Fragged Empire 2: Rules


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Description

"Your genetically engineered people are returning to the stars to usher in the dawn of a new age. Now is the time to reconnect with other forgotten species, explore war-torn worlds, combat ancient threats and forge new frontiers."

Fragged Empire is a post-post-apocalyptic sci-fi roleplaying game where your people are returning to space following a century of hiding in the aftermath of a galactic war. It's a universe that leans heavily into themes of cultural tension and exploration, with a dash of transhumanism, nation-building, and a hope for a better future. Inspirations for Fragged Empire include Cowboy Bebop, Firefly, Farscape, the Millennium Falcon scenes from Star Wars, and a little of The Expanse.

A typical game of Fragged Empire will see you and your friends take on the role of a character from one of eight core species, banding together and exploring a sector of space, taking odd jobs, and getting into trouble, but the GM is provided with the tools to encourage a lot of flexibility in the type of games they can run.

This is the 2nd edition of Fragged Empire and it has improved on the 1st edition in every way! The 2nd edition rules are slimmer and more intuitive than 1st edition while also increasing the depth of your options. The lore has expanded beyond the Haven system, pre-Great War history is explored along with the key features that make the Fragged universe so interesting: its various species and their cultures.

The 204-page, full colour, hardcover Rulebook contains:

  • All the rules for the game, character creation, equipment, spacecrafts, GM’s guidance, sample antagonists, and dozens of handy quick-reference lists.
  • A deep 3d6 rule system and setting that can be enjoyed by both narrative-focused gamers and those who have a love of game mechanics.
  • Unique classless rule system that allows for a large amount of customization, not just in how Players build their PCs, equipment and spaceship, but also for the GM and what kind of campaign they want to run.
  • GMs are given a huge amount of control over the style of their campaign. With a few tweaks and optional rules, a GM can run almost any kind of sci-fi game. The GM Guide section within the Rule Book provides outlines for running a Rag-Tag band of Misfits, Space Marine, Survival Horror, Detective, Space Trek and Grand Space Opera styled campaigns

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