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  ADVENTURES IN THE IMPERIUM 
   
   
   
   
   
   
  BETA TEST 
   
   
   
   
   
   
   
   
   
   
   
  This document is private and confidential. It has been released only to named recipients for the purpose of 
  playtesting and development. It is neither a full nor final manuscript of the Dune: Adventures in the Imperium 
  roleplaying game. No one outside Modiphius Entertainment has any right to copy, distribute or sell this 
  document.  
   
   
   
  
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  INTRODUCTION 
  Welcome to the Beta Test of the Dune: Adventures in the Imperium Role-playing game. We are 
  very glad to have you aboard and look forward to hearing what you think about every aspect of the 
  game. This is your chance to shape the incredible universe of Dune. 
  WHAT IS THE BETA PLAYTEST? 
  We have been working for several months to adapt the award winning 2d20 system to the 
  complex setting of Dune. However, every group plays differently and has different experiences of 
  gaming. So in this playtest we want to show you what we’ve created and find out what you like and 
  dislike, how easy you find the game to pick up and what you found most inspiring. 
  There will be a form sent out online at the beginning of August for you to provide feedback as a 
  player or GM, where you can offer your experiences. If we don't hear anything from you, your 
  opinion won't count.  
  It is vitally important you only send us feedback only through the online form (although we will 
  provide a forum section you can discuss it). We anticipate a lot of response and cannot possibly go 
  through individual emails. So, to make sure your voice is heard, please follow the instructions 
  carefully. 
  As this is a beta test, it is also important to bear in mind a few other things: 
  • 
  This is not the final version of the game. So we don’t need any feedback on spelling errors, 
  layout design and grammar. This document is a bare draft manuscript to share the bones of 
  the system. It will be fully edited and proofread as part of our process. 
  • 
  We are fine with the basic concept and design of the system. It is the details and how it plays 
  we are interested in. So suggestions to use a system other than 2D20, or lose the Beliefs or 
  Skills isn’t helpful. 
  • 
  While we have provided some examples for complications and assets etc. these lists will be 
  expanded on in the Core Rulebook. 
  • 
  We need feedback to be short and sweet. We don’t have time to look through long and 
  comprehensive play reports (much as we would love to). So the feedback form offers 
  choices rather than questions, which also allows us to get an instant report of how many 
  people answered each question and in what way. 
  • 
  Please also remember this is a closed beta. This document is not to be shared with anyone 
  not already involved in it at any time. Anyone found doing so, or uploading it to a pirate site 
  will not be invited to any further playtests. Please remember this is privileged information 
  and sharing it outside the playtest can only damage Modiphius and possibly risk the 
  production of the game as a breach  of our license. 
  
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  WHAT’S IN THIS DOCUMENT? 
  The Basic Rules 
  This details how to make tests and explains some of the traits and attributes of the player 
  characters.  
  The Basic Conflict Rules 
  Conflict is not just physical combat, it includes social conflict, intrigue, political attacks and 
  espionage. But physical conflict is also covered, whether it is a small skirmish, warfare or a deadly 
  personal duel.  In the Core Rulebook  we detail personal combat (dueling) skirmishes, Intrigue and 
  Espionage. For this playtest you should only need the skirmish and intrigue rules which we have 
  included with the general conflict rules. 
  Desertfall Adventure 
  So you can actually playtest the rules we offer a slightly cut down version of the adventure 
  'Desertfall' which will appear in its complete form in the forthcoming Quickstart Guide. It that takes 
  the player characters to Arrakis is service to House Atreides. In the full game you will be able to 
  create a House of your own, full details of which will be in the Core Rulebook. 
  Six Pregenerated Characters 
  The player characters presented here can be used to play the adventure. 
  WHAT DO I DO NOW? 
  All we’d like you to do is read through these rules and adventure, and run it with your group. 
  Even if you don’t get a chance to run the adventure we’ll still find your feedback useful. However, 
  your play experience is the most useful for us. 
  It is up to you how long you take to run the playtest for your group, but we will be ending the 
  Beta test at the end of  August, so we will not be looking at any feedback delivered after that date. 
  We'd also like to hear from all of your group, not just the gamemaster. So please encourage 
  everyone to fill out the feedback form. 
  Additionally we will be opening a section of the Modiphius Forum for you to discuss the playtest 
  in a closed group – we’ll provide the link when this is live. Remember you must not discuss this  in 
  social media or on forums. We will be listening and commenting on the discussion as much as 
  possible once it’s live.  
   
   
   
  
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  CORE RULES 
  INTRODUCTION AND OVERVIEW 
  This chapter introduces the core rules for playing DUNE: ADVENTURES IN THE IMPERIUM. As the rest of 
  the rules in the other chapters build on the mechanics found here, it’s valuable to have a decent 
  understanding on how all this works. Each section within this chapter starts with a brief primer on 
  what that section describes, which is then elaborated upon and described in full. 
  PLAYERS 
  DICE 
  DUNE: ADVENTURES IN THE IMPERIUM uses a single type of dice to resolve the actions a character may 
  attempt and the situations they may face: twenty-sided dice, often referred to as a d20. Most of the 
  time more than one die will be rolled at once: these dice are collectively referred to as a dice pool. 
  The number of dice being rolled will be noted as Xd20, where X is the number of dice being rolled, so 
  2d20 means two twenty-sided dice are rolled. 
  Rerolls 
  Some situations or abilities allow a character to re-roll one or more dice. When re-rolling dice, you 
  choose the dice you wish to re-roll. You then roll those dice again, and the new results replace the 
  old ones, even if the new result is worse. 
  Some situations allow you to re-roll a specific number of dice, while others allow an entire dice pool 
  to be re-rolled. You may always choose how many dice you wish to re-roll, up to the maximum 
  listed—in essence, you can always choose not to re-roll a die if you wish to keep that result. 
  Once you’ve re-rolled a die, you may not re-roll it again: the second result stands, even if you have 
  another ability that lets you re-roll. 
  CHARACTERS 
  This chapter will refer to abilities and details which are described fully in Chapter 4: Skills, Beliefs, 
  and Talents, but in order to avoid too much page-flipping, we’ve provided a basic overview here: 
  • 
  Traits: A character will have two or more Traits, which serve as basic descriptions of who the 
  character is. These interact with the rules in the same way as other traits, in the section 
  Scenes and Traits, below. 
  • 
  Skills: A character has scores in five broad skills—Battle, Communicate, Discipline, Move, 
  and Understand—ranging from 4 to 8. These determine how capable a character is at a 
  certain type of activity, and they are used as part of a character’s Target Number when they 
  make a skill test. 
  • 
  Focuses: A character will have Focuses for several of their skills. Focuses describe areas of 
  specialization and expertise within each skill. If a Focus applies to what a character is doing, 
  then increases the chances of scoring critical successes when making a skill test. 
  • 
  Beliefs: A character has scores in five beliefs—Duty, Faith, Justice, Power, and Truth—
  ranging from 4 to 8. These show how strongly a character believes in these facets of life, and 
  they are used as part of a character’s Target Number when they make a skill test. 
  
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  • 
  Belief Statements: A character’s highest beliefs also have statements associated with them. 
  When a character wishes to use a belief as part of a skill test, they must check to see if the 
  statement agrees with the action being taken, or conflicts with it. If a character’s beliefs 
  agree with their actions, they will receive bonuses, while if their beliefs conflict with their 
  actions, they may be hindered. 
  • 
  Talents: A character’s talents are distinctive special abilities which set the character apart 
  from other people. The distinctive powers of the Bene Gesserit and the accelerated thought 
  processes of Mentats are both forms of talent. 
  • 
  Assets: Described fully in Chapter 6: Conflict and Chapter 7: Assets, a character’s Assets 
  represent the tools and resources they have at their disposal, which can be invaluable in 
  overcoming adversity. 
  AGENTS AND ARCHITECTS 
  In Dune: Adventures in the Imperium we utilize two levels of play to allow players to work as 
  spymasters behind the scenes and as agents in direct missions. Architect level play involves the 
  player characters using their assets from a distance to achieve an objective. This might be as a 
  general moving their troops or as a spymaster activating agents as assassins or spies on a mission. In 
  Agent level play the characters actually ‘get their hands dirty’ and perform the missions themselves.  
  Any character might use either style of play to perform missions and your group may have a 
  preference for one or the other. Which level you use will often be determined by the assets you 
  have available and the way the players decide to face a situation, rather than the adventure or the 
  gamemaster. 
  SCENES AND TRAITS 
  All adventures in DUNE: ADVENTURES IN THE IMPERIUM are broken down into scenes, which the 
  Gamemaster is responsible for setting up. Once the Gamemaster has set up a scene, the players may 
  take whatever actions they desire, and once there’s nothing else they can, or wish to, do in that 
  place, the scene ends. Scenes also include descriptors called Traits, which point out anything 
  important about the scene’s time or place, or the characters or objects within it. 
  A scene is the basic building block of an adventure, just like books and movies can be broken up into 
  scenes. A scene is a place and time involving a specific set of characters, in which an exciting or 
  dramatic event occurs.  
  At the start of a scene, the Gamemaster will inform you where your character is, what’s going on, 
  and anything else useful or important you should know. There’ll always be a reason behind this 
  scene, driven by what happened in the scenes before it: perhaps you came here because of a clue 
  left by an assassin, or because you’re looking for a specific person. Once the Gamemaster has 
  finished setting the scene, you and your fellow players can ask questions about the situation and 
  choose for your characters to do things within the scene: move around, talk to other people, or 
  otherwise take actions. Once you’ve reached a point where you can’t do anything further towards 
  your goal, or you’ve gained a new goal that requires you go somewhere else, the scene ends, and a 
  new one begins.  
  During a scene, your decisions are important; the choices you make have an impact upon the world 
  around your character, and you’ll have to face the consequences of those choices. The Gamemaster 
  can shape the events in a scene too, by spending Threat and through the actions of NPCs, but this is 
  normally in response to your choices and those of your fellow players. 
  
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  For the Gamemaster, part of setting up a new scene is describing the traits which apply to that 
  scene. Traits describe the notable and interesting details about a place, time, person, or object, sort 
  of like keywords for other rules to interact with. Each trait is a single word or a short phrase that 
  describes a single detail about the thing it belongs to. A trait is always both true and important: if a 
  trait stops being true, or stops being important, it goes away. 
  As a player, traits will influence the kinds of things your character can try and do, and how difficult 
  those actions will be, but you can also interact with traits more directly, adding, removing, or 
  altering the traits in a scene as your actions change the situation. How you can do this will be 
  explained later in the chapter. 
  THE EFFECT OF TRAITS 
  In practice, traits have a simple impact on your character’s actions: if a trait is relevant to an action 
  being attempted, it will make the action possible or impossible, or it will make the action easier or 
  harder. Multiple traits can be applied to a situation at once, whether cancelling one another out or 
  adding to one another. Some especially intense or potent traits may actually be multiple identical 
  traits added together: a battlefield might be shrouded in smoke, or visibility might be reduced by 
  thick smoke 2, with the number indicating that it counts as two traits. 
  In practice, this is easy to apply. Each trait can be placed into a simple statement, such as one of 
  those below, and if that statement makes sense, then it applies. If it doesn’t make sense, then it 
  doesn’t apply. 
  • 
  Because I am [personal trait], this activity is… 
  • 
  Because of [situation or location trait], this activity is… 
  • 
  Because I have [equipment trait], this activity is… 
  The end of each of those statements is either “easier”, “harder”, “possible”, or “impossible”. At the 
  simplest level, that’s as far as the Gamemaster needs to go with trait: if the statement ends with 
  “easier”, reduce the difficulty, if the statement ends with “harder”, increase the difficulty. If the 
  statement ends with “possible”, then the activity can be attempted while the trait applies, while if it 
  ends with “impossible”, then it can’t be attempted while that trait applies. 
  It’s also worth remembering that if a truth makes an action impossible, that doesn’t necessarily 
  mean you can never attempt that action: rather, it may mean that the action is impossible unless 
  you change the situation to make it possible.  
  Example of Play 
  Kara Molay, heir to her House, is trying to negotiate a new trade deal with a spice merchant. 
  As the merchant is known as a fair trader, Kara’s player believes her trait ‘Honorable’ may 
  apply. She tells the gamemaster “Because Kara is honorable, it will be easier to make a deal 
  with the merchant.” The gamemaster agrees and reduces the difficulty of the test. 
  SKILL TESTS 
  Whenever you take action, and there is doubt in the outcome—failure is a possibility, or the result 
  might depend on how well you succeed—the Gamemaster will ask you to make a skill test. When 
  you make a skill test, the Gamemaster will tell you how difficult the skill test is, and you select one of 
  your Skills and one of your Beliefs and add their scores together to make a target number. Then, roll 
  two d20s; each die that rolls equal to or under that target number is a success, and each one that 
  
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  rolls a 1 is a critical success, worth two successes. If you have a Focus that would help in that action, 
  then any die that rolls equal to or less than your Skill is a critical success instead. Count your 
  successes, and if you scored successes equal to or greater than the difficulty, you’ve passed the skill 
  test: you achieve what you set out to achieve. 
  WHEN TO ROLL 
  Much of the time, when playing DUNE: ADVENTURES IN THE IMPERIUM, you will simply describe what 
  you want your character to do, and the Gamemaster will decide whether it’s possible and what 
  happens next. Most actions your character takes should be so simple that you don’t need to use the 
  rules. 
  However, there will be actions that aren’t so simple to resolve. Most commonly, these fall into one 
  of three categories: 
  • 
  The action is difficult or dangerous, or both. 
  • 
  The action is directly opposed by someone else. 
  • 
  The action is simple, but how well you succeed is important. 
  In these situations, the Gamemaster will ask you to make a skill test, following the process described 
  below. 
  What’s at Stake 
  Both you and the Gamemaster should have a clear idea of what a skill test is for, and what will 
  happen if the skill test succeeds or fails. In general, one of the following is likely to be true:  
  • 
  The skill test is an attempt to achieve something: if you pass, you get the result you desire, if 
  the skill test fails, you don’t get that.  
  • 
  The skill test is to avoid or resist a danger. In this case, a pass means that you avoid some or 
  all the danger, while failure means that you suffer the full effects of the danger you sought 
  to avoid.  
  • 
  The skill test is to achieve something, but there’s something at stake as well. If you pass, you 
  get what you wanted and avoid the consequences, while failure means that you’ll suffer the 
  consequences instead, or must choose to face the consequences if they want to achieve 
  their goal.  
  The Gamemaster should inform you of the potential outcomes for success or failure before you 
  attempt a skill test. Your character is assumed to be capable enough to know the most likely 
  outcomes for their actions. 
  DIFFICULTY 
  For many skill tests, as long as you achieve one success you will have succeeded at the action you are 
  attempting. However, some actions are simply more complex than others, or can be made more 
  difficult by circumstances. While it may be a challenge to pick a lock, it is more of a challenge to do 
  so in the rain, blindfolded with an enemy agent about to attack you. 
  So, when a player asks to make a skill test the gamemaster should determine the difficulty of the 
  task, which is rated 0-5. The player must get at least as many successes on the skill test result as the 
  difficulty level to achieve the task. If they fail they may still opt to ‘succeed at cost’ (see page XX). 
  The gamemaster should determine the difficulty as fairly as possible based of the task at hand. 
  However, they may then spend Threat to increase the set difficulty to represent further 
  complications to the task. 
  
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  The gamemaster may allow a test to be made with a difficulty of 0. This sort of test is made when 
  the character cannot really fail, but the quality of their action may still apply. This might be staking 
  out an enemy facility to get an idea of the security, scouting out terrain before a battle or mingling 
  with the guests of a soiree to pick up rumors and gossip. As usual, any successes scored above the 
  difficulty generate Momentum, and so such tests can grant a boost to the player’s Momentum pool 
  before they initiate a conflict, representing their preparations and planning. 
  In general, the difficulty level should follow the following guidelines: 
  Simple (Difficulty 0) 
  Nudging open a stuck door 
  Following an unaware subject in the dark in a place you know intimately 
  Asking for a simple favour 
  Deceiving a simple minded subject 
  Investigating a subject of common knowledge 
  Average (Difficulty 1) 
  Overcoming a simple lock 
  Following an unaware subject in the dark 
  Asking for a significant favor from a friend 
  Deceiving a trusting subject 
  Investigating private but not secret knowledge 
  Challenging (Difficulty 2) 
  Overcoming a complex lock 
  Following a suspicious subject in the dark 
  Asking for a favor that will cost the benefactor something minor 
  Deceiving a wary subject 
  Investigating confidential or hidden knowledge 
  Daunting (Difficulty 3) 
  Overcoming a complex lock in a hurry 
  Following a suspicious subject during the day 
  Asking for a difficult favor from someone you already owe 
  Deceiving a deeply suspicious  subject 
  Investigating knowledge that has been actively hidden by a powerful faction 
  Dire (Difficulty 4) 
  Overcoming a complex lock, in a hurry, without the right tools 
  Following a suspicious subject in the daytime in streets they know well 
  
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  Asking for a complicated or expensive favor 
  Deceiving a subject who considers you an enemy 
  Investigating knowledge whose very existence has been hidden 
  Epic (Difficulty 5) 
  Overcoming a complex lock, in a hurry, without the right tools, during a battle 
  Following an subject who knows they are being followed, knows you personally and knows the 
  streets 
  Asking for a dangerous favor from a stranger 
  Deceiving a your worst enemy 
  Investigating knowledge whose very existence has been hidden for centuries  
  What are you doing, and why? 
  When you’re attempting a skill test, the choice is yours as to which skill and which belief you want to 
  use. However, this isn’t simply a case of picking the biggest numbers. 
  First, select your skill. This should be fairly obvious, as your skill relates directly to what you’re doing. 
  Usually the gamemaster will determine the skill to be used, but the player is allowed to suggest 
  alternatives. More detail on which skills can be applied to what kinds of actions is described in 
  Chapter 4: Beliefs, Skills, and Talents.  
  When you’ve selected your skill, check to see if any of your focuses apply to the action. For both skill 
  and focus, the Gamemaster may overrule your choices and suggest something else, or they may 
  prompt a particular choice in advance, but you always get to make a choice and try to justify why it 
  fits the situation: the choice of skill is defined by what it is you’re choosing to do. 
  Second, select your belief. This reflects your character’s motivation and drive behind the action—
  why you’re doing what they’re doing. Some of your beliefs come with a statement. These describe 
  the most important aspects of what your character believes, providing both advantages and 
  limitations. To select which belief to use, the player should look at their belief statements and pick 
  the one most appropriate to the situation. This will not necessarily be the most advantageous as 
  beliefs can often be a disadvantage in some circumstances. The belief linked to the belief statement 
  you choose is the one you must use for the test. If multiple statements are appropriate, the player 
  may choose which of those beliefs to use. If none of the statements apply the player should choose 
  one of their beliefs that does not have a statement to use in the test. 
  When you wish to use a belief, you must check to see if the statement agrees with the action. 
  • 
  If the belief statement agrees with the action, then you can use that belief on this skill test. 
  In addition, you are allowed to spend a point of Determination (described later) on that skill 
  test if you wish. You cannot spend Determination if the belief you’re using has no statement. 
  • 
  If the belief statement clashes with the action—the belief doesn’t support the action, or the 
  action goes against the belief—then the Gamemaster may offer you a point of 
  Determination and ask you to make a choice about the belief: either comply with the belief, 
  or challenge it. If you comply, you suffer an immediate complication on the action you’re 
  attempting (see Complications, later), which could include being unable to carry out the 
  action. If you challenge the belief, you can use it in the skill test, but the statement is crossed 
  
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  out immediately after the skill test is resolved, and you can’t use that belief until you’ve 
  recovered it—you now doubt how you feel about that belief, and can no longer rely on it. If 
  you don’t want either of those options, you may refuse the point of Determination and 
  choose a different belief instead. 
  If the belief you’re using has no statement, then you may choose to use it, without restriction. In 
  these cases, the following guidance may be helpful when determining which to use: 
  • 
  Duty: does the action relate to your responsibilities or obligations? Often easy to justify 
  when acting for your House. 
  • 
  Faith: does the action rely upon trusting in others, an organization, or a higher power? Often 
  useful when relying on empathy and wisdom. 
  • 
  Justice: does the action relate to matters of morality, of simple right and wrong, or to the 
  law? Often useful (ironically) in acts of deceit. 
  • 
  Power: does the action rely on you having authority, status, or power over someone, or 
  does it relate to your ambitions? Often useful in conflict. 
  • 
  Truth: does the action seek to uncover secrets, or to convince someone else something, 
  whether true or false. Often useful in investigation. 
  Tests can also be augmented by the players spending points of Momentum or Determination, or 
  hindered by the gamemaster spending points of Threat. A result of 20 will create a Complication for 
  the character making the test that represents an additional problem similar to a trait that will make 
  further tests harder. We will detail how players and gamemasters can spend and acquire these 
  points further on. 
  Example of Play 
  The gamemaster determines that for Kara to make the trade deal with the spice merchant, 
  she will need to use her Communicate skill. This is mainly as they are in an informal setting at 
  a party. Were it a board room negotiation, Discipline, or perhaps even Battle might have 
  been another option. 
  Next, Kara’s player looks at her belief statements. Kara has three statements: Duty “I am the 
  heir of my House”, Faith “My family trusts me” and Power “I get what I want.” 
  As Kara is negotiating on behalf of her House, her Duty statement seems the most 
  appropriate. Her Faith statement might also apply but as she is not with her family at this 
  soiree it isn’t quite right. If she was negotiating for herself and not her House, her Power 
  statement might be the one to use. 
  Next Kara’s player and the gamemaster must decide if the task is at odds with the belief 
  statement. In this case it is, as Kara is negotiating as the heir of her House. However, had this 
  negotiation been a minor trade that could have been left to an underling, her belief 
  statement might have been at odds with the task. 
  Choosing Beliefs 
  It can be difficult to decide which belief is the most appropriate, but just as difficult to pick when 
  none of your belief statements seem to fit the situation. The following guidelines should help you 
  make that decision. 
  If you have exactly the right belief statement 
  Great! Pick that belief and carry on. 
  
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  If several belief statements suit the action 
  Here you can pick from whichever you prefer (usually the highest) but consider how your character 
  is deciding to approach the action defined by the belief you choose. If it feels more ‘in character’ to 
  pick a lower rated belief, that’s great too. 
  If none of the belief statements suit the action 
  Sometimes there just isn’t a belief or statement that fits. In which case, you should choose one of 
  your two lower beliefs that don’t have a statement. This represents the character attaching no real 
  focus to the task as it doesn’t mean as much to them. 
  If the most appropriate belief statement is one that opposes the action 
  In this case you can choose to challenge the belief. The gamemaster may offer a point of 
  Determination and if you take it you delete the opposing statement after making the test. The 
  character has chosen to act against their beliefs and will have to rethink their values. This is a way 
  for you to change your character’s beliefs if they are not suiting the way you are playing them. 
  If you know what belief seems appropriate but the statement doesn’t fit 
  Here you might comply with the belief and gain a point of Determination, picking the belief you 
  think is most appropriate, even though the statement doesn’t quite fit. Your character considers the 
  action at odds with their beliefs, but not enough not make them question their ideals. They can 
  continue to make the test and keep their belief statement but pick up a complication to represent 
  how unsettled they are.   
  SKILL TEST PROCEDURE 
  When attempting a skill test, follow the procedure below: 
  1. The gamemaster usually selects one skill to be used, then the player should pick one belief 
  they think is appropriate, guided by their belief statements. They may also select an 
  applicable focus if they have one. 
  2. The Gamemaster sets the difficulty for the skill test; this will normally be between 1 and 5, 
  but it can be higher. Some skill tests may have a default difficulty listed in the rules, but 
  traits, Threat, and other factors can increase or decrease difficulties. The difficulty is the 
  number of successes you must generate to pass the skill test.  
  3. You take two d20s, plus any additional d20s you’ve bought for this skill test. This is your dice 
  pool for this skill test. Then, roll your dice pool. 
  4. Each d20 that rolls equal to or less than the target number scores a single success. Each die 
  that rolls a 1 is a critical success, which scores two successes instead of one.  
  a. If a focus applies, then each die that rolls equal to or less than the skill being used 
  scores a critical success.  
  b. Each die that rolls a 20 causes a complication.  
  5. If the number of successes scored equals or exceeds the difficulty of the skill test, then you 
  have passed. If the number of successes scored is less than the difficulty of the skill test, 
  then you have failed. 
  a. If the number of successes scored is greater than the difficulty, each success above 
  the difficulty becomes a single point of Momentum.  
  
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  6. The Gamemaster describes the outcome of the skill test, and if the skill test was successful 
  you may spend Momentum to improve the result further. After this, the effects of any 
  complications are applied.  
  Example of Play 
  Kara’s player and the gamemaster have determined the test to convince the merchant to 
  make a deal should be Communicate + Duty, and that Kara can apply her ‘Diplomacy’ focus 
  to the roll. 
  The difficulty would normally be 2, but the gamemaster reduces this to 1 as Kara has the trait 
  Honorable. 
  With a Communicate of 6 and a Duty of 7, Kara’s player must roll 13 or less to gain a success. 
  But if a dice rolls 6 or less it will count as two successes because of the focus. If no focus 
  applied, Kara’s player would need to roll a 1 to gain 2 successes. 
  Kara’s player has 2 D20 to roll for the test, and no Momentum yet to buy any more. But as 
  this is an important deal she decides to give the gamemaster Threat so she can add another 
  dice for a dice pool of 3 D20. 
  She rolls 5, 14 and 20. The 5 grants 2 successes, the 14 grants nothing and the 20 saddles 
  Kara with a complication.  
  The roll is a success as Kara only needed 1 success. So she also gains a point of Momentum 
  for getting one more success than she needed. The trade deal is completed in Kara’s favor.  
  However, there is still a complication and the gamemaster suggests that Kara has been so 
  busy negotiating she has failed to notice how often the servants have been filling her glass. 
  She gains the trait ‘intoxicated’, which might cause problems if there are more negotiations 
  to be done. 
   
  RECOVERING BELIEFS 
  If any of your belief statements is crossed out, then you are less certain of your beliefs, and of your 
  place in the universe. It takes time, reflection, and counsel to clear away that uncertainty. 
  When a scene ends during which you contemplated personal matters or discussed them with 
  another character, and you did not spend or gain any Determination during that scene, you may ask 
  the Gamemaster to allow you to recover a belief. If you don’t do this during play, it will happen 
  automatically between adventures, should no suitable opportunities arise. 
  When you recover a belief, select a single belief which has had the statement crossed out, and do 
  one of the following: 
  • 
  New Statement: Create a new statement for that belief, which should in some way reflect 
  your character’s changed views and perspectives. 
  • 
  Changing Priorities: Reduce the score of that belief by 1 and choose the belief with the next 
  lowest score to increase by 1 (so, if you’re reducing a belief with a score of 6, you would 
  increase the one which had a score of 5). If this would mean that the belief is reduced to less 
  than 6, then it no longer has a statement (and similarly, any belief increased to 6 gains a 
  statement). If this doesn’t reduce the belief’s score to 5, then the statement may remain 
  unchanged (and no longer crossed-out). 
  
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  Whichever option is chosen, the belief is now recovered and may be used freely, though you cannot 
  challenge a belief which has already been challenged and recovered during that adventure (people’s 
  core beliefs do not change that often). 
  IMPROVING THE ODDS 
  While succeeding at most common tasks is a straightforward matter, even the most capable and 
  driven character cannot succeed at the most difficult tasks without effort, opportunity, or assistance. 
  To truly triumph, a character needs to find some other way of improving the odds.  
  There are a number of ways to improve the odds: buying more d20s to roll, spending Determination, 
  or getting assistance. 
  • 
  Momentum can be spent to buy additional dice before a skill test. You can buy up to three 
  d20s for a skill test after the difficulty has been declared, but before any dice are rolled. The 
  first die you purchase for a skill test costs 1 Momentum, the second die costs 2 Momentum, 
  and the third costs 3 Momentum. Momentum is described in more detail later. 
  • 
  Threat can be generated to buy extra dice instead of spending Momentum. This works in the 
  same way as spending Momentum, above, but you may generate Threat to pay some or all 
  the cost, generating 1 Threat point for each Momentum you would have spent. Threat is 
  described in more detail later. 
  • 
  Determination ties into a character’s belief statements, and has other uses, but it can be 
  used to improve the odds. If the statement for the belief you’re using on a skill test supports 
  the action you’re attempting, you may spend a point of Determination before rolling to 
  change one of the dice so that it automatically rolls a 1, or after rolling to re-roll your entire 
  dice pool. Determination and a character’s belief statements are discussed above. 
  • 
  Assistance is when another character actively assists your action. The Gamemaster may limit 
  how many characters may assist a given skill test. Each assistant selects a belief and skill to 
  create a target number of their own, based on how they are helping, and rolls 1d20 
  (assistants cannot buy extra dice themselves). Any successes they generate are added to the 
  skill test you are attempting, so long as you score at least one success of your own. Any 
  complications from anyone involved in the skill test apply to everyone.  
  Example of Play 
  Having completed her trade agreement in principle with the spice merchant, Kara can enjoy 
  the rest of the party. Unfortunately she notices her old enemy Marcus Tarin, a courtier from 
  a rival House, is also in attendance. Kara decides to chat to some of the other guests to see if 
  anyone else knows why Marcus has arrived and what he plans.  
  As Marcus wasn’t expected the gamemaster decides learning anything will be a difficulty 3 
  test, not a result Kara’s player believes she can roll easily on 2 d20. Kara has a point of 
  Momentum from her trade negotiations to buy another d20, and she decides to give the 
  gamemaster threat to get another one. This brings her dice pool up to 4d20. 
   While that should be enough, Kara can also enlist the help of Anna, her handmaiden. Anna 
  will see what she can learn from the other servants. She will make a skill test of her own 
  using only 1d20, but any successes she gets will be added to Kara’s total.  
  
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  MOMENTUM 
  Whenever you score more successes than you needed on a skill test, each extra success becomes 
  Momentum, which you can spend to improve the outcome of the skill test you’ve just passed. Any 
  Momentum you don’t spent can be saved, and saved Momentum goes into a group pool for everyone 
  to use, and up to 6 Momentum can be saved like this. Momentum can be used for several things, 
  including getting extra information about a situation, creating or changing traits in the scene, or 
  buying extra dice for skill tests. 
  As already explained, whenever a character succeeds at a skill test and scores more successes than 
  the difficulty, the extra successes become Momentum, a useful resource which allows characters to 
  improve the results of their skill tests or improve the odds of success in future. Each extra success 
  becomes one point of Momentum, which you may use immediately, or save for later. 
  SPENDING MOMENTUM 
  You can spend Momentum to improve the outcome of a skill test you have passed, such as gaining 
  more information or creating a lasting effect. 
  After a skill test has passed, the Gamemaster will describe what happens. You can then spend 
  Momentum to improve this outcome, to gain other benefits, or generally to make the situation 
  better for you and your allies, or worse for your opponents. 
  Momentum that you use in this way doesn’t need to be declared in advance, and each point can be 
  spent one at a time as needed. For example, if you spend Momentum to get more information from 
  the Gamemaster, you can wait to see what that information is before you decide what to do with 
  the rest of the Momentum, so you don’t waste Momentum by using it unnecessarily. 
  Unless otherwise noted, each use of Momentum—often called Momentum Spends—can only be 
  used once on any single skill test. Some uses of Momentum can be used multiple times, however, 
  and these will be noted as repeatable, or that their effect is “per Momentum spent”. These options 
  can be used as many times as you wish. 
  Once a skill test has been resolved, any Momentum you’ve not spent is saved into the group pool, as 
  described below. Momentum that can’t be added to the group pool—because the group pool is 
  already full, or because it was bonus Momentum—is lost if it isn’t spent. 
  Example of Play 
  Kara’s test to learn more about what Marcus might be up to goes very well, yielding 4 
  successes. She passes the test and gains a point of Momentum. The gamemaster tells her 
  that officially Marcus is here to make a spice deal, but many suspect he may have another 
  motive. Kara can spend her bonus point of Momentum to ask a further question. Fearing 
  Marcus may be looking to offer a deal to the same spice merchant she considers asking who 
  he might be making a deal with. However, she knows Marcus is also known to be a skilled 
  assassin so instead she asks ‘is he here to kill someone’. The gamemaster replies ”probably”, 
  leaving Kara to wonder who the target might be, her spice merchant, or even herself! If only 
  she had another point of momentum to ask another question… 
   
  Bonus Momentum 
  Some assets and talents grant a character bonus Momentum to successful skill tests, under specific 
  circumstances. This is added to the amount of Momentum the character generates when they 
  
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  succeed at a skill test. Something which grants bonus Momentum may specific that it can only be 
  used in specific ways. 
  Bonus Momentum differs from normal Momentum in that it cannot be saved into the group pool: if 
  it is not used, then it is lost. 
  SAVING MOMENTUM 
  Saved Momentum goes into a group collection called the Momentum pool, also referred to as the 
  group pool. Momentum in this pool can be used by anyone in the group, representing the benefits 
  of prior successes and collective effort. The Momentum pool cannot contain more than 6 
  Momentum at any time. 
  Whenever you wish to spend Momentum, you may spend from the group pool in addition to or 
  instead of any Momentum you’ve generated yourself on a skill test. As normal, you don’t have to 
  choose how you’re spending Momentum in advance, so you don’t need to choose how much to take 
  from the group pool until after you’ve decided how to spend it, and you don’t need to spend it all at 
  once. 
  At the end of a scene, one point of Momentum from the group pool is lost. Momentum needs to 
  be maintained, and it will not last forever, so it’s in your interests to spend it rather than saving it up. 
  Timing Momentum 
  The majority of uses of Momentum come immediately after a successful skill test, to improve the 
  outcome of that skill test. However, a few important uses for Momentum happen spontaneously 
  during play. These options have their own restrictions on how and when they are used, which is 
  made clear in their text. Buying extra d20s is the most common examples of this.  
  COMMON USES 
  You’re encouraged to be creative in your uses of Momentum. When you pass a skill test and 
  generate Momentum, think of how your superb performance might be reflected in the outcome, or 
  how it might influence what happens next. 
  However, there are a few common Momentum spends which are key to how the system works and 
  which serve as examples for what you can do with Momentum. 
  Regardless of how you use it, Momentum must make a degree of sense in the story—the benefit 
  you’ve gained from Momentum must make sense from the perspective of the characters—and the 
  Gamemaster can veto any uses of Momentum that don’t fit with the story or the scene. 
  • 
  Buying d20s is one of the most common uses for Momentum. This is done before you roll 
  the dice pool, but after the Gamemaster decides on the difficulty. The cost increases for 
  each die purchased: the first die costs 1 Momentum, the second costs 2 Momentum, and 
  the third costs 3. No more than three bonus d20s may be bought for a single skill test. As 
  noted in Improving the Odds, earlier, you may pay for some or all this cost by adding to 
  Threat instead of spending Momentum. 
  • 
  Create a Trait allows you to define a new fact about the scene or situation. Spending 2 
  Momentum either creates a brand-new Trait (described in their own section, later), changes 
  an existing one, or removes one currently in play. When you create a trait, it must relate to 
  the action you’ve just attempted, and it must be something that could reasonably result 
  from that action. 
  
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  • 
  Obtain Information allows you to learn more about the scene and situation. Each point of 
  Momentum you spend allows you to ask the Gamemaster one question about the current 
  situation. The Gamemaster must answer this question truthfully, but the answer doesn’t 
  need to be complete: partial or incomplete answers that leave room for further questions 
  are more common. The answers must reflect the skill you’ve used to gain the information, 
  and it should be something that your character would be able to determine themselves. 
  “You don’t know” or “you can’t tell” are valid answers for the Gamemaster, but the 
  Gamemaster must refund any Momentum spent if they give answers like that. 
  Example of Play 
  So far, Kara has used Momentum to buy extra d20s and to Obtain Information by asking 
  about Marcus’ secret mission.  
  If she had more she might ask more questions. But she could create a new trait such as 
  ‘Inquisitive’ that might gain her a bonus to further investigations. 
  COMPLICATIONS 
  When you attempt a skill test, any dice which roll a 20 cause a Complication. This doesn’t mean 
  you’ve failed—you can suffer complications and still succeed if you get enough successes—but each 
  complication does create an extra problem, and may be inconvenient, painful, or embarrassing. 
  Things don’t always go to plan, and while you may succeed at what you set out to achieve, there 
  may be bumps along that road. When you roll a skill test, any die that rolls a d20 causes a 
  complication, which takes effect once the skill test has been resolved. Complications don’t stop you 
  succeeding, but they may impede your actions later, or they may simply be inconvenient, painful, or 
  embarrassing. 
  The Gamemaster can use a complication to inflict an immediate problem upon your character or the 
  situation, which should relate in some way to the action you’ve just performed. This can often create 
  a trait—a fact about the scene, described later—which will hinder or impair your actions, by 
  increasing the difficulty of skill tests or making some actions impossible. These traits may be 
  persistent problems, or they may be short-lived, lasting only long enough to affect the character’s 
  next skill test. 
  There are other ways for the Gamemaster to use complications, however. A useful alternative is to 
  impose some immediate restriction or penalty, limiting a character’s immediate choices by 
  prohibiting an action they could normally take. A complication might instead cause an activity to 
  take longer than normal (as a rule of thumb, each complication increases the time taken by 50%). In 
  general a complication can work like a negative trait. It can stop you doing something you would 
  usually be able to, or increase the difficulty of an action by one. 
  You are not powerless in this situation, though. When you suffer a complication, you may choose to 
  buy it off by adding two Threat to the gamemaster’s pool—in essence, avoiding a problem now for a 
  potential problem later. The Gamemaster may also trade a complication you or another player has 
  rolled for 2 Threat, if they don’t wish to create an immediate problem or simply can’t think of one 
  right now. If an NPC suffers a complication, the Gamemaster can buy it off by spending two points of 
  Threat. 
  Example Complications: 
  
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  Battle: 
  Injured - I have suffered an injury to <area> 
  Flanked – I’m in a tactically bad position 
  Communicate: 
  Rude – I have caused offence 
  Disconnected – I am out of my depth in this social situation 
  Inferior – My lack of status has been exposed 
  Discipline: 
  Intoxicated – I’ve had too much to drink 
  Unfocused – I can’t seem to concentrate 
  Move: 
  Tired – I am feeling too exhausted to run 
  Uncoordinated – I can’t seem to control my movements 
  Understand: 
  Confused – I don’t quite understand what is going on. 
  Uninformed – I am missing a vital piece of information 
   
  Example of Play 
  Kara has already picked up the Complication ‘Intoxicated’ that has been adding to the 
  difficulty of her tests. As this is a social scene further complications would relate to that. She 
  might make a fool of herself in some way (such as spilling something on the wrong person) or 
  fail to remember a point of etiquette and gain further complications like ‘Clumsy’ or ‘Rude’.  
  If the situation with Marcus becomes physical, she might gain complications representing 
  wounds, or even that she has been poisoned.  
   
  COMPLICATION RANGE 
  Some situations can make a skill test uncertain, rather than more difficult. These factors make it 
  more likely that complications will occur, by increasing the range of numbers which cause 
  complications. A character has a complication range of 1 normally, so complications occur on any die 
  that rolls a 20 (only 1 in 20 chance per die). The complication range can never be increased to more 
  than five, and the effect of changing complication range is explained on the table below: 
  Complication Range 
  Description 
  Complications occur on… 
  1 
  Normal 
  20 
  
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  2 
  Risky 
  19 or 20 
  3 
  Perilous 
  18-20 
  4 
  Precarious 
  17-20 
  5 
  Treacherous 
  16-20 
  SUCCESS AT A COST 
  Some skill tests can’t really be failed outright. Sometimes an action will inevitably succeed, but there 
  might be problems or consequences along the way. In these situations, the Gamemaster may allow a 
  skill test to succeed at cost, either before the dice have rolled, or after the result is known. If a skill 
  test succeeds at a cost, then a character who fails a skill test still achieves their goal in some form, 
  but they also suffer one or more automatic complications, in addition to any they’re suffering 
  because of the roll. The Gamemaster determines how many extra complications are suffered. 
  Although the failed skill test has produced a successful outcome, Momentum cannot be spent to 
  improve the result of a skill test that succeeded at cost: Momentum can only be spent if a skill test 
  was passed. 
  The Gamemaster may declare that an action succeeds at cost, or they may give a player a choice to 
  succeed at cost. This choice can and should be made on a case-by-case basis according to the 
  situation. 
  Example of Play 
  Kara attempts to make another test to learn more from the gathering before confronting 
  Marcus. However, she fails to get the required successes. The Gamemaster allows her to 
  succeed at a cost. For succeeding the test she learns the spice merchant is indeed Marcus’ 
  target. However, the cost is that Marcus becomes aware Kara is asking questions about him 
  and now knows his plan. 
  THREAT 
  Where you and the other players have Momentum, the Gamemaster has Threat. Threat works much 
  the same as Momentum, but for your opponents and enemies, and can be used for the same things, 
  but the Gamemaster can also use Threat to alter situations or the story in a few ways as well. Threat 
  represents perils, unforeseen dangers, and the potential for drama and excitement, and it will rise 
  and fall during play. In addition to this, if you’re low on Momentum, you can buy extra dice by adding 
  to Threat, essentially taking risks to get an advantage. 
  As player characters generate and spend Momentum, the gamemaster generates and spends their 
  own resource: Threat. The Gamemaster makes use of Threat to alter scenes, empower non-player 
  characters, and generally make things challenging, perilous, or unpredictable for the player 
  characters. Threat is a method by which the game, and the Gamemaster, builds tension: the larger 
  the Threat pool, the greater the likelihood that something will endanger or threaten the player 
  characters. In this way, Threat mimics the rise and fall of tension that builds throughout a story, 
  eventually culminating in a high-tension finale. Strictly speaking, characters don’t know about 
  Threat, but they will have a sense of the stakes of their current situation, and the potential for things 
  to go wrong.  
  
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  The gamemaster typically begins each adventure with two Threat for each player present at the start 
  of the adventure, though this can be adjusted based on the tone and underlying tension of a given 
  adventure: if the stakes are high, the Gamemaster may begin with more Threat, while a calmer, 
  quieter situation may reduce the Gamemaster’s starting Threat. Part of this is defined by the size of 
  the player characters’ House: a powerful House invites challenge and breeds enemies and rivalries, 
  and this is represented by larger amounts of starting Threat. 
  ADDING TO THREAT 
  Player characters can add to the Threat pool in the following ways:  
  • 
  Buying d20s: As noted earlier in this chapter, characters may buy bonus d20s for skill tests 
  by adding points to Threat instead of spending Momentum. As normal, no more than three 
  dice can be bought, and the cost increases for each dice: the first costs 1, the second costs 2, 
  and the third costs 3.  
  • 
  Complications: Whenever a player character suffers one or more complications on a skill 
  test, they or the Gamemaster may choose to add two points to Threat to ignore a 
  complication. This may be done for as many or as few complications as desired. 
  • 
  Escalation: At times, the Gamemaster (or the rules) may state that a specific action or 
  decision risks escalating the situation, making it more dangerous or unpredictable. If a 
  character performs an action that risks escalation, they immediately add one point of Threat 
  to the pool.  
  The gamemaster may add to Threat in the following ways:  
  • 
  Threatening Circumstances: The environment or circumstances of a new scene may be 
  threatening or perilous enough to warrant adding one or two Threat to the pool 
  automatically. Similarly, some NPCs may generate Threat simply by arriving, in response to 
  changes in the situation, or by taking certain actions. This also includes activities that 
  escalate the tensions of the scene, such as NPCs raising the alarm.  
  • 
  Non-Player Character Momentum: NPCs with unspent Momentum cannot save it as PCs 
  can: NPCs don’t have a group Momentum pool. Instead, an NPC may add to Threat, adding 
  one Threat for every Momentum they have remaining  
  Example of Play 
  Realizing the stakes have increased, Kara’s player decides to shake off the Intoxicated 
  complication, adding 2 Threat to the gamemaster’s pool. The gamemaster also decides to 
  add another point of Threat to their pool given Marcus is now looking to either silence Kara 
  or at least ensure she doesn’t interfere. 
  SPENDING THREAT 
  The gamemaster can spend Threat in several common ways:  
  • 
  Buying d20s: The gamemaster can purchase d20s for a skill test attempted by one of their 
  NPCs. The cost of this increases for each die purchased: the first die costs 1 Momentum, the 
  second costs 2 Momentum, and the third costs 3. No more than three bonus d20s may be 
  bought for a single skill test, regardless of the source.  
  • 
  Increase Difficulty: The gamemaster can choose to make things more difficult for a 
  character, increasing the difficulty of a single skill test by one for every 2 Threat spent. The 
  decision to increase a skill test’s difficulty must be made before any dice are bought for or 
  rolled on that skill test.  
  
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  • 
  Non-Player Character Threat Spends: When a player character’s action would normally add 
  points to Threat, an NPC performing that same action, or making the same choice, must 
  spend an equivalent number of points of Threat.  
  • 
  Non-Player Character Complications: If an NPC suffers a complication, the gamemaster may 
  buy off that complication by spending two Threat.  
  • 
  Traits: The gamemaster may change, remove, or create a trait by spending two Threat. This 
  must come naturally from some part of the current situation.  
  • 
  Environmental Effects and Narrative Changes: The gamemaster may trigger or cause 
  problems with the scene or environment by spending Threat.  
  • 
  Rival House Action: The gamemaster may spend a Threat point to introduce a known enemy 
  House to the situation. It may be one of their agents simply taking an opportunity to attack 
  the player characters or turn out they have an alliance with whoever the player characters 
  are dealing with. Either way, the House makes an appearance some way to complicate the 
  situation for the player characters. 
  Example of Play 
  As the situation is heating up, the gamemaster decides to spend some of their Threat. They 
  decide that Marcus has a lot of friends at the party who have become irked at Kara’s 
  questioning. The gamemaster spends a Threat to add the Environmental effect ‘Hostile 
  room’.  
   
  DETERMINATION 
  Determination is a special, scarce resource which you can spend on skill tests which align with your 
  character’s beliefs. It is earned when a character’s beliefs impede or hinder their actions. You can 
  spend determination before rolling to set a die so that it counts as having rolled a 1, or after rolling to 
  reroll an entire dice pool, or to create, destroy, or change a trait, or to take extra actions in a conflict. 
  A character’s beliefs are a vital part of their successes and their failures. Conviction and clarity of 
  purpose, and a potent sense of self are key parts of why a character takes the actions they do. To 
  this end, all player characters, and many NPCs, have belief statements, which reflect the character’s 
  personal values and guiding principles. When a character’s actions align with these principles, they 
  can be spurred on to greater heights of success, but when a character attempts actions which clash 
  with their values, it can cause them considerable problems. 
  At the start of each adventure, you have a single point of Determination for your character, but you 
  may gain more during play. You may never have more than three Determination at once, 
  When you attempt a skill test, and the Belief you are using has a belief statement, both you and the 
  Gamemaster should consider whether the statement and the action you’re attempting align. If the 
  statement supports the action—that is, if the statement would be an advantage to the action being 
  attempted—then you can use that belief freely for that action, and you may spend a point of 
  Determination to gain one of the following benefits. Some talents or other character abilities may 
  grant them additional ways to use Determination. 
  • 
  Automatic 1: Before rolling, choose one of the d20s in your dice pool: that die is considered 
  to have rolled a 1, and does not need to be rolled. It thus scores a critical success 
  automatically. 
  • 
  Re-roll: After rolling, reroll any number of d20s in your dice pool. 
  
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  • 
  Declaration: Before or after rolling, create a new trait, or change or remove an existing one; 
  this must relate to your character, but it may represent something which was always true, 
  but which has only now been revealed or become important. You may retroactively describe 
  how this trait came to be. 
  • 
  Extra Action: In a conflict (see the Conflict chapter), immediately take an additional action 
  after this one, even if you have already kept the initiative. 
  However, if the statement would conflict with the action—it may impair your character’s judgment, 
  make them biased, blind them to possibilities, or it may be that the action goes against your 
  character’s morals, spiritual beliefs, or sense of honor—then the Gamemaster can offer you a point 
  of Determination to give you a choice: comply or challenge. 
  • 
  If you comply with your belief, then you immediately suffer a complication (which may often 
  make the action harder or prevent you from even attempting the action). The character’s 
  beliefs are too strong to allow them to carry out this action freely, causing a problem. 
  • 
  If you challenge your belief, then you may act freely, but you must cross out that belief 
  statement, and you may not use that belief score again until it has been recovered (see 
  below). The character’s need to act has outweighed their strongly held beliefs, and in the 
  process, their worldview has been shaken. 
  You may refuse to accept the offered Determination to avoid making the choice, but if you do so, 
  you must choose a different belief to use for the skill test. You may also suggest to the Gamemaster 
  moments where your beliefs may conflict with your actions, though both you and the Gamemaster 
  must agree for this to happen. 
  That’s a lot of different points 
  Momentum, Threat and Determination have a variety of different effects, and it might seem like a 
  lot of points to keep track of as you make rolls. 
  But in the 2D20 system how you spend these points is often far more important than what dice you 
  roll. They grant both players and gamemaster a lot of control over their dice and represent the 
  characters marshalling their resources before making their play. This makes knowing what to spend 
  on which test an important skill to master. Do you put everything into the current test or save 
  something for later? How important is it to succeed, and can you afford the cost? All these factors 
  must be decided before you roll anything. This means any roll of the dice is a carefully considered 
  plan of action, never just the whim of fate. 
   
  CONTESTS 
  In a contest, the character opposing you rolls first, and their number of successes becomes the 
  difficulty you need to roll against. Once they’ve rolled, you roll to see if you can beat them. 
  When the actions you want to attempt are actively opposed by another, a skill test becomes a 
  contest. 
  In a contest, the opposing character first rolls to set the difficulty. They gather a dice pool, rolling 
  against their own target number as if they were attempting a skill test. The total number of 
  successes they score becomes the difficulty for your skill test. 
  At this point, you make your skill test as normal, rolling against that difficulty. 
  
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  If you succeed, then you achieve your desired goal, and can spend any Momentum you generate to 
  improve that outcome as normal. If you fail, the opposing character generates 1 Momentum for 
  each success fewer than the difficulty which you scored—i.e., if the difficulty was 4, and you scored 
  two successes, the opposing character would get 2 Momentum—and they may spend this 
  Momentum immediately, as if they had succeeded at a skill test. 
  After all this has been resolved, any complications suffered by either side are handled by the 
  Gamemaster. 
  Example of Play 
  Given that Marcus is a highly skilled assassin, Kara cannot let him get close to the spice 
  trader, who is chatting amiably nearby to another noble, utterly unaware of the danger he is 
  in. She could try and physically confront Marcus but that may go poorly. However, she might 
  be able to intimidate him into leaving, given that she knows his intentions and has a vested 
  interest in keeping the spice trader alive. 
  Kara finds a quiet part of the ballroom to take Marcus aside. Luckily he makes no attempt to 
  avoid a confrontation as he wants to know what Kara is up to. Kara explains she knows his 
  plan and tells him that the spice trader is under her protection as they have a deal. 
  Assassinating him may start a new conflict between their Houses. 
  This will be a Communicate test, with Kara using her Power belief with the statement ‘I get 
  what I want’. As this challenge is very much in line with her belief statement, the 
  gamemaster allows Kara’s player to spend Determination on the test. 
  The gamemaster rolls for Marcus first to set the stakes as he is the defending party. The 
  gamemaster spends some Threat and manages to get 4 successes on Marcus’ test. This 
  means Kara will need to roll 4 successes to win the contest. 
  Kara has to overcome the additional difficulty of a hostile environment as Marcus knows he 
  has several allies to back him up. This raises the difficulty to 5, but luckily Kara has bought off 
  her complication so it doesn’t get any worse. 
  However, she will need to call upon all her resources. She gives the gamemaster enough 
  Threat to buy 2 more dice and brings her handmaiden Anna in to support her with assistance. 
  This gives her a dice pool of 4 with bonus successes if Anna rolls well with her single die. 
  The roll is not very good, yielding 2 successes, not nearly enough. As the stakes are high, 
  Kara’s player decides to spend her Determination point. She could change 1 die into a 1, but 
  that would only gain 2 more successes. So, Kara’s player opts to spend her Determination to 
  reroll some of the dice. Two of her dice offered a success each, and while she could reroll 
  those in the hope of getting a better result she decides not to risk it. She rerolls the two other 
  dice, the ones that yielded no successes. Anna’s assistance roll was also a failure but as it 
  isn’t part of Kara’s dice pool it cannot be rerolled with the Determination spend.  
  Thankfully, the two rerolled dice both come up a success, and one of them even rolls a 1. This 
  adds another 3 successes to the existing 2, taking the total to the five successes required. 
  Marcus takes a moment to weigh up his options. He decides that the risk of a House ot House 
  conflict is not what is masters are interested in. He chooses to take Kara seriously and 
  withdrawn to confer with his superiors. With a small bow he smiles at Kara and tells her he 
  looks forward to their next encounter and leaves. 
   
  
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  External Factors in Contests 
  The procedure for contests assumes that both sides are on roughly equal footing, and that neither 
  side has any real advantages or hindrances beyond their own abilities. This isn’t always the case. 
  If the opposing character has any factors—such as traits—which would make things harder for them, 
  each such factor reduces the difficulty they set by 1, to a minimum of 0. In essence, fewer of their 
  successes translate into difficulty for their opponent. 
  If the active character has any factors which would affect the difficulty of their action other than the 
  opposing character, then adjust the final difficulty up or down as normal. 
  In either case, characters in a Contest may accept assistance from other characters on their side. 
  Example of Play 
  In Kara and Marcus’ contest the environment was working to Marcus’ advantage. Had they 
  been among Kara’s allies the circumstances would have been different. Had time been a 
  factor for either party that too could have made their position trickier. 
   
  EXTENDED TASKS 
  Some activities may take a while to complete, requiring ongoing effort over a prolonged period. This 
  is especially useful when an ongoing action can be interrupted or cannot be completed all in one go. 
  These extended tasks occur entirely at the Gamemaster’s discretion and can be used for a wide 
  range of situations. When the Gamemaster decides that a situation is an extended task—and this 
  can be something caused during play, perhaps by spending Threat or because of a complication—
  they choose how big the extended task will be. This is called the requirement. Each passed skill test 
  made towards completing an extended task scores one or more points, and when a total number of 
  points have been scored equal to the requirement, then the extended task is complete, and 
  whatever event or activity the task represented is resolved. 
  As a rule of thumb, each passed skill test should score 2 points towards the requirement, which can 
  be reduced by complications and increased by spending Momentum. If an extended task is based on 
  overcoming something set in place by an opponent, then using one of their skill scores is a good 
  basis for the task’s requirement. In either case, appropriate traits may increase these scores further. 
  Similarly, Extended Tasks can be used to represent impending problems, with failed skill tests, 
  complications, or simply perilous actions adding points, and the problem occurring when the 
  requirement is met. Some situations may have both an extended task for you to work towards, and 
  one representing a problem, with one or other increasing depending on whether skill tests were 
  passed or failed. 
  Example of Play 
  Her behavior at the party has not done Kara’s reputation any good. She has upset a few of 
  the guests with her questions, and possibly embarrassed herself a little drinking too much. 
  She also clearly had a conflict of some form with Marcus, who has many friends in the 
  gathering. Kara’s player asks the gamemaster if there is anything Kara can do to repair her 
  reputation, so it doesn’t’ suffer any damage when people talk of how the evening went. 
  
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  The gamemaster decides this will be an extended test, with a requirement of 5 to settle any 
  of the other guests ruffled feathers. However, the party will eventually end, meaning Kara 
  has a limited amount of time to perform the test. 
  The gamemaster decides Kara can only make 3 rolls before the party ends—there’s only so 
  much effort she can make to fix this. The first test makes decent progress, succeeding and 
  scoring 2 points towards the requirement. The second, she struggles to assuage the 
  partygoers’ concerns, succeeding but suffering a complication, which means she only scores 
  1 point. The third attempt, she succeeds—scoring the last two points she needed—and even 
  generates some Momentum, which she saves for later, as it’s not needed here. While it takes 
  her the rest of the night, she manages to talk to all the guests and assure them that Marcus 
  simply felt ill and had to retire. While it is exhausting, she finally leaves the party having 
  made a new deal, beaten a deadly enemy and maintained the reputation of herself and her 
  House. All in all, quite a good evening. 
   
   
   
   
  
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  CONFLICT 
  OVERVIEW 
  Conflict is inevitable in the Imperium. The interplay of wealth, power, influence, politics, greed, and 
  ambition that forms most interactions between the Houses of the Landsraad, CHOAM, the Imperial 
  Court, the Spacing Guild, the Bene Gesserit, and other factions, breeds strife and turmoil. This 
  creates opportunities to exploit and crises to overcome, and the fortunes of any House, or any 
  person, rise and fall with how they face the conflicts ahead of them. 
  This chapter introduces the rules for conflicts in Dune. Conflicts expand upon the core rules of the 
  game to help depict and resolve situations where characters are in opposition to one another, and 
  where a mixture of cunning and daring are necessary to achieve goals against difficult odds. Conflicts 
  come in a number of different forms, from duels between individuals, to armed skirmishes between 
  soldiers, to the subtle tactics of espionage, to social intrigue and cutthroat politics. 
  Conflicts add an additional layer to gameplay, and they are used to provide greater detail to specific 
  situations when desired. This does mean they add an extra level of complexity to the game, so they 
  should be used sparingly and only in situations where the benefits of including them outweigh the 
  extra effort involved. 
  CONFLICT SCOPE 
  Conflicts in Dune take many different forms, and they can occur on many different scales. The 
  following forms of conflict are discussed in these rules: 
  • 
  Personal Combat is physical conflict between individuals, using hand-held weapons like 
  swords and daggers, envenomed needles, and similar close-quarters tools. Personal 
  shields—either full-body, or partial—are common in personal combat, making ranged 
  weapons mostly ineffective, and lasguns of any kind a desperate proposition. This can take 
  the form of formalized dueling, assassination attempts, gladiatorial bouts, and similar one-
  on-one combat. 
  • 
  Skirmishes are similar to personal combat, and employ a similar range of tools, but involve a 
  handful of combatants on each side. A skirmish may make use of ranged weapons in a way 
  that personal combats do not, particularly if the conflict starts when attempting to ambush 
  unshielded foes. Skirmishes still take place over a relatively short range, but close enough 
  that a swordmaster is still able to put their prowess to good use.  
  • 
  Warfare is physical combat on a strategic level, where groups of armed personnel such as 
  House troops, mercenaries, or even the Emperor’s deadly Sardaukar. Outright warfare 
  between Major Houses is rare and highly regulated, in part because most factions must rely 
  on the Spacing Guild to move anything from world to world, and the Guild may refuse to 
  support actions that they do not regard as worthwhile. Amongst the Minor Houses on a 
  single world, however, warfare may be as common or uncommon as the ruling Major House 
  allows—some Major Houses encourage strife between their subordinates to weed out the 
  weak, while others prefer different matters of resolving tensions. 
  • 
  Espionage is physical conflict relying on stealth and deception to gain access to a secure 
  location or important person, normally to obtain information, steal valuable items, or 
  
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  perform assassinations. Espionage can easily turn into another form of conflict if performed 
  poorly, but it can also negate the need for other, more overt forms of conflict if performed 
  well. Espionage is primarily performed by spies, informants, and surveillance devices, and 
  countered by guards, security systems, and methods of ensuring loyalty or rooting out 
  deception, such as truthsayers. Mentats and Bene Gesserit sisters are often exceptionally 
  valuable in both espionage and counterespionage. 
  • 
  Intrigue is social conflict where secrets and individual agendas are most prominent. 
  Participants will often seek to discover what others know or what they desire, while keeping 
  their own goals and their own secrets hidden. Intrigue can take place over a long period of 
  time, or it can be focused on a single localized event, and it occurs most regularly where 
  society’s expectations and cultural taboos would prevent more overt forms of conflict. 
  Intrigue often overlaps with espionage. Achieving goals through intrigue and influence is 
  often regarded as “soft power”, as a counterpoint to the “hard power” of direct authority, 
  force, and military might. 
  Each of these forms of conflict will be described in more detail in their own sections, later in this 
  chapter. 
  THE BASICS OF CONFLICT 
  All conflicts have similarities. At their core, conflicts arise when two or more opposing parties have 
  goals which are at odds with one another, and the conflict itself occurs as a means to resolve that 
  tension. Each side in a conflict has a collection of tools and resources—collectively referred to as 
  Assets—which they can employ. It isn’t enough to merely a have a tool, however: you must be able 
  to wield it effectively, maneuvering your own assets to harm your opponents or protect yourself 
  from their actions. 
  This section describes the ways that conflicts in Dune are similar. Later sections describe the 
  specifics of how these common elements differ in different types of conflict. 
  ASSETS 
  Conflict revolves around the use of Assets. An asset is anything which a character possesses or 
  controls which they can use to protect themselves, overcome others, or otherwise achieve their 
  goals. Assets are described more fully in Chapter 7: Assets, but as they are integral to the Conflict 
  rules, it is worth describing them here first. 
  Each asset is useful in different circumstances, and can be used in a variety of ways: a company of 
  House Troops can be used during warfare to attack or defend, but they can also be used as guards to 
  prevent infiltration during espionage, or in a parade to honor or awe a guest during negotiations or 
  intrigue. 
  Assets are, by themselves, a form of trait (see the Core Rules chapter), though specific assets may 
  have additional rules associated with them in some contexts, such as to describe the forbidden and 
  devastating interaction between a lasgun and a shield. Each asset will also note the type or types of 
  conflict they are most suited for. This is not a restriction, so much as a prompt: using an asset in an 
  unconventional way in a type of conflict it isn’t normally used for might be a winning strategy, but 
  that sort of creativity is left to the GM to resolve. 
  Assets broadly come in two forms: tangible, and intangible. 
  
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  A tangible asset is one that has a physical presence, and which has a degree of permanence to it: a 
  weapon is a tangible asset, as is a unit of troops, a surveillance system, or a quantity of material 
  goods. Tangible assets are normally owned by individual characters or by the House. They’re difficult 
  to remove from play, and they are normally only removed temporarily. 
  An intangible asset is one that has no physical presence: a bribed guard, the leverage from having 
  other potential trading partners, the mistaken belief of a foe fed false information, or newly 
  obtained knowledge about a rival’s weaknesses. Intangible assets are created by individual 
  characters during play… but they’re also easier to remove from play than tangible assets. 
  Assets also have a Potency, normally rated from 0 to 4. The higher an asset’s Potency, the more 
  effective or impactful it is compared to other assets of a similar kind. A monomolecular-edged blade 
  is more potent than a simple footpad’s knife, elite professional soldiers are superior to an equivalent 
  number of ill-trained conscripts, etc. Potency is used in a few ways, described later in this chapter. 
  ZONES OF CONFLICT 
  When a conflict begins, the GM will define the area within which the conflict will take place. This 
  may be a physical area, or an abstract representation of the conflict, but in either case, it will be 
  divided into distinct zones, within which characters can move and use their assets. 
  How these zones relate to one another (including how they’re connected and how characters and 
  assets move around them) is determined by the GM as well (more guidance in the finished rules, 
  lean towards common sense where possible: personal combat, skirmishes, warfare, and espionage 
  should have clear links between zones, negotiations and intrigue should have most/all zones ‘free-
  floating’ where they all count as adjacent to everything else). 
  Some zones may have special effects which apply to assets or characters within them, or which are 
  regarded as more or less important than others; a skirmish may have a zone which is full of 
  hindering obstacles that make it harder to move, while warfare may denote particular zones as 
  objectives which each side is eager to secure. 
  The division of the arena of conflict into zones can be as complex or as simple as you like. A simple 
  street might have several different nooks and crannies to provide a multitude of zones, but might 
  just as easily be considered a single zone. It is up to the players and gamemaster to use what works 
  best for their style of play. 
  ACTION ORDER 
  During a conflict, characters perform actions in a specific order. 
  Each character takes a turn, during which they may take an action. Once each character in the 
  conflict has taken a turn, a single round is completed, and a new round begins. This repeats until the 
  conflict is concluded. 
  At the start of the first round, the GM selects which character takes the first turn. This will normally 
  be a player character, unless there is a compelling narrative reason for an NPC to take the first turn, 
  or the GM spends 2 Threat. 
  Once a character has finished their turn, they may do one of the following: either allow an opposing 
  side to choose someone to act next, or to spend 2 Momentum (or add 2 to Threat) to keep the 
  initiative (enemy NPCs may spend 2 Threat to do this). If they keep the initiative, then that character 
  may take an extra action immediately, adding +1 difficulty to any test they attempt, or allow an 
  
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  allied character to take a turn before handing over to an opposing side. Once a side has chosen to 
  keep the initiative, they may not do so again until at least one enemy character has taken a turn of 
  their own. 
  Each time a new character is chosen to act, the character chosen must be someone who has not yet 
  taken a turn during the current round. If there are no characters left on a side who haven’t yet taken 
  a turn, that side must pass and immediately nominate another opposing side. If only one side has 
  characters remaining to act, then they will each take a turn in sequence until all characters have 
  taken a turn. 
  Once all characters have taken a turn, the round ends. The character who acted last must either 
  nominate an opposing side to take the first turn in the next round or spend 2 Momentum/add 2 to 
  Threat (NPCs spend 2 Threat), to allow their side to take the first turn next round. 
  TAKING ACTION 
  When you take your turn, you may take a single action, to either move an asset, or use an asset. You 
  are welcome to suggest actions which aren’t covered below, and the GM will determine how to 
  resolve them (often by selecting which action is closest to what you’ve suggested and using it as a 
  baseline). 
  MOVEING AN ASSET 
  You move one of your assets (or yourself, in some cases) from its current location to any adjacent 
  zone. You may spend 2 Momentum to move your chosen asset one additional zone, or to choose a 
  second asset to move one zone. 
  When you move, you may choose to try and gain an additional benefit, but there is a risk to this. You 
  may attempt to move in a subtle way, trying to avoid attention, or you may move in a bold manner 
  that draws attention and provokes a response. In either case, this requires a skill test, with a 
  difficulty of 2. If you pass the skill test, you gain an additional benefit, listed below. 
  • 
  If you move an asset subtly, your subtlety limits your opponents’ ability to respond. If you 
  pass, then you move your asset, and you reduce the cost to keep the initiative to 0: your 
  subtlety allows you to act again before your enemy can react. 
  • 
   If you move an asset boldly, you provoke a hasty response from your opponent. If you pass, 
  then you move your asset, and then you may move one of an opposing character’s assets: 
  your daring ploy has provoked a reaction, just as you planned. 
  In either case, if you fail, you may not spend Momentum on additional movement, and one enemy 
  may move a single asset one zone, as they react to your failed ploy. Further, if you fail, you may not 
  keep the initiative. 
  USE AN ASSET 
  You may choose one of the assets you control and use it to achieve some other goal. You must 
  declare what you are doing with the asset, and what effect you wish the action to have. 
  Common examples of ways to use an asset include, but are not limited to: 
  • 
  Attacking an opponent with the intent of harming or defeating them (see Attacks, Defeat, 
  and Recovery, below) 
  • 
  Attempting to remove an opponent’s Asset from play. 
  
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  • 
  Attempting to create a new Trait for the scene, or a new Asset for yourself or an ally. 
  • 
  Attempting to overcome an obstacle or hindrance in the environment. 
  • 
  Attempting to gain information about the situation. 
  • 
  Attempting to remove a Trait or similar complication from an ally, or to aid a defeated ally. 
   
  Regardless of the desired outcome, this action always requires a skill test. If you pass the test, then 
  you get the desired effect. If you fail, then the action you’ve attempted is prevented, and you may 
  not keep the initiative. 
  Actions which directly affect a specific opponent are Contests rather than skill tests: the opponent 
  gets to resist the action taken against them. The final difficulty of a contest will be influenced by the 
  assets the defender has. 
  Some outcomes may not be possible to achieve in a single action. These turn into extended tasks, 
  where the character makes progress towards their goal bit by bit over several actions. The amount 
  of points made towards the requirement of the extended task is equal to 2 plus the Potency of the 
  asset used: more potent assets make progress faster. 
  Specific details for different kinds of action and outcome are covered below. 
  Attacks, Defeat, and Recovery 
  A common choice in conflicts, characters may attempt to defeat their opponents in order to remove 
  those opponents from the conflict. Any action where the goal is to defeat an opponent is classified 
  as an attack, and defeated opponents are no longer able to participate in that conflict: they may be 
  injured or even dead, they may have been forced out of a social gathering, or they’re otherwise 
  incapable of continuing to effect the conflict. 
  Making an attack is always a Contest, because it affects another character. 
  • 
  If the attack is against a minor NPC or minor Supporting Character, then a successful attack 
  against them means they are defeated. 
  • 
  If the attack is against a notable or major character (or a player character), then defeating 
  the character is an extended task, with a requirement equal to the most appropriate skill of 
  the character. Each successful attack scores points equal to 2 plus the Potency of the asset 
  used; you may spend 2 Momentum to increase the Potency of the asset by +1 for that attack 
  only. Once this requirement has been reached, the character is defeated. 
  As noted above, a defeated character can no longer take part in the scene, at least until they’ve had 
  opportunity to recover. This may require time, action from allies (see below), a specific condition 
  being met (such as restoring a tarnished reputation after a social defeat), or some combination of 
  the three. 
  Some defeats may be impossible to fully recover from, such as serious debilitating injuries or death 
  (though permanent defeats for player characters should be rare (anyone as significant as a player 
  character is likely to be captured, to ransom or subvert, as they’re too valuable to simply kill). 
  Defeats with a long-lasting effect may add new traits to player characters, at the GM’s discretion, 
  reflecting permanent effects from injury, disgrace, or similar. If you want to inflict a lasting injury on 
  an opponent, spend 2 Momentum after the attack which defeats that opponent. The reverse is 
  true if the player characters want to take an opponent alive when their enemy would rather fight to 
  the death. It will cost 2 Momentum to capture them without killing them when they are defeated. 
  
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  Essentially, the gamemaster should determine the default circumstances of defeat for either party in 
  the conflict and impose a cost in Momentum if the player characters want to change that. 
  Attack Summary 
  1. When you make an attack, choose the asset you’re using to attack. The nature of this asset 
  will vary based on the kind of conflict you’re engaged in, as will the means by which you 
  choose a target for the attack. 
  2. Make a contest against your opponent. The skills used in this test will vary based on the type 
  of conflict, and the circumstances of that conflict. The attacker’s final difficulty increases by 
  +1 for each defensive asset in the target’s zone.  
  a. If you win the contest, then you successfully attack the enemy. 
  b. If you lose the contest, then your attack has failed, and the action ends. You may not 
  keep the initiative after this. 
  3. If you successfully attacked, then the outcome depends on the type of enemy. Typically, the 
  results are as follows: 
  a. If the enemy is a Minor NPC or Minor Supporting Character, then they are defeated 
  immediately. 
  b. If the enemy is a Notable or Major NPC, a Notable Supporting Character, or a Main 
  Player Character, then defeating them is an extended task. Each character has an 
  extended task track with a requirement equal to a relevant skill, which is used to 
  track how close to defeat that character is. Each successful attack against a 
  character scores points towards that extended task equal to 2 plus the attacking 
  asset’s Potency, and you may add +1 to this by spending 2 Momentum. A character 
  is defeated when their track is full. 
  4. If you defeated an opponent, then you may spend 2 Momentum to inflict a lasting defeat. 
   
  The specifics of attacks in different form of conflicts can be found in the relevant sections, later in 
  this chapter. 
  Resisting Defeat 
  Some characters are harder to overcome than others, possessing a limited ability to fend off the 
  attacks—literal or figurative—that would lay them low. This kind of desperate, last-ditch survival 
  cannot be achieved often, and it always comes at a price: something lost, something suffered, or 
  some advantage given to the enemy. 
  All Player Characters have this option, as do all Notable and Major NPCs, and all Notable Supporting 
  Characters. 
  Once per scene, if you would be defeated, you may choose to Resist Defeat. Resisting defeat 
  prevents that defeat from occurring—you remain active in the scene. When you choose to Resist 
  Defeat, it costs 1 Momentum, or adds 1 to Threat, and causes you to suffer a complication (NPCs 
  opposing the players spend Threat instead). This complication could cause the loss of one of your 
  assets, an advantage the enemy have gained over you, or some hindrance suffered avoiding the 
  defeat. 
  The amount of Momentum, or Threat spent to Resist Defeat increases by an amount equal to the 
  Potency of the asset used to cause that defeat: it’s harder to avoid an injury caused by a poisoned 
  dagger than some ruffian’s blade. The attacker inflicting the defeat can increase this cost further by 
  spending Momentum. 
  
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  Targeting Assets 
  Denying assets to the enemy is a key element of conflict—the fewer assets they have, the harder it is 
  for them to attack you or defend against your attacks—so targeting assets is likely to be a common 
  choice of action. 
  First, select the asset you wish to target, describe how you are trying to remove that asset from play, 
  and make a skill test. Typically speaking, targeting an asset will be a skill test with a difficulty of 2. If 
  the asset is being wielded directly by a character—as in, it is an object in their hands—then it will be 
  a contest instead. 
  If the test is passed, then the outcome depends on what kind of asset has been targeted. An 
  intangible asset is destroyed. However, if the intangible asset can be used against enemies not in the 
  scenes it might be recovered at the end of the scene if the gamemaster allows. For instance, a 
  blackmail document might apply to several people, and only those in the contest will have been able 
  to refute it. A tangible asset is set aside, unable to be used by their owner, but continuing to exist; 
  that asset can be recovered as an action, or at the end of the scene.  
  Creating a Trait or Asset 
  It’s likely that you’ll seek to try and shift circumstances in your favor during a conflict. This may come 
  about by establishing new facts and details about the current scene or environment, by creating a 
  trait, or by obtaining or revealing a new tool or resource at your disposal, by creating an asset. 
  If you wish to create a trait, describe the sort of effect you want, and how you wish to create it. 
  Then, attempt a skill test, with a difficulty of 2. If you pass, then you’ve managed to create the 
  desired trait. 
  Creating an asset works in the same way, but there are some limitations to the kinds of assets you 
  can create. An asset created has a Potency of 0, and it should be useful in the current type of 
  conflict. This can be an intangible asset, such as advantageous positioning in a skirmish or duel, 
  additional preparations, useful information, or some other non-physical benefit. Alternatively, it 
  could be a tangible asset, but this must be something that you could reasonably have concealed 
  from everyone else (and you’re revealing it now), or something which you could find in the scene. 
  Assets created in this way are temporary and will cease to exist at the end of the scene: whatever 
  the asset represents is discarded or ceases to be useful. You may spend 2 Momentum to make an 
  Asset created during a scene permanent, in which case it is added to the list of assets on your 
  character sheet. This might include people as much as items. A defeated opponent might be 
  convinced to change sides in the same way. 
  Overcoming an Obstacle 
  A conflict may occur in an environment littered with obstacles, hindrances, and challenges to 
  overcome. These obstacles are traits and don’t strictly belong to any one character, but they are still 
  problems that need to be overcome in some way. 
  In a physical environment, such as for a skirmish or warfare scene, these obstacles will be features of 
  the terrain: walls and similar barriers, fast-flowing water, dense mud, or shifting sands, and other 
  features that will impair movement and action. During espionage or intrigue, these obstacles may 
  represent factors that prevent access to places or people. 
  When you attempt to overcome an obstacle, you must describe how you are bypassing it, and then 
  attempt a skill test. The Gamemaster will determine the difficulty of this; this will normally have a 
  
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  difficulty of 1, but more challenging obstacles will naturally have a higher difficulty. Passing this test 
  means that you’ve managed to pass the obstacle unhindered. Failure means that you’ve been 
  stopped for the time being, and you’ll need to find a different method to overcome the obstacle. 
  Gaining Information 
  Often, a situation may not be entirely as it seems, and may conflicts revolve around keeping secrets, 
  and relying on misdirection and misinformation. You’re likely to find yourself in a position where you 
  need to try and gain information during a conflict in order to win, particularly in espionage and 
  intrigue conflicts. 
  How this is resolved can differ based on the nature of the information you seek and what you plan to 
  do with it. Basic information-gathering is typically a Difficulty 0 Understand skill test, with 
  Momentum spent to ask the GM questions about the situation. Momentum from this can also be 
  used to create traits representing advantages gained from knowledge, or to remove traits that 
  represented concealment or deception. You may instead seek to create an asset, or overcome an 
  obstacle by gaining information, as noted above. 
  The difficulty of this skill test will increase if there are any factors that would make the information 
  harder to uncover. Classified, restricted, or obscure information will be harder to find, while secrets 
  may be impossible to uncover unless you know where to look or who to ask. 
  Other skills are applicable for this in some situations as well. Move may allow you to discern details 
  from the manner of someone’s movement. Battle may allow you to identify weapons, fighting styles, 
  battlefield strategies, and to judge the prowess of a combatant. Communicate may be useful when 
  trying to interrogate someone or gathering information by asking people or watching how they 
  communicate. Discipline may be useful when patience and restraint are vital, such as to notice 
  obscure patterns or subtle details. 
  Aiding an Ally 
  You may find yourself in a situation where your allies are hurt or impaired in some way and you want 
  to try to help them. These kinds of problems tend to take the form of traits or complications inflicted 
  on characters and removing traits from a scene is much the same as adding them. 
  If you wish to remove a trait, choose which trait you wish to remove and describe how you wish to 
  get rid of it. Then, attempt a skill test, with a difficulty of 2. If you pass, then you’ve managed to 
  remove the chosen trait. 
  Helping a defeated ally during the scene they were defeated in works in much the same way but is 
  somewhat more challenging. There are two ways you can go about this. 
  • 
  If the defeat would have a lasting or permanent effect (death, adding a new character trait, 
  or some other long-lasting effect), then you may attempt to prevent that lasting effect. 
  Describe how you wish to aid the defeated character and attempt a skill test with a 
  Difficulty of 2. If you pass, then the ally is still defeated, but the lasting effect is prevented: 
  you’ve stabilized a dying ally, or you’ve helped alleviate the lasting effect, but the ally still 
  needs time to recover and can’t rejoin the scene. 
  • 
  If the defeat has no lasting or permanent effect, then you can try to recover the defeat 
  directly. Describe how you wish to recover the defeat, and begin an extended task, with a 
  requirement equal to 4 plus the Potency of the asset used to defeat that ally. If the 
  extended task is completed, then the ally is no longer defeated and they may rejoin the 
  scene. 
  
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  SKIRMISH CONFLICTS 
  SKIRMISH 
  Skirmishes are combats involving a small number of individual combatants, but more than a one-on-
  one duel. They typically involve movement and maneuver around a small environment, attempting 
  to overcome enemies through positioning and decisive action. 
  As with personal combat, skirmishes are most commonly fought with swords and knives. However, 
  low-velocity projectile throwers are somewhat common in skirmishes, often employed in an opening 
  salvo against unprepared foes or those lacking shields. 
  ZONES: MANEUVER AND POSITIONING 
  In a skirmish between several combatants, the physical environment is important. Combatants 
  maneuver around the battlefield, using the terrain and their relative positions to their advantage. 
  Divide the environment of the skirmish up into zones: this might take the form of a grid, or a 
  collection of hexes, or abstract spaces around important features (terrain or points of interest); 
  individual zones may grant advantages or impose problems on the characters in them, representing 
  terrain features. 
  Rather than moving assets around individually, skirmishes track the movement of individual 
  characters, moving them using the normal rules for moving assets. A character may, once per turn 
  without taking an action, move into or out of arm’s reach of a character in the same zone, allowing 
  them to physically interact with that character (to help an ally, interact with an object, or attack an 
  enemy). Once within arm’s reach of an enemy, attacks can be made with melee weapons. A ranged 
  weapon can be used to attack enemies in the same zone at no penalty, or in an adjacent zone at +1 
  difficulty. 
  ASSETS: WEAPONS AND DEFENCES 
  The assets used in personal combat are, naturally, weapons and defenses.  
  • 
  Melee weapons are the most common form of personal combat asset. Blades, varying in 
  size from swords to daggers and knives, are the most common form of melee weapons, and 
  many combatants enter battle with more than one: a blade in each hand, and maybe some 
  extras sheathed about their body for special circumstances. Blades are useful both on 
  offence and defense, and swordsmanship is a complex game of feints, parries, and precision 
  attacks. In a skirmish, you may attack with a melee weapon when you are within arm’s reach 
  of an opponent. 
  • 
  Ranged weapons are rare in personal combat, and they are used more commonly by 
  soldiers and assassins seeking an unfair fight in their favor. They’re hard to use against a 
  shielded target—the shield stops fast-moving objects completely—but quite effective 
  otherwise. In single combat, moving a ranged weapon asset represents moving where the 
  weapon is pointed, and what it is aimed at. A ranged weapon may be used to make an attack 
  against any enemy in the same zone, or an enemy in an adjacent zone at +1 difficulty. 
  
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  • 
  Shields are the primary form of personal defense for anyone of any importance. All player 
  characters are assumed to be of sufficient standing that they can equip a shield belt if 
  desired. Most shields protect the whole body, stopping any object moving faster than a few 
  centimeters per second (to allow air to pass through and avoid suffocating the wearer). 
  Some combatants employ a partial shield, or half-shield, which only covers half of their 
  body, but which can be maneuvered around tactically. Attempting to attack an enemy with a 
  full-shield with a ranged attack immediately fails. Note that a shield will also prevent the 
  wearer making ranged attacks. Ranged attacks against half-shields increase in difficulty by +2 
  instead. Melee attacks against shielded foes increase in difficulty by +1. 
  • 
  Armor is sometimes used by soldiers and other combatants who may not be equipped with 
  a shield. Those wearing shields tend to avoid armor as it hinders mobility for little benefit: 
  the kinds of careful attack that can pierce a shield can also find the weak spots in a suit of 
  armor. Armor makes attacks against the wearer more difficult, with heavier armor providing 
  a bigger difficulty increase, but it also increases the complication of actions relating to 
  movement and maneuvering by the same amount. 
  In addition, characters may seek to create intangible assets to represent an especially favorable 
  position, taking advantage of cover, or taking aim, or other temporary advantages that come about 
  through tactics or circumstances. 
  ACTIONS IN SKIRMISH 
  Below provides some guidance on a number of common actions you’re likely to attempt—or have 
  attempted against you—during a skirmish. These are all explained in the Conflict Overview, but here 
  we’ve provided some context that is specific to skirmishes for how to use and interpret those 
  actions. 
  Movement 
  In a skirmish, you do not move your assets individually. Rather, movement actions move your 
  character around the battlefield. 
  • 
  Ordinary movement allows you to move to any adjacent zone. This can be thought of as a 
  standard walking pace, or normal wary movement around a combat environment. Spending 
  2 Momentum to move an additional zone represents moving more quickly: a quick dash or 
  run. You may instead spend 2 Momentum to allow one of your allies to move to an adjacent 
  zone; the ally must be able to see or hear you, and they take the opportunity to move at 
  your signal. 
  • 
  When you move, you may enter into arm’s reach of any character or object within the zone 
  you’re moving to. If you start your move within arm’s reach of an enemy, you must attempt 
  move subtly or boldly: you cannot attempt to leave the reach of an enemy without some 
  risk. 
  • 
  Moving subtly often involves moving stealthily or snatching the opportunity to move when 
  an opponent is distracted or looking elsewhere; the opportune movement allows you to 
  continue acting before the enemy can respond. 
  • 
  Moving boldly is overt, dramatic, and attention-grabbing, often accompanied by a shout or 
  war-cry that might drive a foe away in sudden fear, or a taunt that draws out a chosen foe. 
  • 
  A failed attempt to move subtly or boldly allows a single enemy to move to an adjacent 
  zone. 
  
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  Attacks 
  Personal combat is one of the forms of conflict where actual physical attacks are most likely, so a 
  closer look at how attacks work is useful. 
  1. When you make an attack, choose the asset you’re using to attack, and the opponent you’re 
  choosing to attack. This asset must be a weapon of some kind. 
  a. If the asset chosen is a melee weapon, you must be within arm’s reach of your 
  opponent. 
  b. If the asset chosen in a ranged weapon, you must be within the same zone or an 
  adjacent zone of your opponent. 
  2. Make a contest against your opponent. This will normally be a Battle skill test for both sides; 
  other skills are possible if there’s a good reason, and the defender may always choose to use 
  Move instead of Battle (creating a trait that represents an observation or insight might allow 
  you to use Understand to attack or defend, for example). The attacker’s final difficulty 
  increases by +1 for each defensive asset they possess (armor, shields, and weapons used to 
  block or guard). Regardless of the result, complications may even allow the enemy to gain an 
  advantage over you because of your failed attack, like opening you up for a counterattack. 
  a. If you win the contest, then you successfully attack the enemy. 
  b. If you lose the contest, then your attack has failed, and the action ends. You may not 
  keep the initiative after this. 
  3. If you successfully attacked, then the outcome depends on the type of enemy. 
  a. If the enemy is a Minor NPC or Minor Supporting Character, then they are defeated 
  immediately. 
  b. If the enemy is a Notable or Major NPC, a Notable Supporting Character, or a Main 
  Player Character, then defeating them is an extended task. In a Personal Conflict, 
  each character has an extended task track with a requirement equal to their Battle 
  skill. Each successful attack against a character scores points towards that extended 
  task equal to 2 plus the attacking asset’s Potency, and you may add +1 to this by 
  spending 2 Momentum. A character is defeated when their track is full. 
  4. If you defeated an opponent, then you may spend 2 Momentum to inflict a lasting defeat. 
   
  A character defeated in a skirmish may have surrendered or fled (at the controlling player’s 
  discretion), been rendered unconscious, or suffered some painful but non-serious wound: something 
  which keeps them from fighting but which won’t have any real lasting impact. 
  A lasting defeat includes death, but also covers serious injuries which will have a long-term or 
  permanent effect, such as dismemberment, disfigurement, severe organ damage, and similar. 
  Targeting Assets 
  Targeting an opponent’s assets is a useful way of gaining an edge. While it’s next to impossible to 
  deny a shielded or armored foe their shield or armor—as such assets are securely affixed to them—
  you can still remove other kinds of asset from play. In these circumstances, assets and traits are 
  largely synonymous. 
  • 
  Assets which represent weapons can be knocked from their owner’s hands, allowing you to 
  disarm your foe. They can attempt to retrieve weapons lost in this way but doing so will 
  require an action. 
  • 
  Intangible assets which represent your opponent’s positioning or circumstances, or effects 
  inflicted upon you (such as being tricked, put off-balance, or having a weapon aimed at you) 
  
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  can be overcome and removed from play entirely. If an opponent has a good position, you 
  can move to deny them that. If an enemy is aiming at you, you can disrupt their aim. If 
  you’re off-balance, you can regain your center and rebalance yourself. 
  Creating a Trait or Asset 
  Creating traits to give you an edge or impair your opponent can tip the balance of a fight in your 
  favor, opening up new opportunities for you or closing off options that your opponent might have 
  used. Similarly, creating new assets can be an important option during a conflict. 
  • 
  Tangible assets must be something hidden on your person, and only revealed now, or they 
  may be something improvised from the environment, such as finding an object to use as a 
  weapon.  
  • 
  Intangible assets can represent the benefits of observation, positioning, tactical ploys and 
  tricks, and any other advantage that may come from how you fight rather than the physical 
  tools of combat. Alternatively, an intangible asset might be some hindrance inflicted upon 
  an opponent, such as knocking them off-balance, creating a fake opening to lure them in, 
  using taunts to distract or confuse them, and similar. 
  Overcoming an Obstacle 
  The environment where a skirmish happens can be as vital for victory or defeat as the combatants. 
  Individual zones may contain obstacles that are difficult to move over, around, or past, or which 
  otherwise get in the way of fighting. 
  The majority of skill tests to overcome an obstacle will use Move: the obstacles may be an area of 
  difficult terrain that may slow you down or ensnare you, or there’s a hard barrier that cannot be 
  crossed without effort. It may be possible to use Understand, representing trying to discern an easy 
  path through or past the obstacle, or to use Discipline to simply force yourself through with grit and 
  fortitude. 
  Gaining Information 
  Even in a skirmish, knowledge is power. Being able to read an opponent’s fighting style may allow 
  you to form appropriate defenses or figure out a way of attacking that they’re ill-equipped to defend 
  against. Being observant might allow you to detect hidden weapons or discern the signs of their 
  ploys. It may also be useful for spotting useful details about the environment around you; spotting 
  escape routes, useful objects or items, precarious or dangerous terrain, and similar. 
  While Understand is the obvious choice for gaining information, the Battle skill can be useful in 
  personal combat for learning about an opponent’s weapons and fighting style or judging how 
  capable a fighter your opponent is. 
  When gathering information during a skirmish, you might wish to create traits that represent 
  identifying a weakness in their defenses (making it easier to attack them), or ones which represent 
  anticipating enemy attacks, to make it harder for the enemy to attack you. Alternatively, you may be 
  on the lookout for information that doesn’t help you during the combat at hand, but which might be 
  helpful later: many swordmasters swear that you can only learn who someone truly is when you 
  fight them. 
   
  
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  INTRIGUE CONFLICTS 
  INTRIGUE 
  Subtle battles of status, wits, words, and secrets, Intrigue is perhaps one of the most difficult forms 
  of conflict to visualize, but also one of the most rewarding to play out. Intrigue is an inevitable part 
  of power and politics, with status, influence, and more tangible resources at stake. Everyone who 
  takes part in intrigue has something to gain and everything to lose, and even those at the very top of 
  society—the Padishah Emperor, the Spacing Guild, CHOAM, and the subtle Bene Gesserit—must 
  play this game carefully. 
  ZONES: PERSONAL AND POLITICAL CONNECTIONS 
  The zones in an Intrigue scene are the people and groups involved. This can be very simple, with one 
  zone for each individual participant, or more complex as factions such as Houses, and the 
  interconnected web of loyalties and rivalries, come into play. 
  In the simplest cases, it should be sufficient to create one zone for each person involved in that 
  particular intrigue. This might be the people in a specific location at a particular time, such as a 
  society party, a meeting, or similar gathering, or it might simply be all the people vying for power 
  and influence in a particular region of a planet, or within the courts of a the Major House which 
  commands your own. You are considered to be adjacent to any zone which represents someone you 
  can communicate with in some way: speaking directly, sending messages, etc. If you’re unable to 
  communicate with someone—perhaps their underlings or allies serve as intermediaries—you do not 
  count as adjacent to that person’s zone. 
  As the number of people involved in intrigue grows, the intrigue itself grows more complicated. 
  Grouping individuals into factions and allegiances is often the first step here, creating hard 
  connections between those aligned people to represent their shared interests (and meaning that, if 
  you can influence one, that can be a way to reach others in that group who might be hard to get to 
  otherwise). Additionally, new zones may be added to the map whenever needed to represent new 
  participants or parties who weren’t involved before but are now (such someone calling on allies to 
  support them). 
  Physical Environments 
  It may be useful, in some social scenes, to think about the physical environment rather than social 
  connections; you may be describing a social gathering such as a party, a diplomatic conference, or 
  similar. 
  These function in much the same was as environments described in the Skirmish section, though 
  they are typically more comfortable. Each zone is likely to be a different room, though especially 
  large chambers may be divided into multiple zones at the Gamemaster’s discretion. Characters can 
  move between these zones freely—though there may be locked doors or guards barring access to 
  some areas—and unless you are deliberately trying to be discreet, any character in the same zone as 
  you can hear the conversations you have. This does mean that finding a quiet, isolated place to have 
  a private conversation can be important. 
   
  
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  Disposition and Desire 
  A couple of extra considerations for intrigue are disposition (what is the relationship between you 
  and someone else) and desire (what does each person want). These factors can often influence how 
  characters choose to interact with the people in an intrigue (and the zones that represent them). 
  These might not always be immediately visible, and part of the intrigue may be to discover who 
  hates whom, who is secretly working with whom, and what everyone wants. 
  A character or group has a disposition of Allied, Friendly, Neutral, Unfriendly, or Opposed, which 
  modify the difficulty of attempts to influence them by the amounts shown on the table below. 
  Disposition is always that character/group’s stance towards the PCs and their House. 
  Disposition 
  Modifier 
  Allied 
  -2 Difficulty (minimum 0) 
  Friendly 
  -1 Difficulty (minimum 0) 
  Neutral 
  No effect 
  Unfriendly 
  +1 Difficulty 
  Opposed 
  +2 Difficulty 
  Disposition is not fixed and should change over time as a result of various actions. You may attempt 
  to improve the disposition of others if you help them get something they want. You might worsen 
  the disposition of others if you help their rivals or enemies, if you claim something they wanted, or if 
  you do something that causes problems for them. 
  Noting the desire of a zone (whether it represents a person or group) works alongside this. Much 
  like a PC’s Ambition (see Characters chapter), this represents what that person or that group wants 
  to achieve or obtain. This both guides the actions of that person or group (it’s a roleplaying prompt 
  for the GM), and is something valuable for the PCs to learn, because it allows them to influence that 
  person or group more easily. A desire should be a short statement of intent and it doesn’t have any 
  numerical value. 
  ASSETS: TRADE AND SECRETS 
  The assets used in intrigue typically things which can be used or traded to gain an advantage or exert 
  influence. Many of these assets will be intangible, representing information learned or rumors 
  circulated (and the potential for extortion, knowledge trading, and similar), while tangible assets 
  may represent valuable items such as precious goods, raw materials, land, or hard evidence. 
  However, as you will rarely have those items on your person, the difference between tangible and 
  intangible assets is far less meaningful in intrigue, and you may wish to use this to your advantage by 
  creating intangible assets that represent things you claim to possess. 
  Moving an intrigue asset into another zone allows you to confront that person with the asset, 
  perhaps to offer it as a gift, to propose a trade, or to try and threaten or coerce them. The asset is 
  considered to be leverage, which allows you to influence someone else, whether positively (the 
  ability to help that person), negatively (the ability to harm that person or take something from 
  them), or through the status quo (appealing to social standards and norms, religious beliefs, or the 
  target’s reputation). 
  
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  • 
  Knowledge is the basic currency of intrigue. Knowing something your opponents don’t gives 
  you power, especially if you know things about your opponents that they don’t want known. 
  Trading secrets can be a useful way to gain influence. 
  • 
  Rumors and lies are similar to knowledge, but fake. They are easy to create and can be 
  powerful if well-used… but they’re also risky. Finding a rumor and assuming that it’s true can 
  lead to mistakes, while spreading lies which are found to be false can worsen the disposition 
  of others. Rumors and lies always appear like knowledge when first encountered, but they 
  can be investigated to determine if they are true. 
  • 
  Valuables are physical items of worth. Money, manufactured goods, precious materials (and 
  any useful material is precious if you have enough of it), land, population, ships, 
  mercenaries, and anything else which has both physical presence and worth. Contracts—
  such as trade deals, agreements with other parties, and similar sources of potential wealth—
  can also be considered valuables. Valuables are often traded for other things, either other 
  valuables, or for knowledge.  
  ACTIONS IN INTRIGUE 
  Below provides some guidance on a number of common actions you’re likely to attempt—or have 
  attempted against you—during intrigue scenes. These are all explained in the Conflict Overview, but 
  here we’ve provided some context that is specific to intrigue for how to use and interpret those 
  actions. 
  Movement 
  Assets in intrigue are sources of leverage and things which can be traded to gain an advantage 
  during social interactions. Moving an asset to a character’s zone represents putting that leverage or 
  those valuables into a position where they can be used; mentioning or alluding to knowledge you 
  have or resources you possess in conversation. 
  • 
  Moving assets in intrigue is relatively uncomplicated, as any character you can talk to 
  directly (or any group where you can speak to a representative) counts as an adjacent zone 
  you can move assets into. 
  • 
  Moving an asset subtly can represent using innuendo, subtlety, and implication to bring that 
  asset into the conversation, creating a situation where your opponent may not know what 
  you’re implying until it’s too late. 
  • 
  Moving an asset boldly is the use of direct, forceful language and mannerisms to bring the 
  asset into the conversation, with the intent of compelling an immediate, hasty response 
  from your opponent. 
  Attacks 
  Direct attacks should be relatively rare in intrigue, but where they represent physical attacks in other 
  forms of conflict, they represent a social attack in intrigue: an attempt to diminish or destroy 
  someone’s social influence in order to prevent them from meaningfully taking part in the intrigue. 
  5. When you make an attack, choose the asset you’re using to attack, and the character you 
  wish to attack. Also describe how you’re attacking the target. The attack doesn’t always 
  require interacting with the character directly; rather, it can represent a concerted effort to 
  shame and disgrace the target character, often by spreading rumors, revealing unpleasant 
  information about them, or attempting to provoke a disgraceful act from the target. It may 
  also represent blackmailing the target to get them to back down willingly, or it may be a 
  process of undermining the target’s resources and the sources of their influence. 
  
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  6. Make a contest against your target. This will normally be a Communicate skill test for you, to 
  get close enough to strike; your opponent may use Awareness or Communicate in response. 
  a. If you win the contest, then you successfully attack the enemy. 
  b. If you lose the contest, then your attack has failed, and the action ends. You may not 
  keep the initiative after this. It may be that the target seeks to avenge such a slight, 
  which could include a challenge to single combat if they are of a militant inclination. 
  7. If you successfully attacked, then the outcome depends on the type of enemy. 
  a. If the enemy is a Minor NPC or Minor Supporting Character, then they are defeated. 
  b. If the enemy is a Notable or Major NPC, a Notable Supporting Character, or a Main 
  Player Character, then defeating them is an extended task. In intrigue, each 
  character has an extended task track with a requirement equal to their Discipline 
  skill. Each successful attack against a character scores points towards that extended 
  task equal to 2 plus the attacking asset’s Potency, and you may add +1 to this by 
  spending 2 Momentum. A character is defeated when their track is full. 
  8. If you defeated an opponent, then you may spend 2 Momentum to inflict a lasting defeat. 
   
  A character defeated in intrigue simply departs the scene; they may leave voluntarily, or be forcibly 
  ejected, but either way, they are no longer present to participate in the scene. 
  A lasting defeat involves the loss of social standing, a lasting impact upon the character’s reputation, 
  a disgrace or dishonor that will be talked about at social events for a considerable time, and perhaps 
  even having influence and power taken from them by their betters. 
  Targeting Assets 
  It can be useful to try and undermine the assets of your opponent during an intrigue scene. This 
  involves challenging the truth of information, casting doubt upon the provenance or worth of 
  resources and other valuables, and similar means of rendering an asset ineffective.  
  • 
  Knowledge assets can be tricky to target, unless you have access to information which 
  appears to contradict that knowledge, or some way to cast doubt upon the validity or worth 
  of that knowledge. Once doubt has been established, the leverage of knowledge is greatly 
  diminished, but it can be recovered if the information can be properly verified by a trusted 
  source. 
  • 
  Lies and rumors are similar to knowledge, but easier to produce and easier to remove, as 
  they have little or no basis in truth to begin with. Once sufficient doubt has been cast upon a 
  lie or rumor asset, it loses any potency it had. 
  • 
  Valuables can be difficult to target, as the asset represents items with actual physical 
  presence and real worth. As with knowledge, casting doubt upon the real worth of a 
  valuable is possible—are these art items real or fake, do you have as much of this mineral as 
  you claim, etc.—but often more effective is demonstrating that there is no need or demand 
  for those valuables. A shipment of rare raw materials is less useful as leverage against a 
  person who has no need for those materials, or who can obtain those materials more 
  cheaply elsewhere. 
  Creating a Trait or Asset 
  Creating traits can help shape the landscape in intrigue, creating options, opportunities, and 
  connections that may not have existed before. 
  
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  • 
  A trait created may lay the groundwork for other actions later, such as establishing a good 
  rapport with a character you may wish to deal with later, or a falsehood that you’ve 
  managed to convince someone else to believe. 
  • 
  Tangible assets are difficult to create in intrigue, but it is entirely possible to pass them 
  between characters; obtaining an asset from another party within the scene to use for your 
  own purposes can be quite useful, but you may have to give something up to achieve that. 
  • 
  Intangible assets are most commonly lies and rumors, including lies about what valuables or 
  knowledge you possess; these are easy to create, but easy to destroy as well, and it is 
  potentially dangerous to lean too heavily on deceit to achieve your goals in intrigue, as it can 
  result in many resentful people who regard you as a cheat and a liar. 
  Overcoming An Obstacle 
  Obstacles in intrigue are not typically physical obstructions so much as social or political ones. 
  Secretive or isolated factions may be difficult or impossible to reach under normal circumstances, 
  even if connections exist. 
  Overcoming such obstacles typically requires work establishing legitimate—or seemingly-
  legitimate—reasons for access, such as proving yourself worthy or useful to an isolated group who 
  shun outsiders, obtaining letters of introduction or some other reason to reach a reclusive but 
  powerful individual. 
  These typically require Communicate or Understand tests, but tests of worth may require Fight, 
  Move, or Discipline tests depending on the nature of the group you’re seeking to access. 
  Gaining Information 
  Information is valuable in intrigue, so naturally this is an action that will be undertaken frequently 
  during intrigue scenes. 
  Most characters in an intrigue scene will be fairly guarded about their goals and their feelings, 
  seeking to maintain a mask of neutrality where their true intent cannot be easily guessed. As noted 
  above, characters in an intrigue scene will have dispositions—how they feel about other 
  characters—and desires—what they wish to gain—which will guide their actions, but most will keep 
  those secret. 
  So, gaining information about who wants what, and who likes or dislikes whom, can be an invaluable 
  part of an intrigue, as you cannot easily get what you want unless you can navigate these social 
  battlefields. This normally involves observation and asking around, trying to glean information from 
  other people. Some may give up small amounts of information freely, while others may be more 
  forthcoming but only if they get something in return, and some information can be obtained simply 
  by standing back and observing proceedings (this is, in fact, an ability that many Bene Gesserit 
  master, allowing them to discern subtle details from signs that most wouldn’t even notice) 
  Learning the dispositions of another character is relatively straightforward, requiring only 
  Momentum to be spent to obtain information (one question lets you ask the disposition of one 
  character towards a single other character). Learning desires is a longer process. 
  Discovering the desire of a character is an extended task, with a requirement equal to that 
  character’s Discipline. Overcoming that extended task reveals the target character’s desire. Each 
  successful attempt to gather information scores points towards that requirement equal to your 
  Understand minus two. You may spend 2 Momentum to add +1 to the number of points scored. 
  
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  INVESTIGATING INTRIGUES AND ESPIONAGE 
  Once the gamemaster has created a map of any intrigue, spy ring or smuggler operation, it is up to 
  the player characters to uncover it. They don’t always just get handed a map of all the zones, they 
  have to earn it! Usually the player characters will discover an intrigue by chance, having crossed the 
  wrong person in a bar or run foul of a local power broker. But this gives them a place to start.  
  When the player characters encounter what looks like a larger operation they should begin drawing 
  their own map, starting with the place, person or asset that represents the zone they have first 
  encountered. From there they can investigate that zone to see if it has any connections and where 
  those connections lead. Using gather information they can gradually build up their map until it 
  matches the gamemaster’s. They might also start conflicts to uncover new parts of the conspiracy 
  but that will ensure the conspiracy knows they are investigating. 
  What is important to note is that at no point can they be absolutely sure they have uncovered every 
  zone in the conspiracy. Not finding any further connections isn’t proof they aren’t there. The player 
  characters might follow a single path through the map to the conspiracy kingpin and take them 
  down. But if they missed a minor connection, some of that intrigue remains and might replace and 
  rebuild the operation. 
  Investigating an intrigue is a subtle task. It is unwise for the player characters to start knocking heads 
  before they have figured out how far the conspiracy goes. Once they have initiated a conflict with 
  the conspiracy they have shown their hand. So tests to uncover each zone should be quite difficult as 
  the player characters won’t want to be noticed. They will be watching and following suspects rather 
  than abducting and questioning them. In all cases the gamemaster should ask them how they are 
  getting the information and how they plan to investigate. Add some role-play and description rather 
  than just make a roll and draw a new zone. How are they making an approach? Who is going in to 
  investigate? What sort of cover story are they using? If they are too forthright they may arouse 
  suspicion and force a conflict before they are ready to engage with the conspiracy. Remember as 
  well that just taking down the leader is rarely the end of the intrigue. If there is power (or spice) to 
  be claimed, the whole operation will have to be uncovered and dealt with or new leaders will rise to 
  continue the work. 
   
   
   
  
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  DESERTFALL 
  The following should only be read by the gamemaster, who should take time to fully read the 
  adventure before they run this game. The gamemaster should be as familiar with the rules as 
  possible, though the players are welcome, even encouraged, to read the rules and system 
  beforehand as well.  
  PRELUDE 
  On Caladan, the homeworld of House Atreides, the household is in a form of organized chaos. The 
  news has broken to the staff, soldiers, and retainers that House Atreides is to take over the spice 
  mining operation from their old enemies, House Harkonnen. However, it is for the noble family to 
  worry about the politics and dangers that might await on Arrakis. For the player characters, there is 
  much to be done to move the entire household to another planet. With only a few weeks to 
  prepare, the contents of every room in the castle must be itemized, recorded, and packed. Every 
  member of the Atreides staff has been drafted in to help. It is so busy that the player characters are 
  grateful for the break when they are summoned to meet with Duke Leto himself.  
  The Duke’s office is comfortable and hospitable, unlike the serious expression on the face of his 
  trusted Mentat advisor, Thufir Hawat. The Duke welcomes the player characters and tells them that 
  he has a mission for them on Arrakis.  
  The situation on Arrakis is currently in flux. Technically, the Atreides are now in control of the planet. 
  However, the Emperor has insisted that spice production cannot be interrupted, and so House 
  Harkonnen has been allowed to continue to manage spice production until the Atreides arrive. The 
  Harkonnens are currently running the operation from the city of Carthag, but the Atreides are 
  reestablishing the old Residency in the city of Arrakeen as their base. While this should keep clashes 
  to a minimum, the Duke expects the Harkonnens to leave a few “surprises” waiting for them. The 
  longer the Atreides take to get to Arrakis, the more time the Harkonnens have to plant traps and 
  sabotage spice production to make the Atreides look incompetent when they take over.  
  The Duke charges the player characters to travel ahead of their House and take an initial assessment 
  of the Residency at Arrakeen where the Atreides family will stay. The Duke makes it sound as if the 
  assignment is only a formality, but it is clear that he fears for the safety of his family and he is 
  looking to take every precaution. 
  Being exceptionally busy, Duke Leto leaves the rest of the briefing to Thufir Hawat. Even more 
  serious than Duke Leto, Hawat underlines the fact that the lives of the noble family may be in the 
  hands of the player characters. Failure is unacceptable. He tells the player characters that they are 
  being provided with a cover story to assuage any suspicions that they are anything more than junior 
  staff of the Atreides household. However, he warns that enemy agents are not so naïve. The player 
  characters need to watch their backs, as the whole Residency could be riddled with Harkonnen 
  agents. 
  The mission is simple. Investigate the Arrakeen Residency and root out any spies, traps, and 
  assassins hidden there. As the Atriedes cannot lose any time before taking over spice production, 
  the player characters have only five days when they land on Arrakis before the Duke and his family 
  
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  arrive. If they fail in their mission Duke Leto, Lady Jessica and their son Paul may all be in danger. The 
  player characters are taking passage on a Guild Heighliner in two days’ time, travelling as minor 
  members of House Atreides. Their cover stories are: 
  Sharah Fell is the leader of the group, charged with making sure that all the mining documents are in 
  order and ready for Thufir Hawat to look over when he arrives. 
  Hassan Diago has been tasked to take stock of the Residency servants and make sure there are 
  enough to cope with the arrival of House Atreides at the level of professionalism they will expect. 
  Anna Margrave is a handmaid of the Lady Jessica. As such, she is there to ensure that Lady Jessica 
  and the rest of the noble family have everything they need as they would want it. 
  Marcus Syn is officially and unofficially a bodyguard entrusted to protect the rest of the group. 
  Corbin Bralik has been brought in as a guide to help the group find their way around Arrakeen.  
  Talia Carell is a mere all-purpose servant just in case they need to lift anything heavy! 
  The player characters have a day to prepare for the mission before a Heighliner is due to arrive at 
  Caladan. The gamemaster should ask each of them how they plan to prepare. They might read up on 
  spice production or customs on Arrakis, or continue to train and sharpen their skills. If they choose 
  the latter, the gamemaster may make them make some appropriate skill tests to represent these 
  exercises to get everyone used to rolling dice and using the system. The player characters might 
  even play out a combat sparing with each other (using non-lethal weapons). 
  Eventually, it is time to depart and the player characters board a standard Spacing Guild shuttlecraft 
  that takes them to the vast Guild Heighliner in orbit around Caladan. After a few hours for the 
  passengers to embark, the Heighliner enters foldspace. After several similar jumps to other 
  destinations on the route, the Heighliner arrives in orbit around the bleached bronze planet of 
  Arrakis. 
  ACT 1: ARRIVAL ON ARRAKIS 
  The player characters arrive at the Arrakeen spaceport on a Spacing Guild shuttle with all manner of 
  other passengers. Most of the other passengers are looking to make new lives as spice miners. Some 
  of the wealthier passengers are returning to their business or looking to trade in spice or water. 
  Almost every passenger balks for a moment as they step off the shuttle into the dry heat of Arrakis. 
  Most scurry to get inside and out of the sun as quickly as they can.  
  Each player should take a moment to describe how their character reacts to the stifling heat, sand, 
  dust, and burning midday sun. They might also mention one thing they notice about arriving on 
  Arrakis and coming into the nearby Arrakeen market. Those who have read a little about Arrakeen 
  note that they can see the Residency from the landing area, as it is one of the tallest buildings in the 
  city. 
  WELCOMING COMMITTEE 
  The player characters are met at the spaceport (little more than a huge courtyard for a Guild shuttle) 
  by one of the Residency servants. Her name is Mara Naseel, a middle-aged woman who has worked 
  at the Residency since she was a young woman and now serves as the second in command to the 
  Housekeeper (Shadout Mapes, who is currently busy). As one of the head servants, Mara feels that 
  
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  she has to meet the new arrivals, but has plenty of more important things that she’d rather be 
  doing.  
  Mara greets the player characters tersely but pleasantly and introduces herself, saying she is here to 
  conduct them to the Residency. She also tells them that it is expected that outlanders bring water 
  upon entering the Residency. A successful Communicate test (Difficulty 2) reveals this is partly a lie, 
  but that she is also serious. There is no tradition, but (as a Fremen) Mara wants to see that the 
  player characters treat water seriously.  
  If the Communicate test achieves 3 successes, it is apparent that Mara may actually be one of the 
  Fremen. It is common knowledge that a few desert Fremen mingle with the pyons, the native city 
  folk of Arrakeen, but that they rarely reveal their true identities.  
  Which Belief? 
  As this is the first ‘proper’ test required for the adventure, it is a good opportunity to assist the 
  gamemaster with a little guidance with which beliefs the players might use. 
  ▪ 
  Duty is for characters that feel they are in charge of the group and that it is their responsibility to 
  check everyone out as a potential enemy. 
  ▪ 
  Faith is for characters concerned for their friends in this new environment, or who wish to gauge 
  if Mara is a woman of faith herself. 
  ▪ 
  Justice is for characters who suspect Mara is more than she appears and might be trying to trick 
  them 
  ▪ 
  Power is for characters who want to underline to this servant who is in charge. 
  ▪ 
  Truth is for characters who think nothing might be quite as it seems and want to dig a little 
  deeper than the surface.  
   
  Unless one of the player characters has thought to mention it when leaving the shuttle, they have 
  not brought any water with them. While the player characters have been told Arrakis is a desert 
  world, they have been used to having such basic needs provided. Mara is surprised if any of them did 
  think to bring water as she is used to privileged offworlders not understanding its importance. So, 
  she suggests they visit the market on the way to the Residency. 
  If anyone did think to mention water and bring some (perhaps by studying up on Arrakis before 
  arrival), Mara is impressed that they thought ahead. But she still suggests they buy water in the 
  market as a gift for the Residency, claiming “The water of Arrakis is more precious than any in the 
  universe.” 
  If they have brought water, the player characters may be tempted to offer Mara some to impress 
  her. This has the opposite effect. Doing so suggests that she is not responsible for her own water and 
  must rely on others, quite an insult to a Fremen (or any other inhabitant of Arrakis). It also marks the 
  Atreides envoys as soft fools to part with water so freely. However, if the player characters can make 
  a successful Communicate roll she forgives the insult as a simple cultural misunderstanding. 
  Mara Naseel (Notable Supporting Character) 
  Traits: Fremen, Housekeeper 
  Belief 
  Score 
  Statement 
  Skill 
  Score 
  Focuses 
  Duty 
  6 
   
  Battle 
  5 
   
  
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  Faith 
  7 
  The desert provides the faithful 
  with what they need. 
  Communicate 
  6 
  Listening 
  Justice 
  5 
   
  Discipline 
  7 
  Self-control, Desert 
  Survival  
  Power 
  5 
   
  Move 
  4 
   
  Truth 
  5 
   
  Understand 
  5 
   
  Talents: Direct 
  Assets: Crysknife, Servant of the Residency 
  ARRAKEEN MARKET 
  If the player characters have not brought water, they need to buy some in the market on the way to 
  the Residency. If they did, they may still buy some water as a gesture to gift to the Residency supply. 
  The Arrakeen market is nestled in a huge courtyard, under the vast shadow of the Arrakeen shield 
  wall. The market is a mixture of smells and colors, a crowded and noisy street bazaar of many stalls 
  and traders hawking their wares. Chief among these wares is water, and water sellers are 
  everywhere. The player characters should use Understand tests (Difficulty 2) to figure out which 
  trader looks the most honest and Communicate tests (Difficulty 1) to get a good deal. 
  There is no need for currency assets to change hands; the player characters have more than enough 
  cash to purchase water. The question is whether they get a good deal by making a successful test. If 
  they do, Mara is impressed. If not, they confirm her suspicions that outlanders are fools. 
  To grant some character to the water sellers, the gamemaster might use any or all as example non-
  player characters: 
  ▪ 
  Manan, a wealthy water merchant who loves to flaunt his wealth and over charge his 
  customers. 
  ▪ 
  Binda, an old lady who sells water as a sideline and loves to gossip with her customers. 
  ▪ 
  Nia, who is a low-grade informant for House Harkonnen and on the lookout for secrets. 
   
  Depending on how they do, the player characters either impress or annoy Mara. This can make her a 
  helpful ally, but otherwise leads her to do her best to ignore them. However, she is loyal to her 
  employers, so the player characters would have to be especially insulting to make an enemy of her. 
  WATER BANDITS 
  Having bought water, Mara leads the player characters through the narrow streets of Arrakeen 
  towards the Residency. She eventually takes them down a very narrow shortcut. Unfortunately, it 
  turns out to be a great place for an ambush. A group of ragged looking criminals slip out of the 
  shadows and demand the player characters hand over their water.  
  Each of the bandits is armed with a knife, and there is one for each player character. Ideally this is an 
  opportunity for an exciting knife fight, although some cunning player characters may manage to talk, 
  bluff, or intimidate their way out of it. The gamemaster should give them a chance to do so before 
  Mara attacks. As a Fremen, she is incensed that someone should try and steal water from her and 
  those in her care. If it looks like no blood will be spilled, she draws her crysknife and attacks! 
  
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  If the player characters do dive into combat, Mara steps back and observes (unless they get in real 
  trouble). She does not want to reveal her crysknife unless necessary and combat shows her the 
  measure of the player characters. 
  This conflict is a simple skirmish, with the player characters and bandits all in the same zone (unless 
  the gamemaster is confident of the rules and fancies complicating the environment). A successful 
  test against any bandit kills them. However, bandits might be taken alive if they are given an 
  opportunity to surrender, such as if the fight looks hopeless for them. Trying to take a bandit alive 
  increases the Difficulty by 1. 
  Not all the player characters have an available asset to use in the fight, making them unable to 
  engage in the combat. However, if they can suggest a way they might arm themselves (such as 
  picking up a rock or broken bottle, or later taking a knife from a defeated bandit) they then have the 
  asset they need to engage in the combat. The same applies for any form of conflict where an asset is 
  required. 
  The bandits are making the attack simply because the player characters appear to be wealthy and 
  new to the city. They’re not out to kill, just to steal from the newcomers. However, the player 
  characters may wonder if Mara has led them here and the situation is more than simple 
  coincidence… 
  Water Bandits (Minor Supporting Characters) 
  Traits: Criminal 
  Quality: 6 (use for all Beliefs) 
  Skill 
  Score 
  Focuses 
  Battle 
  6 
  Knife Fighting 
  Communicate 
  4 
   
  Discipline 
  5 
   
  Move 
  5 
   
  Understand 
  4 
   
  After the fight, the player characters see a few of the locals have arrived and are looking towards 
  any dead bodies. Mara nods to someone before the player characters leave, granting permission for 
  the locals to take the bandits’ water (using a death still). The player characters can claim the water 
  and the bodies if they wish. But as the bandits were part of the local community, Mara does not 
  think it right that the community doesn’t get their water back. 
  ACT 2 – THE RESIDENCY 
  After the fight, the player characters reach the Residency without any further trouble. Any other 
  bandits or troublemakers think twice before attacking given the fate of the water bandits.  
  The Residency is situated in the center of Arrakeen. While old, it is in good condition. It is a huge 
  ziggurat whose angled sandblasted walls remain strong to this day.  
  
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  For the purposes of investigation, the Residency can be divided into several zones: 
  Main Foyer – A grand open space designed to impress and/or intimidate guests. Stairs and doorways 
  lead from here into most other areas of the Residency. 
  Main Ballroom – Another vast and open space where balls and large dinner parties can take place. 
  The area has several arches and nooks where meetings might take place and is overlooked by a 
  balcony. 
  Kitchen – A vast yet cramped area full of tables, stoves, and cooking facilities on the ground floor. 
  The heat is oppressive here when the stoves are on as the air conditioning is barely adequate. 
  Linen Room – Connected to the kitchen, this room is where all the Residency linens, bedsheets, and 
  clothes are washed and stored. This area is a maze of towels, bedsheets, and clothes hung out to dry 
  in this sealed room. A water extractor in the ceiling collects evaporating moisture for the Residency 
  tanks. 
  Servant’s Quarters – Each servant has their own small room (although they share two communal 
  bathrooms) in one of the upper floors of the Residency. The area is sparse but well-kept and 
  accessed by several stairs to allow the servants to move about the Residency without crossing the 
  guest areas. Any soldiers assigned to the Residency guard are quartered here as well (although none 
  at the moment). 
  Basement – The large basement of the Residency is used for storage and contains the vast Residency 
  shield generator. With no important guests in residence, the shield is currently shut down. This area 
  has several cot beds where additional soldiers can be barracked if needs be. 
  Resident Bedrooms – The top floor (with the best views) and most of the upper floors contain 
  private rooms for the residents and guests. Each suite has a bedroom, sitting room, and bathroom 
  facilities. 
  The servants are mostly native Arrakeen city folk, with a few outlanders who were not born on 
  Arrakis but came looking for work. A few Fremen have infiltrated the staff, as the Residency is a 
  good place to observe Arrakeen and the actions of any visiting nobles. The servants have kept the 
  place well and everything appears in order. As the Harkonnen rule Arrakis from the nearby city of 
  Carthag, the Residency has been most recently occupied by Count Fenring as the Imperial observer. 
  But he and his household have moved to Carthag to oversee the changeover (after which Fenring 
  and his wife plan to return to the Imperial Court on Kaitain).  
  So, to many, the Residency is more a historical site than a place of government. However, the 
  Atreides have chosen to rule from Arrakeen as the Harkonnen are so entrenched in Carthag that few 
  people there can be trusted. Arrakeen is considered by most to be a little backwards and less 
  civilized than Carthag. However, the same ‘provincial’ nature that makes Arrakeen so abhorrent to 
  the Harkonnen is quite attractive to the less industrial Atreides. 
  Once they arrive at the Residency, the player characters can settle in and start seeing to their 
  “official” duties. The Residency is vast, with easily enough rooms for the noble family, all their 
  entourage, and several guests. While the player characters are unofficially here to check for traps, 
  poisons, and assassins before the noble family arrive, they each have another task as detailed 
  previously. While many servants (and especially the enemy agents) can probably guess their true 
  purpose, most of the staff take the player characters at face value. It is not the servants’ place to 
  start challenging the motives of any of the Atreides anyway. 
  
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  In this section, the player characters are free to explore the Residency and interview the staff as they 
  like. They might just choose to get on with their cover missions and see what happens. Or they can 
  start sneaking around the Residency looking for clues. Following are descriptions of the various 
  members of staff and the enemy agents. 
  THE ENEMY AGENT 
  Shalla Durain – Shalla is a Harkonnen agent, in deep cover as a housemaid. She joined the household 
  just under a year ago, serving under Count Fenring, and has been a good employee ever since. She 
  was placed here as a form of sleeper agent and has recently received her orders to kill as many 
  Atreides as possible. As she has been here awhile, she plans to kill a few of the player characters and 
  then wait for more Atreides to arrive. She would rather die than allow herself to be taken prisoner, 
  as she might reveal some of her still active traps under interrogation. She might also “confess” that 
  she is working for Count Fenring, to throw suspicion away from the truth that she is a Harkonnen 
  agent.  
  THE HOUSEHOLD STAFF 
  While the only two servants who really matter are the agents, having names and details for only 
  those two characters is a dead giveaway to the player characters looking for them. Following are 
  details for the other Residency servants, so as to not make the villains so obvious. Some carry a few 
  secrets of their own that make them suspicious and provide a few red herrings and sub-plots for the 
  player characters.  
  At some point the player characters should interview some or all the staff. Some have secrets they 
  only reveal under interrogation. Others may have an accusation they make if the player characters 
  talk to them alone. Many of these secrets only confuse the investigation, but some are actually 
  clues. 
  Shadout Mapes (Fremen Housekeeper, age 62) – Mapes is the official head of the Residency 
  servants. However, she leaves much of the running of the household to Mara, as she is often away 
  from the Residency. As the Residency is currently officially unoccupied, it only has a skeleton staff. 
  To serve House Atreides, they need a lot of new staff, for which Mapes is recruiting and checking 
  across Arrakeen.  
  Additionally, Mapes is an agent of the deep desert Fremen. As such, her main mission is to watch the 
  Atreides and determine if they can be trusted. She considers this a holy mission as there are rumors 
  that Paul Atreides may be the one foretold in several prophecies. 
  Mara Naseel (Fremen Head Housemaid, age 57) – Mara oversees the housemaids and serves as a 
  second in command to Mapes. When Mapes is away, she is the keeper of all keys and lock 
  combinations. While very skilled in all the household tasks, she does few of them, except to teach 
  lazy servants how things should be done. Her main responsibility is serving as an administrator and 
  bookkeeper for the house, as Mapes has little interest in paperwork. She presents any written 
  records on request. 
  If taken into the player characters’ confidence, Mara tells them that no Fremen could be a 
  Harkonnen agent as ‘she would know about it’. As a head of the household, she also points out that 
  it is her right to do any killing that needs to be done (which may make her a prime suspect). She 
  mentions that she will kill any Fremen who has betrayed their word to serve this house.  
  
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  Basha (City Folk Cook, age 48) – A rather lazy woman who has gotten used to only cooking for the 
  household staff. She resents that she will be busy when a full noble family arrives to stay. She tends 
  to cook very spicy food, as she can handle spice that would floor an elephant and finds plainer dishes 
  rather bland. Basha thinks all the other staff are lazy, but this is mainly because they refuse to do her 
  work for her. She doesn’t think any of them are enemy agents. 
  Housemaids 
  The female servants are generally charged with laundry and cleaning. They also take turns to help in 
  the kitchen and serve at dinner. There are seven in total, one is Fremen, three are City Folk, and the 
  remaining three are from offworld who came looking for work some time ago. 
  Pasha (Outlander, age 22) – The most recent recruit, who is rather sullen and difficult to befriend. 
  Her surly attitude might make the player characters suspicious of her. She is having an affair with 
  Chakir the footman, even though she knows that he is also seeing Uhuru. Chakir ends both 
  relationships if word gets out, so Pasha is keeping this secret and seeking other ways to remove her 
  rival. 
  Aisha (Outlander, age 47) - Always thinking she knows better than anyone else, she enjoys chatting 
  and sharing news. Aisha is popular among the servants, but dislikes anyone who isn’t interested in 
  being part of the group. She might accuse Pasha as an agent for no better reason than she keeps to 
  herself. 
  Sefa (Fremen, age 38) – Constantly complaining that she does all the real work, and not entirely 
  wrong about that either. Sefa often tidies up after servants who have not done their work properly. 
  As such, she is often in places people do not expect her to be. She has overheard Chakir talking 
  furtively with at least two of the younger women (not sure which). Sefa is more forthcoming with 
  her information as she wants to deflect anyone from investigating her. She killed an outlander in a 
  fight over water a few days ago and she has so far evaded the authorities.  
  Shalla (Outlander, age 25) – A hardworking girl who gets on reasonably well with the other servants. 
  She is an assassin agent of House Harkonnen. She suggests that Chakir is an enemy agent if 
  cornered, not only to evade suspicion, but also because he offended her when he rather bluntly 
  propositioned her a while ago. 
  Talora (City Folk, age 52) – Longest working servant here, Talora believes herself second in 
  command to Mara, but Talora is the only one who does. She is generally rather critical of the 
  younger servants. This is especially true of Uhuru, who Talora believes is having an affair with 
  someone she shouldn’t (but doesn’t know it is Chakir or that he is cheating on her). However, she 
  also tells the player characters to talk to Sefa, as she seems to see more than most.  
  Uhuru (City Folk, age 22) – Youngest servant who gets most of the worst jobs. She is very pretty, 
  which means she gets a lot of attention from men (something she feels is both good and bad). She is 
  in a relationship with Chakir that she badly wants to talk about. Yet he has convinced her that they 
  will lose their jobs if anyone finds out (which is a lie). She does not get on well with Pasha, who she 
  feels victimizes her at every opportunity. This is true, as Pasha is her rival for Chakir, although she 
  doesn’t know. 
  Wisal (City Folk, age 36) – Quiet and serious, dedicated to the Fremen faith. So much so that Mapes 
  is considering allowing her to join her tribe. Wisal is a ‘red herring’, as her dedication to her faith has 
  made her feel guilty about a lot of quite innocent things. She seems sneaky and might be caught 
  
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  spying on anyone at the Residency. However, this is because Mapes has recruited her to ‘watch for 
  the one’, as the Fremen believe the new Atreides regime may bring the messiah they are waiting for. 
  Footmen 
  The four male servants are mostly used for heavy lifting and building repairs. They are also used to 
  serve at dinner on occasion. While not combat trained, they are also expected to act as bodyguards 
  and porters to any nobles they accompany into town. 
  Korah (Outlander, age 37) – The largest of the servants, often considered a little stupid because of 
  his size, but is actually quite intelligent. Korah is in love with Uhuru but hasn’t plucked up the 
  courage to tell her. If he discovers Chakir is in a relationship with her, he becomes disappointed. If he 
  finds out Chakir has been two-timing her, he gets very angry and may get into a fight with Chakir 
  (which does not go well for Chakir). 
  Arvio (City Folk, age 32) – Lazy and shiftless, he avoids doing as much as possible. Arvio is a dreadful 
  servant but manages to look busy when Mapes or Mara are about. He is another red herring as he 
  owes a lot of money to some shady characters having built up some gambling debts. He may try to 
  play cards with the player characters in the hopes he can scam some cash from an easy mark. 
  Otherwise, his shady contacts might make the player characters suspicious. 
  Chakir (City Folk, age 25) – Rather attractive and secretly in a relationship with both Pasha and 
  Uhuru. Being a somewhat arrogant and selfish person, Chakir rather enjoys being secretly involved 
  with two women. However, it is a situation that cannot last, and Uhuru will be deeply hurt to 
  discover Chakir is not being faithful to her. While Pasha knows about the other relationship, it will 
  upset her to discover Chakir has no real interest in her beyond their sexual relationship. 
  Chakir is also in trouble if Korah finds out he’s been cheating on Uhuru, who Korah has a crush on. 
  Chakir also made a rather unpleasant pass at Shalla recently (wrongfully under the impression that 
  no woman could resist him) but he denies it if asked as he knows he was being rude to her. Given 
  how many secrets he is keeping, the player characters might pick up that Chakir is lying and believe 
  he is hiding more than he is. 
  INVESTIGATIONS 
  The player characters are free to wander the Residency and look for clues in any order they like. The 
  gamemaster should remind the players that their characters have only five days to make sure the 
  Residency is safe. 
  Following are some of the sort of investigations they might attempt.  
  Investigating the Staff 
  There are two potential ways the player characters might learn more about what is going on from 
  the staff. The first is to take them each into a room separately and interrogate them. While they 
  have every right to do so, it isn’t the most subtle approach. Once such a witch hunt begins, some 
  staff may try to run away out of fear, and the actual agent escalates their plan and tries to kill the 
  player characters. 
  So, the best option is to quietly chat to each of the staff and see what they can learn. This can be 
  done quite casually and requires a Communicate test. This test allows the player character to build 
  up Momentum, which they can use to interview the suspect. For the spend of 1 Momentum the 
  player can ask the gamemaster a question about the interviewee, or even directly to them, and 
  expect a truthful answer. 
  
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  The Difficulty of the test depends on how they approach the person in question. A casual 
  conversation is only Difficulty 0, but if the player character attempts to intimidate or interrogate the 
  subject the Difficulty is 1. The gamemaster should also add 1 (or even 2) to the Difficulty if the player 
  characters have been aggressive or abusive to any of the staff, or made threats against their lives or 
  jobs. 
  The gamemaster need not give things away too easily. No one is going to answer the question “Are 
  you a secret assassin?” without dissembling. At the same time, the gamemaster should allow a few 
  clues to slip past if the player characters ask the right questions to the right person. In this way the 
  potential guilty party might reveal any of their secrets. 
  The player characters should pick up enough information to decide who they should keep an eye on 
  or investigate further, building a short list of suspects. 
  The Mining Files 
  These are held in an office in the Residency. As there is currently no ‘lord or lady’ in residence, the 
  office is not officially in use. However, Mara Naseel often uses it as a convenient place to do 
  household accounts. She saw to it the mining reports were delivered here and placed in the safe. 
  She is the only person in the house with the combination. 
  Upon investigating the reports, a player character can make an Understand test (Difficulty 1) to 
  notice some files are missing. The missing files are essentially summaries of the operation rather 
  than anything specific. All the information they contain should be in the other reports. The reports 
  show spice production is good, but corners are being cut to maximize profits. This is harming 
  production, as low pay and bad conditions are making the workers less productive. 
  The summaries were stolen by Shalla, so she could pass them on to the Harkonnen. While the 
  Harkonnens have most of this information, they want to know what is being passed to the Atreides. 
  Shalla used a small safecracking device that she has hidden in Aisha's room along with the plans to 
  divert suspicion.   
  In terms of suspects, two servants regularly clean this room (Pasha and Aisha) and Pasha might 
  mention that Shalla swapped shifts with her a few days ago so she could run some errands in 
  Arrakeen. Shalla's story is watertight, but this was also when she stole the mining files. 
  Deadly Traps 
  The player characters might decide to look over the various rooms that have been earmarked for the 
  Atreides family. Some of the player characters have an official remit to make sure the rooms are as 
  the nobles would want them. However, it is also their unofficial task to ensure the rooms are safe.  
  Shalla is mainly hoping to get close to an Atreides and assassinate them. However, she has prepared 
  traps in the rooms set aside for Duke Leto (and Lady Jessica) and Paul Atreides. Each room has the 
  same trap installed in the glowglobes above the bed. Anyone lying in the bed for over an hour 
  springs the trap, a shower of poison needles that scatter over anyone in the bed. 
  Searching each room requires an Understand or Discipline test at Difficulty 3 to find the trap. If the 
  player character in question only manages to make Difficulty 2 (or rolls a complication) they set off 
  the trap. Evading it requires a Move test at Difficulty 2. Failure to evade the trap means that the 
  player character suffers the effects of a deadly poison. They pass out for the rest of the day and die if 
  not given medical attention. For a week after they awaken, they gain the negative trait ‘poisoned’, as 
  
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  they are weak and find it hard to concentrate. Any non-player character triggering the trap is killed 
  almost instantly. 
  If the player characters don’t think to search the rooms or they are not being as proactive as the 
  gamemaster would like, Chakir and Pasha decide to secretly spend the night in the Ducal bedroom 
  to spice up their relationship. They set off the trap and are found dead in the morning. This not only 
  uncovers their affair, but also proves embarrassing to the player characters, given the victims might 
  easily have been Duke Leto and Lady Jessica. 
  The Residency Shield 
  While it is not part of their official remit, the player characters might investigate the Residency shield 
  generator to make sure it is in working order. It is not operating at the moment, as no one important 
  is in residence, and an engineering team is among the next wave of Atreides to make sure it is 
  functional. But it won’t hurt for the player characters to take a look beforehand. 
  The shield generator looks old but serviceable. However, an Understand test at Difficulty 3 shows it 
  has been very cleverly sabotaged. A crossed relay ensures several components will be destroyed if 
  the system is powered up.  
  If the player characters make a general search of the shield systems room (in the basement), they 
  find a secret workspace where someone is constructing an explosive device. The test to uncover the 
  bomb is a Difficulty 2 Discipline test. The bomb is currently under construction and when finished 
  creates a power feedback through the Residency that causes several moderate explosions across the 
  whole building. 
  Shalla is the one constructing the bomb. If the player characters can find a way to ‘stake out’ the 
  area, they may catch her coming down to complete it. However, if her suspicions have been raised, 
  she avoids the basement as she doesn’t want to get caught red-handed. 
  ACT 3 - CONFRONTING THE AGENT 
  After investigating the inhabitants of the Residency and the place itself, the player characters 
  hopefully have a few suspects to confront. Even if they have failed to uncover any suspects, they 
  should have at least discovered the traps in the bedrooms and the missing mining report summary. 
  It should be clear there is something going on at least. 
  THE RED HERRINGS 
  After a string of interviews, the player characters should discover that Chakir, Arvio, Pasha, Shalla, 
  Sefa, and Wisal have something to hide. However, several of these plots have nothing to do with the 
  Harkonnens. The complexities of Chakir’s relationships with Pasha and Uhuru, Wasal’s religious 
  loyalties, Arvio’s debts, and Sefa’s crime are worth investigating, but they are not much of a concern 
  for the Atriedes. However, dealing with them well earns the trust and respect of the people 
  involved, especially if the player characters choose to keep any confidences they discover. This 
  translates into a Difficulty bonus when dealing with some of them (at the gamemaster’s discretion).  
  Investigating the most suspicious servants leads to the following: 
  Watching Chakir or Pasha might lead to uncovering the secret relationships. It is up to the player 
  characters what to do with any information they discover, as it has no bearing on their mission. It 
  should be noted that Uhuru actually is in love with Chakir. Pasha is attracted to Chakir, but she is 
  
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  more in love with taking him from Uhuru. Chakir loves himself more than anyone and mostly enjoys 
  being involved in two affairs. 
  Following Arvio leads the player characters to a gambling den run by a loan shark called Dulan Tass. 
  How the player characters deal with the situation is up to them. A violent approach may be more 
  than the player characters can handle (Dulan has at least four good bodyguards in his 
  establishment). However, a conversation might lead to the player characters making a valuable 
  underworld contact. Settling Arvio's debt means he owes them, but he won't change his ways. The 
  debt is also too large for the player characters to settle on their own without House funds. They 
  might enter an Intrigue conflict with Dulan to get him to reduce the debt in return for Atreides favor. 
  If the player characters watch Wisal they find she attends prayer meetings for the most part. If they 
  are really paranoid, this might lead them to think she is some form of religious terrorist. They see 
  Wisal meet Mapes more often than the others and she seems to be reporting to her. If the player 
  characters challenge Wisal or Mapes, they are told to mind their own business. If they force the 
  issue, they might be told what the Fremen are watching for, but the Fremen are very resistant to 
  sharing this information unless the player characters have gained their trust in some way. 
  Sefa’s crime is better hidden, as the body of the outlander she killed has long since been passed 
  through a death still. However, the outlander (Marcus Kharon) had a wife called Sarah who has been 
  trying to follow up on what happened to her missing husband. Her trail has led her to the Residency, 
  as the only clue she has found is that one of its employees, Sefa, was seen arguing with him in the 
  market. The next day her husband didn’t return after setting off to look for work and later that day 
  Sarah received a set of water rings (tokens) from an anonymous messenger. Sarah comes to the 
  Residency to try and find out more from Sefa and to cause a scene. 
  What happened is that Marcus knocked into Sefa when she was collecting water and spilled some of 
  what she had bought. Not understanding the importance of water, he was rather offhanded and 
  rude to her when she demanded recompense. She gave him a day to get the money or water to 
  repay her. But when she found him the next day, he had no money or water, so she reclaimed what 
  she was owed the old way: she killed him. Then she took his body to a Fremen deathstill hidden in 
  Arrakeen, collected the water she was owed and sent the remainder to his wife (in the form of water 
  tokens for the community supply), as that belonged to her by right as next of kin. 
  Sefa is not ashamed of her actions, as she acted according to Fremen custom. The local authorities 
  (and Sarah) may not see things the same way. The player characters might hand Sefa over to the 
  authorities, help hide her, or let her slip away to live in the desert sietches. While the Atreides are 
  the final authority on Dune, the player characters don't rank highly enough to overrule the local law 
  enforcers, unless they can find a way to convince them that they do. 
  THE ASSASSIN 
  If the player characters have made Shalla suspicious, she avoids doing anything that might lead to 
  uncovering her loyalties and behaves the model servant. But if they can watch her surreptitiously 
  enough or make her believe she is not under suspicion she might be caught continuing to build 
  bombs and traps. Staking out the bomb she is building in the basement is a good way to catch her. 
  But the player characters must somehow first put her at her ease. They might do this by confiding to 
  her that they suspect someone else. 
  Otherwise, Shalla should be the simplest agent to uncover. There are direct clues to her 
  involvement, and if the player characters get close, she may go on the offensive. If they know too 
  
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  much, she tries to kill them all, one at a time, once she has each of them alone. This should allow the 
  player characters a blatant clue that she is an agent and provides a chance for them to take her 
  down. Note that in any combat where they are trying to take her prisoner versus killing her, the 
  player characters increase their Difficulty by 1, as Shalla has no intention of being taken alive. 
  If Shalla is captured, she admits that there are Harkonnen agents everywhere, but she doesn’t 
  actually know of any. There is little she can reveal, and the player characters have every right to 
  execute her if they see fit. 
  Shalla Durain (Notable Supporting Character) 
  Traits: Assassin, Harkonnen 
  Belief 
  Score 
  Statement 
  Skill 
  Score 
  Focuses 
  Duty 
  7 
  I serve the strongest master. 
  Battle 
  7 
  Knife Fighting 
  Faith 
  6 
   
  Communicate 
  5 
   
  Justice 
  5 
   
  Discipline 
  5 
   
  Power 
  5 
   
  Move 
  6 
   
  Truth 
  5 
   
  Understand 
  4 
  Traps 
  Talents: Bold (Battle) 
  Assets: Knife, poison, bomb construction materials 
  EPILOGUE 
  The adventure ends when the player characters are convinced that they have rooted out the 
  Harkonnen agent, or when five days are up. Rather than telling the player characters they have done 
  so, the gamemaster should ask the players if they now believe the Arrakeen Residency is secure. If 
  they believe they have rooted out all enemy agents, they should then report to Thufir Hawat, telling 
  him it is safe. When they arrive, the Atreides land troops and deploy to fully secure the Residency 
  with an armed force before finally bringing Duke Leto and his family.   
  Unfortunately, the player characters may be wrong. They may execute the wrong people, and/or fail 
  to discover the real agent. If so, the epilogue may play out with a few surprises for the player 
  characters! 
  If Shalla remains undiscovered, she becomes less subtle. She sets the timer on the bomb under the 
  Residency to detonate and then tries to kill the player characters in their sleep. They must kill her to 
  stop her, and she dies laughing, saying the Residency is doomed. The player characters either need 
  to evacuate the Residency or search for the bomb which requires an Understand tests at Difficulty 4 
  to defuse. If they fail to find it, much of the Residency is destroyed. 
  If the Residency is indeed safe, the adventure then concludes with the player characters being 
  personally thanked by Duke Leto and granted greater status and responsibility as agents of the 
  Atreides. There is much work ahead, however, securing their House’s future upon Arrakis.  
  
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  PRE-GENERATED 
  CHARACTERS 
   
  Sharah Fell – Mentat 
  Sharah is technically the leader of the group, although as a newly qualified Mentat she has little 
  experience of life outside the training center. She is looking forward to putting her skills to use in the 
  field and proving herself to her new House. 
  Talia Carell – Criminal 
  House Atreides rescued Talia from the streets, but she never really left them behind. She has an 
  amazing talent for finding where any troublemakers are in an area. Luckily, she is good at making 
  friends with them, or beating them into submission with her fists. 
  Hassan Diago – Servant 
  Hassan has served the Atreides for many years. From the shadows he has learned the rules of noble 
  society and exactly how the nobility does business. 
  Anna Margrave – Bene Gesserit Novice 
  Anna is a handmaid to the Lady Jessica, and while not fully qualified as an adept of the Bene 
  Gesserit, she is a skilled agent.  
  Marcus Syn – Swordmaster Apprentice 
  Marcus is not quite a master of the blade, but that still puts him ahead of most of the rest. While his 
  training with the Swordmaster of the House is not quite complete, he takes every opportunity to 
  prove his skill with his sword.  
  Corbin Bralik – Reformed Spice Smuggler 
  While not Fremen, Corbin has spent most of his life on Arrakis as a spice smuggler, until he crossed 
  the Harkonnens. Upon hearing of the Atreides’ move to Arrakis, he offered his services as someone 
  who knows the planet… and the Harkonnens. 
   
   
   
  
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  SHARAH FELL – MENTAT  
  You have just left the Mentat School and you are eager to experience life in service to a noble house. 
  You may be a little naïve at times, but your detachment also helps you see every situation with a 
  clarity unclouded with social mores and preconceptions. You find serving alongside a Mentat like 
  Thufir Hawat quite intimidating. You are glad to be assigned somewhere you may prove yourself, out 
  from under his shadow. 
  Official Agenda: You are on Arrakis to make sure that all the documents for current spice operations 
  are up-to-date and complete for perusal by Duke Leto Atreides and Thufir Hawat. 
  Traits: Direct and Clinical, Mentat Conditioning  
  Ambition: To become the leading Mentat of my house. 
  Belief 
  Score 
  Statement 
  Skill 
  Score 
  Focuses 
  Duty 
  6 
  I have a duty to the truth. 
  Battle 
  4 
   
  Faith 
  5 
   
  Communicate 
  6 
  Innuendo 
  Justice 
  8 
  Justice isn’t always fair. 
  Discipline 
  7 
  Command 
  Power 
  4 
   
  Move 
  5 
   
  Truth 
  7 
  The truth is always eventually 
  revealed. 
  Understand 
  6 
  Data Analysis, 
  Deductive Reasoning 
   
  Talents 
  Cool Under Pressure (Understand) 
  When you select this talent, choose a single skill. When you attempt a test using that skill, you may 
  spend 1 Determination point to automatically succeed at that test, but you generate no Momentum. 
  Intense Study 
  Once per scene, you may Understand instead of using any other skill, and you are counted as having 
  a focus for that test. 
  Mentat Discipline (Mentat talent) 
  You score two automatic successes on all Understand tests you attempt, as your mind processes and 
  derives conclusions from the information you have available. In addition, you have exceptional 
  recall, and may spend 1 Momentum to immediately recall any fact or detail you have previously 
  known (asking the gamemaster for a reminder of those details). 
  Starting Assets 
  A knife marked with the crest of House Atreides 
  A Contact within the spice mining community on Arrakis 
  A shield belt  
  
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  TALIA CARELL – CRIMINAL  
  You were rescued from a life on the streets by House Atreides. They gave you a home and had a use 
  for your skills and contacts; in return you gave them your loyalty. While you have learned how to act 
  in more well-to-do company, your instincts have not left you and you are quick to turn to violence 
  when you feel threatened. 
  Official Agenda: As you are hiding the fact that you have criminal connections, as far as anyone 
  knows you are simply here to fetch and carry as required by the others.  
  Traits: Dangerous scum, Criminal 
  Ambition: To run the underworld on Arrakis. 
  Belief 
  Score 
  Statement 
  Skill 
  Score 
  Focuses 
  Duty 
  4 
   
  Battle 
  7 
  Dirty Fighting 
  Faith 
  7 
  I can always rely on myself. 
  Communicate 
  6 
  Intimidation 
  Justice 
  5 
   
  Discipline 
  5 
   
  Power 
  8 
  Power comes at a knife’s edge. 
  Move 
  6 
  Stealth 
  Truth 
  6 
  I make my own truth. 
  Understand 
  4 
  Danger Sense 
   
  Talents 
  Driven 
  After you spend a point of Determination, roll 1d20. If you roll equal to or under your Discipline 
  rating (by itself), you immediately regain that point of Determination. 
  Decisive Action 
  In a conflict, when you Battle successfully to remove an opponent’s asset, and you bought one or 
  more dice by generating Threat, you may spend 2 Momentum to remove a second enemy asset. 
  The Slow Blade 
  When you make an attack during personal combat using a melee weapon, and you buy one or more 
  dice by spending Momentum, you may choose one of the enemy’s assets in the same zone as your 
  attack to ignore during your attack. 
  Starting Assets 
  A knife with a poison reservoir 
  A small gang of criminal thugs who look to you as their leader 
  A Friend within the Arrakeen underworld  
  
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  HASSAN DIAGO – SERVANT  
  You trained and worked hard to become a servant. Working for a noble house is an honor you strive 
  hard to live up to. As a servant, you are often overlooked, granting you the opportunity to observe 
  and overhear many things that House Atreides would find useful. It has also granted you a far better 
  understanding of how to behave among the upper classes than most noble-born. 
  Official Agenda: You are here to take stock of the current servants and household organization at 
  the Residency. It may be adequate, but that might not be good enough for House Atreides. 
  Traits: Loyal and Trustworthy, Servant  
  Ambition: To become a renowned spy for my house. 
  Belief 
  Score 
  Statement 
  Skill 
  Score 
  Focuses 
  Duty 
  7 
  My place is to serve. 
  Battle 
  5 
   
  Faith 
  8 
  I believe I have chosen the right 
  place to serve. 
  Communicate 
  7 
  Diplomacy 
  Justice 
  6 
  If I serve, I will be rewarded. 
  Discipline 
  4 
  Resolve 
  Power 
  5 
   
  Move 
  6 
  Unobtrusive 
  Truth 
  4 
   
  Understand 
  6 
  Social Awareness 
   
  Talents 
  Advisor (Communicate) 
  When you choose this talent, select a single skill. Whenever you assist an ally and you use that skill, 
  the ally you assist may re-roll a single d20 in their dice pool. 
  Cautious (Understand) 
  When you select this talent, choose a single skill. When you attempt a test using that skill, and you 
  buy additional d20s by spending Momentum, you may re-roll a single d20 in that dice pool. 
  Subtle Words 
  Even they may not realize what influence your words have had. When you try to Communicate, and 
  you buy one or more dice by spending Momentum, you may create a new trait for free upon the 
  character you have spoken to, which reflects your influence upon their thoughts or mood. 
  Starting Assets 
  A Contact among the servants of Arrakeen (outside the Residency) 
  A Friend among the merchants of Arrakis 
  A small group of maids and footmen under your command  
  
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  ANNA MARGRAVE – BENE GESSERIT NOVICE  
  You have spent most of your life training among the Sisters of the Bene Gesserit. While their more 
  advanced skills still elude you, your control of your body and ability to observe what is going on 
  around you in minute detail are incredible. While you continue your training, you now serve House 
  Atreides as one of their agents, but do so in the guise of a simple handmaid of the Lady Jessica. You 
  report back to the Sisterhood, but no one expects you to do otherwise. 
  Official Agenda: As a handmaid, you are here to make sure the family quarters meet the standard 
  they would expect and that all their creature comforts are available at the Residency. 
  Traits: Quiet and Watchful, Bene Gesserit 
   
  Ambition: To become a Reverend Mother. 
  Belief 
  Score 
  Statement 
  Skill 
  Score 
  Focuses 
  Duty 
  8 
  Duty can be owed to many places. 
  Battle 
  6 
  Sneak Attack 
  Faith 
  7 
  The Sisterhood is always behind 
  me. 
  Communicate 
  5 
  Deception 
  Justice 
  4 
   
  Discipline 
  6 
  Self-control 
  Power 
  5 
   
  Move 
  4 
   
  Truth 
  6 
  The greatest truths are the most 
  well-hidden. 
  Understand 
  7 
  Body Language 
   
  Talents 
  Hyperawareness (Bene Gesserit Talent) 
  Whenever you spend Momentum to obtain information about the current situation, your current 
  location, or a person you can currently observe, you may ask two questions for each Momentum 
  spent. Further, the limits of what others would be able to notice do not apply to you. 
  Passive Scrutiny 
  When you enter a scene, you may ask one question of the gamemaster as if you’d spent Momentum 
  to obtain information. 
  Prana-Bindu (Bene Gesserit Talent) 
  Whenever you attempt a test which relies on your control of your body, you score one automatic 
  success. You can perfectly control your breathing, heart rate, and your internal organs (including the 
  ability to choose to conceive a child and determine its sex). 
  Starting Assets 
  A deck of Dune Tarot cards 
  A Contact among the Bene Gesserit Sisters on Arrakis 
  A small knife that can easily be hidden  
  
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  MARCUS SYN – SWORDMASTER APPRENTICE  
  You joined House Atreides as a soldier, hoping to find excitement and adventure. But your skill with 
  a blade singled you out by Duncan Idaho himself. He took you on as an apprentice and you have 
  learned more than you ever thought possible from him. This is your first opportunity to test your 
  skills in the field and you are eager to find out how much you have learned. 
  Official Agenda: Your reason to be here is straightforward. You are to keep the rest of your party 
  safe. The enemies of House Atreides target anyone loyal to them. 
  Traits: Impetuous and Cunning, Swordmaster 
   
  Ambition: To become the Swordmaster of my house. 
  Belief 
  Score 
  Statement 
  Skill 
  Score 
  Focuses 
  Duty 
  6 
  A blade that serves the wrong 
  master has no honor. 
  Battle 
  6 
  Dueling, Strategy 
  Faith 
  4 
   
  Communicate 
  4 
   
  Justice 
  7 
  Justice is a keen blade. 
  Discipline 
  6 
  Precision 
  Power 
  5 
   
  Move 
  7 
  Stealth 
  Truth 
  8 
  The truth is always simple. 
  Understand 
  5 
   
   
  Talents 
  Bold (Battle) 
  When you select this talent, choose a single skill. When you attempt a test using the chosen skill, and 
  you buy additional d20s by generating Threat for the gamemaster, you may re-roll a single d20 in 
  that dice pool. 
  Deliberate Motion 
  When you attempt to Move and suffer one or more complications, you may spend Momentum to 
  ignore some or all of those complications; this costs 1 Momentum per complication ignored. 
  Make Haste 
  When you attempt to Move, you may choose to suffer a complication in exchange for scoring one 
  automatic success on the test. During any conflict, you may add 1 to Threat to take the first action, 
  regardless of who would otherwise act first. 
  Starting Assets 
  A sword with the House Atreides crest 
  A shield belt 
  A Friend among the mercenary community on Arrakis  
  
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  CORBIN BRALIK – REFORMED SPICE SMUGGLER  
  You are the only member of the group whose loyalty to House Atreides has not been tested quite 
  yet. You were brought up on Arrakis as part of a spice smuggling family, and it was a good life until 
  the Harkonnens tracked you down. Then everything got bad very fast. You used up every favor to get 
  off the planet and find sanctuary with the Atreides. Unfortunately, it looks like now you are going 
  home again. You really hope that none of the Harkonnens got a good look at you before you ran. 
  Official Agenda: As a native of Arrakis you are acting (officially and unofficially) as a local guide for 
  the group. What you are keeping secret is your old smuggling career! 
  Traits: Survivor, Commoner, Smuggler  
  Ambition: To stay alive long enough to get rich. 
  Belief 
  Score 
  Statement 
  Skill 
  Score 
  Focuses 
  Duty 
  6 
  You must watch out for those who 
  watch your back. 
  Battle 
  6 
   
  Faith 
  5 
   
  Communicate 
  7 
  Local People, Bartering 
  Justice 
  4 
   
  Discipline 
  4 
   
  Power 
  8 
  You can only rely on yourself. 
  Move 
  6 
  Escaping 
  Truth 
  7 
  Everything catches up to you in 
  the end. 
  Understand 
  5 
  Spice Smuggling 
  Talents 
  Bold (Move) 
  When you select this talent, choose a single skill. When you attempt a test using the chosen skill, and 
  you buy additional d20s by generating Threat for the gamemaster, you may re-roll a single d20 in 
  that dice pool. 
  Collaboration (Battle) 
  When you select this talent, choose a single skill with a rating of 6 or more. Whenever an ally 
  attempts a test using that skill, and you can communicate with them, you may spend 2 Momentum 
  to allow them to use your score for that skill, and one of your focuses (if applicable). 
  Subtle Words 
  When you try to Communicate, and you buy one or more dice by spending Momentum, you may 
  create a new trait for free upon the character you have spoken to, which reflects your influence 
  upon their thoughts or mood. 
  Starting Assets 
  A small safehouse in Arrakeen 
  A maula pistol 
  A contact among the spice smuggler community  
  
SOURCE: textdata/thevault/Dune/Dune - Desertfall (2d20)/Dune 2d20 - Quickstart Adventure - Desertfall - Modiphius.pdf