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BETA (v0.9.

1)

RPG

CORE RULES 2+ Age


12+
MADRIÑAN · GREY WIZARD
CONTENTS

WELCOME 6 STEP 4 · TRAITS 130

STEP 5 · QUIRK 132


I CHARACTER CREATION Spirit Quirks 133
Physiology Quirks 136
Fate Quirks 139
CREATING A CHARACTER 10
Eldritch Quirks 142
Character Creation Procedure 11
Robotic Quirks 145

STEP 1 · CALLING 12
Factotum 16 STEP 6 · FINISHING DETAILS 148
Sneak 22
Champion 28 GEAR 150
Raider 34 Paying for Gear 151
Battle Princess 40 Carrying Gear 151
Murder Princess 50 Inventory Slots 151
Sage 58 Weapon Types 152
Heretic 68 Melee Weapon Types 152
Missile Weapon Types 158
STEP 2 · SPECIES 80 Custom Weapon Abilities 160
Armor Types 163
Human (Native) 84
Custom Armor Abilities 166
Human (Dimensional Stray) 86
Shield Types 169
Chib 88
Custom Shield Abilities 171
Tenebrate 90
Outfits 172
Rai-Neko 92
Wearable Accessories 173
Promethean 94
Wayfinding 174
Gruun 96
Illumination 175
Goblin 98
Specialist’s Kit 176
Dwarf 100
Books 176
Elf 102
Consumables 177
Bio-Mechanoid 104
Combustibles & Chemicals 178
Species Abilities 106
Miscellaneous 179
Curiosities, Artifacts, & Gadgets 180
STEP 3 · HOMELAND & HISTORY 108 Other World Items 182
Wistful Dark History Table 110 Companions 183
Twilight Meridian History Table 114 Followers 184
Blazing Garden History Table 118 Animal Companions 187
Buried Kingdom History Table 122 Pets 188
Other World History Table 126 Mounts 191

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
Pack Beasts 193 Adventure Sites 232
Vehicles 196 PC Positions 233
Property 200 Movement Types 234
Services 201 Location Actions 235
Site Encounters 236

CHARACTER RANK 204


Mana, Allegiance, Gifts 204 NEGOTIATE 238
Advancing in Rank 205 Negotiate Procedure 239
Allegiance 206 Standard Negotiation 240
Gifts 206 Complex Negotiation 242

FIGHT 244
II PLAYING THE GAME Fight Procedure 245
Combat Values 246
Creating a Battlefield 248
GAME BASICS 210 Conducting a Fight 252
Playing the Game 211 Actions 254
General Play 212 Damage 259
Managing Game Time 213 Injury Table 260
Rolling Dice 214 Treatment of Injuries 262
Focused Rules 215 Sundering 263
Colossal Combat 264
CHECKS & CONTESTS 216
Aptitudes 217 PERILS 266
Check Procedure 218 Non-Combat Injuries 267
Contest Procedure 219 Ailments 268
Linked Contests 220
Special Success 221
DOWNTIME 272
Downtime Activities 273
JOURNEY 222 Social Bonds 279
Journey Procedure 223 Reputations 279
Adventure Maps 224
Navigating 226
Getting Lost 227 CRAFT 280
Map Encounters 228 Crafting Procedure 281
A Day’s Travel 229 Crafting Disciplines 282
Camp 229 Repairing & Customizing Gear 285
Hunting & Foraging 229 Crafting Imbued Gear 286
Rush 229 Using Materials 288
Using Additives 291
Crafting Mishaps 294
EXPLORE 230
Explore Procedure 231

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
Lalka 392
III Master Villains 394
OUTER WORLD
Mundymutts 400
Skelemen 404
WELCOME TO OUTER WORLD 298 Shadow Beast 412
Octia Scroll 300 Tiny Unhelpful Cloud 416
Von Peebles Map 302 Undead Peddler 418
Wistful Dark 304 Unshaped, Bellzuub 420
Twilight Meridian 306 Urarani 426
Blazing Garden 308 Creating Adversaries 430
Buried Kingdom 310
Further Exploration 312
VI APPENDIX

IV GAME MASTER’S GUIDE


Character Sheet 442
Character Sheet (Filled) 444
BEING A GAME MASTER 316 Gear List 446
Running the Game 316 Game Basics Cheat Sheet 450
Creating an Adventure 318 Checks & Contests Cheat Sheet 450
Creating Game Master Characters 320 Journey Cheat Sheet 451
Creating a Settlement 328 Explore Cheat Sheet 452
Creating an Adventure Site 332 Negotiate Cheat Sheet 453
Creating Adventure Maps 344 Fight Cheat Sheet 454
Creating Encounters 348 Perils Cheat Sheet 456
Creating a Saga 352 Downtime Cheat Sheet 458
Craft Cheat Sheet 459
Index 460
V ADVERSARIES

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

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
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BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX

PREPARE FOR ADVENTURE

BREAK!! is a tabletop role playing game of exploration and adventure set in


the fantasy realm of Outer World, a place of wonder and peril.

WHAT IS THE GAME ABOUT? WHAT’S A ROLE PLAYING GAME?

Outer World is broken. Most struggle to In this Role Playing Game (RPG) you bring
survive, huddling together in the ruins of a fantasy world to life and create the brave
the past. adventurers to explore it with.
Will you protect or abandon them? One player takes on the role of Game
Master (GM). They devise and present
Some pockets of civilization remain. Their challenges and situations to the players.
leaders seek to shape the future. For example, a town might be destroyed
if the source of the corrupted mana is not
Will you help or hinder them? found and stopped.

Forgotten knowledge and lost treasures The others assume the role of the Player
are rumored to have the power to change Characters (PCs). For example, these
the status quo. might be warriors, wizards or other
adventurous figures. They must use
Will you wield them wisely? their wits, and their characters’ abilities,
to overcome or circumvent the Game
Influential heroes and villains roam Master’s challenges.
the land, leaving a wake of irrevocable
change behind them. When the PCs, or other characters in the
game world, attempt something risky
1
Will you survive long enough to become they roll dice to determine whether they
one of them? succeed or fail. The likelihood of success
depends on the chosen course of action
9 and the character’s skill or competency.

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
GAMEPLAY GAMING GROGNARD?

In BREAK!! the players take on the role of If you are already familiar with RPGs and
adventurers, plucky souls that roam Outer related gaming jargon, here’s a quick
World in search of truth and treasure. system overview:
As an adventurer you will:  BREAK!! only uses a d20.

 Journey across shattered landscapes.  Aptitudes (Ability Scores) are not rolled
randomly but set by your Calling (Class).
 Explore the world’s ancient ruins and
wonders of the modern age.  Experience Points are awarded for Rank
(Level) advancement.
 Encounter and interact with Outer
World’s many unusual inhabitants.  Roll under Aptitude Checks (Saving
Throws and Skill Checks).
 Negotiate or fight with monstrous or
cunning adversaries.  Point-crawl overland travel system.

 Survive and endure Outer World’s many  Tactical, turn-based combat.


perils and challenges.  Roll over enemy’s Defense Rating (AC)
 Craft items, both magical to hit.
and mechanical.  Weapons do set, not random, damage.
 Create social bonds with the friends  Hearts (Hit Points) reset every fight.
you meet along the way.  Lasting injuries occur after your Hearts
 Attempt to rise through the adventuring are depleted, and need to be healed.
ranks to become a legend.  Scenario, not story based, adventures.
 Experience the wonder, humor, tragedy,  Random Encounters with Mood rolls
and triumph of adventuring. (Reaction).
 Success is determined by the player’s
INSPIRATION
situational decision making and
BREAK!! is a love letter to the worlds and calculated risk.
themes depicted in manga, anime, and
videogames. Thanks to all the creators that USING THIS BOOK
fuelled our imaginations and ambition.
GMs should read this book through
Influences include: prior to playing BREAK!! to familiarize
themselves with the entire game.
 Videogames: Godslayer/Crystalis,
SaGa, NieR, Mana Series, Final Fantasy Games run most smoothly if the GM
Series, Zelda Series. is able to easily recall the information
 Animations: Studio Ghibli, Berserk, included in the Playing the Game
Moribito, The Tower of Druaga: The ( p209) section. Other content is less
Aegis of Uruk/Sword of Uruk, Sword likely to be required during play and can
Art Online, The Last Unicorn, Wizards, be referenced before or during the game.
classic Disney. Cheat sheets ( p450) are included
 Literature: The Once and Future King, in the Appendices that condense all
The Swords Trilogy, The Earthsea Series. the frequently referenced rules and
 Other RPGs: Stormbringer 1st Edition, information into one place.
Maid, Teenagers from Outer Space, Old
School Hack. WWW.BREAKRPG.COM
 Blogosphere: The entire community
Join the BREAK!! community to access
of wonderfully talented and generous
new content and find other players at
designers, artists, and enthusiasts.
www.breakrpg.com

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX

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BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
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C H A R A C T E R C R E AT I O N

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX

CREATING A CHARACTER

Adventurers have a special affinity with mana which enables them to attain
magical or martial mastery that would normally require a lifetime of dedication.

CHOOSING A CHARACTER TO CREATE A PC YOU WILL NEED


15
There are six steps for creating a Player  About 15 minutes, or less!
Character (PC). Each step defines more  A BREAK!! Character Sheet ( p442), or
about your character and provides them another less awesome piece of paper.
7 with skills and abilities they’ll be able to
use in the game.  A pencil & eraser! You’ll need to record
and update information as you go.
Your character has a big impact on how  A twenty-sided die (d20), or any
10 you approach the game’s challenges. If random number generator set to a
you’re a wily witch you’ll use magic to range of 1–20.
sidestep an obstacle, but as a beastly
barbarian you’ll apply brute force.

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BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
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CHARACTER CREATION PROCEDURE

CREATING A
START STEP 5 CHARACTER

CALLING
Select your Quirk
STEP 1 SPECIES
 Your Quirk is what makes you
HOMELAND
Select your Calling different from characters of a & HISTORY
similar Calling and Species. It is an
 Your Calling determines the focus eccentricity that grants you a small
TRAITS

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


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

◆ Callings ( p12) CHARACTER


RANK

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

◆ While having characters of a similar


type is not a problem, your players
STEP 4 might want to communicate with
each other to avoid any
Select your Traits unwanted duplication.

 Traits enable you to personalize


your character’s natural abilities,
making them more or less strong,
agile, resilient, or perceptive.
◆ Traits ( p130)

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BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX

STEP 1 · CALLING

Your Calling is what you were born to do: a combination of your training and
instinct. Were you destined to be a disciple of the sword or a master of magic?

ABOUT YOUR CALLING CALLING TABLE

Calling determines your… Choose or roll your Calling

Aptitudes: Scores that describe your 1-3 Factotum ( p13)


physical and mental capabilities ( p217).
Combat Values: Information that describes 4-6 Sneak ( p13)
how well you can fight ( p246).
7-9 Champion ( p13)
Calling Abilities: Skills or powers unique
to your specific Calling. Note, Magic
10-12 Raider ( p13)
Abilities are marked with M .
Character Advancement: The way your 13-14 Battle Princess ( p14)
Aptitudes and Combat Values develop as
you rise in Rank. 15-16 Murder Princess ( p14)
Combat Gear Allowance: The weapons
and armor you can use without penalty. 17-18 Sage ( p14)

Step 1 instructions 19-20 Heretic ( p14)


1. Choose or roll on the Calling Table.
5 While your Calling determines which
2. Use the Quick Start Info to fill tactical options will work best for
in your Character Sheet. More you, your most useful asset during
detailed information is provided in play is your wits!
20 the Calling’s entry.
Note, all Callings are gender-neutral
3. Starting Abilities marked with and you can change their names to
require you to take additional steps suit your preference. A Champion
described in the Ability’s entry. could be a Knight and a Battle
17 Princess can be a Prince.

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BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
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CALLING QUICK START INFO

CREATING A
FACTOTUM CHAMPION CHARACTER

You elevate everyday You are a valiant CALLING

skills to an almost fighter who favors SPECIES

magical level. Your force and direct action. HOMELAND


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

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

8 GRIT 9 GRIT
Quick Start
9 INSIGHT 10 Average 7 INSIGHT 10 Average
Factotum
9 AURA DEFENSE SPEED 8 AURA DEFENSE SPEED
Sneak
Champion
Starting Abilities Starting Abilities
Raider
 Second to None ( p17)  Combat Momentum ( p29)
Battle
 Factotum Pack ( p17)  Favored Weapon ( p29) Princess

 Don’t Mind Me ( p17)  Into the Fray ( p29) Murder


Princess

Sage
Heretic
SNEAK RAIDER

You’re a rogue who You find victory


uses acrobatics and through speed and
dirty tricks to succeed. precision. Even the
Not everyone mightiest foes fear
approves, but that’s your fluid and precise
their problem. combat prowess.
More ( p22) More ( p34)

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

Starting Abilities Starting Abilities


 Light Footed ( p23)  Like the Wind ( p35)
 Furtive ( p23)  Hunter’s Focus ( p35)
 Sticky Fingers ( p23)  Sidestep ( p35)

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BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX

BATTLE PRINCESS SAGE

You are a wielder of You are a learned


Bright Magic and a researcher and
stalwart defender of practitioner of
the things you hold Wizardry. Mana is
dear. You inspire and yours to command,
motivate all those and with it you weave
around you. wonder and whimsy.
More ( p40) More ( p58)

8 MIGHT +1 3 6 MIGHT +0 2
8 DEFT ATTACK HEARTS 8 DEFT ATTACK HEARTS
9 GRIT 8 GRIT
7 INSIGHT 10 Average 10 INSIGHT 10 Average
10 AURA DEFENSE SPEED 8 AURA DEFENSE SPEED

Starting Abilities Starting Abilities


 Heart’s Blade ( p41)  Grand Grimoire ( p59)
 Shield of Love ( p42)  Sage’s Staff ( p59)
 Soul Companion ( p42)  Prestidigitonium ( p60)

MURDER PRINCESS HERETIC

You focus your Dark You read from


Magic to obliterate the Blasphemous
the source of your Script to call forth
hatred. There will be the Forbidden.
no clemency for those Sometimes they
who oppose you. serve, sometimes
they chastise.
More ( p50)
More ( p68)
8 MIGHT +1 3
7 DEFT ATTACK HEARTS 7 MIGHT +0 2
10 GRIT 7 DEFT ATTACK HEARTS
8 INSIGHT 10 Average 10 GRIT

9 AURA DEFENSE SPEED 7 INSIGHT 10 Average


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

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BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
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CREATING A
CHARACTER

CALLING
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
FINISHING
DETAILS

GEAR
CHARACTER
RANK

Quick Start
Factotum
Sneak
Champion
Raider
Battle
Princess

Murder
Princess

Sage
Heretic

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BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX

FACTOTUM

Some are born to be great, others have greatness thrust upon them. Factotums
are ordinary folk caught up in exceptional situations; their mundane approach
to extraordinary problems is more effective than others might expect.

CALLING OVERVIEW

Typical Factotums: Crafty merchants, Aptitudes: Factotums have a wide


intrepid explorers, charming courtesans, breadth of expertise and, as a result, have
and stalwart common-folk. balanced Aptitudes. Might is their
only weakness.
15 Abilities: Skills focus on the mastery of
simple things. Whether it’s figuring out an Weapons and armour: Factotums are
ancient device or talking the team out of happy in lighter armor and can use all but
a tight spot, the Factotum will find the most tricky weapons.
5
a solution. Who’d like to be a Factotum? As well as
Advancement: As Factotums rise in Rank relishing the role of an ordinary person
they may become master artisans, social out of their comfort zone, this Calling is
19 masterminds, or even accomplished great for players who like to catalog and
surgeons. They’ll also learn to be more scheme, or invent and create
helpful in a fight. interesting items.

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BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
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ABILITIES

CREATING A
STARTING ABILITIES DON’T MIND ME CHARACTER

You start with three Abilities. You have a distaste for direct combat and CALLING

your mind is often looking for a way to SPECIES


help without going toe to toe. HOMELAND
SECOND TO NONE & HISTORY

While now leading a life of high  During a Fight, your opponents TRAITS

adventure, you rely on the little skills that will not target you for Attack QUIRK

have always served you well in the past. in any Turn where you are not FINISHING
intending to perform an offensive DETAILS

 You have an Edge whenever you Action, or doing something that GEAR

roll for a Check or Contest covered will obviously cause them harm CHARACTER

by one of your Purviews. or spoil their plans. For example, RANK

healing a friend would go


This replaces the Minor Bonus you unchecked but setting up a bomb Quick Start
normally receive on rolls related to would not. Factotum
your Purview. Sneak
Champion
ELECTIVE ABILITIES Raider
FACTOTUM PACK
Battle
You select a new Ability when you reach Princess
You carry your oversized Rank 2, 4, 6, 8 and 10. An Ability can only Murder
backpack around be selected once unless otherwise noted. Princess
effortlessly and,
Sage
despite it being
crammed full, you are STANDARD ABILITIES Heretic

able to produce the


required item from it Available for selection at Rank 2 or higher.
almost instantly.
CRAFTING PRODIGY
 You start with a giant backpack that
takes up 1 of your Inventory Slots, You have a passion and flair for making
it is worn instead of a Traveller’s things. With the right materials and a little
Bag or Backpack. time, you can create wonders.
 The Pack provides 8 additional
 Select a Crafting Discipline
Inventory Slots before you become
to specialise in: Forging,
Overburdened ( p270), and can
Gadgeteering, Tailoring, Artificing,
hold anything that doesn’t exceed
Alchemy or Cooking.
the available Slots, including a
‘rider’ ( p187).  For specific rules on creating
items refer to Craft ( p280).
 You can retrieve and use any item
stored in the pack in 1 Turn, rather  You can use either your Insight or
than the usual 2. Deftness for your Crafting rolls.
 If lost or destroyed, you can make  You can identify items related to
a new Factotum Pack by spending your Craft with an Insight Check.
an evening modifying a regular  You can select this Ability more
Backpack ( p173). than once, to gain a new Craft.
Your Pack functions like a normal
Backpack if used by anyone else.

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BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX

FOLKLORIST HEALER’S HANDS

You’ve heard the old You have trained as a physician or medic


tales that say even the and are able to administer an array of field
scariest monsters surgery procedures.
can be subdued with
a pinch of spice or Rank 1
deterred by a drop  Heal: After a Fight, you can remove
of moon-plum juice. Is a single Injury ( p259) from
there something to them, a patient.
or are they just stories?
 Harvest: You can remove two
 You may choose a consumable useful body parts from a dead, or
material (such as lantern oil or a inert, creature without
treat) to act as a deterrent to an spoiling them.
Unearthly Adversary. Rank 5
 Unearthly Adversaries include:  Graft: You can now attach a
Asura, Devas, Demons, Undead, Prosthetic Replacement ( p262) to
Unshaped, or any creature with 4 a patient.
or more Allegiance points.

? Requires a Deftness Check


vs Requires a Contest
 A Physician’s Kit ( p176) and a
Your Insight vs. the Adversary’s clean space are also required.
Aura. In addition:
 You must expend 1 Unit of the
An individual can only benefit from
chosen consumable material.
this Ability once a week.
 If a rare or appropriate consumable
is selected, your GM may offer you
a Minor Bonus (+2).
COMBAT COORDINATED
For example, Bright Water against
a Dark Aligned enemy. You can organize a team offensive.
Success: You can choose between
one of two outcomes:  When you perform an Attack Assist
( p256), you target an enemy
 Ability loss: The Adversary loses instead of an ally.
the use of an Ability of your choice.
 Rank 1: Any Attack rolls made on
 Protective circle: The Adversary the chosen enemy during that
cannot enter a circle made from Turn receive a Minor Bonus (+2).
the protective consumable. 1 Unit
 Rank 5: Any Attack rolls on your
can create a circle for a single PC,
target now receive an Edge,
more Units can be used to create
9 instead of the Minor Bonus.
larger circles on this basis.
 The effect lasts for 24 hours.
Failure: You’ve wasted your SILVER TONGUE
6 consumable and look rather silly!
A seductive accent or eloquent phrasing
makes your argument more convincing.
Use of this Ability is subject to the
11 rule of Diminishing Returns
 You have an Edge on all
( p256).
Negotiation rolls as long as you are
given a chance to speak.

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BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
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SOCIAL LEARNER  Rank 1: You can create a Local


Good friends share a lot of things without Map of any area you have
even realizing it. If you listen, you journeyed through. CREATING A
CHARACTER
can learn. ◆ If you have enough Local Maps
CALLING
you can combine them into a
SPECIES
 You gain a Purview of your choice Kingdom Map.
from each Character you form a  Rank 5: You are now able to
HOMELAND
& HISTORY
Social Bond ( p279) with. create Region Maps from the TRAITS
 If the Character is GM controlled, appropriate Kingdom Maps.
QUIRK
you should ask your GM what ◆ If you have a map of the four FINISHING
Purviews are available. main surface Regions, you can DETAILS
combine them into a World Map. GEAR
CHARACTER
CUTTING WIT ? Cartography requires an Insight Check RANK

Words may not break their bones, but Success: You created a usable Map. Quick Start
they can still cut deep. Failure: You need 24 hours to reset Factotum
your instruments before trying again. Sneak
 In a Fight, you can attempt to
unsettle an enemy by directing Champion

inflammatory words at them. Raider


ADVANCED ABILITIES
Battle
Princess
vs Requires a Contest Available for selection at Rank 6 or higher.
Murder
Your Aura vs. your target’s Grit. Princess

Success: Your target must either: BOON COMPANION Sage


Heretic
 Immediately attempt to Attack you Sometimes a trusted pet suddenly begins
on their next Turn, or… to talk. This is a phenomenon that is often
 Lose 1 Heart. appreciated, occasionally lamented, but
$ If they have no Hearts left, they never questioned.
must try and Attack you.
 An Animal Companion of your
choice gains the power of reason
STALWART NAVIGATOR and speech.
 Your Companion can speak the
Whether it’s thanks to same languages as you.
wanderlust, a natural
 Your Companion will remain loyal to
sense of direction
you unless you mistreat it.
or an encyclopedic
knowledge of the  Your Companion’s personality
world, you always and vocal tics will be true to their
seem to be able to find animalistic nature.
your way around. For example, a Rokko-Do would be
proud and aloof but a Slime might
 Guide: You are able to act as a be easy going and relaxed.
Guide ( p226) when going on  If the Boon Companion dies, you
a Journey. can select a new Companion to
 Cartography: You can attempt to assign this Ability to, although
make a Map ( 174) good enough this Companion must be in your
to be used by others or sold. service for at least a week before
being eligible.

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BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX

TROUBLESHOOTER MASTER OF SPECTACLE

When the proper tools aren’t at hand, you Your showmanship can draw a crowd.
can make do with the next best thing.
 You may attempt to gain the full
 You can attempt an Ability Check attention of anyone within earshot.
that requires a specific tool with an  If uninterrupted, you can make the
improvised alternative. spectacle last for about 10 minutes.
For example, instead of requiring a
Physician’s Kit to perform Healer’s vs Requires a Contest
Hands, you might use a ripped
cloak as a substitute bandage. Your Aura vs. the observer’s Grit.
 Any Checks performed with an  GM Characters roll individually.
inferior substitute incur a Minor  Your GM can choose to make a
Penalty (-2). single roll for groups or crowds.
 Your GM decides whether a
proposed substitute is acceptable.
Is Immortal dandruff just as good THE BETTER PART OF VALOR
as Arcane Powder? Ask your GM.
Running away can’t grant you an extra life,
but it can preserve the one you’ve got.
MULTI-TASKER
 Your Speed Rating increases by a
You make the most of your spare time single level.
with good scheduling and enthusiasm.  If running for your life, you have
Supernatural Leaping ( p107).
 You can perform two Activities
during Downtime, instead of one.
Exception! You cannot Multi-Task if TRICKY COMBATANT
you have chosen Healing an Injury.
You’re better at outsmarting your foe than
you are at going toe to toe.
PACK TACTICS
 You receive a Minor Bonus (+2)
A few extra spikes here, when attempting a Combat Trick
a metal plate or two ( p256).
there, and your bulky
Factotum’s Pack is
now combat ready! FORTUNE’S FOOL
Cower behind it or
swing it at your foes. Why rely on skill when you can cheat fate
13 itself? Just be careful fate doesn’t catch
you trying to pull a fast one!
 On your combat Turn, you can use
your Pack as either:  You can request any roll be
4  A Mighty Weapon ( p153), or… re-rolled if the outcome would
 A Large Shield ( p169). have some sort of effect on you.
Gear Allowance Restrictions don’t  You can only use this Ability once
4 apply when using your Pack as a per game Session and you must
piece of Combat Gear. accept the new outcome… even if
it’s worse!

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COMBAT GEAR ALLOWANCE

You can use Standard, Concealed, Quick, and Lash Melee Weapons and all Missile
CREATING A
Weapons. You can wear Light Armor without penalty, and use Small Shields. CHARACTER

CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS

MELEE WEAPONS GEAR


CHARACTER
RANK

Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess

Murder
Princess

Thrown Drawn S. Mech.** L. Mech. Sage


Heretic
* Small Species restriction still applies (Chib, Goblin)
** Large Species restriction still applies (Promethean, Gruun)

ADVANCEMENT TABLE

RANK ATTACK HEARTS APTITUDES ABILITIES XP

MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*

1st +0 2 7 9 8 9 9 3 - - 0
2nd +1 2 7 9 8 9 9 3 1 - 6
3rd +1 2 8 10 9 10 10 3 1 - 12
4th +2 3 8 10 9 10 10 3 2 - 24
5th +2 3 9 11 10 11 11 3 2 - 36
6th +3 4 9 11 10 11 11 3 2 1 48
7th +3 4 10 12 11 12 12 3 2 1 72
8th +4 4 10 12 11 12 12 3 2 2 96
9th +4 5 11 13 12 13 13 3 2 2 132
10th +5 5 11 13 12 13 13 3 2 3 168

Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.

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

SNEAK

The Sneak eschews the glory-seeking antics of other Callings in favor of


getting the job done... without being seen or hurt. Others may call them
cowards or cheats, but it’s hard to deny their wily efficiency.

CALLING OVERVIEW

Typical Sneaks: Cunning thieves, Aptitudes: Sneaks are skilled and clever,
mysterious ninja, raffish dandies, and and as such have high Insight and
incorrigible street urchins. Deftness. Avoiding conflict results in low
Might and Grit.
8 Abilities: Skills focus on stealth, agility,
perception and subterfuge. They are able Weapons and armour: Heavy armor and
to play an effective supporting role in large weapons are avoided by Sneaks as
combat and are good at avoiding injury. they are a detriment to their craft. Most
14 Sneaks favor Concealed Weapons.
Advancement: As Sneaks rise in Rank they
learn more tricks to confuse and sidestep Who’d like to be a Sneak? Players
foes. Some learn to be just as slippery who like to outwit and outmaneuver
16 during Negotiation while others study the opponents will enjoy this Calling.
malicious uses of Alchemy.

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ABILITIES

CREATING A
STARTING ABILITIES  You can attempt to take an item CHARACTER
from an individual in the same CALLING
You start with three Abilities.
Battlefield Area as you after you SPECIES
perform a successful Attack, Attack
HOMELAND
LIGHT FOOTED Stunt, or Combat Trick on them. & HISTORY
 The item you can acquire is limited TRAITS
As one might expect, by the following: QUIRK
you are especially
nimble. You can move  It cannot be armor, an outfit or FINISHING

through terrain that something currently being held DETAILS

impedes others and by the target. GEAR

scale surfaces with  It must be something within CHARACTER


RANK
deceptive ease. your reach. A worn locket or ring
would count, something sealed
Quick Start
away in a backpack would not.
 You are unaffected by Isolated Factotum
 It cannot occupy more than 2
( p250) and Precarious ( p251) Sneak
Inventory Slots.
Battlefield Conditions. Champion

 You are able to climb vertical Raider


surfaces with the slightest of foot ? Requires a Deftness Check
Battle
holds without being slowed down Success: You snatched it. Princess

or requiring a Check. Murder


Princess

Sage
ELECTIVE ABILITIES
Heretic
FURTIVE
You select a new Ability when you reach
You are so used to skulking around in the Rank 2, 4, 6, 8 and 10. An Ability can only
shadows that you conduct yourself with a be selected once unless otherwise noted.
habitual stealth.
STANDARD ABILITIES
 You always gain the benefit of
Stealthy Movement ( p234) while Available for selection at Rank 2 or higher.
Exploring, even if your Team is
using a different Movement Type.
MANY MASKS
 You have an Edge on Stealth
rolls while acting as a Scout on a You’re able to alter your voice and
Journey ( p228) or Exploring mannerisms to conceal your true identity.
( p233). Very handy when you’re cornered and
there is no obvious escape route.

STICKY FINGERS  You have an Edge on all rolls


involving acting out different
While you would prefer personas to fool others. You might
the term ‘Treasure even be able to trick people you
Hunter’ to ‘Thief’, know if your face is covered.
you’re skilled in  You have an Edge when
relieving others of attempting to create Alter-Egos
their possessions — during Reputation Management
even in the midst ( p275).
of battle.

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KAWARIMI TWITCHY

This technique allows you to nullify an You are wired for self-preservation and
attack via a misdirection. Your opponent have developed an almost supernatural
strikes, convinced their blow has reached sense of danger.
its target… only to discover they’ve hit a
log wearing your hat!  You have an odd reaction that
warns you that you are about to
 If you’ve been hit by an Attack, you do something dangerous without
can attempt to avoid taking any realizing it.
Damage with Kawarimi. Perhaps you sneeze before
opening a trapped door, or maybe
? Requires a Deftness Check your palms itch before you sip from
Success: You manage to a poisoned goblet.
completely dodge the blow by
slipping out of something you were
wearing. For example, a cloak, a SUDDEN STRIKES
hat, or even by tearing off a sleeve.
 Normal Outfits used with Thanks to some lessons from a choice
this Ability are only partially tutor, the Ninja of the Seven Holy Isles or
removed, becoming a Tattered your sucker punching sibling, you have
Outfit ( p172). become pretty good at catching others off
guard with your fists.
 Already Tattered Outfits are
simply destroyed. Embarrassing!  You are able to make Unarmed
 Armor or Outfits of Magical Attacks as if wielding a Concealed
Materials are discarded but Weapon ( p152).
otherwise undamaged.
Failure: You take the Damage.
ABLE ALCHEMIST
This Ability will not work if you have Alchemy allows you to
nothing left to slip out of! create a number of
This Ability may only be used once useful concoctions
per Fight. that greatly benefit
practitioners
of chicanery or
skulduggery.
METICULOUS DUNGEONEER

You have become rather good at  You gain the Crafting Discipline
gathering information with a mere glance, Alchemy ( p282).
5 even when you’re in the most dangerous
of places.  For specific rules on creating items
refer to Craft ( p280).
 You’re able to perform the Inspect  You can identify potions and
15 Location Action ( p235) without poisons related to your craft with
prompting a roll on the Adventure an Insight Check.
Site’s Encounter Table.  You use Deftness for your
18 Crafting rolls.

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LEGERDEMAIN STOWING

Developing quick fingers Knowing one day you’ll get caught and
CREATING A
is something that patted down, you’ve found an intimate CHARACTER
happens naturally place to conceal a small object (in your CALLING
in your line of work, hair, mouth or... other place). This little
SPECIES
and you’re happy to trick guarantees that you will never be
HOMELAND
use them to fool stripped of that secret something. & HISTORY
or entertain.
TRAITS
 You may hide a single item, no
QUIRK
larger than 1 Inventory Slot,
 You have an Edge on all Deftness FINISHING
somewhere on your person... even
rolls that involve: DETAILS
if naked!
 Removing or attaching an item GEAR
 The stowed item does not take up
to someone’s person without CHARACTER
one of your Inventory Slots RANK
them noticing.
 The stowed item cannot be found
 Picking a lock or tampering with
via conventional search methods. Quick Start
a mechanical device. Factotum
 It takes a Turn to retrieve a stowed
 Performing card tricks, shell
item from its hiding place. Sneak
games and other forms of Champion
sleight of hand.
Raider
Battle
INNER DRAMATICS Princess

FLANKER Your overactive imagination is constantly Murder


Princess
scheming and assessing the odds. If Plan
While a one-on-one fight is not an Sage
A looks like it ain’t gonna happen, then
attractive proposition to you, ganging up
you’ve already got Plan B all figured out. Heretic
on someone certainly is.
 You may cancel an Action you have
 During a Fight, you gain a Minor
made if you are dissatisfied with
Bonus (+2) on your Attack rolls
the results... it turns out you were
against opponents who are being
only playing it out in your mind.
attacked by another character in
the same Turn.  You can now choose a new Action,
but it must be different from the
cancelled Action.

ADVANCED ABILITIES This Ability may only be used once


a game Session, so you are stuck
Available for selection at Rank 6 or higher. with however your second choice
works out.

COMBAT OPPORTUNIST

You aren’t the best shot or the biggest


hitter — but sometimes it’s all
about timing.

 You have an Edge on all Attack


rolls made when you’ve chosen to
React ( p258).

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BORROWED BLADE HIDE IN PLAIN SIGHT

You can lose pursuers even when they


are right on top of you, it’s like you just
vanished into thin air.

 You can attempt to hide while


being observed, assuming there is
room to move, somewhere to hide
and/or something to provide a
distraction.
This Ability can not be used if you
are being Restrained, or in an
empty and well lit room.

Like a rat, you are most deadly when vs Requires a Contest


cornered. When you find yourself Your Deftness vs. the observer’s
encircled by the town guard or an angry Insight.
mob, you have a few manoeuvres to tip
Success: You have ‘disappeared’.
the balance back in your favor.
You remain hidden until you Move
or take another Action. Any foe
 You can attempt to redirect a must spend a Turn to re-enter the
failed Attack roll against you onto Contest to detect you.
another target, if they are in the
offending weapon’s Range.

CAT’S EYES
? Requires a Deftness Check
Success: You redirect the attack Darkness is your ally in all things. You
towards your chosen target. are able to see, or at least sense, in
 If the original Attack roll total darkness.
exceeds your chosen target’s
Defense Rating, they suffer the  You are immune to the Obscured
consequences. Battlefield Condition ( p251).
 You are immune to the Blinded/
Deafened Ailment ( p268).
CHARMING GRIFTER

You have learned that an innocent smile DESPERATE SCURRY


and a touch of false sincerity can hide
even your most outlandish fabrications. Your quick feet are jokingly referred to as
your ‘Ultimate Technique’.
17
 During Negotiation you add an
Edge to the Primary Negotiator’s  Your Speed Rating increases by a
Aura Check If they are using the single level.
10 Honeyed Words/Outright Deceit
Tactic ( p240).
 If your team is using another
Negotiation Tactic, you can offer
11
‘total lies’ as an Influencing Factor,
granting a Minor Bonus (+2).

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COMBAT GEAR ALLOWANCE

You can use Standard, Quick, and Concealed Melee Weapons and all Missile Weapons.
CREATING A
You can wear Light Armor without hindrance. CHARACTER

CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS

MELEE WEAPONS GEAR


CHARACTER
RANK

Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess

Murder
Princess

Thrown Drawn S. Mech.** L. Mech. Sage


Heretic
* Small Species restriction applies (Chib, Goblin)
** Large Species restriction applies (Promethean, Gruun)

ADVANCEMENT TABLE

RANK ATTACK HEARTS APTITUDES ABILITIES XP

MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*

1st +0 2 7 10 7 10 8 3 - - 0
2nd +1 2 7 10 7 10 8 3 1 - 6
3rd +1 2 8 11 8 11 9 3 1 - 12
4th +2 3 8 11 8 11 9 3 2 - 24
5th +2 3 9 12 9 12 10 3 2 - 36
6th +3 4 9 12 9 12 10 3 2 1 48
7th +3 4 10 13 10 13 11 3 2 1 72
8th +4 4 10 13 10 13 11 3 2 2 96
9th +4 5 11 14 11 14 12 3 2 2 132
10th +5 5 11 14 11 14 12 3 2 3 168

Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.

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CHAMPION

The Champion is in their element in any conflict, whether it be a full-scale


war or a tavern brawl. They may be motivated by a noble sense of duty or an
instinctive bloodlust, but force is always their go-to method to get things done.

CALLING OVERVIEW

Typical Champions: Courageous knights, Aptitudes: Rigorous training leaves the


bloody handed marauders, arrogant Champion little time for other pursuits.
monster hunters, and weary old soldiers. Champions have a high Might and Grit,
but low Insight. Better a dull mind than a
4 Abilities: Skills primarily focus on dull sword!
improving combat performance. While
other Callings may be able to muster Weapons and armour: As you’d expect,
similar prowess in battle, none can match the Champion has no restrictions on
15 Combat Gear. No weapon is too great, no
a Champion’s raw power.
armor too bulky.
Advancement: As Champions rise in
Rank, they may broaden their abilities Who’d like to be a Champion? Players
10 to become inspirational leaders and who prefer a direct course of action will
strategists, as well as honing their enjoy this Calling. Why go round it when
destructive capabilities. you can go through it?

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ABILITIES

CREATING A
STARTING ABILITIES INTO THE FRAY CHARACTER

You start with three Abilities. You are able to vary your fighting style to CALLING

suit the battle, applying caution, flair or SPECIES


precision when and where it is required. HOMELAND
COMBAT MOMENTUM & HISTORY

You are a master of cutting a destructive  Each Round during a Fight, you TRAITS

path through a swarm of enemies. can choose between the following: QUIRK

 Daring: Perform an Attack Stunt FINISHING


DETAILS
 If you land a finishing blow against ( p255) without making a wager.
GEAR
an opponent in Melee, you gain a  Tooth and Nail: Use a mundane
Chain Attack against another foe in (non-magical) Attack to harm a
CHARACTER
RANK
the same Area. creature that is normally immune
 Rank 1: You have one Chain Attack to them. Quick Start
per Round which…  Whirlwind Defense: Temporarily Factotum
 Has a Minor Bonus (+2) on the increase your Defense Rating: Sneak
Attack roll. ◆ Rank 1: +1 to Defense Rating. Champion
 Does an extra Heart of Damage ◆ Rank 5: +2 to Defense Rating. Raider
if you land a successful strike. Battle
 All bonuses last until the start of Princess
 Rank 5: You gain a second Chain your next Turn.
Attack, if the previous one also Murder
Princess
finishes its opponent.
Sage
ELECTIVE ABILITIES Heretic

FAVORED WEAPON You select a new Ability when you reach


Rank 2, 4, 6, 8 and 10. An Ability can only
You are intimate with all be selected once unless otherwise noted.
weapons, and tend
to them like a good
parent would their STANDARD ABILITIES
children. But, like all
Available for selection at Rank 2 or higher.
parents, you harbor a
secret favorite.
VALIANT
 You gain +1 to your Attack Bonus While all Champions possess great
when using your favored weapon. courage, you can laugh in the face of
 Rank 1: Select a Weapon Type to incomprehensible terror.
favor: Standard, Concealed, Quick,
Master, Mighty, Arc, etc. ( p152)  You have immunity to the Terrified
 Rank 5: Select a second favored Ailment ( p271).
Weapon Type.  You can help allies defend
 This bonus is applied to against the Ailment by shouting
Combination weapons that include encouraging words. Those within
one of your favored types. earshot gain an Edge on their roll
to resist, or remove, the Ailment.
◆ If a weapon combines both favored
types, the bonus increases to +2.

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OPPORTUNISTIC BUTCHER MASTER TACTICIAN

Monster slaying is A working knowledge of combined


often such a wasteful warfare, and the ability to organize the
business, but you troops, is all you need to turn the tide of
see your next kill as a battle.
your next meal. As
you always say, every  If you have a Social Bond with
beast is a an ally, you can grant them an
potential feast. additional Action on their Turn
during a Fight.
 You can attempt to create Rations  This Ability can be used in addition
from slain creatures. to any other Actions you’re allowed
to perform on your Turn.
? Requires a Grit Check This can be used once per Fight.
Success: Dinner is served.
 A Small or Medium sized creature
will yield 3 days worth of Rations BRAZEN DEFENSE
 A Large or Massive creature will You have such contempt for your
yield 6 days worth of Rations. opponents that it’s all the armor you need.
 A Tiny creature might only provide
a satisfying snack.  You get +4 to your Naked
 Colossal creatures might feed an Defense Rating.
entire village, but who’s got time to  This bonus is applied instead
carve it up! of, not in addition to, any bonus
 Harvest: You can also remove one related to the Armor you wear, or
useful body part from the creature any Quirks and Abilities you have.
during the preparation process.
 When you wear Armor you can
This Ability can not be used on choose whether to use the bonus
inedible creatures, such as Undead from Brazen Defense or the one
or Mechanoids. provided by your Armor.

VAGRANT BLADE BRUTE


Much wandering in search of your next The quickest path between two places is
battle has provided you with a natural often right through whatever is in the way.
sense of direction and an affinity with the
townsfolk you meet on your travels.  You get an Edge on any Attack
8 rolls dedicated to Sundering
 You can act as a Guide when on ( 263) something.
a Journey.
 You can attempt to get free Room  Any non-magical shield used
18 & Board ( p201) for up to a week. to Parry your physical Attacks is
immediately Sundered, due to the
crushing power of your blows.
? Finding lodgings requires an
2 This Ability can not be used in
Aura Check
conjunction with an Attack Stunt
Success: Your stay is free. ( p255).

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BRAWLER  You can enter Berserk Mode while


fighting or participating in a Check
Sometimes you just need to punch
or Contest that calls for brute force. CREATING A
someone, really hard. CHARACTER
 While Berserk, the following applies:
CALLING
 You strike as if wielding a Standard  +2 on Attack rolls. SPECIES
Weapon when fighting Unarmed.  -1 to Defense Rating. HOMELAND
& HISTORY
 If using both hands, treat Attacks as  +2 Might and Grit.
if Dual Wielding ( p254).  You are unable to communicate
TRAITS
QUIRK
or participate in any coordinated
actions or team efforts. FINISHING
DETAILS
GIANT KILLER  After you’ve dispatched a foe, or GEAR
completed the objective of your
CHARACTER
Check or Contest you will: RANK
 Attack the closest individual in
the same Battlefield Area as you, Quick Start

whether it’s friend or foe. Factotum

 Continue to find and Attack Sneak

targets until none are left. Champion

 You can attempt to exit Berserk Raider

Mode at the end of your Turn. Battle


Princess

Murder
? Ending Berserk Mode requires an Princess
Aura Check Sage
Success: You regain control. Heretic
The bigger they are, the harder you hit.
Failure: You must wait until the end
of the next Round before you can
 You do an additional Heart of make another attempt to exit
Damage on a successful Attack Berserk Mode.
against Massive or Colossal
Creatures ( p264).
 You get an Edge on any rolls
SENTINEL
needed to move between, scale,
or remain on a Colossal Creature’s Being the toughest among your
Strike Points. companions means you’re happy to soak
up hits for them when you can.

ADVANCED ABILITIES  You can redirect any successful


physical Attack on an ally
Available for selection at Rank 6 or higher. occupying the same Battlefield
Area as you onto yourself.
BERSERKER  The original Attack roll must now
beat your Defense Rating to do
When the heat of the you harm.
battle is upon you, the
This ability can’t be used against
red mist descends
area effects like harmful smoke.
and your rage takes
control. This is very
bad news for your
foes... but your allies
should be careful too.
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GALVANIZER UNCANNY STRATEGIST

Bravery, or recklessness, can be contagious. Tacticians live in the moment. Strategists


Your battle scarred body lends credibility to live two steps ahead. Your foes will learn
your bellowing voice. ‘I say kill the beast!’ the difference once it’s too late!

 You gain an Edge on all Aura rolls  You can take a single Action during
when attempting to inspire or an enemy’s Turn to perform a
Negotiate with a crowd. countermeasure to their
 Any Companions have an Edge on intended Action.
Loyalty Checks ( p183).  If your intervention renders the
foe’s declared Action impossible,
they are forced to choose a new
course of action or lose their Turn.
OVERBEARING ANTAGONIST
Using this Ability means that you
Your mere presence is overwhelming. A cannot act on your next Turn.
shout, smirk, or simple glare can unsettle
even a worthy opponent.
BOUNDER
 During a Fight, you can use your
Action to attempt to intimidate an Taking up a more advantageous position
opponent up to 2 Battlefield is much easier when you can jump
Areas away. really high.

? Requires a Contest  You gain Supernatural Leaping


Your Aura vs. the target’s Grit. ( p107).
Success: You lock eyes. Your target
is rendered temporarily inactive,
missing their next Turn. ROARING SPIRIT
This ability will only work once on
Even when calm and still, your soul
the same target every 24 hours.
crackles with a terrifying energy. A mere
Creatures that are incapable of fear look can spread this force outwards,
(such as unthinking machines, sapping the fighting spirit and bloodlust
mindless undead, or colossi) are from lesser warriors in your presence.
immune to such intimidation.
 You can attempt to subdue
opponents of lower Rank with a
INDOMITABLE menacing glower.

You refuse to be broken.


? Requires an Aura Check
17
 When reduced to 0 Hearts or Success: All adversaries within
below, you can attempt to find shouting distance step back and
some extra vitality. won’t engage you, or your allies,
10 unless you strike first.

? Requires a Grit Check


This ability has no effect on
adversaries with a Rank equal to or
Success: You recover half your higher than yours.
11 maximum Hearts Total, rounded up.
This Ability may only be used once
This ability does not remove any in a game Session.
Injuries incurred.

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COMBAT GEAR ALLOWANCE

You can use any Weapon, Armor, or Shield Type.


CREATING A
CHARACTER
ARMOUR
CALLING
SPECIES
HOMELAND
& HISTORY

TRAITS
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
QUIRK
FINISHING
MELEE WEAPONS DETAILS

GEAR
CHARACTER
RANK

Quick Start
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Factotum
Sneak
MISSILE WEAPONS Champion
Raider
Battle
Princess

Murder
Princess
Thrown Drawn S. Mech.** L. Mech.
Sage
* Small Species restriction still applies (Chib, Goblin)
Heretic
** Large Species restriction still applies (Promethean, Gruun)

ADVANCEMENT TABLE

RANK ATTACK HEARTS APTITUDES ABILITIES XP

MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*

1st +1 3 10 8 9 7 8 3 - - 0
2nd +2 3 10 8 9 7 8 3 1 - 6
3rd +3 4 11 9 10 8 9 3 1 - 12
4th +4 4 11 9 10 8 9 3 2 - 24
5th +5 5 12 10 11 9 10 3 2 - 36
6th +6 5 12 10 11 9 10 3 2 1 48
7th +7 6 13 11 12 10 11 3 2 1 72
8th +8 6 13 11 12 10 11 3 2 2 96
9th +9 7 14 12 13 11 12 3 2 2 132
10th +10 7 14 12 13 11 12 3 2 3 168

Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.

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RAIDER

These skilled warriors approach every obstacle with a potent combination


of speed and precision. Whether acting from a distance or amidst their foes,
Raiders effortlessly weave through danger to land that decisive blow.

CALLING OVERVIEW

Typical Raiders: Steely-eyed archers, Aptitudes: Raiders have well balanced


diligent rangers, ruthless shinobi, and Might, Grit and Deftness. Their tactical
stoic blademasters. mind provides them with good Insight.
However, their loner nature makes them
11 Abilities: Skills focus on movement and poor conversationalists, which results in a
speed on the battlefield. Their talents low Aura.
enable them to combine ranged attacks
with lightning charges. Weapons and armour: While unrestricted
5 in their choice of weapons, Raiders do not
Advancement: As Raiders rise in Rank, employ heavier armor, as speed is their
they can specialise in a diverse array of best defense.
combat techniques. They can also learn to
15 survive in the wilderness and forge their Who’d like to be a Raider? Players who
own arms. like to keep one step ahead of their
opponents and take advantage of the
details during battle.

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ABILITIES

CREATING A
STARTING ABILITIES SIDESTEP CHARACTER

CALLING
You start with three Abilities. Anyone trying to strike
you finds it trickier than SPECIES

it ought to be. You are HOMELAND


LIKE THE WIND & HISTORY
an elusive opponent,
You train long and hard to ensure you able to twist away TRAITS

move with effortless swiftness and grace. from a devastating QUIRK


strike at the very FINISHING

 You start with a Speed Rating last moment. DETAILS

GEAR
of Fast.
 Once per Fight you can Sidestep CHARACTER
RANK
an Attack or Ability that would
normally have hit you.
HUNTER’S FOCUS Quick Start
 You can Sidestep any Attack that
Factotum
The chaos and could be feasibly avoided with a
Sneak
clamor of battle last second manoeuver.
Champion
do not muddy ◆ For example, avoiding a sword
your predatory thrust with a nonchalant turn of Raider

instinct. Once your head or shielding your eyes Battle


Princess
your gaze from a mesmerising gaze.
has singled  The Sidestep prevents an Attack
Murder
Princess
out a target, from connecting with or Sage
all distraction affecting you.
melts away and Heretic

only your You’ll need freedom to move and


prey remains. adequate space to execute
your Sidestep.
 Once per Fight you can choose a
target for your Hunter’s Focus.
You can do this at any time during ELECTIVE ABILITIES
the Fight.
You select a new Ability when you reach
 Your Focus can be an opponent,
Rank 2, 4, 6, 8 and 10. An Ability can only
but could also be an object you
be selected once unless otherwise noted.
wish to destroy.
 You cannot switch your Focus,
STANDARD ABILITIES
even after your original target
has been defeated or pacified. Available for selection at Rank 2 or higher.
 You gain an Edge on all Attack rolls
made against your Focus. DASHING ATTACKER
 Your GM can grant you an Edge on
Checks and Contests that get you You zip through the battlefield, darting
closer to dispatching your Focus. back and forth while landing blow after
blow on enemies too slow to keep up.
◆ For example, leaping over a chasm
to get within striking distance.  You can Move through an
additional Battlefield Area on your
Turn during a Fight.

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SILENT STRIDER FREE RUNNER

You can be quiet and unassuming when A sure-footed and decisive stride
you need to be, passing undetected by enables you to navigate a safe path over
your foes until it’s too late. hazardous ground, run up sheer surfaces,
and speed along narrow walls.
 You gain an Edge when making
rolls to avoid detection by sight  You can move through Isolated
or sound. ( p250) or Precarious ( p251)
 You have an Edge on Stealth Battlefield Areas without penalty.
rolls while acting as a Scout on a  This Ability can be used inventively
Journey ( p228) or Exploring to perform otherwise impossible
( p233). Attack Stunts, Attack Assists, and
Combat Tricks ( p255-256).
 You must end your Turn on a stable
TRUSTED COMRADE surface, like the top of a wall or
ledge. If not you will fall and be
Most folk can’t be trusted, subject to Falling Injury ( p267).
and you prefer the
company of animals.
You embrace their
RUSHING FIST STYLE
code: protect the
pack, show no fear, You are a master of a swift and fluid
survive another day. In martial art, able to protect yourself and
return you are accepted strike fatal blows even without a weapon.
as one of their own.
 You make Unarmed attacks as if
 You can forge a special bond with wielding a Quick Weapon ( p153).
an Animal Companion that has
spent a week or more with you:
 Your Trusted Comrades seem to
RANGER
understand your words, and you
are able to sense what they are Nature is your friend. It reveals to you the
thinking or feeling. true path through dense bush and yields
 You and your Trusted Comrades nourishment from barren landscapes.
are able to sense each other’s
presence and, if separated, know  You can act as a Guide when on a
which direction to go in order to Journey ( p226).
find one another.  You get an Edge on your Hunting/
Foraging roll when Camping
 Trusted Comrades will never
( p229).
18 abandon you, and never have to
make Loyalty Checks ( p183).
This Ability can extend to Tamed FAITH IN THE WIND
12 Monsters with your GM’s Approval.
Your mental clarity and steady hand make
Even if you don’t adhere to the two an impossible long shot a reality.
Companions per PC restriction
17 ( p183), it’s advisable to limit the  The Range of any Missile Weapon
amount of Trusted Comrades to two. you use is extended by 1 Battlefield
Area ( p158).

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ARTISAN SMITHY COUNTER FANG

You seek intimacy with the weapons you


CREATING A
wield. To make them is to know them. CHARACTER

CALLING
 You gain the Crafting Discipline SPECIES
Forging ( p283).
HOMELAND
 For specific rules on creating items & HISTORY
refer to Craft ( p280). TRAITS

 You use Deftness for your QUIRK


Crafting rolls. FINISHING
DETAILS

GEAR
CHARACTER
ADVANCED ABILITIES RANK

Available for selection at Rank 6 or higher. When surrounded by lesser warriors you
Quick Start
enter Counter Fang stance. From this
meditative state you visualise the flow of Factotum
FLASH STEP the fight and then, when engaged by Sneak

You levelled up predictable foes, you lay waste to them Champion

your Sidestep. with choreographed efficiency. Raider

Now, as your Battle


enemies find  During a Fight you can choose Princess

themselves to enter the Counter Fang stance Murder

striking thin instead of making an Attack or Princess

air, you take taking another Action. Sage

up a more  While in the Counter Fang stance, Heretic


advantageous any opponent that fails their
position. Attack roll on you is subject to a
retaliatory Attack, Attack Stunt, or
Combat Trick ( p254-256).
 You can now move to an adjacent
Battlefield Area, or a more strategic  The benefit of this Ability lasts until
place in the same Area, whenever the start of your next Turn, when
you use your Sidestep. you can move and re-enter the
Counter Fang stance if desired.
 All other Sidestep restrictions
apply ( p35).
This Ability does not allow you to
WIND WEARS AWAY STONE
move to an Area you could not
normally enter. You’re a true hunter, able to find a path
through any built-up defense.

BLISTERING PACE  You can attempt to find a weak


spot on an opponent that is the
Already fast, you can now attain almost target of your Hunter’s Focus
inhuman speeds. ( p35).

 Your Speed Rating increases by a


? Requires an Insight Check
single level.
Success: You can ignore any
Defense Bonus the Target has from
Armor and Speed Rating.

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MINDFULNESS LIGHTNING AND THUNDER

While your enemies struggle to focus Diligent training and discipline allow you
in chaotic conditions, you are able to to pacify your enemy with a flurry of blows.
filter out distraction to gain a precious
battlefield advantage.  Once per Turn you can take a
follow-up Action after a successful
 You cannot be Ambushed ( p252). Attack roll.
Even if the rest of your group is  The follow-up Action must be an
caught off guard, you can Move Attack, Attack Stunt, Attack Assist, or
and take your Action as normal. Combat Trick ( p254-256).
 You are immune to the Obscured  Making this follow-up Action is
Battlefield Condition ( p251). physically demanding, and you
 You are immune to the Blinded/ lose a Heart after performing
Deafened Ailment ( p268). the technique.
 If you’ve run out of Hearts you will
roll on the Injury Table ( p260).
SPELL CUTTER

While imperceptible
to regular folk, your SURE KILL STRIKE
eyes can distinguish
the tiny distortions To you, execution is an art form.
in the air created by
coalescing mana.  To attempt a Sure Kill Strike you
A well placed swipe must first declare a target at the
can sometimes disrupt a beginning of your Turn.
spell’s formation.  Next, you must make an Attack roll
against your chosen target.
 You can attempt to nullify a Magic If successful…
Ability that has targeted you, or an
ally in the same Battlefield Area. Make an Execution roll
 If your initial Attack roll was over
vs Requires a Contest the Extra Damage threshold, then
Your Deftness vs. the Aptitude + 2 to the result ( p152).
related to the magical Ability’s use.
 Next, Divide the end result by 2
◆ If no Aptitude is specified, then use (rounding up).
the caster’s Aura.
 To succeed, the result must be
Success: The spell is shattered and higher than your target’s
does not affect its intended targets. remaining Hearts.
5 Success: Your target loses all their
Successful or not, you cannot act remaining Hearts and dies. If it’s a
during your next Turn. PC, they are forced to roll on the
Injury Table ( p260).
18
Failure: Your hit is resolved like a
standard Attack.

13 Sure Kill can only be attempted


once every 24 hours.

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COMBAT GEAR ALLOWANCE

You can use any weapon, as well as Small and Standard Shields. You can wear Light and
CREATING A
Medium Armor without hindrance. CHARACTER

CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS

MELEE WEAPONS GEAR


CHARACTER
RANK

Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess

Murder
Princess

Thrown Drawn S. Mech.** L. Mech. Sage


Heretic
* Small Species restriction still applies (Chib, Goblin)
** Large Species restriction still applies (Promethean, Gruun)

ADVANCEMENT TABLE

RANK ATTACK HEARTS APTITUDES ABILITIES XP

MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*

1st +1 3 9 9 9 8 7 3 - - 0
2nd +2 3 9 9 9 8 7 3 1 - 6
3rd +3 4 10 10 10 9 8 3 1 - 12
4th +4 4 10 10 10 9 8 3 2 - 24
5th +5 5 11 11 11 10 9 3 2 - 36
6th +6 5 11 11 11 10 9 3 2 1 48
7th +7 6 12 12 12 11 10 3 2 1 72
8th +8 6 12 12 12 11 10 3 2 2 96
9th +9 7 13 13 13 12 11 3 2 2 132
10th +10 7 13 13 13 12 11 3 2 3 168

Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.

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

BATTLE PRINCESS

Battle Princesses combine Bright Magic and martial prowess to defend what
they hold most dear. Those under their ward will have hope in their hearts,
even in the darkest of times.

CALLING OVERVIEW

Typical Battle Princesses: Shining warrior Aptitudes: Their strong heart affords them
maidens, tyrants who weep for what must a high Aura. Might, Deftness and Grit are
be done, wandering champions of the well appointed, but following your heart
downtrodden, and pious crusaders. means your Insight is clouded.
5
Abilities: Skills cover conventional combat Weapons and armour: While the primary
techniques, with a focus on defending weapon of any Battle Princess will be their
allies, and the use of Bright Magic to smite Heart’s Blade, they have no restrictions on
18 Armor or Shield use.
enemies. Outside of combat, they serve
well as the lead during Negotiation and
Who’d like to be a Battle Princess?
other social endeavors.
Players who like to mix magic and
13 Advancement: As Battle Princesses rise combat, protect other characters, or enjoy
in Rank they may learn powerful magic, leadership and social roles.
improve their combat effectiveness, and
better defend their allies.

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ABILITIES

CREATING A
STARTING ABILITIES Using your Heart’s Blade CHARACTER

You start with three Abilities.  You can call this weapon into CALLING

existence through force of will. SPECIES


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

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


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

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

and summon a new Blade. Murder


 Rank 1: Select your weapon’s Princess
primary form and what it is made of. Sage
 Choose a Weapon Type: Quick, HEART’S BLADE EXAMPLE Heretic
Master, Mighty, Arc, Lash, Drawn Primary form
or Mechanical Missile ( p152). Master
 Choose a Magical Material: Sun
Gold, Ash Bronze, or Sky Steel
( p289).
 Rank 3: Your Heart’s Blade gains
one of the following properties: Primary form + Weapon Ability
Righteous
 Glittering: +1 on Attack rolls.
 Righteous: The weapon’s Extra
Damage Threshold is reduced
by 2 ( p152).
 Sheltering: The weapon can Parry
once per combat in the same
manner as a Standard Shield Secondary form
( 169). Small mechanical missile

 Rank 6: Your Heart’s Blade can now


transform into a secondary form,
pick from the Weapon Types
listed above. Combination form
 Your Heart’s Blade gains the Gun blade
Combination Weapon Ability
allowing a hybrid weapon form
( p160).

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

SHIELD OF LOVE M ELECTIVE ABILITIES

Your compassion can manifest itself as a You select a new Ability when you reach
protective force for your allies. This might Rank 2, 4, 6, 8 and 10. An Ability can only
take the form of an iridescent aura or a be selected once unless otherwise noted.
heart-shaped crystal shield.
STANDARD ABILITIES
 Once per Fight you can bestow
an ally within your sight a force Available for selection at Rank 2 or higher.
field that can absorb 1 Heart of
Damage, after which it disappears.
GEMLIGHT M
 You can perform this Ability in
addition to any other Actions A glowing crystal of your favorite color
permitted on your Turn. forms on the back of your hand.
 Rank 1: You can Shield 1 person.
 Rank 4: You can Shield 2 people.  You can make your hand gem glow
at will. It provides light equivalent
 Rank 8: You can Shield 3 people. to a Torch ( p175).
 If you can protect more than one  You can use the gem to transfer
person, you can allocate your a single Injury from a target to
Shields in one go, or as required. yourself with a gentle touch.

B Gain 1 Bright Allegiance Point.


SOUL COMPANION

Just as your heart has the power to


summon mighty weapons, so too can it GLITTERING MACHINE M
muster a loyal companion. This devoted
sidekick never leaves your side and will When not in battle, you are able to
even return, in due time, if struck down. channel your powers to summon a helpful
tool or device, instead of your mighty
 You begin your adventures with a Heart’s Blade.
magical Companion.
 You can summon a tool made of
 This Companion does not count
the same Magical Material chosen
against your normal allowance of
for your Heart’s Blade.
Companions ( p183).
 Rank 1: You can summon any
 Create your Soul Companion
simple tool, such as a grappling
following the steps listed at the
hook or lock pick.
end of this Calling.
 Rank 5: You can summon a simple
◆ Soul Companion Creation ( p47)
Techno-Relic or Gadget you are
4 familiar with. Unlike the real things,
your glittering version does not
require fuel or an additional power
source to work.
10  The summoned tool remains, until:
 You swap it for another tool.
 You call for your Heart’s Blade.
5
 You invoke Spirit Wings ( p45).

B Gain 1 Bright Allegiance Point.

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LOVE-LOVE CHEF PASSION’S FIRE M

You’re a passionate cook and you pour When you so desire, a brilliant flame
CREATING A
your heart and soul into the food flickers around your Heart’s Blade, making CHARACTER
you make. it all the more deadly. CALLING
SPECIES
 You gain the Crafting Discipline  Blazing Desire: Your Heart’s Blade
HOMELAND
Cooking ( p283). is ablaze and now does Flame & HISTORY
 For specific rules on creating items Damage ( p259) instead of TRAITS
refer to Craft ( 280). Mundane Damage.
QUIRK
 You use Aura for Crafting rolls.  Yearning Embrace: After a FINISHING
successful Attack, the fire can be DETAILS
discharged to engulf your target GEAR
and cause an additional Heart of CHARACTER
COMPASSION CURE Damage. This exhausts the Ability. RANK

Passion’s Fire can only be used


once per Fight. Quick Start
Factotum
Sneak
B Gain 1 Bright Allegiance Point.
Champion
Raider
Battle
CRY OF THE HEART M
Princess

Murder
A strange sort of empathic magic allows Princess
you to understand what lies in the hearts
Sage
of all those you speak to.
Heretic

 You can target this Ability on


Your kind attention is so sincere that it can anyone you have spoken to for a
dispel ill effects. Your hug can lift a few moments.
dispirited companion, your tears can thaw  After this time you are able to
a petrified ally. discern the primary emotional
motivation that is driving their
 With a touch, you can attempt to current actions and discourse
remove a psychological, physical, (love, greed, fear, etc.).
or magical Ailment ( p268) from  If applicable, information gleaned
someone you care about. from this Ability can be used as an
 Attempting this Ability during a Influencing Factor ( p241) when
Fight requires you to spend Negotiating with the individual
your Action. in the future.
This Ability cannot be used for  This Ability is mostly inconspicuous,
situational Ailments: Toppled, although you may appear to be
Restrained, and Overburdened. staring uncomfortably deep into
your target’s eyes.
? Requires an Aura Check
Success: The Ailment is removed. B Gain 1 Bright Allegiance Point.

Failure: The Ailment remains, you


cannot make any further attempts
to cure it.

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BATTLE DANCE Failure: You stumble or stutter, and


must apply a Minor Penalty (-2) to a
roll of your choice made this Turn.

After starting a Dance, you can not


use this Ability again for 24 hours.
With your GM’s approval, you can
use this Ability in Linked Contests,
like a chase sequence ( p220).

BATTLE BONDS

You have a merciful nature that can be


Your animated and tuneful battle felt in even your fiercest attacks. Your
commands grant those listening a clemency does not go unnoticed and, in
coordinated, rhythmic, combat flair. the midst of battle, you can make friends
out of enemies.
 You can attempt to coordinate your
allies during a Fight, granting all  Whenever you reduce a foe to 0
participants a Minor Bonus (+2) to Hearts or less and choose to spare
a single roll on their Turn. their life, you can attempt to soften
 This Ability can be used in their resolve.
conjunction with your other
permitted Actions, but you must ? Requires an Aura Check
declare the use of this Ability at the Success: You form a Social Bond
beginning of your Turn. ( p279) with the beaten opponent.
Discuss with your GM and decide
? Requires an Aura Check on an appropriate Bond. For
Success: 3 – 2 – 1 – Go! Your Battle example, ‘a begrudging admiration’.
Dance begins…  A Bonded opponent is less
 You can apply a Minor Bonus (+2) inclined to target you for attack in
to a single roll made on your Turn. the future, and will avoid dealing
you a finishing blow unless
 Once you have started a Dance, absolutely necessary.
allies in the same Battlefield Area
can choose to join in. To do so they
must make an Aura Check at the
start of your team’s Turn. ADVANCED ABILITIES
Ally success: Your ally jumps into Available for selection at Rank 6 or higher.
9 the groove gaining a Minor Bonus
(+2) for a roll made on their Turn.
AT YOUR SIDE
Ally failure: Your ally makes a
9 misstep, disrupting the Dance. All Your strikes can create opportunities for
Dancers lose their bonus this Turn. your comrades-at-arms to exploit.
An ally can attempt to re-join the
dance on the next Turn.  If one of your Attacks is successful,
20  Each Turn Dancers must make it also counts as an Attack Assist
a successful Aura Check for the ( p256) for the next ally attacking
Dance to continue. the same opponent.

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SPIRIT WINGS M RADIANT BLADE M

The wishes in your heart allow you to Your soul burns so brightly that your
CREATING A
soar… literally! Heart’s Blade transcends its material form CHARACTER
to become a shard of devastating light. CALLING
 You sprout glowing wings, and
SPECIES
now you can fly at your normal  You can activate this Ability at
HOMELAND
Speed Rating. will upon summoning your & HISTORY
 Your wings remain until: Heart’s Blade.
TRAITS
 You call for your Heart’s Blade.  Slice of Light: Your Heart’s Blade QUIRK
is now a glowing shaft of light
 You invoke the Glittering that does an extra Heart of Bright
FINISHING
DETAILS
Machine Ability. Damage ( p259) in addition to the GEAR
weapon’s Mundane Damage.
CHARACTER
B Gain 1 Bright Allegiance Point.  Purifying Flare: After a successful RANK

strike with the Heart’s Blade, the


light can be discharged to irradiate Quick Start

SHINING RESOLVE your target, causing an additional Factotum


Heart of Bright Damage which Sneak
Your spirit is indomitable and will always dispels the Ability. Champion
remain so. This Ability can be used once per Raider
Session and lasts for the duration of Battle
 You gain Supernatural Will ( p107). the Fight. If Purifying Flare is used, Princess
the Ability is exhausted immediately. Murder
Princess

OPENED HEARTS M
B Gain 1 Bright Allegiance Point.
Sage
Heretic
Powerful Bright Magic lies within you. It
can wash away all falsehoods and leave
nothing but the naked truth, including LEGEND IN YOUR OWN TIME
both honest wishes and dark secrets.
Whether it’s your heroic deeds or your
 You can activate this Ability legendary tenderness, you have become
whenever you are speaking to a source of inspiration for public works of
another individual, or at the start of art and epic tavern tales. Your reputation
a Negotiation. precedes you… sometimes.

 Whenever you enter a new


? Requires a Contest Settlement you can attempt
◆ Your Aura vs. the Grit of anyone Reputation Management ( p275).
in earshot.
 Anyone who loses the Contest is ? Requires an Aura Check
unable to lie, deceive, or mislead Success: You’ve already established
you for a 24 hour period, although a positive Reputation in this locale.
they can still refuse to answer
◆ If possible, the Reputation should
your questions.
be based on heroic efforts made
 Unfortunately, you are also subject in a previous Session. For example,
to the effects of this Ability for the ‘Savior of Homble Village’ or ‘Slayer
same 24 hour period. of the Ooze Beast’.
Failure: The locals have never heard
B Gain 1 Bright Allegiance Point. of you, or your ‘daring’ exploits.

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NEVER STAND ALONE HEART’S AEGIS M

Your Soul Companion is able to transmute


into a magical suit of Armor that wraps
around you in battle. This armor retains
traces of your Companion’s aesthetics.

 You can turn your Companion into


armor for a specific task or Fight.
 The magic armor has the following
specifications:
 Superheavy Armor ( p163).
 Anti-Hazard Abilities ( p166).
 Mechanical Motion ( p167).
Those touched by your kindness often  No one other than you can wear
come to help you in your darkest hour. the armor.
 The armor lasts until:
 If you’re in mortal peril, maybe
 The task it was activated for is
alone and outnumbered or
completed, or...
stranded without hope, you can
use this Ability to summon help.  You have been reduced to 0
Hearts or less.
 Once activated, your GM will
choose a character with whom  After you use it, the Armor, and
you have a Social Bond ( p279) to your Soul Companion, will vanish
come to your assistance. This could until the next morning.
even be a spared foe with whom You cannot use this Ability again for
you’ve formed a Battle 24 hours.
Bond ( p44).
 The chosen character will B Gain 1 Bright Allegiance Point.
miraculously appear just in time to
offer you required assistance. For
example, they might arrive with
reinforcements or a convenient
escape craft.
This Ability cannot be used again
until you have had the time to
participate in a Downtime Activity
( p273).

18

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SOUL COMPANION CREATION

Your Soul Companion is about to pop


CREATING A
into existence.  Inventory Slots: 6 CHARACTER
 Any carried items are dropped CALLING
Soul Companion creation steps on the spot if your Companion SPECIES
1. Companion Basics: All Soul vanishes for any reason.
HOMELAND
Companions start with the same  Sustenance: They do not need to & HISTORY
basic capabilities. eat, breathe or rest. They vanish TRAITS

2. Companion Type: Decide if your whenever you fall asleep or are QUIRK
Companion is an Animal or a Toy; rendered unconscious. They FINISHING
this will determine their initial disappear forever if you die. DETAILS

Combat Values.  Advancement: When you reach GEAR

3. Companion Abilities: Choose a Rank 5 they gain an additional CHARACTER

Companion Ability. Heart and a new Companion Ability. RANK

4. Companion Details: Define your  Aptitudes: Aptitudes are 2 points


Quick Start
Companion’s appearance lower than your own.
Factotum
and personality.
Sneak
Champion
COMPANION TYPE
Raider
COMPANION BASICS Choose or roll your Companion Type Battle
Princess
All Soul Companions have a similar set of
starting properties. 1-10 Murder
Princess
Guardian Animal Sage
 Languages: Bright Tongue, Your four-legged Heretic
Low Speak. Your Companion will familiar appears
only talk with you unless normal in shape and
otherwise requested. size but inherits your
 Range: They can exist up to 40 ft colors, or any distinct
away from you. Beyond that range markings or patterns
they vanish, only to reappear by you wear.
your side.
 Fighting: Your Companion can +0 2 12* Fast
only provide limited support ATTACK HEARTS DEFENSE SPEED
during a Fight:
* Includes Speed Rating bonus
 Attack: They are not powerful
enough to harm foes, but can
perform Attack Assists ( p256) 11-20
for you or your allies.
Brave Toy
 Health: At 0 Hearts they puff out
Your small,
of existence, but will return after
mechanical doll is
you’ve slept and rested.
dressed like a knight
 Ailments: They are immune to the or soldier. It also
direct effect of Ailments ( p268); sports an emblem
however they suffer the symptoms of great significance
of any Ailments you contract! to you.
 Gear: They cannot use any Gear;
Armor falls off, weapons are +0 2 14* Average
dropped, etc. However, they can ATTACK HEARTS DEFENSE SPEED
carry items.
* Includes Medium Armor bonus
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIX

COMPANION ABILITIES  As if built by Magical Materials


( p288), they do not break when
Your Soul Companion starts with a single blocking a Magical Attack or Ability.
Ability appropriate to their Companion
Type. They gain a second Ability when you
achieve Rank 5. 6-10 Weapon Link: They can transform
and connect to your Heart’s Blade for
extra impact on your next strike.
ANIMAL COMPANION ABILITIES
Choose or roll your Animal’s Ability  Your Companion and your Heart’s
Blade can combine once per
1-5 Mount: When required, they can Session to provide either:
grow in size to carry a rider.  A Minor Bonus (+2) to your next
Attack, or…
 They can act as a Mount ( p191).  Deal an additional Heart
of Damage on your next
successful strike.
6-10 Burrower: They have claw-like
digging tools for rapid excavation.
11-15 Booster: They can convert into
 They can excavate a PC-sized a jetpack, cling onto your back, and lift
tunnel through a Battlefield Area’s you to safety.
worth of soil each Turn.
 You gain the power of flight at an
Average Speed Rating.
11-15 Fighter: They grow fangs, claws
or some other natural weapon.  The boost grants enough lift for you
to reach one visible destination.
 They can now Attack as if wielding  During a Fight, your Companion
a Standard Weapon. loses a single Heart for each Turn
 Their Attack Bonus is now half this Ability is in use.
yours, rounded down.
 They are Battle Ready in Mount form. 16-20 Toter: This chunky toy has a
built in backpack.
16-20 Glider: They sprout small,
 They have 10 Inventory Slots.
vestigial wings incapable of full flight.
 During a Fight, they can use their
 They gain Supernatural Leaping Turn to find and instantly present
( p107). any item they are carrying.

12 TOY COMPANION ABILITIES COMPANION DETAILS

Choose or roll your Toy’s Ability Your Soul Companion will complement
or contrast with your appearance and
5 personality. For example, they may be
1-5 Shielder: They can defend calm and unflappable, like you wish you
themselves and others. were, or faint-hearted so you always have
someone to be brave for.
1  Once per Fight, they can Parry one
Attack made against them, or any You can decide on the details later as
you develop your Princess’
allies in the same Battlefield Area personality during play.
as them, like a Shield ( p169).

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COMBAT GEAR ALLOWANCE

You are always able to use your Heart’s Blade irrespective of your Species Size. You can
CREATING A
use Standard and Thrown weapons. You can use any armor or shield without penalty. CHARACTER

CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS

MELEE WEAPONS GEAR


CHARACTER
RANK

Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess

Murder
Princess

Thrown Drawn S. Mech.** L. Mech. Sage


Heretic
* Small Species restriction still applies (Chib, Goblin)
** Large Species restriction still applies (Promethean, Gruun)

ADVANCEMENT TABLE

RANK ATTACK HEARTS APTITUDES ABILITIES XP

MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*

1st +1 3 8 8 9 7 10 3 - - 0
2nd +2 3 8 8 9 7 10 3 1 - 6
3rd +3 4 9 9 10 8 11 3 1 - 12
4th +3 4 9 9 10 8 11 3 2 - 24
5th +4 5 10 10 11 9 12 3 2 - 36
6th +4 5 10 10 11 9 12 3 2 1 48
7th +5 6 11 11 12 10 13 3 2 1 72
8th +5 6 11 11 12 10 13 3 2 2 96
9th +6 7 12 12 13 11 14 3 2 2 132
10th +7 7 12 12 13 11 14 3 2 3 168

Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.

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

MURDER PRINCESS

Dark avengers who wield both blade and spell to destroy what they hate the
most, Murder Princesses are uncompromising and merciless. Whether you’re
the target of their rage, or simply an obstacle in their way, expect no pity.

CALLING OVERVIEW

Typical Murder Princesses: Fearsome Aptitudes: Wrath Magic is taxing on the


black knights, ruthless vigilantes, bloody- body and soul, so Murder Princesses
handed waifs, and nobles seeking have a strong Grit and Aura. While they
vengeance or retribution. have good Might and Insight, their blunt
10
approach results in a low Deftness.
Abilities: Skills blend destructive magic
and martial proficiency. Abilities focus on Weapons and armour: While Murder
intimidation and menace both on and off Princesses use their Wrath’s Blade over all
8 other weapons, they are unrestricted in
the battlefield.
the use of Armor and Shields.
Advancement: As Murder Princesses rise
in Rank, their magical abilities further Who’d like to be a Murder Princess?
10 develop their dark aura making them Players who enjoy an aggressive approach
a talisman among the wronged and to problem solving or seek success no
downtrodden. matter what the cost.

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ABILITIES

CREATING A
STARTING ABILITIES Using your Wrath’s Blade CHARACTER

You start with three Abilities.  You can call this weapon into CALLING
existence through force of will. SPECIES
 Melee Weapons are formed HOMELAND
WRATH’S BLADE M
instantly and may be used on the & HISTORY

You can call upon a same Turn they are called. TRAITS

weapon forged from  Drawn and Mechanical Missile QUIRK

your righteous anger weapons take a Turn to fully FINISHING


DETAILS
or untempered form and appear with 4 units of
fury. The weapon’s ammunition included. GEAR

appearance reflects  Your Wrath’s Blade (and any CHARACTER


RANK
the magnificence ammunition) will vanish instantly
of your volatile and on command. Quick Start
unyielding psyche.
 Only a single form of the Wrath’s Factotum
Blade may be summoned at any Sneak
Creating a Wrath’s Blade one time: either the primary, Champion
 Your Wrath’s Blade grows in power secondary or combination form.
Raider
as you rise in Rank. Add the new  If the weapon is Sundered or lost
properties to your Wrath’s Blade during combat, you can will it away
Battle
Princess
when you reach the required Rank. and summon a new Blade. Murder
 Rank 1: Select your weapon’s Princess
primary form and what it is made of. Sage
 Choose a Weapon Type: Quick, WRATH’S BLADE EXAMPLE Heretic
Master, Mighty, Arc, Lash, Drawn Primary form
or Mechanical Missile ( p152). Mighty
 Choose a Magical Material:
Shade Iron, Dew Silver, or Warp
Root ( p289).
 Rank 3: Your Wrath’s Blade gains Primary form + Weapon Ability
one of the following properties: Retributive
 Glistening: +1 to Attack rolls.
 Retributive: The weapon’s Extra
Damage Threshold is reduced
by 2 ( p152).
 Denying: The weapon can Parry Secondary form
once per combat in the same Lash
manner as a Standard Shield
( 169).
 Rank 6: Your Wrath’s Blade can
now transform into a secondary Combination form
form from the Weapon Types Chain axe
listed above.
 Your Wrath’s Blade gains the
Combination Weapon Ability
allowing a hybrid weapon form
( p160).

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

WITHERING GLARE STANDARD ABILITIES

Your frightful countenance shakes the Available for selection at Rank 2 or higher.
resolve of even the strongest foes.
COUTURIER
 At the start of a Fight you can Glare
at a single enemy at the start of
your Turn.
 Rank 1: The target of your Glare
loses a single Heart.
 Rank 5: Your target must now also
participate in a Contest with you,
their Grit vs. your Aura.
 Success: Your enemy is unnerved
and incurs a Snag on all Attack
rolls against you.
 If this Ability reduces an adversary
to 0 Hearts, or lower, they flee from
the battle or surrender on the spot.
Clothes are a statement of intent, and you
$ A target may only be affected by are always dressed to kill.
one Glare per Fight.
 You gain the Crafting Discipline
Tailoring ( p284).
TENACITY  For specific rules on creating items
refer to Craft ( p280).
Your focus and drive is unequivocal. You
feed on the adrenaline rush of combat,  You use Grit for Crafting rolls.
pushing your body and spirit beyond their
limits for any task deemed worthy enough.
FROST BLADE M
 During a Fight, or other perilous
encounter, you can expend a single Your Wrath’s Blade does not always
Heart to re-roll any failed Attacks, burn with rage, sometimes it is
Stunts, or Might and Grit Checks chillingly dispassionate.
(and Contests).
 The outcome of the second roll  Frost Damage: Your Wrath’s Blade
must be accepted regardless of has iced over and now does Frost
whether the result is beneficial Damage ( p259).
or not.  Freezing Blow: After a successful
If you are out of Hearts when Attack, the ice can be discharged
14 invoking this Ability, you must roll to freeze one of your opponent’s
on the Injury Table ( p260). limbs. The chosen limb is
Restrained ( p270) until your
opponent, or someone trying to
3 assist them, makes a successful
ELECTIVE ABILITIES Might Check to break free. This
exhausts the Ability.
You select a new Ability when you reach
7 Rank 2, 4, 6, 8 and 10. An Ability can only Frost Blade can only be used once
be selected once unless otherwise noted. per Fight.

D Gain 1 Dark Allegiance Point.

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WRATH BOLT M THE HARD WAY

You are able to fill If more level-headed attempts at


CREATING A
your hand with dark, reasoning fail, you are always willing CHARACTER
crackling energy. This to step in and use your unwavering CALLING
charged mana can presence to remind everyone that you are
SPECIES
be hurled at your terrifyingly committed to having things
HOMELAND
enemies or used to your way. & HISTORY
envelop your
TRAITS
Wrath’s Blade.  You get an Edge on all Negotiation
QUIRK
attempts that use Physical
FINISHING
 Wrath Bolts: You are able to fire Intimidation ( p240) or a similar DETAILS
Wrath Bolts at enemies up to one threatening strategy.
GEAR
Battlefield Area away.
CHARACTER
 Bolts strike as Thrown Missile RANK
Weapons ( p158). DESPERATE FRIENDSHIP
 Bolts do 1 Heart of Dark Damage Quick Start

( p259) on a successful Attack.


You do not make friends readily but Factotum
when you commit, you take the
 Wrath Blade: If you envelop your responsibility seriously.
Sneak

Wrath’s Blade with this Ability it Champion

now deals Dark Damage ( p259) Raider


 You are now subconsciously
instead of Mundane Damage. Battle
connected to anyone you have a Princess
Social Bond ( p279) with and if
Murder
D Gain 1 Dark Allegiance Point. separated: Princess
 You know which direction to go Sage
in order to find them. Heretic
BULWARK OF DISDAIN  You can sense if any of them are
in mortal danger.
Your utter contempt for those that oppose
you is armor enough.

 You get a + 4 to your Naked BARBED JUSTICE M

Defense Rating.
Your unabated fury manifests itself as
 This bonus is applied instead large spikes or thorns that project from
of, not in addition to, any bonus your Wrath’s Blade, making its wounds
related to the Armor you wear. even more grievous. However, the toll on
your spirit is great.
 When you wear Armor you can
choose whether to use the bonus
 You can choose to inflict an extra
from Bulwark of Disdain or the one
Heart of Damage on a successful
provided by your Armor.
Attack, but lose 2 of your own.
 If you drop below 0 Hearts when
using this Ability, you must roll on
the Injury Table ( p260) after each
successful Attack.

D Gain 1 Dark Allegiance Point.

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

CAUSTIC TRUTH M ADVANCED ABILITIES

When physical force fails, you resort Available for selection at Rank 6 or higher.
to psychological assault. By ridiculing
your opponent’s deeply held beliefs, or
SWORD STORM M
competence, you can send your foe into
an unbalancing rage.

 Once per Fight, you can attempt


to enrage your opponent with a
disparaging or spiteful truth.
 Targets for this Ability must:
 Be engaged in a Fight with you
for a Turn or more.
 Be able to understand you.
 Be capable of feeling emotions.

? Requires a Contest
Your Grit vs. your opponent’s Aura. With a cry of defiance you can summon a
Success: Your comment unsettles blizzard of magical blades that tear
your opponent: through anyone nearby.
 Their rage now provides them with
an Edge on all Attack rolls and  On your Turn you can summon
Abilities aimed at you, but… clones of your Wrath’s Blade
(or ammunition if it’s a Missile
 This leaves them open to attack. Weapon) to appear over the
All Attack rolls made against the Battlefield, that rain down upon
enraged foe benefit from an Edge. anyone surrounding you:
 Their rage ends if you die, are no  You make a single Attack roll.
longer visible, or when the current
Fight ends.  The result of the roll is used as
an Attack roll against everyone in
This Ability may only be used on the same Battlefield Area as you.
one opponent per Fight, whether it
 A hit does 2 Hearts of Damage.
is successful or not.
 Characters who have a Social
Bond with you are exempt from
D Gain 1 Dark Allegiance Point.
the Attack.
 After the Storm, the summoned
weapons disintegrate.
You can use Sword Storm once
8 every 24 hours without penalty.
◆ Using a Sword Storm in excess of
this means you have to roll on the
14 Injury Table ( p260) after use.

D Gain 1 Dark Allegiance Point.

15

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RELENTLESS PURSUER BLADE OF DARKNESS M

Chasing down cowardly foes has done You can summon a Wrath’s Blade
CREATING A
wonders for your athletic prowess! composed of pure dark energy, capable CHARACTER
of wounding the soul. CALLING
 Your Speed Rating increases by a SPECIES
single level.  You can activate this Ability at
HOMELAND
will upon summoning your & HISTORY
Wrath’s Blade. TRAITS
ICONOCLAST  Dark Strike: Your Wrath’s Blade is QUIRK
a cosmic void that now drains an FINISHING
You have a reputation for avenging the additional Heart of Dark Damage DETAILS
oppressed… even if you have only done ( p259) in addition to the weapon’s GEAR
so inadvertently. Downtrodden people Mundane Damage. CHARACTER
who know of your deeds will assist you in  Wrapped in Darkness: After a RANK
whatever humble way they can. strike with the Wrath’s Blade, the
energy can be discharged to Quick Start
 You can attempt to enlist the help engulf your target and cause an Factotum
of any poor, enslaved, or otherwise additional Heart of Dark Damage; Sneak
disenfranchised local residents. which dispels the Ability. Champion

Using Wrapped in Darkness Raider


? Requires an Aura Check prevents you from using this Ability Battle
Success: The rabble have heard of again for another 24 hours. Princess

you. Assuming they are friendly, or Murder


Princess
at least non-hostile, they will agree D Gain 1 Dark Allegiance Point.
to any reasonable requests you Sage

make of them. Heretic

◆ For example, a street urchin will


RED PETAL REVENGE M
direct you into a side alley to hide
you from the town guard, or a Picking a rose in haste can prick your
crowd might deliberately divert or fingers, and so those who wish to do you
obstruct pursuers. harm will suffer the consequences.
Helpers will not be prepared to put
themselves in real danger, or be  If you are hit in a Fight, or suffer
able to muster courage beyond an Ailment caused by an enemy’s
their normal capacity. Ability, you can attempt to get
revenge on your aggressor.

OVERWHELMING MIGHT ? Requires a Contest


Your Grit vs. the attacker’s Grit.
You have a hidden strength powered by
Success: Your attacker suffers the
hatred deep within your soul.
same Damage, or Ailment, that
they inflicted on you.
 You have attained Supernatural
Might ( p107).  If an Ailment can not be applied to
your attacker, they take a Heart of
Damage instead.
Red Petal Revenge may only be
used once every 24 hours.

D Gain 1 Dark Allegiance Point.

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VEXED DISPEL M SPIRITED SLAUGHTER

Fresh from the kill, you have a twinkle in


your eye and a spring in your step.

 If you slay an opponent during a


Fight, you can immediately take
another Action afterwards, as
long as it continues or accelerates
further violence.

Your patience with hostile magic is thin,


and your mere annoyance can unravel
even the most carefully crafted spell.

 You can attempt to nullify a


single persistent magical effect
that is irritating you, or any of
your allies that are located in the
same Battlefield Area as you. For
example, you can try to dispel a
magically inflicted Ailment or a
sorcerous barrier.

? Requires a Grit Check


Success: The magic will be
suppressed so long as you are in
the same Battlefield Area and still
subject to the annoying effect. For
example, the caster would regain
the use of their suppressed Ability
or the sorcerous barrier would
return once you have passed or
been pacified.
 Vexed Dispel can be triggered the
instant you are annoyed, and does
not require an Action to cast.
10
You cannot Dispel magic that is
instant, such as a damaging
magical blast.
19 You cannot use this Ability again for
24 Hours after it has been
successfully used.
19
D Gain 1 Dark Allegiance Point.

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COMBAT GEAR ALLOWANCE

You are always able to use your Wrath’s Blade irrespective of your Species Size. You can
CREATING A
use Standard and Thrown weapons. You can use any armor or shield without penalty. CHARACTER

CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS

MELEE WEAPONS GEAR


CHARACTER
RANK

Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess

Murder
Princess

Thrown Drawn S. Mech.** L. Mech. Sage


Heretic
* Small Species restriction still applies (Chib, Goblin)
** Large Species restriction still applies (Promethean, Gruun)

ADVANCEMENT TABLE

RANK ATTACK HEARTS APTITUDES ABILITIES XP

MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*

1st +1 3 8 7 10 8 9 3 - - 0
2nd +2 3 8 7 10 8 9 3 1 - 6
3rd +3 4 9 8 11 9 10 3 1 - 12
4th +3 4 9 8 11 9 10 3 2 - 24
5th +4 5 10 9 12 10 11 3 2 - 36
6th +4 5 10 9 12 10 11 3 2 1 48
7th +5 6 11 10 13 11 12 3 2 1 72
8th +5 6 11 10 13 11 12 3 2 2 96
9th +6 7 12 11 14 12 13 3 2 2 132
10th +7 7 12 11 14 12 13 3 2 3 168

Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.

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SAGE

Sages are the students of the intensive art of Wizardry, learning to manipulate
both ambient and residual mana to great effect. Their powers reflect their
approach to the study of magic: patient, practical, with a dash of whimsy.

CALLING OVERVIEW

Typical Sages: Wise hermits, eager Aptitudes: Hours of research and study
apprentices, mischievous old witches, and have granted the Sage a high Insight, but
court magicians. neglecting their physical development
means they suffer a low Might.
6 Abilities: Wizardry is a curious mix of
practical magic and malign hexes. Sages Weapons and armour: Sages can defend
are inquisitive sorts, skilled researchers, themselves in combat, but it’s not their
and often insufferable know-it-alls. There forte. They may use a limited range of
14 weapons and wear Light Armor without
is little knowledge that can be kept from
them for long. any issue.
Advancement: As Sages rise in Rank they Who’d like to be a Sage? This Calling is
13 master increasingly potent magic and perfect for players who like to employ
can start to dabble in the related fields of clever, light-hearted solutions
artificing and prophecy. to problems.

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ABILITIES

CREATING A
STARTING ABILITIES SAGE’S STAFF M
CHARACTER

CALLING
You start with three Abilities. Staves are an iconic part
of any Sage’s inventory. SPECIES

Your elegant wand, or HOMELAND


GRAND GRIMOIRE M & HISTORY
gnarled walking stick,
carries your personal TRAITS

sigil and is the primary QUIRK


conduit for your magic. FINISHING
DETAILS

GEAR
 Spell Push: With a dramatic gesture
CHARACTER
and a shout, you can use your staff RANK
to magically shove things about.
 The Push can affect things up to Quick Start
15 ft away. Factotum

 The Push exerts the same amount Sneak


of force as an adult human. Champion

 The Push is always executed with Raider

Knowledge is your passion. Your Grimoire, full power and can not be used Battle
Princess
a strange tome that’s always at hand, is with any delicacy.
Murder
filled to the brim with notes of your  If the Push is used in a Check or Princess
discoveries and experiences. Contest, the spell’s Might is the
Sage
same as your Insight. This might
Heretic
 Your Grand Grimoire is a large, include attempting to shove
personalized book that is always against a monster, or moving a
in your hands when needed, but heavy stone.
nowhere to be found when you  If the Push is used as an Attack, it
have no use for it. is treated as an Unarmed strike,
 Only you can write in the Grimoire, and can strike at a target up to 1
but it is quite capable of filling its Battlefield Area away.
own pages! It can magically sketch  Magelight: Your Staff can glow
pictures of things you stare at for a with a radiance equivalent to a
few minutes and record messages Torch ( p175).
you speak into its pages.
 This light can be turned on and
 If you fail an Insight Check when off by lightly tapping the staff.
attempting to recall a piece of
 The light remains in effect as
information, you may consult your
long as you are holding your
Grimoire for clues. Stuffed full of
staff and are conscious.
factual titbits, the tome will allow
the GM to reveal a hint to where  Long, heavy staves can be used as
the elusive piece of information a Standard Weapon. Shorter wands
can be found. double as Concealed Weapons.
 If you die, your Grimoire manifests  While you may only have one Staff
permanently. The tomes of great at any time, creating a new one is
Sages are extremely valuable! as simple as carving your personal
sigil on to your chosen piece.

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PRESTIDIGITONIUM M ELECTIVE ABILITIES

One of the earliest tricks You select a new Ability when you reach
you learned was how to Rank 2, 4, 6, 8 and 10. An Ability can only
animate objects using be selected once unless otherwise noted.
the mana left behind
by another living
STANDARD ABILITIES
creature’s touch. With
this you can breathe Available for selection at Rank 2 or higher.
wondrous life into simple
tools and children’s toys.
EVERYDAY DIVINATION M

 With some singing, or gentle


Divination is such a popular Wizardry skill
coaxing, you can attempt to make
that Sages have gained a reputation for
a single object spring to life
being rather nosy.
and perform the function it was
originally designed for.
 You can tap a reflective surface
 An object needs to have been once, and politely request to see a
used within the last 3 months to particular person or object.
retain the residual mana required
for the spell.  The surface must be larger than
your hand but no taller than
yourself. Mirrors, windows and
? Requires an Insight Check even puddles can be used.
Success: Your chosen object begins
to move. A door knob will rotate ? Requires an Insight Check/Contest
and the door click open, a toy
soldier will march, and a Physician’s  Attempting to see a person, or
Kit will perform surgery. creature, triggers a contest; your
Insight vs. your target’s Aura.
 The object will perform long
enough to complete a single task,  Attempting to see an object
then the mana is expended. requires an Insight check.

 If a Check or Contest is required, Success: You can see and hear your
your Insight is used. chosen target and the immediate
area around them.
 A Melee Weapon may be animated
for a single Attack. The strike uses  The divination lasts for a few
your Attack Bonus. minutes.

 A Shield can float and Parry a  If you share a Social Bond ( p279)
single Attack on you, or a nearby with the target, you may talk to
ally, before falling to the ground. each other, although only you will
be able to hear their words.
 A Missile Weapon can fire a single
16 shot, if ammunition is available. Failure: The view is clouded. A
second try at Divination cannot be
attempted for another 24 hours.
Successful or not, once an object
15 has been targeted by
Prestidigitonium the ambient mana An individual surface may only be
is disrupted and the Ability won’t used for Divination once every
work on it again unless… 24 hours.
7 ◆ The object is used again, although
it takes 24 hours for the required
mana to settle.

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MORTIFYING BLOAT M ARCANE ARTIFICING

You have whiled away many hours


CREATING A
tinkering with magical devices. Whether CHARACTER
a passion or a hobby, you have learned CALLING
enough to repair, maintain and even
SPECIES
create such devices in your spare time.
HOMELAND
& HISTORY
 You gain the Crafting Discipline
TRAITS
Artificing ( p282).
QUIRK
 For specific rules on creating things
FINISHING
refer to Craft ( p280). DETAILS

 You can identify Oddities, Artifacts, GEAR


and Gadgets related to your craft CHARACTER
with an Insight Check. RANK
You can agitate the ambient mana inside
 You use Insight for your
another creature, causing it to swell and Quick Start
Crafting rolls.
expand. Performing the spell requires you Factotum
to make an exaggerated gesture; Sneak
exhaling a deep breath into your own Champion
thumb. Huuffff! GLOWING INK M
Raider

You can wring out a Battle


 You can attempt to inflate a single Princess
special luminescent
enemy from up to 1 Battlefield
ink from your staff, Murder
Area away. Princess
drawing on its
Magelight Ability. Sage
vs Requires a Contest Now you can leave a Heretic
Your Insight vs. your target’s Grit. glowing crumb trail or
Success: Your target begins to honor the tavern toilet
bloat. By the start of their next Turn wall with your sigil.
they will be afflicted by the
Ballooned Ailment ( p268).  You can use your Mage Staff as if it
 Only one creature may be affected were a giant pen or paintbrush as
by this Ability at any time. If long as the Magelight Ability
you target another individual, is active.
the previous target will return  The ink glows as brightly as a torch,
to normal size. Otherwise, the but vanishes after a day.
affliction wears off after an hour or  You can squirt ink on an enemy up
if you will it away. to 1 Battlefield Area away with a
successful Attack roll.
D Gain 1 Dark Allegiance Point.  The ink does no damage, but
prevents enemies from hiding in
the shadows.
Victims of this particular ability are
actually quite buoyant and easy to  Targets that are vulnerable to
move around. Why not get creative? light may suffer other ill effects.
Turn an enemy, or reluctant ally, into This is at your GM’s discretion.
a makeshift blockade or emergency
flotation device.
B Gain 1 Bright Allegiance Point.

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HOCUS POX M
 Drastic changes in mass are not
possible. You can transform into a
You can use
Species of a similar size to you. For
malicious mana
example, a human could imitate an
to infect your
Elf or Tenebrate, but not a tiny Chib
foes with a or bulky Promethean.
debilitating
disease.  Your Mask lasts for an hour, unless:
Symptoms  You are caught lying.
include purple  You lose a Heart, suffer an Injury,
spots, mana or are affected by some other
vulnerability and harmful effect.
utter exhaustion.
 You ‘will’ the Mask away.
After use, you must wait an hour
 You can attempt to infect someone
before using the Mask again.
up to 15 ft, or 1 Battlefield Area,
away with Hocus Pox.
D Gain 1 Dark Allegiance Point.
vs Requires a Contest
Your Insight vs. your target’s Grit.
Success: Your target contracts VERY USEFUL CLOUD M

Hocus Pox and they break out in You can coalesce the
purple spots. moisture in the air into
 Victims have a Snag when making a small cloud. This
rolls to resist other Magical Abilities. odd little being floats
 Victims are afflicted with the along next to you and
Putrefied Ailment ( p270). has some very useful
applications.
 When a victim is reduced to
0 Hearts by this Ailment, they
collapse and are helplessly  Your Cloud is oddly sturdy, despite
exhausted. This will pass with a its gaseous nature, and is about the
week’s worth of rest, but the purple size of a large cushion.
spots remain for another week.  Summoning a Cloud requires:
 Moisture in the air.
Once a chosen target has fallen foul  During a Fight, it requires a
of this Ability, you cannot use it Turn’s worth of gesticulation.
again for another 24 hours.  The Cloud has two key functions:
 Carrier: The cloud can hold 6
D Gain 1 Dark Allegiance Point. Inventory Slots.
4  Messenger: The cloud can
deliver a message, of no more
MURKY MASK M than 40 words, to anyone you are
familiar with.
8 By coating yourself with malleable mana,
 The Cloud’s basic capabilities:
you can mould your features into an
incredibly convincing disguise.  Aptitudes: The Cloud’s Aptitudes
are the same as yours.
14  Combat Values: Hearts 2,
 You can moderately alter your
build, coloring, face and height, Defense Rating 12, and Speed
but cannot exactly mimic another. Rating Average.

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 Range: It can exist up to a mile Rank 5:


away from your current location.  Once every 24 hours, you can
 Flight: It cannot float more than conjure a Mana Bomb, a more CREATING A
CHARACTER
20 feet off the ground. violent and deadly variant of the
CALLING
 You can dissipate the cloud at will, Mana Grenade.
SPECIES
which will result in any items it  Mana Bombs work like standard
HOMELAND
carries dropping to the ground. Bombs ( p178), except… & HISTORY
 Anyone mean enough to Attack  They do Twilight Magic Damage TRAITS
the cloud will cause it to dissipate ( p259). QUIRK
when it is reduced to 0 Hearts.
FINISHING
 You can only summon and control B Gain 1 Bright Allegiance Point. DETAILS

one cloud at a time. GEAR

A new cloud cannot be summoned CHARACTER


RANK
for 24 hours after the last one has ADVANCED ABILITIES
been destroyed or dismissed.
Quick Start
Available for selection at Rank 6 or higher.
Factotum
B Gain 1 Bright Allegiance Point.
Sneak
CLOAK OF OBSCURITY M
Champion

You can slip behind a mantle of subtle Raider


ELDRITCH EXPLOSIVES M
darkness and become a shadow. While Battle
Princess
you’re not invisible, you are definitely
more difficult to notice for those not Murder
Princess
expecting you.
Sage

 When covered by the Cloak, Heretic

you use your Insight, rather than


Deftness, when making your
Stealth rolls.
 When your Team is Exploring using
Stealthy Movement ( p234), you
make an independent Stealth roll.
 When Cloaked, even if your
Team is Exploring using Cautious
Nothing clears a room like a mana or Hasty Movement you also
kaboom! You make magical explosives. benefit from the effects of
Stealthy Movement.
Rank 1  If you are Cloaked when
 Once per Fight, you can conjure discovered by a Map or Site
a Mana Grenade, a non-lethal Encounter, you can make a Stealth
weapon designed to subdue. roll to remain hidden.

 Mana Grenades work like regular


Grenades ( p178), except… D Gain 1 Dark Allegiance Point.

 They do Twilight Magic Damage


( p259).
 Targets reduced to 0 Hearts, or
less, are knocked unconscious
(or fall inert if they are Mechanoids
or Undead) for an hour.

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DEMYSTIFY M
 You can target an opponent up to
15 ft, or 1 Battlefield Area, away.
Just as you can weave a
web of mana, so too  During a Fight, Mana Crush requires
can you unravel it. the use of your Action to cast.
Deep knowledge of
mana manipulation vs Requires a Contest
allows you to undo Your Insight vs. your
others’ spells. The target’s Deftness.
performance of this
Success: The target is crushed
counter-magic is usually accompanied by
within a cocoon of mana, taking
a rude or condescending gesture toward
3 Hearts of Damage.
the opposing spell caster.
Failure: The Target avoids the brunt
 You can attempt to end a single of the assault and only takes
persistent magical effect. This 1 Heart of Damage.
might be a curse, arcane barrier, or This spell is physically taxing to cast
the enchantments on an Artifact or and may only safely be used once
Imbued Item. per Fight. Attempting the spell in
 In a Fight, Demystify requires the the same Fight, or within a few
use of your Action to cast. minutes of the last attempt, means
you must roll on the Injury Table
( p260) after the Contest.
vs Requires a Contest
Your Insight vs. the Aptitude
required to cast the opposing B Gain 1 Bright Allegiance Point.
Magical Ability.
◆ If no Aptitude is specified, then
use Aura. PRACTICAL FLIGHT M

Success: The spell is unravelled. Powerful Sages are able to defy gravity
Failure: You cannot dispel the to float and flutter about. While you look
effect, and cannot try to dispel the incredibly elegant, you’re not terribly fast.
effect again for 24 hours.
This Ability only causes Artifacts or  You have two modes of flight at
Imbued items to lose their your disposal…
enchantment for 24 hours.  Drift: A slow and graceful form of
levitation.
 Speed Rating while flying is Slow.
MANA CRUSH M
 Lasts until you decide to stop it.
Sometimes even  Thrust: A short, sharp surge of
16 the patience of speed. You may want to sit astride
the wise can your Staff for balance.
be tested. By  Speed Rating while flying is Fast.
clenching  Thrust lasts for 3 Rounds during
7 your fist you a Fight, or approximately 30
can solidify seconds.
the mana
emanating from  Using Thrust means you cannot
7 your target and use Flight again for 24 hours.
use it to crush like You cannot fly if Overburdened.
a vise.

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HARMONIOUS GEOMANCY M SHADOW PUPPET M

You politely request cooperation from


CREATING A
ambient mana. With some clear spoken CHARACTER
instructions and a bow, or curtsy, you can CALLING
re-arrange a cluttered room, or quickly
SPECIES
assemble a barricade in front of an
HOMELAND
approaching enemy. & HISTORY

TRAITS
 You can attempt to persuade local
QUIRK
mana to manipulate objects in your
FINISHING
immediate surroundings. DETAILS

GEAR
? Requires an Insight Check CHARACTER
RANK
Success: The local mana swirls and
twists to do your bidding. You can seize another’s shadow and, by
proxy, their physical agency. While you Quick Start
 You can perform a simple task that
make menacing gestures, resembling Factotum
would normally require several
those of a puppeteer, your victim dances Sneak
creatures acting together to
to your desire.
accomplish. Champion
Raider
◆ For example: Smashing all the  You can use this Ability on any
breakable pots in a shed at once, creature that casts a shadow and
Battle
Princess
alphabetizing a room full of books, is roughly 10 feet, or 1 Battlefield Murder
or stacking loose stones into a Area, away. Princess
makeshift set of stairs.
Sage
 The area of effect should be no vs Requires a Contest Heretic
larger than a small house. Your Insight vs. your target’s Aura.
 During a Fight, you can manipulate Success: You can control your
a single Battlefield Area to: target for the next 10 seconds, or
 Add the Precarious ( p251) or their Turn during a Fight. For
Sheltered ( p251) Condition to a example, you can make them
Battlefield Area, providing there speak, shout, or even attack
are enough suitable objects themselves (which still requires an
scattered around. Attack roll!).
 Remove an existing Condition  You must repeat, and win, the
from a Battlefield Area, if you can Contest each Turn to retain control
agree with your GM on how this of your target.
Ability could do it. For example, You can only control one Puppet at
pushing away a choking mist. a time.
Successful or not, any objects Failure: The target breaks free of
moved or disrupted by this spell your mana strings and you cannot
have their ambient mana burnt target them with this Ability again
away and cannot be affected by for 24 hours.
this Ability or Prestidigitonium
( p60) for another 24 hours.
D Gain 1 Dark Allegiance Point.

B Gain 1 Bright Allegiance Point.

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MOMENTARY FORTRESS M  Strength Attacks: The opposing


Aptitude for Melee Weapons, and
other brute force attacks, should
be the Attacker’s Might
 Skill Attacks: The opposing
Aptitude for Missile Weapons, and
other attacks that utilise finesse,
should be the Attacker’s Deftness.
Success: The Attack is blocked, or
dissipated, by a wall of
impenetrable light.
 If successful, the Fortress remains
intact and you benefit from its
protection in the next Turn.
You can create a protective pyramid, Failure: The panel of light shatters
sphere, or cube of light around you that is like glass, and the Fortress cannot
able to repel physical and magical attacks. be used again for 24 hours.

 During a Fight, you can use the


B Gain 1 Bright Allegiance Point.
Fortress to attempt to block one
inbound physical or magical Attack
against you each Turn.
 If the Attack targets a Battlefield SOOTHING DARKNESS M

Area (like a magic blast) then You can bring forth a blanket of darkness
everyone in the same Area as to temporarily alleviate pain, although its
you benefits from the Fortress…
sweet caress cannot heal.
including foes!
 If cast outside of combat, the  You can attempt to Soothe
Fortress can be used to block someone with an Injury ( p259),
harmful environmental effects. For including yourself, within 15 ft or in
example, Impact Damage ( p267) the same Battlefield Area as you.
from falling rocks or Burn Damage
( p267) from caustic gas.
 If your target has multiple Injuries,
you must choose one to Soothe.
 The Fortress is only visible when
struck or resisting a harmful effect.
? Requires an Insight Check
 The Fortress can be erected during
your enemy’s Turn, but this means Success: The effects of the Soothed
you cannot take an Action on your Injury subside temporarily while
next Turn. the Ability is in effect. For example,
a shadow binds a Broken Arm or a
1 ghost limb materialises to replace
vs Requires a Contest a Severed one.
Your Insight vs. the Aptitude related
to the type of Attack (see below). The Soothing effect lasts until you
use the Ability again, or willingly
12  Magic Attacks: The opposing
cancel the effect.
Aptitude used should be the one
required to cast the offensive spell. Failure: The Injury remains and you
cannot attempt to Soothe the same
9 ◆ If none is specified, use the caster’s
Injury again.
Grit for directed attacks or Aura
for harmful radiating attacks (or
anything else!). D Gain 1 Dark Allegiance Point.

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COMBAT GEAR ALLOWANCE

You can use Concealed and Standard Melee Weapons, as well as Thrown and Small
CREATING A
Mechanical Missile Weapons. You can only wear Light Armor. CHARACTER

CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS

MELEE WEAPONS GEAR


CHARACTER
RANK

Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess

Murder
Princess

Thrown Drawn S. Mech.** L. Mech. Sage


Heretic
* Small Species restriction still applies (Chib, Goblin)
** Large Species restriction still applies (Promethean, Gruun)

ADVANCEMENT TABLE

RANK ATTACK HEARTS APTITUDES ABILITIES XP

MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*

1st +0 2 6 8 8 10 8 3 - - 0
2nd +0 2 6 8 8 10 8 3 1 - 6
3rd +1 3 7 9 9 11 9 3 1 - 12
4th +1 3 7 9 9 11 9 3 2 - 24
5th +2 4 8 10 10 12 10 3 2 - 36
6th +2 4 8 10 10 12 10 3 2 1 48
7th +3 4 9 11 11 13 11 3 2 1 72
8th +3 4 9 11 11 13 11 3 2 2 96
9th +4 4 10 12 12 14 12 3 2 2 132
10th +4 5 10 12 12 14 12 3 2 3 168

Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.

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HERETIC

A lifetime of dedication is not required for the Heretic, simply the temerity to
read from the Blasphemous Script. The Heretic calls forth entities they do not
fully understand to do their bidding, and risks their immortal wrath.

CALLING OVERVIEW

Typical Heretics: Gloomy youths, Aptitudes: Heretics need an iron will


raving priests, sinister warlocks, and and powerful presence, granting them
daring onmyoji. high Grit and Aura. Dabbling in this dark
art reveals a lack of Insight and their
20 Abilities: Heretic’s talents rely on oft-withered physical forms result in low
summoning the Sealed Names, strange Deftness and Might.
and unpredictable spirits with powerful
magical abilities. Dark spirits wreak havoc Weapons and armour: Arms and armor
10 training is kept to a minimum, though
or obliterate your enemies, while Bright
spirits assist and guide you… that is if all Heretics have a strange fondness for
goes to plan. whips, chains and other corded weapons.
10 Advancement: As Heretics rise in Rank, Who’d like to be a Heretic? Players who
they are able to summon more potent love dark themes and don’t mind a bit of
Sealed Names, gaining access to a wider unpredictability will enjoy this Calling.
range of powerful effects.

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ABILITIES

CREATING A
STARTING ABILITIES  After a short period of observation, CHARACTER
or 1 Turn during a Fight, you can CALLING
You start with three Abilities. attempt to detect what someone
SPECIES
fears the most.
HOMELAND
FITFUL SLEEP & HISTORY
? Requires an Aura Check TRAITS
Sleep is not a
peaceful haven. Success: You learn one thing that QUIRK

While your upsets, scares or disgusts your FINISHING

body is target. The weakness revealed DETAILS

refreshed, could be emotional or physical. GEAR

your mind is CHARACTER


RANK
plagued with
incoherent SQUIRE MARLOW M
Quick Start
and disturbing
Factotum
images brought Marlow, Whom All Chosen Know, is there
to you by the Sealed to make sure all your needs are attended Sneak

Names. Sometimes you understand the to. This genteel and unfailingly polite Champion
significance of these visions. figure is a great deal more forgiving than Raider
the other Sealed Names. Battle
 Once per game Session you can Princess

ask your GM for clues on anything  Speak his name calmly and Marlow, Murder
Princess
puzzling you about your adventure. a servant-like spirit, emerges from
For example, the location of the shadow to do your bidding. Sage

a nemesis or the answer to a  Summoning takes 1 Action. Heretic


perplexing riddle.
 This secret, or clue, is chosen by ? Requires a Grit Check
your GM, and emerges as a fully
formed thought in your Mind. Success: Marlow will appear and
carry out a single task you give him.
Don’t give everything away when  The task must be something
giving out a clue, but try to make that Marlow can complete in
sure it is at least helpful! a few minutes. He will attempt
to accomplish his task with
competence and endeavour.
DREADFUL
 In a Fight, Marlow performs as a
Extended contact with Custrel ( p186) equipped with a
the Sealed Names Quick Weapon.
has altered your  Marlow vanishes upon the
appearance and completion of his task, or if
mannerisms, making reduced to 0 Hearts.
you deeply unsettling
 He must be summoned again if
to be around. You have
you wish to make further use of
also developed a twisted
his services.
empathy that enables you to sense the
fears and weaknesses of others. Failure: Marlow gently refuses your
request, and promptly vanishes.
 You have an Edge on rolls that After a failed summoning, Marlow
involve intimidating, frightening or can’t be called again for 24 hours.
repulsing someone.

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ELECTIVE ABILITIES  Hostiles within 1 Battlefield Area


of you must make a successful Grit
You select a new Ability when you reach
Check or be Terrified ( p271) of
Rank 2, 4, 6, 8 and 10. An Ability can only
you for 24 Hours.
be selected once unless otherwise noted.
Failure: Galrave honors you with his
grim regard then vanishes. You
STANDARD ABILITIES shudder for a moment, and miss
your next Turn.
Available for selection at Rank 2 or higher.

D Gain 1 Dark Allegiance Point.


THE WIDOW PRISMA M

Prisma, The Crystal Martyr suffers for the


chosen, although her curious moans BUSHI MIYABI M
while doing so suggest she receives some
strange pleasure from her sacrifice. Miyabi, Apparition of Borrowed Wrath, is
a raging spirit contained within elaborate
 Upon a cry for help, The Widow armor. Her hand grasps a broken blade,
Prisma will immediately crystalize which she swings with vengeful fury.
in front of you and absorb any
inbound Attack.  Point at an enemy, yell her name,
 Summoning is instantaneous. and Miyabi will materialize next to
your chosen foe.
 Prisma suffers any Damage,
Ailment, or detrimental effect  Summoning requires 1 Action.
directed at you… then dies.
 Her dramatic death throes last ? Requires a Grit Check
a Turn, until she shatters into Success: Miyabi manifests next to
fragments and disappears. your chosen target and engages
Prisma can only be summoned them in combat.
once every 24 hours.  You can set Miyabi on a foe up to 2
Battlefield Areas away from you.
D Gain 1 Dark Allegiance Point.  She strikes with a
Standard Weapon.
 Her Attack Bonus is always the
DEACON GALRAVE M same as her target’s.
 She has Defense Rating 12.
Galrave, Cloaked in Fear, is a broad
 Her Speed Rating is Fast.
and imposing figure. His terrible smile
is frightening enough, but his laugh is  She evaporates if struck or when
blood-curdling. her target has been killed, but
16 once summoned she cannot be
 Throw your hands in the air and called off or dismissed.
shout his full name and Galrave, a Failure: Miyabi manifests to take a
fearsome spirit, swirls into being. single swipe at you for your
18
 Summoning requires 1 Action. impertinence, then vanishes.
 When striking you, her Attack
? Requires a Grit Check Bonus is +2 and does 1 Heart
6 of Damage.
Success: Galrave’s laugh echoes
loudly, instilling doubt and panic in
anyone you consider an enemy. D Gain 1 Dark Allegiance Point.

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SEER KASNAH M  Summoning is instantaneous.


Kasnah, Lady of the Orb, looked too often
? Requires a Grit Check CREATING A
into her divining ball and was absorbed CHARACTER
by it. Now she is a small, smooth sphere Success: Tulpa emerges from the CALLING
with an unblinking stare. She is willing to ground with a yawn and a stretch,
SPECIES
show you what she sees. taking the prepared question and
HOMELAND
swallowing it. After some thoughtful & HISTORY
 Whisper her name and Kasnah, a chewing he answers the question,
TRAITS
floating eye, can be drawn forth then returns to his immortal slumber.
QUIRK
from the folds of your clothes. You suffer a Snag on your Grit FINISHING
 Summoning requires 1 Action. Check if you attempt to summon DETAILS
Tulpa again within 24 hours. GEAR

? Requires a Grit Check Failure: Tulpa coughs and chokes CHARACTER

Success: Kasnah floats into the air. on the question. He then lectures RANK

you on the failures of this aeon’s


 You see whatever Kasnah sees youth before vanishing. Quick Start
from her vantage point in the sky. Factotum
No further attempt to summon
 Kasnah can be directed to any Tulpa can be made for 24 Hours. Sneak
point within shouting distance, Champion
enabling you to get unique views Raider
of a location or scout ahead. B Gain 1 Bright Allegiance Point.
Battle
 She has Defense Rating 12. Princess

 Her Speed Rating is Average. Murder


MESSENGER KAILA M Princess
 She vanishes if struck. Sage
Failure: Fickle Kasnah does not Kaila, Whisper Most Pleasant, is a sultry Heretic
appear but instead you are Blinded figure in a flowing dress and decorated
( p268) for 1 Turn. mask. Her voice is quiet but authoritative.
When she speaks, her message is always
She ignores further summoning heard by those for whom it was meant.
requests for 1 hour.
 Say her name and Kaila appears
D Gain 1 Dark Allegiance Point. ready to deliver a message for you.
 Summoning requires 1 Action.
 Kaila drapes herself over your
YOGI TULPA M
shoulders, and will commit a
message of no more than 50 words
Call on Tulpa, First and Most Patient, when
to memory, then vanishes.
you seek answers. This wizened figure is
said to have studied all things. However,  Your message can be delivered to
whether he actually remembers any of it is a single recipient with whom you
another thing altogether. are at least familiar. Kaila appears
behind the recipient and whispers
 When standing in a quiet area, into their ear, so only they can
politely state his name and Tulpa hear… then vanishes.
will emerge from the ground  Kaila is amused by attempts to
and attempt to answer a single harm her spectral form.
question you ask him. Kaila may only be called upon once
 Your question cannot be spoken, every 24 hours.
but must be written on something
soft, like parchment or cloth. D Gain 1 Dark Allegiance Point.

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WRETCHED JARAH M
Failure: Paris scoffs then freezes
Jarah, That Gasps Endlessly, was so your legs and vanishes. You cannot
frightened that he shrivelled into a small, move from your current position.
rasping insectoid. Those willing to endure  Paris won’t return unless you are
his revolting appearance may drink of his freed from the ice. This requires
desperate breaths. you, or an assisting ally, to use an
Action and make a Might Check.
 Cry his name in desperation and
Jarah will instantly appear. He’ll D Gain 1 Dark Allegiance Point.
grab your head with his spindly
limbs and move his body across
your face to form a grotesque mask.
ADVANCED ABILITIES
 Summoning is instantaneous.
 You are immune to Suffocation Available for selection at Rank 6 or higher.
( p271) when Jarah is attached,
enabling you to breathe in water or ALTGRAVE ULTIMA M
toxic fumes.
 You are unable to speak while Ultima, Whose Fist is Just, is a massive
wearing this insectoid mask. warrior in ultra-heavy armor who is keen
to mete out justice on your behalf.
 Jarah remains for an hour or until
he is cast off in disgust.
 Throw your arms wide open, shout
Jarah may only be called upon his name dramatically, and Ultima
once every 24 hours. appears to smite a foe.
 Summoning requires 1 Action.
B Gain 1 Bright Allegiance Point.

? Requires a Grit Check


Success: Ultima thunders towards a
COUNT PARIS M
target of your choice. He shouts
The Count, With Heart Most Cold, is a their greatest sin aloud (For
loveless and noble figure. His joyless gaze example: Pride!, Indolence!, or
petrifies those who lock eyes with him. Chicanery!) and hammers them
with his enormous righteous fist.
 Turn dispassionately towards a  You can target any foe up to 1
target, up to 2 Battlefield Areas Battlefield Area away from you.
away, and Paris will materialise by  The target takes 1 Heart of Damage
your side to stare them down. and must make a Might Check:
 Summoning requires 1 Action.  Success: They partially deflect the
blow and avoid further damage.
18 vs Requires a Contest  Failure: They have been
Your Grit vs. the target’s Deftness. smashed to the ground, taking
Success: Paris levels his icy glare at an additional Heart of Damage
16 your enemy: and are now Toppled ( p271).
 Your target is encased in ice and is Failure: Ultima appears behind you
Petrified ( p270). and swats you to the ground
 The target can be freed if anyone before vanishing. You are Toppled.
1
spends a Turn to break the ice.
This requires a successful B Gain 1 Bright Allegiance Point.
Might Check.

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PRINCE JUSTINIAUS M IMPERATRIX DELILAH M

Justiniaus, The Prince in Chains, is bound Delilah, Who Rules Absolutely, is the light.
CREATING A
to his throne with barbed shackles. A She floods the senses with hope to bring CHARACTER
wicked grin graces his torn face when he the peace of dominion to all who would CALLING
inflicts suffering upon others. receive her.
SPECIES
HOMELAND
 Kneel and whisper his name and  Call out her name and Delilah & HISTORY
Justiniaus will appear to ensnare shines forth, taking control of a
TRAITS
your enemies. mind that means you harm.
QUIRK
 Summoning requires 1 Action.  Summoning requires 1 Action.
FINISHING
DETAILS

? Requires a Grit Check vs Requires a Contest GEAR

Success: Barbed chains erupt Your Grit vs. your target’s Aura. CHARACTER
RANK
around your chosen target. Success: Delilah forms around your
 You can target a foe up to 2 target like a halo.
Quick Start
Battlefield Areas away from you.  You can target a foe up to 1 Factotum
 All your target’s limbs are Battlefield Area away from you. Sneak
Restrained ( p270) as the chains  You can control your target for the Champion
circle and constrict around them. next Turn. For example, you can Raider
 The target can be freed if anyone make them speak, drop a powerful
Battle
spends a Turn to break the chains. item, or attack an ally. Princess

This requires a Might Check. The  Delilah vanishes after your target Murder
target loses 1 Heart every time this performs the controlled action. Princess

is attempted, successfully or not. Failure: Delilah (played by your Sage

 The chains will vanish in an hour, GM) decides your next Turn, then Heretic

or when you attempt to summon vanishes with a lingering laugh.


Justiniaus again.  Delilah would never cause you to
Failure: A single chain, directly harm yourself, though she
accompanied by a sinister cackle, might have you throw an important
erupts from the ground and binds item aside or shout at enemies
your dominant arm to your body. you’re hiding from.
Your arm is Restrained ( p270).
 You, or an assisting ally, must use an B Gain 1 Bright Allegiance Point.
Action to attempt to cut the chains.
This requires a Might Check. You
lose 1 Heart every time this is
attempted, successfully or not.
You cannot summon Justiniaus
again until you are freed.

D Gain 1 Dark Allegiance Point.

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DOWAGER COLLETTE M UMBRA DRACONIS M

Collette, Our Maiden of Toxicity, is Draconis, The Silhouette Wyrm, is the


haggard and pale. Her mouth, full of creature of legend who broke the Sun
rotted teeth, spews poisonous breath. Machine and battled with Emperor
Regulus. He is now but a shadow, though
 The Dowager is called upon by his flames still burn real enough.
covering your mouth in mock
revulsion. She spasms into  To call Umbra Draconis you must
existence to belch toxic gas. fall to your knees and shout his
 Summoning requires 1 Action. name at the top of your lungs. The
great dragon emerges, ready to
scorch your enemies.
? Requires a Grit Check
 Summoning requires 1 Turn.
Success: The Dowager appears
above a Battlefield Area of your
choice. She cackles before spewing ? Requires a Grit Check
out a poisonous mist over the Area Success: Draconis breathes dark
below making it Harmful flames on to the Battlefield Area
( p250) until the end of the Fight. you occupy, then vanishes. The
Failure: You begin to choke and flames do not harm you, but
cough on noxious fumes. This everyone else takes 3 Hearts of
prevents you from speaking, and Flame Damage.
therefore calling other Sealed  Draconis’ flames will also Sunder
Names, until the end of your ( p263) combustible objects.
next Turn.  If the Battlefield Area contains
flammable structures or surfaces
D Gain 1 Dark Allegiance Point. your GM can choose to set
them alight, adding the Harmful
Condition to the Area ( p250).
SERVANT PAZUU M Failure: The effects are identical to
Success, except you are also
Pazuu, Of Many Wings, is able to carry harmed by Draconis’ dark flames.
even the largest of the Chosen into the air Once attempted, you cannot use
despite his withered form. this Ability again for 24 hours.

 Relax your limbs and whisper his


D Gain 1 Dark Allegiance Point.
name and Pazuu arrives to lift you
into the air.
 Summoning requires 1 Turn.

16 ? Requires a Grit Check


Success: Pazuu will immediately fly
you to a spot of your choosing, no
9 greater than 1 mile away.
Failure: Your squirming annoys
Pazuu, who drops you 20 ft above
your chosen spot. You suffer the
13
effects of the Impact Table ( p267).

D Gain 1 Dark Allegiance Point.

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EGOMET M QUEEN AMHIKA M

Egomet, Who Never Came To Be, is the Queen Amhika, Dweller in Our Hearts, is
CREATING A
embodiment of lost potential. He sees pleasant and obliging. Her soothing voice CHARACTER
the other paths you could have taken and kind embrace will transport you to a CALLING
and allows you to follow them, albeit place of safety.
SPECIES
temporarily.
HOMELAND
 With an earnest desire Queen & HISTORY
 Speak your name backwards Amhika will appear ready to TRAITS
before sleeping and awake as your remove you from harms way.
QUIRK
Other Self.  Summoning is instantaneous. FINISHING
 Summoning requires 1 full  Queen Amhika will envelop you, DETAILS
night’s sleep. and up to 5 allies, in her enormous GEAR
 Your Other Self lets you become cape. You drift off into a peaceful CHARACTER
another Calling until you sleep sleep. When you awake you are RANK

again, or until you decide to revert in the place where you always felt
back to your true self. most safe. Quick Start
Factotum
After summoning Egomet, you may  You should choose your safe
not call on him again until you’ve place before play and inform your Sneak

had the opportunity for Downtime GM. This could be your waterfall Champion
( p272). retreat, a relaxing meadow, or your Raider
childhood home. Battle
Princess
Creating your Other Self  Once Amhika has deposited you
safely she cannot be summoned Murder
 Your Other Self retains your Princess
again until you have spent one day
Species, Traits, and Quirks. Sage
actually relaxing.
 Your Other Self can be a Calling of Heretic
your choice but is 2 Ranks lower
than your current Rank. B Gain 1 Bright Allegiance Point.

 In addition to the Calling’s Starting


Abilities, you can choose any
Elective Abilities available to your
Other Self’s Rank.
 You can only have one Other Self.

D Gain 1 Dark Allegiance Point.

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SEALED NAMES

Squire Marlow Widow Prisma Deacon Galrave


Whom All Chosen Know Crystal Martyr Cloaked in Fear
( p69) ( p70) ( p70)

Bushi Miyabi Seer Kasnah Yogi Tulpa


Apparition of Borrowed Wrath Lady of the Orb First and Most Patient
( p70) ( p71) ( p71)

17

3
Messenger Kaila Wretched Jarah Count Paris
A Whisper Most Pleasant That Gasps Endlessly With Heart Most Cold
( p71) ( p72) ( p72)

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CREATING A
CHARACTER

CALLING
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
FINISHING
DETAILS

GEAR
CHARACTER
RANK

Quick Start
Factotum
Sneak
Champion
Raider
Battle
Princess

Murder
Altgrave Ultima Prince Justiniaus Princess
Whose Fist is Just The Prince in Chains Sage
( p72) ( p73)
Heretic

Imperatrix Delilah Dowager Collette Servant Pazuu


Who Rules Absolutely Our Maiden of Toxicity Of Many Wings
( p73) ( p74) ( p74)

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SEALED NAMES

Umbra Draconis
The Silhouette Wyrm
( p74)

18

2
Egomet Queen Amhika
Who Never Came To Be Dweller in our Hearts
( p75) ( p75)

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COMBAT GEAR ALLOWANCE

You can use Thrown, Standard, and Lash weapons. You can only wear Light Armor
CREATING A
without hindrance. CHARACTER

CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS

MELEE WEAPONS GEAR


CHARACTER
RANK

Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess

Murder
Princess

Thrown Drawn S. Mech.** L. Mech. Sage


Heretic
* Small Species restriction still applies (Chib, Goblin)
** Large Species restriction still applies (Promethean, Gruun)

ADVANCEMENT TABLE

RANK ATTACK HEARTS APTITUDES ABILITIES XP

MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*

1st +0 2 7 7 10 7 9 3 - - 0
2nd +0 2 7 7 10 7 9 3 1 - 6
3rd +1 3 8 8 11 8 10 3 1 - 12
4th +1 3 8 8 11 8 10 3 2 - 24
5th +2 4 9 9 12 9 11 3 2 - 36
6th +2 4 9 9 12 9 11 3 2 1 48
7th +3 4 10 10 13 10 12 3 2 1 72
8th +3 4 10 10 13 10 12 3 2 2 96
9th +4 4 11 11 14 11 13 3 2 2 132
10th +4 5 11 11 14 11 13 3 2 3 168

Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.

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STEP 2 · SPECIES
Each of Outer World’s sentient species has different mental, social and
physical qualities. Will you be a brawny Gruun or an ingenious Goblin?

ABOUT YOUR SPECIES SPECIES TABLE

Your Species determines your… Choose or roll your Species

Species Abilities: Features unique to your 1-4 Human, Native ( 81)


Species. You start with Innate Abilities and
can, later in the game, develop Maturative
5 Human, Dimensional Stray
Abilities. Magic Abilities are marked with M , ( 81)
and some Abilities affect your Allegiance
( p206), giving you a Bright or Dark Point.
6-7 Chib ( 81)
Species Size: Size can modify your base
Aptitudes and Defense Rating. Size also 8-10 Tenebrate ( 81)
affects your Combat Gear Allowance and
how many Inventory Slots ( 151) you get. 11-13 Rai-Neko ( p82)
This determines the amount of gear you
can carry. 14-15 Promethean ( p82)
Quirk Table: Refers you to the Quirks
( p132) available to your species. 16 Gruun ( p82)

Step 2 Instructions 17 Goblin ( p82)


9 1. Choose or roll on the Species Table
18 Dwarf ( p83)
2. Use the Quick Start Info to fill in
your Character Sheet and then go 19 Elf ( p83)
5 to the main entry for more details.
3. Innate Abilities marked with 20 Bio-Mechanoid ( p83)
require you to take additional steps
described in the Ability’s entry.
1
4. Note down the Quirk Table your
Species uses. You’ll need to know
this in Step 5.

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SPECIES QUICK START INFO

CREATING A
HUMAN (NATIVE) CHIB CHARACTER

CALLING
Your people were You’re diminutive,
once the undisputed charming, and SPECIES

rulers of Outer World, occasionally ruthless. HOMELAND


& HISTORY
and many of you still It can be hard to get
possess the iron will noticed sometimes, TRAITS

and resourcefulness but this can be used QUIRK


that allowed your to your advantage. FINISHING
DETAILS
ancestors to flourish.
More ( p88) GEAR
More ( p84)
CHARACTER
Species Size RANK
Species Size  Small Species ( p106)
 Medium Species ( p106)  -1 Might, +1 Deftness Quick Start
 10 Base Inventory Slots  +1 Defense Rating Human
(Native)
Innate Abilities  8 Base Inventory Slots
Human
 Prodigy ( p85) Innate Abilities
(Dimensional
Stray)

Quirk Table  Easily Overlooked ( p89) Chib

 Inheritor ( p132) Quirk Table


Tenebrate
Rai-Neko
Inheritor ( p132)
Promethean

HUMAN (DIMENSIONAL STRAY) Gruun


Goblin
You shouldn’t be TENEBRATE
Dwarf
here, alone in a
You thrive in the Elf
strange world. You
Profound Darkness.
can either make the Bio-
Some believe your Mechanoid
best of it, or moan
people were human Species
about it… or maybe a
once but were Abilities
bit of both.
warped by a sunless
More ( p86) existence.
More ( p90)
Species Size
 Medium Species ( p106) Species Size
 10 Base Inventory Slots  Medium Species ( p106)
Innate Abilities  10 Base Inventory Slots
 Leisurely Focus ( p87) Innate Abilities
Homeland & Histories  Night Born ( p91)

 Use the Other World Histories  +1 Dark Allegiance Point


Table ( p126) in Step 3  Shadow Sight ( p91)

Quirk Table Quirk Table


 Inheritor ( p132)  Inheritor ( p132)

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RAI-NEKO GRUUN

You’re a cat-like being You’re large, brutish,


rumored to be from and irrepressible.
a place beyond the Your robust frame can
sky. A curious blend soak up punishment,
of natural athleticism and your powerful
and techno savvy. limbs can dish it out.
More ( p92) More ( p96)

Species Size Species Size


 Medium Species ( p106)  Large Species ( p106)
 10 Base Inventory Slots  +1 Might
 -1 Defense Rating
Innate Abilities
 12 Base Inventory Slots
 Oldtech Proficiency ( p93)
 Hunter’s Blood ( p93) Innate Abilities
 As Tough as You Look ( 97)
Quirk Table
 +1 Heart Total
 Inheritor ( p132)
Quirk Table
 Inheritor ( p132)
PROMETHEAN

You’re one of the


chosen, a ‘Perfected GOBLIN
Being’. Your immense
physical presence You’re small and
intimidates the impulsive, created for
smaller folk of a dark necessity. Being
Outer World. recklessly inventive
has been both a
More ( p94) blessing and a curse
for your people.
Species Size
More ( p98)
 Large Species ( p106)
 +1 Might Species Size
 -1 Defense Rating  Small Species ( p106)
 12 Base Inventory Slots  -1 Might, +1 Deftness

9  +1 Defense Rating
Innate Abilities
 8 Base Inventory Slots
 Cryptic Heritage ( p95)
 Born of the Sun ( p95) Innate Abilities
8  +1 Bright Allegiance Point  Under Dweller ( p99)
 Gobbo Werks ( p99)
Quirk Table
1  Inheritor ( p132) Quirk Table
 Old World ( p132)

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DWARF BIO-MECHANOID

You are stony and You are a relic of the CREATING A


stalwart, a custodian past, neither human CHARACTER
of Underland. nor machine. You CALLING
Designed for endless have awoken in an SPECIES
toil, you relish a war unfamiliar world
HOMELAND
of attrition. without purpose or & HISTORY
direction. You want
More ( p100) TRAITS
to belong, but
QUIRK
never can.
Species Size FINISHING
More ( p104) DETAILS
 Medium Species ( p106)
GEAR
 10 Base Inventory Slots Species Size CHARACTER
RANK
Innate Abilities  Medium Species ( p106)
 Under Dweller ( p101)  10 Base Inventory Slots
Quick Start
 Sturdy ( p101) Innate Abilities Human
 +2 Base Inventory Slots (so 12!)  Not of Flesh and Blood ( p105) (Native)

Human
Quirk Table  Personal Analytics ( p105) (Dimensional
Stray)
 Old World ( p132) Quirk Table Chib
 Bio-Mechanoid ( p132) Tenebrate
Rai-Neko
ELF
Promethean
You are one of the Gruun
ageless survivors of Goblin
the Dreaming, both
Dwarf
hated and adored in
Elf
equal measure by the
mortal folk. Bio-
Mechanoid
More ( p102) Species
Abilities

Species Size
 Medium Species ( p106)
 10 Base Inventory Slots

Innate Abilities
 Ageless ( p103)
 Immortal Ego ( p103)

Quirk Table
 Old World ( p132)

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HUMAN (NATIVE)

Humanity is a species defined by their drive above all else. While they lack the
unique features and talents of other Outer Worlders, they have a natural affinity
with mana. This allows them to learn and develop more quickly than most.

SPECIES OVERVIEW

Physiology: While some folk think them  Better a hard head than a hard heart.
dull due to their abundance, Humans are  You’ll lament a missed opportunity
a varied bunch, coming in a wide range of longer than a risk that didn’t pay off.
5
shapes and colors.
 If there isn’t a clear path, make one.
Demeanor: With their irrepressible spirit,  No problem is so big it can’t be solved,
humans both invigorate and exhaust other or so small it can be ignored.
12 folk in equal measure. Their insatiable
 Deeds, not thoughts, matter.
ambition has been both a benefit and
threat to the Outer World. History: Humanity has lived on the Outer
17 Outlook: Humans value courage and World since it was first created. They
initiative, though they can often be short- were snatched away from a utopia called
sighted. Beliefs include: Promise and taken to serve as pets, or
slaves, by various eldritch entities.

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They were the first of the non-magical Humans are defined by their dedication
folk to harness the power of mana and to their Calling and strong will. No one
produce the world’s first Sage. With this knows their art better than they do, and
CREATING A
new-found knowledge they cast off their they never give up! CHARACTER
bonds and overthrew their cruel masters,
and so began the 3rd Aeon. Typical Names: Humans’ first names often CALLING

end in vowels. Family names tend to come SPECIES


Adventurers: Humans are natural from heirlooms or family careers. HOMELAND
explorers, dropping promising careers & HISTORY

or discarding social status in favor of an Examples: Darla Cookpan, Yasuke TRAITS


exciting journey. Yojimbo, Sha Hunterbow, Medoro
QUIRK
Mercante, Skippa Luckyshoe.
FINISHING
DETAILS

GEAR
CHARACTER
RANK
ABILITIES

Quick Start
SPECIES SIZE MATURATIVE ABILITY 16.1/1
Human
(Native)
You stand neatly between the largest and Available for selection at Rank 6, or higher,
Human
smallest of Outer World folk. instead of an Advanced Calling Ability. (Dimensional
Stray)
 You are a Medium Species ( p106).
UNYIELDING Chib
Tenebrate
Even the immortal and cosmically mighty Rai-Neko
INNATE ABILITY will buckle in the face of your resolve.
Promethean
Gruun
You start with one Ability.  You are gifted with Supernatural
Goblin
Will ( p107).
Dwarf
PRODIGY Elf

You define yourself through your craft, Bio-


Mechanoid
and seek to master your Calling as quickly
Species
as you can. Abilities

 You start play with an additional


Elective Ability chosen from your
Calling’s Standard Ability list.

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HUMAN (DIMENSIONAL STRAY)

While physically indistinguishable from Native Humans, these strays are


accidental visitors from an entirely different planet. Their ‘Other World’ is one
of science and supermarkets, not one of swords and sorcery.

SPECIES OVERVIEW

Physiology: Dimensional Strays are Outlook: The rituals and beliefs of their
practically identical to the humans of previous home often don’t translate well
Outer World, though they often look lost to Outer World. They either try to make
12
or out of place. sense of it all, or simply complain a lot:
Demeanor: Like their native cousins,  What now?
Strays are also extremely receptive to the  Hey, this is just like that TV show…
3 mana of Outer World. However they are
 Everything here is scary or cute, half
not used to its giddying influence and
the time they are both!
often appear erratic, flustered, amazed,
or otherwise overstimulated. They have  Well that’s a stupid name.
18
equated the sensation to something they  No! Just no!
call a ‘caffeine high’, but other folk aren’t
really sure what this means.

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History: Little is known about Other World Dimensional Strays are oddly versatile
( p313) but historical records suggest and irreverent, two qualities that serve an
that Dimensional Strays have always adventurer well.
CREATING A
visited Outer World. A few have risen to CHARACTER
unexpected prominence and, as a result, Typical Names: The names of these
these ‘other’ humans are widely accepted visitors don’t seem to conform to any CALLING

by the natives. particular convention and vary greatly. SPECIES


HOMELAND
Adventurers: Whether they seek a way Examples: Howell Jenkins, Dorothy Gayle, & HISTORY

back home, or are simply curious about Honda Netsuki, Dora Madrigal. TRAITS
their new surroundings, the Stray is an QUIRK
able, if sometimes unwilling, adventurer. FINISHING
DETAILS

GEAR
CHARACTER
RANK

ABILITIES

Quick Start
SPECIES SIZE MATURATIVE ABILITY Human
(Native)
You’re not too big or too small, in fact Available for selection at Rank 6, or higher, Human
you’re just right. instead of an Advanced Calling Ability. (Dimensional
Stray)

 You are a Medium Species ( p106). Chib


OBSTINATE Tenebrate

You can be very rude! You won’t show Rai-Neko

INNATE ABILITY the proper respect to the divine, refuse to Promethean


obey magical commands, and even insist Gruun
You start with one Ability. that fate is silly. Goblin
Dwarf
 You are gifted with Supernatural
LEISURELY FOCUS Elf
Will ( p107).
Bio-
Back in Other World, time was abundant. Mechanoid
You could spend your evenings and lunch Species
breaks doing whatever you pleased: How did your Dimensional Stray end Abilities

working out, studying, or socializing. up in Outer World? Maybe they took


a ride on an enchanted amusement
park ride, or perhaps had prolonged
 You have a +1 bonus to an exposure to theoretical algorithms.
Aptitude of your choice. Whatever it was maybe there’s a way
back… if you want one.
 The bonus can only be applied
to an Aptitude that has not been
modified by your Traits ( 130). You
won’t know this until you get to
Step 4 of Character Creation.

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CHIB

Most chibs are so short they can’t even look a goblin in the eye without
standing on their tippy toes, but this doesn’t stop them from being intrepid
explorers. It just means they have to be a little more creative than most.

SPECIES OVERVIEW

Physiology: There are two undeniable Their small wisdom has taught them:
facts about Chibs. First, they are tiny.
 Tiny steps get there more safely.
Secondly, they are adorable. Large heads,
doll-like bodies, and large glassy eyes  Don’t yearn for things out of your reach
19 unless you have something to stand on.
make them extremely huggable.
 The world starts wide and wonderful,
Demeanor: Chibs tend to act in an overtly
but ends dark and daunting.
sweet, if occasionally insincere, manner,
9 or an incredibly earnest one. Most are as  Adoration is nice but results are better.
used to being bullied or ignored as they  Only those that stand at your side are
are to being loved and adored, so naivety worthy of your time, even if you can
12 is surprisingly rare. only see up to their knees.
Outlook: Chibs are resourceful, looking
for opportunity even within friendly and
accepting societies.

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History: The Chibs’ origins are a bit of a Typical Names: Chib names are
mystery. The magical ritual that creates descriptive and adorable.
them offers some clues, but there is no
record of them prior to the start of the Examples: Wumble Eveready, Pipi CREATING A
CHARACTER
4th Aeon. They seem to have entered the Sweetnothing, Gosh Shantdie, Cotton
world quietly and unnoticed, which is how Fluffnstuff, Tara Tippytop CALLING
SPECIES
they often remain.
HOMELAND
Adventurers: Chibs are small, cute, and & HISTORY

easy to underestimate. They often take TRAITS


advantage of these qualities, catching QUIRK
unsuspecting opponents unaware. FINISHING
DETAILS

GEAR
CHARACTER
RANK
ABILITIES

Quick Start
SPECIES SIZE MATURATIVE ABILITY 18.1/1
Human
(Native)
You are short in stature with doll-like Available for selection at Rank 6, or higher, Human
proportions, the tiniest of folk. instead of an Advanced Calling Ability. (Dimensional
Stray)

 You are a Small Species ( p106). Chib


ALWAYS BET ON THE LITTLE ONE
Tenebrate

While it seems like the world is out to get Rai-Neko

INNATE ABILITIES you wee ones, fortune often favors you. Promethean
Gruun
You start with one Ability.  Your wondrous luck allows you to Goblin
add a Special Bonus (+6) to the Dwarf
result of one of your die rolls.
EASILY OVERLOOKED Elf
 You can choose to add this bonus Bio-
Small and innocuous, you often after you roll, enabling you to turn Mechanoid
go unnoticed. failure into success. When this Species
happens, the previous outcome Abilities

 A would-be observer is required comedically unravels by some


to make an Insight Check to notice absurd fortune.
you, unless you are making a  This bonus can be stacked on top
conscious effort to be seen. of other bonuses, and is exempt
from the 1 bonus per roll restriction
( p214).
This Ability cannot be used again
until you have been able to engage
in a Downtime Activity ( p273).

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TENEBRATE

Their gaunt appearance and affinity for the night unsettle many folk. Whispers
still persist about their dark and noble bloodline, but it’s now apparent that
they are only as sinister, and desperate, as any other species of Outer World.

SPECIES OVERVIEW

Physiology: Tenebrates are slightly shorter Outlook: Loyalty, honesty, and charity
19 than humans, with a waifish frame. Their are the core of Tenebrate values. They
large dark eyes have faintly luminescent observe the following beliefs:
irises, and their ears possess a distinctive
 Despair serves to strengthen hope.
serrated edge. With maturity, individuals
12 develop physical abnormalities such as  Mercy is the most precious of
horns, spikes, or fangs. all virtues.
 We lead others through the night.
Demeanor: In defiance of their shadowy
1 nature, Tenebrates are often forthright,  Speak plainly; dressing your words only
earnest, and easy to trust. They have a cloaks them in shadow.
tendency to be a bit too serious and  Be generous with kindness, but careful
occasionally a little gullible. with friendship.

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History: Rumored to be the descendants Typical Names: Tenebrate first names are
of the ‘Shadow Monarchs’ of Calian, the usually two syllables long and end in a
Tenebrates first emerged in the Wistful vowel/consonant pair (-ah, -us, -en).
CREATING A
Dark at the beginning of the 4th Aeon, CHARACTER
and from there spread to other regions. Family names come from admirable
qualities, something lovely or a CALLING

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


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

GEAR
CHARACTER
RANK
ABILITIES

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

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


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

 You can attempt to command a Goblin

creature that has at least 1 Dark Dwarf


NIGHT BORN
Allegiance Point. Elf

You are marked by darkness from birth.  During a Fight, issuing a command Bio-
Mechanoid
requires the use of your Action.
 You begin play with 1 Dark Species
Abilities
Allegiance Point ( p206) vs Requires a Contest
 You also begin with one Dark Gift Your Aura versus the target’s Grit.
and must choose or roll on the Dark Success: Your command is obeyed.
Gifts Table ( p207).
 Your command must be something
the target can easily perform in
the next minute, or 1 Turn during
SHADOW SIGHT a Fight. For example ‘Drop your
sword’, ‘Attack the person next to
The shadows hold no secrets from you.
you’, or ‘Kneel before me’.

 You can see in the dark, and do not  The target must obey to the best of
need to rely on a Torch ( p175). their ability, albeit reluctantly.

 You are immune to the Obscured  Once the command is obeyed, the
Battlefield Condition ( p251) if target regains self-control, unless
caused by darkness. re-targeted on the next Turn.

Unlike Underdwellers, you don’t Failure: Your target is forever


suffer a penalty in daylight. immune to your commands.

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RAI-NEKO

Rai-neko are not native to the Outer World. They crash-landed here long ago,
but are now accepted as one of its folk. These naturally curious, catlike people
are constantly searching for ways to expand their knowledge and influence.

SPECIES OVERVIEW

Physiology: Rai-Neko are feline Outlook: Inventiveness, cunning and


humanoids with a broad range of generosity are prized traits among the
physiotypes. Ear size, tail length, body Rai-Neko. These values are reflected in
19 fur and markings all vary greatly and their proverbs:
range from the distinctly animalistic to the
 Curiosity may kill you quickly but
almost human.
boredom will kill you slowly.
6 Demeanor: Rai-Neko are inquisitive  Work smart not hard.
and often unsatisfied when they leave a
 A quick nap provides fresh
mystery unsolved. They are also eager
perspectives.
to enrich the lives of others with their
16  Purr and the world purrs with you.
inventiveness, making themselves at
home whether they are welcomed or not.  Falling on your back can teach you how
This enthusiasm is often confused with to land on your feet.
being nosey or pushy.

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History: The Rai-Neko hail from far Adventurers: The young are encouraged
beyond the sky. A strange vessel carrying to go on at least one expedition in their
them materialized out of nowhere and lifetime, for many it never ends.
CREATING A
crashed down on the Pride Coast CHARACTER
at the start of the 4th Aeon. The survivors Rai-Neko are observant adventurers. Their
who poured out quickly learned how to heightened senses allow them to spot CALLING

survive and settle in their strange opportunities that others don’t. SPECIES
HOMELAND
new environment. In addition, their affinity with technology & HISTORY

Many generations of Rai-Neko have often provides useful alternative solutions. TRAITS
passed since the crash, and there are Typical Names: Rai-Neko parents first QUIRK
none alive that remember their place of give their litter a theme and name it FINISHING
origin. Some desperately try to keep their appropriately, then append individual DETAILS
old ways and sciences alive, but for many second names related to that theme. GEAR
Outer World is now their home. CHARACTER
Examples: Yam Fritters, Ribbon Strand, RANK
Loki Mythus, Mitten Wear,
Excellent Penmanship.
Quick Start
Human
(Native)

Human
(Dimensional
ABILITIES Stray)

Chib

SPECIES SIZE HUNTER’S BLOOD Tenebrate


Rai-Neko
You are slightly shorter and more slender While civilized now, your kind were once Promethean
than a typical human. feral predators. Your heightened senses
Gruun
hark back to that more primal time.
Goblin
 You are a Medium Species ( p106).
Dwarf
 You get an Edge on all Insight rolls
related to the five physical senses: Elf

sight, sound, touch, taste, smell. Bio-


INNATE ABILITIES Mechanoid

Species
You start with two abilities. Abilities
MATURATIVE ABILITY
OLDTECH PROFICIENCY Available for selection at Rank 6, or higher,
instead of an Advanced Calling Ability.
Unlike most folk living on the Outer
World, Rai-Neko are educated from a
young age in advanced technology. PANTHER CONDITIONING

 You get a bonus Purview: You embrace your animal qualities


Obsessing over gadgets, magitech, through rigorous training and meditation.
and other curious technology. Your hair is wilder, your fur unkempt.

 You have an Edge on all Deftness


Checks and Contests.
 You make Unarmed attacks as if
wielding a Concealed Weapon
( p152).

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PROMETHEAN

Referred to as ‘Chosen of the Sun’ due to their prominence in the Sol Alliance,
the Prometheans are billed as the perfect mortals. With their immense stature
and air of arrogant authority it’s easy to see why.

SPECIES OVERVIEW
17  Seek strength first and purpose second.
Physiology: Prometheans tower over the
other folk of Outer World. They are often  Noble defeat is worth more than
supremely muscled. They prefer wide undeserving victory.
12 open spaces where they can stand tall  Greatness is worth little if it goes
and their movement is uninhibited. unnoticed by others.
Demeanor: Fiercely competitive and  You will learn more from worthy rivals
12 somewhat imperious. Prometheans are than you will from servile companions.
respected more often than they are loved.  Throw your all into your trials; your
Outlook: Most Prometheans are reared to strength will return.
rule. Typical mantras include:

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History: Prometheans are relatively new Thanks to their impressive size and build,
to Outer World and their true origins are Prometheans of any Calling have strength
shrouded in mystery and unknown even to throw around and bounce back from
CREATING A
to themselves. The first Prometheans injuries that would cripple other species. CHARACTER
hatched at the start of the 4th Aeon, and
while they were originally all reared in the Typical Names: Promethean names often CALLING

Sol Alliance, it was not long before they evoke serpents and reptiles. They very SPECIES

spread further afield. seldom have family names. HOMELAND


& HISTORY

Adventurers: Prometheans will embrace Examples: Ssark, Gecka, Slyther, Boaan, TRAITS
a life of adventure if they are unable to Mamba.
QUIRK
rise through, or feel restricted by, their FINISHING
society’s competitive social structure. DETAILS

GEAR
CHARACTER
RANK

ABILITIES
Quick Start
Human
SPECIES SIZE BORN OF THE SUN (Native)

Human
Tall and imposing, you tower over You take the title ‘Chosen of the Sun’ very (Dimensional
Stray)
most folk. seriously, embracing The Bright without
question or pause. Chib

 You are a Large Species ( p106). Tenebrate


 You begin play with 1 Bright Rai-Neko
Allegiance Point ( p206). Promethean

INNATE ABILITIES Gruun


Goblin
You start with two Abilities. MATURATIVE ABILITY 21.1/1 Dwarf
Elf
Available for selection at Rank 6, or higher,
CRYPTIC HERITAGE Bio-
instead of an Advanced Calling Ability. Mechanoid
An odd truth is revealed about your Species
origins when you recover from grievous SOL INVICTUS Abilities
injury or trauma.
Thanks to intense training and dedication,
 You can grow back limbs that your strength is unparalleled.
have been severed in battle, or
otherwise lost or removed.  You have attained Supernatural
 To regenerate a limb, you must use Might ( p107).
a session of Downtime to Heal an
Injury ( p273).
Regenerated body parts look
reptilian. The new skin is scaled
and brightly colored.

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GRUUN

Without a home to call their own, and bereft of real direction, the Gruun have
scattered across the Outer World. They are often misjudged because of their
intimidating power and rowdy nature.

SPECIES OVERVIEW

Physiology: Despite their naturally though other folk find them unrefined,
8
hunched posture, there is no doubting rambunctious, or blunt.
the immensity of the Gruun. Designed for Outlook: The Gruun, unlike other species
back breaking labor, they were bestowed of Outer World, do not have a rich cultural
4 with a thick hide and robust frame. identity to draw on, so their wisdoms are a
Demeanor: In spite of their gruff work-in-progress:
appearance, Gruun are just as capable  Be open, be free, be happy.
10 of cleverness as any other species of
Outer World. As relatively new members  If you don’t show people the things
of society, they are curious and open, they can’t see, they will assume that
they can see all that there is.

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 Live like tomorrow’s supper is Adventurers: ‘Everything is safer with a
not guaranteed. Gruun around’ goes the popular adage.
 Be careful with things that are smaller They’re friendly, they’re tough, and they
CREATING A
than your hands. can handle their drink. CHARACTER

 Some problems can only be solved Gruun bring their might to any Calling CALLING

with a good thump, so thump well. they choose, from hulking wizards to SPECIES
lumbering sneaks. HOMELAND
History: The Gruun are a result of the lost & HISTORY
art of flesh crafting, practiced during the Typical Names: Both given and family TRAITS
3rd Aeon. Once the engineered servitor names contain long vowel sounds.
QUIRK
species of the ruined empire of Calian, the
Gruun now wander free. Examples: Droop Theek, Naapo Chuul, FINISHING
Graag Ulook, Kaap Chaak, Leep Nuun. DETAILS

GEAR
CHARACTER
RANK

ABILITIES
Quick Start
Human
(Native)
SPECIES SIZE MATURATIVE ABILITY 22.1/1
Human
While you are not the tallest of the Outer Available for selection at Rank 6, or higher, (Dimensional
Stray)
World species, your girth makes you one instead of an Advanced Calling Ability.
Chib
of the most voluminous.
Tenebrate
CHAIN BREAKER
 You are a Large Species ( p106). Rai-Neko

It is said that the first Gruun were so Promethean

strong that they could shatter bindings Gruun

INNATE ABILITIES with their bare hands. Goblin


Dwarf
You start with one Ability.  You have attained Supernatural Elf
Might ( p107). Bio-
AS TOUGH AS YOU LOOK Mechanoid

Species
You were created to endure physical Abilities
hardship and easily shrug off trauma that
would leave others broken.

 You always have 1 Heart more than


the Hearts Total stated for your
Calling and Rank.

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GOBLIN

Goblins are children of the old world, creations of the Unshaped. While their
inventive and reckless nature results in a fleeting individual existence, the
species is protected by its rapid rate of reproduction.

SPECIES OVERVIEW

Physiology: Goblins are small, spirited History: Goblins are an ancient species
creatures well suited to underground life. and have inhabited the Buried Kingdom
They are able to squeeze into tight spaces ever since the Elves granted them their
and see well in low-light conditions. freedom, on the condition they stay
Goblins are asexual and reproduce via below the surface. Now they dig ever
sporadic spore ejection. downwards in search of a promised land
to call their own.
Demeanor: Bold in nature and recklessly
inventive. While considered odd by most, Adventurers: The rare goblin who
their drive and enthusiasm is infectious. makes their home above ground is
often, unwisely, regarded as harmless or
4 Outlook: Many Goblins are religiously amusingly eccentric.
devoted to their kin. They believe:
Goblins make ideal dungeon scouts and
 What is good for one gobbo is good can cobble together makeshift machines
17 for all gobbos. for unorthodox problem solving.
 Nothing lasts forever; that’s for the best.
Typical names: Goblins like to name
 Everything seems bad if you think themselves after sounds and sensations.
about it for too long.
3
 Music is noise and noise is music. Examples: Itchy, Taptap, Feva, Fud, Glug,
Tingul, Ploop, Klak.
 Things are only as important as the fuss
you make over them.

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ABILITIES

CREATING A
SPECIES SIZE ? Requires an Aura Check CHARACTER

You are runtish, bent, and scrawny. Success: Imagination and will has CALLING
triumphed over physics. SPECIES

 You are a Small Species ( p106).  The exact time taken to construct HOMELAND
& HISTORY
your Werk is decided by your GM.
TRAITS
 Your creation will work as intended
QUIRK
INNATE ABILITIES save for one critical flaw… it falls
apart as soon as you start paying FINISHING
DETAILS
You start with two Abilities. attention to anything else. Your
GEAR
neglect allows reality to
re-establish its uncaring hold. CHARACTER
UNDER DWELLER RANK
 A Werk cannot be repaired.
You thrive in the dark, but struggle to If you later learn a ‘proper’ Crafting
cope with the sunlight. Discipline ( p282), you cannot Quick Start

combine it with your Goblin Human


 You can see in the dark, and do not know-how. They are two
(Native)

need to rely on a Torch ( p175). separate arts. Human


(Dimensional
 You are immune to the Obscured Stray)
Battlefield Condition ( p251) if Chib
caused by darkness.
MATURATIVE ABILITY Tenebrate
 You have a Snag while doing Rai-Neko
anything in bright light, unless your Available for selection at Rank 6, or higher,
Promethean
eyes are shaded in some way. instead of an Advanced Calling Ability.
Gruun
Goblin
SPORE Dwarf
GOBBO WERKS
Elf
At some unpredictable moment during
You tell people you are a master inventor your life, you will sprout another Goblin. Bio-
Mechanoid
with a deep understanding of ancient
technology. This is a lie. You are able  You release a spore which rapidly Species
Abilities
to invent and hastily make tools and evolves into a new Goblin in under
machines that only sound plausible to an hour.
another goblin. For example, a grappling
 The new Goblin has no memories,
hook utilizing a monster’s sticky tongue or
and is your Follower ( p184).
glue made from jam and spit.
 They function like a Goblin Scamp
Your Gobbo Werks are: ( p185).

 Limited to mechanical devices that This Goblin does not count towards
move, propel or contain. the two Companions per PC
restriction ( p183).
 Made from scraps scavenged from
the immediate surroundings.
If your PC dies, and the body has not
 Assembled in under an hour been completely obliterated, your
without need for specialist tools. GM might allow your spore to pop
 Can produce fire, or even out of the corpse so you can continue
explosions, if a suitable fuel or to participate in the adventure.
combustible is available.
 Ugly and noisy.

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DWARF

The dwarves have always toiled, always fought. Through every era and every
cataclysm, the stone folk have zealously upheld the Creator's final edict: ‘Keep
the place tidy.’ The Buried Kingdom is both home and duty.

SPECIES OVERVIEW
19
Physiology: Dwarves are squat with a Outlook: ‘Rock-hearted’ Dwarves have
bulky, durable frame. They are stone cold, but fair-minded, philosophies:
made flesh and, while now biological
 You’re only worth what you can create,
16 organisms, they possess hard-wearing
claim, or protect.
skin, chiselled features and mossy hair.
 Hard work avoids hard luck.
Demeanor: Warmth and camaraderie
 Don’t value things you can’t touch.
18 do not come easy to the Dwarf. They are
often compared to the stone walls they  Stick your neck out, lose your head.
build; you feel safer when one’s around,  Tradition is the law, the legacy of
but they don’t do conversation. smarter folk.

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History: Dwarves are among the few Dwarves are best when put to work! They
species that have always existed on Outer won’t stop until the job is done, and they
World, formed to assist the Creator with are more than comfortable in the dark
CREATING A
the construction of Promise. They now ruins and caverns. CHARACTER
toil in Old Iron, a portion of the Buried
Kingdom gifted to them as reward for all Typical Names: Dwarves’ no-nonsense CALLING

their hard work. first names are kept to a single syllable. SPECIES
Family names celebrate precious metals, HOMELAND
Adventurers: The average stonekin has rocks, or facial hair. & HISTORY

difficulty fitting in anywhere the sky can TRAITS


be seen, but dwarven misfits have found Examples: Grum Granite, Nish Coppo, Pa
QUIRK
a happy, or at least lucrative, place in the Beardsley, Zey Mustachio, Thud Diamond.
FINISHING
strange world above. DETAILS

GEAR
CHARACTER
RANK

ABILITIES
Quick Start
Human
SPECIES SIZE STURDY (Native)

Human
You stand neatly between the largest and A strong back makes you a strong worker. (Dimensional
Stray)
smallest of Outer World folk.
 You gain 2 Base Inventory Slots. Chib

 You are a Medium Species ( p106).  You are immune to the


Tenebrate
Rai-Neko
Overburdened Ailment ( p270).
Promethean

INNATE ABILITIES Gruun


Goblin
MATURATIVE ABILITY
You start with two Abilities. Dwarf
Available for selection at Rank 6, or higher, Elf
UNDER DWELLER instead of an Advanced Calling Ability. Bio-
Mechanoid
You thrive in the dark, but struggle to Species
STONE SONG
cope with the sunlight. Abilities

Humming a fragment of the Creator’s tune


 You can see in the dark, and do not transforms the ground beneath you.
need to rely on a Torch ( p175).
 You are immune to the Obscured  From a distance of 20 ft, you can
Battlefield Condition ( p251) if command unworked stone or clay-
caused by darkness. like earth to form simple structures
 You have a Snag while doing such as ramps, walls, or bridges.
anything in bright light, unless your  You must be able to touch the
eyes are shaded in some way. material you are commanding with
your hand and be able to sing.
 During a Fight, or other time-
sensitive situation, the Ability
requires the use of your Action and
has a range of 1 Battlefield Area.
Stone Song can only be used once
every 24 hours.

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ELF

Elves are the physical prison of primordial and unknowable beings known as
the Unshaped. They are now forced to walk the world they once treated as
their playground. Their unearthly grace is both admired and mistrusted.

13 SPECIES OVERVIEW

Physiology: Elves are tall, slender beings. Outlook: Elves are not natural parents,
They move with a fluidity and poise that is preferring to dump their offspring on
18 the doorsteps of other folk, rather than
mesmerizing yet unnatural.
involve themselves in the unrewarding
Demeanor: Being ageless fosters extreme and relentless business of child rearing.
personality traits. Whether they are
5 As a result, the original Elven wisdom
morose, flippant or simply eccentric, Elves
are not terribly invested in the present. was diluted over the aeons as newer
generations were influenced by the
attitudes of those who raised them.

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 Be true to yourself, bend not to the will Adventurers: Elves periodically get
of others. wanderlust. When they tire of their current
 If it is worth doing, do it splendidly. life, they seek out another.
CREATING A
CHARACTER
 Reverence and scorn are currencies of Elves are able to exert an uncommon
equal measure. amount of control over their own reality CALLING

 Drudgery is best handled by the dull. and this can often benefit those who travel SPECIES
with them. HOMELAND
 Patience will wear down the most & HISTORY
steadfast opposition. Typical Names: Elves eschew naming TRAITS
conventions entirely, going with whatever
History: Elves were once beings known QUIRK
sounds good to them at the time. They
as the Unshaped. They bent reality to FINISHING
usually choose a new name every few
their whim and made toys of mortal man. DETAILS
hundred years or so.
Ripped from their endless dreams during GEAR
the 1st Cataclysm, they were forced to Examples: Stardust Silversword, FuSuYi, CHARACTER
take physical form. Now known as the Le’lan Da’zir, Elrodae, Robert. RANK

Elves, they wander the Outer World in


search of purpose or pleasure.
Quick Start
Human
(Native)

Human
(Dimensional
ABILITIES Stray)

Chib
Tenebrate
SPECIES SIZE  You are immune to an Ailment
Rai-Neko
( 268) of your choice, with the
While taller than most humans, you are exception of Overburdened. Promethean
more delicately constructed. Gruun
Goblin
 You are a Medium Species ( p106).
MATURATIVE ABILITY 25.1/1 Dwarf
Elf
Available for selection at Rank 6, or higher, Bio-
INNATE ABILITIES instead of an Advanced Calling Ability. Mechanoid

Species
You start with two Abilities. Abilities
TWILIGHT FLUX

AGELESS Those elves that recall being Unshaped


are able to restore a small part of the lost
While no longer truly immortal, you are balance between the Invincible Bright and
not subject to the ravages of time. Profound Darkness.

 You never age beyond your  You can shift your Allegiance Points
physical prime, and are immune to ( p206) between Bright and Dark
effects that force aging. at will, which affects how creatures
and relics interact with you.
 During a Fight, you need to use
IMMORTAL EGO your Action to use this Ability.
While your dreams can no longer affect Gifts ( p206) are awarded based
the reality of others, your disillusions can on your underlying Allegiance,
prevent certain physical or psychological accrued through Ability selection,
conditions from affecting you, simply not by any shifts of Allegiance.
because you don’t think they should.

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BIO-MECHANOID

Bio-Mechanoids awoke from their digital coma to a world unrecognizable to


the one they left behind. Without a clear recollection of their past purpose,
their existence becomes a search for meaning.

SPECIES OVERVIEW

Physiology: Bio-Mechanoids range from History: The Three Empires began


functional, non-threatening types to creating Bio-Mechanoids in the 3rd Aeon.
creepy, doll-like marionettes; no two Bio- Unlike the Drones before them,
Mechanoids are ever exactly the same. Bio-Mechanoids were created specifically
to integrate into society.
Demeanor: Polite, but inescapably odd.
Their personality settings usually grant The events of the 3rd Cataclysm left most
them enough charm to be seen as mildly of them inert for many centuries, and
eccentric rather than cold or inhuman. many still lie dormant to this day.
12
Outlook: Bio-Mechanoids develop Adventurers: Most Bio-Mechanoids
protocols to make sense of the world: integrate back peacefully into society, but
a few seek higher purpose.
16  Machine and man are kindred.
 Fulfilling your purpose is contentment, Bio-Mechanoids can function in
but choosing your purpose is joy. environments that organics can’t, so it’s
always useful to have a synthetic about.
 Turn but one mind from darkness, and
12
your existence is validated. Typical Names: Nicknames are often
 All experience is data. derived from their model number.
 Our teachings are our legacy. Examples: K3vin, Third, 10/10, Mark Five.

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ABILITIES

CREATING A
SPECIES SIZE MATURATIVE ABILITY CHARACTER

CALLING
You’re constructed to adhere to standard Available for selection at Rank 6, or higher,
humanoid dimensions. instead of an Advanced Calling Ability. SPECIES
HOMELAND
& HISTORY
 You are a Medium Species ( p106). BIT STREAM TRAITS
QUIRK
You are able to communicate with other
INNATE ABILITIES machines. You emit quick, variable tones FINISHING
DETAILS
that are unintelligible to everyone save
GEAR
You start with two Abilities. the other machines in the area.
CHARACTER
RANK
 You can talk to any Techno-Relic,
NOT OF FLESH AND BLOOD
Magitech Item, Other World
You have a synthetic body. You do not eat Device, or other simple machine Quick Start
or breathe and need maintenance rather within earshot. Human
than rest to heal.  You can issue simple commands (Native)

to objects or drones. For example Human


(Dimensional
 You can suffer different effects ‘Deactivate’ or ‘Detonate’. Stray)
when you roll on the Injury Table  If there is someone already Chib
( p260), and must be healed with operating the device, executing Tenebrate
Bio-Mechanical Treatment ( p262). the command requires an Aura
Rai-Neko
 For better or worse, you are immune Contest with the operator.
Promethean
to things that target organic life.  Your command must be something
For example, neither healing the device can immediately carry
Gruun

potions or poisons affect you. out and complete in 2 Turns. Goblin

 You do not need to eat, and are  A machine cannot be asked to


Dwarf

immune to Starvation ( p271). perform a task that requires the Elf

 You must go offline periodically to skill of an operator. For example, Bio-


Mechanoid
recharge. This is the mechanical a magi-rifle can be asked to open
Species
equivalent of sleep. If missed or fire, but cannot aim at a target Abilities
skipped you suffer Fatigue ( p269). without additional assistance.
 This Ability grants no special
control over other self-aware
PERSONAL ANALYTICS machines, such as an advanced
Artificial Intelligence, Drones, or
Your heads-up display affords a greater other Bio-Mechanoids.
perceptive range than organic beings.  Bit Stream communication is
unintelligible to organic folk.
 If you focus, you can detect the
general distance and direction of:
 Any living creatures.
 Sources of great energy, such as
imbued items, powerful undead,
or other mechanoids.
 Your scan has a 50ft range.
 During a Fight, this Ability requires
the use of your Action.

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SPECIES ABILITIES

Your Species will affect your physical and MEDIUM SPECIES


mental capabilities. There are two types of
Species Abilities: Medium Species are between 4-7 feet tall.
Most of Outer World’s folk are Medium.
Species Size: Your physical size affects
your Aptitudes, Defense Rating, Inventory
Slots, and your Combat Gear Allowance. ◆ Base Inventory Slots
 You have 10 Inventory Slots
Supernatural Abilities: These grant you ( p151).
exceptional levels of performance.
 When carried, you take up 8
Inventory Slots plus any Inventory
SPECIES SIZE Slots you have filled with gear.

Playable Species come in three sizes. ◆ Combat Gear Allowance


 You have no restrictions.
SMALL SPECIES

Small Species are between 2-4 feet tall.


LARGE SPECIES
◆ Aptitude & Defense Modifiers Large Species are between 7-10 feet tall
 +1 Deftness, because of your low or are extraordinarily bulky.
center of gravity.
 -1 Might, because you have less ◆ Aptitude & Defense Modifiers
mass to throw around.  +1 Might, because of your extended
 +1 Defense Rating, because you leverage and musculature.
are a small target.  -1 Defense Rating, because you are
a large target.
◆ Base Inventory Slots
 You have 8 Inventory Slots ( p151). ◆ Base Inventory Slots
 When carried, you take up 6  You have 12 Inventory Slots ( p151).
Inventory Slots plus any Inventory  When carried, you take up 10
Slots you have filled with gear. Inventory Slots plus any Inventory
Slots you have filled with gear.
◆ Combat Gear Allowance
 Mighty and Arc Melee Weapons ◆ Combat Gear Allowance
are restricted ( p153).  You can use Mighty and Arc
 Heavy, and Superheavy Armor are Weapons in a single hand without
restricted ( p163). penalty, so you can use a shield too!
 Large Shields are restricted  Concealed and Small Mechanical
10 Missile Weapons are restricted
( p169).
( p158).
◆ Other Factors
◆ Other Factors
3  You gain an Edge on rolls that
involve hiding or remaining  Armor and Outfits cost 50% more
unseen, for example Stealth rolls. than the value displayed on the
Gear List ( p446).
 You can squeeze into spaces larger
12  You can reach higher than most
species cannot.
other species.
 You can ride larger Pets ( p187).


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Make size matter. It can be easy to
forget about Species Size during SUPERNATURAL MIGHT
play, but try to emphasize the
different experiences that the You are able to perform incredible feats
CREATING A
smaller, or larger, folk notice. For of strength and can match the power of CHARACTER
example, small folk may see what’s creatures much larger than yourself. CALLING
lurking under the table while the
taller folk might see what’s hidden SPECIES
 You have an Edge on all rolls
on top of the tall cupboard. HOMELAND
involving your Might Aptitude, & HISTORY
or your GM may decide you TRAITS
SUPERNATURAL ABILITIES automatically succeed in
QUIRK
certain situations.
To regular folk, your performance seems FINISHING
 Your strength allows you to attempt DETAILS
almost supernatural.
feats not possible by weaker folk, GEAR
such as holding up the roof of a CHARACTER
SUPERNATURAL LEAPING collapsing structure. Your GM will RANK
decide what’s possible.
You are able to clear great distances in a
 You can enter into Might Contests
single bound. Quick Start
with Massive Species ( p434).
Human
 During a Fight, you can leap up to  During a Fight, you can throw other (Native)

2 Battlefield Areas away and still PCs up to 1 Battlefield Area away, Human
take your Action. or hurl heavy objects as Thrown (Dimensional
Stray)
Weapons that do 2 Hearts of
 Leaping allows you to reach Damage instead of the usual 1. Chib
elevated locations beyond normal
Tenebrate
reach. For example, jumping up
Rai-Neko
to strike an airborne foe or to gain
access to a distant ledge. Your GM SUPERNATURAL WILL Promethean

will decide what’s possible. Gruun


Your spirit is unbreakable. Goblin
 If you can control your descent,
you avoid Falling Injury ( p267)  You are immune to the Dispirited
Dwarf

when landing from great heights. Elf


( p269) and Terrified ( p271)
Bio-
Ailments. Mechanoid
 You can never be made to act Species
against your will. You are immune Abilities
to any Ability or other influencing
power that attempts to do so.

SPECIES SIZE COMPARISON

SMALL MEDIUM LARGE

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STEP 3 · HOMELAND & HISTORY


Your Homeland is the place where you grew up, and your History is the life
you led prior to becoming an adventurer.

ABOUT YOUR HOMELAND & HISTORY PURVIEWS

Homeland determines your… Purviews represent areas of expertise


you have developed over the years. They
Bonus language: A form of regional are a combination of instinct, skill and
communication you are fluent in. general know-how. You find things related
History: Describes what you did before to your Purviews easier to accomplish.
your adventures and determines: For example, haggling in a market or
understanding the importance of friends.
Purviews: Useful areas of knowledge
earned from past experience. Anytime you make a Check or
Starting Gear: Belongings you’ve Contest that falls under one of your
decided to take on your travels. Purviews you can ask your GM for a
Minor Bonus (+2) to your roll.
Step 3 instructions Your GM will decide whether your
1. Choose or roll on the Purview is applicable to the roll.
Homeland Table.
2. Add Low Speech to your Character Allow your players some creative
leeway when attempting to apply
Sheet and a Bonus Language
their Purviews, but don’t let them
of your choice, from the ones stretch feasibility too far.
3 available in your Homeland.
3. Choose or roll on the History Table
related to your Homeland. Add STARTING GEAR
16 your History’s Purviews and any 2 On your travels, you can bring along a few
items from its selection of Starting things from home: your favorite snacks or
Gear to your Character Sheet. perhaps your small but vicious pet.
If you are a Human (Dimensional
14 Stray), add Other Wording as your Once you have determined your
Bonus Language, and use the History, you can pick any two items
Other World History Table ( p126). from the listed Starting Gear.

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All languages, except the Creator’s
LANGUAGES Script, have non-verbal forms that
employ gesture or movement.
Despite having a universally understood
CREATING A
common tongue, each geographic region CHARACTER
favors their own forms of communication. HOMELAND TABLE
CALLING

Choose or roll your Homeland SPECIES


You understand Low Speech.
HOMELAND
You know another Bonus Language 1-5 Wistful Dark ( p110) & HISTORY
specific to your Homeland. TRAITS
A land cloaked in shadow. A melancholic QUIRK
place filled with secrets and hope.
FINISHING
Low Speech: Woven into reality by the DETAILS
Akenians, Low Speech forces itself into Bonus Language (Pick 1) GEAR
the minds of all Outer World inhabitants. High Akenian. CHARACTER
A useful but crude tongue. RANK
Dark Tongue.
High Akenian: This lost language is Dream Call.
from a ruined empire, now only used for Wistful Dark
deciphering ancient tomes and runes. Its
Twilight
flowery prose is beloved by linguists.
6-10 Twilight Meridian ( p114) Meridian

Dark Tongue: Spoken by the Asura, the Blazing


A land consumed by a tumultuous sea. A Garden
Undead, and the curious. Its seductive
place of trade and rich culture. Buried
whispering makes even the most horrible Kingdom
suggestions sound tempting.
Bonus Language (Pick 1) Other World
Dream Call: Perhaps the first language, Dark Tongue.
perhaps not. Haunting and poetic, it’s
Fade Song.
used by the strange and Unshaped.
Gleysian Code.
Fade Song: This melodious tongue has
a sonorous syntax which transforms the
simplest sentence into a wondrous tale. 11-15 Blazing Garden ( p118)
Gleysian Code: The fallen Technocracy A hot, lush place filled with glittering
of Gley used this efficient, functional cities, grand ruins and titanic beasts.
language. Today it’s used to decode
Techno-Relic instruction manuals.
Bonus Language (Pick 1)
Bright Speech: The chosen tongue of the Bright Speech.
Deva and servants of Bright. A powerful,
Hoshi-Ban.
bombastic language that makes every
sentence sound like a decree. Fade Song.

Hoshi-Ban: This odd, speedy chatter was


brought to Outer World by the Rai-Neko. 16-20 Buried Kingdom ( p122)
Under Warble: Under Warble is a constantly An underground war zone that is both
evolving tongue with many branching sprawling and claustrophobic.
dialects. Spoken in the Buried Kingdom.
Creator’s Script: These odd glyphs are Bonus Language (Pick 1)
found only in documents left behind by High Akenian.
The Creator. An ancient enchantment Under Warble.
prevents it from being spoken aloud.
Creator’s Script.
Other Wording: The alien, monotonous
jibberings spoken by Other Worlders.

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WISTFUL DARK HISTORIES

A land cloaked in shadow. A melancholic FORSAKEN WANDERER


place filled with secrets and hope.
You are an orphaned
vagabond and have
spent most of your
life crawling in the
darkness. This is
where you developed
your survival strategies.

Purviews
More ( p304)
Staying unseen and unheard.
Bending so you don’t break.
WISTFUL DARK HISTORY TABLE
Succeeding in desperate times.
Choose or roll your History
Starting Gear (Pick 2)
Outcasts
Master Weapon, forgotten sword
( p153).
1-2 Forsaken Wanderer ( p110)
Tattered Outfit, rags ( p172).
3-4 Blight Raider ( p110) Compass, cracked but functional
( p174).
5-6 Shadow Lands Nomad ( p111) Star Gem, hope in the dark ( p180).
7-8 Murk Dweller ( p111)

Commoners BLIGHT RAIDER

9-10 Nightwall Yeoman ( p111) You were a bandit in the


Mana Blight, ruthlessly
11-12 Starlight Farmer ( p111) taking what you
needed, and perhaps
13-14 Guild Agent ( p112) a bit more. You’ve left
that life behind, but
15-16 Town Guard ( p112) the poisoned land has
hardened your soul.
Elite
Purviews
17 Celebrated Artist ( p112)
Swift and ruthless action.
13 18 Magia University Graduate Getting out of tricky situations.
( p112) Taking what isn’t yours.

19 Knight Errant ( p113) Starting Gear (Pick 2)


7
Arc Weapon, bandit spear ( p153).
20 Shard State Patrician ( p113)
Light Armor, bandit leathers ( p163).
16 Rebreather, raider’s maw. ( p173).
Grenades x2, fireberries ( p178).

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SHADOW LANDS NOMAD NIGHTWALL YEOMAN

You lived among a small You lived on the edge of a


CREATING A
troupe, wandering Star Shard’s glow. From CHARACTER
from place to place there, you observed CALLING
to avoid demons and the Shadowed Lands
SPECIES
scrounge for food. and learned to defend
HOMELAND
It was a hard life, but yourself from what & HISTORY
you were not alone, emerged from the dark.
TRAITS
and you valued that.
QUIRK
Purviews FINISHING
Purviews
Spotting what hides in the darkness. DETAILS
Sticking together at all costs. GEAR
Staying focused, even while rushing.
Caring for those important to you. CHARACTER
Finding a weak point. RANK
Pulling your weight.
Starting Gear (Pick 2)
Starting Gear (Pick 2)
Drawn Weapon & 10 Arrows, Wistful Dark
Extreme Weather Outfit: Cold, yeoman’s bow ( p158). Twilight
wanderer’s cloak ( p172). Meridian
Light Armor, cuirass ( p163).
Backpack, nomad’s pack ( p173). Blazing
Traveler’s Bag, sling pack ( p173). Garden
Lantern & Oil Units x2, a guiding
light ( p175). Companion: Growl, a trusty friend Buried
Kingdom
( p188).
Hardy Rations x5, journey loaf Other World
( p177).

STARLIGHT FARMER

MURK DWELLER You toiled in the fields


that flourished in
You were one of the few the light of the Star
shaped inhabitants of Shards, harvesting
the Murk, and spent food for yourself
your time quietly and the wealthier
living among strange residents of the realm.
and belligerent
creatures. You are not
easily fazed. Purviews
Sorting the good soil from the bad.
Purviews
Persevering when you ought to.
Dealing with the odd and arcane.
Empathy for all living creatures.
A working knowledge of magic.
Keeping calm in odd situations. Starting Gear (Pick 2)
Treat x10, mama’s cookies ( p177).
Starting Gear (Pick 2)
Trade Goods, star plums ( p179).
Quick Weapon, grass blade ( p153).
Rural Goods, your family’s best
Appealing Outfit, petal pixie shovel ( p179).
clothes ( p173).
Pudge Grub, blue ribbon winner
Booster Cakes x2, moon drop ( p189).
candy ( p177).
Solvent x2 Units, ash elm sap
( p178).

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GUILD AGENT CELEBRATED ARTIST

Raised and trained as an You are a dabbler in


artisan, shopkeeper, several mediums, but
or tavern worker, you talent was not enough
are well versed in to guarantee your
the hustle and bustle success. You’ve also
of Shard’s cities. You mastered the art
joined the regional of shameless self-
guild to travel the world. promotion.

Purviews Purviews
Making and spotting a good deal. Creative Expression!
Working at a brisk pace. Making yourself seen and heard.
Keeping others satisfied. Appreciating the artistic or symbolic.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Artisan’s Outfit, apron ( p172). Concealed Weapon, ornamental
Kingdom Map, Shard trade route dagger ( p152).
guide ( p174). Appealing Outfit, fine robes ( p173).
Packbeast, Shaggy Bumpo, Urban Goods, stylus & parchment
a stubborn thing ( p193). ( p179).
Follower: Scamp, assistant ( p185). Luxury Item, starlight lyre ( p179).

TOWN GUARD MAGIA UNIVERSITY GRADUATE

You’ve worked for the You are an academic,


local constabulary. studying one of the
The job was a taxing University of Magia’s
one: chasing down numerous programs.
miscreants, fending It’s been demanding
off stray monsters, so you’ve decided to
and interrogating any take a gap year.
suspicious travelers.
Purviews
Purviews
Research and close study.
Seeing the truth of a situation.
Pushing yourself to stay focused.
Throwing your weight around.
Recalling useful facts and trivia.
Powering through obstacles.
18
Starting Gear (Pick 2)
Starting Gear (Pick 2)
Traveler’s Bag, satchel ( p173).
Medium Armor, city guard’s
12 uniform ( p163). Master’s Tome, on a subject of your
choice! ( p176).
Large Shield, riot bulwark ( p169).
Translation Journal, Bright Speech
Authoritative Outfit, captain’s hat &
( p176).
16 sash ( p173).
Booster Cakes x2: Insight, cram
Lantern, night watch’s companion
cookies ( p177).
( p175).

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OUTER WORLD SCRIPTS
KNIGHT ERRANT

You have been knighted HIGH AKENIAN


CREATING A
as the result of a grand CHARACTER
and noteworthy deed, CALLING
but now you have
SPECIES
strayed from your
HOMELAND
order to go on quests & HISTORY
that you deem worthy.
TRAITS
QUIRK
Purviews FINISHING
DETAILS
Forthright communication.
GEAR
Knowledge of vanquished evils.
CHARACTER
Finding your courage. RANK

Starting Gear (Pick 2)


Wistful Dark
Medium Armor, questing plate
( p163). Twilight
Meridian
Standard Shield, heraldic heater Blazing
( p169). Garden

Holy Icon, sacred chain ( p180). Buried


Kingdom
Mount, Mokko-Do ( p191).
Other World
DREAM CALL

SHARD STATE PATRICIAN

You were born into


one of Shard’s noble
families. Your
privileged life is a
prison of duty and
expectation. You seek
adventure and are in
search of some much
needed excitement.

Purviews
Demanding the proper respect.
Knowledge of political practice.
Stubborn, competitive pride.

Starting Gear (Pick 2)


Small Mechanical Weapon & Bolts
x10, hand crossbow ( p158).
Medium Armor, traveler’s mail
( p163).
Appealing Outfit, fine attire ( p173).
Follower: Custrel, dedicated butler
or maid ( p186).

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TWILIGHT MERIDIAN HISTORIES

A land consumed by a tumultuous sea. A DISGRACED SCION


place of trade and rich culture.
You were the heir to a
premier merchant
family, but your
family’s fortune was
lost or you were
disowned. Now you
survive on nothing but
your bitter memories.

More ( p306)S Purviews


Cunning trickery and deceit.
TWILIGHT MERIDIAN HISTORY TABLE Desperate and dramatic escape.
Choose or roll your History Damaging rumors and cruel gossip.

Outcasts Starting Gear (Pick 2)


Concealed Weapon, tarnished
1-2 Disgraced Scion ( p114) knife ( p152).
Tattered Outfit, once-fine coat ( p172).
3-4 Shadow Sea Pirate ( p114)
Regional Map, Twilight Meridian
5-6 Orphaned Shinobi ( p115) ( p174).
Luxury Item, old party mask ( p179).
7-8 Oldtech Junker ( p115)

Commoners
SHADOW SEA PIRATE
9-10 Twilight Silk Tailor ( p115) Hailing from the strange
isle of Night Haven,
11-12 Medicine Peddler ( p115) you robbed the rich
merchants navigating
13-14 Shining Sea Fisherman ( p116) the Shadow Sea. A
series of misfortunes
15-16 Portian University Graduate has left you without a
( p116) ship or crew.
Elite
Purviews
17 Merchant Scion ( p116) Keeping your head above water.
8
Navigating the unfamiliar.
18 Holy Isle Samurai ( p116) Daring to be foolish.
10 19 Archive Researcher ( p117) Starting Gear (Pick 2)
Quick Weapon, cutlass ( p153).
20 Black Glove Cavalier ( p117)
Compass, ship’s memento ( p174).
10
Grenades x2, deck busters ( p178).
Rural Goods, rope 30 ft ( p179).

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ORPHANED SHINOBI TWILIGHT SILK TAILOR

The Ninja Clans of the The Galvanus Peninsula


CREATING A
Seven Holy Isles are is well known for its CHARACTER
ruthless and secretive. enchanted silk, and CALLING
You were betrayed you used to weave it.
SPECIES
and your clan was You were surprised to
HOMELAND
eliminated by the find your skills were & HISTORY
Shogun’s forces. You transferable to a life
TRAITS
are the sole survivor. of adventure.
QUIRK
FINISHING
Purviews Purviews DETAILS
Remaining unnoticed. Understanding patterns. GEAR
Old and strange secrets. Extremely delicate handiwork. CHARACTER
RANK
Paranoid awareness. An eye for color.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Wistful Dark
Thrown Missile Weapon, your last Concealed Weapon with Utility Twilight
shuriken ( p158). Ability, scissor knife ( p152+161). Meridian

Costume, colorful fop ( p172). Trade Goods x2 Units, twilight silk Blazing
Garden
Dungeoneer’s Kit, dragon tooth ( p179).
Buried
picks ( p176). Artisan’s Outfit, tailor’s apron ( p172). Kingdom
Adventuring Gear, climbing claws Urban Goods, silk measuring tape Other World
( p179). ( p179).

OLDTECH JUNKER MEDICINE PEDDLER

Your love of Oldtech You were a student of


has matured into medicine on the Holy
practical knowledge. Isle. You travelled
The salvage yards from place to place
of Stahlfeld are your peddling remedies.
playground. Where Sales were slow and
others see trash, you adventuring seemed a
see treasure. more lucrative vocation.

Purviews Purviews
Picking your way through a mess. Practical herbology.
Side-stepping catastrophe. Treating all kinds of wounds.
Tinkering and tooling about. Getting attention discreetly.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Small Mechanical Missile Weapon, Appealing Outfit, kimono ( p173).
old machine pistol ( p158). Traveler’s Bag, medicine case
Light Armor, padded duster ( p163). ( p173).
Lumi-Slime Lantern, slime included Basic Potion x2, teacher’s recipe
( p175). ( p177).
Scanner, Gleysian model ( p181). Arcane Powder x2 Units ( p290).

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SHINING SEA FISHERMAN MERCHANT SCION

You were raised in one You were born to one


of the many coastal of the Galvanus
villages of the Twilight Peninsula's aristocratic
Meridian. Here you families, enjoying
were taught to read a life of plenty. You
the oceans and reap have the means to
their plentiful bounty. seek opportunity in far
off places.
Purviews
Purviews
Level-headed patience.
Getting the deal you want.
Knowing when the tide is turning.
Levelling a critical eye.
Using the right bait for the job.
Remaining unfazed.
Starting Gear (Pick 2)
Starting Gear (Pick 2)
Arc Weapon, trident ( p153).
Quick Weapon, ornate kalis
Hardy Rations x5, bubbler fish jerky ( p153).
( p177).
Appealing Outfit, fashionable baro
Rural Goods, fishing rod ( p179). ( p173).
Coracle ( p197). Oddity, oldtech pocket watch
( p179).
50 Coins, family stipend ( p151).
PORTIAN UNIVERSITY GRADUATE

The famed school of the


Galvanus Peninsula HOLY ISLE SAMURAI
has a focused
As a member of the
and demanding
ruling class, you were
curriculum. Many
expected to be a
students resort to
custodian of society.
cheating due to the
Your kind are elite
competitive ethos.
warriors, diplomats,
and philosophers.
Purviews
Rushing at the last possible minute.
Purviews
Practical know-how.
Maintaining proper etiquette.
Working just enough.
Judging merit in another.
15 Starting Gear (Pick 2) Respecting ritual and tradition.
Backpack, book bag ( p173).
Starting Gear (Pick 2)
Beginner's Tome: Economics &
Trade, classmate’s notes ( p176). Master Weapon, katana ( p153).
20
Booster Cakes x2: Insight, mental Light Armor, tatami cuirass ( p163).
muffins ( p177). Authoritative Outfit, dark
Urban Goods, quill & ink ( p179). kamishimo ( p173).
5
Luxury Item, calligraphy set ( p179).

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OUTER WORLD SCRIPTS
ARCHIVE RESEARCHER

You were trained, and FADE SONG


CREATING A
are currently employed CHARACTER
by, Stahlfeld’s Helical CALLING
Archive. You are
SPECIES
a field agent sent
HOMELAND
to find and return & HISTORY
ancient technology to
TRAITS
the Archive’s laboratories.
QUIRK
FINISHING
Purviews DETAILS
Investigation and analysis. GEAR
Spotting the unusual. CHARACTER
RANK
A working knowledge of ancient tech.

Starting Gear (Pick 2)


Wistful Dark
Large Mechanical Missile Weapon Twilight
& Ammo x5, machine rifle ( 158). DARK TONGUE Meridian

Traveler’s Bag, field satchel ( p173). Blazing


Garden
Lantern, Oil/Fuel Units x2, guide
Buried
light ( p175). Kingdom

Paw Post Membership, Helical Other World


Archive account ( p202).

BLACK GLOVE CAVALIER

You are an aspiring


member of Night
Haven’s Black Glove
order, an aristocratic
organization
dedicated to the GLEYSIAN CODE
Profound Darkness. You
have had dealings with
dark creatures and powers.

Purviews
All matters concerning the
Profound Darkness.
Knowing things you shouldn’t.
Deeply unsettling mannerisms.

Starting Gear (Pick 2)


Lash Weapon, duelist’s chain ( p153).
Medium Armor, plated coat ( p163).
Holy Icon, darkfire circlet ( p180).
Shadow Stone, your precious ( p180).

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BLAZING GARDEN HISTORIES

A hot, lush place filled with glittering KINLESS VAGRANT


cities, grand ruins and titanic beasts.
You are from the
continent of Taaga,
but you have no
home there. Exiled or
orphaned from family
and purpose, your
existence is a hard and
ruthless one.

More ( p308) S Purviews


Finding what you need to survive.
BLAZING GARDEN HISTORY TABLE Moving with quiet certainty.
Choose or roll your History Efficient analysis of a situation.

Outcasts Starting Gear (Pick 2)


Arc Weapon, old spear ( p153).
1-2 Kinless Vagrant ( p118)
Extreme Weather Outfit: Hot,
prickle poncho ( p172).
3-4 Monster Slayer ( p118)
Oil/Fuel Units x10, iron eater’s
5-6 Street Rat ( p119) blood ( p178).
Pet: Purr, feral but loyal ( p190).
7-8 Thunda Clan Barbarian ( p119)

Commoners
MONSTER SLAYER
9-10 Beast Handler ( p119) The gigantic beasts of
your homeland leave
11-12 Village Runner ( p119) a wake of destruction
behind them. You’ve
13-14 Jubilant Performer ( p120) sworn to stop them.
When you’re ready,
15-16 City Scrivener ( p120)
you will return to honor
Elite your oath.

17 Emissary of Sol ( p120) Purviews


The lore of beasts.
13 18 Wyrm Blooded ( p120)
Staying a step ahead of danger.
19 Hinterland Noble ( p121) Finding a weak point.
17 Starting Gear (Pick 2)
20 Startech Adept ( p121)
Mighty Weapon, slayer axe ( p153).
Medium Armor, beast hide ( p163).
6 Beginner’s Tome: Colossal
Creatures, Crow’s Guide ( p176).
Rural Goods, rope 30 ft ( p179).

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STREET RAT BEAST HANDLER

You’ve survived in the You grew up on a


CREATING A
gutters of the glittering ranch or farm, where CHARACTER
city, taking your you trained and CALLING
chances and evading domesticated large
SPECIES
the law. Maybe creatures. To succeed
HOMELAND
bigger and better you had to become & HISTORY
opportunities await just as stubborn as the
TRAITS
outside the city’s walls. beasts you reared.
QUIRK
FINISHING
Purviews Purviews DETAILS
Keeping quiet and staying hidden. Handling things larger than you. GEAR
Death-defying acrobatics. Keeping track of a large group. CHARACTER
RANK
Chicanery and general mischief. Wearing down opposition.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Wistful Dark
Gem x1, not exactly yours ( p151). Hardy Rations x10, monster feed Twilight
Concealed Weapon, trusty knife ( p177). Meridian

( p152). Rural Item, wool shears ( p179). Blazing


Garden
Solvent Units x2, largzard spittle Rural Item, rancher bell ( p179).
Buried
( p178). Pack Beast: Shaggy Bumpo, sturdy Kingdom

Adventuring Gear, grappling hook but flatulent ( p193). Other World


( p179).

VILLAGE RUNNER
THUNDA CLAN BARBARIAN
Smaller villages cannot
Named after the deadly
afford the magical
desert they call home,
communication
the Clan are a diverse
systems of
group of nomads
prosperous cities.
who’ll accept anyone
They depend on
who pulls their weight.
runners like you to
They’ve been your
relay messages.
family up until now.
Purviews
Purviews
Pacing yourself to go the distance.
Getting on with odd individuals.
Noticing the small things that may
Enduring the harshest conditions.
trip you up.
Making yourself heard.
Remembering the important stuff.
Starting Gear (Pick 2)
Starting Gear (Pick 2)
Master Weapon, your mother’s axe
Thrown Missile Weapon, skipping
( p153).
stone ( p158).
Light Armor, breastplate ( p163).
Backpack, courier’s pack ( p173).
Traveler’s Bag, animal skin sack
Basic Potion x2, sunberry mixture
( p173).
( p177).
Oddity, old telescope ( p179).
Rural Goods, gourd canteen ( p179).

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JUBILANT PERFORMER EMISSARY OF SOL

You used to dance, sing, You preach the


or play an instrument enlightened thinking of
for the wealthy the revered masters
inhabitants of a busy of the Sol Alliance.
city. You tire of the You’ve now been
current culture and given the duty to
yearn to discover the spread these teachings
forgotten songs. across the Outer World.

Purviews Purviews
Ballads both ancient and new. The lore of the Invincible Bright.
Keeping everyone smiling. Grandiose speaking and
Putting on a good show. mannerisms.
Recognizing and chastising the
Starting Gear (Pick 2) duplicitous and unrighteous.
Lash Weapon, ribbon blade ( p153).
Starting Gear (Pick 2)
Light Armor, leathers ( p163).
Light Armor, plated vestments
Appealing Outfit, dancer’s costume ( p163).
( p173).
Holy Icon, sol medallion ( p180).
Luxury Item, musical instrument
( p179). Follower: Custrel, acolyte attendant
( p186).
Vial of Bright Water x3 ( p290).
CITY SCRIVENER

Big cities need official WYRM BLOODED


records, and you
kept the books You are one of Taaga’s
for a respected Lost Dragon Chosen,
philosopher, general, born on an auspicious
or treasurer. You’ve date. Your kin met all
left the post, but your needs and the
haven’t forgotten the ritual marks on your
importance of note-taking. face remind you of their
hopes and expectations.
Purviews
Absorbing a torrent of information. Purviews
Making precise notes and sketches. Bearing the weight of responsibility.
13 Noting and understanding
Remembering important details.
hierarchies of all kinds.
Starting Gear (Pick 2) Respecting rituals and tradition.
20 Authoritative Outfit, scribe’s
uniform ( p173). Starting Gear (Pick 2)
Translation Guide: Fade Song ( p176). Gem x1, a parting gift ( 151).
Urban Goods, pad & pen ( p179). Arc Weapon, wing spear ( p153).
17
Follower: Scamp, assistant page Medium Armor, largzard hide ( p163).
( p185). Compass, destiny charm ( p174).

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OUTER WORLD SCRIPTS
HINTERLAND NOBLE

No-Folk’s Land is a BRIGHT SPEECH


CREATING A
contested area, dotted CHARACTER
with petty warring CALLING
settlements. As a
SPECIES
child of this fringe
HOMELAND
nobility, you learned & HISTORY
from the ruthless
TRAITS
example of despots.
QUIRK
FINISHING
Purviews DETAILS
Radiating quiet menace. GEAR
Rough but efficient leadership. CHARACTER
RANK
Being athletic when necessary.

Starting Gear (Pick 2)


Wistful Dark
Drawn Weapon & Arrows x10, Twilight
hunting bow ( p158). Meridian

Authoritative Outfit, Blazing


Garden
emblematic clothing ( p173). HOSHI-BAN
Buried
Compass, a keepsake from your Kingdom
tutor ( p174). Other World
Riding Mount: Jumbug ( p191).

STARTECH ADEPT

Nyanko is the legacy of


the Rai-Neko and the
technologies they
brought to Outer
World. You are among
the chosen expected
to study and maintain
these aging devices.

Purviews
Working with any technology.
Analysis and troubleshooting.
Providing a reason for anything.

Starting Gear (Pick 2)


Large Mechanical Missile Weapon
& Ammo x5, Rai-Neko rifle ( p158).
Artisan’s Outfit, adept’s coat ( p172).
Scanner, startech monitor ( p181).
Small Spell Engine, startech battery
( p181).

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BURIED KINGDOM HISTORIES

An underground warzone that is both TUNNEL CRAWLER


sprawling and claustrophobic.
You have wandered alone
in the dark corridors
and dank caves of
the Buried Kingdom
for some time. The
unusual habits you’ve
developed can
unsettle regular folk.

More ( p310)S Purviews


Feeling your way through darkness.
BURIED KINGDOM HISTORY TABLE Surviving with what’s available.
Empathy with oddness.
Choose or roll your History

Outcasts Starting Gear (Pick 2)


Concealed Weapon, improvised
1-2 Tunnel Crawler ( p122) shiv ( p152).
Tattered Outfit, dusty rags ( p172).
3-4 Ruin Scavenger ( p122)
Bomb x1, unexploded mine ( p178).
5-6 War Deserter ( p123) Star Gem, hope in the dark ( p180).

7-8 Moss Scraper ( p123)


RUIN SCAVENGER
Commoners
The sunken cities and
9-10 Underland Soldier ( p123) abandoned fortresses
of the Underland are
11-12 Honored Laborer ( p123) filled with valuable
treasure. Valuable
enough that you’ve
13-14 Forge Hand ( p124)
risked your life in order
to claim it.
15-16 Field Sapper ( p124)

Elite Purviews
Things left over from aeons past.
17 Record Etcher ( p124)
Moving through cramped areas.
8 Noticing traps and other dangers.
18 Comrade Agitator ( p124)
Starting Gear (Pick 2)
19 Resolute Overseer ( p125)
15 Light Armor, crawling pads ( p163).
20 Apprentice Thinker ( p125) Standard Shield, old soldier’s
bulwark ( p169).
12 Traveler’s Bag, a big sack ( p173).
Lumi-Slime Lantern, you called your
slime Hue-bert ( p175).

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WAR DESERTER UNDERLAND SOLDIER

You once fought in the You fought in the


CREATING A
war between New Ore esteemed ranks of CHARACTER
and Old Iron, but the Old Iron Guard, CALLING
you’ve lost faith in the or the admired
SPECIES
cause. You felt risking Liberation Army of
HOMELAND
your life was more New Ore, enduring & HISTORY
wisely gambled on the propaganda and
TRAITS
personal gain. danger that came with it.
QUIRK
FINISHING
Purviews Purviews DETAILS
Departing without notice. Rank and file conduct. GEAR
Picking away to reveal a weakness. Keeping your gear maintained. CHARACTER
RANK
Knowing when it’s time to go. Staring down the enemy.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Wistful Dark
Mighty Weapon, rusty war maul Large Mechanical Missile Weapon & Twilight
( p153). Ammo x5, underland rifle ( p158). Meridian

Medium Armor, assault mail ( p163). Light Armor, infantry armor ( p163). Blazing
Garden
Tattered Outfit, old uniform ( p172). Authoritative Outfit, Old Iron or
Buried
Flame Grenades x2, tunnel clearers New Ore military uniform ( p173). Kingdom

( p178). Basic Potion x2, jolt juice ( p177). Other World

MOSS SCRAPER HONORED LABORER

While not particularly You were employed


hospitable, the Sea of in one of New
Sludge coastline is Ore’s communes
relatively peaceful. digging tunnels,
You grew up among repairing railways,
the resilient folk who or maintaining war
carved out a simple machines, whatever
existence there. was needed.

Purviews Purviews
Making even the Performing back-breaking labor.
repugnant palatable. Knowing the right tool for the job.
Rationing what you need. Keeping everyone going no matter
Keeping quiet and unnoticed. how grim it gets.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Extreme Weather Outfit: Cold, Black-out Goggles, New Ore issue
worm skin cloak ( p172). ( p173).
Rebreather Mask, creeper shell Lantern & Oil/Fuel Unit x1, ring-
mask ( p173). handle lantern ( p175).
Hardy Rations x10, shrooms ( p177). Common Rural Item, mattock ( p179).
Oddity, scraping knife ( p179). Pet: Skree, leather wing ( p190).

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FORGE HAND RECORD ETCHER

Of the crafters of Old The history of Old Iron


Iron, none are more is not kept on the
honored than those delicate paper of the
who work with the surface world! You
very metal the nation etched important
is named after. You information onto iron
were an apprentice to sheets to ensure it for
such a master craftsman. future generations.

Purviews Purviews
Digging in and finishing your task. Keeping track of every little thing.
Metal-working tools and weaponry. Making good on a grudge.
Proper procedure and safety. A steady, steady hand.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Standard Weapon with Utility Traveler’s Bag, courier bag ( p173).
Ability, forge hammer ( p152+161). Precise Dabber & Solvent x1 Unit,
Light Armor, protective gear ( p163). etching tools ( p178).
Standard Shield, your latest project Oddity, multi-lens magnification
( p169). goggles ( p179).
Artisan’s Outfit, smith’s apron ( p172). Oddity, metal etching sheet ( p179).

FIELD SAPPER COMRADE AGITATOR

War in the Buried When the citizens of New


Kingdom is often Ore strayed from their
fought between daily duties it was your
mechanized infantry job to loudly remind
in fortified tunnels. them of the collective
Your job was to goals. When called
undermine the enemy’s for, you’d exploit their
gun emplacements, guilt, fears, or anger.
or thwart the advance of their death
machines. Purviews
Working the crowd.
Purviews
Making anything sound bad.
The workings of war machines.
Reading the mood of the masses.
3 Getting behind enemy lines.
Spotting a structural weakness. Starting Gear (Pick 2)
Light Armor, Strategically placed
17 Starting Gear (Pick 2) metal plates ( p163).
Small Mechanical Missile Weapon Appealing Outfit, New Ore
crank pistol ( p158). counter-fashion ( p173).
Backpack, rucksack ( p173). Basic Potion x2, jolt juice ( p177).
7
Bomb x1, demolitions kit ( p178). Grenades x2, havoc crackers
Common Rural Item, spade ( p179). ( p178).

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OUTER WORLD SCRIPTS
RESOLUTE OVERSEER

The nation of Old Iron is UNDER WARBLE, FORMAL OLD IRON


CREATING A
built on a foundation CHARACTER
of hard graft. You CALLING
were an overseer,
SPECIES
an almost religious
HOMELAND
figure, called on to & HISTORY
‘encourage’ flagging
TRAITS
spirits or believers.
QUIRK
FINISHING
Purviews UNDER WARBLE, NEW ORE SLANG DETAILS
Finding the nail that needs to be GEAR
hammered down. CHARACTER
A stern, intimidating glare. RANK

Identifying the most useful


member of a group. Wistful Dark
Twilight
Starting Gear (Pick 2) Meridian
Lash Weapon, spur cord ( p153). Blazing
Garden
Medium Armor, big pauldrons ( p163).
Buried
Authoritative Outfit, robes ( p173). Kingdom

Holy Icon, Creator's glyph ( p180). Other World

APPRENTICE THINKER

Your unorthodox CREATOR’S SCRIPT

thoughts were
recognized by one of
the Thinkers of New
Ore, who took you
in as a student. You
learned radical new
ideas, and ways to make
them sound useful.

Purviews
Making words sound profound.
Convoluted, but useful, planning.
Rude and incessant interruption.

Starting Gear (Pick 2)


Concealed Weapon, dagger ( p152).
Blackout Goggles, for research
trips to the surface ( p173).
Beginner’s Tome: Buried Kingdom
History ( p176).
Booster Cakes x2: Insight, clever
candies ( p177).

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OTHER WORLD HISTORIES

This dull place is populated by inhabitants TRANSIENT


that seem to live uneventful and routine
lives. Outer World scholars find it You never really stayed
fascinating nonetheless. in one place for long.
This strange new
world doesn’t feel
much like home,
but then again the
old one didn’t either.
Nothin’ new, huh?

Purviews
Scrounging for what you need.
More ( p313) Enduring harsh conditions.
Communicating in code.
OTHER WORLD HISTORY TABLE
Starting Gear (Pick 2):
Choose or roll your History Tattered Outfit, no shoes and a
Outcasts ripped trench coat ( p172).
Backpack, trusty kit bag ( p173).
1-2 Transient ( p126) Treat x5, candy from a child ( p177).
Commoners Pet: Growl, brave mongrel ( p188).

3-4 NEET ( p126)


NEET
5-6 Retail/Service ( p127)
Not in Education,
7-8 Blue Collar ( p127) Employment, or
Training. You’re young
9-10 White Collar ( p127) and have your whole
life ahead of you, you
11-12 Domestic ( p127) just aren’t sure what
you’re supposed to do
13-14 Military/Law Enforcement with it yet…
( p128)
Purviews
15-16 Education, Faculty ( p128) Trivia related to important persona.
2 Finding the path of least resistance.
17-19 Education, Student ( p128)
Sharp, cynical judgement.
Elite
Starting Gear (Pick 2)
18 Beginner’s Tome: Adventure Sites,
20 Idle Rich ( p128)
Akenia Adventure!! guide ( p176).
Basic Potion x2, energy drinks ( p177).
13 Holy Icon, collectible plush ( p180).
Other World Pocket Device,
Game Gal Advance ( p182).

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RETAIL/SERVICE WHITE COLLAR

You used to wait tables Up until recently, your


CREATING A
or work a cash register. days were spent CHARACTER
The new place is filled behind a desk. You CALLING
with some pretty odd worked a comfy, if a
SPECIES
characters, but it’s little dull, 9-5 routine
HOMELAND
nothing compared to and day-dreamed & HISTORY
the strange types you about taking
TRAITS
had to serve back home. more risks…
QUIRK
FINISHING
Purviews Purviews DETAILS
Dealing with the unreasonable. Keeping a deadline. GEAR
Keeping calm when in a rush. Effective multi-tasking. CHARACTER
RANK
Remembering the particulars. Saying just about anything while
retaining a polite tone.
Starting Gear (Pick 2)
Wistful Dark
Artisan’s Outfit, sales apron ( p172). Starting Gear (Pick 2)
Twilight
Rations x10, box of nuggets ( p177). Authoritative Outfit, suit & tie ( p173). Meridian

Urban Goods, company branded Treat x2 & Hardy Rations x2, Blazing
Garden
pad & pen ( p179). packed lunch ( p177).
Buried
Other World Pocket Device, smart Oddity, red stapler ( p179). Kingdom

phone ( p182). Other World Pocket Device, Other World


synth tablet ( p182).

BLUE COLLAR
DOMESTIC
You worked with your
hands, doing jobs You cooked and cleaned
that were often as a servant, chef, or
unappreciated back stay-at-home spouse.
home. Your strong But now, without
work ethic and practical warning, you’ve been
nature will stand you in transported to this
good stead here. strange new world. You
think you left the oven on!
Purviews
Putting your back into it. Purviews
Knowing your limits and Noticing something out of place.
pacing yourself. Making others comfortable.
Seeing through pretension. Working with edible things.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Mighty Weapon with Utility Ability, Standard Weapon with Utility Ability,
sledgehammer ( p153+161). iron frying pan ( p152+161).
Light Armor, hard hat & protective Traveler’s Bag, cute tote ( p173).
overalls ( p163). Beginner’s Tome: Outer World
Traveler’s Bag, tool belt ( p173). Legends, children’s book ( p176).
Basic Potion x2, coffee flask ( p177). Treats x10, perfect cookies ( p177).

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MILITARY/LAW ENFORCEMENT EDUCATION (STUDENT)

Unlike most Other This is the sort of thing


Worlders, you are that happens in lazy
armed and trained for fantasy fiction. How
combat. Yet nothing are you going to get
could have prepared to class now? Still,
you for the strange it’s less stressful than
critters you’re up preparing for those
against here. end of semester papers.

Purviews Purviews
Quick but rigorous investigation. Rushing at the very last minute.
Practical athletics. Dedication to learning.
Reading a situation. Expressing yourself loudly.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Light Armor, anti-stab vest ( p163). Master Weapon, aluminium
Authoritative Outfit, uniform ( p173). baseball bat ( p153).
Grenades x2, frags ( p178). Backpack, book bag ( p173).
Other World Side Arm & Ammo x10, Appealing Outfit, school uniform
trusty shooter ( p182). ( p173).
Other World Pocket Device, smart
phone with charm ( p182).
EDUCATION (FACULTY)

Wait a minute, you’re IDLE RICH


the teacher... isn't it
supposed to be the Thanks to wealthy parents,
kids who end up or inheritance, you’ve
on a silly mystical led a luxurious lifestyle
adventure!? Still, it and had everything
beats grading papers. handed to you on a
silver plate. So much
for that.
Purviews
Explaining complicated ideas.
Purviews
Critical assessment against criteria.
Keeping all eyes on you.
Managing stress.
Maintaining an air of superiority,
10 Starting Gear (Pick 2) deserved or not.
Backpack, teacher’s satchel ( p173). Getting what you want.
Urban Goods, pack of chalk ( p179). Starting Gear (Pick 2)
15 Oddity, hand puppet for Gem x1, assorted bling ( p151).
educational use ( p179).
Appealing Outfit, strong look
Oddity, three-hole puncher ( p179). ( p173).
9 Blackout Goggles, shades ( p173).
Other World Pocket Device, Pear
Pad DX ( p182).

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CREATING A
CHARACTER

CALLING
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
FINISHING
DETAILS

GEAR
CHARACTER
RANK

Wistful Dark
Twilight
Meridian

Blazing
Garden

Buried
Kingdom

Other World

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STEP 4 · TRAITS
Your Traits describe your mental and physical strengths and weaknesses. Are
you strong but clumsy, or puny but perceptive?

ABOUT YOUR TRAITS


Step 4 Instructions
Your Traits modify your base Aptitudes as 1. Choose or roll on the Positive
set by your Calling. Your Traits make you Trait Table twice, increasing the
more or less capable than other PCs of resulting Aptitude by +1 each time.
the same Calling and Rank. 2. Choose or roll on the Negative Trait
There are two types of Trait: Table once, reducing the selected
Aptitude by -1.
Positive Traits: These boost your
◆ Note, Positive & Negative Traits
Aptitudes above your Calling’s base level.
will cancel each other out, and 2
Negative Traits: These reduce your Positive traits will stack to provide a
Aptitudes below your Calling’s base level. +2 Aptitude bonus.
As you rise in Rank the Aptitudes
Don’t get hung up on the Traits you adjusted by your Traits will now
think you should have. A mighty track permanently above, or below,
warrior is fun but a perceptive
the value stated for your Calling.
barbarian can be just as effective.

You could think about how you’d like


to describe your character, then
choose Traits that seem appropriate.
For example, ‘Nimble, clever, but
10
cowardly’ would translate as +1
Deftness, +1 Insight, -1 Grit.

18

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POSITIVE TRAIT TABLE


Choose or roll your Positive Traits (twice)
CREATING A
CHARACTER
1-4 +1 Might: You’re more CALLING
powerful or brutish than others
SPECIES
of your kind.
HOMELAND
& HISTORY
5-8 +1 Deftness: You’re more
TRAITS
nimble or elegant than others
QUIRK
of your kind.
FINISHING
DETAILS
9-12 +1 Grit: You’re more rugged
GEAR
or determined than others of
CHARACTER
your kind. RANK

13-16 +1 Insight: You’re more


observant or sharp than others
of your kind.

17-20 +1 Aura: You’re more


charming or fascinating
than others of your kind.

NEGATIVE TRAIT TABLE


Choose or roll your Negative Trait (once)

1-4 -1 Might: You’re more


feeble or scrawny than
others of your kind.

5-8 -1 Deftness: You’re more


clumsy or graceless than
others of your kind.

9-12 -1 Grit: You’re more gutless


or delicate than others of
your kind.

13-16 -1 Insight: You’re more


naive or simple than others of
your kind.

17-20 -1 Aura: You’re more


loathsome or forgettable
than others of your kind.

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STEP 5 · QUIRK
Your Quirk is a unique or peculiar aspect of your character. Will you have a
robotic arm, be unusually resilient to magic, or have great fashion sense?

ABOUT YOUR QUIRK INHERITOR SPECIES QUIRK TABLE

Your Quirk is a unique mental or physical Choose or roll your Quirk (Gruun, Chib, Human,
feature that alters your character in some Promethean, Rai-Neko, or Tenebrate)
way, usually providing you with a distinct
set of Advantages and Disadvantages. 1-7 Spirit Quirk ( p133)

8-14 Physiology Quirk ( p136)


Step 5 Instructions
1. Choose or roll on the Quirk Table 15-20 Fate Quirk ( p139)
related to your Species:
 Inheritor Species Quirk Table:
OLD WORLD SPECIES QUIRK TABLE
For Gruuns, Chibs, Humans
(both types), Prometheans, Rai- Choose or roll your Quirk (Dwarf, Elf, or Goblin)
Neko, and Tenebrates.
 Old World Species Quirk Table: 1-7 Spirit Quirk ( p133)
For Dwarfs, Elves, and Goblins.
 Bio-Mechanoid Quirk Table: For 8-14 Physiology Quirk ( p136)
Bio-Mechanoids.
15-20 Eldritch Quirk ( p142)
2. Go to the Quirk Table you are
8 directed to and then choose or roll
for your specific Quirk. BIO-MECHANOID QUIRK TABLE
3. Add your Quirk to your Character Choose or roll your Quirk (Bio-Mechanoid)
13 Sheet, and follow any additional
instructions listed in your Quirk’s 1-10 Spirit Quirk ( p133)
specific entry.
11-20 Robotic Quirk ( p145)
8 If you get the same Quirk as another
PC, roll a new one! Or work with
your GM to tweak it so it’s not
exactly the same.

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SPIRIT QUIRKS

CREATING A
SPIRIT QUIRK TABLE JUMPY CHARACTER

CALLING
Choose or roll Spirit Quirk You are jittery, skittish
or paranoid. This SPECIES

1-2 Unhinged ( p133) means that while HOMELAND


& HISTORY
you spot potential
3-4 Jumpy ( p133) dangers sooner TRAITS

than most, your QUIRK

5-6 Pedantic ( p133) nervous outbursts can FINISHING


telegraph your approach DETAILS

7-8 Clear Intent ( p134) to enemies. GEAR


CHARACTER
9-10 Boring ( p134) Advantages RANK

" Your Team gains an Edge on all


11-12 Curious ( p134) Insight rolls related to checking Spirit Quirks
for danger. Physiology
13-14 Always Prepared ( p134) Quirks
Disadvantages
Fate Quirks
15-16 Stylish ( p135) # Your Team suffers a Snag on Eldritch
Deftness rolls when it is attempting Quirks
17-18 Miser ( p135) an Ambush. Robotic
Quirks

19-20 Soul Link ( p135)


PEDANTIC

UNHINGED You are well read, and you


make sure everyone
Inflicting grievous harm knows it. While your
on others doesn’t seem extensive knowledge
to bother you. In fact, and attention to detail
you quite enjoy it. comes in handy, it can
Perhaps it was your be grating for those
unaffectionate mother around you. Woe betide
or a traumatic past anyone who fails to heed your advice, as
event that is to blame for they will suffer a healthy dose of ‘I told
this unrelenting bloodlust. you so’.

Advantages Advantages
" You gain +2 to your Attack Bonus. " You gain an Edge on Insight rolls
You are vigorously violent. when attempting to research or
recall information.
Disadvantages
# Your suffer a -1 to your Defense Disadvantages
Rating. Your enthusiastic # You suffer a Snag on Aura rolls
commitment to causing harm when trying to Negotiate or
leaves you vulnerable to attack. impress someone.

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CLEAR INTENT CURIOUS

Despite attempts to The world is a dangerous


hide it, your true yet wondrous place
intentions are always and you want to see it
apparent because of all. Unless restrained
your revealing body or strenuously
language and tone cautioned, you will
of voice. This is great inadvertently explore
when getting your point your surroundings,
across, but it makes you a terrible liar. haphazardly poking around.

Advantages Advantages
" You can communicate simple, " Whenever entering a new room or
one sentence ideas or commands small area, you can opt to use this
without the need to speak. This Quirk to immediately discover a
is helpful when you need to keep single hidden thing, if it exists. For
silent or are interacting with example, a secret door or treasure.
someone who doesn’t speak
your language. Disadvantages
# Using this Quirk while exploring a
Disadvantages room with a trap, or other triggered
# You have a Snag when attempting event, means you set it off without
to lie to someone. You are betrayed a chance to avoid or stop it.
by your expressions and gestures.

ALWAYS PREPARED
BORING
You carry a plethora of
You are unremarkable. unusual items with you.
You’re difficult to notice While everyone you
and easy to forget, travel with is pleased
and while you may when you’ve got just
not be recognized the right tool to hand,
for your successes, at your vast collection can
least you avoid being sometimes spill out at
defined by your failures. exactly the wrong moment.

Advantages Advantages
" An Insight Check is required " Once per game Session, you may
when someone is trying to recall ‘have’ any single item you require.
if you were present at an event or The item must be worth less than
18
situation… unless you were the 45 Coins and be no larger than a
only one there! single Inventory Slot.

20 Disadvantages Disadvantages
# If you are placed at the scene, # Whenever you roll an unmodified
your actions will be attributed to 20 on a Deftness Check random
another, including any positive or assorted junk spills everywhere and
17 heroic deeds you performed. complicates the situation. Your GM
will decide exactly how!

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STYLISH Disadvantages
Your innate sense of style # If you are close enough to a
CREATING A
and panache means qualifying treasure horde, you must CHARACTER
you are always on make an Aura Check to resist the CALLING
the cutting edge of urge to find and plunder from it.
SPECIES
fashion. Whether your
HOMELAND
attire is practical or for & HISTORY
a special occasion, you SOUL LINK TRAITS
always dress to impress.
QUIRK
You are able to connect
Advantages your heart and FINISHING
DETAILS
mind with another.
" You gain an Edge on Aura rolls GEAR
However, when not
where your appearance is a factor.
linked to another, CHARACTER
RANK
Disadvantages your supernatural
empathy crowds your
# You always buy the best. You
mind with a cacophony of
must spend at least 50% more Spirit Quirks
ambient emotions.
on any clothing, armor, or other Physiology
Quirks
accessories… or lose your
Advantages
style advantage. Fate Quirks
" You may choose a single, willing Eldritch
If you want to wear something person to Link with. Quirks

you’ve been given, or found, you’ll  You must be close enough to touch Robotic
Quirks
still need to spend the additional someone in order to establish a
money to get it adorned, gilded, or Link with them.
modified to suit your demanding
aesthetic requirements.  Once Linked, you can share
thoughts and feelings with each
other no matter how much
distance comes between you.
MISER
 You may terminate, or switch, who
The draw of material you are Linked to at any time.
wealth is almost
overwhelming for Disadvantages
you. Precious metals, # When not Linked to another, all
gems, works of art, Checks and Contest rolls suffer a
and even fine clothes; Minor Penalty (-2). Your receptive
you love it all. Find it, mind is distracted by the stream of
grab it, horde it. others’ thoughts.

Advantages
" You are supernaturally aware of
any concentration of valuables.
Temptations range from a stockpile
of gold to a walk-in closet filled
with exquisite garments.
 The valuables must have a net worth
of 5 Gems and be within 300 feet
for you to detect their presence.
 You are able to sense the direction
in which the valuables are located.

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PHYSIOLOGY QUIRKS

PHYSIOLOGY QUIRK TABLE NEARSIGHTED


Choose or roll your Physiology Quirk Years of staring at old
books in dim light has
1-2 Girthsome ( p136) strained your eyes.
As a result you are
3-4 Nearsighted ( p136) extremely well read
but now you require
5-6 Adorable ( p136) a pair of spectacles to
see properly.
7-8 Dark Demeanor ( p137)
 You start with a pair of spectacles,
9-10 Angelic Countenance ( p137) these do not take up one of your
Inventory Slots.
11-12 Big Eater ( p137)
Advantages
13-14 Waifish ( p137) " You gain +1 to your Insight.
" You gain 2 additional Bonus
15-16 Magitech Graft ( p138)
Languages of your choice ( p109).
17-18 Winged ( p138) Disadvantages
# Without your glasses you suffer
19-20 Grasping Tresses ( p138)
a Snag on all rolls that are
dependent on sight.

GIRTHSOME

You’re a robust ADORABLE


specimen: muscular,
fat, or bulky in some You are childlike, cute,
way. Your ample body or otherwise innocent
can soak up more looking. This makes
punishment than you incredibly
most, but it also slows disarming and easy
you down. to agree with, but
also considerably less
threatening.
Advantages
" You gain +1 to your Hearts Total. Advantages
" You gain +1 to your Grit. " You gain an Edge on Aura rolls
14
when attempting to charm, or
Disadvantages convince others of your
# Your Speed Rating is reduced by relative harmlessness.
5 a single step.
Disadvantages
# You incur a Snag on Aura rolls
when attempting to intimidate
2 or impress.

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DARK DEMEANOR BIG EATER

You carry yourself in A fast metabolism, or


CREATING A
a way that suggests a lifetime of plenty, CHARACTER
nefarious intent, even has increased CALLING
if you don’t harbor your appetite
SPECIES
such thoughts. You exponentially. While
HOMELAND
have shifty looking your grocery bill & HISTORY
eyes and probably is high, your love of
TRAITS
dress in black. eating invigorates you.
QUIRK
FINISHING
Advantages Advantages DETAILS
" At first glance, wicked creatures will  During a Fight you can use your GEAR
presume you are a potential ally. Action to inhale a day’s worth of CHARACTER
Rations to restore 1 lost Heart. RANK
Disadvantages
# Conversely, those favoring law Disadvantages
and order will distrust you, and are # You need to eat double the amount Spirit Quirks

quick to blame you for ill deeds. of required Rations for each day Physiology
Quirks
Your demeanor will be dispelled if spent on a Journey ( p222).
Fate Quirks
others witness you perform good
Eldritch
deeds or others provide substantial Quirks
evidence of your true nature. WAIFISH
Robotic
Quirks
You are lean, scrawny,
or otherwise lacking
ANGELIC COUNTENANCE
in substance. While
A guileless smile and this has made you
soothing voice project extremely light on
an aura of heavenly your feet it has,
innocence. Your unfortunately, also
saintly air persists made you prone to injury.
even when you harbor
ill intent. Advantages
" Your Speed Rating is increased by
a single step.
Advantages
" You gain +1 to your Deftness.
" At first glance, benevolent
individuals will assume you are Disadvantages
trustworthy and pass you over for
# You suffer -1 to your Hearts Total.
blame. They are also willing to
accept your more believable lies.

Disadvantages
# Villainous types will assume you’re
out to get them. Maybe they
should get rid of you before you
cause any trouble for them.
The effect is negated if you are
witnessed acting contrary to your
angelic appearance.

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MAGITECH GRAFT
Disadvantages
Severe injury usually # You suffer -1 to your Hearts Total.
results in hardship for You have pneumatized bones.
survivors, but you # You suffer -1 to your Grit Aptitude.
have been fitted Carrying wings is tiresome.
with a Prosthetic
Replacement. Once If you receive an Injury that targets
commonplace in the your arms, you can choose to have
3rd Aeon, these magitech it affect your wings instead.
grafts are now extremely You can’t benefit from your wings if:
rare… lucky you!  They are Injured or Restrained.
 You are Overburdened.
Choose or roll your Robotic Quirk
 You are wearing Heavy or
Superheavy Armor.
1-7 Utility Servo ( p145)
Replaces your left or right arm.
GRASPING TRESSES
8-15 Sproing Sprockets ( p145)
Replaces your lower legs. Your hair is extremely
long and writhes like a
16-20 Nox-Vision ( p147) living creature. Your
prehensile locks
Replaces your eyes. mostly cooperate
with you, but
Any Injuries to your graft will not occasionally exhibit a
heal naturally and will require will of their own.
Bio-Mechanoid Treatment .
Advantages
" Your hair may act as an additional
WINGED set of arms that can grab,
manipulate, and attack.
You have large, feathered
◆ During a Fight your hair can:
wings. While you
cannot soar, you can  Hold on to things to create an
glide or get extra advantage. For example, holding
lift when you jump. a lamp in addition to your sword
Some think you may and shield or clinging to a ledge
be the spawn of a while you fire your bow.
Deva, others the target of  Be used to perform Actions and
a wizard’s practical joke. Attacks instead of, not as well as,
20 your arms. Your hair can perform
Advantages any task your regular arms could.
" You gain Supernatural Leaping
Disadvantages
( p107).
16 # You have a Snag on any Deftness
" You can glide safely down to earth
rolls involving the use of your legs.
from great heights without risk.
" If falling, or knocked from the sky, You can cut your hair, but it grows
13 you can avoid an Impact Injury back within minutes, in a restless
with a successful Deftness Check to and irritable mood.
slow your descent.

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FATE QUIRKS

CREATING A
FATE QUIRK TABLE MAGE BREAKER CHARACTER

Choose or roll your Fate Quirk CALLING


Every fibre of your soul
SPECIES
seems to lash out and
1-2 Survivor ( p139) reject the magical or HOMELAND
& HISTORY
supernatural. This is
3-4 Mage Breaker ( p139) great when shielding TRAITS

you from curses, but QUIRK


5-6 Young ( p139) less desirable when FINISHING
DETAILS
negating blessings.
7-8 Past Injury ( p140) GEAR

Advantages CHARACTER
RANK
9-10 Weary ( p140) " Any magical Ability directed at
you is nullified if you make an Aura
11-12 Destined ( p140) Check, or win an Aura Contest if Spirit Quirks
you’re targeted by a spellcaster. Physiology
13-14 Dread Orator ( p140) Quirks
Disadvantages Fate Quirks
15-16 Beast Tongue ( p141) # You might nullify all magic that Eldritch
targets you, even those intended Quirks
17-18 Guardian ( p141) to help you and your own spells! Robotic
Quirks
# Magical Artifacts you attempt to
19-20 Crowned ( p141) use might also be nullified.

This ability does not stop you from


SURVIVOR using your own magic on others.
You’ve suffered many Persistent magic effects or Artifact
trials and ordeals in Abilities resume once you leave
the past and lived to the area of effect.
tell the tale. You know
the punishment your
body can take and no YOUNG
longer fear physical
injury as much as you You are significantly
should, knowing you’ll be younger than the
able to bounce back in no time. average adventurer,
barely in your teens.
Advantages You’ve not had your
growth spurt yet, but
" You heal 2 Injuries, instead of the
that’s not gonna
usual 1, when you choose to Heal
stop you!
an Injury during Downtime.

Disadvantages  If you are a Medium or Large


Species your size is reduced by
# You suffer a Snag on all Deftness
one step.
rolls related to avoiding injury. Why
get out of harm’s way when you  If you are a Small Species you gain
mend so quickly? the Adorable Quirk ( p136).
Should you survive to adulthood,
the Quirk is removed.

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PAST INJURY DESTINED

A traumatic incident You are the plaything


has left you with a of whimsical cosmic
distinctive gash on forces. Sometimes
your chest, a missing these forces
eye, or similar intervene to help
indelible scar. This you, other times they
nagging injury reminds seek to hinder.
you to be cautious.
Advantages
Advantages
" You can grant yourself an Edge
" You gain +1 to your Defense Rating
for any single roll once per
due to your caution.
game Session.
This benefit is lost if you aren’t
aware of the Attack. Disadvantages
# Your GM can give you a Snag for a
Disadvantages
single roll once per game Session,
# You suffer -1 to an Aptitude related but cannot use it to counter a roll
to an injury of your choice. For you’ve already chosen to grant an
example, a leg wound might Edge to.
reduce your Deftness.

If your Injury is removed, your


Quirk is also removed. DREAD ORATOR

You’re not sure exactly


how you discovered
WEARY this talent, but you
have the ability to
You are much older than question the recently
your peers, or simply dead. Sometimes their
worn down thanks spirits have something
to years of struggle to say.
or hardship. While
no longer in your
Advantages
physical prime, your
experience is useful. " Once per day you can place your
hand on a corpse that’s less than a
Advantages day old, and ask it two questions
which it will answer truthfully.
" Choose one of the following:
 A scarred soul: You gain +1 to your Disadvantages
1 Attack Bonus. # If you fail an Aura Check the spirit
◆ You also possess a trusty weapon. of the corpse remains with you
This weapon can be of any Type, for a week and a day. During this
except for Combination or Imbued. period, it speaks to you in your
2
sleep and you suffer the effects
 Walker of two paths: You choose,
of Fatigue ( p269). However,
or roll, for an additional History
the spirit may continue to impart
from your Homeland ( p109).
6 useful information to you during its
Disadvantages protracted stay.
# You suffer -1 Might and -1 Grit.

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BEAST TONGUE
Disadvantages
You’ve been able to # You are incapable of abandoning
CREATING A
speak with animals your ward while they are alive. CHARACTER
since you were small.  If your ward is in desperate danger CALLING
Though wild creatures then you must seek them out or SPECIES
tend to be a bit you will be so worried that you HOMELAND
simple minded, they will not be able to sleep and suffer & HISTORY
can be a useful source Fatigue ( p269). TRAITS
of information.
QUIRK
If this character dies, your Quirk
FINISHING
Advantages becomes inactive. DETAILS
" You can talk with one of the ◆ You may reactivate this Quirk by GEAR
following creature categories; bird, choosing another character with CHARACTER
mammal, reptile, insect, or aquatic. whom you have Social Bond RANK

 Animals give simple responses and ( p279) with to become your ward.
do not understand complicated
Spirit Quirks
concepts or vocabulary.
CROWNED Physiology
Quirks
Disadvantages
# You cannot be unduly cruel to As a child you assisted Fate Quirks

animals, or eat animal flesh of any a kindly Fairy, who Eldritch


Quirks
kind. Doing so will remove the Quirk. bestowed upon you a
grand title. While this Robotic
The Ability can be regained by prestige is entirely
Quirks
completing a task designated to unrecognized among
you by the ruler of the offended conventional nobility,
animal’s kingdom. and may even invite
ridicule, immortals treat you with
due respect. Titles include, but are not
GUARDIAN limited to: Queen of Unfinished Songs,
Prince of Grass, Our Lady of Chocolate,
You are an overly and Earl of Lost Buttons.
protective type and
must defend another. Advantages
It could be someone
you’ve grown up " Your status is honored by Asura,
with or a random Devas, Unshaped, Elves, and
person you’ve latched other immortal entities. Usually
on to. Regardless, your this means little more than polite
devotion is unequivocal. hospitality and invitations to
private functions, but your GM can
 You must choose a member of your extend your influence beyond this.
Team to be your ward, a character Disadvantages
of whom you’ve become overly
protective of. # Mortals aware of your ‘noble’
status find it hard to take you
Advantages seriously. You suffer a Snag on any
" You can sense when your ward is in Aura Checks or Contests when
any kind of mortal peril. attempting to impress, intimidate,
or persuade someone who knows.
 You know what direction to go in
order to find them, regardless of
how much distance separates you.

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ELDRITCH QUIRKS

ELDRITCH QUIRK TABLE LYRICAL

Choose or roll your Eldritch Quirk You speak in rhymes or


verse even when there
1-2 Dreamer ( p142) is no reason to do so.
Strangely, success is
3-4 Lyrical ( p142) more likely when your
choice of words flows
5-6 Infested ( p142) smoothly, but ill fortune
awaits should you stumble…
7-8 Peculiar Taste ( p143)
Advantages
9-10 Kin to Fire ( p143) " When you describe your Actions
in rhyme, you gain an Edge on any
11-12 Fairy Cap ( p143) required rolls, but…
◆ You cannot repeat a rhyme you have
13-14 Sneezles ( p144) already used and must not delay
the game longer than 30 seconds
15-16 Masked ( p144) or so when creating a rhyme.

17-18 Ferrous ( p144) Disadvantages


# If you cannot word your Actions in
19-20 Figment Follower ( p144) rhyme, you suffer a Snag on any
required rolls.

DREAMER At the start of a game Session you


can opt to have a ‘day off’, and
Your mind is often ignore the Quirk until you are
in places that do feeling more poetic.
not properly exist,
thinking of things that
could be, instead of
what is. To you, reality INFESTED
seems more flexible. You are crawling with
insects, the residue
Advantages of a slain Asura,
or something
" Once per game Session, you can
equally terrible.
propose an event that gets you out
The infestation has a
of a tricky predicament, subject to
12 vested interest in your
your GM’s approval. For example,
survival and employs
an unexpected rock fall that cuts
strange methods to ensure it.
off your pursuers.
6 Advantages
Disadvantages
# In a game Session where you have " When you choose to Heal an Injury
invoked this Quirk, your GM can during Downtime ( p273), your
8 have your adversaries benefit ‘friends’ can repair a single Injury
from a similar improbable event to you’ve sustained, including the
negate an advantage you possess. regeneration of destroyed limbs or
other mutilated body parts.

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Disadvantages Advantages
# You must consume twice as much " You can converse with burning flame.
CREATING A
food as normal to satisfy your own Fires are not smart, but are observant. CHARACTER
hunger and that of the infestation. " With a successful Aura Check you CALLING
◆ When Starving, the creatures are can prompt flames to perform simple SPECIES
visible beneath your skin which can favors. For example, they can reluctantly
HOMELAND
be unsettling to those that notice. dim or set fire to something within & HISTORY
reach, but they won’t do anything TRAITS
that risks them being extinguished.
QUIRK
PECULIAR TASTE
Disadvantages FINISHING
DETAILS
You have acquired, or # Water is less fond of you. You can
GEAR
were born with, an hold your breath underwater for
CHARACTER
unusual source of only a quarter, rather than the usual RANK
nourishment. While half, of your Grit Aptitude (rounded
you only need to down) before Suffocating ( p271).
consume a tiny # You suffer a Snag on all rolls Spirit Quirks
portion of ‘food’ to when attempting to swim, sail, or Physiology
survive, you’ll starve just otherwise traverse a body of water. Quirks
the same if you don’t eat. Fate Quirks
Eldritch
 You must choose an alternative Quirks
FAIRY CAP
source of nourishment. This could Robotic
Quirks
be a specific type of object, such You have a wonderful
as coins or buttons, or something little hat, but can’t quite
organic but not normally eaten, like remember where you
hair or teeth. got it. Others think it
looks a bit strange,
Advantages but you like it just the
 You only need to eat a single piece way it is. You never
of your peculiar food per day to want to take it off… ever!
sustain you.
 Most of the time your Cap sticks
Disadvantages strangely to your head but
 You are unable to stomach Rations occasionally, at your GM’s discretion,
and other regular food, but can you might need to make a Deftness
drink water, alcohol and potions Check to keep it in place.
with no ill effect.  If the Cap is dislodged fate makes
sure you are able to reclaim it; but it
You suffer Starvation ( p271) if
may require a little time and effort.
deprived of your peculiar food.
Advantages
" You gain +1 to your Defense Rating
KIN TO FIRE when wearing your Cap. It makes
The spirits within the the world feel a bit safer.
flames speak to you in
Disadvantages
whispers that no one
else can hear. You # You lose an extra Heart when you
can talk back, though take Damage from an Attack or other
this makes the water ill effect when not wearing your Cap.
spirits grow jealous You feel weak and afraid without it.
and spiteful.

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SNEEZLES FERROUS

You have a non- Your skin has an iron-like


conventional allergy quality, weapons clang
that never fails to and spark when they
cause a brief, albeit strike you. Your heart is
violent sneezing fit. just as cold and hard.
It’s like a sort of early You are a physical and
warning system. emotional fortress.

 You can choose what causes your Advantages


sneezing fits, it could be a type of " Your Naked Defense Rating is 14.
creature or substance. Discuss and
agree your allergen with your GM. Disadvantages
# The Armor you can wear without
Advantages
penalty is limited to Light Armor.
" If you are within 150ft of your
# You suffer a Snag when attempting
chosen allergen, you sneeze loudly
to do anything where excessive
a few times and then abruptly stop.
body mass is a limiting factor.
Disadvantages # Your suffer a Minor Penalty (-2) on
# The sneezing fits are alarmingly all Aura rolls related to charm or
loud and will alert anyone within persuasion, due to your hard heart.
earshot to your presence.

FIGMENT FOLLOWER
MASKED
Sometimes, when you
You can change your wake up, you are
physical appearance accompanied by
at will. Over the years your imaginary pet.
you’ve taken many Strangely, this pet
forms. If you ever had seems just as real to
a ‘true’ face, you’ve others as it does to you.
long forgotten it.
 You can choose any Pet ( p188) to
Advantages be your Figment Follower.
" You can alter your facial features,  Your Pet has an ethereal shimmer
skin, hair, build, and sex in an instant. and speaks one of your languages.
 You must maintain something close  Every time you wake up you roll to
to your current height and weight see if your Pet has manifested.
7
and cannot mimic other species.  Your Pet will vanish if you sleep, fall
unconscious, or die.
Disadvantages
 Even if killed, captured, or lost, your
16 # You suffer a Snag on Checks and Pet may reappear after a good sleep.
Contests when resisting effects
that alter your body, such as the Roll to see if your Pet appears today
Petrification, Ballooned, or Jellyfied
6 Ailments. Your malleable form is 1-14 Pet appears in good health
vulnerable to forced change.
15-20 No Pet, try again tomorrow

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ROBOTIC QUIRKS

CREATING A
ROBOTIC QUIRK TABLE UTILITY SERVO CHARACTER

Choose or roll your Robotic Quirk Your left arm has CALLING

been modified to SPECIES

1-2 Industrial Frame ( p145) accommodate an HOMELAND


array of specialist & HISTORY

3-4 Utility Servo ( p145) tools. You’ve also TRAITS


been programmed to QUIRK

5-6 Sproing Sprockets ( p145) use them with aplomb. FINISHING


DETAILS

7-8 Translator Module ( p146)  Your left arm contains a Specialist


GEAR
CHARACTER
Kit ( p176) of your choice. RANK
9-10 Battle Scanner ( p146)
Advantages
11-12 Mascot Chassis ( p146) " The Utility Servo works the same as Spirit Quirks
a manual Specialist Kit, except: Physiology
13-14 Buster Arm ( p146) Quirks
 It does not require replenishing.
Fate Quirks
15-16 Nanotech Maintenance ( p147)  It does not take up one of your
Eldritch
Inventory Slots. Quirks
17-18 Bioskin ( p147) " You can use the Servo without the Robotic
Ability normally required, except… Quirks
19-20 Nox-Vision ( p147) you must have a Crafting Discipline
( p282) to Craft items.

INDUSTRIAL FRAME Disadvantages

Your robotic skeleton is # You suffer a Snag on all Deftness


made of a super dense rolls requiring fine motor skills
alloy that increases when using your clunky Servo arm.
your durability and
strength without
increasing your size. SPROING SPROCKETS
However, the extra
weight does slow you. Your thick legs house
giant springs that end
in large metal boots.
Advantages
Your incredible leaps
" You gain +1 to your Hearts Total. are accompanied by
" You gain +1 to your Might. a loud and distinctive
‘sproing!’ sound.
Disadvantages
# Your Speed Rating is reduced by a
Advantages
single step.
" You gain Supernatural Leaping
# You suffer a Snag when attempting
( p107).
to do anything where excessive
body mass is a limiting factor. Disadvantages
# You suffer a Snag when attempting
stealthy actions thanks to your
noisy steps.

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TRANSLATOR MODULE MASCOT CHASSIS

Advanced audio You are small and


receptors and other aesthetically pleasing.
forgotten linguistic You were created to
technologies enable stand out rather than
you to comprehend to fulfil any practical
any spoken objective. You
language. However, probably represented
your mechanical speech a popular brand that was
patterns make conversations awkward. prominent in Gleysian society
during the 3rd Aeon.
Advantages
" You are able to understand any  You are a Small Species ( p106).
audible language, including those  You gain the Adorable Quirk
used by beasts and ones that ( p136).
originate from beyond Outer World.

Disadvantages
BUSTER ARM
# You suffer a Snag on all Aura rolls
that involve verbal communication. One of your arms is
Your robotic syntax can be difficult equipped with a
to follow for native speakers. powerful, long range
energy weapon. It
draws its power from
BATTLE SCANNER your internal energy
reserves, so you need
With a quick glance to be careful how much
you can assess the you use it.
potential threat
of any opponent  Your right arm has an energy
you engage with. cannon, it is fitted in such a way that
However, you’re wired it does not inhibit your dexterity.
for combat which Advantages
makes processing other
things suboptimal. " The cannon functions like a
Mechanical Missile Weapon
(Small), except:
Advantages:
 It does Bright Damage.
" On a successful Insight Check
you can ask your GM for two of  It does not require reloading.
the following data points about a
target: Attack Bonus, Hearts Total, Disadvantages
5 # You can fire the cannon once per
Defense Rating, Speed Rating,
combat Abilities, tactics, or if they Fight without penalty, but…
have any inherent weaknesses.  If discharged again during the
11  During a Fight, you must use your same Fight, your suffer 1 Heart of
Action to perform a scan. Damage for every shot you take.
 If you have 0 Hearts the weapon
Disadvantages: cannot be used, it just gives out a
9
# You incur a Snag on all Insight sad bleep.
Checks that are unrelated to
combat or assessing risk.

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NANOTECH MAINTENANCE NOX-VISION

Unlike other Mechanoids, You have two types of


CREATING A
your body contains a visual sensor, one that CHARACTER
unit of tiny mechanical works in daylight and CALLING
cells that repair another which is ideal
SPECIES
and maintain you. for low light or total
HOMELAND
Unfortunately, these darkness. Switching & HISTORY
artificial cells won’t between these sensors
TRAITS
allow you to benefit from can take a little while.
QUIRK
any outside assistance.
FINISHING
 During a Fight, it requires the use DETAILS
Advantages of your Action to switch between
GEAR
" You recover from Injury in the same regular vision and Nox-Mode.
CHARACTER
way as organic characters. RANK
Advantages
Disadvantages " Nox-Mode makes you Immune to
# You cannot be conventionally the Obscured Battlefield Condition Spirit Quirks

repaired, with the exception of if caused by darkness, smoke, or Physiology


reinstating lost limbs or other other visual obstruction. However, Quirks

replacement parts. making out fine details can Fate Quirks


be difficult. Eldritch
Quirks
Disadvantages Robotic
BIOSKIN Quirks
# While in Nox-Mode, you are
An organic shell Blinded ( p268) by regular light.
surrounds and
disguises your
mechanical
exoskeleton. You
superficially appear
like a living creature,
but your thoughts are
undeniably synthetic.

 You must choose which species


your Bioskin replicates: Human,
Tenebrate, or Elf.
 You pass for an organic creature,
unless exposed to close scrutiny.
 While you can’t starve, you must
eat to maintain your synthetic skin
and hair.
 Your Bioskin will completely decay
after three days without food,
revealing your metal skeleton.
 The Bioskin will grow back in three
days if food is consumed regularly.

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STEP 6 · FINISHING DETAILS


Why do you adventure? What color is your hair? Do you have an annoying
habit? What’s your favorite snack? What do people call you?

ABOUT FINISHING DETAILS DESCRIBING YOUR CHARACTER

Finishing details cover any information Your Calling, Species, History, and Quirk
you want to add to further bring your give you the core information about your
adventurer to life. character, but you’ll want to add some
finer details to bring them to life.
Step 6 Instructions
While descriptive information will not
1. Describe your PC, adding as much affect the rules of the game, it can affect
or as little as you desire. how you are perceived by, and how you
2. Describe your Adventure Team with interact with, the other inhabitants of
the other players (optional). Outer World.
3. All characters start with 1-20 Coins The things you describe are entirely up to
(roll a d20), a Functional Outfit, you. Consider the following:
and a Standard Weapon (of
your choice).  Name (you’ll get called something!)
4. Use your coins to buy any  Physical appearance (age, hair, eyes,
additional Gear you want to start skin, etc.)
the game with.  Clothing & personal style
◆ Gear ( p150)  Personality (optimistic, grumpy, etc.)
20 ◆  Likes & dislikes (cheap beer, boasting,
babies, etc.)
If you prefer, you can have the PCs
begin play with 10 Coins each rather
than rolling for an amount. Be as vague or as detailed as you
10
like with your description. If you’re
If you’re unsure where to put all the not sure, you can add the descriptive
information on your Character Sheet, details during play, once you have a
check out the filled-in example better feel for your character.
3 ( p444).
Writing a brief history for your PC can
be fun but don’t make it required
reading for your GM. Your Character’s
◆ real story is about to begin!

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DESCRIBING YOUR TEAM GO SHOPPING

Your group of PCs could be an informal Spend your Coin on equipment and
CREATING A
group of adventure-hungry individuals, supplies to supplement your starting CHARACTER
or a more organized troupe with a shared Gear, but remember to leave enough CALLING
purpose and strong identity. coins in your purse for a fine ale and a
SPECIES
good night’s rest.
Discuss and agree with the other HOMELAND
players what your adventure team is Gear ( p150) & HISTORY

like, considering: TRAITS


QUIRK
 Team name
FINISHING
 Emblem & dress code DETAILS

 Motto or team chant (‘Prepare for GEAR


punishment!’, ‘Believe in beyond’, etc.) CHARACTER
RANK
 How you know each other (childhood
friends, shared mentor, etc.)
 Shared goals (a uniting quest, serving a
mysterious patron, etc.)

Having petty rivalries or differences


between your PCs can create fun
moments during play, as long as it
doesn’t descend into betrayal and
selfish acts. Your team should always
pull together when needed!

You can weave some of the


information your players come up
with into the adventures you create.

IDENTITY APTITUDES QUIRK GEAR


ADVENTURER

MIGHT Curious p WORN OUTFIT


BASE 8
Smash, crush, lift Functional
TRAIT -2 -1 0 +1 +2

8 ABILITIES INVENTORY SLOTS BASE 10


BONUSES/PENALTIES ADDITIONAL SLOTS
• SHADOW SIGHT p
13 raveler s ag
See in the dark, Immune to Obscured
DEFTNESS • NIGHT BORN p reats mama s coo ies
Dodge, sneak, leap
BASE 8
+1 Dark Point & Dark Gift Shovel your family s best
TRAIT -2 -1 0 +1 +2
NAME 8 • E S E p ight rmor travelers cuirass
Mariah Doeheart BONUSES/PENALTIES
S y Steel aster eapon Standard Shield
CALLING RANK
Battle Princess 2 • SOUL COMPANION p , Guardian Animal ow
SPECIES SIZE
GRIT Courageous hurly Paws rrows
Tenebrate Medium Cling, persist, press on BASE 9
HOMELAND bilities ighter ttac s as Standard eapon ations in bag
TRAIT -2 -1 0 +1 +2
Wistful Dark
LANGUAGES 10 +1/2 your Attack Bon., 2 Hearts, 12 Def, Fast
High Akenian
BONUSES/PENALTIES
• S E E p
HISTORY
Starlight Farmer Shied person from eart once per fight
INSIGHT Single-minded • E E right Point p
7
PURVIEWS
Notice, know, remember BASE
My history grants me a Minor Bonus (+2) on...
Gain an Influencing Factor for Negotiation
• Sorting the good soil from the bad TRAIT -2 -1 0 +1 +2

• Persevering when you ought to 6


BONUSES/PENALTIES
• Empathy for all living creatures
Reynaldo Madriñán

DESCRIPTION

ariah wants to see as much of the AURA Charming


Persuade, inspire, terrify BASE 10
uter orld as she can and hopes to TRAIT -2 -1 0 +1 +2
leave it in a better state than she 11
BONUSES/PENALTIES
found it!

COMBAT VALUES SOCIAL BONDS & REPUTATIONS


This adventurer belongs to...

ATTACK BONUS +2 HEARTS TOTAL


Add to my Attack rolls
BASE
Protecting me from injury
BASE 3

WEAPON WEAPON EXTRA ATTACK


BONUSES DAMAGE BONUS
3 BONUSES/PENALTIES
Retrieving items takes...
eart s lade aster 18 +3 2 Actions from a BACKPACK
1 Action from a TRAVELER’S BAG
ow 20 +2 INJURIES

WEALTH
BASE ALLEGIANCE
DEFENSE RATING SPEED RATING 100 Stones = 1 Coins, 100 Coins = 1 Gem
Match or best this to harm me
BASE 10 Sets Areas I can move through verage STONES COINS GEMS
DARK GIFTS
UNALIGNED
19
BONUSES/PENALTIES SLOW · 0 Areas BONUSES/PENALTIES
1 ALLEGIANCE
Fangs
13 +2 Light Armor AVERAGE · 1 Area
POINTS DARK
XP
BRIGHT TWILIGHT
+1 Standard Shield FAST · 2 Areas
1 ALLEGIANCE
POINTS BRIGHT
CURRENT XP XP FOR NEXT RANK
V. FAST · 2 Areas 7 12

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GEAR

Your skill and cunning aren’t the only things you can rely on when out on your
travels. The equipment you carry can often help you out of a tricky spot.

CURRENCY EXAMPLES
ABOUT GEAR

Gear: Gear covers everything from


weapons to books. It even includes
services, hired helpers, and creatures.
Prices: Each item has an indicative price
using one of Outer World’s universal
currencies ( p151). Shekell (Stone)
Galvanus Fishing
Cobble (Stone)
Inventory: Each item carried takes up Villages
Lantern Towns
Inventory Slots. There are rules for how
much you can carry ( p151).
Gear Rules: Each item, or category of
item, has simple rules regarding its use.
Combat Gear Allowance: Weapons,
Shields, and Armor can only be used
penalty-free if your Calling and Species Zenny (Coin)
allow. Combat Gear categories detail the Bright Coin (Coin)
Akenian Empire
exact penalty you suffer for using an item The Sol Alliance
you are not allowed to use.
14
Got an idea for an item that’s not
listed anywhere in Gear? If you have
a Crafting Discipline, you can always
16 make it yourself!
Shadow Pearl (Gem)
If players want to sell any of their Twilight Meridian
‘used’ Gear in the future, assume
they can sell it for half the listed
14 price, and adjust up or down
depending on the circumstances Glimmer Rock (Gem)
of the sale. Buried Kingdom

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PAYING FOR GEAR

CREATING A
CURRENCY COINS CHARACTER

Although trades and barter are still Unlike Stones, Coins are made CALLING

commonplace, the Outer World does with precious metals and carry SPECIES
have a standardized three-tier monetary their value wherever they go. HOMELAND
system, facilitating trade between rising Even coins from lost & HISTORY

nations and established empires. Every civilizations are still accepted; Old TRAITS
item has a guide price but actual prices Akenia’s Zenny can be exchanged with QUIRK
will vary with shop and region. Shard’s Radiant Crown without anyone FINISHING
complaining about exchange rates. A DETAILS

 1,000 Stones = 100 Coins = 1 Gem single Coin is worth 100 Stones. GEAR

 A hundred units of any type CHARACTER


RANK
of currency takes up a single GEMS
Inventory Slot.
The currency of the very Paying
wealthy. Gems are precious
Carrying
stones universally valued in
STONES
spite of regional variance. They Weapon
Types
Reserved for small business will raise eyebrows if they are in the hands
Armor Types
transactions and beggars’ of someone shabby or desperate-looking.
cups, Stone is the umbrella A single Gem is worth 100 Coins. Shield Types

term for cheap, local currency. Outfits

This could be etched pebbles, shells, bits Wearable


Accessories
of colored glass, or teeth!
Wayfinding
Illumination
Specialist’s
CARRYING GEAR Kits

Books
Consumables
INVENTORY SLOTS Filling your Inventory Slots Combustibles
& Chemicals
Each item you equip takes up a  For calculating the number of Slots
set number of Inventory Slots. for objects not listed in this book Miscellaneous

You can only carry so many use the following guide: Curiosities,
Artifacts, &
Slots so you’ll need to choose  Keep it simple, most carried Gadgets
your loadout carefully. items should fill 1 Slot. Other World
Items
 Heavy, or otherwise unwieldy,
Determining your Inventory Slots items fill 2 or 3 Slots. Companions
 Medium Species have 10 Slots.  Exceptionally small items can fill Vehicles

 Small Species have 8 Slots. up a fraction of a Slot. Property

 Large Species have 12 Slots.  If an item, like a large chest, Services

 Note that some Abilities and Gear is too cumbersome to be


can increase your Inventory capacity. carried around normally you
will automatically become
 You may carry up to 3 Slots over Overburdened ( p270).
your Inventory limit but suffer the
Overburdened Ailment ( p270).
If you really can’t bear to leave any
 You cannot carry more than 3 Slots treasure behind, invest in a Backpack
over your Inventory limit. ( p173) or a Pack Beast ( p193).

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WEAPON TYPES

Your weapon choice affects what you  Base Damage: All Weapon Types
can do in combat. Will you choose a deal 1 Heart of Damage, unless
light weapon for darting attacks, or an otherwise noted.
immense weapon designed to obliterate?  Extra Damage: A number that grants
Weapons are divided into: you an additional Heart of Damage if
exceeded by your Attack roll total.
Melee Weapons: Used for striking foes in
close combat ( p152). COMBAT GEAR ALLOWANCE
Missile Weapons: Used for targeting
Your Calling and Species limit the Weapon
opponents from a distance ( p158).
Types you can use without penalty.
Weapon Types: Melee and Missile
Weapons are further broken down into Using a restricted Weapon means…
groups that have similar performance  You suffer a Snag on Attack rolls.
during a Fight. For example, a great
axe and a war hammer are both Mighty  You are unable to perform Attack
Weapons. Each Weapon Type has: Stunts or Combat Tricks using
the Weapon.
 Rules & Abilities: Additional rules and
Abilities for wielders of the weapon.

MELEE WEAPON TYPES

Much of the combat in Outer World is STANDARD


resolved within spitting distance of your
foe. A Melee Weapon is a must. Standard Weapons are
simple yet practical death
 To make an Attack with a Melee dealing implements with no
Weapon, you must be in the same added frills.
Battlefield Area as your opponent.
 During a Fight, drawing a Melee  Any Calling or Species can use a
Weapon takes an Action, unless Standard Weapon.
otherwise stated.  Extra Damage: +1 Heart for Attack
roll totals of 20 and above.

UNARMED  1 Slot • 10 Coins

Desperate situations
CONCEALED
sometimes call for adventurers
14
to strike out with their Concealed Weapons are
bare hands. usually small so that they can
be hidden about your person
2  Unarmed strikes suffer a Snag on with ease.
their Attack roll when directed at
armed or armored enemies.  Unlike other arms, Concealed
 Extra Damage: None. Weapons are not immediately visible.
10
 During a Fight, drawing and
N/A • N/A striking with a Concealed Weapon
can be performed in one Action.

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 Weapon Ability, Sneaky Swipe: MIGHTY


If your target isn’t aware of your
These heavy weapons require
Concealed Weapon you may CREATING A
both hands to use. Enjoyed by
attempt to Ambush them, even CHARACTER
warriors who wish to quickly
when you are in plain sight. CALLING
dispatch their enemies.
 Your Target must be in the same SPECIES

Battlefield Area as you, but  When wielding one-handed you


HOMELAND
& HISTORY
otherwise this attack works like a suffer a Minor Penalty (-2) on Attack
normal Ambush ( p252). rolls, Attack Stunts, & Combat Tricks.
TRAITS
QUIRK
 If your Ambush is successful,  Weapon Ability, Crushing Blow:
others using Concealed or You do 2 Hearts of damage,
FINISHING
DETAILS
Thrown weapons can join in instead of 1, on a successful Attack. GEAR
the Ambush.
 Extra Damage: +1 Heart for Attack CHARACTER
 Extra Damage: +1 Heart for Attack roll totals of 20 and above. RANK
roll totals of 22 and above.
2 Slots • 20 Coins
 1 Slot • 5 Coins Paying
Carrying
ARC
QUICK Weapon
Types
Long weapons that allow their
Quick Weapons are lighter wielders to make wide, Armor Types
arms that emphasize speed dangerous strokes that hit Shield Types
over power, prized by those several enemies at once. Outfits
who prefer evasive fighting. Wearable
Accessories
 When wielding one-handed you
 Weapon Ability, Darting Style: suffer a Minor Penalty (-2) on Attack Wayfinding
You gain a +1 to your Defense rolls, Attack Stunts, & Combat Tricks. Illumination
Rating when using a Quick Weapon.
 Weapon Ability, Deadly Sweep: Specialist’s
 Extra Damage: +1 Heart for Attack You can hit two enemies in the same
Kits

roll totals of 22 and above. Battlefield Area with one Attack. Books
Consumables
 1 Slot • 15 Coins  Make a single Attack roll, and
Combustibles
apply the result to both enemies. & Chemicals
 Extra Damage: +1 Heart for Attack Miscellaneous
MASTER
roll totals of 20 and above. Curiosities,
These finely crafted weapons Artifacts, &

are often difficult to use and 3 Slots • 25 Coins Gadgets

rather expensive. As such, they Other World


Items
are favored by the warrior elite. LASH
Companions

 Weapon Ability, Perfect Strike: Weapons that incorporate a Vehicles

You gain a +1 to your Attack rolls chain or cord, capable of Property

when using a Master Weapon. reaching foes a considerable Services


distance away.
 Extra Damage: +1 Heart for Attack
roll totals of 18 and above.
 Weapon Ability, Crack!:
2 Slots • 30 Coins You can Attack an enemy up to 1
Battlefield Area away.
 Extra Damage: +1 Heart for Attack
roll totals of 22 and above.

1 Slot • 30 Coins

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MELEE WEAPON EXAMPLES

STANDARD WEAPONS
1. Squire’s Sword 1
Granted to the would-be Knights
of Shard, they bear the inscription
‘Wield me until you’ve
earned another.’

2. Tunnel Truncheon
Simple clubs carried by Old Iron 2
foremen, ideal for prodding idle
workers or smashing saboteurs.

3. Tai Small Staff


Holy Isle Merchants keep these 3
stout spears in their belts, ready
for the rowdy customer or robber.

4. Bandit Razor
Swords that are little more than a
scrap of sharp metal lashed to a 4
handle. Marauders make do.

CONCEALED WEAPONS
5. Chib Knife
Chibs receive a small, leaf shaped
blade upon reaching adulthood.
They bear one of the seven Chib 5
creation runes.

6. Jewelled Dagger
The Merchant Scions of the
Twilight Coast are fond of these
ornate daggers. When on display, 6
they’re a fine symbol of wealth.

13 7. Pride Claw
A row of hooked blades on a palm 7
strap. If you’re careful it can be
hidden in a cupped hand.
1 8. Beard Shanker
A thick, often rusty, needle.
Designed by New Ore
Commandos to slip between
5 Old Iron ring mail. 8

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I

CREATING A
CHARACTER
QUICK WEAPONS
CALLING
9 9. Crescent Edge SPECIES
Curved blades whirled by pirates HOMELAND
of the Twilight Meridian. A cloth & HISTORY
tethers them to their owner’s wrist.
TRAITS

10 10. Noble Thinblade QUIRK


These slender blades emit FINISHING
harmonic tones when swung with DETAILS
the correct technique. GEAR

11. Crashing Tonfa CHARACTER


RANK
Nimble weapons named after their
11 parent fighting style, ‘Crashing
Waves Upon a Still Shore’.
Paying
12. Crawler’s Sickle Carrying
This slashing blade is also the Weapon
symbol of New Ore solidarity, Types
12 constructed from scrap metal bent Armor Types
into a mostly correct shape.
Shield Types
Outfits
Wearable
Accessories

Wayfinding
Illumination
Specialist’s
MASTER WEAPONS Kits

Books
13 13. Zenith War Mace
Consumables
Sun-headed maces that are as
large and ostentatious as the Sol Combustibles
& Chemicals
warriors who wield them.
Miscellaneous
14. Daicha Katana Curiosities,
Crafted on the Holy Isles, these Artifacts, &
14 finely tuned blades make both Gadgets
swordsmith and wielder proud. Other World
Items
15. Star-Guard Sword
Companions
A dual-edged blade carried by
true Knights of Shard. Its pointed Vehicles

15 guard represents the revered light Property


of the Star Shards. Services

16. Glorious Hammer


Fashioned after the Creator’s
mallet, this Old Iron weapon is
sometimes re-appropriated by
New Ore Guerrillas who scrawl
16
obscenities all over them.

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

MELEE WEAPON EXAMPLES

MIGHTY WEAPONS
17. Pride Axe
These weapons commonly sport 17
animalistic motifs. It is customary
to roar loudly when swinging them.

18. Junker Club


Junkers from the Stahlfeld often
use oldtech piping, or other
sturdy salvage, to make effective
bludgeons.

19. Ironseal Sword


Warriors of the Tenebrous Pact
carry these oversized, dark metal
blades, to represent their respect
for The Profound Darkness.

20. Dragon Buster


Designed to wound the colossal
monsters of the Mana Blight.
These sturdy weapons survive
battles that their owners won’t.

10

18 19 20
17

11

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I

CREATING A
CHARACTER
ARC WEAPONS
21 22 23 24 CALLING
21. Gruun Long Crusher SPECIES
These threshing flails were turned
HOMELAND
against the Gruun’s oppressors in & HISTORY
their fight for freedom.
TRAITS
22. Portian Sibat QUIRK
These barbed spears are used by FINISHING
sailors of the Twilight Meridian DETAILS
to fend off the swarms of odd GEAR
creatures that plague the seas.
CHARACTER
23. Sylvan Lance RANK

Authentic Sylvan Lances were


crafted from Dew Silver. Today’s
mimicries are made from more Paying
mundane metals. Carrying

Weapon
24. Trinity Staff Types
These segmented staves are a
Armor Types
Shrine Keeper’s favorite.
Shield Types
Outfits
Wearable
Accessories

Wayfinding
Illumination
Specialist’s
Kits

Books
LASH WEAPONS Consumables

26 28 25. War Wire Combustibles


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

28. Cat’s Cord


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

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MISSILE WEAPON TYPES

Missile Weapons have two


 Range: 2 Battlefield Areas away.
additional properties:
 Loading Time: These can be both
 Range: Determines how far away a foe loaded and fired in 1 Action.
can be and still be effectively targeted.
 You must use two hands while
 Loading Time: Determines how long it wielding a Drawn Missile Weapon.
takes to load ammunition prior to use.
 Extra Damage: +1 Heart for Attack
roll totals of 20 and above.
 To make an Attack with a Missile
Weapon your target must be within 2 Slots • 10 Coins
its stated Range.
Ammo x5 • 1/2 Slots • 1 Coin
 A unit of Ammo is expended after
each shot, even if you miss.
 During a Fight, equipping a Missile MECHANICAL (SMALL)
Weapon takes an Action.
These compact marvels of
engineering let you take a shot
while keeping a hand free for
THROWN other things.
These small, hand-held
 Range: 1 Battlefield Area away.
weapons are shaped and
balanced specifically for  Loading Time: 1 Action.
throwing. Sneaks love them.  You can fire these Weapons with
one hand, but must load with two.
 Range: 1 Battlefield Area away.  Extra Damage: +1 Heart for Attack
 Loading Time: None, but the weapon roll totals of 18 and above.
must be retrieved before reuse.
 Weapon Ability, Hidden Fangs: 1 Slot • 15 Coins
If your target isn’t aware of your Ammo x3 • 1/10 Slots • 1 Coin
Thrown Weapon, you may attempt
to Ambush them, even when you
are in plain sight. MECHANICAL (LARGE)
 Targets must be in Range, but While more accurate than their
otherwise this attack works like a smaller cousins, these
normal Ambush ( p252). bombastic weapons are more
 If your Ambush is successful, cumbersome to operate.
others using Concealed or Thrown
weapons can join in the Ambush.  Range: 2 Battlefield Areas away.
20  Extra Damage: +1 Heart for Attack  Loading Time: 1 Action.
roll totals of 22 and above.
 You must use two hands to load
and fire these Weapons.
1 Slot • 2 Coins
15  Weapon Ability, Thunderous Shot:
You gain a +2 to your Attack roll.
DRAWN
 Extra Damage: +1 Heart for Attack
1 Drawn Weapons include roll totals of 18 and above.
slingshots, bows, and other
projectiles that require you to 2 Slots • 25 Coins
manually maintain tension.
Ammo x3 • 1/10 Slots • 1 Coin

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MISSILE WEAPON EXAMPLES

CREATING A
CHARACTER
1
CALLING
THROWN WEAPONS SPECIES

2 HOMELAND
1. Shinobi Shuriken & HISTORY
Star shaped projectiles from The
TRAITS
Seven Holy Isles.
QUIRK
2. Bandit Knife FINISHING
Found tucked into the sleeves of DETAILS
petty criminals. GEAR
CHARACTER
RANK
3

Paying
Carrying
DRAWN WEAPONS
Weapon
Types
4 3. Chib Staffshot
A slingshot for mischievous types. Armor Types
Shield Types
4. Yeoman’s Bow
Outfits
Used by guards of Nightwall.
Wearable
Accessories

Wayfinding
Illumination

5 Specialist’s
Kits

MECHANICAL WEAPONS (S) Books


Consumables
5. Assassin’s Crossbow
6 Combustibles
Popular with hired killers. & Chemicals

6. Officer’s Pistol Miscellaneous

The Old Iron army presents these Curiosities,


weapons to outstanding officers. Artifacts, &
Gadgets

Other World
Items

Companions
Vehicles
Property
7
MECHANICAL WEAPONS (L) Services

7. Goblin Belcher
With a distinct firing noise, this is a
loud and unrefined firearm.

8. Hunter’s Arbalest
Harpoons used for hunting the
massive beasts of No-Folk Land.
8

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CUSTOM WEAPON ABILITIES

It is possible to find, or
commission, weapons  These weapons only benefit from
with enhancements Missile Weapon Abilities when
that improve combat making Missile attacks.
effectiveness or give  These weapons only benefit from
them a dual purpose. Melee Weapon Abilities when
Customized weapons making Melee attacks.
are neither cheap  The Extra Damage value used
nor common. is taken from the base weapon
appropriate to your chosen
 All Weapon Types, apart from mode of attack.
Unarmed, can be customized.
Concealed and Thrown Weapons
 A weapon cannot have more than can only be combined with each
3 Abilities in total, meaning those other, due to their small size.
that have an inherent Weapon
Combining two weapons that each
Ability can only have 2 additional
have an inherent Weapon Ability
Custom Abilities.
will take you to the 3 Ability limit.
Note that some Custom Abilities
Your GM may deem some
are restricted by Weapon Type.
combinations impossible. Common
sense should be the guide.

COMBINATION Coins = (Price of Weapon Type 1 +


Weapon Type 2) x2
Combination merges the
benefits of two Weapon Types,
making them difficult and SHODDY
expensive to forge.
Hastily and carelessly made, these
weapons are easy on the purse but
 Combination Weapons inherit the
unreliable in battle.
properties of their two constituent
weapons in the following way:
 These weapons are Sundered
 The Weapon Abilities of both. ( p263) when you get an
 The usage restrictions of both. unmodified 1 or 2 on your
 Take up the Inventory Slots from Attack roll.
the largest of the two weapons.
Coins = (Weapon Price + Custom
 The Extra Damage of the most Ability Costs, if any) ÷2 (rounded up)
effective weapon.
◆ For example, a Master-Arc
15 Combination Weapon would gain a DISGUISED
+1 to Attack rolls (Master), be able The weapon appears like a walking stick,
to target two foes in the same area jewelry, or other harmless item until
(Arc), require both hands to use carefully inspected or used.
14 without penalty (Arc), and take up 3
Inventory Slots (Arc).
 Discerning this weapon’s real
 If any Missile and Melee Weapon function requires a mistrustful
14 Types are combined, you must person to make a successful
choose which mode of attack you Insight Check.
are using for your Action (i.e Melee
or Missile). Coins = Weapon Price +5

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DANGEROUS RAPID FIRE

While all weapons are inherently harmful, Reloading Mechanical Missile weapons in
CREATING A
these weapons are made to inflict the middle of combat is an onerous task. CHARACTER
maximum damage at the expense of the This technological advancement reduces CALLING
wielder’s safety. the need to do it quite so often.
SPECIES
HOMELAND
Available for Melee Weapons only. Only available for Large and Small & HISTORY
 This weapon’s threshold to deal Mechanical Missile Weapons.
TRAITS
Extra Damage is lowered by 2.  Rapid Fire weapons may be fired QUIRK
 You take 1 Heart of Damage 3 times before they need to be FINISHING
whenever you get an unmodified 1 reloaded, which still takes 1 Action. DETAILS
or 2 on your Attack roll. GEAR
Coins = Weapon Price x10
CHARACTER
Coins = Weapon Price +10 RANK

SPECIAL AMMUNITION
UTILITY
Special Ammunition provides ranged Paying

This allows a weapon to also function as weapons with more tactical options. It Carrying

a simple tool. For example, a Fishing Rod enables you to create distractions, signal Weapon
Spear or a Shovel Sword. for help, or simply do more harm. Types

Armor Types

 You can combine a weapon with a Available for Missile Weapons only. Shield Types

tool that falls under Adventuring  Fireberry Shot: These do Flame Outfits
Gear, Common Rural Goods, Damage instead of Mundane Wearable
Common Urban Goods, or Damage. Your GM may also allow Accessories
Oddities & Luxury Items ( p179). other types of Special Damage Wayfinding

 Utility weapons take up as many ( p259). Illumination


Inventory Slots as the largest of  Flare: Ammunition that creates a Specialist’s
their two components. lingering and visually impressive
Kits

Your GM may deem some effect, such as bright light, when Books

combinations impossible. Common shot. Ineffective as a weapon but a Consumables

sense should be the guide. good signal. Combustibles


& Chemicals
 Heavy: A large, clumsy shot that
Coins = Weapon Price + Tool Price +5 Miscellaneous
incurs a Major Penalty (-4) on your
Curiosities,
Attack roll when used, but does Artifacts, &
SECRET COMPARTMENT +1 Heart of Damage on a Gadgets
successful hit. Other World
A small gadget, or hidden cavity, can be Items
 Whistling: Ammunition that makes
incorporated into the pommel, grip or
an ear-splitting scream when fired. Companions
guard of a weapon.
Anyone in earshot must make a Vehicles
successful Insight Check or be Property
 A Secret Compartment allows Deafened ( p268) on their Services
you to stow small items like one next Turn.
dose of a consumable, a gem, or a
folded treasure map. Just like regular ammunition, these
variants are expended after use.
 If you opt to add a gadget, it
must be small enough to be
Coins = Ammo Price x2
incorporated into the weapon,
for example a compass on the
pommel of a cutlass.

Coins = Weapon Price +5

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CUSTOM WEAPON EXAMPLES

1. Rip Ring
Master + Dangerous
Once set in motion by an
expert hand, this serrated
blade’s spinning action can
rip through even the
toughest defenses.

2. Gobbo Grinder 1
Standard + Dangerous
+ Shoddy
A weapon, cobbled together
in a rush from battlefield
scraps, that only the foolish
would trust in battle.

3. Daicha Cane 2
Master + Disguised
These subtle weapons are
carried by outlaw ronin who
don’t want to attract
undue attention.
3
4. Spade Blade
Mighty + Utility
A favored weapon of the
Knights of the Open Road,
who clear away earth and rock
just as often as they
dispatch evildoers. 4
5. Promethean Discus
Thrown + Disguised
Often designed into an
elaborate belt buckle or breast
plate decal. Their curved flight
path is used to great effect,
with masters being able to get 5
the projectile to return to the
mitt after a strike.

6. Trinity Rifle
Large Mechanical Missile
+ Rapid Fire
6
A three-barrelled gun beloved
12 by beast hunters.

7. Gunblade
Small Mechanical Missile
+ Master Weapon
8
Nobles of Shard are
particularly fond of the
Gunblade, a recreation of the
swords carried by the Magi-
5
Knights of Akenia.
7

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ARMOR TYPES

Protective clothing is classified into four LIGHT CREATING A


Armor Types, which group together armor CHARACTER
of a similar performance. For example, Armor that prioritizes speed CALLING
leather rags and a courtier’s mail shirt over defensive performance, SPECIES
offer a low protective value and are and covers only the most vital HOMELAND
considered Light Armor. points on your body. & HISTORY

TRAITS
Each Armor Type has:
 Defense Bonus: +2 QUIRK
 Defense Bonus: The amount the Armor  Max. Speed: Very Fast FINISHING
improves your Defense Rating. DETAILS

 Max. Speed: This is the highest Speed 2 Slots • 30 Coins GEAR


Rating achievable while wearing CHARACTER
the armor. RANK
MEDIUM

COMBAT GEAR ALLOWANCE Robust armor that provides Paying


good protection without
Your Calling and Species limit the Armor heavily compromising your
Carrying

Types you are able to use without penalty. freedom of movement. Weapon
Types

Armor Types
Wearing restricted Armor means…  Defense Bonus: +4
Shield Types
 The Armor’s Max. Speed is  Max. Speed: Fast Outfits
reduced by one step.
Wearable
 You suffer a Snag on Attack rolls. 3 Slots • 60 Coins Accessories
 You suffer a Snag on all Might and Wayfinding
Deftness rolls. HEAVY Illumination
Specialist’s
Thick, durable armor that Kits
provides strong protection for Books
NAKED most of your body, at the
Consumables
expense of combat mobility.
If you are un-armored, either Combustibles
nude or wearing regular & Chemicals
clothes, you are considered  Defense Bonus: +6 Miscellaneous
naked in combat.  Max. Speed: Average Curiosities,
Artifacts &

 Defense Bonus: N/A 4 Slots • 120 Coins Gadgets

Other World
 Max. Speed: Very Fast Items
SUPERHEAVY Companions
N/A Slots • N/A Coins
A weighty protective shell that Vehicles

encases your entire body, but Property

considerably restricts your Services


maximum speed.

 Defense Bonus: +8
 Max. Speed: Slow

5 Slots • 600 Coins

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

ARMOR EXAMPLES

LIGHT ARMOR
1
1. Murk Warden
The protectors of the
mysterious woodlands 3
fashion effective armor
from carved wood
and vines.

2. Bandit Leathers
Assembled from the
scraps of superior work
won during raids. A 2
bandit’s trade requires
swift and stealthy
movement.

3. Sol Skirmisher
This sparkling armor
protects the essentials
but allows its owner to
showcase their
sinewy body.

4 MEDIUM ARMOR
4. Sky Pirate’s Garb
These often gaudy
uniforms adorn the
6 privateers that terrorise
the skies of the
Twilight Meridian.

5. Guard Armor
Armor that is durable in
riotous situations, but
12 also light enough to give
chase to troublemakers.

6. Junk Mail
The Junkers of Stahlfeld
3
hammer suits together
from materials gathered
in the salvage yard.
20

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CREATING A
CHARACTER
HEAVY ARMOR
8 CALLING
7. Trophy Mail SPECIES
Monster hunters will turn HOMELAND
their latest kill into armor, & HISTORY
9
especially if it has a tough
TRAITS
or colorful hide.
QUIRK
8. Yoroi Armor FINISHING
When war calls, the DETAILS
samurai of The Seven GEAR
Holy Isles don this
CHARACTER
battle armor. RANK

9. Holy Knight Regalia


Resplendent armor gifted
Paying
to the deserving. Fitted
and decorated for each Carrying
individual knight. Weapon
11 Types

Armor Types
Shield Types
Outfits
Wearable
Accessories

Wayfinding
Illumination
Specialist’s
Kits

Books
10
SUPERHEAVY Consumables
ARMOR Combustibles
& Chemicals
10. Dreadnought Plate
Miscellaneous
The terrifying reputation
12 of the Warlords of Curiosities,
the Shadowed Lands Artifacts, &
Gadgets
comes partly from their
impenetrable armor. Other World
Items
11. Hex Plate Companions
This marvel of Vehicles
dwarven engineering
is impervious to the Property

makeshift weaponry of Services


the New Ore’s infantry.

12. Sol Elite’s Armor


The Grand Warriors of
Sols’ armor is both the
secret and symbol of
their invincibility.

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CUSTOM ARMOR ABILITIES

Occasionally armor is INTEGRATED


forged with additional
functionality. This can This armor has a weapon or tool built into
range from power one of the arms.
assisted locomotion
to protection from  A weapon or tool can be fitted to
extreme environments. the armor’s right or left arm.
 Integrated items are limited to
 All Armor Types can be customized. those that you could use with one
 A suit of armor cannot have more hand. For example, you cannot
than 1 Custom Ability, more would install a Large Mechanical Missile
compromise defensive integrity. Weapon as it requires two hands
to operate.
Note that some Custom Abilities
are restricted to certain  Integrated weapons do not have
Armor Types. to be drawn, they are always ready
to use.
 Using an integrated item does not
ANTI-HAZARD require your hand to use, enabling
you to carry an additional item.
This armor protects you from harmful ◆ For example, an integrated lantern
gasses, magical radiation, or extreme will allow you to still carry a shield
environments. These suits are also and a sword.
hermetically sealed with systems that
An integrated item does not grant
purify the air and regulate temperature.
you an additional Action and you
must choose to use the integrated
 You are immune to the Harmful item, if it normally requires an
Battlefield Condition ( p250) Action to use, or the item you are
and any other dangerous holding in your hand.
environmental effects.
 Also functions as Extreme Weather Coins = Armor Price + Integrated Item
Clothing ( p172), protecting you Price +50
from both heat and cold.

Coins = Armor Price +100 SPIKED

The ostentatious spikes that cover this


BUOYANT Armor are more than decoration. The
wearer is harder to grab or swallow,
Fitted with inflatable air bags, this armor endearing it to titan hunters all over the
6 prevents you from sinking in water. Outer World.

 You are exempt from any Checks  Any creature attempting to grab,
or Contests your GM might require squeeze, swallow or otherwise
1 you to make attempting to stay smash against you takes 1 Heart of
afloat when wearing the armor. Damage while doing so.
 Deliberately trying to submerge  Your Unarmed attacks now strike
12 in the armor is problematic and like a Standard Weapon.
requires a Might Check.
Coins = Armor Price +75
Coins = Armor Price +50

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CARGO MECHANICAL MOTION

This armor has a built in storage space in A system of levers, pistons, gears, and
CREATING A
a chest or back cavity to protect valuable, chains allow this armor to move under its CHARACTER
or easily damaged, items. own power. Warriors pilot these oversized CALLING
suits rather than wear them.
SPECIES
 The armor provides you with an
HOMELAND
additional 3 Inventory Slots. Only available for Heavy and & HISTORY
 Any stowed items are protected Superheavy Armor.
TRAITS
from water, fire, and other  Despite the usual size restriction, QUIRK
physical trauma. Small Species can use Heavy and FINISHING
 If the armor is destroyed, whatever Superheavy Armor without penalty DETAILS

is stored inside will fall out. if fitted with Mechanical Motion. GEAR
 It takes an hour to adjust the armor CHARACTER
Coins = Armor Price +15 to a pilot’s measurements. It will RANK

need to be adjusted again if a


different pilot wants to use it.
MAGNIFICENT Paying
 Mechanical Motion provides:
Carrying
This armor is a work of art, either gilded,  +2 to your Might Aptitude.
covered in gems, or sculpted like a Weapon

fearsome beast.  Supernatural Might ( p107). Types

Armor Types
 +1 to your Heart Total.
Shield Types
 This armor comes with a closed  The ability to use combat gear as
helmet that gives you an Aura of 12, if a Large Species. Outfits

or 14 for more expensive versions. Wearable


This armor requires routine Accessories
 You can use your armor’s Aura in maintenance or it will lock up. Wayfinding
place of your own for Checks and
◆ Your GM will determine when Illumination
Contests where an impressive
maintenance is required, usually
physical appearance is a factor. Specialist’s
after five or so Fights or a long, Kits

Magnificent (Aura 12) arduous Journey. Books

Coins = Armor Price +25 ◆ Maintenance requires an evening Consumables


and a single use of a Gadgeteer Combustibles

Resplendent (Aura 14) Kit by someone with the & Chemicals

Gadgeteering Crafting Discipline. Miscellaneous


Coins = Armor Price +50
Failure to do so will result in a Snag Curiosities,
on all actions attempted while Artifacts, &
Gadgets
SHADOWED wearing the armor.
Other World
Items
This armor is engineered to avoid noisy Coins = Armor Price x10
movement, and colored to help it blend Companions
into the shadows. Heavy duty protection Vehicles
need not come at the expense of stealth. Property
Services
 This armor provides a Minor Bonus
(+2) when you are:
 Making rolls to hide in shadow.
 Attempting Stealthy Movement
( p234).
 Attempting an Ambush ( p252).

Coins = Armor Price +15

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

CUSTOM ARMOR EXAMPLES

1. Beast Killer Suit 1


Medium Armor + Spiked
3
This intimidating armor
is often created with the
carapace, talons, and bones
of the very beasts they are
meant to help slay.

2. Grinning Asura Yoroi


Heavy Armor + Magnificent
Fashioned in the likeness
of Oni or murderous Asura,
these suits are uniquely and
exquisitely crafted. 2
3. Blight Nomad Armor
Light Armor + Anti-Hazard
These specialized suits are
created and utilized by
those that wander the toxic
ruins of the Mana Blight,
hoping to unearth lost
secrets and treasure.

4
4. Chib Shell
Superheavy Armor
+ Mechanical Motion
Meant to give the tiny Chib a
leg up against larger foes.

5. Omni-Maneuver Gear
Light Armor + Integrated
(Grappling Hook)
The Colossus Slayers of
6 Aiden employ armor that
incorporates a grapple wire,
perfect for scaling walls or
17 enormous monsters.

6. Portian Shell Armor


Medium Armor + Buoyant
8 Made from the rainbow
shells of monstrous
crustaceans, this armor is a
staple of the Portian
13 City Guard.

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SHIELD TYPES

Shields come in many different shapes CREATING A


and sizes, but their function is universal:  You can Parry 1 Melee Attack CHARACTER
take the damage intended for the bearer. per Fight.
CALLING
 You may still use both hands when SPECIES
Each Shield Type has: equipped with a Small Shield.
HOMELAND
 Defense Bonus: Like Armor, the Shield  Defense Bonus: 0 & HISTORY
improves your Defense Rating. TRAITS
1 Slot • 15 Coins QUIRK
 If you are hit during combat, and FINISHING
you are armed with a Shield, you STANDARD SHIELDS DETAILS

can choose to Parry the blow and GEAR


avoid taking the Damage. The most common shields are CHARACTER
sturdy pieces of wood or metal RANK
 You can Parry 1 hit per Fight.
that are held in place by a grip
 The type of Attacks you can Parry or strap along their back side.
are limited by your Shield Type. Paying

 A mundane Shield used to Parry a  You can Parry 1 Melee or Missile Carrying

Magical Ability or Attack, including Attack per Fight. This includes Weapon
Types
blows from Imbued or Magitech spells or any special attacks that
weapons, will shatter afterwards. require an Attack roll. Armor Types

 You can only use 1 Shield at a time.  Standard Shields require one hand Shield Types

You can only benefit from your to use, so they affect your ability to Outfits

Shield if you are prepared for an use two-handed weapons. Wearable


Accessories
incoming Attack, so a Shield  Defense Bonus: +1
Wayfinding
cannot be used if you are
Ambushed ( p252), meaning: 1 Slot • 25 Coins Illumination
Specialist’s
 You cannot Parry. Kits
 You cannot benefit from your LARGE SHIELDS Books
Shield’s Defense Bonus. Consumables
Enormous bulwarks that are
large enough to obscure their Combustibles
& Chemicals
bearer completely. Effective,
COMBAT GEAR ALLOWANCE but large and difficult to carry. Miscellaneous
Curiosities,
Your Calling and Species limit the Shield Artifacts &
Types you are able to use without penalty.  You can Parry 1 Melee or Missile Gadgets

You can still wield a restricted shield but Attack per Fight. This includes Other World
there are consequences. spells or any special attacks that Items
require an Attack roll. Companions

Using a restricted Shield means…  Large Shields require one hand to Vehicles

 You can Parry and gain the Shield’s use, so they affect your ability to Property

Defense Bonus, but cannot take use two-handed weapons. Services


another Action on your Turn.  Your Speed Rating is reduced by
one step during a Fight.
 Defense Bonus: +2
SMALL SHIELDS
2 Slots • 35 Coins
Favored by fighters who want
to use both hands, Small
Shields are worn on your arm
rather than held.

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SHIELD EXAMPLES

SMALL SHIELDS
1. Chib Buckler 1
These shields often have
endearing shapes, such
as stylized animal faces,
hearts, or flowers.

2. Galvani Targe 2
Disc shaped shields,
favored by duelists and
other dual wielders.

STANDARD SHIELDS
3. Wyrm Scale
The shields of the 3
Dragon Scions of
Taaga often bear their
bloodline’s heraldry. 4

4. Junker’s Bulwark
Some of the old world
signs recovered from
Stahlfeld are actually
pretty sturdy.

LARGE SHIELDS
5. Errant Guard
Decorated shields
carried by members of
knightly orders.

6. Shining Chimalli
These large round 5
shields bear the
emblems of the Dawn
Orthodoxy.
17

14

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CUSTOM SHIELD ABILITIES

While shields have a raw simplicity that BARRICADE CREATING A


makes innovation difficult, some craftsmen CHARACTER
still find a way to incorporate an extra trick. Immense bulwarks that can be propped CALLING
up and used as cover. Popular with SPECIES
 A Shield cannot have more than 1 wielders of ranged weapons with slow HOMELAND
Custom Ability. Any more would reload times. & HISTORY
compromise its defensive integrity. TRAITS
Note that some Custom Abilities are Only available for Large Shields. QUIRK
restricted to certain Shield Types.  Thanks to a kickstand, or other FINISHING
DETAILS
stabilizing device, this Shield can
stand on its own. You can set it GEAR
ASSAULT down and take cover behind it. CHARACTER
RANK
These shields are spiked, have a sharp ◆ While behind cover:
edge, or are otherwise weaponized.  The Shield will automatically
Parry all Missile attacks directed Paying
Only available for Standard Shields. at you. Carrying

 During a Fight, at the beginning of  You can make Missile attacks Weapon
your Turn, you can choose to wield from behind the Shield and still Types

this shield as a Standard Weapon. benefit from its Defense Bonus. Armor Types

◆ Doing so means:  You cannot Parry Melee attacks. Shield Types


Outfits
 You will not benefit from the  You do not receive the Shield’s
Shield’s Defense Bonus on your Defense Bonus for Melee Attacks. Wearable
Accessories
opponent’s next Turn.  Setting down or picking up the Wayfinding
 You can still use it to Parry. Shield does not require an Action, Illumination
 If you miss, you can Attack with allowing you to Move and take
Specialist’s
another held weapon as if Dual Actions normally on your Turn. Kits
Wielding ( p254). Books
Coins = Shield Price x20
Consumables
Coins = Shield Price +20
Combustibles
& Chemicals

Miscellaneous
CUSTOM SHIELD EXAMPLES
Curiosities,
Artifacts, &
Gadgets
1. Spiked Shield
Other World
Standard Shield + Assault Items
Raiders are an aggressive Companions
lot. A shield that just
Vehicles
blocks is a wasted
offensive opportunity. Property
Services
2. Dwarven Pavis
Large Shield + Barricade
Standard Old Iron army
1 issue, these shields are
thrust into the ground
to protect the infantry as
they reload their rifles.

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OUTFITS

Clothes are for more COSTUME


than just covering your
modesty. They can While they won’t hold up under scrutiny,
be used to protect Costumes allow you to imitate a member
yourself from extreme of a specific social class or profession.
environments,
influence crowds, or  You gain a Minor Bonus (+2) on rolls
bolster your self image. to keep from being recognized at a
glance or within a crowded area.
 An Outfit is a set of clothes that
 A Costume can be worn over a
provides special effects when worn.
Functional Outfit and torn away
 Outfits do not take up Inventory with an Action, destroying it.
Slots when worn, only when they
are being carried. 2 Slots (carried) • 15 Stones
 You can only wear one Outfit at a
time, unless otherwise stated. ARTISAN’S OUTFIT
 Outfits still work when worn with
Light or Medium Armor, but are These outfits incorporate easy-access
obscured by heavier armors. utility pockets or pouches.
 The appearance-based effects of
 This Outfit has pockets designed to
Outfits don’t work on anyone who
carry the contents of a Specialist’s
already knows the wearer.
Kit ( p176). The pockets allow you
immediate access to the Kit.

FUNCTIONAL OUTFIT Kits still need replenishing after use.

These outfits are plain and practical. Outfit Only


2 Slots (carried) • 8 Coins
 This Outfit does not provide any
bonuses or penalties when worn. Outfit + Specialist Kit of buyer’s choice
2 Slots (carried) • 58 Coins
2 Slots (carried) • 5 Stones

EXTREME WEATHER OUTFIT


TATTERED OUTFIT
Clothes that protect you from Outer World’s
These clothes are worn and scruffy, harshest environments, like the frozen
making you look irrelevant or desperate. wastes of the Shadowed Lands or the
You can’t buy a Tattered Outfit but can sweltering deserts of the Blazing Garden.
make one from salvaged scraps or rags.
1
 This Outfit negates the effects of
 You gain a Minor Bonus (+2) on rolls Harmful Areas ( p250) or Terrain
attempting to blend into a crowd, or ( p225) that relate to either a hot
9 when trying to convince someone or cold environment.
you are not worth their time.
 You suffer a Major Penalty (-4) Extreme Heat Outfit
on rolls to convince someone to 2 Slots (carried) • 8 Coins
14 take you seriously, and can attract
negative attention in affluent areas. Extreme Cold Outfit
2 Slots (carried) • 12 Coins
1 Slots (carried) • No Charge!

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APPEALING OUTFIT AUTHORITATIVE OUTFIT

These clothes make you look cute, A regal, or imposing, uniform that marks
CREATING A
elegant, or sexy. you as someone of great standing. CHARACTER

CALLING
 You gain a Minor Bonus (+2) on rolls  You gain a Minor Bonus (+2) on rolls
SPECIES
to charm or convince someone. to intimidate or command others.
HOMELAND
 You suffer a Minor Penalty (-2) on  You suffer a Minor Penalty (-2) on & HISTORY
rolls to intimidate someone. rolls to charm or comfort someone. TRAITS
QUIRK
2 Slots (carried) • 20 Stones 2 Slots (carried) • 20 Stones
FINISHING
DETAILS

GEAR
WEARABLE ACCESSORIES CHARACTER
RANK
Armor and Outfits aren’t
BACKPACK
the only wearable items
an adventurer will find Large, rugged bags that provide you with
Paying

useful in the field. much needed extra storage. Carrying


There are also goggles, Weapon
masks, and practical  A Backpack increases your
Types

storage solutions. Inventory capacity by 5 Slots. Armor Types


Shield Types
 Retrieving an object from a Pack
REBREATHER takes 2 Actions (so 2 Turns). Outfits
Wearable
These masks protect your lungs from  You cannot wear a Backpack and a Accessories
water, gas, and other inhaled substances. Traveler’s Bag at the same time. Wayfinding
Illumination
N/A • 5 Coins
 Wearing a Rebreather makes you Specialist’s
immune to Suffocation ( p271). Kits
TRAVELER’S BAG Books
1 Slot • 15 Coins Consumables
Shoulder bags that provide easy access to
Combustibles
their contents. & Chemicals
BLACKOUT GOGGLES
Miscellaneous
Goggles that block out the light.  A Traveler’s Bag increases your
Curiosities,
Inventory capacity by 3 Slots. Artifacts, &
Gadgets
 Blackout Goggles cancel the  Retrieving an object from a Bag
negative effects of the Species requires an Action. Other World
Items
Ability Under Dweller ( p99+101)  You cannot wear a Traveler’s Bag
Companions
 They negate the Battlefield and a Backpack at the same time.
Vehicles
Condition Obscured ( p251) if
caused by blinding light. N/A • 3 Coins Property
Services
Remember to note which items are
1 Slot • 2 Coins stowed in your Backpack or
Traveler’s Bag, as it does take extra
time to access them during a
time-critical situation, such as a Fight.

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WAYFINDING

While the basic


geography of the Outer REGIONAL MAP
World is widely known Commissioned by Guild Masters and
among scholars, Merchant Scions, these maps show the
detailed information safest paths through one of the four great
on specific regions is regions: Wistful Dark, Twilight Meridian,
scant. Maps are rare Blazing Garden & Buried Kingdom.
and useful!
1 Slot • 20 Coins
 If you have a Map of an area and a
Compass, you may act as a Guide WORLD MAP
( p226) when on a Journey.
These massive maps are the pet projects
of old adventurers or great sages, and are
LOCAL MAP genuine works of art, featuring the whole
of the Outer World in loving detail.
A map focused on a particular settlement,
or adventure site, along with some of 2 Slots • 2 Gems
its surrounding area. These maps often
include detail larger maps cannot. COMPASS
1/10 Slot • 5 Stones Simple devices that point towards the Sun
Machine. While anyone can tell you which
KINGDOM MAP way is Dawnwards, this instrument gives
you the precision required for navigation.
A detailed guide to a large area Needed to get any use out of a map!
containing several settlements, and other
important geographic details. 1 Slot • 20 Coins

1/10 Slot • 2 Coins

18 Local Map

Kingdom Map
9

Region Map
World Map

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ILLUMINATION

The dark shelters unseen


dangers and, while LUMI-SLIME LANTERN CREATING A
CHARACTER
some species are
A portable container for one of the CALLING
better adapted to
small, glowing oozes that populate the SPECIES
low light, many will
Buried Kingdom. These Lanterns are HOMELAND
require the comfort
valued for their simple maintenance and & HISTORY
of a lamp.
dependability. Available in a variety of TRAITS
colors, some even change hues. QUIRK
 Illumination gear lights up an area FINISHING
up to 20 ft from the source, unless  A quick tap of the container will DETAILS

otherwise stated. rouse the Slime and, once agitated, GEAR


it will change from a dull glow to a
 They negate the Battlefield CHARACTER
bright light in seconds. RANK
Condition Obscured ( p251) if
caused by darkness.  Lumi-Slimes must eat 1 Unit of
Rations ( p177) a week or they’ll
Paying
die. A regular handful of small
Carrying
bugs or similarly sized chunks of
TORCH
monster flesh will also work. Weapon
Types
These cheap and disposable light sources  Over time, slimes can erode most Armor Types
come in many varieties. materials and must be kept in their
Shield Types
resistant container.
Outfits
 Torches burn continuously for 1  If your Lumi-Slime escapes, or is set
hour once lit. After this they free, over time they will grow into a
Wearable
Accessories
are expended. Goop ( p382). Wayfinding
 It takes an Action to light a Torch.
Illumination
Lantern Only
Specialist’s
1 Slot • 4 Stones 1 Slot • 8 Coins Kits

Books
LANTERN Lantern with Starter Slime
Consumables
1 Slot • 20 Coins Combustibles
These hand-held devices burn oil and & Chemicals
other fuel for light. Common among the
Miscellaneous
peasantry of the Wistful Dark.
Curiosities,
Artifacts, &
 Lanterns burn for 4 hours on 1 Unit Gadgets

of Oil ( p178), but can be snuffed Other World


and relit to conserve fuel. Items

Companions
 It takes an Action to light or
extinguish a Lantern. Vehicles
Property
1 Slot • 5 Coins Services

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SPECIALIST’S KIT

Surgeons and thieves


alike need access to the PHYSICIAN’S KIT
tools of their trade. For assisting the Injured.
Kits are collections
of implements and
materials that allow DUNGEONEER’S KIT
experts to conduct
specialized tasks. For disabling traps and picking locks.

 Some Abilities require the use of a ALCHEMIST’S KIT


Kit to be performed successfully.
For making simple concoctions on the go.
 A single use of a Kit is expended
each time an Ability is attempted.
 Kits can be used 10 times before MENDER’S KIT
they need replenishment.
For basic repairs and alterations to armor
 A Specialist Kit can only perform and clothing.
the function it was intended for.

New Kit GADGETEER’S KIT


2 Slots • 50 Coins
For repairing and maintaining gadgets
and other technology.
Replenishing a Kit
N/A 25 Coins

BOOKS

Knowledge is a powerful Beginner’s Tome (Insight 12)


weapon, and there is 1 Slot • 6 Coins
much to gain for those
who enjoy a good Journeyman’s Tome (Insight 14)
book. Remember, a
1 Slot • 12 Coins
library is a treasure
trove just as valuable as
Master’s Tome (Insight 16)
any jewel-house or chest.
2 Slots • 18 Coins

TOME Forgotten Lore (Insight 18)


Large reference books and other bulky 2 Slots • 24 Coins
11 collections of knowledge.
TRANSLATION JOURNAL
 Tomes contain knowledge of a
18 single subject area. For example, While everyone understands Low Speech,
The Colossal Creature Catalog or much is spoken in native tongues.
Understanding Akenian Architecture.
 Your GM will answer any question  You can attempt to communicate
16 covered by the Tome’s subject area in the Journal’s featured language
on a successful Check against the with a successful Insight Check.
Tome’s Insight score.
1 Slot • 20 Coins

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CONSUMABLES

Like everyone,
adventurers enjoy TREATS CREATING A
CHARACTER
a hearty meal after Calorie-dense fruits and candies, helpful CALLING
a long day’s work. in negotiations with the ravenous. SPECIES
However, they are
HOMELAND
also partial to energy
 Treats offered in Negotiations can & HISTORY
drinks and other
provide a Minor Bonus (+2). TRAITS
performance-boosting
food stuffs.  1 Treat provides 1 day’s nutrition. QUIRK
FINISHING

 Portable Consumables prevent you 1/10 Slot • 3 Stones DETAILS

GEAR
from Starvation ( p271) when out
CHARACTER
on a Journey. BASIC POTION RANK
 Some Consumables provide you
with additional perks. These elixirs provide a lift for those with
flagging spirits. Paying
Carrying
 If imbibed during Combat, the
RATIONS potion restores 1 Heart.
Weapon
Types
These traveler’s provisions vary from  1 Potion provides 1 day’s nutrition. Armor Types
region to region. In the Blazing Garden Shield Types
they’ll include monster jerky but in the 1 Slot • 10 Coins
Outfits
Twilight Meridian it’ll be dried seaweeds.
Wearable
Accessories
BOOSTER CAKES
 1 Ration provides 1 day’s nutrition. Wayfinding
Magical pastries that enhance one of your Illumination
1/10 Slot • 1 Stone Aptitudes for a limited time… but beware Specialist’s
the hangover. Kits

HARDY RATIONS Books


 You gain a +2 bonus to an Consumables
Simple foodstuffs intended for animal Aptitude, depending on the type
Combustibles
companions, but edible if desperate. of cake, for the first 24 hours. & Chemicals

 You suffer a -2 Penalty on the same Miscellaneous


 1 Hardy Ration provides 1 day’s Aptitude for the following 24 hours. Curiosities,
nutrition for your Mount, or Curiosities,
 Cakes offered in Negotiation can Artifacts, &
Pack Beast.
provide a Major Bonus (+4).
Other World
 1 Hardy Ration can provide you
 1 Cake provides 1 day’s nutrition. Items
with 1 day’s nutrition, but yuck!
Companions
1/10 Slot • 15 Coins
1/10 Slot • 3 Stones Vehicles
Property
Services

Baby Pudge Bun Bumbo Pellets Gobbo Pop Vitality Fizz Might Muffin
Ration Hardy Ration Treat Basic Potion Booster Cake

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COMBUSTIBLES & CHEMICALS

In Outer World, non-


magical energy is GRENADE
stored in a variety Alchemists make these thrown explosives,
of forms to power effective for taking out small groups.
lanterns and simple
machines. These
 A Grenade can be thrown up to 1
volatile substances can
Battlefield Area away.
also be weaponized!
 Anyone in the Battlefield Area where
the Grenade detonates is a target.
OIL/FUEL
 Targets make a Deftness Check:
Combustible fluids used to power simple  Failure: They are Toppled ( p271)
machines or feed fires. and take 1 Heart of Damage.
 Success: They avoid any ill effect.
 Some Gear requires Oil/Fuel to
function. 1 Slot • 20 Coins
 In a Fight, dousing something with
Oil/Fuel and igniting will cause 1
BOMB
Heart of Damage per Round.
 When a foe reaches 0 Hearts Slow to set off and indiscriminate, these
they must roll on the Caustic/ powerful explosives are best kept for
Burning Injury Table ( p267). strategic demolitions rather than used
 When a combustible object during combat.
reaches 0 Hearts it is Sundered
( p263).  In a Fight, Bombs take an Action to
set, and will detonate at the end of
 Your GM may add the Harmful
the next Round.
Battlefield Area Condition ( p250)
to an Area set ablaze with Oil/Fuel.  Bombs affect everything, structures
and individuals, up to 1 Battlefield
Magical Materials are immune to Area (or 20 ft) away from the point
mundane fire damage. of detonation.
Container of 10 Units  Bombs do 8 Hearts of Damage to
any objects classified as less than
1 Slot • 10 Coins
Very Hard ( p263). This is roughly
equivalent to blowing a man-sized
SOLVENT chunk out of a wall.
 Targets make a Deftness Check:
Acids and other caustic liquids.
 Failure: They are Toppled ( p271)
3  1 Unit of Solvent will do 2 Hearts of and take 8 Hearts of Damage.
Damage to any objects classified  Success: They are only Toppled.
as less than Very Hard ( p263). This Objects made from Magical
is roughly equivalent to burning a Materials are immune to Damage
10 hole through floorboards. inflicted by Bombs.
 In a Fight, you can splash Solvent
on an enemy with a successful 3 Slots • 45 Coins
2 Attack roll. 1 Unit will cause a
Caustic/Burning Injury ( p267)

Container of 1 Unit
1 Slot • 20 Coins
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MISCELLANEOUS

Not every single item


ODDITIES & LUXURY ITEMS CREATING A
an adventurer might CHARACTER
want can be listed in Strange items that tend to serve either a CALLING
Gear, so this section very specific purpose or none at all! You SPECIES
contains guidance for won’t find these items for sale outside of a
HOMELAND
pricing any unlisted wealthy center of commerce. & HISTORY
items you might wish to
purchase. Examples: Spyglass, pocket watch, TRAITS

decorative pottery (2 Slots). QUIRK


FINISHING
 Discuss and agree with your GM 1-2 Slots (varies with item) • 16 Coins DETAILS
any desired item’s utility, size, price,
GEAR
and availability.
TRADE GOODS CHARACTER
RANK

Barrels, sacks or crates of desirable goods


ADVENTURING GEAR bundled up for bulk sale. Adventurers can
Paying
take advantage of their migratory nature
These are tools intended for use in
and make a tidy profit transporting these Carrying
dangerous situations and are unlikely
goods from one region to another. Weapon
to be purchased by ordinary folk. As a Types
result, they are expensive and will attract Examples: A bushel of star plums (Wistful Armor Types
attention if carried around openly. Dark), a barrel of moss whiskey (Buried Shield Types
Kingdom), a bolt of fine silk (Twilight
Examples: Crowbar, grappling hook, Outfits
Meridian), a box of Sol tobacco
pitons, ten foot pole (2 Slots). Wearable
(Blazing Garden). Accessories
1-2 Slots (varies with item) • 8 Coins
Wayfinding
 Unlike other items you carry, you
Illumination
will always find a buyer for your
COMMON RURAL GOODS Specialist’s
Trade Goods at full price in any Kits
Practical items for those that live a simple place that can afford them.
Books
life. These can be easily obtained in small  A Trade Good’s value increases Consumables
settlements and remote locales. to 75 Coins when sold outside its
Combustibles
Home Region.
Examples: Shovel (2 Slots), 30 ft of hemp & Chemicals

rope, 10 Units of lard, bricks (2 Slots). ◆ For example, you may purchase a Miscellaneous
bushel of Star Plums in the Wistful Curiosities,
1-2 Slots (varies with item) • 8 Stones Dark for 25 Coins, and sell it for 75 Curiosities,
Artifacts, &
Coins in the Blazing Garden.
Other World
COMMON URBAN GOODS Items
3 Slots (varies with item) • 25 Coins
Companions
Useful tools and items required by those
who live in more populated areas. Can be Vehicles

found in large settlements and ports. Property


Services
Examples: Umbrella, hammer, writing
implements and paper products.
1-2 Slots (varies with item) • 12 Stones

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

CURIOSITIES, ARTIFACTS, & GADGETS

These curious trinkets


and devices are rare STAR GEM
and expensive. Fragments of the famed Star Shards, these
Their unusual gems produce a soothing amber glow.
properties make them Considered a holy item in the Kingdom of
equally desirable Shard, they are often seen embedded in
to adventurers and the jewellery and weaponry of the wealthy
curators of oddities alike. and powerful.

HOLY ICON  A Gem functions like other items


listed in Illumination Gear ( p175),
Holy Icons are objects that allow mortals except it does not require Fuel and
to focus their faith to briefly repel cannot be extinguished.
unearthly creatures. These can be holy
 A Gem radiates actual sunlight
symbols, but also items loaded with
and is therefore able to drive away
sentiment or meaning. For example,
creatures susceptible to daylight or
sacred prayer chains or a childhood toy.
bright light.
 You can use your Action to boldly  A Gem can be used to charge
present your Holy Icon in an solar powered Techno-Relics and
attempt to ward off Asura, Devas, Magitech devices.
Undead, Unshaped, or any creature  While a Gem touches your skin
with 4 or more Bright or Dark you temporarily gain +1 Bright
Allegiance Points. Allegiance Point.
 Requires an Aura Contest
1/10 Slot • 3 Gems
 Success: The unearthly one
cannot direct an Attack at you as
long as you continue presenting SHADOW STONE
your Icon.
These smooth, tear-shaped stones
 Failure: They laugh at your are believed to be fossilized blood
pathetic gesture. You cannot droplets from the Dark Dragon of the 3rd
attempt to repel them again for Cataclysm. Those who carry these profane
24 hours. relics are mistrusted.
Your GM may render an Icon
ineffective when held by someone  When exposed, the Stone casts
who does not believe strongly in darkness up to 20 ft from the
what the Icon represents. source. A Battlefield Area the stone
is in becomes Obscured ( p251).
1 Slot • 75 Coins
 The Stone pushes actual sunlight
9
away and provides shelter to those
who cannot endure the daylight.
 While a Stone touches your skin
19 you temporarily gain +1 Dark
Allegiance Point.

1/10 Slot • 5 Gems


4

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LONG GRABBER SPELL ENGINE

This gadget allows you to perform Spell Engines are a kind of magical
CREATING A
crude manual manipulation from a safe battery used to power large or powerful CHARACTER
distance. The Grabber is composed of Magitech devices. CALLING
a telescoping pole with a mechanical
SPECIES
gauntlet affixed to one end and controls  Spell Engines are constructed from
HOMELAND
at the other. Magical Materials ( p288). & HISTORY
 Charges: Spell Engines contain TRAITS
 The Grabber enables you to grasp, Charges that are expended when QUIRK
poke, or push an object up to 10 ft operating powerful Magitech
away, or 1 Battlefield Area. devices. The number of Charges
FINISHING
DETAILS
 The shaft of the Grabber can be required will depend on the GEAR
extended and retracted rapidly, individual device.
CHARACTER
allowing you to yoink an object.  Charging a Spell Engine: If you RANK
During a Fight, this requires have a Magical Ability, you can
the use of your Action. redirect the mana you normally use
Paying
Precise tasks requiring fine motor to create the effect to charge the
skills are not possible. However, Spell Engine: Carrying

your GM may allow you to perform  Put your hands on the Engine Weapon
Types
more difficult manoeuvres with a and expend your Magical Ability.
Deftness Check. Armor Types
 The expended Ability has no Shield Types
2 Slots (when collapsed) • 45 Coins effect other than to charge the
Outfits
Spell Engine.
Wearable
 Expending 1 Standard Magical Accessories
SCANNER Ability creates 1 Charge. Wayfinding
These technical wonders are salvaged and  Expending 1 Advanced Magical Illumination
repaired by collectors and researchers. Ability creates 2 Charges. Specialist’s
They are small boxes featuring a crystal  The expended Ability cannot be Kits
display screen and are powered by used again for 24 hours. Books
ambient mana, allowing for continual use. Consumables
 Small Spell Engines hold
1 Charge. Combustibles
 When activated, this Techno- & Chemicals
Relic enables you to discern the  Large Spell Engines hold Miscellaneous
presence and general location of 2 Charges.
Curiosities,
any living creatures and sources of Artifacts, &
great energy (such as magic items, Small Spell Engine Gadgets

powerful undead, or synthetic life) 1 Slot • 2 Gems Other World


Items
within 50 ft.
 During a Fight, operating and Large Spell Engine Companions

reading the Scanner requires the 2 Slots • 4 Gems Vehicles

use of your Action. Property


Services
Scanners make a loud, distinctive
beeping noise when in use; this
prevents Stealthy Movement
( p234) while Exploring.

1 Slot • 1 Gems

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OTHER WORLD ITEMS

These objects once


belonged to OTHER WORLD POCKET DEVICE
Dimensional Strays The Game Gal Advance, Peach Pod, and
( p86) and have not
Wildberry Tablet are popular Other World
been manufactured devices intended for entertainment and
on Outer World. communication. While you would assume
These alien devices are these gadgets would cease to function
extremely rare and never across dimensions, this is not the case.
found for sale.
 Strangely, in Outer World these
OTHER WORLD SIDEARM devices work indefinitely without
the need to charge.
These pointy-harm-sticks are not
 These Devices can all snap photos,
dissimilar to the pistols already in use in
record audio, and make odd
Outer World, though these can fire shots
sounds or tunes on demand.
in rapid succession.
 All Pocket Devices include a
 These pistols function as Small version of the Akenia Adventure!!
Mechanical Missile Weapons videogame. The featured game
( p158), with the following world’s similarities to Outer World
differences… is uncanny, meaning it can be
referred to as a Beginner’s Tome
 Weapon Ability, Ammo Magazine: ( p176) for queries regarding
This firearm holds 10 bullets that the ancient ruins and creatures of
can be discharged at a rate of one Outer World.
per Turn, before requiring 1 Action
to Reload. 1 Slot • N/A
 Other World Sidearms begin with
10 Other World Bullets. These Official

cannot be bought, but must be Wintenco


GAME GAL ADVANCE

manufactured by a Gadgeteer able


Seal LLSE

to craft Advanced Items ( p284).

1 Slot • N/A

OFFICE KNIGHT CO. Wintenco

16

17

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COMPANIONS

An adventurer’s life  The Companion is abused, neglected CREATING A


makes it difficult or consistently mistreated. CHARACTER
to develop loyal  They are asked to do something CALLING
friendships. While you impossibly dangerous or suicidal. SPECIES
can always depend
on your fellow  They are asked to betray you in HOMELAND
& HISTORY
adventurers, there will exchange for something they
be times when you’ll deeply desire. TRAITS
QUIRK
need a little bit of extra help.
 When your Companion’s loyalty is FINISHING
DETAILS
questioned, they make a Grit Check
COMPANION TYPES GEAR
or, if you are present, you make an
Companions are hired, or bought, to Aura Check to steady their resolve. CHARACTER
RANK
serve you. There are four types: Success: Your Companion
 Followers: Sapient companions, able summons the required courage,
Paying
to use weapons and equipment. but may still grumble.
Carrying
 Pets: Small loyal animals that have Failure: Your Companion panics,
useful abilities. flees, or refuses instruction. Weapon
Types

 Mounts: Creatures intended to be If you have Recruited ( p275) or Armor Types


ridden long distances. have a Social Bond ( p279) with Shield Types
your Companion you gain a Minor
 Pack Beasts: Large creatures used to Outfits
Bonus (+2) on the Loyalty Check.
pull carts or carry the excess items you Wearable
have accumulated. Accessories

Don’t overuse Loyalty Checks! Save Wayfinding


them for key moments when spirits
 Your Companions follow your Illumination
are well and truly tested.
commands to the best of their Specialist’s
Kits
ability. Unreasonable commands
might trigger a Loyalty Check Books
NAMING COMPANIONS
( p183) or be refused. Consumables

 You can have a maximum of 2 Some Companions may not have an Combustibles
& Chemicals
Companions at any time. identity when your GM introduces them,
simply being the local Scholar or the Miscellaneous

tag-along Scamp. Give them a name, and Curiosities,


Things can get out of control if you Artifacts, &
perhaps a backstory and persona. When Gadgets
allow more than 2 Companions for
each PC, but it’s up to you. you invest in them like this, they seem to
Other World
survive longer. Items
While Companions are directed
Companions
by the PC they accompany, you
 Unnamed Companions perish
are encouraged to provide them Vehicles
a voice when required. Give them when they run out of Hearts but
Property
personality and stick up for them named Companions roll on the
Services
when they suffer abuse. Injury/Damage Table ( p260).

LOYALTY CHECKS TRAINING COMPANIONS


Whenever your GM feels a Companion While in your service you can attempt to
may be compelled to retreat, rebel, or teach your Companions new tricks and
otherwise abandon you they must make a techniques during Downtime ( p277).
Loyalty Check. Examples include:

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FOLLOWERS

Followers demand a fee for their services, RECRUITING FOLLOWERS


whether they’re a lowly street rat or a
capable sellsword. While in your service you can attempt
to Recruit your Companions during
Each type of Follower has different
Downtime ( p275). This means your
Aptitudes, Combat Stats, Abilities, and
contracted Follower becomes a loyal
Gear. They also have differences in:
retainer, you no longer have a purely
Services: These are the tasks the Follower contractual relationship.
is prepared to undertake for a fee.
Game Master Characters with Ranks
Recruitment: These are considerations can’t be hired like Followers can,
that might affect your chances of they must be Negotiated with
successful Recruitment ( p275). ( p238) or Recruited ( p275).

Creating a Follower
 Start with the Follower’s listed
base Aptitudes, Combat Stats, and
Abilities, then:
 Add a Trait: Choose or roll on
the Positive Trait Table ( p131).
 Determine their Species:
Choose or roll on the Species
Table ( p80).
◆ Native Humans, because of their
Prodigy Ability, can choose a
Standard Elective Ability from
those listed in the Follower type.
◆ Other Species gain their Innate
Species Abilities.
Followers gained during character
creation count as Recruited.

11

18

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SCAMP SCHOLAR

Youthful sidekicks Scholars are ordinary


CREATING A
who rely on pluck folk with an unhealthy CHARACTER
and enthusiasm to interest in a useful CALLING
compensate for a lack skill or area of
SPECIES
of experience. There’s knowledge. They are
HOMELAND
no shortage of bored, usually motivated by & HISTORY
naive, or desperate boredom, greed,
TRAITS
youth in Outer World. or curiosity.
QUIRK
FINISHING
6 MIGHT +0 2 6 MIGHT +0 2 DETAILS
7 DEFT ATTACK HEARTS 6 DEFT ATTACK HEARTS GEAR
6 GRIT 6 GRIT
CHARACTER
6 INSIGHT 10 Average 7 INSIGHT 10 Average RANK

6 AURA DEFENSE SPEED 6 AURA DEFENSE SPEED

Paying
Follower Abilities Follower Abilities
Carrying
 Impish: All Scamps have the Young  Specialist Subject: Scholars have a
Weapon
Quirk ( p139). Purview pertaining to a single area Types
 Native Human? Choose an of knowledge. For example, the Armor Types
additional Standard Elective Ability history of ancient Akenia.
Shield Types
from either the Sneak ( 17) or  They also have a Language ( p109) Outfits
Raider ( p35). related to this knowledge.
Wearable
 Researcher: Scholars can perform Accessories
Gear
Research ( p276) on your behalf. Wayfinding
 Tattered Outfit ( p172).
 Native Human? Choose an Illumination
 Standard Weapon with the Shoddy additional Standard Elective Ability Specialist’s
Ability ( p152 + 160). from either the Factotum ( p17) or Kits

Sage ( p60). Books


Services
Consumables
 Scamps will help you with simple Gear Combustibles
tasks. For example, running  Functional Outfit ( p172). & Chemicals
errands, eavesdropping or holding Miscellaneous
 Traveler’s Bag ( p173).
your torch. Curiosities,
 Scholars with a Crafting Discipline Artifacts, &
Recruitment also have a Specialist Toolkit Gadgets

 You gain a Minor Bonus (+2) if you ( p176) or access to a Other World

have been generous, paternal, or Workshop ( p200). Items

protective towards your Scamp. Companions


Services Vehicles
10 Stones per day (a treat or trinket)  Scholars will provide you with Property
facts and information about their Services
Specialist Subject.

Recruitment
 You gain a Minor Bonus (+2) if
you have a Calling or Origin that
appeals to the Scholar.

5 Coins per day

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GUIDE CUSTREL

These folk have Combat-ready assistants


travelled further from and squires. Custrels
home than most specialize in acting
would consider safe. as seconds or
They are able to bodyguards in battle,
guide anyone who as well as taking care
wants to venture of little things for their
beyond the city walls. ward or master.

6 MIGHT +0 2 7 MIGHT +1 2
6 DEFT ATTACK HEARTS 6 DEFT ATTACK HEARTS
7 GRIT 6 GRIT
6 INSIGHT 10 Average 6 INSIGHT 10 Average
6 AURA DEFENSE SPEED 6 AURA DEFENSE SPEED

Follower Abilities Follower Abilities


 Wayfarer: These folk can act as  Weapon Proficiency: Custrels can
Guides ( p226) in the Region they use Light Armor and two other
are hired in. For example, the pieces of uncustomized combat
Wistful Dark or Blazing Garden. gear of their choice.
◆ Once Recruited, Guides can lead ◆ They will not be proficient in
in new Regions if they spend one gear which would incur a penalty
session of Downtime scouting. because of their Species Size’s
 Native Human? Guides can choose Combat Gear Allowance.
an additional Standard Elective  Native Human? Custrels can
Ability from either the Factotum choose a Standard Elective Ability
( p17) or Raider ( p35). from the Champion ( p29) or
Battle Princess ( p42).
Gear
 Extreme Weather Outfit ( p172). Gear
 Traveler’s Bag ( p173).  Appealing or Authoritative Outfit
( p173).
 Guides with a Crafting Discipline
also have a Specialist Toolkit  Light Armor ( p163).
( p176) or access to a  Any 2 pieces of combat gear,
Workshop ( p200). which they are proficient in.

Services Services
 Guides will escort you to and from  Custrels will fight alongside, or
6 a location within the Region they protect you, when exploring
are familiar with. dangerous places.

Recruitment Recruitment
18
 You gain a Minor Bonus (+2) if  You gain a Minor Bonus (+2) if
you have a Calling or Origin that you have a Calling or Origin that
appeals to the Guide. appeals to the Custrel.
11
5 Coins per day 8 Coins per day

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ANIMAL COMPANIONS

Beasts make steadfast allies, and are CREATING A


often easier to manage than those needy,  Defense: If an Attack targets you, CHARACTER
grumbling Followers. use your Defense Rating. If your CALLING
Mount is being targeted, use their SPECIES
There are 3 types of Animal Companion: Defense Rating.
HOMELAND
 Pets: Small, domesticated creatures  Attack: You can use your Mount’s & HISTORY
that can even serve as Mounts for Attack or Abilities when riding but TRAITS
the smallest folk. must sacrifice your own Actions for QUIRK
 Mounts: Large, swift animals that the Turn to direct the beast.
FINISHING
get you from place to place  Battle Ready: Creatures trained for DETAILS

more quickly. mounted combat can thrash and GEAR


strike in harmony with their master.
 Pack Beasts: Big brutes for carrying CHARACTER
When riding Battle-Ready Mounts RANK
heavy burdens or the larger folk.
you benefit from an Attack Assist
Animals are purchased and not hired, or ( p256).
Recruited, like Followers. They are sold Paying
(mostly) tame with an appropriate harness, Carrying
saddle or collar.
ANIMAL INVENTORY Weapon
Types

JOURNEYING WITH ANIMALS While animals can’t use your gear, they Armor Types
can certainly carry it. Shield Types
Travelling with Animals can be beneficial, Outfits
but they also have needs that must be  Inventory Slots: An animal’s Wearable
taken into account when on a Journey. Inventory capacity is determined Accessories
by their size, and Slots are filled up Wayfinding
 Rest: When on a Journey, animals in the same way as for a PC. Illumination
need to Camp ( p229), or risk ◆ Some Animals require a harness Specialist’s
Starvation and Fatigue like any and packs to carry Gear, some can Kits
other character. carry items in their mouths or claws. Books
 Grazing: Some Animals can hunt, ◆ Retrieving an item from an animal’s Consumables
or forage, their own day’s Rations Harness takes 1 Action. Combustibles
when Camping ( p229) in a & Chemicals
 Riders: The number of Slots a rider,
suitable environment. Miscellaneous
and all their personal Gear, takes
 Riding Animals: Riding an animal up is simplified to a single number Curiosities,
Artifacts, &
doubles the distance you can travel based on their Species Size: Gadgets
in one day when on a Journey
 Small Species: 6 Slots. Other World
( p222). When Rushing, you avoid Items
the effects of Fatigue but the  Medium Species: 8 Slots.
Companions
animal does not.  Large Species: 10 Slots.
Vehicles
Characters with the Girthsome Property
Quirk take up an extra Slot.
Services
FIGHTING WITH ANIMALS An Overburdened rider will
Animals can provide assistance when you Overburden their Mount ( p270).
get into a Fight.

TAMING WILD ANIMALS


Mounted Combat
 Movement: Use your Mount’s Animals, or unintelligent monsters, found
Speed and Abilities when taking in the wild must be Tamed ( p277) during
your Move ( p253). Downtime before they can be used as
a Companion.
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PETS

Animals are domesticated for both


BUZZER
companionship and protection. For
adventurers they are invaluable allies. Named after the curious
humming sound they
GROWL make, these large,
scuttling insects have
These furry canines are chitinous armor and
popular pets among a nasty nip. Vicious
common folk, but also but loyal, Buzzers are
the mount of choice popular with bandits and
for the tiny warrior. nomads due to their hardy nature.
Selective breeding
has resulted in some 7 MIGHT +1 2
distinct breeds but all are 7 DEFT ATTACK HEARTS
uniformly fierce with a
7 GRIT
keen sense of smell.
3 INSIGHT 15* Average
3 AURA DEFENSE SPEED
7 MIGHT +1 3
7 DEFT ATTACK HEARTS
Animal Abilities
7 GRIT
 Buzz Off: When they, or their
7 INSIGHT 14* Fast
owner, are under attack, Buzzers
4 AURA DEFENSE SPEED can raise the pitch of their hum to
an unpleasant level. The Battlefield
Animal Abilities Area they occupy becomes
 Tracking: Growls grant you an Obscured ( p251), unless your ears
Edge on tracking or detecting are protected.
quarry with a particular scent.  Exoskeleton: Their tough shell
 Super Sense: They growl and snarl boosts their Defense by +4*.
if someone unfamiliar close by is  Grazing: They require an
using magic of some kind, even if environment that contains vermin
not visible or obvious. or other small creatures to Graze.
Inventory Slots Inventory Slots
 6 Slots with a harness.  6 Slots with a harness.
 Can be Mounts for Small Species.  Can be Mounts for Small Species.
Fighting Fighting
 Claws and fangs strike like a Quick  Mandibles strike like a Standard
4 Weapon ( p153), providing a +1 Weapon ( p152).
Defense Bonus during a Fight*.
 When mounted, Growls are Battle 75 Coins
7 Ready ( p187).

75 Coins

11

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PUDGE GRUB FUZZCOIL

About the size and These hairy, serpentine


CREATING A
weight of a ripe creatures wrap CHARACTER
watermelon, these themselves around CALLING
bright, doughy their owners, keeping
SPECIES
creatures waddle out of sight up
HOMELAND
harmlessly all over sleeves or inside & HISTORY
Outer World. They tunics. Their venom can
TRAITS
are easy prey but survive be milked, diluted, and
QUIRK
through frequent asexual division. Most then sold as an anti-aging remedy. While
commonly used as low maintenance this odd elixir does tighten the skin, the FINISHING
DETAILS
livestock, they also have practical uses effect is only temporary.
GEAR
for Adventurers.
CHARACTER
5 MIGHT +1 2 RANK
3 MIGHT +0 1 5 DEFT ATTACK HEARTS
3 DEFT ATTACK HEARTS 5 GRIT
3 GRIT 5 INSIGHT 13 Fast
Paying

3 INSIGHT 11 Slow 5 AURA DEFENSE SPEED


Carrying

3 AURA DEFENSE SPEED Weapon


Types
Animal Abilities
Armor Types
Animal Abilities  Wearable: The animal will wrap
Shield Types
 Directable Decoy: If urged in one around a part of your body and
Outfits
direction, Pudge Grubs will trundle remain there unless forced or
away until prompted to stop or go ordered off. Easily mistaken for a Wearable
Accessories
in another direction, much like a harmless pelt by casual observers.
Wayfinding
clockwork toy.  Venom: Anyone bitten must make
Illumination
 Delicious Decoy: Their sweet smell a successful Grit Check or become
Specialist’s
and succulent appearance make Disoriented ( p269) for 4 Turns. Kits
Pudge Grubs irresistible to bestial ◆ Once poisoned, the afflicted Books
predators, who must make a Grit cannot be affected by Fuzzcoil Consumables
Check to avoid stalking them. venom for another 24 hours.
Combustibles
 Squashy Defense: All crushing or & Chemicals
squashing Attacks, such as fists or Inventory Slots
Miscellaneous
clubs, do 1 less Heart of Damage.  1 Slot in their mouth, or coiled in Curiosities,
 Edible: If butchered they provide 3 their tail. Artifacts, &
Gadgets
Units of Hardy Rations ( p177).
Fighting Other World
 Grazing: They require an Items
environment of lush grass, fungus,  Strikes like a Concealed Weapon
( p152) and can make a Sneaky Companions
or moss to Graze.
Swipe at a target, if worn or hidden. Vehicles

Inventory Slots A successful hit is also venomous… Property

 6 Slots with a harness. Services


100 Coins
 Can be really, really, slow Mounts
for Small Species. The distance you
can cover in one day is halved!

Fighting
 Nope.

20 Coins

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SKREE PURR

An umbrella term for Small, capricious feline


small flying creatures, creatures that are, at
covering birds, bats, best, casually attached
and moth-like species. to their owners. While
Quick and intelligent, they avoid a fight
Skree can be trained when possible, their
to be aerial scouts and sly interventions can
messengers. be useful. Most Purrs are
covered in colorful fur, though hairless
4 MIGHT +1 2 and scaled breeds exist.
7 DEFT ATTACK HEARTS
4 GRIT 4 MIGHT +0 2
7 INSIGHT 13* Fast* 8 DEFT ATTACK HEARTS

4 AURA DEFENSE SPEED 4 GRIT


8 INSIGHT 11 Average
Animal Abilities 4 AURA DEFENSE SPEED

 Fast flyer: When in flight, a Skree


is Fast*. When grounded, its speed Animal Abilities
is reduced to Average and its  Slinky: Nimble and acrobatic, Purrs
Defense Rating drops to 11. have an Edge on all rolls involving
 Messenger: Skrees can carry climbing, getting to high places,
messages, or small items, to a and landing safely.
location or character that they are  Occasional Obedience: Purrs
familiar with. They will eventually are able to understand simple
wing their way back to you. commands like “Knock that over”
 Sky Scout: On a Journey, your or “Catch that”, but sometimes they
Skree can act as a Scout ( p228) simply don’t feel like doing it. You
with the following differences: must make a successful Aura Check
to instruct your Purr.
 They get an Edge on their
Stealth roll, as they are small and ◆ Once per session, your GM
airborne. If detected, observers can direct your Purr to act
still might not think anything of it. independently; this might prove
costly or useful. You must make an
 They cannot relay precise Aura Check to stop them.
information, only indicate if the
way ahead has: a serious threat,  Grazing: They require an area
a potential threat, or no threat. containing small mammals or
vermin to Graze.
 Grazing: They require an open area
populated by tiny vermin to Graze. Inventory Slots
13
Inventory Slots  Purrs refuse to wear a harness or
be used as a Mount. However, they
 1 Slot in Talons, or Beak. can snatch and carry small items in
8 Fighting their teeth.

 Skrees cannot damage targets Fighting


larger than themselves, but they  Purrs cannot damage targets larger
16 can flutter and harry your foes, than themselves, but they can
providing an Attack Assist ( p256). perform Combat Tricks ( p256).
100 Coins 75 Coins

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MOUNTS

Trained creatures that allow you to rest on MOKKO-DO CREATING A


your travels, and maybe lend you some CHARACTER
extra weight during a fight. These fluffy, flightless CALLING
birds are much SPECIES
quicker than they
JUMBUG HOMELAND
appear. Their speed & HISTORY

Giant insectoids with and reliability has TRAITS


powerful hind legs made them one of QUIRK
that rocket them the most common
FINISHING
forwards. Notoriously mounts on Outer World. DETAILS
dangerous to ride, This popularity has also inspired best- GEAR
these beasts’ unusual of-breed shows, races and other novelty
CHARACTER
propulsion method events capable of drawing large crowds. RANK
helps them traverse the Pedigree specimens, with rich or attractive
most tortuous terrain. Jumbugs are also plumage, will cost twice the market price.
famed for the soft chirping sounds they Paying

make while settling down, soothing for 8 MIGHT +0 3


Carrying
both owner and beast. Weapon
8 DEFT ATTACK HEARTS
Types
5 GRIT
Armor Types
9 MIGHT +0 3 5 INSIGHT 11 Fast
Shield Types
9 DEFT ATTACK HEARTS 5 AURA DEFENSE SPEED
Outfits
4 GRIT
s
Wearable
4 INSIGHT 15* Fast Mount Abilities Accessories
4 AURA DEFENSE SPEED
 Useful Beak: The Mokko-Do’s beak, Wayfinding
while unsuitable for combat, is Illumination
Mount Abilities precise enough to grab and hold Specialist’s
 Exoskeleton: Their tough shell onto most items that a human Kits
boosts their Defense Rating by +4* could, though using most of them Books
 Boing: The Jumbug is capable of is still beyond the creature. Consumables
Supernatural Leaping ( p107). Any  Mokko-yolk: When Camping on Combustibles
jumps attempted during a Fight, or a Journey, females can produce & Chemicals

similarly tense situation, require the an egg a day, equivalent to 1 Miscellaneous


rider to make a Deftness or Might Ration, providing the animal is not Curiosities,
Check to avoid falling off and suffering from Starvation ( p271). Artifacts, &
Gadgets
being Toppled ( p271).  Grazing: They require an
Other World
 Grazing: They require an environment with lots of grass or Items
environment with plentiful flora or coarse flora to Graze. Companions
fungus to Graze. Inventory Slots Vehicles

Inventory Slots  12 Slots with a harness. Property


Services
 12 Slots with a harness. Fighting
Fighting  Talons strike as Standard Weapons.
 Mandibles strike as a
150 Coins
Standard Weapon.

200 Coins

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ROKKO-DO LARGZARD

The larger and more These irrepressible


fearsome cousin of lizards are admired
the Mokko-Do. These for their ferocity in
creatures are difficult battle, less so for
to train and prone to their servility. The
bluster, but ultimately high price reflects the
fierce and loyal mounts difficult and dangerous
once tamed. Rumors of process of training them.
the flying Black Rokko-do persist despite The legendary flame-breathing Crimson
no recorded sighting for hundreds of Largzard has never been caught, let alone
years. Highly valued steeds among tamed. Used by immense warriors too
noble warriors. bulky for standard Mounts.

9 MIGHT +2 4 10 MIGHT +3 5
9 DEFT ATTACK HEARTS 10 DEFT ATTACK HEARTS
9 GRIT 10 GRIT
5 INSIGHT 11 Fast 4 INSIGHT 15* Average
5 AURA DEFENSE SPEED 4 AURA DEFENSE SPEED

Mount Abilities Mount Abilities


 One Master: Rokko-Do will  Ravenous: These creatures must
become extremely attached to you consume 2 Units of Hardy Rations
if you treat them well. a day. Failure to do so will prompt
 An Aura Check is required to the Largzard to attack and kill for
coax them into allowing another food, usually targeting your smaller
person to mount them. companions first.

 They will refuse to leave you  Scutes: Their thick scales provide
behind if you fall in battle, either fortification, boosting their Defense
dragging your body to safety or Rating by +6* but making them
standing over you to ward off less nimble than other mounts.
attackers until help arrives.  Blood Lust: Directing these violent
 Fearlessly Loyal: Rokko-Dos creatures away from a Fight
automatically pass Loyalty Checks requires a successful Aura Check.
( p183).
Failure means they enter the fray,
often carrying you with them.
Inventory Slots
Inventory Slots
 12 Slots with a harness.
 16 Slots with a harness.
Fighting
15 Fighting
 Beak and Talons strike as Standard
Weapons.  Bite strikes as a Mighty Weapon.

 Rokko-Dos are Battle Ready  Tail strikes as an Arc Weapon.


2  Largzards are Battle Ready
( p187).
( p187).
275 Coins
15 500 Coins

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PACK BEASTS

While other creatures can help you carry GRUBBISH CREATING A


things, Pack Beasts are bred for it. Not CHARACTER
built for speed, just sturdy and resilient. Enormous, multi-legged CALLING
and bulbous; Grubbish SPECIES
are awkward but
SHAGGY BUMPO HOMELAND
stable beasts. Having & HISTORY

These humongous bovids originated in the TRAITS


have a fluffy, charming Mana Wastes, these QUIRK
appearance that creatures are extremely
FINISHING
belies their rugged resilient, and this has DETAILS
frame. Their strength, made them popular with travelers and GEAR
coupled with a traders that operate in inhospitable
CHARACTER
compliant nature, make locations. Most Grubbish have a simple, RANK
them perfect beasts of mask-like face, but some rare specimens
burden. The Bumpo is a paternal animal, look unnervingly human.
and will ‘adopt’ unattached youths, which Paying

they will then vigorously defend. 10 MIGHT +0 3 Carrying

4 DEFT ATTACK HEARTS Weapon


Types
10 MIGHT +0 4 10 GRIT
Armor Types
3 DEFT ATTACK HEARTS 4 INSIGHT 9 Average
Shield Types
10 GRIT 4 AURA DEFENSE SPEED
Outfits
3 INSIGHT 9 Average
Wearable
3 AURA DEFENSE SPEED Pack Beast Abilities Accessories
 Will-less: They are rather dull Wayfinding
Pack Beast Abilities creatures, and will obey their owner Illumination
 Shaggy: A Bumpo may be shorn without question. Grubbish never
Specialist’s
once a year, providing 2 Units of need to make Loyalty Checks. Kits
Bumpo Wool (Trade Goods). Their  Iron Guts: Grubbish can eat Books
fleece is a great raw material for spoiled or even poisonous food. Consumables
crafting Cold Weather Outfits
 Filth dweller: Grubbish are Combustibles
( p172).
immune to being Putrefied & Chemicals
 Bumpo Cream: Females can be ( 270), as well as any ill effects Miscellaneous
milked once a day to produce 2 from ingested toxic materials. Curiosities,
Ration’s worth of cream, providing Artifacts, &
 Grazing: They can Graze anywhere Gadgets
the animal is not suffering from
there is something organic to eat.
Starvation ( p271). Other World
Items
 Grazing: They require an Inventory Slots
Companions
environment with lots of grass or  20 Slots with harness. Vehicles
coarse flora to Graze.
Property
Fighting
Inventory Slots Services
 Feelers strike as if Unarmed.
 20 Slots with harness.
435 Coins
Fighting
 Hooves and Horns strike as
if Unarmed, a gentle giant.

400 Coins

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COMPANION SIZE COMPARISON

Scamp Scholar Guide Custrel Mokko-Do


Follower Follower Follower Follower Mount
( p185) ( p185) ( p186) ( p186) ( p191)

Purr Skree Fuzzcoil Buzzer Pudge Grub


Pet Pet Pet Pet Pet
( p190) ( p190) ( p189) ( p188) ( p189)

Growl
Pet
( p188)
12

11

19
Shaggy Bumpo
Pack Beast
( p193)

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CREATING A
CHARACTER

CALLING
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
FINISHING
DETAILS

GEAR
CHARACTER
RANK

Rokko-Do Jumbug Paying


Mount Mount Carrying
( p192) ( p191)
Weapon
Types

Armor Types
Shield Types
Outfits
Wearable
Accessories

Wayfinding
Illumination
Specialist’s
Kits

Books
Largzard
Mount Consumables
( p192) Combustibles
& Chemicals

Miscellaneous
Curiosities,
Artifacts, &
Gadgets

Other World
Items

Companions
Vehicles
Property
Services

Grubbish
Pack Beast
( p193)

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VEHICLES

Mounts won’t be able to


traverse some of Outer  Driving lessons: Your GM will
World’s most hostile decide if large, or sophisticated,
terrain, or cover large Vehicles need a session of
tracts of land or sea Downtime to master. Piloting
without pause. For without any training will incur a
these occasions you’ll Major Penalty (-4) on piloting rolls.
require a Vehicle.

Vehicle Use FIGHTING WITH VEHICLES


 Crewing: To control a Vehicle
Fights can take place on, against, and
without penalty, you need the
between Vehicles.
stated number of personnel.
 Fuel: Each Vehicle requires energy to Vehicle Combat
move. This could come from your
direct physical effort, harnessing  Battlefield: Vehicles can be
an abundant natural resource, or described as a Battlefield ( p248)
using a Fuel or a Spell Engine. during a Fight. Your GM will divide
a Vehicle into specific Battlefield
◆ Unless the vehicle is PC-powered, Areas and apply any appropriate
you avoid Fatigue if you Rush Area Conditions.
( p229) on a Journey.
◆ For example, the cockpit of a
 Traversable Terrain: This describes Walker ( p198) might be 1 Area
the environments the Vehicle is that is Sheltered and Cramped
designed to operate in. and the Walker’s limbs might be
 Journey Time: Unless otherwise represented by another
stated, a Vehicle doubles the Battlefield Area.
distance you can travel in one day,  Damaging Vehicles: Attempting to
when on a Journey ( p222). damage a vehicle is covered by the
Sundering rules ( p263).
Inventory Slots
◆ For example, a Walker’s cockpit
 Vehicles are subject to the same
is made of metal (Very Hard) so it
rules as Animals when carrying
would have a Defense Rating of 18,
Gear ( p187), except Vehicles will
and it is roughly the size of a cart
not move if Overburdened.
which would give it 12 Hearts.
◆ Your GM might rule that some craft
are too large to destroy completely
PILOTING VEHICLES
with normal Attacks.
Vehicles come in a huge variety of shapes  Speed Rating: Your GM will decide
18 and sizes, each designed for a very on a Speed Rating for any Vehicle
specific purpose. when engaged in a Fight.
 Battle Manoeuvres: During a Fight,
11  Standard operation requires no changing the direction or speed of
Checks but your GM will decide if a Vehicle requires the entire crew
a difficult, or delicate, manoeuvre to use their Action.
requires the pilot to make a
15 Deftness Check.
 Piloting rolls suffer a Snag if you
don’t have the required crew.

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CORACLE  Traversable Terrain: If Trailblazing


( p226) you are slowed to foot
Single person boats used for fishing. speed. CREATING A
Easily carried, but not for open waters. CHARACTER
 Journey Time: If pulled by a PC the
CALLING
distance covered in one day is the
Vehicle Use
same as if travelling by foot. SPECIES
 Crewing: 1 pilot. HOMELAND
 Fuel: PC-powered Inventory Slots & HISTORY

 Traversable Terrain: Waterways  80 Slots. TRAITS


QUIRK
and other calm waters, such as
lakes, rivers, or stretches 1 Gem FINISHING
DETAILS
of coastline.
GEAR
BREEZE RIDER
Inventory Slots CHARACTER
RANK
 10 Slots. These difficult to master gliders are rare
treasures coveted by adventurers and
2 Slots (when carried) • 80 Stones collectors alike. Their Sky Steel frames Paying
make them super light, and while they Carrying
are too cumbersome to carry, they can be
VELOCIPEDE Weapon
pulled along like a kite with a little effort. Types
Single person, pedal-powered machines Armor Types
used for speedily getting around urban Vehicle Use
Shield Types
areas. Popular with Paw Post couriers.  Crewing: 1 pilot. Outfits
 Fuel: Thermal winds. Wearable
Vehicle Use Accessories
 Traversable Terrain: Any Terrain.
 Crewing: 1 pilot. Wayfinding
 Take-off requires a running start.
 Fuel: PC-powered Illumination

 Traversable Terrain: Designed to Manoeuvring Specialist’s


Kits
travel along Roads, you are slowed  Landing requires a Deftness Check.
Books
to foot speed on other types of  Making a difficult manoeuvre, such
land Routes. as flying through a crowded space,
Consumables
Combustibles
or stabilizing the Breeze Rider after
Inventory Slots & Chemicals
being hit, requires the driver to Miscellaneous
 10 Slots. make a Deftness Check.
Curiosities,
3 Slots (when carried) • 45 Coins  Failing a Deftness roll to land or Artifacts, &
Gadgets
manoeuvre results in a crash and
the rider suffers a Falling/Impact Other World
Items
CART Injury ( p267).
Companions
A small, typically one-beast, cart Inventory Slots Vehicles
employed by merchants, farmers
 Breeze Riders can carry a Small, Property
and nomads.
Medium, or Large pilot as long as Services
they are not Overburdened.
Vehicle Use
 An additional passenger can hang
 Crewing: 1 driver. onto the glider, but piloting rolls
 Fuel: A Cart needs to be tethered suffer a Snag.
to a Pack Beast, Mount, or a PC  Pets can ride along without
with Supernatural Might! inflicting this penalty on the pilot.
◆ Carts can be chained together in a
train but require one beast per cart. 2 Slots (when pulled) • 3 Gems

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SKIMMER Vehicle Use


These versatile craft float just above the  Crewing: 1 pilot and 1 assistant.
ground, making travel across challenging  Fuel: Sails harness the wind.
terrain much faster.  Traversable Terrain: Any.

Vehicle Use Inventory Slots


 Crewing: 1 pilot.  50 Slots.
 Fuel: Skimmers include a Large
12 Gems
Spell Engine. 1 Charge powers the
vessel for three days.
 Traversable Terrain: They glide WALKER
across land and sea, and are not
slowed by Difficult Terrain. The first walkers were created by Goblin
engineers who wanted a means of
Inventory Slots tirelessly traversing the undulating tunnels
of the Buried Kingdom. The pilot, and
 35 Slots.
any passengers, sit inside a metal cockpit
which controls its multiple mechanical
8 Gems
limbs. Walkers are not nimble, but their
long strides allow them to easily move
FELUCCA over terrain that would normally slow you
down, like a swamp or rocky landscape.
This small sailing vessel, employed
around the Twilight Meridian, has become Vehicle Use
popular among adventurers as it only
requires a relatively small crew.  Crewing: 1 pilot.
 Fuel: Walkers include a Large
Vehicle Use Spell Engine. 1 Charge powers the
machine for one day.
 Crewing: 1 pilot and 2 assistants.
 Traversable Terrain: Any
 Fuel: Sails harness the wind, but
overland terrain.
emergency oars require PC-power.
◆ Walkers are not slowed by Difficult
 Traversable Terrain: Open seas.
Terrain ( p225), as their long legs
Inventory Slots negate uneven surfaces.
 80 Slots. Inventory Slots
6 Gems  25 Slots.

6 Gems
CLOUD BREAKER
8 These small sky ships are used by
the wealthy for island hopping in the
Galvanus Archipelago. The vessel’s hull is
constructed from Sky Steel or Floatstone,
20
which keeps the craft perpetually aloft as
well as magically resistant to wear and
tear. Cloud Breakers come with exquisitely
4 decorated anchors which bear the mark
of their constructor’s yard. For locomotion,
sky sailors harness the winds in the same
way as their marine cousins.

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VEHICLE SIZE COMPARISON

CREATING A
CHARACTER

CALLING
SPECIES
HOMELAND
& HISTORY

TRAITS
Coracle Velocipede Cart Breeze Rider QUIRK
Taagan Tub Paw Post Pushbike Traveler’s Wagon Wind Wing
( p197) ( p197) ( p197) FINISHING
( p197)
DETAILS

GEAR
CHARACTER
RANK

Paying
Carrying

Weapon
Types
Skimmer
Gleysian Sky Platform Armor Types
( p198) Shield Types
Outfits
Wearable
Accessories

Wayfinding
Illumination

Cloud Breaker Specialist’s


Kits
Portian Clipper
( p198) Books
Consumables
Combustibles
& Chemicals

Miscellaneous
Curiosities,
Artifacts, &
Gadgets

Other World
Items

Companions
Vehicles
Walker
Property
Gobbo Ambulator
( p198) Services

Felucca
Galvanus Trader
( p198)

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PROPERTY

Most folk rent or


have mortgage TOWNHOUSE
agreements with
Boasting 4-6 rooms, and occasionally a
their communities
basement or second floor, townhouses
or local landowners.
are often occupied by wealthier families.
Adventurers can
Less characterful than improvised huts,
have trouble securing
but more solidly constructed.
these loans due to their
transient nature and risky line
 A Town House can comfortably house
of business.
4 people and their possessions, 8
in cramped conditions.
 The listed prices are a guide and
will vary with location. Major cities 6 Gems
and ports will be double or triple
the price.
 Houses left empty for long periods WORKSHOP
are prone to burglars or squatters. Crafters need access to a Workshop to
You might need a Companion create their complicated constructions.
to house-sit.
 Workshops are big enough
to accommodate 2 workers at
HUT once, and stocked with tools and
materials for crafting.
Small, single-room homes found in rural
settlements or as standalone shelters in  Workshops are specific to one
the wilderness. Built with local techniques Crafting Discipline, and include
and materials, they range from the egg- tools and enough supplies for 10
shaped pods of Shard to the floating crafting sessions.
lodges of the Galvanus Archipelago.
Workshop (Tools & Supplies)
 A Hut can comfortably house 2 3 Gems
people and their possessions, 4 in
cramped conditions. Restock Supplies
30 Coins
80 Coins

19

12

Hut Townhouse Workshop


Starlight Farmer’s Pod Blacktower Merona’s Miraculous Muffin Factory

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SERVICES

Spend a night in a comfy


bed, send a parcel  Workshops can be rented for a CREATING A
CHARACTER
back home, or even Downtime Crafting session or a
board an airship to single Repair. CALLING
SPECIES
the other side of  Materials are not included in the
the world. While not price and must be provided by HOMELAND
& HISTORY
exactly gear, services the craftsman.
TRAITS
provide value to the coin-  Some Workshops will have basic
QUIRK
heavy and time-light. Materials and Additives for sale,
FINISHING
but exotic items will be scarce. DETAILS
ROOM & BOARD  Using a High-end Workshop grants GEAR
you a Minor Bonus (+2) on your CHARACTER
The road is long and unforgiving. A bed Crafting roll. RANK
and a well cooked meal is a simple, well-
deserved luxury. Basic Workshop
Paying
3 Coins per Downtime Session
 Room & Board will provide you Carrying
with adequate food and sleep to High-end Workshop Weapon
avoid the effects of Starvation and Types
Fatigue for a day. 20 Coins per Downtime Session
Armor Types

 More expensive establishments Shield Types


may include extra perks: TREATMENT SERVICES Outfits

 Hearty Meal: A big breakfast You’ve been wounded and your priority Wearable
Accessories
served alongside a fine on entering town is to find the local
beverage starts your day well. physician (or mechanic!) to patch you up.
Wayfinding

Gain an Edge on your first Illumination


Insight roll of the day. Specialist’s
 During Downtime you can pay a Kits
 Excellent Service: Dedicated physican, or Gadgeteer if you are
Books
and friendly staff leave you a Bio-Mechanoid, to remove an
feeling peppy. Gain an Edge on Injury of your choice. Consumables

your first Aura roll of the day. Combustibles


◆ This paid treatment can work in & Chemicals
conjunction with Heal an Injury
Basic Room & Meal Miscellaneous
( p273), enabling you to heal 2
10 Stones a night Injuries during Downtime.
Curiosities,
Artifacts, &
Gadgets
 Severed or Mutilated limbs can be
Pleasant Room & Hearty Meal
replaced with Prosthetics ( p262). Other World
20 Stones a night Items
◆ Not all treatment centers will have
Companions
access to prosthetics, or be able to
Luxurious Suite, Hearty Meal, conduct this type of surgery.
Vehicles
& Excellent Service Property
10 Coins a night Remove Injury Services

5 Coins
WORKSHOP RENTAL
Prosthetic Graft
Crafters need an appropriate space 5 Gems
to practice their art. Fortunately, the
required Workshops can be rented from
trade organizations, universities, local
governments, or willing individuals.

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CRAFTER COMMISSION & REPAIR PAW POST SERVICES

If you want a bespoke weapon or potion While there are many local runners,
created, or need your favorite suit of armor they aren’t much help when it comes to
patched up, then commission a Crafter. sending messages or items to another
continent. Fortunately, the Paw Post
 Fixing Standard Gear: Costs ½ provides adventurers with a reliable postal
the list price of the chosen item service. Paw Post Stations appear in many
(rounded up). surprisingly remote places.
 Commissioning Customized
Gear: Costs 50% more than the  Paw Post Stations will deliver
calculated list price (rounded up). messages and items to any other
Paw Post Station, via their network
 Crafting Imbued Gear: Refer to the of relay teams.
costs of Crafting Imbued Gear
( p286), then add an extra 50%  Deliveries are guaranteed to arrive
(rounded up). within 2 months.
◆ Note that not all Crafters are able  Deliveries are insured. In the event
to work with, or have access to, of loss/damage a full refund
the Magic Materials and Additives is offered.
required to make Imbued Gear.
Membership
Varies (See above)  Allows 1 free delivery a month.
Further services must be paid
for normally.
RECREATIONAL ATTRACTIONS
Deliver Message (any distance)
Opera houses, underground spas,
and locations that focus on personal 1 Coin
enjoyment are a rare treat in Outer World.
Deliver Item in same Region
 There are two kinds of Recreational 50 Coins per item (3 Slot Max.)
Attraction, each with a perk:
 Relaxing: Allows you to perform Deliver Item to another Region
both the Socializing and Heal 1 Gem per item (3 Slot Max.)
an Injury Downtime Activities
simultaneously. Membership Card
 Entertaining: Gives you an Edge 5 Gems a year
on your Socializing rolls
during Downtime.

5 Coins per Downtime Session

12

17

18

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INTERCONTINENTAL TRAVEL

Without access to an air or sea-going


CREATING A
vessel, intercontinental travel is CHARACTER
impossible. Fortunately, merchants and CALLING
sailors with large enough ships will offer
SPECIES
passage, for a price.
HOMELAND
& HISTORY
 When on an intercontinental
TRAITS
voyage you can participate in 1
QUIRK
Downtime Activity, limited to what
is available to you on the vessel. FINISHING
DETAILS
 Pets travel free, but a seat must be GEAR
paid for Mounts & Pack Beasts.
CHARACTER
 You can choose to assist the crew RANK

on the voyage. This halves your


fare, but forfeits any chance of
Paying
indulging in a Downtime Activity.
Carrying
 You can try to convince the captain
Weapon
of the vessel to take you into Types
uncharted territory, but this will
Armor Types
cost you double.
Shield Types

Maritime Vessel (Food & passage) Outfits

8 Coins per seat Wearable


Accessories

Wayfinding
Sky Ship (Food & passage)
Illumination
16 Coins per seat
Specialist’s
Kits
Other considerations Books
Trailblazing = Cost x2 Consumables
Working = Cost ÷2 Combustibles
& Chemicals

Miscellaneous
Curiosities,
Artifacts, &
Gadgets

Other World
Items

Companions
Vehicles
Property
Services

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CHARACTER RANK

You start out hopeful and determined, motivated by a sense of adventure, but
you’ll need to learn on the job if you want to survive longer than a week.

ABOUT CHARACTER RANK MANA, ALLEGIANCE, GIFTS

Rank: Represents your power in the game Mana: The PCs readily absorb mana, the
world. You start at Rank 1 and can rise to magical energy that flows throughout the
Rank 10. The higher your Rank, the more Outer World. This allows them to rapidly
powerful you become, and the more you develop skills and powers that take
will be respected and revered by those ordinary folk a lifetime to master.
you encounter. Some of the satisfaction
of playing BREAK!! comes from rising Allegiance: When you choose Magic
through the Ranks to become a legend. Abilities that draw on Bright or Dark
sources of mana you will start to form an
Experience Points (XP): To rise in Rank Allegiance ( p206), and the world and its
you must earn Experience points. Your inhabitants start to look at you differently.
GM awards these to you for playing the
game and achieving specific goals or Gifts: Deepening your Allegiance with the
overcoming difficult challenges. Bright or Dark will eventually result in a Gift:
a physical alteration that results from heavy
interaction with such powerful forces.

14

RANK 1 RANK 4 RANK 7 RANK 10

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ADVANCING IN RANK

CREATING A
RANK ACHIEVEMENT XP CHARACTER

CALLING
Rank sets your Base Aptitudes, Combat How Achievement XP is awarded can vary
Stats, and the number and type of from game to game, it all depends on the SPECIES

Abilities you have. goals you set with your GM. HOMELAND
& HISTORY

 You start at Rank 1 and can rise to a Determining Achievement XP TRAITS

maximum of Rank 10. QUIRK


 Discuss and agree with your GM
FINISHING
 You move to the next Rank when how Achievement XP will be DETAILS
you gain the required number awarded before you play. GEAR
of XP stated on your Calling’s
 You will be awarded 1-3 XP for
Advancement Table. CHARACTER
each recognized Achievement at RANK
 Your Calling’s Advancement Table the discretion of your GM.
will tell you whether your new Rank
increases your Aptitudes or Combat Example Achievement XP awards
Advancing
Values, or grants you a new Ability.
1 XP awards in Rank
Allegiance
Use Rank to determine how GMCs  Defeating or pacifying more
react to PCs. A tavern will fall silent powerful or numerous opposition.
when a powerful band of heroes
enter, but no one will notice the
 Braving a peril where failure would
arrival of fledgling adventurers! result in certain injury or death.
 Discovering, or investigating, a
new mystery or adventure.
EARNING XP
 Obtaining some great reward or
XP represent your character’s personal important knowledge.
growth. XP are earned for:  Experiencing something
 Effort: Awarded for spending time wonderfully rare or soul enriching.
playing the game, and…
◆ 2 XP awards
 Achievement: Awarded for progress or
 Accomplishing a goal with an
accomplishing a significant goal.
unorthodox or creative solution.
 Making effort to improve or
 Your start with 0 XP.
support a community in need.
 XP are awarded by your GM at the
 Demonstrating excellent teamwork
end of each Session ( p211).
during the adventure.
 You receive 1 XP for Effort for each
hour spent actually playing. 3 XP awards
 Your GM also awards discretionary  Converting a hated enemy into a
XP for Achievement. true friend or ally.
 All PCs are awarded equal  Completing some grand multi-
Achievement XP, even if they were session adventure or endeavor.
not directly involved in earning them.  Willingly sacrificing a valued
 Record the XP on your Character possession or suffering injury to
Sheet. If you have accumulated help others.
enough XP to advance to the next  Having a Team epiphany or
Rank update your PC accordingly. revelatory moment. For example,
You start the next Session in your discovering your patron is the villain!
new Rank.

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ALLEGIANCE

Those who dabble with magic may end up A Gift does not provide a PC with any
with an Allegiance to either The Invincible benefits, but those they encounter
Bright or The Profound Dark. Having an should be suitably reverential.
Allegiance will change the way some Bio-Mechanoid Gifts are mechanical
magic and creatures interact with you. variants. For example, Bone Spikes
might become Protruding Bolts.
◆ Gaining Allegiance Points
 You start with 0 Allegiance Points. BRIGHT GIFTS TABLE
 When you gain a Magical Ability
Choose or roll your Bright Gift
you may also gain a Dark D or
Bright B Allegiance Point.
◆ Record the number and type 1-2
of points you accrue on your Luminescent Tattoos
Character Sheet. Faintly glowing lines have
Creatures, items, and effects can appeared across your
also cause you to temporarily, or body, forming patterns.
permanently, gain Allegiance Points.
3-4
◆ Determining your Allegiance
 Dark Aligned: Your Dark Serpent Eyes
Allegiance Points exceed your Your eyes never shut, you
Bright by 2 or more. don’t blink, you even stare
in your sleep.
 Bright Aligned: Your Bright
Allegiance Points exceed your Dark
by 2 or more. 5-6
 Twilight Allegiance: Neither type Halo
of Allegiance Point exceeds the An arc of softly glowing
other by 2 or more. light crowns your head, but
 Unaligned: You have 1 or less can be covered by a hood.
Allegiance Points.
7-8

GIFTS Resonant Voice


Your voice has developed
If you draw too deeply from one of the an authoritative,
cosmic forces your fragile form will alter. ethereal echo.

◆ Gaining a Gift 9-10


18
 Accruing 3 Bright Allegiance Points Feathers
results in a Gift from the Bright Gift You’ve sprouted long,
Table ( p206). radiant feathers across
10  Accruing 3 Dark Allegiance Points your shoulders.
results in a Gift from the Dark Gift
Table ( p207).
11-12
20 Allegiance Points gained
temporarily from an area or items Aesthetic Consistency
affect your Allegiance but do not Your appearance has
count when calculating Gifts. become unsettlingly
symmetrical.
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13-14 7-8
Scaled Joints Fangs CREATING A
Patches of glistening Some of your teeth have CHARACTER
scales have replaced the sharpened and have grown CALLING
skin around your joints. more prominent. SPECIES
HOMELAND
& HISTORY
15-16 9-10
TRAITS
Prismatic Hair Melodious Voice QUIRK
Your hair has become Your voice can now make FINISHING
extremely long and even harsh words DETAILS
shimmers different colors. sound soothing. GEAR
CHARACTER
RANK
17-18 11-12
Elongation Winter’s Embrace
Your fingers, limbs, face, Your body has become
Advancing
and torso are lengthened cool to the touch, and the in Rank
just enough to be noticed. air around you is chilled. Allegiance

19-20 13-14
Third Eye Gem Bone Spikes
A jewel of your favorite Small, bony protrusions
color has emerged in the have broken through your
center of your forehead. skin in small patches.

15-16
DARK GIFTS TABLE Bestial Mane
Choose or roll your Dark Gift Your hair has become
long, thick and
magnificently unruly.
1-2
Horns 17-18
Horns, or antlers, protrude
from your temples Raptor’s Talons
or forehead. The nails on your hands
and feet have hardened
into sharp curved points.
3-4
Opaque Eyes 19-20
Your eyes have clouded
over and become a single Shadow Mark
flat color. A symbolic inky scar
appears on your cheek
or forehead.
5-6
Devil’s Tail
You’ve grown a small,
non-useful tail that whips
back and forth.

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13

17

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P L AY I N G T H E G A M E

II

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GAME BASICS

Once you’ve created Player Characters and your Game Master has created an
Adventure, you’re ready to start playing the game.

WHAT YOU’LL NEED TO PLAY

 Players & Player Characters (PCs):  Pencils & paper: You’ll need to track
Each Player needs to create a Player changeable information during play.
Character (PC). You will track your PC’s health,
As a player you choose what your PC inventory, and any other notes they
says and does in the game world. feel are helpful.
You need at least 1 player, though Your GM will track the status of
the game is designed to work best the GMCs and any other useful
with a small group of 2-4. information they decide is helpful to
running the game.
 A Game Master (GM): This is a special
type of player that is part referee and  Knowledge of the rules: Your GM
part storyteller. should be familiar with the Rules, but
Your GM will describe how the game as a player you are encouraged to help
world reacts to your PC’s actions and out and make an effort to know how
arbitrates the rules. your PC’s Abilities and Gear work.

They also control all the Game If a dispute occurs over the rules
Master Characters (GMCs) the PCs your GM’s decision is final.
encounter on their travels. You’ll also need your Imagination!
4 Get invested in the adventures of
There is only one GM.
your PCs and drag the other players
 An Adventure: This is the quest or in with you!

18 mission that your PCs participate in. The cheat sheets in the appendix are
Your GM can create their own a quick way to refresh your memory
adventure or use a ready made one. when you forget a rule ( p450).

16  A twenty sided die (d20): You will need


a die or other fast random number
generator set between 1 and 20.

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PLAYING THE GAME

A game of BREAK!! can be a short one-off SESSION FORMAT GAME


experience or a longer, repeated activity. BASICS
The game’s length can be broken into A session has three simple phases: CHECKS &
three stages: CONTESTS
 Session Start: Your GM begins a JOURNEY
 A Session: This is a block of time Session with a short summary of what
EXPLORE
allocated to playing the game, typically the PCs have set out to achieve, or are
a few hours. A Session ends when in the process of achieving. NEGOTIATE

convenient for the players. A Session This is a good time for you to
FIGHT
can finish on a natural break or on a clarify anything you are PERILS
cliffhanger. If required, the game can confused or concerned about! DOWNTIME
be resumed on a subsequent Session. CRAFT
 An Adventure: This is a period of  Play: The players and the GM engage
play where the PCs embark on,and in General Play ( p212) and use the
conclude, a quest, mission, or mystery. appropriate Focused Rules ( p215) Playing

A large Adventure can run over when required. the Game

several Sessions.  Session End: At end of a Session your General


Play
 A Saga: This is a sustained period of GM will award you with XP for Effort
Managing
play where PCs engage in a series of and Achievement ( p205). If you have Time
Adventures over many Sessions. A enough XP, your PCs advance in Rank
Rolling Dice
Saga can see the PCs advance from and you can update your Character
Focused
Rank 1 to Rank 10. Even at Rank 10 a Sheets accordingly. Rules
Saga need only end when the players It’s also useful to broadly agree
what direction your players
feel the game has run its course or
intend to go in the next
reached a logical conclusion. Session, so you can prepare
ahead of time.

COMPONENTS OF PLAY

Adventure, Maps, GMCs

+ + +

PC PC PC

20

Dice Rules

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GENERAL PLAY

Most of the time, playing is a conversation PLAYERS


between the players and the GM, with
each taking turns to speak and react Players tell the GM how their PCs react to
to what the other is saying. Like any a presented situation.
successful conversation, General Play is
dependent on listening and exchanging  You can ask your GM to provide more
clear information. details about your current predicament
by asking clarifying questions.
“Is the blue glow from the tunnel the
GAME MASTERS exact same color as the ghost knight
Your GM describes the environments we encountered earlier?”
and situations the PCs are in, and the
 You describe your PC’s actions and
actions, and reactions, of any creatures or
intentions to your GM.
characters they are interacting with.
“I move closer to the bank and peer
 Your GM describes what the PCs see, into the rushing river, to see if I can
hear, smell, or otherwise sense. see the bottom.”
“The jungle is alive. Every surface
is teeming with vibrant insectoids,  You can propose a coordinated group
their curious chirps and clicks fill the action, but must get the consent of the
humid air. The thick canopy provides other players whose PCs are required
the under dweller’s eyes a welcome to participate.
respite from the unrelenting sun.” “I think Graag should toss Pipi across
the river tied to a rope. What do you
 Your GM describes any events or think, guys?”
predicaments you encounter that
require you to make a decision or When describing your PC’s actions
take action. you can either role play by putting
on a voice, getting into character,
“An underground river blocks your and referring to your PC in the first
path, it is rushing past at quite a person, or you can simply describe
speed. It’s about 20ft across and what your PC is doing. Communicate
it’s hard to tell how deep it is with in whatever way feels comfortable!
casual observation. There is a tunnel Group conversations can get messy,
entrance on the other side of the people speak over each other and
river, which is illuminated by a comments are missed. If your
distinctive blue light.” players’ intentions aren’t clear, ask
one of them to summarise the
 Your GM describes the consequences group’s plan.
of the PC’s actions (or inaction!) Also make sure everyone who wants
“Slatha responds quickly to your to contribute is allowed to do so.
13 comment, she throws back her chair
and rises to her full height, head
TRIGGERING FOCUSED RULES
and shoulders almost scraping the
ceiling. She points directly at you and Large portions of the game are run in
11 says, ‘What did you call my mother?’” general play but when the PCs perform
specific activities, like Explore or Craft,
Your descriptions don’t have to be
poetic, but should provide enough
the GM will follow simple, set procedures
11 useful information for your players called Focused Rules ( p215) to
to react. determine the outcomes.

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MANAGING GAME TIME

Part of the GM’s job is to describe the  Turns: This is a series of Actions taken GAME
passage of time. Keeping track of time in quick succession by a group with BASICS
during general play is done informally, shared intentions. CHECKS &
when exact timings aren’t critical. The effects of these Actions are CONTESTS

For example, your GM might say “an applied one after the other and JOURNEY
hour passes” or, “a few days go by” happen before any opposing group EXPLORE
before going on to describe your next can respond. NEGOTIATE
meaningful experience or encounter.
The players will agree the order of, FIGHT
and execute, their PC’s Actions on PERILS
THE DIFFERENCE A DAY MAKES one Turn. Your GM will coordinate, DOWNTIME
and execute, any opposing group’s CRAFT
After the Sun Machine was sundered, the Actions on another.
sky ceased to be a useful guide to the time
The group that takes their Turn first
of day. However, the passing of 24 hours
is the one that triggered the time- Playing
in Outer World is still recognized as a day. the Game
critical situation. If there is any doubt,
General
 Acknowledging the start of a new day your GM can have the characters Play
is important. Your GM will announce with highest Deftness from each side
Managing
the passing of each day as it depletes enter a Contest to determine who Time
resources, such as Rations, and should go first.
Rolling Dice
recharges certain expended Abilities.
 Rounds: Once each group has taken Focused
The advent of a new day is Rules
their Turn, a Round has been completed
particularly important when you’re
and, if required, a new one begins.
out on a Journey ( p222).
Groups follow the established Turn
 Adventures can be time sensitive. Your order on subsequent Rounds.
adventure may have a series of events
or encounters that are triggered with
the passage of time. In this case, the ROUNDS, TURNS, ACTIONS
GM will need to keep track of the days
a little more closely. ROUND PLAYER’S
TURN

TIME-CRITICAL SITUATIONS
PC 1 ACTION
When what’s happening moment to
moment is important, for example during
PC 2 ACTION
a Fight ( p244), your GM will split the
game time into small chunks to work out
the sequence of events: PC 3 ACTION

 Actions: Actions are the smallest unit of


game time, they are approximately 10
seconds long.
GM’S
Abilities, and other short tasks your TURN
GM feels take more than a few
seconds, require a character to use
GMC 1 ACTION
their Action.
When an Action is taken, its effects
GMC 2 ACTION
are immediate.
Each character can make 1 Action
per Turn. GMC 3 ACTION

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ROLLING DICE

BREAK!! uses a twenty-sided die (d20).


$ A Penalty will subtract from the rolled
You’ll roll it on four occasions:
result when you’re trying to roll high,
 Checks: The majority of die rolls you’ll but add to the result when you’re
make are Checks ( p218). For these, trying to roll low.
you’re trying to roll a target number or
under to succeed. Applying Bonuses & Penalties
 Contests: In a Contest ( p219), you’re  You can only benefit from one
trying to roll under a target number, Bonus per roll. A Major Bonus is
but higher than the characters you’re used over a Minor Bonus.
competing against.  You can only suffer from one
 Attacks: When making an Attack Penalty per roll. A Major Penalty is
( p254) on an opponent, you’re trying used over a Minor Penalty.
to roll a target number or over to hit.  If both a Bonus and Penalty of the
 Tables: Occasionally you’ll roll on a same level apply to your roll they
table to see what happens. The result cancel each other out.
of your roll is then referenced against  A Major Bonus is reduced to a
a list of outcomes. For example, when Minor Bonus when opposed by a
determining the type of Injury you suffer. Minor Penalty, and a Major Penalty
is similarly reduced when set
BONUSES & PENALTIES against a Minor Bonus.

Bonuses and Penalties represent positive


and negative factors that influence your EDGES & SNAGS
chance of success. They are applied to
your roll because of an Ability, a rule, or at An Edge provides you with another
the discretion of your GM. chance to succeed, while a Snag gives you
another chance to fail.
Awarding Bonuses whenever your
players come up with inventive ways
to gain a situational advantage will Edges
encourage their creativity.  If you have an Edge you roll twice
and use the most favorable result.
Bonuses
 There are two levels of Bonus: Snags
 Minor Bonus (+2): Positively  If you have a Snag you roll twice
affects the result of your roll by 2. and use the least desirable result.
 Major Bonus (+4): Positively Applying Edges & Snags
affects the result of your roll by 4.
 You can only benefit from one
$ A Bonus will add to the rolled Edge per roll.
12
result when you’re trying to roll
 You can only suffer from one Snag
high, but subtract from the result
per roll.
when you’re trying to roll low.
13  If both an Edge and Snag apply to
Penalties your roll they cancel each
 There are two levels of Penalty: other out.
 Minor Penalty (-2): Negatively
17
affects the result of your roll by 2. Having only one Bonus/Penalty, and
 Major Penalty (-4): Negatively Edge/Snag per roll keeps the game
moving quickly and avoids stacking
affects the result of your roll by 4.
the odds too far in one direction.

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FOCUSED RULES

Focused Rules are invoked when you NEGOTIATE GAME


attempt a risky or unpredictable activity BASICS
during play. These procedures determine The Negotiate rules are CHECKS &
the outcome of such activities. used when you CONTESTS

attempt to influence a JOURNEY


During a Session you switch back and
GMC’s actions EXPLORE
forth between General Play ( p212) and
or thoughts.
Focused Rules as the game requires. NEGOTIATE

Negotiate ( p238) FIGHT


There aren’t Focused Rules for every
PERILS
activity the PCs might attempt, but
Checks & Contests can be used for DOWNTIME
most situations that aren’t covered. FIGHT CRAFT

The Fight rules are used


CHECKS & CONTESTS when you engage Playing
in combat with the the Game
Checks and Contests
enemy, or target a General
are used when you
physical object Play
challenge yourself
for destruction. Managing
with a feat of skill, Time
strength, smarts or Fight ( p244) Rolling Dice
bravado.
Focused
Rules
Check or Contest ( p216) PERILS

The Peril rules are used


JOURNEY if you are exposed to
harmful effects like
The Journey rules are
burning, falling,
used when navigating
and drowning.
across Outer World
and determine if you Perils ( p266)
suffer any hardships
or unexpected events
on your travels. DOWNTIME
Journey ( p222) The Downtime rules are
used when you attempt
EXPLORE to do something
productive in the time
The Explore rules are between adventures.
used when you enter
Downtime ( p272)
dangerous locations,
and determine what
you encounter CRAFT
whilst there.
The Craft rules are
Explore ( p230) used when you are
attempting to create,
customize, or repair
an item with your
Crafting Ability.
Craft ( p280)

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CHECKS & CONTESTS

When out on an adventure, you’ll constantly push your PC to their limits, often
pitting them against the rival characters and creatures you meet.

When to use these rules What these rules cover


4 Whenever your PC’s physical or mental  What Aptitudes are used for.
capabilities are in question you’ll need  When and how to make a Check.
to make a Check to see if their attempt is
successful. You’ll enter a Contest if you’re  When and how to enter a Contest.
7 testing your capabilities against another.  Using Linked Contests for prolonged
competitions, like chases.
 Achieving Special Success.
16

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APTITUDES

Aptitudes measure your PC’s physical and CHOOSING APTITUDES GAME


mental capabilities. You must roll under BASICS
an Aptitude score when asked to make a To make a Check you must use an CHECKS &
Check or enter a Contest. appropriate Aptitude. If not explicitly CONTESTS

specified in a rule or Ability, your GM will JOURNEY

MIGHT decide which is appropriate. EXPLORE


NEGOTIATE
Example Checks…
Might is used for tests of FIGHT
strength or brute force. A  Might Checks: Kicking down a door, PERILS
high score means you are breaking free from bindings, lifting an DOWNTIME
athletic or able-bodied. A extremely heavy object.
CRAFT
low score means you are  Deftness Checks: Picking a lock, using
scrawny or feeble. a fiddly device, leaping out of the way
of a monster’s breath. Aptitudes

DEFTNESS  Grit Checks: Holding your breath Check


Procedure
while struggling underwater, keeping
Deftness is used for focused in spite of pain or distraction,
Contest
Procedure
executing precise or resisting the effects of toxic substances. Linked
graceful movements. A Contests
high score means you  Insight Checks: Understanding strange
Special
are agile or nimble. A or esoteric writing, seeing through a Success

low score implies you are clever illusion.


clumsy or uncoordinated.  Aura Checks: Getting the attention of
a crowd, being noticed by the right
people, shaking off the effects of a
GRIT mind altering spell.
Grit is used for tasks that
When entering a Contest, characters must
require determination or
use appropriate Aptitudes. If not explicitly
resilience. A high score
specified in a rule or Ability, your GM
means you are tough or
will select Aptitudes for each contestant
willful. A low score implies
based on their approach.
you are frail or gutless.
Example Contests…
INSIGHT  Insight vs. Might Contest: Used for
brains against brawn.
Insight is used for quick-
thinking, observation, or  Deftness vs. Might Contest: Used for
comprehension. A high precision against power.
score means you are  Aura vs. Insight Contest: Used in a
perceptive or astute. A battle of passion over reason.
low score implies you are  Insight Contest: Used for a battle of wits.
witless or oblivious.
If you can think of a good way to
apply your highest Aptitude to a
AURA Check or Contest, tell your GM. For
example, If someone is using Might
Aura is used to exude a to wrestle you to the ground, you
commanding presence. A could oppose them with Might.
high score means you are However, you may have a better
charismatic or alluring. A chance of success using Deftness to
wriggle out of their grip.
low score implies you are
easy to ignore or dislike.
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CHECK PROCEDURE

START STEP 3

Determining the outcome


STEP 1
 If the result of your roll is equal
Triggering a Check or lower than the selected
Aptitude score, you succeed. The
 An Ability or rule can prompt you consequence of success, or failure,
to make a Check. will be specified in the Ability or
 Your GM can ask you to make a rule you are using, or is otherwise
Check when you attempt a risky or decided by your GM.
challenging action where there is a  If your unmodified roll matches the
consequence to failure. selected Aptitude Score exactly,
 Your GM will ask you to make a you achieve Special Success.
Check when attempting to evade, Special Success ( p221)
endure, or resist an effect.
 If you roll a 20 prior to applying
Checks are not required when any Bonuses or Penalties, you
there is time to make repeated automatically fail the Check.
attempts. You’ll just succeed.
Checks are not possible for tasks or
actions your GM deems END
impossible, or beyond the
capability of your PC. You’ll just fail. Breaking down a wooden door
would be a feat of strength, so Might
would be an appropriate Aptitude
STEP 2 Score to use in a Check, however…

If the PCs are not under any pressure,


Making a Check a Check would not be necessary.
 An Aptitude for your Check is They will eventually break it
down, but…
selected. The Aptitude you use is
described in the Ability or rule you If they are being closely pursued
are using, or if unspecified your and they have one shot at busting
GM will choose one appropriate to through before they are caught, then
there is a consequence to failure and
the situation.
a Might Check would be required.
Choosing Aptitudes ( p217)
 Your GM will declare any If you have a Quirk, Ability, Purview
discretionary Bonuses or Penalties or Trait that’s relevant to the Check
you’re making, ask your GM if you
that apply to the roll.
can benefit from a Bonus. For
2  Roll a d20. example, your Girthsome Quirk
 Apply any Bonuses, Penalties, might improve your chances of
shoulder-barging that door down.
Snags, or Edges to determine the
final result.
11 If more than one PC is attempting
In a time-critical situation, if not the same Check with the same
specified, your GM will decide if objective, for example bashing in the
your Check requires the use of door, you can give the PC with the
your Action. highest relevant Aptitude an Edge or
20 Bonus rather than rolling several
individual attempts. This will keep
the game quick and decisive!

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CONTEST PROCEDURE

START STEP 3 GAME


BASICS

Determining the outcome CHECKS &


STEP 1 CONTESTS
 Winning: A contestant wins if JOURNEY
Triggering a Contest they make their Check and their
EXPLORE
opponent does not.
 An Ability or rule can prompt you NEGOTIATE
to enter a Contest. In the event that both sides make,
FIGHT
or fail, their Check, the winner is
 Your GM will ask you to enter a decided using the following:
PERILS
Contest when your action is being DOWNTIME
opposed by a GMC or another PC.  A contestant with a Special
CRAFT
Success ( p221) wins over a
standard success. If both, or
neither, parties have a Special
STEP 2 Aptitudes
Success then…
Check
Entering a Contest  A contestant with an Edge wins. Procedure

If both, or neither, parties have Contest


 A Contest requires both sides to Procedure
an Edge then…
make a Check. The Aptitude each Linked
contestant uses is described in the  A contestant with the largest Contests

Ability or rule you are using, or if Bonus wins. If both sides have Special
Success
unspecified your GM will choose the same Bonus then…
the Aptitude most appropriate to  A contestant with the largest
the situation for each contestant. Penalty loses. If both sides have
Choosing Aptitudes ( p217) the same Penalty then…
 Resolve the Checks using the  The contestant with the highest
Check Procedure ( p218). natural roll wins. If both sides roll
the same then…
In a Contest…
 Stalemate! The contest does not
 A Bonus might add or
have a decisive outcome and the
subtract from the rolled result,
Contest runs into another Round.
depending on what provides the
most favorable result. Your GM may decide that the
Contest cannot be extended and
 You do not have to use the full
the status quo is maintained.
amount offered by the Bonus if
it will nudge you into failure, just
enough to secure success.
END
 A Penalty might add or
subtract from the rolled result, If you have more than one PC
depending on what provides the wanting to get involved in a Contest,
least favorable result. think about how many could
realistically participate. For example,
In a time critical-situation, if not
limited space may prevent more than
specified, your GM will decide if 2 people clinging on to, and
the Contest requires the use of the wrestling over, the Marquis’ Scepter.
contestant’s Action.

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LINKED CONTESTS

Sometimes your GM will decide that A Linked Contest is great for


victory cannot be decided in a single sustaining tension, as it works like
deuce in a tennis match.
Contest. A protracted struggle will require
a series of Contests to be resolved one For example, you decide a Sneak
after the other. For example, chasing a needs to win a Linked Contest to
foe through busy city streets or trying escape a burly town guard.
to manoeuvre a sky vessel into an In Round 1 the lithe Sneak uses their
advantageous position during a dogfight. Deftness to weave though the busy
crowd and the bulky guard uses
Running a Linked Contest Might to barge bystanders aside.

 If your GM decides a Contest The Checks for the chosen Aptitudes


cannot be completed in 1 Round are made. Both succeed… but the
they will use a Linked Contest. Sneak gets the highest result and
wins the first Contest.
 The contestants are committed
to an ongoing series of Contests. Between Rounds, you can tell your
GM that your PC is looking for
Each individual Contest lasts 1
something in particular to take
Round and is resolved using the advantage of, like a side alley or
Contest Procedure ( p219). somewhere to hide. Maybe you can
earn a Bonus for your next roll!
Determining the outcome
At the start of Round 2 you then
 Winning: The Linked Contest ends describe the Sneak pulling away and
when one side emerges victorious decide that they reach a noisy market
by winning 2 Contests in a row or where there are many large pots and
by rolling a Special Success hanging rugs.
( p221).
The Sneak decides to dive into
 A Linked Contest can also be won one of the open pots. This Contest
if one contestant gives up or is would now be between the Sneak’s
unable to continue. Deftness and the guard’s Insight. If
the Sneak wins for the second time
 Stalemate! If a Linked Contest is in a row they evade the guard and
interrupted, or there is a change in the Linked Contest is over; if they
circumstance, the Contest can also lose they have just enough time
be brought to a close with neither to pop out from their hiding place
side securing the advantage. to continue the chase, but their
advantage is lost.

10

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SPECIAL SUCCESS

This is a moment of epiphany or supreme If you achieve Special Success while


GAME
researching a city’s history, your GM
mastery when completing a task. BASICS
might provide the recorded facts…
and reveal a dark secret about the CHECKS &
CONTESTS
Achieving Special Success monarch’s bloodline.
JOURNEY
 If an unmodified roll exactly If you’re chasing down a thief,
EXPLORE
matches the Aptitude selected Special Success might mean you
for the Check or Contest then a catch up with them… and knock NEGOTIATE

Special Success is achieved. them over so they begin the FIGHT


engagement Toppled. PERILS
Effects of Special Success DOWNTIME
Have fun narrating the Special
 Rolling a Special Success means CRAFT
Success to your players. Describe
you not only complete your action, their effortless, or improbable,
you actually overachieve. triumph and how observers gasp in
 Discuss and agree with your GM an admiration and disbelief. Aptitudes

additional benefit as the result of Check


Procedure
your Special Success.
Contest
Procedure
Linked
Contests
Special
Success

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JOURNEY

Travelling can be an adventure in itself. You’ll face hazardous environments,


starvation, fatigue, and the locale’s more inquisitive wildlife.

When to use these rules What these rules cover


3 Whenever you move between Settlements  The procedures for Navigating across
or Adventure Sites, you use the Journey large areas, including the possibility of
Rules to determine what happens along getting Lost and having Encounters.
the way.  How to calculate a day’s travel across
20
different Terrain Types and Routes.
These Focused Rules reinforce the
scale of Outer World. They also  The effects of Rushing to your
create opportunities to encounter destination without food or rest.
15 inhabitants that reveal the nature of  What activities you can perform when
the wider world.
you stop to make Camp.

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JOURNEY PROCEDURE

GAME
START You got Lost!? See how badly… BASICS
 If you are Lost you’ll need to roll CHECKS &
STEP 1 on the Lost Table to see where you CONTESTS

ended up at the end of your JOURNEY

Choose where you want to go day’s travel. EXPLORE

 Your GM will present you with an ◆ Lost ( p227) NEGOTIATE

Adventure map of the known local ◆ FIGHT


area and indicate where you are ◆ PERILS
currently situated. On the Map STEP 4 DOWNTIME
choose a destination Map Point CRAFT
and select a Route to get there. See what happens on your travels
◆ Adventure Maps ( p224)  Your GM describes the
Journey
 If you want to use a Scout, assign environment you pass through, Procedure
them before you set off. and whether you have to contend Adventure
◆ Scouts ( p228)
with Harmful Terrain effects. Maps
Navigating
◆ ◆ Terrain ( p225)
Getting Lost
◆  Your GM makes an Encounter roll Map
STEP 2
To see if you meet anyone during Encounters
your travels that day. A Day’s
Work out one day’s travel Travel
◆ Map Encounters ( p228)
 Based on the map’s scale, your
GM will tell you how far you can ◆
travel along your chosen Route  and5Terrains
in one day. This is determined by STEP
the type of Route you are using
and whether you are hindered by Choose whether to Camp or Rush
Difficult Terrain.  At the end of one day’s travel,
 Using a suitable Mount or Vehicle if you have not reached your
will double the distance you can destination, you must choose
travel along your chosen Route. whether to Camp or Rush.
◆ Mounts ( p191) ◆ Camp ( p229)

◆ Vehicles ( p196)
◆ Rush ( p229)
 Next, deal with the consequences
◆ of your choice, then plan your next
 and3Terrains day’s travel and return to Step 1.
STEP

See if you get Lost


END
 Following a Path requires a Guide
or Navigational Tools. Without When describing a day’s travel, use
them you’ll get Lost! the environment the PCs are crossing
◆ Guides & Navigation Tools ( p226) to create the desired mood. Maybe
the trip is a pleasant stroll through
 Trailblazing a new Route requires scented fields and over babbling
your Guide to make a successful brooks, or perhaps it’s a slog across
rugged wasteland where they are
Insight Check. If you attempt it
plagued by bad weather.
without a Guide, you’ll get Lost!
◆ Trailblazing ( p226)

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ADVENTURE MAPS

The Adventure Map provided to you


ROUTES
by your GM shows you the explorable
world around you. Marked on the map Routes connect Points together. While
will be important destinations you can small pockets of civilisation have started
visit or explore, the local terrain, and any to improve links between Settlements,
established routes that exist. most Routes are vague or notional at best.
In the beginning, not every
destination will be marked on your
Adventure Map! Some things you’ll Path: The most common type of
only learn about on your adventures. Route in Outer World.
Routes to these forgotten or remote
places don’t exist, so you’ll have to  Paths require a Guide or
forge your own path.
Navigational Tools to follow
without getting Lost ( p227).
POINTS

Points indicate places of interest. These


destinations range from safe havens that Road: A well-constructed Route
offer the comforts of home to extreme that appears in civilized regions.
places of wonder and peril.
 You can’t get Lost following a Road.
 You can travel twice as far in 1 day
Settlement: Anything from
on a Road as you can on a Path.
glittering cities to shanty towns.

 A city, village, or anywhere you can Waterway: A river or aqueduct


get Room & Board services. quickly traversed with a vessel.
◆ Room & Board ( p201)
 You can’t get Lost following a
Waterway.
Port: Vibrant transport hubs with  When following the banks of a river
1 connections to other continents. by foot you can cover the same
distance in 1 day as if using a Path.
 A settlement with access to  Using a water-based Mount or
Intercontinental Travel services. Vehicle lets you travel twice as far in
◆ Intercontinental Travel ( p203) 1 day as you could on a Path.

A legend showing the distance you


can travel along a Path by foot in 1
Adventure site: Caves, ruins, or day will help everyone calculate
4
2 other areas of intrigue. Journey times quickly. You could
even add markers to the Routes to
 A location that necessitates the use denote a day’s travel.
of the Explore rules.
18
◆ Explore ( p230)

14

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EXAMPLE JOURNEYS

Approx. 1 day’s travel Foothills Mountains GAME


BASICS
along a path (on foot) Difficult Terrain Difficult
CHECKS &
Impassible Terrain CONTESTS

JOURNEY
EXPLORE
NEGOTIATE

1 2 3 4 FIGHT

PORT TOWN VILLAGE RUINS PERILS


DOWNTIME
CRAFT

1 day 3 days 4 days


Journey
Procedure
Port Town Town Village Village Ruins
Adventure
Travelling along a Travelling along a Travelling along a Maps
Road (on foot) Path (on foot) Path (on foot) Navigating
doubles the distance
Getting Lost
you can cover in 1 day Navigational Tools or Navigational Tools or
a Guide are required a Guide are required Map
Navigational Tools or when using a Path when using a Path Encounters
a Guide are NOT A Day’s
required when using Half the distance Passes through Travel
a Road passes through Difficult Terrain
Difficult Terrain which halving the distance
doubles the journey covered each day
time required to
complete the To traverse the
remainder of Impassable Terrain
the Journey requires appropriate
Gear or Abilities to
cross mountains

ADVERSE TERRAIN  You cannot move through this


terrain unless you have a suitable
Some terrain is not easily traversed. It Mount, Vehicle, or Ability. For
can block or slow your progress and can example, traversing an ocean
even be hazardous to your health. Your might require a seaworthy vessel.
Adventure Map, or your GM, will tell you
when you’ll encounter Adverse Terrain.

Harmful Terrain: Environments that can


Difficult Terrain: Swamps, dense jungle, or alter your physical or mental condition.
any environment that slows progress.
 Entering this terrain, and for every
 You can travel half as far in 1 day subsequent full day spent there,
through Difficult Terrain as you requires a you to make a Grit
could otherwise. Check or you’ll contract an Ailment
related to the environment. For
example, you might become
Impassable Terrain: Lava plains, magical Putrefied in a Spore Forest.
barriers, or other geography that can only ◆ Ailments ( p268)
be crossed under certain conditions.

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NAVIGATING

There are a few factors that influence the TRAILBLAZING


success of your journey between Points.
Not everywhere you want
to go has a nice path
NAVIGATION TOOLS to take you there;
Unless you’re a local, the footpaths of sometimes you’ll
Outer World can be hard to discern. A have to cut a swathe
reliable Map and the right instruments are through the jungle or
what you need to avoid a misstep. rove across uncharted
territory to get there.
 You’ll need a Map and Compass to
avoid getting Lost when following  A Guide can attempt to move
a Path. across the map without following
an established Route.
◆ Wayfinding Gear ( p174)
 Choose, and agree with your GM,
a point on the map you can get to
after 1 day’s travel.
GUIDES
◆ Use the distance you can travel
Who needs a map when you have a Guide? along a Path in one day as a guide.
◆ This will be modified by the use of
 If you have an Ability that enables Mounts or Vehicles, and whether or
you to act as a Guide, or have hired not you are crossing Difficult Terrain.
one, you don’t need Navigation
Trailblazing without a Guide results
Tools to avoid getting lost on a Path.
in a roll on the Lost! Table ( p227).
 A Guide also enables you to
Trailblaze across uncharted areas.
? Requires an Insight Check
 Your Guide makes the Check. If
you have appointed more than 1
SPECIAL MOVEMENT
Guide, the Guide with the highest
If you are blessed with a unique form Insight makes the Check, but
of movement you may be able to cross having additional Guides grants
terrain others would find impossible. them an Edge on the roll.
Success: You progress to your
 If you can fly, hover, or make desired destination Point.
Supernatural Leaps your GM might ◆ The new Route becomes a Path
allow you to pass over certain types that you can travel along in the
of Impassable or Difficult Terrain future without Trailblazing.
without issue.
15 Failure: Roll on the Lost! Table.
Long Journeys across Impassable
Terrain can still be problematic, even If the PCs are Trailblazing near a
with your Special Movement. For hidden Adventure Site then let them
2 example, if you are flying across the find it, even if their new Route
sea, how far can you get before you’ll doesn’t pass though the exact point
need to rest? Can you carry all the indicated on your Adventure Map.
provisions you’ll need? A clear line of sight is helpful when
4 attempting to Trailblaze. Give a
Bonus if moving through open
terrain or airborne, and a Penalty if
the Guide’s view is obstructed.

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GETTING LOST

If you’re trying to 13-16 Wrong turn GAME


follow a Path without BASICS
Navigational Tools Wait, this isn’t where you meant to go! CHECKS &
or a Guide, or have CONTESTS

failed an attempt at  You’ve travelled as far as intended, JOURNEY


Trailblazing, you’ll but in the wrong direction. Your EXPLORE
end up somewhere you GM will choose, and mark, your NEGOTIATE
didn’t intend to be. current location on your Map! FIGHT
 Encounters and Terrain will be PERILS
LOST! TABLE based on the actual Route taken. DOWNTIME
CRAFT
Roll the result of your poor navigation

1-12 A few missteps Journey


Procedure
Starting Planned
You’re taking the scenic route. point destination Adventure
Maps
Navigating
 You travelled half the distance
planned along your Route. Getting Lost
Actual Map
destination Encounters
A Day’s
Travel

17-20 Full circle


Haven’t you seen this place already…?

Starting Actual Planned


point destination destination  You made no progress on the Map.

Starting
point

Planned
destination
Actual
destination

If the PCs have failed a second


Trailblazing attempt you could
decide they make ‘A few missteps’,
as they are more familiar with
the territory.

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MAP ENCOUNTERS

When travelling between SCOUTS


Map Points you’ll
bump into other Appointing a Scout will give you advance
wanderers. Your GM warning of a Journey Encounter.
will create a list of
Encounters suitable  If the GM announces an Encounter,
for the different areas your Scout will see it first. If the
or Routes on your Scout avoids detection, they can
Adventure Map. alert you to approaching danger.
For example, the Encounters on a Road
from a Port to a Settlement would include ? Requires a Stealth roll
a variety of merchants, as well as a few  Your Scout makes a Deftness Check
opportunistic bandits, whereas on a to avoid detection by the Encounter.
Trailblazed Path through an ancient forest,
the Encounters might be carnivorous  If the Encounter is actively looking
plants and lonely spirits. for danger the Stealth roll is a
Contest: Your Scout’s Deftness vs.
the Encounter’s Insight.
 Your GM will roll on the Map
Encounter Table appropriate to  If you assign more than one Scout,
your location after one full the Scout with the lowest Deftness
day’s travel. makes the Stealth rolls.
 If an Encounter happens, it can Success: Your Scout circles back
occur anywhere along the Route and informs you of the Encounter,
you are following that day. Your GM enabling 1 Turn to prepare.
will decide where. Failure: Your Scout’s been spotted!
They must deal with the Encounter
for 1 Turn before you can assist.

EXAMPLE MAP ENCOUNTERS

16

14

20 The Skullduggeries x3 Merchant of Portia Piddles x6


These ex-adventurers want Druuk is in town to trade his These playful water spirits
your eyes and your Twilight Silk… you guys look enjoy soaking travelers and
tongues for a ritual! like potential customers. capsizing their vessels.

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A DAY’S TRAVEL

Outer World is big and travel is HUNTING & FORAGING GAME


exhausting. If you’re sensible you’ll rest BASICS
at the end of each day but, when needs Why waste your precious Rations when CHECKS &
must, you can press on regardless. the land can provide? CONTESTS

JOURNEY
 As your Camp Activity, you can EXPLORE
After one day’s travel
attempt to Forage or Hunt for food. NEGOTIATE
 You must choose whether you’ll
FIGHT
Camp ( p229) for the night or Rush
? Requires a Hunting/Foraging roll PERILS
( p229) towards your destination.
 You must consume a Ration to  Foraging requires an Insight Check. DOWNTIME
CRAFT
avoid the onset of Starvation and  Hunting requires a Deftness Check.
sleep to avoid the onset of Fatigue.  The area around Camp will only
◆ Starvation ( p271) support one attempt at Hunting Journey
◆ Fatigue ( p269) and one attempt at Foraging. Procedure
Adventure
 If more than one person Hunts/ Maps
Forages, the PC with the highest Navigating
CAMP required Aptitude rolls and receives Getting Lost
a Minor Bonus (+2) on their roll.
Map
You stop to catch your breath in the wilds. Success: You’ve been able to Encounters

source some Standard Rations. A Day’s


Travel
When Camped… Your GM decides how many based
 You can sleep to avoid Fatigue. on the terrain around your camp…
 You can consume a Ration to avoid  6 Rations in plentiful areas.
Starvation… if you have some!  4 Rations in typical areas.
 You can assign a Scout ( p228) to  2 Rations in barren areas.
patrol your camp perimeter while
Your GM may tell you that toxic,
others rest, but they’ll suffer Fatigue.
desolate, or artificial areas will not
 Your GM will roll on an appropriate yield any Rations!
Encounter Table to see if anything
stumbles across your camp.
 You can perform a Camp Activity, if RUSH
you are not acting as a Scout.
You forgo sleep in order to reach your
Camp Activities destination sooner.
 Crafting: Perform Light Repairs
or other small jobs that your GM When Rushing…
decides are possible in the field.  You progress an extra day’s travel
◆ Craft ( p280) along your Route. The Navigating
 Socializing: Bolster your spirits rules still apply!
with others around the camp fire.  While you can eat on the move, you
◆ Socializing ( p276)
will miss your opportunity to sleep
and suffer from Fatigue ( p269).
 Hunting/Foraging: Source Rations
from the surrounding area ( p229).  If you are on a Mount or Vehicle
controlled by somebody else, your
 Grazing: Animals with this Ability GM will decide if you can sleep
can feed themselves if the local while on the move.
environment is suitable.

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EXPLORE

When you arrive at a perilous place, you’ll want to tread carefully, as there are
many hazards and surprises waiting for the impetuous.

When to use these rules What these rules cover


18 Whenever you arrive and move through The procedure for interacting
an Adventure Site, an unpredictable area, with dangerous areas, including
or dangerous area, you use the Explore investigating Locations and having
Rules to see how the Locations and Encounters with the residents.
4 Encounters respond to your presence. Determining the PC’s Positions, and the
related responsibilities, when moving
The Focused Rules create tension
through an Adventure Site.
when exploring an unpredictable
6 area. The more slowly you explore Choosing a Movement Type and the
your surroundings, the more chance impact it has on your interaction with
you have of being discovered. the Adventure Site.

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EXPLORE PROCEDURE

START STEP 4 GAME


BASICS

CHECKS &
Discover what’s at the Location CONTESTS
STEP 1
Your GM describes the Location, JOURNEY
including any visible Access Points
Decide where to enter the Site EXPLORE
to adjacent Locations.
Your GM describes the area NEGOTIATE
Your GM will alert you to any visible
surrounding the Adventure Site FIGHT
Guardian Encounters located at
as you approach, including any PERILS
the Location.
obvious entrances. Your GM may DOWNTIME
even present you with a Map. ◆ Guardian Encounters ( p236)
CRAFT
Choose an Access Point to enter ◆
the Adventure Site. ◆
STEP 5 Explore
◆ Adventure Sites ( p232) Procedure
◆ Choose your Location Actions Adventure
Sites
◆ Once any immediate challenges PC Positions
STEP 2
and Encounters have been dealt Movement
with, you must decide whether Types
Set up your exploration team
to Inspect your current Location, Location
Allocate your PC Positions: Linger in it for while, or Move to a
Actions
Site
Vanguard, Observer, Rearguard, different Location. Encounters
or Scout.
◆ Location Actions ( p235)
◆ PC Positions ( p233)
If you Inspect or Linger, your GM
Choose a Movement Type: will check to see if you have a
Cautious, Stealthy or Hasty. Wandering Encounter.
◆ Movement Types ( p234) ◆ Wandering Encounters ( p236)
◆ If you are not choosing an Access
◆ Point to leave the Adventure Site,
STEP 3 return to Step 2.

Move to a Location
Choose your next Location and END
Access Point.
If you’re using Stealthy Movement, The Explore Procedure works best
when the Adventure Team stays
make the required Insight and
together. While the Team can split
Deftness Checks. up, it will mean that players will
◆ Stealthy Movement ( p234) have to wait as you switch
◆ between groups.

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ADVENTURE SITES

Adventure Sites are unexplored or


ACCESS POINTS
hazardous areas such as ancient ruins,
mysterious fungal forests, or dark castles. Access Points are used to move between
adjacent Locations.
LOCATIONS Your GM will tell you about any Access
Points you observe when you arrive at a
Locations are contained, or discrete, areas
new Location.
within a larger Adventure Site.
In a building, an Access Point might be
Locations vary greatly depending on the
a door or window. In an unrestricted
Adventure Site. They could be used to
outdoor Adventure Site, like a forest, a
represent a room in a tiny dwelling, a
new Location could be accessed simply
clearing in a forest, or even a city block in
by moving in a particular direction.
a forgotten metropolis.
Your GM will describe each Location as You don’t have to rely on obvious
you arrive. The description will depend on Access Points. You can scale walls,
how fast you are moving and whether you pole vault across moats, or attempt
other unconventional ways to
are using any special senses that would
access Locations.
reveal additional information.
While PCs fumbling through an
Your GM will also reveal any traps or unknown area can be part of the fun,
guards (that you notice!) stationed at you might consider giving the
the Location. players a version of the Adventure
Site map with any secret information
removed. This will reduce time spent
describing the Site’s layout and
speed up play.

EXAMPLE ADVENTURE SITE MAP

Grim Wing Roost


Abandoned Village, Twilight Meridian

8
Nest

4 Cap

9
7
6 Town Hall Clock Tower
Windmill 3
14 Bailey
Grain Store 5 2

7 1
Duskward Gate

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PC POSITIONS

GAME
BASICS

CHECKS &
CONTESTS

JOURNEY
EXPLORE
NEGOTIATE
FIGHT
PERILS
DOWNTIME
CRAFT
REARGUARD OBSERVER VANGUARD SCOUT

Explore
Where you stand in the group comes with
If you are attacked from the front, Procedure
risk and responsibility.
but have a Vanguard in position, Adventure
Sites
you cannot be targeted by the
When moving through an enemy for 1 Turn if you only
PC Positions

Adventure Site, you must choose perform a Tactical Action ( 257). Movement
Types
your PC’s Position: Vanguard, A Rearguard protects you in a Location
Observer, Rearguard, or Scout. similar fashion from behind. Actions
Your PC Position determines what Site
Encounters
threats or information your Insight
Check reveals while using Stealthy REARGUARD
Movement ( p234).
You defend the rear, making sure you’re
Remember to assign your not being stalked.
Companions ( p183) a PC
Position too! If a trap or blast is set off behind
you, you can choose to shield
the PCs in front of you from its
VANGUARD effects… but forfeit any Checks to
avoid the effects yourself.
You peer into the unknown, and can
shield those behind you from harm. If PCs in front of you are attacked,
you cannot be targeted by the
If a trap or blast is set off in front of enemy for 1 Turn if you only
you, you can choose to shield the perform a Tactical Action ( 257).
PCs behind you from its effects…
but forfeit any Checks to avoid the
effects yourself. SCOUT
If the PCs behind you are attacked,
You move ahead of the pack and provide
you cannot be targeted by the
advance notice of any potential threats.
enemy for 1 Turn if you only
perform a Tactical Action ( 257).
You arrive at a Location first and
can use a different Movement Type
to the rest of the other PCs.
OBSERVER
If you get into trouble it will take 1
You study your surroundings, looking for Turn before the other PCs can get
small details easily missed by others. there to assist.

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MOVEMENT TYPES

When moving through


an Adventure Site STEALTHY MOVEMENT
you need to decide
You move quietly in an attempt to pass
whether speed,
undetected by nearby inhabitants.
caution, or stealth is
your priority. You’ll
want to rush through The PCs can attempt to enter a
collapsing caves but Location without being detected
tread carefully in booby-trapped tombs. by any Guardian Encounters
stationed there. In addition they
will attempt to spot any hidden
CAUTIOUS MOVEMENT information or danger on the way.

You move slowly to take everything in and


spot any hidden dangers. ? Requires a Deftness Check
◆ The character with the lowest
Your PCs will discover all of Deftness makes the Check.
a Location’s hidden items, If there is a Guardian Encounter
noteworthy details, traps, and actively looking for intruders,
Guardian Encounters . No Insight the Stealth roll is a Contest: PC’s
Checks are required, but… Deftness vs. Encounter’s Insight.
Your noisy investigations telegraph There is a Snag on your roll if any
your approach to the Location’s of your Team are wearing Medium
Guardian Encounters ( p236) and Armor, or heavier.
they will have 1 Turn to prepare.
Success: You enter the Location
undetected by any Guardian
While Cautious Movement will Encounters, enabling you to stage
reveal a trigger for a trap, the players
an Ambush or Move to the next
will still have to work out how to
avoid setting it off. Location without consequence.
◆ Ambush ( p252)

HASTY MOVEMENT Failure: You’ve alerted any


inhabitants in the next Location of
You move quickly, eschewing caution. your approach and will have to
confront them on arrival.
Your PCs will remain one Location
ahead of any threat pursuing you ? Requires Insight Checks
through the Adventure Site. For
Your PC Position determines what
example, surging flood water,
you notice whilst moving:
crumbling architecture, or a pack
of hunting Growls, but… Vanguard: Your Check detects
2
danger ahead, such as an
You forfeit your Insight rolls to
Ambush or trap.
detect hidden perils or useful
location details due to your haste, Observer: Your Check reveals
7 and… hidden or significant details
about the Location. For example,
Your frantic footsteps alert a
hidden doors or valuable gems
Location’s Guardian Encounters
fixed into a statue’s eyes
5 ( p236) of your presence.
Rearguard: Your Check detects
dangers from behind, such as a
mysterious advancing mist.

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If a PC Position is filled by 2 or If your Scout avoids detection


more characters, the one with the and spots danger ahead they
highest Insight makes the Check, can alert your Adventure Team to GAME
BASICS
and benefits from an Edge. the threat, allowing you 1 Turn to
take precautionary action before CHECKS &
Empty PC Positions are covered by entering the Location.
CONTESTS
the character with highest Insight, JOURNEY
but they suffer a Snag. Should your Scout set off a trap or
EXPLORE
get caught, it takes you 1 Turn to
NEGOTIATE
arrive and assist.
Using a Scout? FIGHT

Your Scout enters the Location PERILS


first and makes their own Deftness DOWNTIME
Check to avoid detection. CRAFT
Your Scout’s Insight Check only
detects hidden dangers ahead.
Explore
Procedure
Adventure
Sites
LOCATION ACTIONS PC Positions
Movement
Sticking around in one Location for too LINGER
Types
long will increase your chances of getting Location
Actions
caught. Will you keep moving or stay put? You pause to take a breather. Site
Encounters
Once you’ve dealt with a Location’s You Linger if, for any reason, you
immediate challenges you can need to stay in a location longer
make 1 Turn’s worth of Actions than a few minutes.
before you must choose to:
Lingering prompts your GM to roll
Inspect the current Location for two Wandering Encounters
Linger in the current Location ( p236).
Move on to another Location.

If the PCs are in a Location where MOVE


they are undetected by a Guardian
Encounter you might decide that a You can move forward into the unknown
PC’s Action would alert it to their or quickly retrace your steps.
presence, or you might require a
Check to see if they can perform You can avoid an Encounter by
it stealthily. moving on. Tell your GM which
Access Point you will use to get to
INSPECT the next Location.
If desired, you can change your
You stay to investigate the Location. PC Positions and Movement Type
before moving.
Inspecting reveals all the Location’s
You can return to a previously
details, hidden items, and clues.
explored Location, as if it were one
Inspecting prompts your GM to roll move, providing the route you took
for a Wandering Encounter hasn’t been blocked off.
( p236).

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SITE ENCOUNTERS

Adventure Site Consider what senses the Guardian


Encounters can relies on. Are they blind, but sensitive
include anything from to vibrations, or are they able to
patrolling guards to sense magic? Also consider what
might interfere with these senses.
predatory wildlife. Are they asleep? Is there something
You might even come obstructing their view? Does their
across the occasional location have a lot of
lost villager. background noise?

Your GM will create a list of specific


Encounters that relate to the Adventure WANDERING ENCOUNTERS
Site, or zone within an Adventure Site.
For example, an abandoned castle might Wandering Encounters move around
be a temporary den for bandits, while the Adventure Site going about their
a twisting cavern might be the lair of a business. If you hang about too long,
reclusive monster and her hungry brood. they’ll stumble upon you.

Adventure Sites have two kinds Your GM will roll on an appropriate


of Encounter: Guardian and Site Encounter Table if you are:
Wandering. Making lots of noise, or
If you come across an Encounter otherwise making your presence
you’ll need to Negotiate, Fight, known, will draw the interest of
avoid, or otherwise pacify them. the Site’s inhabitants.
◆ Negotiate ( p238) Inspecting a Location ( p235).
◆ Fight ( p244) Lingering in a Location ( p235).
This will prompt your GM to roll
for two Encounters!
Think before you react, while some
Encounters will be hostile they can Encounters that you subdue,
also be benign. They might even be or otherwise stop from free
a potential ally. movement, are removed from the
Site Encounter Table.
GUARDIAN ENCOUNTERS If you are using a Scout, the GM
decides who bumps into the
Guardian encounters are stationed in a Encounter first, the Scout or the
specific Location. They may be standing in main group of PCs.
plain sight or lurking in the shadows.
Sometimes a roll on the Encounter
When moving to a new Location, Table will be uneventful… phew!
your GM will tell you if you spot a Staying in one place is a risk.
Guardian Encounter and whether
13 or not they have noticed you!
When rolling two Encounters you can
have them show up at the same time
to create a more interesting situation.
Unless Guardian Encounters are When two hungry predators turn up,
9 fixed to the spot, you can have them have them fight over who gets to eat
investigate any disturbances the PCs the PCs for lunch, or if its an escaped
cause in nearby Locations. prisoner and a guard patrol make it a
chase scene!
When your players choose Stealthy
15 Movement to creep past a Guardian,
you should decide whether a Bonus
or a Penalty should be applied.
You might even decide stealth is
impossible!

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EXAMPLE GUARDIAN ENCOUNTERS

GAME
BASICS

CHECKS &
CONTESTS

JOURNEY
EXPLORE
NEGOTIATE
FIGHT
PERILS
DOWNTIME
Sentient hologram
CRAFT
This digital spirit hasn’t spoken
to anyone in aeons. Lonely,
bored, and very chatty.
Explore
Procedure
Adventure
Sites
PC Positions
Movement
Types
Location
Actions
Site
Encounters

Rock Golem Gate Keeper x2


These mana-infused rocks lay scattered in the If sober and awake, these
clearing. They’ll rapidly assemble into a humanoid guards will tell you, ‘Nobody
form when tresspassers are detected. gets to meet the Duke.’

EXAMPLE WANDERING ENCOUNTERS

Aerowyn, Lone Survivor Goop Family x3 Spy-D3R


This orphaned Scamp has These corrosive jellies try If allowed, this erratic drone
survived alone among the to digest any organic will alert more deadly
ruins. She knows things. material they come across. sentinels to your presence.

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NEGOTIATE

Occasionally you’ll want to charm, cajole, intimidate, or otherwise convince


folks to act against their better judgement.

When to use these rules What these rules cover


3 Whenever you want to convince an  Choosing the best Negotiator.
intelligent GMC to act against their better  Defining an achievable
judgement or do something they wouldn’t negotiation Objective.
normally do.
2  Selecting a Tactic for your negotiations
Talking your way out of trouble is a and determining the beneficial, or
great alternative to a Fight, especially detrimental, Influencing Factors.
if the odds are against you.
 Conducting complex negotiations,
15
including addressing larger groups.

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NEGOTIATE PROCEDURE

STEP 5 GAME
START BASICS

CHECKS &
Enter the Negotiating Contest CONTESTS
STEP 1
 Each team makes a Negotiation roll JOURNEY

Determine the Primary Negotiators to determine the winner. EXPLORE

 The GM divides the characters  The Negotiation roll is a Contest NEGOTIATE

involved into opposing teams. and your chosen Tactic determines FIGHT
the Aptitudes each team uses.
 Each team assigns a Primary PERILS

Negotiator. These characters make ◆ Contest ( p219) DOWNTIME

the rolls when Negotiating. ◆ CRAFT

◆ Primary Negotiators ( p240)


STEP 6
PCs are immune to being affected Negotiate
Procedure
by Negotiation, the players are Accept defeat or Push your Point
Standard
always in control of their  If you lose the initial argument you Negotiation
character’s thoughts and actions. have one more chance to change Complex
Negotiation
the other team’s mind.
◆ ◆ Push your Point ( p241)
STEP 2

Determine your Objective


END
 Agree and describe what
the desired outcome of your Get advice for a Negotiation strategy
Negotiation will be. from the other players, even if their
◆ Objectives ( p240) PCs aren’t present at the scene.

◆ Only use the Negotiate Procedure


for exchanges which have a
STEP 3 significant impact on events, not for
petty squabbles.
Choose your Tactic If you’d rather role play than roll to
 Agree and declare your determine the outcome of a
negotiation Tactic, this determines negotiation, ask your GM if it’s OK.
which Aptitudes are used in the While Negotiation normally only
Negotiation Contest. works on GMCs, if your players
agree, they can use it to resolve an
◆ Tactics ( p240)
in-game dispute between their PCs.

STEP 4

Determine Influencing Factors


 Discuss and agree with your GM
whether there are Influencing
Factors that might affect the roll.
◆ Influencing Factors ( p241)

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STANDARD NEGOTIATION

PRIMARY NEGOTIATORS TACTICS

Who you choose to make The best Tactic for


your case can greatly a Negotiation is
affect the outcome of one that pits your
a negotiation. Do you strength against
need a convincing liar your opponent’s
or just someone who weakness. Charm the
can bluntly deliver weak willed, baffle the
the facts? simple-minded.

 Choose your Primary Negotiator.  Choose a negotiating Tactic. This


This is who’ll be doing most of will determine what Aptitudes the
the speaking. Primary Negotiators will use in the
 Choose a Primary Negotiator on Negotiation Contest.
the opposing team, this is who you
Tactics
are trying to influence.
 Physical Intimidation: Break their
 If you are trying to influence
resolve with fear or aggression.
more than one individual, refer to
Your Might vs. their Grit.
Negotiating with Groups ( p242).
 Reasoned Debate: Present them
 If you are negotiating with more
with an irrefutable argument.
than one side, see Negotiating with
Your Insight vs. theirs.
Multiple Teams ( p242).
 Charismatic Appeal: Use sheer
Negotiators must have a shared
presence to subdue.
form of communication.
Your Aura vs. their Grit.
 Honeyed Words/Deceit: Exploit
Select your Primary Negotiator in
conjunction with your Tactic so you
naivety with an economical truth.
can appoint the PC most likely to Your Aura vs. their Insight.
succeed. Use your Sage to reason  Guilt Trip: Leverage shame or
and your Champion to intimidate. good conscience.
Your Insight vs. their Grit.
OBJECTIVES  Tenacious Belligerence/
Random Blathering: Use dogged
Your Objective is what you hope the determination to suppress reason.
Negotiation will achieve. For example, Your Grit vs. theirs.
bluffing your way past security or
receiving clemency from the court.
16 If you think of an alternative Tactic,
 Tell your GM what you want to suggest it to your GM and see if they
accomplish with your Negotiations. agree to it.

 Your GM will decide if your If your players just want to describe


13 how they are presenting their
Objective is achievable and, if not,
help you find a more acceptable argument, you can select the Tactic
that fits their approach for them.
Objective if required.
9
You can make a powerful GMC, like
a king, immune to Negotiation, or
limit the PC’s choice of Objectives.

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The more you know about your
INFLUENCING FACTORS
opponent, the more likely you’ll be
able to come up with something you
A judge will be swayed can exploit. If you have time, do a GAME
by hard evidence, the little digging before you Negotiate. BASICS
greedy by the offer CHECKS &
of coin, and the Of course, you can suggest other CONTESTS
Influencing Factors to your GM and
desperate by the JOURNEY
use them if they agree.
promise of help. Use EXPLORE
what you can to swing NEGOTIATE
a debate in your favor. PUSH YOUR POINT
FIGHT

 If you believe there are Influencing So you’ve lost the Negotiation, don’t give PERILS

Factors that will bolster your up just yet! DOWNTIME

argument, tell your GM. CRAFT


 If you lose the Negotiation Contest,
 Your GM will decide which, if any,
you are allowed one more go but…
Influencing Factors can be applied. Negotiate
 You must choose an alternative Procedure
 If an Influencing Factor does apply,
Tactic and cannot benefit from Standard
you receive a Minor Bonus (+2) to
Influencing Factors. However you Negotiation
your Negotiation roll.
can change the Primary Negotiator. Complex
Negotiation
 Some GMCs are susceptible to
 If you lose a second time it’s case
specific Influencing Factors. If one
closed. The opposing side will not
of these can be exploited, you
entertain any further discussion.
receive a Major Bonus (+4).
 You can only benefit from one
If players persist, have the opposing
Influencing Factor at a time. side walk off, ignore them, or
become hostile.
Influencing Factors
The rules are designed to create
 Evidence: Supporting facts will
decisive outcomes to discussions,
boost your chances. A minion is preventing arguments from going
more likely to betray their master round in circles and taking up
when presented with a history of precious Session time.
their mistreatment.
 Situation: Presenting your case at
the right time and place will help.
A well known thief will be more
amenable to quietly handing back
your coin pouch if confronted
in a tavern filled with off-duty
guardsmen.
 Character: Use your Quirks,
Abilities, or even your appearance
to lend weight to your proposition.
 Bribes: Offering riches, or cake, is a
tried and tested Negotiation aid.

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COMPLEX NEGOTIATION

NEGOTIATING WITH GROUPS MULTIPLE NEGOTIATING TEAMS


Sometimes you’ll need to sway the Sometimes others may attempt to
masses, not just an individual. interfere with your Negotiation.

Small Groups  The interfering team chooses


 When addressing a group of 6 or a Primary Negotiator and an
less your GM rolls for each member Interference Tactic.
of the group.  The Interference Tactic they use
 If you convince at least half of the determines which Aptitude they
group (round up if necessary), the use in the Negotiation Contest.
remaining dissenters are cajoled  The interfering team rolls during
into agreeing. the Contest along with the other
negotiating teams.
Unit/Coalition
 If the interfering team wins, they
 When addressing a group of
successfully sabotage
7 or more that are led by a
your Negotiation.
respected commander, the
commander’s Aptitudes are used  If you decide to Push, the
in the Negotiation, even if you are interfering team can attempt to
addressing the troops. sabotage again.
$ Unless the PCs are exceptionally Interference Tactics
powerful, and have demonstrated
 Bullying: Might is used to stop
this, the Physical Intimidation Tactic
anyone listening to you.
won’t work on large armies.
 Nitpicking: Insight is used to poke
Mob/Rabble holes in your argument.
 When addressing an unfocused  Mocking: Aura is used to deride
group of 7 or more you are limited and undermine your authority.
to the Charismatic Appeal Tactic,
only a passionate rallying cry
will do.
 Your GM will use the average
Grit score of the mob/rabble, a
guestimate is fine.
 Your GM will decide whether a
strong willed or wise GMC in the
crowd rolls independently to the
13 mob/rabble.

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GAME
BASICS

CHECKS &
CONTESTS

JOURNEY
EXPLORE
NEGOTIATE
FIGHT
PERILS
DOWNTIME
CRAFT

Negotiate
Procedure
Standard
Negotiation
Complex
Negotiation

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FIGHT

While many conflicts can be resolved with cunning and diplomacy, you won’t
always be able to avoid violence.

When to use these rules What these rules cover


16 Whenever you get embroiled in a  Calculating your Combat Values.
physical, or magical, battle with an  Creating Battlefields.
adversary and the outcome is uncertain.
 Using Actions and Moves.
Don’t use the Fight Rules for attacks
4  The effects of Damage and Injury.
on sleeping or otherwise
incapacitated foes, instead just allow  How to Sunder inanimate objects.
the PCs to slay them or, if they prefer,
knock them unconscious.
 Fighting Colossal foes.
4

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FIGHT PROCEDURE

GAME
START STEP 4 BASICS

CHECKS &
Taking Turns CONTESTS
STEP 1
 The first team agrees which order JOURNEY

Start a Fight their members will act in. EXPLORE

 Determine who started the Fight.  Each member then makes their NEGOTIATE

They will take their Turn first. Move and performs their Action in FIGHT
the agreed order. PERILS
◆ Fight Start ( 252)
◆ Make a Move ( p253) DOWNTIME
 Was the Fight started with an Performing an Action ( p253) CRAFT
Ambush? Determine whether it
was successful and whether the  Your GM will resolve and describe
unsuspecting side misses a Turn. the outcome of each combatant’s
Fight
Actions as they are made. Procedure
◆ Ambush ( p252)
 The opposing team, or teams, then Combat
Values
◆ take their Turn in a similar way.
Battlefields
STEP 2 Area
Conditions
Create the Battlefield STEP 5 Conducting
a Fight
 Your GM describes where the fight End a Fight Actions
is taking place, breaking it down
into Battlefield Areas you can  The fight is over if a team has been Damage

occupy and move between. incapacitated, surrendered, or has Injury Table


escaped to safety. Treatment
◆ Battlefield Areas ( p248)
◆ Fight End ( p253) Sundering
 Some Areas may suffer from a Colossal
Condition which makes it more  If the teams are still trading blows, Combat

challenging to perform return to Step 4.


Actions there.
◆ Area Conditions ( p250)
END

You won’t always be able to win
STEP 3 every battle so know when the odds
are stacked against you and avoid
Position the teams unnecessary combat.
 The GM divides the characters
involved into opposing teams.
 Your GM allocates each combatant
a Battlefield Area to start in.

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COMBAT VALUES

When you participate in a fight you will


frequently reference four key Combat HEARTS TOTAL
Values: Attack Bonus, Defense Rating, Your Hearts Total determines
Speed Rating, and Hearts Total. how much superficial damage
you can take before you
ATTACK BONUS receive a more serious, lasting
Injury. Hearts represent a mix of your
Your Attack Bonus represents fighting spirit, luck, and pain threshold.
how good you are at hitting
things and is a reflection of ◆ Calculating your Hearts Total
your training and killer instinct.
 Your Hearts Total is determined
by your Calling and Rank, which
Calculating your Attack Bonus are both listed on your Calling’s
 Your base Attack Bonus is Advancement Table.
determined by your Calling and Watch out for other factors that
Rank, and is listed on your Calling’s might modify your Hearts Total, for
Advancement Table. example the Socializing
Watch out for other factors that Downtime Activity.
might modify your Attack Bonus,
for example using a Master Weapon. When to use your Hearts Total
 Your Hearts are depleted during a
When to apply Attack Bonus Fight after taking Damage from an
 Attack Bonus applies whenever Attack ( p254).
you perform an Action that requires
an Attack roll.

EXAMPLE COMBAT VALUES CALCULATIONS

ATTACK BONUS HEARTS TOTAL

Calling Calling
Champion, Rank 1 Champion, Rank 1
Base value +1 Base value 3
+ +
Ability Quirk
Favored Weapon, Girthsome +1
Master +1
+
Weapon Type SPEED RATING
Master +1
3
Default
Base value Average
DEFENSE RATING +3 4
1 +
ATTACK HEARTS
Species Armor
Chib, Small Species Medium Armor
Base value 11 15 Slow Maximum Fast
19 + DEFENSE SPEED +
Armor Quirk
Medium Armor +4 Girthsome -1 Rating

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SPEED RATING DEFENSE RATING

Your Speed Rating determines Your Defense Rating represents


GAME
how quickly you can change your ability to deflect or avoid BASICS
location during a battle and harmful targeted attacks. CHECKS &
assists in dodging attacks. CONTESTS

JOURNEY
Calculating your Speed Rating Calculating your Defense Rating EXPLORE
 There are four Speed Ratings:  Your base Defense Rating depends NEGOTIATE
Slow, Average, Fast and Very Fast. on your Species Size and is FIGHT
 You start with a base Speed Rating modified by the defensive gear you PERILS
of Average, comparable to the are using and, on occasions, your
DOWNTIME
average human’s ability. Speed Rating.
CRAFT
Watch out for Abilities and other ◆ Species Size ( p106)
factors that can adjust your Speed Armor ( p163)
Rating, for example the Raider’s Shields ( p169) Fight

Like the Wind Ability. Speed Rating ( p247) Procedure


Combat
Values
Using Speed Rating in a Fight Watch out for other factors that
Battlefields
 Your Speed Rating determines how might modify your Defense Rating,
Area
many Battlefield Areas you can for example the Champion’s Into Conditions
move through on your Turn the Fray Ability. Conducting
( p253). a Fight
When to use your Defense Rating Actions
 During a Fight, when you are aware
 Defense Rating is referred to Damage
of an inbound Attack and are
whenever you are targeted by Injury Table
free to take evasive action, a high
a physical or magical Attack. An
Speed Rating provides you with a Treatment
adversary’s Attack roll must match
defensive bonus: Sundering
or exceed your Defense Rating to
Fast: +2 Defense Rating. hit you.
Colossal
Combat
Very Fast: +4 Defense Rating.

Using Speed Rating in Contests BASE DEFENSE RATING & MODIFIERS


 In Contests where speed is a factor
the following bonuses apply:
If you are one rating faster than
the other contestant you gain a
Minor Bonus (+2). Small Medium Large
11 10 9
If you are two or more ratings
faster than the other contestant
you gain a Major Bonus (+4).
Your GM may decide certain
vehicles or creatures can travel
faster than Very Fast. This means Light Medium Heavy Superheavy
you will not be able to overtake or +2 +4 +6 +8
outrun them.

Armor’s effect on Speed Rating


 Note that heavier armors limit your
maximum achievable Speed Rating.
◆ Armor ( p163) Std. Shield Lg. Shield Fast Very Fast
+1 +2 +2 +4

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CREATING A BATTLEFIELD

A Battlefield can be anything from the


BASIC AREAS
confines of a gloomy cavern to the shell
of an enormous flying turtle. When a A simple set of Areas you can use to
Fight starts, your GM will describe the conduct a Fight without much fuss.
Battlefield to you in terms of Battlefield
Areas and Conditions. Basic Battlefield Areas
An interesting Battlefield will inspire  An Area for each team to start in.
your players to come up with
creative tactics or present an  An Area for the initially empty,
interesting challenge for them to contested zone in between.
overcome. Are the enemy out of
range in an elevated position or is
there a pinch point to exploit? You can stick to Basic Areas until
you’re ready to make things more
Once your GM has described the interesting with Custom Areas.
Battlefield, ask questions to flesh out
potentially useful details. Are there
barrels you can roll towards the
CUSTOM AREAS
enemy or is there a sturdy table to
flip over for cover? Basic Areas are not adequate for more
complicated Battlefields, such as
BATTLEFIELD AREAS the confines of a crystal maze or the
expansive deck of a Sky Ship. For this, you
Battlefield Areas describe the separate will need to create Custom Areas.
physical spaces you can occupy
and move between during a Fight. ◆ Determining the initial Areas
If a location is separated either by a  Your GM will initially only create
significant distance or has differing the Areas required to start the fight.
physical characteristics, your GM could They may add more Areas later.
qualify it as a separate Area.
 Fights that start in a restricted
space, like a small room, may only
◆ Making Attacks between Areas
have one Area.
 You can Attack adversaries in the
 When they come within range,
same Area as you with any
a fight with flying, or swimming,
Weapon, but Melee Weapons are
Adversaries will require an Area
most effective at close range.
that represents the portion of sky/
 You can only physically Attack water they occupy.
adversaries in a different Area to
 Your GM will tell you about any
you with a Weapon Type that has
difficult to access Areas that require
an extended range, such as a
additional Actions or Abilities to
Missile Weapon.
2 access. For example, an Isolated
Moving between Areas Area may require you to spend
an Action to remove a barricade
 The number of Areas you can before entering, or a raised Area
17 Move ( p253) through on your may require Supernatural Leaping
Turn is set by your Speed Rating. or climbing gear to reach.
The amount of combatants that can
fit in any one Area is decided by Determining your starting Area
6
your GM, it could be a large  Once the Custom Areas are
number for an open field but a determined your GM allocates
small number for a tiny alcove. each combatant an Area to start in.

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Custom Areas should make things
Adding new Areas during a Fight more interesting, not tedious!
 Your GM can add, or remove, Don’t get hung up on exact GAME
Areas as the fight necessitates. distances when creating your Areas. BASICS
For example, a Sage being thrown Keep it simple, fast and fun.
CHECKS &
through a tavern window into the CONTESTS
Only create the Areas you need, not
street would add a new Battlefield all the potential Areas the fight could JOURNEY
Area, whereas a rock slide in a spread into. Add only when required. EXPLORE
cavern siege might seal off a
While not necessary, a place to draw NEGOTIATE
previously accessible Area.
out the Battlefield can help everyone FIGHT
keep track of where everything is! PERILS
DOWNTIME
CRAFT
WEAPON RANGES

Fight
Procedure
Combat
Values
Battlefields
Area
Conditions
Conducting
a Fight
CURRENT AREA 1 AREA AWAY 2 AREAS AWAY
Actions
Melee Weapons Lash (Melee) Drawn Damage
Thrown Large Mechanical Missile Injury Table
Small Mechanical Missile
Treatment
Sundering
BASIC AREAS Colossal
Combat

PC START CONTESTED ZONE ADVERSARY START

EXAMPLE CUSTOM AREAS


STEPPING
STEPPING
STONES
STONES

GRASS BANK 1 BOG


BOG GRASS BANK 2

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AREA CONDITIONS HARMFUL

Fighting on a slippery surface or in the Areas plagued by extreme


midst of a whirling storm is restrictive. cold, fire, or other damaging
Areas subject to such adverse effects have effects, are Harmful.
an Area Condition.
When in a Harmful Area…
◆ Determining Area Conditions
 If you are not adequately protected
 Your GM decides what Areas are from the source of the harm
affected by a Condition prior to you lose 1 Heart at the start of
starting the battle. your Turn, and another for each
 Only Areas perceivably affected by subsequent Turn you remain in the
a Condition will be disclosed by Harmful Area.
your GM, others you’ll discover on  If you are reduced to 0 Hearts you
entering the affected Area! must roll Burning Injuries ( p267)
 Individual Areas can have different for each Turn you remain in the
Conditions to adjoining Areas. Harmful Area.
 Individual Areas can be affected by
multiple Conditions. For example,
a small underground cavern might ISOLATED
be both Cramped and Precarious.
Areas that are blockaded,
Adding new Conditions during a fight elevated, or difficult to enter
 Conditions can change during the from other Areas are Isolated.
course of combat. For example,
setting fire to an Area would add When moving to (or from) an
the Harmful Condition… and Isolated Area…
putting it out would remove it.
 When you attempt to enter, or
leave, an Isolated Area you must
use an extra Move. If you have a
CRAMPED Slow Speed Rating this means you
would need 2 Turns to enter an
Areas that are small and restrict
Isolated Area!
movement, such as an alcove
or a prison cell, are Cramped.  Isolated rules might only apply
in one direction, depending on
the nature of the obstruction.
When in a Cramped Area… For example, a barricade might
 Your Defense Rating does not be designed to make it difficult
benefit from your Speed Rating. for combatants to enter an Area
 Weapon Types other than but easy for those behind the
19 Unarmed, Concealed, and Small obstruction to leave.
Mechanical Missile incur a Minor  If attempting to enter an Isolated
Penalty (-2) on Attack rolls. Area that requires you to climb,
4 Your GM will consider your relative you must make a Might or Deftness
size when applying the Cramped Check. Failure means you waste a
Condition. For example, a Small Turn making little or no progress.
Chib would still have room to
9 manoeuvre in a tight space,
whereas a Massive foe may find a
human-sized space restrictive.

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OBSCURED SHELTERED

Areas afflicted by something Areas with features that offer


GAME
that inhibits the senses are protective cover from Missile BASICS
Obscured. For example, total Weapons are Sheltered. CHECKS &
darkness or shifting illusions. CONTESTS

JOURNEY
When in a Sheltered Area…
When in an Obscured Area… EXPLORE
 Any Attacks directed at you from
 You suffer a Snag on rolls that NEGOTIATE
outside the Sheltered Area suffer
require precision, perception or
a Snag. FIGHT
aiming, including Attack rolls! PERILS
 Your GM may also impose DOWNTIME
additional effects depending on
SUFFOCATING CRAFT
the nature of the obscuration. For
example, deafening noise would Areas troubled by hazards that
also inhibit verbal communication. impair breathing, such as thick Fight
Procedure
smoke, are Suffocating.
Combat
Values
PRECARIOUS Battlefields
When in a Suffocating Area…
Area
Areas that are difficult to  You are subject to the effects of Conditions
balance on, like a surface Suffocation ( p271). Conducting
covered in ice or slippery a Fight
liquid, are Precarious. Actions
If you don’t see a Condition that
Damage
meets your needs, rename and
When moving to a Precarious Area… re-flavor one, or use these examples Injury Table
 You must make a Deftness Check as guidelines to make up your own. Treatment
or be Toppled ( p271) and your Sundering
Turn is ended. Colossal
 If the Precarious Area is elevated, Combat

such as a moss-covered roof, and


you fail your Check, you will slip
and incur a Falling Injury ( p267)
 You can avoid the Deftness Check
if you forfeit your Action.

EXAMPLE BATTLEFIELD CONDITIONS

‘SLIPPERY’ STEPPING STONES


PRECARIOUS
‘SLIPPERY’ STEPPING STONES
PRECARIOUS

‘NOXIOUS’
‘NOXIOUS’BOG
BOG
GRASS BANK 1 SUFFOCATING + HARMFUL GRASS BANK 2

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CONDUCTING A FIGHT

A Fight has 3 distinct stages:


ROUNDS
Fight Start: Where an intent to strike is
announced or an Ambush is staged. A Round represents approximately 10
seconds of elapsed time in a battle.
Rounds: Where each side takes Turns to
Move and take their Actions.  A Round is split into Turns.
Fight End: When all adversaries have  Each team fighting takes a Turn.
been slain, surrendered or fled.  In a Fight, a Turn is where all the
characters from a single team
Move between Areas and perform
FIGHT START!
their desired Actions.
When one set of characters declare they  The players’ team is made up of
are attacking another, a Fight has started. the PCs, their Companions, and
any friendly GMCs.
 To start a Fight simply shout, ‘Fight  Once all of a team’s Moves and
Start!’, or something similar. Actions have been resolved, the
 Your GM will then create and opposing team takes their Turn.
describe the Battlefield.  When all teams have completed
 The team that starts the Fight takes their Turn, the Round is over.
the first Turn.  The team Turn order is maintained
 If there is any doubt as to who for subsequent Rounds.
started the Fight then the  Rounds repeat until Fight End!
characters with highest Deftness
on each team must enter a Contest,
and apply their Speed Rating
bonus ( p247). TAKING YOUR TURN

Members of a team can act individually,


or work together to perform coordinated
STAGING AN AMBUSH group manoeuvres.

As long as there is enough time to hide,


 On your Turn, each team member
sneak or rush an unsuspecting adversary,
can Move then perform an Action,
you can attempt an Ambush.
or vice versa.

 If you are undetected by your  The players’ team should agree


enemy you may attempt to start a among themselves in which order
Fight with an Ambush. each team members goes in.
 The order can change every Turn.
5 vs Requires a Contest ◆
The lowest Deftness among your Let anyone whose Action will benefit
team vs. the highest Insight among the entire team go first. For example,
your adversaries. let the Sage go first so everyone can
7 benefit from the effects of their spell!
Success: Your enemies miss their
first Turn! This means you take 2 If the order isn’t critical to your plan,
just go clockwise round the table.
Turns before your foes can act.
4
Failure: You still take the first Turn If there is a dispute over which
but unfortunately don’t benefit player wants to go first, you decide!
further from the Ambush attempt. Players with the highest Speed Rating,
and lightest Armor, should go first.

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MAKING A MOVE PERFORMING AN ACTION

Your Move allows you to change the When you’re positioned correctly, it’s
GAME
Battlefield Area you are located in, to time to act. BASICS
escape harm or gain a tactical advantage. CHECKS &
 You can perform one Action during CONTESTS
 If your Speed Rating is Average your team’s Turn ( p254). JOURNEY
you can Move to an adjacent  The result of your Action is EXPLORE
Battlefield Area. resolved immediately, this might NEGOTIATE
 If your Speed Rating is Fast or Very impact on others’ choices. For FIGHT
Fast, you can Move through up to example, if you slay a foe that was PERILS
two connected Battlefield Areas. also targeted by an ally acting after
DOWNTIME
 If your Speed Rating is Slow, you you they may now want to redirect
CRAFT
must use the Extra Move Action their Attack to another opponent.
( p257) to change Areas.
Some Abilities, such as Fight

Supernatural Leaping or Flight, FIGHT END! Procedure


Combat
allow you to access and occupy A battle concludes when the Attacks stop. Values
Areas in unconventional ways. For Battlefields
example, a character with Flight
 Your GM will declare ‘Fight End!’ Area
might avoid a harmful Area Conditions
when one of the following occurs:
Condition that is transmitted by Conducting
contact with the floor, but not an A team is dead or incapacitated. a Fight

atmospheric effect, and a Fast An offer of surrender is accepted. Actions

character with Supernatural A team Flees ( p258).


Damage
Leaping might be able to bound Injury Table
over one Area completely, if there An intervention prevents the
Treatment
is enough head room to do so. battle from continuing, such as a
Sundering
rock fall that seals a team off.
Colossal
Combat
SPEED & BATTLEFIELD MOVES

SLOW

+0 AREAS

AVERAGE

+1 AREA

FAST & VERY FAST

+2 AREAS

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ACTIONS

There are four types of Action you can


 If your Attack total exceeds your
perform during a Fight:
weapon’s listed Extra Damage
Combat Actions: Attacking the enemy or number, the strike does an
doubling down on your defenses. additional Heart of Damage.
Custom Actions: Invent your own Actions,  If using a Magical Attack, or Ability,
including audacious stunts or crafty tricks. check to see if there are any other
consequences from a successful hit.
Assist Actions: Focus your energy on Failure: Your strike is poorly
giving others a better chance of success. targeted, mistimed, or otherwise
Tactical Actions: Includes using an ineffective. No Damage is done!
Ability, retrieving useful items from your
backpack, or running away! Dual wielding
 If you’re using a Melee Weapon in
COMBAT ACTIONS each hand you can Attack with your
second weapon only if you fail with
You can flip between offensive and the first.
defensive options during battle.
 Your second Attack roll suffers a
Minor Penalty (-2).
ATTACK
Remember that, like drawing a
Here comes the pain. weapon, it will also take an Action to
stow it securely. This will prevent a
◆ Choose your Attack dual wielding character from readily
performing Actions that require the
 Choose a Weapon or Ability to use of a free hand, and of course
strike with, then select your target. prohibit the use of the larger shields.
 Make sure your foe can be harmed
by, and is in range of, your Attack.
 Announce your Attack. For DEFEND
example, “I swing at the Skeleman
During a fight you are always being
with my Glorious Hammer.”
actively defensive but, if you completely
forfeit your offensive ambitions, you have
? Make your Attack roll a better chance of protecting yourself, or
 Roll a d20 and add your Attack someone else, from harm.
Bonuses to the result.
 Remember to check for any Edges,  Announce that you intend to
Snags, Bonuses or Penalties that Defend and take no other Action
might apply to your Attack. on your Turn.
17
 To cause Damage, your Attack roll  You can choose to defend yourself
needs to match or exceed your or another character in the same
target’s Defense Rating. Battlefield Area as you.
6  The defended character gains +2
 Rolling a 20 is always a success.
to their Defense Rating next Turn.
 Rolling a 1 is always a fail.
 A character may only benefit from
Success: You do a Heart of Damage! 2 defenders at any one time.
1
 Note, Damage done can be
increased by Weapons and
Abilities, such as Mighty Weapons.

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CUSTOM ACTIONS Being targeted by an Attack Stunt


Try something strange or unorthodox to  Your GM can have enemies
surprise and overcome your enemies. attempt to use an Attack Stunt GAME
BASICS
on you! If this happens they will
CHECKS &
propose both the success and CONTESTS
ATTACK STUNT failure conditions.
JOURNEY
Want your strike to disarm your foe, or  If an Attack Stunt on you is EXPLORE
knock them off their feet? Attack Stunts successful your GM may allow
NEGOTIATE
allow you to try, but failure will have a cost. you to reduce, but not cancel, the
FIGHT
failure condition with a
1. Define your Attack Stunt suitable Check. PERILS
DOWNTIME
 Choose a Weapon or Ability to ◆ For example, if an enemy’s Attack
strike with, then select your target Stunt disarms you, the GM might CRAFT

as if making a standard Attack. allow you to keep hold of your


weapon with a successful Deftness
 Suggest a success condition if you Check, but have you suffer a Snag
Fight
Procedure
make your Attack roll. on your next roll. Combat
◆ For example, “I swipe at the bandit All Attack Stunts are subject to the
Values
queen with my Staff… and attempt effects of Diminishing Returns Battlefields
to knock her weapon to the floor.” ( p256). Area
Conditions
2. Your GM defines a failure condition Conducting
You can always suggest a failure a Fight
 If your GM accepts the feasibility of Actions
condition when you propose your
your Attack Stunt they will invent a
Attack stunt, but your GM gets the Damage
failure condition. final say. Injury Table
 A failure condition is a negative
If a player proposes an Attack Stunt Treatment
outcome should you fail your you deem impossible then suggest a Sundering
Attack. This will be something similar, but more feasible, alternative.
equal and opposite to your Colossal
If you are struggling to come up with Combat
proposed success condition.
a suitable failure condition, default
◆ For example, “If you try that... there to a Snag on their next Action or give
is a danger you may drop your staff their opponent an Edge on theirs.
and it will require your next Turn to
Example wagers:
retrieve it.”
Entangle (Restrain) an enemy with
3. Make a wager your chain whip, fail and you’ll fall to
 If you and your GM agree to the the floor (Toppled).
proposed success and failure Hurl a sword at a flying foe that’s out
conditions, a wager is made. of Melee Range, fail and the weapon
lands 1 Battlefield Area away.
 If a wager can’t be agreed on then
your Action will revert back to a Drive an enemy back over a
standard Attack. precipice, fail and you make a Check
to see if you both go over the edge
(refer to the Impact Table!)
? Make your Attack roll
If your Speed Rating is Slow you can
 Roll your Attack as normal. risk performing an Attack Stunt to
Success: Your attack deals Move and make a standard Attack in
Damage… and you benefit from the same Turn!
your agreed success condition.
Failure: You miss… and suffer the
agreed failure condition.

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Diminishing Returns can apply to a


COMBAT TRICK
Custom Action when directed at any
foe who is expecting it, like an
Forgo your Attack and use cunning,
ancient beast who is used to having
not steel, to put your opponent at a its well known weakness exploited.
disadvantage. Trip them up (Toppled),
dazzle them with your shiny shield
(Blinded), or use some other crafty tactic!
ASSIST ACTIONS
1. Define your Combat Trick Use your Action to give others a better
 Choose a target and state the chance of success with theirs.
intention of your Combat Trick.
◆ For example, “I’m going to pull the ATTACK ASSIST
Skelemaster’s cloak over his head
in order to obstruct his vision.” Focus your Attack on opening up your
foes’ defenses rather than doing Damage.
2. Your GM determines the difficulty Your feint from the right creates a clear
 Your GM decides what effect your striking opportunity for an ally on the left.
Combat Trick has on the fight and
whether it automatically works or 1. Define your Attack Assist
will require a Check or Contest to  Choose the Weapon or Ability you
pull off ( p216). intend to use, then select a target
◆ For example, “If you make a as if making a standard Attack.
Deftness Check you can whip the ◆ Next choose an ally that will benefit
cloak over his face and he will be from your distraction.
Blinded until he takes a Turn to
straighten himself out.” ◆ For example, “I let out a battle
roar and wildly swing my hammer
All Combat Tricks are subject to the around to draw the temple
effects of Diminishing Returns guardian’s attention, so Gavril can
( p256). get a clean shot at its weak point.”
 Any ammunition, or Abilities with
If your character isn’t great at fighting limited use, are expended if used
you can assist with inventive Combat during an Attack Assist.
Tricks to help turn the tide of battle.
◆ 2. The assisted character Attacks
 On their Turn, the chosen ally
DIMINISHING RETURNS benefits from a Minor Bonus (+2)
to any Attack roll made against the
A unique trick can catch your foe off distracted foe.
guard, try the same thing again however... ◆ An additional Attack Assist, that
targets the same foe and ally, can
7  When you attempt to use the same increase this to a Major Bonus (+4).
Attack Stunt or Combat Trick on
the same target, you suffer a Snag  An Attack Assist lasts for 1 Turn.
on your roll or, if no roll is required,
14 it simply does not work. Monsters work together too! Mooks
 If you sufficiently alter a will help Bosses with Attack Assists
subsequent attempt of an Attack and scheming Skelemen love a
cunning Combat Trick!
Stunt or Combat Trick, your GM
1
may allow you to avoid the effect
of Diminishing Returns.

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TACTICAL ASSIST TACTICAL ACTIONS

Use your Action to help an ally make an Spend time to get into a better tactical
GAME
otherwise impossible Attack. For example, position or use an Ability during a Fight. BASICS
holding a beast’s mouth open so an ally CHECKS &
can throw a bomb into it. CONTESTS
USE AN ABILITY
JOURNEY
1. Define your Tactical Assist Use a Calling or Species Ability. EXPLORE
 Choose a target and state the NEGOTIATE
intention of your Combat Trick.  Using an Ability during a Fight FIGHT
◆ For example, “I’m hurling Charla requires the use of your Action, PERILS
up in the air so she can reach the unless otherwise stated in the
DOWNTIME
Colossus’ Strike Point.” Ability’s description.
CRAFT

2. Your GM determines the difficulty


 Your GM decides if your Tactical EXTRA MOVE Fight
Assist automatically works or if you Procedure

will require a Check or Contest to Don’t stop to act, keep on moving. Combat
Values
pull it off ( p216).
Battlefields
 Forfeit your Action to make an
◆ For example, “If you make a Might
additional Move on the Battlefield. Area
Check... you can get Charla high Conditions
enough to make an Attack roll.”  If your Speed Rating is Slow, you Conducting
need to use the Extra Move Action a Fight
to move to a new Battlefield Area. Actions
Your team can chain a series of Damage
Tactical Assists together to create an
Injury Table
attack opportunity but, like all chains,
if one link fails the whole thing fails. Treatment
Sundering
Colossal
ACTIONS Combat

TACTICAL COMBAT

... +2

Use Ability Extra Move Misc. React Flee Attack Defend

ASSISTS CUSTOM

+2

Attack Assist Tactical Assist Attack Stunt Combat Trick

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REACT FLEE

Second-guess your enemy and disrupt If a Fight is not going your way, get out
their combat plan. before all is lost.

1. Predict an adversary’s Action and  A Fight will end if one side decides
declare your reaction to it. to Flee, as a group, on their Turn.
 On your Turn declare you are  Your GM may decide the team that
going to React by proposing a takes flight must win a Deftness
response to an anticipated event. Contest to get away cleanly, with
◆ For example, “I will crouch in the failure allowing the opposing team
corner and when someone enters, I to take one final Turn.
will trip them up.”

2. Reacting to the anticipated event MISCELLANEOUS ACTIONS


 If the anticipated event occurs
during an opponent’s Turn, you Any task not covered by another type of
may React. Action is considered Miscellaneous.
 Your reaction is resolved according
◆ 1. Define your Miscellaneous Action
to the type of Action attempted.
For example, tripping an opponent  On your Turn, describe your
entering the room would be proposed Action to Your GM.
resolved like a Combat Trick. ◆ For example, “I want to find and
 If successful, your intervention retrieve the Booster Cake from
may disrupt your opponents’ Turn. my backpack”
For example, the Toppled enemy
will no longer be able to Attack as ◆ 2. Your GM determines if your Action
intended. is valid and if it requires a Check

 If the anticipated event does not  Miscellaneous Actions cannot


occur, or you opt to simply wait create a combat advantage or
without proposing a reaction, you cause harm to a foe. If they do
instead act at the very end of your this, they are considered to be a
adversaries’ Turn. Combat Trick or Attack Assist.
 A single Miscellaneous Action must
not take longer than 10 seconds.
FIRST AID  Your GM may decide you need
to make an appropriate Check to
Stop a fallen comrade from dying, or get perform your Action.
them back on their feet.  Your GM will split longer proposals
into a series of Actions spread over
 To perform First Aid you must be a series of Rounds.
5 in the same Battlefield Area as
your patient.  If your GM decides your proposed
Action takes less than a second or
 You can stop an ally dying who two, they may allow you to perform
11 has suffered the Near Death or an additional Action on your Turn.
Mutilated Injury, if you can get to
them within 2 Turns.
 You can wake a character who is
7
Out Cold, but they won’t be able to
make any further Combat Actions
for the remainder of the Fight.

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DAMAGE

Your health is tracked in two ways, with When your GMCs are low on Hearts,
GAME
Hearts and Injuries. provide the players with an BASICS
appropriate description. For
example, ‘You can see in their eyes CHECKS &
CONTESTS
HEARTS that they are losing confidence’ or
‘They start to wheeze and stagger’. JOURNEY
Hearts measure temporary damage and EXPLORE
are depleted during a Fight. NEGOTIATE
INJURIES
FIGHT
Losing Hearts Injuries are lingering ailments sustained PERILS
 You start every Fight with your after losing all your Hearts in a Fight or DOWNTIME
full Hearts Total, regardless of any from other significant sources of harm. CRAFT
losses incurred in previous battles.
 Hearts are depleted in a Fight after Determine your Injury
being struck by a successful Attack.  Roll on the Injury Table ( p260). Fight
Procedure
 The number of Hearts lost from an For the first Injury sustained in a Combat
Attack (Damage) depends on the Fight use the results for Values
Weapon Type or Ability used in Light Injury. Battlefields
the Attack.
For your second Injury use the Area
◆ Weapon Types ( p152) Conditions
results for Severe Injury.
Conducting
For your third, and subsequent a Fight
Losing all your Hearts
Injuries, use the results for Actions
 When an Attack reduces your Critical Injury. Damage
Hearts to 0, or below, you must roll
 Injuries remain until you receive Injury Table
on the Injury Table ( p260) and
proper Treatment ( p262). Treatment
suffer the consequences.
Sundering
 If you are reduced to 0 Hearts in Non-Fight Injuries Colossal
combat from a source other than  Injuries can also be gained by Combat
a weapon attack, for example a suffering a Peril, like falling or
Harmful Battlefield Condition, burning ( p267).
you will be directed to roll on an
alternative Injury Table.  Injuries caused by Area Conditions
are applied at the end of your Turn.
If your Injury permits, you can Fight
on with less than 0 Hearts but must
now roll on the Injury Table every
time you’re hit. DAMAGE TYPES

Damage Types come in many flavors.


Reducing an adversary to 0 Hearts
Each type can be more or less effective
 When you reduce an adversary against a specific foe. For example, an
to 0 Hearts, they do not suffer an Asura might be immune to Mundane
Injury. Instead, you may choose to Damage, resistant to Dark Damage, but
slay them or spare them. susceptible to Bright Damage.
 A spared foe falls unconscious and
wakes a few hours later with their  Mundane Damage is inflicted by
Hearts restored. If desired, you can non-magical weapons.
also choose to leave them with an  Special Damage is magical in
Injury ( p260) of your choice, or nature and includes: Bright, Dark,
leave them with a distinctive scar to Flame, Frost, Lightning, and
remember you by. Twilight Damage.

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INJURY TABLE
Roll your Injury 1st Injury roll (light) 2nd Injury roll (severe) 3rd+ Injury roll (critical)

1-5 Shocked/Stalled Miss your next Combat Turn.


1-3 A solid blow has
1-2 stunned you.

6-10 Armor crash Your armor’s Defense Bonus is reduced by 2.


This penalty lasts until your armor is repaired.
4-6 Your armor absorbs
a dangerous blow. When your Armor Bonus is reduced to 0,
3-4
your armor is destroyed.
If you are not wearing armor, count this
Injury as Wounded.

11-14 Wounded Your maximum Hearts Total is reduced by 1


until you receive Treatment for this Injury.
7-9 You’ve taken a
non-fatal but If this Injury reduces your Hearts Total to 0,
5-6
significant wound. count this Injury as Quiet Death.

15-16 Broken arm Roll to see which arm is broken


10-11 (1-10 right arm, 11-20 left arm).
A blow to your arm
7-8 has left it useless. Your Might Aptitude is halved when making
Checks or Contests requiring the use of
your arms until you receive Treatment for
this Injury.
(R) 1-10 11-20 (L)
If this Injury occurs on the same limb a
second time, count this Injury as Severed.

17-18 Broken leg Roll to see which leg is broken


12-13 (1-10 right leg, 11-20 left leg).
A strike to your leg
9-10 forces you to hobble Your Speed Rating is reduced by a
or crawl. single step.
You suffer a Snag on all Might and Deftness
Aptitude Checks and Contests requiring the
use of your legs until you receive Treatment
for this Injury.
(R) 1-10 11-20 (L) If this injury occurs on the same limb a
3 second time, count this Injury as Severed.

19-20 Out cold You fall to the ground and can no longer
participate in the Fight. You will regain
6 14-15 You are knocked
consciousness once the Fight is over and
senseless and out for
11-12 suffer no lasting damage.
the rest of the fight.
An enemy can slay you immediately if they
are unhindered and use their Turn to do so.
19
If you receive First Aid you will be revived
but cannot use any Combat Actions for the
remainder of the Fight.

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Near death You’ll die within 2 Turns if help doesn’t arrive.


16-17 You’re dying, and need First Aid reduces this Injury to Wounded.
urgent attention. GAME
13-14 BASICS

CHECKS &
Severed Roll to see which limb is severed (1-5 right arm, CONTESTS
6-10 left arm, 11-15 right leg, 16-20 left leg) JOURNEY
18 A limb is sliced off,
crushed, or otherwise You’ll need Magical Treatment or a Prosthetic EXPLORE
15-16 detached. Replacement to regain the limb’s function. NEGOTIATE

Until replaced, consider a severed arm as the FIGHT


Broken Arm Injury, and a severed leg as the PERILS
(R) 1-5 6-10 (L) Broken Leg Injury, except you obviously
DOWNTIME
cannot use your severed limb at all.
CRAFT
(R) 11-15 16-20 (L) Re-roll if the limb has already been severed
and not been replaced. If you have no limbs
left, you’ve been decapitated and are dead. Fight
Procedure

Mutilated You’ll die within 2 Turns if help doesn’t arrive. Combat


Values
19 You’re dying and need First Aid will prevent your death but... you Battlefields
urgent attention. Even suffer a -1 penalty to an Aptitude of your
17 if saved, the injury is choice which is related to the wound. For
Area
Conditions
so terrible it will leave example, -1 Insight for a head blow. Conducting
you debilitated. a Fight
Bio-Mechanoid? You lose your Robotic
Quirk. The second time your receive this Actions

Injury, suffer the Aptitude penalty above. Damage

Magical/Advanced Treatment is required to Injury Table


remove the lasting effect of the Injury. Treatment
Sundering

Mortal wound You have received a fatal blow and will die, Colossal
Combat
no Treatment can save you.
20 You’ve been impaled,
beaten, or lacerated You may take one last Action on your next
18 in such a way that Turn before expiring. Make it count!
death is imminent.
Your body is recoverable, so perhaps there is
a chance at some unnatural resurrection...
Bio-Mechanoid? You lie not dead, but
offline. You have one chance at being
rebooted but the Advanced Treatment will
suffer a Snag. Failing this, maybe your core
could be transferred to an alternative shell.

Quiet death You are dead. Your body is recoverable, so


perhaps there is a chance at some
You are killed instantly,
unnatural resurrection...
without theatrics.
19

Messy affair You are dead. The fatal blow leaves little that
is recognisable.
You’ve been splattered,
disintegrated, or Bio-mechanoid? Make a Grit Check.
20 otherwise scrubbed Failure results in an explosion doing 2 Hearts
from existence. of Damage to anyone in the same Area as you.
If you succeed, you fall to pieces on the spot.

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TREATMENT OF INJURIES

To fully recover from the


more grievous Injuries, PROSTHETIC REPLACEMENTS
you need to receive Synthetic limbs and body parts can be
proper Treatment and, grafted on to both Bio-Mechanoids
if healing naturally, a and organic folk. These rare parts must
significant period of be salvaged from Techno Relics or
convalescence. engineered by specialised crafters.

TREATMENT  Installing a Prosthetic Replacement


requires a Gadgeteer capable of
Less severe Injuries, those that don’t working with Advanced Items
require Magical or Advanced Treatment, ( p284) to use a Downtime
can be remedied with a simple medical Crafting Session ( p273).
procedure and a little time.  You must provide a suitable
replacement body part prior to the
Treatment for organic characters grafting attempt.
 Treatments for a basic Injury do not
require specialist knowledge, all
PCs are familiar with rudimentary MAGICAL/ADVANCED TREATMENT
medical practice.
 If your Injury requires Treatment to Past civilisations had discovered ways in
remove, you need to use the ‘Heal which magic and advanced technology
an Injury’ Downtime Activity could treat grievous wounds. Most of this
( p273). knowledge was lost in the 3rd Cataclysm.
Finding a practitioner of these forgotten
 You can only heal a single Injury
arts is almost impossible.
during Downtime. If you have
multiple injuries, the least severe
one is the first to be healed. DEATH CURE
 A removed Injury has no lasting
Death is an occupational hazard for
physical effect, although you can
Adventurers, and one that comes sooner
choose whether the Injury leaves
to the impetuous. Researchers furiously
you with a memorable scar.
search for the ultimate cure, believing that
 Certain Abilities can also remove even death can be reversed. Immortals
Injuries. How these work will be and the Undead walk the earth as death-
listed in the Ability’s description. defying proof. Maybe there is a way, but
whatever it is, it will certainly come at a
Treatment for Bio-Mechanoids
great cost…
 You do not repair naturally.
1 Removing an Injury requires
Extensive Repair ( p285) by a
Gadgeteer capable of working with
Advanced Items ( p284).
16
If you want, PCs suffering from a
single Wound can recover between
Sessions without needing Downtime
19 or Repairs.

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SUNDERING

You can attack inanimate


objects in order to OBJECT DEFENSE RATINGS GAME
BASICS
break them or stop Material (Example) Defense CHECKS &
them functioning. For CONTESTS
example, breaking Fragile (Glass) 10 JOURNEY
down a door or EXPLORE
severing shackles that Resistant (Wood) 14 NEGOTIATE
bind an ally.
FIGHT
Hard (Stone) 16 PERILS
Damaging objects
DOWNTIME
 To hit an object, your Attack roll Very Hard (Metal) 18
CRAFT
must be higher than its Defense
Rating. See the Object Defense Supernatural 20
Ratings Table ( p263). (Magical Materials) Fight
 The amount of Hearts an object Procedure

has is dependant on its size. See Combat


Values
the Object Hearts Table ( p263). OBJECT HEARTS Battlefields
 To Damage an object, you need Area
an item as hard, or harder, than Size Hearts
Conditions
the target object. A wooden mallet Conducting
cannot break an iron sword! Hand-held items no larger 1 a Fight
than a knife or dagger Actions
 Objects made of Magical Materials
Damage
can only be Damaged by other Large hand-held items, most 4
items made of Magical Materials. weapons or objects requiring
Injury Table
Treatment
◆ Magic Materials ( p288) both hands to hold or carry
Sundering
 Concealed, Quick, and all Missile
Colossal
Weapons are unable to break Chib-sized, too big to 6 Combat
objects larger than hand-held. carry around easily, but not
 Trying to Sunder items larger than impossible
those in the Object Hearts Table is
Man-sized, about the size of 8
impossible with regular weapons
an average adult human
and attacks. However, portions of
larger objects may be targeted
Cart-sized, up to the size of a 12
and broken. For example, you can’t
caravan or skimmer
destroy a castle wall with a hand
held weapon, but maybe you can
punch a hole in it large enough to The sizes are deliberately vague so
crawl through. don’t get hung up on working out
what size category an object falls
 An object that has lost some of its into, just pick and go.
Hearts is still usable and requires
Destroy the enemies’ gear!
Light Repairs to restore it.
Sometimes attacking an object can
◆ Light Repairs ( p285) be more effective than targeting
a foe.
Sundering items
 An object reduced to 0 Hearts is
broken or unusable and requires
Extensive Repairs to restore it.
◆ Extensive Repairs ( p285)

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COLOSSAL COMBAT

Your pathetic attacks are like raindrops


against the largest of Outer World’s Destroying Strike Points
beasts, but keep the faith, even colossi  Each Strike Point has its own Hearts
can fall. You just have to slay them one Total. Reducing a Strike Point to
piece at a time. 0 Hearts will destroy or disable it.
 The Colossus will be crippled when
Strike Points
it loses one of its Strike Points. The
 Colossal creatures are divided effect will depend on the Strike
into Strike Points that function like Point destroyed. For example,
Battlefield Areas ( p248). These are destroying a limb might disable an
shown on their Creature Map. Attack or hinder its movement and
 When you Attack a Colossus you destroying a shell might reveal the
must target a specific Strike Point. Colossus’ Core Point.
 To Attack with a Melee Weapon
◆ The Core Point
you must be on, or next to, the
Strike Point you are targeting. For  The Core Point is a Strike Point
example, standing on the head that is vital to a monster’s survival.
of a giant serpent or standing in Reducing the Core Point to
the same Area as the leg of an 0 Hearts will kill the Colossus.
enormous insect.
◆ Sweep Actions
 Missile Weapons can target any
Strike Point within Range.  In addition to their normal Action,
a Colossus is able to perform a
◆ Moving across Colossal creatures Sweep Action.
 You can move between Strike  When a Colossus uses its Sweep
Points in the same way as you move Action it targets one of its Strike
between Battlefield Areas. Points with the aim of harming or
hindering anyone located there.
 Depending on the shape of the
For example, it may discharge an
Colossal monster, you may require
electric pulse or lash out with an
Special Movement or need to climb
annoyed swat of its tail.
to access certain Strike Points.

EXAMPLE CREATURE MAP

Head 5
18 Lava gland (core point) 5xx

Torso 5xx

7
Tusk 5

8 Tail 5xx
Legs 5

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GAME
BASICS

CHECKS &
CONTESTS

JOURNEY
EXPLORE
NEGOTIATE
FIGHT
PERILS
DOWNTIME
CRAFT

Fight
Procedure
Combat
Values
Battlefields
Area
Conditions
Conducting
a Fight
Actions
Damage
Injury Table
Treatment
Sundering
Colossal
Combat

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PERILS

You’ll face many dangers and hardships when out on adventure, from
collapsing buildings and explosive traps to sleep deprivation and starvation.

When to use these rules What these rules cover


14 Whenever you suffer physical or mental  Receiving Injuries from burns and falls.
harm, or alteration, you are experiencing a  Ailments you can suffer at the hands
Peril. For example, being exposed to the of hostile magic or circumstance,
Dispiriting Aura of a powerful Asura or just such as Disorientation, Petrification,
4 being very, very tired. or Starvation.

14

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NON-COMBAT INJURIES

In a Fight, you can avoid Injury with your


skill, pluck, and determination, but these CAUSTIC/BURNING INJURY GAME
BASICS
things can’t help you when you fall afoul
If you are exposed to a CHECKS &
of an environmental hazard. CONTESTS
skin corroding effect,
such as being soaked JOURNEY

FALLING/IMPACT INJURY in acid or caught in EXPLORE


a violent pyroclastic NEGOTIATE
If your body is subject to blast, you will suffer a FIGHT
a sudden impact, such Burn Injury. PERILS
as plummeting from a
DOWNTIME
great height or being
involved in a high  Roll on the Burn Injury Table to CRAFT

speed collision, you determine the burn severity ( p267).


will suffer an Injury.
Non-Combat
Injuries
BURN INJURY TABLE Ailments
 Estimate the height of your fall, or
speed of your collision, then cross Roll your Burn Injury
reference the Impact Table ( p267)
to determine the level of Injury 1-5 Shock
you sustain.
You are singed but otherwise unharmed.
 Once you’ve determined the
Injury level you suffer, roll on the
 Your next Action is lost while you
standard Injury Table.
regain your composure.
◆ Injury Table ( p260)

6-15 Superficial burn


IMPACT TABLE
You suffer a minor but irritating burn.
Determine your Impact Injury
 You suffer a -1 Penalty to all rolls
Height/Speed Injury level until the Injury receives Treatment.
 If you are already suffering from
Under 15ft / 15mph Light Injury
this Injury, and receive it a second
time, treat it as a Serious Burn.
Between 15-30ft / Severe Injury
15-30mph
16-20 Serious burn

Over 30ft / 30mph Critical Injury You suffer painful burns.

 You suffer a -1 Penalty to all rolls


until the Injury receives Treatment.
 You suffer a -1 to your Hearts Total
until the Injury receives Treatment.
 If you are already suffering
from this Injury, and receive it a
subsequent time, your Hearts Total
is further reduced by -1.
 You die when reduced to 0 Hearts.

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AILMENTS

Ailments are lingering effects that alter or BLINDED/DEAFENED


impede a character’s capabilities.
Many things can cause a
Contracting Ailments temporary, or permanent,
 Ailments can be contracted in loss of the senses such
multiple ways. You can be infected as being close to an ear-
by a monster’s bite, cursed by a splitting roar or being
Magitech item, or just given one by blindfolded by guards.
your GM if the situation warrants it.
When Blinded/Deafened…
Removing Ailments  You incur a Snag on all rolls that
 Some Ailments have specific depend on the affected sense until
remedies, others will be dependent the Ailment is removed.
on the source of the Ailment. For  Your GM will also apply other
example, weak magic may simply appropriate restrictions connected
wear off in a few minutes but a to your loss of sense. For example,
powerful hex might require an if Deafened verbal communication
equally powerful counter-spell. would be inhibited.

BALLOONED
CHIBBED
Your body swells to
Certain spells, poisons,
inconvenient proportions.
and curses can cause
This embarrassing
you to shrink in size.
ailment is most often
Unaccustomed to your
caused by spiteful hexes
new proportions, you will
or other malicious magic.
find it tricky to function.
When Ballooned…
When Chibbed…
 Your Speed Rating is Slow.
 Medium Species become Small.
 You suffer a Snag on Might, You suffer all the physical penalties
Deftness, and Grit rolls. of being Small without any of
 You suffer a Snag on Attack rolls. the benefits:
 Attack rolls that target you benefit -1 Penalty to your Might aptitude.
from an Edge. Reduced to 8 Inventory Slots.
 You are buoyant and easy to roll Your Combat Gear Allowance is
about, you float in most liquids. determined by your new size.
18  Armor or other snug clothing may  Large Species become Medium.
rip or fall off, requiring repairs. You lose all the physical benefits of
 You cannot fit through doorways or being Large:
19 into small spaces. -1 Penalty to your Might aptitude.
 To remove the Ailment you must Reduced to 10 Inventory Slots.
be drained or deflated. Gross!
Your Combat Gear Allowance is
3 Rigid or intangible creatures are determined by your new size.
immune to being Ballooned.
 Small Species are immune to
being Chibbed.

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DISORIENTED  Your Defense Rating does not


benefit from any Speed Rating
You are muddled. Maybe
bonus you normally receive. GAME
you are hallucinating or BASICS
have had your perception  To remove the Ailment requires the
CHECKS &
altered in some way. In help of another. Your assistant must CONTESTS
this confused state your be in the same Battlefield Area JOURNEY
actions don’t always match as you and use their Action in an
EXPLORE
up with your intentions. attempt to restore hope.
NEGOTIATE
◆ This requires your assistant to make
FIGHT
When Disoriented… a successful Aura Check. Failure
PERILS
 Any Attack rolls, Contests, or means they cannot help you any
Checks require you to make an further, but others may make DOWNTIME

Insight Check beforehand. additional attempts. CRAFT

◆ If you fail the Insight Check but


succeed on the next roll, your GM Non-Combat
will describe your ‘success’ as FATIGUED Injuries

having an undesirable outcome. Ailments

For example, a ‘successful’ Attack If you adventure for


might hit a random character in the prolonged periods of
same Area as your intended target. time without rest you will
inevitably tire. Fatigue is a
 To remove the Ailment you must
concern when you skip, or
use your Action to attempt to
are unable to sleep.
regain your senses. This requires a
successful Insight Check.
Bio-Mechanoid? You are immune When Fatigued…
to this Ailment if the source is  For each day of missed sleep you
biological, such as a venom. You suffer a -1 Penalty to any Checks,
can still become disoriented if the Contests, or Attacks you make.
source is capable of affecting your  Once the accrued Penalty exceeds
processing, such as an electrical half your Rank (rounded up), you
shockwave. will collapse involuntarily and
cannot be roused for a 24 hour
period, but you will wake
up refreshed.
DISPIRITED
 To remove the Ailment you must
It is not uncommon for sleep for 24 hours straight.
adventurers to become
discouraged, but this
is different. You are
overwhelmed by despair,
your eyes devoid of hope.

When Dispirited…
 You are aware and able to address
others in a soulless whisper, but
you are unable to find the will to
move, defend yourself, or take any
other actions.
 You can be moved by force or
attacked but will not resist.

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JELLYFIED Round 1: You are unable to use


your legs on your Turn.
A curse, or other eldritch
cause, has transformed Round 2: You are now unable to
your body into viscous use your arms on your Turn.
goo. Your semi-liquefied Round 3: You are fully Petrified!
form makes movement .
and manipulation difficult. When Petrified…
 You are unable to move or
When Jellyfied… perceive anything while Petrified.
 Your Might and Deftness Aptitudes  Attacks on you are treated as if
are halved. made on an inanimate object. Your
 Your Speed Rating is Slow. Defense Rating is dependent on
the type of material you’ve been
 You dissolve in water, or similar
transmuted into.
solvents. If submerged, you
suffer the effects of the Harmful ◆ Sundering ( p263)
Battlefield Condition ( p250).  Your Petrified weight is dependant
 You are immune to the effects of on the material you’ve become. A
Falling/Impact Injury. solid stone figure could be used to
barricade a door or crush a foe!
 You can squish through small gaps
or fit into unusual spaces.

PUTREFIED
OVERBURDENED
You start to decay or rot
Carrying an excessive and begin to produce
load not only slows you a fetid odor. A painful
down, it also makes your death awaits, or worse,
movements strained transformation into a
or awkward. Your back horrifying mess.
won’t thank you either.
When Putrefied…
When Overburdened…  You lose 1 Heart per Turn.
 Your Speed Rating is reduced by a  You must make a Grit Check when
single level. you are reduced to 0 Hearts.
 You suffer a Snag on all Might and ◆ Success means putrefaction
Deftness Checks. stops, leaving you weakened but
otherwise unharmed.
◆ Failure means death or a disturbing
PETRIFIED fate specified by the cause of the
11 putrefaction, or by your GM.
A fantastical power roots
you to the spot and
slowly immobilizes you.
7 Maybe you’re frozen stiff RESTRAINED
or perhaps your flesh is You are tied up, shackled, or
turned to stone. otherwise prevented from
13 using your limbs. Perhaps
Being Petrified… you’re bound by a length
 Petrification takes 3 Rounds to of rope or maybe gripped
completely paralyze you: by a muscular tentacle.

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When Restrained… TERRIFIED


 You cannot take any actions that So, you’re a big brave
require the precise use of your adventurer eh? The
GAME
BASICS
restrained limb (or limbs). Your GM growl of a fearsome CHECKS &
will decide whether you can Move Proudhound or Galrave’s CONTESTS
and what Actions or Abilities you haunting laugh can JOURNEY
are still able to perform. reduce the bravest soul EXPLORE
 Your GM may allow a successful into a quivering wreck.
NEGOTIATE
Might or Deftness Check to wiggle
FIGHT
or break free of your bonds if they When Terrified…
can be overcome in this way. PERILS
 You suffer a Snag on Checks and
DOWNTIME
Attacks that involve interacting with
CRAFT
the source of your terror.
STARVED
 When Companions or GMCs are
Hunger is a constant threat Terrified they must move away Non-Combat

for the desperate folk of from the source of their terror Injuries

Outer World, and as an at full speed until it is out of Ailments

explorer you are more sight. They will not return unless
likely than most to find the threat has been removed. If
yourself short of food. trapped, or unable to run, they will
curl up in a fetal position or stand
trembling, paralyzed with fear,
When Starved…
unable to move or act.
 For each day of missed food
you suffer a -1 Penalty to your
maximum Heart Total.
TOPPLED
 Once the accrued Penalty reduces
you to 0 Hearts, you will perish. A mighty blow or a sneaky
 The Ailment is removed, and your trip has left you lying
Hearts Total restored, when you flat on your back like an
consume 1 day’s nutrition. upturned beetle. Get up
quickly or you’ll be an
easy target.

SUFFOCATED When Toppled…


You are being asphyxiated.  You cannot Move.
Whether it’s thick smoke  Your Defense Rating does not
from a burning wood benefit from any Speed Rating
or an extended period bonus you normally receive.
below the water, you’ll die
 You suffer a Snag on all Attack rolls
if you don’t get air soon.
and Checks involving Might
and Deftness.
When Suffocated…  Anyone Attacking you gains an
 You can hold your breath for the Edge on their Attack roll.
number of Rounds equal to half  You must use your Turn to get back
your Grit Aptitude (rounded down). on your feet to remove the Ailment.
 After this, if you fail to escape from
the source of the Suffocation, you
These are just some of the Ailments
will fall unconscious and die in the
that can afflict PCs. Need one that
subsequent Turn unless rescued. isn’t listed? Create your own!

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DOWNTIME

While adventuring keeps you busy, occasionally you’ll find yourself with time
on your hands. This is the time to relax, recover, plan, and prepare.

When to use these rules What these rules cover


17 Whenever there is a deliberate and  The different Downtime Activities and
significant break in your adventure, you the unique rules for engaging in them.
can indulge in a little Downtime. For  Forming Social Bonds with other
example, after completing a quest in the characters.
16 woodlands your team decides to rest,
celebrate, and prepare for your next  Developing a Reputation that precedes
adventure in a nearby town. you, for better or worse.

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DOWNTIME ACTIVITIES

Adventuring being what it is, any HEAL AN INJURY GAME


Downtime might be your last! BASICS

Convalescence CHECKS &


 Performing Downtime Activities is a tedious but CONTESTS

requires approximately a week’s necessary activity for JOURNEY


worth of in-game time, typically adventurers. Soothe EXPLORE
the period between the end of one your charred flesh in NEGOTIATE
adventure and the start of the next. an elven spa or click FIGHT
 Your GM will determine whether that hip back into place PERILS
there is an opportunity for you to with a dwarven massage.
DOWNTIME
perform a Downtime Activity. Rest well, adventure long!
CRAFT
 Each Activity has its own specific
 You can remove an Injury you
rules to determine the result of
picked up on your travels.
your chosen Downtime Activity. Downtime
 If you have more than one Injury, Activities
Social Bonds
You can include Downtime Activities the least severe one heals first.
Reputations
at the beginning or end of a gaming  Healing requires a relaxing
session or, if you prefer, you can environment and regular meals.
resolve them outside of a Session
over email or lunch!  A second Injury or Ailment of your
choice can be removed, or a lost
limb restored, if you can find and
CRAFTING afford Treatment Services ( p201).
At last you’ve got the  Rest won’t heal Severed or
time to bust out the Mutilated Injuries, they require
tools and fix that Advanced or Magical Treatment.
mechanized gadget ◆ Advanced Treatment ( p262)
or pull on your apron
and bake a fresh Bio-Mechanoid? You do not repair
batch of your signature naturally. Removing an Injury
booster cakes. requires Extensive Repair ( p285)
by a Gadgeteer capable of working
 You can create, modify, or repair an with Advanced Items ( p284).
item of your choice.
 Crafting requires you have an
Ability that grants you a Crafting
Discipline. For example, Artisan
Smithy or Love-Love Chef.
 You will also need the time, tools,
materials and workspace required
by your chosen Crafting Discipline.
Craft ( p280)

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IDENTIFYING A RELIC Reckless Research Failure Table


Techno-Relics, and other Roll a mishap
Artifacts of the bygone
age, usually don’t 1-8 Snap!
come with instruction The item broke and now requires
manuals. With a bit Light Repairs before it can be used.
of trial and error you’ll
have it figured out in
no time. 9-15 Kaboom!!
You are wounded by a violent mishap,
 You can attempt to identify a roll on the Injury Table ( p260).
mysterious item’s powers and
means of operation. 16-20 What the... !?
 Identification requires adequate Your careless prodding has triggered
space to conduct tests. For a mishap unique to the Artifact. Your
example, a small item might be GM will decide what this is.
examined in a ship’s cabin, while
large items might require a barn or
field for evaluation.
PREPARATION

? Requires a Check Yeah, you could spend


◆ The Aptitude Check used depends the week lording it
on the item you’re identifying: up with your friends,
but you prefer to
 Techno-Relics and Gadgets: get organized. Your
Methodical inspection and diligence means
experimentation requires an you’re always prepared.
Insight Check.
 Artifacts: Communing with an item
requires an Aura Check.  Preparation ensures you have the
right gear at the right time.
 Magitech: This blend of magic and
technology can be deciphered  Allocate an amount of money to
using an Insight or Aura Check. spend on your preparations.

Success: You’ve discovered what  When your adventures resume,


the item does and how to activate it. leave a number of Inventory Slots
blank for prepared items.
Failure: After much careful poking
and prodding, the item remains a  You can use the allocated money
frustrating enigma. You can now: to ‘purchase’ any items you require
at any point in the game, providing
 Continue your research in you have the funds and the
a subsequent session of required empty Inventory Slots.
11 Downtime. This subsequent
attempt will benefit from an  Once ‘purchased’, write the item
Edge, or… into the blank Inventory Slot.

 Throw caution to the wind and  Allocated money can be converted


9
engage in Reckless Research. back to normal money at any time.
This grants you one more Prepared items would need to have
Check to identify the item. If been available in the settlement
6 you fail again you must roll the where you made your preparations.
consequence on the Reckless Your GM will decide if your
Research Failure Table. requested items are acceptable.

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RECRUITMENT REPUTATION MANAGEMENT

Followers are fine, but Create a scene, or put on


GAME
they only stay for as a public display, that BASICS
long as the money will cause those who CHECKS &
lasts. If you want observe it to gossip. CONTESTS
someone you can Now cement your JOURNEY
depend on, you’ll need notoriety with a few EXPLORE
to do a little convincing. well-seeded rumors.
NEGOTIATE
FIGHT
 You can attempt to convince  You can attempt to engineer a PERILS
another to follow you for a reason Reputation ( p279) in a Settlement, DOWNTIME
deeper and more lasting than a or other location where news CRAFT
pay check. travels quickly. You can then take
 Recruitment requires a Follower advantage of this Reputation later.
( p184) or GMC ( p320) that is ◆ For example, you might throw Downtime
Activities
lower in Rank than you. You can money around and assume the
Social Bonds
then target them with an emotional guise of a ‘generous benefactor’ to
Reputations
plea or a display of worth or power. ingratiate yourself with a village’s
Your GM may decide it is downtrodden community.
impossible for you to recruit a
powerful or stubborn character, ? Requires an Aura Check
such as a king or village elder.
Success: You gain a Minor Bonus
(+2) on all rolls where you lean into
vs Requires a Contest your Reputation. For example,
◆ Aura vs. Grit. You can choose which convincing the impoverished
participant uses which Aptitude. townsfolk to provide you refuge
from the king’s men.
 If you have a Social Bond ( p279)
with the character, or can appeal to Failure: You go unnoticed or have
their weakness or desire, you are created the wrong Reputation. For
awarded a Minor Bonus (+2). example, the villagers now think
you’re ‘vulgar and insincere’!
◆ If both apply, you are awarded a
Major Bonus (+4).
 Spread your Reputation: In
Success: You have a Recruit.
subsequent Downtime sessions, if
 You forge a Social Bond with your you attempt to extend an existing
Recruit, if one doesn’t already exist. Reputation to an adjacent area, you
 The Recruit will remain loyal as gain an Edge on your roll.
long as you provide food, shelter  Changing your Reputation:
and a cut of the spoils. Trying to change, or spread, a
Failure: You have been rejected. contradictory Reputation to an
 You can try again next time you are already established one incurs a
both available during Downtime. Snag on your roll.
Subsequent attempts to recruit the  Using an alter-ego: Put on a
individual benefit from an Edge. costume and a funny voice and
you’re someone else. You can
create a separate Reputation for
If you mistreat, neglect or abuse a
any alter-ego you assume, but
Recruit, your GM will break the
you’ll have to spend your entire
Bond and they’ll abandon you.
Downtime in character!

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RESEARCH YOUR NEXT ADVENTURE SOCIALIZING

Ever since you heard that You’ve got a chance to


story in the tavern, or spend some quality
noticed that cryptic time with a lonely
sigil carved into a spouse, worried
tree, you’ve wanted parent, or travelling
to know more. If companion. It’s just
you spend the week what you need to raise
researching, who knows your flagging spirits.
where it might lead...
 You can attempt to temporarily
 Researching requires a location increase your Hearts Total by
with a source of specialist connecting with someone special.
information. For example, a well  Socializing requires a PC,
stocked library or a wise hermit. Companion, GMC, or other
Your GM will decide if your participant who is willing to spend
current location can support your time with you.
investigation.
 First, ask a question about an vs Requires a Contest
object, individual, or place. For
example, ‘How do I slay the Queen ◆ Aura vs. Grit. You can choose which
of Weeping Shadows?’ or ‘Where participant uses which Aptitude.
can I find the Blade of Bloom?’’ Success: You have renewed
 Next, your GM will tell you what purpose and drive.
your Research reveals in the form  You gain +1 to your Hearts Total
of an Adventure Hook ( p332). until the next time you have a
For example. ‘Only the Red Sage chance for Downtime.
knows the Queen’s weakness.  If you want to socialize with
He hides, in fear of his life, in the another PC, they must also choose
Buried Kingdom’ or ‘The Blade of Socializing as their Downtime
Bloom is rumored to be located in Activity. Both of you benefit from
ruins near the town of Beacon.’ the increase to your Hearts Total.
 Now all you need to do is convince  You can establish a Social Bond
your comrades to follow the trail. ( p279) with the other participant
Following up on a Researched if desired. For example, a romantic
Adventure Hook earns you, and interest or friendly rivalry.
your comrades, 1 XP.
 With subsequent successes you
can redefine the Social Bond
Players who choose this Activity are between participants. For example,
clearly letting you know what they ‘Infatuation’ becomes ‘Love’.
9 are interested in. Use this valuable
knowledge when devising Failure: You had fun but failed to
new adventures. connect in a meaningful way.

1 Social Bonds provide Bonuses to


rolls and unlock some Ability features
which makes establishing them a
beneficial, not just fun, thing to do.
18

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TAMING TRAINING YOUR COMPANIONS

Domesticated animals Not all Followers take


GAME
are ready to obey to adventuring BASICS
your commands, naturally, but with a CHECKS &
but spirited beasts little guidance and CONTESTS
caught in the wild will perseverance even JOURNEY
need taming before the most challenging EXPLORE
they can be gainfully students can benefit
NEGOTIATE
employed. from your survival secrets.
FIGHT
PERILS
 You can attempt to tame a wild  For a Companion to advance they
beast and make it your Animal must attempt to win Training Points. DOWNTIME

Companion ( p187). CRAFT

 Taming requires the beast to be vs Requires a Contest


contained or pursued in its natural ◆ Your Aura vs. your Companion’s Grit. Downtime
habitat, so you can earn its trust or Activities
demonstrate your alpha status. Success: If you win, your Social Bonds
Companion gains 1 Training Point.
 You cannot tame a beast that is Reputations
equal or higher in Rank to you. Failure: Teaching is not your thing!
 You cannot tame a Colossus.  After a failed attempt, the next time
you train with the same Companion
 For some beasts your GM may
you receive an Edge on your roll.
apply additional requirements.
For example, you may need to be
able to fly next to a Thunder Bird in Spending Training Points
order to tame it.  You can spend your Companion’s
Training Points on improvements.
vs Requires a Contest Companions are limited to a
◆ Aura vs. Grit. You can choose which maximum of two improvements.
contestant uses which Aptitude.
Improvements
 If you can appeal to a beast’s
 Weapon proficiency (2 points)
weakness you get a Minor
Teach your Companion how to
Bonus (+2).
use one of the Weapon or Armor
Success: The beast is tamed: Types that you are able to use. For
 The beast now behaves like an Followers/humanoids only.
Animal Companion.  Skill acquisition (4 points)
 Your GM assigns the tamed beast Teach your Companion one of your
as a Pet, Mount, or Pack Beast. Standard Elective Abilities. For
Failure: The beast remains feral, Followers/humanoids only.
you suffer a few scratches and a  Enhanced movement (4 points)
bruised ego. Raise your Companion’s Speed
 You can try again next time you are Rating by a single step or their
both available during Downtime, Defense Rating by 2. For Animals
subsequent attempts to tame the only.
beast benefit from an Edge.  Value boost (2 points)
Companion gains +1 to their
Attack, Hearts Total, or an Aptitude
of your choice. For any Companion.

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If a player wants to do something


UNIQUE ENDEAVOR
that will distract from the main game,
or that other players aren’t interested
The team wants to take
in getting involved in, suggest they
a break but you’ve still do it as a Unique Endeavor.
got the itch, this time
you’ll just have to go If you and your GM have time
solo. You’ll be back between the main game, you could
before they’ve even always play out the Endeavor in a
noticed you’re gone. separate solo Session!

 You can attempt to complete a mini


quest or mission.
 Tell your GM what you want to
accomplish. For example, you want
to scour local markets to find a rare
ingredient or you want to snag the
map you spotted hanging above
the Duke’s fireplace.
 Your Unique Endeavor must take
no longer than a week, and be
achievable with your current Rank
and resources.
 Your GM will veto any suggestions
deemed overly ambitious, but will
help you come up with a more
feasible alternative.

? May require a Check or Contest


◆ If there is a risk of failure your GM
will ask you to make a roll.
 Your GM will decide whether you
need to engage in a Check or
a Contest based on the nature
of your Endeavor. For example,
finding a rare ingredient might
require an Insight Check, and
yoinking the Duke’s map might
involve a Contest between your
Deftness and his guard’s Insight.
 Your GM may also attach a failure
17 condition to the mini-quest. This
will be disclosed prior to your roll.
 The failure condition will be equal
1 and opposite in weight to the
ambition of the Endeavor. For
example, being caught in the
Duke’s grounds means you flee the
5 town with a bounty on your head.
 You can abort your Endeavor if you
don’t like the failure condition.

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SOCIAL BONDS

During your travels you


can form significant  Your Social Bond with an individual GAME
BASICS
relationships with can change by further Socialising
CHECKS &
your comrades and or when the GM decides the CONTESTS
the folk you meet relationship has taken a turn.
JOURNEY
along the way. Social
Using Social Bonds EXPLORE
Bonds represent these
NEGOTIATE
important relationships.  You benefit from a Minor Bonus
(+2) on all rolls where your Bond FIGHT

Forming Social Bonds with an individual provides extra PERILS


motivation. For example, trying to DOWNTIME
 Social Bonds can be forged by
outperform a respected rival or CRAFT
Socialising in Downtime, through
assist a cherished friend.
the use of certain Abilities, and also
created at your GM’s discretion.  Some Abilities, such as the
Downtime
Champion’s Master Tactician
 A Bond describes the nature Activities
Ability, require a Bond between
of a relationship. They can be Social Bonds
individuals to work.
friendly, romantic, professional, Reputations
or competitive. For example,
‘a cherished friendship’ or ‘a Creating and keeping a record of
respectful rivalry’. Bonds between PCs and GMCs will
 You can have Bonds with an help you run your game. It can also
be used to inspire future adventures.
unlimited number of people, but
only have one Bond at a time with
a specific individual.

REPUTATIONS

Your deeds and conduct


do not go unnoticed.  PCs can attempt to engineer their
Your reputation Reputations ( p275), but they must
can precede you, compete with any existing one.
sometimes this  You benefit from a Minor Bonus
is advantageous, (+2) for all rolls where your local
sometimes not. Reputation works in your favor and
a Minor Penalty (-2) when it works
against you.
 Your GM can define a local
Reputation for your PCs when  Reputations can draw the attention
word, or a witness, of your exploits of influential factions and GMCs
reaches a Settlement. operating in the local area. In this
case, your GM will decide if they’ll
 A Reputation may extend to seek your help or want to stop your
neighboring Settlements if there is annoying meddling.
frequent interaction between them.
 A Reputation describes a
community’s opinion of your PCs. You don’t have to use Reputations,
but having your GMCs form opinions
For example, ‘well-meaning but about the PCs will make your players
incompetent’ or ‘untrustworthy feel like their actions are having a
but effective’. real impact in the game world.

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CRAFT

Whether you’re restoring magical gadgets or baking enchanted booster


cakes, you’ll require the appropriate crafting tools and specialist knowledge.

When to use these rules What these rules cover

3 Whenever you attempt to use your  The procedures for Making,


Crafting Discipline to make, mend, or Customizing, and Repairing gear.
modify an object, you will use the  Calculating the required tools, time,
Crafting Rules to determine what is and materials involved in Crafting, and
11 possible and what the final result is like. their associated costs.
 Imbuing exotic materials to make
enchanted items.
1

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CRAFTING PROCEDURE

START STEP 3 GAME


BASICS

CHECKS &
? Make your Crafting roll CONTESTS
STEP 1
◆ The Crafting roll is a Check. The JOURNEY

Check you are able to Craft the item Aptitude used is determined by the EXPLORE
Ability that grants you the
 Your Rank and Crafting Discipline Crafting Discipline.
NEGOTIATE

determine what type of items you FIGHT


are able to make, customize,  Apply the Edges, Snags, Bonuses, PERILS
and repair. or Penalties that apply to your roll.
DOWNTIME

◆ Crafting Disciplines ( p282)


 If you are Rank 5, or higher, you CRAFT
automatically succeed when
 A Crafter of Rank 1-4 can make making, repairing, or customizing
Basic items. Basic Items associated with your Craft
 A Crafter of Rank 5 and above can Crafting Discipline. You can also Procedure

make Advanced Items and work attempt to make Basic Items Crafting
Disciplines
with Magic Materials and Additives without the required tools, but this
Repairs
in order to make Imbued Items. will require a Crafting roll.
Imbuing
◆ Crafting Imbued Gear ( p286) Success: Your item is ready for use.
Materials
Any materials or costs incurred in
Additives
the crafting process are expended.
Mishaps
STEP 2 Failure: You experience a Crafting
Mishap! See what went wrong on
Check you have the required tools the Crafting Mishap Table.
and materials ◆ Crafting Mishaps ( p294)
 Specialist Kits & Workshops: You
must have access to the stated
workspace or tools required by the END
Crafting Discipline. These can be
purchased or rented. If you want to Craft an item, or
Custom Ability, that is not listed in
 Materials & Additives: You must this book then propose your design
provide the right amount of to your GM for consideration.
Materials and Additives to Craft
Any proposed invention should be
your chosen item. These can be appropriate to the Crafting Discipline
harvested or purchased. being used.
◆ Using Materials ( p288)
Complicated or Imbued items should
◆ Using Additives ( p291) be classified as Advanced Items, and
 Customization & Repair: Fixing or require the crafter to be Rank 5
or higher.
modifying an existing item requires
less materials, tools, and time. For Imbued items you’ll also need
to decide what Magic Materials
◆ Repairing & Customizing Gear ( p285)
or Additives will be required to
construct the item.

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CRAFTING DISCIPLINES

Crafting Disciplines range from Alchemy


to Tailoring and are granted by Calling ARTIFICING
Abilities. Your discipline determines the You can trap spells into
items you are able to craft and the tools rings, amulets, and
that are required to do so. other small trinkets.
 Basic Items: Objects you can make, You can also imbue
repair, and customize from Rank 1. them with additives
that impart their
 Advanced Items: Objects you can
miraculous properties.
make, repair, and customize at Rank 5
and above.
◆ Basic Items (Rank 1)
ALCHEMY  Temporary Artifacts, magical items
that enable you to cast a single
A practical science with charge of the Magical Ability that a
many applications for crafter has imbued into the object.
the creation of useful
substances. With the
right ingredients, an ◆ Advanced Items (Rank 5)
alchemist can concoct  Permanent Artifacts, magical items
glues, poisons, acids, that allow you unlimited use of
and potent explosives. any Magical Ability the crafter has
imbued into the object.
◆ Basic Items (Rank 1)
 Solvents and Oils/Fuels ( p178)  Unless you already have a ready-
and other simple alchemical made object to imbue, Artificing
substances. requires access to a Workshop to
 Concocting Basic Items requires an craft the base object.
Alchemist’s Kit ( p176).  Artificing requires a spell caster to
perform the Magic Ability that is to
Advanced Items (Rank 5) be imbued into the object, this can
be the crafter or another individual.
 Grenades and Bombs ( p178)
and other dangerous, or magically
imbued, alchemical substances. As a Sage with Arcane Artificing you
 The properties of a new substance can come up with all manner of
enchanted objects. You could imbue
must be agreed with your GM.
a brush with your Glowing Ink Ability
 Your GM may require you to attain or a necklace with Murky Mask.
specific Additives or ingredients to
The use of Abilities that have been
create your substance. imbued into Permanent Artifacts are
2
 Concocting Advanced Items the same as if they were being
requires access to a Workshop. performed by a caster. For example,
a Sun Gold mirror imbued with
Everyday Divination would still be
12 limited to being used once every 24
This Discipline allows you to mix up
your own alchemical substances. hours and the bearer would need to
How about Rust Juice, an acid that make a successful Insight Check to
only dissolves metals, or Asura’s activate the Ability.
15
Tonic, a sweet poison that makes
those that consume it more open to
your honeyed words?

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COOKING FORGING

A skilled chef can not only A practical but


GAME
make standard rations demanding discipline BASICS
more palatable but which involves the CHECKS &
they can also conjure heating, shaping CONTESTS
meals that bestow and cooling of metal JOURNEY
the consumer with to create weapons, EXPLORE
wondrous side effects. armor, and other
NEGOTIATE
robust metal tools.
FIGHT
◆ Basic Items (Rank 1) PERILS
◆ Basic Items (Rank 1)
 Rations, Hardy Rations, Treats and DOWNTIME
 Melee Weapons ( p152), Missile
Basic Potions ( p177). CRAFT
Weapons ( p158), and their
 Cooking Basic Items requires Custom Abilities ( p160).
simple cooking equipment.
 Shields ( p169) and their Custom Craft
Abilities ( p171). Procedure
◆ Advanced Items (Rank 5) Crafting
 Light, Medium, and Heavy Armors Disciplines
 Booster Cakes ( p177) and other ( p163) and their Custom Abilities Repairs
Arcane Confections that bestow a ( p166).
Imbuing
magical effect on the consumer.
 Simple tools that are considered Materials
 When ingested, Arcane Confections Adventuring Gear, Common Rural Additives
take effect immediately. Goods or Common Urban Goods Mishaps
 Arcane Confections that restore ( p179).
you to your original state have a
permanent effect. For example, ◆ Advanced Items (Rank 5)
removing an Ailment or growing
 Superheavy Armor ( p163) and
back a severed limb.
their related Custom Abilities
 Arcane Confections that boost your ( p166).
performance or alter your mind or
 Imbued Weapons, Armor, and
body will typically last a few hours.
Shields ( 286) using Magical
 The properties of a new Arcane Materials & Additives.
Confection must be agreed with
your GM.
 Forging requires access to a
 Your GM may require you to attain Workshop ( p200).
specific Additives or ingredients to
create your Arcane Confections.
 Cooking Advanced Items requires
access to a Workshop ( p200).

This Discipline allows you to cook up


your own Arcane Confections. For
example, Sleepy Fizz might make
those that drink it overwhelmingly
tired, or Invis-i-pops that when
sucked render you semi-transparent.

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GADGETEERING TAILORING

A fiddly, precise discipline Beginners can design and


that requires patience construct appealing, or
and ingenuity. Used practical, outfits but
to create mechanical the very best Tailors
devices: anything from are able to utilize
a simple collapsible enchanted fabrics
ladder to a delicate, and imbue them with
enchanted timepiece. magical properties.

◆ Basic Items (Rank 1) ◆ Basic Items (Rank 1)


 Unpowered or simple mechanical  All Outfits ( p172).
devices like Compasses ( p174),  Simple fabric constructions such as
Long grabbers ( p181), or other tents, sails, and parachutes.
similar inventions.
◆ Advanced Items (Rank 5)
◆ Advanced Items (Rank 5)
 Imbued Outfits ( p287).
 Magitech Gadgets using Magical
Materials ( p288) & Additives  Outfits and clothing accessories
( p291).
with special abilities, such as
gliding, buoyancy, or stealth.
◆ This includes Spell Engines ( p181)
which are used to power  New Outfits and their related
Magitech Gadgets. abilities must be agreed with
your GM.
 Sophisticated machines such as
powered automatons or  Your GM may require you to attain
precision instruments. specific Additives to create an
Imbued Outfit.
 Gadgets and their related abilities
must be agreed with your GM.
 You can only repair and restore  Basic Items require a Mender’s Kit
Techno Relics, like the Scanner ( p176). A Workshop is not
( p181), as such technology can no required, but using one grants an
longer be manufactured Edge on your Crafting roll.
from scratch.,  Advanced Items require access to
a Workshop.
 Gadgeteering requires access to
a Workshop. Alterations
 To change one Outfit into another
Invent your own Magitech gadgets. you make a Crafting roll. Failure
11 For example, a mechanical Skree results in the Outfit becoming
( p190) that can broadcast images Tattered ( p172).
back to its user via a pair of
enchanted spectacles.
3 Design your own Imbued Outfits and
accessories. For example, Hyper
Step Slippers that grant the wearer
Supernatural Leaping.
11

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REPAIRING & CUSTOMIZING GEAR

Fixing, or altering, an
GAME
existing item is quicker Extensive Repairs BASICS
and cheaper than  Objects that are Sundered, or CHECKS &
making a new one. unusable, can be repaired in a day. CONTESTS
Besides, you would
 Extensive Repairs require access JOURNEY
never part with your
to the same facilities needed to EXPLORE
lucky shield.
create the item from scratch. For NEGOTIATE
Repairs: Necessary when example, repairing shattered FIGHT
an item has been damaged or Sundered armor would require access to an PERILS
( p263). appropriate Workshop.
DOWNTIME
 Extensive Repairs cost a quarter of
Customizations: Made when you want to CRAFT
the item’s listed price or, if you are
add a Custom Ability to an existing item.
repairing a bespoke item, would
For example, adding the Spiked Ability to
only require half the materials Craft
your Heavy Armor.
needed to create it from scratch. Procedure
Crafting
Disciplines
 You can only Repair, or Customize, ? Requires a Crafting roll Repairs
items appropriate to your
Success: The item’s Hearts are Imbuing
Crafting Discipline.
restored and it is fully functional. Materials
 Repairs and Customizations can
Failure: Crafting Mishap ( p294). Additives
only be carried out on Forged
Mishaps
Items, Gadgets, Outfits, and
Permanent Artifacts.
CUSTOMIZATION

Add a new feature to your existing gear.


REPAIRS

The level of repair an item requires  Gear can be customized in one day.
depends on how badly damaged it is.  Adding a Custom Ability to an
existing bit of gear requires access
Light Repairs to the same facilities needed to
create the item from scratch. For
 Objects that have lost some, but
example, adding the Assault Ability
not all, of their Hearts can be
to a shield would require access to
repaired in a couple of hours.
an appropriate Workshop.
 Light Repairs require the use
 Adding a Custom Ability costs half
of an appropriate Specialist Kit.
of the customization’s listed price
For example, a torn outfit would
or, if the customization is bespoke,
require the Tailoring Discipline and
you would need a Slot’s worth of
a Mender’s Kit.
an appropriate Material.

? Requires a Crafting roll


? Requires a Crafting roll
Success: The item’s Hearts are
Success: The item is customized.
restored and it is fully functional.
Failure: Crafting Mishap ( p294).
Failure: The item remains broken.
 Whether you succeed or fail, you
expend 1 use of your Specialist Kit. If you think an object needs more or
less time (or materials) to repair or
customize than stated… change it!

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CRAFTING IMBUED GEAR

The Outer World has many You can use the example Magic
strange substances Materials and Additives listed in this
that, in the hands of a book to create Imbued Gear, but ask
master craftsman, can your GM if any exist to fulfil any
specific ideas you have.
infuse objects made
with Magic Materials You might decide your player needs
with wondrous and to spend a Downtime Session
useful properties. researching substances or seeking
the advice of a Sage when inquiring
about the existence of unlisted
1. Identify your item’s Imbued Materials or Additives. Perhaps a
Gear Type wise hermit can guide them to the
 The item you are creating will fit whereabouts of the Wyrm with the
into an Imbued Gear Type. fireproof scales, or a week in the
library at Aeon alerts them to the
◆ Imbued Gear Types ( p286) existence of a metal that is
translucent when stationary.
2. Choose a Suitable Material to
craft your base item from
IMBUED GEAR TYPES
 The item you are imbuing must
be constructed from one of the The type of item you’re crafting
Suitable (Magic) Materials listed in determines which Magic Materials you
its Imbued Gear Type. make the base item from, and what
Temporary Artifacts ( p287) do not Imbuable Abilities an Additive can bestow
need to follow this rule as they can upon your item.
be made from Mundane Materials.
◆ Magic Materials ( p288) IMBUED WEAPONS

3. Choose an Additive to imbue your Any Weapon Type made of a Suitable


item with Material can be imbued.
 Each Additive has a set of
Imbuable Abilities, one of which  Suitable Materials: Magical
can be infused into your base item. Metals, or other sturdy enchanted
materials, such as Fey Wood.
 The Imbuable Ability Types you can
add to your chosen item are listed  Imbuable Abilities: Attack
under its Imbued Gear Type.
◆ Imbuable Ability Types ( p287)
IMBUED ARMOR
◆ Additives ( p291)
Not all Additives will have an Any Armor Type made of a Suitable
Imbuable Ability that works with Material can be imbued.
20 your chosen Imbued Gear Type.
Additives are not required when  Suitable Materials: Magical Metals,
imbuing a Temporary or Permanent or other sturdy Magical Materials.
14 Artifact with a Magic Material using  Imbuable Abilities: Defense
the Artificing Discipline ( p282). or Eldritch.

? Requires a Crafting roll


10
Success: Your item is safely imbued.
Failure: Crafting Mishap ( p294).

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IMBUED SHIELDS IMBUED CONSUMABLES/EXPENDABLES

Any Shield Type made of a Suitable Any consumable or alchemical


GAME
Material can be imbued. compounds made with Magic Materials BASICS
can be imbued. CHECKS &
 Suitable Materials: Magical Metals, CONTESTS
or other sturdy Magical Materials.  Suitable Materials: Arcane Powder, JOURNEY

 Imbuable Abilities: Defense. Bright Water, Shadough, or other EXPLORE


consumable Magic Material. NEGOTIATE
 Imbuable Abilities: Attack, FIGHT
IMBUED OUTFITS Defense, Empowering, Eldritch, PERILS
or Glamor.
DOWNTIME
Any Outfit, or clothing accessory, made of
CRAFT
a Suitable Material can be imbued.
IMBUABLE ABILITY TYPES
 Suitable Materials: Twilight Silk, Craft
Pixie Blossom Leather, or other Each Additive has one or more properties Procedure
flexible Magic Material. it can imbue into an item. Your Imbued Crafting

 Imbuable Abilities: Empowering Gear Type will determine which ones you Disciplines

or Glamor. can add to your base item. Repairs


Imbuing

Imbuable Ability Types Materials

PERMANENT ARTIFACTS  Attack: Will inflict specialized Additives

damage. For example, inflict an Mishaps

Any jewellery or trinket made of Magic Ailment or do Special Damage.


Materials can be imbued.  Defense: Will protect you
from physical harm, or provide
 Suitable Materials: Any solid resistance to Magical Abilities.
Magical Material.
 Empowering: Will enhance your
 Imbuable Abilities Empowering natural capabilities or provide you
or Eldritch. with ones you do not have.
 Eldritch: Will cast a spell or similar
magical effect.
TEMPORARY ARTIFACTS
 Glamor: Will affect or alter your
Any jewellery or trinket made of Mundane physical appearance.
Materials can be imbued. They only have
to be strong enough to hold one charge.

 Suitable Materials: Mundane


Materials can be used, but crumble
or shatter after a single use.
 Imbuable Abilities: Empowering
or Eldritch.

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USING MATERIALS

All crafted items are built


from a base Material. MAGIC MATERIALS
In Outer World there Only Magical Materials are robust
are two distinct enough to permanently survive the
categories of Material. imbuing process. They are also not
Mundane Materials: subject to deterioration or damage in
Cheap and readily the same way as regular materials. Most
available, but unsuitable for importantly, they also posses their own
creating stable enchanted items. unique properties that make them highly
desirable. However, be prepared to pay a
Magic Materials: Rare or exotic materials high price for these rare substances.
that possess unusual properties. They
demand a high price, or require you to  When creating an item from Magic
locate and extract them from dangerous Materials, you need 1 Slot’s worth
or remote locales. Only skilled crafters of a Suitable Magic Material for
can work with Magic Materials. each Inventory Slot that your
final crafted item will take up. For
MUNDANE MATERIALS example, a Mighty Weapon would
require 2 Slots worth of suitable
Wood, metal, stone, fabrics, and other Magical Material to create.
naturally occurring substances.  Items made from Magical Materials
can only be Damaged or Sundered
 When Crafting a mundane item ( p263) by other items made of
from the Gear section of this book, Magical Material.
the cost of the required Materials is
1/2 the amount of the listed price.
◆ Gear List ( p446) Of course, there would be no
cost for any scavenged or freely
 If you’re Crafting a mundane item available Materials.
not listed in the Gear section, find
an existing item of similar size and
complexity to the one you’d like to
make and use that as a reference
for determining the cost of the
required Materials.
◆ You can 1/2 the price of the
Materials when you make the same
item again, as there will be less
waste from experimentation.

5
You can vary the price of Materials
based on the location of the PCs. For
example, the scarcity of wood in a
desert would inflate the price, but in
10 a forested area it would be reduced.

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MAGIC METALS MAGIC STONE

GAME
ASH BRONZE FLOAT STONE BASICS

A red-tinted metal that flickers with an When Float Stone is loosened from its CHECKS &
CONTESTS
internal flame and emits a dull warmth. bedrock it rises into the sky. Used in
JOURNEY
Excavated from solidified magma created sky ship construction and impossible
by mana volcanoes. architecture. Some claim to have seen EXPLORE

entire islands drifting above the clouds. NEGOTIATE


150 Coins per Slot FIGHT
150 Coins per Slot
PERILS
DEW SILVER DOWNTIME
MAGIC WOOD 43.1.1
CRAFT
Although a solid metal, it shimmers and
ripples and is wet to the touch. Mined
from caves on the coast or the bedrock of FEY WOOD Craft
subterranean rivers. Procedure
An immortal wood that grows in the Crafting
150 Coins per Slot forests of Murk and other places of Disciplines
enchantment. Despite being separated Repairs
from the soil it will still occasionally sprout Imbuing
SHADE IRON
berries, leaves, or blossoms. Materials
An inky-black alloy created when metal is 150 Coins per Slot Additives
left to rust in an Asura’s blood. Even metal Mishaps
is tormented when infused with such
concentrated malevolence, it howls and WARP ROOT
groans while in motion.
The transmutable roots of plants growing
150 Coins per Slot in soils rich in dark mana. Warp Root
can be coerced to assume, and switch
between, various shapes.
SKY STEEL
150 Coins per Slot
A vivid blue metal. Found in the rocks
of floating islands or at the peaks of the
MAGIC MATERIALS
highest mountains. Items crafted from
Sky Steel hover a few inches off the floor,
but its gravity-defying nature is easily
overcome with mild downward pressure.
150 Coins per Slot

Ash Bronze
SUN GOLD
Sky Steel
A shining metal bearing the power of the
Invincible Bright, even in shadow it emits
a dim glow. Extracted primarily from the
ground beneath Star Shards and areas
close to the inert Sun Machine.
Sun Gold
150 Coins per Slot
Fey Wood
If you’re feeling generous you could
allow skilled crafters to create alloys,
but combining them might require
Warp Root
an entire Crafting session.

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MAGIC FABRIC 43.1.2 SHADOUGH, SOLID

A hearty and buttery dough crafted


PILOSE BUMPO FLEECE from cereals that grow in the deep
Shadowlands. Food made of Shadough
The luxurious hair of the rare Pilose never spoils no matter how much time
Bumpo naturally absorbs mana. Its wool passes or what it is exposed to. This makes
generates a soft light and quiet popping it an invaluable ingredient among the
noises when it moves. Shadowlands Nomads.
150 Coins per Slot 50 Coins per Unit

PIXIE BLOSSOM LEATHER GRIME GOO, LIQUID


Created from the plant fibers left behind This strange sludge, that perpetually
once a Petal Pixie sprouts, this material is jiggles and wobbles, collects in remote
mildly regenerative, enabling it to smooth areas of the Underland. Lucky Moss
over fine cracks or minor tears. Scrapers can retire if they stumble upon a
150 Coins per Slot rich vein of this enchanted ooze.
50 Coins per Unit
TWILIGHT SILK

A beautiful cloth produced by the pairing BRIGHT WATER, LIQUID


of Sol and Luna moths. The material Sweet tasting and effervescent, Bright
changes luminosity based on the Water is a favorite base component of
surrounding light, dimming slighty when potions. It’s created by soaking a Stargem
in shadow, glowing when in sunshine. ( p180) in 2 Units of water for a month or
Twilight Silk is an essential component of so. Soaking rotten or desiccated food in
arcane fashion. Bright Water restores it to an edible state.
150 Coins per Slot 50 Coins per Unit

MAGIC CONSUMABLES MAGIC MATERIALS

ARCANE POWDER, SOLID

A simple, flavorless substance that allows


mundane chemicals and foodstuffs to
absorb and retain mana. It is the by-
product of spell casting, often carried on Twilight Silk
the wind in university cities and
legendary battlefields. The powder has
1
an unusual physical reaction when placed Bright Water
near anything collecting a large amount of
mana, shifting towards the source of the
20 magic like iron filings towards a
magnetic field. Shadough

50 Coins per Unit


2
Grime Goo

Arcane Powder

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USING ADDITIVES

The most potent


ADDITIVES GAME
Additives are found BASICS
in dangerous and Additives are able to enhance base CHECKS &
remote places, but materials with their magical properties. CONTESTS
occasionally they’ll JOURNEY
turn up for sale in EXPLORE
an obscure market or AKEN’S SUCCOR
NEGOTIATE
luxury emporium.
A beautiful flower that grows mostly in FIGHT
the Wistful Dark. Named after the heroine PERILS
 Additives are prepared and infused
instrumental in defeating the Divine
into your creation during Crafting. DOWNTIME
Rulers, the flower is said to possess her
CRAFT
 To achieve the desired potency, merciful essence.
you need 1 Unit of Additive for
each Inventory Slot your Imbued Imbuable Abilities Craft
item takes up. Procedure
 Defense: Once a day the imbued
◆ Rations, and other small items, item allows you to completely
Crafting
Disciplines
must be made in batches that total nullify a successful Attack or Repairs
1 Slot. Magical Ability that strikes you or Imbuing
◆ For example, a Mighty Weapon will another individual located in the
Materials
require 2 Units of Additive but 10 same Battlefield Area.
Additives
Rations would require 1 Unit.  Empowering: When worn, the
Mishaps
 An Additive can bestow one of its imbued item adds +1 to your
listed Imbuable Abilities ( p287) Hearts Total.
if permitted by the Imbued Gear  Eldritch: Once a day the imbued
Type ( p286). item enables a re-roll on the
 If your Imbued Gear Type allows Injury Table ( p260), you can then
a choice of Imbuable Abilities, choose the most beneficial result.
choose the one you desire.
75 Coins per Unit
Harvesting Additives
 At Rank 5 you can use your ELEMENT GEM
Crafting Discipline to identify and
extract useful Additives from the Energy-filled crystals that form in areas of
environment, or slain monsters. high elemental activity.

Suggest to your GM that a magical


 Attack: Imbued weapons inflict
monster organ or fantastical flora either Flame or Frost damage,
you’ve encountered might be a depending on the gem’s nature.
potential Additive.  Defense: Imbued items reduce
the damage from elemental
effects (Flame or Frost) by 1 Heart,
depending on the gem’s nature.
 Glamor: Imbued items provide
you with flaming hair, frost-covered
skin, or other thematic boosts to
your appearance that grant a Minor
Bonus (+2) to Aura rolls.

50 Coins per Unit

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ENNUI SLUDGE MISTAKE SUGAR

A strange fluid collected from forgotten It is believed that when you resist
ruins and sleepy hamlets, this chemical temptation, the rejected desire sinks
manifestation induces lethargy and into the ground and coalesces into this
listlessness in whatever it touches. impossibly sweet substance.

 Attack: Once a day the imbued  Eldritch: Imbued consumables


weapon can inflict the Dispirited are difficult to resist. If seen, or
Ailment ( p269) on a successful smelled, enemies must make a
Attack. The target must make a Grit Grit Check to resist consuming it. If
Check or be Dispirited for an hour. more than one enemy falls foul of
 Eldritch: Imbued items can slow the temptation, they will fight over
the operation of vehicles and other who should consume it.
moving mechanical contraptions ◆ Creatures that do not require food
to a virtual stop. Any machine in or drink, such as Bio-mechanoids
physical contact with the imbued or the Undead, are immune to
item will refuse to move. these effects.
 Glamor: Imbued items make your
50 Coins per Unit charm, threats, or logic difficult to
resist. You gain a Minor Bonus (+2)
MELTSHROOM to Negotiation rolls.

Odd slimy fungi found in places where 25 Coins per Unit


reality’s hold is weakened. Its foul odor
is diminished during crafting, although
PRISM FEATHER
those with sensitive smell can detect it.
The Prism Rokko-Do has been hunted to
 Attack: Once a day the imbued the edge of extinction. Their iridescent
weapon can inflict the Jellyfied plumage contains an essence that can
Ailment ( p270) on a successful accelerate your movement.
Attack. The target must make a Grit
Check or be Jellyfied for an hour.  Defense: Imbued Shields may
 Eldritch: Anyone ingesting an Parry twice per Fight, rather than
Imbued Consumable becomes the usual once.
Jellyfied for an entire day.  Empowering: Imbued items
 Glamor: Imbued items provide you increase your Speed Rating by
with a malleable appearance. It 1 level.
can make the aged look young, the
sickly more hardy, and hide your 25 Coins per Unit
identity to anyone not inspecting
2 you too closely. This shift in
appearance can be activated and
deactivated at will.

4 25 Coins per Unit

19

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MORPH MUD WONDER DROP

A blood-red clay found in sites where A small dollop of this highly reflective,
GAME
flesh-warped creatures perished. It allows gelatinous goo will boost your creation’s BASICS
control of the physical and mental states potency. Believed to be the remnants of CHECKS &
of oneself or others. the Wondersmith’s organic construction CONTESTS
machines, these droplets are occasionally JOURNEY
 Empowering: Imbued items allow uncovered in excavation sites deep in the EXPLORE
you to temporarily physically warp Buried Kingdom.
NEGOTIATE
your body for a single action,
FIGHT
allowing you to perform an act  Attack: Imbued Weapons do an
PERILS
of Supernatural Might or extra Heart of damage.
Supernatural Leaping.  Defense: Imbued items provide
DOWNTIME
CRAFT
◆ This Ability can be used safely you with a +2 to your
once per day. Exceeding this safety Defense Rating.
limit requires you to roll on the  Empowering: Imbued items Craft
Injury Table ( p260). provide you with +2 to your Procedure

 Eldritch: Once a day, Imbued lowest Aptitude. Crafting


Disciplines
items can attempt to temporarily
Repairs
disfigure a target up to 1 Battlefield 75 Coins per Unit
Imbuing
Area away. If you win a Contest
between your Aura and your You might think of other inventive Materials

target’s Grit, the target’s physical ways to use these Additives. Discuss Additives
form is terribly distorted. with your GM to see if they think Mishaps
your proposed application is possible.
◆ The afflicted incur a Major Penalty
(-4) on all rolls for an hour, after
which their body returns to normal. EXAMPLE IMBUED OBJECT
Fleshless individuals, like Bio-
mechanoids or Undead, are Soul Scorcher
unaffected by Morph Mud.
Base Item
50 Coins per Unit Mighty Weapon

Material
TRAPPED SONG Ash Bronze (2 Slots)

Additives
These tiny pearlescent orbs are the
crystallized voices of the merpeople Element Gem (2 Units),
Flame Damage
who dwell beneath the Shadowed Sea.
The alluring tones sealed inside can be Wonder Drop (2 Units),
harnessed to provide you additional + 1 Damage
charisma. While usually in the possession
of the fearsome Sea Witches, some are
caught in the nets of fortuitous seafarers.

 Empowering: Imbued items allow


Crafting Discipline
you to speak and understand the
language of Dreamcall. Forging (Advanced)

 Glamor: Imbued items grant you Cost


an Edge on all Negotiation rolls. Materials 300
Additives 250
25 Coins per Unit Crafting Commission 213
TOTAL 763

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CRAFTING MISHAPS

When Crafting goes


COMPLICATIONS
wrong sometimes it’s
better to give up and Formulas are precise for a reason! Your
cut your losses. The compound works but has another,
alternative? Press on unintentional, property.
and hope things won’t
be that bad... Roll your Complication

1-5 Foul Smelling


CRAFTING MISHAP TABLE
Your concoction stinks.
Roll your Mishap

 This substance has an


1-10 Aborted Attempt
extraordinarily foul odor. Not only
You discover a critical flaw in the can anyone within 50 ft smell it,
unfinished item, and decide to stop and they can pin-point its origin with
salvage what you can. relative accuracy.

 Only half the required Materials


were expended. You managed to 6-10 Extremely viscous
save what’s left.
You’ve made a sticky mess.

11-20 Flawed Creation  A Might Check is required every


time you try to get a Unit of this
The type of flaw is dependent on the type substance out of its container.
of item your were trying to make.

 Flawed Weapons, Tools & 11-15 Dangerously volatile


Gadgets: You suffer a Snag on any
roll when using this item, including Careful now, your substance is unstable.
Attack rolls, Checks and Contests.
 A Deftness Check is required
 Flawed Shields: You cannot use
whenever you handle this
this item to Parry attacks.
substance. Failure results in an
 Flawed Armor: This item takes up explosion and you suffer the same
an additional 2 Inventory Slots than effect as being hit by a Grenade
normally required by the ( p178).
Armor Type.
 Flawed Combustables &
Chemicals: This item gains 16-20 Half-Potency
2 a Complication.
You might have watered this one down a
◆ Complications ( p294) bit too much.
 Flawed Consumables: This item
20 gains a Side Effect.  The Substance is rather weak - you
◆ Side Effects ( p295) must use 2 Units of it to get the
same effect as a single dose.
 Flawed Imbued Items: This item
15 gains a Curse.
◆ Curses ( p295)

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SIDE EFFECTS CURSES

You swear you followed the recipe but... Willful mana manifested in your creation...
GAME
BASICS
Roll your Side Effect Roll your Curse
CHECKS &
CONTESTS
1-5 Unpalatable 1-5 Jealous
JOURNEY
Your consumable is anything but. Your creation demands exclusivity. EXPLORE
NEGOTIATE
 Consuming this requires a  If you use this cursed item and then FIGHT
successful Grit Check. Failure use another item of the same type PERILS
means you gag and spit it out, (weapon, ring, etc.), the cursed
DOWNTIME
rendering it worthless. item discharges a harmful pulse.
CRAFT
Roll on the Injury Table ( p260).

6-10 Bloating Craft


Procedure
6-10 Draining
Urp! Your consumable plays havoc with Crafting
your digestion, your stomach starts to fizz. Using your creation saps your will. Disciplines
Repairs

 You are bloated for an hour.  Using this cursed item takes a Imbuing

 You need to make a Grit Check to Heart from you whenever you Materials

perform any strenuous physical activate or benefit from its magic. Additives

activity. For example, sprinting,  The item will not activate if you Mishaps
climbing, or making a Melee have no Hearts remaining.
Attack. Failure means you swell up
and are afflicted with the Ballooned
Ailment ( p268) for 2 Turns. 11-15 Mana Imbalance
Your creation crackles with unstable
11-15 Poisonous energy, which attracts harmful magic.

Your consumable tastes great... at first.  Carrying this cursed item means
you incur a Snag whenever you roll
 Consuming this item inflicts you to resist or avoid a Magic Ability.
with the Wounded Injury ( p260).
You will need Treatment ( p262).

16-20 Intelligent

16-20 Alive!! You accidentally imbue your creation with


a fragment of your personality.
Your consumable walks, talks, and maybe
even sings.  This cursed item has Grit, Insight,
and Aura scores equal to yours.
 This ‘consumable’ has a Grit,
Insight, and Aura score equal  The bearer can silently communicate
to their creator. with this item via telepathy.

 The consumable can understand  You need to Negotiate ( p238)


Low Speech, and it loves to talk. with the item to activate its magic.

 Your GM will determine its ◆


personality: frightened, cheerful, or Ask your GM if you can deliberately
eager to be consumed. infuse your creations with one of
these ‘unwanted’ Mishaps.

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12

15

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O U T E R W O R L D

III

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WELCOME TO OUTER WORLD

After a series of tumultuous aeons, Outer World now exists in a precarious


state of peace. Old and new powers seek to find their place in this new era.

Using the setting What this section covers


11 This setting provides inspiration and A ‘probable’ history of Outer World and
context for the PCs’ exploits. Each the events leading to the present day.
major region provides a different set of An ‘indicative’ map of Outer World.
opportunities for adventure, ranging
9 from the discovery and exploration of A brief description of each of Outer
ancient ruins, through to negotiations and World’s major regions, and a few
interactions with emergent nations. off-world places too.

17

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OVERVIEW MAP

It’s the 4th Aeon of Outer World and Like the planet’s history, Outer World’s
WELCOME
the planet is recovering from a war that geography is also contentious. Several TO OUTER
buried empires and ravaged the earth. magical catastrophes and events have WORLD

transformed the landscape, rendering old


The Sun Machine no longer orbits maps useless. While most of the major
Outer World, thus the planet is divided settlements and trade routes have now
The Octia
Scroll
into hemispheres of Day and Night. been accurately plotted, there remain Von Peeble’s
A few young and ambitious nations many intriguing sites and locations yet to Map
have emerged and are attempting be rediscovered. Wistful
to reboot civilization, but most folk Dark
struggle with day-to-day survival. Most of Outer World’s cartographers
Twilight
favor icosahedral projection to portray the Meridian
Ancient knowledge is being planet’s major land masses, and delineate
rediscovered and weaponized by the the surface’s luminous meridians. Von
Blazing
Garden
well-intentioned and the nefarious. Peeble’s World Map ( p302), named Buried
Creatures, both intelligent and bestial, after the famous cartographer and Kingdom
prey on the weak and the vulnerable. explorer who drafted it, is a grossly over- Other
A handful of brave and impetuous simplified representation of Outer World’s Worlds

adventurers wander the planet geography. While useful for educational


discovering forgotten truths, purposes, it cannot be relied on for
performing great deeds, and shaping accurate navigation.
Outer World’s fragile future.
Your PC may know a few key details
about their homeland, but most
won’t have travelled far and the facts
HISTORY have been diluted by myth
and rumor!
The immortals’ retelling of the planet’s
origin and development rarely align Tell your GM which part of Outer
and cannot be relied upon as fact. Great World you’re interested in exploring,
this will be valuable information
scholars of the age strive to create a when they’re creating an Adventure.
definitive chronology of Outer World’s
short and enigmatic history from key You can decide how much of the
archaeological sites and artifacts. setting information included is
apocryphal. Keep what you like and
The Octia Scroll ( p300) depicts the change what you don’t.
‘most probable’ sequence of events, yet There are also plenty of empty or
even this account is wildly contested. undefined regions on the map, so
Unfortunately, the scroll, which was a add new continents and cultures as
compilation and interpretation of earlier you see fit.
prophetic texts, was vandalized and
significant portions have been lost.
You can build the world’s lore into
your adventures or just use its
convoluted history to justify the
existence of any strange beasts or
locations you want to invent.

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OCTIA SCROLL

NIHILITY 1ST AEON: THE DREAMING 2ND AEON: THE REIGN OF THE DIVINE

The Promise The Divine Rulers


is sealed away are banished and
from the covetous trapped behind
Unshaped the Heaven Seal

The First Hero


manifests to lead
humanity and protect
Outer World

Nihility’s end 1st Aeon 2nd Aeon


The Promise The Dreaming The Reign of the Divine
The time before time is The Wondersmith , the The discarded servants of
brought to an end when a Creator’s prime assistant and the Unshaped now wander
figure known as the Creator’ protégé, is coerced by the the physical realm.
manifests and fabricates Unshaped to construct
humans and a paradise Outer World’, a habitable Mortals discover and
for them to inhabit, crust that sits on the surface experiment with the endless
called Promise’. of Promise’s original energies of the Invincible
containment sphere, and Bright’ and the Profound
He leaves, for reasons Sol’, an orbital sun machine. Darkness’. The resulting
unknown, after sealing his magics give birth to strange
creation away inside a The Wondersmith then new creatures’.
protective sphere’. brings forth playthings for
them from Promise: mortal The strongest of these
The Creator’s assistants are humans, who serve as actors creatures quickly assert their
left behind to protect in their endless stories’. superiority over humanity
Promise from the and pronounce themselves
Unshaped ones. The Unshapeds’ childish the Divine Rulers.’
9 cruelty towards mortals leads
The Unshaped are described to an uprising. The First Hero is notably
as beings of pure potential’ absent in the face of this
who scuttled across the Enamored with the mortal new tyranny. Mortals stand
1 surface of Promise rebellion, one of the alone in their battle with
covetously, imagining what Unshaped changes its their divine masters. After
may lie within’. Dream’ to become real, they much violence, it is
are referred to as First Hero’. ultimately humanity’s risky
and ingenious use of magic
11 With the Hero’s assistance that enables them to banish
man is able to defeat the and contain the Divine
Unshaped, and force them to Rulers behind the
take physical form. Heaven Seal.’

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3RD AEON: THE AGE OF THE THREE EMPIRES 4TH AEON: THE SUNDERED WORLD NOW WELCOME
TO OUTER
WORLD

The Octia
Scroll

Von Peeble’s
Map

Wistful
Dark

Twilight
Meridian

Blazing
Garden

Buried
Kingdom
Sol, the Sun Machine,
is shattered by Other
Worlds
Umbra Draconis

The Three Empires of


humanity unite
against the First Hero

3rd Aeon 4th Aeon


The Age of Three Empires The Sundered World
The Divine Rulers’ loyal The Hero of the 1st Aeon, The Heaven Seal is
retainers are forced into disapproving of man’s weakened, the Sun Machine
hiding and mortals rise, trajectory, halts the sun is shattered, and Outer World
unopposed, to prominence machine and declares that lies burnt and broken.
once again. humanity must live in
darkness until it learns The wounded Hero, now
Many nations are born, but a humility and respect. known as Regulus’, retreats
clear triumvirate emerges: and creates an infant nation
Akenia’ a bright and shining The Hero and his followers under the static Sun Machine.
kingdom, Calian’ a realm finally declare war on defiant
bathed in shadow, and Gley’ Akenia, the most wise and From the ashes of the fallen
a country of iron and gears. foolish of nations’. The Three empires, desperate new
Empires unite against the kingdoms emerge around
The Three Empires’ become Hero and engage in war the fragments of the Sun
both the hope and terror of most bitter and resolute’. Machine that fell to earth.
the age: inventing, warring
and ever-expanding. The resulting conflict wounds The servants of the Unshaped
Hero, breaks the sun and the Divine Rulers seek to
Their abuse of destructive machine, and the world's restore their masters’ power
magic and technology oldest dragon is slain. once more, and belligerent
brings Outer World s terrors roam free.
continued survival Humanity is victorious and
into question. the Hero is repelled, but their Now a brave new generation
empires lie in ruins. of folk explore this new
world, each with a different
Many survivors seek refuge hope in their hearts; will they
below ground while the be its salvation or
surface recovers from the its damnation?
aeon-ending cataclysm.

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VON PEEBLE’S MAP

O U T E R
WISTFUL DARK p304
TWILIGHT MERIDIAN p306
BLAZING GARDEN p308
UNCHARTED p312

Crystalia
p305
Seven
Holy Isles
p307
Murk
p305

Shard
p305 Night
Haven
p307
Shadowed
Lands S H A D O W ED S HININ G
p305 S E A S EA
Sunken
Isles
The Eaten p307
Isle
p305

Aiden
p305
Stahlfeld
W Y RMBLO O D p307
Hollow
WAVES Queen’s
Kingdom
p305

12
Approx. Intercontinental Travel times

1 week 2 weeks 3 weeks 4 weeks


19

1ST AEON: THE DREAMING


NIGHT TWILIGHT

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W O R L D WELCOME
TO OUTER
WORLD

BURIED KINGDOM p310


UNCHARTED p312 The Octia
Scroll

Von Peeble’s
Map

Wistful
Dark

Twilight
Meridian
Taaga Blazing
Garden
p309
Galvanus Buried
Archipelago Kingdom
p307 Other
B RIGHTFOA M
Worlds
O C E A N

Thunda
Sands
p309
W YR M B LO O D
WAV E S

Sol Alliance
p309

No-Folk
Land
p309

Pride
Coast
p309

DAY TWILIGHT

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WISTFUL DARK

The furthest continent from the Sun Machine, a dark and melancholy realm
filled with an equal measure of fear and hope.

Sights & sounds Regional dynamics


It’s always night. Shards from the splintered Sun Machine
19 fell here. Those that control the light have
The environment is cool and crisp, the
living see their breath in the air. the power.
The landscape is eerie yet alluring. The last remaining Unshaped hide and
13 scheme in the shadows.
Restless mana and bioluminescent
fungi provide respite from the dark. The ruins of Akenia & Calian harbor
marvels and monstrosities from the past.
The presiding silence is broken by
17 keening spirits and the low groans of Tormented monsters roam the night,
the discontented. both terrifying and pathetic.
The Heaven Seal can be seen in the Stoic forces defend against the horde.
darkened sky. It’s cracking.

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Typical Adventures
CRYSTALIA
Reveal ancient conspiracies.
An isolated land of gossamer and glass.
No one who has ventured there has Pacify, or negotiate with, mischievous WELCOME
TO OUTER
returned. Some theorize it might be so fey and sentient flora. WORLD
beautiful that no one ever wants to leave. Retrieve rare and valuable plant species.
Typical Adventures The Octia
Scroll
THE EATEN ISLE
Explore elegant crystalline geography. Von Peeble’s
Map
Encounter truly bizarre beings. This once divine place is devoid of rational
Discover one of a kind treasures. life after a botched ritual. The isle’s Wistful
Dark
epicenter now sinks into a magical abyss.
Twilight
Typical Adventures Meridian
SHARD
Blazing
Raid the monasteries of the banished Garden
Shard Cities formed around the largest Divine Rulers. Buried
glowing fragments of the broken Sun
Machine, the light and warmth from which Battle unholy beasts. Kingdom

Other
attract the desperate. Shard Patricians Reclaim celestial relics. Worlds
control the cities, but the socio-economic
influence of the Guilds and the Church of
the Sacred Chain make ruling a delicate AIDEN
balancing act.
This military confederacy repels the
Typical Adventures Hollow Queen’s monstrous army from an
ancient fortified wall that divides the dark
Defend established trade routes. continent. The Red Blades, the nation’s
Explore strange ruins at the edges of elite troops, perform daring raids deep
the Star Shards’ light. into enemy territory.
Get embroiled in political ambition Typical Adventures
and corruption.
Defending the wall during a siege.
Slaying titanic creatures.
SHADOWED LANDS
Hunting down monsters that stalk the
There is no law or order in this haunting sewers or breach the wall.
landscape of fungal forests and tundra.
Nomads contend with the constant
threat of the restless dead and desperate HOLLOW QUEEN’S KINGDOM
raiders. The rag-tag Knights of the Lantern
The citizens of Calian were warped into
attempt to protect those most in need.
twisted demons and wretches, and their
Typical Adventures glorious queen reduced to a miserable
and spiteful creature. She commits
Escort nomad caravans. her ‘children’ to a relentless attack on
Battle with the cursed and corrupted. civilisation. Only Aiden stops the advance.
Contend with toxic environments. Her Beloved disguise themselves among
the influential and the powerful, seeking
to weaken the resolve of opposing states.
MURK
Typical Adventures
Murk, home of the fey, is said to contain Scavenging a city long lost to
portals that connect all the world’s great monstrous hordes.
forests together. The Formless Council of
Unshaped meet here, devising ways to Rescuing soldiers of Aiden.
return the world to the era of Dreaming. Seeking the counsel of Dark Magi.
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TWILIGHT MERIDIAN

On the cusp of dusk and dawn, the Twilight Meridian has no dominant land
mass but is instead a series of diverse and interrelated islands.

Sights & sounds Regional dynamics


The sun hangs permanently low. Coin rules, free trade for all.
20
The landscape is painted with long Independent island cultures collude
shadows and glittering water. and compete with each other.
The air is salty and carries the hypnotic The successful exhibit their wealth
12 sound of continuous waves. through the curation of fine art and
The weather is volatile: placid one exotic artifacts.
moment, violent the next. Large bustling ports attract ancient
4 Some islands float like clouds, others lie threats from the deep.
forgotten below the waves. Shinobi plot a rebellion against the elite.
Huge rusting structures, of forgotten Junkers live among the technological
purpose, are silhouetted on the horizon. miracles and dangers of the past.

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THE SEVEN HOLY ISLES GALVANUS ARCHIPELAGO

A glorious land of art, ingenuity and Known as the land of the Eternal Dawn,
WELCOME
perpetual strife. While recently united and considered the most beautiful place TO OUTER
under the banner of the Shogun, the in all of Outer World, Galvanus is a series WORLD
inhabitants still quarrel among each other of prosperous islands that function as
constantly. In Meikyuu, The City of Paths, a global trading hub. Natural beauty is
The Octia
there are whispers of a Shinobi rebellion. marred by the ugly truths of mercantile Scroll
warfare and piracy. The region’s wealthiest
Typical Adventures reside in Portia the Prosperous and their
Von Peeble’s
Map
Undermine a local lord. luxurious palaces are said to contain Wistful
riches from far flung places. Dark
Battle powerful dokabei sorcerers.
Twilight
Flush out (or assist) Shinobi rebels. Typical Adventures Meridian

Run dangerous errands for a Blazing


Garden
Merchant Scion.
NIGHT HAVEN Buried
Engage in maritime battles with pirates Kingdom
An artificial island constructed of Shade Iron and sea monsters.
Other
and overrun with unearthly climbing flowers. Recover lost items from abandoned Worlds
The Duke of Red Roses, the island’s immortal temples on behalf of a local Small God.
ruler, is charismatic and fair but there
are suspicions about what goes on deep
below the foreboding Castle Thornbeauty. SUNKEN ISLES
The Black Glove Cavaliers guard the Duke’s
dark secrets from nosey courtiers. Once considered a manifestation of the
Technocracy’s culture and benevolence,
Typical Adventures these floating cities were a way to expand
Assist the Black Glove Cavaliers with their empire without conquest and
an investigation. conflict. The events of the 3rd Cataclysm
left these constructs submerged.
Thwart the numerous schemes of a
malevolent immortal. Typical Adventures
Plumb the catacombs beneath a city to Make contact with strange
find a missing scholar. undersea inhabitants.
Rescue fishermen from Sea Witches.
STAHLFELD Explore a half-sunken fortress.
Much of Stahlfeld is dotted with ruins of
the fallen Technocracy of the Gley, where
drones wander over rust-covered salvage
yards. The few cities that exist here are
home to brave and ambitious Junkers
who make a prosperous, but risky, living
unearthing Techno-Relics. Most outsiders
arrive via the eccentric Port Bevel and
many gain employment via the Helical
Archive research facility.
Typical Adventures
Find ancient technologies for the
Helical Archive.
Destroy berserk war machines.
Bring ancient factories back online.

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BLAZING GARDEN

Bathed in the glory of the Sun Machine, the Blazing Garden is a bold and
bombastic place full of larger-than-life characters and creatures.

Sights & sounds Regional dynamics


It’s always day. Regulus, the immortal, has created a
7 vast kingdom under the remains of the
The sun is relentless, the horizon is
distorted with a shimmering haze. broken Sun Machine.
The roars of titanic beasts rumble like Beyond civilisation’s limited reach,
14 thunder in the distance. despotic warlords contend for territory.
The glittering cities are bastions of Ancient civilizations lament the
civilisation and comfort. dwindling number of draconic elders.
1 Unruly jungles, expansive deserts, and Shipwrecked off-worlders integrate with
untamed swamps dominate the land. Outer World’s indigenous folk.

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SOL ALLIANCE TAAGA

Named after the broken Sun Machine The final resting place of the Dawn
WELCOME
that hangs above, the alliance is unified Dragon is a splendid land of lush TO OUTER
by the uncompromising vision and might greenery and clear waters. The region WORLD
of Emperor Regulus, the First Hero. The provides an abundance of natural
region is famed for its sparkling capital resources for the local allied clans, which
The Octia
Aeon, the mightiest city, and its legion of gives them the trading leverage to rival Scroll
ferocious young warriors. even the Galvanus Archipelago.
Von Peeble’s
Map
Typical Adventures Typical Adventures
Wistful
Negotiate with imperial agents. Act as escorts for a member of the Dark

Prove your worth in the Arena. Dragon Clan. Twilight


Meridian
Seek out a unique tome in one of the Protect a village from a wild drake.
Blazing
vast libraries of the Alliance. Explore a long forgotten Garden
draconic shrine. Buried
Kingdom
NO-FOLK LAND Other
THUNDA SANDS Worlds
Thanks to the colossal creatures that feed
and roam freely in the region, No-Folk Home to the unruly but courageous
Land is regarded as an inhospitable Thunda Barbarians, the sands are revered
place. Despite this, some enterprising as a place of true freedom and high
individuals have managed to establish adventure. While you’ll find respite in
small settlements… only to find the one of the region’s oasis towns, you’ll
neighboring towns are only marginally have to contend with the blistering heat,
more amiable than the wandering beasts. rampaging mechanical monsters, and the
occasional resurrected Overlord.
Typical Adventures
Typical Adventures
Turning the tide in a border skirmish.
Hunting down a legendary monster. Ally with rowdy freedom fighters.
Stumbling upon an oddly abandoned Wrangle even rowdier beasts.
treasure horde. Break into the stronghold of a
powerful warlord.

PRIDE COAST

This once small nation rose to prominence


after the arrival and assimilation of the
Rai-Neko and their strange Startech
technology. Centered around Nyanko,
the city that grew around the site of their
crashed star vessel, it is a much more
orderly place than much of the Outer
World, though many credit its stability to
the region’s brutal justice system.
Typical Adventures
Assist Startech Technicians with
an experiment.
Deal with bandits and marauders.
Help ranchers round up some
escaped Bumpos.

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BURIED KINGDOM

Below the crust of the earth, an endless battle rages in the burrows and
caverns of the Underland.

Sights & sounds Regional dynamics


A realm hidden from the glare of the Choose a side in the Underland Conflict
6 Sun Machine. or be caught in the crossfire.
Twisting tunnels and cave complexes Forgotten cultures clash and oppose
amaze and confuse. encroaching regional powers.
19 The dim glow from subterranean slimes The most ancient of beings prevent
and gems lights the void. surface dwellers from learning
The sounds of the creaking earth and profound truths.
16 grinding gears echo from deep below.
Bombed out caverns are littered with
the war dead.

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OLD IRON LOST CRYSTAL

The industrious nation of Old Iron might The land of Lost Crystal is filled with
WELCOME
well be the first nation of Outer World. strange architecture and odd creatures TO OUTER
It was established aeons ago by the you will find nowhere else. It is the home WORLD
Dwarves after the Creator’s departure. Its of the eccentric Unterkin, who are the
population grew larger and more diverse supposed architects of Promise. The few
The Octia
when refugees were driven from the who have visited them often comment on Scroll
surface after the 3rd Cataclysm, with these how they manage to be both friendly and
Von Peeble’s
newcomers being quickly indoctrinated exceedingly unhelpful at the same time. Map
into the ways of this ancient kingdom.
Typical Adventures Wistful
Dark
Typical Adventures
Seek the assistance of an eccentric Twilight
Protect a train from New Ore Guerillas. artisan or master crafter. Meridian

Blazing
Destroy a menacing stone-beast. Defeat ‘nowhere’ creatures. Garden
Out a corrupt foreman. Search the immense crystal tomb of a Buried
fallen Unterkin. Kingdom

Other
NEW ORE Worlds
MACHINE LABYRINTH
Established by Goblins seeking a new
home after the end of the 1st Aeon, New This maze of twisted steel and circuitry
Ore is a free-wheeling society just a notch draws in junkers and adventurers like
above benevolent anarchy. New Ore has moths to flame. The Machine Labyrinth’s
always taken in the lost and unwanted, roving battle drones and shifting
and its population was varied even before architecture keep its secrets safe.
the Underland exodus that occurred at
the end of the last age. Typical Adventures

Typical Adventures Capture a stray drone for study.


Do battle with an extremely skilled
Repatriate isolated civilians. War-Mechanoid.
Assist civilians with community Try to figure out where all those
concerns. confounded passages actually lead.
Help tunnel diggers excavate an
ancient structure.
ENTRANCES TO THE BURIED KINGDOM

THE TUNNELS

The contested railways and abandoned


warrens betwixt Old Iron and New Ore
are a perpetual battlefield. The Tunnels
are home to a handful of unfortunates
who are trapped between the two warring
factions. There are claims that long-
forgotten places are hidden away within
this sprawling underworld labyrinth.
Formal entrances to the Buried Kingdom can
Typical Adventures be found in the Wistful Dark and the Twilight
Meridian, though many caverns and fissures
Help a lost child find their family. also connect to the underground realm.
Chase away strange and desperate
monsters of the deep.
Seek out an ancient Tunnel Sage.

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FURTHER EXPLORATION

Whilst you would need many lifetimes to explore every inch of Outer World,
there are also other realms beyond its horizons.

OUTER WORLD UNCHARTED THE HEAVEN SEAL

Nearly all of the inhabited parts of the The Heaven Seal is perhaps the single
Outer World are at least aware of each greatest magical achievement of any
other. There are no frontiers, but there are age: Seven Seals layered into a cosmic
many geographical oddities; land warped mandala that prevents the banished
by the Unshaped, ruins of past kingdoms Divine Rulers from re-entering the Outer
obscured by arcane pollution, and ancient World. The Seal is occasionally visible in
structures buried beneath the surface. the sky thanks to the waxing and waning
of mana, and is emblematic of mankind’s
An attentive traveler will hear tales and hope, determination, and hubris.
rumors of such places, some may even
stumble upon them by chance. No one knows what exists behind the
Seal. Have the Divine Rulers perished
Typical Adventures there? Or do they bide their time, waiting
Rescue a missing person from an for the Seal’s enchantments to fail so they
Unshaped noble’s hidden dreamworld. may wreak their revenge on Outer World?
Explore a city that has been sealed Typical Adventures
away by powerful magic for an aeon.
Seek the wisdom of an ancient deity
Scour a floating island that wasn’t there that calls from beyond the Seal.
just months ago.
Venture beyond the Heaven Seal to find
a crystal flower said to cure all disease.
10
Stop a zealot attempting to destroy the
seal via a powerful ritual.

18

20

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OTHER WORLD ELSEWHERES

WELCOME
TO OUTER
WORLD

The Octia
Scroll

Von Peeble’s
Map

Wistful
Dark

Twilight
Meridian

Blazing
Garden

This alternative dimension, confusingly While most of the Unshaped were forced Buried
Kingdom
referred to as ‘Other World’, is considered into physical form at the end of the 1st
arcane and mysterious to the natives of Aeon, there were many who escaped by Other
Worlds
Outer World. A few claim to hail from this slithering between small folds in reality.
strange realm and seek a way back, but There they found untouched realms
most folk can’t understand why as, by all brimming with primordial potential, and
accounts, it seems like a dreary place. in these places they continued to dream
up new worlds and strange creatures.
If somehow you manage to find yourself
here you’ll need to cover up those pointy Each Elsewhere was created by the
ears or you’ll get funny looks, you might dreams of an Unshaped and can be
even attract the attention of covert accessed through odd but seemingly
government organisations that track and innocuous gates. For example: paintings,
monitor the appearance of any trans- large cracks in the floor, or puddles of
dimensional trespassers. vintage alcohol. Elsewheres can differ
widely in scale and scope, ranging from
Typical Adventures the confines of a single mansion to an
Find a magical beast that’s been taken infinite void.
to the Other World and is now Typical Adventures
wreaking havoc.
Explore a strange dungeon, an Learn a ritual song from dancers for a
abandoned shopping mall which is now festival that never ends.
home to some unsavory creatures. Rescue a scholar who’s lost in the halls
Assist the heroes of the Other World of a library dimension.
in defeating a villain utilizing relics and Seek out an Unshaped warrior who
magic from the Outer World. remembers the weakness of a great
and terrible monster.

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A P P E N D I X

VI

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IDENTITY APTITUDES
ADVENTURER
MIGHT BASE
Smash, crush, lift
TRAIT -2 -1 0 +1 +2

BONUSES/PENALTIES

DEFTNESS
BASE
Dodge, sneak, leap
TRAIT -2 -1 0 +1 +2
NAME
BONUSES/PENALTIES
CALLING RANK

SPECIES SIZE
GRIT
Cling, persist, press on BASE
HOMELAND
TRAIT -2 -1 0 +1 +2

LANGUAGES
BONUSES/PENALTIES

HISTORY

PURVIEWS INSIGHT
Notice, know, remember BASE
My history grants me a Minor Bonus (+2) on...
TRAIT -2 -1 0 +1 +2

BONUSES/PENALTIES

DESCRIPTION

AURA
Persuade, inspire, terrify BASE

TRAIT -2 -1 0 +1 +2

BONUSES/PENALTIES

COMBAT VALUES
This adventurer belongs to...

ATTACK BONUS BASE HEARTS TOTAL BASE


Add to my Attack rolls Protecting me from injury

WEAPON WEAPON EXTRA ATTACK


BONUSES DAMAGE BONUS BONUSES/PENALTIES

INJURIES

BASE
DEFENSE RATING BASE SPEED RATING
Match or best this to harm me Sets Areas I can move through
BONUSES/PENALTIES SLOW · 0 Areas BONUSES/PENALTIES

AVERAGE · 1 Area
FAST · 2 Areas
V. FAST · 2 Areas
QUIRK GEAR
WORN OUTFIT

ABILITIES INVENTORY SLOTS BASE


ADDITIONAL SLOTS

SOCIAL BONDS & REPUTATIONS

Retrieving items takes...


2 Actions from a BACKPACK
1 Action from a TRAVELER’S BAG

WEALTH
ALLEGIANCE 100 Stones = 1 Coins, 100 Coins = 1 Gem
STONES COINS GEMS
DARK UNALIGNED GIFTS
ALLEGIANCE
POINTS DARK
XP
BRIGHT TWILIGHT
ALLEGIANCE CURRENT XP XP FOR NEXT RANK
POINTS BRIGHT
IDENTITY APTITUDES
ADVENTURER
MIGHT BASE 8
Smash, crush, lift
TRAIT -2 -1 0 +1 +2

8
BONUSES/PENALTIES

DEFTNESS
Dodge, sneak, leap
BASE 8
TRAIT -2 -1 0 +1 +2
NAME 8
Mariah Doeheart BONUSES/PENALTIES
CALLING RANK
Battle Princess 2
SPECIES SIZE
GRIT Courageous
Tenebrate Medium Cling, persist, press on BASE 9
HOMELAND
TRAIT -2 -1 0 +1 +2
Wistful Dark
LANGUAGES 10
High Akenian
BONUSES/PENALTIES

HISTORY
Starlight Farmer
INSIGHT Single-minded
7
PURVIEWS
Notice, know, remember BASE
My history grants me a Minor Bonus (+2) on...
• Sorting the good soil from the bad TRAIT -2 -1 0 +1 +2

• Persevering when you ought to 6


BONUSES/PENALTIES
• Empathy for all living creatures
Reynaldo Madriñán

DESCRIPTION

ariah wants to see as much of the AURA Charming


Persuade, inspire, terrify BASE 10
uter orld as she can and hopes to TRAIT -2 -1 0 +1 +2
leave it in a better state than she 11
BONUSES/PENALTIES
found it!

COMBAT VALUES
This adventurer belongs to...

ATTACK BONUS +2 HEARTS TOTAL


Add to my Attack rolls
BASE
Protecting me from injury
BASE 3

WEAPON WEAPON EXTRA ATTACK


BONUSES DAMAGE BONUS
3 BONUSES/PENALTIES
eart s lade aster 18 +3

ow 20 +2 INJURIES

BASE
DEFENSE RATING SPEED RATING
Match or best this to harm me
BASE 10 Sets Areas I can move through verage
BONUSES/PENALTIES SLOW · 0 Areas BONUSES/PENALTIES

13 +2 Light Armor AVERAGE · 1 Area

+1 Standard Shield FAST · 2 Areas


V. FAST · 2 Areas
QUIRK GEAR

Curious p WORN OUTFIT

Functional

ABILITIES INVENTORY SLOTS BASE 10


ADDITIONAL SLOTS
• SHADOW SIGHT p
13 raveler s ag
See in the dark, Immune to Obscured
• NIGHT BORN p reats mama s coo ies
+1 Dark Point & Dark Gift Shovel your family s best
• E S E p ight rmor travelers cuirass
S y Steel aster eapon Standard Shield
• SOUL COMPANION p , Guardian Animal ow
hurly Paws rrows
bilities ighter ttac s as Standard eapon ations in bag
+1/2 your Attack Bon., 2 Hearts, 12 Def, Fast

• S E E p
Shied person from eart once per fight
• E E right Point p
Gain an Influencing Factor for Negotiation

SOCIAL BONDS & REPUTATIONS

Retrieving items takes...


2 Actions from a BACKPACK
1 Action from a TRAVELER’S BAG

WEALTH
ALLEGIANCE 100 Stones = 1 Coins, 100 Coins = 1 Gem
STONES COINS GEMS
DARK GIFTS
UNALIGNED
19
1 ALLEGIANCE
POINTS DARK Fangs
XP
BRIGHT TWILIGHT
1 ALLEGIANCE
POINTS BRIGHT
CURRENT XP XP FOR NEXT RANK
7 12
CHARACTER CREATION PLAYING THE GAME OUTER WORLD GM’S GUIDE ADVERSARIES APPENDIX

GEAR LIST
Stones Coins Gems Inventory Slots

MELEE WEAPONS p152


Gear Allowance Extra Damage

Standard Weapon Species: All +20 1 10


Callings: All

Concealed Weapon Species: Small, Medium +22 1 5


Callings: Factotum, Sneak,
Champion, Raider, Sage

Quick Weapon Species: All +22 1 15


Callings: Factotum, Sneak,
Champion, Raider

Master Weapon Species: All +18 2 30


Callings: Champion, Raider

Mighty Weapon Species: Medium, Large


Callings: Champion, Raider +20 2 20

Arc Weapon Species: Medium, Large


Callings: Champion, Raider +20 3 25

Lash Weapon Species: All


Callings: Factotum, Champion, +22 1 30
Raider, Heretic

Combination Weapon Species: All*


Callings: Champion, Raider ?* ?* ?*

* Depends on Weapon Types combined

MISSILE WEAPONS p158

Gear Allowance Extra Damage

Thrown Weapon Species: All +22 1 2


Callings: All

Drawn Weapon Species: All +20 2 10


Callings: Factotum, Sneak,
Champion, Raider

Ammo (x5) /2
1
1

Small Mechanical Species: Small, Medium +18 1 15


Callings: Factotum, Sneak,
Champion, Raider, Sage

Ammo (x3) /
1 10
1

Large Mechanical Species: All +18 2 25


Callings: Factotum , Sneak,
Champion, Raider

Ammo (x3) /
1 10
1

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ARMOR p163
Gear Allowance Defense Bonus
CHARACTER
Species: All +2 2 30 SHEET
Light Armor
Callings: All GEAR LIST
GAME
Medium Armor Species: All +4 3 60 BASICS
Callings: Champion, Raider, CHECKS &
Battle Princess, Murder Princess CONTESTS
JOURNEY
Heavy Armor Species: Medium, Large +6 4 130
EXPLORE
Callings: Champion, Battle
Princess, Murder Princess, NEGOTIATE
FIGHT
Superheavy Armor Species: Medium, Large +8 5 600 PERILS
Callings: Champion, Battle
DOWNTIME
Princess, Murder Princess
CRAFT
INDEX
SHIELDS p169
Gear Allowance Defense Bonus

Small Shield Species: All +0 1 15


Callings: Factotum, Champion,
Raider, Battle Princess, Murder
Princess

Standard Shield Species: All +1 1 25


Callings: Champion, Raider,
Battle Princess, Murder Princess

Large Shield Species: Medium, Large +2 2 30


Callings: Champion, Battle
Princess, Murder Princess

OUTFITS p172 WEARABLE ACCESSORIES p173

Functional Outfit 2* 5 Rebreather 1 15

Appealing Outfit 2* 20 Blackout Goggles 1 2

Authoritative Outfit 2* 20 Backpack N/A 5

Costume 2* 15 Traveler’s Bag N/A 3

Artisan’s Outfit

Outfit Only 2* 8

Outfit and Kit 2* 58

Extreme Weather Outfit

Heat 2* 8

Cold 2* 12
* When carried not worn

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WAYFINDING p174 COMBUSTIBLES & CHEMICALS p178

Local Map /10


1
5 Oil/Fuel, 10 Units 1 10

Kingdom Map /10


1
2 Solvent 1 20

Regional Map 1 20 Grenade 1 20

World Map 2 2 Bomb 3 45

Compass 1 20

MISCELLANEOUS p179

ILLUMINATION p175 Adventuring Gear 1-2* 8

Torch 1 4 Common Rural Goods 1-2* 8

Lantern 1 5 Common Urban Goods 1-2* 12

Lumi-Slime Lantern Only 1 8 Oddities & Luxury Items 1-2* 16

Lumi-Slime Lantern & Slime 1 20 Trade Goods 3 25

* Depends on item
SPECIALIST’S KIT p176

New Kit* 2 50
CURIOSITIES ETC. p180
Replenishing a Kit N/A 25 Star Gem /
1 10
3
* Physician’s, Dungeoneer’s,
Shadow Stone /
1 10 5
Alchemist’s, Mender’s, Gadgeteer’s

Holy Icon 1 75
BOOKS p176
Long Grabber 2 45
Beginner’s Tome, Ins.12 1 6
Scanner 1 1
Journeyman’s Tome, Ins.14 1 12
Spell Engine
Master’s Tome, Ins.16 2 18
Small 1 2
Forgotten Lore, Ins.18 2 24
Large 2 4
Translation Journal 1 20

CONSUMABLES p177
OTHER WORLD ITEMS p182

/
1 10 1 Other World Sidearm 1 N/A
Rations

/
1 10
3 Other World Pocket Device 1 N/A
Hardy Rations

Treat /
1 10
3

Basic Potion 1 10

Booster Cake /
1 10
15

448

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
VI

FOLLOWERS p184 PROPERTY p200

Scamp 10* Hut 80


CHARACTER
SHEET
Scholar 5* Town House 6
GEAR LIST

Guide 5* Workshop, with x10 Supplies 3 GAME


BASICS

8* CHECKS &
Custrel Restock Supplies x10 30 CONTESTS
* Per day JOURNEY

SERVICES p201 EXPLORE


PETS p188 NEGOTIATE
Room & Board
Growl 75 FIGHT

Shoddy 10 PERILS
Buzzer 75 DOWNTIME
Functional 20 CRAFT
Pudge Grub 20
INDEX
Luxurious 10
Fuzzcoil 100

Workshop Rental
Skree 100

Basic Workshop 3
Purr 75

Hi-end Workshop 20
MOUNTS p191

Jumbug 200 Crafter Commissions Varies

Mokko-Do 150 Medical Treatment

Rokko-Do 275 Injury 5

Largzard 500 Prosthetic 5

Recreational Attractions 5
PACK BEASTS p193

Shaggy Bumpo 400 Paw Post

Grubbish 435 Deliver Message 1

VEHICLES p196 Deliver Item in same Region 50

Coracle 2* 80 1
Deliver Item to other Region

Velocipede 3* 45
Membership 5

Cart N/A 1
Intercontinental Travel
Breeze Rider 2* 3
Sea 8

Skimmer N/A 8
Air 16

Felucca N/A 6

Cloud Breaker N/A 12

Walker N/A 6

* When carried not used 449

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
CHARACTER CREATION PLAYING THE GAME OUTER WORLD GM’S GUIDE ADVERSARIES APPENDIX

GAME BASICS

GENERAL PLAY p212 BONUSES & PENALTIES p214

1. GM provides information Bonuses: You can only apply 1 Bonus per roll
 Present a situation that needs response • Major Bonus (+4)
• Minor Bonus (+2)
 Provide information players can use
 Appeal to senses when describing Penalties: You can only apply 1 Penalty per roll
• Major Penalty (-4)
 Suggest actions if players falter
• Minor Penalty (-2)

2. Players describe their PC’s actions  A Bonus is added when trying to roll a high
 Describe action and intent number but subtracted when trying to
roll low
 GM will assess feasibility and...
 A Penalty is subtracted when trying to roll a
 Decide if rule or roll is required and... high number but added when trying to
 Clarify and warn of risk/consequences roll low.
 In the case of a Contest, you don’t need to
3. Resolve consequences of PC actions use the full bonus, just what’s needed to win
 Bonus & Penalties cancel each other out
4. Repeat

EDGES & SNAGS p214

Edges: Roll twice and take the best result, you


can only apply 1 Edge per roll

Snags: Roll twice and take the worst result, you


can only apply 1 Snag per roll

Edges and Snags cancel each other out

CHECKS & CONTESTS

APTITUDES p217 CONTEST PROCEDURE p219

1. Trigger (rules or GM decides)


Might Smash, crush, lift
2. Choose Aptitudes
Deftness Dodge, sneak, leap 3. Determine Bonuses/Penalties and
Grit Cling, persist, press on
Edges/Snags
4. Roll Contest (20 is always a fail!)
Insight Notice, know, remember
5. Determine winner (highest number for
Aura Persuade, inspire, terrify successful Check)
6. Resolve (see if Special Success)
CHECK PROCEDURE p218 Linked Contests: Use Turns, 2 wins in a row
1. Trigger (rules or GM decides) Special Success: Gain an extra benefit if
2. Choose Aptitudes unmodified roll is same as Aptitude used

3. Determine Bonuses/Penalties and


Edges/Snags
4. Roll Check (20 is always a fail!)
5. Resolve (see if Special Success)

450

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
VI

JOURNEY

CHARACTER
JOURNEY PROCEDURE p223 LOST p227 SHEET

GEAR LIST
1. Choose destination and Route
1-12 A few missteps GAME
2. Work out route Travel ½ distance in a day BASICS
CHECKS &
3. Roll navigation (if required) CONTESTS
13-16 Wrong turn
4. Move 1 day’s distance 1 day’s travel in the wrong direction JOURNEY

5. Roll Map Encounter EXPLORE


17-20 Full circle
6. Camp or Rush No progress made NEGOTIATE
FIGHT
7. Repeat
PERILS
CAMPING p229
DOWNTIME
ROUTES p224 When camping you can Eat, Sleep, and perform CRAFT
1 Camp Activity...
INDEX
Path Requires Guide or Navigation Tools
otherwise you are Lost Eat Consume 1 Ration to avoid Starvation

Road Can’t get Lost Sleep Rest to avoid Fatigue


Distance in 1 day x2
Craft Downtime Activity
River Can’t get Lost GM decides what’s possible at Camp
Distance in 1 day x2 if using
water-based Mount/Vehicle Socialize Downtime Activity

Hunt/ Hunt: Deft Check


ADVERSE TERRAIN p225 Forage Forage: Insight Check
2+ hunter/foragers grants a
+2 Minor Bonus to roll
Difficult Distance in 1 day 1/2
Rations received depend on terrain
Impassable Need Mount/Vehicle/Special and GM:
Movement to traverse Barren: 2 Rations
Typical: 4 Rations
Harmful Resist Ailment or other condition Plentiful: 6 Rations

Graze Animal Companions with Ability only


TRAILBLAZING p226
Scout Can eat but...
When Trailblazing... No Sleep or other Camp Activity

 Use when no established Route


 Distance same as 1 day’s travel along Path RUSHING p229
 Requires a Guide or Lost When Rushing...
 Guide makes Insight Check or Lost
 Travel an additional day’s distance
 Navigation rules apply
 Can eat but not sleep (GM may allow sleep if
there is a suitable Mount/Vehicle)

451

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

EXPLORE

EXPLORE PROCEDURE p231 MOVEMENT TYPES p234

1. Choose PC Positions
Cautious All Location details revealed (no
2. Choose Movement Type Insight Checks needed) but...
3. Move to new Location Guardian Encounters alerted!
4. Deal with Guardian Encounters
Hasty Outpace pursuing threats or other
5. Perform Location Actions time-based threats but...
6. If Move to new Location, repeat Forfeit Insight Checks to detect
threats and...

PC POSITIONS p233 Guardian Encounters alerted!

Stealthy Make Insight Checks to detect


hidden threats
Vanguard Insight Check to detect threats from
the front PC with lowest Deftness vs. Guardian
Insight to avoid detection, there is a
Protect those behind from Attacks Snag if someone in team is wearing
from the front Medium Armor or heavier
Success: Can Ambush Guardian or
Cannot be targeted by enemy
Move past undetected
Attacks from the rear for 1 Turn (if
Fail: Guardian Encounter alerted!
only Tactical Action and there are
characters behind them) Scouts
Make their own Deft. Check,
Observer Insight Check to detect hidden independent from the rest of Team
environmental information Success: Team has 1 Turn to prepare
Cannot be targeted by enemy Attacks for any threat detected by the Scout
from the front or rear for 1 Turn (if Fail: Scout is on their own for 1 Turn
only Tactical Action and there are
characters in front/behind them)
LOCATION ACTIONS p235
Rearguard Insight Check to detect threats
from behind Inspect All Location details revealed but...
Cannot be targeted by enemy Roll for Wandering Encounter!
Attacks from the front for 1 Turn (if
only Tactical Action and there are Linger Stopping for a few minutes but...
characters in front of them)
Roll for 2 Wandering Encounters!!
Scout Move one Location ahead of the
Move Move to new Location or return to
main team
a previously explored Location...
Able to use Stealthy Movement
No Wandering Encounters!
even if the rest of the team is not

Must deal with Encounters on their


own for 1 Turn before the rest of the
team can catch up

452

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
VI

NEGOTIATE

CHARACTER
NEGOTIATE PROCEDURE p239 PUSH YOUR POINT p241 SHEET

GEAR LIST
1. Choose Primary Negotiators If you lose the initial Negotiation, you have one GAME
chance to Push Your Point, but you... BASICS
2. Choose Objective
CHECKS &
3. Select Tactic & Influencing Factors  Must use different Tactic to first negotiation CONTESTS

4. Roll Contest  No influencing Factors are allowed JOURNEY


EXPLORE
5. If fail, can Push (but only once)
NEGOTIATION WITH GROUPS p242 NEGOTIATE
FIGHT
TACTICS & FACTORS p240 PERILS
Groups Small group (6 or less)
DOWNTIME
Rolls for each group member
Convince ½ the group to win CRAFT
Tactics Physical Intimidation
Your Might vs. their Grit INDEX
Unit/Coalition (7 or more with leader)
Use leader’s Aptitudes
Reasoned Debate
Immune to Physical Intimidation
Your Insight vs. their Insight
Mob/Rabble (7 or more, no leader)
Charismatic Appeal
Can only use Charismatic Appeal
Your Aura vs. their Grit
Use mob’s average Grit
Honeyed Words/Deceit
Your Aura vs. their Insight
MULTIPLE TEAMS p242
Guilt Trip
Your Insight vs. their Grit Interfering Team must choose a Primary
Negotiator and Interference Tactic...
Belligerence/Blathering
Your Grit vs. their Grit
Tactics Bullying: Might
Nitpicking: Insight
Factors Evidence Mocking: Aura

 If the Interfering Team wins the Contest you


Situations
lose the Negotiation
Character

Bribes

 Minor Bonus (+2) if a Factor applies


 Major Bonus (+4) If other side is especially
susceptible to the Factor
 Minor Bonus (+2) if a Treat is used
 Major Bonus (+4) if Booster Cake

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

FIGHT

FIGHT PROCEDURE p245 ACTIONS p254

1. Team 1 declares ‘Fight!!’ Tactical React Predict & react to enemy


2. Ambush? Deft. (lowest) vs. Use ability Calling, species, or other
Insight (highest)
Extra move +1 Area
Success: Losing team miss a Turn
3. Determine the Battlefield First aid Stop Near Death Injury

4. Team 1 Turn (Move/Act & resolve) Flee Enemies get free attack

5. Team 2 Turn (Move/Act & resolve) Miscellaneous Non-aggressive


action (10 secs)
6. Repeat from step 3
Combat Attack
Defend +2 Defense
AREA CONDITIONS p250
Assists Tactical assists Create attack
opportunity
Cramped
Lose Speed Rating Defense Bonus Attack assist +2 Attack Bonus
Minor Penalty on Attack rolls (unless Unarmed, Attack stunt Extra effect but Wager!
Custom
Concealed, S.Mechanical)
Trick
Harmful Extra effect but no damage
Lose 1 Heart per Turn
At 0 Hearts roll Burning/Caustic Injury Diminishing Returns: Snag on repeated use of
Isolated the same Custom Action on same enemy
Extra Move required to enter/leave
Might/Deft. Check required if Climb
DEFENSE RATING p247
Obscured
Snag on precision rolls (Inc. Attack rolls)
Size
Precarious
Deft. Check every Turn
Failure = Toppled/Turn over
Small Medium Large
Falling/Impact Injury if elevated
11 10 9
Avoid Check if forfeit Action
Armor
Sheltered
Attacks from outside Area suffer a Snag
Suffocating
You suffer the Suffocation Ailment
Light Medium Heavy* Superheavy*
+2 +4 +6 +8

MOVES p253 Shields Speed

Speed Moves Armor Speed Rating max


S. Shield L. Shield* Fast Very Fast
Slow 0 Areas Superheavy +1 +2 +2 +4
Average 1 Area Heavy Restrictions* for Small species
Fast 2 Areas Medium Armor: -1 Speed Rating, Snag on Attack,
Snag on Might & Deft rolls
Very Fast 2 Areas Light Shield: Use Action to benefit from
Defense Bonus and Parry

454

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
VI

WEAPON DAMAGE/ABILITIES p152 INJURY TABLE p260

Weapon + Ability Damage Extra Dam. i. 1st Injury ii. 2nd Injury iii. 3rd Injury CHARACTER
SHEET
Melee i. 1-5 Shocked/Stalled GEAR LIST
Unarmed 1 N/A ii. 1-3 Miss a Turn
GAME
Snag against armor iii. 1-2 BASICS

Standard Weapon 1 20+ Armor crash CHECKS &


i. 6-10 CONTESTS
ii. 4-6 -2 Defense Bonus
Concealed Weapon** 1 22+ If no armor > Wounded JOURNEY
iii. 3-4
Ambush in plain sight EXPLORE
i. 11-14 Wounded
Quick Weapon 1 22+ ii. 7-9 -1 Hearts Total NEGOTIATE
+1 Defense Rating iii. 5-6 If 0 Hearts > Quiet Death FIGHT
Master Weapon 1 18+ i. 15-16 Broken arm PERILS
+1 Attack Bonus ii. 10-11 1/2 Might for Checks/Contests DOWNTIME
Mighty Weapon* 2 20+ iii. 7-8 If 2nd time > Severed CRAFT
-2 Attack if 1 handed INDEX
(R) 1-10 11-20 (L)
Arc Weapon* 1 20+
-2 Attack if 1 handed
2 enemies with 1 roll
i. 17-18 Broken leg
Lash Weapon 1 22+ -1 Speed Rating level
ii. 12-13
Attack range 1 Area Snag on Might/Deft Rolls
iii. 9-10
Missile If 2nd time > Servered

Thrown Weapon 1 22+


Ambush in plain sight
(R) 1-10 11-20 (L)
Drawn Weapon 1 20+
2 handed i. 19-20 Out cold
Small Mechanical** 1 18+ ii. 14-15 Unconscious until Fight End
1 Turn reload (2 hands!) iii. 11-12 An enemy can slay you in 1 Turn

Large Mechanical 1 18+ i. - Near death


1 Turn reload (2 hands!) ii. 16-17 Die in 2 Turns if no First Aid
+2 Attack Bonus iii. 13-14
i. - Severed
Restrictions: * Small species ** Large species
ii. 18 Treat as Broken leg/arm but
Snag on Attack, no Att. Stunts or Combat Tricks
iii. 15-16 cannot limb use at all
If already severed > Decapitated!

WEAPON RANGE p158 (R) 1-5 6-10 (L)

(R) 11-15 16-20 (L)


Current Area Melee
1 Area away Lash
i. - Mutilated
Thrown
ii. 19 Die in 2 Turns if no First Aid
Small Mechanical Missile
iii. 17 -1 to Aptitude
2 Areas away Drawn
i. - Mortal wound
Large Mechanical Missile
ii. 20 1 Turn to Act then you die
iii. 18
i. - Quiet death
ii. - You are dead
iii. 19
i. - Messy affair
ii. - There is nothing left of you
iii. 20

455

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

OBJECT DEFENSE RATING p263 Oil/Fuel

Material Defense Rating  Once ignited does 1 Heart per Round


 At 0 Hearts then Caustic/ Burning Injury or
Fragile 10
object Sundered
Resistant 14  Harmful Conditions added to Area (optional)
Hard 16
Solvent
Very Hard 18
 Attack roll needed
Supernatural 20  1 Unit causes Caustic/Burning Injury

Grenade
OBJECT HEARTS p263
 Thrown Range: 1 Area
Hearts Size
 All in Area make a Deft Check or lose 1 Heart
1 Small hand-held and are Toppled

4 Large hand-held
Bomb
6 Chib-sized
 1 Action to Set
8 Human-sized  Everyone up to 1 Area away is Toppled and
must make a Deft Check or lose 8 Hearts
12 Cart-sized
 Structures lose 8 Hearts

MISCELLANEOUS INFO

Battle Ready Mounts

 Provides Attack Assist

Dual wielding

 2nd Attack suffers a Minor Penalty (-2)

Shield parry

 Can parry 1 hit per Fight

PERILS

IMPACT TABLE p267 CAUSTIC/BURNING INJURIES p267

Height Speed Injury level


1-5 Shock
<15 ft <15 mph i. Light Lose next Action
<30 ft <30 mph ii. Severe
>30 ft >30 mph iii. Critical 6-15 Superficial burn
-1 Penalty to all rolls
If 2nd Superficial Burn > Serious Burn

16-20 Serious Burn


-1 Penalty to all rolls
-1 Hearts Total
If you receive a subsequent Burn >
another -1 Hearts Total
If Hearts 0 > Death
456

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
VI

AILMENTS p268 Overburdened

 Speed Rating is reduced by 1


Ballooned CHARACTER
 Snag on all Might & Deft. Checks SHEET
 Speed Rating reduced to Slow GEAR LIST
Petrified
 Snag on all Might, Deft.,Grit rolls GAME
 Snag on Attack rolls  Round 1: Legs freeze BASICS
Round 2: Arms freeze CHECKS &
 Foes gain Edge on Attack Round 3: Petrified CONTESTS
 You are buoyant  You cannot perceive what’s around you
JOURNEY

 Your clothes are ruined  In petrified state you can be Sundered as if an


EXPLORE

 You cannot fit in small spaces or through object (Defense Rating depends on Material) NEGOTIATE
regular sized doors FIGHT
Putrefied PERILS
Blinded/Deafened
 Lose 1 Heart per Turn DOWNTIME
 Snag on all rolls involving removed sense  Make a Grit Check at 0 Hearts CRAFT
Failure: Effect defined by cause INDEX
Chibbed of putrefaction
Success: Putrefaction process ends
 Small Species are immune
 Medium > Small: -1 Might, 8 Inventory Slots Restrained
 Large > Medium: -1 Might, 10 Inventory Slots
 GM decides what actions you can perform
 Note that Combat Gear Allowance changes! with Restrained limb(s)
 GM decides if a Might or Deft. Check
Disoriented to escape from restraints
 Insight Check before every Check, Contest,
or Attack. Starved
 If you Fail the Insight Check but succeed  For each day without food suffer -1 to your
on your next roll the GM will impose an Hearts Total
undesirable outcome or effect
 If you reach 0 Hearts you die!
 Requires an assistant to use an Action and
make Insight Check to remove Ailment  Remove Ailment by consuming 1 day’s worth
of nutrition
Dispirited
Suffocated
 Can’t Move or use Action (unless forced)
 You can hold breath for ½ your Grit Aptitude
 No Speed Bonus on Defense Rating in Turns (values are rounded down)
 Requires an Action from an assistant in the  After this you fall unconscious and die on the
same Area and you must make an Aura next Turn if you are not rescued
Check to remove Ailment
Terrified
Fatigued
 PCs suffer a Snag on Checks and Attacks
 For each day without sleep you suffer a -1 when interacting with the source of terror
Penalty to Checks, Contests, and Attacks
 Companions/GMCs move away or are
 If Penalty exceeds half your Rank you will paralyzed with fear
collapse for 24 hours
 24 hours sleep needed to remove Ailment Toppled

Jellyfied  You cannot Move


 No Speed Rating Bonus on Defense Rating
 Might & Deft. Aptitudes cut in ½
 Snag on all Attacks, Might & Deft. rolls
 Speed Rating reduced to Slow
 Foes gain Edge on Attack
 Immune to Falling/Impact Injury
 It takes 1 Turn to stand up
 Water is now a Harmful Condition for you
 You can squish through small gaps 457

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
CHARACTER CREATION PLAYING THE GAME OUTER WORLD GM’S GUIDE ADVERSARIES APPENDIX

DOWNTIME

 Snag when trying to change a Reputation


DOWNTIME ACTIVITIES p273
 An Alter-ego can have different Reputation

Crafting Research next Adventure


 See Crafting rules  Entire team gain 1XP for going on a
Researched Adventure
Healing
Socializing
 You can heal 1 Injury per Downtime
 Your least severe Injury heals first  Your Aura vs. their Grit (or vice versa)
Success: Gain +1 to Hearts Total until next
 Using Treatment Services can remove a 2nd Downtime... and establish a Social Bond
Injury/Ailment
 Severed/Mutilated Injuries need Advanced Taming
Magical Treatment to heal
 Your Aura vs. beast’s Grit (or vice versa)
Identify relic Success: GM assigns beast as Pet, Mount, or
Pack Beast.
 Check depends on relic:  You must be higher Rank than beast to tame
Techno-Relic/Gadget: Insight Check  Minor Bonus (+2) if you appeal to a weakness
Artifact: Aura Check
Magitech: Insight or Aura Check
Training your Companions
Fail: You can carry on with Reckless Research
or try again next Downtime and benefit from  Your Aura vs. Companion’s Grit
an Edge Success: Companion gains 1 Training Point
Fail: Edge on next attempt
 Reckless Research
1-8 Snap > Light Repairs  Training Points can be spent on...
9-15 Kaboom!! > Roll on Injury Table  Weapon proficiency (2 pt)
16-20 What the...!? > Relic related  Skill (4 pt)
 Enhanced movement (4 pt)
Preparation
 Value boost (2 pt)
 Spend money on Gear and choose a number
of Inventory Slots to leave blank. Unique Endeavor
 Choose the Gear you need during play and
write in Slots (or convert back to money)  GM decides if your endeavor is feasible
 GM decides if Check or Contest required
Recruitment

 Your Aura vs. Follower/GMC Grit (or vice versa) SOCIAL BONDS p279
 Can’t recruit Follower/GMC of same or
higher Rank than you  Form a Social Bond with a PC/GMC by
Socializing together during Downtime
 Minor Bonus (+2) if a Social Bond or
weakness is exploited  Minor Bonus (+2) for rolls if a Social Bond
provides you with extra motivation
 Major Bonus (+4) if both apply!

Reputation management REPUTATIONS p279

 Aura Check
 Minor Bonus (+2) on rolls where
Success: You gain a Minor Bonus (+2) when
Reputation helps
using your Reputation
Fail: You are ignored or create the wrong  Minor Penalty (-2) on rolls where
impression Reputation hinders
 Edge when spreading existing Reputation to
new area

458

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
VI

CRAFT

CHARACTER
CRAFTING PROCEDURE p281 CRAFTING IMBUED GEAR p286 SHEET

GEAR LIST
1. Choose item to Craft
1. Identify Imbued Gear Type GAME
2. Check tools & materials BASICS
2. Choose Suitable Material
CHECKS &
3. Make Crafting roll
3. Choose Additives CONTESTS
JOURNEY
4. Make Crafting roll
CRAFTING DISCIPLINES p282 EXPLORE
NEGOTIATE
IMBUED GEAR TYPES & ABILITIES p286
FIGHT
Alchemy Substances & chemicals
PERILS
Artificing Trinkets & jewelry Imbued Weapons
DOWNTIME
 Suitable Materials: Magic Metals
Cooking Consumables CRAFT
 Imbuable Abilities: Attack INDEX
Forging Weapons & armor
Imbued Armor
Gadget. Mechanical devices
 Suitable Materials: Magic Metals
Tailoring Clothes & accessories  Imbuable Abilities: Defense, Eldritch

REPAIR & CUSTOMIZATION p285 Imbued Shields

 Suitable Materials: Magic Metals


Light repairs  Imbuable Abilities: Defense

 Repair damaged (still usable) item, but not


Imbued Outfits
Sundered item
 Requires 1 Specialist Kit and few hours  Suitable Materials: Magic Fabrics
Success: Restore all object Hearts  Imbuable Abilities: Empowering, Glamor
Fail: Item remains broken, expends
1 use of Kit Permanent Artifacts

Extensive repairs  Suitable Materials: Any solid Magic Material


 Imbuable Abilities: Empowering, Eldritch
 Repair Sundered (unusable) item
 Requires Workshop and 1 day Temporary Artifacts
Success: Usable, with all object Hearts
Fail: Crafting Mishap  Suitable Materials: Mundane Materials
 Imbuable Abilities: Empowering, Eldritch
Customization
Imbued Consumables/Expendables
 Requires the same crafting equipment as
would be needed for manufacturing the item  Suitable Materials: Magic Consumables
and 1 day
 Imbuable Abilities: Attack, Defense,
Success: Item is customized
Empowering, Eldritch, Glamor
Fail: Crafting Mishap

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

INDEX

Artificing (Crafting Discipline) p282


A
Artisan’s Outfit (Gear) p172
Abilities p12 Artisan Smithy (Calling Ability) p37
Able Alchemist (Calling Ability) p24 As Tough as you Look (Species Ability) p97
Access Points p232 Ash Bronze (Magical Material) p289
Achievement XP p205 Assault (Custom Shield Ability) p171
Actions p254 Asura, Lajja (Adversary) p360
Additives p291 At Your Side (Calling Ability) p44
Adorable (Quirk) p136 Attack (Action) p254
Advanced Sensor Suite (Adversary Ability) Attack Assist (Action) p256
p379
Attack Bonus p246
Advancing in Rank p205
Attack Stunt (Action) p255
Adventure Hooks p332
Authoritative Outfit (Gear) p173
Adventure Maps p319
Adventuring Gear (Gear) p179
Adversary Categories (Adversary Creation) B
p357
Adverse Terrain (Journey) p225 Back and forth without a fuss (Adversary Ability)
389
Ageless (Species Ability) p103
Backpack (Gear) p173
Aiden (Location) p305
Ballooned (Ailment) p268
Aken’s Succor (Additive) p291
Barbed Justice (Calling Ability) p53
Alchemist’s Kit (Gear) p176
Barricade (Custom Shield Ability) p171
Alchemy (Crafting Discipline) p282
Barrier (Adversary Ability) p398
Allegiance p206
Basic Areas (Battlefields) p248
All Range Attack System (Adversary Ability)
p380 Basic Potion (Gear) p177
Altgrave Ultima (Calling Ability) p72 Battle Butler (Adversary) p390
Always bet on the Little One (Species Ability) Battle Bonds (Calling Ability) p44
p89 Battle Dance (Calling Ability) p44
Always Prepared (Quirk) p134 Battle Princess (Calling) p40
Ambush (Fight) p252 Battle Ready (Mount) p187
Angelic Countenance (Quirk) p137 Battle Scanner (Quirk) p146
Anti-Hazard (Custom Armor Ability) p166 Battlefield Domination (Adversary Ability)
Appealing Outfit (Gear) p173 p395
Apprentice Thinker (History) p125 Beast Handler (History) p119
Arachnid Armament (Adversary Ability) p428 Beast Tongue (Quirk) p141
Arc Melee Weapon (Gear) p153 Berserker (Calling Ability) p31
Arcane Afterburner (Adversary Ability) p379 Big Eater (Quirk) p137
Arcane Artificing (Calling Ability) p61 Big Magic Shot (Adversary Ability) p367
Arcane Beleaguerment (Adversary Ability) Big ‘Un (Adversary Ability) p369
393 Bind (Adversary Ability) p398
Arcane Powder, Solid (Magical Material) p290 Bio-Mechanoid (Species) p104
Archive Researcher (History) p117 Bio-Sorcerous Body (Adversary Ability) p387

460

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
VI
Bioskin (Quirk) p147
C
Bit Stream (Species Ability) p105
Bizzer Swarm (Adversary) p364 Calling p12 CHARACTER
SHEET
Black Glove Cavalier (History) p117 Calling Table p12
GEAR LIST
Blackout Goggles (Gear) p173 Camp (Journey) p229
GAME
Blade of Darkness (Calling Ability) p55 Canine Pounce (Adversary Ability) p403 BASICS

Blast (Adversary Ability) p398 Cart (Gear) p197 CHECKS &


CONTESTS
Blaster Mage (Adversary) p366 Cargo (Custom Armor Ability) p167 JOURNEY
Blazing Garden (Region) p308 Cat’s Eyes (Calling Ability) p26 EXPLORE

Blight Raider (History) p110 Caustic Miasma (Adversary Ability) p414 NEGOTIATE

Blinded/Deafened (Ailment) p268 Caustic/Burning Injury (Peril) p267 FIGHT

Blistering Pace (Calling Ability) p37 Caustic Truth (Calling Ability) p54 PERILS

Cautious Movement (Explore) p234 DOWNTIME


Blubbery Hide (Adversary Ability) p369
CRAFT
Blue Collar (History) p127 Celebrated Artist (History) p112
INDEX
Bomb (Gear) p178 Chain Breaker (Species Ability) p97
Bonus, Major p214 Charming Grifter (Calling Ability) p26
Bonus, Minor p214 Chibbed (Ailment) p268
Bonuses & Penalties p214 Chittering Puppetry (Adversary Ability) p424
Boon Companion (Calling Ability) p19 Chompa (Adversary) p368
Booster Cakes (Gear) p177 Chompa Hide (Material) p369
Boring (Quirk) p134 Chompa Teeth (Material) p369
Born of the Sun (Species Ability) p95 Chosen One (Adversary) p370
Borrowed Blade (Calling Ability) p26 City Scrivener (History) p120
Bounder (Calling Ability) p32 Clacking Cranium (Gear) p405
Brawler (Calling Ability) p31 Clear Intent (Quirk) p134
Brazen Defense (Calling Ability) p30 Cloak of Obscurity (Calling Ability) p63
Breeze Rider (Gear) p197 Cloud Breaker (Gear) p198
Bright Damage p259 Coins (Gear) p151
Bright Gifts Table p206 Colloid Corpus (Adversary Ability) p383
Bright Speech p109 Colossal Species (Adversaries) p435
Bright Water, Liquid (Magical Material) p290 Combat Actions (Action) p254
Brotherhood of Pests (Adversary Ability) p425 Combat Coordinated (Calling Ability) p18
Brute (Calling Ability) p30 Combat Momentum (Calling Ability) p29
Bulwark of Disdain (Calling Ability) p53 Combat Opportunist (Calling Ability) p25
Buoyant (Custom Armor Ability) p166 Combat Shell (Adversary Ability) p379
Burden (Adversary Ability) p398 Combat Trick (Action) p256
Buried Kingdom p310 Combination (Custom Weapon Ability) p160
Burn Injury Table p267 Common Rural Goods (Gear) p179
Bushi Miyabi (Calling Ability) p70 Common Urban Goods (Gear) p179
Buster Arm (Quirk) p146 Compass (Gear) p174
Buzz Bombs (Gear) p365 Compassion Cure (Calling Ability) p43
Buzzer (Animal Companion) p188 Comrade Agitator (History) p124
Buzzing Mass (Adversary Ability) p365 Concealed Melee Weapon (Gear) p152

461

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
CHARACTER CREATION PLAYING THE GAME OUTER WORLD GM’S GUIDE ADVERSARIES APPENDIX

Concentrated Goop (Gear) p383 Dark Tongue p109


Congruent Consciousness (Adversary Ability) Dashing Attacker (Calling Ability) p35
p397
Deacon Galrave (Calling Ability) p70
Consumed by Darkness (Adversary Ability)
Defend (Action) p254
p373
Defense Rating (Fight) p247
Cooking (Crafting Discipline) p283
Degrading Presence (Adversary Ability) p362
Coracle (Gear) p197
Demon, Blighted (Adversary) p372
Corpse Commodities (Adversary Ability)
p419 Demystify (Calling Ability) p64
Corrosive Contact (Adversary Ability) p383 Desperate Friendship (Calling Ability) p53
Costume (Gear) p172 Desperate Scurry (Calling Ability) p26
Count Paris (Calling Ability) p72 Destined (Quirk) p140
Counter Fang (Calling Ability) p37 Dew Silver (Material) p289
Courageous Determination (Adversary Ability) Disgraced Scion (History) p114
p371 Disguised (Custom Weapon Ability) p160
Couturier (Calling Ability) p52 Disoriented (Ailment) p269
Crafter Commission & Repair (Service) p202 Dispirited (Ailment) p269
Crafting Mishap Table p294 Doggone Good Sense (Adversary Ability)
Crafting Mishaps p294 p401, 403
Crafting Prodigy (Calling Ability) p17 Domestic (History) p127
Cramped (Battlefield Condition) p250 Don’t Mind Me (Calling Ability) p17
Creating Adversaries, Ability Levels p433 Dowager Colette (Calling Ability) p74
Creating Adversaries, Ability Limits p434 Downtime p272
Creating Adversaries, Ability Type p432 Drawn Missile Weapon (Gear) p158
Creator’s Script p109 Dread Orator (Quirk) p140
Crowned (Quirk) p141 Dreadful (Calling Ability) p69
Cry of the Heart (Calling) p43 Dream Call p109
Cryptic Heritage (Species Ability) p95 Dreamer (Quirk) p142
Crystalia (Location) p305 Dual Wielding (Fight) p254
Curious (Quirk) p134 Dungeoneer’s Kit (Gear) p176
Curse of the Skull (Adversary Ability) p410
Curses (Crafting) p295
E
Customizing Gear (Crafting) p285
Custrel (Companion) p186 Earning Experience p205
Cutting Wit (Calling Ability) p19 Easily Overlooked (Species Ability) p89
Edge p214
Education, Faculty (History) p128
D
Education, Student (History) p128
Dangerous (Custom Weapon Ability) p161 Effort XP p205
Dark Bone Dust (Additive) p410 Egomet (Calling Ability) p75
Dark Damage p259 Eldritch Explosives (Calling Ability) p63
Dark Demeanor (Quirk) p137 Element Gem (Additive) p291
Dark Divinity (Adversary Ability) p362 Elemental Vex (Adversary Ability) p393
Dark Gifts Table p207 Elf (Species) p102

462

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
VI
Elsewheres (Region) p313 Frost Damage p259
Emissary of Sol (History) p120 Functional Outfit (Gear) p172
Engulf (Adversary Ability) p365 Furious Rampage (Adversary Ability) p385 CHARACTER
SHEET
Ennui Sludge (Additive) p292 Furtive (Calling Ability) p23
GEAR LIST
Everyday Divination (Calling Ability) p60 Fuzzcoil (Companion) p189
GAME
Expeditious Manner (Adversary Ability) p391 BASICS

Explore Procedure p231 CHECKS &


CONTESTS
G
Extra Move (Action) p257 JOURNEY
Extreme Weather Outfit (Gear) p172 Gadgeteer’s Kit (Gear) p176 EXPLORE

Gadgeteering (Crafting Discipline) p284 NEGOTIATE


FIGHT
Galvanus Archipelago (Location) p307
F PERILS
Galvanizer (Calling Ability) p32
DOWNTIME
Factotum (Calling) p16 Gear p150
CRAFT
Factotum Pack (Calling Ability) p17 Gear List p446
INDEX
Fade Song p109 Gems (Currency) p151
Faith in the Wind (Calling Ability) p36 Gemlight (Calling Ability) p42
Fairy Cap (Quirk) p143 Getting Lost (Journey) p227
Falling/Impact Injury (Peril) p267 Giant Killer (Calling Ability) p31
Fatigued (Ailment) p269 Gifts p206
Favored by Fate (Adversary Ability) p371 Giga Body (Adversary Ability) p385
Favored Weapon (Calling Ability) p29 Giga Gruun (Adversary) p384
Fearsome Growl (Adversary Ability) p403 Giga Hide (Adversary Ability) p385
Felucca (Gear) p198 Girthsome (Quirk) p136
Ferrous (Quirk) p144 Gleysian Alloy (Material) p380
Fey Wood (Material) p289 Gleysian Code p109
Field Sapper (History) p124 Glittering Machine (Calling Ability) p42
Fight Procedure p245 Glowing Ink (Calling Ability) p61
Figment Follower (Quirk) p144 Gobbo Werks (Species Ability) p99
First Aid (Action) p258 Goblin (Species) p98
Fitful Sleep (Calling Ability) p69 Goop (Adversary) p382
Flame Damage p259 Grand Grimoire (Calling Ability) p59
Flanker (Calling Ability) p25 Grasping Tresses (Quirk) p138
Flash Step (Calling Ability) p37 Grenade (Gear) p178
Fleeing (Action) p258 Grim Wing (Adversary) p386
Float Stone (Material) p289 Grime Goo, Liquid (Material) p290
Folklorist (Calling Ability) p18 Growl (Companion) p188
Forge Hand (History) p124 Grubbish (Companion) p193
Forging (Crafting Discipline) p283 Gruun (Species) p96
Forsaken Shadow (Adversary Ability) p414 Guardian (Quirk) p141
Forsaken Wanderer (History) p110 Guide (Companion) p186
Fortune’s Fool (Calling Ability) p20 Guides (Journey) p226
Free Runner (Calling Ability) p36 Guild Agent (History) p112
Frost Blade (Calling Ability) p52

463

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
CHARACTER CREATION PLAYING THE GAME OUTER WORLD GM’S GUIDE ADVERSARIES APPENDIX

Imbued Armor (Crafting) p286


H
Imbued Consumable/Expendable (Crafting)
Hardy Rations (Gear) p177 p287

Harmful (Battlefield Condition) p250 Imbued Gear Types (Crafting) p286

Harmonious Geomancy (Calling Ability) p65 Imbued Outfits (Crafting) p287

Hasty Movement (Explore) p234 Imbued Shields (Crafting) p287

Heal an Injury (Downtime) p273 Imbued Weapons (Crafting) p286

Healer’s Hands (Calling Ability) p18 Immaculate Uniform (Adversary Ability)


p389, 391
Heart’s Aegis (Calling Ability) p46
Immortal Ego (Species Ability) p103
Heart’s Blade (Calling Ability) p41
Impact Table (Peril) p267
Hearts (Taking Damage) p259
Impatient Destroyer (Adversary Ability) p395
Hearts Total (Combat Values) p246
Imperatrix Delilah (Calling Ability) p73
Heaven Seal, The (Region) p312
Imposing Figure (Adversary Ability) p379
Heavy Armor (Gear) p163
Indomitable (Calling Ability) p32
Heretic (Calling) p68
Industrial Frame (Quirk) p145
Hide in Plain Sight (Calling Ability) p26
Inexorable Sludge (Adversary Ability) p383
High Akenian p109
Infested (Quirk) p142
Hinterland Noble (History) p121
Influencing Factors (Negotiation) p241
Hocus Pox (Calling Ability) p62
Injury Table (Damage) p260
Hollow Eyed Servants (Adversary Ability)
p407, 409 Inner Dramatics (Calling Ability) p25

Hollow Queen’s Kingdom (Location) p305 Insectoid Aspects (Adversary Ability) p423

Holy Icon (Gear) p180 Insectoid Form (Adversary Ability) p422

Holy Isle Samurai (History) p116 Inspect (Explore) p235

Homeland & History p108 Integrated (Custom Armor Ability) p166

Homeland Table p109 Intercontinental Travel (Journey) p203

Honored Laborer (History) p123 Into the Fray (Calling Ability) p29

Hoshi-Ban p109 Inventory Slots p151

Howls of the Lost (Adversary Ability) 414 Isolated (Battlefield Condition) p250

Human, Dimensional Stray (Species) p86


Human, Native (Species) p84
J
Hunter’s Blood (Species Ability) p93
Hunter’s Focus (Calling Ability) p35 Jellyfied (Ailment) p270
Hunting & Foraging (Journey) p229 Journey Procedure p223
Hut (Gear) p200 Journeying with Animals p187
Jubilant Performer (History) p120
Jumbug (Companion) p191
I
Jumpy (Quirk) p133

Iconoclast (Calling Ability) p55


Identifying a Relic (Downtime) p274
Idle Rich (History) p128
Illumination (Gear) p175
Imbuable Ability Types (Crafting) p287

464

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
VI

K M

Kawarimi (Calling Ability) p24 Macabre Aura (Adversary Ability) p409 CHARACTER
Killservants (Adversary) p388 Machine Labyrinth (Location) p311 SHEET

GEAR LIST
Kin to Fire (Quirk) p143 Mad Machine (Adversary Ability) p377, 379
GAME
Kingdom Map (Gear) p174 Made of Sterner Puff (Adversary Ability) p417 BASICS
Kinless Vagrant (History) p118 Mage Breaker (Quirk) p139 CHECKS &
CONTESTS
Knight Errant (History) p113 Magia University Graduate (History) p112
JOURNEY
Magic Shot (Adversary Ability) p367 EXPLORE
Magician Apparatus (Adversary Ability) p397 NEGOTIATE
L
Magitech Graft (Quirk) p138 FIGHT

Labor Frame (Adversary Ability) p377 Magnificent (Custom Armor Ability) p167 PERILS

Maintenance Drone (Adversary) p376 DOWNTIME


Lalka (Adversary) p392
CRAFT
Lantern (Gear) p175 Malignant Gift (Adversary Ability) p373
INDEX
Large Mechanical Missile Weapon (Gear) Mana Blast (Adversary Ability) p387
p158 Mana Burst (Adversary Ability) p367
Large Shield (Gear) p169 Mana Crush (Calling Ability) p64
Large Species p106 Mange Bandit (Adversary) p400
Largzard (Companion) p192 Many Masks (Calling Ability) p23
Lash Melee Weapon (Gear) p153 Map, Local (Gear) p174
Legend in Your Own Time (Calling Ability) Mascot Chassis (Quirk) p146
p45
Masked (Quirk) p144
Legendary Gear (Adversary Ability) p371
Massive Size p434
Legerdemain (Calling Ability) p25
Massive Species p434
Leisurely Focus (Species Ability) p87
Master of Spectacle (Calling Ability) p20
Light Armor (Gear) p163
Master Tactician (Calling Ability) p30
Light Footed (Calling Ability) p23
Master Villain (Adversary) p394
Lightning and Thunder (Calling Ability) p38
Master Villain, Oppressor (Adversary) p394
Lightning Damage p259
Master Villain, Pedagogue (Adversary) p396
Like the Wind (Calling Ability) p35
Master Melee Weapon (Gear) p153
Linger (Explore) p235
Mechanical Motion (Custom Armor Ability)
Linked Contests p220 p167
Living Dead (Adversary Ability) p405, 407, Medicine Peddler (History) p115
409, 419
Medium Armor (Gear) p163
Living Nightmare (Adversary Ability) p429
Medium Species p106
Long Grabber (Gear) p181
Meltshroom (Additive) p292
Lost Crystal (Location) p311
Menace (Adversaries) p430
Lost! Table p227
Mender’s Kit (Gear) p176
Love-Love Chef (Calling Ability) p43
Merchant Scion (History) p116
Low Speech p109
Meticulous Dungeoneer (Calling Ability) p24
Loyalty Checks p183
Mighty Munch (Adversary Ability) p369
Lumi-Slime Lantern (Gear) p175
Messenger Kaila (Calling Ability) p71
Lyrical (Quirk) p142
Mighty Melee Weapon (Gear) p153
Military/Law Enforcement (History) p128

465

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
CHARACTER CREATION PLAYING THE GAME OUTER WORLD GM’S GUIDE ADVERSARIES APPENDIX

Mindfulness (Calling Ability) p38 Nightwall Yeoman (History) p111


Miscellaneous Actions (Fight) p258 No-Folk Land (Location) p309
Mischievous Miniscule (Adversary Ability) Non-Combat Injuries (Perils) p267
p393
Not of Flesh And Blood (Species Ability)
Miser (Quirk) p135 p105
Mistake Sugar (Additive) p292 Nox-Vision (Quirk) p147
Mokko-Do (Companion) p191
Momentary Fortress (Calling Ability) p66
O
Monarch Homunculi (Species Ability) p91
Monster Slayer (History) p118 Object Defense Ratings (Sundering) p263
Morph Mud (Additive) p293 Object Hearts (Sundering) p263
Morphic Armament (Adversary Ability) p380 Obscured (Battlefield Condition) p251
Mortifying Bloat (Calling Ability) p61 Observer (Exploration) p233
Moss Scraper (History) p123 Obstinate (Species Ability) p87
Mountain of Glass (Adversary Ability) p428 Oil/Fuel (Gear) p178
Mounted Combat p187 Old Iron (Location) p311
Moving (Fight) p253 Oldtech Junker (History) p115
Moving Through an Adventure Site p234 Oldtech Proficiency (Species Ability) p93
Multi-Tasker (Calling Ability) p20 Opened Hearts (Calling Ability) p45
Mundane Materials p288 Opportunistic Butcher (Calling Ability) p30
Mundymutts (Adversary) p400 Oppressor (Adversary) p394
Murder Maid (Adversary) p388 Orphaned Shinobi (History) p115
Murder Princess (Calling) p50 Other Wording p109
Murk (Location) p305 Other World (Region) p313
Murk Dweller (History) p111 Other World Pocket Device (Gear) p182
Murky Mask (Calling Ability) p62 Other World Sidearm (Gear) p182
Out Damn Spot (Adversary Ability) p389
Overbearing Antagonist (Calling Ability) p32
N
Overburdened (Ailment) p270
Naming Companions p183 Overwhelming Might (Calling Ability) p55
Nanotech Maintenance (Quirk) p147
Navigation Tools p226
P
Nearsighted (Quirk) p136
Neet (History) p126 Pack Tactics (Calling Ability) p20
Negotiate p238 Panther Conditioning (Species Ability) p93
Negotiate Procedure p239 Passion’s Fire (Calling Ability) p43
Negotiating With Groups p242 Past Injury (Quirk) p140
Negotiation Tactics p240 Paw Post (Service) p202
Never Stand Alone (Calling Ability) p46 Peculiar Taste (Quirk) 143
Never Surrender (Adversary Ability) p395 Pedagogue (Adversary) p396
New Ore (Location) p 311 Pedantic (Quirk) p133
Night Born (Species Ability) p91 Permanent Artifacts (Crafting) p287
Night Haven (Location) p307 Personal Analytics (Species Ability) p105

466

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
VI
Personal Rainy Day (Adversary Ability) p417 Ranger (Calling Ability) p36
Petrified (Ailment) p270 Rapid Fire (Custom Weapon Ability) p161
Physician’s Kit (Gear) p176 Rations (Gear) p177 CHARACTER
SHEET
Pilose Bumpo Fleece (Material) p290 React (Action) p258
GEAR LIST
Piloting Vehicles p196 Rebreather (Gear) p173
GAME
Pixie Blossom Leather (Material) p290 Record Etcher (History) p124 BASICS

Points (Journey) p224 Recreational Attractions (Service) p202 CHECKS &


CONTESTS
Portian University Graduate (History) p116 Recruiting Followers p184 JOURNEY
Pouch (Gear) p173 Recruitment (Downtime) p275 EXPLORE

Practical Flight (Calling Ability) p64 Red Petal Revenge (Calling Ability) p55 NEGOTIATE

Precarious (Battlefield Condition) p251 Regional Map (Gear) p174 FIGHT

Preparation (Downtime) p274 Relentless Pursuer (Calling Ability) p55 PERILS


DOWNTIME
Prestidigitonium (Calling Ability) p60 Repairing & Customizing Gear (Downtime)
p285 CRAFT
Prince Justinius (Calling Ability) p73
Reputation p279 INDEX
Pride Coast (Location) p309
Reputation Management (Downtime) p275
Prism Feather (Additive) p292
Research Your Next Adventure (Downtime)
Prodigy (Species Ability) p85
p276
Promethean (Species) p94
Resolute Overseer (History) p125
Prominent Accessory p327
Restrained (Ailment) p270
Prosthetic Replacements p262
Results of a Day’s Travel (Journey) p229
Proudhound Sellsword (Adversary) p402
Retail/Service (History) p127
Pudge Grub (Companion) p189
Roaring Spirit (Calling Ability) p32
Pull yourself Together (Adversary Ability)
Rokko-Do (Companion) p192
p405
Room & Board (Service) p201
Puretech Salvage (Material) p377
Rounds p252
Purr (Companion) p190
Ruin Scavenger (History) p122
Purviews p108
Rush (Journey) p229
Putrefied (Ailment) p270
Rushing Fist Style (Calling Ability) p36

Q
S
Queen Amhika (Calling Ability) p75
Sage (Calling) p58
Quick Melee Weapon (Gear) p153
Sage’s Staff (Calling Ability) p59
Quirks p132
Scamp (Companion) p185
Scanner (Gear) p181

R Scholar (Companion) p185


Scornful Bolt (Adversary Ability) p363
Radiant Blade (Calling Ability) p45 Second To None (Calling Ability) p17
Rai-Neko (Species) p92 Secret Compartment (Custom Weapon Ability)
Raider (Calling) p34 p161
Rank p205 Seer Kasnah (Calling Ability) p71
Rank, Adversaries p431 Self Assembly (Adversary Ability) p407, 409
Rank, Character p204 Sentinel (Calling Ability) p31

467

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
CHARACTER CREATION PLAYING THE GAME OUTER WORLD GM’S GUIDE ADVERSARIES APPENDIX

Servant Pazuu (Calling Ability) p74 Social Learner (Calling Ability) p19
Shade Iron (Material) p289 Socializing (Downtime) p276
Shadough, Solid (Material) p290 Sol Alliance (Location) p309
Shadow Beast (Adversary) p412 Sol Invictus (Species Ability) p95
Shadow Blight (Magical Disease) p374 Solvent (Gear) p178
Shadow Blight Host (Adversary Ability) p 373 Soothing Darkness (Calling Ability) p66
Shadow Lands Nomad (History) p111 Soul Companion (Calling Ability) p42
Shadow Puppet (Calling Ability) p65 Soul Companion Creation p48
Shadow Sea Pirate (History) p114 Soul Link (Quirk) p135
Shadow Sight (Species Ability) p91 Special Ammunition (Gear) p161
Shadow Stone (Gear) p180 Special Success p218
Shadow Stuff (Additive) p363 Specialist’s Kit (Gear) p176
Shadowed (Custom Armor Ability) p167 Species p80
Shadowed Lands (Location) p305 Speed Rating p247
Shaggy Bumpo (Companion) p193 Spell Cutter (Calling Ability) p38
Shameful Invigoration (Adversary Ability) Spell Engine (Gear) p181
p363
Spiked (Custom Armor Ability) p166
Shard (Location) p305
Spirit Wings (Calling Ability) p45
Shard State Patrician (History) p113
Spirited Slaughter (Calling Ability) p56
Shield of Love (Calling Ability) p42
Spore (Species Ability) p99
Sheltered (Battlefield Condition) p251
Sproing Sprockets (Quirk) p145
Shining Resolve (Calling Ability) p45
Squire Marlow (Calling Ability) p69
Shining Sea Fisherman (History) p116
Stahlfeld (Location) p307
Shoddy (Custom Weapon Ability) p160
Stalwart Navigator (Calling Ability) p19
Side Effects (Crafting) p295
Standard Shields (Gear) p169
Sidestep (Calling Ability) p35
Standard Melee Weapon (Gear) p152
Silent Strider (Calling Ability) p36
Star Gem (Gear) p180
Silver Tongue (Calling Ability) p18
Starlight Farmer (History) p111
Skeleman (Adversary) p404
Startech Adept (History) p121
Skelemancy (Adversary Ability) p409
Starting Gear During Character Creation
Skelemaster (Adversary) p406 p108
Skelemonarch (Adversary) p408 Starved (Ailment) p271
Skimmer (Gear) p198 Stealthy Movement (Explore) p234
Skree (Companion) p190 Sticky Fingers (Calling Ability) p23
Sky Steel (Material) p289 Stone Song (Species Ability) p101
Skybound Destroyer (Adversary Ability) p387 Stones (Currency) p151
Small Mechanical Missile Weapon (Gear) Stowing (Calling Ability) p25
p158
Stray Step (Adversary Ability) p401
Small Shields (Gear) p169
Street Rat (History) p119
Small Species p106
Sturdy (Species Ability) p101
Snag p214
Stylish (Quirk) p135
Sneak (Calling) p22
Sudden Strikes (Calling Ability) p24
Sneezles (Quirk) p144
Suffocated (Ailment) p271
Social Bonds p279
Suffocating (Battlefield Condition) p251

468

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
VI
Sun Blotter (Adversary Ability) p387 Tragic Behemoth (Adversary Ability) p414
Sun Gold (Material) p289 Trailblazing (Journey) p226
Sundering Items p263 Training Your Companions (Downtime) p277 CHARACTER
SHEET
Sunken Isles (Location) p307 Traits p130
GEAR LIST
Superheavy Armor (Gear) p163 Transient (History) p126
GAME
Supernatural Leaping p107 Translation Journal (Gear) p176 BASICS

Supernatural Might p107 Translator Module (Quirk) p146 CHECKS &


CONTESTS
Supernatural Will p107 Trapped Song (Additive) p293 JOURNEY
Sure Kill Strike (Calling Ability) p38 Traveler’s Bag (Gear) p173 EXPLORE

Survivor (Quirk) p139 Treatment (Service) p201 NEGOTIATE

Sword Storm (Calling Ability) p54 Treatment Of Injuries p262 FIGHT

Synthetic (Adversary Ability) p377, 379 Treats (Gear) p177 PERILS


DOWNTIME
Tricky Combatant (Calling Ability) p20
CRAFT
Troubleshooter (Calling Ability) p20
T INDEX
Trusted Comrade (Calling Ability) p36
Taaga (Location) p309 Tunnel Crawler (History) p122
Tactical Assist (Action) p257 Turns (Fight) p252
Tailoring (Crafting Discipline) p284 Twitchy (Calling Ability) p24
Taming (Downtime) p277 Twilight Damage p259
Tattered Outfit (Gear) p172 Twilight Flux (Species Ability) p103
Temporary Artifacts (Crafting) p287 Twilight Meridian (Region) p306
Tenacity (Calling Ability) p52 Twilight Silk (Material) p290
Tenebrate (Species) p90 Twilight Silk Tailor (History) p115
Terrified (Ailment) p271
The Better Part of Valor (Calling Ability) p20
U
The Eaten Isle (Location) p305
The Hard Way (Calling Ability) p53 Umbra Draconis (Calling Ability) p74
The Seven Holy Isles (Location) p307 Unarmed Attacks p152
The Tunnels (Location) p311 Uncanny Strategist (Calling Ability) p32
The Widow Prisma (Calling Ability) p70 Undead Peddler (Adversary) p418
Thrown Missile Weapon (Gear) p158 Under Dweller (Species Ability) p99, 101
Thunda Clan Barbarian (History) p119 Under Warble p109
Thunda Sands (Location) p309 Underland Soldier (History) p123
Tidy Battle Stance (Adversary Ability) Unfortunate Souls (Adversary Ability) p363
p389, 391
Unhinged (Quirk) p133
Time-Critical Situations p213
Unique Endeavor (Downtime) p278
Tiny Species p434
Unruffled Monotony (Adversary Ability) p391
Tiny Unhelpful Cloud (Adversary) p416
Unshaped (Adversary Ability) p422
Tome (Gear) p176
Unshaped, Bellzuub (Adversary) p420
Toppled (Ailment) p271
Unyielding (Species Ability) p85
Torch (Gear) p175
Urarani (Adversary) p426
Town Guard (History) p112
Use An Ability (Action) p257
Townhouse (Gear) p200
Utility (Custom Weapon Ability) p161
Trade Goods (Gear) p179
Utility Servo (Quirk) p145
469

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023
CHARACTER CREATION PLAYING THE GAME OUTER WORLD GM’S GUIDE ADVERSARIES APPENDIX

Vagrant Blade (Calling Ability) p30


Valiant (Calling Ability) p29
Vehicular Combat p196
Velocipede (Gear) p197
Venomous Incantation (Adversary Ability)
p424
Very Useful Cloud (Calling Ability) p62
Vexed Dispel (Calling Ability) p56
Village Runner (History) p119

Waifish (Quirk) p137


Walker (Gear) p198
Wall of Blades (Adversary Ability) p395
War Deserter (Quirk) p123
War Drone (Adversary) p378
War God’s Might (Adversary Ability) p395
Warp Root (Material) p289
Weary (Quirk) p140
White Collar (History) p127
Wind Wears Away Stone (Calling Ability) p37
Winged (Quirk) p138
Wistful Dark (Region) p304
Withering Glare (Calling Ability) p52
Wonder Drop (Additive) p293
Workshop (Gear) p200
Workshop Rental (Service) p201
Wrath Bolt (Calling Ability) p53
Wrath’s Blade (Calling Ability) p51
Wretched Jarah (Calling Ability) p72
Wyrm Blooded (History) p120

Yacking Cranium (Gear) p407


Yogi Tulpa (Calling Ability) p71
Young (Quirk) p139
Your Worst Friend (Adversary Ability) p417

470

BREAK!! RPG BETA (v0.9.1) © Reynaldo Madriñan & Carlo Tartaglia 2023

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