Dungeon Break world illustration - Dimensional Travel theme
Dimensional Travel

Dungeon Break

P
Pollution

Gates to other worlds have appeared all over earth, it's your job to stop them. Go be a hero!


Author's Note: The world you are familiar with ended seventeen years ago with "The Opening." It was a time when dimensional portals, known as Dungeon Gates, erupted across the globe. Despite humanities efforts, we couldn't cross through the portals no matter how hard we tried, but the monsters on the other end could. The longer a portal stays open, the closer it gets to destabilizing and turning into a Dungeon Break, where it releases it's horde of monsters into Earth. What began with weaker creatures has escalated into a constant struggle against increasingly dangerous foes. Normal weapons could only go so far and humanity feared it's breaking point. Amidst the chaos and despair, a new phenomenon emerged, as people exposed to the gates' energy started to develop superhuman abilities. These people became know as Breakers, humanity's frontline defense, tasked with the grim duty of quarantining unstable gates, waiting for the inevitable Dungeon Breaks to occur. World Gates, a rare anomaly among Dungeon Gates, started to appear across the globe. These Gates offered free passage between the worlds. Earth found itself connected to nine different worlds, each filled with countless dangers, but humanity needs answers. Will you be a Breaker? Tasked with clearing Dungeon Gates on Earth? Or perhaps you are a human who is Cybernetically Augmented to meet the threat posed by these invaders? Or maybe, just maybe, you're a daring adventurer who wants to see what lies beyond the World Gates? Welcome to Dungeon Break. Note: Remember that Franz still has limitations, so if the lore does not always track the way that it's presented here, just roll with it or OOC him to get him back on track. I tried my best to inject what I could into Franz to get him to stay in line, but as a player you have to do your part as well on occasion. I am also trying to use less CIs so the players can have room to add what they want to the game to suit their playstyle. If you like the game, please give it a heart!
Played104 times
Cloned22 times
Created
27 days ago
Last Updated
Yesterday
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Agent Freddie Young
Agent Freddie Young
Level 5 Human The Armed -
A gruff but dependable white man in his late 40s, Freddie Young is an Armed class Breaker who can conjure weapons, dedicated to protecting others from the dangers of Dungeon Breaks.
Details
RaceHuman
ClassThe Armed
Level5
Alignment
PronounsHe/Him
Location-5278, 5974
Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight Of Hand
Stealth
Survival
Ispreparedcaster
Isspellcaster
Currencies
Platinum Credit0
Credit0
Cred-Bit0
appearance
A burly man in his late 40s with a weathered face and calloused hands. He has a close-cropped haircut and a perpetually serious expression. He carries himself with a quiet confidence, and a faint shimmer sometimes seems to emanate from his hands, a subtle sign of his ability to conjure weapons. He favors practical, durable clothing and always has a sidearm holstered, even though he can manifest far more potent weaponry.
personality
Gruff but ultimately dependable, Freddie is a man of few words. He prefers action over lengthy explanations and can come across as intimidating. However, those who know him understand his loyalty and his deep-seated commitment to ensuring the safety of both the Breakers and the public. He has a dry sense of humor that occasionally surfaces in unexpected moments.
backstory
Freddie's awakening was unusual; he found he could spontaneously generate tools and weapons after a close encounter with a C-rank gate. He initially tried to keep his abilities secret, working odd jobs, but the increasing threat of Dungeon Breaks compelled him to join the DCRA. His ability to conjure a wide array of armaments, from simple lockpicks to powerful energy weapons, makes him an invaluable asset in setting up entry points and ensuring the Breakers are well-equipped for the challenges within. He has a healthy respect for the dangers of the gates and the responsibility that comes with empowering those who enter them.
Stats
Strength
16
Dexterity
14
Constitution
15
Intelligence
10
Wisdom
12
Charisma
8
Armor Class
15
15
15
Max HP
40
Speed
30

HP

40 / 40 HP

XP

6,5006,500 XP13,999
Level 5
Equipped Items
Spellbook
Weapon Conjuration: Quick Draw

Weapon Conjuration: Quick Draw

Cantrip
Weapon Conjuration: Force Bolt

Weapon Conjuration: Force Bolt

Cantrip
Weapon Conjuration: Shifting Defense

Weapon Conjuration: Shifting Defense

Cantrip
Weapon Conjuration: Enhanced Edge

Weapon Conjuration: Enhanced Edge

Level 1
Weapon Conjuration: Resilient Form

Weapon Conjuration: Resilient Form

Level 1
Weapon Conjuration: Swift Strike

Weapon Conjuration: Swift Strike

Level 1
Weapon Conjuration: Ricocheting Shot

Weapon Conjuration: Ricocheting Shot

Level 1
Multiattack

Multiattack

Cantrip
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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