystal Miner [11] | | 220-239 Daijic [11] | | 240-301 Dancer [3] | | 302-379 Durlig Farmer [1] | | 380-395 Escort [9] | | 396-411 Fisherman [5] | | 412 Future Reader [7] | | 413-415 Garbage Collector [1]| | 416-420 Gardener [1] | | 421-423 Grave Digger [1] | | 424-432 Groomer [6] | | 433-456 Guard [2] | | 457-480 Guide [5] | | 481-504 Harvester [1] | | 505-508 Herbalist [7] | | 509-517 Hunter [4] | | 518-532 Iscin [11] | | 533-534 Jeweller [8] | | 535-542 Loomer [6] | | 543-545 Makes Oils [6] | | 546-547 Makes Perfume [8] | | 548-550 Makes Shoes [7] | | 551-554 Makes Weapons [15] | | 555-561 Messenger [10] | | 562-655 Musician [4] | | 656-671 Patroller [2] | | 672-679 Rogue [5] | | 680-682 Rug Maker [7] | | 683-690 Sailor [5] | | 691-737 Scavenger [1] | | 738-768 Sells Food [7] | | 769-799 Servant [1] | | 800-830 Singer [4] | | 831 Slaver [13] | | 832-835 Soldier [2] | | 836-843 Tanner [7] | | 844-850 Tapestry Maker [8] | | 851-865 Teacher [11] | | 866-936 Trader [12] | | 937-939 Trainer [9] | | 940-954 Translator [9] | | 955-975 Transporter [9] | | 976-981 Weaver [7] | | 982-984 Wine Maker [7] | | 985-000 Writer [8] | |______________________________| Initial Purchases Note the following: _____________________________________________________ | CURRENCY | EQUAL TO | OR | |-----------------+----------------+----------------| | Gemule (GU) | - | 0.2 Credits | | Gemlink (GL) | 100 Gemules | 20 Credits | | Gem (GM) | 10 Gemlinks | 200 Credits | | Gemcluster (GC) | 10 Gems | 2,000 Credits | | Gemstar (GS) | 10 Gemclusters | 20,000 Credits | |_________________|________________|________________| 5 Gemules, or 1 Credit, very roughly has the same purchasing power as the Harnic pence (but only in Sherem). CHAPTER 6: COMBAT Throw this entire chapter away! Use the HarnMaster combat system instead. * - * - * The following changes are to the SHOLARI GUIDE: CHAPTER 3: INTELLIGENT RACES The stats of the intelligent races should be fairly easy to understand. See below: * ADVANTAGE indicates Initiative. The higher the value, the higher the creature's Initiative. Convert Advantage to Initiative using the following table: ___________________________ ___________________________ | ADVANTAGE | INITIATIVE | | ADVANTAGE | INITIATIVE | |------------+------------| |------------+------------| | -5 | 15 | | +1 | 70 | | -4 | 20 | | +2 | 80 | | -3 | 25 | | +3 | 85 | | -2 | 30 | | +4 | 90 | | -1 | 40 | | +5 | 95 | | +0 | 55 | |____________|____________| |____________|____________| * CONSTITUTION means Endurance. Add to this any discretionary racial bonuses (+3 maximum). * STRENGTH is the same as base HarnMaster Strength, without modifiers. Add to this adjustments for weight, and racial bonuses (+5 maximum). * SPEED is the same as HarnMaster Speed. Many species have a high speed in proportion to their Agility. If moving in a bipedal fashion, reduce Speed so that it is 4 points higher than Agility. If moving in another manner (such as swimming for acubon and salu), the higher Speed is used. * PERCEPTION can be equated to Awareness, but includes any kind of means for perceiving others, such as Tra-sense. Assume the average score (Perception: +0) to be 50 ML. Increase this value by +10 ML per bonus point to Perception up to Perception +3; increase by +5 ML per bonus point beyond that. Therefore, a bronth (+1) has an Awareness of 60 ML on average, a crugar (+3) has 80 ML, and a shantha (+8) has an Awareness of 105 ML. * CARRIED/CHOSEN WEAPON indicates the weapons typically used by members of this species. * SIZE MODIFIER is a grouping of body weights. Convert Size Modifier to weight using the following table: ________________________________ | SIZE MODIFIER | WEIGHT (lbs) | |---------------+--------------| | -2 | 57-75 | | -1 | 76-135 | | +0 | 136-240 | | +1 | 241-390 | | +2 | 391-585 | | +3 | 586-840 | |_______________|______________| Beings with a weight of over 320 lbs add +7 to Strength; over 365 lbs add +8; over 415 lbs add +9; over 470 lbs add +10; over 530 lbs add +11; over 595 lbs add +12; over 665 lbs add +13; over 740 lbs add +14; and over 820 lbs add +15 Strength. Therefore, the average croid (Size Modifier +3) has an incredible Strength attribute of 31 (16 for the 3d6+5 roll and +15 for weight because they have a Massive Frame). * AGILITY is the same as HarnMaster Agility. * AIM is the same as either HarnMaster Dexterity or Eyesight, or both. * ISHO shows how much Isho the creature can use on dyshas. * COLOR indicates which Color groups the creature knows, and the number of dyshas known (total). Remember that all the easier dyshas for a Color group must be known before a more difficult one can be learned. * DYSHAS shows special notes regarding dysha use for a member of this species. * NATURAL/CRUDGE ARMOR shows the natural armouring which a member of this species has. Even species without an entry may have natural armour, such as fur. GM discretion is advised, but as a rough guideline, the carapace armour of cleash is treated as Inferior Plate, crudge is the same as Superior Leather (in some parts it may be more like Average Kurbul), and ramian hide is like Average Leather. CHAPTER 4: NON-INTELLIGENT CREATURES The information provided in the Sholari Guide gives a basic idea of how dangerous a particular creature is. Ultimately, however, it is up to the GM to prepare each beast on a case-by-case basis. Sample monsters have been converted below: CORONDON _____________________________________ | Str 31 | Spd 7 | Int -- | Mob 35 | | End 25 | Eye -- | Aur 19 | Dge 40 | | Dex 9 | Hrg 5 | Wil 18 | Ini 57 | | Agl 8 | Smt 10 | Ish 70 | FR 2 | |________|________|________|________| Thailiers: 60/11e (2 simultaneous attacks) Bite: 30/10t Armour: B10 E9 P8 F10 S12 T8 (except orbs & Thorax) (Thorax) B12 E13 P11 F14 S13 T11 Notes: A corondon may attack twice within the same round with its thailiers, because it has four arms. Both attacks may be against the same target or another within reach. In a fight, the corondon always Counterstrikes melee attacks. The corondon's Thorax location is protected by a thick cartilage. The small orbs of flesh dangling from either side of the mouth are not eyes; they are the origin of the corondon's Lightning Blast dysha, if it possesses it (roll 5 or 6 on 1d6). If the corondon can create dyshas, its Isho attribute is 70; otherwise it is only 20. The bellow of a corondon is so loud that it can deafen anyone near it for 1d4 rounds. The Dhar Corondon is 30% larger than normal corondons. Its thailiers are huge and highly sought for the manufacture of thailierian swords, having a base 15e Impact with an 80 ML, and it is able to bite at 40 ML and deal a base 13t Impact! GREY MANDARE _____________________________________ | Str 55 | Spd 11 | Int -- | Mob 60 | | End 60 | Eye -- | Aur 15 | Dge 50 | | Dex -- | Hrg -- | Wil 21 | Ini 63 | | Agl 1 | Smt 14 | Ish 12 | FR 2 | |________|________|________|________| Bite: 60/14+1d4t Armour: B16 E12 P11 F16 S25 T11 (except Neck) (Neck) B10 E10 P9 F10 S15 T9 Notes: The mandare's Dodge rating applies only to the flexible long neck, which swings in and out of combat range. The body itself moves much more slowly; Dodge is treated as 25 against missile weapons. Mandare always Counterstrike opponents in melee range (anywhere within 15 feet of the huge mound of flesh!). The hit location system of the mandare is different from humans: Treat hits against the Skull, Eyes and Face as against the Mouth; hits against the Neck, Shoulders, Upper Arms, Elbows, Forearms and Hands as against the Neck; and all other locations as against the Abdomen. The roar of the mandare (which spreads out in a 60 degree cone) is far worse than the corondon's; those within 10' of the mouth are deafened for 1d4 x Hrg days and suffer a 1d10+20 IPs crushing (blunt) injury to each ear (MI has a 30% chance of causing permanent Hearing loss, otherwise Hrg is reduced by 1d3, and GI has a 60% chance of causing permanent Hearing loss, otherwise Hrg is reduced by 1d6); those within 20' are deafened for 1d20 x Hrg hours and suffer a 1d10+10 IPs concussion injury to each ear; those within 30' are deafened for 1d40 x Hrg minutes and suffer a 1d10 IPs concussion injury to each ear; those within 50' are deafened for 1d4 x Hrg rounds; and those within 80' are deafened for 1d4 rounds. These ranges are halved for those out of the cone. The roar costs the mandare 5 FPs to use, and it is too stupid to use this ability intentionally as a weapon. HARN _____________________________________ | Str 8 | Spd 10 | Int -- | Mob 50 | | End 14 | Eye -- | Aur 20 | Dge 40 | | Dex 6 | Hrg 10 | Wil 12 | Ini 50 | | Agl 8 | Smt 11 | Ish 17 | FR 2 | |________|________|________|________| Sand Blast: 65/5b Armour: B3 E3 P1 F4 S1 T3 Notes: Harn are able to store 3 high pressure blasts in their large sand bladders. The range of a harn sand spray is 15', and it is capable of temporarily blinding prey. Harn are able to 'swim' in sand at half effective Mobility, and can use its pasty secretions to create tunnels for faster movement later on. The harn of Sherem share the same name as the famous island of Harn on Kethira. As far as anyone knows, though, there are no harn living in Harn! CHAPTER 5: ITEMS Descriptions of Items * Armors Standard stats for Sheremi armour are listed below: B E P F S T Av Cost Weight Fur 5 2 1 4 2 3 C 3.5GU 0.20 Leather 2 4 3 4 1 3 UC 1.75GU 0.15 Crudge 3 5 4 5 2 4 (Not applicable) Mail 3 8 5 3 2 7 UC 18GU 0.50 Carapace 6 8 6 5 4 7 (Not applicable) Locurian Grunder 6 10 8 6 5 9 VR 1755GU 0.75 B.E.D. 10 12 9 7 8 11 X 3510GU 0.52 Thailierian armour 10 13 11 12 11 12 VR 7020GU 0.85 Cost and weight of each armour type is per percentage of body covered (multiplied by size factor). Remember that 1 Gemstar = 10 Gemclusters = 100 Gems = 1,000 Gemlinks = 100,000 Gemules. * Limilates Note the following modifications: Arrigish: Automatically heals 1d6 IPs from each wound after 1 week. Ambreh: Increases Intelligence by +3. Mathin: Causes profound nausea; special penalty equal to Smt x 3. Roll 3d6 against the lower of Endurance and Will to determine whether the victim can remain in the area. * Crystals Crystals can be activated on the user's turn. Note the following specific modifications: Yellow Crystal: For every hex from the target hex, reduce the 2d6 Blunt Impact by 20%, with a minimum reduction of 2 Impact. Green Crystal: Automatically heals 1d3 IPs from each wound, per day for up to 5 days. Brown Crystal: Treat this exactly like the Shield dysha of the Gobey group. Blue Crystal: Inflicts 3d10 general IPs (heals at H6) and causes an E3 roll. * Earth-Tec Most Earth-tec items are TL 13, with a small amount of TL 14 items. The presence of force-field technology suggests that TL 15+ technology of a very limited form also existed. Force Wall: Has 1000 AP, can be battered down by attacking the field (1 Impact inflicted on the field reduces AP by 1). In addition, AP drops by 10 points per minute after the first. Power Shield: Similar to a Force Wall, but it has 100 AP and lasts 10 hours, losing 10 AP per hour. Can be battered down like Gobey shields. Throw Explodes: This item inflicts 14+7d6 'Fire' Impact to all locations, but at half IPs, which are considered to be bruises (not burns). Halve Impact at 1 hex range, 2 hexes, 3 hexes, 5 hexes, 8 hexes, etc, or until Impact falls to less than 1 (round down). Explosive knockback still occurs. Medical Kit: Allows an extra Healing roll for each wound suffered. MF/CF does not cause infection. * Energy Weapons Most of the weapons are TL 13, but a few, such as field rams, seem to be too advanced for 22nd century Terrans to have produced. It is possible that force field technology was pioneered by another intelligent species and adapted by humans, or the Ebba and Gobey Color groups somehow pointed the colony scientists in the right direction. Only three types of energy weapons are described: Blaster: Essentially a TL 13 railgun. Completely ignore the nonsense about slab- ammo; railgun projectiles resemble little more than nails, and so are certainly not difficult to manufacture. The notion of having to heat the slab of metal into a metallic plasma so that a chunk of it can be accelerated out of the muzzle sounds very, very inefficient. A blob of metallic plasma has a poor range anyway. Instead, use the Gunmaster stats below: __________________________________________ |Name |Cal. |RC |Base |Rec|IA |Mass| |---------+-----+---+-------+---+---+ | |Blaster-P| 3mm |2/4| 14+1d4|195| +0| 3.8| |Blaster-R| 3mm |5/4|17+11d6|680|+15|31.0| |_________|_____|___|_______|___|___|____| _____________________________________________________ | TL|Cost |Clip|Action|ROF|H |Cl.Mass|WQ|Battery|Rnd| |---+-----+----+------+---+--+-------+--+-------+---| | 13| 2GS | 6 |SA/C/I| 1 | 1| 0.02 | 9| 0.6 |2GU| | 13| 3GS | 12 |SA/C/I| 1 | 2| 0.05 |11| 13.5 |2GU| |___|_____|____|______|___|__|_______|__|_______|___| Note that Blaster projectiles are Armour Piercing (total Impact x1.5 before armour, x0.5 after). The entry for "Battery" allows the energy clip to recharge 10 times in all (a default setting); it takes 1d3 rounds to recharge a clip. Blasters were probably used by boccord-like soldiers who were strong enough to handle the incredible recoil. Blaster rifles were probably used as light sniper weapons, hence the loaded weapon mass includes a bipod mount. If any targeting devices were attached to these harbingers of destruction, they are yet to be found. Laser: TL 13 pulse laser weapons, probably standard military small arms. See below: ______________________________________________ |Name |Cal. |RC |Base |Rec|IA|Mass| |-------------+-----+---+--------+---+--+----| |Laser pistol | 5mm |2/3| 12 | 0|+0| 2.9| |Laser rifle | 5mm |4/4| 13+3d6 | 0|+0|10.3| |_____________|_____|___|________|___|__|____| ________________________________________ | TL|Cost|Clip|Action|ROF|H |WQ|Battery| |---+----+----+------+---+--+--+-------| | 13|15GC| 20 | AB/I | 5 | 1| 8| 1.7 | | 13|25GC| 40 | AB/I | 5 | 2| 9| 12.3 | |___|____|____|______|___|__|__|_______| Lasers inflict Fire Impact. At 16+ effective Impact, the equivalent of hydrostatic shock is felt by the target. The entry for "Battery" allows the energy clip to recharge 10 times in all (a default setting); it takes 1d3 rounds to recharge a clip. Stunner: This is very similar to a standard laser weapon, except that its damage is mostly non-lethal. Another TL 13 item, it was probably the main sidearm of peace officers in the colonies. ______________________________________________ |Name |Cal. |RC |Base |Rec|IA |Mass| |----------+-----+---+----------+---+---+----| |Stunner-P | 5mm |2/3| (1d6)/10 | 0| +0| 2.9| |Stunner-R | 5mm |4/4| (1d6)/15 | 0|+10| 8.9| |__________|_____|___|__________|___|___|____| ________________________________________ | TL|Cost|Clip|Action|ROF|H |WQ|Battery| |---+----+----+------+---+--+--+-------| | 13| 1GS| 6 | SA/I | 1 | 1| 9| 0.7 | | 13| 2GS| 12 | SA/I | 1 | 2| 9| 3.3 | |___|____|____|______|___|__|__|_______| The stunner focuses a laser beam to make an ionized path to the target. A high-voltage pulse is then sent down this path, shocking the target. A stun pulse from a weapon is very visible, and makes crackling sounds that are quite distinctive, as well as leaving an unmistakable ozone smell. Two Impact values are caused by the stunner: lethal and non-lethal. The total lethal Fire Impact is only 1d6, from the laser itself. The non-lethal Impact (Base + M* level) of the stunner is inflicted only if the laser penetrates to the flesh, but if this Stun Impact exceeds the target's Endurance attribute, the target is incapacitated. This non-lethal Impact has a Damage RC 1, regardless of its Aiming RC. * Cleash Capsules Note the following modifications: Cold Capsules: Same as the Du dysha Cast Energy, except that 3d6 frost IPs are suffered instead of burn. Blinder: Anyone caught within the gas suffers 1d6 FPs per round and is temporarily blinded from tears (lasts 5 minutes). Knock-Out: Causes an E4 roll to those in the area affected. TJ: Inflicts 3d6 'Fire' Impact to all locations, but halve IPs and treat them as being bruises. Halve total Impact at 1 5-foot hex, 2 hexes, 3 hexes, 5 hexes, 8 hexes, etc, until Impact falls to less than 1. Explosive knockback may occur. * Shanthic Technology Note the following: Shanthic Blades: Treat as a light bastard or battle sword that inflicts heavy bastard/battle sword Impact. Add one to E/P aspects per Injure Bonus. WQ averages 16/17. * - * - *