Thursday, 5 March 2026

Freebie: CHARMPA (Adversary)

In celebration the BREAK!! x Animon Story crossover, I thought I would do some proper BREAK!! stats for that adventure's most terrifying creature - the mighty Charmpa!



CHARMPA

Massive molten muncher. Various magical phenomena (such as a trip to an alternate world) can grant the already grumpy Chompa literal fire in its belly. No one knows exactly how this happens, just that it's bad news when it does!

 

Menace Level
  • Mega-Boss

Rank

  •  6


Type

  • Altered Beast

  • Megafauna


Size

  • Large

Allegiance

  • Light


Home Region/Habitat

  • While altered by magic, the Chompas habit of settling in places where there are plenty of things to eat doesn't change.


Traits: Brutish (+3 Might), Stubborn (+1 Grit), Galumphing (-2 Deftness),

  • Might [14] (p)

  • Deftness [7]

  • Grit [11] (p)

  • Insight [10] (p)

  • Aura [9]


Combat Values

  • Hearts [5]

  • Attack [+6]

  • Speed [Normal]

  • Defense Rating [15] Braised Blubbery Hide


Communication Methods

  • Belches, snorts, and angry exhalations of smoke

Tactics

Even more irate and hungry than the average Chompa:

  • Will attempt to corner targets and wear them down with their Pressure Cooker ability.
  • Will often spit super-heated rocks at potential meals keeping their distance.

Miscellaneous

  • Indicators: Burnt landscapes, bodies of water that are near boiling, sounds of snarling and steam.
  • Roleplaying Notes: Unlike normal Chompas, Charmpas are mean spirited and vengeful thanks to their transformation. That said, they are still easily distracted by food and prioritize filling their bellies above all else. 
  • Customization: Creatures or individuals with protection from flame and heat will occasionally train Charmpas as guardians or even mounts.

 

Abilities

 

STILL A BIG 'UN (B)

One thing their transformation didn't affect is their size

  • Charmpa's are Large 

 

CHARBROIL CHOMP (A)

Charmpa's bite packs a punch - and some heat!

  • A Charmpa's tusks strike as a Mighty Weapon that does Flame Damage.
  • After a successful Attack, a Charmpa can attempt to draw you into its mouth if you are medium sized or smaller.
    • Requires a Might Contest
    • Success: You're Restrained in the Charmpa's teeth.
    • You can attempt to escape at the beginning of each subsequent turn by winning a Might Contest.
    • Inanimate Objects, such as boulders, can be sucked into the Charmpa's Mouth without a Contest.
    • If the Charmpa Begins its Turn with you in its mouth, it can
      • Broil: Cause a Serious Burn injury.
      • Spit: Fire you at a target up too 2 Battlefield Areas away. On a successful attack, you and the target take 1 Heart of Flame Damage and are Toppled. On a miss, you land 2 Battlefield Areas away, take 1 Heart of Flame Damage, and are Toppled.  

 

BRAISED BLUBBERY HIDE (A)

A Charmpa's skin is even tougher than before.

  • +6 Defense Rating
  • +1 Hearts Total
  • Charmpa's take 1 less heart of damage from sources doing Flame Damage, and an additional heart of damage from ones doing Frost Damage. 
  • Speed rating remains normal - their fiery nature has put pep in their step

 

PRESSURE COOKER (L)

When fighting the Charmpa's body heats up, burning anyone brave or foolish enough to stick around them.

  • During a fight, the Battlefield Area the Charmpa occupies has the Harmful condition. The Charmpa and anyone protected from fire or extreme heat is immune to the danger of this ability.
Yield
With the right Ability, the following can be removed from a slain Charmpa.
  • Chompa Hide and Teeth, per the yield of a normal Chompa.
  • A Flame Element Gem Additive, per the crafting section of the BREAK!! core rules.
Mood Table 
Choose or roll a Mood
  • 1-5 Lethargic: The Charmpa is overheated and tired. Lay low and you might avoid it's wrath.
  • 6-14 Occupied: The Charmpa is cooling off in a nearby body of water and causing it to boil. Some local fishers are pretty upset about this and may ask the PC's for help.
  • 15-20 Enraged: It's very mad about something, and the PC's probably don't have to find out what as it's attacking them on site. 
Reskin
Swapping out all its flame based qualities for frost ones will create a fun, cold based chompa - a Chillpa, if you will.  

Wednesday, 25 February 2026

BREAK!! x Animon Story crossover adventure: BREAK!! POINT (Bonus Download)

 

The BREAK!! x Animon Story crossover is now available for download!
You can grab it here! 

BREAK!! POINT is a short scenario that has animon trainers investigating some strange happenings in the Dunia Region! What is Team Steele doing there? Are those strange new creatures some sort of animon? Why is that lady blue!? Investigate these questions and more in this exciting adventure!

Also included are brand new illustrations from Grey Wizard, and rules for converting BREAK!! characters and adversaries into Animon Story ones if you want to keep the adventure going. 

Wednesday, 18 February 2026

Adversary Templates: LUG and LANK (Freebie)

Sometimes, you just need a quick and simple adversary. While building one from scratch is great, you don't always have the time or energy for it. Today's blog entry introduces a shortcut for adversary creation for when you need one: Templates.

In the context of this (and likely future) blog entries, adversary templates are a very basic set of stats for a certain kind of foe that are intended to be easy to alter and customize on the fly. All you need to do to use one is grab the template, choose an extra ability or two, and you have a functional enemy to drop anywhere you need. Anything marked as Variable can be changed in accordance to the fiction you want to attach to your new adversary. For example, if you use the Lug to create a ponderous Knight of the Sacred Chain, their Home Region would be in the Wistful Dark.

Of course, you can ignore what you don't need or assign more fiction to the adversary or tweak it further as desired. You might even used the time you save on their basic stats to come up with custom abilities for them.

Featured this week are a pair of related adversary templates often seen working together in pairs: the big Lug and the wiry Lank. In their untouched state, they are meant to be native humans (if very odd ones), but you could give them a species ability to make them a different member of the folk if you like and both have suggestions on how to make them into other sorts of creatures as well.

 

Some suggestions on using the Lug and the Lank together...

  • Members of a troublesome trio 
  • Bumbling minions for a master villain
  • Twin guardians of somtemple or treasure 

 

LUG

A violent oaf. Use this template when you need some hired muscle, a lumbering threat, or a big bully.


Menace Level

  • Boss

Rank

  •  4


Type Main/Sub

  • Variable

  • Variable

      

Size
  • Large

Allegiance

  • Variable


Home Region/Habitat

  • Variable


Traits: Big, Strong, Dense, Oafish (+2 Might, +2 Grit, -2 Insight, -1 Aura)

  • Might [12] (P)

  • Deftness [9] (P)

  • Grit [11] (P)

  • Insight [6]

  • Aura [7]


Combat Values

  • Hearts [3]

  • Attack [+3]

  • Speed [Normal]

  • Defense Rating [14] (+4 Brazen Defense Ability, +1 Standard Shield, -1 Large)


Gear

  • A Mighty/Arc (Crescent Maul) or Mighty/Lash (Chain Flail) combination weapon
  • Standard Shield 

Communication Methods

  • Low Speech, Variable

Tactics

  • Variable, but Lugs are usually bullies at heart, using their attacks to try and take down weaker members of a group to help thin out their numbers.

Miscellaneous

  • Indicators - Foes that have been crushed by mighty blows, angry stomping, the occasional guffaw.

  • Roleplaying Notes - Lugs are single-minded as a rule. Even the smartest among them would rather be ruthlessly direct than employ any amount of etiquette or finesse.

  • Customization - Besides the Abilities you choose for them, you might give a Lug some sort imbued weapon or shield. You can also increase their rank to make them a more difficult opponent.


Abilities  
  • Lugs always have the Champion's Brazen Defense elective ability, which gives them an improved defense. This can be replaced with the Chompa's Blubbery Hide ability to make a more overtly monstrous Lug.
  • As a Rank 4 Adversary, Lugs should have 2-4 Abilities total. the Champion's Brute, The Gruun's As Tough as the Look make for good choices. The Battle Princess's Passion's Fire or the Murder Princess's Frost Blade could be reskinned to represent different forms of elemental attacks for them as well. 

Yield

  • Any equipment the Lug has on hand is there for the taking if they are defeated.

Reskin

  • You can change a lot based on what Abilities you give a Lug. For example, mechanical Lugs can be created by giving them Abilities from Drones.

 

LANK

A scrawny troublemaker. Use this template when you need a speedy trickster or cackling toady.


Menace Level

  • Boss

Rank

  •  4


Type Main/Sub

  • Variable

  • Variable

      

Size
  • Medium

Allegiance

  • Variable


Home Region/Habitat

  • Variable


Traits: Wiry, Clever, Frail, Annoying (+2 Deftness, +2 Insight, -2 Grit, -1 Aura)

  • Might [9] (P)

  • Deftness [11] (P)

  • Grit [6]

  • Insight [11] (P)

  • Aura [7]


Combat Values

  • Hearts [3]

  • Attack [+3]

  • Speed [Fast]

  • Defense Rating [16] (+4 Bulwark of Disdain, +2 Fast)


Gear

  • A Master/Arc or Master/Drawn Combination Weapon.
  • 10 units of Ammunition if the latter is chosen. 

Communication Methods

  • Low Speech, Variable

Tactics

  • Variable, but Lanks generally like to use hit and run tactics to annoy and harry their foes rather than face them head on.

Miscellaneous

  • Indicators - Foes struck down by multiple wounds, annoying cackling, the sound of someone shuffling about impatiently.

  • Roleplaying Notes - Lanks are nearly always petty and cruel. They will not miss a chance at a rude wisecrack or mean-spirited gesture.

  • Customization - Besides the Abilities you choose for them, you might give a Lank some sort imbued weapon or special ammunition. You can also increase their rank to make them a more difficult opponent.


Abilities  
  • Lanks always have the Murder Princess's Bulwark of Disdain and Mange Bandit's Stray's Step Abilities, granting them a higher defense and making them Fast. 
  • As a Rank 4 Adversary, Lanks should have 2-4 Abilities total. The Raider's Free Runner and the Sneak's Flanker are good choices for them. You might also give them some Sage Abilities like Hocus Pox or Eldritch Explosives if you want them to be troublesome warrior-mages.

Yield

  • Any equipment the Lug has on hand is there for the taking if they are defeated.

Reskin

  • You can change a lot based on what Abilities you give a Lank. For example, giving them some of the Insectoid Aspects that Bellzuub has access to is a great way to create a bipedal bug warrior. 

Saturday, 7 February 2026

Legacy Gems (Freebie)

Additives are one of my favorite bits of the BREAK!! core rules. They engage the Crafting system, players can request them after a fashion (with the help of the Research your next adventure Downtime action) and GM's can introduce ones they like and their own personal creations into the game - these are great avenues of expression for the players and game master alike.
 
Inspiration is sometimes hard to come by though. So I wanted to propose a fairly simple idea one can use as a springboard: additives modeled after Calling abilities. As you are using an existing Ability for its imbued benefits, it cuts your work in half as you don't need to worry too much about coming up with new mechanics and just focus on the bit of fiction that's attached to them. 
 
Some additional guideline:
  • These are most useful you draw from Callings that are not present in the party already, as they will grant access to powers and tools that the players have no other way of attaining and won't step on anybody's toes.
  • It is probably best to stick to Basic Elective Abilities when choosing what to model these off of.
  • For the sake of simplicity, I'm going with a cost of 50 Coins for items that grant explicitly magical abilities, and 25 Coins if the abilities they grant are more mundane.
I'm calling these particular Additives...
 
LEGACY GEMS
These are small stones left behind when someone with great power or purpose passes on in a dramatic or sudden fashion. Their wishes, desperation, and final thoughts congeal into some form of unique magical substance. Given the strange nature of their origin they can be found all over Outer World.
 
PALADIN'S TEAR (Based off the Battle Princess Ability Compassion Cure)
A small crystal said to have been shed by a fallen knight that failed their sacred duty. It can grant a great healing power.
  • Eldritch: Imbued Items allow you to remove a psychological, physical, or magical Ailment from someone you care about.
  • Attempting this Ability during a fight requires you to spend your action.
  • This Ability cannot be used for situational Ailments: Toppled, Restrained, and Overburdened.
    • Requires and Aura Check
    • Success: The Ailment is removed
    • Failure: The Ailment remains, you cannot make any further attempts to cure it. 
  • 50 Coins Per Unit 
 
TRICKSTER'S TRINKET (Based off the Sneak Ability Many Masks)
This purplish gem was created when a famed charlatan paid the ultimate price when one of their schemes was exposed. Within it lies the power to deceive. 
  • Empowering: Imbued Items grant you an Edge on all rolls involving acting out different personas to fool others. You might even be able to trick people you know if your face is covered.
  • You have an Edge When attempting to create Alter-Egos during Reputation Management. 
  • 25 Coins Per Unit 
 
INKY PRISM (Based off the Sage Ability Glowing Ink)
This jet black stone was found in a bit of spilled ink near a fallen sage's grimoire.  It can imbue a brush or pen with an endless supply of oddly glowing ink.
  • Eldritch: Imbued writing or painting tools can create luminescent ink to write or draw with rather than using conventional ink.
  • This ink glows as brightly as a torch, but vanishes after a day.
  • This ink can also be thrown on an enemy up to 1 Battlefield Area away with a successful Attack Roll.
    • The ink does no damage, but prevents enemies from hiding in the shadows.
    • Targets that are vulnerable to light may suffer other ill effects at your GM's discretion. 
  • 50 Coins Per Unit 
 
VALOR STONE (Based off the Champion Ability Valiant)
A scarlet gem born from the droplets of blood left behind by a mighty warrior felled by trickery rather than proper battle. Within it lies the power to deny fear.
  • Empowering: Imbued Items grant you an immunity to the Terrified Ailment.
  • You can help allies defend against the Ailment by shouting encouraging words. Those within Earshot gain an Edge on their roll to resist, or remove, the Ailment. 
  • 25 Coins Per Unit 
 
 
 

Friday, 30 January 2026

Our mailing list and some fanmade BREAK!! resources

Hey everyone, we have a bonus entry today. I wrote a bit about our plans for the new year, and I just wanted to add some more to that.

First up, we are going to try and start using our mailing list more often to not only send updates on START but also to (eventually) announce some fun bonuses we want to make available for download at the store. If you did join our mailing list, make sure to double check your spam folders and marks us as "not spam" so you can catch all our future e-mails.

Secondly, I wanted to shine a light on some neat resources that fans of the game have made: 

Nboughton has created a fantastic BREAK!! character sheet app  that allows you to make character and adversary sheets. You can also export them as Json files. The adversary sheet also has a particularly useful additional function that allows you to turn them into PNGs for easy reference.

Studio Quagg's BREAK!! resources is home to a big project called the Helical Expeditions, which will eventually include a short adventure for every region of Outer World. There are also other standalone short adventures, some home-brewed species, a link to the big page of custom adversaries from the BREAK!! discord and a set of rules for skyship races.

Haon-Yan World has a variety of notes for a custom BREAK!! setting, including a very fleshed out Bestiary with some great, ready-to-use adversaries to peruse.

Finally, Grim is working on a dedicated adversary creator. While very much a work in progress, it is shaping up to be a very useful tool. 

These and even more great projects and resources can be found and discussed at our official discord server, so please feel free to join us there! I try to be active there as well, and talk about whatever I happen to be working on at the moment.

Anyway, thanks for reading. See you all next week with your regularly scheduled freebie!

Saturday, 24 January 2026

High Technology of Outer World (Setting)

Ancient technology is inescapable, even in the fractured era that is Outer World's 4th Aeon. Folk live amongst the dilapidated structures of the old kingdoms and the scars left behind by their follies. Entire species exist thanks to forgotten bio-sorcery. No matter where you stand, the Sun Machine - or its absence - is impossible to ignore. 

For many, these things have the same weight as any natural feature of the landscape might. Drawing water from an ancient irrigation system isn't so different from doing so from a river or spring, assuming it's safe to drink. But others look upon them more curiously. There are earnest efforts to re-learn the workings of these devices and use that knowledge to create new ones.

Such things are referred to as "high technology", to differentiate it from "common technology" - the sorts of things that are easily created and maintained by the means and techniques that are more accessible to the common folk.

Scholars and crafters acknowledge a few categories of high technology. These distinctions are not perfect, as contemporaneous techniques often inform one another and old know-how  provides the foundation for innovation, so there are many cases of overlap. But they remain a helpful way to talk about the myriad of disciplines that have emerged in Outer World's history.

Pre-Historical Technology- These forms of technology existed before Outer World itself had come to be. They are the least understood of any known disciplines.

The Creator left behind a few relics upon his departure. While most of these are records and other documents, some are small devices of understated appearance but  incomprehensible power. Most of these are under the dedicated protection of Old Iron or the Unterkin of Lost Crystal.

Wonder Werk is a catch all term for the creations of the legendary Wondersmith. They range from bizarre creatures and intricate toys to impossibly grand structures like the Sun Machine. Thanks to the sheer scope of the Wondersmith's ability, the only things that truly unite their handiwork is a color scheme of gold and scarlet, the fact they never degrade without outside interference, and that they are, as far as anyone knows, impossible to replicate. Con artists are fond of selling counterfeit Wonder Werks, which only further obfuscates their nature to the layman. 

Great Kingdom Technology - The three great nations of the 3rd Aeon each made great leaps in technological advancement, but took most of their knowledge along with them into ruin. That said these are still the most researched and best understood of the high technologies.

Magitech was an Akenian discipline that married mundane crafting with arcane teachings. It has its origins in the devices created to defeat the Divine Rulers in the 2nd Cataclysm and it advanced considerably during the 3rd Aeon. In addition to their arcane nature, magitech is also often elegant and aesthetically pleasing due to the preferences of Akenian culture. While it is fondly remembered and researched for the most part, there are numerous scars on the surface of Outer World whose origins lie in this potent but dangerous technology.

Bio-Sorcery has its roots in surgery and medicine, rather than gadgetry. The favored art of the empire of Calian, this discipline famously lead to "flesh warping" - the craft of altering and creating organic beings. A controversial practice even in its time, Bio-Sorcery is responsible for dangerous monsters intended to be used as war machines and more benign developments, like magical prosthesis.

Puretech began as the Technocracy of Gley's answer to Magitech and Bio-Sorcery, but flourished when researchers discovered how to make powerful fuel out of congealed mana. Puretech devices are generally bulky and austere (at least compared to Akenian Magitech) but their ease of use and less overt dependence on the arcane make them a bit more broadly usable. Many personal vehicles and handheld tools are descended from this discipline.

Outsider Technology - Technology whose origins are from beyond the stars are known as Outsider Technology. 

Startech came to Outer World along with the Rai-Neko in the form of tools and relics from their place of origin. Sleek and efficient by nature, it is often considered something of a halfway point between Magitech and Puretech in spite of being related to neither. While most Rai-Neko have a basic understanding of its workings, only a specially trained few are able to reliably maintain it.

Otherworld technology is a debated curiosity among Outer World scholars. While many of the relics dimensional strays bring with them are quite novel and have some use, most of it is unimpressive and banal in comparison to the accomplishments of the other high technologies. The entertainment devices are extremely popular however, and even the harshest critic of them has to admit that tooling about with a Game Gal Advance is pretty fun. 

One final note must be made, and that is on the Outer World's understanding of magic and casting. This craft is invaluable to most high and even common technology, but exists alongside it rather than within it. Most scholars agree that one must understand or at least respect the importance of magic if they are going to study the high technologies seriously.