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Broken Weave Playtest 01a 230427
Broken Weave Playtest 01a 230427
Broken Weave Playtest 01a 230427
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© Copyright Cubicle 7 Entertainment Ltd. 2023
Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment
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INTRODUCTION
1
Listen well, young ones. Our world is hard. It is
unfair. If you’re not careful, the land will crumble
beneath your feet, the shadows will sprout claws
behind your back, and you’ll find yourself lost
and alone. You must work together. Form bonds.
Protect each other. Find light in the darkness.
It’s the only way to survive…
— Kalithin, Sage of Guardian’s Lament
5
WHAT SYSTEM?
Before you begin playing Broken Weave, you need to make the important decision as a group about which
system you would like to use as the foundation for your Broken Weave gameplay — C7d20, or the 5th edition
of Dungeons & Dragons. Where rules may change between systems, we have included the 5e rules first and
the C7d20 equivalent in parenthesis. For example, distance in 5e is measured in feet, but measured in Zones
in C7d20, so a distance in Broken Weave may be shown as 30ft (Medium Range).
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INTRODUCTION 1
7
BROKEN WEAVE
8
Introduction 1
9
Magic is broken and the gods are dead.
Untold years ago, the Breaking devastated our world and sundered our reality.
Time and distance have lost their meaning, and the knowledge of how things
were crumbles like ash between our fingers. Those of us who remain inhabit a
shattered world. Decay unravels our reality by inches. It eats our memories
and twists our flesh — turning loved ones into monsters and monsters into
nightmares.
The past is gone and forgotten. Only a darkened echo remains: ever-twisting
ruins where death wears a crystalline grin, discarded artefacts sick with
whispering entropy, and once-noble creatures reduced to pitiable monstrosities.
The corpses of gods rot upon the horizon, their divine blood poisoning the
land. Every day we face thousands of dangers, from without and within.
Yet despite everything we have lost, hope remains — that fragile flame
which holds back Decay.
We have grieved long enough. We must walk the old paths and reconnect with
our lost kin. We must search the ruins to uncover what we once were. We
must build new communities and forge our future together. And when the
nightmares come, to take what little we have left, we must fight.
Even if the odds are against us, even if the gods have abandoned us, even if
the world wants us gone, we must never give up hope! Hope that this world
is still worth saving, and that one day we can repair the broken weave.
2 HAVEN CREATION
Scattered across this cursed landscape are small because of ideological differences with the leadership of
communities where people eke out their hard-won lives. their previous Haven or the discovery of new resources,
These are known as Havens. No two Havens are alike, but these reasons must be extremely compelling to
for each must develop its own method of surviving a justify the risk, for a Haven’s early days are also its most
Decaying world. Some hunker inside ancient ruins or vulnerable. Isolated from all allies, plagued by doubt
shadowed valleys, their homes disguised among the and indecision, the residents of new Havens can fall to
rubble, while others live in places many would consider Monsters just as easily as they can become them.
suicidal, like atop a floating island, or inside a dead god’s
belly. There is no standard for a Haven’s social structure, If the Haven endures these rocky foundational years,
size, or demographic, and indeed, clinging to rigid ideas the community come to know their sliver of the
of what ‘should’ be is the quickest way for a Haven to Broken World. They learn which creatures they can live
fall. The only unifying feature among all Havens is its alongside, any local Monsters they must beware, and
peoples’ hope for a better life. which Titans tread near their new home. At their best,
they may even reach out to other Havens, establishing
Most new Havens begin for one of two reasons: either tenuous threads of commerce and communication over
an existing Haven collapsed and the survivors re- the shifting, fraught distances and giving permanence
established themselves elsewhere, or a Haven reached to their place in the world.
the upper limit of people it could support and made
the difficult choice to expel some of its own. When But the danger never truly passes, and sudden attacks or
the latter happens, generous Havens send their most natural disasters can topple even the most well-prepared
able into the wastes, equipped so they have the best communities. Most Havens last no more than a few
chance at survival. Those unable to spare the resources generations. When they collapse, they often leave little
exile the disgraced and the dying, an execution in all visible behind, their ruined homes and fields dwarfed
but name. Travellers might also establish new Havens by the monuments of the world that came before.
12
Haven Creation 2
13
BROKEN WEAVE
1d10 1-2: Find 3-4: Heal 5-6: Protect 7-8: Escape 9-10: Study
Soil in which our A wounded Titan The crumbling land The raiders who A dormant relic that
3-4 seeds could grow. others feared to bridge between two conquered our old we first mistook for
approach. regions. Haven. a city.
A refuge where the The bond between The border to A plague which The strange
5-6 monsters could two collapsed a condemned decimated our old creatures that live in
not follow. Havens. wasteland. home that would this area.
not end.
A relic our A rift in the earth Our children, even A leader that
7-8 ancestors tried and which teemed with if they no longer condemned our An ancient wall and
failed to protect. grasping hands. recognised us. beliefs, or lack of what laid beyond it.
them.
A shelter that The land before it The corpse of a god A Titan who A rambling record
9-10 could withstand a broke off toward from mining and became violent written in a dead
great storm. the stars. desecration. without warning. language.
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Haven Creation 2
Location NOMADS
Every Haven exists in the context of the land around
it. Climate, ambient Decay, and local resources all Some Havens are nomadic groups that travel
exert major influence over people’s lives, and the between several biomes as the need arises. If
traditions and aesthetics of your Haven usually begin this is the case, your Haven may change its
as adaptations to your environment. A Haven located Location and Landmark during Generational
on the coast of a vast sea will have very different lives Play (see page @@). Alternatively, a nomadic
to those located in a deep jungle — especially when journey may be the focus of your adventure,
Decay begins to warp the land. as you lead your people to a new land. This
is discussed in the Storytelling chapter (see
Your Haven’s Location is made up of three factors: page @@).
the Biome it resides within, the Resources it has at its
disposal, and one or more Landmarks that make it
stand out from the rest.
BIOME
BIOME
Your Haven’s Biome represents the general climate and
broader landscape surrounding it. Those living in a d10 Biome Type d10 Biome Type
Haven in a coastal Biome will likely have very different
lives from those living in a desert. 1 Coastal 5 Mountain
15
BROKEN WEAVE
RESOURCES
Havens survive from what little they can scrape from
the lands near their homes. In many cases, the available THE LAND PROVIDES
resources are the main reason why a Haven is founded
in a location to begin with. Sometimes, the unusual ecosystems and
strange landscapes created by the random
In general, it is assumed that your Haven can scrounge hand of Decay can create a location which is
up enough varied Resources to survive. In addition, particularly rich in resources. These places
each Haven has certain Resources that are in Abundance are so precious, that some communities will
or have a Scarcity. Abundances and Scarcities are used build Havens there, even if it exposes them
when attempting to source materials for crafting or to more Decay. During Haven Creation, you
trading. Tests to acquire Abundant Components in can choose to gain an additional Abundance
the region are made with Advantage, while tests to from the Resources table. If you do this, your
find or create Scarce Components are made with Haven’s Decay is permanently increased by 1.
Disadvantage. More detailed information can be found
on using resources in the Equipment chapter (see page
@@). LANDMARK
The Broken World is scattered with strange and unique
To determine an Abundance and Scarcity for your landmarks. Many of these are remnants of a fallen
Haven, roll twice or choose two results from the civilisation, or the twisted outcome of Decay run
Resources table. rampant. Such landmarks are valuable to Havens for
two reasons; their strangeness ensures that they are
Consider how your Abundances and Scarcities easier to remember, thus making it harder for Decay
might interact with your Haven’s Biome in strange to erode memories of home, and they almost always
or unexpected ways. A Desert Biome with a Scarcity provide some form of unique Abundance which can
of Sand may mean the desert is made from ash, or a shape the development of their Haven.
Ruined City Biome with an Abundance of Meat might
mean you inhabit a living city where edible flesh can Roll or choose one result from the Landmark table to
be carved from the very buildings you reside within. determine which Landmark is nearby, and the unique
Abundance it grants to your Haven.
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Haven Creation 2
LANDMARK
d20 Landmark Abundance
1 A natural graveyard where giant creatures went to die Giant obsidian bones
2 Fields of shimmering crystal which give of light Glowing crystals
3 An ancient battlefield littered with broken automata Rusted weapons and armour
4 The vast underground tomb of a wealthy civilisation Opulent grave trinkets
5 A crater containing a massive moonstone meteor Moonstone fragments
6 A colossal statue of a many winged and eyed being Marble that is warm to the touch
7 A vast lake of flammable liquid Sticky fluid which burns easily
8 An inert biomechanical leviathan Flexible metal that retains its shape
9 A desiccated God-corpse God-corpse skin and bones
10 A Floating Island (roll on Haven Location to determine its Roll again on the Resource table to determine
Biome type) the island’s Abundance
11 A deep pit which runs right to the earth’s core Liquid magma
12 A field of beautiful flowers that never wilt Hypnotically beautiful flowers
13 A maze of broken mirrors which reflect possible futures Prophetic mirror shards
14 A giant, artificial pitcher plant which collects sunlight Golden nectar which induces laughter
15 A huge tree which blooms and wilts every day Small bitter fruit that shorten lifespans
16 A dead hive filled with the corpses of giant insectoids Insectoid carapace
17 A ring of belltowers that conjure colourful songbirds Bright feathers
18 A series of geysers which project blood into the sky Unidentified blood
19 A gargantuan cocoon which hatched some time ago Silk which billows on an intangible wind
20 A perpetual storm which regularly casts purple lightning Magnetic stones
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BROKEN WEAVE
MEMORIA AND
TRAIL RUNES
One of the few unifying fashion features
across most Havens is the use of Memoria
and Trail Runes. Memoria (see page @@) are
small trinkets that serve to remind people of
fond memories or loved ones in an attempt
to ward off the memory devouring effects of
Decay, while Trail Runes (See page @@) are a
common pictorial language used by travellers
FASHION across the Broken World. You can expect
Fashion is often one of the first aspects of a Haven’s
most Havens to integrate both of these into
culture that people are exposed to when they meet. As
their fashion to some degree or another.
much as the environment dictates what is convenient
to wear and what textiles are readily available, fashion
is also largely a place for self expression and the
communication of cultural values. VALUES
Communities, like individuals, hold values. These
Use the Haven’s Location, Abundance, and Scarcity values encapsulate the kind of behaviour the Haven
to determine what materials are primarily used in prioritises. These values will often be expressed with
clothing, such as silk, leather, wool, or linen. Then roll varying degrees of formality in stories, worship, or the
or choose a result from the Fashion table to generate Haven’s social structures. You can expect people in the
your Haven’s Fashion. Haven to look fondly upon and expect great things
from people who embody these values, or look down
upon and outcast those who shirk them. As a result,
FASHION both defying and upholding cultural values can come
at great personal cost. Roll or choose a result from the
d10 Quirk We Value… table to generate the Haven’s overarching
1 Our clothes imitate the appearance of animals. values.
7 All our clothes are dyed the same colour, it’s bad 6 Achievement, ambition, respect
luck to wear another colour.
7 Practicality, survival, moderation
8 As we grow, we sew and wear biographical
scarves or belts. 8 Knowledge, curiosity, education
9 We tattoo ourselves to remember the dead. 9 Creativity, innovation, art
10 Everyone should have a good travel cloak. 10 Fairness, justice, equality
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Haven Creation 2
Roll or choose a result from the Traditions and Intimate relationships should have odd
8 numbers, so agreements can always be
Superstitions table to generate the unique quirks of reached.
your people. You can roll multiple times if you want
9 We never eat with our bare hands, as we
to represent a particularly traditional or superstitious believe it spreads Decay.
Haven.
10 We only cook one day a week and eat leftovers
the rest. Cooking attracts beast.
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BROKEN WEAVE
GOVERNMENT
d20 Governance
1 The eldest member of a family descending from a great hero rules the Haven.
2 A council made of the nine oldest survivors makes all important decisions.
3 Each profession in the Haven elects a representative, who has absolute decision-making power in relevant matters.
4 The Haven has no formal central authority. During weekly communal meals, any adult can call for a discussion
and vote to deal with issues on a case-by-case basis.
5 Every full moon, one adult at random is given the power to set laws and settle disputes.
6 A council of five hunters and warriors rule the haven. Once per season they can be challenged for their seat.
7 Every harvest, a new ruler is chosen based on who contributed the most resources to the communal storehouse.
8 One person rules the Haven during times of crisis, and the other rules in times of plenty. Both select an apprentice
to inherit the position.
9 Every few years, prospective rulers leave the Haven and search for relics. Those who return with the most useful
relic gain a seat on the council.
10 Every full moon, each family sends a representative to discuss issues around a central fire. Contentious matters are
settled by vote.
11 A text passed down for generations details how the community should be run. Two scholars interpret it and make
sure the other does not alter it.
12 If enough people express dissatisfaction, a jury assembles to arbitrate disputes. The jury is randomly selected and
disbands after making a decision.
13 All matters are decided by ritual combat — either between disputing individuals, or groups who elect a champion.
14 The Haven is ruled by a triumvirate of Harrowed as they are allegedly the most resistant to Decay, and thus
corruption.
15 A half-understood automaton is fed important issues and returns cryptic answers, which are interpreted by the
Haven’s most experienced Sage.
16 If someone wants to make a change, they must express it through a bombastic performance which must receive a
standing ovation.
17 The Haven is ruled by whichever individual has travelled furthest from the Haven and returned unharmed.
18 All disputes or changes are posted anonymously on a community board, then voted on anonymously once per
month.
19 Public votes are taken on all important matters but the weight of your vote is reduced the more Decayed you are.
20 Roll twice. The Haven is made from two groups of survivors with different traditions of government.
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Haven Creation 2
INTERNAL CONFLICT
Crises As the saying goes, Havens aren’t made out of people,
Havens face constant challenges in the Broken World, but problems — hundreds of them, ranging from
which can define them as much as their strengths petty to life-threatening. Internal conflicts are often
or origins. Aside from the universal threats, such as the result of hard times placing people at odds until
hunger, disease, and exposure, Havens encounter they distrust each other and eventually turn on their
countless other problems that they must overcome if fellow survivors. While these problems may not seem
they are to survive. In some cases these are external as dangerous as a Decayed beast barreling towards a
threats, such as monsters or the poisonous remnants of Survivor with blood-slick teeth and twisted claws, they
a lost civilisation, but the people inside Havens aren’t are just as capable of tearing a Haven apart.
above making issues for themselves, either.
Roll or choose a result from the Internal Conflict table
When creating your Haven, roll twice on the Crises to determine the Haven’s Internal Conflict.
table to generate a pair of Crises that have been
overcome in the past, and twice more to generate a pair
of ongoing Crises that the Haven is currently facing.
Each result is elaborated upon in the subsequent tables. INTERNAL CONFLICT
d10 Conflict
Discuss among yourselves how past Crises were
overcome, what sacrifices were made, and what The Haven’s leadership have exploited their
lingering effects it has had on the Haven. Then discuss 1 power for personal gain at the expense of
others.
what the current Crises mean for the Haven at the
beginning of your adventure. Are they the primary Some paranoid Haven members believe that
2 monsters walk among the Haven and have
issue your party is formed to overcome? A growing begun impromptu witch hunts.
rumour that might evolve into a bigger problem? Or
simply a background concern that you don’t have time Someone is taking far more from the
3 communal stores than they need. The Haven
to deal with in the face of a greater threat? wonders not only who, but why? What could
they possibly be feeding?
The Haven have accepted a sudden influx
4 of refugees, putting strain on both the
community’s resources and creating tension
amongst the populace.
A religious or ideological difference has
5 turned violent and divided the Haven into two
embittered factions.
Survivors are being killed in the Haven, their
6 wounds imply that they are being murdered
by another survivor.
A neighbouring Haven is collapsing and
7 refugees have begun to arrive at our Haven.
Our community can’t decide whether to shut
our gates or lend our aid.
CRISES
A child is born with the features of a dead god.
d4 Crisis 8 As people struggle to find meaning, a zealous
cult begins to form around them.
1 Internal Conflict
A foundational tale integral to the Haven’s
2 External Conflict 9 culture is proven false, and the community
struggles to come to terms with the truth.
3 Uncovered Artefact
10 The Haven cannot safely expand any further.
4 Dangerous Monster Some must be exiled so that the rest can live.
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BROKEN WEAVE
UNCOVERED ARTEFACT
As they reclaim the ruins of the Broken World, some
Havens accumulate magical artefacts. All arcane
relics of fallen civilisations carry the inherent danger
of spreading Decay, but they are also capable of
EXTERNAL CONFLICT performing miracles, meaning that there is always
No walls can protect a Haven indefinitely, so every temptation to hoard or use them. Havens that rely on
community in the Broken World must eventually face these devices rarely last long, but neither do Havens
threats from beyond their borders. These could be which take a hard-line stance against them. The choice,
natural dangers such as extreme weather, or dangers as with all issues of survival in the Broken Land, is
from other groups of survivors who are desperate never an easy one.
enough to wage war on their fellow mortals.
Roll on the Uncovered Artefact table to discover
Roll or choose a result from the External Conflict which artefact the Haven has uncovered. The history
table to determine the Haven’s Internal Conflict. and mechanical details for this Artefact can be found
in Arcane Artefacts (see page @@), but the GM should
keep them a secret from the party until such time as
EXTERNAL CONFLICT they use them.
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Haven Creation 2
DANGEROUS MONSTER
Like the people inside the Haven, the Monsters that UNKNOWN HORRORS
surround it have their own particular character. Some
Havens tell tales of a single legendary Monster that The GM should choose the specific Monster,
has haunted them for generations, while others have but keep it secret until such time as the party
cautionary stories about a type of Monster, many encounters it. The Monster could be any of
of which lurk nearby. The survivors who confront the creatures found in The Broken Ecosystem
these Monsters and live to tell the tale pass on their (see page @@) including Decayed Survivors
knowledge through stories, so future generations know (see page @@), or a creature taken from a
what the Monster wants and how to defeat it. C7d20 or 5e compatible sourcebook which
has had Decay applied to it (see Breaking
Roll twice on the Dangerous Monster table to generate Monsters on page @@ for more details).
details about the dangerous Monster that threatens the
Haven, once for its Desire and once for its Weakness.
The Monster’s desire can inform how it behaves both
in and out of combat, and Survivors may be able to
exploit its Weakness.
DANGEROUS MONSTER
d10 Desire Weakness
1 Guarding its secluded lair. Relies on a single overdeveloped sense.
2 Finding someone or something it has lost. Has a weak point beneath its hide or armour.
3 Sating its peculiar appetite. Freezes on hearing a certain phrase or name.
4 Killing all those who look upon it. Only active at certain times of day.
5 Hoarding the object of its obsession. Vulnerable to ancient, spell-forged steel.
6 Collecting minds, secrets, and memories. Always pursues a certain sight, smell, or sound.
7 Strengthening or fortifying itself eternally. Terrified of a seemingly innocuous object.
8 To kidnap creatures or people and take them to its Mirrors or reacts strongly to certain kinds of emotion.
lair.
9 To mourn without cessation, silencing all who Cannot leave its domain of influence.
interrupt.
23
BROKEN WEAVE
DECAY
Finishing Touches Even Havens are not safe from Decay, it is an ever
Your Haven is almost complete and ready to be used present malady of the world from which there is no
in your games of Broken Weave. Take a moment to true escape. Yet sane communities rarely settle in
summarise everything you have decided so far among places where Decay is at its most destructive. Once a
the group. Search for any interesting synergies or community forms, their collective Hope is normally
clashes that the Haven creation process has brought enough to hold back the worst effects of Decay.
up between your location, distinguishing features, and
crises, and feel free to tweak them to fit now. Your Haven begins with 1 Decay. This means that the
land is relatively stable in and around the Haven itself
Once you have done that, and the party have all agreed — well-trod paths lead where they should, weather
that they are happy with your Haven, all that’s left is to and seasons are relatively predictable, an ecosystem of
record some important statistics for your Haven, and some kind has established itself, and Monster sightings
give it a name. Once you have completed these finishing are relatively rare. For a more in-depth explanation on
touches, you can move on to creating your Survivors how Decay affects Havens and those who live there, see
to begin your adventures, though you may want to Effects of Decay on page @@.
come back to your Haven and make adjustments and
additions based on the characters you have created. Certain narrative events or choices you made during
Haven Creation may increase the level of Decay present
HOPE within your Haven, and the actions of Survivors may
All Havens possess Hope. Hope in the Broken World sometimes be able to reduce it.
has tangible power, which can push mortals beyond
their limits and hold back Decay. Hope is created when
people come together to support each other and work
towards a common goal, which means that Havens HARD LUCK HAVEN
are the primary source of generating Hope. When If your group wants a particularly tough
Survivors leave the Haven to face great dangers, Havens challenge, you can choose to create your Haven
invest their Hope into them, granting them a slim edge with a higher level of Decay. But beware that
against the unknowable horrors beyond the relative Decay is incredibly difficult to remove, and
safety of home. For a more in-depth explanation on has the effect of increasing the Decay of all
Hope and how it is used, see Hope on page @@. who reside there, including your Survivors.
The following choices during Haven Creation
Your Haven begins with a pool of Hope equal can increase your Haven’s Decay. Note that
to 1d4 per player. A Haven’s Hope Decay begins to mechanically affect Survivors
can increase or decrease due to through their specific Curse once it reaches 5
player actions, Downtime or more. See Chapter 4: Lineages, for details
Activities, or narrative on how Decay manifests in each Lineage.
events. • Your Haven may gain an additional
Resource at the cost of +1 Decay
• Your Haven may gain an additional
Landmark at the cost of +2 Decay
• A Dangerous Monster may make its
home near your Haven at a cost of +1
Decay
• Your Haven may gain an Uncovered
Artefact at a cost of +2 Decay
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Haven Creation 2
SURPLUS
Every Haven has a Surplus, which functions like a SURPLUS
communal collection of spare supplies. The Surplus is,
as the name suggests, a surplus, and it doesn’t represent Population Supplies Generated
the day-to-day resources the community produces <100 1
and consumes to function. Instead, it contains extra
materials for communal and emergency use, such as 100 - 200 1d4
mundane crafting materials, medical supplies, and 201 - 300 1d6
preserved food.
301 - 400 2d4
Your Haven begins with a surplus equal to 1d4 per 401 - 500 2d6
party member.Every 4 weeks, your Haven generates
501 - 600 3d4
new Supplies to add to its Surplus. To determine the
amount of Supplies generated, consult the following 600+ 3d6 + 1d6 per additional
100 people
table. Note that your Haven’s Surplus is calculated
differently during Generational Play (see page @@).
Populations change over time, but this is a gradual
Supplies can be expended for trade or crafting (see process that takes years and is normally only noticeable
Chapter @@ Equipment) but they are also used when when engaging in Generational Play (see page @@).
a Haven is under threat (see page @@). When this The exception to this is if a narrative event triggers
happens, Supplies act as a resource that is consumed a notable population increase or decrease. An influx
to stave off a threat. If the Surplus runs dry, the of refugees from another settlement might rapidly
Population begins to perish, so Survivors should always increase a settlement’s population, while a natural
think twice before draining their Haven’s Surplus for disaster or unchecked Monster rampage may cause a
personal goals. massive population decline.
25