Credits
Claus Brnich
RadicalApproach.co.uk
Turbo Dice is a fast, light weight version of Fantasy Dice intended for pickup games,
rule-light games and as an introduction to the Fantasy Dice roleplaying game
system. Turbo Dice is completely free. You may share and copy it as you like and
make modifications to it and use it for your own games in accordance with the terms
of the creative commons license below. All I ask is that you attribute Claus Brnich
and link to www.RadicalApproach.co.uk. Writing and roleplaying are creative arts
and we can all benefit from sharing and supporting each other.
- Claus Brnich
Turbo Dice by Claus Brnich is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. Based on a work at
www.RadicalApproach.co.uk.
Table of Contents
Ranged Attack.....................................................................13
Turbo Dice......................................4 Defending............................................................................13
Crash Course.........................................................................4 Tactics...................................................................................14
Responsibilities.....................................................................5 Movement............................................................................14
Skills................................................6 Secondary Action................................................................14
Wounds................................................................................15
Sword and Armour.......................7 Herbs and Alchemy....................16
Armour..................................................................................7
Rolling for Potions and Herbs...........................................16
Melee Weapons.....................................................................7
Alchemical Arts...................................................................16
Ranged Weapons..................................................................7
Turbo Dice
Sometimes you just want to switch into turbo and roll some Four, six, eight, ten and twelve sided dice are used to make
dice, so we took Fantasy Dice and stripped it down to the the game both fast and fun. You never add bonuses or
bare-bone essentials. subtract penalties from the dice result, instead you add or
subtract dice from the roll.
In Turbo Dice you have a fully functional no-frills
roleplaying game system that lets you jump right in and There is no counting of successes. You simply roll the dice
play, and it is completely free. and the highest roll is your result. You will need at least one
of each die, but to avoid having to roll many times for a
You can trial run with Turbo Dice before jumping into single result it is recommended to have five or more of each
Fantasy Dice as the same system is used, and although the type.
character generation in Turbo Dice is minimalistic to the
extreme the characters are fully compatible with the more
diverse and fully fledged characters generated by the
D4: A four sided die.
Fantasy Dice system. D6: A six sided die.
D8: An eight sided die.
If you want more sophisticated combat rules, more gear, D10: Ten sided, zero is ten.
weapons and armour, comprehensive rules for character D12: A twelve sided die.
development and so on, please visit -1D: Subtract one die.
-2D: Subtract two dice.
www.RadicalApproach.co.uk and get a PDF or printed copy
+1D: Add one die.
of Fantasy Dice, or perhaps Crimson Exodus which is a fully +2D: Add two dice.
developed fantasy setting using the Fantasy Dice system.
Crash Course
As the turbo is on we'll assume that you know what a
roleplaying game is, what the role of a game master is and Character Sheet
the difference between a player character (PC) and NPC
In addition to dice you will need a pen and some paper to
(non-player character). If you don't you can find all of this
write down the details of your characters. The paper on
information on the Internet, or you can read about it in
which you do this is referred to as a character sheet and you
almost any fully fledged roleplaying book such as Fantasy
can copy it from the back of this book or draw your own.
Dice.
It's All About the Players
Dice
As a player you have great influence on what direction to
You need dice to resolve whether you succeed or fail at skills take play. You may or may not have a direct influence on
and other tasks, but only roll when your character is taking world events, but when it comes to the story of your
a great risk or pitted against foes. If there isn't a serious character, you decide when to face danger and when to run
challenge with significant consequences then simply agree away.
on the outcome and move on.
4
Turbo Dice
As a GM you take your cues from the aspirations of the
Responsibilities
players' characters and what they tell you they want to do.
Below is a brief summary of some of the main
Not everything will be what it appears, and there may be
responsibilities of the players and GM.
unexpected challenges and detours, but the story told is that
of the PCs.
Players
Risk and Reward Be an active participant and contribute to the game.
Take responsibility for choosing your challenges, and
Turbo Dice is a rules light game and you should play it how
accept failure and defeat with grace and creativity.
the group likes it.
Roleplay your character honestly, and according to what
she knows and any characteristics or aspirations you may
That said there are no rules for balancing encounters with
have chosen for her.
the players, or matching risk and reward. It can be a lot
Strive to make the game fun for everyone at the table and
more fun to let the players pick their challenges and
share the spotlight.
determine if they are up to the task. This of course means
Support creativity and help bring the aspirations of other
that the GM is responsible for giving the players plenty of
players and interesting story hooks into play.
opportunities to estimate their opposition, and offer
warnings and clues. The players still need to pay attention
though as the GM is not obliged to warn the players if they
GM
do not prepare and tread with care. Launch a game by setting up a scene with tension that
encourages the players to take action and make
Make sure your table rules are clear to everyone, and that meaningful choices.
everyone is on the same page about the genre and style of Allow the players complete freedom of choice.
game you are aiming for. Present challenges without preconceived convictions as
to the outcome or how they will be solved.
Do not balance challenges and rewards, but provide as
Player Controlled Allies much information as can be realistically known by the
In a conflict the players take control of allies, friends and characters.
pets. This has many benefits. It reduces the burden on the Frame scenes to create a meaningful story and continuity
GM while keeping the players active and involved. It allows by having previous outcomes affect future scenes.
the GM to concentrate on playing the opposition as Keep the story moving, and escalate the stakes and
realistically as he can without worrying about playing allies challenges in tune with what the players are trying to
fairly. It also gives the players a bigger investment in their achieve.
relationships as it gives the players more control and Play enemies and challenges hard, but be fair and never
involvement. make arbitrary rulings contrary to the rules or table
consensus.
The stats of allied player characters (APCs) are placed in the Give failure and defeat interesting, although not
hands of the controlling players. The players are trusted to necessarily pleasant, outcomes that present additional
distinguish between what they know and what their challenges and complications, and which may force the
characters know. players to re-evaluate their options.
5
Skills
Skills
6
Sword and Armour
The AR column is the armour rating which reduces any Club (clubs)
wound inflicted a number of severities equal to the rating. Strength crush (-1D parry) - pauper
For example leather armour would reduce a nasty wound to
superficial (see combat). The penalty applies to all actions, Mace (clubs)
and the last column gives a rough idea of the wealth PR2 Strength crush (-1D parry) - wealthy
required to purchase a suit of armour of the listed quality.
Spear (pole arms 2-handed)
Armour AR Penalty Afford PR1 grievous pierce (-1D parry) well off
Leather Armour 1 - well off
Mail Armour 2 - wealthy Quarterstaff (pole arms 2-handed)
Plated Mail Armour 3 -1D rich nasty crush (+1 attack and parry) - poor
Heavy Plate Armour 4 -2D very rich
Full Plate Armour 5 -2D regal Shield (shields)
Parry +1D (shield bash: -1D attack none crush) well off
Melee Weapons
A few sample weapons and attacks are listed here. Each has Ranged Weapons
its Melee skill speciality shown in brackets. The stats listed A few ranged weapons are listed in the same format, but
for each weapon are: wound, type and any attack or parry with the range interval in meters.
penalties in brackets. PR is armour penetration rating. Value
is listed according to the wealth class required to afford it. Crossbow (crossbows)
PR1 25m grievous pierce (reload: 4 rounds) - rich
Punch (unarmed)
Strength - 1 crush Long Bow (bows)
PR1 Strengthx10+10m grievous pierce (reload: 1 round) well off
Dagger (daggers)
nasty pierce / slash (-2D parry) - poor Short Bow (bows)
PR1 Strengthx5+5m nasty pierce (reload: 1 round) - poor
Longsword (swords 2-handed)
grim pierce / slash - rich Javelin (throwing)
PR1 Strengthx5+2m grievous pierce well off
Shortsword (swords)
grievous pierce well off Dagger (throwing)
Strength+3m nasty pierce - poor
7
Rolls and Rules
Turbo Rules
In Turbo Dice the Fantasy Dice game engine has been All the dice are rolled together, but only the highest result
stripped down the the bare essentials. A good Turbo Dice counts. This must match or beat the difficulty to succeed.
game should focus on the roleplaying anyway, but when the
dice come out this chapter gives you what you need stir up
some uncertainty and excitement around resolving With Agility 2 and Melee D6 (swords) a player
challenges.
has 3D6 dice to attack with a sword. For a roll
Always keep things moving by only requesting rolls when it of 2, 4 and 5 the result is five.
adds to the drama and the outcome is important otherwise
just roleplay it or let the players succeed and move on.
When a roll is made both sides must be aware of and willing Attribute Roll
to accept the consequences of failure. All rolls are final
unless triggers are invoked, but you should use failures to Sometimes no skill is needed. Instead, the task depends
introduce twists and complications to the story. entirely on an attribute such as Strength to make a heavy
lift, Spirit to resist disease, Wisdom to remember and so on.
The attribute determines the number of dice rolled as
The Roll normal, but the die is always a D8 for attributes.
Agree on a difficulty and time it will take and make the roll.
Rolls are either a skill roll or an attribute roll. Scale
All rolls can be scaled up by removing one die for each step
Skill Roll or down by adding a die for each step.
Each skill has a die as its rating from D6 to D12. A skill
which is not known can be attempted at D4 for simple skills So a skill of 3D8 could be scaled up to 2D10, or 1D12. This
like Athletics, Melee, Ranged, Stealth, etc. makes it possible to achieve higher results, but as fewer dice
are rolled it also increases the risk of a really bad roll.
Each skill is associated with an attribute as shown in the Alternatively, a roll can be scaled down to a lower skill die.
skills chapter for example Melee is associated with Agility. For each step the skill die is lowered an additional die is
Roll a number of dice equal to the associated attribute and added to the pool. So the skill of 3D8 could be scaled down
add an additional die if the character has a speciality that to 4D6 or 5D4. This lowers the maximum possible result, but
applies to the action. also reduces the likelihood of a very bad roll.
8
Rolls and Rules
Difficulty I Only Have Six Sided Dice
To make assigning a difficulty intuitive, the difficulties are Although not ideal, the game can be played with only six
adjectives, ranging from easy to insane. Each difficulty has a sided dice, but this does change the probabilities. All rolls
target number which must be matched or beaten by the roll are D6. When scaling up add +2 to the roll instead of chan-
to succeed. The target number starts at two and goes up by ging type, but reduce the number of dice as normal. Scaling
two for each increase in difficulty as shown in the table. down to D4 gives a -2 penalty and adds a die. So 3D6 can be
scaled up to 2D6 + 2 or 1D6 + 4, or down to 4D6 2.
Difficulty Target Number
Easy 2 Skill die all become D6, but for each step up from D6 add
Tricky 4 one die to the D6 pool. So skill D10 translates to D6 + 2D.
Hard 6 With an attribute of two this gives 4D6. If the skill type is
Severe 8 D4, then remove one die from the D6 pool. This same con-
Extreme 10 version applies to all other rolls.
Insane 12
Results
If the difficulty is matched or beaten by the roll it is a
success. Sometimes this is all that matters. When the degree
of success or failure is important the amount by which the
Increase difficulty by one
character failed or succeeded determines it.
means to go from easy to
tricky or tricky to hard, and
so on. Result vs Diff. Degree
-4 or less Exceptional Failure
-2 to -3 Normal Failure
-1 Marginal Failure
0 Marginal Success
Penalty and Bonus Dice
1 Marginal Success
Penalties and bonuses are always dice added or removed 2 to 3 Normal Success
from a roll. Penalties and bonuses are listed as -D for penal- 4 or more Exceptional Success
ties and +D for bonuses, with a number indicating the num-
ber of dice to add or remove. So -1D is a penalty of one die The scale is intentionally mirrored for failure and success so
while +2D is a bonus of two dice. that in a contested roll a normal success for one party means
a normal failure for the opponent. If both sides roll the same
If the penalty is greater than the dice available, scale the roll it is a draw that may be resolved by the second highest die
down until there is enough dice to pay the penalty. The roll result, but against a difficulty counts as a marginal success.
can never be reduced below 1D4.
Blunder
Rolls are always an exceptional failure if all the dice rolled
end up as a one giving the opponent an exceptional success
in a contested roll.
All bonuses and penalties
add or subtract dice. Thus
if you roll D6 the lowest Perfect
result is always one and
the highest six regardless If all the dice end up as the maximum result for the die type
of bonuses, penalties or rolled, add a +2 bonus to the result for each die rolled
number of dice rolled. Only beyond the first. This can give a final result even beyond
a blunder or perfect roll twelve.
can change this.
9
Rolls and Rules
Perception Fatigue Stages
Noticing things is an important and basic ability, and so the Fatigue is gained in stages and there are four stages:
Sight attribute roll is used as this is something everyone has.
Although most perception rolls will be based on sight it can Fresh: No fatigue, this is the normal state.
also be based on another sense, but it still uses the Sight Winded: Panting and sweating, getting tired.
attribute although the type of sense used may affect the Exhausted: Out of breath and -1D penalty.
difficulty. Drained: Dizzy and barely able to stand, -2D.
Perception Average Once drained a character that does not rest will eventually
collapse from which she may recover or die as her heart
When a character is not actively looking for something it can gives up as the situation and story dictates.
be convenient to simply use the Sight attribute average to
determine what she notices. This is calculated as half the die
Recovering
plus one for each die in the pool beyond the first. So a Sight
attribute of 2D8 would result in an average of eight divided To recover from fatigue rest is needed. Recovering from
by two plus one, which is five. If this average exceeds a being winded simply takes half-an-hour, while recovering
Stealth roll, or exceeds or matches a difficulty to spot from being exhausted takes at least an hour of good rest.
something, the character becomes aware of it. Once drained the character must get a good nights sleep to
recover fully, but before that may recover to an exhausted
Searching state with an hours good rest.
10
Rolls and Rules
Most importantly though, social conflict should be fun and instead. Demon is typically used to resist Dominate and
the GM must judge the abilities of the players and how Interrogate attempts, while Cunning or Spirit is used against
much leeway he should give them. Trying to roleplay and most Smooth Talking attempts. A difficulty roll is usually
being creative is far more important than rousing speeches. most appropriate for Public Speaking rolls, except for debate
which is rolled versus the opponents debate skill.
When to Roll
A roll is not needed to convince someone of something Creating Characters
which is clearly of benefit to them. Likewise, anything You'll find a few sample characters to play at the end of this
which will clearly harm them will always fail. A roll is only book, but some really basic rules are provided here for how
needed when the speaker is lying, the truth might not be you can bootstrap a character into action. The result will be
believed, or trying to convince someone the benefits playable character, but all the choices, nuances and
outweigh the downsides. explanations in the Fantasy Dice system have been stripped
out and replaced with a few quick choices to turbo charge
Most commonly a social conflict will be resolved by the process. You should feel free to flesh out your character
roleplaying the dialogue freely and rolling when the stakes and what her personality and goals are.
are clearly set. The roleplaying will often determine the bias
for the roll as explained below. A single roll is enough to Attributes
determine the outcome of most social conflicts, but a scene
can be dedicated entirely to a social conflict of great By default all your racial attributes are 2 as shown below.
importance and a roll made for each argument, question, You may raise up to two attributes by one if you so choose,
command and so on. but you must lower another attribute for each one.
Bias St Ag Dex Si Cu Wi De Sp
Social rolls depend heavily on circumstantial modifiers 2 2 2 2 2 2 2 2
determined by what is being said and the bias of the
listeners. The initial modifier can be determined as outlined Skills
below.
Language at D12 with speak and write speciality.
One occupation skill at D10 with 2 specialities.
Bias Modifier Two strong skills at D8 with 2 specialities.
Hateful -4D Up to five skills at D6 with one speciality.
Hostile -2D
Suspicious -1D Talent
Receptive -
You may pick something you are talented at. This is not a
Friendly +1D
skill, but something like singing, dancing, cooking, etc. that
Loving +2D
you do really well and which may help you occasionally. It
can also be a special ability at the GM's discretion.
What is said and how it is presented may then affect the bias
by shifting it one step in a negative or positive direction. If
Wealth
this takes the bias outside the range there is no need to roll.
From anyone who is hateful it will likely provoke an attack, All characters are well off unless otherwise agreed with the
or at least utter contempt, while if saying just the right GM. The nine classes of wealth are: beggary, pauper, poor, well
things to someone loving it is automatically an exceptional off, wealthy, rich, very rich, regal and legendary.
success.
Gear
The above are only guidelines, and the modifier that makes
You may write down a few things that you are likely to own
most sense should always be used.
as agreed with the GM. No gear is provided in Turbo Dice
Resisting Social Manipulation so just make some up, but a few weapons are provided in
the Sword and Armour chapter. The better weapons may
For most social skills the roll is contested and both sides roll,
not be immediately affordable depending on your setting
but when appropriate the GM might assign a difficulty
and circumstances.
11
Combat
Turbo Combat
This chapter presents rules for grim and gritty combat with using her secondary action. This is the only time a
tactical options. Violent conflict is a common element in most secondary action can be used for movement.
stories and nearly every world imagined by man. It heightens
the tension and is often a turning point in the story. A Secondary actions must be something different than the
drunken fist brawl may only break a few ribs, but most primary action and so two attacks with the same weapon
armed conflicts result in people dying. The players should in a round is not normally possible. Secondary actions are
always avoid a fair fight, and plan and prepare to ensure an explained in greater detail later in this chapter.
advantage. They should consider the capabilities of their foes.
Sometimes a retreat is the only sane option. One Action
Some actions will be swift, while others will take longer. To
If the players are going to be facing a lot of combat action, keep things simple each round can be considered to take
and survive, they must be superior to their foes in number, roughly three seconds. This may not always fit perfectly
tactical resourcefulness, ability or arms. with the actions, but does keep things moving along.
Actions
Melee Attack
A character normally has one primary and one secondary
action in a round. Actions are declared when they are An attack roll is made just like any other roll using the
executed. The actions can be executed at the character's Melee skill. Due to its nature an attack is nearly always
initiative, as a defence when attacked or as a counter attack contested and if the defender uses her action to block,
after a successful defence. parry or dodge an attack she may get a counter attack.
A character can only move as part of her primary action at her If the opponent does not defend, the attack is made against
initiative. If she has spent her action in defence she cannot an easy difficulty.
move that round, but she can move on a successful dodge by
12
Combat
If the target is unaware of the attack there is usually no need
to roll, and the maximum possible trauma is inflicted. If the
attack is awkward, ranged or has a decent chance of failing,
then assign a difficulty and roll against that. A marginal success
reduces the wound
severity by one.
Resolving Attacks
An attack is declared at a character's initiative. The type of An exceptional success
increases it by one.
attack is declared and the defender must declare any defence.
The attacker then declares any special tactic for the attack,
usually either a deadly strike to increase the wound severity
If the defence is a normal or better success, and she still has
or focused attack to get a bonus die.
her secondary action, the defender gets a counter attack.
See Defending later in this chapter for more on defensive
The defender must then declare any special manoeuvres for
actions and counter attacks.
the defence, such as making a focused defence.
Both the defender and attacker can scale their roll - either
secretly to keep the opponent guessing or out in the open By spending her action on
defence, the defender gets
with bravado.
a counter attack on a
normal success or better
The sequence of declaring an attack is summarised as: (normal or worse failure
for the attacker).
Attacker declares type of attack.
Defender declares any defence.
Attacker declares any tactic. Ranged Attack
Defender declares any tactic. A ranged attack is executed just like any other attack with
Both scale their roll. the same sequence of declaring the attack and defence as
Both roll the dice. for Melee, but the distance to the target also has an impact.
The attack is then rolled versus the defender's defence roll or Ranged attacks do not risk counter attacks, and parries and
against a fixed difficulty of easy if no defence is attempted. blocks receive a -2D penalty against ranged attacks. Dodge
is usually the best defence as it receives no penalty and a
counter attack may be used to dive behind cover.
13
Combat
not to defend, in which case the attack is resolved against an speciality. Both actions can be used to block. It is equally
easy difficulty for Melee and tricky for ranged. possible to block armed and unarmed attacks, but armed
attacks cause wounds of one lower severity to the arm on a
A character can spend her primary and secondary action to marginal success. Against ranged attacks blocks take a -2D
defend against up to two attacks before or after her initiative, penalty.
but she then cannot spend that action during her initiative.
Dodge
It is only when the primary action is spent defending that it
Dodge is a speciality of Athletics. It takes no penalty
can result in a counter attack, as the secondary action must be
against ranged attacks, which makes it the best defence
spent on the counter attack.
against them. Only a single dodge is possible in a given
round so any further defensive actions must be a block or
Counter Attacks
parry.
Counter attacks can only be achieved when spending the
primary action to defend. Any defence with the primary Tactics
action which results in a normal or better success allows for a
counter attack. The counter attack is executed immediately In Turbo Dice tactics come down to sacrificing dice to
using the secondary action if the defender wants to spend it increase wound severity in a deadly attack, or combining
on such an action. both actions to get a bonus die in a focused attack.
A counter attack does not have to be an actual attack. It can be So for example a 3D8 attack with a weapon with a nasty
used to close a door, pull a lever or pick up something. wound rating can be done at -1D (2D8) to make it grievous,
However, since secondary actions cannot include movement or -2D (1D8) to make it grim.
it must be something that can be done at the spot the
character is standing. The exception is for a dodge. If the Other tactics may be allowed if they can be narrated in a
defensive manoeuvre was a dodge, the counter attack can way that makes sense and the GM should award bonuses
include movement as part of the dodge. and penalties as appropriate.
14
Combat
does more or less simultaneously with the primary action in However, NPCs who receive a grim wound are considered
the round. Thus, unless it is a counter attack, it cannot be the incapacitated and will likely be dead or dying.
same as the primary action, or even with the same arm used
for the primary action. Any incapacitated combatant is out of the fight, and in
Turbo Dice anyone who receives a grim or mortal wound
The secondary action can be executed at the character's must be treated or they will eventually die unless already
initiative after the primary action or as a defence once the dead. NPCs will typically be dead, while players will
primary action is spent. It can also be executed as a counter typically be given a chance to be bandaged or treated with
attack after a defence of normal or better success. Only one herbs and magic to allow them to survive and eventually
secondary action is possible in a round. recover.
The secondary action is optional, but can be used to defend Inflicting Wounds
against a second opponent, attack multiple enemies, attack The wound severity caused by a weapon is either specified
the same enemy with two attacks or perform any other action as a fixed severity, such as superficial or nasty, or as
which is simple enough to be allowed as a secondary action. Strength plus a modifier, such as Strength 1.
The secondary action cannot involve movement and if a A fixed severity is the normal wound a weapon inflicts and
character is sprinting no secondary action is possible. is not affected by Strength. When specified as Strength,
such as Strength - 1,the wound severity is derived from the
Wounds wielder's Strength adjusted by the modifier. A result of
zero or less is an insignificant wound and for each
In Turbo Dice only the most severe wound a character
increment the wound severity is increased by one. So a
receives is tracked, so if a more serious wound is inflicted that
Strength of two and weapon that inflicts Strength 1
becomes the wound severity inflicted on the character.
results in a superficial wound. If the weapon had been
Strength + 1 it would have been a grievous wound.
Wounds range from superficial to mortal and whenever a
wound is inflicted the character is stunned and so receives a
-1D penalty for the rest of the round and the entire following
round. Stun does not stack, so being stunned again while
already stunned does not increase the penalty. A greataxe has a WS of
Strength + 1, which with a
Strength of 2 yields a
Healing
Wound Consequence grievous WS. A longsword
Time Difficulty has WS grim regardless of
the wielder's strength.
Superficial stun only 2 weeks easy
Nasty stun only 3 weeks tricky
Grievous -1D (and stunned) 4 weeks hard
Grim -2D (and stunned) 5 weeks severe
A marginal success reduces the wound severity by one, and
Mortal incapacitated 6 weeks extreme an exceptional success increases it by one. One severity is
also reduced for each armour rating (AR) the target has,
As shown above if the wound is grievous the character takes but any penetration rating (PR) the weapon reduces the
a -1D penalty until the wound heals, and if the wound is grim AR. Wounds severity can also be increased by making a
the character takes a -2D penalty until the wound is healed. deadly attack as explained earlier under tactics.
15
Herbs & Alchemy
In Turbo Dice you can use the Herb Lore and Alchemy skill to depends on the difficulty and starts at well off for a tricky
determine if a character has the required potion or herb rather roll and increases by one wealth class for each difficulty
than tracking them as items in the inventory. If you wish you above that. The wealth requirement may be relaxed or
can also extend this to other skills and so reduce or eliminate removed if the character has obtained the ingredients as
the need to track inventory. part of a quest of from a wealthy patron.
16
Treasure
Treasure
A treasure can take many forms and be great or small. It can advisable to give such items names, or have the player name
be a heirloom given by a grateful character or a master class it, and to give them some detail and possibly even a history.
weapon bestowed by a baron, duke or King, or it can be After all master class items are made only by master
locked chest, spoils of war or even a map. craftsmen and mostly for nobility and the wealthy.
Treasure is often won by overcoming a hard challenge, but Weapon +1D Attack.
simply defeating an enemy or monster does not guarantee Weapon with increased wound severity.
treasure. Weapon with increased penetration rating.
Shield +1D Parry.
A good piece of treasure is an item that is mysterious, Serrated blade increases bleeding severity by one.
unique and interesting. Giving an item a history of previous Fitted armour with one less armour penalty.
owners and a reputation or name can go a long way to make Armour with one greater AR than normal.
it memorable, and treasure can be used to reveal plots, Light spear range interval increased by ten meters.
introduce lore or even give the players some kind of moral Bow range interval increased by twenty meters.
obligation or quest tied to the treasure. Durable bow that never weakens and can stay strung.
A nearly unbreakable staff as strong as steel.
Master Class Items Boots that do not wear out.
Handshake Ring - spring-loaded venom needle.
Master class items are often considered magical. Nearly any Water proof leather pouch or bag.
item can be crafted as master class by investing the time, Airtight container - preserves food and herbs.
some quality materials, good tools and exceptional skill. A Warm and light winter clothing.
master class item can only bestow a single bonus, such as Undetectable tunic pocket.
either +1D to attack, increase wound severity by one or +1D Secret compartment pendant.
to parry, and so on. However, master class items are not
limited to bonuses. It may be an item of exceptional beauty,
light, insulating or just extremely durable.
Artefacts
Every artefact should be unique and when creating items
Although master class items can usually be immediately consider the style of game you are aiming for and what may
recognised from their superior workmanship, bonuses and be possible in your world.
other properties are not immediately known, but require
careful inspection or testing to figure out. A tricky or hard Items with powers and uses that are not immediately
Smithing or Crafts skill roll can usually identify bonuses, or apparent can be great as artefacts. If the item also grows in
they may be revealed after some use. power with the character she will be much more likely to
keep and use it.
The following list of possible master class items is only
meant to inspire creativity. Master class items are always Some items will require study and an Arcane Lore roll to
rare and valuable items, and making them takes great skill understand how to activate their powers, while other items
and is always both costly and time consuming. It is will just work with no understanding required.
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Arcane Arts
Arcane Arts
In Turbo Dice the arcane arts are handled through creativity something from nothing, but can cause fires to flare,
and improvisation. This page is only here to give you some strengthen winds and make rain fall.
guidelines for how you can do this.
Sorcery is a scholarly art and requires patient study for long
The three skills from Fantasy Dice; Black Arts, Sorcery and years to master, and so can only be learned from a mentor,
Witchcraft are listed with all their specialities in the skills guild or from one of the rare and extremely valuable tomes
section. It is suggested that the specialities be used for on sorcery if the student is talented enough.
inspiration and to define the spells that can be incanted
and conjured, but you can always create your own Sorcery causes fatigue every time it is conjured whether it
specialities or new arcane skills. succeeds or fails, and on exceptional success or failure the
elements around the sorcerer are warped with dramatic and
Witchcraft unexpected side effects.
Witchcraft is used to talk to the inner spirit of all living An effect can be maintained, but doing so causes further
things to bend it to the will of the witch or warlock. fatigue until the sorcerer either relents or collapses from the
strain.
Witchcraft requires the drinking of fresh blood or eating of a
warm heart to speak the incantations, and a heart is always
needed for the more powerful ones. Sacrificing a big beast
Black Arts
with a big heart makes it possible to invoke powerful The black arts channel the demonic forces inside all living
incantations. The bigger the heart, the more powerful the things. Some like the demon ward, evil eye, oblivion, second
incantation, but also the more difficult the Witchcraft roll sight and terror are drawn as large glyphs, while others are
will be. To make the incantation last the witch or warlock invoked with runes or even just touching the victim.
simply has to continue chanting the incantation.
The magician of the black arts can rely on her own inner
Bloodmagic is used to heal, and the difficulty and size of the Demon, but this causes fatigue like sorcery. Alternatively
sacrifice required depends on the severity of the wound. she can draw upon the power of specially prepared skulls to
allow her to channel deeper powers without tiring herself.
Witches and warlocks can use witchcraft to invest some of However, most such skulls crumble to dust when used and
their Spirit in a familiar. This binds them as one with a so can only be exploited once.
single purpose, but the witch is weakened without her
familiar. Black magic is dangerous as it gives the demon too much
power and opens the magician to possession. This manifests
Sorcery as a dramatic transformations of personality. On any
marginal success or exceptional failure the sorcerer loses
Sorcery is conjured by sweeping gestures and delicate control of her inner demon. She turns aggressive, selfish and
movements of the hands to manipulate and bend the dominating.
elemental forces to the sorcerer's will. It can not conjure
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Enemies
Enemies
A few potential opponent NPCs and beasts are presented here Guard 3D8
to use or as inspiration and guidance for creating your own.
AR1 Leather Cap, Scale Cuirass, Bracers and
Greaves
NPCs Spear: PR1 grievous pierce (-1D parry)
The NPC stat is simply the profession along with their skill Shield: +1D parry
roll for that profession, like Blacksmith 3D8. This is the
highest roll the NPC is capable of (before modifiers) and the Beasts
profession tells you the type of tasks this covers. Outside their Most beasts and lesser monsters will attack and dodge at
expertise apply a -1D or -2D penalty, and simply roll 2D4 if the their stat. So a beast with a stat of 2D10 will roll 2D10
they are unskilled at the task. when dodging or biting, unless otherwise stated. Great
monsters such as dragons - are too large to dodge, and
Small alterations to the NPC stat can quickly flesh out an NPC only have 2D4 when dodging. Instead they have high
and indicate their abilities and attributes, such as Charming armour ratings reflecting not only their thick skin and
Mercenary 3D8, Dishonest Merchant 3D10 or Huge Brute 2D8. scales, but also their great mass and strong muscles which
protect them from harm.
Other information can be recorded as the GM sees fit, and
below weapons and armour is listed for each each NPC. Black Bear 3D10
Attributes: St 4, Ag 4, De 0, Sp 3
Thug 3D6 Bite: grievous pierce
Claws: nasty slash
Club: nasty crush (-1D parry)
Reflex: 2D8
Dagger: nasty pierce (-2D parry)
Punch: nasty crush Boar 3D8
Attributes: St 2, Ag 2, De 0, Sp 2
Bandit 3D8 Tusk: grievous pierce
AR0 Hide Vest Reflex: 2D10
Handaxe: PR1 nasty slash (-1D parry) Troll 2D12
Dagger: nasty pierce/slash (-2D parry)
Attributes: St 5, Ag 1, De 2, Sp 4
Short Bow: PR1 15m nasty pierce
Armour: 1
Huge Club: mortal+1 crush
Orc Warrior 4D8 Punch: grim crush
Bite: nasty pierce
AR1 Hide Vest, Bone Splint Bracers & Greaves Reflex: 2D8
Stone Mace: grievous crush (-1D parry) Hard: Only stunned by grievous and worse.
Spiked Shield: +1D (-1D nasty pierce)
Javelin: PR1 17m grievous pierce (-1D nasty in Wolf 3D8
melee) Attributes: St 2, Ag 3, De 0, Sp 1
Punch: grievous crush Bite: grievous pierce
Bite: -1D grievous pierce Reflex: 2D10
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