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DUNE RULBUK second edition

Inspired by Frank Herberts words, David Lynchs vision, Last Unicorn Games RPG, and my fellow gamers

Lord Alexandre Charteriis, Ginaz Templar Annaric, Warmaster Bellios, Earl Nexiis of Turcal, Pope Raphaen Innocence XIII,
Mentat-Saint Viktor & Spymaster Vrashenko, the Grey Spider.

CHARACTER GENERATION 3

CHARACTER ARCHETYPES 5

FORFEITS 7

CHARACTER CLASSES 11
STRONG 12
FAST 14
TOUGH 16
SMART 18
DEDICATED 21
CHARISMATIC 23

MULTICLASS CHARACTERS 26

KARAMA - ACTION POINTS 27

SKILLS 28
SPEAK LANGUAGE 29
COMPLEX SKILL CHECKS IN THE RULBUK SYSTEM. 29
D U N E SPECIFIC SKILLS 30

FEATS 34
CLASS FOCUS FEATS 36
GENERAL FEATS 37

COMBAT 61

WEAPONS AND ARMOUR OF THE IMPERIUM 62


WEAPON VARIATION IN THE KNOWN UNIVERSE 63

SHIELD CONDITIONING AND THE HOLTZMAN SHIELD 66


NON SHIELD SPECIFIC DEFENSIVE TACTICS 67
FIGHTING DEFENSIVELY 67
TOTAL DEFENCE 67

RADIATION 68
RADIATION SICKNESS 68

POISONS 69
FEAR 71

REPUTATION 72
FAMOUS OR INFAMOUS? 72
USING THE REPUTATION BONUS 72

CORRIDA ESCUDA - THE GRAND SPECTACLE OF THE GREAT HOUSES 73


VARIATIONS OF THE CORRIDA 74
THE ARENA AND THE CORRIDA ESCUDA 75
GLADIATORS, MATADORS AND THE CROWD 75

THE GREAT CONVENTION 80

THE TREATY OF CORRIN 81

THE FAUFRELUCHES CASTE SYSTEM 81

THE FORMS OF WARFARE THE GREAT CONVENTION 83


WAR OF ASSASSINS 83

PROSCRIBED TECHNOLOGIES 85
Character Generation
All characters are noted servants, or even nobles of a House Minor. Your character is a member of a select band, an
entourage, tasked with serving the Houses interests. This House Minor offers fealty to one of the Great Houses such as the
honourable Atreides or infamous Harkonnens. Your Navigator will suggest a House to belong too, but not all characters
necessarily serve their advertised House.

A House Minor governs a sub fief on their homeworld, managing subsidiary CHOAM industries and the pyons that till the
land and harvest the sea. Whereas the Great Houses abide by the Great Convention & assemble before the Emperor in the
Landsraad, a House Minor answers to House law, congregating in the planetary Sysselraad. Like their nobler kin, the
Houses Minor fight & squabble amongst themselves, vying to rise above their peers & bring their households to greatness.
More than once, history tells, of lesser families rising to greatness as a result of sickness or infirmity leaving the ruling
House without a suitable heir. In such cases, the most able & honoured of the Houses Minor may be called upon by the
Emperor to assume the mantle of the Household name, raising their familial station to that of a Great House.

After establishing your characters culture choose a DUNE Archetype; e.g. deadly Sword Master, haughty Noble, enigmatic
Bene Gesserit or predatory Assassin. Then draw from the Classes; Strong, Fast, Tough, Smart, Determined and Charismatic,
to explore and expand upon that character suggested by House and Archetype.

Ability Ability
Cost Cost
Score Score Characters get 25 points to spend on their statistics. Then
9 1 14 6 apply the Great House culture, taking one bonus feat
10 2 15 8 initially. This reflects the cultural legacy of your Great
11 3 16 10 House. Then apply your Archetype, reflecting the role
12 4 17 13 you have been trained to serve / rule in. Finally apply any
13 5 18 16 Forfeits, which indicate flaws or hidden allegiances.

Choose initially only one of the listed feats as a bonus; the Navigator, for faithfully serving House ideals, may award the
others later.

House Moritani
Training Modifiers Dex+2 Int+2
Hunters, mercurial in thought, deed and morals.
Skills Acrobatics, Bluff, Language (Bhotani Jib), Knowledge (Grumman, Theology), Sleight of Hand, Spot, Move Silently.
Feats Poison Resistance, Alertness or Track

House Harkonnen
Training Modifiers Str+2 Cha+2
Strength, Dominance through the Will to Power.
SKILLS Athletics, Acrobatics, Intimidate, Gamble, Language (Harko, Battle language), Knowledge (Geidi Prime,
CHOAM). FEATS Endurance, Improved Damage Threshold or Toughness,

House Atreides
Training Modifiers Con+2 Cha+2
Loyalty is the reward of Fortitude and Integrity.
Skills Athletics, Diplomacy, Language (Battle Language), Knowledge (Caladan, Imperium), Navigate, Pilot,
Feats Alertness, Action Boost or Heroic Spirit.

House Ginaz
Training Modifiers Str+2 Wis+2
Blood and Faith.
Skills Athletics, Diplomacy, Language(Hebron), Knowledge(Marcincko, Theology).
Feats Heroic Spirit, Iron Will or Lightning Reflexes
The following Guild and Out-freyn cultures will require Navigator permission.

Ixian Technocrat
Training Modifiers Dex +2 Int +2
Deftness in Mind and Body.
Skills Craft(Armorer, Proscribed, Servok, Weaponsmith), Encryption, Knowledge(Ix, Science, Proscribed Technologies),
Language (Ixian), Repair, Research, Security. Feats Mastercrafter, Gearhead or Meticulous

Bene Tleilax
Training Modifiers Con+2, Wis+2
Indomitability and Zeal.
Skills Craft(Proscribed), Knowledge(Science, Proscribed, Theology), Encryption, Language (Tleilaxu), Perform(Song),
Research, Sense Motive, Treat Injury. Feats Heroic Spirit, Surgery or Willing Deformity

Guild Agents
Training Modifiers Con+2, Int+2
Concentration and Hypermathematics.
Skills [REDACTED]
Feats [REDACTED]
Character Archetypes
Assassin, Bene Gesserit Adept, House Trooper, 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. With
Navigator permission it is possible to play multiple Archetypes e.g. Bene Gesserit Assassin, Mentat Swordmaster, refer to the
Forfeits section below.

All Archetype Skills that cannot be used untrained (in italics) are now considered trained, even if no points are added.
All Feats are awarded.

Assassin Artisans of death in an ancient tradition. The style with which you kill makes revenge into an exquisite phrase -
from a poignant knife thrust, short and sweet, to the buzzing terror of a hunter-seeker. These are the many fine distinctions to
the art of Kanly, or Vendetta as it was known in the ancient tongue. Steeped in the secret disciplines of the Handbook of
Assassins, you command a vast arsenal of lethal devices, exotic poisons and cunning pitfalls. Through murderous craft you,
communicate subtle messages or audacious statements. There are legion nuances of the assassin's art. Archetype Skills
Acrobatics, Craft (Chaumas & Chaumurky), Knowledge (Assassination), Language (Chakobsa), Handle Animal, Listen,
Research, Security and Treat Injury. Archetype Feats Assassin's Code, Assassins Handbook, Swift Strike, Common Feats
Common Weapon Proficiencies, Exotic Weapon Proficiency (Hunter Seeker)

Bene Gesserit Adept As a Bene Gesserit-trained Adept, you exist only to serve. Your covenant with the Sisterhood binds
you to preserving its secret ways, a pact your House would find disconcerting. Whilst sending confidential reports to the
Mother School, you present as historian for the family lineage, acting as sentinel for the family bloodline, and religious
counsellor -essential services for which you are tolerated, if not gratefully employed. The Bene Gesserit recognise their
"weirding ways" inspire fear and suspicion among the uninitiated and keep their skills concealed. These highly developed
talents result from rigorous Prana-Bindu conditioning and intensive training in self-awareness - not from witchcraft as you
Missionaria Protectiva induces primitive cultures to believe. Archetype Skills Acrobatics, Autohypnosis, Bluff, Craft
(Pharmaceuticals), Gather Information, Knowledge (Theology and Philosophy), Perform, Sense Motive, Speak Language
(Mirabhasa), Spot, Treat Injury. Archetype Feats Minutiae Observation, Prana-Bindu Suspension, Defensive Martial Arts,
Common Feats Common Weapon Proficiencies

House Trooper You are pyon elevated into the military service of your noble house. Fanatically loyal to the House you are
trained to fight with dclass weapons such as the Maula Pistol, Needle gun, Slow Pellet stunner and Kindjal. Only Nobles
and Swordmasters get shields, the House Trooper makes do with numbers & mundane armour. Archetype Skills Athletics,
Armaments, Craft(Armorer, Weaponsmith) Knowledge(House and Homeworld), Pilot, Repair, Survival, Treat injury.
Archetype Feats Oathbound, Armour Proficiency (Light, Medium), Common Feats Common Weapon Proficiencies, Exotic
Ranged (Slow Pellet Stunner)

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 from every shadow. Your broad mental
training makes you the ultimate advisor to your liege. Archetype Skills Concentration, Investigate, Knowledge (All), Mentat
Projection, Mentat Computation, Research. Archetype Feats Heroic Surge, Mentat Awareness, Mnemonic Conditioning
(Eidetic Memory), Common Feats Common Weapon Proficiencies

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. Archetype Skills Diplomacy,
Knowledge (Imperium, House and Homeworld), Leadership, Perform (Dance, Oratory), Speak Language (Mirabhasa).
Archetype Feats Noble Blood, Diplomatic Immunity, Noble Weapon Proficiency Common Feats Common Weapon
Proficiencies, Shield Conditioning
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, or Security Commander, you are in truth a Master of Secrets, for it
does not pay to advertise your role. 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. Its important for spymasters to keep personal emotions distinct from professional attachments. They
must be ready to liquidate even someone close to them without a moments thought if so ordered. Betrayal is their business,
and their loyalty is always to their Liege. Only your unquestioned Loyalty keeps you alive. Archetype Skills Encryption,
Bluff, Diplomacy, Forgery, Gather Information, Intimidate, Investigate, Knowledge (Psychology), Research, Security, Sense
Motive, Speak Language (Mirabhasa). Survival. Archetype Feats Spy Network, Profile, Track, Common Feats Common
Weapon Proficiencies.

Swordmaster 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, Holtzman shield, and 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 House
military affairs as Warmaster. 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 the rewards for a lifetime of valorous
service. Archetype Skills Armaments, Leadership, Intimidate, Knowledge (Tactics), Navigate, Survival, Treat injury.
Archetype Feats Armour Proficiency(Light), Shield Conditioning, Weapon Focus Common Feats Common Weapon
Proficiencies, Noble Weapon Proficiency, Exotic Weapon Proficiency(Lasgun).

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 rigorously 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.
Archetype Skills Craft (Pharmaceutical), Diplomacy, Investigate, Knowledge (Psychology, Science), Research, Search,
Spot, Sense Motive, Treat Injury Archetype Feats Pyretic Conscience, Pharmacopoeia, Oathbound
Forfeits
Some characters are defined by their personality failings, conflicts of loyalty, or perilous addictions. These issues are
represented by forfeits. Your character may have up to 3 levels of Forfeits, and you must pick them during character
generation. You cannot add them later, and these problems will always be with your character through his or her life. Each
Forfeit you choose gives your character one bonus Feat (the character still must meet any prerequisites) from the following
list:

Action Boost, Alertness, Armor Proficiency (Light, Medium, Heavy), Brawl, Diehard, Endurance, Exotic Weapon
Proficiency, Great Fortitude, Improved Damage Threshold, Improved Initiative, Iron Will, Lightning Reflexes, Shield
Conditioning, Toughness.

With Navigator permission these bonus Feats can be replaced with the defining Feats of one other Archetype. By
this method Mentat Assassins et cetera can be fully realized. All Archetype defining feats must be taken, you may not just
take Assassins Swift Strike without also taking Assassins Handbook and Assassins Code. Archetype skills all become
available.

Addiction (+1- 3)
The character suffers intense cravings or painful withdrawal resulting from a physical or psychological addiction. At
some point in their background, the character developed a dependency for an addictive substance such as a medicine, drug or
chemical. Though commonly resulting from medicinal or narcotic abuse, addictions can also result from natural, bodily
chemicals (such as adrenaline) predisposing characters to sate their addiction by seeking intense emotional experiences, such
as those evoked by the thrill of danger of the flame of love.

Though withdrawal symptoms rarely result in actual, bodily injury, characters suffer negative effects as if they were
physically injured whenever they enter withdrawal. Whenever the character goes for more than 12 hours without feeding his
addiction, he or she suffers the onset of withdrawal status effect. In most cases, characters can immediately "heal" the
complete effects of withdrawal by feeding the addictive habit. Every further 12 hour period incurs the next and cumulative
status effect. The advance of withdrawal can be alleviated by medical treatment, subject to the Navigator's discretion. See the
accompanying table to determine the relative point-value of different forms of addiction.

Addiction Substances / Withdrawal Symptoms


+1 Adrenaline Junky, Alcohol, Caffeine, Nicotine
/ Dazzled, Fatigued
+2 Rachag, Semuta, Sapho, Verite
/ Fatigued, Nauseated, Sickened,
+3 Melange, Residual Poisons Antidote
/ Exhausted, Helpless, Unconscious, Death (Fortitude DC 15)

Adversary (+1-3)
The character has an adversary in a rival House - someone the character wronged or offended at some point in his
background. The adversary treats his relationship with the character as a zero-sum game-when the character wins, he loses,
and vice versa. Whenever he can, the rival tries to best the character by undermining his relationships, sabotaging his
missions or destroying his reputation. Though the enmity between the character and rival may escalate to mortal
consequence, the adversary doesn't seek formal retribution by way of Kanly (that's the Vendetta disadvantage). The value of
this disadvantage depends on the rival's power (see table).

Sample Adversary Costs


Value Adversary
+1 A character of lower station in a rival House Minor
+2 A character of equal station in a rival House Minor; a minor servant of a
Great House
+3 An officer in a rival Great House
Bonded Allegiance (+1-2)
The character serves his House under a contract of bonded allegiance, forged between a household representative and the
character's vocational school. Having paid for the character's education, his House demands loyal service for a number of 3-
year terms equal to the value of the disadvantage. During that time, the family provides for all of the character's material
needs, but may otherwise treat the character as any other member of the bondsman or pyon classes (one level lower than the
character's actual Caste). Upon expiration of the contract, the character may opt to renew his service contract or seek
employment with another House. For this reason, bonded characters are rarely treated as poorly as might be expected for
others sharing their legal caste.

Brash (+1)
The character often acts without thinking, following impulses and failing to consider consequences before rushing into
action. Once per game session, unless the character spends a Karama Point to check her brash impulses, she will take action-
determined by the Navigator-that results at least in personal embarrassment (speaking out in the Sysselraad without being
called upon) or at worst, in physical danger to her person (leaping into a Gladiator arena to stop a duel.)

Byzantine Corruption (+1)


Byzantine Corruption predisposes the character to demonstrate one or more of the moral infirmities associated with the
Orange Catholic Bible's seven venal sins pride, lust, hate, avarice, wrath, envy or sloth. Byzantine Corruption prompts
characters to emphasize personal ambition over moral pursuits, justifying their private gains at the expense of others. When
tempted by any situation providing for the character's immediate gratification the player must spend a Karama Point to avoid
the indulgence.

Chronic Pain (+2)


The character suffers intense pain on a continual or recurring basis. Whether resulting from a battle injury, congenital defect
or physical stigma (such as the burning scar left by an inkvine whip), the pain proves difficult to ignore causing the character
to suffer a -2 penalty to all Strength or Dexterity challenges, and for social / intellectual skills (DC 15 Concentration check to
avoid), attempted during a flare-up. At least once every game session, the Navigator should require a Fortitude Test (vs DC
15) to determine if the character suffers a painful attack. Failure indicates that agonizing pain consumes the character for the
duration of the scene.

Code of Conduct (+ 1-3)


The character holds a particular religious, philosophical, vocational or ideological pledge dear to his heart, staking his
personal honour and self-identity in the strict adherence to its guiding tenets. The code itself imposes certain moral. ethical or
social restrictions on the characters' conduct, such as routine observance of daily rituals, complete abstinence from a certain
type of behaviour or a compelling duty to fulfil a sworn oath. The player and Navigator should work together to detail the
specifics, though you can find examples throughout this game. See the accompanying chart for suggestions.

Dark Secret (+1- 3)


The character guards a dark secret, something about his House, family or himself so terrible that its discovery would prove
ruinous. The character shoulders his burden alone, risking life and limb to keep this knowledge from falling into the wrong
hands. The player and Navigator should cooperate in detailing the secret, deciding who the character protects and what would
become of them should his secret is revealed. The Navigator must also determine if anyone else knows of the secret,
considering the repercussions to the character should the secret be wrested from him. Guidelines for determining the value of
a secret are provided in the accompanying table. If a character's Dark Secret is revealed, he may earn negative Reputation
(depending on the nature of the secret) in addition to less numerical consequences.

Value Secret
+1 Embarrassing (Characters parents are of Low Birth)
+2 Career Ruining (Character violated the Forms of Kanly)
+3 Life-threatening (Character has committed Treason against his House)

Diminished Sense (+1)


The character suffers unusually limited vision, poor hearing, dulled olfactory perception or benumbed touch. Choose one
sense when acquiring this trait. When making Spot / Search Tests using this sense, the character suffers -4, and is thus more
easily surprised.
Dual Allegiance (+2)
The character serves two masters who share the character's allegiance and servitude between them in accordance with a
mutual agreement. Though the character's primary responsibility lies with his House, the character must serve the interests of
his other master from time to time, occasionally being caught in conflicts of interest between the two employers. In such
instances, the character must either choose among his sponsors (earning certain disfavour with one of them) or find a way of
fulfilling both of his obligations without seriously offending either party. Bene Gesserit cannot take Dual Allegiance as a
Forfeit as it is already implied by their training.

False Allegiance (+3)


The character serves his current House under False Allegiance, owing fidelity to no-one but his own conscience, or perhaps,
serving another household as a hidden sleeper. As long as the character maintains his facade by acting in accordance with his
liege's wishes, his False Allegiance remains hidden; however, any infraction witnessed by a loyal house servant may be
reported, incriminating the character and subjecting him to formal inquisition and persecution.

Genetic Eunuch (+3)


The Bene Gesserit Sisterhood has determined the character possesses a genetic defect limiting his potential development.
Upon acquisition, the player must name one of his Ability Scores as the source of his genetic flaw. The characters chosen
Ability Score is reduced by 2. Skill points spent in skills covered by that Ability Score are halved. Considering the character
a Genetic Eunuch, the Bene Gesserit Sisterhood treats the character as "unsalvageable with regard to their breeding program.

Hypno-ligature (+1- 2)
Foreseen as a danger to the Bene Gesserit Sisterhood, the character's psyche has been impregnated with a secret "word-
sound" (such as "Llroshnor") known to certain individuals within the Sisterhood. If the character hears the word-sound
uttered, he suffers a synaptic misfire, experiencing temporary paralysis or unconsciousness depending on the depth and
degree of the implantation. When selecting this trait, the Navigator must determine who in the Sisterhood has access to the
specific password, and under what circumstances they would pass such information along to other Sisters. Though the player
will know of it, the character remains unaware of his psychic impediment.

Perversion (+1-3)
The character suffers from moral perversion and entertains one or more obsessions, compulsions or manias. Depending on
the degree of affliction, the character may experience bouts of emotional imbalance only once per session or he may
constantly exhibit obsessive behaviour. The player and Navigator should work together when describing the nature of the
character's perversion and determining its point value.

Physical Impairment(+1-3)
The character suffers from severe physical impairment- blindness, partial paralysis, a missing appendage or similar handicap.
The player should, at the time of character creation, determine the exact nature of the disability. The value of the
disadvantage depends on the extent of the impairment (see table).

Physical Impairments
Value Impairment
0 Missing Finger
+1 Mute; withered limb
+2 Missing limb; deaf
+3 Blind; Body Paralysis

Physical Impairments are permanent afflictions that won't heal naturally; however it is possible that characters may undergo
corrective surgery, physical transplant or bionic enhancement later in life ; effectively negating the primary disadvantages
resulting from the impairment. If players wish to remedy their physical impairment in such a manner, they may purchase a
"Medical Remedy" subject to Navigator approval, by expending a number of future Feats (i.e. those awarded at 3rd, 6th level
et cetera) equal to the value of the Impairment. If allowed, the player and Navigator should cooperate in describing what sort
of remedy is needed and how the character comes to acquire it.

Renegade (+1)
The character renounced former allegiance to another household and joined his current employer as a fugitive. Whether the
character's previous family was destroyed in a war of assassins or whether he fled for personal reasons, the character now
suffers a negative reputation (-2 Reputation) as a Renegade. Before earning the complete trust of his new benefactor, the
character must distinguish himself through exceptional loyalty or prolonged service.
Rogue (+1)
The character has renounced all former allegiance and now wanders the Imperium as a mercenary for hire. Having grown
accustomed to self-reliance, the character works poorly with others and must expend one Karama to use Aid Another. In
addition, the character's unorthodox independence makes others extremely suspicious of his motives, and the character rarely
finds himself entrusted with an great measure of responsibility-which is exactly how he wants it.

Shaitan's Bargain (+2-+3)


The character has entered into a proverbial "deal with the devil," owing a major debt or obligation to a powerful individual or
organization in return for prior favours. The player and Navigator should work together to set the parameters of the deal,
defining its conditions and term while setting the point award for the disadvantage. Regardless of the specific nature, the
bargain should be of sufficient consequence; usually placing the character, his relatives or his household in mortal peril
should he fail to honour the terms of the bargain.

Superstitious (+1)
The character adheres to superstitious ritual. Entertaining folklore, wives tales and supernatural beliefs with grave respect.
His superstitious nature confounds superiors and vexes peers who do their best to indulge the character's oft-seeming strange,
eccentric behaviour. Though the character intellectually knows that superstitions are largely cultural fictions, hed rather be
safe than sorry-and with these things, well, you never can tell. Once per game session at the prompt of the Navigator, unless
the character spends a Karama Point, they will indulge the superstition rather than acting freely.

Twisted Conditioning (+1-3)


The character has undergone extensive psycho-alteration aimed at breaking or perverting his vocational conditioning or
personal ideology. Creating killer Mentats, a specialty of the Bene Tleilax, requires some degree of twisting since the higher
order of Mentat logic resists killing for wanton or capricious reasons. Similarly, suborning Imperial Conditioning against
violence, subverting an Adepts loyalty to the Sisterhood, or breaking a Noble's allegiance to his family all become possible
through Twisted Conditioning. The player and Navigator must discuss the nature and consequences of this trait before
allocating its point value. Typically, any behavioural impulse that runs contrary to a character's normal vocational role or
rational identity can be qualified and handled under Twisted Conditioning.

Vendetta (+2- 3)
The character's name appears on a formal proclamation of Kanly, filed with an appointed Judge of the Change in the
Emperor's service. Underwritten by another House, the legal suit enables a specific member of that household to seek
retribution for the character's prior offenses or wrongdoings by means of a Kanly duel or formal treachery. The character has
been notified of the vendetta and may seek Kanly negotiations, or defend himself during a Kanly duel or war of assassins.
But until the matter is settled, the character must watch for assassins in every shadow, seeing his enemy's face behind every
naked blade. The player and Navigator must work out the details of the Vendetta, determining who seeks the character's
demise and the reasons why before assigning an exact point value to the disadvantage.
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 characters Constitution modifier is
applied to the roll. Add the result to the characters 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 characters 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 characters level +3.
A character can also buy untrained skills from other skill lists; those listed are considered core competencies. Each skill point
buys a full rank in these cross-Class skills. Trained skills out with these lists can only be obtained with Navigator permission
/ other Archetypes / Classes (e.g. Autohypnosis, Craft Poison).
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 characters level in the Class.
Base Attack Bonus: The characters base attack bonus and number of attacks.
Fort Save: The base save bonus for Fortitude saving throws. The characters Constitution modifier also applies.
Ref Save: The base save bonus for Reflex saving throws. The characters Dexterity modifier also applies.
Will Save: The base save bonus for Will saving throws. The characters Wisdom modifier also applies.
Class Features: Level-dependent Class features, each explained in the section that follows.
Defence Bonus: The characters bonus to Defence. The characters Dexterity modifier and equipment bonus also applies.
Reputation Bonus: The characters 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.
STRONG
Ability: Strength
Hit Die: 1d8
Action Points: Strong Characters 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 Classs class skills (and the key ability for each skill) are:
Athletics (Str), Craft (armorer, structural, weaponsmith) (Int), Handle Animal (Cha), Knowledge (Underclass, tactics) (Int),
Profession (Wis), Read/Write Language (none), Repair (Int), Speak Language (none).
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.

Table: The Strong Class


Base Attack Class Defence Reputation
Class Level Bonus Fort Save Ref Save Will Save Features Bonus Bonus
1st +1 +1 +0 +0 Talent +1 +0
2nd +2 +2 +0 +0 Bonus feat +2 +0
3rd +3 +2 +1 +1 Talent +2 +0
4th +4 +2 +1 +1 Bonus feat +3 +0
5th +5 +3 +1 +1 Talent +3 +1
6th +6/+1 +3 +2 +2 Bonus feat +3 +1
7th +7/+2 +4 +2 +2 Talent +4 +1
8th +8/+3 +4 +2 +2 Bonus feat +4 +1
9th +9/+4 +4 +3 +3 Talent +5 +2
10th +10/+5 +5 +3 +3 Bonus feat +5 +2

Class Features
The following are class features of the Strong Class.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Strong Class character 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 Class qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Extreme Effort Talent Tree


A Strong character can push his or herself to make an extreme effort. The effort must relate either to a Strength check or a
Strength-based skill check. You must decide to use this ability before making the check.
Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.
Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus
provided by extreme effort (+4 total).
Prerequisite: Extreme effort.
Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses
provided by extreme effort and improved extreme effort (+6 total).
Prerequisites: Extreme effort, improved extreme effort.
Greater Extreme Effort: The effort requires a full-round action and allows the Strong Class to take 10 on the check. The +6
bonus gained from advanced extreme effort is also applied.
Prerequisites: Extreme effort, improved extreme effort, advanced extreme effort.
Ignore Hardness Talent Tree
The Strong Class has an innate talent for finding weaknesses in objects. This allows a Strong Class to ignore some of an
objects hardness when making a melee attack to break it.
Ignore Hardness: The Strong Class ignores 2 points of an objects hardness.
Improved Ignore Hardness: The Strong Class ignores 2 additional points of an objects hardness (for a total of 4).
Prerequisite: Ignore hardness.

Advanced Ignore Hardness: The Strong Class ignores 2 additional points of an objects hardness (for a total of 6).
Prerequisites: Ignore hardness, improved ignore hardness.

Melee Smash Talent Tree


The Strong Class has an innate talent that increases melee damage.
Melee Smash: The Strong Class receives a +1 bonus on melee damage.
Improved Melee Smash: The Strong Class receives an additional +1 bonus on melee damage (+2 total).
Prerequisite: Melee smash.
Advanced Melee Smash: The Strong Class receives an additional +1 bonus on melee damage (+3 total).
Prerequisites: Melee smash, improved melee smash.
Improved Melee Critical: The Strong Class knows how to strike more effectively and with a better chance of dealing
significant damage with a particular melee weapon. Choose one melee weapon (or choose unarmed melee attacks). When
using that weapon, the Strong Classs threat range increases by one. For example, a metal baton threatens a critical hit on a
1920. With this talent applied to the metal baton, the threat range becomes 1820.
Prerequisites: Extreme effort, melee smash, improved melee smash, advanced melee smash.

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Strong Class gains a bonus feat. This feat must be selected from the following list,
and the Strong Class 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.
FAST
Ability: Dexterity
Hit Die: 1d8
Action Points: Fast Class characters 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 Characters 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).
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

Table: The Fast Class


Base Attack Class Defence Reputation
Class Level Bonus Fort Save Ref Save Will Save Features Bonus Bonus
1st +0 +0 +2 +0 Talent +2 +0
2nd +1 +0 +2 +0 Bonus feat +3 +0
3rd +2 +1 +2 +1 Talent +3 +1
4th +3 +1 +3 +1 Bonus feat +4 +1
5th +3 +1 +3 +1 Talent +4 +1
6th +4 +2 +3 +2 Bonus feat +5 +2
7th +5 +2 +4 +2 Talent +6 +2
8th +6/+1 +2 +4 +2 Bonus feat +6 +2
9th +6/+1 +3 +4 +3 Talent +7 +3
10th +7/+2 +3 +5 +3 Bonus feat +8 +3
Class Features
All of the following are class features of the Fast Class.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Fast Character 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 Character qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Defensive Talent Tree


The Fast Character gains the ability to improve her innate defensive talents as the Character attains new levels.
Evasion: If the Fast Character is exposed to any effect that normally allows a character to attempt a Reflex saving throw for
half damage, the Fast Character suffers no damage if he or she makes a successful saving throw. Evasion can only be used
when wearing light Armour or no Armour.
Uncanny Dodge 1: The Fast Character retains her Dexterity bonus to Defence regardless of being caught flat-footed or
struck by a hidden attacker. This defence denies an Assassin the chance to employ deadly precision on the Fast Character.
(The Character still loses her Dexterity bonus to Defence if the Character is immobilised.)
Prerequisite: Evasion.
Uncanny Dodge 2: The Fast Character can no longer be flanked; the Character can react to opponents on opposite sides of
him or herself as easily as he or she can react to a single attacker. This defence denies an Assassin the chance to employ
deadly precision on the character by flanking him, unless the attacker has at least four more levels than the target does.
Prerequisites: Evasion, uncanny dodge 1.
Defensive Roll: The Fast Character can roll with a potentially lethal attack to take less damage from it. When the Fast
Character would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast Character
can attempt to roll with the damage.
A Fast Character spends 1 action point to use this talent. Once the point is spent, the Character makes a Reflex saving throw
(DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast Character must be able to react to the
attack to execute a defensive rollif the Character is immobilised, he or she cant use this talent.
Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast Characters Evasion
talent doesnt apply to the defensive roll. Prerequisites: Evasion, uncanny dodge 1.
Instinctive Response Talent Tree
The Fast Character gains the instinctual ability to react quickly and effectively to unexpected danger.
Full Alert: The Fast Character gets a +4 circumstance bonus on initiative checks. This bonus stacks with the one provided by
the Improved Initiative feat (providing a +8 bonus if the Fast Character has both).
Improved Evasion: If the Fast Character is exposed to any effect that normally allows a character to attempt a Reflex saving
throw for half damage (such as getting caught in a grenade blast), the Fast Character suffers no damage if she makes a
successful saving throw and only half damage on a failed save. Improved evasion can only be used when wearing light armor
or no armor.
Prerequisites: Full alert, evasion, increased speed.
Heightened Reflexes: The Fast Character can choose to take 10 on any Reflex saving throw. She may also spend 1 action l
point to gain a +10 bonus on a Reflex saving throw. She may choose to take 10, spend an action point to gain the +10 bonus,
or both.
Prerequisites: Full alert, evasion, increased speed, improved evasion.
Opportunist: The Fast Character can spend 1 action point to use this talent. Once the point is spent, the Character can make
an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack
counts as the Fast Characters attack of opportunity for that round. Even a Fast Character with the Combat Reflexes feat cant
use this talent more than once per round.
Prerequisite: Evasion.

Increased Speed Talent Tree


The Fast Character can increase her natural base speed.
Increased Speed: The Fast Characters base speed increases by 5 feet.
Improved Increased Speed: The Fast Characters base speed increases by 5 feet. This talent stacks with increased speed (10
feet total).
Prerequisite: Increased speed.
Advanced Increased Speed: The Fast Characters base speed increases by 5 feet. This talent stacks with increased speed and
improved increased speed (15 feet total).
Prerequisites: Increased speed, improved increased speed.

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Fast Character gains a bonus feat. This feat must be selected from the following list,
and the Fast Character 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.
TOUGH
Ability: Constitution
Hit Die: 1d10
Action Points: Tough characters 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 Characters class skills (and the key ability for each skill) are: Athletics (Str), Concentration (Con), Craft
(armorer, mechanical, structural, weaponsmith) (Int), Pilot (Dex), Intimidate (Cha), Knowledge (Underclass) (Int), Profession
(Wis), Read/Write Language (none), Ride (Dex), Speak Language (none), Spot (Wis), and Survival (Wis).

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

Table: The Tough Class


Base Attack Class Defence Reputation
Class Level Bonus Fort Save Ref Save Will Save Features Bonus Bonus
1st +0 +2 +0 +0 Talent +1 +0
2nd +1 +2 +0 +0 Bonus feat +2 +0
3rd +2 +2 +1 +1 Talent +2 +1
4th +3 +3 +1 +1 Bonus feat +3 +1
5th +3 +3 +1 +1 Talent +3 +1
6th +4 +3 +2 +2 Bonus feat +3 +2
7th +5 +4 +2 +2 Talent +4 +2
8th +6/+1 +4 +2 +2 Bonus feat +4 +2
9th +6/+1 +4 +3 +3 Talent +5 +3
10th +7/+2 +5 +3 +3 Bonus feat +5 +3

Class Features
All of the following are class features of the Tough Class.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Tough Character 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 Character qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Damage Reduction Talent Tree


The Tough Character has an innate talent to ignore a set amount of damage from most weapons, but not from energy or
special attack forms (which may or may not exist, depending on the campaign). Before the Character can select a talent from
this tree the Character must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent
Tree.
Damage Reduction 1/: The Tough Character ignores 1 point of damage from melee and ranged weapons.
Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
Damage Reduction 2/: The Tough Character ignores an additional 1-point of damage from melee and ranged weapons
(DR 2/ total).
Prerequisites: Damage reduction 1/, one other talent from either the Energy Resistance Talent Tree or the Unbreakable
Talent Tree.
Damage Reduction 3/: The Tough Character ignores an additional 1-point of damage from melee and ranged weapons
(DR 3/ total).
Prerequisites: Damage reduction 1/, damage reduction 2/, one other talent from either the Energy Resistance Talent
Tree or the Unbreakable Talent Tree.
Energy Resistance Talent Tree
The Tough Character is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any
order.
Acid Resistance: The Tough Character ignores an amount of acid damage equal to her Constitution modifier.
Cold Resistance: The Tough Character ignores an amount of cold damage equal to her Constitution modifier.
Electricity Resistance: The Tough Character ignores an amount of electricity damage equal to her Constitution modifier.
Fire Resistance: The Tough Character ignores an amount of fire damage equal to her Constitution modifier.
Sonic/Concussion Resistance: The Tough Character 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 Character chooses one such talent he already possesses and doubles its effectiveness. In other words, the Character
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 Character 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/.

Unbreakable Talent Tree


The Tough Character is particularly resilient thanks to the following talents.
Remain Conscious: The Tough Character gains the ability to continue to perform actions when he or she would otherwise be
considered unconscious and dying. When the Tough Characters hit points reach 1, the Character can perform as though he
or she were disabled, making either an attack action or a move action every round until the Character reaches 10 hit points
(and dies) or the Characters hit points return to 1 or higher. The Character can choose to succumb to unconsciousness if he
or she thinks that doing so might prevent him or her from taking more damage.
Robust: The Tough Character becomes especially robust, gaining a number of hit points equal to her Tough level as soon as
he or she selects this talent. Thereafter, the Character gains +1 hit point with each level of Tough he or she gains.
Second Wind: The Tough Character can spend 1 action point, as a free action, to gain a second wind. When the Character
does this, he or she recovers a number of hit points equal to her Constitution modifier. This talent does not increase the
Tough Characters hit points beyond the characters full normal total.
Stamina: The Tough Character recovers twice as fast as normal. So, the Character recovers 2 hit points per character level
per hour of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being
knocked unconscious.
Prerequisite: Robust.
Stay in the Game: If the Tough Character fails a Fortitude saving throw to resist the effects of massive damage he may
spend 1 action point to attempt the save again. He must accept the results of this second attempt.
Prerequisites: Remain conscious, robust, stamina.

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Tough Character gains a bonus feat. This feat must be selected from the following
list, and the Tough Character must meet any prerequisites.
Alertness, Athletic, Combat Martial Arts, Confident, Endurance, Great Fortitude, Improved Combat Martial Arts, Improved
Bull Rush, Improved Feint, Knockout Strike, Mastercrafter, Power Attack, Shield Conditioning, Toughness, Vital Strike.
SMART
Ability: Intelligence
Hit Die: 1d6
Action Points: Smart Characters 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 Characters class skills (and the key ability for each skill) are: Armaments (Int), Proscribed
Technologies (Int), Craft (Armorer, Chemical, Proscribed Technologies, Servok Mechanisms, Pharmaceutical, Structural,
Audio-visual Arts (solido projectors - shigawire recordings - filmbooks), Writing, Weaponsmithing) (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).
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

Table: The Smart Class


Base Attack Class Defence Reputation
Class Level Bonus Fort Save Ref Save Will Save Features Bonus Bonus
1st +0 +0 +0 +1 Talent +0 +1
2nd +1 +0 +0 +2 Bonus feat +1 +1
3rd +1 +1 +1 +2 Talent +1 +1
4th +2 +1 +1 +2 Bonus feat +1 +2
5th +2 +1 +1 +3 Talent +2 +2
6th +3 +2 +2 +3 Bonus feat +2 +2
7th +3 +2 +2 +4 Talent +2 +3
8th +4 +2 +2 +4 Bonus feat +3 +3
9th +4 +3 +3 +4 Talent +3 +3
10th +5 +3 +3 +5 Bonus feat +3 +4
Class Features
All of the following are class features of the Smart Class.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Smart Character 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 Character qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Research Talent Tree


The Smart Character has a natural aptitude for study and fact-finding. These talents can be selected in any order.
Savant: Select one of the skills listed in the following paragraph. The Character must have ranks in the skill if it is Trained
Only. The Smart Character gets to add a bonus equal to her Smart level when making checks with that skill. A Smart
Character can take this talent multiple times; each time it applies to a different skill.
Proscribed Technologies, Craft (any single skill), Encryption, Armaments, Security, Forgery, Investigate, Knowledge (any
single skill), Navigate, Repair, Research, and Search. Mentat skills can also be amplified by a Savant.
Linguist: With this talent, the Smart Character becomes a master linguist. Whenever the Character encounters a new
language, either spoken or written, that he or she does not know the Smart Character can make an Intelligence check to
determine if he or she can understand it. The check is made with a bonus equal to the Characters Smart level. For a written
language, the bonus applies to an Encryption check instead.
The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the Character has as
a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the Character
knows; and DC 25 if the language is ancient or unique. With this special ability, a Smart Character can glean enough
meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being
able to converse or fluently read and write in a given language.
A single check covers roughly one minute of a spoken language or one page of a written language.
Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.
Strategy Talent Tree
The Smart Character has the brainpower to see solutions in most situations. These talents can be selected in any order, but
before the Character 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 Character can designate one opponent (or class of opponents) and try
to find ways to gain an advantage by using brains over brawn. The Smart Character 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
Character uses her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the Character finds ways
to outthink his opponent and notices weaknesses in his opponents fighting style.
Prerequisite: One talent from the Research Talent Tree.
Plan: Prior to an encounter the Smart Character can develop a plan of action to handle the situation. Using this talent requires
preparation; a Smart Character cant use this talent when surprised or otherwise unprepared for a particular situation. Creating
a plan requires 1 minute.
After creating the plan the Smart Character makes an Intelligence check (DC 10) with a bonus equal to her Smart level. The
result of the check provides the Smart Character and allies with a circumstance bonus. A Smart Character cant take 10 or 20
when making this check.
Check Result Bonus
9 or lower +0 (check failed)
1014 +1
1524 +2
25 or higher +3

This bonus can be applied to all skill checks and attack rolls made by the Smart Character 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 Character 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 Character, and must
be able to hear and understand the Character.
To play a trick on a target, the Character 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 Characters class level + Smart Characters 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 Character 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 Character 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 + opponents relevant attack bonus). This action does not provoke
attacks of opportunity. If the check succeeds, for the rest of the fight the Smart Character gains a dodge bonus equal to his
Smart Character level against all attacks made by that opponent.
Outside combat, the Smart Character may use this ability to bolster an Intelligence-based skill. If the Smart Character
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 Character gains an insight bonus
equal to his Smart Character 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 Characters 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.
Deduction Talent Tree
The Smart Character has spent time training his mind to be as efficient, analytical, and rational as possible. This allows him
to take full advantage of his learning and experience, but can sometimes make him seem a little distant and emotionless.
Logical: The Smart Character can use the theoretical information at his command to help solve real tangentially related
problems. Choose any Knowledge category in which the Smart Character has 4 or more ranks. He gains a synergy bonus
equal to half his class level (round down) to the related skill listed below.

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 Character 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 Character 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 Character already has applied the logical
talent. When talking about that subject, if a Bluff, Diplomacy, or Intimidate check is called for, the Smart Character may
instead use the skill modifier from his Knowledge skill. For example: If the Character 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 Character has applied the logical talent.
Prerequisites: Knowledge (any) 4 ranks, logical.
Implacable: The Smart Character selects a number of Intelligence-based skills equal to 3 + his Intelligence modifier. When
making a check with one of these skills, the Smart Character 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 Character gains a bonus feat. This feat must be selected from the following
list, and the Smart Character must meet any prerequisites.
Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Insightful Reflexes, Iron Will,
Sense Weakness, Meticulous, Studious, Weapon Focus.
DEDICATED
Ability: Wisdom
Hit Die: 1d6
Action Points: Dedicated Characters 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 Characters 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).
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

Table: The Dedicated Class


Base Attack Class Defence Reputation
Class Level Bonus Fort Save Ref Save Will Save Features Bonus Bonus
1st +0 +1 +0 +1 Talent +1 +1
2nd +1 +2 +0 +2 Bonus feat +2 +1
3rd +2 +2 +1 +2 Talent +2 +1
4th +3 +2 +1 +2 Bonus feat +3 +2
5th +3 +3 +1 +3 Talent +3 +2
6th +4 +3 +2 +3 Bonus feat +3 +2
7th +5 +4 +2 +4 Talent +4 +3
8th +6/+1 +4 +2 +4 Bonus feat +4 +3
9th +6/+1 +4 +3 +4 Talent +5 +3
10th +7/+2 +5 +3 +5 Bonus feat +5 +4
Class Features
The following are class features of the Dedicated Character.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Dedicated Character 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 Character qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Empathic Talent Tree


The Dedicated Characters innate talents give him or her a great capacity for empathy.
Empathy: The Dedicated Character has a knack for being sensitive to the feelings and thoughts of others without having
those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks
involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the
Character spends at least 1 minute observing her target prior to making the skill check. The bonus is equal to the Characters
Dedicated level.
Improved Aid Another: The Dedicated Characters bonus on attempts to aid another increases by +1 on a successful aid
another check. This talent can be selected multiple times, each time increasing the bonus by +1.
Prerequisite: Empathy.
Intuition: The Dedicated Character has an innate ability to sense trouble in the air. The Dedicated Character can make a Will
saving throw (DC 15). On a successful save, the Character gets a hunch that everything is all right, or the Character gets a bad
feeling about a specific situation, based on the Navigators best guess relating to the circumstances. This talent is usable a
number of times per day equal to the characters Dedicated level.
Prerequisite: Empathy.
Observant: The Dedicated Character is intuitively able to sense a persons body language, vocal tone, and other nonverbal
communications. She adds her base Will saving throw bonus to all Sense Motive and Gather Information checks.
Prerequisites: Empathy, skill emphasis.
Healing Talent Tree
The Dedicated Character has a talent for healing.
Healing Knack: The Character has a knack for the healing arts. The Character receives a +2 bonus on all Treat Injury skill
checks.
Healing Touch 1: The Dedicated Characters 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 Characters 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.

Insightful Talent Tree


The Dedicated Characters innate insightfulness serves her well.
Skill Emphasis: The Dedicated Character chooses a single skill and receives a +3 bonus on all checks with that skill. This
bonus does not allow the Character to make checks for a trained-only skill if the Character has no ranks in the skill.
Aware: The Dedicated Character is intuitively aware of her surroundings. The Character adds her base Will saving throw
bonus to Listen or Spot checks to avoid surprise.
Prerequisite: Skill emphasis.
Faith: The Dedicated Character has a great deal of faith. It might be faith in self, in a higher power, or in both. This
unswerving belief allows the Dedicated Character to add her Wisdom modifier to the die roll whenever the Character spends
1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.
Prerequisite: Skill emphasis.
Cool Under Pressure: The Dedicated Character selects a number of skills equal to 3 + the Characters Wisdom modifier.
When making a check with one of these skills, the Dedicated Character can take 10 even when distracted or under duress.
Prerequisite: Skill emphasis plus either faith or aware.
Sixth Sense: When the Dedicated Character is in a situation where she must select between two or more options or courses of
action, she can spend 1 action point to attempt a Will saving throw (DC = 10 + the EL of the encounter). If the save succeeds,
the Dedicated Character can determine which option or course of action is potentially the least dangerous. In this case,
dangerous is defined as being likely to cause personal injury to the Dedicated Character. It does not mean the option having
the greatest chance of success. If two or more of the options are equally safe, the Navigator should inform the character that
the possible outcomes are equally dangerous (or equally safe).
Prerequisites: Skill emphasis, either faith or aware, cool under pressure.

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Dedicated Character gains a bonus feat. This feat must be from this list, and the
Dedicated Character must meet any prerequisites.
Alertness, Attentive, Blind-Fight, Combat Intuition, Danger Sense, Deceptive, Educated, Iron Will, Medical Expert,
Meticulous, Surgery, Track, Weapon Focus.
CHARISMATIC
Ability: Charisma
Hit Die: 1d6
Action Points: Charismatic Characters 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 Characters 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).
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
Table: The Charismatic Class
Base Attack Class Defence Reputation
Class Level Bonus Fort Save Ref Save Will Save Features Bonus Bonus
1st +0 +1 +1 +0 Talent +0 +2
2nd +1 +2 +2 +0 Bonus feat +1 +2
3rd +1 +2 +2 +1 Talent +1 +2
4th +2 +2 +2 +1 Bonus feat +1 +3
5th +2 +3 +3 +1 Talent +2 +3
6th +3 +3 +3 +2 Bonus feat +2 +3
7th +3 +4 +4 +2 Talent +2 +4
8th +4 +4 +4 +2 Bonus feat +3 +4
9th +4 +4 +4 +3 Talent +3 +4
10th +5 +5 +5 +3 Bonus feat +3 +5
Class Features
All of the following are class features of the Charismatic Class.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Charismatic Class character 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 character qualifies, he or she
can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Charm Talent Tree


The Charismatic character has an innate talent for being charming and captivating.
Charm: The Charismatic Character gets a competence bonus on all Charisma-based skill checks made to influence members
of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same
gender.) The bonus is equal to the characters Charismatic level.
A Charismatic Character can only charm Navigator characters with attitudes of indifferent or better. The charm bonus cant
be used against characters that are unfriendly or hostile.
This ability can be taken more than once (for another gender).
Favour: The Charismatic Character has the ability to acquire minor aid from anyone he or she meets. By making a favour
check, a Charismatic Character can gain important information without going through the time and trouble of doing a lot of
research. Favours can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the
course of an adventure.
A Charismatic Character spends 1 action point to activate this talent. To make a favour check, roll a d20 and add the
characters favour bonus, equal to the characters Charismatic level. The Navigator sets the DC based on the scope of the
favour being requested. The DC ranges from 10 for a simple favour to as high as 30 for formidable and highly dangerous,
expensive, or illegal favours. A Charismatic Character cant take 10 or 20 on this check, nor can the Character retry the check
for the same (or virtually the same) favour. Favours should help advance the plot of an adventure. A favour that would
enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a
favour check. The Navigator should carefully monitor a Charismatic Characters use of favours to ensure that this ability isnt
abused. The success or failure of a mission shouldnt hinge on the use of a favour, and getting a favour shouldnt 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 Character 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 Character, and must be able to see, hear, and understand the Character. To misdirect a
target, the Character 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 Characters class level + Charismatic Characters Cha bonus). If the saving throw fails, the
target pays no attention to the Character, deciding that he is harmless, worthless, or otherwise not worthy of regard. The
target completely ignores the Character until the end of the Charismatic Characters next turn. This allows the Charismatic
Character to take actions of which the misdirected target is unaware. The effect ends immediately if the Charismatic
Character performs any attack action. The Charismatic Character can concentrate to keep a target misdirected for additional
rounds. The Charismatic Character 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 Character stops concentrating, or when the target succeeds on the save.
Prerequisites: Charm, favor.
Captivate: The Charismatic Character 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
Character, must be flat-footed or not in combat, and must be able to see, hear, and understand the Character.
To captivate a target, the Character 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 Characters class level +
Charismatic Characters Cha bonus). If the saving throw fails, the Character becomes the targets sole focus. The target pays
no attention to anyone else for 1 round and remains flat-footed. This focusing of the targets 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 Character can concentrate to keep a target captivated for additional rounds. The Charismatic Character
concentrates all her effort on the task, and the target gets to make a new Will save each round. The effect ends when the
Character stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability.
Prerequisites: Charm, Favour.
Greater Charm: The Charismatic Character 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 Character, and
must be able to see, hear, and understand the Character. The Character may not be holding a weapon or threatening the target
in any way. The Character 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 Character succeeds, the targets attitude immediately becomes indifferent toward
the Character. If the Character fails, the targets attitude immediately becomes hostile toward the Character.
Prerequisites: Charm, favor, captivate, misdirect.

Fast-Talk Talent Tree


The Charismatic Character has an innate talent for bending the truth and dazzling others with a combination of words,
mannerisms, and charm.
Fast-Talk: The Charismatic Character has a way with words when attempting to con and deceive. With this talent, he or she
applies her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the Character makes while
attempting to lie, cheat, or otherwise bend the truth.
Dazzle: The Charismatic Character has the ability to dazzle a target through sheer force of personality, a winning smile, and
fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30
feet of the Character, and must be able to see, hear, and understand the Character.
To dazzle a target, the Character 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 dazzle attempt by making a Will saving throw (DC 10 + Charismatic Characters class level +
Charismatic Characters Cha bonus). If the save fails, the target receives a 1 penalty on attack rolls, ability checks, skill
checks, and saving throws for a number of rounds equal to the characters Charismatic level.
This talent can be selected multiple times, each time worsening the dazzled penalty by 1. This is a Mind-Affecting ability.
Prerequisite: Fast-talk.
Taunt: The Charismatic Character has the ability to temporarily rattle a target through the use of insults and goading. The
target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the Character, and
must be able to hear and understand the Character.
To taunt a target, the Character 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 taunt by making a Will saving throw (DC 10 + Charismatic Characters class level + Charismatic
Characters Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.
A taunt can be played on an opponent any number of times. This is a Mind-Affecting ability.
Prerequisites: Fast-talk, dazzle.
Leadership Talent Tree
The Charismatic Character has a talent for leadership and inspiration.
Co-ordinate: The Charismatic Character has a knack for getting people to work together. When the Character can spend a
full round directing her allies and makes a Charisma check (DC 10), the Character provides any of her allies within 30 feet a
+1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the Characters Charisma
modifier.
The Character can co-ordinate a number of allies equal to one-half her Charismatic level, rounded down (to a minimum of
one ally).
Inspiration: The Charismatic Character can inspire her allies, bolstering them and improving their chances of success. An
ally must listen to and observe the Charismatic Character for a full round for the inspiration to take hold, and the Character
must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the Characters Charisma modifier.
An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.
A Charismatic Character cant inspire him or herself. The Character can inspire a number of allies equal to one-half her
Charismatic level, rounded down (to a minimum of one ally).
Prerequisite: Co-ordinate.
Greater Inspiration: The Charismatic Character can inspire her allies to even greater heights, bolstering them and
improving their chances of success. An ally must listen to and observe the Charismatic Character for a full round for the
greater inspiration to take hold, and the Character must make a Charisma check (DC 10). The effect lasts for a number of
rounds equal to the Characters Charisma modifier.
An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the
bonus from inspiration for a total of a +3 morale bonus.
A Charismatic Character cant inspire him or herself. The Character can inspire a number of allies equal to one-half her
Charismatic level, rounded down (to a minimum of one ally).
Prerequisites: Co-ordinate, inspiration.

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Charismatic Character gains a bonus feat. This feat must be selected from the
following list, and the Charismatic Character 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.
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 characters classes combine to determine a multiclass characters 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 characters classes.

Level Character level is a characters total number of levels. It is used to determine when feats and ability score increases
are gained. Class level is the characters level in a particular class. For a Class whose levels are all in the same class,
character level and class level are the same.

Hit Points A Character gains hit points from each class as her class level increases, adding the new hit points to the previous
total.

Base Attack Bonus


Add the base attack bonuses for each class to get the Characters base attack bonus. A resulting value of +6 or higher
provides the Character with multiple attacks.
Base Attack Bonus Additional Attacks at
+6 +1
+7 +2
+8 +3
+9 +4
+10 +5
+11 +6/+1
+12 +7/+2
+13 +8/+3
+14 +9/+4
+15 +10/+5
+16 +11/+6/+1
+17 +12/+7/+2
+18 +13/+8/+3
+19 +14/+9/+4
+20 +15/+10/+5

To use multiple attacks in the same round, a character must use a full attack, which is a full-round action.
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 Character uses her character level to determine the maximum ranks the Character can have in a skill. Use
the character level to determine a skills maximum rank. (The maximum rank for a class skill is 3 + character 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.
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. 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 classs 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, a character doesnt receive maximum hit points but should roll the new
Hit Die.

Advancing a Level

Each time a multiclass character attains a new level, the Character 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. In general, a character can have levels in as many different classes as there are classes.

Karama - Action Points


Karama, or action points, provide characters with the means to affect game play in significant ways. A character always has a
limited amount of action points. The character replenishes this supply with every new level he or she attains (and loses any
unspent). 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 Character 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, at any point
before the Navigator resolves effects of the roll.

Use a class talent or class feature during your turn for which the expenditure of 1 action point is required.

Healing Surge. A Healing Surge bestows of the characters maximum hit points back (round up). Any excess is lost. A
healing surge can only be triggered when associated another source of hit point recovery. For example; a successful
Healing check, or the Tough class Second Wind ability. You may not use a healing surge if you are Dying or Stabilised
for hit point gain, even if able to act due to Die Hard feat. Though you may use one to Stabilise.

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. Depending on the
Characters 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.

Character Level Action Point Dice Rolled


1st - 7th 1d6
8th - 14th 2d6
15th - 20th 3d6
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 per round for any of the
three outcomes. E.g. If a character spends a point to use a class feature, he or she can spend another one in the same round to
improve a die roll, or another to activate a Healing Surge. However, characters can only use one Healing Surge per scene.
Skills
Skills in bold are modified or new skills. Others are broadly as presented in the D20 MSRD
Those marked with * are new and detailed below.
Those marked with ** are restricted in some fashion, generally to specific Archetypes.
Trained?
Acrobatics (conflates Balance and Tumble skills; Dex based)
Armaments (replaces Demolition skill, in addition to reflecting LUG DUNE Armaments skill)** Yes
Athletics (replaces Climb, Jump and Swim skills; STR skill)
Autohypnosis (new skill) Yes
Bluff
Concentration
Craft Yes all
Armorer
Chemical
Chaumas / Chaumurky
Pharmaceutical
Proscribed Technologies (was Electronic) Restricted
Servok Mechanisms (was Mechanical)
Structural
Audio-visual Arts
Writing
Weaponsmithing

Diplomacy (also reflects the Noble Command skill from LUG DUNE)
Disguise
Disable Device is now Security
Encryption (Decipher Script) Yes
Escape Artist
Forgery
Gamble
Gather Information
Handle Animal (used for falconry, training Taiga Tigers to assassinate et cetera) Yes
Hide
Intimidate
Investigate Yes

Knowledge Yes all.


Art
Assassination ** (requires feat Assassins Handbook) Restricted
CHOAM (business)
Psychology (behavioural sciences)
Imperium (Landsraad, Sysselraad i.e. politics)
Science (conflating; life sciences, physics, chemistry, Holtzman field technologies)
Spacing Guild ** (restricted) Restricted
Proscribed Technologies Restricted
House and Homeworld (House specific)
Out-freyn Cultures (Ix, Bene Tleilax) **
History
Underclass (streetwise)
Tactics
Theology and Philosophy Zensunni & Zensufi mysticism, Bene Gesserit (Missionaria Protectiva)
Listen
Leadership (replaces the Sword Master Field Operations from LUG DUNE)* Yes
Mentat Computation (INT based)** Yes, Restricted
Mentat Projection (INT based)** Yes, Restricted
Move Silently
Navigate
Perform
Act
Dance
Percussion
Sing (also used for the Bene Gesserit Voice**)
Stringed Instruments (baliset)
Wind Instruments
Pilot (includes Drive skill) Yes
Profession
Proscribed Technologies (new skill which replaces Computer Use)** Yes, Restricted
Read/Write Language Yes
Repair Yes
Research
Ride
Search
Security* (formerly disable device) Yes
Sense Motive (skill employed by Minutiae Observation**)
Sleight of Hand
Speak Language
Spot
Survival
Treat Injury

Speak Language
There are several languages available to Characters of the Imperium. Mirabhasa is the lingua franca of politics, refinement,
religion and philosophy. Galach and variants is spoken by all, but is considered crude. There are also a variety of Battle
Languages (all House specific) and so called Hunting Languages like Chakobsa and the Bhotani Jib. Only Nobles, Bene
Gesserit and Spymasters begin with Mirabhasa.

Complex Skill Checks in the RULBUK system.


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).

Table: Example Complex Skill Checks Successes


Required Complexity Example (Skill)
2 or 3 Slight Training a riding horse (Handle Animal)
4 to 6 Ordinary Making a rapier (Craft [weapon smithing])
7 to 9 Good Bypassing an Ixian Pentashield (Security)
10 or more Amazing Pick an amazing lock (Open Lock)

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.
Specific Skills
Some skills are not to be found in the D20 MSRD

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.

Autohypnosis (Wis): Trained only.


You have trained your mind to resist certain injuries and threats while also gaining a few select benefits.
Check: The DC and effect depend on the task you attempt.
Task DC
Resist fear 15
Memorize 15
Tolerate poison Poisons DC
Willpower 20

Resist Fear: In response to a fear effect, you can make an Autohypnosis check on your next action even if youve 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 poisons 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 penaltiesyou 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 cant try again to tolerate poison. You
cant try again in the same round for willpower.
Special: You can take 10 on Autohypnosis checks, but you cant take 20.
Special If you have 5 or more ranks in Concentration, you get a +2 bonus on Autohypnosis checks.

Knowledge (Assassination) (Int) Trained Only


This skill enables an Assassin to successfully plan and execute forays into secure locations, acquiring blueprints, architectural
renderings, memorising security codes (but not obtaining them), and planning alternate escape routes. Infiltration differs in
from the physical stealth skills Hide and Move Silently that confer the ability to actually implement such plans.

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.
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 commanders Leadership check)
to determine what the enemys 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 commanders Leadership
check) in an attempt to find a weakness in the enemys 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 opponents plans.

Mentat Computation (Int) Trained Only


Computation enables a Mentat to forecast future actions, events or results based on accumulated data including motives,
facts, actions & events. Whether predicting behaviour stemming from identified motives or inducing probable outcomes for
intended courses of action. Mentat Computation extrapolates future consequences from a wealth of factual data, and
represents the ultimate science of cause and effect.

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 actors 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 actors interactions based on previous predictions. A so called Second Order Computation.
Mentat Projection (Int) Trained Only
Projection allows Mentats to assimilate information about the current scene, by deducing facts and ascertaining motives
based on accepted and verified motives, or substantive theories. With this skill a Mentat can analyse any datum sorting fact
from fiction through inter-relating evidentiary information. Thus forming proximity hypotheses, allowing the construction of
elaborate logic matrices illuminating missing elements, invisible plot lines and probable explanations.

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.

Treat Injury (Wis)


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 of 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. The onset of long-term care can be used as a trigger for a Healing Surge.

Restore Hit Points (DC 15)


With a medical kit, if a character has lost hit points, the character can restore some of them. A successful check, as a full-
round action, restores 1d4 hit points. The number restored can never exceed the characters full normal total of hit points.
This application of the skill can be used successfully on a character only once per hour. Each successful application of this
skill may trigger a Healing Surge if so desired.

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 cant 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 patients 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 that 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
characters check succeeds, the treating character provides a bonus on the diseased characters 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 poisons secondary effect, the treating character first makes a Treat Injury check as an attack action. If the treating
characters check succeeds, the character provides a bonus on the poisoned characters saving throw equal to his or her ranks
in this skill.

Try Again? Yes, for restoring hit points via long term care, 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.

Natural Healing Characters recover hit points at a rate of one hit points point per hour per character level.
Feats
Action Boost Dodge
Acrobatic Agile Riposte
Alertness Defensive Strike (requires Combat
Expertise)
Armour Proficiency (light) Melee Evasion (requires Combat Expertise)
Armour Proficiency (medium) Mobility
Armour Proficiency (heavy) Spring Attack
Whirlwind Attack
Assassins' Code
Assassins' Handbook Educated
Elusive Dance
Athletic Endurance
Attentive Steadfast Determination
Focused
Blindfight Force of Personality
Hear the Unseen Frightful Presence

Builder Gearhead
Great Fortitude
Cautious Guide
Cloak Dance
Combat Expertise Heroic Spirit
Defensive Strike (requires Dodge) Heroic Surge
Improved Disarm
Improved Feint Improved Initiative
Improved Trip Danger Sense
Melee Evasion (requires Dodge)
Sense Weakness (requires Weapon Focus) Improved Critical
Single Blade Style (requires Weapon Focus) Improved Damage Threshold
Superior Expertise Insightful Reflexes
Intimidating Strike
Combat Intuition Intuitive Attack
Combat Martial Arts Iron Will
Improved Combat Martial Arts
Advanced Combat Martial Arts Jack-of-all-Trades
Knockout Strike
Improved Knockout Strike Lightning Reflexes
Vital Strike Prone Attack

Combat Reflexes Master Manipulator


Deft Opportunist Mastercrafter
Expert Tactician Medical Expert
Improved Combat Reflexes
Vexing Flanker Mentat Awareness
Greater Mentat Awareness
Confident Perfect Mentat Awareness
Creative Meticulous
Mnemonic Conditioning

Defensive Martial Arts Nimble


Combat Throw Noble Blood
Improved Combat Throw
Elusive Target Oathbound
Nerve Pinch
Unbalance Opponent Point Blank Shot
Poison Resistance
Deceptive Poison Immunity
Diplomatic Immunity
Power Attack Silencing Strike
Cleave Toughness
Great Cleave Track
Flay Trustworthy
Improved Bull Rush Two Weapon Fighting
Sunder Oversized Two Weapon Fighting
Two Weapon Defence
Prana Bindu Suspension Improved Two Weapon Defence
Minutiae Observation Greater Two-Weapon Defence
Truthtrance Two Weapon Rend
Voice Improved Two Weapon Fighting
Voice, Greater Double Hit (req Combat Reflexes)
Prana Bindu Mastery Dual Strike
Inner Voices Greater Two-Weapon Fighting
Perfect Two WeaponFighting
Profile
Pyretic Conscience Weapon Finesse
Pharmacopoeia
Breath of Life Weapon Focus
Graceful Edge
Quick Draw Greater Weapon Focus
Flick of the Wrist Greater Weapon Specialisation
Weapon Supremacy
Quick Recovery Power Critical
Sense Weakness (requires Combat
Reckless Offence Expertise)
Renown Single Blade Style (requires Combat
Run Expertise)
Weapon Specialisation
Shield Conditioning Melee Weapon Mastery
Shield Charge Devastating Critical
Shield Slam Driving Attack
Agile Shield Fighter Slashing Flurry
Shield Specialisation
Active Shield Defence Weapon Proficiency (Exotic)
Shield Ward Weapon Proficiency (Noble)
Shield Wall Willing Deformity
Clawed Hands
Sidestep Charge Face
Spy Network Gaunt
Stand Still Obese
Stealthy Skin
Studious Tall
Surgery Teeth
Swift Strike
Deadly Precision Windfall
Hour of the Assassins
Telling Blow Zero G Training
Class Focus Feats

Charismatic Plus Smart Plus


Benefit: You gain two talents from the Benefit: You gain two talents from the Smart
Charismatic heros talent trees. You cannot heros talent trees. You cannot select more than
select more than one talent from a single talent one talent from a single talent tree, and you must
tree, and you must meet all the prerequisites of a meet all the prerequisites of a talent to select it.
talent to select it. Special: You may select this feat multiple times.
Special: You may select this feat multiple times. Each time you select this feat, you must choose a
Each time you select this feat, you must choose a different pair of talents. The exception is the
different pair of talents. savant talent, which you can select multiple
times. However, each time you select the savant
Dedicated Plus talent, you must choose a different skill (see the
Benefit: You gain two talents from the savant talents description).
Dedicated heros talent trees. You cannot select
more than one talent from a single talent tree, Strong Plus
and you must meet all the prerequisites of a Benefit: You gain two talents from the Strong
talent to select it. heros talent trees. You cannot select more than
Special: You may select this feat multiple times. one talent from a single talent tree, and you must
Each time you select this feat, you must choose a meet all the prerequisites of a talent to select it.
different pair of talents. Special: You may select this feat multiple times.
Each time you select this feat, you must choose a
Fast Plus different pair of talents.
Benefit: You gain two talents from the Fast
heros talent trees. You cannot select more than Tough Plus
one talent from a single talent tree, and you must Benefit: You gain two talents from the Tough
meet all the prerequisites of a talent to select it. heros talent trees. You cannot select more than
Special: You may select this feat multiple times. one talent from a single talent tree, and you must
Each time you select this feat, you must choose a meet all the prerequisites of a talent to select it.
different pair of talents. Special: You may select this feat multiple times.
Each time you select this feat, you must choose a
different pair of talents.
General Feats
Action Boost
Benefit Use a d8 rather than a d6 when spending an Action Point to modify a d20 roll

Active Shield Defence


Your expert use of your Shield allows you to strike at vulnerable foes even when you forgo your own attacks in favour of
defence.
Prerequisite Shield Conditioning, Shield Specialisation
Benefit When fighting defensively and using a Holtzman Shield you do not take the standard fighting defensively penalties
on attacks of opportunity. When using the total defence action with a Holtzman Shield you still threaten the area around you
as normal. You can make attacks of opportunity at -4 penalty.
Normal You take -4 penalty on all attacks when fighting defensively. You cannot attack while using the total defence action.

Acrobatic
Benefit The character gets a +3 bonus on all Acrobatic checks. You may take 10 even when threatened or distracted.

Advanced Combat Martial Arts


Prerequisites Combat Martial Arts, Improved Combat Martial Arts, base attack bonus +8.
Benefit When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage.
Normal An unarmed strike critical hit deals double damage.
Alertness
Benefit The character gets a +2 bonus on all Listen checks and Spot checks. You may take 10 even when threatened or
distracted.

Agile Riposte
Prerequisites Dexterity 13, Dodge.
Benefit Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a
melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity against
that opponent. Resolve and apply the effects from both attacks simultaneously.
Even a character with the Combat Reflexes feat cant use the Agile Riposte feat more than once per round. This feat does not
grant more attacks of opportunity than the character is normally allowed in a round.

Agile Shield Fighter


You are skilled at combining your Shield Strike attack with an armed strike. When you use your Shield in unison with a
weapon, your training allows you to score telling blows with both.
Prerequisite Shield Conditioning
Benefit When making a Shield Strike and an armed strike as part of a full attack action, you take a -2 penalty on each attack.
These penalties replace the normal ones you incur for fighting with two weapons.

Armour Proficiency (heavy)


Prerequisites Armour Proficiency (light), Armour Proficiency (medium).
Benefit See Armour Proficiency (light).
Normal See Armour Proficiency (light).

Armour Proficiency (light)


Benefit When you wear a type of Armour with which you are proficient, the Armour check penalty for that Armour applies
only to Acrobatic, Athletics, Hide, Move Silently and Sleight of Hand checks.
Normal A character who is wearing Armour with which she is not proficient applies its Armour check penalty to attack rolls
and to all skill checks that involve moving, including Ride.

Armour Proficiency (medium)


Prerequisite Armour Proficiency (light).
Benefit See Armour Proficiency (light).
Normal See Armour Proficiency (light).

37
Assassins Code
Prerequisite Assassin
You have assimilated the Code of Assassins into your personal identity, binding yourself to its dearest precepts. The code
allows you to work within the Great Convention, giving legal justification to an otherwise illegal activity. Those who share
the Code also extend professional courtesy in the form of inviolate secrecy, non-interference and possibly sanctuary.
Benefit Limited legal protection under the Articles of Kanly.

Assassins' Handbook
The Assassins Handbook is a compilation of poisons and deadly devices, permitted under the Guild Peace and Great
Convention, to be used in a War of Assassins. The various possibilities of chaumurky, chaumas and basilia receive the
greatest attention. Chaumurky is the general term for any poison administered in drink and chaumas for that concealed in
food; both logical agents for murder for a political world heavily dependent on festivals and ceremony. Basilia is a poison
which acts swiftly when contact is made by injury into the bloodstream and which is therefore often placed on the tip of a
knife or sword.
Prerequisite Assassin
Benefit Gives full knowledge of a range of poisons, and also the insight to create and improvise others.
Normal Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to
a blade out of combat. Those without this feat are not so fortunate.
Special +2 on Treat Injury when specifically related to Chaumas/Chaumurky.
Athletic
Benefit The character gets a +3 bonus on all Athletic checks. You may take 10 even when threatened or distracted.

Attentive
Benefit The character gets a +2 bonus on all Investigate checks and Sense Motive checks. You may take 10 even when
threatened or distracted.
Special Remember that the Investigate skill cant be used untrained.

Blind-Fight
Benefit In melee combat, every time the character misses because of concealment, the character can re-roll the miss chance
roll one time to see if the character actually hits.
The character takes only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general
reduces the characters speed to three-quarters of normal, instead of one-half.

Breath of Life
Prerequisite Pharmacopoeia, Pyretic Conscience
The Suks Doctors utter reverence for life drives them to exhaust every avenue in the pursuit of saving a life. The greater
knowledge of physiology and drugs gives that drive a chance of success.
Benefit A Suk Doctor can save a character reduced to 10 hit points or lower. If the Suk Doctor is able to administer aid
within 3 rounds of the characters death, he or she can make a Treat Injury check. The DC for this check is 30, and the Suk
cant take 10 or take 20. If the check succeeds, the dead character can make Fortitude save (DC 15) to stabilise and be
restored to 0 hit points.
If the Suk Doctor fails the skill check or the patient fails the save, the dead character cant be saved
Special With access to an Organ Bank (mentioned in Dune, probably at least Ornithopter sized) a Suk can lower the DC by 5
points. Any character with 5 ranks treat injury can, with a DC25 check, delay final death. If the check succeeds, the dead
character can make Fortitude save (DC 15) to stabilise for 1 day, allowing the Breath of Life to be administered later.

Builder
Benefit Pick two of the following skills Craft (Structural), Craft (Servok mechanisms), Craft (Chemical) and Craft
(Proscribed Technologies). The character gets a +2 bonus on all checks with those skills. You may take 10 even when
threatened or distracted.
Special The character can select this feat twice. The second time, the character applies it to the two skills he or she didnt
pick originally. Remember that some Crafts cannot be used untrained.

Cautious
Benefit The character gets a +2 bonus on all Armaments checks and Security checks. You may take 10 even when threatened
or distracted.
Special Remember that the Armaments skill and the Security skill cant be used untrained.

38
Cleave
Prerequisites Strength 13, Power Attack.
Benefit If the character deals an opponent enough damage to make the opponent drop (either by knocking the opponent out
due to massive damage or by reducing the opponents hit points to less than 0), the character gets an immediate extra melee
attack against another opponent adjacent to the character. The character cant take a 5-foot step before making this extra
attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. The
character can use this ability once per round.

Cloak Dance
You are skilled at using optical tricks to make yourself seem to be where you are not. Specifically the use of the Cape in the
Corrida Escuda, but also the Holtzman Shield in extremis.
Prerequisite Hide 10 ranks, Perform (dance) 2 ranks
Benefit You can take a move action to obscure your exact position. Until your next turn, you have concealment.
Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total
concealment. Even without a free hand you benefit from the +1 Defence Bonus whilst wearing the cloak.
Normal You cannot benefit from a Duelling Cloak without a free hand. Nor may you obscure your position.

Combat Expertise
Prerequisite Intelligence 13.
Benefit When the character uses the attack action or the full attack action in melee, the character can take a penalty of up to
5 on his or her attack roll and add the same number (up to +5) to the characters Defence. This number may not exceed the
characters base attack bonus. The changes to attack rolls and Defence last until the characters next action. The bonus to the
characters Defence is a dodge bonus (and as such it stacks with other dodge bonuses the character may have).
Normal A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to
take a 4 penalty on attacks and gain a +2 dodge bonus to Defence.

Combat Intuition
You have a keen understanding of your opponent's moves and your instinctive feel for the flow of combat enables you to
shrewdly assess your opponent's combat capabilities.
Prerequisites Sense Motive 4 ranks, base attack bonus +5
Benefit As a free action, you can sense motive to assess the challenge presented by a single opponent in relationship to you
own level. You gain a +4 bonus and narrow the result to a single category.
In addition, whenever you make a melee attack against an opponent that you made a melee attack against during the previous
round, you gain a +1 insight bonus on your melee attack rolls against this opponent.

Combat Martial Arts


Prerequisite Base attack bonus +1.
Benefit With an unarmed strike, the character receives a +1 competence bonus on attack rolls and deals lethal or non-lethal
damage (the characters choice) equal to 1d4 + the characters Strength modifier. The characters unarmed attacks count as
armed, which means that opponents do not get attacks of opportunity. The character may make attacks of opportunity against
opponents who provoke such attacks.
Normal Without this feat, a character deals only 1d3 points of non-lethal damage. Unarmed attacks normally provoke attacks
of opportunity, and unarmed combatants cannot normally make attacks of opportunity.

Combat Reflexes
Benefit The maximum number of attacks of opportunity the character may make each round is equal to the characters
Dexterity modifier + 1. The character can still only make one attack of opportunity on a single opponent. With this feat, the
character may also make attacks of opportunity when flat-footed.
Normal A character without the Combat Reflexes feat can make only one attack of opportunity per round and cant make
attacks of opportunity when flat-footed.
Special The Combat Reflexes feat doesnt allow a Fast hero with the opportunist talent to use that talent more than once per
round.

Combat Throw
Prerequisite Defensive Martial Arts.
Benefit The character gains a +2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or
grapple attacks, or when the character tries to avoid a trip or grapple attack made against him or her.

39
Confident
Benefit The character gets a +2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist intimidation.
You may take 10 even when threatened or distracted.

Creative
Benefit Pick two of the following skills Craft (audio-visual art), Craft (writing), Perform (act), Perform (dance), Perform
(percussion instruments), Perform (sing), Perform (string instruments), and Perform (wind instruments). The character gets a
+2 bonus on all checks with those two skills.
Special A character can select this feat more than once. Each time, the character selects two new skills from the choices
given above.

Danger Sense
You are one twitchy individual.
Prerequisite Improved Initiative
Benefit Once per day, you can re-roll an initiative check you have just made. You use the better of your two rolls. You must
decide to re-roll before the round starts.

Deadly Precision
You empty your mind of all distracting emotion, becoming an instrument of deadly precision.
Prerequisite Swift Strike
Benefit If an Assassin can catch an opponent when he is unable to defend himself effectively from his attack, he can strike
with deadly precision. The Assassins attack deals an extra d6 damage any time her target is denied their Dexterity bonus to
AC, or when the Assassin flanks her target.

Deceptive
Benefit The character gets a +2 bonus on all Bluff checks and Disguise checks. You may take 10 even when threatened or
distracted.

Defensive Martial Arts


Prerequisite Bene Gesserit
Benefit The character gains a +1 dodge bonus to Defence against melee attacks.
Special A condition that makes the character lose her Dexterity bonus to Defence also makes the character lose dodge
bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.

Defensive Strike
You can turn a strong defence into a powerful offence.
Prerequisites Dex 13, Int 13, Combat Expertise, Dodge
Benefit If an opponent attacks you and misses you while you are using the Total Defence action, you can attack that
opponent on your next turn with a +4 bonus on your attack roll. You gain no bonus against an opponent that does not attack
you or against an opponent that attacks and hits you.

Deft Opportunist
Prerequisite Dex 15, Combat Reflexes
Benefit Gain +4 bonus on attack rolls during attacks of opportunity.

Devastating Critical
Prerequisite Weapon Focus, Specialisation and Mastery in chosen weapon.
Benefit (choose a weapon) increase the critical multiplier by one step (from 2x to 3x only). This feat may be taken multiple
times, but each time in a differing weapon.
Special This cannot be taken with the same weapon chosen for the Improved Critical feat or the Improved Melee Critical
talent.

40
Diplomatic Immunity
Prerequisite Noble Blood, Diplomacy 5 ranks.
Benefit if the Noble is arrested for a crime, she can make a Diplomacy check to invoke her diplomatic credentials and not
suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how
authorities react if the Noble succeeds. See Table Diplomatic Immunity for Diplomacy check DCs based on the severity of
the crime. If one of the Nobles Household is arrested for a crime and unable to secure her own release, the Noble may
intercede on the retainers behalf. The accused member of the Household may aid the others Diplomacy check.
A Noble who routinely invokes the privilege of diplomatic immunityeither on her own behalf or to protect her selected
consulsis likely to be recalled or terminated by those she has sworn to represent.

Table Diplomatic Immunity


Effect of Successful
Severity of Crime Examples DC Diplomacy Check
Class 5 Disturbing the peace, 15 2 penalty on subsequent
public intoxication, non- Diplomacy checks in that
injurious traffic violation area
Possession of controlled
substance, injurious
traffic violation, operating
5 penalty on subsequent
business without a
Class 4 20 Diplomacy a checks in
license, operating a
that area
vehicle or starship
without a license, assault
without a deadly weapon
Attempted bribery of a
public official, robbery or
grand theft, aiding and 10 penalty on
Class 3 abetting a known felon, 25 subsequent Diplomacy
assault with a deadly checks in the area
weapon, possession of a
concealed weapon
Murder or manslaughter,
fraud, smuggling, assault
Deportation within 2d6
Class 2 against a public official, 30
hours
trafficking in controlled
substances
Class 1 Conspiracy against the 35 Detention pending the
government, murder of a diplomatic action by
public official, sabotage characters affiliated
of public utilities government

Dodge
Prerequisite Dexterity 13.
Benefit During the characters action, the character designates an opponent and receives a +1 dodge bonus to Defence
against any subsequent attacks from that opponent. The character can select a new opponent on any action.
Special A condition that makes the character lose his or her Dexterity bonus to Defence also makes the character lose dodge
bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Double Hit
Prerequisite Combat Reflexes, Two Weapon Fighting, Improved Two Weapon Fighting
Benefit You can attack with both weapons (incurring the normal penalties) during an attack of opportunity.

41
Driving Attack
When you strike an opponent with a piercing weapon, the brutal impact of your strike sends him sprawling.
Prerequisites Proficiency, Weapon Focus, Weapon Specialisation and Melee Mastery (Piercing), base attack bonus +14.
Benefit If you use a full-round action to make a single attack with any piercing weapon and succeed, you can initiate a
special bull rush attack against the target. The bull rush uses the your total bonus on damage rolls in place of your Strength
modifier. You do no provoke an attack of opportunity with this bull rush, and you cannot move forward with your opponent.
If you succeed in pushing an opponent back 10 feet or more you can reduce the distance by 10 feet. In return your foe falls
prone in the square where he ends his movement. Note that by reducing the distance that you push your opponent you can
have him fall prone in his current space.

Dual Strike
Prerequisite Two-Weapon Fighting, Improved Two-Weapon Fighting
Benefit As a Standard Action, you can make a melee attack with your primary and off-hand weapon. Both attacks use the
same attack roll and the worse of the two weapons attack modifier. If you are using a one-handed or light weapon in your
off-hand, you take a 4 penalty; otherwise the penalty is 10.
Each weapon deals its damage normally and reduction/resistance is applied separately. Precision damage (such as Swift
Strike) is only applied once. A critical hit only deals critical damage from the primary.

Educated
Benefit Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills. You may take 10 even
when threatened or distracted.
Special A character can select this feat as many as seven times. Each time, the character selects two new Knowledge skills.

Elusive Dance
Prerequisite Perform (dance) 5 ranks
Benefit During your action, you may designate an opponent who may not make Attacks of Opportunity against you. If you
have the feat Dodge, or active Holtzman shield, your designated Dodge and Elusive Dance opponent must be the same foe.

Elusive Target
Prerequisites Dexterity 13, Defensive Martial Arts.
Benefit When fighting an opponent or multiple opponents in melee, other opponents attempting to target the character with
ranged attacks take a 4 penalty. This penalty is in addition to the normal 4 penalty for firing into melee, making the penalty
to target to character 8.
Special An opponent with the Precise Shot feat has the penalty lessened to 4 when targeting the character.

Endurance
Benefit The character gains a +4 bonus on the following checks and saves hourly Swim (Athletics) checks to avoid becoming
fatigued, Constitution checks to continue running, Constitution checks to hold the characters breath, Constitution checks to
avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves
to resist suffocation or drowning.
Also, the character may sleep in medium or light Armour without becoming fatigued.
Normal A character without this feat that sleeps in Armour is automatically fatigued the following day.

Expert Tactician
Your tactical skills work to you and your allies advantage.
Prerequisite Dex 15, Combat Reflexes, base attack bonus +2
Benefit If you hit an opponent with an attack of opportunity, you and all your allies gain a +2 circumstance bonus on all
attack rolls against that opponent for 1 round.

Focused
Benefit The character gets a +2 bonus on all Acrobatic checks and Concentration checks. You may take 10 even when
threatened or distracted.

42
Flay
When fighting un-armoured opponents, you excel and delight in causing pain.
Prerequisite Str 13, Power Attack
Benefit When you use your Power Attack feat with a slashing or piercing weapon against a foe that lacks an armour bonus to
DR, you inflict horrific pain on your target. If your attack hits, your opponent must make a Fortitude save [DC 10 + your
damage bonus from Power Attack on the strike]. If this save fails, he takes -2 penalty on attack for one round. You can use
this feat once a round against a given target.
Special A save must also be made when a Threatened Critical penetrates armour.

Flick of the Wrist


Prerequisites Dex 17+, Quick Draw, Slight of Hand 5 Ranks
Benefit If you draw a Light weapon and attack with it in the same round, your opponent is considered Flat-Footed. This
ability can only be used once in a given scene.

Force of Personality
You have cultivated an unshakeable belief in your self worth. Your sense of self and purpose are so strong that they bolster
your will power.
Prerequisite Cha 13+
Benefit You add your Charisma modifier (instead of your Wisdom modifier) to Will saves against mind affecting effects.

Frightful Presence
Prerequisites Charisma 15, Intimidate 9 ranks.
Benefit When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a
Will saving throw (DC 10 + the characters level + the characters Charisma modifier). An opponent who fails his or her
save is shaken, taking a 2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the
characters Charisma modifier. The character can use the feat once per round as a free action.
A successful save indicates that the opponent is immune to the characters use of this feat for 24 hours. This feat does not
affect foes with an Intelligence of 3 or lower.
If the character has the Renown feat, the Will saving throws DC increases by 5.

Graceful Edge
Choose one type of one handed slashing melee weapon, for which you have already chosen the Weapon Focus feat. You
wield this weapon with an almost unnatural grace.
Prerequisite Base Attack Bonus +1, Weapon Focus (any One-Handed
Slashing weapon).
Benefit If you do not wield a weapon in your off hand, you treat your chosen weapon as a light weapon. If you do not wield
a weapon in your off hand you also gain a +1 Shield bonus to your AC, while wielding your chosen weapon. When fighting
defensively or using the total defence action, this shield bonus increases to +2.
Special You may take this feat more than once - each time you do, it applies to a new one handed slashing weapon you have
Weapon Focus in.

Gearhead
Benefit The character gets a +2 bonus on all Proscribed Technologies checks and Repair checks. You may take 10 even
when threatened or distracted.
Special Remember that the Proscribed Technologies skill and the Repair skill can only be used untrained in certain
situations.

Great Cleave
Prerequisites Strength 13, Power Attack, Cleave, base attack bonus +4.
Benefit As Cleave, except that the character has no limit to the number of times he or she can use it per round.

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Great Fortitude
Benefit The character gets a +2 bonus on all Fortitude saving throws.

Greater Two-Weapon Defence


Prerequisites Dex 17+, Improved Two Weapon Defence, Two Weapon Fighting, Two Weapon Defence, base attack bonus
+11
Benefit When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +3
shield bonus to your AC.
Special When you are fighting defensively or using the total defence action, this shield bonus increases to +6.

Greater Two-Weapon Fighting


Prerequisite Dex 17+, Improved Two-weapon Fighting, Two-weapon Fighting, Base attack bonus +11
Benefit You get a third attack with your off-hand weapon, albeit at a 10 penalty.

Greater Weapon Focus


Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or
grapple as your weapon for purposes of this feat.
Prerequisite Weapon Focus With Selected Weapon, Base Attack Bonus +8
Benefit You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on
attack rolls, including the one from Weapon Focus (see below).
Special You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to
a new type of weapon. You must have Greater Weapon Focus with a given weapon to gain the Greater Weapon
Specialisation feat for that weapon.

Greater Weapon Specialisation


Choose one type of weapon for which you have already selected Weapon Specialisation. You can also choose unarmed strike
or grapple as your weapon for purposes of this feat.
Prerequisite Greater Weapon Focus With Selected Weapon, Weapon Focus With Selected Weapon, Weapon Specialisation
With Selected Weapon, Base Attack Bonus +12
Benefit You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses
on damage rolls, including the one from Weapon Specialisation (see below).
Special You can gain Greater Weapon Specialisation multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new type of weapon.

Guide
Benefit The character gets a +2 bonus on all Navigate checks and Survival checks. You may take 10 even when threatened or
distracted.

Hand of God
You may threaten a critical hit if you succeed in hitting an opponent.
Prerequisite Base attack bonus +10, proficiency with weapon.
Benefit You may spend an action point before making an attack with a weapon with which you are proficient. If the attack
hits, it automatically threatens a critical hit (regardless of whether the attack roll falls within the weapons actual threat
range). You must roll to confirm the critical hit, as normal.
Normal You must roll in the threat range of a weapon, and then confirm that threat to score a critical hit.

Hear the Unseen


Prerequisite Blind-Fight, Listen 5 ranks
Benefit As a Move Action, you can attempt a Listen check vs. DC 25 to pinpoint all foes within 30 (as long as you have line
of effect on them). This benefit does not eliminate your miss chance. If an opponent is using Move Silently, it is an opposed
check, with a +15 bonus for your opponent.
Special If you are deafened, or in a Cone of Silence, you cannot use this feat.

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Heroic Spirit
Benefit +3 Action Points for PC, replenished each level.
Special Gives NPCs 3 Action Points.

Heroic Surge
Prerequisite Only characters with Reputation greater than 1.
Benefit The character may take an extra move action or attack action in a full round, either before or after the characters
regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as
shown below), but never more than once per round.
Character Level Times per Day
1st4th 1
5th8th 2
9th12th 3
13th16th 4
17th20th 5

Hour of the Assassin


Prerequisite Swift Strike, Deadly Precision
Benefit Death Attack
If an Assassin studies his victim for 3 rounds and then uses deadly precision with a melee weapon and successfully deals
damage, the attack has the additional effect of possibly either paralysing or killing the target (assassins choice). While
studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target
does not detect the assassin or recognise the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC
10 + the Assassins BAB + the assassins Int modifier) against the kill effect, she dies. If the saving throw fails against the
paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds + the BAB of the Assassin. If the victims
saving throw succeeds, the attack is still one of deadly precision. Once the Assassin has completed the 3 rounds of study, he
must make the death attack within the next 3 rounds.

Improved Bull Rush


Prerequisites Strength 13, Power Attack.
Benefit When the character performs a bull rush, the character does not provoke an attack of opportunity from the defender.

Improved Combat Martial Arts


Prerequisites Combat Martial Arts, base attack bonus +4.
Benefit When making an unarmed attack, the character receives a +2 competence bonus on her attack roll, and the
characters threat range on an unarmed strike improves to 1920.
Normal A character without this feat threatens a critical hit with an unarmed strike only on a 20.

Improved Combat Reflexes


Prerequisite Dex 19+, Combat Reflexes
Benefit There is no limit to the number of attacks of opportunity the character can make in one round. (The character still
cant make more than one attack of opportunity for a given opportunity.)

Improved Combat Throw


Prerequisites Defensive Martial Arts, Combat Throw, base attack bonus +3.
Benefit In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack
against the opponent. This counts as an attack of opportunity, which the character can make even if he or she is unarmed.
Attacking unarmed in this way does not provoke an attack of opportunity.
Special This feat doesnt grant the character more attacks of opportunity than he or she is normally allowed in a round.

Improved Critical
Prerequisites Proficient with weapon, base attack bonus +8 or higher.
Benefit When using the weapon the character selected, the character's threat range is increased by one.

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Improved Damage Threshold
Benefit The character increases his or her massive damage threshold by 3 points.
Normal A character without this feat has a massive damage threshold equal to his or her current Constitution score. With this
feat, the characters massive damage threshold is current Con +3.
Special A character may gain this feat multiple times. Its effects stack.

Improved Disarm
Prerequisites Intelligence 13, Combat Expertise.
Benefit The character does not provoke an attack of opportunity when the character attempts to disarm an opponent, nor does
the opponent get a chance to disarm the character.

Improved Feint
Prerequisites Intelligence 13, Combat Expertise
Benefit The character can make a Bluff check in combat as a move action. The character receives a +2 bonus on Bluff checks
made to feint in melee combat.
Normal Feinting in combat requires an attack action.

Improved Initiative
Benefit The character gets a +4 circumstance bonus on initiative checks.

Improved Knockout Strike


Prerequisites Combat Martial Arts, Knockout Strike, base attack bonus +6.
Benefit When making the characters first unarmed attack against a flat-footed opponent, treat a successful attack as a critical
hit. This critical hit deals triple damage.

Improved Trip
Prerequisites Intelligence 13, Combat Expertise.
Benefit The character does not provoke an attack of opportunity when the character tries to trip an opponent while the
character is unarmed.
If the character trips an opponent in melee combat, the character immediately gets to make a melee attack against that
opponent as if the character had not used his or her attack action for the trip attempt.

Improved Two Weapon Defence


Prerequisites Dex 15+, Two-Weapon Fighting, Two-Weapon Defence
Benefit When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +2
shield bonus to your AC.
Special When you are fighting defensively or using the total defence action, this shield bonus increases to +4.

Improved Two-Weapon Fighting


Prerequisites Dexterity 15, Two-Weapon Fighting, base attack bonus +6.
Benefit The character gets a second attack with his or her offhand weapon, albeit at a 5 penalty. Also, this feat allows the
character to use a melee weapon in one hand and a ranged weapon in the other.
Normal Without this feat, a character can only get a single extra attack with an off-hand weapon, and both weapons must be
of the same type (either both ranged weapons or both melee weapons).

Inner Voices
Prerequisite Prana-Bindu Mastery, Spice Agony. Female*
Benefit Access to matrilineal ancestral memories.
Special Abomination.

Insightful Reflexes
Your keen intellect allows you the uncanny knack for evading dangerous effects.
Benefit You add your Intelligence modifier (instead of your Dexterity modifier) to Reflex saves.

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Intimidating Strike
You make a display of combat prowess designed to strike terror in your foe. Your stance, attack method, and demeanour
demonstrate to your foe that you are capable of defeating him with little effort. Prerequisite Intimidate 4 Ranks
Benefit As a standard action, you can make a single melee attack against your foe. You subtract a number from this attack
equal to or less than your base attack bonus. If your attack hits, you can make an Intimidate check against the foe you struck,
with a bonus equal to the number you subtracted from your attack roll. If this check succeeds you opponent is shaken for the
rest of the encounter. You cannot use this feat to worsen an opponent's condition beyond shaken.

Intuitive Attack
You fight by insight more than brute strength.
Prerequisite Base Attack Bonus +1
Benefit With a common weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your
Strength modifier on attack rolls.
Special Common weapons, include Gauntlet, Unarmed Strike, Knife and Slip-Tip

Iron Will
Benefit The character gets a +2 bonus on all Will saving throws.

Jack-of-All-Trades
You have an amateurs knowledge of all skills, even ones that require training.
Prerequisite Character level 8, Int 13+
Benefit You may use any skill untrained. You cannot, however, gain ranks in a skill unless you are normally allowed to gain
ranks in the skill.

Knockout Strike
Prerequisites Combat Martial Arts, base attack bonus +3.
Benefit When making the characters first unarmed attack against a flat-footed opponent, treat a successful attack as a critical
hit.

Lightning Reflexes
Benefit The character gets a +2 bonus on all Reflex saving throws.

Low Profile
Benefit Reduce the characters Reputation bonus by 3 points.

Master Manipulator
Your words are your weapons. You can confuse others with your speech, luring them into giving up vital secrets and leaving
them dumbfounded with your carefully constructed conversational legerdemain.
Prerequisite Cha 13, Diplomacy 9 Ranks,
Benefit This feat grants two new uses for the Diplomacy Skill. You must share a language with the being to use these
options against it. Neither ability functions during combat.
Captivating Speech You can distract a foe with your compelling delivery and witticisms. With a successful
Diplomacy Check opposed by the target's own Diplomacy or Will save, you can impose a -4 on the target's Listen, Sense
Motive and Spot checks so long as you continue speaking. You can affect a number of targets equal to 1+ you Cha bonus (if
any), as long as they are all within 20 feet.
Trap of Words If a being attempts and fails to successfully use Bluff to lie to you, you can skilfully manoeuvre the
conversation to confuse the target to trap or trick him into letting slip a vital fragment of information. After succeeding in
you Sense Motive check you can then engage the target in conversation for at least one minute. At the end of this time make
a Diplomacy Check opposed by the target's Bluff Check. If you succeed, the target reveals his lie and the reason behind it.

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Mastercrafter
You are adept at creating mastercraft servok devices, tools, vehicles, weapons and armour.
Prerequisite Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks.
Benefit When successfully completed, a mastercraft object provides an equipment bonus on skill checks made to use the
object (in the case of mastercraft vehicles, this includes Pilot checks). A mastercraft weapon provides a bonus on attack or
damage rolls (your choice, or additional capabilities as discussed in the variant weapons section). In each case, the bonus can
be +1, +2, or +3, and no single object can have more than one mastercraft feature. (For instance, you cannot build a
mastercraft weapon that gains a bonus on attack rolls and damage rolls.) A mastercraft suit of armour improves up to 3 of the
following, at most once; Defence bonus, maximum Dexterity Defence bonus, and/or reduces the Armour Check Penalty.

On average, it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type. The
cost to build a mastercraft object is equal to the purchase DC for the object (or its components) + the bonus provided by the
mastercraft feature (+1, +2, or +3). In addition to the Wealth check, you must also pay a cost in Karama, action points equal
to the bonus provided by the mastercraft feature. The Action points must be paid before making the Craft check.

Apply the following modifiers to the Craft check DC for mastercraft items:
Mastercraft Features DC Modifier
Mastercraft (+1) +3
Mastercraft (+2) +5
Mastercraft (+3) +10

You can add the mastercraft feature to an existing ordinary object or a lower-grade mastercraft object by making a Wealth
check and then making the Craft check as though you were constructing the object from scratch. It is possible for to use
another Characters Action points for some or all of the cost, through the use of Aid Another. This is an Aid Another check
at DC 10 + DC Modifier of Mastercraft Feature (i.e. +3, 5, 10) using an appropriate skill e.g. Craft (Weapon). If the roll fails
the other Characters points are lost. The Mastercrafters Karama points offered, if any, may allow completion of a less than
potent result.

Medical Expert
Benefit The character gets a +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks. You may take 10 even
when threatened or distracted.
Special Remember that the Craft (pharmaceutical) skill cant be used untrained.

Melee Evasion
Your speed, agility, and talent for intelligent fighting allow you to avoid your opponent's blows. You take careful stock of an
opponent and slip away from his sword blow just as he commits to the attack.
Prerequisite Dex 13, Int 13, Combat Expertise, Dodge
Benefit While fighting defensively, you can attempt to negate a single attack made by the target of your Dodge feat. If this
opponent attacks you can make a d20 roll modified by your highest base attack bonus. The result is used as your normal AC
and touch AC against that single specific attack. You cannot use this feat if your Dexterity bonus to AC does not apply
against you opponents attack.

Melee Weapon Mastery


You have mastered a wide range of weapons. Your training with one specific weapon now extends to weapons of a similar
sort.
Prerequisite Proficiency, Weapon Focus and Weapon Specialisation with selected weapon, base attack bonus +8. Only
Swordmasters may gain Melee Weapon Mastery.
Benefit When you select this feat, choose bludgeoning, piercing or slashing. You must have Weapon Focus and Weapon
Specialisation with a weapon that deals this type of damage. When using a melee weapon that has the type of damage you
selected, you gain +2 bonus on attack rolls and +2 bonus on damage roll.
Special You can select this feat more than once. Each time, you can select a new damage type.

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Mentat Awareness
Prerequisite Mentat only.
Benefit Required to compute 1st Order Mentat Projections & Mentat Computations.
A Mentat may apply his Intelligence bonus to AC instead of his Dexterity in a fashion similar to the Dodge Feat. During the
characters action, the character designates an opponent and receives a Dodge bonus equal to his Int bonus against any
subsequent attacks from that opponent. The character can select a new opponent on any action. Any situation that would deny
the Mentat his Dexterity bonus to Defence also denies the Intelligence bonus.

Mentat Awareness, Greater


Prerequisite Mentat Awareness, Mentat Projection 8 Ranks
Benefit Required to make 2nd Order Mentat Projections & Mentat Computations.
A Mentat may apply his Intelligence instead of his Dexterity bonus to his Defence against all opponents. Any situation that
would deny the Mentat her Dexterity bonus to Defence also denies the Intelligence bonus.

Mentat Awareness, Perfect


For Mentats Rhajia is the song of the sirens. It is the total immersion of the Mentat in the inferential consciousness. Playt
called it the "Movement of Infinity," and regarded it as the final evolution of the Order, a breaking of the chains of
servitude to practicality; but Albans thought it a death-trap: only 30 percent of Mentats who enter rhajia 'reawaken. The
rhajia experience provides unconscious insight into the 'Movement of Infinity'. This allows gestalten spasms of pure
insight out-with the normal, time consuming, debilitating Mentat Trance.
Prerequisite Greater Mentat Awareness, Rhajia
Benefit As a move action, and at the cost of an action point a Mentat can project several rounds into the future. Rounds
equal to the Int bonus. A structured and increasingly difficult Mentat Computation is required for each successive round.
As this is a rushed use of Computation, it incurs a -10 penalty.
These computed moments are enacted by the Navigator and players as if real. Depending on the success of the Mentat
Computation hidden motives may even be revealed, or false motives assigned.
Once the rounds have elapsed play resumes normally, however the Mentat now has uncanny insight.
In a combat situation, this awareness provides strong guidance in what action the Mentat might take and offers a +2
insight bonus to attacks, AC, skill checks and all saves. This insight bonus is lost whenever you would lose a Dexterity
bonus to AC.
Normal 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.
Special This effort drains the mental reserves of the Mentat. They cannot attempt Perfect Awareness again till X hours
have passed, where X is the number of Computed rounds.

Meticulous
Benefit The character gets a +2 bonus on all Forgery checks and Search checks. You may take 10 even when threatened or
distracted.

Mnemonic Conditioning (Eidetic Memory)


The character remembers everything he perceives, easily remembers names, faces, facts read in books or smells from his
homeworld. Characters can use Mnemonic Conditioning to memorise and recount experiences with complete accuracy.
Benefit This situational awareness allows those with Eidetic Memory to self correct as they perform an action. Once per day
you may re-roll one skill check, attack roll, or saving throw you have just made. You must keep the new result.
Special Only at character generation.

49
Mobility
Prerequisites Dexterity 13, Dodge.
Benefit The character gets a +4 dodge bonus to Defence against attacks of opportunity provoked when the character moves
out of a threatened square.
Special A condition that makes a character lose his or her Dexterity bonus to Defence also makes the character lose dodge
bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Minutiae Observation
Prerequisite Prana-Bindu Suspension, Sense Motive 4 Ranks
Benefit The Prana-Bindu adepts self-awareness and control gives deep insight into the lack of such control in others. The
centred being is able to read the intent of an individual in a fashion much more swiftly than normally allowed by Sense
Motive, which normally takes a minute. Minutiae Observation allows the Sense Motive skill to be employed at the end of a
single round of scrutiny. Hunch, and Detect Secret Messages remain unaltered whilst 'Discern Enchantment' is now used to
detect the influence of drugs, or other sources of mental influence i.e. Bene Tleilax control)
Special You may take 20 with Sense Motive if you use a full minute.

Nerve Pinch
You can incapacitate foes with a vice like pinch.
Prerequisites Defensive Martial Arts, base attack bonus +4.
Benefit You make an unarmed attack against a living foe, this provokes an attack of opportunity. If the targets attack of
opportunity hits you and deals damage, the nerve pinch automatically fails. If the attack succeeds, the target takes no damage
but must succeed a Fortitude save (DC 10 + one-half your character level + your Strength modifier) or be paralysed for
1d4+1 rounds.
Special This ability does not work on foes without nervous systems or discernible anatomies, such as oozes and plants.

Nimble
Benefit The character gets a +2 bonus on all Escape Artist checks and Sleight of Hand checks. You may take 10 even when
threatened or distracted.
Special Remember that the Sleight of Hand skill cant be used untrained.

Noble Blood
Born and bred to rule, the Noble is atop the social stratum. The Noble Blooded may employ a suitable Noble Title, and are
permitted to bear caste-restricted weapons (such as the rapier and sabre) & fight in the Corrida Escuda. Protected by the
Dictum Familia and with access to fabulous wealth the Nobles life is the envy of pyons. However the life of a noble is
fraught with dire peril. The expensive education lavished on a Noble results in remarkable competence and sangfroid when
confronted with crisis.
Prerequisite Noble Archetype only.
Benefit Whenever a Noble born spends 1 Karama point to improve the result of a die roll; he or she rolls an additional 1d6.
The Noble can then select the highest of these die rolls to add to her d20 roll. If this point is spent in the pursuit of House
goals, and witnessed, up to one Karama per scene may be recovered by making a DC 15 Reputation Check, with a +1 Bonus
for each House aligned Oathbound player character present. You may roll for each Karama spent, but ultimately only one
may be recovered.

50
Oathbound
You swear undying allegiance to a person, group, organisation, nation, planet, stellar empire, ethical philosophy, moral
philosophy, or belief system. By doing so, you can better influence others who share your allegiance and more effectively
oppose those who dont.
Prerequisites At least one declared allegiance i.e. House Minor, Suk Medical School, Code of Assassins
Benefit Choose one of your allegiances. The allegiance you select becomes your primary allegiance and cannot be broken,
except by you. The strength of your allegiance enables you to better assist other beings that have the same allegiance; if your
aid another attempt succeeds, your ally gains a +3 circumstance bonus (instead of +2) on his skill check result or attack roll.
Your dedication also grants you a +1 bonus on attack rolls made against foes that do not have this allegiance.
Special You cannot apply the benefits of this feat to multiple allegiances. If you break your Oathbound allegiance, you
forever lose the benefits of this feat but may take the feat again and apply the benefits to a new allegiance.

Oversized Two Weapon Fighting


You are adept at wielding a larger than normal weapon in your off hand.
Prerequisite Str 13, Two Weapon Fighting.
Benefit When wielding a one handed weapon in your off hand you take penalties for fighting with two weapons as if you
where wielding a light weapon in your off hand.

Perfect Two-Weapon Fighting


Prerequisite Dex 19+, Greater Two Weapon Fighting, Improved Two-weapon Fighting, Two-weapon Fighting, Base attack
bonus +16
Benefit You get a fourth attack with your off-hand weapon, albeit at a 15 penalty.

Pharmacopoeia
Prerequisite Suk, or 5 ranks of Treat Injury
Benefit Craft narcotics designed to enhance a given ability.
Normal Narcotics not designed for your specific physiology by a Suk will always have a side effect with the possible
exception of the Spice Mlange.
Special Feat may be taken multiple times, each time reflects a different ability.

Point Blank Shot


Benefit The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.

Poison Resistance
You are less susceptible to the ravages of poison, disease, and radiation poisoning.
Prerequisite Constitution 13
Benefits You gain a +2 bonus on Fortitude saving throws to resist poisons, diseases, and radiation sickness. Furthermore, any
permanent ability drain inflicted upon you is treated as temporary ability damage instead.

Poison Immunity
After prolonged exposure to a poison or toxin, the character has rendered himself immune to it.
Benefit The character is immune to one specific poison (chosen by the Navigator or the characters player), whether available
as a blade poison, the venom of a specific creature, or one other toxin. The character also gains a +1 circumstance bonus on
saving throws against other poisons.
Special A character may take this feat multiple times, choosing a different poison each time.

Power Attack
Prerequisite Strength 13.
Benefit On the characters action, before making attack rolls for a round, the character may choose to subtract a number from
all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the characters base
attack bonus. The penalty on attacks and bonus on damage applies until the characters next action.

Power Critical
Prerequisites Weapon Focus (chosen weapon), base attack bonus +4
Benefit When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.
Special You can gain Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the
same weapon. If you take it with the same weapon, the effects of the feats stack.

51
Prana-Bindu Suspension
Self-control of body and mind.
Prerequisite Bene Gesserit
Benefit As a free action, you can temporarily increase either your Strength, Dexterity, or Constitution by 1d4+1 points. The
increase lasts for a number of rounds equal to 3 + your Constitution modifier. The character may use Prana Bindu Suspension
a number of times per day depending on his or her character level (as shown below).
Character Level Times per Day
1st4th 1
th
5th8 2
9th12th 3
th
13th16 4
17th20th 5

Prana-Bindu Mastery
Self-control extends down to a cellular level.
Prerequisite Prana-Bindu Suspension,
Benefit As a free action, you can temporarily increase two of your physical attributes, Strength, Dexterity, or Constitution by
1d4+1 points. The increase lasts for a number of rounds equal to 3 + your Constitution modifier. The character may use Prana
Bindu Mastery a number of times per day depending on his or her character level (as shown above).
Special Suspension and Mastery cannot be used additively on the same statistic, highest value prevails.

Profile
Prerequisite Gather Information and Investigate 4 ranks.
Benefit By making Gather Information check (DC 15) the profiler compiles a rough mental picture of any given target
(individual or organisation). For an individual this mental picture provides a physical description, including distinguishing
markings and visible mannerisms. Success makes the profile accurate, at least concerning a particular suspect as seen by
associates and acquaintances interviewed. (For this Gather Information check, no money changes hands.) The profiler can
expand the profile by making an Investigate check (DC 15) involving the abode, or other evidence linked to the target. If
successful, the profiler combines verbal accounts with forensic evidence to develop a profile of the targets modus operandi.
This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence related to the target.

Prone Attack
You attack from a prone position without penalty.
Prerequisites Base attack bonus +2, Dex 15+, Lightning Reflexes.
Benefit You can make an attack from the prone position and suffer no penalty on your attack roll. If your attack roll is
successful, you may regain your feet immediately as a free action.

Pyretic Conscience (Imperial Medical Conditioning)


Prerequisite Suk
Resulting from his Imperial Conditioning, the character finds himself bridled by the so-called "conscience of fire," a
restraining mechanism programmed at the inhibitory level of his subconscious mind. Though his conditioning does not force
the character to adopt a pacifistic ideology, the character finds himself incapable of directly endangering human life. The
character cannot take up arms against his fellow man, insinuate poison into his rivals drink, or withhold medical treatment
from a dying enemy. The character not only finds such acts entirely unconscionable, but also quite impossible, given the
deeply ingrained Pyretic Conscience.
Benefit +4 on Treat Injury to reflect the Suks utter reverence for life. Conditioning also provides a +4 save to any Will save.
Special Inability to take life or by inaction allow life to be taken. Will Save rises to +10 against any effect that might
otherwise provoke them to take a life, for instance the Voice. A failed save

Quick Draw
Prerequisite Base attack bonus +1.
Benefit The character can draw a weapon as a free action. A character with this feat may throw weapons at his or her full
normal rate of attacks.
Normal A character can draw a weapon as a move action. If a character has a base attack bonus of +1 or higher, the character
can draw a weapon as a free action when as part of another move action.

52
Quick Recovery
It's hard to keep you down for long. You have a talent for shaking off effects that leave others unable to act.
Benefit Whenever you begin your turn stunned or dazed you can make a new saving throw at the original DC of the effect
that stunned or dazed you in an attempt to recover. Recovering from being stunned or dazed in this way is a move action. If
the effect that caused you to become stunned or dazed did not allow a saving throw, you can recover by succeeding on a Will
save (DC 10 + 1/2 level of originator of the effect + relevant ability modifier, or Cha modifier if there is not an obvious
ability linked to the effect).
Normal You are stunned or dazed as long as the effect calls for and do not have an opportunity to recover early.

Reckless Offence
You can shift your focus from defence to offence.
Prerequisite Base attack bonus +1
Benefit When you use the attack action or full attack action in melee, you can take a penalty of 4 to your Armour Class and
add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Armour Class last until the beginning of
your next turn.

Renown
Benefit The characters Reputation bonus increases by +3.

Run
Benefit When running, the character moves a maximum of five times his or her normal speed instead of four times. If the
character is in heavy Armour, the character can move four times his or her speed rather than three times. If the character
makes a long jump, the character gains a +2 competence bonus on his or her Athletics check.

Sense Weakness
Prerequisite Intelligence 13,Combat Expertise, Weapon Focus (any)
Benefit Whenever you attack with a weapon with which you have Weapon Focus, you may ignore up to 5 points of the
targets Damage Reduction i.e. worn Armour, but not innate Damage Reduction, such as that from the Tough Class talent.
This benefit cannot reduce the effective DR to less than 0.

Shield Conditioning
The Holtzman Personal Shield dominates the battlefield; intimate knowledge is essential to those whose chief concern is
warfare. Conditioning allows instinctive, effective use and defeat of the Holtzman Personal Shield
Benefit You may activate a Shield as a free action. You may also activate the Shield as an Immediate Action (i.e. even
outwith your turn) by making a DC 15 Reflex save.
Shield Parry: 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 (if the Shield user has both feats, they must be directed at same
target).
Shield Strike: 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 (only Strength bonuses to damage
apply as per usual). Unarmed attacks of this sort do not invite attacks of opportunity as they are considered armed.
Normal You may activate a Shield as a Move Action. You may not activate your Shield as an Immediate Action. You do not
gain the benefits of Shield Parry or Shield Strike.

Shield Charge (Idaho's Style new, in 1.12)


You deal extra damage when you use your shield as a weapon when charging
Prerequisite Shield Conditioning, base attack bonus +3
Benefit If you hit an opponent with your shield as part of a charge action, in addition to dealing damage normally you may
make a trip attack without provoking an attack of opportunity. If you lose the defender does not get to try to trip you in
return.

Shield Slam
You can use your shield to daze your opponent.
Prerequisite Shield Conditioning, Shield Charge, base attack bonus +6
Benefit As a full round action or as a charge action, you may make an attack with your shield against an opponent. If you
hit, you force the target damaged to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str bonus) in
addition to dealing damage normally. A defender who fails this saving throw is dazed for one round (until) just before your
next action. Foes immune to critical hits cannot be dazed.

53
Shield Specialisation
You are skilled in using a Holtzman Shield, allowing you to gain a greater defensive bonus from it.
Prerequisite Shield Conditioning
Benefit When using a shield the +2 dodge bonus counts against all threatened opponents.

Shield Wall
You are skilled in using shields when in formation with other Shield-bearers.
Prerequisite Shield Conditioning.
Benefit When you and an adjacent ally are each using a shield, your Shield bonus to Armour Class increases by 2.

Sidestep Charge [Corrida Escuda]


You are skilled at dodging past charging opponents and taking advantage when they miss.
Prerequisite Dex 13, Dodge
Benefit You get a +4 dodge bonus to Armour Class against charge attacks. If a charging opponent fails to make a successful
attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity
than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armour Class,
you do not gain the benefit of this feat.

Silencing Strike
Prerequisite Swift Strike
Benefit If an Assassin hits a flat-footed opponent with a melee attack, the opponent is unable to speak for one round. This
prevents the shouting warnings or alarms. On ensuing rounds a Fortitude save versus DC 15 may allow speech.
Special Successful use of a garrotte against a flat-footed opponent invokes Silencing Strike even without the feat.

Single Blade Style [Einhander]


You wield a single weapon well, presenting a narrow profile against attack.
Prerequisites Int 13+, Combat Expertise, Weapon Focus (chosen weapon).
Benefit When fighting with a weapon you have chosen for the Weapon Focus feat, wearing light Armour or no Armour, and
with nothing in your off-hand, you gain a +2 dodge bonus to your AC. Your hand is considered free with a Dueling Cloak

Slashing Fury
You swing your weapon with uncanny speed, slicing apart a foe in the blink of an eye.
Prerequisite Proficiency, Weapon Focus, Weapon Specialisation with any slashing weapon, Weapon Mastery (Slashing),
base attack bonus +14.
Benefit When you use a standard action to attack with any slashing weapon, you can choose to make a second attack with
that weapon. You take -5 on the first attack and a -10 penalty on the second.
When you use a full attack action with any slashing weapon, you gain one additional attack at you highest base attack
bonus. That attack and all other attacks you make in the current round take a -5 penalty.

Spring Attack
Prerequisites Dexterity 13, Dodge, Mobility, base attack bonus +4.
Benefit When using an attack action with a melee weapon, the character can move both before and after the attack, provided
that the total distance moved is not greater than the characters speed.
Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it can
provoke attacks of opportunity from others, as normal).
A character cant use this feat if he or she is carrying a heavy load or wearing heavy Armour.

54
Spy Network,
Prerequisite Spymaster Archetype or Navigators Permission
Benefit A Spymaster cultivates associates and informants.
Each time the Spymaster gains a contact; the Navigator should develop a supporting character to represent the contact. The
player can suggest the type of contact her character wants to gain. A contact will not accompany a Spymaster on missions or
risk her life. A contact can, however, provide information or render a service (make a specific skill check on the
Investigators behalf). At 1st level, the Spymaster gains a low-level contact, at 4th level a mid-level contact, and at 9th level a
high-level contact.
The Spymaster cant call on the same contact more than once in a week, and when he or she does call on a contact,
compensation may be required for the assistance the contact renders. In general, a professional associate wont be
compensated monetarily, but instead will consider that the Spymaster owes him or her a favour. Contacts with smuggler or
pyon connections usually demand monetary compensation for the services they render, and experts in the use of skills
normally want to be paid for the services they provide.
For smuggler or pyon contacts, this expense is represented by a Wealth check against a purchase DC of 10 for the low-level
contact, 15 for the mid-level contact, or 20 for the high-level contact. For skilled experts, the purchase DC is 10 + the ranks
the expert has in the appropriate skill.
Special This feat may be taken multiple times. Contacts can be abandoned at the Navigators discretion.

Stand Still [Corrida Escuda]


You can prevent foes from fleeing or closing.
Prerequisite Str 13
Benefit When a foes movement out of a square you threaten grants you an attack of opportunity; you can give up that attack
and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must
succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or
immediately halts as if he had used up his move actions for the round. Since you use the Stand Still feat in place of your
attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could
make an attack of opportunity (normally just one).
Normal Attacks of opportunity cannot halt your foes in their tracks.

Steadfast Determination
Your physical durability allows you to shrug off attacks that would cripple a lesser person. Rather than depend on your
agility or willpower, you use raw toughness to survive.
Prerequisite Endurance
Benefit You can use your Constitution Modifier in place of your Wisdom modifier on Will saves. You do no automatically
fail Fortitude saves on a roll of a natural 1.

Stealthy
Benefit The character gets a +2 bonus on all Hide checks and Move Silently checks. You may take 10 even when threatened
or distracted.

Studious
Benefit The character gets a +2 bonus on all Encryption checks and Research checks. You may take 10 even when threatened
or distracted.

Superior Expertise
Prerequisites Int 13, Combat Expertise, base attack bonus +6.
Benefit When you use the Combat Expertise feat to improve your Armour Class, the number you subtract from your attack
and add to your AC can be any number that does not exceed your base attack bonus. This feat eliminates the +5 maximum for
the Combat Expertise feat.

Sunder
Prerequisites Strength 13, Power Attack.
Benefit When the character strikes an object held or carried by an opponent, such as a weapon, the character does not
provoke an attack of opportunity.
The character gains a +4 bonus on any attack roll made to attack an object held or carried by another character. The character
deals double normal damage to objects, whether they are held or carried or not.
Normal A character without this feat incurs an attack of opportunity when he or she strikes at an object held or carried by
another character.

55
Surgery
Prerequisite Treat Injury 4 ranks.
Benefit The character can use the Treat Injury skill to perform surgery without penalty. See the Treat Injury skill description.
Normal Characters without this feat take a 4 penalty on Treat Injury checks made to perform surgery.

Swift Strike
The Assassin is skilled at taking down unwary targets quickly.
Prerequisite Assassin Archetype
Benefit The assassin deals +1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed
opponent.

Telling Blow
When you strike an opponent's vital areas, you draw on your ability to land a crippling blow to make the most of your attack.
Prerequisite Swift Strike, Deadly Precision
Benefit When you score a critical hit against a target, you deal your Deadly Precision damage in addition to the damage from
your critical hit. This benefits both melee and ranged attacks.

Toughness
Prerequisite Base Fortitude save bonus +2.
Benefit You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD (such as by gaining a
level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point permanently.

Track
Benefit To find tracks or follow them for one mile requires a Survival check. The character must make another Survival
check every time the tracks become difficult to follow. The character moves at half his or her normal speed (or at the
characters normal speed with a 5 penalty on the check, or at up to twice the characters speed with a 20 penalty on the
check). The DC depends on the surface and the prevailing conditions.
Surface Track DC
Very soft 5
Soft 10
Firm 15
Hard 20

Very Soft Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the quarry leaves frequent
but shallow footprints.
Firm Most normal outdoor or exceptionally soft or dirty indoor surfaces. The quarry might leave some traces of its passage,
but only occasional or partial footprints can be found.
Hard Any surface that doesnt hold footprints at all, such as bare rock, concrete, metal decking, or indoor floors. The quarry
leaves only traces, such as scuff-marks.
If the character fails a Survival check, he or she can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal A character without this feat can use the Survival skill to find tracks, but can only follow tracks if the DC is 10 or
less. A character can use the Search skill to find individual footprints, but cannot follow tracks using Search.

Trustworthy
Benefit The character gets a +2 bonus on all Diplomacy checks and Gather Information checks. You may take 10 even when
threatened or distracted.

Truthtrance
Prerequisite Minutiae Observation, Sense Motive +8 Ranks, Wisdom 18*
Benefit Given a full minute to read an individual (DC 25 Sense Motive). You may make a DC 25 Sense Motive Check to
determine the individuals belief about its answers to any ensuing questions. A wary target may attempt to substitute their
Bluff check as the DC if they are aware of the scrutiny, or during questioning. This Bluffing will often result in a lower DC
and so Bene Gesserit practitioners provoke this response from interviewed individuals.
Special May be learned with a Wisdom of lower than 18, but only used with WIS affecting drugs. You may take 10 on a
recording of an interview, but not 20.

56
Two Weapon Defence
Prerequisites Dex 13, Two Weapon Fighting
Benefit When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1
shield bonus to your AC.
Special When you are fighting defensively or using the total defence action, this shield bonus increases to +2.

Two Weapon Fighting


Prerequisite Dexterity 13.
Benefit The characters penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off
hand. If your off-hand weapon is light, the penalties are reduced by a further 2 each. (Normally -6/-10)

Two Weapon Rend


Prerequisite Dex 15, Base attack bonus +11, Two-weapon Fighting
Benefit If the character hits an opponent with a weapon in each hand in the same round, he or she may automatically rend the
opponent. This deals additional damage equal to d6 + 1.5 times the characters Strength modifier. The character can only
rend once per opponent per round, regardless of how many successful attacks he or she makes.

Unbalance Opponent
Prerequisites Defensive Martial Arts, base attack bonus +6.
Benefit During the characters action, the character designates an opponent no more than one size category larger or smaller
than the character. That opponent doesnt get to add her Strength modifier to attack rolls when targeting the character. (If the
opponent has a Strength penalty, he or she still takes that penalty. Also denies Weapon Finesse and Intuitive Strike bonuses).
The opponents Strength modifier applies to damage, as usual. The character can select a new opponent on any action.

Vexing Flanker
You excel at picking apart an opponent's defences when your allies also threaten him.
Prerequisite Combat Reflexes.
Benefit You gain +4 bonus on your attack rolls when flanking.
Normal Flanking grants +2 bonus on attack rolls.

Vital Strike
Prerequisites Combat Martial Arts, base attack bonus +2.
Benefit Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the
character deals an extra d4 points of damage.

57
Voice
Using highly trained vocal cords, knowledge of primitive structures in the human auditory system and a stunning insight into
a given individual's psyche, wielders of the Voice wielder may implant a suggestion.
Prerequisite Prana-Bindu Suspension, Minutiae Observation, Perform (Sing) 9 ranks
Benefit The first step requires a successful Minutiae Observation check (DC Bluff check for actively hostile individuals, or
DC 20 for those unaware). Actively aggressive individuals often make the DC easier by betraying themselves. Bene Gesserit
often provoke a crisis in order to read individuals. Dr Yeuh demonstrates the high default DC when he chooses not to Bluff
but remain as close as possible to the truth.

The observation determines the exact pitch of voice required for that individual. A Perform (Sing) versus a base difficulty of
20; modified by target wariness, success of the Minutiae Observation and the situation (quiet and anechoic environments are
best) is required to insinuate the suggestion (limited to a sentence or two). The target individual can still negate the
suggestion with a Will Save versus DC 10 + Bene Gesserit Level + Charisma bonus.

The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the foe to do some
obviously harmful act automatically negates the effect of the suggestion. [When Jessica suggests there is "no need to fight
over me" - this is a classic example - she doesn't explicitly demand violence.]
The suggested course of activity can continue for up to 1 minute per Rank in Perform (Sing). If the suggested activity can be
completed in a shorter time, the effect ends when the subject finishes what it was asked to do. You can instead specify
conditions that will trigger a special activity during the duration. If the condition is not met before the Voices duration
expires, the activity is not performed.
A very reasonable suggestion causes the will save to be made with a penalty (such as 1 or 2).

Special Hypno-ligature. Requires much longer observation of the individual, over a period of days, and complete trust from
the victim. May implant a post-hypnotic suggestion e.g. 'Uroshnor', which will cause the individual to be dazed (for
example) upon hearing the trigger phrase, after an unlimited period of time.

Repeated Voice attempts against those who have resisted your suggestion suffer a DC increase of 5 for each failed use of the
Voice upon that individual. Victims of the Voice are normally unaware of the attempt at compulsion.

Voice, Great
Prerequisite Prana-Bindu Mastery, Minutiae Observation, Voice, Perform (Sing) 9 ranks
Benefit Mass suggestion on a body of similar individuals.
Special Given prolonged access the Bene Gesserit can implant a Post Hypnotic suggestion that can paralyse or daze a victim
for 1 round upon hearing a specific command word.

Weapon Finesse
With a light weapon, (including rapier & whip), you may use your Dexterity modifier instead of your Strength modifier on
attack rolls.
Prerequisites Proficient with weapon, base attack bonus +1.
Benefit The character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls.

Weapon Focus
Choose a specific weapon. A character can choose unarmed strike or grapple for your weapon for purposes of this feat.
Prerequisites Proficient with weapon, base attack bonus +1.
Benefit The character gains a +1 bonus on all attack rolls he or she makes using the selected weapon.
Special A character can gain this feat multiple times. Each time the character takes the feat, the character must select a
different weapon.

Weapon Specialisation
Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike
or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Prerequisites Proficiency with selected weapon, Weapon Focus with selected weapon, BAB 4+. Only Swordmasters may
take Weapon Specialisation
Benefit You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of
weapon.

58
Weapon Supremacy
You are a grand master in the use of your chosen weapon. When you hold it in your hands, no foe can stand against you.
Prerequisite Proficiency, Weapon Focus, Weapon Specialisation, Greater Weapon Focus, Greater Weapon Specialisation
with weapon, Melee Weapon Mastery appropriate to the weapon. Character level 18th.
Benefit When fighting with the weapon that you choose for this feat, you gain a number of additional advantages.
You gain +4 bonus on all checks to resist being disarmed. You can wield your weapon against a foe that grapples you
without penalty and without first making a grapple check. In this situation, you can take a standard action or a full attack
action as normal. When you take a full attack action, you can apply +5 bonus to any single attack after your first strike.
Once per round before making an attack roll, you can instead choose to treat your d20 result as a 10.
You gain a +1 bonus to AC.
Special You can choose this feat only once, for a single specific kind of weapon. The dedication and focus it requires makes
it impossible to gain this feat for more than one weapon.

Whirlwind Attack
Prerequisites Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4.
Benefit When the character performs a full-round action, the character can give up his or her regular attacks and instead
make one melee attack at the characters highest base attack bonus against each adjacent opponent.

Willing Deformity
Through scarification, self-mutilation, or supplication to the Bene Tleilaxu, you intentionally mar your own body.
Prerequisite Bene Tleilaxu, Harkonnen background.
Benefit You gain a +3 bonus on Intimidate checks.

Deformity (Clawed Hands)


Prerequisite Willing Deformity
Benefit You have sharp claws that deal 1d6 damage. You are considered armed even without a weapon. Your unarmed
attacks do not provoke an attack of opportunity.

Deformity (Face)
Prerequisite Willing Deformity
You have a hideous face due to mutilation.
Benefit +2 on Intimidate. +2 on Diplomacy with outcasts, or those with Infamy feat.

Deformity (Gaunt)
Prerequisite Willing Deformity
Benefit You have skeletal appearance and weight half the normal weight. +2 deformity bonus to Dex, -2 deformity bonus to
Con, +2 circumstance bonus on Escape Artist and Intimidate checks.

Deformity (Obese)
Prerequisite Willing Deformity
You are grossly overweight, being at least triple the normal weight for your race.
Benefit +2 deformity bonus to Con, -2 deformity bonus to Dex, +2 circumstance bonus to Intimidate, +2 circumstance bonus
to save against poison. You cannot also have the Deformity (Gaunt) feat.

Deformity (Skin)
Due to a regimen of deliberate abuse, you have roughened your skin until it has grown as coarse and tough as rhino hide.
Prerequisite Willing Deformity.
Benefit You gain a +1 natural Damage Resistance.
Special You can take this feat more than once. Its effects stack.

Deformity (Tall)
Through long and painful stints on the rack, bolstered by the surgical implantation of various splints and struts, you have
stretched yourself to well over 7 feet in height.
Prerequisite Willing Deformity, Medium size.
Benefit Even though you are still technically a Medium creature, your improved height and lanky limbs grant you an
additional 5 feet to your reach, thereby allowing you to strike nonadjacent squares with non-reach weapons.
Special You are a larger and clumsier target than you were before undergoing the height extension, giving you -1 to your
AC. You also take a -2 penalty on Hide checks.

59
Deformity (Teeth)
By filing your teeth to points and brutalizing your gums, you gain a hideous smile full of razor-sharp teeth that enable you to
make a grisly bite attack.
Prerequisite Willing Deformity.
Benefit You gain a bite attack that can be used as a natural weapon to deal damage equal to 1d4 + your Strength modifier. If
you attack with other weapons, you can use your bite as a secondary attack (taking a -5 penalty on your attack roll) for 1d4 +
half Strength modifier damage. In addition, you gain a +1 bonus on Intimidate checks.

Weapon Proficiency (Exotic)


Choose one exotic melee weapon. The character is proficient with that weapon in combat.
Prerequisite Base attack bonus +1.
Benefit The character makes attack rolls with the exotic weapon normally.
Normal A character who uses a weapon without being proficient with it takes a 4 penalty on attack rolls.
Special A character can gain this feat multiple times. Each time the character takes the feat, he or she selects a different
exotic melee weapon.

Weapon Proficiency (Noble)


Choose one exotic melee weapon. The character is proficient with that melee weapon in combat.
Benefit The character makes attack rolls with the Noble weapon normally. They also have the elevated status required to
carry such weapons, how this comes about is up to the Navigators discretion.
Normal A character that uses a weapon without being proficient with it takes a 4 penalty on attack rolls.

Windfall
Benefit The characters Wealth bonus increases by +3. Also, this feat provides a +1 bonus on all Profession checks.
Special A character can select this feat multiple times. Each time, both of its effects stack.

Zero-G Training
You can function normally in low gravity or zero gravity.
Prerequisite Dexterity 13, Tumble 4 ranks
Benefit You take no penalty on attack rolls in low-gravity or zero gravity environments. In addition, you do not suffer the
debilitating effects of space sickness.
Normal Without this feat, you take a 4 penalty on attack rolls while operating in zero gravity environments, or a 2 penalty
on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation
Syndrome, also known as space sickness.

60
Combat
Critical Hits and Damage Reduction When a character makes an attack roll and gets a natural 20 (the d20 shows
20), the character hits regardless of the targets 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 Character 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
targets Defence, the attack is a critical hit. (The second roll just needs to hit to confirm a critical hit; the character doesnt
need to roll a second 20.) If the second roll is a miss, then the attack still ignores Equipment Armour DR and deals the
damage of a regular hit.

A critical hit multiplies the weapons base damage dice only, never any associated bonuses. Roll all dice; do not multiply a
single dice roll.

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. Bonuses to damage, represented as extra dice or fixed numbers, 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 (but not contact), and injury type disease. Damage reduction does not
negate touch attacks, or energy damage dealt along with an attack (e.g. electricity). 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 characters massive damage
threshold that damage is considered massive damage. A characters massive damage threshold is equal to the characters
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 doesnt 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 characters massive damage
threshold, increase his Fortitude save DC by 2. If the character fails the save, the characters 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.

Variant Massive Damage Rules For Solo Games 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, cant 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 cant 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.

61
Weapons and Armour of the Imperium
Weapon Groups
Common Weapon Proficiency Group; Flip-dart, Kindjal, Knife, Slip-tip,
Noble Weapons Proficiency Group Rapier, Sabre
Exotic Melee Weapons; Armour Spikes, Net, Shigawire Garrotte, Warfan
Common Ranged Weapon Group; Maula Pistol, Needle Gun
Exotic Ranged Weapons; Hunter-Seeker, Slow Pellet Stunner, Lasgun

Standard Armour Category DR / DEF Notes Check Penalty


Duelling Cloak Light Armour 0 / +1 Disarm +2, requires free offhand -1
Fencers Light Armour 1 / +1 Max Dex Def bonus +6 -1
House Trooper Battle Dress Light Armour 2/- Max Dex Def bonus +4 -2
Plasteel Chain Medium Armour 3 / +2 Max Dex Def bonus +2 -3
Plasteel Chain Medium Armour 4 / - Max Dex Def bonus +1 -4
Harkonnen Banded Heavy Armour 4 / +3 Max Dex Def bonus +1 -4
Cuirassier Heavy Armour 5/- Max Dex Def bonus +0 -5
Mastercraft Armours
Ginaz Templar Chain Medium Armour 3 / +3 Max Dex Def bonus +2 -2
Sardaukar Krimskell Weave Heavy Armour 4 / +4 Max Dex Def bonus +2 -3
Any armour hurts a characters ability to use some skills. Armour check penalty applies to Acrobatics, Athletics, Escape
Artist, Hide, Move Silently & Sleight of Hand checks. Non proficient characters do not gain Defensive Bonuses and also
apply the penalty to attack rolls and Reflex Saves. Mastercraft can reduces Check Penalty by 1, increases Max Dex AC
Bonus by 1, or increase Defence by 1, or any combination of these 3. E.g. Ginaz Chain is Mastercraft III example of Plasteel
Chain.
Melee Weapons Critical Damage Size DR/hp Notes
Flip-dart See text /x4 1 P 0 Hand 10/1 Requires flatfooted opponent.
Fencers Gauntlet 20/x2 1d3 B Light 10/5 +1 Defence, +2 Disarm, Requires Armour Prof.
Knife 20/x3 1d4 S Light 10/2
Slip-tip 18-20/x2 1d4 P Light 10/2 +2 to Hit versus Shielded opponents.
Kindjal 20/x2 1d6 P Light 10/6
Rapier 18-20/x2 1d6 P 1 Hand 10/6 Finessable, may not be wielded in 2 hands.
Sabre 19-20/x2 1d8 S/P 1 Hand 10/8
Exotic
Armour Spikes 20/x3 1d4 S/P 0 Hand 10/10
Warfan 18-20/x2 1d6 S/P Light 10/6 Bluff for +4 to first Attack, +2 vs Shield.

Projectile Weapons Critical Damage Size Notes


Needle Gun 19-20 /x3 1d3 P 0 Hand Wrist mounted projectile thrower
Maula Pistol 18-20/ x2 2d6 P 1 Hand
Exotic Damage Size Notes
Slow Pellet Stunner 20/x2 1d12 Special* 2 Hand Bypass shield. Full Round Action to reload, attracts AoO
Lasgun - pulse fire n/a 3d8 Fire 2 Hand 1 charge
- lasing arc n/a 5d8 Fire Requires Burstfire Feat, -4 to hit 5 charges
- Full burn n/a 3d8 Fire Autofire vs 10x10 area. Defence 10 10 charge
All within offered Reflex Save DC 15 for half damage.

Slow Pellet Stunners normally deliver 1d12 electrical damage, and paralyze for 1d6 round, DC 15 Fortitude save to avoid.
Other payloads are at the Navigators discretion.

Mastercraft items adds 2 to a weapons hardness, and +10 to its hit points. In addition to providing either up to +3 to
hit or damage, never both.

62
Weapon Variation in the Known Universe
The re-emergence of archaic warfare in the era of the Holtzman Shield has led to the perfection of the duelist and a
renaissance in bladed weapons. The battle-tested classics are the Slip Tip, Kindjal, Rapier and Sabre. However there are as
many expressions of these blade families as there are Noble Families. Those with Craft(Weaponsmithing) can create a
standard pattern blade with ease (Common 12, Noble 15, Exotic 18), or create a novel variant for a knowledgeable
Swordmaster.

First choose a Weapon Proficiency Group (common, noble, exotic). Exotic Weapon variants will need a unique exotic
proficiency assigned to them. The proficiency group suggests a Base damage and a number of Capability Points. Use these
points to purchase Capabilities from the list. All the following weapons start with a 20/x2 threat range and critical multiplier,
and a singular damage type.

Common: 4 Upgrade Points Exotic: 6 Upgrade Points


Light: Base damage 1d3 Light: Base damage 1d4
One-handed: Base damage 1d4 One-handed: Base damage 1d6
Two-handed: Base damage 1d6 Two-handed: Base damage 1d8

Noble: 5 Upgrade Points Weapon Damage Progression


Light: Base damage 1d3 Choose one of the following two:
One-handed: Base damage 1d4 1->1d2->1d3->1d4->1d6->1d8->1d10->1d12->2d8
Two-handed: Base damage 1d8 1->1d2->1d3->1d4->1d6->1d8->2d4->2d6->2d8

Weapon Capabilities (non exhaustive list)


Cost Benefit
2 Damage Increase, may be taken twice.
1 Disarm. Gain +2 bonus on opposed attack rolls made to disarm an opponent
(including the roll to avoid being disarmed if such an attempt fails)
1 Finessable. Light Weapons are always finessable. Finessable weapons cannot be wielded in two hands.
1 Hand and a Halfer (Exotic Weapon Proficiency to Wield it One-handed, only applicable to two-handed weapons)
1 Critical Threat Range e.g. 20 -> 19-20
3 Critical Modifier e.g. x2 ->3. Only two critical modifying adjustments can be made.
3 Use as a Shield. Only Light (Buckler +1Def) or One-Handed weapons (Medium Shield +2 Def)
1 No Hands. Light weapons only, may not make attacks with more weapons than you have appendages.
8 Hit Enemies within 15'. As a whip, can't threaten with it or take Attacks of Opportunity
-1 Lower Damage Die, can be taken up to 2 times.
1 Can Deal Two Types of Damage.
1 Deals an additional type of damage.
1 Shield Tuned Profile +2 to hit Shielded opponents. May only be light and Piercing.
1 Thrown (1 for 10' range increment, 2 for 20' range increment)
0 Flexible. Attack rolls take a -4 penalty if this weapon is in melee. Automatically has a range of 20'

Common Weapons Cost Breakdown Examples


4 Points for player crafted.

Knife (Light, S, 1d4, Crit x3) Slip-Tip (Light, P, 1d4, Crit 18-20
1 Higher Damage 2 Higher Damage
3 Critical Modifier I 2 Critical Range II
1 Thrown 1 Shield penetrating profile

Parrying Dagger / Fencers Gauntlet (Light, P, 1d3 20 x2) Kindjal (Light, P, 1d6, Crit 19-20, 2x)
1 Disarm 4 Higher Damage II
3 Can be used as a shield. 1 Crit Range I

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Noble Weapons Exotic Weapons
5 points for player crafted 6 points for player crafted

Rapier (One Handed, S, 1d6, Crit 18-20, 2x) Armour Spikes (Light, S/P, 1d4, 20x3)
2 Higher Damage I 1 No Hands
1 Finessable 1 Deal 2 Types of Damage (S/P)
2 Critical Range II 1 Disarm
3 Critical Modifier I
Sabre (One Handed, S/P, 1d8, Crit 19-20, 2x)
4 Higher Damage II Katana (2 Handed, S, 1d10, 19-20 x2, Finessable)
1 Deal 2 Types of Damage (S/P) 4 Higher Damage II
1 Critical Range 1 1 Hand and a Halfer
1 Critical Range 1
1 Finessable

Weapon Focus and all such feats are now more abstract. Weapon Focus (and Feats that have it as a Prerequisite) provide their
bonus for any weapons that matches the blades defining feature.

Slip Tips are defined by their Shield penetrating profile and lightness.
Knives by their slashing quality and lightness.
Kindjals are defined by their lightness and Piercing quality.
Sabres are defined by their one handedness and capability of dealing slashing damage.
Rapiers are defined by their one handedness and their finessablility

Some variants examined below can be wielded effectively by one with Weapon Focus (Sabre) or Weapon Focus (Rapier).

Dueling Sabre (S/P, 1d6, Crit 20 x2, Disarm) Cut and Thrust Colada Rapier
Noble Weapon 5 Points (S/P, 1d6, Crit 19-20, 2x)
2 Higher Damage I Noble Weapon 5 Points
1 Finessable 2 Higher Damage I
1 Deal 2 Types of Damage (S/P) 1 Finessable
1 Disarm 1 Critical Range x1
1 Deal 2 Types of Damage (S/P)

Master Craft Weapons add up to +3 points. Generally they are taken as direct bonuses to hit or damage, but they can also
expand the weapons fundamental capabilities instead.

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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. *See the
Cloak Dance Feat to escape this limitation.

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 near immune to poison snoopers as long as it
remains hermetically sealed. A successful feint (or other situation that denies Dex bonus to Defence, such as being
flatfooted) will be required to gain the moment to employ the flip dart. It always strikes as a threatened critical against a
flatfooted opponent. This must be confirmed normally. Criticals ignore equipment DR, but not innate DR such as that from
Tough talents.

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 crystalline 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 isnt a light weapon. However you cant wield a rapier in two hands in order to apply 1 times your
Strength bonus to damage.

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 cant 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
opponents Sense Motive check. If the wielder wins the contest, he adds a +4 bonus to the attack roll for his first rounds
attack(s). This weapon remains very rare in the Imperium, first popularised by twin noble Prinzporio assassins, and is limited
to the Navigators 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 1d12 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).

65
Shield Conditioning and the Holtzman Shield
"The slow blade penetrates the shield."
Gurney Halleck, Atreides Warmaster

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.
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. Timing is more important than brute strength; hence
the Strength bonuses to attack cannot be employed, giving rise to schools of Finesse and Intuition.
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. Strength bonuses to attack can be used in Defensive Martial Arts throws, trips and locks.

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. Burseg Belios, House Charteriis Warmaster

Conditioned Activation For those with the Holtzman Conditioning feat activating the shield is normally a Free
Action, presuming a hand is free. Shield Conditioning allows activation at the first sign of danger. If unsurprised, a Reflex
save vs DC 15 may be attempted to activate a shield as an Immediate Action even if its not your turn. Characters
remain flatfooted. For those without this feat a move action is required to activate the shield (this action is often
combined with drawing a weapon for those without Quickdraw and a BAB of +1 or greater). Unconditioned characters may
not activate the shield as an Immediate Action.
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 (and if using both, bonus must be directed at the same opponent). Demi-shield users are only protected from this
opponent.

Shield Strike 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 (only Strength bonuses to damage
apply as per usual, unless against an unshielded opponent). Unarmed attacks of this sort do not invite attacks of opportunity
as they are considered armed (though they do not threaten).

Shield Lasgun Interaction 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.

66
Shield Variants Holtzman Field Protection covers near immunity to projectile weapons (except Slow Pellet Stunners),
and enforces the absence of Strength bonuses to attack rolls.

Shield Type Benefits / Penalties


Demi-Shield +2 Dodge Bonus and Holtzman Field protection against one specific target.
10% miss chance for that opponent using missile weapons
Concealable Shield Holtzman Field protection versus all.
10% miss chance for opponent using missile weapons
Swordmaster Shield +2 Dodge Bonus against one specific target. Holtzman Field protection against all.
20% miss chance for opponent using missile weapons.
Opaque Shield +2 Dodge Bonus against one specific target. Holtzman Field protection against all.
20% miss chance for both wielder and opponent in melee, 50% for missile.

Demi Shields are often used in the Corrida Escuda and other gladiatorial events. They and Swordmaster shields are
commonly available to those with the resources of a minor house. Concealable shields are a recent innovation and quite rare.
Opaque shields are favoured by Assassins and Sardaukar. Some shields can switch between multiple settings. Recall that
Precision Damage cannot be delivered to a defender that has a miss chance.

Non Shield Specific Defensive Tactics


Fighting Defensively
You can choose to fight defensively when attacking as a Standard Action. If you do so, you take a -4 penalty on all attacks
in a round to gain a +2 dodge bonus to AC for the same round. You may also Fighting Defensively as a Full-Round Action,
using Full Attack. If you have 5 or more ranks in Tumble, you gain a +3 dodge bonus to AC when fighting defensively
instead of the usual +2 dodge bonus to AC.

Total Defence
You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the
start of this action. You cant combine total defence with fighting defensively or with the benefit of the Combat Expertise
feat (since both of those require you to declare an attack or full attack). You cant make attacks of opportunity while using
total defence i.e. you do not threaten. If you have 5 or more ranks in Tumble, you gain a +6 dodge bonus to AC when
executing the total defence standard action instead of the usual +4 dodge bonus to AC.

67
Radiation
Modern medicine has led to greater health, but the world is still not without its dangerssome 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. 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
Situation 1 rd 1 min 10 min 1 hr 1 day
Character in irradiated area:
Lightly irradiated mild mild mild mild mild
Moderately irradiated mild mild low low low
Highly irradiated low low mod. mod. mod.
Severely irradiated mod. mod. high high severe

Character exposed to radiation source:


Mildly radioactive materials mild mild low low low
Highly radioactive materials mod. mod. high high severe
Severely radioactive materials mod. high severe severe severe

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 1d42* Con
Low 15 1d62* Con
Moderate 18 1d61* 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.

68
Poisons
Creating poisons is a function of the Craft (Chaumas / Chaumurky) skill.

Ingredients in the absence of Wealth Checks, ingredients must be gathered in game to manufacture poisons. The purchase
DC reflects, 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 poisons 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 poisons 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.

Delivery Method Base DC


Contact 15 includes Poisons applied onto blades.
Ingested 10 Chaumas / Chaumurky
Inhaled 10 Gas / aerosol powders.
Injection 5 Poisons that requires a full dose to be injected into the bloodstream, maybe delivered by Hunter Seeker
These will not retain efficacy once exposed to air, or ingested.

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.

Effect Initial Secondary


none 0 0
1 ability damage* +1 +1
1d2 ability damage* +1 +1
1d3 ability damage* +2 +1
1d4 ability damage* +3 +2
1d6 ability damage* +4 +2
2d4 ability damage* +5 +3
2d6 ability damage* +6 +4
3d6 ability damage* +8 +5
1 ability drain* +4 +4
1d2 ability drain* +6 +6
1d3 ability drain* +8 +8
1d3 hp +2 +2
1d6 hp +4 +3
2d6 hp +8 +6
Per additional d6 hp +4 +3
Blindness 1d6 rounds +6 +3
Paralysis 2d6 minutes +10 +5
Unconsciousness 1d3 hours +12 +6

If the poison deals Con damage, 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.

69
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. The final product is 1d4 doses of the poison.
Poison Creation DC Purchase DC Time
014 3 1 hour
1519 6 2 hours
2024 9 4 hours
2529 12 8 hours
3034 15 16 hours
3539 18 24 hours
4044 21 48 hours
45+ 24 72 hours
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 youd like the Fortitude save DC to be 18. The DC to create the poison is
10 because its ingested, +4 for initial damage 1d6 ability, +6 for secondary damage unconsciousness, +8 for the Fortitude
save DC. Thats 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.

If the poison deals instant damage tally it with the weapon damage to check against the Massive Damage Threshold.

Describing Poisons in Your Chronicle Chaumas, Chaumurky in food & drink. Basilia, by blade.
All poisons fall within 5 categories outlined in the Assassins Handbook, 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 victims 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 in 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 He realigned his own metabolism to match this threat and change the molecules of the soporific, but he
felt a thrill of doubt. Theyd been prepared with soporific on a blade. A soporific. Nothing to alert a poison snooper, but
strong enough to slow the muscles it touched. His enemies had their own plans within plans, their own stacked treacheries.
Paul Muaddib.

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 poisons Initial Effect (usually ability damage). Even if the character succeeds, he or she typically faces secondary
damage 1 minute later. This secondary damage similarly 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 that 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 from these dangers.

Poison Snoopers are devices that analyse the volatile compounds present in the atmosphere. The correct use of a basic
Snooper requires a DC 15 Search check. Mastercraft snoopers often provide a bonus. Snoopers can cover a range of known
poisons, and often are calibrated to reflect Poison Creations DCs of 20-30. Poisons less than 20 are considered daily hazards,
and are often present incidentally. The detection value is equal to the Poison Craft DC (reduce DC as if it were not
Constitution). Emplaced snoopers can be re-calibrated to a range of user choice. Portable snoopers are generally of a fixed
range (20-30).

70
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.
Bene Gesserit Litany Against Fear.

All fear attacks are mind-affecting effects. A failed Will Save usually results in a character that is shaken, frightened, or
panicked. Fear statuses are cumulative. A shaken character that is made shaken again becomes frightened, and a shaken
character who is made frightened becomes panicked instead. A frightened character that 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 cant 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).

71
Reputation
Every Character 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 Character might try to take advantage of his reputation from time to time, usually the Characters reputation
precedes himwhether he wants it to or not. Those who recognise the Character are more likely to help him or do what he
asks, provided the reputation has a positive connotation to the character that recognises him. A high Reputation bonus also
makes it difficult for the Character to mask his identity, which can be a problem if hes trying not to be noticed. Most of the
time, a Character doesnt decide to use his reputation. The Navigator decides when a Characters 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
that might be influenced in some fashion due to the Characters fame or notoriety, as detailed below.

Famous or Infamous?
Its all a matter of perspective. That is, what the Characters reputation represents is in the eye of the beholderthe
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 Character. When a character has a positive opinion of a Characters reputation, the
Character 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 a Characters reputation, the Character is considered to be infamous by that character. Also, at the Navigators
option, a Character might be considered infamous in certain situations due to events that have transpired in the campaign. For
example, if your Character 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.

Using the Reputation Bonus


Whenever the Navigator decides that a characters reputation can be a factor in an encounter, the Navigator makes a
Reputation check (DC 25) for the Navigator character involved. A Reputation check is 1d20 + the Characters Reputation
bonus + the Navigator characters Int modifier. (Some Knowledge skill modifiers might apply instead of the Int modifier,
such as Knowledge [Underclass] if the Character is a nefarious criminal.) Modifiers to the Reputation check depend on the
Character and the Navigator character in question, as shown below. Note that if the Navigator character has no possible way
of recognising a Character, then the Reputation check fails automatically.
If the Navigator character succeeds at the Reputation check, he or she recognises the Character. This provides a +4
bonus or a -4 penalty on checks involving the following skills for the duration of the encounter: Bluff, Diplomacy, Gather
Information, Intimidate, and Perform.

Situational Reputation Modifier


You are famous, known far and wide with either a positive or negative connotation +10
Navigator character is part of your professional or social circle +5
You have some small amount of fame or notoriety +2

Bluff: In general, being either famous or infamous aids Bluff checks. However, any Bluff check made to deny or hide your
identity No, Im not that Swordmaster. You must be thinking of someone else. automatically turns the characters
Reputation bonus into a penalty for that check.
Diplomacy: Infamous characters use their Reputation bonus as a penalty when making Diplomacy checks (its tough to
negotiate a peace treaty when they think youre 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 characters fame or infamy can come into play in a given situation to make a Reputation
check necessary. A character that doesnt know you or know of you cant be influenced by your reputation.

72
Corrida Escuda - The Grand Spectacle of The Great 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 afterwardsa 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 new 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 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).

74
The Arena and the Corrida Escuda
Gladiators, Matadors and the Crowd
The presence of the crowd can inspire or demoralise.

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 crowds 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.

Attitude Means Possible Actions


Hostile Will take risks to hurt you Attack, interfere, berate, flee
Unfriendly Wishes you ill Mislead, gossip, avoid, watch suspiciously, insult
Indifferent Doesnt much care Socially expected interaction
Friendly Wishes you well Chat, advise, offer limited help, advocate
Helpful Will take risks to help you Protect, back up, heal, aid
Fanatic* Will give life to serve you Fight to the death against overwhelming odds

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 crowds attitude toward you by one step. If the
crowd is composed of Harkonnens, a successful coup de grace that reveals your opponents heart may improve the crowds
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. Its 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 cant see.

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Table; Gladiator Crowd Reaction
Situation Check Consequence1

Gladiator rolls natural 1 Attitude toward gladiator worsens


Gladiator confirms critical hit Attitude toward gladiator improves
2
Successful feint in combat Bluff vs. Sense Motive Attitude toward opponent worsens
2
Successful demoralize opponent Intimidate vs. level check Attitude toward opponent worsens
Successful tumble DC 25 Tumble Attitude toward you improves
Successful Perform check DC 20 Perform Attitude toward you improves
Destroy opponents weapon See sunder rules Attitude toward you improves
Trip opponent See trip rules Attitude toward you improves3
Disarm opponent See disarm rules Attitude toward you improves3
Attitude toward opponent worsens
4
Bull rush opponent 10 feet See bull rush rules Attitude toward you improves
Gladiator caught cheating Attitude toward gladiator worsens by two steps

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 NPCs attitude if the NPC saw the victory.

76
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

Abanico DC 10 "fan", two-handed cape manoeuvre, usually to bring bull to picador.


Alto, Pase por DC 12 - high right-handed muleta pass
Arrucina DC 15 - muleta held in right hand behind legs
Chicuelina DC 10 - cape is pulled in tight against body
Farol DC 12 - two-handed cape pass where it is flipped over and round man's head
Manoletina DC 17 - muleta is held behind one's back and lifted over bull's head
Mariposa DC 20 - "butterfly", a spectacular pass with cape held behind one's back
Media Veronica DC 10 - pass where the cape is gathered up on the hip, ending series
Firma, pase de la DC 20 - pass in which muleta is snatched from bull's face
Natural DC 12 - usually refers to left-handed muleta pass without sword being used
Revolera DC 15 - a swirling remate [enthusiastic] pass with the cape
Serpentina DC 15 "serpentine", a swirling cape pass
Trincherazo DC 12- right-handed muleta pass
Veronica DC 10 - the fundamental two-handed cape pass named after St.Veronica

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.
Ceirse 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

Traje de Luces the suit of Lights


Estoque the balanced killing sword of the Estocada.
Banderilla the hooked darts, used to weaken the Bull.
Muleta the small Cloak of the Bullfighter
Capote the large Cloak of the Bullfighter.

79
The Great Convention
"An absolute monarchy is one in which the sovereign does as he pleases so long as he pleases the assassins."
-Ambrose Bierce

Following the Battle of Corrin and their ascension to the status of Imperial House, the head of House Corrino now the
Padishah Emperor convened a vast council with representatives from every remaining power in the Known Universe. The
councils goal was to put an end to the cyclical rise and fall of civilisations that had plagued mankind for twenty thousand
years and create a social system that would endure.

It took them thirty years to put together and ten times that long to hammer out the details, but in 337AG the single largest,
most comprehensive and most influential piece of legislation in the history of humanity was completed. The final version had
317 sections, each of which began with The Forms Must Be Obeyed, a phrase that became linked inseparably with both the
Convention and the society it describes.

The key to its success was that its laws were shaped to include and control even undesirable behaviour rather than futilely
trying to eliminate it. Instead of trying to ban warfare and assassination, the Convention assumed these things would occur
regardless of their legality and laid down rules that minimised the disruption they would cause. Penalties for improper
procedure were harsh (see Warfare).

Besides describing the enduring society, the Convention also set up powerful blocks against change. Recognising that shifts
in social structure usually follow from shifts in power between social groups, it first fixed the ratio of power-holders to
population with a caste system (see faufreluches below) then set up a brilliant set of checks, balances, and blocks to prevent
power mobility.

Where possible, Houses were organised into groups of near-equal size, the Landsraad for the Great Houses and numerous
Syslraads for the Houses Minor. This provided opportunities to organise for collective defence (Minor Houses against Great,
Great Houses against the Imperial) and also ensured that every House was always so heavily outnumbered by its closest allies
/ potential victims that independent aggression became unfeasible. Additionally, most Houses Minor owed fealty to a Great
House and could expect protection in return, as long as the political situation allowed it.

A Judge of the Change a neutral observer nominated by the Emperor and approved by the Landsraad - oversaw every
transfer that involved House resources, from marriage and inheritance to the handover of fiefs and the awarding of titles, to
make sure the Forms were obeyed.

Unsurprisingly, expansion in such locked-in circumstances was rare, although the fall of a Minor or Great house from
conflicting obligations was relatively common.

Several aspects of the Great Convention deserve further elaboration: including The Treaty Of Corrine, the Faufreluches caste
system, the Forms of Warfare (especially the Wars of Assassins), Proscribed Technologies and the O.C Bible.

80
The Treaty of Corrin

Control the coinage and the courts. Let the rabble have the rest.
- Unnamed Padishah Emperor on ruling.

The Treaty of Corrin, in which the assembled (surviving) Great Houses surrendered to the Sardaukar, is reprinted in the Great
Convention. It sets out the legal supremacy of the Corrinos and their right to enact binding legislation and tax absolutely
anybody.

The Padishah Emperors are the source of ultimate legal authority, House law may not contradict Imperial practice, and are
also the court of last appeal. However, layers of judges and truthsayers try to resolve issues before they require precious royal
time.

Taxes are paid by the Houses on their fief income in Solaris (the galactic currency) and levies of soldiers for the Imperial
forces. Any discrepancy between the accounts a House presents (on demand) to the Emperor and the one the I.F.A. (Imperial
Fiscal Intelligence) provide is grounds for a merciless and thorough investigation.

Every planet in the Known Universe is technically Imperial property, but they are held and worked by the Houses on behalf
of the Lion Throne, which only retains direct control of the Imperial homeworld Kaitain and the prison planet Salusa
Secondus. The colossal administrative burden of government (which the advent of Mentats merely eased) passes to the Great
Houses, and in turn the Houses Minor, as the price of quasi-independence. However, the Emperor seldom misses an
opportunity to remind the Houses that power legally belongs to him and is loaned to them.

The Faufreluches Caste System


"A place for every man, and every man in his place"
- Summary of the faufreluches.

When the Butlerian Jihad ended the Second Golden Age, all forms of government that required sophisticated mechanics
ended. Into the vacuum emerged a system based on personal and family ties: neo-feudalism. Some of these proto-Houses
claimed lineages back to the Great Diaspora, some were fragments of the old governments, but most were simply warlords
who had seized control of local economic facilities.

Whatever their origin, by the time of the signing of the Great Convention the House was the dominant political unit of the
universe. The social order that they supported (and that supported them) had become so widespread that the codification of
the Faufreluches caste system in the Great Convention was merely a formality the classes of people it described already
existed.

The greatest division was between the two largest castes: the lowborn, apolitical masses called pyons and the Households
(defined as the ruling family plus the Bondsmen in their employ), but a small third class of freeborn citizens acted as a buffer
and transitional zone between them, for those on the way up or down.

An individuals status is derived firstly from birth, then by profession, then by accomplishment. As a general rule, marriage
pulls a lower-caste partner up to the caste of the higher and any children belong to the caste of their parents, unless they are
unmarried in which case they have the same status as the lowest born parent.

Slaves are not used by all the Houses, but Imperial law permits them so few questioned the practice. One can become a slave
either though sale by your legal guardian or capture in battle. Legally a slave is property, nothing more.

Pyons (or Commoners). More than 90% of humanity live recognisably the same way: in small but close-knit communities,
bartering with neighbours, working in the same rural or industrial jobs as previous generations, earning just enough to
support them with perhaps a little left over for modest annual festivals or religious donations.

Noted for the strength of their traditional values, including fundamentalism, superstition and violent technophobia, pyons are
legally Wards of the Planet and forbidden to travel or own property above basic lodging, clothing and utensils.
Traditionally, House bondsmen (see below) are appointed to protect them against banditry and maintain law and order.

81
Bondsmen have sworn service, and been accepted, to a House for whom they perform essential functions that uneducated
pyons cant be trusted with. Overseers at factories, mines or important farm complexes are usually bondsmen, as are the
House servants, bureaucrats, and any trained professionals or academics that the House can afford to financially support.
Bondsmen may own any non-restricted property that they can afford and may travel far and wide on House business.

What separates a Household from everyone else is their official classification as political entities. Once you join a House
youre a part of every grudge, feud and victory in its history and a legal target for anyone with unfinished business. This
doesnt stop ambitious pyons volunteering for military service, which automatically promotes them to the status of
bondsmen with a slim chance of climbing higher.

Freeborn citizens, or their ancestors, were bondsmen who were rewarded for exemplary service to their House with a small
personal estate, usually on retirement. They are not bound to the planet like pyons and while it is generally expected that they
will follow in their familys footsteps and serve their House (becoming slightly higher-status bondsmen), some do not.
Freedom to travel grants freedom to trade, so independent traders and entrepreneurs are almost exclusively freeborn.

Without the political immunity of a pyon, or the protection that a bondsman enjoys, life as an independent operator can be
hazardous. However, most Houses can see that a willing source of deniable operatives is essential to their intelligence
gathering and treats their contractors fairly (or 'disappears' them discretely).

Nobles are the political instigators of the neo-feudal system. They serve as visible embodiments of their house culture and
exemplars for their followers. The privilege and responsibility of leadership is theirs, though some take this burden more
seriously than others, and non-essential family members can serve their House as ambassadors, fief governors, or even
(rarely) Mentats should they show the potential.

Noble rank can theoretically be earned through excellence in politics, business, or the military. A new House Minor must be
sponsored by a Great House and recognised by a majority vote in the Landsraad. The Emperor can veto the appointment, but
usually prefers to cripple objectionable candidates indirectly (and untraceably) to avoid appearing petty.

While rank can be earned, noble blood cannot and must be acquired through many generations of carefully managed
marriages. Those who are recognised as royal cousines form an elite within an elite, which can arouse jealousy.

Many of these ranks are sub-divided (generally the higher the caste, the more divided) according to complex formulae
specified in the Convention, but this summary covers all the universal castes. If disputes arise use the following guidelines to
determine who looks down on whom, but note that prestige and authority to command can be very different:

1. A freeborn accredited master-craftsman is roughly equal to a decorated soldier bondsman of a Minor House.
2. The ruling family of a House Minor is roughly equal to a trusted advisor of a Great House or a decorated
Sardaukar regular.
3. The ruling family of a Great House is roughly equal to a trusted advisor of the Imperial House or a decorated
Sardaukar officer.
4. Proximity to either the royal bloodline or the Imperial court counts for a lot.
5. Rank gained in the service of the Padishah Emperor is superior to rank gained serving anyone else.
6. Political influence outranks military strength, although this is more of a safety precaution than a rule of
etiquette.
7. Old money/property/titles outranks new money/property/titles.
8. If individuals are tied, compare the accomplishments/breeding of the nearest kin (wives, sons, and parents) to
determine standing.

Professional Ranking
Obviously there are far too many professions to rank them individually, but status is usually granted according to a)
usefulness to the ruling House, b) the rarity of practitioners, and c) the degree of skill necessary for mastery.

The Mentat Academy, the Spacing Guild, the Bene Gesserit Sisterhood, and a few others perform functions that are
recognised as so beneficial to the Imperium that belonging to them confers a status at least equal to a bondsmen of a House
Minor or even a Great House if sufficiently accomplished.

82
The Forms Of Warfare The Great Convention

The Great Convention be damned


- Duke Leto Atreides

The Great Convention accepts mass violence as a legitimate tool of territorial disputes, but is critical of personal grudges
being settled the same way as overly disruptive. The noble alternative is a War of Assassins. Once declared, the involved
Houses send an agreed number of killers against each other, re-convening if all are slain. The first House to be annihilated or
surrender (forfeiting all assets and accepting exile to Tupile) is declared the loser. A list of permitted weapons is also agreed.

In the millennia that followed, Wars of Assassins became so popular they were even seen as impersonal and gentlemanly
ways of expanding ones territory. Kanly, a more personal form of the war of assassins, required a peace gesture and a
meeting of the Heads of Houses, but permitted almost unlimited military and covert actions against each other. A Judge of
the Change was always appointed to oversee such wars, and should the forms not be obeyed a transgressor could expect total
destruction by outraged neighbours and peers or even the Emperors Sardaukar.

When mass battles do occur, it is considered an extension of the spirit of the rules to fight openly at a mutually convenient
battlefield. In practice, the invitation to battle is issued after one side has launched a crippling strike against the infrastructure,
supply centres and tactical facilities of the other. There is nothing in the rules that stops generals forcing the enemy to fight at
a disadvantage.

Crucial sections protect non-involved parties pyons are not legal targets in any kind of war. Weapons of Mass Destruction
(those that killed indiscriminately and in volume, including the nuclear shield-lasgun reaction) should never be used against
humans unless their House had broken this law. Each Great House is permitted to retain Atomics against the possibility of
alien attack, but ironclad rules (and the threat of massive and complete obliteration) prevent smaller Houses using them to
overcome larger (and more noble) Houses.

War of Assassins
A term used to describe a large-scale use of professional assassins in a feud between two great houses of the
Landsraad. Atomic weapons are outlawed by the Great Convention and shields nullify projectile weapons and non-nuclear
explosives. Hence Great Houses are obliged to resort to treachery and professional assassination in order to carry on their
perennial vendettas.
All Great Houses customarily utilise a Master Assassin, Spymaster or even a Mentat with training in the logic of
War and the traditional Mentat distrust of emotion - to oversee the defences of the family household, supervise the house's
corps of assassins, and in some cases to command units of troops or mercenaries. Their function is therefore both offensive
and defensive. Consequently a "war of assassins" between two great houses often takes on the appearance of a Cheops game
between two grand masters. However, some great Barons or Dukes, although relying on the advice of their chief assassin,
may be said to have managed - or mismanaged - their own campaigns.

The first recorded instance of a war of assassins is the conflict between House Pardee and House Harkonnen in
3367-3375, a conflict that virtually obliterated House Pardee. This war involved an extensive use of poison, but it climaxed in
the famous Lasgun Massacre, when Harkonnen mercenaries ambushed Duke Ira Pardee and his family at their hunting lodge
on the planet of New Salem. Various stories attribute this victory to the defection of the steward of their rural estate, a jealous
functionary who was easily bribed. Undermining the loyalty of the retainers of another house was a specialty at which House
Harkonnen excels, according to the reputation of the house among others in the Imperium.
An outright war of assassins always requires, under the Great Convention, a formal declaration of intent to be filed
with the Imperial Court, the offices of the Guild, and the Secretary of the Landsraad. Imperial judges are appointed to
monitor the conflict and particularly to observe any instances where innocent bystanders might be harmed. Such actions do
not always ensure the safety of non-combatants, nor a fair treatment of the two houses involved, for the Emperor is seldom
completely disinterested in the conflict. This observation makes the feuding houses wary of harming or even involving
outsiders.
Numerous, famous wars of assassins have occurred in Imperial history, often altering the balance of power among
the Great Houses of the Landsraad. For instance, House Galloway was powerful in the third millennium, but was nearly
destroyed in its war of assassins with House Albonite. Some other well-known wars of assassins were the Steinhauser-
Boudreau feud (8193-8195) and the Choi-Dwyer-Ferguson war (8787-8843), a three-cornered bloodbath from which each
house emerged weakened. This latter conflict was unusually bitter, and ended only when the emperor himself interceded with
the families in conflict.

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The longest standing formal Kanly existed between the Ginaz and the Moritani. In the year 4796 A.G., for reasons
still debated by historians, though it seems likely that the diametrically opposed political philosophies of the two houses
contributed to this conflict. Although it is also true that the Ginaz had a small fief established on Grumman, the Moritani
homeworld. This fief had been established long before the Moritani were granted control over Grumman, and had been a
source of conflict for years before finally boiling over into open warfare.

Some interesting effects of wars of assassins entered the folklore of the Imperium. It was customary, for instance, to
speak of someone who was notorious for his rationality as being "logical as an assassin." And the hour before dawn when
human bio-cycles are customarily at a low ebb was often called the "hour of assassins" because of the tendency of
professional assassins to use it for their attacks. There is also the infamous Assassins Handbook.

Originally a third-millennium compilation of information on poisons to aid professional assassins, The Assassins
Handbook was expanded in the fifth millennium (5345 - 5348) by a committee appointed by Emperor Kelal Djordjevich to
discuss the theory and practice of legalized murder under the rules of the Great Convention and the conditions defined by the
Guild Peace. The expanded Handbook resulting from the committee's deliberations is held in high regard by mercenaries and
master assassins employed by the Emperor and the Great Houses.

The authorship of the original version of the handbook is a matter for controversy, but a consensus seems to assign it
to Keshas Khorzh, a third millennium assassin employed by House Moritani. Zhorzh was suspected of several murders of
prominent aristocrats, especially members of House Ginaz, House Atreides and House Herzog. Oddly, Zhorzh himself
succumbed to chaumurky, probably administered by an Imperial servant, in 3756. For more details of Zhorzh's life, see The
Practice of Death by Zautii Kuuraveer.

The expanded version of The Assassins Handbook is attributed by most authorities to the committee of nine
appointed by the Protector Kelal Djordjevich; it was later ratified by the Landsraad (5359), by which time several of the
authors, themselves Mentats spymasters and assassins employed by the Great Houses, had become victims of the vicissitudes
of their profession. One of the committee, however, deserves special note: the Imperial representative, Count Otho Fenring,
himself known to have been an able assassin - indeed, some have argued, one of the supreme artists of his profession. Count
Fenring's influence on the final draft of The Assassins Handbook appears to have been considerable, especially when the
text is compared to his monograph on The Fine Art of Professional Homicide, the passages concerning methods of
circumventing the rules of Kanly without detection. In the early millennia after the Butlerian Jihad, assassination flourished,
but assassination in general was often crude and impulsive, lacking in the finer artistry and subtlety that the master assassins
of the later Imperium attained. The accomplishments of these highly skilled professionals must be in large part attributed not
only to years of careful refinement of their art, but also to the tutelage of such repositories of cunning as The Assassins
Handbook.

The handbook is divided into four major parts, the first dealing with poisons - a legacy from the first version - the
second with other weapons and their uses, and the third section with a discussion of strategies and odds, as well as methods
of circumventing the Great Convention, and the rules of Kanly. The fourth section of the Handbook describes certain
professional standards and rules of prudence.

In the section devoted to poisons, the various possibilities of chaumurky, chaumas and basilia receive the greatest
attention. Chaumurky is the general term for any poison administered in drink and chaumas for that concealed in food; both
logical agents for murder for a political world heavily dependent on festivals and ceremony. Basilia is a poison which acts
swiftly when injected into the bloodstream and which is therefore often placed on the tip of a knife or sword. Since basilia is
also nearly invisible to the naked eye, it is a favourite with many professional assassins throughout the Imperium, though its
use depended usually on some context where the rules of hand-to-hand combat would apply.

A poison of particular interest because of its painful side effects is given a brief but special eminence in the
Handbook. Most of the poisons in the book are valued because of their swift action, and their ability to be disguised. But one
seldom-used poison, zenobia, or the "throat of hell," is highly respected because of the excruciating pain it imposes on the
victim when ingested in food or drink. Zenobia is recommended for those special occasions when the prospective victim is
completely at the assassin's mercy, and the killer wants to impose a remarkably horrifying demise on his - and often her -
enemy. Generally, the professional assassin is advised to eschew personal feeling and to approach his work with a suitable
objectivity and craftsmanship beyond mere vulgar expressions of personality; but the Handbook acknowledges that there are
some occasions when even the professional using the logical approach stressed by Mentat training might well find it
pleasurable to allow himself some of the enjoyment of personal revenge.

The second section of the Handbook devotes itself to the discussion of conventional weapons, primarily swords and

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lasguns, and their functional advantages and disadvantages for the assassin. As with the poisons, subtlety is recommended,
for as the Handbook comments, "Any mindless mercenary can commit indiscriminate homicide which will probably rebound
upon himself." (In passing, it might be noted that the manual is written in a style that was often trenchant and sometimes
characterized by a rich sense of irony.) Assassins are instructed to acquire swordmaster training as a matter of course, and, if
at all possible, to develop considerable competence in marksmanship, although the Handbook implies that the master assassin
should, whenever possible, leave slaughter with lasguns to ordinary journeymen.

Section three of the Handbook provided a detailed analysis of the odds for success in given situations where the
assassin might be expected to perform his work. The best strategies, for instance, for murdering guests at a formal dinner are
evaluated, as well as the methods of avoiding swift reprisal. Much space is given to the problems of infiltrating a ducal palace
or launching attacks at public events and ceremonies, especially sporting events.

The fourth part of the Handbook's commentary presented the rules of the Great Convention and the code of Kanly
and provided numerous suggestions of how these might be circumvented or turned to the advantage of the assassin. A
favourite method involved bribing the judges or Imperial representatives at various transactions between the Great Houses.
The use of poisoned swords at single combat was brought up again here, although much had already been said of this tactic in
earlier sections. Various means of infiltrating the defences of ducal castles, despite the use of shields and other protections,
are also considered at length here.

This section also presents the conventions and ritual formulas involved in a War of Assassins, from the formal
declaration of intent with the Imperial Registrar and the Landsraad Secretariat to the final moment when victory is declared
for one side or the other. The Handbook, however, seems to imply that even such formal wars were best carried out on a
small scale and waged with subtlety by experts, rather than becoming engagements involving large groups of soldiers. A
frequent metaphor in the Handbook is that of the Cheops master, and the authors seemed to regard the art of assassination as
a profession rather like that of the grand master of Cheops.

A final note at the end of the Handbook concerns the assassin's need for self-protection. He is enjoined to learn
much of his employer's private crimes, and to store the information in places beyond the employer's reach, with provisions
that would allow it to become public in the event of his own death. The assassin is also warned to make himself as valuable
as possible to his master, yet never to believe himself irreplaceable. Most important, the Handbook advises the assassin to
respect his profession and to avoid the temptations of political ambition or personal involvement in his work. Although many
famous assassins find the first easy enough, evidence suggest that most are unable to avoid the second pitfall.

Proscribed Technologies
"Thou shalt not make a machine in the likeness of a mans mind."
- Orange Catholic Bible

This section of the Great Convention was mostly a formal declaration of illegality against the machines that enslaved
humanity (or permitted humanity to enslave itself) in the past. However, none of the Houses wished to deny themselves
access to technology that could give them the edge over their rivals so many clauses were deliberately left vague and none
specifically mention Ix, Richese, or Bene Tleilax.

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The Orange Catholic Bible
Any comparison of the religious beliefs dominant in the Imperium must start with the major forces that shaped those beliefs:

1. The followers of the Fourteen Sages, whose Book was the Orange Catholic Bible, and whose views are expressed in the
Commentaries and other literature produced by the Commission of Ecumenical Translators (C.E.T.);

2. The Bene Gesserit, who privately deny they are a religious order, but who operate behind an almost impenetrable screen of
ritual mysticism, and whose training, whose symbolism, organization, and internal teaching methods are almost wholly
religious;

3. The agnostic ruling class (including the Guild) for whom religion is a kind of puppet show to amuse the populace and keep
it docile, and who believe essentially that all phenomena--even religious phenomena--can be reduced to mechanical
explanations;

4. The so-called Ancient Teachings--including those preserved by the Zensunni Wanderers from the first, second, and third
Islamic movements; the Navachristianity of Chusuk, the Buddislamic Variants of the types dominant at Lankiveil and Sikun,
the Blend Books of the Mahayana Lankavatara, the Zen Hekiganshu of III Delta Pavonis preserved among the pundi rice
farmers of Caladan, the Tawrah and Talmudic Zabur surviving on Salusa Secundus, the pervasive Obeah Ritual, the Quran
with its pure Ilm and Fiqh, the Hindu outcroppings found all through the universe in little pockets of insulated pyons, and
finally, the Butlerian Jihad.

There is a fifth force that shaped religious belief, but its effect is so universal and profound that it deserves to stand alone.

This is, of course, space travel--and in any discussion of religion, it deserves to be written thus:

SPACE TRAVEL!
Mankind's movement through deep space placed a unique stamp on religion during the one hundred and ten centuries that
preceded the Butlerian Jihad. To begin with, early space travel, although widespread, was largely unregulated, slow, and
uncertain, and, before the Guild monopoly, was accomplished by a hodgepodge of methods. The first space experiences,
poorly communicated and subject to extreme distortion, were a wild inducement to mystical speculation.

Immediately, space gave a different flavour and sense to ideas of Creation. That difference is seen even in the highest
religious achievements of the period. All through religion, the feeling of the sacred was touched by anarchy from the outer
dark.

It was as though Jupiter in all his descendant forms retreated into the maternal darkness to be superseded by a female
immanence filled with ambiguity and with a face of many terrors.

The ancient formulae intertwined, tangled together as they were fitted to the needs of new conquests and new heraldic
symbols. It was a time of struggle between beast-demons on the one side and old prayers and invocations on the other.

There was never a clear decision.

During this period, it was said that Genesis was reinterpreted permitting God to say:

"Increase and multiply, and fill the universe, and subdue it, and rule over all manner of strange beasts and living creatures in
the infinite airs, on the infinite earths and beneath them."

It was a time of sorceresses whose powers were real. The measure of them is seen in the fact they never boasted how they
grasped the firebrand.

Then came the Butlerian Jihad--two generations of chaos. The god of machine-logic was overthrown among the masses and a
new concept was raised:

"Man may not be replaced."

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Those two generations of violence were a thalamic pause of all humankind. Men looked at their gods and their rituals and
saw that both were filled with that most terrible of all equations: fear over ambition.

Hesitantly, the leaders of religions whose followers had spilled the blood of millions began meeting to exchange views. It
was a move encouraged by the Spacing Guild, which was beginning to build its monopoly over all interstellar travel, and by
the Bene Gesserit who were banding the sorceresses.

Out of those first ecumenical meetings came two major developments:

1. The realization that all religions had at least one common commandment: "Thou shalt not disfigure the soul."

2. The Commission of Ecumenical Translators.

C.E.T. convened on a neutral island of Old Earth, spawning ground of the mother religions. They met "in the common belief
that there exists a Divine Essence in the universe." Every faith with more than a million followers was represented, and they
reached a surprising immediate agreement on the statement of their common goal:

"We are here to remove a primary weapon from the hands of disputant religions. That weapon--the claim to possession of the
one and only revelation."

Jubilation at this "sign of profound accord" proved premature. For more than a standard year, that statement was the only
announcement from the C.E.T. Men spoke bitterly of the delay. Troubadours composed witty, biting songs about the one
hundred and twenty-one "Old Cranks" as the C.E.T. delegates came to be called. (The name arose from a ribald joke that
played on the C.E.T. initials and called the delegates "Cranks--Effing--Turners.") One of the songs, "Brown Repose," has
undergone periodic revival and is popular even today:

"Consider leis.
Brown repose--and
The tragedy
In all of those Cranks!
All those Cranks!
So laze--so laze
Through all your days.
Time has toll'd
for M'Lord Sandwich!"

Occasional rumours leaked out of the C.E.T. sessions. It was said they were comparing texts and, irresponsibly, the texts
were named. Such rumours inevitably provoked anti-ecumenism riots and, of course, inspired new witticisms.

Two years passed...three years. The Commissioners, nine of their original number having died and been replaced, paused to
observe formal installation of the replacements and announced they were labouring to produce one book, weeding out "all the
pathological symptoms" of the religious past.

"We are producing an instrument of Love to be played in all ways," they said.

Many consider it odd that this statement provoked the worst outbreaks of violence against ecumenism. Twenty delegates
were recalled by their congregations. One committed suicide by stealing a space frigate and diving it into the sun.
Historians estimate the riots took eighty million lives. That works out to be about six thousand for each world then in the
Landsraad League. Considering the unrest of the time, this may not be an excessive estimate, although any pretence to real
accuracy in the figure must be just that--pretence. Communication between worlds was at one of its lowest ebbs.

The troubadours, quite naturally, had a field day. A popular musical comedy of the period had one of the C.E.T. delegates
sitting on a white sand beach beneath a palm tree singing:

"For God, woman and the splendour of love


We dally here sans fears or cares.
Troubadour! Troubadour, sing another melody
For God, woman and the splendour of love!"

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Riots and comedy are but symptoms of the times, profoundly revealing. They betray the psychological tone, the deep
uncertainties...and the striving for something better, plus the fear that nothing would come of it all.

The major dams against anarchy in these times were the embryo Guild, the Bene Gesserit and the Landsraad, which
continued its 2,000-year record of meeting in spite of the severest obstacles. The Guild's part appears clear: they gave free
transport for all Landsraad and C.E.T. business. The Bene Gesserit role is more obscure. Certainly, this is the time in which
they consolidated their hold upon the sorceresses, explored the subtle narcotics, developed prana-bindu training and
conceived the Missionaria Protectiva, that black arm of superstition. But it is also the period that saw the composing of the
Litany against Fear and the assembly of the Azhar Book, that bibliographic marvel that preserves the great secrets of the most
ancient faiths.

Ingsley's comment is perhaps the only one possible: "Those were times of deep paradox."

For almost seven years, then, C.E.T. laboured. And as their seventh anniversary approached, they prepared the human
universe for a momentous announcement. On that seventh anniversary, they unveiled the Orange Catholic Bible.

"Here is a work with dignity and meaning, they said. "Here is a way to make humanity aware of itself as a total creation of
God."

The men of C.E.T. were likened to archaeologists of ideas, inspired by God in the grandeur of rediscovery. It was said they
had brought to light "the vitality of great ideals overlaid by the deposits of centuries, that they had sharpened the moral
imperatives that come out of a religious conscience."

With the O.C. Bible, C.E.T. presented the Liturgical Manual and the Commentaries--in many respects a more remarkable
work, not only because of its brevity (less than half the size of the O.C. Bible), but also because of its candour and blend of
self-pity and self-righteousness.

The beginning is an obvious appeal to the agnostic rulers.

"Men, finding no answers to the sunnan [the ten thousand religious questions from the Shari-ah] now apply their own
reasoning. All men seek to be enlighten d. Religion is but the most ancient and honourable way in which men have striven to
make sense out of God's universe. Scientists seek the lawfulness of events. It is the task of Religion to fit man into this
lawfulness."

In their conclusion, though, the Commentaries set a harsh tone that very likely foretold their fate.

"Much that was called religion has carried an unconscious attitude of hostility toward life. True religion must teach that life is
filled with joys pleasing to the eye of God, that knowledge without action is empty. All men must see that the teaching of
religion by rules and rote is largely a hoax. The proper teaching is recognized with ease. You can know it without fail
because it awakens within you that sensation which tells you this is something you've always known."

There was an odd sense of calm as the presses and shigawire imprinters rolled and the O.C. Bible spread out through the
worlds. Some interpreted this as a sign from God, an omen of unity.

But even the C.E.T. delegates betrayed the fiction of that calm as they returned to their respective congregations. Eighteen of
them were lynched within two months. Fifty-three recanted within the year.

The O.C. Bible was denounced as a work produced by "the hubris of reason." It was said that its pages were filled with a
seductive interest in logic. Revisions that catered to popular bigotry began appearing. These revisions leaned on accepted
symbolisms (Cross, Crescent, Feather Rattle, the Twelve Saints, the thin Buddha, and the like) and it soon became apparent
that the ancient superstitions and beliefs had not been absorbed by the new ecumenism.

Halloway's label for C.E.T.'s seven-year effort--"Galactophasic Determinism"--was snapped up by eager billions who
interpreted the initials G.D. as "God-Damned."

C.E.T. Chairman Toure Bomoko, a Ulema of the Zensunnis and one of the fourteen delegates who never recanted ("The
Fourteen Sages " of popular history), appeared to admit finally the C.E.T. had erred.

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"We shouldn't have tried to create new symbols, he said. We should've realized we weren't supposed to introduce
uncertainties into accepted belief, that we weren't supposed to stir up curiosity about God. We are daily confronted by the
terrifying instability of all things human, yet we permit our religions to grow more rigid and controlled, more conforming and
oppressive. What is this shadow across the highway of Divine Command? It is a warning that institutions endure, that
symbols endure when their meaning is lost, that there is no summa of all attainable knowledge."

The bitter double edge in this "admission" did not escape Bomoko's critics and he was forced soon afterward to flee into
exile, his life dependent upon the Guild's pledge of secrecy. He reportedly died on Tupile, honoured and beloved, his last
words: "Religion must remain an outlet for people who say to themselves, 'I am not the kind of person I want to be.' It must
never sink into an assemblage of the self-satisfied."

It is pleasant to think that Bomoko understood the prophecy in his words: "Institutions endure." Ninety generations later, the
O.C. Bible and the Commentaries permeated the religious universe.

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