From the introduction:
Break the traditional rules of RPG’s. Break your conventions and clichés. Break your expectations, your limitations and your conclusions. Break everything you know, and then have a hell of a time.
No matter how many systems you look at, the same old problems keep cropping up: The rules, no matter how well-written they are, are just too restrictive. Maybe the defence rules are rigid and allow no flexibility in your builds, or it could be how social skills are useless for telling the emotional wizard to calm the hell down, or perhaps even how much it costs to buy the worst gun you can get dooms your character to warming the bench until you finally get that seven thousandth dollar. We’ve all been there, don’t worry.
That’s why BREAK-R (pronounced ‘Breaker’) was created.