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Dune: Adventures in the Imperium

Dune: Adventures in the Imperium

3–4 Spieler 2021

Über dieses Spiel

The Dune: Adventures in the Imperium roleplaying game takes you into a far future beyond anything you have imagined, where fear is the mind killer so be sure to keep your wits about you. The Imperium is a place of deadly duels, feudal politics, and mysterious abilities, noble Houses politic constantly for power, influence, and vengeance in a universe where a blade can change the fortunes of millions. Build your House, carve your place in the universe or rebuild an ancient lineage and fight for the Imperial throne. Take your characters on a journey through the storied worlds of Frank Herbert's sci-fi masterpiece, inhabit elite agents working for noble Houses where Mentats, Swordmasters, Spies, Bene Gesserit Sisters, Devious Advisors, or even desert Fremen join together to follow your banner. Whoever you choose to be, remember that those that control the spice control the universe.

Kategorien

Sci-fi Futuristic Space Opera

Mechaniken

2d20 System

How to play Dune: Adventures in the Imperium

The Dune: Adventures in the Imperium roleplaying game takes you into a far future where fear is the mind killer so be sure to keep your wits about you. The Imperium is a place of deadly duels, feudal politics and mysterious abilities in a universe where a blade can change the fortunes of millions. Build your House, carve your place in the universe or rebuild an ancient lineage and fight for the Imperial throne.

Archetypes

Analyst

Analysts are often in the employ of noble Houses to study the details and trends of business, politics, and warfare—and the points at which those three things blur into one another—and the most skilled are highly prized. Mentats are especially valuable as analysts, due to their ability to process vast amounts of information quickly and dispassionately.

Athlete

Athletes are those who hone their bodies to achieve great feats of physical prowess. They’re often employed as practitioners of sports and games to entertain, but also as teachers and trainers to guide the physical conditioning of a House’s members and agents.

Commander

Commanders are senior leaders of military forces; their role is to decide upon a plan of action and give orders to their subordinates. Some serve as commanding officers over detachments of troops, or leaders of mercenary companies, while others are freelance strategists hired to help guide a standing army. Many Houses often employ a Warmaster as a dedicated commander for their troops

Courtier

Courtiers are the assorted attendants, advisors, clerks, agents, and others with positions at court, or access to the rulers of the House. Not all who have a position at court will be of this archetype—those who attend court because of their knowledge or prowess in other fields, such as soldiers, may fit other archetypes better. Trusted courtiers are skilled speakers and listeners, for access and knowledge are the advantages of the courtier, and they are often at the forefront of palace intrigues.

Duelist

Mastery of the blade is a valuable skill in the Imperium, and those who are especially capable are highly sought after by the rulers of noble Houses, serving as bodyguards, champions, favored gladiators, and even tutors, teaching their skills to others in the House. Because of the prevalence of master duelists as instructors to the young scions of a House, many young nobles find themselves becoming duelists in their own right, even if only for a short while before they take on other courtly duties.

Empath

The ability to detect truth and falsehood when others speak is a valuable and powerful one, and one highly sought-after. Only the Reverend Mothers of the Bene Gesserit have mastered full truthsense. But some individuals are simply born with the knack to understand the motives of others. These gifted individuals can always find employ if they are willing to reveal their ability.

Envoy

Representatives of their employers in negotiations and diplomacy, envoys are charged with traveling from place to place, conveying the will and words of their masters wherever it is required. By necessity, envoys are well traveled and used to long journeys and rough conditions, and they need to be quick-witted and quick on their feet to survive the perils of their vocation.

Herald

Many Houses in the Landsraad appoint ceremonial officers to handle matters of heraldry, genealogy, and similar matters of rank and pedigree: these are matters of the long-term survival of the House. These officers serve mainly as advisors to the House’s rulers on these matters, and they frequently consult with the Sisters of the Bene Gesserit who maintain similar genealogical and genetic records. Heralds often fulfil other roles within a Household alongside their official duties, at times serving as messengers, diplomats, and political advisors.

Infiltrator

Skilled at finding their way into secure places, infiltrators are an important part of the interplay between Houses and the other great organizations of the Imperium: politics would be drastically different were it not for the subterfuge and espionage that occurs on a daily basis. Infiltrators require boundless resolve and focus, maintaining a clear sense of their goals and their loyalties as they undertake their work.

Messenger

Sending messages and packages quickly and securely is a vital part of the business of the Houses, and they rely heavily upon those who can move a communiqué or valuable item reliably to its destination. Trusted couriers are highly prized and can become targets if their cargo is sufficiently valuable. Messengers often learn unusual ways of communicating messages, secret languages, and techniques for sending multiple messages or hiding one message within others, to ensure that only specific people receive certain information.

Protector

Security is a must for anyone of wealth and status, and protectors are those most capable of providing that. Any House will contain a cadre of trained bodyguards and security personnel to secure the House’s grounds and protect its members and senior agents. These are distinct from ordinary House troops, as they practice greater restraint and self-awareness, and have an unyielding resolve; they will continue to protect their charges after most soldiers have lost their nerve, and they prioritize the safety of their charges above glory in battle.

Scholar

Knowledge is power, and a scholar is a seeker and curator of knowledge. Whether working independently or appointed as an expert advisor to a House, scholars collect, study, and archive information—about a single subject, or a range of subjects—to inform and advise others effectively. Scholars may specialize deeply in a single field of study, or they may study a wide range of subjects. Many of the most valuable scholars are also Mentats.

Scout

Working alongside military units and exploratory groups, scouts take on the perilous task of venturing ahead of their comrades to discover what lays ahead. Scouts need to be able to move quickly through unknown and potentially hostile territory undetected, gather information efficiently, and return to tell the tale. This is, understandably, a dangerous and difficult task, and good scouts are valuable.

Sergeant

Amongst the rank-and-file troops of a House, and similarly amongst the various mercenary companies that drift from world to world, a select few stand out as leaders, earning the respect and loyalty of their subordinates. These sergeants are often practical people, hardened veterans who are accustomed to leading by example.

Smuggler

Valuable goods often find their ways into hands through unusual or illicit channels, and Smugglers are how that happens. While officially regarded as illegal, these kinds of activities are an integral, invaluable part of the fabric of society… as long as they are kept quiet. Of particular importance are those who smuggle spice from Arrakis, liberating small quantities of the precious substance from the control of whichever House currently controls the planet, and who must contend with deadly sandworms, often-hostile Fremen raiders, and other perils of that harsh world, but who can command a hefty price for their cargo in exchange for their troubles.

Spy

Espionage is an integral part of the politics between the Houses, the Landsraad, the Spacing Guild, CHOAM, and the other factions in the Imperium, and spies are the ones who perform this work. Some spies involve themselves directly and personally in this work, building elaborate aliases that allow them to move undetected across the Imperium to uncover the secrets their masters need, but this is a dangerous way to do things. Others cultivate networks of informants, gathering information from far and wide… but this has the potential to see misinformation spread if those informants are compromised.

Steward

The running of a House is a complex, burdensome matter, and those who rule over each House typically delegate many of those tasks and responsibilities to trusted subordinates. These stewards manage the day-to-day operations of the House, overseeing some aspect of it in their master’s name. These individuals are capable, decisive, and good at organizing people, because anything less would be unacceptable. A House will have numerous stewards, with more in Houses with larger holdings, and many are given considerable autonomy to take whatever actions they need to in order to keep things running smoothly.

Strategist

Warfare, even within the rules of Kanly, is a complex and nuanced affair. Strategists are employed to sift through reams of intelligence on the enemy, and compose the orders of battle, supply chains, deployment of forces, and the overall strategy of war. They are proficient in the science of mass warfare, and the history and traditions of Kanly. Some of the greatest strategists in history have been Mentats, applying their computational thought to the vagaries and variables of war.

Tactician

Where a strategist orchestrates the grand plan of battle, tacticians direct the fighting on a smaller scale. A mercenary company, or a House regiment, may have a handful of tactical experts, who drill and train the rank and file and officers alike to hone their responses to particular situations. When pressed into battle themselves, they’re cunning, resourceful combatants, often able to see opportunities that less-astute fighters might miss.

Warrior

Might at arms is a necessary part of the politics of the Imperium. While restrained by the traditions and rules of Kanly, each House maintains a standing army for defending its people and territory, for putting down rebellions and insurrections from within, and for waging wars against enemies. Mercenary companies hire out their services to any able to pay, often bolstering House forces. Warriors hail from such armed forces, and the most capable amongst them tend to gain prominence and status, often joining elite units or the personal guard of important persons outside the House.

Häufig gestellte Fragen

How Do You Play Dune: Adventures in the Imperium?
After players create characters, the GM will introduce the scenario those characters find themselves in. Players then describe or play out what their characters say and do, and the GM tells them how the world responds. In moments of drama, action, or uncertainty, the GM may require them to roll dice to test their skills to see whether they succeed, fail, or something in between.  In Dune, players roll multiple 20-sided dice, leverage their assets and spend resources to overcome challenges and threats. Each roll is aided by both the character’s skill and their drive—what values and ambitions motivate them to take a given action. They may face enemy combatants in duels, skirmishes, and warfare; test their survival skills on harsh desert planets; face down a barreling giant sandworm; investigate the complex schemes of their political rivals; and ultimately maneuver to secure ever greater power and status for themselves and their house. Dune: Adventures in the Imperium includes rules for both “agent-level” play, where player characters directly influence the game’s events, as well as “architect-level,” where they leverage their assets and move their pieces on the board to accomplish their aims from afar.
What if I'm not comfortable with certain themes or content in Dune: Adventures in the Imperium?
Tabletop Roleplaying games can cover an impressive range of topics and styles, including violence, horror, romance, and many many more! However, if there are specific themes or content that you’re uncomfortable with, let your group and GM know before the game, and have an open conversation about these topics. Any group worth playing with should be respectful and understanding of your concerns and the game can be adjusted so everyone is having fun. Many tables also use “Safety Tools” which help ensure that these conversations are handled easily, and everyone has a voice at the table.
What supplies do I need to play Dune: Adventures in the Imperium?
Obviously this will vary from table to table, but here are some good places to start! If your game is played in person, most likely you will want to get a set of dice, something to write with, and paper to take notes. If your game is hosted online instead, you will probably need to make accounts on a few sites for things like character sheets, access to the Virtual Tabletop for maps and tokens, and sites like Discord or Zoom for video/voice calls during the session. You won't always need to have the rulebooks to start, but if you want to read through them to make sure you know all the rules, this might also be a good option.
How does a 2d20 system work?
Dune: Adventures in the Imperium uses a 2d20 system, which means you roll two twenty sided dice and hope they are low numbers. Each number lower than whatever limit the Game Master sets counts as a success.

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