(This WILL get sorted out later. Promise. -- Wolverine)
Sands of Arrakis is intended as a simple bolt-on supplement for the Spycraft 2.0 rpg. It is unofficial, and all copyrighted names, characters, items and places are property of Brian Herbert and the Herbert foundation.
Contained within are Origins, Feats and Gear that are appropriate to the setting: that of the Imperium of the Padishah Emperor Shadaam IV, a few months before the Atreides are awarded the contract for spice mining on Arrakis. Campaigns set in earlier or later eras will need to be adjusted appropriately and will be accounted for at a later date. Please note, this is very much a work in progress! In a universe as rich as the one created by Herbert, there are possibilties for many different styles of play. Feel free to customise these rules as appropriate for your group.
It should be pointed out that this material is written from the only official source I rate: the books written by Frank Herbert. The only exception is the material on House Ordos, which was included due to popular demand. If you want to run a campaign set in a universe like that of David Lynch's movie, these rules will need substantial modification.
- Points of note: In this section, a few common myths surrounding the Dune universe are dispelled. Check this section first if you're new to the Duniverse.
- Sands of Arrakis Campaign: The section where the GC finds out how the rules vary with this setting. Relevant to character creation too - players should read this as well.
- Talents/Specialties: All fully compatible with the standard corebook Origins.
- Classes: New expert and master classes.
- Feats: A work in progress, two new categories of feats are introduced here: Breeding and Conditioning feats.
- Gear: All those nasty little toys from the Assassin's Handbook, the Spacing Guild and the machineshops of Ix and Richese can be found here.
- Events: New events for the GC to use exclusively on the desert world of Arrakis.
- NPCs: The antagonists of the story, along with new qualities and stat lines are located here. The NPC qualities are also important to certain characters, such as the pre-born and the Bene Gesserit.
____________________________________________________________________________
The work contained herein is the creation of the mad genius glimmerrat, with the help of:
Spinning Dice
Pattern Spider
Pbartender
Equinox
Dragon Raider, aka Darth Sephiroth
Wolverine
Lord Zog
Mouthymerc
Black Cheese
player#4
Bubbalin
Gatac
Slippery_jim_digris
Force Gypsy
WGerrard
...with mad props going to our friendly neighbourhood Morgenstern for his format-fu and general helpfulness since the start of this crazy project.
START EDITS HERE
Sands of Arrakis - Origins
Classes
Sands of Arrakis: Expert Classes
FEDAYKIN
Muad’dib and his death-commandos are legendary figures. They are stealthy, merciless and blessed with an almost inhuman swiftness. They are desert power.
Attributes: The physical attributes matter most to a Fedaykin. He has no need of book learning or charismatic banter, especially when Harkonnens still walk on Arrakeen sand.
Vitality: 1d12 + Con modifier per level.
Requirements
Base Attack Bonus: +5
Skills: Survival 4+
Feats: Desert Training.
Special: To enter this expert class, you must be trained by someone who has levels in this class already.
CLASS SKILLS
The Fedaykin’s class skills are Acrobatics, Athletics, Intimidate, Notice, Resolve, Sense Motive, Sneak, Survival and Tactics.
Skill Points per level: 4 + Int modifier.
CORE ABILITY
No Surrender: If you enter a combat where you are outnumbered at least 2-to-1, you immediately gain a number of extra d4 action dice equal to your starting action dice. If you do not use these dice by the end of the current combat, they are lost.
CLASS ABILITIES
Sneak Attack: At Level 1, you gain the ability to inflict 1 die of sneak attack damage (see page 338). At Level 5 this increases to 2 dice of sneak attack damage, and at Level 9 this increases to 3 dice of sneak attack damage.
The Wierding Way: At Level 2, you gain the bonus feat Wierding Combat Basics.
Holy Rage I: At Level 3, once per session when you take damage to your wounds points, your Strength score rises by 2 and you gain the enraged condition. You may not choose to calm down, and the rage does not end until there are no longer enemies within your line of sight.
Holy Rage II: At Level 7, you gain the benefits of Holy Rage I whenever you take damage to your wound points. Additionally, you may choose to end your rage at any time by taking a full round action to calm down.
Ambush I: At Level 4, when you make your first attack as part of a planned ambush, if that attack is a threat, it is automatically confirmed as a critical hit.
Ambush II: At Level 8, when you make your first attack as part of a planned ambush, you may take a coup de grace action against a flat-footed target, even if they are not vulnerable.
Bonus Feat: At Levels 4 and 8 you gain a bonus Covert or Melee Combat feat.
No Fear: At Level 6, once per round when you are the subject of suppressing fire, you may make a will save with a difficulty equal to the shooters attack check. If you beat your attacker’s check, you may ignore his suppressing fire this round.
Veteran of the Desert: At Level 7, you gain Nerves of Steel as a bonus feat.
Suicide Charge: At Level 10, whenever you are reduced to negative wound points, you do not gain the unconscious or dying conditions. You may continue to function with a -4 penalty on all checks until you are healed back above 0 wounds. If you are reduced to -10 wound points, you are still dead.
Level
BAB
Fort
Ref
Will
Def
Init
Wealth
Gear
Abilities
1
+1
+2
+1
+1
+0
+2
0
-
Sneak attack +1d6, No surrender
2
+2
+3
+2
+2
+1
+3
0
1W
The Wierding Way
3
+3
+3
+2
+2
+1
+4
0
1W
Holy Rage I
4
+4
+4
+2
+2
+2
+5
1
1W, 1E
Ambush I, Bonus
Feat
5
+5
+4
+3
+3
+2
+5
1
1W, 1E
Sneak attack +2d6
6
+6
+5
+3
+3
+2
+6
1
1W, 1E
No Fear
7
+7
+5
+4
+4
+3
+7
2
2W, 1E
Veteran of the Desert, Holy Rage II
8
+8
+6
+4
+4
+3
+8
2
2W, 1E
Ambush II, Bonus Feat
9
+9
+6
+4
+4
+4
+9
2
2W, 1E, 1T
Sneak attack +3d6
10
+10
+7
+5
+5
+4
+10
3
2W, 1E, 1T
Suicide Charge
SUK DOCTOR
Trained in the ancient Suk tradition, you can do no harm to a living thing. You are the pinnacle of the medical profession, and your skills are highly sought after.
Attributes: Intelligence and Wisdom serve to boost a Suk Doctor’s skills. Dexterity is useful for surviving dangerous situations, as some people are not above shooting a medic.
Vitality: 1d8 + Con modifier per level.
Requirements
Abilities: Intelligence 13+
Feats: Examiner, Pyretic Conscience.
CLASS SKILLS
The Suk Doctor’s class skills are Analysis, Bureaucracy, Cultures, Investigation, Medicine, Networking, Notice, Profession, Resolve, Science, Search and Sleight of Hand.
Skill Points per level: 8 + Int modifier.
CORE ABILITY
Imperial Conditioning: Your conditioning prevents you from being forced into violating your Imperial oath. Whenever you are coerced, for any reason, into taking a human life, you may immediately spend 1 action dice to ignore the source of the coercion for the rest of the session. This ability protects against the effects of brainwashing, and any uses of the Impress and Intimidate skills that may force you to take a life. At the GC’s discretion, this ability may protect against other sources of coercion.
CLASS ABILITIES
Pharmacopoeia: At Level 1 and for each class level gained thereafter, you gain 1 additional skill point that must be spent to purchase ranks in either Analysis or Medicine. In addition, you gain the Advanced Skill Mastery (Examiner) feat.
At Level 5, you gain the Grand Skill Mastery (Examiner) feat.
At Level 9, you gain the Perfect Skill Mastery (Examiner) feat.
Improvised Dressing: At Level 2, you gain Bandage as a bonus feat.
Truth Serum I: At Level 3, when you are the predator in an interrogation or brainwashing conflict, the prey’s starting lead is decreased by 1.
Truth Serum II: At Level 7, when you are the predator in an interrogation or brainwashing conflict, the prey’s starting lead is decreased by 2.
Experienced Skill: At Level 4, you may choose 1 Suk Doctor class skill. The number of action dice required for you to activate a critical success with this skill decreases by 1 (minimum 0). At Level 8 you may choose a second Suk Doctor class skill to be affected by this ability.
Bonus Feat: At Levels 4 and 8 you gain a bonus Gear or Tradecraft feat.
Ph.D.: At Level 6, you may choose 1 Suk Doctor class skill. Your maximum rank in the chosen skill increases to your career level + 8. This new maximum skill rank may not be further increased by feats or other abilities (though it rises naturally with your career level). Further, you gain a synergy bonus with Knowledge checks relevant to each Ph.D. skill equal to 1/2 your ranks in the skill (rounded down).
Non-Target: At Level 7, before Initiative checks are made during each combat, you may make an Impress/Influence check opposed by a Sense Motive (Wis) check made by each opponent. This Sense Motive check possesses the Vision tag (see page 101). Each opponent who fails this check may not target you with any attack action for a number of rounds equal to your class level, or until you take any attack action, ready a weapon, or make an Intimidate skill check during the combat, whichever comes first.
Resuscitate: At Level 10, you may attempt to resuscitate a dead character. You may not use this ability on a character that has been destroyed. To use this ability you must succeed at a DC 25 Medicine/Stabilize check, which must be carried out within 3 minutes of the target gaining the dead condition. If the check succeeds, the target is immediately placed on -9 wound points and is stabilized.
Level
BAB
Fort
Ref
Will
Def
Init
Wealth
Gear
Abilities
1
+0
+0
+2
+2
+1
+2
0
1T
Pharmacopoeia (Advanced), Imperial Conditioning
2
+1
+0
+3
+3
+1
+3
0
1T
Improvised Dressing
3
+1
+1
+3
+3
+2
+4
0
1T, 1G
Truth Serum I
4
+2
+1
+4
+4
+2
+5
1
1T, 1G
Experienced Skill (1 skill), Bonus Feat
5
+2
+1
+4
+4
+3
+5
1
2T, 1G
Pharmacopoeia (Grand)
6
+3
+2
+5
+5
+4
+6
1
2T, 1G, 1R
Ph.D.
7
+3
+2
+5
+5
+4
+7
2
2T, 1G, 1R
Non-Target, Truth Serum II
8
+4
+2
+6
+6
+5
+8
2
2T, 2G, 1R
Experienced Skill (2 skills), Bonus Feat
9
+4
+3
+6
+6
+5
+9
2
2T, 2G, 1R
Pharmacopoeia (Perfect)
10
+5
+3
+7
+7
+6
+10
3
3T, 2G, 1R
Resuscitate
Sands of Arrakis: Master Classes
REVEREND MOTHER
Representing the best the Bene Gesserit sisterhood has to offer, a Reverend Mother is a nightmarish opponent, be it in combat or in court.
Attributes: Charisma and Wisdom are a Reverend Mothers key attributes, empowering her in social situations and enabling her to make effective use of her feats.
Vitality: 1d8 + Con modifier per level.
Requirements
Allegiance: Bene Gesserit Faction. Without this Allegiance you may still enter this class at Career Level 15 if you meet all other requirements.
Skills: Sense Motive 10+ ranks,
Feats: Prana-Bindu Basics, any 2 Conditioning feats.
Special: Must have undergone the Spice Agony and have access to the NPC ability Other Memories.
CLASS SKILLS
The Reverend Mother’s class skills are Bluff, Impress, Intimidate, Medicine, Networking and Sense Motive.
Continuity: At Level 1, choose 3 skills that are class skills for any of your other classes. These become Reverend Mother class skills for you.
Skill Points per level: 8 + Int modifier.
CLASS ABILITIES
Ancestral Echoes I: At Level 1, once per mission you may gain the benefit of the feat training ability from Other Memories without spending an action die.
Ancestral Echoes II: At Level 4, you may use your ancestral echoes ability three times per mission.
High-Handed Enemy: At Level 1, if you do not already own one, you receive a Gom Jabbar to add to your personal gear at no extra cost. If you already own one then you instead receive 3 doses of Meta-Cyanide to add to your personal gear. Additionally, you receive a set of Bene Gesserit Robes.
Arrogant Confidence: At Level 2, you may substitute you ranks in Intimidate for your normal skill ranks when making a Bluff, Impress or Manipulate check when targeting an NPC whose disposition toward you is Aloof, Unfriendly or Hostile.
Shared Mind: At Level 3, you may choose to share the benefit of any successful Intelligence or Wisdom-based skill check with anyone present who has levels in the classes Traditional Bene Gesserit or Reverend Mother. You may also freely swap action dice between each other and share memories, up to an including a full lifetime’s worth. This ability requires the user to make physical contact with the target.
Controlled Emotions: At Level 4, whenever one of your skills is opposed by a Sense Motive check, if that check is not a threat you may choose to spend 1 action die to present any result that you wish.
Perfect Metabolism: At Level 5, you may take 10 on fortitude saves. Additionally, your perfect control of your menstrual cycle means that you can choose when you ovulate or menstruate, and if you become pregnant. You may also choose your offspring’s gender and which features they inherit from both parents. Finally, when poisoned or infected with a disease, you may choose to delay either the primary or secondary save and meditate continuously for a number of rounds equal to the save difficulty. If you do so, you automatically pass the chosen save, regardless of the difficulty.
Level
BAB
Fort
Ref
Will
Def
Init
Wealth
Gear
Abilities
1
+0
+1
+0
+2
+1
+1
1
1T
Ancestral Echoes I, High-Handed Enemy
2
+1
+2
+0
+3
+1
+1
2
1T
Arrogant Confidence
3
+2
+2
+1
+3
+2
+2
2
1T
Shared Mind
4
+3
+2
+1
+4
+2
+2
2
1T, 1S
Ancestral Echoes II, Controlled Emotions
5
+3
+3
+1
+4
+3
+3
3
1T, 1S
Perfect Metabolism
FEATS
Sands of Arrakis - Feats
Holtzmann Shield Basics
(Conditioning)
You have been taught the basics of shield combat.
Prerequisites: Base Attack Bonus +1.
Benefits: You may activate a worn personal shield as a free action. Further, you gain the following stance and trick.
Sinister Stance (Stance): Whilst in this stance, you may use an off-handed weapon as if you possessed the feat Two-Weapon Basics. To use this stance, you must be wearing an active personal shield.
Shield Slam (Trick): When performing a Bull Rush trick, you inflict 1d6 + (str modifier) subdual damage to your target.
Special: When attacking an unshielded opponent, you receive a -2 penalty on your attack rolls.
Holtzmann Shield Moves
(Conditioning)
You understand the primary principles of shield combat – fast on defense, slow on attack.
Prerequisites: Base Attack Bonus +3.
Benefits: You gain the following tricks.
Fast on the Defense (Trick): When using the Fight Defensively trick, you add an additional +2 to your defense.
Slow on the Attack (Trick): An attack that is slowed to penetrate an active shield no longer suffers the -4 attack penalty, although it still does not apply strength modifier to damage.
Disarming Twist (Trick): When you have an active shield and attempt to disarm an opponent, you may choose to make a Reflex save in place of your disarm check.
Holtzmann Shield Supremacy
(Conditioning)
You are a master shield duellist, using your body shield as an extension of your weapons.
Prerequisites: Base Attack Bonus +12, Holtzmann Shield Basics, Holtzmann Shield Moves.
Benefits: The penalty an opponent suffers for attempting to breach your shield is increased by an additional 4 points. Opponents who normally suffer no penalty are also affected. Further, you gain the following tricks.
Shield Bash (Trick): When wearing an active shield, your attacks do an additional amount of subdual and flash damage equal to the damage you rolled.
Shield Rush (Trick): When wearing an active shield, you may simultaneously Bull Rush more than one opponent. All targets must be adjacent to you and to each other. This means that if you are medium sized, you can attack a maximum of 3 targets simultaneously. You should roll one Bull Rush check, which is resisted by each target individually.
Special: The -2 penalty on your attack rolls vs. unshielded targets no longer applies.
Honorarium Familia
(Style)
You are a highly valued member of your Household, inducted into the inner circle of the family and trusted as no other.
Prerequisites: Oathbound, must be invited to join the Na-Familia of a Noble House.
Benefits: You receive a +2 bonus on all social checks made against none-nobles who do not also possess this feat. You may attend court and noble functions as a representative of your Household.
‘Human’
(Style)
You have survived the test of the Gom-Jabbar and are regarded by the Bene Gesserit as ‘human’, indicating that you can control your own actions and are not a slave to your instincts.
Prerequisites: Prized Bloodline, must survive the Bene Gesserit Gom-Jabbar test.
Benefits: The disposition of any Bene Gesserit towards you automatically improves by 1 grade. You also receive a +1 on your Will saves.
Mentat Trance Basics
(Conditioning, Mentat)
The basics of Mentat conditioning have opened your mind. You are a human computer.
Prerequisites: Int 17+, Living Cipher, Sense Motive 3+ ranks.
Benefits: You gain access to the following special abilities:
Straight-line Computation: As a full round action, you may receive a +2 conditioning bonus on Notice, Science (Mathematics) and Sense Motive checks. A successful check with any of these skills whilst benefiting from this bonus is automatically regarded as a threat, but only for the purposes of effect – it may not be confirmed with the expenditure of an action die unless the actual dice roll was a threat.
1 full action, vitality cost: 2.
Standard Tactical Analysis: As a free action you may grant yourself an insight bonus equal to your Int modifier to your Initiative or your Attack rolls.
1 free action, vitality cost: 2.
Special: In any round in which you benefit from this feat (or any of its derivative feats), you take a penalty on all Charisma-based checks equal to the total granted bonuses.
Mentat Trance Mastery
(Conditioning, Mentat)
As you Mentat training continues, you become progressively more deadly.
Prerequisites: Int 19+, Mentat Trance Basics Sense Motive 9+ ranks.
Benefits: You gain access to the following special abilities:
1st Stage Projected Computation: The bonuses from Mentat Trance Basics increase to +4. A successful check with any of these skills is whilst benefiting from this bonus is automatically regarded as a critical success.
1 half action, vitality cost: 3.
Advanced Tactical Analysis: As a free action you may grant yourself an insight bonus equal to your Int modifier to your Defense or your Damage rolls.
1 free action, vitality cost: 4.
Mentat Trance Supremacy
(Conditioning, Mentat)
A fully trained Mentat is feared terribly, whatever role he chooses – be it Advisor, Tactician or Master of Assassins.
Prerequisites: Int 21+, Mentat Trance Mastery, Sense Motive 15+ ranks.
Benefits: You gain access to the following special abilities:
2nd Stage Projected Computation: The bonuses from Mentat Trance Mastery increase to +6.
1 free action, vitality cost: 4.
Supreme Tactical Analysis: As a free action you may grant yourself an insight bonus equal to your Int modifier to your critical threat range. Alternatively, once per round you may penalise an enemies attack by increasing their error range by a like amount.
1 free action, vitality cost: 6.
Mind over Body
(Conditioning)
You have achieved a certain level of conscious control over your own body.
Prerequisites: Int 13+, Resolve 3+ ranks.
Benefits: You may use your Intelligence modifier to improve results rolled on your Vitality dice instead of your Constitution modifier. This applies to all Vitality dice, including retroactively affecting those gained at previous levels.
Mnemonic Conditioning
(Conditioning)
Through incredibly intense, advanced and severe psychological conditioning, you have learned how to control the parietal lobe of your brain, giving you perfect recall of anything you have witnessed.
Prerequisites: Int 13+, Resolve 3+ ranks.
Benefits: With a DC 10 Resolve check, you may recall any fact you have previously learned. With a DC 15 check, you may recall any stimulus that you have previously experienced through any of your five senses. With a DC 20 check you may recall a previous scene from the same day with sufficient clarity to allow you to make a single Notice or Sense Motive check that you may have previously missed. You may use this feat a number of times per session equal to your starting action dice.
Oathbound
(Style)
You have sworn an oath of allegiance to a group or a concept. You find that your oath gives you strength and motivation.
Prerequisites: At least one declared allegiance, to which you must have declared a formal oath of loyalty.
Benefit: Choose one of your allegiances. The allegiance you select becomes your primary allegiance and cannot be broken, except by you. The strength of your allegiance enables you to better assist other beings that have the same allegiance; if your aid another attempt succeeds, an ally with the same allegiance as you gains a +3 circumstance bonus (instead of +2) on his skill check result or attack roll. Your dedication also grants you a +1 bonus on attack rolls made against opponents that directly oppose your allegiance.
Panoplia Propheticus
(Style, Bene Gesserit)
You are learned in the ways of the Missionaria Protectiva, and are fully capable of exploiting the constructed religions and Messiah-myths perpetrated by the Bene Gesserit.
Prerequisites: Wis 13+, Cha 13+, Impress 4+ ranks.
Benefits: By subtly manipulating a target’s religious beliefs, once per day you may attempt a DC 15 Impress check to improve the disposition of any 1 non-villain NPC by 1 grade.
Special: This feat provides no benefit against anyone else with this feat.
Prana-Bindu Basics
(Conditioning, Bene Gesserit)
You have been taught the basics of Prana-Nervature and Bindu-Musculature.
Prerequisites: Medicine 3+ ranks, Spice Addiction or Spice Diet.
Benefits: You gain access to the following special abilities:
Biorhythm Control: You may go for (character level) minutes without breathing, or gain heat and cold resistance equal to twice your ranks in medicine for (character level) minutes or you may feign death for up to (character level) days. Whilst in this state you are functionally dead. When you use this last power, you may choose how long you wish to feign death or set specific conditions upon which you will awaken. A Medicine/Wis check (DC 10 + your character level) is required to determine you are alive or to awaken you prematurely.
1 full action, vitality cost: 4.
Pheromone Control: You may add your ranks in Medicine as an insight bonus to your Bluff, Impress, Intimidate or Network checks when targeting a character within scent distance of you for (character level) minutes.
1 full action, vitality cost: 2.
Nerve Induction: After making a successful touch attack against an opponent, inflict 1d6 + (your ranks in Medicine) stress damage. This ability may be used a number of times per combat equal to your character level, but no more than once per attack.
1 free action, vitality cost: 4.
Prana-Bindu Mastery
(Conditioning, Bene Gesserit)
Your understanding of human physiology – your own and that of others – is remarkable.
Prerequisites: Medicine 9+ ranks, Prana-Bindu Basics.
Benefits: You gain access to the following special abilities:
Nerve Control: You may add your ranks in Medicine as an insight bonus to your Bluff checks to resist interrogation and Resolve checks to resist reprogramming for one check. Alternatively, you may shrug off the effects of exhaustion, fatigue, temporary blindness/deafness and temporary intelligence damage for a number of rounds equal to your character level.
1 free action, vitality cost: 4.
Somatic Control: You may add your ranks in Medicine as an insight bonus to your Resolve checks, Will saves or the DC of Sense Motive checks targeting you for a number of minutes equal to your character level. Further, when determining the negative effects of ageing, your age is reduced by 5 x your character level.
1 free action, vitality cost: 2.
Muscle Control: Your unarmed attacks gain an AP value and damage bonus equal to your ranks in Medicine for 1 round per character level.
1 full action, vitality cost: 4.
Prana-Bindu Supremacy
(Conditioning, Bene Gesserit)
The full, horrifying capabilities of advanced muscle and nerve manipulation are yours to command.
Prerequisites: Medicine 15+ ranks, Prana-Bindu Mastery.
Benefits: The Prana-Bindu abilities Nerve Control, Somatic Control and Muscle Control become permanently active and no longer have a vitality cost. The abilities Biorhythm Control, Pheromone Control and Nerve Induction may now be activated as free actions, and have their vitality cost halved.
Pre-Born
(Breeding)
Your mother was a Bene Gesserit who consumed the Water of Life whilst she was with child. You were made sentient and aware whilst still in the womb. Unfortunately, you are open to the consciousness of your ancestors, some of which may seek to use you as a vessel to complete their unfinished business…
Prerequisites: Mother must have been a Bene Gesserit who imbibed the Water of Life whilst pregnant, may only be taken at 1st level.
Benefits: You gain the NPC quality pre-born. The companion is created with an XP reward no greater than (5x the characters level). The companion’s threat level is considered to be equal to (the character’s level /3, rounded up).
Special: The disposition of any Bene Gesserit towards you automatically becomes Hostile.
Prized Bloodline
(Breeding)
You are a nexus in the Bene Gesserit Mating Index. You are to be carefully mated and watched at all times.
Prerequisites: All abilities at 12+, may only be taken at 1st level.
Benefits: The disposition of any Bene Gesserit towards you automatically improves by 1 grade. Your highest ability score permanently increases by 1.
Pyretic Conscience
(Conditioning, Suk)
Through your Suk School medical conditioning, you cannot take a life. You would sooner die than do harm to another.
Prerequisites: Medicine 4+ ranks, Science 4+ ranks.
Benefits: You may always take 10 on Medicine checks without increasing the time taken to make the check. You may take 20 on Medicine checks by doubling the time taken to make the check.
Special: You may never inflict anything other than non-lethal damage. You may not perform the Coup de Grace action.
Regis Familia
(Breeding)
Born into a noble family, you have the right to claim a title amongst one of the great houses of the Landsraad or one of the houses minor of the Syselraad.
Prerequisites: Member of a noble house as a blood relative, Wis or Cha 13+.
Benefits: The character receives a minor title from a great house of the Landsraad or a major title from a minor house of the local Syselraad. This gives the character a +4 insight bonus on charisma-based checks with those of lower status.
Terrible Purpose
(Breeding)
You are marked by the Bene Gesserit Mating Index as a subject to be carefully monitored. There is a possibility that you could be, or may sire, the Kwisatz Haderach – your DNA is to be preserved at all costs.
Prerequisites: Prized Bloodline.
Benefits: Your destiny is impossible to see. Attempts at divining your future or predicting your actions automatically fail. Additionally, opponants may not benefit from any Mentat feat bonuses when attacking or being attacked by you. Auguries or predictions which do not directly target you automatically exclude or omit you from the results.
Sight Basics
(Breeding)
You have the Sight, and although it is untrained, many regard you with superstition and fear.
Prerequisites: Wis 17+, Spice Diet.
Benefits: This feat affects male and female characters differently. You gain one of the following abilities, depending upon your gender.
Matrilineal Heritage (Female): With 1 round to prepare, you may add a +2 insight bonus to any skill check. If the result is a threat, it automatically becomes a critical success with no action die expenditure.
1 full action, vitality cost: 4.
Prescience (Male): Once per round, you may force any one target to declare their actions for the turn before you take yours. Further, you permanently gain the ability Evasion I (see p37).
1 free action, vitality cost: 2.
Sight Mastery
(Breeding)
With much practise you have begun to master your abilities. Your visions are clearer than most.
Prerequisites: Wis 19+, Sight Basics, at least 1 Chance feats.
Benefits: This feat affects male and female characters differently. You gain one of the following abilities, depending upon your gender.
Advanced Matrilineal Heritage (Female): With 1 round to prepare, you may add a +4 insight bonus to any skill check or attack roll. The check automatically counts as a threat, and be activated as normal with the expenditure of an action die.
1 half action, vitality cost: 4.
Advanced Prescience (Male): Until your next initiative pass you become immune to flanking and Sneak Attack damage. Further, you permanently gain the ability Evasion II (see p37).
1 free action, vitality cost: 4.
Sight Supremacy
(Breeding)
You are a Seer of unparalleled skill. Your skills are greatly desired, and you are a master of your destiny.
Prerequisites: Wis 21+, Sight Mastery, at least 2 Chance feats.
Benefits: This feat affects male and female characters differently. You gain one of the following abilities, depending upon your gender.
Supreme Matrilineal Heritage (Female): With 1 round to prepare, you may add a +6 insight bonus to any skill check, attack roll or save. The result is automatically a critical success with no action die expenditure.
1 free action, vitality cost: 4.
Supreme Prescience (Male): When you are subject to an ambush, you instead receive a surprise round against the ambushers. The following round you and the ambushers roll initiative as usual and all other combatants present are subject to the ambush. Further, you permanently gain the ability Evasion III (see p37).
1 free action, vitality cost: 6.
Simulflow
(Conditioning, Bene Gesserit/Mentat)
Your mind is compartmentalised, allowing you to simultaneously pursue several different trains of thought.
Prerequisites: Int 15+, Mnemonic Conditioning.
Benefits: When making checks for skills based on Intelligence, you may simultaneously with no penalty make a number of checks equal to your Intelligence modifier.
Special: The same skill may be used more than once, but each check must be for a different train of thought.
Spice Addiction
(Style)
You have become addicted to Melange. You have the telltale blue-within-blue eyes, which you must take pains to hide if you wish to conceal your addiction.
Prerequisites: Spice Diet.
Benefits: You gain the following abilities.
Eyes of Ibad: You gain the NPC ability Low-light vision.
Enhanced Geriatric Benefit: For every 4 years that pass you age only 1 year. This ability supersedes that granted by the feat Spice Diet.
Reviled: The disposition of any character that does not also have this feat and is aware of your addiction is reduced by 1 grade.
Special: If you somehow lose access to the prerequisite for this feat, you also begin losing Constitution and Wisdom points at a rate of 1 each per week. This loss continues until you manage to regain the use of the prerequisite.
Spice Diet
(Style)
You consume small amounts of Melange as part of your diet. You have been eating it long enough for it to have an appreciable effect on your health.
Prerequisites: Bene Gesserit, Native to Arrakis or Wealth 9+.
Benefits: You gain the following abilities.
Geriatric Benefit: For every 2 years that pass you age only 1 year.
Fortified Constitution: You receive a +2 bonus on saves vs. poisons and disease and a +2 bonus on rolls to resist fatigue.
Special: It is assumed that upon acquisition of this feat, you gain an effectively lifetime supply of Melange, but only for the purposes of consumption. If somehow the prerequisites are lost, you lose access to the abilities so granted until you regain those prerequisites.
Voice Basics
(Conditioning, Bene Gesserit)
You have learned the simpler nuances of manipulating the human psyche.
Prerequisites: Impress 3+ ranks, Intimidate 3+ ranks, Sense Motive 3+ ranks.
Benefits: You receive a +2 conditioning bonus on Impress/Influence, Impress/Persuasion, Sense Motive/Detect Lie or Sense Motive/Innuendo. A successful check with any of these skills is automatically regarded as a threat, but only for the purposes of effect – it may not be confirmed with the expenditure of an action die unless the actual dice roll was a threat.
1 full action, vitality cost: 2.
Voice Mastery
(Conditioning, Bene Gesserit)
The human subconscious is as an open book to you. People are easy to manipulate.
Prerequisites: Impress 9+ ranks, Intimidate 9+ ranks, Sense Motive 9+ ranks, Voice Basics.
Benefits: The bonuses from Voice Basics increase to +4, and may now be applied to Intimidate/Coercion and Intimidate/Domination checks. A successful check with any of these skills is automatically regarded as a critical success.
1 full action, Intimidate vitality cost: 4
Voice Supremacy
(Conditioning, Bene Gesserit)
Your skill is such that you can make a person want to kill… or take their own life.
Prerequisites: Impress 15+ ranks, Intimidate 15+ ranks, Sense Motive 15+ ranks, Voice Mastery.
Benefits: The bonuses from Voice Mastery increase to +6. These skills may now be used to force the target to perform actions which endanger their safety, up to and including taking their own life.
1 full action, vitality cost: x2
Wierding Combat Basics
(Conditioning, Bene Gesserit)
Your basic Prana-Nervature and Bindu-Musculature have made you an effective unarmed combatant.
Prerequisites: Base Attack Bonus +1, Prana-Bindu Basics.
Benefits: You receive a +1 dodge bonus to your defense score. Further, you gain the following stance and trick.
Wierding Stance (Stance): Whilst in this stance, your unarmed strikes receive a +1 bonus to their critical threat range. However, you may not take Run actions whilst in this stance.
Blinding Speed (Trick): By taking -4 to hit, you may use Pummel as a half action.
Wierding Combat Moves
(Conditioning, Bene Gesserit)
You have learned how to manipulate your muscles and nerves for maximum accuracy and damage.
Prerequisites: Base Attack Bonus +3, Prana-Bindu Basics.
Benefits: You gain the following tricks.
Blurring Motion (Trick): Every time an attack misses you, you may take a bonus 5ft step.
Deft Precision (Trick): Initiative and Attack penalties for Called Shots are reduced by 2.
Crushing Strike (Trick): By taking a -4 to hit, your unarmed attacks gain the BLD quality.
Wierding Combat Supremacy
(Conditioning, Bene Gesserit)
You are a living weapon – you can shatter bones with a tap and burst organs with a light touch.
Prerequisites: Base Attack Bonus +12, Wierding Combat Basics, Wierding Combat Moves.
Benefits: Your Wisdom score increases by 1. Further, you gain the following tricks.
Nerve Block (Trick): When using this trick, a successful unarmed strike forces the target to make a Fortitude save, DC (10 + damage dealt). Failure inflicts an additional amount of Flash and Bang damage equal to the damage of the attack.
Killing Strike (Trick): If you successfully inflict damage to an opponent’s wound points with an unarmed strike, the target must make a Fortitude save, DC (10 + damage inflicted) or immediately drop to -10 wound points.
GEAR
ARMOUR AND PROTECTIVE GEAR PICKS
ARMOUR PICKS
Armour Name
DR
Resistances
DP
ACP
Speed
Notice/Search DC
Weight
Caliber
Partial Armour
Jubba Cloak
1/0
CD3, HT1
+ 1
- 0
-
as clothing
3 lbs.
I
Bene Gesserit Robes
1/0
-
+ 2
- 0
-
as clothing
3 lbs.
I
House Livery
1/4
-
+ 0
- 0
-
as clothing
4.5 lbs.
I
Padded Clothing
2/0
FA3
+ 1
- 0
-
18
4.5 lbs.
I
Plasmesh Uniform
3/6
CD1, FR1
+ 1
- 2
-
12
6 lbs.
II
Moderate Armour
Breastplate
5/1
-
- 3
- 4
-
10
14 lbs.
II
Heavy Plasmesh Uniform
5/8
BN6, CD3, FR3
- 2
- 3
-
10
8 lbs.
II
Plasfiber Coat
5/2
-
- 2
- 3
-
12
7 lbs.
II
Plasfiber Jumpsuit
2/2
AC6, CD6, EL6, FR10, HT6
- 2
- 2
-
14
8 lbs.
I
Still-Suit
4/1
FR3, HT15
- 1
- 1
-
14
12 lbs.
II/IV
Guild Robes
5/3
CD10, FR10, LA10
- 2
- 4
-5
as clothing
8 lbs.
III
Full Armour
Heavy Plasfiber Jumpsuit
7/5
AC6, CD (all), EL6, FR15, HT8, VC (all)
- 7
- 5
-5
obvious
16 lbs.
III
Heavy Plasfiber Coat
8/10
-
- 4
- 7
-10
obvious
14 lbs.
IV
Powered Armour
12/12
AC6, CD (all), EL6, FR15, HT8, VC (all)
-5
- 4
-10
obvious
88lbs.
V
ARMOUR PICK DESCRIPTIONS
Bene Gesserit Robes: The loose fitting, voluminous robes worn by the Bene Gesserit serve a dual purpose. The first is to make the wearer seem as non-threatening as possible by giving the impression that they are an unarmed holy person. The second purpose is to give total freedom of movement and misdirect opponents as to the direction of incoming attacks.
Breastplate: These solid pieces of armour are often made from ceramic/metal composites and come equipped with a codpiece, shin and knee pads, shoulder pauldrons and a gorget for the throat. They are often used by Household Officers and well-paid mercenaries.
Guild Robes: The robes worn by Guild Diplomats and Steersmen conceal many technological devices that skirt the borders of forbidden technology, the least of which are machine-manufactured materials which are excellent at dissipating the impact or energy of damaging attacks. Integral gear includes a standard headset radio, poison snooper and a boosted radio control mechanism capable of quick interface with many items of Guild technology. Guild Robes may act as housing for up to 3 gadget mechanisms.
Heavy Plasfiber Jumpsuit: Heavy jumpsuits are issued to reactor technicians and workers placed in the most hazardous of conditions. They are sometimes issued to security details if the environmental conditions warrant it. This armour is sealed, containing a 30-minute air supply.
Heavy Plasmesh Uniform: Heavy Plasmesh is issued to troops in time of war, when they are expected to see the heaviest combat. Integral gear includes a standard headset radio, a gasmask and a modern ballistic helmet.
House Livery: This armour represents the dress-uniform of Household militaries, the Sardaukar Legions and the faux-military uniforms of the Nobility. It mainly consists of boots, trousers and shirt made of light materials and a heavy, tough jacket/overcoat and hat/cap.
Jubba Cloak: Often a simple fashion statement but sometimes used as a survival tool, a Jubba cloak (if properly maintained) can be made into a hammock or a make-shift tent. It is warm and versatile, and in combat can be a good way of misdirecting an opponents attack away from vital areas.
Padded Clothing: Poorer militaries, smugglers and scouts often wear armour that is little more than sheets of toughened fabric with trauma padding. It helps to dissipate shrapnel and incidental damage but provides little protection against a direct hit. This armour may accept trauma plates.
Plasfiber Coat: Armoured coats are a staple of wealthy civilians everywhere. They are used by ship officers, mercenaries and merchants who have something to worry about. Finely crafted examples are often worn by members of the Landsraad.
Plasfiber Jumpsuit: These suits are commonly worn by Guild personnel aboard Highliners and technicians working in hazardous conditions. They are heavy, hot and uncomfortable.
Plasmesh Uniform: The field uniforms of many militaries are similar to dress uniforms, with a few more functional additions. Integral gear includes a standard headset radio and a modern ballistic helmet. This armour may accept trauma plates.
Powered Armour: The Sardaukar Legions are equipped with the finest and most expensive armour that House Corrino can afford. These suits consist of overlapping plasteel plates with underlying trauma padding. This armour is sealed and provides a 6-hr. air supply and allows the wearer to ignore the effects of being in a vacuum. Further, its hydraulic joints posses a strength score of 16, replacing the wearer’s attribute score and its leg-actuators increase the wearer’s base speed by 10 ft. per round. Integral gear includes a spotlight and a standard headset radio. Finally, this armour is not intended to be worn with any other items of clothing, save a thin, skin-tight body suit that is provided with the armour.
Still-Suit: Used almost exclusively by the inhabitants of Arrakis, a functioning still-suit can prolong life in the open bled for weeks without supplies. They collect lost perspiration inside the suit and hood, and recycle moisture lost in breath by means of a mask that fastens across the lower face. Those of Fremen manufacture are superior to that made by off-worlders and have no armour-check penalty. Fremen suits (when available for sale) go for double the normal cost for none-fremen. All working still-suits provide a +4 gear bonus to Survival checks made in the deep desert.
PERSONAL SHIELDS
The standard form of the Holtzmann Shield provides full-body defense, permitting objects to pass through them, albeit only slowly. An object attempting to pass through a planar field at a right-angle vector speed of more than the strike speed is faced with resistance; which grows more intense as the fourth power of the velocity. When the speed is sufficiently high, the field becomes essentially solid to the impinging object. Shields have varying strike speeds - that speed at which a normal object can pass a planar Holtzmann field - that depends upon the electromagnetic admissions spectrum of the planar field. It is never less than 5.8 cm/s for one-angstrom fields, and increases only to 9.3 cm/s for all-absorptive fields. Typical shields have a strike speed of about 7 cm/s admitting most visible light, x-rays and gamma rays. Standard shields have only one setting; certain unique shields have other settings - for example the demi-shield, and the expensive concealable shields of certain House Major nobles.
SPECIFIC SHIELD RULES
The following rules apply to personal shields.
§ A half action is required to activate a personal shield.
§ An active personal shield completely negates any damage from melee attacks and kinetic ranged attacks, including firearms and thrown weapons.
§ An active personal shield may be bypassed with a melee attack, but the roll takes a -4 penalty.
§ A melee attack that successfully bypasses a shield does not apply the wielder’s Strength modifier.
§ An active personal shield provides no defense at all against grapples, which are resolved normally.
§ Charge actions made against a person wearing a shield provide no bonus to hit.
§ A person wearing an active personal shield may not use ranged attacks of any kind.
Defensive shields react explosively upon contact with the coherent light of laser weapons. When coherent light impinges upon a planar effect field from either surface, all pseudo-matter bound in the shield is instantly converted to real matter. This matter then converts explosively to pure energy. Fortunately the actual mass of a planar field is quite small, on the order of 0.005g for a personal shield. Thus, a typical personal defensive shield if touched by a laser beam would result in an atomic blast with a power of 0.1 kilotons. These pseudo-atomic reactions are, however, rather unpredictable in their magnitude.
LASER/SHIELD EXPLOSIONS
Blah
SHIELD PICKS
Armour Name
DR
Resistances
DP
ACP
Speed
Notice/Search DC
Weight
Caliber
Demi-Shield
-
EX (all)
+1
-
-
20
0.5 lbs.
III
Full Shield
-
EX (all)
+2
-
-
20
0.5 lbs.
IV
House Shield
-
EX (all)
+0
-
-
10
200 lbs.
V
Pentashield
-
EX (all)
*
-
-
15
5 lbs.
III
SHIELD PICK DESCRIPTIONS
Demi-Shield: Used almost exclusively in gladiatorial combat, demi-shields provide a 50% miss chance against any incoming attack. They only protect one side of the body, allowing the use of full-powered swings with the free arm on the unprotected side. Notice/Search DCs are reduced by 10 when the shield is active.
Full Shield: The full body shield is employed by nobles and duellists across the empire. It defends against attacks from all directions and prohibits the use of muscle-powered and ranged weapons. Notice/Search DCs are reduced by 10 when the shield is active.
House Shield: Only the largest and most important installations are protected by defensive screens. These heavy duty shields are the same model that are mounted on warships, and each generator will protect a radius of 100 ft. This does mean that larger buildings will require multiple overlapping shields to be fully protected, and it is common to run all of the shield units off of a common power source (such as house generators) to avoid the chore of constantly replacing drained power cells. Notice/Search DCs are reduced by 10 when the shield is active.
Pentashield: Sometimes when a good solid door is not guaranteed protection, it is necessary to fit a doorway with a Pentashield, sometimes called a ‘prudence door’. The doorway is impassable to ordinary movement as the five-layered shield is set to stop objects moving at any speed. The only way to pass a Pentashield is with a correctly attuned shield dissembler. Notice/Search DCs are reduced by 10 when the shield is active.
PROTECTIVE GEAR PICKS
Protective Gear
PR
Cap
Rng
SZ/Hand
Battery
Save
Weight
Comp
Handheld Shield Dissembler
-
-
15 ft.
T/1h
2 hrs.
+2
2 lbs.
40/+1
Vehicle Shield Dissembler
-
-
30 ft.
S/1h
2 hrs.
+4
20 lbs.
40/+1
PROTECTIVE GEAR PICK DESCRIPTIONS
Shield Dissembler: These units can be set to resonate at the same frequency as a shield. When the unit’s radius intersects with an active shield, the shields protective effects are temporarily nullified. Most often fitted to vehicles that will be expected to pass through house shields on a regular basis, they are also available in a version that can be used as a bulky belt-pack. These smaller versions are used by those who wish to pass through things like prudence doors. Note that it is only possible to learn a shields frequency by examining it whilst it is deactivated. To recalibrate a shield to ignore an attuned shield dissembler requires the shield to be shut off.
ELECTRONICS PICKS
ELECTRONICS
Electronics Gear
PR
Cap
Rng
SZ/Hand
Battery
Save
Weight
Comp
Caliber I
Filmbook
-
-
-
D/1h
-
+2
1 lb.
20/+1
Shigawire Imprinter
-
-
-
F/1h
-
+0
1 lb.
15/+0
Suspensor Globe (Regular)
2
-
-
D/1h
-
+2
3 lbs.
30/+1
Caliber II
Dew Collector
-
-
-
S/1h
-
+0
2.5 lbs.
10/+0
Minimic Imprinter
-
-
-
F/1h
-
+0
1 lb.
20/+1
Suspensor Globe (Large)
6
-
-
S/1h
-
+4
12 lbs.
35/+2
Caliber III
Cone of silence
4
-
15 ft.
D/1h
1 hr.
+4
2 lbs.
35/+2
Solido Projector
7
-
20 ft.
D/1h
1 hr.
+2
2.5 lbs.
45/+3
Wind Trap
-
-
-
M/2h
-
+14
50 lbs.
30/+1
Caliber IV
Suspensor Belt
-
-
-
D/1h
12 hrs.
+4
2 lbs.
35/+2
Caliber V
Training Dummy
-
-
-
M/2h
30 mins
+10
120 lbs.
30/+2
Cone of silence: This small device projects a sound dampening field with a radius of 15 ft. A person sat within 5 ft. of the device can be heard by anyone else also sat within 5 ft., but any eavesdroppers hear no sound at all, not even combat. The dampening field does not stop the occupants from hearing noises that originate from outside the field.
Dew Collector: Tall, carefully crafted thin glass tubes, dew collectors are used in the deep desert for collecting water. Set out just before dawn, a dew collector that is left out in the open for several hours can collect enough moisture to provide one person with their daily water requirement.
Filmbook: Quite literally a book containing film, these have become the standard form of media. Constructed of thin sheets of ridulian crystal, the pages store film footage instead of text.
Minimic Imprinter: Similar in design to a shigawire imprinter, minimic wire can store the same amount of information as the same length of shigawire, at a fraction of the diameter. As a result, a single spool of minimic wire is much longer as it can fit more wire inside the casing. The end result is that minimic wire can store twice as much information as the same amount of shigawire.
Shigawire Imprinter: Used to store information on reels of shigawire, this small pocket-sized device can imprint the equivalent of to 1000 pages or 6 hours of video/audio on 1 reel.
Solido Projector: This item projects an incorporeal image (see page 224). When requested, it contains 1 ready image of the character’s choice (up to Large size), as well as a commercial-grade still camera or video camera. The item may store up to 30 minutes of film and up to 1000 still images. The Notice/Awareness or Search/Perception check to realise the image is a solido projection is DC 20.
Suspensor Belt: These belts are generally used to levitate people (with a Speed of 20 ft.), and wearers may make direction changes of any amount. Any turn of more than 45 degrees requires a successful Acrobatics/Tumble check (DC 25). While flying, a character’s Defense decreases to 1/2 standard (rounded down). A flying character may not take Aim or Brace actions. Finally, whilst flying the character has an Acceleration Rating of 3 and a Turning Rating of 8.
Suspensor Globe: One of Norma Cenva’s first innovations with Holtzman coils, suspensor globes are self-powered, self-sustaining floating light sources. The regular sized model casts light bright enough to read by in a 15 ft. radius and may be set to hover at a height of up to 10 ft. It may be programmed to travel along a single set route of no more than 100 ft. total with a Speed of 10 ft. The larger model casts light in a 30 ft. radius and may be set to hover at a height of up to 30 ft. It may be programmed to travel along a single set route of no more than 100 ft. total with a Speed of 30 ft.
Training Dummy: Used for training pupils in close-quarter combat, these padded clockwork mannequins can be lethal when used against an unprepared opponent. Training dummies are equipped with a rapier in the right hand, a kindjal in the left and a shield belt. They are remotely operated by an instructor (who makes all the checks for the dummy) and are considered to have the same basic profile as the operator. They may be programmed to accept a penalty on all checks of up to -10, in increments of -2. They also have a Speed of 10 ft. less than that of the operator and may not make Athletics checks.
Wind Trap: A large metal filter as tall as a man, a wind trap is usually designed as a permanent fixture of a dwelling or hideout. A single wind trap can collect over the course of 24 hours, enough water to supply 5 people with their daily water requirement.
GADGETS
GADGET MECHANISMS
Gadget Mechanism
PR
Cap
Rng
SZ/Hand
Battery
Save
Weight
Comp
Caliber I
Advanced Radio Control
5
-
100 ft.
-/1h
-
-
-
20/+0
Holtzman Coil
1
-
-
-
-
-
-
30/+2
Servok Timer
1
-
-
-/1h
-
-
-
10/+0
Caliber II
Advanced Radio Control
6
-
500 ft.
-/1h
-
-
-
25/+1
Holtzman Coil
2
-
-
-
-
-
-
45/+2
Servok Timer
2
-
-
-/1h
-
-
-
10/+0
Caliber III
Advanced Radio Control
7
-
1 km.
-/1h
-
-
-
30/+1
Holtzman Coil
3
-
-
-
-
-
-
40/+3
Servok Timer
3
-
-
-/1h
-
-
-
15/+0
Caliber IV
Advanced Radio Control
8
-
5 km.
-/1h
-
-
-
35/+2
Holtzman Coil
4
-
-
-
-
-
-
45/+3
Servok Timer
4
-
-
-/1h
-
-
-
15/+1
Caliber V
Advanced Radio Control
9
-
50 km.
-/1h
-
-
-
40/+2
Holtzman Coil
5
-
-
-
-
-
-
50/+4
Servok Timer
5
-
-
-/1h
-
-
-
20/+1
MECHANISM PICK DESCRIPTIONS
Advanced Radio Control: This mechanism allows the user to activate and control the gadget’s Housing and Mechanisms via a remote control with a Signal Power Rating and range increment as shown in its table entry.
Holtzman Coil: This mechanism allows a housing to hover up to (5 x Power Rating) ft. off the ground for an indefinite period of time. With appropriate controls it can also move around with a Speed of (5 x Power Rating) ft. The object may make direction changes of any amount. If used to levitate a character, the character may turn by more than 45 degrees only with a successful Acrobatics/Tumble check (DC 25). While flying, a character’s Defense decreases to 1/2 standard (rounded down). A flying character may not take Aim or Brace actions. Finally, whilst flying the character has an Acceleration Rating of 3 and a Turning Rating of 8.
Servok Timer: This mechanism can be programmed to activate its housing at a set time in any given 12 hour period. Each point of Power Rating after the first allows the mechanism to activate any 1 additional mechanism contained within the same housing, and also allows it to be programmed for activation at an additional point within the same 12 hour period.
KITS
The following kits are unique to the universe of the Emperor’s Imperium. Where possible, descriptions have been included for some of the more esoteric items of equipment.
KIT CONTENTS
Fremkit I (15 lbs.): Backpack, a copy of the Kitab Al-Ibar, a full literjon of water, energy capsules, recaths, still tent, sandsnork, epoxy glue, rubber still suit patches, filt plugs, static compaction tool.
Fremkit II (20 lbs.): Fremkit I + jubba cloak, rope (150 ft., rated for 1,200 lb.), baradye pistol, bottle of marker dye, oil lens, sink chart, paracompass, wristwatch altimeter.
Fremkit III (30 lbs.): Fremkit II + maker hooks, thumper, firepillar.
KIT ITEM DESCRIPTIONS
Baradye pistol: A pistol-shaped tool used to spray wide areas of spice-sand with bright red marker dye. It is used by spotters and scouts, sent to find rich spice-sands.
Filt plugs: Replacement nasal filters for still suits. Most often used by Fremen, as others don’t really use a still suit long enough to need to replace worn out parts.
Firepillar: The Fremen equivalent of a signal flare, this long tube is embedded in the sand and fires powerful, bright flares high into the sky. An active firepillar can be seen all the way out to the horizon in all directions.
Kitab Al-Ibar: The Fremen survival handbook is carried by all Fremen. Part technical-manual, part religious-text, many Fremen can quote whole passages from it from memory.
Literjon: A standard measurement of water, roughly equivalent to 1 litre. A literjon container is made of rigid, shatterproof plastic that insulates against heat.
Oil lens: These incredibly accurate telescopes work by focusing a series of oil-lenses in series down the length of the barrel. They provide clear vision out to the horizon and are surprisingly sturdy.
Paracompass: An oil based compass, the paracompass can be calibrated to the magnetic field of whichever planet you find yourself on, always showing true north.
Recaths: Replacement catheters for still suits. Most often used by Fremen, as others don’t really use a still suit long enough to need to replace worn out parts.
Sink chart: Geographical maps of the local desert, they rely on fixed landmarks such as rock outcroppings for accuracy. Most don’t attempt to chart sand formations other than semi-permanent fixtures such as tidal-dust basins.
Still tent: The camping equivalent of a still suit, a still tent sleeps two and provides the benefits of wearing a still suit overnight. Vital for night-time survival, as the surface temperature of Arrakis plummets when the suns go down.
Sandsnork: Usually attached to the apex of a still-tent, a sandsnork allows those inside to breathe even when the tent is buried by an overnight sandstorm. In a pinch it can be used by a person buried under the sand, as Fremen often do when launching an ambush.
Static compaction tool: This tool is shaped roughly like a small spade, and projects a static electrical field around the blade. It can be used to solidify a one-meter square patch of sand with a full-round action. The compacted sand will remain solid for up to 48 hours, even if pushed up into a wall shape or compacted overhead by a buried user. An individual with the desert training feat can use a static compaction tool to burrow through sand with a speed of up to one meter per minute.
Thumper: Used to attract sandworms, thumpers send a rhythmic pulse down into the strata of the local dunes that resonate for miles in all directions. These devices are infallible – they will call a worm if one is nearby. They are normally used to distract worms long enough to make it to the safety of a rock escarpment, but there are rumours that the Fremen sometimes deliberately summon worms…
RESOURCE PICKS
The currency of the universe, the spice Melange can only be found on the desert planet of Arrakis. It is usually ingested but can be made into orange Spice-Gas which Navigators use to assist in navigating fold-space. It is a geriatric drug that extends lifespan and usually produces a pleasant, light-headed buzz. On Arrakis, the spice gets into everything, even food. Off-world, a single gram can sell for over 100,000 Solaris.
The spice is not just a powerful, highly addictive narcotic – it expands consciousness. Each of the picks listed has one or two effects that may be activated with the expenditure of Vitality points. Some have similar effects, and some are exhausting to use. The abilities granted by each form of the spice are only gained upon failing a primary save when ingesting the spice. The granted abilities are gained for a period of (character level) hours.
MELANGE PICKS
Primary Phase
Substance
Complexity
Onset
Time
Fort
Save DC
Damage/Effect
Food Additives
55/+5
3d4 minutes
12
1 Wis, 1 Cha
Orange Spice Gas
80/+9
1d4 rounds
20
Paralyzed for 1d6 hours
Raw Melange
150/+15
3d4 minutes
14
1d2 Wis, 1d2 Cha
Refined Melange
80/+9
3d4 rounds
20
Nauseated for 3d6 minutes
Spice Beer
55/+0
1d3 hours
14
Drunk for 2d6 hours
Water of Life
150/+15
1d4 minutes
12
Nauseated for 1d6 hours
Worm Bile
150/+15
3d4 minutes
30
Paralyzed for 3d6 hours
Secondary Phase
Substance
Onset
Time
Fort
Save DC
Damage/Effect
Caliber
Food Additives
3d4 minutes
14
Dazed for 1d6 minutes
III
Orange Spice Gas
1d4 rounds
22
Death
V
Raw Melange
3d4 minutes
16
Dazed for 3d6 minutes
II
Refined Melange
3d4 rounds
22
Fixated for 1d6 hours
IV
Spice Beer
1d3 hours
16
Unconscious for 2d6 hours
I
Water of Life
1d4 minutes
14
Drunk for 1d6 hours
Reputation/Net Worth only
Worm Bile
3d4 minutes
32
Death
Reputation/Net Worth only
Note that manufacture of Food Additives, Orange Spice Gas, Refined Melange and Spice Beer all require an equal number of doses of Raw Melange, or the Science (Pharmaceuticals) check automatically fails. It is a little known fact that it is possible to synthesise raw melange, but it is so difficult and costly that until the Tleilaxau perfect the process, it is simpler to just harvest it.
RESOURCE PICKS
Resource Picks
Caliber
Surface Taxi transit
I
Lighter gravity well transit
II
In-system Lighter transit (passenger)
II
In-system Lighter transit (cargo)
III
Interstellar smuggler transport (passenger)
II
Interstellar smuggler transport (cargo)
III
Guild Cargo Transport
I/metric ton
Quaternary Route Guild Charter
II
Tertiary Route Guild Charter
III
Secondary Route Guild Charter
IV
Primary Route Guild Charter
V
Private Guild Charter
Reputation/Net Worth only
RESOURCE PICK DESCRIPTIONS
Food Additives: Small amounts of spice are often added to food all across the Imperium. Some may claim it is added for flavouring, but only the naïve would believe it is added for anything other than its geriatric properties.
Altered awareness: Your threat range with Notice, Search and Sense Motive skill checks increases by 1.
1 free action, vitality cost: 2.
Guild Cargo Transport: Moving cargo is exorbitantly expensive. Asking the Guild to help is like asking for bankruptcy – little wonder that smuggling is so rife in the Imperium. Legitimate, legal transport costs are detailed in the table above by the ton.
In-system Lighter transit: Transport from world-to-world within the confines of a star system isn’t very common at all. Many systems are lucky to have a single inhabitable planet, if any, so finding a system with two (or indeed more) is a rare thing. There are of course exceptions, particularly the large cargo lighters travelling between Ix and Richese in the Eridani A system.
Interstellar sub-light transport: Laboriously slow, interstellar flights are boring and cramped. They are also reliable and a lot cheaper than the extortionate prices charges by the Guild. Typically, it takes weeks to get anywhere on a sub-light transport, but on the plus side you don’t usually have to buy gravity well transit too – most frigates are small enough to make planet-fall.
Lighter gravity well transit: Movement up and down a planet’s gravity well may be quite common, depending on orbital stations and defense monitors. Gravity well transit must be purchased in order to board any Guild vessel as many are incapable of landing on a planetary surface.
Orange Spice Gas: Used by the Guild Navigators to guide the massive Guild Highliners, Orange Spice Gas is highly toxic to anyone other than those with the highest tolerance for Melange. Indeed, the mutated Guild Navigators cannot live without it – they are the worst kind of addicts. As a result of repeated exposure to the substance, the Navigators have acquired control over their awakened sense of prescience. Others may receive powerful benefits from use of the substance, but the result is almost invariably death.
Clairsentience: You may “throw” your point of view up to 10 ft. away. You may move your viewpoint up to 10 ft. per round and may pass through solid surfaces. Gear provides no benefit to your senses whilst using this power. You may use other Melange-related abilities that require line of sight from this remote vantage at the cost of an additional 2 vitality per round.
1 full action, vitality cost: 1 per round.
Enhanced Prescience: The GC must inform you of any ambush or damaging environmental effect that will occur within the next (character level) days. The GC must tell you when and where this will occur. This ability has no effect at all on ambushes that are planned at the last minute, or on environmental effects that occur as a result of damage inflicted on your surroundings by yourself.
1 full action, vitality cost: 6.
Primary Route Guild Charter: The more expensive rapid-transit charters will often be onsite in a system hundreds of light-years away after only a few hours preparation. Passengers on a primary route charter flight can be expected to be provided with a deluxe private stateroom as standard. Often, only important worlds such as Arrakis and Corrin are supplied with primary routes.
Private Guild Charter: Those with the money to do so only occasionally fly private charter. The expense is astronomical, and even a Great House is reluctant to lay out the needed funds to hire an entire Heighliner for a single one-way trip. Of course, there are times when discretion is required, and the Guild is nothing if not discreet.
Quaternary Route Guild Charter: Despite the speed of Foldspace transit, Guild flights are by no means instantaneous. Ordinary Guild charters make circular trips around the Imperium, so you may well end up stopping off at a dozen different locations of the course of several days. Passengers on a secondary route charter flight can be expected to be berthed in a shared common-room with other commuters as standard. Often, Outfreyn systems are only supplied with Quaternary routes.
Raw Melange: The basic currency of the universe is most unimpressive in its natural form. Dark brown, cinnamon-smelling and mixed with sand, the spice is gritty and foul-tasting before refining. It is still, however, quite potent and whilst it doesn’t fetch the same price as refined Melange, it is still worth a King’s ransom even in small amounts.
Enhanced awareness: Your threat range with Notice, Search and Sense Motive skill checks increases by 1. Your result cap with these skills increases by 5 (maximum 60).
1 free action, vitality cost: 4.
Prescient Glimpse: Once only for the duration of your intoxication, you may choose to automatically succeed at any one saving throw.
1 free action, vitality cost: 2.
Refined Melange: Most commonly sold as wafers or compressed bars, refined melange is the material used by individuals seeking to awaken their prescient abilities. It is strong enough to bring on a trance-like state almost immediately, and lasts for many hours.
Supreme awareness: You gain a +1 insight bonus with Notice, Search and Sense Motive checks. Your threat range with Notice, Search and Sense Motive skill checks increases by 1. Your result cap with these skills increases by 5 (maximum 60).
1 free action, vitality cost: 6.
Prescience: The GC must reveal an action that an opponent you nominate will take in the next round. The GC must make the roll for that action now, and reveal to you whether the action succeeds or not.
1 half action, vitality cost: 4.
Secondary Route Guild Charter: Secondary routes take around 12-18 hours to complete and often have one or two priority stop offs before you reach your destination. It is expensive, but it is often the fastest form of transit that most wealthy people can afford. Passengers on a secondary route charter flight can be expected to be provided with a private stateroom as standard. Secondary routes are more common in the galactic core.
Spice Beer: Sold almost exclusively on Arrakis, this well-kept local secret is occasionally discovered by off-worlders. It is a cinnamon-smelling and tasting brew that produces intoxication far quicker than any ordinary beer.
Altered awareness: Your threat range with Notice, Search and Sense Motive skill checks increases by 1.
1 free action, vitality cost: 2.
Surface Taxi transit: Groundcars and Ornithopters serve as public transport on most civilised worlds. If you don’t own one, it’s simple enough to hire one or rent a driver to take you where you need to go.
Tertiary Route Guild Charter: Taken by those who wish to travel in comfort but can’t afford to outlay too many expenses, a tertiary route can have you in orbit in a little over 24 standard hours. Passengers on a secondary route charter flight can be expected to be provided with a shared stateroom as standard.
Water of Life (converted): The transformed bile of the worms of Arrakis is a powerful hallucinogen. The Fremen use it in their Sietch orgies, where a whole tribe share visions of the past and future. Bene Gesserit Truthsayers use it to enhance their abilities. This substance is usually unavailable for purchase, but it could conceivably be obtained on the black market where the cost could run into the tens of thousands.
Ecstatic spice visions: Once only for the duration of your intoxication, you may ask one question of a deceased ancestor which the GC must answer or you may ask the GC one question about your character’s immediate (character level in days) future, which the GC must answer. However, these visions are often cryptic and shrouded in symbolism, and the GC does not have to give a direct answer.
1 full action, vitality cost: 4.
Truthsayer Trance: Your next check with your Sense Motive skill is automatically regarded as a critical success. This ability may only be used by those with the talent Bene Gesserit.
1 free action, vitality cost: 2.
Worm Bile: The bile of the worms of Arrakis is produced only at the moment of death, when a worm is drowned in water. Smaller worms are often killed in this way specifically to harvest this bile, which is passed on to the Bene Gesserit sisterhood for use by their Truthsayers. The Fremen also use it to produce the Water of Life for use in their Sietch orgies. Ingestion by males or unprepared females inevitably results in an agonising death.
Spice Agony: If you fail your primary save and successfully pass your secondary save, you may, at the end of the period of intoxication, vomit forth (constitution modifier) doses of the Water of Life. You may choose to retain one of these doses within your body to automatically fail the primary and secondary saves and benefit as normal from its effects. This ability may only be used by those with the talent Bene Gesserit.
1 full action, vitality cost: 10.
Other Memories: If you survive consuming Worm Bile and successfully go through the spice agony (see above), you permanently gain the NPC Quality Other Memories. This quality can only be gained once and is permanent.
TRADECRAFT PICKS
POISON PICKS
Primary Phase
Substance
Complexity
Onset
Time
Fort
Save DC
Damage/Effect
Caliber I
Semuta
45/+3
2d4 minutes
10/15
Drunk for 1d6 hours
Elacca
35/+3
3d4 minutes
14
Enraged for 1d6 hours
Caliber II
Sapho
55/+5
3d4 rounds
16
1 Cha, +1 Mentat bonus
Verite
50/+3
2d4 minutes
12
-5 during Interrogation Conflicts
Caliber III
Crysknife Venom
105/+6
2d4 rounds
16
Stunned for 1d6 minutes
Caliber IV
Chaumas/
Chaumurky
80/+9
2d4 rounds
22
Paralysed for 1d6 hours
Caliber V
Meta-Cyanide
145/+11
1d4 rounds
24
2d6 Con
Secondary Phase
Onset
Time
Fort
Save DC
Damage/Effect
Caliber I
Semuta
2d4 minutes
12/17
Fixated for 1d6 hours
Elacca
3d4 minutes
16
Frenzied for 1d6 hours
Caliber II
Sapho
3d4 rounds
18
1 Cha
Verite
2d4 minutes
14
-5 during Interrogation Conflicts
Caliber III
Crysknife Venom
1d4 rounds
18
3d6 lethal damage
Caliber IV
Chaumas/
Chaumurky
2d4 rounds
24
Death
Caliber V
Meta-Cyanide
1d4 rounds
26
Death
TRADECRAFT PICKS
Tradecraft Gear
PR
Cap
Rng
SZ/Hand
Battery
Save
Weight
Comp
Caliber I
Krimskell Rope
-
-
-
S/2h
-
+10
4 lbs.
15/+0
Caliber II
Poison Snooper (Handheld)
-
+5
-
F/1h
8 hrs.
+6
0.5 lbs.
30/+2
Surgical Cutteray
-
-
-
F/1h
1 hr.
+6
-
35/+2
Caliber III
Poison Snooper (Installed)
-
+10
10 ft.
T/2h
48 hrs.
+8
8 lbs.
35/+2
Sonic Probe
-
-
30 ft.
S/2h
6 hrs.
+6
7 lbs.
25/+1
Caliber IV
Caliber V
Cibus Hood
-
-
-
T/2h
-
+4
1.5 lbs.
70/+3
TRADECRAFT PICK DESCRIPTIONS
Chaumas: This particularly vicious poison is added to a victim’s food, its taste disguised by the meal. Even a strong constitution is met with paralysis. Death usually swiftly follows. It is sometimes called ‘Aumas’ in some dialects.
Chaumurky: Chaumurky, or Murky, is the liquid variant of Chaumas, added to drink rather than food. It is colourless, odourless and leaves no traces. It is greatly feared as a tool of assassins and many nobles have met their end because of a carelessly imbibed glass of wine.
Cibus Hood: A Cibus hood is a black, hood-like device that is lined with hundreds of tiny monofilament wires. The wearer of a functioning Cibus hood cannot be positively identified by any means. The face is distorted and appears as a dark blur, even if one looks inside the hood. The voice is altered to sound like a generic asexual voice with no emotional inflections of any kind. The hood itself is often worn with a voluminous cloak to hide the wearer’s physical features. A Cibus hood provides the wearer with a +12 modifier to resist Sense Motive checks.
Crysknife Venom: Used with Fremen Crysknives, a skilled wielder can choose whether to strike with the tip of the blade (to poison the target) or the edge (to merely wound them). This obscure and unknown venom is excruciatingly painful and quickly brings on paralysis and violent seizures.
Elacca: This drug, named after the Elacca tree, removes the will to self-preservation. It is often given to slave gladiators to prepare them for the ring, but is occasionally given to suicide troops to make them more effective. The skin of users shows a characteristic carrot-orange hue.
Krimskell Rope: This incredibly durable rope is a boon to survivalists everywhere. It is strong and relatively light for its size, and is very good for tying people up. If a person who is tied up with krimskell rope attempts an Athletics/Escape test and fails, they take 1d6 lethal damage and an equal amount of stress damage as the krimskell fibres grip tighter and tighter.
Meta-Cyanide: Produced specifically by the Bene Gesserit sisterhood, this unique poison is applied only to Gom Jabbars. It is swift and lethal, capable of killing with a mere pin-prick.
Poison Snooper: Small handheld units that are fairly standard fare amongst the nobility, a snooper can be used to test food or drink for poison. It uses its own skill modifier of +12 to make the check and it may not take 10 on the check. Larger, more powerful versions are available that may be fixed in place above a dining table. These models have a skill modifier of +15.
Sapho: Manufactured on Ecaz and sold to a select group of customers, the Mentat drug Sapho is used to induce a state of clarity normally unavailable without intense meditation. Unfortunately it stains the users lips a tell-tale crimson red. Whilst under the effects of the drug, the subject adds 1 to any bonuses granted by any Mentat feats they possess.
Semuta: Distilled from the sap of the Elacca tree, Semuta is a recreational drug that is often combined with song or instrumentals to produce a trance-like state. The higher save DC is used when the drug is ingested in the presence of music.
Sonic Probe: This bulky 2-handed device is used to locate hidden passages and, occasionally, victims of cave-ins. The user may make a Search check to locate any hidden openings within range of the probe. If aimed at a door or separating wall, a sonic probe also allows the user to make a Search check to determine the number of people on the other side. When using a sonic probe, DC is determined by the materials used to construct the room being searched. Generally, the more advanced the materials, the higher the DC for the check.
Surgical Cutteray: Used for slicing through flesh quickly and easily, the finely calibrated beam of a laser scalpel is impractical for use as a weapon. Versus a helpless, paralysed or unconscious character it may be use to inflict 1d10 laser (AP10) damage, with a range of touch. A cutteray can also be used to attack objects.
Verite: Another extract of the Elacca tree of Ecaz, Verite is a truth-serum which is commonly used by Suk doctors during interrogations of prisoners.
VEHICLES
VEHICLE PICKS (Ornithopters)
Vehicle Name
Size
Occ
A/T
MPH
Def/Sav
Comp
Rng/Fuel
Cargo
Qualities
Caliber
Add-Ons
Personal Transport
L
2
3/4
70/100
9/+3
17/+1
10/power cell
50 lbs
AFT, DUC, SEN, VTL
II
2
Light Cargo
H
2
3/4
160/230
8/+8
27/+1
10/power cell
1.5 tons
DUC, SEN, VTL
II
2
Medium Cargo
G
3
4/3
150/200
7/+12
27/+1
10/power cell
20 tons
DUC, SEN, VTL
III
1
Heavy Cargo
C
5
0/1
100/175
6/+16
30/+2
10/power cell
60 tons
DUC, SEN, VTL
IV
-
Light Military
L
1+1
3/7
175/200
10/+8
25/+1
10/power cell
200 lbs
AFT, APP, CMF, EJS,
HDP (1), SEN, VTL
III
3
Medium Military
H
2
3/4
160/230
9/+14
30/+2
10/power cell
10 tons
CMF, DUC, HDP (2),
SEN, VTL
IV
2
Heavy Military
G
5
2/3
120/180
8/+18
35/+2
10/power cell
40 tons
CMF, DUC, HDP (4),
JAM, SEN, VTL
V
1
VEHICLE PICK DESCRIPTIONS
All Ornithopters run off Holtzman power cells, which provide the servok systems with power and serve to levitate the craft itself, lightening the load for the flapping wings. Since a Holtzman field applies only as much force as is applied to it, the drive systems of modern Ornithopters are incredibly efficient, often needing a recharge only once every 10 hours or so of active use. Many Ornithopter designs incorporate afterburners to quickly accelerate the craft to cruising speed – a Holtzman field may be efficient, but it certainly isn’t very quick.
Personal Transport: These light personal vehicles are used as a convenient alternative to groundcars. Fitted for speed and agility, they are a relatively common sight in cities across the Imperium.
Light Cargo Transport: Light cargo haulers are often used in construction areas for carrying tools and building materials. They are often used as scouts and spotters for spice harvesting operations.
Medium Cargo Transport: Medium transport Ornithopters are used, more often than not, by merchant clans and local Syselraads for moving large quantities of merchandise or equipment. They are occasionally used by militaries for transporting tools, ammunition and larger field weapons.
Heavy Cargo Transport: Used almost exclusively as Carryalls, heavy cargo transports are most often seen on Arrakis, rescuing Harvesters from the predations of irate sandworms. They are occasionally used to move massive amounts of cargo but it is often simpler to use a sub-orbital Lighter, so they are not a very common sight.
Light Military Ornithopter: Often placed in the role of air-superiority fighter, military forces use light Ornithopters for aerial combat, or as scouts ahead of a main force. They are usually fitted with twin-linked chain guns, and the cockpit seats 1 pilot with a co-pilot directly behind.
Medium Military Ornithopter: Medium military Ornithopters are usually used as gunships or transports for spearhead units. With their variable hardpoints and respectable armour, they can be equipped for a variety of roles and are very versatile.
Heavy Military Ornithopter: Heavy military craft are used to move tanks and light fortifications into position. They are capable of assuming a more active role but if they do they are usually used to move large numbers of troops very quickly. They are capable of acting as attack craft, but even with their heavy armour their cumbersome bulk often falls prey to squadrons of cheaper and faster light fighters.
DRONE PICKS
Drone Name
Occ
A/T
MPH
Def/Save
Comp
Cargo
Rng/Fuel
Qualities
Caliber
Hunter-Seeker
0
10/10
80/125
14/+0
20/+1
0
100ft
DRN (Radio), TRO, VTL
III
SPECIFIC DRONE RULES
Hunter-Seeker: Hunter-seekers are slivers of sharpened metal surrounded by a suspensor field, aimed by means of a control unit strapped to the operator’s chest. They work by embedding themselves in the target and burrowing toward a vital organ. The operator may make an attack by ramming the target, initially inflicting standard collision damage for a vehicle of its size. However, after this first round, the drone embeds itself in the target. The operator may from then on take a full action each round to inflict 1WP on the target. A surgically removed hunter-seeker may resume making attack rolls the round after it is cut out. A hunter-seeker which kills its target or moves beyond the 100ft signal range becomes inert.
SPACECRAFT PICKS
Vessel Name
Occ
A/T
MPH
Def/Save
Comp
Cargo
Rng/Fuel
Qualities
Caliber
Crusher
Frigate, Cargo
Frigate, Personnel
Galleon
Heighliner
Lighter
Monitor
Orbital Station, Civilian
Orbital Station, Military
Shuttle, Civilian
Shuttle, Guild
Shuttle, Military
It should be noted that whilst many vessels are capable of interplanetary, and occasionally, intersystem journeys, the Guild by law still retains the monopoly on space travel. Travelling from planet to planet within a system requires Guild permission or assistance unless the entire system is part of Great Houses dukedom or barony, a rare occurrence indeed. Warships may prowl the area of sovereign space around a world, but may not leave it without the permission of Guild envoys.
Indeed, space travel of any kind that leaves a world’s sovereign space is considered an illegal act and can result in withdrawal of shipping privileges entirely, a horrifying prospect for any Great House. Of course, there are those willing to try, or those forsaken by the Guild entirely. After all, smugglers would go out of business if no-one wanted their services.
Crusher: A crusher is nothing more than an empty, minimalist hull with a basic drive system and quarters for a skeleton crew. It locks together with other vessels of the same type and then, after the crew have abandoned ship, plummets down through the atmosphere to fall upon (and crush) the planetary defenses. Its size can vary depending upon how many are locked together but the smaller ones are generally the same size and configuration as a Monitor.
Frigate, Cargo: Large spacecraft often used by a variety of owners, cargo frigates are big vessels often several hundred meters long. They are often capable of hauling the entire sum property of a House Minor.
Frigate, Personnel: A frigate with a cargo hold converted to carry people; these vessels run the gamut from troop ships carrying whole legions to glorified space-going ocean liners.
Galleon: Often slightly smaller than a Monitor, a Galleons armour is nonetheless substantially heavier and its weapon batteries more numerous. It sports multiple overlapping shield generators and many redundant systems, allowing the vessel to function effectively even with crippling damage. Many current examples are venerable vessels, hundreds of years old.
Heighliner: The Guilds Heighliners are constructed in orbital facilities at Junction and under contract at Ix. These immense vessels can carry many hundreds of Frigates and dozens of Monitors and Galleons. They are tens of kilometres in length and require hundreds of personnel to function correctly.
Lighter: The smallest classification of space-worthy vessel, lighters see a wide variety of roles from military patrol and escort, to being used as glorified shuttles. They are often only slightly larger than shuttles and do not maneuver well in an atmosphere.
Monitor: Often over a kilometre in length, these cruisers are primarily warships. Mounting ship-scale shields and four massive anti-ship lasgun batteries, they are capable of splitting up into 10 smaller frigate-sized vessels for making planetfall. Each individual frigate mounts its own shields and lasgun arrays, and the empty Monitor hull is left floating in orbit until their return.
Orbital Station: Defined by its inability to move without the aid of tug lighters, orbital facilities include but are not limited to: defense platforms, construction facilities, navigation beacons, communication relay stations, satellite maintenance facilities and the like. They range in size from 3-man monitoring stations, all the way up to the massive Waystations used by the Guild to anchor Highliners undergoing maintenance shakedowns.
Shuttle, Civilian: Civilian landing craft are most often used for hauling passengers or light cargo up the gravity well. They are occasionally retrofitted for other duties and are easy to modify.
Shuttle, Guild: Used exclusively for the transport of Guild personnel, these shuttles are highly advanced and have very powerful engines. In a pinch they can be used for in-system journeys. They are also completely unarmed.
Shuttle, Military: Capable of carrying a small company of troops, military shuttles are used as landing craft. They have thick armour for a vehicle of their size and are often heavily armed with anti-personnel weaponry for clearing out a safe landing area.
WEAPON PICKS
EDGED MELEE WEAPONS
Weapon Name
Damage
E/T
Ammo
Recoil
Rng
SZ/Hand
Qualities
Weight
Caliber
Crysknife
1d6+1
1/17-20
-
-
10ft
D/1h
AP (1), FIN, INJ
0.5lbs
Reputation/Net Worth only
Kindjal
1d6+1
1/19-20
-
&nb