2 disclaimer

Welcome to .

My name is Dorian Hawkins and I love DUNE. This piece of work is one fan’s homage to that wonderful piece of work.

Let me stress right from the get-go that this tome utilises the ONE ROLL ENGINE, as devised by GREG STOLZE and popularised by SHANE IVEY and DENNIS DETWILER of ARC DREAM.

I do not own any rights or even claim any ownership of their game mechanics. In fact, if you even want to use this book, you need a copy of the REIGN rules (available imminently in an inexpensive pocket book version and PDF, so you really have no excuse).

This game is also based on the novel DUNE by . The rights to DUNE and the CHRONICLES OF DUNE do not belong to me and if there is any challenge to this fan work, holders of the license or intellectual property of DUNE and its related products should contact me at [email protected] immediately.

This book is intended for people’s use until there is an official DUNE RPG out there. Until such time, I hope this meager work can suffice.

Hya Hya Chouhada!

Dorian Thomas Hawkins

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 3 the known universe

The year is 10,091, one hundred years before This delicate balance of power serves to prevent the events of DUNE. any particularly ambitious or destructive faction or individual from upsetting the stability of The Known Universe is one great Empire ruled society; at least, for a time. over by the Padishah Emperor. No rock escapes its influence: where man exists, so too does the Elrood Corrino IX is the 80th and current Padishah Imperium. Emperor of the Known Universe. During his reign of 138 years, Elrood married into many The supreme military power of the Emperor royal houses of the Imperium, among them through his elite army, the Sardaukar, paired House Mutelli, House Hagal and House Ecaz. with his essentially unlimited wealth, makes He is an unpredictable and harsh Emperor but him the principal power in the Known Universe. then, most of the Corrino Emperors were…

While the Emperor is supreme sovereign ruler of The Landsraad, then, is a political body the universe, power is shared, in a quasi-feudal consisting of many Great Noble Houses who are arrangement with the noble houses of the vassals to the Emperor. House is idiomatic for Landsraad and with the , which ruling clan of a planet or planetary system. possesses a monopoly over interstellar travel. A Great House, or House Major, directly swears Members of House Corrino have sat on the its allegiance to the Padishah Emperor in return Golden Lion throne as Padishah Emperors from for his grant of fees or fiefs. Such things can be the time of the ancient Battle of Corrin to contracts for the production of some product or modern times. service but generally, it is the granting of land in the form of a planets and moons within a given planetary system. Largely, those contracts The landsraad are tied to the lands granted.

The Landsraad, as a political body plays a very The greatest example of this is , also important role in the political and economic known as Dune. This fief yields the prestigious power balance of the Empire, which it shares Spice Mining Contract. Only the Emperor’s with the Emperor and the Spacing Guild. favourites are selected to rule Arrakis.

The Landsraad represents the unification of all The Landsraad is overseen by the High Council. the other noble Houses, creating a check against This is the inner circle of the Landsraad during the power of the Emperor which is theoretically the time of the Faufreluches, "the rigid rule of a comparable force. Both the combined Houses class distinction enforced by the Imperium." The and the Emperor are in turn totally dependent Council is "empowered to act as supreme on the Guild for interstellar travel. In return, the tribunal in House to House disputes” and Spacing Guild has no purpose without the upholds the Imperial bill of rights called “The existence of the Empire. Great Convention”.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 4

weapons and practices, as outlined in the The great convention Assassins' Handbook.

The Great Convention is a huge legal document The second is KanlyKanly, which is the enactment of which establishes the laws of the Imperium and a formal feud or vendetta in a manner that woe betide anyone who breaks them. The Great complies with the Great Convention. It often Convention’s fundamental law is that human results in an official war of attrition between life is precious and many of the articles exist to two opponents, usually Great Houses. enforce this. The act of kanly was originally created as a way For instance, the Great Convention puts a of allowing bitter disputes to be resolved proscription on computer technology stemming without any harm being brought upon innocent from the religious tenet of “Thou shalt not make bystanders. It was similar in many ways to the a machine in the likeness of a human mind”. It ancient duels made on Earth, although it also states that any weapon which causes usually had much broader ramifications. indiscriminate destruction is strictly banned, punishable by trial and execution. Thus, atomic Kanly has occurred most famously between weaponary and other weapons of mass House Atreides and House Harkonnen, and destruction are strictly prohibited. between House Moritani and House Ginaz. In both situations, Kanly resulted in the dramatic The Great Convention establishes very specific success of the former party over the latter. laws about how warfare can be conducted. Specifically, one of its laws, the Dictum Familia, Kanly requires that certain forms of conflict are prohibits all forms of informal conflict against permitted, while others are not. The use of noble blood which in turn establishes that there atomics is strictly forbidden, for example. Usage are only two legal forms of conflict and these of atomics usually means a sentence of exile. first be condoned by the High Council in a legal contract. Any grievance by one member of the Landsraad against another is brought before the High Council in a Bill of Particulars.

For example, shortly after the assassination of his father Duke Leto Atreides I and the Harkonnen/Corrino invasion of the planet Arrakis in Dune, Paul Atreides expresses a desire to put forward a Bill of Particulars to the Landsraad High Council to express his grievance and point out the laws that had been broken by this invasion. A Fell Blade

Paul believes that his grievance would be The first is the War of AssassinsAssassins, which supported because the Great Houses would stipulates that formal declarations of intent are never support the Sardaukar eliminating them required and it only permits certain kinds of one-by-one (which was, of course, one of the

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 5 principal reasons why the Landsraad existed to The Sysselraad can be viewed as the Empire in begin with). miniature: the ruling House Major could easily demolish any single House Minor but together, In all grievances, a Judge of the Change is the Houses Minor could overthrow the House appointed. A Judge of the Change is "an official Major, should they wish to. appointed by the Landsraad High Council and the Emperor to monitor a change of fief, a kanly negotiation, or formal battle in a War of The Faufreluches Assassins. The Judge's arbitral authority may be challenged only before the High Council with Faufreluches is a term commonly used to the Emperor present." describe the class system employed by the Imperium.

The faufreluche system is meant to provide some sort of order for the way in which humanity related with one another, both to maintain order and civility and to keep certain groups under control within the Imperium.

However, it attempted to minimise alienation of individuals or minorities by catering for everyone: The catchphrase of the faufreluche A Judge of the Change system was "A place for every man and every man in his place." The highest act of law is the “Process Verbal” in which the House is put on trial. The findings of An integral part of the Faufreluche system were which can end in a sentence of execution or the Great Houses, Minor Houses, siridar fiefs, exile or being stripped of all holdings. and the Padishah Emperor.

The theory behind the Faufreluche system's The houses minor existence was that, because of the vastness of the universe, and the immense distances, across Given all that, it must be stated that the Houses which humanity was scattered, a central figure - Major could not exist without the Houses the Emperor - was required to provide focus and Minor. These are smaller noble families which direction in people's lives. This figure was are granted fees and fiefs within a specific represented locally for people by the head of the planetary system and in return, they swear Great House that governed them. allegiance to the ruling House Major. Flaws in the Faufreluche system could be seen As the Landsraad Council is the collective group in that House Harkonnen, once banished for of all the Great Houses, the Sysselraad Council cowardice after the Battle of Corrin, could return is the collective group of all the Lesser Houses and become a viable political power through of a given system, overwhich the ruling House market manipulation. Major presides.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 6

The Faufreluches has enabled the existence of it controls all economic affairs across the the Empire for thousands of years with little cosmos, although it relies upon the Spacing destabilisation. Of course, it has not come Guild for transport across space due to the without its flaws. Guild's monopoly on interstellar travel.

Its principle flaw is that the Faufreluches is a caste system and therefore the caste into which you are born dictates much about your life. The lower your caste, the less freedom of choice you have about your own destiny to the point where those at the bottom are effectively slaves to the system.

The caste system is divided into levels. The highest caste is the Regis Familia and these make up the noble families of the Known CHOAM Agents Universe. Universally, they all belong to a house and rule over the Empire. The following quote gives a good insight into the importance of CHOAM; The next highest caste is the NaNaNa- Na ---FamiliaFamilia being house family members, high ranking "Few products escape the CHOAM touch ... Logs, officers/advisors and merchant gentry. donkeys, horses, cows, lumber, dung, sharks, whale fur - the most prosaic and the most exotic The middle caste is the BondsmenBondsmen. These are ... even our poor pundi rice from Caladan. the free peoples, the artisans, craftsmen and Anything the Guild will transport, the art forms skilled labourers. of Ecaz, the machines of Richese and Ix. But all fades before . A handful of spice will buy The penultimate caste is that of the PyonsPyons. a home on Tupile. It cannot be manufactured, it These are the peasants and serfs who toil the must be mined on Arrakis. It is unique and it land, work in the mines or what have you. has true geriatric properties ... But the important thing is to consider all the Houses Lastly, there are the MaulaMaula. These are the that depend on CHOAM profits. And think of the lowest and most derided. They are the enormous proportion of those profits dependent criminals, the outcasts and the slaves. upon a single product - the spice. Imagine what would happen if something should reduce spice Most members of a household are at least production.” Bondsmen but many are Na-Familia. The corporation's management and board of directors are controlled by the Padishah CHOAM Emperor and the Landsraad (with the Spacing Guild and the as silent partners). The Combine Honnete Ober Advancer Because of its control of inter-planetary Mercantiles (CHOAM) is a massive, universe- commerce, CHOAM is the largest single source spanning development corporation. Essentially, of wealth in the Empire; as such, influence in CHOAM (through partisans within it and control

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 7 of directorships) is the central goal of political thousands of years, great academies came into maneuvering, both to receive dividends and also existence to train individuals to a level far (it is implied) to skim off profits. beyond that which we could expect in our time.

The following quote sums up CHOAM’s place in It is forbidden for any technology to think of its politics; own accord and thus, while sophisticated tools and the like are allowed, anything which "You have no idea how much wealth is involved, governs itself is not. Feyd," the Baron said. "Not in your wildest imaginings. To begin, we'll have an irrevocable The only industrial manufacturing technology directorship in the CHOAM Company." allowed are clock-set automatons called Servoks. They allow a basic, unskilled action to Feyd-Rautha nodded. Wealth was the thing. be repeated ad infinitum and are used sparingly CHOAM was the key to wealth, each noble House throughout the Known Universe. dipping from the company's coffers whatever it could under the power of the directorships. Thus technology is still rife but it is all relegated Those CHOAM directorships - they were the real to simple and majestic solutions to problems. evidence of political power in the Imperium, Flying machines and ground cars exist as do passing with the shifts of voting strength floating lights and sensors devices. These are within the Landsraad as it balanced itself things that a human being simply cannot do. against the Emperor and his supporters. However, you will not find any truly robotic devices or digital technology. It cannot be understated then how important economic power is. Renown and status stems In fact, artificial limbs and cybernetic from one’s CHOAM Directorships and the enhancements skirt dangerously on the verge of revenues generated from them, which in turn breaking the Great Convention. Though such feeds from the effective management of the things exist and are employed, not without contracts and lands granted to each noble house causing deep consternation and clucking of by the Emperor and the CHOAM Board of tongues and only the most outlandish of people Directors. willingly replace their limbs.

Every noble house has shares in CHOAM and a So, with a very humanist attitude and downturn in profits from a lucrative contract thousands of years of development in training can spell doom for the governing house. techniques, the people of the Known Universe are highly specialised, human machines, trained A place for every man to do a specific job to an extremely high level.

There are schools of learning devoted to the It has been said that there is a ban on computer conditioning of these people to perform these technology. However, this proscription goes tasks, covering all manner of different callings further and there is a ban on all machinery and conditionings, however, none are more which would otherwise replace a human being. impressive than the Mentat Academies.

All delicate devices and technology are therefore handcrafted by individuals and over the

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 8

Mentats are humans trained to mimic often screen themselves with an illusion of computers: human minds developed to being loyal to other groups or individuals. staggering heights of cognitive and analytical ability. The Mentat discipline was developed as The Bene Gesserit existed for millennia, a replacement for computerized calculation, just appearing as a semi-mystical school that as the Bene Gesserit and the Spacing Guild took trained women for service to the Empire as on functions previously provided by thinking Truthsayers or mates. In reality, they were machines. For thousands of years, society has subtly controlling the Empire behind the scenes considered Mentats the embodiment of logic in order to help humanity become more mature and reason. and ultimately guide humanity into tapping its genetic potential. Unlike computers, however, Mentats are not simply calculators. Instead, the exceptional In addition to their superior combat skills, the cognitive abilities of memory and perception are Bene Gesserit possessed precise physiological the foundations for supra-logical hypothesizing. control that allowed, among countless uses, Mentats are able to sift large volumes of data precise control over conception and embryotic and devise concise analyses in a process that sex determination, ageing and even the ability goes far beyond logical deduction. They are not to render poisons harmless within their bodies. limited to formulating syllogisms; they are the They possess a distinct ability to sense when supreme counselors of the Dune universe, filling people lie and their power of Voice allowed roles as menial as archivists and clerks, or as them to control others by merely modulating grand as advisors to Emperors. their vocal tones.

Sisters who survived a ritualized poisoning The bene gesserit known as the spice agony achieved increased awareness and abilities through access to Other The Bene Gesserit are perhaps far more Memory (the ability to store the entire memories powerful but also far more subtle in their and personality of other people), and were approach. They are a key social, religious and subsequently known as Reverend Mothers. political force in Known Universe described as an exclusive sisterhood whose members train their bodies and minds through years of The spacing guild physical and mental conditioning to obtain powers and abilities that can easily seem Almost diametrically opposed to the Bene magical to outsiders. Gesserit is one of the most powerful bodies within the Known Universe, the Spacing Guild. Due to their secretive nature and misunderstood abilities, outsiders often call them witches. The Spacing Guild has a monopoly on imperial banking and interstellar travel: with the use of Trained at the Mother School on Wallach IX, melange, the geriatric spice, Guild Navigators and later headquartered at a hidden world are the only beings capable of piloting the known as Chapterhouse, the Bene Gesserit are massive Guild heighliners safely through space. loyal only to themselves. However, to obtain The heightened awareness and prescience of the their goals and avoid outside interference, they

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 9 spice allows the Navigator to plot a safe course categorically preventing any military action. To between the stars. the contrary, there have been numerous cases of Guild support of war, and in each of them the Guild was paid high rates to transport troops and materiel.

It is noted that Houses of the Imperium may contract with the Guild to be removed "to a place of safety outside the System;" in the past some Houses in danger of ruin or defeat have "become renegade Houses, taking family atomics and shields and fleeing beyond the Imperium." A Guild HeighlHeighlineriner The Guild controls a "sanctuary planet" (or Contrary to popular belief, the navigators do not planets) known as Tupile intended for such themselves 'fold' space, allowing a nearly "defeated Houses of the Imperium ... Location(s) instantaneous trip. The space-folding is known only to the Guild and maintained accomplished by Holtzman engines activated inviolate under the Guild Peace." from the navigator's chamber aboard their enormous Heighliner guild vessels. The Navigators are humans who have adapted to life in zero-gravity. They have mutated over The Guild is apolitical (with exceptions, noted the years of spice suffusion and have three below), since their monopoly allows them to "stages" of this mutation. The final, most dictate terms to all parties that preserve the advanced stage is a huge, slug-like creature. economy that supports them.

As the only party able to transport goods in an interstellar economy, the Guild's highest concern is that commerce continue; for commerce to continue, the Guild must continue; for the Guild to continue, melange must be available.

Ultimately, the Guild's only concern is that the melange continue to be mined on Arrakis. Because spice is a requirement for long distance TTThirdThird Stage Navigator space transport, their motto resonates throughout the empire: "the spice must flow." They must spend their time in an artificial zero- gravity chamber when visiting a planetary With their power over interstellar transport, the surface, as exposure to full earth gravity would Guild holds the ability to peacefully end wars be (at best) highly uncomfortable, and and to shape much of the political world. This is potentially lethal. Whether this adaptation is not to say that the Guild takes the position of

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 10 the result of artificial engineering or many very dangerous, capable of swallowing a mining millennia of selective breeding is unknown. crawler whole.

Thus, the mining operation essentially consists The Spice of vacuuming it off the surface with a vehicle called a Harvester until a worm comes, at which In Dune, there is only one source of melange: time an aircraft known as a Carryall lifts the the sands of the planet Arrakis, colloquially mining vehicle to safety. known as Dune and millennia later called simply "Rakis." The , who have learned to co-exist with the sandworms in the desert, harvest the spice It is noted that a pre-spice mass is "the stage of manually for their own use and for smuggling fungusoid wild growth achieved when water is off-planet. flooded into the excretions of Little Makers," the "half-plant-half-animal deep-sand vector of the Melange is used all over the universe and is a Arrakis ." sign of wealth; of every valuable commodity known to mankind, "all fades before melange. A Gases are produced which result in "a handful of spice will buy a home on Tupile." characteristic 'blow,' exchanging the material from deep underground for the matter on the Due to the rarity and value of melange and its surface above it." necessity as a catalyst for interstellar travel, the Padishah Emperor's power is secured by his Frank Herbert describes such a spice blow in the control of Arrakis, which puts him on equal following passage from Dune: footing with both the assembly of noble families called the Landsraad and the Spacing Guild, Then he heard the sand rumbling. Every Fremen which monopolizes interstellar travel. knew the sound, could distinguish it immediately from the noises of worms or other Although it is referred to as "spice," melange desert life. Somewhere beneath him, the pre- can be mixed with food, and it is used to make spice mass had accumulated enough water and beverages such as "spice coffee," "spice beer," organic matter from the little makers, had and "spice liquor". Melange is in fact a drug in reached the critical stage of wild growth. A the clinical sense and daily use can extend gigantic bubble of carbon dioxide was forming human lifespans by hundreds of years. deep in the sand, heaving upward in an enormous "blow" with a dust whirlpool at its In larger quantities it possesses intense center. It would exchange what had been formed psychotropic effects and is used as a powerful deep in the sand for whatever lay on the surface. entheogen by both the Bene Gesserit and

Fremen to initiate clairvoyant and precognitive It is known that the pre-spice mass, "after trances, access genetic memory and heighten exposure to sun and air, becomes melange." other abilities. But melange is highly addictive,

and withdrawal means certain death; the spice Collecting the melange is hazardous in the is "A poison - so subtle, so insidious . . . so extreme, since rhythmic activity on the desert irreversible. It won't even kill you unless you surface of Arrakis attracts the worms, which stop taking it." can be up to four hundred meters in length, and

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 11

Extensive use of the drug tints the sclera, cornea and iris of the user to a dark shade of blue, called "blue-in-blue" or "the Eyes of Ibad," which is something of a source of pride among the Fremen and a symbol of their tribal bond.

On other planets, the addicted often use tinted contact lenses to hide this discoloration.

When aerosolized and used as an inhalant in extremely high dosages - the standard practice for Guild Navigators - the drug acts as a mutagen.

The Spice is also key to conferring the more ‘supernatural’ of the Bene Gesserit abilities and without which, they would lose much of their power.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 12 System

EEETHOS OF THE OOONE RRROLL EEENGINE This is typically derived from adding a statistic (representing your characters personal “What’s in a name?” you might ask. Simply, capabilities in the game universe) to a skill when the situation calls for a dice roll, the ORE (representing your characters knowledge and attempts to determine as much as possible from training in a given area). The resulting number a single roll of the dice. Some game systems can becomes the dice pool and you roll that many really slow play down at certain stages and d10s. combat (see CHAPTER 4 for how we deal with that using the ORE) is one of the chief culprits. There are other ways to determine a dice pool but they are defined by specific situations. The first point to get across then is “Quick resolution is good”. Generally, you may never roll more than 10 dice unless special circumstances call for it. If your Speed really is at the essence of the ORE and dice pool is greater than 10, apply any positive you can help speed your game up by reducing or negative modifiers before you roll. Modifiers the number of dice rolls. There really is no point may reduce your dice pool below 10, however, if in forcing your players to make needless rolls your dice pool is still greater than 10, ignore the for easy or mundane tasks. Unless you are a excess and roll 10 dice. teenager, getting up in the morning is relatively easy and a doctor should never need to roll dice IN CASE YOU MISSED IT , NEVER ROLL MORE THAN 10 to take someone’s temperature. DICE UNLESS THE RULES TELL YOU TO !

Conversely, rolling dice where there is It is advised that each player has 10d10s at absolutely no possibility of success is also a their disposal and the Judge has 15. pointless exercise. So making a test to see if a character spontaneously develops the mutant SSSUCCESS VS FFFAILURE power of Awesomeness is equally fruitless. You’ve rolled your dice pool and you now have So, dice rolls are called for when the outcome is lots of d10s on a surface but you don’t know uncertain and at least one party cares about the what any of the numbers translate into. result. To determine whether you succeed or fail a test, TTTHE DDDICEICEICE you are looking for dice results which have matching numbers. Further, you also really The One Roll Engine exclusively uses ten sided want to know how many of those dice match dice (d10s to the “in crowd”). and what the matching number is.

When you are required to make a test, you will Within the ORE, the number of dice which roll one or more d10s. The number of dice you match is called the WidthWidth. So if you have 3 dice roll is called your Dice PoolPool.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 13 which all show the same result, you have a In every instance, a basic pass or fail is a Width Width of 3. of 2 (2 dice both showing the same result) also known as a TWO OF A KIND. This is called a The actual value showing on the matching dice Standard Success and represents doing an is called the HeightHeight. So if you have 3 dice all adequate job of whatever you were doing, “C” showing 7, you have a Height of 7. grade work or a Bronze Medal.

E.g. You roll a dice pool of 7 dice. You score 1, 2, A Width of 3 (3 dice showing the same result) is 3, 3, 5, 6, 7. You have rolled two 3s and no a THREE OF A KIND. This is called an Expert other matching numbers. Therefore you have Success and represents achieving an above rolled a width of 2 (since you have two matching satisfactory standard of success, “B” grade work numbers) and a height of 3 (those matching or a Silver Medal. numbers are 3). A Width of 4 (4 dice showing the same result) is Width and Height can be expressed in terms of a FOUR OF A KIND. This is called a MasteMaster r WxH. Or Width by Height Success and represents an outstanding standard of success, “A” grade work or a Gold Medal. E.g. A Width of 3 and a Height of 7 would become 3x7. You might say “I have a set of 3 by Needless to say, a Width of 4 is better than a 7”. Width of 3 which, in turn, is better than a Width of 2. Width and Height can also be referred to as W and H, respectively. It is possible to achieve greater than a Width of 4, however, it becomes increasingly unlikely. If you have no matching results, you fail the Should you be lucky enough to achieve a Width dice roll: you do not complete whatever you of 5, 6 or more, the level success increases with were attempting to do. it (5 is better than 4, 6 is better than 5 ad infinitum). BBBUT HOW SUCCESSFUL WAWASS I?I?I? YYYOU SAY “J“J“J UMP ””” AND III SAY “H“H“H OW HIGH ?”?”?” You can see whether you have succeeded or failed a test but in many situations you will As stated earlier, Height can measure a number want to see how well you succeeded. of things but chiefly, it represents success over adversity and how easy your character finds Success is measured in Width and Height. dealing with the challenge at hand. Height can Width determines how well you succeeded, the obviously be from 1 to 10, with 1 being the wider, the better. Height determines how well worst and 10 being the best. you overcome your challenges but can also be a measure of other details, such as speed, and A good analogy is there are two different people these can vary per test. Often, Width is more writing the same essay topic. They both get the important than Height but there are some same grade, however, how they got there could scenarios where Height is more relevant. be very different. It may be that one person had to re-start their essay several times while the other sat down to write theirs and it flowed

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 14 straight out. In game terms, the first person had Or any other combination you can construct a lower Height than the other. using that roll of the dice (even no sets if you really wanted). Without any further complications, Height can give us the information as to how quickly you TTTHE RRRUNUNUN achieved something or how effective you were. When a character fails to achieve a set (2, 3 or 4 E.g. You might be running a race. You roll your of a Kind and so on), if you roll three dice Race Running dice pool of 7 and score 3x7. So showing consecutive numbers, 1, 2 and 3 for you got an expert success, which means you ran example, this is a RunRun. your race well (no trips, slips or fumbles, avoided the holes in the road), however, your A run counts as a Width of 1 (ONE OF A KIND, height determines your effect, and in this if you like) with a Height of the highest die in instance, you got 7s, so your height is 7, while the run. This is called a Minimal Success and your opponent only got 5 putting you in the represents the character succeeding but just lead. barely. Whatever you were doing was badly executed and certainly wouldn’t win any prizes. Because of the interaction between Width and However, when a success means the difference Height, you can yield a lot of information from between life and death, a minimal success is that one roll. better than the alternative.

BBBREAKING UP IS HARD TTOO DO A Minimal Success is a special circumstance representing a last chance or just barely So you’ve rolled 4x10 and you are pretty achieved win. The act of reducing a set to 0 or 1 impressed with yourself. However, you really represents the spoiling of a set and does NOT needed two sets and not a single good one. become a Minimal Success (for more on this, Fortunately, they are your dice you’ve rolled see Opposed Tests later in this section). and you can do whatever you like with the result. Rolled 4x10? Well that can be two sets of TTTHE FFFULL HHHOUSE 2x10 or even a set of 3x10 and a 1x10 if you so desire. When you do roll a wide set, separating Sometimes you might score multiple sets. it in to further sets is called Breaking UpUp. Multiple sets are an uncommon thing and achieving one should be something to celebrate. E.g. You’ve rolled 1, 3, 3, 3, 3 and 3. Your Accordingly, to give more “oomph” to their dice options are as follows; rolling, if a character scores multiple sets, you may discard a single set to add 1 to the Width 5x3 with the 1 as a wasted die. of another set with a greater Height.

4x3 with a 1 and 3 as wasted dice. E.g. you roll 2x2 and 2x5. You may discard the 2x2 to add 1 W to the 2x5, becoming 3x5 3x3 and a 2x3 with the 1 as a waste die.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 15

CCCOMPLICATIONS scoring a success a challenge but also reduces the number of dice with which to do it! If only everything were that simple. As art mirrors life, so do role playing game mechanics. So don’t try driving a race car through rush hour traffic (Difficulty 5 with a -3d penalty, in Any game engine would be nothing without case you were wondering). Penalties and DifficultiesDifficulties. How else would your Judge get his or her enjoyment? Penalties should also stay around the -1d or -2d level. A modifier of greater than 2d Every task has a Difficulty rated from 1 to 10. 1 substantially affects the dice pool probability of is easy and 10 is improbable. The difficulty is success. However, in some situations, an directly related to how challenging the task is to increasingly higher penalty will be incurred accomplish. Microwaving soup would be an (there’s no stopping a player character when easy task, however, cooking a five course meal they really want to do something) and so, -3d of cordon bleu food for a group of severe food and higher exist for this reason. critics would be much, much harder. Again, players, if your Judge is giving you a Once a difficulty is assigned, you roll your dice penalty of greater than -2d, they are trying to and discard any dice which are lower than the tell you something… difficulty. BBBONUSES E.g. Your car breaks down on a deserted highway and you decide to fix it yourself. The It isn’t all bad, however. Sometimes, you can do task is determined to be difficulty 4. You roll things to weigh things in your favour. When your dice pool of 5 and the best result you get is this happens, you receive a dice pool BonusBonus. 3x3. All your dice less than 4 are discarded This is expressed in terms of +Nd (add Number meaning everything goes, including your 3x3. of dice). You temporarily add the number of dice With no W or H, you fail the roll: the broken to your dice pool, hopefully improving your engine is too much for your limited knowledge. chances of success. Remember, you may not roll more than 10 dice unless specifically directed A Penalty represents a hindrance or challenge to. which affects your performance. This might be a strong wind or harsh weather than affects your As a loose rule, taking Extra Time (doubling the landing attempt or you might be pressed for normal length of time to undertake something) time when attempting to paint a masterpiece. adds +1d. You may then take Double Extra Dice pool penalties are expressed in terms of - Time to raise that to +2d. This is different to Nd (minus Number of dice). “Auto Complete” (see below), which is only applicable to a project with a definite goal. So a -1d penalty temporarily reduces a dice pool by 1, a -2d penalty reduces a dice pool by 2 and E.g. A character has to reverse engineer some so on. technology she “found”. Fortunately, she isn’t under pressure and so spends double the normal As you can see, attempting to perform a difficult time working on it, receiving a +1d bonus. task in adverse conditions not only makes

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 16

Their Engineering dice pool is normally 6 but In any such case, you must resolve actions in the +1d bonus increases it to 7. the most logical order. This way, you cannot decide to drive the car before you jump in it. AAAUTO CCCOMPLETE For every additional action beyond the first, If a character undertakes a task that isn’t time incur a -1d penalty. sensitive, that character may Auto CompleteComplete. The Judge determines how long it will take to E.g. A character decides to do three actions. He complete the task in terms of Minutes, Hours or incurs a -2d penalty. Days and multiplies that by the Difficulty of the task. Once the time factor is determined, if the If using different skills, use the lowest dice pool. character opts to spend that much time at the task, they may succeed automatically without E.g. A character attempts to drive a car while rolling a die. Auto Complete gives you the firing out the window. This multiple action equivalent of a Width of 2 with a Height equal would require the use of the drive skill and an to your skill rating. attack skill. The former is 7 dice and the latter is 5. Use the latter with a -1d penalty. E.g. You offer to repair your friend’s car but he doesn’t care when he gets it back. The Judge Once you have determined what you are doing, determines it is Difficulty 3 to fix and will take in what order and how many dice you are Hours. rolling, throw those decahedrons! You are looking to score multiple sets with each set Since your friend doesn’t care how long you applied to a different action. As mentioned, if take, you decide to Auto Complete. Multiplying you generate fewer sets than actions, you Hours by Difficulty 3 results in you taking 3 cannot apply a set to an action reliant on an hours to fix the car. earlier action.

MMMULTIPLE AAACTIONS E.g. You decide to disarm an opponent and stab them with their own weapon. This is a use of It is possible for a character to act more than your unarmed skill and your weapon skill. The once in a round and resolution of this still only latter skill is lower than the former. You roll your requires a single roll. weapon skill, less 1 die, and score 1, 2, 2, 5, 5. Your result of 2x2 and 2x5 means you A character deciding to act more than once successfully complete both actions. Had you establishes which actions they are to undertake rolled 1, 2, 2, 3, 5, you could only succeed on and the order in which they must resolve. This the disarm test. is relevant if an additional action is reliant on an earlier action. Any penalties affecting one or more of the actions involved affect the dice pool for all E.g. A character decides to jump in a car and resulting actions. drive it away. She couldn’t perform the drive action before she had completed the jump action.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 17

CCCOMPETITIVE TTTESTS As usual, Width represents how well you performed the task and Height represents the Sometimes a task is in direct competition with quality or speed or some other trait. As Judge, another party. Arm wrestling, a race, a battle of you must clearly establish whether Width or wits, all these are good examples of Competitive Height is the winning aspect. Tests (also known as Dynamic Tests). The outcome of any such test is to determine who As a general rule, use Width when two or more wins and who loses. people are in direct competition. Use Height when two or more people are in comparative Follow the rules above and whoever rolls competition. higher, be it Width or Height, wins the test.

EEEXAMPLES OF CCCOMPETITIVE TTTESTS WWWIDTH HHHEIGHT ARM WRESTLING WINNING A DANCE OFF WINNING A DEBATE RUNNING A RACE FACING DOWN AN ENEMY COOKING A FINE MEAL

CCCOOPERATIVE TTTESTS The most basic and obvious opposed test is character X attempting to stab character Y in If multiple people work on a task, they all roll the face (also known as combat). the appropriate dice pool with the same difficulty and applying any bonuses or All parties roll their dice pools as normal. If the penalties. Once all dice are rolled, the character active character fails the roll, well, there’s with the narrowest set becomes the baseline . All nothing for the opposing character to stop and other characters may then contribute a single consequently, you may ignore their result. die to baseline character’s result. This can be a Special Die (see below). Conversely, if the active character succeeds and the opposing character fails their roll, then the E.g. A team of three investigators examine a task resolves unopposed as normal. crime scene. They all roll their dice pools and the lowest set is 2x4. This becomes the baseline. When both the active character and the Fortunately, both his colleagues can contribute opposing character succeed, the latter’s result a 4 to this resulting in an increase to 4x4. becomes Counter Dice (also known as Gobble Dice). In the unlikely situation that no one scores a set, then the test fails as normal. Each such die in the set “counters” (discards) a die of the active character’s set, thus reducing OOOPPOSED TTTESTS the Width. If a set is reduced to 0, that set is Spoiled and neutralised. When one character decides to do something and another character wants to stop them, the E.g. You roll your dice pool and score 3x7. Your only way to resolve this is with an Opposed opponent rolls 2x8. Those two gobble reduce the TestTest. 3x7 to 1x7, spoiling the set.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 18

Nb. This is a change from other One Roll Engine each roll and the final Width required for games, where a set is spoiled on a 1 or 0. Here, CompletionCompletion. as long as you have some Width, you have a success. Projects are measured in terms of EasyEasy, InvolvedInvolved, ComplicatedComplicated, Extensive and There is one further factor to consider: the ExhaustiveExhaustive. Height of a set. You cannot gobble a die of greater Height. CCCOMPLEXITY TTTIME CCCOMPLETION EASY HOURS 3 E.g. You roll your dice pool again and score INVOLVED DAYS 6 2x4. Your opponent rolls an impressive 3x3. COMPLICATED WEEKS 12 However, the Height is less than your Height INTENSE MONTHS 18 and cannot be used to gobble your 4s. EXHAUSTIVE YEARS 24

Each gobble die can be applied against any set The Complexity does not determine the Time generated providing some defense against and Completion, i.e. if the Project is multiple opponents. Complicated, it does not always take a Week’s work for a roll and a cumulative Width of 12. E.g. Your opponent attempts to trip you and then strike you while you are down. She rolls A given Project might be Intense in terms of the 2x4 and 2x6. You attempt to dodge and score time required to complete (a week per roll) but 2x7. Because you scored a two of a kind, you might only be Easy in terms of the level of work have 2 counter dice. You can dodge one or apply required to complete it (Width of 5). a counter die against each. It is all determined by the Judge. PPPROJECTS E.g. A character attempts to build a stealth Sometimes a character will want to do an action bomber in his back garden. He has a group of that will take a long time but he or she has people to help him and they have the requisite opportunity to work on it at their leisure, going knowledge and tools. off and doing other things and then coming back it when they can/want. Examples might The Judge determines that because they have an include writing a thesis, rebuilding a car or efficient team and actually know what they are making a sculpture. Such actions are called doing, it’s only an Intense project in terms of ProjectsProjects. Time. However, they are still trying to build a Stealth Bomber in a suburban garden. That’s The key fact about Projects is that they require Exhaustive in terms of Completion. multiple rolls to complete with each roll adding its Width to the last. Once the Width reaches a So the Project requires a cumulative Width of 24 final Completion rating, the project is finally and each roll requires a month of work successful. If Quality of a Project is a factor, perhaps a When a character starts a project, the Judge character wants to produce an amazing piece of determines the length of Time it takes to make

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 19 film, then take the average Height of each roll DICE ROLL SHOULD BE ALLOWED . SO A CHARACTER (round off). COULD EITHER SQUISH , SQUASH OR USE A FULL HOUSE , NOT ALL THREE . E.g. A character is designing her own car and she wants the interior to look fantastic. It takes DDDICE WITH ME her 6 rolls to finally complete it (6 weeks in total). Her rolls are 2x4, 2x8, 3x10, 2x5, 3x7 Beyond standard dice pools, there are a variety and 2x9. The average Height is 4 + 8 + 10 + 5 of die types to consider. + 7 + 9 = 43 / 6 = 7. This creates an average Height of 7. The interior is pretty darn good. Area Dice are applied when damage is applied over an area. Examples are falling in to a SSSQUASHING THEM DICE bonfire, a gas main exploding underneath you and those pesky balls of fire wizards seem to For added flexibility, there is a further option like throwing at people. Area Dice are discussed for manipulating the dice: Squashing and in more depth in the Law section. SquishingSquishing. Special Dice are a limited but powerful resource Squashing is when a character takes a in the dice rolling mechanic. They represent metaphorical hammer to the dice, reducing the supernatural, or otherwise amazing abilities, or Height of a set to inflate the Width. If a a high level of training. How you obtain them character has the option to Squash, they may and such matters are covered in the appropriate reduce the Height by 2 to add 1 to the Width of chapters, however, they can apply to skills and a set. other dice rolls.

Squishing is the opposite: squeezing the dice Special Dice come in two varieties, Expert Dice thereby reducing the Width but increasing the and Master DiceDice. The former represent an Height. If a character has the option to Squish, enhanced level of training or ability above the they may reduce the Width by 1 to add 2 to the layperson while the latter represent a level of Height of a set. understanding or power that is way above the journeyman. These options can be made available as standard during play if a Judge wishes or they The following principles govern how Special could be attached to some other factor (e.g. Dice work. having an Expert Die in a skill might allow you to Squish and having a Master Die might allow The First Principle of Special Dice is that a you to Squish and Squash). Some Feats and character may only purchase such dice for their Advantages might allow you to Squish or skills and may only NNNominate Nominate a single special Squash too. die per skill.

Here’s a general rule worth pointing out; Nominating is the act of choosing a die before the roll and making that a special die. WHERE CHARACTERS ARE ALLOWED TO MANIPULATE THEIR DICE RESULTS (SEE FULL HOUSES , SQUISHING E.g.1. A character has the Stealth skill. They AND SQUASHING ), ONLY ONE SUCH MANIPULATION PER may only nominate a single Special die for that

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 20 skill, either Expert Dice or Master Die but not E.g.4. A character has a dice pool of 5 and a both. Special Die Rating of 5, yielding a Master Die. They receive a -1d penalty. This reduces the The Second Principle of Special Dice is that a Special Die Rating to 4. The die nominated as a character invests points into a Special Dice Master Die is now 4 Expert Dice. Rating on a given skill which determines the number of Expert Dice or Master Dice they have. The Fourth Principle of Special Dice is a The progression is as follows; character may receive bonus to Special Dice from Advantages and Feats. This adds directly SSSPECIAL DDDIEIEIE RRRATING SSSPECIAL DDDICE YYYIELDED to your Special Die Rating. If a character does 1 1 EXPERT DIE not have a Special Die already, they may utilise 2 2 EXPERT DICE the bonus die type as if they possessed it. 3 3 EXPERT DICE 4 4 EXPERT DICE E.g.4. A character has an Advantage which 5 1 MASTER DIE gives them an +1 Special Die when socialising with people of the Spacing Guild. She does not E.g.2. A character has the Duel skill. They have have a Special Die for her Diplomacy skill. When a Special Dice Rating of 3. They receive 3 Expert she rolls her Diplomacy skill dice pool, she may Dice. use the +1 Special Die as if she had a Special Die Rating of 1, yielding an Expert Die. The Third Principle of Special Dice is that a character does not roll any Special Dice they The Fifth Principle of Special Dice is you may may have. They take a single die from their pool only ever ‘nominate’ have 1 Special Die in a and ‘nominate’ that as the Special Die. pool. No matter how much your Special Die is improved, you may not ever have more than a If this is one or more Expert Dice, the score of Master Die. the die is immediately set at a value of 7 before the roll. If this is a Master Die, you may set it The Sixth Principle of Special Dice is that where any value after the other dice are rolled. you have multiple Expert Dice, you may only nominate a single die to be an Expert Die. E.g.3. A character has a Prowess rating of 3 However, each additional Expert Die allows you and a Sword skill rated at 4. That character also to NUDGE your Expert Die after your roll, i.e. Special Dice 1. The character rolls to strike: they increase the value of your Expert Die by 1. take 1 of the 7 dice and sets it to 7. They then roll the remaining 6 dice. Sets are now formed E.g.6. A character has 3 Expert Dice. They have as normal. a dice pool of 6. They nominate a single die and set its value to 7, using one of their Expert Dice. The Fourth Principle of Special Dice is that They then roll their remaining 5 dice and score where a dice pool receives a dice pool penalty, 1, 4, 5, 8 and 9. Special Dice are the first to be lost. Such a penalty is applied directly to your Special Die Using the nominated die, this results in a pool Rating. of 1, 4, 5, 7, 8 and 9. Discarding an Expert Die, the character nudge’s the nominated die to an 8. The character then uses the remaining Expert Die to nudge the nominated die to 9. This

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 21 changes the pool to 1, 4, 5, 7, 9 and 9. Yielding a set of 2x9.

The Seventh Principle of Special Dice is that where a character has their Special Die Rating improved beyond 5, each point beyond this may be used to PROTECT your Special Dice, i.e. cancel a die penalty (either -1 Height or -1 die).

E.g.7. A character has a Special Die Rating of 4. They receive +3 Special Die. This makes the total 7. They receive a -2d penalty for an action. They Protect their Special Die and cancel the -2d with 2 points from their Special Die Rating. This reduces his total rating to 5.

Waste Dice (also known as Loose Dice) are any dice that do not form part of a set after rolling. Generally, these dice are wasted and unusable but certain game effects can take advantage of them.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 22 LAW

This Chapter deals with all the miscellaneous SSSTEP OOONE --- IIINITIALISATION rules and laws which govern the ORE. You’ll find everything you need from punching So your motley crew of players have got someone in the face to disarming a trap here. themselves in to a bit of a pickle and the only way to resolve it is with stabby hurty death. At So let’s start with most gamers answer to a this point, all characters involved in the combat problem: combat. have to determine what they are doing.

FINISH HIM! Combat awareness is the deciding factor here: the more observant/situationally alert have the Every role-playing game spends an inordinate ability to make a much more informed decision amount of time on the combat section. Any than he or she who hasn’t got a clue what just gamer worth their salt can give you a million happened. reasons why this is the case but ultimately it boils down to too many people all having a To reflect this, compare the Insight statistic of vested interest in the outcome. all combatants. This is the character’s Initiative Score. The character with the lowest Initiative Bullet Time declares their action first with the highest declaring their action last. At any point when it becomes important to measure a character’s activity as a blow by blow Any ties are broken by the Intellect statistic and account, use Rounds to keep track of things. A then Prowess. If anyone is still tied, randomly Round is a 5 second measurement of activity. It determine it (flip a coin, roll a die, the person might help if you think of Rounds in terms of with the best shirt). special effects used when films slow the action down so you can exactly what is happening. You must announce all your actions at once, especially important if you are announcing Generally, you will only use Rounds in combat multiple actions. This includes any powers, or other intense competition. feats or special attacks you might wish to perform. Each Combat Round is broken down into the following steps: SSSTEP TTTWO --- DDDETERMINATION

1. III NITIALISATION : Decide who is doing what and Every character, where necessary, rolls a dice to whom. pool dependent on the relevant action to determine their results: if you are firing a gun, 2. DDD ETERMINATION ::: Find out how everyone did you will probably use Insight plus and how quickly. Marksmanship or if making a calculation, use Intellect plus Mathematics. 3. RRR ESOLUTION : Apply the results to combatants.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 23

All characters roll their dice at same time. This Once all actions are performed, start a new next statement is actually more important than round of combat. it sounds; SSSTEP TTTHREE --- RRRESOLUTION Speed is a measure of a character’s reaction time in combat: the higher the Speed, the Now you know what you’ve done and how well, quicker the reaction time. The character with it is time to resolve these actions and put that the highest action speed resolves their action cause into effect! first , then the character with the next highest resolves theirs and so on. People taking actions other than an attack or defend, resolve each action in order of Speed, ACTION SPEED IS DETERMINED BY HEIGHT . from Highest to Lowest: people run away, close a door, release the hounds, whatever. E.g. Your character is involved in a big old fist fight. You roll 3x5 to hit the darn galoot who is A character who is defending applies his or her bothering you and he goes and rolls 2x3. Your set as Counter Dice against an opponent’s Speed is 5, faster than the varmint. You react attack, reducing the Width by their Counter before he does. Dice.

That is worth repeating; E.g. A character shoots at someone else. The second character dives for cover. Our shooter YOU CANNOT REACT TO AN ACTION WHICH IS FASTER rolls 2x8 and our diver rolls 2x9. The diver’s THAN YOUR OWN . counter dice block the attacker’s Width. The diver is safe. The most important fact about Speed is that you can’t react to an action that resolves before your Some important things to note about attacks own. that remain constant throughout your combat options; This means that; 1. Due to the sheer impact and stress from - you can’t defend yourself against something being hit, any character subject to a faster than you; successful attack loses a die from their highest set, even if they take zero - you can’t grab a ladder if it is pulled away damage. This includes people hiding before you reach it; behind forcefields.

- you can’t grapple someone if they’ve already 2. Damage dealt is equal to your Width. jumped out of the window; Weapons add to your dice pool.

Ad infinitum. 3. Damage always comes in one of three forms, Physical DamageDamage, Mental Damage Ties are broken by who has the highest Prowess and Social DamageDamage. and then by Insight. If after that they are still tied, they act at the same time.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 24

Physical Damage represents attacks Having a statistic reduced by damage causes designed to penetrate the skin and reach different effects; those vital fleshy bits which keep you alive. Physical Damage generally causes If a character has a Physical statistic reduced to lost limbs, bleeding wounds and zero, they are incapacitated. If they have both punctured organs. Physical Damage reduced to zero, they are dead. affects Physique or Prowess. If a character has a Mental statistic reduced to Mental Damage describes any form of zero, they are catatonic or otherwise reduced to attack which attacks the psyche. Torture minimal response. If both Mental statistics are and emotional abuse both cause mental reduced to zero, they are in a coma. damage. Mental Damage affects Insight or Intellect. Lastly, if a character has a Social statistic reduced to zero, they become pliant and Social Damage represents public subdued, unable to mount an argument. If they humiliation or loss of face and a have both statistics reduced to zero, they will damaged reputation. An argument, blindly follow commands, effectively stripped of mockery or intimidation causes social will. damage. Social damage affects Charm and Command. Complications

When a character takes damage, they reduce an Instead of taking damage, a character can “buy appropriate statistic by 1 for each point of it off” by taking a Complication. A Complication damage. Which statistic loses damage is is an affliction or wound of some kind caused determined by the victim. Damage can be split by the attack. between each statistic however the character likes, all on one or evenly or any other possible When you take damage, you may decide to combination. convert all said damage into a Complication. They must convert all or nothing. There’s no, There are damage boxes next to each statistic “Ok, I’ll convert 1 point of those 3 points into a on a given character sheet. If a character takes 1 point complication”. damage, tick a box. For each box marked off, reduce the appropriate statistic by 1. Different forms of attack cause different complications and the severity of the damage If a character takes multiple kinds of damage in determines the severity of said complication. a round, apply Physical damage first. then Mental damage and lastly, Social damage. The major problem with taking a Complication is that it takes a lot longer to heal than statistic E.g. A character is dealt 3 Physical damage. He damage. However, if it means the difference decides to take 2 to Physique and 1 to Prowess. between life and death, a Complication is a fair He marks off 2 boxes on Physique and 1 on price to pay for survival. Prowess. His Physique is therefore reduced by 2 and his Prowess by 1… Nb. You can only be afflicted by each complication once at any given time! So if you

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 25 have a Bruise/Cut, you cannot take another immense pain but profuse bleeding and Bruise/Cut! If you already have complications, spatter. further damage is just going to make things worse for you! If the character is not treated for bleeding within rounds x Physique, they Physical Complications will Pass Out. If they are then not treated, they will Bleed Out in rounds x  BRUISE /C UT (1 POINT COMPLICATION ) Physique.

The character has a vicious welt caused A character who survives the initial by the attack. This creates a -1 Height wound, then receives -2 Height to all penalty to some activity based on the actions due to pain. Oh and they’ve lost injury. lost their limb.

If to the face, this might be to a social  GORE (5 POINT COMPLICATION ) roll. A blow to the head, a mental roll. To the torso, to any athletic activity. The character has received a devastating blow and only has moments left to live.  BLEEDING (2 POINT COMPLICATION ) Perhaps they have been disemboweled or shot in a kidney or some such serious The character is bleeding badly and if not injury. treated in a number of minutes x the character’s Physique, they will Pass Out. If not treated immediately, the character will die in rounds x Physique score. They If they Pass Out, they will Bleed Out in receive -2 Height to all actions due to minutes x Physique. pain until healed and are at -2d to perform any activity while injured and  BROKEN BONES (3 POINT COMPLICATION ) recuperating.

The character has a broken hand, limb, Mental Complications fractured skull or rib. This creates a -1 Height due to pain and -1d penalty due  MUDDLED THINKING (1 POINT COMPLICATION ) impairment applied to activities based on the injury. The character is distracted and otherwise finds it difficult to concentrate. He or she A broken limb, applies a penalty to any may get words muddled or misremember use of that limb. A broken rib, any things. athletic activity. They lose -1 Height on any activity until  LOST LIMB (4 POINT COMPLICATION ) they are able to recover and rest.

The character’s primary limb or a leg is wholly removed, causing not only

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 26

 ERRATIC BEHAVIOUR (2 POINT COMPLICATION ) bizarre and as do the decisions you make. The character is suffering from strange thoughts and isn’t sure where they are At this point, the Judge is well within his coming from. Paranoia, self harming and or her rights to decide things for you or other weird behaviour is not uncommon. to detail things that aren’t really there.

You receive -1 Height to all actions until Reality for your character becomes much you are able to recover and rest. You also more…interesting. receive -1d to any actions requiring concentration and thought or when The only to remove this complication is dealing with people in social situations. through extended counseling.

 TRAUMATIC STRESS (3 POINT COMPLICATION ) Social Complications

The character has night terrors, severe  BRUISED EGO (1 POINT COMPLICATION ) anxiety, paranoid delusions and other traumas. You receive -2 Height to all The character feels hurt or stung by actions until you are able to take situation and won’t quickly forget what extended relaxation recovery. happened. The character suffers -1 Height due to lack of concentration until You receive -1d to all actions requiring they have chance to cool down. concentration and during social situations. For a day or two after the event, reminding them of it can give them a -1  PHOBIA (4 POINT COMPLICATION ) Height for a few rounds.

You develop a severe phobia related to  SULLENNESS (2 POINT COMPLICATION ) the source of the damage. The mere thought of the phobia can give you a -2 The character becomes moody and Height to all their rolls for up to an hour. withdrawn. They are difficult to engage in conversation and certainly won’t Being presented with the source will instigate social activities. They receive -1 plummet you into sheer terror frenzy. Height to their rolls until they have a chance to cool down. The only way to remove a phobia is through extended counseling. They received -1d to their social rolls until either they resolve the problem (roll  INSANITY (5 POINT COMPLICATION ) Insight + Focus after every night’s sleep) or until someone helps them get over it The character has suffered such mental (they roll Charm + Enthrall during a trauma that it has broken their mind. “heart to heart”). Your behaviour becomes increasingly

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 27

 PARIAH (3 POINT COMPLICATION ) reputation and dealings will be affected: you have become social leper, an outcast The character is considered to be or exile. someone who should not be seen in public. For whatever reason, people will Whatever you have done, no one wants not publically acknowledge your to associate with you. You just don’t existence and ignore you. exist. You can’t get anyone to even acknowledge your entrance to a room. The character’s attempts to socialise with People ignore you, you can scream in people, even in private, are somewhat their faces and they’ll still not compromised, incurring a -1 Height to acknowledge you are there. their rolls. You have suffered social death. In public, they also receive -1d to all their rolls. When dealing with those people who have to be civil with you (subordinates,  DISCONNECTED (4 POINT COMPLICATION ) family), you receive -2 Height and -2d to all your social rolls. Association with you is really bad at this moment. No one wants to be seen with HHHEALING you or even acknowledge your existence. Any injured character will be interested to note Worse, one of your friends or contacts that they will eventually get better. has cut you lose. You are too much a liability, too unpredictable or just bad for The healing rates are determined by the type of business, and you’ve reached the end of injury and by the level of said injury. your association. All damage takes 1 week of rest or inactivity to The Judge will decide how this affects recover one box of statistical damage. you, perhaps a reduction in one of your appropriate Advantages or some Physical Damage requires you to be bed bound character now effectively hates you. and possibly even on life support for the duration of healing. A physician can reduce this Your dealings with everyone else receive time by the results of a medicine roll. If a -2 to their Height and lose -2d to any character becomes active at any point, this social rolls while people are avoiding aggravates the injury and they must begin you. another 7 days of rest.

 OUTCAST (5 POINT COMPLICATION ) Alternatively, a physician can make a medicine roll to allow the character to remain active for This is the worst case scenario: your that day while still counting it as rest. A reputation has suffered greatly, so much Physician cannot reduce the period of that people truly think that by recuperation and allow a character to be active associating with you, their own at the same time.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 28

Mental Damage requires relaxation and that Damage (or PD). Fires, falls, gunshots, you don’t get involved in stressful situations. electrocutions…they all cause PD. Psychotherapy and relaxation activities can reduce this time by the Width to a minimum of There is no real distinction between types of one day. Physical Damage. Given the nature of the Known Universe, if someone is trying to punch Unlike Physical Damage, interrupted healing you, they will be skilled enough to ensure that does not restart the healing period but it does said punch could kill you. And if they aren’t, it pause it. is unlikely they are going to injure you at all.

Social Damage requires you spend your time Light attacks (a punch, a knife wound) do away from people, giving them time to forget Width in PD. Medium attacks (a sword or other your transgressions. medium weapon attack, a moderate fall) does Width +1 in PD. Heavy attacks (a two handed Other people can attempt to raise your profile sword, a big drop or sniper rifle attack) do and win people round with a social campaign, Width +2 in PD. effectively reducing the time it takes to heal. Each day spent on the campaign allows people Mental Damage (or MD) is a bit more to roll Charm + Intrigue, with the resulting complicated. This is any type of attack that Width reducing the healing period. might cause mental trauma. Certain types of torture are a clear source of MD. Obviously Complications do not start to heal until after all traumatic events cause Mental Damage: seeing damage boxes are healed. In all cases, to heal a a loved one eviscerated before your eyes, complication, the character must spend the knowing that you caused the deaths of a entire recovery time inactive and no amount of thousand people by your ignorance…anything therapy or medicine can make them active. which is horrifying causes MD.

If a character wants to heal a complication, they MD is the middle ground between Physical have to take the time out to do it properly. Injury and Social Injury. It is the experience of a thing that the brain cannot immediately Complications heal at a rate of 1 week per level comprehend. To reflect this, for every 2 points of complication. Again, this time can be reduced of Physical or Social Damage you receive, you in the same way that boxes of statistical can transfer a point to Mental Damage. damage can be reduced. E.g. You are dealt 4 points of Physical Damage. SSSOURCES OF DDDAMAGE You can transfer up to 2 points to Mental Damage. So we’ve discussed what damage is and what it does to you but we’ve not really discussed what Light mental attacks (such as seeing a pet killed causes it. or forcibly sleep deprived for several days) does Width in MD. Medium mental attacks (being Physical Damage is pretty obvious: anything informed that your brother has been killed or which causes physical pain causes Physical that you’ve put someone you care about in danger) do Width +1 MD. Heavy mental attacks

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 29

(stabbing the love of your life, seeing a truly Armour gives a character a difficulty to perform horrifying sight) do Width +2 MD. physical actions like Dodging or Swimming. Light Armour yields Difficulty 3, Medium Social Damage (or SD) can be terrible, inflicting Armour yields Difficulty 5 and Heavy Armour loneliness and frustration and powerlessness as yields Difficulty 7. no one wants to deal with you, talk to you or even be in the same room. This can affect any action that requires full body mobility. Things like jumping, running Bullying and intimidation cause Social Damage. and the like. This does not affect things that Anything which causes people to laugh at you require small motor actions, like firing a gun or or otherwise affect your reputation, this is striking with a sword. social damage. Holtzman Shields Light social attacks (someone mocking you or a cutting retort at your expense) do Width in SD. In Dune , technology has been adapted for Medium social attacks (a serious threat of reliable use in personal defensive shields. These injury, a humiliating event) causes Width +1 in shields, unlike many others in science fiction, SD. Heavy social attacks (being on the receiving are not round projections of force but form- end of a vitriolic diatribe, a serious threat of fitting energy fields which permit penetration death) causes Width +2. only by objects that move below a pre-set velocity. AAARMOUR It is noted that "In shield fighting, one moves Getting injured hurts and is to be avoided. If fast on defense, slow on attack ... Attack has you aren’t quick enough or skilled enough to the sole purpose of tricking the opponent into a defeat your opponents before they can land a misstep, setting him up for the attack sinister. blow on you, you’d better find a method of The shield turns the fast blow, admits the slow putting something in between you and those kindjal!" incoming attacks. As one would be unable to breathe within a Armour stops attacks from penetrating your shield that did not permit atmospheric gases to squishy organs which are vital for not being penetrate it, man-portable shields have a dead. However, armour comes in different relatively high penetration velocity, varieties and generally, the more damage it approximately six to nine centimeters per stops, the more restrictive it is. second.

To reflect this, armour has an Armour Rating However, shields for ships and planetary from 1 to 3, with Armour Rating 1 being Light installations can and often do have extremely Armour, Armour Rating 2 being Medium low penetration velocities, as artificial life Armour and Armour Rating 3 being Heavy support technologies can be utilized while the Armour. shield is active.

This Armour Rating reduces Physical Damage The Holtzman shield (sometimes colloquially on a one for one basis. known as a “Dueling Shield”) has therefore

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 30 been employed as a generic defense mechanism 4.4.4. Slow Pellet StunnersStunners, being spring- and it is common for people of importance to loaded darts carrying poison tips or an wear them. electrical charge. Stunners are not very effective. Upon activation, they create field of force around the wearer which is only visible at the Holtzman shields once activated, has enough peripheral edges of said field. Striking the charge for about 10 minutes. forcefield with a blow of sufficient velocity causes the point of impact to glow and make An active holtzman field automatically prevents blue sparks. all attacks classed as “High Velocity”. Typically, this includes all ballistic. thrown projectiles and The Holtzman shield forever changed the way any other fast moving attacks. A key thing to people fight as it almost entirely negates the use remember about High Velocity attacks is that is of projectiles. impossible to control how fast they go: their velocity is intrinsic to their very nature. There are only four forms of weapon which remain useful in a shield-wearing culture; “Low Velocity” attacks, such as Slow Pellet Stunners and melee attacks can penetrate the 1.1.1. Personal CombatCombat, that is, fighting with shield but doing so requires a Slow Attack short blades. This is the most reliable manoeuvre which incurs a -2d penalty. way of dealing with a shielded individual. Nb. it is never discussed whether a person can wear armour and a holtzman shield. For the Nb. As any great work of fiction, the fine purposes of this game, you either use one or the details of how such shields work is not other. In case you missed that: you may never detailed. Thus, it doesn’t explain wear armour and utilise a dueling shield! whether people can fight unarmed. The liberty has been taken that fighting Just returning back to the idea of unarmed unarmed is possible but painful if you go attacks against a Holtzman Shield. If you too fast. So very few people actually do imagine that trying to break through a it. Exact details are provided later. Holtzman forcefield is like trying to push through electrified jelly (jell-o to you Americans) 2.2.2. Gas weaponsweapons, though it is a simple and the faster you are going, the more matter to wear a small respirator or hold resistance you receive. ones breath for some time. And then imagine that you go too fast and you 3.3.3. Laser weaponsweapons, though the interaction of are punching an electrified wall… doing so then the holtzman field and lasgun wave is becomes a risk which can easily be counteracted unpredictable and subject to causing by using a blade or some other form of weapon. nuclear explosions . So not a practical tactic, especially given that the nuclear So few people would choose to fight unarmed reaction may be centered on either the but sometimes you don’t get that option. So lasgun wielder, the shield wearer or what happens when a person ends up wrestling both! against a shielded opponent?

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 31

If you get no sets against a holtzman shield, that he didn’t expect to live himself and so was you miss and that’s ok. Nothing else happens. quite happy to risk a possible nuclear explosion.

If you get sets and are dodged, that’s ok too. And so, with that said, let’s get to the nitty gritty: what happens when you get a lasgun If you get sets and penetrate, you’ve done very and a holtzman shield and put them together. well. Do your damage and give yourself a pat on the back. Well, extrapolating on the ideas present in the book (but never clearly stated), it all depends on For any other result, for example, your attack is the size of the holtzman shield and the lasgun. parried, you impact on the shield etc, you take 1 point of physical damage from either bruising a The larger the holtzman effect, the less effect a hand or getting a nasty shock. lasgun waveform has on it. In this fashion. House Shields (huge holtzman generators Of Lasguns which protect, say, a skyscraper, a castle or some such estate) are completely safe: it would Knowing how the mind of a player works, at take an extremely powerful lasgun waveform to some point, someone is going to want to point a destablise a House Shield. lasgun at a holtzman shield. And by “extremely”, this means “virtually We’ll get to the physical effects in a moment but impossible without some completely convoluted let’s take a moment to discuss the political plan that might take an entire campaign to fallout (pun only slightly intended). resolve”, i.e. if a group of players think it is a neat idea enough to focus an entire game on it, There is an article in the Great Convention (the then fine. Otherwise, nyet. fundamental laws of the Empire) that prohibits nuclear explosions. The GC is pretty much all However, if the lasgun is equal to or more about the protection of human rights and their powerful than the holtzman field, get ready to right not to be indiscriminately blown up. This shout “Atomics!” very loudly… makes nuclear warfare the most heinous crime that can be committed under the terms of the In this case, roll a single die. Great Convention. On a 1, nothing happens. Absolutely nothing. This needs spelling out to your players: if they The laser and the holtzman field short one are caught messing with atomic explosions, another out: the gun and the shield generator there is no legal defense! Every single person in are now useless. the Known Universe will sell you out. There’s nowhere to hide. On a 2, the holtzman shield implodes, killing the wearer and anyone else inside it in a messy In the books, Duncan Idaho does cause a explosion. lasgun/shield interaction but his entire house, his family, friends, everything he held dear, was On a 3, the lasgun explodes loudly, killing about to be destroyed! It is pretty much a given anyone near by.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 32

On a roll of 4, 5 or 6, the holtzman shield A character may purchase a specific weapon detonates in a huge atomic blast. Everyone skill, kindjal or rapier or pistol for example, nearby is killed in fiery mushroom cloud. which allows them to use only that weapon. However, a weapon skill is paired with Prowess On a roll of 7, 8 or 9, the lasgun feedsback and and not Physique or Insight. its atomic death for anyone stupid enough to be within several miles of the explosion. GGGUNS AND AAARROWS

On a 10, the lasgun and the holtzman shield You might also be interested in the rules for both explode in nuclear fury. shooting people.

And if you somehow survive all that, please be Making a standard shot at someone is covered aware that you will get caught and be executed. the same way as any other attack is: you roll With mentats who only need the barest scrap of your dice pool and hit someone if you score a detail to piece together an investigation, Bene set. Gesserit who can tell if someone is lying and there being enough people in the Known Things get complicated when you start using Universe with some measure of prescience to bigger and better weapons. So let’s start at the notice such a disaster, it really is only a matter beginning. of time before you are caught. RRRANGE SSSTICKS AND SSSTONES Ranged combat obviously occurs at range. This There are really only two fundamental kinds of is defined as Short Range (the target is close), attack: Close Combat and Ranged CombatCombat. The Medium Range (the target is within reasonable difference between the two should be pretty distance) and Long Range (the target is far obvious. away).

Within each kind of attack are a multitude of A character making a ranged attack adds 1 die weapons designed to kill, injure, maim and to their dice pool at Short Range. That character generally mess someone up. receives no bonus nor penalty at Medium Range and they lose 1 die from their dice pool at Long There are two general skills that cover for each Range. kind of attack: Duel and MarksmansMarksmanshiphiphiphip. AAAUTOMATIC FFFIREIREIRE Duel governs all armed close combat but generally, only bladed weapons are employed as Some weapons can fire lots and lots of bullets. blunt weapons would do no damage at such a This is not a game where getting big guns and slow speed. shooting lots of bullets is encouraged (or even worthwhile). So rather than having tight rules Duel is paired with Physique and to govern it, we have some loose and fast Marksmanship is paired with Insight. mechanics.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 33

A character can fire a Short Burst or a Long Personal weapons (a pistol, slow pellet stunner, Burst or lay down Suppressing Fire. A Short rapier, kindjal) yields no bonus to attack but all Burst adds 1d to the dice pool but incurs a -1 such weapons are considered Low Velocity (or Height penalty. This costs 3 rounds of LV). ammunition. A Long Burst adds 2d to the dice pool but incurs a -2 Height penalty. This costs a Medium weapons (SMGs, broadswords, battle third of the clip. axes and the like) add 1 to the Width of damaging sets. Medium weapons are High Suppressive Fire costs two-thirds of a clip and Velocity (HV). involves the character laying down a wall of bullets, affecting an area equal to half the Large weapons (halberds, shotguns, assault number of bullets fired in metres. Anyone rifles) add 2 to the Width of damaging sets. caught in that area reduces the Height of any Large weapons are High Velocity (HV). action by the Width of attack. If their Height is reduced to zero, they take 2 points of Physical Bonuses to damage are applied after a character Damage. has made any relevant defensive action. In this fashion, being hit by a sword doesn’t make it OOOF WWWEAPONS more difficult to counter.

Combat in the Known Universe is very different Lasguns are highly damaging laser weapons. to that of our time. To begin with, theirs is a However, they are rarely used due to the dueling culture favouring light blades. Heavier prevalence of the holtzman shield (see the blades, like broadswords or even polearms are appropriate earlier section). rendered ineffective by the Holtzman Shield. And yet, because they are so devastating, The same is true for nearly all firearms and sometimes one will find its way on to a thus, guns and large blades are rarely battlefield (normally in the hands of a employed. player…).

Generally, you can expect people to carry IF A CHARACTER IS DIRECTLY HIT BY A LASGUN, THEY ceremonial dueling knives (called a Kindjal) but ARE DEAD . NO ARGUMENTS . rapiers are almost as common. The heaviest weapon commonly employed is an epee. No amount of armour can protect you and you really don’t want to be wearing an active shield Larger weapons do exist and are sometimes if someone is pointing a lasgun at you. employed. The same goes for firearms. But the situations are very specific (such as large troop But it must be stressed that Lasguns are heavily engagements) and isn’t a general concern. frowned upon, to the point that people might consider you to be carry a small nuclear device All weapons are therefore described in terms of in your hand… because, technically, you are! Personal (being a small or lightweight weapon), Some Siridars might even outlaw lasguns Medium or Large. completely within their territory.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 34

DDDODGED A BBBULLET Remember, gun fights are not all that common in an age where forcefields render them Average Joe’s and Jane’s cannot dodge or parry completely ineffective. ballistic weapons (although you might allow characters to dodge projectile weapons). AAAREA EEEFFECT

You can, however, Dive For CoverCover. When an attack affects an area, such as a fireball or grenade, then it has an Area RatingRating. Cover is any scenery that you can put between your attacker and yourself. Any attacks coming The character making the area attack rolls their for you should be stopped by the cart, wall or attack roll as normal. Every character caught in whatever you’ve interposed between yourself the Area of Effect rolls a dice pool of the and the gun. attacker’s Width + Area Rating. If the character does not score a set, just use Area Rating. Like armour, Cover has a rating from 1 to 3 which measures the amount of your body Every die which rolls less than the attacker’s protected. Light Cover is roughly 30% of your Height deals 1 damage. body (your legs behind a rock or hiding behind a lamp post) and is rating 1, Medium Cover is E.g. A character throws a grenade at victim 1 roughly 60% (shooting round the corner of a (Area Rating 4). She scores 3x6 on her attack building) being rated 2 and Heavy Cover being roll. Victim 1 rolls 4 dice plus the Width for a 90% of your body (hiding behind a wall) being total of 7 dice and scores 1, 2, 5, 5, 8, 9 and 9. rating 3. Victim 1 takes 1 damage for each die under 6, which is 4. The level of cover creates a difficulty to hit a character: to hit a character in Light Cover is OOOFFFFFF ---H-HHHAND Difficulty 4, a character in Medium character is Difficulty 7 and a character in Heavy Cover is If you use an object in your off-hand, you Difficulty 10. receive a -2d penalty to your dice pool. If you use an object in your primary hand and your Diving For Cover is where a character moves off-hand, you receive -3d! behind cover to avoid being hit. When taking a Dive For Cover action, roll Prowess + Athletics TTTWINNED SSSETS as counter dice. You lose 1 die for each metre you must move to get into cover. Some special abilities and feats Twin an attack or set. This means that when the character When actually in cover, only your visible body performs a certain action (as determined by the parts are vulnerable to fire: if an attack strikes a ability) they perform the action twice: first with location that is in cover the attack is nullified. the appropriate set and then a second action, Obviously, this makes Called Shots a bit more using the same set as the previous action. important in a gun fight! E.g. A character has an ability which allows them to twin a build action. They roll and score 3x5 to make a neutron grenade. The twinning of

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 35 this action generates a second build action at When using two Ranged Combat weapons, you 3x5, thereby creating two neutron grenades. immediately “twin” any resulting attack set for two attacks, irrespective of your opponent’s TTTWO WWWEAPON CCCOMBAT skills. Again, this must be against the same target. Some players will want to pick up two swords or two guns (or two somethings) and run The downside to using two weapons is a -1d around making like a John Woo hero. penalty to your attack pool, regardless of whether it is ranged or close combat. You also In the DUNE universe, this is actually incur the Off Hand Penalty for another -2d. reasonable: seasoned fighters have been trained since an early age. And “Bi-Manual Fighting”, That means you get -3d to your dice pool if you as it is called, is a viable tactic in a scenario insist on trying to be clever without the where fighting is all about misdirection. appropriate training.

When using two Close Combat weapons, the Of course, there are some feats which overcome experts say that only when your opponent is this and, if your GM allows them, you can less skilled than you, can you really use two pretend to be in a John Woo movie to your weapons to your advantage. heart’s content.

To reflect this, when a character is wielding two CCCOMBAT AAACTIONS closed combat weapons, if their appropriate skill is higher than their opponent’s skill (or There are several basic combat actions. Threat Rating if facing an Unworthy Opponent, see below), they twin their resulting attack set AIM HOLD against the same opponent. ATTACK PARRY CALLED SHOT PUSH E.g. A character is wielding two sai and has her CHARGE RUN skill at 3. DISARM STAND DODGE STRANGLE She is facing off against a character who has a DISPLAY MOVE TACKLE naginata and a skill of 2. The second character DRAW THREATEN twins her attack set. FEINT TRIP GRAPPLE WAIT Her sai dice pool is 7. Because she is using a weapoin in her Off Hand, she receives -2d. ActivActivateate Shield: it takes an action to reach for Because she is using a weapon in both hands, your Holtzman Shield and switch it on. she receives an additional -1d, reducing the dice pool to 4d. Aim: you take time to prepare your ranged attack. Add 1d to your next Ranged Combat She rolls and luckily scores 4x2. This is twinned Attack. You may only take two consecutive Aim to two attacks of 4x2 and 4x2. actions.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 36

Attack: you hit someone with your fist, cut MASTER SUCCESS - 4x: as above, save the if you them with a blade or shoot them with a pistol. have a free hand, the weapon’s yours if you want it. If it is a Close Combat Attack, use Physique + Duel or Prowess+ Weapon Skill. Display Move: a character performs an impressive manoeuvre before combat begins: If it is Ranged Combat, use Insight + perhaps the character rips his opponent’s Marksmanship or Prowess + Weapon Skill. weapon from their hands and puts it to their throat or perform a complex kata. Called Shot: a character attempts to hit someone in a specific location. Roll your you attack at - This Display Move does no damage and you roll 1d at a Difficulty of 5. If you hit, your victim your appropriate attack skill (or Physique + gets to decide whether they take damage to Control if you’re just showing off your their statistic or a complication, however, you physique). Score a set and you gain a 1d bonus get to decide which statistic is affected or what (or offset a -1d penalty) for your first attack the nature of the complication is. against anyone who say your posing.

Charge: a character moves some distance and Draw: a weapon is no good holstered (or lying then whacks someone with an attack. Make a several feet away from you). You take a Draw Physique + Athletics roll (when Running) or action to ready it from its holster or pick it up Physique + Ride (if Riding). The charging bit from the floor. This requires no roll but if you and the whacking someone bit are two separate use it in the same round, this requires a actions. multiple action.

STANDARD SUCCESS - 2x: add 2d. Feint: you convince your opponent you are about to perform one kind of attack but do EXPERT SUCCESS - 3x: add 3d. something completely different. Every time you Feint against an opponent, you gain a 1d bonus MASTER SUCCESS - 4x: add 4d. to your next attack.

Dodge: counters an Attack. If this is Ranged You can only gain a 2d bonus from Feinting. Combat, you must “Dive For Cover” (as described above). Roll Prowess + Athletics. Grapple: a character grabs someone and holds them still. Roll Physique + Close Combat or Disarm: you attempt to rip someone’s weapon Prowess + Wrestling. You can either take them out of their hand. Roll your attack dice pool at - down (pinning them to the floor) or pin them 1d at Difficulty 5. against a wall at no penalty, however, if you want to remain standing, you lose a die. STANDARD SUCCESS - 2x: the attack does no damage but the weapon is knocked X metres, This roll is countered by a Physique + Duel or where X is the Width of the attack. Prowess + Wrestling, whichever the resisting party has. EXPERT SUCCESS - 3x: as above, except X is twice the Width of the attack.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 37

If the grappler wins the roll, both characters are Strangle: you decide to choke someone to death. immobile until either they release the grapplee You must have someone in a Grapple to use this or they escape. action. Take a Called Shot to the Head and roll the appropriate attack. You must be Close-In to grapple someone. STANDARD SUCCESS - 2x: you do 2 Choking Hold: a character grabs another character’s limb Damage. Next round you automatically do 2 to stop them from doing something they might Choking Damage if your victim doesn’t break regret. Roll Physique + Duel or Prowess + free. Wrestling. You may use any resulting success as counter dice. EXPERT SUCCESS - 3x: as above, except 3 Choking Damage. Parry: counters a Duel. Roll Physique + Duel or Prowess + Weapon Skill. MASTER SUCCESS - 4x: as above, except 4 Choking Damage. Push: one character pushes another character. You must be Close-In to push someone. Roll Choking Damage builds up each round. If it Physique + Duel or Prowess + Wrestling. You exceeds the victim’s Physique, they begin to move them 1m per resulting Width. Obviously, asphyxiate, receiving -2d to all their actions. If this means neither of you are now Close-In. it exceeds twice the victim’s Physique, they die.

If someone performs a Trip or Slam action Choking Damage fades at a rate of the victim’s against you while you are making a Push Physique statistic if the strangle is released. action, they gain 1d. Tackle: you slam into someone and attempt to If anyone makes a Trip or Slam action against a take them down. Roll Physique + Close Combat character who has been Pushed, they receive a or Prowess + Wrestling at a -1d penalty. You do 1d bonus to their roll. W Physical damage in addition to both you of you being Downed. Run: every character can move 5m per round without making a roll. A character can then roll Threaten: a character makes a vicious threat Physique + Athletics adding 2m x Width. before combat. Roll Command + Intrigue and use the Width as a Social Attack. Slow Attack: To penetrate the Holtzman Shield, your attack must be made slow and Trip: a character attempts to flip someone to the deliberately. downed position. Roll your appropriate attack at Difficulty 2. You add 1d if your opponent is Such attacks incur a -2d penalty. performing (or subject to) a Push or Tackle action. Stand: a character who is Downed has to stand up. This requires an action. Or, you can perform STANDARD SUCCESS - 2x: the victim loses a die a Prowess + Athletics test to perform a kip up from a set and receives -1d next round. and get to your feet as part of a multiple action.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 38

EXPERT SUCCESS - 3x: as above, but the victim is E.g. A character faces off against a group of 7 also downed. armed street punks, each one Threat Rating 2. They have a Dice Pool of 14. MASTER SUCCESS - 4x: as above, but the victim also takes 1 Physical Damage. Just to reiterate an important point;

Wait: a character holds their action until ONLY UNWORTHY OPPONENT ’S THAT CAN ACTUALLY someone else has acted. Declare your action as MAKE AN ATTACK CONTRIBUTE THEIR THREAT RATING TO normal, however, when your Speed comes up, THE UNWORTHY OPPONENT DICE POOL ! you choose to wait. You may then time your set to act at the Speed as any other lower set. If you This is relevant because if there are more wait and no one acts, you lose your action. ‘opponent’s than space to attack the player character(s), they cannot contribute to the dice UUUNWORTHY OOOPPONENTS pool. So if clever players can reduce the number of ‘opponent’s who have an attack opportunity, Sometimes, as a Games Master, you’ll want to by use of some terrain for example, they can put in some throwaway characters for a bit of a limit the amount of dice rolled against them. scrap as a minor challenge or to add a bit of excitement. They might be the Mastermind’s When making an attack, you roll your Dice Pool henchmen, the Daimyo’s soldiers or the Don’s which represents the whole group making gangsters. This is when you’ll want to use the attacks at the player character(s). Any sets Unworthy OpponeOpponentntntnt rules. generated do their Width in damage.

Unworthy Opponents are unnamed characters Judges should try to limit the Width of the sets whose sole purpose is to provide a bit of action generated by Unworthy Opponent’s to their for the players without slowing the game down. Threat Rating, breaking up any sets which are too wide into smaller sets. So a group of 5 They don’t have statistics like player characters critters at Threat Rating 2 should only really be or the Judge’s characters but instead have a netting sets at a Width of 2. Threat RaRatingtingting. Unworthy Opponent’s are obviously going to This Threat Rating is an abstract measure of an get killed/taken down quickly. Ultimately, that’s unworthy opponent’s dangerousness and is what they are there for. When player’s hit such generally rated from 1 to 5. characters, they deal damage as normal with each point of damage reducing that unworthy’s Each such ‘Opponent that can make an attack Threat Rating. When the Threat Rating reaches adds its Threat Rating to an Unworthy 0, the unworthy is Out and no longer Opponent Dice Pool. This dice pool could be any contributes to the dice pool. That’s where the number and you may expressly roll up to 15 damage stops, however: one attack can only dice. If you have more than 15, ignore the take out one unworthy in this fashion. excess for now. When an unworthy is taken out, this reduces the overall Unworthy Opponent Dice Pool. If this Dice Pool is higher than 15, then the

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 39 number of dice rolled doesn’t change. The Vehicles have statistics which measure their Unworthy Opponent Dice Pool has to be reduced physical reality, rated from 1 to 5, just like below 15 before it starts affecting how many regular people do. dice are rolled. HHHANDLING SSSIZEIZEIZE E.g. A group of 30 normal men and women have SSSPEED been incited to riot. They are Threat Rating 1 each which creates an Unworthy Opponent Dice Handling is the vehicle’s agility and Pool of 30. They roll 15d in combat. Every time manoeuvrability. This affects how easy it is an unworthy is taken out, this reduces the Dice pilot (and not crash). Pool by the Threat Rating of 1. So 16 unworthies have to be taken out before they roll Size is the actual physical size of the vehicle. less than 15d. Speed is how fast the vehicle travels. MMMORALE AAATTACKS Size is the most important aspect to define as it A Morale Attack is a special type of Social has the most physical impact upon the game. Attack. It represents a sudden shocking event Conversely, Handling and Speed are more that might give a person cause to think twice. abstract values.

Any Social Attack against Unworthy Opponents The first chart shows the abstract scale. The affects a number equal to the Width with a second chart is a rough approximation. Threat Rating equal to or less than the Height of the attack. SSSIZE RRRATING DDDESCRIPTION 1 PERSONAL E.g. A character makes a Social Attack scores 2 SMALL 2x7. This affects two Unworthies with a Threat 3 LARGE Rating up to 7. 4 HUGE 5 GIANT VVVEHICLES

SSSIZE RRRATING DDDESCRIPTION At some point, a character is going to want to 1 1 - 10 M LENGTH actually drive a vehicle or, more likely, drive a 2 10 M - 50 M LENGTH vehicle into another vehicle. 3 50 - 500 M LENGTH

4 500 M - 1000 M LENGTH The vehicles in DUNE range from ground 5 1KM - 5KM LENGTH vehicles, not dissimilar to the vehicles of today, all the way up to starfaring frigates. However, Vehicles of Size Rating 1 and 2 are classed as they all utilise the same basic guidelines: a ManoeuvrableManoeuvrable. vehicle has an Engine to move it and a Cockpit to hold the pilot. Everything else is just variation on a theme.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 40

EEEXAMPLE VEHICLES AAAIR TTTRAVEL SSSIZE RRRATING DDDESCRIPTION SSSPEED RRRATING AAAPPROXIMATE VVVALUE GROUNDCAR , 1 100 KM /H 1 PERSONAL ORNITHOPTER , 2 250 KM /H LARGE ORNITHOPTERS , 3 1,000 KM /H 2 PERSONAL VOIDSHIP 4 1,500 KM /H HOUSE FRIGATE , 5 2,250 KM /H 3 HOUSE TRANSPORTER , For determining Void Speeds in space where 4 CRUSHER acceleration is important (especially important when talking about space combat), you can use 5 MONITOR the following chart.

There are four Speed Modes and each is rated For your information, 1G of thrust is from to 1 to 5. approximately 9.75 m/s 2.

The Categories are; VVVOID SSSPACE TTTRAVEL SSSPEED AAAPPROXIMATE SEA AIR RRRATING AAACCELERATION LAND VOID 1 01 - 05G S 2 05 - 10G S Each describes a different mode of travel (it is 3 11 - 14G S self explanatory which type is which). 4 15 - 19G S 5 20 + GS SSSEA TTTRAVEL SSSPEED RRRATING AAAPPROXIMATE VVVALUE Void is best described as a normal speed that 1 15 KM /H can be measured in metres per second without 2 50 KM /H breaking your calculator (or brain). All combat 3 100 KM /H is undertaken at such speeds. 4 150 KM /H 5 200 KM /H For argument’s sake, all Void ships use the same rules for interplanetary travel: a ship can LLLAND TTTRAVEL travel 1 AU in 6 days minus the Speed Rating. SSSPEED RRRATING AAAPPROXIMATE VVVALUE 1 25 KM /H E.g. A Speed 3 ship could travel 1 AU in 6 less 2 100 KM /H equals 3 days. 3 200 KM /H 4 300 KM /H The approximate values above don’t really 5 400 KM /H mean that much when taken in comparison with one another and are only there as a rough guideline for interest more than anything.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 41

The key point to take away from the Speed its Handling, the pilot increases their Difficulty statistic is that it is a measure of comparable by 2 for each point over. speeds within that class. E.g. A sports car has a Land Speed Rating of 4 You really can’t compare, say, having an and a Handling Rating of 2. If the driver acceleration of 20+Gs to travelling 200 km/h: increases speed to 3, he is now at Difficulty 2. If the orders of magnitude are just so disparate he then increases it to 4, he is at Difficulty 4!! that it would be a pointless exercise. Vehicles also have some subsidiary statistics. If you do any amount of research of the various science fiction vehicles, you’ll note that they are AAARMOUR FFFIREPOWER portrayed as having fantastical levels of CCCARGO PPP ASSENGERS acceleration and that the speeds they must CCCREW SSSENSORS travel during combat are just plain old impossible! So when you look at the Speed Armour describes how much plating or Rating, all you need to know is that Speed 1 is shielding the vehicle has. This works exactly slower than Speed 3 which is slower than Speed like Armour Rating as described earlier in this 5 and so on. section.

You can also use the Speed Mode if you need Cargo describes how much space there is for another qualifier. Each is given a Rating: the goods and other materials. This is described in higher the rating, the master that mode is. terms of physical space and also mass tolerance. SSSPEED MMMODE RRRATING SSSPEED MMMODE 1 SEA Crew is the number of people required to pilot 2 LAND the vehicle. 3 AIR 4 VOID Firepower is the vehicle’s integral-mounted weapons. Using the above chart, if for some reason you need to compare one vehicle’s sea speed against Passengers is the number of people the vehicle another’s land speed, you can determine that can seat in relative comfort. Some vehicles may the Land Speed Mode always trumps the Sea have also have CabinsCabins. These are places for Mode. passengers to live in while aboard.

Although this comparison, again, might seem Sensors measures the vehicle’s sensory completely useless (and it mostly is, it is just information rating. This could be Sonar or included for completeness), the might be Radar but might be something much more situation where you must compare a land impressive in higher technology games. vehicle’s speed with an air vehicle’s speed. A vehicle also has a number of Systems Handling measures a vehicles response to the required to make it move and perform all the pilot, thereby determining its agility and jobs it would normally do. manoeuvrability. If a vehicle’s Speed goes above

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 42

Consult the following System Chart for VVVEHICLE WWWEAPONS examples. Nearly all weapons to be used by or against SSSYSTYSTEMEMEMEM EEEXAMPLE vehicles are incredibly destructive. So much so ACCESS DOOR , HATCH that use against normal people is considered CARGO TRUNK , HOLD overkill (instant death). COCKPIT DRIVER ’S SEAT , BRIDGE COMMUNICATIONS CAR RADIO , CB SYSTEM Against vehicles, it’s really a measure of how CONTROLS JOYSTICK , NAVIGATION accurately you strike your target: a direct hit ENGINE THRUSTERS , TURBINES from any vehicle weapon is pretty much going ENVIRONMENTAL A/C, OXYGEN to take that vehicle out. PASSENGER YOUR FRIEND POWER BATTERY , GENERATOR To reflect this, we’re not even going to bother SENSORS RADAR with individual weapon damages. All vehicle WEAPONS MISSILES , ROCKETS weapons do damage Structural Damage equal to the Width. Each system represents something integrated into the vehicle itself. Whenever the vehicle What truly separates vehicle weapons from one takes damage, one of these systems might get another are stats: Penetration Rating and knocked out. Effective Range RatingRating. The bigger and nastier the weapon is, the higher the Penetration and Vehicle weapons deliver Structural Damage the further away you can shoot them, the which is then either applied to the vehicle’s higher the Effective Range RatingRating. Structure or applied to the various systems on the ship as Complications. Penetration reduces any Armour Rating by Penetration Rating. When all Structure is removed, the vehicle is destroyed. Effective Range is measured in terms of Visual Range or Beyond Visual Range (described Each Vehicle has a Structure Rating equal to below). twice its Size Rating. VVVEHICLE WWWEAPON RRRANGES E.g. A size 2 helicopter: has a Structure Rating of 4. As has been intimated already, guns on vehicles tend to be big and explodey. Furthermore, the Each system can be hit twice. The first hit higher the tech level, the more likely you’ll be knocks the system out and the second system shooting at targets several kilometres away. completely destroys it. A knocked out system can be repair, given enough time. A destroyed Therefore, vehicle combat is performed at only system has to be completely replaced. two ranges: Escape Range (ER) and Visual Range (VR). Of course, this can be disastrous if it’s a critical system like Life Support or Cockpit or Engines… Escape Range is essentially the non- engagement range outside Visual Range. If you

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 43 are at Escape Range, either party can decide to A MANOEUVRABLE VEHICLE WITH A HIGHER POSITION break off an engagement and disappear into the ROLL CAN ATTACK YOU AND YOU CANNOT ATTACK IT clouds/traffic. BACK .

Weapons therefore can only be used if you can Maybe the vehicle is just too fast or your see your target. There are no computer/self opponent is right behind you or has found a guided weapons in the DUNE universe. blind spot in your combat resolution. Whatever the reason is, your opponent has every VVVEHICULAR CCCOMBAT advantage and your only recourse is to run off or jockey for a superior position. Vehicle Combat is not very different from person to person combat, only some of the terms have Manoeuvrable vehicles can always attack a non- changed. manoeuvrable vehicle, irrespective of position.

You still follow the same standard steps: When rolling position, Manoeuvrable Vehicles roll Speed rating + Pilot skill. Non- 1. III NITIALISATION : Decide who is doing what and Manoeuvrable Vehicles roll Sensor rating + to whom. Computer skill.

2. DDD ETERMINATION ::: Find out how everyone did Vehicle combatants declare their actions in and how quickly. order of Position width, from lowest to highest (Height breaks a tie). 3. RRR ESOLUTION : Apply the results to combatants. Actions then resolve from highest width to Only the rolls are slightly different. lowest.

SSSTEP OOONE --- IIINITIALISNITIALISATIONATION SSSTEP TTTWO --- DDDETERMINATION

Here you are determining PositionPosition, not Everyone rolls their dice at the same time and initiative. Your Position in a dogfight really resolves their actions in order of Speed, starting determines everything: what you can see, what with the highest to the lowest. you can shoot at and what can shoot at you. The rolls made are determined by the action and Position is measured by a roll and the set the nature of the vehicle: big Ships of the Line generated by that roll. The wider the roll, the roll very different attacks to snub fighters. better the position. Following is a list of common actions pilots and It is important to note in vehicle engagements drivers can take. This is far from non- that Manoeuvrable vehicles cannot be attacked exhaustive as players will inevitably create a if it has a superior position. situation a Games Master couldn’t possibly account for. That needs spelling out.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 44

ATTACK JINK Escape: if you are at Visual Range, make a BAIL OUT LAND Speed plus Skill roll. If you are successful, you BRAKE MANOEUVRE increase your range to Escape Range. If at CHASE RAM Escape Range, the engagement is broken off, ERRATIC MANOEUVRES SIDESWIPE ending combat. Countered by Chase. ESCAPE SWERVE HOVER TAKE -OFF Hover: if the vehicle is capable of it, you may hover in place. Roll Handling plus Skill. Any Attack: the pilot or co-pilot fires the vehicle- actions performed from a hovering vehicle have integrated direct weaponry (machineguns, their Width and Height limited to the Hover miniguns, lasers etc). result (ignore any excess Width or Height).

Pilots roll Handling rating + Gunnery. Jink: this counters an Air Attack or Space Attack. Co-Pilots roll Insight + Gunnery. Land: a pilot lands an aircraft. Roll Handling Gunners roll Firepower rating + Gunnery. plus Skill. It goes without saying that a Landing roll would only be required in adverse Bail Out: someone aboard the vehicle decides to conditions. get the heck out of dodge. A character can either do this manually (i.e. open a door and jump Position: you attempt to get a better vector on out) or using an ejection system. Performing a your target. Roll Speed + Pilot or Sensors + Bail Out manually requires a Coordination plus Computer and the result is your new Position. Athletics roll. An ejection system is an automatic 2x10 Bail Out action. Ram: the pilot drives her vehicle into something. Roll Handling plus Skill and add Brake: the vehicle comes to a complete stop. Size Rating and Speed Rating to damage. The Roll Handling plus Skill. You lose 1d for each ramming vehicle takes two-thirds the damage point over Speed over the vehicle’s Handling. delivered to itself. Vehicles designed to ram take one-third of the damage. Chase: the pilot or driver is trying to catch up with someone or avoid losing them. Roll vehicle Sideswipe: swerves into another vehicle. Roll Speed plus Skill. If successful, decrease range by Handling plus Skill and add Size Rating to 1 (Escape Range becomes Visual Range). damage. The Sideswiping vehicle takes half Countered by Escape. damage to the opposing flank and knocks the victim 1m per Width in the sideswiping Erratic Manoeuvres: the pilot is making it direction. difficult for someone to make an Attack against you. This does not take an action per se. The Swerve: this counters Land or Sea Attack. pilot takes a Difficulty from 1 up to their Pilot Skill. This difficulty applies to all their actions TakeTake----Off:Off: the pilot launches his vehicle. Roll this turn but also affects anyone trying to hit Handling + Skill. It goes without saying that a them! Take-Off roll would only be required in adverse conditions.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 45

GGG-G---FFFFORCES It is important to note that every set generated by an attack from a Ship of the Line counts for When a Manoeuvrable vehicle performs a damage! You do not have to take multiple manoeuvre at Air Speed or Relativistic Speed, actions! this subjects the passengers to GGG-G---ForceForceForce. Ships of the Line can manoeuvre their hull to The G Force is equal to the vehicle’s current protect different parts of the ship from other Speed. If this is higher than the character’s Ships of the Line. Physique Rating, they receive a -1d penalty for each point in excess. In this fashion, a Ship of the Line can apply a -1 Height penalty to any attack from any other If this is more than 2 points higher than the Ship of the Line attacks against it. However, character’s Physique score, the character suffers this affects their own ability to attack back by a RedRed- ---OutOut (or Black-Out, the former is when reducing the number of guns which have a blood rushes to the head and the latter is when firing solution to their target. blood is pulled away, in the middle of dogfighter, either is Bad News ) and cannot take Accordingly, for every -1 Height imposed on an an action next round. enemy vessel, any gunner on that Ship of the Line receives -1d to their attack roll. SSSHIPS OF THE LLLINEINEINE FFFIREPOWER EEEXAMPLE These are the big battleships and frigates. 03 VOIDSHIP CARRIER 06 HOUSE TRANSPORTER They have a Firepower rating which measures 09 HOUSE FRIGATE their overall direct attack weapons (i.e. how 12 CRUSHER many guns they have to shoot at people). 15 MONITOR

They also have a number of Gunners to fire SSSTEP TTTHREE --- RRRESOLUTION those weapons. All actions are performed and results applied All weapons contribute to the vessel’s Firepower (and ships blown up!). rating and this rating can be assigned to different targets, one per Gunner. If there are still combatants, battle continues.

Attack rolls are assigned Firepower + Gunnery Note, you only roll for Position at the beginning for firing a Ship of the Line’s weapons. of combat or if you take a Position action.

E.g. A battleship has a Firepower rating of 6 DDDAMAGE TO CCCREW and 4 gunners who all have Gunnery 3. It can either assign all its guns at one target Some attacks will cause damage to the people (Firepower + Gunnery = 9). Or it can fire at who are driving the vehicle. multiple targets, splitting up its Firepower. It has already been mentioned that if someone receives a direct hit from a vehicle weapon that

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 46 they just die (not even a red smear is left in deployment of weapons to cause such some cases!). destruction would be prohibited.

However, a system hit to Crew or Pilot isn’t the A War of Assassins might yield a well-placed same thing: this is when either a hit to the ornithopter attack or a bomb set to explode vehicle causes an internal explosion or shrapnel when in the air but in both cases, the person or something that injures the people inside. setting the explosion would have to ensure minimal loss of pedestrian life or fear a Use the Width of the damaging attack as an grievance. Area Attack against the crew. When an actual vehicle combat does occur, VVVEHICLE CCCOMBAT IIIN DUNE rockets or otherwise guided missiles would be the biggest weapons employed against non- Now, the thing is, there isn’t a whole lot of shielded vehicles. vehicle combat in the DUNE books. But your players are going to want to do it. It’s only Since there can be no self-guided missiles in natural. DUNE and standard ballistics would prove pretty useless in any situation other than Even in the most political, story heavy games, against human beings (which in of itself would at some point, someone is going to want to be heavily frowned upon anyway), large shoot someone from a moving car or ram an explosives are the likely weapon of choice. ornithopter into another ornithopter. So here are some rules. Such explosives can have tactical uses against structures and buildings, so if they are rendered But here’s the deal: these rules are inspired and useless by a well placed holtzman generator, extrapolated from the books but you won’t find you do have other options. anything here that is actually from the books. Lasguns would prove deadly against any So this is the part which is the most standard vehicle shield and useless against a ‘extrapolated’ (or, liberties definitely taken). shielded starship. With that in mind, let’s discuss put some ideas out there. Rockets are useless against a shielded aircraft. So the only resort would be a controlled Vehicle combat in DUNE will happen but it collision of a specifically designed battle would probably be fairly rare. And when it does ornithopter whose goal was force a target happen, unless one or more players is directly aircraft to crash land. involved, you must consider why it is happening. If it is a pitched space battle as part This requires a successful ram attack countered of Kanly, then 9 times out of 10, it can be by the target’s jink manoeuvre. A successful resolved as a House Venture. ram either does damage or, if shielded, requires a Handling + Pilot roll with penalty of the But that raises a valid point: unless the house is ramming attack’s Width. If the handling roll is in full-blown Kanly, such destruction and failed, the aircraft is RockedRocked. A second

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 47 successful attack forces the Rocked aircraft to Shooting down a warhead before it detonates is CrashCrash. a Difficulty 7 Sensors + Gunnery roll at Escape Range. At Visual Range, it is Difficulty 4. Space battles again would be limited to full scale Kanly where the utter destruction of your TTTROOP CCCOMBAT IIIN DUNE opponent is the goal. Otherwise, space ships would far too great a resource to jeopardize in a By now, it should be well ingrained that full conflict and the resulting explosion would be scale warfare does not occur very often in the pretty indiscriminate. Imperium. To begin with, unless you are in a War of Assassins or Kanly, it is strictly illegal to Although atomic explosions would technically do so. be acceptable in space, the use of such weapons is still prohibited by the Great Convention. And Troop mobilization in a War of Assassins is still breaking the fundamental laws of the Imperium prohibited to small scale raids and surgical just isn’t done. So, the application of nuclear strikes. Anything large or indiscriminate are weapons, even in a relatively ‘safe’ environment strictly illegal. would be heavily frowned upon. So ingrained is the anti-nuclear mentality. Kanly does allow full scale wars but indiscriminate destruction is still prohibited. However, electromagnetic pulse warheads could be practically used in such a relatively safe In all cases, the job of the Judge of the Change is environment. Thus space battles are about such to monitor and assess the care and attention the warheads being guided by remote and launched combatants have taken to minimize wanton at one another while the starships attempt to destruction. detonate the warhead before it strikes the hull. If the Judge of the Change determines that life Such a warhead detonating on a Size Class 3 or was lost that could have been prevented, he or small vessel will completely cripple it, shield or she will bring a Bill of Particulars against the no shield. offending House, leading to criminal charges and a possible Process Verbal. It would cripple a Size Class 4, with a second warhead taking it out. Viable targets are any person who is a part of the direct household. So that’s the noble family A Size Class 5 can take three such warheads and any of their relatives, their teachers, any before being taken down. head of a department. Plus any fighter/combatant. A ship which is taken out has all its electrical systems taken out. All the lights, environmental This does not include hirelings, such as cleaners systems, reaction drives, everything. If the crew and workers and the like. Pyons and the like are doesn’t die from hypothermia, lack of oxygen considered below the machinations of the will get them not before long. Houses. In fact, the Great Convention was written expressly to protect such people’s lives from said machinations.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 48

So, warfare is a really tricky process and is So unless you secretly build them over a usually limited to the storming of the House significant period of time, you might as well capitol and even then, it requires strict control send your opponents a note saying “I have a over who gets killed or captured. huge army all armed with shields coming to get you!” What’s worse is when a location is protected by a house shield. Gaining access to the objective Much more practical and common are troops inside the house shield normally requires some armed with close combat weapons and body kind of insurgent pre-battle action to sabotage armour, transported by shielded vehicles and the thing. deployed into a small area.

On of the things that was so brilliant about the Personal guards and highly trained surgical Harkonnen attack upon the Atreides was that units will be trained in Shield Fighting and they had an inside man who was completely these are the ones that will be defending the above suspicion. He was able to sabotage the ultimate targets… house shield and subdue the Duke before the battle even began! Troops may be armed with slow pellet stunners but as their targets are generally shielded, it is Damage to infrastructure, particularly to fief somewhat irrelevant. infrastructure, is allowed, as long as there are no attacks which endanger the lives of pyons Ballistic weapons are virtually unheard of. Only and the like. in situations where shields cannot be deployed (such as the sands of Arrakis) or aren’t used for The actual warfare itself can take many forms whatever reason (perhaps a house is too poor to and really, it is usually specific to the situation. equip all its key personnel with shields). However, generally, troops are moved planetside by starship and then deployed by Even against troops in body armour, firearms shielded transport ornithopters. would rarely get the opportunity to be used, given the prevalence of shielded transports. Assault ornithopters might be used defensively Rapid and tactical deployment of troops and as escort vehicles. effectively negates any advantage gained from using them. Ground vehicles may be deployed, depending on the House’s preference. Some like to use them, And ultimately, the fact that any of your targets others don’t. are going to be completely immune to them, well, it would be logistical waste to even bother Troops may utilise shields or not. Obtaining arming your troops with the extra weight. such large numbers of them may take time and training the fighters to use them can be Lastly, cost is a huge factor for troop warfare. difficult. Worse, obtaining them can be a huge The Spacing Guild charges huge levies for troop telegraph to your rivals, basically signaling that transport and so, you cannot deploy a Might you are arming entire brigades of soldiers with greater than your Treasury quality. holtzman shields.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 49

VVVEHICLE SSSIZEIZEIZE SSSPEED SSSPEED HHHANDLING AAARMOUR CCCREW GGGUNNERS FFFIREPOWER PPPASSENGERS CCCLASS MMMODE RRRATING GROUNDCAR , 1 LAND 4 3 1 1 0 0 1 PERSONAL GROUNDCAR , 1 LAND 3 2 1 1 0 0 5 CARRIER GROUNDCAR , 2 LAND 2 2 1 2 0 0 1 TRANSPORT GROUNDCAR , 2 LAND 3 2 3 1 1 4 11 APC GROUNDCAR , 2 LAND 2 3 2 2 2 6 5 AFV GROUNDCAR , 2 LAND 1 2 4 3 1 8 3 BATTLE ORNITHOPTER , 1 AIR 4 4 0 1 0 0 1 PERSONAL ORNITHOPTER , 1 AIR 3 3 0 1 0 0 5 CARRIER ORNITHOPTER , 2 AIR 2 2 0 2 0 0 1 TRANSPORT ORNITHOPTER , 1 AIR 5 4 0 1 0 6 0 BATTLE VOIDSHIP , 2 VOID 4 3 1 2 0 3 5 PERSONAL VOIDSHIP , 2 VOID 3 2 1 2 0 6 10 CARRIER VOIDSHIP , 3 VOID 2 1 1 4 2 6 50 TRANSPORTER VOIDSHIP , 3 VOID 3 2 2 6 4 9 25 FRIGATE VOIDSHIP , 4 VOID 2 1 3 12 6 12 50 CRUSHER VOIDSHIP , 5 VOID 1 1 4 20 10 15 100 MONITOR

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 50 Setting

So DUNE is a rich and evocative blend of There is a single ruling family (the Siridar Lord corporate politics and feudal ancestry which or Lady) who represent the House Major, owned lends itself to all kinds of settings. of the planet. There can be any number of Minor Houses which run parts of the planet for the So which do you choose? House Major to whom they owe fealty.

The most obvious would be that of the players If you were to only have three to five families, taking on the role of one of the Great Houses of suddenly the game takes on a whole different the Landsraad and politicking with the best of focus. them. Perhaps the players would take on the role of House Moritani feuding with House There is also the option of taking on a non- Ginaz or even something like House Atreides noble group, such as an Out-freyn society (like fending off attacks from House Harkonnen. the Fremen or the technologists of Ix or Richesse) or smugglers or a powerful merchant According to the vaguely canon DUNE family. Encyclopedia, there are something like thirty Great Houses and thus it might be a great idea In many ways, this gives the players far more for the players to come up with their House. freedom to forge their own destiny.

But this has a number of problems associated Beyond who the players are, you might need to with it. consider when and where the game is set.

To begin with, this kind of campaign might be unsuitable for new players or those unfamiliar with DUNE.

Plus the scope of the campaign suddenly becomes very large for the Judge as not only is the Emperor more likely to be involved in some fashion but also there are many other families to account for. Yes, they may only be footnotes or not even that but these things must be considered by the guy or gal running the game. Alliances made, alliances broken

Another option is to play one of a number of To help with creating your DUNE game, a basic Minor Houses on a world belonging to a House “preferred” setting has been included. This is Major. just a collection of ideas meant to get those creative juices flowing. You are encouraged to This is much less epic in scope but at the same ignore it and go with whatever suits your group time, much more easy to manage. best. However, sometimes the idea of a DUNE

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 51

RPG is compelling but when you sit down to If someone thinks having a planet covered plan it, you encounter many problems. At that completely in water, then you should put that point, revisit this section and check out the in. This is all about ownership of the game and following section. It might help you immensely. everyone should feel like they’ve had a hand in its creation. The preferred setting to this game is 100 years before the events of DUNE, set on a fictional The key point of this that any features that non-canon world, belonging to a fictional non- added in, i.e. not generated with a roll of the canon Great House and the players filling the dice, has no game effect beyond adding flavour. positions of Regis Familia, Na-Familia and Such worlds and moons are barren or otherwise Bondsmen of a House Minor bound to the said uninhabitable or useless for resources and are Great House. therefore just a feature.

Like any good science fiction, the narrative is Of course, if there is a disagreement at any about the characters and their interaction, stage, the Judge should step in to ensure that drives, ambitions, goals and failings. And not the creation process doesn’t get bogged down about robots killing one another with lasers. on irrelevant details.

But moreover, it is the detail of the world you This One Roll also establishes any features of inhabit. Therefore, the first thing you should do the planet(s), such as large territories of is set out the world itself. grasslands or regions of mostly mountainous terrain. In a later section, there is a One Roll system that used to design the star system where the Again, the players and Judge should feel free to players live. 11d10 and split the sets and waste add as much detail to the land masses as they dice on the various stellar bodies and like. Where a territory has no specific feature or habitable/notable locations on said stellar features, then it has no one dominating trait. bodies. Once the playground has been established, next The very first session should entirely be about are the fine details. Such things like what are designing the “sandbox” for the players to play the major imports and exports? What is the in. name of the ruling Great House? Who are their family members? Does the planet have its own You roll up the Siridar Fief, determining how religion or does it follow the Orange Catholic many planets and territories there are and the Bible? What about travel? How do people get like. This is a communal effort between the around? Does everyone use ornithopters or players and the Judge. shuttles? Or does this planet use zeppelins? Or steam trains or sailing ships or space-faring The players and Judge are encouraged to add as frigates? many features to the star system as they like. Put as many planets, moons, large and small, You are entirely encouraged to think as much into the system, as many continents, islands, about the flora and fauna as you can. The world straits etc as they want. should come alive from the interaction of ideas between the players. This is the players’ world

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 52 and the game is to take place mostly in this A result of 9 on the Solar System chart yields a planetary system, so the more evocative it is, Greater Extreme Conditions planet. A 6 yields a the better and also, the more DUNE it is. large uninhabitable planet. A 2 is a small Uninhabitable Moon and a 1 is an Asteroid After you’ve come up with as much about the Field. world as you can, the seas, the continents, the peoples, it’s time to roll up the House history. This means the system has a Greater Planet which is habitable but conditions are extremely Again, you roll 11d10 and again, you are harsh (it is a frozen world roughly where Mars looking for sets to establish historical events would be), in the same orbit is a Small Affluent which modify your house’s traits. This also Planet. Roughly where Earth would be is a Large creates a back story for your house, explaining Uninhabitable Planet which is orbited by a small how it came to be and the major events Uninhabitable Moon, a Small Habitable Moon afflicting it. and a Medium Habitable Moon.

You then repeat this process for every other The small affluent planet is called Zelona and Minor House and then weave together their although has many smaller islands, it only has historical events to form the political history. one landmass of note, which is approximately size of the United Kingdom. This landmass is called Hastalan and is a very cold and inhospitable place (Harsh Conditions). However, the place is mineral rich and so people go there to make their fortune.

It is decided that there is a common phrase amongst the people of this system, “Life is either hard living or hard working”.

One of the players decided it would be cool if the

War Stories moons were all orbiting the same planet. So the large uninhabitable planet is a blue gas giant An Example of System Creation called Zasta.

11d10 were rolled and the following results The gas giant is something of a cosmic vacuum came up: 3x4, 2x8, 2x5, 9, 6, 2 and 1. cleaner and has gathered up an uninhabitable moon and no less than two habitable moons, 3x4 is a Medium Moon. This yields three Endor and Thyca. Territories. Endor is a small forest (Forest) moon, famous 2x8 is a Small, Affluent Planet. This yields two for its quality real wood products. Territories. Thyca is actually bigger than Zelona (the 2x5 is a Small Moon. This yields another medium moon). The world is a very wet world Territory. made up mostly of plains which give way to water logged fields (Grasslands and Wetlands).

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 53

There are two large landmasses, the first called Zelonans mounted a revolt and subsequent Uss and the second called Abrant, very close to invasion against Thyca (Invasion/Revolt). one another. The water is shallow between them and one can walk between them, if one wishes. Colonel Patrone Felderon was in charge of a wing of ‘thopter pilots and he mounted a daring The rest of the world is mostly small islands and rescue to save the Venhei, even in the face of unimpressive landmasses. stolen frigates bombarding the Venhei capital.

The system is ruled over by House Venhei, which Felderon then was entrusted with the safety of makes its home on Zelona, their royal castle the Venhei na-familia. He escorted them toward situated at Uss. safety only to be pursued by the enemy frigates.

House Venhei has three minor houses who owe Over the course of the next few days, he did them fealty. These are House Felderon, House what he could to ensure their safety but each Banthet and House Vorst. We decided not to do time he thought he had outfoxed the enemy, he anything with the houses until after we’d rolled was confronted by yet more ships. their histories. He decided that the only way forward was to The first is House Felderon. We roll another mount an attack. He split his forces, taking just 11d10 to determine the history of their house. a few ‘thopters and led a suicide run against the We score 2x9, 3x8, 2x6, 10, 7, 4 and 3. frigates. He flew his personal command ornithopter into the lead frigate, unknowingly These translate into: taking out the leaders of the rebellion (Victory).

2x9 Glory Soon after, the Zelonan invasion petered out. 3x8 Victory Felderon’s bravery and sacrifice was honoured by the Siridar familia by granting them lands 2x6 Infrastructure and investing Felderon’s wife with the hereditary title of Baroness (Glory). 10 Windfall The newly installed House Felderon were highly 7 Invasion/Revolt thought of by their pyons. They were enamored with the wife of a war hero, especially as the 4 Descent locals were far from friendly toward the invasion forces. 3 Catastrophe Almost 50 years passed of prosperity So. House Felderon. We get to decide what the (Infrastructure). Not from any real talent on first event is, i.e. the event which directly led to behalf of Baroness Felderon but more because the formation of the house. the fief almost ran itself.

The players think about it and decide that there Then disaster: there was a blight on the land was a major revolt. Due to the harsh conditions and crops failed (Catastrophe). The pyons on Zelona, the people there resent the started to go hungry and with it, order began to “freeloaders” on Endor and Thyca. So the break down. Unfortunately for the Baroness, she

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 54 didn’t have the talent or the power to effectively Well, obviously, House Banthet won some long manage the problem. The war was many years ago conflict (Conquest) that impressed House ago and Felderon’s sacrifice was forgotten. Venhei. With a 3x10, they were really impressed Faith in the family was shaken for years to come (Favour). (Descent). House Banthet were House Venhei’s close 25 years later, the Baroness passed on at an friends and allies for hundreds of years, the two age of 114. Their only child, Helene Felderon of them cementing their longstanding friendship came to power. Helene had had the chance to through intermarriage. learn from her mother’s mistakes and to study with talented family Bondsmen. When she However, perhaps 500 years ago, the youngest became Baroness, she was ready for it. daughter of House Venhei was due to marry the middle son of the Banthet family. However, the Ten years passed and Helene proved to be a youngest daughter had other ideas. She ran formidable leader and she quickly established from the family leaving upset in her wake House Felderon as a force to be reckoned with. (Scandal).

With the house on the ascent, she garnered The then leader of House Banthet, Earl Olaf much attention for potential suitors. Eventually, Banthet, took it personally and that bruised ego she was pressured into finding a suitable festered. For a very long time. Olaf came to be a partner, she chose her partner, the son of a very old man, reaching 140 years thanks to the powerful merchant family, Francois Nasteur. Spice. And the older he got, the more senile he grew (Madness). With House Felderon bolstered by the fortunes of a powerful family, never in the House’s 93 years Finally, he could tolerate it no longer and vowed has it ever been this strong (Windfall). to revenge himself upon House Venhei. He started sending emissaries to Zelona, spouting Next, House Banthet. such propaganda about how the Venhei promised much but didn’t deliver. How they We roll 3x10, 2x2, 2x1, 9, 6, 5 and 4. were just using the Zelonans, letting them live a challenging life and they reaped all the rewards. We have; For a people whose lives were filled with 3x10 Favour hardship, it was not difficult for a respected 2x2 Conquest person such as Olaf to cause trouble. And not 2x1 Treachery before long, the Zelonans were in a full blown rebellion and invading Thyca (Treachery). 9 Division 6 Madness The eldest son of Earl Banthet (himself, not a 5 Scandal young man) learned what his father had done. 4 Descent Having waited years and years for his old man to die, he didn’t waste the opportunity to break Hoo boy. away from his father, taking his most loyal retainers and siding with the Venhei in the forthcoming conflict (Division).

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 55

When the Zelonan Uprising faltered, House He found sympathizers in the form of the other Banthet faltered with them. Now, they are very houses minor. Afraid that Mathaus had become much a house in decline. Olaf was removed from a despot, they saw Tomas as a viable power and saw his final days consigned to a alternative. wing in the Banthet family home while the middle son, Magnus, became the Earl. Some90 They banded together in a grand conspiracy years later, the son of Magnus, Emret, wishes against Mathaus under the banner of Tomas nothing but to repair the damage his senile (Alliance). grandfather committed (Descent). The battle was fierce and raged for years. Lastly, House Vorst. Eventually, Tomas and his alliance of houses minor defeated the despot Mathaus (Conquest), We roll 2x7, 2x4, 2x3, 2x2, 9, 8 and 1. however, Tomas lost his life in the process: House Vorst was no more (Doom). 2x7 Ascent 2x4 Change It looked like the worst was going to happen. A 2x3 Villain Siridar familia had been decimated by civil war 2x2 Conquest and the Emperor was all-but ready to arrive.

9 Division And yet, House Commander Heinrick Banthet, the right hand of Tomas Vorst, suggested that if 8 Alliance Baron Nikolaz Venhei took over the lands of old House Vorst and demonstrated that no profits 1 Doom had been lost, the Emperor might well install House Venhei as the new rulers of the system. Ok, this is a little less straight forward. Whether Heinrick was being altruistic or politically savvy, that is lost to time. House Vorst was once a Great House, however, the Siridar-Baron Mathaus Vorst was a With Heinrick’s insight into House Vorst’s inner despicable and terrible man. workings, the Venhei were able to takeover things without too much effort. He ruled the Siridar Fief with his hands tightly around the throat of all his vassal houses CHOAM and Imperial Agents did indeed arrive to (Villain). assess the situation. It was unusual but not unheard of for a Great House to be overrun by The Vorst family had always been stern and their vassal houses. Thanks to Heinrick, both strict but Mathaus was easily the worst of the CHOAM and the Imperial Agents left satisfied lot. that House Venhei had taken over and profits would not suffer. The final straw came when the entire family of House Czyr were put to death for treason. The All that remained was for House Venhei to swear brother of Mauthaus, Tomas Vorst, left his their fealty to the Padishar Throne. brother’s household and vowed that things would change (Division).

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 56

As the Venhei rose to power taking the old Vorst House Banthet has suffered decline and is capital, Nikolaz, in honour and memory of jealous of the rise of House Felderon. Tomas, granted Tomas’ son, Wilhelm Vorst, the old Venhei lands and installed Wilhelm as the Lastly, House Felderon is the “new kid on the Earl of a new House Vorst (Change). block” and has recently thrown in its lot with a wealthy family. What this means for their He also rewarded Heinrick with an Earldom who future, no one can say: the loyalty of Baroness became the head of House Banthet. Helene Felderon is yet to be tested.

Wilhelm Vorst took up residence on the forest Now comes the final bit. Organising the Siridar moon of Endor and did everything he could to Fief. prove his loyalty to the Venhei. Wilhelm knew that his Uncle Mathaus had been a tyrant and House Vorst is on Endor. This is a small fully deserved everything he got. “One hand territory of forest land. around their throats” had always been the family way but he had gone too far. House Banthet and House Felderon decide to both be Thyca on the mainland. Both are on the It had cost the Vorst familia their position and grasslands. very nearly their blood. Wilhelm was under no illusions that the Vorst family would never So now we calculate their starting Quality reclaim their place and as the only surviving Scores. member of the family (who had never expected to rise to power anyway), he would rather bury the All three houses are on a moon, yielding base past. scores of Might 10, Defense 10, Influence 10, Dominion 20, Territory 10 and Treasury 10. Wilhelm was quick to court the bondsmen of Endor. He threw their lot in with them, offering There is no wealth modifier. their best and brightest positions within his new household. He married the daughter of an House Vorst (being in forest land) receive +5 artisan family which won him great popularity Defense, -5 Influence, +5 Dominion and-5 from the people (Alliance). Treasury. This modifies their scores to Might 10, Defense 15, Influence 5, Dominion 25, Territory Not before long, the people of Endor felt they had 10 and Treasury 5. a real representative and defender in Earl Vorst. Over the last thousand years, House Vorst, and House Felderon and House Banthet (both on Endor, with it has become a highly profitable Grasslands) receive -5 Defense, -5 Influence, +5 and extremely well managed fief. Their ornate Dominion, +10 Territory and -5 Treasury. Their wooden furniture has become known throughout scores are now Might 10, Defense 5, Influence 5, the Known Universe (Ascent). Dominion 25, Territory 30 and Treasury 5.

Now, in modern times, House Vorst is friendly to Then their house history modify their scores all houses, even now, afraid of becoming tarred further. with the old brush. Gone are the old ways and now they have a new motto: “One hand proffered in friendship.”

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 57

House Felderon had 2x9 Glory, 3x8 Victory, 2x6 +17 Treasury, +24 Territory, +7 Influence Infrastructure, 10 Windfall, 7 Invasion/Revolt, 4 -13 Dominion, +4 Defense, +24 Might Descent and 3 Catastrophe. Resulting Quality Scores: They choose: Might 34, Defense 9, Influence 12 +10 Treasury, +5 Defense Dominion 12, Territory 54, Treasury 22 +10 Defense, +10 Treasury +10 Influence House Banthet -5 Territory, +5 Might, +5 Dominion +5 Influence Might 3, Defense 1, Influence 1 -5 Territory, +5 Dominion Dominion 1, Territory 5, Treasury 2 -5 Defense, +5 Dominion, +5 Might House Vorst rolled 2x7 Ascent, 2x4 Change, 2x3 Total modifiers: Villain, 2x2 Conquest, 9 Division, 8 Alliance, 1 Doom +10 Might, +10 Defense, +15 Influence +15 Dominion, -10 Territory, +20 Treasury They choose:

Resulting Quality Scores: +10 Influence, +5 Treasury +10 Dominion, +10 Influence, -5 Treasury Might 20, Defense 15, Influence 20 +10 Influence, +10 Treasury, -5 Dominion Dominion 40, Territory 20, Treasury 25 +10 Dominion, +10 Territory, -5 Might -5 Territory, +5 Might, +5 Defense House Felderon +5 Treasury, -5 Dominion, +5 Might -5 Influence, -5 Dominion Might 2, Defense 2, Influence 2 Dominion 4, Territory 2, Treasury 3 Total modifiers:

House Banthet rolled 3x10 Favour, 2x2 +25 Influence, +5 Might, +5 Defense Conquest, 2x1 Treachery, 9 Division, 6 Madness, +5 Territory, +15 Treasury, +5 Dominion 5 Scandal, 4 Descent. Resulting Quality Scores: They choose: Might 15, Defense 20, Influence 30 +10 Treasury, +10 Territory Dominion 30, Territory 15, Treasury 20 +10 Territory, +10 Treasury, -5 Influence +10 Might, +10 Influence, -5 Dominion Resulting Quality Ratings: -5 Territory, +5 Defense, +5 Might -5 Dominion, +5 Territory +5 Influence Might 2, Defense 2, Influence 3 -5 Influence, +5 Might Dominion 3, Territory 2, Treasury 2 +4 Might, -1 Defense, -3 Influence -3 Dominion, +4 Territory, -3 Treasury

Total modifiers:

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 58 Character Creation Characters in the DUNE universe are extremely These choices are called “Templates” and each highly trained to an extent that they can character gets to choose four, each representing perform tasks and abilities well beyond what we their development from childhood through to would consider possible. adulthood. These are;

The Spice Melange has also been adapted to Background HistoryHistory, which pertains to a confer almost supernatural powers to those who character’s early childhood and their are trained and so, DUNE characters are not upbringing. This has three stages: Early Life your typical protagonists. (your childhood and life experience prior to schooling or conditional programming), House Service (the professional role a character played between graduating and starting play) and Personal Calling (which is your character’s personal interests or weird way).

Vocational ConditioningConditioning, which pertains to a character’s intense late teens to late 20s training and conditioning.

But before we tackle the templates in more Proper Instruction detail, we should really discuss things like what statistics are and how skills work. Training in a specific field begins at a very early age in order to develop someone to the very peak of their ability. THE BASICS

Suffice to say that most characters in the DUNE A character consists of various Elements which universe are highly specialised. describe different aspects of the character. These elements are; You get far less leeway in designing a character in HOUSE OF THE LANDSRAAD than in other  STATISTICS ONE ROLL games.  SKILLS  ADVANTAGES Whereas in other games, you are pretty much  FEATS free to design your character how you would like, here, you get a number of choices based at Other character generation systems are key points in a character’s history which then described later in this section. determines the statistics and skills they receive.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 59

ELEMENT STATISTICS working out the best route home are all 01 - examples of this statistic.

These are a measure of a character’s natural Insight describes a character’s perception physical and mental capabilities. Every faculty, creativity and quickness of thought. character, even big giant monsters of Painting a picture, spotting something on the destruction, have statistics to describe how floor and hearing a car bearing down on you clever, quick thinking and strong they are. are all examples of insight.

These statistics are; Command is a character’s bearing and force of personality. Public speaking, ordering a PHYSIQUE PROWESS subordinate and inspiring a team of co-workers COMMAND CHARM are all measured by command. INTELLECT INSIGHT Charm measures a character’s likeability, Physique is a character’s physical power and charisma and influence. Persuading someone to endurance. Lifting things, holding your breath buy from you, making a new friend and underwater and climbing are all measured by performing well in an interview are controlled this statistic. by charm.

Prowess is a character’s agility and manual Think of these statistics as pairs of Aggressive dexterity. Fixing a watch, lassoing a cow and and Subtle statistics. An Aggressive statistic is hurdling a fence are governed by prowess. where you achieve your goal through sheer force and brutality whereas a Subtle statistic Intellect is a character’s intelligence, force of describes a success achieved through finesse will and knowledge. Learning a new language, and grace. cracking a code, resisting temptation and

PPPAIRING AAAGGRESSIVE SSSUBTLE PHYSICAL PHYSIQUE PROWESS MENTAL INTELLECT INSIGHT SOCIAL COMMAND CHARM

As stated, these are the default statistics and as SSSTATISTIC RRRATINGS a Judge, you might want to tailor them to your RRRATING MMMEASURE game. LAZY /OUT OF SHAPE 1 UNDEVELOPED /CHILD The names given to statistics do flavour your SOME EFFORT /AVERAGE 2 game and a serious game of soldiers might be ADOLESCENT SPENDS TIME TRAINING better served by alternate names. 3 ABOVE AVERAGE MUCH TIME TRAINING 4 GIFTED INDIVIDUAL AT PEAK OF 5 HUMAN ABILITY

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 60

LEMENT DVANTAGES E 02 - A Broad Skills always have two Narrow Skills attached to them. This might need a bit more These are special backgrounds and traits that explanation. your character possesses. They define your character above and beyond what he or she In game terms, the Narrow Skill is exactly what knows and her physical and mental prowess. it says on the box: if you have a Narrow Skill called “Boxing”, you can box and that’s it. If Such things as physical attractiveness, social you have the Broad Skill you can do everything standing and wealth are all Advantages your within that field, which probably includes more character might possess. A list of Advantages than two Narrow Skills. and the points they cost appears later in this section. There are more Advantages available This is done for specific game reasons in that it but once again, they are specific to the game would be difficult to list every possible Narrow they appear in. If you want to use those, buy Skill that a Broad Skill could have and then the game! create feats for them all.

ELEMENT 03 - SKILLS You should also consider that if you were to purchase two Narrow Skills, you have paid the These are a characters training and learned same amount as a Broad Skill. Therefore, there knowledge. They can range from the abstract, should never be a situation where a character such as Quantum Theory to punching someone has three Narrow Skills. This, again, is in the gut. intentional. If a character purchases one Narrow Skill, they are considered to have such a Like statistics, normal Joes and Janes have skills fundamental understanding of the field that by rated from 1 to 5. In the standard game, they purchasing a second Narrow Skill, they would come in two varieties, Broad Skills and Narrow. have the equivalent knowledge of someone with the Broad Skill. Broad Skills represent an area of knowledge and training which encompasses a number of E.g. The Broad Skill of “Duel” has the following twp Narrow Skills attached: “Attack” and skills. “Science” is a good example of a broad “Defend”. skill as it encompasses the study of chemistry, physics and biology. You may purchase Broad Skills and the

associated Narrow Skills independently of one Broad Skills are expensive to buy but if you another. However, where you have both a Broad want your character to be generally good in that Skill and an associated Narrow Skill, you would area, then you purchase the Broad Skill. only ever use the higher of the two when making dice rolls. Conversely, Narrow Skills are cheaper to buy than Broad Skills but represent a specific and Fortunately, points spent on Narrow Skills can focused area of training within a broader area. be Cashed In and put towards buying the If “Science” is a broad skill then “Biology” Cashed In would be a Narrow Skill within the associated Broad Skill. This is covered in more detail later in this chapter. aforementioned skill.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 61

More information on the specifics of Skills are even then they are called secret feats for a covered in Chapter 03. reason…

SSSKILL RRRATINGS You many only purchase Secret Feats in RRRATING MMMEASURE character generation when the appropriate 1 APPRENTICE /TRAINEE Vocational Conditioning informs you. Outside of 2 JOURNEYMAN /COMPETENT character generation you need to find an 3 VETERAN /SUPERVISOR appropriate teacher… 4 EXPERT /PIONEER 5 MASTER /MENTOR E.g. The Cooking Skill has a Skill Feat called “The Iron Chef”. You have Cooking on 3. You can only purchase level 1, 2 or 3 of the “Iron Chef” ELEMENT 04 - FEATS Skill Feat.

Borrowing a term from another game, these are Further, you must purchase them in level order, specific trainings that a character develops i.e. you must buy level 1 before buying level 2 within a given skill. They represent special and so on. stunts and techniques that go beyond the mundane student or practitioner of a skill. SPECIAL DICE In game terms, Feats give knacks and special options or effects during play. Examples are In the System section, you were introduced to being able to draw a weapon and strike in the Expert Dice and Master Dice. This section same round without penalty or gaining a bonus explains how you get them. in a specific circumstance. You may only purchase Special Dice for Skills. There are several kinds of Feat: Skill Feats, You buy Special Dice, ticking off the boxes on Combat Feats and Secret Feats. They are rated the relevant skill until you have all 5. That is from level 1 to 5, can only be purchased for the your limit. The first box is a single Expert Die, skill they are associated with and you cannot each additional box yields a bonus Expert Die purchase a level higher than your skill rating. until you fill your last box and they all convert to become a single Master Die. The first two kinds of feats are obvious what they are. Secret Feats are special abilities and The effects of Expert Dice and Master Dice have trainings that certain secretive orders teach, previously been discussed. such as the Bene Gesserit, the Mentats or the Spacing Guild. These Secret Feats represent their amazing abilities. You may only learn secret feats by being specifically trained and

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 62

ELEMENT 02 - ADVANTAGES

Every character is created as a blank slate and An important point is that a Judge has final say Advantages are where your character becomes on whether an Advantage is applicable to his or more “fleshed out”. These are traits and abilities her game. which set your character apart from everyone else and could be something as mundane as Some advantages, such as Allies has Assistance being left a family heirloom or as important as and Loyalty, have two aspects, each rated 0 to having a supernatural ancestor. 5. To determine the overall rating, add the two aspects together. Further, in all such cases, the Some Advantages have a Rating attached to it first aspect must be at least 1. and this is the cost in Points to purchase it. Advantages are specifically non-exhaustive and E.g. The Benefactor Advantage has the two while there is a comprehensive list enclosed in aspects of Backing and Relationship. If your this tome, you are encouraged to make use of Backing is 2 and your Relationship is 1, your Advantages from other ORE games and Benefactor Rating is 3. In this case, the Backing definitely to invent your own. aspect must be at least 1.

A C DVANTAGE OST AAALLIES 1-10 AAAMBIDEXTROUS 4 BBBEAUTY 4 BBBENEFACTOR 1-10 CCCONTACTS 1-10 EEEMINENCE 1-10 EEESTATE 1-10 GGGINAZ TTTRAINING 3 GGGUARDIAN 1-10 HHHONORARIUM FFFAMILIA 2 IIIMPERIAL CCCONDITIONING 4 IIINFLUENCE 1-10 LLLUCKY 1 MMMENTOR 1-10 PPPRETERNATURAL SSSTATISTIC 10 PPPRIZED BBBLOODLINE 5 RRRANK 1-10 SSSPICE AAAGONY 5 SSSPICE DDDIETIETIET 3 / 5 SSSTAFF 1-10 WWWEALTH 1-10 WWWORLDLY 3

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 63

AAALLIES Cost: 1 --- 10 street: these people are equally important to you as you are to them. They have their own Allies represent one or more people who wish to agendas and might just want to involve you . aid and abet you. They will normally use whatever resources they have to get your Allies are there for you when you need them request done. They could be siblings, a business and will try to do what they can to help. They partner, close friends or lovers. The downside to are reliable and definitely worth having. The Allies is that the relationship is a two-way problem is that their problems can become your problems. Buy Allies when you want to ensure When you get in touch with your allies, make a help when you need it and don’t mind having to Charm plus Assistance Rating roll with a cope with other people’s trouble at a later date. Difficulty based on what it is you want. The more challenging the request/requirement, the You must pay for the amount of Assistance they more difficult it is for you to find someone who can give you and how Loyal they are. Help is a can help. measure of your associates’ temporal power and can represent any number of people you know. Difficulty Rating Loyalty describes how tied they to you and to what lengths they would go to help out. 1 EEE ASY ::: Your request is simple. 2 DDD EMANDING ::: Helping you takes time. . Assistance Rating 3 CCC HALLENGING ::: Illegal/time consuming request. 0 You are solitary, a loner by nature. 4 HHH ARD ::: Help you hide the body.. 5 VVV ERY HHHARD ::: Help you commit the murder. 1 MMM ANPOWER ::: Can carry and fetch things for you. If you fail the roll and the Difficulty is higher 2 FFF INANCIAL ::: Can lend you small sums of than your Loyalty Rating, you receive a -1d money. penalty for future Allies rolls for 1 week. 3 NNN ETWORKING ::: C an get you into VIP events. 4 PPP OSITION OF PPPOWER ::: Can get you that AAAMBIDEXTROUS Cost: 444 zoning permission. 5 TTT HE MMMANANAN ::: You got a problem? They have the You can use your Off-Hand as well as your solution. Primary Hand: you do not receive the -2d penalty for using your Off-Hand (however, you Loyalty Rating still receive the -1d penalty for using both hands, if you are thinking about being a Bi- 0 They expect a favour for a favour Manual Fighter).

1 RRR ESPECT ::: They always take your call. BBBEAUTY Cost: 444 2 FFF RIENDS ::: Would be upset if they let you down. You have a captivating quality which you’re 3 TTT RUSTED ::: Your secrets are safe with them. you apart from other people. It might be 4 CCC LOSE ::: Always there when you need them. through exquisite natural beauty, a fantastic 5 III NTIMATE ::: Would die for you. flare for dressing or an impressive physique.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 64

Whatever it is, your dice rolls to convince or 2 PPP IONEER ::: Can pull a few strings for you. enthrall others have a minimum Height of 8. 3 III NFLUENTIAL ::: Knows who to speak with to get things done. BBBENEFACTOR Cost: 1 --- 101010 4 MMM OGUL ::: Possesses rare or highly sought goods or artefacts. A Benefactor is someone who is behind you for 5 MMM AGNATE ::: Your benefactor says “Jump”, a specific purpose and will do whatever they people say “How high?” can to assist you, as long as it is benefits your shared goal. The Benefactor may call on you for Relationship Rating assistance but invariably you can expect any such request to be connected with your mutual 0 You have nothing bonding you together. interests. 1 LLL INKED ::: Considers your needs. The main issue with a Benefactor is that they 2 AAA SSOCIATED ::: Mostly at your disposal. will only really go out of their way to help you 3 UUU NITED ::: Will help if he can. if it is ultimately helping themselves. They are 4 III NVESTED ::: Y ou represent considerable gain only your ally in so far as their needs are or loss. concerned. Buy Benefactor when you want a 5 BBB OUND ::: If you falter, so does she. powerful ally and don’t mind having to put that extra effort in to maintain the relationship. When you get in touch with your Benefactor, make a Charm plus Backing Rating roll with a Difficulty based on what it is you want. The more challenging the request/requirement, the more difficult it is for you to find someone who can help.

Difficulty Rating

1 EEE ASY ::: Your request is reasonable. Of shared interest. 2 DDD EMANDING ::: Requires some effort. Powerful Magnate Benefactor has misgivings. 3 CCC HALLENGING ::: Illegal or questionable You must purchase a Benefactor in terms of request. Benefactor is uncertain. BackiBackingngngng and RelationshipRelationship. The former describes 4 HHH ARD ::: Risky or dangerous request. how much assistance they can provide if and Benefactor unhappy. when you need it and the latter is how strong 5 VVV ERY HHHARD ::: Very risky or dangerous. your association is. Benefactor against decision.

Backing Rating If you fail the roll and the Difficulty is higher than your Relationship Rating, you receive a - 0 There is no one looking out for you. 1d penalty for future Benefactor rolls for 1 week. 1 RRR ESPECTED ::: Can put in a good word for you.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 65

CCCONTACTS Cost: 1 --- 101010 2 III NSIDE IIINFORMATION ::: Knows things outsiders wouldn’t know. Contacts can consist of HHHOUSE 3 BBB REAKING NNNEWS ::: Knows things a few hours former work colleagues, TTTRAIT before everyone else. people you may have met Espionage 4 DDD IRTY LLLAUNDRY ::: Knows what a given person in a bar or friends of would prefer others not to. friends. They know you Every point 5 DDD ARK SSSECRETS ::: Knows what a given person and are more than willing invested in this tries to keep buried. to offer you information or advantage the name of someone who counts adds 1 to Rapport Rating might be able to help you appropriate Trait more directly. Score. 0 You scratch their back, they’ll scratch yours. The good thing about Contacts are that they are hard to alienate (and if you do, you can soon 1 WWW ARY ::: Somewhat guarded with you. pick up new ones) and rarely impose on you. 2 CCC ASUAL ::: Conversation limited to small talk. The chief drawback to Contacts is that they are 3 FFF RIENDLY ::: They send you letters and kind unlikely to go out of their way to help you; if regards. what you need takes longer than a quick 4 CCC LOSE ::: You regularly contact one another conversation, you will need a third party, which for a catch up session. can be costly. 5 III NTIMATE ::: You attend family occasions.

Contacts require the least amount of effort to When you get in touch with your web of maintain and rarely cause you trouble in return. contacts, make a Charm plus Information roll However, they don’t really help that much in with a Difficulty based on what it is you want terms of what they can tangibly provide you. to know. The more challenging the information, Buy this advantage if you only want the more difficult it is for you to find someone information. who can help.

You must pay for the amount of Information Difficulty Rating they can give you and how much of a Rapport you have with them. Information is a measure 1 EEE ASY ::: Common knowledge. How to get to of your contacts’ ability to gather knowledge or London. put you in touch with someone who can help. 2 DDD EMANDING ::: Uncommon information. A Rapport describes just how far you can push good, reliable plumber. them and your arrangements with one another. 3 CCC HALLENGING ::: Specialist knowledge. How to fix your PC. Information Rating 4 HHH ARD ::: Prohibited knowledge. How to grow cannabis. 0 You don’t know anyone you can turn to. 5 VVV ERY HHHARD ::: Official secrets. How to hire a professional assassin. 1 SSS TREETWISE ::: Can give you the word on the street.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 66

If you fail the roll and the Difficulty is higher 4 MMM ARQUIS /SSSSUPERSTAR ::: The Pyons are than your Rapport Rating, you receive a -1d interested in your welfare. penalty for future Contacts rolls for 1 week. 5 DDD UKE /MMMMEGASTAR ::: People drop your name into conversation.

EEEMINENCE Cost: 1 --- 101010 Reach Rating

Your Eminence is a HHHOUSE 0 Only people in the place you live know who measure of your standing TTTRAIT you are. in society and/or how Dominion famous you are. The 1 CCC ITYITYITY ---WIDE ::: You are known throughout the higher your Eminence, the Every point territory. more well known you are invested in this 2 RRR EGION ---WIDE ::: You are known in a large and the more Joe and Jane advantage region (a state). Public may pander to your counts adds 1 to 3 CCC OUNTRY ---WIDE ::: You’re known all across a whims. appropriate Trait country (France). Score. 4 CCC ONTINENT ---WIDE ::: You’re known across a Eminence is not a “Get out continent (North America). of jail” card in life. It is a 5 III NTERNATIONAL ::: You’re known across two character’s ability to get continents (Asia and Europe). what they want from the people who have some When you want to use your Eminence to get vested interest in them. your own way, make a Command plus Status roll with a Difficulty based on what it is you Buy Eminence if your character is a social want. The more outrageous the demand, the climber, noble or superstar. Just be prepared for more difficult it is for people to comply. people who don’t care about you to just say “No”. Difficulty Rating

You must pay for your Eminence in terms of 1 EEE ASY ::: Get a meeting with someone of your your social Status and the Reach of your status. influence. Your Status rating details how 2 DDD EMANDING ::: Getting on the VIP list to an important you are while your Reach describes elite club or restaurant. how far your importance stretches. 3 CCC HALLENGING ::: Obtain free designer gear for “advertising purposes”. Status Rating 4 HHH ARD ::: Make a criminal charge disappear. 5 VVV ERY HHHARD ::: Win an international award. 0 No-one knows who you are. If you fail the roll and the Difficulty is higher 1 BBB ARON /VIP:VIP: You are a leader of industry. than your Reach Rating, you receive a -1d 2 VVV ISCOUNT /MMMMINOR CCCELEBRITY ::: You are a penalty for future Eminence rolls for 1 week. recognised persona. 3 EEE ARL /HHHHOUSEHOLD NNNAME ::: Bondsmen talk about you.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 67

EEESTATE Cost: 1 --- 10 Property Rating

You have the deeds of HHHOUSE 0 You have no home in your land. ownership to an area of TTTRAIT 1 SSS MALL HHHOUSE ::: Has a 2 bedroom detached land. The nature and Territory home. quality of this land is 2 LLL ARGE HHHOUSE ::: Has a 5 bedroom detached entirely up to you and the Every point home. amount of points you invested in this 3 MMM ANSION ::: A large mansion with many want to spend on it. advantage rooms. counts adds 1 to 4 SSS TATELY HHHOME ::: A luxurious building with Estate is measured in appropriate Trait more rooms than you can fill. terms of Size and Score. 5 CCC ASTLE ::: A large castle or palace. PropertyProperty.

Size former determines just how much land you possess and Property determines what sort of property you possess as a home.

Your lands are considered bought and paid for in full. If you own a working estate, it is considered self-sustaining. If you wish your estate to grant you money, buy the Income Advantage as well. Castle Estate If you wish to sell your estate (assuming you can find a buyer), multiply the income of the GGGINAZ TTTRAINING Cost: 333 estate by 10 to determine the approximate sale price. There are many schools that train in the arts of fencing and melee but none so fine as the Size Rating Swordmaster School of House Ginaz. You are one of the elite few who have had the honour of 0 You are without land. training with the Ginaz. You may purchase the Broad Skill: Swordmanship and may learn the 1 SSS MALL ::: You have modest grounds of Ginaz Secret Feats. approximately 1 km 2. 2 MMM ODERATE ::: You own a territory of GGGUARDIAN Cost: 1 --- 10 approximately 5 km 2. 3 LLL ARGE ::: Your estate measures roughly 12 The Guardian is a custodian who has nothing km 2. but your safety and protection in mind, perhaps 4 PPP ALATIAL ::: Land covers an area of 25 km 2. this is a parent or a loyal right hand man. 5 MMM AJESTIC ::: Land covers an area of 50 km 2. The Guardian shares a much closer bond to you than say an ally or a benefactor, however, this bond works both ways and you care for your

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 68

Guardian as much as they care for you. Difficulty based on what it is you want. The Accordingly, they will have certain expectations more challenging the request, the more difficult of you as much as you might of them. it is for you to persuade your Guardian to act.

Buy Guardian if you want someone who will Difficulty Rating always have your back but be prepared to have them watch over you like a hawk. 1 EEE ASY ::: Ensure you don’t go hungry. Keep you warm. You must purchase a Guardian in terms of 2 DDD EMANDING ::: Get your landlord off your Auspices and BondBond. The former describes their back. ability to defend you when you need it. The 3 CCC HALLENGING ::: Stop that stalker from latter is how strong your association is. bothering you. 4 HHH ARD ::: Prevent the spies from finding Auspices Rating anything. 5 VVV ERY HHHARD ::: Keep you out of prison. 0 There is no one looking out for you. If you fail the roll and the Difficulty is higher 1 UUU MBRELLA ::: Minor irritations can be made to than your Bond Rating, you receive a -1d disappear. penalty for future Guardian rolls for 1 week. 2 SSS HELTER ::: You will always have a roof over your head. HHHONORARIUM Cost: 222 3 DDD EFENDER ::: Anyone bothering you will soon FFFAMILIA leave you alone. 4 PPP ROTECTOR ::: Financial and legal problems The character has been honoured as a named soon disappear. member of his Siridar household, gaining all of 5 AAA EGIS ::: Will attempt to shield you from the benefits associated with the Na-Familia anything adverse. caste of the faufreluches. The character gains full protection under the Article of Kanly known Bond Rating as Dictum Familia, defending him or her against all informal acts of treachery (such as 0 You have nothing bonding you together. assassination and unrighteous prosecution). If the character’s current Caste is less than rank 4, 1 OOO BLIGATED ::: Your Guardian has to help you. it is now 4. 2 RRR ELUCTANT ::: Your Guardian will help but only in truly dire situations. As a member of the family household, the 3 PPP LEDGED ::: Your Guardian feels she owes you character’s new honour obligates him or her to help. uphold the Great Convention and House Law. 4 CCC ONNECTED ::: Your Guardian has a special Failure to act in accordance with the letter and connection to you. spirit of such legislation will result in 5 AAA FFINITY ::: Your Guardian has an inherent revocation of the Honorarium Familia and may bond with you. warrant more serious punishment depending on the nature of the offense. When you get in touch with your Guardian, make a Charm plus Auspices roll with a

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 69

IIIMPERIAL Cost: 222 The character cannot take up arms against his CCCONDITIONING fellow human beings, insinuate poison into his rivals drink or withhold medical treatment from The character has received the highest order of a dying enemy. The character not only finds conditioning against the taking of human life, such acts entirely unconscionable but also quite qualifying him or her as a graduate of the Suk impossible, given the deeply ingrained Pyretic medical school. The character now bears the Conscience. marks of Imperial Conditioning-wearing a diamond tattoo on their forehead and drawing IIINFLUENCE Cost: 1 --- 10 their long hair back into the silver Suk ring- indicating his or her superior medical training You have sway over a HHHOUSE and absolute trustworthiness. group of people or sector. TTTRAIT This is a much more Influence Considered safe enough to administer treatment nebulous arrangement even to the Emperor, the character enjoys high than that found with the Every point demand for his or her services, deriving many Associates advantage. invested in this social and material benefits as a result. The Your influence represents advantage character finds that most people entrust him or your ability to change the counts adds 1 to her with matters having little to do with his or course or policy of a appropriate Trait her medical training or pacifistic conscience. specific group or sector. Score.

They confide their personal problems, solicit the However, that group or sector is a powerful character’s honest advice or confess their machine… good examples are The Orange darkest secrets as if the character were their Catholic Church, Local Government or the psychologist, counselor and confessor, all Corporate Sector. combined. Although you have no direct control over this Aside from the benefits of his or her ‘obvious’ faction, this also affords you some protection as trustworthiness, the character gains +1d on this group will not come calling on you for Diplomacy and Intrigue rolls. favours nor will it be able to give up much information about you. The downside to this is that, as a result of the characters Imperial Conditioning, they find You must purchase influence in terms of Sway themselves bridled by the so-called “Conscience and TrustTrust. The former represents how much of Fire”. This is the restraining mechanism power you wield within the faction and the programmed at the inhibitory level of his or her latter represents their trust and relationship subconscious mind. with you.

Though his conditioning does not force the Sway Rating character to adopt a pacifistic ideology, the character finds his or herself incapable of 0 No one listens to you. enacting any volition to directly endanger life. 1 RRR ESPECTED ::: Members respect your opinion but don’t always listen.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 70

2 PPP ERSON OF SSSTATURE ::: You’re involved in a lot LLLUCKY Cost: 111 of their dealings. 3 PPP OPULAR FFFIGURE ::: Members seek your advice. Once per session, if you do not roll any sets, 4 CCC ANON ::: Members usually wait for your you may re-roll all the dice in your dice pool. opinion on a decision. 5 DDD EEE---F-FFFACTO LLLEADER ::: if you aren’t the head of MMMENTOR Cost: 1 --- 101010 this group, you might as well be. The Mentor is responsible for you in someway Trust Rating connected to your training, occupation or nature. The Mentor wants you to be successful 0 The faction wouldn’t miss you if you but on your own merits. They will not blindly weren’t there. assist you and are more likely to offer an inspiring word than provide a solution. 1 WWW ARY ::: Your counsel is taken under Conversely, your Mentor is unlikely to require advisement. your assistance or make much demand on your 2 GGG UARDED ::: Your input is appreciated. time. 3 AAA CCEPTED ::: Invited to all the meetings. 4 MMM EMBER ::: Seen as one of their own. A Mentor offers guidance and education with 5 CCC USTODIAN ::: You are considered to have their some influence in the real world. Buy Mentor if best interests at heart. you want someone useful behind you but won’t necessarily affect your day to day life. When you use your influence, make a Command plus Sway roll with a Difficulty based You must purchase Mentor in terms of SuppoSupportrt on what it is you want. The more challenging and FellowshipFellowship. The former describes how much the decision, the more difficult it is for you to assistance they can provide if and when you convince those you influence. need it and the latter is how strong your association is. Difficulty Rating Support Rating 1 EEE ASY ::: Within the interests of the group. 2 DDD EMANDING ::: A few key people have some 0 There is no one to guide you. doubts. 3 CCC HALLENGING ::: An unpopular or difficult task 1 SSS KILLED ::: Can have a word with a few or course of action friends. 4 HHH ARD ::: Little support of your desires: boos 2 VVV ETERAETERANNNN::: Can get audience with some key from the back bench. VIPs in the field. 5 VVV ERY HHHARD ::: Loud rallying against the sheer 3 EEE XPERT ::: Influential in several fields. idea. 4 MMM ASTER ::: Many look to her for pearls of wisdom. If you fail the roll and the Difficulty is higher 5 GGG RAND MMMASTER ::: If he said the sky was than your Trust Rating, you receive a -1d green, many would agree. penalty for future Influence rolls for 1 week.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 71

Fellowship Rating

0 Your relationship is strictly professional.

1 CCC OLLEAGUE ::: You talk mostly about work. 2 CCC OMPATRIOT ::: You share one or two stories. 3 FFF RIEND ::: You are good friends. 4 RRR ELATIVE ::: You are like a favoured niece or nephew. 5 PPP ROGENY ::: You are like a son or daughter. BG Sisters When you get in touch with your patron, make a Charm plus Support roll with a Difficulty Make no mistake, the Bene Gesserit have no based on what it is you want. The more love for you per se. Consider their perspective to challenging the need, the more difficult it is for be one of wanting to protect a prized pet: they you to get your mentor to help. are interested in you for your breeding stock and would make efforts to help you, as long as Difficulty Rating this didn’t work against them.

1 EEE ASY ::: Get advice on a course of action. You receive +1d on your Etiquette and 2 DDD EMANDING ::: Get some advanced training. Convince rolls against Bene Gesserit characters. 3 CCC HALLENGING ::: Give some hands on help. 4 HHH ARD ::: Help return a stolen heirloom. RRRANK Cost: 1 --- 10 5 VVV ERY HHHARD ::: Avenge a parent’s death. Rank is similar to Eminence in that it measures If you fail the roll and the Difficulty is higher your standing and status but whereas the latter than your Fellowship Rating, you receive a -1d is concerned with society as a whole, the former penalty for future Patron rolls for 1 week. is specific to an organisation. This could be a corporation, a military power, a religious cult or PPPRETERNATURAL Cost: 666 even a secret society. SSSTATISTIC Your position means that you can utilise the You are unnaturally gifted in one of your six resources and subordinates within that statistics. Choose a statistic: add 1 to that organisation to your gain. However, the statistic and you may increase it to 6. organisation understandably has a tight control over what happens with its resources and PPPRIZED Cost: 555 misuse of its tools and members could lead to a BBBLOODLINE reprimand or even expulsion.

Your genes make you special. Literally. There is Further, you are within a hierarchy which something unique about your genetic makeup means that while you might not be at the that makes your family standout and to the bottom, someone is definitely above you. Bene Gesserit, this makes you worth saving.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 72

Rank is good because you gain the support and When you need something doing, make a assistance of an organisation, whatever that Command plus Station roll with a Difficulty may be. The downside to this is that you work based on what you need. The more challenging for that organisation and they will have the need, the more difficult it is to justify it to demands upon you. Take this advantage if you your superiors. want major resources and don’t mind being part of a hierarchy or receiving orders. Difficulty Rating

You buy Rank in terms of Station and SphereSphere. 1 EEE ASY ::: Obtain minor tools/equipment The former describes your position within the specific to your company. organisations hierarchy and the latter the 2 DDD EMANDING ::: Obtain intelligence on a target. power, influence and nature of the 3 CCC HALLENGING ::: Provide secure premises or organisation. communication. 4 HHH ARD ::: Obtain detailed secrets on a target. Station Rating 5 VVV ERY HHHARD ::: Perform a hostile takeover.

0 You are not a member of any If you fail the roll and the Difficulty is higher organisations. than your Sphere Rating, you receive a -1d penalty for future Rank rolls for 1 week. 1 LLL IEUTENANT ::: You are above the rank and file. SSSPICE AAAGONY Cost: 555 2 CCC APTAIN ::: You have proven yourself capable of leadership. The Spice Agony is an ordeal in which an 3 MMM AJOR ::: You are a respected, key member of acolyte of the Bene Gesserit takes a poisonous an organisation. Awareness Spectrum Narcotic and, by internally 4 LTLTLT- LT ---CCCCOLONEL ::: You are second-in-line to a changing the substance and neutralizing its ship, department or cell. toxicity, awakens her inner self and the selves 5 CCC OLONEL ::: You’d have your own ship, of all her female ancestors. department or cell. An acolyte unable to effect this change dies. Sphere Rating Only females had ever survived the agony.

0 Your organisation has little to no Once an adept has reached a certain point of resources. development, they may undergo the Spice Agony Ritual. 1 SSS MALL BBBUSINESS ::: Couple of people. Access to stationary. In game terms, the character must possess all 2 CCC ULT ::: Handful of people. Some resources. the Bene Gesserit Secret Feats. After purchasing 3 LLL OCAL GGGOVERNMENT : A department. You this Advantage, they have successfully have official powers. undergone the Spice Agony and become a 4 CCC ORPORATION ::: Scores of skilled professionals Reverend Mother. at the company’s disposal. 5 MMM ILITARY ::: A whole military force. In addition to now being able to purchase the Reverend Mother Secret Feats, you may now

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 73 attempt to change the chemical composition of Further, you cannot live without the Spice: if any substance you ingest. your source is cut off or you otherwise do not take the Spice within 12 hours, you start to Roll Physique + Habitus with a difficulty based suffer withdrawal symptoms. If you do not take on the Potency of the substance. If they score a the Spice within 12 hours x your Physique set, they transform the foreign toxin into a statistic, you will die. harmless substance. This effectively makes them immune to all poisons. Fortunately, the Spice is readily available, for the right price.

SSSTAFF Cost: 1 --- 101010

Staff are people who work HHHOUSE directly for you. If you TTTRAIT want something done, Warfare they are the ones to do so, no questions asked. They Every point may be friendly with you invested in this and even highly respect advantage Inner Eye you, however, bear no counts adds 1 to mistake, the relationship appropriate Trait SSSPICE DDDIETIETIET Cost: 3 / 5 is a professional one and Score. if you cease paying the The character has a regular provider of the Spice bills (whatever that might and enjoys physical longevity and minor actually entail), they will resistance to ailments as a result of an soon disappear. expensive spice diet. Staff is good because it gives you a team of At 3 points, the character lightly laces his or her people who can get things done. The downside daily meals with the spice-drug mélange which is that they have a necessary level of autonomy confers geriatric benefits including +1d on and you just have to trust that they’ll get things Habitus rolls and +1d on Perception rolls as done the right way. Take Staff if you want a well as a 25% increase in lifespan. group of people to help you and don’t mind that, occasionally, your requests might not give At 5 points, the character has a heavy dosage of you the results you want. the spice-drug. Not only does this confer the benefits of the 3 point advantage but it also You must pay for the amount of Capability they increases your lifespan by 50% and allows you can give you and how much Fealty to you they to utilise the Level 4 and Level 5 Prescient feats. have. Capability is a measure of your staff’s skills and talents. Fealty describes how loyal The downside to this is that you are Spice they are to your wage. Addicted: your eyes are blue-in-blue marking your addiction (unless you wear contact lenses to mask it).

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 74

Difficulty Rating

1 EEE ASY ::: Obtain everyday items. Pick up your laundry. 2 DDD EMANDING ::: Handle an important case. Poach a rival’s clients. 3 CCC HALLENGING ::: Steal business secrets. Broker a sensitive deal. 4 HHH ARD ::: Burn down a rival’s house. Kidnap someone’s son. Into the breach! 5 VVV ERY HHHARD ::: Murder a rival’s family.

Capability Rating If you fail the roll and the Difficulty is higher than your Fealty Rating, you receive a -1d 0 You have no one to rely on. penalty for future Staff rolls for 1 week.

1 PPP ERSONAL SSSECRETARY ::: Happy to take notes WWWEALTH Cost: 1 --- 10 and arrange meetings. 2 WWW ORKERS ::: A small team of five, competent This advantage HHHOUSE at a specific job. determines your personal TTTRAIT 3 PPP ROFESSIONALS ::: A core team of highly wealth beyond that of TreasTreasuryuryuryury professional people. your House. 4 AAA GENTS ::: A large team of experts in several Every point fields. 1pt: Small Finances invested in this 5 PPP ARA ---M-MMMILITARY ::: A small force of operational 2pt: Minor Monies advantage specialists. 3pt: Comfortable Lifestyle counts adds 1 to 4pt: Disposable Income appropriate Trait Fealty Rating 5pt: Well-Off Score. 6pt: Prosperous 0 Completely indifferent to you. 7pt: Affluent 8pt: Wealthy 1 Employee: They respect that you pay the 9pt: Dirty Rich bills. 10pt: Mega Rich 2 RRR ESPECTED ::: You’ve proven yourself to them. 3 LLL IKED ::: They enjoy working for you. WWWORLDLY Cost: 3 4 FFF RIENDLY ::: You are friends with your staff. The character has spent time in different 5 FFF AMILY ::: Your team is one big extended cultures. You must stipulate which culture you family unit. have experience of but you receive +1d on any rolls pertaining to their Knowledge, customs etc. When you need your Staff to do something, make a Command plus Capability roll with a You also receive +1d on your rolls for etiquette Difficulty based on what it is you need. The and empathy skills when dealing with those more challenging the task, the more difficult it persons. This includes any rolls pertaining to is for them to comply.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 75 any such rolls on Advantages relating to such group…

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 76

ELEMENT 03 - SKILLS

BBBROAD SSSKILL NNNARROW SSSKILLS ACADEMIA EDUCATION RESEARCH ATHLETICS ACROBATICS POWER DIPLOMACY ETIQUETTE NEGOTIATION DUEL ATTACK DEFEND ENGINEERING BUILD DESIGN ENTERTAIN ARRANGEMENT PERFORM FOCUS PRESCIENCE WILLPOWER HABITUS CONTROL VIGOR INFILTRATION ACCESS DISGUISE INTRIGUE CONVINCE EMPATHY LEADERSHIP AUTHORITY STRATEGY MARKSMANSHIP BALLISTICS PROJECTILES OBSERVE EVALUATE SEARCHING PERCEPTION HEARING SIGHT PERSONALITY ENTHRALL INTIMIDATE PHYSICIAN INFLICTION REMEDY PILOT ATMOSPHERE VOID SINISTER ASSASSIN PRESTIDIGITATION STEALTH HIDING SNEAKING SURVIVAL DIRECTION SUSTENANCE

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 77

Specialist Skills

DRIVE SHIELD FIGHTING KNOWLEDGE SWORDMANSHIP LANGUAGE TRACK RIDE UNDERWORLD SAIL WEAPON SKILL

SSSKILL BBBREAKDOWN NARROW SKILLS

AAACADEMIA ACROBATICS is the ability to perform jumps, backflips, climb ropes and general gymnastic You’ve picked up a lot of information over the feats. If you want to measure a character’s years but just how much is measured by this ability to dodge, hurdling or some other feat of skill. This covers General Knowledge about the agility, Acrobatics is probably your port of call. world(s) around you and covers everything from You can leap 5 feet across or 2 feet high per fine arts and literature to which clothes are point of Width. A starting run adds 2 die. currently en vogue. Nb. Acrobatics is your ability to Dodge! NARROW SKILLS POWER determines your skill in general muscle EDUCATION demarcates your level of general skills. Running, rowing, lifting, you name it, knowledge and the understanding of the world Power covers it. Cowards run away from fights, around you. From science to mathematics, to brave men run toward them. In a melee, you general history and politics, the higher your can run 5m every round automatically. If you skill rating, the more you know. want to increase that, roll Physique + Power. Every point of Width adds 3m. RESEARCH describes how you know all this information. You not only can go through a DDDIPLOMACY library and pick out the exact text you need but you can rifle through a stack of glossy Your Diplomacy represents how good you are at magazines and come away with vital data in dealing with people in social situations. Roll amongst which starlet has just cheated on this when you want to hold your own in a which star. conversation or avoid showing yourself up in front of the nobility. AAATHLETICS NARROW SKILLS The catch-all skill for most physical tasks. This involves sports, throwing, swimming, lifting ETIQUETTE measures your manners and ensures weights, leaping around; essentially, any kind you behave well in company. It’s not just the of physical action where training can assist. obvious stuff like “never pinch the hostess’ Roll this when you want to swing from a husband in front of her” though that’s in there chandelier or make a long drop without too. It also indicates knowledge of exotic breaking your leg. cultural mores. Take this specialisation if you

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 78 want to know to dine cordially, dance passably, purchase this skill, you must specify the field flirt acceptably and accept (or decline) a royal you have studied. Some examples are gift graciously. Cybernetics, Electronics, Genetics and Mechanics. NEGOTIATION represents your talents are coming to an agreement with another party. It is NARROW SKILLS finding a mutually convenient, happy medium after long discussions. Here, your goal is to get BUILD governs your facility to quite literally the best deal for your ‘team’ without alienating allows make a new machine or to repair an the ‘opposition’. existing one. This is art of seeing a pile of components and knowing how they fit together DDDUEL to fix or even create a whole new device.

This is your broad-based, untrained, naturally DESIGN allows you to study and create Blue vicious brawling. Someone with a high Duel Prints for new, more advanced machines and skill may lack the finesse and technique of components. If you want to re-design a piece of someone with a sophisticated Weapon Skill but machinery to make it smaller or faster or even that’s rarely a comfort when the fighter is bullet-proof, design is the skill you need. burying a blade in your ribcage. EEENTERTAIN Roll this when you want to get out of harm’s way or pick up a stick and club someone with Your facility (and understanding of how) to it. entertain others through a variety of medium. Roll this when you want to do some sort of NARROW SKILLS performance intending to impress or entertain.

ATTACK represents your ability to pick something NARROW SKILLS up and hit someone with it. It can be used with any hand to hand weapon where it is obvious ARRANGEMENT is your understanding and the act how you hurt someone with it. of creating entertainment. Its about directing a performance, about organizing a venue and DEFEND describes your talents at sticking manufacturing your own original work. If you something between you and an attack. This want to write a sonnet, remix an old version or might be your blade, a shield or even a mailed teach people how to dance, then you would use forearm. As long as you can interpose an object your Arrangement skill. with an incoming attack, you’re fine. Just don’t try parrying with your bare hands. PERFORM demonstrates your skill at entertaining through some form of medium, be it a musical EEENGINEERING instrument, acting, dancing, sleight of hand or singing. When purchasing this specialisation, If you want technical knowledge, then you’ll you must designate your medium. You may want this skill. Engineering is the ability to purchase this skill multiple times, each time understand some form of technology and build choosing a new medium. machines from the ground up. When you

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 79

FFFOCUS so this often a good bet for belligerent types. It’s also what you roll to resist sickness and poison. This talent measures your experience with the uncanny, unnatural and unwholesome. IIINFILTRATION Through training, you learn to develop your inner strength and mind. Roll this when you are The skill to get access to any area is well sought exploring your inner self. after in a day and age of legal assassinations. ACCESS describes your ability to do just that: gain NARROW SKILLS entry into an area you’re not supposed to be. Be it vaults, chests or warehouse doors, you can PRESCIENCE governs how in tune you are with break them all open with just the flick of a your natural instincts and, for those few how wrist. are able, how much you’ve trained and developed your latent prescient abilities. DISGUISE is your ability to obfuscate yourself and appear as something you are not. And it isn’t WILLPOWER determines your ability to resist just about putting on a different hat, its temptation and other undue influences. If changing your manner and the way you present you’re being tortured, tempted or ensorcelled, yourself. your Willpower will generally afford you some defense. IIINTRIGUE

HHHABITUS The art of getting people to what you want through subterfuge, be it convincing people of This is the degree of control you have over your the “truth” or simply getting them to move out physical body. You have spent time developing of the way. Roll this when you want to convince your physique and have greater control and a someone that the fool’s gold you have is real or hardier constitution that others. Roll this when that the potatoes you have are worth much you need a steady hand or to avoid throwing more than they are offering or persuade the up. Prince to give you an honour guard.

NARROW SKILLS NARROW SKILLS

CONTROL denotes your flexibility and muscular CONVINCE is the ability to persuade people that control. Maybe you want to squeeze through a your way of the world is the right way. This can tight space or perhaps need to slip your wrists be all the way from begging to confounding out of handcuffs or if you want to do the splits someone with feats of “logic” to outright lies over two rocks, any of these describe perfect and manipulation. Bottom line: whenever you examples of Control. want to deceive someone or get your own way without resorting to threats, use Convince. VIGOR is not so much a talent that is learned or studied. Instead it represents your stamina and EMPATHY measures your ability to gauge those how well you overcome injury and illness. You with whom you speak and interact. Use it to see make Body + Vigor rolls to recover from combat through the lies, detect when people are

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 80 attempting to influence your mood with guile PROJECTILES describes your ability to use any and spot the envious ex-lover at the wedding. missile weapon that requires physical action, be it a bow, a spear or a boomerang. LLLEADERSHIP OOOBSERVE This is your ability to lead a group of people. This can be an army, a group of wizards or even Where as Perception deals with your ability to a team of office workers. Roll this when you spot and hear things, Observe is your talent at want to lead a unit in to battle, give a rallying uncovering things in a logical and methodical speech or give a person a dressing down. manner. Roll this when you want to check the quality of something or figure out that a body NARROW SKILLS was dragged through a room. If you want to hunt for something, use Observe. If you want to AUTHORITY describes your talent to get a group of notice something, use a Perception skill. people to do what you want. It is the ability to give commands and have people follow them, NARROW SKILLS whether it be through inspirational leadership or with a gun to the head… It is also about EVALUATE is the detective’s art of looking at a organisation and knowing that if you don’t scene, putting together all the divined facts and keep your army happy, you might not have one coming to a conclusion. It is also the merchant’s tomorrow. art of appraising the quality of something. By use of Search and Tracking, one can survey a STRATEGY demonstrates your ability to see the scene and determine events which happened in bigger picture in a situation, looking beyond the the past. individual and seeing how they interact to become an army. Rather than focusing on SEARCH is your ability to do just that. You can individual salesmen or soldiers, you look at rifle through a room and find what you are supply lines, bypassing areas and economics. looking for. You can search anything from a book to a treasure map: if there’s something MMMARKSMANSHIP there to be found, you’ll find it.

If you want to shoot someone in the gut with a PPPERCEPTION gun or put an arrow in someone’s eye, this is the skill you need. Shotguns, pistols, bows, A measure of your general awareness of your slings: they’re all covered by this skill. surroundings. It determines your visual acuity, clarity of hearing and overall sensitivity. Roll NARROW SKILLS this when you need to spot something.

BALLISTICS is the use of any weapon that requires NARROW SKILLS you to point and fire one or more shots. This is the general ability to pick up any gun-like HEARING determines your quality of hearing. weapon, point it at someone and pull the You’re superb at eavesdropping, hearing trigger. muffled footsteps in dark alleys and recognizing

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 81 which string on your friend’s violin is just a less sick and injured is often one that can make trifle sharp. you very popular with your friends.

SIGHT describes your clarity and keenness of INFLICTION describes how good you are at vision. This ability improves your chances of applying your beneficial knowledge to the spotting the trapdoor your about to step on, the detriment of your victims. Your understanding sail on the horizon or the stealthy assassin… of a person’s physiology makes you as skilled at harming as it does as healing. This governs PPPERSONALITY torture, chaumas (poison in the food) and chaumurky (poison in the drink). Personality is part description, part definition of your character’s demeanor. It is how likeable PPPILOT you are and how good at communicating you are. It is also about the force of your personality This is the broad ability to control a powered and how much people jump when you bark... vehicle, be it in the air, space, water or on the land. ENTHRALL allows you to talk and make someone want to keep listening to you. It represents your NARROW SKILLS conversational finesse, your talent for listening (or for making people think you’re listening) ATMOSPHERIC is the talent to pilot most vehicles and your general ability to “help” people like within a planetary atmosphere. This is all you. If you want to charm, speak in public, powered aircraft including jets, microlights and impress, recruit or simply amuse an individual, helicopters. roll Enthrall. VOID is your ability to drive a space-borne vessel. INTIMIDATE focuses solely on getting your way Shuttles, fighters, monitors, crushers, frigates, through fear. The nature of the threat you they are all piloted using the Void skill. represent doesn’t matter, anything from political ruination to magical revenge to a SSSINISTER brutal beating is covered by this specialisation. You’re a villain, plain and simple. You can steal PPPHYSICIAN things right out of people’s pockets, you can open the most secure of locks, you even know This is knowledge of physiology, the application where to offload any ill-gotten gains. Roll this if of which can be either be helpful or harmful. you want to steal, break in to things or know Roll this when you want to assess a person’s information about those who would steal or current state of health or when you want to do break in to things. something about it. NARROW SKILLS NARROW SKILLS ASSASSIN is your ability to apply poisons, rig REMEDY is the mundane ability to clean wounds, traps or just plain old stab someone in the back. apply bandages, prescribe medicine and set It is usually supported by other Sinister skills bones. The specialisation of helping people get but Stealth is extremely complementary.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 82

PRESTIDIGITATION measures your talent at tricks of the art of not dying in adverse conditions. If sleight of hand and even lifting valuables there’s food and water to be had, you’ll find it straight out of people’s pockets. Any deft and you know that you need salt in hot weather movement of the hands can be performed with and if the temperature drops much more, you’ll this skill. die.

SSSTEALTH SPECIALIST SKILL BREAKDOWN The art of stealth is employed whenever one wants to go undetected. Roll this when you KKKNOWLEDGE is a specific area of learning that the want to hide the knife on your person or character has researched. You may purchase conceal the fact you’re a woman. this skill multiple times and each time you must specify which field this is in. NARROW SKILLS Some Knowledge examples are the Arts, HIDE demarcates your ability to hide yourself Imperial History, History of a specific world, the and other things. Its about remaining unseen Sciences or an Out-freyn (non-Imperial) Culture. while the household searches for you or hiding under the bed when your lover’s wife comes DDDRIVE is your ability to drive land based vehicles home… like cars, motorbikes and the like. Such vehicles are not common in this day and age of SNEAK describes your talent at moving quietly. ornithopters and starships. You are as at home skulking around the city streets as you are stalking game in the woods. LLLANGUAGE this is the ability to read and write another language. You may purchase this skill SSSURVIVAL multiple times and each time you must specify which language this is. The knack of knowing where you are, where you’re going and how to survive in between. RRRIDEIDEIDE is the ability to ride and care for a specific Roll this if you are lost in a network of caves, type of animal. You may purchase this skill want to catch some fish or want to avoid heat multiple times and each time you must specify exposure. the type of animal you can ride.

NARROW SKILLS SSSAILAILAIL is the catch-all term to describe a character’s ability to negotiate the waters of the DIRECTION gives you a general feel for your world via sail, motor or rowing. Roll this when location. Some part of you is constantly aware navigating by compass and sextant and sailing of your travel, height, weight and direction. You a schooner. You may purchase this skill can intuitively find North, retrace your steps multiple times and each time you must specify easily and guide your ship back to port even the type of vessel you can sail. under cloudy skies. SSSHIELD FFFIGHTING is the skill used to specifically SUSTENANCE not only allows you to locate, trap fight wearing a holtzman shield. With this and prepare food out in the wild but it is also

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 83 training, you may purchase the Shield Fighting Medium Melee , Heavy Melee , Archery , Small martial feats. Arms (pistols and the like), Long Arms (shotguns and rifles) and Heavy Weapons You may utilise any of the following Weapon (rocket launchers and those all important Specialisations using Shield Fighting: Fencing, Lasguns). Close-Fighting, Unarmed. Your skill rating is limited by your Shield Fighting skill.

SSSWORDMANSHIP is special skill that may only be purchased by characters with the Ginaz Training Advantage.

Unique of all the Swordmaster Schools, the Ginaz train their students in the use of "graceful application of power". The Swordmanship skill allows the character to use Medium Blade Weapons as Low Velocity, therefore enabling them to make the Slow Attack necessary to penetrate the Holtzman Shield.

You may not raise your Swordmanship skill higher than your Duel skill. Swordmanship is a Weapon Skill and therefore utilises Prowess, not Physique.

TRACK represents your skill at identifying the tracks of some thing, be it a person, animal or vehicle, and then following them to their destination’s end.

UUUNDERWORLD is the ability to not only know where to find other criminals but also how they operate and how to deal with them. It’s the art of knowing how to sell something on the black market and how to perform a good con. Underworld is the catch-all skill for fencing stolen goods, working confidence scams and knowing all there is to know about the criminal element.

WWWEAPON SSSKILL is the training in a specific type of weapon. The weapon types are Personal ,

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 84

ELEMENT 04 - FEATS

AAACADEMIA FFFEATS You gain a +1d bonus to your Academia tests when researching for each set of ••• EEE DUCATION ::: EEEMPIRICAL EEERUDITION Key Facts you know about the subject you are researching. Research (1 Point)Point): You add 1d when you are researching information. Your GM will determine what exactly is a Key Fact but usually details like period of Observation (2 Points)Points): You may add 1d history, area of the world investigating, to Sight tests when watching something. etc.

Inquiry (3 Points)Points): You may raise the E.g. A character is hired to investigate Height of any set to 6 on your Assess another character’s family history. The rolls. investigating character is told that the immediate family names are Aaronson Theorize (4 Points)Points): Whenever you are and Zemeckis and that one branch of the family moved from Ireland to Montana in presented with a situation or th circumstance you can roll Academia at the 19 Century. The GM deems the Difficulty 6. The resulting set allows you family names and the place of origin to to ask the Judge of the Game the Width be two separate Key Facts and gives a in “Yes” or “No” questions about your +2d bonus. theories of the situation. Where? (2 Points)Points): Knowing what to look You may reduce this Difficulty by 1 per for is one part of the battle, knowing hard fact you have. where to look for it is another. Your extensive experience with research Methodology (5 Points)Points): Your mind is a projects has given you a good personal logical and organised machine. index of what information is where.

Whenever you take extra time on a task If you have access to all the relevant where logic and organisation can assist, texts and information sources, you can your Height is automatically 10 (raise a halve the time it would normally take to any lower set). uncover the data.

Trivia Pursuits (3 PPoints)oints)oints): Your ••• RRR ESEARCH ::: FFFACT FFFINDER researching talents have made you

knowledgeable of many different What? (Level 1)1): You have developed a subjects. You may add a bonus to any good research regimen and Academia roll unrelated to research. consequently, when given enough

information, you can identify what Bibliophile (4 Points)Points): You have a exactly it is you need to find out. personal collection of texts and papers

that would make a librarian jealous.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 85

Choose a Specialist Subject when you Acrobatic Strike (4 Points)Points): A skilled purchase this feat: any research tumbler can use his or her talents to pertaining to your chosen subject adds 1 assist in a fight. If you make an attack to the Special Die. whilst performing an Athletic action, perhaps jumping off a wall or swinging Example subjects might be Starships, from a chandelier, you may “Charge” Religion, Cars, Aircraft and so on. without needing to run 15ft.

Expert Bibliophile (5 Points)Points): As Wuxia Pian (5 Points)Points): Any set scored on Bibliophile only you increase your a Close Combat Attack is duplicated and Special Die by 2. may be used as either a Dodge or an “Acrobatic Strike”. AAATHLETIC FFFEATS ••• PPP OWER ::: WWWORK HORSE ••• AAA CROBATICS ::: WWWIRED Sprint (1 Point)Point); If you perform no other Through discipline and training, you action save running flat out, you gain a have developed your acrobatic skills to a 1d bonus to your roll. level that gives you great freedom of movement. Run A Away!way! (2 Points)Points); You gain a 2d bonus to your running rolls when Tumble (1 Point)Point): You reduce the escaping from a dangerous situation. difficulty of all Acrobatics (including Jumping) tests by 1. You may not combine this with Sprint.

Roll Over (2 Points)Points): You can roll with a Run For Cover (3 PoPoints)ints)ints); If you begin a fall or tumble and instantly get back to run action in cover and end it in cover, your feet. You lose one die from a set you may use your running roll as any round you use this technique. This Counter Dice against ranged combat also negates any throw or trip attacks attacks against you that round. against you. Run & Gun (4 Points)Points); You may twin a Leaping Dodge (3 Points)Points): Your skills are set for any action and use it for a Run now so honed that you have a constant action without penalty. weaving and ducking motion. This teaching has been likened to the Endurance (5 Points)Points); As long as you movements of snakes (and to the drunk have dice in your pool, you by some…). automatically succeed your Habitus tests when exerting yourself whilst performing a power athletics test. You may add a dodge to another action without declaring a multiple action and using the larger of the two pools.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 86

inappropriate of situations, you can DDDIPLOMACY FFFEATS maintain the most austere of appearances. ••• ETIQUETTE ::: SSSAVOIR FFFAIRE Without making a roll, you can remain Silver Service (1 PointPoint)))): You always upright and polite, even if you have been know which fork to eat with and the given the worst of news. correct way to tie a bowtie: you are the very model of class. Furthermore, your example brings others You never need to roll to know the into line and anyone attempting to make correct way of doing things in your own things uncivil in a conversation you are culture. involved in receives -2d to their dice pool. Formal Dance (2 Points)Points): You have studied the waltz and other such dances Lastly, you add 1 to the Width of all your for formal occasions. You may roll your Etiquette tests. Diplomacy skill when dancing. ••• NNN EGOTIATION ::: CCCONTRACTUAL AAAGREEMENT You should be aware that this is purely the ability to get through a formal How Can I Help? (1 Point)Point): You have a occasion without looking like a klutz. To helpful and friendly demeanor which really impress someone with your puts people at ease. dancing skills, purchase the appropriate Perform skill. You may use your Charm plus Diplomacy in place of your Command plus Intrigue Lasting Impression (3 Points)Points): you are when attempting to persuade someone. the soul of civility and culture. People don’t quickly forget you. Gifts & Favours (2 Points)Points): You may add 1 to 3 dice to your Diplomacy dice pool You may Squish any Social roll against a when attempting to negotiate with person whom you have previously made someone by giving them gifts and a successful roll against. favours.

Faux Pas (4 Points)Points): A social faux pas is For each gift, bonus or benefit you nothing for you and can quickly be promise/bestow on that person, you gain covered up by your sincere demeanor. one bonus die for your immediate rolls.

Once per encounter, if you fail a A gift/favour is defined as some tangible Diplomacy roll for etiquette, you may item or beneficial promise you give to reroll. that person. How much truth or actual benefit from your gift there is depends Cordiality (5 Points)Points): Nothing can perturb entirely on you (and possibly, your your cool mien. Even in the face of lies…). overwhelming rudeness or the most

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 87

Examples of gifts are reasonable Power Attack ((3333 Points)Points): You may make discount, additional goods thrown in, an attack and add 1 to the Width of a owing a favour and the like. damaging set.

Is That Your Final Answer? (3 Points): Clinch (4 Points)Points): Make a Physique + By putting doubts in a person’s mind, Duel test. Success indicates you lock you can undermine their confidence and your weapon with your opponents: second guess their decision. neither weapon may be used whilst clinched. You can unclinch your weapon You can force a character you are as an action requiring no roll. Your attempting to negotiate with to reroll a opponent must make a skill test to do single die in one set on any roll resisting the same. your persuasions. This rerolled die can form a new set. Decimate (5 Points)Points): You may make an attack and add 2 to the Width of a I’m Gonna Make You An Offer You Can’t damaging set. Refuse (4 Points)Points): So you’ve tried charming someone to your way of ••• DDD EFEND ::: WWWEAVE thinking and that didn’t work. Now it’s time to just bully them into it. Full Parry (1 Point)Point): If you take no other action than Parry this round, you receive If you can force your victim into a +1d to your roll. situation which puts them at a disadvantage (maybe you have secrets Riposte (2 Points)Points): If you spoil an attack with which to blackmail them or you with your parry and have a spare set, have a group of heavies somewhere in you may make an attack this round at the background), you increase your no penalty. negotiation Width by 1. Stop Thrust (3 Points)Points): You may combine SellinSellingg Snow To Eskimos (5 Points)Points): You an attack and parry without penalty and always add 2 to your Special Die on using the larger of the two pools. Diplomacy rolls when negotiating. Prise de Fer (4 Points)Points): You take control DDDUEL FFFEATS of your opponent’s blade and let loose with an appropriate unarmed strike, ••• AAA TTACK ::: PPPOWER AAATTACK such as a head-butt or punch. If you successfully spoil an attack with your Quarry (1 Point)Point): If you take an action to parry, you twin your set for an unarmed ‘mark’ a target, you receive a +1d bonus combat. on attacks against them for the rest of this combat. Web of Steel (5 Points)Points): When you make a parry action, as long as you score a Hammer ((2222 Points)Points): If your opponent set, you automatically spoil an fails to parry your attack, they disarmed.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 88

opponent’s set regardless of your Width SSSITUATION DDDIFFICULTY or Height. FULL RESOURCES 2 SOME MISSING PARTS 3 EEENGINEERING FFFEATS MINIMAL EQUIPMENT 4 NO RESOURCES 5 ••• BBB UILD ::: CCCRAFTWORKER Success yields the following results; Builder’s Eye (1 Point)Point): You add 1 to the Width of any Observe test when STANDARD SUCCESS - 2X: the device will appraising objects of your chosen field. work for a few hours before dying.

Craftsman (2 Points)Points): You can Squash EXPERT SUCCESS - 3X: as above but will your Engineering rolls when building. work for a few days. MASTER SUCCESS - 4X: as above but will BenchBench----ThumpingThumping (3 Points)Points): Although work for a few weeks. getting something to work properly is best served with a full repair, by giving ••• DDD ESIGN ::: AAAPPLIED PPPROFESSIONAL the device a good hit, you can make an Intellect + Engineering test at Difficulty Memory (1 Point)Point): You add 1d to any 3. Engineering test involving a task you have previously done. Success means the device works one more time than expected. Bamboozle (2 Points)Points): You can utilise your advanced knowledge to confound Repeated use increases the Difficulty by and confuse people: you gain +1d on 1 each time and a failure indicates that Intrigue tests when using Subterfuge the device is wrecked: only a full repair relating to your field. will do. R & D (3 Points)Points): You conduct the Master Craftsman (4 Points)Points): You can research and testing for your design. Squish and Squish your Engineering rolls when building. Roll Insight + Engineering and your success creates Research Notes. JuryJury----RigRig (5 Points)Points): Whereas “Bench- Thumping” gives you a last ditch Anyone working from your Research attempt to get a failing device to work, Notes can either reduce a Design “Jury-Rig” allows you to make a Difficulty by 1 or penalty by -1d. You temporary repair using minimal must have Research Notes to create an resources. Expert Blue Print.

Make an Intellect + Engineering test at Expert Blue Print (4 Points)Points): By working the following Difficulty; from Research Notes and fully exploring your design and putting together a superb template, you can improve your

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 89

chances to successfully build or repair a I Predict A Riot (3 Points)Points): You are well device. known for a particular style of composition. Choose a Style when you Make an Insight + Engineering test at purchase this feat. You may Squish Difficulty 4 to create an Expert Blue when composing a Piece in your Style. Print. Example styles might be Hip Hop, Any time a character has an Expert Blue Satirical Comedy, Epic Drama and so on. Print to work from, they add 1 to their Special Dice. Come Together (4 Points)Points): “As I Predict A Riot”, only you may now Squash when Master Blue Print (5 Points)Points): As Expert composing a Piece in your Style. Blue Print only they add 2 to their Special Dice. Not A Dry Eye In The House (5 Points)Points): You can create a Piece or Direct a EEENTERTAIN FFFEATS performance that is a veritable opus magnum. The audience are enthralled by ••• AAA RRANGEMENT ::: CCCONONONDUCTIONON DUCTION your work and will attend any performance of the same, irrespective of These feats are all about creating a Piece performer! of entertainment within a respective field. You may only compose a piece of When creating a Piece, before rolling, entertainment for which you have the you may choose 1 to 3 Opus dice. Each appropriate Entertain skill. Opus die you take is a Counter Die to your Entertain roll to compose. We’re In This Together (1 Point)Point): You can create a Piece that makes any audience If you still manage to make a set, every feels a connection with the performer, as Opus die adds 1 Width to the set of if the performer truly understands them. anyone performing the piece.

Anyone performing this piece gains a ••• PPP ERFORM ::: VVVOICE IIIN TTTHE DDDARKNESS bonus die to Intrigue and Personality rolls against audience members for an Don’t You Know Who I Am?! (1 Point)Point): hour per Width of their performance set. You are a Diva or a Divo (or at least you think you are). Irrespective of whether You’re So Vain (2 Points)Points): Although you people know who you are or not, you may not be important yourself, you’ve can sometimes get your own way just be rubbed shoulders with enough people shouting loud enough! And of course, who are that you can name drop to get everyone let’s an artiste get away with what you want. such terrible behaviour.

You may use your Entertain skill instead You gain a bonus die on your Intrigue of Intrigue when trying to get your own rolls to influence or bully people. way with people in your field.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 90

Tear Jerker (2 Points)Points): By tailoring a fan of your work (even if you do not performance to garner a specific have the Eminence Advantage). emotion, incurring a -1d penalty to your roll, you gain a +1d bonus to your next FFFOCUS FFFEATS Intrigue test made against a member of your audience immediately after the ••• PPP RESCIENCE ::: IIINNENNERR EEEYEYEYE performance. Instinct (1 Point)Point): Your instincts are Money Money Money (3 Points)Points): You are highly developed and you’ve learned the well sought after to perform in public. hard way to trust them. You can command double the usual fee just by reputation alone! Once per game session, you may use your Focus rating in place of your Personal Performance (4 Points)Points): By Insight statistic for a dice roll. tailoring your entertainment for an individual, where you make it obvious to Cognizance (2 Points)Points): You are an alert that person you are performing just for person and see a lot more than most do: them, you can impress them and then you are always the first to notice charm them to your heart’s content. someone’s new haircut or a minor alteration to a room. Roll Insight + Entertain at Difficulty 3; You may roll your Focus skill instead of STANDARD SUCCESS - 2X; you impress them your Perception skill when noticing enough that they are friendly and willing things. to listen to you. Preconsciousness (3 Points)Points): Your You’ve won them over this far (+1 die awareness is such that you pick up on on your immediate Social tests). other people’s nonverbal cues.

EXPERT SUCCESS - 3X; as above, only they You gain add 1 to your Initiative and to really like you (+2d on your immediate your Diplomacy rolls when reading their Social tests). body language.

MASTER SUCCESS - 4X; as above, only the Premonition (4 Points)Points): To utilise this victim is putty in your hands (add 1 to feat, you must have an Enriched Spice Special Dice). Diet.

My Reputation Proceeds Me (5 Points)Points): Your senses and instincts are so finely You are so well renowned and well tuned that you can sometimes gain a known that everyone wants to know impression of what is about to happen. you. Perhaps it is some latent psychic power You may add a bonus Master Die to your or maybe you are merely acting on a Eminence rolls against anyone who is a highly refined preconsciousness.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 91

Either way, when something bad is Social Attacks against you receive -1d. about to happen, your Games Master will roll a dice pool of your Insight + Intellect Just a Flesh Wound (3 Points)Points): Pain is statistics in secret. If you score any set at just a feeling and through discipline, you all, your Games Master will tell you “You can learn to ignore it. get a bad feeling about this.” You may ignore up to 2 points of either Furthermore, you are prone to “Waking Height and/or Dice Pool penalties Dreams” in which you see random stemming from pain and injury. visions of the future. These are largely controlled by the Judge of the Game but Guilty Pleasure (4 Points)Points): Everyone has they should give portents of future a weakness they choose to indulge every events. now and then. Those with enough mental fortitude have the ability to Third Eye Open (5 Points)Points): To utilise this indulge just enough to feel satiated but feat, you must have an Enriched Spice not enough to over-indulge. Diet. Once per session, you can overrule a Your perception faculties are far beyond decision made for you by the Judge. that of Joe or Jane Average. In fact, you can sense things that normal people You may also use this to ignore any cannot. Craving or Problem you have, but successfully resisting the lure does not Once per session, you may completely garner any experience! undo a scene and replay it from the beginning, as you received a prescience Indomitable (5 Points)Points): You have the vision of the future. strongest of wills and people find it almost impossible to force you to do ••• WWW ILLPOWER ::: IIIRON MMMINDINDIND something that you have decided against. Some people call this being ImpImplacablelacable (1 Point)Point): The strong-willed stubborn while others call this strength never give anything away: even their of character. general demeanor reveals nothing. No matter what buttons a person presses, it You have developed your willpower to is hard to get a reaction out of them. the point where you reduce any the Width of any sets to any attempt to Anyone attempting to use Diplomacy to coerce you by 1 and/or add 1 to your read your emotions receives a -1d Width to resist. penalty.

Never Surrender (2 Points)Points): Your force of will is such that even faced with insurmountable odds, you refuse to kowtow.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 92

HHHABITUS FFFEATS Habitus rating do not lose 1 die from the impact (if they should lose 2, this is ••• CCC ONTROL ::: KKKINESTHETICS reduced to 1).

Motor ContControlrol (1 Point)Point): You have Example: a character has an Endurance trained to use your offhand: reduce the rating of 4. He rolls 2x2. An opponent’s Offhand Penalty by 1. attack goes off at 3x7. The first character should lose 1 die from a set from the Limber (2 Points)Points): You are extremely impact but is protected by Unflinching. limber and have a high control over your body. Performing the splits, bending Quick Healer (4 Points)Points): Once per your limbs and the like is little challenge session, after a full night’s rest, you may to you. You gain a +2d bonus on tests remove 1 point of Physical, Mental or involving balance, gracefulness and Social damage. being pinned/grappled. Unbleeding Heart (5 Points)Points): Once per Dislocate (3 Points)Points); You can dislocate session, you may ignore the first point of your bones and limbs, giving you a +2d damage taken to one of your statistics. bonus to escaping bonds and fitting in tight spaces. IIINFILTRATION FFFEATS

Bend Like A Reed In The Wind (4 ••• AAA CCESS ::: LLLOCKSMITH ’’’S HHHAND PoiPoints)nts)nts); You increase the Width of a Dodge set by 1. Familiar With The Works Of … (1 Point)Point): You can examine a lock and see what Physical Perfection (5 Points)Points); Your kind of design it is. By making a Intellect physical motor control is absolute: any + Observe test, Difficulty 3, you may be time you roll Physique + Athletics, you knowledgeable of the lock maker’s can change the Height of one set to 10. trademarks.

••• VVV IGOR ::: IIIRON CCCONSTITUTION If you are successful, you gain a bonus die to your attempt to open the lock. CastCast----IronIron Stomach (1 Point)Point): You add 1d to your dice pool when rolling to resist Hidden Picks (2 Points)Points): Through food-based poisons (including really bad experience, you’ve found the perfect or very spicy food). place to hide your ‘picks on your person. May be you have a secret pocket or a Toxic (2 Points)Points): You add 1d to your dice false heel. pool when rolling to resist liquid-based poisons (and yes, that includes alcohol Regardless, anyone attempting to search and getting drunk). your person receives a Difficulty equal to your Infiltration to locate your lock Unflinching (3 Points)Points): When you are hit picks. in combat, sets that are lower than your

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 93

Signature Tools (3 Points)Points): You’ve had lock, might be able to open any lock. your lock picks for years and made a Crafting a key is very hard, very intense number of modifications. work, taking approximately 8 full hours.

You may Squish and Squash on lock When it comes to using the key, roll picking tests when using them plus you Intellect + Infiltration at Difficulty 5. can never arbitrarily lose them nor forget Success indicates you’ve successfully where you’ve put them: they’re that opened the lock. Failure breaks the key, important to you. rendering it unusable.

However, you are so used to them that ••• DDD ISGUISE ::: GGGUY IIINCOGNITO using someone else’s (or even a new set) feels ‘wrong’ to you, incurring a -1d Disguise is to present yourself as penalty and losing the ability of your something your not. Guy Incognito Signature Tools feat until you’ve “worn represents the art of almost becoming the them in” (3 consecutive successful lock disguise. Through the use of this set of pick tests). feats, you transcend the act of pretending to be someone else to actually Forge Key (4 Points)Points): By examining a key becoming that person in your own mind. for only moments, you can craft a duplicate. You need to be able to touch It is important to note that you must the key and examine it up close but you purchase Step One, Step Two and Step only need a few moments before you’ve Three for each individual alternative got a general idea. Identity you may have (thus, costing 6 experience per new identity you wish to It takes an hour to cut a duplicate. When create). you are using the key for the first time, make a Intellect + Infiltration test at However, Steps Four and Five can be Difficulty 6 less the period of study; used with any such ID purchased.

TTTIME DDDIFFICULTY Step One: Who Are You? (1 Point)Point): The AN HOUR 3 first stage in assuming a new identity is HALF AN HOUR 2 to determine the little details. Things like MINUTES 1 name, place of birth, date of birth etc. MOMENTS 0 Once you have determined these pieces Roll when you come to use the key. of information about alternate identity, Success indicates that the key is good they become solid “facts” to you, second enough to open the lock. If it fails, well, nature. you’re out of luck! Whenever you assume an alternate Skeleton Key (5 Points)Points): The Skeleton identity, you never become confused Key is a key that has been cut in such a about who you currently are. If quizzed way that, with some jiggering in the about such details, you never miss a

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 94

beat: they are no longer even fictitious to new identity. It goes beyond simple you. acting: for all intents and purposes, you utterly believe you are this new person. Step Two: What Do You Know? (2 Points)Points): As with Step One, but you now So sincere you are in your belief, that compartmentalize facts about a only magical means could detect you are personality. other than who you say you are.

You might decide that “Klatu of Nikto” is This feat allows you to assume an a farmhand who has been mooning over identity that doesn’t require a disguise: a particular girl since his youth. Once you can present a completely different this is determined, you can forever face to the world purely by changing remember this and associate it with a your demeanor and stance. However, specific personality. this would incur a successful Charm + Disguise roll to convince someone. Once you’ve succeeded in a successful Charm + Intrigue test about such IIINTRIGUE FFFEATS “facts”. If quizzed about them later, you automatically succeed: they are no ••• CCC ONVINCE ::: SSSECRETS &&& LLLIESIESIES longer even fictitious to you. Have You Lost Weight? (1 Point)Point): Little Step Three: Who Do You Know? (3 white lies come easy to you and most Points)Points): As with Step One and Step Two, people think you are 100% serious. You you are now able to instantly associate add 1d to your Personality rolls to other people with a personality and impress and fascinate people. never struggle to remember. If you were to meet the Contessa while Poker Face (2 Points)Points): Untruths just roll masquerading as the Marquis de off your tongue and merge with fact to Carabou, you could walk right by her misdirect and mislead anyone talking outside your disguise and they would with you. Your lies blend so well with never even recognize you. the truth that listeners can start to doubt even what they know to be fact. Step Four: Perfected Look (4 Points)Points): You can now instantly don your alternative Attempts to see through your disguise without making a roll. It takes obfuscation or even read your reaction you only a few moments to ‘change’ into receive a -1d penalty. even the most elaborate of costumes, so practised you are at the transformation. I Didn’t Do It (3 Points)Points): You’ve always got a cover story prepared. If something Step Five: Perfected Disguise (5 Points)Points): happens and you need someone to This is the total package: without even a corroborate you are elsewhere, you’ve roll, you can change your stance, voice got it covered. and even physical presence merely by taking a few moments to assume your

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 95

Once per session, you may “phone a which reveals a person’s true feelings. friend” and get them to corroborate a They can be less than a fraction of a story you are telling. Your alibi is good second but they can be hard to control enough to get rid of any casual (in fact, most people don’t even know attention. that they are doing it).

For more serious problems, you’ll need a You are trained to catch those minor real alibi… expressions and anyone trying to bluff or otherwise hide their emotions from you I Don’t Have It With Me (4 Points)Points): You receive a -2d penalty. may Squish and Squash on your Intrigue rolls when lying. Lie Detector (4 Points)Points): You are extremely skilled on divining whether Cross My Heart (5 Points)Points): Sincerity is someone is telling you the truth or lying your bread and butter. Even when faced through their teeth. with evidence proving your lies, your reaction is one of pure innocence. You may Squish or Squash your Intrigue rolls when attempting to see through The Height of your Intrigue sets are lies. always 10 (sets of a lower Height are raised to 10). Know You Better Than You Know Yourself (5 Points)Points): Your sets are always ••• EEE MPATHY ::: LLLIE TTTO MMMEEE 10 on your Intrigue rolls against anyone with whom you have a close Understanding (1 Point)Point): Most relationship. behavioural patterns fit into a limited number of categories. After having a A close relationship is any where there is conversation with someone in person for a level of intimacy where you have spent at least an hour, you gain a basic insight in excess of a month as a good friend, into their behaviour and gain a +1d on working partnership or lover. your Personality rolls to fascinate when dealing with them. LLLEADERSHIP FFFEATS

Body Language (2 Points)Points): You have ••• AAA UTHORITY ::: TTTHE LLLOOOOKOOK OOOF EEEAGLES become adept at reading body language and can tell a person’s subconscious This group of feats is all about feelings. command, especially of Rank & FileFile. Rank & File describes anyone at the You gain a +1d to your Intrigue rolls bottom of an organisation. Examples are when understanding someone’s current Private, Constable, Spice Miners, Military emotional state. Guard and the like. You may expressly interchange the term Rank & File with Micro Expressions (3 Points)Points): A micro Unworthies. expression is a small facial expression

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 96

You There! (1 Point)Point): As long as you look ••• SSS TRATEGY ::: PPPLANS WWWITHIN PPPLANS the part and act the part, most Rank & File are used to responding without Most of the following feats are used in thought. connection with an OrganisationOrganisation. What this organisation is depends entirely on You can issue an order to a Rank & File what advantages you have taken. person and they’ll obey to the best of Organisations are usually referenced in their ability without even thinking about the Influence and Rank advantages but it. Just don’t give them cause to think may be another advantage (or even a about it. Company if using REIGN).

I Need OJ, No Pulp, Now! (2 Points)Points): If Logistics (1 Points)Points): You always know you can give a specific, clear instruction where your organisation stands in to a Rank & File, they receive a 1d bonus relation to competition. You generally to their first roll to carry out your order. know what resources the organisation has to deploy and what are currently For Freedom! (3 Points)Points): You may issue a being used. rallying cry or inspiring speech in a moment of hopelessness or impending At any time, you can request that your doom. Games Master given you a quick report on how your organisation is doing You automatically reduce Morale Attacks compared to the competition (or a against your Rank & File by 1. specific competitor) in terms of Poorly, Moderately or Well. Follow Me! (4 Points)Points): Any time you are working alongside a team of You may also request a report on subordinates, they all receive a 1d bonus whether you have the resources to to their rolls. deploy a task or when they will become available. And yes, this increases the Threat Rating of Unworthies by 1. All at a moments notice. Your finger is firmly on the pulse of your organisation. Come On, We Can Do This! (5 Points)Points): You may promote one Rank & File’s die Assay (2 Points)Points): You gain a 2d bonus to a Special Die for one task each when on your Observe tests to appraise your your only action is to give inspiring or organisation or another organisation motivating instruction. within the same field as your own.

The Rank & File must be able to see you New Direction (3 Points)Points): You may to receive the benefits of this ability. declare (or suggest to the top brass) a New Direction for your organisation, thus changing its goal.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 97

This new direction will sweep out the While people are still impressed with cobwebs of your organisation and shake your efforts, you are the one everyone things up a bit. wants to know.

You may only suggest one New Direction Make a Charm + Leadership roll. For a every 4 months but for the first month of number of weeks after making a New activity after the New Direction is Direction equal to the Height of a set, implemented, you gain +1d to your add 1 to your Special Dice on your rolls Leadership skill when making rolls for an appropriate advantage. connected with this new direction. MMMARKSMANSHIP FFFEATS Consolidate Power (4 Points)Points): With the New Direction may come changes within ••• BBB ALLISTICS ::: BBBALLET OOOF BBBULLETS management. You can try to usher in people a little friendlier to your cause. One In The Chamber (1 Point)Point): You add 1 to the clip of your ballistic weapons. When you successfully implement a New Direction, you may make a Command + Shoot From The Hip (2 Points)Points): You can Intrigue roll with a -2d penalty at a draw your firearm and fire in the same Difficulty equal to the points in an turn without taking a multiple action appropriate advantage. penalty.

If score a set, you may increase the Snap Shot (3 Points)Points): You may combine points in that advantage by 1. a Dodge test with a ballistic test without taking a multiple action penalty. E.g. a character has Rank 5 divided in Station 2 and Sphere 3. She successfully BiBiBi-Bi ---ManualManual Firearms (4 Points)Points): Your implements a New Direction and so Offhand penalty is reduced by -1d makes an attempt to Consolidate Power. penalty and your second weapon penalty She rolls her Command + Manipulate is reduced by -1d. You must choose the dice pool of 7, reduced to 5, at a same mode of fire for both weapons but Difficulty of 5. She rolls and scores 1, 3, you may attack separate targets! 4, 7 and 7. 2x7 is higher than Difficulty 5, so she may raise her Rank to 6 (either Carnival of Carnage (5 Points)Points): With increasing her Station by 1 or Sphere by almost pinpoint accuracy, you let loose 1). with a stream of lead which somehow

manages to find its mark: you may take Golden Boy (5 Points)Points): The New down as many Unworthies as your Direction for your organisation is Width. You may combine this with “Bi- considered to be a fantastic idea and Manual Firearms”. people won’t soon forget who came up

with it (even if it is not as successful as

it was hoped).

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 98

••• PPP ROJECTILES ::: HHHAWKEYE Judging Eye (2 Points)Points): You can examine an object and determine its quality in Notch (1 PPoint)oint)oint): If you take at least 1 full terms of “Poor”, “Moderate” or “Good” round loading your weapon and perform without making a roll. no other action, you may add 2d to your subsequent attack. Valuing Eye (3 Points)Points): You can examine an object and determine its approximate Deflect (2 Points)Points): As long as it is hafted value in terms of “Inexpensive”, in some fashion, you may parry with “Moderately Expensive” or “Highly your ranged weapon as if it were a melee Expensive” without making a roll. weapon at no penalty. Assessing Eye (4 Points)Points): If you can Dead Eye (3 Points)Points): You may Squish spend a round watching someone use a your projectile attacks. Skill you possess, you can determine whether they are “Worse Than You” (two Fletcher (4 Points)Points): As long as you have points or more lower than you), “About the tools to hand, you can construct a The Same” (within 1 point either way of makeshift archaic weapon or ammo your pool) or “Better Than You” (two using Intellect + Engineering. points or more than you) without making a roll. WWWEAPON DDDIFFICULTY DART 1 Exploiting Eye (5 Points)Points): You can ARROW /BOLT 2 appraise someone’s combat style and BOLA 3 exploit a weakness in it. By spending a BOW 4 round “sizing up” your opponent, on CROSSBOW 5 your next attack against them, you may add 2 to the Special Die of your next Dead S Shothot (5 Points)Points): If you Aim, the attack. Height of your attack is automatically 10 on your next attack. You may only use Exploiting Eye against a person once per encounter. OOOBSERVE FFFEATS ••• SSS EARCH ::: RRRIGOROUS IIINSPECTION ••• EEE VALUATE ::: AAASSAYING EEEYEYEYE Methodical (1 Points)Points): If you take Double Remembering Eye (1 Point)Point): If you re- Time to search somewhere, you gain a examine something that you have +2d bonus instead of the usual +1d. personally previously examined, you You may not take Extra Double Time. automatically know if it has changed or been altered in any way. You don’t know Browse (2 Points)Points): You can look through for certain what that change may be a bulk of things, be it looking for a without a roll but you know for certain specific paragraph in a book or a single that it no longer is the same. person in a crowd, and as long as you

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 99

have a basic idea of what you are relevant. This works for most Diplomacy looking for, you receive no penalty. rolls to seduce or fascinate, most Intrigue rolls and some Leadership rolls. Identify (3 Points)Points): Your searching skills are so tightly honed that you Bat’s Ear (4 Points)Points): Not only is your automatically register the best places to hearing sensitive and well trained but hide things as soon as you enter a room. you don’t quickly forget what you’ve You halve the time it takes to search a heard. You can acutely identify which location. direction a sound emanated from without rolling (even an echo or Teamwork (4 Points)Points): If you have a amongst other sound) and can Squish group of people willing to follow your your hearing rolls. directions in a search, you add 1 to your Special Die on your Observe tests when Perfect Pitch (5 Points)Points): Your ear for searching. sound is so well developed that you could detect a single bad note in an Hunch (5 Points)Points): You have developed orchestra. You add 2 to your Special Dice your senses to the point where you can of your sets on Perception rolls for feel when something is hidden. Once per hearing. session, you can reroll any failed Observe test made to search. ••• SSS IGHT ::: SSSIGHT BBBEYOND SSSIGHT

PPPERCEPTION FFFEATS Cat’s Eye (1 Point)Point): Your night vision is better than most: you reduce a dice pool ••• HHH EARING ::: IIINSECT IIIN TTTHE WWWINDINDIND penalty from poor illumination by 1.

Appreciation (1 Point)Point): You know when Staring Contest (2 Points)Points): When you sit something sounds good and definitely and watch a subject, be it a specific when it sounds bad. You gain a +1d location, an object or person, you may bonus to Observe rolls when appraising Squash your rolls to notice any changes a sound quality including music. in status of that watched subject.

Pin Drop (2 Points)Points): Your hearing is more Quick Eye (3 Points)Points): Movement catches sensitive than the average person and your eye and you tend to notice even the you can pick out a single sound amongst most discrete of twitches. You add 1 to a hubbub with little difficulty. You may your Initiative. reduce any hearing Difficulty or Penalty by 1. Eagle’s Eye (4 Points)Points): Your distance vision is acute. You may treat a target at Vocal Modulation (3 Points)Points): Having medium range at short range. trained your own ear to recognise tones and pitch, you have a measure of control Recall (5 Points)Points): Your memories are over how your own voice sounds. You viscerally visual and this affects the way gain +1d on any roll where your voice is your memory works, so much so that

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 100

you can always tell if something is Roguish Charm (3 Points)Points): You can different to what you remember. definitely talk the talk and if your friends didn’t know better, they’d swear your This is a useful skill and shows keen tongue was made of silver. observation: you’re the first to recognise a new haircut or that someone has If you fail a Personality roll when redecorated. enthralling someone, instead of causing an awkward situation, you can reroll a Of course, this has further reaching number of dice equal to your Personality applications: you will also notice if skill. someone has moved something belonging to you or perhaps even that Hearty Laugh (4 Points)Points): Sometimes, the fungus you’ve been growing has things don’t go according to plan or multiplied. someone says something they shouldn’t have. Perhaps they revealed something You may change the Height of a set on that should have been secret or asked your sight-based Perception rolls to 10. the Senator’s wife where she dyed her hair. PPPERSONALITY FFFEATS Without making a roll, you make a big ••• EEE NTHRALL ::: WWWINNING SSSMILE resounding laugh which glosses over the fact that your friend just called the Firm Handshake (1 Point)Point): When King’s daughter an ugly pig. This is a meeting someone for the first time and social do-over but it will only work once give them your “Firm Handshake”, you per encounter. get +1d on your Personality rolls to impress and fascinate for a number of The Kiss (5 Points)Points): You are that good at rolls equal to your Personality skill. kissing that you can make a person who finds you attractive melt into your arms, Disarming Wink (2 Points)Points): If you are in despite how inappropriate it might be. a heated or otherwise tense situation, you can just give someone your Make a Charm + Personality roll with a “Disarming Wink” to ease the tension. penalty based on the situation.

Once per encounter, you may use this The more inappropriate it is, the bigger feat to trigger another person to start the penalty (laying one on your superior attempting to placate the situation and at a meeting would probably be -2d, discuss things rationally. kissing your Lord’s wife in front of him might be -4d but grabbing that guy This won’t change anyone’s mind (so if you’ve been flirting with for days would they are that intent on gutting you, wink probably give you a bonus). A failed roll at them all you like) but it does give you earns you a slap. an ally for trying to resolve things peacefully.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 101

If you are successful, the person This will only work once per scene. subjected to your Kiss is suddenly much more favourable toward you: not only Don’t Even Think About It! (3 Points)Points): As are they more inclined to side with you “I Wouldn’t Do That If I Were You” only but you can Squish and Squash your roll 2 dice as Counter Dice. Personality and Intrigue rolls against them. I’m Your Worst Nightmare (4 Points)Points): You may Squash or Squish on a This is a powerful feat when used right Threaten Action and may even use it and will almost guarantee you a night during combat! See the next chapter for with company if you wish it. But it isn’t more on the “Threaten Action”. a mind control ability: if you upset your target at a later date, this feat is I’ll Crush You And Everything You Hold cancelled. Dear! (5 Points)Points): As threats go, you couldn’t be more serious. The only You can only use The Kiss once per people this feat has no effect on are session. those that have absolutely no friends or family. ••• III NTIMIDATE ::: RRRATTLE OOOF TTTHE SSSNAKE You may invoke this threat once per I Wouldn’t Do That If I Were You (1 session. Roll Command plus Personality Point)Point): Before combat starts (or with -1d. Everyone with a lower Speed otherwise dangerous circumstances than yours simply stops and looks at commence) you may issue a threatening you. warning to someone about to take an action. Anyone who later decides to attack you after being affected by this threat loses 1 If they then go ahead, roll a single die as die from their fastest set. a free Counter Die. If this spoils a set, they think twice and decide not to cross PPPILOT FFFEATS you. Otherwise, you merely put them off. ••• AAA TMOSTPHERE ::: AAAEROBATICS Stop Right There! (2 Points)Points): If someone isn’t fleeing for their life (or in otherwise Barrel Roll (1 Points)Points): You can make a dangerous circumstances) you can stop quick roll to evade a target or object. Add someone dead in their tracks. 1d to your Jink rolls.

Roll Command plus Personality. If your Afterburner (2 Points)Points): You gain +1d on Width is greater than their Intellect or attempts to “Chase” a target. Threat Rating, they freeze. Feel The Gee’s! (3 Points)Points): You add 1 to They may still defend themselves but your Body when subjected to G-Force. won’t otherwise move or make an offensive action.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 102

Aerobrake (4 Points)Points): You can slow your PPPHYSICIAN FFFEATS aircraft putting yourself instantly behind another without stalling. ••• III NFLICTION ::: TTTHE HHHARROW

Add 1 Width to your “Manoeuvre” Heartless (1 Point)Point): You are used to Actions. attempts at persuasion (well, screams for help). You receive a +1d bonus to resist Redline (5 Points)Points): You can squeeze that anyone attempting to influence or sway extra little bit of speed out of your you. aircraft and add 1 to the Speed of your vehicle for a round. The Right Tools For The Job (2 Points)Points): Having honed your powers of Every round you use this ability before ‘persuasion’, you are now able to allowing the engine to cool down, roll an perform great works without the need for additional die. If you ever score a set, tools. you damage your vehicle: reduce Handling or Speed by 1 (your choice). You waive the usual penalty for torture without the adequate tools. ••• VVV OIDOIDOID ::: VVVOIDRUNNER No Marks (3 Points)Points): Any attempt to ZeroZero----GG (1 Point)Point); you add 1d to your detect your use of torture is made at a Athletics tests when in Zero-G. Difficulty of your Physician skill.

Space Legs (2 Points)Points); you never get sick Forceful Grip (4 Points)Points): By twisting due to Zero-G manoeuvres and add 1 to someone’s arm or even gripping them the Width of any Habitus tests in space. tightly on the shoulder or neck, you can inflict enough pain to make them weak Space Jockey (3 Points)Points); you add 1 to at the knees. your Physique when subjected to G- Force. They lose 2 dice when attempting to resist Intrigue tests whilst suffering. Of Space Cowboy (4 Points)Points); you add 1 to course, they may not be too fond of you the Handling of your space vehicle. after you release them…

Astrogation (5 Points)Points); you’ve spent a lot Mind Games (5 Points)Points): Your skill as a of time in space and you know the stars torturer has now progressed to the level like the back of your hand. Just by where you no longer need to inflict pain examining the local constellations, you on someone to “break” them. Through can automatically identify any star threats, blackmail, rationing and other system you have previously visited. forms of inflictions, you can condition someone to give them what you want or Further, you add 1 to the Width of any even get them to sympathise with you. attempt to plot a course through any such system.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 103

Through prolonged use of this feat, you SSSINISTER FFFEATS could potentially convince someone that the sky is green. ••• AAA SSASSIN ::: BBBLACK HHHAND

••• EEE EMEDY ::: FFFIRST AAAIDIDID From out of the Shadows… (1 Point): The skilled assassin knows that the Kit (1 Point)Point): You always have a well attack is only the end result and that the stocked First Aid kit to hand. Bandages, ambush itself is where the skill lies. antiseptic cream, cleaning alcohol, painkillers, you name it, you’ve got it. Accordingly, when making an attack Anyone using your kit adds 1d to their against a surprised opponent, you may Remedy rolls. use your Stealth skill in place of a combat skill. Staunch (2 Points)Points): Using your First Aid kit, you can halt the bleeding from a Surreptitious Strike (2 Points): Even in wound without making a roll. the midst of combat, there are often opportunities presented for a sinister If you attend a person shortly after blow. receiving an injury and spend 10 minutes helping them, you can As long as your opponent is unaware of immediately reduce a Complication by 1 your attack, you may take advantage of level. their ignorance and use a Surreptitious Strike. Cleaning (3 Points)Points): Using your various pieces of kit, you can even go some way You add 2d to your attack roll against an to removing any dirt or foreign matter opponent engaged by another person. from that injury. Unseen Blade (3 Points): As “From out of As “Staunch”, only you can reduce two the Shadows…”, but this is the true Complications by 1. assassin’s strike: launching your assault against an unwitting opponent, you Dressing (4 Points)Points): As “Cleaning”, only attempt to bury your blade in their back. any further Medicine sets made on that wound have a minimum Height of 5 You add 2 to Physical damage of your (raise any lower set to 5). weapon when making an attack against a surprised opponent. Resuscitate (5 Points)Points): If someone is killed, you have a number of rounds You may not use this during combat. equal to their Physique statistic to attempt to resuscitate them. Sinister Assault (4 Points): You are skilled enough now to combine your Roll Intellect + Physician at Difficulty 7. unseen blade with that of your If you are successful, they 1 damage to surreptitious strike, allowing you to truly every location currently at zero.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 104

devastate an unknowing opponent even Palm (2 Points)Points): You can pick up or hold in the midst of battle. a small object in an apparently empty hand. Any attempts to spot you do so When making an attack against an have a Difficulty of your Sinister. opponent who is engaged by another character and has lower Initiative Score Load (3 PointsPoints)))): You can secretly move than you, you add 2 Physical Damage to an object from one place to another, say your attack against that character. from one hand to the other or from a table to your pocket. Any attempts to HearHeartseekertseeker (5 Points): As “From out of spot you do so are at a Difficulty of your the Shadows…”. The Heartseeker Sinister skill. technique is the most powerful training any would-be assassin can learn. Ditch (4 Points)Points): You can drop an object Realising that it is better not just to (or stash an object on someone else) and attack your opponent but to strike where any attempts to spot you do so are at a they are most vulnerable, you attempt to Difficulty of your Sinister skill. cut your victim’s vitals. Simulation (5 Points)Points): You can convince You may not combine this with “Unseen someone that you or someone else has Blade”. used Palm, Load or Ditch when no such thing has been done by making a PENALTY : Roll Prowess + Stealth at a Command + Sinister test at a Difficulty Difficulty equal to your opponent’s of the technique used, i.e. Palm is Physique statistic. Difficulty 2, Load is Difficulty 3 and Ditch is Difficulty 4. STANDARD SUCCESS - 2X: Your victim takes 1 Physical Damage which cannot be SSSTEALTH FFFEATS converted into a Complication and you may choose which statistic you affect. ••• HHH IDING ::: SSSHADOW DDDANCE

EXPERT SUCCESS - 3X: As above but 2 Bolt Hole (1 Point)Point): Whenever you first Physical Damage. enter a room, you automatically scope out what may be the best places to hide. MASTER SUCCESS - 4X: As above but 3 Of course, you’ll need to actually Physical Damage. investigate them to see if they are any good but you’ve a head start over your • PPP RESTIDIGITATION ::: QQQUICKER TTTHAN TTTHE EEEYEYEYE peers.

Sleight of Hand (1 Points)Points): You can If you take Extra Time to hide, you gain combine your art of prestidigitation and +2d instead of +1d. You may not take thievery to pick someone’s pocket with Double Extra Time. +1d. Hidey Hole (2 Points)Points): As “Bolt Hole”, only you gain +2d to your search rolls if

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 105

you take Extra Time to locate hidden On Silent Wing (5 Points)Points): You don’t so things. much walk as glide over the ground, such is the precision of your footfall. Camouflage (3 Points)Points): As “Bolt Hole”, only if you take Extra Time to hide, you You may add 1 to the Width of your can also arrange things to make it more Stealth rolls or ignore any penalty for difficult to find your article, imposing a - running while sneaking or sneaking 1d penalty to anyone’s search rolls. through stealth-adverse terrain or reduce the Difficulty of any sneaking roll by 2. One With The Shadows (4 Points)Points): As “Camouflage”, only if you take Extra SSSURVIVAL FFFEATS Time to hide, you can also Squash and Squish your rolls. ••• DDD IRECTION ::: PPPATH OOOF TTTHE WWWAYFINDER

Shinobi (5 Points)Points): This is the art of North (1 Point)Point): If you take a moment to invisibility through stealth. By utilising orientate yourself, you can innately quick moves followed by absolute detect which direction is North without stillness, minimising lines of sight to making a roll. This adds +1 Height to yourself and reducing light sources, you your Survival tests when navigating. can virtually vanish from sight. Flow Like Water (2 Points)Points): You You gain all the benefits of “Bolt Hole”, automatically pick out the best, easiest “Camouflage” and “One With The paths to take, thereby reducing Shadows” without taking Extra Time. movement penalties by 2. However, you cannot then gain the benefits of Extra Time or Double Extra Reading The Signs (3 Points)Points): You Time. instinctively take in your surroundings wherever you go, sensing if you’ve been ••• SSS NEAKING ::: SSSILENT WWWALK somewhere before. Furthermore, you may Squish or Squash when traversing A Serene Breeze (1 Point)Point): Your footfalls an area you’ve travelling through within are practised and sure. The Height of the past month. your Stealth sets when moving quietly are at least 3 (raise any lower set to 3). Dead Reckoning (4 Points)Points): You can identify where you are in the world and Shallow Breath (2 Points)Points): You may how to reach your destination, purely by Squash your Stealth rolls when moving calculating the distance you’ve travelled silently. and speed you travelled it at. All you need are a few points of reference. Rivulet Of Rain (3 Points)Points): As “Shallow Breath” but you may also Squish. Roll Intellect + Survival at a Difficulty based on the information available; Falls The Snow (4 Points)Points): As “Serene Breeze”, only the Height is now 6.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 106

TTTYPE DDDIFFIFFIFFICULTYIFF ICULTY another part of life for you. You’ve even CELESTIAL NAVIGATION 6 become quite adept at making your GOOD DESCRIPTION 5 “ingredients” actually have something POINT OF REFERENCE 4 approaching taste. FAMILIAR LANDMARK 3 MULTIPLE LANDMARKS 2 You may roll your Survival in place of Cookery. Let’s be straight, whatever you The Long Way Home (5 Points)Points): You produce won’t be Cordon Bleu (unless instinctively know your back to your “caterpillar and fungus Stew” counts) starting point without making a roll, but it will be a bit more satisfying. even in the most labyrinthine cave systems and thickest of forests. Combined with Survivor, as long as you don’t tell your friends what they’re ••• SSS USTENANCE ::: DDDOWN &&& OOOUTUTUT eating, they’ll be quite happy with whatever you produce. Weather Watching (1 Point)Point): You’ve lived in the outdoors long enough to know Gimme Shelter (4 Points)Points): Being when the weather is about to turn. outdoors most of your life, you’ve You can forecast the weather for a learned that sometimes you need at least number of hours equal to your Survival one wall at your back. rating without making a roll. You can spend an hour looking for Survivor (2 Points)Points): You are adept at shelter and locate something without locating food in the most unlikely of making a roll. At best, it might be a places: if there is food to be found, you’ll small cave, at worst, a cardboard box. find it. While it may only be wild berries, The only guarantee is that it will shield nettles and cockroaches for dinner, at you from the worst of the weather for a least you’ll eat. night.

You can spend 30 minutes scavenging Refuse Collector (5 Points)Points): You’ve and ensure that you feed a number of trained your stomach to accept whatever people equal to your Survival rating goes in it and not to complain. Training without making a roll. Be warned, what was hard but you managed it. you bring back won’t be pretty but it will stave off hunger until the next meal. Now, you have no problems eating anything. The thought of eating the most More delicate people might need to make hideous of things doesn’t even faze you. a Intellect + Focus roll to eat your Things that a dog wouldn’t touch, you’ll offering and then perhaps a Physique + quite happily chow down. Habitus roll to keep it down. That’s up to the GM. You never suffer indigestion nor get food poisoning: you can eat rotten meat and It’s All In The Preparation (3 Points)Points): think yourself lucky for the protein. Finding your next meal has become just

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 107

This won’t protect you from anything The area of interest that your Lore skill truly poisonous but it will help (add 1 to is for (i.e. Zoology or Heraldic Lore) is the Width of your Habitus sets). called the FieldField.

PECIALIST KILLS Fellow Student (1 PointsPoints)))): You gain +1d S S on your Personality and Intrigue rolls against people in your Field of study. ••• DDD RIVE ::: JJJOYRIDER Scintillating Conversation (2 Points)Points): You 180 AMF (1 Point)Point): You can swap the car may roll your Knowledge skill in place of end-for-end (either direction) without your Personality skill when attempting losing speed. to impress or fascinate someone.

The Bridge is Out (2 Points)Points): Using the FFFascinatingFascinating Facts (3 Points)Points): You have nearby terrain, you can make studied your Field for many years and considerable jumps in your vehicle while can recall many facts with clarity. minimizing damage. Halve all damage to You can Squash your Knowledge rolls. your vehicle from falling from a height (or landing from a jump). Area Of Expertise (4 Points)Points): When you purchase this feat, choose an area “Area That's Why They're Called Bumpers (3 Of Expertise”. This must be something Points)Points): as “The Bridge is Out”, but you specific like “Ships Of The Line” for a can also halve all damage to your vehicle “Imperial Heraldy” skill or “Caladan from impacts with other vehicles. Wildlife” for a “Fauna Lore” skill (but not so specific to be unusable). Powerslide (4 Points)Points): you can reduce any handling Difficulty incurred due to You gain add 1 to your Special Dice on your speed by your Pilot skill. rolls pertaining to your Area of Expertise. Trading Paint (5 Points)Points): when you perform a Sideswipe action on an KnowKnow----IIIItttt----AllAll (5 Points)Points): The Height of opponent's vehicle, you impose a your Knowledge rolls is 10 (raise any Difficulty of your Width on their next lower set to 10). Drive roll. If your opponent fails their next roll, they lose control completely ••• LLL ANGUAGE ::: FFFLUENCY and crash into the nearest hard thing. The Language skill is purchased ••• KKK NOWLEDGE ::: KKKNOW ---I-IIITTT---A-AAALLLLLL individually for each different language. However, once purchased, you may The Lore skill is purchased individually utilise any Fluency feat with any for each area of study. However, once Language skill you may have. purchased, you may utilise any Know-It- All feat with any Lore skill you may Impress (1 point): You gain +1d to your have. Personality rolls to impress or fascinate

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 108

someone who understands less You halve the experience cost (rounding languages than you. up) when purchasing new language skills. Regional Dialects (2 Points)Points): You have learned to recognise the differences in ••• RRR IDEIDEIDE ::: HHHORSE WWWHISPERER accent to identify which region of a country a person speaking a language Horsekeeper (1 Point)Point): You gain 1d on you speak comes from. your Observe rolls to determine the quality of an animal. Native Tongue (3 Points)Points): You are so studied in this language that your accent Verbal Command (2 Points)Points): You have a is indistinguishable from a native close tie with your animal and can give speaker. Natives of the country of origin it basic verbal commands without will automatically assume you are one of making a roll. This only works on an them. animal that you’ve spent time training.

You can combine this with “Regional Your animal understands simple things Dialects” to convince people you are like “Stop that!” or “Come over here”. from a specific area of that country. NonNon----verbalverbal Command (3 Points)Points): You Dialect Continuum (4 Points)Points): Some can communicate commands through areas of the world seem almost as if they the use of your legs, controlling your have multiple languages. In reality, it is mount’s direction without using your one language with a range of dialects hands. This only works on an animal spoken across a large geographical area, that you’ve spent time training. differing only slightly between areas that are geographically close but gradually You may combine another action with widening the difference in intelligibility Ride without taking a multiple action as the distances become greater. penalty.

Your linguistic knowledge in a specific Overrun (4 Points)Points): You can force your region of the world is such that you mount to ride someone down. Your know all the local dialects. animal must be at a gallop to use this ability. With this feat, you could travel from end of China to another and have no Roll your beast’s Physique + your Ride difficulty communicating. skill. Damage is equal to Width but you utilise any second set as if you had made Polyglot (5 Points)Points): You have studied a Charge action at no penalty. language to an extent that you can learn new languages exceptionally easily. This is your only action in a round.

Kick (5 Points)Points): You can get your mount to strike as an additional Close Combat

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 109

attack without taking a multiple action age. Such combat is now ingrained into penalty. your very nerves and musculature.

Your mount rolls Physique + its Attack Your weapon skills are no longer limited (which is 1 for a mount untrained at by your Shield Fighting skill and you do kicking things) and damage is based on not incur the -2d penalty when making a your mount (a riding horse is receives no Slow Attack. bonus, a warhorse adds 1 to Physical Damage). However, your training is so ingrained that you always fight as if you were ••• SSS HIELD FFFIGHTING Shield Fighting: all your attacks are automatically slow and incur a -2d Shields Up (1 Point): The Holtzman penalty when fighting against a non- Shield is a powerful defensive tool, shielded opponent. however, it is useless if not switched on. BiBiBi- Bi ---ManualManual Fighting (4 Points): You are You have trained with shields to the trained to utilise your off-hand in extent that it has become instinct for you combat, either using a second weapon or to reach for the button at the first sign of allowing you to move your weapon to a trouble. to your off-hand, allowing you to attack from an expected direction. It does not cost you an action to activate your shield. You may either reduce the penalty for using your Off-Hand by 2. FFFast Fast on DDDefense Defense (2 Points): The Holtzman Shield prohibits any fast Alternatively, if not fighting Bi- moving object. The trained fighter knows Manually, when you take a Feint action, that by making their own movements you not only add 1d to your dice pool fast, they can add to the velocity of but also reduce an opponent’s die pool incoming strikes and thereby increasing by 1d. the resistance of the shield. Attack Sinister (5 Points): Shield When you make a parry, your sets ignore Fighting is as much about misdirection, the Height of any attack they might setting up an opponent until you can block. deliver the final strike. If done correctly, your opponent will never see the Attack E.g. An opponent comes at you with a Sinister coming… 2x7 attack. You roll your parry and score 2x4. Using your Fast on Defense, your Every time you take a Feint action, ignore your opponent’s Height and thus instead of adding +1d, you receive +1 can block his 2x7 with your 2x4. Special Die.

Shield Conditioned (3 Points): You have You may expressly combine this feat trained in Shield Fighting since an early with Bi-Manual Fighting.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 110

••• TTT RACK ::: TTTRAILBLAZER The Thief’s Eye (1 Point)Point): “You can’t kid a kidder”, as the saying goes. The Recognition (1 Point)Point): By quickly experienced thief knows all the tricks examining a set of tracks, you can and can more readily spot when identify the approximate size, mass and someone is attempting to use them source of a set of tracks without making against him. a roll. You gain a +1d bonus to detect Sinister Examples might be a “A small dog”, “A attempts on you. heavy man with medium sized feet” or “Very heavy motorbike”. The Mark (2 Points)Points): Knowledge is a powerful tool and a good thief knows Trailing (2 Points)Points): You gain a bonus when something is likely to land them in +1d to follow a set of tracks that were hot water. Casing a joint, keeping an eye within the last hour. on a prospective victim…the Mark is the skill of knowing your target. Interpretation (3 Points)Points): You are trained at interpreting the signs of activity at a By making a Insight + Underworld test, site. you can attempt to discern details about your intended victim. It takes 30 minutes You gain a +1d bonus to your Observe of observation to make a roll using The rolls when appraising a situation of Mark. what may have happened STANDARD SUCCESS - 2X: You observe your Shadowing (4 Points)Points): You may combine target and discern the Difficulty of the a Stealth roll with your tracking task in terms of Easy (Difficulty 1 to 2), attempts without taking a multiple Difficult (3 to 4) or Hard (5+). action penalty. Alternatively, you can discern the Obfuscation (5 Points)Points): As long as you victim’s Sense + Sight or Hearing pool take the time to do so, you have become in terms of Easy (less than 5), Difficult (5 adept at hiding your own tracks and to 7) or Hard (8+). anyone attempting to track you receives a -3d penalty. EXPERT SUCCESS - 3X: As above, but you know the exact die pool or Difficulty. Using this ability requires no roll but doubles your travel time. MASTER SUCCESS - 4X: As above, and you gain a +1d on the Crime attempt. ••• UUU NDERWONDERWORLDRLD ::: IIILLLLLL ---G-GGGOTTEN MMMIIIENSIENS Trained Professional (3 Points)Points): When This feat represents a thieves’ learning in you purchase “Trained Professional”, the art of doing less than lawful choose an area of Crime; activities above and beyond the basics.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 111

GRIFTER : You have worked a lot of scams However, some thieves have a last over the years and know them all. You chance: just acting naturally. Whatever receive a +1 die bonus on any scam you failed to do, by acting with attempts including any related Intrigue confidence and gusto, you can attempt to rolls you may need to make. convince everyone that you are exactly where you are supposed to be. And LEGEDERMAIN : Your prestidigitation certainly not doing anything you knows no bounds. You receive a +1 die shouldn’t. bonus on all rolls involving pick pocketing, including detection. If you fail a Sinister test or are detected performing an illegal act, you can make LOCKSMITH : You are an expert on locks a Charm + Sinister test at a Difficulty and can wax lyrical on their design for based upon situation. hours. You receive a +1 die bonus on all rolls involving locks, including lock SSSITUATION DDDIFFICULTY picking. CAUGHT RED HANDED 6 HEAVILY IMPLICATED IN THE CRIME 5 MIDDLEMAN : You receive a +1 die bonus HEAVILY SUSPECTED OF THE CRIME 4 on any tests involving the black market. REASONABLY SUSPECTED 3 SUSPECTED OF THE CRIME 2 This includes sales, location and general

knowledge of the streets. If the victim has no way of knowing you

were responsible, then you can get away Accomplice in Arms (4 Points)Points): A thief with the failure without making a roll. can get by on her own but thievery is

always better if you can get a friend to Nb. This does not work on Assassin distract the Mark…I mean help you out. attempts!

You and an accomplice can work However, if the victim knows full well together on a criminal act. Your you are responsible (typically by compatriot must have at least one level someone else witnessing the event), then of Sinister to assist you or you must no matter how well you roll, you better spend 30 minutes explaining what they start running! must do.

STANDARD SUCCESS - 2X: You convince While they assist, you may Squish or anyone interested that, while perhaps Squash your Sinister rolls. you may have been possibly but not

quite behaving somewhat perhaps not Confidence (5 Points)Points): May be it is above board, you certainly weren’t doing destiny or just plain old bad luck but anything directly illegal. Sir. You better sometimes, even the greatest thieves move along quickly… have a moment of failure. This is

normally when the guards are called and EXPERT SUCCESS - 3X: You put on a what a thief really needs now is a good convincing show and no one but the pair of running boots…

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 112

most interested parties remain Hack (3 Points)Points): You ignore 1 point of suspicious. armour with your Axe attacks.

MASTER SUCCESS - 4X: You’re performance Lop (4 Points)Points): If you successfully hit an is so convincing that others will actually Unworthy, you can lop off a limb of your defend your right to be where you are. choice (the head counts as a limb in this Well done, you cur. instance).

EAPON PECIALISATIONS This has the side effect of automatically W S taking that Unworthy out of the fight, irrespective of Width or Height. ••• AAA RCHERY ::: AAARCHER ’’’S EEEYEYEYE Cleave (5 Points)Points): You can make a Fast Eye (1 Points)Points): You add 1 to your “Cleave” action. You twirl your axe Initiative. impressively and then strike your opponent with startling ferocity. Sharp Eye (2 Points)Points): You may add 1 to or subtract 1 from your Height on your Roll Prowess + Axe at -1d and reduce Missile rolls. the Speed of your attack by 2.

Piercing Eye (3 Points)Points): You reduce the If you hit, you double your Width for the armour of your target by 1 for your purposes of determining damage. Missile attacks. ••• HHH EAVY WWWEAPONS ::: BFG Hunter’s Eye (4 Points)Points): If you spend a round Aiming at a target, you add 1 to That’s (1 Point)Point): If you’ve got a heavy your Special Dice on an attack instead of weapon in your hands, you can the usual Aim bonus. substitute your Heavy Weapon’s skill for Intrigue for intimidating people. Killer’s Eye (5 Points)Points): As “Hunter’s Eye”, only you add 2 to your Special One (2 Points)Points): Anyone hit by your heavy Dice. weapon loses 2d instead of 1.

••• HHH EAVY MMMELELELEEEL EEEEEE ::: BBBROADCUTTER Big (3 Points)Points): If you successfully cause damage, your target is knocked down. Bite (1 Point)Point): If you successfully damage your opponent, you gain +1d Frakkin’ (4 Points)Points): When you make an against them on your next attack. attack, you can affect a number of Unworthies equal to your Width, Chop (2 Points)Points): You may select whether twinning your set against each of them. your damage Physique or Prowess with damage from your Axe. E.g. You score 3x5. You can attack 3 Unworthies each with a 3x5.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 113

Gun (5 Points)Points): Any damage prevented Parry (2 Points)Points): You may combine a by armour is immediately destroyed. parry action with an attack action without taking a multiple action penalty. ••• LLL ONG AAARMS ::: OOONE SSSHOT ,,, OOONE KKKILLILLILL Balance (3 Points)Points): If you are hit, you do Sniper Breathing (1 point)point): Accomplished not lose dice from sets used for sword shooters learn to slow down their attacks. You can lose dice from any other breathing (and heartbeat), thereby set however. reducing gun shake. When you spend a round Aiming, you add +2d to your pool Measure Twice, Strike Once ((44 Points)Points): rather than the normal +1d. You add 1 to your Width against opponent’s with a lower Initiative than You may not take a second aim action. you.

Under Fire (2 points)points): If you kill an Flow Of Battle (5 Points)Points): If you take no unaware Unworthy with an Aimed other action this round, the Height of a attack, the shot creates a Morale Attack set is 10 for the purposes of counter dice. equal to the Width of your set. ••• PPP ERSONAL ::: SSSTEEL WWWEB Pinpoint Accuracy (3 points)points): You are an expert in targeting weak spots. Your Parry (1 PoinPoint)t)t)t): You gain +1d when Aimed attacks ignore 1 point of Armour. making a parry.

Stay on Target (4 points)points): The Entrapment (2 Points)Points): The Height of distractions of battle do not faze you: your set on a Disarm manoeuvre cannot you’re Aim is not interrupted even if you be less than 5. If it is lower, immediately take damage. raise the Height to 5.

One Shot, One Kill (5 points)points): A As “Sniper Cutting Strike (3 Points)Points): If you deal Breathing” but you may take additional damage, your opponent must take it as a Aim actions equal to your Insight Complication. statistic. You first Aim action adds 2d and each additional action adds 1d. Sword Breaker (4 Points)Points): If the Height of your set on a successful Disarm You may expressly roll more than 10d in manoeuvre is equal to or greater than this manner. your opponent’s skill, their weapon is immediately destroyed. ••• MMM EDIUM MMMELEE ::: BBBLADEMASTER Killing Strike ((5555 Points)Points): If you deal Battokiri (1 Point)Point): As long as you take damage, your opponent cannot take it as no other actions, you may draw your a Complication. weapon and strike in the same round without penalty.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 114

••• SSS MALL AAARMS ::: CQB Double Tap (4 pointpoints):s): A successful attack deals damage as if the target were Close Quarters Battle, or “CQB”, training struck by two identical attack sets. is all about taking the initiative, surprising the enemy, and moving CQB Specialist (5 points)points): As Breach & quickly while applying overwhelming Clear but the operator may add 2 to the force in a short period of time. Width to all their attacks within close range. The bonus afforded by CQB All CQB techniques are only usable Specialist does affect Unworthies within close range. targeted by Tango Down.

PPPistolPistol Transition (1 point): in the event ••• UNARMED ::: KICK MURDER of a malfunction of the primary weapon or if the primary runs out of ammo, once Cobra Strike (1 Point)Point): You gain +1 per turn, you can switch sidearm Speed when making an Unarmed Strike. without penalty. Flesh Of Steel (2 Points)Points): You can parry Breach & Clear (2 points): you're trained weapon attacks without taking damage. to be quick, decisive and deadly when engaging the enemy in close quarters: to Spin The Wheel (3 PoinPoints)ts)ts)ts): You add 1 to explode into a room with overwhelming the Width of your Trip actions. force and take down your targets with lightning speed. Axe Kick (4 Points)Points): You may Squash and Squish your Unarmed rolls. You may add +1 Width to your attacks in the first round of any combat. Death Strike (5 Points)Points): Also known as “The Iron Middle Finger”, roll Prowess + Tango DowDownn (3 points): your intense Unarmed Combat at -1d. Damage is training allows you to attack with Width ignoring armour. pinpoint accuracy in the heat of battle. When you apply an attack set to an Unworthy, you affect a number of Unworthies equal to the Width of your set.

Breach & Clear may be used to augment the speed and damage of your set, but it does not affect the number of Unworthies killed by your attack set.

E.g. A natural 2x9 attack might act as a 3x9 for damage when combined with Breach & Clear but it will only kill 2 Unworthires.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 115

Sisters can control their arousal, whether Secret Feats they conceive or not, their menstrual cycle, the gender of any child they BBBENE GGGESSERIT FFFEATS conceive, they can also control their metabolism, putting on or shedding ••• WWW EIRDING WWWAYAYAY weight as they require.

Muscle Training (1 Point): The Bene It is through Prana-Bindu Conditioning Gesserit train their adepts to control that Adepts can enter Bindu Suspension, every individual muscle, making them slowing their heartbeat to a fraction of uniquely aware of all their movements. its normal rate to assume a semblance of Their physical control is beyond compare death. In the suspended metabolic state, making them equally as good at the Adept requires one tenth of the performing a graceful dance or a water, food and oxygen normally needed backflip. to survive. This also slows the progress of contaminants in the blood (such as Add 1d to any roll pertaining to narcotics and poisons) to one fifth their acrobatics, dancing, gymnastics or normal rate. contortions as long as that is the only action they take that round. Whipcord ReflexReflexeseseses (4 Points): There is no difference between thought and action Petit Perception (2 Points): Adepts are for you, your reflexes are that trained to exercise petit perception at all disciplined. Your Height in combat is times, noticing to a terrifying degree always a minimum of your Prowess + minutiae that others miss. Slight Habitus and you always win Initiative differences in air currents or the design on a tie. of a room will allow a BG to detect hidden portals and spy-holes, It is Weirding Way (5 Points): You are development of this talent which trained to fight with lethal precision and ultimately permits their Truthsaying accuracy, fighting at lightning speed. A abilities. user of the weirding way only has to decide the action he or she wants to Add 1d to the character’s Perception rolls perform and it has already been as long as they are not performing any performed. For example, to imagine other action. oneself behind an opponent at the current moment in time; when trained PranaPrana- ---BinduBindu Conditioning (3 Points): The well, this knowledge will place you at Sister has developed her physiological the spot desired. control to such an extent that she can completely control many facets of her As the art's prana bindu incorporation biology. Male trainees may not find such allows even small attacks to do massive conditioning quite as useful. damage, weirding way combat is to the death

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 116

Before you roll your dice in combat, you Petit Betrayal (3 Points): The secret add 1 to your Special Dice for all dice teachings of the Bene Gesserit confer rolls in combat. superior observational powers to practicing adepts. Using the BG Way, ••• BGBGBG WWWAYAYAY you can read a person, learning personality traits, mannerisms, Litany Against Fear (1 Point): One of the demeanor all from the things they say, earliest lessons for a BG Adept is that all the way they say them and their body things are a state of mind. Pain, fear, language. anger, they are all temporary and the disciplined mind can tune them out. Roll Insight + Observe to “Register” a person. The resulting Width becomes To help focus the mind against external your Register Rating: all further uses of influences, the BG are taught the BG Way utilize this in some fashion. following mantra; “I must not fear: fear is the mind-killer, When you have registered a person, you Fear is the little-death which brings total may Squash and Squish on Diplomacy, obliteration, Intrigue and Personality rolls against I will face my fear: I will permit it to pass that individual. over me and through me, And when it has gone past, I will turn Once trained in this ability, you also the inner eye to its path, learn some measure of control. Anyone Where the fear has gone there be attempting to read your emotions or nothing, indeed register you , receives a -2d Only I will remain.” penalty.

They add 1d to their Focus rolls when Truth SSayingaying (4 Points): Those trained to reciting the litany. If they are performing pick up on Petit Betrayals are able to an action while using the Litany Against detect whether someone is lying by Fear, they lose 1 Height. detecting inflection and change in a subject's voice, observing and Simulflow (2 Points): Bene Gesserit interpreting their body language and sisters develop their mental powers as analyzing physical signs like pulse and well as their physical capabilities. In heart rate. Such perception of someone doing so, they gain the talent of else's veracity is an ability that all Simulflow, literally the simultaneous humans have, in principle, but that flow of several threads of consciousness requires extensive training to develop to at any given time. the point of usefulness. The BG are just that good. The Adept can add an Intellect-based action each round without incurring a To use Truth saying, you must have multiple action penalty. registered a person first. Roll Insight + Intrigue countered by your target’s Command + Intrigue. You receive a

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 117

bonus to your Width equal to your STANDARD SUCCESS - 2X: Your target obeys Register Rating. If you are successful, with some reluctance. If your command you can tell whether or not your target is is distinctly counter to their nature, they lying. remain inactive this round and you must make another Voice roll.

EXPERT SUCCESS - 3X: Your target obeys as if everything were normal. If your command is harmful to themselves or someone they truly care about (not an employer), they remain inactive this round and you must make another Voice roll.

MASTER SUCCESS - 4X: Your target obeys Voice with some urgency. They will even go so far to hurt others, even loved ones. Voice (5 Points): Bene Gesserit are trained in what they call "the Voice" - a RRREVEREND MMMOTHER FFFEATS means "to control others merely by selected tone shadings of the voice.” ••• TTT RUTHSAYER

By modulating the subtleties of her VeVeVelvetVe lvet Glove (1 Point): The Bene Gesserit voice, a Bene Gesserit can issue are trained never to overtly seek power commands on a subconscious level, for themselves, for to do so would bring compelling obedience in others that they too much attention to their kind. cannot resist, whether they are consciously aware of the attempt or not. However, instead, they have become supremely adept at manipulating others. You may use the Voice to issue absolute commands by pitching your voice to The Reverend Mother may add 1d to register on the subject’s subconscious their Intrigue rolls to influence other mind, driving them to action even people. against their own, conscious will. Truthtrance ((2222 Points): Induced by one of You must first register your target. Then several “awareness spectrum” narcotics, roll Command + Personality countered truthtrance enables the Reverend Mother by a target’s Command + Focus. Your to enter a semi-hypnotic state during Width is limited by your Register Rating, which the petit betrayals of falsehood however it takes the target an action to become more readily apparent. resist the Voice. You may Squash and Squish on your Your resulting Width determines your Truth Saying rolls. target’s capitulation.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 118

Superior Voice (3 Points): Your command Especially when the Mother Superior over the Voice is such that, while you perishes, it is important to take her still need to register a subject. ego/memory so that her plans and strategies may continue uninterrupted. You may Squash and Squish on your Voice rolls. Once per session, the Reverend Mother may gain +1 Special Die on any roll. For Ancestral Memory (4 Points): One of the each additional set of memories she powers of a Bene Gesserit Reverend absorbs, she may use this bonus an Mother is her Ancestral Memory: the additional time per session. combined ego and memories of all her female ancestors, passed on through E.g. A Reverend Mother has three Other genetic memory, and thus, up to the Personalities stored. Three times per point where each following ancestor was session, she gain +1 Special Die on a born and the physical contact with the roll. mother broken. MMMENTAT FFFEATS The ego/memory combination remains a distinct identity within the Reverend ••• CCC OMPUTATION Mother's mind, and is able to inject itself into her awareness at appropriate or Mentat Awareness (1 Point): Mentats emotional moments, though the instinctively know when something Reverend Mother's ego is always deserves their attention. Like one wrong dominant. note in an orchestra, they can see that something, someone or even some event This allows a Reverend Mother to draw is out of place. Whether the Mentat upon her ancestors’ memories to help properly responses to this information her. Once per session, roll Insight + will depend on their other deductive Focus. You may add the result as a die powers. bonus to your next roll. During the course of a session, the Judge Other Memory (5 Points): Reverend may inform you that sense that Mothers may also pass their own something is amiss. He or she is under ego/memory combination to other no obligation to tell you what is Reverend Mothers at will, merely by troubling you, however. touching foreheads. Machine Logic (2 Points): The Mentat When a Reverend Mother dies in the can perform an additional Intellect-based presence of another Reverend Mother, action each round without incurring a the second will accept the ego/memory of multiple action penalty. the first to prevent the loss of the dying Reverend Mother's experience and Furthermore, he or she can perform ancestral memories. sophisticated acts of mathematics in their head.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 119

Mnemonic ConditioniConditioningng (3 Points): Your Strategy adds 1d to any rolls which take mind is a storehouse of knowledge and advantage of this Strategy. you can recall everything you perceive, people’s names, facts read in books etc A Master Success on a Computation roll with little difficulty. is called a “Straight-Line Computation”, otherwise defined as an easy or obvious You can only remember minute details result (Data A + Data B = Result C). for 12 hours per level of Intellect, after which, you must either discard the E.g. A mentat makes a computation in memory or transfer it to long term respect of the best way to gain entry to a memory, which in turn loses much of the secure building. She has been provided fine details. with useful Data detailing the Guard’s Movements, the nature of the Security Mentat Trance (4 Points): The Mentat System, the skill of the insurgency Trance is a mnemonic process by which agents, who created the security system you organize data, sort facts and and who trained them. memorises information. By entering a Mentat Trance, the Mentat can recall all The Judge gives that 5 pieces of useful data within his or her Short Term Data, reducing the Difficulty to 5. The memory and review it, establishing Data. Mentat rolls Intellect + Observe and Not only does this allow the Mentat to scores 2x6. The Width is 2, making this examine things he or she has seen, operation a Strategy 2: anyone heard or otherwise experienced exactly attempting to break into the building as he or she saw them but he or she can gains 2d on their rolls. pause, rewind and closely examine Data. Be careful, however. For Strategies built Of course, the Mentat’s examination of a on incorrect data can be used against thing is limited by his or her memory of you, converting the die bonus of a it. They cannot examine something in Strategy to a die penalty! And it might be detail if they didn’t actually see it or too late before you realise! were too far away! ••• PPP ROJECTION Computation (5 Points): By utilising Data learned from either external sources or Analysis (1 Point): A Mentat requires internal sources (such as from a Mentat useful and accurate Data on which to Trance), the Mentat can calculate a base his or her Computations and Strategy. Projections. Analysis allows you to examine, cross-reference and ultimately Roll Intellect + Observe at Difficulty 10. appraise whether Data is accurate or Each piece of useful Data reduces the inaccurate. Difficulty by 1. If the Mentat generates a set, the resulting Width determines how Roll Insight + Observe at Difficulty 10. effective the Strategy is. Each point of Reduce the Difficulty by 2 per other Datum that can be used to cross-

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 120

reference. Any resulting set determines Extrapolation (3 Points): As Evaluation, how accurate you think the information but where Evaluation gives you is. information about a given scenario, Extrapolation allows you make educated STANDARD SUCCESS - 2X: Simply guesses based on available data.This inconsistent or inaccurate data stands reveals possibilities like motivations, out to you and approximately tell how past activities, current activities, likely inaccurate data is. direction of attack, immediate reaction and course of action. Basically, they can EXPERT SUCCESS - 3X: Incorrect data divine the truth behind a person or becomes obvious and you know to persons recent activities and actions. discount it and not rely on it. Forecast (4 Points): By taking available MASTER SUCCESS - 4X: Carefully concealed information about an individual or body, truths and outright lies can be discerned. you can give a immediate forecast as to And if you are familiar with the person’s likely occurrences, problems and trouble. behind it, you can actually see the hand of the person feeding you false data. Once per month, the Mentat can select a House venture and add 1 to Special Dice Evaluation (2 Points): Using available on the roll. data, you can evaluate a situation or scenario, highlight difficulties, Projection (5 Points): Mentats are not hindrances, weaknesses, strengths and simply human calculators. The the like. exceptional cognitive abilities of memory and perception are the foundations for Roll Insight + Observe at Difficulty 10. supra-logical hypothesizing. Reduce the Difficulty by 2 per piece of Data relating to the scenario/situation. Mentats are able to sift large volumes of data and devise concise analyses in a For each point of Width, the Judge has to process that goes far beyond logical reveal one fact or complication about the deduction: Mentats cultivate "the naïve evaluated scenario/situation. In all cases, mind", the mind without preconception these are facts about what is, not what or prejudice, similar to the contemporary may be. This can also reveal the practice of Zen that can extract the difficulty of a task and any penalties that essential patterns or logic of data, and might be incurred. deliver useful conclusions with varying degrees of certainty. E.g. A mentat might evaluate a hazardous trip through a dangerous part By utilising the data available, they can of the world and each revealed fact might perform supreme acts of logic, projecting reveal what sort of weapons the enemy the likely outcome of events and the might have, where they are likely to minutiae required to make it happen. attack from, what their motivation is etc.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 121

Roll Insight + Observe with a Difficulty school conditions graceful, perfectly timed of 10. Reduce this by 2 for each piece of swordplay both with shield and without. This useful data pertaining to the Projection. provides a basis of flexibility incomparable by rival schools. The results of Projection are largely left up to the Judge of the Game. Essentially, Slow Attacks only incur a -1d penalty. However, what the Mentat is doing is predicting unless other schools, they receive no penalty for the future utilising data and thus, the fighting non-shielded opponents. applications of this can be outstanding. Eye On The Blade (3 Points): Misdirection and For example, you can determine what a the attack sinister are the tools of most rival house is going to do (specifically swordplay. The Ginaz are no exception, revealing their likely House ventures) or however, they are extensively trained to watch perhaps you could attempt to predict where their opponent's blade is and not where assassination attempts against your the opponent would have you believe it to be. household or an individual. If your Swordmanship Rating is equal to or The implications of a mentat projection higher than your opponent's Swordmanship or are far reaching and a reliable projection Duel Rating, you ignore the effects of any Feint can appear to be almost supernatural in actions against you. its accuracy. The Invisible Enemy (4 Points): Ginaz are SSSWORDMANSHIP SSSECRET FFFEATS ::: SSSWORDMASTER OF conditioned to pick up on subtle cues and to THE GGGINAZ assess every situation. They see potential enemies and avenues of attack, calculating all Advantage, Mine (1 Point): The Ginaz teach that manner of permutations, allowing them to see a one must utilise every advantage to their flow of events that others cannot. In any given benefit. A person's height and length of arm, situation, a Ginaz Swordmaster may have fighting left handed against a right handed already been attacked and have defeated a opponent, a heavy blade against a lighter blade, dozen potential attacks that may never arise. a longer blade against a shorter, anything which might give the Ginaz Swordmaster that You can never be ambushed by a melee attack slight edge is exploited. As every other school and always get a defense, either a parry or a trains in the use of short or light blades, it is dodge. not uncommon for the Ginaz to have plenty of advantages to exploit... True Strike (5 Points): The ultimate teaching of the Ginaz Swordmaster School is the "blow to Non-Ginaz trained opponent's receive -1d to end all blows", the coupe de grace which ends their Duel actions. his opponent in one fell strike. The Swordmaster measures and assesses his Sweeping Grace (2 Points): The premier opponent's swordstrokes, learning their style, swordmaster school in the Known Universe their strength, their bad habits and how to instructs that power and is temporary and will exploit them all until they are able to launch always be defeated by skill in the long run. The that final fatal strike.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 122

Every time you roll your Swordmanship against Round six, he makes a True Strike with an an opponent, you may take the result of any automatic 4x9 attack, his opponent is unable to one die and store it. defend against it and is mortally wounded.

At any point, you may make a True Strike melee attack: instead of rolling your Swordmanship dice pool, you may utilise any stored dice to make a set.

You must use all your stored dice. Stored numbers can be of any value but you may not store more dice than your Observe rating.

You may not use any special dice.

E.g. A Ginaz Swordmaster faces off against a Moritani opponent. He has a Swordmanship dice pool of 7 and an Observe skill of 4.

Round one, he rolls 9, 7, 7, 5, 4, 3, 3. He decides to store the 9 and use his 2x7 for an attack.

The next round he rolls 10, 9, 8, 6, 6, 3, 1. He could decide to store any of the numbers but since he has already has a 9, he decides stores another one.

Round three, he rolls 9, 9, 8, 7, 7, 5, and 4. He decides to break up the 2x9 and stores one of the 9s. He uses the 2x7 for a parry.

Round four, he rolls 10, 10, 6, 4, 3, 2 and 2. The Swordmaster hasn’t rolled a 9 and decides that putting any other number would be a waste.

Round five, he rolls 10, 9, 9, 9, 8, 7 and 3. He decides to break up the 3x9 and store one of them. He makes an attack at 2x9 and now has four 9s stored. His Observe skill is 4, so he cannot store any further dice.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 123

PUTTING IT ALL TOGETHER Step 04 - House Service Now you can see what all the different elements are, it is time to actually put together a Choose one character.  ACADEMIC ADVISOR Step 01 - statistics  CHOAM ECONOMIST  DIPLOMATIC SPOKESPERSON  HOUSE PHYSICIAN All characters start with 1 in all their Statistics.  MASTER OF ASSASSINS  PERSONAL CONFIDANTE Step 02 - early life  SECUND ELECT  SECURITY COMMANDER Choose one  SPYMASTER  TECHNOLOGIST  ACADEMIC EDUCATION  WARMASTER  BENE GESSERIT TEACHING  WEAPONS MASTER  COMMONER UPBRINGING  CRIME SYNDICATE Step 05 - Personal Calling  DUELING INSTRUCTION  ERCANTILE AMILY M F  ACADEMIC  ENTAT RIMING M P  ADVOCATE  OBLE OUSEHOLD N H  ARENA FIGHTER  RPHANED O  ARTISAN  OUT -FREYN UPBRINGING  BREEDER  ELIGIOUS OUSEHOLD R H  CAROUSER  LAVE ITS S P  COURTESAN  CRIMINAL Step 03 - vocational conditioning  EXILE /F UGITIVE  IMPERIAL SERVANT Choose one  MERCHANT  OFF -WORLD EDUCATION  ASSASSIN  PRIVATEER  BENE GESSERIT ADEPT  SLEEPER AGENT  CHOAM ADVISOR  UMMA  DELEGATE  INTELLIGENCE AGENT Step 06 - extras  ASTER TRATEGIST M S  MENTAT Spend 10 Character Points to round off your  OBLE N character. You may only improve a statistic by 1  SUK PHYSICIAN point at this stage and may not purchase a skill  SWORDMASTER above 3.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 124

However, at this stage, where you have a Broad There are five castes but player characters will Skill and a Narrow Skill, you can have the only be from the highest three. These are Regis Narrow Skill and increase the Broad Skill by 1. Familia (the noble families of the Known Universe), the NaNaNa- Na ---FamiliaFamilia (being house family E.g. A character has the Broad Skill of Athletics members, high ranking officers/advisors and on 1. They receive the Acrobatics Narrow Skill merchant gentry) and the Bondsmen (these are on 2. They decide to convert the Narrow Skill, so the free peoples, artisans, etc). halve the Acrobatics from 2 to 1 and add it to the Athletics skill, raising it to 2. Step 08 - finishing touches

If the Narrow Skill is an odd number, you may Here is where you breathe life into your pay 1 Character Point beforehand, otherwise it character. Who were his or her parents? What is lost. were their names? How did you end up a

member of the Minor House? E.g. A character has Intrigue on 3 and Empathy on 3. They decide to convert Empathy. This is halved to 1.5. The 0.5 is wasted unless the All the little details are filled in here. character pays 1 Character Point. Describe what your character looks like. How

they normally dress. What sort of equipment do Costs are; they usually carry with them?

Statistic 5pts

Advantage variable

Broad Skill 2pts Special Dice 2pts Narrow Skill 1pts Special Dice 1pt Feats 1 per level

Step 07 - caste

Imperial society is divided into Castes. Your Caste determines your social standing, the higher the Caste, the more important you are. It confers a starting point for how people deal with one another. It also determines things like marriage, employment and the like.

For instance, it is unlikely that a member of the Regis Familia would marry a Pyon (at least, not without controversy). However, marriage to a member of the Na-Familia would be acceptable and even a Bondsmen, though unusual, wouldn’t be too frowned upon.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 125 early life

AAACADEMIC EEEDUCATION Attack +1 The character learned about the universe Listen +1 around him or her from volumes of filmbooks Perform +1 and solido projections. Gain: Prestidigitation +1 Sight +1 ¥ +1 Intellect Sneaking +1

¥ Academia +1 CCCRIME SSSYNDICATE ¥ Choose two Knowledge Skills at Rank 1 and the Level 1 Knowledge Feat Your family are privateers of some kind, perhaps they run a protection racket or are smugglers. Gain: BBBENE GGGESSERIT TTTEACHING ¥ Choose one of the following: Whether a commissioned proctor or renegade sister trained the character he or she received +1 Command preliminary training in the secret “witching +1 Insight ways” of the Bene Gesserit. Gain: ¥ Sinister +1 ¥ +1 Insight ¥ Choose any three of the following: ¥ Habitus +1 Convince +1 ¥ Empathy +1 Hiding +1 Intimidation +1 ¥ Both Bene Gesserit Level 1 Secret Feats Negotiation +1 Sneaking +1 Underworld +1 CCCOMMONOMMONERER UUUPBRINGING

You were either raised by Pyons or were a Pyon DDDUELING IIINSTRUCTION yourself. Gain: Under the tutelage of a rogue blade master or ¥ +1 Physique family Weapons Master, the character trained in the art of dueling over a period of many years. ¥ Survival +1 Gain:

¥ Choose any three of the following: ¥ Choose one of the following:

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 126

MMMENTAT PPPRIMING +1 Physique +1 Prowess Recognised for his or her mental prowess during infancy, the character was primed as a ¥ Duel +1 potential mentat until reaching the age at which

a voluntary decision was required to continue ¥ Acrobatics +1 with his or her education. Gain:

¥ Shield Fighting Skill at 1 and the Level 1 ¥ +1 Intellect Shield Fighting Feat

¥ Observe +1

¥ Research +1

¥ Both Level 1 Mentat Secret Feats

NNNOBLE HHHOUSEHOLD

The character was reared under the auspices of a noble household, where he learned by observing the skills of statecraft. Gain: Commercial Upbringing

¥ Choose one of the following: MMMERCANTILE FFFAMILY

+1 Charm You were raised as part of a family who made a +1 Command living buying and selling. Gain: ¥ Diplomacy +1 ¥ Choose one of the following: ¥ Enthrall +1 +1 Command +1 Intellect ¥ Choose 1 of the following Advantages:

¥ Diplomacy +1 ALLIES 2

BENEFACTOR 2 ¥ Choose any two of the following: HONORARIUM FAMILIA 2

Convince +1

Empathy +1 OOORPHANED Evaluate +1

Intimidation +1 A family tragedy left the character orphaned at Negotiation +1 an early age. The character survived on the Underworld +1 streets until a patron came to his or her rescue.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 127

RRRELIGIOUS UUUPBRINGING ¥ Choose one of the following: Raised in a religious household, the character +1 Insight first learned about the universe through the +1 Physique eyes of a believer.

¥ Survival +1 ¥ Choose one of the following:

¥ Gain the BENEFACTOR Advantage at 2pts +1 Command +1 Intellect ¥ Choose one of the following: ¥ WORLDLY (Orange Catholicism) Advantage Convince +1 Stealth +1 ¥ Knowledge (Religion) +1 Underworld +1 ¥ Choose one of the following:

OOOUTUTUT ---F-FFFREYN UUUPBRINGING Enthrall +1 Perform (Oration) +1 The character spent his or her early childhood Willpower +1 as the ward of a foreign, non-Imperial culture, such as the Fremen, Tleilaxu or Spacing Guild. SSSLAVE PPPITSITSITS ¥ Choose one of the following: Incarcerated within the slave pits of a rival +1 Intellect household, the character survived a long period +1 Prowess of torment and hard labor before escaping his captors. ¥ WORLDLY Advantage ¥ Choose one of the following: ¥ Choose any two of the following: +1 Physique Convince +1 +1 Prowess Direction +1 Disguise +1 ¥ Athletics +1 Education +1 Knowledge (Culture) +1 ¥ Choose any two of the following: Underworld +1 Intimidation +1 Sight +1 Sneaking +1 Sustenance +1 Vigor +1 Willpower +1

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 128

Vocational conditioning

AAASSASSIN (S(S(S TARTING CCCASTE 3)3)3) ¥ Choose a Level 1 Feat from one group of In a culture where warfare is highly frowned Feats and the Level 1 and the Level 2 upon and indiscriminate destruction is actually Feats from another group. Choose from illegal, the Assassin provides a refined solution. any of the following groups of Feats;

The assassin follows a deeply ingrained Code of III NFILTRATION FFFEATS Ethics (amazingly enough called “the Assassin’s Code”) and considered highly honourable, in Access: Locksmith’s Hand spite of the fact they are hired killers. Disguise: Guy Incognito

¥ +1 Insight OOO BSERVE FFFEATS

¥ +1 Prowess Evaluate: Assaying Eye Search: Rigorous Inspection ¥ +2 Infiltration SSS INISTER FFFEATS ¥ +2 Observe Assassin: Black Hand ¥ +2 Sinister Prestidigitation: Sleight of Hand

¥ Choose two of the following:

+1 Observe +1 Sinister +1 Stealth +1 Special Dice (Observe) +1 Special Dice (Sinister) +1 Special Dice (Stealth)

¥ Choose six of the following (no more than three of any single selection): Bene Gesserit Sister Acrobatics +1 Convince +1 BBBENE GGGESSERIT AAADEPT (S(S(S TARTING CCCASTE 4)4)4) Empathy +1 Infliction +1 All adepts are women who come from at least Intimidate +1 the Bondsmen caste. They are trained in the Remedy +1 arts of conversation and manners, able to Sneaking +1 conduct themselves in cultured environments. Weapon Skill +1 Bene Gesserit trained women are highly sought

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 129

after as consorts and companions. CHOAM AAADVISOR (S(S(S TARTING CCCASTE 3)3)3)

¥ +1 Insight CHOAM is the most important company in the Known Universe. Every export and service ¥ +1 Prowess worth anything is bought and sold through the Combine Honnete Ober Advancer Mercantiles. ¥ +2 Habitus The CHOAM Advisor is specifically trained to ¥ +2 Intrigue work with (and occasionally manipulate) the laws and regulations of that financial ¥ +2 Personality institution.

¥ Choose two of the following: ¥ +1 Insight

+1 Habitus ¥ +1 Intellect +1 Intrigue +1 Personality ¥ +2 Academia +1 Special Dice (Habitus) +1 Special Dice (Intrigue) ¥ +2 Diplomacy +1 Special Dice (Personality) ¥ +2 Knowledge (Economics) ¥ Choose six of the following (no more than three of any single selection): ¥ +2 Strategy

¥ Acrobatics +1 Choose two of the following: Etiquette +1 Evaluate +1 +1 Academia Knowledge (Religion) +1 +1 Diplomacy Listen +1 +1 Knowledge / Strategy Sight +1 +1 Special Dice (Academia) Perform +1 +1 Special Dice (Diplomacy) Weapon Skill +1 +1 Special Dice (Knowledge / Strategy)

¥ ¥ Choose one of the following: Choose six of the following (no more than three of any single selection): Both Bene Gesserit Level 1 Feats and a Level 2 Bene Gesserit Feat Authority +1 Convince +1 Both Bene Gesserit Level 2 Feats Etiquette +1 Evaluate +1 ¥ You may learn additional Bene Gesserit Intimidate +1 Secret Feats without further limitation. Knowledge +1 Language +1 Willpower +1

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 130

¥ Choose one of the following: ¥ Choose two of the following:

Choose 4 Level 1 Feats from the +1 Diplomacy following Feat groups +1 Intrigue +1 Special Dice (Diplomacy) Choose a Level 1 Feat from one group of +1 Special Dice (Intrigue) Feats and the Level 1 and the Level 2 Feats from another group. Choose from ¥ Choose six of the following (no more any of the following groups of Feats; than three of any single selection):

AAA CADEMIA FFFEATS Authority +1 Convince +1 Education: Empirical Erudition Enthrall +1 Research: Fact Finder Evaluate +1 Intimidate +1 DDDIPLOMACY FFFEATS Knowledge +1 Language +1 Etiquette: Savoir Faire Strategy +1 Negotiation: Salesman ¥ Choose one of the following: Strategy: Plans Within Plans Choose 4 Level 1 Feats from the Knowledge: Know-It-All following Feat groups

Choose a Level 1 Feat from a group of DDDELEGATE (S(S(S TARTING CCCASTE 4)4)4) Feats and the Level 1 and the Level 2 Feats from the following groups of Feats The delegate’s main function is to represent the house in whatever capacity maybe required. DDD IPLOMACY FFFEATS Critical contract negotiations, labour disputes, legal matters, anything and everything, the Etiquette: Savoir Faire delegate should be able to handle tense social Negotiation: Salesman situations. III NTRIGUE FFFEATS ¥ +1 Charm Convince: Secrets & Lies ¥ +1 Command Empathy: Lie to Me

¥ +3 Diplomacy MMMASTER SSSTRATEGIST (S(S(S TARTING CCCASTE 4)4)4) ¥ +3 Intrigue Military battles are uncommon but small skirmishes, house security and raids are not.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 131

The Master Strategist is trained in organising groups of people for the protection and defense LLL EADERSHIP FFFEATS of the house (even if that sometimes means going on the attack…). Authority: Look of Eagles Strategy: Plans Within Plans ¥ +1 Prowess OOO BBBSERVEBSERVE FFFEATS ¥ +1 Command Evaluate: Assaying Eye ¥ +3 Leadership Search: Rigorous Inspection

¥ +3 Observe

¥ Choose two of the following:

+1 Leadership +1 Observe +1 Special Dice (Leadership) +1 Special Dice (Observe)

¥ Choose six of the following (no more than three of any single selection):

Superior Planning Attack +1 Ballistics +1 MMMENTAT (S(S(S TARTING CCCASTE 4)4)4) Defend +1 Empathy +1 The Mentat is one of the most simultaneously Intimidate +1 auspicious and difficult trainings one can go Knowledge +1 through. Only a very small fraction of the Language (Battle Language) +1 population has the right mental framework to Research +1 achieve the mental state required. Those that do are highly employable individuals. ¥ Choose one of the following: ¥ +1 Insight Choose 4 Level 1 Feats from the following Feat groups ¥ +1 Intellect

Choose a Level 1 Feat from one group of ¥ +2 Academia Feats and the Level 1 and the Level 2 Feats from another group. ¥ +2 Observe

Choose from any of the following ¥ +2 Perception groups of Feats;

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 132

NNNOBLE (S(S(S TATATARTINGTA RTING CCCASTE 4)4)4) ¥ Choose two of the following: The nobility are really the people in charge and +1 Academia that’s what they do. They are those of noble +1 Observe birth, those who lead by example and the rulers +1 Perception of people and commerce. +1 Special Dice (Leadership) +1 Special Dice (Observe) ¥ +1 Prowess +1 Special Dice (Perception) ¥ +1 Charm ¥ Choose six of the following (no more ¥ than three of any single selection): +2 Diplomacy

¥ Build +1 +2 Duel Design +1 ¥ Empathy +1 +2 Leadership Knowledge +1 ¥ Language +1 Choose two of the following: Negotiation +1 Prescience +1 +1 Diplomacy Willpower +1 +1 Duel +1 Leadership ¥ Choose one of the following: +1 Special Dice (Diplomacy) +1 Special Dice (Duel) Both Mentat Level 1 Feats and a Level 2 +1 Special Dice (Leadership) Mentat Feat ¥ Choose six of the following (no more Both Level 2 Mentat Feats than three of any single selection):

¥ You may learn additional Mentat Secret Convince +1 Feats without further limitation. Education +1 Empathy +1 Enthrall +1

Evaluate +1 Intimidate +1 Language (Battle Language) +1 Shield Fighting +1

¥ Choose one of the following:

HONORARIUM FAMILIA Advantage

EMINENCE Advantage at 2pts

Courtly Training

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 133

¥ Choose 2 Level 1 Feats from the ¥ Choose two of the following: following Feat groups +1 Diplomacy DDD IPLOMACY FFFEATS +1 Observe +1 Perception Etiquette: Savoir Faire +1 Special Dice (Diplomacy) Negotiation: Salesman +1 Special Dice (Observe) +1 Special Dice (Perception) DDD UEL FFFEATS ¥ Choose six of the following (no more Attack: Power Attack than three of any single selection): Defend: Weave Access +1 LLL EADERSHIP FFFEATS Empathy +1 Enthrall +1 Authority: Look of Eagles Evaluate +1 Strategy: Plans Within Plans Hiding +1 Language (Battle Language) +1 Shield Fighting: Swordmaster Sneaking +1 Strategy +1

SSSPYMASTER (S(S(S TARTING CCCASTE 333)3))) ¥ Choose one of the following:

One of the most important roles in the Known Choose a Level 1 Feat from one group of Universe is Intelligence. And no, not Feats and the Level 1 and the Level 2 intelligence, but the gathering of information. Feats from another group. Choose from Good, quality information is vital for accurate any of the following groups of Feats; strategy and for any mentat you might employ. DDDIPLOMACY FFFEATS The Spymaster is skilled at the gathering of this intelligence and also the sowing of Etiquette: Savoir Faire misinformation. Negotiation: Salesman

¥ +1 Insight OOO BSBSBSERVEBS ERVE FFFEATS

¥ +1 Command Evaluate: Assaying Eye Search: Rigorous Inspection ¥ +2 Diplomacy PPPERCEPTION FFFEATS ¥ +2 Observe Hearing: Pet Sounds ¥ +2 Perception Sight: Sight Beyond Sight

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 134

+1 Special Dice (Physician)

¥ Choose six of the following (no more than three of any single selection):

Control +1 Empathy +1 Etiquette +1 Knowledge +1 Suk Doctor Prescience +1 Sustenance +1 SSSUK PPPHYSICIAN (S(S(S TARTING CCCASTE 4)4)4) Vigor +1 Willpower +1 In an age of paranoia, where that trusted employee or servant might be a sleeper agent or ¥ IMPERIAL CONDITIONING Advantage assassin, people who you can truly trust are rare. SSSWORDMASTER (S(S(S TARTING CCCASTE 3)3)3) The Doctors of the Imperial Suk School are deeply conditioned so they literally cannot harm The House Swordmaster is a vital role for any another individual. And this is their worth: a household of Imperial society. They are trained Suk can be trusted absolutely to do their best to from a very young age to duel, armed only with save your life. A trait worth a lot of money in holtzman shield and kindjal blade. this age. They are best of the best and any household ¥ +1 Insight worth its salt would be remiss to not have one on hand. ¥ +1 Intellect The Swordmaster’s duties are usually as Secund ¥ +2 Academia Elect, requiring them to settle matters by a legal duel on behalf of the house, but also act as ¥ +2 Perception bodyguards and teachers for the noble heirs.

¥ +2 Physician ¥ +1 Physique

¥ Choose two of the following: ¥ +1 Prowess

+1 Academia ¥ +2 Athletics +1 Perception +1 Physician ¥ +2 Duel +1 Special Dice (Academia) +1 Special Dice (Perception) ¥ +2 Marksmanship

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 135

¥ Choose two of the following: MMMARKSMANSHIP FFFEATS

+1 Athletics Ballistics: Bullet Man +1 Duel Projectiles: Hawkeye +1 Marksmanship +1 Special Dice (Athletics) Shield Fighting: Swordmaster +1 Special Dice (Duel) +1 Special Dice (Marksmanship) ¥ Optional: You may spend 6 of your 10 Character Points to become a Ginaz ¥ Choose six of the following (no more Swordmaster. You gain: than three of any single selection): GINAZ TRAINING Advantage Atmospheric +1 Control +1 Swordmanship Skill +1 Direction +1 Shield Fighting +1 Ginaz Swordmanship Level 1 Secret Feat Void +1 Vigor +1 You may learn additional Ginaz Weapon Skill +1 Swordmanship Secret Feats without Willpower +1 further limitation

¥ Choose one of the following:

Choose 4 Level 1 Feats from the following Feat groups

Choose a Level 1 Feat from one group of Feats and the Level 1 and the Level 2 Feats from another group. Choose from any of the following groups of Feats;

AAA THLETIC FFFEATS

Acrobatics: Wired Running: Marathon Man

DDD UEL FFFEATS

Attack: Power Attack Defend: Weave

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 136

House service

All characters gain the elements detailed under each section. Additionally, every House Service ¥ Choose five of the following (no more receives the following: than two of any one selection);

Choose from the following options for Atmospheric +1 any of the skills you possess: Build +1 Design +1 One Feat group at Level 1, Level Two Direction +1 and Level 3 Etiquette +1 Language +1 Two Feat groups at Level 1 and Level 2 Remedy +1 Void +1 Three Feat groups at Level 1 and one Feat group at Level 1 and Level 2 CHOAM EEECONOMIST If possible, two Feat groups at Level 3 The character has served the House as a If possible, 1 Feat group at Level 4 and financial officer, supervising various economic, either two Feat groups at Level 1 or the financial and mercantile ventures. Having Level 2 Feat to another group served as a corporate officer, treasury exchequer or financial officer, the character aspires to the AAACADEMIC AAADVISOR rank of CHOAM Advisor.

The character has served as an academic ¥ Choose one of the following: specialist, consultant or tutelary. Having specialised in religious, historical or cultural +1 Insight lessons, the character aspires to the post of +1 Intellect Academic Advisor, counseling his liege in ¥ addition to educating the noble heirs. Choose two of the following:

¥ Choose one of the following: Academia +1 Skill or Special Die Diplomacy +1 Skill or Special Die +1 Insight Knowledge (Economics) +1 Intellect +2 Skill or Special Dice

¥ Choose two of the following: ¥ Choose five of the following (no more than two of any one selection); Academia +1 Skill or Special Die Knowledge +2 Skill or Special Die Authority +1 Observe +1 Skill or Special Die Convince +1

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 137

Empathy +1 Attack +1 Evaluate +1 Defend +1 Knowledge +1 Knowledge +1 Language +1 Language +1 Search +1 Listen +1 Strategy +1 Sight +1 Underworld +1 Willpower +1

HHHOUSE PPPHYSICIAN

The character has operated as a chief medic, House paramedic or staff surgeon, having served in a military hospital or household infirmary. The character aspires one day to the rank of House Physician.

Diplomatic Emissary ¥ Choose one of the following:

DDDIPIPIPLOMATICIP LOMATIC SSSPOKESPERSON +1 Charm +1 Intellect The character has served his or her House as a member of the Sysselraad delegation or ¥ Choose two of the following: Landsraad Embassy. The character may have served as a liaison, representative or counsel Academia +1 Skill or Special Die aspiring to the rank of Diplomatic Diplomacy +1 Skill or Special Die Spokesperson. Physician +1 Skill or Special Die

¥ Choose one of the following: ¥ Choose five of the following (no more than two of any one selection); +1 Charm +1 Command Evaluate +1 Knowledge +1 ¥ Choose two of the following: Language +1 Listen +1 Diplomacy +1 Skill or Special Die Prescience +1 Intrigue +1 Skill or Special Die Search +1 Personality +1 Skill or Special Die Sight +1 Willpower +1 ¥ Choose five of the following (no more than two of any one selection);

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 138

MMMASTER OF AAASSASSINS Diplomacy +1 Skill or Special Die The character has served as a House Agent, Intrigue +1 Skill or Special Die counter-insurgent or assassin. The character Personality +1 Skill or Special Die hopes to reach the rank of Master of Assassins. ¥ Choose five of the following (no more ¥ Choose one of the following: than two of any one selection);

+1 Insight Arrangement +1 +1 Prowess Atmospheric +1 Knowledge +1 ¥ Choose two of the following: Language +1 Perform +1 Intrigue +1 Skill or Special Die Prescience +1 Leadership +1 Skill or Special Die Remedy +1 Sinister +1 Skill or Special Die Void +1 Willpower +1 ¥ Choose five of the following (no more than two of any one selection);

Acrobatics +1 Direction +1 Etiquette +1 Hide +1 Infliction +1 Intimidate +1 Sneak +1 Sustenance +1

Kanly Duel PPPERSONAL CCCONFIDANTE SSSECUND EEELECT The character has served as a personal confidante to a family noble, providing The character has served as a bodyguard or companionship, entertainment and advice man at arms for a House. The character hopes commensurate with his or her role. to one day achieve the rank of Secund Elect, the personal bodyguard to the liege. ¥ Choose one of the following: ¥ Choose one of the following: +1 Charm +1 Command +1 Physique +1 Prowess ¥ Choose two of the following:

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 139

¥ Choose two of the following: Access +1 Atmospheric +1 Athletics +1 Skill or Special Die Direction +1 Diplomacy +1 Skill or Special Die Etiquette +1 Duel +1 Skill or Special Die Language +1 Shield Fighting +1 ¥ Choose five of the following (no more Sneak +1 than two of any one selection); Void +1

Atmospheric +1 Convince +1 SSSPYMASTER Direction +1 Empathy +1 The character served as a covert agent within Language +1 the House intelligence arm. The character may Listen +1 have performed as an informant, spy or Shield Fighting +1 provocateur, hoping to one day secure the Sight +1 position of House Spymaster.

¥ Choose one of the following: SSSECURITY CCCOMMANDER +1 Insight The character operated as a House security +1 Prowess agent, serving as a member of the elite guard, brute squad or secret police. The character ¥ Choose two of the following: aspires to the hold the rank of Security Commander. Intrigue +1 Skill or Special Die Perception +1 Skill or Special Die ¥ Choose one of the following: Stealth +1 Skill or Special Die

+1 Command ¥ Choose five of the following (no more +1 Physique than two of any one selection);

¥ Choose two of the following: Access +1 Disguise+1 Duel +1 Skill or Special Die Etiquette +1 Leadership +1 Skill or Special Die Evaluate +1 Marksmanship +1 Skill or Special Die Infliction +1 Language +1 ¥ Choose five of the following (no more Search +1 than two of any one selection); Void +1

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 140

WWWARMASTER

The character has fulfilled one or more tours of duty serving as a junior officer in the House military. The character may have served as a troop leader, elite commando or military advisor, seeking the heights of House Warmaster.

¥ Choose one of the following: Master Artisan +1 Command TTTECHNOLOGIST +1 Physique

The character has served as a technology ¥ Choose two of the following: consultant, engineer or mechanic, possibly for the military. The character hopes to be one day Duel +1 Skill or Special Die recognised as a Master Craftsman. Leadership +1 Skill or Special Die Observe +1 Skill or Special Die ¥ Choose one of the following: ¥ Choose five of the following (no more +1 Insight than two of any one selection); +1 Intellect Atmospheric +1 ¥ Choose two of the following: Ballistics +1 Academia +1 Skill or Special Die Etiquette +1 Engineering +1 Skill or Special Die Language +1 Observe +1 Skill or Special Die Projectiles +1 Shield Fighting +1 ¥ Choose five of the following (no more Void +1 than two of any one selection); Willpower +1

Atmospheric +1 Direction +1 WWWEAPONSMASTER Etiquette +1

Knowledge +1 The character has served as a weapons Language +1 instructor for the family nobility, House guard Negotiation +1 or military elite. In time, the character may Remedy +1 achieve the rank of Weapons Master presiding Void +1 over all House-sponsored combat training

programs.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 141

¥ Choose one of the following:

+1 Charm +1 Prowess

¥ Choose two of the following:

Duel +1 Skill or Special Die Engineering +1 Skill or Special Die Marksmanship +1 Skill or Special Die

¥ Choose five of the following (no more than two of any one selection);

Acrobatics +1 Atmospheric +1 Control +1 Etiquette +1 Language +1 Shield Fighting +1 Vigor +1 Void +1

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 142

Personal calling

AAACADEMIC AAARENA FFFIGHTER

You enjoy learning and spend your spare time The character demonstrates remarkable skill researching and reading film books. and valor in the arena, fighting beats or trained gladiators to create a spectacle for the adoring ¥ Choose one of the following: public.

+1 Insight ¥ Choose one of the following: +1 Intellect +1 Physique ¥ Academia +1 +1 Prowess

¥ Evaluate +1 ¥ Duel +1

¥ Knowledge (any) +1 ¥ Acrobatics +1

¥ Knowledge (any) +1 ¥ Enthrall +1

¥ Vigor +1 AAADVOCATE

Gifted in verbal communication, the character AAARTISAN excels as an advocate or spokesman for some political organization such as household, school You have a talent for the artistic and have great or combine. skill in design and creation. This could be a technology, a piece of art or jewellery. ¥ Choose one of the following: ¥ Choose one of the following: +1 Charm +1 Command +1 Charm +1 Insight ¥ Diplomacy +1 ¥ Choose one of the following: ¥ Empathy +1 Engineering +1 ¥ Enthrall +1 Entertain +1 ¥ Language (any) +1 ¥ Etiquette +1

¥ Evaluate +1

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 143

¥ Knowledge +1 ¥ Choose one of the following:

+1 Charm BBBREEDER +1 Prowess

Because of some extraordinary quality in her ¥ BEAUTY Advantage genetic makeup, the BG Sisterhood grooms the character to become a participant in its selective ¥ Enthrall +1 breeding program.

¥ Choose one of the following: CCCRIMIRIMINALNAL

+1 Command You are an out and out criminal. You spend a +1 Intellect lot of time stealing or otherwise breaking the law. It’s how you pass the time. ¥ PRIZED BLOODLINE Advantage ¥ Choose one of the following:

CCCAROUSER +1 Insight +1 Prowess You spend your spare time drinking and being entertained. Your life goes by in a haze of ¥ Infiltration +1 semuta music and other stimulants. ¥ Convince +1

¥ Choose one of the following: ¥ Sneak +1

+1 Charm ¥ Underworld +1 +1 Insight

¥ Personality +1 EEEXILE /F/F/F UGITIVE

¥ Etiquette +1 As a result of criminal exile or fugitive flight,

the character has survived as a renegade before ¥ Knowledge (Gambling) +1 enlisting with his or her current House under

bonded servitude. ¥ Underworld +1 ¥ Choose one of the following:

CCCOURTESAN +1 Insight +1 Physique You are an extraordinary person to be around, a delight to spend an evening with and you find ¥ Perception +1 yourself often called upon to entertain.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 144

¥ Sustenance +1 ¥ Intrigue +2

¥ Underworld +1 ¥ Etiquette +1

¥ Vigor +1 OOOFFFFFF ---W-WWWORLD EEEDUCATION

IIIMPERIAL SSSERVANT The character received her vocational conditioning on another homeworld, learning The character serves the Emperor as an official about the planet and its rulers. observer and cultural attaché to the House Entourage. Though obligated to perform certain ¥ Choose one of the following: Imperial functions, the character is free to serve his patron House in any number of official +1 Insight capacities. +1 Physique

¥ Choose one of the following: ¥ WORLDLY Advantage

+1 Command ¥ Direction +1 +1 Intellect ¥ Etiquette +1 ¥ EMINENCE Advantage +2pts ¥ Sustenance +1 ¥ Negotiation +1

¥ Enthrall +1 PPPRIVATEER

¥ Etiquette +1 Before enlisting with his or her current House,

the character survived as an enterprising

smuggler or mercenary. MMMERCHANT ¥ Choose one of the following: The character has made major investments and developed his or her talents at buying and +1 Command selling either before joining the Household or as +1 Prowess a part of her past-times.

¥ CONTACTS Advantage +2pts ¥ Choose one of the following:

¥ Convince +1 +1 Charm

+1 Command ¥ Sneak +1 ¥ WEALTH Advantage +2pts ¥ Underworld +1

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 145

¥ SPICE DIET Advantage at 3pts

¥ Focus +1

Prescient Waking Dream

SSSLEEPER AAAGENT

For years the character has been serving as a secret mole, on assignment from another House. The character must designate her original faction, homeworld and purpose.

¥ Choose one of the following:

+1 Charm +1 Command

¥ BENEFACTOR Advantage +2pts

¥ Intrigue +1

¥ Disguise +1

UUUMMA

Gifted with prescient ability, the character possesses the natural talent to glimpse or even predict future events. Because prophets are often mocked and scorned, the character may choose to keep his or predictive talents secret.

¥ Choose one of the following:

+1 Command +1 Insight

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 146 Gear

Roleplaying in the DUNE universe is not really If successful, subtract the resulting Width from about having lots of equipment. Given that the 6 to determine the Time Factor. Combine the players are part of a powerful noble house, a Time Factor and the Time Trait to determine character can pretty much gain access to how long it will take for the item to arrive. anything they need. E.g. Width 3 subtracted from 6 is 3. This is the Cost for an individual item then is virtually Time Factor. The Time Trait is Days. Combined, irrelevant. The only real concerns we have then it will take 3 Days for the item to arrive. are how difficult the items are to obtain, the cost for a bulk order and the length of time it After the roll, look at the Cost Trait. There are takes to obtain. two values, the first is the value for one item and the second is the value for a bulk item. So each piece of gear is can be said to have the Reduce the Wealth rating by the first for a week following traits: or reduce the Treasury rating by the second for a month. GAME EFFECT - what the gear actually does The number in brackets under Cost is the DIFFICULTY - how hard it is to obtain number of items received for a bulk order.

COST - how much treasury does it require Manufacturing

TIME - how quickly you can expect to receive it Mass production in the Known Universe is This book will detail some of the things that nothing like what one would expect of the appear in the books and some suggestions for future. The proscription on any machine made other things, but really, when it comes to in the image of a man’s mind is pretty far- character’s wanting things, the Judge only really reaching. has to concern him or herself about the game effect and the aforementioned gear traits. This basically prohibits any item or piece of machinery which might be considered to “think When a character decides to obtain some gear, for itself”. That’s anything remotely like a they can either do it using their own personal computer, microchips and the like. connections or as a House Venture. So, mass production is either through crews of The former, requires a Charm + Contacts roll at artisans toiling round the clock or through a Difficulty equal to the Gear Trait. ServokServok.

If the latter, roll Charm + Influence Quality. The Servok is a clock-set mechanism created to perform simple tasks. It was one of the limited

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 147

"automatic" devices permitted after the HHHOUSE RRRICHESSE are a Great House of the Butlerian Jihad. Landsraad who deal in manufacturing high technology. While not as able or skilled as the A Servok then is an ornate clockwork machine Ixians, the Richesse’s goods are still in used to mass produce parts which are then circulation if only because they are a pivotal assembled by artisans. member of the Landsraad and not some tolerated Out-freyn faction.

Technological factions The Richese possess large shipyards and it is from them that the bulk of starships are Although there are many artisans that purchased. specialize in manufacturing specific technologies, there are three factions who in the IIIXXX is a planet ruled by the IIIXIAN CCCONFEDERACY . It Known Universe who are well known for is noted that IxIxIx is classed with the Richese as production of technology. "supreme in machine culture," [1] and that Ixian solido projectors "are commonly considered the These are; best."

The name Ix comes from the planet's name (a • HOUSE RICHESE spelling pronunciation of the Roman numeral • IX IX) is derived from the fact that it is the ninth planet of its sun. The BBB ENE TTTLEILAX or Tleilaxu are an extremely xenophobic and isolationist, non-Imperial Ixian devices are commonplace and considered society. The Bene Tleilax are genetic essential throughout the Known Univese, manipulators, equivalent in power to a major though they sometimes test the limits of the house in the Imperium. anti-technology proscriptions of the Butlerian Jihad, mankind's crusade against computers, They exclusively control a number of planets in thinking machines and conscious robots the Imperium but they are originally connected with the planet Tleilax, the sole planet of the Ix is the leader in providing technology to the star Thalim. Imperium, more so than Richese.

Not organized along feudal lines, the Tleilaxu The machines from Ix are far superior to that of are secretive and very little is known about Richese, however, Ix has the same status as the them; however we learn their society is said to Bene Tleilax: tolerated rather than accepted. be a meritocracy. The Ixians and Tleilax both walk a fine line They are chiefly known for their biological with their barely acceptable technologies. products, such as artificial eyes, gholas, and Face Dancers. Because they deal in morally- The Ix commonly use cybernetic replacements questionable but highly desired products, the and this immediately sets people of the Tleilaxu are universally distrusted but still Imperium on edge. influential.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 148

The Tleilaxu, commonly referred to as the “Dirty insulation gear that keeps the body temperature Tleilax”, trade in biological entities and twisted up but without overheating… This technology creations. has enable humanity to spread across the galaxy and live in places that we today Ix cybernetics are obvious and are designed to wouldn’t even dream of it. be shown off. They are typically superior to the replacement, perhaps adding a die to any You are encouraged to devise your own appropriate rolls. environments and technology, to detail the environment of your domains as much as E.g. a cybernetic eye might add 1d to Perception possible. The attention to detail of the world rolls when using Sight. you live is a key part to conjuring up the experience of DUNE, separating it from other Tleilax cloned limbs are indistinguishable from science fiction games. the original, however, the perception is that you’re literally buying tainted goods and the replacement is a dirty Tleilax stain on your soul.

In game terms, any technology you can think of is available from at least one of these factions. The problem is that there are always repercussions.

Goods from the Tleilax are tainted by their very name. Goods from Ix are considered to be a necessary evil. Goods from Richese just aren’t as good as either of the other two factions but they are more acceptable.

Environmental technology

The peoples of the Known Universe have colonized every habitable planet, no matter how harsh the environment. From arid wastelands to worlds of frozen ice, you will find humanity everywhere.

They have developed significant technologies to enable life in these hostile environments. The Stillsuit, aiding life in a waterless desert, and the Zerosuit, granting life in the lethal depths of space, are two such technologies.

All manner of wonderful technologies have been developed, from special tents, heating devices,

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 149

uncommon and rarely used, they armaments are more difficult to obtain in the Known Universe. IIITEM Personal Armaments DDDIFFICULTY 1 Small Arms do Width Physical CCCOST 1/1 (1,000) Damage and have a Short Range TTTIME Hours of 30m, Medium Range 90m and GGGAME EEEFFECT These are small or light blades. a Long Range of 150m. Kindjals, rapiers, daggers and slip tips. High Velocity.

They do Width in Physical IIITEM Long Arms Damage during combat. DDDIFFICULTY 5 CCCOST 2/1 (250) Low Velocity. TTTIME Weeks

GGGAME EEEFFECT Long Arms are ballistic IIITEM Medium Armaments Shotguns, Assault Rifles and DDDIFFICULTY 2 Sniper Rifles. CCCOST 2/1 (1,000) TTTIME Hours Long Arms do Width +1 GGGAME EEEFFECT This cover heavier weight Physical Damage. weapons like broadswords, machetes, gladius’ and the like. Shotguns add 2d at Short They do Width +1 Physical Range. Their Short Range is Damage in combat. 15m, Medium Range is 45m and Long Range is 75m. High Velocity. Assault Rifles allow automatic IIITEM Heavy Armaments fire and have a Short Range of DDDIFFICULTY 3 95m, a Medium Range of 275m CCCOST 3/1 (500) and a Long Range of 460m. TTTIME Hours GGGAME EEEFFECT This covers large and heavy A Sniper Rifle can only fire once weapons like two handed a round but has a Short Range swords, halberds and battle of 1,000m, a Medium Range of axes. 3,000m and a Long Range of 5,000m. High Velocity. High Velocity. IIITEM Small Arms DDDIFFICULTY 4 CCCOST 1/1 (500) TTTIME Days GGGAME EEEFFECT This covers ballistic handguns,

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 150

IIITEM Heavy Arms darts can either be envenomed DDDIFFICULTY 6 or come with an electrical CCCOST 3/2 (100) charge. TTTIME Weeks GGGAAAMEAME EEEFFECT These are rocket launchers, Envenomed weapons are darts mortars and grenade launchers. loaded with a type of poison (see Any weapon which can damage the poisons later in this section). or decimate a vehicle. Envenomed darts are useless against armoured opponents but Heavy Weapons do Width +2 can penetrate a shield. Physical Damage and their range is effective for a great distance. Electrically charged darts incur Width Physical Damage which High Velocity. ignores armour and cannot be bought off as a complication. However the damage fades at 1 PD a round.

Slow Pellet Stunners can penetrate a static holtzman shield, however, if the target dodges or is otherwise moving fast, the dart will not penetrate.

So the Slow Pellet Stunners are Lasgun best employed on an unaware target. IIITEM Lasguns DDDIFFICULTY 7 Small Arms do Width Physical CCCOST 2/1 (100) Damage and have a Short Range TTTIME Weeks of 20m, Medium Range 60m and GGGAME EEEFFECT The lasgun is the most a Long Range of 100m. devastating weapon personal weapon available. It can cut a swathe through an unshielded vehicle like a knife through hot butter.

IIITEM Slow Pellet Stunners DDDIFFICULTY 4 CCCOST 1/1 (500) TTTIME Days GGGAME EEEFFECT The slow pellet stunner is a Hunter Seeker spring-loaded dart launcher. The

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 151

IIITEM Hunter Seeker and cannot be roused for 12 DDDIFFICULTY 7 hours less Physique Rating. CCCOST 7/1 (5) TTTIME Weeks STANDARD SUCCESS - 2X: The GGGAME EEEFFECT The hunter seeker is one of the victim remains awake but is assassin’s most powerful and lethargic and extremely drowsy yet most difficult tool to use. for 8 hours less Physique Rating.

It is a small sliver of suspensor- EXPERT SUCCESS - 3X: The victim bouyed equipment which is remains awake but receives a -2 remote-guided from near Height penalty to their dice rolls location. for 4 hours less Physique Rating.

Due to their small size, their MASTER SUCCESS - 4X: The victim visual capacity is limited and the is unaffected. assassin must rely on sensing movement. IIITEM Poison, Sickness DDDIFFICULTY 3 To use a hunter seeker, roll CCCOST 1/1 (1000 doses) Insight + Sinister, difficulty 8 to TTTIME Days attack a stationary target, GGGAME EEEFFECT This Potency 7 and takes effect difficulty 5 against a moving after a number of hours equal to target. the victim’s Physique.

The attack does Width + 3 The victim rolls Physique + Physical Damage ignoring Habitus at a Difficulty equal to armour. Shields are effective but the Potency. the hunter seeker usually takes the victim by surprise, while FAILURE : The victim is violently their shield is down. ill and cannot keep any food down for 12 hours less Physique IIITETETEMTE M Poison, Sedative Rating. They receive -2 Height DDDIFFICULTY 1 and -1 Dice Pool while they CCCOST 1/1 (100 doses) suffer the effects. TTTIME Hours GGGAME EEEFFECT This Potency 5 and takes effect STANDARD SUCCESS - 2X: The after a number of hours equal to victim is unwell and feels very the victim’s Physique. nauseous. They receive -1 Height for 12 hours less Physique The victim rolls Physique + Rating. Habitus at a Difficulty equal to the Potency. EXPERT SUCCESS - 3X: The victim feels green and suffers -1 Height FAILURE : The victim falls asleep for a number of h ours equal to 6

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 152

less their Physique Rating IIITEM Battle Dress, Medium DDDIFFICULTY 4 MASTER SUCCESS - 4X: The victim CCCOST 3/1 (50) is unaffected. TTTIME Weeks GGGAME EEEFFECT Medium armour, consisting of IIITEM Poison, Lethal reinforced Plasteel Plates DDDIFFICULTY 5 (Armour Rating 2). CCCOST 3/1 (100 doses) TTTIME Weeks IIITEM Battle Dress, Heavy GGGAME EEEFFECT This Potency 3 and takes effect DDDIFFICULTY 5 after a number of hours equal to CCCOST 4/2 (25) the victim’s Physique. TTTIME Months GGGAME EEEFFECT Heavy armour, consisting of The victim rolls Physique + environmentally enclosed Habitus at a Difficulty equal to Plasteel Armour (Armour Rating the Potency. 3).

FAILURE : The victim dies a horrible death.

STANDARD SUCCESS - 2X: The victim is comatose and out for the count for 8 weeks less their Physique Rating.

EXPERT SUCCESS - 3X: The victim is bed-ridden but conscious for 4 weeks less their Physique Holtzman Shield Belt Rating. IIITEM Holtzman Shield MASTER SUCCESS - 4X: The victim DDDIFFICULTY 3 is violently ill for a few days but CCCOST 4/2 (50) is otherwise unaffected. TTTIME Weeks GGGAME EEEFFECT Personal Holtzman Shield, built into an ornate belt. Defenses

IIITEM Vehicle Shield IIITEM Battle Dress, Light DDDIFFICULTY 5 DDDIFFICULTY 3 CCCOST 6/2 (5) CCCOST 2/1 (100) TTTIME Weeks TTTIME Days GGGAME EEEFFECT The Holtzman Shield large GGGAME EEEFFECT This is light armour, made up of enough to fit on a vehicle. Plasteel Plates and flexible parts Adjustable from a personal (Armour Rating 1).

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 153

vehicle (such as a ground car and ornithopter up to starships and the like).

IIITEM Prudence Door DDDIFFICULTY 6 CCCOST 7/1 (3) TTTIME Weeks GGGAME EEEFFECT The Prudence Door (or Penta- Shield) is an internal five-layer holtzman shield generator that Poison Snooper provides tight security around an area. Access rolls on a IIITEM Poison Snooper Prudence Door are Difficulty 9. DDDIFFICULTY 1 x Rating CCCOST 1 x Rating/Rating/3 (500) Each Prudence Door adds 1 to TTTIME Hours the Espionage Score of your GGGAME EEEFFECT The Poison Snooper allows the House. user to make an Insight + Rating roll to counter a Prowess + Assassin roll when attempting Chaumas or Chaumurky.

IIITEM Respirator DDDIFFICULTY 2 CCCOST 2/1 (500) TTTIME Hours GGGAME EEEFFECT The Respirator allows the wearer to survive in adverse atmospheres. This includes gas House Shield attacks and harsh conditions. It does not allow one to survive in IIITEM House Shield a vacuum. DDDIFFICULTY 7 CCCOST -/3 (1) IIITEM Zero Suit TTTIME Months DDDIFFICULTY 6 GGGAME EEEFFECT The most powerful shield CCCOST 5/2 (50) generator. This is a large TTTIME Months holtzman field that surrounds a GGGAME EEEFFECT The Zero Suit is used in a zero building. Adds 10 to the Defense survivability atmosphere. This is Score of the House. places like the void, underwater and other such harsh conditions.

Also counts as Armour Rating 1.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 154

IIITEM Communinet Interceptor communication DDDIFFICULTY Rating

CCCOST Rating x 2/Rating/2 (5) IIITEM Communinet Transmitter TTTIME Weeks DDDIFFICULTY Rating GGGAME EEEFFECT A powerful tool utilised to CCCOST Rating / Rating/3 (100) intercept Communinent TTTIME Days tranmissions. Roll Intellect + GGGAME EEEFFECT A Personal Transceiver. Rating with a Difficulty of the Comparable to a modern day Rating of the Communinet radio. The rating becomes a Transmitter to intercept a difficulty to intercept transmission. transmissions. However, given the prevalence of interceptors, Battle Language is IIITEM Distrans often used, so there’s no DDDIFFICULTY 4 guarantee you can decode the CCCOST 3/1 (10) transmission once received. TTTIME Weeks GGGAME EEEFFECT This is a technology by which information is implanted in Vehicles animals for storage and retrieval. IIITEM Ground Vehicle, Personal DDDIFFICULTY 3 The information is stored CCCOST 4/1 (10) subliminally by voice. The TTTIME Days message can be retrieved from GGGAME EEEFFECT This is two-person car. It may be the animal by uttering a word or wheeled, tracked or hovers like a phrase. The message is usually landspeeder. It can be as ornate be repeated by the animal as a or as practical as you like it. series of words uttered through vibrations. The sound was IIITEM Ground Vehicle, Carrier likened to words connected by a DDDIFFICULTY 4 series of hums. CCCOST 5/1 (10) TTTIME Weeks Assassins use distrans animals GGGAME EEEFFECT As a personal vehicle but this is extensively as a form of covert a six person people carrier. communication. IIITEM Ground Vehicle, Transport Typically, birds are the most DDDIFFICULTY 5 common form of distrans CCCOST 6/2 (10) employed are they are better TTTIME Weeks flyers but bats are especially GGGAME EEEFFECT As a personal vehicle but this is useful, as they could travel a large goods transporter. under the cover of night.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 155

IIITEM Ground Vehicle, APC GGGAME EEEFFECT The ornithopter is the most DDDIFFICULTY 6 common form of personal CCCOST 7/2 (5) transport in the Known TTTIME Weeks Universe. They are basically GGGAME EEEFFECT As a personal vehicle but this is aerial vehicles that use a an Armoured Personnel Carrier. combination of jets and beating Each APC adds 1 to the Warfare wings that give a recognizable Score of your House. “Thwok-thwok” sound.

IIITEM Ground Vehicle, AFV The powered wings allow all DDDIFFICULTY 7 movement you expect from a CCCOST 8/2 (5) helicopter but without the TTTIME Months difficulties associated with said vehicle. GGGAME EEEFFECT As a personal vehicle but this is an Armoured Fighting Vehicle. Each AFV adds 2 to the Warfare IIITEM Air Vehicle, Carrier Ornithopter Score of your House. DDDIFFICULTY 3 CCCOST 6/2(5) IIITEM Ground Vehicle, Battle TTTIME Weeks DDDIFFICULTY 8 GGGAME EEEFFECT As a Personal Ornithopter, but a CCCOST 9/3 (5) six person carrier. TTTIME Months GGGAME EEEFFECT As a personal vehicle but this is a Battle Tank or Launcher vehicle. Each APC adds 3 to the Warfare Score of your House.

Transport Ornithopter

IIITEM Air Vehicle, Transport Ornithopter DDDIFFICULTY 4 COST 7/2 (5) CC Personal Ornithopter TTTIME Months GGGAME EEEFFECT As a Personal Ornithopter but a IIITEM Air Vehicle, Personal Ornithopter large goods transporter DDDIFFICULTY 2 CCCOST 5/1 (5) TTTIME Days

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 156

IIITEM Void, House Frigate DDDIFFICULTY 7 CCCOST 9/2 (3) TTTIME Months GGGAME EEEFFECT A large, battle ready spacecraft. Used for transport through hostile areas. The House Frigate is effective in atmospheric and void travel.

Battle Ornithopter Each House Frigate adds 3 to the Warfare Score. IIITEM Air Vehicle, Battle Ornithopter DDDIFFICULTY 5 CCCOST 8/2 (5) TTTIME Weeks GGGAME EEEFFECT As a Personal Ornithopter but designed for aerial combat. Come fitted with a holtzman shield. They are designed for controlled collisions against other shielded vehicles.

Each Battle Ornithopter adds 2 House Frigate to the Warfare Score. IIITEM Void, House Transporter IIITEM Void, Personal DDDIFFICULTY 7 DDDIFFICULTY 4 CCCOST 9/2 (6) CCCOST 6/1 (5) TTTIME Months TTTIME Weeks GGGAME EEEFFECT A large transport spacecraft. GGGAME EEEFFECT A large shuttle for traveling Used for carrying massive loads through space. Carries four from planet to planet. The House people. Effective in atmospheric Transporter is effective in and void travel. atmospheric and void travel.

IIITEM Void, Carrier IIITEM Void, Crusher DDDIFFICULTY 5 DDDIFFICULTY 10 CCCOST 7/1 (5) CCCOST --/3 (3) TTTIME Weeks TTTIME Months GGGAME EEEFFECT A very large space-faring vehicle. GGGAME EEEFFECT A Crusher a very large Can carry about 10 people in battlecruiser that is used to drop luxury. Effective in atmospheric from orbit to ground targets. and void travel Used primarily in shielded engagements. Effective in

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 157

atmospheric and void travel.

Each Crusher adds 4 to the Warfare Score.

Crushers

IIITEM Void, Monitor DDDIFFICULTY 10 CCCOST --/4 (1) TTTIME Years GGGAME EEEFFECT A Monitor is huge battleship which can break into 10 smaller destroyers. Each Monitor adds 10 to the Warfare Score. The Monitor is only effective in Void travel.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 158 DOMAIN Creation

Unlike character creation, House creation is a Defense that details their defensive and security cooperative process in which each player has capabilities. equal say about the salient features pertaining to the house. House creation involves making Espionage demarcates the intelligence/counter- important decisions, rolling dice, and applying intelligence and assassination abilities of the the results. House.

Most importantly, you and your fellow players Influence which measures the amount of sway will work together to attach stories to the House has within the system. mechanical developments in the house creation process. You will use the broad descriptions and Dominion describes the morale and faith of the details generated from these decisions and people who work for the House. transform them into a living, breathing house with a history, future, and interesting family to Territory measures the extent and production of engender the same sorts of investment that all the lands held by the House. players have for their particular characters. Treasury details the amount of money and Ideally, your group should create their noble economic clout the House has. house before creating their characters. Doing so provides a good basis from which each player Each of the seven Traits consists is rated from 1 can build his or her personas. Some groups may to 6 and is often used as a dice pool for house find that creating their characters beforehand activities (or “Ventures”). A Trait Rating is made helps guide their choices about the house and up of a Trait Score which is anywhere from 0 to its historical developments. There’s no wrong 60. The Trait Score reflects specific things which order, so follow whatever approach works best make up the Trait Rating. For example, well for you. trained troops might be 3 points of the Score for Warfare. Houses a made up of the Fiefs they control. A Fief can be anything, a good or service but is To determine the Trait Rating, divide the Trait general land from which they gain power, Score by 10 and round off. prestige and wealth. Within the context of this game, each Trait A House has seven House Traits which sum up Rating represents these approximate features. their temporal power, influence, military might gained from all its holdings and fiefs. These are; WWWARFARE LLLEVEL 1 TWO BASIC COMPANIES , Warfare which measures the military power of WELL TRAINED SQUADS , the House. 2 A BASIC BATTALION TWO WELL -EQUIPPED

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 159

COMPANIES ASSASSIN INTO THE 3 A BASIC BRIGADE , LORD ’S BEDCHAMBERS A WELL -EQUIPPED 5 YOUR ASSASSINS / SPIES BATTALION NEVER LEAVE A TRACE 4 A BASIC DIVISION , A WELL -EQUIPPED 6 KNOW YOUR RIVALS ’ BRIGADE EVERY MOVE 5 A BASIC ARMY , A WELL -EQUIPPED DIVISION IIINFLUENCE LLLEVEL 6 A BASIC ARMY GROUP , 1 PEOPLE BARLY REMEMBER A WELL -EQUIPPED ARMY THE HOUSE EXISTS

2 A POLITICAL DDDEFENSE LLLEVEL CONSIDERATION 1 SECURITY OUTPOSTS , BASIC GUARDS , 3 OTHER HOUSES WORRY BACKGROUND CHECKS ABOUT YOUR OPINION 2 GARRISONS , SHIELDED OUTPOSTS , 4 CAN JUST AS EASILY CAUSE SECURITY PATROLS OR CEASE RIOTS 3 BUNKERS , SHIELDED GARRISONS , 5 OTHER PARTIES ASK YOUR TIGHT SECURITY SWEEPS PERMISSION BEFORE ACTING 4 FORTS , SHIELDED BUNKERS , 6 CAN SWAY WHOLE GROUPS SECURITY CORDONS WITH BUT A WORD 5 CASTLES , SHIELDED FORTS , PRU -DOORS DDDOMINION LLLEVEL 6 FORTRESSES , 1 THE LOWER CASTES ARE SHIELDED CASTLES , ON THE VERGE OF REVOLT PRU -DOORS ALL OVER 2 THE PEOPLE ARE EEESPIONAGE LLLEVEL APATHETIC 1 IVORY TOWER / CLUELESS 3 THE HOUSE IS POPULAR

2 AWARE OF CURRENT EVENTS / CAN MAKE PYONS 4 HAVE A STRONG BELIEF IN DISAPPEAR THE HOUSE 3 FINGER ON THE PULSE, EYES EVERYWHERE 5 WOULD FIGHT FOR THE 4 YOU COULD GET AN HOUSE

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 160

6 WOULD DIE FOR THE STEP ONE: Siridar fief HOUSE Siridar is a title which denotes that a thing is pertaining to a House Major. TERRITORY LLLEVEL A Fief is a thing of value, such as an office, 1 FEW PEOPLE AND LITTLE right of exploitation or some other type of RESOURCES revenue-producing property which is granted by a lord to a vassal in return for allegiance 2 YOUR PEOPLES ARE NUMEROUS AND THERE (usually by homage and fealty).

ARE SOME RESOURCES A Siridar Fief, then, is a thing of value granted 3 YOU HAVE MILLIONS OF to a House Major by the Padishar Emperor in PEOPLE & REASONABLE return for allegiance to the Throne. Given the RESOURCES scope of such a thing, such a fief is generally a 4 YOUR DOMAIN IS DENSELY planetary system and all that comes with it. POPULATED / EXTENSIVE

RESOURCES A planetary system would be far too large for a 5 YOUR FIEFS AND FEES HAVE MANY SKILLED PEOPLES AND single noble family to effectively run. And as the RESOURCES Siridar Fief is granted to a House Major, the 6 YOU HAVE COPIOUS Siridar Fief is broken down into smaller fiefs POPULATION & which are then granted to Houses Minor. RESOURCES AVAILABLE Within the scope of this DUNE RPG, the players TREASURY LLLEVEL take the roles of the household of one such House Minor. Said House Minor has a fief 1 THE HOUSE IS POOR & THE PYONS POORER which belongs to them. All such fiefs are determined as part of creating the Siridar Fief.

2 THE HOUSE AND PYONS GET BY This is done by rolling a dice pool of 11d and the resulting Set(s) and Waste Dice determine different aspects of the system. 3 LIFE IS COMFORTABLE FOR ALL / FEW PROBLEMS 4 HIGH LIFESTYLE FOR THE 222XXX111 SSSTELLAR AAARCOLOGY HOUSE , PYONS NEVER WANT An arcology is an artificial self-enclosed habitat. 5 HOUSE IS AFFLUENT / It could be a hollowed out asteroid or a massive ARTISANS ARE RICH disk orbiting a star or an artificial hive-like structure or anything else you might imagine. 6 HOUSE IS STINKING RICH / PYONS ARE COMFORTABLE Each arcology counts as a single TerritoryTerritory.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 161

333XXX111 TTTWO SSSTELLAR AAARCOLOGIES 222XXX666 SSSMALL SSSIZEIZEIZE ,,, PPPOOR PPPLANET As above but with two such structures. This is a small habitable planet with few minerals or metals. Has two TerritoriesTerritories. 444XXX111 TTTHREE SSSTELLAR AAARCOLOGIES As above but with three such structures. 333XXX666 MMMEDIUM SSSIZEIZEIZE ,,, PPPOOR PPPLANET As above, but has three TerritoriesTerritories. 555XXX111 FFFOUR SSSTELLAR AAARCOLOGIES As above but with four such structures. 444XXX666 LLLARGE SSSIZEIZEIZE ,,, PPPOOR PPPLANET As above, but with four Territories

555XXX666 GGGREATER SSSIZEIZEIZE ,,, PPPOOR PPPLANET 222XXX222 GGGAS GGGIANT WITH SSSTELLAR AAARCOLOGY As above, but with five TerritoriesTerritories. Has an artificial habitat orbiting or within a Gas Giant. The Gas Giant is mined for resources adding 5 to the Treasury Score of each Territory. 222XXX777 SSSMALL SSSIZEIZEIZE ,,, MMMODERATE WWWEALTH PPPLANET 333XXX222 GGGASASAS GGGIANT WITH TTTWO SSSTELLAR AAARCOLOGIES This is a small habitable planet with reasonable As above but with two such structures. minerals or metals. Has a two TerritoriesTerritories.

444XXX222 GGGAS GGGIANT WITH TTTHREE SSSTELLAR AAARCOLOGIES 333XXX777 MMMEDIUM SSSIZEIZEIZE ,,, MMMODERATE WWWEALTH PPPLANET As above but with three such structures. As above, but with has a three TerritoriesTerritories.

555XXX222 GGGAS GGGIANT WITH FFFOUR SSSTELLAR AAARCOLOGIES 444XXX777 LLLARGE SSSIZEIZEIZE ,,, MMMODERATE WWWEALTH PPPLANET As above but with four such structures. As above, but has a four Territories

555XXX777 GGGREATER SSSIZEIZEIZE ,,, MMMODERATE WWWEALTH PPPLANET As above, but has a five Territories 222XXX3,3,3, 444 OR 555 SSSMALL MMMOON A small habitable moon which has one TerritoryTerritory. 222XXX888 SSSMALL SSSIZEIZEIZE ,,, AAAFFLUENT PPPLANET 333XXX3,3,3, 444 OR 555 MMMEDIUM MMMOON This is a small habitable planet with many As above but with two TerritoriesTerritories. minerals or metals. Has two TerritoriesTerritories.

444XXX3,3,3, 444 OR 555 LLLARGE MMMOON 333XXX888 MMMEDIUM SSSIZEIZEIZE ,,, AAAFFLUENT PPPLANET As above but with three TerritoriesTerritories. As above, but with has three TerritoriesTerritories.

555XXX3,3,3, 444 OR 555 GGGREATER MMMOON 444XXX888 LLLARGE SSSIZEIZEIZE ,,, AAAFFLUENT PPPLANET As above but with four TerritoriesTerritories. As above, but with four TerritoriesTerritories.

555XXX888 GGGREATER SSSIZEIZEIZE ,,, AAAFFLUENT PPPLANET As above, but with five TerritoriesTerritories.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 162

222XXX999 SSSMALL SSSIZEIZEIZE ,,, WWWEALTHY PPPLANET 222 Uninhabitable MoonMoon,, SmallSmall:: The system This is a small habitable planet with great has a moon with no biosphere or an minerals or metals. Has two TerritoriesTerritories. inhospitable biosphere. It orbits one of the system’s planets. This moon is 333XXX999 MMMEDIUM SSSIZEIZEIZE ,,, WWWEALTHY PPPLANET mined for resources and features an As above, but with three TerritoriesTerritories. ArcologyArcology. Adds 10 to the Treasury Score and 5 to the Influence Score of the 444XXX999 LLLARGE SSSIZEIZEIZE ,,, WWWEALTHY PPPLANET controlling House. As above, but with four TerritoriesTerritories. 333 Uninhabitable MoonMoon,, LargeLarge:: The system 555XXX999 GGGREATER SSSIZEIZEIZE ,,, WWWEALTHY PPPLANET has a moon with no biosphere or an As above, but has five TerritoriesTerritories. inhospitable biosphere. It orbits one of the system’s planets. This moon is mined for resources and features an ArcologyArcology. Ad ds 5 to the Treasury Score, the Influence Score and the Territory 222XXX101010 SSSMALL SSSIZEIZEIZE ,,, OOOPULENT PPPLANET Score of the controlling House. This is a small habitable planet with dense minerals or metals. Has two TerritoriesTerritories. 444 Uninhabitable Planet, Small: The system

has a small inhospitable or otherwise 333XXX101010 MMMEDIUM SSSIZEIZEIZE ,,, OOOPULENT PPPLANET uninhabitable planet which orbits the As above, but with three TerritorieTerritoriessss. system star. Adds 5 to the Treasury Score, 5 to the Territory Score and 5 to 444XXX101010 LLLARGE SSSIZEIZEIZE ,,, OOOPULENT PPPLANET the Influence Score of the controlling As above, but has four TerritoriesTerritories. House.

555XXX101010 GGGREATER SSSIZEIZEIZE ,,, OOOPULENT PPPLANET 555 Uninhabitable Planet, Medium: The As above, but has five TerritoriesTerritories. system has a medium sized inhospitable or otherwise uninhabitable planet which Table A --- Solar System Features orbits the system star. Adds 5 to the Treasury Score and 10 to the Territory 111 Asteroid Field: There’s an Asteroid Field Score of the controlling House. somewhere in the system. Mining operations will have begun long ago and 666 Uninhabitable Planet, Large: The system provides a source of minerals and metals has a large sized inhospitable or for the Siridar Fief. One of the Houses otherwise uninhabitable planet which Minor will be responsible for this orbits the system star. Adds 6 to the operation (adds 10 to their Treasury Treasury Score, 6 to the Territory Score Score and 5 to their Territory Score). and 3 to the Influence Score of the There is an Arcology which controls said controlling House. operation. 777 Uninhabitable Planet, Greater: The system has a huge sized inhospitable or otherwise uninhabitable planet which

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 163

orbits the system star. Adds 7 to the An Arcology is a self-enclosed artificial habitat. Treasury Score, 7 to the Territory Score A Stellar Arcology is a large, space-borne and 1 to the Influence Score of the version of an Arcology. controlling House. A Moon is a planetary body which orbits a 888 Harsh Condition World, LargeLarge:: The larger planetary body. May or may not have a planet is habitable but mostly arid or life sustaining biosphere. arctic tundra making living conditions harsh. Has four TerritoriesTerritories. The Harsh A Planet is a planetary body which orbits a star. Conditions feature stacks with any other May or may not have a life sustaining features chosen. biosphere.

999 Extreme Condition World, GreaterGreater:: The There are four different sizes of Territory and planet is habitable but mostly desert or each has different characteristics; frozen wastes making life extremely difficult. Has five TerritoriesTerritories. The A Small Territory is an area of land Extreme Conditions feature stacks with approximately the size of the United Kingdom any other features chosen. (93,000 miles 2).

101010 Planetary Ring: There is a large ring of A Medium Territory is an area of land dust, debris and asteroids circling a approximately the size of Alaska (586,400 moon or planet. Adds 5 to Treasury miles 2). Score of all Territories on the planet. A Large Territory is an area of land approximately the size of India (1,269,338 miles 2). STEP two: Territory A Huge Territory is an area of land The world you live on is a vast land, having approximately the size of China (3,696,100 nearly every type of terrain and climate miles 2). imaginable. From frozen mountains and frigid to the arid plains, people carve out their homes All Territories start off as Huge and can have up in a variety of regions, each with their own to eight FFFeaturesFeatureseatures. A Feature is predominant type advantages and disadvantages. of terrain. For example, you might think of Russia as predominantly a Tundra terrain. That The habitable areas of the planet are called would be its main feature. Arrakis is mostly TerritoriesTerritories. Arid desert. That too is a feature.

There are three basic types of Territory The players and Judge work together to decide determined by the type of planetary body they how many features to take and what they are. inhabit; No feature is better than any other. This may not be realistic but the point here is to tell a story and to create an interesting world in which to tell that story: arguing over who gets

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 164 to live in the best spot on the planet doesn’t get Such rare exotics prove difficult to defend. the game off to a good start (though it might Further, much of the land is dominated by the make for a good story during play). industry of this product or service.

E.g. The players decide that a territory called Worse, the independent harvesters/craftsmen of Amsford is mostly Forests and Grasslands. the product have little need of the controlling However, they then decide to give it Lakelands. House. So Amsford is mostly Lakelands with some Grasslands and Forests. Extreme Conditions is some state of weather or terrain that makes living in the territory very difficult. Deserts or Arctic conditions are good The Features available are; examples of Extreme Conditions.

• Arable Land While it makes it difficult to maintain morale • Exotic Deposits and belief in the state, it does produce a people • Extreme Conditions hardier than those who have it easy. • Forest • Grasslands Forest is an area packed with dense woodlands • Harsh Conditions or jungle, depending on the climate. Such wilds • Lakelands provide an easily defendable position and a • Mineral Deposits plethora of wild game available for locals. • Mountainous Like Arable Land, however, the economy is • Resource Deposits somewhat poor and the exports provide little • Wetlands influence.

Arable Land is any healthy and fertile soils with Grasslands are large open plains or prairies plenty of sunlight and good precipitation. which great tracts of habitable areas and Arable Lands are difficult to defend but food is equally great numbers of grazing animals. Such readily available and the land is picturesque. open terrain is difficult to defend and there are People are therefore happier with the controlling little real exports, providing small influence and House. Lands are also more open, giving rise to a poor economy. However, the sheer open land a large population. gives rise to huge populations.

However, the economy does not produce Harsh Environment is a state of weather or anything of real value. terrain that makes living in the territory harder

than the average. Arid locations or frozen Exotic Deposits is a thing unique to that Tundra are examples of harsh environs. territory and cannot be found anywhere else in It is more difficult to invade such territories, not the Known Universe. This then becomes a only because of the conditions but the peoples highly sought after commodity yielding are used to adversity. The downside is that they Influence and great economic boon. pay little heed of the commands of the House.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 165

Lakelands is a fertile region with many large You may choose from any of the Territories bodies of fresh water lakes and rivers. Nearly generated by your roll for the Siridar Fief. Your always picturesque and with readily available Territory is important because it has a great foods, the natives always have a high morale. deal of influence on other factors, including The major drawbacks to Lakelands are the sheer your house’s starting resources, history (both lack of habitable land and a poor economy. ancient and recent) and a number of other elements that shape its final form. Mineral Deposits describe a region which has many seams of metals and other precious You can place any and all houses wherever the minerals. Mining of these provides a fantastic group decides, having as many houses in one economy, however, work conditions are usually territory as you like. There are just a few things poor and the blame is fairly placed at the feet of to consider: the ruling House. 1) A shared Territory is split up into smaller Mountainous territories describe those that Territories: a Territory of one size is split have many high peaked mountains or otherwise into two of the size below. very hilly terrains. Defending such a territory is relatively easy for the natives, however, finding E.g. A Huge Territory is shared, which places to live and expand is challenging. becomes two Large Territories.

Resources denotes any territory that is given 2) If you share a Territory with another House, over to the harvesting of various highly sought you gain +5 Influence but receive -5 after miscellaneous resources. Oil, clay, precious Dominion. gems and the like are all such resources. 3) If you are the sole House on a planetary body, you gain +5 Dominion, -5 Influence. Much of the land is devoted to the harvest and procurement of said resource, yielding poor 4) If you are the sole occupant of a Territory defense and few places to live. Conversely, there but share the rest of the planetary body with are good exports and influence. one or more other Houses, you receive no bonuses or penalties. Wetlands are any territory which is marshy or boggy. Such areas give rise to a very diverse 5) Once you’ve selected where you are biosphere but living conditions can be poor situated, you choose one feature in that giving rise to traitorous thoughts and economy territory as the predominant feature of somewhat low. your lands. So even if one territory has seven different features, you only need Your next step, then, is to place your noble to select one. house in one of areas of the world

There may only be one Territory in a system with several Houses fighting over land or there may be more land than people, every Siridar Fief is different.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 166

BBBASE SSSCORES DDDOMAIN WWWARFARE DDDEFENSE EEESPIONAGE IIINFLUENCE DOMINION TTTERRITORY TTTREASURY TTTYPE SSSCORE SSSCORE SCORE SSSCORE SSSCORE SSSCORE SSSCORE ARCOLOGY 10 20 10 10 10 10 10 MOON 10 10 10 10 20 10 10 PLANET 10 10 10 10 10 20 10

WWWEALTH MMMODIFIER DDDOMAIN WWWARFARE DDDEFENSE EEESPIONAGE IIINFLUENCE DOMINION TTTERRITORY TTTREASURY TTTYPE SSSCORE SSSCORE SCORE SSSCORE SSSCORE SSSCORE SSSCORE POOR +0 +0 +0 +0 +5 +0 -5 MODERATE +0 +0 +0 +0 +0 +0 +0 AFFLUENT +0 +0 +0 +0 +0 -5 +5 WEALTHY +0 +0 +0 +0 -5 -5 +10 OPULENT +0 +0 +0 -5 -5 -5 +15

AAARCOLOGY MMMODIFER DDDOMAIN WWWARFARE DDDEFENSE EEESPIONAGE IIINFLUENCE DOMINION TTTERRITORY TTTREASURY TTTYPE SSSCORE SSSCORE SCORE SSSCORE SSSCORE SSSCORE SSSCORE BOTANICAL -5 -5 +0 +0 +5 +5 +0 DOMES ENERGY +0 +0 -5 +5 +0 -5 +5 COLLECTION MINERAL +0 +0 +0 +0 -10 +5 +5 DEPOSITS EXOTIC +0 +0 +0 +0 +5 -10 +10 DEPOSITS

DDDOMAIN MMMODIFIERS DDDOMAIN WWWARFARE DDDEFENSE EEESPIONAGE IIINFLUENCE DDDOMINIOMINIONONONON TTTERRITORY TTTREASURY TTTYPE SSSCORE SSSCORE SSSCORE SSSCORE SSSCORE SSSCORE SSSCORE ARABLE +0 -5 -5 +0 +5 +5 +0 EXOTIC +0 -5 +5 +10 -5 -5 +5 EXTREME +0 +10 +0 +0 -10 +0 +0 FOREST +0 +5 +0 -5 +5 +0 -5 GRASSLAND +0 -5 -5 +0 +5 +10 -5 HARSH +0 +5 +5 +0 -5 -5 +0 LAKELAND +0 +5 +0 +0 +10 -10 -5 MINERALS +0 +0 +0 +0 -10 +0 +10 MOUNTAIN +0 +10 +0 +0 +0 -10 +0 RESOURCES +0 -5 +5 +5 -5 -5 +5 WETLAND +0 +5 +0 +0 -5 +5 -5

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 167

Once you’ve generated your own House, you STEP THREE: HOUSE history must then determine the histories of all the other Houses. In addition to the player’s House, The next step is to determine your house’s there is one additional Minor House for every 2 historical events, which is done by 11d10 and habitable planets. There is a minimum of 2 comparing the results with the following additional houses, meaning the most basic sections. system is 3 Minor Houses.

When your house was founded determines the 222XXX111 VVV ENGEANCE number of historical events that can influence the final shape your house takes at the start of The House was subject to a terrible the game. Older houses have more historical rivalry leading to a grudge which events, while younger houses have fewer. festered into revenge. The revenge was enacted and your House came out Each house has a history, a chronicle of deeds victorious. Someone, somewhere still and crimes that shape its identity. remembers this long burning vendetta…

Great deeds might elevate a house to greater If Vengeance was your first historical heights, while scandal and tragedy can shatter event, your House came into existence a house’s foundation, forcing it to fall into after the fall of another House. Perhaps obscurity. one of the ancestors was the last surviving member or an ally of the Historical events provide important winning House who was granted lands. developments in your family’s history, either adding to your fortunes or diminishing them. Choose one:

Each event modifies your scores, increasing or ¥+10 Territory, +10 Influence, -5 Warfare decreasing them by the indicated value. ¥+10 Treasury, +10 Espionage, -5 Defense

Record them in the order that you rolled them. 3x1 As above but choose: Historical events can reduce a Trait Score to 5 but no lower. ¥+15 Territory, +10 Influence, -5 Warfare ¥+15 Treasury, +10 Espionage, -5 Defense Sets describe truly momentous events in your house’s history. You must choose one set as 4x1 As above but choose: your Founding Set, this describes the circumstances of your house’s origins, defining ¥+15 Territory, +15 Influence, -5 Warfare ¥+15 Treasury, +15 Espionage, -5 Defense what sort of event elevated your family to nobility. 5x1 As above but choose:

Waste Dice describe random events which have ¥+20 Territory, +10 Influence, -5 Warfare occurred in their history. ¥+20 Treasury, +10 Espionage, -5 Defense

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 168

222XXX222 CCC ONQUEST Revelations as a first historical event means your group learned a great secret Your family fought and defeated an or information that caused them to rise enemy, perhaps a powerful smuggler to power. cartel or merchant family, annexing their territory and holdings to their own. Choose one:

With such a victory comes the trouble of ¥+10 Influence, +5 Espionage old loyalties, weakening your house’s ¥+10 Treasury, +5 Espionage hold and influence over the pyons. 3x3 As above but choose: If conquest is your first historical event, you gained your noble status by ¥+10 Influence, +10 Espionage ¥+10 Treasury, +10 Espionage defeating another lord.

4x3 As above but choose: Choose one:

¥+15 Influence, +10 Treasury ¥+10 Territory, +10 Treasury, -5 Dominion ¥+15 Espionage, +10 Treasury ¥+10 Influence, +10 Territory, -5 Dominion

5x3 As above but choose: 3x2 As above but choose:

¥+15 Influence, +15 Espionage ¥+15 Territory, +10 Treasury, -5 Influence ¥+15 Treasury, +15 Espionage ¥+15 Dominion, +10 Territory, -5 Espionage

4x2 As above but choose: 222XXX444 CCC HANGE

¥+15 Territory, +15 Treasury, -5 Influence The Great House which rules the Siridar ¥+15 Dominion, +15 Territory, -5 Espionage Fief had a change of structure. Perhaps the old lord died and his son took over or 5x2 As above but choose: perhaps a new family have replaced them, at the behest of the Padishar ¥+20 Territory, +15 Treasury, -5 Influence Emperor. ¥+20 Dominion, +15 Territory, -5 Espionage If Change is your first roll, this indicates 222XXX333 RRR EVELATIONS that the new lord instigated sweeping changes and your house’s rise to power Your faction either discovered a great was one of them. secret or laid one to rest. This may have led to blackmail, created huge Choose one: embarrassment for another faction (which might not be forgotten) or ¥+10 Dominion, +10 Influence, -5 Treasury perhaps even saved a House from a great ¥+10 Influence, +10 Territory, -5 Treasury scandal.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 169

3x4 As above but choose: from the Bondsman caste by marriage or through some great act that warranted ¥+15 Dominion, +10 Influence, -5 Treasury your elevation to a noble house. ¥+15 Influence, +10 Territory, -5 Treasury Otherwise, ascent indicates that your 444x44x4x4x4 As above but choose: house participated in some key historical event that improved their fortunes. ¥+15 Dominion, +15 Influence, -5 Treasury ¥ +15 Influence, +15 Territory, -5 Treasury Choose one:

555x5xxx4444 As above but choose: ¥+10 Influence, +5 Treasury ¥+10 Territory, +5 Treasury ¥+20 Dominion, +15 Influence, -5 Treasury ¥+20 Influence, +15 Territory, -5 Treasury 3x7 As above but choose:

222XXX555-5---6666 III NFRASTRUCTURE ¥+10 Influence, +10 Treasury ¥+10 Territory, +10 Treasury Infrastructure describes a period of peace and prosperity, a moment in your 4x7 As above but choose: house’s history remembered for growth and expansion. ¥+15 Influence, +10 Treasury ¥+15 Territory, +10 Treasury If infrastructure is your first result, your house was born during a period of 5x7 As above but choose: expansion under your lord or king’s rule. ¥+15 Influence, +15 Treasury ¥ Choose 1 Trait Score and add 10. +15 Territory, +15 Treasury

3x53x5----6666 Choose 2 Trait Scores and add 10 one 222XXX888 VVV ICTORY and 5 to the other. You family achieved an important 4x54x5----6666 Choose 2 Trait Scores, add 10 to both. victory over their enemies. Foes could include a rival house, terrorists or 5x55x5----6666 Choose 2 Trait Scores and add 15 to one Outfreyn smugglers. In any event, your and 10 to the other. family rose in prominence and power because of their victory.

222XXX777 AAA SCENT As an initial historical event roll, this

victory was so great that your family An advantageous marriage, a great deed was raised to nobility. for a liege lord, or heroism in a decisive battle can all improve the fortunes of a Choose one: noble house.

¥+10 Warfare, +5 Territory If this is your first historical event, it ¥+10 Defense, +5 Treasury indicates that your house was raised

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 170

3x3x3x83x 888 As above but choose: 5x9 As above but choose:

¥+10 Warfare, +10 Territory ¥+15 Treasury, +15 Warfare ¥+10 Defense, +10 Treasury ¥+15 Treasury, +15 Defense

4x8 As above but choose: 222XXX101010 PPP ATRONAGE

¥+15 Warfare, +10 Territory Your family gained the favor of the ¥+15 Defense, +10 Treasury Siridar Lord, the Bene Gesserit, the

Spacing Guild or from some other 5x8 As above but choose: powerful body. As a result, their fortunes

¥+15 Warfare, +15 Territory improved, and they climbed in standing. ¥+15 Defense, +15 Treasury This favor might also result from a 222XXX999 GGG LORY family member becoming a personal Aide to the ruling House or becoming an A family wins glory through a military Imperial Doctor or a Mentat. victory, personal achievement, or by a great act of heroism. Glory is similar to Should favor be your first historical ascent, but it focuses on one figure in result, your house came to power your family’s past. The result of this through the influence of some external individual’s deeds advances your body. family’s standing in the eyes of its peers. Generally, glory as a first historical event Choose one: should imply that your house was formed as a reward for the great acts of ¥+10 Treasury, +5 Territory ¥+10 Territory, +5 Treasury their founder.

3x10 As above but choose: Choose one:

¥+10 Treasury, +10 Territory ¥+10 Treasury, +5 Warfare ¥+10 Territory, +10 Treasury ¥ +10 Treasury, +5 Defense

4x10 As above but choose: 3x9 As above but choose: ¥+15 Treasury, +10 Territory ¥+10 Treasury, +10 Warfare ¥+15 Territory, +10 Treasury ¥+10 Treasury, +10 Defense 5x10 As above but choose: 4x9 As above but choose: ¥+15 Treasury, +15 Territory ¥+15 Treasury, +10 Warfare, ¥+15 Territory, +15 Treasury ¥+15 Treasury, +10 Defense

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 171

WWWASTE DDDICEICEICE --- TTTABLE AAA Perhaps your family may have gained status through dubious or tragic means, 111 DDD OOM perhaps replacing the previous lords who were wiped out during the catastrophe or Easily the worst possible result, your were a lesser branch that rose in station house suffered a terrible series of as they inherited the holdings of their mishaps, disasters, and tragedies that kin. nearly erased your family. Choose one: Doom might be a series of natural events sent by God to test you or you might ¥-5 Defense, +5 Dominion, +5 Warfare have been the target of a rival House, or ¥-5 Warfare, +5 Dominion, +5 Defense a combination of events the results of which combine into one catastrophic 444 DDD ESCENT setback. Whether from a poor marriage, a Choose any 2 Trait Scores and reduce downturn in trade, or a series of tragic them both by 5. losses in a conflict, your house entered a period of decline. 222 DDD EFEAT Perhaps a desperate lord wedding his Your family fought a war or smaller daughter to a merchant prince-or of a conflict but was defeated, losing status, major branch becoming extinct, leaving precious resources and influence. the holdings to a lesser branch to rule. Choose a Trait Score and reduce it by 5 Perhaps your family might have been but add 5 to any other. swallowed up by another house and forced to marry into a lesser branch until 555 SSS CANDAL your original bloodline became all but extinct. Your family was involved in some disaster, a scandal that haunts them Choose one: still. Good options include spawning a bastard, incest, failed conspiracies, and ¥-5 Treasury, +5 Defense, +5 Dominion so on. ¥-5 Dominion, +5 Defense, +5 Treasury Choose one: 333 CCC ATASTROPHE ¥-5 Espionage, +5 Territory, +5 Dominion A result of catastrophe usually indicates ¥-5 Dominion, +5 Territory, +5 Espionage a natural disaster, such as an outbreak of plague, blight, or drought, any of 666 MMM ADNESS which can diminish your population and ability to control your lands. Inbreeding, fell secrets, disease, or mental defects can produce derangement and madness among any peoples,

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 172

including its rulers. You also gain a duty to help and assist your allies. Woe betide the day your A madness historical event indicates that alliance shatters… a particular figure suffered from some insanity, producing unpredictable 999 DDD IVISION results, with positive or negative outcomes. At some point in your house’s history, one or more parties within the Roll a d10 for each Trait Score and household came to disagree. This modify the Score based on the result; disagreement grew into a full blown split. Perhaps they left and formed their 1:1:1: -5 2:2:2: -4 3:3:3: -3 4:4:4: -2 5:5:5: -1 own house or maybe the disagreement 6:6:6: +1 7:7:7: +2 8:8:8: +3 9:9:9: +4 10: +5 came to blows.

777 III NVASION /R/R/R EVOLT Out in the world, there is a rival party that views your House as an enemy. An invasion or revolt marks a period of collapse, destruction, and ruin. Most of Choose one: these results come from an external invasion, either from a rival house, ¥-5 Territory, +5 Defense, +5 Warfare raiders, or an Offworld conflict, or ¥-5 Territory, +5 Dominion, +5 Influence perhaps even the ruling house, but it can also stem from a period of inept rule that 101010 WWW INDFALL led to a widespread Pyon revolt. A windfall is a stroke of luck, a blessing Choose one: that catapults your family into fame (or infamy). Possible results could be an ¥-5 Territory, +5 Warfare, +5 Dominion advantageous marriage, a gift from the ¥-5 Dominion, +5 Warfare, +5 Territory king, discovery of new resources on one’s lands, and more. 888 AAA LLIANCE Choose a Trait Score and raise it by 5. The House has a close allegiance with a powerful family, another House Minor or possibly even the ruling House Major. Perhaps overtime, your house has merged or may merge with its allies but certainly, for now, their fortunes affect your own.

Choose one:

¥+5 Territory, -5 Influence, +5 Espionage ¥+5 Treasury, -5 Dominion, +5 Warfare

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 173

WWWASTE DDDICEICEICE --- TTTABLE BBB 444 DDD ISHONOUR 111 TTT REACHERY A member of your house took a stand or took some cause of action which proved Either you suffered the results of to be the wrong choice. This led to the treachery or you were involved in faction being given a black mark or committing a treacherous act. In either otherwise treated with disdain. case, the historical event stains your family’s name. Choose one:

Choose any 1 Trait and reduce it by 10. ¥-5 Influence, +5 Espionage, +5 Warfare ¥-5 Dominion, +5 Espionage, +5 Defense 222 VVV ILLAIN 555 AAA IDIDID Your family produced a character of unspeakable cruelty and wickedness, a The family lands or fees suffer some villain whose name is still whispered setback or disaster that requires your with dread. House to beg for assistance. Another faction answers the call, leaving your Such a character might have committed faction in their debt. terrible crimes in his home, killed guests under his roof, or was simply just a bad A debt that has still to be called in… person. Choose one: Choose one: ¥+5 Territory, +5 Warfare ¥+5 Treasury, +5 Defense ¥-5 Influence, +5 Defense, +5 Espionage ¥-5 Dominion, +5 Warfare, +5 Espionage 666 FFF OLLY 333 DDD EATH During its history, one of House’s A prominent member of your family died ancestors or employees did something under suspicious or otherwise tragic extraordinarily stupid. They might have circumstances causing great setbacks made an agreement to something that and diplomatic problems. was completely unrealistic, ordered something grandiose and utterly useless Perhaps it was during a critical time or or perhaps caused some minor disaster the family member was highly respected through recklessness. or they left no heir or replacement. Regardless, the idiotic decision made by Choose one: “House Bonehead” has not been forgotten. ¥-5 Influence, +5 Dominion, +5 Territory ¥-5 Treasury, +5 Dominion, +5 Espionage

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 174

Choose one: great at that thing. This continues to be their duty and responsibility. Don’t let ¥-5 Espionage, +5 Territory, +5 Defense your House down… ¥-5 Defense, +5 Treasury, +5 Warfare Once per Month, one of your Household 777 CCC ALLOUSNESS may add 1d to a dice roll related to your duty or reputation. Some faction, a rival house or perhaps even your own house’s pyons needed 101010 BBB OON help, begged for it, but you turned it down. You didn’t listen, didn’t care, and Another house, a faction or some other now that haunts your family (or perhaps group owes you. For whatever reason, just your family’s name). perhaps they needed money or assistance or you had some other thing Choose one: they needed, you provided the solution and now they owe you a debt. ¥-5 Territory, +5 Warfare, +5 Defense ¥-5 Treasury, +5 Dominion, +5 Espionage You may cash this debt in once against

that faction and once it used, it is gone, 888 III NVESTMENT but what you can get out of them can be

spectacular… The House sponsored an artisan, some new development or otherwise invested time and effort into some person, project or building.

That sponsorship turned out to be a a wise investment and the returns won you much standing.

Choose one:

¥+5 Influence ¥+5 Territory ¥+5 Treasury

999 RRR EPUTATION

Your house has performed admirably at some duty or task that was assigned to them. They won the respect and admiration of their peers and their lords for their activities.

And now your house is known for being

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 175 DOMAIN Management

Once you’ve got your domain all worked out, then that the players are always High you probably want to know what to do with Householders. it… TTTHE YYYEAR The House domain is the focal point of each faction: it represents their strengths and So now that is cleared up, we need to discuss weaknesses as a group and is ultimately their what sort of things the Household can do with home and defense. this Domain and how that feeds the narrative.

If the domain falls, then the House is sure to The events of game take place over YearsYears. A follow… Year is a standard measure of 12 months of a Guild Year. So really, even if you aren’t interested in playing politics, the very least you will want to Each month, the Householders and the Domain do is protect your borders. For if a House looks get to do “stuff”. This “stuff” can be anything weak, it is certain that its peers will drop on from holding a party to building a new barracks them like a pack of wolves. to spying on a rival’s ‘habits’. A list of what exactly you can do follows, but it is important TTTHE HHHOUSEHOLD to note that although you have many options, you only have enough time in a month to do Each House consists of a House Domain and a certain “stuff”. HouseholdHousehold: if the House Domain is the lands and fees owned by the House, then the To represent this limited time, each High Household is the family, friends and employees Householder can only do four things for which run it. themselves in a month (each thing is called an OperationOperation) in between their regular duties, The Household consists of two types of person, training and the like. They can also do one High Householders and Low HouseholdersHouseholders. The thing for the Domain each month (which is former are the important people who make the called a VentureVenture). decisions whereas the latter are the servants, guards, cooks, cleaners, drivers and the like. Operations are things that an individual character can do, like spying on a specific Traditionally, most High Householders are at person, making special pains to get to know least of the Bondsmen caste. Rarely are Pyons someone or even assassinating an enemy. and lower more than Low Householders. Ventures are big events and orchestrations High Householders are the movers and shakers, performed by all the House itself. These are the people that attend the Sysselraad meetings directed by a High Householder (that is, they and generally get the House into and out of are in charge of the Venture) and can include problems. It should come as no surprise to you

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 176 things like a raid on a rival’s silos, building a DDDEFENDER ::: the House has decided to tighten dam and organising a big procession. security, close the borders and lock the domain down. This grants +1d to Defense rolls. To put this in perspective, we shall just repeat an important phrase: NNNEUTRAL ::: the House has not taken an official stance on anything and thus gains no bonuses. EACH HIGH HOUSEHOLDER CAN MAKE 4 OPERATIONS AND 1 VENTURE EACH MONTH PPPROLETARIAN ::: the House is focusing on its own internal politics, breaking up house holdings HHHOUSE SSSTRATEGY and giving great benefit to the people who work for them. This yields +1d to Dominion rolls. A House Strategy is a general attitude and direction that the House is taking. A House can NNNETWORKER ::: the House is sends out its spies, only have one House Strategy at a time and this infiltrating the companies and organisations at yields a bonus to certain House Ventures. all levels. This grants +1d to Espionage rolls.

The Household decides what the House Strategy SSSTOCKPILETOCKPILERRRR::: the House has curbed spending, is and it takes a full month to implement. In limited development and counting its coins. game terms, the Household decides to change This yields +1d to Treasury rolls. the Strategy in one month and it takes the next full month to implement it. WWWARMONGER ::: the House’s resources and tactics are generally on the offense, in a state of E.g. On Month 3, a House currently has the combat readiness, yielding +1d to Warfare Neutral House Strategy. It decides to change the rolls. Strategy. The decision is made in month 3, it takes the entirety of Month 4 to implement the HHHOUOUOUSEOU SE VVVENTURES changes and they gain the benefits of the Strategy in Month 5. As previously mentioned, the House as a whole can do stuff to advance its plans and goals. The House Strategies are: When a House works together as a living organism, this is called a VentureVenture. BBBUILDER ::: the House is cultivating its lands, encouraging people to sign up with them, Examples of House Ventures are building a new building useful infrastructure like power Agora for the market traders or a new stations and dams and slowly expanding its spaceport. borders to free (and sometimes not so free) lands. This gives the House +1d to Territory At the beginning of a Month, each Householder rolls. can take a House Venture.

CCCOURTESAN ::: the House has an open territory, Not every Householder needs to take a House allowing people to come and go as they please. Venture (and there are some reasons for only a The House welcomes people with open arms. small number of Householders to take Ventures) This grants +1d to Influence rolls. but generally, the more a House does, the more effective it can be.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 177

A Householder who declares a House Venture is Depending on the size and power of the House, said to be Directing that Venture. this can mean dice pools are relatively low. Do not be dissuaded by dice pools of 4 to 6, as When a Householder is directing, they are there is assistance to be had. spending most of the month making arrangements, negotiations and otherwise The individual actions and activities of the organising the Venture. Householders can increase the dice pools through the use of the previously mentioned The rest of their time is spent undertaking their Operations. general duties and their hobbies. This leaves them with enough time to undertake one So a Household performing several Ventures personal endeavour for the House each week. that reduces its Traits to relatively low dice pools can be increased by appropriate and well Such endeavours are called Operations and will performed personal activities. be discussed in the next section. The House Ventures are: Ventures require a dice roll to resolve and take two House Traits and add them together to form AAAPPROPRIATE ::: The House either steals, annexes or a dice pool. otherwise plunders another House’s resources.

One of the downsides for making Ventures (and Target a rival House’s Warfare, Defense, one of the reasons why you may not want every Territory or Treasury. Householder undertaking a Venture each Month) is that you must reduce a House Trait Roll your Warfare + Territory countered by their by 1 each time it is being employed in a given Defense + Territory. Month. This cannot reduce the Trait below 1. You reduce your opponent’s targeted Trait Score E.g. A House makes three Ventures that all by double your resulting Width and gain that utilise the Treasury Trait. The Treasury Trait is amount. 3 and is reduced by 1 for each Venture it is used by. This reduces the trait by 3 to 1d for each AAATTACK ::: The House goes on the offensive and roll. attempts to reduce the Trait of an opposing House through aggressive action. At the beginning of the next Month, each Trait suffers DegradationDegradation. Each time a trait is used in Attacks target a rival House’s Warfare, Defense, a Month, reduce its Trait Score by 1. Then use Territory or Treasury. the modified Trait Rating for this Month. Roll Warfare + Territory against Defense + E.g. a House has an Espionage Trait Score of Territory. 33. This yields a Trait Rating of 3. The House uses the Espionage Trait twice in one Month. Reduce their appropriate Trait Score by double This degrades Trait Score by 2 at the beginning the resulting Width. of the next Month to 31.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 178

E.g. Your House decides to attack a rival Your House makes a list of fake Ventures that it House’s Influence. You roll Espionage + is undertaking and a fake House Strategy. Treasury countered by their Defense + Influence. You roll 3x6 and they roll 2x7, reducing your You roll your Espionage + Influence. Your Width to 1. You reduce their Influence Score by 2 Width doubled creates a Difficulty for your (Width 1 x 2). opponents Surveillance and Investigate ventures. DDDEVELOP ::: The House decides to improve its domain by building, cultivating and training. Rivals aren’t aware of whether they pass or fail. All they know is that they receive results: either Roll your Territory + Treasury at a Difficulty of the truth (if they do indeed pass) or your the Trait you want to improve. Raise the misinformation (if they fail). appropriate Trait Score by your resulting Width. PPPROPAGANDA ::: The House makes an attack E.g. Your House has an Espionage Trait of 4. against the hearts and minds of the people of You take a Develop venture to raise your the target House. Espionage. You roll Territory + Treasury at Difficulty 4 and score 3x5. You raise your This is an Attack which target’s a House’s Espionage Score by 3. Dominion, Espionage and Influence.

IIINVESTIGATE ::: The House monitors a rival House’s Roll Espionage + Influence against Defense + activities, the movement of their troops and its Dominion. bondsmen’s activities. Reduce their appropriate Trait Score by double You roll Espionage + Influence countered by the resulting Width. your target’s Espionage + Defense. If you are successful, you discover the target House’s SSSUBVERT ::: Similar to an Appropriation venture, current House Strategy. the House decides to bribe, brainwash or otherwise poach another House’s people. MMMAINTAIN ::: The House puts some efforts into upkeeping its lands, repairing broken Target a rival House’s Dominion, Espionage or machinery, upgrading power stations and Influence. providing new tools for the Pyons. Roll your Espionage + Influence countered by Roll Territory + Treasury. Choose one Trait per their Espionage + Dominion. point of Width. Those traits don’t suffer Degradation this month. You reduce your opponent’s targeted Trait Score by double your resulting Width and gain that MMMISINFORM ::: The House deliberately goes out of amount. its way to distribute lies and false trails to its rivals. This is different to merely countering SSSURVEILLANCE ::: The House looks into the other House’s Surveillance ventures. activities of rival House. Choose a rival House and a House Trait. Roll your Espionage + the

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 179 chosen House Trait. This is countered by their the Game or some other bonus to a House Defense + Espionage. Venture.

MINIMAL SUCCESS - 1X: Reveals if any House The House Operations are; Ventures are being undertaken which utilise the target Trait. AAASSASSINATE ::: The Householder attempts to take out the agent of a rival House, this can be STANDARD SUCCESS - 2X: Reveals how many anywhere from a daring commando raid or a Ventures are being undertaken using the target lone assassin striking from the darkness. You Trait. can target a High Householder or a Low Householder. EXPERT SUCCESS - 3X: Reveals what Ventures are being undertaken using the target Trait. Against a High Householder, this is best resolved through an Encounter. The goal is to MASTER SUCCESS - 4X: Reveals the current Trait outright kill the target Householder. This has Level. far reaching ramifications and if you want it to be legal, you must ensure that your House is HHHOUSEHOLDER OOOPERATIONS either in a War of Assassins or in Kanly.

As previously discussed, each Month a character Against a Low Householder, roll Intellect + in a Household can undertake four personal Sinister countered by the House’s Defense + activities for the House. Espionage.

Where Ventures involve a Householder directing Success knocks a die out of one of the target teams of people working toward a specific goal Householder’s Venture sets for that Month. for the House, an Operation is the Householder going out on their own and performing some IIINTELLIGENCE ::: The Householder goes looking for task for their own reasons. information on the activities and resources.

When a character undertakes an Operation, it You can either hunt for some specific can either be resolved by a dice roll or by an information (such as a character’s most prized Encounter, depending on the situation. possession) or gain Intelligence on the House.

This basically comes down to whether the If the latter, target a rival House. player and/or Judge decide whether the result of the Operation is either dangerous (such as with Roll Insight + Observe countered by the target an Assassination) or a good opportunity for House’s Defense + Espionage. role-playing (such as with a Socialise operation). Success either reveals the appropriate information or if Intelligence, you may gain a When it comes to a dice roll, the Operation lists bonus of either +1d, +2d or +1 Special Die to the roll necessary. A resulting set either yields an appropriate House Venture.. an abstract result determined by the Judge of

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 180

IIINTERROGATE ::: The Householder attempts to glean Against a Low Householder, you can hold a die information from a rival Householder. This can ransom from one the target House’s dice pools be anything from torture to a revealing this Month. conversation. The House can either yield (returning the die to You can either Interrogate a Low Householder their pool but giving you a bonus die to one of or a High Householder. your die pools) or refuse and lose the die for this Month. Against a High Householder, this is resolved through an Encounter. The results can yield MMMISLEAD ::: The Householder lays down either +1d, +2d or +1 Special Die to an misdirection and lies to its rivals. appropriate House Venture. You make a list of fake Operations and a fake Against a Low Householder, either roll Intellect Venture that you are undertaking this Month. + Physician or Insight + Intrigue. This countered by Command + Focus, if the former, You roll your Intellect + Intrigue. Your Width or Command + Intrigue if the latter. doubled creates a Difficulty for your opponents Spy and Interrogate operations against you. The information revealed from a High Householder very much depends on the results Rivals aren’t aware of whether they pass or fail. of the Encounter. All they know is that they receive results: either the truth (if they do indeed pass) or your If against a Low Householder, you may choose misinformation (if they fail). one High Householder per Width. For each High Householder chosen in this fashion, you learn PPPROTECT ::: You watch over the Operations and one of their Operations and whether or not they Ventures of another Householder of your House. are taking a Venture this Month. Choose another High Householder. Roll your KKKIDNAP ::: The Householder appropriates a Low or Insight + Perception. Your Width doubled High Householder from a rival House. creates a Difficulty for any opposing Operation against the chosen High Householder. Against a High Householder, again, this is resolved by an Encounter. Householder’s performing Operations against the target are disrupted if they fail the test. Against a Low Householder, roll Intellect + Sinister countered by a House’s Defense + SSSABOTAGE ::: The Householder either targets a rival Espionage. House or a Householder, attempting to disrupt their activities. The result of kidnapping a High Householder effectively neutralizes their Ventures and Roll Prowess + Sinister. This is countered by Operations this Month. But has further reaching the House’s Defense + Espionage (if targeting a consequences (read: the target House will rival House) or by Insight + Perception (if probably not be too happy about it!). targeting a rival Householder).

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 181

When targeting a House, choose a Venture. SSSTEAL ::: The Householder steals something of Reduce the Height of the Venture dice roll by important from a rival House. your Width. This is resolved as an Encounter and can have If targeting a Householder, choose one of their great ramifications, based upon what is being Operations. Reduce the Height of the Operation stolen. dice roll by your Width. Stealing a fabulous piece of art from a rival SSSOCIALISE ::: The Householder meets with a House will probably cause upset and member of a rival House and engenders a embarrassment, especially if performed at the relationship, whatever the nature of that right time. However, stealing the command relationship might be. codes to deactivate the house’s defenses is another matter entirely. Choose a rival High Householder or Low Householder. The specific results can yield either +1d, +2d or +1 Special Die to an appropriate House If the former, this is resolved by an Encounter. Venture, as determined by the Judge of the The results of which are largely left up to the Game. Judge of the Game but typically involve the target becoming friendlier to the operator.

If the latter, you roll Charm + Personality. Success adds 1d to one of your House’s Ventures against the target House.

SSSPYPYPY ::: The Householder shadows a rival Householder, observing their activities.

Target a High Householder. Roll your Insight + Perception countered by the House’s Defense + Espionage.

MINIMAL SUCCESS - 1X: Reveal one of the Householder’s Operations.

STANDARD SUCCESS - 2X: As above, but reveal two of the Householder’s Operations.

EXPERT SUCCESS - 3X: As above, but reveal four of the Householder’s Operations.

MASTER SUCCESS - 4X: As above, but reveal four of the Householder’s Operations and any House Venture they are undertaking this Month.

The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed.