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D100 Jorune: Isho (1)

August 17, 2012

It’s been quite a while since I posted any of my D100 Jorune conversion notes. Partly this is because of real-life distractions, and partly due to good old gamer ADD. Ruins of Ebidoria and Alien Orifice have been occupying a lot of my thinking space, not to mention the time I’ve been spending running Stonehell on the Borderlands and writing up session reports, and reading and absorbing recent purchases ranging from Towers of Krshal to Blood & Treasure. Also, I’m aware that I’m not the only person working in this area, and sometimes it doesn’t seem worth the effort. Bugger it, though; I want to run some D100 Jorune before I die – preferably long before – so still I tinker and write stuff. Here are some of my notes on isho. [Stuff in square brackets is awaiting expansion or clarification.]


The planet Jorune is surrounded and permeated by an ambient energy field unlike anything known on Earth. This field is generated by the slow movement and interaction of vast layers of molten crystal beneath the planet’s surface.  The shanthas call this energy isho (EE-show), which also means life or vitality. Shanthas are capable of using parcels of isho to affect their surroundings in specific ways. These parcels come in a variety of forms. They are called dyshas (DYE-shuhs). Of the human species, only muadra are sufficiently isho-sensitive to create and use dyshas.

Except when woven into dyshas, isho is normally invisible to humans. The ability to “see” isho is called Tra-sense. Shanthas and other eyeless natives of Jorune perceive their surroundings entirely via Tra-sense, and muadra can learn it as a skill.


There are seven “colours” of isho, each related to a particular type of crystal in Jorune’s crust. In shanthic religion, each of the seven colours is also associated with one of the planet’s moons and named after it. Furthermore, dyshas are conventionally gathered into seven colour groups according to their appearance and effects. The colour groups are as follows:

Isho Colour Dysha attributes
Desti Red Fiery bolts
Du Amber Orbs of energy
Ebba Yellow Orbs of kinetic force
Gobey Brown Orbs that shield
Launtra Green Energy flowing over the body
Shal Blue Orbs affecting the nervous system
Tra White Dyshas affecting space and isho

A character’s Colour (COL) characteristic represents his or her sensitivity to the “spectrum” of isho. Your character has access to a number of colour groups equal to his or her COL divided by three (rounded down). The groups you choose will determine – for muadra characters – which dyshas you can learn to use, and – for non-dysha weaving characters – which dyshas you can try to avoid by disrupting them (a skill called Interference).

EXAMPLE: Deena Hoglorf the boccord soldier has COL 6. She has access to two (6 divided by 3) colour groups, and chooses Desti and Shal because she would prefer to avoid being affected by the unpleasant dyshas of those groups.

[Study and training can increase a character’s COL, so your character may gain access to further colour groups later.]


Isho points (IP) are initially equal to a character’s Isho (ISH) characteristic. They represent the reservoir of energy available to your character for casting dyshas, interfering, etc. Isho is neither static nor consistent across the planet, so the actual number may be modified by local isho conditions. The GM will inform you if this is the case.

EXAMPLE: Hars Cretha is a muadra caji with ISH 28. While travelling through the Glounda Forest, where the isho is generally high, he might find himself with double or even triple IP (56 or 84 respectively) available.

Spent isho points recharge over time. Under normal circumstances, a character regains all IP after 24 hours. Local isho geography and isho weather may affect the rate of replenishment.

[It is possible for any character to raise his or her ISH characteristic. This is accomplished by intensively practising isho skills: dysha-weaving for muadra characters, interference for boccord and pure-strain humans. Theoretically, there is no maximum value for ISH. Shanthas have effectively infinite reserves of isho. Nevertheless it is worth remembering that while high isho may grant access to great power, it can also be a liability. The dyshas Faint and Faint Touch, for example, are more effective against high-isho targets, and if your high-isho character is caught out in an isho storm the consequences can be fatal.]


A dysha is “sculpted” or “woven” (both terms are common) from isho according to a particular pattern, to create a specific effect. The most familiar forms are orbs and bolts launched from the hands, but there are other varieties.

Each dysha is created from isho of a particular colour group. Some of the better-known dyshas are listed by colour in the chart below.

Lightning Blast Shield Faint
Stiff Bubble Calm Animal
Frost Bolt Body Shield Blinding
Lightning Strike Wall Scramble
Penetration Bolt Shield Shatter Body Freeze
Cage Brain Blast
DU Shield Implosion Craze
Orb of Light Drain
Flingers LAUNTRA
Quantum Fire Touch TRA
Cast Energy Healer Deflector
Crater Night Eyes Inner Ear
Faint Touch Inner Eye
EBBA Spider Grip Reflect
Power Orb Spectral Stun Create Warp
Orb of Force
Power Hold


If your character begins play knowing one or more dyshas, each has a base skill rating of 60%, adjusted by the character’s Isho skill category modifier. If your character’s occupational skills include dyshas, you may use your initial allocation of occupational skill points (EDU x 20) to increase the rating(s). Remember, though, the 75% cap on starting skills.

EXAMPLE: Hars Cretha, muadra caji, has the following characteristics:

STR 8 CON 8 SIZ 11 INT 11 COL 16
ISH 28 DEX 10 CHA 10 EDU 11

He has access to five colour groups (16/3, rounded down): Desti, Du, Ebba, Gobey, and Launtra. He chooses six dyshas as occupational skills: Lightning Blast, Stiff, Orb of Light, Power Orb, Orb of Force, and Healer. Each dysha has a base rating of 65%, including Hars’s Isho skill category modifier of +5%. Hars’s player spends 60 of his 220 (EDU 11 x 20) occupational skill points to bring them all up to the allowed maximum of 75%, leaving him 160 points to distribute among other occupational skills.


To learn a new dysha, a muadra must first find a tutor who knows the dysha in question and is willing to teach it. The cost is negotiable; 1-3 GL per day is average, but at the GM’s discretion the tutor may waive some or all of the price of instruction in return for some form of service. If so, the service must be performed before any training will be given.

Some dyshas are more complex, and therefore more difficult to learn, than others. Dyshas are classed as Easy, Average, Difficult, or Coprate. The latter term derives from copra, the name given to an isho master. Hence, coprate means something like “expert” and these dyshas are the hardest to learn.

At the end of every seven days of training in the dysha, the player makes a Caji roll. The chance of success is modified by the difficulty of the dysha, as follows:

Dysha difficulty Caji roll
Easy Easy (Caji roll x 2)
Average Average (Caji roll x 1)
Difficult Difficult (Caji roll x ½)
Coprate Special (Caji roll divided by 5, or COL x 1%)

If the roll is successful, the caji learns the new dysha with a skill rating of 60% plus his or her Isho skill category modifier. On a failed roll, the caji has not grasped the intricacies of the dysha, and must continue the training or resume it at a later date.

A caji must have learned at least one Easy dysha in a group before he or she can attempt to learn an Average dysha in the same group, and the same principle applies at each level of difficulty as the caji advances.

STILL TO COME: Casting dyshas, dysha descriptions, unweaving and interference.

2 Comments leave one →
  1. August 17, 2012 9:35 pm

    This looks really good! I’m really hoping to see this finished…no pressure. 😉

    • August 17, 2012 9:53 pm

      Thanks for the encouragement! No promises, but I’ll try to be a bit more prolific on the Jorune front.

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