Intelligence Network In House Management

Hello, all! I am starting up a new combined virtual and text roleplay campaign soon where each player will control their own House each and within that framework we were looking to use the House Management rules. I really liked them and am looking forward to using them, but something popped out of me while reading them. While the ventures go into quite a bit of detail into the economic, military, and general population aspects of running a House/Planet, there wasn’t that much related to Espionage. Its pretty much just the Spymaster and one of the military fortification upgrades.

But given that Espionage, Information Gathering, and Secret Sabotage is one of the main ways House’s in Dune protect them and attack each other, I would think that there would be just as many structures and ventures in place to build up an Intelligence Network as there would be one’s Military.

Am I thinking of this in the right way? Maybe the way Espionage is meant to be played is more just through regular gameplay rather than adding a House Management aspect to it as well?

Or if adding Espionage/Intelligence Network to House Management would be a good idea, is there any advice on doing so or maybe even resources for Ventures for such? I was thinking of creating some ventures that were sort of similar to the military ones but for Espionage and maybe creating a system similar to the House Warfare one but for sabotage rather than outright warfare? But I want to ask here first just in case.

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I think there is some overlap with the Domains for expanding intelligence services. But I see what you mean about the ventures.
I whipped up some suggestions for them below as a starting point.

Espionage conflict is already similar to Warfare conflict I think. It just depends on the size of your conflict map and the Assets deployed.

Intelligence Headquarters
Resources: 2
Skill: Varies
Successes: 0

A central hub for all Intelligence & Counter-Intelligence operations run by the House.
It does not take up any planetary spaces and gives no benefit in itself. It allows various options from the Intelligence Development venture.

Intelligence Development
Resources: Variable
Skill: Variable
Successes: Variable

This holding represents specialist divisions and facilities run by the Houses intelligence arm. They do not take up any space themselves, but must be attached to a space where they are based.

- Black Prison (Resources: 6, Successes: 2)
An unmarked prison complex for dissidents, malcontents and generally anyone on the wrong side of the House. It increases the upkeep cost of Loyalty by 5 Wealth, but also increases the difficulty of enemy agents espionage actions by 1.

- Training Facility (Resources: 8, Successes: 3)
Good agents are not found, they are trained. A range of class rooms, combat zones & mock ups of enemy bases, this facility ensures the Houses agents are ready for anything. All Agent assets trained here start at Quality 1.

- Command Centre (Resources 4, Successes 2)
Plans are useless, Planning is invaluable. Veteran agents, Spymasters & Analysts are consolidated in the Command Centre to plan and prepare missions for the House. This grants +1 success on the following Boon Ventures: Infiltrate House, Sabotage & Assassination

- Hidden Spaceport (Resources: 8, Successes: 3)
Spaceports are large & obvious facilities, not ideal for covert operations. This concealed spaceport in a remote area is perfect for when your Agents want to arrive and deport without notice. It has the added bonus of being ideal for smugglers to use as well.
Once per adventure the players may use the Talent “Find Trouble” for free.

Boon Ventures

- Infiltrate House
Wealth: 10
Skill: Communicate
Successes: 2
Your Agents infiltrate another House’s domain and gain access to it’s secrets. You can ask the GM a question about the infiltrated House in the same manner as Obtain Information. Each additional success allows another question.

- Sabotage
Wealth: 15
Skill: Battle
Successes 3
Weakening another House through sabotage is a common tactic in the Imperium. More damage is done through covert raids and sabotage than all the Kanlys & War of Assassins combined.
Success causes the destruction of either: 5 spaces of domains or 1 facility or 10 Resources

- Assassination
Wealth: 20
Skill: Discipline
Successes: Varies
The Great Game is often played for high stakes. While technically a breach of the great Convention outside Kanly & a War of Assassins murdering your opponents is a time honoured tradition in the Landsraad.
The difficulty of the Assassination depends on the seniority of the target and the precautions of the House. Examples are House Officer: 3, House Heir: 4 and House Lord: 5

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This is amazing! Definitely making use of these! Thank you so much!

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