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The Fremen

Background info: The Fremen are a human-like race of desert dwellers. They know not whether
their ancestry is truly human or dee-bee, but either way they have developed some interesting
adaptations to the harsh conditions of the deserts of pre-rifts Utah where they live.
With the coming of Rifts, the deserts of the West retook the cities. All water dried up and left a
barren wasteland thought to be uninhabitable. Virtually all of the limited ley line activity in Utah
is underground so, with a few exceptions, monsters and demons are rare. Some of these
exceptions include the various Worms of Taut, the Living Sand, the occasional elemental, and the
notorious Makers. The Makers, also known as Shai-Hulud by the Fremen and Sand Worms by
most everyone else are terrifying creatures of the sand reaching 600 meters long and 120 meters
in diameter (there are rumors that even larger ones exist in the deep desert.) Another anomaly
from the Rifts is Melange, or Spice. This cinnamon smelling and tasting spice is found in the
sands of the desert and has many supernatural properties. The details are discussed later.
The Fremen have managed to survive in the deep desert since the coming of Rifts. They live in
scattered communities known as Seitches and have taken Techno-Wizardry to a new level.
Description: The Fremen are completely human upon first glance except for their eyes, which
are solid blue, with no white in them. (This feature is known as the eyes of Ibad.)
Upon closer examination, one will find that their skin is super-tough and capable of withstanding
extreme punishment. Other adaptations include extra platelets in the blood to prevent blood loss,
and decreased need for water. One reason for these adaptations is the addiction to the spice
Melange.
Statistics:
Alignment: Any, usually selfish
Attributes- IQ: 3D6, MA: 4D6, ME: 3D6, PS: 3D4+10, PE: 3D6+6, PP: 3D4+10, PB: 3D6, Spd:
3D6
Average Size: 5 6" to 6 4"
Weight: 120 to 200lbs
Hit Points/SDC: See MDC
MDC: 1D4x10+50 (Note: the MDC transformation is the product of the addiction to the spice
melange. See section on the spice for details.)
PPE: 4D6 plus PE

Natural Abilities: Wound healing- doesnt suffer blood loss penalties after one round, limited
need for water.
Magic: All Fremen know how to use Techno-Wizardry and use it frequently. Other available by
OCC.
Psionics: Standard. Limited psionics can be attained by using the Spice.
OCC: Any, except for Borg, Juicer, Coalition, or Water Warlock. Also, no OCC's foreign to US.
Fremen can choose the OCC "Fedaykin Warrior" found elsewhere on this page.
Additional Skills and Modifiers: Fremen receive additional skills:

Wilderness Survival +15%


Exotic Horsemanship (Sand Worm) +15%
Prowl +15%
WP Knife with an additional +1 strike/parry
HtH: Martial Arts

The Fedaykin
Background info: The Fedaykin are the death commando trained by Paul Muad'Dib. They are
fanatically loyal to the Fremen people and are the most ferocious warriors in the Megaverse. A
Fedaykin has never been and will never be taken captive.
OCC: Fedaykin Warrior
Race: Fremen only
Attribute restrictions: PP and PE of 12
Alignment restrictions: none, just the unwavering belief in the Fremen way
Bonuses: +20 MDC, + 2 to PE, PP, and MA
Skills:
Radio: Basic +10%
Exotic Horsemanship +20%
Detect Ambush +10%
Demolitions +5%
Demolitions Disposal +5%

Sniper
Prowl +30%
Concealment +5%
Wilderness Survival +15%
Boxing
Wrestling
WP Energy Rifle
WP Knife w/an additional +3 strike/parry
3 WP's of choice

Special Skills
Language: Fremen Battle Language +20% (learned from Paul Muad 'Dib, this is a
signal of language and hand signals used on the battle field for communication.)
Hand to Hand: Wierding Way (a martial art exclusive to the Fremen, it uses
primarily knives, developed with training from Paul Muad 'Dib. For gaming
purposes, use Hand to Hand: Commando as found in The Coalition War
Campaign.)

OCC Related Skills


Select eight other skills. Plus two additional skills at level three, two at level six,
one at level nine, and one at level twelve. All skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any
Electrical: Any
Espionage: Any (+10%)
Mechanical: Any

Medical: First Aid only


Military: None
Physical: Any except Swimming
Pilot: Any land vehicle
Pilot Related: Any
Rogue: Any (+5%)
Science: Any
Technical: Any (+5%)
WP: Any
Wilderness: Any (+10%)

Secondary Skills
The character also recieves six secondary from the previous list without the
benefit of the bonuses.
A note on skills: When choosing skills, keep in mind that the Fremen live only in
the deserts of Utah, nowhere else, and are therefore not exposed to many things.
For example, a Fremen could not get Swimming or Literacy: Euro. Despite some
limitations, these characters are very fun to play.
Standard Equipment: A stillsuit, a crysknife, a wierding module, one other weapon of choice
with two extra clips of ammunition (or it may be a TW converted weapon), and one suit of
personalized spice armor with the TW modifications of Invisibility: Superior and an Armor of
Ithan forcefield with 100 MDC.

Money: Has no currency at all, but has 2D4x10 water rings, each representing one gallon of
water.

Cybernetics: None and will never have any. A Fremen would rather lose an arm than have a
prosthetic.

Shai Hulud
AKA the Makers or the Sand Worms
Length: 2D4x100 meters
Weight: 50 tons per 100 meters
*MDC: 500 per 50 meters
*The worm is in 50 meter-long sections, each of which must be destroyed separately in order to
kill the worm.
The worms are also the secret of the spice. It is their digestion of the soil, in combination with
"little maker" creatures in the worm's stomach that make the spice. The little maker also makes
the water of life, the poisonous bile that can give extraordinary powers to psychics. If a psychic
drinks it and saves 18 or higher, his powers are increased enormously. His ISP is increased by 10
times and he automatically increases 5 levels in power advancement (a 3rd level psychic
automatically receives new powers for his next 5 levels, to the 8th and then advances from there.)
The water of life may only be taken once and a failed roll means instant death.

Dune Equipment
Stillsuit
Stilltent
Fremen Armor
Wierding Module
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Stillsuit
The stillsuit is the only real survival tool needed in the deep desert. It reclaims lost body moisture
and recycles it with such efficiency that only about one milliliter of water is lost per day of desert
exposure. A stillsuit is made of black rubber and is totally self-sufficient. Walking and breathing
provide the pumping action through the filters. It has several catch-pockets in the upper torso that
stores the water, which can be taken through tubes. Cheap knockoffs are available, but they will
lose about 6 milliliters or more a day and frequently are improperly made.
Weight: 7 lbs.

SDC: Stillsuits aren't meant to offer protection. They have only about 40 SDC. The only reason
they have that much is to let them to survive sandstorms.
Cost: 450 credits.
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Stilltents
A two-person, lightweight tent that collects body moisture given off while sleeping (not in the
stillsuit). It has catch-pockets in the walls.
Weight: 5 lbs.
SDC: They offer virtually no protection, but are protected from sand storms and the like by being
small and designed to flex under the wind. 10 SDC.
Cost: 200 credits
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Spice-plastic Armor
A very lightweight armor worn over a stillsuit and made out of a plastic derived from the spice.
Weight: 20 lbs
Penalties: None
MDC: 50
Additional properties: Many warriors have Techno-Wizard improvements put on their armor,
most usually those involving stealth.
Cost: On the black market, unaltered armor would run about 60,000 credits.
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Wierding Module
The secret TW device of the Fremen, the wierding module is incredibly powerful and deadly. It
has three modes of operation for maximum versatility. It operates on voice commands through a
remote unit strapped around the neck. The gun actually looks more like a glove that covers the
whole hand up to the wrist. (Note there is no trigger device.)
PPE battery: 50

Weight: 3 lbs.
Options:
Setting 1: Incapacitation
Word: No-pa
Spell: Magic Net
Damage: Incapacitates victim for 4 minutes
PPE: 12
Setting 2: Damage/Knock-down
Word: Ko-zaraw
Spell: Telekinesis
Damage: 4D6 plus 50% chance of knockdown
PPE: 6
Setting 3: Lethal
Word: Muad-Dib
Spell: Fireball
Damage: 1D6x10
PPE: 10

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