Breachworld Quick Start

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Najyb Almaskari (Order #27729837)

Najyb Almaskari (Order #27729837)


Najyb Almaskari (Order #27729837)
Chapter 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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Some semblance of civilization has begun to crawl out of a Lost Age.
Pockets of humanity exist either in isolated villages or fortified cities. Others
survive by moving from place to place, scavenging or hunting, or trading. The
easiest way to survive is often through bushwhacking and banditry, taking by
force what precious resources are to be had. There are rumors of huge met-
ropolises, even whole nations that have survived The Fall, but it is difficult to
find someone who claims to have seen these wonders firsthand.
A resurgence of technology has fueled humankind’s gradual reestablish-
ment. Fossil fuels are almost nonexistent, but there exist some scattered an-
cient power plants that are still operable. Some automated factories are still
functional as well, particularly those with their own fusion reactors. Dis-
covered caches of Golden Age wonders can make one’s fortune overnight. A
handful of weapons and plenty of ammunition can make a simple man into a
king. Even after a Lost Age, mankind has proven to be resilient and innovat-
ive as it rediscovers secrets once thought lost to the past.
Through generations of careful study and painstaking progress, one great
discovery trumps all others. The Cooperative, a secretive group of research-
ers and scholars, has developed a device capable of permanently closing a
Breach. For the first time in an age, there is more for mankind to hope for
than simple survival. Now, there is a light on humanity’s horizon. The Breach
Closure Device has made it possible to reclaim Earth’s dimensional borders,
one sealed Breach at a time. All that is left is to use it.
Awaiting you are fortune and famine. High adventure and otherworldly
horror. Epic heroics and the darkest depths of villainy. This is the world as it
exists at this instant, wide open and filled with possibilities. What happens
next, is up to you.

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

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

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

Character vs. Character Challenges


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

Example: Static Defenses


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

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

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

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

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

Damage* > Wound Wound


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

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

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

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

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

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

Damage > Stun Stun


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

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.

Scale Modifiers
Scale Modifier
+0D: Character, Animals None
+2D: Air Cycle, Car, Little Dragon, Wagon +2D to Hit & Damage
+6 to Dodge & Soak
+4D: Big Dragon, Galley, Mecha, Tank +4D to Hit & Damage
+12 to Dodge & Soak
+6D: Fighter, Lt. Transport, Heavy Mecha +6D to Hit & Damage
+18 to Dodge & Soak

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

Character Advancement
At the end of each session, the GM awards each character a number of
Character Points (CPs). The number of points given per session typically
varies from 3 to 7 depending on drama, danger, success, and fun! CPs are
used to improve skills and attributes, and represent a character’s development
and growth over time. Full rules for advancement are found in the complete
RPG.

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Performing Feats
All Feats have a Target Number (TN) listed in their descriptions. Epics roll
the Epic skill to determine success. Only one Feat may be attempted per turn.
Success on the roll means the Feat is 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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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 Epic’s own person.
A range of “touch” requires physical contact with the target.
Resisted: How a target can attempt to prevent the Feat from taking place.
This usually applies to supernatural effects being placed on a person
against the target’s wishes. Some Feats, such as Laser Blast, cannot be res-
isted, but can be dodged or otherwise defended.
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.
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Biochemical Manipulation
Because Aether makes up all matter and energy, that includes things like
neural impulses and physiological responses. These Feats involve an Epic
manipulating that Aether in a person or creature, or even the Epic’s own
Aether, to achieve some sort of biological or neurological effect. Feats may
induce a certain feeling in the target, link two minds, or even allow the Epic
to control the body of another person.
Beast Tongue
TN: 19
Duration: Concentration
Range: Self
Resisted: None
The Epic can communicate with animals via a crude sort of telepathy; this is
not an ability to command or control. The animal can give and receive im-
pressions and some basic information, but only within the limits of its natural
perception. This limits their abilities as scouts or agents of the Epic, as com-
plex thoughts and the interpretation of instructions are beyond most animals.
Heal
TN: Special
Duration: Instant
Range: Touch
Resisted: None
The Epic must concentrate for 6 rounds before using this Feat. The TN is 15
when attempting to heal anyone Wounded or Severely Wounded, 19 for In-
capacitated characters, and 23 for those Mortally Wounded. Success reduces
the Wound Level by one. If used more than once per day on a target, the
Target Number of additional checks increases by +10 for each attempt.
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 Epic’s hand and a single target within
line of sight; targeting requires the use of the character’s Throw skill. Targets
may make a Dodge check to avoid being hit. A successful hit inflicts 5D
damage and 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 Epic’s Epic skill or be Stunned for the dura-
tion; add +2D to the Epic’s skill roll if the Feat is administered by touch.
Dedicated effort to warm the target cuts the duration in half.
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 attacker’s roll to strike (e.g. Mavis the Terrible throws a
spear at Apoc Bill. Mavis’s Throw total is 11, so Bill needs a 21 or better to
deflect the strike). The Epic may attempt to deflect a projectile aimed at an-
other person, or something aimed at the Epic.
Push
TN: 15
Duration: Instant
Range: 50 feet (15 m)
Resisted: Might
The Epic mentally shoves another person or object, potentially knocking the
target over. The force of the Push is equal to a Might check equal to the
character’s Epic skill.

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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 arm’s
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 Epic’s will. The passage of time
can be sped up or slowed down, and the space between dimensions can be
secured or rendered meaningless. This includes the manipulation of Aether
that is not natural, meaning that it has been altered by another Epic.
Dispel Aether Feat
TN: Special
Duration: Permanent
Range: 30 feet (9 m)
Resisted: None
The Epic undoes any single Feat or Aether effect. The target number is five
higher than the Feat being targeted (e.g. Hasten has a TN of 23, so to dispel
that Feat requires a TN of 28). Some things cannot be dispelled, such as
healing, resurrection, or the conjuring of permanent physical objects.
Hasten
TN: 23
Duration: 5 rounds
Range: Self or Touch
Resisted: None
The Aether that forms space-time around the target is altered, resulting in
improved response time for anyone affected. Targets have their multiple ac-
tion penalty reduced by 1D. The effects of multiple Hasten Feats don’t stack.
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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Najyb Almaskari (Order #27729837)
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 world’s population, with most people living within 25 miles (40 km) of at
least one Gate Center.
Unanswered Questions
In the Spring of 2063, a small coalition of scientists began to voice concerns
over the use of Gate travel. These critics pointed to what they perceived as a
lack of genuine understanding by the international scientific community
about how the Gates operated. There were just too many questions, they said,
that remained unanswered.
Their principal concern was that as Gate traffic increased over time, doc-
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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 Earth’s
past. Some were as bewildered and helpless as the Earthlings witnessing this
flood, while others were clear aggressors with no thought or agenda other
than violence.
No portion of the planet that we know of was left untouched by The
Fall, so widespread were the Gates and so complete was our forebears’ loss
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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. It’s not hard to see the ultimate potential for this
device. With the BCD we can finally reclaim our dimensional borders, one
sealed Breach at a time.
This new hope to tame the savage forces which have controlled our world
for untold ages is a very slim hope, but is real hope. To accomplish this, we
will have to venture beyond our familiar lands and into the wild. We can’t
possibly truly know what awaits us in the dangerous zones of interdimen-
sional turmoil that surround most every Breach. Very few have dared to ex-
plore the areas near the ancient Gate Centers, where Breaches exist by the
dozens or even hundreds. We have rarely ventured into the ruins of the cities
that stand as a legacy of our forebears and are now home to horrors from
thousands of other worlds. Of those few who have undertaken such a chal-
lenge, fewer still have had the courage and strength to survive what they’ve
found there. It will be dangerous, but many of us are anxious for the chal-
lenge. For the first time in our lives, or even the lives of our great-great-
grandparents and beyond, we can devote ourselves to a purpose other than
simply surviving.
It is time to rebuild.
Cross-references:
CDoc HIST-010-1p3k, A Historical Primer For Native Humans
CDoc CURR-018-0w0x, Cultural Survey of the Civilized Lands v30

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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. It’s 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 haven’t 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, Mark’s Town, or Coke
Farm.
Major Players
Breachworld is full of ever-changing dynamics of political power, military
might, roving threats, and social order. There are too many groups, factions,
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 humanity’s 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 isn’t precisely a political or social power, but is an actor
in the Civilized Lands with much influence, in any case. Its representatives
claim that Rose Arms is a manufacturer of weapons, armor, and the equip-
ment needed to survive in a harsh world. Others claim that they are simply a
very lucrative salvage and repair operation. Either way, the traveling salesmen
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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 Earth’s 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 day’s labor when chickens are in
abundance, but a week later it may take three days’ work to earn that same
bird. Blankets are in high demand when it’s 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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Najyb Almaskari (Order #27729837)
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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Najyb Almaskari (Order #27729837)
Allosaur
It is more than clear that we don’t understand everything about the
relationship between dimensional travel and the flow of time. No more
evidence is needed than the existence on Earth today of species that have been
extinct for the whole of human history.
Breach Science TechnicalIntroduction (CDoc BRSC-00c-01kk)
The Cooperative
Seemingly a real-life monster from Earth’s historic past, the predatory Allo-
saurus, or simply Allosaur, once again stalks the planet. The ancient dino-
saur’s precise Breach of origin is unknown, but along with the presence of
other dinosaur-like creatures, the very existence of Allosaur on post-Fall
Earth raises all types of questions about everything from mass 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.

Allosaur
Scale: +2D Static:
Might: 4D Dodge 14, Soak 16
Brawl 6D, Stamina 5D Move: 18
Agility: 2D+2 Perks:
Athletics (Run) 4D+2, +4 Armor (included in Soak)
Dodge 4D+2, Stealth 3D+2 +2D Teeth
Wit: 0D
Charm: 1D

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

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

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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.

Imp (Yellow)
Scale: +0D Static:
Might: 2D Block 9, Dodge 21, Soak 6
Brawl 3D Move: 11
Agility: 5D Perks:
Athletics 6D, Dodge 7D May perform the Aether Feat
Wit: 1D+2 of Spontaneous Combustion
Charm: 1D once per hour as a natural abil-
ity. Is immune to damage by fire
and heat.

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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.
Wildlife Codex #2
The Cooperative
Long believed to be a myth, confirmed sightings of two different Maulers
within the known territory in recent years have placed these massive mon-
sters firmly in the world of fact. They stand over 20 feet (6 m) tall atop two
massive legs and dragging tail, with two small arms sprouting from their mid-
section. It is the beast’s two massive primary arms, however, that give this
monster its name. One ends in a huge, clawed hand, and the other in a giant,
bone-encrusted fist, permanently clutched tight to be used as a massive club.
A Mauler is a sort of scavenging predator, roaming the wilds in search of
easy prey. Its normal method of hunting involves intimidating people or an-
imals into seeking shelter in buildings, vehicles, and other confined spaces,
which it then tears and smashes open with its claws and club-fist, respectively,
picking out dead or wounded prey with its smaller, more dexterous arms to
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 don’t
keep a regular hunting ground, but roam aimlessly in pursuit of their next
meal, constantly bringing new settlements into danger.

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

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

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The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
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15. COPYRIGHT NOTICE
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D6 Adventure (WEG51011), Copyright 2004, Purgatory Publishing Inc.
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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.
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