Break
Another stupid d6-based game from the guy who tried to bring you Dive into the Sky.
This one’s better, I swear.
Break is about breaking rules. All of them. All the time. Even the game mechanics rules.
That’s the fun part. But we’ll get to that in a minute. First, the… preliminary mechanics.
Stats and Traits
You have 6- the first 5 are Brawn, Agility, Wits, Smarts, and Charm. We’ll get to the last one in a moment.
Brawn- physical strength. Think Str+Con. Determines HP, kinda.
Agility- physical speed. Dex. Used for things that need speed.
Wits- mental speed. Think Wis. Used for “practical” thinking.
Smarts- mental strength. Think Int, book smarts.
Charm- social stuff. Cha. Used for talky things.
______ - other. A generic term for this stat would be willpower, but you know what? ******** that. Call it whatever you want. My group calls it chutzpah, which basically means audacity. Others call it inner strength, insanity, personality, etc. In essence, this is what makes your character tick, boiled down to a stat. Something that they can focus on and take strength in. For Spiderman it might be “duty,” while for Shinji Ikari it might be “fear.” That kind of thing.
You have 14 points to distribute, with a minimum of 1 per stat. Human average is 2, in case you were wondering. You can keep points for later, and just might want to. (see below)
THEEEN there’s Traits. Think Skills. You get a benefit of +1 on rolls when using whatever trait you feel is necessary, unless it’s really broad (better than a stat) or really specific (worse than a stat), in which case you get +½ benefit or +2, respectively. There’s no list because no list exists. Pick something that helps define the character, like the 6th stat above. Spiderman might have the usual boring ranks of “Use Web” and “Climb,” While Shinji might have the slightly more interesting skills of “Piloting (EVA)” and “Ball up and Cry.” I really mean there is no limit on these things. Besides 10 points to spend on them. Go wild.
Combat and Other necessary things.
Just about every roll will be 1d6+stat+trait+modifiers (which will come up only if mentioned.)
There is no meaningful interaction between objects beyond what is logical, so no weird rule exploits like Peasant Railgun. Unless, of course, there are.
HP equals 10+twice Brawn. You pass out at zero and die/become permanently injured at negative Brawn. Combat itself is opposed Agility checks, with damage being the difference between the rolls. I guess there might be armor that gives AC or something but that’s weird so we won’t start with that.
So what’s the sell, jack? Why am I gonna play this game instead of, say, real D&D?
Well the Breaks, of course. They work kind of like Heroism points, only about ninety times more awesome. You keep track of that on your sheet, too. But you probably want to know what they do, exactly.
Well, they break things. ANYTHING. In a normal game, you find a locked door, where the key’s in the basement of the evil dungeon of whatever and you have to go get it? Just spend a Break, and the door’s open. Want to roll 2d6, change the DC? Spend a Break. It’s yours. Decide that you don’t like the NPC’s name, race, or hair color? Spend a Break, and oh snap, Snethoril Demonbow, the elf becomes Stephen Colbert, human comedian. Yeah.
And the best part? Every time you spend a break, you get two more Breaks three posts later. So, chances are, you won’t run out. Ever.
Now there are some limitations. Some things don’t break, such as Gaia TOS and fundamental laws of grammar. This is subject to my approval as the guy running the game, and if I don’t like it but you try it anyway you lose your Break. Not typically a bit deal, though.
Second, I might Fix things. Fixes are like Breaks for me, except I only undo what is broken. I get 2 every time I use 1, etc. Fixed things can't be broken again, except by a
Breaking Points are the last thing I need to mention. Remember when I said save some trait/stat points? The more you save, the less quickly this thing happens. Fluff wise, this is a mental breakdown. Crunch wise, you get one unbreakable break... and have to live with it. I can't fix it. It will have some drawbacks. You have to use it as soon as you reach it, and it supercedes all other rules. This can break the game for good. It can mess up other characters, etc, dark and forbidden power, blah blah blah. You can, as an alternative, choose to immediately die (no Breaking this death) instead of living with the repurcussions, effectively undoing the Breaking Point. The Breaking Point is determined based on Your Sixth Stat plus any unused trait points +3, after which I roll in secret to determine if you hit the point.
Now, that's the whole damn system, so let's do some fluff!
Mr. Exposition
There really isn't much to this. You are Ordinary High School Students who happen to possess the power of the gods themselves, but only when you stay true to the spirit inside yourself.[/moral]
You can be whatever the hell you want to be. Anything. A human, a robot, a dorf, goblin, anything. This school is as accepting as it is mellow. Except for the part where you're all friends because you're part of the school's local gang, the Name Undecideds. That's where this picks up, the day of a big fight between schools, during class.
You can be whatever the hell you want to be. Anything. A human, a robot, a dorf, goblin, anything. This school is as accepting as it is mellow. Except for the part where you're all friends because you're part of the school's local gang, the Name Undecideds. That's where this picks up, the day of a big fight between schools, during class.
AAAAAND for characters, I just need a name, the stats, traits, and appearance, preferably in a quote-block like the plot was.
As for rules, I'd write some up but you'd just break them, so none in particular.
THIS IS A SILLY GAME. If you play it right, it ends up a bit like Gurren Lagann mixed with Full Metal Panic. Or it could be whatever the hell you want. Go for it. Have fun. Make it fun. I'm not really in charge, and certainly won't be after the first few posts. So go wild.