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Breachworld is an RPG about humans and aliens living side by side

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  • Zoltan Noll (order #7655067)

  • Zoltan Noll (order #7655067)

  • Zoltan Noll (order #7655067)

  • 3Chapter 3.4 Places of Note --------------------- 80

    Arena ---------------------- 80

    Chapter 3.5 Breach Creatures ------------------86

    Allosaur --------------------87 Mauler --------------------- 90

    Griffin ---------------------- 88 Trapcat -------------------- 91

    Imp ------------------------ 89

    Open Game License -------------------------------- 92

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  • 6Some semblance of civilization has begun to crawl out of a Lost Age.

    Pockets of humanity exist either in isolated villages or fortified cities. Others

    survive by moving from place to place, scavenging or hunting, or trading. The

    easiest way to survive is often through bushwhacking and banditry, taking by

    force what precious resources are to be had. There are rumors of huge met-

    ropolises, even whole nations that have survived The Fall, but it is difficult to

    find someone who claims to have seen these wonders firsthand.

    A resurgence of technology has fueled humankinds gradual reestablish-

    ment. Fossil fuels are almost nonexistent, but there exist some scattered an-

    cient power plants that are still operable. Some automated factories are still

    functional as well, particularly those with their own fusion reactors. Dis-

    covered caches of Golden Age wonders can make 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 innovat-

    ive as it rediscovers secrets once thought lost to the past.

    Through generations of careful study and painstaking progress, one great

    discovery trumps all others. The Cooperative, a secretive group of research-

    ers and scholars, has developed a device capable of permanently closing a

    Breach. For the first time in an age, there is more for mankind to hope for

    than simple survival. Now, there is a light on 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.

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  • 8formation about the world, itself. This is what many gamers refer to as the

    fluff of the setting. Here you will find the history of Earth and how soci-

    ety came to The Fall. You will learn about the worlds many perils, and the

    alien and human beings that populate it. Introductions will be given regarding

    some major players in Breachworld, and you will learn about the Civilized

    Lands that form the basis of the initial setting in this RPG.

    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, to try this new game. I hope that you ex-

    pect adventure. I will do my best to provide you the means.

    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, con-

    trolled by the individual players.

    Non-Player Characters (NPCs). Every person in the gaming world that

    is not a player character in an NPC, controlled by the Game Master.

    Dice codes/pips. This game uses only six-sided dice. The number be-

    fore the D is how many to roll, and any number after a + is how much

    to add to the roll. The numbers after the + are called pips. For instance,

    2D+2 means roll two dice and add two to the resulting total.

    Each die is equal to three pips. A die code may have dice only (no

    pips), +1 or +2. Going to +3 advances the die code to the next largest

    die (e.g. 1D, 1D+1 , 1D+2, 2D, 2D+1 , etc.) .

    Wild die. One die rolled is always the wild die, usually represented by a

    die of a different color or by rolling the dice one at a time and making the

    last die rolled the wild die. If the wild die rolls a six, then it is rolled again,

    adding the six and the new result together. If a six comes up on the reroll,

    then you add the six and reroll again! Keep doing it until the wild die lands

    on something other than a six. This is sometimes referred to as an ex-

    ploding die.

    Target Number (TN). This is the number a player must meet or exceed

    on a roll to succeed at whatever a character is attempting. General chal-

    lenges are broken down into six levels of difficulty, from Very Easy to

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  • 9Rule #1

    Over the course of this RPG, you will find references to Rule #1 . This is the

    first and most important rule in the Breachworld RPG, and it consists of only

    two words: have fun.

    The Mini Six ruleset was selected to serve as the framework for the

    Breachworld RPG simply because it facilitates fun. Breachworld is a very fast

    and loose game where anything can happen. The core game and its supple-

    ments will cover a dozen types of gaming standards, from the supernatural to

    human augmentation to survival to world domination. Different player

    groups will opt to be good guys, bad guys, and everything in between.

    To accomplish this, the ruleset has to be streamlined and adaptable. In

    Mini Six, there is one mechanic that rules just about every facet of the game,

    that being that an attempt to do something is rolled versus a Target Number

    appropriate to the difficulty. Great though it is, and thorough as I have tried

    to be in the design of Breachworld and the adaptation of Mini Six, you will

    surely find issues in your sessions that 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.

    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

    succeed. The TN of a given action might be modified by the GM de-

    pending on circumstances.

    Character Point (CP). Character Points are rewards for advancing the

    story through a gaming session, with special emphasis placed on good

    role-playing. CPs are used between sessions to advance player characters.

    Fate Point (FP). Fate Points are in-game incentives given by the GM as a

    reward for a player for engaging in superior play. They are used to turn the

    odds in a 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.

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  • 47

    Setting the Target Number

    The total from a roll of the dice is compared against a Target Number. The

    higher the TN, the more difficult the task. TNs are generated by the Game

    Master, following situational guidelines.

    General Challenges

    In most circumstances, characters roll the appropriate skill or attribute against

    a set Target Number based on the difficulty of the task attempted.

    Character vs. Character Challenges

    Sometimes the difficulty of a challenge depends on the skill of another

    character. This usually comes up in combat. Rather than the GM simply

    assigning a TN based on his or her judgement, the characters TN is

    determined by an opposing characters statistics.

    Difficulty

    Very Easy

    Easy

    Moderate

    Difficult

    Very Difficult

    Heroic

    TN

    2-5

    6-10

    11 -15

    16-20

    21 -30

    30+

    Description

    Nearly everyone can do it. These checks should

    only be made if a success is critical to the

    scenario at hand.

    Player characters will seldom have trouble with

    these tasks, but an untrained individual may find

    them challenging.

    Average characters have a reasonable chance of

    failing at this level. Consistent success often

    requires training in the skill or a high level of

    natural ability.

    Tasks at this level are truly challenging. To suc-

    ceed, a character needs to be well skilled or very

    lucky.

    Challenges of this level fall into the domain of

    masters in the skill being used; few others will

    succeed at them.

    These challenges are almost impossible. Only the

    very lucky or true masters can consistently

    succeed at them.

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    Static Defenses

    Each character has a number of static defensive values that are derived from

    various skills and attributes. These are used to help set Target Numbers in

    combat situations and in resisting damage. They are calculated as follows:

    Block = (Brawl skill dice x 3) + pips.

    Dodge = (Dodge skill dice x 3) + pips.

    Parry = (weapon skill dice x 3) + pips.

    Soak = (Might attribute dice x 3) + pips + armor value + any Perk,

    super-tech, esoteric, or other armor bonus.

    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: If the character does nothing except dodge until his or her

    next turn, add 10 to the Dodge score, and apply range and cover as usual.

    This result is applied against any number of attacks.

    Range: Add the range modifier to the Dodge score in all cases (Point

    Blank/Hand-to-Hand -5, Short +0, Medium +5, Long +10). Ranges for

    various weapons are listed in the Gear section.

    Cover: If the target is behind at least 25% cover, add +2 to the Target

    Number. Add +5 to the Target Number for 50% cover. Add +10 for

    75% cover. Its impossible to hit a target behind 100% cover. Darkness or

    smoke/fog can also be considered as cover at the GMs discretion.

    Example: Static Defenses

    Kelsie is calculating the static defense scores for her character, Myka. Myka's

    relevant skills are Brawl (2D+1 ), Dodge (5D), and Knife (3D+2). This gives

    the character a Block score of 7 (2x3 +1 ), a Dodge score of 15 (5x3 +0),

    and a Parry score when wielding a knife of 11 (3x3 +2).

    Myka's Might attribute is 2D, and she has a set of light leather armor with a

    Soak of +3. With this, Kelsie calculates Myka's Soak score of 9, as long as

    she is wearing her protective suit (2x3 for the attribute, +3 for the armor).

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    Non-Combat Challenges

    Other challenges that might pit a character against another character could

    include a Stealth attempt versus a Search, or two Persuade skills against one

    another during a negotiation. In these cases, each character rolls the

    appropriate skill, and the higher total wins.

    Pure skill 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.

    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.

    Modifier

    -6 to -10 to TN

    -1 to -5 to TN

    No modifier

    +1 to +5 to TN

    +6 to +10 to TN

    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

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  • 50

    Playing a Round

    A round is carried out in the following steps:

    1 . Declare all actions planned for the round, such as to attack, hack the

    computer, duck behind cover, make a run for the door, or any combin-

    ation that the character wishes to attempt.

    2. Determine order of Initiative by rolling Agility for each character.

    Highest goes first, then down the line according to the results of the

    roll.

    3. Characters take their actions in order of Initiative, making rolls for

    actions they are attempting as appropriate. Defensive actions (Block,

    Dodge, and Parry) are automatic and don't count as actions.

    Types of Actions

    The most typical action during a round is the performance of a skill or

    combat maneuver, such as throwing a punch, dodging an explosion, firing a

    weapon, or making a piloting check. Additionally, consider the following

    during the course of a round.

    Free Actions. Activities that do not take a 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 bluff someone that you have a

    gun all count as actions.

    Multiple Actions. Characters may attempt to do more than one thing on

    a turn by withholding one die from every action they attempt for each

    action beyond the first. For instance, if a character tries to shoot twice, he

    or she is penalized -1D on each attempt.

    Movement. A character may move up to his or her base Move in feet as a

    free action or move double the base Move in feet plus the results of an

    Athletics roll at the cost of one action. If the only action taken in a round

    is running, the total move is doubled. The base Move for humans and

    most alien races is 15; check individual Player Race templates for the base

    Move score for each.

    Other Movement. Some characters have ways to move beyond simply

    walking or running, such as flying, tunneling, vine-swinging, or any other

    type of movement. These will use their own rate of movement, given

    with the 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. If no other action besides swimming is

    undertaken, the rate is doubled.

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  • 51

    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.

    Wound

    Level

    Unharmed

    Dazed

    Wounded

    Severely

    Wounded**

    Incapacitated

    Mortally

    Wounded

    Dead

    Wound

    Effects

    None.

    -1D for all remaining actions for the cur-

    rent round and the next round.

    -1D to all actions until healed.

    -2D on all actions until healed.

    As a free action before losing conscious-

    ness, the character may try to stay "in the

    fight" with a Moderate (15) Stamina roll.

    If successful, he or she may continue to

    act, but with a -3D penalty. A failed

    check means the character falls uncon-

    scious for 10D minutes.

    The character is near death and immedi-

    ately knocked unconscious. Roll the

    characters's Might each round; the char-

    acter dies if the roll is less than the num-

    ber of minutes he or she has been

    Mortally Wounded.

    The character has perished.

    Damage*>

    Soakby:

    0 or less

    1 to 3

    4 to 8

    4 to 8

    9 to 12

    13 to 15

    16+

    *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.

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  • 52

    Natural Healing

    If a wounded character rests, he or she is allowed a Might check, and if suc-

    cessful, heals a Wound Level. The frequency of the check depends on the

    severity of the characters wounds.

    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.

    NaturalHealing

    Wound Level

    Dazed

    Wounded

    Severely Wounded

    Incapacitated

    Mortally Wounded

    Frequency

    1 minute

    3 days

    3 days

    2 weeks

    5 weeks

    Might TN

    automatic

    6

    6

    8

    9

    AssistedHealing

    Wound Level

    Dazed

    Wounded

    Severely Wounded

    Incapacitated

    Mortally Wounded

    Frequency

    Immediate

    1 day

    1 day

    1 day

    1 day

    Medicine TN

    Easy

    Moderate

    Moderate

    Difficult

    Very Difficult

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  • 53

    Stun Damage and Recovery

    Some weapons do not physically harm the target, but only render a character

    incapacitated for a short while. When a target has been hit by a stun weapon,

    the attacker rolls damage and the 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.

    Scaling

    Not all objects are on the same scale. 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.

    Stun

    Level

    Unharmed

    Stunned

    Severely

    Stunned

    Stun

    Effects

    None.

    -1D on all actions for 2D rounds.

    The character is knocked unconscious

    for 2D minutes.

    Damage>

    Soakby:

    0 or less

    1 to 8

    9+

    ScaleModifiers

    Modifier

    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

    Scale

    +0D: Character, Animals

    +2D: Air Cycle, Car, Little Dragon, Wagon

    +4D: Big Dragon, Galley, Mecha, Tank

    +6D: Fighter, Lt. Transport, Heavy Mecha

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  • 54

    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.

    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 loss or think they might have

    missed something. This gives them the option to find that detail that they

    would have otherwise missed.

    Character Advancement

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

    Character Points (CPs). The number of points given per session typically

    varies from 3 to 7 depending on drama, danger, success, and fun! CPs are

    used to improve skills and attributes, and represent a characters development

    and growth over time. Full rules for advancement are found in the complete

    RPG.

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  • 56

    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 ex-

    ample, throwing a fireball requires the Epic to activate the Feat with one ac-

    tion, and then hit the target by making a Throw skill check with a second

    action. The Epic may wait until the next turn to throw the fireball or may opt

    to suffer the -1D penalty for multiple actions and do both in one turn.

    Concentration

    Some Feats require the Epic to maintain concentration for the Feat to remain

    in effect. Each Feat maintained counts as one action for the purpose of de-

    termining penalties for multiple actions.

    Beginning Feats & Learning More

    As discussed in Step 3 of the character creation process (Chapter 1 .1 ) , a new

    Epic immediately knows any two Aether Feats of choice. Learning a new

    Feat costs 4 CP, and an Epic may learn any Feat of his or her choosing. A

    maximum of one new Feat may be learned after each session.

    Aether Feats

    The following descriptions group various Feats into general categories (Air

    Manipulation, Heat Manipulation, Space-Time Manipulation, etc.) for the

    sake of organization. Generally speaking, any Epic can learn any Feat without

    restriction, though some Perks may make the character better at some types

    than others, and some Complications may restrict the availability of Feats.

    Stat blocks include the following:

    TN: The Target Number that must be met or exceeded for the Epic to

    successfully perform a Feat.

    Duration: How long a Feat lasts before it fizzles out. A duration of in-

    stant means that it occurs in a moment, while a duration listed as con-

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    Air Manipulation

    A combination of the manipulations of matter and energy, the air and atmo-

    sphere can be controlled or altered by the will of an Epic.

    Fog

    TN: 12

    Duration: 20 minutes

    Range: 50 foot (15 m) radius

    Resisted: None

    The Epic creates a thick fog around him or herself, reducing visibility and af-

    fecting cover as appropriate.

    Shriek

    TN: 8 + Resist Roll

    Duration: Instant

    Range: 50 feet (15 m), line of sight

    Resisted: Might

    This Feat manipulates the Aether making up the air around the Epic to amp-

    lify his or her scream, resulting in a piercing shriek directed at a single target

    within line of sight. The sound is loud and intense enough to disorient the

    target, causing it to be Stunned for 1D+2 rounds if failing to resist.

    Sphere of Silence

    TN: 11

    Duration: Concentration

    Range: 10 foot (3 m) radius

    Resisted: None

    The air molecules in the radius around the Epic are prevented from vibrating,

    resulting in absolute silence. No noise can be made, spoken, or heard.

    centration allows the Epic to maintain the Feat so long as his or her fo-

    cus 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 res-

    isted, but can be dodged or otherwise defended.

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    Biochemical Manipulation

    Because Aether makes up all matter and energy, that includes things like

    neural impulses and physiological responses. These Feats involve an Epic

    manipulating that Aether in a person or creature, or even the 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 im-

    pressions and some basic information, but only within the limits of its natural

    perception. This limits their abilities as scouts or agents of the Epic, as com-

    plex thoughts and the interpretation of instructions are beyond most animals.

    Heal

    TN: Special

    Duration: Instant

    Range: Touch

    Resisted: None

    The Epic must concentrate for 6 rounds before using this Feat. The TN is 15

    when attempting to heal anyone Wounded or Severely Wounded, 19 for In-

    capacitated characters, and 23 for those Mortally Wounded. Success reduces

    the Wound Level by one. If used more than once per day on a target, the

    Target Number of additional checks increases by +10 for each attempt.

    Telepathy

    TN: 15 + Resist Roll

    Duration: Concentration

    Range: 50 feet (15 m)

    Resisted: Charm

    When cast, the Epic can hear the thoughts of any one person within range,

    as well as project his or her own thoughts to that person; language is no bar-

    rier to communication.

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    Electricity Manipulation

    By utilizing these Feats, an Epic can convert free Aether to electrical energy

    and back again.

    Electric Field

    TN: 20

    Duration: Instant

    Range: 20 foot (6 m) radius

    Resisted: None

    A field of electric energy is generated around the Epic, potentially injuring

    any caught within the radius with a moderate electric shock. The damage is

    not usually lethal, but is often enough to daze or wound those affected. Tar-

    gets within the radius are denied an opportunity to Dodge. A successful hit

    inflicts 3D damage and bypasses conventional body armor.

    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 check to avoid being hit. A successful hit inflicts 5D

    damage and bypasses conventional body armor.

    Power Electronics

    TN: 15

    Duration: Concentration

    Range: Touch

    Resisted: None

    The Epic generates enough electricity to power an electronic device. The

    amount of power generated is equivalent to that available from a wall outlet

    or small generator, able to power most commercial appliances, computer

    hardware, or the minimal functions of an electronic vehicle.

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    Heat Manipulation

    These Feats allow the Epic to exert control over heat and cold by transform-

    ing free Aether into heat energy, or vice versa.

    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 dura-

    tion; 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.

    Fireball

    TN: 23

    Duration: Instant

    Range: 100 feet (30 m)

    Resisted: None

    The Epic creates a ball of fire energy, which he or she may then hurl at a tar-

    get using the Throw skill. The target may attempt to Dodge to avoid damage.

    A successful strike does 5D in damage and sets combustibles aflame.

    Spontaneous Combustion

    TN: 15

    Duration: Instant

    Range: 100 feet (30 m)

    Resisted: None

    The Epic creates enough heat energy to cause flammable materials to sud-

    denly ignite.

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    Kinetic Manipulation

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

    an object or to the Epic. Likewise, kinetic energy may be transformed back

    into Aether to suspend motion or arrest momentum.

    Accelerate

    TN: 10

    Duration: Instant

    Range: Self

    Resisted: None

    By converting Aether into kinetic energy, the Epic can throw something

    much harder than he or she normally could. Add a bonus of +1D to the

    damage of any thrown object.

    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 1 1 , so Bill needs a 21 or better to

    deflect the strike). The Epic may attempt to deflect a projectile aimed at an-

    other person, or something aimed at the Epic.

    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.

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    Light Manipulation

    These Feats involve taking raw Aether and converting it into light energy, or

    reverting light energy back into Aether. This can allow an Epic to exert some

    measure of control over light and darkness.

    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.

    Lantern

    TN: 10

    Duration: 1 hour

    Range: Self

    Resisted: None

    The Epic creates a hand-held orb of light with brightness equivalent to a lan-

    tern. 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.

    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.

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    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

    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 en-

    ergy. The type of weapon is determined by the Epic, but is usually a sword,

    axe, or spear. Regardless of the type of weapon, it does +3D damage. The

    weapon requires physical contact with its creator, so it cannot be thrown,

    dropped, or lent to another.

    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.

    Disintegrate

    TN: 25

    Duration: Instant

    Range: Touch

    Resisted: Body, Might, or Armor Value as applicable

    The Epic attempts to turn matter back into free Aether, causing damage to

    the object; only inanimate objects are affected. To determine the damage

    done, the Epic rolls his or her Epic skill versus the Body of the object. If the

    object does not have a Body score, scores such as Might or Armor Value may

    be used to resist.

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    Space-Time Manipulation

    The Aether that makes up the flow of time or regulates spatial, or even di-

    mensional relationships can be worked to the 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.

    Hasten

    TN: 23

    Duration: 5 rounds

    Range: Self or Touch

    Resisted: None

    The Aether that forms space-time around the target is altered, resulting in

    improved response time for anyone affected. Targets have their multiple ac-

    tion penalty reduced by 1D. The effects of multiple Hasten Feats dont stack.

    Sense Breach

    TN: 14

    Duration: Concentration

    Range: Varies

    Resisted: None

    Breaches are tears in space-time, making them relatively easy to detect at a

    distance for a trained Epic. To detect a Breach within 1000 feet (300 m), the

    base TN of 14 applies. Add +5 to the TN for every doubling of the effective

    range (e.g. TN of 19 for 2000 feet, 24 for 4000 feet, 29 for 8000 feet, etc.) .

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    That change would come very suddenly in the winter of 2012 and would

    be credited with triggering a global Golden Age for humanity.

    Gates and the Golden Age

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

    world to a method for safe and instantaneous transport across vast distances

    using a new technology dubbed Gates. The specific science of how these

    devices operated is well beyond my ability to relate to you, but the debut of

    this new technology and the practice of its use are the best documented as-

    pects of the times in our records.

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

    thousands of miles apart, where they acted like the entry and exit points of

    an infinitely short tunnel. Someone could step through a Gate in New York

    City and out of its counterpart in New Delhi as easily as stepping over the

    threshold of his or her own front door.

    The world was a bed of tinder for change and Gate travel was the spark

    that lit the fire. Life was immediately and permanently changed by what social

    commentators called the dawn of the Golden Age. So efficient and inex-

    pensive was this new technology that it was quickly implemented across the

    globe. The world was suddenly a single community where distances no longer

    separated cultures or isolated peoples. The propagation of art, science, and

    business exploded to the benefit of all. The world became a more peaceful,

    enlightened, and prosperous place with a thirst for even greater change.

    Within three years of the discovery of Gate travel, government-operated

    Gate Centers existed in every major city in the world. In eight years, Gates

    overtook air, land, and sea freight as the principal means of transporting

    goods over long distances. Within another decade, human Gate traffic ex-

    ceeded airline traffic. By 2040, the perfect safety record for Gate travel led to

    its worldwide deregulation, immediately after which independent commercial

    Gate Centers sprouted up in smaller and smaller communities and in busy

    industrial and business complexes until Gate travel became a local conveni-

    ence. By 2055, a Gate could be found within 100 miles (160 km) of 90% of

    the worlds population, with most people living within 25 miles (40 km) of at

    least one Gate Center.

    Unanswered Questions

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

    over the use of Gate travel. These critics pointed to what they perceived as a

    lack of genuine understanding by the international scientific community

    about how the Gates operated. There were just too many questions, they said,

    that remained unanswered.

    Their principal concern was that as Gate traffic increased over time, doc-

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    umented variances began to manifest in the reliability of the devices. Where

    travel was originally instantaneous, a lag began to appear in the passing from

    one Gate to another. This time gap, imperceptible to the traveler, varied from

    a few seconds to a few minutes, and in isolated instances, a matter of hours.

    This abnormality was first noted in the largest Gates used to convey cargo,

    but was soon observed in Gates of all sizes. The lag did not appear to correl-

    ate to any other known variable, such as distance traveled, the manufacturer

    or operator of the Gates, or the frequency of their use. The scientific com-

    munity was at a loss to explain these variances.

    On November 28, 2065, the 100 percent safety record of Gate travel was

    lost when three travelers stepped through a Gate in Kuala Lumpur, Malaysia

    bound for Doha, Qatar and were never seen again. Early the next year, a

    cargo shipment was lost in transit between two Gate Centers in California.

    Another two travel instances were thought to be failures before it was dis-

    covered that the travelers and cargo simply arrived at wrong locations. There

    were certainly other troubling incidents of which we have no surviving re-

    cord, but it is clear that this was more than a few isolated accidents, even if

    the failures did constitute only a tiny fraction of a percentage of overall Gate

    travel.

    The critics pointed to these failures and loudly protested the continued

    blind use of an unstable technology. They recommended that Gate opera-

    tions be scaled back to cargo only, abandoning human transport while the

    unexplained inconsistencies were thoroughly researched and the cause identi-

    fied. Society had forever changed, however, and people could no longer ima-

    gine a life without the convenience of Gate travel. The dissenters were

    shouted down as malcontents and instigators, and left to conduct their re-

    search in isolation from their peers while business continued as usual.

    Breaches and The Fall

    On May 19, 2066, every Gate on the planet spontaneously severed its ter-

    restrial pairings and instead opened permanent, random portals to hundreds

    of thousands of locations across the vastness of interdimensional space.

    Today we refer to this event as The Fall, and to these uncontrolled doorways

    through space-time as Breaches.

    Through these interdimensional portals poured alien beings, otherworldly

    environments, and all manner of monsters. Some of these were strange and

    new, while others resembled mythical or historical creatures from 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

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    of control over them. The world was instantly changed in a way that no one

    was prepared for. All semblance of government, society, and order imploded

    to such a degree that following the initial reports of the massive Gate failures

    of May 19, 2066, we have no consistent, verifiable record of what transpired

    for at least the next several hundred years. These centuries, perhaps even a

    millenium of darkness, is truly the Lost Age.

    Our World Today

    This has led us to where we are, today, some centuries later. In the past sev-

    eral generations, after ages of anarchy, we have managed to rebuild

    something of a society from out of the darkness. In our corner of the world,

    at least, we are scattered, but surviving. Many of us live hidden away in small

    communities, others build thick walls to hold back the terrors of the world,

    and still others migrate from place to place. Some humans enjoy only the

    company of other humans, while some communities are a mix of a dozen

    intelligent races. Many live free and many are subjugated. Aliens may be

    friendly, but far too often are violent invaders. Some communities, large and

    small, trade and politic with one another. Others are isolationists. We can only

    assume that our experiences are repeated around the globe.

    The world has become a place of strange wonders, even beyond the pres-

    ence of alien beings and relics of a long-destroyed society. Many beings, both

    human and alien, possess powers that can only be categorized as supernatur-

    al. Some individuals have an innate or learned ability to influence the minds

    of others, or to conjure energies or objects from out of nothing like a sor-

    cerer 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 forms the building blocks of all energy, matter, time,

    and dimensional space. Our Breach scientists theorize that an overabundance

    of Aether in our reality is directly linked to the operation of Gates, the pres-

    ence of Breaches, and cause of The Fall.

    Our understanding of the present day world is limited to how far we can

    send scouts and cartographers, what we can gather about the lay of the land

    from the Historical Record, and what information we can acquire from hu-

    mans or aliens that we encounter.

    Whatever our various ideologies and ways of life, and whatever steps for-

    ward we have taken in recent generations, one thing that is 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 thou-

    sands of humans still living within 200 miles (320 km) of us, and roughly that

    many aliens. That would be a reduction of 95% or more from the population

    during the height of the Golden Age.

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    Our World Tomorrow

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

    observation, we finally may have a chance to undo the damage to space-time

    done by our forebears. The breakthrough we have worked so hard to achieve

    is known as the Breach Closure Device, or BCD. Using this miracle of Gate

    engineering, we now know that it is possible to permanently close a Breach,

    to forever seal a tear in the fabric of time and space. This is not conjecture or

    theory, but fact. We have already used it to close several small, isolated, and

    relatively inactive Breaches. 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 interdimen-

    sional turmoil that surround most every Breach. Very few have dared to ex-

    plore the areas near the ancient Gate Centers, where Breaches exist by the

    dozens or even hundreds. We have rarely ventured into the ruins of the cities

    that stand as a legacy of our forebears and are now home to horrors from

    thousands of other worlds. Of those few who have undertaken such a chal-

    lenge, fewer still have had the courage and strength to survive what theyve

    found there. It will be dangerous, but many of us are anxious for the chal-

    lenge. For the first time in our lives, or even the lives of our great-great-

    grandparents and beyond, we can devote ourselves to a purpose other than

    simply surviving.

    It is time to rebuild.

    Cross-references:

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

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

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    Breaches

    Breaches are the tragic legacy of the Golden Age, the holes in space-time left

    by the worldwide collapse of the global system of Gates. That collapse in

    turn led to the global catastrophe known as The Fall.

    Breaches display a number of particular, consistent behaviors that bear

    particular mention, such as:

    Breaches exist as a defined plane, in generally the shape and size of the

    Gate that once stood in its place

    Looking into a Breach is like looking through a door into an adjacent

    room, but into another world

    Observation of beings on the far side of Breaches suggests that those

    on the other side cannot see through to Earth

    Gates are one-way, only leading into our dimension, not back out

    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, such as:

    This is the most likely area in which to encounter alien monsters

    Alien environments often cross over from Breaches, creating wild and

    dangerous landscapes

    Proximity to a Breach can create a physical sensation or emotional un-

    easiness in many people

    Breaches and Aether

    Contemporary minds have deduced the correlation between Breaches and the

    mysterious, theoretical substance known as Aether. For more information on

    Aether, its effects, and the paranormal Feats that can be performed by har-

    nessing its power, see Chapter 2.2.

    Breach Closure Device (BCD)

    The Breach Closure Device is a rare scientific device created by the Cooper-

    ative that is capable of permanently closing a rip in space-time.

    It is rather large and heavy, and typically breaks into parts to allow for

    easier transportation

    It is most commonly carried by the Cooperative's elite Breach Research

    and Closure (BRAC) teams

    Plans for construction and instructions for use are sometimes distrib-

    uted to others

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    World Overview

    Giving a true overview of the entire world would be a little much for this

    volume. Instead, what is presented in the following pages is a general under-

    standing of the explored region that sets the stage for Breachworld, and

    some tidbits about what lies beyond. Far more detail is available in the full

    RPG and its supplements.

    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.

    Traversing the Wild

    Surface roads are gone, broken down and swallowed up by vegetation after

    generations without maintenance or repair. 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 adven-

    turer on foot or with a mount, traveling 100 miles (160 km) is a perilous

    journey, often requiring many days or weeks.

    What Survives

    Sturdy structures built during the Golden Age with modern concrete and

    high-tech metals are particularly likely to survive as shadows of their former

    glory. 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 ru-

    ins. Lucky settlers find buildings intact, unoccupied, and ready to be repur-

    posed into new homes, storehouses, or workhouses for equipment repair or

    sometimes even new manufacturing.

    Golden Age factories and industrial complexes have survived the centur-

    ies with remarkable frequency. 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 with many of

    the trappings of a relatively modern life.

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    The Civilized Lands

    The primary game setting is set in the Civilized Lands. This territory includes

    a portion of what was once Texas, in the old United States, though the names

    of places from before The Fall have lost their relevance. Most places of sig-

    nificance are named by locals and on recently-constructed maps for promin-

    ent features or their reason of importance. Maps and other documents refer

    to places such as Three Hills Lookout, North River Landing, Trade Post, or

    Vee 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 per-

    son 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,

    and upstart nations to list, but a smaller number play the largest role in shap-

    ing the region.

    The Cooperative is a network of historians, scientists, and other thinkers

    spread across the explored world, but isolated in secret cells and hidden away;

    even independent cells have no knowledge of the whereabouts of others.

    They produce maps, educational texts, and copy works of literature and his-

    tory to be distributed. Perhaps most importantly, it is the cumulative efforts

    over many decades of many different Cooperative cells that led to the devel-

    opment of the Breach Closure Device.

    Breach Research and Closure (BRAC) Squads move throughout the

    region, studying and mapping Breaches, and trying to close as many of them

    as they are able.

    The Resistance is a loose affiliation of native humans dedicated to elim-

    inating all alien presence on Earth. They view the planet as being under oc-

    cupation by invading foreign forces, and the Resistance is the heroic

    underground army dedicated to reclaiming humanitys birthright. Resistance

    influence varies from small, isolated cells to the control of entire settlements.

    Reptilian Raiders are alien raiders and bandits that travel the region in

    large bands, looting and pillaging as they go. They are easily identified as

    green-brown scaled humanoids most often seen riding what look like huge

    jungle cats, known as Trapcats.

    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 equip-

    ment needed to survive in a harsh world. Others claim that they are simply a

    very lucrative salvage and repair operation. Either way, the traveling salesmen

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    bearing the Rose banner have the very best in offensive and defensive imple-

    ments to offer for sale, with much of the gear being pristine pre-Fall techno-

    logy, or replicas of such quality that they might as well be.

    Dregs are a subset of society that exists in various forms all across

    Breachworld, but particularly in the bones of ruined towns, industrial areas,

    or other concrete jungles, or on the streets of larger communities. These are

    the burnouts and anarchists that do little more than cause problems for

    everyone else.

    Distant Lands

    Rumors persist of what lies beyond the borders of the Civilized Lands, both

    hopeful and terrifying. The most common sources of these rumors are trav-

    eling outsiders that claim to have originated from some far-off place.

    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.

    Along with the varieties of dinosaurs seen roaming parts of the Civil-

    ized Lands, primitive humans have also been encountered.

    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.

    The mountains to the northeast are full of cannibals. Stories vary as to

    whether they are human or alien.

    There are vast underground caverns in much of the Civilized Lands,

    where live a race of Changelings. Each one looks exactly like one hu-

    man on the surface, and each seeks to find, kill, and replace his or her

    double.

    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.

    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.

    To the southwest, there is a growing kingdom of hostile races from 100

    different worlds, unified in their purpose to take Earth for their own.

    A huge Breach to the southwest can be seen to be slowly expanding.

    The lakes and rivers of the hill-covered country to the west are full of

    half-fish humanoid aliens. Those aware of the old myths suggest that

    they are identical to the Mer-People of ancient legend.

    Many areas to the north are home to towering monsters bigger than

    houses and can easily step over city walls.

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    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.

    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.

    Fishing is a major contributor to life as well, particularly as a supplement

    to either farming or hunting and gathering.

    Raiding mainly targets 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.

    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.

    Trades

    Rather than focus on growing or collecting for basic needs, an increasing

    number of inhabitants of Breachworld take up an occupation that allows for

    them to trade a unique set of skills to others in exchange for what they need

    to thrive.

    Exploring has become more common as humanity starts to take deeper

    root back into the world and the struggle to survive is not as much a day-to-

    day proposition.

    Scavenging is a potentially fruitful occupation near towns or trading

    posts in need of raw materials. goods.

    Smithing is a common trade and there is a booming business in any sort

    of metalworking skills.

    Mercenary trades are fruitful for experienced combatants with the means

    to bear arms.

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    Economy

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

    bottlecaps. Some communities 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 noth-

    ing 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 spouse, or all three.

    The hottest trade of the day is in information. Tidbits of data can go a

    long way toward the rediscovery of forgotten caches of wealth or remnants

    of a past cultural identity. Of particular interest are maps, or pieces of his-

    torical data from before The Fall. This has also led to a banner trade in for-

    geries and counterfeits, so buyers have learned to be careful when things look

    too good to be true.

    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 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.

    Small, live animals are often given in male-female pairs as gifts or in ap-

    preciation for a significant service. Chickens are even more highly val-

    ued, given their sturdiness and proclivity for laying eggs.

    Perishable items are valuable, but often some of the first things to be

    traded because of their short shelf life.

    Cattle and horses are among the most valuable assets anyone can have.

    Weapons are usually too valuable to be traded in most circumstances.

    Bullets make for good trade stock because they are easy to transport,

    are in constant demand, and can be divided into any size lot.

    Vehicles with electric motors are among the most salvaged items in the

    world.

    Precious metals, gems, and jewelry are not significantly valuable to most

    people trying to survive in the world.

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    worlds. Beyond basic, primitive weapons, there are a number of major classi-

    fications somewhat commonly available to player characters.

    Firearms are conventional weapons that use gunpowder, ranging in

    sophistication from homemade muskets to vehicle-mounted auto-cannons.

    Tech weapons are a broad classification of advanced weaponry that

    either survives from the Golden Age or was brought to Earth by aliens. Most

    often included are directed energy weapons such as projected lasers and stun-

    inducing ion weapons, plus many varieties of alien weaponry.

    Slugthrowers are a middle ground between firearms and tech weapons

    that are in some ways the best of both worlds. They uses electromagnets to

    propel solid slugs as a firearm would, but without the use of gunpowder.

    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 mo-

    bile entertainment and communication devices, a natural extension and evol-

    ution 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 the Lost Age. Further, a few automated fabrication plants

    throughout the Civilized Lands specializing in these devices continue to op-

    erate, producing a limited number of units every year.

    Datacards

    Datacards are portable repositories of digital information, analogous to a

    computer disk or memory card of the 21st century.

    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.

    Breach Closure Device (BCD)

    This recently invented device is, as discussed elsewhere in this RPG, a game-

    changer. It can effectively and permanently seal a tear in space-time.

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    Intelligence: The community of Arena is well established and stable.

    The surrounding ruins have been thoroughly cleared of

    resources and artifacts. No great political or military

    leanings, and though proximity to Hood invites the

    influence of the Resistance, the citizens have benefited too

    greatly from alien cooperation to turn it away. Cooperative

    agents are encouraged to use this town as a temporary

    staging and recovery point for travel up and down the

    remnants of Interstate 35, and for travel to and from the

    cluster of communities of interest to the east.

    Summary

    Arena is a classic example of the new repurposing the old. For over 50 years,

    human and alien settlers have made a home inside the ruins of an ancient

    football stadium, building homes right into the former seating areas, locker

    rooms, and concourses, while farming and ranching the land inside and

    around the old athletics venue. Ranching includes the noteworthy inclusion

    of a large, red, cow-like animal known as a Vaca, which has been successfully

    domesticated. Its fatty meat is delicious and nourishing, and greatly prized.

    The makeup of the community is a relatively common mix for successful

    villages of its size. It is predominantly human, but welcoming of any being

    that can contribute. The attitude that rules the hearts and minds of Arenans

    is one of common good.

    This open attitude has yielded two very useful fruits in particular. First, a

    small family unit of Minotaur have made their home in the lower levels of

    the old stadium. They were welcomed in by the community with due caution,

    but without the prejudice that these hulking alien beings often experience. In

    return, the Minotaur have shared their considerable farming knowledge with

    their neighbors, to the benefit of all.

    Secondly, an unusually large group of Machine Men has set up camp

    within the walls. Originally just a pair of the mechanical beings settled in to

    study the community and to lend a hand where they could, but its central

    location eventually attracted a number of other Tinmen to join them. They

    tell the citizens of Arena that most will be moving on within a few months,

    but the assistance provided by their expertise in science, medicine, and even

    combat have all benefited the town.

    Arena is not ruled by any formal government, but by general

    consensus. Everyone expects their neighbors to be helpful and not to

    antagonize. The physical area is large enough that if squabbles pop up, the

    offended parties can generally avoid one another. Violence is not tolerated

    and leads to offenders being drummed out and banished by the general will

    and action of the people. Common defense is provided militia-style, with all

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    families and individuals expected to take up whatever arms they have to

    protect the town from monsters, raiders, or any other threat.

    Points of Interest

    Arena's well-fortified walls have allowed community to bloom and prosper

    inside. It is commonly visited by travelers who know the Civilized Lands as a

    place to rest up or restock, or even to settle down.

    1. Guard Tower. Five guard towers rise above the makeshift settlements

    of Arena, manned day and night by dedicated volunteers. Alarms are

    sounded by ringing makeshift bells or gongs made from cast metal.

    2. Minotaur Lair. The clan of Minotaur, led by a grey bull named Mados

    that have taken up residence in Arena have made themselves at home in

    the old catacombs under the stadium ruins. They occupy a series of old

    offices and a backstage area.

    3. Exterior Wall Repair. Settlers of Arena long ago patched this cave-in

    of the exterior wall with boulders and rubble.

    4. Cartographer. Jenn Apple, a merchant and transcriber of maps, runs

    her shop from a house amidst the homes of other residents. While not a

    member of the Cooperative, independent agents regularly trade maps and

    descriptions of surrounding territory with her; providing a new bit of in-

    formation or salvaged bit of map will buy you more of the same in ex-

    change. This makes her combination home and business a center of

    information for travelers of all types.

    5. Howard Residence. The Howard family, one of the largest and most

    prominent clans in Arena, makes its home in what was once a locker

    room in the stadium. From here, the family patron, Dane Howard, oper-

    ates the livestock operations that take place inside the city walls, consisting

    of cattle, horses, sheep, goats, and Vaca.

    Dane is a near-human. His unusual traits include a set of antennae

    protruding back from his jawline, a flat nose, and green stripes in his black

    hair. He lives and works closely with his two wives, a woman of his own

    race named Emera, with whom he has two teenage boys and a young girl,

    and an Earthling wife named Tamara, with whom he has a grown daugh-

    ter, two teenage girls, and a baby boy. His half-Earthling offspring all have

    broad noses and bright green hair.

    6. Traveler Apartments. Dwellings for temporary residents are found at

    ground level in an area once reserved for luxury field-level suites. Travel-

    ers and visitors are allowed to use them on a limited basis so long as they

    are conducting business in the town and cause no trouble.

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    7. Sarra Residence. A heavily scarred man named Elias Sarra lives and

    works in this relatively large home, most of which is taken up by work-

    space, spare parts, and scrap junk. He is rumored to have been a mercen-

    ary before settling down in Arena to work as a gunsmith and do-it-all

    mechanic. One of the local Machine Men, who goes by the name of Eta,

    is often found helping Sarra in his tasks.

    8. Vaca Barn. Dane Howard technically owns this piece of property, but

    it is used to house the Vaca of other ranchers as well as his own. The alien

    livestock go through periods of a sort of hibernation every five months,

    and have been trained to use this barn to nest up. Inside, up to 30 of the

    132 head of Vaca may be found sleeping in cozy piles like huge kittens.

    9. Tradehouse. Originally a single, one-roomed house, this center of

    trade has been expanded many times over the years. It now serves as a

    marketplace where citizens and visitors can barter, buy, and sell goods

    from loaves of bread to leather jackets to energy weapons. Availability

    changes literally every day.

    Perhaps the single most popular and regular exhibitor is a woman that

    the locals just call the Grenade Lady. Over 60 years old, she arrives in

    Arena every week to ten days, always with a pack full of explosives, ran-

    ging from harmless flares to landmines to dynamite. She haggles for food,

    domestic goods, and other basic supplies until her stock is exhausted, and

    then heads back south of the river, always on her own.

    10. Community Armory. The townspeople collectively employ a dozen

    fighting men and women to maintain two stores of weapons, ammuni-

    tion, armor, and other implements of battle. These mercenaries (of a

    sort) are paid in free room and board, kept comfortable and fed by the

    townspeople. A number have wed into the community and legitimately

    call Arena their home.

    Most of the stored items belong to town residents and are stored in

    lockers when their owners are inside the walls. The weapons are generally

    very simple, with nothing more exotic or rare than a bolt-action rifle or

    handgun with a few rounds of ammunition, and more commonly bows

    with quivers of arrows, spears, makeshift swords, and leather helmets and

    jackets. These are all kept in the event of an attack, and as a bonus are

    well maintained by the staff.

    11. Ferry Launch. A small boathouse and dock are used by those travel-

    ing up and down the river. Passage on short journeys or just to cross the

    river can be easily bartered during daylight hours, but is less reliable at

    night. The nearest easy ford is many miles away, whether headed upriver

    or down.

    12. Loren Farm. Named for the founder of the farm, the land is now

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    worked by Loren's son and daughter, Devante and Victoria. They primar-

    ily grow corn, and fish in the river, and generally live a normal, if relatively

    prosperous life. They are noteworthy, however, because they do not ever

    enter Arena, and only Victoria deals with visitors or patrons looking to

    buy from their stock. Devante never speaks to or even comes near anyone

    but his sister.

    Local legend says that Loren left the community of Arena after she

    was cursed by an invisible, demonic, ethereal being from beyond a Breach.

    The monster would attack anyone who so much as approached Loren,

    forcing her into solitude with her two young children. With Loren's death,

    the monster is said to now haunt Devante.

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    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 of human history.

    Breach ScienceTechnicalIntroduction (CDocBRSC-00c-01kk)

    The Cooperative

    Seemingly a real-life monster from Earths historic past, the predatory Allo-

    saurus, or simply Allosaur, once again stalks the planet. The ancient dino-

    saurs 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 have been observed

    in packs if game is abundant. They feed primarily on easy, meaty prey such as

    cattle, horses, Vaca, wild goats, and other dinosaurs, and are not above chas-

    ing other hunters away from fresh kills or scavenging from old corpses or

    large quantities of garbage.

    The average allosaur is 25 to 30 feet (8 to 9 m) long, standing at about

    half that height. Its tough hide is covered in fine feathers along its undercar-

    riage, with slightly longer, more decorative feathers over the top of its head,

    back, and tail. Its large head is full of hundreds of razor-sharp teeth designed

    for tearing at flesh to be swallowed whole. The largest are capable of taking

    the upper half of an average-sized human in one lightning-fast bite.

    Scale: +2D

    Might: 4D

    Brawl 6D, Stamina 5D

    Agility: 2D+2

    Athletics (Run) 4D+2,

    Dodge 4D+2, Stealth 3D+2

    Wit: 0D

    Charm: 1D

    Static:

    Dodge 14, Soak 16

    Move: 18

    Perks:

    +4 Armor (included in Soak)

    +2D Teeth

    Allosaur

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    Griffin

    We increasingly observe that old legends may be more than fairy tales, after all.

    WildlifeCodex #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 legs of

    an eagle. Despite some surviving stories of Griffins being magical beings,

    perhaps even capable of speech, all indications are that the Griffin is merely a

    fantastic animal, though very intelligent and perceptive.

    Solitary creatures except when mating, Griffin are most commonly found

    in high, sheltered places. Ruined apartment buildings and mid- to high-rise

    buildings are ideally fit for the purpose, though hilltop hollows or abandoned

    homes keep them closer to humanoid populations and their livestock, which

    are a Griffin's favorite prey. Cubs are born in pairs, one male and one female,

    and mature rapidly; they are almost immediately abandoned by their parents.

    Ancient myths regarding these animals and their propensity for guarding

    vast hordes of riches have been taken to heart by many adventurers and

    treasure hunters, and their territories and nests are often sought out by those

    looking to take the 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.

    Scale: +0D

    Might: 3D+2

    Brawl 5D, Stamina 6D

    Agility: 3D+1

    Dodge 5D+1

    Wit: 1D

    Charm: 2D

    Static:

    Dodge 16, Soak 11

    Move: 20

    Perks:

    Fly (60 ft/18 m per round)

    +1D Talons

    Griffin

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    Imps

    Imps are Breach demons, mischievious creatures that seem to have spawned

    from some hellish dimension to wreak havok and sow misery for mankind.

    They lack full human reasoning abilities, but are clever enough to be

    incredibly efficient in making trouble for intelligent beings throughout the

    Civilized Lands and beyond.

    There are a wide variety of types of Imps that have been observed, each

    creating its own particular brand of trouble for residents of the Civilized

    Lands. Regardless, they seem to serve no greater purpose or have any goals or

    needs other than to be a thorn in the collective side of society.

    They vary slightly in appearance, each conveniently identifiable to the type

    of mayhem that it likes to pursue. All are small, roughly a foot (0.3 m) in

    height. All types of Imps have four eyes placed around their head and some

    type of horns, exact location and description depending on the specific

    breed. They have a sort of hunched posture with a tail and long feet for bal-

    ance. They communicate through some sort of chattering language, with a

    great deal of what sounds like laughter.

    Yellow Imps are nourished by flames, and therefore delight in setting fires

    so that they may gorge on the energies that are produced; as such, they are

    immune to fire and heat. They are perhaps the most common type of Imp. A

    yellow Imp's head is spherical, with its four eyes clustered together all in the

    front of its face above its grinning, toothy mouth, while a dozen tiny horns

    protrude from all over its head.

    Green and Black Imps are detailed in the complete Breachworld RPG.

    Scale: +0D

    Might: 2D

    Brawl 3D

    Agility: 5D

    Athletics 6D, Dodge 7D

    Wit: 1D+2

    Charm: 1D

    Static:

    Block 9, Dodge 21 , Soak 6

    Move: 11

    Perks:

    May perform the Aether Feat

    of Spontaneous Combustion

    once per hour as a natural abil-

    ity. Is immune to damage by fire

    and heat.

    Imp (Yellow)

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    Maulers

    Our knowledge of the wide world is very limited. We have no evidence, or

    even a rumor, of any Breach so large that it could usher such a monster into

    our dimensional plane.

    WildlifeCodex #2

    The Cooperative

    Long believed to be a myth, confirmed sightings of two different Maulers

    within the known territory in recent years have placed these massive mon-

    sters firmly in the world of fact. They stand over 20 feet (6 m) tall atop two

    massive legs and dragging tail, with two small arms sprouting from their mid-

    section. It is the beasts two massive primary arms, however, that give this

    monster its name. One ends in a huge, clawed hand, and the other in a giant,

    bone-encrusted fist, permanently clutched tight to be used as a massive club.

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

    easy prey. Its normal method of hunting involves intimidating people or an-

    imals into seeking shelter in buildings, vehicles, and other confined spaces,

    which it then tears and smashes open with its claws and club-fist, respectively,

    picking out dead or wounded prey with its smaller, more dexterous arms to

    feed. A Mauler can turn even a sturdy building to rubble in a matter of

    minutes, and peel open an armored personnel carrier like a tin can.

    Maulers are extremely aggressive, made more so by the fact that they dont

    keep a regular hunting ground, but roam aimlessly in pursuit of their next

    meal, constantly bringing new settlements into danger.

    Scale: +4D

    Might: 5D

    Brawl 7D

    Agility: 2D

    Athletics (Running) 4D,

    Dodge 3D+1

    Wit: 0D

    Charm: 1D

    Static:

    Block 21 , Dodge 10, Soak 17

    Move: 17

    Perks:

    +2 Armor (included in Soak)

    +1D Claw Arm

    +2D Club Arm

    Complications:

    -1D on Might checks using

    smaller secondary arms

    Mauler

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    Trapcats

    If you find yourself being pursued by a Trapcat, you can turn to face your at-

    tacker, or else flee into the jaws of the three that are laying in wait.

    WildlifeCodex #1

    The Cooperative

    The infamous mounts of the Reptilian Raiders are known as Trapcats, both

    for their feline appearance and for the tactics they use when hunting.

    The cats are honey-and-white, with long hair, black eyes, and notably

    fierce teeth that protrude and grin like menacing bear traps. They are the size

    of a small horse, though stand lower to the ground thanks to their flexible,

    catlike hips. They move like the large predatory felines of Earth, bounding

    forward off powerful rear legs in an efficient, smooth motion that results in

    great speed across the open ground. They are capable, but not excellent

    climbers, and prefer open pursuit after a short stalk, like a cheetah, over pro-

    longed stalking ending in sudden ambush like a panther.

    Trapcats are also far superior cooperative hunters than native Earth spe-

    cies, using a level of strategy that verges on a limited intelligence. Using their

    tails, which always end in a bright white tip, they communicate basic signals to

    each other across fields or open areas within line-of-sight to coordinate their

    attack. For example, when a group of Trapcats is stalking prey from different

    sides, one of the pride will call the ball with an indication of its tail that it

    will lead the attack, which signals the others to be ready to pursue after the

    target attempts to flee.

    Scale: +0D

    Might: 4D

    Brawl 5D, Stamina 5D+1

    Agility: 4D

    Athletics 5D+1 , Dodge 5D,

    Stealth 5D

    Wit: 1D

    Charm: 1D+2

    Static:

    Dodge 15, Soak 12

    Move: 25

    Perks:

    +1D Claws

    +2D Teeth

    Pack Intelligence (Trapcat

    gets a +1D bonus to Brawl and

    Stealth when hunting in a group

    of 3+)

    Trapcat(Wild)

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    Wizards of the Coast, Inc (Wizards). All Rights Reserved.

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    contributed Open Game Content; (b)D