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age ts er ele) = 3G = oe < x a 2 3} ; Pee Credits Designers: Owen Seyier with Chistian Moore.and Matthew Coble Creative Consultants: Brian Herber & Kevin J. Anderson ICON System™: Christian Mcore, Steve Longavith Kenneth Hite, Ross Isaes DUNE: Chronicles of the Imperium™ Line Developer: Owen Seyler ‘Contributing Authors: Sieve Bishop, Matthew Colville, Richard Dakan, Jack Emmet, Matthew Grau, Steve Long, Chistian Moore, Owen Seyler Faiting: Brian Herbert & Kevin J. Anderson. Additional Design and Contributions: Sieve Bishop, Mathew Grau, Ross Isaacs Graphic Design: Charles Ryan Art Direction: Matthew Colville ‘Cover Illustration: Mark Zug Thterlorlustrtlon: Ec Andon, Doug Seka Doug Cate; Ih Bes, Tomas Gann, Anthony Highiowes, Matt Innis, Doug Keth, Mark Mavwel, Val Mayen; Sto Parente, Zac Phicnst, Alay Pollack ‘Walter Velez, Mait Wilson and Mark Zug : Playtesting: Steve Berge, Matt Colville, Tih Cooper, Seott Davis, Darren Gagne, Daniel S, Haasenviter, Greg Harper, Ross Isaacs, Steven Long, Kenneth Hite, Shane Koester, Russell D: MeKown, Alber: McKzacken-Barben Mat Mey, Michael McVey, Cirstan Moore, Ryan Moore, Dugas Penney Bobby Pekin, Derek lowikOws Daryl Veigl, and Sandia Veigel Special Thanks: Greg Orman, Semard R. Cahill, Mary Allee lee Molly llevan, Chatles Ryan. \Vasllakos; Inman Young, ay Long, Shella Ralston, Janie Sellers, Paul Timm, Nathan Regency, Steve Eta and Susie Cahill Disclaimer: The DUNE RPG is based on the DUNE Universe sfeaed by Frank Hetber ands presente withthe approval ofthe Herbert Limited Partnership. Additional game materials do tot necessarily represent official DUNE ‘kas Unicorn Games, nc. 12240 Venice Bid, Sure 15 | bos Angeles, CA. 90065 Please vs us eine at ‘oauncoricameston {Limited Cotecors Eaton Pring — August 2000 ‘THis limited collector’ edition of the DUNE RPG feahures Last Unicom Games’ ICON System™ and includes every- thing needed to lay countless adventures in Frank Hesberts Dine universe. Future editons.ofthe DUNE RPG val ‘employ the d20 System, and-conversion notes willbe avllableontine at wnat com. _ DUNEM and © 1999 Herbert Limited Partnership. Last Unicorn Games authorized user. CCF ates les ten ge Guia ed : _Forew eid by Brian ian oan: or ee eee ee ee ga ee ae ee Reet eee oe eee en ee eee lass neighborhoods, aad sometimes even vn shacks with inadequate heating. He was always eee ene cee re een ee ca ae acer eee tee aes re ee ee ace et ee eee er eae Pagan eee ec ea ee Ereative genius behind the series anit the person with the'tremendous éaergy required to complete it a eee ee eee ee a Ce Se a een meer eae a -euling. passages to her aloud and obtaining feedback from her. I listened as he described the youthful on ar eat ete ee ee ee ec eer Peer or ene ee ee eee enor eee ee ee eS me a writing career arty in their marriage in order to work as an advertising write? so that he could fe Te ee eee a Mec Pee eee ey re mee eee ee bilities, seciny things, predicting large scale world events. He had a-umigie talent—a way Perea ere eee re cee race eres etre re eren in = hea ea ean Freee nee tena rereen./ Mech gern gt Oa eer Peer es UsCieccn i) a Seer em res eek Pte ee Ce el Pius a eben cri re ea sc! Ce as ca eee NE tee ie, gee es ee ter. bt in new ways... ways in which our Hage eet ce ers agence or cm ea Introduction: Welcome to DUNE 6 House makes this easy. Normally, each character will be ‘a member ofa noble House Minor, assigned vatious roles and duties according to his vocational conditioning. As you and your group become more experlenced, House Entourages prosper, bringing power and wealth to their patron House who aspires to rising among the ranks of the Great Houses of the Landsraad. ‘This [s your chance to explore the wonders ofthe ‘DUNE universe on your own, in your own way. Alshough it can occasionally be fun to re-ceate favorite chapters or characters ‘rom the novels, rue entertainment results fom creating your own adventures, golng Beyond what you've.read In the series of DUNE novels, Think of the ‘DUNE unlverse as a grand stage, with you and your fiends as the actors. You‘ playing original characters, Jhaving adventures of your ovin. And you can tell che story You want. Narrator So you've assembled an Entourage and you're ready to play your frst game of DUNE. Fist, you'll nett to ‘choose one player to be the Namatot. Think ofthe ‘Narrator as the author ofthe games your group wil play esis jb to describe and pace the action In an chapte, fecounting the story i the players as events unfold In a sense, the Narrator “becomes” the universe, telling the players.what their characters see, hear and fel ‘Wealso the Narrators ob (6 interpret the rules and ‘use'them wisely, Players don't want io spend all night tolling dice or apuing over rules, They Want to have fun| Using the rules properly isa balancing act: while the game hinges on adventure and storytelling intespeting the rules 190 Loosely can lead to abuse. You need to Ih some sthicure infer £9 maintain drama. Games, where the characters are invincible | lack any sor of tension oF dang. Finally, is the Narar’ job tocre- ate engaging stores and adventures, and to "play" the rales of any supporting cast characters with whom the players inter ‘et. While challenging at times, it can bea lot of fun to playa roguish Swordmasier one minute and an Impesal Suk doctor the next. $0 practice those knaveries and reheatse your philosophies: you've got some dramatic acting abead of you! Tn many ways, the Narrator has the most demanding ob inthe game: He needs f0 be able to weae several hhais at once, and keep each element ‘of an chapter—story, supporting cast ule, descriptions—in constant motion. It lg ob, but once you set the hang off it can also be the most rewarding role (nt the game. We give Narrators plenty of advice in Chapters 6,7 and 8 in addition to a sample setting, cast and adventure in Chapter’ 9 and 40. So theres nothing to worry about. tn no time at all you'll be nating yourown tales as ifyou were an Imperial historian, The Rules ‘There are no winters or losers ina roleplaying:pame, Although tie DUNE RPG may be Unusual compared to the games you're used to (ike chess ot backgammon, for example), t does have something in common with these Aeccedly more traditional pastimes: it has rules that govern what you can and cannot do. But unlike tradi ‘onal games that afe often shaped entirely by thelr mules, ‘the DUNE RPG is shaped by the stories players tell. The rile exist to ehhance « chapter or chronicle and allow it {9 flow more smoothly. And hopeful. tules will prevent ‘any misunderstandings that might crop up among play- ers duringthe game. ‘The DUNE RPG uses the Icon System, « basic rules system that attempts 0 explain andi account fo the ran- dom occurrences your characters will face duting the couse of a narative. The leon System was designed to be simple, elegant and easy-to-use. ft was also designed to be open-ended and flexible: we know players enjoy {alloring systems to their own tastes and the tastes Of thelr group, and the DUNE RPG encourages such cus- tomization. ‘The guidelines presented here are yours t0 tse or ‘modify as you see ft If you don’ lke something, change it Ifyou think we forgot something, make it up. This is ‘your game now and the story, never the rues, should always remain your primary focus. low to Use this Game ‘his game ts divided into three distinct secions-— ium Familia, DUNE Oracle and Imperial Archives. should feriliarize themselves with the chapters nin the "Imperium Familia" section ofthe game, chapters show you how to create an play charac: they also describe Imperial ehillzation and into: the rules ofthe game. While you dont need to -yoursel with all ofthe material inthe “DUNE and “Imperial Archives" sections of the game, ‘ay find some of these chapters highly informative, ecialy i you'te new to the DLINE milieu: Feel fee 19 dit at your leisure, but be Wamed that “Chapter 10" sins a sémple adventure your Narrator may want to you trough. Reading this chapzet before you play soll the surprises and much of the fun you'll expet- ence |i you skip this chapter for the time being. 4 ee ae fae wi thee ses ‘ection ate of particular Interest to the Nartatoy, oot the Inticaces of teling good DUNE totes. The “DUNE Oracle” section contains infor: Entourage Interactions and House evolution the heat of any good DUNE story probably vt. ges in one of the “DUNE Oracle" chapters. ifihe chapters presented by the “DUNE Oracle” ghe she pages for your own DLINE chronicles, the petal Archives" provide the narrative details that give fe Chapters jn the “Imperial Archives" detall many of eonders and anemalies found throughout the DUNE jes, fom the formal dling rituals of Kanly to the es of fld-space navigtion, if you need new home supporting characters for your exstng gai, be eve the "Inperia Pantaloy and penal = chapters. Imperial Technology accupls its chapter, as do space travel and Imperial customs, aehion fo pencil and paper, you'll ned some ix Md dice to play the DUNE Roleplaying Game. You can {dicen any good book or hab store, or you can fy barow ew from 2 couple ef those dusty old | games lost in the back of your closet. But make that one die §8 a different color or-size than the oth- bats an important aspect of he cice rolling system sa Vast Imperium. fyoo lke what You see inthis game, quess what? plenty more on the way! Although this volume ‘everything you need to play and enjoy the RPG lor years to come, Last Unicom also pro- ‘any other DUNE RPG products. These Include adventures, source books, miniatures and boxed supple- ‘ents: While none of these products are required to play the game, cach of ther is deslgried fo expanc! and ‘enhance yout DUNE gaming experience: Look forthem at abook, game or comic store near you. The leon Link The graphic you see floating behind’ this texts Last LUnicotn Games’ propaetary Icon Link. Keyed to paricu- Jar topics: the Icon means you can find bonus material at ‘the Last Unigorn Game comgames.com). The Been instituted as an xetnples of addi supplemental archery istors, sidebar commentaries further example, untested materials or ‘experimental ties variants. See you on the web! GLOSSARY ‘Te following game terms appear throughout the DUNE:RPG. Fach of the terms Is described more com- Petely inthe appropriste section of she game; they are Eallecte here fo eae of reference. Advantage: Tait benefits; confeting advantages that 8 character possesses. Examples include having a Allyina Great House, possessing Machine Logic, ot having imperial Conditioning, Advantages cost a ‘umber of Development Points equal to their value: for example, 4 +2 Advantage costs 2 Development Points. Allegiance: an dath of fealty sworn to a House Minor ‘of Great House by a subject or vassal; Allegiance imparts fariiaity with Rouschold customs and pro ‘col Allegiance Template: A character creation tool rep- fesenting the character’ fealy 10 thelr patron rouse, such as Atreides or Harkonnen. Each Template includes the basic attributes and other abilities common to an average member of the household Attribute: A characters innate capabilites, such as his agllity or intelligence, There are five attributes: Physique, Coordination, intellect, Charisma and Prescience. attributes range in value from 1 105 (and, rarely, reach level 6 through special advan tages). Attribute Test: A Test (.v.) made using only an atedbute (ho skills involved) ‘Combined Test: A Test made by several characters ‘working together. The best Test Result acts as a base, and each additional successful result adds +1 to i fallures may subtract from the total or delay completion ofthe task Introduction: Welcome to DUNE 8 Conditioning Overlay: A characte: creation t00| representing the character's vocational Conditioning and house profession, such as Noble, Menta or Swordmaster. Each Overlay includes the basi Sills and other ablities needed to perform the profession. 446: A six-sided dle. Six-sied dice are used to make al Tests in the DUNE RPG. Development Points: Points characters use 1 buy attibutes, edges and advantageous Tis . Characters receive certain number of Development Points at each stage of tele Background! Hlsory and receive aditional Development points for selecting disadvantageous Tras. Difficulty: How easy or hard cis w accomplish a task. Each task is gven a Dificulty (r Dlficlty Number} indicating how hard it the higher the rhumber, he harder the task Diiculty Nuinbers are ‘organized into categories (fom lowest to highest, Routine 3-5], Moderate [68], Challenging [9-11 Dificut [12-14], and Neary lapossble (15). ‘When trying to accomplish a task, a character role a Test (que); this Test Result equals or exceeds the Dificulty, he succeeds Disadvantage: Tait imitations: hindrances or ocher problems which affict a character. Examples include having a Swom Enemy. being Physically Impaired (ior example, bind) or hiding one's emotions. Drama Die: When a player rolls @ Test one ofthe dice he tolls sa different color or sze. This ie Is called the Drama Die, Ifthe Drama Die rolls 6, i Indicates a great degree of success Ifials wi, i may indicate a great fale. Dramatic Failure: A failed Test measuring six or ‘more below the Difficulty Number for example, a Test Result of 5 when the Dificulty is 12) or any from a 1 onthe Dramta Die, This indicates a grevous fallure which may have temible consequences for the character. Dramatic Success: A successful Test measuring sx or mare above the Difficulty Number (for example, a ‘Test Result of 12 when the Difficulty is 5) or any Success resuling fom a 6-on the Drama Die. This es an amazing success that may have espe- beneficial results forthe character Edge: Aspects of attributes representing a character's particular level of talent (or lack of talent) with Some functions of an atribute. Foc example, the edges associated with Intellect are Perception and Logic, Edges range in value fiom +2 to -2, and act as mode fiers to related Tests Extended Test: A Test that requires an extensive ‘amount of time, or which is broken up into Sepraents so that the Narzator can gauge the chatacters progress by requiting multiple SEIN Tests. House Minor: A lesser House or subfamily of a Great House, governing planetary subiefs and hold- Ing thles of minor nobility. Great House: One of the ruling cane 6f the Impedtum distinguished by thelr governance of an cenitre planetary fe (Gridar fe?) and membership in the Federated Houses of the Landsraad, Household: any noble family lar situations. If suprised, characters must make Initiative Test rolling the Drama Die rule of 6 apes). ‘and acing the resuit to thelr curentiniative. ‘Karama Points: Karama represents a. ‘characters divine luck and cosmic des siny, resulting fom miraculous Inerven- tion of the spirit workd. Characters use ‘Karama points fo Improve rolls and ‘Increase Test Results. A characters overall Karama Point otal is sometimes referred tos is Karma Pool. ‘Level: A charécter’s level of ability in @ sklloranrlbute: For example, a charac: ‘ter who buys ski has a level of in ‘that ski as his ability improves, the level increases to 2,3, and so on, Narrative: A segment oc body of ¢ tory, Tanging from individual scenes to episodic chronicles. Opposed Test: A Test (92) which Is ‘opposed or resisted by another character for example, a character who Uses his Stealth shill to sneak pasta guard will engage in an Opposed Test with the ‘guard who uses his Observation © (search) skill in an attempt to locate the tharacter. The character who rolls the highest Test Resuitin an ‘Opposed Test wins the Test. (Option: Almost anything a characte: does can be | -dexclbe by options: Making an anack, dodging « blow ane using a ski are all options, dived into actions and reactions. Depending on your chasac- "tet Coordination you can perform a numberof. | _oftons each round, with each subsequent action and reaction eosin slightly more Option Points to Simulate the extra time needed to shift {com offen- she 10 defensive posturing. Renown: Renown measures how wellAenown a char- cers, Renown fas four aspects (Valor, Learning, Justice ancl Prayer). All characters start the game "with atleast point of Renown in one aspect {accortng 10 Conditioning Overlay). Resistance: A characters abilty to withstand dam> ‘age. Resistance equals a chatacters (Fimess + J the character wears armor or other pro- ‘ection twill add to hls Resistance. __ Result: Test Result See Test. Roiind: A meosure of time in combat, equalto five BIE eee yess wed apie aa knowledge. Examples chide the ablity ro ada “trate holdings, make Mentat computations or fight vith lade weapons Sis range in vale from | 0 5 (and acy, highel). Most skis have specializa- tons (2) kill Test: A Test (q.v.}n which a character rolls @ ‘number of dice equal f the atebute apon Which a ‘kil based, and adds te highest resull on any cic {o bis ski ievel. IF the toal equals of eéeeeds the ‘Diffiulty Number for the task; the character suc ‘eed Specialization: Areas of particular expentse and ability within ski. Many skills requite a character ‘0 specialize, since they ate s0 broad that few char- acters will ever Jeam all aspects of he Sel in-depth. ‘Test: Tests are dict rolls used t0 determine whether a sharacter succeeds with a pariculat action, Most ‘Tests ate based on a'skil + atrbure, but there are also Tests based solely on an afttibute. Typically, the fighest die slled in a Test ls added to the relevant ski Tevel: if that total, oF Test Result, equals ar exceeds the Dificulty of afask, the characer suc- ceeds Test Modifier: Circumstances thet modify a Test “These inelude edges, poor Vsibliy sing the off hind, being wounded oe mying to perform takes in zeto giavty. ‘Wound Level: An indication ofa characters curent lijury status. There are seven Wound Level: Healthy, Stunted, injured, Wounded, Incapaciated, ‘Near Death and Killed. A character can withstand a ‘number of points of damage equal to his Physique ‘tlbute = Constitution edge per Wound Level: ‘when he takes more damage than that, he drops to sbenekt level Imperium Familia a eee ee eC a ee ee cre ee Therrace knows its owa mortality and fears stagnation of its heredity. 11's in the bloodstream—the urge to mingle genetic strains without plan. The Imperium, the CHOAM Company. all the Great Houses. they are but bits of flotsam in the path of the flaod, ON ec oe Me Se er eee ee eee Nae Re Ne ee ee secre friends now command fifty-nine point six-five percent of the CHOAM directorship’s votes, Certainly re ee eee eee eee ee sere eee ee ena That's certainly what I need right now." Jessica suid. “A review of history.” OE a ee ae em eae ee eee eco creer nem MINNIE rh ee, operate perenne orn Pre eerie Renee Ure rrr iat fcr trade culture which turas its back ou most scence ee eee ane MRT A Mme oe an Te cP nom Ce ee eet mae es rine a ere ee rene mana ee ere ee ee Peas Paar Sener narny renee eye ve OAT TIO Ete Bera ieligence. Such ‘human expec- ‘any sott of reliance y pethaps beter than 7 - rl Ped nga i ss hinery ot Cece else. srl The History of the Imperium tations and capabilities, and led to a number of ertcal social and cultural adaptations. The most direct result of the proscriptions took the form of a new reliance on human methods. Over time, this reliance would lead to the formation of the Great Schools—the Bene Gesserit Sisterhood, the Spacing Gulld, the Mentat School, anc the Swordmasters School of Gina2. Science, medicine, academia-—all such disciplines were intially viewed with suspicion inthe wake ofthe teyolu: tion, and their practice ts case for actual punishment ‘on some worlds. While thes attitudes would change con- siderabiy after the establishment ofthe Great Schools. ‘hese discipines stil carry stigmas with fhem today. Emerging techinologes that did not require a human ‘operator, oF direct human contol of some kind, were abandoned. Tine automation had ceased to exist, While the surviving technocracies of I, Richése, and Tella ‘began to develop new technologies following te lettet of the Proscriptions, such advances would fot Become ‘Widely known, or indeed widely available, for several thousand years. In the eafly yeas following the ik, Such development feniained eaefully secret. ‘Al spacecraft dépending on atl tnteligeee for ‘avgation or propulsion were either destroyed or aba, ‘doned. Worlds severed contact with each other and with lt previously centralized authority. leading to widespread breakdowns in both Commerce and communication. As a ‘consequence ofthis sll-mposed isolation on marty words, the government ofthe old tmprium finally collapsed. Tithe wake ofits expiration, each plsnet strugded in its own way fo survives not only were they forced to pro vide for their on popiiltions, but they wete also forced to defend themselves against Imperial eranans and al threats without any hope of assistance. Many planets enjoyed no outside contact for centuries, further ‘exacerbating a paranola that had already spun out of ‘control, The trie dark age arrived with a whisper. An Imperial Dark Age ‘The fnad and i fallout rue many ofthe ancient | Houses and noble families, seriously weaken ing many others. Planetary governments fell and ne fegimes emerged to take thelr places. While many ofthese old bloodlines did fot survive the ensuing tormoll others ‘adapted. Although most pre had histories were destroyed withthe computers du the Great Revolt, the survivors preserved ‘the ‘Oral histories The importance of these ancieht records would become “apparent a8 w new feudal system began take shape amid the ashies ofthe old. = ‘In time, many ofthe surviving planetary. ‘govemors and noble Houses ofthe old ‘Tmnperium re-emerged. The savviest of groups had spent the years following the Jihad and irs aftermath consolidating the rehalhing power, tn many:cases, astute “Houses wete able to increase thelr luring this chaotic peri. As contact ‘worlds began again in eamest, these began to enter into formal alliances. Bidod ed some, while common ideologies, territories ‘commetve brought others together. tn time, these new Houses would form the bedrock of a new Imperial 6 ‘Atter generations of military and politcal maneuver ing, a new fcudal system began to coalesce, Most of th ‘newly-formed Houses chose to unite under the leader- ship and’ guidance of poweriul, individual Houses, wi ‘vere in fur pranted dominion over individ planets. accordance with the ancient traditions; these! ‘How Houses clainied legitimacy on the basis @f noble ancestry oF ariclent bloodlines, thus creating a connec. Hon between the olf Inperuti and the emer ties that would soon fom the new h and economic concéris were fora tie telegated to ‘ong place. These so-called Great Houses began the lo ‘process of re-establishing links among the far-flung i laf regions of the now shattered galactic community. _ Upon recognizing a Great Houses the rightful ‘of a planet, the lesser Houses ofthe world became Icsowayas Houses Minor. These lesser Houses. | enjoyed an array of rights and privileges: these Sxipulations, a8 they became known, were ‘vorked into the treaty documents that le to the nom sion of Great House on a particular world, Since * Sipulations often dlifered from one wold to the next, « ‘panoply of mult-hued rights and responsibilities evol ‘wlth those of one system being markedly different from those in ansther Asthe Great Houses began to reach out to one anath ‘rover the ensuing centuries, these differences Would. __ brootie the cause'of much conflley Before a true Imperial reunification could occur, a universal resolution uld become necessary. While Such a resolution ___Teinained the stated goal ofmiost ofthe Houses, the road | touunification was destined to be long and bloody, Reunification: Visions of _ Empire ‘Once the consolidation process was undenay, the need ee ee es Tie Gea Fae feo bolraie tere bors for the additional wealth and:matetials needed | ora ‘tinue the long recovery process and ensure their future’ ~_prespety, The widely varying differences in the substance’ __andstyle ofthe planetary governments would prove the | gesrest obstacle to lasting cooperation. Many Great ‘Houses began fo take what they needed through the use of tilly force, veartng with each other lor the yesburees retry en tr wee "Ainge and hetitage became the paramount Stan- ea ee hag conc pen anepus creat es claiming Imperial legitimacy by right of blood or _ noble ancestry. Modern Imperial scholars remember the a Y Period. of reunification agithe cfa of the crusade, ith one Great House after another manipulating the Pret he niece et eurngt weil te ge ‘Under theif own House banner, = These kin Wars quickly escalated throughout the ‘crown Universe. Wile not as Bloody ot al-encetopass- gas the time ofthe had, sil hundreds of milion lost, “Their ves. Many ofthe rivalries established during this _etlod continue into the modern ay, with eurent Great fanning the lames of vendettas nearing ten thou _eserpresent shadow’ looming over these colts, an. > many.of the House feaders realized that some form of resolution would be necessary to prevent the conilict om erupting into another galaxy-spanning holocaust. © Level heads eventually revaled, and alter a series of ‘ale atemps the leaders ofthe Great ifouses success- {ally ached a truce. The negotlations that followed led "Sly ine formation ofthe Landsraad League. Styled the Landstaad Coalition ofthe old Imperim and | ulual suppor and arbiration. United under this tenuous association, the newt League set forth a collection of basic ights and priv legs. These benefits would be accorded to all member F Houses so long as they remained in good standing with the League, and the membership agreed to be bound by > thisset of informal codes and conventions. Asa result of the stil-