Saturday, 28 September 2024

Author Appearences!

 In case you missed them, Co-Creator Reynaldo was recently on both a podcast and an RPG roundtable. If you are so inclined, check them out below!

Reynaldo on the podcast "Weird games & Weirder people"

Reynaldo participating in a round-table about similarly themed trpgs:


 

Sunday, 22 September 2024

FREEBIE: Surf and Turf (Gadabovids and Neridians)


Outer World is home to a large number of intelligent species. While the main ones are covered in the BREAK!! rulebook, there are still plenty more to be found. In this entry, we’ll cover two new Species who are respectively tied to the land and sea.


Gadabovid

Impressive folk that are robust in body and heart. The Gadabovids are well known for their proficiency for living off the land and keeping their feet planted firmly on the ground.

Physiology: Gadabovid are much taller and broader than the average human and are cattle-like in appearance. Some sport horns to go along with their impressive physique.


Typical Demeanor: Being naturally adept at harvesting from the land and being communal sorts overall, the gadabovid have a tendency towards being friendly and generous. As befitting their size, they are also often charmingly boisterous.

Outlook:

  • Hoarding things from potential friends in times of plenty and offering things you can’t afford to give away are equally foolish things to do.
  • The world will provide if you’re patient.
  • There is no shame in throwing your weight around when the situation calls for it.
  • Mosey when you can, chances to relax don’t come often.
  • Know when to back off: no use getting your horns stuck in a bad place.


History: Gadabovid have lived in the Blazing Garden for at least as long as the Mundymutts have, migrating between No-Folk Land and the Pride Coast. Their own history does make note of a forgotten unshaped, so it’s likely they have been on Outer World for quite some time.

While they stuck to Blazing Garden for a long time, the 4th Aeon has seen the gadabovid migrate outwards and now they can be found living on all corners of Outer World.


Adventurers: While most gadabovid tend towards settling down and cultivating the land, those among them with wanderlust are celebrated and encouraged. Heck, they may even find a new place to call home while they are out there seeing the world!


Typical Names: Gadabovid given names draw from a mysterious folklore shared among their species. Their family names usually come from their homesteads.

Examples: Jesse Littlehouse, Sundance Openrange, Annie Prairiefarm, Etta Stonyranch


Innate Abilities

Species Size

Among the large species, gadabovids stand between the Promethean and Gruun, not being quite as towering as the former or quite as robust as the latter.

  • You are Large.

Grazer

Thanks to a certain sense of direction and just overall strong senses for this sort of thing, gadabovids are remarkably good at finding food in the wild.

  • You have an Edge on rolls made to Forage during journeys. If you are Foraging with multiple people, this Edge applies to whoever rolls.
  • You gain an additional 2 Rations on a successful foraging roll.


Advanced Abilities

Labyrinth Intuition

Some gadabovid are able to apply the senses that guide them while looking for food to assist them while in dangerous places and dark dungeons.

  • You have an Edge on any Insight Check made During Stealthy movement while exploring Adventure Sites and can also Roll Insight Checks to notice things even during Hasty Movement.


Neriedian

One of the more mysterious species on Outer World, the neriedians are an aquatic people who only occasionally come to the surface.

Saturday, 7 September 2024

Setting: The Helical Archive

Scholars and scribes have quite a bit to do in Outer World. Settlements need someone around to decipher some manner of old documentation no one has time for anymore, ruins from several eras lie about with old history to record, and there is always very important information about some obstacle or threat that needs to be relayed to the folks about to confront it. Most probably wouldn't say knowledge is power, but would readily agree that it is one of the larger keys to it.

And just as witches form covens and knights join orders for safety, sharing of resources, and the advancement of their ideals, those who feel that Outer World would benefit from the dissemination of knowledge also band into groups to further their cause. While a variety of such scholarly organizations exist, no one would question that the most famous among them is the Helical Archive, a group based in the island of Stahlfeld and named for the odd semi-spiral building that they use as their headquarters. Originally founded to assist Junkers in the area in identifying and repairing old technology, the Archive has grown considerably from these humble roots, now boasting locations all throughout Outer World and an organizational account with the Paw Post.

The Helical Archive enjoys a mostly loose knit hierarchy. It's director is a bio-mechanoid named Plum, whose driving goal is to rediscover the methods of creating more of her species. That said, as a former adventurer, she's innately curious and more than willing to support the variety of ongoing studies that the Archive has open. From there, each branch has its own sub-director who balances the books (figuratively - though, given how cluttered many of these offices are, sometimes literally as well) and keeps track of the clerks and other employees that work under them. Researchers acting as field agents are the members of the archive that adventurers will likely be most familiar with. In fact, many of them join adventuring parties themselves!

While generally a benevolent organization, most of the Helical Archives activities require extensive funding. This is usually gained via partnerships with local governments, wealthy patrons, and small fees charged for individual services. While considered essential to many places, this has made the archive unpopular in other spots, like the cities of Magia and Portia (due to their respective universities seeing the Helical Archive as competition) or smaller groups of scholars (who think the archive's broad methods are foolish, glory-seeking, money-grubbing, or some combination of the three). 

Director Plum takes this animosity in stride, as she knows most of them will come running to the Helical Archive the minute something totally unexpected comes up anyway.