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War Of Assassins
Introduction
This is a conversion of d20 Modern, allowing play in the universe of Frank Herbert’s Dune.
This RULBUK details tumultuous years before the ascendance of Paul Muad’dib, in the last flowering of the neo-feudal
Imperium. It chronicles the dramatic end to the Imperium’s most ancient Kanly; betwixt the Ginaz and the Moritani. The
player characters, henceforth the entourage, form the core members of House Minor Charteriis, initially loyal to the Moritani,
and heirs to a stunning legacy of the Butlerian Jihad.
CHARACTER GENERATION
RULBUK CLASSES
SKILLS
COMBAT
POISONS
FEAR
REPUTATION
CORRIDA ESCUDA AND THE ARENA
Adapted from D20 Modern by Dagmar Scott Fraser (artaxerxes), with inspiration and help from
http://forums.gleemax.com/showthread.php?t=225679&page=26&highlight=rulbuk
Inspired by Last Unicorn Game’s DUNE and the visualisation of David Lynch.
Alexandre, Annaric, Bellios, Nexiis, Raphaen, Viktor & Vrashenko of House Charteriis.
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
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CHARACTER GENERATION
Your character is a noted servant or member of a House Minor, who in turn offer fealty to one of the Great Houses of the
Landsraad. You are a trained Sword Master, haughty Noble, enigmatic Bene Gesserit or predatory Assassin as described in
the DUNE EXEMPLARS below, already accredited to serve in that capacity. You will then use the Tough, Fast, Determined
Archetype classes to explore that character idea. You are Dune characters from the very start.
Ability Ability
Cost Cost
Score Score
9 1 14 6
10 2 15 8
11 3 16 10
12 4 17 13
13 5 18 16
Characters get 25 points to spend on their statistics. Apply the House Template, taking only one bonus feat. Reflecting the
flavour of your Great House. Then choose an Exemplar to follow, reflecting the role you have been trained to serve in.
HOUSE TEMPLATES All listed skill become class skills. Choose one of the listed feats as a bonus.
House Moritani
Training Modifiers DEX+1 INT+1 Subtlety in movement and thought.
SKILLS Athletics, Language (Bhotani Jib), Knowledge (Grumman), Sleight of Hand, Spot, Listen, Diplomacy, Move
Silently, Hide
FEATS Poison Resistance, Alertness, Track
House Harkonnen
Training Modifiers STR+1 CHA+1 Strength and Domination.
SKILLS Athletics, Acrobatics, Bluff, Intimidate, Language (Harko), Knowledge (Geidi Prime, CHOAM), Move Silently,
Hide
FEATS Endurance, Improved Damage Threshold, Toughness,
House Atreides
Training Modifiers CON+1 CHA+1 Fortitude and Integrity.
SKILLS Athletics, Acrobatics, Diplomacy, Language (Battle Language), Leadership, Knowledge (Caladan, Imperium), Pilot,
Security
FEATS Alertness, Heroic Spirit, Trustworthy
House Ginaz
Training Modifiers STR+1 WIS+1 Blood and Faith.
SKILLS Athletics, Diplomacy, Language(Hebron), Knowledge(Marcincko, Theology),
FEATS Heroic Spirit, Iron Will, Lightning Reflexes
Ixian
Training Modifiers DEX +1 INT +1 Deftness in mind and body.
SKILLS Craft(Proscribed, Servok), Knowledge(Science, Proscribed), Language (Ixian), Repair, Research
FEATS Cautious, Gearhead, Meticulous
Bene Tleilax
Training Modifiers CON+1, WIS+1 Indomitableness and Zeal.
SKILLS Craft(Proscribed), Knowledge(Science, Proscribed, Theology), Language (Tleilaxu), Research, Sense Motive, Treat
Injury,
FEATS Heroic Spirit, Surgery, Willing Deformity (for Tleilaxu creations)
Guild Agents
Training Modifiers CON+1, INT+1 Concentration and Hypermathematics.
SKILLS
FEATS
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DUNE EXEMPLARS
Assassin, Bene Gesserit Adept, Noble, Mentat, Sword Master, Spy Master & Suk are initially open to players.
Sardaukar, Tleilaxu Face Dancer, Guild Agent, Ixian Technocrat may become available in later play.
Assassin
There are many fine distinctions to the art of Kanly. By the way you kill a man you translate revenge into any
number of exquisite phrases - from a poignant knife thrust, short and sweet, to the buzzing terror of a hunter-seeker. Studied
in the secret disciplines of the Handbook of Assassins, you command a vast arsenal of lethal devices, exotic poisons and
cunning pitfalls. Through craft you speak the language of vendetta, communicating subtle messages or audacious statements
by the legion nuances of the assassin's art.
CLASS SKILLS Craft (Chaumas and Chaumurky), Knowledge (Assassination), Language (Chakobsa), Listen, Research,
Security, Spot, and Treat Injury.
BONUS FEATS Assassin's Code, Assassin’s Handbook, Swift Strike, Standard Weapon Proficiency, Exotic Weapon
Proficiency (Garrotte), Exotic Weapon Proficiency (Slow Pellet Stunner), Exotic Weapon Proficiency (Hunter Seeker)
Mentat
Your liege does not withhold computation lines from his Mentat. More accomplished that the ancient thinking
machines of the pre-Butlerian era, you represent the ultimate achievement in human mental training. From confidential
reports you assimilate and process volumes of data, recalling minutiae and computing probabilities with accurate and casual
precision. You lead fact-finding missions with the zeal of an inquisitor, embracing espionage, propaganda and interrogation
to wring information every shadow. Your broad mental training makes you the ultimate advisor to your liege. Able to
assimilate and process any variety of data, you find yourself readily adaptable to any House office - from Spymaster or
Warmaster to Security Commander or Master of Assassins.
CLASS SKILLS Concentration, Mentat Projection, Mentat Computation
BONUS FEATS Action Boost, Mentat Awareness, Mnemonic Conditioning (Eidetic Memory), Standard Weapon Proficiency
Noble
From your lofty station in the Imperial faufreluches, you perch as sentinel above your bound subjects. You monitor
you fees with the falcon's eye, protecting your nest from rival predators. Let no man hunt on House grounds, there you stand
and there you remain.
From birth you have been taught in the art of statecraft and rightful governance - from early lessons in economics
and politics to advanced studies in diplomacy and law. Your House mentors versed you in all the ways of treachery and
intrigue from snooping lethal poisons to assassins' devices. As heir to the fiefdom your mentors instructed you in self-
defence, drilling you in the art of duelling and the use of shields. Your family spared no expense grooming you for the
mantle of command; and perhaps one day, it will be you who rules as lord of your House.
CLASS SKILLS Diplomacy, Knowledge (Imperium), Leadership, Perform (Dance, Oratory)
BONUS FEATS Noble Blood, Shield Conditioning, Diplomatic Immunity, Standard Weapon Proficiency, Noble Weapon
Proficiency
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Spy Master
As a Spy Master, you advise your liege in the murky field of espionage, intrigue, propaganda, subornation and black
mail. Your official title may be CHOAM Advisor, Warmaster, or Security Commander, you are in truth a Master of Secrets,
for it does not pay to advertise your role.
It’s important for spymasters to keep personal emotions distinct from professional attachments. They must be ready
to liquidate even someone close to them without a moment’s thought if so ordered. Betrayal is their business, and their
loyalty is always to their Liege. Only your unquestioned Loyalty keeps you alive.
CLASS SKILL Encryption, Diplomacy, Forgery, Gather Information, Intimidate, Investigate, Knowledge (Psychology),
Research, Security, Sense Motive, Survival.
BONUS FEATS Spy Network, Profile, Oathbound, Track, Standard Weapon Proficiency, Exotic Weapon Proficiency
(Hunter Seeker)
Swordmaster / Warmaster
Where your lord commands, there shall you place your blade; thus goes your sacred oath. To the noble heirs you
teach the art of duelling, instructing them in sword and shield in addition to the ritual forms of Kanly. Killing with the tip
lacks artistry, move slowly on attack, fast on defence, never let an armed opponent inside your guard - these are the lessons
imparted by your masters at the academy, truths by which to live or die.
Your other duties include attending to either House security or military affairs. As Security Commander you
monitor all security procedures, attending to household surveillance and counter-intelligence. In such matters, the House
guard answers to your command, putting the household arsenal at your disposal. Or as Warmaster you command the House
battalions, ordering House defences and planning military expeditions. In either capacity you remain ever vigilant of external
threats; and by your Swordmaster Code you are a man of action. To live a purposeful existence and die in an honourable
death are mete rewards for a lifetime of valourous service.
CLASS SKILLS Armaments, Leadership, Intimidate, Knowledge (Tactics), Navigate, Survival, Treat injury,
FEATS Shield Conditioning, Oathbound, Armour(Light), Standard Weapon Proficiency, Noble Weapon Proficiency, Exotic
Weapon Proficiency (Lasgun), Exotic Weapon Proficiency (Slow Pellet Stunner).
Suk Doctor
You are the caretaker of the noble bloodline. The diamond Suk tattoo branded on your forehead proclaims you
loyalty and competence for all to see. Your pyretic conscience so rigourously condition you against taking human life that
you can be trusted to treat even the Emperor's person. But your value as a surgeon only touches on your entire worth to your
patron household.
More than a physician, you area also trained in the art of pharmacology and psychology. You concoct serums and
antivenins to counteract poisons or loosen a sleeper agent's tongue. You can administer drugs to weaken an informant's
resistance or employ hypnosis to aid in the most delicate of interrogations. And your broad knowledge of anatomy and
science makes you the ideal candidate to lead forensic investigations into medical enigmas or mysterious deaths.
CLASS SKILLS Craft (Pharmaceutical), Diplomacy, Knowledge (Psychology, Science), Research, Search, Spot, Sense
Motive, Treat Injury
FEATS Pyretic Conscience, Pharmacopoeia, Oathbound
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This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
BASIC DUNE CHARACTER CLASSES
Basic Class Descriptions
Ability
This entry tells which ability is typically associated with that class.
Hit Die
The die type used by characters of the class to determine the number of hit points gained per level.
A player rolls one die of the given type each time her character gains a new level. The character’s Constitution modifier is
applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains
at least 1 hit point. A 1st-level character gets the maximum hit points rather than rolling (although the Constitution modifier is
still applied).
Action Points
The number of action points gained per level.
Class Skills
This section of a class description provides a list of class skills and also gives the number of skill points the character starts
with at 1st level and the number of skill points gained each level thereafter. A character’s Intelligence modifier is applied to
determine the total skill points gained each level (but always at least 1 point per level, even for a character with an
Intelligence penalty).
A 1st-level character starts with 4 times the number of skill points he or she receives upon attaining each level beyond 1st.
The maximum ranks a character can have in a class skill are the character’s level +3.
A character can also buy skills from other classes’ skill lists. Each skill point buys a half rank in these cross-class skills, and a
character can only buy up to half the maximum ranks of a class skill.
Starting Feats
The feats gained at 1st level in the class.
Class Table
This table details how a character improves as he or she attains higher levels in the class. It includes the following
information.
Level: The character’s level in the class.
Base Attack Bonus: The character’s base attack bonus and number of attacks.
Fort Save: The base save bonus for Fortitude saving throws. The character’s Constitution modifier also applies.
Ref Save: The base save bonus for Reflex saving throws. The character’s Dexterity modifier also applies.
Will Save: The base save bonus for Will saving throws. The character’s Wisdom modifier also applies.
Class Features: Level-dependent class features, each explained in the section that follows.
Defence Bonus: The character’s bonus to Defence. The character’s Dexterity modifier and equipment bonus also applies.
Reputation Bonus: The character’s base Reputation bonus.
Class Features
This entry details special characteristics of the class, including bonus feats and unique talents that are gained as a character
attains higher levels in the class.
Talents
Every basic class offers a selection of talents to choose from. A character gains a talent upon attaining each odd-numbered
level in a class (including 1st level). Talents are considered to be extraordinary abilities. Some talents have prerequisites that
must be met before a character can select them.
Bonus Feats
Every basic class offers a selection of bonus feats to choose from. A character gains a bonus feat upon attaining each even-
numbered level in a class. These bonus feats are in addition to the feats that all characters receive as they attain new levels.
Some feats have prerequisites that must be met before a character can select them.
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THE STRONG ARCHETYPE
Ability: Strength
Hit Die: 1d8
Action Points: Strong Archetypes gain a number of action points equal to 5 + one-half their character level, rounded down,
at 1st level and every time they attain a new level in this class.
Class Skills: The Strong Archetype’s class skills (and the key ability for each skill) are:
Athletics (Str), Craft (structural) (Int), Handle Animal (Cha), Knowledge (Underclass, tactics) (Int), Profession (Wis), Read/
Write Language (none), Repair (Int), Speak Language (none).
Also, the House Template and Exemplar the character selects can provide additional class skills to choose from.
Class Features
The following are class features of the Strong Archetype.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Strong Archetype selects a talent from the following talent trees. Some trees have a set
order that must be followed, while others provide a list to choose from. As long as the Archetype qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
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Advanced Ignore Hardness: The Strong Archetype ignores 2 additional points of an object’s hardness (for a total of 6).
Prerequisites: Ignore hardness, improved ignore hardness.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Strong Archetype gains a bonus feat. This feat must be selected from the following
list, and the Strong Archetype must meet any prerequisites.
Animal Affinity, Athletic, Blind-Fight, Cleave, Combat Martial Arts, Combat Reflexes, Great Cleave, Improved Combat
Martial Arts, Power Attack, Reckless Offence, Shield Conditioning, Stand Still, Weapon Focus.
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THE FAST ARCHETYPE
Ability: Dexterity
Hit Die: 1d8
Action Points: Fast Archetypes gain a number of action points equal to 5 + one-half their character level, rounded down, at
1st level and every time they attain a new level in this class.
Class Skills: The Fast Archetype’s class skills (and the key ability for each skill) are: Acrobatics (Dex), Craft (mechanical)
(Int), Escape Artist (Dex), Hide (Dex), Knowledge (Underclass) (Int), Move Silently (Dex), Pilot (Dex), Profession (Wis),
Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Speak Language (none).
Also, the House Template and Exemplar the character selects can provide additional class skills to choose from.
Skill Points at 1st Level: (5 + Int modifier) x4.
Skill Points at Each Additional Level: 5 + Int modifier.
Starting Feats The two feats all characters get at 1st level
Class Features
All of the following are class features of the Fast Archetype.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Fast Archetype selects a talent from the following talent trees. Some trees have a set
order that must be followed, while others provide a list to choose from. As long as the Archetype qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Fast Archetype gains a bonus feat. This feat must be selected from the following list,
and the Fast Archetype must meet any prerequisites.
Acrobatic, Combat Expertise, Combat Martial Arts, Focused, Improved Combat Martial Arts, Improved Disarm, Mobility,
Prone Attack, Shield Conditioning, Sidestep Charge, Stealthy, Weapon Finesse.
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THE TOUGH ARCHETYPE
Ability: Constitution
Hit Die: 1d10
Action Points: Tough Archetypes gain a number of action points equal to 5 + one-half their character level, rounded down, at
1st level and every time they attain a new level in this class.
Class Skills
The Tough Archetype’s class skills (and the key ability for each skill) are: Athletics (Str), Concentration (Con), Craft
(mechanical, structural) (Int), Pilot (Dex), Intimidate (Cha), Knowledge (Underclass) (Int), Profession (Wis), Read/Write
Language (none), Ride (Dex), Speak Language (none), Spot (Wis), and Survival (Wis).
Also, the House Template and Exemplar the character selects can provide additional class skills to choose from.
Skill Points at 1st Level: (3 + Int modifier) x4.
Skill Points at Each Additional Level: 3 + Int modifier.
Starting Feats The two feats all characters get at 1st level
Class Features
All of the following are class features of the Tough Archetype.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Tough Archetype selects a talent from the following talent trees. Some trees have a set
order that must be followed, while others provide a list to choose from. As long as the Archetype qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
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Electricity Resistance: The Tough Archetype ignores an amount of electricity damage equal to her Constitution modifier.
Fire Resistance: The Tough Archetype ignores an amount of fire damage equal to her Constitution modifier.
Sonic/Concussion Resistance: The Tough Archetype ignores an amount of sonic or concussion damage equal to her
Constitution modifier.
Improved Resistance: This ability increases the effectiveness of one other talent from the Energy Resistance tree. The Tough
Archetype chooses one such talent he already possesses and doubles its effectiveness. In other words, the Archetype may now
ignore an amount of damage equal to twice his Constitution modifier when that damage is cause by the specified type of
energy. The Tough Archetype may take this talent more than once, but each time it must apply to a different talent from the
Energy Resistance Talent Tree.
Prerequisite: Any talent from the Energy Resistance Talent Tree, damage reduction 1/—.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Tough Archetype gains a bonus feat. This feat must be selected from the following
list, and the Tough Archetype must meet any prerequisites.
Alertness, Athletic, Combat Martial Arts, Confident, Endurance, Great Fortitude, Improved Combat Martial Arts, Improved
Bull Rush, Improved Feint, Knockout Strike, Power Attack, Shield Conditioning, Toughness, Vital Strike.
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THE SMART ARCHETYPE
Ability: Intelligence
Hit Die: 1d6
Action Points: Smart Archetypes gain a number of action points equal to 5 + one-half their character level, rounded down, at
1st level and every time they attain a new level in this class.
Class Skills: The Smart Archetype’s class skills (and the key ability for each skill) are: Armaments (Int), Proscribed
Technologies (Int), Craft (Chemical, Proscribed Technologies, Servok Mechanisms, Pharmaceutical, Structural, Audio-visual
Arts (solido projectors - shigawire recordings - filmbooks), Writing) (Int), Encryption (Int), Security (Int), Forgery (Int),
Investigate (Int), Knowledge (Psychology, CHOAM, Imperium, Proscribed Technologies, History, Science, Underclass,
tactics, theology and philosophy) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research
(Int), Search (Int), and Speak Language (none).
Also, the House Template and Exemplar the character selects can provide additional class skills to choose from.
Skill Points at 1st Level: (9 + Int modifier) x4.
Skill Points at Each Additional Level: 9 + Int modifier.
Starting Feats The two feats all characters get at 1st level
Class Features
All of the following are class features of the Smart Archetype.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Smart Archetype selects a talent from the following talent trees. Some trees have a set
order that must be followed, while others provide a list to choose from. As long as the Archetype qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
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Strategy Talent Tree
The Smart Archetype has the brainpower to see solutions in most situations. These talents can be selected in any order, but
before the Archetype can select a talent from this tree he or she must have previously selected at least one talent from the
Research Talent Tree.
Exploit Weakness: After 1 round of combat, the Smart Archetype can designate one opponent and try to find ways to gain an
advantage by using brains over brawn. The Smart Archetype uses a move action and makes an Intelligence check (DC 15)
with a bonus equal to her Smart level. If the check succeeds, for the rest of the combat the Smart Archetype uses her
Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the Archetype finds ways to outthink his
opponent and notices weaknesses in his opponent’s fighting style.
Prerequisite: One talent from the Research Talent Tree.
Plan: Prior to an encounter the Smart Archetype can develop a plan of action to handle the situation. Using this talent
requires preparation; a Smart Archetype can’t use this talent when surprised or otherwise unprepared for a particular
situation. Creating a plan requires 1 minute.
After creating the plan the Smart Archetype makes an Intelligence check (DC 10) with a bonus equal to her Smart level. The
result of the check provides the Smart Archetype and allies with a circumstance bonus. A Smart Archetype can’t take 10 or 20
when making this check.
Check Result Bonus
9 or lower +0 (check failed)
10–14 +1
15–24 +2
25 or higher +3
This bonus can be applied to all skill checks and attack rolls made by the Smart Archetype and her allies, but the bonus only
lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every
additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.
Prerequisite: One talent from the Research Talent Tree.
Trick: The Smart Archetype has the ability to temporarily confuse a target through the use of ploy and deception. The target
must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the Archetype, and must
be able to hear and understand the Archetype.
To play a trick on a target, the Archetype must use a full-round action and make an Intelligence check (DC 15), adding her
Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick.
The target resists the trick by making a Will saving throw (DC 10 + Smart Archetype’s class level + Smart Archetype’s Int
bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.
A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt
succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability.
Prerequisite: One talent from the Research Talent Tree.
Adapt: The Smart Archetype has the ability to use information gleaned from failures to formulate more effective courses of
action. This talent may be used both in and out of combat.
In combat, if the Smart Archetype gets hit by the same opponent three times or more in a single fight, as a full-round
action he may attempt an Intelligence check (DC = 10 + opponent’s relevant attack bonus). This action does not provoke
attacks of opportunity. If the check succeeds, for the rest of the fight the Smart Archetype gains a dodge bonus equal to his
Smart Archetype level against all attacks made by that opponent.
Outside combat, the Smart Archetype may use this ability to bolster an Intelligence-based skill. If the Smart Archetype
has three times attempted and failed an activity that requires an Intelligence-based skill check to succeed, he may attempt an
Intelligence check (DC = 10 + the EL of the obstacle). If the check succeeds, the Smart Archetype gains an insight bonus
equal to his Smart Archetype level on attempts to overcome this or similar obstacles for the rest of the day.
Prerequisites: One talent from the Research Talent Tree, plan.
Abuse Weakness: If the Smart Archetype’s attack roll threatens a critical hit against the current target of his exploit
weakness talent, he can spend 1 action point to automatically confirm the threat and score a critical hit.
Prerequisites: One talent from the Research Talent Tree, exploit weakness.
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Knowledge Category Synergy Bonus to
Autohypnosis Knowledge (theology and philosophy)
Art Craft (Audio Visual Arts)
Psychology Sense Motive
CHAOM Forgery
Imperium Diplomacy
House and Homeworld Gather Information
Earth and life sciences Treat Injury
History Research
Sciences Craft (chemical)
Popular culture Underclass
Underclass Intimidate
Tactics Investigate
Proscribed Technologies Craft (Servok)
Theology and philosophy Autohypnosis
The Smart Archetype may take this talent multiple times, but each time it must apply to a different Knowledge category.
Prerequisite: Knowledge (any) 4 ranks.
Talk a Good Game: The Smart Archetype has such stunning command of a subject that he is able to use it to obfuscate his
real meaning or intention. Choose one Knowledge category to which the Smart Archetype already has applied the logical
talent. When talking about that subject, if a Bluff, Diplomacy, or Intimidate check is called for, the Smart Archetype may
instead use the skill modifier from his Knowledge skill. For example: If the Archetype has taken the logical talent for
Knowledge (business) and is trying to convince a colleague particular company has a higher net value than it truly does, he
may use his Knowledge (business) score instead of his Bluff score when determining whether or not the colleague believes
him. (The check is still opposed normally.) This talent may be taken multiple times, but each time it must be applied to a
different Knowledge category to which the Smart Archetype has applied the logical talent.
Prerequisites: Knowledge (any) 4 ranks, logical.
Implacable: The Smart Archetype selects a number of Intelligence-based skills equal to 3 + his Intelligence modifier. When
making a check with one of these skills, the Smart Archetype can take 10 even when distracted or under duress.
Prerequisites: Knowledge (any) 4 ranks, logical.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Smart Archetype gains a bonus feat. This feat must be selected from the following
list, and the Smart Archetype must meet any prerequisites.
Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Insightful Reflexes, Iron Will,
Lightning Reflexes, Meticulous, Studious, Weapon Focus.
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THE DEDICATED ARCHETYPE
Ability: Wisdom
Hit Die: 1d6
Action Points: Dedicated Archetypes gain a number of action points equal to 5 + one-half their character level, rounded
down, at 1st level and every time they attain a new level in this class.
Class Skills: The Dedicated Archetype’s class skills (and the key ability for each skill) are: Craft (pharmaceutical, audio-
visual art, writing) (Int), Gamble (Wis), Investigate (Int), Knowledge (Imperium, CHOAM, Psychology, Proscribed
Technologies, History, Sciences, Underclass, Tactics, Theology and Philosophy) (Int), Listen (Wis), Profession (Wis), Read/
Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), and Treat Injury (Wis).
Also, the House Template and Exemplar the character selects can provide additional class skills to choose from.
Skill Points at 1st Level: (5 + Int modifier) x4.
Skill Points at Each Additional Level: 5 + Int modifier.
Starting Feats The two feats all characters get at 1st level
Class Features
The following are class features of the Dedicated Archetype.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Dedicated Archetype selects a talent from the following talent trees. Some trees have a
set order that must be followed, while others provide a list to choose from. As long as the Archetype qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
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Healing Talent Tree
The Dedicated Archetype has a talent for healing.
Healing Knack: The Archetype has a knack for the healing arts. The Archetype receives a +2 bonus on all Treat Injury skill
checks.
Healing Touch 1: The Dedicated Archetype’s ability to restore damage with a medical kit or perform surgery with a surgery
kit increases by +2 hit points.
Prerequisite: Healing knack.
Healing Touch 2: The Dedicated Archetype’s ability to restore damage with a medical kit or perform surgery with a surgery
kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points.
Prerequisites: Healing knack, healing touch 1.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Dedicated Archetype gains a bonus feat. This feat must be from this list, and the
Dedicated Archetype must meet any prerequisites.
Alertness, Attentive, Blind-Fight, Combat Intuition, Danger Sense, Deceptive, Educated, Iron Will, Medical Expert,
Meticulous, Surgery, Track, Weapon Focus.
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THE CHARISMATIC ARCHETYPE
Ability: Charisma
Hit Die: 1d6
Action Points: Charismatic Archetypes gain a number of action points equal to 5 + one-half their character level, rounded
down, at 1st level and every time they attain a new level in this class.
Class Skills: The Charismatic Archetype’s class skills (and the key ability for each skill) are: Bluff (Cha), Craft (visual art,
writing) (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha),
Knowledge (CHOAM, Psychology, Imperium, Underclass, Theology and Philosophy) (Int), Leadership (Cha), Perform (act,
dance, percussion instruments, sing, stringed instruments, wind instruments) (Cha), Profession (Wis), Read/Write Language
(none), and Speak Language (none).
Also, the House Template and Exemplar the character selects can provide additional class skills to choose from.
Skill Points at 1st Level: (7 + Int modifier) x4.
Skill Points at Each Additional Level: 7 + Int modifier.
Starting Feats The two feats all characters get at 1st level
Class Features
All of the following are class features of the Charismatic Archetype.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Charismatic Archetype selects a talent from the following talent trees. Some trees have
a set order that must be followed, while others provide a list to choose from. As long as the Archetype qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
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The Navigator should carefully monitor a Charismatic Archetype’s use of favours to ensure that this ability isn’t abused. The
success or failure of a mission shouldn’t hinge on the use of a favour, and getting a favour shouldn’t replace good role-
playing or the use of other skills. The Navigator may disallow any favour deemed to be disruptive to the game.
Prerequisite: Charm.
Misdirect: The Charismatic Archetype can encourage opponents to ignore him by making himself appear to be harmless and
unthreatening. The target must have an Intelligence score of 3 or higher to be susceptible to a misdirect attempt, must be
within 30 feet of the Charismatic Archetype, and must be able to see, hear, and understand the Archetype. To misdirect a
target, the Archetype must use an attack action to make a Charisma check (DC 15), adding his Charismatic level as a bonus.
If the Charisma check succeeds, the target can try to resist. The target resists the misdirection attempt by making a Will
saving throw (DC = 10 + Charismatic Archetype’s class level + Charismatic Archetype’s Cha bonus). If the saving throw
fails, the target pays no attention to the Archetype, deciding that he is harmless, worthless, or otherwise not worthy of regard.
The target completely ignores the Archetype until the end of the Charismatic Archetype’s next turn. This allows the
Charismatic Archetype to take actions of which the misdirected target is unaware. The effect ends immediately if the
Charismatic Archetype performs any attack action. The Charismatic Archetype can concentrate to keep a target misdirected
for additional rounds. The Charismatic Archetype must spend an attack action on the task, and the target gets to make a new
Will save each round. The effect ends when the Archetype stops concentrating, or when the target succeeds on the save.
Prerequisites: Charm, favor.
Captivate: The Charismatic Archetype has the ability to temporarily beguile a target through the use of words and bearing.
The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the
Archetype, must be flat-footed or not in combat, and must be able to see, hear, and understand the Archetype.
To captivate a target, the Archetype must use an attack action and make a Charisma check (DC 15), adding her Charismatic
level as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic Archetype’s class level +
Charismatic Archetype’s Cha bonus). If the saving throw fails, the Archetype becomes the target’s sole focus. The target pays
no attention to anyone else for 1 round and remains flat-footed. This focusing of the target’s attention allows other characters
to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened.
A Charismatic Archetype can concentrate to keep a target captivated for additional rounds. The Charismatic Archetype
concentrates all her effort on the task, and the target gets to make a new Will save each round. The effect ends when the
Archetype stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability.
Prerequisites: Charm, Favour.
Greater Charm: The Charismatic Archetype can attempt to improve the attitude of an unfriendly target (Navigator
character). The target must have an Intelligence score of 3 or higher, must be within 30 feet of the Charismatic Archetype,
and must be able to see, hear, and understand the Archetype. The Archetype may not be holding a weapon or threatening the
target in any way. The Archetype and target make opposed Will saving throws. Each character receives a bonus on this saving
throw equal to his or her Charismatic level. If the Archetype succeeds, the target’s attitude immediately becomes indifferent
toward the Archetype. If the Archetype fails, the target’s attitude immediately becomes hostile toward the Archetype.
Prerequisites: Charm, favor, captivate, misdirect.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Charismatic Archetype gains a bonus feat. This feat must be selected from the
following list, and the Charismatic Archetype must meet any prerequisites.
Agile Riposte, Creative, Cloak Dance, Deceptive, Dodge, Force of Personality, Frightful Presence, Iron Will, Lightning
Reflexes, Low Profile, Renown, Trustworthy, Windfall.
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Multiclass Characters
A character may add new classes as he or she progresses in levels, thereby becoming a multiclass character. The class
abilities from all of a character’s classes combine to determine a multiclass character’s overall abilities.
Class and Level Features As a general rule, the abilities of a multiclass character are the sum of the abilities provided by
each of the character’s classes.
Level “Character level” is a character’s total number of levels. It is used to determine when feats and ability score increases
are gained. “Class level” is the character’s level in a particular class. For an Archetype whose levels are all in the same class,
character level and class level are the same.
Hit Points An Archetype gains hit points from each class as her class level increases, adding the new hit points to the
previous total.
Saving Throws Add the base save bonuses for each class together.
Defence Bonus Add the Defence bonuses for each class together.
Reputation Bonus Add Reputation bonuses together.
Skills A multiclass Archetype uses her character level to determine the maximum ranks the Archetype can have in a skill. If a
skill is a class skill for any of a multiclass Archetype’s classes, then use character level to determine a skill’s maximum rank.
(The maximum rank for a class skill is 3 + character level.) When a multiclass Archetype gains a level in a class, he or she
spends that level’s skill points as a member of that class. Only that class’s class skills may be purchased as class skills. All
other skills, including skills for another class the Archetype has levels in, are considered cross-class skills when ranks in
those skills are purchased at this level.
Class Features The character gets all class features (talents, bonus feats, or other special abilities) of all classes for the levels
he or she possesses.
Feats A multiclass character receives a new feat every three character levels, regardless of individual class level. Taking one
level in a new class does not entitle a character to receive the two feats that a beginning 1st-level character gets.
Ability Increases A multiclass character increases one ability score by +1 every four character levels, regardless of
individual class level.
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Adding a Second Class When a character with one class gains a level, he or she may choose to increase the level of her
current class or pick up a new class at 1st level. This could be a basic class or, if the character qualifies for it, an advanced
class.
The character gains the 1st-level base attack bonus, base save bonuses, class skills, other class features of the new class, hit
points of the appropriate die type, and the new class’s number of skill points gained at each additional level (not that number
x4, as is the case for a 1st-level character).
Picking up a new class is not exactly the same as starting a character in that class. When picking up a new class, an
Archetype doesn’t receive maximum hit points but should roll the new Hit Die.
Advancing a Level Each time a multiclass character attains a new level, the Archetype either increases one of her current
class levels by one or picks up a new class at 1st level.
When a multiclass character increases one of her class levels by one, the character gets all the standard benefits that
characters receive for attaining the new level in that class: more hit points, possible bonuses on attack rolls, Defence, and
saving throws (depending on the class and the new level), a new class feature (as defined by the class), and new skill points.
Skill points are spent according to the class that the multiclass character just advanced in. Skills are purchased at the cost
appropriate for that class.
In general, a character can have levels in as many different classes as there are classes.
Action Points
Action points provide characters with the means to affect game play in significant ways. A character always has a limited
amount of action points, and while the character replenishes this supply with every new level he or she attains, the character
must use them wisely. For high-level player characters, the character gets the number of action points granted by his last class
level. For example, a 5th-level Strong Archetype would get 7 action points, because his fifth level in Strong gives him 5 + 1/2
his level. A character can spend 1 action point to do one of these things:
Alter a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw.
Use a class talent or class feature during your turn for which the expenditure of 1 action point is required.
When a character spends 1 action point to improve a d20 roll, add 1d6 to the d20 roll to help meet or exceed the target
number. A character can declare the use of 1 action point to alter a d20 roll after the roll is made -- but only before the
Navigator reveals the result of that roll (whether the attack or check or saving throw succeeded or failed). A character can't
use an action point on a skill check or ability check when he or she is taking 10 or taking 20.
When a character spends 1 action point to use a class feature, he or she gains the benefit of the feature but doesn't roll a d6. In
this case, the action point is not a bonus to a d20 roll.
A character can only spend 1 action point in a round. If a character spends a point to use a class feature, he or she can't spend
another one in the same round to improve a die roll, and vice versa.
Depending on the Archetype’s character level (see the table below), he or she may be able to roll more than one d6 when
spending 1 action point. If the character does so, apply the highest result and disregard the other rolls.
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SKILLS IN THE RULBUK SYSTEM
Skills in bold are either removed, and replaced by new skills or are modifications of previous d20 skills.
Those marked with an * are new. Those marked with ** are restricted in some fashion, generally to specific Professions.
With most skill checks, a single die roll immediately determines whether or not a character succeeds. If a character wants to
perform a dance or recall a specific piece of information, his success or failure is apparent after a single check.
For complicated and time-consuming tasks (such as disabling a Pentashielded Pru Door or researching an obscure poison), or
at times when the Navigator wants to build tension and suspense, the complex skill check described here might be called for.
In such a case, a specific number of successful skill checks must be achieved to complete the task. The complexity of the task
is reflected in the DC of the required check, the number of successful rolls required to complete the task, and the maximum
number of failed rolls that can occur before the attempt fails. In most cases, one or two failed rolls does not mean that a
complex skill check has failed, but if three failed rolls occur before the character makes the required number of successful
rolls, the attempt fails. Although three failures is a common baseline, Navigators are encouraged to change the number if the
situation warrants it.
The Navigator can also apply a penalty to future rolls in the complex check if the character rolls one or more failures. For
instance, an intricate trade negotiation requiring a complex Diplomacy check might assess the character a -2 penalty on her
checks for each failed check made as part of the complex check (representing the tide of the negotiation turning against her).
Each die roll is one portion of a complex skill check, and each die roll in the attempt represents at least 1 round of effort (it
might represent more time, depending on the skill or task in question). Like skill checks, ability checks can also be complex.
Complex skill checks are rarely used in situations that call for opposed checks.
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Armaments (Int) Trained Only (includes standard MSRD skill Demolitions)
Armaments confers the ability to operate and maintain heavy weaponry, such as lasguns, artillery, vehicular weapons and
even House Atomics. The skilled man-at-arms is able to secure and deploy such weapons. The Armaments skill also confers
knowledge of the practical working and servicing of the Holtzman Shield generators of all scales, personal, vehicle and
House shields. Example DCs; Recharge Shield DC 5, retune Shield to bar specific radiation DC 20.
Resist Fear: In response to a fear effect, you can make an Autohypnosis check on your next action even if you’ve been
overcome by fear. A successful check grants you another saving throw with a +4 morale bonus to resist the fear effect.
Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or other particularly difficult
piece of information. Each successful check allows you to memorize up to 250 words or the equivalent of what could be
comfortably contained on an 8 1/2-by-11-inch sheet of paper. You always retain this information; however, you can only
recall it with a successful Autohypnosis check.
Tolerate Poison: In response to being poisoned, you can make an Autohypnosis check on your next action. A successful
check grants you a +4 morale bonus on your saving throw to resist the poison’s secondary damage.
Willpower: If reduced to 0 hit points (disabled), you may make an Autohypnosis check. If successful, you can perform a
strenuous action without taking 1 point of damage. A failed check carries no penalties—you can choose not to perform the
strenuous action. If you do perform the strenuous action after failing the check, you take 1 point of damage, as normal.
Try Again? For resist fear and memorize, you can make a check once per round. You can’t try again to tolerate poison. You
can’t try again in the same round for willpower.
Special: You can take 10 on Autohypnosis checks, but you can’t take 20.
Special If you have 5 or more ranks in Concentration, you get a +2 bonus on Autohypnosis checks.
Prior to contact with a target the Assassin can make a knowledge check. The DC depends on the information available at the
time of planning.
Successful tests in situ allow the Assassin to recall details of the plan, and the varying contingencies. These contingencies
need not be agreed on beforehand – and may emerge as fully realised elements of the plan, retroactively during play.
Example Situation DC
Private domicile 10
Civilian Building 15
Military Depot 20
House Keep 25
Guild Bank 30
Sardaukar Outpost 35
Imperial Selamlik 40
Further modifiers for high alert (+5), complacent security (-5), sleeper agent (-5) can be assigned by the Navigator.
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Leadership (Int) Trained Only
Allows you immediate, on-the-ground assessment of tactical options in battle. Does not cover tactical or strategic planning.
You may use it in any of the following four ways:
Quick Reconnoitre Once per round as a free action you may make a Leadership check (DC 15) to find the quickest route to
higher ground, concealment, cover or an effective place to hide (granting a +2 circumstance bonus to Bluff checks used to
create a diversion to hide this round).
Battlesense As a move action, you may make a Leadership check (opposed by the opposing general’s Leadership check) to
determine what the enemy’s primary goals are, such as whether they will pursue you if you flee, are concentrating on a
specific objective, or simply wish to retreat.
Situational Awareness You may use the Leadership skill (DC 20) as part of an examination of an area in order to recognise
good points for ambush. This does not actually allow you to spot a specific ambush without making a successful Spot check,
but does allow you a +2 circumstance bonus to Spot checks to see an ambush if you have previously realised you are entering
a prime ambush location.
Art of War As a standard action, you may make a Leadership check (opposed by the opposing general’s Leadership check)
in an attempt to find a weakness in the enemy’s tactics or strategy.
Retry Not until a major outside change occurs in the nature of the battle.
Synergy If you have 5 or more ranks in Knowledge (Tactics) you gain a +2 bonus on Leadership checks. If you have 5 or
more ranks in Sense Motive, you gain a +2 bonus when using Leadership to determine an opponent’s plans.
Successful Mentat Computation Tests enable the derivation of hidden links contained within the current scene. Allowing the
Mentat to glean connected facts and motivations from future scenes. The actors and the current situation define a scene.
Where actors are those identified as those with relevance to the outcome of the scene.
The Navigator should ask the player for at least 3 anchors for the Computation, depending on the veracity and pertinence of
these anchors the DC will be adjusted. Generic information provides no bonus (assuming it is accurate), whereas knowledge
of specific actor’s motivation provides a bonus. False information provides dangerously flawed Computations, but these will
never be immediately obvious. Ignorance of additional actors can also ruin Computations.
DC Prediction
20 Glean facts relevant to the immediate future of actors in the current scene.
25 Predict future actions of actors based on the current scene.
30 Deduce the motivations of an organisation based on the behaviour of a single member in the current scene.
35 Forecast the future behaviour of an actor in a future scene.
40 Accurately divine an actor’s interactions based on previous predictions. A so called Second Order Computation.
At any point during a scene a Mentat may attempt to uncover a hidden fact or underlying motivation presented within the
scene. The skill test is not blind – the player must declare what manner of information they are attempting to discern, in
addition to presenting at least 3 anchors. The nature of these anchors modifies the difficulty as noted in the Computation
skill.
DC Information
20 Basic information about the scene. Why this locale was chosen, why these actors et cetera
25 Concealed information about this scene. Who is planning violence?
30 Obscure information about threads that directly link to this scene.
35 Related threads linked to this scene.
40 Related threads independent of this scene.
Mentat Computation and Projection generally takes at least 1 full minute (10 consecutive full-round actions). A rushed
Projection or Computation can be made as a full-round action, but you take a -10 penalty on the check.
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Treat Injury (Wis)
Check The DC and effect depend on the task attempted.
Long-Term Care (DC 15) With a medical kit, the successful application of this skill allows a patient to recover hit points
and ability points lost to temporary damage at an advanced rate - 2 hit points per character level or 2 ability points restored
per hour of rest. A new check is made each hour; on a failed check, recovery occurs at the normal rate for that hour of rest
and care.
A character can tend up to as many patients as he or she has ranks in the skill. The patients need complete bed rest
(doing nothing all hour). The character needs to devote at least 10 minutes of the hour to each patient the character is caring
for.
Revive Dazed, Stunned, or Unconscious Character (DC 15) With a first aid kit, the character can remove the dazed,
stunned, or unconscious condition from a character. This check is an attack action.
A successful check removes the dazed, stunned, or unconscious condition from an affected character. The character can’t
revive an unconscious character who is at –1 hit points or lower without first stabilizing the character.
Stabilize Dying Character (DC 15) With a medical kit, a character can tend to a character who is dying. As an attack action,
a successful Treat Injury check stabilizes another character. The stabilized character regains no hit points, but he or she stops
losing them. The character must have a medical kit to stabilize a dying character.
Surgery (DC 20) With a surgery kit, a character can conduct field surgery. This application of the Treat Injury skill carries a
–4 penalty, which can be negated with the Surgery feat. Surgery requires 1d4 hours; if the patient is at negative hit points, add
an additional hour for every point below 0 the patient has fallen.
Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s full normal total of hit points) with a
successful skill check. Surgery can only be used successfully on a character once in a 24-hour period.
A character who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon
achieves. The period of fatigue can never be reduced below 6 hours in this fashion.
Treat Disease (DC 15) A character can tend to a character infected with a treatable disease. Every time the diseased character
makes a saving throw against disease effects (after the initial contamination), the treating character first makes a Treat Injury
check to help the diseased character fend off secondary damage. This activity takes 10 minutes. If the treating character’s
check succeeds, the treating character provides a bonus on the diseased character’s saving throw equal to his or her ranks in
this skill.
Treat Poison (DC 15) A character can tend to a poisoned character. When a poisoned character makes a saving throw against
a poison’s secondary effect, the treating character first makes a Treat Injury check as an attack action. If the treating
character’s check succeeds, the character provides a bonus on the poisoned character’s saving throw equal to his or her ranks
in this skill.
Try Again? Yes, for restoring hit points, reviving dazed, stunned, or unconscious characters, stabilizing dying characters, and
surgery. No, for all other uses of the skill.
Special The Surgery feat gives a character the extra training he or she needs to use Treat Injury to help a wounded character
by means of an operation.
A character can take 10 when making a Treat Injury check. A character can take 20 only when restoring hit points or
attempting to revive dazed, stunned, or unconscious characters.
Long-term care, restoring hit points, treating disease, treating poison, or stabilizing a dying character requires a
medical kit. Reviving a dazed, stunned, or unconscious character requires either a first aid kit or a medical kit. If the character
does not have the appropriate kit, he or she takes a –4 penalty on the check. Surgery requires a surgery kit.
A character can use the Treat Injury skill on his or herself only to restore hit points, treat disease, or treat poison. The
character takes a –5 penalty on your check any time he or she treats his or herself.
Time Treat Injury checks take different amounts of time based on the task at hand, as described above.
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RULBUK COMBAT
When a character makes an attack roll and gets a natural 20 (the d20 shows 20), the character hits regardless of the target’s
Defence. The character has scored a threat of a critical hit. In addition this attack also ignores damage reduction from
equipment, i.e. worn Armour, but not innate damage reduction, such as that from the Tough Archetype talent.
To find out if it is actually a critical hit, the character immediately makes another attack roll with all the same modifiers as the
attack roll that scored the threat (excepting bonuses from Action Points). If the second roll also results in a hit against the
target’s Defence, the attack is a critical hit. (The second roll just needs to hit to confirm a critical hit; the character doesn’t
need to roll a second 20.) If the second roll is a miss, then the attack still ignores Armour and deals the damage of a regular
hit.
A critical hit multiplies the weapon’s base damage dice only, never any associated bonuses.
Unless otherwise specified, the multiplier is x2. (It is possible for some weapons to have higher multipliers, doing more
damage on a critical hit.) Some weapons have expanded threat ranges, making a critical hit more likely. However, even with
these weapons, only a 20 is an automatic hit. The Critical column in the weapon tables indicates the threat range for each
weapon. Bonus to damage, represented as extra dice, are never multiplied when a character scores a critical hit.
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that
accompany the attack, such as injury type poison, and injury type disease. Damage reduction does not negate touch attacks,
or energy damage dealt along with an attack. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or
contact.
Massive Damage
Any time a character takes damage from a single hit that exceeds the character’s massive damage threshold that damage is
considered massive damage. A character’s massive damage threshold is equal to the character’s current Constitution score;
though this can be affected by options such as taking the Improved Damage Threshold feat.
When a character takes massive damage that doesn’t reduce his or her hit points to 0 or lower, the character must make a
Fortitude save (DC 15). For every 10 points of damage dealt by an attack in excess of a character’s massive damage
threshold, increase his Fortitude save DC by 2. If the character fails the save, the character’s hit point total is immediately
reduced to –1. If the save succeeds, the character suffers no ill effect beyond the loss of hit points. Creatures immune to
critical hits are also immune to the effects of massive damage.
When a character first fails a Massive Damage Save — he is stunned for 1d4 rounds. (During that time, any other character
can take a standard action to help the stunned character recover; doing so ends the stunned condition.) The character also
becomes fatigued. If the character is already fatigued they become exhausted.
STUNNED A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity
bonus to AC (if any, but does not lose penalties).
FATIGUED A fatigued character can’t run or charge and takes a -2 penalty to Strength and Dexterity until he has rested for 8
hours.
EXHAUSTED An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of
complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else
that would normally cause fatigue.
Natural Healing
Characters recover hit points points at a rate of one hit points point per hour per character level. Characters who have failed a
Massive Damage Save, or have been reduced below 0 hitpoints, require surgery to begin healing. See the Treat Injury skill.
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Weapons and Armour of the Imperium
Weapon Groups
Simple Weapons; Flip-dart, Kindjal, Knife, Slip-tip,
Noble Weapons Rapier, Sabre
Exotic Melee Weapons; Armour Spikes, Katana, Net, Shigawire Garrotte, Warfan
Standard Ranged Weapons; Maula Pistol, Needle Gun
Exotic Ranged Weapons; Hunter-Seeker, Slow Pellet Stunner, Lasgun
Mastercraft reduces Check Penalty by 1 and increases Max Dex AC Bonus by 1. Ginaz Chain is already Mastercraft.
Mastercraft adds 2 to a weapon’s hardness, and +10 to its hit points. In addition to providing either a +1/+2/+3 to hit
or damage, never both.
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Dueling Cloak: This large, heavy, often elaborate cloak is weighted along the bottom edge with numerous small lead beads
sewn into the seam. It is often used to parry with, requiring the off-hand be free to provide a +1 Defence Bonus (at -1 Armor
Check Penalty). It can also aids in disarm maneuvers, offering +2. It may also be thrown like a net to entangle opponents.
When you throw a dueling cloak, you make a ranged touch attack against your target. The cloak's maximum range is 10 feet,
and you suffer no range penalties to throw it even to its maximum range. If you hit, the target is entangled. An entangled
creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed
and cannot charge or run. The entangled creature can escape with an Escape Artist check (DC 10) that is a full-round action.
The cloak has 3 hit points and can be burst with a Strength check (DC 20, also a full-round action). A dueling cloak is only
useful against creatures between Tiny and Medium size, inclusive, and need not be folded to be thrown effectively.
Flip Dart A small needle like barb used to deliver a potent drug or poison. Flip darts are so named for the protective 'flip-
cover' used to conceal the needle - difficult to spot with the naked eye and immune to poison snoopers as long as it remains
hermetically sealed. A successful feint (or other situation that denies DEX bonus to AC) will be required to gain the moment
to employ the flip dart. It always strikes as a ‘threatened critical’, which guarantees it will deliver the poison by ignoring DR.
Slip-tip A specialised form of fighting knife designed for off hand use. The blade earns its name from the comparative ease
by which its slender blade penetrates shields and between ribs. The blade is a long, double-edged and tapers gently towards
the sharp tip. Its hilt incorporates a deliberate cross guard to catch and deflect. The blade gains +2 to hit versus shielded
opponents. You may not use Power Attack with the Slip-tip. Primarily considered a companion blade to a kindjal, rapier or
sabre. When used in a formal duel, an envenomed slip-tip will be carried in a white-gloved hand (the blade sinister). Whereas
the sword will be carried in a black glove indicating purity.
Kindjal A kindjal is a double bladed short sword (or long knife) constructed of any metal such as plasteel. The traditional
form is of a gracefully curved, double-edged blade terminating in a glittering point. Kindjals are the standard issue blade of
House personnel but remain a favourite amongst noblemen and duellists.
Rapier* & Sabre, the epitome of noble weapons in the age of the Imperium. The rapier is a long straight edged blade,
whereas the sabre is elegantly curved. Both terminate in an acute point - instrumental in shield penetrating thrusting attacks.
Constructed of tempered metal such as cold-cast plasteel or titanium. Duelling swords prevail as the most elegant of the
archaic weapons, quick in balance and precise of motion. Considered regal weapons for noble personages, swords carry caste
restrictions on most Imperial worlds. Legally borne by Nobles, Swordmasters or House Troopers who possess sufficient
training and cachet to bear them.
*You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with
a rapier, even though it isn’t a light weapon. However you can’t wield a rapier in two hands in order to apply 1½ times your
Strength bonus to damage.
Katana requires Exotic Weapon Proficiency to use in one hand. Otherwise 2 handed at -4 to hit. The secret of it’s
manufacture lost to the Imperium. This weapon remains very rare in the Imperium, and is limited to the Navigator’s
discretion.
Armour Spikes You can have spikes added to your Armour, which allow you to deal extra piercing damage on a successful
grapple attack. The spikes count as an exotic weapon. If you are not proficient with them, you take a -4 penalty on grapple
checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they
count as a light weapon in this case. (You can’t also make an attack with Armour spikes if you have already made an attack
with another ‘off-hand’ weapon, and vice versa. Though you may combine Spike attacks with 2 handed weapons.)
War Fan appears to the untrained eye as nothing more than a beautifully crafted fan. In fact, the vanes of the fan are crafted
from plasteel, and the tips are needle-sharp. When first brought into melee, the wielder may attempt a Bluff check against an
opponent’s Sense Motive check. If the wielder wins the contest, he adds a +4 bonus to the attack roll for his first round’s
attack(s). This weapon remains very rare in the Imperium, and is limited to the Navigator’s discretion.
Slow pellet Stunner; uses compressed air to fire a cigar shaped projectile at a target, slow enough to penetrate a Holtzman
Shield. On impact it releases a powerful electrical current. Dealing 1d4 points of electricity damage, in addition the target
must make a Fortitude saving throw (DC 15) or be paralysed for 1d6 rounds. Reloading a Slow Pellet Stunner is a full-round
action that provokes attacks of opportunity. Other forms of payload, such as injury poisons may be delivered. A Holtzman
Shield equipped target can benefit from ‘Concealment’ against ranged attacks, and as such may enjoy the appropriate
mischance (from 10% to 50% depending on the opacity of the shield).
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Shield Conditioning Feat and the Holtzman Shield
The Holtzman Personal Shield dominates the battlefield; intimate knowledge is essential to those whose chief
concern is warfare. The personal shield has made almost all forms of projectile weapons completely ineffective for man-to-
man combat. Therefore, ancient melee fighting styles have been revived and perfected.
The standard form of the Holtzman Shield provides full-body defence, permitting objects to pass through them,
albeit only slowly. An object attempting to pass through a planar field at a right-angle vector speed of more than the strike
speed is faced with resistance; which grows more intense as the fourth power of the velocity. When the speed is sufficiently
high, the field becomes essentially solid to the impinging object. Shields have varying strike speeds -- that speed at which a
normal object can pass a planar Holtzman field -- that depends upon the electromagnetic admissions spectrum of the planar
field. It is never less than 5.8 cm/s for one-angstrom fields, and increases only to 9.3 cm/s for all-absorptive fields. Typical
shields have a strike speed of about 7 cm/s admitting most visible light, x-rays and gamma rays. The wielder is trained in
both the effective use and indeed defeat of the Holtzman Personal Shield. Standard shields have only one setting; certain
unique shields have other settings - for example the demi-shield, and the expensive concealable shields of certain House
Major nobles.
For those with the Holtzman Conditioning feat activating the shield is a free action, presuming a hand is free.
For those without this feat a move action is required to activate the shield. In hand-to-hand combat, the typical
military shield provides complete defence against swinging/crushing and swinging/cutting damage because the full
speed of the attack cannot be used. Most hand-to-hand attacks are carefully timed impaling attacks with fencing-style
weapons like the foil or the knife. "The slow blade penetrates the shield." Timing is more important than brute strength;
hence the STR bonus to attack cannot be employed, giving rise to schools of Finesse and Intuition. Those not
rigourously trained in shield fighting may take -2 on an attack to attempt to bypass the shield protection. Those
properly trained suffer no penalty to hit those ensconced in a personal shield.
Against ranged attacks of high velocity (bullets, rockets, grenades et cetera) the Shield is extremely effective,
providing near immunity (providing the mass of the projectile is less than that of the shielded individual). Slow
velocity slug-throwers do exist, but are rare and not very effective. Bludgeoning attacks are very ineffective; but
locks, holds and throws are just as effective against shielded opponents as against unshielded opponents. Against such
attacks shields provide no defence. STR bonuses to attack can be used in wrestling and Defensive Martial Arts
throws, trips and locks.
The shield can also be used as an active defence like its medieval counterpart. However, because of its full coverage,
it can be used not only to block incoming attacks but also to parry them. A skilled fighter can use his shielded arms to parry
an incoming weapon attack without fear of being injured in the attempt.
Proficient Shield users can parry with the whole body. This grants an effective +2 Deflection AC bonus
against a single opponent, similar to that granted by the Dodge feat (both must be directed at the same target).
However, the Holtzman planar field is not impermeable, and several shield-fighting styles have developed to exploit
this weakness. Moreover, a very skilled combatant is familiar with the workings of a shield, and can compensate in such a
manner, as to make the shield's defensive value less than optimum. The focus, this over-specialisation in fact, required to
defeat the shield leaves practitioners at a disadvantage when fighting those unshielded. The conditioning demanded of the
expert shield fighter leaves them at somewhat of a disadvantage against those not so protected. Those who have
dedicated their lives to fighting with the full body shield suffer -2 to hit in melee ‘gainst those not defended by an
activated Holtzman Shield, unless their opponent is flatfooted.
Shield Strike Attacks. You can manoeuvre your Shield to intercept the Shield of another resulting in forceful
feedback. This is resolved as a strike to your opponent, using your Holtzman Shield, as an unarmed attack. For the
purpose of penalties on attack rolls, treat a Holtzman Shield as a light weapon, dealing a d4 bludgeoning damage. If
you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). Unarmed
attacks of this sort do not invite attacks of opportunity as they are considered armed, though they do not threaten.
Defensive shields react explosively upon contact with the coherent light of laser weapons. When coherent light impinges
upon a planar effect field from either surface, all pseudo-matter bound in the shield is instantly converted to real matter. This
converted matter then converts explosively to pure energy. Fortunately the actual mass of a planar field is quite small, on the
order of .005 g for a personal shield. Thus, a typical personal defensive shield if touched by a laser beam, would result in an
atomic blast with a power of .1 kilotons. The centre of this blast is quite erratic, sometimes originating within the shield,
sometimes within the laser weapon, sometimes both, with no way to determine it beforehand, thus making the tactic of using
laser weapons to take out shields explosively suicidal.
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RADIATION & POISONS
Modern medicine has led to greater health, but the world is still not without its dangers—some of which are unique to
modern times. The following sections cover radiation sickness, a few venomous creatures of the modern world, and rules for
using the Craft (Chaumas / Chaumurky) skill to create poisons from scratch.
Radiation Sickness
When characters are exposed to radiation, they may be afflicted with radiation sickness. Radiation sickness functions exactly
like exposure to any other disease, following the normal rules for diseases (Chapter 7). The Fortitude save necessary and the
effects of radiation sickness vary with the dose of radiation to which the character is exposed.
Radiation exposure varies by degree, from mild to low, moderate, high, and severe. To determine the degree of exposure, start
with the type of exposure: either an irradiated area (such as the area near where a nuclear explosion has occurred, or a lab that
has been flooded with radioactive gas), or a specific source of radiation (such as a lump of radioactive material). Use the total
time of exposure within a given 24-hour period, rounding up. For example, say a character is involved in a lab accident. He
has to run into the lab (and hence be exposed to the radioactive materials) four times to evacuate unconscious colleagues.
Each trip takes 3 rounds; the character is exposed to the radiation source for a total of 12 rounds. This counts as a 10-minute
exposure, since 12 rounds is more than 1 minute.
RADIATION EXPOSURE
The degree of the exposure determines the severity of the radiation sickness, as indicated on the following
table.
RADIATION SICKNESS
Degree of Exposure Fort DC Damage
Mild 12 1d4–2* Con
Low 15 1d6–2* Con
Moderate 18 1d6–1* Con
High 21 1d6 Con
Severe 24 2d6 Con
• Minimum damage 0 Con
At low levels, radiation sickness is a slow disease. Often, a sick character suffers no severe effects. This is reflected in the
fact that even with a failed Fortitude save, the character might not suffer any Constitution loss. In highly radioactive
environments (such as a post apocalyptic setting), a character might be exposed to radiation while already suffering from
sickness. If the degree of exposure exceeds the exposure that caused the initial sickness, the character suffers radiation
sickness at the increased severity. Otherwise, it does not change. For example, a character who has been exposed to a low
dose of radiation does not get any sicker if she is later exposed to another mild or low dose. If she is exposed to a moderate or
higher dose, however, her sickness becomes more severe.
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MAKING POISONS
Ingredients – in the absence of Wealth Checks, ingredients must be gathered in game to manufacture poisons. The purchase
DC reflect instead the rarity of elements required for poison manufacture.
The DC of the Craft (Chaumas / Chaumurky) check to create a poison is determined by the poison’s delivery method, save
DC, and initial and secondary damage. The purchase DC of the components, and the time required, are based on the creation
check DC. The base DC to create a poison is a function of the poison’s delivery method. Poisons that are administered
intravenously (by injection) are injury poisons. Begin the process of determining how to make a poison by choosing
the delivery method.
Next, determine the effects of the poison. Select initial effects and secondary effects (most poisons have
one of each, but some have more than one effect at each stage). Each effect adds a modifier to the creation DC. For example,
if the poison deals 1d3 points of Dexterity damage initially, followed by 1d6 points of Dexterity damage, the DC would be
modified by +2 (initial damage 1d3 ability) and +2 (secondary damage 1d6 ability), for a total of +4.
Constitution damage is especially dangerous. For Constitution damage, use the appropriate ability damage, but double the
DC modifier.
Finally, set the Fortitude save DC for the poison. A save DC of 10 or lower does not modify the poison creation DC. For each
point you increase the save DC above 10, however, the Craft (Chaumas / Chaumurky) skill DC increases by +1.
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Once you know the total DC to create the poison, you can determine the purchase DC of the ingredients and the time required
to create the poison.
An Example: You wish to concoct a poison that deals 1d6 points of Dexterity damage initially, followed by unconsciousness.
The poison is to be ingested, and you’d like the Fortitude save DC to be 18. The DC to create the poison is 10 because it’s
ingested, +4 for initial damage 1d6 ability, +6 for secondary damage unconsciousness, +8 for the Fortitude save DC. That’s a
total Craft (Chaumas / Chaumurky) DC of 28.
With a Craft (Chaumas / Chaumurky) DC of 28, the purchase DC for the components is 12, and it takes eight hours to
concoct the poison. You end up with 1d4 doses.
Chaumas, Chaumurky and Basilia, in food, in drink, and in desperation by the blade into the bloodstream. All poisons fall
within 5 categories, Type I weak and slow acting to Type IV which may prove lethal in a few heartbeats, and Type V.
Type I poisons slowly attacks the victim’s immune system. Often the victim notices no immediate effects; hours pass
between exposure and effect. This category covers a range of systemic poisons usually administered by Chaumas or
Chaumurky, but also includes severe bacteriological or chemical contaminants. The Great Convention bans the use of these in
weapons of mass deployment.
Type II poisons are more aggressive, mere minutes pass before the effects begin to become apparent. [Secondary Effects
only.] Type III poison mere seconds, Type IV are those that are near instantaneous. [Primary and Secondary Effects] The
Great Convention permits these only against named groups and individuals named under an Article of Kanly
Type V poisons are the true essence of the craft designed to artfully remove the faculties of the victim. To paralyse, to blind,
to panic. The Great Convention unequivocally tolerates the employment of such Type V poisons, even in instances
pertaining to populace control.
Poison Rules.
When a character takes damage from an attack with a poisoned weapon, consumes a poisonous substance, inhales a
poisonous gas, or is otherwise poisoned, the character must make a Fortitude saving throw. If the character fails, he or she
takes the poison’s initial damage (usually ability damage). Even if the character succeeds, he or she typically faces secondary
damage 1 minute later. This secondary damage also requires a Fortitude saving throw to avoid.
Perils of Using Poison A character has a 5% chance (roll of 1 on 1d20) to expose him or herself to a poison whenever the
character applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a 1 on an attack roll with a
poisoned weapon must succeed at a Reflex saving throw (DC 15) or accidentally poison him or herself with the weapon.
Characters with the Handbook of Assassins feat are exempt.
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FEAR
“I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit
it to pass over me and through me. And when it has gone past, I will turn the inner eye to see its path. Where the fear has
gone there will be nothing. Only I will remain.”
All fear attacks are mind-affecting effects. A failed Will Save usually results in a charecter that is shaken, frightened, or
panicked.
Fear statuses are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who
is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked
instead.
Shaken A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Frightened A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened
creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use
special abilities to flee; indeed, the creature must use such means if they are the only way to escape.
Panicked A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any
other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty
on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use
special abilities, to flee; indeed, the creature must use such means if they are the only way to escape.
Cowering The character is frozen in fear and can take no actions. A cowering character takes a -2 penalty to Armor Class
and loses her Dexterity bonus (if any).
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REPUTATION
Every Archetype gains a reputation of one sort or another as his or her career progresses, expressed as a Reputation
bonus. Reputation is used to determine whether another character (a Navigator character) recognises you.
While an Archetype might try to take advantage of his reputation from time to time, usually the Archetype’s reputation
precedes him—whether he wants it to or not. Those who recognise the Archetype are more likely to help him or do what he
asks, provided the reputation has a positive connotation to the character who recognises him. A high Reputation bonus also
makes it difficult for the Archetype to mask his identity, which can be a problem if he’s trying not to be noticed. Most of the
time, an Archetype doesn’t decide to use his reputation. The Navigator decides when an Archetype’s reputation can be
relevant to a scene or encounter. At the moment it becomes relevant, the Navigator makes a Reputation check for a Navigator
character who might be influenced in some fashion due to the Archetype’s fame or notoriety, as detailed below.
Famous or Infamous?
It’s all a matter of perspective. That is, what the Archetype’s reputation represents is in the eye of the beholder—the
Navigator character he interacts with. Most characters with a high Reputation bonus (+4 or higher) are considered well
known within their profession or social circle. Whether this has a positive or negative connotation depends on the point of
view of the person who recognises the Archetype. When a character has a positive opinion of an Archetype’s reputation, the
Archetype is considered to be famous by that character.
Fame, when recognised, provides a bonus to certain Charisma-based skill checks. When a character has a negative
opinion of an Archetype’s reputation, the Archetype is considered to be infamous by that character. Also, at the Navigator’s
option, an Archetype might be considered infamous in certain situations due to events that have transpired in the campaign.
For example, if your Archetype got into trouble with the local Harkonnen garrison on Geidi Prime, he or she would be
considered infamous when attempting to interact with people in that town. Infamy, when recognised, provides a penalty to
certain Charisma-based skill checks.
Bluff: In general, being either famous or infamous aids Bluff checks. However, any Bluff check made to deny or hide your
identity “No, I’m not that Swordmaster. You must be thinking of someone else.” automatically turns the character’s
Reputation bonus into a penalty for that check.
Diplomacy: Infamous characters use their Reputation bonus as a penalty when making Diplomacy checks (it’s tough to
negotiate a peace treaty when they think you’re a killer).
Gather Information: People are more willing to help someone they know, whether happily (for a famous individual) or
fearfully (for an infamous individual).
Intimidate: A famous character can use his reputation to “throw his weight around,” but he gets to use only half of his
Reputation bonus (round down). An infamous character, on the other hand, uses his full Reputation bonus when making an
Intimidate check.
Perform: A famous individual generally gets a better reception for his performances than an infamous one.
The Navigator must decide that a character’s fame or infamy can come into play in a given situation to make a Reputation
check necessary. A character who doesn’t know you or know of you can’t be influenced by your reputation.
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Corrida Escuda - The Spectacle of The Houses
Corrida is not a sport, though some of its detractors refer to it as such; it is, rather, a contest between a man and his
courage. The practice of the Corrida dates back into the dimmest reaches of the history of the Empire: there is considerable
evidence that even the First Empire knew of Corrida, during the years when the Empire ruled only a portion of a single planet
and did not even know of other worlds.
Legend has the Corrida originating in a land known variously as Iberia, or Hybernia, or perhaps Hyperborea, when
the god-Archetype Manolete fought the god Zeus, who had taken the form of a bull for the combat. Zeus, the most powerful
of the pre-Orange Catholic Bible gods, was certain of his victory when he saw that the aspect chosen by Manolete was
evidently that of a fencer, or a dancer, since he was wearing clothes which made sense only if freedom of movement was
paramount, and his body was not powerful, but lithe and precise.
However, Zeus learned quickly of his mistake, as his charges were repeatedly misled by the dancing Manolete's
cape, and the ability of the agile duellist to be mere millimetres from Zeus's horns when he charged by. The contest went on
for weeks, with Zeus becoming more and more frustrated, especially now that the duel had attracted the attention of all of the
gods of Hybernia, and they were all quite vociferous in their admiration of Manolete's bravery.
Eventually, Zeus realised that the only way he could match the bravery of Manolete was to admit defeat, and he did
so, allowing his mortal body to tire, but continuing to drive it against Manolete in one futile, deadly charge after another,
turning, twisting, and wheeling about in the most unexpected ways possible, but all the time becoming slower, until
eventually, Zeus stood before Manolete, too tired to lift his head, too tired to charge again, and saw Manolete draw his sword
for the first time.
The Corrida travelled from Old Terra with its people, though it was apparently not nearly as popular before the Jihad
as it was afterwards—a fact that has been held up as an example of the dissolute nature of the populace when in the thrall of
the Machines. However, even before the Jihad, the Corrida was the entertainment of choice of large segments of the
population of the Empire. The bull- breeding farms on La Coruna, Saragonna, and Bahamonde were continually busy,
keeping the fans of Corrida satisfied. During this time, Corrida was not associated with the nobility to the extent that it would
be after the Jihad, and all of the famous matadors of the period (with the exception of Duke Ban Leon, who was not, at any
rate, particularly noteworthy as a matador) were commoners.
Among these were "Rodolito", whose real name is unknown; "Little" David Mariante; Lili Kalt, one of the few
women matadors; and Jose Martino Vasquez, still famous as "The Tempter" for his (eventually fatal) flirtation with the horns.
After the development of the Holtzman Shield, bull-fighting underwent a fundamental change that seated it forevermore
firmly in the ranks of upper-class entertainment.
It was probably the Baron of La Coruna who first thought of Shielding the bulls, making them much harder to kill
inartistically, while at the same time insulating the bull from distractions and crowd noises.
It is known that the first public display of what was then called Corrida Escuda took place in the Champions' Arena
on La Coruna, in 1333 B.G. The Baron had asked his House Matadors to fight the bull, and all but two had refused, saying,
quite rightly, that as commoners they were completely unfamiliar with the techniques of shield-fighting.
The two who did volunteer were the Master of the training school and his prize pupil, the then-unknown Tial. Both
had had experience in shield-fighting: Master Barkan as part of his twin duties as Trainer of the Levy, and Tial because
Barkan had seen this development coming a long time before and wanted to be ready for it.
The Corrida that day is still spoken of in hushed tones by aficionados of the ring. It is said that the audience was
stunned silent by the beauty of the pair of battles fought that day, and did not utter a sound during either Corrida, but when
each kill was made, the pandemonium in the stadium could not be controlled. Both matadors made their names that day, and
could have retired then and there as rich men, but neither did.
Both survived the Corrida that day, but Barkan, aghast at the level of competency required, resolved to continue his
training programs at heretofore unknown levels, knowing that the old skills were now merely deadly delusions. He was the
first to train the sew breed of noble matadors, and under Barkan's instruction and Baron La Coruna's patronage, the Corrida
underwent a renaissance that has continued to this day.
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VARIATIONS OF THE TRADITIONAL CORRIDA
There are as many different styles of Corrida as there are Matadors' schools, and there are usually several different
schools on any given planet. In addition to mere variations in style, there are some Houses that considered the Corrida to be
too tame: these tend to be outlying Minor Houses, though some of the Houses Major also are, counted in this number.
These are the main practitioners of a variation of the Corrida more properly known as the Arena, since their sole
purpose was to provide the spectators with a bloody spectacle: usually, the combat was between an armed (though
unshielded) man and some particularly dangerous example of the local fauna; or else the combat was between two human
participants, either because they were professionals, or because they had a grudge to settle.
The many variations and the incredible history of the Arena cannot be done justice in the short space available here.
Further references: History of the Arena through Four Empires (Caladan: INS Books).
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DUNE RULBUK The Arena and the Corrida Escuda
Treat the crowd as a single NPC, and use it's attitude toward each gladiator to track the morale bonus or penalty he receives.
If the crowd is friendly toward a gladiator gets a +1 morale bonus on attack, damage rolls and skill checks. If the crowd is
helpful the gladiator gets a +2 morale bonus. An indifferent or unfriendly crowd confers no bonus or penalty, but a crowd
that is hostile to a gladiator confers a -1
penalty on attack, damage rolls and skill checks.
Unless a particular gladiator is exceptionally well known, the crowd starts indifferent to each combatant. Each gladiator
typically makes some form of Perform Check to influence the crowd before the bout begins.
Once the fight begins only certain actions change the crowd’s attitudes as described in the table below. Note the reaction to
each gladiator is tracked separately. It is possible for two inept gladiators to be loathed by the spectators, and two veteran
gladiators can both have the crowd on its feet cheering them on.
In more exotic gladiatorial matches, there may be other ways to influence the crowd. In a match featuring gladiators on
horseback, for example, being knocked from the saddle might worsen the crowd’s attitude toward you by one step. If the
crowd is composed of Harkonnens, a successful coup de grace that reveals your opponent’s heart may improve the crowd’s
attitude by two steps.
While one-on-one gladiator contests are the most common, team matches are also popular (and may be more convenient,
because all PCs can participate). One common
variation pits a single Large or Huge creature against a team of smaller gladiators. Occasionally, a gladiatorial match includes
mounted combat or ranged combat.
It’s also commonplace for match organisers to add terrain elements to make a fight more memorable or deadly. Sometimes
two gladiators fight atop tall platforms, attempting to bull rush each other to their doom. Some organisers hide weapons all
over the arena, leading to a mad scramble as the gladiators arm themselves. Sometimes a maze or stockade is built inside the
arena, although spectators will not likely pay to attend a gladiator match they can’t see.
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Table; Gladiator Crowd Reaction
Situation Check Consequence1
1 All attitude changes are one step (for example, indifferent to unfriendly) unless otherwise noted.
2 Special modifiers apply to this check. See the appropriate skill description.
3 If you are tripped or disarmed yourself in a failed attempt, the attitude toward you worsens.
4 If you fall prone during a failed attempt, the attitude toward you worsens.
A recent winner of a Gladiatorial bout generally gets a bonus (+2 for routine contests and +4 for championship events) to
improve an NPC’s attitude if the NPC saw the victory.
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Corrida Escuda
A specialised form of the gladiatorial arena is the exclusive Corrida Escuda. Here man faces a battle with his own courage.
Treat the Matador and Bull as Gladiators, however the Crowd always begins with a Friendly rating towards the Bull. If the
Crowd consists of aficionados then the Matador must perform to a higher degree. Any misstep loses the Crowds pleasure,
any triumph is only grudgingly accepted.
There are three matadors in a bullfight, and each faces two bulls. The Matador is not merely competing against the bull, but
his fellow Matadors. In a mano a mano bullfight two rival matadors take turns fighting several bulls each.
Structure
The basic structure of a the bull fight is three acts.; Tercia de Lances, the Act of Lances, Tercio de Banderillos and Tercio de
Capote, the Act of the Cape. A pass of the bull with the cape is called a Lance, a set of three to five Lances is a Faena, and a
set of Faenas is a Tandas. In game terms each lance, or pass, is composed of a Manoeuvre, coupled with one or more
Flourishes (noted below).
It is assumed that the Matador has refocused his initiative. Making it unlikely that the bull can defeat the initiative count.
Certain unusual circumstances can change this assumption. The bull always attacks, unless the bull is deficient in some
fashion.
Cloak Dance is considered an essential feat. Hand of God is commonly employed for the Estocada, especially coupled with
Spring Attack. Stand Still and Sidestep Charge are also common feats amongst bullfighters. Heroic Surge has obvious
applications.
Tercia de Lances
The first Tercio, is an performed purely with the full Cape, the Capote.
Perform(Dance) is used with the Cape. Coupled with the full round Cloak Dance feat, which offer total concealment and
hence a 50% miss chance. The DC of the Perform Check, if successful, is added to this 50%. In the absence of the Cloak
Dance feat, then use the DC as miss chance.
The Bull charges in response to the Perform check. It will attempt to gore the matador. It is considered the height of drama
for the Bull to appear to connect, i.e. successfully strike the AC of the Matador, but for the Cloak Dance to prevent actual
injury. The bull often continues its charge past the Matador, unless the Stand Still feat is used. Such control of the movement
of the Bull please the aficionado. Sidestep Charge aids directly in defence against such a charge.
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Manoeuvres with the Cape
Flourishes
Adorno A pose, such as touching the bulls horns as it passes. Perform DC +5. On a failed check; provokes
an attack of opportunity. This can be done for free with Sidestep Charge, which allows an AoO.
Ayudado "helped", pass in which muleta is helped with the sword in other hand. You may use your Attack
Bonus with the Estoque rather than perform Dance. This also allows multiple manoeuvres to be
performed.
Ceñirse to pass the bull very close. Reckless. +2 on Skills and Attacks, -4 to AC.
Mirando al publico cape or muleta pass performed while looking at the crowd. DC +5. On a failed
Perform check the Bull attacks as if invisible.
Molinete muleta pass where matador spins round after the horns have passed. Adds a second Perform Dance
check at the same DC as the initial pass. Success will please the aficionados, failure invites an
attack of opportunity.
Muerte, Pase de la "pass of death", matador stands motionless. Matador is considered flatfooted.
Rodillas, de a pass done while kneeling. -4 on Perform(Dance), and Attacks, and AC.
Templar "to moderate", to move the cape or muleta very slowly/smoothly. Raise Perform(Dance) DC +5.
Tremendismo an almost foolhardy brave style which gets the spectators excited. +2 on Skills and Attacks, -4AC,
invokes an Attack of Opportunity.
Tercio de Banderillos
The second Tercio is performed with the cape and banderillos (little flags). Again a series of Lances, but each involves a one
handed pass, and the placement of a Banderillo. The Banderillos cause blood loss and weaken the Bull. Thus preparing the
bull for the Estocada, the killing strike with the estoque, in the following Tercio.
Perform(Dance) is used again, but this time the Cloak Dance feat can only be performed as a Move Action, giving rise to
only a 20% mischance + the DC of the successful Perform Dance (unless Heroic Surge is employed for a full round action
Cloak Dance).
The rest of the combat round is used to insert a Banderillo – or little flag. This is a standard attack. Each successful
placement of a Banderillo gives a successive -1 on Constitution (which becomes important in the Estocada, the Massive
Damage Strike that ends the Third Tercio). The Banderillos themselves deal 1-4 damage. The Alguacilas, the plaza judges
determine when enough have been applied.
The matador can abandon the cloak completely, and adopting the form of the bull, approach with a banderillo in each hand.
Use normal combat rules. This was preferred archaically. However it offers no chance to sway the crowd.
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Tercio de Capote
The third, Tercio de Muerte, the Act of Death, is the act of the Cape, the Muleta, and Sword. Lances are performed,
sometimes with the aid of the Estoque, the sword of the Matador. This act climaxes with the Estocada – the driving of the
Estoque into the neck of the bull.
As in the first Tercio Perform(Dance) is used with the Cape. Coupled with the full round Cloak Dance feat, which gives 50%
miss chance, the DC of the Perform Check, if successful, is added to this 50%.
The Matador can also use the Sword attack bonus in place of the Perform(Dance), as in this round he is armed with the
Estoque. The sword can be used to guide the Cape. This allows multiple attacks to be employed (as well as feats that depend
on attack actions such as Combat Expertise). The Bulls shielded AC is used as a target. Each successful attack may be
totalled to give the final miss chance, less the AC of the Bull. Single Sword Manoeuvres can also be combined with a partial
action Cloak Dance in a manner akin the second Tercio for 20% base miss chance.
The Tercio Muerte ends with the Estocada, one final Lance brings the Bull to the Matador. There the Matador attempts to kill
with one stroke of the Estoque. Feats such as Power Critical and the Hand of God will aid the Matador. The bull already
weakened by the Act of Banderillos should then succumb to the Matador. Failure to kill with one stroke is bad form.
Equipment
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