Sunday, 29 October 2017
TridentCon 2017
Hey everyone! I'll be running two games of BREAK!! at TridentCon this year. Everyone should check it out. 😄
Wednesday, 25 October 2017
Armor!
Some armor concepts for y'all:
Rabble Smasher (Super Heavy)
Holy Knight Regalia (Heavy)
Dreadnought Plate (Super Heavy)
Rabble Smasher (Super Heavy)
Holy Knight Regalia (Heavy)
Dreadnought Plate (Super Heavy)
Saturday, 21 October 2017
Play Example - Character Creation
I probably should have posted this one first, but - best laid plans and all that.
BREAK!!'s character creation is intended to be brief and fun while still yielding an interesting result; I think we managed that pretty well!
BREAK!!'s character creation is intended to be brief and fun while still yielding an interesting result; I think we managed that pretty well!
Starting off
Pink is eager to sink her teeth into the new campaign, so she decides to make her character a few days before. Naturally, she makes sure she has everything she needs before starting.
- Pink starts by sitting at a table with this book, a d20, a printed character sheet and pencil.
- She writes down all the basic values for Speed, Defense and Allegiance points.
- She also notes down she has a standard weapon (she’ll decide what it looks like later) and rolls to see how much money she has. She ends up with 13 coins.
- She decides that her character will be a young woman named Mariah, but wants to leave (most of) the rest up to chance.
- She goes to Step 1.
Part One: Mariah’s Calling
Pink begins by scanning the Calling Chart, since that’s part of the first step outlined. She thinks she could have fun with all of them so she decides to Roll for it randomly.
- Pink rolls a 9. That’s a Battle Princess.
- She puts Battle Princess on her character sheet and as she is starting from the beginning puts her Rank as 1.
- She checks the Progression Table and notes down the base Aptitudes on her character sheet. Might 8, Deftness 8, Insight 7, Grit 9, Aura 10.
- She also notes that her character starts with 3 Hearts and an Attack of +1
- Finally, she records the calling’s Starting Abilities. They all sound so cool!
- Mariah’s Heart’s Blade is a Sky Steel Mighty Weapon (The Heroine’s Sword).
- Her Heart’s Companion is a Guardian Toy named “Akky”, based on a doll she cherished as a child.
Part Two: Daughter of Shadow
Pink is tentative at first, as a solid image of Mariah is forming in her head and not all the available species fit it. She eventually decides to roll for it anyway when the Game Master reminds her that she can always re-roll or choose if the result seems off to her.
- Pink rolls a 10: Tenebrate. She is delighted, as she likes their ethereal appearance and decides to keep the result.
- She turns to Species section and records the two Tenebrate Species attributes: Night born and Shadow sight. Pink also marks off that she has a single point of Dark Allegiance and strangely sharp teeth as a result of her Night Born Ability.
Part Three: Humble Beginnings
Now that she has a very good idea of the the sort of character she wants, Pink has decided to pick a few things rather than roll for them.
- She wants Mariah to be a shining light of hope in a troubled land, so she chooses the Wistful Dark as her Homeland.
- She checks the appropriate Origin table, rolling this time. She gets a 11, which means Mariah was a Starlight Farmer.
- Pink notes the Purviews from the Origin table and writes them down.
- She chooses a bag of Homemade Cookies and her family's heirloom Shovel as her bonus starting gear.
Part Four: Strengths and Weaknesses
Feeling daring again, Pink decides to let the dice decide Mariah’s Traits.
- Pink rolls for her two positive Traits, getting a 19 (Aura) and a 10 (Grit). She decides that Mariah is Determined and Fascinating, which goes well with her idea of her being a potential beacon of hope for the downtrodden.
- Now Pink rolls for her negative Trait, getting a 13 (Insight). She decides that Mariah is gullible and occasionally unobservant.
- Pink records her Traits and adjusts her Aptitudes accordingly.
Part 5: She gets knocked down, but she gets up again
Anxious to have her character completed, Pink turns to the dice again to decide Mariah’s Quirk.
- Pink rolls and get’s a 17. Mariah is a Tenebrate, so this means she has a Fate Quirk.
- She moves to the Quirk section and checks the Fate table, rolling a 1. She has the “Survivor” Quirk - she’s probably just too optimistic to be broken down!
Part 6: The finishing touches
Finished, Pink is left to fill out the details while the Gamer Master helps the other players create their Characters.
- Pink decides to take full advantage of the odd coloring offered to the Tenebrate, and gives Mariah has purple skin and mint colored hair. She has hand-me-downs for gear and a fondness for hopeful old stories.
- Akky, her heart’s companion, acts a bit cynical and sarcastic to be the foil that Mariah’s relentless spirit needs here and there.
- Mariah’s family is alive and well, she just got in some trouble while running an errand (mainly picking a fight with a bullying patrician) so she ran off on adventure to keep them from getting dragged into it. Blue takes note of this and writes a few things down when Pink lets him know...
- Satisfied with the results, Pink sketches a little picture of Mariah on her character sheet as a finishing touch.
Wednesday, 18 October 2017
Play Example - Downtime
Another request was to see how the mechanics of Downtime Activities work. There are a bunch of things you can do (including an option for an action that doesn't quite fit with the others) - they are basically the sorts of things that are important to your character but wouldn't involve the entire group. Examples include Crafting something, training a monster companion, building a reputation around town, and so forth.
Here's a brief example of how it goes:
Here's a brief example of how it goes:
The Scene
After a successful endeavor, the party returns to the town of Homble for a chance to relax. The players express a desire to rest there for at least a week, and Blue decides this justifies a session of Downtime.
- Pink and Green’s characters have both suffered Injuries so they decide to take the Heal and Injury/Get Repaired Downtime Activity.
- Mariah and Wumble get some well earned bed rest and their players wander off to the kitchen for a snack.
- Yellow decides that their character has grown especially fond of a shopkeeper named Doa that the party met in the previous adventure. They attempt a Socialization Downtime Activity to see if a Social Bond can be formed.
- Sha visits Doa’s potion shop each day of the week and makes small talk with him. While Yellow is a bit too shy to role-play any discussion directly, they let Blue know the sort of things they think Sha would want to talk about.
- Yellow and Blue Roll the contest that Socialization calls for: Sha’s Aura versus Doa’s Grit. Yellow Rolls well under Sha’s Aura and Doa Fails - the young potion maker lets his guard down and has several lovely conversations with Sha.
- Yellow marks down that Sha has a Social Bond with Doa and decides they’ve developed a relationship of “Mutual Interest”. They also note that Sha has a bonus Heart added to her heart total until the next time she has a session of Downtime.
- Black has gotten interested in the various elemental dungeons scattered across the world and wants to travel to more of them. She decides that her character, Droop, is going to spend his downtime researching their location.
- Fortunately for Droop, Homble has a small but fairly well stocked library. He has plenty of books and maps to study.
- After Black declares her intent, Blue lets her know he will get back to her on what Droop finds. He needs to check his notes and fill in any blanks.
- Black likes getting into character, so she and Blue roleplay a small interaction between Droop and Homble’s librarian.
- A few days after the game session, Blue e-mails some notes on the elemental dungeons to Black. While it would have been fine to let her know at the beginning of the next session, he figures she’ll want to pitch hooks to the rest of the group right away.
Tuesday, 17 October 2017
Play Examples - Player Intro & Combat
Thanks to our increased social media presence (and awesome new teaser page→) I've gotten a few requests to showcase some of BREAK!!'s mechanics. Which, fair enough: All this art is slick and great, but you want to see under the hood a bit, right?
[I am adding a few Meta Notes in Purple here, as requested by Grey. He suggested it might help make certain things about some of the Character's various Values Clearer]
Player Yellow (Character: Sha, Human Raider)
[Sha's a 2nd Rank Raider, which gives her a base Insight score of 8. She has a Trait (Clever) that gives her a +1 to her base, which is why she has 9 Insight]
[Sha has a +2 to Attack, once again due to the fact that she is a 2nd Rank Raider.]
[Mariah's a 2nd Rank Battle Princess, granting her a +2 Attack as well.]
I thought a good way to do this would be to share some of the Play Examples I wrote to better explain the rules. I figure this way you get to see how they work without me just re-printing big swaths of the book here in the blog.
First things first, the cast of the Play Examples is a gaming group that is fashioned after the different sorts of players I've seen in my day.
[I am adding a few Meta Notes in Purple here, as requested by Grey. He suggested it might help make certain things about some of the Character's various Values Clearer]
Game Master Blue
A long time lover of tabletop role-playing games, Blue pours his heart and soul creating open scenarios, wondrous adventure sites to explore and dangerous monsters to contend with. While great at being patient and accommodating the players, he has to work hard to keep things challenging.
Get the look→
Get the look→
Player Pink (Character: Mariah, Tenebrate Battle Princess)
While new to tabletop role-playing, Pink is a big fan of video games and anime, meaning she is well versed in a lot of the basic ideas of BREAK!! already. She is always eager to run with just about any hook the Game Master presents to the group. Maybe a little too eager...
Get the look→
Get the look→
Player Green (Character: Wumble, Chib Factotum)
Green is the oldest and most strategically minded of the gaming group. He is always coming up with battle tactics and long term plans, but he has to watch himself to make sure he doesn’t boss the other players around too much.
Get the look→Player Yellow (Character: Sha, Human Raider)
Chill and easygoing, Yellow likes hanging out and chatting with the group as much as they like playing the game itself. While mostly attentive and helpful, sometimes they get distracted by their smartphone during play.
Get the look→
Get the look→
Player Black (Character: Groop, Bruun Sage)
Black is a storyteller at heart. Her characters are always carefully ingrained in the lore of the setting, and she tends to give Blue a lot of great ideas and asks good questions. Black does have to be careful not to make the whole campaign all about her character, though.
Get the look
Get the look
Most of the play examples are written in a more text book narration style, but I did a sort of script style for Combat since I wanted to goad Grey into drawing a mini comic for it.
The Scene
The party has taken a job from local beast rancher - a rather ornery Chompa has been tearing down their fences and gulping up their pudge grubs. Spurred on by a desire to help the poor guy (and the fact that they are broke), they head out the clearing where the Chompa resides.
Blue: You finally come across the Chompa. The surroundings are a dead giveaway - crushed rocks, gnaw marks on the ground, the works.
Pink: Geez, do they just eat everything?
Yellow: Sha may know...she’s from around here, so maybe she’s seen one before?
Blue: It’s possible! Make an Insight Check.
[Yellow rolls their d20, getting a 16. This is way over Sha’s Insight of 9. Even a bonus from her Purview couldn’t help. Yellow sighs and debates switching to another die for the session. ]
Yellow: Nah, I rolled over. Sha shrugs and shakes her head.
Green: It’s best to be safe and assume they do. I figure-
Pink: Let’s get it!
Yellow: Sha get’s her bow ready.
Blue: OK, let me draw out the battlefield.
Green: Dangit guys...
[Blue draws out a rough battlefield on his playmat. This combat is pretty simple, so there are just 3 Areas: the spot the party is in, one for the Chompa’s resting spot, and one in between, where all the crushed up rocks and holes are.]
Blue: These holes here are deep but obvious enough to avoid, even while moving fast. The rocks might be big enough to hide behind in a pinch. Neither you or the Chompa has the advantage of an ambush here, so it’s your go.
Pink: I summon my Heart’s Blade and move to attack it!
Blue: OK, it’s 2 Areas away -
Pink: Nuts, that’s too far to get to it and attack normally.
Green: Move up and go into Reactive Mode! That way you can draw it out and attack it when it comes at you.
Pink: Hey, that’s not a bad idea! I do that.
Blue: OK, so you’re going to attack it if it comes at you?
Pink: Yeah, that! I wave my sword around to get it to look at me.
Blue: Right, the Chompa snorts loudly. It’s noticed you making a scene.
Yellow: Sha is going to take a shot at it with her bow. I guess it’s gonna be her Hunter’s Focus for this fight.
Blue: Gotcha. The Chompa is a big target but it also has a thick hide. You have to beat a 13 to hit it.
[Yellow grabs a second d20 and rolls both, since their character has an Edge on Attack Rolls against the target of their Hunter’s Focus. The results are are an 11 and a 13. Either would hit with Sha’s +2 Attack]
Yellow: That’s a hit.
[Yellow eats one of the candies they were using to keep track of the amount of arrows Sha has left.]
Blue: Thwack! The Chompa loses a heart. It’s down to 3.
Green: I’m going to toddle up to the area Mariah is in but I’m staying clear of that thing!
Blue: OK, if everyone’s done it’s the Chompa’s turn now. Sha pissed it off with that arrow but it’s dumb enough to think Mariah is at fault, so it’s rushing her. Since it’s slow, it will be doing a Charge Stunt so if it misses it’ll be easier to hit.
[The condition for Mariah’s Reactive Mode occurs, so she get’s a chance to attack.]
Pink: Ha! Just where I want you! I bring my Heart’s Blade down across it’s big head!
[Pink Rolls a d20, getting a 7. Even with her +2 Attack, it falls short of the Chompa’s 13 Defense Rating.]
Pink: Uh...a 9? That doesn’t hit, does it?
Blue: Nope. It’s a little faster than you expected, closing the distance before you can get your sword down. Soon it opens it’s dreadful maw for a Mighty Munch.
[Blue grabs his trusty d20 and rolls it out onto the table. Everyone watches in fear as it lands, showing a result of 19. The players look to Blue in a panic.]
Blue: (repressed joy) Well shucks, when you factor in its Attack, that’s enough to beat it’s extra damage threshold too - Mariah loses 3 Hearts.
Pink: ACK! That’s all of them!
Blue: You’ll need to roll on the Injury and Damage table, then.
[Pink gulps and rolls]
Pink: A 6?
Green: (somewhat relieved) That’s an Armor Crash!
Blue: Yup, the Chompa’s teeth tears at your armor, reducing its defense by 2 points.
Pink: Great, I’m easier for this thing to chew on now!
Yellow: You didn’t die though.
Blue: Anyway, it’s going to use the second part of Mighty Munch, and try and pull Mariah into it’s mouth…
Pink, Green, Yellow: WHAT!?
Blue: Might Contest between you and the Chompa, Pink!
[Pink gulps and rolls her d20 at the same time Blue does. Pink’s comes up as a 4, and Blue’s an 18. Fortunately for Mariah, this exceeds the Chompa's Might Aptitude so she is the victor in this Contest.]
Blue: You pull away from the Chompa after a struggle - it manages to snatch away some of your armor and shake you up quite a bit, but you’re uninjured for now.
Pink: This is the worst! (Pantomimes wiping Chompa spit off her arm.) We need a better plan, guys..
[Combat will resume with the player’s actions, since both groups are still around and kicking! What do you think you would do in their shoes?]
Forgive my cornball prose style, everyone.
Anyway, I'll give an example of downtime next!
Friday, 13 October 2017
Cover time (again)
You can never have enough cover iterations.
Older explorations Cover 1 + Cover 2 + Cover 3
Like how BREAK!! is shaping up? Sign up to the release alert email!
Workings... (brick work still too scruffy!)
Older explorations Cover 1 + Cover 2 + Cover 3
Like how BREAK!! is shaping up? Sign up to the release alert email!
Workings... (brick work still too scruffy!)
Sunday, 8 October 2017
Where to talk about BREAK!! in 2017 (and beyond...?)
Just a rundown of places you can find, post, and even discuss BREAK!! information!
- This Blog, naturally
- The Official Website
- tumblr
- Face Book
- Discord
- My and Grey's G+ Profiles
All of these places will likely share information, though each will cater to different needs so it's really an option of how (or if) you want to interact with us.
Friday, 29 September 2017
Saturday, 8 July 2017
BREAK!!-ing Random Encounters
I saw a bit of talk about Random Encounters in Tabletop RPGs flying around social media today and it inspired me to talk a bit about how they work in BREAK!!.
It's assumed that most maps in BREAK!! come with a Random Encounter chart. These are generally custom built and used to represent various things that would be moving about the same location as the players are. The intent is to make the world seem dynamic and like it's its own place, rather than a construct made just to serve the player character's adventures. The encounters include other wanderers from the outside, as well as inhabitants whose opinions on intruders range from apathy to murderous hostility. Each also has several entries that simply say "No Encounter" - this means the primary Roll becomes a one that determines both if there is an encounter and what that encounter is, if any.
They do function a bit differently depending on the sort of map being used.
Larger scale maps (such as those detailing a region or province) have a Random Encounter Table you consult each time you cross a significant distance during a journey ( this determined by a quick use of the Overland Travel Rules). The sort of encounters should vary quite a bit depending on where you are travelling, but a lot of them are potential allies, built in adventure hooks or the results of other dangers going on in an area that warrant investigation. An important thing is that it's encouraged that the GM cross off an encounter when used and write a new one to replace it to keep things fresh.
Smaller scale maps (dungeons and other adventure sites, mainly) have a chart that represent the mobile inhabitants of the area or other things that might have wandered in. This is rolled on every time characters make a lot of ruckus or spend a significant amount of time in a particular area. Every time an encounter is "dealt with"" (slain, pacified, etc) it's crossed off the encounter chart. Only so many things can live in a particular place at one time, right?
Also important is that there are less stationary encounters in BREAK!! (I.E "6 goblins in room c") so these often make up the bulk of the things player's can run into.
There is more too things obviously, but these are the bits that come to mind. I'm very excited to talk more about these sorts of things once the book is published.
Wednesday, 7 June 2017
Magitech Facility, demo adventure site
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| The Gardens as they would have been. Environmentally controlled dome for exotic plants. |
Rey came up with an evocative 'dungeon' concept (and map) for the demo adventure site in Break!!, an Akenian Magitech Research Facility (Botanical). Akenia is a fallen human empire that infused magic into machines and investigated mana manipulation as science.
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| Lab corridor now. Semi functioning irrigation and lighting systems (and magic!) keep flora alive |
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| Botanical Researchers (knowledge treasure = botanical map of The Murk) |
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| Secret entrance, exposed by faultering illusion under central dome. |

Sunday, 4 June 2017
Cover thoughts (continued!)
Monday, 8 May 2017
Beacon, demo town.
Beacon is a small settlement featured in the core book. It's located in the Shadow Lands (an area of permanent night) on the site of an old Akenian keep. What do these dilapidated structures look like? and what did they use to look like before the cataclysm? Having fun (wasting time!) thinking about the lost civilizations of Outer World. Their language, ruins, magic items persist in the game world.
Then (3rd Aeon) - The Akenian structure as it was in its glittering hey day.
Now (4th Aeon) - Village of Beacon, a small haven in the unforgiving dark.
Original map by Rey
Then (3rd Aeon) - The Akenian structure as it was in its glittering hey day.
Now (4th Aeon) - Village of Beacon, a small haven in the unforgiving dark.
Original map by Rey
Saturday, 6 May 2017
Setting as a gentle plea
With the rules more or less written and ready (I'm at the point with them that I probably won't be changing much unless something goes really crazy during broader playtesting) and Grey continuing his perilous journey through layout land, I've mostly been working on sample maps and the like for the BREAK!!'s standard setting, The Outer World.
I'm doing my best to put a lot of small world-building bits in these samples without making them so overloaded as to become confusing or unusable. In doing so, I've ended up reminding myself of something that is probably pretty obvious to everyone: I am a huge softy, and ultimately I'm hoping for players to be curious, kind, and heroic.
Oddly enough, this is part of the reason the setting has a lot of spots that are figuratively (and in some spots, literally) dark. The Outer World is fraught with perils odd and frightening. The status quo is cruel and often unstable. But these things are not meant to be taken as inescapable truths, they are meant as challenges - things that can be tackled alongside and with the same eagerness as a foreboding dungeon or powerful opponent.
It's certainly not a new idea. Pendragon comes to mind and numerous super hero games have attempted the same sort of thing. I was personally inspired by the excellent Porphyry, World of The Burn. But I truly feel that BREAK!! puts its own unique spin on it, one I'm very eager to share with people.
(I suppose you can still spend your campaign just ransacking old ruins and getting cool stuff, nothing's stopping you, really.)
I'm doing my best to put a lot of small world-building bits in these samples without making them so overloaded as to become confusing or unusable. In doing so, I've ended up reminding myself of something that is probably pretty obvious to everyone: I am a huge softy, and ultimately I'm hoping for players to be curious, kind, and heroic.
Oddly enough, this is part of the reason the setting has a lot of spots that are figuratively (and in some spots, literally) dark. The Outer World is fraught with perils odd and frightening. The status quo is cruel and often unstable. But these things are not meant to be taken as inescapable truths, they are meant as challenges - things that can be tackled alongside and with the same eagerness as a foreboding dungeon or powerful opponent.
It's certainly not a new idea. Pendragon comes to mind and numerous super hero games have attempted the same sort of thing. I was personally inspired by the excellent Porphyry, World of The Burn. But I truly feel that BREAK!! puts its own unique spin on it, one I'm very eager to share with people.
(I suppose you can still spend your campaign just ransacking old ruins and getting cool stuff, nothing's stopping you, really.)
Thursday, 20 April 2017
Character Generation. Linear Flow. Quick Start Stats
BREAK!! development seems to be mostly one step forward two steps back!
Looking at a rejig of the first part of the book, character generation (1/3)
Despite efforts to cram character creation into a few pages, the system is wonderfully quirky and must be handled differently.
'Link' text points you to the next chunk of text relevant to your character creation path.
Will need to tie in stats to character sheet more tightly (whole sheet will needs a revamp... that's for another post)
Looking at a rejig of the first part of the book, character generation (1/3)
Despite efforts to cram character creation into a few pages, the system is wonderfully quirky and must be handled differently.
- Will be a more traditional, linear flow
- But will add Quick Start Stats to get you moving rapidly through the process (enabling you to skip over large chunks of text)
'Link' text points you to the next chunk of text relevant to your character creation path.
Will need to tie in stats to character sheet more tightly (whole sheet will needs a revamp... that's for another post)
Monday, 10 April 2017
Character sheet
Somewhere along the way I forgot about the importance of the character sheet. It's a key player/game interface (despite paradoxically being relatively easily to replace with a pencil and paper).
And, following on from my last post on chargen, along with some reinforcing feedback from playtesters I'm prolly gonna add an overview page that explains which sections in the book are required to fill it out. Concept below.
++UPDATE++
Have been kindly reminded that this need to be practical, not infoporn (see below)
And, following on from my last post on chargen, along with some reinforcing feedback from playtesters I'm prolly gonna add an overview page that explains which sections in the book are required to fill it out. Concept below.
++UPDATE++
Have been kindly reminded that this need to be practical, not infoporn (see below)
Sunday, 9 April 2017
Character Creation, information flow.
Having parsed most of the character creation text, I am finding myself unsatisfied with my initial design for the creation process (see fig1 1. Hyperlink).
My original goals
However! This hyperlink concept is not working as well as I'd hoped with BREAK!! because:
A solution?
Maybe the old way is the best. A long and linear approach (fig1 2. Linear). This is good because:
Anyway, I visualised how information is extracted from the various structural approaches to see if it would help me design a solution. Not sure if it did, but it's a nice infographic.

fig 1 - Character Generation Flow Analysis
Still thinking...
My original goals
- Create a short condensed character creation flow with minimal page flipping. Quick, obvious.
- Allow players to pick/roll results and get a feel (excited for) their character without getting bogged down in mechanics.
- Leave richer information/explanations to be cross-referenced later by the player if they desired a deeper understanding.
However! This hyperlink concept is not working as well as I'd hoped with BREAK!! because:
- Numerous sub-processes are required for different callings (classes) which complicate the flow. (fig1 4. Sub-processes)
- Complex information (stats, gear, blah) is accumulated and modified during the flow and can't be hand waived away to look up later.
A solution?
Maybe the old way is the best. A long and linear approach (fig1 2. Linear). This is good because:
- Exceptions are dealt with/explained at time of creation.
- You only flip forward (clear sense of progress).
- You get bogged down in detail.
- The key chargen tables are spread out over many pages, annoy for those familiar with the mechanics (I know, stick tables together in an appendix)
Anyway, I visualised how information is extracted from the various structural approaches to see if it would help me design a solution. Not sure if it did, but it's a nice infographic.
- Blue lines show references to other parts of the doc to collect information.
- Dotted blue lines, return to chargen flow.

fig 1 - Character Generation Flow Analysis
Still thinking...
Adventure site concept
Taking a (another) mini-break from the core rules...
I started noodling on a concept for an adventure site from what will (probably) be BREAK!!'s first piece of support material... Trouble in Sprocket
The Salvage Sanctum
Drones
Entrance
The Sorting Room
I started noodling on a concept for an adventure site from what will (probably) be BREAK!!'s first piece of support material... Trouble in Sprocket
The Salvage Sanctum
- Secret base of the pesky Drones (they bother the villagers when out working in the surrounding wasteland/junkfields)
- I envisaged the Drones as buzzing about their scavenging duties like insects... which demanded an ant/termite hill inspired lair!
- The Sanctum blends into the ruinous scenery, meaning the players need to discover its exact whereabouts (clues like the location and frequency of drone attacks on sprocket workers, smelt plumes, etc will help)
- A hill is a good defensible structure should the party choose full frontal assault.
Drones
- Drones usually only possess a limited intelligence, but these guys have 'developed' sentience. Their functional, robotic construction make them ill-equipped to interact with organics and due to this, and their simple machine-like appearance, are mistaken for garden-variety drones.
- A quick random drone generator provides fun for the GMs! Determine locomotion type (wheels, biped, spider legs, hover), sensors (sound, vibration, movement), attack/defense options (burrow, retreat into shell, roll, stretch arm, gas), etc...
Entrance
- Main entrance access requires an understanding of bitstream (bot language) or the cardkey (item)
- Drone service hatches create another way in.
The Sorting Room
- All entrances lead to this hub room.
- Drone deposit. Others sort parts.
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