Showing posts with label Dune. Show all posts
Showing posts with label Dune. Show all posts

Sunday, April 21, 2024

Dune 2d20 Whalefall - Playtest

Giger

Bene Gesserit Sister Wilhelmina was falling. Her shuttle down to Giedi Prime exploded in flight and her  sealed capsule fell out of the sky, stuttering descent barely slowed by the sporadic activations of the emergency suspensors. The suspensors failed entirely and the capsule fell the rest of the way. She was ready for the impact but an unsecured object left by the flight crew struck her in the throat, crushing her hyoid bone at the most inappropriate time. She was at no risk of suffocating thanks to her excellent physical control, but the injury prevented her from using the Voice.

The first thing she noticed was the stink, like a thousand animals being melted in a giant vat. She calculated that the shuttle must have been flying over the megafarms outside Harko. She levered the door open and was confronted with the reeking whalefields of House Texoco, confirming her suspicions. Cetaceans dangled from enormous derricks, penetrated with tubes that siphoned precious bodily fluids through pipelines to an enormous tryworks in the distance. The rendering plant sent up enormous clouds of foul smelling smoke, mingling with the sooty sky that reflected sunlight from all angles like a greasy mirror.

The falling star had not gone unnoticed. Pyon laborers peered out from behind machinery, wiping tallow off their goggles to see her better. A grain hauler hovering lazily over the tableau turned suddenly and swooped toward her, its speed incongruous with its shitbox exterior. Wilhelmina quickly grabbed the contents of the pod's emergency box and made herself presentable.

Saturday, March 9, 2024

Dune 2D20: Whalefall - Retinue


A couple or three people you might meet on a visit to House Tlaxxon's manor - a tiny keep that floats above the whalefields, roof planted with beautiful cacti and sootblack flowers, fastened to the earth by an anchorchain connected to an enormous boulder that predates the arrival of man on Giedi Prime.
 

Friday, March 8, 2024

Dune 2D20: Whalefall - Houses


House Harkonnen's adroit manipulation of the whalefur market required them to establish a handful of potemkin operations on Giedi Prime, importing Bjondax Whales from Lankiveil to rouse suspicion that they were planning on establishing a rival operation. These efforts had to appear credible to make it past CHOAM's audits of the House's financials, requiring them to gift extraction rights to a handful of Houses Minor so they could spin up something convincing.

Once they had the money, the Harks immediately lost interest in their sacrificial whale farms. But nobody ever gives up power on Giedi Prime. A handful of Houses resisted consolidation, extermination, and the market crash that immediately followed the Baron cashing out.

Sunday, January 15, 2023

Dune 2d20: The Spice Melange

I ran a few sessions of Dune 2d20 and found it to be basically a serviceable tabletop version of the Dune setting. The big omission from the game's voluminous gear list is the Spice Melange. This is an absurd omission, Spice is the entire reason everyone is on Arrakis in the first place.
 
 
Spice can't be acquired via momentum spend to create an asset. It can be bought from legitimate sources on worlds where the ruling House doesn't restrict the supply, or from smugglers at a markup on the already high market price. Either way, the cost is prohibitive to all but the wealthiest Imperial families. Spice can be looted from the treasuries of Great Houses, or stolen from Nobles who have it on their person for private use. Diluted Spice is easier to acquire, by the time of the Regent Alia Atreides "even the vast middle class of the Imperium ate diluted melange in small sprinklings with at least one meal a day." Spice of any kind is much cheaper and easier to acquire on Arrakis, without the Guild monopoly on shipping and Imperial tithes driving up the price.

Consuming a dose of the spice Melange restores a point of Determination.

Consuming even a single dose grants the complication: Spice Addiction. This is permanent, although it only becomes relevant after the character has gone without Spice for an extended period. Severe withdrawal is fatal. Diluted spice staves of withdrawal but provides no other mechanical benefit. Spice addiction is a great way to control someone, if they can't afford a fix or live somewhere the supply is tightly controlled.

Prolonged, excessive spice consumption grants the trait Eyes of Ibad, tinting the iris and sclera a total blue so dark as to be almost black. This is an unattractive trait anywhere except Arrakis, and most people wear contacts to make their eyes look "normal" in polite society. Fremen consider the Eyes of Ibad a desirable trait, though this alone is not enough to overcome their distrust of offworlders.

Thursday, May 26, 2022

Dune 2d20 Masterpost

I've been running Modiphius' Dune 2d20 system on and off for the last few months. The adventures of House Viracocha and the War of Assassins with House Orlok.


My feedback on the game system is that if you want to run a Dune RPG, it's worth using Dune 2d20 rather than hacking another system. Any further praise would have to be counterbalanced with a listing of the game's flaws, both in the rules themselves and the explanation given in the corebook. I might do a full F&F writeup of the game, or a shorter review on this blog if I don't feel like putting myself through the full meatgrinder.

Dune 2D20 - Peripheral Houses

HOUSE AT TAM
House Major
Homeworld: Niushe
NPCs Known: Beg MacAdder at Tam (hit on Tost Viracocha once)
House at Tam hails from the "purple world" of Niushe, whose retinal based ecosystem gives the planet's plant life its distinctive coloration. They have a reputation as honest brutes, fond of violence and self indulgence, yet utterly pious in their devotion to the Horned Mother. They keep trade and communication with the rest of the universe to a bare minimum, out of fear that other Houses and various secret organizations will subvert their culture through the media and send spies into their homes undetected. They keep large parts of their world at a medieval level of technological sophistication. They hate House Orlok for stealing away their beloved priests of House Nuntius after defeating House at Tam in a War of Assassins.

Wednesday, May 25, 2022

Dune 2d20: Music Post

Music from the Dune 2d20 game. Some tracks were originally slated for one location and used for another. Not all tracks were used.
 

Sunday, May 22, 2022

Dune 2d20: Session 7 - THIS IS KANLY


Klamm Orlok, bastard son of Marquis James Orlok, and Kleft, defacto commander of the Sulfur Dragoons,  held Lydia Amaru, Agent of House Viracocha, at gunpoint in Klamm's apartment on the Acid Spit, the Sulfur Dragoons' spar of the aerostat Dhal on House Orlok's home planet Rulag.

 
Lydia convinced them that she was actually Cappy Viracocha, daughter of Earl Alejandro Viracocha and valuable hostage. She didn't have a signet ring to back up any of her outlandish offers in exchange for freedom, so the pair had her confined to the state room next to Klamm's apartment while they decided what to do with her. They hadn't alerted the rest of House Orlok yet, which was good.

Mockingbird the Face Dancer disguised themself as Klamm and told the guards to bring Lydia out. They almost made it off the Spit, but were interrupted by the return of Kleft. Mockingbird changed faces into a random trooper before Kleft spotted them. Disguised Mockingbird told Kleft that Klamm had ordered the prisoner removed. Kleft assumed it was a coup, and ordered the other Sulfur Dragoons to kill disguised Mockingbird. Mockingbird ran out through the pentashield Lydia tried to follow, but didn't have a keycard, and bounced right off the prudence door.

With Lydia in captivity, the rest of the Agents considered their options. They had a squad of Watchers and another of Free Shooters ready to deploy to the aerostat, a Face Dancer who could change their appearance at will, and a dissembler keycard that would let them into the prudence door protecting the base. A military operation would rescue their operative and give them a chance to capture the Sulfur Dragoons' leaders and destroy their base of operations, all while looking stylish.

Sunday, May 1, 2022

Dune 2d20: Session 6 - THIS IS KANLY

The House Viracocha counselors sent three agents to House Orlok's home planet Rulag:
  • Lydia Amaru the Disguise Specialist
  • Marcus the Mentat Spy
  • Zak Vezas the Hypnotist
Their mission: to collect information about House Orlok and its servitors, infiltrate The Sulfur Dragoons mercenary army, and find secret information that could be used to embarrass or destroy them.

The trio of Agents arrived at the spaceport on the Aerostat Dhal. A helpful Guild agent listed them as pilgrims and got them tourist visas in exchange for some information about House Runasimi's plans for the war.


The aerostat was a floating city filled with breathable air. This allowed it to float in the heavier-than-air atmosphere of the planet's upper cloud layer. Marcus suspected the city also had suspensors carrying some of the weight. The shuttle bay was on the top spindle of the hab, with an elevator that went down to the main habitat "bowl" inside. This enclosed space was filled with bridges, mezzanines and concentric rings of terraces, going from the rim of the bowl down to the lower levels. Everything was decorated in colorful banners. Everyone carried weapons. Massive screens advertised House Orlok's military might and their impending victory over House Runasimi. And a strange abstract warning, where a dancing figure with a sword was "stomped out" by a giant boot.
 

Sunday, April 17, 2022

Dune 2d20: Session 5 - THIS IS KANLY

A few days had elapsed since House Viracocha's operatives returned from their Trip to Gamont. House Runasimi decided that, rather than pretend expertise in matters they had no knowledge of, they themselves would pursue a defensive strategy, and outsource offensive operations against House Orlok to House Viracocha. While the bulk of the mercenary forces would be stationed in the University City of Huanchaco with House Runasimi's leadership, House Viracocha would be given forces and assets sufficient for the prosecution of the war off-planet.


The Agents of House Viracocha were promoted in accordance with their skillsets
  • Huascar was promoted to Warmaster
  • Dr Ichuri was promoted to House Physician
  • Sister Victoria was promoted to Spymaster
  • Tost was promoted to Envoy
The newly promoted House Viracocha Councilors stepped into the Chamber of Understanding in Crannog Viracocha, the House's lakeside estate. Mentat Joe, Figaro and Rug were doing sapho shots and arguing viciously about something irrelevant to the Councillors. They paused their discussion to explain the situation.

Saturday, April 16, 2022

Dune 2d20 - Watcher and Free Shooter Chargen Options

The two armies procured by the agents of House Viracocha have a handful of unique talents that supporting characters can take in place of (or in addition to) traits from the trait list in the corebook.

Players may purchase these traits for their main characters using advancement points, receiving training from teachers in the corresponding military force.

WATCHERS
The Watchers are a mercenary company specialized in observation. If they have a chance to watch their target and assess their weakness, they can methodically dismantle them in battle. If caught off guard, they struggle in direct combat.

The typical Watcher trait is either Watcher or mercenary.


The new talents available to Watchers are:
  • Amtal Rule: You are an adroit assessor of weakness. Any time you attempt to force a trait onto a target, you may reroll a single die.
  • Limited Prediction: In conflict, as a free action, you may spend two momentum to learn what an NPC (or group of NPCs in cases such as warfare where multiple people are treated as a single asset or entity) will do next. The NPC(s) must attempt the predicted action when their turn comes up, unless changing circumstances  render it physically impossible.

FREE SHOOTERS
The Free Shooters are former slaves from Gamont, granted their freedom by House Viracocha and enlisted by their parent House Runasimi as spies and assassins. Their lack of skill in personal combat is counterbalanced by their superb tradecraft and their unshakeable faith in the existence of another universe in which they will be reborn after their inevitable gory death.

Free Shooter traits are either the generic "freed slave" or a specific former job function like gladiator, prostitute, tour guide, chef, etc.

Les Francs-tireurs by Auguste Louis Lepère

New Talents available to Free Shooters are:
  • Berserker: In conflict, you can add one additional die to your pool on a roll, in exchange for reducing the difficulty of attacking you by two until your next action. This bonus die does not increase the cost of dice purchased with momentum.
  • Deep Cover: You can play any role, no matter how unpleasant. When disguised or undercover, and your cover is blown, you may choose to take a complication to maintain your cover. You cannot do this again until you remove the complication or change disguises.

Sunday, April 10, 2022

Dune 2D20: Session 4 - Trip to Gamont

Huascar Quilago hung from the remains of the recently nuked suspensor platform by his krimskel fiber rope. Dr Ichuri hung from Huascar's legs. Alan Nomad dangled from Dr Ichuri. Below them: 100 feet, then the ocean. The Doctor grabbed the rope and climbed up over Huascar onto the suspensor. He used the rope's self tightening action to gradually haul Huascar and Nomad up onto the floating ball.
 
100 feet below, Sister Victoria woke up on a beach. A small child covered in the same identifying tattoos and scars as the other slaves was prying the rings off her fingers. She chased the kid away and stood up. There were a few dead bodies washed up on the beach. She did a quick inventory of her cells and found no evidence of radiation sickness from the blast, indicating a "clean" fusion reaction. The child had retreated inland, into a wild forest.
 

Victoria went into the woods, hoping to find someone who could help her. She found crashed pieces of the suspensor platform, and drag marks where bodies had been removed from the scene, leading deeper into the forest. By climbing a tree and suspending her breathing, she avoided a skirmish line of armed slaves, moving through the forest looking for survivors. They didn't look friendly.

Tost Viracocha sat in a clearing in the forest, along with Ser Rhineland Rashomon and a handful of mercenaries from the convention. They had been captured by the rebels, who were standing around with various weapons, out of reach of Tost. It was clearly a hostage situation, the surviving nobility who had washed ashore after the blast were acting as human shields for the surviving maula. It would only be a matter of time before forces from House Thoss (or their parent House) showed up to reassert control of the situation, and things got bloody.
 

Saturday, April 2, 2022

Dune 2D20: Session 3 - Trip to Gamont

When we last left off, the Agents of House Viracocha had arrived on Gamont, and attended the first day of the mercenary trade show. They had identified a free company, the Watchers, as a likely candidate for the procurement they'd been assigned to oversee: recruiting a mercenary army to help their parent house, House Runasimi, defend itself from House Orlok in a War of Assassins.

The second day of the Trip to Gamont dawned, and the Agents of House Viracocha found that nobody had attacked them in their sleep. Lydia stayed behind to make sure Mentat Joe didn't choke on his own vomit from his drug bender, while the rest of the group caught a shuttle back up to the trade show. They recalled Mentat Joe's incomplete warning that, while their deal with the Watchers would be successful, something else bad was going to happen.


They shared the shuttle up to the flying convention platform with some familiar faces and some new ones. They recognized the delegation from House Rashomon, the leader wearing a pair of heavy sunglasses to combat photosensitivity from his hangover. There was also a new guy, which they recognized by the flashes on the collar of his Hawaiian shirt as the colors of House Rust, a House Minor from Giedi Prime with a controlling interest in the Eyeflash Miracles, one of the mercenary outfits at the expo.

Saturday, March 5, 2022

Dune 2D20: Session 2 - Trip to Gamont

When we last left the agents of House Viracocha, they had identified a couple promising candidates to hire as mercenaries for House Runasimi's war against House Orlok:
  • The Eyeflashes, warrior hypnotists who could induce seizures in their targets
  • The Watchers, observant fighters who carefully observed their targets to learn their weaknesses
The next step was to make sure that whoever they chose didn't sell them out, and figure out how to get the best possible price. The team planned their next move in the flying bar at the end of the lounge, attached to the suspensor platform where the conference was taking place.


The agents queried the elderly drug addict Mentat Joe about the loyalties of the two mercenary outfits, hoping he might remember something useful. Joe recalled that the Eyeflashes were majority owned by House Rust. House Rust was a House Minor on Geidi Prime, always trying to imitate their masters' gift for scheming. It wasn't a good idea to hire them as mercenaries. That left the Watchers as the obvious choice. Sister Victoria could use her truthsayer powers to determine whether the Watchers were on the level, and then the group could workshop how to get leverage over them for a better price.

Sunday, February 27, 2022

Dune 2D20: Session 1 - Trip to Gamont

The blue sun rose over Bonavera, lighting up the Studio City of Lake, glittering off the almost-frozen surface of the artificial body of fresh water that half encircled it. The planet wasn't warm enough to have a natural water cycle, yet.
 

Figaro, two fisted editor and House mentat to the Viracocha dynasty, summoned four people to his office for a secret mission:
  • Tost Alejandrez, Superfluous offspring of Earl Viracocha 
  • Sister Victoria, Bene Gesserit Bodyguard
  • Huascar Quilago, Stunt man but for real
  • Doctor Saman Ichuri, Slumming Suk Doctor
Figaro didn't turn to greet his visitors, watching them in the rear view mirror of his editing desk with one eye, while the other focused on his work. He was cutting together three movies at once, hands flicking across the controls as he put the finishing touches on a documentary, an investment pitch and a porno. He cursed the director's sloppy work, then remembered he had company.

The situation was this: House Runasimi, to which House Viracocha owed fealty, was at war with House Orlok (and by extension House Nuntius). House Runasimi was good at political maneuvering, not direct combat, and needed mercenaries. Runasimi gave the procurement to Viraccha, and now the mentat was giving it to the four agents. They were competent enough that they might actually succeed, expendable enough that it wasn't a big deal if they failed, and low profile enough that they wouldn't instantly be recognized on the covert adventure they were about to embark on.
 
The specifics of the mission: there was a convention on Gamont, where a number of mercenary armies would be holding demonstrations and soliciting contracts. The agents had the dispensation of the house to initiate a contract with one of these armies in order to defend the house. Figaro stipulated that the ideal mercenary army would be
  • Effective
  • Loyal
  • Within House Runasimi's budget
He understood that in procurement, you rarely got all three of "good, loyal, and cheap". He counted on the agents negotiating aggressively and using their heads to get a good deal.
 
The agents concurred with Figaro's plan for the expedition: they would travel as tourists undercover, using a commercial shuttle to board the Guild Heighliner and staying at a hotel on Gamont prior to attending the conference. They decide to bring three retainers with them:
  • Lydia Maru, makeup artist and master of disguise
  • Mentat Joe, ageing human computer with a drug bug addiction and a phobia of insects
  • Jasper the Bodyguard, alcoholic House Ginaz fanboy
The group picked up some minor equipment from the House reserves, and away they went.

Wednesday, February 16, 2022

Dune 2D20: House Viracocha

House Viracocha rules the Studio City of Lake, the heart of House Runasimi’s media empire. Though Bonavera is an unpopular place to shoot film due to the harsh light of its blue star, one out of every five movies in the Known Universe is produced in Lake. Filmbooks, movies, documentaries, pornography, Viracocha does it all.


The House is led by Earl Alejandro Viracocha. A sound mixer born into the pyon class, Alejandro’s skill at blackmail and his ability to instantly tell whether something would be popular saw his meteoric rise through the house production companies. He attained Earldom by buying off the sitting Earl’s debts, in exchange for the hand of his daughter Castine Viracocha in marriage. He is adept at anticipating and servicing House Runasimi’s media and propaganda needs. Privately, he considers them soul crushingly dull, referring to them as “corporate” or “the suits” in conversation.

Earless Castine Viracocha is an enthusiastic skier, mountaineer, hunter and explorer. Most of her media appearances are documentaries about her outdoor adventures. The Imperium is a mature civilization, but many colony worlds remain undeveloped or underexplored. Bonavera itself is only fully mapped at a satellite level, and Castine enjoys leading visiting nobility on hunting trips and ecological surveys to see if House Viracocha’s terraforming efforts are taking. She channels profits from the Viracocha media empire into real estate and tourism projects, building resorts for winter sports like skiing and repulsor jumping.

The Earl’s chosen heir is Capæcnencæpæc "Cappy" Viracocha, investigative journalist. Cappy is a master of disguise and an expert at getting people to share information with her. Her budding intelligence network gives House Viracocha greater control of incoming information as well as outgoing. It also makes her suspicious enough to be worth assassinating, or at least taking as a hostage. The Earl has told her publicly that if she gets captured doing something stupid, he’s nominating one of her siblings as heir rather than paying the ransom.

The Viracocha family would be helpless without House Mentat Figaro, the two-fisted screenwriter-editor-producer who leaves his personal touch on all the House’s most popular brands. Though his formal training is in propaganda and psychology, his true love is special effects work, hand painting each frame of a film to achieve the perfect blend of photorealism and style. He even finds time to do a little HR and personnel management work in-between, though he considers it an irritating distraction and prefers to farm it out to the House Truthsayer.

Dune 2D20: House Runasimi

House Runasimi rules the terrestrial planet Bonavera, the fourth planet orbiting the blue star Rigel. Blue stars are poor candidates for life but the rocky world once hosted vast ecologies of alien coral, which now form the backbone of its massive mountain chains. The first settlers to the world lived in tunnels and caves carven from the planet’s natural “pores” while they slowly terraformed the surface, binding atmospheric nitrogen and using it to cultivate algae, fertile soil and plants until the air was breathable.
 
The world now sports patches of plant life, cultivated by enterprising dirt farmers on ridges and valleys in between the marble cliffs.


Runasimi’s military is just powerful enough to govern its own planet, and the assorted houses minor who directly administer the regions beyond its own holdings. Lacking vast armies or skilled assassins, the house exerts influence on imperial politics through soft power. The Diplomacy College in the planetary capital of Huanchaco is second only to the Bene Gesserit finishing schools in teaching its pupils to acquire and wield power, attracting students from other houses across the Imperium - and giving House Runasimi direct influence over their education and beliefs. The “Studio City” of Lake (so called because it sits on the shore of the world’s only lake, an artificial creation of the planetologists who oversaw the original settlement) is one of the main centers of cultural warfare in the Known Universe. Great Houses across the Imperium commission filmbooks and plays, songs and comic operas from Lake. All vying to contaminate the universe’s high and low culture alike with their own messages and propaganda.


House Runasimi’s “scholarship” program recruits promising peasants from other houses across the Imperium, offering transportation to Bonavera and a full ride at a premier school. In exchange, the recruits are bonded to the House, repaying the investment with a lifetime of service. It’s a better offer than they’ll get at home.

Dune 2D20: House Nuntius

Nuntius is a House Minor, acquired as a trophy of war by House Orlok in a skirmish with House at-Tam. As a condition of victory, the losing house was forced to bankroll the relocation of House Nuntius’ entire temple-city of Berenike to an aerostat on Rulag.

House Nuntius’ own religion is a cult of the Horned Mother, one of the primary avatars of God appearing in the Orange Catholic Bible. Agents of House Nuntius present as ecumenical missionaries and translators, who can be hired or bought to smooth diplomatic relationships between Houses with radically different religious and cultural beliefs. Privately, within the hermeneutic lecture halls of Berenike Bible College, House Nuntius’ most learned doctors of the church debate the most effective methods for subtly converting outsiders to their own religious views.


House Orlok employs diplomats from House Nuntius to “mediate” disputes with other Houses, primarily to make themselves appear more fearsome by comparison. And also to claim that they have made the required peace overtures prior to declaring war.

Dune 2D20: House Orlok

House Orlok rules the greenhouse world of Rulag, a terrestrial planet orbiting the excessively bright yellow star Rho Cassiopeiae. The planet is shrouded in a thick atmosphere of carbon dioxide and sulfuric acid. This toxic “heavier than air” atmosphere renders the surface uninhabitable, but allows the inhabitants to live in aerostats, floating cities filled with breathable air. The planet has no native life outside primitive aeroplankton, which planetologists incorporated into an aerial ecology populated by sports of earth birds which can survive in the poisonous atmosphere.


House Orlok are great warriors obsessed with their image as great warriors. The war colleges and assassin schools of the Floating World teach their initiates to kill with artistry that inspires fear and respect. They are assisted by a propaganda apparatus that brands and markets the Legions of House Orlok according to their modus operandi: The Flame Cataphracts, who ride into battle on suspensor bikes and suffocate enemies inside their shields with gouts of chemical fire. The Bomb Knights, who kill with spears tipped with high explosive squash heads. The Sulfur Dragoons, who wade into battle wearing thermoplastic fatigues and dissolve their enemies in seas of acid.

House Orlok’s obsession with reputation is its achilles heel. Its soldiers would rather die with style than win and look bad. This also means that any attack on the House’s reputation is a mortal threat to its power. When House Runasimi included unflattering footage of House Orlok’s forces in the third reel of Soldiers of the Queen, its comedy series documenting the Imperium’s most ignominious military pratfalls, it was tantamount to a declaration of war. House Orlok responded with an actual declaration of war, vowing the extermination of House Runasimi in exchange for the sleight.