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D100 Jorune: Isho (2) – Casting dyshas

September 2, 2012

More of my notes on isho and dyshas coming right up. But first, hats off to Bruce Anderson, who’s put together a document for using Jorune with Savage Worlds. Now I know next to nothing about Savage Worlds, so I can’t really speak to the mechanics of the conversion, but it’s a nice-looking piece of work. I especially approve of the decision to keep it as short as possible, stick to the nuts and bolts of the system, and avoid the temptation to fiddle with the setting. That’s the approach I’m taking too. Jorune is a rich and complex world, and many Sholaris (GMs) and players will have their own ideas about how it all hangs together (or doesn’t)*. That’s for them to decide; I’m trying to avoid major deviations from the “canonical” presentation of Jorune in the original rulebooks. Anyway, I have no idea if any readers of this blog are Savage Worlds fans, but if you are, there you go. Now, where was I?

Continued from here.

CASTING DYSHAS

A character creating a dysha is attempting to sculpt raw isho of the appropriate type into the form of that dysha – orb, bolt, or whatever. To do so, he or she expends the number of isho points (IP) specified in the dysha’s description and rolls against his or her skill for that dysha.

EXAMPLE: Attacked by scrade, the caji Hars Cretha casts Lightning Blast at one of the noisome creatures. Lightning Blast costs 10 IP. Hars’s rating for the dysha is 75%. The player rolls 83. Hars fails to control the isho, which is lost.

If the dysha is used against an unwilling target, an attack roll must be made to hit. In the case of launched orbs and bolts, the Aim Dysha skill should be used. For those dyshas that require the user to touch the target, the Brawl skill is used, although no physical damage is caused beyond the effect of the dysha.

EXAMPLE: A caji attempts to use Fire Touch in melee. He succeeds at his Dysha (Fire Touch) skill roll, then tries to touch his opponent with his greenly glowing palm. he has Brawl 35% and rolls 12. The blow lands and 2D4 is rolled for the heat damage caused by the dysha. No damage is rolled for the blow itself, which is merely an open-handed touch.

BUNDLING DYSHAS

A caji can enhance a dysha’s effectiveness by adding extra isho to the weave. This is called bundling. For every multiple of the minimum IP required to weave the dysha, the caji may increase its range, duration, or effect.

Range: Every multiple of the dysha’s minimum IP may be used to multiply its effective range by a like amount. If the range is 0 (touch), extra IP have no effect.

EXAMPLE: Lightning Blast has a minimum IP cost of 10 and a base range of 40 metres. If a caji commits 20 IP to the dysha, its range may be increased by a factor of 2, to 80 metres. If the caji used 30 IP, the range could be increased to 120 metres, and so on.

Duration: Every multiple of the dysha’s minimum IP may be used to increase its listed duration by a like amount. Naturally, this use of bundling is inapplicable to dyshas whose effect is instantaneous.

Effect: Dyshas that deal damage to a target may be made more lethal by adding bundles of IP. Damage scales according to the chart below. For every bundle of IP above the minimum requirement, move one place down the chart to determine the damage dealt (in HP) by the enhanced dysha.

Damage Examples
1D4 Lightning Blast, Power Orb, Quantum
1D6 Cast Energy, Frost Bolt
2D4 Crater, Fire Touch
2D6 Lightning Strike
3D6
4D6
5D6
Etc.

EXAMPLE: Lightning Blast does 1D4 HP damage. If a caji expends 30 IP on the effect of the dysha (i.e., two additional bundles), the damage is increased to 2D4. If 40 IP were used, damage would be 2D6, and so on.

The number of bundles a caji can incorporate into a dysha depends upon two factors: the amount of isho available (i.e., the caji’s current IP) and his or her COL characteristic. The maximum number of bundles is COL divided by three (round down).

STILL TO COME: Unweaving, interference, and the dyshas themselves.

*I can’t remember if I’ve referenced it before, but this thread on RPG.net is long and lively and covers a lot of interesting ground.

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