Professional Documents
Culture Documents
162-
p.166
170
Conflict A t tac k S e q u e n c e
Types of Conflict: 1. Choose your target and the asset you’re using to attack.
@ Personal – Dueling (corebook, p.171). 2. Make a Contest skill test against your opponent. The
@ Skirmish – Multiple opponents (corebook, p.174). attacker’s final Difficulty increases by +1 for each defen-
@ Warfare – Large scale conflict (corebook, p.180). sive asset in the target’s zone.
@ Espionage – Spying (corebook p.177). a. If you win the contest, then you successfully
@ Intrigue – Social conflict (corebook, p.184). attack the enemy.
b. If you lose the contest, then your attack has
Moving Assets failed, and the action ends. You may not keep the
initiative after this.
To move an asset from one zone to the next requires a skill 3. If you successfully attacked, the results are as follows:
test (Difficulty 2). a. If the enemy is a minor non-player character
You may spend 2 Momentum to move an additional zone. or minor supporting character, then they are
defeated immediately.
@ If you move an asset subtly, you reduce the cost to b. If the enemy is a notable or major non-player
keep the initiative to 0 if you succeed. character, a notable supporting character, or a
@ If you move an asset boldly, then you may move one main player character, then defeating them is an
of an opposing character’s assets by one zone if you extended task. Each character has an extended
succeed. task track with a requirement equal to a relevant
@ If you fail, you may not spend Momentum on additional skill, which is used to track how close to defeat
movement, and one enemy may move a single asset that character is. Each successful attack against a
one zone. You may not keep the initiative. character scores points towards that extended task
equal to 2 plus the attacking asset’s Potency, and
Use of Assets you may add +1 to this by spending 2 Momentum.
Common examples of ways to use an asset include: A character is defeated when their track is full.
4. If you defeated an opponent, then you may spend 2
@ Attacking an opponent with the intent of harming or
Momentum to inflict a lasting defeat.
defeating them (see Attack Sequence and Resisting
Defeat, opposite). Resisting Defeat
@ Attempting to remove an opponent’s asset from play. All player characters, notable and major non-player/
supporting characters may resist defeat once per scene.
@ Attempting to create a new trait for the scene, or a new
asset for yourself or an ally.
@ When they do, they are simply not defeated and may
continue the conflict, but are not healed in any way.
@ Attempting to overcome an obstacle or hindrance in
@ It costs 1 Momentum, or adds 1 to Threat, and causes
the environment.
you to suffer a complication.
@ Attempting to gain information about the situation.
@ The amount of Momentum, or Threat spent to Resist
@ Attempting to remove a trait or similar complication Defeat increases by an amount equal to the Potency of
from an ally, or to aid a defeated ally. the asset used to cause that defeat.
p.157
D ete rmination
(P layers )
Determination may only be spent on a test where a Drive statement applies without conflict with the action. If a player opts to
challenge or comply on a test, they may gain 1 Determination. Determination may be spent in the following ways, each use
costs 1 point:
@ Automatic 1: On a single die.
@ Re-roll: Any or all dice.
@ Declaration: Create a new trait or change or remove an existing one.
@ Extra Action: Act again during a conflict.
Dune © 2022 Legendary. Dune: Adventures in the Imperium is an officially sub-licensed property from Gale Force Nine, a Battlefront Group Company. All Rights Reserved, except the Modiphius Logo which is © Modiphius Entertainment Ltd
Read this First
My dearest children,
By now, you will have heard the news that our House has been chosen by the Emperor
to take over all spice production operations on Arrakis, called ‘Dune’ by the natives there.
As you know, spice is perhaps the most important substance in the universe. So, this new
fiefdom is a tremendous honor and responsibility for our family.
I have been quite busy on Arrakis, surveying our new holdings and doing my part to
ensure a smooth and painless transition from House Harkonnen, who previously held this
responsibility. The Harkonnens have been rewarded by the Emperor for their service and
reaped many rewards from their tenure. They are being more than adequately compensated
for their service by the Emperor, and much of this new favor relies on executing a smooth
transition of governorship. This makes us mutual allies for the moment, even though the
Harkonnen reputation is an unpleasant one. I can only hope we profit as well as they have.
Managed properly, the potential rewards on Arrakis are almost limitless.
I have also decided you are old enough to take your rightful place in our House, and lead
our new venture on Arrakis. To this end, I am sending you and your retainers for a
sabbatical on Giedi Prime, the homeworld of House Harkonnen. Our Harkonnen allies
have offered to train you for the trials ahead and offer the benefit of their experience on
Dune. Stay sharp, observe well, and learn from them.
I am sorry that I cannot say farewell properly, but there is too much to prepare and you
are no longer children that need to hide behind my skirts. Know that I love you and trust
you to do your best for our House. We will all see each other again soon when you have
completed your training.
I have enclosed everything that you might need for the journeys ahead with this letter. Study
this information well. On Arrakis, there will be no second chances.
Be vigilant, be careful. You are the heirs to our noble House, and in your hands lies the
well-being of us all.
Your Loving Mother
Sakura, Countess Nagara
AG E N T S O F D U N E / C A M PA I G N S E T 1
W h at i f B ox
Components
You Ruled Arrakis? Inside the box you will also find:
What if, instead of House Atreides So, if you have everyone together
taking control of the planet Dune, it and are ready to play, we are ready CHARACTER FOLIOS (5)
was you and your friends? to begin. The adventure may take
several hours to complete, so we
Unlike the acclaimed story of Dune,
do not recommend trying to run
which tells how the family and
through it in one session or rushing
retainers of House Atreides went to
through it. Take your time and take
Dune to find their destiny, Agents
as many sessions as you need with
of Dune lets you play through a
whatever amount of time you have
different scenario, where you and
available. Just put everything back Give all five of these to the players now.
your friends play as a new House
in the box for safekeeping between Each player should choose a character to
and face all-new challenges.
sessions and pick up where you left play for the adventure. Don’t worry about
Can you do better than the off when you can meet again. all the numbers and rules just yet. It is
Atreides did, or will you face their fine to pick one based on which picture
One thing you must do before you
same fate? looks the coolest! Once each player has
go any further is decide who will be
chosen their character, the gamemaster
The Agents of Dune Beginner’s the gamemaster. It is their job to
should place any remaining ones back in
Campaign Set offers you the guide you through the adventure
the box, they will not be needed. Each
opportunity to discover that answer and read text aloud where
player should now take a moment to look
for yourselves by playing this necessary. They do not get to play
over their character and read the details
roleplaying game adventure, and their own character, but they will
there. Don’t worry about the rules stuff;
you can begin playing right now. play everyone else you meet. It is
we’ll get to that as we go.
a bit more responsibility, but it is
You’ll need between two to six
as much fun as being a player, just While the players are looking through
people to play this game. While
a different type of fun. Anyone can the sheets and choosing characters,
it works best with all six people,
be the gamemaster; they don’t you (the gamemaster) can read the rest
you can still enjoy every aspect of
need to have played a game like of this section to yourself.
it with as few as two. Anyone can
this before, although it will help.
enjoy this adventure, although
We’ll be with you every step of ADVENTURE BOOKLET
its themes and rules may not be
the way to guide you through the
suitable for young children.
process.
In Agents of Dune experience an
We should add that the
exciting roleplaying adventure that
gamemaster is not playing against
introduces the setting of Dune and
the players. Roleplaying is not
the 2d20 System rules. Don’t worry
about winning, but playing a
if you know nothing about any of
challenging adventure together. So,
these things. Everything will be
where there are disagreements, the
explained as you play through the
gamemaster has the final call, but
adventure.
should listen to the players before
Agents of Dune is designed to be making a decision. Their judgments
played straight out of the box. So should be neutral, fair, and serve
don’t open or look at anything until the story you are all telling. A G E N T S O F D U N E
A D V E N T U R E B O O K
you are directed to, as you’ll spoil the
Take a moment to discuss this
surprise. However, if you are already
between yourselves. Once you have
an experienced roleplayer and know
chosen the gamemaster, it will be This booklet is only for the gamemaster.
the 2d20 System, you may wish to
difficult to change your mind later. It contains all three acts of the story
adapt the adventure yourself. In
you are going to tell together, with the
this case, read through the material Once chosen, the gamemaster they
player’s characters as the heroes. It will
and run the adventure in whatever should read the next section and
tell you what to read out and which
way you prefer. But even if you are follow the instructions about what
components to hand out as you go. Most
experienced, you may enjoy this new to do with all the components in
importantly it will also teach you how to
way of playing the game. the box.
play the game as you play.
2
CARD DECKS TOKENS CORE RULEBOOK PDF
There are two cards decks that contain
a mixture of different cards.
AG E N T S O F D U N E / C A M PA I G N S E T 3
p.102 p.105 p.144
Skills Drives Traits
@ Battle: Physical conflict @ Duty: @ Let you try something you couldn’t do normally.
and strategy. What is your
@ Make something easier to attempt (–1 Difficulty).
responsibility.
@ Communicate: @ Make something harder to attempt (+1 Difficulty, or
@ Faith:
Social tests. need a Skill Test when it wouldn’t normally).
What your heart says.
@ Discipline:
@ Justice: @ Stops you doing something that you could normally do.
Stamina and willpower. What is right.
@ Move: @ Power: p.148-
Athletics and speed. What you want. S k i l l T e s t P ro c e d u r e 149
@ Understand: @ Truth:
1. Player describes action.
Mental challenges What the facts are.
2. Gamemaster decides on appropriate skill and assigns
and knowledge. a Difficulty.
3. Player chooses a Drive statement:
p.146
@ If one is relevant, use that Drive.
D i f f i c u lt y L e v e l s @ If none are relevant use one of the remaining Drives.
@ If one conflicts or mismatches you may challenge
Simple (Difficulty 0) or comply with the test.
@ Nudging open a stuck door. 4. Check to see if a focus can be applied (max of 1).
@ Investigating a subject of common knowledge. 5. Spend Threat, Momentum, and/or Determination
@ Asking for a simple favor. points to modify the test.
6. Roll the dice and count successes:
Average (Difficulty 1) @ Each die that scores the target number or below
@ Overcoming a simple lock. is a success.
@ A roll of 1 (or up to the skill value if using a focus)
@ Investigating private but not secret knowledge.
is a critical and yields two successes.
@ Asking for a significant favor from a friend. @ Each success beyond the required Difficulty
earns 1 Momentum.
Challenging (Difficulty 2)
@ Overcoming a complex lock. @ Target Number = Skill + Drive
@ Investigating confidential or hidden knowledge. @ Dice Pool = 2d20, max dice pool 5d20
@ Asking for a favor that costs the benefactor
something minor.
Assistance
@ Each assistant rolls only 1d20 (Momentum cannot
Daunting (Difficulty 3) increase).
@ Overcoming a complex lock in a hurry.
@ Target number is their choice of skill + Drive, Focus
@ Investigating knowledge that has been actively hidden
may be applied.
by a powerful faction.
@ Asking for a complicated or expensive favor. Complications
Dire (Difficulty 4) COMP.
DESCRIPTION
COMP.
RANGE OCCUR ON…
@ Overcoming a complex lock, in a hurry, without the right
1 Normal 20
tools.
2 Risky 19 or 20
@ Investigating knowledge whose very existence has
been hidden. 3 Perilous 18–20
5 Treacherous 16–20
Epic (Difficulty 5)
@ Overcoming a complex lock, in a hurry, without the
Complications result on a roll of 20 on any dice.
right tools, during a battle.
@ Investigating knowledge whose very existence has Success at cost
been hidden for centuries . A roll may be changed to a bare success if the character
@ Asking for a dangerous favor from a stranger. suffers a complication.
Dune © 2022 Legendary. Dune: Adventures in the Imperium is an officially sub-licensed property from Gale Force Nine, a Battlefront Group Company. All Rights Reserved, except the Modiphius Logo which is © Modiphius Entertainment Ltd
Shizu
N ag a r a
M a rt i a l N o b l e
You are the elder child of the ruler of your House.
As such you have been trained as a warrior and
a leader.
AG E N T S O F D U N E / C A M PA I G N S E T 5
Welcome to the Imperium of Humanity, an era tens of
thousands of years into the future.
5
You’re well-versed in methods of avoiding notice,
T RU T H :
and you reveal little that you do not intend to.
Assets
@ Your father’s rapier (long blade), the ancestral
blade of House Nagara.
AG E N T S O F D U N E / C A M PA I G N S E T 7
p.102 p.105 p.144
Skills Drives Traits
@ Battle: Physical conflict @ Duty: @ Let you try something you couldn’t do normally.
and strategy. What is your
@ Make something easier to attempt (–1 Difficulty).
responsibility.
@ Communicate: @ Make something harder to attempt (+1 Difficulty, or
@ Faith:
Social tests. need a Skill Test when it wouldn’t normally).
What your heart says.
@ Discipline:
@ Justice: @ Stops you doing something that you could normally do.
Stamina and willpower. What is right.
@ Move: @ Power: p.148-
Athletics and speed. What you want. S k i l l T e s t P ro c e d u r e 149
@ Understand: @ Truth:
1. Player describes action.
Mental challenges What the facts are.
2. Gamemaster decides on appropriate skill and assigns
and knowledge. a Difficulty.
3. Player chooses a Drive statement:
p.146
@ If one is relevant, use that Drive.
D i f f i c u lt y L e v e l s @ If none are relevant use one of the remaining Drives.
@ If one conflicts or mismatches you may challenge
Simple (Difficulty 0) or comply with the test.
@ Nudging open a stuck door. 4. Check to see if a focus can be applied (max of 1).
@ Investigating a subject of common knowledge. 5. Spend Threat, Momentum, and/or Determination
@ Asking for a simple favor. points to modify the test.
6. Roll the dice and count successes:
Average (Difficulty 1) @ Each die that scores the target number or below
@ Overcoming a simple lock. is a success.
@ A roll of 1 (or up to the skill value if using a focus)
@ Investigating private but not secret knowledge.
is a critical and yields two successes.
@ Asking for a significant favor from a friend. @ Each success beyond the required Difficulty
earns 1 Momentum.
Challenging (Difficulty 2)
@ Overcoming a complex lock. @ Target Number = Skill + Drive
@ Investigating confidential or hidden knowledge. @ Dice Pool = 2d20, max dice pool 5d20
@ Asking for a favor that costs the benefactor
something minor.
Assistance
@ Each assistant rolls only 1d20 (Momentum cannot
Daunting (Difficulty 3) increase).
@ Overcoming a complex lock in a hurry.
@ Target number is their choice of skill + Drive, Focus
@ Investigating knowledge that has been actively hidden
may be applied.
by a powerful faction.
@ Asking for a complicated or expensive favor. Complications
Dire (Difficulty 4) COMP.
DESCRIPTION
COMP.
RANGE OCCUR ON…
@ Overcoming a complex lock, in a hurry, without the right
1 Normal 20
tools.
2 Risky 19 or 20
@ Investigating knowledge whose very existence has
been hidden. 3 Perilous 18–20
5 Treacherous 16–20
Epic (Difficulty 5)
@ Overcoming a complex lock, in a hurry, without the
Complications result on a roll of 20 on any dice.
right tools, during a battle.
@ Investigating knowledge whose very existence has Success at cost
been hidden for centuries. A roll may be changed to a bare success if the character
@ Asking for a dangerous favor from a stranger. suffers a complication.
Dune © 2022 Legendary. Dune: Adventures in the Imperium is an officially sub-licensed property from Gale Force Nine, a Battlefront Group Company. All Rights Reserved, except the Modiphius Logo which is © Modiphius Entertainment Ltd
J i ro
N ag a r a
C h a r i s m at i c N o b l e
You are the younger child of the ruler of your
House. You are not especially physical so you have
developed keen social skills.
AG E N T S O F D U N E / C A M PA I G N S E T 1
Welcome to the Imperium of Humanity, an era tens of
thousands of years into the future.
HIDDEN MOTIVES P OW E R : 4
You are a master at concealing your intentions and
5
motivations. Few truly know what drives you, even
T RU T H :
if they think they understand you.
MASTERFUL INNUENDO
B AT T L E : 5
You have a special knack for saying more than
one thing at once, conveying one message with C O M M U N I C AT E : 7 Deceit, Persuasion
the literal meaning of your words and another
with innuendo, allusions, and signals that only the
intended recipients will understand. DISCIPLINE: 6 Observe
Assets
@ Secret Files that imply House Harkonnen has
a secret store of spice on Arrakis.
AG E N T S O F D U N E / C A M PA I G N S E T 3
p.102 p.105 p.144
Skills Drives Traits
@ Battle: Physical conflict @ Duty: @ Let you try something you couldn’t do normally.
and strategy. What is your
@ Make something easier to attempt (–1 Difficulty).
responsibility.
@ Communicate: @ Make something harder to attempt (+1 Difficulty, or
@ Faith:
Social tests. need a Skill Test when it wouldn’t normally).
What your heart says.
@ Discipline:
@ Justice: @ Stops you doing something that you could normally do.
Stamina and willpower. What is right.
@ Move: @ Power: p.148-
Athletics and speed. What you want. S k i l l T e s t P ro c e d u r e 149
@ Understand: @ Truth:
1. Player describes action.
Mental challenges What the facts are.
2. Gamemaster decides on appropriate skill and assigns
and knowledge. a Difficulty.
3. Player chooses a Drive statement:
p.146
@ If one is relevant, use that Drive.
D i f f i c u lt y L e v e l s @ If none are relevant use one of the remaining Drives.
@ If one conflicts or mismatches you may challenge
Simple (Difficulty 0) or comply with the test.
@ Nudging open a stuck door. 4. Check to see if a focus can be applied (max of 1).
@ Investigating a subject of common knowledge. 5. Spend Threat, Momentum, and/or Determination
@ Asking for a simple favor. points to modify the test.
6. Roll the dice and count successes:
Average (Difficulty 1) @ Each die that scores the target number or below
@ Overcoming a simple lock. is a success.
@ A roll of 1 (or up to the skill value if using a focus)
@ Investigating private but not secret knowledge.
is a critical and yields two successes.
@ Asking for a significant favor from a friend. @ Each success beyond the required Difficulty
earns 1 Momentum.
Challenging (Difficulty 2)
@ Overcoming a complex lock. @ Target Number = Skill + Drive
@ Investigating confidential or hidden knowledge. @ Dice Pool = 2d20, max dice pool 5d20
@ Asking for a favor that costs the benefactor
something minor.
Assistance
@ Each assistant rolls only 1d20 (Momentum cannot
Daunting (Difficulty 3) increase).
@ Overcoming a complex lock in a hurry.
@ Target number is their choice of skill + Drive, Focus
@ Investigating knowledge that has been actively hidden
may be applied.
by a powerful faction.
@ Asking for a complicated or expensive favor. Complications
Dire (Difficulty 4) COMP.
DESCRIPTION
COMP.
RANGE OCCUR ON…
@ Overcoming a complex lock, in a hurry, without the right
1 Normal 20
tools.
2 Risky 19 or 20
@ Investigating knowledge whose very existence has
been hidden. 3 Perilous 18–20
5 Treacherous 16–20
Epic (Difficulty 5)
@ Overcoming a complex lock, in a hurry, without the
Complications result on a roll of 20 on any dice.
right tools, during a battle.
@ Investigating knowledge whose very existence has Success at cost
been hidden for centuries. A roll may be changed to a bare success if the character
@ Asking for a dangerous favor from a stranger. suffers a complication.
Dune © 2022 Legendary. Dune: Adventures in the Imperium is an officially sub-licensed property from Gale Force Nine, a Battlefront Group Company. All Rights Reserved, except the Modiphius Logo which is © Modiphius Entertainment Ltd
Zafir Callas
S wo r d m a s t e r
You are a highly trained fighter, skilled with both blades and
lasguns, although you prefer to meet your opponents face-to-face
with steel.
AG E N T S O F D U N E / C A M PA I G N S E T 1
Welcome to the Imperium of Humanity, an era tens of
thousands of years into the future.
FIND TROUBLE C O M M U N I C AT E : 5
You know where to find the criminal element
wherever you go.
AG E N T S O F D U N E / C A M PA I G N S E T 3
p.102 p.105 p.144
Skills Drives Traits
@ Battle: Physical conflict @ Duty: @ Let you try something you couldn’t do normally.
and strategy. What is your
@ Make something easier to attempt (–1 Difficulty).
responsibility.
@ Communicate: @ Make something harder to attempt (+1 Difficulty, or
@ Faith:
Social tests. need a Skill Test when it wouldn’t normally).
What your heart says.
@ Discipline:
@ Justice: @ Stops you doing something that you could normally do.
Stamina and willpower. What is right.
@ Move: @ Power: p.148-
Athletics and speed. What you want. S k i l l T e s t P ro c e d u r e 149
@ Understand: @ Truth:
1. Player describes action.
Mental challenges What the facts are.
2. Gamemaster decides on appropriate skill and assigns
and knowledge. a Difficulty.
3. Player chooses a Drive statement:
p.146
@ If one is relevant, use that Drive.
D i f f i c u lt y L e v e l s @ If none are relevant use one of the remaining Drives.
@ If one conflicts or mismatches you may challenge
Simple (Difficulty 0) or comply with the test.
@ Nudging open a stuck door. 4. Check to see if a focus can be applied (max of 1).
@ Investigating a subject of common knowledge. 5. Spend Threat, Momentum, and/or Determination
@ Asking for a simple favor. points to modify the test.
6. Roll the dice and count successes:
Average (Difficulty 1) @ Each die that scores the target number or below
@ Overcoming a simple lock. is a success.
@ A roll of 1 (or up to the skill value if using a focus)
@ Investigating private but not secret knowledge.
is a critical and yields two successes.
@ Asking for a significant favor from a friend. @ Each success beyond the required Difficulty
earns 1 Momentum.
Challenging (Difficulty 2)
@ Overcoming a complex lock. @ Target Number = Skill + Drive
@ Investigating confidential or hidden knowledge. @ Dice Pool = 2d20, max dice pool 5d20
@ Asking for a favor that costs the benefactor
something minor.
Assistance
@ Each assistant rolls only 1d20 (Momentum cannot
Daunting (Difficulty 3) increase).
@ Overcoming a complex lock in a hurry.
@ Target number is their choice of skill + Drive, Focus
@ Investigating knowledge that has been actively hidden
may be applied.
by a powerful faction.
@ Asking for a complicated or expensive favor. Complications
Dire (Difficulty 4) COMP.
DESCRIPTION
COMP.
RANGE OCCUR ON…
@ Overcoming a complex lock, in a hurry, without the right
1 Normal 20
tools.
2 Risky 19 or 20
@ Investigating knowledge whose very existence has
been hidden. 3 Perilous 18–20
5 Treacherous 16–20
Epic (Difficulty 5)
@ Overcoming a complex lock, in a hurry, without the
Complications result on a roll of 20 on any dice.
right tools, during a battle.
@ Investigating knowledge whose very existence has Success at cost
been hidden for centuries. A roll may be changed to a bare success if the character
@ Asking for a dangerous favor from a stranger. suffers a complication.
Dune © 2022 Legendary. Dune: Adventures in the Imperium is an officially sub-licensed property from Gale Force Nine, a Battlefront Group Company. All Rights Reserved, except the Modiphius Logo which is © Modiphius Entertainment Ltd
N ata l i a K h a n
M e n tat A dv i s o r
You are a human computer, trained to process and store data with
an efficiency beyond any mere machine.
AG E N T S O F D U N E / C A M PA I G N S E T 1
Welcome to the Imperium of Humanity, an era tens of
thousands of years into the future.
BOLSTER P OW E R : 5
Your certainty and resolve are a beacon to others,
8
who might waver without your example. If I do not know it, it is
T RU T H : irrelevant.
Once per scene, when an ally fails a skill test, you
may immediately spend 2 points of Momentum
or add 2 to Threat to allow that ally to re-roll their
dice pool. When they re-roll, they may use your SKILL FOCUSES
Discipline score instead of the skill they were
using. B AT T L E : 4
MENTAT DISCIPLINE
Intense mental conditioning and extensive training C O M M U N I C AT E : 6 Diplomacy
have developed your intellect into a potent and
valuable thing. You can retain and process vast
amounts of information at extraordinary speeds. DISCIPLINE: 6 Self-Ccontrol
Assets
@ A Notebook full of secrets and records,
written in your own personal code.
AG E N T S O F D U N E / C A M PA I G N S E T 3
p.102 p.105 p.144
Skills Drives Traits
@ Battle: Physical conflict @ Duty: @ Let you try something you couldn’t do normally.
and strategy. What is your
@ Make something easier to attempt (–1 Difficulty).
responsibility.
@ Communicate: @ Make something harder to attempt (+1 Difficulty, or
@ Faith:
Social tests. need a Skill Test when it wouldn’t normally).
What your heart says.
@ Discipline:
@ Justice: @ Stops you doing something that you could normally do.
Stamina and willpower. What is right.
@ Move: @ Power: p.148-
Athletics and speed. What you want. S k i l l T e s t P ro c e d u r e 149
@ Understand: @ Truth:
1. Player describes action.
Mental challenges What the facts are.
2. Gamemaster decides on appropriate skill and assigns
and knowledge. a Difficulty.
3. Player chooses a Drive statement:
p.146
@ If one is relevant, use that Drive.
D i f f i c u lt y L e v e l s @ If none are relevant use one of the remaining Drives.
@ If one conflicts or mismatches you may challenge
Simple (Difficulty 0) or comply with the test.
@ Nudging open a stuck door. 4. Check to see if a focus can be applied (max of 1).
@ Investigating a subject of common knowledge. 5. Spend Threat, Momentum, and/or Determination
@ Asking for a simple favor. points to modify the test.
6. Roll the dice and count successes:
Average (Difficulty 1) @ Each die that scores the target number or below
@ Overcoming a simple lock. is a success.
@ A roll of 1 (or up to the skill value if using a focus)
@ Investigating private but not secret knowledge.
is a critical and yields two successes.
@ Asking for a significant favor from a friend. @ Each success beyond the required Difficulty
earns 1 Momentum.
Challenging (Difficulty 2)
@ Overcoming a complex lock. @ Target Number = Skill + Drive
@ Investigating confidential or hidden knowledge. @ Dice Pool = 2d20, max dice pool 5d20
@ Asking for a favor that costs the benefactor
something minor.
Assistance
@ Each assistant rolls only 1d20 (Momentum cannot
Daunting (Difficulty 3) increase).
@ Overcoming a complex lock in a hurry.
@ Target number is their choice of skill + Drive, Focus
@ Investigating knowledge that has been actively hidden
may be applied.
by a powerful faction.
@ Asking for a complicated or expensive favor. Complications
Dire (Difficulty 4) COMP.
DESCRIPTION
COMP.
RANGE OCCUR ON…
@ Overcoming a complex lock, in a hurry, without the right
1 Normal 20
tools.
2 Risky 19 or 20
@ Investigating knowledge whose very existence has
been hidden. 3 Perilous 18–20
5 Treacherous 16–20
Epic (Difficulty 5)
@ Overcoming a complex lock, in a hurry, without the
Complications result on a roll of 20 on any dice.
right tools, during a battle.
@ Investigating knowledge whose very existence has Success at cost
been hidden for centuries. A roll may be changed to a bare success if the character
@ Asking for a dangerous favor from a stranger. suffers a complication.
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Alice Dominica
Bene Gesserit Spymaster
Educated by the Bene Gesserit Sisterhood, your mental and
physical abilities are trained to deadly effectiveness.
AG E N T S O F D U N E / C A M PA I G N S E T 1
Welcome to the Imperium of Humanity, an era tens of
thousands of years into the future.
They call it ‘Dune’. Alice is a cousin to Shizu and Jiro, and has studied with
the Sisterhood since she was a girl. This has made her as
dedicated to her order as she is to House Nagara. She
is conversant in most forms of espionage, and a cunning
manipulator herself. As such, it is her job to guard her
cousins from threats they may not see coming until it is
too late.
Talents DRIVE S TAT E M E N T
HYPERAWARENESS D U T Y: 4 Duty can be owed to
many places.
Your training has honed your awareness to an
incredible degree, allowing you to notice details
too small for others to perceive. Armed with FA I T H : 8 I trust my leaders to know
what is best.
these insights, you can uncover secrets and
5
truths that others may be oblivious to.
JUSTICE:
Whenever you spend Momentum to Obtain
Information about the current situation, your
current location, or a person you can currently P OW E R : 7 Authority attracts those
who are corruptible.
observe, you may ask two questions for the first
The purpose of argument
6
point of Momentum spent. Further, the limits of
T RU T H : is to change the nature of
what others would be able to notice do not apply the answer.
to you for any questions
MASK OF POWER
You can intimate that you know more than you
SKILL FOCUSES
do about an enemy’s secrets.
complication.
PRANA-BINDU CONDITIONING
U N D E R S TA N D : 5
You have absolute control over your body. Every
muscle and every nerve is under your control,
and you have even mastered your own body
chemistry and metabolism.
Assets
@ A Bene Gesserit friend on Arrakis, an acolyte
called Marie who knows Arrakeen well.
AG E N T S O F D U N E / C A M PA I G N S E T 3