TEXT: insight
  prowess
  resolve
  WORLD OF DUNGEONS: TURBO
  	
  ARCANE: You can attempt 
  to control magical energy. 
  This is very dangerous, but 
  hey, magic powers.
  	
  LUCKY: Once per expedition, 
  avoid a bad outcome and get 
  away scott free.  USED 
  	
  MEDIC: You can use first 
  aid during a conflict. During 
  a rest, give +1d healing.
  	
  QUICK: You get +1 speed.
  	
  SHOOTER: You inflict +1d 
  damage in ranged combat.
  	
  SLAYER: You inflict +1d 
  damage in close combat.
  	
  TECHIE: You can do science 
  to things; like reverse the 
  polarity to overload the 
  energy matrix or whatever.
  	
  TOUGH: You get +6 HP.
  	
  WILD: You can commune 
  with nature, track things by 
  scent, speak to animals, do 
  Elf type shit.
  TALENTS
   First Aid  Supplies
   Repair Kit  Tech Kit  C-4
   Climbing Gear  Heavy Tools
   HAZMAT Gear  SCUBA Gear
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
                   Loot
  SPEED
  LOAD LIMIT
  PACK
   VERY FAST
   FAST
   NORMAL
   SLOW
  Rig: Radio, Flashlight, Zip-Ties, 
  Glow Sticks, Lighter, Multi-Tool
  Personal Item ________ ______________
   Armor 
   Armor 
   Shield
   Weapon  Weapon
   Special Weapon 
  AP    FAR    HEAVY    SPRAY
   Grenades  Flashbangs
   NVGs+ Gas Mask  Scanner
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  GEAR ON HAND
   2  
  1
   3  
  2
   5  
  3
   8  
  5
  ACE
  PRO
  CIVILIAN / CRIMINAL / MILITARY / SCIENCE / WEIRD
  COLT
  VETERAN
  HP
  EQUIPMENT & SPEED
   HAZY (-1 SPEED) 
   BROKEN (-4 MAX HP) 
   WEARY (-1 STRAIN) 
  ARMOR
  EXPERIENCE
  BACKGROUND
  STRAIN
  NAME
  LOOK
  NOTES
  CHARACTER CREATION
  1 
  Who were you before you became a Breaker? 
  Choose a general background category (Civilian, 
  Criminal, Military, Science, or Weird) and then write 
  the specifics on the line above. For example, you 
  might choose Science and write "Department of 
  Energy Agent." Or maybe you're Weird and you were 
  a "Kyvraxian Death Seeker" who once fought against 
  Kai Shira Kai's vile legions in the other world.
  2 
  Determine your experience level and assign 
  scores to your attributes. By default, for 
  experience, you start as a Colt. Fill in the experience 
  triangle in the column over Colt—this means that 
  you've gone on one adventure and you're Level 1. 
  Each time you complete an adventure, fill in a triangle. 
  When you fill the triangles above an experience level, 
  you advance to that level.
  The attributes are:
   
   Insight: Awareness, understanding, smarts.
   
   Prowess: Fighting, athletics, might.
   
   Resolve: Willpower, fortitude, toughness.
  Attribute scores range from -1 to +3, with zero being 
  average. Your attributes sum to your character level. 
  So, at level 1, they all add up to +1. You might have 
  +1 Insight, 0 Prowess, and 0 Resolve. Or -1 Insight, 
  +2 Prowess, and 0 Resolve, etc.
  At Colt level, you have 8 Hit Points (HP). You get 
  +4 HP per level.
  3 
  Choose your talent. At Colt level, you have one 
  talent. You get +1 talent per level.
  4 
  Determine your equipment and speed. The more 
  stuff you carry, the slower you are. Speed is a 
  measure of both reflexes as well as movement speed.
  ROLLING THE DICE
  When you perform a risky action or try to avoid a bad 
  outcome, The GM will tell you to make an attribute 
  roll that fits the situation at hand. You roll 2d6, and 
  add your attribute modifier to get the result.
  A total of 6 or less is a miss; things turn out badly.
  A total of 7-9 is a partial success; you do it, but 
  there’s a cost, compromise, reduced effect, or harm.
  A total of 10 or 11 is a full success; you do it without 
  complications.
  And a total of 12 or more is a critical success; you 
  do it to some extra benefit or advantage.
  STRAIN
  Breakers have a special resource they can spend to 
  boost their rolls, called Strain. You have a number 
  of strain available equal to your level +1 (Colt: 2, 
  Pro: 3, Ace: 4, Veteran: 5). When you spend a level 
  of strain, add +1d6 to any roll (attribute roll, damage 
  roll, whatever). You may use only one strain per roll.
  DAMAGE & HEALING
  Normal harm does 1d6 damage. Weak harm does 
  d3 damage. Really powerful harm does 2d6 damage. 
  Subtract your Armor from the damage taken. As 
  long as you have Hit Points, you're fine. When you 
  take damage past your HP, you're in trouble. Make a 
  Resolve roll to find out how bad it is. On a miss, you 
  suffer the worst of it and you're out of action—if this 
  was a deadly attack, that means you die. Otherwise, 
  maybe you break your leg, get knocked out, etc.
  If you're killed, you can choose to survive instead by 
  taking a permanent Scar: Hazy (-1 Speed), Weary (-1 
  Strain), or Broken (-4 max HP). If you mark all three 
  scars, that's it... you can't cheat death again.
  When you take a rest, you get to roll 1d6 for each of 
  your unspent Strain and recover that much HP. You can 
  also use a First Aid kit to recover 1d6 HP when you rest.
  EQUIPMENT
  Armor: Blocks 1 damage from physical attacks.
  C-4: Explosive charges and detonators.
  Climbing Gear: Harness, rope, grappling hooks.
  Flashbangs: Area. Inflicts SLOW speed. 2 uses.
  Grenades: spray. 2 uses.
  HAZMAT, SCUBA Gear: Protective explorer gear.
  Heavy Tools: Crowbar, drill, sledgehammer, etc.
  NVGs+Gas Mask: Night vision w/ toxic gas filter.
  Repair Kit: Tools and parts to fix broken items.
  Scanner: Tri-corder style multi-spectrum scanner.
  Shield: Choose an enemy and get either +1 armor or 
  +1 damage against them in close combat.
  Special Weapon: 1d6 dmg for either close combat or 
  ranged battle, plus one special feature: ap (ignores 
  and destroys 1 armor per hit), far (can attack at 
  extreme range), heavy (+3 harm, then reload/reset), 
  spray (roll 3d6, assign 1 to each target in a small area).
  Supplies: Food & water. 
  Tech Kit: Specialized tools for technical work.
  Weapon: 1d6 dmg. Choose close combat or ranged.
  The magical realm of Kyvr'ax has collided with Earth, shearing the dimensions and creating a mashed-up borderland 
  between our reality and the monster-infested domain of the wizard Kai Shira Kai. You play working-class heroes who 
  explore the twisted Break seeking fame and fortune. But don't stay too long, or the Cloud of Woe will surely find you!
  
  THE PREMISE
  The whole point of Breakers is for modern-day, wise-
  cracking characters to go into dungeons and deal 
  with monsters and magic as a matter-of-fact kind 
  of ordinary job. It's a little bit Ghostbusters, a little bit 
  Hellboy, and a little bit Ash from Army of Darkness.
  When the Breakers go on a call, a region of the dark 
  world has broken through the dimensional cracks and 
  fused with part of Earth. Maybe it's a mashup of the 
  local multiplex theater and the Fire Bog of Ugrok. Or 
  maybe the Tower of the Flaming Skull has overtaken 
  the top of the Seattle Space Needle. Find a location 
  on Earth, then grab your favorite small dungeon 
  map (maybe from www.dungeoncontest.com, or 
  blog.trilemma.com/search/label/adventure) and 
  mash them together. Voila! Instant adventure.
  Within each break is a keystone shard—a large 
  (and highly valuable) iridescent crystal which "pins" 
  the dimensions together. If the crystal is destroyed 
  (usually with C-4) or somehow removed, the Break 
  collapses in spectacular fashion. Imagine Indiana 
  Jones running away from the giant boulder, except 
  the giant boulder is a roiling mass of dimension-
  shearing energy. It's the Breakers' job to close 
  the break, for which they receive payment from 
  FEMA. But most Breakers make a living by selling 
  the weird artifacts and shard-fragments they find 
  during their adventures. See Loot.
  USING DICE ROLLS
  Make a dice roll when a PC does something risky or 
  when they try to avoid a bad outcome. If neither of 
  those apply, just say what happens—and when you 
  say something bad happens, the PC can roll to avoid it!
  The GM doesn't need to roll dice. A player's roll will 
  usually cover both the PC's action as well as the action 
  of an enemy. If a PC fights a monster toe-to-toe, for 
  example, a 10+ means the PC does harm, a 6- means 
  the monster does harm, and a 7-9 means they both 
  do harm. (Just an example—some fights will be different).
  A fortune roll can be useful if sheer chance is 
  involved—just roll 1d6: high is good, low is bad. 
  "Does the explosion also wreck the valuable artwork in 
  the room? I dunno, make a fortune roll."
  Use a montage roll whenever you want to skip over 
  something. You might ask one of the PCs to make a 
  roll to lead the team through an area or to execute 
  a plan instead of playing out every moment of it 
  (Insight, Prowess, or Resolve, depending on the 
  nature of the situation). Then use the outcome to 
  establish the PC's position for the next encounter: 
  good, bad, or in-between.
  BONUSES & PENALTIES
  The GM may assign bonuses and penalties to the 
  players' rolls to reflect unusual circumstances. 
  When a PC has a significant advantage, give 
  them +1 to their roll. When they have a dominant 
  advantage, give them +2. When a PC has a 
  disadvantage, give them -1 to their roll. When 
  they have a serious disadvantage, give them -2.
  Don't overdo it with the modifiers! Most situations 
  won't need modifiers. One way of saying "this is 
  gonna be tough" is to simply call for a roll. However, 
  sometimes it's important to reflect the details of a 
  situation—the players might come up with a great 
  idea and execute it well; they deserve a bonus! Or 
  maybe they make a huge mistake or are in a really 
  bad position, so penalties are called for. Here are 
  some situations for modifiers that will likely appear 
  in your games:
  BONUSES
   
   Follow-through (teammate entangles a monster 
  with a rope, you follow-up with an attack)
   
   Slower enemies (if the PCs have room to 
  maneuver: easier to hit or escape from them)
   
   The perfect tool (an industrial saw to cut through 
  a wall, a flame-thrower to force enemies away, 
  a wicked knife in a fight inside an elevator)
  PENALTIES
   
   Bad conditions (slippery footing, blinding smoke)
   
   Faster enemies (if they have room to maneuver: 
  harder to hit them or escape from them)
   
   A bad tool (an industrial saw to cut someone safely 
  out of wreckage, a flame-thrower in a fight inside 
  an elevator, a wicked knife to force enemies away)
   
   A terrible idea that still might work (use the 
  Arcane talent to absorb the ghost energy of the 
  Wraith when it attacks)
  TEAMWORK
  You can help a teammate, or cover for them, or take 
  a hit in their place, or any other kind of teamwork 
  maneuver by taking the appropriate action (if there's 
  a risk, you'll make a roll for it). If things have already 
  gone wrong for your teammate, and you're stepping 
  in to deal with it in a split second, you have to roll, 
  and you take -2 for being at a serious disadvantage.
  For example, the team tries to sneak past a sleeping 
  Ogre. Max and Torres make their rolls, but Pickett blows 
  it. Torres says she'll cover for Pickett: when Pickett 
  starts to slide on some loose rock and make a noise, 
  Torres grabs her and holds her steady. Torres can make 
  a Prowess roll to try this, but she'll take -2 to the roll.
  THE CLOUD OF WOE
  Kai Shira Kai, Dark Radiance of the Wastes, Lord 
  of Sorcery, is attended by a terrible demonic entity 
  known as the Cloud of Woe. The Cloud stretches 
  across the skies of the dark world, always watching, 
  always waiting, ever-ready to consume interlopers.
  In the game, the Cloud is the countdown clock for 
  a Breaker expedition. The longer the Breakers run 
  around looting and fighting monsters, the more 
  attention they draw from the Cloud, until finally it 
  coalesces and descends on them.
  The GM makes a countdown clock 
  with eight parts (see example at 
  right), and fills in segments as it 
  counts down. The GM fills one 
  segment every time the Breakers take a rest. 
  The GM might also fill a segment as a consequence 
  if an Arcane roll goes poorly or when the Breakers 
  mess around with the keystone shard. When the 
  clock is filled, the Cloud appears and attacks the 
  PCs. The Cloud is a very deadly monster that you 
  do not want to tangle with—plus it can't really be 
  killed. It's best to get out of the Break before the 
  Cloud finds you.
  The PCs may try to hide from the Cloud or otherwise 
  evade it after the clock is filled, but this always counts 
  as a serious disadvantage, so they'll take -2 to any 
  rolls to do this, and it will continue to hound them at 
  every opportunity until they leave the Break.
  THE ARCANE
  Magic can be very complicated in some fantasy 
  stories and games. Not so here. Only Kai Shira Kai, 
  Dark Radiance of the Wastes, Lord of Sorcery, is a 
  true "wizard." Everyone else just opens their mind 
  to any magical energy that happens to be around 
  and tries to channel it without blowing their brains 
  out. It's like a lot like drinking from a fire hose. You 
  can do it... but damn.
  When a player uses their Arcane talent, ask them 
  what source of magical energy they're channeling 
  through their mind and body. Then ask them what 
  they try to force that energy to do. The more 
  powerful the effect, the more risky the roll. 
  The Techie talent is a bit like this, too. It's 
  intentionally vague so the player can get creative 
  with it. But the risk should generally fit the effect 
  they're trying to achieve. If they want to  collapse 
  the probability wave of the energy portal to turn 
  it into a resurrection machine—okay, sure, but if 
  they mess up someone's getting disintegrated.
  LOOT
  The amount of loot the PCs are able to haul out of 
  a Break is the scoreboard for the game. Every two 
  pieces of loot a PC hauls out is like one letter-grade 
  worth of performance. 2: D, 4: C, 6: B, 8: A. You can 
  track the Breaker's careers this way on their path 
  to retirement after Veteran level. Was your career 
  a forgettable D-average? Or were you an A-level 
  kind of Breaker that retires to fame and fortune?
  Loot can be shards (weird crystals that form at 
  Break sites) or strange artifacts from the Dark 
  World (the usual dungeon treasures—golden coins 
  or magical items). Any given area of a Break site 
  might have Loot. The PCs can scrounge to find it.
  The keystone shard that keeps a break open is 
  essentially a huge piece of Loot (equivalent in value 
  and weight to about 20 Loot). Most Breakers just 
  set timed C-4 charges on it and try to get out 
  of the Break before it detonates. But especially 
  daring PCs may be tempted to figure out a way 
  to haul the thing out, intact. Hell, driving a 4x4 
  truck with a winch into a Break might be a fun 
  adventure in itself. 
  RESTING & SCROUNGING
  The PCs can rest during an expedition into the 
  Break. When they rest, every PC rolls 1d6 for 
  each unspent Strain and recovers that much HP. 
  Then each PC recovers all of their Strain. Each 
  PC may also use a First Aid kit to recover 1d6 
  HP. A character with the Medic talent can give an 
  additional +1d6 HP to any character of their choice.
  In addition, during a rest period, the PCs may 
  scrounge the area. A PC can scrounge for Loot or 
  they can scrounge for gear. Make an Insight roll. On 
  a 12+, you find 4 Loot or a couple pieces of gear. 
  On a 10 or 11, you find d3 Loot or a piece of gear 
  you're looking for. On a 7-9, you find d3 loot or a 
  piece of gear, but it's an ordeal—stuck in wreckage, 
  locked in a treasure chest, obscured by some stupid 
  dungeon puzzle or whatever. You get the loot if you 
  suffer 1d6 damage from fatigue and trouble.  On a 
  6-, it's like a 7-9, but you just suffer the damage 
  and get nothing from it. What a rip-off.
  When you rest, you can choose to scrounge first, 
  then heal and recover strain, or vice versa.
  You might also use the scrounging mechanic to 
  represent some other downtime activity during an 
  adventure, like studying the magic runes in a temple to 
  learn how to summon a guardian spirit, or using heavy 
  tools and spare parts to fortify a position against an 
  impending monster attack. Feel free to get creative.
  
  SAMPLE MONSTERS
  CREEP SWARM 
  FAST  ARMOR 0  HP 12
  (Or: Goblins, Kobolds, Giant Insects)
  Attacks: Jump all over you, biting and clawing 
  (d6). Saliva poison (d6. Resolve save. 0/half/full 
  damage). Spray attacks can hit the swarm with 2 
  of their damage dice. When destroyed, turns into 
  3 individual Creeps.
  CREEP 
  V.FAST  ARMOR 0  HP 3
  Attacks: Jump all over you, biting and clawing 
  (d3). Saliva poison (d6. Resolve save. 0/half/full 
  damage).
  SCORCH 
  NORMAL  ARMOR 0  HP 5
  (Or: Orcs or Skeletons w/ bows and bombs)
  Attacks: Flame dart (d6 ranged). Channel fire (adds 
  Spray to next flame dart attack). Burning claws 
  (d3 close AP).
  WRAITH 
  FAST  ARMOR 0  HP 9
  (Or: Medusa, Elemental, Living Shadow)
  Attacks: Ghostly swipe (d6 AP close). Fear gaze 
  (d6+3. Resolve save. 0/half/full). Phase through 
  walls or floors (surprise ambush or escape).
  Ghost Form: Physical attacks do only 1 damage 
  to the Wraith. Energy attacks are strong against 
  it (add +1d6 damage).
  OGRE 
  SLOW  ARMOR 4  HP 20
  (Or: Troll, Living Statue, Small Dragon)
  Attacks: Smash (2d6 close). Throw wreckage (4d6 
  spray ranged).
  ROGUE BREAKER 
  NORMAL  ARMOR 1  HP 8
  (Or: Evil Knight, Armored Skeletal Warrior)
  Attacks: Assaut Rifle (d6 ranged). Grenade (3d6 
  spray).
  THE CLOUD OF WOE 
  FAST  ARMOR 3  HP 30
  Attacks: Dark Tendrils (4d6 spray AP ranged). 
  Smother (Resolve save. 0/2d6/3d6). Darkness 
  (pitch dark, area, close). If destroyed, reforms in 
  d6 minutes.
  World of Dungeons: Turbo and the Breakers playset are 
  by John Harper.
  Contact: @john_harper      oneseven@gmail.com
  Inspired by: Ghostbusters (movie), Army of Darkness (movie), 
  Thundarr the Barbarian (TV), Apocalypse World and Dungeon 
  World (RPGs). Based on the World of Dungeons mini rpg.
  This game is licensed under CC BY-NC-SA 3.0.
  http://creativecommons.org/licenses/by-nc-sa/3.0/us/
  Get more games at onesevendesign.com.
  WORLD OF DUNGEONS: TURBO—BREAKERS
  Patreon Release v1.1
  September 2016
  This game is dedicated to Cameo Wood, Maitre Sinh, and Paul 
  Tevis. Thank you so much for your amazing support!
  This game was created through support via Patreon.
  Go to patreon.com/johnharper to find out more. Patrons who made 
  this game possible:
  Aaron Sturgill
  Aaron Z
  Abrahm Simons
  Adams Tower
  Adam 
  Adam D Clayton
  Adam Drew
  Alan Jackson
  Alden Strock
  Aleksandr Ermakov
  Alexander Gräfe
  Alexander Prinz
  Alex Blue
  Alex Schroeder
  Alfie Kirk
  Alice Pooler
  Al Billings
  Andrew Cain
  Angelo Pileggi
  Antero Garcia
  Antoine Boegli
  Antoine Fournier
  Antoine Pempie
  Arthur 
  Arttu Hanska
  Bastian Dornauf
  Bay Chang
  Benjamin Grandis
  Benjamin Hinnum
  Ben Dutter
  Ben Scerri
  Ben Wray
  Billy Bryan
  Boris Karl
  Bo Bertelsen
  Brady Lang
  Brendan Adkins
  Brendan Conway
  Brennan Taylor
  Brian Minter
  Brian Paul
  Bruce Curd
  Bruno Bord
  Bryant Durrell
  Bryant Stone
  Bryan Whalen
  Calvin Lindfors
  Cam Banks
  Carlos Silva
  Carl Mattsson
  Catherine Ramen
  Charlie Vick
  Christian Nord
  Christopher Gunning
  Christopher Lazenbatt
  Chris 
  Chris Bennett
  Chris Visser
  Chris Weidner
  Chuck Dee
  Colin Fahrion
  Dale Horstman
  Damon Wilson
  Daniel Fidelman
  Daniel Hägglund
  Daniel Ley
  Daniel Lofton
  Dan 
  Dan Shimizu
  Dave LeCompte
  David 
  David Bapst
  David Beaudoin
  David Bowers
  David Dorward
  David Gallo
  David Gardiner
  David Morrison
  David Murphy
  David Shirley
  David Turner
  Donogh McCarthy
  Dylan Green
  Dylan Boates
  Dylan Clayton
  Dylan Durrant
  Eadwin Tomlinson
  Eden Brandeis
  Eduardo Caetano
  Ed McW
  Elliott M. Freeman
  EricVulgaris 
  Eric Mersmann
  Esteban Riviera
  Euan Smith
  Evil Hat Productions
  FelTK 
  Filthy Monkey
  Flavio Mortarino
  Francisco Castillo
  Francis Dickinson
  Frazer Porritt
  Fred 
  FriendlyFireTV 
  [Matthew Dennis]
  Gabriel Carlson
  Gareth Ryder-Hanrahan
  Gary Blunt
  Gereon Kaiping
  Grant Howitt
  Greatkithain 
  Guilherme Rodrigues
  Guillaume Carré
  Hal Mangold
  Hans Messersmith
  Harry Lee
  Herman Duyker
  Hiroki Shimizu
  Ian 
  Ian Swanson
  Ivan 
  J.B. Talassa
  J.M. 
  J.Walton 
  J. Brandon Massengill
  JT Radzai
  James P Sauers III
  James Stuart
  Janek 
  Jared Hunt
  Jarrod 
  Jason Blalock
  Jason Lutes
  Jason Paasch
  Jason Pitre
  Jason Tocci
  Jay Ward
  Jean-Christophe 
  Cubertafon
  Jeff Johnston
  Jeff Pitrman
  Jeff Szusz
  Jens Alfke
  Jeremy 
  Jeremy A. Christian
  Jeremy Collins
  Jeremy Kear
  Jeremy Morgan
  Jeremy Tidwell
  Jeremy Zimmerman
  Jesper Cockx
  Jesse Butler
  Jim Dagg
  Jim DelRosso
  Jim Hart
  Jim Nicholson
  Jim Ryan
  Joey 
  Joe 
  Joe Banner
  Johnstone Metzger
  John Aegard
  John Halsey
  John Powell
  John Rogers
  John Ryan
  Jonas Richter
  Jonathan 
  Jonathan Arnould
  Jonathan Fish
  Jonathan Korman
  Jonathan Leitheusser
  Jon Edwards
  Jon Harris
  Jordan Hatchell
  Joseph Le May
  Joshua Ansell
  Joshua Ramsey
  Josh Roby
  João Mariano
  Judd 
  Jérôme Larré
  J D
  Kari Hoffren
  Kathryn Hymes
  Keith Baker
  Keith Stetson
  Kim 
  Krzysztof 
  Kyle 
  Lane 
  Lester Ward
  Linda Larsson
  Logan 
  Lukar 
  Lukas Fuchs
  Luke Jordan
  MC Lula (James Mendez 
  Hodes)
  MadJay
  Mak Diaz Truman
  MapForge 
  Marcos Orozco
  Marc Majcher
  Mark Delsing
  Mark Fenlon
  Mark Griffin
  Mark Nau
  Marshall 
  Marshall Miller
  Martin Eden
  Matthew Caulder
  Matthew Gagan
  Matthew Klein
  Matthew SB
  Matt Doughty
  Matt Greenfelder
  Matt Helms
  Matt Machell
  Matt Morton
  Matt Pruitt
  Matt Weber
  Max Perman
  Michael Atlin
  Michael Bowman
  Michael Fujita Wight
  Michael Hill
  Michael Prescott
  Michael Pureka
  Michael Raichelson
  Michael Sands
  Michael Yater
  Mikael 
  Mikael Tysvær
  Mike Retzlaff
  Mike Riverso
  Mike Sergio
  Mike Sugarbaker
  Miska Fredman
  Moisés Giménez
  Mátyás Horka
  Nate Marcel
  Nathan Black
  Nathan Harrison
  Nat 
  Niall 
  Nicola Urbinati
  Noam Rosen
  Oliver Scholes
  Ollie Gross
  Oscar von Jentze
  Parker D Hicks
  Patrick Brannick
  Patrick Gamblin
  Patrick Holzman
  Paul 
  Philippe “Sildoenfein” D.
  Philip Espi
  Philip LaRose
  Phillip Webb
  Rachel E.S. Walton
  Rafael Rocha
  Rahyll 
  Randy Lubin
  Raul 
  René John Kerkdyk
  Richard Ruane
  Rick 
  Robert Heinsoo
  Robert Rees
  Rob Abrazado
  Rob Deobald
  Rob Donoghue
  Romain Durand
  Ross Cowman
  Rustin Simons
  Ryan Macklin
  Sam Hawken
  Sam Jones
  Sam Zeitlin
  Scott Bennett
  Sean Bouchard
  Sean Burns Munro
  Sean M. Dunstan
  Sean Nittner
  Seth Johnson
  Seth Martin
  Shawn McCarthy
  Shervyn von Hoerl
  Simon Brunning
  Sophie Lagace
  Spenser
  Stephanie Bryant 
  (Mortaine)
  Stephen Hood
  Steven D Warble
  Steven Hanlon
  Steve Discont
  Steve Nix
  Stras Acimovic
  Stuart Chaplin
  Stuart McDermid
  Svend Andersen
  Taylor LaBresh
  The Doubleclicks
  Timothy Carroll
  Tim Jensen
  Todd Grotenhuis
  Todd Mauldin
  Tony Dowler
  TraderVic 
  Tun Kai Poh
  Tuukka Heimola
  Tyler 
  Vasco Brown
  Vasiliy Shapovalov
  Veles Svitlychny
  Ville Halonen
  Vincent Baker
  Walter Fedczuk
  Wilhelm Fitzpatrick
  William Paulson
  Will 
  Will Hindmarch
  Wright Johnson
  Xavid 
  Yragael Malbos
  Zachary Fontes
  승한 오
  
  insight
  insight
  prowess
  prowess
  resolve
  resolve
  WORLD OF DUNGEONS: TURBO
  WORLD OF DUNGEONS: TURBO
  	
  ARCANE: You can attempt 
  to control magical energy. 
  This is very dangerous, but 
  hey, magic powers.
  	
  LUCKY: Once per expedition, 
  avoid a bad outcome and get 
  away scott free.  USED 
  	
  MEDIC: You can use first 
  aid during a conflict. During 
  a rest, give +1d healing.
  	
  QUICK: You get +1 speed.
  	
  SHOOTER: You inflict +1d 
  damage in ranged combat.
  	
  SLAYER: You inflict +1d 
  damage in close combat.
  	
  TECHIE: You can do science 
  to things; like reverse the 
  polarity to overload the 
  energy matrix or whatever.
  	
  TOUGH: You get +6 HP.
  	
  WILD: You can commune 
  with nature, track things by 
  scent, speak to animals, do 
  Elf type shit.
  	
  ARCANE: You can attempt 
  to control magical energy. 
  This is very dangerous, but 
  hey, magic powers.
  	
  LUCKY: Once per expedition, 
  avoid a bad outcome and get 
  away scott free.  USED 
  	
  MEDIC: You can use first 
  aid during a conflict. During 
  a rest, give +1d healing.
  	
  QUICK: You get +1 speed.
  	
  SHOOTER: You inflict +1d 
  damage in ranged combat.
  	
  SLAYER: You inflict +1d 
  damage in close combat.
  	
  TECHIE: You can do science 
  to things; like reverse the 
  polarity to overload the 
  energy matrix or whatever.
  	
  TOUGH: You get +6 HP.
  	
  WILD: You can commune 
  with nature, track things by 
  scent, speak to animals, do 
  Elf type shit.
  TALENTS
  TALENTS
   First Aid  Supplies
   Repair Kit  Tech Kit  C-4
   Climbing Gear  Heavy Tools
   HAZMAT Gear  SCUBA Gear
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
                   Loot
   First Aid  Supplies
   Repair Kit  Tech Kit  C-4
   Climbing Gear  Heavy Tools
   HAZMAT Gear  SCUBA Gear
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
                   Loot
  SPEED
  SPEED
  LOAD LIMIT
  LOAD LIMIT
  PACK
  PACK
   VERY FAST
   VERY FAST
   FAST
   FAST
   NORMAL
   NORMAL
   SLOW
   SLOW
  Rig: Radio, Flashlight, Zip-Ties, 
  Glow Sticks, Lighter, Multi-Tool
  Personal Item ________ ______________
   Armor 
   Armor 
   Shield
   Weapon  Weapon
   Special Weapon 
  AP    FAR    HEAVY    SPRAY
   Grenades  Flashbangs
   NVGs+ Gas Mask  Scanner
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  Rig: Radio, Flashlight, Zip-Ties, 
  Glow Sticks, Lighter, Multi-Tool
  Personal Item ________ ______________
   Armor 
   Armor 
   Shield
   Weapon  Weapon
   Special Weapon 
  AP    FAR    HEAVY    SPRAY
   Grenades  Flashbangs
   NVGs+ Gas Mask  Scanner
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  GEAR ON HAND
  GEAR ON HAND
   2  
  1
   2  
  1
   3  
  2
   3  
  2
   5  
  3
   5  
  3
   8  
  5
   8  
  5
  ACE
  ACE
  PRO
  PRO
  CIVILIAN / CRIMINAL / MILITARY / SCIENCE / WEIRD
  CIVILIAN / CRIMINAL / MILITARY / SCIENCE / WEIRD
  COLT
  COLT
  VETERAN
  VETERAN
  HP
  HP
  EQUIPMENT & SPEED
  EQUIPMENT & SPEED
   HAZY (-1 SPEED) 
   HAZY (-1 SPEED) 
   BROKEN (-4 MAX HP) 
   BROKEN (-4 MAX HP) 
   WEARY (-1 STRAIN) 
   WEARY (-1 STRAIN) 
  ARMOR
  ARMOR
  EXPERIENCE
  EXPERIENCE
  BACKGROUND
  BACKGROUND
  STRAIN
  STRAIN
  NAME
  NAME
  LOOK
  LOOK
  NOTES
  NOTES
  
SOURCE: textdata/thevault/World of Dungeons (PbtA)/Breakers - World of Dungeons Turbo.pdf