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tal experience—leaming new skills, finding new sions or abandoning hopeless ideals. To repre- f sent such learning the DUNE RPG reinforces the concept of character Experience through the meas- _urable accumulation of Experience Point. stralghviorwarde Interlude, following each chronicle; Experience Points to each of the Points tenslatethesainorphous les- ‘nto measurable exper thelr characters. By spending thelr character's atrbutes, reveal how recent events have lives ar development. By Ea eotia simulating the personal develo- Fo emer te ptiewplots. Awarding Experience Points ‘The Narrator awards Experience Points at the con: clusion of each chapter (or, in the case of narratives: spanning many chapters, at the end of the entire chronicle). Granting a number of points to each player, the Namator awards Experience based on her evalua- ‘tion of three basic factors: what the characters accom- plished: how well they accomplished it: and how con- ‘vincingly the players portrayed their characters in the process. "As Narrator, you should first consider whether the ‘haracters accomplished their goals during the narrative. Did they succeed at their commissioned ventures? If so, they deserve Experience Points; but the number depends ‘upon how well they performed. If, for example, they resolved the primary crisis or foiled the major antagonist. but in the process caused other problems of suffered sig- nificant setbacks, their performance may warrant few, if any, Experience Points. Conversely, ithe characters ‘excelled in their objectives, succeeding at one or more Ventures and perhaps achieving one of more unexpected ‘boons during the scenario, they deserve extra Experience Pains for doing so wel. Failure to accomplish goals n a narrative doesnot always justify complete denial of Experience Points. ‘Characters (and players) often learn as much from failure ‘as they do from success, and by surviving each crisis or ‘ordeal, characters usually take something from the Chapter VIII: Narrative Interludes 172 cevent— knowledge that will help them overcome similar challenges in the future. ‘When evaluating fllure, consider the reasons for i : cian came aie ens tecemete, _ Experience Point Awards {in nonsensical actions—having failed to follow obvious. Points Circumstance leads, obey ther leges’ warnings, act in accordance with 2 Gharactrs accomplished the primary pal ofthe character—then their actions probably don't warrant chaperchonice wart each surviving char Expetience awards. Bat ifthey performed admirably, act) making sound decisions and taking appropriate actions, +1 Ache suecessly peromed on oc mare yet stil failed (perhaps because of some unfortunate dice rate Ventures award per Vent onan ind tolls or inevitable circumstances), then they deserve vidual ass some aivard signifying how they learned frome thelr fll. 1 Characters accomplished the goal fhe nara: utes. Remember, never withhold Experience Points as a tive but caved addtional problems or steed means of punishing players. If thelr miserable perform major setbacks avart o each suring charac ance warrants a reprimand from their Houses, then Issue tet such rebuffs during the narrative debelefing, letting play. +1 Charactsaccomplished the oa of the nar cers realize the magnitude of thelr fllures from their char- te man exemplary and clever fashion award acters’ perspectives. cach sovving character Depending on your story preferences, good roleplay- +12 Charactestaledt accomplish he primary goals ing may prove equally important as accomplishing goals. othe nara, but succeeded in ling dae The DUNE milieu is fraught with tragedy—characters ‘nati tal oa other House eronicle anand perish, bloodlines falter and Houses decline. When (0 each sunning characte recounted in a gripping fashion, tragic dramas prove just 40 Acharacter was rleplaes adequately awarton as entertaining as heroic epics: its much a mater of taste individual bass) and preference. So roleplaying provides another justfica- 41-2 Chara were rleplayed wel avant oni ion for awarding Experience Points. Aer all, the differ vida ass lence between « divine tragedy and comedy of errors 1-2 Characters were eeplayed poorly award on depends almost entirely on the quality of naration rather inva basis) than the tally of failure or missteps, ‘1-2 Chara did someting of extaordnay service ‘When evaluating a player's roleplaying performance, to thei House, o sec reat personal saci= consider how well they acted “in character.” Did they act fice to father the legend oftheir Entourage in accordance with their vocational role and House {award on an individual 0 rp basi) ethos? Did they convey a sense of character, revealing ‘1 Charactes trumped inthe face of overbein behavioral mannerisms or character idiosyncrasies? Were Ing aches aard to each saving character their actions appropriate given the character's knowiedge, ot did the character act on teal world knowledge that oe only its player would enjoy? As you can see, good role- playing does not require players to eat, breath and speak Also note, a zero point award represents the minimum entirely in character—it only requires the players to inter- experience a character can sulfer from his explolts, even if act with the narrative setting ina convincing manner. _the character incurs enough penalties to teach negative When players demonstrate good roleplaying, they rrumbers, Characters cannot Ise prior experience simply deserve extra experience for their effort. When they radi- because they do not leam anything from the events of a cally violate the character’ credibility, theic performance narrative. But if thelr disgraceful performance warrants may warrant reduced experience awards. See the negative impact, characters may suffer narrative punish- “Experience Point Avrards” chart for point assignments ments issued by their governing houschold, and additional guidelines ‘As a general rule, Experience rewards should be ‘ (Mlonedin seal inemare-ayplealy fis «fey patnes./SPENONB Experience Points per chapter. Characters should normally eam from 2 t Though point awards quantify the character’ exper 55 Experience Points per chapter: greater awards being ence, how a player chooses to spend them explains the reserved for extraordinary performance by a character circumstances ofthe character's development. Spending ‘or player. Limiting the number of Experience Points Experience Points to enhance characteristics or increase ‘that characters receive leads to steady, incremental Karama, players needn't explain each and every point character development. This enables the Narrator to expenditure. In other words, they needn't trace which track character performance and pace character devel- attributes, skills and advantages they use during the ‘opment 19 match the pacing of his envisioned chroni- couse ofa narrative to rationalize their character devel- es. ‘opment in specific areas. But spending Experience to raise oft-used characteristics goes a long way toward explaining why the character develops in the way she does. Nevertheless, this simple rationale does not always make forthe most dra- matic character evolution. Sometimes players will want to develop new skills or tralts to enable their characters to diverge from their expected development track— pethaps abandoning violence to become ‘noted arbitrator. or dispensing with rea- sonable behavior to affect encroaching madness, Though the Narator remains the ultimate judge over character develop- ‘ment, the creation of compelling characters often requires wide latitude with repard to Experience Point expenditures. Asa gener- alle, Narrators should permit characters to acquire new skils and traits providing the player can offer a reasonable explana- thon for such development. In addition to spending Experience Points to develop ‘new or existing characteristics, the Narrator may also permit characters to devote Experience to the reduction Experience Point of dlsdvantageous tats, suchas a Physical Devel e Impairment, Adversary, and s0 on. Following the prei- evelopmen ous guidelines, the Narator must evaluate the players Character Er cost reasoning fr such reductions; determining whether the Buying el ee 4 character can receive medical remedies o whether the tngfriag town sl rival has forgotten his grudge. In cases were recent wales? 2 vents support such developments, the Narrator should tole} 3 sist the payer in using the reduction of the inend- ‘oles 4 trait. For example if the recent narrative introduces a tole s 5 haracter to bionic implants from IX, then spencing tole é Experience Point to recice partial blindness could be Buying are peciazatn a evel explained by vine of forbidden technology. Simi i eal the exing si) ski ee the character’ val ether pershed or forgave the cha thprving an exis specalzaon acter during the course of the namative, then rediing or ‘ove? 1 eliminating the disadvantage would represent an appro- tole 2 Priate use of acquired Experience Points toleve 4 2 in such cases, the Nomator may decide to award “lim ‘oles 3 ted” Experience Points (in adction to in place of oleel6 3 Experience, Karama, or Renown) fr the specie purpose tole? 4 of lowering a disadvantage or acquiring an advantage. For Improving atts example, fa character assisted a Reverend Mother dur. tolevel2 3 ing the course of an adventure, the Narrator might award ‘oleve3 4 1 Experience Point limited to the purchase of the Ally to level 4 5 advantage, naming the Reverend Mother as the particular tolevel 5 6 ally. When awarding limited experience, the final decision wolevel 6 7 of whether to accept the experience should remain with Improwing edges 4 per poi the player; ifthe player doesn’t want to reduce a disad: Buying a new advantage 4x vantage of acqulte a new advantage with limited exper Improning an evsing advantage 4 per point ence, the award simply goes away—not everyone takes Reducing or eliinatinga dsadanage 4 x per point full advantage of every opportunity In lif Karama Pon 3 When developing characteristics, the Experience Point costs differs significant from the Development $$$ __ Point costs paid during character creation. The accompa 173 Chapter VIII: Narrative Interludes 174. Renown Awards Incident Renown Award Saving the lie of an important NPC daring a secret ciplomatic mision Saving the lie of an important NPC during 2 public diplomatic mission Saving the lie of an inporant NPC daring a bighl-publicized orwell Anon Alplomatc mission [NPC whois saved is extremely impr (eg. Noble rom a Great House a Guild Navigator Revered Mato: Uncovering a Sleeper Agent Uncovering Sleeper Agent about to ste (3. operating 2 hunter seeker) ‘Uncovering 2 Sleeper Agent in an extremely dangerous poston (preparing assassinate a vtng Noble fom a Great House Displaying sil or valor in a due Displaying sil valor in a Razaia Displaying sil or vale in an Assault Displaying sil or valor in abate that ‘changes the politcal stucture of the Imperium (eg, The Aras Afi Succesly competing 2 minor Alplomatc mission Succeslly completing an importa tliplomate mision Sccessuly completing an exterely important diplomatic msn Succesilly completing a diplomatic of Imperial polis for decades to come 3.5, Succesully negating an economic coil of minor importance Succeslly negotiating an econo cnt of major importante 1 Succesfully negating a ecooori cenit which may have a profound ttlect on CHOAM compan 35 Seen ER Se ee nying Experience Point Cost Table lists the costs for «experience-based character improvements: Characters may not voluntarily reduce characteristics or assume dis- advantageous traits to gain Experience Points as they could Development Points All costs for improving skis, aeibutes and édges are ccumulative—Improving a Skil from level 3 to level § costs a total of 9 4 for rank 4, 5 for rank 5); going from Dexterity -2 to Dexterity 0 costs 8 Experience Points (4 points for each point of improvement). The Narrator ‘ust approve all Experience Point expenditures. Renown cannot be purchased with experience Karama In addition to or in lieu of awarding a number of Experience Points, Narrators may confer additional Karama Points. Each character begins play with atleast 3 Karama, When used during narratives, they regenerate at the end of the chapter (occasionally in mid-narrative as a reward for especially heroic or daring actions); see Pages 115 for detals on recovering Karama Points). (Characters can buy additional Karama with Experience Points, In some ‘cases the Narrator may wish to glve them out as a reward for good game play. But chis should be rare; Karama Points are extraordinarily useful, and only the most heroic characters should possess a great many of them. If character behaves in a particularly noble, heroic or altruistic manner, an award of an extra Karama point might be appropriate. Narrators should be wary of leting chatacters accrue too many Karama points, regardless of how they get them. Karama enables a character to raise his ‘Tests Results directly, often meaning the difference between success and fallure ‘A character who accumulates t00 ‘much Karama will rarely fail at any thing, making for lackluster drama. Though withhokding Karama awards and restricting Experience Point expend tures prove the easiest way to limit Karama, itis also appropriate for Narrators to Judge that Karama spent on “uncharacteristic” behavior or trivial actions never replenishes. Remember, in the DUNE RPG, Karma repre- sents miraculous fortune, agit from the spirit world or a touch from the hand of God. Renown Characters earn Renown through their actions, and Narrators should award Renown Points accordingly Generally, if an accomplishment could conceivably get character noticed, she eams Renown. Saving an helt from assassination, for example, would garner a charac- tet Renown. Typical Renown awards range between 1 and 2 points, divided among a several of Renown aspects; but exploits generating planet wide attention could conceivably eam 3 t0 5 points, perhaps devoted to a single aspect. ‘The circumstances surrounding the character’ action determines the Renown aspect receiving the increase. If the action drectly relates to a character skill or trait, then the reward probably deserves assignment tothe corre- sponding aspect (See pages 70-71 for more information). For example, fa character achieves a dramatle success while performing a Statecraft Venture, then awarding one point ro increase the character's Justice aspect Is appro- priate, Under more ambiguous circumstances, the Narrator should use her better judgment. Keep in mind, that multiple point awards often warrant distribution ‘among numerous Renown aspects; i a character were to eam 3 points of Renown for quelling a public riot through diplomacy and a show of force, distributing the reward among Valor and Justice (and maybe even Prayer) is entirely justified. Suggested Renown Guidelines ‘The accompanying table (left page) provides some rough guidelines for Renown awards. Of course, almost ‘any momentous action performed in dire situations could ‘gamer Renown fora character, 50 this list should not be ‘considered exhaustive, Commendations and Awards ‘Commendations, awards, badges and similar acco: Jades often accompany mult!-point Renown awards. The ‘accompanying table provides a sample list of Imperial ‘and House commendations, along with their suggested point awards. Narrators should feel at liberty o create thelr own commendations for the various Great and ‘Minor Houses they create, assigning Renown awards and aspects as they see fit. SS CS Commendations Commendation Renown ard fade of the Lion 2Vilor Chater ofthe Hak 2élor iter 2 Leng cig 2 jute Onder of te Sword ier Fee of the Rein 3 eaing tain 3 ice Ambassador 3 Payer Howse Chanpion Naor Howse Spotsman ‘ean Conmanter 4 rye ae i ee Promotion and Rank ‘Though characters begin play as important members of thelr House Entourage, the household command structure offers substantial opportunity for intemal promotion. AS characters acquire greater experience, masterful skill and heightened renown, they become increasingly qualified to ‘advance within their vocational hierarchy, furthering their career path within one ofthe household agencies. See the “Household Posltions" chan for more information. SSS Recognition of Qualifications “Tosimult he time required fr eigile characters to come othe tention of thei superies or promotions review bond), the Narator can make a Challenging (10) Renown Test forthe character’ commanding fice. Renown Tess are appropriate ater signticant increase in crater Renown of ater the character scores a dramatic success on ay Venture. But characte should not be po mote wsng this method ules they poses the minimum ‘requires (sil and renown) or have otherwise fl fled the narators standards fr promation en Eaming a promotion should require more than simply spending Experience Points to raise departmental skills and achieving sufficient Renown. Instead, the Narrator should consider the required skill and Renown levels as minimum requirements for advancement, evaluating ‘each characters roleplaying performance to determine their final qualifications. Because characters have 175 Chapter VIII: Narrative Interludes 176 already undergone similar evaluation to earn Renown, the Narrator should not be too critical when determining their eligibility for promotions. Instead, the Narrator should trust his gut feelings in awarding or denying pro- motions. If the Narator doubts a character’ eligibility, but feels the promotion serves the interest of the House or ongo- ing narrative, he may wish to “interview” the characte ficer and question ing the character about his prior service and personal ambitions. In roleplaying promotion interviews, the assuming the role of a command Narrator can better appreciate the characters accom plishments and goals, coming by a final deetslon much more easly. In addition to quelling doubt, narrative Inter 19 make for Interesting drama as the charac- ssents himself before the superior offcer or promo: tions review boat. Departmental Skills The Narrator enjoys a bit of latitude when determin- inga characters “departmental skill” Core sills (such the various types of Administration, Espionage, Military ‘andl so on) are alvays required, But depending on a character’ current assignment or mission, Survival could be more important than Politics, or Customs more impor: tant than Law ‘Narrators should note that al ofthe promotion require- ments are subjes to inerpretaon and adjustment, No two Houses employ the exact same standards or expect precisely the same achievements of thelr retainers. The guidelines ‘exit for Naratrs who prefer a numerical method for eval acter eligi to a purely intuitive approach Departmental Transfers Changing career paths rarely enters the minds of most household retainers. Having undergone years of voca- tional conditioning and having been raised under the strictly regimented faufreluches, transferring departments or agencies represents a major career deviation. Nonetheless, by virtue of character request or House decree, characters occasionally do furlough to another division of House operations. The following guidelines detail such transfers, The basic qualifications for transfering departments prove similar, i not identical, to gaining a promotion in rank. Characters must possess the departmental core skills at the minimum levels and also possess sufficient. Renown in the appropriate categories. Assuming the character meets these conditions, the Narrator must eval- tate the character's performance and consider the narra- the reasons behind the transfer. If deemed to serve its Imerests, the House sanctions a departmental transfer, assigning the character tothe new department. ‘When examining character qualifications, the Narrator compares the character’ skills and Renown to those required forall ranks inthe new department. Once the Narrator determines the highest tank for which the characteris qualified, he assigns the character a proba tionary rank of one grade lower. For example ifa Captain of the Guard (Security rank 3) were also qualified to serve as a Caplain-Major (Miltary rank 3), his would gan the rank Captain (Miltary rank 2) fora probation- ary period. The character sufers the reduction im rank for a period of time sufficient to evaluate the characters suit- ability forthe department, Assuming the character serves his new department adequately, the Narrator should elevate him to his proper station at the next opportunity, perhaps during the mission debriefing following the cur- rent adventure . House Furloughs Even more extraordinary than transferring departments, House fur- Jouighs indicate one of two things for player characters—the character has. ‘performed so disgraceful that his House discharges him from service, or the character has served so admirably that another House seeks to acquire his bond of allegiance. When dishon- orably discharged, characters become rogues and acquire that disadvanta- ge0us trait (see “Traits,” page 110). No longer a member of the household, the ‘character must elther find a way to redeem himself, or the Narrator will Household Administration (Adepts: Master Strategists; Mentats, Nobles). Core Skills: Administration economic), Law, Mercailsm ‘Observation sure), Pesnsion 0 Aide Vole (0, eaming (0, jstice (NP (1 1 tach Valor (0 eaing (1, ste (1), Praye 2) 2 Conidae Valor, eaing ) ustice Prayer 3. Administ Valor, Leming 2 fstce 2), Pover3) 4 Gasodian Valor 2 Leaming 1 hace 0) Payer (4) 5 HouseStenard lor} Leaning 3), tice Prayers) Household Governance (House Nobles) Core lil: Ainsratio pica, Command, Diplomacy, Law, Sttecrat © House Sion Valor), eaming 0), hstice (Prayer (0) A House Representative Valo), Leming), hstce (2, Prayer 0) 2 House Spokesman Valor (1) eaming 2) hetice 2, rye) 3. Hei Apparent Valor 2), Leaming 2 justice 8), Prayer‘) 4 Heic Presumptive Volo (3), Leming), hice 4), Prayer 2) 5 Her Designate: Valor (4 Learning sce 6) Payer) Hoyschold intelligence (Assassins Master ‘Strategists; Mentats) Core Skills: Administ ineligence, Espionage ‘infiltration, Interogation, Underwerid © Seper Agent Valor, Laming( sice £0, Pe) 1 Dyr fhiligance Valor, Leaming 2 sie (0, Prayer) 2 Nite of mon Val), Learing 2 astice (0, Prayer 3 Master of Propgaeda Valor, eaing stir Payer 4 Spymaser Valr 3 Learn, ice 6, Per) 5. Mawerof Assos Valor), Leaning), astice 14, Payer) Household Positions by Rank Houschold Miltary (Master Strategists, Nobles, Swordmasters) Core Skills: Adinistration military) Armament, Armed ‘Combat Miltary Operations, Word Koawfedge © Comonal alo ()-Leaming 0), usice (i, Payer) 1 Captain Yalor 2), Leaming (0) jusice (0), Payer) 2. Captain-Mujor Valor (2), teaming), asice (2), Payer i) 3 Colonel Valor), Learing use (2) Payer it 4 Commander Valo (, eaming 2, justice 3), Payer 2) 5 Warmaster Valo (5) teaming) ustice i), Prayer 3) Houschold Representatives (Adepts, Master Strategists, Mentats, Nobles) Care Sil: Adainsration pot, Diplomacy, Polis, Propaganda, Subieruge House Envoy Valo (0), Learning 1), justice 1), Prayer) 1 House taco alo (Leaning 1), Justice 2, Payer (1, 2. Sysselaad Delegate Valor 1), Leaning, usice 2, Payer), 43. Sysseaad Emissary Valor (1), Leaning juice 3) Payer 2) 4 House Ambassador aloe 2, Leaming (3), jsice Prayer) 5) Syseraad Spokesman Valor (3), Learning 3, asice 5), Payer 3) Household Security (Assassins, Master Strategists, Swordmasters) Core Sis Adminstration secur, Equipment ystems) Espionage, Obsenaton, Security © Crpora Valor), Leaming, usice Payer 1 Guard Corporal Valor (2), Learning 1), usice 1), Prayer 2 Captain Valo (2) Learning (1), usice 2), Payer 3. Captain ofthe Guard Valor), Leaming (sce 2), Payer 2 4 Conminder othe Guard Valor), Leaning @) juice 3), Payer 5 Security Commander Valor (5, Leaming 3), hice 4), Prayer) — EEE a Chapter udes r VIII: Narrative Inter! have to determine a way to work him into future narra tives, Sometimes disavowed characters are best retired, becoming NPCs. Altemately, the character can join another Entourage or play solo adventures until such time as he can rejoin his fellow comrade Similarly, characters freed {rom the bonds of alle glance create similar difficulties for the Narrator ‘Though the characters enter the employ of thelr House Minor or patron Great House; they no longer share the other character allegiance, and may prove difficult to fit into every narrative concerning the other player's House. Such issues are not insurmountable, and the Narrator should use her own best judgment when con- sidering whether to enact House furloughs. Though gaining a furlough to a prominent House Minor or even to the patron House represents something of a major promotion, the Narrator may opt to delay the furlough until such a time as the other player charac. ters are qualified to move on. ‘As parting advice, the Narrator should consult the group If the current narratives prove too restrictive for furloughed characters. Ifthe group favors the furlough, the Narrator should discuss tts Implications to the cur tent story of chronicle and allow the players to decide how they want to proceed. Then the Nareator can work out the detalls and reconvene the group when shes ready to account for the character furlough. House Advancement Just as characters mature so do Houses progress over time, gaining power and prestige as they move from obscurity o eminence. During the nara tive interlude, House advanceme encourages the Narrator and play- es evaluate recent events and determine their impact on the char acters House. How will recent vcto- nies influence the household agen da, or how will setbacks impact thelr general weliare? Similar fo the process of translating character experience into personal develop- ment, House advancement tracks household development through acquired Assets and successful Ventures. Represented by a simple system of ‘Asset awards and point expendi tures, House Administration involves a loose, narrative process whereby Houses can initiate impor tant Ventures resulting in immedt- ate progress or advancement during forthcoming narratives. What are Narrative Ventures? Natativ Ventures ako called Howve Ventures) eer 0 specie Sl Tet peciormed by characters t accomplish specific objectives extabished forthe narate.Typialy res at opportune moments inthe sory, 2 defined by particular scenes or aractersatemp Nat ‘moments during py, Fer example, daring a elimactic scene presen the opportnty to pusie the political objective sign to the Eniourage by thelr House Attempting to sway the ther Houses Minor, the Noble character rises and delves an evocative speech, initiating 2 Sater Venture Test ‘move the majority of rable fais to support hs House's Petition. Clearly such a Ventures appropriate during a session ofthe local Spselraad; bt it would nat be appro- iat in the mide of a pitched itary bate Toh Nair may create scenes with sec Yeeture opportunities in mind, departure ro the srt storyline may ptsent new opportunist achiee mis slon objectives or requle Nara’ losen thei citra for determining whether a Vert is appropriate, When moderating tory, iis the Nato dy to assess the timing ofa Venture temp. and decide wheter the Test qaies a aVenture capable of rsohing a primary obec: tive cr whether the action is beter suited oan erinary Sle sting of the local Sysead, Narrative Debriefing In evaluating House advancement the Narrator should begin witha short debriefing of recent events and House standing. By discussing the outcome of the recent narrative, the players and Narrator can evaluate how far the House has progressed in achieving its short-term objectives and ongoing agenda. Is the House adversary sill thwarting thelr attempts to establish a spy network in the capital clty? Has the majordomo of their patron House refused to hear ther petition yet again? Now that they've uncovered the House responsible for planting the trator in its midst, what does thelr House intend to do about I Such questions readily emerge during the nara- tive debriefing, setting the stage forthe players to deter- mine their next course of action. Whether they intend to fortify the House's characteristics or decide to implement new stratagems in the form of Narrative and Interlude ‘Ventures, houschold administration presents the narra- tive opportunity to immediately pursue some or all of their resulting schemes. Household Administration Household administration describes the ongoing process whereby Houses attend to their agendas and holdings. revealing how well ther plans are proceeding ‘or how prosperous their House has become. Though Houses routinely administrate their affairs—implement- ing sundry operations and programs to improve their si- uuation—the development occurring during this phase represents extensive House development achieved through expenditure of House Assets or implementation ‘of a series of missions forthe purpose of fulflling key objectives. House Accomplishments ‘When evaluating recent events, the Narrator reviews how well the characters succeeded in flfiling the stated objectives for the recent narrative. How many of their Narrative Ventures succeeded? Which of those achieved primary objectives: and which, if any. accomplished secondary or Incidental objectives? Did the characters perform any Ventures to abate unantict pated complications or unforeseen threats tothe! House? Assuming the characters succeeded in accom. plishing at least some of their House objectives, the House stands to advance through an increase in its Asset reserves. House Asse If characters have successfully performed Narrative ‘Ventures, they eam their Houses a number of points to Increase their Asset reserves Like character Experience Points, Asset awards may be spent to develop character- Istcs o initiate Interlude Ventures as described hereafter. See the accompanying chart for general guidelines when assigning Asset awards, SSS Asset Awards Award Deseription a5 ‘Vern fue the jor objectve of the narative 12 Venture fuiled a minor objective of ‘he naratve oy ‘Verture resulted iva Spectacular Succes. cae etelacananai House Development Once the Narator has awarded Assets tothe House, the Entourage may spend Assets to develop House charac- teristics, inereasing House altibutes and edges to enhance their ability to succeed at future Ventures. While raising characteristics fortifes the House's standing, Interlude ‘Ventures may result in important story developments such 4s rallying suppor for important legislation or assassinat- inga key member ofa rval House retinue, SS House Development House Characteristic EP Cost Improving Atibutes. toleel2 4 tole 3 wwlevel 4 tolewl5 Improving Edges Acsqing new House resource Upaing an existing Resource House Renown Acquiring 2 new character for Entourage 10 * dene Narator discretion Neen 179 ive Interludes Chapter VIII: Narrati 180 Interlude Ventures Proceeding from the Narra iltiate a number of Interlude Ventures to ach late results or 10 set into motion certain events influenc ing the next chapter in their House chronicle Confronting an opponent in the regional Sysselraad, con ducting a security sweep to rid the House of deep cover agents or launching a war of assassins against a rival House represent but a few of the Ventures a House Entourage might initlate during the Narrative Interlude. Which ones the players devise, what they hope to galn and how they orchestrate their efforts depend largely on e their interpretation of recent events and their desires regarding the ongoing agenda of their parent House. re debriefing, play Initiating Ventures After the Nareator has awarded Assets during the Narrative debriefing, the player Entourage may elect to launch one or more Interlude Ventures subject to the Narrator’s approval. To do so, the Entourage must dis- cuss the nature of their Initiatives, outlining the general plan, method of execution and final objective of the Venture. At this point, the Narrator evaluates thelr pro- posed Venture, and determines what character skill best summarizes the Venture as the player's have described it Like any Skill Test, the Nareator may permit skill subst tutions by raising the Difficulty of the Venture Test. In addition, the Narrator must set the total Asset Cost for the Venture, based on what the Entourage hopes 19 achieve. On average, most Ventures should cost between 1 and 3 points per participating character, depending on their mission parameters and potential outcome. More extravagant of momentous Ventures should cost more In terms of Assets invested. Once established, the Emourage may reevaluate thelr proposed Venture, modi fying its parameters, proceeding as outlined or postpon Ing for another time. What are Interlude Ventures? While most House Ventures ocur during the coun of play, Naratve trodes enable the player Eneage to Tounch certain programs and operatic in between ane ves. encouraging them to exe contol ove the destiny of thelr House. While it the Nanatrs duty 1 mene how ‘he sucens or fale ofa entre ultimately aes the ‘ongoing conic, layinte true Ventures foster the creative spit essential 0 interactie story ting, Inurl Ventures (also called House Ventures) ep sent real operations or sions Houses launch pro ‘mote their gens o respond to specific Ue, nerd Ventures genealy represent proactive undertakings, such 2 eitioning boon ram patron Creat Houses, aiding compound of rl families of commencing a pogam to trai elite House units. But Houses also rely on Vetus 0 ‘oppose ral eons or launch defensive meas, match ingesponage with couneimelgence opitog ep ‘onige with House secur, Regardless ofthe wltimate objective, such Vertre all rely on character sills and House Asets to pruce ests aecing the ongoing chronicle Se ee ‘Once the Entourage has decided to proceed, initiating fa Venture isa simple matter. From theit House Asset reserves, the Entourage must spend! a rum- ber of points equal to the costof the Venture. Now they need only decide which character or characters will ead the opera- tion, each of them being required to possess ‘the designated skill. Once done, the Nanator can determine whether to con- duct the Venture as an individual or Combined Stall Tes, also deciding whether the Venture can be opposed by another House oF group. For example, during the Narrative debriefing the Entourage decides t9 con- duct a security sveep oftheir House com: pound, seeking adclttonal informants who may be tied to the traitor they uncovered during the previous narrative. They decide to launch an extensive program consisting of cleatance checks, personal interroga- tions, and physical searches, hoping to remove any remaining dissidents, spying devices and instances of sabotage. The Narrator evaluates their operation and determines that it falls under the Security skill and requites the investment of 2 points of Assets per participating character Proceeding as planned, the Entourage selects its Security Commander and Swordmaster to lead the other House personnel, indicating tothe Narrator thatthe Venture must be conducted as a Combined Skill Test (see "Chapter 5," page 118). Because the Narator knows that the Entourage route the diesting agent in the recent nar rave, he determines thatthe Venture wll yo unopposed, ‘with the remaining dissidents being to disonganized to orchestrate any sor of counterititive, Vertue Tests ‘Once the Entourage has selected a Venture, designated cone or miore leaders, and paid its cost with House Assets, the Narrator determines whether any other Houses initiate counter-measures—similar Ventures used to oppose the House’ initiative: Ifo, then the Narator must conduct the Venture as an Opposed Venture Test: if not, she must establish Test Difficulty based on factors similar to those ctiteia used in determining its Asset cost. While most Narrative Ventures represent simple Combined or Opposed Skil Tests, the majority of Interlude Ventures should be conducted as Extended Skil Tests, also observ- Jing the Combined Test gukdelines If two oF more characters, Joln in leading the Venture. Typically, the Difficulty of Extended Venture Tests should fall between 25 and 50. Bat for particularly elaborate or momentous operations — especially those requiring the participation of many indi- vikias, the commitment of significant resources, or the

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