Fremen Characters

Last changed: 2010/04/14 14:26 

Advantages, Disadvantages & Skills(Edit)

The following advantages should always be taken:

  • Acute Vision (From melange addiction, 2 points per level. Player may choose level)
  • Immunity to Disease (From melange addiction, 10 points)
  • Longevity (From melange addiction, 5 points)
  • Sayyadina and Reverend Mothers will have Clerical Investment (Player may choose level)

The following disadvantages should always be taken:

  • Addiction (Melange, -5 points)
  • Odius personal habit (Body odour due to still suit, -5 points. Not applicable to City Fremen)
  • Sense of Duty (to the tribe, -10 points. Not applicable to City Fremen)
  • Social stigma (Fremen, -5 points)

Fremen characters may not take the *Fat* disadvantage. *Gluttony* is unusual, but may be allowed at the GM's discretion. *Skinny* is a common disadvantage. Any disadvantage that would make the character too much of a burden on the tribe (eg *Lame*) is not allowed (it may be allowed for City Fremen at the GM's discretion). The *Force Shield* skill and its corresponding attack styles are not allowed.

Melange Addiction(Edit)

All Fremen have blue on blue eyes (ie the white and iris of the eyes are deep blue) due to the melange addiction that comes to all natives of Arrakis. As melange addicts, they receive the advantages *Immunity to Disease*, *Longevity* and *Acute Vision*. The addiction is a -5 point disadvantage for a Fremen.

Language(Edit)

The native language for Desert Fremen is Chakobsa. Characters may take Imperial Galach (Mental/Easy) as a language skill. The native language for City Fremen is Imperial Galach, but characters may take Chakobsa (Mental/Average) as a language skill.

Skills(Edit)

Common skills for Desert Fremen include Brawling, Guns, Karate, Knife, Survival (Desert), Camouflage, Area Knowledge (Sietch territory), Stealth, Knife Throwing, Riding (Sandworm), Climbing

Fremen are not allowed to take Swimming or Force Shield