KPhan2121 Posted April 11, 2016 Report Share Posted April 11, 2016 I may start a Dune campaign for my players in the near future. I would like your advice on what I would need to have it feel like Dune. It will be set right after the end of the first Dune novel during Paul's conquest of the Imperium. For Holtzman Shields, I would treat them like the energy shields in the book with some changes. First, the base chance of a Holtzman Shield is going to be 5x a character's Dex and this base chance is added to the character's parry skill when blocking with the shield. Second, the percent of chance it would block missile weapons is 100% even if it is a firearm. Thrown weapons and other low velocity projectiles would decrease this chance to 60%. For melee weapons, should I use Vibro-swords and knives but rename them? Or simply use Historic Melee weapons and have them penetrate armor? Or only penetrate half armor value? Or do something else entirely? For the abilities of the characters I am thinking of using superpowers (Using Unified Powers Houserule) but limiting it to things that would make sense in the setting. For example, a Bene Gesserit Adapt would have The Voice and it would be a Limited Form of Mind control. A swordmaster or assassin would simply have a bunch of extra skill points to signify their mastery in stealth or swords. Is there anything I'm missing? Quote You like Fading Suns? Well, I made a thing that's kinda like it! Link to comment Share on other sites More sharing options...
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