TERRA Bill Gant, 1992. (And unofficial thanks to Frank Herbert!) TERRA is one of the worlds of the Kethrian family, based on what Earth might look like in the 55th century AD. It is a near-zero-magic system, having built its societies with science and technology rather than magic. As such, most TERRAN PCs have an Aura of 3d6-4 or 3d6-2 if female (minimum = 1). On magic worlds, they might have some magic resistance: on Kethira, each point of a Terran's Aura that is below 3 counts as one per cent of flat magic resistance. In addition, Terrans are taller than Kethirans on average. Males are 5d6+57", females are 5d6+54". 1. GENERAL HISTORY. In the late 24th century AD, a Terran micro-dynamist called DeAllon evolved the theory of overlapping dissonance. At this breakthrough, travel between familial worlds by 'folding' space became possible. Navigation was facilitated by a special spice called MELANGE, a crop unique to a desert world outside of the Kethrian family called Arrakis (Dune), which was discovered over a century earlier through conventional hyperjump methods. The age of interworld travel had begun. The SPACING GUILD, originally a consortium of certain governments and private enterprises with a vested interest in space travel, grew to hold a powerful monopoly on off-world travel and transport, by establishing sole mining rights on Arrakis. The Guild found that large quantities of the addictive melange was necessary to accurately transport vessels from one world to another, and that the long term effects of such overdoses included severe physical mutations and enhanced mental powers. Those specialists who took excessive doses of melange became known as Navigators, and no vessel could perform interworld travel without one. In the 25th century, as a result of DeAllon's development, it was found that not only other worlds but also other versions of the same world (P-worlds) could be reached by overlapping dissonance. This eventuated in the chaotic P- world Wars and the ensuing "Time of Shadows". It was during this time of great confusion that a military empire grew, headed by a powerful leader who later became known as the first Padishah Emperor. The IMPERIUM, with its technological and military might, greatly weakened the Spacing Guild's hegemony by controlling Arrakis and spice production. By the 28th century, relative peace was maintained and Terra found itself reaching its peak of technology. Interworld travel took humanity to hundreds of thousands of worlds - including Sherem, which was discovered through conventional hyperjump methods (and named Jorune), and Losenor, which was found via a different family - and as more distant systems were colonised, the Imperium began to lose more control outside its core systems. Thus THE GREAT HOUSES emerged, governing entire world 'families'. Terran humanity was expanding ever outwards, and almost nothing could stand against its technological and military strength (this has caused great concern for scholars on various Kethrian worlds). This was the 'Age of Expansion', where new worlds were to be discovered, and alien races to be conquered, befriended or destroyed. Towards the end of the 35th century, humanity began to suffer from its own technological might. It was by this time that biomechanoids and robots started to establish their own Great Houses. Humanity took a dim view of this and by the 36th century what is called the BUTLERIAN JIHAD began. Over the next two hundred and sixty years a savage war between humans and 'thinking machines' took place, destroying entire worlds in the process. Humanity had never before seen such devastation and violence. However, the Butlerian Jihad did little to affect space Navigation itself, since the spice melange could only affect the living mind, and so 'thinking machines' played a minor role to the Navigators. By the time of the Jihad the Spacing Guild had become a semi-mystical mental-physical training school for space engineers (the most important members being the 'enlightened' Navigators). The Imperium also relied on similar schools to train its subjects to depend less on high technology (especially 'thinking machines'). During the Jihad, in the late 36th century another mental and physical training school was established, called the order of the BENE GESSERIT, which was (and still is) open only to females. The Bene Gesserit believe that a new messiah will be born, a male Bene Gesserit called the KWISATZ HADERACH, whose organic mental powers would bridge space and time. The order believes that a special human breeding programme between Bene Gesserit sisters and chosen mates will bring about this messiah, who will take humanity to a new age of peace and happiness. The Bene Gesserit order is therefore deeply religious. A millennium and a half passed without great change, mainly because of the 'Dark Age of Technology', which was suffered for several centuries after the Butlerian Jihad. Because the Jihad did not significantly affect the heart of the Spacing Guild, it grew to become the single most influential political body in the Terran realms. By the 55th century, three powers govern humanity (collectively known as the POLITICAL TRIPOD): (1) The Imperium. The Padishah Emperor resides on Terra and governs the core worlds. (2) The Great Houses. These are large ruling clans that control the outer planets or planetary systems. (3) The Spacing Guild. Also known as 'the Guild'. It is a mental-physical training school that holds a powerful monopoly on space travel and transport. This Political Tripod adheres to the Great Convention, a universal truce which chiefly prohibits the use of atomic or more powerful weapons against human targets (an offshoot of the ancient Butlerian Jihad). There is a fourth power, the Bene Gesserit, but this relatively young order (although powerful) does not play an active role in governing humanity. The official language of the Imperium now is GALACH (nicknamed 'Imperial Gothic'). All humans are taught this language, although few in worlds outside the innermost systems use it in day-to-day affairs. The Spacing Guild has its own language, called CHAKOBSA, or 'magnetic language', which is chiefly used by Navigators. The interplanetary currency is the SOLARIS. The purchasing power of the Solaris is difficult to measure, but a personal income of 100,000 Solaris a year is considered to be enough to allow a 'comfortable' standard of living. Compare this with the price of melange: 62,000 Solaris per gram on the Imperial market! 2. THE SPICE MELANGE. The spice melange is chiefly noted for its life-prolonging qualities, and is mildly addictive when taken in small quantities, but severely addictive when imbibed in quantities above 2 grams daily per 70 kg (154 lbs) of body weight. One whose diet is high in melange gains the EYES OF IBAD, wherein the whites and pupils of the eyes turn deep blue. The spice is even a key to prophetic powers to some. Spice melange can only be found on Arrakis, also known as Dune, the 3rd planet of Canopus. Arrakis is home to the SHAI-HULUD, the great Sandworms, the makers of the spice. Sandworms grow to enormous size (some over 400 metres long) and live to great age unless slain by their fellows or drowned in water, which is poisonous to them. Most of the sand on Arrakis is credited to Sandworm action. When water is flooded into the excretions of the Sandworms a fungusoid wild growth forms, called pre-spice mass. Pre-spice mass eventually reaches the desert surface, exchanging the material from deep underground for the matter on the surface above it. This mass, after exposure to sun and air, becomes melange. To extract pure melange, spice workers use a Gridex Plane, which is a differential-charge separator used to remove sand from the melange spice mass. Without the spice, the Spacing Guild will completely collapse. In addition, the Bene Gesserit Sisterhood's Reverend Mothers could not perform their feats of observation and human control. Finally, trillions of Imperial citizens would die of addictive withdrawal! 3. PARENT OCCUPATIONS. A listing of parent occupations for PCs is given below. It is not intended to represent a breakdown of the Terran population. Roll 1d1000: 001-002 ASSASSIN: A specialist in infiltration and poisons. Each political tripod has a few assassins, but their actions are somewhat limited by certain conventions, such as the Dictum Familia, a rule of the Great Convention prohibiting the slaying of a royal person or member of a Great House by informal treachery. Favoured assassination tools include: Aumas, a poison administered in solid food; Chaumurky, a poison administered in drink; Hunter-Seekers, ravening slivers of suspensor-buoyed metal guided as weapons by a nearby control console; Maula pistols, spring-loaded guns for firing poison darts, with a range of about 40 metres; Residual Poison (very rare), whereby the body is impregnated with a substance for which repeated antidotes must be administered, withdrawal of the antidote being fatal; Slip-Tips, thin, short blades (often poison-tipped) for left-hand use in Shield fighting; and Stunners, slow-pellet projectile weapons that shoot poison or drug-tipped darts against Shielded targets. 003-012 BENE GESSERIT: A student of the school of mental and physical training established during the Butlerian Jihad. Each has had her muscle and nerve functions conditioned to perform to their absolute maxima. A Bene Gesserit sister can use the 'Voice', the ability to command a targeted human to comply with her wishes (within reason). A Bene Gesserit Reverend Mother may be qualified to enter Truthtrance and detect insincerity or falsehood. To join the Bene Gesserit, the applicant must survive the Neural Pain Test (i.e. she must place a hand into a box which causes increasing amounts of pain. A Gom Jabbar, or poison finger-needle, is held at her neck, and this will kill her should she withdraw the hand before the test ends). To become a Reverend Mother, the applicant must drink and survive the 'Water of Life', that poisonous fluid which is exhaled from a drowning Sandworm on Arrakis. The ultimate purpose of the Bene Gesserit is to produce the Kwisatz Haderach through its complicated human breeding programme. The more short term purposes of the Sisterhood include sowing infectious superstitions on primitive worlds, thus opening those regions to exploitation and manipulation by the Bene Gesserit. This task is accomplished by an arm of the Sisterhood called the Missionaria Protectiva. 013-042 CHOAM REPRESENTATIVE: A member of Combine Honnete Ober Advancer Mercantiles, the universal development corporation controlled by the Emperor and Great Houses with the Guild and Bene Gesserit as silent partners. CHOAM is the current leader in technological research and development, but is careful not to advance in the proscribed fields of artificial intelligence. 043-072 FREETRADER: A smuggler or minor entrepreneur. May have a variety of skills. 073-107 FREMEN: A free tribesman of Arrakis, a dweller in the desert, a remnant of the Zensunni Wanderers (followers of a schismatic sect descended from the original colonists of Arrakis). There are many types of Fremen (roll 1d100): 01-27 Dewgatherer (reaps dew from plants). 28-60 Sandwalker (a Fremen trained to survive in open desert). 61-83 Hookman (Sandwalker with special hooks for capturing, mounting and steering a Sandworm). 84-87 Quizara Tafwid (Fremen priest). 88-99 Sandrider (Hookman capable of steering a Sandworm). 00 Waterman (Fremen consecrated for and charged with the ritual duties surrounding water). Fremen believe that a messiah will one day emerge to "bring rain and floods to Arrakis". The Imperium and Spacing Guild try to discourage such thinking, since water will kill the Sandworms and therefore stop the production of spice melange. 108-127 GUILD ENGINEER: A Spacing Guildsman with mechanic and electronic skills. 128-142 GUILD NAVIGATOR: A Spacing Guild Steersman, who can 'fold' space through the use of melange. Navigators run the Guild, and pass through three distinct stages. A first stage Navigator is a human with a remarkable capacity to absorb melange. By the third stage (literally centuries later), the Navigator's powers reach his/her peak, but by then he/she will have mutated into a grotesque monster that must continually breathe the orange spice, and is so weak that it must live in suspensor weightlessness. If this category is generated, it is assumed that the PC's parent is a first stage Navigator. 143-182 GUILDSMAN: An ordinary Spacing Guild member, typically a bureaucrat of some sort. 183-202 GUILD STARPILOT: A Spacing Guildsman trained to pilot single-system space vessels. Some are combat pilots, others are cargo haulers. 203-222 GUILD TECHNICIAN: A Spacing Guildsman with programming and communications skills. Sometimes referred to as an Infoman. 223-229 HOUSE MAJOR MEMBER: A clan member of the inter-planetary entrepreneur class, a holder of planetary fiefs. Houses Major are extremely powerful, some holding as much power as the Emperor in their areas of control. 230-250 HOUSE MINOR MEMBER: A clan member of the planet-bound entrepreneur class. A minor noble. 251-285 HOUSE RETAINER: A general term for a protector of a House. This class can range from simple trooper, through personal bodyguard, to House Weaponmaster. 286-385 HOUSE SERVANT: A person who performs menial duties for a House. Included in this category are technicians, entertainers, doctors (non-Suk) and concubines. Some less scrupulous Houses have Maulas (slaves) as servants. 386-405 IMPERIAL ARBITER: A law enforcer of the over-crowded Imperial core planets (sometimes referred to as 'hive' worlds because of their huge populations). 406-420 IMPERIAL BODYGUARD: A so-called 'Elite' soldier of the Padishah Emperor. Officers who are related to the Emperor by blood are called Noukkers. Sons of royal concubines traditionally hold this rank. 421-520 IMPERIAL SERVANT: Similar to a House Servant, but serving the Padishah Emperor. Bureaucrats form a significant part of this class. None are slaves. 521-525 INQUISITOR: A watchdog of the activities of the Political Tripod, to monitor any contraventions in the Great Convention, and see to necessary rectification. He/she is appointed by the Landsraad High Council and the Emperor. 526-530 JUDGE OF THE CHANGE: An official appointed by the Landsraad High Council and the Emperor to monitor a change of fief, Kanly (formal feud) negotiation, or formal battle in a War of Assassins (a limited form of warfare permitted under the Great Convention, the aim being to reduce involvement of innocents, with the rules prescribing formal declarations of intent and restricting permissible weapons). The Judge's arbitral authority may be challenged only before the High Council with the Emperor present. 531-555 LANDSRAAD SOLDIER: A trooper of the Supreme High Council of the Houses. He/she was probably conscripted from an Imperial House army. 556-560 MENTAT: A member of that class of Imperial citizens trained for supreme accomplishments of logic. Mentats have a logical intellect superior even to most 'thinking machines' of the Butlerian Jihad. None are more intelligent than Mentats, who amplify their mental powers still further by drinking the high-energy liquid Sapho. 561-600 MERCENARY: A free-lancer, usually a former soldier or Guildsman. He/she can be specialised in nearly any line of work, and seeks any job that pays well. 601-925 PYON: A planet-bound peasant or labourer, one of the base classes under the Faufreluches (the rigid rule of class distinction enforced by the Imperium: "A place for every man and every man in his place"). 926-945 SARDAUKAR: A soldier-fanatic of the Padishah Emperor. Sardaukar are men from an environmental background of such ferocity that it kills 6 out of 13 persons before the age of 11. Their military training emphasises ruthlessness and a near-suicidal disregard for personal safety. They are taught from infancy to use cruelty as a standard weapon, weakening opponents with terror. They are masters of war, with close combat as a specialty, and very few can match their cunning and fighting abilities. Fifty legions, made up of 500 brigades of 3,000 men each, exist (1.5 million total). The rank above Colonel is Bashar (military ruler of a planetary sub- district). Above this is the Caid (military governor of a full planetary district), whose duties call mostly for dealings with civilians. At the top of the military hierarchy is the Burseg, the Sardaukar Commanding General. 946-975 SPICE WORKER: An open sand/spice worker, or spice hunter on Arrakis. Can be a pilot, technician or engineer, but he/she is invariably bonded to CHOAM (Combine Honnete Ober Advancer Mercantiles), the universal development corporation controlled by the Emperor and Great Houses with the Guild and Bene Gesserit as silent partners. 976-980 SUK INITIATE: A product of Imperial Conditioning from the Suk Medical Schools. The Imperial Conditioning is the highest conditioning against taking human life. Initiates are marked by a diamond tattoo on the forehead and are permitted to wear their hair long and bound on a silver Suk ring. Suk Initiates are the ultimate physicians. 981-000 TRANSLATOR: An interpreter of the 'Accumulated Book', the religious text produced by the Commission of Ecumenical Translators. Essentially a priest, spreading such contemporary commandments as "Thou shalt not make a machine in the likeness of a human mind" (Oberon IV; Orange Catholic Bible). 4. A NOTE ON TECHNOLOGY. Although technology is limited in that androids and 'smart' supercomputers do not legally exist, there is plenty of high technology in the Terran universe which is taken for granted by the people of the Imperium. Just about any kind of technology can be used as long as it does not incorporate an intelligent machine; contingent pre-programmed functions, or data-gathering computers that require the user's analytical skills to use are permitted, for example. Most people of the Imperium have no idea how a machine works, only how to use it. To many, a religious or magical connotation is attached to high technology (some even inscribe runes and symbols on their machines!). Those who do understand the workings of a particular set of machinery do not necessarily understand another's because of job specialisation; for example, a Guild engineer would know how to fix engines and circuitry, but probably would not know how to programme automatic functions or pilot a space craft. 5. SOME WORLDS OF THE IMPERIUM. The following is a sample of the worlds that have 'Easy' links with Terra: ARRAKIS: Also known as Dune, 3rd planet of Canopus. Home of the Shai-Hulud and the spice melange. It is governed by the Padishah Heir-Apparent and maintains a full legion of Sardaukar. BELA TEGEUSE: 5th planet of Kuentsing. Home of House Major Geredimus. CALADAN: 3rd planet of Delta Pavonis. Home of House Major Atreides. CHUSIK: 4th planet of Theta Shalish; the so-called 'Music Planet' noted for the quality of its musical instruments. The favourite instrument of the Imperial troubadours is the Chusik Baliset, a nine-string musical instrument played by strumming. ECAZ: 4th planet of Alpha Centauri B; the Sculptors' Paradise, so called because it is the home of Fogwood, a plant growth capable of being shaped in situ solely by the power of human thought. It is also the source of: the Elacca wood, which in turn is the source of the Elacca combat drug; the hufuf vine, which produces krimskell rope and oil for oil lenses; the barrier root, which contains Sapho, the liquid that enhances the intellect of Mentats; and the Verite plant, which produces a will-destroying narcotic that renders a person incapable of falsehood. GAMONT: 3rd planet of Niushe; noted for its hedonistic culture and exotic sexual practices. GIEDI PRIME: The sole planet of Ophiuchi B(36), a median-viable planet with a low active-photosynthesis range. Home of House Major Harkonnen. GRUMMAN: 2nd planet of Niushe, noted chiefly for the feud between its ruling House Moritani and House Minor Ginaz. IX: First planet of Manosha, one of two worlds (the other being Richese) supreme in machine culture. It managed to escape the worst effects of the Butlerian Jihad, and is currently of some concern to the Spacing Guild (and therefore the Emperor). PORITRIN: 3rd planet of Epsilon Alangue, one of the first inhabitable worlds discovered by Terrans. RICHESE: 4th planet of Eridani A, supreme in machine culture. Noted for minituarisation. Richese, like Ix, is one of the few planets to escape the severest effects of the Butlerian Jihad. SALUSA SECUNDUS: 3rd planet of Gamma Waiping; designated Imperial Prison Planet after the removal of the royal court to Terra (which occurred during the Butlerian Jihad, when the planet was devastated by atomics). Salusa Secundus is the original homeworld of House Imperial Corrino, the current Padishah Emperor's clan, and the current homeworld of the dreaded Sardaukar. Salusa Secundus grows a ground vine called Narvi Narviium, which produces shigawire. TERRA: 3rd planet of Al-Lat; the Imperial seat. It is the original world of humanity (according to the Imperium), and is also known as Earth. TLEILAX: Lone planet of Thalim, noted as a renegade training centre for Mentats. It is a source of 'twisted' Mentats. TUPILE: One of several so-called 'Sanctuary Planets' for defeated Houses of the Imperium. The location of this and other such worlds are known only to the Spacing Guild and is maintained inviolate under the Guild Peace. Tupile is the 4th planet of Hathram A(22), and is noted for its Schlags, native animals once hunted almost to extinction for their thin, tough and aesthetically appealing hides (treated as Superior leather +1, but weighing 30% less than normal). WALLACH IX: 9th planet of Laoujin, site of the mother school of the Bene Gesserit. 6. WEAPONS OF THE IMPERIUM. The following are just some of the personal weapons found in the Imperium: CRYSKNIFE: A sacred knife of the Fremen on Arrakis. It is manufactured in two forms from teeth taken from dead Sandworms. The two forms are 'fixed' and 'unfixed'. The latter requires proximity to a human body's electrical field to prevent disintegration. Fixed knives are treated for storage. All are about 8" long, and are treated as daggers of WQ 13. INKVINE WHIP: A whip made from a creeping plant native to Giedi Prime, frequently used in the slave cribs. Victims are marked by beet-coloured tattoos that cause residual pain for many years. Treat as a normal whip, except that healing rolls for inkvine injuries are made once every 6 months! KINDJAL: A double-bladed shortsword with a slightly curved blade. Treat as a shortsword of WQ 15, 2b 4e 5p. LASGUN: A continuous-wave laser projector. Its use as a weapon is limited in a Shield-Generator Field culture because of the explosive pyrotechnics (technically, subatomic fusion) created when its beam penetrates a shield. It may be fired in devastating pulses, or as a continuous beam. The lasgun's HarnMaster Gun Combat statistics are: _____________________________________________ |Name |Cal. |RC |Base (Fire) |Rec|IA|Mass| |-------+-----+---+-------------+---+--+----| |Lasgun | 5mm |4/4| 15+6d6 Pulse| 0|+0|11.0| | | | | 4 Continuous| | | | |_______|_____|___|_____________|___|__|____| ___________________________________________ |TL|Cost |Clip|Action|ROF|Hands|WQ|Battery| |--+-----+----+------+---+-----+--+-------| |15|10000| 50 | AT/I | 3 | 2 | 9| 7.0 | | | | | | 5 | | | | |__|_____|____|______|___|_____|__|_______| * External battery pack good for 4 recharges. * Each hit from a continuous beam counts as 1d4 actual strikes to the same hit location. MAULA PISTOL: A spring-loaded gun for firing poison darts. It has a range of about 40 metres (RC 1/2). The darts have a Point aspect of 1 (plus poison effects), and the 0.3 lbs pistol holds 5 of these. PLASTEEL SWORD: A straight, narrow sword made from a steel that has been stabilised with stravidium fibres grown in its crystal structure. Treat as an estoc of WQ 18. SLIP-TIP: A thin, short blade (often poison-tipped) for left-hand use in Shield fighting. Treat as a keltan of WQ 15. STUNNER: A slow-pellet projectile weapon that shoots a poison or drug-tipped dart. It is used to attack Shielded opponents, but its effectiveness is limited by variations in Shield settings and the relative motion between the projectile and target. It is very similar to a Maula pistol, but is much more difficult to use (SB 1 instead of SB 3 as OML) and develop (see PDS below). Other weapons exist, of course, such as old-style projectile weapons, which are often used in bombardments. However, those listed above are the most common tools of death. 7. ARMOUR OF THE IMPERIUM. An important invention was made in the 31st century by the clones of the gravity-physicist Holtzman, who created the Holtzman Generator. Two phases were derived from the suspension-nullification effect of this machine: Phase one involved the generation of a protective force field; phase two nullified gravity within certain limits prescribed by relative mass and energy consumption. The former phase revolutionised armour completely, reducing the importance of bulky powered armour suits. Thus, a Shield-Generator Field culture was developed in the Imperium. Because the generator works on fusion, it can maintain a Shield for a long period of time, even several years for small fields. Shields can be shorted out by a shire-sized electric field, but this can cause a fusion explosion. This is the primary reason why lasguns are rarely used against Shielded targets, since it is possible to inflict enough damage to penetrate the Shield. Shielded settlements could feasibly be destroyed by giant lascannons from space vessels, but such acts are forbidden by the Great Convention. PENTASHIELD: A 5-layer Shield-Generator Field suitable for small areas such as doorways or passages, but not for larger spaces since Shields become increasingly unstable with each successive layer, especially over large areas. The Pentashield is virtually impassable to anyone not wearing a dissembler tuned to the Shield codes. A portable Pentashield generator weighs approximately 30 lbs and is quite expensive. PERSONAL DEFENSIVE SHIELD (PDS): A Shield created by a small (2 lbs) generator that attaches to a belt. When activated, a hazy brown Shield forms around the user. Because of the nature of the suspensor-nullification effect, each side of the Shield must be parallel to another, therefore the shield resembles an oblong box. Any body parts that emerge outside this basic 'box' are themselves protected by extra 'boxes'. A Shield reduces the occupant's Eyesight, Hearing, Smell/Taste and Voice attributes by -1 point per 10 AP (standard setting is 30 AP, which allows the PDS to last for 24 days). Any Impact that exceeds the AP of the PDS through sheer brute force causes blunt injuries on the Shielded defender, but use the Injury Table appropriate to the attacking weapon's aspect, with reduced Bloodloss, etc. If an electric field or lasgun shot exceeds the Shield's AP, the Shield shorts out and explodes, killing everyone within a huge area and causing much structural damage (explosive Impact is the same as the total Impact squared!). Otherwise, the Shield and its occupant remains unharmed. The PDS permits entry only to objects moving at slow speeds (0.3 km/h) depending on the setting. Thus, to harm a Shielded foe, a stabbing weapon must slowly and carefully penetrate the Shield. To strike a Shielded opponent by penetrating the Shield, a special skill called SHIELD COMBAT is required: Dex Tch Int [Nad/Tar+1]; OML SB 1. Maximum Shield Combat ML is (100+SB)/2; that is, 50+half SB. To improve ML, double the current ML and add SB to the 1d100 roll. If ML does improve, add 1 to the doubled ML, then halve the new total, rounding up. Hence, this skill is very difficult to develop. The attacker must succeed in both this and his/her weapon EML on a single roll of 1d100 in order to penetrate. With the Stunner, only the Stunner EML roll is required. The Shielded opponent may defend and attack normally, but only with melee weapons. A PDS can be activated for many hours before needing to recharge (7,200,000 Energy Points: per round, 10 AP consumes 1 EP; 20 AP uses 10 EP; 30 AP uses 35 EP; 40 AP uses 84 EP; 50 AP uses 164 EP; 60 AP uses 283 EP; 70 AP uses 449 EP; 80 AP uses 670 EP; 90 AP uses 954 EP; 100 AP uses 1310 EP; 110 AP uses 1740 EP; 120 AP uses 2260 EP; 130 AP uses 2880 EP; 140 AP uses 3590 EP; 150 AP uses 4420 EP; 160 AP uses 5360 EP; 170 AP uses 6430 EP; 180 AP uses 7630 EP; 190 AP uses 8960 EP; and 200 AP uses 10500 EP), but note that it hardly allows any fresh air to pass through, so extensive Shield use is quite tiring. If in a relaxed state, FR and therefore Encumbrance are doubled every 6 minutes, or every 2 minutes in combat (eg. after 12 minutes in a relaxed state FR/Enc is x4, and after 18 minutes FR/Enc is x8, etc). An E1 roll is necessary at the end of each multiple in duration, and if this fails the PDS automatically shuts down (a safety mechanism). PRUDENCE DOOR: Any Pentashield situated for the escape of selected persons under conditions of pursuit. A portable generator weighs over 50 lbs and is extremely expensive (usually, only Houses Major have Prudence Doors). 8. TRANSPORT OF THE IMPERIUM. Three basic divisions can be made between transport vessels: planet-based; one-system; and inter-system. Planet-based transport can only be used within a planet's atmosphere. One-system vessels have anti-matter hyperjump drives to travel within a star system, and can land on planets. Inter-system transport require Guild Navigators, and are generally incapable of landing on planets, since they are too large. Examples of each type are presented below: 8.1 PLANET-BASED TRANSPORT. CARRYALL: The aerial work-horse of Arrakis, used to transport large spice mining, hunting and refining equipment. HARVESTER: A large (120m x 40m) spice mining machine commonly employed on rich, uncontaminated melange blows. It is often called a Sandcrawler or Crawler because of its buglike body and independent tracks. ORNITHOPTER: Any aircraft capable of sustained wing-beat flight. 8.2 ONE-SYSTEM TRANSPORT. CRUSHER: A military space vessel that locks together with several other crushers to form one huge craft which is designed to fall on an enemy position, thereby crushing it. FRIGATE: The largest spaceship that can be grounded on a planet and taken off in one piece. 8.3 INTER-SYSTEM TRANSPORT. HEIGHLINER: A major cargo carrier, measuring over 3 kilometres, of the Spacing Guild's transportation system. MONITOR: A 10-section space warcraft mounting heavy armour and Shield protection. It is designed to be separated into its component sections for lift- off after planet-fall. TROOP CARRIER: A Guild ship designed specifically for interplanetary troop transport. 9. MISCELLANEOUS. The following are descriptions of some of the names heard in the Terran universe: BARADYE PISTOL: A static-charge dust gun developed on Arrakis for laying down a large dye marker area on sand. Weighs 1 lb. BATTLE LANGUAGE: Any special language of restricted etymology developed for clear-speech communication in warfare. BIOMECH IMPLANT: A biomechanical machine commonly implanted in technicians, engineers and non-Suk doctors in order to artificially enhance certain skills. Because parts of these implants often protrude from the skin, it can be quite disfiguring. BOURKA: Insulated cloak worn by Fremen in the open desert. Weighs 4 lbs. CHEOPS: Pyramid chess; 9-level chess with the double object of putting your Queen at the apex and the opponent's King in check. CONE OF SILENCE: The field of a distorter that limits the carrying power of the voice or any other vibrator by damping the vibrations with an image vibration 180 degrees out of phase. DEW COLLECTORS: Egg-shaped devices about 4cm long, made of chromoplastic that turns a reflecting white when subjected to light, and reverts to transparency in darkness. They form a markedly cold surface upon which dawn dew will precipitate. Used by the dewgatherers of Arrakis. ELACCA DRUG: Narcotic formed by burning the blood-grained Elacca wood of Ecaz. Its effect is to remove most of the will to self-preservation (individual turns berserk for 1d6x10 minutes per dose). The druggee's skin shows a characteristic carrot colour. This drug is commonly used to prepare slave gladiators for the ring, and also by the Sardaukar, who can readily receive doses of Elacca through their combat suits. After the effects of the drug wear off, the user suffers 3d6+10 FPs and must make an E3 roll. Continuous use allows for combined dosages. Slave gladiators and Sardaukar may actually stack dosages to a maximum of 1/6 their Endurance (2 doses if Endurance is 9-14, 3 if End is 15-20, 4 if End is 21+). Each dose beyond the first provides a +10 EML bonus to attacks. At the maximum stacking dosage, a K3 roll is required against natural Endurance, and for each dose beyond the maximum, add one extra 'K' factor. For duration, roll 1d6x10 (minutes) separately for each dose taken. FREMKIT: Desert survival kit of Fremen manufacture. Weighs 3 lbs. GLOWGLOBE: Suspensor-buoyed illuminating device, self-powered by organic batteries. Lasts for years. HOLTZMAN EFFECT: The negative repelling effect of a shield generator. JUBBA CLOAK: All-purpose cloak commonly worn over a stillsuit (see below) on Arrakis. It can be set to reflect or admit radiant heat, and converts to a hammock or shelter. It weighs 5 lbs. KRIMSKELL ROPE: The 'claw fibre' woven from strands of the hufuf vine from Ecaz. Knots tied in krimskell claw tighter and tighter to preset limits when the knot- lines are pulled. Weighs 0.1 lbs per foot, and can support 2 tons. LITREJON: A one-litre container for transporting water on Arrakis, made of high- density, shatterproof plastic with a positive seal. Weighs 2 lbs. METAGLASS: Glass grown as a high-temperature gas infusion in sheets of jasmium quartz. Noted for extreme tensile strength and capacity as a selective radiation filter. NUTRITTS: An artificial nutrition drug which provides a Terran day's nourishment per dose. OIL LENS: Hufuf oil held in static tension by an enclosing force field within a viewing tube as part of a magnifying or other light-manipulation system. Because each lens element can be adjusted individually one micron at a time, the oil lens is considered the ultimate in accuracy for manipulating visible light. PILLAR OF FIRE: A simple pyrocket for signalling across open desert. SAPHO: High energy liquid extracted from barrier roots of Ecaz. Commonly used by Mentats to amplify their mental powers. Users develop deep ruby stains on the mouth and lips. Mentats gain +6 Intelligence from Sapho, whereas normal people gain only +3. Effects last for a few hours per dose. SERVOK: Clock-set mechanism to perform simple tasks; one of the limited 'automatic' devices permitted after the Butlerian Jihad. SHIGAWIRE: Metallic extrusion of a ground vine grown only on Salusa Secundus and III Delta Kaising. Noted for extreme tensile strength, it has several applications: Filmbook - Shigawire imprint used in training and carrying a mnemonic pulse. Improves one's learning abilities. Minimic Film - One-micron diameter shigawire often used to transmit espionage and counter-espionage data. Shigawire Projector - An instrument for taking portraitures, capable of reproducing subtle movements on the shigawire film (it is said to convey the ego essence). Shigawire Reel - Shigawire film upon which can be imprinted three- dimensional images by a Solido projector using 360-degree reference signals. SNOOPER: Radiation analyser within the olfactory spectrum and keyed to detect poisonous substances. Weighs 0.5 lbs. STILLSUIT: Body-enclosing garment invented on Arrakis. Its fabric is a micro- sandwich performing functions of heat dissipation and filter for bodily wastes. Reclaimed moisture is made available by tube from catchpockets. Weighs 11 lbs. The Sardaukar combat suit is a type of stillsuit, except it is much tougher and lacks the moisture reclamation system. However, it is equipped with: devices to apply doses of the Elacca drug (which is inhaled); Stims and Nutritts (both of which are injected by special needles inside the suit); and compressed- air sacs, which provide oxygen for 1 hour in a relaxed state or 15 minutes in combat, within an unbreathable environment. The Sardaukar's head is protected by a helmet with a metaglass visor, enhanced to allow perfect night vision. Weighs 24 lbs (double layer of Superior leather all over except Skull and Face, single layer of Superior leather on Skull and Face except Eyes, Superior plate on Skull and Face except Eyes, the equivalent of Superior plate +5 over Eyes). STILLTENT: Small, sealable enclosure of micro-sandwich fabric designed to reclaim the moisture discharged within the stilltent by the breath of its occupants. Weighs 6 lbs. STIMS: A healing drug which contains artificial enzymes and pre-programmed nanotech machinery. When a dose is injected, arterial bleeding is gradually halted (-1 Bloodloss rate per round), a wound's HR is increased by 1, even to the point of raising MI wounds to H5 (without impairment), and 10 healing rolls are immediately granted. Multiple doses will provide more healing rolls, but will not increase the healing rate any further.