Smoky: Location Folio #1
Smoky: Location Folio #1
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01 Location Folio
Smoky
Welcome to the first Location Folio for the Breachworld RPG. Here you'll
find a fully mapped and detailed market and criminal headquarters aptly
known as Smoky. You'll also find informatin about Breachworld at large, and
its inhabitants, especially about the Curs and their cunning leader, Joffe.
As you might have come to expect from a Breachworld supplement, there
are other tidbits and goodies thrown in as well, including four sets of stats for
Joffe, stats for his loyal Curs, and a new heavy weapon.
A quick note about the maps in this digital supplement. You'll find the
map of Smoky is included twice. The one contained within the actual sup-
plement text is broken into two sections as it would if the book was in print.
The second map is located on the last page of this offering as a single page.
Plus, if you'll play with the layers on the PDF, you'll find that you can turn on
and off various information on the full-page version. You'll find this useful if
you want to use the map on your table without all of the locations numbered
and identified. It also contains a handy range reference for some surprises
that the Curs have waiting for interlopers.
Included in this folio:
• Smoky, fully mapped and described, along with many of its inhabitants
• Stats for the 81 mm mortar
• Joffe, the cunning warlord, described and illustrated
• Four sets of full stats for Joffe at different levels of experience
• Stats for the Curs, with notes on how to modify for different races
© 2017 Jason Richards Publishing, All Rights Reserved. D6 and Mini Six
text, rules, and materials used per Open Game License (OGL). Digital v1.0
(August 2017). Written by Jason Richards. Map by Jason Richards. Art by
Matthew Bryan.
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Smoky
Population: Humans: 12
Climbers: 3
Dru: 1
Eels: 4
Grim: 3
Minotaur: 1
Pathos: 2
Others: 6
An additional 20 to 30 travelers and merchants
Breach Activity: The namesake Breach to the east does not produce
anything but its trademark white smoke.
Assets: A consistent working market and very strong forti-
fications, plus a well organized and skilled group of
defenders.
Liabilities: The high visibility of the location can draw attention,
and the market is tempting for raiders.
Intelligence: Despite its criminal occupiers, Smoky is a stabilizing
force in the region. It provides a valuable market-
place and the strong control of banditry and raiding
the Curs have in the area may be the "least bad"
option.
Summary
Smoky has been a place of significance in the Civilized Lands for many
years, though its role has changed over time. The structures there that
survive have been homes to farmers and dens to monsters, but is cur-
rently the headquarters for a curious combination of banditry and com-
merce.
One reason that Smoky has always found a role in the region is its
namesake phenomenon. A Breach situated in a ruin links to an alien
world that produces a constant billow of smoke through the portal. The
white cloud enters the realm of Earth and climbs upward into the sky as
it slowly dissipates, visible for miles and miles. This acts as a natural
beacon, which makes it useful for navigation, especially if the area
around the Breach is the destination.
Because the pillar of smoke makes the area a natural meeting place,
for much of its history Smoky has served as a modest marketplace.
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Local ranchers and hunters and merchants of all sorts could set regular mar-
ket days and meet up in Smoky to trade. Such was its role four years ago
when the Curs moved in.
The Curs, under Joffe’s leadership, moved their migratory operation to a
fixed base at Smoky shortly after he took full control of the gang. Joffe had
bigger plans than the day-to-day living of raiding, and remembered Smoky as
a place of trade where his father would go on the rare occasion they had
anything to sell or barter with. The Curs found the market being operated by
a partnership out of the ruined, but repaired, pre-Fall building. Half a dozen
vendors would come to swap wares, buy, and sell every full moon. The or-
ganizers took a small stall fee for providing security, which proved to be
worth very little when Joffe and his comrades showed up.
Joffe now occupies the main building, which he calls the Clubhouse, and
has constructed considerable additional defenses. His men cleared the trees,
dug the ditches, and erected the perimeter trench, berm and barricade. They
built the guard towers and improved the structure of the Clubhouse.
The marketplace is constructed and maintained by the merchants who use
it, and the temporary housing in the old ruins are filled with people coming
and going to buy or sell.
Points of Interest
1. Smoky Breach. This Breach is what gives the small community its
name. It is situated in a ruin of an ancient Gate Center to the east of
Smoky. Through it continuously pours an endless billow of acrid, white
smoke from some unknown dimension, but has never shown any other
activity. It rises as a constant beacon that can be seen for 20 miles (32 km).
2. The Clubhouse. An ancient, two-story local government building that
has been restored and is used as the headquarters for Joffe and his de-
voted Curs. Its surviving structure, which is about 75 percent intact, is
primarily thick concrete walls, columns, and floors. The gaps in walls have
mostly been filled in with stones and mortar, with holes in the floors and
roof repaired with wood.
On the roof has been added a guard house made of well-crafted tim-
bers. The roof’s perimeter is surrounded by a reinforced half-wall to serve
as cover for marksmen. At the center of the roof is mounted a salvaged
and restored 81 mm mortar, pre-sighted and ranged for various landmarks
and defensible positions around Smoky. Attackers attempting to take
shelter in various small clumps of trees, within the Tent Town, the mar-
ketplace, or other defensible terrain or structures within approximately
3200 feet (1000 m) can be easily shelled with great accuracy from this em-
placement.
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81 mm Mortar
This indirect fire weapon launches explosive shells in a high arc, dropping
area-effect destruction from long distances. A rare find in the Civilized
Lands.
Skill: Gunnery
Scale: +2D
Damage: 5D
Ammo: Single shot, once per round
Range: 1300/2500/3300 feet (400/750/1000 m)
Radius 50 feet/16 m
Modifier: The first attack with the mortar on a target is per-
formed with a +4 to TN difficulty as the weapon is
“dialed in.” Fixed targets may be pre-sighted to remove
this modifier. A Difficult skill check of Science (Math-
ematics) will also remove the modifier.
Cost: $$$$$
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modify, move, or tear down the wood structures to suit their purposes.
The marketplace is usually booked up from the middle of summer
through the fall, when local farmers have their biggest harvests, which
brings in the most customers, which in turn encourages other traders and
craftsmen to offer their wares and services. The winter sees far less traffic.
The market always offers a variety of goods, most of them staples like
corn and sorghum, fruit, dried meats, hides and leather goods, rope and
yarn, farming tools, and scrap materials. Less consistent, but more exotic
offerings include salvaged (or stolen) armor, adventuring gear, or the oc-
casional piece of advanced alien or Golden Age tech. The only thing ex-
pressly forbidden from sale or barter are weapons of any type. Joffe and
his Curs retain the exclusive market on everything from advanced military
heavy weaponry down to simple kitchen knives, with no exceptions. Bul-
lets and energy cells are allowed for use as bartering currency.
Some common items above and beyond typical fare sold by frequent
vendors include:
• Handmade natural fiber cordage of various diameters, cut to length
• Eggs packed in flour made from wheat, corn, or sorghum
• Cups, bottles, and flasks made from animal horn or clay
• Feather-stuffed pillows and blankets
• Salvaged cement blocks
• Soap made from boiled fat and ashes, dealt into the purchaser’s
provided container
• Wheat beer and apple wine
• Domestically bred and raised Fly Catchers
The following vendors deal in items of particular rarity or special interest,
and are frequent exhibitors in Smoky:
• Orus Improvements. Orus is a very technically-minded Minotaur
who specializes in welding (Repair skill of 5D+1 with a specialization
of Welding of 8D), and repairing metal objects ranging from vehicles
to tools to metal armor. His laser beam welder runs on standard cells
and can be used to fix up most metals for large repairs down to very
fine, detailed work. Payment is easily negotiated in cells or high-quality
scrap metal. Orus also dabbles in welded sculpture, which is sold cheap
or thrown into deals as added value because they are truly terrible.
• Yit’s Tech. Yit is a River Folk scavenger who deals mostly in small,
portable bits of technology. She’s supported by a couple of relatives,
two younger males named Ipt and Urt. On top of the typical scrap
peddler’s pile of cables and circuit boards and half-drained cells, she al-
ways seems to have two or three pristine screens, pieces of communic-
ations gear, or luxury items for sale. Nobody knows where she gets
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such great scores, but most assume that she got lucky and found a
Golden Age cache somewhere. Prices on the good stuff are sky-high.
• Fine Weaving. An Eel woman named Erma Reagan, along with her
two adolescent sons and two young daughters, provide finely crafted
textiles with an emphasis on durable, practical bags, packs, bedrolls, and
other adventuring essentials.
5. Guard Tower. The tower is a wooden structure with three levels, 40
feet (12 m) tall. From it, Joffe’s Curs have an excellent lines of sight down
the approaching roads and over the surrounding area. Movement between
levels is accomplished with a series of internal ladders.
The bottom two levels are walled with fortified wood infilled with
mortar, with slot windows suitable for use as covered firing positions in all
directions.
The roof is surrounded by a similarly fortified half-wall, providing
shooters and spotters with cover in all directions. Most importantly, in the
middle of the roof is mounted a salvaged and restored 81 mm mortar,
pre-ranged and sighted to the various defensible positions in and around
Smoky to a distance of approximately 3200 feet (1000 m). See the de-
scription of the similar emplacement at The Clubhouse for more details.
6. Sentry Position. These ruins of an ancient highway overpass are sup-
plemented with palisade to use as defensive positions looking down each
approaching road. If a threat presents itself, these positions are used in
the initial stage of an engagement due to their ease of access. They may
be manned as dispersed defensive positions as the battle continues, or
may be abandoned in favor of the tower, depending on the circumstances.
7. Smoky Tent Town. Visitors to Smoky are welcome to camp in Tent
Town; camping is not allowed anywhere else within the site. The site con-
tains partial walls from the ruins of a concrete building, but little in the
way of protection. Joffe and his crew do not regulate the transient settle-
ment beyond responding to potential threats and closely observing the
residents. Most visitors are interested in buying or selling goods at the
market, or offering or petitioning services to and from Joffe. This makes
most very careful to walk a straight line during their stay.
8. Perimeter Defense. A defensive barricade encircling Smoky. It is con-
stituted of a trench, roughly 8 to 10 feet (2.4 to 3.0 m) wide and 6 feet
(1.8 m) deep, behind which is a berm set with placement of chevaux de
frise, a simple wooden barricade of spiked posts cut from logs. The de-
fense is not intended to serve as a serious deterrent to attacking forces
committed to an incursion, but is substantial enough to make trouble for
vehicles and to dissuade wandering monsters and animals.
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Joffe
Cunning Warlord
The ruler of Smoky is Joffe, an unassuming and surprisingly outwardly un-
impressive human. Still, this run-of-the-mill man commands the absolute
loyalty of his terrifying band of Curs, controls a substantial market, and
wields considerable power and influence in his corner of the Civilized Lands.
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rifles. They had so much to eat that they picked and chose what they liked or
didn’t like, taking the good stuff and leaving the rest. They took their fill from
Joffe’s family’s table, and from the tables of their neighbors. They took his
father’s hat and his sister’s crude dolls, because they could. Joffe’s father bent
his knee and bowed his heads and waited for the mayhem to pass, so he and
his family could live to start again. The Curs wanted for nothing, because they
had power. They had power just because they were willing to take.
The day the Curs departed, Joffe took everything of value from his family
that the bandits had either overlooked or been unwilling to haul. He coldly
rebuked his father when he questioned where his son was going with all their
earthly goods, and set off after the gang to enlist.
Take
What Joffe learned in that experience, and would re-learn over and over as he
grew up with the Curs, was that power and privilege are easy to obtain. Most
people, like his father, were very willing to give those things away if it was
demanded that they do so.
Joffe demanded, and took. When he was 14, he demanded a full share of
the Cur’s spoils, and got it. By 16, he demanded to pick the gang's destina-
tions and decide what was worth taking or not. At 17, he demanded booty
claimed by one of his companions and took it from the her limp hand while
her body twitched from the trauma of a shiv to her brain. By 22, he deman-
ded command, and it was handed to him without question.
Joffe took his “take” philosophy into the wider world. Within a few years
he had his crew set up permanently in Smoky, whose previous inhabitants
had been easily swayed to step back and allow the Curs to have their run of
the place. Now a proper warlord in his own right, with his own modest fief,
Joffe formalized the Smoky market and built defenses. He allowed others to
The Honeypot
In combat centered around a fixed position, one of Joffe’s favorite tactics is
to lure attackers into what appear to be advantageous surroundings, then
turn the tables. In the defense of Smoky, some clumps of trees have been
left within or just beyond the perimeter defenses and would serve as
effective cover for attackers approaching with stealth or an all-out assault.
These seemingly defensible positions, however, have been pre-sighted by
the mortars on top of the guard tower and the Clubhouse. Locations within
range of these indirect fire weapons can be hit with deadly precision. The
same goes for other landmarks, including Tent Town and the market.
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trade so long as they paid tribute. He collected information on the world and
sent his gang into the surrounding forests and hills to scout out competition
and collect resources. He read everything his men could find, and studied
maps and pre-Fall history, and his rule prospered for his efforts. Soon, other
bands of raiders and scoundrels were at Joffe’s doorstep looking for work,
which he was happy to provide, taking his share off the top.
Joffe understands that keeping is an extension of taking. As such, he takes
defense of Smoky very seriously. The forest surrounding the market was
harvested and turned into defensive positions and a perimeter barricade.
Guard houses and watch towers house armed Curs intent on repelling un-
wanted visitors. The temporary and semi-permanent residences of those who
use Smoky as a center for commerce are closely controlled and watched.
Personality
Joffe is not a violent person, though he is willing to use violence as the situ-
ation requires. He’s very mild-mannered and polite, soft spoken and calm. He
credits his simple worldview with providing him the peace of mind to act
without passion. He takes what he wants and leaves behind what he doesn’t, a
philosophy that makes decision-making simple and straightforward.
The fact that Joffe doesn’t want absolutely everything is at the root of his
success. He is not blinded by ambition or greed. He is fine with the notion
that scraps may be left for others so long as he gets the choicest cuts. This
also helps to tamp down competition from other ascendent gangs and
powers in the region, as he leaves them enough of his leftovers that they
scratch and claw among themselves, without enough resources to grow.
Rivals
Joffe gets along with, and even collaborates with almost all of the region's
pirates, bushwhackers, and thugs, but one group that he cannot abide are the
Reptilian Raiders. He respects them for their strength and ability, and their
willingness to take. He especially envies their Trapcats and wants very much
to acquire one for his own use. But beyond that, he finds the Raiders to be
primitive barbarians. They either won't or can't bargain and trade, or strike
deals about territory and tribute. They accumulate resources, but can't make
adquate use of them and they end up wasted. Joffe loathes all of these things
about them, and never misses a chance to take the lizard-people on.
Stats
Character stats for Joffe follow in four levels of experience: starting, experi-
enced, advanced, and elite. Also included are stats for typical Curs. Utilize as
best fits your game, or adjust stats as you see fit.
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Joffe
Starting Character (0 CP)
Template: Cunning Warlord Age: 29 years
Race: Human Height: 5 ft, 10 in (1.8 m)
Sex: Male Weight: 182 lbs (83 kg)
Description: A very average-looking man, with brown eyes and hair,
and olive skin.
Personality: Quiet and thoughtful, rational, and creative. No outward
sense of humor.
Objectives: To take what he needs and wants to ensure his security
and legacy.
A Quote: "Opportunities multiply as they are seized."
Might 3D Perks
Brawl 3D None
Knife 4D
Complications
Agility 2D+1 None
Dodge 3D+1
Gunnery 2D+1 Combat Stats
Rifle 3D Block 9
Dodge 10
Wit 3D+2 Parry (Knife) 12
Aliens 4D Soak 9
Language 4D
Navigate 4D+1 Gear
Survive 4D+2 Leather and metal armor (+4)
Remington 30 12-gauge side-by-side (5D+1)
Charm 3D Knife (+1D)
Command 3D+1 Short-range communictor
Courage 4D Screen with assortment of books and maps
Diplomacy 3D+2
Move 15
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Joffe
Experienced Character (58 CP)
Template: Cunning Warlord Age: 29 years
Race: Human Height: 5 ft, 10 in (1.8 m)
Sex: Male Weight: 182 lbs (83 kg)
Description: A very average-looking man, with brown eyes and hair,
and olive skin.
Personality: Quiet and thoughtful, rational, and creative. No outward
sense of humor.
Objectives: To take what he needs and wants to ensure his security
and legacy.
A Quote: "Opportunities multiply as they are seized."
Might 3D Perks
Brawl 3D+1 None
Knife 4D+2
Complications
Agility 2D+1 None
Dodge 4D
Gunnery 2D+2 Combat Stats
Rifle 3D+2 Block 10
Dodge 12
Wit 3D+2 Parry (Knife) 14
Aliens 4D Soak 9
Language 4D+1
Navigate 4D+2 Gear
Survive 4D+2 Leather and metal armor (+4)
Remington 30 12-gauge side-by-side (5D+1)
Charm 3D Knife (+1D)
Command 4D+1 Short-range communictor
Courage 4D+1 Screen with assortment of books and maps
Diplomacy 4D+2
Move 15
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Joffe
Advanced Character (1 26 CP)
Template: Cunning Warlord Age: 29 years
Race: Human Height: 5 ft, 10 in (1.8 m)
Sex: Male Weight: 182 lbs (83 kg)
Description: A very average-looking man, with brown eyes and hair,
and olive skin.
Personality: Quiet and thoughtful, rational, and creative. No outward
sense of humor.
Objectives: To take what he needs and wants to ensure his security
and legacy.
A Quote: "Opportunities multiply as they are seized."
Might 3D Perks
Brawl 4D None
Knife 5D
Complications
Agility 2D+1 None
Dodge 4D+2
Gunnery 3D+1 Combat Stats
Rifle 5D Block 12
Dodge 14
Wit 3D+2 Parry (Knife) 15
Aliens 4D+1 Soak 9
Language 4D+1
Navigate 4D+2 Gear
Survive 4D+2 Leather and metal armor (+4)
Remington 30 12-gauge side-by-side (5D+1)
Charm 3D Knife (+1D)
Command 5D Short-range communictor
Courage 4D+2 Screen with assortment of books and maps
Diplomacy 5D+2
Move 15
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Joffe
Elite Character (276 CP)
Template: Cunning Warlord Age: 29 years
Race: Human Height: 5 ft, 10 in (1.8 m)
Sex: Male Weight: 182 lbs (83 kg)
Description: A very average-looking man, with brown eyes and hair,
and olive skin.
Personality: Quiet and thoughtful, rational, and creative. No outward
sense of humor.
Objectives: To take what he needs and wants to ensure his security
and legacy.
A Quote: "Opportunities multiply as they are seized."
Might 3D Perks
Brawl 4D+1 None
Knife 5D+2
Complications
Agility 2D+1 None
Dodge 5D+2
Gunnery 4D Combat Stats
Rifle 6D Block 13
Dodge 17
Wit 3D+2 Parry (Knife) 17
Aliens 4D+2 Soak 9
Language 5D
Navigate 5D+1 Gear
Survive 5D+2 Leather and metal armor (+4)
Remington 30 12-gauge side-by-side (5D+1)
Charm 3D+1 Knife (+1D)
Command 6D+1 Short-range communictor
Courage 5D+1 Screen with assortment of books and maps
Diplomacy 7D
Move 15
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Typical Cur
Might 3D+1 Combat Stats
Brawl 4D+1 Block 13
Blunt or Knife 5D Dodge 13
Parry 15
Agility 3D+1 Soak 10
Athletics 3D+2
Dodge 4D+1 Gear
Gunnery 3D+2 Heavy Club (+1D+2) or Knife (+1D)
Handgun or Rifle 5D+1 Semi-Auto Handgun (4D) or Combat
Rifle (5D+1) or Sawed-Off Shotgun
Wit 1 D+2 (5D+1)
Survive 2D+2 Reinforced Leather Armor (+3)
Search or Track 3D or Improvised Metal Armor (+4)
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