Thursday, 29 February 2024
Setting: Mariah Doeheart
Saturday, 17 February 2024
Freebie: Followers
Need some followers for your next settlement? While look no further, here's 20 of them. You can even roll for them randomly that way, if you want.
Each of these is meant to be added on top of their existing companion type, essentially replacing the starting process where you select their trait and species and what not. I know this isn't quite as helpful as just writing out their whole entry, but it's a heck of a lot easier to format for a blog entry.
- Custrel - Gilia Mossbraid, Dwarf
- Traits: You can count on her (+1 Grit)
- Proficiencies: Mighty Weapons, Medium Armor
- Additional Combat Gear: Barricade Smasher (Mighty Weapon), Cobble Mail (Medium Armor)
- Gilias is a grubby and grouchy mercenary whose pretty dependable. She'll grumble and grouse about any job she's on, but if she's paid well (or her loyalty has been earned) she'll follow along nonetheless.
- Custrel - Acorn Aggro, Chib,
- Traits: Light on his feet (+1 Deftness)
- Proficiencies: Drawn Missile Weapons, Concealed Weapons
- Additional Combat Gear: Cupid Bow (Drawn Missile Weapon), 10 Heart Arrows (Ammo)
- With his hooded cloak and repeated attempts at a gravely voice, Acorn is doing his best to come off as a real tough cookie - but keeps finding himself "mistaken" for cute instead. He's been trying to teach himself to swear recently with mixed results.
- Custrel - Blake Hissken, Promethean
- Traits: Very cool (+1 Aura)
- Proficiencies: Arc Weapons, Standard Shields
- Additional Combat Gear: Legion Spear (Arc Weapon), Burnished Aspis (Standard Shield)
- Blake is an effortlessly cool sellsword who waxes poetically about carving his own path in this fractured aeon. He does occasionally overlook things (easy to do, considering how towering he is) but manages to be a stalwart warrior in spite of it.
- Custrel - Sashi Sharpsaber, Native Human
- Traits: Great Condition (+1 Might)
- Proficiencies: Master Weapons, Thrown Missile Weapons
- Additional Combat Gear: Tempered Tachi (Master Weapon), Star Shuriken (Thrown Weapon)
- Bonus Ability: Vagrant Blade (Champion)
- A woman of mysterious origin, not because she's quiet about her history but because she tells a different story every time. Depending on when you ask, she's a disgraced ronin, an honorable shinobi, or even a pirate on the run. At least she's honest in most other regards.
- Custrel - Karey Gemgrace, Tenebrate
- Traits: All too aware (+1 Insight)
- Proficiencies: Standard Shields, Medium Armor
- Additional Combat Gear: Heater (Standard Shield), Medium Armor (Errant Plate)
- Karey is a novice knight whose mentor's chivalrous career was ended by a disastrous chompa related incident. Feeling it was a bit too late to head back home and learn to be a clerk, she's resigned herself to playing things safe and is all too happy to point out any unnecessary risks her employer happens to be taking.
- Scholar - Otto Cottontail, Hoppalong
- Traits: Surprisingly strong (+1 Might)
- Specialist Subject:3rd Aeon Technolgy
- Note: Otto can repair and craft basic gadgettering crafts and has a specialist kit to do so. He also has access to a Helical Archive sponsored workshop.
- While not particularly courageous, Otto's thirst for knowledge and area of expertise means he spends a lot of time in dangerous ruins. He won't shut up about something once you get him going, but is an otherwise pleasant sort.
- Scholar - Promising Enterprise, Rai-Neko
- Traits: Thankfully quick (+1 Deftness)
- Specialist Subject: Monsters and other strange creatures
- Promising Enterprise is a member of a scholar collective attempting to write something they're calling the "Monstery Manual". While open-minded and curious normally, they are just not budging on that name.
- Scholar - Penclick, Goblin
- Traits: Used to roughing it (+1 Grit)
- Specialist Subject: Subterranean structures and locales
- Clever and resilient, Penclick's claim to fame is that through sheer luck and gumption he's managed to survive six different cave-in and cave-in adjacent incidents! He's hoping for a seventh one, as it's a lucky number.
- Scholar - Greg Hollands, Dimensional Stray
- Traits: Unnervingly Astute (+1 Insight), Had a Gym Membership (+1 Grit)
- Specialist Subject: Dramatis Personae of Outer World
- All Other Worlders are a little strange, but Greg seems especially mystifying. Rather than a tome, he's tapping through a portable Other World device, and even though he sometimes refers to them in odd ways like "three stars" or "super super rares" he knows quite a bit about the important individuals and their goings-on.
- Scholar - Valdi Farview, Native Human
- Traits: Aggressively Charming (+1 Aura)
- Specialist Subject: All things magic
- Bonus Ability: Everyday Divination
- Valdi is both performer and fortune teller, always happy to put on a bit of a show when she discusses anything arcane or the future fate of her audience. She lays it on so thick that people are actually caught off guard by her actual divining abilities.
- Guide - Gallance Clearview, Tenebrate
- Traits: Observant (+1 Insight)
- Gallance is especially fond of fishing, and will regale anyone who hires him with increasingly outlandish stories of his exploits throughout their trip. Some of them might even be true.
- Guide - Tug, Gruun
- Traits: Robust (+1 Might)
- Named for the fact she's often hauling things back and forth for people, Tug has gotten to know the lay of the land thanks to moving across it so often. She enjoys the quiet and will not hesitate to shush someone whose being excessively chatty.
- Guide - Poppy Lightfoot, Chib
- Traits: Light-footed, naturally (+1 Deftness)
- Poppy is a bubbly little scout whose all too happy to guide adventurers on all sorts of dangerous expeditions. Truth is, she's seen so many odd and terrifying things that it's rare for anything to shake her cherry disposition at this point.
- Guide - Neon, Bio-Mechanoid
- Traits: Meticulous (+1 Insight)
- Stoic and studious, Neon doesn't say much - even though they are clearly very often in thought. Their experience with the area around them is the result of their hobby of wandering about whenever they are pondering something.
- Guide - Zol'sa Vilgrand, Elf
- Traits: Enchanting (+1 Aura)
- With his airy voice and wistful expression, Zol'sa can sometimes come off as more of a phantom than a living being. When pressed, he'll explain he's lived many lifetimes and forgotten everything he's learned, but he at least remembers where things are.
- Scamp - Prissi Fullvault, Native Human
- Traits: Imperious (+1 Aura)
- Bonus Ability: Trusted Comrade (Raider)
- Note: Prissi has two animal friends connected to her Trusted Comrade Ability, a Skree named Flappy and a Growl named Charles.
- Prissi is the daughter of a pair of busy local merchants. She has no patience for the dull world of plenty they occupy, and often escapes with her pets to pester- no, assist any adventurers she comes across!
- Scamp - Bronz, Promethean
- Traits: Wiry (+1 Might)
- A hard faced lad whose doing his best to earn money for his ailing younger sibling. He's a bit too proud and cautious to accept generosity from strangers, but may accept some from a friend.
- Scamp - Delilah, Tenebrate
- Traits: Clever (+1 Insight)
- Thanks to her tendency to sneak off to dark places and remain unseen, Delilah is able to reveal the locations of hidden adventure sites and secret rendezvous to curious adventurers. Her sharp wit is revealed via a curt manner and shrewd demands for the information.
- Scamp - Scrimp, Goblin
- Traits: Tricky (+1 Deftness)
- Scrimp's arms and legs are pretty new to him, having only recently spored and all, so he's having a great time running and jumping about in an effort to test them out. It does get him in a bit of trouble now and again, though.
- Scamp - Milquetoast Essay, Rai-Neko
- Traits: Nine(?) lives (+1 Grit)
- Every coin Milquetoast Essay earns is another step towards his goal of owning a proper skyship and seeing all of Outer World. At least that's how he see's it. It's a great plan as far as he's concerned, and one he'll share with anyone who will listen.
Thursday, 1 February 2024
Thinking with Nodes - making simple maps for BREAK!!
While it's possible to play BREAK!! combats entirely within the theater of the mind, I highly recommend you use some sort of physical (or digital, if your games are played online) map while doing so. Having a map to reference helps everyone at the table re-focus if something else catches their attention and can help prompt them to come up with things like stunts, tricks, or other stratagems.
This is especially true for important Guardian Encounters! While you can use the standard battlefield map for most smaller scale encounters, having a special map for big fights can really add a lot.
Don't fret though! Drawing one is actually much easier to do than it might seem. While the rulebook has some really gorgeous looking examples thanks to Grey's spectacular art, you can honestly get away with much simpler ones that just about anyone can make.
A good way to think of it is that BREAK!! maps, whether it be Region Maps, Adventure Sites, or Battlefields, are all about nodes.
Here's a quick mock-up to show what I mean. I made this in a few minutes in MS Paint, but in my home game I'd likely have doodled it on some index cards or on a dry-wash mat:
This battlefield is intended for a sort of ambush in a cave. There is likely a large, intimidating guardian on the path or near the exit, while some spell casters or foes with missile attacks are perched on the ledges, ready to rain whatever dangerous annoyances they have down on the party.
The important spots on the battlefield are clearly labeled and any conditions that apply to them listed as well. The lines connecting the points make it clear how players are able to move, and some notes at the top add any considerations that apply to the entire thing. All you need are some minis or tokens or other things to mark where everyone is and you're ready to go. The party has a lot of choices here to - do they try to climb to the ledges? Barrel through the main threat? Turn around and get the heck out of dodge?
And that's really all there is to it. Like all things with GM Prep, try not to stress too much and have fun!
Some Farewell Tips:
- Don't worry about detailing everything. Keeping things simple and a little open works well with how BREAK!!'s rules flow. As an example, you can just say "debris is scattered across the floor" without being too specific. It it may prompt a player to ask if there is anything sharp or big enough to throw as a weapon, or things like that, getting them to further consider the battlefield in their actions.
- Keeping the opponents the battlefield is intended for in mind is obvious, but don't forget to consider the fun things about your adventure site as well. A fire temple might have over-heated areas with the dangerous condition, magic forests might have precarious areas swarming with writhing vines, magic polluted facilities might have status ailment causing gunk in certain spots, and so forth.
- You can make a few quick template maps and reskin them for different adventure sites, I won't tell anyone.
Wednesday, 17 January 2024
Freebie: Mook Abilities
Mook adversaries are understandably easy to overlook. In many cases they are relegated to just being opponents for low ranking characters or accessories for a more powerful adversary. In addition, the fact that the only variation in their numerical statistics will come from traits means it's easy to write off these sorts of entities and use them exclusively as distractions or background elements. In fact, you could run a perfectly fine BREAK!! Saga that way.
However, I don't think this has to be the case. Mooks can be relevant for a long time with a few tricks. This boils down to the two aspects you have total control over in their design: their gear and abilities.
Gear Considerations
- Mooks with ranged weaponry can harass player characters from the sidelines and may even have a good chance at hitting well armored characters by assisting each other or simply peppering them with lots of attacks. Grenades also work quite well, as it forces players to mind their position and doesn't depend on rolls from the mook themselves to work. Both these options can be a bit of a hassle though, given you need to keep track of ammunition and rate of fire, so its best left to smaller groups of enemies if you can.
- Outfitting mooks with heavier armor obviously makes them harder to hit, and forces players to think of some other way to take them out of a fight or risk whiffing depending on how well armored they are. Shields can also increase their chance of survival, though their parrying potential might be a bit annoying to keep track in large groups. In the case of either, you still need to make sure the mooks have a more active reason to draw the attention of the party in the first place.
- Mooks with other special gear, like explosives to blow open a hole in the wall of a structure the party is defending, ancient devices that might interfere with magic use, or taming gear they are using to direct some great beast around can also create fun encounters and reasons to take note of the minions and not just the main threats.
Ability Considerations
- Mooks are never going to have very high Aptitudes, so when giving them offensive or status afflicting abilities, it's better to have these force a Check from the target rather than a contest.
- Support Abilities, like having the power to restore lost hearts or increase the defense of a specific individual are a pretty straightforward way to make dealing with mooks a priority.
- Abilities that require several of the same sort of mooks to work in tandem are fun and emphasize that they more of a collective threat than an individual one. It's also a good excuse if you want to justify an Ability that's more powerful than normal for them.
- While this is good advice for any Adversary's ability, it's especially important to remember not to make these too complex. Remember, given the nature of these sorts of entities you'll have to keep track of multiple instances of anything you give them!
With the brief advice out of the way, here's some sample Mook Abilities. These are stripped down to their basic mechanics so you can apply them to your own creations and re-work them to fit any themes or fiction you like.
- If 2 or more mooks of this type are in the same Area, they are able to erect some sort of barrier between them - usually a screen made of crackling mana - that grants the Area the Isolated Battlefield Condition. Naturally the condition is removed if said mooks are defeated.
- More dangerous variants of this Ability might have a barrier that also adds the Harmful Battlefield Condition to the Area.
- Examples: Floating Shield Link Drones, arcane homunculi that can work together to cast a shield spell, elemental creatures who generate fields of fire or electricity.
- When this Mook Assists an ally, they may decide to add the normal +2 bonus to hit or replace that with an additional heart of damage instead. The additional heart of damage can only be applied once - if additional individuals with this Ability want to assist the target, they must provide the to hit bonus instead.
- Examples: Well drilled Old Iron infantry, magical puppets made to look like ancient soldiers, animated melee weapons.
- This Mook combusts when reduced to 0 Hearts, going off with the same effect as a grenade. They may also activate this effect at will, though that reduces them to 0 Hearts immediately.
- Variants of this might leave behind a sort of toxic cloud, granting the Hazardous battlefield condition to the area they were in.
- Very dangerous ones might go off like a bomb instead of a grenade, though if this version is used it's suggested they take a turn to do so and provide some sort of warning, like heating up or making an ominous sizzling noise.
- Examples: Living flames, giant spore clouds, walking wind-up bombs
- 2 of these mooks can initiate a maneuver that forces a single target that is large sized or medium sized to make a successful Deftness Check or become Toppled. If 3 of them work together, this Check incurs a Minor (-2) Penalty, and if 4 do so than they incur a Major (-4) Penalty.
- This Ability is used exclusively by Small or Tiny mooks.
- Examples: chib and goblin commandos from New Ore with a rope, wire drones, microverse dimensional strays with appropriately sized hover vehicles
Tuesday, 2 January 2024
Assists as Combo Moves and other thoughts
- Startling Reveal: A Factotum or Sneak taking their affinity for staying unseen and using it to get a chance to startle a target and getting them to drop their defenses.
- Dweomer Diversion: A Sage using a non-combat magic ability (such as Glowing Ink) to create a flashy distraction to catch the target's attention.
- Harrowing Gesture: Heretics utilizing their Dreadful Ability to do something uniquely tailored to upset or unnerve a target and leave them open to an attack.
- Icarus Shot: One strong character with Supernatural Leaping grabbing another with a missile weapon of some kind and bounding into the air with them in tow so they can take a shot they wouldn't have been able to otherwise.
- Cannon Brawl: Having one character use an Ability to Balloon or Petrify someone, then having another perform an Attack Stunt or Trick to bounce or hurl them into an enemy and topple them.
- Stone Path Strike: A Dwarf using Stone Song to create a ramp or wall for a Raider with Free Runner to dash along it and attack a difficult to reach target, like a colossal creature's strike point.
Saturday, 23 December 2023
Setting: Traveling Merchants
"The first act of true power displayed by a mortal was not one of sword or sorcery. No in fact, amidst the Unshaped's unquestioned reign over reality, the first thing the folk could do to warrant attention was to offer a bargain."
- An excerpt from the exalted journal of Artesi Galvani
Thursday, 7 December 2023
Freebie: The Troublesome Trio (Adversaries)
- Battle/Murder Princesses or Blaster Mages are good candidates to use for different sorts of leaders, though anyone who can be flashy and try and steal the show could work.
- Champions or Proudhound Sellswords are both good examples of Brawns. That said, anyone who can lift heavy things or hold their own in a fight do too.
- Factotums and Sages work well as the Brain, but anyone who can create or call upon means for mayhem could perform the role just as well.
- Whenever the GM rolls on a random encounter table in a Saga where a Troublesome Trio is present, any roll of 3 results in an encounter with them, regardless of where the party happens to be.
- The GM may decide how and why the trio happens to be there or roll on the mood table below for inspiration:
- 1-7: The Trio has simply been following the party and waiting for the exact moment to strike and get in the way of some important objective. The GM should have the party member with the highest Insight roll to see if they notice them. If the party member fails, the Trio will pop up at the worst or funniest possible moment for an ambush.
- 8-14: Believe it or not, they were already here. They are likely stranded or lost when the party stumbles on them. They'll probably play this off as intentional but they are obviously lying.
- 15-20: Unsurprisingly, the trio has already gotten into trouble - another random encounter on the chart is currently scolding or chasing them when they bump into the party. They are not above begging for help.
- This Ability can be ignored when it is absolutely impossible for the Trio to be where the party is or whenever the Game Master forgets about it.
- If a party member is ever forced to make a roll on the Injury Table due to the attack or actions of a member of a Troublesome Trio, the roll always counts as a Light Injury. Individuals who do not use the Injury/Damage table (such as friendly GMC's) are simply knocked out cold.
- Members of a Troublesome Trio don't ever die when reduced to 0 Hearts, instead being incapacitated in a funny way and usually sent flying elsewhere if the means to launch them is present.
- This aspect of this Ability can ignored if someone really evil is attacking the trio, or if the Players (not the characters) are more annoyed than amused by their antics.
Using A Troublesome Trio
- Big machines! (you could represent these by re-skinning some larger adversaries to have some drone or bio-mechanoid abilities),
- Heists! (maybe they are stealing from a patron or ally of the party)
- Terrible disguises that somehow work really well! (for some on brand fun, you could let the players in on these even if they fool their characters).
Example Troublesome Trio: The Shadowed Hearts
- Rank 2 Tenebrate Murder Princess
- +1 Grit, Aura, -1 Insight (Determined, Dramatic, Dense)
- Wrath's Blade: Arc Weapon (Sorrow Scythe)
- Elective Ability: Bulwark of Disdain
- Rank 2 Promethean Champion
- +2 Might, -1 Deftness (Too strong for her own good)
- Favored Weapon: Mighty (She likes hammers)
- Elective Ability: Brute
- Rank 2 Rai-Neko Sage
- +1 Insight (Sharp Wit)
- Elective Ability: Arcane Artificing
Wednesday, 22 November 2023
Setting: Chivalric Orders of Outer World
- While many of these orders have purposes specific to these regions, it doesn't mean members of their ranks can't become adventurers without leaving their order. They may have simply taken up errantry or questing and plan on returning to them someday.
- This is probably obvious, but these are far from the only orders of this sort in Outer World, just a handful to show the sorts of spaces they might take up in a game. You can and should make up your own if you feel so inclined!
- If you wish to use these orders in the game you are running you can save yourself a bit of time designing members by re-skinning available adversaries in the book: Custrels can be used for squires or low ranking knights, Blaster Mages for spell casters among their number, Proudhound Sellswords and Killservants as exceptional knights, and even an Oppressor as the antagonistic leader of an order if you need.
Tuesday, 7 November 2023
Freebie: PURRfectly Playable (Character Option)
- Light Footed (Starting Sneak Ability)
- Furtive (Starting Sneak Ability)
- Don't Mind Me (Starting Factotum Ability)
- In the middle of a dangerous situation, most people are going to ignore a kitty moving around.
- Slinky (Purr Ability)
- While light footed covers a lot of things this grants Edges to, it's still good to take note of this for falling and other situations you might still need to roll for.
- Meticulous Dungeoneer
- Twitchy
- Sudden Strike
- This allows the Purr character to attack normally.
- Legerdemain
- While you really can't do things like card tricks and so forth, this still provides you an Edge on Deftness rolls involving taking things or cat related mischief.
- Inner Dramatics
- Hide in Plain Sight
- Cat's Eyes
- Seems like a no brainer admittedly.
- Desperate Scurry
- Quickly getting out of sight
- Seizing an opportunity
- Keeping track of the good ones
- Feline Acrobatics
- Keeping an eye out for pests
- Acting like you are much bigger than you are
- Getting attention
- Finding all the nooks and crannies
- Spirited Play
- 1-2: Curious (Spirit Quirk)
- 3-4: Soul Link (Spirit Quirk)
- 5-6: Adorable (Physiology Quirk)
- 7-8: Big Eater (Physiology Quirk)
- 9-10: Mage Breaker (Fate Quirk)
- 11-12: Past Injury (Fate Quirk)
- 13-14: Beast Tongue (Fate Quirk)
- You can already speak to other animalistic mammals, but you can use this to acquire another bestial language.
- 15-16: Guardian (Fate Quirk)
- 17-18: Dreamer (Eldritch Quirk)
- 19-20: Sneezles (Eldritch Quirk)
Tuesday, 24 October 2023
Setting: Seeing the Forest for the Trees (Murk)
Murk is an unearthly land dominated mostly by forests located on the greater Akenian continent of the Wistful Dark. It is oft-discussed by both curious academics and cautious lay folk of the rest of Outer World. It is understood as the last vestige of The Dreaming, a place where the laws of material reality wane and old, indistinct things dwell.
Folk live there, and some even wander away from it, but their stories of the place are disparate. Many believe a mortal can only ever know a small part of those great woods, given its strange condition of being of Outer World but being also distinct from it. People rarely die in Murk - it is more likely they will vanish among the trees or become something else entirely.
The Formless Council holds court there, but the ranks of the Unshaped have dwindled to a truly pitiable number. The Glassen Tsar of Crystalia and The Queen of Weeping Shadows rarely attend. Lesser unshaped (such as Belzuub) grow brazen, mocking their ostensible superiors for languishing in idle fantasy. Schemes are often proposed, but are generally never agreed upon.
Murk does often change to reflect the council's moods and whims, but these ripples are petulant rather than methodical. Breezes from all corners of Outer World blow through its foliage, bring chill or warmth in equal measure. Places wither and regrow without warning. Roads, when present, rarely ever lead to the same place for longer than a few days.
Every woodland path eventually leads back to Murk. If one has the permission from a particular Forest's ruler, they may pass from it into that strange land. Some speak of great adventurers who have made numerous alliances so they may quickly traverse from one end of Outer World to another.
Great power gathers here, but it is brittle and fleeting: the oldest being in Outer World rests in a meadow. One great tree rises above all others, a spire filled with treasure from places that do not exist. In a shining lake somewhere, a duchess in white is trying to grow a moon. If one does manage to find the heart of Murk, they may also discover the last remaining fragment of the world that once was.
Wednesday, 11 October 2023
Freebie: Wonder and Whimsy (Gear + Adventure Site Features)
I'm unreasonably excited for Super Mario Wonder, so I thought it might be fun to theme this freebie around it.
I've loved the Mario games since I was a kid, and while it might not be quite as influential on my stuff as a certain other Nintendo franchise I do think some of its DNA did make its way into BREAK!!
Besides, BREAK!! really wears its influences on its sleeve, so it just feels right to occasionally write things like this and show off how people might translate their own favorite things into it for their own sagas.
Anyway, enough blathering, onto the freebies!
- Take up a single inventory slot if stored
- Can be consumed with an action.
- Unless otherwise noted, their effects last until the user would lose a heart or incur an injury somehow. The user is spared the damage, but the power up's effects end immediately.
- Consuming one of these fruits will not only nourish you for a day, but also transform you into a mighty hybrid of yourself and the berry's namesake! In this form:
- You grow to Large size, if you aren't that big (or bigger) already.
- Grants you Supernatural Might and the Champion's Brute Elective Ability.
- 1-2: Everything and everyone currently in the Adventure Site is granted a very unbecoming hat they are compelled to wear for the duration of the effect.
- 3-4: Every location in the Adventure Site now has 3 Chompas (from the adversary section of the BREAK!! rulebook) wandering around them in addition to whatever was in there before. Roll on the Chompa's Mood Table to see how each trio is handling the situation.
- 5-6: Every applicable target within the Adventure Site becomes afflicted with a thematically appropriate Status Ailment as chosen by the GM.
- 7-8: The scenery within the site has come to life and is now moving or wobbling about! Roll a die for each Battlefield Area that comes up to see what condition they gain from all this wiggling:
- 1-4: Nothing new, thankfully
- 5-8: Isolated
- 9-12: Sheltered
- 13-16: Cramped
- 17-20: Precarious
- 9-10: The entire Adventure site is now flooded with water. It's thankfully breathable even for folks bereft of gills, but it does mean everyone inside is going to be stuck wading or swimming everywhere.
- 11-12: The doors and portals of this adventure site are tired of being slammed, having their locks picked, or being bashed open at a whim and are on strike. Anyone wanting to move through one normally will have to negotiate with them (their Aptitudes for any negotiation rolls are equal to their Object Defense Rating, -2)
- 13-14: Physical violence is impossible within the Adventure Site for the duration of the effect. Conflicts are instead resolved via things like card games, rock paper scissors, tongue twisters - whatever the GM has on hand, really. Anyone who loses one of these contests or attempts to attack someone else (including the use of hostile abilities) vanishes until the effect is over, re-appearing at the spot they last got a decent rest at.
- 15-16: The lighting of the adventure site inverts. Well lit places are now pitch dark, shadowy spots are now bright and so forth. It's very disorienting and has likely got the site's normal inhabitants in a tizzy.
- 17-18: The smallest inhabitant of the Adventure Site (not including members of the player's party) is now Massive size (per the Adversary section of the BREAK!! Rulebook). This often comes with an proportionate increase in aggression.
- 19-20: The Adventure site is immediately flipped upside down. This one is probably a (comedic) disaster.
Tuesday, 3 October 2023
Setting: Prominent Belief Systems of Outer World
Many belief systems have come and gone throughout Outer World's history. Each aeon brought in new ways of thinking, and with it, a cataclysm that overthrew some existing power or eroded away a status quo once taken for granted. The current world is characterized by the swirling mixture of remains of divine law, scattered eldritch powers, tattered fate, and the ubiquity of the arcane. It is an overwhelming, but nonetheless wonderous place that calls to be understood. Scholars, leaders, and overthinkers have tried their hands at making sense of it all, and some of those thoughts have actually stuck.
It should be noted that while all of the following belief systems have dedicated adherents, the average individual mixes and matches aspects of these teachings in the way that suit them best. Many find Outer World to be too strange and chaotic a place for a single cosmic truth.
The Mana Inequity Principle and Arcane Altruism
A stark reality of Outer World is that certain individuals can do things that others cannot. Seasoned casters will spend their whole life studying to master a few spells, while some cocky hedge wizard will have just as many under their belt with a fraction of the practice. Veterans of multiple wars will watch in awe as a youthful waif leaps along rooftops and displays master level swordplay to topple a flying beast they couldn't touch, and so forth.
Both light and dark mana flow through all things, but it lingers longer and empowers certain individuals more than others. This leads to heightened physical ability, rapid personal growth and supernatural talent with magic and other skills. This obvious difference was noted by a group of 2nd Aeon researchers, who also named it the Mana Inequity Principle.
While these facts are easy to see, a question remains: why does this imbalance exist?
Early assumptions attributed it to spiritual enlightenment or being chosen by fate, but ancient studies and modern observation have proven that mana attunement is not connected to these factors at all. In fact, there seems to be little or no consistency between those gifted few. Magic is as alive as any of us, after all, and is just as subject to whim and capriciousness as the folk are.
There remains a debate as to exactly what a mana attuned individual should be doing with their gifts. The most popular contemporary answer is “Whatever they like”. In a close second is the primary edict of Arcane Altruism, a philosophy created by prominent Akenian sage Dizah Gren.
It proclaims that all magic, including that which is under the power of an individual, should be used for the betterment of all folk. Dizah's initial intent was clear: she was a firm believer in using her power and knowledge to improve the lives of those without and felt others should aspire to do so as well. A rival wizard named Gar Baxin liked the sound of her teachings, but argued that to truly do the most good casters must first accumulate a great deal of arcane might, leading to the well intentioned doctrine becoming an excuse for some to attempt dangerous rituals and hoard powerful relics.
While it fell out of vogue after the 3rd Cataclysm and the fall of Akenia, Arcane Altruism has seen a recent resurgence, predominantly in Shard's college of Magia. The Gren and Baxin schools of thought came along with it, and that debate has also resumed.
Dawn Orthodoxy
The primary tenet of this philosophy is that the light of the Sun Machine is a shepherding force, essential for living a full and proper life. The Invincible Bright is anthropomorphized as a benevolent force, blessing the Sun Machine and all those who wield Bright Magic with the strength and wisdom to keep the folk on the path of truth.
Obfuscation and ambiguity are regarded poorly, as a lack of clarity is seen as the primary obstacle on the path of enlightenment. Some of its observers are loyal to Emperor Regulus, seeing him as an embodiment of the Orthodoxy's principles in Outer World. While he had little to do with the founding or spreading of their beliefs, he's yet to deny this beneficial assumption.
The Speakers of Sol represent the main driving force of the Dawn Orthodoxy. Centered in the Sol Alliance, their spirited words ring especially true in light of the Sun Machine they so proudly revere. They lack a particularly strict hierarchy, giving each speaker equal authority on the subject of their religion and leading to a great deal of factions under the Orthodoxy's umbrella.
Followers living in regions not graced with the light of the Sun Machine are known as the “Splintered”. Many will never see the brilliance they so admire, contenting themselves with Star Shards and other sources of illumination while hoping their essence can join the Invincible Bright upon death. Their practices tend to be a bit less bombastic and softer than the Speakers of Sol, but they are no less dedicated.
Dark Adventism
Often dismissed by detractors as the whisperings of those lost to ambition and egoism, Dark Adventism is actually a rather complex and flexible set of beliefs. The Profound Darkness and the embrace of one's innermost self is at the center of its ideology. Expression is a most holy act, with both great works of art and blasphemous displays owing their existence to this philosophy.
Denial of one's emotions and desires or those of others is against the ethos of Dark Adventism, but like the Profound Darkness itself this edict is mutable and interpretable. Those truly devoted to the philosophy fully embrace the contradictions that come when one's wishes intertwine and conflict with another, seeing them as quandary worth pondering and a test of conviction.
Most dedicated practitioners concentrate on personal agency rather than grand sermons. Known as the Tenebrous Pact, its adherents seek their greatest selves by whatever means they can manage. This private path is popular with all walks of life, attracting everything from ambitious merchants and artists to skilled warriors and phantom thieves.
A more controversial form of Dark Adventism is Nephelism, named after the celebrated Shadow Queen of old Calian, Nephel. Based predominantly on her actions and teachings, it eschews the abstract aspects of the philosophy and puts a greater emphasis on dark magic as an effective means of attaining one’s desires. Nephel herself had a well documented fondness for summoning entities from beyond the sky to do her bidding.
The Twilight Manifest
Moderation and balance are the core virtues of the Twilight Manifest. Both the Invincible Bright and the Profound Darkness represent various forms of excess; problematic but necessary. It is good and proper for one to maintain parity in their various whims, usually with the help of self-discipline or a spiritual leader.
Excess is seen as the primary sin of the folk, one that even the most pious will occasionally falter in. Many teachings of the Manifest suggest seeking balance via calm contemplation on how best to harmonize their immodest tendencies. Some will even suggest to attempt equal but opposite actions to achieve true equilibrium.
The Twilight Manifest is gently practiced in many places of the Outer World, seen as a guideline rather than a strict code of ethics. It is often adopted by those reaching the later years of their life, as the moderation it espouses is seen as a good way to keep healthy and safe.
More structured versions exist, however. The Church of the Sacred Chain is the most prominent faith in Shard and encourages strict enforcement of its doctrine, going so far as to accept donations to their institution as a means of "balancing" one’s immoderations. This has worked out well for the church, allowing them to grow into a powerful organization and even fund their own knightly order.
A final note...
This is not an exhaustive list of the philosophies and religions present in Outer World. For example, the religions for the various small gods, immortals, and un-shaped that have bothered to gather a following are missing, as are the teachings of those loyal to the deposed Divine Rulers and the remnants of their Celestial Order. There are also further sects and branches in the philosophies listed here. Attempting to list all of them would be an arduous task indeed.
