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Dune - Rulbuk - Rules 1.63
Dune - Rulbuk - Rules 1.63
Dune - Rulbuk - Rules 1.63
A conversion of Last Unicorn Games ICON Chronicles of the Imperium game, detailing Frank Herberts Dune Universe.
Employing the Wizards of the Coast D20 Modern system.
No matter how exotic human civilization becomes, no matter the developments of life and
society nor the complexity of the machine/human interface, there always come interludes
of lonely power when the course of humankind, the very future of humankind, depends on
the relatively simple actions of single individuals.
-from The Tleilaxu Godbuk
This Rulbuk is focused on creating chronicles exploring in the tumultuous years before the ascendance of Paul Muaddib.
The last flowering of the neo-feudal Imperium, which encompasses the dramatic end to the Imperiums most ancient Kanly.
Betwixt the Ginaz and the Moritani.
Steering the chronicle, through the Known Universe is the Navigator. The player characters, the singular individuals
foreseen in the Tleilaxu Godbuk, form the core members, the entourage of House Minor Charteriis. Loyal initially to House
Major Moritani, but ultimately servants only to the hidden hand of fate. Heirs to a stunning legacy of the Butlerian Jihad.
The campaign is entitled War of Assassins.
Version 1.63 AUTUMN 2009
CHARACTER GENERATION
RULBUK CLASSES
SKILLS
COMBAT
POISONS
FEAR
REPUTATION
CORRIDA ESCUDA AND THE ARENA
Thanks to Frank Herbert for countless hours in another world.
Adapted from D20 Modern by Dagmar Scott Fraser (artaxerxes), with inspiration and help from
http://forums.gleemax.com/showthread.php?t=225679&page=26&highlight=rulbuk
Inspired by Last Unicorn Games DUNE and the visualisation of David Lynch.
Thanks to the DUNE Mush; http://www.dune3.net/
Thanks also to my players, for bringing a dream of the Imperium to life;
Alexandre, Annaric, Bellios, Nexiis, Raphaen, Viktor & Vrashenko of House Charteriis.
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
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DUNE - RULBUK RULES - 1.63
CHARACTER GENERATION
Your character is a noted servant or member of a House Minor, who in turn offer fealty to one of the Great Houses of the
Landsraad. You are a trained Sword Master, haughty Noble, enigmatic Bene Gesserit or predatory Assassin as described in
the DUNE EXEMPLARS below, already accredited to serve in that capacity. You will then use the Tough, Fast, Determined
Archetype classes to explore that character idea. You are Dune characters from the very start.
Ability
Score
9
Ability
Score
14
10
15
11
16
10
12
17
13
13
18
16
Cost
Cost
6
Characters get 25 points to spend on their statistics. Apply the House Template, taking only one bonus feat. Reflecting the
flavour of your Great House. Then choose an Exemplar to follow, reflecting the role you have been trained to serve in.
HOUSE TEMPLATES All listed skill become class skills. Choose one of the listed feats as a bonus.
House Moritani
Training Modifiers DEX+1 INT+1 Subtlety in movement and thought.
SKILLS Athletics, Language (Bhotani Jib), Knowledge (Grumman), Sleight of Hand, Spot, Listen, Diplomacy, Move
Silently, Hide
FEATS Poison Resistance, Alertness, Track
House Harkonnen
Training Modifiers STR+1 CHA+1 Strength and Domination.
SKILLS Athletics, Acrobatics, Bluff, Intimidate, Language (Harko), Knowledge (Geidi Prime, CHOAM), Move Silently,
Hide
FEATS Endurance, Improved Damage Threshold, Toughness,
House Atreides
Training Modifiers CON+1 CHA+1 Fortitude and Integrity.
SKILLS Athletics, Acrobatics, Diplomacy, Language (Battle Language), Leadership, Knowledge (Caladan, Imperium), Pilot,
Security
FEATS Alertness, Heroic Spirit, Trustworthy
House Ginaz
Training Modifiers STR+1 WIS+1 Blood and Faith.
SKILLS Athletics, Diplomacy, Language(Hebron), Knowledge(Marcincko, Theology),
FEATS Heroic Spirit, Iron Will, Lightning Reflexes
Ixian
Training Modifiers DEX +1 INT +1 Deftness in mind and body.
SKILLS Craft(Proscribed, Servok), Knowledge(Science, Proscribed), Language (Ixian), Repair, Research
FEATS Cautious, Gearhead, Meticulous
Bene Tleilax
Training Modifiers CON+1, WIS+1 Indomitableness and Zeal.
SKILLS Craft(Proscribed), Knowledge(Science, Proscribed, Theology), Language (Tleilaxu), Research, Sense Motive, Treat
Injury,
FEATS Heroic Spirit, Surgery, Willing Deformity (for Tleilaxu creations)
Guild Agents
Training Modifiers CON+1, INT+1 Concentration and Hypermathematics.
SKILLS
FEATS
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DUNE - RULBUK RULES - 1.63
DUNE EXEMPLARS
Assassin, Bene Gesserit Adept, Noble, Mentat, Sword Master, Spy Master & Suk are initially open to players.
Sardaukar, Tleilaxu Face Dancer, Guild Agent, Ixian Technocrat may become available in later play.
All skill become class skills. All feats are awarded.
Assassin
There are many fine distinctions to the art of Kanly. By the way you kill a man you translate revenge into any
number of exquisite phrases - from a poignant knife thrust, short and sweet, to the buzzing terror of a hunter-seeker. Studied
in the secret disciplines of the Handbook of Assassins, you command a vast arsenal of lethal devices, exotic poisons and
cunning pitfalls. Through craft you speak the language of vendetta, communicating subtle messages or audacious statements
by the legion nuances of the assassin's art.
CLASS SKILLS Craft (Chaumas and Chaumurky), Knowledge (Assassination), Language (Chakobsa), Listen, Research,
Security, Spot, and Treat Injury.
BONUS FEATS Assassin's Code, Assassins Handbook, Swift Strike, Standard Weapon Proficiency, Exotic Weapon
Proficiency (Garrotte), Exotic Weapon Proficiency (Slow Pellet Stunner), Exotic Weapon Proficiency (Hunter Seeker)
Bene Gesserit Adept
As a Bene Gesserit-trained Adept, you exist only to serve. You covenant with the Sisterhood binds you to
preserving its secret ways, a pact your House would find disconcerting. Through confidential reports to the Mother School,
you play historian for the family lineage also acting as sentinel for the family bloodline - services for which you are tolerated,
if not gratefully employed.
The Bene Gesserit recognise their "weirding ways" inspire fear and suspicion among the uninitiated. But your highly
developed talents result from rigourous Prana-Bindu conditioning and intensive training in self-awareness - not from
witchcraft as you Missionaria Protectiva induces primitive cultures to believe.
CLASS SKILLS Acrobatics, Autohypnosis, Bluff, Craft (Pharmaceuticals), Gather Information, Investigate, Knowledge
(Theology and Philosophy), Perform, Search, Sense Motive, Spot, Treat Injury
BONUS FEATS Minutiae Observation, Prana-Bindu Suspension, Defensive Martial Arts, Standard Weapon Proficiency
Mentat
Your liege does not withhold computation lines from his Mentat. More accomplished that the ancient thinking
machines of the pre-Butlerian era, you represent the ultimate achievement in human mental training. From confidential
reports you assimilate and process volumes of data, recalling minutiae and computing probabilities with accurate and casual
precision. You lead fact-finding missions with the zeal of an inquisitor, embracing espionage, propaganda and interrogation
to wring information every shadow. Your broad mental training makes you the ultimate advisor to your liege. Able to
assimilate and process any variety of data, you find yourself readily adaptable to any House office - from Spymaster or
Warmaster to Security Commander or Master of Assassins.
CLASS SKILLS Concentration, Mentat Projection, Mentat Computation
BONUS FEATS Action Boost, Mentat Awareness, Mnemonic Conditioning (Eidetic Memory), Standard Weapon Proficiency
Noble
From your lofty station in the Imperial faufreluches, you perch as sentinel above your bound subjects. You monitor
you fees with the falcon's eye, protecting your nest from rival predators. Let no man hunt on House grounds, there you stand
and there you remain.
From birth you have been taught in the art of statecraft and rightful governance - from early lessons in economics
and politics to advanced studies in diplomacy and law. Your House mentors versed you in all the ways of treachery and
intrigue from snooping lethal poisons to assassins' devices. As heir to the fiefdom your mentors instructed you in selfdefence, drilling you in the art of duelling and the use of shields. Your family spared no expense grooming you for the
mantle of command; and perhaps one day, it will be you who rules as lord of your House.
CLASS SKILLS Diplomacy, Knowledge (Imperium), Leadership, Perform (Dance, Oratory)
BONUS FEATS Noble Blood, Shield Conditioning, Diplomatic Immunity, Standard Weapon Proficiency, Noble Weapon
Proficiency
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Spy Master
As a Spy Master, you advise your liege in the murky field of espionage, intrigue, propaganda, subornation and black
mail. Your official title may be CHOAM Advisor, Warmaster, or Security Commander, you are in truth a Master of Secrets,
for it does not pay to advertise your role.
Its important for spymasters to keep personal emotions distinct from professional attachments. They must be ready
to liquidate even someone close to them without a moments thought if so ordered. Betrayal is their business, and their
loyalty is always to their Liege. Only your unquestioned Loyalty keeps you alive.
CLASS SKILL Encryption, Diplomacy, Forgery, Gather Information, Intimidate, Investigate, Knowledge (Psychology),
Research, Security, Sense Motive, Survival.
BONUS FEATS Spy Network, Profile, Oathbound, Track, Standard Weapon Proficiency, Exotic Weapon Proficiency
(Hunter Seeker)
Swordmaster / Warmaster
Where your lord commands, there shall you place your blade; thus goes your sacred oath. To the noble heirs you
teach the art of duelling, instructing them in sword and shield in addition to the ritual forms of Kanly. Killing with the tip
lacks artistry, move slowly on attack, fast on defence, never let an armed opponent inside your guard - these are the lessons
imparted by your masters at the academy, truths by which to live or die.
Your other duties include attending to either House security or military affairs. As Security Commander you
monitor all security procedures, attending to household surveillance and counter-intelligence. In such matters, the House
guard answers to your command, putting the household arsenal at your disposal. Or as Warmaster you command the House
battalions, ordering House defences and planning military expeditions. In either capacity you remain ever vigilant of external
threats; and by your Swordmaster Code you are a man of action. To live a purposeful existence and die in an honourable
death are mete rewards for a lifetime of valourous service.
CLASS SKILLS Armaments, Leadership, Intimidate, Knowledge (Tactics), Navigate, Survival, Treat injury,
FEATS Shield Conditioning, Oathbound, Armour(Light), Standard Weapon Proficiency, Noble Weapon Proficiency, Exotic
Weapon Proficiency (Lasgun), Exotic Weapon Proficiency (Slow Pellet Stunner).
Suk Doctor
You are the caretaker of the noble bloodline. The diamond Suk tattoo branded on your forehead proclaims you
loyalty and competence for all to see. Your pyretic conscience so rigourously condition you against taking human life that
you can be trusted to treat even the Emperor's person. But your value as a surgeon only touches on your entire worth to your
patron household.
More than a physician, you area also trained in the art of pharmacology and psychology. You concoct serums and
antivenins to counteract poisons or loosen a sleeper agent's tongue. You can administer drugs to weaken an informant's
resistance or employ hypnosis to aid in the most delicate of interrogations. And your broad knowledge of anatomy and
science makes you the ideal candidate to lead forensic investigations into medical enigmas or mysterious deaths.
CLASS SKILLS Craft (Pharmaceutical), Diplomacy, Knowledge (Psychology, Science), Research, Search, Spot, Sense
Motive, Treat Injury
FEATS Pyretic Conscience, Pharmacopoeia, Oathbound
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This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
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Fort Save
+1
Ref Save
+0
2nd
+2
+2
+0
+0
3rd
+3
+2
+1
4th
+4
+2
5th
+5
6th
Defence
Bonus
+1
Reputation
Bonus
+0
Bonus feat
+2
+0
+1
Talent
+2
+0
+1
+1
Bonus feat
+3
+0
+3
+1
+1
Talent
+3
+1
+6/+1
+3
+2
+2
Bonus feat
+3
+1
7th
+7/+2
+4
+2
+2
Talent
+4
+1
8th
+8/+3
+4
+2
+2
Bonus feat
+4
+1
9th
10th
+9/+4
+10/+5
+4
+5
+3
+3
+3
+3
Talent
Bonus feat
+5
+5
+2
+2
Class Level
1st
Class
Will Save Features
+0
Talent
Class Features
The following are class features of the Strong Archetype.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Strong Archetype selects a talent from the following talent trees. Some trees have a set
order that must be followed, while others provide a list to choose from. As long as the Archetype qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Extreme Effort Talent Tree
A Strong Archetype can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a
Strength-based skill check. You must decide to use this ability before making the check.
Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.
Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus
provided by extreme effort (+4 total).
Prerequisite: Extreme effort.
Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses
provided by extreme effort and improved extreme effort (+6 total).
Prerequisites: Extreme effort, improved extreme effort.
Greater Extreme Effort: The effort requires a full-round action and allows the Strong Archetype to take 10 on the check.
The +6 bonus gained from advanced extreme effort is also applied.
Prerequisites: Extreme effort, improved extreme effort, advanced extreme effort.
Ignore Hardness Talent Tree
The Strong Archetype has an innate talent for finding weaknesses in objects. This allows a Strong Archetype to ignore some
of an objects hardness when making a melee attack to break it.
Ignore Hardness: The Strong Archetype ignores 2 points of an objects hardness.
Improved Ignore Hardness: The Strong Archetype ignores 2 additional points of an objects hardness (for a total of 4).
Prerequisite: Ignore hardness.
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DUNE - RULBUK RULES - 1.63
Advanced Ignore Hardness: The Strong Archetype ignores 2 additional points of an objects hardness (for a total of 6).
Prerequisites: Ignore hardness, improved ignore hardness.
Melee Smash Talent Tree
The Strong Archetype has an innate talent that increases melee damage.
Melee Smash: The Strong Archetype receives a +1 bonus on melee damage.
Improved Melee Smash: The Strong Archetype receives an additional +1 bonus on melee damage (+2 total).
Prerequisite: Melee smash.
Advanced Melee Smash: The Strong Archetype receives an additional +1 bonus on melee damage (+3 total).
Prerequisites: Melee smash, improved melee smash.
Improved Melee Critical: The Strong Archetype knows how to strike more effectively and with a better chance of dealing
significant damage with a particular melee weapon. Choose one melee weapon (or choose unarmed melee attacks). When
using that weapon, the Strong Archetypes threat range increases by one. For example, a metal baton threatens a critical hit on
a 1920. With this talent applied to the metal baton, the threat range becomes 1820.
Prerequisites: Extreme effort, melee smash, improved melee smash, advanced melee smash.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Strong Archetype gains a bonus feat. This feat must be selected from the following
list, and the Strong Archetype must meet any prerequisites.
Animal Affinity, Athletic, Blind-Fight, Cleave, Combat Martial Arts, Combat Reflexes, Great Cleave, Improved Combat
Martial Arts, Power Attack, Reckless Offence, Shield Conditioning, Stand Still, Weapon Focus.
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Fort Save
Ref Save
2nd
+0
+1
+0
+0
+1
+2
3rd
+2
+1
4th
+3
5th
Class Level
1st
Class
Will Save Features
Talent
+0
Defence
Bonus
Reputation
Bonus
+0
Bonus feat
+3
+4
+0
+0
+2
+1
Talent
+4
+1
+1
+2
+1
Bonus feat
+5
+1
+3
+1
+3
+1
Talent
+5
+1
6th
+4
+2
+3
+2
Bonus feat
+6
+2
7th
+5
+2
+4
+2
Talent
+6
+2
8th
+6/+1
+2
+4
+2
Bonus feat
+7
+2
9th
10th
+6/+1
+3
+4
+3
+7
+3
+7/+2
+3
+5
+3
Talent
Bonus feat
+8
+3
Class Features
All of the following are class features of the Fast Archetype.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Fast Archetype selects a talent from the following talent trees. Some trees have a set
order that must be followed, while others provide a list to choose from. As long as the Archetype qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Defensive Talent Tree
The Fast Archetype gains the ability to improve her innate defensive talents as the Archetype attains new levels.
Evasion: If the Fast Archetype is exposed to any effect that normally allows a character to attempt a Reflex saving throw for
half damage, the Fast Archetype suffers no damage if he or she makes a successful saving throw. Evasion can only be used
when wearing light Armour or no Armour.
Uncanny Dodge 1: The Fast Archetype retains her Dexterity bonus to Defence regardless of being caught flat-footed or
struck by a hidden attacker. This defence denies an Assassin the chance to employ deadly precision on the Fast Archetype.
(The Archetype still loses her Dexterity bonus to Defence if the Archetype is immobilised.)
Prerequisite: Evasion.
Uncanny Dodge 2: The Fast Archetype can no longer be flanked; the Archetype can react to opponents on opposite sides of
him or herself as easily as he or she can react to a single attacker. This defence denies an Assassin the chance to employ
deadly precision on the character by flanking him, unless the attacker has at least four more levels than the target does.
Prerequisites: Evasion, uncanny dodge 1.
Defensive Roll: The Fast Archetype can roll with a potentially lethal attack to take less damage from it. When the Fast
Archetype would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast Archetype
can attempt to roll with the damage.
A Fast Archetype spends 1 action point to use this talent. Once the point is spent, the Archetype makes a Reflex saving throw
(DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast Archetype must be able to react to the
attack to execute a defensive rollif the Archetype is immobilised, he or she cant use this talent.
Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast Archetypes evasion
talent doesnt apply to the defensive roll.
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DUNE - RULBUK RULES - 1.63
Fort Save
Ref Save
2nd
+0
+1
+1
+2
+0
+0
3rd
+2
+2
4th
+3
5th
Class Level
1st
Class
Will Save Features
Talent
+0
Defence
Bonus
Reputation
Bonus
+0
+0
+0
Bonus feat
+1
+2
+1
+1
Talent
+2
+1
+2
+1
+1
Bonus feat
+3
+1
+3
+3
+1
+1
Talent
+3
+1
6th
+4
+3
+2
+2
Bonus feat
+3
+2
7th
+5
+4
+2
+2
Talent
+4
+2
8th
+6/+1
+4
+2
+2
Bonus feat
+4
+2
9th
10th
+6/+1
+4
+3
+3
+5
+3
+7/+2
+5
+3
+3
Talent
Bonus feat
+5
+3
Class Features
All of the following are class features of the Tough Archetype.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Tough Archetype selects a talent from the following talent trees. Some trees have a set
order that must be followed, while others provide a list to choose from. As long as the Archetype qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Damage Reduction Talent Tree
The Tough Archetype has an innate talent to ignore a set amount of damage from most weapons, but not from energy or
special attack forms (which may or may not exist, depending on the campaign). Before the Archetype can select a talent from
this tree the Archetype must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent
Tree.
Damage Reduction 1/: The Tough Archetype ignores 1 point of damage from melee and ranged weapons.
Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
Damage Reduction 2/: The Tough Archetype ignores an additional 1-point of damage from melee and ranged weapons
(DR 2/ total).
Prerequisites: Damage reduction 1/, one other talent from either the Energy Resistance Talent Tree or the Unbreakable
Talent Tree.
Damage Reduction 3/: The Tough Archetype ignores an additional 1-point of damage from melee and ranged weapons
(DR 3/ total).
Prerequisites: Damage reduction 1/, damage reduction 2/, one other talent from either the Energy Resistance Talent
Tree or the Unbreakable Talent Tree.
Energy Resistance Talent Tree
The Tough Archetype is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any
order.
Acid Resistance: The Tough Archetype ignores an amount of acid damage equal to her Constitution modifier.
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DUNE - RULBUK RULES - 1.63
Cold Resistance: The Tough Archetype ignores an amount of cold damage equal to her Constitution modifier.
Electricity Resistance: The Tough Archetype ignores an amount of electricity damage equal to her Constitution modifier.
Fire Resistance: The Tough Archetype ignores an amount of fire damage equal to her Constitution modifier.
Sonic/Concussion Resistance: The Tough Archetype ignores an amount of sonic or concussion damage equal to her
Constitution modifier.
Improved Resistance: This ability increases the effectiveness of one other talent from the Energy Resistance tree. The Tough
Archetype chooses one such talent he already possesses and doubles its effectiveness. In other words, the Archetype may now
ignore an amount of damage equal to twice his Constitution modifier when that damage is cause by the specified type of
energy. The Tough Archetype may take this talent more than once, but each time it must apply to a different talent from the
Energy Resistance Talent Tree.
Prerequisite: Any talent from the Energy Resistance Talent Tree, damage reduction 1/.
Unbreakable Talent Tree
The Tough Archetype is particularly resilient thanks to the following talents.
Remain Conscious: The Tough Archetype gains the ability to continue to perform actions when he or she would otherwise
be considered unconscious and dying. When the Tough Archetypes hit points reach 1, the Archetype can perform as though
he or she were disabled, making either an attack action or a move action every round until the Archetype reaches 10 hit
points (and dies) or the Archetypes hit points return to 1 or higher. The Archetype can choose to succumb to unconsciousness
if he or she thinks that doing so might prevent him or her from taking more damage.
Robust: The Tough Archetype becomes especially robust, gaining a number of hit points equal to her Tough level as soon as
he or she selects this talent. Thereafter, the Archetype gains +1 hit point with each level of Tough he or she gains.
Second Wind: The Tough Archetype can spend 1 action point to gain a second wind. When the Archetype does this, he or she
recovers a number of hit points equal to her Constitution modifier. This talent does not increase the Tough Archetypes hit
points beyond the characters full normal total.
Stamina: The Tough Archetype recovers twice as fast as normal. So, the Archetype recovers 2 hit points per character level
per hour of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being
knocked unconscious.
Prerequisite: Robust.
Stay in the Game: If the Tough Archetype fails a Fortitude saving throw to resist the effects of massive damage he may
spend 1 action point to attempt the save again. He must accept the results of this second attempt.
Prerequisites: Remain conscious, robust, stamina.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Tough Archetype gains a bonus feat. This feat must be selected from the following
list, and the Tough Archetype must meet any prerequisites.
Alertness, Athletic, Combat Martial Arts, Confident, Endurance, Great Fortitude, Improved Combat Martial Arts, Improved
Bull Rush, Improved Feint, Knockout Strike, Power Attack, Shield Conditioning, Toughness, Vital Strike.
Fort Save
Ref Save
2nd
+0
+1
+0
+0
+0
+0
3rd
+1
+1
4th
+2
5th
Class Level
1st
Class
Will Save Features
Talent
+1
Defence
Bonus
Reputation
Bonus
+2
Bonus feat
+0
+1
+1
+1
+1
+2
Talent
+1
+1
+1
+1
+2
Bonus feat
+1
+2
+2
+1
+1
+3
Talent
+2
+2
6th
+3
+2
+2
+3
Bonus feat
+2
+2
7th
+3
+2
+2
+4
Talent
+2
+3
8th
+4
+2
+2
+4
Bonus feat
+3
+3
9th
10th
+4
+3
+3
+4
+3
+3
+5
+3
+3
+5
Talent
Bonus feat
+3
+4
Class Features
All of the following are class features of the Smart Archetype.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Smart Archetype selects a talent from the following talent trees. Some trees have a set
order that must be followed, while others provide a list to choose from. As long as the Archetype qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Research Talent Tree
The Smart Archetype has a natural aptitude for study and fact-finding. These talents can be selected in any order.
Savant: Select one of the skills listed in the following paragraph. The Archetype must have ranks in the skill if it is Trained
Only. The Smart Archetype gets to add a bonus equal to her Smart level when making checks with that skill. A Smart
Archetype can take this talent multiple times; each time it applies to a different skill.
Proscribed Technologies, Craft (any single skill), Encryption, Armaments, Security, Forgery, Investigate, Knowledge (any
single skill), Navigate, Repair, Research, and Search. Mentat skills can also be amplified by a Savant.
Linguist: With this talent, the Smart Archetype becomes a master linguist. Whenever the Archetype encounters a new
language, either spoken or written, that he or she does not know the Smart Archetype can make an Intelligence check to
determine if he or she can understand it. The check is made with a bonus equal to the Archetypes Smart level. For a written
language, the bonus applies to an Encryption check instead.
The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the Archetype has
as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the Archetype
knows; and DC 25 if the language is ancient or unique. With this special ability, a Smart Archetype can glean enough
meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being
able to converse or fluently read and write in a given language.
A single check covers roughly one minute of a spoken language or one page of a written language.
Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.
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Knowledge Category
Autohypnosis
Art
Psychology
CHAOM
Imperium
House and Homeworld
Earth and life sciences
History
Sciences
Popular culture
Underclass
Tactics
Proscribed Technologies
Theology and philosophy
Synergy Bonus to
Knowledge (theology and philosophy)
Craft (Audio Visual Arts)
Sense Motive
Forgery
Diplomacy
Gather Information
Treat Injury
Research
Craft (chemical)
Underclass
Intimidate
Investigate
Craft (Servok)
Autohypnosis
The Smart Archetype may take this talent multiple times, but each time it must apply to a different Knowledge category.
Prerequisite: Knowledge (any) 4 ranks.
Talk a Good Game: The Smart Archetype has such stunning command of a subject that he is able to use it to obfuscate his
real meaning or intention. Choose one Knowledge category to which the Smart Archetype already has applied the logical
talent. When talking about that subject, if a Bluff, Diplomacy, or Intimidate check is called for, the Smart Archetype may
instead use the skill modifier from his Knowledge skill. For example: If the Archetype has taken the logical talent for
Knowledge (business) and is trying to convince a colleague particular company has a higher net value than it truly does, he
may use his Knowledge (business) score instead of his Bluff score when determining whether or not the colleague believes
him. (The check is still opposed normally.) This talent may be taken multiple times, but each time it must be applied to a
different Knowledge category to which the Smart Archetype has applied the logical talent.
Prerequisites: Knowledge (any) 4 ranks, logical.
Implacable: The Smart Archetype selects a number of Intelligence-based skills equal to 3 + his Intelligence modifier. When
making a check with one of these skills, the Smart Archetype can take 10 even when distracted or under duress.
Prerequisites: Knowledge (any) 4 ranks, logical.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Smart Archetype gains a bonus feat. This feat must be selected from the following
list, and the Smart Archetype must meet any prerequisites.
Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Insightful Reflexes, Iron Will,
Lightning Reflexes, Meticulous, Studious, Weapon Focus.
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Fort Save
Ref Save
2nd
+0
+1
+1
+2
+0
+0
3rd
+2
+2
4th
+3
5th
Class Level
1st
Class
Will Save Features
Talent
+1
Defence
Bonus
Reputation
Bonus
+1
+1
+2
Bonus feat
+1
+2
+1
+2
Talent
+2
+1
+2
+1
+2
Bonus feat
+3
+2
+3
+3
+1
+3
Talent
+3
+2
6th
+4
+3
+2
+3
Bonus feat
+3
+2
7th
+5
+4
+2
+4
Talent
+4
+3
8th
+6/+1
+4
+2
+4
Bonus feat
+4
+3
9th
10th
+6/+1
+4
+3
+4
+5
+3
+7/+2
+5
+3
+5
Talent
Bonus feat
+5
+4
Class Features
The following are class features of the Dedicated Archetype.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Dedicated Archetype selects a talent from the following talent trees. Some trees have a
set order that must be followed, while others provide a list to choose from. As long as the Archetype qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Empathic Talent Tree
The Dedicated Archetypes innate talents give him or her a great capacity for empathy.
Empathy: The Dedicated Archetype has a knack for being sensitive to the feelings and thoughts of others without having
those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks
involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the
Archetype spends at least 1 minute observing her target prior to making the skill check. The bonus is equal to the Archetypes
Dedicated level.
Improved Aid Another: The Dedicated Archetypes bonus on attempts to aid another increases by +1 on a successful aid
another check. This talent can be selected multiple times, each time increasing the bonus by +1.
Prerequisite: Empathy.
Intuition: The Dedicated Archetype has an innate ability to sense trouble in the air. The Dedicated Archetype can make a
Will saving throw (DC 15). On a successful save, the Archetype gets a hunch that everything is all right, or the Archetype
gets a bad feeling about a specific situation, based on the Navigators best guess relating to the circumstances. This talent is
usable a number of times per day equal to the characters Dedicated level.
Prerequisite: Empathy.
Observant: The Dedicated Archetype is intuitively able to sense a persons body language, vocal tone, and other nonverbal
communications. She adds her base Will saving throw bonus to all Sense Motive and Gather Information checks.
Prerequisites: Empathy, skill emphasis.
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Fort Save
Ref Save
2nd
+0
+1
+1
+2
+1
+2
3rd
+1
+2
4th
+2
5th
Class Level
1st
Class
Will Save Features
Talent
+0
Defence
Bonus
Reputation
Bonus
+2
+2
+0
Bonus feat
+0
+1
+2
+1
Talent
+1
+2
+2
+2
+1
Bonus feat
+1
+3
+2
+3
+3
+1
Talent
+2
+3
6th
+3
+3
+3
+2
Bonus feat
+2
+3
7th
+3
+4
+4
+2
Talent
+2
+4
8th
+4
+4
+4
+2
Bonus feat
+3
+4
9th
10th
+4
+4
+4
+3
+3
+4
+5
+5
+5
+3
Talent
Bonus feat
+3
+5
Class Features
All of the following are class features of the Charismatic Archetype.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Charismatic Archetype selects a talent from the following talent trees. Some trees have
a set order that must be followed, while others provide a list to choose from. As long as the Archetype qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Charm Talent Tree
The Charismatic Archetype has an innate talent for being charming and captivating.
Charm: The Charismatic Archetype gets a competence bonus on all Charisma-based skill checks made to influence members
of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same
gender.) The bonus is equal to the characters Charismatic level.
A Charismatic Archetype can only charm Navigator characters with attitudes of indifferent or better. The charm bonus cant
be used against characters that are unfriendly or hostile.
This ability can be taken more than once (for another gender).
Favour: The Charismatic Archetype has the ability to acquire minor aid from anyone he or she meets. By making a favour
check, a Charismatic Archetype can gain important information without going through the time and trouble of doing a lot of
research. Favours can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the
course of an adventure.
A Charismatic Archetype spends 1 action point to activate this talent. To make a favour check, roll a d20 and add the
characters favour bonus, equal to the characters Charismatic level. The Navigator sets the DC based on the scope of the
favour being requested. The DC ranges from 10 for a simple favour to as high as 30 for formidable and highly dangerous,
expensive, or illegal favours. A Charismatic Archetype cant take 10 or 20 on this check, nor can the Archetype retry the
check for the same (or virtually the same) favour. Favours should help advance the plot of an adventure. A favour that would
enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a
favour check.
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The Navigator should carefully monitor a Charismatic Archetypes use of favours to ensure that this ability isnt abused. The
success or failure of a mission shouldnt hinge on the use of a favour, and getting a favour shouldnt replace good roleplaying or the use of other skills. The Navigator may disallow any favour deemed to be disruptive to the game.
Prerequisite: Charm.
Misdirect: The Charismatic Archetype can encourage opponents to ignore him by making himself appear to be harmless and
unthreatening. The target must have an Intelligence score of 3 or higher to be susceptible to a misdirect attempt, must be
within 30 feet of the Charismatic Archetype, and must be able to see, hear, and understand the Archetype. To misdirect a
target, the Archetype must use an attack action to make a Charisma check (DC 15), adding his Charismatic level as a bonus.
If the Charisma check succeeds, the target can try to resist. The target resists the misdirection attempt by making a Will
saving throw (DC = 10 + Charismatic Archetypes class level + Charismatic Archetypes Cha bonus). If the saving throw
fails, the target pays no attention to the Archetype, deciding that he is harmless, worthless, or otherwise not worthy of regard.
The target completely ignores the Archetype until the end of the Charismatic Archetypes next turn. This allows the
Charismatic Archetype to take actions of which the misdirected target is unaware. The effect ends immediately if the
Charismatic Archetype performs any attack action. The Charismatic Archetype can concentrate to keep a target misdirected
for additional rounds. The Charismatic Archetype must spend an attack action on the task, and the target gets to make a new
Will save each round. The effect ends when the Archetype stops concentrating, or when the target succeeds on the save.
Prerequisites: Charm, favor.
Captivate: The Charismatic Archetype has the ability to temporarily beguile a target through the use of words and bearing.
The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the
Archetype, must be flat-footed or not in combat, and must be able to see, hear, and understand the Archetype.
To captivate a target, the Archetype must use an attack action and make a Charisma check (DC 15), adding her Charismatic
level as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic Archetypes class level +
Charismatic Archetypes Cha bonus). If the saving throw fails, the Archetype becomes the targets sole focus. The target pays
no attention to anyone else for 1 round and remains flat-footed. This focusing of the targets attention allows other characters
to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened.
A Charismatic Archetype can concentrate to keep a target captivated for additional rounds. The Charismatic Archetype
concentrates all her effort on the task, and the target gets to make a new Will save each round. The effect ends when the
Archetype stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability.
Prerequisites: Charm, Favour.
Greater Charm: The Charismatic Archetype can attempt to improve the attitude of an unfriendly target (Navigator
character). The target must have an Intelligence score of 3 or higher, must be within 30 feet of the Charismatic Archetype,
and must be able to see, hear, and understand the Archetype. The Archetype may not be holding a weapon or threatening the
target in any way. The Archetype and target make opposed Will saving throws. Each character receives a bonus on this saving
throw equal to his or her Charismatic level. If the Archetype succeeds, the targets attitude immediately becomes indifferent
toward the Archetype. If the Archetype fails, the targets attitude immediately becomes hostile toward the Archetype.
Prerequisites: Charm, favor, captivate, misdirect.
Fast-Talk Talent Tree
The Charismatic Archetype has an innate talent for bending the truth and dazzling others with a combination of words,
mannerisms, and charm.
Fast-Talk: The Charismatic Archetype has a way with words when attempting to con and deceive. With this talent, he or she
applies her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the Archetype makes while
attempting to lie, cheat, or otherwise bend the truth.
Dazzle: The Charismatic Archetype has the ability to dazzle a target through sheer force of personality, a winning smile, and
fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30
feet of the Archetype, and must be able to see, hear, and understand the Archetype.
To dazzle a target, the Archetype must use an attack action and make a Charisma check (DC 15), adding her Charismatic
level as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic Archetypes class level +
Charismatic Archetypes Cha bonus). If the save fails, the target receives a 1 penalty on attack rolls, ability checks, skill
checks, and saving throws for a number of rounds equal to the characters Charismatic level.
This talent can be selected multiple times, each time worsening the dazzled penalty by 1. This is a Mind-Affecting ability.
Prerequisite: Fast-talk.
Taunt: The Charismatic Archetype has the ability to temporarily rattle a target through the use of insults and goading. The
target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the Archetype, and
must be able to hear and understand the Archetype.
To taunt a target, the Archetype must use an attack action and make a Charisma check (DC 15), adding her Charismatic level
as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the taunt by making a Will saving throw (DC 10 + Charismatic Archetypes class level + Charismatic
Archetypes Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.
A taunt can be played on an opponent any number of times. This is a Mind-Affecting ability.
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Multiclass Characters
A character may add new classes as he or she progresses in levels, thereby becoming a multiclass character. The class
abilities from all of a characters classes combine to determine a multiclass characters overall abilities.
Class and Level Features As a general rule, the abilities of a multiclass character are the sum of the abilities provided by
each of the characters classes.
Level Character level is a characters total number of levels. It is used to determine when feats and ability score increases
are gained. Class level is the characters level in a particular class. For an Archetype whose levels are all in the same class,
character level and class level are the same.
Hit Points An Archetype gains hit points from each class as her class level increases, adding the new hit points to the
previous total.
Base Attack Bonus
Add the base attack bonuses for each class to get the Archetypes base attack bonus. A resulting value of +6 or higher
provides the Archetype with multiple attacks.
Base Attack Bonus
Additional Attacks at
+6
+1
+7
+2
+8
+3
+9
+4
+10
+5
+11
+6/+1
+12
+7/+2
+13
+8/+3
+14
+9/+4
+15
+10/+5
+16
+11/+6/+1
+17
+12/+7/+2
+18
+13/+8/+3
+19
+20
+14/+9/+4
+15/+10/+5
To use multiple attacks in the same round, a character must use a full attack, which is a full-round action.
Saving Throws Add the base save bonuses for each class together.
Defence Bonus Add the Defence bonuses for each class together.
Reputation Bonus Add Reputation bonuses together.
Skills A multiclass Archetype uses her character level to determine the maximum ranks the Archetype can have in a skill. If a
skill is a class skill for any of a multiclass Archetypes classes, then use character level to determine a skills maximum rank.
(The maximum rank for a class skill is 3 + character level.) When a multiclass Archetype gains a level in a class, he or she
spends that levels skill points as a member of that class. Only that classs class skills may be purchased as class skills. All
other skills, including skills for another class the Archetype has levels in, are considered cross-class skills when ranks in
those skills are purchased at this level.
Class Features The character gets all class features (talents, bonus feats, or other special abilities) of all classes for the levels
he or she possesses.
Feats A multiclass character receives a new feat every three character levels, regardless of individual class level. Taking one
level in a new class does not entitle a character to receive the two feats that a beginning 1st-level character gets.
Ability Increases A multiclass character increases one ability score by +1 every four character levels, regardless of
individual class level.
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Adding a Second Class When a character with one class gains a level, he or she may choose to increase the level of her
current class or pick up a new class at 1st level. This could be a basic class or, if the character qualifies for it, an advanced
class.
The character gains the 1st-level base attack bonus, base save bonuses, class skills, other class features of the new class, hit
points of the appropriate die type, and the new classs number of skill points gained at each additional level (not that number
x4, as is the case for a 1st-level character).
Picking up a new class is not exactly the same as starting a character in that class. When picking up a new class, an
Archetype doesnt receive maximum hit points but should roll the new Hit Die.
Advancing a Level Each time a multiclass character attains a new level, the Archetype either increases one of her current
class levels by one or picks up a new class at 1st level.
When a multiclass character increases one of her class levels by one, the character gets all the standard benefits that
characters receive for attaining the new level in that class: more hit points, possible bonuses on attack rolls, Defence, and
saving throws (depending on the class and the new level), a new class feature (as defined by the class), and new skill points.
Skill points are spent according to the class that the multiclass character just advanced in. Skills are purchased at the cost
appropriate for that class.
In general, a character can have levels in as many different classes as there are classes.
Action Points
Action points provide characters with the means to affect game play in significant ways. A character always has a limited
amount of action points, and while the character replenishes this supply with every new level he or she attains, the character
must use them wisely. For high-level player characters, the character gets the number of action points granted by his last class
level. For example, a 5th-level Strong Archetype would get 7 action points, because his fifth level in Strong gives him 5 + 1/2
his level. A character can spend 1 action point to do one of these things:
Alter a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw.
Use a class talent or class feature during your turn for which the expenditure of 1 action point is required.
When a character spends 1 action point to improve a d20 roll, add 1d6 to the d20 roll to help meet or exceed the target
number. A character can declare the use of 1 action point to alter a d20 roll after the roll is made -- but only before the
Navigator reveals the result of that roll (whether the attack or check or saving throw succeeded or failed). A character can't
use an action point on a skill check or ability check when he or she is taking 10 or taking 20.
When a character spends 1 action point to use a class feature, he or she gains the benefit of the feature but doesn't roll a d6. In
this case, the action point is not a bonus to a d20 roll.
A character can only spend 1 action point in a round. If a character spends a point to use a class feature, he or she can't spend
another one in the same round to improve a die roll, and vice versa.
Depending on the Archetypes character level (see the table below), he or she may be able to roll more than one d6 when
spending 1 action point. If the character does so, apply the highest result and disregard the other rolls.
Character Level
1st - 7th
1d6
8th - 14th
2d6
15th - 20th
3d6
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Read/Write Language
Repair
Research
Ride
Search
Security* (formerly disable device)
Sense Motive (skill employed by Minutiae Observation**)
Sleight of Hand
Speak Language
Spot
Survival
Treat Injury
Complex Skill Checks in the RULBUK system.
With most skill checks, a single die roll immediately determines whether or not a character succeeds. If a character wants to
perform a dance or recall a specific piece of information, his success or failure is apparent after a single check.
For complicated and time-consuming tasks (such as disabling a Pentashielded Pru Door or researching an obscure poison), or
at times when the Navigator wants to build tension and suspense, the complex skill check described here might be called for.
In such a case, a specific number of successful skill checks must be achieved to complete the task. The complexity of the task
is reflected in the DC of the required check, the number of successful rolls required to complete the task, and the maximum
number of failed rolls that can occur before the attempt fails. In most cases, one or two failed rolls does not mean that a
complex skill check has failed, but if three failed rolls occur before the character makes the required number of successful
rolls, the attempt fails. Although three failures is a common baseline, Navigators are encouraged to change the number if the
situation warrants it.
The Navigator can also apply a penalty to future rolls in the complex check if the character rolls one or more failures. For
instance, an intricate trade negotiation requiring a complex Diplomacy check might assess the character a -2 penalty on her
checks for each failed check made as part of the complex check (representing the tide of the negotiation turning against her).
Table: Example Complex Skill Checks Successes
Required
Complexity
Example (Skill)
2 or 3
Slight
Training a riding horse (Handle Animal)
4 to 6
Ordinary
Making a rapier (Craft [weapon smithing])
7 to 9
Good
Bypassing an Ixian Pentashield (Security)
10 or more
Amazing
Pick an amazing lock (Open Lock)
Each die roll is one portion of a complex skill check, and each die roll in the attempt represents at least 1 round of effort (it
might represent more time, depending on the skill or task in question). Like skill checks, ability checks can also be complex.
Complex skill checks are rarely used in situations that call for opposed checks.
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DC
Resist fear
15
Memorize
15
Tolerate poison
Poisons DC
Willpower
20
Resist Fear: In response to a fear effect, you can make an Autohypnosis check on your next action even if youve been
overcome by fear. A successful check grants you another saving throw with a +4 morale bonus to resist the fear effect.
Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or other particularly difficult
piece of information. Each successful check allows you to memorize up to 250 words or the equivalent of what could be
comfortably contained on an 8 1/2-by-11-inch sheet of paper. You always retain this information; however, you can only
recall it with a successful Autohypnosis check.
Tolerate Poison: In response to being poisoned, you can make an Autohypnosis check on your next action. A successful
check grants you a +4 morale bonus on your saving throw to resist the poisons secondary damage.
Willpower: If reduced to 0 hit points (disabled), you may make an Autohypnosis check. If successful, you can perform a
strenuous action without taking 1 point of damage. A failed check carries no penaltiesyou can choose not to perform the
strenuous action. If you do perform the strenuous action after failing the check, you take 1 point of damage, as normal.
Try Again? For resist fear and memorize, you can make a check once per round. You cant try again to tolerate poison. You
cant try again in the same round for willpower.
Special: You can take 10 on Autohypnosis checks, but you cant take 20.
Special If you have 5 or more ranks in Concentration, you get a +2 bonus on Autohypnosis checks.
Knowledge (Assassination) (Int) Trained Only
This skill enables an Assassin to successfully plan and execute forays into secure locations, acquiring blueprints, architectural
renderings, memorising security codes (but not obtaining them), and planning alternate escape routes. Infiltration differs in
from the physical stealth skills Hide and Move Silently that confer the ability to actually implement such plans.
Prior to contact with a target the Assassin can make a knowledge check. The DC depends on the information available at the
time of planning.
Successful tests in situ allow the Assassin to recall details of the plan, and the varying contingencies. These contingencies
need not be agreed on beforehand and may emerge as fully realised elements of the plan, retroactively during play.
Example Situation
Private domicile
Civilian Building
Military Depot
House Keep
Guild Bank
Sardaukar Outpost
Imperial Selamlik
DC
10
15
20
25
30
35
40
Further modifiers for high alert (+5), complacent security (-5), sleeper agent (-5) can be assigned by the Navigator.
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Prediction
Glean facts relevant to the immediate future of actors in the current scene.
Predict future actions of actors based on the current scene.
Deduce the motivations of an organisation based on the behaviour of a single member in the current scene.
Forecast the future behaviour of an actor in a future scene.
Accurately divine an actors interactions based on previous predictions. A so called Second Order Computation.
Information
Basic information about the scene. Why this locale was chosen, why these actors et cetera
Concealed information about this scene. Who is planning violence?
Obscure information about threads that directly link to this scene.
Related threads linked to this scene.
Related threads independent of this scene.
Mentat Computation and Projection generally takes at least 1 full minute (10 consecutive full-round actions). A rushed
Projection or Computation can be made as a full-round action, but you take a -10 penalty on the check.
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RULBUK COMBAT
Critical Hits and Damage Reduction.
When a character makes an attack roll and gets a natural 20 (the d20 shows 20), the character hits regardless of the targets
Defence. The character has scored a threat of a critical hit. In addition this attack also ignores damage reduction from
equipment, i.e. worn Armour, but not innate damage reduction, such as that from the Tough Archetype talent.
To find out if it is actually a critical hit, the character immediately makes another attack roll with all the same modifiers as the
attack roll that scored the threat (excepting bonuses from Action Points). If the second roll also results in a hit against the
targets Defence, the attack is a critical hit. (The second roll just needs to hit to confirm a critical hit; the character doesnt
need to roll a second 20.) If the second roll is a miss, then the attack still ignores Armour and deals the damage of a regular
hit.
A critical hit multiplies the weapons base damage dice only, never any associated bonuses.
Unless otherwise specified, the multiplier is x2. (It is possible for some weapons to have higher multipliers, doing more
damage on a critical hit.) Some weapons have expanded threat ranges, making a critical hit more likely. However, even with
these weapons, only a 20 is an automatic hit. The Critical column in the weapon tables indicates the threat range for each
weapon. Bonus to damage, represented as extra dice, are never multiplied when a character scores a critical hit.
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that
accompany the attack, such as injury type poison, and injury type disease. Damage reduction does not negate touch attacks,
or energy damage dealt along with an attack. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or
contact.
Massive Damage
Any time a character takes damage from a single hit that exceeds the characters massive damage threshold that damage is
considered massive damage. A characters massive damage threshold is equal to the characters current Constitution score;
though this can be affected by options such as taking the Improved Damage Threshold feat.
When a character takes massive damage that doesnt reduce his or her hit points to 0 or lower, the character must make a
Fortitude save (DC 15). For every 10 points of damage dealt by an attack in excess of a characters massive damage
threshold, increase his Fortitude save DC by 2. If the character fails the save, the characters hit point total is immediately
reduced to 1. If the save succeeds, the character suffers no ill effect beyond the loss of hit points. Creatures immune to
critical hits are also immune to the effects of massive damage.
Variant Massive Damage Rules For Solo Games
When a character first fails a Massive Damage Save he is stunned for 1d4 rounds. (During that time, any other character
can take a standard action to help the stunned character recover; doing so ends the stunned condition.) The character also
becomes fatigued. If the character is already fatigued they become exhausted.
STUNNED A stunned creature drops everything held, cant take actions, takes a -2 penalty to AC, and loses his Dexterity
bonus to AC (if any, but does not lose penalties).
FATIGUED A fatigued character cant run or charge and takes a -2 penalty to Strength and Dexterity until he has rested for 8
hours.
EXHAUSTED An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of
complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else
that would normally cause fatigue.
Natural Healing
Characters recover hit points points at a rate of one hit points point per hour per character level. Characters who have failed a
Massive Damage Save, or have been reduced below 0 hitpoints, require surgery to begin healing. See the Treat Injury skill.
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Category
Light Armour
Light Armour
Light Armour
Medium Armour
Medium Armour
Heavy Armour
DR
DR 0
DR 1
DR 2
DR 3
DR 3
DR 4
Notes
Check Penalty
+1 Def, Disarm +2, requires free offhand
-1
Max Dex AC bonus +6
-1
Max Dex AC bonus +4
-2
Max Dex AC bonus +3
-3
Max Dex AC bonus +2
-4
Max Dex AC bonus +1
-6
Mastercraft reduces Check Penalty by 1 and increases Max Dex AC Bonus by 1. Ginaz Chain is already Mastercraft.
Melee Weapons
Flip-dart
Knife
Slip-tip
Kindjal
Rapier
Sabre
Exotic
Armour Spikes
Warfan
Katana
Critical
*
19-20
18-20
19-20
18-20
19-20
Damage
1
P
1d4
S
1d4
P
1d6
P
1d6
P
1d8
S/P
Size
DR/hp
Tiny
10/1
Light 10/2
Light 10/2
Light 10/2
Medium 10/5
Medium 10/5
20
20/x3
19-20
1d4
1d4
1d10
Light
Light
Large
10/2
5/5
10/10
Critical Damage
18-20 1-6
20
2-12
Size
small
small
Range
20
n/a
n/a
n/a
large
Projectile Weapons
Needle Gun
Maula Pistol
Exotic
Slow Pellet Stunner
Lasgun - pulse fire
- lasing arc
- full burn
P/S
S
S
1-4 Electrical
3d8
5d8
3d8
Notes
Requires flatfooted opponent.
+4 to concealment.
+2 to Hit versus Shielded opponents.
Mastercraft adds 2 to a weapons hardness, and +10 to its hit points. In addition to providing either a +1/+2/+3 to hit
or damage, never both.
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Dueling Cloak: This large, heavy, often elaborate cloak is weighted along the bottom edge with numerous small lead beads
sewn into the seam. It is often used to parry with, requiring the off-hand be free to provide a +1 Defence Bonus (at -1 Armor
Check Penalty). It can also aids in disarm maneuvers, offering +2. It may also be thrown like a net to entangle opponents.
When you throw a dueling cloak, you make a ranged touch attack against your target. The cloak's maximum range is 10 feet,
and you suffer no range penalties to throw it even to its maximum range. If you hit, the target is entangled. An entangled
creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed
and cannot charge or run. The entangled creature can escape with an Escape Artist check (DC 10) that is a full-round action.
The cloak has 3 hit points and can be burst with a Strength check (DC 20, also a full-round action). A dueling cloak is only
useful against creatures between Tiny and Medium size, inclusive, and need not be folded to be thrown effectively.
Flip Dart A small needle like barb used to deliver a potent drug or poison. Flip darts are so named for the protective 'flipcover' used to conceal the needle - difficult to spot with the naked eye and immune to poison snoopers as long as it remains
hermetically sealed. A successful feint (or other situation that denies DEX bonus to AC) will be required to gain the moment
to employ the flip dart. It always strikes as a threatened critical, which guarantees it will deliver the poison by ignoring DR.
Slip-tip A specialised form of fighting knife designed for off hand use. The blade earns its name from the comparative ease
by which its slender blade penetrates shields and between ribs. The blade is a long, double-edged and tapers gently towards
the sharp tip. Its hilt incorporates a deliberate cross guard to catch and deflect. The blade gains +2 to hit versus shielded
opponents. You may not use Power Attack with the Slip-tip. Primarily considered a companion blade to a kindjal, rapier or
sabre. When used in a formal duel, an envenomed slip-tip will be carried in a white-gloved hand (the blade sinister). Whereas
the sword will be carried in a black glove indicating purity.
Kindjal A kindjal is a double bladed short sword (or long knife) constructed of any metal such as plasteel. The traditional
form is of a gracefully curved, double-edged blade terminating in a glittering point. Kindjals are the standard issue blade of
House personnel but remain a favourite amongst noblemen and duellists.
Rapier* & Sabre, the epitome of noble weapons in the age of the Imperium. The rapier is a long straight edged blade,
whereas the sabre is elegantly curved. Both terminate in an acute point - instrumental in shield penetrating thrusting attacks.
Constructed of tempered metal such as cold-cast plasteel or titanium. Duelling swords prevail as the most elegant of the
archaic weapons, quick in balance and precise of motion. Considered regal weapons for noble personages, swords carry caste
restrictions on most Imperial worlds. Legally borne by Nobles, Swordmasters or House Troopers who possess sufficient
training and cachet to bear them.
*You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with
a rapier, even though it isnt a light weapon. However you cant wield a rapier in two hands in order to apply 1 times your
Strength bonus to damage.
Katana requires Exotic Weapon Proficiency to use in one hand. Otherwise 2 handed at -4 to hit. The secret of its
manufacture lost to the Imperium. This weapon remains very rare in the Imperium, and is limited to the Navigators
discretion.
Armour Spikes You can have spikes added to your Armour, which allow you to deal extra piercing damage on a successful
grapple attack. The spikes count as an exotic weapon. If you are not proficient with them, you take a -4 penalty on grapple
checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they
count as a light weapon in this case. (You cant also make an attack with Armour spikes if you have already made an attack
with another off-hand weapon, and vice versa. Though you may combine Spike attacks with 2 handed weapons.)
War Fan appears to the untrained eye as nothing more than a beautifully crafted fan. In fact, the vanes of the fan are crafted
from plasteel, and the tips are needle-sharp. When first brought into melee, the wielder may attempt a Bluff check against an
opponents Sense Motive check. If the wielder wins the contest, he adds a +4 bonus to the attack roll for his first rounds
attack(s). This weapon remains very rare in the Imperium, and is limited to the Navigators discretion.
Slow pellet Stunner; uses compressed air to fire a cigar shaped projectile at a target, slow enough to penetrate a Holtzman
Shield. On impact it releases a powerful electrical current. Dealing 1d4 points of electricity damage, in addition the target
must make a Fortitude saving throw (DC 15) or be paralysed for 1d6 rounds. Reloading a Slow Pellet Stunner is a full-round
action that provokes attacks of opportunity. Other forms of payload, such as injury poisons may be delivered. A Holtzman
Shield equipped target can benefit from Concealment against ranged attacks, and as such may enjoy the appropriate
mischance (from 10% to 50% depending on the opacity of the shield).
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1 rd
1 min
10 min 1 hr
1 day
mild
mild
low
mod.
mild
mild
low
mod.
mild
low
mod.
high
mild
low
mod.
high
mild
low
mod.
severe
mild
mod.
high
low
high
severe
low
high
severe
low
severe
severe
The degree of the exposure determines the severity of the radiation sickness, as indicated on the following
table.
RADIATION SICKNESS
Degree of Exposure
Fort DC
Mild
12
Low
15
Moderate
18
High
21
Severe
24
Minimum damage 0 Con
Damage
1d42* Con
1d62* Con
1d61* Con
1d6 Con
2d6 Con
At low levels, radiation sickness is a slow disease. Often, a sick character suffers no severe effects. This is reflected in the
fact that even with a failed Fortitude save, the character might not suffer any Constitution loss. In highly radioactive
environments (such as a post apocalyptic setting), a character might be exposed to radiation while already suffering from
sickness. If the degree of exposure exceeds the exposure that caused the initial sickness, the character suffers radiation
sickness at the increased severity. Otherwise, it does not change. For example, a character who has been exposed to a low
dose of radiation does not get any sicker if she is later exposed to another mild or low dose. If she is exposed to a moderate or
higher dose, however, her sickness becomes more severe.
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MAKING POISONS
Creating poisons is a function of the Craft (Chaumas / Chaumurky) skill.
Ingredients in the absence of Wealth Checks, ingredients must be gathered in game to manufacture poisons. The purchase
DC reflect instead the rarity of elements required for poison manufacture.
The DC of the Craft (Chaumas / Chaumurky) check to create a poison is determined by the poisons delivery method, save
DC, and initial and secondary damage. The purchase DC of the components, and the time required, are based on the creation
check DC. The base DC to create a poison is a function of the poisons delivery method. Poisons that are administered
intravenously (by injection) are injury poisons. Begin the process of determining how to make a poison by choosing
the delivery method.
Delivery Method Base DC
Contact
15 includes Poisons applied onto blades, more difficult as the effective dose delivered is smaller.
Ingested
10
Inhaled
10
Injury
5 Poisons that requires a full dose to be injected into the bloodstream.
Next, determine the effects of the poison. Select initial effects and secondary effects (most poisons have
one of each, but some have more than one effect at each stage). Each effect adds a modifier to the creation DC. For example,
if the poison deals 1d3 points of Dexterity damage initially, followed by 1d6 points of Dexterity damage, the DC would be
modified by +2 (initial damage 1d3 ability) and +2 (secondary damage 1d6 ability), for a total of +4.
Constitution damage is especially dangerous. For Constitution damage, use the appropriate ability damage, but double the
DC modifier.
Effect
Initial Secondary
none
0
0
1 ability damage*
+1
+1
1d2 ability damage*
+1
+1
1d3 ability damage*
+2
+1
1d4 ability damage*
+3
+2
1d6 ability damage*
+4
+2
2d4 ability damage*
+5
+3
2d6 ability damage*
+6
+4
3d6 ability damage*
+8
+5
1 ability drain*
+4
+4
1d2 ability drain*
+6
+6
1d3 ability drain*
+8
+8
1d3 hp
+2
+2
1d6 hp
+4
+3
2d6 hp
+8
+6
Per additional d6 hp
+4
+3
Blindness 1d6 rounds
+6
+3
Paralysis 2d6 minutes
+10
+5
Unconsciousness 1d3 hours +12 +6
If the poison deals Con damage, double the DC modifier.
Finally, set the Fortitude save DC for the poison. A save DC of 10 or lower does not modify the poison creation DC. For each
point you increase the save DC above 10, however, the Craft (Chaumas / Chaumurky) skill DC increases by +1.
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Once you know the total DC to create the poison, you can determine the purchase DC of the ingredients and the time required
to create the poison.
Poison Creation DC
014
1519
2024
2529
3034
3539
4044
45+
Purchase DC
3
6
9
12
15
18
21
24
Time
1 hour
2 hours
4 hours
8 hours
16 hours
24 hours
48 hours
72 hours
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FEAR
I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit
it to pass over me and through me. And when it has gone past, I will turn the inner eye to see its path. Where the fear has
gone there will be nothing. Only I will remain.
Bene Gesserit Litany Against Fear.
All fear attacks are mind-affecting effects. A failed Will Save usually results in a character that is shaken, frightened, or
panicked.
Fear statuses are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who
is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked
instead.
Shaken A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Frightened A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened
creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use
special abilities to flee; indeed, the creature must use such means if they are the only way to escape.
Panicked A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any
other dangers it encounters, along a random path. It cant take any other actions. In addition, the creature takes a -2 penalty
on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use
special abilities, to flee; indeed, the creature must use such means if they are the only way to escape.
Cowering The character is frozen in fear and can take no actions. A cowering character takes a -2 penalty to Armor Class
and loses her Dexterity bonus (if any).
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REPUTATION
Every Archetype gains a reputation of one sort or another as his or her career progresses, expressed as a Reputation
bonus. Reputation is used to determine whether another character (a Navigator character) recognises you.
While an Archetype might try to take advantage of his reputation from time to time, usually the Archetypes reputation
precedes himwhether he wants it to or not. Those who recognise the Archetype are more likely to help him or do what he
asks, provided the reputation has a positive connotation to the character who recognises him. A high Reputation bonus also
makes it difficult for the Archetype to mask his identity, which can be a problem if hes trying not to be noticed. Most of the
time, an Archetype doesnt decide to use his reputation. The Navigator decides when an Archetypes reputation can be
relevant to a scene or encounter. At the moment it becomes relevant, the Navigator makes a Reputation check for a Navigator
character who might be influenced in some fashion due to the Archetypes fame or notoriety, as detailed below.
Famous or Infamous?
Its all a matter of perspective. That is, what the Archetypes reputation represents is in the eye of the beholderthe
Navigator character he interacts with. Most characters with a high Reputation bonus (+4 or higher) are considered well
known within their profession or social circle. Whether this has a positive or negative connotation depends on the point of
view of the person who recognises the Archetype. When a character has a positive opinion of an Archetypes reputation, the
Archetype is considered to be famous by that character.
Fame, when recognised, provides a bonus to certain Charisma-based skill checks. When a character has a negative
opinion of an Archetypes reputation, the Archetype is considered to be infamous by that character. Also, at the Navigators
option, an Archetype might be considered infamous in certain situations due to events that have transpired in the campaign.
For example, if your Archetype got into trouble with the local Harkonnen garrison on Geidi Prime, he or she would be
considered infamous when attempting to interact with people in that town. Infamy, when recognised, provides a penalty to
certain Charisma-based skill checks.
Using the Reputation Bonus
Whenever the Navigator decides that a characters reputation can be a factor in an encounter, the Navigator makes a
Reputation check (DC 25) for the Navigator character involved. A Reputation check is 1d20 + the Archetypes Reputation
bonus + the Navigator characters Int modifier. (Some Knowledge skill modifiers might apply instead of the Int modifier,
such as Knowledge [Underclass] if the Archetype is a nefarious criminal.) Modifiers to the Reputation check depend on the
Archetype and the Navigator character in question, as shown below. Note that if the Navigator character has no possible way
of recognising an Archetype, then the Reputation check fails automatically.
If the Navigator character succeeds at the Reputation check, he or she recognises the Archetype. This provides a +4
bonus or a -4 penalty on checks involving the following skills for the duration of the encounter: Bluff, Diplomacy, Gather
Information, Intimidate, and Perform.
Situation Reputation Modifier
You are famous, known far and wide with either a positive or negative connotation +10
Navigator character is part of your professional or social circle +5
You have some small amount of fame or notoriety +2
Bluff: In general, being either famous or infamous aids Bluff checks. However, any Bluff check made to deny or hide your
identity No, Im not that Swordmaster. You must be thinking of someone else. automatically turns the characters
Reputation bonus into a penalty for that check.
Diplomacy: Infamous characters use their Reputation bonus as a penalty when making Diplomacy checks (its tough to
negotiate a peace treaty when they think youre a killer).
Gather Information: People are more willing to help someone they know, whether happily (for a famous individual) or
fearfully (for an infamous individual).
Intimidate: A famous character can use his reputation to throw his weight around, but he gets to use only half of his
Reputation bonus (round down). An infamous character, on the other hand, uses his full Reputation bonus when making an
Intimidate check.
Perform: A famous individual generally gets a better reception for his performances than an infamous one.
The Navigator must decide that a characters fame or infamy can come into play in a given situation to make a Reputation
check necessary. A character who doesnt know you or know of you cant be influenced by your reputation.
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Means
Will take risks to hurt you
Wishes you ill
Doesnt much care
Wishes you well
Will take risks to help you
Will give life to serve you
Possible Actions
Attack, interfere, berate, flee
Mislead, gossip, avoid, watch suspiciously, insult
Socially expected interaction
Chat, advise, offer limited help, advocate
Protect, back up, heal, aid
Fight to the death against overwhelming odds
In more exotic gladiatorial matches, there may be other ways to influence the crowd. In a match featuring gladiators on
horseback, for example, being knocked from the saddle might worsen the crowds attitude toward you by one step. If the
crowd is composed of Harkonnens, a successful coup de grace that reveals your opponents heart may improve the crowds
attitude by two steps.
While one-on-one gladiator contests are the most common, team matches are also popular (and may be more convenient,
because all PCs can participate). One common
variation pits a single Large or Huge creature against a team of smaller gladiators. Occasionally, a gladiatorial match includes
mounted combat or ranged combat.
Its also commonplace for match organisers to add terrain elements to make a fight more memorable or deadly. Sometimes
two gladiators fight atop tall platforms, attempting to bull rush each other to their doom. Some organisers hide weapons all
over the arena, leading to a mad scramble as the gladiators arm themselves. Sometimes a maze or stockade is built inside the
arena, although spectators will not likely pay to attend a gladiator match they cant see.
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Consequence1
Motive2
check2
Successful tumble
DC 25 Tumble
DC 20 Perform
Trip opponent
Disarm opponent
feet4
1 All attitude changes are one step (for example, indifferent to unfriendly) unless otherwise noted.
2 Special modifiers apply to this check. See the appropriate skill description.
3 If you are tripped or disarmed yourself in a failed attempt, the attitude toward you worsens.
4 If you fall prone during a failed attempt, the attitude toward you worsens.
A recent winner of a Gladiatorial bout generally gets a bonus (+2 for routine contests and +4 for championship events) to
improve an NPCs attitude if the NPC saw the victory.
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Corrida Escuda
A specialised form of the gladiatorial arena is the exclusive Corrida Escuda. Here man faces a battle with his own courage.
Treat the Matador and Bull as Gladiators, however the Crowd always begins with a Friendly rating towards the Bull. If the
Crowd consists of aficionados then the Matador must perform to a higher degree. Any misstep loses the Crowds pleasure,
any triumph is only grudgingly accepted.
There are three matadors in a bullfight, and each faces two bulls. The Matador is not merely competing against the bull, but
his fellow Matadors. In a mano a mano bullfight two rival matadors take turns fighting several bulls each.
Structure
The basic structure of a the bull fight is three acts.; Tercia de Lances, the Act of Lances, Tercio de Banderillos and Tercio de
Capote, the Act of the Cape. A pass of the bull with the cape is called a Lance, a set of three to five Lances is a Faena, and a
set of Faenas is a Tandas. In game terms each lance, or pass, is composed of a Manoeuvre, coupled with one or more
Flourishes (noted below).
It is assumed that the Matador has refocused his initiative. Making it unlikely that the bull can defeat the initiative count.
Certain unusual circumstances can change this assumption. The bull always attacks, unless the bull is deficient in some
fashion.
Cloak Dance is considered an essential feat. Hand of God is commonly employed for the Estocada, especially coupled with
Spring Attack. Stand Still and Sidestep Charge are also common feats amongst bullfighters. Heroic Surge has obvious
applications.
Tercia de Lances
The first Tercio, is an performed purely with the full Cape, the Capote.
Perform(Dance) is used with the Cape. Coupled with the full round Cloak Dance feat, which offer total concealment and
hence a 50% miss chance. The DC of the Perform Check, if successful, is added to this 50%. In the absence of the Cloak
Dance feat, then use the DC as miss chance.
The Bull charges in response to the Perform check. It will attempt to gore the matador. It is considered the height of drama
for the Bull to appear to connect, i.e. successfully strike the AC of the Matador, but for the Cloak Dance to prevent actual
injury. The bull often continues its charge past the Matador, unless the Stand Still feat is used. Such control of the movement
of the Bull please the aficionado. Sidestep Charge aids directly in defence against such a charge.
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Adorno
Ayudado
Ceirse
Mirando al publico
Molinete
Muerte, Pase de la
Rodillas, de
Templar
Tremendismo
A pose, such as touching the bulls horns as it passes. Perform DC +5. On a failed check; provokes
an attack of opportunity. This can be done for free with Sidestep Charge, which allows an AoO.
"helped", pass in which muleta is helped with the sword in other hand. You may use your Attack
Bonus with the Estoque rather than perform Dance. This also allows multiple manoeuvres to be
performed.
to pass the bull very close. Reckless. +2 on Skills and Attacks, -4 to AC.
cape or muleta pass performed while looking at the crowd. DC +5. On a failed
Perform check the Bull attacks as if invisible.
muleta pass where matador spins round after the horns have passed. Adds a second Perform Dance
check at the same DC as the initial pass. Success will please the aficionados, failure invites an
attack of opportunity.
"pass of death", matador stands motionless. Matador is considered flatfooted.
a pass done while kneeling. -4 on Perform(Dance), and Attacks, and AC.
"to moderate", to move the cape or muleta very slowly/smoothly. Raise Perform(Dance) DC +5.
an almost foolhardy brave style which gets the spectators excited. +2 on Skills and Attacks, -4AC,
invokes an Attack of Opportunity.
Tercio de Banderillos
The second Tercio is performed with the cape and banderillos (little flags). Again a series of Lances, but each involves a one
handed pass, and the placement of a Banderillo. The Banderillos cause blood loss and weaken the Bull. Thus preparing the
bull for the Estocada, the killing strike with the estoque, in the following Tercio.
Perform(Dance) is used again, but this time the Cloak Dance feat can only be performed as a Move Action, giving rise to
only a 20% mischance + the DC of the successful Perform Dance (unless Heroic Surge is employed for a full round action
Cloak Dance).
The rest of the combat round is used to insert a Banderillo or little flag. This is a standard attack. Each successful
placement of a Banderillo gives a successive -1 on Constitution (which becomes important in the Estocada, the Massive
Damage Strike that ends the Third Tercio). The Banderillos themselves deal 1-4 damage. The Alguacilas, the plaza judges
determine when enough have been applied.
The matador can abandon the cloak completely, and adopting the form of the bull, approach with a banderillo in each hand.
Use normal combat rules. This was preferred archaically. However it offers no chance to sway the crowd.
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Tercio de Capote
The third, Tercio de Muerte, the Act of Death, is the act of the Cape, the Muleta, and Sword. Lances are performed,
sometimes with the aid of the Estoque, the sword of the Matador. This act climaxes with the Estocada the driving of the
Estoque into the neck of the bull.
As in the first Tercio Perform(Dance) is used with the Cape. Coupled with the full round Cloak Dance feat, which gives 50%
miss chance, the DC of the Perform Check, if successful, is added to this 50%.
The Matador can also use the Sword attack bonus in place of the Perform(Dance), as in this round he is armed with the
Estoque. The sword can be used to guide the Cape. This allows multiple attacks to be employed (as well as feats that depend
on attack actions such as Combat Expertise). The Bulls shielded AC is used as a target. Each successful attack may be
totalled to give the final miss chance, less the AC of the Bull. Single Sword Manoeuvres can also be combined with a partial
action Cloak Dance in a manner akin the second Tercio for 20% base miss chance.
The Tercio Muerte ends with the Estocada, one final Lance brings the Bull to the Matador. There the Matador attempts to kill
with one stroke of the Estoque. Feats such as Power Critical and the Hand of God will aid the Matador. The bull already
weakened by the Act of Banderillos should then succumb to the Matador. Failure to kill with one stroke is bad form.
Equipment
Traje de Luces the suit of Lights
Estoque the balanced killing sword of the Estocada.
Banderilla the hooked darts, used to weaken the Bull.
Muleta the small Cloak of the Bullfighter
Capote the large Cloak of the Bullfighter.
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