Houses of The Landsraad
Houses of The Landsraad
Houses of The Landsraad
disclaimer
Welcome to DUNE.
My name is Dorian Hawkins and I love DUNE. This piece of work is one fans homage to that
wonderful piece of work.
Let me stress right from the get-go that this tome utilises the ONE ROLL ENGINE, as devised by GREG
STOLZE and popularised by SHANE IVEY and DENNIS DETWILER of ARC DREAM.
I do not own any rights or even claim any ownership of their game mechanics. In fact, if you even want
to use this book, you need a copy of the REIGN rules (available imminently in an inexpensive pocket
book version and PDF, so you really have no excuse).
This game is also based on the novel DUNE by Frank Herbert. The rights to DUNE and the CHRONICLES
OF DUNE do not belong to me and if there is any challenge to this fan work, holders of the license or
intellectual property of DUNE and its related products should contact me at dth@oroborus.biz
immediately.
This book is intended for peoples use until there is an official DUNE RPG out there. Until such time, I
hope this meager work can suffice.
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
3
While the Emperor is supreme sovereign ruler of The Landsraad, then, is a political body
the universe, power is shared, in a quasi-feudal consisting of many Great Noble Houses who are
arrangement with the noble houses of the vassals to the Emperor. House is idiomatic for
Landsraad and with the Spacing Guild, which ruling clan of a planet or planetary system.
possesses a monopoly over interstellar travel.
A Great House, or House Major, directly swears
Members of House Corrino have sat on the its allegiance to the Padishah Emperor in return
Golden Lion throne as Padishah Emperors from for his grant of fees or fiefs. Such things can be
the time of the ancient Battle of Corrin to contracts for the production of some product or
modern times. service but generally, it is the granting of land
in the form of a planets and moons within a
given planetary system. Largely, those contracts
The landsraad are tied to the lands granted.
The Landsraad, as a political body plays a very The greatest example of this is Arrakis, also
important role in the political and economic known as Dune. This fief yields the prestigious
power balance of the Empire, which it shares Spice Mining Contract. Only the Emperors
with the Emperor and the Spacing Guild. favourites are selected to rule Arrakis.
The Landsraad represents the unification of all The Landsraad is overseen by the High Council.
the other noble Houses, creating a check against This is the inner circle of the Landsraad during
the power of the Emperor which is theoretically the time of the Faufreluches, "the rigid rule of
a comparable force. Both the combined Houses class distinction enforced by the Imperium." The
and the Emperor are in turn totally dependent Council is "empowered to act as supreme
on the Guild for interstellar travel. In return, the tribunal in House to House disputes and
Spacing Guild has no purpose without the upholds the Imperial bill of rights called The
existence of the Empire. Great Convention.
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
4
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
5
principal reasons why the Landsraad existed to The Sysselraad can be viewed as the Empire in
begin with). miniature: the ruling House Major could easily
demolish any single House Minor but together,
In all grievances, a Judge of the Change is the Houses Minor could overthrow the House
appointed. A Judge of the Change is "an official Major, should they wish to.
appointed by the Landsraad High Council and
the Emperor to monitor a change of fief, a kanly
negotiation, or formal battle in a War of The Faufreluches
Assassins. The Judge's arbitral authority may be
challenged only before the High Council with Faufreluches is a term commonly used to
the Emperor present." describe the class system employed by the
Imperium.
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
6
The Faufreluches has enabled the existence of it controls all economic affairs across the
the Empire for thousands of years with little cosmos, although it relies upon the Spacing
destabilisation. Of course, it has not come Guild for transport across space due to the
without its flaws. Guild's monopoly on interstellar travel.
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
7
of directorships) is the central goal of political thousands of years, great academies came into
maneuvering, both to receive dividends and also existence to train individuals to a level far
(it is implied) to skim off profits. beyond that which we could expect in our time.
The following quote sums up CHOAMs place in It is forbidden for any technology to think of its
politics; own accord and thus, while sophisticated tools
and the like are allowed, anything which
"You have no idea how much wealth is involved, governs itself is not.
Feyd," the Baron said. "Not in your wildest
imaginings. To begin, we'll have an irrevocable The only industrial manufacturing technology
directorship in the CHOAM Company." allowed are clock-set automatons called
Servoks. They allow a basic, unskilled action to
Feyd-Rautha nodded. Wealth was the thing. be repeated ad infinitum and are used sparingly
CHOAM was the key to wealth, each noble House throughout the Known Universe.
dipping from the company's coffers whatever it
could under the power of the directorships. Thus technology is still rife but it is all relegated
Those CHOAM directorships - they were the real to simple and majestic solutions to problems.
evidence of political power in the Imperium, Flying machines and ground cars exist as do
passing with the shifts of voting strength floating lights and sensors devices. These are
within the Landsraad as it balanced itself things that a human being simply cannot do.
against the Emperor and his supporters. However, you will not find any truly robotic
devices or digital technology.
It cannot be understated then how important
economic power is. Renown and status stems In fact, artificial limbs and cybernetic
from ones CHOAM Directorships and the enhancements skirt dangerously on the verge of
revenues generated from them, which in turn breaking the Great Convention. Though such
feeds from the effective management of the things exist and are employed, not without
contracts and lands granted to each noble house causing deep consternation and clucking of
by the Emperor and the CHOAM Board of tongues and only the most outlandish of people
Directors. willingly replace their limbs.
Every noble house has shares in CHOAM and a So, with a very humanist attitude and
downturn in profits from a lucrative contract thousands of years of development in training
can spell doom for the governing house. techniques, the people of the Known Universe
are highly specialised, human machines, trained
A place for every man to do a specific job to an extremely high level.
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
8
Mentats are humans trained to mimic often screen themselves with an illusion of
computers: human minds developed to being loyal to other groups or individuals.
staggering heights of cognitive and analytical
ability. The Mentat discipline was developed as The Bene Gesserit existed for millennia,
a replacement for computerized calculation, just appearing as a semi-mystical school that
as the Bene Gesserit and the Spacing Guild took trained women for service to the Empire as
on functions previously provided by thinking Truthsayers or mates. In reality, they were
machines. For thousands of years, society has subtly controlling the Empire behind the scenes
considered Mentats the embodiment of logic in order to help humanity become more mature
and reason. and ultimately guide humanity into tapping its
genetic potential.
Unlike computers, however, Mentats are not
simply calculators. Instead, the exceptional In addition to their superior combat skills, the
cognitive abilities of memory and perception are Bene Gesserit possessed precise physiological
the foundations for supra-logical hypothesizing. control that allowed, among countless uses,
Mentats are able to sift large volumes of data precise control over conception and embryotic
and devise concise analyses in a process that sex determination, ageing and even the ability
goes far beyond logical deduction. They are not to render poisons harmless within their bodies.
limited to formulating syllogisms; they are the They possess a distinct ability to sense when
supreme counselors of the Dune universe, filling people lie and their power of Voice allowed
roles as menial as archivists and clerks, or as them to control others by merely modulating
grand as advisors to Emperors. their vocal tones.
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
9
spice allows the Navigator to plot a safe course categorically preventing any military action. To
between the stars. the contrary, there have been numerous cases of
Guild support of war, and in each of them the
Guild was paid high rates to transport troops
and materiel.
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
10
the result of artificial engineering or many very dangerous, capable of swallowing a mining
millennia of selective breeding is unknown. crawler whole.
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
11
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
12
System
ETHOS OF THE ONE ROLL ENGINE This is typically derived from adding a statistic
(representing your characters personal
Whats in a name? you might ask. Simply, capabilities in the game universe) to a skill
when the situation calls for a dice roll, the ORE (representing your characters knowledge and
attempts to determine as much as possible from training in a given area). The resulting number
a single roll of the dice. Some game systems can becomes the dice pool and you roll that many
really slow play down at certain stages and d10s.
combat (see CHAPTER 4 for how we deal with
that using the ORE) is one of the chief culprits. There are other ways to determine a dice pool
but they are defined by specific situations.
The first point to get across then is Quick
resolution is good. Generally, you may never roll more than 10 dice
unless special circumstances call for it. If your
Speed really is at the essence of the ORE and dice pool is greater than 10, apply any positive
you can help speed your game up by reducing or negative modifiers before you roll. Modifiers
the number of dice rolls. There really is no point may reduce your dice pool below 10, however, if
in forcing your players to make needless rolls your dice pool is still greater than 10, ignore the
for easy or mundane tasks. Unless you are a excess and roll 10 dice.
teenager, getting up in the morning is relatively
easy and a doctor should never need to roll dice IN CASE YOU MISSED IT, NEVER ROLL MORE THAN 10
to take someones temperature. DICE UNLESS THE RULES TELL YOU TO!
Conversely, rolling dice where there is It is advised that each player has 10d10s at
absolutely no possibility of success is also a their disposal and the Judge has 15.
pointless exercise. So making a test to see if a
character spontaneously develops the mutant SUCCESS VS FAILURE
power of Awesomeness is equally fruitless.
Youve rolled your dice pool and you now have
So, dice rolls are called for when the outcome is lots of d10s on a surface but you dont know
uncertain and at least one party cares about the what any of the numbers translate into.
result.
To determine whether you succeed or fail a test,
THE DICE you are looking for dice results which have
matching numbers. Further, you also really
The One Roll Engine exclusively uses ten sided want to know how many of those dice match
dice (d10s to the in crowd). and what the matching number is.
When you are required to make a test, you will Within the ORE, the number of dice which
roll one or more d10s. The number of dice you match is called the Width.
Width So if you have 3 dice
roll is called your Dice Pool.
Pool
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
13
which all show the same result, you have a In every instance, a basic pass or fail is a Width
Width of 3. of 2 (2 dice both showing the same result) also
known as a TWO OF A KIND. This is called a
The actual value showing on the matching dice Standard Success and represents doing an
is called the Height.
Height So if you have 3 dice all adequate job of whatever you were doing, C
showing 7, you have a Height of 7. grade work or a Bronze Medal.
E.g. You roll a dice pool of 7 dice. You score 1, 2, A Width of 3 (3 dice showing the same result) is
3, 3, 5, 6, 7. You have rolled two 3s and no a THREE OF A KIND. This is called an Expert
other matching numbers. Therefore you have Success and represents achieving an above
rolled a width of 2 (since you have two matching satisfactory standard of success, B grade work
numbers) and a height of 3 (those matching or a Silver Medal.
numbers are 3).
A Width of 4 (4 dice showing the same result) is
Width and Height can be expressed in terms of a FOUR OF A KIND. This is called a Master
Master
WxH. Or Width by Height Success and represents an outstanding standard
of success, A grade work or a Gold Medal.
E.g. A Width of 3 and a Height of 7 would
become 3x7. You might say I have a set of 3 by Needless to say, a Width of 4 is better than a
7. Width of 3 which, in turn, is better than a
Width of 2.
Width and Height can also be referred to as W
and H, respectively. It is possible to achieve greater than a Width of
4, however, it becomes increasingly unlikely.
If you have no matching results, you fail the Should you be lucky enough to achieve a Width
dice roll: you do not complete whatever you of 5, 6 or more, the level success increases with
were attempting to do. it (5 is better than 4, 6 is better than 5 ad
infinitum).
WAS I?
BUT HOW SUCCESSFUL WAS
YOU SAY JUMP AND I SAY HOW HIGH?
You can see whether you have succeeded or
failed a test but in many situations you will As stated earlier, Height can measure a number
want to see how well you succeeded. of things but chiefly, it represents success over
adversity and how easy your character finds
Success is measured in Width and Height. dealing with the challenge at hand. Height can
Width determines how well you succeeded, the obviously be from 1 to 10, with 1 being the
wider, the better. Height determines how well worst and 10 being the best.
you overcome your challenges but can also be a
measure of other details, such as speed, and A good analogy is there are two different people
these can vary per test. Often, Width is more writing the same essay topic. They both get the
important than Height but there are some same grade, however, how they got there could
scenarios where Height is more relevant. be very different. It may be that one person had
to re-start their essay several times while the
other sat down to write theirs and it flowed
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
14
straight out. In game terms, the first person had Or any other combination you can construct
a lower Height than the other. using that roll of the dice (even no sets if you
really wanted).
Without any further complications, Height can
give us the information as to how quickly you THE RUN
achieved something or how effective you were.
When a character fails to achieve a set (2, 3 or 4
E.g. You might be running a race. You roll your of a Kind and so on), if you roll three dice
Race Running dice pool of 7 and score 3x7. So showing consecutive numbers, 1, 2 and 3 for
you got an expert success, which means you ran example, this is a Run.
Run
your race well (no trips, slips or fumbles,
avoided the holes in the road), however, your A run counts as a Width of 1 (ONE OF A KIND,
height determines your effect, and in this if you like) with a Height of the highest die in
instance, you got 7s, so your height is 7, while the run. This is called a Minimal Success and
your opponent only got 5 putting you in the represents the character succeeding but just
lead. barely. Whatever you were doing was badly
executed and certainly wouldnt win any prizes.
Because of the interaction between Width and However, when a success means the difference
Height, you can yield a lot of information from between life and death, a minimal success is
that one roll. better than the alternative.
BREAKING UP IS HARD TO
TO DO A Minimal Success is a special circumstance
representing a last chance or just barely
So youve rolled 4x10 and you are pretty achieved win. The act of reducing a set to 0 or 1
impressed with yourself. However, you really represents the spoiling of a set and does NOT
needed two sets and not a single good one. become a Minimal Success (for more on this,
Fortunately, they are your dice youve rolled see Opposed Tests later in this section).
and you can do whatever you like with the
result. Rolled 4x10? Well that can be two sets of THE FULL HOUSE
2x10 or even a set of 3x10 and a 1x10 if you so
desire. When you do roll a wide set, separating Sometimes you might score multiple sets.
it in to further sets is called Breaking Up.
Up Multiple sets are an uncommon thing and
achieving one should be something to celebrate.
E.g. Youve rolled 1, 3, 3, 3, 3 and 3. Your Accordingly, to give more oomph to their dice
options are as follows; rolling, if a character scores multiple sets, you
may discard a single set to add 1 to the Width
5x3 with the 1 as a wasted die. of another set with a greater Height.
4x3 with a 1 and 3 as wasted dice. E.g. you roll 2x2 and 2x5. You may discard the
2x2 to add 1 W to the 2x5, becoming 3x5
3x3 and a 2x3 with the 1 as a waste die.
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
15
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
16
Their Engineering dice pool is normally 6 but In any such case, you must resolve actions in
the +1d bonus increases it to 7. the most logical order. This way, you cannot
decide to drive the car before you jump in it.
AUTO COMPLETE
For every additional action beyond the first,
If a character undertakes a task that isnt time incur a -1d penalty.
sensitive, that character may Auto Complete.
Complete
The Judge determines how long it will take to E.g. A character decides to do three actions. He
complete the task in terms of Minutes, Hours or incurs a -2d penalty.
Days and multiplies that by the Difficulty of the
task. Once the time factor is determined, if the If using different skills, use the lowest dice pool.
character opts to spend that much time at the
task, they may succeed automatically without E.g. A character attempts to drive a car while
rolling a die. Auto Complete gives you the firing out the window. This multiple action
equivalent of a Width of 2 with a Height equal would require the use of the drive skill and an
to your skill rating. attack skill. The former is 7 dice and the latter is
5. Use the latter with a -1d penalty.
E.g. You offer to repair your friends car but he
doesnt care when he gets it back. The Judge Once you have determined what you are doing,
determines it is Difficulty 3 to fix and will take in what order and how many dice you are
Hours. rolling, throw those decahedrons! You are
looking to score multiple sets with each set
Since your friend doesnt care how long you applied to a different action. As mentioned, if
take, you decide to Auto Complete. Multiplying you generate fewer sets than actions, you
Hours by Difficulty 3 results in you taking 3 cannot apply a set to an action reliant on an
hours to fix the car. earlier action.
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
17
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
18
Nb. This is a change from other One Roll Engine each roll and the final Width required for
games, where a set is spoiled on a 1 or 0. Here, Completion.
Completion
as long as you have some Width, you have a
success. Projects are measured in terms of Easy,
Easy
Involved,
Involved Complicated,
Complicated Extensive and
There is one further factor to consider: the Exhaustive.
Exhaustive
Height of a set. You cannot gobble a die of
greater Height. COMPLEXITY TIME COMPLETION
EASY HOURS 3
E.g. You roll your dice pool again and score INVOLVED DAYS 6
2x4. Your opponent rolls an impressive 3x3. COMPLICATED WEEKS 12
However, the Height is less than your Height INTENSE MONTHS 18
and cannot be used to gobble your 4s. EXHAUSTIVE YEARS 24
Each gobble die can be applied against any set The Complexity does not determine the Time
generated providing some defense against and Completion, i.e. if the Project is
multiple opponents. Complicated, it does not always take a Weeks
work for a roll and a cumulative Width of 12.
E.g. Your opponent attempts to trip you and
then strike you while you are down. She rolls A given Project might be Intense in terms of the
2x4 and 2x6. You attempt to dodge and score time required to complete (a week per roll) but
2x7. Because you scored a two of a kind, you might only be Easy in terms of the level of work
have 2 counter dice. You can dodge one or apply required to complete it (Width of 5).
a counter die against each.
It is all determined by the Judge.
PROJECTS
E.g. A character attempts to build a stealth
Sometimes a character will want to do an action bomber in his back garden. He has a group of
that will take a long time but he or she has people to help him and they have the requisite
opportunity to work on it at their leisure, going knowledge and tools.
off and doing other things and then coming
back it when they can/want. Examples might The Judge determines that because they have an
include writing a thesis, rebuilding a car or efficient team and actually know what they are
making a sculpture. Such actions are called doing, its only an Intense project in terms of
Projects.
Projects Time. However, they are still trying to build a
Stealth Bomber in a suburban garden. Thats
The key fact about Projects is that they require Exhaustive in terms of Completion.
multiple rolls to complete with each roll adding
its Width to the last. Once the Width reaches a So the Project requires a cumulative Width of 24
final Completion rating, the project is finally and each roll requires a month of work
successful.
If Quality of a Project is a factor, perhaps a
When a character starts a project, the Judge character wants to produce an amazing piece of
determines the length of Time it takes to make
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
19
film, then take the average Height of each roll DICE ROLL SHOULD BE ALLOWED. SO A CHARACTER
(round off). COULD EITHER SQUISH, SQUASH OR USE A FULL
HOUSE, NOT ALL THREE.
E.g. A character is designing her own car and
she wants the interior to look fantastic. It takes DICE WITH ME
her 6 rolls to finally complete it (6 weeks in
total). Her rolls are 2x4, 2x8, 3x10, 2x5, 3x7 Beyond standard dice pools, there are a variety
and 2x9. The average Height is 4 + 8 + 10 + 5 of die types to consider.
+ 7 + 9 = 43 / 6 = 7. This creates an average
Height of 7. The interior is pretty darn good. Area Dice are applied when damage is applied
over an area. Examples are falling in to a
SQUASHING THEM DICE bonfire, a gas main exploding underneath you
and those pesky balls of fire wizards seem to
For added flexibility, there is a further option like throwing at people. Area Dice are discussed
for manipulating the dice: Squashing and in more depth in the Law section.
Squishing.
Squishing
Special Dice are a limited but powerful resource
Squashing is when a character takes a in the dice rolling mechanic. They represent
metaphorical hammer to the dice, reducing the supernatural, or otherwise amazing abilities, or
Height of a set to inflate the Width. If a a high level of training. How you obtain them
character has the option to Squash, they may and such matters are covered in the appropriate
reduce the Height by 2 to add 1 to the Width of chapters, however, they can apply to skills and
a set. other dice rolls.
Squishing is the opposite: squeezing the dice Special Dice come in two varieties, Expert Dice
thereby reducing the Width but increasing the and Master Dice.
Dice The former represent an
Height. If a character has the option to Squish, enhanced level of training or ability above the
they may reduce the Width by 1 to add 2 to the layperson while the latter represent a level of
Height of a set. understanding or power that is way above the
journeyman.
These options can be made available as
standard during play if a Judge wishes or they The following principles govern how Special
could be attached to some other factor (e.g. Dice work.
having an Expert Die in a skill might allow you
to Squish and having a Master Die might allow The First Principle of Special Dice is that a
you to Squish and Squash). Some Feats and character may only purchase such dice for their
Advantages might allow you to Squish or skills and may only Nominate a single special
Squash too. die per skill.
Heres a general rule worth pointing out; Nominating is the act of choosing a die before
the roll and making that a special die.
WHERE CHARACTERS ARE ALLOWED TO MANIPULATE
THEIR DICE RESULTS (SEE FULL HOUSES, SQUISHING E.g.1. A character has the Stealth skill. They
AND SQUASHING), ONLY ONE SUCH MANIPULATION PER may only nominate a single Special die for that
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
20
skill, either Expert Dice or Master Die but not E.g.4. A character has a dice pool of 5 and a
both. Special Die Rating of 5, yielding a Master Die.
They receive a -1d penalty. This reduces the
The Second Principle of Special Dice is that a Special Die Rating to 4. The die nominated as a
character invests points into a Special Dice Master Die is now 4 Expert Dice.
Rating on a given skill which determines the
number of Expert Dice or Master Dice they have. The Fourth Principle of Special Dice is a
The progression is as follows; character may receive bonus to Special Dice
from Advantages and Feats. This adds directly
SPECIAL DIE RATING SPECIAL DICE YIELDED to your Special Die Rating. If a character does
1 1 EXPERT DIE not have a Special Die already, they may utilise
2 2 EXPERT DICE the bonus die type as if they possessed it.
3 3 EXPERT DICE
4 4 EXPERT DICE E.g.4. A character has an Advantage which
5 1 MASTER DIE gives them an +1 Special Die when socialising
with people of the Spacing Guild. She does not
E.g.2. A character has the Duel skill. They have have a Special Die for her Diplomacy skill. When
a Special Dice Rating of 3. They receive 3 Expert she rolls her Diplomacy skill dice pool, she may
Dice. use the +1 Special Die as if she had a Special
Die Rating of 1, yielding an Expert Die.
The Third Principle of Special Dice is that a
character does not roll any Special Dice they The Fifth Principle of Special Dice is you may
may have. They take a single die from their pool only ever nominate have 1 Special Die in a
and nominate that as the Special Die. pool. No matter how much your Special Die is
improved, you may not ever have more than a
If this is one or more Expert Dice, the score of Master Die.
the die is immediately set at a value of 7 before
the roll. If this is a Master Die, you may set it The Sixth Principle of Special Dice is that where
any value after the other dice are rolled. you have multiple Expert Dice, you may only
nominate a single die to be an Expert Die.
E.g.3. A character has a Prowess rating of 3 However, each additional Expert Die allows you
and a Sword skill rated at 4. That character also to NUDGE your Expert Die after your roll, i.e.
Special Dice 1. The character rolls to strike: they increase the value of your Expert Die by 1.
take 1 of the 7 dice and sets it to 7. They then
roll the remaining 6 dice. Sets are now formed E.g.6. A character has 3 Expert Dice. They have
as normal. a dice pool of 6. They nominate a single die and
set its value to 7, using one of their Expert Dice.
The Fourth Principle of Special Dice is that They then roll their remaining 5 dice and score
where a dice pool receives a dice pool penalty, 1, 4, 5, 8 and 9.
Special Dice are the first to be lost. Such a
penalty is applied directly to your Special Die Using the nominated die, this results in a pool
Rating. of 1, 4, 5, 7, 8 and 9. Discarding an Expert Die,
the character nudges the nominated die to an
8. The character then uses the remaining Expert
Die to nudge the nominated die to 9. This
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22
LAW
This Chapter deals with all the miscellaneous STEP ONE - INITIALISATION
rules and laws which govern the ORE. Youll
find everything you need from punching So your motley crew of players have got
someone in the face to disarming a trap here. themselves in to a bit of a pickle and the only
way to resolve it is with stabby hurty death. At
So lets start with most gamers answer to a this point, all characters involved in the combat
problem: combat. have to determine what they are doing.
1. INITIALISATION: Decide who is doing what and Every character, where necessary, rolls a dice
to whom. pool dependent on the relevant action to
determine their results: if you are firing a gun,
2. DETERMINATION: Find out how everyone did you will probably use Insight plus
and how quickly. Marksmanship or if making a calculation, use
Intellect plus Mathematics.
3. RESOLUTION: Apply the results to combatants.
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All characters roll their dice at same time. This Once all actions are performed, start a new
next statement is actually more important than round of combat.
it sounds;
STEP THREE - RESOLUTION
Speed is a measure of a characters reaction
time in combat: the higher the Speed, the Now you know what youve done and how well,
quicker the reaction time. The character with it is time to resolve these actions and put that
the highest action speed resolves their action cause into effect!
first, then the character with the next highest
resolves theirs and so on. People taking actions other than an attack or
defend, resolve each action in order of Speed,
ACTION SPEED IS DETERMINED BY HEIGHT. from Highest to Lowest: people run away, close
a door, release the hounds, whatever.
E.g. Your character is involved in a big old fist
fight. You roll 3x5 to hit the darn galoot who is A character who is defending applies his or her
bothering you and he goes and rolls 2x3. Your set as Counter Dice against an opponents
Speed is 5, faster than the varmint. You react attack, reducing the Width by their Counter
before he does. Dice.
- you cant grapple someone if theyve already 2. Damage dealt is equal to your Width.
jumped out of the window; Weapons add to your dice pool.
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When a character takes damage, they reduce an Instead of taking damage, a character can buy
appropriate statistic by 1 for each point of it off by taking a Complication. A Complication
damage. Which statistic loses damage is is an affliction or wound of some kind caused
determined by the victim. Damage can be split by the attack.
between each statistic however the character
likes, all on one or evenly or any other possible When you take damage, you may decide to
combination. convert all said damage into a Complication.
They must convert all or nothing. Theres no,
There are damage boxes next to each statistic Ok, Ill convert 1 point of those 3 points into a
on a given character sheet. If a character takes 1 point complication.
damage, tick a box. For each box marked off,
reduce the appropriate statistic by 1. Different forms of attack cause different
complications and the severity of the damage
If a character takes multiple kinds of damage in determines the severity of said complication.
a round, apply Physical damage first. then
Mental damage and lastly, Social damage. The major problem with taking a Complication
is that it takes a lot longer to heal than statistic
E.g. A character is dealt 3 Physical damage. He damage. However, if it means the difference
decides to take 2 to Physique and 1 to Prowess. between life and death, a Complication is a fair
He marks off 2 boxes on Physique and 1 on price to pay for survival.
Prowess. His Physique is therefore reduced by 2
and his Prowess by 1 Nb. You can only be afflicted by each
complication once at any given time! So if you
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25
have a Bruise/Cut, you cannot take another immense pain but profuse bleeding and
Bruise/Cut! If you already have complications, spatter.
further damage is just going to make things
worse for you! If the character is not treated for
bleeding within rounds x Physique, they
Physical Complications will Pass Out. If they are then not
treated, they will Bleed Out in rounds x
BRUISE/CUT (1 POINT COMPLICATION) Physique.
The character has a vicious welt caused A character who survives the initial
by the attack. This creates a -1 Height wound, then receives -2 Height to all
penalty to some activity based on the actions due to pain. Oh and theyve lost
injury. lost their limb.
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26
You receive -1 Height to all actions until Reality for your character becomes much
you are able to recover and rest. You also moreinteresting.
receive -1d to any actions requiring
concentration and thought or when The only to remove this complication is
dealing with people in social situations. through extended counseling.
The character has night terrors, severe BRUISED EGO (1 POINT COMPLICATION)
anxiety, paranoid delusions and other
traumas. You receive -2 Height to all The character feels hurt or stung by
actions until you are able to take situation and wont quickly forget what
extended relaxation recovery. happened. The character suffers -1
Height due to lack of concentration until
You receive -1d to all actions requiring they have chance to cool down.
concentration and during social
situations. For a day or two after the event,
reminding them of it can give them a -1
PHOBIA (4 POINT COMPLICATION) Height for a few rounds.
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27
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28
Mental Damage requires relaxation and that Damage (or PD). Fires, falls, gunshots,
you dont get involved in stressful situations. electrocutionsthey all cause PD.
Psychotherapy and relaxation activities can
reduce this time by the Width to a minimum of There is no real distinction between types of
one day. Physical Damage. Given the nature of the
Known Universe, if someone is trying to punch
Unlike Physical Damage, interrupted healing you, they will be skilled enough to ensure that
does not restart the healing period but it does said punch could kill you. And if they arent, it
pause it. is unlikely they are going to injure you at all.
Social Damage requires you spend your time Light attacks (a punch, a knife wound) do
away from people, giving them time to forget Width in PD. Medium attacks (a sword or other
your transgressions. medium weapon attack, a moderate fall) does
Width +1 in PD. Heavy attacks (a two handed
Other people can attempt to raise your profile sword, a big drop or sniper rifle attack) do
and win people round with a social campaign, Width +2 in PD.
effectively reducing the time it takes to heal.
Each day spent on the campaign allows people Mental Damage (or MD) is a bit more
to roll Charm + Intrigue, with the resulting complicated. This is any type of attack that
Width reducing the healing period. might cause mental trauma. Certain types of
torture are a clear source of MD. Obviously
Complications do not start to heal until after all traumatic events cause Mental Damage: seeing
damage boxes are healed. In all cases, to heal a a loved one eviscerated before your eyes,
complication, the character must spend the knowing that you caused the deaths of a
entire recovery time inactive and no amount of thousand people by your ignoranceanything
therapy or medicine can make them active. which is horrifying causes MD.
If a character wants to heal a complication, they MD is the middle ground between Physical
have to take the time out to do it properly. Injury and Social Injury. It is the experience of a
thing that the brain cannot immediately
Complications heal at a rate of 1 week per level comprehend. To reflect this, for every 2 points
of complication. Again, this time can be reduced of Physical or Social Damage you receive, you
in the same way that boxes of statistical can transfer a point to Mental Damage.
damage can be reduced.
E.g. You are dealt 4 points of Physical Damage.
SOURCES OF DAMAGE You can transfer up to 2 points to Mental
Damage.
So weve discussed what damage is and what it
does to you but weve not really discussed what Light mental attacks (such as seeing a pet killed
causes it. or forcibly sleep deprived for several days) does
Width in MD. Medium mental attacks (being
Physical Damage is pretty obvious: anything informed that your brother has been killed or
which causes physical pain causes Physical that youve put someone you care about in
danger) do Width +1 MD. Heavy mental attacks
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29
(stabbing the love of your life, seeing a truly Armour gives a character a difficulty to perform
horrifying sight) do Width +2 MD. physical actions like Dodging or Swimming.
Light Armour yields Difficulty 3, Medium
Social Damage (or SD) can be terrible, inflicting Armour yields Difficulty 5 and Heavy Armour
loneliness and frustration and powerlessness as yields Difficulty 7.
no one wants to deal with you, talk to you or
even be in the same room. This can affect any action that requires full
body mobility. Things like jumping, running
Bullying and intimidation cause Social Damage. and the like. This does not affect things that
Anything which causes people to laugh at you require small motor actions, like firing a gun or
or otherwise affect your reputation, this is striking with a sword.
social damage.
Holtzman Shields
Light social attacks (someone mocking you or a
cutting retort at your expense) do Width in SD. In Dune, technology has been adapted for
Medium social attacks (a serious threat of reliable use in personal defensive shields. These
injury, a humiliating event) causes Width +1 in shields, unlike many others in science fiction,
SD. Heavy social attacks (being on the receiving are not round projections of force but form-
end of a vitriolic diatribe, a serious threat of fitting energy fields which permit penetration
death) causes Width +2. only by objects that move below a pre-set
velocity.
ARMOUR
It is noted that "In shield fighting, one moves
Getting injured hurts and is to be avoided. If fast on defense, slow on attack ... Attack has
you arent quick enough or skilled enough to the sole purpose of tricking the opponent into a
defeat your opponents before they can land a misstep, setting him up for the attack sinister.
blow on you, youd better find a method of The shield turns the fast blow, admits the slow
putting something in between you and those kindjal!"
incoming attacks.
As one would be unable to breathe within a
Armour stops attacks from penetrating your shield that did not permit atmospheric gases to
squishy organs which are vital for not being penetrate it, man-portable shields have a
dead. However, armour comes in different relatively high penetration velocity,
varieties and generally, the more damage it approximately six to nine centimeters per
stops, the more restrictive it is. second.
To reflect this, armour has an Armour Rating However, shields for ships and planetary
from 1 to 3, with Armour Rating 1 being Light installations can and often do have extremely
Armour, Armour Rating 2 being Medium low penetration velocities, as artificial life
Armour and Armour Rating 3 being Heavy support technologies can be utilized while the
Armour. shield is active.
This Armour Rating reduces Physical Damage The Holtzman shield (sometimes colloquially
on a one for one basis. known as a Dueling Shield) has therefore
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30
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31
If you get no sets against a holtzman shield, that he didnt expect to live himself and so was
you miss and thats ok. Nothing else happens. quite happy to risk a possible nuclear explosion.
If you get sets and are dodged, thats ok too. And so, with that said, lets get to the nitty
gritty: what happens when you get a lasgun
If you get sets and penetrate, youve done very and a holtzman shield and put them together.
well. Do your damage and give yourself a pat
on the back. Well, extrapolating on the ideas present in the
book (but never clearly stated), it all depends on
For any other result, for example, your attack is the size of the holtzman shield and the lasgun.
parried, you impact on the shield etc, you take 1
point of physical damage from either bruising a The larger the holtzman effect, the less effect a
hand or getting a nasty shock. lasgun waveform has on it. In this fashion.
House Shields (huge holtzman generators
Of Lasguns which protect, say, a skyscraper, a castle or
some such estate) are completely safe: it would
Knowing how the mind of a player works, at take an extremely powerful lasgun waveform to
some point, someone is going to want to point a destablise a House Shield.
lasgun at a holtzman shield.
And by extremely, this means virtually
Well get to the physical effects in a moment but impossible without some completely convoluted
lets take a moment to discuss the political plan that might take an entire campaign to
fallout (pun only slightly intended). resolve, i.e. if a group of players think it is a
neat idea enough to focus an entire game on it,
There is an article in the Great Convention (the then fine. Otherwise, nyet.
fundamental laws of the Empire) that prohibits
nuclear explosions. The GC is pretty much all However, if the lasgun is equal to or more
about the protection of human rights and their powerful than the holtzman field, get ready to
right not to be indiscriminately blown up. This shout Atomics! very loudly
makes nuclear warfare the most heinous crime
that can be committed under the terms of the In this case, roll a single die.
Great Convention.
On a 1, nothing happens. Absolutely nothing.
This needs spelling out to your players: if they The laser and the holtzman field short one
are caught messing with atomic explosions, another out: the gun and the shield generator
there is no legal defense! Every single person in are now useless.
the Known Universe will sell you out. Theres
nowhere to hide. On a 2, the holtzman shield implodes, killing
the wearer and anyone else inside it in a messy
In the books, Duncan Idaho does cause a explosion.
lasgun/shield interaction but his entire house,
his family, friends, everything he held dear, was On a 3, the lasgun explodes loudly, killing
about to be destroyed! It is pretty much a given anyone near by.
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32
On a 10, the lasgun and the holtzman shield You might also be interested in the rules for
both explode in nuclear fury. shooting people.
And if you somehow survive all that, please be Making a standard shot at someone is covered
aware that you will get caught and be executed. the same way as any other attack is: you roll
With mentats who only need the barest scrap of your dice pool and hit someone if you score a
detail to piece together an investigation, Bene set.
Gesserit who can tell if someone is lying and
there being enough people in the Known Things get complicated when you start using
Universe with some measure of prescience to bigger and better weapons. So lets start at the
notice such a disaster, it really is only a matter beginning.
of time before you are caught.
RANGE
STICKS AND STONES
Ranged combat obviously occurs at range. This
There are really only two fundamental kinds of is defined as Short Range (the target is close),
attack: Close Combat and Ranged Combat.
Combat The Medium Range (the target is within reasonable
difference between the two should be pretty distance) and Long Range (the target is far
obvious. away).
Within each kind of attack are a multitude of A character making a ranged attack adds 1 die
weapons designed to kill, injure, maim and to their dice pool at Short Range. That character
generally mess someone up. receives no bonus nor penalty at Medium Range
and they lose 1 die from their dice pool at Long
There are two general skills that cover for each Range.
kind of attack: Duel and Marksmanship
Marksmanship.
hip
AUTOMATIC FIRE
Duel governs all armed close combat but
generally, only bladed weapons are employed as Some weapons can fire lots and lots of bullets.
blunt weapons would do no damage at such a This is not a game where getting big guns and
slow speed. shooting lots of bullets is encouraged (or even
worthwhile). So rather than having tight rules
Duel is paired with Physique and to govern it, we have some loose and fast
Marksmanship is paired with Insight. mechanics.
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33
A character can fire a Short Burst or a Long Personal weapons (a pistol, slow pellet stunner,
Burst or lay down Suppressing Fire. A Short rapier, kindjal) yields no bonus to attack but all
Burst adds 1d to the dice pool but incurs a -1 such weapons are considered Low Velocity (or
Height penalty. This costs 3 rounds of LV).
ammunition. A Long Burst adds 2d to the dice
pool but incurs a -2 Height penalty. This costs a Medium weapons (SMGs, broadswords, battle
third of the clip. axes and the like) add 1 to the Width of
damaging sets. Medium weapons are High
Suppressive Fire costs two-thirds of a clip and Velocity (HV).
involves the character laying down a wall of
bullets, affecting an area equal to half the Large weapons (halberds, shotguns, assault
number of bullets fired in metres. Anyone rifles) add 2 to the Width of damaging sets.
caught in that area reduces the Height of any Large weapons are High Velocity (HV).
action by the Width of attack. If their Height is
reduced to zero, they take 2 points of Physical Bonuses to damage are applied after a character
Damage. has made any relevant defensive action. In this
fashion, being hit by a sword doesnt make it
OF WEAPONS more difficult to counter.
Combat in the Known Universe is very different Lasguns are highly damaging laser weapons.
to that of our time. To begin with, theirs is a However, they are rarely used due to the
dueling culture favouring light blades. Heavier prevalence of the holtzman shield (see the
blades, like broadswords or even polearms are appropriate earlier section).
rendered ineffective by the Holtzman Shield.
And yet, because they are so devastating,
The same is true for nearly all firearms and sometimes one will find its way on to a
thus, guns and large blades are rarely battlefield (normally in the hands of a
employed. player).
Generally, you can expect people to carry IF A CHARACTER IS DIRECTLY HIT BY A LASGUN, THEY
ceremonial dueling knives (called a Kindjal) but ARE DEAD. NO ARGUMENTS.
rapiers are almost as common. The heaviest
weapon commonly employed is an epee. No amount of armour can protect you and you
really dont want to be wearing an active shield
Larger weapons do exist and are sometimes if someone is pointing a lasgun at you.
employed. The same goes for firearms. But the
situations are very specific (such as large troop But it must be stressed that Lasguns are heavily
engagements) and isnt a general concern. frowned upon, to the point that people might
consider you to be carry a small nuclear device
All weapons are therefore described in terms of in your hand because, technically, you are!
Personal (being a small or lightweight weapon), Some Siridars might even outlaw lasguns
Medium or Large. completely within their territory.
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34
DODGED A BULLET Remember, gun fights are not all that common
in an age where forcefields render them
Average Joes and Janes cannot dodge or parry completely ineffective.
ballistic weapons (although you might allow
characters to dodge projectile weapons). AREA EFFECT
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35
this action generates a second build action at When using two Ranged Combat weapons, you
3x5, thereby creating two neutron grenades. immediately twin any resulting attack set for
two attacks, irrespective of your opponents
TWO WEAPON COMBAT skills. Again, this must be against the same
target.
Some players will want to pick up two swords
or two guns (or two somethings) and run The downside to using two weapons is a -1d
around making like a John Woo hero. penalty to your attack pool, regardless of
whether it is ranged or close combat. You also
In the DUNE universe, this is actually incur the Off Hand Penalty for another -2d.
reasonable: seasoned fighters have been trained
since an early age. And Bi-Manual Fighting, That means you get -3d to your dice pool if you
as it is called, is a viable tactic in a scenario insist on trying to be clever without the
where fighting is all about misdirection. appropriate training.
When using two Close Combat weapons, the Of course, there are some feats which overcome
experts say that only when your opponent is this and, if your GM allows them, you can
less skilled than you, can you really use two pretend to be in a John Woo movie to your
weapons to your advantage. hearts content.
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36
Attack: you hit someone with your fist, cut MASTER SUCCESS - 4x: as above, save the if you
them with a blade or shoot them with a pistol. have a free hand, the weapons yours if you
want it.
If it is a Close Combat Attack, use Physique +
Duel or Prowess+ Weapon Skill. Display Move: a character performs an
impressive manoeuvre before combat begins:
If it is Ranged Combat, use Insight + perhaps the character rips his opponents
Marksmanship or Prowess + Weapon Skill. weapon from their hands and puts it to their
throat or perform a complex kata.
Called Shot: a character attempts to hit someone
in a specific location. Roll your you attack at - This Display Move does no damage and you roll
1d at a Difficulty of 5. If you hit, your victim your appropriate attack skill (or Physique +
gets to decide whether they take damage to Control if youre just showing off your
their statistic or a complication, however, you physique). Score a set and you gain a 1d bonus
get to decide which statistic is affected or what (or offset a -1d penalty) for your first attack
the nature of the complication is. against anyone who say your posing.
Charge: a character moves some distance and Draw: a weapon is no good holstered (or lying
then whacks someone with an attack. Make a several feet away from you). You take a Draw
Physique + Athletics roll (when Running) or action to ready it from its holster or pick it up
Physique + Ride (if Riding). The charging bit from the floor. This requires no roll but if you
and the whacking someone bit are two separate use it in the same round, this requires a
actions. multiple action.
STANDARD SUCCESS - 2x: add 2d. Feint: you convince your opponent you are
about to perform one kind of attack but do
EXPERT SUCCESS - 3x: add 3d. something completely different. Every time you
Feint against an opponent, you gain a 1d bonus
MASTER SUCCESS - 4x: add 4d. to your next attack.
Dodge: counters an Attack. If this is Ranged You can only gain a 2d bonus from Feinting.
Combat, you must Dive For Cover (as
described above). Roll Prowess + Athletics. Grapple: a character grabs someone and holds
them still. Roll Physique + Close Combat or
Disarm: you attempt to rip someones weapon Prowess + Wrestling. You can either take them
out of their hand. Roll your attack dice pool at - down (pinning them to the floor) or pin them
1d at Difficulty 5. against a wall at no penalty, however, if you
want to remain standing, you lose a die.
STANDARD SUCCESS - 2x: the attack does no
damage but the weapon is knocked X metres, This roll is countered by a Physique + Duel or
where X is the Width of the attack. Prowess + Wrestling, whichever the resisting
party has.
EXPERT SUCCESS - 3x: as above, except X is twice
the Width of the attack.
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37
If the grappler wins the roll, both characters are Strangle: you decide to choke someone to death.
immobile until either they release the grapplee You must have someone in a Grapple to use this
or they escape. action. Take a Called Shot to the Head and roll
the appropriate attack.
You must be Close-In to grapple someone.
STANDARD SUCCESS - 2x: you do 2 Choking
Hold: a character grabs another characters limb Damage. Next round you automatically do 2
to stop them from doing something they might Choking Damage if your victim doesnt break
regret. Roll Physique + Duel or Prowess + free.
Wrestling. You may use any resulting success
as counter dice. EXPERT SUCCESS - 3x: as above, except 3 Choking
Damage.
Parry: counters a Duel. Roll Physique + Duel or
Prowess + Weapon Skill. MASTER SUCCESS - 4x: as above, except 4 Choking
Damage.
Push: one character pushes another character.
You must be Close-In to push someone. Roll Choking Damage builds up each round. If it
Physique + Duel or Prowess + Wrestling. You exceeds the victims Physique, they begin to
move them 1m per resulting Width. Obviously, asphyxiate, receiving -2d to all their actions. If
this means neither of you are now Close-In. it exceeds twice the victims Physique, they die.
If someone performs a Trip or Slam action Choking Damage fades at a rate of the victims
against you while you are making a Push Physique statistic if the strangle is released.
action, they gain 1d.
Tackle: you slam into someone and attempt to
If anyone makes a Trip or Slam action against a take them down. Roll Physique + Close Combat
character who has been Pushed, they receive a or Prowess + Wrestling at a -1d penalty. You do
1d bonus to their roll. W Physical damage in addition to both you of
you being Downed.
Run: every character can move 5m per round
without making a roll. A character can then roll Threaten: a character makes a vicious threat
Physique + Athletics adding 2m x Width. before combat. Roll Command + Intrigue and
use the Width as a Social Attack.
Slow Attack: To penetrate the Holtzman Shield,
your attack must be made slow and Trip: a character attempts to flip someone to the
deliberately. downed position. Roll your appropriate attack
at Difficulty 2. You add 1d if your opponent is
Such attacks incur a -2d penalty. performing (or subject to) a Push or Tackle
action.
Stand: a character who is Downed has to stand
up. This requires an action. Or, you can perform STANDARD SUCCESS - 2x: the victim loses a die
a Prowess + Athletics test to perform a kip up from a set and receives -1d next round.
and get to your feet as part of a multiple action.
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38
EXPERT SUCCESS - 3x: as above, but the victim is E.g. A character faces off against a group of 7
also downed. armed street punks, each one Threat Rating 2.
They have a Dice Pool of 14.
MASTER SUCCESS - 4x: as above, but the victim
also takes 1 Physical Damage. Just to reiterate an important point;
Wait: a character holds their action until ONLY UNWORTHY OPPONENTS THAT CAN ACTUALLY
someone else has acted. Declare your action as MAKE AN ATTACK CONTRIBUTE THEIR THREAT RATING TO
normal, however, when your Speed comes up, THE UNWORTHY OPPONENT DICE POOL!
you choose to wait. You may then time your set
to act at the Speed as any other lower set. If you This is relevant because if there are more
wait and no one acts, you lose your action. opponents than space to attack the player
character(s), they cannot contribute to the dice
UNWORTHY OPPONENTS pool. So if clever players can reduce the number
of opponents who have an attack opportunity,
Sometimes, as a Games Master, youll want to by use of some terrain for example, they can
put in some throwaway characters for a bit of a limit the amount of dice rolled against them.
scrap as a minor challenge or to add a bit of
excitement. They might be the Masterminds When making an attack, you roll your Dice Pool
henchmen, the Daimyos soldiers or the Dons which represents the whole group making
gangsters. This is when youll want to use the attacks at the player character(s). Any sets
Unworthy Opponent
Opponent rules. generated do their Width in damage.
Unworthy Opponents are unnamed characters Judges should try to limit the Width of the sets
whose sole purpose is to provide a bit of action generated by Unworthy Opponents to their
for the players without slowing the game down. Threat Rating, breaking up any sets which are
too wide into smaller sets. So a group of 5
They dont have statistics like player characters critters at Threat Rating 2 should only really be
or the Judges characters but instead have a netting sets at a Width of 2.
Threat Rating
Rating.
ting
Unworthy Opponents are obviously going to
This Threat Rating is an abstract measure of an get killed/taken down quickly. Ultimately, thats
unworthy opponents dangerousness and is what they are there for. When players hit such
generally rated from 1 to 5. characters, they deal damage as normal with
each point of damage reducing that unworthys
Each such Opponent that can make an attack Threat Rating. When the Threat Rating reaches
adds its Threat Rating to an Unworthy 0, the unworthy is Out and no longer
Opponent Dice Pool. This dice pool could be any contributes to the dice pool. Thats where the
number and you may expressly roll up to 15 damage stops, however: one attack can only
dice. If you have more than 15, ignore the take out one unworthy in this fashion.
excess for now.
When an unworthy is taken out, this reduces
the overall Unworthy Opponent Dice Pool. If
this Dice Pool is higher than 15, then the
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39
number of dice rolled doesnt change. The Vehicles have statistics which measure their
Unworthy Opponent Dice Pool has to be reduced physical reality, rated from 1 to 5, just like
below 15 before it starts affecting how many regular people do.
dice are rolled.
HANDLING SIZE
E.g. A group of 30 normal men and women have SPEED
been incited to riot. They are Threat Rating 1
each which creates an Unworthy Opponent Dice Handling is the vehicles agility and
Pool of 30. They roll 15d in combat. Every time manoeuvrability. This affects how easy it is
an unworthy is taken out, this reduces the Dice pilot (and not crash).
Pool by the Threat Rating of 1. So 16
unworthies have to be taken out before they roll Size is the actual physical size of the vehicle.
less than 15d.
Speed is how fast the vehicle travels.
MORALE ATTACKS
Size is the most important aspect to define as it
A Morale Attack is a special type of Social has the most physical impact upon the game.
Attack. It represents a sudden shocking event Conversely, Handling and Speed are more
that might give a person cause to think twice. abstract values.
Any Social Attack against Unworthy Opponents The first chart shows the abstract scale. The
affects a number equal to the Width with a second chart is a rough approximation.
Threat Rating equal to or less than the Height of
the attack. SIZE RATING DESCRIPTION
1 PERSONAL
E.g. A character makes a Social Attack scores 2 SMALL
2x7. This affects two Unworthies with a Threat 3 LARGE
Rating up to 7. 4 HUGE
5 GIANT
VEHICLES
SIZE RATING DESCRIPTION
At some point, a character is going to want to
1 1 - 10 M LENGTH
actually drive a vehicle or, more likely, drive a 2 10M - 50M LENGTH
vehicle into another vehicle. 3 50 - 500M LENGTH
4 500M - 1000M LENGTH
The vehicles in DUNE range from ground 5 1KM - 5KM LENGTH
vehicles, not dissimilar to the vehicles of today,
all the way up to starfaring frigates. However,
Vehicles of Size Rating 1 and 2 are classed as
they all utilise the same basic guidelines: a
Manoeuvrable.
Manoeuvrable
vehicle has an Engine to move it and a Cockpit
to hold the pilot. Everything else is just
variation on a theme.
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There are four Speed Modes and each is rated For your information, 1G of thrust is
from to 1 to 5. approximately 9.75 m/s2.
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41
The key point to take away from the Speed its Handling, the pilot increases their Difficulty
statistic is that it is a measure of comparable by 2 for each point over.
speeds within that class.
E.g. A sports car has a Land Speed Rating of 4
You really cant compare, say, having an and a Handling Rating of 2. If the driver
acceleration of 20+Gs to travelling 200 km/h: increases speed to 3, he is now at Difficulty 2. If
the orders of magnitude are just so disparate he then increases it to 4, he is at Difficulty 4!!
that it would be a pointless exercise.
Vehicles also have some subsidiary statistics.
If you do any amount of research of the various
science fiction vehicles, youll note that they are ARMOUR FIREPOWER
portrayed as having fantastical levels of CARGO PASSENGERS
acceleration and that the speeds they must CREW SENSORS
travel during combat are just plain old
impossible! So when you look at the Speed Armour describes how much plating or
Rating, all you need to know is that Speed 1 is shielding the vehicle has. This works exactly
slower than Speed 3 which is slower than Speed like Armour Rating as described earlier in this
5 and so on. section.
You can also use the Speed Mode if you need Cargo describes how much space there is for
another qualifier. Each is given a Rating: the goods and other materials. This is described in
higher the rating, the master that mode is. terms of physical space and also mass
tolerance.
SPEED MODE RATING SPEED MODE
1 SEA Crew is the number of people required to pilot
2 LAND the vehicle.
3 AIR
4 VOID Firepower is the vehicles integral-mounted
weapons.
Using the above chart, if for some reason you
need to compare one vehicles sea speed against Passengers is the number of people the vehicle
anothers land speed, you can determine that can seat in relative comfort. Some vehicles may
the Land Speed Mode always trumps the Sea have also have Cabins.
Cabins These are places for
Mode. passengers to live in while aboard.
Although this comparison, again, might seem Sensors measures the vehicles sensory
completely useless (and it mostly is, it is just information rating. This could be Sonar or
included for completeness), the might be Radar but might be something much more
situation where you must compare a land impressive in higher technology games.
vehicles speed with an air vehicles speed.
A vehicle also has a number of Systems
Handling measures a vehicles response to the required to make it move and perform all the
pilot, thereby determining its agility and jobs it would normally do.
manoeuvrability. If a vehicles Speed goes above
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42
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43
are at Escape Range, either party can decide to A MANOEUVRABLE VEHICLE WITH A HIGHER POSITION
break off an engagement and disappear into the ROLL CAN ATTACK YOU AND YOU CANNOT ATTACK IT
clouds/traffic. BACK.
Weapons therefore can only be used if you can Maybe the vehicle is just too fast or your
see your target. There are no computer/self opponent is right behind you or has found a
guided weapons in the DUNE universe. blind spot in your combat resolution. Whatever
the reason is, your opponent has every
VEHICULAR COMBAT advantage and your only recourse is to run off
or jockey for a superior position.
Vehicle Combat is not very different from person
to person combat, only some of the terms have Manoeuvrable vehicles can always attack a non-
changed. manoeuvrable vehicle, irrespective of position.
You still follow the same standard steps: When rolling position, Manoeuvrable Vehicles
roll Speed rating + Pilot skill. Non-
1. INITIALISATION: Decide who is doing what and Manoeuvrable Vehicles roll Sensor rating +
to whom. Computer skill.
2. DETERMINATION: Find out how everyone did Vehicle combatants declare their actions in
and how quickly. order of Position width, from lowest to highest
(Height breaks a tie).
3. RESOLUTION: Apply the results to combatants.
Actions then resolve from highest width to
Only the rolls are slightly different. lowest.
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44
Pilots roll Handling rating + Gunnery. Jink: this counters an Air Attack or Space
Attack.
Co-Pilots roll Insight + Gunnery.
Land: a pilot lands an aircraft. Roll Handling
Gunners roll Firepower rating + Gunnery. plus Skill. It goes without saying that a Landing
roll would only be required in adverse
Bail Out: someone aboard the vehicle decides to conditions.
get the heck out of dodge. A character can either
do this manually (i.e. open a door and jump Position: you attempt to get a better vector on
out) or using an ejection system. Performing a your target. Roll Speed + Pilot or Sensors +
Bail Out manually requires a Coordination plus Computer and the result is your new Position.
Athletics roll. An ejection system is an
automatic 2x10 Bail Out action. Ram: the pilot drives her vehicle into
something. Roll Handling plus Skill and add
Brake: the vehicle comes to a complete stop. Size Rating and Speed Rating to damage. The
Roll Handling plus Skill. You lose 1d for each ramming vehicle takes two-thirds the damage
point over Speed over the vehicles Handling. delivered to itself. Vehicles designed to ram take
one-third of the damage.
Chase: the pilot or driver is trying to catch up
with someone or avoid losing them. Roll vehicle Sideswipe: swerves into another vehicle. Roll
Speed plus Skill. If successful, decrease range by Handling plus Skill and add Size Rating to
1 (Escape Range becomes Visual Range). damage. The Sideswiping vehicle takes half
Countered by Escape. damage to the opposing flank and knocks the
victim 1m per Width in the sideswiping
Erratic Manoeuvres: the pilot is making it direction.
difficult for someone to make an Attack against
you. This does not take an action per se. The Swerve: this counters Land or Sea Attack.
pilot takes a Difficulty from 1 up to their Pilot
Skill. This difficulty applies to all their actions Take-
Take-Off: the pilot launches his vehicle. Roll
this turn but also affects anyone trying to hit Handling + Skill. It goes without saying that a
them! Take-Off roll would only be required in adverse
conditions.
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45
Attack rolls are assigned Firepower + Gunnery Note, you only roll for Position at the beginning
for firing a Ship of the Lines weapons. of combat or if you take a Position action.
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46
they just die (not even a red smear is left in deployment of weapons to cause such
some cases!). destruction would be prohibited.
However, a system hit to Crew or Pilot isnt the A War of Assassins might yield a well-placed
same thing: this is when either a hit to the ornithopter attack or a bomb set to explode
vehicle causes an internal explosion or shrapnel when in the air but in both cases, the person
or something that injures the people inside. setting the explosion would have to ensure
minimal loss of pedestrian life or fear a
Use the Width of the damaging attack as an grievance.
Area Attack against the crew.
When an actual vehicle combat does occur,
VEHICLE COMBAT IN DUNE rockets or otherwise guided missiles would be
the biggest weapons employed against non-
Now, the thing is, there isnt a whole lot of shielded vehicles.
vehicle combat in the DUNE books. But your
players are going to want to do it. Its only Since there can be no self-guided missiles in
natural. DUNE and standard ballistics would prove
pretty useless in any situation other than
Even in the most political, story heavy games, against human beings (which in of itself would
at some point, someone is going to want to be heavily frowned upon anyway), large
shoot someone from a moving car or ram an explosives are the likely weapon of choice.
ornithopter into another ornithopter. So here
are some rules. Such explosives can have tactical uses against
structures and buildings, so if they are rendered
But heres the deal: these rules are inspired and useless by a well placed holtzman generator,
extrapolated from the books but you wont find you do have other options.
anything here that is actually from the books.
Lasguns would prove deadly against any
So this is the part which is the most standard vehicle shield and useless against a
extrapolated (or, liberties definitely taken). shielded starship.
With that in mind, lets discuss put some ideas
out there. Rockets are useless against a shielded aircraft.
So the only resort would be a controlled
Vehicle combat in DUNE will happen but it collision of a specifically designed battle
would probably be fairly rare. And when it does ornithopter whose goal was force a target
happen, unless one or more players is directly aircraft to crash land.
involved, you must consider why it is
happening. If it is a pitched space battle as part This requires a successful ram attack countered
of Kanly, then 9 times out of 10, it can be by the targets jink manoeuvre. A successful
resolved as a House Venture. ram either does damage or, if shielded, requires
a Handling + Pilot roll with penalty of the
But that raises a valid point: unless the house is ramming attacks Width. If the handling roll is
in full-blown Kanly, such destruction and failed, the aircraft is Rocked.
Rocked A second
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47
successful attack forces the Rocked aircraft to Shooting down a warhead before it detonates is
Crash.
Crash a Difficulty 7 Sensors + Gunnery roll at Escape
Range. At Visual Range, it is Difficulty 4.
Space battles again would be limited to full
scale Kanly where the utter destruction of your TROOP COMBAT IN DUNE
opponent is the goal. Otherwise, space ships
would far too great a resource to jeopardize in a By now, it should be well ingrained that full
conflict and the resulting explosion would be scale warfare does not occur very often in the
pretty indiscriminate. Imperium. To begin with, unless you are in a
War of Assassins or Kanly, it is strictly illegal to
Although atomic explosions would technically do so.
be acceptable in space, the use of such weapons
is still prohibited by the Great Convention. And Troop mobilization in a War of Assassins is still
breaking the fundamental laws of the Imperium prohibited to small scale raids and surgical
just isnt done. So, the application of nuclear strikes. Anything large or indiscriminate are
weapons, even in a relatively safe environment strictly illegal.
would be heavily frowned upon. So ingrained is
the anti-nuclear mentality. Kanly does allow full scale wars but
indiscriminate destruction is still prohibited.
However, electromagnetic pulse warheads could
be practically used in such a relatively safe In all cases, the job of the Judge of the Change is
environment. Thus space battles are about such to monitor and assess the care and attention the
warheads being guided by remote and launched combatants have taken to minimize wanton
at one another while the starships attempt to destruction.
detonate the warhead before it strikes the hull.
If the Judge of the Change determines that life
Such a warhead detonating on a Size Class 3 or was lost that could have been prevented, he or
small vessel will completely cripple it, shield or she will bring a Bill of Particulars against the
no shield. offending House, leading to criminal charges
and a possible Process Verbal.
It would cripple a Size Class 4, with a second
warhead taking it out. Viable targets are any person who is a part of
the direct household. So thats the noble family
A Size Class 5 can take three such warheads and any of their relatives, their teachers, any
before being taken down. head of a department. Plus any
fighter/combatant.
A ship which is taken out has all its electrical
systems taken out. All the lights, environmental This does not include hirelings, such as cleaners
systems, reaction drives, everything. If the crew and workers and the like. Pyons and the like are
doesnt die from hypothermia, lack of oxygen considered below the machinations of the
will get them not before long. Houses. In fact, the Great Convention was
written expressly to protect such peoples lives
from said machinations.
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48
So, warfare is a really tricky process and is So unless you secretly build them over a
usually limited to the storming of the House significant period of time, you might as well
capitol and even then, it requires strict control send your opponents a note saying I have a
over who gets killed or captured. huge army all armed with shields coming to get
you!
Whats worse is when a location is protected by
a house shield. Gaining access to the objective Much more practical and common are troops
inside the house shield normally requires some armed with close combat weapons and body
kind of insurgent pre-battle action to sabotage armour, transported by shielded vehicles and
the thing. deployed into a small area.
On of the things that was so brilliant about the Personal guards and highly trained surgical
Harkonnen attack upon the Atreides was that units will be trained in Shield Fighting and
they had an inside man who was completely these are the ones that will be defending the
above suspicion. He was able to sabotage the ultimate targets
house shield and subdue the Duke before the
battle even began! Troops may be armed with slow pellet stunners
but as their targets are generally shielded, it is
Damage to infrastructure, particularly to fief somewhat irrelevant.
infrastructure, is allowed, as long as there are
no attacks which endanger the lives of pyons Ballistic weapons are virtually unheard of. Only
and the like. in situations where shields cannot be deployed
(such as the sands of Arrakis) or arent used for
The actual warfare itself can take many forms whatever reason (perhaps a house is too poor to
and really, it is usually specific to the situation. equip all its key personnel with shields).
However, generally, troops are moved
planetside by starship and then deployed by Even against troops in body armour, firearms
shielded transport ornithopters. would rarely get the opportunity to be used,
given the prevalence of shielded transports.
Assault ornithopters might be used defensively Rapid and tactical deployment of troops
and as escort vehicles. effectively negates any advantage gained from
using them.
Ground vehicles may be deployed, depending on
the Houses preference. Some like to use them, And ultimately, the fact that any of your targets
others dont. are going to be completely immune to them,
well, it would be logistical waste to even bother
Troops may utilise shields or not. Obtaining arming your troops with the extra weight.
such large numbers of them may take time and
training the fighters to use them can be Lastly, cost is a huge factor for troop warfare.
difficult. Worse, obtaining them can be a huge The Spacing Guild charges huge levies for troop
telegraph to your rivals, basically signaling that transport and so, you cannot deploy a Might
you are arming entire brigades of soldiers with greater than your Treasury quality.
holtzman shields.
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49
VEHICLE SIZE SPEED SPEED HANDLING ARMOUR CREW GUNNERS FIREPOWER PASSENGERS
CLASS MODE RATING
GROUNDCAR, 1 LAND 4 3 1 1 0 0 1
PERSONAL
GROUNDCAR, 1 LAND 3 2 1 1 0 0 5
CARRIER
GROUNDCAR, 2 LAND 2 2 1 2 0 0 1
TRANSPORT
GROUNDCAR, 2 LAND 3 2 3 1 1 4 11
APC
GROUNDCAR, 2 LAND 2 3 2 2 2 6 5
AFV
GROUNDCAR, 2 LAND 1 2 4 3 1 8 3
BATTLE
ORNITHOPTER, 1 AIR 4 4 0 1 0 0 1
PERSONAL
ORNITHOPTER, 1 AIR 3 3 0 1 0 0 5
CARRIER
ORNITHOPTER, 2 AIR 2 2 0 2 0 0 1
TRANSPORT
ORNITHOPTER, 1 AIR 5 4 0 1 0 6 0
BATTLE
VOIDSHIP, 2 VOID 4 3 1 2 0 3 5
PERSONAL
VOIDSHIP, 2 VOID 3 2 1 2 0 6 10
CARRIER
VOIDSHIP, 3 VOID 2 1 1 4 2 6 50
TRANSPORTER
VOIDSHIP, 3 VOID 3 2 2 6 4 9 25
FRIGATE
VOIDSHIP, 4 VOID 2 1 3 12 6 12 50
CRUSHER
VOIDSHIP, 5 VOID 1 1 4 20 10 15 100
MONITOR
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50
Setting
So DUNE is a rich and evocative blend of There is a single ruling family (the Siridar Lord
corporate politics and feudal ancestry which or Lady) who represent the House Major, owned
lends itself to all kinds of settings. of the planet. There can be any number of Minor
Houses which run parts of the planet for the
So which do you choose? House Major to whom they owe fealty.
The most obvious would be that of the players If you were to only have three to five families,
taking on the role of one of the Great Houses of suddenly the game takes on a whole different
the Landsraad and politicking with the best of focus.
them. Perhaps the players would take on the
role of House Moritani feuding with House There is also the option of taking on a non-
Ginaz or even something like House Atreides noble group, such as an Out-freyn society (like
fending off attacks from House Harkonnen. the Fremen or the technologists of Ix or
Richesse) or smugglers or a powerful merchant
According to the vaguely canon DUNE family.
Encyclopedia, there are something like thirty
Great Houses and thus it might be a great idea In many ways, this gives the players far more
for the players to come up with their House. freedom to forge their own destiny.
But this has a number of problems associated Beyond who the players are, you might need to
with it. consider when and where the game is set.
Another option is to play one of a number of To help with creating your DUNE game, a basic
Minor Houses on a world belonging to a House preferred setting has been included. This is
Major. just a collection of ideas meant to get those
creative juices flowing. You are encouraged to
This is much less epic in scope but at the same ignore it and go with whatever suits your group
time, much more easy to manage. best. However, sometimes the idea of a DUNE
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51
RPG is compelling but when you sit down to If someone thinks having a planet covered
plan it, you encounter many problems. At that completely in water, then you should put that
point, revisit this section and check out the in. This is all about ownership of the game and
following section. It might help you immensely. everyone should feel like theyve had a hand in
its creation.
The preferred setting to this game is 100 years
before the events of DUNE, set on a fictional The key point of this that any features that
non-canon world, belonging to a fictional non- added in, i.e. not generated with a roll of the
canon Great House and the players filling the dice, has no game effect beyond adding flavour.
positions of Regis Familia, Na-Familia and Such worlds and moons are barren or otherwise
Bondsmen of a House Minor bound to the said uninhabitable or useless for resources and are
Great House. therefore just a feature.
Like any good science fiction, the narrative is Of course, if there is a disagreement at any
about the characters and their interaction, stage, the Judge should step in to ensure that
drives, ambitions, goals and failings. And not the creation process doesnt get bogged down
about robots killing one another with lasers. on irrelevant details.
But moreover, it is the detail of the world you This One Roll also establishes any features of
inhabit. Therefore, the first thing you should do the planet(s), such as large territories of
is set out the world itself. grasslands or regions of mostly mountainous
terrain.
In a later section, there is a One Roll system
that used to design the star system where the Again, the players and Judge should feel free to
players live. 11d10 and split the sets and waste add as much detail to the land masses as they
dice on the various stellar bodies and like. Where a territory has no specific feature or
habitable/notable locations on said stellar features, then it has no one dominating trait.
bodies.
Once the playground has been established, next
The very first session should entirely be about are the fine details. Such things like what are
designing the sandbox for the players to play the major imports and exports? What is the
in. name of the ruling Great House? Who are their
family members? Does the planet have its own
You roll up the Siridar Fief, determining how religion or does it follow the Orange Catholic
many planets and territories there are and the Bible? What about travel? How do people get
like. This is a communal effort between the around? Does everyone use ornithopters or
players and the Judge. shuttles? Or does this planet use zeppelins? Or
steam trains or sailing ships or space-faring
The players and Judge are encouraged to add as frigates?
many features to the star system as they like.
Put as many planets, moons, large and small, You are entirely encouraged to think as much
into the system, as many continents, islands, about the flora and fauna as you can. The world
straits etc as they want. should come alive from the interaction of ideas
between the players. This is the players world
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52
and the game is to take place mostly in this A result of 9 on the Solar System chart yields a
planetary system, so the more evocative it is, Greater Extreme Conditions planet. A 6 yields a
the better and also, the more DUNE it is. large uninhabitable planet. A 2 is a small
Uninhabitable Moon and a 1 is an Asteroid
After youve come up with as much about the Field.
world as you can, the seas, the continents, the
peoples, its time to roll up the House history. This means the system has a Greater Planet
which is habitable but conditions are extremely
Again, you roll 11d10 and again, you are harsh (it is a frozen world roughly where Mars
looking for sets to establish historical events would be), in the same orbit is a Small Affluent
which modify your houses traits. This also Planet. Roughly where Earth would be is a Large
creates a back story for your house, explaining Uninhabitable Planet which is orbited by a small
how it came to be and the major events Uninhabitable Moon, a Small Habitable Moon
afflicting it. and a Medium Habitable Moon.
You then repeat this process for every other The small affluent planet is called Zelona and
Minor House and then weave together their although has many smaller islands, it only has
historical events to form the political history. one landmass of note, which is approximately
size of the United Kingdom. This landmass is
called Hastalan and is a very cold and
inhospitable place (Harsh Conditions). However,
the place is mineral rich and so people go there
to make their fortune.
11d10 were rolled and the following results The gas giant is something of a cosmic vacuum
came up: 3x4, 2x8, 2x5, 9, 6, 2 and 1. cleaner and has gathered up an uninhabitable
moon and no less than two habitable moons,
3x4 is a Medium Moon. This yields three Endor and Thyca.
Territories.
Endor is a small forest (Forest) moon, famous
2x8 is a Small, Affluent Planet. This yields two for its quality real wood products.
Territories.
Thyca is actually bigger than Zelona (the
2x5 is a Small Moon. This yields another medium moon). The world is a very wet world
Territory. made up mostly of plains which give way to
water logged fields (Grasslands and Wetlands).
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There are two large landmasses, the first called Zelonans mounted a revolt and subsequent
Uss and the second called Abrant, very close to invasion against Thyca (Invasion/Revolt).
one another. The water is shallow between them
and one can walk between them, if one wishes. Colonel Patrone Felderon was in charge of a
wing of thopter pilots and he mounted a daring
The rest of the world is mostly small islands and rescue to save the Venhei, even in the face of
unimpressive landmasses. stolen frigates bombarding the Venhei capital.
The system is ruled over by House Venhei, which Felderon then was entrusted with the safety of
makes its home on Zelona, their royal castle the Venhei na-familia. He escorted them toward
situated at Uss. safety only to be pursued by the enemy frigates.
House Venhei has three minor houses who owe Over the course of the next few days, he did
them fealty. These are House Felderon, House what he could to ensure their safety but each
Banthet and House Vorst. We decided not to do time he thought he had outfoxed the enemy, he
anything with the houses until after wed rolled was confronted by yet more ships.
their histories.
He decided that the only way forward was to
The first is House Felderon. We roll another mount an attack. He split his forces, taking just
11d10 to determine the history of their house. a few thopters and led a suicide run against the
We score 2x9, 3x8, 2x6, 10, 7, 4 and 3. frigates. He flew his personal command
ornithopter into the lead frigate, unknowingly
These translate into: taking out the leaders of the rebellion (Victory).
The players think about it and decide that there Then disaster: there was a blight on the land
was a major revolt. Due to the harsh conditions and crops failed (Catastrophe). The pyons
on Zelona, the people there resent the started to go hungry and with it, order began to
freeloaders on Endor and Thyca. So the break down. Unfortunately for the Baroness, she
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didnt have the talent or the power to effectively Well, obviously, House Banthet won some long
manage the problem. The war was many years ago conflict (Conquest) that impressed House
ago and Felderons sacrifice was forgotten. Venhei. With a 3x10, they were really impressed
Faith in the family was shaken for years to come (Favour).
(Descent).
House Banthet were House Venheis close
25 years later, the Baroness passed on at an friends and allies for hundreds of years, the two
age of 114. Their only child, Helene Felderon of them cementing their longstanding friendship
came to power. Helene had had the chance to through intermarriage.
learn from her mothers mistakes and to study
with talented family Bondsmen. When she However, perhaps 500 years ago, the youngest
became Baroness, she was ready for it. daughter of House Venhei was due to marry the
middle son of the Banthet family. However, the
Ten years passed and Helene proved to be a youngest daughter had other ideas. She ran
formidable leader and she quickly established from the family leaving upset in her wake
House Felderon as a force to be reckoned with. (Scandal).
With the house on the ascent, she garnered The then leader of House Banthet, Earl Olaf
much attention for potential suitors. Eventually, Banthet, took it personally and that bruised ego
she was pressured into finding a suitable festered. For a very long time. Olaf came to be a
partner, she chose her partner, the son of a very old man, reaching 140 years thanks to the
powerful merchant family, Francois Nasteur. Spice. And the older he got, the more senile he
grew (Madness).
With House Felderon bolstered by the fortunes of
a powerful family, never in the Houses 93 years Finally, he could tolerate it no longer and vowed
has it ever been this strong (Windfall). to revenge himself upon House Venhei. He
started sending emissaries to Zelona, spouting
Next, House Banthet. such propaganda about how the Venhei
promised much but didnt deliver. How they
We roll 3x10, 2x2, 2x1, 9, 6, 5 and 4. were just using the Zelonans, letting them live a
challenging life and they reaped all the rewards.
We have;
For a people whose lives were filled with
3x10 Favour hardship, it was not difficult for a respected
2x2 Conquest person such as Olaf to cause trouble. And not
2x1 Treachery before long, the Zelonans were in a full blown
rebellion and invading Thyca (Treachery).
9 Division
6 Madness The eldest son of Earl Banthet (himself, not a
5 Scandal young man) learned what his father had done.
4 Descent Having waited years and years for his old man
to die, he didnt waste the opportunity to break
Hoo boy. away from his father, taking his most loyal
retainers and siding with the Venhei in the
forthcoming conflict (Division).
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When the Zelonan Uprising faltered, House He found sympathizers in the form of the other
Banthet faltered with them. Now, they are very houses minor. Afraid that Mathaus had become
much a house in decline. Olaf was removed from a despot, they saw Tomas as a viable
power and saw his final days consigned to a alternative.
wing in the Banthet family home while the
middle son, Magnus, became the Earl. Some90 They banded together in a grand conspiracy
years later, the son of Magnus, Emret, wishes against Mathaus under the banner of Tomas
nothing but to repair the damage his senile (Alliance).
grandfather committed (Descent).
The battle was fierce and raged for years.
Lastly, House Vorst. Eventually, Tomas and his alliance of houses
minor defeated the despot Mathaus (Conquest),
We roll 2x7, 2x4, 2x3, 2x2, 9, 8 and 1. however, Tomas lost his life in the process:
House Vorst was no more (Doom).
2x7 Ascent
2x4 Change It looked like the worst was going to happen. A
2x3 Villain Siridar familia had been decimated by civil war
2x2 Conquest and the Emperor was all-but ready to arrive.
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As the Venhei rose to power taking the old Vorst House Banthet has suffered decline and is
capital, Nikolaz, in honour and memory of jealous of the rise of House Felderon.
Tomas, granted Tomas son, Wilhelm Vorst, the
old Venhei lands and installed Wilhelm as the Lastly, House Felderon is the new kid on the
Earl of a new House Vorst (Change). block and has recently thrown in its lot with a
wealthy family. What this means for their
He also rewarded Heinrick with an Earldom who future, no one can say: the loyalty of Baroness
became the head of House Banthet. Helene Felderon is yet to be tested.
Wilhelm Vorst took up residence on the forest Now comes the final bit. Organising the Siridar
moon of Endor and did everything he could to Fief.
prove his loyalty to the Venhei. Wilhelm knew
that his Uncle Mathaus had been a tyrant and House Vorst is on Endor. This is a small
fully deserved everything he got. One hand territory of forest land.
around their throats had always been the
family way but he had gone too far. House Banthet and House Felderon decide to
both be Thyca on the mainland. Both are on the
It had cost the Vorst familia their position and grasslands.
very nearly their blood. Wilhelm was under no
illusions that the Vorst family would never So now we calculate their starting Quality
reclaim their place and as the only surviving Scores.
member of the family (who had never expected to
rise to power anyway), he would rather bury the All three houses are on a moon, yielding base
past. scores of Might 10, Defense 10, Influence 10,
Dominion 20, Territory 10 and Treasury 10.
Wilhelm was quick to court the bondsmen of
Endor. He threw their lot in with them, offering There is no wealth modifier.
their best and brightest positions within his
new household. He married the daughter of an House Vorst (being in forest land) receive +5
artisan family which won him great popularity Defense, -5 Influence, +5 Dominion and-5
from the people (Alliance). Treasury. This modifies their scores to Might 10,
Defense 15, Influence 5, Dominion 25, Territory
Not before long, the people of Endor felt they had 10 and Treasury 5.
a real representative and defender in Earl Vorst.
Over the last thousand years, House Vorst, and House Felderon and House Banthet (both on
Endor, with it has become a highly profitable Grasslands) receive -5 Defense, -5 Influence, +5
and extremely well managed fief. Their ornate Dominion, +10 Territory and -5 Treasury. Their
wooden furniture has become known throughout scores are now Might 10, Defense 5, Influence 5,
the Known Universe (Ascent). Dominion 25, Territory 30 and Treasury 5.
Now, in modern times, House Vorst is friendly to Then their house history modify their scores
all houses, even now, afraid of becoming tarred further.
with the old brush. Gone are the old ways and
now they have a new motto: One hand
proffered in friendship.
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House Felderon had 2x9 Glory, 3x8 Victory, 2x6 +17 Treasury, +24 Territory, +7 Influence
Infrastructure, 10 Windfall, 7 Invasion/Revolt, 4 -13 Dominion, +4 Defense, +24 Might
Descent and 3 Catastrophe.
Resulting Quality Scores:
They choose:
Might 34, Defense 9, Influence 12
+10 Treasury, +5 Defense Dominion 12, Territory 54, Treasury 22
+10 Defense, +10 Treasury
+10 Influence House Banthet
-5 Territory, +5 Might, +5 Dominion
+5 Influence Might 3, Defense 1, Influence 1
-5 Territory, +5 Dominion Dominion 1, Territory 5, Treasury 2
-5 Defense, +5 Dominion, +5 Might
House Vorst rolled 2x7 Ascent, 2x4 Change, 2x3
Total modifiers: Villain, 2x2 Conquest, 9 Division, 8 Alliance, 1
Doom
+10 Might, +10 Defense, +15 Influence
+15 Dominion, -10 Territory, +20 Treasury They choose:
House Banthet rolled 3x10 Favour, 2x2 +25 Influence, +5 Might, +5 Defense
Conquest, 2x1 Treachery, 9 Division, 6 Madness, +5 Territory, +15 Treasury, +5 Dominion
5 Scandal, 4 Descent.
Resulting Quality Scores:
They choose:
Might 15, Defense 20, Influence 30
+10 Treasury, +10 Territory Dominion 30, Territory 15, Treasury 20
+10 Territory, +10 Treasury, -5 Influence
+10 Might, +10 Influence, -5 Dominion Resulting Quality Ratings:
-5 Territory, +5 Defense, +5 Might
-5 Dominion, +5 Territory +5 Influence Might 2, Defense 2, Influence 3
-5 Influence, +5 Might Dominion 3, Territory 2, Treasury 2
+4 Might, -1 Defense, -3 Influence
-3 Dominion, +4 Territory, -3 Treasury
Total modifiers:
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Character Creation
Characters in the DUNE universe are extremely These choices are called Templates and each
highly trained to an extent that they can character gets to choose four, each representing
perform tasks and abilities well beyond what we their development from childhood through to
would consider possible. adulthood. These are;
Vocational Conditioning,
Conditioning which pertains to a
characters intense late teens to late 20s
training and conditioning.
Suffice to say that most characters in the DUNE A character consists of various Elements which
universe are highly specialised. describe different aspects of the character. These
elements are;
You get far less leeway in designing a character
in HOUSE OF THE LANDSRAAD than in other STATISTICS
ONE ROLL games. SKILLS
ADVANTAGES
Whereas in other games, you are pretty much FEATS
free to design your character how you would
like, here, you get a number of choices based at Other character generation systems are
key points in a characters history which then described later in this section.
determines the statistics and skills they receive.
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Prowess is a characters agility and manual Think of these statistics as pairs of Aggressive
dexterity. Fixing a watch, lassoing a cow and and Subtle statistics. An Aggressive statistic is
hurdling a fence are governed by prowess. where you achieve your goal through sheer
force and brutality whereas a Subtle statistic
Intellect is a characters intelligence, force of describes a success achieved through finesse
will and knowledge. Learning a new language, and grace.
cracking a code, resisting temptation and
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60
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More information on the specifics of Skills are even then they are called secret feats for a
covered in Chapter 03. reason
Borrowing a term from another game, these are Further, you must purchase them in level order,
specific trainings that a character develops i.e. you must buy level 1 before buying level 2
within a given skill. They represent special and so on.
stunts and techniques that go beyond the
mundane student or practitioner of a skill.
SPECIAL DICE
In game terms, Feats give knacks and special
options or effects during play. Examples are In the System section, you were introduced to
being able to draw a weapon and strike in the Expert Dice and Master Dice. This section
same round without penalty or gaining a bonus explains how you get them.
in a specific circumstance.
You may only purchase Special Dice for Skills.
There are several kinds of Feat: Skill Feats, You buy Special Dice, ticking off the boxes on
Combat Feats and Secret Feats. They are rated the relevant skill until you have all 5. That is
from level 1 to 5, can only be purchased for the your limit. The first box is a single Expert Die,
skill they are associated with and you cannot each additional box yields a bonus Expert Die
purchase a level higher than your skill rating. until you fill your last box and they all convert
to become a single Master Die.
The first two kinds of feats are obvious what
they are. Secret Feats are special abilities and The effects of Expert Dice and Master Dice have
trainings that certain secretive orders teach, previously been discussed.
such as the Bene Gesserit, the Mentats or the
Spacing Guild. These Secret Feats represent
their amazing abilities. You may only learn
secret feats by being specifically trained and
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ELEMENT 02 - ADVANTAGES
Every character is created as a blank slate and An important point is that a Judge has final say
Advantages are where your character becomes on whether an Advantage is applicable to his or
more fleshed out. These are traits and abilities her game.
which set your character apart from everyone
else and could be something as mundane as Some advantages, such as Allies has Assistance
being left a family heirloom or as important as and Loyalty, have two aspects, each rated 0 to
having a supernatural ancestor. 5. To determine the overall rating, add the two
aspects together. Further, in all such cases, the
Some Advantages have a Rating attached to it first aspect must be at least 1.
and this is the cost in Points to purchase it.
Advantages are specifically non-exhaustive and E.g. The Benefactor Advantage has the two
while there is a comprehensive list enclosed in aspects of Backing and Relationship. If your
this tome, you are encouraged to make use of Backing is 2 and your Relationship is 1, your
Advantages from other ORE games and Benefactor Rating is 3. In this case, the Backing
definitely to invent your own. aspect must be at least 1.
ADVANTAGE COST
ALLIES 1-10
AMBIDEXTROUS 4
BEAUTY 4
BENEFACTOR 1-10
CONTACTS 1-10
EMINENCE 1-10
ESTATE 1-10
GINAZ TRAINING 3
GUARDIAN 1-10
HONORARIUM FAMILIA 2
IMPERIAL CONDITIONING 4
INFLUENCE 1-10
LUCKY 1
MENTOR 1-10
PRETERNATURAL STATISTIC 10
PRIZED BLOODLINE 5
RANK 1-10
SPICE AGONY 5
SPICE DIET 3/5
STAFF 1-10
WEALTH 1-10
WORLDLY 3
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Whatever it is, your dice rolls to convince or 2 PIONEER: Can pull a few strings for you.
enthrall others have a minimum Height of 8. 3 INFLUENTIAL: Knows who to speak with to
get things done.
BENEFACTOR Cost: 1 - 10 4 MOGUL: Possesses rare or highly sought
goods or artefacts.
A Benefactor is someone who is behind you for 5 MAGNATE: Your benefactor says Jump,
a specific purpose and will do whatever they people say How high?
can to assist you, as long as it is benefits your
shared goal. The Benefactor may call on you for Relationship Rating
assistance but invariably you can expect any
such request to be connected with your mutual 0 You have nothing bonding you together.
interests.
1 LINKED: Considers your needs.
The main issue with a Benefactor is that they 2 ASSOCIATED: Mostly at your disposal.
will only really go out of their way to help you 3 UNITED: Will help if he can.
if it is ultimately helping themselves. They are 4 INVESTED: You represent considerable gain
only your ally in so far as their needs are or loss.
concerned. Buy Benefactor when you want a 5 BOUND: If you falter, so does she.
powerful ally and dont mind having to put that
extra effort in to maintain the relationship. When you get in touch with your Benefactor,
make a Charm plus Backing Rating roll with a
Difficulty based on what it is you want. The
more challenging the request/requirement, the
more difficult it is for you to find someone who
can help.
Difficulty Rating
Backing Rating If you fail the roll and the Difficulty is higher
than your Relationship Rating, you receive a -
0 There is no one looking out for you. 1d penalty for future Benefactor rolls for 1
week.
1 RESPECTED: Can put in a good word for you.
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Contacts require the least amount of effort to When you get in touch with your web of
maintain and rarely cause you trouble in return. contacts, make a Charm plus Information roll
However, they dont really help that much in with a Difficulty based on what it is you want
terms of what they can tangibly provide you. to know. The more challenging the information,
Buy this advantage if you only want the more difficult it is for you to find someone
information. who can help.
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If you fail the roll and the Difficulty is higher 4 MARQUIS/SSUPERSTAR: The Pyons are
than your Rapport Rating, you receive a -1d interested in your welfare.
penalty for future Contacts rolls for 1 week. 5 DUKE/MMEGASTAR: People drop your name
into conversation.
Your Eminence is a HOUSE 0 Only people in the place you live know who
measure of your standing TRAIT you are.
in society and/or how Dominion
famous you are. The 1 CITY-WIDE: You are known throughout the
higher your Eminence, the Every point territory.
more well known you are invested in this 2 REGION-WIDE: You are known in a large
and the more Joe and Jane advantage region (a state).
Public may pander to your counts adds 1 to 3 COUNTRY-WIDE: Youre known all across a
whims. appropriate Trait country (France).
Score. 4 CONTINENT-WIDE: Youre known across a
Eminence is not a Get out continent (North America).
of jail card in life. It is a 5 INTERNATIONAL: Youre known across two
characters ability to get continents (Asia and Europe).
what they want from the
people who have some When you want to use your Eminence to get
vested interest in them. your own way, make a Command plus Status
roll with a Difficulty based on what it is you
Buy Eminence if your character is a social want. The more outrageous the demand, the
climber, noble or superstar. Just be prepared for more difficult it is for people to comply.
people who dont care about you to just say
No. Difficulty Rating
You must pay for your Eminence in terms of 1 EASY: Get a meeting with someone of your
your social Status and the Reach of your status.
influence. Your Status rating details how 2 DEMANDING: Getting on the VIP list to an
important you are while your Reach describes elite club or restaurant.
how far your importance stretches. 3 CHALLENGING: Obtain free designer gear for
advertising purposes.
Status Rating 4 HARD: Make a criminal charge disappear.
5 VERY HARD: Win an international award.
0 No-one knows who you are.
If you fail the roll and the Difficulty is higher
1 BARON/VIP:
VIP: You are a leader of industry. than your Reach Rating, you receive a -1d
2 VISCOUNT/M
MINOR CELEBRITY: You are a penalty for future Eminence rolls for 1 week.
recognised persona.
3 EARL/H
HOUSEHOLD NAME: Bondsmen talk
about you.
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You have the deeds of HOUSE 0 You have no home in your land.
ownership to an area of TRAIT 1 SMALL HOUSE: Has a 2 bedroom detached
land. The nature and Territory home.
quality of this land is 2 LARGE HOUSE: Has a 5 bedroom detached
entirely up to you and the Every point home.
amount of points you invested in this 3 MANSION: A large mansion with many
want to spend on it. advantage rooms.
counts adds 1 to 4 STATELY HOME: A luxurious building with
Estate is measured in appropriate Trait more rooms than you can fill.
terms of Size and Score. 5 CASTLE: A large castle or palace.
Property.
Property
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Guardian as much as they care for you. Difficulty based on what it is you want. The
Accordingly, they will have certain expectations more challenging the request, the more difficult
of you as much as you might of them. it is for you to persuade your Guardian to act.
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They confide their personal problems, solicit the However, that group or sector is a powerful
characters honest advice or confess their machine good examples are The Orange
darkest secrets as if the character were their Catholic Church, Local Government or the
psychologist, counselor and confessor, all Corporate Sector.
combined.
Although you have no direct control over this
Aside from the benefits of his or her obvious faction, this also affords you some protection as
trustworthiness, the character gains +1d on this group will not come calling on you for
Diplomacy and Intrigue rolls. favours nor will it be able to give up much
information about you.
The downside to this is that, as a result of the
characters Imperial Conditioning, they find You must purchase influence in terms of Sway
themselves bridled by the so-called Conscience and Trust.
Trust The former represents how much
of Fire. This is the restraining mechanism power you wield within the faction and the
programmed at the inhibitory level of his or her latter represents their trust and relationship
subconscious mind. with you.
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Fellowship Rating
1 EASY: Get advice on a course of action. You receive +1d on your Etiquette and
2 DEMANDING: Get some advanced training. Convince rolls against Bene Gesserit characters.
3 CHALLENGING: Give some hands on help.
4 HARD: Help return a stolen heirloom. RANK Cost: 1 - 10
5 VERY HARD: Avenge a parents death.
Rank is similar to Eminence in that it measures
If you fail the roll and the Difficulty is higher your standing and status but whereas the latter
than your Fellowship Rating, you receive a -1d is concerned with society as a whole, the former
penalty for future Patron rolls for 1 week. is specific to an organisation. This could be a
corporation, a military power, a religious cult or
PRETERNATURAL Cost: 6 even a secret society.
STATISTIC
Your position means that you can utilise the
You are unnaturally gifted in one of your six resources and subordinates within that
statistics. Choose a statistic: add 1 to that organisation to your gain. However, the
statistic and you may increase it to 6. organisation understandably has a tight control
over what happens with its resources and
PRIZED Cost: 5 misuse of its tools and members could lead to a
BLOODLINE reprimand or even expulsion.
Your genes make you special. Literally. There is Further, you are within a hierarchy which
something unique about your genetic makeup means that while you might not be at the
that makes your family standout and to the bottom, someone is definitely above you.
Bene Gesserit, this makes you worth saving.
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Rank is good because you gain the support and When you need something doing, make a
assistance of an organisation, whatever that Command plus Station roll with a Difficulty
may be. The downside to this is that you work based on what you need. The more challenging
for that organisation and they will have the need, the more difficult it is to justify it to
demands upon you. Take this advantage if you your superiors.
want major resources and dont mind being part
of a hierarchy or receiving orders. Difficulty Rating
0 You are not a member of any If you fail the roll and the Difficulty is higher
organisations. than your Sphere Rating, you receive a -1d
penalty for future Rank rolls for 1 week.
1 LIEUTENANT: You are above the rank and
file. SPICE AGONY Cost: 5
2 CAPTAIN: You have proven yourself capable
of leadership. The Spice Agony is an ordeal in which an
3 MAJOR: You are a respected, key member of acolyte of the Bene Gesserit takes a poisonous
an organisation. Awareness Spectrum Narcotic and, by internally
4 LT-
LT-COLONEL: You are second-in-line to a changing the substance and neutralizing its
ship, department or cell. toxicity, awakens her inner self and the selves
5 COLONEL: Youd have your own ship, of all her female ancestors.
department or cell.
An acolyte unable to effect this change dies.
Sphere Rating Only females had ever survived the agony.
0 Your organisation has little to no Once an adept has reached a certain point of
resources. development, they may undergo the Spice
Agony Ritual.
1 SMALL BUSINESS: Couple of people. Access to
stationary. In game terms, the character must possess all
2 CULT: Handful of people. Some resources. the Bene Gesserit Secret Feats. After purchasing
3 LOCAL GOVERNMENT: A department. You this Advantage, they have successfully
have official powers. undergone the Spice Agony and become a
4 CORPORATION: Scores of skilled professionals Reverend Mother.
at the companys disposal.
5 MILITARY: A whole military force. In addition to now being able to purchase the
Reverend Mother Secret Feats, you may now
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attempt to change the chemical composition of Further, you cannot live without the Spice: if
any substance you ingest. your source is cut off or you otherwise do not
take the Spice within 12 hours, you start to
Roll Physique + Habitus with a difficulty based suffer withdrawal symptoms. If you do not take
on the Potency of the substance. If they score a the Spice within 12 hours x your Physique
set, they transform the foreign toxin into a statistic, you will die.
harmless substance. This effectively makes
them immune to all poisons. Fortunately, the Spice is readily available, for
the right price.
STAFF Cost: 1 - 10
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Difficulty Rating
Capability Rating If you fail the roll and the Difficulty is higher
than your Fealty Rating, you receive a -1d
0 You have no one to rely on. penalty for future Staff rolls for 1 week.
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ELEMENT 03 - SKILLS
BROAD SKILL NARROW SKILLS
ACADEMIA EDUCATION
RESEARCH
ATHLETICS ACROBATICS
POWER
DIPLOMACY ETIQUETTE
NEGOTIATION
DUEL ATTACK
DEFEND
ENGINEERING BUILD
DESIGN
ENTERTAIN ARRANGEMENT
PERFORM
FOCUS PRESCIENCE
WILLPOWER
HABITUS CONTROL
VIGOR
INFILTRATION ACCESS
DISGUISE
INTRIGUE CONVINCE
EMPATHY
LEADERSHIP AUTHORITY
STRATEGY
MARKSMANSHIP BALLISTICS
PROJECTILES
OBSERVE EVALUATE
SEARCHING
PERCEPTION HEARING
SIGHT
PERSONALITY ENTHRALL
INTIMIDATE
PHYSICIAN INFLICTION
REMEDY
PILOT ATMOSPHERE
VOID
SINISTER ASSASSIN
PRESTIDIGITATION
STEALTH HIDING
SNEAKING
SURVIVAL DIRECTION
SUSTENANCE
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Specialist Skills
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want to know to dine cordially, dance passably, purchase this skill, you must specify the field
flirt acceptably and accept (or decline) a royal you have studied. Some examples are
gift graciously. Cybernetics, Electronics, Genetics and
Mechanics.
NEGOTIATION represents your talents are coming
to an agreement with another party. It is NARROW SKILLS
finding a mutually convenient, happy medium
after long discussions. Here, your goal is to get BUILD governs your facility to quite literally
the best deal for your team without alienating allows make a new machine or to repair an
the opposition. existing one. This is art of seeing a pile of
components and knowing how they fit together
DUEL to fix or even create a whole new device.
This is your broad-based, untrained, naturally DESIGN allows you to study and create Blue
vicious brawling. Someone with a high Duel Prints for new, more advanced machines and
skill may lack the finesse and technique of components. If you want to re-design a piece of
someone with a sophisticated Weapon Skill but machinery to make it smaller or faster or even
thats rarely a comfort when the fighter is bullet-proof, design is the skill you need.
burying a blade in your ribcage.
ENTERTAIN
Roll this when you want to get out of harms
way or pick up a stick and club someone with Your facility (and understanding of how) to
it. entertain others through a variety of medium.
Roll this when you want to do some sort of
NARROW SKILLS performance intending to impress or entertain.
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CONTROL denotes your flexibility and muscular CONVINCE is the ability to persuade people that
control. Maybe you want to squeeze through a your way of the world is the right way. This can
tight space or perhaps need to slip your wrists be all the way from begging to confounding
out of handcuffs or if you want to do the splits someone with feats of logic to outright lies
over two rocks, any of these describe perfect and manipulation. Bottom line: whenever you
examples of Control. want to deceive someone or get your own way
without resorting to threats, use Convince.
VIGOR is not so much a talent that is learned or
studied. Instead it represents your stamina and EMPATHY measures your ability to gauge those
how well you overcome injury and illness. You with whom you speak and interact. Use it to see
make Body + Vigor rolls to recover from combat through the lies, detect when people are
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attempting to influence your mood with guile PROJECTILES describes your ability to use any
and spot the envious ex-lover at the wedding. missile weapon that requires physical action, be
it a bow, a spear or a boomerang.
LEADERSHIP
OBSERVE
This is your ability to lead a group of people.
This can be an army, a group of wizards or even Where as Perception deals with your ability to
a team of office workers. Roll this when you spot and hear things, Observe is your talent at
want to lead a unit in to battle, give a rallying uncovering things in a logical and methodical
speech or give a person a dressing down. manner. Roll this when you want to check the
quality of something or figure out that a body
NARROW SKILLS was dragged through a room. If you want to
hunt for something, use Observe. If you want to
AUTHORITY describes your talent to get a group of notice something, use a Perception skill.
people to do what you want. It is the ability to
give commands and have people follow them, NARROW SKILLS
whether it be through inspirational leadership
or with a gun to the head It is also about EVALUATE is the detectives art of looking at a
organisation and knowing that if you dont scene, putting together all the divined facts and
keep your army happy, you might not have one coming to a conclusion. It is also the merchants
tomorrow. art of appraising the quality of something. By
use of Search and Tracking, one can survey a
STRATEGY demonstrates your ability to see the scene and determine events which happened in
bigger picture in a situation, looking beyond the the past.
individual and seeing how they interact to
become an army. Rather than focusing on SEARCH is your ability to do just that. You can
individual salesmen or soldiers, you look at rifle through a room and find what you are
supply lines, bypassing areas and economics. looking for. You can search anything from a
book to a treasure map: if theres something
MARKSMANSHIP there to be found, youll find it.
BALLISTICS is
the use of any weapon that requires NARROW SKILLS
you to point and fire one or more shots. This is
the general ability to pick up any gun-like HEARING determines your quality of hearing.
weapon, point it at someone and pull the Youre superb at eavesdropping, hearing
trigger. muffled footsteps in dark alleys and recognizing
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which string on your friends violin is just a less sick and injured is often one that can make
trifle sharp. you very popular with your friends.
SIGHT describes your clarity and keenness of INFLICTION describes how good you are at
vision. This ability improves your chances of applying your beneficial knowledge to the
spotting the trapdoor your about to step on, the detriment of your victims. Your understanding
sail on the horizon or the stealthy assassin of a persons physiology makes you as skilled at
harming as it does as healing. This governs
PERSONALITY torture, chaumas (poison in the food) and
chaumurky (poison in the drink).
Personality is part description, part definition of
your characters demeanor. It is how likeable PILOT
you are and how good at communicating you
are. It is also about the force of your personality This is the broad ability to control a powered
and how much people jump when you bark... vehicle, be it in the air, space, water or on the
land.
ENTHRALL allows you to talk and make someone
want to keep listening to you. It represents your NARROW SKILLS
conversational finesse, your talent for listening
(or for making people think youre listening) ATMOSPHERIC is the talent to pilot most vehicles
and your general ability to help people like within a planetary atmosphere. This is all
you. If you want to charm, speak in public, powered aircraft including jets, microlights and
impress, recruit or simply amuse an individual, helicopters.
roll Enthrall.
VOID is your ability to drive a space-borne vessel.
INTIMIDATE focuses solely on getting your way Shuttles, fighters, monitors, crushers, frigates,
through fear. The nature of the threat you they are all piloted using the Void skill.
represent doesnt matter, anything from
political ruination to magical revenge to a SINISTER
brutal beating is covered by this specialisation.
Youre a villain, plain and simple. You can steal
PHYSICIAN things right out of peoples pockets, you can
open the most secure of locks, you even know
This is knowledge of physiology, the application where to offload any ill-gotten gains. Roll this if
of which can be either be helpful or harmful. you want to steal, break in to things or know
Roll this when you want to assess a persons information about those who would steal or
current state of health or when you want to do break in to things.
something about it.
NARROW SKILLS
NARROW SKILLS
ASSASSIN is your ability to apply poisons, rig
REMEDY is the mundane ability to clean wounds, traps or just plain old stab someone in the back.
apply bandages, prescribe medicine and set It is usually supported by other Sinister skills
bones. The specialisation of helping people get but Stealth is extremely complementary.
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PRESTIDIGITATION measures your talent at tricks of the art of not dying in adverse conditions. If
sleight of hand and even lifting valuables theres food and water to be had, youll find it
straight out of peoples pockets. Any deft and you know that you need salt in hot weather
movement of the hands can be performed with and if the temperature drops much more, youll
this skill. die.
STEALTH
SPECIALIST SKILL BREAKDOWN
The art of stealth is employed whenever one
wants to go undetected. Roll this when you KNOWLEDGE is a specific area of learning that the
want to hide the knife on your person or character has researched. You may purchase
conceal the fact youre a woman. this skill multiple times and each time you must
specify which field this is in.
NARROW SKILLS
Some Knowledge examples are the Arts,
HIDE demarcates your ability to hide yourself Imperial History, History of a specific world, the
and other things. Its about remaining unseen Sciences or an Out-freyn (non-Imperial) Culture.
while the household searches for you or hiding
under the bed when your lovers wife comes DRIVE is your ability to drive land based vehicles
home like cars, motorbikes and the like. Such vehicles
are not common in this day and age of
SNEAK describes your talent at moving quietly. ornithopters and starships.
You are as at home skulking around the city
streets as you are stalking game in the woods. LANGUAGE this is the ability to read and write
another language. You may purchase this skill
SURVIVAL multiple times and each time you must specify
which language this is.
The knack of knowing where you are, where
youre going and how to survive in between. RIDE is the ability to ride and care for a specific
Roll this if you are lost in a network of caves, type of animal. You may purchase this skill
want to catch some fish or want to avoid heat multiple times and each time you must specify
exposure. the type of animal you can ride.
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training, you may purchase the Shield Fighting Medium Melee, Heavy Melee, Archery, Small
martial feats. Arms (pistols and the like), Long Arms
(shotguns and rifles) and Heavy Weapons
You may utilise any of the following Weapon (rocket launchers and those all important
Specialisations using Shield Fighting: Fencing, Lasguns).
Close-Fighting, Unarmed. Your skill rating is
limited by your Shield Fighting skill.
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ELEMENT 04 - FEATS
ACADEMIA FEATS You gain a +1d bonus to your Academia
tests when researching for each set of
EDUCATION: EMPIRICAL ERUDITION Key Facts you know about the subject
you are researching.
Research (1 Point):
Point) You add 1d when
you are researching information. Your GM will determine what exactly is a
Key Fact but usually details like period of
Observation (2 Points):
Points) You may add 1d history, area of the world investigating,
to Sight tests when watching something. etc.
Inquiry (3 Points):
Points) You may raise the E.g. A character is hired to investigate
Height of any set to 6 on your Assess another characters family history. The
rolls. investigating character is told that the
immediate family names are Aaronson
Theorize (4 Points):
Points) Whenever you are and Zemeckis and that one branch of the
presented with a situation or family moved from Ireland to Montana in
circumstance you can roll Academia at the 19th Century. The GM deems the
Difficulty 6. The resulting set allows you family names and the place of origin to
to ask the Judge of the Game the Width be two separate Key Facts and gives a
in Yes or No questions about your +2d bonus.
theories of the situation.
Where? (2 Points):
Points) Knowing what to look
You may reduce this Difficulty by 1 per for is one part of the battle, knowing
hard fact you have. where to look for it is another. Your
extensive experience with research
Methodology (5 Points):
Points) Your mind is a projects has given you a good personal
logical and organised machine. index of what information is where.
Whenever you take extra time on a task If you have access to all the relevant
where logic and organisation can assist, texts and information sources, you can
your Height is automatically 10 (raise a halve the time it would normally take to
any lower set). uncover the data.
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Craftsman (2 Points):
Points) You can Squash EXPERT SUCCESS - 3X: as above but will
your Engineering rolls when building. work for a few days.
MASTER SUCCESS - 4X: as above but will
Bench-
Bench-Thumping (3 Points):
Points) Although work for a few weeks.
getting something to work properly is
best served with a full repair, by giving DESIGN: APPLIED PROFESSIONAL
the device a good hit, you can make an
Intellect + Engineering test at Difficulty Memory (1 Point):
Point) You add 1d to any
3. Engineering test involving a task you
have previously done.
Success means the device works one
more time than expected. Bamboozle (2 Points):
Points) You can utilise
your advanced knowledge to confound
Repeated use increases the Difficulty by and confuse people: you gain +1d on
1 each time and a failure indicates that Intrigue tests when using Subterfuge
the device is wrecked: only a full repair relating to your field.
will do.
R & D (3 Points):
Points) You conduct the
Master Craftsman (4 Points):
Points) You can research and testing for your design.
Squish and Squish your Engineering
rolls when building. Roll Insight + Engineering and your
success creates Research Notes.
Jury-
Jury-Rig (5 Points):
Points) Whereas Bench-
Thumping gives you a last ditch Anyone working from your Research
attempt to get a failing device to work, Notes can either reduce a Design
Jury-Rig allows you to make a Difficulty by 1 or penalty by -1d. You
temporary repair using minimal must have Research Notes to create an
resources. Expert Blue Print.
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You may use your Entertain skill instead You gain a bonus die on your Intrigue
of Intrigue when trying to get your own rolls to influence or bully people.
way with people in your field.
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EXPERT SUCCESS - 3X; as above, only they You gain add 1 to your Initiative and to
really like you (+2d on your immediate your Diplomacy rolls when reading their
Social tests). body language.
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Either way, when something bad is Social Attacks against you receive -1d.
about to happen, your Games Master will
roll a dice pool of your Insight + Intellect Just a Flesh Wound (3 Points):
Points) Pain is
statistics in secret. If you score any set at just a feeling and through discipline, you
all, your Games Master will tell you You can learn to ignore it.
get a bad feeling about this.
You may ignore up to 2 points of either
Furthermore, you are prone to Waking Height and/or Dice Pool penalties
Dreams in which you see random stemming from pain and injury.
visions of the future. These are largely
controlled by the Judge of the Game but Guilty Pleasure (4 Points):
Points) Everyone has
they should give portents of future a weakness they choose to indulge every
events. now and then. Those with enough
mental fortitude have the ability to
Third Eye Open (5 Points):
Points) To utilise this indulge just enough to feel satiated but
feat, you must have an Enriched Spice not enough to over-indulge.
Diet.
Once per session, you can overrule a
Your perception faculties are far beyond decision made for you by the Judge.
that of Joe or Jane Average. In fact, you
can sense things that normal people You may also use this to ignore any
cannot. Craving or Problem you have, but
successfully resisting the lure does not
Once per session, you may completely garner any experience!
undo a scene and replay it from the
beginning, as you received a prescience Indomitable (5 Points):
Points) You have the
vision of the future. strongest of wills and people find it
almost impossible to force you to do
WILLPOWER: IRON MIND something that you have decided
against. Some people call this being
Implacable
Implacable (1 Point):
Point) The strong-willed stubborn while others call this strength
never give anything away: even their of character.
general demeanor reveals nothing. No
matter what buttons a person presses, it You have developed your willpower to
is hard to get a reaction out of them. the point where you reduce any the
Width of any sets to any attempt to
Anyone attempting to use Diplomacy to coerce you by 1 and/or add 1 to your
read your emotions receives a -1d Width to resist.
penalty.
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Motor Control
Control (1 Point):
Point) You have Example: a character has an Endurance
trained to use your offhand: reduce the rating of 4. He rolls 2x2. An opponents
Offhand Penalty by 1. attack goes off at 3x7. The first character
should lose 1 die from a set from the
Limber (2 Points):
Points) You are extremely impact but is protected by Unflinching.
limber and have a high control over your
body. Performing the splits, bending Quick Healer (4 Points):
Points) Once per
your limbs and the like is little challenge session, after a full nights rest, you may
to you. You gain a +2d bonus on tests remove 1 point of Physical, Mental or
involving balance, gracefulness and Social damage.
being pinned/grappled.
Unbleeding Heart (5 Points):
Points) Once per
Dislocate (3 Points);
Points) You can dislocate session, you may ignore the first point of
your bones and limbs, giving you a +2d damage taken to one of your statistics.
bonus to escaping bonds and fitting in
tight spaces. INFILTRATION FEATS
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You may Squish and Squash on lock When it comes to using the key, roll
picking tests when using them plus you Intellect + Infiltration at Difficulty 5.
can never arbitrarily lose them nor forget Success indicates youve successfully
where youve put them: theyre that opened the lock. Failure breaks the key,
important to you. rendering it unusable.
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beat: they are no longer even fictitious to new identity. It goes beyond simple
you. acting: for all intents and purposes, you
utterly believe you are this new person.
Step Two: What Do You Know? (2
Points):
Points) As with Step One, but you now So sincere you are in your belief, that
compartmentalize facts about a only magical means could detect you are
personality. other than who you say you are.
You might decide that Klatu of Nikto is This feat allows you to assume an
a farmhand who has been mooning over identity that doesnt require a disguise:
a particular girl since his youth. Once you can present a completely different
this is determined, you can forever face to the world purely by changing
remember this and associate it with a your demeanor and stance. However,
specific personality. this would incur a successful Charm +
Disguise roll to convince someone.
Once youve succeeded in a successful
Charm + Intrigue test about such INTRIGUE FEATS
facts. If quizzed about them later, you
automatically succeed: they are no CONVINCE: SECRETS & LIES
longer even fictitious to you.
Have You Lost Weight? (1 Point):
Point) Little
Step Three: Who Do You Know? (3 white lies come easy to you and most
Points):
Points) As with Step One and Step Two, people think you are 100% serious. You
you are now able to instantly associate add 1d to your Personality rolls to
other people with a personality and impress and fascinate people.
never struggle to remember. If you were
to meet the Contessa while Poker Face (2 Points):
Points) Untruths just roll
masquerading as the Marquis de off your tongue and merge with fact to
Carabou, you could walk right by her misdirect and mislead anyone talking
outside your disguise and they would with you. Your lies blend so well with
never even recognize you. the truth that listeners can start to doubt
even what they know to be fact.
Step Four: Perfected Look (4 Points):
Points) You
can now instantly don your alternative Attempts to see through your
disguise without making a roll. It takes obfuscation or even read your reaction
you only a few moments to change into receive a -1d penalty.
even the most elaborate of costumes, so
practised you are at the transformation. I Didnt Do It (3 Points):
Points) Youve always
got a cover story prepared. If something
Step Five: Perfected Disguise (5 Points):
Points) happens and you need someone to
This is the total package: without even a corroborate you are elsewhere, youve
roll, you can change your stance, voice got it covered.
and even physical presence merely by
taking a few moments to assume your
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Once per session, you may phone a which reveals a persons true feelings.
friend and get them to corroborate a They can be less than a fraction of a
story you are telling. Your alibi is good second but they can be hard to control
enough to get rid of any casual (in fact, most people dont even know
attention. that they are doing it).
For more serious problems, youll need a You are trained to catch those minor
real alibi expressions and anyone trying to bluff or
otherwise hide their emotions from you
I Dont Have It With Me (4 Points):
Points) You receive a -2d penalty.
may Squish and Squash on your Intrigue
rolls when lying. Lie Detector (4 Points):
Points) You are
extremely skilled on divining whether
Cross My Heart (5 Points):
Points) Sincerity is someone is telling you the truth or lying
your bread and butter. Even when faced through their teeth.
with evidence proving your lies, your
reaction is one of pure innocence. You may Squish or Squash your Intrigue
rolls when attempting to see through
The Height of your Intrigue sets are lies.
always 10 (sets of a lower Height are
raised to 10). Know You Better Than You Know
Yourself (5 Points):
Points) Your sets are always
EMPATHY: LIE TO ME 10 on your Intrigue rolls against anyone
with whom you have a close
Understanding (1 Point):
Point) Most relationship.
behavioural patterns fit into a limited
number of categories. After having a A close relationship is any where there is
conversation with someone in person for a level of intimacy where you have spent
at least an hour, you gain a basic insight in excess of a month as a good friend,
into their behaviour and gain a +1d on working partnership or lover.
your Personality rolls to fascinate when
dealing with them. LEADERSHIP FEATS
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The Rank & File must be able to see you New Direction (3 Points):
Points) You may
to receive the benefits of this ability. declare (or suggest to the top brass) a
New Direction for your organisation,
thus changing its goal.
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97
This new direction will sweep out the While people are still impressed with
cobwebs of your organisation and shake your efforts, you are the one everyone
things up a bit. wants to know.
You may only suggest one New Direction Make a Charm + Leadership roll. For a
every 4 months but for the first month of number of weeks after making a New
activity after the New Direction is Direction equal to the Height of a set,
implemented, you gain +1d to your add 1 to your Special Dice on your rolls
Leadership skill when making rolls for an appropriate advantage.
connected with this new direction.
MARKSMANSHIP FEATS
Consolidate Power (4 Points):
Points) With the
New Direction may come changes within BALLISTICS: BALLET OF BULLETS
management. You can try to usher in
people a little friendlier to your cause. One In The Chamber (1 Point):
Point) You add 1
to the clip of your ballistic weapons.
When you successfully implement a New
Direction, you may make a Command + Shoot From The Hip (2 Points):
Points) You can
Intrigue roll with a -2d penalty at a draw your firearm and fire in the same
Difficulty equal to the points in an turn without taking a multiple action
appropriate advantage. penalty.
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98
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99
have a basic idea of what you are relevant. This works for most Diplomacy
looking for, you receive no penalty. rolls to seduce or fascinate, most Intrigue
rolls and some Leadership rolls.
Identify (3 Points):
Points) Your searching skills
are so tightly honed that you Bats Ear (4 Points):
Points) Not only is your
automatically register the best places to hearing sensitive and well trained but
hide things as soon as you enter a room. you dont quickly forget what youve
You halve the time it takes to search a heard. You can acutely identify which
location. direction a sound emanated from
without rolling (even an echo or
Teamwork (4 Points):
Points) If you have a amongst other sound) and can Squish
group of people willing to follow your your hearing rolls.
directions in a search, you add 1 to your
Special Die on your Observe tests when Perfect Pitch (5 Points):
Points) Your ear for
searching. sound is so well developed that you
could detect a single bad note in an
Hunch (5 Points):
Points) You have developed orchestra. You add 2 to your Special Dice
your senses to the point where you can of your sets on Perception rolls for
feel when something is hidden. Once per hearing.
session, you can reroll any failed
Observe test made to search. SIGHT: SIGHT BEYOND SIGHT
Appreciation (1 Point):
Point) You know when Staring Contest (2 Points):
Points) When you sit
something sounds good and definitely and watch a subject, be it a specific
when it sounds bad. You gain a +1d location, an object or person, you may
bonus to Observe rolls when appraising Squash your rolls to notice any changes
a sound quality including music. in status of that watched subject.
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you can always tell if something is Roguish Charm (3 Points):Points) You can
different to what you remember. definitely talk the talk and if your friends
didnt know better, theyd swear your
This is a useful skill and shows keen tongue was made of silver.
observation: youre the first to recognise
a new haircut or that someone has If you fail a Personality roll when
redecorated. enthralling someone, instead of causing
an awkward situation, you can reroll a
Of course, this has further reaching number of dice equal to your Personality
applications: you will also notice if skill.
someone has moved something
belonging to you or perhaps even that Hearty Laugh (4 Points):
Points) Sometimes,
the fungus youve been growing has things dont go according to plan or
multiplied. someone says something they shouldnt
have. Perhaps they revealed something
You may change the Height of a set on that should have been secret or asked
your sight-based Perception rolls to 10. the Senators wife where she dyed her
hair.
PERSONALITY FEATS
Without making a roll, you make a big
ENTHRALL: WINNING SMILE resounding laugh which glosses over the
fact that your friend just called the
Firm Handshake (1 Point): Point) When Kings daughter an ugly pig. This is a
meeting someone for the first time and social do-over but it will only work once
give them your Firm Handshake, you per encounter.
get +1d on your Personality rolls to
impress and fascinate for a number of The Kiss (5 Points):
Points) You are that good at
rolls equal to your Personality skill. kissing that you can make a person who
finds you attractive melt into your arms,
Disarming Wink (2 Points):
Points) If you are in despite how inappropriate it might be.
a heated or otherwise tense situation,
you can just give someone your Make a Charm + Personality roll with a
Disarming Wink to ease the tension. penalty based on the situation.
Once per encounter, you may use this The more inappropriate it is, the bigger
feat to trigger another person to start the penalty (laying one on your superior
attempting to placate the situation and at a meeting would probably be -2d,
discuss things rationally. kissing your Lords wife in front of him
might be -4d but grabbing that guy
This wont change anyones mind (so if youve been flirting with for days would
they are that intent on gutting you, wink probably give you a bonus). A failed roll
at them all you like) but it does give you earns you a slap.
an ally for trying to resolve things
peacefully.
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If you are successful, the person This will only work once per scene.
subjected to your Kiss is suddenly much
more favourable toward you: not only Dont Even Think About It! (3 Points):
Points) As
are they more inclined to side with you I Wouldnt Do That If I Were You only
but you can Squish and Squash your roll 2 dice as Counter Dice.
Personality and Intrigue rolls against
them. Im Your Worst Nightmare (4 Points):
Points)
You may Squash or Squish on a
This is a powerful feat when used right Threaten Action and may even use it
and will almost guarantee you a night during combat! See the next chapter for
with company if you wish it. But it isnt more on the Threaten Action.
a mind control ability: if you upset your
target at a later date, this feat is Ill Crush You And Everything You Hold
cancelled. Dear! (5 Points):
Points) As threats go, you
couldnt be more serious. The only
You can only use The Kiss once per people this feat has no effect on are
session. those that have absolutely no friends or
family.
INTIMIDATE: RATTLE OF THE SNAKE
You may invoke this threat once per
I Wouldnt Do That If I Were You (1 session. Roll Command plus Personality
Point):
Point) Before combat starts (or with -1d. Everyone with a lower Speed
otherwise dangerous circumstances than yours simply stops and looks at
commence) you may issue a threatening you.
warning to someone about to take an
action. Anyone who later decides to attack you
after being affected by this threat loses 1
If they then go ahead, roll a single die as die from their fastest set.
a free Counter Die. If this spoils a set,
they think twice and decide not to cross PILOT FEATS
you. Otherwise, you merely put them off.
ATMOSTPHERE: AEROBATICS
Stop Right There! (2 Points):
Points) If someone
isnt fleeing for their life (or in otherwise Barrel Roll (1 Points):
Points) You can make a
dangerous circumstances) you can stop quick roll to evade a target or object. Add
someone dead in their tracks. 1d to your Jink rolls.
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Aerobrake (4 Points):
Points) You can slow your PHYSICIAN FEATS
aircraft putting yourself instantly behind
another without stalling. INFLICTION: THE HARROW
Astrogation (5 Points);
Points) youve spent a lot Mind Games (5 Points):
Points) Your skill as a
of time in space and you know the stars torturer has now progressed to the level
like the back of your hand. Just by where you no longer need to inflict pain
examining the local constellations, you on someone to break them. Through
can automatically identify any star threats, blackmail, rationing and other
system you have previously visited. forms of inflictions, you can condition
someone to give them what you want or
Further, you add 1 to the Width of any even get them to sympathise with you.
attempt to plot a course through any
such system.
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103
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104
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105
Shinobi (5 Points):
Points) This is the art of North (1 Point):
Point) If you take a moment to
invisibility through stealth. By utilising orientate yourself, you can innately
quick moves followed by absolute detect which direction is North without
stillness, minimising lines of sight to making a roll. This adds +1 Height to
yourself and reducing light sources, you your Survival tests when navigating.
can virtually vanish from sight.
Flow Like Water (2 Points):
Points) You
You gain all the benefits of Bolt Hole, automatically pick out the best, easiest
Camouflage and One With The paths to take, thereby reducing
Shadows without taking Extra Time. movement penalties by 2.
However, you cannot then gain the
benefits of Extra Time or Double Extra Reading The Signs (3 Points):
Points) You
Time. instinctively take in your surroundings
wherever you go, sensing if youve been
SNEAKING: SILENT WALK somewhere before. Furthermore, you
may Squish or Squash when traversing
A Serene Breeze (1 Point):
Point) Your footfalls an area youve travelling through within
are practised and sure. The Height of the past month.
your Stealth sets when moving quietly
are at least 3 (raise any lower set to 3). Dead Reckoning (4 Points):
Points) You can
identify where you are in the world and
Shallow Breath (2 Points):
Points) You may how to reach your destination, purely by
Squash your Stealth rolls when moving calculating the distance youve travelled
silently. and speed you travelled it at. All you
need are a few points of reference.
Rivulet Of Rain (3 Points):
Points) As Shallow
Breath but you may also Squish. Roll Intellect + Survival at a Difficulty
based on the information available;
Falls The Snow (4 Points):
Points) As Serene
Breeze, only the Height is now 6.
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106
TYPE DIFFICULTY
IFFICULTY another part of life for you. Youve even
CELESTIAL NAVIGATION 6 become quite adept at making your
GOOD DESCRIPTION 5 ingredients actually have something
POINT OF REFERENCE 4 approaching taste.
FAMILIAR LANDMARK 3
MULTIPLE LANDMARKS 2 You may roll your Survival in place of
Cookery. Lets be straight, whatever you
The Long Way Home (5 Points):
Points) You produce wont be Cordon Bleu (unless
instinctively know your back to your caterpillar and fungus Stew counts)
starting point without making a roll, but it will be a bit more satisfying.
even in the most labyrinthine cave
systems and thickest of forests. Combined with Survivor, as long as you
dont tell your friends what theyre
SUSTENANCE: DOWN & OUT eating, theyll be quite happy with
whatever you produce.
Weather Watching (1 Point):
Point) Youve lived
in the outdoors long enough to know Gimme Shelter (4 Points):
Points) Being
when the weather is about to turn. outdoors most of your life, youve
You can forecast the weather for a learned that sometimes you need at least
number of hours equal to your Survival one wall at your back.
rating without making a roll.
You can spend an hour looking for
Survivor (2 Points):
Points) You are adept at shelter and locate something without
locating food in the most unlikely of making a roll. At best, it might be a
places: if there is food to be found, youll small cave, at worst, a cardboard box.
find it. While it may only be wild berries, The only guarantee is that it will shield
nettles and cockroaches for dinner, at you from the worst of the weather for a
least youll eat. night.
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This wont protect you from anything The area of interest that your Lore skill
truly poisonous but it will help (add 1 to is for (i.e. Zoology or Heraldic Lore) is
the Width of your Habitus sets). called the Field.
Field
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108
someone who understands less You halve the experience cost (rounding
languages than you. up) when purchasing new language
skills.
Regional Dialects (2 Points):
Points) You have
learned to recognise the differences in RIDE: HORSE WHISPERER
accent to identify which region of a
country a person speaking a language Horsekeeper (1 Point):
Point) You gain 1d on
you speak comes from. your Observe rolls to determine the
quality of an animal.
Native Tongue (3 Points):
Points) You are so
studied in this language that your accent Verbal Command (2 Points):
Points) You have a
is indistinguishable from a native close tie with your animal and can give
speaker. Natives of the country of origin it basic verbal commands without
will automatically assume you are one of making a roll. This only works on an
them. animal that youve spent time training.
You can combine this with Regional Your animal understands simple things
Dialects to convince people you are like Stop that! or Come over here.
from a specific area of that country.
Non-
Non-verbal Command (3 Points):
Points) You
Dialect Continuum (4 Points):
Points) Some can communicate commands through
areas of the world seem almost as if they the use of your legs, controlling your
have multiple languages. In reality, it is mounts direction without using your
one language with a range of dialects hands. This only works on an animal
spoken across a large geographical area, that youve spent time training.
differing only slightly between areas that
are geographically close but gradually You may combine another action with
widening the difference in intelligibility Ride without taking a multiple action
as the distances become greater. penalty.
Kick (5 Points):
Points) You can get your mount
to strike as an additional Close Combat
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attack without taking a multiple action age. Such combat is now ingrained into
penalty. your very nerves and musculature.
Your mount rolls Physique + its Attack Your weapon skills are no longer limited
(which is 1 for a mount untrained at by your Shield Fighting skill and you do
kicking things) and damage is based on not incur the -2d penalty when making a
your mount (a riding horse is receives no Slow Attack.
bonus, a warhorse adds 1 to Physical
Damage). However, your training is so ingrained
that you always fight as if you were
SHIELD FIGHTING Shield Fighting: all your attacks are
automatically slow and incur a -2d
Shields Up (1 Point): The Holtzman penalty when fighting against a non-
Shield is a powerful defensive tool, shielded opponent.
however, it is useless if not switched on.
Bi-
Bi-Manual Fighting (4 Points): You are
You have trained with shields to the trained to utilise your off-hand in
extent that it has become instinct for you combat, either using a second weapon or
to reach for the button at the first sign of allowing you to move your weapon to a
trouble. to your off-hand, allowing you to attack
from an expected direction.
It does not cost you an action to activate
your shield. You may either reduce the penalty for
using your Off-Hand by 2.
Fast on Defense (2 Points): The
Holtzman Shield prohibits any fast Alternatively, if not fighting Bi-
moving object. The trained fighter knows Manually, when you take a Feint action,
that by making their own movements you not only add 1d to your dice pool
fast, they can add to the velocity of but also reduce an opponents die pool
incoming strikes and thereby increasing by 1d.
the resistance of the shield.
Attack Sinister (5 Points): Shield
When you make a parry, your sets ignore Fighting is as much about misdirection,
the Height of any attack they might setting up an opponent until you can
block. deliver the final strike. If done correctly,
your opponent will never see the Attack
E.g. An opponent comes at you with a Sinister coming
2x7 attack. You roll your parry and score
2x4. Using your Fast on Defense, your Every time you take a Feint action,
ignore your opponents Height and thus instead of adding +1d, you receive +1
can block his 2x7 with your 2x4. Special Die.
Shield Conditioned (3 Points): You have You may expressly combine this feat
trained in Shield Fighting since an early with Bi-Manual Fighting.
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GRIFTER: You have worked a lot of scams However, some thieves have a last
over the years and know them all. You chance: just acting naturally. Whatever
receive a +1 die bonus on any scam you failed to do, by acting with
attempts including any related Intrigue confidence and gusto, you can attempt to
rolls you may need to make. convince everyone that you are exactly
where you are supposed to be. And
LEGEDERMAIN: Your prestidigitation certainly not doing anything you
knows no bounds. You receive a +1 die shouldnt.
bonus on all rolls involving pick
pocketing, including detection. If you fail a Sinister test or are detected
performing an illegal act, you can make
LOCKSMITH: You are an expert on locks a Charm + Sinister test at a Difficulty
and can wax lyrical on their design for based upon situation.
hours. You receive a +1 die bonus on all
rolls involving locks, including lock SITUATION DIFFICULTY
picking. CAUGHT RED HANDED 6
HEAVILY IMPLICATED IN THE CRIME 5
MIDDLEMAN: You receive a +1 die bonus HEAVILY SUSPECTED OF THE CRIME 4
REASONABLY SUSPECTED 3
on any tests involving the black market.
SUSPECTED OF THE CRIME 2
This includes sales, location and general
knowledge of the streets.
If the victim has no way of knowing you
were responsible, then you can get away
Accomplice in Arms (4 Points):
Points) A thief
with the failure without making a roll.
can get by on her own but thievery is
always better if you can get a friend to
Nb. This does not work on Assassin
distract the MarkI mean help you out.
attempts!
You and an accomplice can work
However, if the victim knows full well
together on a criminal act. Your
you are responsible (typically by
compatriot must have at least one level
someone else witnessing the event), then
of Sinister to assist you or you must
no matter how well you roll, you better
spend 30 minutes explaining what they
start running!
must do.
STANDARD SUCCESS - 2X: You convince
While they assist, you may Squish or
anyone interested that, while perhaps
Squash your Sinister rolls.
you may have been possibly but not
quite behaving somewhat perhaps not
Confidence (5 Points):
Points) May be it is
above board, you certainly werent doing
destiny or just plain old bad luck but
anything directly illegal. Sir. You better
sometimes, even the greatest thieves
move along quickly
have a moment of failure. This is
normally when the guards are called and
EXPERT SUCCESS - 3X: You put on a
what a thief really needs now is a good
convincing show and no one but the
pair of running boots
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HEAVY MELEE
ELEE: BROADCUTTER Big (3 Points):
Points) If you successfully cause
damage, your target is knocked down.
Bite (1 Point):
Point) If you successfully
damage your opponent, you gain +1d Frakkin (4 Points):
Points) When you make an
against them on your next attack. attack, you can affect a number of
Unworthies equal to your Width,
Chop (2 Points):
Points) You may select whether twinning your set against each of them.
your damage Physique or Prowess with
damage from your Axe. E.g. You score 3x5. You can attack 3
Unworthies each with a 3x5.
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Gun (5 Points):
Points) Any damage prevented Parry (2 Points):
Points) You may combine a
by armour is immediately destroyed. parry action with an attack action
without taking a multiple action penalty.
LONG ARMS: ONE SHOT, ONE KILL
Balance (3 Points):
Points) If you are hit, you do
Sniper Breathing (1 point):
point) Accomplished not lose dice from sets used for sword
shooters learn to slow down their attacks. You can lose dice from any other
breathing (and heartbeat), thereby set however.
reducing gun shake. When you spend a
round Aiming, you add +2d to your pool Measure Twice, Strike Once (4
(4 Points):
Points)
rather than the normal +1d. You add 1 to your Width against
opponents with a lower Initiative than
You may not take a second aim action. you.
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114
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115
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Before you roll your dice in combat, you Petit Betrayal (3 Points): The secret
add 1 to your Special Dice for all dice teachings of the Bene Gesserit confer
rolls in combat. superior observational powers to
practicing adepts. Using the BG Way,
BG WAY you can read a person, learning
personality traits, mannerisms,
Litany Against Fear (1 Point): One of the demeanor all from the things they say,
earliest lessons for a BG Adept is that all the way they say them and their body
things are a state of mind. Pain, fear, language.
anger, they are all temporary and the
disciplined mind can tune them out. Roll Insight + Observe to Register a
person. The resulting Width becomes
To help focus the mind against external your Register Rating: all further uses of
influences, the BG are taught the BG Way utilize this in some fashion.
following mantra;
I must not fear: fear is the mind-killer, When you have registered a person, you
Fear is the little-death which brings total may Squash and Squish on Diplomacy,
obliteration, Intrigue and Personality rolls against
I will face my fear: I will permit it to pass that individual.
over me and through me,
And when it has gone past, I will turn Once trained in this ability, you also
the inner eye to its path, learn some measure of control. Anyone
Where the fear has gone there be attempting to read your emotions or
nothing, indeed register you, receives a -2d
Only I will remain. penalty.
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bonus to your Width equal to your STANDARD SUCCESS - 2X: Your target obeys
Register Rating. If you are successful, with some reluctance. If your command
you can tell whether or not your target is is distinctly counter to their nature, they
lying. remain inactive this round and you must
make another Voice roll.
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Superior Voice (3 Points): Your command Especially when the Mother Superior
over the Voice is such that, while you perishes, it is important to take her
still need to register a subject. ego/memory so that her plans and
strategies may continue uninterrupted.
You may Squash and Squish on your
Voice rolls. Once per session, the Reverend Mother
may gain +1 Special Die on any roll. For
Ancestral Memory (4 Points): One of the each additional set of memories she
powers of a Bene Gesserit Reverend absorbs, she may use this bonus an
Mother is her Ancestral Memory: the additional time per session.
combined ego and memories of all her
female ancestors, passed on through E.g. A Reverend Mother has three Other
genetic memory, and thus, up to the Personalities stored. Three times per
point where each following ancestor was session, she gain +1 Special Die on a
born and the physical contact with the roll.
mother broken.
MENTAT FEATS
The ego/memory combination remains a
distinct identity within the Reverend COMPUTATION
Mother's mind, and is able to inject itself
into her awareness at appropriate or Mentat Awareness (1 Point): Mentats
emotional moments, though the instinctively know when something
Reverend Mother's ego is always deserves their attention. Like one wrong
dominant. note in an orchestra, they can see that
something, someone or even some event
This allows a Reverend Mother to draw is out of place. Whether the Mentat
upon her ancestors memories to help properly responses to this information
her. Once per session, roll Insight + will depend on their other deductive
Focus. You may add the result as a die powers.
bonus to your next roll.
During the course of a session, the Judge
Other Memory (5 Points): Reverend may inform you that sense that
Mothers may also pass their own something is amiss. He or she is under
ego/memory combination to other no obligation to tell you what is
Reverend Mothers at will, merely by troubling you, however.
touching foreheads.
Machine Logic (2 Points): The Mentat
When a Reverend Mother dies in the can perform an additional Intellect-based
presence of another Reverend Mother, action each round without incurring a
the second will accept the ego/memory of multiple action penalty.
the first to prevent the loss of the dying
Reverend Mother's experience and Furthermore, he or she can perform
ancestral memories. sophisticated acts of mathematics in
their head.
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Mnemonic Conditioning
Conditioning (3 Points): Your Strategy adds 1d to any rolls which take
mind is a storehouse of knowledge and advantage of this Strategy.
you can recall everything you perceive,
peoples names, facts read in books etc A Master Success on a Computation roll
with little difficulty. is called a Straight-Line Computation,
otherwise defined as an easy or obvious
You can only remember minute details result (Data A + Data B = Result C).
for 12 hours per level of Intellect, after
which, you must either discard the E.g. A mentat makes a computation in
memory or transfer it to long term respect of the best way to gain entry to a
memory, which in turn loses much of the secure building. She has been provided
fine details. with useful Data detailing the Guards
Movements, the nature of the Security
Mentat Trance (4 Points): The Mentat System, the skill of the insurgency
Trance is a mnemonic process by which agents, who created the security system
you organize data, sort facts and and who trained them.
memorises information. By entering a
Mentat Trance, the Mentat can recall all The Judge gives that 5 pieces of useful
data within his or her Short Term Data, reducing the Difficulty to 5. The
memory and review it, establishing Data. Mentat rolls Intellect + Observe and
Not only does this allow the Mentat to scores 2x6. The Width is 2, making this
examine things he or she has seen, operation a Strategy 2: anyone
heard or otherwise experienced exactly attempting to break into the building
as he or she saw them but he or she can gains 2d on their rolls.
pause, rewind and closely examine Data.
Be careful, however. For Strategies built
Of course, the Mentats examination of a on incorrect data can be used against
thing is limited by his or her memory of you, converting the die bonus of a
it. They cannot examine something in Strategy to a die penalty! And it might be
detail if they didnt actually see it or too late before you realise!
were too far away!
PROJECTION
Computation (5 Points): By utilising Data
learned from either external sources or Analysis (1 Point): A Mentat requires
internal sources (such as from a Mentat useful and accurate Data on which to
Trance), the Mentat can calculate a base his or her Computations and
Strategy. Projections. Analysis allows you to
examine, cross-reference and ultimately
Roll Intellect + Observe at Difficulty 10. appraise whether Data is accurate or
Each piece of useful Data reduces the inaccurate.
Difficulty by 1. If the Mentat generates a
set, the resulting Width determines how Roll Insight + Observe at Difficulty 10.
effective the Strategy is. Each point of Reduce the Difficulty by 2 per other
Datum that can be used to cross-
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121
Roll Insight + Observe with a Difficulty school conditions graceful, perfectly timed
of 10. Reduce this by 2 for each piece of swordplay both with shield and without. This
useful data pertaining to the Projection. provides a basis of flexibility incomparable by
rival schools.
The results of Projection are largely left
up to the Judge of the Game. Essentially, Slow Attacks only incur a -1d penalty. However,
what the Mentat is doing is predicting unless other schools, they receive no penalty for
the future utilising data and thus, the fighting non-shielded opponents.
applications of this can be outstanding.
Eye On The Blade (3 Points): Misdirection and
For example, you can determine what a the attack sinister are the tools of most
rival house is going to do (specifically swordplay. The Ginaz are no exception,
revealing their likely House ventures) or however, they are extensively trained to watch
perhaps you could attempt to predict where their opponent's blade is and not where
assassination attempts against your the opponent would have you believe it to be.
household or an individual.
If your Swordmanship Rating is equal to or
The implications of a mentat projection higher than your opponent's Swordmanship or
are far reaching and a reliable projection Duel Rating, you ignore the effects of any Feint
can appear to be almost supernatural in actions against you.
its accuracy.
The Invisible Enemy (4 Points): Ginaz are
SWORDMANSHIP SECRET FEATS: SWORDMASTER OF conditioned to pick up on subtle cues and to
THE GINAZ assess every situation. They see potential
enemies and avenues of attack, calculating all
Advantage, Mine (1 Point): The Ginaz teach that manner of permutations, allowing them to see a
one must utilise every advantage to their flow of events that others cannot. In any given
benefit. A person's height and length of arm, situation, a Ginaz Swordmaster may have
fighting left handed against a right handed already been attacked and have defeated a
opponent, a heavy blade against a lighter blade, dozen potential attacks that may never arise.
a longer blade against a shorter, anything
which might give the Ginaz Swordmaster that You can never be ambushed by a melee attack
slight edge is exploited. As every other school and always get a defense, either a parry or a
trains in the use of short or light blades, it is dodge.
not uncommon for the Ginaz to have plenty of
advantages to exploit... True Strike (5 Points): The ultimate teaching of
the Ginaz Swordmaster School is the "blow to
Non-Ginaz trained opponent's receive -1d to end all blows", the coupe de grace which ends
their Duel actions. his opponent in one fell strike. The
Swordmaster measures and assesses his
Sweeping Grace (2 Points): The premier opponent's swordstrokes, learning their style,
swordmaster school in the Known Universe their strength, their bad habits and how to
instructs that power and is temporary and will exploit them all until they are able to launch
always be defeated by skill in the long run. The that final fatal strike.
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Every time you roll your Swordmanship against Round six, he makes a True Strike with an
an opponent, you may take the result of any automatic 4x9 attack, his opponent is unable to
one die and store it. defend against it and is mortally wounded.
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However, at this stage, where you have a Broad There are five castes but player characters will
Skill and a Narrow Skill, you can have the only be from the highest three. These are Regis
Narrow Skill and increase the Broad Skill by 1. Familia (the noble families of the Known
Universe), the Na-
Na-Familia (being house family
E.g. A character has the Broad Skill of Athletics members, high ranking officers/advisors and
on 1. They receive the Acrobatics Narrow Skill merchant gentry) and the Bondsmen (these are
on 2. They decide to convert the Narrow Skill, so the free peoples, artisans, etc).
halve the Acrobatics from 2 to 1 and add it to
the Athletics skill, raising it to 2.
Step 08 - finishing touches
If the Narrow Skill is an odd number, you may
Here is where you breathe life into your
pay 1 Character Point beforehand, otherwise it
character. Who were his or her parents? What
is lost.
were their names? How did you end up a
member of the Minor House?
E.g. A character has Intrigue on 3 and Empathy
on 3. They decide to convert Empathy. This is
All the little details are filled in here.
halved to 1.5. The 0.5 is wasted unless the
character pays 1 Character Point.
Describe what your character looks like. How
they normally dress. What sort of equipment do
Costs are;
they usually carry with them?
Statistic 5pts
Advantage variable
Broad Skill 2pts
Special Dice 2pts
Narrow Skill 1pts
Special Dice 1pt
Feats 1 per level
Step 07 - caste
Imperial society is divided into Castes. Your
Caste determines your social standing, the
higher the Caste, the more important you are. It
confers a starting point for how people deal
with one another. It also determines things like
marriage, employment and the like.
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early life
ACADEMIC EDUCATION
Attack +1
The character learned about the universe Listen +1
around him or her from volumes of filmbooks Perform +1
and solido projections. Gain: Prestidigitation +1
Sight +1
+1 Intellect Sneaking +1
Academia +1
CRIME SYNDICATE
Choose two Knowledge Skills at Rank 1
and the Level 1 Knowledge Feat Your family are privateers of some kind,
perhaps they run a protection racket or are
smugglers. Gain:
BENE GESSERIT TEACHING
Choose one of the following:
Whether a commissioned proctor or renegade
sister trained the character he or she received +1 Command
preliminary training in the secret witching +1 Insight
ways of the Bene Gesserit. Gain:
Sinister +1
+1 Insight
Choose any three of the following:
Habitus +1
Convince +1
Empathy +1 Hiding +1
Intimidation +1
Both Bene Gesserit Level 1 Secret Feats Negotiation +1
Sneaking +1
Underworld +1
COMMONER
OMMONER UPBRINGING
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MENTAT PRIMING
+1 Physique
+1 Prowess Recognised for his or her mental prowess
during infancy, the character was primed as a
Duel +1 potential mentat until reaching the age at which
a voluntary decision was required to continue
Acrobatics +1
with his or her education. Gain:
Shield Fighting Skill at 1 and the Level 1
+1 Intellect
Shield Fighting Feat
Observe +1
Research +1
NOBLE HOUSEHOLD
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RELIGIOUS UPBRINGING
Choose one of the following:
Raised in a religious household, the character
+1 Insight first learned about the universe through the
+1 Physique eyes of a believer.
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Vocational conditioning
ASSASSIN (STARTING CASTE 3)
Choose a Level 1 Feat from one group of
In a culture where warfare is highly frowned Feats and the Level 1 and the Level 2
upon and indiscriminate destruction is actually Feats from another group. Choose from
illegal, the Assassin provides a refined solution. any of the following groups of Feats;
+1 Observe
+1 Sinister
+1 Stealth
+1 Special Dice (Observe)
+1 Special Dice (Sinister)
+1 Special Dice (Stealth)
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+1 Habitus +1 Intellect
+1 Intrigue
+1 Personality +2 Academia
+1 Special Dice (Habitus)
+1 Special Dice (Intrigue) +2 Diplomacy
+1 Special Dice (Personality)
+2 Knowledge (Economics)
Choose six of the following (no more
than three of any single selection): +2 Strategy
Choose one of the following: Choose six of the following (no more
than three of any single selection):
Both Bene Gesserit Level 1 Feats and a
Level 2 Bene Gesserit Feat Authority +1
Convince +1
Both Bene Gesserit Level 2 Feats Etiquette +1
Evaluate +1
You may learn additional Bene Gesserit Intimidate +1
Secret Feats without further limitation. Knowledge +1
Language +1
Willpower +1
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+3 Diplomacy
MASTER STRATEGIST (STARTING CASTE 4)
+3 Intrigue
Military battles are uncommon but small
skirmishes, house security and raids are not.
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+3 Observe
+1 Leadership
+1 Observe
+1 Special Dice (Leadership)
+1 Special Dice (Observe)
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NOBLE (STARTING
TARTING CASTE 4)
Choose two of the following:
The nobility are really the people in charge and
+1 Academia thats what they do. They are those of noble
+1 Observe birth, those who lead by example and the rulers
+1 Perception of people and commerce.
+1 Special Dice (Leadership)
+1 Special Dice (Observe) +1 Prowess
+1 Special Dice (Perception)
+1 Charm
Choose six of the following (no more
than three of any single selection): +2 Diplomacy
Build +1 +2 Duel
Design +1
Empathy +1 +2 Leadership
Knowledge +1
Language +1 Choose two of the following:
Negotiation +1
Prescience +1 +1 Diplomacy
Willpower +1 +1 Duel
+1 Leadership
Choose one of the following: +1 Special Dice (Diplomacy)
+1 Special Dice (Duel)
Both Mentat Level 1 Feats and a Level 2 +1 Special Dice (Leadership)
Mentat Feat
Choose six of the following (no more
Both Level 2 Mentat Feats than three of any single selection):
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One of the most important roles in the Known Choose a Level 1 Feat from one group of
Universe is Intelligence. And no, not Feats and the Level 1 and the Level 2
intelligence, but the gathering of information. Feats from another group. Choose from
Good, quality information is vital for accurate any of the following groups of Feats;
strategy and for any mentat you might employ.
DIPLOMACY FEATS
The Spymaster is skilled at the gathering of this
intelligence and also the sowing of Etiquette: Savoir Faire
misinformation. Negotiation: Salesman
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Control +1
Empathy +1
Etiquette +1
Knowledge +1
Suk Doctor Prescience +1
Sustenance +1
SUK PHYSICIAN (STARTING CASTE 4) Vigor +1
Willpower +1
In an age of paranoia, where that trusted
employee or servant might be a sleeper agent or IMPERIAL CONDITIONING Advantage
assassin, people who you can truly trust are
rare.
SWORDMASTER (STARTING CASTE 3)
The Doctors of the Imperial Suk School are
deeply conditioned so they literally cannot harm The House Swordmaster is a vital role for any
another individual. And this is their worth: a household of Imperial society. They are trained
Suk can be trusted absolutely to do their best to from a very young age to duel, armed only with
save your life. A trait worth a lot of money in holtzman shield and kindjal blade.
this age.
They are best of the best and any household
+1 Insight worth its salt would be remiss to not have one
on hand.
+1 Intellect
The Swordmasters duties are usually as Secund
+2 Academia Elect, requiring them to settle matters by a legal
duel on behalf of the house, but also act as
+2 Perception bodyguards and teachers for the noble heirs.
+2 Physician +1 Physique
+1 Academia +2 Athletics
+1 Perception
+1 Physician +2 Duel
+1 Special Dice (Academia)
+1 Special Dice (Perception) +2 Marksmanship
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ATHLETIC FEATS
Acrobatics: Wired
Running: Marathon Man
DUEL FEATS
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House service
All characters gain the elements detailed under
each section. Additionally, every House Service Choose five of the following (no more
receives the following: than two of any one selection);
Choose two of the following: Choose five of the following (no more
than two of any one selection);
Academia +1 Skill or Special Die
Knowledge +2 Skill or Special Die Authority +1
Observe +1 Skill or Special Die Convince +1
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Empathy +1 Attack +1
Evaluate +1 Defend +1
Knowledge +1 Knowledge +1
Language +1 Language +1
Search +1 Listen +1
Strategy +1 Sight +1
Underworld +1
Willpower +1
HOUSE PHYSICIAN
DIPLOMATIC
IPLOMATIC SPOKESPERSON +1 Charm
+1 Intellect
The character has served his or her House as a
member of the Sysselraad delegation or Choose two of the following:
Landsraad Embassy. The character may have
served as a liaison, representative or counsel Academia +1 Skill or Special Die
aspiring to the rank of Diplomatic Diplomacy +1 Skill or Special Die
Spokesperson. Physician +1 Skill or Special Die
Choose one of the following: Choose five of the following (no more
than two of any one selection);
+1 Charm
+1 Command Evaluate +1
Knowledge +1
Choose two of the following: Language +1
Listen +1
Diplomacy +1 Skill or Special Die Prescience +1
Intrigue +1 Skill or Special Die Search +1
Personality +1 Skill or Special Die Sight +1
Willpower +1
Choose five of the following (no more
than two of any one selection);
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MASTER OF ASSASSINS
Diplomacy +1 Skill or Special Die
The character has served as a House Agent, Intrigue +1 Skill or Special Die
counter-insurgent or assassin. The character Personality +1 Skill or Special Die
hopes to reach the rank of Master of Assassins.
Choose five of the following (no more
Choose one of the following: than two of any one selection);
+1 Insight Arrangement +1
+1 Prowess Atmospheric +1
Knowledge +1
Choose two of the following: Language +1
Perform +1
Intrigue +1 Skill or Special Die Prescience +1
Leadership +1 Skill or Special Die Remedy +1
Sinister +1 Skill or Special Die Void +1
Willpower +1
Choose five of the following (no more
than two of any one selection);
Acrobatics +1
Direction +1
Etiquette +1
Hide +1
Infliction +1
Intimidate +1
Sneak +1
Sustenance +1
Kanly Duel
PERSONAL CONFIDANTE
SECUND ELECT
The character has served as a personal
confidante to a family noble, providing The character has served as a bodyguard or
companionship, entertainment and advice man at arms for a House. The character hopes
commensurate with his or her role. to one day achieve the rank of Secund Elect, the
personal bodyguard to the liege.
Choose one of the following:
Choose one of the following:
+1 Charm
+1 Command +1 Physique
+1 Prowess
Choose two of the following:
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Atmospheric +1
Convince +1 SPYMASTER
Direction +1
Empathy +1 The character served as a covert agent within
Language +1 the House intelligence arm. The character may
Listen +1 have performed as an informant, spy or
Shield Fighting +1 provocateur, hoping to one day secure the
Sight +1 position of House Spymaster.
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WARMASTER
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+1 Charm
+1 Prowess
Acrobatics +1
Atmospheric +1
Control +1
Etiquette +1
Language +1
Shield Fighting +1
Vigor +1
Void +1
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Personal calling
ACADEMIC ARENA FIGHTER
You enjoy learning and spend your spare time The character demonstrates remarkable skill
researching and reading film books. and valor in the arena, fighting beats or trained
gladiators to create a spectacle for the adoring
Choose one of the following: public.
Evaluate +1 Duel +1
Vigor +1
ADVOCATE
Evaluate +1
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+1 Charm
BREEDER +1 Prowess
CAROUSER +1 Insight
+1 Prowess
You spend your spare time drinking and being
entertained. Your life goes by in a haze of Infiltration +1
semuta music and other stimulants.
Convince +1
Choose one of the following:
Sneak +1
+1 Charm
Underworld +1
+1 Insight
Personality +1
EXILE/FUGITIVE
Etiquette +1
As a result of criminal exile or fugitive flight,
the character has survived as a renegade before
Knowledge (Gambling) +1
enlisting with his or her current House under
bonded servitude.
Underworld +1
Choose one of the following:
COURTESAN +1 Insight
+1 Physique
You are an extraordinary person to be around, a
delight to spend an evening with and you find Perception +1
yourself often called upon to entertain.
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Sustenance +1 Intrigue +2
Underworld +1 Etiquette +1
Vigor +1
OFF-WORLD EDUCATION
+1 Command Direction +1
+1 Intellect
Etiquette +1
EMINENCE Advantage +2pts
Sustenance +1
Negotiation +1
Enthrall +1
PRIVATEER
Etiquette +1
Before enlisting with his or her current House,
the character survived as an enterprising
smuggler or mercenary.
MERCHANT
Choose one of the following:
The character has made major investments and
developed his or her talents at buying and +1 Command
selling either before joining the Household or as +1 Prowess
a part of her past-times.
CONTACTS Advantage +2pts
Choose one of the following:
Convince +1
+1 Charm
+1 Command
Sneak +1
WEALTH Advantage +2pts
Underworld +1
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Focus +1
SLEEPER AGENT
+1 Charm
+1 Command
Intrigue +1
Disguise +1
UMMA
+1 Command
+1 Insight
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Gear
Roleplaying in the DUNE universe is not really If successful, subtract the resulting Width from
about having lots of equipment. Given that the 6 to determine the Time Factor. Combine the
players are part of a powerful noble house, a Time Factor and the Time Trait to determine
character can pretty much gain access to how long it will take for the item to arrive.
anything they need.
E.g. Width 3 subtracted from 6 is 3. This is the
Cost for an individual item then is virtually Time Factor. The Time Trait is Days. Combined,
irrelevant. The only real concerns we have then it will take 3 Days for the item to arrive.
are how difficult the items are to obtain, the
cost for a bulk order and the length of time it After the roll, look at the Cost Trait. There are
takes to obtain. two values, the first is the value for one item
and the second is the value for a bulk item.
So each piece of gear is can be said to have the Reduce the Wealth rating by the first for a week
following traits: or reduce the Treasury rating by the second for
a month.
GAME EFFECT - what the gear actually does
The number in brackets under Cost is the
DIFFICULTY - how hard it is to obtain number of items received for a bulk order.
If the latter, roll Charm + Influence Quality. The Servok is a clock-set mechanism created to
perform simple tasks. It was one of the limited
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"automatic" devices permitted after the HOUSE RICHESSE are a Great House of the
Butlerian Jihad. Landsraad who deal in manufacturing high
technology. While not as able or skilled as the
A Servok then is an ornate clockwork machine Ixians, the Richesses goods are still in
used to mass produce parts which are then circulation if only because they are a pivotal
assembled by artisans. member of the Landsraad and not some
tolerated Out-freyn faction.
Technological factions The Richese possess large shipyards and it is
from them that the bulk of starships are
Although there are many artisans that purchased.
specialize in manufacturing specific
technologies, there are three factions who in the IX is a planet ruled by the IXIAN CONFEDERACY. It
Known Universe who are well known for is noted that Ix is classed with the Richese as
production of technology. "supreme in machine culture,"[1] and that Ixian
solido projectors "are commonly considered the
These are; best."
Not organized along feudal lines, the Tleilaxu The machines from Ix are far superior to that of
are secretive and very little is known about Richese, however, Ix has the same status as the
them; however we learn their society is said to Bene Tleilax: tolerated rather than accepted.
be a meritocracy.
The Ixians and Tleilax both walk a fine line
They are chiefly known for their biological with their barely acceptable technologies.
products, such as artificial eyes, gholas, and
Face Dancers. Because they deal in morally- The Ix commonly use cybernetic replacements
questionable but highly desired products, the and this immediately sets people of the
Tleilaxu are universally distrusted but still Imperium on edge.
influential.
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The Tleilaxu, commonly referred to as the Dirty insulation gear that keeps the body temperature
Tleilax, trade in biological entities and twisted up but without overheating This technology
creations. has enable humanity to spread across the
galaxy and live in places that we today
Ix cybernetics are obvious and are designed to wouldnt even dream of it.
be shown off. They are typically superior to the
replacement, perhaps adding a die to any You are encouraged to devise your own
appropriate rolls. environments and technology, to detail the
environment of your domains as much as
E.g. a cybernetic eye might add 1d to Perception possible. The attention to detail of the world
rolls when using Sight. you live is a key part to conjuring up the
experience of DUNE, separating it from other
Tleilax cloned limbs are indistinguishable from science fiction games.
the original, however, the perception is that
youre literally buying tainted goods and the
replacement is a dirty Tleilax stain on your soul.
Environmental technology
The peoples of the Known Universe have
colonized every habitable planet, no matter how
harsh the environment. From arid wastelands to
worlds of frozen ice, you will find humanity
everywhere.
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Due to their small size, their MASTER SUCCESS - 4X: The victim
visual capacity is limited and the is unaffected.
assassin must rely on sensing
movement. ITEM Poison, Sickness
DIFFICULTY 3
To use a hunter seeker, roll COST 1/1 (1000 doses)
Insight + Sinister, difficulty 8 to TIME Days
attack a stationary target, GAME EFFECT This Potency 7 and takes effect
difficulty 5 against a moving after a number of hours equal to
target. the victims Physique.
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ITEM Respirator
DIFFICULTY 2
COST 2/1 (500)
TIME Hours
GAME EFFECT The Respirator allows the wearer
to survive in adverse
atmospheres. This includes gas
House Shield attacks and harsh conditions. It
does not allow one to survive in
ITEM House Shield a vacuum.
DIFFICULTY 7
COST -/3 (1) ITEM Zero Suit
TIME Months DIFFICULTY 6
GAME EFFECT The most powerful shield COST 5/2 (50)
generator. This is a large TIME Months
holtzman field that surrounds a GAME EFFECT The Zero Suit is used in a zero
building. Adds 10 to the Defense survivability atmosphere. This is
Score of the House. places like the void, underwater
and other such harsh conditions.
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ITEM Ground Vehicle, APC GAME EFFECT The ornithopter is the most
DIFFICULTY 6 common form of personal
COST 7/2 (5) transport in the Known
TIME Weeks Universe. They are basically
GAME EFFECT As a personal vehicle but this is aerial vehicles that use a
an Armoured Personnel Carrier. combination of jets and beating
Each APC adds 1 to the Warfare wings that give a recognizable
Score of your House. Thwok-thwok sound.
Transport Ornithopter
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Crushers
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DOMAIN Creation
Unlike character creation, House creation is a Defense that details their defensive and security
cooperative process in which each player has capabilities.
equal say about the salient features pertaining
to the house. House creation involves making Espionage demarcates the intelligence/counter-
important decisions, rolling dice, and applying intelligence and assassination abilities of the
the results. House.
Most importantly, you and your fellow players Influence which measures the amount of sway
will work together to attach stories to the House has within the system.
mechanical developments in the house creation
process. You will use the broad descriptions and Dominion describes the morale and faith of the
details generated from these decisions and people who work for the House.
transform them into a living, breathing house
with a history, future, and interesting family to Territory measures the extent and production of
engender the same sorts of investment that all the lands held by the House.
players have for their particular characters.
Treasury details the amount of money and
Ideally, your group should create their noble economic clout the House has.
house before creating their characters. Doing so
provides a good basis from which each player Each of the seven Traits consists is rated from 1
can build his or her personas. Some groups may to 6 and is often used as a dice pool for house
find that creating their characters beforehand activities (or Ventures). A Trait Rating is made
helps guide their choices about the house and up of a Trait Score which is anywhere from 0 to
its historical developments. Theres no wrong 60. The Trait Score reflects specific things which
order, so follow whatever approach works best make up the Trait Rating. For example, well
for you. trained troops might be 3 points of the Score for
Warfare.
Houses a made up of the Fiefs they control. A
Fief can be anything, a good or service but is To determine the Trait Rating, divide the Trait
general land from which they gain power, Score by 10 and round off.
prestige and wealth.
Within the context of this game, each Trait
A House has seven House Traits which sum up Rating represents these approximate features.
their temporal power, influence, military might
gained from all its holdings and fiefs. These are; WARFARE LEVEL
1 TWO BASIC COMPANIES,
Warfare which measures the military power of WELL TRAINED SQUADS,
the House.
2 A BASIC BATTALION
TWO WELL-EQUIPPED
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2 A POLITICAL
DEFENSE LEVEL CONSIDERATION
1 SECURITY OUTPOSTS,
BASIC GUARDS, 3 OTHER HOUSES WORRY
BACKGROUND CHECKS ABOUT YOUR OPINION
2 GARRISONS,
SHIELDED OUTPOSTS, 4 CAN JUST AS EASILY CAUSE
SECURITY PATROLS OR CEASE RIOTS
3 BUNKERS,
SHIELDED GARRISONS, 5 OTHER PARTIES ASK YOUR
TIGHT SECURITY SWEEPS PERMISSION BEFORE ACTING
4 FORTS,
SHIELDED BUNKERS, 6 CAN SWAY WHOLE GROUPS
SECURITY CORDONS WITH BUT A WORD
5 CASTLES,
SHIELDED FORTS,
PRU-DOORS DOMINION LEVEL
6 FORTRESSES, 1 THE LOWER CASTES ARE
SHIELDED CASTLES, ON THE VERGE OF REVOLT
PRU-DOORS ALL OVER
2 THE PEOPLE ARE
ESPIONAGE LEVEL APATHETIC
1 IVORY TOWER / CLUELESS
3 THE HOUSE IS POPULAR
2 AWARE OF CURRENT
EVENTS / CAN MAKE PYONS 4 HAVE A STRONG BELIEF IN
DISAPPEAR THE HOUSE
3 FINGER ON THE PULSE,
EYES EVERYWHERE 5 WOULD FIGHT FOR THE
4 YOU COULD GET AN HOUSE
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4X2 GAS GIANT WITH THREE STELLAR ARCOLOGIES 3X7 MEDIUM SIZE, MODERATE WEALTH PLANET
As above but with three such structures. As above, but with has a three Territories.
Territories
5X2 GAS GIANT WITH FOUR STELLAR ARCOLOGIES 4X7 LARGE SIZE, MODERATE WEALTH PLANET
As above but with four such structures. As above, but has a four Territories
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orbits the system star. Adds 7 to the An Arcology is a self-enclosed artificial habitat.
Treasury Score, 7 to the Territory Score A Stellar Arcology is a large, space-borne
and 1 to the Influence Score of the version of an Arcology.
controlling House.
A Moon is a planetary body which orbits a
8 Harsh Condition World, Large:Large: The larger planetary body. May or may not have a
planet is habitable but mostly arid or life sustaining biosphere.
arctic tundra making living conditions
harsh. Has four Territories.
Territories The Harsh A Planet is a planetary body which orbits a star.
Conditions feature stacks with any other May or may not have a life sustaining
features chosen. biosphere.
There are three basic types of Territory The players and Judge work together to decide
determined by the type of planetary body they how many features to take and what they are.
inhabit; No feature is better than any other. This may
not be realistic but the point here is to tell a
story and to create an interesting world in
which to tell that story: arguing over who gets
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to live in the best spot on the planet doesnt get Such rare exotics prove difficult to defend.
the game off to a good start (though it might Further, much of the land is dominated by the
make for a good story during play). industry of this product or service.
E.g. The players decide that a territory called Worse, the independent harvesters/craftsmen of
Amsford is mostly Forests and Grasslands. the product have little need of the controlling
However, they then decide to give it Lakelands. House.
So Amsford is mostly Lakelands with some
Grasslands and Forests. Extreme Conditions is some state of weather or
terrain that makes living in the territory very
difficult. Deserts or Arctic conditions are good
The Features available are; examples of Extreme Conditions.
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Lakelands is a fertile region with many large You may choose from any of the Territories
bodies of fresh water lakes and rivers. Nearly generated by your roll for the Siridar Fief. Your
always picturesque and with readily available Territory is important because it has a great
foods, the natives always have a high morale. deal of influence on other factors, including
The major drawbacks to Lakelands are the sheer your houses starting resources, history (both
lack of habitable land and a poor economy. ancient and recent) and a number of other
elements that shape its final form.
Mineral Deposits describe a region which has
many seams of metals and other precious You can place any and all houses wherever the
minerals. Mining of these provides a fantastic group decides, having as many houses in one
economy, however, work conditions are usually territory as you like. There are just a few things
poor and the blame is fairly placed at the feet of to consider:
the ruling House.
1) A shared Territory is split up into smaller
Mountainous territories describe those that Territories: a Territory of one size is split
have many high peaked mountains or otherwise into two of the size below.
very hilly terrains. Defending such a territory is
relatively easy for the natives, however, finding E.g. A Huge Territory is shared, which
places to live and expand is challenging. becomes two Large Territories.
Resources denotes any territory that is given 2) If you share a Territory with another House,
over to the harvesting of various highly sought you gain +5 Influence but receive -5
after miscellaneous resources. Oil, clay, precious Dominion.
gems and the like are all such resources. 3) If you are the sole House on a planetary
body, you gain +5 Dominion, -5 Influence.
Much of the land is devoted to the harvest and
procurement of said resource, yielding poor 4) If you are the sole occupant of a Territory
defense and few places to live. Conversely, there but share the rest of the planetary body with
are good exports and influence. one or more other Houses, you receive no
bonuses or penalties.
Wetlands are any territory which is marshy or
boggy. Such areas give rise to a very diverse 5) Once youve selected where you are
biosphere but living conditions can be poor situated, you choose one feature in that
giving rise to traitorous thoughts and economy territory as the predominant feature of
somewhat low. your lands. So even if one territory has
seven different features, you only need
Your next step, then, is to place your noble to select one.
house in one of areas of the world
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BASE SCORES
DOMAIN WARFARE DEFENSE ESPIONAGE INFLUENCE DOMINION TERRITORY TREASURY
TYPE SCORE SCORE SCORE SCORE SCORE SCORE SCORE
ARCOLOGY 10 20 10 10 10 10 10
MOON 10 10 10 10 20 10 10
PLANET 10 10 10 10 10 20 10
WEALTH MODIFIER
DOMAIN WARFARE DEFENSE ESPIONAGE INFLUENCE DOMINION TERRITORY TREASURY
TYPE SCORE SCORE SCORE SCORE SCORE SCORE SCORE
POOR +0 +0 +0 +0 +5 +0 -5
MODERATE +0 +0 +0 +0 +0 +0 +0
AFFLUENT +0 +0 +0 +0 +0 -5 +5
WEALTHY +0 +0 +0 +0 -5 -5 +10
OPULENT +0 +0 +0 -5 -5 -5 +15
ARCOLOGY MODIFER
DOMAIN WARFARE DEFENSE ESPIONAGE INFLUENCE DOMINION TERRITORY TREASURY
TYPE SCORE SCORE SCORE SCORE SCORE SCORE SCORE
BOTANICAL -5 -5 +0 +0 +5 +5 +0
DOMES
ENERGY +0 +0 -5 +5 +0 -5 +5
COLLECTION
MINERAL +0 +0 +0 +0 -10 +5 +5
DEPOSITS
EXOTIC +0 +0 +0 +0 +5 -10 +10
DEPOSITS
DOMAIN MODIFIERS
DOMAIN WARFARE DEFENSE ESPIONAGE INFLUENCE DOMINION
OMINION TERRITORY TREASURY
TYPE SCORE SCORE SCORE SCORE SCORE SCORE SCORE
ARABLE +0 -5 -5 +0 +5 +5 +0
EXOTIC +0 -5 +5 +10 -5 -5 +5
EXTREME +0 +10 +0 +0 -10 +0 +0
FOREST +0 +5 +0 -5 +5 +0 -5
GRASSLAND +0 -5 -5 +0 +5 +10 -5
HARSH +0 +5 +5 +0 -5 -5 +0
LAKELAND +0 +5 +0 +0 +10 -10 -5
MINERALS +0 +0 +0 +0 -10 +0 +10
MOUNTAIN +0 +10 +0 +0 +0 -10 +0
RESOURCES +0 -5 +5 +5 -5 -5 +5
WETLAND +0 +5 +0 +0 -5 +5 -5
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Record them in the order that you rolled them. 3x1 As above but choose:
Historical events can reduce a Trait Score to 5
but no lower. +15 Territory, +10 Influence, -5 Warfare
+15 Treasury, +10 Espionage, -5 Defense
Sets describe truly momentous events in your
houses history. You must choose one set as 4x1 As above but choose:
your Founding Set, this describes the
circumstances of your houses origins, defining +15 Territory, +15 Influence, -5 Warfare
+15 Treasury, +15 Espionage, -5 Defense
what sort of event elevated your family to
nobility.
5x1 As above but choose:
Waste Dice describe random events which have +20 Territory, +10 Influence, -5 Warfare
occurred in their history. +20 Treasury, +10 Espionage, -5 Defense
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+15 Territory, +15 Treasury, -5 Influence The Great House which rules the Siridar
+15 Dominion, +15 Territory, -5 Espionage Fief had a change of structure. Perhaps
the old lord died and his son took over or
5x2 As above but choose: perhaps a new family have replaced
them, at the behest of the Padishar
+20 Territory, +15 Treasury, -5 Influence Emperor.
+20 Dominion, +15 Territory, -5 Espionage
If Change is your first roll, this indicates
2 X3 REVELATIONS that the new lord instigated sweeping
changes and your houses rise to power
Your faction either discovered a great was one of them.
secret or laid one to rest. This may have
led to blackmail, created huge Choose one:
embarrassment for another faction
(which might not be forgotten) or +10 Dominion, +10 Influence, -5 Treasury
perhaps even saved a House from a great +10 Influence, +10 Territory, -5 Treasury
scandal.
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3x5-
3x5-6 Choose 2 Trait Scores and add 10 one 2X8 VICTORY
and 5 to the other.
You family achieved an important
4x5-
4x5-6 Choose 2 Trait Scores, add 10 to both. victory over their enemies. Foes could
include a rival house, terrorists or
5x5-
5x5-6 Choose 2 Trait Scores and add 15 to one Outfreyn smugglers. In any event, your
and 10 to the other. family rose in prominence and power
because of their victory.
2 X7 ASCENT
As an initial historical event roll, this
victory was so great that your family
An advantageous marriage, a great deed
was raised to nobility.
for a liege lord, or heroism in a decisive
battle can all improve the fortunes of a
Choose one:
noble house.
+10 Warfare, +5 Territory
If this is your first historical event, it +10 Defense, +5 Treasury
indicates that your house was raised
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3x8
3x8 As above but choose: 5x9 As above but choose:
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including its rulers. You also gain a duty to help and assist
your allies. Woe betide the day your
A madness historical event indicates that alliance shatters
a particular figure suffered from some
insanity, producing unpredictable 9 DIVISION
results, with positive or negative
outcomes. At some point in your houses history,
one or more parties within the
Roll a d10 for each Trait Score and household came to disagree. This
modify the Score based on the result; disagreement grew into a full blown
split. Perhaps they left and formed their
1: -5 2: -4 3: -3 4: -2 5: -1 own house or maybe the disagreement
6: +1 7: +2 8: +3 9: +4 10: +5 came to blows.
Choose one:
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Choose one:
+5 Influence
+5 Territory
+5 Treasury
9 REPUTATION
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DOMAIN Management
Once youve got your domain all worked out, then that the players are always High
you probably want to know what to do with Householders.
it
THE YEAR
The House domain is the focal point of each
faction: it represents their strengths and So now that is cleared up, we need to discuss
weaknesses as a group and is ultimately their what sort of things the Household can do with
home and defense. this Domain and how that feeds the narrative.
If the domain falls, then the House is sure to The events of game take place over Years.
Years A
follow Year is a standard measure of 12 months of a
Guild Year.
So really, even if you arent interested in
playing politics, the very least you will want to Each month, the Householders and the Domain
do is protect your borders. For if a House looks get to do stuff. This stuff can be anything
weak, it is certain that its peers will drop on from holding a party to building a new barracks
them like a pack of wolves. to spying on a rivals habits. A list of what
exactly you can do follows, but it is important
THE HOUSEHOLD to note that although you have many options,
you only have enough time in a month to do
Each House consists of a House Domain and a certain stuff.
Household:
Household if the House Domain is the lands
and fees owned by the House, then the To represent this limited time, each High
Household is the family, friends and employees Householder can only do four things for
which run it. themselves in a month (each thing is called an
Operation)
Operation in between their regular duties,
The Household consists of two types of person, training and the like. They can also do one
High Householders and Low Householders.
Householders The thing for the Domain each month (which is
former are the important people who make the called a Venture).
Venture
decisions whereas the latter are the servants,
guards, cooks, cleaners, drivers and the like. Operations are things that an individual
character can do, like spying on a specific
Traditionally, most High Householders are at person, making special pains to get to know
least of the Bondsmen caste. Rarely are Pyons someone or even assassinating an enemy.
and lower more than Low Householders.
Ventures are big events and orchestrations
High Householders are the movers and shakers, performed by all the House itself. These are
the people that attend the Sysselraad meetings directed by a High Householder (that is, they
and generally get the House into and out of are in charge of the Venture) and can include
problems. It should come as no surprise to you
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things like a raid on a rivals silos, building a DEFENDER: the House has decided to tighten
dam and organising a big procession. security, close the borders and lock the domain
down. This grants +1d to Defense rolls.
To put this in perspective, we shall just repeat
an important phrase: NEUTRAL: the House has not taken an official
stance on anything and thus gains no bonuses.
EACH HIGH HOUSEHOLDER CAN MAKE 4 OPERATIONS
AND 1 VENTURE EACH MONTH PROLETARIAN: the House is focusing on its own
internal politics, breaking up house holdings
HOUSE STRATEGY and giving great benefit to the people who work
for them. This yields +1d to Dominion rolls.
A House Strategy is a general attitude and
direction that the House is taking. A House can NETWORKER: the House is sends out its spies,
only have one House Strategy at a time and this infiltrating the companies and organisations at
yields a bonus to certain House Ventures. all levels. This grants +1d to Espionage rolls.
The Household decides what the House Strategy TOCKPILER: the House has curbed spending,
STOCKPILER
is and it takes a full month to implement. In limited development and counting its coins.
game terms, the Household decides to change This yields +1d to Treasury rolls.
the Strategy in one month and it takes the next
full month to implement it. WARMONGER: the Houses resources and tactics
are generally on the offense, in a state of
E.g. On Month 3, a House currently has the combat readiness, yielding +1d to Warfare
Neutral House Strategy. It decides to change the rolls.
Strategy. The decision is made in month 3, it
takes the entirety of Month 4 to implement the OUSE VENTURES
HOUSE
changes and they gain the benefits of the
Strategy in Month 5. As previously mentioned, the House as a whole
can do stuff to advance its plans and goals.
The House Strategies are: When a House works together as a living
organism, this is called a Venture.
Venture
BUILDER: the House is cultivating its lands,
encouraging people to sign up with them, Examples of House Ventures are building a new
building useful infrastructure like power Agora for the market traders or a new
stations and dams and slowly expanding its spaceport.
borders to free (and sometimes not so free)
lands. This gives the House +1d to Territory At the beginning of a Month, each Householder
rolls. can take a House Venture.
COURTESAN: the House has an open territory, Not every Householder needs to take a House
allowing people to come and go as they please. Venture (and there are some reasons for only a
The House welcomes people with open arms. small number of Householders to take Ventures)
This grants +1d to Influence rolls. but generally, the more a House does, the more
effective it can be.
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177
A Householder who declares a House Venture is Depending on the size and power of the House,
said to be Directing that Venture. this can mean dice pools are relatively low. Do
not be dissuaded by dice pools of 4 to 6, as
When a Householder is directing, they are there is assistance to be had.
spending most of the month making
arrangements, negotiations and otherwise The individual actions and activities of the
organising the Venture. Householders can increase the dice pools
through the use of the previously mentioned
The rest of their time is spent undertaking their Operations.
general duties and their hobbies. This leaves
them with enough time to undertake one So a Household performing several Ventures
personal endeavour for the House each week. that reduces its Traits to relatively low dice
pools can be increased by appropriate and well
Such endeavours are called Operations and will performed personal activities.
be discussed in the next section.
The House Ventures are:
Ventures require a dice roll to resolve and take
two House Traits and add them together to form APPROPRIATE: The House either steals, annexes or
a dice pool. otherwise plunders another Houses resources.
One of the downsides for making Ventures (and Target a rival Houses Warfare, Defense,
one of the reasons why you may not want every Territory or Treasury.
Householder undertaking a Venture each
Month) is that you must reduce a House Trait Roll your Warfare + Territory countered by their
by 1 each time it is being employed in a given Defense + Territory.
Month. This cannot reduce the Trait below 1.
You reduce your opponents targeted Trait Score
E.g. A House makes three Ventures that all by double your resulting Width and gain that
utilise the Treasury Trait. The Treasury Trait is amount.
3 and is reduced by 1 for each Venture it is used
by. This reduces the trait by 3 to 1d for each ATTACK: The House goes on the offensive and
roll. attempts to reduce the Trait of an opposing
House through aggressive action.
At the beginning of the next Month, each Trait
suffers Degradation.
Degradation Each time a trait is used in Attacks target a rival Houses Warfare, Defense,
a Month, reduce its Trait Score by 1. Then use Territory or Treasury.
the modified Trait Rating for this Month.
Roll Warfare + Territory against Defense +
E.g. a House has an Espionage Trait Score of Territory.
33. This yields a Trait Rating of 3. The House
uses the Espionage Trait twice in one Month. Reduce their appropriate Trait Score by double
This degrades Trait Score by 2 at the beginning the resulting Width.
of the next Month to 31.
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writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
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178
E.g. Your House decides to attack a rival Your House makes a list of fake Ventures that it
Houses Influence. You roll Espionage + is undertaking and a fake House Strategy.
Treasury countered by their Defense + Influence.
You roll 3x6 and they roll 2x7, reducing your You roll your Espionage + Influence. Your
Width to 1. You reduce their Influence Score by 2 Width doubled creates a Difficulty for your
(Width 1 x 2). opponents Surveillance and Investigate
ventures.
DEVELOP: The House decides to improve its
domain by building, cultivating and training. Rivals arent aware of whether they pass or fail.
All they know is that they receive results: either
Roll your Territory + Treasury at a Difficulty of the truth (if they do indeed pass) or your
the Trait you want to improve. Raise the misinformation (if they fail).
appropriate Trait Score by your resulting Width.
PROPAGANDA: The House makes an attack
E.g. Your House has an Espionage Trait of 4. against the hearts and minds of the people of
You take a Develop venture to raise your the target House.
Espionage. You roll Territory + Treasury at
Difficulty 4 and score 3x5. You raise your This is an Attack which targets a Houses
Espionage Score by 3. Dominion, Espionage and Influence.
INVESTIGATE: The House monitors a rival Houses Roll Espionage + Influence against Defense +
activities, the movement of their troops and its Dominion.
bondsmens activities.
Reduce their appropriate Trait Score by double
You roll Espionage + Influence countered by the resulting Width.
your targets Espionage + Defense. If you are
successful, you discover the target Houses SUBVERT: Similar to an Appropriation venture,
current House Strategy. the House decides to bribe, brainwash or
otherwise poach another Houses people.
MAINTAIN: The House puts some efforts into
upkeeping its lands, repairing broken Target a rival Houses Dominion, Espionage or
machinery, upgrading power stations and Influence.
providing new tools for the Pyons.
Roll your Espionage + Influence countered by
Roll Territory + Treasury. Choose one Trait per their Espionage + Dominion.
point of Width. Those traits dont suffer
Degradation this month. You reduce your opponents targeted Trait Score
by double your resulting Width and gain that
MISINFORM: The House deliberately goes out of amount.
its way to distribute lies and false trails to its
rivals. This is different to merely countering SURVEILLANCE: The House looks into the
other Houses Surveillance ventures. activities of rival House. Choose a rival House
and a House Trait. Roll your Espionage + the
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
179
chosen House Trait. This is countered by their the Game or some other bonus to a House
Defense + Espionage. Venture.
MINIMAL SUCCESS - 1X: Reveals if any House The House Operations are;
Ventures are being undertaken which utilise the
target Trait. ASSASSINATE: The Householder attempts to take
out the agent of a rival House, this can be
STANDARD SUCCESS - 2X: Reveals how many anywhere from a daring commando raid or a
Ventures are being undertaken using the target lone assassin striking from the darkness. You
Trait. can target a High Householder or a Low
Householder.
EXPERT SUCCESS - 3X: Reveals what Ventures are
being undertaken using the target Trait. Against a High Householder, this is best
resolved through an Encounter. The goal is to
MASTER SUCCESS - 4X: Reveals the current Trait outright kill the target Householder. This has
Level. far reaching ramifications and if you want it to
be legal, you must ensure that your House is
HOUSEHOLDER OPERATIONS either in a War of Assassins or in Kanly.
As previously discussed, each Month a character Against a Low Householder, roll Intellect +
in a Household can undertake four personal Sinister countered by the Houses Defense +
activities for the House. Espionage.
Where Ventures involve a Householder directing Success knocks a die out of one of the target
teams of people working toward a specific goal Householders Venture sets for that Month.
for the House, an Operation is the Householder
going out on their own and performing some INTELLIGENCE: The Householder goes looking for
task for their own reasons. information on the activities and resources.
When a character undertakes an Operation, it You can either hunt for some specific
can either be resolved by a dice roll or by an information (such as a characters most prized
Encounter, depending on the situation. possession) or gain Intelligence on the House.
This basically comes down to whether the If the latter, target a rival House.
player and/or Judge decide whether the result of
the Operation is either dangerous (such as with Roll Insight + Observe countered by the target
an Assassination) or a good opportunity for Houses Defense + Espionage.
role-playing (such as with a Socialise
operation). Success either reveals the appropriate
information or if Intelligence, you may gain a
When it comes to a dice roll, the Operation lists bonus of either +1d, +2d or +1 Special Die to
the roll necessary. A resulting set either yields an appropriate House Venture..
an abstract result determined by the Judge of
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
180
INTERROGATE: The Householder attempts to glean Against a Low Householder, you can hold a die
information from a rival Householder. This can ransom from one the target Houses dice pools
be anything from torture to a revealing this Month.
conversation.
The House can either yield (returning the die to
You can either Interrogate a Low Householder their pool but giving you a bonus die to one of
or a High Householder. your die pools) or refuse and lose the die for
this Month.
Against a High Householder, this is resolved
through an Encounter. The results can yield MISLEAD: The Householder lays down
either +1d, +2d or +1 Special Die to an misdirection and lies to its rivals.
appropriate House Venture.
You make a list of fake Operations and a fake
Against a Low Householder, either roll Intellect Venture that you are undertaking this Month.
+ Physician or Insight + Intrigue. This
countered by Command + Focus, if the former, You roll your Intellect + Intrigue. Your Width
or Command + Intrigue if the latter. doubled creates a Difficulty for your opponents
Spy and Interrogate operations against you.
The information revealed from a High
Householder very much depends on the results Rivals arent aware of whether they pass or fail.
of the Encounter. All they know is that they receive results: either
the truth (if they do indeed pass) or your
If against a Low Householder, you may choose misinformation (if they fail).
one High Householder per Width. For each High
Householder chosen in this fashion, you learn PROTECT: You watch over the Operations and
one of their Operations and whether or not they Ventures of another Householder of your House.
are taking a Venture this Month.
Choose another High Householder. Roll your
KIDNAP: The Householder appropriates a Low or Insight + Perception. Your Width doubled
High Householder from a rival House. creates a Difficulty for any opposing Operation
against the chosen High Householder.
Against a High Householder, again, this is
resolved by an Encounter. Householders performing Operations against
the target are disrupted if they fail the test.
Against a Low Householder, roll Intellect +
Sinister countered by a Houses Defense + SABOTAGE: The Householder either targets a rival
Espionage. House or a Householder, attempting to disrupt
their activities.
The result of kidnapping a High Householder
effectively neutralizes their Ventures and Roll Prowess + Sinister. This is countered by
Operations this Month. But has further reaching the Houses Defense + Espionage (if targeting a
consequences (read: the target House will rival House) or by Insight + Perception (if
probably not be too happy about it!). targeting a rival Householder).
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.
181
When targeting a House, choose a Venture. STEAL: The Householder steals something of
Reduce the Height of the Venture dice roll by important from a rival House.
your Width.
This is resolved as an Encounter and can have
If targeting a Householder, choose one of their great ramifications, based upon what is being
Operations. Reduce the Height of the Operation stolen.
dice roll by your Width.
Stealing a fabulous piece of art from a rival
SOCIALISE: The Householder meets with a House will probably cause upset and
member of a rival House and engenders a embarrassment, especially if performed at the
relationship, whatever the nature of that right time. However, stealing the command
relationship might be. codes to deactivate the houses defenses is
another matter entirely.
Choose a rival High Householder or Low
Householder. The specific results can yield either +1d, +2d
or +1 Special Die to an appropriate House
If the former, this is resolved by an Encounter. Venture, as determined by the Judge of the
The results of which are largely left up to the Game.
Judge of the Game but typically involve the
target becoming friendlier to the operator.
The One Roll Engine is the property of Arc Dream and Greg Stolze. DUNE is the property of Herbert Properties LLC. The
writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this
document, please contact the author and it shall be removed.