The following is a revised errata for "SKYREALMS OF JORUNE" Third Edition, published by Chessex and is also found in "THE SHOLARI'S COMPANION" booklet of the newly released "SHOLARI PACK," available in your local gaming store or through mail order services. "SKYREALMS OF JORUNE" is a trademark of Skyrealms, Inc. and is used by arrangement with Chessex. ERRATA PAGE BY PAGE ------------------------------------------------ Page 50, Occupations: You can generate your characteristics by rolling or distributing points, or you can use the characteristics as illustrated by the sample characters listed in the Occupation section on page 55. If you used one of the first two methods, skip ahead to page 55 and choose your occupation. Then proceed with the instructions on page 51. Page 50, left column, half-way down: "In the title of every skill description is its difficulty..." Change "Rank of 10" to "Rank of 5." Page 51, paragraph after Rank Bonuses chart: "Subtract the Characteristic from 19" should read "Subtract 19 from the characteristic." Page 51, right column, half-way down: Step 5 in the strength competition rules should refer to step 4. Page 52, left column, half-way down: Speed: To find a character's actual running speed, you must add any bonus or penalty found on the table at the top of page 53. Page 53, left column, half-way down: The gawdieth limilate is created from the ahgoobung root found in southern Dobre. This limilate allows muscles and ligaments to stretch beyond normal limits, enabling woffen to run on all fours without discomfort. Without it, a woffen can only achieve a speed in yards per round of (Speed Rank + 2) and will be stiff and sore the following day (-2 to all combat rolls and -6 to running speed). The effects of this limilate begin ten minutes after ingesting and last for twelve hours. Gawdieth is commonly available in lands that woffen inhabit and costs only a few gemules per portion. Woffen take personal offense at high gawdieth prices. Traders have been burned out of shops by woffen outraged at what they see as extortionary practices. Gawdieth has a shelf life of only a few months and all attempts at preserving it have failed. Bio-tec Iscin are working on ways to improve its potency and durability. Page 54, left column, top: The mention of chapter 3, Isho, is very important. Muadra characters use their Extra Skill Points (described at the bottom of page 53) to choose any dyshas not given to them by their occupation. Page 54, Melee Weapon Table: Staff is +1 bonus for defense. Page 55: Only muadra characters may choose Occupation Groups that include dyshas. Page 57, Burdothian Military Archer: "bow, long bow and cross-bow." should read "bow, long bow or crossbow." Page 58, Merchant: "Etiquette and Interaction in two races at experienced." should read "Choose two of Caji, Military or Thriddle Etiquette at Experienced, two races at +2 Interaction bonus (player's choice)." Page 59, Entris: "Writing at Familiar" (both occurrences) should read "Writing in one language at Familiar." Page 61, Shast: "Social 13" should read "Min Social 13." Page 74, right column, top: The second occurrence of "Physics" should read "Astronomy." Page 78, Your Character's Quirks: "Food and Beverages" is on page 81, not in the Appendix. Page 85, top left: The first paragraph on page 85 is in error. Rolls to improve a skill are made against the appropriate characteristic as listed on the previous table. The paragraph should read: Skills become harder to improve as a character becomes more proficient with them. Below are the Rank penalties for each level of experience with a skill. Thus, a character who is Rank 13 (Experienced) with the sword and who has an Agility of 15 would have to roll 1 through 5 (15 - penalty of 10 = 5) on 1d20 to improve his sword Rank to 14. If he was Rank 16 with the sword (Seasoned), he would have to roll a 1 (15 - penalty of 15 = 0, but the minimum chance is always a 1). Page 85, top left: The table labeled PENALTY WHEN USING A SKILL should be replaced with: Penalty when Improving a Skill Experience with Skill Penalty on roll to improve Unfamiliar 0 Familiar 5 Experienced 10 Seasoned 15 Page 90, last paragraph under Isho Points: Bonuses and penalties on the roll to increase Isho Points are added to the character's Isho characteristic, not the roll. Thus, if an isho storm were +3, a character with an Isho characteristic of 15 would need to roll a 1 through 18 to increase Isho Points. Page 91, Moon Skill Ranks: Woffen and crugar characters must take appropriate Moon Skills in order to have the racial dyshas (Power Hold for woffen, Lightning Blast for crugar). Page 92, Crystals: "with diayards of about 2 inches" should read "with diameters of about 2 inches." Page 92, Blue Crystals: The loss of Stamina points for activating a blue crystal equals its isho value x 1d6. Characters with 0 or negative Stamina fall unconscious for one minute for every point below 1. Page 92, Green Crystals: Limbs take a minimum of two years to regrow. Green crystals must be kept near the area of the limb at least 50% of the time (tied or draped). Page 93, Dysha Skill Level, last paragraph: When a character launches a bundled orb, only one orb is released, but it has greater effect. A character of Rank 16 with Power Orb (which becomes Seasoned at Rank 15) would be able to weave an orb with the strength of six orbs, adding +5 to the injury roll. Page 94, Shields and how they fail: The final attack that fells a shield penetrates it at full strength. Page 96, Flingers dysha: Rolls to hit with each of the five orbs can be made separately, or one roll can be made for all five. Flingers that are dispersed randomly are at a -5 penalty to hit targets, but give a -3 Advantage penalty to everyone within 5 yards (excluding the caji) in the following combat round. Page 96, Cast Energy damage: This chart is now on the Sholari Screen. Page 96, Crater chart: This chart is now on the Sholari Screen. Page 97, Lightning Strike dysha: Lightning Strike does not do damage as Lightning Blast. It has its own damage column on page 114. Page 97, Penetration Bolt dysha: Penetration Bolt does damage as Lightning Blast. The difference is that it goes directly through any armor to the body. Page 97, Fire Touch dysha: Those using Fire Touch do not make contact with their target. The heat is so great that the caji's hand never comes closer than 1" to the target. Page 98, Bell dysha: Bell is a dysha of the moon Du. It requires: Shal 10, Ebba 6, Desti 1; Isho, Range, Difficulty: 5, 20, Moderate. This dysha creates a clear tone to anyone within earshot. This can be used as an alarm or to attract or distract. A powerful improvisation learned by characters Seasoned with this dysha is the ability to send a spoken message through the orb. The duration of the sound of the Bell orb is 1 combat round of 2 seconds. Additional bundles can increase this time by 1 round per bundle. Page 98, Inner Ear, Inner Eye: The range is 6' for both these dyshas. The type of blocking material does not matter. These dyshas cannot be used through charged crystals. Page 99, Unweaving: Unweaving can only be used against a dysha by the target character (no protecting your friends). Page 102, Initial Rank with a New Dysha: Ignore the second occurrence of this chart. Page 103, Dysha Listing: Body Freeze is listed as having an Isho cost of 5; the cost is actually 35. Page 107, Advantage Modifiers for Melee Combat: Ignore second occurrence of "Poor visibility." Page 107, right column, first paragraph: "Use the following table": The table is actually at the bottom of the previous column. Page 109, Roll for Injury: The reference should be, "Refer to the Injury Table on page 1154." Page 109, The Force of Blows: This is an optional rule. Page 110, Combat Example: There are math errors in the computation for the crugar's attack in Round 3: The crugar's basic to hit is 11; a bonus of 5 brings this to 16, and a penalty of 6 brings it down to 10. With a roll of 11, he has actually missed. Page 110, Range Combat: The reference should be, "Refer to the Range Combat Table on page 115." Page 110, Types of Range Attack: (1) The minimum Advantage needed to attack without penalty in range combat is 6. Page 111, Roll to Injure for Range Weapons: The reference should be, "Refer to the Injury Table on page 115." Page 111, right column, top: "(3) Pursuit)" should read "(3) Two or More Combatants vs. One." Page 111, Advance and Withdraw Maneuvers: Change from: "In this case the combatant with the reach advantage would receive the bonus of 5 to his Advantage roll and his roll to hit, and his opponent would get no defense roll except a roll with Defend without Weapon." to: "... with Defend without Weapon or Defend with Shield (if he has a shield)." Add before last paragraph: Advance and withdraw are two examples of attacks that involve movement in combat. A third example is the "flank." This attack is used when two or more combatants are attacking a single opponent. If a combatant is successful with this maneuver, his opponent is flanked. A combatant will have an Advantage bonus of 5 when combating a flanked opponent. If there are three or more attackers against a single opponent, then a series of two flanks will put one attacker completely behind the opponent, giving that attacker a bonus of 10 to Advantage in subsequent rounds. Page 152, Woffen: Missing "Natural Armor, Carries, Adv+, Rank" are "None, Sword, +1, 12." Page 159, Bochigon: The Thombo Kick Table can be found on page 114. Page 160, Bochigon: Bochigon are not related to croid and corastin. Page 169, Horses: The Thombo Kick Table can be found on page 114. Page 174, Thombo: The Thombo Kick Table can be found on page 114. Page 175, Vodra: "With a 3 yard diayard" should read "with a 3 yard diameter." Page 180: The book says scopes can be found in Chapter 2. No, they can't. From the Second Edition, the entry says: "sound scope (rare): amplify and clarify sounds. Whispers at 100m can be detected if the level of background noise is not too great. "scopes (very rare): attach to any energy weapon, both pistols and rifles. Aiming with a scope requires one round lead time; for each round up to three rounds the character receives +2 to hit, to a maximum of +6 to hit with energy weapon." Pages 185 to 187: The following paragraphs were clipped in typesetting: Shanthic Technology Shanthic technology differs totally from that of humans. Employing ambient isho as a source of power, shanthas have at their disposal a vast array of useful implements. Sarceens Sarceens hold information in the form of sculpted isho that the user receives by holding the device to the forehead and releasing a bit of the user's isho. The message can take the form of languages, directions, knowledge of a skill, etc. By holding onto a sarceen and concentrating, a person receives the information that the device has to offer. Be careful with sarceens; they are more powerful than they appear. Cle-eshta Cle-eshtas are small pillar-like stone constructions which serve a variety of functions, all of which rely upon and amplify the user's Tra sense. With cle-eshtas, skilled shanthas can pick up information about isho weather from all over the planet. It is with cle-eshtas that shanthas are able to detect energy use. Ripples in the isho can be pinpointed. This is how shanthas were able to seek out humans who used technology after the destruction of the Earth colony. Cle-eshtas also act as isho magnifiers. Highly skilled shanthas have great sources of power at their disposal. Cle-eshtas are too heavy for all but corastin and croid to carry. Shanthic Blades Shanthic blades are crafted out of the thailiers of the dhar corondon. Their sharpness defies even the best metallurgy. To take this into account, add to the die roll for armor penetration and injury. A +1 bonus is the most common. For better made blades, add more. A +4 bonus is about the best a shanthic blade can provide. The light weight of these weapons provides their users with a -2 to hit. Shanthic blades are only made into one- and two-handed swords. Most are boccord-sized (shanthas are pretty tall), although some human- and muadra-sized blades can be found. The price listed for a shanthic blade assumes the standard +1 bonus. For better blades, the price will be higher. Here is a list of prices for each of the different blades. Injury Bonus Price +1 7 gc +2 15 gc +3 3 gs +4 5 gs Page 188: Attack cell price - 50 links, if available at all. Attack cell recharge price - 30 links. Page 191, The Planetary Year: The names of the months used in speech should be, "Eris, Erissa, Mullin, Mulling, Auss, Aussa, Crith, and Critha." Page 196, Peter Gauss: This should say Paul Gauss. Page 210, Es'Wother map: North is to the left. Page 212 : Thivin are a mutation of ramian, not human. Look at the nose. Additional Skills Drinking (Easy): The character's ability to maintain full skill ability after enjoying intoxicating beverages. Failure of a roll against Constitution after five drinks results in a -5 to all skill rolls. After ten drinks the Character must roll on a penalty of five against a Constitution roll with a skill roll at -10; after fifteen drinks the penalty is ten with a skill roll at -15. After twenty drinks a character can only succeed on a roll of 1 and falls unconscious in the following round for 2d6 hours. Fist (Combat): This skill deals with the ability of a character to make a nasty little weapon with a closed hand. Damage is found as Punch. Races with claws must choose if they are hitting with their knuckles, or with their claws. As knuckles, damage is as Punch; claws calculate damage as Knife -3 for woffen, crugar, or cygra, Knife -2 for bronth, and Knife -1 for tologra. Kick (Combat): The ability to inflict damage with your foot. Damage is found as Kick. Races with claws must indicate if they are striking with the flat of their foot, or with their claws. Claw damage for feet is found as Knife -3 for woffen, bronth, crugar, or cygra, and Knife -2 for tologra. Scope (Combat): Earth-tec scopes take one action round to line up. By waiting one round, the character has a +2 on his roll to hit in the first usable action round, and an additional +2 for each successive round of aiming, to a maximum of +6 on each successive round in that combat. Set up Camp (Easy): Ability to find an appropriate location for shelter, cooking and sanitation. Sis-ganj (Combat): A multi-bladed Gloundan throwing knife. Treat as Throwing Knife (page 76) with +1 to damage. Sis-naun : A style of weaponless fighting taught in the forests near Ardoth in Burdoth. Related to the shanthic martial art of ebitra, comparable to aikido, with additional benefits of hand weapons in advanced training. Separate skill levels are not given; bonuses to Fist and Kick are provided as part of Gloundan shadow warrior occupation. Whistling (Hard): Indicated as a form of moving meditation and focus for Gloundan shadow warriors. Skill is found through "Play Instrument" on page 71. ISHO SENSITIVITY SKILLS Unlike other skills, Isho Sensitivity skills may not be gained by applying points. Your character develops Color points appropriate for his race, shown on page 90 in the chart "INITIAL COLOR POINTS." Only the resulting Color points may be assigned into Isho Sensitivity skills. Rolls for Isho Signature skills are made against the character's COLOR characteristic, not the number of points showing in the specific skill - the point assignment is to limit the use of the skills with various races and isho manipulations. (Note: Remember, Moon Skills are assigned from Isho points, not Color points.) The skills are described as follows: Caji Entropy (muadra caji only): Explained on page 98 of the third edition. Signature Skills (available to all): These skills are available to the player character races and may be key in the sholari's development of NPC's. These skills are usually strongest in boccord. Race Signature is used to identify the race (or species) of a person or animal, particularly when they cannot be visually perceived. False Signature is useful for projecting a signature other than your own - either to make yourself more or less threatening to a Tra-sense hunting creature, or to appear as a different person when pursued by an enemy with Tra Sense or Race Signature. Once Color points are established, the only way Signature skills may be improved are with an increase of your Color characteristic. Any increases in Color characteristic are immediate reflected in Signature skills. Estimate Isho (Hard): The ability to accurately gauge the level of strength of the seven types of Isho within a person, animal, plant or object. This is a particularly useful skill to see if an isho user is building a specific moon for a dysha attack. Tra Sense (Hard): Tra Sense is a perception skill. It is judged by your ability to first detect and then define the patterns of isho you perceive. The skill is strongest in the muadra and is weak in humans. Unfamiliar: Your character can become aware of blobs of isho as moon colors superimposed on the visual appearance of a person or item. Familiar: Resolution is improved. The viewer can almost determine shapes within the isho blobs, and can detect movement of large concentrations of isho. Experienced: Can identify distinct forms within the isho and, through Learn, can come to recognize specific patterns for animals and races with isho. On very successful roles can identify a few specific individual people or items. Seasoned: Can recognize specific individuals and perceive their emotional state, the changes of isho wthin their forms, or can sense the overall state, ebb and flow of isho, including recent or imminent dysha use. Unweave: Found on page 99. The player may use the Moon Skill of the appropriate color to see if it is possible to affect the primary color of an oncoming bolt. (Note: Disguised dyshas will prevent an unweave unless the correct moon color is used.) No other isho skill is required to attempt an unweave. Boccord have a bonus of +3 to Unweave. Any role of 20 on an unweave means you have added your energy to the oncoming bolt and have added +2 to damage you receive, except for boccord who add +4 to damage. Interfere: Found on Page 99. The player may use the Moon Skill to attempt to alter the path of a bolt or an orb. A roll of 1 gives the character a second roll to attempt to direct the dysha (if the player does not have Reflector or Deflector dysha skill). The attempt is successful on a roll of 5 or less. KERNING (Any isho user ) Kerning is a survival technique for caji and any other character needing to eliminate natural or accumulated isho at a given time. While it is explained on page 89, an actual Kern skill is not provided. Kern (Easy): This dysha allows an immediate dump of isho from the character's own body in a crude, but often lifesaving, fashion. It requires a single Color point in any moon and takes infinite isho (whatever you have). Isho does not return for one day through natural means, but can be infused from outside. This means it may be possible for an isho storm to force a caji to kern himself several times over a period of several hours. Optional Rules Character Generation You may wish to make the cost of skills more accurately reflect their difficulty. You may want to charge players one point for 1 point of a Combat (Melee) or Easy skill; two points for 1 point of a Moderate skill; three points for 1 point of a Hard skill; and four points for 1 point of a Very Hard skill. The "1 point" rule still applies to character generation: Buying (not spending) one point of a skill whose Unfamiliar Rank is 0 automatically takes you to the Familiar level, but the cost of that one point will vary according to the difficulty of the skill. Skill Changes There are several skills in the third edition that can be redefined to make your game run smoother. Lore: This skill is given as relating to knowledge of fables and myths, but no fables or myths are given. An alternative is to have an area of knowledge, such as Shanthic Lore, Burdothian Lore, Gire Lore, Military Lore, Colony Lore. Higher levels within the skill have the same benefits as given on Page 66. Getting Around: The skill is described on Page 67, but you should specify the geographic area the character knows, as is suggested as an option. Examples would be Gauss Valley, Ardoth, South Khodre, Thantier, Sillipus, The Doben-al, etc. While not defined as a skill in the third edition, you might find it useful to use the second edition version of Crowd Maneuver instead. Crowd Maneuver (Easy): This is a skill useful in metropolitan areas, such as the markeplace, a crowded street or an illidge. Yords and yordieh receive Crowd Maneuver bonuses that make their execution of these maneuvers easier.The sholari chooses one of the following levels of the degree of crowding and asks the player to roll below the indicated number on 1d20 as a Crowd Maneuver for his character: CROWDED: Quite a few people around (12). PACKED: More people than recommended; hard to get around (8). BLOCKED: Shoulder to shoulder; nearly impossible to cut through (4). Skill Improvement System THIRD EDITION SKILL INCREASE METHOD: Skills are allowed to increase by accumulation of Attainment Points (See pages 84-85 and the explanation on page 5 of this Errata). OPTIONAL SKILL INCREASE METHOD (from Second Edition): The rate at which different skills progress depends upon different characteristics. Combat skills, for instance, depend upon Agility, while literature and mathematics depend upon Learn. After using a skill for a while, a 3d6 die roll is made against the appropriate characteristics. If the roll is lower than or equal to the characteristic, the skill level of that skill gets boosted up by 1. The chart below indicates what skills depend on which characteristics. AGILITY: AIM: Athletic skills Range Combat skills Combat skills Conceal Self COLOR: Pick Locks Dyshas Pick Pockets Interference Stealth Unweaving Tail Track LEARN: All other skills How often a roll may be made to improve a skill depends upon how often the skill is used. The sholari will make a judgment in each case, using one of the words below to describe the intensity with which a skill has been used. The skill use has been: INFREQUENT: Roll every year of game time. CASUAL: Roll every six months of game time. REGULAR: Roll every two months of game time. INTENSIVE: Roll every month of game time. Note for the Sholari The rules give characters great latitude in choosing their skills, especially where it comes to Extra Skills (bottom of page 53). As sholari, you have the authority to place any limits that make sense for the character. For instance, it wouldn't make sense for a dyte punk to be an expert in the Iscin skill of Bio-tec. However, if the player can give the sholari a reasonable character history, make allowances. Use discretion. Less experienced players tend to sabotage their characters by using all their skill Rank points on a few skills.