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An average person is Level Select Your Race You may select one Race. Distribute 18 Attribute Points You have 18 points to distribute amongst 6 Attributes.


Each Attribute may be set from 0 to 5. An average person has 1 or 2 points in each Attribute. An Untrained Skill has a -2 penalty to your Skill Rolls. You need to meet all Requirements for any Trait you select. Resources are primarily used to acquire Weapons and Outfits. Influence is primarily used to acquire a spacecraft.


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. When you gain a level: Gain 1 new Trait pg: You may Retro a single part of your character see below. This is called a Retro. You may not change a Trained Skill if you have already selected a Trait for that Skill.


You must first change that Trait to one for another Skill, then you may change the first Skill requiring 2 Retros. If changing your Attributes would break a Traits Requirement, you lose the benefits of that Trait but keep the Disadvantages.


All Retro changes must be approved by the GM and will often require some in-game actions to justify the change. Derrick needs to choose a Trait.


He wants a new Outfit, but he needs to increase his Current Resources through his actions in-game. Derrick may also change Retro one aspect of his character.


He is happy with his Trait choices, but the group has discovered that as a team they are missing the Programming Skill. Derrick decides to untrain one of his Trained Skills and become Trained in Programming.


He asks the Game Master for permission to do this. The Game Master says he may untrain the chosen Skill, but he will need to perform some relevant in-game actions to justify learning the new Skill. Next game session Derrick spends a Spare Time Point to purchase a Personal Computer and says he is also reading a data book on the subject in his spare time. They often history or skill use. Traits can also represent your character define the nature of your Attributes and Skills, and can give access developing or changing throughout play.


GMs should feel free to require players to take in-game actions to justify their selecting a Trait eg: require a character to spend time You gain 1 Trait per Level. Many Traits have requirements that must be met before that Trait may be selected. Armour vs Energy, Slow, or at 0 Endurance do not affect this.


This Trait can only be selected before your first game session. This Trait cannot normally be changed through Retro. If the Surgery Roll fails, you may try again at a later time, but you do not lose the Trait. You Are a Psionic Normally requires an in-game action to justify its choice. You are a construction of mechanics and electronics. You are resistant and vulnerable to different things and have different needs.


Robot You must be a Robot see right. Secret Knowledge Secret Kn »» You are immune to poisons, but can get computer viruses. You must have Secret Knowledge from Research, pg: 68 in a »» You are immune to low levels of radiation, heat, and cold. This often represents »» You do not breathe air. Trait or Race »» Your mind can be Hacked. You must have the listed Trait or Race.


Attributes are primarily used for combat pg: 71 and fulfil Edwarck, a Nephilim bio-tech researcher, wants to maximise his the requirements of many Traits pg: Ref: 3 Average reflexes to avoid the odd attack. When creating a character you have Foc: 4 Good for long-range combat and making sure he does 18 points to distribute amongst 6 Attributes.


Int: 5 Gives access to the best Research Traits. An average person has every Attribute at 2. A rating of 0 is Tough, Attribute Example impaired, and one of 5 is amazingly gifted. Derrick is an in-your-face Legion shock trooper; he needs to not only take a punch but also move in fast.


Str: 5 Good for taking a hit and wearing heavy armour. Ref: 2 Helps to avoid the odd attack. Strength Str Mov: 3 OK for getting into and out of trouble. Your physical power and general quality of health. Foc: 4 Good for long range, but more important for making Primarily used to determine the size of Weapons and the weight sure he can stay in the fight longer. Per: 3 Average. Reflexes Ref Sneaky, Attribute Example The speed of your physical response to your environment, along Adam, a master Kaltoran sniper, needs to be able to hit targets with your flexibility and general agility.


There is little need for Primarily used to avoid being hit, and represents your defence if all your enemies are dead before they know where they melee proficiency. Movement Mov Str: 2 Enough to carry a solid rifle. Your speed of movement and general physical stability. Ref: 5 Needed for stealth. Does not give any statistical boost to combat rolls, but is used Mov: 1 Must be careful to not need to move after he sets up.


Int: 3 Needed to analyse each target carefully. Your mental strength and ability to focus. Primarily used for long-range combat, and determines your speed Flexible, Attribute Example of Recovering from exhaustion and minor damage in combat. Samantha needs to be ready for any situation as a Corporate smuggler. A nasty fight could break out at any time and in almost Intelligence Int any environment. Your clarity, speed of articulation, and thought.


Primarily used for determining who acts first in combat, and for Str: 2 Most small arms are not heavy. Ref: 4 Best way of staying alive is to not get hit. Mov: 3 Solid movement to make sure she stays in the Perception Per best cover. Your ability to use your senses to perceive your environment. Foc: 3 Can recover after taking a beating and keep targets Primarily used to determine the accuracy of range Attacks you within range. Int: 3 Should be able to act before most in combat. Per: 3 If she can keep herself well positioned, hitting her targets should be easy.


All characters start with 2 Fate, which may be changed through The Draz junkie had the stubby little Protectron pistol Traits pg: Dice Re-Rolls Each session, you may spend a Fate Point The junkie, a vacant sneer plastered across his face, to re-roll all dice in a roll.


You may re-roll a re-roll. And, Unspent re-rolls are not accumulated between game sessions. Go visit my kids! Rolling a total the grotty junkie to swear and shove the pistol somehow of 6, he misses.


He can either accept the failed roll or spend 1 Fate harder against his skull as he pulled the trigger. Point to re-roll. There was a beautiful fizzling sound and a mild burst He spends a Fate Point and re-rolls his 3d6 to get a total of Unfortunately, he still misses.


This is a really important Attack, A sudden blow to his head left Jacob reeling and so he decides to spend another Fate Point to re-roll again. This time bloodied as the filthy junkie sprinted down the corridor he rolls a 16 and scores a Strong Hit pg: 82 , so he decides to keep into the shadows, leaving him shuddering in relief.


If he wished to, he may spend another Fate Point to Three loud-booted Legionaries walked past, eyeing re-roll this die roll, as long as he had the Fate to spend. See pg: 90 for full Reduce Fate to Avoid Death rules. See pg: for full Reduce Fate to Avoid Destruction rules. If Points to force an NPC to re-roll any roll. Some Traits pg: 33 give you access to abilities that cost a Fate Point to use. The NPC rolls, a 3, 4, and 5.


The NPC must use this roll, discarding the previous one. All player characters can speak and civilisation is a detail-oriented language, making it perfect for write Corp detailed below. Further languages can be acquired communicating technical or scientific knowledge.


However, because through Traits. GMs should feel free to give players access to minor of this, and the stigma it often has from Corporate speakers, it is not languages through Research: Secret Knowledge pg: At the height of their empire, the Archons not only genetically engineered races, but their cultural scientists also engineered social Many technical manuals are written in Archon; therefore, it is an structures and accompanying languages.


As a result, a number essential language for those of a scientific persuasion. The large of drastically different languages were spoken across the old vocabulary of over a million distinct root-words means that the Archon Empire. Archon also makes for very good poetry, Cross-Language Communication especially when read aloud, owing to its melodious pronunciation.


Use Culture Skill Rolls pg: 45 or Research pg: 68 for any cross-language communication. Kaltoran During the Great War, the Kaltorans were forced underground, where they remained for one hundred years. This spawned several unique features in their language: a touch-based component to fully express emotion, meaning, and direction, as well as severe visual communication limitations. Where Ancient Kaltoran used a full alphabet of seventy-three letters, Kaltoran uses only forty of those to spell full words.


Kaltoran is also a The most widely used of all languages within the Haven system, useful language for explorers and archaeologists within the Haven Corp is comparatively easy to learn, with short words and a limited system, as old Kaltoran ruins are very common. Although speakers vocabulary. It has distanced itself from its original Vargartian form of modern Kaltoran would struggle to read many of the old letters, by taking on a melting-pot approach to vocabulary and a simplified once understood the words are still closely and obviously related.


Where modern Kaltoran is touch-oriented, loud, and emotive, Ancient Kaltoran is more Many major languages within the Haven system are slowly harmonious, peaceful, and meditative, and it implies a deep sense accumulating words from and contributing words to Corp.


This makes of respect for places and people with most verb-forms. It is still it an increasingly complicated and broadly accepted language.


All player characters have the language: Corp. It is an extremely useful language for archaeologists to know, as many of the ruins within the Haven system are old Kaltoran cities and facilities. It is still seen from time to time, and or technical descriptions, Legion has an obvious leaning towards linguists with a keen eye for detail often find Vargartian words military and tactical movements. Elaborate and verbose when and phrases being reintroduced into Corp by savvy advertisers needed, it is rarely poetic or figurative, favouring practicalities.


It can keen to distinguish themselves linguistically in an over-saturated quickly convey complex directions, especially in relation to weapons, Corporate market. This makes it almost and dying for the Corporates. Which does what to further impossible for opponents to understand what is being communicated, the cause of our own people?


This extremely complex language makes his end of the conversation. Each had positioning, and many other undocumented means. The dialects have a wide variety of features, pronunciations, word ranges, and meanings, We have a tail following us.


Telepathy Psionics Surveillance to hit where there are no patrols? Psionically gifted individuals are able to partially transcend all Decanus Augustus signed back. The ability to communicate via This could be the break against the Draz Cartel they thought to another nearby Psionic is a huge boon, but does come were being paid to eliminate! The scaled ridge on the with limitations. Go to the lavatory at the next junction, Augustus This ability is also restricted to communication between Psionics.


This could be the break we need. Characters may make Skill Rolls to determine if they succeed or fail at doing or knowing something. To succeed, the total of this must equal or exceed the difficulty. Some Skill Rolls requires specific Tools eg: Toolkit. GMs may require characters to use a specific Skill, or may simply present a problem and give the players the option to use a Skill of Trained and Untrained Skills their choice. In the latter case, the players must give reasons or When you create a character, select 6 Primary Skills, 2 Personal justification for their Skill choices.


Combat Skills, and 2 Vehicle Systems to be trained in. You can always use a Skill, even if untrained; however, you must be trained Skill Difficulties in a Skill to select an associated Trait or make use of a Toolbox or Workshop. Routine or Easy task: 8 or more. Moderate task: 12 or more. Difficult task: 16 or more. Very Difficult task: 18 or more.


Description Bonus or Penalty Rolls significantly above the required difficulty should produce How a character approaches a problem and how they make use of additional positive effects eg: completed faster than expected. This bonus is there to reward well-planned and Some Skill Rolls can only be attempted if you have the right well-described approaches to a problem.


Players should play to their strengths AND give a good description of their approach to gain the full bonus. Toolkit Eg: Wrench, bandages, or other basic tools. Attributes Toolbox If a character is playing to their Attribute strengths, then GMs Eg: Bank card, chemistry kit, telescope, or other practical tools. Eg: Office space, repair shop, med bay, or other work space. An Attribute should only grant a Description bonus if it is over 3. It should only grant a Description penalty if it is under 2.


Be sure to point out any major restrictions or issues eg: they may have limited time or available tools. Be sure to also set the mood. Players Explain their Approach and Choose Skills Each involved player takes a turn explaining their approach to the current situation.


The players pick Skills to use based on their approach. Each player may select a different Skill. Playing to their weaknesses should give a -2 penalty. Higher rolls are always better. Strong Hits are used to make use of special abilities. GM Describes the Outcome After each involved player has made their Skill Roll, the GM describes the outcome of the situation, including the time taken. High rolls of at least the difficulty should have positive results, while rolls below the difficulty may have negative results.


Choice of Approach and Skill should also affect the result. For example, if two characters use different Skills and approaches to the same problem, they should get different outcomes even if their rolls are the same.


This will require a unable to travel through without severe damage. Combat Action pg: and let you make a Skill Roll during combat. Each unit requires a Spare Time Roll of at least To Assist and he will require samples and scans of the nebula. If Attributes Total 18 Traits. With a total of 11, Boris has failed. She has a total bonus to her Mechanics Total Traits Complications Skill ofMovement -1 and needs to get a total of at least Vehicle System Skills x2 bonus.


This brings his total to 12, so he succeeds. Time Rolls pg:Leadership Research Units. Her Conversation Skill Roll results in a total of 9 1, 2, and 6 , which is not high enough to subtly gain information. Effort, Critical Hit pg: 88 and Critical Boost pg: See pg: for a full list of available Traits. See pg: for a full list of available Weapons. The GM lets her know that, while the thug speaks to her, he is not suspicious. Rather, he thinks of hanging out with friends to Additional Strong Hit Options can be gained through Traits or from play computer games later that night.


Astrid manages to locate an specific Weapons eg: Disruptors. Requirements Nearly all Strong Hits have requirements to be used. The most common requirement is that you are using the correct Weapon, but you may also need to use a specific Skill. Strong Hit: Effort Primary Skill or a specific Primary Skill Pushing yourself, you reassess your situation and take advantage Can only be used with a Primary Skill pg: 43 or a specific of a slightly different approach. Primary Skill.


You may re-roll a single die not including the die that was gave you this Strong Hit or any that have been used to cause a Strong Hit. Name Requirements Result in brackets. Primary Skills focus on out-of-combat tasks and are split into two »» Calculate interest. At character creation you may select any six Primary Skill to be »» Buy shares from the stock market. Each Trained Skill may have a single connected Trait.


Untrained Skills grant a -2 penalty to your Skill Rolls. Example Uses with a Workshop Office »» Manipulate stock prices. Everyday Skills »» Research interstellar trade. These Skills are the most commonly used because they focus on »» Find gaps in the goods market. Wealth Buying and Paying for Things Your ability to use money and barter, and your knowledge of If you wish to purchase an item or service with money, financial values, business, and economics.


Time Rolls pg: 64 to purchase minor items or services. Your wealth might also represent other valuable Logan is having a friendly chat with a disgruntled Draz items, such as precious stones or ammunition. After a few drinks, Logan tells the GM that he wishes to pump the NPC for information on the security of If you want your character to be wealthy, then you should the Draz factory.


Logan rolls and gets a total of 8, far lower than what Areas of Knowledge, Ability, and Currency he needed. This will require Logan to make a Wealth Spare »» Trade supply and demand. Time Roll of at least 14 and will cost Logan a Spare Time Point, even if he fails this roll to see if Logan has the required funds Example Uses Without Tools to pay the bribe or negotiate a lower cost.


Areas of Knowledge Areas of Knowledge »» Diplomacy. The GM says this is difficult task and requires Ezekiel to make a Social Skill Roll In an attempt to rally the terrified civilians, Smith uses his of at least The GM says this is a moderately difficult task requiring a roll of a Areas of Knowledge »» Customs language.


Example Uses Without Tools »» Use an appropriate greeting. Example Uses with a Workshop Library »» Research traditions. Example Rick wants to learn the Kaltoran Language. He will also need to have access to examples of the Kaltoran Language, possibly from a tutor or by spending time amongst Kaltorans.


This purpose could come from a belief in a specific cause or religion, or through mental training. Description bonus or penalty to some rolls if you are also descriptive in your approach. Areas of Ability »» Resilience. Areas of Ability »» Athletics. Example Uses Without Tools »» Hold breath for a few minutes. Example Uses Without Tools »» One hundred push ups.


Specific Environmental Equipment Example Uses with a Workshop Sanctuary Ladders, tents, ropes, and such are not normally categorised »» Meditate on your convictions. These specific items can be acquired with a Spare Time Roll »» Retrain your mind.


She wishes to draw upon these memories to »» Physical retraining. The GM says that she can use »» Research martial arts. Resolve to delve into her genetic memories to learn about the »» Hit the treadmill. Example Max wants to learn the Martial Arts Trait. This requires Secret Knowledge, which is gained through Research. Physical Research is ideal for learning this kind of Secret Knowledge. Includes your ability to hide clacking noise coming from the walls.


She makes an Awareness and locate physical objects, piece together clues and identify points Skill Roll to try and discern what it is. The GM tells her that the of interest in your environment. Moa will need to make a Mechanics Skill Roll of 12 to identify exactly what it is. Awareness is a broad and commonly used Skill, but it has limited depth. Example Uses with a Workshop Kitchen »» Examine footprints. Boris has set up camp deep within a forest. He wishes to gather »» Perform voice analysis.


Because he has »» Create a wall of clues. Also covers your understanding of refined and your understanding of electrical signals. This skill also covers and designed materials such as alloys and synthetic polymers. Areas of Study Areas of Study »» Mechanical engineering moving parts. Example Example Rachel has snuck onto the spacecraft of rival bounty hunters, Sarah needs to hack a computer based door lock.


The GM says hoping to disable it or slow them down. Or, if she has some basic tools, an Electronics The GM gives her two options: roll a 10 to damage their fuel Skill Roll of 12 to hot wire it. This will If the door is hotwired, it will be jammed open, making any force them to land again in order to repair the damage, which hacking take a little longer.


Sarah decides to hotwire the door. She wishes to do this by hanging out in space warship. He is not sure if it is dead or hibernating. She will also need The GM tells him that if he can gain access to its central access to a computer, and this task may take some time.


It will require a Bio Tech roll of 12, and potentially some time, to find one of these locations, then another roll of 16 with a Bio Tech Toolbox to know if it is hibernating or dead.


Medicine can be used to Heal Attribute Damage pg: Areas of Study »» Psionchology psions and their powers. Areas of Study »» Psychology psyche. Example Uses Without Tools »» Recognise a psionic power. Example Uses Without Tools »» Recognise a mental state depression, mania, etc. Example Theodore has formed a bitter professional rivalry with another Sharing Spare Time Points merchant who keeps getting the better of him.


Theodore will need access to information to Research eating bad food from a Nephilim market. Maximus has a Medicine Toolbox with some helpful drugs that could cure her. As they have good equipment, this First Aid Skill Roll is not difficult and only requires a No part of this publication may be Arky Fitzwater reproduced, distributed or transmitted in any form or by any means, including photocopying, recording or other electronic or mechanical methods, without prior written permission of Design Ministries.


Names, characters, places, and incidents featured in this publication are fictitious. Any resemblance to actual persons living or dead , events, institutions, or locales is coincidental.


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Made in UK. Skip to content. Fragged Empire. Fragged Empire Book Review:. Fragged empire. Fragged empire Book Review:. Fragged Kingdom. Scenic Bases. Each with a Hand-Signed Artcard. Limited Stock. Key Setting Themes. Post-Post-Apocalyptic Setting Exploring the state of the universe after a cataclysmic event is a popular theme in science fiction literature.


Cultural Tension 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. Genetic Engineering Humanity is long dead, but they managed to create their own genetically engineered successors: the Archons.


Our Gallery. 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. 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.


Nonlinear Progression Characters have a pool of options available to them, with no set ability or equipment progression path. Best for Long Campaigns Fragged games can be used to play short games, but they're at their best when used for long campaigns where players will have to balance short-term and long-term goals.


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