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This is the section of my website dedicated to the Fragged Empire rules system. Fragged Empire - Set in a far future 'post, post-apocalypse', four non-human races seek to build a new society for themselves after barely surviving a genocidal war. |
Fragged Empire - Page Navigation
Fragged Empire - Overview
Fragged Empire RPG
Fragged Empire - Overview
- Rules - Rules for Campaigns
- Character Creation - Rules for creating characters
- Referenes - References and Errata
Fragged Empire - Campaign Rules
Fragged Empire - Character Creation
- Making a Character
- Starting Level 1
- Select your Race
- Distribute 18 Attribute Points (0-5 Points each)
- Select your Trained Skills -
- 6 Primary Skills (Everyday or Professional).
- 2 Personal Combat Skills.
- 2 Vehicle System Skills.
- Select your Traits - 1 per Level
- Starting Resources - Influence and Spare Time Points = Your Level+2. Allot Resources and Influence. Spend Spare Time Points (you may automatically gain any item or service that costs 14t or less, no roll required).
- Starting Level (See cr32)
- See cr: 341 for a full list of available Traits.
- Your character usually begins at Level 1 (with 1 Trait).
- You start with Resources, Influence, and Spare Time Points equal to your Level +2. You gain 1 additional Trait, Maximum Resource, and Influence per Level.
- Level 0 is a child or unskilled.
- Level 1 to 4 is averagely gifted.
- Level 5 to 9 is skilled.
- Level 10 to 19 is amazingly gifted.
- Level 20 or more is legendary.
Choosing Your Starting Traits The Trait(s) you select at character creation should represent your character’s defining nature and history. Some Traits can only be selected at character Creation (eg: Old).
You may have up to 1 Trait per area: Level, Resource, Influence, each Attribute, Fate, Trained Primary Skill and up to 2 Traits per Trained Vehicle System or Personal Combat Skill.
You need to meet all Requirements for any Trait you select.
- Playable Races
- Corporation (cr20, cr198, pa102)
- Kaltoran (cr22, cr212, pa103)
- Legion (cr24, cr228, pa104)
- Nephilim (cr26, cr242, pa105)
- Palantor (pa19, pa36)
- Remnant (pa21, pa52)
- Twi-Far (pa23, pa68)
- Zhou (pa25, pa86)
- Attributes (See cr34)
- You have 18 points to distribute amongst six Attributes: Strength, Reflexes, Movement, Focus, Intelligence, and Perception. Each Attribute may be set from 0 to 5.
- 0 represents an impairment of some kind.
- 1 or 2 is average.
- 3 or 4 is impressive.
- 5 is amazingly gifted.
- Trained Skills (see cr38)
- Select 6 Primary Skills, 2 Vehicle System Skills, and 2 Personal Combat Skills to be Trained in. All other Skills are considered Untrained.
- Trained Skills give a +1 bonus to your Skill Rolls.
- Untrained Skills give a -2 penalty to your Skill Rolls.
- Resource and Influence (See cr54)
- See cr113 for full Equipment rules.
- See cr141 for full Spacecraft rules.
- See cr358 for a full list of available Equipment.
- You start with Resources and Influence equal to your Level +2. Resources represent your ability to maintain weapons and equipment, while Influence represents your favour with an NPC group (or groups) and reflects your ability to maintain a spacecraft.
- Resources are primarily used to acquire Weapons and Outfits.
- Influence is primarily used to acquire a spacecraft.
Allotted, Not Spent - You do not decrease your Resources or Influence when you acquire, lose, or change your equipment or spacecraft. Resources and Influence represent the quality and quantity of equipment and spacecraft the character may maintain at any one time.
- Spare Time Points (See cr64)
- You start with Spare Time Points equal to your Level +2 (eg: a Level 1 character starts with 3 Spare Time Points). You may keep these Spare Time Points for later, or you may spend them on any Spare Time Item with a cost of 14t or less, no roll required (each item still cost 1 Spare Time Point, no matter the roll difficulty).
- Any use of Spare Time Points after character Creation uses the standard Spare Time Point rules.
- Spare Time Points are used to acquire minor items or services, or to make Equipment Modifications.
- You may start with items or Modifications that requires a Spare Time Roll of 14t or less without needing to roll. Each item costs 1 Spare Time Point.
- Sourcebooks
- cr – Core Rules
- pa – Protagonist Archive 1
Fragged Empire - REFERENCES
These are notes I has made for references in the Fragged Empire setting.
Current References include the following: Places of Interest, Factions, Core Rules Errata, Sourcebooks
- Places of Interest
- Alabaster (CR 256)
- Asteroid Belts (CR 258)
- Cerberus System (PA 134)
- Eden (CR 260)
- Gehenna (264)
- Halo Nebula (CR 264)
- Kadash (CR 266)
- Lilith (CR 268)
- Meimarin (PA 132)
- Mishpacha (CR 270)
- Nagra (PA 142)
- Oasis Bar (PA 146)
- Tanjo (PA 149)
- The Roost (PA 152)
- Factions
- The Honorbound (PA 122)
- Order of Redemption (PA 123)
- Psion Mind (PA 124)
- Symphony of the Dragon (PA 125)
- Symphony of the Salamander (PA 126)
- Symphony of the Phoenix (PA 127)
- Neochaelogists (PA 128)
- Silver Mask Pact (PA 129)
- Core Rules Errata
- Analyse Actions gains the Minor Effect: Hit +Extr RoF Dice.
- Snap Shot gains the Major Effect: Damage.
- Puncture Rifle is now Range 6 (was 4).
- Pallet of Supplies Cost increased 14t, up from 8t.
- Lots of fixes to the Spacecraft Theatre of the Mind Only Traits.
- Nukes Damage corrected to +1 End Dmg, and +1 Crit Dmg.
- Skilled, and Nemesis Opponents gain +2 additional Attribute Points from Average PC Resources 6 and up.
- Nemesis Opponents gain +1 Max Attribute.
- Injectors have -1 Crit Dmg for PCs.
- Low Quality Modification notes changes to “Requires a Spare Time Roll of 8t to remove this Modification.”
- Strong Hit: Melt Armour only Stacks up to twice per character for PCs.
- Limbs Crit Dmg changed to “Str -2”.
- “Natural Armour” … change the line to “If you are not a Robot your Outfit gains the Keyword: Bio Tech.”
- “Grav Support” … change the line to “Your active non-Natural equipment”.
- Henchmen NPC Trait “Immobile” gains the following: “+1 Hit and End Dmg, all Weapons.”
- Both Archon Round and X’ion Round Modifications gain the Keyword “1 Use:”.
- Set Alight Strong Hit removes the Splash Keyword when making it’s free attacks.
- Psionic Tackle Attacks always target a character’s Defence vs Tackle.
- Sourcebooks
- cr – Core Rules
- pa – Protagonist Archive 1
Games Master Section of the Fragged Empire RPG
Fragged Empire - GM Section
Fragged Empire - References
References still to come
Fragged Empire - Notes
Work In Progress Information
Content Updates
- 2023-08-24 - Fixed error with links and images.
- 2023-06-18 - Cleaned up the layout to the new format.
- 2023-01-01 - Page created and content migrated.
- 2021-08-16 – Update to layout and menu.
- 2020-10-01 - References Published on WordPress.
- 2020-08-31 - Character Creation Published on WordPress.