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Breachworld RPG BETA
Breachworld RPG BETA
I dont know how to quite tell you the story of how Breachworld came to be.
Ive written bits and pieces of the pages that follow through a number of
different states and several different countries. My primary design notebook
has made it to three continents. Ive chatted with friends and colleagues about
this project by phone, text, email, instant messenger and sitting at tables at
lunch, from the car, in my living room, or in engineering offices in Texas and
Saudi Arabia. There havent been many days that the world, characters, and
avenues to adventure found in this volume havent occupied my thoughts. I
have a lot of rough outlines and notes on dozens of other projects littering
my hard drives and file cabinets, but this is one that I havent been able to
shake.
The long journey is just a footnote now, and what matters is that somehow, after years of noodling and pondering and tinkering, this book managed
to reach you. This is a story that Ive always wanted to tell, a world Ive always
wanted to know. This is a gate to adventure that I have always wanted to open
for all of you so that we can share in it together.
Lets do this.
Jason Richards
2014
Dedication
Dedicated to the man who gave me my first real byline and whose games
have inspired me to create new worlds since I was a kid. Thanks, Kevin
Siembieda.
Acknowledgements
Id like to acknowledge the following people who helped make this game a
reality:
My amazing and incredibly tolerant wife, Susan.
Zachary Houghton, for introducing me to Mini Six and planting this idea
in my brain.
Jason Marker, for his friendship, encouragement, assistance, and for being
someone to so greatly admire.
Ray Nolan and Phil Morris at AntiPaladin Games for creating such a sleek
and fun system in Mini Six.
Eric Gibson for graciously putting OpenD6 out there for all to use.
Responsibility in Business
Foreword
The Earth is an untamed wilderness, unrecognizable from centuries ago
when humanity enjoyed a Golden Age of peace, abundance, science, and art.
This era of enlightenment was brought about by the discovery of new global
teleportation technology known as Gates. The end of human society was
similarly brought on decades later by the sudden and catastrophic malfunction of this technology, when control of it was lost and the Gates opened
random doorways through space-time. These permanent, uncontrolled rips in
the fabric of the universe are known as Breaches. Through them pour alien
beings, creatures, vegetation, plagues, and environments. The Earth was
transformed in an instant, and human civilization collapsed in an event now
known as The Fall. Very little verifiable information exists from the centuries
that span from The Fall until only a few generations ago.
The Breaches are still open and active, but humans normally avoid them,
preferring to steer clear of the dangers they present. For alien beings or
creatures that pass through, its a one-way ticket; Breaches seem to all lead into our world, but not back out again. Anything that crosses into our world is
permanently made a part of it, to live or die on our dimensional shores.
The Earth is now populated by roughly as many aliens as humans, and for
every friendly otherworldly sentient, two are hostile. Feelings about aliens
vary from one group of humans to another and the same can be said for aliens feelings toward mankind. Some groups actively hunt one another and
some work in peaceful coexistence. Some humans enslave alien races while
others are subjugated by them. Some aliens are invaders or travelers while
some were displaced to Earth by forces they could not control.
Monsters lurk in the mountains, forests, plains, seas, and skies. Otherworldly beasts often defy description, while some resemble creatures of
Earths history or legends. Some species have proven able to be broken to
wear a saddle or yoke and others seem to have a cunning intelligence that belies their animal form. They are part of a transformed ecosystem, often
bringing their habitats with them as vegetation has slowly grown through
open Breaches and rests with roots in two worlds.
6
Introduction
What to Expect
After this short introductory section, this book is divided into three main segments.
First up, you have the section that details everything you need to know to create a
character in the Breachworld RPG. Here is where you can refer to full statistical information for Player Races, skill descriptions, Perks, Complications, and character
equipment.
Second is the section that lays out the game mechanics for the Breachworld RPG,
powered by a set of rules by Antipaladin Games, called Mini Six. This is actually a
refinement of Open D6, an OGL system owned by Eric Gibson. This is what many
gamers refer to as the crunch of the game, and includes the rules and methodology used by the Game Master to tell the story and resolve challenges using stats and
dice. There are rules for things like combat, car chases, the use of paranormal
powers, tests of skill, and character advancement. Additionally included are some
optional rules for your consideration.
Finally, you have the core of the Breachworld RPG, which is all of the information about the world, itself. This is what many gamers refer to as the fluff of the
setting. Here you will find the history of Earth and how society came to The Fall.
You will learn about the worlds many perils, and the alien and human beings that
populate it. Introductions will be given regarding some major players in world events,
or at least in those world events that will most immediately impact the characters.
At the end of the book youll find a number of resources for your use, like character sheets and reference charts to assist in character creation, gameplay, and Game
Mastering.
More than all of that, what I hope that you expect to find in this volume
is a fun, fast, and simple, yet satisfying gaming experience. I hope that you
expect to get together with friends, whether that means sitting around a kitchen table or putting on headsets in front of computers around the world. I
hope that you expect adventure. I will do my best to provide you the means.
10
Role-Playing
The core volume of this RPG was not written specifically for novice gamers.
For the sake of brevity, I would refer anyone new to role-playing in general to
www.breachworld.com and the introductory document and example of play
found there as a free download. Pulling out the basic how to for beginners
allows this RPG to be packed with as much gaming material as possible.
Rule #1
Over the course of this RPG, you will find references to Rule #1. This is the
first and most important rule in the Breachworld RPG, and it consists of only
two words: have fun.
The Mini Six ruleset was selected to serve as the framework for the
Breachworld RPG simply because it facilitates fun. Breachworld is a very fast
and loose game where anything can happen. The core game and its supplements will cover a dozen types of gaming standards, from the paranormal to
human augmentation to survival to world domination. Different player
groups will opt to be good guys, bad guys, and everything in between.
To accomplish this, the ruleset has to be streamlined and adaptable. In
Mini Six, there is one mechanic that rules just about every facet of the game,
that being that an attempt to do something is rolled versus a Target Number
appropriate to the difficulty. Great though it is, and thorough as I have tried
to be in the design of Breachworld and the adaptation of Mini Six, you will
surely find issues in your sessions that dont quite fit into the system as
presented. Dont sweat it. As a player, be creative and find solutions. As a
Game Master, make a ruling and move on. Dont let figuring out how many
dice to roll, or determining difficulty levels, or applying modifiers slow down
the game or take away from the enjoyment.
So remember, there is only one rule that actually matters: have fun.
12
Part 1 :
Character Creation
Character Creation
Character creation is a simple and quick process in the Breachworld RPG, but
also allows for massive amounts of customization so you can create your
character to be whoever you want him or her to be. Creation is carried out in
seven easy steps, which are detailed in the following pages.
Before you get started, take a few minutes to read through the rest of the
Character Creation section to get an idea of how all of the pieces fit together,
then grab a pencil and dive into it.
This section will describe the steps to making your own Breachworld
character, which are:
Step 1: Select a Player Race
Step 2: Allocate dice to attributes
Step 3: Select Advanced Class
Step 4: Allocate dice to skills
Step 5: Allocate dice to Perks
Step 6: Select Complications
Step 7: Select gear
14
About half of all intelligent beings on Earth are non-humans, and each race
has a different set of natural abilities, advantages, and drawbacks. Each Player
Race template gives the racial minimum and maximum for each of the four
attributes (Might, Agility, Wit, and Charm), and the number of attribute and
skill dice that may be distributed for a new character. Dice are allocated to attributes in Step 2. Skill dice are utilized in Steps 3, 4, and 5.
Many Player Races also have special Perks and/or Complications that are
ingrained into the fiber of the species and cannot be changed, but otherwise
operate the same as normal, per Steps 5 and 6.
Finally, some races may have special conditions listed, typically some sort
of unique rule or player option that doesnt quite fit into the normal scope of
play.
Humans are often considered the interdimensional average for the many
races that inhabit the various universes. The typical human player character
receive 12D to distribute between attributes, with each attribute receiving a
minimum of 1D and maximum of 4D. Human player characters receive 7D
to apply toward skills and Perks, and have no particular racial Perks or
Complications. You will find templates for a number of different alien
species in the Player Races section.
Each character has four attributes which measure basic physical and mental
abilities that are common to every creature. Characters distribute dice among
the four attributes, the number of which depend on the characters Player
Race. The chosen Player Race also sets the limits on minimum and maximum
attributes for that particular species. When allocating dice to each attribute,
you may put whole dice in each or use a mixture of whole dice and pips.
Might represents physical strength, toughness, and amount of damage
dealt when striking unarmed.
Agility represents aim and coordination.
Wit represents mental creativity, intelligence, and paranormal skill.
Charm represents charisma, resolve, and leadership.
15
During this optional step in the character creation process, the character may
take on an Advanced Class. Advanced Classes are unique bundles of abilities
that use their own special mechanics to create a slightly different gaming experience. You may play the Breachworld RPG just as well without an Advanced Class. If you're unsure if you want to pick up an class during
character creation, your character can always learn one later after he or she
has been adventuring for a while.
Learning an Advanced Class is not without cost. It requires a substantial
investment when creating or advancing the character. Not all classes are
available to all Player Races, and Game Masters might choose to exclude any
or all of them from the game in the interest of Rule #1.
Advanced Classes
In this core RPG, there is only one Advanced Class available: the Epic. This
class is in many ways the sorcerer and psychic of Breachworld. Other Advanced Classes will be available in future supplements, including characters
that are expert in hand-to-hand combat, piloting mechanical suits of armor,
melding robotics with their own flesh, and more. Each new type will have its
own special abilities and unique powers to develop.
Epic
16
Biomedical
Manipulation
Beast Tongue
Heal
Induce Fear
Hallucination
Paralysis
Possession
Slumber
Still Mind
Telepathy
Electricity
Manipulation
Depower Object
Electric Field
Interference
Lightning Bolt
Magnetic Telekinesis
Power Electronics
Stun Bolt
Heat
Manipulation
Body Heat
Chill
Extinguish Fire
Feed Fire
Fireball
Heat Radius
Resist Heat
Spontaneous
Combustion
Kinetic
Manipulation
Accelerate
Break Fall
Deflect Projectile
Fly
Increase Gravity
Kinetic Suspension
Field
Push
Telekinesis
Light
Manipulation
Dark Vision
Flash
Hologram
Invisibility
Lantern
Laser Blast
Snuff Light
17
Matter
Manipulation
Aether Weapon
Animate
Armor
Conjure Simple Object
Create Food
Create Water
Death Spell
Disintegrate
Growth
Mask
Space-Time
Manipulation
Your character is further defined by skills. Players allocate dice to best represent the unique talents of their characters. The number of dice available to be
spent on skills depends on the selected Player Race. Any leftover skill dice
may be used in Step 5 to purchase Perks.
Skills are areas of expertise that represent focus and training. When putting dice into each skill, you can put whole dice in each or use a mixture of
whole dice and pips. No more than 2D may be spent in each skill during
character creation. If your character attempts to use a skill, but has no dice
allocated to that skill, simply roll under the appropriate attribute.
The following is a list of the standard available skills. A full accounting of
skills with descriptions and recommended specializations is found in a later
section. Some skills may not be available to every character for any number
of reasons, including GM preference. Other skills may be added to this list by
the Game Master to represent special knowledge in a unique area, but this list
covers the basics.
Skill List
Might
Axe*
Blunt*
Brawl*
Knife*
Lift
Pole-Arm*
Stamina
Sword*
Agility
Athletics
Bow*
Dodge*
Drive
Gunnery*
Handgun*
Pilot
Rifle*
Sleight of Hand
Stealth
Throw*
Wit
Aliens
Breach Science
Computer
Craft
Epic^
Language
Medicine
Navigate
Pick Locks
Repair
Search
Science
Survive
Track
18
Charm
Command
Courage
Diplomacy
Persuade
Ride
Seduce
Streetwise
Skill Specializations
Specializations are focused aspects of a skill. For example, Drive specializations might include Car and Motorcycle. One skill die can be spent to gain
three specialization dice at character creation. Combat skills and the special
skills (such as the Epic skill) dont normally have specializations.
19
During character creation, you may save some skill dice to acquire Perks for
your character. Perks provide relatively minor, situational advantages, such as
modifiers to certain skills, resistance to certain types of damage, or access to
special considerations from the Game Master. They may be purchased using
unspent skill dice or may already be included in a Player Race template.
The following Perks are meant to serve as examples and inspiration; the
number and range of possible Perks is practically endless, so GMs should feel
free to add their own. The number in parentheses is the number of whole
skill dice that must be spent to acquire the Perk. Full descriptions of all available Perks are found in a later section, but a list is provided below for your
convenience. Note that only a character who has taken the Advanced Class,
Epic, can take Epic Perks.
Perks
Patron (2)
Perceptive (2)
Prehensile Limb (1)
Quick Study (1)
Recall (1)
Reflexes (2)
Resistance (1)
Sidekick (3)
Signature Weapon (2)
Special Breathing (1)
Swimmer, Minor (1)
Swimmer, Major (2)
Unstunnable (2)
Epic Perks
During character creation only, you may select Complications for your character. These are troublesome, inconvenient, or otherwise negative traits or
characteristics that apply to the character. These grant no additional skill dice
during character creation. However, when a Complication pops up in play to
impact the game, the character earns one CP.
Characters may have at most two Complications under normal circumstances; some Player Races have a Complication or two assigned as part of
the template. Characters may not earn more than one CP per Complication
per session regardless of how often it comes up or how severely it impacts
the game. Full descriptions of all Complications are found in a later section,
but a brief list is provided below.
Complications
Age
Allergy
Crazy
Debt
Diet
Disabled
Doomed
Enemies
Fearsome Visage
Gremlins
Hazardous Environment
Illiterate
Infamous
Marked
Pariah
Personal Code
Primitive
Skeletons in the Closet
Unlucky in Love
Unlucky in Money
Soulless
Epic Complications
Astrological Flaw
Crutch
Demonic Pact
Dogma
Narrow Focus
White Wizard
21
Example: Complications
Your character starts with one weapon or piece of equipment related to each
skill you allocated dice to during character creation, plus some reasonable
personal items. For anything other starting equipment or weapons, beg the
GM. Stats for various types of equipment are found in the Gear section.
22
Player Races
What follows are brief templates for various races common to Breachworld.
These are just a few examples of the thousands upon thousands of types of
alien beings that find themselves on the planet, any of which are potential
player characters.
In order to get in as many playable types of characters as possible, Player
Races described in this core RPG are given using an abbreviated form that
focuses only on their stats and less on detailed descriptions and backgrounds.
Feel free to fill in the gaps with your own stories and world information to
create a more well-rounded character for your game. Future supplements will
include more comprehensive explorations of the backgrounds, motivations,
and descriptions of various Player Races.
It is the convention within the Breachworld RPG that the names of alien
races are capitalized. Strictly speaking, they should be used as lowercase, just
as one would not always capitalize human. However, because most alien
races are referred to by a description such as Climbers or Machine Men or
River Folk, the use of lowercase could be confusing, making it difficult to
determine if a word like climbers was being used generally toward
characters that can climb, or to refer to the specific alien race. The general
racial name of human is not used as a proper noun. However, the more
specific racial name of Earthling is always capitalized.
23
Feel free to create your own alien beings from beyond a Breach. There are no
hard and fast rules regarding assigning stat limits or dice. Most races have
12D for attributes, plus or minus up to 2D depending on the power level
of the race. Most also have 7D for skills, plus or minus up to 3D depending
on how advanced or innately skilled the race is, with adjustments made for
Racial Perks.
Not all beings are created equal and some will be more powerful than
others, but always be mindful of Rule #1.
Player Races are designed with the player characters in mind, who on the
whole are above average in many ways. This includes their attributes. For a
more down-to-Earth experience, try playing a more common character. The
average human has only 10D to distribute to attributes at the time of
character creation, and only 5D in skills.
24
Humans
Description
Earthlings of Breachworld, and many alien humans, display the same variations in appearance as did their pre-Fall ancestors. The Gates made racial diversity more widespread than ever during the Golden Age, so the
descendents of that varied population is similarly diverse.
As previously noted, near-humans come in variety of forms of what an
Earthline would call human. Only cosmetic differences from an array to
vast to measure set them apart from the native kin.
It is worth noting that most species of humans are anatomically and genetically compatible. The appearance of the offspring of such couplings varies. In some cases children always bear the physical appearance of the
genetically dominant race of the coupling. In others, the appearance of a
crossbreed child is a 50/50 proposition. In still others, offspring appear as a
rough middle ground between the appearance of his or her parents.
Also Known As
Climbers
In the towering ruins of cities or in the canopies of wild forests live a race
known commonly as Climbers. They come from a sky-dwelling world where
most go their entire lives without setting foot on solid ground, but live atop
networks of massive towers. On Earth they have built elaborate tree houses
or found suitable shelter in the remnants of downtown office buildings or
apartment towers, which they move between using their uncanny climbing
and leaping abilities. Its a common sight in a Climber colony to see young
children hanging carelessly over a chasm hundreds of feet down, or to see
parents leap from landing to landing with a baby held freely in one hand, so
at ease are the Climbers with their physical gifts.
Rely as they might on their natural abilities in their daily lives, Climbers
have a sophisticated society with a good understanding of modern technologies, and have great success salvaging in towering ruins where most cannot
reach. The Climber homeworld featured stunning architecture and building
technologies on par with anything from the Golden Age. In that tradition,
27
Description
Climbers are roughly human-sized, but have incredibly long, almost simian
arms and thick, powerful legs. Their wide-tipped fingers and toes have small,
retractable barbs, unsuited for combat but ideal for scaling even the steepest
surfaces. Their small, hairless heads have only simple slits for a mouth, nose,
and ears, and sit atop thin, elongated necks. They have coarse tan skin with
subtle brown, textured splotches.
Also Known As
Demonkin
Description
Demonkin
Attribute Dice: 11D+1
Skill Dice:
6D
Might: 2D/5D
Agility: 1D/4D
Wit: 2D/5D
Charm: 1D/3D
Move: 16
Racial Perks:
Healing, Lesser
Armor, Light
Racial Complications:
Infamous
Also Known As
Demonkin Rifle
Skill:
Rifle
Damage: 6D; 3D if rechaged by traditional human means;
May be set to lethal or stun settings.
Ammo: 25 blasts
Range: 100/500/1000 feet (30/150/300 m)
30
Dru
Dru are a race common to the Civilized Lands, having arrived on Earth
through a Breach found in the hill country to the west. They are notable for
their wandering culture and easygoing nature, as well as for their innate, limited psychic ability to commune with animals.
The Dru homeworld is very much like Breachworld in many respects. It
has wide open wilderness covering much of the surface, with towns and cities
isolated from one another geographically. There is no urban sprawl, as the
Dru as a people greatly value the outdoors and being in the elements. They
feel great kinship to nature, particularly
animals, with whom they can communicate through a simple form of telepathy. On their homeworld, the Dru
worked in partnership with livestock to
work the land and meet other needs,
such as transportation and even as
comrades at arms. They continue this
on Earth, trying as best they can to live
with the land and among their animal
brothers rather than at their expense.
Most keep one or two particular animal friends in close company, usually for
life. As one might expect, virtually all
Dru are strict vegetarians.
On Earth, many Dru find work in
their own communities as farmers and
ranchers, which number among the
most successful in the Civilized Lands.
These lands are often also worked by
beings of other races who come to the
Dru in order to learn their techniques;
the Dru are always eager to teach others their ways of community with the
natural world. Dru who cant still their
wanderlust enough to permanently
settle most often find work as guides
or as traveling farmhands, trading labor
and instruction for temporary housing.
Many others simply wander the countryside, exploring and living off the
land.
31
Description
Also Known As
Beast Talkers, Druids
Dru
Attribute Dice: 12D
Skill Dice:
5D
Might: 1D/3D+1
Agility: 1D/4D
Wit: 1D+1/4D
Charm: 1D+2/4D+2
Move: 15
Racial Perks:
Dru Beast Tongue
Racial Complications:
None
The Dru can communicate with animals via a crude sort of telepathy; but
this is not an ability to command or control. The animal can give and
receive impressions and some basic information, but only within the limits
of its natural perception. This limits their abilities as scouts or agents, as
complex thoughts and the interpretation of instructions are beyond most
animals.
32
Elder
visited the planet thousands of years before The Fall. The resemblance between
the Elder and Earthlings, is also unexplained and cannot be dismissed as mere
coincidence. For now, these are all mysteries, which many Elder have dedicated
themselves to solving.
Description
Elder
Attribute Dice: 14D
Skill Dice:
8D
Might: 1D+2/4D+2
Agility: 2D/5D
Wit: 2D/5D
Charm: 1D/4D
Move: 16
Racial Perks:
Attractive
Long-lived
Racial Complications:
None
Also Known As
Lens
Skill:
Damage:
Ammo:
Range:
Bonus:
Throw
4D+2
Unrestricted
10/50/150 feet (3/15/45 m)
+3 to strike
34
Grim
Many that have traveled the Civilized Lands will be be familiar with the
phrase, as dark as a Grim. The subject of that popular saying, the race
known as the Grim, are indeed dark in every way. The idiom refers to their
legendarily black and humorless personalities every bit as much as their thick,
smoke-colored skin.
Grim travel the Civilized Lands just as any other people, making their way
as best they can in a world that is not their own.
Their cultural discipline and toughness make
them natural soldiers and hunters of
men, professions which only add to the
perception that they all have dark souls.
They can be found in other professions
as well, be they scholars or merchants or
even farmers, but few ever shake the
reputation of being broody and sullen.
Much of this perception has more
to do with biology than personality.
Grim of both genders speak in deep,
gravelly voices. Their rigid, almost
mask-like facial structure gives them
hollow eyes and prevents facial movements such as smiling. Even when amused
or pleased, the natural Grim reaction is a
sort of low guttural growl instead of a laugh
or a grin, which is such a foreign cue to
most races that they totally misinterpret
it as annoyance or anger.
Any Grims chief concern in life is the
perfection of whatever he or she pursues.
Discipline and devotion are telltale signs of
the life of a Grim. They view these traits
as making them superior in many ways
to most other races, though individual
exceptions can be made to that judgement. The daily meditative practice of
the art wielding a Grim Blade is one
outward sign of this dedication,
though the weapons fearsome appearance does little to discount the
races reputation as dark and pitiless.
35
Description
Also Known As
Grim
Attribute Dice: 12D+1
Skill Dice:
6D
Might: 1D+2/4D+1
Agility: 1D+2/4D+1
Wit: 1D/3D+2
Charm: 1D/3D+1
Move: 15
Racial Perks:
Signature Weapon
Armor, Lesser
Racial Complications:
None
Grim Blade
The Grim Blade is a short sword, the traditional weapon of the Grim
homeworld. Razor-sharp on one edge, with a large barbed hook on the
other, it is a particularly violent weapon used more in the manner of a
cleaver than of a traditional short sword, as well as using the hooked side to
either disarm opponents or pull them in closer.
Skill:
Sword
Damage: +2D
36
The Holy
The Holy are a pious race whose entire culture is centered around religious ritual and observance. They
view themselves as benevolent reformers, but are often viewed by others as zealous oppressors. These
deeply spiritual beings worship a trio
of deities that they call the Great Sisters, who call their beloved children to
bring true religion and order to all
people from all worlds. They travel
across space-time to spread the word
of their goddesses.
On the Earth of Breachworld,
The Holy have been drawn to a place
that they view as an interdimensional
pulpit. They are not merely preaching
to the Earthlings, but have a chance
to reach thousands of different races,
all in one place. To them, Breachworld is the ultimate land of opportunity, and they work diligently to
make the most of it.
The governing credo of the Holy,
the Code of the Great Sisters, spells
out with great clarity the three stages
of their evangelical process. First, the
Holy establish missions that provide
food and shelter to those in need, in
order to gather an initial following.
Those that flock to these ecclesiastical
communes are taught about the universe as viewed by the Great Sisters
and their followers, who seek peace
and justice by stamping out the unbelieving villains to would take all wealth
and glory for themselves. This is followed by a message of warning to
those who resist the peace of the Great Sisters, lest they find themselves on
the outside, looking in on the enlightened. Finally, any remaining unbelievers
are destroyed by the faithful as a message to others that peace comes to those
37
Description
The Holy
Attribute Dice: 13D
Skill Dice:
7D
Might: 1D/3D+1
Agility: 1D+1/4D+2
Wit: 1D+1/4D+1
Charm: 2D/5D
Move: 12
Racial Perks:
Blessed
Racial Complications:
Personal Code
The Holy have massive, barrel-shaped torsos, spindly arms, and a long neck
with no obvious head at the end of it, but a single lidless eye. Their four
short, thin legs are generally hidden by the long robes that they wear. Their
skin is black, smooth, and cold like marble. Their voice emanates from
somewhere within their large chests and they have no mouth, nose, or ears.
They feed by drawing nutrient-laden gases or fluids through invisible pores in
their hides.
Also Known As
Machine Men
Description
Also Known As
40
Machine Men
Attribute Dice: 12D+2
Skill Dice:
10D
Might: 2D/4D
Agility: 1D/4D
Wit: 4D/6D
Charm: 1D/3D
Move: 15
Racial Perks:
Recall
Quick Study
Racial Complications:
Soulless
Morlocks
Description
Morlocks
Attribute Dice: 10D+2
Skill Dice:
4D
Might: 2D/4D+2
Agility: 2D/4D+2
Wit: 1D/3D
Charm: 1D/3D
Move: 15
Racial Perks:
Direction Sense
Nightvision
Racial Complications:
Disabled (Light Blind)
Primitive
Also Known As
42
Pathos
A major player in the Civilized Lands is the race known as the Pathos, a
people with natural psychic abilities. All Pathos are natural empaths, able to
sense the emotions of those around them. Those that choose to pursue the
development of their abilities can become incredibly powerful Epics, particularly in matters related to abilities such as ESP and mind control. Because of
the latter, Pathos are among the most feared aliens among xenophobic humans or other races. The reputation is not altogether undeserved, as many
Pathos have become notable
tyrants and despots through
the use of their powers. In
truth, however, the pursuits of
all Pathos are as varied as any
other race, with many heroes
counted among their ranks.
To Pathos, transparent
emotions are a natural part of
the social order. Thus, they
tend to be very forward in their
dealings with others and not
spare feelings or mask their intentions. Pathos usually say
what they mean and mean
what they say. This results in
seemingly extremely emotional
personas and behavior that
strikes many as obtuse or even
vulgar, as members of this
empathic race are not accustomed to hiding behind
niceties or false fronts.
Pathos are well known as
valued advisors and counselors
to various human or alien settlements, where their natural
gifts give them the greatest advantage over non-empaths.
There also exist a number of
notable small towns and villages that they call home for
themselves, where they try to
approximate life as it was on
43
Description
Also Known As
Pathos
Attribute Dice: 12D
Skill Dice:
6D
Might: 1D/3D+1
Agility: 1D/3D+2
Wit: 1D/4D
Charm: 2D/5D
Move: 15
Racial Perks:
Pathos Empathy
Racial Complications:
None
Pathos Empathy
TN:
Resist Roll
Duration: Concentration
Range: 100 feet (30 m)
Resisted: Epic skill, or Charm attribute
A Pathos can sense the emotions of those in the immediate vicinity. The
character gets a general sense of the mood of a group of people or animals
within the radius, as well as the presence of any particularly strong or out of
place feelings. A specific person or creature can be more specifically read, in
which case the Pathos can more distinctly determine the targets emotional
state.
44
Reptillian Raiders
Description
Reptillian Raiders
Attribute Dice: 12D
Skill Dice:
6D
Might: 2D/5D
Agility: 2D/4D
Wit: 1D/2D+1
Charm: 1D/3D
Move: 14
Racial Perks:
Natural Weapon
Racial Complications:
Primitive
Infamous
Also Known As
46
River Folk
River Folk are an amphibious race that can be found living in and around
many of the rivers, lakes, and marshes of the Civilized Lands. They are airbreathers, but are far more comfortable in the water than on land. Their slick
skin and webbed hands and feet make them excellent swimmers, and then
can hold their breath for extended periods. If exposed for any amount of
time to extremely hot or dry conditions, these amphibious beings begin to
suffer and, in extreme cases, die.
On their homeworld, a massive freshwater archipelago spanning the
globe, the River Folk enjoyed technology roughly equal to that of the Earth
during the Golden Age, but suffer the same limitations as
other high-tech races that must adapt to their new home
in its current state. They make their way on Earth by
farming muddy riverbanks and
lakeshore, or grow crops of aquatic
plants and flowers in the marshes and
shallows. They make do with primitive implements where they must, but
prefer to barter their always-abundant supply of fish and aquatic foodstuffs for more modern gear,
particularly farming implements
and weapons. Their homes are
typically built on floating platforms or just on the waters edge,
or even half-submerged with the
primary entrance accessible only
from underwater. This makes them
highly defensible positions in the case
of attack by hostile forces.
River Folk are not strangers to violence, themselves. The hard road of
survival is often made easier by theft,
raiding, or outright banditry, and so
River Folk have been known to engage in organized campaigns against
their neighbors, regardless of race.
These efforts may include sneaking into the camps of those
who spend nights too
close to bodies of water
and stealthily making
47
Description
River Folk
Attribute Dice: 11D+1
Skill Dice:
6D
Might: 1D/3D
Agility: 1D/3D
Wit: 1D/4D
Charm: 2D+1/4D+2
Move: 15
Racial Perks:
Swimmer
Racial Complications:
Environmental Weakness
These semi-aquatic beings have sagegreen skin flecked with yellow, red, and
blue. Their smooth bodies are without
hair, but do have small vestigial fins. Their
eyes are deep-set and yellow. They have a
nose on top of their heads, large ears that extend from their necks, and a
wide mouth full of jagged teeth. They have long toes with webbed feet, plus
webbing between their long fingers. The difference between the genders of
this egg-laying species is hard to distinguish, and those that find themselves in
the company of other races often struggle to learn modesty on par with humans, but do so in an effort not to stand out.
Also Known As
48
Tusks
Description
Tusks are tall, averaging nearly seven feet (2.1 m), and weigh in at well over
300 pounds (140 kg), usually approaching 400 (180 kg). Their bodies are
covered in gray bony plates that act as natural armor over steel blue skin that
can be seen peeking from beneath. They get their name from the two tusks
that extend from the lower jaw and are often banded with metal rings or
carved with ornamental designs.
Also Known As
Brutes or Tanks.
50
Skills
Below are short descriptions for the base skills used in this RPG. This list is
not exhaustive, but covers in broad strokes the most common skills practiced
by the characters of Breachworld. If players or Game Masters wish to add
skills to the list, simply assign the new skill to the most logical attribute and
move forward.
Also included with each skill are some examples of possible specializations for your consideration. Remember, specializations are not normally
available for combat skills or the Epic skill.
Might Skills
Might skills are those that deal with physical combat and acts of strength
or endurance.
Axe. The combat skill to wield arms with any type of axe, such as a battle
axe, hatchet, or pickaxe.
Blunt. The combat skill to fight with a mace, club, bat, staff, or other
such blunt object.
Brawl. The combat skill to fight unarmed.
Knife. The combat skill to wield any type of knife as a melee weapon.
Lift. The ability to move, lift, and carry heavy items. Generally does not
include specializations, but may be included at Game Master discretion.
Example specializations: Lift, Carry, or Push.
Pole-Arm. The combat skill used to wield any weapon mounted on a
pole, such as a halberd, pike, spear, or naginata.
51
Stamina. The skill checked when enduring a physical test such as running, swimming, or fighting for an extended period, or resisting physical
conditions such as poison, sickness, or pain.
Example specializations: Combat, Running, Swimming, Riding, Poison,
Pain.
Sword. The combat skill to wield any type of sword in combat, such as a
rapier, katana, broadsword, or gladius.
Agility Skills
Agility skills are those that deal with coordination, grace, dexterity, balance,
and ranged combat.
Athletics. The skill checked when attempting any type of feat of balance,
agility, or grace such as climbing a wall, swinging from a chandelier, running a footrace, or performing gymnastics.
Example specializations: Acrobatics, Climbing, Running, Bicycling.
Bow. This combat skill is used to operate any type of bow weapon such
as a crossbow, hunting bow, or compound bow.
Dodge. This combat skill is checked when attempting to evade an attack.
It is also the basis for the static combat statistic of the same name as detailed in the Game Mechanics section.
Drive. The skill used to operate all systems of a ground or water vehicle
such as a moving truck, personnel carrier, watercraft, or motorcycle.
Example specializations: All-Terrain Vehicle, Hydrofoil, Tank.
Gunnery. The combat skill used to operate any type of weapon mounted
on a vehicle, mech, or fortification such as a main battle cannon, fixed
machine gun, or missile launcher, or any indirect fire weapon such as a
mortar, catapult, or field artillery.
Handgun. This combat skill is used to wield any type of one-handed
firearm, such as a revolver, blunderbuss, semi-automatic pistol, energy
pistol, or sub-machinegun.
Pilot. This skill is used to operate vehicles that achieve true flight, such as
airplanes, helicopters, or space fighters.
Example specializations: Passenger Jet, Glider, Helicopter, Starfighter.
Rifle. This combat skill is used to operate any type of two-handed firearm, such as a musket, shotgun, assault rifle, bolt-action rifle, energy rifle,
or squad automatic weapon.
52
Wit Skills
Wit skills deal with raw intelligence, academics, learned abilities, and intuition.
Wit is also the basis for the Epic skill, which is used to perform Aether Feats.
Aliens. The understanding of alien cultures and biology, or the ability to
discern things about aliens with study.
Example specializations: any specific alien race.
Breach Science. The knowledge and skill to comprehend the phenomenon behind a Breach and the ability to use Breach-related technology such as a Breach
Closure Device (BCD).
Example specializations: Dimensional Theory, Gate Tech, BCD Ops.
Craft. The skill used to create relatively simple objects, from armor to
tuxedo jackets to handguns to works of art. Quality is determined by the
attempted difficulty of an item to be crafted, subject to the GMs approval. Advanced, alien, or complex construction is not included.
Example specializations: Clothing, Tools, Firearms, Leatherwork,
Sculpture, Carpentry.
Repair and Craft are very broad skills. It makes sense that just because
someone knows how to fix a combustion engine that they would not necessarily be able to rewire a circuit board, or just because someone can weave
cloth they dont have the same skill at forging armor. In this RPG, Repair
and Craft are written to combine all disciplines of making things or fixing
things into just those couple of areas of knowledge. It makes it simple and
easy. However, if building or fixing things are going to be major parts of the
game, GMs should feel free to break these catch-all skills into several categories and force players to focus their characters.
Epic. The skill used to perform Aether Feats. Available only under special
conditions as outlined in Step 3 of the character creation process.
History. The study and understanding of the history of Earth and humanity.
Example specializations: specific time periods (post-Fall, Golden Age,
Renaissance, Industrial Revolution, etc.), particular human cultures, specific areas of study (religion, warfare, education, etc.).
Language. The skill checked when attempting to speak, comprehend,
write, or read a foreign or alien language.
Example specializations: any specific alien or human language.
Medicine. The skill checked when attempting to heal someone of injury,
illness, or other malady.
Example specializations: Emergency Medicine, Poisons, Holistic Medicine, Neurology, Infant Care, Veterinary Medicine.
Navigate. The skill checked when attempting to determine a position,
plot a course, or make a map.
Example specializations: Star Navigation, Cartography, Surveying.
54
Pick Locks. The skill checked when attempting to bypass a lock or security system.
Example specializations: Deadbolt, Keypad, Biometric, Safe, Vehicle.
Repair. The skill checked when attempting to fix something, usually from
damage in the course of combat or adventure.
Example specializations: Armor Repair, Vehicle Repair, Computer Repair, Firearms Repair, E-Weapon Repair.
Search. Finding hidden or lost items or people, eavesdropping, investigating a scene for evidence, or otherwise trying to discover anything hidden
or that might not be immediately perceived; often used as an opposing
roll to the Stealth skill.
Example specializations: Listen, Find Trap, Fingerprinting, Frisking.
Science. Knowledge of the natural world and its principles.
Example specializations: Botany, Astronomy, Particle Physics, Electromagnetism, Kinetics.
Survive. Skill in staying alive, or even thriving in harsh conditions.
Example specializations: Desert, Jungle, Urban, Coastal, Subterranean.
Track. The skill of being able to follow in the path of someone or
something that has gone before by reading the signs of passage. Also includes skill at covering your own tracks so as not to be easily followed.
Example specializations: a particular type of mark (humans, Machine
Men, animals, vehicles, etc.), or a particular type of terrain (desert, forest,
jungle, etc.).
55
Charm Skills
56
Perks
Destiny (2). Characters with Destiny feel they are fated to some grand
purpose. Once per game session you may declare a failed roll is not part
of your destiny and immediately re-roll to get a different result.
Direction Sense (1). You always know which direction you have come
from and can always retrace your steps. Even if you are unable to see, you
never get turned around in the dark. You can always determine by instinct in which direction is a significant, known landmark.
Eagle Eye (1). You receive a +1D bonus to strike a target when at medium or long-range. This is limited to weapons designed to be used at such
a distance.
Extra Sense (1). You can detect something that humans cannot, be it radiation, seismic activity, Breach activity, or just about anything else. You
receive a +1D bonus to skills such as Search if it involves this particular
sense.
Feel like the price is too high or too low for any of these perks? Feel free to
adjust each one as you see fit. You can also raise or lower the costs across
the board to either discourage or encourage players to include Perks in their
characters.
Famous (1). You are very well-known in a positive light. You get +2D to
all Persuasion checks when turning on the charm with someone who
knows who you are.
Fast Draw (2). When determining initiative using a handgun, energy pistol, or similar weapon, you may use the Handgun skill instead of Agility to
make the check.
Favors (1). People owe you. Once per session you can call in one of
those debts. This can take the form of information, a temporary use of
equipment (borrowing a truck, plow, shotgun, etc.), a place to hide
someone or something for a brief time, or any similar favor.
Fearless (2). You do not experience fear, or if you do, it does not affect
you. This could be for biological, chemical, or even paranormal reasons.
Hardiness (1). You can really take a beating and stay standing. If Incapacitated, you automatically make your Stamina roll to stay conscious, but
normal penalties apply.
58
Healing, Lesser (1). You heal far more easily than most. You receive a
+3 bonus on all Might checks to heal.
Healing, Greater (2). In addition to the benefits of Lesser Healing, once
per session, you may will your body into rapidly healing itself by one
wound level. This effort requires one round of concentration.
Keen Sense (1). One of your normal senses is incredibly enhanced. Receive a bonus of +2D to any skill check where you can levy your keen
sense to our advantage.
Loot (1). You start with a little something extra in your pocket. You have
some genuine pre-Fall goods that you have inherited or salvaged that are
worth quite a bit in the right trade. You can cash this in with the GM
when you really want or need something that you otherwise cant afford,
or maybe a few small somethings.
Lucky (2). Once per session you may declare you are feeling lucky.
Double the result of your next roll.
Natural Weapon, Light (1). Add +3 to Brawling checks to attack using
this natural weapon (teeth, claws, tentacles, etc.) and +3 to Might checks
to determine Brawling damage with that weapon.
Natural Weapon, Heavy (2). Add +3 to Brawling checks to attack using
this natural weapon (teeth, claws, tentacles, etc.) and +6 to Might checks
to determine Brawling damage with that weapon.
Nightvision (1). Your vision is unhindered in the dark.
Patron (2). You are supported financially by a wealthy third party. No
more than once per session, you may contact your patron and attempt to
draw on his resources, be that repair services, lodging, supplies, a new
rifle, or covering a reasonable expense. Its a good deal, but comes with a
cost, as the patron can always ask you to do something in return, and refusal may get you cut off.
59
Perceptive (2). The GM may reveal small clues to you that others would
miss. Once per session a character may announce they are studying an
object or situation and the GM may reveal something that would be impossible for a normal character to determine. If nothing is revealed, this
perk may be used again.
Prehensile Limb (1). You have an extra limb, such as a tail or tentacle,
that is less articulated than a full and true hand, but is capable of manipulating simple objects. This limb may make a simple action during the
round without incurring the normal -1D penalty for multiple actions.
Quick Study (1). You catch on more quickly than most, and so its easier
for you to learn new skills or advance the skills you have. Wit skills require
one fewer CP than normal to advance. For example, if you have 4D in
Language, you must only spend 3 CPs to advance to 4D+1.
Recall (1). Any time the character chooses to recall anything he has experienced, the GM must tell him the truth in as much detail as the character would have been aware.
Reflexes (2). You are incredibly quick to react in combat. Add +3 to rolls
to determine initiative.
Resistance (1). You are resistant to a particular type of damage. This
could be fire/heat, cold, radiation, disease, bludgeons, blades, bullets,
lasers, stunners, or virtually any other type of damage. Add +6 to Soak
that specific type of damage.
Sidekick (3). You have a boon companion willing to join in your adventures. This character only gets 10D to spend on attributes and 4D to
spend on starting skills. The sidekick normally only receive 1 to 3 CP per
session, but never as many as his or her fearless leader.
Signature Weapon (2). You have a particular weapon that you are specifically trained to use to great effect. This is not a broad class of weapon,
like swords or handguns, or even somewhat specific, such as short swords
or revolvers. Your signature is a specific type, even down to the model,
such as a Roman gladius or a Colt Python .357 Magnum. This effectively
grants a specialization in the combat skill relative to the weapon in question. Add +3D to the specialization and advance using the normal specialization rules.
Special Breathing (1). You can breathe somewhere that most cannot, or
breathe using a substance other than oxygen. This could be breathing underwater, in a methane environment, or other atmosphere. Alternately,
you may simply be able to hold your breath for an extended period (up to
a couple of hours) without ill effect.
60
Epic Perks
In addition to any of the Perks listed abive, any character that is an Epic may
also purchase any of the following Epic Perks, which modify how he or she
learns or performs Aether Feats. Generally a character may only have one
Epic Perk, unless sanctioned otherwise by the Game Master.
Astrological Power (1). The Epic has particular power when operating
under a specific set of astrological conditions, be that in daylight, moonlight, in a certain lunar stage, or under a particular astrological sign. During this time, the characters gets +1D to the Epic skill.
Familiar (1). The character has a small alien creature for a companion.
The familiar can fly at a rate of 60 feet each turn, can talk, and has 1D in
each attribute. It also has 3D in skills. It cant perform Feats, but can turn
into a specific small animal at will.
Mentor (1). When in need of help, the character has a trusted teacher to
whom he or she may go for instruction. This mentor is not simply available to the characters whim, but may be called upon from time to time
for assistance. This teacher may also give the Epic tasks to perform as
part of the lesson, though these will almost always be to the characters
benefit in the end. When studying with the mentor, new Feats cost only 3
CP to learn instead of 4.
Sanctus Sanctorum (2). The Epic has a particular place where his or her
Feats are particularly effective. This is usually a sacred, hidden place that is
not generally shared with the outside world. Within this special location,
the Epic sees the TN of all Feats reduced by 5. Personal study is also far
more productive, so learning new Feats costs only 3 CP instead of 4.
61
62
Complications
Debt. You are enormously in debt to someone with the means to make
you regret it. Someone may have saved your life or granted you some
huge favor, but they are entitled to restitution. Earn a CP whenever your
debt complicates your life, or the lives of your friends.
Diet. You have very specific dietary requirements that are far
out of the ordinary. Whether it
is only being able to drink blood
or consume live rats or eat ice
cubes, you earn a CP whenever
you are seriously impaired due
to a lack of suitable food. After
two days without food, you
must make a Stamina check
against starvation, starting with
Very Easy and moving up one
step every day thereafter. The
degree of failure determines the
resulting wound level and will
eventually kill you.
Disabled. You have some tragic, permanent malady. It may
be terrible eyesight, hardness of
hearing, a muscular disease, a
missing limb, or any of a number of ailments. In addition to
any penalties that your disability
may cause (as per the GM), earn
a CP whenever your disability
causes you or your friends particular difficulty.
Doomed. You are going to die well before your time, and exhibit symptoms. Whether it is cancer, a curse, flesh-eating alien bacteria, or a bomb
implanted in your brain, you know that you could expire at any minute.
Earn a CP whenever the GM tells you that you are exhibiting significant
warning signs, or when your impending doom pushes you to rash, impulsive, or dangerous decisions.
Enemies. Someone doesnt like you a at all. And they are a credible
threat. Maybe they have more friends than you, maybe theyre just bigger
and meaner; either way you have your own personal bully. You earn the
bonus CP when they complicate your life.
64
Fearsome Visage. Other people are less likely to trust or confide in you,
thanks to your gruesome or frightening appearance. Earn a CP whenever
your grizzly facade causes someone to keep you at arms length. When
dealing with normal-looking people face to face, you suffer -1D on any
and all skills and situations that rely on charm or trust.
Gremlins. You have a special touch. Specifically the kind that breaks machines. Youre no good with engines, electronics, magical gizmos, or any
other trinket. If its a device, you cant trust it. Earn one CP whenever the
GM takes his one free shot on you this way.
Hazardous Environment. A specific type of environment that is normally tolerable to most species is incredibly harmful to you. This could be
hot or cold environments, a nitrogen-rich atmosphere, high levels of humidity, or virtually any other variable. Receive a CP whenever your inability to cope with such an environment substantially affects you. Exposure
to the hazardous environment immediately takes your status to Stunned,
with normal penalties. For each hour after the first, you must make a
Stamina check to continue to endure the conditions. The second hour begins at Very Easy, and increases by one degree every hour thereafter. The
degree of failure determines the resulting wound level and will eventually
kill you.
Illiterate. You cannot read more than a few common words, and cannot
write. This is not so limiting in the wild, but is a big negative if trying to
learn more advanced skills. Earn one bonus CP every time your inability
to read negatively impacts you or your allies. Many skills may be impossible to learn, and the GM may double the number of CPs required to
advance in some skills at his or her discretion.
Infamous. You are famous for all the wrong reasons. Perhaps you are a
known killer or a notoriously crooked lawman, or an athlete that famously
botched the big game. Earn a CP whenever your infamy causes you great
difficulty.
Marked. You have a distinctive tattoo on your hand, scar on your face,
barcode across your forehead, or some other specific mark that makes
you stand out in a negative way. It may be a sign that you are in a gang, are
a member of a particular tribe or clan, or spent time behind bars, but in
any case it draws unwanted attention. You are a awarded a CP whenever
your mark gets you noticed by the wrong people.
Pariah. You carry a significant social stigma of some kind that makes
people want to keep you at arms length. Receive a CP whenever your
character is forced to endure mockery, denial of service, or is otherwise
severely inconvenienced or harmed by this stigma.
65
Epic Complications
Epics may take Complications from the following list, which inhibit the characters ability to learn or perform Aether Feats.
Astrological Flaw. It is the characters
sincere belief that various stages of
the moon, sun, and/or stars affect his
or her Epic powers. This could be ill
effects from sunlight, moonlight, or
even certain lunar cycles or times of
the astrological year. Add +5 to all TN
when attempting Feats under an ill
sign, and earn a bonus CP if it should
come back to bite the Epic or his
party.
Crutch. The Epic has a mental crutch that he or she must use in order to
properly use Feats. These could be things like magic words, elaborate
hand motions, the use of a wand or staff, eating a special food, or the
wearing a particular ring. Whatever it is, the character cannot manage use
of the Paranormal skill without it. Earn an extra CP every time this
hindrance costs the Epic or his allies.
Demonic Pact. The character has allied himself with a Breach Demon in
exchange for instruction or assistance in arcane matters, or else a highly
alien master of the paranormal that is aggressive toward civilized society.
You earn bonus CP any time this complicates your life.
Dogma. The Epic must follow a highly specific and unbendable set of
rules in order to maintain his paranormal abilities. Whether the source of
these rules are religious teachings or a code of honor, any violation will
prevent the character from performing the Feat until specific cleansing
rites or penance is paid. Receive 1 bonus CP whenever the characters actions are restricted to his detriment.
Narrow Focus. The Epic has a mental, psychological, or even theological
block against all types of Feats except for a very limited range. This could
mean that only one (or two) of the given categories of Feats is possible
for the use of the Epic, the use only on Feats with a Range of Touch, or
otherwise limited to some other small subset of paranormal abilities.
Either way, these limitations may never be broken. Earn 1 bonus CP every
session.
White Wizard. The character cant harm anyone with his or her Feats,
ever. Earn 1 bonus CP every session.
67
GEAR
Starting Gear
Dont forget that player characters start with some equipment. Players select
one piece of gear for every skill into which they put build dice at the time of
character creation, plus some personal items. GMs get the last say in what is
or is not allowed as starting equipment.
68
Equipment Prices
The precise costs associated with acquiring any given piece of equipment
varies greatly from one merchant to the next, or even from one day to the
next, depending on supply, demand, and the quality of the item in question.
Prices of weapons, equipment, armor, and vehicles of good quality are given
in a general manner, according to the following guidelines. Items of poor
quality may cost less, while those of superior quality will definitely cost more.
$
Trivial cost.
$$
Affordable to most.
$$$
Affordable to very wealthy or powerful individuals.
$$$$
Only the richest individuals, most governments.
$$$$$
Only large governments and organizations can purchase.
$$$$$$
The most valuable Golden Age or alien items on Earth.
Weapons
The weaponry available on post-Fall Earth is incredibly varied. Most common are melee weapons, fashioned in recent years for hunting, raiding, and
self-defense. Firearms may be genuine recovered Golden Age weapons, copies of old relics, cobbled-together pieces of salvage, alien designs, or freshly
forged. Firearm ammunition is usually hand-loaded by experts who have rediscovered the art. Tech weapons are rarely newly-created, but are salvaged
and rebuilt from historic caches, or are alien weapons that have found their
way to Earth.
The specific weapon models shown are fairly representative of the types
Damage
+2D
+1D+2
+2D
+2D+2
+3D+1
+3D
Heavy Pistol
4D
8 - 12
Rifle
5D
5-6
Shotgun
4D+2
2-5
30/100/350 feet
9/30/110 m
30/100/350 feet
9/30/110 m
100/350/500 feet
30/110/150 m
50/150/400 feet
15/45/120 m
71
Armor
Plate Mail. A full suit of armor that uses metal plates to completely cover the body of the wearer, worn over a padded suit. Provides protection
comparable to a number of modern types of armor, but if far heavier
and is impossible to put on without assistance.
Armor Value: +9. Cost: $$$$
Flak Vest. An armored vest that covers the upper body, including
shoulders and groin, in modern composite materials.
Armor Value: +4. Cost: $$$.
Infantry Combat Armor. This style of armor is made to emulate the
form and function of that used by sophisticated military forces before
The Fall. Many models are actually made from forms taken from such
suits, often marketed as being genuine, but
use materials that, while reasonably effective,
are less protective than the genuine article.
Armor Value: +6. Cost: $$$$.
Recovered Infantry Combat Armor. Made
of advanced composites, some suits of infantry armor from before The Fall have
been recovered at various reclaimed military
depots, bases, and even battle sites. These
represent the highest level of military protective technology known to be available,
and are highly prized.
Armor Value: +9. Perk: Roughly 1 in 6
suits of genuine Golden Age armor grant
the wearer the Perk of Unstunnable. Cost:
$$$$$.
Shield. A shield is a unique case in that it
does not grant a bonus to Armor Value, but
allows a character to take -cover behind it.
Cost: $$.
Exoskeleton
erator or power plant, which in the days after The Fall greatly limits the range
of these modern marvels.
Labor Exoskeleton. Once a common tool for use on construction sites,
a labor exoskeleton can be a godsend to a struggling community, or just as
easily a group of bandits. It offers nothing in the way of enhanced mobility, and in fact can limit the wearers top speed, but it allows for heavy
lifting and some armored protection, and is often field-fitted with
weapons too heavy for a single operator to wield effectively.
Armor Value: +5, Bonus: +3D to Lift, +2D to Stamina. Penalties:
-5 feet (1.5 m) from the characters base move. Power: 12 hour cell.
Weapons: None standard. Cost: $$$$
Combat Exoskeleton. In the era just before Gate tech brought on the
Golden Age, the use of exoskeletons to supplement infantry in the field
was common. One in four infantry troops would use a combat exoskeleton, fixed with a heavy weapon, allowing a small, fast-moving unit to bring
more firepower to bear than would normally be possible.
Armor Value: +9, Bonuses: +2D to Lift, +1D to Dodge, +2D to
Stamina, +5 feet (1.5 m) to the characters base move. Perk: 1 in 3 preFall Combat Exoskeletons salvaged intact grant the wearer the Perk of
Unstunnable. Power: 26 hour cell, Weapons: Machine Gun (+2D scale,
see gear) or Rocket Launcher (x4, +2D scale, 6D, 100/250/600 feet or
30/75/180 m). Cost: $$$$$.
Equipment
Adventurers have need for a limitless supply and variety of equipment. Some
gear is fundamental to even attempting a task, while other equipment may
make some skills easier to perform. Below is a list of some common equipment, any bonuses that the gear may bestow when used, and an estimated
cost.
First Aid Kit. A simple collection of bandages, a flashlight, small forceps,
pen knife, antibiotic pills and ointments, thermometer, pain killers, disinfectant, and other basic implements that can be used to treat minor injuries or wounds. May include a booklet on treating some common ailments.
Bonus: Use of a First Aid Kit adds +1 to any Medicine roll to treat
minor medical issues. Cost: $-$$.
Bumps. A cocktail of drugs that can provide a temporary boost in alertness and performance. With an Easy Medicine roll, the Bump is administered into the artery on the neck via a single-use micro-injector. Upon
injection, the character no longer feels tired, and pain is dulled. A character that had been Stunned is immediately brought into full alertness by an
74
Vehicles
Ski Boat. A fast-moving recreational boat with an outboard motor, usually electric, but sometimes running on gasoline. Very difficult to find intact, given the relatively harsh marine environment that most boats would
have had to endure throughout the Lost Age.
Cost: $$-$$$$, Scale: +2D, Skill: Drive, Body: 2D, MNV: 2D-3D,
Move: 3D, Crew: 1, Passengers: 5-8, Cargo: 50 lbs. (23 kg), Weapons:
None.
Horse. A trusty steed, bred and broken for riding.
Cost: $$-$$$, Scale: +0D, Skill: Ride, Might: 4D+2, MNV: Not applicable, Move: 5D, Crew: 1, Passengers: 0-1, Cargo: 0-200 lbs. (0-90
kg), Weapons: None.
Wagon. Covered or uncovered, drawn by horses or other domesticated
animals, a wagon is commonly used for work and transportation.
Cost: $, Scale: +2D, Skill: Ride, Body: 1D, MNV: 0D, Move: 3D,
Crew: 1, Passengers: 10, Cargo: 1000 lbs. (450 kg), Weapons: None.
Fighter Jet. A multi-purpose military combat aircraft, capable of engaging other aircraft or ground targets. Both the machine and the fuel required to power its engines are incredibly rare in the time of Breachworld.
Cost: $$$$$, Scale: +6D, Skill: Pilot, Body: 2D, MNV: 3D, Move:
3D, Crew: 1-2, Passengers: 0, Cargo: 20 lbs. (10 kg), Weapons: Cannon
(2D, range 300/500/1000 feet or 90/150/300 m), Air-to-Air Missiles (x4,
+6D scale, 4D, range 2500/10,000/25,000 feet or 750/3000/6000 m) or
Air-to-Ground Bomb (x1, +8D scale, 4D).
79
80
Part 2:
Game Mechanics
Game Mechanics
The Core Mechanic
The Mini Six mechanics that make the Breachworld RPG go are designed to
be simple, flexible, and fast. Everything a character attempts, from trying to
fix a broken radio to firing a chain gun from the door of a helicopter, is
resolved using basically the same rules. The dice rolled represent one
characters skill or ability, while a Target Number (TN) set by the GM
determines the difficulty. If the total die roll is greater than the TN, the
character succeeds. If the roll comes up short, that represents a failure.
A player rolling dice represents a character attempting to accomplish
something. Higher roll totals are always better. The more available dice in a
given skill, attribute, or other ability, the more skilled the character is. The
more dice rolled, the more likely the character is to succeed.
82
The total from dice rolls is compared against a Target Number. The higher
the TN, the more difficult the task. TNs are generated by the Game Master,
following situational guidelines.
General Challenges
Characters roll the appropriate skill or attribute against a set Target Number
based on the difficulty of the task attempted.
Difficulty
TN Description
2-5
Static Defenses
Each character has a number of static defensive values that are derived from
various skills and attributes. These are used to help set Target Numbers in
combat situations and in resisting damage. They are calculated as follows:
Block = (Brawling skill dice x 3) + pips.
Dodge = (Dodge skill dice x 3) + pips.
Parry = (weapon skill dice x 3) + pips.
Soak = (Might attribute dice x 3) + pips plus armor value + any Perk,
super-tech, esoteric, or other armor bonus.
Kelsie is calculating the static defnese scores for her character, Myka. Myka's
relevant skills are Brawl (2D+1), Dodge (5D), Knife (3D+2). This gives the
character a Brawl score of 7 (2x3 +1), a Dodge score of 15 (5x3 +0), and a
Parry score when wielding a knife of 11 (3x3 +2).
Myka's Might attribute is 2D, and she has a set of light leather armor with a
Soak of +3. With this, Kelsie calculates Myka's Soak score of 9, as long as
she is wearing her protective suit (2x3 for the attribute, +3 for the armor).
Attacking a Target
The Target Number is the number needed to successfully hit the target. The
base Target Number on an attack is based on the targets static defense score,
determined as noted above. This can also be modified by the following,
particularly for Dodge scenarios.
Full Dodge: Ifthe character does nothing except dodge until his or her next
turn, add 10 to the Dodge score, and apply range and cover as usual. This
result is applied against any number ofattacks.
Range: Add the range modifier to the Dodge score in all cases (Point
Blank/ Hand-to-Hand -5, Short +0, Medium +5, Long +10). Ranges for
various weapons are listed in the Gear section.
Cover: If the target is behind at least 50% cover, add +5 to the Target
Number. Add +10 for 75% cover. Its impossible to hit a target behind
100% cover. Darkness can also be considered as cover at the GMs whim.
84
Non-Combat Challenges
Other challenges that might pit a character against another character could
include a Stealth attempt versus a Search, or two Persuade skills against one
another during a negotiation. In these cases, each character rolls the
appropriate skill, and the higher total wins.
Pure skill isnt everything, however. When checking a non-combat skill, it
is possible that a character finds him or herself in either a very favorable
position or at a distinct disadvantage. Maybe the character knows that his
opponents gun isnt loaded as he tries to negotiate the terms of a standoff, or
maybe the datacards she had hoped to sell for a big profit have turned out to
be counterfeits. Situations can arise in almost any skill check that justify a
modifier to the TN, for better or worse.
Description
Modifier
-6 to -10 to TN
-1 to -5 to TN
No modifier
+1 to +5 to TN
+6 to +10 to TN
Character Actions
Scenes and Rounds
Playing a Round
Types of Actions
The most typical action during a round is the performance ofa skill or combat
maneuver, such as throwing a punch, dodging an explosion, firing a weapon, or
making a piloting check. Additionally, consider the following during the course of
a round.
Free Actions. Activities that do not take a characters full attention are
considered free actions. This includes things like walking, talking into a radio,
opening a door, and making witty retorts during a firefight. More complex acts
like running, giving detailed instructions over the radio, picking a door lock, or
actively trying to bluffsomeone that you have a gun all count as actions.
Multiple Actions. Characters may attempt to do more than one thing on a
turn by withholding one die from every action they attempt for each action
beyond the first. For instance, ifa character tries to shoot twice, he or she is
penalized -1D on each attempt.
Movement. A character may move up to his or her base Move in feet as a
free action or move double the base Move in feet plus the results ofan
Athletics roll at the cost ofone action. Ifthe only action taken in a round is
running, the total move is doubled. The base Move for humans and most alien
races is 15; check individual Player Race templates for the base Move score
for each.
Other Movement. Some characters have ways to move beyond simply
walking or running, such as flying, tunneling, vine-swinging, or any other type
ofmovement. These will use their own rate ofmovement, given with the
characters racial description, Feat, or Perk. Most characters can swim at a rate
equal to their move. Swimming, unlike normal movement, always takes an
action. Ifno other action besides swimming is undertaken, the rate is doubled.
xxxxxxx
86
When a target has been hit, the attacker rolls damage and the targets Soak score is
subtracted from the damage. The player or GM then checks the Wound Level
chart below to see how badly the target was wounded.
Damage* >
Soak by:
0 or less
1 to 3
4 to 8
4 to 8
9 to 12
13 to 15
16+
Wound
Level
Unharmed
Dazed
Wound
Effects
None.
-1D for all remaining actions for the current round and the next round.
-1D to all actions until healed.
-2D on all actions until healed.
Wounded
Severely
Wounded**
Incapacitated As a free action before losing consciousness, the character may try to stay "in the
fight" with a Moderate (15) Stamina roll.
If successful, he or she may continue to
actu, but with a -3D penalty. A failed
check means the character falls unconscious for 10D minutes.
Mortally The character is near death and immediWounded ately knocked unconscious. Toll the characters's Might each round; the character
dies if the roll is less than the number of
minutes he or she has been Mortally
Wounded.
Dead
The character has perished.
*Note: Any additional damage less than or equal to the characters current
Wound Level moves him or her up one level.
**Note: A character is Severely Wounded if the result is between 4 and 8
and he or she is already Wounded.
87
Natural Healing
Ifa wounded character rests, he or she is allowed a Might check, and ifsuccessful
heals a Wound Level. The frequency ofthe check depends on the severity ofthe
characters wounds.
Natural Healing
Wound Level
Frequency
Might TN
Dazed
Wounded
Severely Wounded**
Incapacitated
Mortally Wounded
1 minute
3 days
3 days
2 weeks
5 weeks
automatic
6
6
8
9
Assisted Healing
Characters with the Medicine skill can attempt to help others heal more quickly. A
skill check may be made once per day for each patient treated. On a successful
roll, the patient heals one wound level.
Assisted Healing
Wound Level
Frequency
Medicine TN
Dazed
Wounded
Severely Wounded**
Incapacitated
Mortally Wounded
Immediate
1 day
1 day
1 day
1 day
Easy
Moderate
Moderate
Difficult
Very Difficult
88
Some weapons do not physically harm the target, but only render them
incapacitated for a short while. When a target has been hit by a stun weapon,
the attacker rolls damage and the targets Soak score is subtracted from the
damage as usual. The player or GM then checks the Stun Level chart below
to see how badly the target was stunned. Multiple stuns are not cumulative,
but take the worst single case.
Damage >
Soak by:
0 or less
1 to 8
9+
Stun
Level
Unharmed
Stunned
Severely
Stunned
Stun
Effects
None.
-1D on all actions for 2D6 rounds.
The character is knocked unconscious
for 2D minutes.
89
Scaling
Scale Modifiers
Scale
Modifier
Character, Animals
Air Cycle, Car, Little Dragon, Wagon
None
+2D to Hit & Damage
+6 to Dodge & Soak
+4D to Hit & Damage
+12 to Dodge & Soak
+6D to Hit & Damage
+18 to Dodge & Soak
+12D to Hit & Damage
+36 to Dodge & Soak
+24D to Hit & Damage
+72 to Dodge & Soak
Example: Scaling
Tommy fires his AR-15 rifle (a +0D scale weapon) at a car (a +2D scale
target) as it drives away. Tommy get a +2D bonus to his Rifle skill roll to hit
the relatively large target. Because its big and therefore resistant to damage,
however, the car adds +6 to its Soak.
A main battle tank is trying to hit Shym (a +0D scale target) with its main
cannon (a +4D scale weapon). Because she is relatively small, Shyms Dodge
total gets a bonus of +12. If the strike lands, however, Shym is in big
trouble because the tank adds +4D to its damage roll.
Piloting his Hammer-class space fighter, Ajax is targeting a mega space
station (a +24D scale target) with his laser cannon (a +6D scale weapon).
Ajax adds +18D to strike (24D scale for the mega space station, minus 6D
scale for the fighter) the huge target, but the mega space station gets to add
+54 to Soak (72 minus 18).
A Rage-1 helicopter gunship uses its minigun (a +6D scale weapon) to
strafe an Aries mecha (a +4D scale target). The mecha adds +6 to its Dodge
(18 minus 12). If the gunship lands a hit, it adds +2D to its damage roll (6D
minus 4D).
Fate Points
Fate Points are earned through superior play and given as an incentive by the
GM to help encourage the style of action desired in a game. If a character
makes a clever quip using the in-game jargon that makes everyone laugh
without disrupting play, that may be worth a Fate Point. Unless completely
against the nature of the game played, extremely clever ideas and grand
heroic deeds should always be rewarded.
Characters start with 1 Fate Point. Fate Points provide a variety of
options, but once spent the point is lost. Some possible Fate Point effects
include:
Strong Roll. Gaining a +6 to any single roll; up to 3 points may be used
at one time when using this effect. Note that the Fate Point must be spent
prior to the roll.
Just a Flesh Wound. Once per combat a Fate Point can be used to
reduce the severity of a characters wounds by one level.
91
Character Advancement
Varnir the Terrible has an Axe skill of 4D+1, so spending 4 CPs increases
that skill to 4D+2. He also has a skill specialization in Ride: Dire Beast of
5D+2, so he must spend 3 CPs (half of 5, rounded up) to increase that
specialization to 6D.
Varnirs adventuring big sister, Helgir the Large, has a Medicine skill of
3D+1. Because she doesnt usually have access to modern medical
equipment or gear, Helgir decides to focus on healing with natural elements
and takes the Medicine: Holistic specialization. She spends 3 CPs and gains
the specialized skill at 4D+1.
Varnirs partner, Two-Step Carl, has a base Move of 15 and wants to get a
little faster. He cashes in 15 CPs and increased his base Move to 16.
Their sneaky companion, LoLo, has an Agility score of 3D+2 and wants to
increase it to 4D, so she must save up and spend 30 CPs to achieve that
bump. This also increases all of her Agility skills, such as Sneak and
Acrobatics, and even skill specializations tied to Agility, by one pip.
93
Epic Mechanics
There is no such thing as magic, but an amazing side effect of The Fall is the
introduction of seemingly supernatural phenomena to what was once a very
mundane Earth. Free of the control of the Gates, Breaches pour a substance
known as Aether into the world. This invisible, undetectable substance is
theorized to be the most basic component of the universe and all dimensional space. It is the element that composes all of time, space, matter, and
energy. Although they did not realize it at the time, it was this substance that
21st century scientists and engineers unwittingly tapped in order to enable
Gate travel.
A small percentage of humans and aliens, either as individuals, families, or
entire races, have the ability to manipulate Aether through force of will to
stunning results. Aether Feats, or simply Feats, are the magical, psionic, and
other paranormal abilities of Breachworld. The parlance varies from place to
place, but the most common name for those that can manipulate Aether to
startling effects is Epics. They are also known as Adepts, Wizards, Mystics, or
Psychics.
The existence of the supernatural is a fact of life on Earth after The Fall. It is
not the primary focus of this core RPG, but the mechanics have been included herein for the sake of completeness. Like other aspects of kitchen
sink gaming where all genres are thrown together into one world, the
paranormal will be expanded in future supplements, just like there will be
supplements for things like mecha combat, cybernetics, and human augmentation. Players and Game Masters may then select which pieces of the
world they would prefer to incorporate into their games. So, if Rule #1 is
best satisfied by excluding the paranormal from your game, feel free to cut it
out.
94
Performing Feats
All Feats have a target number (TN) listed in their descriptions. Epics roll the
Epic skill to determine success. Only one Feat may be attempted per turn.
Success on the roll means the Feat is successful; see each Feat description for
the exact effect achieved. On a failed roll, the Epic temporarily suffers a -1D
penalty to his or her Epic skill. Further failures increase the penalty. One hour
of rest with no interruption removes all penalties.
Some Feats require additional actions to be taken after activating. For example, throwing a fireball requires the Epic to activate the Feat with one action, and then hit the target by making a Throw skill check with a second
action. The Epic may wait until the next turn to throw the fireball or may opt
to suffer the -1D penalty for multiple actions and do both in one turn.
Concentration
Some Feats require the Epic to maintain concentration for the Feat to remain
in effect. Each Feat maintained counts as one action for the purpose of determining penalties for multiple actions.
The character knows two Feats for each die allocated to the Paranormal skill
at character creation. Learning a new Feat costs 4 CP. A maximum of one
new Feat may be learned after each session.
95
Aether Feats
The following descriptions group various Feats into general categories for the
sake of organization. Generally speaking, any Epic can learn any Feat without
restriction, though some Perks may make the character better at some types
than others, and some Complications may restrict the availability of Feats.
Stat blocks include the following:
TN: The Target Number that must be met or exceeded for the Epic to
successfully perform a Feat.
Duration: How long a Feat lasts before it fizzles out. A duration of instant means that it occurs in a moment, while a duration listed as concentration allows the Epic to maintain the Feat so long as his or her
focus is not interrupted.
Range: At what distance the Epic may perform the Feat. A range of
self indicates that it may only be performed on the Epics own person.
A range of touch requires physical contact with the target.
Resisted: How a target can attempt to prevent the Feat from taking place.
This usually applies to supernatural effects being placed on a person
against the targets wishes. Some Feats, such as Laser Blast, cannot be resisted, but can be dodged or otherwise defended.
96
Air Manipulation
A combination of the manipulations of matter and energy, the air and atmosphere can be controlled or altered by the will of an Epic.
Broadcast
TN:
16
Duration: Concentration
Range: 500 foot (150 m) radius
Resisted: None
Around the Epic, the atmosphere is manipulated to enhance the sound of his
or her voice as if over a public address system. The Epics normal speaking
voice is sufficient to be heard across the area of effect.
Control Weather
TN:
35
Duration: Concentration
Range: 2500 foot (760 m) radius
Resisted: None
The Epic manipulates atmospheric Aether to dictate the weather to be hot,
cold, snowy, rainy, foggy, or calm as desired. Natural disasters and extreme
weather events such as hurricanes or tornadoes may not be created.
Fog
TN:
12
Duration: 20 minutes
Range: 50 foot (15 m) radius
Resisted: None
The Epic creates a thick fog around him, reducing visibility and affecting
cover as appropriate.
Shriek
TN:
8 + Resist Roll
Duration: Instant
Range: 5 0 feet (15 m), line of sight
Resisted: Might
This Feat manipulates the Aether making up the air around the Epic to amplify his or her scream, resulting in a piercing shriek directed at a single target
within line of sight. The sound is loud and intense enough to disorient the
target, causing it to be Stunned for four rounds if it fails to resist.
97
Sphere of Silence
TN:
11
Duration: Concentration
Range: 10 foot (3 m) radius
Resisted: None
The air molecules in the radius are prevented from vibrating, resulting in absolute silence. No noise can be made, spoken, or heard.
Vaccuum
TN:
22
Duration: 10 minutes
Range: 5 foot (2 m) radius, up to 50 feet (15 m) away
Resisted: Special
The Epic isolates a small area and converts the air within that space into free
Aether, creating a vacuum and all related effects, including an inability for
anyone caught within its area of effect to hear or speak. Most notably, anything unable to escape the area and without a reserve supply of oxygen will
begin to suffocate, requiring a Might check against a TN of 5, plus one per
each additional round. After the duration ends, air immediately flows back
into the affected area.
98
Biochemical Manipulation
Because Aether makes up all matter and energy, that includes things like
neural impulses and physiological responses. These Feats involve an Epic
manipulating that Aether in a person or creature, or even the Epics own
Aether, to achieve some sort of biological or neurological effect. Feats may
induce a certain feeling in the target, link two minds, or even allow the Epic
to control the body of another person.
Beast Tongue
TN:
19
Duration: Concentration
Range: Self
Resisted: None
The Epic can communicate with animals via a crude sort of telepathy; this is
not an ability to command or control. The animal can give and receive impressions and some basic information, but only within the limits of its natural
perception. This limits their abilities as scouts or agents of the Epic, as complex thoughts and the interpretation of instructions are beyond most animals.
Heal
TN:
Special
Duration: Instant
Range: Touch
Resisted: None
The Epic must concentrate for 6 turns before using this Feat. The TN is 15
when attempting to heal anyone wounded or severely wounded, 19 for incapacitated characters, and 23 for the mortally wounded. Success reduces the
wound level by one. If used more than once per day on a target, the target
number of additional castings increases by +10.
Induce Fear
TN:
8 + Resist Roll
Duration: Concentration
Range: 100 foot (30 m) radius
Resisted: Courage, or Wit
The Epic manipulates the brain chemistry of his or her targets to induce a
primal fear. This Feat affects as many targets as the character has dice in the
Epic skill. Targets defend individually, and effectively become Stunned if they
fail to resist. Effects last as long as the Epic maintains concentration.
99
Hallucination
TN:
Special + Resist Roll
Duration: Concentration
Range: 50 foot (15 m) radius
Resisted: Wit
Hallucinations create false sensory perceptions in the minds of the affected.
These can be visions, sounds, or even smells. The target number is 15 plus 2
for every person targeted after the first, plus the targets individual Resist
Rolls. Particularly detailed or complex hallucinations may have an increased
TN at the GMs discretion. Compare results for each person individually to
see if they are affected. GMs may wish to roll for the highest Resist first and
if that person fails, consider all to have failed.
HALLUCINATION
Paralysis
TN:
15 + Resist Roll
Duration: 1 hour
Range: 150 feet (45 m)
Resisted: Might
The targets body Aether is disrupted and the target becomes paralyzed,
freezing in place.
1 00
Possession
TN:
25 + Resist Roll
Duration: Concentration (special)
Range: 500 feet (150 m)
Resisted: Charm
The Epic takes control of the physical body of a single character or creature.
The Epic may make the possessed being take any physical action it is capable
of, but cant make it use Feats or Perks. The possessed being uses its own
Might and Agility, but skills depend on those of the Epic. The possessed may
contest the Epic for control each round.
Slumber
TN:
10 + Resist Roll
Duration: 1 hour
Range: 30 foot (9 m) radius
Resisted: Wit, or Epic skill if applicable
The Epic induces victims bodies to fall into a deep slumber. The Epic can
affect up to as many targets as he or she has dice in Epic. Targets resist individually, falling into a deep sleep on failure.
Still Mind
TN:
43
Duration: Concentration
Range: Self
Resisted: None
The Epic is protected from all Feats that influence, detect, or read emotions
and thoughts.
Telepathy
TN:
15 + Resist Roll
Duration: Concentration
Range: 50 feet (15 m)
Resisted: Charm
When cast, the Epic can hear the thoughts of any one person within range,
as well as project his or her own thoughts to that person; language is no barrier.
1 01
Electricity Manipulation
By utilizing these Feats, an Epic can convert free Aether to electrical energy
and back again.
Depower Object
TN:
18
Duration: Permanent
Range: Touch
Resisted: None
Electrical energy is converted into Aether, which depowers a cell or other
reservoir of power. This Feat can nullify a power source for most common
items, such as a screen, flashlight, or radio. More powerful cells used in directed energy weapons or vehicles, as well as equipment that generates electricity,
are not affected.
Electric Field
TN:
20
Duration: Instant
Range: 20 foot (6 m) radius
Resisted: None
A field of electric energy is generated around the Epic, potentially injuring
any caught within the radius with a moderate electric shock. The damage is
not usually lethal, but is often enough to stun or wound those affected. Targets within the radius are denied a Dodge roll. A successful hit inflicts 3D
damage and bypasses conventional body armor.
Interference
TN:
18
Duration: Concentration
Range: 200 foot (60 m) radius
Resisted: None
The Epic produces electromagnetic interference, which disrupts electronic
instruments and radio communications for all such equipment within the radius, including that of the Epic and his or her allies. While the Feat is active,
everyone suffers a +15 added to the TN for skills such as Computer, Navigate, and Science when attempting to use communications or sensory equipment.
1 02
Lightning Bolt
TN:
23
Duration: Instant
Range: 150 feet (45 m)
Resisted: None
A bolt of lightning arcs between the Epics hand and a
single target within line of sight; targeting requires the
use of the characters Throw skill. Targets may make a
Dodge roll to avoid being hit. A successful hit inflicts 5D
damage and bypasses conventional body armor.
Magnetic Telekinesis
TN:
25
Duration: Concentration
Range: 150 feet (45 m)
Resisted: None
This Feat is a limited form of
Telekinesis that allows the Epic to
manipulate Aether to create magnetic fields. As a result, the Epic
can move up to 50 lbs of ferrous
material per die in Epic up to 30
feet (9 m) per round. Living beings
may resist having items pulled
away from them or otherwise manipulated with a Might check
against the Epics roll. Note that
many modern materials, such as
ceramics and metallic alloys, are
often not magnetic.
LIGHNING BOLT
Power Electronics
TN:
15
Duration: Concentration
Range: Touch
Resisted: None
The Epic generates enough electricity to power an electronic device. The
amount of power generated is equivalent to that available from a wall outlet
or small generator, able to power most commercial appliances, computer
hardware, or the minimal functions of an electronic vehicle.
1 03
Stun Bolt
TN:
18
Duration: Instant
Range: 50 feet (15 m)
Resisted: None
Aether is converted to electrical energy similar to that used in modern stun
weapons, which can achieve a similar result. The Epics Throw skill is used
against a target, who is then in turn allowed a Dodge to avoid damage. A
successful hit produces 4D of stun damage and bypasses conventional body
armor.
Heat Manipulation
These Feats allow the Epic to exert control over heat and cold by transforming free Aether into heat energy, or vice versa.
Body Heat
TN:
19
Duration: 4 rounds
Range: Self
Resisted: None
The Epic turns his powers inward and makes his or her skin red-hot. The
character is unharmed, but anything touched suffers burns as if touched by
hot coals. The characters touch does 3D damage; punches and kicks do +1D
in damage from the burning heat.
Chill
TN:
12
Duration: 20 minutes
Range: 100 feet (30 m)
Resisted: Might
This Feat causes the target to instantly become chilled to the bone and must
make a Might check against the Epics Epic skill or be Stunned for the duration; add +2D to the Epics skill roll if the Feat is administered by touch.
Dedicated effort to warm the target cuts the duration in half.
1 04
Extinguish Fire
TN:
13
Duration: Instant
Range: 100 feet (30 m)
Resisted: None
This Feat allows the Epic to instantly extinguish any individual fire within
range. The size of the fire is limited to +2D scale flames, meaning that any
flame up to the size of a car or wagon can be affected. Larger flames, such as
large structure fires, are not affected.
Feed Fire
TN:
10
Duration: 4 hours
Range: 20 feet (6 m)
Resisted: None
In an environment where a fire would not normally burn, such as without
oxygen or in damp conditions, the Epic is able to feed the fire to maintain its
strength. The size of the fire is limited to that of a large campfire.
Fireball
TN:
23
Duration: Instant
Range: 100 feet (30 m)
Resisted: None
The Epic creates a ball of fire energy, which he or she may then hurl at a target using the Throw skill. The target may attempt to Dodge to avoid damage.
A successful strike does 5D in damage and sets combustibles aflame.
1 05
Heat Radius
TN:
20
Duration: Concentration
Range: 20 foot radius (6 m)
Resisted: Might
This Feat requires one round of concentration to attempt. The area surrounding the Epic gets hotter and hotter as more and more heat energy is
generated. Everyone in the radius except the Epic, friend and foe alike, must
resist 1D of damage for the first round, plus up to an additional +1D for
each subsequent round as long as the Epic maintains focus. Maximum damage is equal to the Epics Paranormal skill. Conventional body armor is not
effective.
Resist Heat
TN:
19
Duration: 1 hour
Range: Touch
Resisted: None
When this Feat is performed, the target is granted a +2D bonus to resist
damage from heat and fire.
Spontaneous Combustion
TN:
15
Duration: Instant
Range: 100 feet (30 m)
Resisted: None
The Epic creates enough heat energy to cause flammable materials to suddenly ignite.
1 06
Kinetic Manipulation
TN:
16
Duration: Instant
Range: Self
Resisted: None
By converting Aether into kinetic energy, the Epic can throw something
much harder than he or she normally could. Add a bonus of +1D to the
damage of any thrown object.
Break Fall
TN:
8
Duration: Instant
Range: Touch
Resisted: None
The Epic dissipates his or her own kinetic energy back into free Aether at the
moment of impact. This means that the Epic can fall or just from any height
and receive no injury whatsoever, as well as extending the effect to anyone or
anything that he or she is in contact with.
Deflect Projectile
TN:
10 + Attack Roll
Duration: Instant
Range: 50 feet (15 m)
Resisted: Special
The kinetic energy of a projectile such as a bullet, arrow, baseball, or other
such object is partially affected by the Epic, effectively deflecting it away from
its target and sending it off harmlessly in another direction. This is achieved
through a contested roll. The Epic must roll his or her Epic skill to beat the
TN of 10, plus the attackers roll to strike (e.g. Mavis the Terrible throws a
spear at Apoc Bill. Maviss Throw total is 11, so Bill needs a 21 or better to
deflect the strike). The Epic may attempt to deflect a projectile aimed at another person, as well as something aimed at the Epic.
1 07
Fly
TN:
23 (or 15)
Duration: Concentration
Range: Self
Resisted: None
While maintained the Epic can fly
at a rate of 90 feet (30 m) per
round. The character may hover
and carry up to his or her own
weight aloft. If the character only
wishes to levitate vertically, the TN
of the Feat is 15.
Increase Gravity
TN:
18 + Resist Roll
Duration: Concentration
Range: 50 foot radius (15 m)
Resisted: Might
The gravity affecting a number of targets is amplified, slowing or even preventing movement and overburdening all that are affected. Any targets making their Resist Rolls continue to move at half speed and to carry double their
own weight. Those that fail to resist are overcome by the increased gravity
and fall, and are unable to take any physical action. The Epic can affect as
many targets within the radius as he or she has dice in the Epic skill; each target resists individually.
Kinetic Suspension Field
TN:
35
Duration: Concentration
Range: 10 foot radius (3 m)
Resisted: None
Using this Feat, the Epic reverts all kinetic energy into Aether, effectively arresting and all movement within the sphere of influence, including the Epics
own. Nothing can move within the area of effect, and any physical object attempting to enter the radius will immediately stop as it approaches. Other
forms of energy, such as light or electricity are not affected.
1 08
Push
TN:
15
Duration: Instant
Range: 50 feet (15 m)
Resisted: Might
The Epic mentally shoves another person or object, potentially knocking the
target over. The force of the Push is equal to a Might check equal to the
characters Epic skill.
Telekinesis
TN:
31 + Special
Duration: Concentration
Range: 150 feet (45 m)
Resisted: None or Might
The Epic moves up to 50 lbs per die in Epic up to 30 feet (9 m) per round.
Living beings may resist using Might.
1 09
Light Manipulation
These Feats involve taking raw Aether and converting it into light energy, or
reverting light energy back into Aether. This can allow an Epic to exert some
measure of control over light and darkness.
Dark Vision
TN:
23
Duration: 1 hour
Range: Self or Touch
Resisted: None
The target can see 60 feet (20 m) in the dark, even in total darkness.
Flash
TN:
10 + Resist Roll
Duration: Instant
Range: 10 foot (3 m) radius
Resisted: Might
A brilliant flash of light emanates from the Epic, capable of stunning anyone
that sees it. Anyone within the effective radius that fails to resist is Stunned
for 2 rounds.
Hologram
TN:
30
Duration: Concentration
Range: 100 feet (30 m)
Resisted: None, or Will
The Epic creates a complex construct of light in three dimensions. This light
can appear opaque, but has no physical substance. Limited motion is possible,
but whatever appears can make no sound. There is normally no Resist Roll,
as anyone that sees light in the normal spectrum will see the image. However,
if attempting to use the hologram to deceive, intimidate, or otherwise convince someone that the object is genuine, the target may make a Will check to
determine whether or not they believe the image is more than just a projection. GMs may modify the Resist Roll as appropriate to the situation and the
presentation of the hologram.
110
Invisibility
TN:
27
Duration: Concentration
Range: Touch
Resisted: None
This Feat renders the Epic almost totally
unseen, granting a +5D bonus to Stealth
as long as Concentration is maintained.
The Epic may make others invisible along
with him or herself, but touch must be
maintained at all times, or else the others
become visible.
Lantern
TN:
10
Duration: 1 hour
Range: Self
Resisted: None
The Epic creates a hand-held orb of light
with brightness equivalent to a lantern.
Just like a real lantern, it can be dimmed,
moved about within arms reach, or
placed somewhere and left behind. Only
the Epic (or another Epic with this Feat)
can manipulate the light.
Laser Blast
TN:
20
Duration: Instant
Range: 300 feet (90 m)
Resisted: None
A blast of focused light energy is generated from the Epics hand to its target in
the same manner as a directed energy
weapon. The Epic attempts to strike using the Throw skill, while targets may attempt to evade by making an opposed
Dodge check. A successful hit does 4D
damage, which is resisted with a Might
check as normal.
111
Snuff Light
TN:
11
Duration:
Concentration
Range:
100 feet (30 m) line of
sight
A single source of light, be it a campfire,
flashlight, street lamp, or infrared targeting system, is immediately made dark.
The object will continue to emit no light
as long as the Epic concentrates on the
source.
Matter Manipulation
TN:
19
Duration:
1 hour
Range:
Self
Resisted:
None
Damage:
+3D
The Epic creates a powerful hand-held
weapon made entirely of Aether. It has
physical form and density, but also
courses with a sort of unrefined energy.
The type of weapon is determined by the
Epic, but is usually a sword, axe, or spear.
The weapon requires physical contact
with its creator, so it cannot be thrown,
dropped, or lent to another.
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Animate
TN:
31
Duration: Permanent
Range: Touch
Resisted: None
The Epic touches a dead animal, humanoid, or other creature giving it unlife
as a zombie or skeleton, depending the corpses condition. Undead created
this way are slow-moving, have roughly half the Might that they did in life,
and can be controlled by the creators Command skill. When destroyed, they
crumble to dust.
Armor
TN:
22
Duration: 1 hour
Range: Touch
Resisted: None
This Feat creates a full suit of armor for the Epic, or another target by touch.
The armor is simple, does not offer any environmental protections, and still
has weight, but is comparable to most conventional armor commonly available. The material is a generic gray metal of a single color of the Epics
choosing, and consists of a helmet, chest and back plates, and coverings for
upper and lower arms and legs. Provides an Armor Value of +4.
Conjure Simple Object
TN:
14
Duration: Permanent
Range: 10 feet (3 m)
Resisted: None
The Epic must concentrate for 10 rounds to use this Feat. The Epic coalesces
free Aether through force of will, creating a simple object from thin air.
The object must be solid, without ornamentation, and cannot include any
moving parts. It can be composed of a common material, such as wood,
metal, or stone, but is a generic form of that material and may not be specifically created as any specific type (oak, silver, obsidian, etc.). It must be
lightweight and small enough to be easily carried in two hands. Common examples include such items as a bowl, sword, staff, crowbar, or wagon wheel.
113
Create Food
TN:
15
Duration: Permanent
Range: 10 feet (3 m)
Resisted: None
The Epic must concentrate for 6 rounds to use this Feat. The character can
conjure edible food from the Aether. It comes in the form of a nutrient-rich
loaf, like very dense and flavorless bread. The Feat creates one small loaf,
which provides sufficient nutrition for one meal for one adult.
Create Water
TN:
10
Duration: Permanent
Range: 10 feet (3 m)
Resisted: None
The Epic must concentrate for 4 rounds to use this Feat. This Feat allows the
Epic to convert Aether into 8 ounces of pure, clean water. It requires a container to fill, or it will simply spill onto the ground.
Death Spell
TN:
35
Duration: Instant
Range: 30 feet (9 m)
Resisted: Special
This Feat seeks to disrupt the Aether that makes up a persons very being,
potentially killing the target. If successfully cast, the Epic rolls his Epic skill
without his Wit attribute for damage. The target resists using only Might. For
example, Melkot casts Death Spell on Tamore. Melkot has a Wit of 4D and
10D in Epic. Melkot would roll 6D for damage (10D 4D) and Tamore
would resist with his Might.
114
Disintegrate
TN:
25
Duration: Instant
Range: Touch
Resisted: Might, Body, or Armor Value as applicable
Damage: As per Epic skill
The Epic attempts to turn matter back into free Aether, causing damage to
the object; only inanimate objects are affected. To determine the damage
done, the Epic rolls his or her Epic skill versus the Body of the object. If the
object does not have a Body score, scores such as Might or Soak may be used
to resist.
Growth
TN:
23 + Special
Duration: 10 Rounds
Range: Self
Resisted: None
The Epic substantially increases in size. Each scale increase adds +10 to the TN.
(e.g., for a human to grow to
the size of a dragon would
require 2 scale increases,
making the TN 43.)
Mask
TN:
13
Duration: 1 hour
Range: Self
Resisted: None
This Feat allows the Epic to
hide his features by use of a
mask created entirely from
the Aether. As a paranormal
construct, it cannot be removed from the Epic while
conscious and the duration
endures.
115
Space-Time Manipulation
The Aether that makes up the flow of time or regulates spatial, or even dimensional relationships can be worked to the Epics will. The passage of time
can be sped up or slowed down, and the space between dimensions can be
secured or rendered meaningless. This includes the manipulation of Aether
that is not natural, meaning that it has been altered by another Epic.
Dispel Aether Feat
TN:
Special
Duration: Permanent
Range: 30 feet (9 m)
Resisted: None
The Epic undoes any single Feat or Aether effect. The target number is five
higher than the Feat being targeted (e.g. Hasten has a TN of 23, so to dispel
that Feat requires a TN of 28). Some things cannot be dispelled, such as
healing, resurrection, or the conjuring of permanent physical objects.
Divination
TN:
Special
Duration: Concentration
Range: Self
Resisted: None
The Epic can attempt to see the future or the past. The immediate future or
past normally has a TN of 25 while more distant events have a higher TN.
For instance, seeing a year into the future may have a TN of 45 while a year
into the past is only 35. If attempting to divine about specific objects or
people that are not present, the difficulty goes up by 10.
Hasten
TN:
23
Duration: 5 rounds
Range: Touch
Resisted: None
The Aether that forms space-time around the target is altered, resulting in
improved response time for anyone affected. Targets have their multiple action penalty reduced by 1D. The effects of multiple Hasten Feats dont stack.
116
TN:
15
Duration: Concentration
Range: 30 feet (9 m)
Resisted: None
The Epic can see a distinct glow on anything that is under the effects or influence of the paranormal, such as an Aether construct, possession, or a being made invisible by another Epic.
Sense Aether Feat
TN:
16
Duration: Concentration
Range: 100 feet (30 m)
Resisted: Epic
Being so in tune with the Aether, the character can detect when and where
another Epic is performing a Feat. Success indicates an awareness of the
presence of the Feat, as well as the general direction, like a divining rod. The
type of Feat being used is not made known to the Epic. Other Epics may
resist being discovered by way of their Epic skill.
Sense Breach
TN:
14
Duration: Concentration
Range: Varies
Resisted: None
Breaches are tears in space-time, making them relatively easy to detect at a
distance for a trained Epic. To detect a Breach within 1000 feet (300 m), the
base TN of 14 applies. Add +5 to the TN for every doubling of the effective
range (e.g. TN of 19 for 2000 feet, 24 for 4000 feet, 29 for 8000 feet, etc.).
Slow Time
TN:
26
Duration: Concentration, up to 6 rounds
Range: Self
Resisted: None
The Epic alters the flow of time, allowing for him or her to conduct twice as
many actions as normal as long as Concentration is maintained. This means
the Epic can take double the moves or perform twice as many skills within
the time limit.
117
Teleport
TN:
Special
Duration: Instant
Range: Touch
Resisted: None
Epics can instantly transport themselves or other beings to a designated destination at any distance. Unwilling subjects cannot be teleported. The base
TN is 30 for one target, plus 5 more for each additional target. An Epic may
not teleport to any place he has not seen before.
TELEPORT
118
Vehicle Rules
Vehicles are a big part of any RPG for characters that want to get from place
to place, enjoy action and adventure at high speeds, or really take damage and
destruction to the next level. Breachworld is no different, and so contains
rules for everything from blowing up an opponent to fleeing from one.
Vehicle Movement
Move dice represent relative
speed between vehicles of similar
types. Vehicles are divided into
four broad categories including
Primitive Craft/Muscle Powered,
Motorized Ground and Water
Craft, Aircraft, and Spacecraft . If
vehicles of different categories
must compare speeds, such as a
fighter chasing a tank, the faster
vehicle is granted bonus move
dice based on the difference in
speed factors in the following
chart:
Chases
+0D
+2D
+5D
+10D
Ramming
When vehicles are at short range, a pursuer may try to ram. To successfully
ram, the pilot needs to roll higher than the targets Pilot skill check. If successful both vehicles take damage equal to to the body of attacking plus relative move dice.
Vehicle Weapons
Some vehicles have weapons. Unless specified in their descriptions they are
considered to be the same scale as the vehicle. Attacks are resolved in the
same manner as character versus character combat with the only difference
being the characters use their Drive or Pilot skill in place of Dodge to avoid
being hit. Weapons that are part of a vehicles systems are usually fired using
Gunnery.
Multiple Weapons
on Vehicles
1 20
Very Easy
Easy
Moderate
Difficult
Very Difficult
Heroic
+1
+2
+3
+4
+5
+6
Vehicle Damage
If the hit is successful the character rolls the vehicles Body to resist the damage and consult the following chart to determine how severe the damage is:
Damage
Rolled Effect
Once the severity of the damage is determined, the GM may roll randomly
on the the following chart or use common sense to determine which part is
damaged:
Roll 1D
1
2-3
4-6
Damage
Loss of
Maneuverability
Effect
1 21
Repairing Vehicles
Characters may repair vehicles using their skills. The difficulty and cost is
determined on the following chart. The cost is based on the price of a new
vehicle.
Dice Lost
1D
2D
3D+
Cost
Difficulty
10%
15%
20%
Easy
Moderate
Difficult
1 22
Time Needed
1 hour
4 hours
1 day
Optional Rules
By its nature, Mini Six is highly customizable. With just a few choices you can
change it from a light hearted game of keystone cops to gritty survival horror. While it is always good to remember that all rules are optional when preparing for the game, the following ideas are meant to help give you further
inspiration in adjusting the game to best fit your needs. In the end the only
hard and fast rule is Rule #1: have fun.
Encumbrance
Heavy and/or bulky armor may give penalties to perform certain checks or
skills. GMs may assign a penalty to Agility skills and checks as he or she feels
is appropriate to the type of armor and its weight, materials, and flexibility.
Recommended penalties range from -0 for very light armor, to -3 for slightly
awkward or medium armor, to -6 for cumbersome or heavy armor with limited mobility.
I really like encumbrance rules, and I think this is a good one, but I did not
include it in the primary ruleset for the sake of simplicity. Putting in encumbrance adds a level of complexity to equipment write-ups, every character
build, and a large percentage of skill rolls. It can increase the realism of a
game, but this game is very fast and cinematic, so I deferred to Rule #1. I
just didnt think it added to the fun. If you dont mind the extra work, then
definitely run with this one.
1 23
Under this rule, characters can select attributes above the normal limits of a
Player Race (e.g. 4D for humans), but advancement over the limit costs twice
as much as normal. For example, a GM declares attributes are purchased as
normal up to 4D but he allows higher attributes at a price up to 5D. A character who spends 6D in Might would record 5D as their Might attribute. Another character wants an Agility of 4D+2. This would cost him 5D+1
attribute dice.
When using this rule, damage is boosted by 1 point for every 5 points you
exceeded the target number to hit. If a warrior needed to beat a TN of 14
and rolled a 26 on his attack, this would increase the damage by +2 since the
target was beaten by 12. For increased deadliness, simply reduce the number
needed to exceed the roll by to increase damage. If every 3 points of success
translates to 1 point of damage, highly skilled characters are incredibly dangerous in combat.
Rolling Limit
Some dislike rolling large numbers of dice, feeling the math slows down the
game. GMs may impose a limit on the number of dice rolled at any time. The
suggested cut-of is 5 dice. If a character has more than 5D on a roll, each die
beyond the rolling limit is converted to a +3 bonus. For example, a GM has
imposed a 5D rolling limit at his table. A character with 7D+1 in Rifle shoots
at a bad guy. He rolls 5 dice and adds 7 to the result.
1 24
Rather than use skills for particular weapons, such as Sword, Axe, Handgun,
etc., weapon skills may be categorized by type of damage. Skill in using a
weapon that relies on the edge of a blade would be Slice, such as a hunting
knife or a broadsword. Skill in a weapon that relies on a point would be Stab,
like a spear or a rapier or a dirk. Bash is used for blunt objects and axes.
Throw for spears, thrown knives, or rocks. Shoot for rifles, handguns, and
bows. Blast for heavy weapons. Some weapons may fall into multiple categories, such as swords that are used as both slicing and piercing weapons. In
such cases, the player character uses different skills, depending on how the
weapon is utilized.
This method is quite broad and allows for players to be successful with a
large number of weapons within the same basic type. It is further suggested
that when using this type of skill system, the Game Master allow players to
take specializations in very specific types of weapons (e.g. Desert Eagle 0.50
as opposed to just Shoot, or Longsword as opposed to just Sword as a specialization of Slice).
Halfway There
To help speed up the game, if the number of skill dice in any skill is equal to
half the Target Number, the GM may consider it an automatic success.
If you have a good reason and the GM agrees you may buy a perk after play
has begun for 15 CP times the standard dice cost. Some perks make no sense
to purchase; you dont just wake up one morning with claws or a photographic memory.
1 25
1 26
Part 3:
World Information
The World
Then and Now
Many believe that mankind has always lived as we do now, huddled and isolated in the wilderness, hiding behind the high walls of petty kings, or constantly moving from place to place in search of safety. However, our world
was not always covered with splits in the fabric of space and time. Earth was
not always an interdimensional shore to be invaded by inhuman races, horrific monsters, and alien plagues. Ours was once a great society. Our forebears
walked in glorious cities that are now crumbling ruins. Humanity once built a
world of beauty and science and peace, and then watched in horror as it was
all set ablaze by our own hubris and recklessness.
Lost History
What we know of our worlds history is thanks to generations of tedious effort, scouring old documents and datacards for crumbs of intelligence, and
bartering for bits of knowledge from passing travelers or eager treasure
hunters. From these scraps we piece together what we can about where our
people came from and try to understand our world. The sum total of all of
this research is what we call the Historical Record. Through careful study, we
have come to know much about Earth as it existed up until the early 21st
century.
The 2000s were shaping up to be much like the eras before. World leaders
continued to promise something new, only to deliver familiar disappointments. Fads and trends in health, psychology, and wellness came and went,
leaving nothing but dissatisfaction and cynicism. Ages of ill-defined wars,
economic turmoil, and environmental disaster took a massive toll on worldwide morale. Optimism was nowhere to be found. People were tired and
ready for change, but no one could seem to articulate what that change
1 28
needed to be.
That change would come very suddenly in the winter of 2012 and would
be credited with triggering a global Golden Age for humanity.
pensive was this new technology that it was quickly implemented across the
globe. The world was suddenly a single community where distances no longer
separated cultures or isolated peoples. The propagation of art, science, and
business exploded to the benefit of all. The world became a more enlightened, peaceful, and prosperous place with a thirst for even greater
change.
Within three years of the discovery of Gate travel, government-operated
Gate Centers existed in every major city in the world. In eight years, Gates
overtook air, land, and sea freight as the principal means of transporting
goods over long distances. Within another decade, human Gate traffic exceeded airline traffic. By 2040,the perfect safety record for Gate travel led to
its deregulation, immediately after which independent commercial Gate Centers sprouted up in smaller and smaller communities and in busy industrial
and business complexes until Gate travel became a local convenience. By
2055, a Gate could be found within 100 miles of 90% of the worlds population, with most people living within 25 miles of at least one Gate Center.
Unanswered Questions
On May 19, 2066, every Gate on the planet spontaneously severed its terrestrial pairings and instead opened permanent, random portals to hundreds
of thousands of locations across the vastness of interdimensional space.
Today we refer to this event as The Fall, and to these uncontrolled doorways
through space-time as Breaches.
Through these interdimensional portals poured alien beings, otherworldly
environments, and all manner of monsters. Some of these were strange and
new, while others resembled mythical or historical creatures from Earths
past. Some were as bewildered and helpless as the Earthlings witnessing this
flood, while others were clear aggressors with no thought or agenda other
than violence.
No portion of the planet that we know of was left untouched by The
Fall, so widespread were the Gates and so complete was our forebears loss
of control over them. The world was instantly changed in a way that no one
was prepared for. All semblance of government, society, and order imploded
to such a degree that following the initial reports of the massive Gate failures
of May 19, 2066, we have no consistent, verifiable record of what transpired
for at least the next several hundred years.
This has led us to where we are, today, some centuries later. In the past several generations, after ages of anarchy, we have managed to rebuild
something of a society from out of the darkness. In our corner of the world,
at least, we are scattered, but surviving. Many of us live hidden away in small
communities, others build thick walls to hold back the terrors of the world,
and still others migrate from place to place. Some humans enjoy only the
company of other humans, while some communities are a mix of a dozen
intelligent races. Many live free and many are subjugated. Aliens may be
friendly, but far too often are violent invaders. Some communities, large and
small, trade and politic with one another. Others are isolationists. We can only
assume that our experiences are repeated around the globe.
The world has become a place of strange wonders, even beyond the presence of alien beings and relics of a long-destroyed society. Many beings, both
1 31
to achieve is known as the Breach Closure Device, or BCD. Using this miracle of Gate engineering, we now know that it is possible to permanently
close a Breach, to forever seal a tear in space-time. This is not conjecture or
theory, but fact. We have already used it to close several small, isolated, and
relatively inactive Breaches. Its not hard to see the ultimate potential for this
device. With the BCD we can finally reclaim our dimensional borders, one
sealed Breach at a time.
This new hope to tame the savage forces which have controlled our world
for untold ages is a very slim hope, but is real hope. To accomplish this, we
will have to venture beyond our familiar lands and into the wild. We cant
possibly truly know what awaits us in the dangerous zones of interdimensional turmoil that surround most every Breach. Very few have dared to explore the areas near the ancient Gate Centers, where Breaches exist by the
hundreds. We have rarely ventured into the ruins of the cities that stand as a
legacy of our forebears and are now home to horrors from thousands of
other worlds. Of those few who have undertaken such a challenge, fewer still
have had the courage and strength to survive what theyve found there. It will
be dangerous, but many of us are anxious for the challenge. For the first time
in our lives, or even the lives of our great-great-grandparents and beyond, we
can devote ourselves to a purpose other than simply surviving.
It is time to rebuild.
Cross-references:
1 33
Breaches
Breaches are the tragic legacy of the Golden Age, the holes in space-time left
by the worldwide collapse of the Gates. That collapse in turn led to the global catastrophe known as The Fall. They exist throughout the known world,
wherever there were people living during the Golden Age. Gates were once
the ultimate achievement of humankind. They transported everything from
shipping containers to eager vacationers instantaneously across the globe tens
of millions of times per day. Now the Breaches that stand in their place link
alien worlds to our own, bringing otherworldly beings, interdimensional environments, and savage monsters to Earth.
Behavior of Breaches
The best analogy for a Breach is that of a doorway. Breaches exist as a twodimensional plane, the size and shape of which varies depending on the size
and shape of the Gate that once stood in its place, framed by a band of dimensional visual distortion and light. Gates were typically arches sized to pass
a couple of people at a time, though larger ones were used to move cargo
from one place to another at private Gate Centers operated by industry. Long
after the Gate equipment failed and fell to scrap, the Breach that formed
there maintains the same basic size, shape, and orientation.
Like a doorway, one can look through a Breach and see what is beyond.
Only instead of peering into the another room, you look into another world.
When staring into a Breach, from either face, you can see the alien world
beyond as if you could just step across a threshold and enter it.
Unlike a doorway, Breaches work in only one direction. They allow matter
and energy to pass from the far side of the Breach into our own world, but
not the other way around. Anyone on Earth attempting to walk into a
Breach simply passes through it as if it didnt exist, like it was an image projected onto an invisible screen, or a two-dimensional hologram. There is no
way to speak with certainty about every Breach on the planet, but it is believed that all Breaches behave in this manner. Whether it is because Earth is
the origin of the original Gates or due to some quirk of dimensional physics,
post-Fall humanity can only guess why the phenomenon behaves in this way.
Its simply the way it is.
Because we cant pass across, we have no way of knowing what an alien
sees when he looks at a Breach from his side. Observation of how aliens react to a Breach suggests that there is some visual phenomenon, though it is
different than the window that we see into their world. Aliens observed looking at the Breach from their end often seem puzzled by it. Some have been
seen to study it scientifically, monitoring it with bizarre sensors and arguing
about it in alien tongues, systematically sending through objects and watching
1 34
them vanish from their plane of existence. An alien can stand on his or her
side of the hole in space-time and throw a rock through to Earth, but an
Earthling cannot throw it back. The alien can speak and be heard as if standing just a few feet away, but cannot hear if
you were to shout a response. He can shine
a flashlight through the void and illuminate
what is on the Earth side, but cannot see
beyond.
Hot Zones
The mile or so around a Breach is often referred to as a Hot Zone. Its called this for a
number of reasons. First and foremost, it is
within this radius that one is most likely to
encounter an alien being or creature that
has passed through a Breach, which makes
the area quite dangerous. Aliens are usually
understandably erratic and unpredictable
when finding themselves suddenly transported to a foreign world. Breach creatures,
demons, and monsters all are similarly disoriented and therefore more prone to outbursts of violence.
Secondly, from some Breaches seep alien environments. These can include alien
vegetation carried or even blown across the
dimensional border that has taken root on
Earth and spread. Alien atmosphere in the
form of noxious fumes, blasting heat, or
radiation may also bleed into the dimensional realm of Breachworld. These areas
range from Edens to completely inhospitable landscapes.
Finally, when approaching within approximately a mile of a Breach, there is a
certain unintelligible feeling that takes hold
of a person. Most describe it as a sort of
electricity in the air, with hairs standing on
end and a sensation of static charge on the
skin. Some people report a dull headache,
minor ringing in the ears, or other physical
symptoms. Still others report a general
1 35
Contemporary minds have deduced the correlation between Breaches and the
mysterious, theoretical substance known as Aether. Scientists believe it to be
the universal building block of all matter and energy in a free, inert form.
Aether is believed to enter Earths dimensional realm through the Breaches,
although Aether is not any more prevalent or powerful when near a Breach,
or its effects more potent. As it is not subject to normal laws of physics regarding matter or energy, it seems that it immediately distributes evenly across
our dimensional space upon entering our realm.
For more information on Aether, its effects, and the paranormal Feats
that can be perfumed by harnessing its power, refer to Part 2.
The Breach Closure Device lacks a flashy or exciting label beyond its rather
generic abbreviated nickname, the BCD. Its purpose is as plain as its name
suggests. Activating this device, properly calibrated and placed within a few
yards of a Breach, will permanently close the rip in space-time.
The BCD is the result of careful work and study by a team of Breach
Engineers from an unknown Cooperative organization. The identities of the
exact responsible parties remain a mystery due to the secretive and autonomous nature of individual Cooperative cells. The technical fabrication plans
and instructions for use have been circulated anonymously through the Cooperatives hand-to-hand distribution network.
The device fits into a case roughly the size of a large suitcase and weighs
about 80 lbs., but is often broken down into two to four pieces for ease of
transport. They are most commonly found in the possession of Breach Research and Closure (BRAC) teams from one Cooperative cell or another as
they work to travel the Civilized Lands and beyond, closing off our world
from others one Breach at a time.
1 36
World Overview
Giving a true overview of the entire world would be a little much for this
volume. Instead, what is presented in the following pages is a general understanding of the explored region that sets the stage for Breachworld, and
some tidbits about what lies beyond.
A New Wilderness
Surface roads are gone, broken down and swallowed up by vegetation after
generations without maintenance or repair. In some areas where people are
relatively abundant and regularly travel from one settlement to another, paths
cut or worn into the fields and forests may mirror the routes of old paved
streets and minor highways. Ruins of Interstates, bridges, and overpasses
built above the grade of the earth with masses of concrete survive in
stretches, but even these are treacherous, unstable, and difficult to pass. Only
the most secure and heavily-traveled routes are marked by so much as a dirt
road.
Even under the very best of circumstances for the average adventurer on
foot or with a mount, traveling 100 miles (160 km) is a perilous journey re1 37
quiring many days, or even weeks if the terrain, weather, or other circumstances are unkind. Most people who find themselves in a stable situation
with a roof overhead and a reasonable supply of food will never journey
more than 20 miles (32 km) from home in a lifetime. Naturally, such people
care little and are impacted even less by what is happening half a continent
away.
What Survives
The primary game setting, at least as it stands in this volume, is set in what
residents of the area call the Civilized Lands. This territory includes a portion
of what was once Texas, in the old United States. More specifically, the bulk
of the action takes place south of Dallas, north of San Antonio, as far east as
Houston, and then stretching out into the hills in the western-central part of
the state. The included setting overview covers roughly 45,000 square miles
(117,000 square km), an area larger than the US states of Iowa or Virginia,
larger than nations such as Cuba or South Korea, and a little bit smaller than
Greece or Nicaragua. It would take a skilled character on horseback some
two weeks to travel from one side of the represented area to the other under
fair to good conditions. In other words, there is a lot of opportunity for adventure packed into this first salvo of the Breachworld RPG setting.
None of the above geographical description would register strongly with
most of the citizens of Breachworld. The names of places from before The
Fall have lost their relevance. With the exception of the work of the Cooperative and other historians, or the occasional oral tradition that has survived
the centuries, nobody would be familiar with the United States, Texas, Dallas,
Interstate 35, or Lake Lewisville. Most places of significance are named by
locals and on recently-constructed maps for prominent features or their reason of importance, rather than by their pre-Fall names. Maps and other documents refer to places such as Three Hills Lookout, North River Landing,
Trade Road Crossing, or V-Lake. Towns and villages generally have names
that suggest some feature such as Arena or Wheat Town, or carry the proper
name of a significant person or scrap of out-of-context history such as
Hood, Marks Town, or Coke Farm.
Major Players
1 40
and upstart nations to list, but a smaller number play the largest role in shaping the region.
The Cooperative is a network of historians, scientists, and other thinkers
spread across the explored world. Their origins are unknown, but for many
generations they have worked to reclaim the past and to build a future. Cooperative scholars are the foremost collectors of Golden Age information,
acquiring it through salvage and barter, or even theft and other measures
where necessary. They produce maps, educational texts, and copy works of
literature and history to be distributed. Perhaps most importantly, it is the cumulative efforts over many decades of many different Cooperative cells that
led to the development of the Breach Closure Device.
Spread out across the land and working in small, independent cells, Cooperative entities are totally isolated from one another. Every outpost is different, but most live in communal multi-family units, with half of any one
outposts population splitting away and forming a new cell elsewhere when
the group outgrows its home. Various outposts send couriers to prearranged
meeting places every third full moon, where they exchange news, updated
maps, and newly-copied books and data files. No member of any outpost
knows the location of any other cell, in order to protect the network as a
whole.
BRAC Squads move throughout the region, studying and mapping
Breaches, and trying to close as many of them as they are able. Its often very
difficult to get into position near enough to a Breach to operate the Breach
Closure Device without running into hostile aliens, Breach creatures, or foreign environments, so the squads are typically very cautious before they proceed into what they term a Hot Zone, or the area within about a mile (1.6
km) of a Breach.
A BRAC Squad originates at a Cooperative cell, but usually severs all ties
once it leaves for its mission, in the interests of security. Squads usually hire
non-Cooperative personnel as guides, specialists, and muscle, rarely mentioning their affiliation with the secretive group to anyone.
The Resistance is a loose affiliation of native humans dedicated to eliminating all alien presence on Earth. They view the planet as being under occupation by invading foreign forces, and the Resistance is the heroic
underground army dedicated to reclaiming humanitys birthright.
Resistance influence varies from small, isolated cells to the control of entire settlements. Its operations vary with the level of influence of their operatives. In most situations, individuals associated with the Resistance focus on
committing acts of retribution against aliens, ranging from harassment to assassinations.
The acquisition of territory through the infiltration of existing settlements and colonization of resource-laden territories are a top Resistance pri1 41
Distant Lands
Rumors persist of what lies beyond the borders of the Civilized Lands, both
hopeful and terrifying. The most common sources of these rumors are traveling outsiders that claim to have originated from some far-off place.
Any of the following can routinely be heard whispered in hushed voices
around tavern tables or campfires:
Far to the north, there is a monastery that exists outside of normal
time, where no one ages or dies. It has existed since long before The
Fall, and stands witness to all of Earths forgotten secrets.
Ride west for a few weeks, perhaps a month, and you will find a crater
where a Golden Age town once stood. It was consumed by a giant
1 43
1 44
Life in Breachworld
Life for the average person surviving in the post-Fall world is unrecognizable
when viewed from any other point in mankinds history. Never before has
there existed such an amalgam of Stone Age anarchy and high-tech wonder.
Brutal tyrannies and hidden utopias rise and fall like the tides. Fortunes are
won and stolen. The addition of each new alien race or monster only furthers
the complications. Conditions change daily, forcing those that live within that
chaos to try and simply keep up.
Society
Most of the world exists in a pre-industrial state. Enough time has passed
since The Fall that humanity has re-learned many basic skills that were not
particularly common during Earths Golden Age, such as how to weave cloth,
make pottery, and farm the land, or even to cook a meal from scratch. Such
things were once done by large corporations with advanced machinery, or at
best by anachronistic hobbyists. Humans of the Golden Age almost always
opted for leisure and convenience over things historically seen as hard
work.
Some of the advanced technology that pre-Fall Earthlings so relied upon
persists into the time of Breachworld in isolated pockets, usually of just one
type or another in a given settlement. One town may have a working pre-Fall
sawmill rigged to work on steam power while another may be home to an
automated metals recycling plant that continues to operate as it did during the
Golden Age. Those fortunate enough to live around such holdovers enjoy a
post-industrial sort of world in some ways and likely have some conveniences
such as limited power, filtered water, or firearms, but likely still live primitively
in other aspects of their lives.
In isolated instances, towns or cities are said to exist with very advanced
technology and comprehensive services, with a quality of life equal to that of
the Golden Age or beyond. Many of these stories are mythical retellings of
1 45
oral traditions that harken back to the height of human civilization. Humans
or aliens are said to live in cities with huge skyscrapers and unlimited power,
with unmatched infrastructure. These legendary cities are protected by men
shrouded in robotic armor, wielding weapons that rival or exceed those made
before The Fall. Some of these are cities whose citizens have re-learned old
breakthroughs in science via salvage and study. Others
may originate on foreign worlds. If any of them are real,
none exist within the Civilized Lands.
There exist even further rumors of civilizations existing on Earth that do not rely on
technology at all, but thrive through the widespread use of paranormal powers. Many call
these fairy tales, but in a world a strange as
the one left after The Fall, most will agree
than anything is possible.
Types of Communities
produce that has been found growing wild in the remnants of ancient farms
and then re-tamed. Keeping livestock is also a practice that has survived
through the Lost Age, particularly hardy stock that can live off the land
without consuming resources that would be better used for people.
Hunting and gathering are popular means of survival for anyone that
stays on the move as scavengers, explorers, trade caravans, or simple nomads
in the fashion of some ancient Native Americans, following migrating game
throughout the year. Unfamiliar with human agriculture, many aliens hunt
native Earth creatures or monsters from the Breaches, sometimes to include
humans or other alien races, and learn what flora is edible through simple
observation, trial, and error. Bows, spears, and other primitive weapons are by
far the most common hunting tools.
Fishing is a major contributor to life as well, particularly as a supplement
to either farming or hunting and gathering. Some communities use advanced
methods of net fishing or even operate fisheries as a primary means both of
internal support as well as trade.
Raiding is a popular means of support for humans, aliens, or mixed
groups comprised of both. Raiders mainly target small villages and
homesteads and either make off with stolen goods in secret, or use the threat
of force to get what they need at the barrel of a gun. Livestock is a favorite
target for raiders, especially horses. Raiding that ends up in a firefight can be
very expensive for the raiders, costing valuable ammunition, power, and
muscle, so a typical raid will not target the well-armed or well-defended.
Bushwhacking is another method for humans and aliens to use violence
to satisfy needs, but is done along the trails, waterways, and footpaths of the
wilderness. Bushwhackers use traps and ambushes along common routes for
caravans and other travelers. Like raiders, they like to use the threat of force
rather than expend precious blood and resources, but are more likely to let
bullets fly if they observe well-armed, but high-value targets and think they
can come out ahead in the exchange.
Player characters can be from any walk of life. They may hail from the ruins
of great cities or have been born to a single mother surviving in the wild.
Their people may be scavengers or fighters. The heros journey from farm
boy to legend or the story of a villains fall from grace into evil make for
classic, epic stories and are what role-playing is really all about. Give
thoughts to these sorts of things when building characters, either as a player
or as the GM.
1 47
Trades
firearms, mass driver weapons, or the occasional directed energy weapon, but
some also simply ply their trade with a blade, bow, or cudgel. A merc can be
found in the company of anyone who might need protection, be it a caravan,
a diplomatic delegation, BRAC squad, lone explorer, or speculator willing to
share a cut of the profits. They may also be hired to act as town defenders,
supplement an existing militia or military, or undertake missions of murder,
theft, or espionage. Humans and aliens
enter the trade at about the same rate,
but many non-human races are especially renowned for their work as
soldiers or blades
for hire.
1 49
Economy
1 51
1 52
Tech in Breachworld
As previously noted, bits of technology from the Golden Age have survived
into the time of Breachworld, or have been rediscovered by innovators of the
new age. Some technology has even been reintroduced by alien races. Many
discoveries are particularly regional and limited in the range of their impact,
but others are far more widely enjoyed and form a substantial foundation of
the lives of those surviving in the new world.
Fusion Reactor
Fusion reactors are a key technology that has survived the Lost Age, and a
major piece of the puzzle that has allowed humanity to rebound after The
Fall. Developed on an experimental basis over the course of the late 20th and
early 21st centuries, commercial fusion power was never able to make the
1 53
leap to viability until the advent of Gate science. The ability to transport
matter using microscopic Gates made initiating a fusion reaction much more
efficient and less costly than had ever been possible. With fuel sources available in such simple and abundant reserves as water, within a few decades the
use of fusion for the generation of electricity was commonplace.
Most fusion plants were operated by large-scale industrial applications that
required large amounts of power, such as materials fabricators and recyclers,
chemical producers, desalination plants, the textiles industry, and even large
commercial developments. The corporations would then sell excess power
back to the utility companies, who then fed it into the grid.
The fusion plants that survive into the time of Breachworld tend to be
those designed to be self-sufficient and not rely on infrastructure to deliver
nuclear fuel, which was typically deuterium stripped from large reservoirs of
water. Plants located on the waterside, particularly on the sea, did not suffer
failures caused by collapsed pipelines or interrupted delivery by truck. As
long as nuclear fuel remained available, many of these power plants never
ceased to operate.
Active fusion plants, and operable power plants in general, are almost always the central focus of a town of moderate size. Whoever controls the
plant, calls the shots, be it an elected committee or an alien warlord. These
towns usually have more advanced industries than the average community,
thanks to the wide availability of electricity.
Fabrication Plants
Automated fabrication plants were another type of facility that proved resistant to the Lost Age. These advanced industrial facilities were often built
alongside fusion reactors and so have sometimes even survived to the current
day, fully operable. These Golden Age wonders used the next generation of
the technology known in the early 21st century as 3D printing to precisely
manufacture products of all types, from pieces of fiberglass shells for cars, to
entirely finished consumer electronics products from the circuits to the
plastic casing. These plants were all built in the decades leading up to The
Fall, and so were constructed using the latest methods and materials, which
greatly increased their survivability.
Once the Gates failed and people abandoned their places of work, automated factories went into standby or shut down completely. Many were damaged in natural disasters, overrun by monsters, or stripped by looters in the
coming centuries, but those that survive intact need only to be powered up
and fed schematics and raw materials, from which they can resume production.
The simplest factories were hard-wired to produce only a certain broad
category of relatively simple products, like plastic shelving units, sets of glass
dishes, or metal casings for novelty datacards. Others could be fed complex
instructions and work with dozens of materials to produce intricate products
such as screens or the workings of an energy rifle. Fabricators do not generally produce whole products with moving pieces for producing things like
firearms, electric motors, or vehicles. Instead, these more complex machines
must have parts made individually and then are assembled as a separate process, but even this was often automated within the same facilities.
Screens
Screens are one of the most widespread pieces of Golden Age technology
available in the time of Breachworld. Before The Fall, screens served as mobile entertainment and communication devices, a natural extension and evolution of the smartphone and tablet computer that were so ubiquitous in the
early 21st century. They have no moving parts and were constructed of
highly resilient composite materials, so many vintage screens are now carried
even after a Lost Age. Further, a few automated fabrication plants
throughout the Civilized Lands specializing in these devices continue to operate, producing a limited number of units every year. Demand is high for
such a device, and so the price is high as well, but they are invaluable tools for
adventurers, scavengers, scholars, and virtually anyone else who lives beyond
the borders of a simple farm or tradehouse. They are heavily utilized by the
Cooperative in the dissemination of their collected knowledge.
Communication networks are no longer in effect across the globe, so they
1 55
can no longer be used to make a call. Nevertheless, screens are still invaluable as repositories of historical documents, maps, digital images, and any
other sort of electronic information. A screen may be able to communicate
with other screens across short distances in order to share information, or
even to hack another unit from across a room.
Screens have a powerful micro-computer at their core which is capable of
running sophisticated programs above and beyond the basic functions of the
device. Such software is difficult to come by, as those with the knowledge to
produce it are a rare breed, but they are an asset. Programs range from simple
games to inventory assistants for shop-owners, to digital face recognition
software for use by mercs or lawmen.
Datacards
1 56
Cells
In application, cells are the Golden Age version of a battery, though they do
not rely on a chemical reaction to generate electricity, instead storing energy
within an electric field. They are highly efficient and can store large amounts
of power with very little bleed-off, and can be used and recharged virtually
without end. In Breachworld, they power everything from jeeps to exoskeletons to flashlights, and can be recharged from any power plant or generator.
This recently invented device is, as discussed elsewhere in this RPG, a gamechanger. It can effectively and permanently seal a tear in space-time. To date,
its use is limited to the Cooperatives BRAC Squads, but they make the
schematics readily available to those whom seem equal to the task. The Cooperative hesitates to widely publish the plans in fear that attempting to use
the device may put unprepared would-be heroes in harms way.
1 57
Breach Creatures
1 64
Allosaur
It is more than clear that we dont understand everything about the relationship between dimensional travel and the flow of time. No more evidence is
needed than the existence on Earth today of species that have been extinct for
the whole ofhuman history.
Breach Science TechnicalIntroduction
CDoc BRSC-00c-01kk
Seemingly a real-life monster from
Earths historic past, the predatory Allosaurus, or simply Allosaur, once again stalks
the planet. The ancient dinosaurs precise
Breach of origin is unknown, but along with the
presence of other dinosaur-like creatures, the very
existence of Allosaur on post-Fall Earth raises all
types of questions about everything from mass extinctions, the linearity
of time, and the
Breaches, themselves.
Allosaurs can
most often be
found hunting alone, but
has been observed in packs
if game is abundant. They
feed primarily on easy, meaty prey such as cattle, horses, wild goats, and other
dinosaurs, and are not above chasing other hunters away from fresh kills or
scavenging from old corpses or large quantities of garbage.
The average allosaur is 25 to 30 feet (8 to 9 m) long, standing at about
half that height. Its tough hide is covered in fine feathers along its undercarriage, with slightly longer, more decorative feathers over the top of its head,
back, and tail. Its large head is full of hundreds of razor-sharp teeth designed
for tearing at flesh to be swallowed whole. The largest are capable of taking
the upper half of an average-sized human in one lightning-fast bite.
Juvenile Allosaurs are only two-thirds the size of adults, and thus lack
some raw power, but are lighter on their feet and more agile.
Similar to the Allosaur is its cousin, the Tyrannosaurus Rex, which is considerably larger and more powerful. It is almost always a solitary hunter.
1 65
Allosaur
Scale: +2D
Might: 4D
Brawl 5D
Agility: 2D+2
Dodge 4D+2, Stealth 3D+2
Wit: 0D
Charm: 1D
Static:
Dodge 14, Block 15, Soak 16
Move: 18
Perks:
+4 Armor (included in Soak)
+2D Teeth
Allosaur (Juvenile)
Scale: +2D
Might: 3D+1
Brawl 5D
Agility: 3D+1
Dodge 5D+2, Stealth 4D+2
Wit: 0D
Charm: 1D
Static:
Dodge 17, Block 15, Soak 13
Move: 16
Perks:
+3 Armor (included in Soak)
+2D Teeth
Tyrannosaur
Scale: +2D
Might: 5D
Brawl 7D
Agility: 2D
Dodge 4D
Wit: 0D
Charm: 1D
Static:
Dodge 12, Block 21, Soak 21
Move: 15
Perks:
+6 Armor (included in Soak)
+3D Teeth
1 66
Creep
1 67
Creep
Scale: +0D
Might: 2D
Brawl 3D+2
Agility: 4D+2
Dodge 5D+2, Stealth 7D+2
Wit: 0D
Charm: 1D
Static:
Dodge 17, Block 9, Soak 6
Move: 15, or 5 when stealthy
Perks:
Stealthy (reflected in skills)
Fang Strike (Range: 10 feet or
3 m, Damage: 4D)
Tree Creep
Scale: +0D
Might: 2D
Brawl 3D
Agility: 4D+2
Climb 8D, Dodge 5D+2,
Stealth 6D
Wit: 0D
Charm: 1D
Static:
Dodge 17, Block 9, Soak 6
Move: 15, or 5 when stealthy
Perks:
Stealthy (reflected in skills)
Fang Strike (Range: 15 feet or
5 m, Damage: 4D)
Creep Pod
Check: Varies; a single pod in the open requires only an Easy Wit
check to avoid, while a field of concealed pods may require a Very
Difficult check
Damage: Stepping on a Creep Pod inflicts 3D of +0D scale
damage to the character as larval Creeps swarm and bite. Damage
is applied each round for up to four rounds.
1 68
Griffin
We increasingly observe that old legends may be more than fairy tales, after all.
Wildlife Codex #1
The Cooperative
This beast appears to be the creature of legend from Earths past, with its
body, hindquarters, and tail of a lion, and the head, wings, and front talons of
an eagle. Despite some surviving stories of Griffins being magical beings,
perhaps even capable of speech, all indications are that the Griffin of
Breachworld is merely a fantastic animal, though very intelligent and perceptive.
Ancient myths regarding these animals and their propensity for guarding
vast hordes of riches have been taken to heart by many adventurers and
treasure hunters, and their territories and nests are often sought out by those
looking to take the animals supposed hoard. The head, wings, or claws of a
Griffin are also sometimes sought out by religious or mystical practitioners as
elements of potions or as protective amulets.
1 69
Griffin
Scale: +0D
Might: 3D+2
Brawl 5D, Stamina 6D
Agility: 3D+1
Dodge 5D+1
Wit: 1D
Charm: 1D
Static:
Dodge 16, Block 15, Soak 11
Move: 20
Perks:
Fly (60 feet per round)
+1D Talons
Griffin (Cub)
Scale: +0D
Might: 3D+1
Brawl 4D
Agility: 3D+1
Dodge 4D+1
Wit: 1D
Charm: 1D
Static:
Dodge 13, Block 12, Soak 10
Move: 18
Perks:
Fly (50 feet per round)
+1D Talons
Griffin (Elder)
Scale: +0D
Might: 4D+1
Brawl 6D, Stamina 8D
Agility: 4D
Dodge 6D+2
Wit: 1D+1
Charm: 1D
Static:
Dodge 20, Block 18, Soak 13
Move: 22
Perks:
Fly (80 feet per round)
+2D Talons
1 70
Hardhats
The truck is done in, so I guess well be walking the rest of the way. I cant
guess at the type of world where these animals are from, but I cant even imagine how big the predators must be to be able to fight off these hard-chargin
giant hippo-horse-rhino things.
Cooperative Fieldnotes on first encounter with a Hardhat
Author unknown
A large, four-legged beast the size of a compact car, Hardhats are the bane
of travelers throughout the Civilized Lands. The sight of any animal or moving object larger than themselves sends them into a blind rage, compelling
them to attack large creatures, mecha, and particularly cars and wagons. They
charge their perceived rivals and ram them using a rock-hard dome on top of
their head. The blow is sufficient to shatter wagons or carts, topple large
walking machines, and overturn trucks or vans. They are normally solitary
creatures that avoid males of their own kind due to their own natural aggression. Luckily, female Hardhats are much smaller than the males, which mostly
keeps them from danger.
Hardhats are rhino-like creatures, standing on four stout legs, with thick
folds of hide draping over their joints, but can build a surprising head of
steam, despite their
bulk. They are not
hard to miss in the
wild, as they have brilliant orange and yellow splashes over a
deep purple hide.
Thus, they stand out
starkly against the
open fields and pastures where they
prefer to graze and
easily spy approaching predators or
potential rivals.
1 71
Hardhats
Scale: +2D
Might: 5D
Brawl (Ram) 7D
Agility: 2D+1
Athletics (Running) 4D+1,
Dodge 3D
Wit: 0D
Charm: 1D
Hardhat (Calf)
Scale: +2D
Might: 4D
Brawl (Ram) 5D
Agility: 2D+1
Athletics (Running) 3D+1,
Dodge 2D+2
Wit: 0D
Charm: 1D
Static:
Dodge 9, Soak 19
Move: 10 in the first action,
20 in subsequent actions
Perks:
+4 Armor
7D Ram Attack at full speed
will knock down a target for a
Wounded effect or better, in
addition to the normal results
Static:
Dodge 9, Soak 15
Move: 10 in the first action,
20 in subsequent actions
Perks:
+3 Armor
5D Ram Attack at full speed
will knock down a target for a
Wounded effect or better, in
addition to the normal results
1 72
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Wizards of the Coast, Inc (Wizards). All Rights Reserved.
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contributed Open Game Content; (b)Derivative Material means copyrighted material
including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an existing work may be recast,
transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)Open Game Content
means the game mechanic and includes the methods, procedures, processes and routines
to the extent such content does not embody the Product Identity and is an enhancement
over the prior art and any additional content clearly identified as Open Game Content by
the Contributor, and means any work covered by this License, including translations and
derivative works under copyright law, but specifically excludes Product Identity. (e)
Product Identity means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic
elements, dialogue, incidents, language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes and graphic, photographic and other visual
or audio representations; names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural abilities or eff ects, logos,
symbols, or graphic designs; and any other trademark or registered trademark clearly
identifi ed as Product identity by the owner of the Product Identity, and which specifi
cally excludes the Open Game Content; (f) Trademark means the logos, names, mark,
sign, motto, designs that are used by a Contributor to identify itself or its products or the
associated products contributed to the Open Game License by the Contributor (g) Use,
Used or Using means to use, Distribute, copy, edit, format, modify, translate and
otherwise create Derivative Material of Open Game Content. (h) You or Your means
the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this
License. You must affi x such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except as described by the License
itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non exclusive license with
the exact terms of this License to Use, the Open Game Content.
5. Representation ofAuthority to Contribute: If You are contributing original material as
Open Game Content, You represent that Your Contributions are Your original creation
and/or You have suffi cient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of
this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You must add the title, the
copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as expressly licensed in
another, independent Agreement with the owner of such Trademark or Registered
Trademark. Th e use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in and to that Product
Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions
of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this
License.
10. Copy of this License: You MUST include a copy of this License with every copy of
the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the
Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of
this License with respect to some or all of the Open Game Content due to statute, judicial
order, or governmental regulation then You may not Use any Open Game Material so
affected.
13. Termination: This License will terminate automatically if You fail to comply with all
terms herein and fail to cure such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such
provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
D6 Adventure (WEG51011), Copyright 2004, Purgatory Publishing Inc.
West End Games, WEG, and D6 System are trademarks and properties of Purgatory
Publishing Inc.
Mini Six Bare Bones Edition, Copyright 2010, AntiPaladin Games.
Mini Six, and APG are trademarks and properties ofAntiPaladin Games.
Breachworld RPG, Copyright 2014, Jason Richards Publishing.
Breachworld is the trademark and property of Jason Richards Publishing.
PRODUCT IDENTIFICATION:
Product Identity: The D6 System; the D6 trademarks, the D6 and related logos and any
derivative trademarks not specified as Open Game Content are designated as Product
Identity (PI) and are properties of Purgatory Publishing Inc. All rights reserved.
Product Identity: [In regards to Mini Six Bare Bones Edition,] All text on pages 26, 27,
28, & 29 (except for game mechanics), all artwork, and trade dress are Product Identity
(PI) ofAntiPaladin Games.
The Mini Six and the Mini Six Bare Bones Edition trademarks and related logos and any
derivative trademarks are designated as Product Identity (PI) and are properties of
AntiPaladin Games. All rights reserved.
Product Identity: The Breachworld setting and logo, and all related characters, creatures,
places, story, art, trade dress, and concepts OTHER than game mechanics are designated
as Product Identity (PI) and are the properties of Jason Richards Publishing. All rights
reserved.
Open Game Content: All game mechanics and material not covered under Product
Identity (PI) above; OpenD6 trademark and OpenD6 logo.