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TURF Factions

WARRIOR (2 slots) - Veteran soldiers and arms. Adds 2 Buffs. more glory and wealth, he has raised a small force to patrol the SCOUT (1 slot) - Spies and scouts. Adds 1 Buff and reveals borderlands and “protect” travelers for a fee. hidden information. STR 4 DEX 3 WIL 2 1) The TURF rules add factions to the DURF system in a way that TREASURE (1 slot) - Wealth and resources. Adds 1 Buff and Assets: Warrior x2, Scout uses similar mechanics as characters such as action rolls, can be liquidated for gold.
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0% found this document useful (0 votes)
45 views2 pages

TURF Factions

WARRIOR (2 slots) - Veteran soldiers and arms. Adds 2 Buffs. more glory and wealth, he has raised a small force to patrol the SCOUT (1 slot) - Spies and scouts. Adds 1 Buff and reveals borderlands and “protect” travelers for a fee. hidden information. STR 4 DEX 3 WIL 2 1) The TURF rules add factions to the DURF system in a way that TREASURE (1 slot) - Wealth and resources. Adds 1 Buff and Assets: Warrior x2, Scout uses similar mechanics as characters such as action rolls, can be liquidated for gold.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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TURF

FACTIONS UNDER DURF RULES FACTION FALLOUT


Instead of an entirely new system, the TURF rules are governed
by the same engine that PCs in DURF use. For factions, all of If the defending faction has less FD. The defender suffers 1d6 +
the following things work the same: difference in FD in Stress. The attacker gets nothing of
significant value. This is punching down—a show of force.
TURF brings factions to the rules-light dungeon-fantasy game • Action rolls & saving throws.
of DURF. It’s been built so that factions operate under similar If the defending faction has equal FD. The defender suffers 1d6
• Opposed rolls.
mechanics as PCs in DURF, meaning there’s no new faction Stress and the attacker suffers 1 Stress. The attacker steals 1
system to learn. It’s time for a good old fashioned TURF war. • Pushing a character. (In this case, pushing a faction.) Treasure from the defender.

TURF was written by Ty Pitre. This entire text is CC-BY 4.0. If the defending faction has more FD. Both sides suffer 1 Stress.
ASSET BUFFS The attacker gets Treasure equal to the difference between FD
DURF is by Emiel Boven and is licensed under CC-BY 4.0. Assets are most often used to add Buffs to a faction’s roll. For they have with the defender.
each roll, you can only gain Buffs from a single type of asset,
but if you have multiple slots worth of that type, you gain that If you’re attacking someone stronger than you they don’t lose
FACTION ATTRIBUTES treasure—what’s significant to your smaller faction is
many Buffs. For example, if you have 2 warrior assets you can
Each faction has three attributes: acceptable losses to them.
use them on a roll to get 2 Buffs.
STR – Power. The ability to muster soldiers, win wars, and burn If either side doesn’t have enough asset slots to suffer Stress, it
villages. FACTION STRESS becomes Losses instead.
Each instance of Stress takes up 1 asset slot.
DEX – Flexibility. The ability to perform quickly, move
operations, and send out spies. If a faction would gain Stress and has no asset slots in which to
TREASURE
receive it, they can choose to discard an asset or take it as To purchase an asset, spend a turn and pay Treasure equal to
WIL – Logistics. The ability to plan ahead, pull off complex current FD.
Losses.
schemes, and understand the true motives of other factions.
In a pinch, a faction can liquidate 1 Treasure into personal gold.
New factions have a 1, 2, and 3 to be assigned to abilities. ATTACKING OTHER FACTIONS Roll a d6 per FD and multiply the total by 10 to get the amount
Enacting your faction’s will on another is always considered an of GP. Then, roll WIL: on a failure, lose an additional Treasure.
FACTION DICE AND ASSET SLOTS attack, though it may not be physical violence. Describe what
your faction does to destabilize another, and work with the GM FACTION DICE AND LOSSES
Faction Dice (FD) represent the size and scope of the group.
to pick an attribute for the action roll.
These are rolled when the faction suffers Losses to determine Each time a faction suffers Losses, they roll all of their FD. If
if they can hold together. 1 FD represents a small, struggling the result is less than or equal to the Losses they have
Both sides roll. The side with less FD gets Breaks equal to the
group, while 12 FD represents a powerful, nearly unstoppable accumulated the faction is dissolved or destroyed.
difference. For example, in a situation where the attackers
force.
have 2 FD and the defenders have 4 FD, the attackers would get
Asset slots are used for special forces within the faction, and
2 Breaks. RECOVERY
also a way to soak damage to prevent Losses. At the start of each Faction Turn, a faction recovers 1d6 points.
If the attacker wins, Fallout is dealt. They recover into Losses first, and Stress second.
A faction has asset slots equal to FD x 2.
FACTION TURNS At any time, a faction can choose to sacrifice a FD. They
A random number of factions are activated each faction turn. permanently lose the FD and must decrease an attribute by 1
HOW TO PLAY but immediately recover 2d6.
The exception is PC controlled factions—the chaos they incite
The group should decide together how factions work. Each
always causes their factions to get a turn.
player might have their own faction, which they control during
faction turns. Otherwise, all the players should belong to the ADVANCEMENT
Each faction turn, 1d6 factions take actions, in addition to any
same faction and make decisions for it as a group. A faction can spend a turn and pay current FD x 2 in Treasure
factions that interacted with the PCs during the last faction to increase their FD by 1.
turn.
Faction turns should be slotted in between adventures. Play
through as many turns as you’d like as a group. A good place to When a faction’s FD increases, they also increase one attribute
Factions go in order of FD, from smallest to largest. Ties go to
return to the PCs is when a situation develops that needs the by 1 point. No attribute can be raised above 8.
the faction with the higher DEX.
special chaotic touch that only adventurers can provide.
FACTION ASSETS
Players and GMs should make up new assets or flavor the
existing ones to better fit their campaigns.
PREMADE FACTIONS BARON-GUARD
The Baron is an old veteran from the King’s War, returned a
hero with stolen treasures and veteran warriors. Hungry for
Unlike NPCs in DURF, all factions are treated equally with the power, the Baron plans to use the fear of another war to his
Actors, for pompous pretending and bouts of drama. same stats and rules. own advantage.

Assassins, for killing your enemies and your friends. Goal Gain control of the city and enforce martial law.
SISTERS OF THE SLEEPLESS NIGHT
Barristers, for getting you off the hook for atrocities. A mysterious group, bound together by the dangerous dreams Recognize them by... the emblem of the baron proudly
they all share and seek reprieve from. Every rumor about them displayed: the upside down head of a boar, with a tree growing
Bureaucrats, for adjusting the ledgers in your favor. seems to be half true, and they radiate danger. upwards from the neck.

Chemists, for cooking up the best stuff. Goal Unshackle the Sleeping One from their bonds and bring STR 3 DEX 2 WIL 3, FD 3, Asset Slots 3/3, Treasure 8
them forth into the world. Assets Baron-backed Funds (1), Seasoned Veterans (1), Fear (1)
Diplomats, for smoothing over the murder and thievery.
Recognize them by... their flowing black robes, dotted with
Engineers, for discovering new ways to do horrible things.
stars of silver thread.
TROUPE OF ROSES
Ten years ago, they were at the top. Now, they’ve fallen into
Evangelists, for inciting a fire in the people’s hearts. ruin. Each of them has been taken by an obsession to uncover
STR 4 DEX 1 WIL 3, FD 3, Asset Slots 3/6, Treasure 5
Assets Templars (2), Mystics (1) and perform The Impossible Play, going out in one last
Healers, for stitching things back together after they go bad. masterful performance.
Hedge Wizards, for sparking up a bit of magic at the right time. IRONBLADES Goal Regain glory by performing The Impossible Play.
Outcasts, the forgotten, and the lost. They are violent and
Knights, for the pretending of honor and all its trappings. Recognize them by... their copper rose pins and dark circles
deadly, united in the purpose that brought them together:
fighting a threat hidden in plain sight. under the eyes.
Merchants, for raking in dishonest coin from honest people.
Goal Uncover the hive mind of the ribbon-worms and destroy STR 1 DEX 3 WIL 2, FD 1, Asset Slots 1/1, Treasure 0
Monsters, for letting loose and losing control.
it. Assets Performers (1)
Mystics, for the strange stuff that makes you uncomfortable.
Recognize them by... the iron daggers they carry, each one
stained with their own unwashed blood.
THE ACADEMY VIOLET
Nobility, for general oppression and the best parties. An academy constantly low on funding. They’re willing to take
STR 4 DEX 4 WIL 1, FD 4, Asset Slots 6/8, Treasure 7 on any student for the right price, with admission rates and
Orphans, for all the latest gossip and street-work.
Assets Assassins (3), Warriors (3) fatality rates being a shockingly close number.
Raiders, for taking good stuff from good people.
Goal Retrieve the school charter, stolen months ago by the
RIBBON-WORMS Sisters of the Sleepless Night.
Scholars, for doing all the thinking, all damn day.
Parasitic leeches of magical origin. A single worm latched onto
bare skin can influence a person’s thoughts. A dozen worms Recognize them by... their four-color sashes, which they cannot
Scouts, for finding weak spots and pressing hard.
has complete control. remove under any circumstances.
Smugglers, for getting the good stuff out and the bad stuff in.
Goal Organize a dig to the darkest depths under the city to free STR 2 DEX 1 WIL 6, FD 4, Asset Slots 5/8, Treasure 0
Spies, for playing both sides, and possibly being true to yours. the Worm-father.
Assets Dedicated Students (2), Research Libraries (2), Magical
Templars, for spewing righteous rhetoric while they fight. Recognize them by... the host’s shaking hands. The ribbon- Professors (1)
worms implant shame in the minds of their victims, who seek
Thieves, for breaking in and taking the good stuff. to hide the condition.

Thugs, for acting tough and playing rough. STR 2 DEX 3 WIL 8, FD 8, Asset Slots 6/8, Treasure 0
Assets Mind Controlling Worms (6)
Warriors, for caving in heads with deadly weapons.

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