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Codex Jorunis |
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The natural laws of the world - rules revision according to sholari James
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The garbled rule system that we use is the result of inspiration from Harnmaster, Role Master, G.U.R.P.S. and Jorune. They could sometimes be better, but we have settled with these. The rules are explained briefly below and no doubt cause many additional questions. Unfortunatley I don't have the time or stamina to explain all the rules in detail, but I hope that you will understand the main idea. The linked various combat charts, character sheets etc also gives some explanation. Advantages of the Codex Jorunis: Disadvantages of the Codex Jorunis: |
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Summary of Codex Jorunis files |
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Player & Sholari Aids |
Character creation & skills |
Combat |
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Character Creation |
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1. Choose/define character background 2. Roll and allocate stats (3 sets of 4 x 3D6 stats are rolled and allocated in each of the 3 stat groups. After allocation 1D6 bonus points is rolled for each group.) Max stat = 18 3. Define stat-dependent skills and bonuses, along with skills, languages etc the sholari might grant the character for his background. 4. Choose an occupation (optional). Skills gained here start at given level + STAT. Note occupation cost, which cannot exceed EDU stat 5. Allocate EDU x 15 points among Practical Knowledge skills. 70 is maximum starting value 6. Allocate AGL x 5 points among jump, climb and swim skills. 70 is maximum starting value 7. Allocate EDU x 15 points among Common skills. 70 is maximum starting value 8. Allocate COL x 5or10 points among Moon skills. 70 is maximum starting value 9. Allocate Remaining EDU - Occupation cost x 15 freely among other skills. Either choose new skills for 5 points each (they start at STAT x 2, Weapons at STAT x 3) or raise skills already chosen in step 4-8. 70 is maximum starting level for all skills 10 . Equip the character. Sholari and background decides starting funds. Fill in armour and weapon values on character sheet. |
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Stats |
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Skills |
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Certificate skills All skills have a cost defined by either stars (**) or a number. This number of stars equals the cost in experience points to increase the skill during play. Fixed numbers indicate the fixed one-time cost for a certificate skill or per skill level of a certificate skill. |
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Rolling the die |
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Hidden rolls: I often let the players roll their SPOT and LISTEN hidden (behind my book/hand etc), so that the players don't know if they've successfully searched a room for hidden doors, spotted a suspected ambush etc. The same goes for stealth rolls (its more fun if the sneaking or hiding character doesn't know how silent he is or how ell he has hidden himself. All kinds of rolls can be hidden for the fun of it. (Never combat though! It takes away the self-governing fun of the player.) Lastly: For all those dorky game creators out there who made rules about GMs rolling everything...........are you totally deranged????!!!! Whats the fun in that?????!!!!! I played with a GM who rolled all attack rolls and defence rolls for the characters - while we all sat their listening to a storyteller and giving hints to our character's actions. Some Swedish RPG have this rule. I don't know if something was lost in the translation - but its sick! |
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Combat |
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Skull |
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Thorax |
Weapons
All weapons will have 1-3 injury classes. These are blunt (B), edge (E) and point (P). A weapon will do different amounts of damage depending on how you use it. Additionally, a weapon will have a quality factor (for parrying, hitting walls etc) and a range class. An example below from the Weapons Chart:
| Weapon | Skill | Quality |
Class |
B |
E |
P |
| Broadsword | Swords | 16 |
B |
3 |
5 |
3 |
Armour
All armour is described by type of material and which hit locations it covers. It is given defence values for blunt (B) edge (E), point (P), fire (F), squeeze (S) and teeth & tear (T). An example below from the Armour table:
| Armour | B |
E |
P |
F |
S |
T |
| Carapace | 5 |
6 |
5 |
6 |
5 |
5 |
Combat Rounds
A combat round is not exactly a fixed amount of time. I generally say that a weapon can be swung and a defence made by each combatant in a round. The time of a round would therefore be roughly 4-6 seconds.
With these factors in mind we go through the order of combat and how to resolve combat results. As I try to explain it in detail it might seem difficult at first, but all it needs is a two-sided combat chart (Combat Chart 1 and 2). Try it a few times and the steps will come naturally with the chart in front of you.
1. Determine initiative
Only first round of a combat or when a new combatant enters the fray or a character switches opponents etc.
Roll 1D100 + Initiative bonus. Character with highest result acts first in the round - lowest last. Missile weapons always act before melee weapons, regardless of roll.
2. Attacker states attack type
A - B, E or P with weapon (if nothing said, it is assumed the one with the best value)
B - Swing, thrust, lunge, overhead, double attack etc. See combat Options Sheet for more details on
combat options (If nothing said the most obvious is presumed - swing for sword, thrust for a spear etc.)
C - Aiming for body parts? -20 head, -15 arms, -10 legs, +-0 body. (If nothing said, body is presumed)
D - Add or subtract special bonuses/penalties for prone target, from behind etc etc.
3. Defender states defence type
Dodge - simply avoiding blow .
Grapple - tries to grapple arm or weapon of attacker with hos own hands
Block - with weapon, shield or even arms
Counterstrike - trying to strike the attacker when he opens his defence. Risky and might result i both getting injured
Ignore - if defender is unaware of the attack or can't do anything to avoid it
4. Roll attack
1D100 + weapon skill +- bonuses/penalties
5. Roll defence
1D100 under defence value (normally 60% of combat skill)
Critial Success = full combat skill value subtracted from attack value
Marginal Success = 60% of combat skill value subtracted from attack value
Marginal failure = 30% of combat skill value is subtracted from attack value
Critical failure = Nothing is subtracted from attack value
6. Consult attack charts
Subtract defence value from attack value and consult Melee, Missile or Grapple Attack Chart. Result is shown as either:
| A# | Attacker inures opponent. # represents number of D6 injury |
| D# | Defender injures opponent. # represents number of D6 injury |
| B# | Both combatants injure each other. # represents number of D6 injury |
| DTA | Defender Tactical Advantage = free bonus attack roll by defender or other action (only against the clumsy attacker) |
| ATA | Attacker Tactical Advantage = free bonus attack roll by attacker (only against the stumbling, fumbling defender) |
| AF# | Attacker fumble. # = number of D6 vs AGL stat or fumble. Fumble = DTA |
| BF# | Both fumble. # = number of D6 vs AGL |
| AS# | Attacker stumble. # = number of D6 vs AGL stat or stumble. Stumble = DTA |
| DS# | Defender stumble. # = number of D6 vs AGL stat or stumble. Stumble = ATA |
| BS# | Both stumble. # = number of D6 vs AGL stat or stumble. |
| DODGE | Successfull dodge |
| BLOCK | Successfull block |
| MISS | Attacker misses |
| WILD | Wild shot. Not only miss, could hit unwanted targets |
| Fumble | Automatic fumble = DTA |
| AHd | Attacker has a hold on the defender. Can choose another unarmed action (see unarmed combat) |
| DHd | Defender has a hold on the attacker. Can choose another unarmed action |
| BHd | Both have a hold on each other and can choose another unarmed action |
7. Roll Hit Location and Injury Points
A D100 is rolled and the Hit Location Chart is consulted. There is one column for head, arms, legs and body (depending on what the character was aiming at). The last number of the roll (the 7 in 47) represents the Injury Points.
8. Roll Injury
The number of D6 generated from the Attack Chart are rolled. Add weapon injury (B, E or P) plus extra bonuses for character Injury Bonus,
special attack bonuses etc. Subtract armour protection for B, E, P, F, S or T and subtract sixe modifier.
Find appropriate injury column to the right of the Hit Location. Results are as follows:
| Yellow column | = Injury Points taken |
| Orange column | = Injury Points + 10 taken |
| Red column | = Injury Points + 20 taken |
E = Shock. #D6 vs CON or faint . (Tactical advantage to opponent if fainting)
F = Fumble. #D6 vs AGL or fumble (Loose weapon + TA to opponent)
S = Stumble. #D6 vs AGI or stumble (Fall prone + TA to opponent)
K = Kill. #D6 vs CON or die (The End)
A = Amputate. #D6 vs 1/10 of weight or amputate
B = Bloodloss per round. Die if CONx5
Note:
More than 15 Injury Points to a limb (arm or leg hit locations) = limb useless until healed.
More Injury Points than STR against Body or Head hit location = 3D6 vs STR or knockback and stumble (Tactical Advantage)
Missile combat is resolved just like Melee Combat, except that there are fewer attack options and fewer defence options.
Slightly different. The unarmed skill can be used in several ways :
* Punches, kicks, headbutts are resolved as the melee combat order above.
* Knockbacks and trips go from a successfull attack (A#) to stat vs stat challenge. (There is no resulting injury, but Tactical Advantages instead)
* The rest of the attack demands a successfull Hold (AHd in the attack charts) in order to perform their secondary attack (Grapple & Throw)
Unarmed attack options :
| Strike | [Fist, kick, headbutt, knee etc] |
| Double attack | [2 weapons NO def.] |
| Combo attack | [melee & unarmed attack. Divide lowest skill] |
| Knockback | [STR + Injury Bonus v STR + Size Modifier or stumble] |
| Trip | [AGL v AGL or stumble] |
| Grapple &Throw | [STR or AGL v STR or AGL] |
| Grapple & Strike | [Only “A” weapons. ½ dodge] |
| Grapple & Pin | [STR + 2 + Injury Bonus v STR + Size Modifier to break] |
| Grapple & Disarm | [AGL or STR v AGL or fumble] |
| Grapple & Squeeze | [Special. Suffocation or injury] |
The same defence options apply as in melee combat above.
Combat Modifiers
All combat systems need them..........
| Prone opponents | +20 to attack roll. Only aim at legs. -20 to pole arms and 2H weapons. ½ dodge. Getting up takes 1 rnd. |
| Attack from behind | +20 to attack roll. SPOT to notice or ½ dodge as defence (provided target is moves about, fighting etc) |
| Higher ground | +10 to attack roll. Opponent cannot attack head locations. |
| Longer weapon | 0 +10 or +20 depending on which weapons meet. See Combat Charts 1. |
| 2+ attackers | -10 per extra attacker after the first. |
| Prolonged aiming | Up to 3 rnds (depending on weapon). +AIM, AIMx2 or AIMx2,5 to attack roll. |
| Attack from steed | +20 to attack roll. No leg attacks possible without riding skill success. |
| Attack roll penalty | ½ of total IP (all hit locations). |
| CONx4 IP taken | ½ defence skill roll values. |
| Useless limbs | When 15+ IP to a arm or leg hit location. cannot use limb until healed. |
| Knockback | When suffering a blow worth 15+ IP to a head or body hit location. Roll 3D6 vs STR or stumble. |
Examples of other actions during combat:
| Getting up from the ground | 1 round (instead of attack) |
| Drawing a new melee weapon | 1 round (instead of attack) |
| Picking up a dropped/disarmed/fumbled weapon | 1 round if 3D6 vs AGL, otherwise 2 (instead of attack) |
| Drawing & throwing throwable weapons/objects | 1 rnd, but initiative like melee weapons |
| Attack and move | Generally SPE/2. |
The combat system relies heavily upon gaining Tactical Advantages. Gain one and you have an extra chance to attack your target again. This is especially important in unarmed combat.
Dare to change weapon properties. Vary between Blunt, Edge and Point.
- Blunt to the head gives more Shock (unconscious) rolls.
- Blunt delivers more Injury Points at weak hits than Edge and Point.
- Point causes more death rolls.
- Edge causes more bleeding and amputate rolls.
Aiming causes different effects
- Legs = more stumble ( an opponent that has stumbled gives you a Tactical Advantage against a prone target )
- Head = more knockouts ( opponent knocked out gives you a Tactical Advantage against a target that Ignores attacks )
- Arms = more fumbles ( an opponent that has fumbled gives you a Tactical Advantage against an unarmed target )
Combo attacks are good. With good Unarmed skills target can be knocked back, tripped, kicked etc.
Choose effective attacks (overhead, aimed attacks, double attacks etc) against injured or poor opponents.
Counterstrike against weak or poor opponents – or simply for Fun & Excitement.
Long weapons (C) are good against short weapons (A). Long weapons are however useless in close quarters.
Short “A” weapons & combined with unarmed - use unarmed grapple & strike for efficiency (opponent can't use full dodge) .
Look for cover. Cover forces opponent to aim for uncovered hit locations.
Look for special bonuses (partial cover, trees to make right hand swings harder , sand in eyes etc)
Injuries are noted on the character sheet by hit location. Serious wounds are harder to treat than minor wounds and requires more than mere first aid skills.
After a wound has been treated it is given a Healing Rate (HR).
After the first day of rest (or non-exhausting action) a healing roll is made. Success depends on the HR for the wound and a certain amount of Healing Points (HP) are appointed that wound. Each day, the wound's Injury Points (IP) are subtracted by the Healing Points.
Limilates, healing dyshas, good treatment and other factors can regenerate IP directly or raise the HR or HP factors.
Dyshas are woven and thrown in 1 rnd (in order to make it more fun for the muadra)
1. Muadra chooses which dysha to weave and adds any bundles or weave tricks
2. Roll under dysha skill rank to succeed (taking into consideration any weave trick penalties)
3. Roll attack roll (normal missile combat rules with aiming, rolling hit location etc)
4. Determine dysha effect. Some dyshas will roll normal combat injury (lightning blast, crater etc) while others will have other effects (cage, suspensions orb etc)
Dyshas are described as in the normal 3rd Edition Skyrealms rulebook, but I have modified their costs somewhat. I have also added injury or effects to suit the Codex Jorunis.
Isho Tech is used by rolling tra-sense (+ any lore isho tech skills the character might have), required moon skills for the device and spending colour
XP
As a rule I hand out experience after each adventure (or campaign if they are interlinked). We have gone through countless expeience systems and have finally settled for this homemade and highly sholari subjective system.
1, or sometimes up to 3 points are allocated for various deeds, successfull rolls, ideas, clever plans etc. The Experience Point Sheet gives a clue to what actions give experience. I also add to this the adventures difficulty and success rate (I think uninterested players just sitting through adventures shouldn't be rewarded as much as those adding to the story).
Improvements
Stats are never raised with XP
New skills are generally not allowed (must be good reason and education to gain a new skill. This to prevent all older characters to have all skills - regardless if they are condrij or iscin.)
Skills can be raised twice with the character's Raise Factor for that skill, if it has been used during the adventure or taught especially by an NPC. The XP cost to raise a skill is equal to the number of stars it has been ranked with (or its one-time cost for Certificate Skills). The raise factor depends on the stat linked to the skill.
The Flesh Wound Rule
After a combat has been fully resolved and all fighting is over, I have allowed characters to spend 3 XP to get rid of their serious wounds. It is a high price, but in game terms means that "Oh, under all that blood you weren't so injured after all.". This to avoid too many limping and infectious characters and to sometimes give the adventure a bit of that Indiana Jones fist-fighting-and-hanging-under-cars-although-he's-been-shot-action in critical phases of the story.
DO NOT allow characters to use this during combat.
Character creation & skills
Skill list
Occupation list
Combat
Combat Summary
Combat Charts 1
Combat Charts 2
Range Modifier Chart
Armour
Weapons Chart
Injuries & Healing
Limilates