Adventures in the Empire begin!
Here is a quick start booklet for the board role-playing game «Dune - Adventures in the Empire», which contains the basic rules, the starting adventure «Mark of the Worm» and six ready-made characters. In addition to the booklet, you will need twenty-sided dice (usually two, but sometimes the required number increases to five), any tokens (to track impulse, determination, and threat points), paper with a pen / pencil, and characters.
The adventure «Mark of the Worm» is designed to introduce players to the Dune universe, although there is probably no ardent fan of the world who would not be happy to play the Dune role-playing game as a nightingale.
Basic rules of the system:
Simple check
The game is based on the 2d20 system, so you will roll two twenty-sided dice, trying to perform various actions.
Skills
Each of the 5 available skills is rated on a scale from 4 to 8.
Motives
A character can be driven by 5 motives, each rated on a scale of 4 to 8. Motives are added to a character`s abilities to provide a threshold value when making checks. Motives also motivate characters to take action and influence actions and decisions. Beliefs are added to the most important motives. They explain what the appropriate motive means to the character. Beliefs also help to choose the most appropriate motive when making a skill check to perform the stated action.
Traits, Complications, and Assets
Characters and assets are endowed with traits. Traits can be used to allow checks that would otherwise be impossible, and to increase or decrease the difficulty of the check.
Assets are items and contacts that function in the same way as traits.
Complications act as negative traits, gained from failed dice rolls or the wizard`s use of a threat.
Momentum and Threat
Each excess success that exceeds the wizard`s set difficulty level for a skill check grants players 1 momentum point. Common uses of impulses include buying d20s, creating a trait, creating an asset, and gathering information.
The gamemaster gains and spends his own resource - threat. The gamemaster uses threat to change scenes, empower non-player characters, and create complications, dangers, or surprises for the characters. Players can increase the threat pool by buying d20s, complications, escalations, threatening circumstances, and non-player character impulses. The Game Master can spend threat points to purchase d20s, difficulty increases, threat expenditure by non-player characters, difficulty of non-player characters, traits, environmental effects, changes in the story, and actions of the rival House.
Conflicts
Conflicts take many forms and occur at different levels:
Publisher: Geekach
Language: Ukrainian
Players: 2-6
Play time: 120+ m
Age: 14+