This is a very basic overview of Fragged Empire 2e I created as I tried to learn the game. It's not complete, but should be enough to explain the basic concepts.
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Set your level to 1
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Select a Species
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Spread 18 points across the 6 attributes
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- Attributes have a minimum of 0 and a maximum of 5
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- An Attribute of 1 or less creates a -1 modifier to related skill checks. Attribute of 4 or higher grants a +1 to linked skill checks
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Select Your Skills
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- Choose 6 Primary, 2 Personal Combat, and 2 Spacecraft Combat skills
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Select 1 trait
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Select 1 Complication
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Starting Resources = Level + 2
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Set Spare Time Points (t) and Knowledge
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- Spare time points = Level + 4
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- Starting Knowledge = 3
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Sub-stats
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Equipment slots = STR + 6
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Grit re-rolls = GRIT
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Defense = 10 + REF
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Endurance = (10+(STR * 5))
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Armor - Based on Outfit you start with
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Munitions = 3
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Recovery = GRIT
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Combat Order = INT
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Buy Weapons (max 3)
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A Sidearm costs 1 Resource
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You may have 1 Companion
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Buy an Outfit
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Pay associated Acquire and Resource Cost
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Buy a Utility
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Pay associated Acquire and Resource Cost
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Optional: Purchase Miscellaneous Gear
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Pay the Acquire Cost
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Write down free items
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You get a Hand Comm, Flashlight, Bulky Toolbox, and Common Items for free
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Optional: Choose Starship with your group
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Traits
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p. 31
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Complications
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pps. 32-36
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Perks
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p. 37 - gain one Perk for every 5 current Influence
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Resources and Influence
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p 39. Resources limit what you can carry around. You can swap items to open resource slots
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Influence is gained by trading Networking units. Influence, like Resources, is allocated, not spent. It's an amount of "slots available"
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Influence cannot be shared, but can be lost if the group that gives it to you disavows you
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Acquisition Rolls and Spare Time Points
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p. 40
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GM sets Difficulty Rating
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PC describes their goal and approach along with skill choice and tools they will use
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At GM's discretion, a +2 or -2 bonus or penalty may be applied if they think the approach is good/bad
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Roll 3d6 and add skill modifier
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Roll of 6 = STRONG HIT
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A GRIT re-roll point may be spent to re-roll ALL dice
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Trained skills grant +1 Modifier, Untrained skills apply a -2 penalty
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Toolboxes grant a +1 to the applicable skill (doesn't stack)
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Workshops grant a +1 bonus, which CAN stack with the Toolbox +1. As long as the PC has regular access to the workshop, they gain this bonus, they don't have to be AT the workshop when performing the skill check
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Unexpected Consequences
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If you roll +4 or -4 compared the the difficulty rating, you trigger a special bonus/penalty determined by the GM. See p 16 for suggestions
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Helping another PC
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PCs can help one another. The assisting PC must pass a skill check of 10 Difficulty, using an appropriate skill. If they succeed, they grant a +1 to the main PCs skill check
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Retrying
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You may repeat the skill check if you fail, but you take a -2 penalty, cumulative for each attempt. This also applies to other PCs attempting to retry your failed skill check.
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Retries ALWAYS trigger an Unexpected Negative Consequence
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Retry rules to no apply to Acquisition rolls
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Obtaining a Trade Good
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You may make a 12t Acquisition Roll to gain a Trade Good, assuming there is a suitable provider
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4 trade goods can be converted to 1 resource
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Trade goods are typically an abstraction of looted gear or a reward
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Money
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Requires one equipment slot per 4 Goods. Requires 0 cargo space.
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1 Money Trade Good can be spent to gain a +1 on a previously failed roll where wealth would have helped (stacks)
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Common Strong Hit Options (everyone can access)
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Effort: You may choose to re-roll a single die from the current roll
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Critical Hit: Can use once per attack. All damaged targets suffer your weapon's Critical Damage minus armor value directly to a randomly chosen ATTRIBUTE
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Critical Boost: +1 Critical Damage vs all damaged characters who are currently at 0 ENDURANCE (can stack)
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Routine
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No roll needed if you are trained in the skill
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Moderately difficult
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Set Target Difficulty to 12 or 14
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Very Difficult
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16
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Extremely Difficult
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18+
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Any Skill or Acquisition roll may be turned into an ARCANE roll
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Using ARCANE powers will increase the difficulty rating of the check by at least +2
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Failure always triggers a negative Unexpected Consequence
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Spare Time Points
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Acquisition point is lost even if Acquisition roll fails
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Found items do not require an Acquisition roll
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You gain 1 Spare Time Point at the start of every session
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At character creation, you may acquire any item or service with a cost of 14 time (t) or less, but it does cost an Acquisition point
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Acquisition Rolls
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Spend a Spare Time Point to attempt
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Any item with a "t" in the Acquire Cost means you must make an Acquisition Roll to acquire it
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The difficulty of the Acquisition Roll is equal to the Acquire # - ex Acquire 12t means spend one Acquisition point, and you must roll 12 or higher to get it
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The skill used in the roll is determined by the PCs approach (ex, using Wealth to simply buy something, Mechanics to build the item, etc. Awareness cannot be used)
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Helping on an Acquisition Rolls
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Costs the helper a Spare Time point, too, and only grants a +1.
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Sharing Spare Time Pts
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Can only be used for Heal or Repair Attribute Damage
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Found items
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Have no cost in Spare Time Points nor do they need an Acquisition Roll. Knowledge costs do need to be paid
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