Sunday, 24 August 2025

Setting: Manny Perez

Formerly one of many rank and file employees working at Infinite Possibility Foundation, Manny Perez was the definition of a paper pusher. He couldn't tell you exactly what his employers did ("I think we make phones") but he knew what he did - it's just that it was very, very dull.
 
But Manny liked it that way. He could come into work and daydream his way to a paycheck. He had plenty of time to relax on the weekends. Sure, he received a very ominous company wide e-mail every month or so reminding employees not to speak to the press, but who doesn't really?
 
This all came crashing down one day when he came in to work a bit of overtime. The parking garage elevator opened up into the wrong place and against his better judgement, he stepped in. He regretted it immediately. 
 
 
Manny Perez 
Scribe, Rank 1 
Species: Human (Dimensional Stray) 
Hearts: 2     Attack: +0
Defense Rating: 10    Speed: Average

Might: 7    Deftness: 8    Grit: 9
Insight: 10     Aura: 9

Traits: Flailing (-1 Deftness), Surprisingly Resilient (+2 Grit), Analytical (+1 Insight)

Quest Giver: A dimensional stray whose very confused about where he is and concerned he's going to be late for work. Manny isn't really a quest giver in the classic sense. Rather, he's constantly getting into trouble which then necessitates quests to get him out of it. A small wizard in grey insists he needs to be around for something important.

Roleplaying Notes: Manny is a well-meaning, nebbish sort who can tell you why any given plan is a bad idea but will often go along with them anyway. Danger erodes his normally polite demeanor, making him frazzled and put-upon. He knows a bit more about Outer World than he should thanks to trying to learn how to play Akenia Adventure so he can spend some time with his nieces and nephews.

Abilities: Journey Journal, Folklorist, Don't Mind Me, Leisurely Focus

Gear: Brief Case (Backpack), Otherworld Pocket Device (Infinite Possibility Foundation Proprietary Tablet - this also functions as his Journey Journal) Standard Weapon (Worn out old sword he found)

Sunday, 17 August 2025

BREAK!! RPG Character Art Pack by LeviLagaan

Artist Levil has created an awesome art pack of character portraits for a variety of BREAK!! characters.  Check it out here!

 

Saturday, 9 August 2025

Two Sorts of Small Gods (Freebie Encounter/Adversary)

As described in the previous entry, small gods come in a variety of forms. This entry discusses the enduring cloud gods and the enigmatic forest gods.

These two sorts of small gods are very different, so they are presented in a contrasting way. Cloud gods have a very particular purpose and are best suited for a fun encounter or as a helpful GMC so they are presented in a simple narrative way. Forest gods are powerful, mysterious beings that could make for a potent ally or troublesome enemy for a party, so they are they are here in traditional adversary format.

 
CLOUD GODS
There is no shortage of clouds in the skies of Outer World, nor ways for them to find their way there. Many clouds emerge from ancient shrines created for that very purpose, others still form from individual instances of magic, and more still from a unique meeting of wind and water. Of these noble aerosols, some have the good fortune of a greater than average amount of mana settling on them and eventually forming a form of small god.
 
These cloud gods have two simple duties. The first is to maintain the structural integrity of their floating charge. The second is to oversee its journey around the skies of Outer World and guarantee any precipitation that develops lands where it is needed. Humble tasks certainly, but ultimately benevolent ones that have made these small gods beloved figures among the folk. They do not amass power as a rule for the most part, as they are truly immortal: slaying a cloud god or destroying their personal cloud does little, as they will reform in the sky no worse for the wear within a fortnight. Presumably they could be sealed away by magic like any other divine being, but pretty much everyone agrees that is both wasteful and egregiously mean-spirited. 
 
Cloud gods are small in stature with a rounded, fluffy appearance that suits their position. They tend to dress in loose sashes or sarongs, and have wispy little voices. While they vary in demeanor and temperament in the same way that folk do, they tend towards amicability. The particular cloud the god is spiritually connected to is at least large enough to carry them and a few others and is much tougher than an ordinary cloud, in spite of remaining very soft.
 
Ways adventurers might meet a cloud god:
  • Seeking them out for assistance or transport. Cloud gods have little use for money, but might ask for small favors or rare sweets instead. 
  • Passing by them on a Journey through the sky. Cloud gods are rarely in a rush, and likely happy to chat a bit and gossip with sky-fairing travelers.
  • Rescuing them from villains. A classic sky-pirate tactic is to capture cloud gods to and force them to cause floods or droughts to demand ransom or further other goals. Other scoundrels might be forcing magically controlled cloud gods to ferry them about in lieu of a skyship.
  • Helping them out of a pickle. Cloud gods are tragically adept at getting themselves stuck in places they shouldn't be, whether that be in a magically sealed jug or a dungeon they managed to crash their cloud into.

 

FOREST GODS

A monarch amidst the groves


Introduction

  • Any significant enough weald in Outer World will have a god, from the towering jungles of the Sol Alliance to the glowing fungal forests of the Shadowed Lands. These enigmatic figures move effortlessly throughout their domain and exert great power within it. Folk encountering one are encouraged to tread carefully - for all their wisdom they are quite capricious and their one true concern is the well being of their forest.

  • Forest gods are a sort of small god that manifests in particularly important or mana rich places and watch over them. While their influence is small and localized, they are powerful nonetheless and generally respected - or feared - by the folk.


Menace Level

  • Mega-Boss


Rank

  •  10


Primary Aptitudes: Might, Insight, Aura

Secondary Aptitudes: Grit, Deftness

Traits: Unearthly, Ephemeral (+3 Aura, -2 Grit)

  • Might [12]

  • Deftness [11]

  • Grit [9]

  • Insight [12]

  • Aura [15]


Combat Values

  • Hearts [6]

  • Attack [+7]

  • Speed [Normal]

  • Defense Rating [16] (Verdant Form)


Adversary Info

  • Type: Manifestation (Small God)

  • Size: Medium

  • Allegiance: Twilight (2 Dark Allegiance Points, 2 Bright Allegiance Points)


Home Region/Habitat

  • As their name suggests, forest gods might be found in any forest in the Outer World. 


Communication Methods

  • Forest gods speak and understand both Low Tongue and Dream Call.


Tactics

  • Forest gods might be reluctant to fight but they are ruthless and decisive when in battle. They prefer to use their Domain Mastery to isolate and put enemies at a disadvantage, employing whatever Blooming Wrath aspect would be most effective on the most dangerous targets. They also will often call on allies from the forest if things take a desperate turn for them. 

  • That said, they are not usually bloodthirsty, and will often allow all but the worst transgressors to retreat if they leave their forest.


Miscellaneous

  • Indicators - The plantlife of the forest shifting in reverence, the smell of fresh earth, the sound of soft, deliberate steps.

  • Roleplaying Notes - Forest gods tend to have personalities suited to their domain. One who watches over a forest of oaks might be proud and boisterous, while the master of a snowy wood might be aloof and brusque. While they demand respect, they are generally fair.

  • Customization  - Certain forest gods might have shapes more akin to a beast, or unshaped like abilities rather than Blooming Wrath magic.


Abilities

Verdant Form (Legendary)

The outward appearance of a forest god varies, but all share a similar power.

  • The overall form of a forest god is influenced by the nature of their domain: a queen of a flourishing mushroom swamp might wear a toadstool hat, whereas a prince of a struggling rain forest might have slightly wilted flowers sprouting all along his mantle of vines.

  • In addition, the forest god…

  • Can shift in size from Small, Medium, and Large at will. In combat, they may do this once a turn.

  • Can only be harmed by Magical Abilities or weapons made from Magical Materials.

  • Has a +6 to their Defense Rating.

  • Has an Edge on all Aura Rolls.


Domain Mastery (Legendary, Magical, Dark)

The edicts of a forest god can be as soft as a whisper, but the land will still obey.

  • As long as they remain within their domain the forest god regains 2 Hearts at the start of their turn. They may also choose one of these effects to perform in addition to their normal Actions in a Turn:

  • Terraforming: Change the Battlefield Conditions of any Area they can currently perceive. These changes can be almost anything as long as it fits their domain - roots might spring out from the ground of a forest to create the Precarious condition, or enormous toadstools might sprout and spore causing the Dangerous condition.

  • Passage: Move to any Area within 3 Areas of their current position. They are able to effortlessly glide throughout the earth and plant life throughout their domain, so this movement is not hindered by terrain or other physical barricades.

  • Rebuke: Force a target individual within 3 Areas of their Current Position to move into another Area adjacent to the target if they are victorious in a contest with their Aura and the Target’s Might. Similar to Terraforming, this involves the components of the forest animating to eject someone.

  • Wholeness: Remove a Status Ailment caused by a magical Ability or effect from themselves or an ally within the same Area as them. This calls upon the latent mana of the forest to unweave harmful magic, and could also be used to cure things like Magical Diseases at GM’s discretion.


Blooming Wrath (Advanced, Magical, Bright)

A forest god's magic, like nature itself, can create and destroy. Bloom Wrath spells are an expression of the latter.

  • The god has access to a powerful form of attack magic that is patterned after plant life and the natural world. By using their action for a turn, they can produce one of these effects:

  • Root Bind: Call forth roots, vines, and other underground plant life to wrap around a target within 2 Areas of the god. This calls for a contest between the god’s Aura and the Target’s Deftness. If the god succeeds, the target is fully Restrained and can only be freed by taking an action and making a successful Might check, or being cut free by an Ally.

  • Thorn Strike: Hurl a cluster of thorns at a specific target up to 2 Areas away from them. This requires an Attack Roll and does 2 Hearts of Damage on a successful strike.

  • Blast Bramble: A variation on Thorn Strike, Blast Bramble instead targets an entire Area up to 2 Areas away from the god, allowing them to make an Attack Roll against every target within it. A successful strike causes 1 Heart of Damage.

  • Malignant Spore: Send a cloud of dangerous mana towards a foe within 1 Area of the god. This prompts a contest between the god’s Aura and the target’s Grit. If the god is successful, the target gains the Putrefied Ailment, plant life matching the god’s domain sprouting all over their body. If they reach 0 Hearts or lower due to this Ailment, they fully transform into a plant.

    • If the target wins the contest, they resist the effect and this aspect of Blooming Wrath cannot be used on them again for 24 hours.

    • If the god is destroyed, convinced to undo the curse, or if another Ability or effect (Such as the Sage’s Demystify) is successfully applied to them within 24 hours, an individual can be restored from being turned into a plant.

    • GM TIP!: Malignant Spore has no effect on inorganic creatures, like Bio-Mechanoids or Drones!


Weald Sovereignty (Advanced)

A Forest god’s sway over their domain extends beyond the physical. They are one with it spiritually as well.

  • Forest gods are aware of everything that happens within their domain. They cannot be Ambushed in their forest, and can hear everything spoken above a whisper in it as well.

  • Wildlife that makes their home in the Forest god’s domain will answer their summons and obey their commands. This does not apply to particularly powerful monsters and the like at GM’s discretion.

  • Any forest that has a god is connected to the Murk in some way. The god may grant Passage to the Murk from their forest to those who request it, though they generally require some favor or gift to agree to doing so.


Yield


Divine Acorn

If a forest god is slain, their body unravels and leaves behind an acorn about the size of a human fist. 

  • If allowed to remain in their domain, this will eventually sink into the soil and the forest god shall be reborn. 

  • There are rumors of rituals that would allow those in possession of them to draw out their powers for themselves, such as gaining immortality, or mastery over beasts and plants. These acorns are considered valuable treasures in spite of none of these rumors being unsubstantiated.

1 Slot, 3 Gems


GM Tip!: While no set powers are listed for a Divine Acorn, this is just because drawing them out would require immense magical power that is not normally available to player characters. A great ritual or other powerful being (such as a Saga’s primary villain) might be able to do so…


Random Encounter Reaction

  • Forest gods really function best within their domain, where they can levy the strongest of their Abilities. They aren’t generally useful as random encounters, though intelligent animals and other forest dwelling folk that the players meet might be connected to one.


Variants and Related Entries

  • Similar Small Gods can be created by using the forest god as a template and adjusting the powers to fit their new concept. For example, a City’s god might be able to walk through one door in their domain and come out any other one, or a Dungeon Ruler might be able to use the powers of their most formidable monster servants.

     

Ways adventurers might meet a forest god:
  • By seeking passage through their domain. The domain of a forest god always has at least one passage to Murk, regardless of where it is located. With their explicit permission, someone can travel to or from Murk with relative ease. This is not a privilege given lightly, and usually requires a great sacrifice or favor to justify.
  • Some forest gods are mischievous. Some lure trap folk they find interesting within their domain, others might ally with an unshaped for some grand scheme. It'll be a headache for everyone else one way or another. 
  • They might be waging war. Wealthy, thoughtless folk might hire mercenaries to hunt the god in hopes of attaining power or immortality. The forest god may seek vengeance on someone who destroyed part of their domain. 

Friday, 8 August 2025

A "How to play BREAK!!" Video by Weird Place!

The youtube channel Weird Place has done a fantastic run-down of BREAK!!'s rules in video format. Check it out:


 

Friday, 25 July 2025

The small gods (Setting)

The end of the 1st Aeon brought on a consistency previously unknown to Outer World. With the land no longer being remade at the constant whims of the Unshaped, the folk settled and so did the flow of mana. Among the phenomenon that occurred with this increase in magic was the emergence of gods in certain spots where mana was most concentrated. Fairies and all manner of spirits of course, but also the first gods.

These new beings were initially simple beings that assumed stewardship over some small spot. Gods could be found watching villages, lakes, and occasionally things like very special stones and plants. The folk discovered these small gods as they experimented and researched mana, and grateful for a supernatural presence that was more or less benevolent, started to present gods with small tokens of appreciation. The gods responded with their own forms of kindness, and soon these gestures grew in scale and pageantry, becoming rituals and rites. 

This began to strengthen the gods who interacted with the folk the most. Those unnoticed worked quietly and contentedly, as they always had.

In a few generations, there was a clear divide between these beings. Some had grown in power and influence, and began calling themselves Divine Rulers. Those that still resembled gods as they had been before were called "Small gods" to distinguish the two groups further. The Divine Rulers began to direct the affairs of the folk, establishing a hierarchy known as the Celestial Order. 

Their reign was oppressive, and even the meager benefits their tyranny once brought soon vanished like mist. The small gods worked quietly and contentedly, as they always had.

Eventually the folk rose up, spurred on by Aken, the first battle princess. In spite of her death, the Iron King and many other Divine Rulers were eventually destroyed or imprisoned by the early efforts of mortal magic. Those left regrouped in some place beyond the sky, only to be barred from returning by the creation of the Heaven Seal, 

The small gods worked quietly and contentedly, as they always had.

The three great empires rose to prominence. Their magic grew in power, and in their hubris even used imprisoned divine beings and even occasionally small gods as batteries and engines for their great constructs. Yeah another upheaval would lead these kingdoms to ruin, but that is a well known story.

The small gods (who had not been captured) worked quietly and contentedly, as they always had.

What great power, will loom on high in the 4th Aeon? Many marshal their strength, but the era is too young to say who, if anyone, will dominate this time in history.

Though of course, the small gods will work quietly and contentedly. 

As they always have.

 

Small Gods

Magical beings that are custodians of a place or object. There seems to be no real predictor of what will gain a small god save that enough magic collects around it. As a result they tend to show up in things that are stationary, such as small town or a great but lonely tree. Their size, appearance, and power vary greatly, but can be influenced through various interaction with the folk. 
 
While they tend to remain with their place or object for as long as they can, small gods can venture away from them after a while. Some even go on journeys that last for generations, though they do tend to eventually find their way back.
 
A number of small gods were given official positions in the Celestial Order during the reign of the Divine Rulers. Many of those still see to those tasks, even though their superiors are long gone.

 

Friday, 11 July 2025

FREEBIE: Sergeant (Adversary)

I found myself thinking a lot about first boss of the video game Final Fight earlier this week. For the unfamiliar, he's a big fella who occasionally leaps into the background of the screen and whistles for his lackeys to come in and fight you in his stead while he yuks it up, safe from harm. While I couldn't make those exact mechanics work the way I wanted to this time around, I did have fun coming up with an enemy that is almost the antithesis of the spirit of that encounter.

SERGEANT

Leading from the front

Introduction

  • It is a mistake to underestimate the amount of power a large enough group of ordinary people can muster, especially when they are well led. The Sergeant is a tough, martially trained individual that can bring out the strength of the masses.

  • Guard captains, veteran soldiers and even bandit bosses are good examples of Sergeants.

Menace Level

  • Boss

Rank

  • 2

Allegiance

  • No Allegiance

Home Region/Habitat

  • Sergeants are most often found in settlements and within large organizations.

Aptitudes (Trait: Commanding, Rough [+2 Aura, -1 Deftness])

Primary Aptitudes: Grit, Insight, Aura

Secondary Aptitudes: Might, Deftness

  • Might [7]

  • Deftness [6]

  • Grit [8]

  • Insight [8]

  • Aura [10]

Combat Values

  • Hearts [2]

  • Attack [+3] (Master Weapon)

  • Speed [Normal]

  • Defense Rating [13] (Light Armor, Standard Shield)  

Abilities

The Sergeant is wearing Light Armor and carrying a Master Weapon and Standard Shield.

 

Rally (Standard)

The Sergeant is able to bring out the best in those under their command, keeping them organized and dangerous.

  • The Sergeant is able to activate this ability by shouting out orders or otherwise motivating their subordinates with an Action.

    • The Sergeant’s subordinates gain a Minor (+2) Bonus to all Attack Rolls they make this Turn as long as they remain within 2 Battlefield areas of them. 

    • This also stacks with any Assault Assist bonuses gained in a Turn.

 

Strategic Strike (Standard)

Sergeants do not leave their subordinate’s to fight alone, often leaping into the fray themselves.

  • Sergeants gain a Minor (+2) Bonus to Attack Rolls made against a target that a subordinate under their command has attacked in the same Turn.

  • This also stacks with any Assault Assist bonuses gained in a Turn.

 

Look out sir! (Standard)

Beloved Sergeants are protected by those who follow them. Feared ones often just pull said subordinates into the crossfire.

  • A successful Attack or Ability directed towards a Sergeant can be deflected onto a subordinate within the same Area of them. The subordinate suffers the effect of whatever was intended for the Sergeant and cannot parry or otherwise avoid it with a shield, ability, or other means.

  • This Ability may be used once per Turn. 

 

Communication Methods

  • Sergeants speak and understand Low Speech and one additional language based on their home Region.

Tactics

  •  Sergeants tactics are mostly informed by how their subordinates are equipped and the enemy they are facing. If multiple strikes are needed, they will employ Rally, where as they lean into Strategic Strike when facing heavily armored or deadly foes. Subordinates will perform Assault Assists and Defense maneuvers as well, doing their best to lock down dangerous enemies. Sergeants leading subordinates with missile weapons will almost always try to assist the opening volley with Rally as well.


Yield

  • Sergeants will occasionally be wearing an Authoritative Outfit along with their normal equipment.

Miscellaneous

  • Indicators - The sound of a well drilled march, shouted orders, a large beast slain by many small wounds.

  • Roleplaying Notes - Sergeants are often blunt, practical individuals. They tend to hold a great deal of responsibility, have likely watched many under their command die and have very little patience for imperious or know-it-all adventurers.

  • Customization  - The Sergeant presented here is a Native Outer World Human, and could be made to be another Species by swapping out Look out sir for the appropriate species ability.

 

Variants and Related Entries

  • Just like you can make Sergeants for any of the playable Species, you can create Sergeants for monsters with a bit of Ability swapping.


Subordinates

Sergeants always come with a fair number of subordinates. They are leaders, after all! These subordinates are always mooks or other unranked creatures, but otherwise you are free to design them as you like. They might even have some unique abilities from this other Freebie.


You may also want to customize the Sergeant a bit to better fit with their unit.

Subordinate Examples

  • (1-5) Irregulars: 15 Basic folk (PG 322 of the BREAK!! rule book) armed with standard weapons. most likely an angry mob or hastily drafted soldiers

    • Sergeant’s leading this group might be a local figure of import or some kind of bully or manipulator. If they are the latter and facing off against scrupulous foes, they may also take advantage of their opponents hesitancy to hurt their likely misled or beguiled subordinates. 

  • (6-10) Bandits: 10 Mange Bandits (PG 400 of the BREAK!! rule book).

    • Sergeants leading these groups might have Look Out Sir replaced with Doggone Good Sense to show they are Mundymutts rather than Native humans. Alternatively, you can grant the bandits alternative species abilities to create a more general group of outlaws.

  • (11-15) Private Guard: 10 Custrels (PG 186 of the BREAK!! Rule book) wearing Light Armor and carrying Standard Shields and Master Weapons.

    • A Sergeant leading these groups is likely a rich or noble warrior of some sort, perhaps even riding a Rokko-Do or other mount. 

  • (16-20) Skelemen: 8 Skelemen (PG 404 of the BREAK!! Rule book).

    • Sergeants leading skelemen have the Living Dead Ability that Undead Peddlers (PG 419 of the BREAK!! rule book) instead of Look Out Sir. While not skelemen themselves, they are a sort of stubborn dead who retains the ability to bark orders at their bony subordinates.