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RPG

SAMPLE PAGES 2+ 4+ hrs Age


12+
MADRIÑAN · GREY WIZARD
Pack Beasts 193 PC Positions 233
CONTENTS
Vehicles 196 Movement Types 234
Property 200 Location Actions 235
WELCOME 6 STEP 4 · TRAITS 130 Services 201 Site Encounters 236

STEP 5 · QUIRK 132 RANK 204 NEGOTIATE 238


I CHARACTER CREATION Physiology Quirks 133 Mana, Allegiance, Gifts 204 Negotiate Procedure 239
Spirit Quirks 136 Advancing in Rank 205
Fate Quirks 139 Allegiance 206
CREATING A CHARACTER 10
Eldritch Quirks 142 FIGHT 244
Character Creation Procedure 11 Gifts 206
Robotic Quirks 145 Fight Procedure 245
Combat Values 246
STEP 1 · CALLING 12 Creating A Battlefield 248
Factotum 16 STEP 6 · FINISHING DETAILS 148 II PLAYING THE GAME Conducting A Fight 252
Sneak 22 Actions 254
Champion 28 GEAR 149 Damage 259
Raider 34 GAME BASICS 210 Injury Table 260
Paying For Gear 151
Battle Princess 40 Playing The Game 211 Treatment Of Injuries 262
Carrying Gear 151
Murder Princess 50 General Play 212 Treatment 262
Inventory Slots 151
Sage 58 Managing Game Time 213 Sundering 263
Weapon Types 152
Heretic 68 Rolling Dice 214 Colossal Combat 264
Melee Weapon Types 152
Focused Rules 215
Missile Weapon Types 158
STEP 2 · SPECIES 12 Custom Weapon Abilities 160 PERILS 266
Armor Types 163 CHECKS & CONTESTS 216 Non-combat Injuries 267
Human (Native) 84
Custom Armor Abilities 166 Aptitudes 217 Ailments 268
Human (Dimensional Stray) 86
Shield Types 169 Check Procedure 218
Chib 88
Custom Shield Abilities 171 Contest Procedure 219
Tenebrate 90 DOWNTIME 266
Outfits 172 Linked Contests 220
Rai-Neko 92 Downtime Activities 273
Wearable Accessories 173 Special Success 221
Promethean 94 Social Bonds 279
Wayfinding 174
Gruun 96 Reputations 279
Illumination 175 JOURNEY 222
Goblin 98
Specialist’s Kit 176 Journey Procedure 223
Dwarf 100
Books 176 Navigating 226 CRAFT 280
Elf 102
Consumables 177 Getting Lost 227 Crafting Procedure 281
Bio-Mechanoid 104
Combustibles & Chemicals 178 Map Encounters 228 Crafting Disciplines 282
Species Abilities 106
Miscellaneous 179 A Day’s Travel 229 Repairing & Customizing Gear 285
Curiosities, Artifacts, & Gadgets 180 Camp 229 Crafting Imbued Gear 286
STEP 3 · HOMELAND & HISTORY 108 Other World Items 182 Using Materials 288
Hunting & Foraging 229
Wistful Dark History Table 110 Companions 183 Using Additives 291
Rush 229
Twilight Meridian History Table 114 Followers 184 Crafting Mishaps 294
Blazing Garden History Table 118 Animal Companions 187
Buried Kingdom History Table 122 Pets 188 EXPLORE 230
Other World History Table 126 Mounts 191 Explore Procedure 231
Adventure Sites 232

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Lalka 392
II Master Villains 394
OUTER WORLD
Mundymutts 400
Skelemen 404
WELCOME TO OUTER WORLD 298 Shadow Beast 412
Octia Scroll 300 Tiny Unhelpful Cloud 416
Von Peebles Map 302 Undead Peddler 418
Wistful Dark 304 Unshaped, Bellzuub 420
Twilight Meridian 306 Urarani 426
Blazing Garden 308 Creating Adversaries 430
Buried Kingdom 310
Further Exploration 312
II APPENDIX

II GAMES MASTER’S GUIDE


Character Sheet 442
Character Sheet (Filled) 444
BEING A GAMES MASTER 316 Gear List 346
Running the Game 316 Game Basics Cheat Sheet 450
Creating an Adventure 318 Checks & Contests Cheat Sheet 450
Creating Game Master Characters 320 Journey Cheat Sheet 451
Creating a Settlement 328 Explore Cheat Sheet 452
Creating an Adventure Site 332 Negotiate Cheat Sheet 453
Creating Adventure Maps 344 Fight Cheat Sheet 454
Creating Encounters 348 Perils Cheat Sheet 456
Creating a Saga 352 Downtime Cheat Sheet 458
Craft Cheat Sheet 459
Index 460
II ADVERSARIES

ADVERSARIES 356
Using Adversaries 356
Asura, Lajja 360
Bizzer Swarm 364
Blaster Mage 366
Chompa 368
Chosen One 370
Demon, Blighted 372
Drones 376
Goop 382
Giga Gruun 384
Grim Wing 386
Killservants 388

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX

PREPARE FOR ADVENTURE GAMEPLAY GAMING GROGNARD?

In BREAK!! the players take on the role of If you are already familiar with RPGs and
BREAK!! is a tabletop role playing game of exploration and adventure set in adventurers, plucky souls that roam Outer related gaming jargon, here’s a quick
the fantasy realm of Outer World, a place of wonder and peril. World in search of truth and treasure. system overview:
As an adventurer you will:  BREAK!! only uses a d20.
 Journey across shattered landscapes.  Aptitudes (Ability Scores) are set by
your Calling (Class), not rolled.
 Explore the world’s ancient ruins and
wonders of the modern age.  Experience Points are awarded for Rank
(Level) advancement.
 Encounter and interact with Outer
World’s many unusual inhabitants.  Roll under Aptitude Checks (Saves).
 Negotiate or fight with monstrous or  Point crawl overland travel system.
cunning adversaries.  Tactical, turn-based combat.
 Survive and endure Outer World’s  Roll over enemy’s Defence Rating (AC)
many perils and challenges. to hit.
 Craft items, magic and mechanical.  Weapons do set, not random, damage.
 Create social bonds with the friends  Hearts (Hit Points) reset every fight.
you meet along the way.  Lasting Injuries occur after your Hearts
 Attempt to rise through the are depleted, and need to be healed.
WHAT IS THE GAME ABOUT? WHAT’S A ROLE PLAYING GAME?
adventuring ranks to become legend.  Scenario, not story based, Adventures.
Outer World is broken. Most struggle to In this Role Playing Game (RPG) you bring  Experience the wonder, humor,  Random Encounters with Mood rolls
survive, huddling together in the ruins of a fantasy world to life and create the brave tragedy, and triumph of adventuring. (Reaction).
the past. adventurers to explore it with.
 Success is determined by player’s
Will you protect or abandon them? One player takes on the role of Games INSPIRATION situational decision making, and
Master (GM). They devise and present calculated risk.
BREAK!! is lover letter to the worlds and
Some pockets of civilisation remain, their challenges and situations to the players.
themes depicted in manga, anime and
leaders seek to shape the future. For example, the town will be destroyed USING THIS BOOK
videogames. Thanks to all the creators that
if the source of the corrupted mana is not
Will you help or hinder them? fuelled our imaginations and ambition.
found and stopped. GMs should read this book though
Influences include: prior to playing BREAK!! to familiarize
Forgotten knowledge and lost treasures The others assume the role of the Player
themselves with the entire game.
are rumored to have the power to change Characters (PCs). For example, warriors,  Videogames: Godslayer/Crystalis,
the status quo. wizards, and other adventurous figures. SaGa, NieR, Mana Series, Final Fantasy Games run most smoothly if the GM
They must use their wits, and their Series, Zelda Series. is able to easily recall the information
Will you wield them wisely? character’s abilities, to overcome or included in Playing the Game ( p209)
 Animations: Studio Ghibli, Berserk,
circumvent these challenges. Morabito, The Tower of Druaga: The section. Other content is less likely to
Influential heroes and villains roam be required during play and can be
When the PCs, or other characters in the Aegis of Uruk/Sword of Uruk, Sword
the land, leaving a wake of irrevocable referenced before or during the game.
game world, attempt something risky Art Online, The Last Unicorn, Wizards,
change behind them.
they roll dice to determine whether they classic Disney. Cheat sheets ( p450) are included
1
Will you survive long enough to become succeed or fail. The likelihood of success  Literature: The Once and Future King, in the Appendices that condense all
one of them? depends on the chosen course of action The Swords Trilogy, The Earthsea Series. the frequently referenced rules and
and the character’s skill or competency.  Other RPGs: Stormbringer 1st Edition, information into one place.
9
Maid, Teenagers from Outer Space,
Old School Hack. WWW.BREAKRPG.COM
 Blogosphere: The entire community
3 of wonderfully talented and generous Join the BREAK!! community to access
designers, artists, and enthusiasts. new content and find other players at
www.breakrpg.com

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
I

CREATING A CHARACTER CHARACTER CREATION PROCEDURE

Adventurer’s have a special affinity with Mana, this enables them to attain START STEP 5 CREATING A
CHARACTER
magical or martial mastery that would normally require a lifetime of dedication.
CALLING
Select your Quirks
STEP 1 SPECIES
 Your Quirk is what makes you
HOMELAND
Select your Calling different from characters of a & HISTORY
similar Calling and Species. It is an
 Your Calling determines the focus eccentricity that grants you a small
TRAITS

of your core abilities (e.g. magic, advantage, often accompanied by


QUIRK
combat, stealth) and therefore a minor catch. FINISHING
DETAILS
what in-game strategies will work
best for you. ◆ Quirks ( p132) GEAR

◆ Callings ( p12) CHARACTER


RANK

◆ STEP 6
STEP 2 Add finishing details
Select your Species  Finally, give your character a name
and details about their appearance
 Your Species determines your and personality.
physical appearance (e.g. size,
shape, coloration) but also grants ◆ Character description ( p148)
you with extra biological or
psychological abilities.
END
◆ Species ( p80)
At each creation step you will be
presented with many choices. There
STEP 3 are two ways of making a decision:
to randomly decide with a die roll,
Select your Homeland & History or to simply choose the option you
like the sound of most.
 The life you had before becoming
an adventurer provides you with I suggest rolling first, but choosing
when you get a result you don’t like.
specialist knowledge, and a few
This way you’ll get a character you
useful starting items. wouldn’t have thought up on your
◆ Homelands & Histories ( p108) own, but will be sure to like.

◆ While having characters of a similar


type is not a problem, your players
STEP 4 might want to communicate with
each other to avoid any
CHOOSING A CHARACTER TO CREATE A PC YOU WILL NEED unwanted duplication.
Select your Traits
15
There are six steps for creating a Player  About 15 minutes, or less!  Traits enable you to personalise
Character (PC), each step defines more  A BREAK!! Character Sheet ( p444), or your character’s natural abilities,
about your character and provides them another less awesome piece of paper. making them more or less strong,
7 with skills and abilities they’ll be able to agile, resilient, or perceptive.
use in the game.  A pencil & eraser! You’ll need to record,
and update, information as you go. ◆ Traits ( p130)
Your character has a big impact on how  A twenty-sided die (d20), or any ◆
10 you approach the game’s challenges. If random number generator set to a
you’re a wily witch you’d use magic to range of 1–20.
sidestep an obstacle, but as a beastly
barbarian you’d apply brute force.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
I

CALLING QUICK START INFO


STEP 1 · CALLING

Your Calling is what you where born to do; a combination of your training and FACTOTUM CHAMPION
CREATING A
CHARACTER
instinct. Were you destined to be a disciple of the sword or a master of magic?
You elevate everyday You are a valiant CALLING

skills to an almost fighter that favors SPECIES

magical level. Your force and direct action. HOMELAND


& HISTORY
motto: be prepared, Why pick a locked
focus on the details, door when it can be TRAITS
don’t be a hero. kicked off its hinges? QUIRK
FINISHING
More ( p16) More ( p28) DETAILS

GEAR
7 MIGHT +0 2 10 MIGHT +1 3 CHARACTER
9 DEFT ATTACK HEARTS 8 DEFT ATTACK HEARTS RANK

8 GRIT 9 GRIT
Quick Start
9 INSIGHT 10 Average 7 INSIGHT 10 Average
Factotum
9 AURA DEFENSE SPEED 8 AURA DEFENSE SPEED
Sneak
Champion
Starting Abilities Starting Abilities
Raider
ABOUT YOUR CALLING CALLING TABLE  Second to None ( p17)  Combat Momentum ( p29)
Battle
 Factotum Pack ( p17)  Favored Weapon ( p29) Princess
Calling determines your… Choose or roll your Calling
 Don’t Mind Me ( p17)  Into the Fray ( p29) Murder
Aptitudes: Scores that describe your 1-3 Factotum ( p13)
Princess

physical and mental capabilities ( p217). Sage


Heretic
Combat Values: Information that describes 4-6 Sneak ( p13) SNEAK RAIDER
how well you can fight ( p246).
You’re a rogue that You find victory
7-9 Champion ( p13)
Calling Abilities: Skills or powers unique uses acrobatics and through speed and
to your specific Calling. dirty tricks to succeed. precision. Even the
10-12 Raider ( p13)
Not everyone mightiest foes fear
Character Advancement: The way your
approves, but that’s your fluid and precise
Aptitudes and Combat Values develop as 13-14 Battle Princess ( p14) their problem. combat prowess.
you rise in Rank.
15-16 Murder Princess ( p14) More ( p22) More ( p34)
Combat Gear Allowance: The weapons
and armor you can use without penalty.
17-18 Sage ( p14) 7 MIGHT +0 2 9 MIGHT +1 3
Step 1 instructions 10 DEFT ATTACK HEARTS 9 DEFT ATTACK HEARTS
19-20 Heretic ( p14) 7 GRIT 9 GRIT
1. Choose or roll on the Calling Table.
10 INSIGHT 10 Average 8 INSIGHT 10 Fast
2. Use the Quick Start Info to fill
5 While your Calling determines which 8 AURA DEFENSE SPEED 7 AURA DEFENSE SPEED
in your Character Sheet, more
tactical options will work best for
detailed information is provided in you, your most useful asset during
the Calling’s entry. Starting Abilities Starting Abilities
play is your wits!
20 3. Starting Abilities marked with  Light Footed ( p23)  Like the Wind ( p35)
require you to take additional steps  Furtive ( p23)  Hunter’s Focus ( p35)
described in the Ability’s entry.  Sticky Fingers ( p23)  Sidestep ( p35)
4. All characters start with: 1-20 Coins
17
(roll a d20), a Functional Outfit,
and a Standard Weapon (of
your choice).

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
I

BATTLE PRINCESS SAGE

You are a wielder of You are a learned


CREATING A
Heart Magic and a researcher and CHARACTER
stalwart defender of practitioner of CALLING
the things you hold Wizardry. Mana is
SPECIES
dear. You inspire and yours to command,
HOMELAND
motivate all those and with it you weave & HISTORY
around you. wonder and whimsy.
TRAITS
More ( p40) More ( p58) QUIRK
FINISHING
DETAILS
8 MIGHT +1 3 6 MIGHT +0 2
GEAR
8 DEFT ATTACK HEARTS 8 DEFT ATTACK HEARTS
9 GRIT 8 GRIT CHARACTER
RANK
7 INSIGHT 10 Average 10 INSIGHT 10 Average
10 AURA DEFENSE SPEED 8 AURA DEFENSE SPEED Quick Start
Factotum
Starting Abilities Starting Abilities Sneak
 Heart’s Blade ( p41)  Grand Grimoire ( p59) Champion

 Shield of Love ( p42)  Sage’s Staff ( p59) Raider

 Soul Companion ( p42)  Prestidigitonium ( p60) Battle


Princess

Murder
Princess
MURDER PRINCESS HERETIC Sage
Heretic
You focus your Wrath You read from the
Magic to obliterate Blasphemer’s Script
the source of your to call forth the
hatred. There will be forbidden. Sometimes
no clemency for those they serve, sometimes
who oppose you. they chastise.
More ( p50) More ( p68)

8 MIGHT +1 3 7 MIGHT +0 2
7 DEFT ATTACK HEARTS 7 DEFT ATTACK HEARTS
10 GRIT 10 GRIT
8 INSIGHT 10 Average 7 INSIGHT 10 Average
9 AURA DEFENSE SPEED 9 AURA DEFENSE SPEED

16
Starting Abilities Starting Abilities
 Wrath’s Blade ( p51)  Fitful Sleep ( p69)
 Withering Glare ( p52)  Dreadful ( p69)
13
 Tenacity ( p52)  Squire Marlow ( p69)

18

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
I

BATTLE PRINCESS ABILITIES

Battle Princesses combine Bright Magic and martial prowess to defend what CREATING A
they hold most dear. Those under their ward will have hope in their hearts, STARTING ABILITIES Using your Heart’s Blade CHARACTER

even in the darkest of times. You start with three Abilities.  You can call this weapon into CALLING

existence through force of will. SPECIES


HOMELAND
HEART’S BLADE  Melee Weapons are formed & HISTORY
instantly and can be used on the
TRAITS
You can call forth a same Turn they are called.
QUIRK
weapon forged from  Drawn and Mechanical Missile
the wishes in your weapons take a Turn to fully
FINISHING
DETAILS
heart. These magically form and appear with 4 Units of
GEAR
manifested weapons ammunition included.
are of the finest CHARACTER
 Your your Heart’s Blade (and any RANK
quality and grow in
ammunition) will vanish instantly
power and possibility as
on command. Quick Start
you do.
 Only a single form of the Heart’s Factotum

Creating your Heart’s Blade Blade may be summoned at any Sneak


one time. Either the primary, Champion
 Your Heart’s Blade grows in power
secondary, or combination form. Raider
as you rise in Rank. Add the new
properties to your Heart’s Blade  If the weapon is Sundered or lost Battle

when you reach the required Rank. during combat, you can will it away Princess

and summon a new Blade. Murder


 Rank 1: Select your weapon’s Princess
primary form and what it is made of. Sage
 Choose a Weapon Type: Quick, HEART’S BLADE EXAMPLE Heretic
Master, Mighty, Arc, Lash, Drawn Primary form
or Mechanical Missile ( p152). Master
 Choose a Magical Material: Sun
Gold, Ash Bronze, or Sky Steel
( p289).
 Rank 3: Your Heart’s Blade gains
one of the following properties: Primary form + Weapon Ability
Righteous
 Glittering: +1 on Attack rolls.
CALLING OVERVIEW  Righteous: The weapon’s Extra
Damage Threshold is reduced
Typical Battle Princesses: Shining warrior Aptitudes: Their strong heart affords them by 2 ( p152).
maidens, tyrants who weep for what must a high Aura. Might, Deftness and Grit are
 Sheltering: The weapon can Parry
be done, wandering champions of the well appointed, but following your heart
once per combat in the same
downtrodden, and pious crusaders. means your Insight is clouded. Secondary form
5 manner as a Standard Shield
( 169). Small mechanical missile
Abilities: Skills cover conventional combat Weapons and armour: While the primary
techniques, with a focus on defending weapon of any Battle Princess will be their  Rank 6: Your Heart’s Blade can now
allies, and the use of Bright Magic to smite Heart’s Blade, they have no restrictions on transform into a secondary form,
18 Armor or Shield use.
enemies. Outside of combat, they serve pick from the Weapon Types
well as the lead during Negotiation and listed above.
Who’d like to be a Battle Princess? Combination form
other social endeavors.  Your Heart’s Blade gains the Gun blade
Players who like to mix magic and combat,
13 Advancement: As Battle Princesses rise protecting other characters, or enjoy Combination Weapon Ability
in Rank they may learn powerful magic, leadership and social roles. allowing a hybrid weapon form
improve their combat effectiveness, and ( p160).
better defend their allies.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
I

SHIELD OF LOVE ELECTIVE ABILITIES LOVE-LOVE CHEF PASSION’S FIRE

Your compassion can manifest itself as a You select a new Ability when you reach You’re a passionate cook, you pour your When you so desire, a brilliant flame
CREATING A
protective force for your allies. This might Rank 2, 4, 6, 8 and 10. An Ability can only heart and soul into the food you make. flickers around your Heart’s Blade, making CHARACTER
take the form of an iridescent aura or a be selected once unless otherwise noted. it all the more deadly. CALLING
heart-shaped crystal shield.  You gain the Crafting Discipline SPECIES
Cooking ( p283).  Blazing Desire: Your Heart’s Blade
STANDARD ABILITIES HOMELAND
 Once per Fight you bestow an ally,  For specific rules on creating items is ablaze and now does Flame & HISTORY
within your sight, a force field that Available for selection at Rank 2 or higher. refer to Craft ( 280). Damage ( p259) instead of TRAITS
can absorb 1 Heart of Damage; Normal Damage.
 You use Aura for Crafting rolls. QUIRK
after which it is disappears.  Yearning Embrace: After a
GEMLIGHT FINISHING
 You can perform this Ability in successful Attack, the fire can be DETAILS
addition to any other Actions A glowing crystal, of your favorite color, discharged to engulf your target GEAR
permitted on your Turn. forms on the back of your hand. COMPASSION CURE to cause an additional Heart of CHARACTER
 Rank 1: You can Shield 1 person. Damage. This exhausts the Ability. RANK

 Rank 4: You can Shield 2 people.  You can make your hand gem glow Passion’s Fire can only be used
at will. It provides light equivalent once per Fight. Quick Start
 Rank 8: You can Shield 3 people. to a Torch ( p175). Factotum
 If you can protect more that one  You can use the gem to transfer Sneak
B Gain 1 Bright Allegiance Point.
person, you can allocate your a single Injury from a victim to Champion
Shields in one go, or as required. yourself with a gentle touch. Raider
Battle
CRY OF THE HEART Princess

SOUL COMPANION GLITTERING MACHINE A strange sort of empathic magic allows Murder
Princess
you to understand what lies in the hearts
Just as your heart has the power to When not in battle, you are able to Sage
of all those you speak to.
summon mighty weapons, so it can channel your powers to summon a helpful Heretic
muster a loyal companion. This devoted tool or device, instead of your mighty
sidekick never leaves your side and will Your kind attention is so sincere that it can  You can target this Ability on
Heart’s Blade. dispel ill effects: your hug can lift a anyone you have spoken to for a
even return, in due time, if struck down.
dispirited companion, your tears can thaw few moments.
 You can summon a tool made of a petrified ally.
 You begin your adventures with a  After this time you are able to
the same Magical Material chosen
magical Companion. discern the primary emotional
for your Heart’s Blade.  With a touch, you can attempt to motivation that is driving their
 This Companion does not count  Rank 1: You can summon any remove a psychological, physical, current actions and discourse
against your normal allowance of simple tool, such as a grappling or magical Ailment ( p268) from (love, greed, fear, etc.)
Companions ( p183). hook or lock pick. someone you care about.  If applicable, information gleaned
 Create your Soul Companion  Rank 5: You can summon a simple  Attempting this Ability during a from this Ability can used as an
following the steps listed at the Techno-Relic or Gadget you are Fight requires you to spend Influencing Factor ( p241) when
end of this Calling. familiar with. Unlike the real things, your Action. Negotiating with the individual
◆ Soul Companion Creation ( p47) your glittering version does not in the future.
This Ability cannot be used for
require fuel or an additional power situational Ailments: Toppled,
4  This Ability is mostly inconspicuous,
source to work. Restrained and Overburdened. although you may appear to be
 The summoned tool remains, until: staring uncomfortably deep into
 You swap it for another tool. ? Requires an Aura Check your target’s eyes.
10
 You call for your Heart’s Blade. Success: The Ailment is removed.
 You invoke Spirit Wings ( p45). B Gain 1 Bright Allegiance Point.
Failure: The Ailment remains, you
cannot make any further attempts
5 cure it.
B Gain 1 Bright Allegiance Point.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
I

BATTLE DANCE Failure: You stumble or stutter, and SPIRIT WINGS RADIANT BLADE
must apply a Minor Penalty (-2) to a
The wishes in your heart allow you to You soul burns so brightly that your
roll of your choice made this Turn. CREATING A
soar… literally! Heart’s Blade transcends its material form CHARACTER
to become a shard of devastating light. CALLING
After staring a Dance, you can not  You sprout glowing wings, and
SPECIES
use this Ability again for 24 hours. now you can fly at your normal  You can activate this Ability at
HOMELAND
With your GM’s approval, you can Speed Rating. will upon summoning your & HISTORY
use Ability in Linked Contests, like  Your wings remain until: Heart’s Blade.
TRAITS
a chase sequence ( p220).  You call for you Heart’s Blade.  Slice of light: Your Heart’s Blade QUIRK
is now a glowing shaft of light
 You invoke the Glittering that does an extra Heart of Bright
FINISHING
DETAILS
Machine Ability. Damage ( p259), in addition to the
BATTLE BONDS GEAR
weapon’s Normal Damage.
CHARACTER
You have a merciful nature that can be B Gain 1 Bright Allegiance Point.  Purifying Flare: After a successful RANK
Your animated and tuneful battle felt in even your fiercest attacks. Your strike with the Heart’s Blade, the
commands grant those listening a clemency does not go unnoticed and, in light can be discharged to irradiate Quick Start
coordinated, rhythmic, combat flare. the midst of battle, you can make friends SHINING RESOLVE your target causing an additional Factotum
out of enemies. Heart of Bright Damage; which Sneak
 You can attempt to coordinate your Your spirit is indomitable and will always dispels the Ability. Champion
allies during a Fight, granting all  Whenever you reduce a foe to 0 remain so. Using Purifying Flare prevents you Raider
participants a Minor Bonus (+2) to Hearts or less, and choose to spare from using this Ability again for Battle
a single roll on their Turn. their lives, you can attempt to  You gain Supernatural Will ( p107). another 24 hours. Princess
 This Ability can be used in soften their resolve.
Murder
conjunction with your other B Gain 1 Bright Allegiance Point.
Princess

permitted Actions, but you must ? Requires a Aura Check OPENED HEARTS Sage
declare the use of this Ability at the Success: You form a Social Bond Heretic
beginning of your Turn. ( p279) with the beaten opponent.
Powerful Bright Magic lies within you,
Discuss and agree with your GM an it can wash away all falsehoods leaving LEGEND IN YOUR OWN TIME
appropriate Bond. For example, ‘a nothing but the naked truth, dark secrets,
? Requires a Aura Check Whether it’s your heroic deeds or your
begrudging admiration’. and honest wishes.
Success: 3 – 2 – 1 – Go! Your Battle legendary tenderness, you have become
Dance begins…  A Bonded opponent is less a source of inspiration for public works of
 You can activate this Ability
 You can apply a Minor Bonus (+2) inclined to target you for attack in art and epic tavern tales. Your reputation
whenever you are speaking to
to a single roll made on your Turn. the future, and will avoid dealing proceeds you… sometimes.
another individual, or at the start of
you a finishing blow unless
 Once you have started a Dance, a Negotiation.
absolutely necessary.  Whenever you enter a new
allies in the same Battlefield Area
Settlement you can attempt
can choose to join in. To do so they ? Requires a Contest Reputation Management ( p275).
must make an Aura Check at the
ADVANCED ABILITIES ◆ Your Aura vs. the Grit of anyone
start of your team’s Turn.
in earshot. ? Requires a Aura Check
Ally success: Your ally jumps into Available for selection at Rank 6 or higher.
9 the groove gaining a Minor Bonus  Anyone who loses the Contest is Success: You’ve already established
(+2) for a roll made on their Turn. unable to lie, deceive, or mislead a positive Reputation in this locale.
AT YOUR SIDE you for a 24 hour period. Although
Ally failure: Your ally makes a ◆ If possible, the Reputation should
they can still refuse to answer
misstep, disrupting the Dance. All Your strikes can create opportunities for be based on heroic efforts made
9 your questions.
Dancers, lose their bonus this Turn. your comrades-at-arms to exploit. in a previous Session. For example,
An ally can attempt to re-join the  Unfortunately, you are also subject ‘Savior of Homble Village’ or ‘Slayer
dance on the next Turn. to the effects of this Ability for the of the Ooze Beast’.
 If one of your Attacks is successful same 24 hour period.
20  Each Turn Dancers must make it also counts as an Attack Assist Failure: The locals have never heard
a successful Aura Check for the ( p256) for the next ally attacking of you, or your ‘daring’ exploits.
Dance to continue. the same opponent. B Gain 1 Bright Allegiance Point.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
I

NEVER STAND ALONE HEART’S AEGIS SOUL COMPANION CREATION

Your Soul Companion is able to transmute Your Soul Companion is about to pop
CREATING A
into a magical suit of Armor that wraps into existence.  Inventory Slots: 6 CHARACTER
around you in battle. This armor retains  Any carried items are dropped if CALLING
traces of your Companion’s aesthetics. Soul Companion creation steps they vanish for any reason. SPECIES
1. Companion Basics: All Soul  Sustenance: They do not need HOMELAND
 Your can turn your Companion into Companions start with the same to eat, breath or rest. They vanish & HISTORY
armor for a specific task or Fight. basic capabilities. whenever you fall asleep or are TRAITS
 The magic armor has the following 2. Companion Type: Decide if your rendered unconscious. They QUIRK
specifications: Companion is an Animal or a Toy, disappear forever if you die. FINISHING
 Superheavy Armor ( p163). this will determine their initial  Advancement: When you reach DETAILS

 Anti-Hazard Abilities ( p166). Combat Values. Rank 5 they gain an additional GEAR

3. Companion Abilities: Choose a Heart and a new Champion Ability. CHARACTER


 Mechanical Motion ( p167). RANK
Companion Ability.  Aptitudes: Aptitudes are 2 points
Those touched by your kindness often  No one other than you can wear lower than your own.
come to help you in your darkest hour. the armor. 4. Companion Details: Define your Quick Start
Companion’s appearance
 The armor lasts until: and personality.
Factotum
 If you’re in mortal peril, maybe Sneak
 The task it was activated for is COMPANION TYPE
your alone and outnumbered or
completed, or... Champion
stranded without hope, you can Choose or roll your Companion Type Raider
use this Ability to summon help.  You have been reduced to 0 COMPANION BASICS
Battle
Hearts or less.
 Once activated, your GM will 1-10 Princess
 After use the Armor, and your All Soul Companion’s have a similar set of
choose a character you have a Murder
Soul Companion, vanish until the starting properties. Guardian Animal
Social Bond ( p279) with to come Princess

to your assistance. This could even next morning. Your four-legged Sage
 Languages: Bright Tongue, Low familiar appears
be a spared foe you’ve formed a You cannot use this Ability again for Heretic
Speak. Companions will only talk to normal in shape and
Battle Bond ( p44) with. 24 hours.
you unless otherwise requested. size but inherits your
 The chosen character will
 Range: They can exist up to 40 ft colors, or any distinct
miraculously appear just in time to B Gain 1 Bright Allegiance Point.
away from you. Beyond that range markings or patterns
offer you required assistance. For
they vanish, only to reappear by you wear.
example, they might arrive with
your side.
reinforcements or a convenient
escape craft.  Fighting: Your Companion can +0 2 12* Fast
only provide limited support ATTACK HEARTS DEFENSE SPEED
This Ability cannot be used again
during a Fight:
until you have had the time to * Includes Speed Rating bonus
participate in a Downtime Activity  Attack: They are not powerful
( p273). enough to harm foes, but can
perform Attack Assists ( p256) 11-20
for you or your allies.
Brave Toy
 Health: At 0 Hearts they puff out
9 Your small,
of existence, but will return after
mechanical doll is
you’ve slept and rested.
dressed like a knight
 Ailments: They are immune to the or soldier. It also
18 direct effect of Aliments ( p268), sports an emblem
however they suffer the symptoms of great significance
of any Ailments you contract! to you.
 Gear: They cannot use any Gear;
9
Armor falls off, weapons are +0 2 14* Average
dropped, etc. However, they can ATTACK HEARTS DEFENSE SPEED
carry items.
* Includes Medium Armor bonus

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
I

COMPANION ABILITIES  As if built by Magical Materials COMBAT GEAR ALLOWANCE


( p288), they do not break when
Your Soul Companion starts with a single blocking a Magical Attack or Ability. You are always able to use your Heart’s Blade irrespective of your Species Size. You can
CREATING A
Ability appropriate to their Companion use Standard and Thrown weapons. You can use any armor or shield without penalty. CHARACTER
Type. They gain a second Ability when you CALLING
achieve Rank 5. 6-10 Weapon Link: They can ARMOUR
SPECIES
transform and connect to your Heart’s
HOMELAND
Blade for extra impact.
ANIMAL COMPANION ABILITIES & HISTORY

TRAITS
Choose or roll your Animal’s Ability  Your Companion and your Heart’s
QUIRK
Blade can combine once per Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
1-5 Mount: When required, they can Session to provide either: FINISHING
DETAILS
grow in size to carry a rider.  A Minor Bonus (+2) to all Attack MELEE WEAPONS GEAR
rolls or…
CHARACTER
 Companions are Battle Ready  Deal an additional Heart of RANK
( p187) when in Mount form. Damage on a successful strike.
Quick Start
Factotum
6-10 Burrower: They have claw-like 11-15 Booster: They can convert into Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
digging tools for rapid excavation. a jetpack, cling onto your back, and lift
Champion
you to safety. MISSILE WEAPONS
 They can excavate a PC-sized Raider

tunnel through a Battlefield Area’s  You gain the power of flight at an Battle
Princess
worth of soil each Turn. Average Speed Rating.
Murder
 The boost grants enough lift you to Princess
11-15 Fighter: They grow fangs, claws reach one visible destination.
Thrown Drawn S. Mech.** L. Mech. Sage
or some other natural weapon.  During a Fight, your Companion Heretic
loses a single Heart for each Turn * Small Species restriction still applies (Chib, Goblin)
** Large Species restriction still applies (Promethean, Gruun)
 They can now Attack as if wielding this Ability is in use.
a Standard Weapon.
 Their Attack Bonus is now half ADVANCEMENT TABLE
16-20 Toter: This chunky toy has a
yours, rounded down. built in backpack. RANK ATTACK HEARTS APTITUDES ABILITIES XP

16-20 Glider: They sprout small,  They have 10 Inventory Slots. MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*

vestigial wings incapable of full flight.  During a Fight, they can use their 1st +1 3 8 8 9 7 10 3 - - 0
Turn to find and instantly present
 They gain Supernatural Leaping any item they are carrying. 2nd +2 3 8 8 9 7 10 3 1 - 6
( p107). 3rd +3 4 9 9 10 8 11 3 1 - 12
4th +3 4 9 9 10 8 11 3 2 - 24
COMPANION DETAILS 3.1/1

12 TOY COMPANION ABILITIES 5th +4 5 10 10 11 9 12 3 2 - 36


Your Soul Companion will complement
Choose or roll your Toy’s Ability or contrast with your appearance and 6th +4 5 10 10 11 9 12 3 2 1 48
personality. For example, they may be 7th +5 6 11 11 12 10 13 3 2 1 72
5 1-5 Shielder: They can defend calm and unflappable, like you wish you
were; or faint-hearted so you always have 8th +5 6 11 11 12 10 13 3 2 2 96
themselves and others.
someone to be brave for.
9th +6 7 12 12 13 11 14 3 2 2 132
 Once per Fight, they can Parry one You can decide on the details later as
1 you develop your Princess’
10th +7 7 12 12 13 11 14 3 2 3 168
Attack made against them, or any
allies that in the same Battlefield personality during play.
Area as them, like a Shield ( p169). Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
I

TENEBRATE History: Rumored to be the descendants Typical Names: Tenebrate first names are
of the ‘Shadow Monarchs’ of Calian, the usually two syllables long and end in a
Their gaunt appearance and affinity for the night unsettle many folk. Whispers Tenebrates first emerged in the Wistful vowel/consonant pair (-ah, -us, -en).
CREATING A
still persist about their dark and noble bloodline, but it’s now apparent that Dark at the beginning of the 4th Aeon, CHARACTER
and from there spread to other regions. Family names come from admirable
they are only as sinister, and desperate, as any other species of Outer World. qualities, something lovely or a CALLING

Adventurers: Tenebrate who cannot find combination of the two. SPECIES


purpose in a settled society often set of in HOMELAND
search of it. Examples: Mariah Doeheart, Gavril & HISTORY
Brav, Olean Charita, Richter Goldshield, TRAITS
Their dependable nature make them Aerowyn Joywing
QUIRK
valuable allies in dark times.
FINISHING
DETAILS

GEAR
CHARACTER
RANK
ABILITIES

Quick Start
SPECIES SIZE MATURATIVE ABILITY 19.1/1
Human
You are slightly shorter and more slender Available for selection at Rank 6, or higher, (Native)

than a typical human. instead of an Advanced Calling Ability. Human


(Dimensional
Stray)
 You are a Medium Species ( p106). MONARCH HOMUNCULI Chib
Tenebrate
You are able to reach into your blood and
Rai-Neko
INNATE ABILITIES claim an authority long forgotten to exert
Promethean
your will on others.
Your start with two Abilities. Gruun

 You can attempt to command a Goblin

creature that has at least 1 Dark Dwarf


NIGHT BORN
Allegiance Point. Elf

You are marked by darkness from birth.  During a Fight, issuing a command Bio-
Mechanoid
requires the use of your Action.
 You begin play with 1 Dark Species
Abilities
Allegiance Point ( p206) and must vs Requires a Contest
roll on the Dark Gifts Table ( p206). Your Aura versus the target’s Grit.
Success: Your command is obeyed.
SPECIES OVERVIEW  Your command must be something
SHADOW SIGHT
the target can easily perform in
Physiology: Tenebrate are slightly shorter Outlook: Loyalty, honesty, and charity The shadows hold no secrets from you. the next minute, or 1 Turn during
19 than humans, with a waifish frame. Their are the core of Tenebrate values. They a Fight. For example ‘Drop your
large dark eyes have faintly luminescent observe the following beliefs:  You can see in the dark, and do not sword’, ‘Attack the person next to
pupils, and their ears possess a distinctive need to rely on a Torch ( p175). you’, or ‘Kneel before me’.
 Despair serves to strengthen hope.
serrated edge. With maturity individuals  The target must obey to the best of
 Mercy is the most precious of  You are immune to the Obscured
12 develop physical abnormalities; such as their ability, albeit reluctantly.
all virtues. Battlefield Condition ( p251) if
horns, spikes, or fangs.
caused by darkness.  Once the command is obeyed, the
 We lead others through the night. target regains self-control, unless
Demeanor: In defiance of their shadowy Unlike Underdwellers, you don’t
1 nature, Tenebrates are often forthright,  Speak plainly, dressing your words only re-targeted on the next Turn.
suffer a penalty in daylight.
earnest, and easy to trust. They have a cloaks them in shadow. Failure: Your target is forever
tendency to be a bit too serious and a  Be generous with kindness, but careful immune to your commands.
occasionally a little gullible. with friendship.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
I

WISTFUL DARK HISTORIES SHADOW LANDS NOMAD NIGHTWALL YEOMAN

You lived among a small Your lived on the edge


A land cloaked in shadow. A melancholic FORSAKEN WANDERER CREATING A
troupe, wandering of a Star Shard’s CHARACTER
place filled with secrets and hope.
You are an orphaned from place to place glow. From there CALLING
vagabond and have to avoid demons and you observed the
SPECIES
spent most of your scrounge for food. Shadowed Lands and
HOMELAND
life crawling in the It was a hard life, but learned to defend & HISTORY
darkness. This is you were not alone, yourself from what
TRAITS
where you developed and you valued that. emerged from the dark.
QUIRK
your survival strategies.
FINISHING
Purviews Purviews DETAILS
Sticking together at all costs. Spotting what hides in the darkness. GEAR
Purviews
More ( p304) Caring for those important to you. Staying focused, even while rushing. CHARACTER
Staying unseen and unheard. RANK
Pulling your weight. Finding a weak point.
Bending so you don’t break.
WISTFUL DARK HISTORY TABLE
Succeeding in desperate times. Starting Gear (Pick 2) Starting Gear (Pick 2) Wistful Dark
Choose or roll your History Extreme Weather Outfit: Cold,
Starting Gear (Pick 2) Drawn Weapon & 10 Arrows, Twilight
Outcasts wanderer’s cloak ( p172). yeoman’s bow ( p158). Meridian
Master Weapon, forgotten sword
Backpack, nomad’s pack ( p173). Light Armor, cuirass ( p163)
Blazing
( p153). Gardens
1-2 Forsaken Wanderer ( p110) Lantern & Oil Units x2, a guiding
Tattered Outfit, rags ( p172). Traveller’s Bag, sling pack ( p173). Buried
light ( p175). Kingdoms
3-4 Blight Raider ( p110) Compass, cracked but functional Companion: Growlhund, a trusty
Hardy Rations x5, journey loaf friend ( p188). Other World
( p174).
( p177).
5-6 Shadow Lands Nomad ( p111) Star Gem, hope in the dark ( p180).
7-8 Murk Dweller ( p111) STARLIGHT FARMER
MURK DWELLER
Commoners BLIGHT RAIDER You toiled in the fields
You were one of the few that flourished in
9-10 Nightwall Yeoman ( p111) You were a bandit in the shaped inhabitants of the light of the Star
Mana Blight, ruthlessly the Murk, and spent Shards, harvesting
11-12 Starlight Farmer ( p111) taking what you your time quietly food for yourself
needed, and perhaps living among strange and the wealthier
13-14 Guild Agent ( p112) a bit more. You’ve left and belligerent residents of the realm.
that life behind, but creatures. You are not
15-16 Town Guard ( p112) the poisoned land has easily phased.
hardened your soul. Purviews
Elite
Purviews Sorting the good soil from the bad.
Purviews
17 Celebrated Artist ( p112) Dealing with the odd and arcane. Persevering when you ought to.
Swift and ruthless action.
A working knowledge of magic. Empathy for all living creatures.
13 18 Magia University Graduate Getting out of tricky situations.
Keeping calm in odd situations.
( p112) Taking what isn’t yours. Starting Gear (Pick 2)
Starting Gear (Pick 2) Treat x10, mama’s cookies ( p177).
19 Knight Errant ( p113) Starting Gear (Pick 2)
7 Quick Weapon, grass blade ( p153). Trade Goods, star plums ( p179).
Arc Weapon, bandit spear ( p153).
20 Shard State Patrician ( p113) Appealing Outfit, petal pixie Rural Goods, your family’s best
Light Armor, bandit leathers ( p163). clothes ( p172). shovel ( p179).
16 Rebreather, raider’s maw. ( p173) Booster Cakes x2, moon drop Pudge Grub, blue ribbon winner
Grenades x2, fireberries ( p178). candy ( p177). ( p189).
Solvent x2 Units, ash elm sap
( p178).

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
I
OUTER WORLD SCRIPTS
GUILD AGENT CELEBRATED ARTIST KNIGHT ERRANT

Raised and trained as an You are a dabbler in You have been knighted HIGH AKENIAN
CREATING A
artisan, shopkeeper, several mediums, but as the result of a grand CHARACTER
or tavern worker you talent was not enough and noteworthy deed, CALLING
are well versed in to guarantee your but now you have
SPECIES
the hustle and bustle success. You’ve also strayed from your
HOMELAND
of Shard’s cities. You mastered the art order to go on quests & HISTORY
joined the regional of shameless self- that you deem worthy.
TRAITS
guild to travel the world. promotion.
QUIRK
Purviews FINISHING
Purviews Purviews DETAILS
Forthright communication.
Making and spotting a good deal. Creative Expression! GEAR
Knowledge of vanquished evils.
Working at a brisk pace. Making yourself seen and heard. CHARACTER
Finding your courage. RANK
Keeping others satisfied. Appreciating the artistic or symbolic.
Starting Gear (Pick 2)
Starting Gear (Pick 2) Starting Gear (Pick 2)
Wistful Dark
Medium Armor, questing plate
Artisan’s Outfit, apron ( p172). Concealed Weapon, ornamental
( p163). Twilight
Kingdom Map, Shard trade route dagger ( p152). Meridian
Standard Shield, heraldic heater
guide ( p174). Appealing Outfit, fine robes ( p173). Blazing
( p169). Gardens
Packbeast, Shaggy Bumpo, Urban Goods, stylus & parchment
Holy Icon, sacred chain ( p180). Buried
a stubborn thing ( p193). ( p179). Kingdoms
Mount, Mokko-Do ( p191).
Follower: Scamp, assistant ( p185). Luxury Item, starlight lyre ( p179). Other World
DREAM CALL

SHARD STATE PATRICIAN


TOWN GUARD MAGIA UNIVERSITY GRADUATE
You were born into
You’ve worked for local You are an academic,
one of Shard’s noble
constabulary. The studying one of the
families. Your
job was a taxing University of Magia’s
privileged life is a
one: chasing down numerous programs.
prison of duty and
miscreants, fending It’s been demanding
expectation. You seek
off stray monsters, so you’ve decided to
adventure and are in
and interrogating any take a gap year.
search of some much
suspicious travellers.
needed excitement.
Purviews
Purviews
Research and close study. Purviews
Seeing the truth of a situation.
Pushing yourself to stay focused. Demanding the proper respect.
Throwing your weight around.
Recalling useful facts and trivia. Knowledge of political practice.
Powering through obstacles.
18 Stubborn, competitive pride.
Starting Gear (Pick 2)
Starting Gear (Pick 2)
Traveller’s Bag, satchel ( p173). Starting Gear (Pick 2)
Medium Armor, city guard’s
Master’s Tome, on a subject of your Small Mechanical Weapon & Bolts
12 uniform ( p163).
choice! ( p176). x10, hand crossbow ( p158).
Large Shield, riot bulwark ( p169).
Translation Journal, Bright Speech Medium Armor, traveller’s mail
Authoritative Outfit, captain’s hat & ( p163).
( p176).
16 sash ( p173).
Booster Cakes x2: Insight, cram Appealing Outfit, fine attire ( p173).
Lantern, night watch’s companion
cookies ( p177). Follower: Custrel, dedicated butler
( p175).
or maid ( p186).

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
I

WEAPON TYPES  Weapon Ability, Sneaky Swipe: MIGHTY


If your target isn’t aware of your
Your weapon choice affects what you  Extra Damage: A number, if exceeded Concealed Weapon you may These heavy weapons require CREATING A
can do in combat. Will you choose a by your Attack roll total, grants you an attempt to Ambush them, even both hands to use. Enjoyed by CHARACTER
light weapon for darting attacks, or an additional Heart of Damage. when you are in plain sight. warriors who wish to quickly CALLING
immense weapon designed to obliterate? dispatch their enemies.
 Your Target must be in the same SPECIES

Weapons are divided into: COMBAT GEAR ALLOWANCE Battlefield Area as you, but HOMELAND
 When wielding one-handed you & HISTORY
otherwise this attack works like a
Melee Weapons: Used for striking foes in Your Calling or Species limit the Weapon suffer a Minor Penalty (-2) on Attack
normal Ambush ( p252). TRAITS
close combat ( p152). Types you can use without penalty. rolls, Attack Stunts, & Combat Tricks.
QUIRK
 If your Ambush is successful,
 Weapon Ability, Crushing Blow:
Missile Weapons: Used for targeting Using a restricted Weapon means… others using Concealed or FINISHING
You do 2 Hearts of damage, DETAILS
opponents from a distance ( p158). Thrown weapons can join in
 You suffer a Snag on Attack rolls. instead of 1, on a successful Attack. GEAR
the Ambush.
Weapon Types: Melee and Missile  You are unable to perform Attack  Extra Damage: +1 Heart for Attack CHARACTER
Weapons are further broken down into  Extra Damage: +1 Heart for Attack RANK
Stunts or Combat Tricks using roll totals of 20 and above.
groups that have similar performance roll totals of 22 and above.
the Weapon.
during a Fight. For example, a great 2 Slots • 20 Coins
axe and a war hammer are both Mighty  1 Slot • 5 Coins Paying

Weapons. Each Weapon Type has: Carrying


ARC
 Rules & Abilities: Additional rules and QUICK Weapon
Types
Abilities for wielders of the weapon. Long weapons that allow its
Quick Weapons are lighter Armor Types
wielder to make wide,
arms that emphasize speed Shield Types
dangerous strokes that hit
over power. Prized by those
several enemies at once. Outfits
MELEE WEAPON TYPES who prefer evasive fighting. Wearable
Accessories
 When wielding one-handed you
Much of the combat in the Outer World is STANDARD  Weapon Ability, Darting Style: Wayfinding
suffer a Minor Penalty (-2) on Attack
resolved within spitting distance of your You gain a +1 to your Defense
rolls, Attack Stunts, & Combat Tricks. Illumination
foe. A Melee Weapon is a must. Standard Weapons are Rating when using a Quick Weapon. Specialist’s
simple yet practical death  Weapon Ability, Deadly Sweep:
 Extra Damage: +1 Heart for Attack Kits
 To make an Attack with a Melee dealing implements with no You can hit two enemies in the same
roll totals of 22 and above. Books
Weapon you must be in the same added frills. Battlefield Area with one Attack.
Consumables
Battlefield Area as your opponent.  1 Slot • 15 Coins  Make a single Attack roll, and
Combustibles
 During a Fight, drawing a Melee  Any Calling or Species can use a apply the result to both enemies. & Chemicals
Weapon takes an Action, unless Standard Weapon.  Extra Damage: +1 Heart for Attack Miscellaneous
MASTER
otherwise stated.  Extra Damage: +1 Heart for Attack roll totals of 20 and above. Curiosities,
roll totals of 20 and above. These finely crafted weapons Artifacts &
Gadgets
are often difficult to use and 3 Slots • 25 Coins
UNARMED  1 Slot • 10 Coins rather expensive, as such they Other World
Items
are favored by the warrior elite. LASH
Desperate situations Companions
CONCEALED
sometimes call for adventurers  Weapon Ability, Perfect Strike: Weapons that incorporate a Vehicles
14
to strike out with their Concealed Weapons are You gain a +1 to your Attack rolls chain or cord, capable of Property
bare hands. usually small so that they can when using a Master Weapon. reaching foes a considerable Services

be hidden about your person  Extra Damage: +1 Heart for Attack distance away.
2  Unarmed strikes suffer a Snag on with ease. roll totals of 18 and above.
their Attack roll when directed at  Weapon Ability, Crack!:
armed or armored enemies.  Unlike other arms, Concealed 2 Slots • 30 Coins You can Attack an enemy up to 1
 Extra Damage: None. Weapons are not immediately visible. Battlefield Area away.
10
 During a Fight, drawing and  Extra Damage: +1 Heart for Attack
N/A • N/A striking with a Concealed Weapon roll totals of 22 and above.
can be performed in one Action.
1 Slot • 30 Coins
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
I
MELEE WEAPON EXAMPLES

CREATING A
CHARACTER
MIGHTY WEAPONS ARC WEAPONS
21 22 23 24 CALLING
17. Pride Axe 21. Gruun Long Crusher SPECIES
These weapons commonly sport 17 These threshing flails were turned
HOMELAND
animalistic motifs. It is customary against the Gruun’s oppressors in & HISTORY
to roar loudly when swinging them. their fight for freedom.
TRAITS
18. Junker Club 22. Portian Sibat QUIRK
Junkers from the Stahlfeld often These barbed spears are used by FINISHING
use oldtech piping, or other sailors of the Twilight Meridian DETAILS
sturdy salvage, to make effective to fend off the swarms of odd GEAR
bludgeons. creatures that plague the seas.
CHARACTER
19. Ironseal Sword 23. Sylvan Lance RANK

Warriors of the Tenebrous Pact Authentic Sylvan Lances were


carry these oversized, dark metal crafted from Dew Silver, today
blades, to represent their respect mimicries are made from more Paying
for The Profound Darkness. mundane metals. Carrying

Weapon
20. Dragon Buster 24. Trinity Staff Types
Designed to wound the colossal These segmented staves are a
Armor Types
monsters of the Mana Blight. Shrine Keeper’s favorite.
These sturdy weapons survive Shield Types
battles that their owners won’t. Outfits
Wearable
Accessories

Wayfinding
Illumination
Specialist’s
Kits

Books
LASH WEAPONS Consumables

26 28 25. War Wire Combustibles


& Chemicals
An ancient weapon, once wielded
Miscellaneous
by the Synthetic Soldiers of
previous Aeons. Bio-Mechanoid Curiosities,
warriors see them as a connection Artifacts &
Gadgets
to their past.
Other World
26. Dark Hunter’s Whip Items
Allows those foolish enough to Companions
battle the warped and twisted to
Vehicles
10 attack from a safe-ish distance.
Property
27. Fairythorn Scourge Services
This multi-thonged whip, covered
18 19 20 in sharp thorns, is employed by
17
the vicious Alarune. Often coated
in terrible poisons.

28. Cat’s Cord


11 This traditional Rai-Neko weapon
25 27
comprises of a metal cat’s paw
attached to a length of thick cord.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
I

PETS PUDGE GRUB FUZZCOIL

Animals are domesticated for both About the size and These hairy, serpentine
BUZZER CREATING A
companionship and protection. For weight of a ripe creatures wrap CHARACTER
adventurers they are invaluable allies. Named after the curious watermelon, these themselves around CALLING
humming sound they bright, doughy their owners, keeping
SPECIES
make, these large, creatures waddle out of sight; up
GROWL harmlessly all over sleeves or inside HOMELAND
scuttling insects have & HISTORY
chitinous armor and Outer World. They tunics. Their venom can
These furry canines are TRAITS
a nasty nip. Vicious are easy prey but survive be milked, diluted, and
popular pets among QUIRK
but loyal, Buzzers are through frequent asexual division. Most then sold as an anti-aging remedy. While
common folk, but also
popular with bandits and commonly used as low maintenance this odd elixir does tighten the skin, the FINISHING
the mount of choice DETAILS
nomads due to their hardy nature. livestock, they also have practical uses effect is only temporary.
for the tiny warrior. GEAR
for Adventurers.
Selective breeding CHARACTER
has resulted in some 7 MIGHT +1 2 5 MIGHT +1 2 RANK
distinct breeds but all are 7 DEFT ATTACK HEARTS
3 MIGHT +0 1 5 DEFT ATTACK HEARTS
uniformly fierce with a 7 GRIT
3 DEFT ATTACK HEARTS 5 GRIT
keen sense of smell. 3 3 GRIT 5 INSIGHT 13 Fast
Paying
INSIGHT 15* Average
3 AURA
3 INSIGHT 11 Slow 5 AURA DEFENSE SPEED
Carrying
DEFENSE SPEED
7 MIGHT +1 3 3 AURA DEFENSE SPEED Weapon
Types
7 DEFT ATTACK HEARTS Animal Abilities Animal Abilities
Armor Types
7 GRIT Animal Abilities  Wearable: The animal will wrap
 Buzz Off: When they, or their Shield Types
7 INSIGHT 14* Fast owner, are under attack Buzzers  Directable Decoy: If urged in one around a part of your body and
Outfits
4 AURA DEFENSE SPEED can raise the pitch of their hum to direction, Pudge Grubs will trundle remain there unless forced or
an unpleasant level. The Battlefield away until prompted to stop or go ordered off. Easily mistaken for a Wearable
Accessories
Animal Abilities Area they occupy becomes in another direction, much like a harmless pelt by casual observers.
Wayfinding
Obscured ( p251), unless your ears clockwork toy.  Venom: Anyone bitten must make
 Tracking: Growls grant you an Illumination
Edge on tracking or detecting are protected.  Delicious Decoy: Their sweet smell a successful Grit Check or become
Specialist’s
quarry with a particular scent.  Exoskeleton: Their tough shell and succulent appearance make Disoriented ( p269) for 4 Turns. Kits
boosts their Defense by +4*. Pudge Grubs irresistible to bestial ◆ Once poisoned, the afflicted
 Super Sense: They growl and snarl Books
predators, who must make a Grit cannot be affected by Fuzzcoil
if someone unfamiliar close by is  Grazing: They require an Consumables
Check to avoid stalking them. venom for another 24 hours.
using magic of some kind, even if environment that contains vermin Combustibles
not visible or obvious. or other small creatures to Graze.  Squashy Defense: All crushing or & Chemicals
squashing Attacks, such as fists or Inventory Slots
Miscellaneous
Inventory Slots Inventory Slots clubs, do 1 less Heart of Damage.  1 Slot in their mouth, or coiled in Curiosities,
 6 Slots with a harness.  6 Slots with a harness.  Edible: If butchered they provide 3 their tail. Artifacts &
Gadgets
 Can be Mounts for Small Species.  Can be Mounts for Small Species. Units of Hardy Rations ( p177).
Fighting Other World
 Grazing: They require an Items
Fighting Fighting environment of lush grass, fungus,  Strike like a Concealed Weapon
( p152) and can make a Sneaky Companions
 Claws and fangs strike like a Quick  Mandibles strike like a Standard or moss to Graze.
Swipe at a target, if worn or hidden. Vehicles
4 Weapon ( p153) providing a +1 Weapon ( p152).
Inventory Slots A successful hit is also venomous… Property
Defense Bonus during a Fight*.
 When mounted Growls are Battle 75 Coins  6 Slots with a harness. Services
100 Coins
Ready ( p187).  Can be really, really, slow Mounts
7
for Small Species. The distance you
75 Coins can cover in one day is halved!

11 Fighting
 Nope.

20 Coins

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
I
COMPANION SIZE COMPARISON

CREATING A
CHARACTER

CALLING
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
FINISHING
DETAILS

GEAR
CHARACTER
RANK

Scamp Scholar Guide Custrel Mokko-Do


Follower Follower Follower Follower Mount
Rokko-Do Jumbug Paying
( p185) ( p185) ( p186) ( p186) ( p191)
Mount Mount Carrying
( p192) ( p191)
Weapon
Types

Armor Types
Shield Types
Outfits
Wearable
Accessories
Purr Skree Fuzzcoil Buzzer Pudge Grub
Wayfinding
Pet Pet Pet Pet Pet
( p190) ( p190) ( p189) ( p188) ( p189) Illumination
Specialist’s
Kits

Books
Largzard
Mount Consumables
( p192) Combustibles
& Chemicals

Miscellaneous
Curiosities,
Artifacts &
Gadgets

Other World
Growl Items
Pet
Companions
( p188)
Vehicles
12
Property
Services

11

19
Shaggy Bumpo Grubbish
Pack Beast Pack Beast
( p193) ( p193)

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
II

ROLLING DICE FOCUSED RULES

BREAK!! uses a twenty-sided die (d20), Focused Rules are invoked when you NEGOTIATE
$ A Penalty will subtract from the rolled GAME
you’ll roll it on four occasions: attempt a risky or unpredictable activity BASICS
result when you’re trying to roll
during play; these procedures determine The Negotiate rules are CHECKS &
 Checks: The majority of die rolls you’ll high; but add to the result when
the outcome of such activities. used when you CONTESTS
make are Checks ( p218), for these you’re trying to roll low.
attempt to influence a JOURNEY
you’re trying to roll a target number or During a Session you switch back and
Applying Bonuses & Penalties GMC’s actions EXPLORE
under to succeed. forth between General Play ( p212) and
or thoughts.
 Contests: In a Contest ( p219) you’re  You can only benefit from one Focused Rules as the game requires. NEGOTIATE

trying to roll under a target number, Bonus per roll. A Major Bonus is There aren’t Focused Rules for every
Negotiate ( p238) FIGHT

but higher than the characters you’re used over a Minor Bonus. activity the PCs might attempt, but PERILS

competing against.  You can only suffer from one Checks & Contests can be used for DOWNTIME

Penalty per roll. A Major Penalty is most situations that aren’t covered. FIGHT CRAFT
 Attacks: When making an Attack
( p254) on an opponent, you’re trying used over a Minor Penalty.
The Fight rules are used
to roll a target number or over to hit.  If both a Bonus and Penalty of the CHECK OR CONTEST when you engage Playing
 Tables: Occasionally you’ll roll on a same level apply to your roll they in combat with the the Game
cancel each other out. Checks and Contests
table to see what happens, the result enemy, or target a General
are used when you
of your roll is referenced against a  A Major Bonus is reduced to a physical object Play
challenge yourself
list of outcomes. For example, when Minor Bonus when opposed by a for destruction. Managing
with a feats of skill, Time
determining the type of Injury you suffer. Minor Penalty; and a Major Penalty
strength, smarts or Fight ( p244)
is similarly reduced when set Rolling Dice
bravado.
BONUSES & PENALTIES against a Minor Bonus. Focused
Rules
Check or Contest ( p216) PERILS
Bonuses and Penalties represent positive
and negative factors that influence your The Peril rules are used
EDGES & SNAGS JOURNEY
chance of success. They are applied to if you are exposed to
your roll because of an Ability, a rule, or at An Edge provides you with another harmful effects like
The Journey rules are
the discretion of your GM. chance to succeed, while a Snag gives you burning, falling,
used when navigating
another chance to fail. and drowning.
Awarding Bonuses whenever your across Outer World
players come up an inventive ways to and determine if you Perils ( p266)
gain a situational advantage will Edges suffer any hardships
encourage their creativity.  If you have an Edge you roll twice or unexpected events
and use the most favorable result. on your travels. DOWNTIME
Bonuses
Snags Journey ( p222) The Downtime rules are
 There are two levels of Bonus:
 If you have a Snag you roll twice used when you attempt
 Minor Bonus (+2): Positively
and use the least desirable result. EXPLORE to do something
affects the result of your roll by 2.
productive in the time
 Major Bonus (+4): Positively Applying Edges & Snags The Explore rules are between adventures.
affects the result your roll by 4. used when you enter
 You can only benefit from one Downtime ( p272)
$ A Bonus will add to the rolled Edge per roll. dangerous locations,
12
result when you’re trying to roll and determine what
 You can only suffer from one Snag you encounter
high; but subtract from the result CRAFT
per roll. whilst there.
when you’re trying to roll low.
13  If both an Edge and Snag apply to The Craft rules are
Penalties Explore ( p230) used when you are
your roll they cancel each
 There are two levels of Penalty: other out. attempting to create,
customize, or repair
 Minor Penalty (-2): Negatively an item with your
17
affects the result of your roll by 2. Having only one Bonus/Penalty, and Crafting Ability.
 Major Penalty (-4): Negatively Edge/Snag, per roll keeps the game
moving quickly and avoids stacking Craft ( p280)
affects the result your roll by 4.
the odds too far in one direction.
215
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
III
VON PEEBLES MAP

O U T E R W O R L D WELCOME
TO OUTER
WORLD

WISTFUL DARK p304 BURIED KINGDOM p310


TWILIGHT MERIDIAN p306 UNCHARTED p312 The Octia
Scroll
BLAZING GARDEN p308
Von Peeble’s
UNCHARTED p312
Map

Wistful
Dark
Crystalia Twilight
Meridian
p305
Seven Taaga Blazing
Sacred Isles Gardens
p309
p307 Galvanus Buried
Archipelago Kingdoms
Murk
p307 Other
p305 BRIGHTFOAM
Worlds
OCEAN

Shard
p305 Night
Haven Thunda
Sands WYRMB LOOD
p307
Shadowed p309 WAVES
Lands
SHAD OWED
p305 SEA
Sunken Sol Alliance
Isles
The Eaten p309
p307
Isle
p305 No-Folk
Land
p309

Aiden
p305 Pride
Stahlfeld
WYR MBLOOD Coast
WAVE S Hollow p307
p309
Queen’s
Kingdom
p305

9
Skywards

12
Approx. Intercontinental Travel times Duskwards Dawnwards

1 week 2 weeks 3 weeks 4 weeks


19 Stonewards

1ST AEON: THE DREAMING


NIGHT TWILIGHT DAY TWILIGHT

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
III
Typical Adventures
WISTFUL DARK CRYSTALIA
Reveal ancient conspiracies.
The furthest continent from the Sun Machine, a dark and melancholy realm An isolated land of gossamer and glass.
No one who has ventured there has Pacify, or negotiate with, mischievous WELCOME
filled with an equal measure of fear and hope. fey and sentient flora.
TO OUTER
returned. Some theorize it might be so WORLD
beautiful that no one ever wants to leave. Retrieve rare and valuable plant species.
Typical Adventures The Octia
Scroll
THE EATEN ISLE
Explore elegant crystalline geography. Von Peeble’s
Map
Encounter truly bizarre beings. This once divine place is devoid of rational
Discover one of a kind treasures. life after a botched ritual. The isle’s Wistful
Dark
epicenter now sinks into a magical abyss.
Twilight
Typical Adventures Meridian
SHARD
Blazing
Raid the monasteries of the banished Gardens
Shard Cities formed around the largest Divine Rulers. Buried
glowing fragments of the broken Sun
Machine, their light and warmth attract Battle unholy beasts. Kingdoms

Other
the desperate. Shard Patricians control the Reclaim celestial relics. Worlds
cities, but the socio-economic influence of
the Guilds and the Church of the Scared
Chain make rule a delicate balancing act. AIDEN

Typical Adventures This military confederacy repels the


Hollow Queen’s monstrous army from an
Defend established trade routes. ancient fortified wall that divides the dark
Explore strange ruins at the edges of continent. The Red Blades, the nation’s
the Star Shard’s light. elite troops, perform daring raids deep
Get embroiled in political ambition into enemy territory.
and corruption. Typical Adventures
Defending the wall during a siege,
SHADOWED LANDS Slaying titanic creatures.
There is no law or order in this haunting Hunting down monsters that stalk the
landscape of fungal forests and tundra. sewers or breach the wall.
Nomads contend with the constant
threat of the restless dead and desperate
raiders. The rag-tag Knights of the Lantern HOLLOW QUEEN’S KINGDOM
attempt to protect those most in need.
The citizens of Calian were warped into
Sights & sounds Regional dynamics Typical Adventures twisted demons and wretches, and their
glorious queen reduced to a miserable
It’s always night. Shards from the splintered Sun Machine Escort nomad caravans. and spiteful creature. She commits
19 fell here, those that control the light have
The environment is cool and crisp, the Battle with the cursed and corrupted. her ‘children’ to a relentless attack on
living see their breath in the air. the power. civilisation. Only Aiden stops the advance.
Contend with toxic environments.
The landscape is eerie yet alluring. The last remaining Unshaped hide and Her Beloved disguise themselves among
13 scheme in the shadows. the influential and the powerful seeking to
Restless mana and bioluminescent weaken the resolve of opposing states.
Ruins of Akenia & Calian yield the MURK
fungi provide respite from the dark.
marvels and monstrosities of the past. Typical Adventures
The presiding silence is broken by Murk, home of the fey, is said to contain
17 keening spirits and the low groans of Tormented monsters roam the night, portals that connect all the world’s great Scavenging a city long lost to
the discontented. they are both terrifying and pathetic. forests together. The Formless Council of monstrous hordes.
The Heaven Seal can be seen in the Stoic forces defend against the horde. Unshaped meet here, devising ways to
return the world to the era of Dreaming. Rescuing soldiers of Aiden.
darkened sky, it’s cracking.
Seeking the counsel of a Dark Magi.
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
IV

CREATING AN ADVENTURE GAME MASTER CHARACTERS (GMC) ADVENTURE SUGGESTIONS

As Games Master you’ll need to provide the PCs with a quest that involves a Notable inhabitants of
BEING A GM
collection of interesting locations and memorable characters. Outer World that help or ADVENTURE TYPE
hinder the PCs on their
Choose or roll an Adventure type
Have a look through the Outer World adventure. These include Running
Regions ( p302) with your players quest-givers, allies, rivals, the Game
and pick an area everyone is and villains. 1-5 Looming threat Creating an
interested in exploring. Adventure
Creating Game Master Characters ( p320) Some external force threatens a Creating a
Settlement. Without intervention the GMC
ADDITIONAL CONSIDERATIONS place is doomed! Creating a
SETTLEMENTS Settlement
For example: Soldiers or bandits
Adventures, depending on taste, can vary Creating an
Places for PCs to shop, rest, pillage and plunder; or an ancient Adventure
widely in tone and theme; ranging from
and plan. A Settlement beast poisons the local wildlife. Site
a petty dispute between two farming
might be under threat Creating an
communities to a harrowing crawl Adventure
and in need of assistance, 6-10 Fetch quest
across a monster-infested wasteland. Map
or simply provide a
When coming up with an idea for your Creating
convenient base Retrieve a relic or treasure from Encounters
Adventure consider the following:
of operations. an Adventure Site to prevent a Creating a
 Player Characters: Think about the catastrophe or misfortune. Saga

WHAT IS AN ADVENTURE? Creating a Settlement ( p328)


capabilities of your player’s PCs, then For example: The sacred stones must
create situations with them in mind. be returned to the temple or the Deva
An Adventure is a situation or event the For example, give the Sneak a chance ADVENTURE SITES will blight the harvest for 1000 years;
PCs get involved in. It could be a conflict, to be stealthy and the Champion a or retrieve the rare herbs required to
a mystery, a journey, or mixture of all challenging boss battle. Places of danger or mystery revive a poisoned noble.
three. Unlike a story, an Adventure has no for the PCs to explore;
plot or scripted sequence of events.  XP Rewards: Once you’ve discussed
commonly these are filled
A good Adventure will have the and agreed with your players what 16-20 Establish a truce
with strange creatures,
following properties: you will award XP for ( p205), ensure
dark secrets, and Resolve a conflict between opposing
you Adventure provides ample
 Reasons to get involved: It could be forgotten treasures. forces, or Settlements, before
opportunity to engage in those
responding to the heart felt plea of activities. For example, If your going to Creating an Adventure Site ( p332) hostilities pass the point of no return.
desperate villagers or the promise of reward combat then include plenty of For example: Stop two rival towns
coin for undertaking a perilous mission. disagreeable monsters; if your going escalating hostilities over fertile land
Leverage what your players, and their to reward exploration provide lots of ADVENTURE MAP before everybody loses; or prove
PCs, are most likely to be motivated by. hidden locations to discover. to the warring kingdoms that they
A map that shows the routes
 Multiple ways to resolve the situation:  Mature content: If required, discuss between Settlements and have been tricked into conflict by the
Provide opportunities for the players and agree as a group whether your known Adventure Sites. A agents of a shadowy organisation.
to creatively resolve a situation. For adventure will feature graphic violence, map is required by PCs to
example, allow an antagonist to be sexual content, prejudice, or other journey across 11-15 Escort mission
defeated using direct force, stealth, sensitive topics. Once agreed, all Outer World.
or diplomacy. Create obstacles players should respect and maintain Protect an important person or item
17 not solutions. the group’s decisions. Creating an Adventure Map ( p344) from falling into the wrong hands.
 Meaningful consequences: Make the For example: Sneak a de-throned ruler
repercussions of the PCs intervention ADVENTURE COMPONENTS ENCOUNTERS out of his fallen kingdom to keep the
tangible in the game world. Will the rebel hope alive; or protect a supply
8 villagers regard the PCs as heroes for Your Adventure will determine what Unpredictable events that caravan on it’s way to a remote and
saving their town or did the temple locations and characters you’ll need to occur when the PCs go desperate village.
explode and reduce the local area create. For example, if the PCs are to on a Journey or Explore
to ash? escort a caravan across the Shadow Lands locations. Encounters
14
you might create a map, some merchants, typically involve meeting
 Fantastical elements: Make the most of
and a host of undead bandits. GMCs or Adversaries.
Outer World’s fantasy setting. Fill your
Adventure with strange beasts, magical Creating Encounters ( p348)
artifacts, and enchanted locations.
318 BREAK!! RPG © Reynaldo Madriñan & Grey Wizard 2023 www.breakrpg.com 319
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
V

SKELEMEN Role Playing Notes: Prone to YIELD


insulting or dramatic gestures.
Magic infused remains. Mana flows through all of Outer World’s living beings, Amused by their own brilliance.
ADVERSARIES
and some claim it ‘gets in your bones’. The unsleep is a curse for those with CLACKING CRANIUM
Customization: Increase the threat
ruthless ambition, the afflicted rise in an endless pursuit of power and riches. by equipping them with better A Skeleman’s skull remains animated
weapons or armor. Skelemen could even when the rest of it’s body is crushed.
Using
Adversaries
also be made from the bones of While it will try to be dangerous, gnashing
SKELEMAN MOOK RANK 0 Asura, Lajja
Large or Small Species ( p106). it’s teeth pointlessly, it is a harmless
Bizzer
Vanglorious bones. Skelemen are the re-animated remains of the greedy or novelty item. Swarm
the criminally ambitious. Death is not the end for the excessively conniving. ABILITIES 1 Slot • 5 Coins Blaster Mage
Chompa

+0 Chosen one
COMBAT VALUES

1 LIVING DEAD B MOOD TABLE


ATTACK HEARTS Demon,
Pull Yourself Together Blighted
Skelemen are not subject to the afflictions Choose or roll a Mood
Reassembles 3 Turns after
10/11 1 Average that plague the living.
Drones
being reduced to 0 iii
DEFENSE SPEED Goop
1-5 Preoccupied
¹ Quick Weapon  Immune to Fatigue, Starvation, Giga Gruun

Suffocation, and aging. The Skelemen are busy distributing the Grim Wing
Living Dead
eyes and tongues of recent victims, one
6  Immune to toxins that target living Killservants
APTITUDES / TRAITS

MIGHT Immune to ailments


may still be bound and alive! They ignore
7 DEFT. (P)* that affect the flesh tissue which are ingested, inhaled, Lalka
the PC’s, unless provoked or annoyed.
5 GRIT*
or injected. Master
Villains
6 INSIGHT (P) Can only be animated when within
1 mile of the living creature 6-14 Embarrassed Mundymutts
7 AURA (P)* Skelemen
(Bio-Mechanoids do not count) or The Skelemen are in the midst of setting
* Sneaky (+1 Deftness) Shadow
* Brittle (-1 Grit) a Skelemonarch ( p408). When out up a trap or ambush. Awkward. Beast
* Scary (+1 Aura) of range they are aware but inert. Tiny
*
Unhelpful
TYPE Monster 15-20 Hateful Cloud
ADVERSARY INFO

Undead D Adds 1 Dark Allegiance Point.


Undead
The Skelemen are aware of the PC’s Peddler
SIZE Medium approach, and haven’t had a chance to Unshaped,
mix it up with the living for quite a while. Bellzuub
ALLEGIANCE Dark Aligned PULL YOURSELF TOGETHER B
2 Dark Urarani

You can’t keep an evil Skeleman down. RESKIN Creating


Adversaries

 When reduced to 0 Hearts, or less, Skelemen can be reskinned as enchanted


Habitat: Old roads, tunnels or ruins Pretend to be normal corpses then
their bones clatter to the ground; dolls or robotic creatures that possess a
where they can ambush passers-by. suddenly spring into action at an
but over the next 3 Turns they will primitive self-assembly function.
opportune moment.
Gear: Armed with a Standard or reform, all Hearts restored.
Defend fallen allies in order to give
Quick Weapon that’s ravaged The GM may decide a crushing or
them time to Self-Assemble.
by time. obliterating attack prevents a
9 Try to take a hostage, to later Self-Assembly. Otherwise, you’ll
Communication: They cannot speak, carefully remove their eyes and need to take a Turn to shatter the
so use mime and gesticulation tongue, for use in their transition skull to prevent reanimation.
instead. They understand Low into Skelemasters ( p406).
17
Speech and any other languages
they knew in their previous lives. Indicators: The sound of clacking D Adds 1 Dark Allegiance Point.
bones, corpses with eyes and
Tactics: They target the unsuspecting tongues removed, fresh blood on
8 or solitary, working as group to discarded weapons.
ambush or distract. They will:

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
V

SKELEMASTER BOSS RANK 4 If more than one Skelemaster


 Skelemasters are instantly aware of
inhabits the same Adventure Site,
anything a Skeleman or Clacking
Bossy bones. A Skeleman that has claimed the eyes and tongue of the living they try to undermine or usurp the
Cranium within 1 mile of them sees ADVERSARIES
gains enhanced vision, the power of speech, and poisonous ambition. other whilst dealing with the PCs.
or hears.
Customization: Arm with different The ability is limited to a 1 mile
weapons, or heavier armor, at the radius from the Skelemaster
Using
+3/+4
COMBAT VALUES

1
3 Adversaries
lamented expense of style. Toughen
ATTACK HEARTS Pull Yourself Together Asura, Lajja
them up with a Champion or Raider’s
Reassembles 3 Turns after Elective Ability. D Adds 1 Dark Allegiance Point. Bizzer
14 2 Average
being reduced to 0iiii
Swarm
DEFENSE SPEED Blaster Mage

¹ Master Weapon (+1) ABILITIES Chompa


² Medium Armor (+4)
YIELD
Living Dead Chosen one

Immune to ailments LIVING DEAD B Demon,


7
APTITUDES / TRAITS

MIGHT* that affect the flesh YACKING CRANIUM Blighted

10 DEFT. (P)* Skelemasters are not subject to the Drones


A Skelemaster’s skull remains animated
7 GRIT* afflictions that plague the living. Goop
even when the rest of it’s body is crushed.
10 INSIGHT (P)* Giga Gruun
It’s eyes swivel wildly in their sockets and
10 AURA (P)*  Immune to Fatigue, Starvation, Grim Wing
it spits insults at its keeper.
* Lazy bones (-1 Might) Suffocation, and aging. Killservants
Eager hands (+1 Deftnesss )  Immune to toxins that target living 1 Slot • 10 Coins Lalka
Brittle (-1 Grit)
Actual eyes (+1 Insight) Hollow Eyed Servant tissue which are ingested, inhaled, Master
Silver tongue (+1 Aura) Can see and hear or injected, except… MOOD TABLE
Villains
* everything their Mundymutts
The eyes and tongue are still
Monster Skelemen can Choose or roll a Mood Skelemen
TYPE subject to attacks that target living
ADVERSARY INFO

Undead tissues. Destroying them demotes Shadow


Beast
SIZE Medium them to a Skeleman ( p404). 1-5 False humility
Tiny
Unhelpful
ALLEGIANCE Dark Aligned The Skelemaster is the sole survivor of a Cloud
3 Dark D Adds 1 Dark Allegiance Point. calamitous skirmish. After sizing up the Undead
PCs, they will attempt to misdirect them, Peddler
flee, or bargain for safe passage. Unshaped,
Bellzuub
Gather as much information as SELF ASSEMBLY B
Habitat: Often found accompanying Urarani
large groups of Skelemen. The possible on unknown foes before 6-14 Jealous
You can’t keep an evil Skelemaster down. Creating
boldest use masks and disguises to confronting them directly. Adversaries
The Skelemaster likes a weapon, outfit,
infiltrate cities. Only join a battle when they have  When reduced to 0 Hearts, or less, or other visible item one of the PCs
established a clear advantage. their bones clatter to the ground; members owns. They’ll be willing to let
Gear: Usually wear Medium Armor in
conjunction with an Authoritative or but over the next 3 Turns they will them pass by if they hand it over.
Indicators: The sound of wicked
Appealing Outfit. Most will wield a reform, all Hearts restored.
cackling, the glint of a well kept
Master Weapon. weapon among rusted ones, The GM may decide a crushing or 15-20 Something to prove
disturbingly organized Skelemen. obliterating attack prevents a
7 Communication: They have high The Skelemaster’s troops have begun to
Self-Assembly. Otherwise, you’ll
pitched, nasally voices. They can Role Playing Notes: Skelemasters are question their fighting prowess, so they
need to take a Turn to shatter the
speak Low Speech and any other as conniving as their Skeleman are particularly keen to show they are
skull to prevent reanimation.
languages they knew when alive. minons, but their love of dramatics is worthy of leadership.
14
Tactics: Skelemasters stick to the tempered by a sadistic streak and an
D Adds 1 Dark Allegiance Point.
same tactics used by Skelemen, increased desire for self preservation. RESKIN
though they will utilize more Skelemaster literally love the sound
6 sophisticated hit and run tactics, Replacing Shared Sense with a
of their own voice, their recently HOLLOW EYED SERVANTS
decoy groups, and are generally A Calling Elective Ability can change the
acquired tongues can make them
more cautious and they’ll: Skelemaster into a solitary undead foe.
prone to monologuing or singing. Skelemen keep a hollow-eyed vigil for
their masters.
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
V

SKELEMONARCH MEGA BOSS RANK 8 Role Playing Notes: Skelemonarchs HOLLOW EYED SERVANTS A
are not just heartless, they are
Autarch of the fleshless. When an ancient ritual seals a powerful soul within actively cruel. They taunt opposition Skelemonarchs issue their despicable
ADVERSARIES
the body of a Skelemaster the result is an ageless tyrant. in hopes of rash retaliation, and commands at the speed of thought.
adorn skeletons under their
command with mementos of their  Skelemonarchs are instantly Using
Living Dead past lives so they can point them out aware of anything a Skelemaster, Adversaries
Macarbe Aura
Immune to ailments to loved ones seeking revenge. Skeleman, or Clacking Cranium Asura, Lajja
Parry once per ound
as Standard Shield that affect the flesh within 1 mile of them sees or hears.
Customization: Some Skelemonarchs Bizzer
Swarm
might inflict other Ailments with their Skelemonarchs are also able to
Pull Yourself Together Hollow Eyed Servant Blaster Mage
Curse of the Skull Ability. telepathically communicate with
Reassembles 3 Turns after Can see and hear Chompa
any Skelemen or Skelemaster
being reduced to iiii everything their
Skelemen can within a 1 mile range. Chosen one
When at the Soul Stone ABILITIES Demon,
is exposed Blighted
D Adds 1 Dark Allegiance Point. Drones
Skelemancy LIVING DEAD B
Goop

Soul Stone Skull Shot Skelemonarchs are not subject to the Giga Gruun
Aura vs. Deft. Contest afflictions that plague the living. MACABRE AURA A
1 20 Grim Wing
Magic Material Range: 2 Areas
Damage: 2 (Dark) Mana swirls around the Skelemonarch, Killservants
 Immune to Fatigue, Starvation, and deflecting or absorbing inbound attacks. Lalka
Bone Brambles Suffocation. Master
Curse of the Skull Battlefield Area  Immune to toxins that target living  + 6 Defense Rating. Villains
If in same Area win Aura vs. becomes Isolated tissue which are ingested, inhaled, Mundymutts
Grit Contest or be Putified  Can Parry once per Round as a
or injected. Standard Shield ( p169).
Skelemen
and lose per Turn
If reduced to Any Skeleman within 1 mile of the Shadow
Beast
become Skeleman Skelemonarch remains animated.
D Adds 1 Dark Allegiance Point. Tiny
Unhelpful
Cloud
D Adds 1 Dark Allegiance Point.
Undead
Peddler
SKELEMANCY A
Unshaped,
COMBAT VALUES APTITUDES / TRAITS ADVERSARY INFO Bellzuub
SELF ASSEMBLY B Skelemonarch’s dark magic, characterized
10 MIGHT TYPE Monster by grand gestures and ominous laughter. Urarani
+6 5
11 DEFT. (P) Undead The Skelemonarch will return. Creating
ATTACK HEARTS Adversaries
8 GRIT* SIZE Medium  Once per Turn, the Skelemonarch
16 1 Average 13 INSIGHT (P)*  When reduced to 0 Hearts, or less, can use one of the following:
ALLEGIANCE Dark Aligned their bones clatter to the ground;
DEFENSE SPEED 13 AURA (P)* 7 Dark  Skull Shot: The Skelemonarch can
but over their next 3 Turns they will attempt to throw a cackling mana
¹ Macabre Aura * Just a skeleton (-2 Grit)
Omniscient (+2 Insight)
reform, all Hearts restored. skull at you from up to 2 Areas away.
Terrifiying (+2 Aura) The Skelemonarch’s glowing Soul  Requires a Contest
17 Stone is revealed while they are The Skelemonarch’s Aura vs.
Habitat: Usually found in one of two Tactics: Despite their great power, inert (20 Defense, 1 Heart).
places; in their ghastly stronghold, or Skelemonarch’s avoid direct your Deftness.
behind a skeletal horde. confrontation, obscuring themselves  It can only be sundered with an  Success: You take 2 Hearts of
behind a loyal horde. The living are Imbued Weapon, an Artifact, or Dark Damage.
5 Gear: Each Skelemonarch has it own destructive magical Ability.
granted audience only to be  Bone Brambles: Twisted bone
individual style, but most are partial subjected to the Curse of the Skull.  Only if the Soul Stone is
to ceremonial regalia. spikes erupt in the Battlefield Area
Sundered ( p263) will the the Skelemonarch occupies, giving
Indicators: A garrison of highly Skelemonarch crumble to dust.
11 Communication: They are able to it the Isolated Condition ( p250).
organized Skelemasters and
speak Low Speech, Dark Tongue and Skelemen, the sound of crackling
any other languages they knew when energy, husks of discarded flesh... D Adds 1 Dark Allegiance Point. D Adds 1 Dark Allegiance Point.
they were alive.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
V
EVIL-UTION
CURSE OF THE SKULL L  Defense: The Imbued item,
surrounded by dark Mana, can
The Skelemonarch’s hatred of flesh is so
Parry a single Attack once per Skeleman Skelemaster Skelemonarch ADVERSARIES
strong that it lashes out at anyone nearby.
Fight as if using a Standard Shield MOOK BOSS MEGA BOSS
( p169). This is in addition to any
 The Skelemonarch can attempt Parries the item already provides. Using
to convert you, and any organic Adversaries
creatures, in their Battlefield Area  Attack: Once per Turn the Imbued Asura, Lajja
into one its lifeless subjects. Weapon can fire a cackling mana
Bizzer
skull at a target, with the same Swarm
effectiveness as a Small Mechanical Blaster Mage
vs Requires a Contest Missile Weapon. The skull inflicts Chompa
The Skelemonarch’s Aura vs. Dark Damage.
your Grit. Chosen one

Success: Your body begins to 1 Unit • 2 Gems Demon,


Blighted
wither and becomes Putrefied Drones
( p270), you lose 1 Heart per Turn. MOOD TABLE Goop
 The Curse won’t manifest if: you Giga Gruun
Choose or roll a Mood
make a successful Grit Check when Grim Wing
your Hearts reach 0; the Putrefied
Killservants
Aliment is removed by another 1-5 Whimsical
Lalka
Ability; or the Skelemonarch
is slain. The Skelemonarch has recently Master
succeeded in some dread scheme and is Villains
 If the Curse is blocked you will in an unusual mood. They will gladly allow Mundymutts
return to physical normalcy in a few the PCs to live if they do a little dance, cut Skelemen
moments, though you still suffer off a strip of flesh, or perform some other Shadow
from any lost Hearts if the Fight is belittling (or horrific act) to amuse them. Beast
still in progress. Tiny
Unhelpful
 Failing the Grit Check at 0 Hearts 6-14 Curious Cloud
results in your flesh melting away. Undead
You have been transformed The Skelemonarch has been locked away Peddler
into a subservient Skeleman, or for some time, and is currently unaware of Unshaped,
Skelemaster if you are Rank 5 the state of the world. They may politely Bellzuub

or higher. ask the party for information. This doesn’t Urarani

Failure: You resist and are immune guarantee their survival, though. Creating
Adversaries
to the Curse for 24 hours.
Bio-Mechanoids, and other forms 15-20 Hostile/Bloodthirsty
of inorganic life, are immune to The Bony Crusade has begun, and no
the Curse. fleshling will survive!

D Adds 2 Dark Allegiance Points.


16 RESKIN

Replace the Skelemonarch’s Abilities with


YIELD some Advanced Sage or Heretic Abilites
1 to create an undead sorcerer.
If you’re ok with it, players who are
DARK BONE DUST
really, really unhappy about dying
can come back as a Skeleman. In this
The remains of a Skelemonarch carry a
2 case, they lose their Innate Species
small echo of their malevolent power Abilities and gain Living Dead and
which can be used as a powerful Crafting Self-Assembly in their place.
Additive ( p291).

410 BREAK!! RPG © Reynaldo Madriñan & Grey Wizard 2023 www.breakrpg.com 411
ADVENTURER This adventurer belongs to... Download from BREAKRPG.COM/DOWNLOADS/CHARACTERSHEET

IDENTITY APTITUDES QUIRK INVENTORY


INVENTORY
NAME/NOTES REF.
MIGHT BASE INVENTORY SLOTS BASE
Smash, crush, lift
TRAIT -2 -1 +1 +2
1
ABILITIES
BON./PEN. 2
NAME/NOTES REF.

3
DEFTNESS BASE
Dodge, sneak, leap 4
TRAIT -2 -1 +1 +2
5
NAME
BON./PEN. 6
CALLING
7
GRIT BASE
SPECIES Cling, persist, press on 8
TRAIT -2 -1 +1 +2
HOMELAND 9

BON./PEN. 10
LANGUAGES
11
HISTORY INSIGHT BASE
Notice, know, remember 12
TRAIT -2 -1 +1 +2
PURVIEWS
My background grants me an Edge on... 13

BON./PEN. 14

15
AURA BASE
Persuade, inspire, terrify
DESCRIPTION 16
TRAIT -2 -1 +1 +2
17

BON./PEN.
18

19
COMBAT VALUES
20
ATTACK BONUS BASE
HEARTS TOTAL BASE
Add to my Attack rolls Protecting me from injury 21

BON./PEN.
22
RANK & XP
BON./PEN.
RANK CURRENT XP XP FOR NEXT RANK 23
INJURIES/AILMENTS
24

DEFENSE RATING BASE SPEED RATING ALLEGIANCE


25
Best this to strike me Decides how many Areas I can move
BON./PEN. DARK NONE GIFTS
SLOW AVERAGE FAST V. FAST ALLEGIANCE
0 Areas 1 Area 2 Areas 2 Areas POINTS DARK WEALTH
BASE BON./PEN. BRIGHT TWILIGHT STONES COINS GEMS
ALLEGIANCE
BRIGHT
POINTS
BREAK!! RPG © Reynaldo Madriñan & Grey Wizard 2023 www.breakrpg.com

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