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100% Unofficial DUNE Role Playing Game

By M. Prendergast

"A beginning is a very delicate time. Know then that it is the year 10,191. The known universe is ruled by the Padisha emperor Shaddam the fourth. In this time the most precious substance in the universe is the Spice Melange. The Spice extends life, the Spice expands consciousness, the Spice is vital to space travel. The Spacing Guild and it's Navigators, who the Spice has mutated over 4,000 years us the orange Spice gas to fold space. That is to travel to any part of the universe without moving. Oh yes, I forgot to tell you: the Spice exists on only one planet in the entire universe. A desolate planet with vast deserts, hidden away within the rocks of these deserts are a people known as the Fremen who have long held a prophecy that a man would come, a Messiah, who would lead them to true freedom. The planet is Arrakis, also known as DUNE..." What is RPG? In an RPG players assume the identity of a fictional character. Then they are guided through a perilous world created by the Games Master. A Games Matster is basicaly a god-like control freak who has unlimited power over the RPG. He has the power tho create traps, Sardaukar etc whenever he feels like it. Dune RPG needs a GM to coordinate the story and to create a fun, chalenging and dangerous enviroment. And if you are a newbee remember this: "only when there is dicipline will there be progress". Dune RPG also reqires at least 1 (more is recomended) D20 (20 sided dice) and a couple of D6s (6 sided dice). Other dice are useful but not essential. A D3 can be simulated using a D6 - 1-2=1, 3-4=2, 5-6=3. and a D4 cn be made by using a D6 and re-rolling 5s and 6s.

Background The players are Atreides soldiers sent to Arrakis along with their House. When the Harkonnens attack they flee into the desert. They then come accross a troop of Fremen and learn the ways of the desert.

Basic skills H+H: H+H stands for hand to hand. To attack some one (thing) with a hand weapon roll under your H+H skill to hit them. Firearms: To shoot some one (thing) roll under your firearms to hit them. Water saving: If you loose water roll under your water saving to negate the loss of up to 1 Litrejon.

Pilot: Used to fly/drive things. Engineering: Fixin' stuff. Stealth: Sneaking around. Medic: Healing wounds. BMSAPBs Body: How 'big' you are. Mind: Mental capability. Strength: How strong you are (really???). Agility: How agile you are (really????). Basic Shield: Your Minimum shield [see later]. Psychic: Psychic isn't the best name for this value: a better name would be K - K (K'hliker-Kramptz) cell mutation, but Psychic sounds better. Gained by Spice addiction. Inventing a Character Each Character needs a Character sheet these are Side 1 and Side 2. You Have 20 skill points to divide between H+H and Firearms. Fighting men get +5 H+H. Soldiers get +5 Firearms. Engineers get an Engineer skill level of 10. Medics get a medic skill level of 10 You have 40 points to divide between Body, Mind, Agility, and Strength. Fighting men get +5 to split between Body and strength. Soldiers get +4 to split between Mind and agility. Engineers get +4 to split between Mind and Strength/Agility. Medics get +4 to split between Mind and Strength/Agility. Fighting men get a Basic shield value of 0. Soldiers get a Basic shield value of 5. Engineers get a Basic shield value of 7. Medics get a Basic shield value of 5. Fighting men get a Water saving skill of 1. Soldiers get a Water saving skill of 3. Engineers get a Water saving skill of 1. Medics get a Water saving skill of 3. Fighting men get Ripper weapon training. Medics get Cutteray training.

Damage Every time you get wounded you take damage. The 'Can Take' value is double your body. Every time you are hit you take damage (unless you acivate your shield) pu the amount specified in you damage boxes. add up the damage. If you reach that value without taking any medium, you are stunned. If you are stuned reduce your Mind, Agility, Body (this does not affect the 'can take' value), Agility, Strength, Psychic by D4. If you reach that value without taking any heavy, you are Knocked Out (KO). If you are KO you will be asked to roll under your body to stay alive, the under your mind to wake up. Damage stays with you untill you are cured with a medipack or something like a medipack. Occupations Atreides Soldier: Basic occupation. House Atreides is in control of at leas 3,000 foot troops Atreides Fighting-man: Super strong troops of House Atreides. Using Elacca (a combat drug) the attain huge strength and can rip stuff apart. Atriedes Engineer: These are the men who operate the house shields and modify personal shields and suspensors. Fremen Warrior: These Fremen excel in close combat and aren't half bad a shooting either. the have all the skills necessary to survive in the desert. Atriedes Medic: These are the Doctors of the Dune universe. Weapons:

Type
Maula Pistol Ripper Gun Ripper Blade Shock gun Hunter Seeker Cutteray Lasgun Crysknife Kindjal Stunner

L M H Spa Speed Notes


1H (see WIERDING MODULES) T 1H May be poisoned 2H 2H H+H Fighting men only. See HUNTER SEEKERS 1H H+H Laser 2H Laser 1H Allies of the Fremen only 1H H+H May be poisoned 1H T T T T T T 3 2 2 2 3 2 2 1 2 1 3 1 3 2 3 1 2 1 2 1 1 1 1 1 1 5 5 1 1 3 1 1 D8 D20 D6 D10 D3 D4 D3

Wierding Module ..S PE CI AL -

D6 3

D10+D6 1H

D3 1

Stun-Gun Slip tip Shigawire Blunt object Blade Stone Burner

3 2 3 1 5 3 2 1 3 1 6 4

3 1 1 1

D4 D3 D6 D10+3 D6

2H 1H H+H May be Poisoned See SHIGAWIRE 2H H+H 1H H+H May be poisoned See NUCLEAR DEVICES T T

D3 (1)

D6 -

'T' = Training is Required to use this weapon. (see TRAINING).

Shooting/fighting 1. Declare who you are shooting at/trying to cut into little pieces. 2. Roll a D20. If the result is less than you Firearms/H+H skill you have hit. If it is above you have missed. If it is a 20 your gun Misfires/Knife breaks. The GM will tell you exactly what happens. Usualy it explodes/shatters and you take a (usualy) non-leathal amount of damage. Laser Weapons These weapons use a continuous laser beam to cook their targets. Its use as a weapon is limited in a field generator shield culture because of the explosive pyrotechnics (technically sub-atomic fusion) created when its beam intersects a shield. See SHIELDS for the rules. Water On Arrakis water is very important, as there is little or no natural surface water. In DUNE rpg the amount of water you have is measured in Litrejons (Lj). Completion of any act uses water, You may roll under your water saving value to stop the loss of up to one Litrejon. When you have just one Litrejon you are KO. If you have no water you are dead. Stillsuits improve your Water Saving skill. Poison Poison is very important on Dune. They all work in different ways. Poison may be used with: Slip-tips, Maula pistol darts, Kindjal, Ripper Blades, Blades and Hunter Seekers. Chacobosa: -D4 to Mind, Agility, Body (this affects the 'can take' value), Agility, Strength, Psychic.

Mursky: Knocks Out the victim. Resolve as usual. Termal: Object inflicts double damage. Ocaltha: Blinds Victim (See NUCLEAR DEVICES) Residual Poison: Take 2L 1M damage on a D6 roll of a 4+ every turn. Make a note of it. Can be cured by use of a medipack. Items for Trade Type cost effects Stillsuit 100s Increases Watersaving by 7. You may only wear 1 Stillsuit at a time. Poison 50s See POISONS. Ornithopter 500s Flying transport. Water 25s Price per 1/2 Lj. Spice 30s Price might vary. Tleilaxu eyes 200s Gives you your sight back. Medipack 50s Heals Radiation, poison, damage. Thumper 20s Attracts a worm. Use once. Dune buggy 3-500s Transport. Gom Jabbar 50s A finger mounted needle with poison on the end. requires Bene Gesirit training. Spice Harvester 2000s D20+D10 Spice per visit. Carryall 1800s Can save your harvester from a worm attack on a D6 roll of a 3+. Nuclear Devices. A target hit by a nuclear device gets radiation poisoning (if you survive the damage) on a D6 roll of a 4+. Every so often you must roll under your body or take D3 Light and D3-2 Medium Damage. Nuclear devices also blind their target. To do anything you must first roll under your Psychic Value. Buying Tleilaxu eyes may cure blindness. If you already have Tleilaxu eyes you are only blinded on a D6 roll of a 5+. Shielding All Atreides carry Personal Shielding. If you are shot at you may attempt to activate your shield. Roll a D20, you activate your shield on a roll of a 5+ (resolve 20's as usual (har,har,har)). If you successfully activate your shield you must roll under your 'basic shield' value + the speed of the weapon. If you are shot at with a Las-weapon you must roll under your mind to NOT activate your shield. If a shield is activated BOTH the shooter and the victim take D20 light, D20 medium and D20 heavy damage and both are automatically KO (if they aren't dead).

Hunter seekers A Hunter seeker is a suspensor-buoyed dart around 8cm long. It is controlled from a nearby control console. It is a common assassination device. If a hunter seeker attacks you may attempt to grab it and smash it into a wall. Roll under your Agility Value to destroy it. On a D6 roll of a 6 the Hunter Seeker is still active and its battered form tries to kill you again. You can stop this happening by putting the Hunter Seeker in some water (1Lj). Spice The Spice Melange is the most expensive substance in the universe; some off worlders who are addicted are willing 620,000 Solaris for one decagram. The Spacing Guild's navigators have been mutated, over 4,000 year, by the Spice and use the orange Spice gas to fold space: to travel to any part of the universe without moving. The Bene-Geserit Reverend Mothers use the Spice to see within and to pass on knowledge to their successors. The Spice is only found on the planet ARRAKIS also known a DUNE. The Fremen, Dune's original inhabitants have blue within blue eyes due to saturation of the blood with Spice. In DUNE rpg you get Spice all the time For every 10 Spice you get you may advance Mind, Body, Agility, Strength or Psychic by one point. once you have upgraded it remove 10 Spice from your Spice Saturation. Experience You gain experience by killing things. 1 Kill = 3xps Assisted Kill = 2xps Character = 5xps Special Character= 7xps Minions = 2xps 5xps = 1 skill point Training To use certain weapons you require training. Training can be gained either in a town or from someone you meet, for the correct amount is water/Spice/Solaris of course. You require Training to use some weapons. Without training you cannot use some

weapons. Weapons training: Wierding Module, Hunter Seekers, Shiga wire, Stone Burners, Cutteray, Ripper weapons, CrysKnife, Maula Pistol. Some advanced skills require training to use them. See ADVANCED SKILLS. Other training: Bene Gesirit. Lets you use Bene Gesirit stuff. Ways of the desert Enables the skill of the same name. Sandrider Enables the skill of the same name. Spice Prospector Enables the skill of the same name. Psychic Psychic value gives you the opportunity to use some special powers. To use them all you have to do is roll under your psychic skill. Prediction: On a D6 roll of a 3+ you see some one trying to kill you. You receive D8 Light and D4 Medium armour. Write it down under the 'damage' boxes. When you are next attacked you use this armour. Unused armour is discarded. The Voice: Requires Basic Bene Gesirit training. You may control up to 3 enemy troops/characters. They will do what ever you tell them to do. Extended Life You my roll once on this and once only. Requires a Psychic level of at least 10. If you are successful put your Can Take value up by D20. The highest possible score is 15. Reroll anything above that score. Psychic Scream D6 enemies cannot shoot or assault you. They are too busy holding their head an screaming things like "GET OUT OF MY MIND!!!" Longevity: You my roll twice on this and twice only. If you make a successful Psychic test you get a 4+ save against all weapons (except laser guns if you have a shield. See SHIELDS) Acute vision: You my roll twice on this and twice only. If you make a successful Psychic test you get an extra 5 skill points for you for your firearms skill. Advanced Skills Sand rider: Requires Sand rider training Allies of the Fremen only. Allows you to ride the Sandworms. See SANDWORMS Spice prospector: Requires Spice Prospector training Allies of the Fremen only. Allows

you to find Spice for your/a Spice Harvester. Planetologist: Allows you to produce plants and water. Useful when rallying followers as it is part of the Fremen dream. Planetologists have control of dewtraps. these generate D3-1 Lirejons of water. You may not ride worms in a cultivated area. Ways of the Desert: Requires Ways of the desert training. Allies of the Fremen only. Lets you walk in the desert without attracting a worm. Wierding Modules. There are several ways of fireing a wierding module. All, except minimal require Wierding Module training. L M H SPA Special Minimal: Short 1 blast: Normal 3 Burst Organs 0 Set fires 3 Sufficate 2 Rapid fire: Lots 2 of small shots Maximal 1 0 1 3 0 1 1 2 6 0 0 2 1 1 2 May shoot agiain on a D6 roll of 5+ Victim KO on D6 roll of 6 Sets target on fire on a D6 roll of 2+ Victim KO on D6 roll fo 3+

1 0 D8+2 *= you only get 1 shot even though you use 5 energy units. You need to roll under your mind and then 3+ on a D6. If you roll a 1 the Weirding module overloads and becomes useless.

5 4 3 5*

Fire. If you come into contact with flames there is a good chance you will burn. So, on a D6 roll of 3+ you start to burn. If you light you will be asked to roll a D6 every so often. If you roll a 4+ take 2L and D6-5M damage. You may put out your fire with water - 3Lj. Alternatively you can roll about in the sand, roll a D6. If you roll a 1 something bad happens. Roll on the table below:

D6 Score Result 1 Parasite. You get a parasite. Keep rolling a D6. If you roll a 6 you explode in to lots of baby critters. Total destuction 2 Sandworm. Youare attacked by a sand worm roll as usual (see SANDWORMS) 3 You ignite some dry organic matter. 4 - 5 Take 3L and 1M damage. You are still on fire. 6 Sand Trout. You accidently eat a Sand Trout. Take 2Lj of water.

Sandworms The giant sandworms of Arrakis live in the deep desert. They attack all rhythmic vibrations including Spice Harvesters, people walking in the open desert, crashing ornithoptors etc... On a D6 roll of 3+ a worm attacks. Roll under your 'ways of the desert' skill to avoid being eaten. If you are eaten you are DEAD. If you roll under your 'ways of the desert' skill when walking across large areas of sand means that a worm will not attack. A thumper per will attract a worm on a D6 roll of a 2+. If it attracts a worm the thumper is destroyed. If a worm is attracted you may attempt to ride it: roll under your Sandrider skill. If you succeed you control the worm and may ride it around the planet. If, however, you fail you are eaten on a D6 roll of a 3+ or automatically sustain damage. Assault Guns. Assault guns are infamous vehicle destroyers and they cause double damage against vehicles. Heavy assault guns, because of their size, require 4 hands (2 people) to operate them. Problems. Some situations will occour where ther is no clear rules or the rules contradict. In such situations roll a D6: 1-3 yes, 4-6 no. However, if you want a more permanent solution email me.
Version last edited 11/12/99

______________________________________________________________
This page was last edited on prendergastm@yahoo.com

Designer's notes - Death Match - Back to homepage ______________________________________________________________


Thanks to Chris Chance who taught me the basics of RPG.
I acknowlege the Dune copyrights and make no claims that anyone other than Frank Herbert wrote 'Dune'. David Lynch Directed the movie 'Dune'. After I wrote my version of Dune RPG Last Unicorn Games released it's version. Although I've only read about it, it sounds good. You can find out more at www.lastunicorngames.com

This version of Dune RPG is (c) M. Prendergast 1999-2000 This site is (c) M. Prendergast 1999-2000

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