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Quickguide To Dune - Adventures in The Imperium
Quickguide To Dune - Adventures in The Imperium
It also makes use of lots of Traits that is gained from either abilities, scene
descriptors, other characters' Temporary Traits (perhaps the character is drunk, or
has a broken arm, etc. etc.), even various assets your character might have on them
or easily on hand can grants bonuses or be used to gain access to a roll, etc. etc.
(you need something like an Ornithopter to chase a flying enemy that's attempting
to flee, after all, so without such an asset or Scene Trait to make use of, you
cannot attempt the act of trailing the enemy, make sense, yes?)
Also, should a scene happen with not every Player Character in it, then any Player
without their PC present can create a Supporting Character for free to take control
of (or give me the GM some Maguffin points to spend in-game for various negative
effects or bonuses to enemies, in exchange for making a more powerful Supporting
Character that might be near-on-par with a regular Player Character). Thusly no
matter the scene, you can all participate and it represents that you're part of a
larger entity, a House. Not singular Adventurers doing things. This also helps
avoid having every PC be in all the same scenes constant even if it don't
reaaaaally makes much sense to have a House Heir-Potential present during a search
for enemy spies in a local area, when the character is neither created towards
being useful in such situations, and the character can do something much more
productive elsewhere.