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Breachworld Player Race Folio 3 Player Races Plus
Breachworld Player Race Folio 3 Player Races Plus
Breachworld Player Race Folio 3 Player Races Plus
Welcome to the third Player Race Folio for the Breachworld RPG. Unlike
previous installments that featured a single Player Race, you'll find expansions
of all 13 original races from the RPG, with additional detail and expanded
material such as more extensive background, more detailed statistics, and
various extras.
© 2017 Jason Richards Publishing, All Rights Reserved. D6 and Mini Six
text, rules, and materials used per Open Game License (OGL).
Art by Amy Ashbaugh, Damon Bowie, Matthew Bryan, Marcus Lindren,
Mike Mumah, RJ Palmer, Eric Quigley, and Michael Wilson.
Digital v1.0 (July 2017).
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Skyscraping Salvage
Climbers who live in the upper levels of ancient ruins have many interesting
salvage opportunities, some of which may include:
Personal electronics. Screens, cells, other consumer electronics of the
Golden Age are incredibly resilient and if somewhat protected from the
elements may even be in excellent condition. Even goods which aren’t still
in working order contain valuable components.
Jewelry. While clothing has almost always rotted away over the centuries,
jewelry made of precious metals, stones, and especially Golden Age
materials can survive for millennia and only needs a good cleaning and
buffing to look like new. Shiny bits fetch a good price in high-end markets,
or in some cases can be melted down and used to construct or repair
delicate electronics.
Birds and eggs. May birds, to say nothing of flying Breach creatures, roost
high in the ruins of ancient buildings. Birds may be captured and sold for
food, or their eggs collected for trade.
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one day manifested across the planet, where they pulled unsuspecting and
unprepared Dru across space and time. These Breaches are notably unstable
and random, appearing and disappearing all over Wildscape, each time hurl-
ing handfuls of Dru to Earth.
One With Nature
Dru feel great kinship to nature, particularly animals, with whom they can
communicate through a simple form of telepathy. On their homeworld, the
Dru labored in partnership with livestock to work the land and meet other
needs, such as transportation and even as comrades at arms. They continue
this on Earth, trying as best they can to live with the land and among their
animal brothers rather than at their expense. As one might expect, virtually all
Dru are strict vegetarians.
Most Dru keep one or two particular animal friends in close company,
usually for life. These aren’t pets, but companions. Because Dru don’t see an-
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Disposition
Dru are remarkably easy-going and good-natured. They are very fond of all
who spend their days working the land, or explorers and guides who make
careers of traveling and discovering the wilderness.
Where Dru are distinctly turned off is by those who are cruel or careless
when dealing with nature’s creation. While they are understanding of those
who use animals for food and as servile laborers, they do not abide harsh
treatment of the world’s innocent creatures. They likewise abhor wasteful
misuse or pollution of the Earth’s unspoiled country.
While gentle and kind by nature, Dru are not pacifists. They will take up
arms in the name of a cause, as they often do in support of the Cooperative
and other such groups, or in defense of communities where they live.
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compare. As one of the more ancient known races, the technology of the
Elder is advanced beyond the understanding of most mortals and borders on
what many would consider to be magic.
One example is the Lens, a powerful combination of weapon and tool
wielded by most Elder which seems to lack a power source and be activated
by the power of thought. Despite no obvious mechanical, electrical, or other
workings, it can fire devastating blasts of energy, cast a simple light, record
and store visual information, or display projections. This is all seemingly ac-
complished through Aether manipulation without the aid of an Epic.
Those Elder who dedicate themselves to the study of Aether manipula-
tion can become very powerful Epics, as the performance of Aether Feats
seems blended with commonplace mechanical workings within Elder society.
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Lens
A Lens is a powerful weapon and tool carried by most Elder. It is a sort of
amulet made principally of a round, opaque, convex crystal, but often ad-
orned with accents of other materials. The overall appearance may be very
simple or ornate. Many Elder wear the Lens on a chain around their neck
of hung from a belt, or keep it in a convenient pocket. It is held in the
Elder's palm when used. Only an Elder is capable of operating the device.
The Lens has several basic functions, both practical and for combat:
Lens Blast
When aimed and activated by mental command, the Lens emits an invisible
blast of force. The Elder can mentally adjust the damage ranging from
harmless up to the maximum.
Skill: Throw
Damage: 4D+2
Ammo: Unrestricted
Range: 10/50/150 feet (3/15/45 m)
Bonus: +3 to strike
Lens Lantern
With a thought, an Elder can make his or her Lens glow with the brightness
of a lantern. The glow emanates from the Lens and can be maintained as
long as the Elder holding it maintains concentration.
Lens Holo
A Lens can record and project holographic images, without audio. The
small projection is emitted from the lens, with a maximum image display of
roughly a foot (0.3 m) in each dimension. The image can be sustained so
long as the Elder operating the Lens maintains concentration.
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and the Grim were free expand their own culture beyond one of combat and
survival, though the memory of harder times was always top of mind. Dur-
ing this time the ritual of the iconic Grim Blade was formalized and institu-
tionalized, and became a part of daily Grim life.
It was a century later that Gate malfunctions wreaked havoc on Atadba,
transporting unknown thousands of Grim to Earth.
Strength Through Perfection
The Grim who overcame their longtime enemy never allowed themselves or
their progeny to forget the lessons learned in battle, or the importance of
struggle to develop character and encourage innovation. This developed into
a way of life which sought perfection in every act. Constant improvement is
the greatest Grim cultural value, be it in tasks as simple as cooking a meal or
playing a game, or as complex as advanced engineering or mathematics.
This lesson is never more evident than in the ritual practice of the use of
a Grim Blade. On Atadba, daily practice was led in morning and evenings in
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Grim Blade
The Grim Blade is a short sword, the traditional weapon of the Grim
homeworld. Razor-sharp on one edge, with a large barbed hook on the
other, it is a particularly violent weapon used more in the manner of a
cleaver than of a traditional short sword, as well as using the hooked side to
either disarm opponents or pull them in closer.
Skill: Sword
Damage: +2D
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place. To them, post-Fall Earth is the ultimate land of opportunity, and they
work diligently to make the most of it.
One True Faith
The Holy follow a trio of deities known as the Great Sisters. According to
the priests, they were once mortal beings who ascended to a higher plane of
understanding and existence before shedding their physical forms to instead
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Acolytes
Set apart from other members of the faith are the Acolytes. They can be of
any race, though on Earth they are most commonly humans. Their sole,
holy purpose is to protect the priests from harm by any means necessary.
Into this role are recruited soldiers, Epics, and thugs of all sorts. Some
Acolytes are even just paid mercenaries who are not true believers, but have
been lured in by security and the promise of wealth and power. Any act in
defense of the faith is permitted, and even encouraged.
Acolytes wear orange robes in the performance of their sacred duties,
though they may go in disguise if sent on missions away from the temple.
Even in the temple, armor is usually worn beneath the robes.
The traditional weapon of an Acolyte is a smooth-headed, one-handed
mace, which evokes the image of the stalked neck and eye of The Holy. All
carry one at their side, but also may wield other weapons of choice, ranging
from swords and hammers to handguns and energy rifles.
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came through a Breach hundreds of years ago, they are a race distinct from
their alleged human cousins in many ways.
Life in the Dark
Most everything about Morlock physiology is ideally adapted for their sub-
terranean life. They have extraordinary night vision and an infallible sense of
direction, even underground where most find it easy to get turned around
without spatial context. Further encouraging a life in the dark is the fact that
their eyes are very sensitive to light. Thus, it is unusual to find a Morlock away
from the protection of his or her often-subterranean dwelling during daylight
hours.
As different as Morlocks may be from humans biologically, it is the soci-
etal differences which really set the two apart. Morlocks do not seem to un-
derstand civilization or most technology, and while they may scrounge simple
tools they can put to use such as a knife, rope, shovel, or other similar gear,
they do not seek it out. They even shun the use of fire due to their natural
aversion to light, which means eating a steady diet of raw insects, fish, and
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Strength in Numbers
Nobody in the Civilized Lands realizes how many Morlocks there really are.
In a few secluded locations, unrelated groups of the subterranean hu-
manoids have reached populations into the hundreds. It’s hardly an army,
but even a hundred Morlocks bent on pillaging farms and towns would do
serious damage.
• One group of roughly 150 Morlocks lives in and around what was once
known as Inner Space Cavern, south of the Golden Age city of Geor-
getown and just off the ruins of Interstate 35. They survive mostly on
bats that live in the caves.
• Roughly 200 make their home in Natural Bridge Caverns north of the ru-
ins of San Antonio. They have a more civilized arrangement than most
Morlocks and utilize gathering parties to collect insect, vermin, and fish at
night to provide for the community.
• Almost 300 Morlocks live in the extensive tunnel system beneath the ruins
of the Texas Medical Center in Houston. Much of the system is flooded
or collapsed, but the Morlocks have discovered or created an intricate sys-
tem of connecting passages. The mob thrives thanks to a Breach in one
of the tunnels which regularly imports a variety of edible slimy, slug-like
creatures.
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tions to its prey and was so feared that it was hunted to extinction.
The Pathos evolved and tamed their wild, psychic world over the ages,
and in their turn invented their own form of Gate technology and enjoyed a
Golden Age much like Earth’s. The Gate collapse on Earth struck a blow to
Ema as it did so many other worlds, bringing Pathos across space-time in the
earliest days of the Lost Age. They have been known to arrive in the Civilized
Lands through different Breaches across the region.
Life as an Open Book
To Pathos, transparent emotions are a natural part of the social order. In their
society, they did not attempt to block others from reading their feelings, and
did not hesitate to read the feelings of others. Pathos have nothing to hide
from each other and developed a culture of saying what they mean and
meaning what they say.
This openness obviously does not translate to most other races, who are
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Pathos Empathy
Passive Reading
A Pathos senses general emotions in an area - a "read of the room" - from
the immediate vicinity (20 foot/6 m radius). This is an automatic success
unless another person is aware of the passive reading and deliberately resists
by maintaining concentration. Strong or out of place emotions are sensed,
but not pinpointed.
Active Reading
An individual can be specifically and deliberately read, in which case the
Pathos can more distinctly determine the target’s emotional state. The
character knows if the target is happy, sad, nervous, antagonistic, angry,
frightened, or any other specific feeling. All targets get an opportunity to
resist unless willingly allowing the Pathos to read his or her emotions.
TN: Resist Roll
Duration: Concentration
Range: 100 feet (30 m)
Resisted: Epic skill, or Charm attribute
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Technology
The biggest upgrade the Reptilian Raiders have found on post-Fall Earth is
the existence of advanced defensive and weapons technology far beyond the
swords, spears, shields, and other implements of combat they could create on
their own. Despite their impressive skill at crafting archaic weapons and ar-
mor from wood, stone, bone, and metal, nothing in their skill set replaces a
rifle or ion pistol or flak jacket when going into battle.
Raiders love modern weapons and equipment, which they steal or pillage
at every opportunity. They can typically figure out how to operate a relatively
simple device with a safety and a trigger, or a few switches. Even though they
lack the skill to repair, or even sometimes reload a modern weapon, they
routinely use them in their attacks. When damaged or exhausted, the Raiders
usually scrap and discard their high-tech toys and seek to replace them
through constant raiding.
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found on Earth during the Golden Age, including a network of Gates which
connected all of their thousands of island city-states. Their unique architec-
ture blended structures above and below the surface of the shallow seas as
palatial complexes featuring industry, commerce, and research. Submersible
vehicles ferried River Folk between pressurized underwater buildings. Ad-
vanced machines aided them in their daily mundane labors. They enjoyed all
the trappings of a super-modern society.
The Gate disaster that swept across the home of the River Folk was par-
ticularly devastating. Many Gates Centers were found in underwater buildings,
which were damaged in an eruption of interdimensional energy at the mo-
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for a Tusk to find work as muscle of one form or another, but they are also
underrated leaders, tacticians, and mechanics with an intellect on par with
most races.
Origins
The Tusks found in the Civilized Lands are all the descendants of those who
came to Earth through a Breach somewhere else in North America, genera-
tions ago. Therefore, none of the Tusks regularly encountered have any
knowledge of their homeworld beyond what oral tradition has been handed
down, and lack even memory of a native tongue, instead conversing in Eng-
lish, Spanish, and a smattering of other regional Earth languages.
Tusk tradition tells tales of a homeworld which is deific in scale, where
they were among the smallest and weakest of races. They lived as little more
than vermin to vastly more powerful, godlike beings. This may mean that,
unlike most aliens who have been pulled to Earth through disastrous or acci-
dental phenomena, these brutes may originally have been willing immigrants
to escape a far worse situation than the trials offered by Earth. The location
of the Breach which bridges the Tusk homeworld and Earth is unknown. It’s
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Fighting a Tusk
There are many common methods to try and take on a Tusk in combat:
Burst fire. Burst fire is an incredibly expensive option, as it uses a lot of
valuable ammunition, but nobody said fighting a Tusk would be cheap.
Scaled weapons. Weapons designed to take on light armored vehicles
(+2D scale weapons) leverage greater firepower than typical firearms.
Fire with fire. A skilled and physically powerful combatant with a heavy
melee weapon and sturdy armor may be able to go toe-to-toe with a Tusk,
though that is a game with very high stakes.
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