Professional Documents
Culture Documents
Chapter 3.4
Arena ---------------------- 80
Chapter 3.5
Allosaur --------------------87
Griffin ---------------------- 88
Imp ------------------------ 89
Mauler --------------------- 90
Trapcat -------------------- 91
formation 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 Breachworld, and you will learn about the Civilized
Lands that form the basis of the initial setting in this RPG.
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, to try this new game. I hope that you expect adventure. I will do my best to provide you the means.
Heroic. Combat target numbers are based on the targets defensive scores.
Sometimes two skills are rolled against each other when characters face
off against one another. In this case you must beat the defenders roll to
succeed. The TN of a given action might be modified by the GM depending on circumstances.
Character Point (CP). Character Points are rewards for advancing the
story through a gaming session, with special emphasis placed on good
role-playing. CPs are used between sessions to advance player characters.
Fate Point (FP). Fate Points are in-game incentives given by the GM as a
reward for a player for engaging in superior play. They are used to turn the
odds in a characters favor, such as to improve a roll or get some sort of
deference from the GM.
Scale. Its easy to hit a tank with a bullet fired from a handgun, but hard
for that bullet to actually damage the tank. Similarly, its difficult for a
battleships main gun to precisely hit a person standing on the beach, but
if the shell does hit the mark, the person is probably toast. Scale projects
these sort of differences in Mini Six by giving bonuses to strike, dodge,
deal damage, and resist damage, as appropriate.
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 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 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.
9
The total from a roll of the dice 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
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 = (Brawl 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 + armor value + any Perk,
super-tech, esoteric, or other armor bonus.
Kelsie is calculating the static defense scores for her character, Myka. Myka's
relevant skills are Brawl (2D+1), Dodge (5D), and Knife (3D+2). This gives
the character a Block 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: 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. Its impossible to hit a target behind 100% cover. Darkness or
smoke/fog can also be considered as cover at the GMs discretion.
48
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
Character attempting the skill has a great advantage
Character attempting the skill has some advantage
Character attempting the skill has no advantage
Character attempting the skill is at some disadvantage
Character attempting the skill is at a great disadvantage
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
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
act, 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. Roll 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.
51
Natural Healing
If a wounded character rests, he or she is allowed a Might check, and if successful, heals a Wound Level. The frequency of the check depends on the
severity of the 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
52
Some weapons do not physically harm the target, but only render a character
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 2D rounds.
The character is knocked unconscious
for 2D minutes.
Scaling
Not all objects are on the same scale. When dealing damage to a smaller
scaled target or resisting damage inflicted by it, the larger adds the difference
in modifiers to their die rolls or static defenses. Smaller scaled targets
attempting to dodge attacks from or actually attempting to attack a larger
scaled opponent add the difference to their dodge and attack rolls.
Scale Modifiers
Scale
Modifier
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
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.
Get Lucky. Make a small, fortuitous change to the characters location
(e.g. locating an unlocked window, finding a can of WD40 and a roll of
duct tape, etc.).
Get a Clue. Sometimes players are at a loss or think they might have
missed something. This gives them the option to find that detail that they
would have otherwise missed.
Character Advancement
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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.
Aether Feats
The following descriptions group various Feats into general categories (Air
Manipulation, Heat Manipulation, Space-Time Manipulation, etc.) 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 con56
centration 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.
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.
Fog
TN:
12
Duration: 20 minutes
Range: 50 foot (15 m) radius
Resisted: None
The Epic creates a thick fog around him or herself, reducing visibility and affecting cover as appropriate.
Shriek
TN:
8 + Resist Roll
Duration: Instant
Range: 50 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 1D+2 rounds if failing to resist.
Sphere of Silence
TN:
11
Duration: Concentration
Range: 10 foot (3 m) radius
Resisted: None
The air molecules in the radius around the Epic are prevented from vibrating,
resulting in absolute silence. No noise can be made, spoken, or heard.
57
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 rounds before using this Feat. The TN is 15
when attempting to heal anyone Wounded or Severely Wounded, 19 for Incapacitated characters, and 23 for those Mortally Wounded. Success reduces
the Wound Level by one. If used more than once per day on a target, the
Target Number of additional checks increases by +10 for each attempt.
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 to communication.
58
Electricity Manipulation
By utilizing these Feats, an Epic can convert free Aether to electrical energy
and back again.
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 daze or wound those affected. Targets within the radius are denied an opportunity to Dodge. A successful hit
inflicts 3D damage and bypasses conventional body armor.
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 check to avoid being hit. A successful hit inflicts 5D
damage and bypasses conventional body armor.
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.
59
Heat Manipulation
These Feats allow the Epic to exert control over heat and cold by transforming free Aether into heat energy, or vice versa.
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.
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.
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.
60
Kinetic Manipulation
TN:
10
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.
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, or something aimed at the Epic.
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.
61
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.
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.
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.
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.
62
Matter Manipulation
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 requires physical contact with its creator, so it cannot be thrown,
dropped, or lent to another.
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.
Disintegrate
TN:
25
Duration: Instant
Range: Touch
Resisted: Body, Might, or Armor Value as applicable
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 Armor Value may
be used to resist.
63
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.
Hasten
TN:
23
Duration: 5 rounds
Range: Self or 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.
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.).
64
That change would come very suddenly in the winter of 2012 and would
be credited with triggering a global Golden Age for humanity.
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
67
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. These centuries, perhaps even a
millenium of darkness, is truly the Lost Age.
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
human and alien, possess powers that can only be categorized as supernatural. Some individuals have an innate or learned ability to influence the minds
of others, or to conjure energies or objects from out of nothing like a sorcerer from an old storybook. The most learned among our ranks say that this
is accomplished through the manipulation of a mysterious substance that
they call Aether, which forms the building blocks of all energy, matter, time,
and dimensional space. Our Breach scientists theorize that an overabundance
of Aether in our reality is directly linked to the operation of Gates, the presence of Breaches, and cause of The Fall.
Our understanding of the present day world is limited to how far we can
send scouts and cartographers, what we can gather about the lay of the land
from the Historical Record, and what information we can acquire from humans or aliens that we encounter.
Whatever our various ideologies and ways of life, and whatever steps forward we have taken in recent generations, one thing that is certain is that the
human population has dropped dramatically since The Fall. Based on
everything we have collected, we believe that there are a few tens of thousands of humans still living within 200 miles (320 km) of us, and roughly that
many aliens. That would be a reduction of 95% or more from the population
during the height of the Golden Age.
68
69
Breaches
Breaches are the tragic legacy of the Golden Age, the holes in space-time left
by the worldwide collapse of the global system of Gates. That collapse in
turn led to the global catastrophe known as The Fall.
Breaches display a number of particular, consistent behaviors that bear
particular mention, such as:
Breaches exist as a defined plane, in generally the shape and size of the
Gate that once stood in its place
Looking into a Breach is like looking through a door into an adjacent
room, but into another world
Observation of beings on the far side of Breaches suggests that those
on the other side cannot see through to Earth
Gates are one-way, only leading into our dimension, not back out
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, such as:
This is the most likely area in which to encounter alien monsters
Alien environments often cross over from Breaches, creating wild and
dangerous landscapes
Proximity to a Breach can create a physical sensation or emotional uneasiness in many people
Contemporary minds have deduced the correlation between Breaches and the
mysterious, theoretical substance known as Aether. For more information on
Aether, its effects, and the paranormal Feats that can be performed by harnessing its power, see Chapter 2.2.
The Breach Closure Device is a rare scientific device created by the Cooperative that is capable of permanently closing a rip in space-time.
It is rather large and heavy, and typically breaks into parts to allow for
easier transportation
It is most commonly carried by the Cooperative's elite Breach Research
and Closure (BRAC) teams
Plans for construction and instructions for use are sometimes distributed to others
70
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. Far more detail is available in the full
RPG and its supplements.
A New Wilderness
Surface roads are gone, broken down and swallowed up by vegetation after
generations without maintenance or repair. 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, often requiring many days or weeks.
What Survives
Sturdy structures built during the Golden Age with modern concrete and
high-tech metals are particularly likely to survive as shadows of their former
glory. Fiberglass, plastic, and composite materials are often recoverable and all
make valuable salvage, in addition to whatever metals havent corroded away
with the centuries. New construction is very often built on the bones of ruins. Lucky settlers find buildings intact, unoccupied, and ready to be repurposed into new homes, storehouses, or workhouses for equipment repair or
sometimes even new manufacturing.
Golden Age factories and industrial complexes have survived the centuries with remarkable frequency. These pre-Fall facilities serve as the basis for
many of the most successful communities of Breachworld. Compared to the
wilderness that surrounds them, these settlements are paradises with many of
the trappings of a relatively modern life.
71
The primary game setting is set in the Civilized Lands. This territory includes
a portion of what was once Texas, in the old United States, though the names
of places from before The Fall have lost their relevance. Most places of significance are named by locals and on recently-constructed maps for prominent features or their reason of importance. Maps and other documents refer
to places such as Three Hills Lookout, North River Landing, Trade Post, or
Vee 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
bearing the Rose banner have the very best in offensive and defensive implements to offer for sale, with much of the gear being pristine pre-Fall technology, or replicas of such quality that they might as well be.
Dregs are a subset of society that exists in various forms all across
Breachworld, but particularly in the bones of ruined towns, industrial areas,
or other concrete jungles, or on the streets of larger communities. These are
the burnouts and anarchists that do little more than cause problems for
everyone else.
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.
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.
Along with the varieties of dinosaurs seen roaming parts of the Civilized Lands, primitive humans have also been encountered.
From the northeastern part of the continent, contact has been made
with an alien race that pilots huge machines into battle, each capable of
destroying whole armies.
The mountains to the northeast are full of cannibals. Stories vary as to
whether they are human or alien.
There are vast underground caverns in much of the Civilized Lands,
where live a race of Changelings. Each one looks exactly like one human on the surface, and each seeks to find, kill, and replace his or her
double.
North of the Civilized Lands there is a city that was called Fort Worth
Dallas that is home to tens of thousands of Breaches, so many that due
to their collective glow, nights within the ruins are lit up like day.
A Breach in what was once Houston brings to Earth a cult of alien
crusaders of many races that seeks to convert or kill those who do not
believe in its dark pantheon of gods.
To the southwest, there is a growing kingdom of hostile races from 100
different worlds, unified in their purpose to take Earth for their own.
A huge Breach to the southwest can be seen to be slowly expanding.
The lakes and rivers of the hill-covered country to the west are full of
half-fish humanoid aliens. Those aware of the old myths suggest that
they are identical to the Mer-People of ancient legend.
Many areas to the north are home to towering monsters bigger than
houses and can easily step over city walls.
73
Types of Communities
Trades
Economy
worlds. Beyond basic, primitive weapons, there are a number of major classifications somewhat commonly available to player characters.
Firearms are conventional weapons that use gunpowder, ranging in
sophistication from homemade muskets to vehicle-mounted auto-cannons.
Tech weapons are a broad classification of advanced weaponry that
either survives from the Golden Age or was brought to Earth by aliens. Most
often included are directed energy weapons such as projected lasers and stuninducing ion weapons, plus many varieties of alien weaponry.
Slugthrowers are a middle ground between firearms and tech weapons
that are in some ways the best of both worlds. They uses electromagnets to
propel solid slugs as a firearm would, but without the use of gunpowder.
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 the 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.
Datacards
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.
This recently invented device is, as discussed elsewhere in this RPG, a gamechanger. It can effectively and permanently seal a tear in space-time.
79
Intelligence:
Summary
Arena is a classic example of the new repurposing the old. For over 50 years,
human and alien settlers have made a home inside the ruins of an ancient
football stadium, building homes right into the former seating areas, locker
rooms, and concourses, while farming and ranching the land inside and
around the old athletics venue. Ranching includes the noteworthy inclusion
of a large, red, cow-like animal known as a Vaca, which has been successfully
domesticated. Its fatty meat is delicious and nourishing, and greatly prized.
The makeup of the community is a relatively common mix for successful
villages of its size. It is predominantly human, but welcoming of any being
that can contribute. The attitude that rules the hearts and minds of Arenans
is one of common good.
This open attitude has yielded two very useful fruits in particular. First, a
small family unit of Minotaur have made their home in the lower levels of
the old stadium. They were welcomed in by the community with due caution,
but without the prejudice that these hulking alien beings often experience. In
return, the Minotaur have shared their considerable farming knowledge with
their neighbors, to the benefit of all.
Secondly, an unusually large group of Machine Men has set up camp
within the walls. Originally just a pair of the mechanical beings settled in to
study the community and to lend a hand where they could, but its central
location eventually attracted a number of other Tinmen to join them. They
tell the citizens of Arena that most will be moving on within a few months,
but the assistance provided by their expertise in science, medicine, and even
combat have all benefited the town.
Arena is not ruled by any formal government, but by general
consensus. Everyone expects their neighbors to be helpful and not to
antagonize. The physical area is large enough that if squabbles pop up, the
offended parties can generally avoid one another. Violence is not tolerated
and leads to offenders being drummed out and banished by the general will
and action of the people. Common defense is provided militia-style, with all
81
Points of Interest
83
7. Sarra Residence. A heavily scarred man named Elias Sarra lives and
works in this relatively large home, most of which is taken up by workspace, spare parts, and scrap junk. He is rumored to have been a mercenary before settling down in Arena to work as a gunsmith and do-it-all
mechanic. One of the local Machine Men, who goes by the name of Eta,
is often found helping Sarra in his tasks.
8. Vaca Barn. Dane Howard technically owns this piece of property, but
it is used to house the Vaca of other ranchers as well as his own. The alien
livestock go through periods of a sort of hibernation every five months,
and have been trained to use this barn to nest up. Inside, up to 30 of the
132 head of Vaca may be found sleeping in cozy piles like huge kittens.
9. Tradehouse. Originally a single, one-roomed house, this center of
trade has been expanded many times over the years. It now serves as a
marketplace where citizens and visitors can barter, buy, and sell goods
from loaves of bread to leather jackets to energy weapons. Availability
changes literally every day.
Perhaps the single most popular and regular exhibitor is a woman that
the locals just call the Grenade Lady. Over 60 years old, she arrives in
Arena every week to ten days, always with a pack full of explosives, ranging from harmless flares to landmines to dynamite. She haggles for food,
domestic goods, and other basic supplies until her stock is exhausted, and
then heads back south of the river, always on her own.
10. Community Armory. The townspeople collectively employ a dozen
fighting men and women to maintain two stores of weapons, ammunition, armor, and other implements of battle. These mercenaries (of a
sort) are paid in free room and board, kept comfortable and fed by the
townspeople. A number have wed into the community and legitimately
call Arena their home.
Most of the stored items belong to town residents and are stored in
lockers when their owners are inside the walls. The weapons are generally
very simple, with nothing more exotic or rare than a bolt-action rifle or
handgun with a few rounds of ammunition, and more commonly bows
with quivers of arrows, spears, makeshift swords, and leather helmets and
jackets. These are all kept in the event of an attack, and as a bonus are
well maintained by the staff.
11. Ferry Launch. A small boathouse and dock are used by those traveling up and down the river. Passage on short journeys or just to cross the
river can be easily bartered during daylight hours, but is less reliable at
night. The nearest easy ford is many miles away, whether headed upriver
or down.
12. Loren Farm. Named for the founder of the farm, the land is now
84
worked by Loren's son and daughter, Devante and Victoria. They primarily grow corn, and fish in the river, and generally live a normal, if relatively
prosperous life. They are noteworthy, however, because they do not ever
enter Arena, and only Victoria deals with visitors or patrons looking to
buy from their stock. Devante never speaks to or even comes near anyone
but his sister.
Local legend says that Loren left the community of Arena after she
was cursed by an invisible, demonic, ethereal being from beyond a Breach.
The monster would attack anyone who so much as approached Loren,
forcing her into solitude with her two young children. With Loren's death,
the monster is said to now haunt Devante.
85
Allosaur
The Cooperative
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 have been observed
in packs if game is abundant. They feed primarily on easy, meaty prey such as
cattle, horses, Vaca, 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.
Allosaur
Scale: +2D
Might: 4D
Brawl 6D, Stamina 5D
Agility: 2D+2
Athletics (Run) 4D+2,
Dodge 4D+2, Stealth 3D+2
Wit: 0D
Charm: 1D
Static:
Dodge 14, Soak 16
Move: 18
Perks:
+4 Armor (included in Soak)
+2D Teeth
87
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 legs of
an eagle. Despite some surviving stories of Griffins being magical beings,
perhaps even capable of speech, all indications are that the Griffin is merely a
fantastic animal, though very intelligent and perceptive.
Solitary creatures except when mating, Griffin are most commonly found
in high, sheltered places. Ruined apartment buildings and mid- to high-rise
buildings are ideally fit for the purpose, though hilltop hollows or abandoned
homes keep them closer to humanoid populations and their livestock, which
are a Griffin's favorite prey. Cubs are born in pairs, one male and one female,
and mature rapidly; they are almost immediately abandoned by their parents.
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.
Griffin
Scale: +0D
Might: 3D+2
Brawl 5D, Stamina 6D
Agility: 3D+1
Dodge 5D+1
Wit: 1D
Charm: 2D
Static:
Dodge 16, Soak 11
Move: 20
Perks:
Fly (60 ft/18 m per round)
+1D Talons
88
Imps
Imps are Breach demons, mischievious creatures that seem to have spawned
from some hellish dimension to wreak havok and sow misery for mankind.
They lack full human reasoning abilities, but are clever enough to be
incredibly efficient in making trouble for intelligent beings throughout the
Civilized Lands and beyond.
There are a wide variety of types of Imps that have been observed, each
creating its own particular brand of trouble for residents of the Civilized
Lands. Regardless, they seem to serve no greater purpose or have any goals or
needs other than to be a thorn in the collective side of society.
They vary slightly in appearance, each conveniently identifiable to the type
of mayhem that it likes to pursue. All are small, roughly a foot (0.3 m) in
height. All types of Imps have four eyes placed around their head and some
type of horns, exact location and description depending on the specific
breed. They have a sort of hunched posture with a tail and long feet for balance. They communicate through some sort of chattering language, with a
great deal of what sounds like laughter.
Yellow Imps are nourished by flames, and therefore delight in setting fires
so that they may gorge on the energies that are produced; as such, they are
immune to fire and heat. They are perhaps the most common type of Imp. A
yellow Imp's head is spherical, with its four eyes clustered together all in the
front of its face above its grinning, toothy mouth, while a dozen tiny horns
protrude from all over its head.
Green and Black Imps are detailed in the complete Breachworld RPG.
Imp (Yellow)
Scale: +0D
Might: 2D
Brawl 3D
Agility: 5D
Athletics 6D, Dodge 7D
Wit: 1D+2
Charm: 1D
Static:
Block 9, Dodge 21, Soak 6
Move: 11
Perks:
May perform the Aether Feat
of Spontaneous Combustion
once per hour as a natural ability. Is immune to damage by fire
and heat.
89
Maulers
Wildlife Codex #2
The Cooperative
Mauler
Scale: +4D
Might: 5D
Brawl 7D
Agility: 2D
Athletics (Running) 4D,
Dodge 3D+1
Wit: 0D
Charm: 1D
Static:
Block 21, Dodge 10, Soak 17
Move: 17
Perks:
+2 Armor (included in Soak)
+1D Claw Arm
+2D Club Arm
Complications:
-1D on Might checks using
smaller secondary arms
90
Trapcats
If you find yourself being pursued by a Trapcat, you can turn to face your attacker, or else flee into the jaws of the three that are laying in wait.
Wildlife Codex #1
The Cooperative
The infamous mounts of the Reptilian Raiders are known as Trapcats, both
for their feline appearance and for the tactics they use when hunting.
The cats are honey-and-white, with long hair, black eyes, and notably
fierce teeth that protrude and grin like menacing bear traps. They are the size
of a small horse, though stand lower to the ground thanks to their flexible,
catlike hips. They move like the large predatory felines of Earth, bounding
forward off powerful rear legs in an efficient, smooth motion that results in
great speed across the open ground. They are capable, but not excellent
climbers, and prefer open pursuit after a short stalk, like a cheetah, over prolonged stalking ending in sudden ambush like a panther.
Trapcats are also far superior cooperative hunters than native Earth species, using a level of strategy that verges on a limited intelligence. Using their
tails, which always end in a bright white tip, they communicate basic signals to
each other across fields or open areas within line-of-sight to coordinate their
attack. For example, when a group of Trapcats is stalking prey from different
sides, one of the pride will call the ball with an indication of its tail that it
will lead the attack, which signals the others to be ready to pursue after the
target attempts to flee.
Trapcat (Wild)
Scale: +0D
Might: 4D
Brawl 5D, Stamina 5D+1
Agility: 4D
Athletics 5D+1, Dodge 5D,
Stealth 5D
Wit: 1D
Charm: 1D+2
Static:
Dodge 15, Soak 12
Move: 25
Perks:
+1D Claws
+2D Teeth
Pack Intelligence (Trapcat
gets a +1D bonus to Brawl and
Stealth when hunting in a group
of 3+)
91
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