Friday, 19 September 2025

Freebie: MONSTRICH (Adversary)

This weeks entry is an adversary that addresses three things: sometimes ordinary wildlife can be dangerous enough as is, ordinary wildlife on Outer World is still pretty strange, and the funniest method of attack is hitting a character with another character.


MONSTRICH 

Big Bad Bird

Introduction

  • Distant cousin to the more amiable Rokko-Do, Monstriches are huge, flightless birds with a heck of a meanstreak. Their impressive strength and speed make them surprisingly dangerous for all but the most formidable of travelers.  

Menace Level

  • Boss

Rank

  • 5

Home Region/Habitat

  • Monstriches are found exclusively in the Blazing Garden, most commonly in open grasslands with plenty of places to run about.

Aptitudes (Mean, Dumb: +3 Might, -2 Insight)

Primary Aptitudes: Might, Deftness, Grit

Secondary Aptitudes: Insight, Aura

  • Might [13 ]

  • Deftness [10]

  • Grit [10]

  • Insight [7]

  • Aura [9]

Combat Values

  • Hearts [4]

  • Attack [+4]

  • Speed [Fast]

  • Defense Rating [16 ] (Fowl Countenance)

Adversary Info

  • Type: Beast, Avian

  • Size: Medium
  • Allegiance: Unaligned

 

Abilities

Fowl Countenance

The Monstritch is a large, flightless bird with surprisingly thick muscles and tough hide.

  • The Monstrich has a natural defense of 14 and a Speed Rating of Fast


Peck and Grab Beak

Meant for catching and crushing small prey, the Monstrich’s long neck is used in conjunction with its powerful beak to devastating effect.

  • The Monstrich’s beak strikes as a Mighty Weapon.

  • The Monstrich may initiate a Might Contest with targets that are Large or smaller after a successful attack with its beak. If the Monstrich wins the Contest, the target is Restrained per the core BREAK!! rulebook. They or someone else may break them free by taking an action and succeeding in a Might Contest against the Monstrich.

    • As long as they remain clamped in their beak, the Monstrich may drag restrained characters about or use them as weapons, slamming them against other targets. 

    • Successful attacks of this nature do 2 Hearts of damage to both the restrained individual and the target.


Unhallowed Honk

The cry of the Monstrich is supernaturally intimidating, though it really doesn’t seem like it should be. Still, it has occasionally left even the bravest adventurers unnerved.

  • The Monstrich may take an action to let out a truly horrible sound. This prompts a Grit Check for anyone within 2 battlefield areas of the Monstrich and who can both see and hear the creature. Anyone who fails this Check is Terrified as per the core BREAK!! Rulebook.

  • This Ability may only be used once a conflict.


Communication Methods

  • Monstriches are able to squawk and honk loudly. They cannot speak, but seem to understand one another at least.

Tactics

  • Bullies at heart, the Monstrich will attempt to bite and grab the weakest member of a group and use them as a bludgeon against their friends. They may also drag restrained individuals away from slower friends if advantageous. 

Yield

  • In the unlikely event a Monstrich is tamed, it can serve as a Mount as per the BREAK!! Core Rulebook. Its master becomes immune to its Unhallowed Honk.

Miscellaneous

  • Indicators -  Odd footprints from long strides, the musty smell of unclean fowl, terrible honking noises.

  • Roleplaying Notes - Monstriches are spiteful, territorial creatures. For the most part they just want to chase off anything they can’t eat.

  • Customization  -  Certain unique monstriches may have the ability to fly short distances (Supernatural Leaping) or have disturbingly long necks (strike as a combination Mighty/Lash weapon).

Random Encounter Reaction

  • Friendly/Benign (1-5) - The pair of monstriches encountered are actually engaged in a rare snuggle/nap. They will actually leave people alone as long as they don’t make any loud or sudden noises.

  • Indifferent/Wary (6-13) - The single monstrich encountered is working very hard to crack open a very large nut. Staying clear of it is advised.

  • Hostile/Bloodthirsty (14-20) - For reasons unknown to the party, this monstrich is coming right for them and hates their guts.

Variants and Related Entries

More arcane versions of the Monstrich might have their Unhallowed Honk replaced with Abilities that cause other Status Ailments, such as a petrifying peck or a slam that Chibs targets.

Sunday, 7 September 2025

Assorted rules for Sequel Sagas (Freebie)

If run by the book, BREAK!! gives players a good indication of where to end a saga. Namely, achieving Rank 10 and going on one final big adventure to wrap up a game. What happens next depends on your group - it's very likely you'll take a different game for a spin. You might also play BREAK!! again with a brand new saga with a fresh take on Outer World (or wherever your game happens to take place). However, it can also be a lot of fun to stick with the game world you established with one saga and build on it further. 

We'll refer to these as Sequel Sagas (to contrast with starting a new game with a clean slate) for the sake of this entry. Here we'll discuss a few simple ideas and rules that can be used to connect one saga to another. These are grouped into broader categories based around the considerations they necessitate. 

Character Legacy
One of the most important parts of starting a sequel saga is knowing what happened to the characters of the previous one. Rank 10 characters represent powerful, unique individuals in Outer World. While there is a limit to what any one person can do, their actions can have a profound influence when focused. As a saga winds down, it can be helpful to have players consider what the characters will do after the game is done and what legacy they will leave behind. The exact nature of this can vary a great deal depending on the individual character and how much time has passed between sagas, but some examples include:
  • Dedicates their life to some lofty or difficult goal
    • The fact they accomplished something great or even just attempted it is enough to make tales of their deeds spread far and wide. If the next party traces their steps or otherwise interacts with the results of their quest, they should gain a bonus Objective Experience point for the session.
  • Settles into an organization or location.
    • The character has become a sort of shared GMC between the original player and the GM. An appropriate GMC type should be selected for the characters new position. Allies and Quest Givers are the most likely positions, but if the player is on board with it they might even be a Villain.
    • If this option is chosen, the GM and Player should work out how much control the player has over their old character. Think carefully on this: while it's fun to step into the shoes of an old favorite here and again, they might run the risk of overshadowing the new group or otherwise disrupting the game. 
  • Takes on a protege or two.
    • The previous character acted as mentor or teacher for one of the characters in the new party. The new character begins play with a Social Bond with their mentor and is able to learn a Standard Elective Ability that their teacher knew in lieu of one they could normally take upon attaining an even numbered Rank. 
    • This one is fun, but should be handled on a case by case basis as it allows characters to take abilities from outside of their Calling's list.
Connected Threads and Setting Changes
Events within the previous saga no doubt caused ripples that will carry into new ones. Noting these ripples and using them to inspire new adventures and events is a particularly effective way to make players feel like their actions and decisions had weight. Naturally, these can take the form of both bad and good consequences.
  •  If a villainous GMC (or one of their lackeys) survived their clash with the characters, they might continue a plan that was left unfulfilled in the previous saga or reformed to become another GMC type instead.
  • The players actions might have inspired long lasting change in a settlement or region. Taking down a despotic lord might lead to a power vacuum or some sort of structural reform. Ruins cleansed of arcane pollution might become the base of operations for a new faction. If an aggressive beast that lorded over an area was  pacified or driven off, it might give access to new places for the party to explore.
  • The party may have gotten famous enough to have their stories told through song, art, and even notable performances - all likely to contain embellishments and inaccuracies.
  
Unlockable Character Options
While the default is that any character options on in the book, having the players "unlock" them through play (in the same way you might earn new options in a video game) can be a fun way to bring new options to the attention of your players.
  • Additional Callings and Calling Variants could be earned by meeting a member of those Callings, besting them in an encounter, or accomplishing some quest connected to them. For example, gathering some magical instruments for an adventure in one saga could unlock the Balladeer for the next one.
  • By the same token, exploring certain locations or meeting a member of a new species  could make them available for player characters in a sequel saga.
  • If you want, you might even make it so that even options in the core book are limited at first. For example, you might only allow Factotums, Sneaks, Champions, and Raiders for your initial saga and have it so that magical crystals must be found to unlock the magic using callings. This is another tricky one to implement, but could allow for some very unique games! 
One additional thing to consider is how much time has passed between the new Saga and the previous one. Will it pick up right after the previous one ended, or a century after? It's important to keep this in mind as it can limit how the sagas connect.
 
How you connect Sagas will ultimately come down to what works for your game, and will more than likely include numerous variations on the above and brand new ones of your own (or your player's) invention. This is a chance for you and your players to help carve out your own version of Outer World, or further define a custom setting, so be sure to have fun with it if you do decide to use any of these options.