Professional Documents
Culture Documents
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
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
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
◆ 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.
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
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
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
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
when you reach the required Rank. during combat, you can will it away Princess
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.
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.
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
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
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
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
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)
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.
110 BREAK!! RPG © Reynaldo Madriñan & Grey Wizard 2023 www.breakrpg.com 111
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
112 BREAK!! RPG © Reynaldo Madriñan & Grey Wizard 2023 www.breakrpg.com 113
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
I
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
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
152 BREAK!! RPG © Reynaldo Madriñan & Grey Wizard 2023 www.breakrpg.com 153
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
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
156 BREAK!! RPG © Reynaldo Madriñan & Grey Wizard 2023 www.breakrpg.com 157
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
I
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
188 BREAK!! RPG © Reynaldo Madriñan & Grey Wizard 2023 www.breakrpg.com 189
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
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
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
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
302 BREAK!! RPG © Reynaldo Madriñan & Grey Wizard 2023 www.breakrpg.com 303
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
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
+0 Chosen one
COMBAT VALUES
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
404 BREAK!! RPG © Reynaldo Madriñan & Grey Wizard 2023 www.breakrpg.com 405
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX
V
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
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
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!
410 BREAK!! RPG © Reynaldo Madriñan & Grey Wizard 2023 www.breakrpg.com 411
ADVENTURER This adventurer belongs to... Download from BREAKRPG.COM/DOWNLOADS/CHARACTERSHEET
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