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Jason Richards Publishing Presents

EEL Breachworld Player Race Folio #4

Najyb Almaskari (Order #27901575)


04 Player Race Folio

Eel
Welcome to the fourth Player Race Folio for the Breachworld RPG. This
mini-expansion to the game adds a new playable alien race, the Eel, to the
world. In the following pages can be found everything you need to bring this
complex, detailed, and exciting option to your gaming table.
Included in this folio:
• Eel character creation stats
• Detailed background and origins
• Discussion of disposition and culture
• Detailed description, with new illustration
One new Perk and one new Complication
Quick-stat NPCs and adventure ideas

© 2018 Jason Richards Publishing, All Rights Reserved. D6 and Mini Six
text, rules, and materials used per Open Game License (OGL).
Art by Matthew Bryan. Digital v1.0 (July 2018).
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Najyb Almaskari (Order #27901575)


Eel
Oh, I never turn down the chance to add an Eel to the team. Fast on the draw,
quick on their feet... and that electric shock thing they do? They're full of all
sorts of fun surprises. Very useful.
Joffe
Ruler ofSmoky

The alien race commonly known as Eels are widely renowned for their grace
and agility. They may be as frequently encountered entertaining as dancers
and acrobats as using their natural quickness and coordination to outdraw
and outshoot victims on the streets and roads
of the Civilized Lands.
This talent would be enough to make a
name for any race of beings who now call
Earth home, but Eels are
even better known for
their ability to channel
bioelectric energy into a
contact pulse with the
stopping power of a shotgun
blast.
Origins
Eels come from a misty, swampy realm
where they emerged as the dominant
life form, evolving from semi-aquatic
mammalian ancestors. The world was
perilous, even at the zenith of Eel
society, and the natural electrical
defense that evolved served them well
when fighting off the world’s many
large and voracious plant and animal
species. Like many other races, they
eventually developed a form of
Gate technology that got caught
up in the collapse on Earth.
Quick and Agile
Natural quickness and agility
gives any being a leg up in the
rough and unforgiving
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Eel Stats
Attribute Dice: 12D+1 Racial Perks:
Skill Dice: 7D Bioelectrical Pulse
Might: 1D/3D+1 Racial Complications:
Agility: 2D+2/5D+1 Awkward
Wit: 1D/4D
Charm: 1D/4D
Move: 17
Other Information
Size: 4 feet, 10 inches to 5 feet, 4 inches (1.5 to 1.6 m)
Weight: 115 to 155 lbs (50 to 70 kg)
Lifespan: 60 to 85 years
Offspring: Bears a child after a 42-week pregnancy.
Language: The Eel language notably lacks "short i" vowel sounds
(e.g. hit, skin, rig). This makes pronouncing many
words in various Earth languages difficult, and novice
Eel speakers often just skip the sound enitrely, giving
their speech a strange, clipped cadence.

environment of post-Fall Earth, as does having a potent natural weapon such


as the bioelectric pulse. Natural grace and athleticism and the ability to blast
opponents with a touch are good pairings with a career that takes one into
tough and unpredictable situations such as an explorer, scrapper, or bandit.
Even an Eel who takes to farming or ranching finds the ability to stay a step
ahead of a blade or bullet, and to be able to mount a good defense, to be
inherently useful.
The typical Eel is quick on the draw and a great shot with even a little bit
of practice. Beyond that, the Eels’ distinctive bio-electrical shock touch gives
them clout far above their weight class in a brawl, especially if they have
devoted time to developing the talent’s potency.
Step Right Up
The natural agility exhibited by Eels has led some to interesting careers across
the Civilized Lands as traveling entertainers, particularly dancers and acrobats.
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Changing Times
Even in the most dire of times, entertainment always exists. However, the
very existence of large-scale leisure attractions such as a circuses and travel-
ing shows is a testament to the strides civilization has made in regaining a
foothold on Earth after The Fall. Even a generation ago, such frivolity
would have been impossible to sustain, but there is a growing demand for
such distractions in the world today.

Several travelling circus shows made up entirely of or heavily featuring Eel


performers are growing in popularity in both large and small towns.
Popular “Eel acts” include wire walking, tumbling, burlesque, interpretive
dance, and aerial acrobatics. Most are small troupes of entertainers that travel
from town to town, bartering entertainment for goods and services. Many
include a variety of sideshows and vendors that add variety and help to bring
in bigger and more diverse crowds.
More than a few enterprising highwaymen have thought that an Eel circus
caravan, flush with the spoils of a few days worth of admissions fees, would
make an easy target. However, the same aptitude that makes a typical Eel able
to juggle half a dozen knives while whistling a happy tune makes them very
hard to get the drop on.
Disposition
Eels run the whole course of personality types from kind to cruel, but don’t
have a strong sense of personal space and boundaries. Eels are very big on
close-talking and physical contact as part of their communication and body
language. They tend to hold handshakes too long, put a hand on someone’s
shoulder when walking together, or sidle up right next to others in
conversation. This can be awkward or off-putting to many other races, and
often misinterpreted as amorous or flirtatious by those unfamiliar with this
social quirk.
Habitat
Eels can be found anywhere in the Civilized Lands and beyond. They have a
slight preference for areas that are humid and swampy, so are encountered
more frequently the further south one travels, but Eels do not need wet
environments to thrive. They can thrive in any conditions that can support
human life.
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Description
Eels are slightly smaller than humans, about 5 feet, 2 inches (1.6 m) on
average. They have only four fingers on each hand and about half have
vestigial webbing between their five toes. The back of an Eel’s head is
elongated, with a headdress of frills and tendrils that were once sensory
organs, but have become only aesthetic over the course of their evolution.
Eel skin is rubbery and smooth, with only very fine hairs that are almost
indiscernible to the eye.
There are three major sub-races of Eels, discernible by skin color pairings
(primary and secondary) of purple and yellow, blue and pink, and green and
gray.
Also Known As
Bio-Zappers or Two-Tones.

New Perk
Bioelectrical Pulse (2). You can channel bioelectrical energy generated by
your body through your hands into a notable natural weapon. With training
and practice, you can increase the potency of the blast.
Skill: Brawl
Damage: 4D; may be permanently increased by one pip by
spending 10 CP, up to a maximum damage of 6D
Range: Touch
New Complication
Awkward. You exhibit a behavior that runs counter to social norms and
confuses people or makes them uncomfortable. This could be a tendency to
invade people’s personal space, poor table manners, a lack of a social filter
in conversation, or other socially awkward habit. Receive a CP whenever
your discomforting behavior gets you into a sticky situation.

Najyb Almaskari (Order #27901575)


Quick-Stat NPCs
These short-form NPCs are presented for ease of reference for the Game
Master. The GM should adjust stats to fit the needs of his or her game as
appropriate. Some characters are noted as being "typical" and list suggested
names that may be used when fleshing out the character. Other stat blocks
depict specific, uniquely named individuals.
Bonuses to Soak granted by armor, if applicable, are not included in the
given Combat Stats.

Typical Eel Dancer (Midnight, Ennala, Hertuo)


Might 2D Perks
Brawl 2D+2 Bioelectrical Pulse (4D)
Agility 3D Complications
Athletics 4D+1 Awkward
Dodge 4D
Sleight of Hand 3D+2 Combat Stats
Block 7
Wit 2D Dodge 10
Aliens 2D+1 Parry 10
Language 2D+2 Soak 6
Charm 3D+1 Gear
Persuade 4D+2 Theatrical costume, makeup, and ornametra-
Seduce 4D tion as appropriate for the show
Move 17

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Typical Eel Muscle (Zap, Frolo, Haamoa, Fade)
Might 3D Perks
Brawl 4D+2 Bioelectrical Pulse (5D)
Agility 3D+2 Complications
Athletics 5D Awkward
Dodge 5D+1
Handgun or Rifle 4D+1 Combat Stats
Block 14
Wit 2D Dodge 16
Search or Track 3D+1 Parry 9
Survive 3D Soak 9
Charm 1 D+2 Gear
Courage 3D Pistol (4D) or Rifle (5D+1)
Persuade 2D Improvised metal armor (+4)
Move 17

Twitch Quick, Eel Gunfighter


Might 2D+2 Perks
Brawl 4D+2 Bioelectrical Pulse (4D+1), Fast Draw,
Stamina 4D Reflexes
Agility 5D Complications
Athletics 6D Awkward, Infamous, Personal Code
Dodge 7D+1
Handgun 7D+2 Combat Stats
Sleight of Hand 5D+1 Block 8
Dodge 17
Wit 2D+1 Parry 6
Aliens 3D Soak 6
Survive 4D
Gear
Charm 2D+1 Revolver (4D+1), Derringer (3D), Leather
Courage 5D Armor (+3), Shelter, assorted camping equip-
Streetwise 4D+1 ment, and a horse named Showdown
Move 17
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Turoa
Turoa was once a high-wire acrobat for the wandering troupe known as the
Highfliers, renowned for his daring feats performed without any sort of net
or harness. To his great shame, he fell during one of his stunts, permanently
hobbling himself and ending his career in the process. He has stayed on
with the circus crew doing odd jobs, taking tickets, and being continually
berated by his fellow Eels while limping around awkwardly on a bad left leg.
None of that is true, but it makes for a good cover. Turoa is actually a
notable burglar and thief who runs a successful criminal enterprise from
within the High Fliers. He uses his unimposing demeanor, reinforced by the
verbal abuse he takes in front of the paying customers, to allay suspicion so
he can identify marks and case communities that take in the showmen. The
rest of the Highfliers are in on the scam and help maintain the cover.
In addition to Turoa, the show’s Eel cast includes the twin children
tumblers, Allo and Ullo, the high-wire acrobat, Fluttoa, and a trio of
synchronized gymnastic dancers, Paroy, Marka, and Hvomotau. The group
has recently added a Climber who styles himself as Diver, whose specialty is
a high-flying daredevil act where he leaps between tall poles erected upright
around the camp; he is very adept at feigning falls and slips, only to catch
himself at the last possible moment.
Might 2D Perks
Brawl 4D+1 Bioelectical Pulse (4D+2), Perceptive
Agility 4D Complications
Athletics 5D+1 Awkward
Dodge 6D+1
Sleight of Hand 6D+2 Combat Stats
Stealth 6D Block 13
Dodge 19
Wit 3D Parry 6
Aliens 4D+1 Soak 6
Language 4D+2
Pick Locks 5D+2 Gear
Search 5D+2 Lockpicks, climbing ropes, and a leather vest
(+1). Carries a crutch when pretending to be
Charm 3D+1 hobbled.
Persuade 4D+2
Streetwise 5D
Move 17

Najyb Almaskari (Order #27901575)


Najyb Almaskari (Order #27901575)
Najyb Almaskari (Order #27901575)

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