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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.

Character Generation

Set your level to 1
Select a Species
Spread 18 points across the 6 attributes
- Attributes have a minimum of 0 and a maximum of 5
 
- 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
Select Your Skills
 
- Choose 6 Primary, 2 Personal Combat, and 2 Spacecraft Combat skills
Select 1 trait
Select 1 Compli­cation
Starting Resources = Level + 2
Set Spare Time Points (t) and Knowledge
 
- Spare time points = Level + 4
 
- Starting Knowledge = 3
Sub-stats
Equipment slots = STR + 6
 
Grit re-rolls = GRIT
 
Defense = 10 + REF
 
Endurance = (10+(STR * 5))
 
Armor - Based on Outfit you start with
 
Munitions = 3
 
Recovery = GRIT
 
Combat Order = INT
Buy Weapons (max 3)
A Sidearm costs 1 Resource
 
You may have 1 Companion
Buy an Outfit
Pay associated Acquire and Resource Cost
Buy a Utility
Pay associated Acquire and Resource Cost
Optional: Purchase Miscel­laneous Gear
Pay the Acquire Cost
Write down free items
You get a Hand Comm, Flashl­ight, Bulky Toolbox, and Common Items for free
Optional: Choose Starship with your group
Page numbers for each step are on page 9 of the core rulebook

References

Traits
p. 31
Compli­cations
pps. 32-36
Perks
p. 37 - gain one Perk for every 5 current Influence
Resources and Influence
p 39. Resources limit what you can carry around. You can swap items to open resource slots
 
Influence is gained by trading Networking units. Influence, like Resources, is allocated, not spent. It's an amount of "­slots availa­ble­"
 
Influence cannot be shared, but can be lost if the group that gives it to you disavows you
Acquis­ition Rolls and Spare Time Points
p. 40
 

How to Make a Skill Roll

GM sets Difficulty Rating
PC describes their goal and approach along with skill choice and tools they will use
At GM's discre­tion, a +2 or -2 bonus or penalty may be applied if they think the approach is good/bad
Roll 3d6 and add skill modifier
 
Roll of 6 = STRONG HIT
 
A GRIT re-roll point may be spent to re-roll ALL dice
 
Trained skills grant +1 Modifier, Untrained skills apply a -2 penalty
 
Toolboxes grant a +1 to the applicable skill (doesn't stack)
 
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
Unexpected Conseq­uences
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
Helping another PC
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
Retrying
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.
 
Retries ALWAYS trigger an Unexpected Negative Conseq­uence
 
Retry rules to no apply to Acquis­ition rolls

Trade Goods

Obtaining a Trade Good
You may make a 12t Acquis­ition Roll to gain a Trade Good, assuming there is a suitable provider
 
4 trade goods can be converted to 1 resource
 
Trade goods are typically an abstra­ction of looted gear or a reward
Money
Requires one equipment slot per 4 Goods. Requires 0 cargo space.
 
1 Money Trade Good can be spent to gain a +1 on a previously failed roll where wealth would have helped (stacks)
see p.42
 

STRONG HITS - natural 6's on checks

Common Strong Hit Options (everyone can access)
Effort: You may choose to re-roll a single die from the current roll
 
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
 
Critical Boost: +1 Critical Damage vs all damaged characters who are currently at 0 ENDURANCE (can stack)
see p17 of the rulebook for additional details

Difficulty Ratings

Routine
No roll needed if you are trained in the skill
Moderately difficult
Set Target Difficulty to 12 or 14
Very Difficult
16
Extremely Difficult
18+

ARCANE Rolls

Any Skill or Acquis­ition roll may be turned into an ARCANE roll
 
Using ARCANE powers will increase the difficulty rating of the check by at least +2
 
Failure always triggers a negative Unexpected Conseq­uence
see p. 23 for more details

Acquis­ition Rolls and Spare Time Points

Spare Time Points
Acquis­ition point is lost even if Acquis­ition roll fails
 
Found items do not require an Acquis­ition roll
 
You gain 1 Spare Time Point at the start of every session
 
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
Acquis­ition Rolls
Spend a Spare Time Point to attempt
 
Any item with a "­t" in the Acquire Cost means you must make an Acquis­ition Roll to acquire it
 
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
 
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)
Helping on an Acquis­ition Rolls
Costs the helper a Spare Time point, too, and only grants a +1.
Sharing Spare Time Pts
Can only be used for Heal or Repair Attribute Damage
Found items
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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