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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.


Physiology: A bit taller and more solidly built than the average human, neriedian’s are rather distinct among the folk due to their brightly colored scales, broad fins, and other fish-like features. They also have a similar facial structure to the tenebrates, something neither species has yet had the opportunity or inclination to investigate.


Demeanor: Neriedians tend towards being bubbly and curious.. They are fascinated with any new places or cultures they come across but more reserved when dealing with familiar, underwater surroundings. 


Outlook:

  • Ask questions while you are able, you never know when you’ll get another chance.

  • Go with the current when you can, escape it when you must.

  • Every new place is a chance to discover something amazing.

  • Venture far and wide, but always remember which direction leads to the sea.

  • Every song is worth singing at least once.


History: How long Neriedians have been living on Outer World is unknown, but most scholars agree it couldn’t have been sooner than sometime near the end of the 3rd Aeon. Most of their history seems to connect to the Sunken Isles, but they have since migrated to all parts of the ocean. The 4th Aeon has seen their species making more contact with those on the surface, perhaps due the changes wrought upon Outer World during the 3rd cataclysm.


Adventurers

  • Most Neriedians develop their curiosity thanks to the fleeting glimpses of the surface world they come across throughout their lives. While most settle for trinkets and daydreams, many cannot resist swimming a bit farther to see what is beyond their home.


Typical Names: Neriedian given names are generally something lovely, with family names related to the sea.

  • Examples: Tea Foam, Pearl Current, Melody Coral, Symmetry Wave


Innate Abilities


Species Size

While a bit larger than the average human, Neriedians are comparable to them in size.

  • You are Medium sized


Ocean Farer

While Neriedians are able to breathe and survive on the surface, they are most at home under the waves.

  • You are immune to suffocation caused by being immersed in water, and have an Edge on Might or Deftness Checks made where swimming is a factor.


Sea Song

It’s said that older, more eldritch underwater folk taught the Neriedians their songs when they first arrived. Their voices are enchanting and unforgettable.

  • You begin play with 1 point of Dark Allegiance and the Melodious Voice Gift.

  • You have an Edge on rolls during the Socializing downtime action as long as you are able (and willing) to sing in the process.


Maturative Abilities 


Siren Song

Some Neriedians hone their songs to the point that they go from unforgettable to undeniable.

  • You may activate this ability by breaking into song. Those nearby (within 1 Area of you in most battlefields) must engage in a Contest with your Aura versus their Grit. Those who fail must stop whatever they are doing and just listen to you sing. This effect continues unless they are attacked, something happens that would obviously put them or their allies in immediate danger, or until you stop (or are forced to stop) singing.

  • In combat or other perilous situations, this song takes your entire turn to do. If you forgo any other actions, you may keep this going into your next turn without penalty, but it is draining to do so for too long - you lose a Heart with each subsequent turn after that, and cannot continue if you are at 0 or lower Hearts.

  • Those who succeed in the initial contest are immune to this Ability for 24 hours. Anyone you have a social bond with is also immune to this Ability.


Ocean Dweller Origins

While a handful of Neriedians have migrated to the surface world and would use those Homelands and Histories, those who have spent their life in the sea would instead choose one of the below. 

  • You may choose between these origins or a standard ones during character creation.

  • Your available bonus language may be chosen per the homeland included in your History.


Undersea History (Roll or Choose)

(1-7) Shadow Sea Recluse

You drifted in the darkest of the ocean realms in a lonesome existence. Rejecting or denied the protection of the Sea Witches, you managed as best you could before setting out on a journey that might change your fate.

  • Homeland: Wistful Dark

  • Purviews:

    • Finding comfort in the darkness

    • Swimming against the current

    • Spotting the wicked and duplicitous 

  • Bonus Gear (Pick 2)

    • Arc Weapon (Ritual Trident) 

    • Light Armor (Witchguard Shell Mail)

    • Lumi-Slime Lantern (Luminescent Orb)

    • Rations (x10) (Sliced Midnight Seaweed)

(8-14) Ruin Dweller

Like many of those who call the Shining Sea home, you lived amongst the submerged ruins of the Sunken Isles. The forgotten structures there provide shelter, chances to meet other strange forms of life, and the occasional treasure from a lost time.

  • Homeland: Twilight Meridian

  • Purviews

    • Sifting through trash to find the treasures hidden within

    • Making unfamiliar spaces homey

    • Keeping on good terms with your neighbors

  • Bonus Gear (Pick 2)

    • Scanner (Beepy-Boopy Thing you found)

    • Treats (x10)  (Sealed pack of CaloriePals)

    • Standard Shield (Pincher Shell Shield)

    • Luxury Item (Eating utensil mistakenly identified as a personal grooming item) 

(15-20) Coral Farmer

Living in the reefs of the brightfoam ocean taught you to accept the highs and lows of life. The coral always provided and the community was great, and made the occasional marine megafauna rampage seem like just another thing to weather through.

  • Homeland: Blazing Garden

  • Purviews

    • Remaining jubilant in the face of hardship

    • Getting your fair share

    • Recognizing when danger is afoot

  • Bonus Gear (Pick 2)

    • Long Grabber (Coral Picker)

    • Quick Weapon (Quill Sword)

    • Traveler’s Bag (Gulper fish pack)

    • Trade Goods (Clamfruit bushel)

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.