Madriñan & Tartaglia BREAK!! Core Rules

€69.00

BREAK!! is a standalone tabletop roleplaying game of exploration and adventure, inspired by classic anime and SNES era video games

BREAK!! is simple and quick to learn, perfect for anime and JRPG fans looking to try out tabletop games for the first time. The book provides a rule set familiar to players of 5E, yet clean and modern. BREAK!! is 12+. It contains some challenging themes and art that will engage older children but parental discretion is advised for younger players. BREAK!! also possess many features that make OSR style of play so much fun... it's just a little bit less grim dark. This includes: problem solving focus, zero to hero progression, quick procedures, and modular subsystems.

Gameplay

As an adventurer you will:

  • Journey across shattered landscapes.

  • Explore the world’s ancient ruins and the wonders of the modern age.

  • Encounter and interact with Outer World’s many unusual inhabitants.

  • Negotiate or fight with monstrous or cunning adversaries.

  • Survive and endure Outer World’s many perils and challenges.

  • Craft items, magic and mechanical.

  • Create social bonds with the friends you meet along the way.

  • Attempt to rise through the adventuring ranks to become legend.

  • Experience the wonder, humor, tragedy and triumph of adventuring.

Setting

Outer World: A wondrous and deadly playground

  • BREAK!! has a post-apocalyptic fantasy setting full of derelict mega structures, shambling war machines, and nature warped by magical pollution.

  • The sun machine is broken; bathing half the planet in light and casting the other into shadow.

  • Enough setting detail is provided to excite players and inspire GMs, but not so much it makes it difficult to build in your group's own preferences and ideas.

  • A brief history provides gameable legend and myth to connect your adventures to.

Themed regions allow players to find adventures that suit their taste

  • Wistful Dark: Cloaked in darkness, a gloomy and melancholy realm filled with an equal measure of fear and hope.

  • Twilight Meridian: A land of perpetual dawn, a series of diverse and interrelated islands that compete for resources and influence.

  • Blazing Garden: Under the permanent glare of the sun machine, a bold and bombastic place full of larger-than-life characters and creatures.

  • Buried Kingdoms: Below the crust of the earth, an endless war rages in the burrows and caverns of the underland.

Character creation

  • Familiar fantasy archetypes are bolstered with character options that are unique to BREAK!!'s setting. You can choose from 8 Callings and 11 Species enabling you to create anything from a nekomimi ninja to a mechanoid mage.

  • Each PC has a Quirk, a physical or psychological anomaly that makes the character unique. Quirks range from strong personality traits to oddities like a Magitech eye.

  • In addition, characters come with a History that ties them into the setting and provides them with useful knowledge and expertise. A lowly Moss Scraper from the Buried Kingdom will have strong survival instincts, whereas a Disgraced Scion from the Twilight Meridian will be adept at deception.

  • Kit out your PC with Gear to provide them with more tactical options: interesting weapons, mildly magic consumables, outfits, pets, followers, vehicles, and more.

  • Options focus on creating interesting, rather than optimized, characters.

  • Create a character in as little as 5-10 minutes!

Adversaries

  • Outer World is full of strange individuals and creatures that want to thwart your progress or simply eat you.

  • 21 distinct and archetypal, ready-to-use Adversaries are included; these range from demonic plague carriers to tiny, annoying elementals.

  • Titanic monsters roam the land; scale them, find their weak spots, and bring them down using the Colossal Combat rules.

  • Modular design makes it easy to remix and reskin Adversaries. Reskin a Skeleman into a clockwork automaton, or add the Living Dead Ability to an Adversary to make a zombie version. New monsters in minutes!

  • Adversary Mood Tables make each encounter you have unpredictable, so don't reach for your sword too soon.

  • Easy to reference tactics and roleplaying notes make the Adversaries simple to run at the table.

  • Harvest monstrous body parts to Craft magic items.

Rules overview

The BREAK!! rules will be familiar to anyone who's slung a d20 before, but they have been streamlined to make it easy to pick up for new players.

  • There are simple rules for: Journeys, Exploration, Negotiation, Fights, Downtime, and Crafting. These rules create a unique experience for each separate activity.

  • BREAK!! only needs a d20.

  • Aptitudes (Ability Scores) are set by your Calling (Class), not rolled, but you can tweak them with your Traits.

  • Experience Points are awarded for Rank advancement (Leveling).

  • Simple roll under Aptitude Checks are used to resolve the outcome in most situations (Skill checks & Saves).

  • A Point-crawl overland travel system helps avoid aimless wandering.

  • Social Bonds and Reputations give your actions and meaningful in-game consequences.

Checks & Contests

  • Checks are a simple resolution mechanic used throughout the rules. To make a Check choose an Aptitude Score related to the action you are trying to perform (Might, Insight, etc) and roll under it to succeed.

  • Rolling the exact value required results in Special Success, where you achieve more than you were aiming for.

  • In a Contest with another character or creature you need to roll under your Aptitude score but roll higher than your opponent to win.

  • Bonuses (and Penalties) for each individual roll are capped to keep the math quick and simple and the game flowing.

  • Abilities and circumstances provide you with Edges (and Snags) which give you another chance to succeed (or fail).

Journey

  • You'll need a Map and Compass (or a capable Guide!) to find your way around Outer World without getting Lost.

  • The point-crawl system keeps exploration focused on points of interest... although the Trailblazing rules allow you to go off-road and create shortcuts of your own!

  • You'll need to plan your journey if you want to arrive in a healthy state: Do you have enough rations? Will you rest at Camp or Rush and suffer the consequences of Fatigue? What mount best suits the terrain? Do you need specialist gear to traverse the landscape?  Will the terrain inflict you with an embarrassing Ailment (Jellyfied, Putrefied, Dispirited, etc.)?

Explore

  • Each move you make when exploring an Adventure Site risks an encounter with one of its inhabitants. What Mood will they be in?

  • Your PC's Position when exploring determines what dangers they are exposed to and the details they observe when exploring. Choose from Scout, Vanguard, Observer, and Rearguard. 

  • What Movement Type will you use? Cautious, Hasty, Stealthy. Each comes with its own perks and pitfalls when traversing an Adventure Site.

Negotiate

  • First choose an Objective: Are you trying to win over a crowd or convince the city guards?... then choose a Tactic: Honeyed Words, Logical Reasoning, or Endless Blathering... finally make your Negotiation roll.

  • Leverage Influencing Factors to improve your chances of success, this includes bribes and supporting evidence.  

  • The Negotiation rules are designed to be decisive and push the game forward, once the roll is made the consequences of Negotiation are apparent... although you do get one last chance to Push Your Point.

Fight

  • Simple, no fuss, turn-based combat.

  • The player's team can choose the order they act in, so they orchestrate their tactical battle plans; or just go round the table in order to keep things simple.

  • Combatant's Hearts (Hit Points) are kept low making combat calculations effortless.

  • The Attack roll combines 'to hit' and 'damage' into one roll to speed up combat admin. If the roll is above your enemies Defense Score you hit and do 1 Heart damage, but if your roll is higher than the weapon's Extra Damage number you'll inflict an extra Heart.

  • Abstracted Battlefield Area & Conditions avoid the need for a battle grid, which makes combat faster but makes it more tactical than a simple distance abstraction.

  • Weapon Types affect the way you conduct yourself in combat. For example, Mighty Weapons do more damage, Arc Weapons can swipe at two foes per turn, and Lash Weapons can reach opponents in an adjacent Battlefield Area.

  • Inventive battles maneuvers are encouraged by the rules: Wagers, Stunts, Tricks, and Assists give all characters interesting tactical options in combat.

  • Your Hearts reset after each combat, so no need to rest but...

  • You roll on the Injury table when you lose all your Hearts. The effect of these Injuries persist until treated properly.

Craft

  • Learn a Crafting Discipline: Tailoring, Forging, Cooking, Alchemy, etc.

  • Repair Sundered items and add Custom Abilities to standard equipment.

  • Use Magic Materials & Additives to craft Imbued items, but roll well or suffer a Crafting Mishap.

  • Some monsters will yield strange Materials & Additives that can be used for Crafting. 

Downtime

  • Spend the time between adventures wisely: Treat injuries, train your Companions, research your next adventure or latest magical acquisition, tame wild beasts, Craft a special item, and more.

  • Socialize to create Bonds between PCs which trigger Ability perks. 

Game Master tools

  • The book contains tips, tools, and examples for creating and running BREAK!! adventures including: Maps, Adventures Sites, Game Master Characters, and guidance for running longer Sagas.

  • Advice for quick, gameable session prep helps you get your game to the table faster with less fuss.

  • Guidelines for creating your own monsters and adversaries, including tips for designing new special abilities.

  • Adventure generator tables for helping you beat 'Game Master's block'.

  • Lots of colorful, ready-to-use examples for you to modify and learn from.

Co-published by Grey Wizard Press & Naldobean Games, 2023

USA Import

Hardback

470 full-colour pages

18 × 25 cm

BREAK!! is a standalone tabletop roleplaying game of exploration and adventure, inspired by classic anime and SNES era video games

BREAK!! is simple and quick to learn, perfect for anime and JRPG fans looking to try out tabletop games for the first time. The book provides a rule set familiar to players of 5E, yet clean and modern. BREAK!! is 12+. It contains some challenging themes and art that will engage older children but parental discretion is advised for younger players. BREAK!! also possess many features that make OSR style of play so much fun... it's just a little bit less grim dark. This includes: problem solving focus, zero to hero progression, quick procedures, and modular subsystems.

Gameplay

As an adventurer you will:

  • Journey across shattered landscapes.

  • Explore the world’s ancient ruins and the wonders of the modern age.

  • Encounter and interact with Outer World’s many unusual inhabitants.

  • Negotiate or fight with monstrous or cunning adversaries.

  • Survive and endure Outer World’s many perils and challenges.

  • Craft items, magic and mechanical.

  • Create social bonds with the friends you meet along the way.

  • Attempt to rise through the adventuring ranks to become legend.

  • Experience the wonder, humor, tragedy and triumph of adventuring.

Setting

Outer World: A wondrous and deadly playground

  • BREAK!! has a post-apocalyptic fantasy setting full of derelict mega structures, shambling war machines, and nature warped by magical pollution.

  • The sun machine is broken; bathing half the planet in light and casting the other into shadow.

  • Enough setting detail is provided to excite players and inspire GMs, but not so much it makes it difficult to build in your group's own preferences and ideas.

  • A brief history provides gameable legend and myth to connect your adventures to.

Themed regions allow players to find adventures that suit their taste

  • Wistful Dark: Cloaked in darkness, a gloomy and melancholy realm filled with an equal measure of fear and hope.

  • Twilight Meridian: A land of perpetual dawn, a series of diverse and interrelated islands that compete for resources and influence.

  • Blazing Garden: Under the permanent glare of the sun machine, a bold and bombastic place full of larger-than-life characters and creatures.

  • Buried Kingdoms: Below the crust of the earth, an endless war rages in the burrows and caverns of the underland.

Character creation

  • Familiar fantasy archetypes are bolstered with character options that are unique to BREAK!!'s setting. You can choose from 8 Callings and 11 Species enabling you to create anything from a nekomimi ninja to a mechanoid mage.

  • Each PC has a Quirk, a physical or psychological anomaly that makes the character unique. Quirks range from strong personality traits to oddities like a Magitech eye.

  • In addition, characters come with a History that ties them into the setting and provides them with useful knowledge and expertise. A lowly Moss Scraper from the Buried Kingdom will have strong survival instincts, whereas a Disgraced Scion from the Twilight Meridian will be adept at deception.

  • Kit out your PC with Gear to provide them with more tactical options: interesting weapons, mildly magic consumables, outfits, pets, followers, vehicles, and more.

  • Options focus on creating interesting, rather than optimized, characters.

  • Create a character in as little as 5-10 minutes!

Adversaries

  • Outer World is full of strange individuals and creatures that want to thwart your progress or simply eat you.

  • 21 distinct and archetypal, ready-to-use Adversaries are included; these range from demonic plague carriers to tiny, annoying elementals.

  • Titanic monsters roam the land; scale them, find their weak spots, and bring them down using the Colossal Combat rules.

  • Modular design makes it easy to remix and reskin Adversaries. Reskin a Skeleman into a clockwork automaton, or add the Living Dead Ability to an Adversary to make a zombie version. New monsters in minutes!

  • Adversary Mood Tables make each encounter you have unpredictable, so don't reach for your sword too soon.

  • Easy to reference tactics and roleplaying notes make the Adversaries simple to run at the table.

  • Harvest monstrous body parts to Craft magic items.

Rules overview

The BREAK!! rules will be familiar to anyone who's slung a d20 before, but they have been streamlined to make it easy to pick up for new players.

  • There are simple rules for: Journeys, Exploration, Negotiation, Fights, Downtime, and Crafting. These rules create a unique experience for each separate activity.

  • BREAK!! only needs a d20.

  • Aptitudes (Ability Scores) are set by your Calling (Class), not rolled, but you can tweak them with your Traits.

  • Experience Points are awarded for Rank advancement (Leveling).

  • Simple roll under Aptitude Checks are used to resolve the outcome in most situations (Skill checks & Saves).

  • A Point-crawl overland travel system helps avoid aimless wandering.

  • Social Bonds and Reputations give your actions and meaningful in-game consequences.

Checks & Contests

  • Checks are a simple resolution mechanic used throughout the rules. To make a Check choose an Aptitude Score related to the action you are trying to perform (Might, Insight, etc) and roll under it to succeed.

  • Rolling the exact value required results in Special Success, where you achieve more than you were aiming for.

  • In a Contest with another character or creature you need to roll under your Aptitude score but roll higher than your opponent to win.

  • Bonuses (and Penalties) for each individual roll are capped to keep the math quick and simple and the game flowing.

  • Abilities and circumstances provide you with Edges (and Snags) which give you another chance to succeed (or fail).

Journey

  • You'll need a Map and Compass (or a capable Guide!) to find your way around Outer World without getting Lost.

  • The point-crawl system keeps exploration focused on points of interest... although the Trailblazing rules allow you to go off-road and create shortcuts of your own!

  • You'll need to plan your journey if you want to arrive in a healthy state: Do you have enough rations? Will you rest at Camp or Rush and suffer the consequences of Fatigue? What mount best suits the terrain? Do you need specialist gear to traverse the landscape?  Will the terrain inflict you with an embarrassing Ailment (Jellyfied, Putrefied, Dispirited, etc.)?

Explore

  • Each move you make when exploring an Adventure Site risks an encounter with one of its inhabitants. What Mood will they be in?

  • Your PC's Position when exploring determines what dangers they are exposed to and the details they observe when exploring. Choose from Scout, Vanguard, Observer, and Rearguard. 

  • What Movement Type will you use? Cautious, Hasty, Stealthy. Each comes with its own perks and pitfalls when traversing an Adventure Site.

Negotiate

  • First choose an Objective: Are you trying to win over a crowd or convince the city guards?... then choose a Tactic: Honeyed Words, Logical Reasoning, or Endless Blathering... finally make your Negotiation roll.

  • Leverage Influencing Factors to improve your chances of success, this includes bribes and supporting evidence.  

  • The Negotiation rules are designed to be decisive and push the game forward, once the roll is made the consequences of Negotiation are apparent... although you do get one last chance to Push Your Point.

Fight

  • Simple, no fuss, turn-based combat.

  • The player's team can choose the order they act in, so they orchestrate their tactical battle plans; or just go round the table in order to keep things simple.

  • Combatant's Hearts (Hit Points) are kept low making combat calculations effortless.

  • The Attack roll combines 'to hit' and 'damage' into one roll to speed up combat admin. If the roll is above your enemies Defense Score you hit and do 1 Heart damage, but if your roll is higher than the weapon's Extra Damage number you'll inflict an extra Heart.

  • Abstracted Battlefield Area & Conditions avoid the need for a battle grid, which makes combat faster but makes it more tactical than a simple distance abstraction.

  • Weapon Types affect the way you conduct yourself in combat. For example, Mighty Weapons do more damage, Arc Weapons can swipe at two foes per turn, and Lash Weapons can reach opponents in an adjacent Battlefield Area.

  • Inventive battles maneuvers are encouraged by the rules: Wagers, Stunts, Tricks, and Assists give all characters interesting tactical options in combat.

  • Your Hearts reset after each combat, so no need to rest but...

  • You roll on the Injury table when you lose all your Hearts. The effect of these Injuries persist until treated properly.

Craft

  • Learn a Crafting Discipline: Tailoring, Forging, Cooking, Alchemy, etc.

  • Repair Sundered items and add Custom Abilities to standard equipment.

  • Use Magic Materials & Additives to craft Imbued items, but roll well or suffer a Crafting Mishap.

  • Some monsters will yield strange Materials & Additives that can be used for Crafting. 

Downtime

  • Spend the time between adventures wisely: Treat injuries, train your Companions, research your next adventure or latest magical acquisition, tame wild beasts, Craft a special item, and more.

  • Socialize to create Bonds between PCs which trigger Ability perks. 

Game Master tools

  • The book contains tips, tools, and examples for creating and running BREAK!! adventures including: Maps, Adventures Sites, Game Master Characters, and guidance for running longer Sagas.

  • Advice for quick, gameable session prep helps you get your game to the table faster with less fuss.

  • Guidelines for creating your own monsters and adversaries, including tips for designing new special abilities.

  • Adventure generator tables for helping you beat 'Game Master's block'.

  • Lots of colorful, ready-to-use examples for you to modify and learn from.

Co-published by Grey Wizard Press & Naldobean Games, 2023

USA Import

Hardback

470 full-colour pages

18 × 25 cm