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Welcome to the Breachworld RPG

I dont know how to quite tell you the story of how Breachworld came to be.
Ive written bits and pieces of the pages that follow through a number of
different states and several different countries. My primary design notebook
has made it to three continents. Ive chatted with friends and colleagues about
this project by phone, text, email, instant messenger and sitting at tables at
lunch, from the car, in my living room, or in engineering offices in Texas and
Saudi Arabia. There havent been many days that the world, characters, and
avenues to adventure found in this volume havent occupied my thoughts. I
have a lot of rough outlines and notes on dozens of other projects littering
my hard drives and file cabinets, but this is one that I havent been able to
shake.
The long journey is just a footnote now, and what matters is that somehow, after years of noodling and pondering and tinkering, this book managed
to reach you. This is a story that Ive always wanted to tell, a world Ive always
wanted to know. This is a gate to adventure that I have always wanted to open
for all of you so that we can share in it together.
Lets do this.
Jason Richards
2014

Dedication

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

Acknowledgements

Id like to acknowledge the following people who helped make this game a
reality:
My amazing and incredibly tolerant wife, Susan.
Zachary Houghton, for introducing me to Mini Six and planting this idea
in my brain.
Jason Marker, for his friendship, encouragement, assistance, and for being
someone to so greatly admire.
Ray Nolan and Phil Morris at AntiPaladin Games for creating such a sleek
and fun system in Mini Six.
Eric Gibson for graciously putting OpenD6 out there for all to use.

Responsibility in Business

Jason Richards Publishing is a strong advocate for the ethical treatment of


animals. I encourage you to spay and neuter your pets, and to join me in supporting local no-kill animal shelters. Ten percent of the profits of this book
and its supplements will be donated to Operation Kindness in Carrolton,
Texas. Thank you for helping me help others.

Foreword
The Earth is an untamed wilderness, unrecognizable from centuries ago
when humanity enjoyed a Golden Age of peace, abundance, science, and art.
This era of enlightenment was brought about by the discovery of new global
teleportation technology known as Gates. The end of human society was
similarly brought on decades later by the sudden and catastrophic malfunction of this technology, when control of it was lost and the Gates opened
random doorways through space-time. These permanent, uncontrolled rips in
the fabric of the universe are known as Breaches. Through them pour alien
beings, creatures, vegetation, plagues, and environments. The Earth was
transformed in an instant, and human civilization collapsed in an event now
known as The Fall. Very little verifiable information exists from the centuries
that span from The Fall until only a few generations ago.
The Breaches are still open and active, but humans normally avoid them,
preferring to steer clear of the dangers they present. For alien beings or
creatures that pass through, its a one-way ticket; Breaches seem to all lead into our world, but not back out again. Anything that crosses into our world is
permanently made a part of it, to live or die on our dimensional shores.
The Earth is now populated by roughly as many aliens as humans, and for
every friendly otherworldly sentient, two are hostile. Feelings about aliens
vary from one group of humans to another and the same can be said for aliens feelings toward mankind. Some groups actively hunt one another and
some work in peaceful coexistence. Some humans enslave alien races while
others are subjugated by them. Some aliens are invaders or travelers while
some were displaced to Earth by forces they could not control.
Monsters lurk in the mountains, forests, plains, seas, and skies. Otherworldly beasts often defy description, while some resemble creatures of
Earths history or legends. Some species have proven able to be broken to
wear a saddle or yoke and others seem to have a cunning intelligence that belies their animal form. They are part of a transformed ecosystem, often
bringing their habitats with them as vegetation has slowly grown through
open Breaches and rests with roots in two worlds.
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Some semblance of civilization has begun to crawl out of a Lost Age.


Pockets of humanity exist either in isolated villages or fortified cities. Others
survive by moving from place to place, scavenging or hunting or trading. The
easiest way to survive is often through bushwhacking and banditry, taking by
force what precious resources are to be had. There are rumors of huge metropolises, even whole nations that have survived The Fall, but it is difficult to
find someone who claims to have seen these wonders firsthand.
A resurgence of technology has fueled humankinds reestablishment.
Fossil fuels are almost nonexistent, but there exist some scattered ancient
power plants that are still operable. Some automated factories are still functional as well, particularly those with their own fusion reactors. Discovered
caches of Golden Age wonders can make ones fortune overnight. A handful
of weapons and plenty of ammunition can make a simple man into a king.
Even after a Lost Age, mankind has proven to be resilient and innovative as it
rediscovers secrets once thought lost to the past.
Through generations of careful study and painstaking progress, one great
discovery trumps all others. The Cooperative, a secretive group of researchers and scholars, has developed a device capable of permanently closing a
Breach. For the first time in an age, there is more for mankind to hope for
than simple survival. Now, there is a light on humanitys horizon. The Breach
Closure Device has made it possible to reclaim Earths dimensional borders,
one sealed Breach at a time. All that is left is to use it.
Awaiting you are fortune and famine. High adventure and otherworldly
horror. Epic heroics and the darkest depths of villainy. This is the world as it
exists at this instant, wide open and filled with possibilities. What happens
next, is up to you.

Introduction
What to Expect

After this short introductory section, this book is divided into three main segments.
First up, you have the section that details everything you need to know to create a
character in the Breachworld RPG. Here is where you can refer to full statistical information for Player Races, skill descriptions, Perks, Complications, and character
equipment.
Second is the section that lays out the game mechanics for the Breachworld RPG,
powered by a set of rules by Antipaladin Games, called Mini Six. This is actually a
refinement of Open D6, an OGL system owned by Eric Gibson. This is what many
gamers refer to as the crunch of the game, and includes the rules and methodology used by the Game Master to tell the story and resolve challenges using stats and
dice. There are rules for things like combat, car chases, the use of paranormal
powers, tests of skill, and character advancement. Additionally included are some
optional rules for your consideration.
Finally, you have the core of the Breachworld RPG, which is all of the information about the world, itself. This is what many gamers refer to as the fluff of the
setting. Here you will find the history of Earth and how society came to The Fall.
You will learn about the worlds many perils, and the alien and human beings that
populate it. Introductions will be given regarding some major players in world events,
or at least in those world events that will most immediately impact the characters.
At the end of the book youll find a number of resources for your use, like character sheets and reference charts to assist in character creation, gameplay, and Game
Mastering.

More than all of that, what I hope that you expect to find in this volume
is a fun, fast, and simple, yet satisfying gaming experience. I hope that you
expect to get together with friends, whether that means sitting around a kitchen table or putting on headsets in front of computers around the world. I
hope that you expect adventure. I will do my best to provide you the means.
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Role-Playing

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

Common Game Terms

For gaming veterans, most of what you find here is self-explanatory.


However, what follows are some brief comments on the nomenclature of
this specific system.
Game Master (GM). This is the designation for the games narrator and
referee.
Player Characters (PCs). These are the protagonists of the game, controlled by the individual players.
Non-Player Characters (NPCs). Every person in the gaming world that
is not a player character in an NPC, controlled by the Game Master.
Dice codes. This game uses only six-sided dice. The number before the
D is how many to roll, and any number after a + is how much to add to
the roll. The numbers after the + are called pips. For instance, 2D+2
means roll two dice and add two to the resulting total.
Each die is equal to three pips. A die code may have dice only (no
pips), +1 or +2. Going to +3 advances the die code to the next largest
die (e.g. 1D, 1D+1, 1D+2, 2D, 2D+1, etc.).
Wild die. One die rolled is always the wild die, usually represented by a
die of a different color or by rolling the dice one at a time and making the
last die rolled the wild die. If the wild die results in a six, then it is rolled
again, adding the six and the new result together. If a six comes up on the
reroll, then you add the six and reroll again! Keep doing it until the wild
die lands on something other than a six. This is sometimes referred to as
an exploding die.
Target Number (TN). This is the number a player must meet or exceed
on a roll to succeed at whatever a character is attempting. General challenges are broken down into six levels of difficulty, from Very Easy to
Heroic. Combat target numbers are based on the targets defensive scores.
Sometimes two skills are rolled against each other when characters face
off against one another. In this case you must beat the defenders roll to
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succeed. The TN of a given action might be modified by the GM depending on circumstances.


Character Point (CP). Character Points are rewards for advancing the
story through a gaming session, with special emphasis placed on good
role-playing. CPs are used between sessions to advance player characters.
Fate Point (FP). Fate Points are in-game incentives given by the GM as a
reward for a player for engaging in superior play. They are used to turn the
odds in a characters favor, such as to improve a roll or get some sort of
deference from the GM.
Scale. Its easy to hit a tank with a bullet fired from a handgun, but hard
for that bullet to actually damage the tank. Similarly, its difficult for a
battleships main gun to precisely hit a person standing on the beach, but
if the shell does hit the mark, the person is probably toast. Scale projects
these sort of differences in Mini Six by giving bonuses to strike, dodge,
deal damage, and resist damage, as appropriate.

Rule #1

Over the course of this RPG, you will find references to Rule #1. This is the
first and most important rule in the Breachworld RPG, and it consists of only
two words: have fun.
The Mini Six ruleset was selected to serve as the framework for the
Breachworld RPG simply because it facilitates fun. Breachworld is a very fast
and loose game where anything can happen. The core game and its supplements will cover a dozen types of gaming standards, from the paranormal to
human augmentation to survival to world domination. Different player
groups will opt to be good guys, bad guys, and everything in between.
To accomplish this, the ruleset has to be streamlined and adaptable. In
Mini Six, there is one mechanic that rules just about every facet of the game,
that being that an attempt to do something is rolled versus a Target Number
appropriate to the difficulty. Great though it is, and thorough as I have tried
to be in the design of Breachworld and the adaptation of Mini Six, you will
surely find issues in your sessions that dont quite fit into the system as
presented. Dont sweat it. As a player, be creative and find solutions. As a
Game Master, make a ruling and move on. Dont let figuring out how many
dice to roll, or determining difficulty levels, or applying modifiers slow down
the game or take away from the enjoyment.
So remember, there is only one rule that actually matters: have fun.
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Part 1 :
Character Creation

Character Creation

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

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Step 1 : Select a Player Race

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

Game Design Note: Your average human

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

Step 2: Allocate Dice to Attributes

Each character has four attributes which measure basic physical and mental
abilities that are common to every creature. Characters distribute dice among
the four attributes, the number of which depend on the characters Player
Race. The chosen Player Race also sets the limits on minimum and maximum
attributes for that particular species. When allocating dice to each attribute,
you may put whole dice in each or use a mixture of whole dice and pips.
Might represents physical strength, toughness, and amount of damage
dealt when striking unarmed.
Agility represents aim and coordination.
Wit represents mental creativity, intelligence, and paranormal skill.
Charm represents charisma, resolve, and leadership.
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Step 3: Select Advanced Class

During this optional step in the character creation process, the character may
take on an Advanced Class. Advanced Classes are unique bundles of abilities
that use their own special mechanics to create a slightly different gaming experience. You may play the Breachworld RPG just as well without an Advanced Class. If you're unsure if you want to pick up an class during
character creation, your character can always learn one later after he or she
has been adventuring for a while.
Learning an Advanced Class is not without cost. It requires a substantial
investment when creating or advancing the character. Not all classes are
available to all Player Races, and Game Masters might choose to exclude any
or all of them from the game in the interest of Rule #1.

Advanced Classes

In this core RPG, there is only one Advanced Class available: the Epic. This
class is in many ways the sorcerer and psychic of Breachworld. Other Advanced Classes will be available in future supplements, including characters
that are expert in hand-to-hand combat, piloting mechanical suits of armor,
melding robotics with their own flesh, and more. Each new type will have its
own special abilities and unique powers to develop.
Epic

Required: Wit attribute of at least 4D


Cost:
3D in starting skill dice, or 45 CP
An Epic, also sometimes known as a sorcerer, mage, psionic, or witch, can
harness the invisible, theoretical substance known as Aether and manipulate it
to produce Aether Feats. For more information on Aether, Feats, and the
mysteries and mechanics behind them, refer to Chapter XXX.
The new Epic immediately gains the following:
The Epic skill, starting at the Wit attribute level
Two Aether Feats of choice
The ability to learn Aether Feats with character advancement
The ability to purchase Epic Perks (see Step 5)
The ability to take Epic Complications (see Step 6)

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Aether Feat List


Air
Manipulation
Broadcast
Control Weather
Fog
Shriek
Sphere of Silence
Vaccuum

Biomedical
Manipulation
Beast Tongue
Heal
Induce Fear
Hallucination
Paralysis
Possession
Slumber
Still Mind
Telepathy

Electricity
Manipulation

Depower Object
Electric Field
Interference
Lightning Bolt
Magnetic Telekinesis
Power Electronics
Stun Bolt

Heat
Manipulation
Body Heat
Chill
Extinguish Fire
Feed Fire
Fireball
Heat Radius
Resist Heat
Spontaneous
Combustion

Kinetic
Manipulation

Accelerate
Break Fall
Deflect Projectile
Fly
Increase Gravity
Kinetic Suspension
Field
Push
Telekinesis

Light
Manipulation
Dark Vision
Flash
Hologram
Invisibility
Lantern
Laser Blast
Snuff Light

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Matter
Manipulation

Aether Weapon
Animate
Armor
Conjure Simple Object
Create Food
Create Water
Death Spell
Disintegrate
Growth
Mask

Space-Time
Manipulation

Dispel Aether Feat


Divination
Hasten
See Aether Aura
Sense Aether Feat
Sense Breach
Slow Time
Teleport

Step 4: Allocate Dice to Skills

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

Skill List
Might
Axe*
Blunt*
Brawl*
Knife*
Lift
Pole-Arm*
Stamina
Sword*

Agility

Athletics
Bow*
Dodge*
Drive
Gunnery*
Handgun*
Pilot
Rifle*
Sleight of Hand
Stealth
Throw*

* indicates a combat skill


^ special conditions apply

Wit

Aliens
Breach Science
Computer
Craft
Epic^
Language
Medicine
Navigate
Pick Locks
Repair
Search
Science
Survive
Track

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Charm

Command
Courage
Diplomacy
Persuade
Ride
Seduce
Streetwise

Skill Specializations

Specializations are focused aspects of a skill. For example, Drive specializations might include Car and Motorcycle. One skill die can be spent to gain
three specialization dice at character creation. Combat skills and the special
skills (such as the Epic skill) dont normally have specializations.

Example: Attributes, skills, and specializations

Joe Backslider, the bouncer, has a Might attribute of 3D. At character


creation, he added 2D to the Brawling skill, so it is recorded as 5D. When he
wants to get into a fistfight, he uses his 5D skill in Brawling. If he picked up
a baseball bat and tried to fight with it, he would roll only 3D in his skill
checks (his Might total), because he doesnt have any extra skill dice in the
Blunt skill.
Jills character, Kim Stepgoode, has an Agility of 3D, and therefore a base
Athletics skill of 3D. Jill wants her character to be able to be able to climb
through ruins in search of loot and adventure, but doesnt so much need
expertise in other aspects of the Athletics skill such as running or jumping.
So, during character creation, she spends 1D toward the Skill Specialization
of Climbing, which increases that aspect of the skill by 3D. This gives her
an Athletics skill of 3D, but a Specialization in Climbing at 6D.

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Step 5: Allocate Dice to Perks

During character creation, you may save some skill dice to acquire Perks for
your character. Perks provide relatively minor, situational advantages, such as
modifiers to certain skills, resistance to certain types of damage, or access to
special considerations from the Game Master. They may be purchased using
unspent skill dice or may already be included in a Player Race template.
The following Perks are meant to serve as examples and inspiration; the
number and range of possible Perks is practically endless, so GMs should feel
free to add their own. The number in parentheses is the number of whole
skill dice that must be spent to acquire the Perk. Full descriptions of all available Perks are found in a later section, but a list is provided below for your
convenience. Note that only a character who has taken the Advanced Class,
Epic, can take Epic Perks.

Perks

Armor, Light (1)


Armor, Heavy (2)
Attractive (1)
Blessed (2)
Daredevil (2)
Destiny (2)
Direction Sense (1)
Eagle Eye (1)
Extra Sense (1)
Famous (1)
Fast Draw (2)
Favors (1)
Fearless (2)
Hardiness (1)
Healing, Lesser (2)
Healing, Greater (3)
Loot (1)
Lucky (2)
Natural Weapon, Light (1)
Natural Weapon, Heavy (2)
Nightvision (1)

Patron (2)
Perceptive (2)
Prehensile Limb (1)
Quick Study (1)
Recall (1)
Reflexes (2)
Resistance (1)
Sidekick (3)
Signature Weapon (2)
Special Breathing (1)
Swimmer, Minor (1)
Swimmer, Major (2)
Unstunnable (2)

Epic Perks

Astrological Power (1)


Familiar (1)
Mentor (1)
Sanctus Sanctorum (2)
Specialist (2)
Spirit Guide (1)
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Step 6: Select Complications

During character creation only, you may select Complications for your character. These are troublesome, inconvenient, or otherwise negative traits or
characteristics that apply to the character. These grant no additional skill dice
during character creation. However, when a Complication pops up in play to
impact the game, the character earns one CP.
Characters may have at most two Complications under normal circumstances; some Player Races have a Complication or two assigned as part of
the template. Characters may not earn more than one CP per Complication
per session regardless of how often it comes up or how severely it impacts
the game. Full descriptions of all Complications are found in a later section,
but a brief list is provided below.

Complications

Age
Allergy
Crazy
Debt
Diet
Disabled
Doomed
Enemies
Fearsome Visage
Gremlins
Hazardous Environment
Illiterate
Infamous
Marked
Pariah

Personal Code
Primitive
Skeletons in the Closet
Unlucky in Love
Unlucky in Money
Soulless

Epic Complications
Astrological Flaw
Crutch
Demonic Pact
Dogma
Narrow Focus
White Wizard

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Example: Complications

Sams character, a teenage adventurer named Danny, has the Complication


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

Step 7: Select Gear

Your character starts with one weapon or piece of equipment related to each
skill you allocated dice to during character creation, plus some reasonable
personal items. For anything other starting equipment or weapons, beg the
GM. Stats for various types of equipment are found in the Gear section.

22

Player Races

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

Game Design Note: Naming Races

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

23

Creating New Player Races

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

Playing the Little Guys

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

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Humans

Whether a native of Earth or originating from some other Earth-like world


across time and space, humans represent more or less the interdimensional
average of intelligent species. They have no great racial advantages, but no
great disadvantages, either. If they have a defining trait, it is a certain resilience and adaptability. Humans are found across all of the planes of existence
because they can learn most any skill required to survive, and are physically
and mentally hardy enough to endure.
Native Earth humans, referred to as Earthlings, can obviously be found
anywhere on Breachworld, and make up roughly half of the worlds population. Earthlings are much the same as they are
during the Golden Age of the 21st century.
Survivors come from every ethnic demographic. Such distinctions have long such lost
any importance that they still held at the time
of the Fall, faced with the reality of truly alien
humans, as well as other races.
Just as the humans of Earth show great
ethnic diversity, so they show a diversity of
culture. During the Lost Age, keeping traditions alive were important to many survivors, so Earthlings maintain the practice
of any number of religions or societal values. Others lost their traditional ways over the
centuries, however, only to adopt new customs
that may still have hundreds of years of history behind them. Some Earthlings have adopted alien cultures or religions, either by
choice, or by zealous evangelism.
Humans who have found their way to
Earth through a Breach may have slight
variances in appearance. Beings that are
biologically human with the exception of
some superfluous physical characteristics
are often referred to as near-humans.
Common noticeable cosmetic variations are often limited to strange
shades or patterns of colors of the
skin, eyes, or hair. Other unusual
physical characteristics may include
pointed ears, a vestigial tail, abnormal
25

ridges or shaping to the skull, hands, or


ears, or other such distinguishing feature.
Humans
The culture of near-humans varies as
greatly as does their experience, with difAttribute Dice: 12D
ferent alien races carrying their own traSkill Dice:
7D
ditions with them across the barriers of
time and space. One universally troubleMight: 1D/4D
some dilemma for near-humans involves
Agility: 1D/4D
altering their appearance to fit in with
Wit: 1D/4D
their Earthling cousins. Many alien-oriCharm: 1D/4D
ginated humans look enough like Earth
Move: 15
natives to be able to pass with minor
physical modifications, such as coloring
Racial Perks:
hair, wearing makeup, or under-going
None
simple cosmetic surgery. This presents a
conundrum, as fitting in with the majority
Racial Complications:
of humans can greatly simplify life for
None
these dimensional cast-aways, but being
found impersonating Earthlings is
viewed as deceitful and subversive my many native humans, even to the point
of violence. The discovery and exposure of such insurgents is a powerful
weapon used by many anti-alien or pro-Earthling movements.

Description

Earthlings of Breachworld, and many alien humans, display the same variations in appearance as did their pre-Fall ancestors. The Gates made racial diversity more widespread than ever during the Golden Age, so the
descendents of that varied population is similarly diverse.
As previously noted, near-humans come in variety of forms of what an
Earthline would call human. Only cosmetic differences from an array to
vast to measure set them apart from the native kin.
It is worth noting that most species of humans are anatomically and genetically compatible. The appearance of the offspring of such couplings varies. In some cases children always bear the physical appearance of the
genetically dominant race of the coupling. In others, the appearance of a
crossbreed child is a 50/50 proposition. In still others, offspring appear as a
rough middle ground between the appearance of his or her parents.

Also Known As

In addition to the typical proper noun, Earthlings, humans of Earth ancestry


are also sometimes called Locals, Terrans, Sols, or Natives. Near-humans are
sometimes known as Imposters, Changelings, or Copycats.
26

Climbers

In the towering ruins of cities or in the canopies of wild forests live a race
known commonly as Climbers. They come from a sky-dwelling world where
most go their entire lives without setting foot on solid ground, but live atop
networks of massive towers. On Earth they have built elaborate tree houses
or found suitable shelter in the remnants of downtown office buildings or
apartment towers, which they move between using their uncanny climbing
and leaping abilities. Its a common sight in a Climber colony to see young
children hanging carelessly over a chasm hundreds of feet down, or to see
parents leap from landing to landing with a baby held freely in one hand, so
at ease are the Climbers with their physical gifts.
Rely as they might on their natural abilities in their daily lives, Climbers
have a sophisticated society with a good understanding of modern technologies, and have great success salvaging in towering ruins where most cannot
reach. The Climber homeworld featured stunning architecture and building
technologies on par with anything from the Golden Age. In that tradition,

27

even the comparative simplicity of their


makeshift villages atop skyscraping ruins
or vast networks of treehouses are comClimbers
plex, beautiful, and impressive to behold.
Attribute Dice: 12D
Friendly outsiders are often invited to
Skill Dice:
6D
take rest within the homes of these
friendly aliens, so tales of their wonder
Might: 1D/3D+1
are commonly-traded yarns among travAgility: 2D+1/5D
elers.
Wit: 1D/4D
Climbers do not stay tucked away in
Charm: 1D+1/3D+1
their lofty homes. Necessity requires
Move: 15
travel over land just for moving from
place to place in search of resources and
Racial Perks:
trade partners, or to explore the world in
Climbing
which they find themselves. Many turn
Leaping
salvage operations into profitable business ventures by selling good recovered
Racial Complications:
from towering ruins in shops in various
None
towns or trading posts, or simply set up
mobile storefronts that move between
ruined high-rises, collecting and selling as
they go. If not salvaging, Climbers often hire themselves out as wilderness
guides, navigators, or even skilled muscle for those making their way through
the tall places of Earth.
Climbers are naturally good-natured and friendly, thus are often considered naive or gullible by bandits or grifters, though in reality that are as
sharp-minded as most other races. Their disposition does help them to get
along well with humans who do not mind alien company, and other peaceful
races.

Description

Climbers are roughly human-sized, but have incredibly long, almost simian
arms and thick, powerful legs. Their wide-tipped fingers and toes have small,
retractable barbs, unsuited for combat but ideal for scaling even the steepest
surfaces. Their small, hairless heads have only simple slits for a mouth, nose,
and ears, and sit atop thin, elongated necks. They have coarse tan skin with
subtle brown, textured splotches.

Also Known As

Tree Men, Freeclimbers


28

Demonkin

Demonkin are a warlike, technologically advanced race that is easily identified by


their demonic appearance. Their
homeworld suffered a fate not unlike that of Earth, when their
own dimensional portal technology failed them. The
prime difference is that instead of opening millions
of doorways into their own
world, the portals led outward. Their failed Gates
ripped at the fabric of existence, nearly destroying
their planet. For generations, the Demonkin
have bred a never-ending conquering army on
their dying world, continually sending more of its
hellish soldiers blindly
across space-time through the
Breaches, not knowing where
they might land.
On Earth, and on every
other planet that their scourge
is unleashed upon, the Demonkin are a plague. They
establish dominions that
are ruled by the strongest
among them, brutally subjugating their fellows in addition to other races by
violence. They lack sophisticated civilization, but constantly hunt for fresh
resources to claim, literally devouring anyone who attempts to stand against
them, as they consume little but raw flesh, humanoid or otherwise. Humans
and other intelligent races are taken along with livestock and other animals to
feed the hungry armies; there are rumors that some Demonkin go so far as
to operate farms where intelligent species are bred to provide a renewable
food source. All the while, periodic reinforcements arrive with fresh shipments of weapons and equipment from their own dimension, making them a
never-ending threat.
Demonkin weapons technology is highly sophisticated and powerful.
29

Capable of killing or simply stunning live


targets, the Demonkin Rifle is an effective
weapon of destruction as well as a tool
for gathering live victims as slaves or
foodstock. The secret to fully recharging
these weapons has yet to be unlocked,
however, as recharging any Demonkin
weapon from a terrestrial power source
sees it made only half its normal potency.
Still, it is a highly sought after weapon
even when not operating at peak performance.

Description

Demonkin
Attribute Dice: 11D+1
Skill Dice:
6D
Might: 2D/5D
Agility: 1D/4D
Wit: 2D/5D
Charm: 1D/3D
Move: 16
Racial Perks:
Healing, Lesser
Armor, Light
Racial Complications:
Infamous

Demonkin have flame-red skin, strong


legs with hoofed feet, beaked mouths, a
spiked tail, and two long horns protruding from their forehead. Their hides are
thick and their wounds heal quickly, making them formidable enemies. Their energy weapon technology exceeds anything produced on Earth during the
Golden Age.

Also Known As

Breach Devils, Devilkin, Tech Demons

Demonkin Rifle

The Demonkin Rifle fires a unique packeted energy charge, as opposed to


the beam of intense light emitted by a laser weapon. While still an energy
weapon, it packs a more substantial punch, yet is still able to be wielded by a
single soldier. Recovered specimens have unique cells that are difficult to
charge by human methods, resulting in a weapon that does only half
damage.

Skill:
Rifle
Damage: 6D; 3D if rechaged by traditional human means;
May be set to lethal or stun settings.
Ammo: 25 blasts
Range: 100/500/1000 feet (30/150/300 m)
30

Dru

Dru are a race common to the Civilized Lands, having arrived on Earth
through a Breach found in the hill country to the west. They are notable for
their wandering culture and easygoing nature, as well as for their innate, limited psychic ability to commune with animals.
The Dru homeworld is very much like Breachworld in many respects. It
has wide open wilderness covering much of the surface, with towns and cities
isolated from one another geographically. There is no urban sprawl, as the
Dru as a people greatly value the outdoors and being in the elements. They
feel great kinship to nature, particularly
animals, with whom they can communicate through a simple form of telepathy. On their homeworld, the Dru
worked in partnership with livestock to
work the land and meet other needs,
such as transportation and even as
comrades at arms. They continue this
on Earth, trying as best they can to live
with the land and among their animal
brothers rather than at their expense.
Most keep one or two particular animal friends in close company, usually for
life. As one might expect, virtually all
Dru are strict vegetarians.
On Earth, many Dru find work in
their own communities as farmers and
ranchers, which number among the
most successful in the Civilized Lands.
These lands are often also worked by
beings of other races who come to the
Dru in order to learn their techniques;
the Dru are always eager to teach others their ways of community with the
natural world. Dru who cant still their
wanderlust enough to permanently
settle most often find work as guides
or as traveling farmhands, trading labor
and instruction for temporary housing.
Many others simply wander the countryside, exploring and living off the
land.
31

Description

Dru are roughly human-sized, with an


elongated head and snout and tall, pointed ears. They have wide feet with only
two large toes on each, causing them to
usually go barefoot or to simply wrap
their feet in cloth for added protection.
They also have only three fingers and a
thumb on each hand. Dru are covered in
short fur ranging in color from rusty red
to bright orange in youth, but fading to
gray with age.

Also Known As
Beast Talkers, Druids

Dru Beast Tongue


TN:
8
Duration: Concentration
Range: Self
Resisted: None

Dru
Attribute Dice: 12D
Skill Dice:
5D
Might: 1D/3D+1
Agility: 1D/4D
Wit: 1D+1/4D
Charm: 1D+2/4D+2
Move: 15
Racial Perks:
Dru Beast Tongue
Racial Complications:
None

The Dru can communicate with animals via a crude sort of telepathy; but
this is not an ability to command or control. The animal can give and
receive impressions and some basic information, but only within the limits
of its natural perception. This limits their abilities as scouts or agents, as
complex thoughts and the interpretation of instructions are beyond most
animals.
32

Elder

Elder are an ancient, long-lived race of


what many consider to be superior beings
or even demigods. All are tall, statuesque,
and almost angelic in beauty, but otherwise resemble humans. They are a
people not of one world, but of
the cosmos. There are thousands
of planets and dimensions that
members of the Elder race
call home, and they are
a relatively common
people over the vastness of all universes.
The Elder that find themselves on
Earth were pulled to the chaotic planet
by dimensional disturbances through the
Breaches like any other alien species. Because their race is so scattered across dimensional space, they find themselves all
across the planet, pulled by any number of
different Breaches linking to any number
of different worlds. Some seem to have
even journeyed to Earth of their own accord, to seek adventure, to spread peace
and hope, or even to subjugate others.
The Elder are adaptable and have
little trouble using human or alien technology as required, but the advancement of their own sciences are
beyond compare. As one of the
more ancient known races, the
technology of the Elder is beyond the understanding of most mortals and
borders on what many would consider to be magic. One example is the Lens,
a powerful weapon wielded by many Elder that seems to lack a power source
and be activated by the power of thought. Those that dedicate themselves to
the study of Aether manipulation can become very powerful Epics, as the
performance of Aether Feats seems blended with commonplace mechanical
workings within Elder society.
Despite their wide travels, Earth is a new world to the Elder, or so at least
they first believed. Some of the worlds most ancient ruins suggest that Elder
33

visited the planet thousands of years before The Fall. The resemblance between
the Elder and Earthlings, is also unexplained and cannot be dismissed as mere
coincidence. For now, these are all mysteries, which many Elder have dedicated
themselves to solving.

Description

Elder look identical to Earthlings, and


vary similarly in traits like eye, hair, and
skin color, though these ancient beings
portray an almost idyllic version of humanity. They stand several inches taller
than humans, on average, and are strikingly attractive, with lean, athletic physiques. Despite living incredibly long natural lives, Elder do not age beyond early
adulthood, with the oldest appearing to
be no more than 35 years old by human
standards.

Elder
Attribute Dice: 14D
Skill Dice:
8D
Might: 1D+2/4D+2
Agility: 2D/5D
Wit: 2D/5D
Charm: 1D/4D
Move: 16
Racial Perks:
Attractive
Long-lived
Racial Complications:
None

Also Known As

Ancients, Angels, Ascended, or Titans.

Lens

A Lens is a powerful weapon carried by many Elder. It appears to be a sort


of amulet that is held outward in the palm. When aimed and activated by
mental command, the target is struck by a sudden impact by an invisible
force. The use of this weapon seems limited to the Elder.

Skill:
Damage:
Ammo:
Range:
Bonus:

Throw
4D+2
Unrestricted
10/50/150 feet (3/15/45 m)
+3 to strike

34

Grim

Many that have traveled the Civilized Lands will be be familiar with the
phrase, as dark as a Grim. The subject of that popular saying, the race
known as the Grim, are indeed dark in every way. The idiom refers to their
legendarily black and humorless personalities every bit as much as their thick,
smoke-colored skin.
Grim travel the Civilized Lands just as any other people, making their way
as best they can in a world that is not their own.
Their cultural discipline and toughness make
them natural soldiers and hunters of
men, professions which only add to the
perception that they all have dark souls.
They can be found in other professions
as well, be they scholars or merchants or
even farmers, but few ever shake the
reputation of being broody and sullen.
Much of this perception has more
to do with biology than personality.
Grim of both genders speak in deep,
gravelly voices. Their rigid, almost
mask-like facial structure gives them
hollow eyes and prevents facial movements such as smiling. Even when amused
or pleased, the natural Grim reaction is a
sort of low guttural growl instead of a laugh
or a grin, which is such a foreign cue to
most races that they totally misinterpret
it as annoyance or anger.
Any Grims chief concern in life is the
perfection of whatever he or she pursues.
Discipline and devotion are telltale signs of
the life of a Grim. They view these traits
as making them superior in many ways
to most other races, though individual
exceptions can be made to that judgement. The daily meditative practice of
the art wielding a Grim Blade is one
outward sign of this dedication,
though the weapons fearsome appearance does little to discount the
races reputation as dark and pitiless.
35

Description

Grim are humanoid, with thick, muscular


torsos that make their long arms and legs
seem a bit skinny and sinewy by comparison. They have dark, tough hides of dark
gray for females and lighter gray for
males. Their natural armor gives their
faces very little expression, as if wearing a
thick leather skeletal mask. Behind that
facade are deep-set black eyes under a tall
brow. Males have a distinct ridge across
their wide forehead, while the head of a
female is topped with black, obsidian-like
scales rather than hair. Ears are little more
than holes behind a Grims prominent
jawline.

Also Known As

Grim
Attribute Dice: 12D+1
Skill Dice:
6D
Might: 1D+2/4D+1
Agility: 1D+2/4D+1
Wit: 1D/3D+2
Charm: 1D/3D+1
Move: 15
Racial Perks:
Signature Weapon
Armor, Lesser
Racial Complications:
None

Blackhearts, Butchers, or Grayhides.

Grim Blade

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

Skill:
Sword
Damage: +2D

36

The Holy

The Holy are a pious race whose entire culture is centered around religious ritual and observance. They
view themselves as benevolent reformers, but are often viewed by others as zealous oppressors. These
deeply spiritual beings worship a trio
of deities that they call the Great Sisters, who call their beloved children to
bring true religion and order to all
people from all worlds. They travel
across space-time to spread the word
of their goddesses.
On the Earth of Breachworld,
The Holy have been drawn to a place
that they view as an interdimensional
pulpit. They are not merely preaching
to the Earthlings, but have a chance
to reach thousands of different races,
all in one place. To them, Breachworld is the ultimate land of opportunity, and they work diligently to
make the most of it.
The governing credo of the Holy,
the Code of the Great Sisters, spells
out with great clarity the three stages
of their evangelical process. First, the
Holy establish missions that provide
food and shelter to those in need, in
order to gather an initial following.
Those that flock to these ecclesiastical
communes are taught about the universe as viewed by the Great Sisters
and their followers, who seek peace
and justice by stamping out the unbelieving villains to would take all wealth
and glory for themselves. This is followed by a message of warning to
those who resist the peace of the Great Sisters, lest they find themselves on
the outside, looking in on the enlightened. Finally, any remaining unbelievers
are destroyed by the faithful as a message to others that peace comes to those
37

who embrace the true religion.


Converts generally do see genuine advantages, as the pooled resources of a
great number of adherents to the religion
can be leveraged for the good of all.
Likewise, a strong congregation is quite
capable of doing serious harm to those
who would stand against them; the most
heavily armed and dangerous non-believers are usually allowed to travel their own
path if they are resistant to conversion.
The Holy tend not to engage in physical
violence, themselves, but command their
eager followers to take up arms on their
behalf. If pushed, they are more than
capable of using any and all available
technology in defense of their faith.

Description

The Holy
Attribute Dice: 13D
Skill Dice:
7D
Might: 1D/3D+1
Agility: 1D+1/4D+2
Wit: 1D+1/4D+1
Charm: 2D/5D
Move: 12
Racial Perks:
Blessed
Racial Complications:
Personal Code

The Holy have massive, barrel-shaped torsos, spindly arms, and a long neck
with no obvious head at the end of it, but a single lidless eye. Their four
short, thin legs are generally hidden by the long robes that they wear. Their
skin is black, smooth, and cold like marble. Their voice emanates from
somewhere within their large chests and they have no mouth, nose, or ears.
They feed by drawing nutrient-laden gases or fluids through invisible pores in
their hides.

Also Known As

Crusaders, Eye Priests, or Prophets.

Code ofthe Great Sisters


Greet with warm compassion;
they will embrace our generosity
Revisit with stern warning;
they will heed our genuine concern
Annihilate with great prejudice;
they will serve as example for others
38

Machine Men

Not all alien beings are flesh and


blood. One non-organic race is
the Machine Men, intelligent robots from an entirely mechanical
society. Millennia ago they were
created by a mortal race that
eventually expired, leaving their
artificial progeny behind. The
Machine Men continued to improve on their own designs until
they truly became a new race unto themselves.
Machine Men excel at mathematics and the sciences and are
capable of learning virtually any
skill, and have the clarity of
memory of a vid recorder. Where
they fall short is their lack of human emotion, ability for nonlinear thought, and creativity.
Because of these shortcomings,
many Machine Men, particularly
those that find themselves on a
world such as post-Fall Earth,
dedicate themselves at least in
part to the study of various aspects of the less-structured aspects of most societies. They
seek a better understanding of
their mortal creators and hope to
learn more about their lives and motivations by living among biological beings.
Largely because of their natural curiosity about biological life, Machine
Men seek out the companionship of flesh-and-blood mortals far more than
they do their own kin. They often take up with explorers and adventurers and
wander the Civilized Lands in search of new experiences. Others use their
extreme intelligence to become engineers, doctors, or scientists that seek to
unlock the mysteries of the Breaches, find cures for earthly or alien diseases,
or simply improve life for those around them. May find that more mundane
lives among common people teach them the most about humanity. Lacking a
moral compass, many Machine Men find careers as bandits or mercenaries to
39

be perfectly logical and acceptable in a


harsh and unforgiving world and throw in
with the darker side of society.

Description

The appearance of Machine Men varies


incredibly, but they always appear as
mechanical beings; to seek to impersonate
a human or other alien leads to being
labeled as a subversive and generates distrust of the entire race.. They typically
maintain a bipedal humanoid form, but
may appear masculine, feminine, or neuter, and may or may not wear clothing.
The appearance of each is related to
function and is unique to each individual.
For example, those that self-design for
combat may be bulkier with armor plating, while another self-designed to practice medicine may have thin hands with
retractable medical instruments in its fingertips.

Also Known As

Metal Men, Robotos, or Tinmen

40

Machine Men
Attribute Dice: 12D+2
Skill Dice:
10D
Might: 2D/4D
Agility: 1D/4D
Wit: 4D/6D
Charm: 1D/3D
Move: 15
Racial Perks:
Recall
Quick Study
Racial Complications:
Soulless

Morlocks

Morlocks are considered by many to be a type of mutant or subhuman,


changed by generations of hiding in the dark tunnels and caves of the world
in an effort to survive. Any biological relationship does little to create kinship
with humanity, which by and large views Morlocks as dangerous savages.
Whether they share common ancestors with Earthlings or came through a
Breach hundreds of years ago, they are distinct from their human cousins in
many ways.
Morlocks have adapted to have extraordinary night vision and an infallible
sense of direction, even underground. These both ideally suit a race that
spends most of their lives in the dark places of the world. Further encouraging a life in the dark is the fact that their eyes are very sensitive to light.
Thus, it is unusual to find a Morlock away from the protection of his or her
often-subterranean dwelling during daylight hours.
As different as Morlocks may be from humans biologically, it is the societal differences that really set the two apart. Morlocks do not seem to understand civilization or most technology, and while they may scrounge simple
tools that they can put to use such as a knife, rope, shovel, or other similar
gear, they do not seek it out. They even shun the
use of fire due to their natural aversion to light,
which means eating a steady diet of raw insects, fish, and vermin, or the occasional scavenged food scraps. Morlocks have little use
for language beyond grunts and gestures,
and none for reading or writing,
though they possess the mental
capacity to learn.
Morlocks live in a
brutal, tribal
world of
physical
domination
where the
only law is
survival of the fittest. The
strongest and most ruthless, regardless of gender, dominate
their way to the top of the
mob. Chieftains get the best
food, loot, and mates, but
also become a target for
41

younger up-and-comers, making mutinies


and shifts in power occur frequently.
Morlocks can be found throughout
the subterranean ruins, tunnels, and caves
of Breachworld, or on the surface at
night, scavenging for food and basic supplies. Many mobs find good conditions
and stay put for years at a time, while
others migrate from place to place, either
at random, or to favored grounds on a
regular schedule.

Description

Morlocks
Attribute Dice: 10D+2
Skill Dice:
4D
Might: 2D/4D+2
Agility: 2D/4D+2
Wit: 1D/3D
Charm: 1D/3D
Move: 15
Racial Perks:
Direction Sense
Nightvision
Racial Complications:
Disabled (Light Blind)
Primitive

Morlocks are generally shorter than humans, but broad-shouldered, compact,


strong. Their skin is pale or even gray
from a lack of exposure to sunlight. They
have very little hair over their bodies,
head, or face, and what is there is usually
thin and patchy, giving them an unhealthy
appearance. They have eyes about 50%
larger than those of a human that take up a disproportionate amount of area
on their flat, snub-nosed faces.

Also Known As

Goblin Men, Sub-Humans, or Underdwellers

42

Pathos

A major player in the Civilized Lands is the race known as the Pathos, a
people with natural psychic abilities. All Pathos are natural empaths, able to
sense the emotions of those around them. Those that choose to pursue the
development of their abilities can become incredibly powerful Epics, particularly in matters related to abilities such as ESP and mind control. Because of
the latter, Pathos are among the most feared aliens among xenophobic humans or other races. The reputation is not altogether undeserved, as many
Pathos have become notable
tyrants and despots through
the use of their powers. In
truth, however, the pursuits of
all Pathos are as varied as any
other race, with many heroes
counted among their ranks.
To Pathos, transparent
emotions are a natural part of
the social order. Thus, they
tend to be very forward in their
dealings with others and not
spare feelings or mask their intentions. Pathos usually say
what they mean and mean
what they say. This results in
seemingly extremely emotional
personas and behavior that
strikes many as obtuse or even
vulgar, as members of this
empathic race are not accustomed to hiding behind
niceties or false fronts.
Pathos are well known as
valued advisors and counselors
to various human or alien settlements, where their natural
gifts give them the greatest advantage over non-empaths.
There also exist a number of
notable small towns and villages that they call home for
themselves, where they try to
approximate life as it was on
43

their homeworld, a high-tech society that


mirrored much about Earths Golden
Age.

Description

Pathos have brightly-colored hair only


down a thin strip on their large heads and
down their spines to the middle of their
backs, with no facial hair and very little
over the rest of their bodies. Ridges from
behind their ears and running down their
jawline further distinguish them from humanity. Their appearance is near enough
to the typical Earthling that they are often
incorrectly classified as near-humans.

Also Known As

Pathos
Attribute Dice: 12D
Skill Dice:
6D
Might: 1D/3D+1
Agility: 1D/3D+2
Wit: 1D/4D
Charm: 2D/5D
Move: 15
Racial Perks:
Pathos Empathy
Racial Complications:
None

Brain Burners, Dominators, or Mohawks

Pathos Empathy
TN:
Resist Roll
Duration: Concentration
Range: 100 feet (30 m)
Resisted: Epic skill, or Charm attribute

A Pathos can sense the emotions of those in the immediate vicinity. The
character gets a general sense of the mood of a group of people or animals
within the radius, as well as the presence of any particularly strong or out of
place feelings. A specific person or creature can be more specifically read, in
which case the Pathos can more distinctly determine the targets emotional
state.
44

Reptillian Raiders

In Breachworld, even many primitive species have learned to


thrive through adaptation and seizing opportunity
where it can be found. Many denizens
of Breachworld laden with state-ofthe-art gear has fallen prey to one
such race, known as the Reptilian
Raiders. These predators leverage
what natural abilities and advantages they have into being one of
the most notable, if fragmented
powers of the Civilized Lands.
Reptilian Raiders come
from a Bronze Age society,
where they exist in clans of
nomadic hunters and
plunderers. When a
Breach opened on their
homeworld, drawing in
countless of their kind
to Earth, these roaming
barbarians continued
this way of life to great
success. Reptilian Raiders
are a common sight
along the ruins of old
roads and highways,
scavenging weapons, armor, and supplies
from victims of their bushwhacking.
Though incapable of building them on
their own, Raiders love high-tech gadgets, especially weapons, and routinely use them in their attacks.
In fact, they lack the skill to repair broken equipment or
sometimes even to load an empty handgun, and so continually discard and replace gear through constant raiding.
They always travel in packs, and the general rule is that for each Raider
that you can see, two more are watching from somewhere in the wings, ready
to pounce. Common attacks include simple roadside ambushes, setting pit
traps, laying salvageable vehicles or equipment out as bait, or chasing prey into dead ends. They also regularly raid livestock and food stores from wilderness villages, the citizens of which have often learned just to cut losses and
45

not stand in the way of the scaly menace.


It bears special mention that Reptilian
Raiders are almost always in the company
of the large, feline-like Breach creatures
known as Trapcats. They use these beasts
very effectively as swift-running and
climbing mounts, or as attack animals. It
is unknown whether the Trapcats originate from the Reptilian Raider homeworld,
or if they have been found and domesticated by the Raiders after arrived on
Earth. Either way, the two species seem
to have an uncommon bond of spirit and
cooperation to mutual benefit.

Description

Reptillian Raiders
Attribute Dice: 12D
Skill Dice:
6D
Might: 2D/5D
Agility: 2D/4D
Wit: 1D/2D+1
Charm: 1D/3D
Move: 14
Racial Perks:
Natural Weapon
Racial Complications:
Primitive
Infamous

These aliens are aptly named, given their


scaly green-brown skin, elongated lizardlike heads, and sharp teeth. They are usually seen wearing armor assembled from
pieces collected from various battlefields, with several weapons slung about
their person.

Also Known As

Cat-Riders or Lizard Men.

46

River Folk

River Folk are an amphibious race that can be found living in and around
many of the rivers, lakes, and marshes of the Civilized Lands. They are airbreathers, but are far more comfortable in the water than on land. Their slick
skin and webbed hands and feet make them excellent swimmers, and then
can hold their breath for extended periods. If exposed for any amount of
time to extremely hot or dry conditions, these amphibious beings begin to
suffer and, in extreme cases, die.
On their homeworld, a massive freshwater archipelago spanning the
globe, the River Folk enjoyed technology roughly equal to that of the Earth
during the Golden Age, but suffer the same limitations as
other high-tech races that must adapt to their new home
in its current state. They make their way on Earth by
farming muddy riverbanks and
lakeshore, or grow crops of aquatic
plants and flowers in the marshes and
shallows. They make do with primitive implements where they must, but
prefer to barter their always-abundant supply of fish and aquatic foodstuffs for more modern gear,
particularly farming implements
and weapons. Their homes are
typically built on floating platforms or just on the waters edge,
or even half-submerged with the
primary entrance accessible only
from underwater. This makes them
highly defensible positions in the case
of attack by hostile forces.
River Folk are not strangers to violence, themselves. The hard road of
survival is often made easier by theft,
raiding, or outright banditry, and so
River Folk have been known to engage in organized campaigns against
their neighbors, regardless of race.
These efforts may include sneaking into the camps of those
who spend nights too
close to bodies of water
and stealthily making
47

off with supplies, to violent attacks of


travelers using boats or rafts to traverse
rivers. Sometimes River Folk fall in with
crews of bushwhackers or pirates who
can make use of their aquatic skills.
River Folk may also find temporary
work as guides through watery areas,
though they are not often found adventuring across the world. Weather and climate can vary too greatly in the Civilized
Lands for most to feel comfortable wandering too far from the safety of the wet
and damp of lakes, rivers, and marshes.

Description

River Folk
Attribute Dice: 11D+1
Skill Dice:
6D
Might: 1D/3D
Agility: 1D/3D
Wit: 1D/4D
Charm: 2D+1/4D+2
Move: 15
Racial Perks:
Swimmer
Racial Complications:
Environmental Weakness

These semi-aquatic beings have sagegreen skin flecked with yellow, red, and
blue. Their smooth bodies are without
hair, but do have small vestigial fins. Their
eyes are deep-set and yellow. They have a
nose on top of their heads, large ears that extend from their necks, and a
wide mouth full of jagged teeth. They have long toes with webbed feet, plus
webbing between their long fingers. The difference between the genders of
this egg-laying species is hard to distinguish, and those that find themselves in
the company of other races often struggle to learn modesty on par with humans, but do so in an effort not to stand out.

Also Known As

Lakesiders, Marsh People, or Mermen.

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Tusks

The Breaches have brought to


earth few more physically
impressive beings than the
Tusks. These hulking aliens, despite being rare in
the Civilized Lands, are
well known as elite
bodyguards, hired
muscle, mercenaries,
and heavy laborers.
They are commonly
said to be the strongest
humanoids ever discovered, and there is
little that can be done to
refute it. The sight of a
Tusk wielding a squadoperated machine gun as
if it had the weight of
the average combat rifle,
or tearing trees up by the
roots, is proof enough
for most. They are further renowned for
their ability to shrug
off a blade, bullet,
or even projected energy beam as if it was nothing, thanks to their bony natural armor and unique
body chemistry. It is easy for a Tusk to find work as muscle of one form or
another, but they are also underrated leaders, tacticians, and mechanics with
an intellect on par with most races.
The Tusks found in the Civilized Lands are all the descendents of those
that came to Earth through a Breach somewhere else in North America,
generations ago. Therefore, none of the Tusks regularly encountered have
any knowledge of their homeworld beyond what oral tradition has been
handed down, and lack even memory of a native tongue, instead conversing
in English, Spanish, and a smattering of other regional Earth languages. They
tell tales of a homeworld that is deific in scale, where they were among the
smallest and weakest of races, little more than vermin to vastly more powerful beings. This may mean that, unlike most aliens who have been pulled to
Earth through disastrous or accidental phenomenon, these brutes may ori49

ginally have been willing immigrants to


escape a far worse situation than the trials
that Earth offers. Where the Breach that
Tusks
provides a bridge to Earth is located, and
Attribute Dice: 12D
if it continues to bring in refugees from
Skill Dice:
6D
the Tusks home dimension, nobody
knows.
Might: 3D/6D
These monstrous aliens are often
Agility: 1D/3D+1
isolated by their incredibly frightful apWit: 1D/3D+2
pearance and reputation as powerful warCharm: 1D/2D+1
riors. Resistance kill squads are a
Move: 14
particular menace, actively hunting and
terminating with great prejudice any
Racial Perks:
Tusks that come to their attention. Most
Heavy Armor
other beings, human and alien alike, steer
Unstunnable
clear of the brutes when they cross paths
on the road or at a trading post, and are
Racial Complications:
quick to defer to them if there should
Enemy
arise some disagreement.
Tusk are understandably hesitant to
trust others. They keep fellowship with one or two of their own race, if possible, but their thin numbers and knack for meeting violent ends makes this
difficult. When they do befriend others, the bonds that they form are incredibly strong. Tusks are fiercely loyal to those that they choose as their comrades.

Description

Tusks are tall, averaging nearly seven feet (2.1 m), and weigh in at well over
300 pounds (140 kg), usually approaching 400 (180 kg). Their bodies are
covered in gray bony plates that act as natural armor over steel blue skin that
can be seen peeking from beneath. They get their name from the two tusks
that extend from the lower jaw and are often banded with metal rings or
carved with ornamental designs.

Also Known As
Brutes or Tanks.

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Skills

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

Might Skills

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

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

Agility Skills

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


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

Game Design Note: Weapon Skills

There are a limited number of weapon-based combat skills, each covering a


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

Wit Skills

Wit skills deal with raw intelligence, academics, learned abilities, and intuition.
Wit is also the basis for the Epic skill, which is used to perform Aether Feats.
Aliens. The understanding of alien cultures and biology, or the ability to
discern things about aliens with study.
Example specializations: any specific alien race.
Breach Science. The knowledge and skill to comprehend the phenomenon behind a Breach and the ability to use Breach-related technology such as a Breach
Closure Device (BCD).
Example specializations: Dimensional Theory, Gate Tech, BCD Ops.

Computer. The skill to operate, manipulate, modify, and otherwise work


with computers.
Example specializations: Programming, Hacking, Data Recovery, Networking.
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Craft. The skill used to create relatively simple objects, from armor to
tuxedo jackets to handguns to works of art. Quality is determined by the
attempted difficulty of an item to be crafted, subject to the GMs approval. Advanced, alien, or complex construction is not included.
Example specializations: Clothing, Tools, Firearms, Leatherwork,
Sculpture, Carpentry.

Game Design Note: Repair and Craft Skills

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

Epic. The skill used to perform Aether Feats. Available only under special
conditions as outlined in Step 3 of the character creation process.
History. The study and understanding of the history of Earth and humanity.
Example specializations: specific time periods (post-Fall, Golden Age,
Renaissance, Industrial Revolution, etc.), particular human cultures, specific areas of study (religion, warfare, education, etc.).
Language. The skill checked when attempting to speak, comprehend,
write, or read a foreign or alien language.
Example specializations: any specific alien or human language.
Medicine. The skill checked when attempting to heal someone of injury,
illness, or other malady.
Example specializations: Emergency Medicine, Poisons, Holistic Medicine, Neurology, Infant Care, Veterinary Medicine.
Navigate. The skill checked when attempting to determine a position,
plot a course, or make a map.
Example specializations: Star Navigation, Cartography, Surveying.
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Pick Locks. The skill checked when attempting to bypass a lock or security system.
Example specializations: Deadbolt, Keypad, Biometric, Safe, Vehicle.
Repair. The skill checked when attempting to fix something, usually from
damage in the course of combat or adventure.
Example specializations: Armor Repair, Vehicle Repair, Computer Repair, Firearms Repair, E-Weapon Repair.
Search. Finding hidden or lost items or people, eavesdropping, investigating a scene for evidence, or otherwise trying to discover anything hidden
or that might not be immediately perceived; often used as an opposing
roll to the Stealth skill.
Example specializations: Listen, Find Trap, Fingerprinting, Frisking.
Science. Knowledge of the natural world and its principles.
Example specializations: Botany, Astronomy, Particle Physics, Electromagnetism, Kinetics.
Survive. Skill in staying alive, or even thriving in harsh conditions.
Example specializations: Desert, Jungle, Urban, Coastal, Subterranean.
Track. The skill of being able to follow in the path of someone or
something that has gone before by reading the signs of passage. Also includes skill at covering your own tracks so as not to be easily followed.
Example specializations: a particular type of mark (humans, Machine
Men, animals, vehicles, etc.), or a particular type of terrain (desert, forest,
jungle, etc.).

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Charm Skills

Charm skills are those that involve interpersonal relationships, influence,


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

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Perks

The following is a full accounting of the Perks available to player characters,


including descriptions. As discussed in the Character Creation section, Perks
may be gained by spending skill dice, or may be included as part of a Player
Race template. Some equipment may also provide conditional access to certain perks. The Game Master may allow for additional Perks not included below at his or her discretion.
Armor, Light (1). Thanks to some sort of natural protection, such as a
thick hide or minor bone plating, you add +3 to your Soak total.
Armor, Heavy (2). Thanks to some sort of natural protection, such as an
extremely tough hide or heavy bone plating, you add +6 to your Soak
total.
Attractive (1). Others find you pleasing to look at. This can help reduce
suspicions or distract others depending on the given situation. Once per
session you may double the result of one roll for any action related to
your appearance. Examples include seduction, a subtle bluff or simply
distracting guards.
Blessed (2). Once per session you may declare the opportunity for divine
intervention, either increasing the difficulty of anothers skill check by one
level or reducing your own difficulty by one level.
Climbing (2). Be it due to your physical makeup or superior training, you
are an expert climber and automatically get the specialization of Climbing;
do not spend additional skill dice on Climbing at character creation. In
addition, thanks to your incredible skill, if you fail a skill check when
climbing, you get an automatic re-roll to regain your stability.
Daredevil (2). Once per session you may throw caution to the wind taking extremely reckless action that may result in your own death. Your
dodge, block, and parry are reduced by half, however all Might rolls are
doubled when resisting damage for one round.
57

Destiny (2). Characters with Destiny feel they are fated to some grand
purpose. Once per game session you may declare a failed roll is not part
of your destiny and immediately re-roll to get a different result.
Direction Sense (1). You always know which direction you have come
from and can always retrace your steps. Even if you are unable to see, you
never get turned around in the dark. You can always determine by instinct in which direction is a significant, known landmark.
Eagle Eye (1). You receive a +1D bonus to strike a target when at medium or long-range. This is limited to weapons designed to be used at such
a distance.
Extra Sense (1). You can detect something that humans cannot, be it radiation, seismic activity, Breach activity, or just about anything else. You
receive a +1D bonus to skills such as Search if it involves this particular
sense.

Game Design Note: Perk Purchase Cost

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

Famous (1). You are very well-known in a positive light. You get +2D to
all Persuasion checks when turning on the charm with someone who
knows who you are.
Fast Draw (2). When determining initiative using a handgun, energy pistol, or similar weapon, you may use the Handgun skill instead of Agility to
make the check.
Favors (1). People owe you. Once per session you can call in one of
those debts. This can take the form of information, a temporary use of
equipment (borrowing a truck, plow, shotgun, etc.), a place to hide
someone or something for a brief time, or any similar favor.
Fearless (2). You do not experience fear, or if you do, it does not affect
you. This could be for biological, chemical, or even paranormal reasons.
Hardiness (1). You can really take a beating and stay standing. If Incapacitated, you automatically make your Stamina roll to stay conscious, but
normal penalties apply.
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Healing, Lesser (1). You heal far more easily than most. You receive a
+3 bonus on all Might checks to heal.
Healing, Greater (2). In addition to the benefits of Lesser Healing, once
per session, you may will your body into rapidly healing itself by one
wound level. This effort requires one round of concentration.
Keen Sense (1). One of your normal senses is incredibly enhanced. Receive a bonus of +2D to any skill check where you can levy your keen
sense to our advantage.
Loot (1). You start with a little something extra in your pocket. You have
some genuine pre-Fall goods that you have inherited or salvaged that are
worth quite a bit in the right trade. You can cash this in with the GM
when you really want or need something that you otherwise cant afford,
or maybe a few small somethings.

Lucky (2). Once per session you may declare you are feeling lucky.
Double the result of your next roll.
Natural Weapon, Light (1). Add +3 to Brawling checks to attack using
this natural weapon (teeth, claws, tentacles, etc.) and +3 to Might checks
to determine Brawling damage with that weapon.
Natural Weapon, Heavy (2). Add +3 to Brawling checks to attack using
this natural weapon (teeth, claws, tentacles, etc.) and +6 to Might checks
to determine Brawling damage with that weapon.
Nightvision (1). Your vision is unhindered in the dark.
Patron (2). You are supported financially by a wealthy third party. No
more than once per session, you may contact your patron and attempt to
draw on his resources, be that repair services, lodging, supplies, a new
rifle, or covering a reasonable expense. Its a good deal, but comes with a
cost, as the patron can always ask you to do something in return, and refusal may get you cut off.
59

Perceptive (2). The GM may reveal small clues to you that others would
miss. Once per session a character may announce they are studying an
object or situation and the GM may reveal something that would be impossible for a normal character to determine. If nothing is revealed, this
perk may be used again.
Prehensile Limb (1). You have an extra limb, such as a tail or tentacle,
that is less articulated than a full and true hand, but is capable of manipulating simple objects. This limb may make a simple action during the
round without incurring the normal -1D penalty for multiple actions.
Quick Study (1). You catch on more quickly than most, and so its easier
for you to learn new skills or advance the skills you have. Wit skills require
one fewer CP than normal to advance. For example, if you have 4D in
Language, you must only spend 3 CPs to advance to 4D+1.
Recall (1). Any time the character chooses to recall anything he has experienced, the GM must tell him the truth in as much detail as the character would have been aware.
Reflexes (2). You are incredibly quick to react in combat. Add +3 to rolls
to determine initiative.
Resistance (1). You are resistant to a particular type of damage. This
could be fire/heat, cold, radiation, disease, bludgeons, blades, bullets,
lasers, stunners, or virtually any other type of damage. Add +6 to Soak
that specific type of damage.
Sidekick (3). You have a boon companion willing to join in your adventures. This character only gets 10D to spend on attributes and 4D to
spend on starting skills. The sidekick normally only receive 1 to 3 CP per
session, but never as many as his or her fearless leader.
Signature Weapon (2). You have a particular weapon that you are specifically trained to use to great effect. This is not a broad class of weapon,
like swords or handguns, or even somewhat specific, such as short swords
or revolvers. Your signature is a specific type, even down to the model,
such as a Roman gladius or a Colt Python .357 Magnum. This effectively
grants a specialization in the combat skill relative to the weapon in question. Add +3D to the specialization and advance using the normal specialization rules.
Special Breathing (1). You can breathe somewhere that most cannot, or
breathe using a substance other than oxygen. This could be breathing underwater, in a methane environment, or other atmosphere. Alternately,
you may simply be able to hold your breath for an extended period (up to
a couple of hours) without ill effect.
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Swimmer, Minor (1). Be it due to your physical makeup or superior


training, your base Move in the water is twice normal (e.g. 30 feet instead
of 15 for humans) and automatically get the specialization of Swimming
in the Athletics skill; do not spend additional skill dice on Swimming at
character creation. You can also hold your breath for twice as long as
normal.
Swimmer, Major (2). In addition to the bonuses gained in the Minor
Swimming Perk, you are physically superior when in the water. Add +2D
to all Might and Agility attribute and skill checks when swimming.
Unstunnable (2). You cannot be stunned, and first take the effects of
damage at the first Wounded level. If hit with a weapon that deals only
stun damage, it has no effect; no Might roll required.

Epic Perks

In addition to any of the Perks listed abive, any character that is an Epic may
also purchase any of the following Epic Perks, which modify how he or she
learns or performs Aether Feats. Generally a character may only have one
Epic Perk, unless sanctioned otherwise by the Game Master.
Astrological Power (1). The Epic has particular power when operating
under a specific set of astrological conditions, be that in daylight, moonlight, in a certain lunar stage, or under a particular astrological sign. During this time, the characters gets +1D to the Epic skill.
Familiar (1). The character has a small alien creature for a companion.
The familiar can fly at a rate of 60 feet each turn, can talk, and has 1D in
each attribute. It also has 3D in skills. It cant perform Feats, but can turn
into a specific small animal at will.
Mentor (1). When in need of help, the character has a trusted teacher to
whom he or she may go for instruction. This mentor is not simply available to the characters whim, but may be called upon from time to time
for assistance. This teacher may also give the Epic tasks to perform as
part of the lesson, though these will almost always be to the characters
benefit in the end. When studying with the mentor, new Feats cost only 3
CP to learn instead of 4.
Sanctus Sanctorum (2). The Epic has a particular place where his or her
Feats are particularly effective. This is usually a sacred, hidden place that is
not generally shared with the outside world. Within this special location,
the Epic sees the TN of all Feats reduced by 5. Personal study is also far
more productive, so learning new Feats costs only 3 CP instead of 4.
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Specialist (2). The character is gifted in a particular type of Feat. This


could be one of the categories provided in the Feat descriptions, or a different subset as agreed upon with the GM. The character gets +2D to
Paranormal when using Feats from his or her area of particular expertise,
and all new Feats within that category cost only 3 CP instead of the typical 4.
Spirit Guide (1). The character has a spiritual advisor that speaks to him
in his dreams or visions. This spirit will likely have a somewhat alien perspective on matters, and certainly wont always just tell the character
everything it knows. Totem Spirits employ riddles, puzzles, and enjoy
sending the character off on ridiculous quests; but they also have insight
and know things that mortals were never meant to know.

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Complications

As discussed in the Character Creation section, when first making a character,


a player may opt to include as many as two Complications. Complications
may also be a part of the selected Player Race template. Every time a Complication causes some difficulty or challenge to the player character during the
course of play, the character earns one CP. A character may earn only one CP
per Complication per session.
Most Complication descriptions are pretty broad, but be specific and
unique when selecting one for your character. Youll get the most out of it if
your characters Complication doesnt come up every session and if it is truly
a great inconvenience.
Age. Youre either really old or really young. In addition to all the social
issues caused by your age, the GM might choose to impose a penalty to an
action based on your characters age. Grandpa throws a hip, a weird dude
offers you candy on the street, and its hard for either of you to seduce the
supermodel at the bar. Whenever your age causes you great difficulty receive one CP.
Allergy. You become debilitated when you come into contact with some
relatively common substance, such as garlic, sunlight, milk, strawberries,
or virtually anything else. Earn a CP when your allergy flairs up to the
serious detriment of you and your friends. Make a Moderate Stamina
check for every minute exposed, taking wounds as per normal damage
with failure. Removing the source of the trauma allows you to begin healing as normal.
Crazy. You have issues that are guaranteed to put the therapists kids
through college. Could be youre just really paranoid, or maybe just a
touch too OCD. That fear of most everything could also be a problem.
Then again maybe you really are Napoleon and everyone else is wrong,
good luck convincing anyone else since youre a lunatic. Take your pills
and earn one CP any time your psychosis really gets in the way.
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Debt. You are enormously in debt to someone with the means to make
you regret it. Someone may have saved your life or granted you some
huge favor, but they are entitled to restitution. Earn a CP whenever your
debt complicates your life, or the lives of your friends.
Diet. You have very specific dietary requirements that are far
out of the ordinary. Whether it
is only being able to drink blood
or consume live rats or eat ice
cubes, you earn a CP whenever
you are seriously impaired due
to a lack of suitable food. After
two days without food, you
must make a Stamina check
against starvation, starting with
Very Easy and moving up one
step every day thereafter. The
degree of failure determines the
resulting wound level and will
eventually kill you.
Disabled. You have some tragic, permanent malady. It may
be terrible eyesight, hardness of
hearing, a muscular disease, a
missing limb, or any of a number of ailments. In addition to
any penalties that your disability
may cause (as per the GM), earn
a CP whenever your disability
causes you or your friends particular difficulty.
Doomed. You are going to die well before your time, and exhibit symptoms. Whether it is cancer, a curse, flesh-eating alien bacteria, or a bomb
implanted in your brain, you know that you could expire at any minute.
Earn a CP whenever the GM tells you that you are exhibiting significant
warning signs, or when your impending doom pushes you to rash, impulsive, or dangerous decisions.
Enemies. Someone doesnt like you a at all. And they are a credible
threat. Maybe they have more friends than you, maybe theyre just bigger
and meaner; either way you have your own personal bully. You earn the
bonus CP when they complicate your life.
64

Fearsome Visage. Other people are less likely to trust or confide in you,
thanks to your gruesome or frightening appearance. Earn a CP whenever
your grizzly facade causes someone to keep you at arms length. When
dealing with normal-looking people face to face, you suffer -1D on any
and all skills and situations that rely on charm or trust.
Gremlins. You have a special touch. Specifically the kind that breaks machines. Youre no good with engines, electronics, magical gizmos, or any
other trinket. If its a device, you cant trust it. Earn one CP whenever the
GM takes his one free shot on you this way.
Hazardous Environment. A specific type of environment that is normally tolerable to most species is incredibly harmful to you. This could be
hot or cold environments, a nitrogen-rich atmosphere, high levels of humidity, or virtually any other variable. Receive a CP whenever your inability to cope with such an environment substantially affects you. Exposure
to the hazardous environment immediately takes your status to Stunned,
with normal penalties. For each hour after the first, you must make a
Stamina check to continue to endure the conditions. The second hour begins at Very Easy, and increases by one degree every hour thereafter. The
degree of failure determines the resulting wound level and will eventually
kill you.
Illiterate. You cannot read more than a few common words, and cannot
write. This is not so limiting in the wild, but is a big negative if trying to
learn more advanced skills. Earn one bonus CP every time your inability
to read negatively impacts you or your allies. Many skills may be impossible to learn, and the GM may double the number of CPs required to
advance in some skills at his or her discretion.
Infamous. You are famous for all the wrong reasons. Perhaps you are a
known killer or a notoriously crooked lawman, or an athlete that famously
botched the big game. Earn a CP whenever your infamy causes you great
difficulty.
Marked. You have a distinctive tattoo on your hand, scar on your face,
barcode across your forehead, or some other specific mark that makes
you stand out in a negative way. It may be a sign that you are in a gang, are
a member of a particular tribe or clan, or spent time behind bars, but in
any case it draws unwanted attention. You are a awarded a CP whenever
your mark gets you noticed by the wrong people.
Pariah. You carry a significant social stigma of some kind that makes
people want to keep you at arms length. Receive a CP whenever your
character is forced to endure mockery, denial of service, or is otherwise
severely inconvenienced or harmed by this stigma.
65

Personal Code. You live by a creed


and you will not cross that line. Maybe
you wont fight an unarmed opponent
and always make sure they know its
coming or maybe you never tell a lie.
No matter how you define it, your code
has to mean something. Some caped
crusaders wont kill, paladins wont resort to deception, and sometimes there
is even honor among thieves. Earn one
CP whenever your code complicates
you or friends success.
Primitive. Your understanding of the
way the world works is decidedly behind the times. Modern technology is a
mystery for you, and you are stuck in a
pre-industrial type of mindset. Earn a
CP when your lack of understanding
about the modern world causes you
serious problems. Add +5 to the TN
any time you attempt to use a high
tech skill such as Drive, Handgun, Science, or Repair.
Skeletons in the Closet. Youve been a
naughty boy. Maybe youre a closet
smoker. Maybe those hookers buried
themselves. Maybe that enemy uniform in the closet really isnt yours.
Maybe the bank really meant to let you take all that money out that day.
Whatever, the universe doesnt judge. You earn the bonus CP whenever
your past comes back to haunt you.
Unlucky in Love. Things just dont work out for some people. Your love
interest is always dying, being kidnapped, betraying you, or even worse
dumping you. You earn bonus CP when your love life falls apart in a
meaningful way.
Unlucky in Money. You have a hard time holding onto money. You earn
the bonus CP when you lose a significant amount of cash through your
own foolishness or bad luck and have nothing to show for it.
Soulless. You do not experience genuine emotions, be it love, hate, envy,
joy, or any other feeling. Earn a CP if your stoicism serves as a stumbling block in your interaction with others.
66

Epic Complications

Epics may take Complications from the following list, which inhibit the characters ability to learn or perform Aether Feats.
Astrological Flaw. It is the characters
sincere belief that various stages of
the moon, sun, and/or stars affect his
or her Epic powers. This could be ill
effects from sunlight, moonlight, or
even certain lunar cycles or times of
the astrological year. Add +5 to all TN
when attempting Feats under an ill
sign, and earn a bonus CP if it should
come back to bite the Epic or his
party.
Crutch. The Epic has a mental crutch that he or she must use in order to
properly use Feats. These could be things like magic words, elaborate
hand motions, the use of a wand or staff, eating a special food, or the
wearing a particular ring. Whatever it is, the character cannot manage use
of the Paranormal skill without it. Earn an extra CP every time this
hindrance costs the Epic or his allies.
Demonic Pact. The character has allied himself with a Breach Demon in
exchange for instruction or assistance in arcane matters, or else a highly
alien master of the paranormal that is aggressive toward civilized society.
You earn bonus CP any time this complicates your life.
Dogma. The Epic must follow a highly specific and unbendable set of
rules in order to maintain his paranormal abilities. Whether the source of
these rules are religious teachings or a code of honor, any violation will
prevent the character from performing the Feat until specific cleansing
rites or penance is paid. Receive 1 bonus CP whenever the characters actions are restricted to his detriment.
Narrow Focus. The Epic has a mental, psychological, or even theological
block against all types of Feats except for a very limited range. This could
mean that only one (or two) of the given categories of Feats is possible
for the use of the Epic, the use only on Feats with a Range of Touch, or
otherwise limited to some other small subset of paranormal abilities.
Either way, these limitations may never be broken. Earn 1 bonus CP every
session.
White Wizard. The character cant harm anyone with his or her Feats,
ever. Earn 1 bonus CP every session.
67

GEAR

No RPG would be complete without a broad selection of weapons, armor,


and equipment for characters to choose from. Gear in the Breachworld RPG
is as varied as the setting, itself, spanning from the archaic to the fantastic.
Descriptions of a broad cross-section are available, below. Stats are given for
weapons in good repair, of good quality.
Decrease a weapons die rating by a pip or two if it damaged or if poorly
crafted. In exceptional cases, where in perfect condition and were created by a
true master, weapons may do as much as an extra pip of damage, receive a
small bonus to strike, or have a longer effective range.
Some gear may provide Perks to players under certain conditions. Any
such modifiers will be listed explicitly in the equipment description. Example:
A rifle scope may offer the perk of Eagle Eye when used.

Starting Gear

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

68

Equipment Prices

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

Weapons

The weaponry available on post-Fall Earth is incredibly varied. Most common are melee weapons, fashioned in recent years for hunting, raiding, and
self-defense. Firearms may be genuine recovered Golden Age weapons, copies of old relics, cobbled-together pieces of salvage, alien designs, or freshly
forged. Firearm ammunition is usually hand-loaded by experts who have rediscovered the art. Tech weapons are rarely newly-created, but are salvaged
and rebuilt from historic caches, or are alien weapons that have found their
way to Earth.
The specific weapon models shown are fairly representative of the types

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


Weapon
Damage
Weapon
Battle Axe
+3D
Rapier
Club
+1D+1
Staff
Hatchet
+1D+1
Spear
Halberd
+3D
Sword
Knife
+1D
Sword, 2h
Mace
+1D+1
Warhammer
69

Damage
+2D
+1D+2
+2D
+2D+2
+3D+1
+3D

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


Weapon
Damage Ammo Range (s/m/l)
Bow
+2D+2
--30/100/300 feet
9/30/90 m
Crossbow
4D+1
--50/150/400 feet
15/45/120 m
Throwing Knife +1D
--5/15/25 feet
2/5/8 m
Spear
+2D
--20/50/100 feet
6/15/30 m
+0D Scale Firearms ($$-$$$)
Pistol
3D+2
8 - 16

Heavy Pistol

4D

8 - 12

Rifle

5D

5-6

Shotgun

4D+2

2-5

30/100/350 feet
9/30/110 m
30/100/350 feet
9/30/110 m
100/350/500 feet
30/110/150 m
50/150/400 feet
15/45/120 m

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


Ion Pistol
5D stun
20
50/100/150 feet
15/30/45 m
Ion Rifle
6D stun
30
80/160/1000 feet
25/50/300 m
Laser Rifle
4D
15
130/330/2500 feet
40/100/750 m
Demonkin Rifle 6D*
40*
100/820/3300 feet*
30/250/1000 m*
70

+0D Scale Tech Weapons ($$$-$$$$), cont.


Weapon
Damage Ammo Range (s/m/l)
ST Pistol
5D
20
50/100/150 feet
15/30/45 m
ST Combat Rifle 6D
30
80/160/1000 feet
25/50/300 m
ST Sniper Rifle 7D
15
130/330/2500 feet
40/100/750 m
+2D Scale Tech Weapons ($$$$-$$$$$$)
Plasma Ejector 6D
10
100/400/700 feet
30/120/210 m
Accel Cannon
7D
5
100/1200/2000 feet
30/370/610

71

of weapons available in much of Breachworld. Other models exist that may


be a little different aesthetically, but carry roughly the same stats. Still others
may see improved or lesser damage, or variations in the effective ranges.
Higher quality weapons will always go for more in trade than inferior ones.
Melee weapons provide a damage rating that is added to a characters
Might dice. Ranged weapons list ranges in a short/medium/long format for
the purposes of determining the appropriate TN to hit, as well as a straight
damage roll in most cases; do not add an attribute score to the damage rating
of modern weapons. Some weapons list a standard die code, followed by
stun; these weapons do nonlethal damage only, in accordance with the stun
rules in the Game Mechanics chapter.

Armor

Body Armor is a part of everyday life for adventurers, mercenaries, soldiers,


and even explorers, merchants, and scavengers. Even simple farmers or fishermen are likely to own some very limited sort of armor to protect themselves when trying to fight off raiders or Breach creatures. Earth is a
dangerous place, even in bands of so-called civilization. Varieties of armor may be homemade,
salvaged, or made new in factories.
Padded Armor. Simple layers of
clothing and thick padding with vulnerable areas wrapped in additional
bands of cloth and leather.
Armor Value: +1. Cost: $.
Reinforced Leather Armor.
Leather wrappings, pants, and
jacket reinforced with wood,
bone, or metal studs and plates;
includes a leather or
metal helmet.
Armor Value: +3.
Cost: $$.
Improvised Metal Armor. Made from
scrap metal formed into chest plate,
helmet, and braces for arms and legs.
Worn over a sturdy under-layer of stiff
canvas and/or leather.
Armor Value: +4. Cost: $$
72

Plate Mail. A full suit of armor that uses metal plates to completely cover the body of the wearer, worn over a padded suit. Provides protection
comparable to a number of modern types of armor, but if far heavier
and is impossible to put on without assistance.
Armor Value: +9. Cost: $$$$
Flak Vest. An armored vest that covers the upper body, including
shoulders and groin, in modern composite materials.
Armor Value: +4. Cost: $$$.
Infantry Combat Armor. This style of armor is made to emulate the
form and function of that used by sophisticated military forces before
The Fall. Many models are actually made from forms taken from such
suits, often marketed as being genuine, but
use materials that, while reasonably effective,
are less protective than the genuine article.
Armor Value: +6. Cost: $$$$.
Recovered Infantry Combat Armor. Made
of advanced composites, some suits of infantry armor from before The Fall have
been recovered at various reclaimed military
depots, bases, and even battle sites. These
represent the highest level of military protective technology known to be available,
and are highly prized.
Armor Value: +9. Perk: Roughly 1 in 6
suits of genuine Golden Age armor grant
the wearer the Perk of Unstunnable. Cost:
$$$$$.
Shield. A shield is a unique case in that it
does not grant a bonus to Armor Value, but
allows a character to take -cover behind it.
Cost: $$.

Exoskeleton

More than just armor, these suits augment the


wearers physical abilities and allow him or her
to work longer, jump further, and lift far heavier
loads than would otherwise be possible. All run
on super-efficient power cells that can hold a
charge for anywhere from a number of hours to
a few days. Recharging requires a powerful gen73

erator or power plant, which in the days after The Fall greatly limits the range
of these modern marvels.
Labor Exoskeleton. Once a common tool for use on construction sites,
a labor exoskeleton can be a godsend to a struggling community, or just as
easily a group of bandits. It offers nothing in the way of enhanced mobility, and in fact can limit the wearers top speed, but it allows for heavy
lifting and some armored protection, and is often field-fitted with
weapons too heavy for a single operator to wield effectively.
Armor Value: +5, Bonus: +3D to Lift, +2D to Stamina. Penalties:
-5 feet (1.5 m) from the characters base move. Power: 12 hour cell.
Weapons: None standard. Cost: $$$$
Combat Exoskeleton. In the era just before Gate tech brought on the
Golden Age, the use of exoskeletons to supplement infantry in the field
was common. One in four infantry troops would use a combat exoskeleton, fixed with a heavy weapon, allowing a small, fast-moving unit to bring
more firepower to bear than would normally be possible.
Armor Value: +9, Bonuses: +2D to Lift, +1D to Dodge, +2D to
Stamina, +5 feet (1.5 m) to the characters base move. Perk: 1 in 3 preFall Combat Exoskeletons salvaged intact grant the wearer the Perk of
Unstunnable. Power: 26 hour cell, Weapons: Machine Gun (+2D scale,
see gear) or Rocket Launcher (x4, +2D scale, 6D, 100/250/600 feet or
30/75/180 m). Cost: $$$$$.

Equipment

Adventurers have need for a limitless supply and variety of equipment. Some
gear is fundamental to even attempting a task, while other equipment may
make some skills easier to perform. Below is a list of some common equipment, any bonuses that the gear may bestow when used, and an estimated
cost.
First Aid Kit. A simple collection of bandages, a flashlight, small forceps,
pen knife, antibiotic pills and ointments, thermometer, pain killers, disinfectant, and other basic implements that can be used to treat minor injuries or wounds. May include a booklet on treating some common ailments.
Bonus: Use of a First Aid Kit adds +1 to any Medicine roll to treat
minor medical issues. Cost: $-$$.
Bumps. A cocktail of drugs that can provide a temporary boost in alertness and performance. With an Easy Medicine roll, the Bump is administered into the artery on the neck via a single-use micro-injector. Upon
injection, the character no longer feels tired, and pain is dulled. A character that had been Stunned is immediately brought into full alertness by an
74

administered Bump, with all normal skill usage restored.


Bonus: A character suffering no wound effects is granted +1 on all
actions for the effective duration. Commonly carried by medics, mercs,
soldiers, and adventurers of all kinds. Duration: A revival from a Stun is
immediate and permanent. For the Bump bonus, roll the characters
Stamina skill; effects endure for the value of that roll in minutes. A Bump
is only effective once every 12 hours. Cost: $$.
Shelter. More than a simple tent, this is a one-man shelter for use in survival situations. Capable of withstanding very cold or very hot climates, it
can protect the occupant from the extremes that may be encountered in
the wilderness.
Bonus: Add +1D to any Survival roll related to extreme climates
when utilizing the shelter. Cost: $$$.
Climbing Gear. All of the ropes, harness, tie-offs, anchors, and other
equipment required for a professional climb. May be made of modern
materials or rope and leather, but in either case is of sufficient quality to
get the job done.
Bonus: Add +1D to the Climb skill when taking the time to properly
use the equipment. Further, when using proper gear, the character may
make attempt to recover after failing a Climb skill check. Cost: $$.
Scope. A sophisticated telescopic and targeting sight used on any variety
of +0D scale weapons to increase shooter accuracy at range.
Bonus: Grants the shooter the Perk of Eagle Eye. Cost: $$.
Screen. A handheld computer commonly used by adventurers, mercenaries, shop owners, and virtually anyone else that might find use for one.
Models vary in their bells and whistles, but all capture digital images and
video, record audio, organize calendars and schedules, store and share digital information of all types, and can execute custom programs ranging
from games to facial recognition to translation to accounting. Many are
relics of the Golden Age.
Bonus: As per specific program, if any. Cost: $$$.
Datacard. A universal medium for digital storage, analogous to a computer disk or thumb drive from the 21st century. Can store large amounts
of information and is compatible with any screen or computer from the
period of the Golden Age until the present day. Many are relics of the
Golden Age.
Cost: $.
Binoculars. Telescopic lenses that amplify sight up to 1000x. More advanced models may include such features as a rangefinder or camera.
Cost: $-$$.
75

Toolbox. A collection of essential tools for doing mechanical or electrical


work in a specific field, from plumbing to carpentry to computers to motors. Size and quality vary with the cost, but most toolboxes contain
between 15 and 30 individual tools, and may be hand-carried or fill a
rolling chest.
Bonus: +1D to Repair skill when working with the proper toolbox for
the job at hand. Cost: $-$$$.
Medical Bag. A collection of common medicines and equipment for use
by trained medical professionals in light to moderate medical situations. In
addition to the basic implements found in a first aid kit, the medical bag
includes a scalpel and other minor surgical implements, powerful local
anaesthetic, antibiotics, sutures, bottles of plasma and saline, and most
simple equipment required to perform a routine medical procedure in the
field, such as initiating an IV, performing a tracheotomy, or even amputation. Also includes a pocket reference for many common field procedures.
Bonus: +1D to Medicine skill for minor to moderate medical procedures. Cost: $$-$$$.
Survival Kit. Usually kept in a vehicle
or divided up amongst explorers and
adventurers in case of an emergency,
this kit includes basic implements for
survival in the wilderness. Contents
may vary depending on the climate for
which they are intended, but most will
include three waterproof flares, a lighter or other firestarter, 30 feet (9 m) of
rope, a mirror, a large knife with a serrated edge for sawing, a compass,
flashlight or candles, a small water filter
good for use over several days, four
collapsable thermal sheets, and enough
rations to keep two people alive for
several days.
Bonus: +1D to Survival skill
checks when relying on the contents of
the kit. Cost: $-$$.
Water Purifier. An advanced filtration pump system that can purify fresh
water drawn from rivers, lakes, cisterns, or other questionable sources
without having to boil it. Removes dirt and debris, as well as most microbes. Cannot create potable water from totally unclean sources such as
wastewater or sewage. May be hand-pumped or use an electric motor.
Bonus: +1D to Might checks for disease via drinking water. Cost: $$.
76

Breach Closure Device. The


machine, developed by the Cooperative and used almost exclusively by BRAC Squads, that is
capable of permanently closing a
Breach. Successful deployment of
the device requires a Difficult skill
check of Breach Science. Weighing in at approximately 80 lbs.,
the device can be broken into up
to three comp-onents so as not to
overburden a single bearer.
Cost: Unavailable/special.
Survey Gear. A complete set of
equipment to outfit a two-man
surveying team, including a level,
theodolite, rod, and measuring
tape or chain. Some may include
digital equipment such as a more
advanced theodolite or laser distancer. The most advanced kits will be able to communicate with the
users screen to aid in recording data.
Bonus: Add +2D to any Navigation check involving cartography.
Cost: $$-$$$.

Vehicles

Virtually all vehicles are reconstituted from salvage. Due to construction


methods and materials used during the Golden Age, many commercial or
even military vehicles can potentially be found in remarkably good shape.
Bodies and frames were made primarily from composite plastics and advanced metals that do not easily corrode or decay. Virtually all transport was
provided by electric motors, which have very few moving parts and dont require a lot of maintenance. Most systems were operated by sophisticated
computers which, being built from advanced materials and hardwired for
their purpose, need only to be powered up to function more or less like new.
Capabilities lost include any communication, navigation, or auto-drive features, all of which used now-defunct satellites to function.
ATV. A basic 4-wheel drive all-terrain vehicle.
Cost: $$, Scale: +2D, Skill: Drive, Body: 2D, MNV: 1D+2, Move:
2D, Crew: 1, Passengers: 3, Cargo: 800 lbs (360 kg).
77

Battle Tank. A Golden Age, turbine-powered weapon of war. Tanks


universally used any of a variety of liquid fuels to function, which is in
desperately short supply. Cost: $$$$, Scale: +4D, Skill: Drive, Body: 6D,
MNV: 1D, Move: 2D, Crew: 3, Passengers: 1, Cargo: 500 lbs (230 kg),
Weapons: Machine Gun (+2D scale, see gear); Main Gun (6D, fired
every second round, range 2500/5,000/10,000 feet or 750/1500/3000 m).
Sedan. A standard consumer car, with a fiberglass body over a composite
frame, running on an electric motor.
Cost: $$, Scale: +2D, Skill: Drive, Body: 2D, MNV: 1D, Move:
2D+1, Crew: 1, Passengers: 4, Cargo: 500 lbs. (230 kg), Weapons:
None.
Cargo Van. A large van used for deliveries and hauling relatively small
amounts goods over moderate distances not suited for train or long-haul
transport.
Cost: $$, Scale: +2D, Skill: Drive, Body: 2D+1, MNV: 1D, Move:
2D, Crew: 1, Passengers: 1-2, Cargo: 2000 lbs. (920 kg), Weapons:
None.
Motorcycle. Any of a variety of twowheeled vehicles, generally coming in
configurations including cruisers (using
an upright rider position), sport (using
a more prone rider position), and
standard (using a position between upright and prone). May be built for relatively flat surfaces or for off-road.
Cost: $-$$$, Scale: +0D, Skill:
Drive, Body: 1D-1D+2, MNV: 1D3D, Move: 2D-3D, Crew: 1, Passengers: 0-1, Cargo: 20 lbs. (10 kg),
Weapons: None.
Bicycle. Any of a variety of twowheeled, pedal-powered conveyances.
Most are geared to allow for more efficient movement, and designed for
travel along either smooth trails or offroad.
Cost: $-$$, Scale: +0D, Skill:
Athletics, Body: 1D, MNV: 0D-1D,
Move: 1D-2D, Crew: 1, Passengers:
0, Cargo: 10 lbs. (5 kg), Weapons:
None.
78

Ski Boat. A fast-moving recreational boat with an outboard motor, usually electric, but sometimes running on gasoline. Very difficult to find intact, given the relatively harsh marine environment that most boats would
have had to endure throughout the Lost Age.
Cost: $$-$$$$, Scale: +2D, Skill: Drive, Body: 2D, MNV: 2D-3D,
Move: 3D, Crew: 1, Passengers: 5-8, Cargo: 50 lbs. (23 kg), Weapons:
None.
Horse. A trusty steed, bred and broken for riding.
Cost: $$-$$$, Scale: +0D, Skill: Ride, Might: 4D+2, MNV: Not applicable, Move: 5D, Crew: 1, Passengers: 0-1, Cargo: 0-200 lbs. (0-90
kg), Weapons: None.
Wagon. Covered or uncovered, drawn by horses or other domesticated
animals, a wagon is commonly used for work and transportation.
Cost: $, Scale: +2D, Skill: Ride, Body: 1D, MNV: 0D, Move: 3D,
Crew: 1, Passengers: 10, Cargo: 1000 lbs. (450 kg), Weapons: None.
Fighter Jet. A multi-purpose military combat aircraft, capable of engaging other aircraft or ground targets. Both the machine and the fuel required to power its engines are incredibly rare in the time of Breachworld.
Cost: $$$$$, Scale: +6D, Skill: Pilot, Body: 2D, MNV: 3D, Move:
3D, Crew: 1-2, Passengers: 0, Cargo: 20 lbs. (10 kg), Weapons: Cannon
(2D, range 300/500/1000 feet or 90/150/300 m), Air-to-Air Missiles (x4,
+6D scale, 4D, range 2500/10,000/25,000 feet or 750/3000/6000 m) or
Air-to-Ground Bomb (x1, +8D scale, 4D).

79

80

Part 2:
Game Mechanics

Game Mechanics
The Core Mechanic

The Mini Six mechanics that make the Breachworld RPG go are designed to
be simple, flexible, and fast. Everything a character attempts, from trying to
fix a broken radio to firing a chain gun from the door of a helicopter, is
resolved using basically the same rules. The dice rolled represent one
characters skill or ability, while a Target Number (TN) set by the GM
determines the difficulty. If the total die roll is greater than the TN, the
character succeeds. If the roll comes up short, that represents a failure.
A player rolling dice represents a character attempting to accomplish
something. Higher roll totals are always better. The more available dice in a
given skill, attribute, or other ability, the more skilled the character is. The
more dice rolled, the more likely the character is to succeed.

82

Setting the Target Number

The total from dice rolls is compared against a Target Number. The higher
the TN, the more difficult the task. TNs are generated by the Game Master,
following situational guidelines.

General Challenges

Characters roll the appropriate skill or attribute against a set Target Number
based on the difficulty of the task attempted.

Difficulty

TN Description
2-5

Nearly everyone can do it. These checks should


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

Character vs. Character Challenges

Often the difficulty of a challenge depends on the skill of another character.


This usually comes up in combat. Rather than the GM simply assigning a TN
based on his or her judgement, the characters TN is determined by an
opposing characters statistics.
83

Static Defenses

Each character has a number of static defensive values that are derived from
various skills and attributes. These are used to help set Target Numbers in
combat situations and in resisting damage. They are calculated as follows:
Block = (Brawling skill dice x 3) + pips.
Dodge = (Dodge skill dice x 3) + pips.
Parry = (weapon skill dice x 3) + pips.
Soak = (Might attribute dice x 3) + pips plus armor value + any Perk,
super-tech, esoteric, or other armor bonus.

Example: Static Defenses

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

The Target Number is the number needed to successfully hit the target. The
base Target Number on an attack is based on the targets static defense score,
determined as noted above. This can also be modified by the following,
particularly for Dodge scenarios.
Full Dodge: Ifthe character does nothing except dodge until his or her next
turn, add 10 to the Dodge score, and apply range and cover as usual. This
result is applied against any number ofattacks.
Range: Add the range modifier to the Dodge score in all cases (Point
Blank/ Hand-to-Hand -5, Short +0, Medium +5, Long +10). Ranges for
various weapons are listed in the Gear section.
Cover: If the target is behind at least 50% cover, add +5 to the Target
Number. Add +10 for 75% cover. Its impossible to hit a target behind
100% cover. Darkness can also be considered as cover at the GMs whim.
84

Non-Combat Challenges

Other challenges that might pit a character against another character could
include a Stealth attempt versus a Search, or two Persuade skills against one
another during a negotiation. In these cases, each character rolls the
appropriate skill, and the higher total wins.
Pure skill isnt everything, however. When checking a non-combat skill, it
is possible that a character finds him or herself in either a very favorable
position or at a distinct disadvantage. Maybe the character knows that his
opponents gun isnt loaded as he tries to negotiate the terms of a standoff, or
maybe the datacards she had hoped to sell for a big profit have turned out to
be counterfeits. Situations can arise in almost any skill check that justify a
modifier to the TN, for better or worse.

Description

Character attempting the skill has a great advantage


Character attempting the skill has some advantage
Character attempting the skill has no advantage
Character attempting the skill is at some disadvantage
Character attempting the skill is at a great disadvantage

Modifier

-6 to -10 to TN
-1 to -5 to TN
No modifier
+1 to +5 to TN
+6 to +10 to TN

Character Actions
Scenes and Rounds

A game is divided into scenes, just like in a movie or television program.


During a scene, characters may discuss a plan of action, investigate a crime
scene, have a high-speed chase, or get into a fight. The time between scenes
spent walking from place to place, doing routine vehicle maintenance, or
sleeping is skipped over because its mundane, boring, and generally violates
Rule #1.
When things heat up, be it a firefight, trying to hack a computer terminal
before the alarms sound, or making a daring escape, then the game goes into
rounds. Each round represents about 10 seconds of real-life time, give or take
a few seconds depending on the situation. When playing in rounds, it usually
means that the action is high and bullets are flying, so every move that every
character makes must be accounted for in detail.
85

Playing a Round

A round is carried out in the following steps:


1. Declare all actions planned for the round.
2. Determine order ofInitiative by rolling Agility for each character. Highest
goes first, then down the line according to the results ofthe roll.
3. Characters take their actions in order of Initiative, making rolls for
actions they are attempting as appropriate. If making an attack, the
target may get an opportunity to resist or avoid the action.

Types of Actions

The most typical action during a round is the performance ofa skill or combat
maneuver, such as throwing a punch, dodging an explosion, firing a weapon, or
making a piloting check. Additionally, consider the following during the course of
a round.
Free Actions. Activities that do not take a characters full attention are
considered free actions. This includes things like walking, talking into a radio,
opening a door, and making witty retorts during a firefight. More complex acts
like running, giving detailed instructions over the radio, picking a door lock, or
actively trying to bluffsomeone that you have a gun all count as actions.
Multiple Actions. Characters may attempt to do more than one thing on a
turn by withholding one die from every action they attempt for each action
beyond the first. For instance, ifa character tries to shoot twice, he or she is
penalized -1D on each attempt.
Movement. A character may move up to his or her base Move in feet as a
free action or move double the base Move in feet plus the results ofan
Athletics roll at the cost ofone action. Ifthe only action taken in a round is
running, the total move is doubled. The base Move for humans and most alien
races is 15; check individual Player Race templates for the base Move score
for each.
Other Movement. Some characters have ways to move beyond simply
walking or running, such as flying, tunneling, vine-swinging, or any other type
ofmovement. These will use their own rate ofmovement, given with the
characters racial description, Feat, or Perk. Most characters can swim at a rate
equal to their move. Swimming, unlike normal movement, always takes an
action. Ifno other action besides swimming is undertaken, the rate is doubled.
xxxxxxx

86

Dealing and Healing Damage


Dealing Damage

When a target has been hit, the attacker rolls damage and the targets Soak score is
subtracted from the damage. The player or GM then checks the Wound Level
chart below to see how badly the target was wounded.

Damage* >
Soak by:
0 or less
1 to 3
4 to 8
4 to 8
9 to 12

13 to 15

16+

Wound
Level

Unharmed
Dazed

Wound
Effects

None.
-1D for all remaining actions for the current round and the next round.
-1D to all actions until healed.
-2D on all actions until healed.

Wounded
Severely
Wounded**
Incapacitated As a free action before losing consciousness, the character may try to stay "in the
fight" with a Moderate (15) Stamina roll.
If successful, he or she may continue to
actu, but with a -3D penalty. A failed
check means the character falls unconscious for 10D minutes.
Mortally The character is near death and immediWounded ately knocked unconscious. Toll the characters's Might each round; the character
dies if the roll is less than the number of
minutes he or she has been Mortally
Wounded.
Dead
The character has perished.

*Note: Any additional damage less than or equal to the characters current
Wound Level moves him or her up one level.
**Note: A character is Severely Wounded if the result is between 4 and 8
and he or she is already Wounded.

87

Natural Healing

Ifa wounded character rests, he or she is allowed a Might check, and ifsuccessful
heals a Wound Level. The frequency ofthe check depends on the severity ofthe
characters wounds.

Natural Healing
Wound Level

Frequency

Might TN

Dazed
Wounded
Severely Wounded**
Incapacitated
Mortally Wounded

1 minute
3 days
3 days
2 weeks
5 weeks

automatic
6
6
8
9

Assisted Healing

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

Assisted Healing
Wound Level

Frequency

Medicine TN

Dazed
Wounded
Severely Wounded**
Incapacitated
Mortally Wounded

Immediate
1 day
1 day
1 day
1 day

Easy
Moderate
Moderate
Difficult
Very Difficult

88

Stun Damage and Recovery

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

Damage >
Soak by:
0 or less
1 to 8
9+

Stun
Level

Unharmed
Stunned
Severely
Stunned

Stun
Effects

None.
-1D on all actions for 2D6 rounds.
The character is knocked unconscious
for 2D minutes.

89

Scaling

Not all objects are on the same scale. Humans


and horses may be close enough to be equals,
but humans and dragons arent. When
dealing damage to a smaller scaled target or
resisting damage inflicted by it, the larger
adds the difference in modifiers to their
die rolls or static defenses. Smaller
scaled targets attempting to dodge
attacks from or actually attempting
to attack a larger scaled opponent
add the difference to their
dodge and attack rolls.

Scale Modifiers
Scale

Modifier

Character, Animals
Air Cycle, Car, Little Dragon, Wagon

None
+2D to Hit & Damage
+6 to Dodge & Soak
+4D to Hit & Damage
+12 to Dodge & Soak
+6D to Hit & Damage
+18 to Dodge & Soak
+12D to Hit & Damage
+36 to Dodge & Soak
+24D to Hit & Damage
+72 to Dodge & Soak

Big Dragon, Galley, Mecha, Tank


Fighter, Lt. Transport, Heavy Mecha
Capital Ship, Elder God, Space Station
Mega Space Station, Planets
90

Example: Scaling

Tommy fires his AR-15 rifle (a +0D scale weapon) at a car (a +2D scale
target) as it drives away. Tommy get a +2D bonus to his Rifle skill roll to hit
the relatively large target. Because its big and therefore resistant to damage,
however, the car adds +6 to its Soak.
A main battle tank is trying to hit Shym (a +0D scale target) with its main
cannon (a +4D scale weapon). Because she is relatively small, Shyms Dodge
total gets a bonus of +12. If the strike lands, however, Shym is in big
trouble because the tank adds +4D to its damage roll.
Piloting his Hammer-class space fighter, Ajax is targeting a mega space
station (a +24D scale target) with his laser cannon (a +6D scale weapon).
Ajax adds +18D to strike (24D scale for the mega space station, minus 6D
scale for the fighter) the huge target, but the mega space station gets to add
+54 to Soak (72 minus 18).
A Rage-1 helicopter gunship uses its minigun (a +6D scale weapon) to
strafe an Aries mecha (a +4D scale target). The mecha adds +6 to its Dodge
(18 minus 12). If the gunship lands a hit, it adds +2D to its damage roll (6D
minus 4D).

Fate Points

Fate Points are earned through superior play and given as an incentive by the
GM to help encourage the style of action desired in a game. If a character
makes a clever quip using the in-game jargon that makes everyone laugh
without disrupting play, that may be worth a Fate Point. Unless completely
against the nature of the game played, extremely clever ideas and grand
heroic deeds should always be rewarded.
Characters start with 1 Fate Point. Fate Points provide a variety of
options, but once spent the point is lost. Some possible Fate Point effects
include:
Strong Roll. Gaining a +6 to any single roll; up to 3 points may be used
at one time when using this effect. Note that the Fate Point must be spent
prior to the roll.
Just a Flesh Wound. Once per combat a Fate Point can be used to
reduce the severity of a characters wounds by one level.
91

Get Lucky. Make a small, fortuitous change to the characters location


(e.g. locating an unlocked window, finding a can of WD40 and a roll of
duct tape, etc.).
Get a Clue. Sometimes players are at a lost or think they might have
missed something. This gives them the option to find that detail that they
would have otherwise missed.

Character Advancement

At the end of each session, the GM awards each character a number of


Character Points (CPs). The number of points given per session typically
varies from 3 to 7 depending on drama, danger, success, and fun! CPs are
used to improve skills and attributes, and represent a characters development
and growth over time.

Spending Character Points


Improving Skills. Any skill may be increased one pip by spending a
number of CPs equal to its current number of whole dice. No skill may
be increased more than one pip per session. Skill specializations cost only
half as much to raise, rounding up.
92

Gaining Skill Specializations. A skill specialization may be learned by


spending CPs equal to the base skills current number of whole dice. This
gives the character the specialization at a skill level +1D over the base
skill. Only one specialization may be learned per session. Remember that
combat skills and the Epic skill dont usually allow for specializations.
Improving Move. A characters base Move score can be improved one
point by spending a number of CPs equal to the current Move. Move may
be increased by only one point per session, and may be increased a total
of three points, total. Game Masters may allow for further increases at
increased CP cost at their discretion.
Improving Attributes. Character points are also used to improve
attributes. This costs 10 times the number of dice a character has in the
attribute to raise it one pip. All skills under this attribute also improve by
one pip.

Example: Character Advancement

Varnir the Terrible has an Axe skill of 4D+1, so spending 4 CPs increases
that skill to 4D+2. He also has a skill specialization in Ride: Dire Beast of
5D+2, so he must spend 3 CPs (half of 5, rounded up) to increase that
specialization to 6D.
Varnirs adventuring big sister, Helgir the Large, has a Medicine skill of
3D+1. Because she doesnt usually have access to modern medical
equipment or gear, Helgir decides to focus on healing with natural elements
and takes the Medicine: Holistic specialization. She spends 3 CPs and gains
the specialized skill at 4D+1.
Varnirs partner, Two-Step Carl, has a base Move of 15 and wants to get a
little faster. He cashes in 15 CPs and increased his base Move to 16.
Their sneaky companion, LoLo, has an Agility score of 3D+2 and wants to
increase it to 4D, so she must save up and spend 30 CPs to achieve that
bump. This also increases all of her Agility skills, such as Sneak and
Acrobatics, and even skill specializations tied to Agility, by one pip.

93

Epic Mechanics

There is no such thing as magic, but an amazing side effect of The Fall is the
introduction of seemingly supernatural phenomena to what was once a very
mundane Earth. Free of the control of the Gates, Breaches pour a substance
known as Aether into the world. This invisible, undetectable substance is
theorized to be the most basic component of the universe and all dimensional space. It is the element that composes all of time, space, matter, and
energy. Although they did not realize it at the time, it was this substance that
21st century scientists and engineers unwittingly tapped in order to enable
Gate travel.
A small percentage of humans and aliens, either as individuals, families, or
entire races, have the ability to manipulate Aether through force of will to
stunning results. Aether Feats, or simply Feats, are the magical, psionic, and
other paranormal abilities of Breachworld. The parlance varies from place to
place, but the most common name for those that can manipulate Aether to
startling effects is Epics. They are also known as Adepts, Wizards, Mystics, or
Psychics.

The Paranormal in Breachworld

The existence of the supernatural is a fact of life on Earth after The Fall. It is
not the primary focus of this core RPG, but the mechanics have been included herein for the sake of completeness. Like other aspects of kitchen
sink gaming where all genres are thrown together into one world, the
paranormal will be expanded in future supplements, just like there will be
supplements for things like mecha combat, cybernetics, and human augmentation. Players and Game Masters may then select which pieces of the
world they would prefer to incorporate into their games. So, if Rule #1 is
best satisfied by excluding the paranormal from your game, feel free to cut it
out.
94

Performing Feats

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

Feats Requiring Multiple Actions

Some Feats require additional actions to be taken after activating. For example, throwing a fireball requires the Epic to activate the Feat with one action, and then hit the target by making a Throw skill check with a second
action. The Epic may wait until the next turn to throw the fireball or may opt
to suffer the -1D penalty for multiple actions and do both in one turn.

Concentration

Some Feats require the Epic to maintain concentration for the Feat to remain
in effect. Each Feat maintained counts as one action for the purpose of determining penalties for multiple actions.

Beginning Feats & Learning More

The character knows two Feats for each die allocated to the Paranormal skill
at character creation. Learning a new Feat costs 4 CP. A maximum of one
new Feat may be learned after each session.
95

Aether Feats

The following descriptions group various Feats into general categories for the
sake of organization. Generally speaking, any Epic can learn any Feat without
restriction, though some Perks may make the character better at some types
than others, and some Complications may restrict the availability of Feats.
Stat blocks include the following:
TN: The Target Number that must be met or exceeded for the Epic to
successfully perform a Feat.
Duration: How long a Feat lasts before it fizzles out. A duration of instant means that it occurs in a moment, while a duration listed as concentration allows the Epic to maintain the Feat so long as his or her
focus is not interrupted.
Range: At what distance the Epic may perform the Feat. A range of
self indicates that it may only be performed on the Epics own person.
A range of touch requires physical contact with the target.
Resisted: How a target can attempt to prevent the Feat from taking place.
This usually applies to supernatural effects being placed on a person
against the targets wishes. Some Feats, such as Laser Blast, cannot be resisted, but can be dodged or otherwise defended.

96

Air Manipulation

A combination of the manipulations of matter and energy, the air and atmosphere can be controlled or altered by the will of an Epic.

Broadcast
TN:
16
Duration: Concentration
Range: 500 foot (150 m) radius
Resisted: None

Around the Epic, the atmosphere is manipulated to enhance the sound of his
or her voice as if over a public address system. The Epics normal speaking
voice is sufficient to be heard across the area of effect.
Control Weather

TN:
35
Duration: Concentration
Range: 2500 foot (760 m) radius
Resisted: None
The Epic manipulates atmospheric Aether to dictate the weather to be hot,
cold, snowy, rainy, foggy, or calm as desired. Natural disasters and extreme
weather events such as hurricanes or tornadoes may not be created.
Fog

TN:
12
Duration: 20 minutes
Range: 50 foot (15 m) radius
Resisted: None
The Epic creates a thick fog around him, reducing visibility and affecting
cover as appropriate.
Shriek

TN:
8 + Resist Roll
Duration: Instant
Range: 5 0 feet (15 m), line of sight
Resisted: Might
This Feat manipulates the Aether making up the air around the Epic to amplify his or her scream, resulting in a piercing shriek directed at a single target
within line of sight. The sound is loud and intense enough to disorient the
target, causing it to be Stunned for four rounds if it fails to resist.
97

Sphere of Silence

TN:
11
Duration: Concentration
Range: 10 foot (3 m) radius
Resisted: None
The air molecules in the radius are prevented from vibrating, resulting in absolute silence. No noise can be made, spoken, or heard.
Vaccuum

TN:
22
Duration: 10 minutes
Range: 5 foot (2 m) radius, up to 50 feet (15 m) away
Resisted: Special
The Epic isolates a small area and converts the air within that space into free
Aether, creating a vacuum and all related effects, including an inability for
anyone caught within its area of effect to hear or speak. Most notably, anything unable to escape the area and without a reserve supply of oxygen will
begin to suffocate, requiring a Might check against a TN of 5, plus one per
each additional round. After the duration ends, air immediately flows back
into the affected area.
98

Biochemical Manipulation

Because Aether makes up all matter and energy, that includes things like
neural impulses and physiological responses. These Feats involve an Epic
manipulating that Aether in a person or creature, or even the Epics own
Aether, to achieve some sort of biological or neurological effect. Feats may
induce a certain feeling in the target, link two minds, or even allow the Epic
to control the body of another person.
Beast Tongue

TN:
19
Duration: Concentration
Range: Self
Resisted: None
The Epic can communicate with animals via a crude sort of telepathy; this is
not an ability to command or control. The animal can give and receive impressions and some basic information, but only within the limits of its natural
perception. This limits their abilities as scouts or agents of the Epic, as complex thoughts and the interpretation of instructions are beyond most animals.
Heal

TN:
Special
Duration: Instant
Range: Touch
Resisted: None
The Epic must concentrate for 6 turns before using this Feat. The TN is 15
when attempting to heal anyone wounded or severely wounded, 19 for incapacitated characters, and 23 for the mortally wounded. Success reduces the
wound level by one. If used more than once per day on a target, the target
number of additional castings increases by +10.
Induce Fear

TN:
8 + Resist Roll
Duration: Concentration
Range: 100 foot (30 m) radius
Resisted: Courage, or Wit
The Epic manipulates the brain chemistry of his or her targets to induce a
primal fear. This Feat affects as many targets as the character has dice in the
Epic skill. Targets defend individually, and effectively become Stunned if they
fail to resist. Effects last as long as the Epic maintains concentration.
99

Hallucination

TN:
Special + Resist Roll
Duration: Concentration
Range: 50 foot (15 m) radius
Resisted: Wit
Hallucinations create false sensory perceptions in the minds of the affected.
These can be visions, sounds, or even smells. The target number is 15 plus 2
for every person targeted after the first, plus the targets individual Resist
Rolls. Particularly detailed or complex hallucinations may have an increased
TN at the GMs discretion. Compare results for each person individually to
see if they are affected. GMs may wish to roll for the highest Resist first and
if that person fails, consider all to have failed.

HALLUCINATION

Paralysis

TN:
15 + Resist Roll
Duration: 1 hour
Range: 150 feet (45 m)
Resisted: Might
The targets body Aether is disrupted and the target becomes paralyzed,
freezing in place.
1 00

Possession

TN:
25 + Resist Roll
Duration: Concentration (special)
Range: 500 feet (150 m)
Resisted: Charm
The Epic takes control of the physical body of a single character or creature.
The Epic may make the possessed being take any physical action it is capable
of, but cant make it use Feats or Perks. The possessed being uses its own
Might and Agility, but skills depend on those of the Epic. The possessed may
contest the Epic for control each round.
Slumber

TN:
10 + Resist Roll
Duration: 1 hour
Range: 30 foot (9 m) radius
Resisted: Wit, or Epic skill if applicable
The Epic induces victims bodies to fall into a deep slumber. The Epic can
affect up to as many targets as he or she has dice in Epic. Targets resist individually, falling into a deep sleep on failure.
Still Mind

TN:
43
Duration: Concentration
Range: Self
Resisted: None
The Epic is protected from all Feats that influence, detect, or read emotions
and thoughts.
Telepathy

TN:
15 + Resist Roll
Duration: Concentration
Range: 50 feet (15 m)
Resisted: Charm
When cast, the Epic can hear the thoughts of any one person within range,
as well as project his or her own thoughts to that person; language is no barrier.

1 01

Electricity Manipulation

By utilizing these Feats, an Epic can convert free Aether to electrical energy
and back again.
Depower Object

TN:
18
Duration: Permanent
Range: Touch
Resisted: None
Electrical energy is converted into Aether, which depowers a cell or other
reservoir of power. This Feat can nullify a power source for most common
items, such as a screen, flashlight, or radio. More powerful cells used in directed energy weapons or vehicles, as well as equipment that generates electricity,
are not affected.
Electric Field

TN:
20
Duration: Instant
Range: 20 foot (6 m) radius
Resisted: None
A field of electric energy is generated around the Epic, potentially injuring
any caught within the radius with a moderate electric shock. The damage is
not usually lethal, but is often enough to stun or wound those affected. Targets within the radius are denied a Dodge roll. A successful hit inflicts 3D
damage and bypasses conventional body armor.
Interference

TN:
18
Duration: Concentration
Range: 200 foot (60 m) radius
Resisted: None
The Epic produces electromagnetic interference, which disrupts electronic
instruments and radio communications for all such equipment within the radius, including that of the Epic and his or her allies. While the Feat is active,
everyone suffers a +15 added to the TN for skills such as Computer, Navigate, and Science when attempting to use communications or sensory equipment.
1 02

Lightning Bolt

TN:
23
Duration: Instant
Range: 150 feet (45 m)
Resisted: None
A bolt of lightning arcs between the Epics hand and a
single target within line of sight; targeting requires the
use of the characters Throw skill. Targets may make a
Dodge roll to avoid being hit. A successful hit inflicts 5D
damage and bypasses conventional body armor.
Magnetic Telekinesis

TN:
25
Duration: Concentration
Range: 150 feet (45 m)
Resisted: None
This Feat is a limited form of
Telekinesis that allows the Epic to
manipulate Aether to create magnetic fields. As a result, the Epic
can move up to 50 lbs of ferrous
material per die in Epic up to 30
feet (9 m) per round. Living beings
may resist having items pulled
away from them or otherwise manipulated with a Might check
against the Epics roll. Note that
many modern materials, such as
ceramics and metallic alloys, are
often not magnetic.

LIGHNING BOLT

Power Electronics

TN:
15
Duration: Concentration
Range: Touch
Resisted: None
The Epic generates enough electricity to power an electronic device. The
amount of power generated is equivalent to that available from a wall outlet
or small generator, able to power most commercial appliances, computer
hardware, or the minimal functions of an electronic vehicle.
1 03

Stun Bolt

TN:
18
Duration: Instant
Range: 50 feet (15 m)
Resisted: None
Aether is converted to electrical energy similar to that used in modern stun
weapons, which can achieve a similar result. The Epics Throw skill is used
against a target, who is then in turn allowed a Dodge to avoid damage. A
successful hit produces 4D of stun damage and bypasses conventional body
armor.

Heat Manipulation

These Feats allow the Epic to exert control over heat and cold by transforming free Aether into heat energy, or vice versa.
Body Heat

TN:
19
Duration: 4 rounds
Range: Self
Resisted: None
The Epic turns his powers inward and makes his or her skin red-hot. The
character is unharmed, but anything touched suffers burns as if touched by
hot coals. The characters touch does 3D damage; punches and kicks do +1D
in damage from the burning heat.
Chill

TN:
12
Duration: 20 minutes
Range: 100 feet (30 m)
Resisted: Might
This Feat causes the target to instantly become chilled to the bone and must
make a Might check against the Epics Epic skill or be Stunned for the duration; add +2D to the Epics skill roll if the Feat is administered by touch.
Dedicated effort to warm the target cuts the duration in half.

1 04

Extinguish Fire

TN:
13
Duration: Instant
Range: 100 feet (30 m)
Resisted: None
This Feat allows the Epic to instantly extinguish any individual fire within
range. The size of the fire is limited to +2D scale flames, meaning that any
flame up to the size of a car or wagon can be affected. Larger flames, such as
large structure fires, are not affected.
Feed Fire

TN:
10
Duration: 4 hours
Range: 20 feet (6 m)
Resisted: None
In an environment where a fire would not normally burn, such as without
oxygen or in damp conditions, the Epic is able to feed the fire to maintain its
strength. The size of the fire is limited to that of a large campfire.

Fireball

TN:
23
Duration: Instant
Range: 100 feet (30 m)
Resisted: None
The Epic creates a ball of fire energy, which he or she may then hurl at a target using the Throw skill. The target may attempt to Dodge to avoid damage.
A successful strike does 5D in damage and sets combustibles aflame.
1 05

Heat Radius

TN:
20
Duration: Concentration
Range: 20 foot radius (6 m)
Resisted: Might
This Feat requires one round of concentration to attempt. The area surrounding the Epic gets hotter and hotter as more and more heat energy is
generated. Everyone in the radius except the Epic, friend and foe alike, must
resist 1D of damage for the first round, plus up to an additional +1D for
each subsequent round as long as the Epic maintains focus. Maximum damage is equal to the Epics Paranormal skill. Conventional body armor is not
effective.
Resist Heat

TN:
19
Duration: 1 hour
Range: Touch
Resisted: None
When this Feat is performed, the target is granted a +2D bonus to resist
damage from heat and fire.

Spontaneous Combustion

TN:
15
Duration: Instant
Range: 100 feet (30 m)
Resisted: None
The Epic creates enough heat energy to cause flammable materials to suddenly ignite.
1 06

Kinetic Manipulation

Aether is converted into kinetic energy, introducing forces of movement to


an object or to the Epic. Likewise, kinetic energy may be transformed back
into Aether to suspend motion or arrest momentum.
Accelerate

TN:
16
Duration: Instant
Range: Self
Resisted: None
By converting Aether into kinetic energy, the Epic can throw something
much harder than he or she normally could. Add a bonus of +1D to the
damage of any thrown object.
Break Fall

TN:
8
Duration: Instant
Range: Touch
Resisted: None
The Epic dissipates his or her own kinetic energy back into free Aether at the
moment of impact. This means that the Epic can fall or just from any height
and receive no injury whatsoever, as well as extending the effect to anyone or
anything that he or she is in contact with.
Deflect Projectile

TN:
10 + Attack Roll
Duration: Instant
Range: 50 feet (15 m)
Resisted: Special
The kinetic energy of a projectile such as a bullet, arrow, baseball, or other
such object is partially affected by the Epic, effectively deflecting it away from
its target and sending it off harmlessly in another direction. This is achieved
through a contested roll. The Epic must roll his or her Epic skill to beat the
TN of 10, plus the attackers roll to strike (e.g. Mavis the Terrible throws a
spear at Apoc Bill. Maviss Throw total is 11, so Bill needs a 21 or better to
deflect the strike). The Epic may attempt to deflect a projectile aimed at another person, as well as something aimed at the Epic.
1 07

Fly

TN:
23 (or 15)
Duration: Concentration
Range: Self
Resisted: None
While maintained the Epic can fly
at a rate of 90 feet (30 m) per
round. The character may hover
and carry up to his or her own
weight aloft. If the character only
wishes to levitate vertically, the TN
of the Feat is 15.
Increase Gravity

TN:
18 + Resist Roll
Duration: Concentration
Range: 50 foot radius (15 m)
Resisted: Might
The gravity affecting a number of targets is amplified, slowing or even preventing movement and overburdening all that are affected. Any targets making their Resist Rolls continue to move at half speed and to carry double their
own weight. Those that fail to resist are overcome by the increased gravity
and fall, and are unable to take any physical action. The Epic can affect as
many targets within the radius as he or she has dice in the Epic skill; each target resists individually.
Kinetic Suspension Field

TN:
35
Duration: Concentration
Range: 10 foot radius (3 m)
Resisted: None
Using this Feat, the Epic reverts all kinetic energy into Aether, effectively arresting and all movement within the sphere of influence, including the Epics
own. Nothing can move within the area of effect, and any physical object attempting to enter the radius will immediately stop as it approaches. Other
forms of energy, such as light or electricity are not affected.

1 08

Push

TN:
15
Duration: Instant
Range: 50 feet (15 m)
Resisted: Might
The Epic mentally shoves another person or object, potentially knocking the
target over. The force of the Push is equal to a Might check equal to the
characters Epic skill.
Telekinesis

TN:
31 + Special
Duration: Concentration
Range: 150 feet (45 m)
Resisted: None or Might
The Epic moves up to 50 lbs per die in Epic up to 30 feet (9 m) per round.
Living beings may resist using Might.

1 09

Light Manipulation

These Feats involve taking raw Aether and converting it into light energy, or
reverting light energy back into Aether. This can allow an Epic to exert some
measure of control over light and darkness.
Dark Vision

TN:
23
Duration: 1 hour
Range: Self or Touch
Resisted: None
The target can see 60 feet (20 m) in the dark, even in total darkness.
Flash

TN:
10 + Resist Roll
Duration: Instant
Range: 10 foot (3 m) radius
Resisted: Might
A brilliant flash of light emanates from the Epic, capable of stunning anyone
that sees it. Anyone within the effective radius that fails to resist is Stunned
for 2 rounds.
Hologram

TN:
30
Duration: Concentration
Range: 100 feet (30 m)
Resisted: None, or Will
The Epic creates a complex construct of light in three dimensions. This light
can appear opaque, but has no physical substance. Limited motion is possible,
but whatever appears can make no sound. There is normally no Resist Roll,
as anyone that sees light in the normal spectrum will see the image. However,
if attempting to use the hologram to deceive, intimidate, or otherwise convince someone that the object is genuine, the target may make a Will check to
determine whether or not they believe the image is more than just a projection. GMs may modify the Resist Roll as appropriate to the situation and the
presentation of the hologram.

110

Invisibility

TN:
27
Duration: Concentration
Range: Touch
Resisted: None
This Feat renders the Epic almost totally
unseen, granting a +5D bonus to Stealth
as long as Concentration is maintained.
The Epic may make others invisible along
with him or herself, but touch must be
maintained at all times, or else the others
become visible.
Lantern

TN:
10
Duration: 1 hour
Range: Self
Resisted: None
The Epic creates a hand-held orb of light
with brightness equivalent to a lantern.
Just like a real lantern, it can be dimmed,
moved about within arms reach, or
placed somewhere and left behind. Only
the Epic (or another Epic with this Feat)
can manipulate the light.
Laser Blast

TN:
20
Duration: Instant
Range: 300 feet (90 m)
Resisted: None
A blast of focused light energy is generated from the Epics hand to its target in
the same manner as a directed energy
weapon. The Epic attempts to strike using the Throw skill, while targets may attempt to evade by making an opposed
Dodge check. A successful hit does 4D
damage, which is resisted with a Might
check as normal.
111

Snuff Light

TN:
11
Duration:
Concentration
Range:
100 feet (30 m) line of
sight
A single source of light, be it a campfire,
flashlight, street lamp, or infrared targeting system, is immediately made dark.
The object will continue to emit no light
as long as the Epic concentrates on the
source.

Matter Manipulation

Matter is made up of Aether, and so can


be controlled by the Epic. Objects can be
created or altered, or even disintegrated
by dispersing the Aether that forms them.
Aether Weapon

TN:
19
Duration:
1 hour
Range:
Self
Resisted:
None
Damage:
+3D
The Epic creates a powerful hand-held
weapon made entirely of Aether. It has
physical form and density, but also
courses with a sort of unrefined energy.
The type of weapon is determined by the
Epic, but is usually a sword, axe, or spear.
The weapon requires physical contact
with its creator, so it cannot be thrown,
dropped, or lent to another.

112

Animate

TN:
31
Duration: Permanent
Range: Touch
Resisted: None
The Epic touches a dead animal, humanoid, or other creature giving it unlife
as a zombie or skeleton, depending the corpses condition. Undead created
this way are slow-moving, have roughly half the Might that they did in life,
and can be controlled by the creators Command skill. When destroyed, they
crumble to dust.
Armor

TN:
22
Duration: 1 hour
Range: Touch
Resisted: None
This Feat creates a full suit of armor for the Epic, or another target by touch.
The armor is simple, does not offer any environmental protections, and still
has weight, but is comparable to most conventional armor commonly available. The material is a generic gray metal of a single color of the Epics
choosing, and consists of a helmet, chest and back plates, and coverings for
upper and lower arms and legs. Provides an Armor Value of +4.
Conjure Simple Object

TN:
14
Duration: Permanent
Range: 10 feet (3 m)
Resisted: None
The Epic must concentrate for 10 rounds to use this Feat. The Epic coalesces
free Aether through force of will, creating a simple object from thin air.
The object must be solid, without ornamentation, and cannot include any
moving parts. It can be composed of a common material, such as wood,
metal, or stone, but is a generic form of that material and may not be specifically created as any specific type (oak, silver, obsidian, etc.). It must be
lightweight and small enough to be easily carried in two hands. Common examples include such items as a bowl, sword, staff, crowbar, or wagon wheel.

113

Create Food

TN:
15
Duration: Permanent
Range: 10 feet (3 m)
Resisted: None
The Epic must concentrate for 6 rounds to use this Feat. The character can
conjure edible food from the Aether. It comes in the form of a nutrient-rich
loaf, like very dense and flavorless bread. The Feat creates one small loaf,
which provides sufficient nutrition for one meal for one adult.
Create Water

TN:
10
Duration: Permanent
Range: 10 feet (3 m)
Resisted: None
The Epic must concentrate for 4 rounds to use this Feat. This Feat allows the
Epic to convert Aether into 8 ounces of pure, clean water. It requires a container to fill, or it will simply spill onto the ground.
Death Spell

TN:
35
Duration: Instant
Range: 30 feet (9 m)
Resisted: Special
This Feat seeks to disrupt the Aether that makes up a persons very being,
potentially killing the target. If successfully cast, the Epic rolls his Epic skill
without his Wit attribute for damage. The target resists using only Might. For
example, Melkot casts Death Spell on Tamore. Melkot has a Wit of 4D and
10D in Epic. Melkot would roll 6D for damage (10D 4D) and Tamore
would resist with his Might.

114

Disintegrate

TN:
25
Duration: Instant
Range: Touch
Resisted: Might, Body, or Armor Value as applicable
Damage: As per Epic skill
The Epic attempts to turn matter back into free Aether, causing damage to
the object; only inanimate objects are affected. To determine the damage
done, the Epic rolls his or her Epic skill versus the Body of the object. If the
object does not have a Body score, scores such as Might or Soak may be used
to resist.
Growth

TN:
23 + Special
Duration: 10 Rounds
Range: Self
Resisted: None
The Epic substantially increases in size. Each scale increase adds +10 to the TN.
(e.g., for a human to grow to
the size of a dragon would
require 2 scale increases,
making the TN 43.)
Mask

TN:
13
Duration: 1 hour
Range: Self
Resisted: None
This Feat allows the Epic to
hide his features by use of a
mask created entirely from
the Aether. As a paranormal
construct, it cannot be removed from the Epic while
conscious and the duration
endures.
115

Space-Time Manipulation

The Aether that makes up the flow of time or regulates spatial, or even dimensional relationships can be worked to the Epics will. The passage of time
can be sped up or slowed down, and the space between dimensions can be
secured or rendered meaningless. This includes the manipulation of Aether
that is not natural, meaning that it has been altered by another Epic.
Dispel Aether Feat

TN:
Special
Duration: Permanent
Range: 30 feet (9 m)
Resisted: None
The Epic undoes any single Feat or Aether effect. The target number is five
higher than the Feat being targeted (e.g. Hasten has a TN of 23, so to dispel
that Feat requires a TN of 28). Some things cannot be dispelled, such as
healing, resurrection, or the conjuring of permanent physical objects.
Divination

TN:
Special
Duration: Concentration
Range: Self
Resisted: None
The Epic can attempt to see the future or the past. The immediate future or
past normally has a TN of 25 while more distant events have a higher TN.
For instance, seeing a year into the future may have a TN of 45 while a year
into the past is only 35. If attempting to divine about specific objects or
people that are not present, the difficulty goes up by 10.
Hasten

TN:
23
Duration: 5 rounds
Range: Touch
Resisted: None
The Aether that forms space-time around the target is altered, resulting in
improved response time for anyone affected. Targets have their multiple action penalty reduced by 1D. The effects of multiple Hasten Feats dont stack.

116

See Aether Aura

TN:
15
Duration: Concentration
Range: 30 feet (9 m)
Resisted: None
The Epic can see a distinct glow on anything that is under the effects or influence of the paranormal, such as an Aether construct, possession, or a being made invisible by another Epic.
Sense Aether Feat

TN:
16
Duration: Concentration
Range: 100 feet (30 m)
Resisted: Epic
Being so in tune with the Aether, the character can detect when and where
another Epic is performing a Feat. Success indicates an awareness of the
presence of the Feat, as well as the general direction, like a divining rod. The
type of Feat being used is not made known to the Epic. Other Epics may
resist being discovered by way of their Epic skill.
Sense Breach

TN:
14
Duration: Concentration
Range: Varies
Resisted: None
Breaches are tears in space-time, making them relatively easy to detect at a
distance for a trained Epic. To detect a Breach within 1000 feet (300 m), the
base TN of 14 applies. Add +5 to the TN for every doubling of the effective
range (e.g. TN of 19 for 2000 feet, 24 for 4000 feet, 29 for 8000 feet, etc.).
Slow Time

TN:
26
Duration: Concentration, up to 6 rounds
Range: Self
Resisted: None
The Epic alters the flow of time, allowing for him or her to conduct twice as
many actions as normal as long as Concentration is maintained. This means
the Epic can take double the moves or perform twice as many skills within
the time limit.
117

Teleport

TN:
Special
Duration: Instant
Range: Touch
Resisted: None
Epics can instantly transport themselves or other beings to a designated destination at any distance. Unwilling subjects cannot be teleported. The base
TN is 30 for one target, plus 5 more for each additional target. An Epic may
not teleport to any place he has not seen before.

TELEPORT

118

Vehicle Rules

Vehicles are a big part of any RPG for characters that want to get from place
to place, enjoy action and adventure at high speeds, or really take damage and
destruction to the next level. Breachworld is no different, and so contains
rules for everything from blowing up an opponent to fleeing from one.

Vehicle Movement
Move dice represent relative
speed between vehicles of similar
types. Vehicles are divided into
four broad categories including
Primitive Craft/Muscle Powered,
Motorized Ground and Water
Craft, Aircraft, and Spacecraft . If
vehicles of different categories
must compare speeds, such as a
fighter chasing a tank, the faster
vehicle is granted bonus move
dice based on the difference in
speed factors in the following
chart:

Speed Factor Modifier


Primitive Craft
Muscle Powered
Motorized Ground
Water Craft
Aircraft
Spacecraft

Chases

+0D
+2D

+5D
+10D

When attempting to overtake or outrun an opponent the GM determines


what range you are at (Short/Medium/Long). Each turn each vehicle makes a
drive/pilot check, with the vehicles Move dice granting a bonus. The higher
roll either closes or increases the distance 1 range as desired. If reduced below Short you catch up, if increased beyond long you escape.
119

Ramming

When vehicles are at short range, a pursuer may try to ram. To successfully
ram, the pilot needs to roll higher than the targets Pilot skill check. If successful both vehicles take damage equal to to the body of attacking plus relative move dice.

Vehicle Weapons

Some vehicles have weapons. Unless specified in their descriptions they are
considered to be the same scale as the vehicle. Attacks are resolved in the
same manner as character versus character combat with the only difference
being the characters use their Drive or Pilot skill in place of Dodge to avoid
being hit. Weapons that are part of a vehicles systems are usually fired using
Gunnery.

Multiple Weapons
on Vehicles

When vehicles have more


than one weapon of a single
type, they can be fired as a
single salvo. This requires a
successful Command skill
roll with the difficulty based
on the number of guns being combined. Each doubling of the number of
weapons combined increases
the damage by one pip.

Weapons Command Damage


in Salvo Difficulty Bonus
2
4
8
16
32
64

1 20

Very Easy
Easy
Moderate
Difficult
Very Difficult
Heroic

+1
+2
+3
+4
+5
+6

Vehicle Damage

If the hit is successful the character rolls the vehicles Body to resist the damage and consult the following chart to determine how severe the damage is:

Damage

Rolled Effect

Damage Roll Body Roll


Damage Roll 2 x Body Roll
Damage Roll 3 x Body Roll

Temporary Effect (one round)


Permanent Effect (repair required)
Permanent Effect (part destroyed)

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

Roll 1D
1

2-3

4-6

Damage

Loss of
Maneuverability

Effect

Each time this is affected the vehicle loses


1D. This can go negative becoming a
penalty to the drivers skill roll.
Random System Randomly select a vehicles system and it
Damaged
either becomes broken or loses 1D from
its rating (if applicable). Examples
include communications/radio, sensors,
shielding, sail, rigging, armor, etc.
Structural Damage The vehicle receives one wound level.
Treat these like character wound levels.
Mortally wounded vehicles stop running
and Dead vehicles are considered
destroyed.

1 21

Repairing Vehicles

Characters may repair vehicles using their skills. The difficulty and cost is
determined on the following chart. The cost is based on the price of a new
vehicle.

Dice Lost
1D
2D
3D+

Cost

Difficulty

10%
15%
20%

Easy
Moderate
Difficult

1 22

Time Needed
1 hour
4 hours
1 day

Optional Rules

By its nature, Mini Six is highly customizable. With just a few choices you can
change it from a light hearted game of keystone cops to gritty survival horror. While it is always good to remember that all rules are optional when preparing for the game, the following ideas are meant to help give you further
inspiration in adjusting the game to best fit your needs. In the end the only
hard and fast rule is Rule #1: have fun.

Encumbrance

Heavy and/or bulky armor may give penalties to perform certain checks or
skills. GMs may assign a penalty to Agility skills and checks as he or she feels
is appropriate to the type of armor and its weight, materials, and flexibility.
Recommended penalties range from -0 for very light armor, to -3 for slightly
awkward or medium armor, to -6 for cumbersome or heavy armor with limited mobility.

Game Design Note

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

1 23

Higher Attributes at a Price

Under this rule, characters can select attributes above the normal limits of a
Player Race (e.g. 4D for humans), but advancement over the limit costs twice
as much as normal. For example, a GM declares attributes are purchased as
normal up to 4D but he allows higher attributes at a price up to 5D. A character who spends 6D in Might would record 5D as their Might attribute. Another character wants an Agility of 4D+2. This would cost him 5D+1
attribute dice.

Advancement Through Critical Success or Failure


There is no greater teacher than experience,
whether it is via a breakthrough success or an
epic failure. When a character attempts a skill
check and rolls either the highest possible roll
(straight 6s, including at least one 6 on a Wild
Die reroll) or the lowest possible roll (straight
1s), the player may immediately add one pip
to that skill. Only one skill may be advanced
in this manner per session, and only once.

Game Design Note

I literally dreamed this


mechanic, so how could I
not include it somewhere
in the game?

High Skills Rolls Increasing Damage

When using this rule, damage is boosted by 1 point for every 5 points you
exceeded the target number to hit. If a warrior needed to beat a TN of 14
and rolled a 26 on his attack, this would increase the damage by +2 since the
target was beaten by 12. For increased deadliness, simply reduce the number
needed to exceed the roll by to increase damage. If every 3 points of success
translates to 1 point of damage, highly skilled characters are incredibly dangerous in combat.

Rolling Limit

Some dislike rolling large numbers of dice, feeling the math slows down the
game. GMs may impose a limit on the number of dice rolled at any time. The
suggested cut-of is 5 dice. If a character has more than 5D on a roll, each die
beyond the rolling limit is converted to a +3 bonus. For example, a GM has
imposed a 5D rolling limit at his table. A character with 7D+1 in Rifle shoots
at a bad guy. He rolls 5 dice and adds 7 to the result.

1 24

Alternate Weapon Skills

Rather than use skills for particular weapons, such as Sword, Axe, Handgun,
etc., weapon skills may be categorized by type of damage. Skill in using a
weapon that relies on the edge of a blade would be Slice, such as a hunting
knife or a broadsword. Skill in a weapon that relies on a point would be Stab,
like a spear or a rapier or a dirk. Bash is used for blunt objects and axes.
Throw for spears, thrown knives, or rocks. Shoot for rifles, handguns, and
bows. Blast for heavy weapons. Some weapons may fall into multiple categories, such as swords that are used as both slicing and piercing weapons. In
such cases, the player character uses different skills, depending on how the
weapon is utilized.
This method is quite broad and allows for players to be successful with a
large number of weapons within the same basic type. It is further suggested
that when using this type of skill system, the Game Master allow players to
take specializations in very specific types of weapons (e.g. Desert Eagle 0.50
as opposed to just Shoot, or Longsword as opposed to just Sword as a specialization of Slice).

Halfway There

To help speed up the game, if the number of skill dice in any skill is equal to
half the Target Number, the GM may consider it an automatic success.

Buying New Perks

If you have a good reason and the GM agrees you may buy a perk after play
has begun for 15 CP times the standard dice cost. Some perks make no sense
to purchase; you dont just wake up one morning with claws or a photographic memory.

Buying Off Complications

To get rid of a complication the GM will impose a price of at least 20 CP if


he allows it at all and you need a really good story, possibly even a quest or
adventure to justify it. Alternatively, as the story progresses player and GM
might agree to exchange an old complications for a new one.Player Races

1 25

1 26

Part 3:
World Information

The World
Then and Now

Excerpted from CDoc BRAC-010-0a4g, BRAC Indoctrination Guide

Many believe that mankind has always lived as we do now, huddled and isolated in the wilderness, hiding behind the high walls of petty kings, or constantly moving from place to place in search of safety. However, our world
was not always covered with splits in the fabric of space and time. Earth was
not always an interdimensional shore to be invaded by inhuman races, horrific monsters, and alien plagues. Ours was once a great society. Our forebears
walked in glorious cities that are now crumbling ruins. Humanity once built a
world of beauty and science and peace, and then watched in horror as it was
all set ablaze by our own hubris and recklessness.

Lost History

What we know of our worlds history is thanks to generations of tedious effort, scouring old documents and datacards for crumbs of intelligence, and
bartering for bits of knowledge from passing travelers or eager treasure
hunters. From these scraps we piece together what we can about where our
people came from and try to understand our world. The sum total of all of
this research is what we call the Historical Record. Through careful study, we
have come to know much about Earth as it existed up until the early 21st
century.
The 2000s were shaping up to be much like the eras before. World leaders
continued to promise something new, only to deliver familiar disappointments. Fads and trends in health, psychology, and wellness came and went,
leaving nothing but dissatisfaction and cynicism. Ages of ill-defined wars,
economic turmoil, and environmental disaster took a massive toll on worldwide morale. Optimism was nowhere to be found. People were tired and
ready for change, but no one could seem to articulate what that change
1 28

needed to be.
That change would come very suddenly in the winter of 2012 and would
be credited with triggering a global Golden Age for humanity.

Gates and the Golden Age

On December 22, 2012, an international team of scientists introduced the


world to a method for safe and instantaneous transport across vast distances
using a new technology dubbed Gates. The specific science of how these
devices operated is well beyond my ability to relate to you, but the debut of
this new technology and the practice of its use are the best documented aspects of the times in our records.

Simply put, each of a matched pair of these archways could be placed


thousands of miles apart, where they acted like the entry and exit points of
an infinitely short tunnel. Someone could step through a Gate in New York
City and out of its counterpart in New Delhi as easily as stepping over the
threshold of his or her own front door.
The world was a bed of tinder for change and Gate travel was the spark
that lit the fire. Life was immediately and permanently changed by what social
commentators called the dawn of the Golden Age. So efficient and inex1 29

pensive was this new technology that it was quickly implemented across the
globe. The world was suddenly a single community where distances no longer
separated cultures or isolated peoples. The propagation of art, science, and
business exploded to the benefit of all. The world became a more enlightened, peaceful, and prosperous place with a thirst for even greater
change.
Within three years of the discovery of Gate travel, government-operated
Gate Centers existed in every major city in the world. In eight years, Gates
overtook air, land, and sea freight as the principal means of transporting
goods over long distances. Within another decade, human Gate traffic exceeded airline traffic. By 2040,the perfect safety record for Gate travel led to
its deregulation, immediately after which independent commercial Gate Centers sprouted up in smaller and smaller communities and in busy industrial
and business complexes until Gate travel became a local convenience. By
2055, a Gate could be found within 100 miles of 90% of the worlds population, with most people living within 25 miles of at least one Gate Center.

Unanswered Questions

In the Spring of 2063, a small coalition of scientists began to voice concerns


over the use of Gate travel. These critics pointed to what they perceived as a
lack of genuine understanding by the international scientific community
about how the Gates operated. There were just too many questions, they said,
that remained unanswered.
Their principal concern was that as Gate traffic increased over time, documented variances began to manifest in the reliability of the devices. Where
travel was originally instantaneous, a lag began to appear in the passing from
one gate to another. This time gap, imperceptible to the traveler, varied from
a few seconds to a few minutes, and in isolated instances, a matter of hours.
This abnormality was first noted in the largest Gates used to convey cargo,
but was soon observed in Gates of all sizes. The lag did not appear to correlate to any other known variable, such as distance traveled, the manufacturer
or operator of the Gates, or the frequency of their use. The scientific community was at a loss to explain these variances.
On November 28, 2065, the 100 percent safety record of Gate travel was
lost when three travelers stepped through a Gate in Kuala Lumpur, Malaysia
bound for Doha, Qatar and were never seen again. Early the next year, a
cargo shipment was lost in transit between two Gate Centers in California.
Another two travel instances were thought to be failures before it was discovered that the travelers and cargo simply arrived at wrong locations. There
were certainly other instances of which we have no surviving record, but it is
clear that this was more than a few isolated incidents, even if the failures did
constitute only a tiny fraction of a percentage of overall Gate travel.
1 30

The critics recommended that Gate operations be scaled back to cargo


only, abandoning human transport while the failures were thoroughly researched and the cause identified. Society had forever changed, however, and
people could no longer imagine a life without the convenience of Gate travel.
The dissenters were shouted down as malcontents and instigators, and left to
conduct their research in isolation from their peers while business continued
as usual.

Breaches and The Fall

On May 19, 2066, every Gate on the planet spontaneously severed its terrestrial pairings and instead opened permanent, random portals to hundreds
of thousands of locations across the vastness of interdimensional space.
Today we refer to this event as The Fall, and to these uncontrolled doorways
through space-time as Breaches.
Through these interdimensional portals poured alien beings, otherworldly
environments, and all manner of monsters. Some of these were strange and
new, while others resembled mythical or historical creatures from Earths
past. Some were as bewildered and helpless as the Earthlings witnessing this
flood, while others were clear aggressors with no thought or agenda other
than violence.
No portion of the planet that we know of was left untouched by The
Fall, so widespread were the Gates and so complete was our forebears loss
of control over them. The world was instantly changed in a way that no one
was prepared for. All semblance of government, society, and order imploded
to such a degree that following the initial reports of the massive Gate failures
of May 19, 2066, we have no consistent, verifiable record of what transpired
for at least the next several hundred years.

Our World Today

This has led us to where we are, today, some centuries later. In the past several generations, after ages of anarchy, we have managed to rebuild
something of a society from out of the darkness. In our corner of the world,
at least, we are scattered, but surviving. Many of us live hidden away in small
communities, others build thick walls to hold back the terrors of the world,
and still others migrate from place to place. Some humans enjoy only the
company of other humans, while some communities are a mix of a dozen
intelligent races. Many live free and many are subjugated. Aliens may be
friendly, but far too often are violent invaders. Some communities, large and
small, trade and politic with one another. Others are isolationists. We can only
assume that our experiences are repeated around the globe.
The world has become a place of strange wonders, even beyond the presence of alien beings and relics of a long-destroyed society. Many beings, both
1 31

human and alien, possess powers that


can only be categorized as supernatural. Some individuals have an innate or
learned ability to influence the minds
of others, or to conjure energies or
objects from nothing, like a sorcerer
from an old storybook. The most
learned among our ranks say that this
is accomplished through the manipulation of a mysterious substance that
they call Aether, which they theorize is
directly related to Gates, Breaches, and
The Fall.
Our understanding of the current
day world is limited to how far we can
send scouts and cartographers, what
we can gather about the lay of the land
from the Historical Record, and what
information we can acquire from humans or aliens that we encounter.
Whatever our various ideologies
and ways of life, and whatever steps
forward we have taken in recent generations, one thing that is relatively
certain is that the human population
has dropped dramatically since The
Fall. Based on everything we have collected, we believe that there are a few
tens of thousands of humans still living within 200 miles of us, and that
many aliens. That would be a reduction of 95% or more from the population during the height of the Golden
Age.

Our World Tomorrow

Now we stand at a crossroads for humanity. After generations of study and


observation, we finally may have a
chance to undo the damage to spacetime done by our forebears. The
breakthrough we have worked so hard
1 32

to achieve is known as the Breach Closure Device, or BCD. Using this miracle of Gate engineering, we now know that it is possible to permanently
close a Breach, to forever seal a tear in space-time. This is not conjecture or
theory, but fact. We have already used it to close several small, isolated, and
relatively inactive Breaches. Its not hard to see the ultimate potential for this
device. With the BCD we can finally reclaim our dimensional borders, one
sealed Breach at a time.
This new hope to tame the savage forces which have controlled our world
for untold ages is a very slim hope, but is real hope. To accomplish this, we
will have to venture beyond our familiar lands and into the wild. We cant
possibly truly know what awaits us in the dangerous zones of interdimensional turmoil that surround most every Breach. Very few have dared to explore the areas near the ancient Gate Centers, where Breaches exist by the
hundreds. We have rarely ventured into the ruins of the cities that stand as a
legacy of our forebears and are now home to horrors from thousands of
other worlds. Of those few who have undertaken such a challenge, fewer still
have had the courage and strength to survive what theyve found there. It will
be dangerous, but many of us are anxious for the challenge. For the first time
in our lives, or even the lives of our great-great-grandparents and beyond, we
can devote ourselves to a purpose other than simply surviving.
It is time to rebuild.
Cross-references:

CDoc HIST-010-1p3k, A Historical Primer For Native Humans


CDoc CURR-018-0w0x, Cultural Survey of the Civilized Lands v30

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Breaches

Breaches are the tragic legacy of the Golden Age, the holes in space-time left
by the worldwide collapse of the Gates. That collapse in turn led to the global catastrophe known as The Fall. They exist throughout the known world,
wherever there were people living during the Golden Age. Gates were once
the ultimate achievement of humankind. They transported everything from
shipping containers to eager vacationers instantaneously across the globe tens
of millions of times per day. Now the Breaches that stand in their place link
alien worlds to our own, bringing otherworldly beings, interdimensional environments, and savage monsters to Earth.

Behavior of Breaches

The best analogy for a Breach is that of a doorway. Breaches exist as a twodimensional plane, the size and shape of which varies depending on the size
and shape of the Gate that once stood in its place, framed by a band of dimensional visual distortion and light. Gates were typically arches sized to pass
a couple of people at a time, though larger ones were used to move cargo
from one place to another at private Gate Centers operated by industry. Long
after the Gate equipment failed and fell to scrap, the Breach that formed
there maintains the same basic size, shape, and orientation.
Like a doorway, one can look through a Breach and see what is beyond.
Only instead of peering into the another room, you look into another world.
When staring into a Breach, from either face, you can see the alien world
beyond as if you could just step across a threshold and enter it.
Unlike a doorway, Breaches work in only one direction. They allow matter
and energy to pass from the far side of the Breach into our own world, but
not the other way around. Anyone on Earth attempting to walk into a
Breach simply passes through it as if it didnt exist, like it was an image projected onto an invisible screen, or a two-dimensional hologram. There is no
way to speak with certainty about every Breach on the planet, but it is believed that all Breaches behave in this manner. Whether it is because Earth is
the origin of the original Gates or due to some quirk of dimensional physics,
post-Fall humanity can only guess why the phenomenon behaves in this way.
Its simply the way it is.
Because we cant pass across, we have no way of knowing what an alien
sees when he looks at a Breach from his side. Observation of how aliens react to a Breach suggests that there is some visual phenomenon, though it is
different than the window that we see into their world. Aliens observed looking at the Breach from their end often seem puzzled by it. Some have been
seen to study it scientifically, monitoring it with bizarre sensors and arguing
about it in alien tongues, systematically sending through objects and watching
1 34

them vanish from their plane of existence. An alien can stand on his or her
side of the hole in space-time and throw a rock through to Earth, but an
Earthling cannot throw it back. The alien can speak and be heard as if standing just a few feet away, but cannot hear if
you were to shout a response. He can shine
a flashlight through the void and illuminate
what is on the Earth side, but cannot see
beyond.

Hot Zones

The mile or so around a Breach is often referred to as a Hot Zone. Its called this for a
number of reasons. First and foremost, it is
within this radius that one is most likely to
encounter an alien being or creature that
has passed through a Breach, which makes
the area quite dangerous. Aliens are usually
understandably erratic and unpredictable
when finding themselves suddenly transported to a foreign world. Breach creatures,
demons, and monsters all are similarly disoriented and therefore more prone to outbursts of violence.
Secondly, from some Breaches seep alien environments. These can include alien
vegetation carried or even blown across the
dimensional border that has taken root on
Earth and spread. Alien atmosphere in the
form of noxious fumes, blasting heat, or
radiation may also bleed into the dimensional realm of Breachworld. These areas
range from Edens to completely inhospitable landscapes.
Finally, when approaching within approximately a mile of a Breach, there is a
certain unintelligible feeling that takes hold
of a person. Most describe it as a sort of
electricity in the air, with hairs standing on
end and a sensation of static charge on the
skin. Some people report a dull headache,
minor ringing in the ears, or other physical
symptoms. Still others report a general
1 35

feeling of uneasiness or paranoia beyond the normal nerves of venturing into


an unforgiving area. All of these feelings and sensations are credited to
passing into a region of minor dimensional instability, thanks to the presence
of a space-time anomaly.

Breaches and Aether

Contemporary minds have deduced the correlation between Breaches and the
mysterious, theoretical substance known as Aether. Scientists believe it to be
the universal building block of all matter and energy in a free, inert form.
Aether is believed to enter Earths dimensional realm through the Breaches,
although Aether is not any more prevalent or powerful when near a Breach,
or its effects more potent. As it is not subject to normal laws of physics regarding matter or energy, it seems that it immediately distributes evenly across
our dimensional space upon entering our realm.
For more information on Aether, its effects, and the paranormal Feats
that can be perfumed by harnessing its power, refer to Part 2.

Breach Closure Device

The Breach Closure Device lacks a flashy or exciting label beyond its rather
generic abbreviated nickname, the BCD. Its purpose is as plain as its name
suggests. Activating this device, properly calibrated and placed within a few
yards of a Breach, will permanently close the rip in space-time.
The BCD is the result of careful work and study by a team of Breach
Engineers from an unknown Cooperative organization. The identities of the
exact responsible parties remain a mystery due to the secretive and autonomous nature of individual Cooperative cells. The technical fabrication plans
and instructions for use have been circulated anonymously through the Cooperatives hand-to-hand distribution network.
The device fits into a case roughly the size of a large suitcase and weighs
about 80 lbs., but is often broken down into two to four pieces for ease of
transport. They are most commonly found in the possession of Breach Research and Closure (BRAC) teams from one Cooperative cell or another as
they work to travel the Civilized Lands and beyond, closing off our world
from others one Breach at a time.

1 36

World Overview

Giving a true overview of the entire world would be a little much for this
volume. Instead, what is presented in the following pages is a general understanding of the explored region that sets the stage for Breachworld, and
some tidbits about what lies beyond.

A New Wilderness

It has been hundreds of years, and some speculate as many as a thousand


years, since the Golden Age came to its catastrophic end. During that time,
virtually everything built by man fell into ruin and decay. Most of Earth as
your characters will know it is a true wilderness, only sparsely smattered with
towns, villages, and the occasional advanced settlement to break up the open
country.
Nature has reclaimed in startling fashion the bulk of what mankind once
built. Building materials such as wood and brick quickly rotted and crumbled
after The Fall unless they were maintained by persistent caretakers. Mosses,
weeds, and grasses filled every piece of cracking concrete and masonry, expanding and contracting with moisture, growth, and temperature changes
until it all fell to rubble. Pleasant trees planted in suburban yards grew into
vast forests. Aggressive and hearty crops, engineered to be durable in harsh
conditions, went wild and spread with each passing season. The desert reclaimed tamed arid regions. Dams and levees burst and flooded once-inhabited river basins, remaking the terrain.
With a few exceptions, the entire landscape has gone wild. Only scraps
and ruins of mankinds former dominion remain. People, both human and
alien, have learned to adapt to the wilds of the world, or else center themselves around the few places that still remember whispers of the Golden Age.

Traversing the Wild

Surface roads are gone, broken down and swallowed up by vegetation after
generations without maintenance or repair. In some areas where people are
relatively abundant and regularly travel from one settlement to another, paths
cut or worn into the fields and forests may mirror the routes of old paved
streets and minor highways. Ruins of Interstates, bridges, and overpasses
built above the grade of the earth with masses of concrete survive in
stretches, but even these are treacherous, unstable, and difficult to pass. Only
the most secure and heavily-traveled routes are marked by so much as a dirt
road.
Even under the very best of circumstances for the average adventurer on
foot or with a mount, traveling 100 miles (160 km) is a perilous journey re1 37

quiring many days, or even weeks if the terrain, weather, or other circumstances are unkind. Most people who find themselves in a stable situation
with a roof overhead and a reasonable supply of food will never journey
more than 20 miles (32 km) from home in a lifetime. Naturally, such people
care little and are impacted even less by what is happening half a continent
away.

What Survives

Some things do survive, at least in part. As the Flavian Amphitheater, the


Great Wall of China, and Pueblo cliff dwellings all endured into mankinds
modern age, many monumental structures survive, at least as a shadow of
their former states. Sturdy structures built with modern concrete and hightech metals are particularly likely to survive in some form, be they football
stadiums, essential government buildings, electrical substations, power plants,
prisons, parking garages, and all sorts of hardy, utilitarian type structures.
Fiberglass, plastic, and composite materials are often recoverable and all make
valuable salvage, in addition to whatever metals havent corroded away with
the centuries.
New construction is very often built on the bones of ruins. The world is a
hard place full of alien invaders, human raiders, and roaming monsters, so
any head start is a welcome advantage. Lucky settlers find buildings intact,
unoccupied, and ready to be repurposed into new homes, storehouses, or
1 38

workhouses for equipment repair or even sometimes new manufacturing.


Scrounged materials are used along with timber, clay, cut stone, or any of a
dozen different natural materials to fill in missing bits of walls and roofs in
existing partially-habitable buildings, or to build new structures where nothing suitable can be found.
Remarkably, what has survived The Fall and ensuring Lost Age with astonishing frequency are Golden Age factories and industrial complexes.
These pre-Fall facilities serve as the basis for many of the most successful
communities of Breachworld. Compared to the wilderness that surrounds
them, these settlements are paradises, often with running water, electricity, a
thriving economy, and many of the trappings of a truly modern life.

The Civilized Lands

The primary game setting, at least as it stands in this volume, is set in what
residents of the area call the Civilized Lands. This territory includes a portion
of what was once Texas, in the old United States. More specifically, the bulk
of the action takes place south of Dallas, north of San Antonio, as far east as
Houston, and then stretching out into the hills in the western-central part of
the state. The included setting overview covers roughly 45,000 square miles
(117,000 square km), an area larger than the US states of Iowa or Virginia,
larger than nations such as Cuba or South Korea, and a little bit smaller than
Greece or Nicaragua. It would take a skilled character on horseback some
two weeks to travel from one side of the represented area to the other under
fair to good conditions. In other words, there is a lot of opportunity for adventure packed into this first salvo of the Breachworld RPG setting.
None of the above geographical description would register strongly with
most of the citizens of Breachworld. The names of places from before The
Fall have lost their relevance. With the exception of the work of the Cooperative and other historians, or the occasional oral tradition that has survived
the centuries, nobody would be familiar with the United States, Texas, Dallas,
Interstate 35, or Lake Lewisville. Most places of significance are named by
locals and on recently-constructed maps for prominent features or their reason of importance, rather than by their pre-Fall names. Maps and other documents refer to places such as Three Hills Lookout, North River Landing,
Trade Road Crossing, or V-Lake. Towns and villages generally have names
that suggest some feature such as Arena or Wheat Town, or carry the proper
name of a significant person or scrap of out-of-context history such as
Hood, Marks Town, or Coke Farm.

Major Players

Breachworld is full of ever-changing dynamics of political power, military


might, roving threats, and social order. There are too many groups, factions,
1 39

Maps of natural features of Civilized lands, and areas of note.

1 40

and upstart nations to list, but a smaller number play the largest role in shaping the region.
The Cooperative is a network of historians, scientists, and other thinkers
spread across the explored world. Their origins are unknown, but for many
generations they have worked to reclaim the past and to build a future. Cooperative scholars are the foremost collectors of Golden Age information,
acquiring it through salvage and barter, or even theft and other measures
where necessary. They produce maps, educational texts, and copy works of
literature and history to be distributed. Perhaps most importantly, it is the cumulative efforts over many decades of many different Cooperative cells that
led to the development of the Breach Closure Device.
Spread out across the land and working in small, independent cells, Cooperative entities are totally isolated from one another. Every outpost is different, but most live in communal multi-family units, with half of any one
outposts population splitting away and forming a new cell elsewhere when
the group outgrows its home. Various outposts send couriers to prearranged
meeting places every third full moon, where they exchange news, updated
maps, and newly-copied books and data files. No member of any outpost
knows the location of any other cell, in order to protect the network as a
whole.
BRAC Squads move throughout the region, studying and mapping
Breaches, and trying to close as many of them as they are able. Its often very
difficult to get into position near enough to a Breach to operate the Breach
Closure Device without running into hostile aliens, Breach creatures, or foreign environments, so the squads are typically very cautious before they proceed into what they term a Hot Zone, or the area within about a mile (1.6
km) of a Breach.
A BRAC Squad originates at a Cooperative cell, but usually severs all ties
once it leaves for its mission, in the interests of security. Squads usually hire
non-Cooperative personnel as guides, specialists, and muscle, rarely mentioning their affiliation with the secretive group to anyone.
The Resistance is a loose affiliation of native humans dedicated to eliminating all alien presence on Earth. They view the planet as being under occupation by invading foreign forces, and the Resistance is the heroic
underground army dedicated to reclaiming humanitys birthright.
Resistance influence varies from small, isolated cells to the control of entire settlements. Its operations vary with the level of influence of their operatives. In most situations, individuals associated with the Resistance focus on
committing acts of retribution against aliens, ranging from harassment to assassinations.
The acquisition of territory through the infiltration of existing settlements and colonization of resource-laden territories are a top Resistance pri1 41

ority. Where the Resistance wields legitimate political


power, governments under its control establish
pro-human policies, limiting or forbidding
aliens from entering their territories, and
even conduct raids and campaigns
against alien towns and villages.
Chief among the primary cities
where the Resistance is at least
highly influential, if not in outright control, are Hood, River
Port, Kerrville, and Arena.
Dozens of other smaller towns
and villages are ideologically
sympathetic, or even just supportive in order to buy protection and consideration from
more powerful Resistance towns.
The Resistance reaction to
humans that seek to coexist with
aliens varies greatly. In most
cases, humans found to be living
in harmony with aliens are left
alone, as human life is too rare
and valuable to the movement to
be disposed of casually. Those
humans that actively fight against
the Resistance, however, are
likely to be branded as race traitors and treated no differently
than the aliens they protect. This
us-or-them view often puts these freedom fighters at odds with the more
collaborative-minded and apolitical Cooperative.
Reptilian Raiders are alien raiders and bandits of unknown origin that
travel the region in large bands, looting and pillaging as they go. They are easily identified as green-scaled humanoids most often seen riding what look like
huge jungle cats, known as Trapcats. The Raiders hunt in groups of 20 or
more, and prey on humans and aliens, alike. They prefer to set traps that exploit the speed advantage granted by their mounts, usually on open roads and
across clear plains.
Rumors point toward a Breach in what was once the American Midwest
as their point of entry to Earth. The same rumors suggest that it is among
the most active of all Breaches and that Raiders and their mounts pour
through constantly and then scatter to hunt across the continent.
1 42

Rose Armaments isnt precisely a political or social power, but is an actor


in the Civilized Lands with much influence, in any case. Its representatives
claim that Rose Arms is a manufacturer of weapons, armor, and the equipment needed to survive in a harsh world. Others claim that they are simply a
very lucrative salvage and repair operation. Either way, the traveling salesmen
bearing the Rose banner have the very best in offensive and defensive implements to offer for sale, with much of the gear being pristine pre-Fall technology, or replicas of such quality that they might as well be.
Salesmen for Rose Armaments can be found plying their wares up and
down trade roads in heavily armed and armored convoys. They sell to adventurers, mercenaries, and all manner of bandits and heroes. They are rarely assaulted, and those foolish enough to pick a fight with Rose security usually
wind up on the losing end of a massacre, leading some to question why Rose
doesnt simply plant a flag and lay claim to a portion of the Lands, themselves.
Rose is rumored to be headquartered far to the north, up what was once
I-35, although company representatives come and go from the Civilized
Lands in every direction.
Dregs are a subset of society that exists in various forms all across
Breachworld, but particularly in the bones of ruined cities, industrial areas, or
other concrete jungles, or on the streets of larger towns. Predominantly human, but joined by any alien of a qualifying demeanor, these represent the
lowest form of civilization. These are the burnouts and anarchists. They
make no apologies for their total lack of drive or will to contribute. Dregs
take what they want, do what they want, and dont worry about consequences. They tend to run in gangs of a sort, but even that is far too structured to accurately describe them. They pool together in a cooperative
laziness. They are not regular bandits or raiders, but just engage in such activities only as much as is necessary to eke out a living when scavenging, minor
theft, and begging wont do.

Distant Lands

Rumors persist of what lies beyond the borders of the Civilized Lands, both
hopeful and terrifying. The most common sources of these rumors are traveling outsiders that claim to have originated from some far-off place.
Any of the following can routinely be heard whispered in hushed voices
around tavern tables or campfires:
Far to the north, there is a monastery that exists outside of normal
time, where no one ages or dies. It has existed since long before The
Fall, and stands witness to all of Earths forgotten secrets.
Ride west for a few weeks, perhaps a month, and you will find a crater
where a Golden Age town once stood. It was consumed by a giant
1 43

worm that burrows through the ground, devouring whole cities.


From the northeastern part of the continent, contact has been made
with an alien race that pilots huge machines into battle, each capable of
destroying whole armies.
After a long journey to the east, you will reach a torrential river that is
too wide to see across, with a current too strong to swim. Protected on
the other side is a human civilization that survived The Fall.
The mountains to the northeast are full of cannibals. Stories vary as to
whether they are human or alien.
A powerful wizard lives in the ruins of what was once a town south of
San Antonio. He is able to heal the sick and conjure food from thin air.
In the mountains far to the northwest, there is a city that can only be
seen in the moonlight. There lives a race of peaceful aliens who will
give sanctuary to anyone who asks it.
There are vast underground caverns in much of the Civilized Lands,
where live a race of Changelings. Each one looks exactly like one human on the surface, and each seeks to find, kill, and replace his or her
double.
Far to the south is the ocean, across which is an unspoiled and uninhabited island paradise.
North of the Civilized Lands there is a city that was called Fort Worth
Dallas that is home to tens of thousands of Breaches, so many that due
to their collective glow, nights within the ruins are lit up like day.
Just beyond the known borders of the Civilized Lands, there is a spectacular white city peopled by humans from the future with advanced
technology who can open and close Breaches at will.
A Breach in what was once Houston brings to Earth a cult of alien
crusaders of many races that seeks to convert or kill those who do not
believe in its dark pantheon of gods.
Far to the southwest, there is a growing kingdom of allied hostile races
from 100 different worlds, unified in their purpose to take Earth for
their own.
The lakes and rivers of the hill-covered country to the west are full of
half-fish humanoid aliens. Those aware of the old myths suggest that
they are identical to the Mer-People of ancient legend.
Many areas to the north are home to towering monsters bigger than
houses and can easily step over city walls.

1 44

Life in Breachworld

Life for the average person surviving in the post-Fall world is unrecognizable
when viewed from any other point in mankinds history. Never before has
there existed such an amalgam of Stone Age anarchy and high-tech wonder.
Brutal tyrannies and hidden utopias rise and fall like the tides. Fortunes are
won and stolen. The addition of each new alien race or monster only furthers
the complications. Conditions change daily, forcing those that live within that
chaos to try and simply keep up.

Society

Most of the world exists in a pre-industrial state. Enough time has passed
since The Fall that humanity has re-learned many basic skills that were not
particularly common during Earths Golden Age, such as how to weave cloth,
make pottery, and farm the land, or even to cook a meal from scratch. Such
things were once done by large corporations with advanced machinery, or at
best by anachronistic hobbyists. Humans of the Golden Age almost always
opted for leisure and convenience over things historically seen as hard
work.
Some of the advanced technology that pre-Fall Earthlings so relied upon
persists into the time of Breachworld in isolated pockets, usually of just one
type or another in a given settlement. One town may have a working pre-Fall
sawmill rigged to work on steam power while another may be home to an
automated metals recycling plant that continues to operate as it did during the
Golden Age. Those fortunate enough to live around such holdovers enjoy a
post-industrial sort of world in some ways and likely have some conveniences
such as limited power, filtered water, or firearms, but likely still live primitively
in other aspects of their lives.
In isolated instances, towns or cities are said to exist with very advanced
technology and comprehensive services, with a quality of life equal to that of
the Golden Age or beyond. Many of these stories are mythical retellings of
1 45

oral traditions that harken back to the height of human civilization. Humans
or aliens are said to live in cities with huge skyscrapers and unlimited power,
with unmatched infrastructure. These legendary cities are protected by men
shrouded in robotic armor, wielding weapons that rival or exceed those made
before The Fall. Some of these are cities whose citizens have re-learned old
breakthroughs in science via salvage and study. Others
may originate on foreign worlds. If any of them are real,
none exist within the Civilized Lands.
There exist even further rumors of civilizations existing on Earth that do not rely on
technology at all, but thrive through the widespread use of paranormal powers. Many call
these fairy tales, but in a world a strange as
the one left after The Fall, most will agree
than anything is possible.

Types of Communities

Whether a single family or a group of


collaborative strangers, denizens of
Breachworld band together in the interests of self-preservation. Successful
groups tend to grow in size by taking in
outsiders with useful skill sets, or
through good, old-fashioned breeding.
While any fledgling village, town, or
tribe must see to a wide array of needs
to provide a life, be it constructing shelter, providing for defense, or collecting
food, most eventually settle into a primary
mode of sustenance. If successful and
prosperous communities are close
enough to one another, specialization can
even lead to healthy trading relationships, which only reinforces the pursuit of a specific type of lifestyle.
Farming is perhaps the most
common method of survival for anyone living in the Civilized Lands, especially for humans. The soil is rich from
centuries of rest, so those who learn the basics of
farming through tradition, instruction, Cooperative
literature, or pure dumb luck have success growing
grains, corn, fruit, potatoes, and other
1 46

produce that has been found growing wild in the remnants of ancient farms
and then re-tamed. Keeping livestock is also a practice that has survived
through the Lost Age, particularly hardy stock that can live off the land
without consuming resources that would be better used for people.
Hunting and gathering are popular means of survival for anyone that
stays on the move as scavengers, explorers, trade caravans, or simple nomads
in the fashion of some ancient Native Americans, following migrating game
throughout the year. Unfamiliar with human agriculture, many aliens hunt
native Earth creatures or monsters from the Breaches, sometimes to include
humans or other alien races, and learn what flora is edible through simple
observation, trial, and error. Bows, spears, and other primitive weapons are by
far the most common hunting tools.
Fishing is a major contributor to life as well, particularly as a supplement
to either farming or hunting and gathering. Some communities use advanced
methods of net fishing or even operate fisheries as a primary means both of
internal support as well as trade.
Raiding is a popular means of support for humans, aliens, or mixed
groups comprised of both. Raiders mainly target small villages and
homesteads and either make off with stolen goods in secret, or use the threat
of force to get what they need at the barrel of a gun. Livestock is a favorite
target for raiders, especially horses. Raiding that ends up in a firefight can be
very expensive for the raiders, costing valuable ammunition, power, and
muscle, so a typical raid will not target the well-armed or well-defended.
Bushwhacking is another method for humans and aliens to use violence
to satisfy needs, but is done along the trails, waterways, and footpaths of the
wilderness. Bushwhackers use traps and ambushes along common routes for
caravans and other travelers. Like raiders, they like to use the threat of force
rather than expend precious blood and resources, but are more likely to let
bullets fly if they observe well-armed, but high-value targets and think they
can come out ahead in the exchange.

Where are you from?

Player characters can be from any walk of life. They may hail from the ruins
of great cities or have been born to a single mother surviving in the wild.
Their people may be scavengers or fighters. The heros journey from farm
boy to legend or the story of a villains fall from grace into evil make for
classic, epic stories and are what role-playing is really all about. Give
thoughts to these sorts of things when building characters, either as a player
or as the GM.
1 47

Trades

Rather than focus on growing


The adventuring trade
or collecting for basic needs, an
Simply wandering the Civilized Lands is
increasing number of inhabitnot likely to result in much of a liveliants of Breachworld take up an
hood. A number of occupations can
occupation that allows for them
keep an individual on the move and
to trade a unique set of skills to
others in exchange for what they finding adventure, or even allow the
characters to set up a home base from
need to thrive.
which to operate sucessfully. A varied
Exploring has become
skillset within the group or even divermore common as humanity
sifying a character can help ensure surstarts to take deeper root back
vival in a harsh world.
into the world and the struggle
to survive is not as much a dayto-day proposition. There is a healthy trade in accurate maps, wilderness
guides, the discovery of new routes through dangerous or challenging territory, and other know-how when it comes to the surrounding world.
Scavenging is a potentially fruitful occupation near towns or trading
posts in need of raw materials. Scavengers pull usable materials from discovered locations, either ancient or more recent, and trade the scrap for
goods. The scrap goes on to be repurposed or broken down and reconstituted into new products such as armor, tools, and building materials.
Treasure hunting is similar to scavenging, but is far more purposeful.
Treasure hunters use knowledge of the pre-Fall world gained through study,
exploration, rumors, or recovered documents to find locations where valuables may be present. These historical items can include anything from books,
computers, weapons, vehicles, cells, or any other item of value. The most
valued finds are caches of preserved pre-Fall goods, found in sealed buildings, vaults, or storehouses that for one reason or another were overlooked or
inaccessible during the Lost Age. Any pre-Fall item is potentially valuable.
The biggest trick for a treasure hunter is knowing what is worth taking and
what isnt. Depending on the items in hand, the relics are then traded to historians, mercs, BRAC squads, or the well-off looking to hold a piece of the
old world.
Smithing is a common trade and there is a booming business in any sort
of metalworking skills. At the lowest level, smiths can sharpen farming implements, make horseshoes and nails, and forge simple weapons or tools.
With enough skill and advanced equipment, such as a steam-powered press
or hydraulic air tools, a smith can tool metal, repair firearms, forge replacement machine parts, or purify and strengthen metals.
Mercenary trades are fruitful for experienced combatants with the means
to bear arms. Most mercs specialize in modern weaponry and have access to
1 48

firearms, mass driver weapons, or the occasional directed energy weapon, but
some also simply ply their trade with a blade, bow, or cudgel. A merc can be
found in the company of anyone who might need protection, be it a caravan,
a diplomatic delegation, BRAC squad, lone explorer, or speculator willing to
share a cut of the profits. They may also be hired to act as town defenders,
supplement an existing militia or military, or undertake missions of murder,
theft, or espionage. Humans and aliens
enter the trade at about the same rate,
but many non-human races are especially renowned for their work as
soldiers or blades
for hire.

1 49

Economy

There is no universal currency in Breachworld. No dollars. No credits. No


bottlecaps. Some communities, especially the larger and more organized ones,
may use some sort of token system or even use paper money to trade among
themselves, but the economics of Earth now rely almost entirely on bartering. One upshot to this is that almost nothing has a set price. A chicken may
be worth a days labor when chickens are in abundance, but a week later it
may take three days work to earn that same bird. Blankets are in high demand when its cold, but harder to trade in the summer. In the proper situation, a spare magazine of 5.56mm assault rifle ammunition may buy a house,
a barrel of wine, a wife, or all three.
The hottest trade of the day is in information. Tidbits of data can go a
long way toward the rediscovery of forgotten caches of wealth or remnants
of a past cultural identity. With the emergence of BRAC squads, the need for
reliable information about the world is greater than ever. Of particular interest are maps, or pieces of historical data from before The Fall. This has led
to a huge surge of men and women venturing out into the wilderness as explorers, cartographers, and treasure hunters. This has also led to a banner
trade in forgeries and counterfeits, so buyers have learned to be careful when
things look too good to be true, and do whatever they can to verify the validity of information before completing a purchase.
From a game design perspective, in the pages of this RPG you will find
precious little information about what something costs. At most, some
equipment and other goods will list a general equivalence in trade, but even
that is to be taken as an imprecise estimate. Below are listed some generally
accepted values for certain goods and services.
One day of labor (farming, land-clearing, hunting, general repair, etc.)
will almost always grant the worker a good meal and, if available,
someplace to rest that is out of the elements.
A few days of labor is generally enough to be fed and housed for the
duration, and sent away with some extra basic provisions.
Animal hides, preserved meat, and other animal goods are all major
sources of tradestock for farmers, nomadic travelers, adventurers, and
anyone else capable of hunting and/or trapping. A processed small
game animal or two is usually good in trade for a hearty meal or in exchange for having some tools sharpened, while that of a large animal
may purchase a used pair of boots or a nights stay in the comfort of a
bed.
Small, live animals suitable for eating such as rabbits, squirrels, pigeons,
etc. are often given in male-female pairs as gifts or in appreciation for a
significant service. Chickens are even more highly valued, given their
1 50

sturdiness and proclivity for laying eggs.


Perishable items such as fresh fruit and vegetables, milk, and cheese are
valuable, but often some of the first things to be traded because of
their short shelf life and the fact that they are often produced in large
amounts.
Goats, sheep, pigs, and other livestock are not often suitable for trade
to traveling adventurers, but are significant in value and often traded for
bulk goods like rice, corn, fresh water, alcohol, a bundle of arrows, or a
bolt of cloth.
Cattle and horses are among the most valuable assets anyone can have,
provided they have the means to keep them protected. They are rarely
traded away, but are some of the most frequently stolen goods.
Weapons are usually too valuable to be traded in any but the most
severe circumstances. The exception may be firearms without the
proper ammunition or simple weapons made by a skilled craftsman..
Bullets make for good trade stock because they are easy to transport,
are in constant demand, and can be divided into any size lot, as opposed to trying to bargain for half of a chicken or a quarter of a cow.
Vehicles with electric motors are, where there is a source of power,
among the most salvaged items in the world, particularly for bandits,
warlords, lawmen, adventurers, and anyone with a desire to project
power over a significant area.
Precious metals, gems, and jewelry are not significantly valuable to most
people trying to survive in the world, but may have great worth to the
most established and wealthy individuals. Some precious metals are in
demand for the manufacture or repair of electronics, though the skill to
work with such devices is very rare. Where appropriate, precious metals
can be used as raw materials to be fed into automated factories.
Trade in human or alien life and/or flesh exists, but varies incredibly
from one area to the next in terms of scope and magnitude. Some
places freely trade such goods in the open, while in other locations the
mere suggestion is a crime worthy of terrible punishment.

1 51

1 52

Tech in Breachworld

As previously noted, bits of technology from the Golden Age have survived
into the time of Breachworld, or have been rediscovered by innovators of the
new age. Some technology has even been reintroduced by alien races. Many
discoveries are particularly regional and limited in the range of their impact,
but others are far more widely enjoyed and form a substantial foundation of
the lives of those surviving in the new world.

Technology and Player Characters

Player characters, by their very natures, tend to be extraordinary. They have


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

Fusion Reactor

Fusion reactors are a key technology that has survived the Lost Age, and a
major piece of the puzzle that has allowed humanity to rebound after The
Fall. Developed on an experimental basis over the course of the late 20th and
early 21st centuries, commercial fusion power was never able to make the
1 53

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

Gates and Fusion Power

Without getting into an overly technical explanation, Gate technology


facilitated nuclear fusion reactions by using tightly controlled, atomic-level
Gates. These Gates were used to transport molecules of deuterium into
close proximity to each other, which brings about the fusion process that, in
turn, generates the energy used to produce electricity.
Because so many fusion plants remain operable, it is assumed that the Gates
used in their operation were not affected by the Breach phenomenon. It is a
mystery to the Breach experts of the Cooperative and other scientific minds
as to why this may be, and will continue to be a mystery until such parties
can learn to observe and manipulate space-time at such a miniscule scale.
Various Cooperative branches have independently considered using a BCD
to attempt to shut down the Gates that allow a plant to function, but to date
none have attempted it. So far, these micro-Gates seem stable and safe, and
offer a huge benefit to those who rely on the power plants.
1 54

Fabrication Plants

Automated fabrication plants were another type of facility that proved resistant to the Lost Age. These advanced industrial facilities were often built
alongside fusion reactors and so have sometimes even survived to the current
day, fully operable. These Golden Age wonders used the next generation of
the technology known in the early 21st century as 3D printing to precisely
manufacture products of all types, from pieces of fiberglass shells for cars, to
entirely finished consumer electronics products from the circuits to the
plastic casing. These plants were all built in the decades leading up to The
Fall, and so were constructed using the latest methods and materials, which
greatly increased their survivability.
Once the Gates failed and people abandoned their places of work, automated factories went into standby or shut down completely. Many were damaged in natural disasters, overrun by monsters, or stripped by looters in the
coming centuries, but those that survive intact need only to be powered up
and fed schematics and raw materials, from which they can resume production.
The simplest factories were hard-wired to produce only a certain broad
category of relatively simple products, like plastic shelving units, sets of glass
dishes, or metal casings for novelty datacards. Others could be fed complex
instructions and work with dozens of materials to produce intricate products
such as screens or the workings of an energy rifle. Fabricators do not generally produce whole products with moving pieces for producing things like
firearms, electric motors, or vehicles. Instead, these more complex machines
must have parts made individually and then are assembled as a separate process, but even this was often automated within the same facilities.

Screens

Screens are one of the most widespread pieces of Golden Age technology
available in the time of Breachworld. Before The Fall, screens served as mobile entertainment and communication devices, a natural extension and evolution of the smartphone and tablet computer that were so ubiquitous in the
early 21st century. They have no moving parts and were constructed of
highly resilient composite materials, so many vintage screens are now carried
even after a Lost Age. Further, a few automated fabrication plants
throughout the Civilized Lands specializing in these devices continue to operate, producing a limited number of units every year. Demand is high for
such a device, and so the price is high as well, but they are invaluable tools for
adventurers, scavengers, scholars, and virtually anyone else who lives beyond
the borders of a simple farm or tradehouse. They are heavily utilized by the
Cooperative in the dissemination of their collected knowledge.
Communication networks are no longer in effect across the globe, so they
1 55

can no longer be used to make a call. Nevertheless, screens are still invaluable as repositories of historical documents, maps, digital images, and any
other sort of electronic information. A screen may be able to communicate
with other screens across short distances in order to share information, or
even to hack another unit from across a room.
Screens have a powerful micro-computer at their core which is capable of
running sophisticated programs above and beyond the basic functions of the
device. Such software is difficult to come by, as those with the knowledge to
produce it are a rare breed, but they are an asset. Programs range from simple
games to inventory assistants for shop-owners, to digital face recognition
software for use by mercs or lawmen.

Popular Screen Software

1. Rosetta: Translation program capable of recording speech and displaying


the text in another language. Useful for most common earth languages
such as English, Spanish, and Chinese, plus a handful of regional alien
languages.
2. AlIdent: An alien identification algorithm, run through the camera. Can
identify most regional alien species.
3. Edibles database
4. Map of Civilized Lands trade outposts
5. Unrecovered Golden Age weapon cache map
6. Navigational program
7. Salvage trainer: Game designed to help a scavenger recognize valuables
from scrap.
8. Demolition Ducks: A time-wasting game where players use exploding
ducks to demolish everything on the screen.

Datacards

Datacards are portable repositories of digital information, analogous to a


computer disk or memory card of the 21st century. They are manufactured
from advanced materials that make them far more durable than their predecessors, and their memory storage is virtually incorruptible. Their format was
a universal standard, so they can interface with screens and most any computer.

1 56

Cells

In application, cells are the Golden Age version of a battery, though they do
not rely on a chemical reaction to generate electricity, instead storing energy
within an electric field. They are highly efficient and can store large amounts
of power with very little bleed-off, and can be used and recharged virtually
without end. In Breachworld, they power everything from jeeps to exoskeletons to flashlights, and can be recharged from any power plant or generator.

Breach Closure Device (BCD)

This recently invented device is, as discussed elsewhere in this RPG, a gamechanger. It can effectively and permanently seal a tear in space-time. To date,
its use is limited to the Cooperatives BRAC Squads, but they make the
schematics readily available to those whom seem equal to the task. The Cooperative hesitates to widely publish the plans in fear that attempting to use
the device may put unprepared would-be heroes in harms way.

1 57

Breach Creatures

Breach creature is the general name commonly used to describe otherworldly


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

1 64

Allosaur

It is more than clear that we dont understand everything about the relationship between dimensional travel and the flow of time. No more evidence is
needed than the existence on Earth today of species that have been extinct for
the whole ofhuman history.
Breach Science TechnicalIntroduction
CDoc BRSC-00c-01kk
Seemingly a real-life monster from
Earths historic past, the predatory Allosaurus, or simply Allosaur, once again stalks
the planet. The ancient dinosaurs precise
Breach of origin is unknown, but along with the
presence of other dinosaur-like creatures, the very
existence of Allosaur on post-Fall Earth raises all
types of questions about everything from mass extinctions, the linearity
of time, and the
Breaches, themselves.
Allosaurs can
most often be
found hunting alone, but
has been observed in packs
if game is abundant. They
feed primarily on easy, meaty prey such as cattle, horses, wild goats, and other
dinosaurs, and are not above chasing other hunters away from fresh kills or
scavenging from old corpses or large quantities of garbage.
The average allosaur is 25 to 30 feet (8 to 9 m) long, standing at about
half that height. Its tough hide is covered in fine feathers along its undercarriage, with slightly longer, more decorative feathers over the top of its head,
back, and tail. Its large head is full of hundreds of razor-sharp teeth designed
for tearing at flesh to be swallowed whole. The largest are capable of taking
the upper half of an average-sized human in one lightning-fast bite.
Juvenile Allosaurs are only two-thirds the size of adults, and thus lack
some raw power, but are lighter on their feet and more agile.
Similar to the Allosaur is its cousin, the Tyrannosaurus Rex, which is considerably larger and more powerful. It is almost always a solitary hunter.
1 65

Allosaur
Scale: +2D
Might: 4D
Brawl 5D
Agility: 2D+2
Dodge 4D+2, Stealth 3D+2
Wit: 0D
Charm: 1D

Static:
Dodge 14, Block 15, Soak 16
Move: 18
Perks:
+4 Armor (included in Soak)
+2D Teeth

Allosaur (Juvenile)
Scale: +2D
Might: 3D+1
Brawl 5D
Agility: 3D+1
Dodge 5D+2, Stealth 4D+2
Wit: 0D
Charm: 1D

Static:
Dodge 17, Block 15, Soak 13
Move: 16
Perks:
+3 Armor (included in Soak)
+2D Teeth

Tyrannosaur
Scale: +2D
Might: 5D
Brawl 7D
Agility: 2D
Dodge 4D
Wit: 0D
Charm: 1D

Static:
Dodge 12, Block 21, Soak 21
Move: 15
Perks:
+6 Armor (included in Soak)
+3D Teeth
1 66

Creep

[Many] otherworldly predators, such as Creeps... seem to be amalgams of


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

1 67

Creep
Scale: +0D
Might: 2D
Brawl 3D+2
Agility: 4D+2
Dodge 5D+2, Stealth 7D+2
Wit: 0D
Charm: 1D

Static:
Dodge 17, Block 9, Soak 6
Move: 15, or 5 when stealthy
Perks:
Stealthy (reflected in skills)
Fang Strike (Range: 10 feet or
3 m, Damage: 4D)

Tree Creep
Scale: +0D
Might: 2D
Brawl 3D
Agility: 4D+2
Climb 8D, Dodge 5D+2,
Stealth 6D
Wit: 0D
Charm: 1D

Static:
Dodge 17, Block 9, Soak 6
Move: 15, or 5 when stealthy
Perks:
Stealthy (reflected in skills)
Fang Strike (Range: 15 feet or
5 m, Damage: 4D)

Creep Pod
Check: Varies; a single pod in the open requires only an Easy Wit
check to avoid, while a field of concealed pods may require a Very
Difficult check
Damage: Stepping on a Creep Pod inflicts 3D of +0D scale
damage to the character as larval Creeps swarm and bite. Damage
is applied each round for up to four rounds.
1 68

Griffin

We increasingly observe that old legends may be more than fairy tales, after all.
Wildlife Codex #1
The Cooperative
This beast appears to be the creature of legend from Earths past, with its
body, hindquarters, and tail of a lion, and the head, wings, and front talons of
an eagle. Despite some surviving stories of Griffins being magical beings,
perhaps even capable of speech, all indications are that the Griffin of
Breachworld is merely a fantastic animal, though very intelligent and perceptive.
Ancient myths regarding these animals and their propensity for guarding
vast hordes of riches have been taken to heart by many adventurers and
treasure hunters, and their territories and nests are often sought out by those
looking to take the animals supposed hoard. The head, wings, or claws of a
Griffin are also sometimes sought out by religious or mystical practitioners as
elements of potions or as protective amulets.

1 69

Griffin
Scale: +0D
Might: 3D+2
Brawl 5D, Stamina 6D
Agility: 3D+1
Dodge 5D+1
Wit: 1D
Charm: 1D

Static:
Dodge 16, Block 15, Soak 11
Move: 20
Perks:
Fly (60 feet per round)
+1D Talons

Griffin (Cub)
Scale: +0D
Might: 3D+1
Brawl 4D
Agility: 3D+1
Dodge 4D+1
Wit: 1D
Charm: 1D

Static:
Dodge 13, Block 12, Soak 10
Move: 18
Perks:
Fly (50 feet per round)
+1D Talons

Griffin (Elder)
Scale: +0D
Might: 4D+1
Brawl 6D, Stamina 8D
Agility: 4D
Dodge 6D+2
Wit: 1D+1
Charm: 1D

Static:
Dodge 20, Block 18, Soak 13
Move: 22
Perks:
Fly (80 feet per round)
+2D Talons
1 70

Hardhats

The truck is done in, so I guess well be walking the rest of the way. I cant
guess at the type of world where these animals are from, but I cant even imagine how big the predators must be to be able to fight off these hard-chargin
giant hippo-horse-rhino things.
Cooperative Fieldnotes on first encounter with a Hardhat
Author unknown
A large, four-legged beast the size of a compact car, Hardhats are the bane
of travelers throughout the Civilized Lands. The sight of any animal or moving object larger than themselves sends them into a blind rage, compelling
them to attack large creatures, mecha, and particularly cars and wagons. They
charge their perceived rivals and ram them using a rock-hard dome on top of
their head. The blow is sufficient to shatter wagons or carts, topple large
walking machines, and overturn trucks or vans. They are normally solitary
creatures that avoid males of their own kind due to their own natural aggression. Luckily, female Hardhats are much smaller than the males, which mostly
keeps them from danger.
Hardhats are rhino-like creatures, standing on four stout legs, with thick
folds of hide draping over their joints, but can build a surprising head of
steam, despite their
bulk. They are not
hard to miss in the
wild, as they have brilliant orange and yellow splashes over a
deep purple hide.
Thus, they stand out
starkly against the
open fields and pastures where they
prefer to graze and
easily spy approaching predators or
potential rivals.

1 71

Hardhats
Scale: +2D
Might: 5D
Brawl (Ram) 7D
Agility: 2D+1
Athletics (Running) 4D+1,
Dodge 3D
Wit: 0D
Charm: 1D

Hardhat (Calf)
Scale: +2D
Might: 4D
Brawl (Ram) 5D
Agility: 2D+1
Athletics (Running) 3D+1,
Dodge 2D+2
Wit: 0D
Charm: 1D

Static:
Dodge 9, Soak 19
Move: 10 in the first action,
20 in subsequent actions
Perks:
+4 Armor
7D Ram Attack at full speed
will knock down a target for a
Wounded effect or better, in
addition to the normal results

Static:
Dodge 9, Soak 15
Move: 10 in the first action,
20 in subsequent actions
Perks:
+3 Armor
5D Ram Attack at full speed
will knock down a target for a
Wounded effect or better, in
addition to the normal results

1 72

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9. Updating the License: Wizards or its designated Agents may publish updated versions
of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this
License.
10. Copy of this License: You MUST include a copy of this License with every copy of
the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the
Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of
this License with respect to some or all of the Open Game Content due to statute, judicial
order, or governmental regulation then You may not Use any Open Game Material so
affected.
13. Termination: This License will terminate automatically if You fail to comply with all
terms herein and fail to cure such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such
provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
D6 Adventure (WEG51011), Copyright 2004, Purgatory Publishing Inc.
West End Games, WEG, and D6 System are trademarks and properties of Purgatory
Publishing Inc.
Mini Six Bare Bones Edition, Copyright 2010, AntiPaladin Games.
Mini Six, and APG are trademarks and properties ofAntiPaladin Games.
Breachworld RPG, Copyright 2014, Jason Richards Publishing.
Breachworld is the trademark and property of Jason Richards Publishing.
PRODUCT IDENTIFICATION:
Product Identity: The D6 System; the D6 trademarks, the D6 and related logos and any
derivative trademarks not specified as Open Game Content are designated as Product
Identity (PI) and are properties of Purgatory Publishing Inc. All rights reserved.
Product Identity: [In regards to Mini Six Bare Bones Edition,] All text on pages 26, 27,
28, & 29 (except for game mechanics), all artwork, and trade dress are Product Identity
(PI) ofAntiPaladin Games.
The Mini Six and the Mini Six Bare Bones Edition trademarks and related logos and any
derivative trademarks are designated as Product Identity (PI) and are properties of
AntiPaladin Games. All rights reserved.
Product Identity: The Breachworld setting and logo, and all related characters, creatures,
places, story, art, trade dress, and concepts OTHER than game mechanics are designated
as Product Identity (PI) and are the properties of Jason Richards Publishing. All rights
reserved.
Open Game Content: All game mechanics and material not covered under Product
Identity (PI) above; OpenD6 trademark and OpenD6 logo.

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