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Welcome to the

BREACHWORLD RPG
Jason Richards Publishing Presents

The Earth is an untamed wilderness, unrecognizable from centuries ago


when humanity enjoyed a Golden Age of peace and science. A global
BREACHWORLD A Complete RPG
disaster produced untold numbers of rips in space and time, collapsing
society overnight. Known as Breaches, these portals into our world
continue to bring monsters, aliens, and otherworldly environments to
Earth. The result is an endless wilderness dotted with villages and ruins,
where incredible technology exists alongside paranormal power, and the
impossible is the norm.
Player Characters are farmers or warriors, adventurers or survivors. Will
you seek truth, or fortune? Protect the weak, or look out for yourself?
Pillage, or rebuild? Will you discover your potential as an Epic and bend

BREACHWORLD
reality to your will, or help to reclaim a world that once was? All of these
possibilities, and more, are before you.
Breachworld is powered by Mini Six, part of the Open D6 family of
games. With the whole ruleset included in these pages, and simple
mechanics for character creation and gameplay, you can get started in
just minutes.
Also included in this complete RPG:
• An open world to be explored, with its own history, culture, and
technology.
• 13 unique, playable races from across dimensional space.
• 42 Perks and 27 Complications to customize your character.
• The Epic, Breachworld's reality-bending psychic and sorcerer,
complete with 63 amazing Aether Feats to master.
• 12 Breach Creatures, ranging from minor to gargantuan.
• 3 Places of Interest, mapped and described.
• 212 pages of endless possibilities.

Get the latest news, updates,


and free bonus materials at
breachworld.com

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Welcome to the Breachworld RPG
I don’t quite know how to tell you the story of how Breachworld came
to be. I’ve written bits and pieces of the pages that follow through a
number of different states and several different countries. My primary
design notebook has made it to three continents. I’ve chatted with
friends and colleagues about this project by phone, text, email, instant
messenger and sitting at tables at lunch, from the car, in my living
room, or in engineering offices in Texas and Saudi Arabia. There
haven’t been many days that the world, characters, and avenues to
adventure found in this volume haven’t occupied my thoughts. I have a
lot of rough outlines and notes on dozens of other projects littering
my hard drives and file cabinets, but this is one that I haven’t been able
to shake.
The long journey is just a footnote now, and what matters is that
somehow, after years of noodling and pondering and tinkering, this
book managed to reach you. This is a story that I’ve always wanted to
tell, a world I’ve always wanted to know. This is a gate to adventure
that I have always wanted to open for all of you so that we can share in
it together.
Let’s do this.
Jason Richards
2014

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Table of Contents
Part 0: Introduction
Chapter 0.1 Credits and Thanks ----------------- 5
Chapter 0.2 Breachworld -------------------------9
Chapter 0.3 Getting Started -------------------- 1 1
Rule #1 -------------------- 1 3

Part 1 : Character Creation


Chapter 1 .1 Character Creation ---------------- 1 5
Steps ---------------------- 1 5 Advanced Class: Epic ------1 7
Chapter 1 .2 Player Races ----------------------- 24
Humans -------------------- 26 Machine Men -------------- 40
Climbers ------------------- 28 Morlocks -------------------42
Demonkin ------------------30 Pathos --------------------- 44
Dru -------------------------32 Reptilian Raiders ---------- 46
Elder ----------------------- 34 River Folk ------------------ 48
Grim ----------------------- 36 Tusks ---------------------- 50
The Holy ------------------- 38

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Chapter 1 .3 Skills --------------------------------52
Might Skills ---------------- 52 Wit Skills ------------------ 54
Agility Skills --------------- 53 Charm Skills --------------- 57
Chapter 1 .3 Perks --------------------------------58
Perks ---------------------- 58 Epic Perks------------------ 62
Chapter 1 .4 Complications --------------------- 64
Complications ------------- 64 Epic Complications---------67
Chapter 1 .5 Gear --------------------------------- 69
Weapons ------------------- 71 Equipment ----------------- 76
Armor ---------------------- 74 Vehicles --------------------80

Part 2: Game Rules


Chapter 2.1 Game Mechanics ------------------ 83
Core Mechanic -------------83 Scaling ---------------------91
Setting the TN ------------- 84 Fate Points -----------------92
Character Actions --------- 86 Character Advancement --- 93
Chapter 2.2 Epic Mechanics --------------------95
Air Manipulation ----------- 98 Kinetic Manipulation ----- 1 08
Biochemical Manip. ------ 1 00 Light Manipulation ------- 1 1 1
Electrical Manipulation -- 1 03 Matter Manipulation ----- 1 1 3
Heat Manipulation --------1 05 Space-Time Manip.------- 1 1 7
Chapter 2.3 Vehicle Rules --------------------- 1 20
Vehicle Movement --------1 20 Vehicle Damage ---------- 1 22
Vehicle Weapons --------- 1 21
Chapter 2.4 Optional Rules --------------------1 24

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Part 3: World Information
Chapter 3.1 The World ------------------------- 1 29
Then and Now ------------ 1 29 World Overview ---------- 1 42
Breaches ----------------- 1 37
Chapter 3.2 Living in Breachworld ----------- 1 50
Society ------------------- 1 50 Economy ----------------- 1 54
Chapter 3.3 Tech in Breachworld -------------1 56
Chapter 3.4 Places of Note -------------------- 1 61
Hood ---------------------- 1 61 Trade Post ---------------- 1 71
Arena --------------------- 1 65
Chapter 3.5 Breach Creatures ---------------- 1 75
Allosaur ------------------ 1 76 Leecher -------------------1 88
Creep --------------------- 1 78 Mauler -------------------- 1 90
Griffin ---------------------1 80 Plasma Wyrm ------------ 1 92
Hardhat -------------------1 82 Poison Bat ---------------- 1 94
Hoodum ------------------ 1 84 Prowler Beast ------------ 1 96
Imp ----------------------- 1 86 Trapcat ------------------- 1 98

Part 4: Resources
Chapter 4.1 Creation Aids --------------------- 200
Character Sheet ---------- 201 Epics --------------------- 203
Player Races ------------- 202 Skills, Perks, and Comps - 204
Chapter 4.2 In-Game Aids --------------------- 205
Scale Modifiers -----------206 Dealing Damage ----------208
Difficulties and Modifiers 207 Healing Damage ----------209

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0.1Credits and Thanks
Dedication
Dedicated to the man who gave me my first real byline and whose games
have inspired me to create new worlds since I was a kid.
Thanks, Kevin Siembieda.

Contributors
Design, layout, maps, and art direction by Jason Richards.
Standard cover art by Eric Quigley.
Interior art by David Arenas, Amy Ashbaugh, Damon Bowie, Matthew
Bryan, Mike Mumah, Avi Odenheimer, RJ Palmer, Eric Quigley, and Michael
Wilson.

Responsibility in Business
Jason Richards Publishing is a strong advocate for the ethical treatment of
animals. I encourage you to spay and neuter your pets, and to join me in
supporting local no-kill animal shelters.
Ten percent of the profits of this book and its supplements will be
donated to the no-kill shelter and animal adoption center, Operation Kindness,
in Carrolton, Texas. Thank you for helping me help others.
© 2014-2015 Jason Richards Publishing. All Rights Reserved. D6 and Mini
Six text, rules, and material used per Open Game License (OGL).
Second Printing (February 2015). Digital v2.0 (February 2015).
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Acknowledgements
I’d like to acknowledge these people who helped make this project a reality:
Susan, my amazing, beautiful, and incredibly tolerant wife.
Zachary Houghton, for introducing me to Mini Six and planting this
idea in my brain.
Jason Marker, for his friendship, encouragement, assistance, and for
being someone to so greatly admire.
Ray Nolan and Phil Morris at AntiPaladin Games for creating such a
sleek and fun system in Mini Six.
Eric Gibson for graciously putting OpenD6 out there for all to use.
Charles Alston and Jose Fitchett for the extensive proofread.

Special Thanks
None of this would have been possible without the help of these amazing
supporters through Kickstarter. I hope it lives up to your expectations.
Mike Sneed Wayne Pillion Scott Maynard
Chant Macleod Carl J. Gleba Justin L. Phillips
Sasyn Dan Mitchell Lou Goncey
Ryan Craig Rob Richardson Andrew Martone
Anthony Laffan Loconius Moore Roberto "Sunglar"
Ryan McDaniel Mecha vs Kaiju Micheri
Peter Porcaro, Jr. John "Smiley" Adams Tony Rosales
Brent Naylor Nexus Nine Chad Richards
Jeff "NMI" Ruiz Zachary Houghton David Larkins
H. Nathan Bingham Eric S. Matthew W.
James Holt Vin Diakuw erik tenkar
Steve Warfield MysticMoon Matt Whalley
Rodney Mancuso Jason Blalock Ed McW
David Terhune Wade Geer Bael the Cruel
Josh Hilden Rich Spainhour Chris W. Harvey
Ryan L. Jones Jim Reader Xavi Nieto
Jesse Butler Paul Partridge Bert Isla
Jason Kelliher David Mullins Fabio Milito Pagliara
bdp Robert G. Male Ryan Percival
Morgan Weeks N. Phillip Cole Tony A. Thompson
Peter A Tiree Wayne Rossi
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Dwayne Howard Scott Savedow Tom Perdew
Brandon K. Aten Sam Curry Christopher Anderson
Aaron Bandstra Charlie Vick Jeff Brooks
Daniel R. Luce Brutorz Bill Eric M Jackson
Paul Watson Jörg Dacher Ben P. Balestra
Warren Creighton Daan Dubach Herbert Nowell
Jordan Dennis Christian A. Nord Mark A. Siefert
Trip Space-Parasite Timothy Hidalgo Alastair Cornish
Jere Manninen John 'johnkzin' Rudd Charles E Miller
Annastacia Smith Bryan Meadows Ray Nolan
Nathaniel Smith Darren Benford-Brown Great Scotto
Ron Fricke Ktrey Parker Steve Lord
Seth Drebitko Adam Boothroyd W. Reese Flory
Rick Hull David Steele Robert Mosley
Duncan Eshelman Mark Craddock J-P Spore
Keith E. Clendenen Federico Franceschi Steven Ward
Matthew Sullivan-Barrett Nate Brengle James Husum
Stacy Forsythe Antero David Lacerte
Andrew Antolick James MacGeorge Dylan A. Fredette
Brad Morris Colton McBryer Andreas Davour
Steven Wales KFC (Poland) Bruce Gray
James H Brown Father Morpheus Todd S. Yoho
Allister MacLeod David Kizzia Steve Mattson
Joseph Le May Tannyx et Miettinator Teddy Fuller
Scott Kehl Erich Vereen Mark Leymaster
Mike Lizardi Michael Fuller Keith Stubbs
Daniel Stoker Liam J Cotterill Mathew R. Ignash
Nicholas "LS" Whelan Frank Hart Michael Lord
Andrew (A.J.) Phillips Nish Azna Jayci Giaccone
Juan Manuel González Michael Bradley Tatters
Darren Hill Jaime Robertson Robert J. Moore
Lloyd Rasmussen David Doughty Sterling Brucks
Travis Richards Mark Thompson Hesy
Mikkelibob Christopher Conklin Dennis Hughes
Jason Bossert Brent Goren Jessica Whiting
Michael "Stargazer" Wolf Brian Lindsey Fields Christi Richards
Demetrius K. Rollicking Rogue MaxMahem
D.W. Victor Peterson Gerry Saracco
John C. Halcomb Brian Manning Brett Easterbrook
Eric "Glithus" Campbell Marcus Bone José 'the Hoser' Fitchett
Erik de Graaf Brad Osborne Vahn Kergonan
Tom Walker Bruce Novakowski Gabriel Cox
Mark Hall David Ackerman Jeremy S. Johnston
Josh 'J Dog' Hawthorne Kevin Flynn Jundle
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Emperor Rodger Murphy Aaron Deskins Tomas Burgos
William Ashcraft Mchael David Jr Armin Sykes
Brett M. Pisinski James Bowman Brian Wilson
AJ 'Houndin' Fritz Everett Owen Chris Roberts
Phillip G. Kendall A.Berto2k Ted Novy
Jonathan Darknight Chris Snyder G.S. Ritchey
Daniel Guyton Reverance Pavane Dan McKenna
Bill Mundt Sophia Brandt Rick Watkins
Eloy Lasanta Steven D Warble Owen Meldrim Moore
Nick Parker Felix Girke Michael Feldhusen
Steven A. Torres-Roman Robert Lionheart Nestor D. Rodriguez
Michael G. Mike Miller Mike Mumah
Robert Stehwien Mark Harvey Heath Farnden
Jim Long Pablo Pérez Gómez Jason Marker
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Ron Ryan Carder Harald Wagener
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CA Michael Rafferty
Ben Madden Andrew Whitwham
Shawn Merrow Ryan Rawlings
Horacio "LostInBrittany" Gonzalez Derek "Pineapple Steak" Swoyer
Grant "Grantos" Chapman Jordan (The King Slayer) Wheelock
Joaquim Ball-llosera Castillo Captain Sir Mark Franceschini
The Mighty Wizard Oberndorf
David "Rabid Southern Cross Fan" Farris
Victorian Adventure Enthusiast/Jordan Bodewel
lFrédéri "Volk Kommissar Friedrich" POCHARD

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to support your local gaming shop:
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0.2 Breachworld
The Earth is an untamed wilderness, unrecognizable from centuries ago
when humanity enjoyed a Golden Age of peace, abundance, science, and art.
This era of enlightenment was brought about by the discovery of a new
global teleportation technology known as Gates. The end of human society
was brought on decades later by the sudden, total, and catastrophic malfunc-
tion of this technology, when control of it was lost and the Gates opened
random doorways through space-time. These permanent, uncontrolled rips in
the fabric of the universe are known as Breaches. Through them pour alien
beings, creatures, vegetation, plagues, and environments. The Earth was
transformed in an instant, and human civilization collapsed in an event now
known as The Fall. Very little verifiable information exists from the centuries
that span from The Fall until only a few generations ago.
The Breaches are still open and active, but humans normally avoid them,
preferring to steer clear of the dangers they present. For alien beings or
creatures that pass through, it’s a one-way ticket; Breaches seem to all lead in-
to our world, but not back out again. Anything that crosses into our world is
permanently made a part of it, to live or die on our dimensional shores.
The Earth is now populated by roughly as many aliens as humans, and for
every friendly otherworldly sentient, two are hostile. Feelings about aliens
vary from one group of humans to another and the same can be said for ali-
ens’ feelings toward mankind. Some groups actively hunt one another and
some work in peaceful coexistence. Some humans enslave alien races while
others are subjugated by them. Some aliens are invaders or travelers while
some were displaced to Earth by forces they could not control.
Monsters lurk in the mountains, forests, plains, seas, and skies. Other-
worldly beasts often defy description, while some resemble creatures of
Earth’s history or legends. Some species have proven able to be broken to
wear a saddle or yoke and others seem to have a cunning intelligence that be-
lies their animal form. They are part of a transformed ecosystem, often
bringing their habitats with them as vegetation has slowly grown through
open Breaches and rests with roots in two worlds.
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Some semblance of civilization has begun to crawl out of a Lost Age.
Pockets of humanity exist either in isolated villages or fortified cities. Others
survive by moving from place to place, scavenging or hunting, or trading. The
easiest way to survive is often through bushwhacking and banditry, taking by
force what precious resources are to be had. There are rumors of huge met-
ropolises, even whole nations that have survived The Fall, but it is difficult to
find someone who claims to have seen these wonders firsthand.
A resurgence of technology has fueled humankind’s gradual reestablish-
ment. Fossil fuels are almost nonexistent, but there exist some scattered an-
cient power plants that are still operable. Some automated factories are still
functional as well, particularly those with their own fusion reactors. Dis-
covered caches of Golden Age wonders can make one’s fortune overnight. A
handful of weapons and plenty of ammunition can make a simple man into a
king. Even after a Lost Age, mankind has proven to be resilient and innovat-
ive as it rediscovers secrets once thought lost to the past.
Through generations of careful study and painstaking progress, one great
discovery trumps all others. The Cooperative, a secretive group of research-
ers and scholars, has developed a device capable of permanently closing a
Breach. For the first time in an age, there is more for mankind to hope for
than simple survival. Now, there is a light on humanity’s horizon. The Breach
Closure Device has made it possible to reclaim Earth’s dimensional borders,
one sealed Breach at a time. All that is left is to use it.
Awaiting you are fortune and famine. High adventure and otherworldly
horror. Epic heroics and the darkest depths of villainy. This is the world as it
exists at this instant, wide open and filled with possibilities. What happens
next, is up to you.

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0.3Getting Started
What to Expect
After this short introductory section, this book is divided into three main
segments. First up, you have the section that details everything you need to
know to create a character in the Breachworld RPG. Here is where you can
refer to full statistical information for Player Races, skill descriptions, Perks,
Complications, and character equipment.
Second is the section that lays out the game mechanics for the Breach-
world RPG, powered by a set of rules by Antipaladin Games, called Mini Six.
This is actually a refinement of Open D6, an OGL system owned by Eric
Gibson. This is what many gamers refer to as the “crunch” of the game, and
includes the rules and methodology used by the Game Master to tell the story
and resolve challenges using stats and dice. There are rules for things like
combat, car chases, the use of paranormal powers, tests of skill, and charac-
ter advancement. Additionally included are some optional rules for your con-
sideration.
Finally, you have the core of the Breachworld RPG, which is all of the in-
formation about the world, itself. This is what many gamers refer to as the
“fluff” of the setting. Here you will find the history of Earth and how soci-
ety came to The Fall. You will learn about the world’s many perils, and the
alien and human beings that populate it. Introductions will be given regarding
some major players in Breachworld, and you will learn about the Civilized
Lands that form the basis of the initial setting in this RPG.
At the end of the book you’ll find a number of resources for your use,
like a character sheet and reference charts to assist in character creation,
gameplay, and Game Mastering.
More than all of that, what I hope that you expect to find in this volume
is a fun, fast, and simple, yet satisfying gaming experience. I hope that you
expect to get together with friends, whether that means sitting around a
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kitchen table or putting on headsets in front of computers around the world.
I hope that you expect adventure. I will do my best to provide you the means.

Role-Playing
The core volume of this RPG was not written specifically for novice gamers.
For the sake of brevity, I would refer anyone new to role-playing in general to
www.breachworld.com and the introductory document and example of play
found there as a free download. Pulling out the basic “how to” for beginners
allows this RPG to be packed with as much gaming material as possible.

Common Game Terms


For gaming veterans, most of what you find here is self-explanatory.
However, what follows are some brief comments on the nomenclature of
this specific system.
Game Master (GM). This is the designation for the game’s narrator and
referee.
Player Characters (PCs). These are the protagonists of the game, con-
trolled by the individual players.
Non-Player Characters (NPCs). Every person in the gaming world that
is not a player character in an NPC, controlled by the Game Master.
Dice codes/pips. This game uses only six-sided dice. The number be-
fore the “D” is how many to roll, and any number after a + is how much
to add to the roll. The numbers after the + are called pips. For instance,
2D+2 means roll two dice and add two to the resulting total.
Each die is equal to three pips. A die code may have dice only (no
pips), +1 or +2. Going to “+3” advances the die code to the next largest
die (e.g. 1D, 1D+1, 1D+2, 2D, 2D+1, etc.).
Wild die. One die rolled is always the wild die, usually represented by a
die of a different color or by rolling the dice one at a time and making the
last die rolled the wild die. If the wild die rolls a six, then it is rolled again,
adding the six and the new result together. If a six comes up on the reroll,
then you add the six and reroll again! Keep doing it until the wild die lands
on something other than a six. This is sometimes referred to as an ex-
ploding die.
Target Number (TN). This is the number a player must meet or exceed
on a roll to succeed at whatever a character is attempting. General chal-
lenges are broken down into six levels of difficulty, from Very Easy to
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Heroic. Combat target numbers are based on the target’s defensive scores.
Sometimes two skills are rolled against each other when characters face
off against one another. In this case you must beat the defender’s roll to
succeed. The TN of a given action might be modified by the GM de-
pending on circumstances.
Character Point (CP). Character Points are rewards for advancing the
story through a gaming session, with special emphasis placed on good
role-playing. CPs are used between sessions to advance player characters.
Fate Point (FP). Fate Points are in-game incentives given by the GM as a
reward for a player for engaging in superior play. They are used to turn the
odds in a character’s favor, such as to improve a roll or get some sort of
deference from the GM.
Scale. It’s easy to hit a tank with a bullet fired from a handgun, but hard
for that bullet to actually damage the tank. Similarly, it’s difficult for a
battleship’s main gun to precisely hit a person standing on the beach, but
if the shell does hit the mark, the person is probably toast. Scale projects
these sort of differences in Mini Six by giving bonuses to strike, dodge,
deal damage, and resist damage, as appropriate.

Rule #1
Over the course of this RPG, you will find references to Rule #1. This is the
first and most important rule in the Breachworld RPG, and it consists of only
two words: have fun.
The Mini Six ruleset was selected to serve as the framework for the
Breachworld RPG simply because it facilitates fun. Breachworld is a very fast
and loose game where anything can happen. The core game and its supple-
ments will cover a dozen types of gaming standards, from the supernatural to
human augmentation to survival to world domination. Different player
groups will opt to be good guys, bad guys, and everything in between.
To accomplish this, the ruleset has to be streamlined and adaptable. In
Mini Six, there is one mechanic that rules just about every facet of the game,
that being that an attempt to do something is rolled versus a Target Number
appropriate to the difficulty. Great though it is, and thorough as I have tried
to be in the design of Breachworld and the adaptation of Mini Six, you will
surely find issues in your sessions that don’t quite fit into the system as
presented. Don’t sweat it. As a player, be creative and find solutions. As a
Game Master, make a ruling and move on. Don’t let figuring out how many
dice to roll, or determining difficulty levels, or applying modifiers slow down
the game or take away from the enjoyment.
So remember, there is only one rule that actually matters: have fun.
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Part 1 :
Character Creation

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1.1Character Creation
Character creation is a simple and quick process in the Breachworld RPG, but
also allows for massive amounts of customization so you can create your
character to be whoever you want him or her to be. Creation is carried out in
seven easy steps, which are detailed in the following pages.
Before you get started, take a few minutes to read through the rest of the
Character Creation section to get an idea of how all of the pieces fit together,
then grab a pencil and dive into it.
This section will describe the steps to making your own Breachworld
character, which are:
Step 1: Select a Player Race
Step 2: Allocate dice to attributes
Step 3: Select Advanced Class
Step 4: Allocate dice to skills
Step 5: Allocate dice to Perks
Step 6: Select Complications
Step 7: Select gear

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Step 1 : Select a Player Race
About half of all intelligent beings on Earth are non-humans, and each race
has a different set of natural abilities, advantages, and drawbacks. Each Player
Race template gives the racial minimum and maximum for each of the four
attributes (Might, Agility, Wit, and Charm), and the number of attribute and
skill dice that may be distributed for a new character. Dice are allocated to at-
tributes in Step 2. Skill dice are utilized in Steps 3, 4, and 5.
Many Player Races also have special Perks and/or Complications that are
ingrained into the fiber of the species and cannot be changed, but otherwise
operate the same as normal, per Steps 5 and 6.
Finally, some races may have special conditions listed, typically some sort
of unique rule or player option that doesn’t quite fit into the normal play.
Player Race templates are found in Chapter 1.2.

Game Design Note: Your average human


Humans are often considered the “interdimensional average” for the many
races that inhabit the various universes. The typical human player character
receives 12D to distribute between attributes, with each attribute receiving a
minimum of 1D and maximum of 4D. Human player characters receive 7D
to apply toward skills and Perks, and have no particular racial Perks or
Complications. You will find templates for a number of different alien
species in the Player Races section.

Step 2: Allocate Dice to Attributes


Each character has four attributes which measure basic physical and mental
abilities that are common to every creature. Characters distribute dice
between the attributes, the number of which depend on the character’s Player
Race. The chosen Player Race also sets the limits on minimum and maximum
attributes for that particular species. When allocating dice to each attribute,
you may put whole dice in each or use a mixture of whole dice and pips.
Might represents physical strength, toughness, and amount of damage
dealt in hand-to-hand combat.
Agility represents aim and coordination.
Wit represents mental creativity and intelligence.
Charm represents charisma, resolve, and leadership.
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Step 3: Select Advanced Class
During this optional step in the character creation process, the character may
take on an Advanced Class. Advanced Classes are unique bundles of abilities
that use their own special mechanics to create a slightly different gaming ex-
perience. You may play the Breachworld RPG just as well without an Ad-
vanced Class. If you're unsure if you want to pick up a class during character
creation, your character can always learn one later after he or she has been
adventuring for a while.
Learning an Advanced Class is not without cost. It requires a substantial
investment when creating or advancing the character. Not all classes are
available to all Player Races, and Game Masters might choose to exclude any
or all of them from the game in the interest of Rule #1.
Advanced Classes
In this core RPG, there is only one Advanced Class available: the Epic. This
class is in many ways the sorcerer and psychic of Breachworld. Other Ad-
vanced Classes will be available in future supplements, including characters
that are experts in hand-to-hand combat, piloting mechanical suits of armor,
melding robotics with their own flesh, and more. Each new type will have its
own special abilities and unique powers to develop.
Epic
Required: Wit attribute of at least 3D
Cost: 3D in starting skill dice, or 45 CP
An Epic, also sometimes known as a sorcerer, mage, psionic, or witch, can
harness the invisible, little-understood substance known as Aether and ma-
nipulate it to produce Aether Feats, which are analagous to magical or psychic
abilities in the Breachworld RPG.
For more information on Aether, Feats, and the mysteries and mechanics
behind them, refer to Chapter 2.2.
The new Epic immediately gains the following:
• The Epic skill, starting at the Wit attribute level.
• Two Aether Feats of choice. Feats are described in Chapter 2.2.
• The ability to learn Aether Feats with character advancement.
• The ability to purchase Epic Perks (see Step 5). Epic Perks are de-
scribed in Chapter 1.4 along with normal Perks.
• The ability to take Epic Complications (see Step 6). Epic Complications
are described in Chapter 1.5 along with normal Complications.
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Aether Feat List
Air Heat Matter
Manipulation Manipulation Manipulation
Broadcast Body Heat Aether Weapon
Control Weather Chill Animate
Fog Extinguish Fire Armor
Shriek Feed Fire Conjure Simple Object
Sphere of Silence Fireball Create Food
Vacuum Heat Radius Create Water
Resist Heat Death Spell
Biochemical Spontaneous Disintegrate
Manipulation Combustion Growth
Beast Tongue Mask
Heal Kinetic
Induce Fear Manipulation Space-Time
Hallucination Accelerate Manipulation
Paralysis Break Fall Dispel Aether Feat
Possession Deflect Projectile Divination
Slumber Fly Hasten
Still Mind Increase Gravity See Aether Aura
Telepathy Kinetic Suspension Sense Aether Feat
Field Sense Breach
Electricity Push Slow Time
Manipulation Telekinesis Teleport
Depower Object
Electric Field Light
Interference Manipulation
Lightning Bolt Dark Vision
Magnetic Telekinesis Flash
Power Electronics Hologram
Stun Bolt Invisibility
Lantern
Laser Blast
Snuff Light

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Step 4: Allocate Dice to Skills
Your character is further defined by skills. Players allocate dice to best repres-
ent the unique talents of their characters. The number of dice available to be
spent on skills depends on the selected Player Race. Any leftover skill dice
may be used in Step 5 to purchase Perks.
Skills are areas of expertise that represent focus and training. When put-
ting dice into each skill, you can put whole dice in each or use a mixture of
whole dice and pips. No more than 2D may be spent on each skill during
character creation. If your character attempts to use a skill, but has no dice
allocated to that skill, simply roll under the appropriate attribute.
The following is a list of the standard available skills. A full accounting of
these skills, with descriptions and recommended specializations, is found in
Chapter 1.3. Some skills may not be available to every character for any num-
ber of reasons, including GM preference. Other skills may be added to this
list by the Game Master to represent special knowledge in a unique area, but
this list covers the basics.

Skill List
Might Agility Wit Charm
Axe* Athletics Aliens Command
Blunt* Bow* Breach Science Courage
Brawl* Dodge* Computer Diplomacy
Knife* Drive Craft Persuade
Lift Gunnery* Epic^ Ride
Pole-Arm* Handgun* History Seduce
Stamina Pilot Language Streetwise
Sword* Rifle* Medicine
Sleight of Hand Navigate
Stealth Pick Locks
Throw* Repair
Search
Science
* indicates a combat skill Survive
^ special conditions apply Track

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Skill Specializations
Specializations are focused aspects of a skill. For example, Drive specializa-
tions might include Car and Motorcycle. One skill die can be spent to gain
3D specialization dice at character creation. Combat skills and the special
skills (such as the Epic skill) don’t normally have specializations.

Example: Attributes, skills, and specializations


Joe Backslider, the bouncer, has a Might attribute of 3D. At character
creation, he adds 2D to the Brawl skill, so it is recorded as 5D. When he
wants to get into a fistfight, he uses his 5D skill in Brawl. If he picks up a
baseball bat and tries to fight with it, he only rolls 3D in his skill checks (his
Might total), because he doesn’t have any extra skill dice in the Blunt skill.
Jill’s character, Kim Stepgoode, has an Agility of 3D, and therefore a base
Athletics skill of 3D. Jill wants her character to be able to climb through
ruins in search of loot and adventure, but doesn’t so much need expertise in
other aspects of the Athletics skill such as running or jumping. So, during
character creation, she spends 1D toward the skill specialization of Climb,
which increases that aspect of the skill by 3D. This gives her an Athletics
skill of 3D, but a specialization in Climb at 6D.

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Step 5: Allocate Dice to Perks
During character creation, you may save some skill dice to acquire Perks for
your character. Perks provide relatively minor, situational advantages, such as
modifiers to certain skills, resistance to certain types of damage, or access to
special considerations from the Game Master. Many Player Race templates
have one or more Perks included, which do not require spending skill dice.
The following Perks are meant to serve as examples and inspiration; the
number and range of possible Perks is practically endless, so GMs should feel
free to add their own. The number in parentheses is the number of whole
skill dice that must be spent to acquire the Perk. Full descriptions of all avail-
able Perks are found in Chapter 1.4, but a list is provided below for your
convenience. Note that only a character who has taken the Advanced Class
of Epic can take Epic Perks.

Perks
Armor, Light (1) Nightvision (1)
Armor, Heavy (2) Patron (2)
Attractive (1) Perceptive (2)
Blessed (2) Prehensile Limb (1)
Climbing (2) Quick Study (1)
Daredevil (2) Recall (1)
Destiny (2) Reflexes (2)
Direction Sense (1) Resistance (1)
Eagle Eye (1) Sidekick (3)
Extra Sense (1) Signature Weapon (2)
Famous (1) Special Breathing (1)
Fast Draw (2) Swimmer, Minor (1)
Favors (1) Swimmer, Major (2)
Fearless (2) Unstunnable (2)
Hardiness (1)
Healing, Lesser (1) Epic Perks
Healing, Greater (2) Astrological Power (1)
Keen Sense (1) Familiar (1)
Loot (1) Mentor (1)
Lucky (2) Sanctus Sanctorum (1)
Natural Weapon, Light (1) Specialist (1)
Natural Weapon, Heavy (2) Spirit Guide (1)
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Step 6: Select Complications
During character creation only, you may select Complications. These are
troublesome, inconvenient, or otherwise negative traits or characteristics that
apply to the character. These grant no additional skill dice during character
creation. However, when a Complication pops up in play to impact the game,
the character earns a bonus CP.
Characters may have at most two Complications under normal circum-
stances; some Player Races have a Complication or two assigned as part of
the template. Characters may not earn more than one CP per Complication
per session regardless of how often it comes up or how severely it impacts
the game. Full descriptions of all Complications are found in Chapter 1.5, but
a reference list is provided below. Note that only a character who has taken
the Advanced Class of Epic can take Epic Complications.

Complications
Age Personal Code
Allergy Primitive
Crazy Skeletons in the Closet
Debt Unlucky in Love
Diet Unlucky in Money
Disabled Soulless
Doomed
Enemies Epic Complications
Fearsome Visage Astrological Flaw
Gremlins Crutch
Hazardous Environment Demonic Pact
Illiterate Dogma
Infamous Narrow Focus
Marked White Wizard
Pariah

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Example: Complications
Sam’s character, a teenage adventurer named Danny, has the Complication
of Age due to his youth. Danny and his companions are set to meet a
contact in a bar in the town of Amnesty. The GM decides that this is a good
time for a Complication and informs the group that the bouncer has denied
the youthful Danny entrance because he’s “too young and might get hurt”
in the rough-and-tumble establishment. Sam gets an extra CP for Danny’s
trouble, but the group must now deal with this unexpected hurdle.

Step 7: Select Gear


Your character starts with one weapon or piece of equipment related to each
skill you allocate dice to during character creation, plus some reasonable per-
sonal items. For any other starting equipment or weapons, beg the GM. A
well thought-out and detailed character background will help justify additional
gear to your Game Master. Gear lists and stats for various types of weapons
and equipment are found in Chapter 1.6.

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1.2 Player Races
What follows are brief templates for various races common to Breachworld.
These are just a few examples of the thousands upon thousands of types of
alien beings that find themselves on the planet, any of which are potential
player characters.
In order to get in as many playable types of characters as possible, Player
Races described in this core RPG are given using an abbreviated form that
focuses only on their stats and less on detailed descriptions and backgrounds.
Feel free to fill in the gaps with your own stories and world information to
create a more well-rounded character for your game. Future supplements will
include more comprehensive explorations of the backgrounds, motivations,
and descriptions of these and other Player Races.

Game Design Note: Naming Races


It is the convention within the Breachworld RPG that the names of alien
races are capitalized. Strictly speaking, they should be used as lowercase, just
as one would not always capitalize “human.” However, because most alien
races are referred to by a description such as Climbers or Machine Men or
River Folk, the use of lowercase could be confusing, making it difficult to
determine if a word like “climbers” was being used generally toward
characters that can climb, or to refer to the specific alien race. The general
racial name of “human” is not used as a proper noun. However, the more
specific racial name of Earthling is always capitalized.

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Creating New Player Races
Feel free to create your own alien beings from beyond a Breach. There are no
hard and fast rules regarding assigning stat limits or dice. Most races have
12D for attributes, plus or minus up to 2D
depending on the “power” level
of the race. Most also have
7D for skills, plus or minus
up to 3D depending on
how advanced or in-
nately skilled the race
is, with adjustments
made for Racial Perks.
Not all beings are
created equal and some
will be more powerful
than others, but always
be mindful of Rule #1.

Playing the “Little Guys”


Player Races are designed with the player characters in mind, who on the
whole are above average in many ways. This includes their attributes and
level of skill. For a more down-to-Earth experience, try playing a more
common character. The average human has only 10D to distribute to
attributes at the time of character creation, and only 5D in skills.

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Humans
Whether a native of Earth or originating from some other Earth-like world
across time and space, humans represent more or less the interdimensional
average of intelligent species. They have no great racial advantages, but no
great disadvantages, either. If they have a defining trait, it is a certain resili-
ence and adaptability. Humans are found across all of the planes of existence
because they can learn most any skill required to survive, and are physically
and mentally hardy enough to endure.
Native Earth humans, referred to as Earthlings, can obviously be found
anywhere on Breachworld, and make up roughly half of the world’s popula-
tion. Earthlings are much the same as they are
during the Golden Age of the 21st century.
Survivors come from every ethnic demo-
graphic. Racial distinctions have long since
lost any importance that they still held at the
time of The Fall, faced with the reality of truly
alien humans, as well as nonhuman races.
Just as the humans of Earth show great
ethnic diversity, so they show a diversity of
culture. During the Lost Age, keeping tra-
ditions alive was important to many sur-
vivors, so Earthlings maintain the practice
of any number of religions and societal val-
ues. Others lost their traditional ways over the
centuries, however, only to adopt new customs
that may still have hundreds of years of his-
tory behind them. Some Earthlings have ad-
opted alien cultures or religions, either by
choice, or by way of zealous evangelism.
Humans who have found their way to
Earth through a Breach may have slight
variances in appearance. Beings that are
biologically human with the exception of
some superfluous physical characteristics
are often referred to as near-humans.
Common noticeable cosmetic vari-
ations are often limited to strange
shades or patterns of colors of the
skin, eyes, or hair. Other unusual
physical characteristics may include
pointed ears, a vestigial tail, abnormal
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ridges or shaping to the skull, hands, or
ears, or other such distinguishing feature.
The culture of near-humans varies as Humans
greatly as does their experience, with dif- Attribute Dice: 12D
ferent alien races carrying their own tra- Skill Dice: 7D
ditions with them across the barriers of
time and space. One universally trouble- Might: 1D/4D
some dilemma for near-humans involves Agility: 1D/4D
altering their appearance to fit in with Wit: 1D/4D
their Earthling cousins. Many alien-ori- Charm: 1D/4D
ginated humans look enough like Earth
natives to be able to pass with minor Move: 15
physical modifications, such as coloring Racial Perks:
hair, wearing makeup, or undergoing None
simple cosmetic surgery. This presents a
conundrum, as fitting in with the majority Racial Complications:
of humans can greatly simplify life for None
these dimensional castaways, but being
found “impersonating” Earthlings is
viewed as deceitful and subversive by many native humans, even to the point
of violence. The discovery and exposure of such “insurgents” is a powerful
weapon used by many anti-alien or pro-Earthling movements.
Description
Earthlings of Breachworld, and many alien humans, display the same vari-
ations in appearance as did their pre-Fall ancestors. The Gates made racial di-
versity more widespread than ever during the Golden Age, so the descen-
dents of that varied population are similarly diverse.
As previously noted, near-humans come in a variety of forms of what an
Earthling would call “human.” Only cosmetic differences from an array too
vast to measure set them apart from the native kin.
It is worth noting that most species of humans are anatomically and ge-
netically compatible. The appearance of the offspring of such couplings var-
ies. In some cases children always bear the physical appearance of the
genetically dominant race of the coupling. In others, the appearance of a
crossbreed child is a 50/50 proposition. In still others, offspring appear as a
rough middle ground between the appearances of his or her parents.
Also Known As
In addition to the typical proper noun, Earthlings, humans of Earth ancestry
are also sometimes called Locals, Terrans, Sols, or Natives. Near-humans are
sometimes known as Imposters, Changelings, or Copycats.
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Climbers
In the towering ruins of cities or in the canopies of wild forests live a race
known commonly as Climbers. They come from a sky-dwelling world where
most go their entire lives without setting foot on solid ground, but live atop
networks of massive towers. On Earth they have built elaborate tree houses
or found suitable shelter in the remnants of downtown office buildings or
apartment towers, which they move between using their uncanny climbing
abilities. It’s a common sight in a Climber colony to see young children
hanging carelessly over a chasm hundreds of feet down, or to see parents
swing from landing to landing with a baby held freely in one hand, so at ease
are the Climbers with their physical gifts.
Rely as they might on their natural abilities in their daily lives, Climbers
have a sophisticated society with a good understanding of modern technolo-
gies, and have great success salvaging in towering ruins where most cannot
reach. The Climber homeworld featured stunning architecture and building
technologies on par with anything from the Golden Age. In that tradition,

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even the comparative simplicity of their
makeshift villages atop skyscraping ruins
or vast networks of treehouses are com- Climbers
plex, beautiful, and impressive to behold.
Friendly outsiders are often invited to Attribute Dice: 12D
take rest within the homes of these acco- Skill Dice: 6D
modating aliens, so tales of their wonder Might: 1D/3D+1
are commonly traded yarns among trav- Agility: 2D+1/5D
elers. Wit: 1D/4D
Climbers do not stay tucked away in Charm: 1D+1/3D+1
their lofty homes. Necessity requires
travel over land just for moving from Move: 15
place to place in search of resources and Racial Perks:
trade partners, or to explore the world in
which they find themselves. Many turn Climbing
salvage operations into profitable busi- Racial Complications:
ness ventures by selling goods recovered None
from towering ruins in shops in various
towns or trading posts, or simply set up
mobile storefronts that move between areas containing ruined high-rises,
collecting and selling as they go. If not salvaging, Climbers often hire them-
selves out as wilderness guides, navigators, or even skilled muscle for those
making their way through the tall places of Earth.
Climbers are naturally good-natured and friendly, thus are often con-
sidered naive or gullible by bandits or grifters, though in reality are as sharp-
minded as most other races. Their disposition does help them to get along
well with humans who do not mind alien company, and other peaceful races.
Description
Climbers are roughly human-sized, but have incredibly long, almost simian
arms and powerful legs that end in prehensile feet. Their wide-tipped fingers
and toes have small, retractable barbs, unsuited for combat but ideal for scal-
ing even the steepest surfaces. Their small, hairless heads have only simple
slits for a mouth, nose, and ears, and sit atop thin necks. They have coarse tan
skin with subtle brown, textured splotches.
Also Known As
Tree Men or Freeclimbers.

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Demonkin
Demonkin are a warlike, technologically ad-
vanced race that is easily identified by
their demonic appearance. Their
homeworld suffered a fate not un-
like that of Earth, when their
own dimensional portal tech-
nology failed them. The
prime difference is that in-
stead of opening millions
of doorways into their own
world, the portals led out-
ward. Their failed Gates
ripped at the fabric of ex-
istence, nearly destroying
their planet. For genera-
tions, the Demonkin
have bred a never-end-
ing conquering army on
their dying world, con-
tinually sending more of its
hellish soldiers blindly
across space-time through the
Breaches, not knowing where
they might land.
On Earth, and on every
other planet that their scourge
is unleashed upon, the De-
monkin are a plague. They
establish dominions that
are ruled by the strongest
among them, brutally subjugating their fellows in addition to other races by
violence. They lack sophisticated civilization, but constantly hunt for fresh
resources to claim, literally devouring anyone who attempts to stand against
them, as they consume little but raw flesh, humanoid or otherwise. Humans
and other intelligent races are taken along with livestock and other animals to
feed the hungry armies; there are rumors that some Demonkin go so far as
to operate farms where intelligent species are bred to provide a renewable
food source. All the while, periodic reinforcements arrive with fresh ship-
ments of weapons and equipment from their own dimension, making them a
never-ending threat.
Demonkin weapons technology is highly sophisticated and powerful.
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Capable of killing or simply stunning live
targets, the Demonkin Rifle is an effective
weapon of destruction as well as a tool Demonkin
for gathering live victims as slaves or
foodstock. The secret to fully recharging Attribute Dice: 11D+1
these weapons has yet to be unlocked, Skill Dice: 6D
however, as recharging any Demonkin Might: 2D/5D
weapon from a terrestrial power source Agility: 1D/4D
sees it made only half its normal potency. Wit: 2D/5D
Still, it is a highly sought after weapon Charm: 1D/3D
even when not operating at peak per-
formance. Move: 16
Description Racial Perks:
Healing, Lesser
Demonkin have flame-red skin, strong Armor, Light
legs with hoofed feet, beaked mouths, a
spiked tail, and two long horns protrud- Racial Complications:
ing from their forehead. Their hides are Infamous
thick and their wounds heal quickly, mak-
ing them formidable enemies. Their en-
ergy weapon technology exceeds anything produced on Earth during the
Golden Age.
Also Known As
Breach Devils, Devilkin, or Tech Demons.

Demonkin Rifle
The Demonkin Rifle fires a unique packeted energy charge, as opposed to
the beam of intense light emitted by a laser weapon. While still an energy
weapon, it packs a more substantial punch, yet is still able to be wielded by a
single soldier. Recovered specimens have unique cells that are difficult to
charge by human methods, resulting in a weapon that does only half
damage.
Skill: Rifle
Damage: 6D; 3D if rechaged by traditional human means.
May be set to lethal or stun settings.
Ammo: 25 blasts
Range: 100/500/1000 feet (30/150/300 m)

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Dru
Dru are a race common to the Civilized Lands, having arrived on Earth
through a Breach found in the hill country to the west. They are notable for
their wandering culture and easygoing nature, as well as for their innate, lim-
ited psychic ability to commune with animals.
The Dru homeworld is very much like Breachworld in many respects. It
has wide open wilderness covering much of the surface, with towns and cities
isolated from one another geographically. There is no urban sprawl, as the
Dru as a people greatly value the outdoors and being in the elements. They
feel great kinship to
nature, particularly an-
imals, with whom they
can communicate
through a simple form
of telepathy. On their
homeworld, the Dru
worked in partnership
with livestock to work
the land and meet other
needs, such as trans-
portation and even as
comrades at arms. They
continue this on Earth,
trying as best they can to
live with the land and
among their animal
brothers rather than at
their expense. Most keep
one or two particular
animal friends in close
company, usually for life.
As one might expect,
virtually all Dru are strict
vegetarians.
On Earth, many Dru
find work in their own
communities as farmers
and ranchers, which
number among the most
successful in the Civil-
ized Lands. These lands
are often also worked by
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beings of other races who come to the
Dru in order to learn their techniques; the
Dru are always eager to teach others their Dru
ways of community with the natural Attribute Dice: 12D
world. Dru who can’t still their wander-
lust enough to permanently settle most Skill Dice: 5D
often find work as guides or as traveling Might: 1D/3D+1
farmhands, trading labor and instruction Agility: 1D/4D
for temporary housing. Many others Wit: 1D+1/4D
simply wander the countryside, exploring Charm: 1D+2/4D+2
and living off the land.
Move: 15
Description Racial Perks:
Dru are roughly human-sized, with an Dru Beast Tongue
elongated head and snout and tall, poin-
ted ears. They have wide feet with only Racial Complications:
two large toes on each, causing them to None
usually go barefoot or to simply wrap
their feet in cloth for added protection.
They also have only three fingers and a thumb on each hand. Dru are
covered in short fur ranging in color from rusty red to bright orange in youth,
but fading to gray with age.
Also Known As
Beast Talkers or Druids.

Dru Beast Tongue


TN: 8
Duration: Concentration
Range: Self
Resisted: None
The Dru can communicate with animals via a crude sort of telepathy; but
this is not an ability to command or control. The animal can give and
receive impressions and some basic information, but only within the limits
of its natural perception. This limits their abilities as scouts or agents, as
complex thoughts and the interpretation of instructions are beyond most
animals.

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Elder
Elder are an ancient, long-lived race of
what many consider to be superior beings
or even demigods. All are tall, statuesque,
and almost angelic in beauty, but other-
wise resemble humans. They are a
people not of one world, but of
the cosmos. There are thousands
of planets and dimensions that
members of the Elder race
call home, and they are
a relatively common
people over the vast-
ness of all universes.
The Elder that find themselves on
Earth were pulled to the chaotic planet
by dimensional disturbances through the
Breaches like any other alien species. Be-
cause their race is so scattered across di-
mensional space, they find themselves all
across the planet, pulled by any number of
different Breaches linking to any number
of different worlds. Some seem to have
even journeyed to Earth of their own ac-
cord, to seek adventure, to spread peace
and hope, or even to subjugate others.
The Elder are adaptable and have
little trouble using human or alien tech-
nology as required, but the advance-
ment of their own sciences are
beyond compare. As one of the
more ancient known races, the
technology of the Elder is advanced beyond the understanding of most
mortals and borders on what many would consider to be magic. One example
is the Lens, a powerful weapon wielded by many Elder that seems to lack a
power source and be activated by the power of thought. Those that dedicate
themselves to the study of Aether manipulation can become very powerful
Epics, as the performance of Aether Feats seems blended with commonplace
mechanical workings within Elder society.
Despite their wide travels, Earth is a new world to the Elder, or so at least
they first believed. Some of the world’s most ancient ruins suggest that Elder
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visited the planet thousands of years be-
fore The Fall. The resemblance between
the Elder and Earthlings is also unex- Elder
plained and cannot be dismissed as mere Attribute Dice: 14D
coincidence. For now, these are all mys-
teries, which many Elder have dedicated Skill Dice: 8D
themselves to solving. Might: 1D+2/4D+2
Agility: 2D/5D
Description Wit: 2D/5D
Elder look identical to Earthlings, and Charm: 1D/4D
vary similarly in traits like eye, hair, and Move: 16
skin color, though these ancient beings
portray an almost idyllic version of hu- Racial Perks:
manity. They stand several inches taller Attractive
than humans, on average, and are strik-
ingly attractive, with lean, athletic phys- Racial Complications:
iques. Despite living incredibly long nat- None
ural lives, Elder do not age beyond early
adulthood, with the oldest appearing to
be no more than 35 years old by human standards.
Also Known As
Ancients, Angels, Ascended, or Titans.

Lens
A Lens is a powerful weapon carried by many Elder. It appears to be a sort
of amulet that is held outward in the palm. When aimed and activated by
mental command, the target is struck by the sudden impact of an invisible
force. The use of this weapon seems limited to the Elder.
Skill: Throw
Damage: 4D+2
Ammo: Unrestricted
Range: 10/50/150 feet (3/15/45 m)
Bonus: +3 to strike

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Grim
Many that have traveled the Civilized Lands will be be familiar with the
phrase, “as dark as a Grim.” The subject of that popular saying, the race
known as the Grim, are indeed dark in every way. The idiom refers to their
legendarily black and humorless personalities every bit as much as their thick,
smoke-colored skin.
Grim travel the Civilized Lands just as any other people, making their way
as best they can in a world that is not their own.
Their cultural discipline and toughness make
them natural soldiers and hunters of
men, professions which only add to the
perception that they all have dark souls.
They can be found in other professions
as well, be they scholars or merchants or
even farmers, but few ever shake the
reputation of being broody and sullen.
Much of this perception has more
to do with biology than personality.
Grim of both genders speak in deep,
gravelly voices. Their rigid, almost
mask-like facial structure gives them
hollow eyes and prevents facial move-
ments such as smiling. Even when amused
or pleased, the natural Grim reaction is a
sort of low guttural growl instead of a laugh
or a grin, which is such a foreign cue to
most races that they totally misinterpret
it as annoyance or anger.
Any Grim’s chief concern in life is the
perfection of whatever he or she pursues.
Discipline and devotion are hallmarks of
the life of a Grim. They view these traits
as making them superior in many ways
to most other races, though individual
exceptions can be made to that judge-
ment. The daily meditative practice of
the art of wielding a Grim Blade is one
outward sign of this dedication,
though the weapon’s fearsome ap-
pearance does little to discount the
race’s reputation as dark and pitiless.
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Description
Grim are humanoid, with thick, muscular Grim
torsos that make their long arms and legs
seem a bit skinny and sinewy by compar- Attribute Dice: 12D+1
ison. They have tough, bony hides of Skill Dice: 6D
dark gray for females and lighter gray for
males. Their natural armor gives their Might: 1D+2/4D+1
faces very little expression, as if wearing a Agility: 1D+2/4D+1
thick leather skeletal mask. Behind that Wit: 1D/3D+2
facade are deep-set black eyes under a tall Charm: 1D/3D+1
brow. Males have a distinct ridge across Move: 15
their wide forehead, while the head of a
female is topped with black, obsidian-like Racial Perks:
scales rather than hair. Ears are little more Signature Weapon
than holes behind a Grim’s prominent Armor, Light
jawline.
Racial Complications:
Also Known As None
Blackhearts, Butchers, or Grayhides.

Grim Blade
The Grim Blade is a short sword, the traditional weapon of the Grim
homeworld. Razor-sharp on one edge, with a large barbed hook on the
other, it is a particularly violent weapon used more in the manner of a
cleaver than of a traditional short sword, as well as using the hooked side to
either disarm opponents or pull them in closer.
Skill: Sword
Damage: +2D

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The Holy
The Holy are a pious race whose en-
tire culture is centered around reli-
gious ritual and observance. They
view themselves as benevolent re-
formers, but are often viewed by oth-
ers as zealous oppressors. These
deeply spiritual beings worship a trio
of deities that they call the Great Sis-
ters, who call their beloved children to
bring true religion and order to all
people from all worlds. They travel
across space-time to spread the word
of their goddesses.
On the Earth of Breachworld,
The Holy have been drawn to a place
that they view as an interdimensional
pulpit. They are not merely preaching
to the Earthlings, but have a chance
to reach thousands of different races,
all in one place. To them, Breach-
world is the ultimate land of oppor-
tunity, and they work diligently to
make the most of it.
The governing credo of the Holy,
the Code of the Great Sisters, spells
out with great clarity the three stages
of their evangelical process. First, the
Holy establish missions that provide
food and shelter to those in need, in
order to gather an initial following.
Those that flock to these ecclesiastical
communes are taught about the uni-
verse as viewed by the Great Sisters
and their followers, who seek peace
and justice by stamping out the unbe-
lieving villains who would take all
wealth and glory for themselves. This
is followed by a message of warning
to those who resist the peace of the Great Sisters, lest they find themselves
on the outside, looking in on the enlightened. Finally, any remaining unbe-
lievers are destroyed by the faithful as a message to others that peace comes
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to those who embrace the true religion.
Converts generally do see genuine ad-
vantages, as the pooled resources of a The Holy
great number of adherents to the religion Attribute Dice: 13D
can be leveraged for the good of all. Skill Dice: 7D
Likewise, a strong congregation is quite
capable of doing serious harm to those Might: 1D/3D+1
who would stand against them; the most Agility: 1D+1/4D+2
heavily armed and dangerous non-believ- Wit: 1D+1/4D+1
ers are usually allowed to travel their own Charm: 2D/5D
path if they are resistant to conversion.
The Holy tend not to engage in physical Move: 12
violence, themselves, but command their Racial Perks:
eager followers to take up arms on their Blessed
behalf. If pushed, they are more than
capable of using any and all available Racial Complications:
technology in defense of their faith. Personal Code
Description
The Holy have massive, barrel-shaped torsos, spindly arms, and a long neck
with no obvious head at the end of it, but a single lidless eye. Their four
short, thin legs are generally hidden by the long robes that they wear. Their
skin is black, smooth, and cold like marble. Their voice emanates from
somewhere within their large chests and they have no mouth, nose, or ears.
They feed by drawing nutrient-laden gases or fluids through invisible pores in
their hides.
Also Known As
Crusaders, Eye Priests, or Code ofthe Great Sisters
Prophets.
Greet with warm compassion;
they will embrace our generosity
Revisit with stern warning;
they will heed our genuine concern
Annihilate with great prejudice;
they will serve as example for others

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Machine Men
Not all alien beings are flesh and blood.
One non-organic race is the Machine Men,
intelligent robots from an entirely mechanic-
al society. Millennia ago they were created
by a mortal race that eventually expired,
leaving their artificial progeny behind.
The Machine Men continued to improve
on their own designs until they truly
became a new race unto themselves.
Machine Men excel at math-
ematics and the sciences and
are capable of learning vir-
tually any skill, and have
the clarity of memory
of a vid recorder.
Where they fall
short is their lack
of human emotion,
ability for nonlin-
ear thought, and
creativity. Because
of these short-
comings, many
Machine Men,
particularly those
that find them-
selves on a world
such as post-Fall
Earth, dedicate
themselves at least in
part to the study of vari-
ous aspects of the less-
structured elements of
most societies. They seek a better understanding of their mortal creators and
hope to learn more about their lives and motivations by living among biolo-
gical beings.
Largely because of their natural curiosity about biological life, Machine
Men seek out the companionship of flesh-and-blood mortals far more than
they do their own kin. They often take up with explorers and adventurers and
wander the Civilized Lands in search of new experiences. Others use their
extreme intelligence to become engineers, doctors, or scientists that seek to
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unlock the mysteries of the Breaches, find
cures for earthly or alien diseases, or
simply improve life for those around Machine Men
them. Many discover that more mundane
lives among common people teach them Attribute Dice: 12D+2
the most about humanity. Lacking a mor- Skill Dice: 10D
al compass, many Machine Men find ca- Might: 2D/4D
reers as bandits or mercenaries to be Agility: 1D/4D
perfectly logical and acceptable in a harsh Wit: 4D/6D
and unforgiving world and throw in with Charm: 1D/3D
the darker side of society.
Move: 15
Description Racial Perks:
The appearance of Machine Men varies Recall
incredibly, but they always appear as Quick Study
mechanical beings; to seek to impersonate
a human or other alien leads to being Racial Complications:
labeled as a subversive and generates dis- Soulless
trust of the entire race. They typically
maintain a bipedal humanoid form, but
may appear masculine, feminine, or neuter, and may or may not wear cloth-
ing. The appearance of each is related to function and is unique to each indi-
vidual. For example, those that self-design for combat may be bulkier with
armor plating, while another self-designed to practice medicine may have thin
hands with retractable medical instruments in its fingertips.
Also Known As
Metal Men, Robotos, or Tinmen.

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Morlocks
Morlocks are considered by many to be a type of mutant or subhuman,
changed by generations of hiding in the dark tunnels and caves of the world
in an effort to survive. Any biological relationship does little to create kinship
with humanity, which by and large views Morlocks as dangerous savages.
Whether they share common ancestors with Earthlings or came through a
Breach hundreds of years ago, they are distinct from their human cousins in
many ways.
Morlocks have adapted to have extraordinary night vision and an infallible
sense of direction, even underground. These both ideally suit a race that
spends most of their lives in the dark places of the world. Further encour-
aging a life in the dark is the fact that their eyes are very sensitive to light.
Thus, it is unusual to find a Morlock away from the protection of his or her
often-subterranean dwelling during daylight hours.
As different as Morlocks may be from humans biologically, it is the soci-
etal differences that really set the two apart. Morlocks do not seem to under-
stand civilization or most technology, and while they may scrounge simple
tools that they can put to use such as a knife, rope, shovel, or other similar
gear, they do not seek it out. They even shun the
use of fire due to their natural aversion to light,
which means eating a steady diet of raw in-
sects, fish, and vermin, or the occasional scav-
enged food scraps. Morlocks have little use
for language beyond grunts and gestures,
and none for reading or writing,
though they possess the mental
capacity to learn.
Morlocks live in a
brutal, tribal
world of
physical
domination
where the
only law is
survival of the fittest. The
strongest and most ruthless, re-
gardless of gender, dominate
their way to the top of the
mob. Chieftains get the best
food, loot, and mates, but
also become a target for
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younger up-and-comers, making bloody
mutinies and drastic shifts in power a fre-
quent occurrence. Morlocks
Morlocks can be found throughout Attribute Dice: 10D+2
the subterranean ruins, tunnels, and caves Skill Dice: 4D
of Breachworld, or on the surface at
night, scavenging for food and basic sup- Might: 2D/4D+2
plies. Many mobs find good conditions Agility: 2D/4D+2
and stay put for years at a time, while Wit: 1D/3D
others migrate from place to place, either Charm: 1D/3D
at random, or to favored grounds on a
regular schedule. Move: 15
Description Racial Perks:
Direction Sense
Morlocks are generally shorter than hu- Nightvision
mans, but broad-shouldered, compact,
strong. Their skin is pale or even gray Racial Complications:
from a lack of exposure to sunlight. They Disabled (Light Blind)
have very little hair over their bodies, Primitive
head, or face, and what is there is usually
thin and patchy, giving them an unhealthy
appearance. They have eyes about 50% larger than those of a human that
take up a disproportionate amount of area on their flat, snub-nosed faces.
Also Known As
Goblin Men, Sub-Humans, or Underdwellers.

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Pathos
A major player in the Civilized Lands is the race known as the Pathos, a
people with natural psychic abilities. All Pathos are natural empaths, able to
sense the emotions of those around them. Those that choose to pursue the
development of their abilities can become incredibly powerful Epics, partic-
ularly in matters related to abilities such as ESP and mind
control. Because of the latter, Pathos are among the
most feared aliens among xenophobic humans or
other races. The reputation is not altogether un-
deserved, as many Pathos have become notable tyr-
ants and despots through the use of their powers.
In truth, however, the pursuits of all Pathos are
as varied as any other race, with many heroes
counted among their ranks.
To Pathos, transparent emotions are a
natural part of the social order. Thus,
they tend to be very forward in their
dealings with others and not spare feel-
ings or mask their intentions. Pathos
usually say what they mean and
mean what they say. This results
in seemingly extremely emotion-
al personas and behavior that
strikes many as obtuse or even
vulgar, as members of this
empathic race are not ac-
customed to hiding behind
niceties or false fronts.
Pathos are well known as valued
advisors and counselors to various
human or alien settlements, where
their natural gifts give them the
greatest advantage over non-em-
paths. There also exist a number
of notable small towns and
villages that they call home
for themselves, where they
try to approximate life as it
was on their homeworld, a
high-tech society that
mirrored much about
Earth’s Golden Age.
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Description
Pathos have brightly-colored hair only Pathos
down a thin strip on their large heads and
down their spines to the middle of their Attribute Dice: 12D
backs, with no facial hair and very little Skill Dice: 6D
over the rest of their bodies. Ridges from
behind their ears and running down their Might: 1D/3D+1
jawline further distinguish them from hu- Agility: 1D/3D+2
manity. Their appearance is near enough Wit: 2D/4D+1
to the typical Earthling that they are often Charm: 2D/5D
incorrectly classified as near-humans. Move: 15
Also Known As Racial Perks:
Brain Burners, Dominators, or Mohawks. Pathos Empathy
Racial Complications:
None

Pathos Empathy
TN: Resist Roll
Duration: Concentration
Range: 100 feet (30 m)
Resisted: Epic skill, or Charm attribute
A Pathos can sense the emotions of those in the immediate vicinity. The
character gets a general sense of the mood of a group of people or animals
within the radius, as well as the presence of any particularly strong or out of
place feelings. A specific person or creature can be more specifically read, in
which case the Pathos can more distinctly determine the target’s emotional
state.

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Reptilian Raiders
In Breachworld, even many primitive species have learned to
thrive through adaptation and seizing opportunity
where it can be found. Many denizens
of Breachworld laden with state-of-
the-art gear have fallen prey to one
such race, known as the Reptilian
Raiders. These predators leverage
what natural abilities and advant-
ages they have into being one of
the most notable, if fragmented,
powers of the Civilized Lands.
Reptilian Raiders come
from a Bronze Age society,
where they exist in clans as
nomadic hunters and
plunderers. When a
Breach opened on their
homeworld, drawing
countless of their kind
to Earth, these roaming
barbarians continued
this way of life to great
success. Reptilian Raiders
are a common sight
along the ruins of old
roads and highways,
scavenging weapons, armor, and supplies
from victims of their bushwhacking.
Though incapable of building them on
their own, Raiders love high-tech gadgets, espe-
cially weapons, and routinely use them in their attacks.
In fact, they lack the skill to repair broken equipment or
sometimes even to load an empty handgun, and so con-
tinually discard and replace gear through constant raiding.
They always travel in packs, and the general rule is that for each Raider
that you can see, two more are watching from somewhere in the wings, ready
to pounce. Common attacks include simple roadside ambushes, setting pit
traps, laying salvageable vehicles or equipment out as bait, or chasing prey in-
to dead ends. They also regularly raid livestock and food stores from wilder-
ness villages, the citizens of which have often learned just to cut losses and
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not stand in the way of the scaly menace.
It bears special mention that Reptilian
Raiders are almost always in the company Reptillian Raiders
of the large, feline-like Breach creatures Attribute Dice: 12D
known as Trapcats. They use these beasts Skill Dice: 6D
very effectively as swift-running and
climbing mounts, or as attack animals. It Might: 2D/5D
is unknown whether the Trapcats origin- Agility: 2D/4D
ate from the Reptilian Raider homeworld, Wit: 1D/2D+1
or if they have been found and domest- Charm: 1D/3D
icated by the Raiders after arriving on
Earth. Either way, the two species seem Move: 14
to have an uncommon bond of spirit and Racial Perks:
cooperation to mutual benefit.
Natural Weapon, Light
Description Racial Complications:
These aliens are aptly named, given their Primitive
scaly green-brown skin, elongated lizard- Infamous
like heads, and sharp teeth. They are usu-
ally seen wearing armor assembled from
pieces collected from various battlefields, with several weapons slung about
their person.
Also Known As
Cat-Riders or Lizard Men.

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River Folk
River Folk are an amphibious race that can be found living in and around
many of the rivers, lakes, and marshes of the Civilized Lands. They are air-
breathers, but are far more comfortable in the water than on land. Their slick
skin and webbed hands and feet make them excellent swimmers, and they can
hold their breath for extended periods. If exposed for any amount of time to
extremely hot or dry conditions, these amphibious beings begin to suffer and,
in extreme cases, die.
On their homeworld, a massive freshwater archipelago spanning the
globe, the River Folk enjoyed technology roughly equal to that of the Earth
during the Golden Age, but suffer the same limitations
as other high-tech races that must adapt to their
new home in its current state. They make their
way on Earth by farming muddy
riverbanks and lakeshore, or grow-
ing crops of aquatic plants and
flowers in the marshes and
shallows. They make do with
primitive implements where
they must, but prefer to barter
their always-abundant supply
of fish and aquatic foodstuffs
for more modern gear, par-
ticularly farming implements
and weapons. Their homes
are typically built on floating
platforms or just on the wa-
ter’s edge, or even half-sub-
merged with the primary
entrance accessible only from
underwater. This makes them
highly defensible positions in the
case of attack by hostile forces.
River Folk are not strangers
to violence, themselves. The
hard road of survival is often
made easier by theft, raiding,
or outright banditry, and so
River Folk have been
known to engage in
organized cam-
paigns against
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their neighbors, regardless of race. These
efforts may include sneaking into the
camps of those who spend nights too River Folk
close to bodies of water and stealthily
making off with supplies, to violent at- Attribute Dice: 11D+1
tacks of travelers using boats or rafts to Skill Dice: 6D
traverse rivers. Sometimes River Folk fall Might: 1D/3D
in with crews of bushwhackers or pirates Agility: 1D/3D
who can make use of their aquatic skills. Wit: 1D/4D
River Folk may also find temporary Charm: 2D+1/4D+2
work as guides through watery areas,
though they are not often found adven- Move: 15
turing across the world. Weather and cli- Racial Perks:
mate can vary too greatly in the Civilized
Lands for most to feel comfortable wan- Swimmer, Major
dering too far from the safety of the wet Racial Complications:
and damp of lakes, rivers, and marshes. Environmental Weak-
ness
Description
These semi-aquatic beings have sage-
green skin flecked with yellow, red, and blue. Their smooth bodies are
without hair, but do have small vestigial fins. Their eyes are deep-set and yel-
low. They have a “nose” on top of their heads, large ears that extend from
their necks, and a wide mouth full of jagged teeth. They have long toes with
webbed feet, plus webbing between their long fingers. The difference
between the genders of this egg-laying species is hard to distinguish, and
those that find themselves in the company of other races often struggle to
learn modesty on par with humans, but do so in an effort not to stand out.
Also Known As
Lakesiders, Marsh People, or Mermen.

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Tusks
The Breaches have brought to
Earth few more physically
impressive beings than the
Tusks. These hulking ali-
ens, despite being rare in
the Civilized Lands, are
well known as elite
bodyguards, hired
muscle, mercenaries,
and heavy laborers.
They are commonly
said to be the strongest
humanoids ever dis-
covered, and there is
little that can be done to
refute it. The sight of a
Tusk wielding a squad-
operated machine gun as
if it had the weight of
the average combat rifle,
or tearing trees up by the
roots, is proof enough
for most. They are fur-
ther renowned for
their ability to shrug
off a blade, bullet,
or even projected en-
ergy beam as if it was nothing, thanks to their bony natural armor and unique
body chemistry. It is easy for a Tusk to find work as muscle of one form or
another, but they are also underrated leaders, tacticians, and mechanics with
an intellect on par with most races.
The Tusks found in the Civilized Lands are all the descendents of those
that came to Earth through a Breach somewhere else in North America,
generations ago. Therefore, none of the Tusks regularly encountered have
any knowledge of their homeworld beyond what oral tradition has been
handed down, and lack even memory of a native tongue, instead conversing
in English, Spanish, and a smattering of other regional Earth languages. They
tell tales of a homeworld that is deific in scale, where they were among the
smallest and weakest of races, little more than vermin to vastly more power-
ful beings. This may mean that, unlike most aliens who have been pulled to
Earth through disastrous or accidental phenomenon, these brutes may ori-
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ginally have been willing immigrants to
escape a far worse situation than the trials
that Earth offers. Where the Breach that Tusks
provides a bridge to Earth is located, and Attribute Dice: 12D
if it continues to bring in refugees from
the Tusks’ home dimension, nobody Skill Dice: 6D
knows. Might: 3D/6D
These monstrous aliens are often Agility: 1D/3D+1
isolated by their incredibly frightful ap- Wit: 1D/3D+2
pearance and reputation as powerful war- Charm: 1D/2D+1
riors. Resistance kill squads are a
particular menace, actively hunting and Move: 14
terminating with great prejudice any Racial Perks:
Tusks that come to their attention. Most Armor, Heavy
other beings, human and alien alike, steer
clear of the brutes when they cross paths Unstunnable
on the road or at a trading post, and are Racial Complications:
quick to defer to them if there should Enemies
arise some disagreement.
Tusks are understandably hesitant to
trust others. They keep fellowship with one or two of their own race, if pos-
sible, but their thin numbers and knack for meeting violent ends makes this
difficult. When they do befriend others, the bonds that they form are incred-
ibly strong. Tusks are fiercely loyal to those that they choose as their com-
rades.
Description
Tusks are tall, averaging nearly seven feet (2.1 m), and weigh in at well over
300 pounds (140 kg), usually approaching 400 (180 kg). Their bodies are
covered in gray bony plates that act as natural armor over steel blue skin that
can be seen peeking from beneath. They get their name from the two tusks
that extend from the lower jaw and are often banded with metal rings or
carved with ornamental designs.
Also Known As
Brutes or Tanks.

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1.3 Skills
Below are short descriptions for the base skills used in this RPG. This list is
not exhaustive, but covers in broad strokes the most common skills practiced
by the characters of Breachworld. If players or Game Masters wish to add
skills to the list, simply assign the new skill to the most logical attribute and
move forward.
Also included with each skill are some examples of possible specializa-
tions for your consideration. Remember, specializations are not normally
available for combat skills or Advanced Class skills such as Epic.

Might Skills
Might skills are those that deal with physical combat and acts of strength or
endurance.
Axe. The combat skill to wield arms with any type of axe, such as a battle
axe, hatchet, or pickaxe.
Blunt. The combat skill to fight with a mace, club, bat, staff, or other
such blunt object.
Brawl. The combat skill to fight unarmed.
Knife. The combat skill to wield any type of knife as a melee weapon.
Lift. The ability to move, lift, and carry heavy items. Generally does not
include specializations, but may be included at Game Master discretion.
Example specializations: Lift, Carry, Push.
Pole-Arm. The combat skill used to wield any weapon mounted on a
pole, such as a halberd, pike, spear, or naginata.

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Stamina. The skill checked when enduring a physical test such as run-
ning, swimming, or fighting for an extended period, or resisting physical
conditions such as poison, sickness, or pain.
Example specializations: Combat, Running, Swimming, Riding, Poison,
Pain.
Sword. The combat skill to wield any type of sword in combat, such as a
rapier, katana, broadsword, or gladius.

Agility Skills
Agility skills are those that deal with coordination, grace, dexterity, balance,
and ranged combat.
Athletics. The skill checked when attempting any type of feat of balance,
agility, or grace such as climbing a wall, swinging from a chandelier, run-
ning a footrace, or performing gymnastics.
Example specializations: Acrobatics, Climb, Run, Cycle.
Bow. This combat skill is used to operate any type of bow weapon such
as a crossbow, hunting bow, or compound bow.
Dodge. This combat skill is checked when attempting to evade an attack.
It is also the basis for the static combat statistic of the same name as de-
tailed in the Game Mechanics section.
Drive. The skill used to operate all systems of a ground or water vehicle
such as a moving truck, personnel carrier, watercraft, or motorcycle.
Example specializations: All-Terrain Vehicle, Hydrofoil, Tank.
Gunnery. The combat skill used to operate any type of weapon mounted
on a vehicle, mech, or fortification such as a main battle cannon, fixed
machine gun, or missile launcher, or any indirect fire weapon such as a
mortar, catapult, or field artillery.
Handgun. This combat skill is used to wield any type of one-handed
firearm, such as a revolver, blunderbuss, semi-automatic pistol, energy
pistol, or sub-machinegun.
Pilot. This skill is used to operate vehicles that achieve true flight, such as
an airplane, helicopter, or space fighter.
Example specializations: Passenger Jet, Glider, Helicopter, Starfighter.
Rifle. This combat skill is used to operate any type of two-handed fire-
arm, such as a musket, shotgun, assault rifle, bolt-action rifle, energy rifle,
or squad automatic weapon.

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Sleight of Hand. This skill is checked when attempting to perform acts
of deception, a light touch, or “sticky fingers,” be it concealing a card up
your sleeve, dropping a datacard into someone’s pocket, or pulling a coin
from behind someone’s ear.
Example specializations: Pick Pocket, Palming, Card Tricks, Switch.
Stealth. This skill is checked when attempting to go unseen by others;
often used as an opposing roll to the Search skill.
Example specializations: Tail, Sneak, Camouflage, Hide.
Throw. The combat skill used to throw or toss objects with precision, in-
cluding knives, rocks, baseballs, and grenades.

Game Design Note: Weapon Skills


There are a limited number of weapon-based combat skills, each covering a
broad range of implements. Many types of weapons may fall into gray areas
between combat skills. Is a spiked war hammer an axe or a bludgeon?
Should that alien plasma ejector use Rifle or Gunnery? As the GM, be
reasonable and flexible, and always do your best to facilitate fun in your
game rather than getting caught up in rules. You can always choose to lump
all hand weapons into a Melee Weapons skill and all guns into a Ranged
Weapons skill if separating them out is too cumbersome, or add combat
skills to the list if you want to break something out.

Wit Skills
Wit skills deal with raw intelligence, academics, learned abilities, and intuition.
Wit is also the basis for the Epic skill, which is used to perform Aether Feats.
Aliens. The understanding of alien cultures and biology, or the ability to
discern things about aliens with study.
Example specializations: any specific alien race.
Breach Science. The knowledge and skill to comprehend the phe-
nomenon behind a Breach and the ability to use Breach-related techno-
logy such as a Breach Closure Device (BCD).
Example specializations: Dimensional Theory, Gate Tech, BCD Ops.
Computer. The skill to operate, manipulate, modify, and otherwise work
with computers.
Example specializations: Programming, Hacking, Data Recovery, Net-
working.
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Craft. The skill used to create relatively simple objects, from armor to
tuxedo jackets to handguns to works of art. Quality is determined by the
attempted difficulty of an item to be crafted, subject to the GM’s approv-
al. Advanced, alien, and complex construction are not included.
Example specializations: Clothing, Tools, Firearms, Leatherwork,
Sculpture, Carpentry.

Game Design Note: Repair and Craft Skills


Repair and Craft are very broad skills. It makes sense that just because
someone knows how to fix a combustion engine that they would not neces-
sarily be able to rewire a circuit board, or just because someone can weave
cloth they don’t have the same skill at forging armor. In this RPG, Repair
and Craft are written to combine all disciplines of making things or fixing
things into just those couple of areas of knowledge. It makes it simple and
easy. However, if building or fixing things are going to be major parts of the
game, GMs should feel free to break these catch-all skills into several cat-
egories and force players to focus their characters.

Epic. The skill used to perform Aether Feats. Available only under special
conditions as outlined in Step 3 of the character creation process. Use of
the skill is detailed in Chapter 2.2.
History. The study and understanding of the history of Earth and hu-
manity.
Example specializations: specific time periods (post-Fall, Golden Age,
Renaissance, Industrial Revolution, etc.), particular human cultures, spe-
cific areas of study (religion, warfare, education, etc.).
Language. The skill checked when attempting to speak, comprehend,
write, or read a foreign or alien language.
Example specializations: any specific alien or human language.
Medicine. The skill checked when attempting to heal someone of injury,
illness, or other malady.
Example specializations: Emergency Medicine, Poisons, Holistic Medi-
cine, Neurology, Infant Care, Veterinary Medicine.
Navigate. The skill checked when attempting to determine a position,
plot a course, or make a map.
Example specializations: Star Navigation, Cartography, Surveying.

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Pick Locks. The skill checked when attempting to bypass a lock or se-
curity system.
Example specializations: Deadbolt, Keypad, Biometric, Safe, Vehicle.
Repair. The skill checked when attempting to fix something, usually from
damage in the course of combat or adventure.
Example specializations: Armor Repair, Vehicle Repair, Computer Re-
pair, Firearms Repair, E-Weapon Repair.
Search. Finding hidden or lost items or people, eavesdropping, investig-
ating a scene for evidence, or otherwise trying to discover anything hidden
or that might not be immediately perceived; often used as an opposing
roll to the Stealth skill.
Example specializations: Listen, Find Trap, Fingerprinting, Frisking.
Science. Knowledge of the natural world and its principles.
Example specializations: Botany, Astronomy, Particle
Physics, Electromagnetism, Kinetics.
Survive. Skill in staying alive, or even thriving in
harsh conditions.
Example specializations: Desert, Jungle,
Urban, Coastal, Subterranean.
Track. The skill of being able to fol-
low in the path of someone or
something that has gone
before by reading the
signs of passage. Also
includes skill at covering
your own tracks so as not
to be easily followed.
Example specializa-
tions: a particular type
of mark (humans,
Machine Men, an-
imals, vehicles, etc.), or
a particular type of ter-
rain (desert, forest, jungle,
etc.).

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Charm Skills
Charm skills are those that involve interpersonal relationships, influence,
deception, or authority.
Command. The skill checked to operate many large, crewed vehicles or
platforms (large ships, mecha, fortifications, etc.) as well as the check to
combine fire within a battery or volley of weapons.
Example specializations: a particular class/model of vehicle or plat-
form such as a Solar-Class Spaceship, Battleship, castle battery, or X200
Mecha.
Courage. The skill used to check a character’s ability to perform through
fear.
Example specializations: Overcoming fear resulting in a specific thing
such as Aliens, Shell Shock, Monsters, or Paranormal.
Diplomacy. Knowledge of strategies to get two parties to work together,
particularly when they are not especially inclined to do so.
Example specializations: Intimidation, Bureaucracy, Gamesmanship,
Coercion.
Persuade. Ability to influence another person into a desired stance, ac-
tion, or state of mind.
Example specializations: Con, Intimidate, Haggle, Bluff, Bribe.
Ride. The skill checked when attempting to ride a horse or other animal.
Example specializations: Horse, Camel, Elephant, Trapcat, or any of a
variety of alien beasts.
Seduce. Deliberately drawing the amorous attention of another person
through deception and/or manipulation.
Example specializations: any particular type of “mark” (older men,
younger women, soldiers, the wealthy, etc.).
Streetwise. Knowledge in how to get in-
formation, narcotics, weapons, equipment,
supplies, and more or less anything else
that can be purchased “under the
table” and without the knowledge of
the authorities.
Example specializations: a particular
commodity (information, drugs,
guns, vehicles, etc.) or a spe-
cific city/region.

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1.4 Perks
The following is a full accounting of the Perks available to player characters,
including descriptions. As discussed in the Character Creation section, Perks
may be gained by spending skill dice, or may be included as part of a Player
Race template. Some equipment may also provide conditional access to cer-
tain perks. The Game Master may allow for additional Perks not included be-
low at his or her discretion.
Armor, Light (1). Thanks to some sort of natural protection, such as a
thick hide or minor bone plating, you add +3 to your Soak total.
Armor, Heavy (2). Thanks to some sort of natural protection, such as an
extremely tough hide or heavy bone plating, you add +6 to your Soak
total.
Attractive (1). Others find you pleasing to look at. This can help reduce
suspicions or distract others depending on the given situation. Once per
session you may double the result of one roll for any action related to
your appearance. Examples include seduction, a subtle bluff or simply
distracting guards.
Blessed (2). Once per session you may declare the opportunity for divine
intervention, either increasing the difficulty of another’s skill check by one
level or reducing your own difficulty by one level.
Climbing (2). Be it due to your physical makeup or superior training, you
are an expert climber and automatically get the specialization of Climbing;
do not spend additional skill dice on Climbing at character creation. In
addition, thanks to your incredible skill, if you fail a skill check when
climbing, you get an automatic re-roll to regain your stability.
Daredevil (2). Once per session you may throw caution to the wind tak-
ing extremely reckless action that may result in your own death. Your
Dodge, Block, and Parry are reduced by half, however all Might rolls are
doubled when resisting damage for one round.
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Destiny (2). Characters with Destiny feel they are fated to some grand
purpose. Once per game session you may declare a failed roll is not part
of your destiny and immediately re-roll to get a different result.
Direction Sense (1). You always know which direction you have come
from and can always retrace your steps. Even if you are unable to see, you
never get “turned around” in the dark. You can always determine by in-
stinct in which direction is a significant, known landmark.
Eagle Eye (1). You receive a +1D bonus to strike a target when at medi-
um or long-range. This is limited to weapons designed to be used at such
a distance.
Extra Sense (1). You can detect something that humans cannot, be it ra-
diation, seismic activity, Breach activity, or just about anything else. You
receive a +1D bonus to skills such as Search if it involves this particular
sense.

Game Design Note: Perk Purchase Cost


Feel like the price is too high or too low for any of these perks? Feel free to
adjust each one as you see fit. You can also raise or lower the costs across
the board to either discourage or encourage players to include Perks in their
characters.

Famous (1). You are very well-known in a positive light. You get +2D to
all Persuade checks when “turning on the charm” with someone who
knows who you are.
Fast Draw (2). When determining initiative using a handgun, energy pis-
tol, or similar weapon, you may use the Handgun skill instead of Agility to
make the check.
Favors (1). People owe you. Once per session you can call in one of
those debts. This can take the form of information, a temporary use of
equipment (borrowing a truck, plow, shotgun, etc.), a place to hide
someone or something for a brief time, or any similar favor.
Fearless (2). You do not experience fear, or if you do, it does not affect
you. This could be for biological, chemical, or even paranormal reasons.
Hardiness (1). You can really take a beating and stay standing. If Incapa-
citated, you automatically make your Stamina roll to stay conscious, but
normal penalties apply.
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Healing, Lesser (1). You heal far more easily than most. You receive a
+3 bonus on all Might checks to heal.
Healing, Greater (2). In addition to the benefits of Lesser Healing, once
per session, you may will your body into rapidly healing itself by one
wound level. This effort requires one round of concentration.
Keen Sense (1). One of your normal senses is incredibly enhanced. Re-
ceive a bonus of +2D to any skill check where you can levy
your keen sense to your advantage.
Loot (1). You start with a little something extra in your pock-
et. You have some genuine pre-Fall goods that you have inher-
ited or salvaged that are worth quite a bit
in the right trade. You
can cash this in with
the GM when you
really want or need
something that you
otherwise can’t
afford, or maybe
a few small
somethings.
Lucky (2).
Once per
session
you may
declare you are feeling lucky. Double the result of your next roll.
Natural Weapon, Light (1). Add +3 to Brawl checks to attack using this
natural weapon (teeth, claws, tentacles, etc.) and +3 to Might checks to
determine Brawl damage with that weapon.
Natural Weapon, Heavy (2). Add +3 to Brawl checks to attack using
this natural weapon (teeth, claws, tentacles, etc.) and +6 to Might checks
to determine Brawl damage with that weapon.
Nightvision (1). Your vision is unhindered in the dark.
Patron (2). You are supported financially by a wealthy party. No more
than once per session, you may contact your patron and attempt to draw
on his resources, be that repair services, lodging, supplies, a new rifle, or
covering a reasonable expense. It’s a good deal, but comes with a cost, as
the patron can always ask you to do something in return, and refusal may
get you cut off.

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Perceptive (2). The GM may reveal small clues to you that others would
miss. Once per session, you may announce that you are carefully studying
an object or situation and the GM may reveal something to you that
would be impossible for a normal character to determine. If nothing is
revealed, this Perk may be used again.
Prehensile Limb (1). You have an extra limb, such as a tail or tentacle,
that is less articulated than a full and true hand, but is capable of manipu-
lating simple objects. This limb may make a simple action during the
round without incurring the normal -1D penalty for multiple actions.
Quick Study (1). You catch on more quickly than most, and so it’s easier
for you to learn new skills or advance the skills you have. Wit skills require
one fewer CP than normal to advance. For example, if you have 4D in
Language, you must only spend 3 CPs to advance to 4D+1.
Recall (1). Any time you choose to recall anything you have experienced,
the GM must tell him you the truth in as much detail as you would have
been aware.
Reflexes (2). You are incredibly quick to react in combat. Add +3 to rolls
to determine initiative.
Resistance (1). You are resistant to a particular type of damage. This
could be fire/heat, cold, radiation, disease, bludgeons, blades, bullets,
lasers, stunners, or virtually any other type of damage. Add +6 to Soak
that specific type of damage.
Sidekick (3). You have a boon companion willing to join in your adven-
tures. This character only gets 10D to spend on attributes and 4D to
spend on starting skills. The sidekick normally only receives 1 to 3 CP per
session, but never as many as his or her fearless leader.
Signature Weapon (2). You have a particular weapon that you are spe-
cifically trained to use to great effect. This is not a broad class of weapon,
like swords or handguns, or even somewhat specific, such as short swords
or revolvers. Your signature is a specific type, even down to the model,
such as a Roman gladius or a Colt Python .357 Magnum. This effectively
grants a specialization in the combat skill relative to the weapon in ques-
tion. Add +3D to the specialization and advance using the normal spe-
cialization rules.
Special Breathing (1). You can breathe somewhere that most cannot, or
breathe using a substance other than oxygen. This could be breathing un-
derwater, in a methane environment, or other atmosphere. Alternately,
you may simply be able to hold your breath for up to an hour without ill
effect.
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Swimmer, Minor (1). Be it due to your physical makeup or superior
training, your base Move in the water is twice normal (e.g. 30 feet instead
of 15 for humans) and automatically get the specialization of Swimming
in the Athletics skill; do not spend additional skill dice on Swimming at
character creation. You can also hold your breath for twice as long as
normal.
Swimmer, Major (2). In addition to the bonuses gained in the Minor
Swimming Perk, you are physically superior when in the water. Add +2D
to all Might and Agility attribute and skill checks when swimming.
Unstunnable (2). You cannot be Stunned or Dazed, and first take the
effects of damage at the first Wounded level. If hit with a weapon that
deals only stun damage, it has no effect; no Might roll required.
Epic Perks
In addition to any of the Perks listed above, any character that is an Epic may
also purchase any of the following Epic Perks, which modify how he or she
learns or performs Aether Feats. Generally a character may only have one
Epic Perk, unless sanctioned otherwise by the Game Master.
Astrological Power (1). You have particular power when operating under
a specific set of astrological conditions, be that in daylight, moonlight, in a
certain lunar stage, or under a particular astrological sign. During this
time, you get a +2D bonus to the Epic skill.
Familiar (1). You have a small, intelligent alien creature for a companion
that is somehow linked to you through the Aether. The familiar can fly at
a rate of 60 feet (18 m) each turn, can speak your language (or perhaps
communicate telepathically), and has 5D to distribute between attributes.
It also has 3D in skills. It cannot take any Perks or Complications, or per-
form any Aether Feats.
Mentor (1). When in need of help, you have a trusted teacher to whom
you may go for instruction. This mentor is not simply available at your
whim, but may be called upon from time to time for assistance. This
teacher may also give you tasks to perform as part of the lesson, though
these will almost always be to your benefit in the end. When studying with
the mentor, new Feats cost only 3 CP to learn instead of 4.
Sanctus Sanctorum (1). You have a particular place where your Feats are
particularly effective. This is usually a sacred, hidden place that is not gen-
erally shared with the outside world. Within this special location, you see
the TN of all Feats reduced by 5. Personal study is also far more product-
ive, so learning new Feats costs only 3 CP instead of 4.
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Specialist (1). You are gifted in a particular type of Feat. This could be
one of the categories provided in the Feat descriptions, or a different
subset as agreed upon with the GM. Receive a +2D bonus to the Epic
skill when using Feats from your area of particular expertise, and all new
Feats within that category cost only 3 CP instead of the typical 4.
Spirit Guide (1). You have a
spiritual advisor that speaks to
you in your dreams or visions.
This spirit, which can
manifest in any number
of ways, will likely have a
somewhat alien perspect-
ive on matters, and certainly
won’t always just tell you
everything it knows. Spirit
Guides employ riddles,
puzzles, and enjoy send-
ing you and your com-
rades off on elaborate
quests, but they also
have insight and know
things that mortals were
never meant to know.

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1.5 Complications
As discussed in the Character Creation section, when first making a character,
a player may opt to include as many as two Complications. Complications
may also be a part of the selected Player Race template. Every time a Com-
plication causes some difficulty or challenge to the player character during the
course of play, the character earns one CP. A character may earn only one CP
per Complication per session.
Most Complication descriptions are pretty broad, but be specific and
unique when selecting one for your character. You’ll get the most out of it if
your character’s Complication doesn’t come up every session and if it is truly
a great inconvenience.
Age. You’re either very old or very young. In addition to all the social is-
sues caused by your age, the GM might choose to impose a penalty to an
action based on your character’s age. Grandpa throws a hip, a weird dude
offers you candy on the street, and it’s hard for either of you to seduce the
supermodel at the bar. Whenever your age causes you great difficulty, re-
ceive one CP.
Allergy. You become debilitated when you come into contact with some
relatively common substance, such as garlic, sunlight, milk, strawberries,
or virtually anything else. Earn a CP when your allergy flairs up to the
serious detriment of you and your friends. Make a Moderate Stamina
check for every minute exposed, taking wounds as per normal damage
with failure. Removing the source of the trauma allows you to begin heal-
ing as normal.
Crazy. You have issues that are guaranteed to put your therapist's kids
through college. Could be you’re just really paranoid, or maybe just a
touch too OCD. That fear of most everything could also be a problem.
Then again maybe you really are Napoleon and everyone else is wrong,
but good luck convincing anyone else since you’re a lunatic. Take your
pills and earn one CP any time your psychosis really gets in the way.
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Debt. You are enormously in debt to someone with the means to make
you regret it. Someone may have saved your life or granted you some
huge favor, and is now entitled to restitution. Earn a CP whenever your
debt complicates your life, or the lives of your friends.
Diet. You have very specific dietary requirements that are far out of the
ordinary. Whether it is only being able to drink blood or consume live rats
or eat ice cubes, you earn a CP whenever you are seriously impaired due
to a lack of suitable food. After two days without food, you must make a
Stamina check against starvation, starting with Very Easy and moving up
one step every day thereafter. The degree of failure determines the result-
ing wound level and will eventually kill you.
Disabled. You have some tragic, permanent malady. It may be terrible
eyesight, hardness of hearing, a muscular disease, a missing limb, or any
of a number of ailments. In addition to any penalties that your disability
may cause (as per the GM), earn a CP whenever your disability causes you
or your friends particular difficulty.
Doomed. You are going to die well before your time, and exhibit symp-
toms. Whether it is cancer, a curse, flesh-eating alien bacteria, or a bomb
implanted in your brain, you know that you could expire at any minute.
Earn a CP whenever the GM tells you that you are exhibiting significant
warning signs, or when your impending doom pushes you to rash, im-
pulsive, or dangerous decisions.
Enemies. Someone doesn’t like you at all, and is a credible threat. Maybe
they have more friends than you, or maybe they’re just bigger and meaner.
Either way, you have your own personal bully. You earn the bonus CP
when they complicate your life.
Fearsome Visage. Other people are less likely to trust or confide in you,
thanks to your gruesome or frightening appearance. Earn a CP whenever
your grizzly facade causes someone to keep you at arm’s length. When
dealing with normal-looking people face to face, you suffer -1D on any
and all skills and situations that rely on charm or trust.
Gremlins. You have a special touch. Specifically the kind that breaks ma-
chines. You’re no good with engines, electronics, magical gizmos, or any
other trinket. If it’s a device, you can’t trust it. Earn one CP whenever the
GM takes his one free shot on you this way.
Hazardous Environment. A specific type of environment that is nor-
mally tolerable to most is incredibly harmful to you. This could be hot or
cold environments, a nitrogen-rich atmosphere, high levels of humidity,
or virtually any other variable. Receive a CP whenever your inability to
cope with such an environment substantially affects you. Exposure to the
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hazardous environment immediately takes your status to Dazed, with
normal penalties. For each hour after the first, you must make a Stamina
check to continue to endure the conditions. The second hour begins at
Very Easy, and increases by one degree every hour thereafter. The degree
of failure determines the resulting wound level and will eventually kill you.
Illiterate. You cannot read more than a few common words, and cannot
write. This is not so limiting in the wild, but is a big negative if trying to
learn more advanced skills. Earn one bonus CP every time your inability
to read negatively impacts you or your allies. Many skills may be im-
possible to learn, and the GM may double the number of CPs required to
advance in some skills at his or her discretion.
Infamous. You are famous for all the wrong reasons. Perhaps you are a
known killer or a notoriously crooked lawman, or an athlete that famously
botched the big game. Earn a CP whenever your infamy causes you great
difficulty.
Marked. You have a distinctive tattoo on your hand, scar on your face,
barcode across your forehead, or some other specific mark that makes
you stand out in a negative way. It may be a sign that you are in a gang, are
a member of a particular tribe or clan, or spent time behind bars, but in
any case it draws unwanted attention. You are awarded a CP whenever
your mark gets you noticed by the wrong people.
Pariah. You carry a significant social stigma of some kind that makes
people want to keep you at arm’s length. Receive a CP whenever your
character is forced to endure mockery, denial of service, or is otherwise
severely inconvenienced or harmed by this stigma.
Personal Code. You live by a creed and you will not cross that line.
Maybe you won’t fight an unarmed opponent and always make sure they
know it's coming, or maybe you never tell a lie. No matter how you define
it, your code has to mean something. Some caped crusaders won’t kill,
paladins won’t resort to deception, and sometimes there is even honor
among thieves. Earn one CP whenever your code complicates your or
your friends’ success.
Primitive. Your understanding of the way the world works is decidedly
behind the times. Modern technology is a mystery for you, and you are
stuck in a pre-industrial type of mindset. Earn a CP when your lack of
understanding about the modern world causes you serious problems. Add
+5 to the TN any time you attempt to use a “high tech” skill such as
Drive, Handgun, Science, or Repair.

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Skeletons in the Closet. You have secrets that you have worked hard to
keep buried, and if they came to light could spell big problems for you.
These might include a violent history, a sordid affair, a past with a rival
organization, or anything else that might sully your good name. You earn
the bonus CP whenever your past comes back to haunt you.
Unlucky in Love. Things just don’t work out for some people. Your love
interest is always dying, being kidnapped, betraying you, or dumping you
in favor of a new fling. You earn a bonus CP when your love life falls
apart in a meaningful way.
Unlucky in Money. You have a hard time holding on to money. You
earn a bonus CP when you lose a significant amount of cash through
your own foolishness or bad luck and have nothing to show for it.
Soulless. You do not experience genuine emotions, be it love, hate, envy,
joy, or any other “feeling.” Earn a CP if your stoicism serves as a stum-
bling block in your interaction with others.
Epic Complications
Epics may take Complications from the following list, which inhibit the char-
acter’s ability to learn or perform Aether Feats.
Astrological Flaw. It is your sincere belief that various stages of the
moon, sun, and/or stars affect your Epic powers. This could be ill effects
from sunlight, moonlight, or even certain lunar cycles or times of the as-
trological year. Add +5 to all TN when attempting Feats under an ill sign,
and earn a bonus CP if it should come back to bite you or your party.
Crutch. You have a mental crutch that you must use in order to properly
use Feats. These could be things like “magic words,” elaborate hand mo-
tions, the use of a wand or staff, eating a special food, or the wearing of a
particular piece of jewelry or clothing. Whatever it is, you cannot manage
use of the Epic skill without it. Earn an extra CP every time this
hindrance costs you or your allies.
Demonic Pact. You have chosen to ally yourself with a Breach Demon
in exchange for instruction or assistance in arcane matters, or else a highly
alien master of the paranormal that is aggressive toward civilized society.
Whoever is the source of your supernatural knowledge, it is a being that
inspires fear and dread in the denizens of Breachworld, making you highly
suspect by association. You earn bonus CP any time this complicates your
life.

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Dogma. You must follow a highly specific and unbendable set of rules in
order to maintain your ability to use Aether Feats. Whether the source of
these rules is religious teaching or a code of honor, any violation will pre-
vent you from performing any Feat until specific cleansing rites are ob-
served or penance is paid. Receive 1 bonus CP whenever your actions are
restricted to your detriment.
Narrow Focus. Your have a mental, psychological, or even theological
block against all types of Feats except for a very limited range. This could
mean that only one (or two) of the given categories of Feats are possible
for your use, that you can use only Feats with a Range of Touch, or that
you are otherwise limited to some other small subset of Aether abilities.
However restricted, these limitations may never be broken. Earn 1 bonus
CP every session.
White Wizard. You can’t harm anyone with your Feats, ever. Earn 1 bo-
nus CP every session.

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1.6 Gear
No RPG would be complete without a broad selection of weapons, armor,
and equipment for characters to choose from. Gear in the Breachworld RPG
is as varied as the setting, spanning from the archaic to the fantastic. Descrip-
tions of a broad cross-section are available, below. Stats are given for
weapons in good repair, of good quality.
Decrease a weapon’s die rating by a pip or two if damaged or if poorly
crafted. In exceptional cases, where the item is in perfect condition and cre-
ated by a true master, weapons may do as much as an extra pip of damage,
receive a small bonus to strike, or have a longer effective range.
Some gear may provide Perks to players under certain conditions. Any
such modifiers will be listed explicitly in the equipment description (e.g. a rifle
scope may offer the Perk of Eagle Eye when used).

Starting Gear
Don’t forget that player characters start with some equipment. Players select
one piece of gear for every skill into which they put build dice at the time of
character creation, plus some personal items. GMs get the last say in what is
or is not allowed as starting equipment.

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Najyb Almaskari (Order #27901684)
Equipment Prices
The precise costs associated with acquiring any given piece of equipment
varies greatly from one merchant to the next, or even from one day to the
next, depending on supply, demand, and the quality of the item in question.
Prices of weapons, equipment, armor, and vehicles of good quality are given
in a general manner, according to the following guidelines. Items of poor
quality may cost less, while those of superior quality will definitely cost more.
$ Trivial cost.
$$ Affordable to most.
$$$ Affordable to very wealthy or powerful individuals.
$$$$ Only the richest individuals, most governments.
$$$$$ Only large governments and organizations can purchase.
$$$$$$ The most valuable Golden Age or alien items on Earth.

Weapons
The weaponry available on post-Fall Earth is incredibly varied. Most com-
mon are melee weapons, fashioned in recent years for hunting, raiding, and
self-defense. Firearms may be genuine recovered Golden Age weapons, cop-
ies of old relics, cobbled-together pieces of salvage, alien designs, or freshly
forged. Firearm ammunition is usually hand-loaded by experts who have re-
discovered the art. Tech weapons such as laser rifles, ion pistols, and varieties
of Slugthrowers (ST) are rarely newly-created, but are salvaged and rebuilt
from historic caches, or are alien weapons that have found their way to
Earth.

+0D Scale Melee Weapons ($-$$)


Weapon Damage Weapon Damage
Battle Axe +3D Rapier +2D
Club +1D+1 Staff +1D+2
Hatchet +1D+1 Spear +2D
Halberd +3D Sword +2D+2
Knife +1D Sword, 2h +3D+1
Mace +1D+1 Warhammer +3D

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+0D Scale Ranged Weapons ($-$$)
Weapon Damage Ammo Range (s/m/l)
Bow +2D+2 --- 30/100/300 feet
9/30/90 m
Crossbow 4D+1 --- 50/150/400 feet
15/45/120 m
Throwing Knife +1D --- 5/15/25 feet
2/5/8 m
Spear +2D --- 20/50/100 feet
6/15/30 m
+0D Scale Firearms ($$-$$$)
Pistol 4D 8 - 16 30/65/100 feet
9/20/30 m
Submachine Gun* 3D+2 12 - 30 65/130/200 feet
20/40/60 m
Rifle 5D+1 5-6 65/200/400 feet
20/60/120 m
Shotgun 5D+1 2-5 65/130/200 feet
20/40/60 m
+0D Scale Tech Weapons ($$$-$$$$)
Ion Pistol 4D+1 stun 20 25/50/100 feet
8/15/30 m
Ion Rifle 5D+2 stun 30 50/130/330 feet
15/40/100 m
Laser Rifle 4D+2 15 100/820/3300 feet
30/250/1000 m
Demonkin Rifle 6D^ or 25 100/500/1000 feet
6D^ stun 30/150/300 m

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+0D Slugthrower Weapons ($$$-$$$$)
Weapon Damage Ammo Range (s/m/l)
ST Pistol 5D 20 40/150/300 feet
12/45/90 m
ST Combat Rifle 6D 30 110/400/750 feet
35/120/230 m
ST Sniper Rifle 7D 15 50/600/1200 feet
15/180/370 m
+0D Explosives ($$-$$$$)
Dynamite 5D --- 15/30/50 feet
5/9/15 m
Radius 30 feet/10 m
Frag Grenade 6D --- 15/40/100 feet
5/12/30 m
Radius 50 feet/16 m
+2D Scale Firearms ($$$-$$$$$)
Machine Gun* 6D 250 330/1600/3300 feet
100/500/1000 m
+2D Scale Tech Weapons ($$$$-$$$$$$)
Plasma Ejector 7D 10 100/400/700 feet
30/120/210 m
Accel Cannon 8D 5 100/1200/2000 feet
30/370/610 m
*This weapon may fire "Full Auto" which reduces the shooter's
TN by -6 and increases damage by 2D, but expends more
ammunition. Ammo use varies by weapon and model but can be
assumed as 6 rounds for a Submachine Gun or 10 rounds for a
Machine Gun.
^This weapon does only half damage if recharged by a terrestrial
power source.
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The specific weapon models shown are fairly representative of the types
of weapons available in much of Breachworld. Other models exist that may
be a little different aesthetically, but carry roughly the same stats. Still others
may see improved or lesser damage, or variations in the effective ranges.
Higher quality weapons will always go for more in trade than inferior ones.
Melee weapons provide a damage rating that is added to a character’s
Might dice. Ranged weapons list ranges in a short/medium/long format for
the purposes of determining the appropriate TN to hit, as well as a straight
damage roll in most cases; do not add an attribute score to the damage rating
of modern weapons. Some weapons list a standard die code, followed by
“stun.” These weapons do nonlethal damage only, in accordance with the
stun rules as found in Chapter 2.1.

Armor
Body Armor is a part of everyday life for adventurers, mercenaries, soldiers,
and even explorers, merchants, and scavengers. Even simple farmers or fish-
ermen are likely to own some very limited sort of armor to protect
themselves when trying to fight off raiders or Breach
creatures. Earth is a dangerous place, even in bands
of so-called civilization. Varieties of armor may
be homemade, salvaged, or made new in
factories.
Padded Armor. Simple layers of
clothing and thick padding with vul-
nerable areas wrapped in additional
bands of cloth and leather.
Armor Value: +1. Cost: $.
Reinforced Leather Armor.
Leather wrappings, pants, and
jacket reinforced with
wood, bone, or metal
studs and plates; includes a
leather or metal helmet.
Armor Value: +3. Cost: $$.
Improvised Metal Armor. Made from
scrap metal formed into chest plate, helmet,
and braces for arms and legs. Worn over a
sturdy under-layer of stiff canvas and/or
leather.
Armor Value: +4. Cost: $$
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Plate Mail. A full suit of armor that uses metal plates to completely cov-
er the body of the wearer, worn over a padded suit. Provides protection
comparable to a number of modern types of armor, but is far heavier and
is impossible to put on without assistance.
Armor Value: +9. Cost: $$$$
Flak Vest. An armored vest that covers the upper body, including
shoulders and groin, in modern composite materials.
Armor Value: +4. Cost: $$$.
Infantry Combat Armor. This style of armor is made to emulate the
form and function of that used by sophisticated military forces before
The Fall. Many models are actually made from forms taken from such
suits, often marketed as being genuine, but use
materials that, while reasonably effective, are less
protective than the genuine article.
Armor Value: +6. Cost: $$$$.
Recovered Infantry Combat Armor. Made of
advanced composites, some suits of infantry ar-
mor from before The Fall have been recovered at
various reclaimed military depots, bases, and
even battle sites. These represent the highest
level of military protective technology known to
be available, and are highly prized.
Armor Value: +9. Perk: Roughly 1 in 6 suits
of genuine Golden Age armor grant the wearer
the Perk of Unstunnable. Cost: $$$$$.
Shield. A shield is a unique case in that it does
not grant a bonus to Armor Value, but allows a
character to take ¼-cover behind it. Cost: $$.

Exoskeleton
More than just armor, these suits augment the wear-
er’s physical abilities and allow him or her to work
longer, jump farther, and lift far heavier loads than
would otherwise be possible. All run on super-effi-
cient power cells that can hold a charge for any-
where from a number of hours to a few days.
Recharging requires a powerful generator or power
plant, which in the days after The Fall greatly limits
the range of these modern marvels.
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Labor Exoskeleton. Once a common tool for use on construction sites,
a labor exoskeleton can be a godsend to a struggling community, or just as
easily a group of bandits. It offers nothing in the way of enhanced mo-
bility, and in fact can limit the wearer’s top speed, but it allows for heavy
lifting and some armored protection, and is often field-fitted with
weapons too heavy for a single operator to wield effectively.
Armor Value: +5, Bonus: +3D to Lift, +2D to Stamina. Penalties:
-5 feet (1.5 m) from the character’s base move. Power: 12 hour cell.
Weapons: None standard. Cost: $$$$
Combat Exoskeleton. In the era just before Gate tech brought on the
Golden Age, the use of exoskeletons to supplement infantry in the field
was common. One in four infantry troops would use a combat exoskelet-
on, fixed with a heavy weapon, allowing a small, fast-moving unit to bring
more firepower to bear than would normally be possible.
Armor Value: +9, Bonuses: +2D to Lift, +1D to Dodge, +2D to
Stamina, +5 feet (1.5 m) to the character’s base move. Perk: 1 in 3 pre-
Fall Combat Exoskeletons salvaged intact grant the wearer the Perk of
Unstunnable. Power: 26 hour cell, Weapons: Machine Gun (+2D scale,
see Gear) or Rocket Launcher (x4, +2D scale, 6D, 100/250/600 feet or
30/75/180 m). Cost: $$$$$.

Equipment
Adventurers have need for a limitless supply and variety of equipment. Some
gear is fundamental to even attempting a task, while other equipment may
make some skills easier to perform. Below is a list of some common equip-
ment, any bonuses that the gear may bestow when used, and an estimated
cost.
Binoculars. Telescopic lenses that amplify sight up to 1000x. More ad-
vanced models may include such features as a rangefinder or camera.
Bonus: Add +1D to Search or other sight-based skills as appropriate.
Cost: $-$$.
Breach Closure Device. The machine, developed by the Cooperative
and used almost exclusively by BRAC Squads, that is capable of perman-
ently closing a Breach. Successful deployment of the device requires a
Difficult skill check of Breach Science. Weighing in at approximately 80
lbs. (36 kg), the device can be broken into up to three components so as
not to overburden a single bearer.
Cost: Unavailable/special.

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Bumps. A cocktail of drugs that can provide a temporary boost in alert-
ness and performance. With an Easy Medicine roll, the Bump is admin-
istered into the artery on the neck via a single-use micro-injector. Upon
injection, the character no longer feels tired, and pain is dulled. A charac-
ter that had been Stunned or Dazed is immediately brought into full
alertness by an administered Bump, with all normal skill usage restored.
Bonus: A character suffering no wound effects is granted +1 on all
actions for the effective duration. Commonly carried by medics, mercs,
soldiers, and adventurers of all kinds. Duration: A revival from a Stunned
or Dazed condition is immediate and permanent. For the Bump bonus,
roll the character’s Stamina skill; effects endure for the value of that roll in
minutes. A Bump is only effective once every 12 hours. Cost: $$.
Camouflage Netting. A weave of artificial or natural materials designed
to break up the visual lines of a person, vehicle, structure, or other object
so that it blends in with its surroundings. Often used in hunting blinds, or
in creating an element of surprise in combat.
Bonus: Add +1D to Stealth when the netting is prepared in advance
of its need. Does not defend against an animal's sense of smell, modern
optics, or a variety of other foils. May require a skill check such as Survive
for the bonus to apply. Cost: $.
Climbing Gear. All of the ropes, harnesses, tie-offs, anchors, and other
equipment required for a professional climb. May be made of modern
materials or rope and leather, but in either case is of sufficient quality to
get the job done.
Bonus: Add +1D to the Climb skill when taking the time to properly
use the equipment. Further, when using proper gear, the character may
make an attempt to recover after failing a Climb skill check. Cost: $$.
Datacard. A universal medium for digital storage, analogous to a com-
puter disk or thumb drive from the 21st century. Can store large amounts
of information and is compatible with any Screen or computer from the
period of the Golden Age until the present day. Many are relics of the
Golden Age.
Cost: $.
First Aid Kit. A simple collection of bandages, a flashlight, small forceps,
pen knife, antibiotic pills and ointments, thermometer, pain killers, disin-
fectant, and other basic implements that can be used to treat minor injur-
ies or wounds. May include a booklet on treating some common ailments.
Bonus: Use of a First Aid Kit adds +1 to any Medicine roll to treat
minor medical issues. Cost: $-$$.

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Lockpicks. A set of specialty tools used to manipulate keyed locks
without a key.
Bonus: Add +1D to the Pick Locks skill if the character has a set of
legitimate, specialty picks. Not applicable to the unskilled. Cost: $$-$$$.
Medical Bag. A collection of common medicines and equipment for use
by trained medical professionals in light to moderate medical situations. In
addition to the basic implements found in a first aid kit, the medical bag
includes a scalpel and other minor surgical implements, powerful local
anaesthetic, antibiotics, sutures, bottles of plasma and saline, and most
simple equipment required to perform a routine medical procedure in the
field, such as initiating an IV, performing a tracheotomy, or even amputa-
tion. Also includes a pocket reference for many common field procedures.
Bonus: +1D to Medicine skill for minor to moderate medical pro-
cedures. Cost: $$-$$$.
Scope. A sophisticated telescopic and targeting sight used on any variety
of +0D scale weapons to increase shooter accuracy at range.
Bonus: Grants the shooter the Perk of Eagle Eye. Cost: $$.
Screen. A handheld computer commonly used by adventurers, mercen-
aries, shop owners, and virtually anyone else that might find use for one.
Models vary in their bells and whistles, but all capture digital images and
video, record audio, organize calendars and schedules, store and share di-
gital information of all types, and can execute custom programs ranging
from games to facial recognition to translation to accounting. Many are
relics of the Golden Age.
Bonus: As per specific program, if any. Cost: $$$.
Shelter. More than a simple tent, this is a one-man shelter for use in sur-
vival situations. Capable of withstanding very cold or very hot climates, it
can protect the occupant from the extremes that may be encountered in
the wilderness.
Bonus: Add +1D to any Survival roll related to extreme climates
when utilizing the shelter. Cost: $$$.
Survey Gear. A complete set of equipment to outfit a two-man surveying
team, including a level, theodolite, rod, and measuring tape or chain. Some
may include digital equipment such as a more advanced theodolite or laser
distancer. The most advanced kits will be able to communicate with the
user’s screen to aid in recording data.
Bonus: Add +2D to any Navigation check involving cartography.
Cost: $$-$$$.

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Survival Kit. Usually kept in a vehicle or divided up amongst explorers
and adventurers in case of an emergency, this kit includes basic imple-
ments for survival in the wilderness. Contents may vary depending on the
climate for which they are intended, but most will include three water-
proof flares, a lighter or other firestarter, 30 feet (9 m) of rope, a mirror, a
large knife with a serrated edge for sawing, a compass, flashlight or
candles, a small water filter good for use over several days, four collaps-
able thermal sheets, and enough rations to keep two people alive for sev-
eral days.
Bonus: +1D to Survival skill checks when relying on the contents of
the kit. Cost: $-$$.
Toolbox. A collection of essential tools for doing mechanical or electrical
work in a specific field, from plumbing to carpentry to computers to mo-
tors. Size and quality vary with the cost, but most toolboxes contain
between 15 and 30 individual tools, and may be hand-carried or fill a
rolling chest.
Bonus: +1D to Repair skill when working with the proper toolbox for
the job at hand. Cost: $-$$$.
Water Purifier. An advanced filtration pump system that can purify fresh
water drawn from rivers, lakes, cisterns, or other questionable sources
without having to boil it. Removes dirt and debris, as well as most mi-
crobes. Cannot create potable water from totally unclean sources such as
wastewater or sewage. May be hand-pumped or use an electric motor.
Bonus: +1D to Stamina checks for disease via drinking water.
Cost: $$.

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Vehicles
Virtually all vehicles are reconstituted from salvage. Due to construction
methods and materials used during the Golden Age, many commercial or
even military vehicles can potentially be found in remarkably good shape.
Bodies and frames were made primarily from composite plastics and ad-
vanced metals that do not easily corrode or decay. Virtually all transport was
provided by electric motors, which have very few moving parts and don’t re-
quire a lot of maintenance. Most systems were operated by sophisticated
computers which, being built from advanced materials and hardwired for
their purpose, need only to be powered up to function more or less like new.
Capabilities lost include any communication, navigation, or auto-drive fea-
tures, all of which used now-defunct satellites to function.
ATV. A basic 4-wheel drive all-terrain vehicle.
Cost: $$, Scale: +2D, Skill: Drive, Body: 2D, MNV: 1D+2, Move:
2D, Crew: 1, Passengers: 3, Cargo: 800 lbs (360 kg).
Battle Tank. A Golden Age, turbine-powered weapon of war. Tanks
universally used any of a variety of liquid fuels to function, which is in
desperately short supply.
Cost: $$$$, Scale: +4D, Skill: Drive, Body: 6D, MNV: 1D, Move:
2D, Crew: 3, Passengers: 1, Cargo: 500 lbs (230 kg), Weapons: Ma-
chine Gun (+2D scale, see Gear); Main Gun (6D, fired every second
round, range 2500/5,000/10,000 feet or 750/1500/3000 m).
Bicycle. Any of a variety of two-wheeled, pedal-powered conveyances.
Most are geared to allow for more efficient movement, and designed for
travel along either smooth trails or off-road.
Cost: $-$$, Scale: +0D, Skill: Athletics, Body: 1D, MNV: 0D-1D,
Move: 1D-2D, Crew: 1, Passengers: 0, Cargo: 10 lbs. (5 kg), Weapons:
None.
Cargo Van. A large van used for deliveries and hauling a relatively small
amount of goods over moderate distances not suited for train or long-
haul transport.
Cost: $$, Scale: +2D, Skill: Drive, Body: 2D+1, MNV: 1D, Move:
2D, Crew: 1, Passengers: 1-2, Cargo: 2000 lbs. (920 kg), Weapons:
None.
Fighter Jet. A multi-purpose military combat aircraft, capable of enga-
ging other aircraft or ground targets. Both the machine and the fuel re-
quired to power its engines are incredibly rare in the time of Breachworld.
Cost: $$$$$, Scale: +6D, Skill: Pilot, Body: 2D, MNV: 3D, Move:
3D, Crew: 1-2, Passengers: 0, Cargo: 20 lbs. (10 kg), Weapons: Cannon
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(2D, range 300/500/1000 feet or 90/150/300 m), Air-to-Air Missiles (x4,
+6D scale, 4D, range 2500/10,000/25,000 feet or 750/3000/6000 m) or
Air-to-Ground Bomb (x1, +8D scale, 4D).
Horse. A trusty steed, bred and broken for riding.
Cost: $$-$$$, Scale: +0D, Skill: Ride, Might: 4D+2, MNV: Not ap-
plicable, Move: 5D, Crew: 1, Passengers: 0-1, Cargo: 0-200 lbs. (0-90
kg), Weapons: None.
Motorcycle. Any of a
variety of two-wheeled
vehicles, generally coming in
configurations including
cruisers (using an upright
rider position), sport (using a
more prone rider position),
and standard (using a position
between upright and prone).
May be built for relatively flat
surfaces or for off-road.
Cost: $-$$$, Scale: +0D,
Skill: Drive, Body: 1D-1D+2,
MNV: 1D-3D, Move: 2D-3D,
Crew: 1, Passengers: 0-1, Cargo:
20 lbs. (10 kg), Weapons: None.
Sedan. A standard consumer car,
with a fiberglass body over a composite
frame, running on an electric motor.
Cost: $$, Scale: +2D, Skill: Drive, Body:
2D, MNV: 1D, Move: 2D+1, Crew: 1,
Passengers: 4, Cargo: 500 lbs. (230 kg),
Weapons: None.
Ski Boat. A fast-moving recreational boat with an outboard motor, usu-
ally electric, but sometimes running on gasoline. Very difficult to find in-
tact, given the relatively harsh marine environment that most boats would
have had to endure throughout the Lost Age.
Cost: $$-$$$$, Scale: +2D, Skill: Drive, Body: 2D, MNV: 2D-3D,
Move: 3D, Crew: 1, Passengers: 5-8, Cargo: 50 lbs. (23 kg), Weapons:
None.
Wagon. Covered or uncovered, drawn by horses or other domesticated
animals, a wagon is commonly used for work and transportation.
Cost: $, Scale: +2D, Skill: Ride, Body: 1D, MNV: 0D, Move: 3D,
Crew: 1, Passengers: 10, Cargo: 1000 lbs. (450 kg), Weapons: None.
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Part 2:
Game Rules

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2.1Game Mechanics
The Core Mechanic
The Mini Six mechanics that make the Breachworld RPG go are designed to
be simple, flexible, and fast. Everything a character attempts, from trying to
fix a broken radio to firing a chain gun from the door of a helicopter, is
resolved using basically the same rules. The dice rolled represent one
character’s skill or ability, while a Target Number (TN) set by the GM
determines the difficulty. If the total die roll is greater than the TN, the
character succeeds. If the roll comes up short, that represents a failure.
A player rolling dice represents a character attempting to accomplish
something. Higher roll totals are always better. The more available dice in a
given skill, attribute, or other ability, the more skilled the character is. The
more dice rolled, the more likely the character is to succeed.
There are unending ways to modify, tweak, and adjust either the roll or the
TN, but these are the basics. If you're the Game Master and you're a little bit
stumped, just set a target and have your players roll the dice. Mini Six is at its
best when it runs quickly without too many pauses to fret over too many de-
tails. Don't get so caught up in minutia that you forget to follow Rule #1:
have fun.

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Setting the Target Number
The total from a roll of the dice is compared against a Target Number. The
higher the TN, the more difficult the task. TNs are generated by the Game
Master, following situational guidelines.
General Challenges
In most circumstances, characters roll the appropriate skill or attribute against
a set Target Number based on the difficulty of the task attempted.

Difficulty TN Description
Very Easy 2-5 Nearly everyone can do it. These checks should
only be made if a success is critical to the
scenario at hand.
Easy 6-10 Player characters will seldom have trouble with
these tasks, but an untrained individual may find
them challenging.
Moderate 11-15 Average characters have a reasonable chance of
failing at this level. Consistent success often
requires training in the skill or a high level of
natural ability.
Difficult 16-20 Tasks at this level are truly challenging. To suc-
ceed, a character needs to be well skilled or very
lucky.
Very Difficult 21-30 Challenges of this level fall into the domain of
masters in the skill being used; few others will
succeed at them.
Heroic 30+ These challenges are almost impossible. Only the
very lucky or true masters can consistently
succeed at them.

Character vs. Character Challenges


Sometimes the difficulty of a challenge depends on the skill of another
character. This usually comes up in combat. Rather than the GM simply
assigning a TN based on his or her judgement, the character’s TN is
determined by an opposing character’s statistics.
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Static Defenses
Each character has a number of static defensive values that are derived from
various skills and attributes. These are used to help set Target Numbers in
combat situations and in resisting damage. They are calculated as follows:
Block = (Brawl skill dice x 3) + pips.
Dodge = (Dodge skill dice x 3) + pips.
Parry = (weapon skill dice x 3) + pips.
Soak = (Might attribute dice x 3) + pips + armor value + any Perk,
super-tech, esoteric, or other armor bonus.

Example: Static Defenses


Kelsie is calculating the static defense scores for her character, Myka. Myka's
relevant skills are Brawl (2D+1), Dodge (5D), and Knife (3D+2). This gives
the character a Block score of 7 (2x3 +1), a Dodge score of 15 (5x3 +0),
and a Parry score when wielding a knife of 11 (3x3 +2).
Myka's Might attribute is 2D, and she has a set of light leather armor with a
Soak of +3. With this, Kelsie calculates Myka's Soak score of 9, as long as
she is wearing her protective suit (2x3 for the attribute, +3 for the armor).

Attacking a Target
The Target Number is the number needed to successfully hit the target. The
base Target Number on an attack is based on the target’s static defense score,
determined as noted above. This can also be modified by the following,
particularly for Dodge scenarios.
Full Dodge: If the character does nothing except dodge until his or her
next turn, add 10 to the Dodge score, and apply range and cover as usual.
This result is applied against any number of attacks.
Range: Add the range modifier to the Dodge score in all cases (Point
Blank/Hand-to-Hand -5, Short +0, Medium +5, Long +10). Ranges for
various weapons are listed in the Gear section.
Cover: If the target is behind at least 25% cover, add +2 to the Target
Number. Add +5 to the Target Number for 50% cover. Add +10 for
75% cover. It’s impossible to hit a target behind 100% cover. Darkness or
smoke/fog can also be considered as cover at the GM’s discretion.

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Non-Combat Challenges
Other challenges that might pit a character against another character could
include a Stealth attempt versus a Search, or two Persuade skills against one
another during a negotiation. In these cases, each character rolls the
appropriate skill, and the higher total wins.
Pure skill isn’t everything, however. When checking a non-combat skill, it
is possible that a character finds him or herself in either a very favorable
position or at a distinct disadvantage. Maybe the character knows that his
opponent’s gun isn’t loaded as he tries to negotiate the terms of a standoff, or
maybe the datacards she had hoped to sell for a big profit have turned out to
be counterfeits. Situations can arise in almost any skill check that justify a
modifier to the TN, for better or worse.

Description Modifier
Character attempting the skill has a great advantage -6 to -10 to TN
Character attempting the skill has some advantage -1 to -5 to TN
Character attempting the skill has no advantage No modifier
Character attempting the skill is at some disadvantage +1 to +5 to TN
Character attempting the skill is at a great disadvantage +6 to +10 to TN

Character Actions
Scenes and Rounds
A game is divided into scenes, just like in a movie or television program.
During a scene, characters may discuss a plan of action, investigate a crime
scene, have a high-speed chase, or get into a fight. The time between scenes
spent walking from place to place, doing routine vehicle maintenance, or
sleeping is skipped over because it’s mundane, boring, and generally violates
Rule #1.
When things heat up, be it a firefight, trying to hack a computer terminal
before the alarms sound, or making a daring escape, then the game goes into
rounds. Each round represents about 10 seconds of real-life time, give or take
a few seconds depending on the situation. When playing in rounds, it usually
means that the action is high and bullets are flying, so every move that every
character makes must be accounted for in detail.
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Playing a Round
A round is carried out in the following steps:
1. Declare all actions planned for the round, such as to attack, hack the
computer, duck behind cover, make a run for the door, or any combin-
ation that the character wishes to attempt.
2. Determine order of Initiative by rolling Agility for each character.
Highest goes first, then down the line according to the results of the
roll.
3. Characters take their actions in order of Initiative, making rolls for
actions they are attempting as appropriate. Defensive actions (Block,
Dodge, and Parry) are automatic and don't count as actions.
Types of Actions
The most typical action during a round is the performance of a skill or
combat maneuver, such as throwing a punch, dodging an explosion, firing a
weapon, or making a piloting check. Additionally, consider the following
during the course of a round.
Free Actions. Activities that do not take a character’s full attention are
considered free actions. This includes things like walking, talking into a
radio, opening a door, and making witty retorts during a firefight. More
complex acts like running, giving detailed instructions over the radio,
picking a door lock, or actively trying to bluff someone that you have a
gun all count as actions.
Multiple Actions. Characters may attempt to do more than one thing on
a turn by withholding one die from every action they attempt for each
action beyond the first. For instance, if a character tries to shoot twice, he
or she is penalized -1D on each attempt.
Movement. A character may move up to his or her base Move in feet as a
free action or move double the base Move in feet plus the results of an
Athletics roll at the cost of one action. If the only action taken in a round
is running, the total move is doubled. The base Move for humans and
most alien races is 15; check individual Player Race templates for the base
Move score for each.
Other Movement. Some characters have ways to move beyond simply
walking or running, such as flying, tunneling, vine-swinging, or any other
type of movement. These will use their own rate of movement, given
with the character’s racial description, Feat, or Perk. Most characters can
swim at a rate equal to their move. Swimming, unlike normal movement,
always takes an action. If no other action besides swimming is
undertaken, the rate is doubled.
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Dealing and Healing Damage
Dealing Damage
When a target has been hit, the attacker rolls damage and the target’s Soak
score is subtracted from the damage. The player or GM then checks the
Wound Level chart below to see how badly the target was wounded.

Damage* > Wound Wound


Soak by: Level Effects
0 or less Unharmed None.
1 to 3 Dazed -1D for all remaining actions for the cur-
rent round and the next round.
4 to 8 Wounded -1D to all actions until healed.
4 to 8 Severely -2D on all actions until healed.
Wounded**
9 to 12 Incapacitated As a free action before losing conscious-
ness, the character may try to stay "in the
fight" with a Moderate (15) Stamina roll.
If successful, he or she may continue to
act, but with a -3D penalty. A failed
check means the character falls uncon-
scious for 10D minutes.
13 to 15 Mortally The character is near death and immedi-
Wounded ately knocked unconscious. Roll the
characters's Might each round; the char-
acter dies if the roll is less than the num-
ber of minutes he or she has been
Mortally Wounded.
16+ Dead The character has perished.
*Note: Any additional damage less than or equal to the character’s current
Wound Level moves him or her up one level.
**Note: A character is Severely Wounded if the result is between 4 and 8
and he or she is already Wounded.

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Natural Healing
If a wounded character rests, he or she is allowed a Might check, and if suc-
cessful, heals a Wound Level. The frequency of the check depends on the
severity of the character’s wounds.

Natural Healing
Wound Level Frequency Might TN
Dazed 1 minute automatic
Wounded 3 days 6
Severely Wounded 3 days 6
Incapacitated 2 weeks 8
Mortally Wounded 5 weeks 9

Assisted Healing
Characters with the Medicine skill can attempt to help others heal more
quickly. A skill check may be made once per day for each patient treated. On
a successful roll, the patient heals one Wound Level.

Assisted Healing
Wound Level Frequency Medicine TN
Dazed Immediate Easy
Wounded 1 day Moderate
Severely Wounded 1 day Moderate
Incapacitated 1 day Difficult
Mortally Wounded 1 day Very Difficult

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Stun Damage and Recovery
Some weapons do not physically harm the target, but only render a character
incapacitated for a short while. When a target has been hit by a stun weapon,
the attacker rolls damage and the target’s Soak score is subtracted from the
damage as usual. The player or GM then checks the Stun Level chart below
to see how badly the target was stunned. Multiple stuns are not cumulative,
but take the worst single case.

Damage > Stun Stun


Soak by: Level Effects
0 or less Unharmed None.
1 to 8 Stunned -1D on all actions for 2D rounds.
9+ Severely The character is knocked unconscious
Stunned for 2D minutes.

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Scaling
Not all objects are on the same scale. Humans
and horses may be close enough to be equals,
but humans and dragons aren’t. When
dealing damage to a smaller scaled target or
resisting damage inflicted by it, the larger
adds the difference in modifiers to their
die rolls or static defenses. Smaller
scaled targets attempting to dodge
attacks from or actually attempting
to attack a larger scaled opponent
add the difference to their
dodge and attack rolls.

Scale Modifiers
Scale Modifier
+0D: Character, Animals None
+2D: Air Cycle, Car, Little Dragon, Wagon +2D to Hit & Damage
+6 to Dodge & Soak
+4D: Big Dragon, Galley, Mecha, Tank +4D to Hit & Damage
+12 to Dodge & Soak
+6D: Fighter, Lt. Transport, Heavy Mecha +6D to Hit & Damage
+18 to Dodge & Soak
+12D: Capital Ship, Elder God, Space Station +12D to Hit & Damage
+36 to Dodge & Soak
+24D: Mega Space Station, Planets +24D to Hit & Damage
+72 to Dodge & Soak
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Example: Scaling
Tommy fires his AR-15 rifle (a +0D scale weapon) at a car (a +2D scale
target) as it drives away. Tommy get a +2D bonus to his Rifle skill roll to hit
the relatively large target. Because it’s big and therefore resistant to damage,
however, the car adds +6 to its Soak.
A main battle tank is trying to hit Shym (a +0D scale target) with its main
cannon (a +4D scale weapon). Because she is relatively small, Shym’s Dodge
total gets a bonus of +12. If the strike lands, however, Shym is in big
trouble because the tank adds +4D to its damage roll.
Piloting his Hammer-class space fighter, Ajax is targeting a mega space
station (a +24D scale target) with his laser cannon (a +6D scale weapon).
Ajax adds +18D to strike (24D scale for the mega space station, minus 6D
scale for the fighter) the huge target, but the mega space station gets to add
+54 to Soak (72 minus 18).
A Rage-1 helicopter gunship uses its minigun (a +6D scale weapon) to
strafe an Ares mecha (a +4D scale target). The mecha adds +6 to its Dodge
(18 minus 12). If the gunship lands a hit, it adds +2D to its damage roll (6D
minus 4D).

Fate Points
Fate Points are earned through superior play and given as an incentive by the
GM to help encourage the style of action desired in a game. If a character
makes a clever quip using the “in-game” jargon that makes everyone laugh
without disrupting play, that may be worth a Fate Point. Unless completely
against the nature of the game played, extremely clever ideas and grand
heroic deeds should always be rewarded.
Characters start with 1 Fate Point. Fate Points provide a variety of
options, but once spent the point is lost. Some possible Fate Point effects
include:
Strong Roll. Gaining a +6 to any single roll; up to 3 points may be used
at one time when using this effect. Note that the Fate Point must be spent
prior to the roll.
Just a Flesh Wound. Once per combat a Fate Point can be used to
reduce the severity of a character’s wounds by one level.
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Get Lucky. Make a small, fortuitous change to the character’s location
(e.g. locating an unlocked window, finding a can of WD40 and a roll of
duct tape, etc.).
Get a Clue. Sometimes players are at a loss or think they might have
missed something. This gives them the option to find that detail that they
would have otherwise missed.

Character Advancement
At the end of each session, the GM awards each character a number of
Character Points (CPs). The number of points given per session typically
varies from 3 to 7 depending on drama, danger, success, and fun! CPs are
used to improve skills and attributes, and represent a character’s development
and growth over time.
Spending Character Points
Improving Skills. Any skill may be increased one pip by spending a
number of CPs equal to its current number of whole dice. No skill may
be increased more than one pip per session. Skill specializations cost only
half as much to raise, rounding up.
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Gaining Skill Specializations. A skill specialization may be learned by
spending CPs equal to the base skill’s current number of whole dice. This
gives the character the specialization at a skill level +1D over the base
skill. Only one specialization may be learned per session. Remember that
combat skills and the Advanced Class skills such as the Epic skill don’t
usually allow for specializations.
Improving Move. A character’s base Move score can be improved one
point by spending a number of CPs equal to the current Move. Move may
be increased by only one point per session, and may be increased a total
of three points, total. Game Masters may allow for further increases at
increased CP cost at their discretion.
Improving Attributes. Character points are also used to improve
attributes. This costs 10 times the number of dice a character has in the
attribute to raise it one pip. All skills under this attribute also improve by
one pip.

Example: Character Advancement


Varnir the Terrible has an Axe skill of 4D+1, so spending 4 CPs increases
that skill to 4D+2. He also has a skill specialization in Ride: Dire Beast of
5D+2, so he must spend 3 CPs (half of 5, rounded up) to increase that
specialization to 6D.
Varnir’s adventuring big sister, Helgir the Large, has a Medicine skill of
3D+1. Because she doesn’t usually have access to modern medical
equipment or gear, Helgir decides to focus on healing with natural elements
and takes the Medicine: Holistic specialization. She spends 3 CPs and gains
the specialized skill at 4D+1.
Varnir’s partner, Two-Step Carl, has a base Move of 15 and wants to get a
little faster. He cashes in 15 CPs and increases his base Move to 16.
Their sneaky companion, LoLo, has an Agility score of 3D+2 and wants to
increase it to 4D, so she must save up and spend 30 CPs to achieve that
bump. This also increases all of her Agility skills, such as Sneak and
Acrobatics, and even skill specializations tied to Agility, by one pip.

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2.2Epic Mechanics
There is no such thing as magic, but an amazing side effect of The Fall is the
introduction of seemingly supernatural phenomena to what was once a very
mundane Earth. Free of the control of the Gates, Breaches pour a substance
known as Aether into the world. This undetectable substance is theorized to
be the most basic component of the universe and all dimensional space. It is
the element that composes all of time, space, matter, and energy. Although
they did not realize it at the time, it was this substance that 21st century sci-
entists and engineers unwittingly tapped in order to enable Gate travel.
A small percentage of humans and aliens, either as individuals, families, or
entire races, have the ability to manipulate Aether through force of will to
stunning results. Aether Feats, or simply Feats, are the magical, psionic, and
other paranormal abilities of Breachworld. The parlance varies from place to
place, but the most common name for those that can manipulate Aether to
startling effects is Epics. They are also known as Adepts, Wizards, Mystics, or
Psychics.
The Paranormal in Breachworld
The existence of the supernatural is a fact of life on Earth after The Fall. It is
not the primary focus of this core RPG, but the mechanics have been in-
cluded herein for the sake of completeness. Like other aspects of “kitchen
sink” gaming where all genres are thrown together into one world, the ma-
nipulation of Aether and the performance of Feats will be expanded in fu-
ture supplements, just like there will be supplements for things like mecha
combat, cybernetics, and human augmentation. Players and Game Masters
may then select which pieces of the world they would prefer to incorporate
into their games. So, if Rule #1 is best satisfied by excluding Epics from your
game, feel free to cut it out.

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Performing Feats
All Feats have a Target Number (TN) listed in their descriptions. Epics roll
the Epic skill to determine success. Only one Feat may be attempted per turn.
Success on the roll means the Feat is suc-
cessful; see each Feat description for the
exact effect achieved. On a failed roll,
the Epic temporarily suffers a -1D
penalty to his or her Epic skill.
Further failures increase the
penalty. One hour of rest
with no interruption re-
moves all penalties.

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Feats Requiring Multiple Actions
Some Feats require additional actions to be taken after activating. For ex-
ample, throwing a fireball requires the Epic to activate the Feat with one ac-
tion, and then hit the target by making a Throw skill check with a second
action. The Epic may wait until the next turn to throw the fireball or may opt
to suffer the -1D penalty for multiple actions and do both in one turn.
Concentration
Some Feats require the Epic to maintain concentration for the Feat to remain
in effect. Each Feat maintained counts as one action for the purpose of de-
termining penalties for multiple actions.
Beginning Feats & Learning More
As discussed in Step 3 of the character creation process (Chapter 1.1), a new
Epic immediately knows any two Aether Feats of choice. Learning a new
Feat costs 4 CP, and an Epic may learn any Feat of his or her choosing. A
maximum of one new Feat may be learned after each session.
Aether Feats
The following descriptions group various Feats into general categories (Air
Manipulation, Heat Manipulation, Space-Time Manipulation, etc.) for the
sake of organization. Generally speaking, any Epic can learn any Feat without
restriction, though some Perks may make the character better at some types
than others, and some Complications may restrict the availability of Feats.
Stat blocks include the following:
TN: The Target Number that must be met or exceeded for the Epic to
successfully perform a Feat.
Duration: How long a Feat lasts before it fizzles out. A duration of “in-
stant” means that it occurs in a moment, while a duration listed as “con-
centration” allows the Epic to maintain the Feat so long as his or her
focus is not interrupted.
Range: At what distance the Epic may perform the Feat. A range of
“self” indicates that it may only be performed on the Epic’s own person.
A range of “touch” requires physical contact with the target.
Resisted: How a target can attempt to prevent the Feat from taking place.
This usually applies to supernatural effects being placed on a person
against the target’s wishes. Some Feats, such as Laser Blast, cannot be res-
isted, but can be dodged or otherwise defended.
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Air Manipulation
A combination of the manipulations of matter and energy, the air and atmo-
sphere can be controlled or altered by the will of an Epic.
Broadcast
TN: 16
Duration: Concentration
Range: 500 foot (150 m) radius
Resisted: None
Around the Epic, the atmosphere is manipulated to enhance the sound of his
or her voice as if over a public address system. The Epic’s normal speaking
voice is sufficient to be heard across the area of effect.
Control Weather
TN: 35
Duration: Concentration
Range: 2500 foot (760 m) radius
Resisted: None
The Epic manipulates atmospheric Aether to dictate the weather to be hot,
cold, snowy, rainy, foggy, or calm as desired. Natural disasters and extreme
events such as hurricanes or tornadoes may not be created or dispelled.
Fog
TN: 12
Duration: 20 minutes
Range: 50 foot (15 m) radius
Resisted: None
The Epic creates a thick fog around him or herself, reducing visibility and af-
fecting cover as appropriate.
Shriek
TN: 8 + Resist Roll
Duration: Instant
Range: 50 feet (15 m), line of sight
Resisted: Might
This Feat manipulates the Aether making up the air around the Epic to amp-
lify his or her scream, resulting in a piercing shriek directed at a single target
within line of sight. The sound is loud and intense enough to disorient the
target, causing it to be Stunned for 1D+2 rounds if failing to resist.
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Sphere of Silence
TN: 11
Duration: Concentration
Range: 10 foot (3 m) radius
Resisted: None
The air molecules in the radius around the Epic are prevented from vibrating,
resulting in absolute silence. No noise can be made, spoken, or heard.
Vaccuum
TN: 22
Duration: 10 minutes
Range: 5 foot (2 m) radius, up to 50 feet (15 m) away
Resisted: Special
The Epic isolates a small area and converts the air within that space into free
Aether, creating a vacuum and all related effects, including an inability for
anyone caught within its area of effect to hear or speak. Most notably, any-
thing unable to escape the area and without a reserve supply of oxygen will
begin to suffocate, requiring a Might check against a TN of 5, plus one per
each additional round. After the duration ends, air immediately flows back
into the affected area.
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Biochemical Manipulation
Because Aether makes up all matter and energy, that includes things like
neural impulses and physiological responses. These Feats involve an Epic
manipulating that Aether in a person or creature, or even the Epic’s own
Aether, to achieve some sort of biological or neurological effect. Feats may
induce a certain feeling in the target, link two minds, or even allow the Epic
to control the body of another person.
Beast Tongue
TN: 19
Duration: Concentration
Range: Self
Resisted: None
The Epic can communicate with animals via a crude sort of telepathy; this is
not an ability to command or control. The animal can give and receive im-
pressions and some basic information, but only within the limits of its natural
perception. This limits their abilities as scouts or agents of the Epic, as com-
plex thoughts and the interpretation of instructions are beyond most animals.
Heal
TN: Special
Duration: Instant
Range: Touch
Resisted: None
The Epic must concentrate for 6 rounds before using this Feat. The TN is 15
when attempting to heal anyone Wounded or Severely Wounded, 19 for In-
capacitated characters, and 23 for those Mortally Wounded. Success reduces
the Wound Level by one. If used more than once per day on a target, the
Target Number of additional checks increases by +10 for each attempt.
Induce Fear
TN: 8 + Resist Roll
Duration: Concentration
Range: 100 foot (30 m) radius
Resisted: Courage, or Wit
The Epic manipulates the brain chemistry of his or her targets to induce a
primal fear. This Feat affects as many targets as the character has dice in the
Epic skill. Targets defend individually, and effectively become Stunned if they
fail to resist. Effects last as long as the Epic maintains concentration.
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Hallucination
TN: Special + Resist Roll
Duration: Concentration
Range: 50 foot (15 m) radius
Resisted: Wit
Hallucinations create false sensory perceptions in the minds of the affected.
These can be visions, sounds, or even smells. The target number is 15 plus 2
for every person targeted after the first, plus the targets’ individual Resist
Rolls. Particularly detailed or complex hallucinations may have an increased
TN at the GM’s discretion. Compare results for each person individually to
see if they are affected. GMs may wish to roll for the highest Resist first and
if that person fails, consider all to have failed.
Paralysis
TN: 15 + Resist Roll
Duration: 1 hour
Range: 150 feet (45 m)
Resisted: Might
The target’s body Aether is disrupted and the target becomes paralyzed,
freezing in place.
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Possession
TN: 25 + Resist Roll
Duration: Concentration (special)
Range: 500 feet (150 m)
Resisted: Charm
The Epic takes control of the physical body of a single character or creature.
The Epic may make the possessed being take any physical action it is capable
of, but can’t make it use Feats or Perks. The possessed being uses its own
Might and Agility, but skills depend on those of the Epic. The possessed may
contest the Epic for control each round.
Slumber
TN: 10 + Resist Roll
Duration: 1 hour
Range: 30 foot (9 m) radius
Resisted: Wit, or Epic skill if applicable
The Epic induces victims’ bodies to fall into a deep slumber. The Epic can
affect up to as many targets as he or she has dice in the Epic skill. Targets
resist individually, falling into a deep sleep on failure.
Still Mind
TN: 13
Duration: Concentration
Range: Self
Resisted: None
The Epic is protected from all Feats that influence, detect, or read emotions
and thoughts.
Telepathy
TN: 15 + Resist Roll
Duration: Concentration
Range: 50 feet (15 m)
Resisted: Charm
When cast, the Epic can hear the thoughts of any one person within range,
as well as project his or her own thoughts to that person; language is no bar-
rier to communication.

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Electricity Manipulation
By utilizing these Feats, an Epic can convert free Aether to electrical energy
and back again.
Depower Object
TN: 18
Duration: Permanent
Range: Touch
Resisted: None
Electrical energy is converted into Aether, which depowers a cell or other
reservoir of power. This Feat can nullify a power source for most common
items, such as a screen, flashlight, or radio. More powerful cells used in direc-
ted energy weapons or vehicles, as well as equipment that generates electricity,
are not significantly affected.
Electric Field
TN: 20
Duration: Instant
Range: 20 foot (6 m) radius
Resisted: None
A field of electric energy is generated around the Epic, potentially injuring
any caught within the radius with a moderate electric shock. The damage is
not usually lethal, but is often enough to daze or wound those affected. Tar-
gets within the radius are denied an opportunity to Dodge. A successful hit
inflicts 3D damage and bypasses conventional body armor.
Interference
TN: 18
Duration: Concentration
Range: 200 foot (60 m) radius
Resisted: None
The Epic produces electromagnetic interference, which disrupts electronic
instruments and radio communications for all such equipment within the ra-
dius, including that of the Epic and his or her allies. While the Feat is active,
everyone within range suffers a +15 added to the TN for skills such as Com-
puter, Navigate, and Science when attempting to use communications or
sensory equipment.

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Lightning Bolt
TN: 23
Duration: Instant
Range: 150 feet (45 m)
Resisted: None
A bolt of lightning arcs between the Epic’s hand
and a single target within line of sight; targeting
requires the use of the character’s Throw skill.
Targets may make a Dodge check to avoid being
hit. A successful hit inflicts 5D damage and by-
passes conventional body armor.
Magnetic Telekinesis
TN: 25
Duration: Concentration
Range: 150 feet (45 m)
Resisted: None
This Feat is a limited form of Telekinesis
that allows the Epic to manipulate Aether
to create magnetic fields. As a result, the
Epic can move up to 50 lbs (23 kg) of
ferrous material per die in Epic up to 30
feet (9 m) per round. Living beings may
resist having items pulled away from
them or otherwise manipulated
with a Might check against the
Epic’s roll. Note that many mod-
ern materials, such as ceramics
and metallic alloys, are often not
magnetic.
Power Electronics
TN: 15
Duration: Concentration
Range: Touch
Resisted: None
The Epic generates enough electricity to power an electronic device. The
amount of power generated is equivalent to that available from a wall outlet
or small generator, able to power most commercial appliances, computer
hardware, or the minimal functions of an electronic vehicle.
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Stun Bolt
TN: 18
Duration: Instant
Range: 50 feet (15 m)
Resisted: None
Aether is converted to electrical energy similar to that used in modern ion
weapons, which can achieve a similar stun result. The Epic’s Throw skill is
used against a target, who is then in turn allowed a Dodge to avoid damage.
A successful hit produces 4D of stun damage and bypasses conventional
body armor.
Heat Manipulation
These Feats allow the Epic to exert control over heat and cold by transform-
ing free Aether into heat energy, or vice versa.
Body Heat
TN: 19
Duration: Concentration
Range: Self
Resisted: None
After one round of preparation (during which time the Epic can take no ac-
tion), the Epic turns this Aether-manipulating power inward and makes his or
her skin red-hot. The character is unharmed, but anything touched suffers
burns as if touched by hot coals. The character’s touch does 3D damage;
punches and kicks do +1D in damage from the burning heat.
Chill
TN: 12
Duration: 20 minutes
Range: 100 feet (30 m)
Resisted: Might
This Feat causes the target to instantly become chilled to the bone and must
make a Might check against the Epic’s Epic skill or be Stunned for the dura-
tion; add +2D to the Epic’s skill roll if the Feat is administered by touch.
Dedicated effort to warm the target cuts the duration in half.

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Extinguish Fire
TN: 13
Duration: Instant
Range: 100 feet (30 m)
Resisted: None
This Feat allows the Epic to instantly extinguish any individual fire within
range. The size of the fire is limited to +2D scale flames, meaning that any
flame up to the size of a car or wagon can be affected. Larger flames, such as
large structure fires, are not affected.
Feed Fire
TN: 10
Duration: 4 hours
Range: 20 feet (6 m)
Resisted: None
In an environment where a fire
would not normally burn, such
as without oxygen or in damp
conditions, the Epic is able to
feed the fire to maintain its
strength. The size of the fire is
limited to that of a large campfire.
Fireball
TN: 23
Duration: Instant
Range: 100 feet (30 m)
Resisted: None
The Epic creates a ball of fire energy, which he or she may then hurl at a tar-
get using the Throw skill. The target may attempt to Dodge to avoid damage.
A successful strike does 5D in damage and sets combustibles aflame.

Optional Rule: Increasing Feat Damage


At the GM's option, a player may attempt to increase damage done by an
Aether Feat such as Fireball, Laser Blast, or Stun Bolt by opting to increase
the Target Number. An increase of +6 to the TN will add +1D to Damage.
Damage may be increased by a maximum of 50% of the base damage.
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Heat Radius
TN: 20
Duration: Concentration
Range: 20 foot (6 m) radius
Resisted: Might
This Feat requires one round of concentration to attempt. The area sur-
rounding the Epic gets hotter and hotter as more and more heat energy is
generated. Everyone in the radius except the Epic, friend and foe alike, must
resist 1D of damage for the first round, plus up to an additional +1D for
each subsequent round as long as the Epic maintains focus. Maximum dam-
age is equal to the character’s Epic skill. Conventional body armor is not ef-
fective.
Resist Heat
TN: 19
Duration: 1 hour
Range: Touch
Resisted: None
When this Feat is
performed, the
target is granted
a +2D bonus to
resist damage
from heat and fire.
Spontaneous
Combustion
TN: 15
Duration: Instant
Range: 100 feet (30 m)
Resisted: None
The Epic creates enough heat energy to
cause flammable materials to suddenly
ignite.

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Kinetic Manipulation
Aether is converted into kinetic energy, introducing forces of movement to
an object or to the Epic. Likewise, kinetic energy may be transformed back
into Aether to suspend motion or arrest momentum.
Accelerate
TN: 10
Duration: Instant
Range: Self
Resisted: None
By converting Aether into kinetic energy, the Epic can throw something
much harder than he or she normally could. Add a bonus of +1D to the
damage of any thrown object.
Break Fall
TN: 8
Duration: Instant
Range: Touch
Resisted: None
The Epic dissipates his or her own kinetic energy back into free Aether at the
moment of impact after a fall. This means that the Epic can fall or jump
from any height and receive no injury whatsoever, as well as extending the
effect to anyone or anything that he or she is in contact with.
Deflect Projectile
TN: 10 + Attack Roll
Duration: Instant
Range: 50 feet (15 m)
Resisted: Special
The kinetic energy of a projectile such as a bullet, arrow, baseball, or other
such object is partially affected by the Epic, effectively deflecting it away from
its target and sending it off harmlessly in another direction. This is achieved
through a contested roll. The Epic must roll his or her Epic skill to beat the
TN of 10, plus the attacker’s roll to strike (e.g. Mavis the Terrible throws a
spear at Apoc Bill. Mavis’s Throw total is 11, so Bill needs a 21 or better to
deflect the strike). The Epic may attempt to deflect a projectile aimed at an-
other person, or something aimed at the Epic.

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Fly
TN: 23 (or 15)
Duration: Concentration
Range: Self
Resisted: None
While concentration is maintained,
the Epic can fly at a rate of 90 feet
(30 m) per round. The character
may hover and carry up to his or
her own weight aloft. If the char-
acter only wishes to levitate ver-
tically, the TN of the Feat is
reduce to 15.
Increase Gravity
TN: 18 + Resist Roll
Duration: Concentration
Range: 50 foot radius (15 m)
Resisted: Might
The gravity affecting a number of
targets is amplified, slowing or
even preventing movement and
overburdening all that are affected. Any targets making their Resist Rolls
continue to move at half speed and to carry double their own weight. Those
that fail to resist are overcome by the increased gravity and fall, and are un-
able to take any physical action. The Epic can affect as many targets within
the radius as he or she has dice in the Epic skill; each target resists individu-
ally.
Kinetic Suspension Field
TN: 35
Duration: Concentration
Range: 10 foot (3 m) radius
Resisted: None
Using this Feat, the Epic reverts all kinetic energy into Aether, effectively ar-
resting any and all movement within the sphere of influence, including the
Epic’s own. Nothing can move within the area of effect, and any physical
object attempting to enter the radius will immediately stop as it approaches.
Other forms of energy, such as light or electricity, are not affected.

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Push
TN: 15
Duration: Instant
Range: 50 feet (15 m)
Resisted: Might
The Epic mentally shoves another person or object, potentially knocking the
target over. The force of the Push is equal to a Might check equal to the
character’s Epic skill.
Telekinesis
TN: 31 + Special
Duration: Concentration
Range: 150 feet (45 m)
Resisted: None or Might
The Epic may move up to 50 lbs (23 kg) per die in Epic up to 30 feet (9 m)
per round. Living beings may resist using Might.

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Light Manipulation
These Feats involve taking raw Aether and converting it into light energy, or
reverting light energy back into Aether. This can allow an Epic to exert some
measure of control over light and darkness.
Dark Vision
TN: 23
Duration: 1 hour
Range: Self or Touch
Resisted: None
The target can see 60 feet (20 m) in the dark, even in total darkness.
Flash
TN: 10 + Resist Roll
Duration: Instant
Range: 10 foot (3 m) radius
Resisted: Might
A brilliant flash of light emanates from the Epic, capable of stunning anyone
that sees it. Anyone within the effective radius that fails to resist is Stunned
for 2 rounds.
Hologram
TN: 30
Duration: Concentration
Range: 100 feet (30 m)
Resisted: None, or Wit
The Epic creates a complex construct of light in three dimensions. This light
can appear opaque, but has no physical substance. Limited motion is possible,
but whatever appears can make no sound. There is normally no Resist Roll,
as anyone that sees light in the normal spectrum will see the image. However,
if attempting to use the hologram to deceive, intimidate, or otherwise con-
vince someone that the object is genuine, the target may make a Will check to
determine whether or not they believe the image is more than just a projec-
tion. GMs may modify the Resist Roll as appropriate to the situation and the
presentation of the hologram.

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Invisibility
TN: 27
Duration: Concentration
Range: Touch
Resisted: None
This Feat renders the Epic almost
totally unseen, granting a +5D bonus
to Stealth as long as Concentration is
maintained. The Epic may make others
invisible along with him or herself, but
touch must be maintained, or else the
others become visible. As many people
may be affected as the Epic has dice in
the Epic skill.
Lantern
TN: 10
Duration: 1 hour
Range: Self
Resisted: None
The Epic creates a hand-held orb of
light with brightness equivalent to a
lantern. Just like a real lantern, it can be
dimmed, moved about within arm’s
reach, or placed somewhere and left
behind. Only the Epic (or another Epic
with this Feat) can manipulate the light.
Laser Blast
TN: 20
Duration: Instant
Range: 300 feet (90 m)
Resisted: None
A blast of focused light energy is gen-
erated from the Epic’s hand to its tar-
get in the same manner as a directed
energy weapon. The Epic attempts to
strike using the Throw skill, while tar-
gets may attempt to evade by making a Dodge check. A successful hit does
4D damage, which is resisted with a Might check as normal.
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Snuff Light
TN: 11
Duration: Concentration
Range: 100 feet (30 m) line of sight
A single source of light, be it a campfire,
flashlight, street lamp, or infrared target-
ing system, is immediately made dark.
The object will continue to emit no light
as long as the Epic concentrates on the
source.

Matter Manipulation
Matter is made up of Aether, and so can
be controlled by the Epic. Objects can
be created or altered, or even disinteg-
rated by dispersing the Aether that
forms them.
Aether Weapon
TN: 19
Duration: 1 hour
Range: Self
Resisted: None
The Epic creates a powerful hand-held
weapon made entirely of Aether. It has
physical form and density, but also
courses with a sort of unrefined energy.
The type of weapon is determined by
the Epic, but is usually a sword, axe, or
spear. Regardless of the type of weapon,
it does +3D damage. The weapon re-
quires physical contact with its creator,
so it cannot be thrown, dropped, or lent
to another.

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Animate
TN: 31
Duration: Permanent
Range: Touch
Resisted: None
The Epic touches a dead animal, humanoid, or other creature giving it unlife
as a zombie or skeleton, depending on the corpse’s condition. Undead cre-
ated this way are slow-moving, have half the Might and Move that they did in
life, but posses unlimited Stamina, cannot be Dazed or Stunned, require no
sustenance, feel no pain, and can be controlled by the creator’s Command
skill. When destroyed, they crumble to dust and are unable to be reanimated.
Armor
TN: 22
Duration: 1 hour
Range: Self or Touch
Resisted: None
This Feat creates a full suit of armor for the Epic, or another target by touch.
The armor is simple, does not offer any environmental protections, and still
has weight, but is comparable to most conventional armor commonly avail-
able. The material is a generic gray metal of a single color of the Epic’s
choosing, and consists of a helmet, chest and back plates, and coverings for
upper and lower arms and legs. Provides an Armor Value of +4.
Conjure Simple Object
TN: 14
Duration: Permanent
Range: 10 feet (3 m)
Resisted: None
The Epic must concentrate for 10 rounds to use this Feat. The Epic coalesces
free Aether through force of will, creating a simple object from “thin air.”
The object must be solid, without ornamentation, and cannot include any
moving parts. It can be composed of a common material, such as wood,
metal, or stone, but is a generic form of that material and may not be spe-
cifically created as any specific type (oak, silver, obsidian, etc.). It must be
lightweight and small enough to be easily carried in two hands. Common ex-
amples include such items as a bowl, sword, staff, crowbar, or wagon wheel.
Any weapon created using this Feat is of inferior quality.

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Create Food
TN: 15
Duration: Permanent
Range: 10 feet (3 m)
Resisted: None
The Epic must concentrate for 6 rounds to use this Feat. The character can
conjure edible food from the Aether. It comes in the form of a nutrient-rich
loaf, like very dense and flavorless bread. The Feat creates one small loaf,
which provides sufficient nutrition for one meal for one adult.
Create Water
TN: 10
Duration: Permanent
Range: 10 feet (3 m)
Resisted: None
The Epic must concentrate for 4 rounds to use this Feat. This Feat allows the
Epic to convert Aether into 8 ounces (240 ml) of pure, clean water. It re-
quires a container to fill, or it will simply spill onto the ground.
Death Spell
TN: 35
Duration: Instant
Range: 30 feet (9 m)
Resisted: Special
This Feat seeks to disrupt the Aether that makes up a person’s very being,
potentially killing the target. If successfully cast, the Epic rolls his Epic skill
without his Wit attribute for damage. The target resists using only Might. For
example, Melkot casts Death Spell on Tamore. Melkot has a Wit of 4D and
10D in Epic. Melkot would roll 6D for damage (10D – 4D) and Tamore
would resist with his Might.

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Disintegrate
TN: 25
Duration: Instant
Range: Touch
Resisted: Body, Might, or Armor Value as applicable
The Epic attempts to turn matter back into free Aether, causing damage to
the object; only inanimate objects are affected. To determine the damage
done, the Epic rolls his or her Epic skill versus the Body of the object. If the
object does not have a Body score, scores such as Might or Armor Value may
be used to resist.
Growth
TN: 23 + Special
Duration: 10 Rounds
Range: Self
Resisted: None
The Epic substantially increases in size. Each additional scale increase adds
+10 to the TN. (e.g., for a human to grow to the size of a dragon would re-
quire 2 scale increases, making the TN 43).

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Mask
TN: 13
Duration: 1 hour
Range: Self
Resisted: None
This Feat allows the Epic to hide his or her features by use of a mask created
entirely from the Aether. As a paranormal construct, it cannot be removed
from the Epic while conscious and the duration is still in effect.
Space-Time Manipulation
The Aether that makes up the flow of time or regulates spatial, or even di-
mensional relationships can be worked to the Epic’s will. The passage of time
can be sped up or slowed down, and the space between dimensions can be
secured or rendered meaningless. This includes the manipulation of Aether
that is not natural, meaning that it has been altered by another Epic.
Dispel Aether Feat
TN: Special
Duration: Permanent
Range: 30 feet (9 m)
Resisted: None
The Epic undoes any single Feat or Aether effect. The target number is five
higher than the Feat being targeted (e.g. Hasten has a TN of 23, so to dispel
that Feat requires a TN of 28). Some things cannot be dispelled, such as
healing, resurrection, or the conjuring of permanent physical objects.
Divination
TN: Special
Duration: Concentration
Range: Self
Resisted: None
The Epic can attempt to see the future or the past. The immediate future or
past normally has a TN of 25 while more distant events have a higher TN.
For instance, seeing a year into the future may have a TN of 45 while a year
into the past is only 35. If attempting to divine about specific objects or
people that are not present, the difficulty goes up by 10.

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Hasten
TN: 23
Duration: 5 rounds
Range: Self or Touch
Resisted: None
The Aether that forms space-time around the target is altered, resulting in
improved response time for anyone affected. Targets have their multiple ac-
tion penalty reduced by 1D. The effects of multiple Hasten Feats don’t stack.
See Aether Aura
TN: 15
Duration: Concentration
Range: 30 feet (9 m)
Resisted: None
The Epic can see a distinct glow on anything that is under the effects or in-
fluence of the paranormal, such as an Aether construct, possession, or a be-
ing made invisible by another Epic.
Sense Aether Feat
TN: 16
Duration: Concentration
Range: 100 feet (30 m)
Resisted: Epic
Being so in tune with the Aether, the character can detect when and where
another Epic is performing a Feat. Success indicates an awareness of the
presence of the Feat, as well as the general direction, like a divining rod. The
type of Feat being used is not made known to the Epic. Other Epics may
resist being discovered by way of their Epic skill.
Sense Breach
TN: 14
Duration: Concentration
Range: Varies
Resisted: None
Breaches are tears in space-time, making them relatively easy to detect at a
distance for a trained Epic. To detect a Breach within 1000 feet (300 m), the
base TN of 14 applies. Add +5 to the TN for every doubling of the effective
range (e.g. TN of 19 for 2000 feet, 24 for 4000 feet, 29 for 8000 feet, etc.).

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Slow Time
TN: 26
Duration: Concentration, up to 6 rounds
Range: Self
Resisted: None
The Epic alters the flow of time, allowing for him or her to conduct twice as
many actions as normal as long as Concentration is maintained. This means
the Epic can take double the moves or perform twice as many skills within
the time limit.

Teleport
TN: Special
Duration: Instant
Range: Self or Touch
Resisted: None
Epics can instantly transport themselves or other beings to a designated des-
tination at any distance. Unwilling subjects cannot be teleported. The base
TN is 30 for one target, plus 5 more for each additional target. An Epic may
not teleport to any place he or she has not seen before.
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2.3 Vehicle Rules
Vehicles are a big part of any RPG for characters that want to get from place
to place, enjoy action and adventure at high speeds, or really take damage and
destruction to the next level. Breachworld is no different, and so contains
rules for everything from blowing up an opponent to fleeing from one.

Vehicle Movement
Move dice represent relative speed
between vehicles of similar types.
Vehicles are divided into four broad Speed Factor Modifier
categories including Primitive
Craft/Muscle Powered, Motorized Primitive Craft/ +0D
Ground and Water Craft, Aircraft, Muscle Powered
and Spacecraft. Motorized Ground/ +2D
If vehicles of different categor- Water Craft
ies must compare speeds, such as a Aircraft +5D
fighter chasing a tank, or a bicycle
pedaling after a car, the faster vehicle Spacecraft +10D
is granted bonus Move dice based
on the difference in speed factors in
the provided chart.
Chases
When attempting to overtake or outrun an opponent the GM determines
what range you are at (Short/Medium/Long). Each turn each vehicle makes a
Drive/Pilot check, with the vehicle’s Move dice granting a bonus. The higher
roll either closes or increases the distance by 1 range as desired. If reduced
below short range you catch up, if increased beyond long range you escape.

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Ramming
When vehicles are at short range, a pursuer may try to ram. To successfully
ram, the pilot needs to roll higher than the target’s Drive or Pilot skill check.
If successful, both vehicles take damage equal to to the Body of the attacking
vehicle plus relative Move dice.

Vehicle Weapons
Some vehicles have weapons. Unless specified in their descriptions, they are
considered to be the same scale as the vehicle. Attacks are resolved in the
same manner as character versus character combat with the only difference
being that the characters use their Drive or Pilot skill in place of Dodge to
avoid being hit. Weapons that are part of a vehicle’s systems are usually fired
using Gunnery.
Multiple Weapons
on Vehicles Weapons Command Damage
When vehicles have more in Salvo Difficulty Bonus
than one weapon of a single
type, they can be fired as a 2 Very Easy +1
single salvo. This requires a 4 Easy +2
successful Command skill
roll with the difficulty based 8 Moderate +3
on the number of guns be- 16 Difficult +4
ing combined. Each doub-
ling of the number of 32 Very Difficult +5
weapons combined increases 64 Heroic +6
the damage by one pip.

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Vehicle Damage
If a strike is successful, the character rolls the vehicle’s Body to resist the
damage. Consult the following chart to determine how severe the damage is:

Damage Rolled Effect


Damage Roll ≥ Body Roll Temporary Effect (one round)
Damage Roll ≥ 2 x Body Roll Permanent Effect (repair required)
Damage Roll ≥ 3 x Body Roll Permanent Effect (part destroyed)

Once the severity of the damage is determined, the GM may roll randomly
on the the following chart or use common sense to determine which part is
damaged:

Roll 1D Damage Effect


1 Loss of Each time this occurs, the affected vehicle
Maneuverability loses 1D of MNV. This value can go
negative, becoming a penalty to the
driver’s skill roll.
2-3 System Randomly select a vehicle’s system and it
Damaged either becomes broken or loses 1D from
its rating (if applicable). Examples
include communications/radio, sensors,
shielding, sail, rigging, armor, etc.
4-6 Structural Damage The vehicle receives one wound level.
Treat these like character wound levels.
Mortally wounded vehicles stop running
and Dead vehicles are considered
destroyed.

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Repairing Vehicles
Characters may repair vehicles using the Repair skill, and specific specializa-
tions in types of vehicle repair. The difficulty and cost is determined on the
following chart. The cost is based on the price of a new vehicle.

Dice Lost Difficulty Cost Time Needed


1D Easy 10% 1 hour
2D Moderate 15% 4 hours
3D+ Difficult 20% 1 day

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2.4 Optional Rules
By its nature, Mini Six is highly customizable. With just a few choices you can
change it from a light hearted game of keystone cops to gritty survival hor-
ror. While it is always good to remember that all rules are optional when pre-
paring for the game, the following ideas are meant to help give you further
inspiration in adjusting the game to best fit your needs. In the end the only
hard and fast rule is Rule #1: have fun.
Higher Attributes at a Price
Under this rule, characters can select attributes above the normal limits of a
Player Race (e.g. 4D for humans), but advancement over the limit costs twice
as much as normal. For example, a GM declares attributes are purchased as
normal up to 4D but he allows higher attributes at a price up to 5D. A char-
acter who spends 6D in Might would record 5D as their Might attribute. An-
other character wants an Agility of 4D+2. This would cost him 5D+1
attribute dice.
Buying New Perks
If you have a good reason and the GM agrees, you may buy a Perk after play
has begun for 15 CP times the standard dice cost. Some Perks make no sense
to purchase; you don’t just wake up one morning with claws or a photo-
graphic memory.
Buying Off Complications
To get rid of a Complication, the GM will impose a price of at least 20 CP
(if he allows it at all) and you need a really good story, possibly even a quest
or adventure to justify it. Alternatively, as the story progresses player and GM
might agree to exchange an old Complication for a new one. Player Races
cannot typically buy off their Racial Complications.

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Alternate Weapon Skills
Rather than use skills for particular weapons, such as Sword, Axe, Handgun,
etc., weapon skills may be categorized by type of damage. Skill in using a
weapon that relies on the edge of a blade would be Slice, such as with a
hunting knife or broadsword. Skill in a weapon that relies on a point, like a
spear or a rapier or a dirk, would be Stab. Bash is used for blunt objects and
axes. Throw for spears, thrown knives, or rocks. Shoot for rifles, handguns,
and bows. Blast for heavy weapons. Some weapons may fall into multiple
categories, such as swords that are used as both slicing and piercing weapons.
In such cases, the player character uses different skills, depending on how the
weapon is utilized.
This method is quite broad and allows for players to be successful with a
large number of weapons within the same basic type. It is further suggested
that when using this type of skill system, the Game Master allow players to
take specializations in very specific types of weapons (e.g. Desert Eagle 0.50
AE as opposed to just Shoot, or Longsword as opposed to just Sword as a
specialization of Slice).
Encumbrance
Heavy and/or bulky armor may give penalties to perform certain checks or
skills. GMs may assign a penalty to Agility skills and checks as he or she feels
is appropriate to the type of armor and its weight, materials, and flexibility.
Recommended penalties range from -0 for very light armor, to -3 for slightly
awkward or medium armor, to -6 for cumbersome or heavy armor with lim-
ited mobility.

Game Design Note


I really like encumbrance rules, and I think this is a good one, but I did not
include it in the primary ruleset for the sake of simplicity. Putting in encum-
brance adds a level of complexity to equipment write-ups, every character
build, and a large percentage of skill rolls. It can increase the realism of a
game, but this game is very fast and cinematic, so I deferred to Rule #1. I
just didn’t think it added enough to the fun to be worth it. If you don’t mind
the extra work, then definitely run with this one.

Halfway There
To help speed up the game, if the number of skill dice in any skill is equal to
half the Target Number, the GM may consider it an automatic success.
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Rolling Limit
Some dislike rolling large numbers of dice, feeling the math slows down the
game. GMs may impose a limit on the number of dice rolled at any time. The
suggested cut-off is 5 dice. If a character has more than 5D on a roll, each
die beyond the rolling limit is converted to a +3 bonus. For example, a GM
has imposed a 5D rolling limit at his table. A character with 7D+1 in Rifle
shoots at a bad guy. He rolls 5 dice and adds 7 to the result.
Advancement Through Critical Success or Failure
There is no greater teacher than experience,
whether it is via a breakthrough success or an
epic failure. When a character attempts a skill Game Design Note
check and rolls either the highest possible roll
(straight 6s, including at least one 6 on a Wild I came up with this in a
Die reroll) or the lowest possible roll (straight dream, four years ago, so
1s), the player may immediately add one pip how could I not include it
to that skill. Only one skill may be advanced somewhere in the game?
in this manner per session, and only once.
High Skills Rolls Increasing Damage
When using this rule, damage is boosted by 1 point for every 5 points you
exceeded the Target Number to hit. If a warrior needed to beat a TN of 14
and rolled a 26 on his attack, this would increase the damage by +2 since the
target was beaten by 12. For increased deadliness, simply reduce the threshold
needed to increase damage. If every 3 points of success translates to +1
point of damage, highly skilled characters are made incredibly dangerous in
combat.
Massive Damage Option
If a character suffers two Wound Levels within a single round, not only do
the normal modifiers for the greatest level apply, the character also can do
nothing but defend or run away on the next two rounds. In either of these
rounds, the character may make an Easy Stamina or Willpower attempt, as an
action, to try to recover from the blow and shake off the penalty. If this is
declared as a multi-action for the round, then the character takes the
multiaction penalty. If not, and the Stamina or Willpower roll is successful,
the character may act as normal in the next round.

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Degree of Success Benefit
Degree of success can bring additional benefits if the GM allows. Use the
result points of the roll (the difference between the skill total and the diffi-
culty) to decide on the exact level.
Minimal (0). The total was just barely enough. The character hardly
succeeded at all, and only the most minimal effects apply. If “minimal
effects” are not an option, then maybe the action took longer than normal
to succeed.
Solid (1–4). The action was performed completely, but without frills.
Good (5–8). The results were better than necessary and there may be
added benefits.
Superior (9–12). There are almost certainly additional benefits to doing
an action this well. The character performed the action better, faster, or
more adeptly than expected.
Spectacular (13–16). The character performed the action deftly and
expertly. Observers would notice the ease or grace with which the action
was performed (if applicable).
Incredible (16+). The character performed the skill with such dazzling
quality that, if appropriate to the task, it could become the subject of
conversation for some time; it’s at least worth writing home about.
Gamemasters should dole out some significant bonuses for getting this
large of a roll.

Example: Degree ofSuccess Benefit


Savannah is exploring some woods, trying to use the Survive skill to forage
for food. She gets a minimal success and finds “subsistence level” food, just
barely better than garbage. Trying again the next day, she gets a spectacular
result; not only does she find good, wholesome food, but she finds enough
for two days instead of one.

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Part 3:

World Information

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3.1 Then and Now
The World
Excerpted from BRAC Indoctrination Guide (CDoc BRAC-010-0a4g)
Many believe that mankind has always lived as we do now, huddled and isol-
ated in the wilderness, hiding behind the high walls of petty kings, or con-
stantly moving from place to place in search of safety. However, our world
was not always covered with splits in the fabric of space and time. Earth was
not always an interdimensional shore to be invaded by inhuman races, horrif-
ic monsters, and alien plagues. Ours was once a great society. Our forebears
walked in glorious cities that are now crumbling ruins. Humanity once built a
world of beauty and science and peace, and then watched in horror as it was
all set ablaze by our own hubris and recklessness.
Lost History
What we know of our world’s history is thanks to generations of tedious ef-
fort, scouring old documents and datacards for crumbs of intelligence, and
bartering for bits of knowledge from passing travelers or eager treasure
hunters. From these scraps we piece together what we can about where our
people came from and try to understand our world. The sum total of all of
this research is what we call the Historical Record. Through careful study, we
have come to know much about Earth as it existed up until the early 21st
century.
The 2000s were shaping up to be much like the eras before. World leaders
continued to promise something new, only to deliver familiar disappoint-
ments. Fads and trends in health, psychology, and wellness came and went,
leaving nothing but dissatisfaction and cynicism. Ages of ill-defined wars,
economic turmoil, and environmental disaster took a massive toll on world-
wide morale. Optimism was nowhere to be found. People were ready for
change, but no one could seem to articulate what that change needed to be.
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That change would come very suddenly in the winter of 2012 and would
be credited with triggering a global Golden Age for humanity.
Gates and the Golden Age
On December 22, 2012, an international team of scientists introduced the
world to a method for safe and instantaneous transport across vast distances
using a new technology dubbed Gates. The specific science of how these
devices operated is well beyond my ability to relate to you, but the debut of
this new technology and the practice of its use are the best documented as-
pects of the times in our records.
Simply put, each of a matched pair of these archways could be placed

thousands of miles apart, where they acted like the entry and exit points of
an infinitely short tunnel. Someone could step through a Gate in New York
City and out of its counterpart in New Delhi as easily as stepping over the
threshold of his or her own front door.
The world was a bed of tinder for change and Gate travel was the spark
that lit the fire. Life was immediately and permanently changed by what social
commentators called the dawn of the Golden Age. So efficient and inex-
pensive was this new technology that it was quickly implemented across the
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globe. The world was suddenly a single community where distances no longer
separated cultures or isolated peoples. The propagation of art, science, and
business exploded to the benefit of all. The world became a more peaceful,
enlightened, and prosperous place with a thirst for even greater change.
Within three years of the discovery of Gate travel, government-operated
Gate Centers existed in every major city in the world. In eight years, Gates
overtook air, land, and sea freight as the principal means of transporting
goods over long distances. Within another decade, human Gate traffic ex-
ceeded airline traffic. By 2040, the perfect safety record for Gate travel led to
its worldwide deregulation, immediately after which independent commercial
Gate Centers sprouted up in smaller and smaller communities and in busy
industrial and business complexes until Gate travel became a local conveni-
ence. By 2055, a Gate could be found within 100 miles (160 km) of 90% of
the world’s population, with most people living within 25 miles (40 km) of at
least one Gate Center.
Unanswered Questions
In the Spring of 2063, a small coalition of scientists began to voice concerns
over the use of Gate travel. These critics pointed to what they perceived as a
lack of genuine understanding by the international scientific community
about how the Gates operated. There were just too many questions, they said,
that remained unanswered.
Their principal concern was that as Gate traffic increased over time, doc-
umented variances began to manifest in the reliability of the devices. Where
travel was originally instantaneous, a lag began to appear in the passing from
one Gate to another. This time gap, imperceptible to the traveler, varied from
a few seconds to a few minutes, and in isolated instances, a matter of hours.
This abnormality was first noted in the largest Gates used to convey cargo,
but was soon observed in Gates of all sizes. The lag did not appear to correl-
ate to any other known variable, such as distance traveled, the manufacturer
or operator of the Gates, or the frequency of their use. The scientific com-
munity was at a loss to explain these variances.
On November 28, 2065, the 100 percent safety record of Gate travel was
lost when three travelers stepped through a Gate in Kuala Lumpur, Malaysia
bound for Doha, Qatar and were never seen again. Early the next year, a
cargo shipment was lost in transit between two Gate Centers in California.
Another two travel instances were thought to be failures before it was dis-
covered that the travelers and cargo simply arrived at wrong locations. There
were certainly other troubling incidents of which we have no surviving re-
cord, but it is clear that this was more than a few isolated accidents, even if
the failures did constitute only a tiny fraction of a percentage of overall Gate
travel.
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The critics pointed to these failures and loudly protested the continued
blind use of an unstable technology. They recommended that Gate opera-
tions be scaled back to cargo only, abandoning human transport while the
unexplained inconsistencies were thoroughly researched and the cause identi-
fied. Society had forever changed, however, and people could no longer ima-
gine a life without the convenience of Gate travel. The dissenters were
shouted down as malcontents and instigators, and left to conduct their re-
search in isolation from their peers while business continued as usual.
Breaches and The Fall
On May 19, 2066, every Gate on the planet spontaneously severed its ter-
restrial pairings and instead opened permanent, random portals to hundreds
of thousands of locations across the vastness of interdimensional space.
Today we refer to this event as The Fall, and to these uncontrolled doorways
through space-time as Breaches.
Through these interdimensional portals poured alien beings, otherworldly
environments, and all manner of monsters. Some of these were strange and
new, while others resembled mythical or historical creatures from Earth’s
past. Some were as bewildered and helpless as the Earthlings witnessing this
flood, while others were clear aggressors with no thought or agenda other
than violence.
No portion of the planet that we know of was left untouched by The
Fall, so widespread were the Gates and so complete was our forebears’ loss
of control over them. The world was instantly changed in a way that no one
was prepared for. All semblance of government, society, and order imploded
to such a degree that following the initial reports of the massive Gate failures
of May 19, 2066, we have no consistent, verifiable record of what transpired
for at least the next several hundred years. These centuries, perhaps even a
millenium of darkness, is truly the Lost Age.
Our World Today
This has led us to where we are, today, some centuries later. In the past sev-
eral generations, after ages of anarchy, we have managed to rebuild
something of a society from out of the darkness. In our corner of the world,
at least, we are scattered, but surviving. Many of us live hidden away in small
communities, others build thick walls to hold back the terrors of the world,
and still others migrate from place to place. Some humans enjoy only the
company of other humans, while some communities are a mix of a dozen
intelligent races. Many live free and many are subjugated. Aliens may be
friendly, but far too often are violent invaders. Some communities, large and
small, trade and politic with one another. Others are isolationists. We can only
assume that our experiences are repeated around the globe.
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The world has become a place of
strange wonders, even beyond the
presence of alien beings and relics of
a long-destroyed society. Many beings,
both human and alien, possess powers
that can only be categorized as super-
natural. Some individuals have an in-
nate or learned ability to influence the
minds of others, or to conjure ener-
gies or objects from out of nothing
like a sorcerer from an old storybook.
The most learned among our ranks
say that this is accomplished through
the manipulation of a mysterious sub-
stance that they call Aether, which
forms the building blocks of all en-
ergy, matter, time, and dimensional
space. Our Breach scientists theorize
that an overabundance of Aether in
our reality is directly linked to the op-
eration of Gates, the presence of
Breaches, and cause of The Fall.
Our understanding of the present
day world is limited to how far we can
send scouts and cartographers, what
we can gather about the lay of the
land from the Historical Record, and
what information we can acquire from
humans or aliens that we encounter.
Whatever our various ideologies and
ways of life, and whatever steps for-
ward we have taken in recent genera-
tions, one thing that is certain is that
the human population has dropped
dramatically since The Fall. Based on
everything we have collected, we be-
lieve that there are a few tens of thou-
sands of humans still living within 200
miles (320 km) of us, and roughly that
many aliens. That would be a reduc-
tion of 95% or more from the popu-
lation during the height of the Golden
Age.
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Our World Tomorrow
Now we stand at a crossroads for humanity. After generations of study and
observation, we finally may have a chance to undo the damage to space-time
done by our forebears. The breakthrough we have worked so hard to achieve
is known as the Breach Closure Device, or BCD. Using this miracle of Gate
engineering, we now know that it is possible to permanently close a Breach,
to forever seal a tear in the fabric of time and space. This is not conjecture or
theory, but fact. We have already used it to close several small, isolated, and
relatively inactive Breaches. It’s not hard to see the ultimate potential for this
device. With the BCD we can finally reclaim our dimensional borders, one
sealed Breach at a time.
This new hope to tame the savage forces which have controlled our world
for untold ages is a very slim hope, but is real hope. To accomplish this, we
will have to venture beyond our familiar lands and into the wild. We can’t
possibly truly know what awaits us in the dangerous zones of interdimen-
sional turmoil that surround most every Breach. Very few have dared to ex-
plore the areas near the ancient Gate Centers, where Breaches exist by the
dozens or even hundreds. We have rarely ventured into the ruins of the cities
that stand as a legacy of our forebears and are now home to horrors from
thousands of other worlds. Of those few who have undertaken such a chal-
lenge, fewer still have had the courage and strength to survive what they’ve
found there. It will be dangerous, but many of us are anxious for the chal-
lenge. For the first time in our lives, or even the lives of our great-great-
grandparents and beyond, we can devote ourselves to a purpose other than
simply surviving.
It is time to rebuild.
Cross-references:
CDoc HIST-010-1p3k, A Historical Primer For Native Humans
CDoc CURR-018-0w0x, Cultural Survey of the Civilized Lands v30

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Najyb Almaskari (Order #27901684)
Breaches
Breaches are the tragic legacy of the Golden Age, the holes
in space-time left by the worldwide collapse of the Gates.
That collapse in turn led to the global catastrophe known as
The Fall. Breaches exist throughout the known world,
wherever there were people living during the Golden Age.
Gates were once the ultimate achievement of humankind.
They transported everything from shipping containers to
eager vacationers instantaneously across the globe tens of
millions of times per day. Now the Breaches that stand in
their place link alien worlds to our own, bringing other-
worldly beings, interdimensional environments, and savage
monsters to Earth.
Behavior of Breaches
The best analogy for a Breach is that of a doorway. Breaches
exist as a two-dimensional plane, the size and shape of
which varies depending on the size and shape of the Gate
that once stood in its place, framed by a band of visible di-
mensional distortion and light. Gates were typically arches
sized to pass a couple of people at a time, though larger ones
were used to move cargo from one place to another at
private Gate Centers operated by industry. Long after the
Gate equipment failed and fell to scrap, the Breach that
formed there maintains the same basic size, shape, and ori-
entation.
Like a doorway, one can look through a Breach and see
what is beyond. Only instead of peering into the another
room, you look into another world. When staring into a
Breach, from either face, you can see the alien world beyond
as if you could just step across a threshold and enter it.
Unlike a doorway, Breaches work in only one direction.
They allow matter and energy to pass from the far side of
the Breach into our own world, but not the other way
around. Anyone on Earth attempting to walk “into” a
Breach simply passes through it as if it didn’t exist, like it was
an image projected onto an invisible screen, or a two-dimen-
sional hologram. There is no way to speak with certainty
about every Breach on the planet, but it is believed that all
Breaches behave in this manner. Whether it is because Earth
is the origin of the original Gates or due to some quirk of
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dimensional physics, post-Fall humanity
can only guess why the phenomenon be-
haves in this way. It’s simply the way it is.
Because we can’t pass across, we have
no way of knowing what an alien sees
when he looks at a Breach from the other
side. Observation of how aliens react to a
Breach suggests that there is some visual
phenomenon, though it is different than
the window that we see into their world.
Aliens observed looking at the Breach from
their end often seem puzzled by it. Some
have been seen to study it scientifically,
monitoring it with bizarre sensors and ar-
guing about it in alien tongues, systematic-
ally sending through objects and watching
them vanish from their plane of existence.
An alien can stand on his or her side of the
hole in space-time and throw a rock
through to Earth, but an Earthling cannot
throw it back. The alien can speak and be
heard as if standing just a few feet away,
but cannot hear if you were to shout a re-
sponse. He can shine a flashlight through
the void and illuminate what is on the
Earth side, but cannot see beyond.
Hot Zones
The mile or so around a Breach is often re-
ferred to as a Hot Zone. It’s called this for a
number of reasons. First and foremost, it is
within this radius that one is most likely to
encounter an alien being or creature that
has passed through a Breach, which makes
the area quite dangerous. Aliens are usually
understandably erratic and unpredictable
when finding themselves suddenly trans-
ported to a foreign world. Breach creatures,
demons, and monsters all are similarly disoriented and therefore more prone
to outbursts of violence.
Secondly, from some Breaches seep alien environments. These can in-
clude alien vegetation carried or even blown across the dimensional border
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that has taken root on Earth and spread. Alien atmosphere in the form of
noxious fumes, blasting heat, or radiation may also bleed into the dimensional
realm of Breachworld. These areas range from Edens to completely inhos-
pitable landscapes.
Finally, when approaching within approximately a mile of a Breach, there
is a certain unintelligible feeling that takes hold of a person. Most describe it
as a sort of electricity in the air, with hairs standing on end and a sensation of
static charge on the skin. Some people report a dull headache, minor ringing
in the ears, or other physical symptoms. Still others report a general feeling of
uneasiness or paranoia beyond the normal nerves of venturing into an un-
forgiving area. All of these feelings and sensations are credited to passing into
a region of minor dimensional instability, thanks to the presence of a space-
time anomaly.
Breaches and Aether
Contemporary minds have deduced the correlation between Breaches and the
mysterious, theoretical substance known as Aether. Scientists believe it to be
the universal building block of all matter and energy in a free, inert form.
Aether is believed to enter Earth’s dimensional realm through the Breaches,
although Aether is not any more prevalent or powerful when near a Breach,
or its effects more potent. As it is not subject to normal laws of physics re-
garding matter or energy, it seems that it immediately distributes evenly across
our dimensional space upon entering our realm.
For more information on Aether, its effects, and the paranormal Feats
that can be performed by harnessing its power, see Chapter 2.2.
Breach Closure Device
The Breach Closure Device lacks a flashy or exciting label beyond its rather
generic abbreviated nickname, the BCD. Its purpose is as plain as its name
suggests. Activating this device, properly calibrated and placed within a few
yards of a Breach, will permanently close the rip in space-time.
The BCD is the result of careful work and study by a team of Breach
Engineers from an unknown Cooperative organization. The identities of the
exact responsible parties remain a mystery due to the secretive and autonom-
ous nature of individual Cooperative cells. The technical fabrication plans
and instructions for use have been circulated anonymously through the Co-
operative’s hand-to-hand distribution network.
The device fits into a case roughly the size of a large suitcase and weighs
about 80 lbs (36 kg), but is often broken down into two to four pieces for
ease of transport. It consists primarily of a large, specially-designed cell that
is used to power the device, a sophisticated system of calibration controls,
and a dish used to focus and project the Aether energies used to restore the
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barriers between dimensions. They are most commonly found in the posses-
sion of Breach Research and Closure (BRAC) teams from any one of a
dozen Cooperative cells as they travel the Civilized Lands and beyond, closing
off our world from others one Breach at a time. They may occasionally be
found as salvage items, the evidence of BRAC operations gone wrong, par-
ticularly in especially dangerous Hot Zones.

Hot Zone Environments


The Hot Zones surrounding Breaches don't always include the intrusion of
alien environments. If the alien world beyond is one of barren rock, for ex-
ample, nothing is likely to make the trip across the barrier to Earth. Where
alien landscapes do exert their influence, the results can be incredible to
behold.
What follows is a list of some of the types of environments that explorers
may encounter in various Hot Zones around the Civilized Lands, and across
the rest of the planet.
Alien Vegetation
Savanna. Heat radiates from the Breach, and winds blow grass seed to the
Earth side, where it takes root in fertile soils not shaded by terrestrial trees.
Grasses require little water and can grow tall, in any number of colors.
Thrives close to the Breach, particularly in the warm summers of the
Civilized Lands, but fades quickly when moving further away from the
source.
Temperate Grassland. Tall or short grasses either have seed blown or
carried through the Breach, or creep across using long root systems. Tend to
be more lush, tolerant of rain and swings in temperature, and nourish a
wide variety of animal life, some of which can be quite large.
Creeping. Some of the most persistent forms of alien vegetation are
varieties of creeping vines and climbers that use trailing stems and runners
to seek out healthy environments. They are capable of dominating sources
of water or nutrients, denying them to other plantlife, and even choking out
entire forests of ancient trees. This type of plant can be difficult to fully
destroy, as even small portions can grow and reclaim territory after it is cut
back. It is often poisonous if consumed, or even to the touch.
Forest. A very broad description for many different types of environments.
Forests take time to establish, but once they take hold are one of the hardi-
est types of alien environment. Some forests are prone to having relatively

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few trees, spread across a vast territory, while others pack in close and tall.
Most fend off competitive plant life by screening the life-giving sun, or by
the shedding of a canopy to smother anything trying to grow below.
Ferns. Through much of Earth's history, virtually the only type of plant life
was found in the form of various types of ferns. Spread via spores, these
leafy plants are very easy to transmit through weather, by attaching to
animals, or by surviving digestion and deposting in an animal's waste. Ferns
may be tiny, or enormous. Alien ferns span the entire spectrum of color.
Scrub. Low, hardy plants that often spawn from arid climates and fre-
quently use spines, thorns, and stickers to protect against herbivorous
enemies. Capable of surviving in many deserts, some variations of scrub
trees and shrubs can overwhelm other ecologies if in a fruitful location with
consistent nutrient supplies from water or nutritious soil, choking out native
landscapes and replacing them.
Other Environmental Influences
Arctic. Some Hot Zones are made warmer, even very hot, through the in-
fluence of a Breach, but there are no observed areas of alien cold around
any known Breach. Cold-weather vegetation and other environmental
influences can not successfully pass into the Civilized Lands, which is too
warm a climate, even in the dead of winter. In other parts of the world, it is
possible that frozen environments can cross over and prosper.
Wetlands. Through some Breaches creep murky waters of wetlands,
marshes, and swamps, and all of the vegetation and wildlife that comes with
so diverse an ecosystem. These are very rare, but even more rare is for a
Breach to allow a river or lake to spill over to Earth.
Marine. There is no documented case of an ocean or other massive body
of water passing from another world into our own. In theory, if a Breach
placed at a high elevation on Earth were to open to the ocean of another
world, entire seas could spill from the alien planet and into our own. The
results of such an event would be catastrophic for both worlds.
Space. One of the rarest of Breach phenomena is for Earth to be
connected to the void of space. Through such a tear in dimensional reality,
the observer from Earth stares into the inky black of nothingness, perhaps
catching glimpse of some alien stars. Fortunately, the environment from our
world cannot pass across a Breach, as in this case the entire atmosphere of
our planet would be pulled into another dimension, destroying all life on
Earth.

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World Overview
Giving a true overview of the entire world would be a little much for this
volume. Instead, what is presented in the following pages is a general under-
standing of the explored region that sets the stage for Breachworld, and
some tidbits about what lies beyond.
A New Wilderness
It has been hundreds of years, and some speculate as many as a thousand
years, since the Golden Age came to its catastrophic end. During that time,
virtually everything built by man fell into ruin and decay. Most of Earth as
your characters will know it is a true wilderness, only sparsely smattered with
towns, villages, and the occasional advanced settlement to break up the open
country.
Nature has reclaimed in startling fashion the bulk of what mankind once
built. Building materials such as wood and brick quickly rotted and crumbled
after The Fall unless maintained by persistent caretakers. Mosses, weeds, and
grasses filled every piece of cracking concrete and masonry, expanding and
contracting with moisture, growth, and temperature changes until it all fell to
rubble. Pleasant trees planted in suburban yards grew into vast forests. Ag-
gressive and hearty crops, engineered to be durable in harsh conditions, went
wild and spread with each passing season. The desert reclaimed tamed arid
regions. Dams and levees burst and flooded once-inhabited river basins, re-
making the terrain.
With a few exceptions, the entire landscape has gone wild. Only scraps
and ruins of mankind’s former dominion remain. People, both human and
alien, have learned to adapt to the wilds of the world, or else center them-
selves around the few places that still recall whispers of the Golden Age.
Traversing the Wild
Surface roads are gone, broken down and swallowed up by vegetation after
generations without maintenance or repair. In some areas where people are
relatively abundant and regularly travel from one settlement to another, paths
cut or worn into the fields and forests may mirror the routes of old paved
streets and minor highways. Ruins of Interstates, bridges, and overpasses
built above the grade of the earth with masses of concrete survive in
stretches, but even these are treacherous, unstable, and difficult to pass. Only
the most secure and heavily-traveled routes are marked by so much as a dirt
road.
Even under the very best of circumstances for the average adventurer on
foot or with a mount, traveling 100 miles (160 km) is a perilous journey re-
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quiring many days, or even weeks if the terrain, weather, or other circum-
stances are unkind. Most people who find themselves in a stable situation
with a roof overhead and a reasonable supply of food will never journey
more than 20 miles (32 km) from home in a lifetime. Naturally, such people
care little and are impacted even less by what is happening elsewhere, be that
over the horizon or half a continent away.

What Survives
Some things do survive, at least in part. As the Flavian Amphitheater, the
Great Wall of China, and Pueblo cliff dwellings all endured into mankind’s
modern age, many monumental structures survive as shadows of their
former states. Sturdy structures built with modern concrete and high-tech
metals are particularly likely to survive in some form, be they football stadi-
ums, essential government buildings, electrical substations, power plants,
prisons, parking garages, and all sorts of hardy, utilitarian type structures.
Fiberglass, plastic, and composite materials are often recoverable and all make
valuable salvage, in addition to whatever metals haven’t corroded away with
the centuries.
New construction is very often built on the bones of ruins. The world is a
hard place full of alien invaders, human raiders, and roaming monsters, so
any head start is a welcome advantage. Lucky settlers find buildings intact,
unoccupied, and ready to be repurposed into new homes, storehouses, or
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workhouses for equipment repair or sometimes even new manufacturing.
Scrounged materials are used along with timber, clay, cut stone, or any of a
dozen different natural materials to fill in missing bits of walls and roofs in
existing partially-habitable buildings, or to build new structures where noth-
ing suitable can be found.
Remarkably, what has survived The Fall and ensuing Lost Age with as-
tonishing frequency are Golden Age factories and industrial complexes.
These pre-Fall facilities serve as the basis for many of the most successful
communities of Breachworld. Compared to the wilderness that surrounds
them, these settlements are paradises, often with running water, electricity, a
thriving economy, and many of the trappings of a truly modern life.
The Civilized Lands
The primary game setting, at least as it stands in this volume, is set in what
residents of the area call the Civilized Lands. This territory includes a portion
of what was once Texas, in the old United States. More specifically, the bulk
of the action takes place south of Dallas, north of San Antonio, as far east as
Houston, and then stretching out into the hills in the western-central part of
the state. The included setting overview covers roughly 45,000 square miles
(117,000 square km), an area larger than the US states of Iowa or Virginia,
larger than nations such as Cuba or South Korea, and a little bit smaller than
Greece or Nicaragua. It would take a skilled character on horseback some
two weeks to travel from one side of the represented area to the other under
fair to good conditions. In other words, there is a lot of opportunity for ad-
venture packed into this first salvo of the Breachworld RPG setting.
None of the above geographical description would register strongly with
most of the citizens of Breachworld. The names of places from before The
Fall have lost their relevance. With the exception of the work of the Cooper-
ative and other historians, or the occasional oral tradition that has survived
the centuries, nobody would be familiar with the United States, Texas, Dallas,
Interstate 35, or Lake Lewisville. Most places of significance are named by
locals and on recently-constructed maps for prominent features or their reas-
on of importance, rather than by their pre-Fall names. Maps and other docu-
ments refer to places such as Three Hills Lookout, North River Landing,
Trade Post, or Vee Lake. Towns and villages generally have names that sug-
gest some feature such as Arena or Wheat Town, or carry the proper name
of a significant person or scrap of out-of-context history such as Hood,
Mark’s Town, or Coke Farm.
Major Players
Breachworld is full of ever-changing dynamics of political power, military
might, roving threats, and social order. There are too many groups, factions,
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and upstart nations to list, but a smaller number play the largest role in shap-
ing the region.
The Cooperative is a network of historians, scientists, and other thinkers
spread across the explored world. Their origins are unknown, but for many
generations they have worked to reclaim the past and to build a future. Co-
operative scholars are the foremost collectors of Golden Age information,
acquiring it through salvage and barter, or even theft and other measures
where necessary. They produce maps, educational texts, and copy works of
literature and history to be distributed. Perhaps most importantly, it is the cu-
mulative efforts over many decades of many different Cooperative cells that
led to the development of the Breach Closure Device.
Spread out across the land and working in small, independent cells, Co-
operative entities are totally isolated from one another. Every outpost is dif-
ferent, but most live in communal multi-family units, with half of any one
outpost’s population splitting away and forming a new cell elsewhere when
the group outgrows its home. Various outposts send couriers to prearranged
meeting places every third full moon, where they exchange news, updated
maps, and newly-copied books and data files. No member of any outpost
knows the location of any other cell, in order to protect the network as a
whole.
Breach Research and Closure (BRAC) Squads move throughout the
region, studying and mapping Breaches, and trying to close as many of them
as they are able. It’s often very difficult to get into position near enough to a
Breach to operate the Breach Closure Device without running into hostile
aliens, Breach creatures, or foreign environments, so the squads are very cau-
tious before they proceed into what they term a “Hot Zone,” or the area
within about a mile (1.6 km) of a Breach.
A BRAC Squad originates at a Cooperative cell, but usually severs all ties
once it leaves for its mission, in the interests of security. Squads usually hire
non-Cooperative personnel as guides, specialists, and muscle, rarely mention-
ing their affiliation with the secretive group to anyone.
The Resistance is a loose affiliation of native humans dedicated to elim-
inating all alien presence on Earth. They view the planet as being under oc-
cupation by invading foreign forces, and the Resistance is the heroic
underground army dedicated to reclaiming humanity’s birthright.
Resistance influence varies from small, isolated cells to the control of en-
tire settlements. Its operations vary with the level of influence of their oper-
atives. In most situations, individuals associated with the Resistance focus on
committing acts of retribution against aliens, ranging from harassment to as-
sassinations.
The acquisition of territory through the infiltration of existing settle-
ments and colonization of resource-laden territories are a top Resistance pri-
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ority. Where the Resistance wields legitimate political
power, governments under its control establish
pro-human policies, limiting or forbidding
aliens from entering their territories, and
even conduct raids and campaigns
against alien towns and villages.
Chief among the primary cities
where the Resistance is at least
highly influential, if not in out-
right control, are Hood, River
Bend, Kerrville, and Parada.
Dozens of other smaller towns
and villages are ideologically
sympathetic, or even just sup-
portive in order to buy protec-
tion and consideration from
more powerful Resistance towns.
The Resistance reaction to
humans that seek to coexist with
aliens varies greatly. In most
cases, humans found to be living
in harmony with aliens are left
alone, as human life is too rare
and valuable to the movement to
be disposed of casually. Those
humans that actively fight against
the Resistance, however, are
likely to be branded as race trait-
ors and treated no differently
than the aliens they protect. This
us-or-them view often puts these freedom fighters at odds with the more
collaborative-minded and apolitical Cooperative.
Reptilian Raiders are alien raiders and bandits of unknown origin that
travel the region in large bands, looting and pillaging as they go. They are eas-
ily identified as green-brown scaled humanoids most often seen riding what
look like huge jungle cats, known as Trapcats. The Raiders hunt in groups of
20 or more, and prey on humans and aliens, alike. They prefer to set traps
that exploit the speed advantage granted by their mounts, usually on open
roads and across clear plains.
Rumors point toward a Breach in what was once the American Midwest
as their point of entry to Earth. The same rumors suggest that it is among
the most active of all Breaches and that Raiders and their mounts pour
through constantly and then scatter to hunt across the continent.
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Rose Armaments isn’t precisely a political or social power, but is an actor
in the Civilized Lands with much influence, in any case. Its representatives
claim that Rose Arms is a manufacturer of weapons, armor, and the equip-
ment needed to survive in a harsh world. Others claim that they are simply a
very lucrative salvage and repair operation. Either way, the traveling salesmen
bearing the Rose banner have the very best in offensive and defensive imple-
ments to offer for sale, with much of the gear being pristine pre-Fall techno-
logy, or replicas of such quality that they might as well be.
Salesmen for Rose Armaments can be found plying their wares up and
down trade roads in heavily armed and armored convoys. They sell to adven-
turers, mercenaries, and all manner of bandits and heroes. They are rarely as-
saulted, and those foolish enough to pick a fight with Rose security usually
wind up on the losing end of a massacre, leading some to question why Rose
doesn’t simply plant a flag and lay claim to a portion of the Lands for them-
selves. As it stands, the company appears to have no political aspirations.
Rose is rumored to be headquartered far to the north, up what was once
I-35, although company representatives come and go from the Civilized
Lands in every direction.
Dregs are a subset of society that exists in various forms all across
Breachworld, but particularly in the bones of ruined towns, industrial areas,
or other concrete jungles, or on the streets of larger communities. Predomin-
antly human, but joined by any alien of a qualifying demeanor, these repres-
ent the lowest form of civilization. These are the burnouts and anarchists.
They make no apologies for their total lack of drive or will to contribute.
Dregs take what they want, do what they want, and don’t worry about con-
sequences. They tend to run in gangs of a sort, but even that is far too struc-
tured to accurately describe them. They pool together in a cooperative
laziness. They are not regular bandits or raiders, but just engage in such activ-
ities only as much as is necessary to eke out a living when scavenging, minor
theft, and begging won’t do.
Distant Lands
Rumors persist of what lies beyond the borders of the Civilized Lands, both
hopeful and terrifying. The most common sources of these rumors are trav-
eling outsiders that claim to have originated from some far-off place.
Any of the following can routinely be heard whispered in hushed voices
around tavern tables or campfires:
• Far to the north, there is a monastery that exists outside of normal
time, where no one ages or dies. It has existed since long before The
Fall, and stands witness to all of Earth’s forgotten secrets.
• Along with the varieties of dinosaurs seen roaming parts of the Civil-
ized Lands, primitive humans have also been encountered.
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• Ride west for a few weeks, perhaps a month, and you will find a crater
where a Golden Age town once stood. It was consumed by a giant
worm that burrows through the ground, devouring whole cities.
• From the northeastern part of the continent, contact has been made
with an alien race that pilots huge machines into battle, each capable of
destroying whole armies.
• After a long journey to the east, you will reach a torrential river that is
too wide to see across, with a current too strong to swim. Protected on
the other side is a human civilization that survived The Fall.
• The mountains to the northeast are full of cannibals. Stories vary as to
whether they are human or alien.
• A powerful wizard lives in the ruins of what was once a town south of
San Antonio. He is able to bring the dead back to life, or curse the liv-
ing. His near-limitless power can be bought at suspiciously low cost.
• In the mountains far to the northwest, there is a city that can only be
seen in the moonlight. There lives a race of peaceful aliens who will
give sanctuary to anyone who asks it.
• There are vast underground caverns in much of the Civilized Lands,
where live a race of Changelings. Each one looks exactly like one hu-
man on the surface, and each seeks to find, kill, and replace his or her
double.
• Far to the south is the ocean, across which is an unspoiled and unin-
habited island paradise.
• North of the Civilized Lands there is a city that was called Fort Worth
Dallas that is home to tens of thousands of Breaches, so many that due
to their collective glow, nights within the ruins are lit up like day.
• Just beyond the known borders of the Civilized Lands, there is a spec-
tacular white city peopled by humans from the future with advanced
technology who can open and close Breaches at will.
• A Breach in what was once Houston brings to Earth a cult of alien
crusaders of many races that seeks to convert or kill those who do not
believe in its dark pantheon of gods.
• Far to the southwest, there is a growing kingdom of allied hostile races
from 100 different worlds, unified in their purpose to take Earth for
their own.
• A huge Breach to the southwest can be seen to be slowly expanding.
• The lakes and rivers of the hill-covered country to the west are full of
half-fish humanoid aliens. Those aware of the old myths suggest that
they are identical to the Mer-People of ancient legend.
• Many areas to the north are home to towering monsters bigger than
houses and can easily step over city walls.
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3.2
Life in Breachworld
Life for the average person surviving in the post-Fall world is unrecognizable
when viewed from any other point in mankind’s history. Never before has
there existed such an amalgam of Stone Age anarchy and high-tech wonder.
Brutal tyrannies and hidden utopias rise and fall like the tides. Fortunes are
won and stolen. The addition of each new alien race or monster only furthers
the complications. Conditions change daily, forcing those that live within that
chaos to try and simply keep up.

Society
Most of the world exists in a pre-industrial state. Enough time has passed
since The Fall that humanity has re-learned many basic skills that were not
particularly common during Earth’s Golden Age, such as how to weave cloth,
make pottery, and farm the land, or even to cook a meal from scratch. Such
things were once done by large corporations with advanced machinery, or at
best by anachronistic hobbyists. Given the choice, people of the Golden Age
almost always opted to focus on their own pursuits and strive for personal
goals, cutting out the drudgery of the everyday.
Some of the advanced technology that pre-Fall Earthlings so relied upon
persists into the time of Breachworld in isolated pockets, usually of just one
type or another in a given settlement. One town may have a working pre-Fall
sawmill rigged to work on steam power while another may be home to an
automated metals recycling plant that continues to operate as it did during the
Golden Age. Those fortunate enough to live around such holdovers enjoy a
post-industrial sort of world in some ways and likely have some conveniences
such as limited power, filtered water, or modern weapons, but likely still live
primitively in other aspects of their lives.
In isolated instances, towns or cities are said to exist with very advanced
technology and comprehensive services, with a quality of life equal to that of
the Golden Age or beyond. Many of these stories are mythical retellings of
oral traditions that harken back to the height of human civilization. Humans
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or aliens are said to live in cities with huge skyscrapers and unlimited power,
with unmatched infrastructure. These legendary cities are protected by men
shrouded in robotic armor, wielding weapons that rival or exceed those made
before The Fall. Some of these are cities whose citizens have re-learned old
breakthroughs in science via salvage and study. Others may originate on for-
eign worlds. If any of them are real, none exist within the
Civilized Lands.
There exist even further rumors of civilizations
existing on Earth that do not rely on technology
at all, but thrive through the widespread use of
paranormal powers. Many call these fairy tales,
but in a world as strange as the one left after
The Fall, most will agree than anything is
possible.
Types of Communities
Whether a single family or a group of
collaborative strangers, denizens of
Breachworld band together in the in-
terests of self-preservation. Successful
groups tend to grow in size by taking in
outsiders with useful skill sets, or
through good, old-fashioned breeding.
While any fledgling village, town, or
tribe must see to a wide array of needs
to provide a life, be it constructing
shelter, providing for defense, or col-
lecting food, most eventually settle into a
primary mode of sustenance. If success-
ful and prosperous communities are close
enough to one another, specialization can
even lead to healthy trading relationships,
which only reinforces the pursuit of a
specific type of lifestyle.
Farming is perhaps the most
common method of survival for any-
one living in the Civilized Lands, espe-
cially for humans. The soil is rich from
centuries of rest, so those who learn the ba-
sics of farming through tradition, instruction, Co-
operative literature, or pure dumb luck have success
growing grains, corn, fruit, potatoes, and other pro-
duce that has been found growing wild
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in the remnants of ancient farms and then re-tamed. Keeping livestock is also
a practice that has survived through the Lost Age, particularly hardy stock
that can live off the land without consuming resources that would be better
used for people.
Hunting and gathering are popular means of survival for anyone that
stays on the move as scavengers, explorers, trade caravans, or simple nomads
in the fashion of some ancient Native Americans, following migrating game
throughout the year. Unfamiliar with human agriculture, many aliens hunt
native Earth creatures or monsters from the Breaches, sometimes to include
humans or other alien races, and learn what flora is edible through simple
observation, trial, and error. Bows, spears, and other primitive weapons are by
far the most common hunting tools.
Fishing is a major contributor to life as well, particularly as a supplement
to either farming or hunting and gathering. Some communities use advanced
methods of net fishing or even operate fisheries as a primary means both of
internal support and trade.
Raiding is a popular means of support for communities of humans, ali-
ens, or mixed groups comprised of both. Raiders mainly target small villages
and homesteads and either make off with stolen goods in secret, or use the
threat of force to get what they need at the barrel of a gun. Livestock is a fa-
vorite target for raiders, especially horses. Raiding that ends up in a firefight
can be very expensive for the raiders, costing valuable ammunition, power,
and muscle, so a typical raid will not target the well-armed or well-defended.
Bushwhacking is another method for humans and aliens to use violence
to satisfy needs, but is done along the trails, waterways, and footpaths of the
wilderness. Bushwhackers use traps and ambushes along common routes for
caravans and other travelers. Like raiders, they like to use the threat of force
rather than expend precious blood and resources, but are more likely to let
bullets fly if they observe well-armed, but high-value targets and think they
can come out ahead in the exchange.

Where are you from?


Player characters can be from any walk of life. They may hail from the ruins
of great cities or have been born to a single mother surviving in the wild.
Their people may be scavengers or fighters. The hero’s journey from farm
boy to legend or the story of a villain’s fall from grace into evil make for
classic, epic stories and are what role-playing is really all about. Give
thoughts to these sorts of things when building characters, either as a player
or as the GM.
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Trades
Rather than focus on growing The adventuring trade
or collecting for basic needs, an
increasing number of inhabit- Simply wandering the Civilized Lands is
ants of Breachworld take up an not likely to result in much of a liveli-
occupation that allows for them hood. A number of occupations can
to trade a unique set of skills to keep an individual on the move and
others in exchange for what they finding adventure, or even allow the
need to thrive. characters to set up a home base from
Exploring has become which to operate sucessfully. A varied
skillset within the group or even diver-
more common as humanity sifying a character can help ensure sur-
starts to take deeper root back vival in a harsh world.
into the world and the struggle
to survive is not as much a day-
to-day proposition. There is a healthy trade in accurate maps, wilderness
guides, the discovery of new routes through dangerous or challenging territ-
ory, and other know-how when it comes to the surrounding world.
Scavenging is a potentially fruitful occupation near towns or trading
posts in need of raw materials. Scavengers pull usable materials from dis-
covered locations, either ancient or more recent, and trade the scrap for
goods. The scrap goes on to be repurposed or broken down and reconstit-
uted into new products such as armor, tools, and building materials.
Treasure hunting is similar to scavenging, but is far more purposeful.
Treasure hunters use knowledge of the pre-Fall world gained through study,
exploration, rumors, or recovered documents to find locations where valu-
ables may be present. These historical items can include anything from books,
computers, weapons, vehicles, cells, or any other item of value. The most
valued finds are caches of preserved pre-Fall goods, found in sealed build-
ings, vaults, or storehouses that for one reason or another were overlooked or
inaccessible during the Lost Age. Any pre-Fall item is potentially valuable.
The biggest trick for a treasure hunter is knowing what is worth taking and
what isn’t. Depending on the items in hand, the relics are then traded to his-
torians, mercs, BRAC squads, or the well-off looking to hold a piece of the
old world.
Smithing is a common trade and there is a booming business in any sort
of metalworking skills. At the lowest level, smiths can sharpen farming im-
plements, make horseshoes and nails, and forge simple weapons or tools.
With enough skill and advanced equipment, such as a steam-powered press
or hydraulic air tools, a smith can tool metal, repair firearms, forge replace-
ment machine parts, or purify and strengthen metals.
Mercenary trades are fruitful for experienced combatants with the means
to bear arms. Most mercs specialize in modern weaponry and have access to
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firearms, slugthrower weapons, or the occasional directed energy weapon, but
some also simply ply their trade with a blade, bow, or cudgel. A merc can be
found in the company of anyone who might need protection, be it a caravan,
a diplomatic delegation, BRAC squad, lone explorer, or speculator willing to
share a cut of the profits. They may also be hired to act as town defenders,
supplement an existing militia or military, or undertake missions of murder,
theft, or espionage. Humans and aliens enter the trade at about the same rate,
but many non-human races are especially renowned for their work as soldiers
or blades for hire.

Economy
There is no universal currency in Breachworld. No dollars. No credits. No
bottlecaps. Some communities, especially the larger and more organized ones,
may use some sort of token system or even use paper money to trade among
themselves, but the economics of Earth now rely almost entirely on barter-
ing. One upshot to this is that almost nothing has a set price. A chicken may
be worth a day’s labor when chickens are in abundance, but a week later it
may take three days’ work to earn that same bird. Blankets are in high de-
mand when it’s cold, but harder to trade in the summer. In the proper situ-
ation, a spare magazine of 5.56mm assault rifle ammunition may buy a house,
a barrel of wine, a spouse, or all three.
The hottest trade of the day is in information. Tidbits of data can go a
long way toward the rediscovery of forgotten caches of wealth or remnants
of a past cultural identity. Of particular interest are maps, or pieces of his-
torical data from before The Fall. This has led to a huge surge of men and
women venturing out into the wilderness as explorers, cartographers, and
treasure hunters. This has also led to a banner trade in forgeries and counter-
feits, so buyers have learned to be careful when things look too good to be
true, and do whatever they can to verify the validity of information before
completing a purchase.
From a game design perspective, in the pages of this RPG you will find
precious little information about what something costs. At most, some
equipment and other goods will list a general equivalence in trade, but even
that is to be taken as an imprecise estimate. Below are listed some generally
accepted values for certain goods and services.
• One day of labor (farming, land-clearing, hunting, general repair, etc.)
will almost always grant the worker a good meal and, if available,
someplace to rest that is out of the elements.
• A few days of labor is generally enough to be fed and housed for the
duration, and sent away with some extra basic provisions.
• Animal hides, preserved meat, and other animal goods are all major
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sources of tradestock for farmers, nomadic travelers, adventurers, and
anyone else capable of hunting or trapping. A processed small game
animal or two is usually good in trade for a hearty meal or in exchange
for having some tools sharpened, while that of a large animal may pur-
chase a used pair of boots or a night’s stay in the comfort of a bed.
• Small, live animals suitable for eating such as rabbits, squirrels, pigeons,
etc. are often given in male-female pairs as gifts or in appreciation for a
significant service. Chickens are even more highly valued, given their
sturdiness and proclivity for laying eggs.
• Perishable items such as fresh fruit and vegetables, milk, and cheese are
valuable, but often some of the first things to be traded because of
their short shelf life and the fact that they are often produced in large
amounts.
• Goats, sheep, pigs, and other livestock are not often suitable for trade
to traveling adventurers, but are significant in value and often traded for
bulk goods like rice, corn, fresh water, alcohol, a bundle of arrows, or a
bolt of cloth.
• Cattle and horses are among the most valuable assets anyone can have,
provided they have the means to keep them protected. They are rarely
traded away, but are some of the most frequently stolen goods.
• Weapons are usually too valuable to be traded in any but the most
severe circumstances. The exception may be firearms without the
proper ammunition or simple weapons made by a skilled craftsman..
• Bullets make for good trade stock because they are easy to transport,
are in constant demand, and can be divided into any size lot, as op-
posed to trying to bargain for half of a chicken or a quarter of a cow.
• Vehicles with electric motors are, where there is a source of power,
among the most salvaged items in the world, particularly for bandits,
warlords, lawmen, adventurers, and anyone with a desire to project
power over a significant area. Thus, they are extremely expensive, even
if not operational.
• Precious metals, gems, and jewelry are not significantly valuable to most
people trying to survive in the world, but may have great worth to the
most established and wealthy individuals. Some precious metals are in
demand for the manufacture or repair of electronics, though the skill to
work with such devices is very rare. Where appropriate, precious metals
can be used as raw materials to be fed into automated factories.
• Trade in human or alien life and flesh exists, but varies incredibly from
one area to the next in terms of scope and magnitude. Some places
freely trade such goods in the open, while in other locations the mere
suggestion is a crime worthy of terrible punishment.
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3.3
Tech in Breachworld
As previously noted, bits of technology from the Golden Age have survived
into the time of Breachworld, or have been rediscovered by innovators of the
new age. Some technology has even been reintroduced by alien races. Many
discoveries are particularly regional and limited in the range of their impact,
but others are far more widely enjoyed and form a substantial foundation for
the lives of those surviving in the new world.

Technology and Player Characters


Player characters, by their very natures, tend to be extraordinary. They have
advanced skills, superhuman abilities, intensive training, and all other sorts
of advantages. The same holds true for their access to technology, most
notably things like armor, weapons, and vehicles. The average player
character will discharge more rounds of ammunition in a single firefight
than most “ordinary” people could afford to purchase in half a lifetime and
could easily cruise around in a truck or don a suit of armor worth more
than a small town.
That’s not to say that a game couldn’t be played using only the common
man as a basis, with his lesser means and abilities, but players and Game
Masters shouldn’t worry too much if the player characters are a bit more
well-off or have access to better toys than the little guys. Just keep it in
perspective and game on, using Rule #1 as your guiding principle.

Fusion Reactor
The fusion reactor is a key technology that has survived the Lost Age, and a
major piece of the puzzle that has allowed humanity to rebound after The
Fall. Developed on an experimental basis over the course of the late 20th and
early 21st centuries, commercial fusion power was never able to make the
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leap to viability until the advent of Gate science. The ability to transport
matter using microscopic Gates made initiating a fusion reaction much more
efficient and less costly than had ever been possible. With fuel sources avail-
able in such simple and abundant reserves as water, within a few decades the
use of fusion for the generation of electricity was commonplace.
Most fusion plants were operated by large-scale industrial applications that
required large amounts of power, such as materials fabricators and recyclers,
chemical producers, desalination plants, the textiles industry, and even large
commercial developments. The corporations would then sell excess power
back to the utility companies, who then fed it into the grid.
The fusion plants that survive into the time of Breachworld tend to be
those designed to be self-sufficient and not rely on infrastructure to deliver
nuclear fuel, which was typically deuterium stripped from large reservoirs of
water. Plants located on the waterside, particularly on the sea, did not suffer
failures caused by collapsed pipelines or interrupted delivery by truck. As
long as nuclear fuel remained available, many of these power plants never
ceased to operate.
Active fusion plants, and operable power plants in general, are almost al-
ways the central focus of a town of at least moderate size. Whoever controls
the plant, calls the shots, be it an elected committee or an alien warlord.
These towns usually have more advanced industries than the average com-
munity, thanks to the wide availability of electricity.

Gates and Fusion Power


Without getting into an overly technical explanation, Gate technology
facilitated nuclear fusion reactions by using tightly controlled, atomic-level
Gates. These Gates were used to transport molecules of deuterium into
close proximity to each other, which brings about the fusion process that, in
turn, generates the energy used to produce electricity.
Because so many fusion plants remain operable, it is assumed that the Gates
used in their operation were not affected by the Breach phenomenon. It is a
mystery to the Breach experts of the Cooperative and other scientific minds
as to why this may be, and will continue to be a mystery until such parties
can learn to observe and manipulate space-time at such a miniscule scale.
Various Cooperative branches have independently considered using a BCD
to attempt to shut down the Gates that allow a plant to function, but to date
none have attempted it. So far, these micro-Gates seem stable and safe, and
offer a huge benefit to those who rely on the power plants.

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Fabrication Plants
Automated fabrication plants were another type of facility that proved resist-
ant to the Lost Age. These advanced industrial facilities were often built
alongside fusion reactors and so have sometimes even survived to the current
day, fully operable. These Golden Age wonders used the next generation of
the technology known in the early 21st century as “3D printing” to precisely
manufacture products of all types, from pieces of fiberglass shells for cars, to
entirely finished consumer electronics products from the circuits to the
plastic casing. These plants were all built in the decades leading up to The
Fall, and so were constructed using the latest methods and materials, which
greatly increased their survivability.
Once the Gates failed and people abandoned their places of work, auto-
mated factories went into standby or shut down completely. Many were dam-
aged in natural disasters, overrun by monsters, or stripped by looters in the
coming centuries, but those that survive intact need only to be powered up
and fed schematics and raw materials, from which they can resume produc-
tion.
The simplest factories were hard-wired to produce only a certain broad
category of relatively simple products, like plastic shelving units, sets of glass
dishes, or metal casings for novelty datacards. Others could be fed complex
instructions and work with dozens of materials to produce intricate products
such as screens or the workings of an energy rifle. Fabricators do not gener-
ally create whole, complete products with moving pieces for producing things
like firearms, electric motors, or vehicles. Instead, these more complex ma-
chines must have parts made individually and then are assembled as a separ-
ate process, but even this was often automated within the same facilities.
Weapon Technology
Weapons come in an incredibly wide variety of types in Breachworld, ranging
from the most archaic to advanced implements of destruction from other
worlds. Beyond basic, primitive weapons, there are a number of major classi-
fications somewhat commonly available to player characters.
Firearms are conventional weapons that use gunpowder, ranging in
sophistication from homemade muskets to vehicle-mounted auto-cannons.
Tech weapons are a broad classification of advanced weaponry that
either survives from the Golden Age or was brought to Earth by aliens. Most
often included are directed energy weapons such as projected lasers and stun-
inducing ion weapons, plus many varieties of alien weaponry.
Slugthrowers are a middle ground between firearms and tech weapons
that are in some ways the best of both worlds. They uses electromagnets to
propel solid slugs as a firearm would, but without the use of gunpowder.
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Screens
Screens are one of the most Popular Screen Software
widespread pieces of 1. Rosetta: Translation program capable of
Golden Age technology recording speech and displaying the text in
available in the time of another language. Useful for most Earth
Breachworld. Before The languages, plus a handful of regional alien
Fall, screens served as mo- languages.
bile entertainment and 2. AlIdent: An alien identification algorithm,
communication devices, a run through the camera. Can identify most
natural extension and evol- regional alien species.
ution of the smartphone 3. Edibles database
and tablet computer that
were so ubiquitous in the 4. Map of Civilized Lands trade outposts
early 21st century. They 5. Salvage trainer: Game designed to help a
have no moving parts and scavenger recognize valuables from scrap.
were constructed of highly
resilient composite materi-
als, so many vintage screens are now carried even after the Lost Age. Further,
a few automated fabrication plants throughout the Civilized Lands specializ-
ing in these devices continue to operate, producing a limited number of units
every year. Demand is high for such a device, and so the price is high as well,
but they are invaluable tools for adventurers, scavengers, scholars, and virtu-
ally anyone else who lives beyond the borders of a simple farm or trade-
house. They are heavily utilized by the Cooperative in the dissemination of
their collected knowledge.
Communication networks are no longer in effect across the globe, so
screens can no longer be used to “make a call.” Nevertheless, screens are still
invaluable as repositories of historical documents, maps, digital images, and
any other sort of electronic information. A screen may be able to commu-
nicate with other screens across short distances in order to share information,
or even to hack another unit from across a room.
Screens have a powerful micro-computer at their core which is capable of
running sophisticated programs above and beyond the basic functions of the
device. Such software is difficult to come by, as those with the knowledge to
produce it are a rare breed, but they are an asset. Programs range from simple
games to inventory assistants for shop-owners, to digital face recognition
software for use by mercs or lawmen.
Datacards
Datacards are portable repositories of digital information, analogous to a
computer disk or memory card of the 21st century. They are manufactured
from advanced materials that make them far more durable than their prede-
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cessors, and their memory storage is virtually incorruptible. Their format was
a universal standard, so they can interface with any screen or computer.
Cells
In application, cells are the Golden Age version of a battery, though they do
not rely on a chemical reaction to generate electricity, instead storing energy
within an electric field. They are highly efficient and can store large amounts
of power with very little bleed-off, and can be used and recharged virtually
without end. In Breachworld, they power everything from jeeps to exoskelet-
ons to flashlights, and can be recharged from any power plant or generator.
Breach Closure Device (BCD)
This recently invented device is, as discussed elsewhere in this RPG, a game-
changer. It can effectively and permanently seal a tear in space-time. To date,
its use is limited to the Cooperative’s BRAC Squads, but they make the
schematics readily available to those seeming equal to the task. The Cooper-
ative hesitates to widely publish the plans in fear that attempting to use the
device may put unprepared would-be heroes in harm’s way.

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3.4 Places of Note
Hood
Population: Humans: 522
Breach Activity: Considerable activity to the west, known to produce
Breach creatures.
Assets: Strong military culture and veteran leadership.
Liabilities: Territory contains a great number of Breach creatures.
Remnants of a major highway to the east can bring in
wandering outsiders.
Intelligence: Hood lies east of what was once Killeen, Texas. The old
city housed Fort Hood, one of the largest Army bases in
the United States. The current settlement lies on the
shores of Stillhouse Hollow Lake. Its leaders are known to
be avid collectors of Cooperative-created maps and other
historical documents, presumably to help in scouting,
raiding, and scavenging missions, and to ascertain future
possible areas for expansion.
Summary
Hood is a fortified human city, ruled by a man known as The General, and a
major source of support for the anti-alien group known as the Resistance. Its
soldier-citizens have weapons and armor, and are raised as a part of a rigid,
militaristic society that values humanity, service, and sacrifice. Outsiders that
are brought into the fold from surrounding areas are somewhat second-class
citizens and provide for most of the non-military labor, including most of
the farming and fishing that sustains the community.
Hood Men, as the military class call themselves, value efficiency and
teamwork above all else, which has led to a remarkable amount of innova-
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tion. Weapons that were recovered centuries ago are kept in service thanks to
the long-lived composite materials of their original construction, and the ex-
treme care with which they are treated. The salvaged weapons were kept in
working order long enough that future generations were able to learn to forge
and machine components as the guns wore out or were damaged.
Points of Interest
Hood is one of the larger towns in the region, and so has a number of places
of interest that may interest player characters, regardless of their goals or af-
filiations. The mapped portion of Hood contains a number of places of
note.
1. Col. Brewer Residence. The residence of the Commandant of the
Hood military college and his wife and three daughters. A private man,
the Commandant maintains a relatively low profile outside of his official
duties. On the drill field, however, he is a renowned terror to veterans and
recruits, alike.
2. West Dormitories. These apartments serve as homes for single cit-
izens of Hood, or sometimes married couples with no children. The res-
idents work in the surrounding service industries as teachers, grocers,
tailors, or any other trade, or as farmers or ranchers inside or outside the
city walls.
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Najyb Almaskari (Order #27901684)
Two residents of note are the local dentist and his partner, Joel Mat-
thews and Sed Blue. When not fixing the teeth of the locals, they are col-
lecting intelligence for the local Cooperative contingent that exists well
underground in the city.
3. Education Center. This local school serves children in the neighbor-
hood through the age of 12, where they receive primary education in
reading and writing, basic math, life sciences, history, and useful skills such
as farming, ranching, and marksmanship. Competition, both athletic and
scholastic, are highly emphasized.
4. West Storehouse. This large warehouse stores vital supplies, from
crops to dried meats to potable water.
5. West City Gate. This military-controlled entry consists of a tall gate in
the wall, inside of which is a machinegun nest, guard house, and rein-
forced emergency bunkers.
6. Resistance Liaison. This office is a combination propaganda center,
training facility, and launch point for Resistance political and sabotage op-
erations. Operatives rotate in and out of the office to further the pro-
Terran agenda of the freedom fighting organization.
The current resident Resistance officer is an ambitious young woman
named Julia al-Saad who has been in the job for only a few months after
distinguishing herself by assassinating a Pathos political figure in the small
town of Laga Cinco.
7. Barracks. The home of serving and training Hood Men, these dorm-
itories are a mix of temporary barracks and permanent apartments.
8. Hood Administration. Offices, classrooms, and mess facilities operate
in the building to serve the military establishment of Hood. This is the
largest such building in Hood, but similar facilities exist throughout the
city.
9. Armory. This hardened, reinforced building houses a portion of the
military might of The General and his Hood Men. It contains weapon
stores of small arms, incendiaries, and anti-vehicle weaponry, plus facilit-
ies for hand-loading ammunition and cooking fresh explosives. It is always
well-guarded. The building has a loading dock for transfer of materials.
10. Blacksmith. A local blacksmith serves both the civilian and military
citizens and visitors.
The chief smith, by the name of Ory, is a semi-retired Hood Man and
devotee of the Resistance cause. He can shoe horses, sharpen tools and
weapons, make nails, and even forge some rudimentary replacement parts
for firearms.
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Arena
Population: Humans: 195
Near-Humans: 84
Machine Men: 10
Minotaur: 12
Others: 68
Breach Activity: A ruined Gate Center lies roughly 8 miles (13 km) to the
northwest, but the resulting Hot Zone is overrun with an
aggressive creeping yellow vegetation that has completely
smothered the area. The thick, impenetrable walls of
foliage renders most incoming Breach activity moot, as
anything crossing over to Earth is unable to escape it and
ultimately perishes. Scouts from Arena keep an eye on the
area as a precaution.
A Breach exists 15 miles (24 km) west that produces a
few hundred rust-colored, antlered, deer-like creatures per
year. The locals call this animal a Red Stag and hunt it for
its meat and hide. The Breach there also brings in some
small rodents and varieties of exotic-looking birds, but
nothing dangerous or particularly useful.
Assets: A strong, defensible habitation and a large enough
population to be able to form a reasonable defense against
most outside threats. A notable population of Minotaur
and Machine Men residents provide additional strength
and versatility to the community.
Liabilities: Arena lacks sophisticated weaponry or technology,
including technology for power generation or water
purification.
Intelligence: The community of Arena is well established and stable.
The surrounding ruins have been thoroughly cleared of
resources and artifacts. No great political or military
leanings, and though proximity to Hood invites the
influence of the Resistance, the citizens have benefited too
greatly from alien cooperation to turn it away. Cooperative
agents are encouraged to use this town as a temporary
staging and recovery point for travel up and down the
remnants of Interstate 35, and for travel to and from the
cluster of communities of interest to the east.

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Summary
Arena is a classic example of the new repurposing the old. For over 50 years,
human and alien settlers have made a home inside the ruins of an ancient
football stadium, building homes right into the former seating areas, locker
rooms, and concourses, while farming and ranching the land inside and
around the old athletics venue. Ranching includes the noteworthy inclusion
of a large, red, cow-like animal known as a Vaca, which has been successfully
domesticated. Its fatty meat is delicious and nourishing, and greatly prized.
The makeup of the community is a relatively common mix for successful
villages of its size. It is predominantly human, but welcoming of any being
that can contribute. The attitude that rules the hearts and minds of Arenans
is one of “common good.”
This open attitude has yielded two very useful fruits in particular. First, a
small family unit of Minotaur have made their home in the lower levels of
the old stadium. They were welcomed in by the community with due caution,
but without the prejudice that these hulking alien beings often experience. In
return, the Minotaur have shared their considerable farming knowledge with
their neighbors, to the benefit of all.
Secondly, an unusually large group of Machine Men has set up camp
within the walls. Originally just a pair of the mechanical beings settled in to
study the community and to lend a hand where they could, but its central
location eventually attracted a number of other Tinmen to join them. They
tell the citizens of Arena that most will be moving on within a few months,
but the assistance provided by their expertise in science, medicine, and even
combat have all benefited the town.
Arena is not “ruled” by any formal government, but by general
consensus. Everyone expects their neighbors to be helpful and not to
antagonize. The physical area is large enough that if squabbles pop up, the
offended parties can generally avoid one another. Violence is not tolerated
and leads to offenders being “drummed out” and banished by the general will
and action of the people. Common defense is provided militia-style, with all
families and individuals expected to take up whatever arms they have to
protect the town from monsters, raiders, or any other threat.
Points of Interest
Arena's well-fortified walls have allowed community to bloom and prosper
inside. It is commonly visited by travelers who know the Civilized Lands as a
place to rest up or restock, or even to settle down.
1. Guard Tower. Five guard towers rise above the makeshift settlements
of Arena, manned day and night by dedicated volunteers. Alarms are
sounded by ringing makeshift bells or gongs made from cast metal.
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Najyb Almaskari (Order #27901684)
Najyb Almaskari (Order #27901684)
2. Minotaur Lair. The clan of Minotaur, led by a grey bull named Mados
that have taken up residence in Arena have made themselves at home in
the old catacombs under the stadium ruins. They occupy a series of old
offices and a backstage area.
3. Exterior Wall Repair. Settlers of Arena long ago patched this cave-in
of the exterior wall with boulders and rubble.
4. Cartographer. Jenn Apple, a merchant and transcriber of maps, runs
her shop from a house amidst the homes of other residents. While not a
member of the Cooperative, independent agents regularly trade maps and
descriptions of surrounding territory with her; providing a new bit of in-
formation or salvaged bit of map will buy you more of the same in ex-
change. This makes her combination home and business a center of
information for travelers of all types.
5. Howard Residence. The Howard family, one of the largest and most
prominent clans in Arena, makes its home in what was once a locker
room in the stadium. From here, the family patron, Dane Howard, oper-
ates the livestock operations that take place inside the city walls, consisting
of cattle, horses, sheep, goats, and Vaca.
Dane is a near-human. His unusual traits include a set of antennae
protruding back from his jawline, a flat nose, and green stripes in his black
hair. He lives and works closely with his two wives, a woman of his own
race named Emera, with whom he has two teenage boys and a young girl,
and an Earthling wife named Tamara, with whom he has a grown daugh-
ter, two teenage girls, and a baby boy. His half-Earthling offspring all have
broad noses and bright green hair.
6. Traveler Apartments. Dwellings for temporary residents are found at
ground level in an area once reserved for luxury field-level suites. Travel-
ers and visitors are allowed to use them on a limited basis so long as they
are conducting business in the town and cause no trouble.
7. Sarra Residence. A heavily scarred man named Elias Sarra lives and
works in this relatively large home, most of which is taken up by work-
space, spare parts, and scrap junk. He is rumored to have been a mercen-
ary before settling down in Arena to work as a gunsmith and do-it-all
mechanic. One of the local Machine Men, who goes by the name of Eta,
is often found helping Sarra in his tasks.
8. Vaca Barn. Dane Howard technically owns this piece of property, but
it is used to house the Vaca of other ranchers as well as his own. The alien
livestock go through periods of a sort of hibernation every five months,
and have been trained to use this barn to nest up. Inside, up to 30 of the
132 head of Vaca may be found sleeping in cozy piles like huge kittens.
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9. Tradehouse. Originally a single, one-roomed house, this center of
trade has been expanded many times over the years. It now serves as a
marketplace where citizens and visitors can barter, buy, and sell goods
from loaves of bread to leather jackets to energy weapons. Availability
changes literally every day.
Perhaps the single most popular and regular exhibitor is a woman that
the locals just call the Grenade Lady. Over 60 years old, she arrives in
Arena every week to ten days, always with a pack full of explosives, ran-
ging from harmless flares to landmines to dynamite. She haggles for food,
domestic goods, and other basic supplies until her stock is exhausted, and
then heads back south of the river, always on her own.
10. Community Armory. The townspeople collectively employ a dozen
fighting men and women to maintain two stores of weapons, ammuni-
tion, armor, and other implements of battle. These mercenaries (of a
sort) are paid in free room and board, kept comfortable and fed by the
townspeople. A number have wed into the community and legitimately
call Arena their home.
Most of the stored items belong to town residents and are stored in
lockers when their owners are inside the walls. The weapons are generally
very simple, with nothing more exotic or rare than a bolt-action rifle or
handgun with a few rounds of ammunition, and more commonly bows
with quivers of arrows, spears, makeshift swords, and leather helmets and
jackets. These are all kept in the event of an attack, and as a bonus are
well maintained by the staff.
11. Ferry Launch. A small boathouse and dock are used by those travel-
ing up and down the river. Passage on short journeys or just to cross the
river can be easily bartered during daylight hours, but is less reliable at
night. The nearest easy ford is many miles away, whether headed upriver
or down.
12. Loren Farm. Named for the founder of the farm, the land is now
worked by Loren's son and daughter, Devante and Victoria. They primar-
ily grow corn, and fish in the river, and generally live a normal, if relatively
prosperous life. They are noteworthy, however, because they do not ever
enter Arena, and only Victoria deals with visitors or patrons looking to
buy from their stock. Devante never speaks to or even comes near anyone
but his sister.
Local legend says that Loren left the community of Arena after she
was cursed by an invisible, demonic, ethereal being from beyond a Breach.
The monster would attack anyone who so much as approached Loren,
forcing her into solitude with her two young children. With Loren's death,
the monster is said to now haunt Devante.
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Trade Post
Population: Grim: 1 permanent
Others: Varies
Breach Activity: Virtually none, the nearest being over 20 miles (32 km) to
the northwest, southwest, or east.
Assets: Isolation from significant Breach activity and a general
understanding of sanctuary between regular visitors.
Proximity to several communities helps to ensure trade
traffic.
Liabilities: Occasional traffic from hostiles originating from Bastion.
Intelligence: Trade Post is as apolitical as any establishment in the
Civilized Lands, with no noteworthy presence by Resist-
ance, Cooperative, or other regional powers, but is of
course used by all manner of peoples as a point of com-
merce in the area.
Summary
Trade Post is exactly what it sounds like: a place for residents of the area
to come to exchange goods and services. This crossroads, while off most
major routes, is near several settlements, including Boot Fishery (population
212) to the west, Cooper's Ranch (population 45) to the south, and Coke
Farm (population 32) to the east. Each are a day or two travel from Trade
Post for most adventurers and the locals that know the territory. That makes
it a convenient point of commerce for the members of these communities,
all of which center on some sort of agriculture and thus often have need to
barter their reserves for some need or other.
The structures found at the site have been erected by the regulars who use
the crossroads to further their commercial endeavors. Claims are respected by
most, though it is not unusual for newcomers to be found squatting in empty
dealer stalls.
Through some luck and happenstance, Trade Post has managed to stay
free of political machinations and overt threats that challenge most such es-
tablishments. It walks a fine line of being large enough to be useful, but small
and remote enough to avoid most trouble. It has no strategic value to the
Resistance or any of the city-states and political groups of the Civilized
Lands. Those that frequent the spot can handle themselves well enough to
fight off the typical threats found in the wild.

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Points of Interest
There are very few fixed points of interest in Trade Post. Even the most per-
manent fixtures pass on in time, so there is very regular turnover. Most of
these places may or may not be occupied on any given day, and may even be
abandoned for good or replaced by some newcomer. Only infrequently will
there be a full contingent of merchants present at any given time.
1. Gunner Homestead. The only truly permanent structure in Trade
Post is the cabin home to the solitary Grim, known as Gunner, and her
loyal hound, named Biscuit. She built the cabin and moved in perman-
ently roughly two years ago, picking the spot due to its unique combina-
tion of out-of-the-way and convenient to a number of life's luxuries. She
can keep to herself while still picking up needed supplies without having
to travel. Gunner has a rough reputation as a no-nonsense loner, even for
a Grim, so nobody argued. If anything, the regular merchants were happy
to have her move into the neighborhood, as her presence discourages
shenanigans by newcomers who have yet to learn the unwritten code.
Gunner may be encountered out hunting, but is most often seen
working outside her home, doing maintenance and repairs, or fishing in
the shade of one of the tall live oaks. Biscuit is never far from her heels.
2. Abel (Brewing). Abel is a man with a talent for turning most anything
organic into alcohol, and it can all be found in his booth. He is often in
his little shack for weeks at a time, cooking mash or filtering fluids in the
makeshift kitchen attached to his storefront. He almost always has one
variety of corn alcohol available, as well as some sort of fruit wine, but
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most are interested in his experimental concoctions that have bases of
everything from pine needles to tobacco to mashed grasshoppers to (al-
legedly) copperhead venom.
When not conjuring his potions in his shack, he is often hauling a
barrel or two to Boot Fishery, where he has a loyal following as well.
3. Silver (Guide Services). Silver is a Dru and an
Epic who has turned her natural acumen for wil-
derness life into a career as a professional guide.
She loves nothing more than to travel the
countryside, learning every crevice and hill of
the Civilized Lands, so she is willing to serve
as a ranger to anyone looking to travel,
whether it be to a known location or off the
map, entirely. Her powerful Aether-manipu-
lating abilities are geared toward superior abil-
ities of intuition and the manipulation of
nature, even further increasing her capabilit-
ies. So great is her reputation that travelers
have been known to camp for weeks at
Trade Post, waiting for Silver to return
from her latest expedition. She is never
long between jobs.
4. Cryss (Gun Salvage). Scavenging is a
popular trade in the Civilized Lands, and
very little is as sought after as a working
firearm. Unfortunately, guns that are in
pieces or rusted through are more com-
mon booty. Cryss, a human who per-
manently resides in the small community
of Coke Farm, specializes in salvaging
firearms scrap and creating working
weapons through restoration or the re-
purposing of parts. He takes advantage
of the explorers and adventurers that
pass through Trade Post to collect
useful bits and pieces, and to sell
the results of his handiwork.
5. Vacant Booth. This particular booth has been vacant for many
months, and is considered bad luck by the regulars. It has hosted a tanner,
a fortuneteller, a cartographer, a fletcher, and even a gunsmith for short
times, all of which are normally good bets for success, but none have
been able to stick it out.
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6. Cooper Ranch (Horses). The local horse ranch keeps a pen of
broken and saddle-ready horses, donkeys, and mules for sale at Trade Post
for most of the year, excepting the winter. They can be hired out for
transportation services by the hands that watch over the operation, or
bought outright. They also provide stabling, sell and repair tack and shoes,
and other equine services.
7. Ruined Depot. This burned-out ruin of an old fuel depot has been
mostly reclaimed by nature over the past century or so. Its roof has col-
lapsed and the tanks are full of holes from the combination of rust and
target practice. In a pinch, however, it is sometimes used as a shelter from
windstorms, or the foundation of a temporary camp.
8. Tent Village. Visitors often stay at Trade Post for a few days at a time,
or even longer. Sometimes they are waiting on a certain vendor to show
up, or are waiting for ordered work to be completed by a blacksmith, ar-
morer, tailor, or other crafter. Sometimes it is just a place to recuperate
from life on the road. Whatever the case, the Tent Village can provide ac-
comodations.
The operation is as close to a permanent fixure as there is in Trade
Post, except for Gunner and Biscuit, and is run by a trio of near-humans
who claim to be brothers, but have vastly different appearances. Seemo is
very tall, standing about seven feet (2.1 m), with webbed fingers, a bald
head, and only four fingers and toes on each extremity. Mussrat has pitch
black skin and hard nodules all over his broad skull, forearms, and shins,
with short, silvery hair. Bud looks almost totally human except for a
slightly shimmery tone to his pale skin and blonde hair. All three live in
the large cabin that doubles as a mess hall, and even has facilities for hot
showers thanks to a boiler system. Preferred currency for any and all ser-
vices are bullets of any size or make.

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3.5Breach Creatures
Breach creature is the general name commonly used to describe otherworldly
monsters of an animalistic or even demonic nature, as opposed to intelligent
beings that are usually known simply as aliens. Breach creatures can have only
the intelligence of an Earth animal, but many are cunning in their own ways
and display a sort of instinctual intelligence.
Beasts that are particularly large or savage are often called Breach mon-
sters, while those that allegedly wield magical-type abilities or are of particu-
larly evil cunning are sometimes distinguished as Breach demons.
Because each Breach typically opens to a unique world or dimension,
most of the creatures that emerge from them tend to be found in a certain
area. Many, however, have spread across the continent over the centuries. The
names given below are common titles given to describe the appearance or
behavior of one of these creatures, but anyone that encounters any given
creature for the first time is likely to assign his or her own label.

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Allosaur
It is more than clear that we don’t understand everything about the
relationship between dimensional travel and the flow of time. No more
evidence is needed than the existence on Earth today of species that have been
extinct for the whole ofhuman history.
Breach Science TechnicalIntroduction (CDoc BRSC-00c-01kk)
The Cooperative

Seemingly a real-life monster from


Earth’s historic past, the predatory Allo-
saurus, or simply Allosaur, once again stalks
the planet. The ancient dinosaur’s precise
Breach of origin is unknown, but along with the
presence of other dinosaur-like creatures, the very
existence of Allosaur on post-Fall Earth raises all
types of questions about everything from mass ex-
tinctions, the linearity
of time, and the
Breaches, them-
selves.
Allosaurs can
most often be
found hunting alone, but
have been observed in
packs if game is abundant.
They feed primarily on easy, meaty prey such as cattle, horses, Vaca, wild
goats, and other dinosaurs, and are not above chasing other hunters away
from fresh kills or scavenging from old corpses or large quantities of garbage.
The average allosaur is 25 to 30 feet (8 to 9 m) long, standing at about
half that height. Its tough hide is covered in fine feathers along its undercar-
riage, with slightly longer, more decorative feathers over the top of its head,
back, and tail. Its large head is full of hundreds of razor-sharp teeth designed
for tearing at flesh to be swallowed whole. The largest are capable of taking
the upper half of an average-sized human in one lightning-fast bite.
Juvenile Allosaurs are only two-thirds the size of adults, and thus lack
some raw power, but are lighter on their feet and more agile.
Similar to the Allosaur is its cousin, the Tyrannosaurus Rex, which is con-
siderably larger and more powerful. It is almost always a solitary hunter.
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Allosaur
Scale: +2D Static:
Might: 4D Dodge 14, Soak 16
Brawl 6D, Stamina 5D Move: 18
Agility: 2D+2 Perks:
Athletics (Run) 4D+2, +4 Armor (included in Soak)
Dodge 4D+2, Stealth 3D+2 +2D Teeth
Wit: 0D
Charm: 1D

Allosaur (Juvenile)
Scale: +2D Static:
Might: 3D+1 Dodge 17, Soak 13
Brawl 5D, Stamina 4D Move: 16
Agility: 3D+1 Perks:
Athletics (Run) 5D+1, +3 Armor (included in Soak)
Dodge 5D+2, Stealth 4D+2 +2D Teeth
Wit: 0D
Charm: 1D

Tyrannosaur
Scale: +2D Static:
Might: 5D Dodge 12, Soak 21
Brawl 7D, Stamina 5D Move: 15
Agility: 2D Perks:
Athletics (Run) 3D, +6 Armor (included in Soak)
Dodge 4D +3D Teeth
Wit: 0D
Charm: 1D

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Creep
[Many] otherworldly predators, such as Creeps... seem to be amalgams of
some ofour worst childhood nightmares.
Foreign Predators in Earth’s Changing Ecosystem
Harris Ross
Creeps are giant insectoid creatures with a refined skill for moving so slowly
as not to be detectable with normal vision. A full-grown Creep has the body
twice the size of a large dog, covered in a green carapace, which is suspended
up to eight feet (2.4 m) off the ground by its long, spider-like legs. It can
stand on as few as three legs while repositioning the others to take its next
step. It can move at a constant, but molasses-slow speed that makes it diffi-
cult to detect through casual observation or even electronic detection equip-
ment, and then make one quick strike to attack. Creeps are generally active at
night and attack sleeping, eating,
or watering prey. The creature
attacks with huge scissor-
like fangs that can pierce
vital arteries or even re-
move a limb with ease.
Creeps are particu-
larly effective when
congregating in
numbers up to ten
or twelve, in the
forests of the
world and in
crops of
wheat, corn,
and other tall-growing plants that can hide these predators when
they are standing at full height and therefore most dangerous to
strike. Passing animals or even humans wander unsuspecting into reach and
suddenly are assailed by the fangs of multiple attackers from above.
Tree Creeps are a similar creature that has substantially shorter legs and a
brown coloring. To achieve the height needed for its attack, it climbs trees
and stands on low branches, putting its prety within reach.
Creep Pods are the soft-shelled eggsacs of a Creep, roughly the size of a
basketball. They are left concealed on the ground under a thin layer of dirt
and leaves, making it a hazard to those who might step on it and break it
open, resulting in a biting swarm of larval Creeps.

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Creep
Scale: +0D Static:
Might: 2D Dodge 17, Soak 6
Brawl 3D+2 Move: 15, or 5 when stealthy
Agility: 4D+2 Perks:
Dodge 5D+2, Stealth 7D+2 Stealthy (reflected in skills)
Wit: 0D 4D Fangs (Range: 10 ft/3 m)
Charm: 1D

Tree Creep
Scale: +0D Static:
Might: 2D Dodge 17, Soak 6
Brawl 3D Move: 15, or 5 when stealthy
Agility: 4D+2 Perks:
Climb 8D, Dodge 5D+2, Stealthy (reflected in skills)
Stealth 6D 4D Fangs (Range: 15 ft/5 m)
Wit: 0D
Charm: 1D

Creep Pod
Check: Varies; a single pod in the open requires only an Easy
Search check to avoid, while a field of concealed pods may require
a Very Difficult check.
Damage: Stepping on a Creep Pod inflicts 3D of +0D scale
damage to the character as larval Creeps swarm and bite. Damage
is applied each round for up to four rounds.

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Griffin
We increasingly observe that old legends may be more than fairy tales, after all.
Wildlife Codex #1
The Cooperative
This beast appears to be the creature of legend from Earth’s past, with its
body, hindquarters, and tail of a lion, and the head, wings, and front legs of
an eagle. Despite some surviving stories of Griffins being magical beings,
perhaps even capable of speech, all indications are that the Griffin is merely a
fantastic animal, though very intelligent and perceptive.
Solitary creatures except when mating, Griffin are most commonly found
in high, sheltered places. Ruined apartment buildings and mid- to high-rise
buildings are ideally fit for the purpose, though hilltop hollows or abandoned
homes keep them closer to humanoid populations and their livestock, which
are a Griffin's favorite prey. Cubs are born in pairs, one male and one female,
and mature rapidly; they are almost immediately abandoned by their parents.
Ancient myths regarding these animals and their propensity for guarding
vast hordes of riches have been taken to heart by many adventurers and
treasure hunters, and their territories and nests are often sought out by those
looking to take the animal’s supposed hoard. The head, wings, or claws of a

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Griffin are also sometimes sought out by religious or mystical practitioners as
elements of potions or as protective amulets.

Griffin
Scale: +0D Static:
Might: 3D+2 Dodge 16, Soak 11
Brawl 5D, Stamina 6D Move: 20
Agility: 3D+1 Perks:
Dodge 5D+1 Fly (60 ft/18 m per round)
Wit: 1D +1D Talons
Charm: 2D

Griffin (Cub)
Scale: +0D Static:
Might: 3D+1 Dodge 13, Soak 10
Brawl 4D Move: 18
Agility: 3D+1 Perks:
Dodge 4D+1 Fly (50 ft/15 m per round)
Wit: 1D +1D Talons
Charm: 2D

Griffin (Elder)
Scale: +0D Static:
Might: 4D+1 Dodge 20, Soak 13
Brawl 6D, Stamina 8D Move: 22
Agility: 4D Perks:
Dodge 6D+2 Fly (80 ft/24 m per round)
Wit: 1D+1 +2D Talons
Charm: 2D+2
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Hardhats
The truck is done in, so I guess we’ll be walking the rest of the way. I can’t
guess at the type of world where these animals are from, and I can’t even
imagine how big the predators must be to be able to fight off these hard-
chargin’ giant hippo-horse-rhino things.
Cooperative fieldnotes on first encounter with a Hardhat
Author unknown
A large, four-legged beast the size of a compact car, Hardhats are the bane
of travelers throughout the Civilized Lands. The sight of any animal or mov-
ing object larger than themselves sends them into a blind rage, compelling
them to attack large creatures, mecha, and particularly cars and wagons. They
charge their perceived rivals and ram them using a rock-hard dome on top of
their head. The blow is sufficient to shatter wagons or carts, topple large
walking machines, and overturn trucks or vans. They are normally solitary
creatures that avoid males of their own kind due to their own natural aggres-
sion. Luckily, female Hardhats are much smaller than the males, which mostly
keeps them from danger.
Hardhats in many ways may remind an observer of a large Earth rhino-
cerous, standing on four stout legs, with thick folds of hide draping over their
joints, but can build a surprising head of steam, despite their bulk. They are
not hard to miss in the wild, as they have brilliant orange and yellow splashes
over a deep purple
hide. Thus, they
stand out starkly
against the open fields
and pastures where
they prefer to graze
and easily spy ap-
proaching predators
or potential rivals.
Anyone capable
of taking down one
of these formidable
monsters may find
the hides too
thick and un-
weildy to be
used to craft
clothes or a suit
of armor, but it is
sometimes stretched over the
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hulls of vehicles or even structures to add defense against everything from
bullets to fire to the wind and rain. It is often a poor trade of resources,
however, because they are so difficult to bring down. Hunters often expend
more ammunition or blood than they bargained for in the exchange.
A male Hardhat calf is every bit as aggressive as one that is full-grown,
but at about half the size and weight, it lacks the bulk to do as much damage
in a ram, and has lighter armor.

Hardhat
Scale: +2D Static:
Might: 5D Dodge 11, Soak 21
Brawl (Ram) 6D+1 Move: 10 in the first action,
Agility: 2D+2 20 in subsequent actions
Athletics (Running) 4D+1, Perks:
Dodge 3D+2 +6 Armor (included in Soak)
Wit: 0D 7D Ram Attack (at full speed
Charm: 1D will knock down the target on a
Wounded effect or better, in
addition to the normal results)

Hardhat (Calf)
Scale: +2D Static:
Might: 4D Dodge 8, Soak 15
Brawl (Ram) 5D Move: 10 in the first action,
Agility: 2D+1 20 in subsequent actions
Athletics (Running) 3D+1, Perks:
Dodge 2D+2 +3 Armor (included in Soak)
Wit: 0D 5D Ram Attack (at full speed
Charm: 1D will knock down the target on a
Wounded effect or better, in
addition to the normal results)

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Hoodlums
Hoodlums are not overly violent in nature, but are unquestionably
destructive. Lacking the sort of malevolence of many of the animalistic
creatures that we encounter, Hoodlums typify a broad class of “monster”
found on Earth that are certainly not evil or malicious, but are incompatible
with civilized society just the same.
Wildlife Codex #4
The Cooperative

Hoodlums are savage, hulking animals known for their destructive mating
behaviors. Though they have the capacity to grunt and growl, they commu-
nicate amorous intent through the sensation of vibrations in the air and
through the ground. To this end, males use tree limbs, metal pipes, or
whatever else they can grab to loudly destroy anything they can find and
make as much noise as possible. They can be found banging away on trees,
boulders, old buildings, or the wreckage of cars to try and attract attention.
The banging of metal is particularly prevalent wherever it can be found. Fe-
males can sense the vibrations from long distances, even miles in the right
conditions, and are lured to the source. Likewise, males can detect competit-
ors and either seek different territory, or move in to fight for the right to the
mating grounds; they are extremely territorial and aggressive when tryig to
lure in a mate.
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Hoodlums average 9 feet (3 m) tall, massive, semi-bipedal creatures
covered in a thick fur of incredibly fine rust-red hair that doubles as a recept-
ive network for vibrations through the air and ground. They have a hunched
over posture, huge heads, with overly-broad upper bodies compared to their
lower halves. Males have stronger upper bodies and are generally thicker and
more powerful, while females are slighter and lack some of the physical
strength of the males, but are far more agile.
Hoodlums live primarily by catching fish and scavenging corpses or waste,
but will also take an easy kill if one presents itself. They tend to find shelter in
caves, ruins, and other enclosed areas, but seek out open spaces when per-
forming their noisy mating calls.

Hoodlum (Male)
Scale: +2D Static:
Might: 4D Block 15, Dodge 8, Parry
Blunt 6D, Brawl 5D, Stamina (Blunt) 18, Soak 14
5D+1 Move: 12
Agility: 1D+2 Perks:
Athletics 3D+1, +2 Armor (included in Soak)
Dodge 2D+2 Extra Sense (sense vibrations;
Wit: 0D equal to a Search skill of 4D
Charm: 1D where applicable)

Hoodlum (Female)
Scale: +2D Static:
Might: 3D+1 Block 15, Dodge 17, Soak 10
Brawl 5D, Stamina 4D+1 Move: 15
Agility: 3D Perks:
Athletics 5D+1, Extra Sense (sense vibrations;
Dodge 5D+2 equal to a Search skill of 5D
Wit: 0D where applicable)
Charm: 1D

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Imps
Imps are Breach demons, mischievious creatures that seem to have spawned
from some hellish dimension to wreak havok and sow misery for mankind.
They lack full human reasoning abilities, but are clever enough to be
incredibly efficient in making trouble for intelligent beings throughout the
Civilized Lands and beyond.
There are a wide variety of types of Imps that have been observed, each
creating its own particular brand of trouble for residents of the Civilized
Lands. Regardless, they seem to serve no greater purpose or have any goals or
needs other than to be a thorn in the collective side of society.
They vary slightly in appearance, each conveniently identifiable to the type
of mayhem that it likes to pursue. All are small, roughly a foot (0.3 m) in
height. All types of Imps have four eyes placed around their head and some
type of horns, exact location and description depending on the specific
breed. They have a sort of hunched posture with a tail and long feet for bal-
ance. They communicate through some sort of chattering language, with a
great deal of what sounds like laughter.
Green Imps' particular brand of mischief involves the consumption of
electricity and the destruction that comes along with that. They subsist on the
electrical energy found most commonly in
cells, but also grids where power genera-
tion is used, such as in factories or
communities surrounding pre-
Fall power plants. They chew
on power lines, rip apart electrical
components, and generally destroy
any sort of modern technology.
They are immune to harm by elec-
trocution and also happen to be im-
mune to ion weapons that produce a
stun effect. A Green Imp's eyes are
set on the side of its head, one pair
large and one small, and its horns pro-
trude backwards off the back of its
skull above a pair of long ears.
Yellow Imps are nourished by
flames, and therefore delight in set-
ting fires so that they may gorge on the
energies that are produced; as
such, they are immune to fire
and heat. They are perhaps the
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most common type of Imp. A yellow Imp's head is spherical, with its four
eyes clustered together all in the front of its face above its grinning, toothy
mouth, while a dozen tiny horns protrude from all over its head.
Black Imps live solely on fresh water, which they consume in massive
quantities while also putrifying the source. Water that has been in contact
with a Black Imp becomes murky and full of sulpher, and impossible to
drink. The beasts can apparently breathe air or scrub oxygen from the water
using a secondary respiratory system. This type of Imp has a human-like
head, except with four black eyes evenly spaced across the brow, and has no
teeth in its small mouth. It has no visible ears, but a pair of long, thin horns
protruding from the sides of its head. Its fingers and toes are webbed to as-
sist it in moving through the water.

Imp
Scale: +0D Static:
Might: 2D Block 9, Dodge 21, Soak 6
Brawl 3D Move: 11
Agility: 5D Perks:
Athletics 6D, Dodge 7D Varies, see below
Wit: 1D+2
Charm: 1D
Additional Stats
Each type of Imp has a number of special skills and Perks, according to
their individual natures.
Green Imp: Has the skill of Repair (Electronics) at 4D, but
only for the purpose of finding and accessing power sources. Can-
not be stunned by ion weapons, and is immune to electricity.
Yellow Imp: May perform the Aether Feat of Spontaneous
Combustion once per hour as a natural ability. Is immune to dam-
age by fire and heat.
Black Imp: Has the Perks of Swimming, Minor and Special
Breathing (underwater).

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Leechers
It is for this reason that I recommend caution when traveling on foot or
mounted through forests with good overhead cover, and to keep yourselves
and your animals covered ifforced to camp there overnight.
Explorer’s FieldManual
Jake Houston

A Leecher is a remarkably savage small mammal that is commonly found in


the oak and piney forests of the Civilized Lands and beyond. This warm-
blooded rodent resembles a large flying squirrel, complete with flaps of skin
between its legs that allow it to glide from tree to tree as it moves about in
search of food. They are exceptionally good climbers, with opposeable
thumbs on all four of its feet, allowing them to easily scurry up and down
trees, and even climb upside-down from limbs, rocky outcroppings, and other
overhangs that serve as good vantage points for watching the world below.
What sets these small mammals apart from similar rodentia is its feeding
method. First and foremost, its mouth unhinges wide and into a split jaw
with many rows of jagged teeth, allowing it to grasp tightly onto its prey and
deliver a brutal bite attack that draws massive amounts of blood from the
wound. The creature even has a second mouth located directly in its stomach,
which attaches like the sucker on a leech to both ensure its grip on its victim
as well as to more quickly drain blood from its body.
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Leechers glide from tree tops with their arms outstretched and direct
themselves to fall on unsuspecting victims, where they wrap their legs around
and hold on tight, using its mouths to pull blood from any unprotected area
to feed. The leech attack is penetrating enough to punch through thick fur,
scaly hides, or normal layers of clothing, namely any clothing or skin without
an Armor Value. Getting them to unlatch can be tricky as well, as pulling a
Leecher away (by way of making a successful Brawl check against the
creature's specialization of Grapple) does as much damage as the initial at-
tack. Stabbing, burning, or even shooting an attached Leecher may be a bit
easier, but a bad roll may see the character accidentally hurting him or herself.
If the opportunity presents itself, submerging the creature in water is the
surest way to get it to release its hold.
Leechers are relentless hunters, and are on the prowl for an easy meal
both night and day. They tend to feed on larger, warm-blooded animals with
enough blood to make their efforts worthwhile, such as livestock, deer, and
unsuspecting humans. Once one has attached and begun to feed, others tend
to join in the frenzy, amplifying the danger to the victim by compounding the
damage. They are drawn to the smell of blood and so are often seen watch-
ing violence from the treetops in groups of up to ten or more, awaiting their
chance to take on any survivors. In some cases, mobs of Leechers have been
seen to follow around robbers and bushwhackers that are prone to leaving a
few wounded bodies around, passing up on or even protecting the bandits so
long as a steady food supply is provided.

Leecher
Scale: +0D Static:
Might: 1D Dodge 15, Soak 3
Brawl 1D, Move: 8
Brawl (Grapple) 4D Perks:
Agility: 4D Glide (travel airborne 5 ft/
Athletics (Climb) 6D, 1.5 m laterally for every 1 ft/0.3
Dodge 5D, Stealth 6D+2 m of fall)
Wit: 0D 3D Leech Attack (successful
Charm: 1D+1 grappling attack does damage
against exposed or thinly-
covered skin/hide)

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Maulers
Our knowledge of the wide world is very limited. We have no evidence, or
even a rumor, of any Breach so large that it could usher such a monster into
our dimensional plane. We don’t have nearly enough data to even theorize
about their origin, only to guess.
Wildlife Codex #2
The Cooperative
Long believed to be a myth, confirmed sightings of two different Maulers
within the known territory in recent years have placed these massive mon-
sters firmly in the world of fact. They stand over 20 feet (6 m) tall atop two
massive legs and dragging tail, with two small arms sprouting from their mid-
section. It is the beast’s two massive primary arms, however, that give this
monster its name. One ends in a huge, clawed hand, and the other in a giant,
bone-encrusted fist, permanently clutched tight to be used as a massive club.

A Mauler is a sort of scavenging predator, roaming the wilds in search of


easy prey. Its normal method of hunting involves intimidating people or an-
imals into seeking shelter in buildings, vehicles, and other confined spaces,
which it then tears and smashes open with its claws and club-fist, respectively,
picking out dead or wounded prey with its smaller, more dexterous arms to
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feed. With its massive strength and such punishing tools at its disposal, a
Mauler can turn even a sturdy building to rubble in a matter of minutes, and
peel open an armored personnel carrier like a tin can.
Maulers are extremely aggressive, made more so by the fact that they don’t
keep a regular hunting ground, but roam aimlessly in pursuit of their next
meal, constantly bringing new settlements into danger. Savvy hunters, they
have learned to look for signs of civilization to guide their search for food,
such as campfires, the sounds of daily labors, and cleared roads. Quick-
tempered, they will attack at the slightest provocation.

Mauler
Scale: +4D Static:
Might: 5D Block 21, Dodge 10, Soak 17
Brawl 7D Move: 17
Agility: 2D Perks:
Athletics (Running) 4D, +2 Armor (included in Soak)
Dodge 3D+1 +1D Claw Arm
Wit: 0D +2D Club Arm
Charm: 1D
Complications:
-1D on Might checks using
smaller secondary arms

Mauler (Elder)
Scale: +4D Static:
Might: 6D Block 24, Dodge 12, Soak 22
Brawl 8D Move: 17
Agility: 2D Perks:
Athletics (Running) 4D+1, +4 Armor (included in Soak)
Dodge 4D +1D+1 Claw Arm
Wit: 0D +2D+2 Club Arm
Charm: 1D
Complications:
-1D on Might checks using
smaller secondary arms
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Plasma Wyrm
We have seen all manner of creatures emerge from Breaches across our lands,
many more bizarre or terrifying than the last. So far, we have learned to cope
with the realities that such things exist. We must entertain, however, the
possibility that one day will walk through one of these portals a true civiliza-
tion-killer, an extinction-level event that is capable of extinguishing the light of
all life from our world.
Our ExistentialCrisis
Rt. Rev. Desmond Trouca
The Plasma Wyrm is a true
Breach monster, a massive and
terrifying beast from across the
planes of existence. Fortunately,
they are relatively rare, but they
make up for their scarcity with in-
comparable lethality and nigh-
invincibility. Little in the Civilized
Lands can match it, and it arguably
is the most powerful, godlike
creature to have been brought to
Earth by a Breach.
There is no good news for
anyone who finds him or herself
confronted with this monster.
A Plasma Wyrm towers over
the average 4-story building,
well over 50 feet (15 m) tall.
That measure doesn't in-
clude its tail, which is
roughly as long as the rest
of its body, and ends in a
bony set of piercing blades
capable of leveling buildings.
Its mouth is a terror of jagged
teeth designed to rend the flesh
of some giant prey from its
homeworld, and it is both tall and
strong enough to simply trample
whole villages underfoot.
All of that would be sufficient to crown the
Plasma Wyrm as the apex predator of the Civil-
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ized Lands, but its most horrifying talent involves generating plasma within
its huge head and spraying it over its foes. This fiery liquid, as hot as the sur-
face of the sun, is presumed to be generated through some sort of natural
ability to manipulate Aether, but obviously no actual scientific study has been
conducted on one of these hellish creatures to test this hypothesis.
An unusual circumstance exists with this particular monster that makes it
at least somewhat more manageable a foe, in that is at least possible to avoid
its primary hunting grounds; it is widely known where the monster's Breach
of origin is. Plasma Wyrms enter Earth's plane of existence through a
massive Breach just outside what was once Austin, Texas., in the town of
Buda. The Breach fills the greater part of a massive, high-bay automated
storage warehouse, where an advanced robotics system housed and sorted
goods for a global shipping organization. Before the Fall, this facility utilized
the world's largest single Gate as part of its operation. Linked to a sister fa-
cility in China, it was to be the next step in international commerce. As it is,
it's the only Gate known to have been large enough to create a Breach cap-
able of transporting a Plasma Wyrm.

Plasma Wyrm
Scale: +6D Static:
Might: 5D Dodge 12, Soak 21
Brawl 7D+1, Stamina 6D Move: 30
Agility: 3D Perks:
Athletics (Run) 5D, +6 Armor (included in Soak)
Dodge 4D, Project Plasma 5D +2D Tail Spike Stab
Wit: 0D +3D Teeth
Charm: 1D 6D Trample Attack
Plasma Breath
Aether is converted into white-hot plasma energy and shot from the mouth
of the Plasma Wyrm. This requires an action on three successive rounds for
the monster, two to prepare and one to attack. These are the only actions
that may be taken during these respective turns, or the attack fails.
Skill: Project Plasma (special, see skills)
Damage: 9D
Range: 50/100/300 feet (15/30/90 m)

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Poison Bat
Difficult challenge to team. One horse and two men lost on hunt. Achieved
objective. Collected three venom sacks, routed to J. Reevaluating risk.
DecodedResistance message collectedfrom deaddrop in Crossroads
Giant, horrific versions of Earth animals are not uncommon from beyond
the Breaches. Whether a testament to the common development of species
between worlds or an indication of some inherent link between Earth's di-
mension and others, it's a fact of life in the transformed world. One such an-
imal is the Poison Bat, a massive Breach creature or demon that bears a
striking resemblance to the familiar nocturnal flying mammals of our world.
Size is definitely the most readily recognizeable trait of a Poison Bat that
makes it stand out from its native cousins. These monsters have a wingspan
of over 10 feet (3 m) and a body about half as large as the average humanoid
adult. Their screech can be defening, but is used for echolocation like a nor-
mal bat. It has six eyes which perceive carbon dioxide and other repiratory
byproducts, but only at short ranges. It uses this unique vision to identify res-
piratory outlets such as the mouth and nose, so that it may put its most alien
feature to work.
The Poison Bat earns its name from its long,
retractable tongue, which contains a sort of
tube down to a special sack in the back
of its throat. Via this appendage it
spits a powerful poison into exposed
areas of its potential victims, par-
ticularly the mouth and nose, al-
lowing for rapid infiltration of its

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debilitating toxin. It can hit a target within a matter of inches from up to 50
feet (15 m) away, like an expert hunter with a blowgun. To get this close, it
relies on its near-silent flight and the cover of darkness during its active hours
in the night.
The poison can kill outright, but even a partial impact can harm a victim
enough to give the creature its chance to finish its work. Should the prey fall
unconscious or be physically overcome, the creature can finish off its prey by
rending it into pieces to be carried away and eaten in the relative safety of its
nest or some other perch away from other predators.

Poison Bat
Scale: +0D Static:
Might: 3D+1 Dodge 18, Soak 10
Brawl 4D, Lift (in flight) 5D, Move: 6
Stamina (Fly) 6D+2 Perks:
Agility: 4D +1 Armor (included in Soak)
Dodge (in flight) 6D, +1D+1 Teeth
Poison Spit 6D+1, Stealth (in +2 Claws
flight) 6D+1 Fly (50 ft/15 m per round)
Wit: 0D
Charm: 1D
Poison Spit
A projectile of poisonous fluid is shot from a tube in the creature's tongue.
A successful strike hits the victim in the eyes, mouth, nose, or other exposed
area. If all vulnerable areas are covered, the attack is automatically defeated.
Skill: Poison Spit (special, see skills)
Damage: 6D poison damage; resist with Stamina instead of
Soak. Victims take damage per typical Wound Levels.
A successful strike by the poison also requires a
moderate Stamina check against searing pain, which
results in a penalty of -2D on all actions, in addition
to any wounds.
Toxin collected from a Poison Bat and delivered by
other means does 3D of poison damage, with the
same Stamina check required against pain.
Range: 10/20/50 feet (3/6/15 m)
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Prowler Beast
And out ofnowhere... BAM! This shadow tackled Murphy.
After Action Report on encounter with a Prowler Beast
Bastion Archives
It is hard to describe the creature known as a Prowler Beast, simply because
so few people have managed to get a good look at one, due to its natural
ability to cloak itself in darkness. This otherworldly hunter innately manipu-
lates the light around it, converting light into free Aether, and thus shrouding
itself in a shadowy haze. While not particularly effective in the light of day, it
makes the predator almost completely invisible in shadow and darkness.
Those that have seen a live Prowler describe a huge creature with very
little distinct form that moves silently and gracefully like a cat, but is more
than twice the size. To manage to kill one is to reveal the Prowler Beast's
form, which is very much like a gigantic panther with jet-black fur, massive
paws, a wide, smiling mouth, and a spikey ridge of mane down its back. Their
size, bulk, and a thick, incredibly dense coat of fur make them difficult to
take out with most conventional weapons. Successfully hunting a Prowler
Beast can be a worthwhile exercise, however, as their pelts maintain limited
powers of concealment. The seemingly supernatural ability to shadow meld is

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eliminated upon the creature's death, but the fur, itself, is a matte black with
no sheen. This makes it useful as camoflauge when used in armor or clothing.
Prowler Beasts are nocturnal hunters that utilize stealth and their natural
abilities to ambush their prey. Nearly completely invisible in the dark, they can
stalk in virtually any terrain or environment, often without any respect to
cover or concealment. It is not unusual for one or a pair of Prowler Beasts to
approach livestock in the middle of an open field, or a person out walking in
the middle of a street after dark, and make a kill right out in the open. The
attack comes in the form of a pounce and the baring of massive jaws full of
razor-sharp teeth. The beast's broad paws and weight are sufficient to hold
down most any victim long enough for a killing bite.
Prowler Beasts are often encountered in mated pairs, which they establish
at a young age and keep for life. They keep a few dens where they spend the
daylight hours, usually in caves or abandoned buildings, between which they
alternate depending on where good hunting can be found.

Prowler Beast
Scale: +2D Static:
Might: 4D Dodge 16, Soak 14
Brawl 5D, Brawl (Pounce) 6D Move: 21
Agility: 3D+2 Perks:
Athletics 5D, Dodge 5D+1, +2 Armor (included in Soak)
Stealth 5D +2D Teeth
Wit: 0D Dark Meld (+3D to Stealth
Charm: 1D when in darkness or shadow)

Prowler Cloak
The pelt of a Prowler Beast can be fashioned into a cloak, suit of clothing,
or a cover for a suit of armor. In addition to being sought-after as an exotic
and stylish accessory, the innate properties of the matte black hide offers
hunters, bushwhackers, and anyone else who may have cause to sneak
around in the dark a considerable advantage by way of concealment.
Bonus: +2 to Stealth when concealed in shadow or darkness
Cost: $$$$
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Trapcats
If you find yourself being pursued by a Trapcat, you face an unfortunate
choice. You can turn to face your attacker, or else flee into the jaws of the three
that are laying in wait.
Wildlife Codex #1
The Cooperative
The infamous mounts and pets of the Reptilian Raiders are known as Trap-
cats, both for their feline appearance and for the sophisticated tactics they use
when in pursuit of prey.
The cats are honey-and-white, with long hair, black eyes, and notably
fierce teeth that protrude and grin like menacing bear traps. They are the size
of a small horse, though stand lower to the ground thanks to
their flexible, catlike hips. They move like the large predatory
felines of Earth, bounding forward off powerful rear legs
in an efficient, smooth motion that results in great
speed across the open ground. They are capable, but
not excellent climbers, and prefer open pursuit after a
short stalk, like a cheetah, over prolonged stalking
ending in sudden ambush like a panther.
Trapcats are also far superior cooperative hunters
than native Earth species, using a level of strategy
that verges on a limited intelligence. They do not have
a particularly sharp sense of smell, but hunt with their
keen eyesight. Using their tails, which always end in a
bright white tip, they communicate basic signals to
each other across fields or open
areas within line-of-sight to co-
ordinate their attack. For ex-
ample, when a group of Trapcats
is stalking prey from
different sides, one of
the pride will “call the
ball” with an indication
of its tail that it will
lead the attack, which
signals the others to
be ready to pursue
after the target at-
tempts to flee.

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These are natural behaviors, exhibited by all Trapcats, but those that have
been bred and raised as war mounts by the Reptillian Raiders are particularly
deadly. Selective breeding has produced stock that are tougher, with training
to make them better runners and fighters.

Trapcat (Wild)
Scale: +0D Static:
Might: 4D Dodge 15, Soak 12
Brawl 5D, Stamina 5D+1 Move: 25
Agility: 4D Perks:
Athletics 5D+1, Dodge 5D, +1D Claws
Stealth 5D +2D Teeth
Wit: 1D Pack Intelligence (Trapcat
Charm: 1D+2 gets a +1D bonus to Brawl and
Stealth when hunting in a group
of 3+)

Trapcat (Trained Combat Mount)


Scale: +0D Static:
Might: 4D+1 Dodge 17, Soak 13
Brawl 6D, Stamina 6D Move: 25
Agility: 4D
Athletics 6D, Athletics (Run) Perks:
+1D Claws
7D, Dodge 5D+2, Stealth 5D +2D Teeth
Wit: 1D Pack Intelligence (Trapcat
Charm: 1D+2 gets a +1D bonus to Brawl and
Stealth when hunting in a group
of 3+)

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4.1 Creation Aids
The following pages contain a number of tables and forms useful for
creating and playing a character in Breachworld. Flip to these resources for
easy references and summaries of the choices you have for building your
character.
Included in the following pages:
• Short-form character sheet
• Player Race summary
• Advanced Class summary
• Skills, Perks, and Complications summary
These will be updated as future supplements are released for the game. Check
out breachworld.com for the latest versions of these and other references.

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Breachworld RPG Character Sheet
Character Stats

Open D6 and Mini Six are the properties of Eric Gibson and Ray Nolan, respectively, and are used in
This document copyright 2014 Jason Richards Publishing, but may be reproduced for personal use.
Name/Race:
Advanced Class: Dodge:
MIGHT WIT Feats: Full Dodge:
Brawl Block (unarmed):
Lift Parry ( ):
Stamina Soak:
Move:
Perks: Fate Points:
Character Points:

accordance with the Open Gaming License.


AGILITY CHARM Complications:
Wound Status
Dazed
Athletics Wounded
Severely Wounded
Dodge Incapacitated
Mortally Wounded
Gear:

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Player Race Humans Climbers Demonkin Dru Elder Grim
Attribute Dice 12D 12D 11D+1 12D 14D 12D+1
Skill Dice 7D 6D 6D 5D 8D 6D
Might 1D/4D 1D/3D+1 2D/5D 1D/3D+1 1D+2/4D+1 1D+2/4D+1
Agility 1D/4D 2D+1/5D 1D/4D 1D/4D 2D/5D 1D+2/4D+1
Wit 1D/4D 1D/4D 2D/5D 1D+1/4D 2D/5D 1D/3D+2
Player Charm
Move
1D/4D
15
1D+1/3D+1 1D/3D
15 16
1D+2/4D+2
15
1D/4D
16
1D/3D+1
15
Races Racial Perks None Climbing Healing, Lesser Dru Beast Tongue Attractive Signature Weapon
Armor, Light Long-lived Armor, Light
Racial Comps None None Infamous None None None
Player Race The Holy River Folk Tusks Machine Men Morlocks Pathos Reptil. Raiders
Attribute Dice 13D 11D+1 12D 12D+2 10D+2 12D 12D
Skill Dice 7D 6D 6D 10D 4D 6D 6D
Might 1D/3D+1 1D/3D 3D/6D 2D/4D 2D/4D+2 1D/3D+1 2D/5D
Agility 1D+1/4D+2 1D/3D 1D/3D+1 1D/4D 2D/4D+2 1D/3D+2 2D/4D
Wit 1D+1/4D+1 1D/4D 1D/3D+2 1D+1/6D 1D/3D 1D/4D 1D/2D+1
Charm 2D/5D 2D+1/4D+2 1D/2D+1 1D/3D 1D/3D 2D/5D 1D/3D
Move 12 15 14 15 15 15 14

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Racial Perks Blessed Swimmer Heavy Armor Recall Direction Sense Pathos Empathy Primitive
Unstunnable Quick Study Nightvision Infamous
Racial Comps Personal Code Environ. Weakness Enemy Soulless Disabled None None
Primitive
Epics
Advanced Class: Epic
Required: Wit attribute of at least 3D
Cost: 3D in starting skill dice, or 45 CP
The new Epic immediately gains the following:
• The Epic skill, starting at the Wit attribute level
• Two Aether Feats of choice
• The ability to learn Aether Feats with character advancement
• The ability to purchase Epic Perks
• The ability to take Epic Complications

Aether Feat List


Air Power Electronics Invisibility
Manipulation Stun Bolt Lantern
Broadcast Laser Blast
Control Weather Heat Manipulation Snuff Light
Fog Body Heat
Shriek Chill Matter
Sphere of Silence Extinguish Fire Manipulation
Vaccuum Feed Fire Aether Weapon
Fireball Animate
Biomedical Heat Radius Armor
Manipulation Resist Heat Conjure Simple Object
Beast Tongue Spontaneous Create Food
Heal Combustion Create Water
Induce Fear Death Spell
Hallucination Kinetic Disintegrate
Paralysis Manipulation Growth
Possession Accelerate Mask
Slumber Break Fall
Still Mind Deflect Projectile Space-Time
Telepathy Fly Manipulation
Increase Gravity Dispel Aether Feat
Electricity Kinetic Suspension Field Divination
Manipulation Push Hasten
Depower Object Telekinesis See Aether Aura
Electric Field Sense Aether Feat
Interference Light Manipulation Sense Breach
Lightning Bolt Dark Vision Slow Time
Magnetic Telekinesis Flash Teleport
Hologram

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Skills, Perks, and Complications
Skill List
Might Agility Wit Science
Axe* Athletics Aliens Survive
Blunt* Bow* Breach Science Track
Brawl* Dodge* Computer Charm
Knife* Drive Craft
Lift Gunnery* Epic^ Command
Pole-Arm* Handgun* Language Courage
Stamina Pilot Medicine Diplomacy
Sword* Rifle* Navigate Persuade
Sleight of Hand Pick Locks Ride
* combat skill Stealth Repair Seduce
^ special skill Throw* Search Streetwise

Perks Complications
Armor, Light (1) Resistance (1) Age
Armor, Heavy (2) Sidekick (3) Allergy
Attractive (1) Signature Weapon (2) Crazy
Blessed (2) Special Breathing (1) Debt
Climbing (2) Swimmer, Minor (1) Diet
Daredevil (2) Swimmer, Major (2) Disabled
Destiny (2) Unstunnable (2) Doomed
Direction Sense (1) Enemies
Eagle Eye (1) Epic Perks Fearsome Visage
Extra Sense (1) Astrological Power (1) Gremlins
Famous (1) Familiar (1) Hazardous Environment
Fast Draw (2) Mentor (1) Illiterate
Favors (1) Sanctus Sanctorum (1) Infamous
Fearless (2) Specialist (1) Marked
Hardiness (1) Spirit Guide (1) Pariah
Healing, Lesser (1) Personal Code
Healing, Greater (2) Primitive
Keen Sense (1) Skeletons in the Closet
Loot (1) Unlucky in Love
Lucky (2) Unlucky in Money
Natural Weapon, Light (1) Soulless
Natural Weapon, Heavy (2)
Nightvision (1) Epic Complications
Patron (2) Astrological Flaw
Perceptive (2) Crutch
Prehensile Limb (1) Demonic Pact
Quick Study (1) Dogma
Recall (1) Narrow Focus
Reflexes (2) White Wizard

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4.2 In-Game Aids
This section contains reference charts for modifiers, expanded and compiled
in one place for easy use during the game.
Included in this section:
• Scale Modifiers
• Difficulty Descriptions and Modifiers
• Dealing Damage
• Healing Damage
These will be updated as future supplements are released for the game. Check
out breachworld.com for the latest versions of these and other references.

205

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Scale Modifiers To Hit To Dodge
+0D +2D +4D +6D +1 2D +24D +0D +2D +4D +6D +1 2D +24D
+0D: Character, Animals +0D +2D +4D +6D +12D +24D +0 +6 +12 +18 +36 +72
+2D: Air Cycle, Car, Little Dragon, Wagon +0D +0D +2D +4D +6D +12D +0 +0 +6 +12 +18 +36
+4D: Big Dragon, Galley, Mecha, Tank +0D +0D +0D +2D +4D +6D +0 +0 +0 +6 +12 +18
+6D: Fighter, Lt. Transport, Heavy Mecha +0D +0D +0D +0D +2D +4D +0 +0 +0 +0 +6 +12
+12D: Capital Ship, Elder God, Space Station +0D +0D +0D +0D +0D +2D +0 +0 +0 +0 +0 +6
+24D: Mega Space Station, Planets +0D +0D +0D +0D +0D +0D +0 +0 +0 +0 +0 +0
To Damage To Soak
+0D +2D +4D +6D +1 2D +24D +0D +2D +4D +6D +1 2D +24D
+0D: Character, Animals +0D +0D +0D +0D +0D +0D +0 +0 +0 +0 +0 +0
+2D: Air Cycle, Car, Little Dragon, Wagon +2D +0D +0D +0D +0D +0D +6 +0 +0 +0 +0 +0
+4D: Big Dragon, Galley, Mecha, Tank +4D +2D +0D +0D +0D +0D +12 +6 +0 +0 +0 +0
+6D: Fighter, Lt. Transport, Heavy Mecha +6D +4D +2D +0D +0D +0D +18 +12 +6 +0 +0 +0
+12D: Capital Ship, Elder God, Space Station +12D +10D +8D +6D +0D +0D +36 +30 +24 +18 +0 +0
+24D: Mega Space Station, Planets +24D +22D +20D +18D +12D +0D +72 +66 +60 +54 +36 +0
The tables are read as per the following examples:

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• A character shoots a rifle (+0D) at a tank (+4D). The character gets +4D to hit. The tank gets no bonus to dodge. The
character gets to bonus to damage. The tank gets +12 to soak.
• A heavy mech fires a cannon (+6D) at the tank (+4D). The heavy mech gets no bonus to hit. The tank gets +6 to dodge.
The heavy mech gets +2D to damage. The tank gets no bonus to soak.
Difficulties and Modifiers

Difficulty TN Description
Very Easy 2-5 Nearly everyone can do it.
Easy 6-10 Player characters will seldom have trouble.
Moderate 11-15 Average characters have a reasonable chance of failure.
Difficult 16-20 Success requires luck or superior skill.
Very Difficult 21-30 Only the extremelly well skilled will regularly succeed.
Heroic 30+ Only true masters can succeed consistently.

Cover Modifier
25% cover +2 to TN
50% cover +5 to TN Range Modifier
75% cover +10 to TN Point blank -5 to Dodge
Light smoke/fog +3 to TN Short No modifier
Thick smoke/fog +6 to TN Medium +5 to Dodge
Very thick smoke/fog +12 to TN Long +10 to Dodge
Poor light, twilight +3 to TN
Moonlit night +6 to TN
Complete darkness +12 to TN

General Conditions Modifier


Character attempting the skill has a great advantage -6 to -10 to TN
Character attempting the skill has some advantage -1 to -5 to TN
Character attempting the skill has no advantage No modifier
Character attempting the skill is at some disadvantage +1 to +5 to TN
Character attempting the skill is at a great disadvantage +6 to +10 to TN

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Dealing Damage

Damage* > Wound Wound


Soak by: Level Effects
0 or less Unharmed None.
1 to 3 Dazed -1D for all remaining actions for the current round
and the next round.
4 to 8 Wounded -1D to all actions until healed.
4 to 8 Severely -2D on all actions until healed.
Wounded**
9 to 12 Incapacitated As a free action before losing consciousness, the
character may try to stay "in the fight" with a Moder-
ate (15) Stamina roll. If successful, he or she may
continue to act, but with a -3D penalty. A failed check
means the character falls unconscious for 10D
minutes.
13 to 15 Mortally The character is near death and immediately knocked
Wounded unconscious. Toll the characters's Might each round;
the character dies if the roll is less than the number
of minutes he or she has been Mortally Wounded.
1 6+ Dead The character has perished.
*Note: Any additional damage less than or equal to the character’s current Wound Level
moves him or her up one level.
**Note: A character is Severely Wounded if the result is between 4 and 8 and he or she
is already Wounded.

Damage > Stun Stun


Soak by: Level Effects
0 or less Unharmed None.
1 to 8 Stunned -1D on all actions for 2D6 rounds.
9+ Severely The character is knocked unconscious for 2D
Stunned minutes.

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Healing Damage
The tables are read as per the following examples:
• Kevin Cobra took some minor damage in a fistfight and is Dazed. He
will automatically recover after one minute. If a companion helps him
out by making an Easy Medicine check, Kevin's penalties are
immediately dropped and he is fine.
• April took a bullet for a Wound Level of Incapacitated. After one day,
Dr. Souk attempts a Difficult Medicine check, but fails. April remains
Incapacitated. After another day, the doctor again attempts the Difficult
Medicine check and succeeds, upgrading April to Severely Wounded.
• Catembe is Severely Wounded and without medical attention. After
three days of rest, he attempts a Might check with a TN of 6, and
succeeds. This improves his condition to simply Wounded. After three
more days, he again makes a Might check against a TN of 6 and
succeeds. He is now fully healed and without penalty.

Natural Healing
Wound Level Frequency Might TN
Dazed 1 minute automatic
Wounded 3 days 6
Severely Wounded 3 days 6
Incapacitated 2 weeks 8
Mortally Wounded 5 weeks 9

Assisted Healing
Wound Level Frequency Medicine TN
Dazed Immediate Easy
Wounded 1 day Moderate
Severely Wounded** 1 day Moderate
Incapacitated 1 day Difficult
Mortally Wounded 1 day Very Difficult

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Welcome to the
BREACHWORLD RPG
Jason Richards Publishing Presents

The Earth is an untamed wilderness, unrecognizable from centuries ago


when humanity enjoyed a Golden Age of peace and science. A global
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continue to bring monsters, aliens, and otherworldly environments to
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where incredible technology exists alongside paranormal power, and the
impossible is the norm.
Player Characters are farmers or warriors, adventurers or survivors. Will
you seek truth, or fortune? Protect the weak, or look out for yourself?
Pillage, or rebuild? Will you discover your potential as an Epic and bend

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reality to your will, or help to reclaim a world that once was? All of these
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Breachworld is powered by Mini Six, part of the Open D6 family of
games. With the whole ruleset included in these pages, and simple
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just minutes.
Also included in this complete RPG:
• An open world to be explored, with its own history, culture, and
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• 13 unique, playable races from across dimensional space.
• 42 Perks and 27 Complications to customize your character.
• The Epic, Breachworld's reality-bending psychic and sorcerer,
complete with 63 amazing Aether Feats to master.
• 12 Breach Creatures, ranging from minor to gargantuan.
• 3 Places of Interest, mapped and described.
• 212 pages of endless possibilities.

Get the latest news, updates,


and free bonus materials at
breachworld.com

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