Set in a far future 'post, post-apocalypse',
four genetically engineered races seek to build a new society for themselves
as they emerge from the ruin of genocidal war, and back to the stars.
- 384 Pages, Full Colour
- Full Setting Guide
- Full Rules System
- GM Guide
- Opponents to Fight
- A compendium of Factions,
Locations and NPCs for your
Players to contend with.
- 25+ Factions
- 5+ Locations
- 40+ NPC Traits & Variations
- 90+ NPC Characters
- "Let Sleeping Gods Lie"
For PCs with 1-5 Resource
- "Genetic Spectres"
For PCs with 6-10 Resources
Key Setting Themes
Exploring the state of the universe after a cataclysmic event is a popular theme in science fiction literature. It allows us to delve into the nature of civilisation, humanity, and rediscovery after we have lost all that we know.
This setting does not take place immediately after this cataclysmic event (a genocidal war), but a hundred years later. Enough time has passed for people to partially accept what has happened and start to rebuild. You are at the dawn of a new civilisation, a time of great opportunity and danger.
What should this new society look like?
Shaped by the Great War and what it took to survive it, the races have had one hundred years to create their own distinctive cultures, formed from their experiences, core beliefs, and genetic nature.
These races have only had a few years to interact with one another: not enough time to fully understand or accept each other. Their delicate coexistence is held together more by need than choice.
What do you live for?
Humanity is long dead, but they managed to create their own genetically engineered successors: the Archons. The Archons repopulated their inherited empire with their own creations in an effort to create the perfect race. This pursuit not only led to a wealth of technological advancements, but also empire-wide genocidal war. Eventually, the Archons fell to their deaths at the hands of their own vengeful creations.
What responsibility comes with the ability to make life?
This new society is built not only on the ruins of the Archons’ empire, but also on top of the ancient human empire and who knows what else.
What is out there?
Key Features of the Rules
Adaptable sci-Fi Rules
Fragged Empire comes with a setting, but rules are flexible and robust enough to be adapted to almost any science fiction setting
3d6 Resolution System
Skill rolls are done with a simple 3d6 +/- bonus or penalty vs a difficulty value or target's defence.
Tactical Miniatures Combat
Intuitive, tactical combat where you will need to react not only to your environment (cover is your friend), but also respond to your opponents' actions. There are also optional rules for miniature-free combat.
Characters have a pool of options available to them, with no set ability or equipment progression path. This allows for Characters to quickly specialise or diversify and to create unique combinations of Abilities and Equipment.
Choose any path you want; cunning mercenary, black market smuggler, archaeological treasure hunter, fighter pilot or power mad scientist.
Spare Time & Vocations
How Characters spend their spare time, and their vocation is a defining aspect for each Fragged Empire Character.
Are they a gunsmith who likes to modify and trick out their latest toy? A savy business woman who likes to buy and sell Trade Goods? Or an ambitious researcher dedicating themselves to the next scientific breakthrough.
Best for Long,
Fragged Empire can be used to play short games, but it is best when used for long sandbox-style games. In this post-apocalyptic setting, you will regularly have to make the most of what little resources you have, balancing short-term sacrifices and long-term gain.
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