Breachworld RPG
Breachworld RPG
BREACHWORLD RPG
Jason Richards Publishing Presents
BREACHWORLD
reality to your will, or help to reclaim a world that once was? All of these
possibilities, and more, are before you.
Breachworld is powered by Mini Six, part of the Open D6 family of
games. With the whole ruleset included in these pages, and simple
mechanics for character creation and gameplay, you can get started in
just minutes.
Also included in this complete RPG:
• An open world to be explored, with its own history, culture, and
technology.
• 13 unique, playable races from across dimensional space.
• 42 Perks and 27 Complications to customize your character.
• The Epic, Breachworld's reality-bending psychic and sorcerer,
complete with 63 amazing Aether Feats to master.
• 12 Breach Creatures, ranging from minor to gargantuan.
• 3 Places of Interest, mapped and described.
• 212 pages of endless possibilities.
Part 4: Resources
Chapter 4.1 Creation Aids --------------------- 200
Character Sheet ---------- 201 Epics --------------------- 203
Player Races ------------- 202 Skills, Perks, and Comps - 204
Chapter 4.2 In-Game Aids --------------------- 205
Scale Modifiers -----------206 Dealing Damage ----------208
Difficulties and Modifiers 207 Healing Damage ----------209
Contributors
Design, layout, maps, and art direction by Jason Richards.
Standard cover art by Eric Quigley.
Interior art by David Arenas, Amy Ashbaugh, Damon Bowie, Matthew
Bryan, Mike Mumah, Avi Odenheimer, RJ Palmer, Eric Quigley, and Michael
Wilson.
Responsibility in Business
Jason Richards Publishing is a strong advocate for the ethical treatment of
animals. I encourage you to spay and neuter your pets, and to join me in
supporting local no-kill animal shelters.
Ten percent of the profits of this book and its supplements will be
donated to the no-kill shelter and animal adoption center, Operation Kindness,
in Carrolton, Texas. Thank you for helping me help others.
© 2014-2015 Jason Richards Publishing. All Rights Reserved. D6 and Mini
Six text, rules, and material used per Open Game License (OGL).
Second Printing (February 2015). Digital v2.0 (February 2015).
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Special Thanks
None of this would have been possible without the help of these amazing
supporters through Kickstarter. I hope it lives up to your expectations.
Mike Sneed Wayne Pillion Scott Maynard
Chant Macleod Carl J. Gleba Justin L. Phillips
Sasyn Dan Mitchell Lou Goncey
Ryan Craig Rob Richardson Andrew Martone
Anthony Laffan Loconius Moore Roberto "Sunglar"
Ryan McDaniel Mecha vs Kaiju Micheri
Peter Porcaro, Jr. John "Smiley" Adams Tony Rosales
Brent Naylor Nexus Nine Chad Richards
Jeff "NMI" Ruiz Zachary Houghton David Larkins
H. Nathan Bingham Eric S. Matthew W.
James Holt Vin Diakuw erik tenkar
Steve Warfield MysticMoon Matt Whalley
Rodney Mancuso Jason Blalock Ed McW
David Terhune Wade Geer Bael the Cruel
Josh Hilden Rich Spainhour Chris W. Harvey
Ryan L. Jones Jim Reader Xavi Nieto
Jesse Butler Paul Partridge Bert Isla
Jason Kelliher David Mullins Fabio Milito Pagliara
bdp Robert G. Male Ryan Percival
Morgan Weeks N. Phillip Cole Tony A. Thompson
Peter A Tiree Wayne Rossi
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Retail Backer
A very special thank you to our brick-and-mortar retail backer. Don't forget
to support your local gaming shop:
Sphärenmeisters Spiele
Wilsberger Str. 31
52134 Herzogenrath, Germany
www.sphaerenmeisters-spiele.de
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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 supple-
ments will cover a dozen types of gaming standards, from the supernatural 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 don’t quite fit into the system as
presented. Don’t sweat it. As a player, be creative and find solutions. As a
Game Master, make a ruling and move on. Don’t 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.
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Skill List
Might Agility Wit Charm
Axe* Athletics Aliens Command
Blunt* Bow* Breach Science Courage
Brawl* Dodge* Computer Diplomacy
Knife* Drive Craft Persuade
Lift Gunnery* Epic^ Ride
Pole-Arm* Handgun* History Seduce
Stamina Pilot Language Streetwise
Sword* Rifle* Medicine
Sleight of Hand Navigate
Stealth Pick Locks
Throw* Repair
Search
Science
* indicates a combat skill Survive
^ special conditions apply Track
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Perks
Armor, Light (1) Nightvision (1)
Armor, Heavy (2) Patron (2)
Attractive (1) Perceptive (2)
Blessed (2) Prehensile Limb (1)
Climbing (2) Quick Study (1)
Daredevil (2) Recall (1)
Destiny (2) Reflexes (2)
Direction Sense (1) Resistance (1)
Eagle Eye (1) Sidekick (3)
Extra Sense (1) Signature Weapon (2)
Famous (1) Special Breathing (1)
Fast Draw (2) Swimmer, Minor (1)
Favors (1) Swimmer, Major (2)
Fearless (2) Unstunnable (2)
Hardiness (1)
Healing, Lesser (1) Epic Perks
Healing, Greater (2) Astrological Power (1)
Keen Sense (1) Familiar (1)
Loot (1) Mentor (1)
Lucky (2) Sanctus Sanctorum (1)
Natural Weapon, Light (1) Specialist (1)
Natural Weapon, Heavy (2) Spirit Guide (1)
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Complications
Age Personal Code
Allergy Primitive
Crazy Skeletons in the Closet
Debt Unlucky in Love
Diet Unlucky in Money
Disabled Soulless
Doomed
Enemies Epic Complications
Fearsome Visage Astrological Flaw
Gremlins Crutch
Hazardous Environment Demonic Pact
Illiterate Dogma
Infamous Narrow Focus
Marked White Wizard
Pariah
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Demonkin Rifle
The Demonkin Rifle fires a unique packeted energy charge, as opposed to
the beam of intense light emitted by a laser weapon. While still an energy
weapon, it packs a more substantial punch, yet is still able to be wielded by a
single soldier. Recovered specimens have unique cells that are difficult to
charge by human methods, resulting in a weapon that does only half
damage.
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)
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Lens
A Lens is a powerful weapon carried by many Elder. It appears to be a sort
of amulet that is held outward in the palm. When aimed and activated by
mental command, the target is struck by the sudden impact of an invisible
force. The use of this weapon seems limited to the Elder.
Skill: Throw
Damage: 4D+2
Ammo: Unrestricted
Range: 10/50/150 feet (3/15/45 m)
Bonus: +3 to strike
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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
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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 target’s emotional
state.
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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, Push.
Pole-Arm. The combat skill used to wield any weapon mounted on a
pole, such as a halberd, pike, spear, or naginata.
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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, run-
ning a footrace, or performing gymnastics.
Example specializations: Acrobatics, Climb, Run, Cycle.
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 de-
tailed 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
an airplane, helicopter, or space fighter.
Example specializations: Passenger Jet, Glider, Helicopter, Starfighter.
Rifle. This combat skill is used to operate any type of two-handed fire-
arm, such as a musket, shotgun, assault rifle, bolt-action rifle, energy rifle,
or squad automatic weapon.
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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 phe-
nomenon behind a Breach and the ability to use Breach-related techno-
logy such as a Breach Closure Device (BCD).
Example specializations: Dimensional Theory, Gate Tech, BCD Ops.
Computer. The skill to operate, manipulate, modify, and otherwise work
with computers.
Example specializations: Programming, Hacking, Data Recovery, Net-
working.
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Epic. The skill used to perform Aether Feats. Available only under special
conditions as outlined in Step 3 of the character creation process. Use of
the skill is detailed in Chapter 2.2.
History. The study and understanding of the history of Earth and hu-
manity.
Example specializations: specific time periods (post-Fall, Golden Age,
Renaissance, Industrial Revolution, etc.), particular human cultures, spe-
cific 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 Medi-
cine, 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.
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Famous (1). You are very well-known in a positive light. You get +2D to
all Persuade checks when “turning on the charm” with someone who
knows who you are.
Fast Draw (2). When determining initiative using a handgun, energy pis-
tol, 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 Incapa-
citated, you automatically make your Stamina roll to stay conscious, but
normal penalties apply.
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Starting Gear
Don’t 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.
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Weapons
The weaponry available on post-Fall Earth is incredibly varied. Most com-
mon are melee weapons, fashioned in recent years for hunting, raiding, and
self-defense. Firearms may be genuine recovered Golden Age weapons, cop-
ies of old relics, cobbled-together pieces of salvage, alien designs, or freshly
forged. Firearm ammunition is usually hand-loaded by experts who have re-
discovered the art. Tech weapons such as laser rifles, ion pistols, and varieties
of Slugthrowers (ST) are rarely newly-created, but are salvaged and rebuilt
from historic caches, or are alien weapons that have found their way to
Earth.
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Armor
Body Armor is a part of everyday life for adventurers, mercenaries, soldiers,
and even explorers, merchants, and scavengers. Even simple farmers or fish-
ermen are likely to own some very limited sort of armor to protect
themselves when trying to fight off raiders or Breach
creatures. Earth is a dangerous place, even in bands
of so-called civilization. Varieties of armor may
be homemade, salvaged, or made new in
factories.
Padded Armor. Simple layers of
clothing and thick padding with vul-
nerable areas wrapped in additional
bands of cloth and leather.
Armor Value: +1. Cost: $.
Reinforced Leather Armor.
Leather wrappings, pants, and
jacket reinforced with
wood, bone, or metal
studs and plates; includes a
leather or metal helmet.
Armor Value: +3. Cost: $$.
Improvised Metal Armor. Made from
scrap metal formed into chest plate, helmet,
and braces for arms and legs. Worn over a
sturdy under-layer of stiff canvas and/or
leather.
Armor Value: +4. Cost: $$
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Exoskeleton
More than just armor, these suits augment the wear-
er’s physical abilities and allow him or her to work
longer, jump farther, and lift far heavier loads than
would otherwise be possible. All run on super-effi-
cient power cells that can hold a charge for any-
where from a number of hours to a few days.
Recharging requires a powerful generator or power
plant, which in the days after The Fall greatly limits
the range of these modern marvels.
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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 equip-
ment, any bonuses that the gear may bestow when used, and an estimated
cost.
Binoculars. Telescopic lenses that amplify sight up to 1000x. More ad-
vanced models may include such features as a rangefinder or camera.
Bonus: Add +1D to Search or other sight-based skills as appropriate.
Cost: $-$$.
Breach Closure Device. The machine, developed by the Cooperative
and used almost exclusively by BRAC Squads, that is capable of perman-
ently closing a Breach. Successful deployment of the device requires a
Difficult skill check of Breach Science. Weighing in at approximately 80
lbs. (36 kg), the device can be broken into up to three components so as
not to overburden a single bearer.
Cost: Unavailable/special.
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Difficulty TN Description
Very Easy 2-5 Nearly everyone can do it. These checks should
only be made if a success is critical to the
scenario at hand.
Easy 6-10 Player characters will seldom have trouble with
these tasks, but an untrained individual may find
them challenging.
Moderate 11-15 Average characters have a reasonable chance of
failing at this level. Consistent success often
requires training in the skill or a high level of
natural ability.
Difficult 16-20 Tasks at this level are truly challenging. To suc-
ceed, a character needs to be well skilled or very
lucky.
Very Difficult 21-30 Challenges of this level fall into the domain of
masters in the skill being used; few others will
succeed at them.
Heroic 30+ These challenges are almost impossible. Only the
very lucky or true masters can consistently
succeed at them.
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 target’s static defense score,
determined as noted above. This can also be modified by the following,
particularly for Dodge scenarios.
Full Dodge: If the 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 of attacks.
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 25% cover, add +2 to the Target
Number. Add +5 to the Target Number for 50% cover. Add +10 for
75% cover. It’s impossible to hit a target behind 100% cover. Darkness or
smoke/fog can also be considered as cover at the GM’s discretion.
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Description Modifier
Character attempting the skill has a great advantage -6 to -10 to TN
Character attempting the skill has some advantage -1 to -5 to TN
Character attempting the skill has no advantage No modifier
Character attempting the skill is at some disadvantage +1 to +5 to TN
Character attempting the skill is at a great disadvantage +6 to +10 to TN
Character Actions
Scenes and Rounds
A game is divided into scenes, just like in a movie or television program.
During a scene, characters may discuss a plan of action, investigate a crime
scene, have a high-speed chase, or get into a fight. The time between scenes
spent walking from place to place, doing routine vehicle maintenance, or
sleeping is skipped over because it’s mundane, boring, and generally violates
Rule #1.
When things heat up, be it a firefight, trying to hack a computer terminal
before the alarms sound, or making a daring escape, then the game goes into
rounds. Each round represents about 10 seconds of real-life time, give or take
a few seconds depending on the situation. When playing in rounds, it usually
means that the action is high and bullets are flying, so every move that every
character makes must be accounted for in detail.
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Natural Healing
Wound Level Frequency Might TN
Dazed 1 minute automatic
Wounded 3 days 6
Severely Wounded 3 days 6
Incapacitated 2 weeks 8
Mortally Wounded 5 weeks 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 Immediate Easy
Wounded 1 day Moderate
Severely Wounded 1 day Moderate
Incapacitated 1 day Difficult
Mortally Wounded 1 day Very Difficult
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Scale Modifiers
Scale Modifier
+0D: Character, Animals None
+2D: Air Cycle, Car, Little Dragon, Wagon +2D to Hit & Damage
+6 to Dodge & Soak
+4D: Big Dragon, Galley, Mecha, Tank +4D to Hit & Damage
+12 to Dodge & Soak
+6D: Fighter, Lt. Transport, Heavy Mecha +6D to Hit & Damage
+18 to Dodge & Soak
+12D: Capital Ship, Elder God, Space Station +12D to Hit & Damage
+36 to Dodge & Soak
+24D: Mega Space Station, Planets +24D to Hit & Damage
+72 to Dodge & Soak
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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 character’s wounds by one level.
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Character Advancement
At the end of each session, the GM awards each character a number of
Character Points (CPs). The number of points given per session typically
varies from 3 to 7 depending on drama, danger, success, and fun! CPs are
used to improve skills and attributes, and represent a character’s development
and growth over time.
Spending Character Points
Improving Skills. Any skill may be increased one pip by spending a
number of CPs equal to its current number of whole dice. No skill may
be increased more than one pip per session. Skill specializations cost only
half as much to raise, rounding up.
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Matter Manipulation
Matter is made up of Aether, and so can
be controlled by the Epic. Objects can
be created or altered, or even disinteg-
rated by dispersing the Aether that
forms them.
Aether Weapon
TN: 19
Duration: 1 hour
Range: Self
Resisted: None
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. Regardless of the type of weapon,
it does +3D damage. The weapon re-
quires physical contact with its creator,
so it cannot be thrown, dropped, or lent
to another.
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Teleport
TN: Special
Duration: Instant
Range: Self or Touch
Resisted: None
Epics can instantly transport themselves or other beings to a designated des-
tination 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 or she has not seen before.
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Vehicle Movement
Move dice represent relative speed
between vehicles of similar types.
Vehicles are divided into four broad Speed Factor Modifier
categories including Primitive
Craft/Muscle Powered, Motorized Primitive Craft/ +0D
Ground and Water Craft, Aircraft, Muscle Powered
and Spacecraft. Motorized Ground/ +2D
If vehicles of different categor- Water Craft
ies must compare speeds, such as a Aircraft +5D
fighter chasing a tank, or a bicycle
pedaling after a car, the faster vehicle Spacecraft +10D
is granted bonus Move dice based
on the difference in speed factors in
the provided chart.
Chases
When attempting to overtake or outrun an opponent the GM determines
what range you are at (Short/Medium/Long). Each turn each vehicle makes a
Drive/Pilot check, with the vehicle’s Move dice granting a bonus. The higher
roll either closes or increases the distance by 1 range as desired. If reduced
below short range you catch up, if increased beyond long range you escape.
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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 that the characters use their Drive or Pilot skill in place of Dodge to
avoid being hit. Weapons that are part of a vehicle’s systems are usually fired
using Gunnery.
Multiple Weapons
on Vehicles Weapons Command Damage
When vehicles have more in Salvo Difficulty Bonus
than one weapon of a single
type, they can be fired as a 2 Very Easy +1
single salvo. This requires a 4 Easy +2
successful Command skill
roll with the difficulty based 8 Moderate +3
on the number of guns be- 16 Difficult +4
ing combined. Each doub-
ling of the number of 32 Very Difficult +5
weapons combined increases 64 Heroic +6
the damage by one pip.
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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:
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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.
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World Information
thousands of miles apart, where they acted like the entry and exit points of
an infinitely short tunnel. Someone could step through a Gate in New York
City and out of its counterpart in New Delhi as easily as stepping over the
threshold of his or her own front door.
The world was a bed of tinder for change and Gate travel was the spark
that lit the fire. Life was immediately and permanently changed by what social
commentators called the dawn of the Golden Age. So efficient and inex-
pensive was this new technology that it was quickly implemented across the
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What Survives
Some things do survive, at least in part. As the Flavian Amphitheater, the
Great Wall of China, and Pueblo cliff dwellings all endured into mankind’s
modern age, many monumental structures survive as shadows of their
former states. Sturdy structures built with modern concrete and high-tech
metals are particularly likely to survive in some form, be they football stadi-
ums, essential government buildings, electrical substations, power plants,
prisons, parking garages, and all sorts of hardy, utilitarian type structures.
Fiberglass, plastic, and composite materials are often recoverable and all make
valuable salvage, in addition to whatever metals haven’t corroded away with
the centuries.
New construction is very often built on the bones of ruins. The world is a
hard place full of alien invaders, human raiders, and roaming monsters, so
any head start is a welcome advantage. Lucky settlers find buildings intact,
unoccupied, and ready to be repurposed into new homes, storehouses, or
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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 Earth’s 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. Given the choice, people of the Golden Age
almost always opted to focus on their own pursuits and strive for personal
goals, cutting out the drudgery of the everyday.
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 modern weapons, 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
oral traditions that harken back to the height of human civilization. Humans
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Economy
There is no universal currency in Breachworld. No dollars. No credits. No
bottlecaps. Some communities, especially the larger and more organized ones,
may use some sort of token system or even use paper money to trade among
themselves, but the economics of Earth now rely almost entirely on barter-
ing. One upshot to this is that almost nothing has a set price. A chicken may
be worth a day’s labor when chickens are in abundance, but a week later it
may take three days’ work to earn that same bird. Blankets are in high de-
mand when it’s cold, but harder to trade in the summer. In the proper situ-
ation, a spare magazine of 5.56mm assault rifle ammunition may buy a house,
a barrel of wine, a spouse, or all three.
The hottest trade of the day is in information. Tidbits of data can go a
long way toward the rediscovery of forgotten caches of wealth or remnants
of a past cultural identity. Of particular interest are maps, or pieces of his-
torical data from before The Fall. This has led to a huge surge of men and
women venturing out into the wilderness as explorers, cartographers, and
treasure hunters. This has also led to a banner trade in forgeries and counter-
feits, so buyers have learned to be careful when things look too good to be
true, and do whatever they can to verify the validity of information before
completing a purchase.
From a game design perspective, in the pages of this RPG you will find
precious little information about what something costs. At most, some
equipment and other goods will list a general equivalence in trade, but even
that is to be taken as an imprecise estimate. Below are listed some generally
accepted values for certain goods and services.
• One day of labor (farming, land-clearing, hunting, general repair, etc.)
will almost always grant the worker a good meal and, if available,
someplace to rest that is out of the elements.
• A few days of labor is generally enough to be fed and housed for the
duration, and sent away with some extra basic provisions.
• Animal hides, preserved meat, and other animal goods are all major
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Fusion Reactor
The fusion reactor is 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
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Allosaur (Juvenile)
Scale: +2D Static:
Might: 3D+1 Dodge 17, Soak 13
Brawl 5D, Stamina 4D Move: 16
Agility: 3D+1 Perks:
Athletics (Run) 5D+1, +3 Armor (included in Soak)
Dodge 5D+2, Stealth 4D+2 +2D Teeth
Wit: 0D
Charm: 1D
Tyrannosaur
Scale: +2D Static:
Might: 5D Dodge 12, Soak 21
Brawl 7D, Stamina 5D Move: 15
Agility: 2D Perks:
Athletics (Run) 3D, +6 Armor (included in Soak)
Dodge 4D +3D Teeth
Wit: 0D
Charm: 1D
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Tree Creep
Scale: +0D Static:
Might: 2D Dodge 17, Soak 6
Brawl 3D Move: 15, or 5 when stealthy
Agility: 4D+2 Perks:
Climb 8D, Dodge 5D+2, Stealthy (reflected in skills)
Stealth 6D 4D Fangs (Range: 15 ft/5 m)
Wit: 0D
Charm: 1D
Creep Pod
Check: Varies; a single pod in the open requires only an Easy
Search 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.
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Griffin
Scale: +0D Static:
Might: 3D+2 Dodge 16, Soak 11
Brawl 5D, Stamina 6D Move: 20
Agility: 3D+1 Perks:
Dodge 5D+1 Fly (60 ft/18 m per round)
Wit: 1D +1D Talons
Charm: 2D
Griffin (Cub)
Scale: +0D Static:
Might: 3D+1 Dodge 13, Soak 10
Brawl 4D Move: 18
Agility: 3D+1 Perks:
Dodge 4D+1 Fly (50 ft/15 m per round)
Wit: 1D +1D Talons
Charm: 2D
Griffin (Elder)
Scale: +0D Static:
Might: 4D+1 Dodge 20, Soak 13
Brawl 6D, Stamina 8D Move: 22
Agility: 4D Perks:
Dodge 6D+2 Fly (80 ft/24 m per round)
Wit: 1D+1 +2D Talons
Charm: 2D+2
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Hardhat
Scale: +2D Static:
Might: 5D Dodge 11, Soak 21
Brawl (Ram) 6D+1 Move: 10 in the first action,
Agility: 2D+2 20 in subsequent actions
Athletics (Running) 4D+1, Perks:
Dodge 3D+2 +6 Armor (included in Soak)
Wit: 0D 7D Ram Attack (at full speed
Charm: 1D will knock down the target on a
Wounded effect or better, in
addition to the normal results)
Hardhat (Calf)
Scale: +2D Static:
Might: 4D Dodge 8, Soak 15
Brawl (Ram) 5D Move: 10 in the first action,
Agility: 2D+1 20 in subsequent actions
Athletics (Running) 3D+1, Perks:
Dodge 2D+2 +3 Armor (included in Soak)
Wit: 0D 5D Ram Attack (at full speed
Charm: 1D will knock down the target on a
Wounded effect or better, in
addition to the normal results)
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Hoodlums are savage, hulking animals known for their destructive mating
behaviors. Though they have the capacity to grunt and growl, they commu-
nicate amorous intent through the sensation of vibrations in the air and
through the ground. To this end, males use tree limbs, metal pipes, or
whatever else they can grab to loudly destroy anything they can find and
make as much noise as possible. They can be found banging away on trees,
boulders, old buildings, or the wreckage of cars to try and attract attention.
The banging of metal is particularly prevalent wherever it can be found. Fe-
males can sense the vibrations from long distances, even miles in the right
conditions, and are lured to the source. Likewise, males can detect competit-
ors and either seek different territory, or move in to fight for the right to the
mating grounds; they are extremely territorial and aggressive when tryig to
lure in a mate.
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Hoodlum (Male)
Scale: +2D Static:
Might: 4D Block 15, Dodge 8, Parry
Blunt 6D, Brawl 5D, Stamina (Blunt) 18, Soak 14
5D+1 Move: 12
Agility: 1D+2 Perks:
Athletics 3D+1, +2 Armor (included in Soak)
Dodge 2D+2 Extra Sense (sense vibrations;
Wit: 0D equal to a Search skill of 4D
Charm: 1D where applicable)
Hoodlum (Female)
Scale: +2D Static:
Might: 3D+1 Block 15, Dodge 17, Soak 10
Brawl 5D, Stamina 4D+1 Move: 15
Agility: 3D Perks:
Athletics 5D+1, Extra Sense (sense vibrations;
Dodge 5D+2 equal to a Search skill of 5D
Wit: 0D where applicable)
Charm: 1D
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Imp
Scale: +0D Static:
Might: 2D Block 9, Dodge 21, Soak 6
Brawl 3D Move: 11
Agility: 5D Perks:
Athletics 6D, Dodge 7D Varies, see below
Wit: 1D+2
Charm: 1D
Additional Stats
Each type of Imp has a number of special skills and Perks, according to
their individual natures.
Green Imp: Has the skill of Repair (Electronics) at 4D, but
only for the purpose of finding and accessing power sources. Can-
not be stunned by ion weapons, and is immune to electricity.
Yellow Imp: May perform the Aether Feat of Spontaneous
Combustion once per hour as a natural ability. Is immune to dam-
age by fire and heat.
Black Imp: Has the Perks of Swimming, Minor and Special
Breathing (underwater).
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Leecher
Scale: +0D Static:
Might: 1D Dodge 15, Soak 3
Brawl 1D, Move: 8
Brawl (Grapple) 4D Perks:
Agility: 4D Glide (travel airborne 5 ft/
Athletics (Climb) 6D, 1.5 m laterally for every 1 ft/0.3
Dodge 5D, Stealth 6D+2 m of fall)
Wit: 0D 3D Leech Attack (successful
Charm: 1D+1 grappling attack does damage
against exposed or thinly-
covered skin/hide)
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Mauler
Scale: +4D Static:
Might: 5D Block 21, Dodge 10, Soak 17
Brawl 7D Move: 17
Agility: 2D Perks:
Athletics (Running) 4D, +2 Armor (included in Soak)
Dodge 3D+1 +1D Claw Arm
Wit: 0D +2D Club Arm
Charm: 1D
Complications:
-1D on Might checks using
smaller secondary arms
Mauler (Elder)
Scale: +4D Static:
Might: 6D Block 24, Dodge 12, Soak 22
Brawl 8D Move: 17
Agility: 2D Perks:
Athletics (Running) 4D+1, +4 Armor (included in Soak)
Dodge 4D +1D+1 Claw Arm
Wit: 0D +2D+2 Club Arm
Charm: 1D
Complications:
-1D on Might checks using
smaller secondary arms
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Plasma Wyrm
Scale: +6D Static:
Might: 5D Dodge 12, Soak 21
Brawl 7D+1, Stamina 6D Move: 30
Agility: 3D Perks:
Athletics (Run) 5D, +6 Armor (included in Soak)
Dodge 4D, Project Plasma 5D +2D Tail Spike Stab
Wit: 0D +3D Teeth
Charm: 1D 6D Trample Attack
Plasma Breath
Aether is converted into white-hot plasma energy and shot from the mouth
of the Plasma Wyrm. This requires an action on three successive rounds for
the monster, two to prepare and one to attack. These are the only actions
that may be taken during these respective turns, or the attack fails.
Skill: Project Plasma (special, see skills)
Damage: 9D
Range: 50/100/300 feet (15/30/90 m)
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Poison Bat
Scale: +0D Static:
Might: 3D+1 Dodge 18, Soak 10
Brawl 4D, Lift (in flight) 5D, Move: 6
Stamina (Fly) 6D+2 Perks:
Agility: 4D +1 Armor (included in Soak)
Dodge (in flight) 6D, +1D+1 Teeth
Poison Spit 6D+1, Stealth (in +2 Claws
flight) 6D+1 Fly (50 ft/15 m per round)
Wit: 0D
Charm: 1D
Poison Spit
A projectile of poisonous fluid is shot from a tube in the creature's tongue.
A successful strike hits the victim in the eyes, mouth, nose, or other exposed
area. If all vulnerable areas are covered, the attack is automatically defeated.
Skill: Poison Spit (special, see skills)
Damage: 6D poison damage; resist with Stamina instead of
Soak. Victims take damage per typical Wound Levels.
A successful strike by the poison also requires a
moderate Stamina check against searing pain, which
results in a penalty of -2D on all actions, in addition
to any wounds.
Toxin collected from a Poison Bat and delivered by
other means does 3D of poison damage, with the
same Stamina check required against pain.
Range: 10/20/50 feet (3/6/15 m)
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Prowler Beast
Scale: +2D Static:
Might: 4D Dodge 16, Soak 14
Brawl 5D, Brawl (Pounce) 6D Move: 21
Agility: 3D+2 Perks:
Athletics 5D, Dodge 5D+1, +2 Armor (included in Soak)
Stealth 5D +2D Teeth
Wit: 0D Dark Meld (+3D to Stealth
Charm: 1D when in darkness or shadow)
Prowler Cloak
The pelt of a Prowler Beast can be fashioned into a cloak, suit of clothing,
or a cover for a suit of armor. In addition to being sought-after as an exotic
and stylish accessory, the innate properties of the matte black hide offers
hunters, bushwhackers, and anyone else who may have cause to sneak
around in the dark a considerable advantage by way of concealment.
Bonus: +2 to Stealth when concealed in shadow or darkness
Cost: $$$$
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Trapcat (Wild)
Scale: +0D Static:
Might: 4D Dodge 15, Soak 12
Brawl 5D, Stamina 5D+1 Move: 25
Agility: 4D Perks:
Athletics 5D+1, Dodge 5D, +1D Claws
Stealth 5D +2D Teeth
Wit: 1D Pack Intelligence (Trapcat
Charm: 1D+2 gets a +1D bonus to Brawl and
Stealth when hunting in a group
of 3+)
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Open D6 and Mini Six are the properties of Eric Gibson and Ray Nolan, respectively, and are used in
This document copyright 2014 Jason Richards Publishing, but may be reproduced for personal use.
Name/Race:
Advanced Class: Dodge:
MIGHT WIT Feats: Full Dodge:
Brawl Block (unarmed):
Lift Parry ( ):
Stamina Soak:
Move:
Perks: Fate Points:
Character Points:
Perks Complications
Armor, Light (1) Resistance (1) Age
Armor, Heavy (2) Sidekick (3) Allergy
Attractive (1) Signature Weapon (2) Crazy
Blessed (2) Special Breathing (1) Debt
Climbing (2) Swimmer, Minor (1) Diet
Daredevil (2) Swimmer, Major (2) Disabled
Destiny (2) Unstunnable (2) Doomed
Direction Sense (1) Enemies
Eagle Eye (1) Epic Perks Fearsome Visage
Extra Sense (1) Astrological Power (1) Gremlins
Famous (1) Familiar (1) Hazardous Environment
Fast Draw (2) Mentor (1) Illiterate
Favors (1) Sanctus Sanctorum (1) Infamous
Fearless (2) Specialist (1) Marked
Hardiness (1) Spirit Guide (1) Pariah
Healing, Lesser (1) Personal Code
Healing, Greater (2) Primitive
Keen Sense (1) Skeletons in the Closet
Loot (1) Unlucky in Love
Lucky (2) Unlucky in Money
Natural Weapon, Light (1) Soulless
Natural Weapon, Heavy (2)
Nightvision (1) Epic Complications
Patron (2) Astrological Flaw
Perceptive (2) Crutch
Prehensile Limb (1) Demonic Pact
Quick Study (1) Dogma
Recall (1) Narrow Focus
Reflexes (2) White Wizard
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Difficulty TN Description
Very Easy 2-5 Nearly everyone can do it.
Easy 6-10 Player characters will seldom have trouble.
Moderate 11-15 Average characters have a reasonable chance of failure.
Difficult 16-20 Success requires luck or superior skill.
Very Difficult 21-30 Only the extremelly well skilled will regularly succeed.
Heroic 30+ Only true masters can succeed consistently.
Cover Modifier
25% cover +2 to TN
50% cover +5 to TN Range Modifier
75% cover +10 to TN Point blank -5 to Dodge
Light smoke/fog +3 to TN Short No modifier
Thick smoke/fog +6 to TN Medium +5 to Dodge
Very thick smoke/fog +12 to TN Long +10 to Dodge
Poor light, twilight +3 to TN
Moonlit night +6 to TN
Complete darkness +12 to TN
Natural Healing
Wound Level Frequency Might TN
Dazed 1 minute automatic
Wounded 3 days 6
Severely Wounded 3 days 6
Incapacitated 2 weeks 8
Mortally Wounded 5 weeks 9
Assisted Healing
Wound Level Frequency Medicine TN
Dazed Immediate Easy
Wounded 1 day Moderate
Severely Wounded** 1 day Moderate
Incapacitated 1 day Difficult
Mortally Wounded 1 day Very Difficult
BREACHWORLD
reality to your will, or help to reclaim a world that once was? All of these
possibilities, and more, are before you.
Breachworld is powered by Mini Six, part of the Open D6 family of
games. With the whole ruleset included in these pages, and simple
mechanics for character creation and gameplay, you can get started in
just minutes.
Also included in this complete RPG:
• An open world to be explored, with its own history, culture, and
technology.
• 13 unique, playable races from across dimensional space.
• 42 Perks and 27 Complications to customize your character.
• The Epic, Breachworld's reality-bending psychic and sorcerer,
complete with 63 amazing Aether Feats to master.
• 12 Breach Creatures, ranging from minor to gargantuan.
• 3 Places of Interest, mapped and described.
• 212 pages of endless possibilities.