TEXT: 1
  
  2
  Introduction
  Overview
  Fragged Empire was developed over 3 years ago and during this 
  time we have learned a lot about the potential for this rule system. 
  Especially after the creation of 3 new settings: Fragged Seas, Fragged 
  Kingdom and Fragged Aeternum.
  This PDF pulls together a number of our new rules and ideas from 
  these new Fragged setting books and adapted them to the science 
  fiction setting of Fragged Empire.
  This PDF is a living document that will be updated over time, with 
  the hope that it will form the foundation of not only a new Fragged 
  Empire book, the Exploration Archive, version 2.0 of the Fragged 
  Empire Core Rule Book and the possible development of a Fragged 
  Organised Play system.
  The Core Rule Book can be purchased from our website:
  www.fraggedempire.com
  Table of Contents
  3
  4
  6
  7
  8
  9
  11
  12
  14
  15
  16
  20
  21
  22
  Races
  Tolatl
  Half-Bloods
  Outposts
  Production Trade Goods
  Repair Rolls
  Cost
  Population
  Attributes
  Calculated Stats
  Commission Roll
  GM’s Guide: Outpost Attributes
  Lists
  Population
  Outpost Attribute
  Example Buildings
  Example Siege Equipment
  Mass Combat
  Combat Dice Types
  Non-Combat Travel
  Daily Travel Distance - Land
  Drive Complications
  Example Drive Complications
  Optional Rule Tweaks
  Rule Tweaks
  Only Reward Trade Goods
  Stealth Rework (Survival)
  Acknowledgments
  
  3
  Races
  Tolatl
  See Fragged Kingdom pg: 47 for a full write up on the Tolatl within 
  the context of that fantasy setting.
  The small Tolatl were created to be sentient tools and servants for 
  the Archons, with specific breeds of Tolatl being bred for specific roles. 
  Their bodies also have a built-in failsafe that prevents them from 
  being biologically altered by non-Archons, through self-destruction.
  Half-Bloods
  Most sentient races are able to breed with each other, though their 
  non-Nephilim offspring are naturally sterile (a system implemented 
  by the Archons to prevent uncontrolled genetic changes).
  Offspring of Nephilim Emissaries should select the Nephilim race 
  and not the Half-Blood race.
  Tolatl, Palantor and Zhou are unable to naturally breed with 
  other species.
  Race
  Traits
  Tolatl
  Half-Blood
  Jumpy
  (Movement)
  Tail Morph
  (Bio Tech)
  Tamper-Proof
  (Physical)
  Overshadowed
  (Tactical)
  Mixed Blood
  (Level)
  Prime-Blood
  (Level)
  You’re Tiny!
  +1 Culture, Planetoids, and Operations.
  When an Attack misses you: you may immediately make a free Move -1.
  Your tail counts as an extra limb that can use Small items.
  Your tail counts as a Weight 0 Toolbox of your choice (this choice may be changed through Surgery).
  Gain Language: Tolatl.
  Gain a Language.
  Gain +1 to 2 different Skills.
  Gain 2 of the following:
  Corporation: +1 Maximum Resources and Influence, -1 max Strength.
  Kaltoran: Reduce all Limited Vision and Low Light penalties by 1 Step.
  Legion: +5 Endurance, +1 Defence vs Impair, -1 max Movement.
  Nephilim: +2 End Dmg (all Weapons), -2 Conversation.
  Remnant: +1 Attribute Point, all Healing rolls that include you suffer -1 (Stacks).
  Twi: +1 Armour vs Energy, -1 Stealth, You may not take Implant Traits, -1 max Strength.
  If you do not move during your Turn you may move 1 Space at the end of any characters 
  Action, up to your Movement Attribute +2 before your next Turn.
  +1 Medicine.
  Your tail counts as a Workshop for a single non-Medicine Professional Skill of your choice.
  +1 Awareness, Survival and Stealth.
  You’re immune to most common viruses, poisons (including alcohol), negative bacteria, etc...
  You have +1 Armour vs Weapons with the Bio Tech Keyword and/or the Chemical Weapon 
  Type (does not Stack).
  You gain Light Front Cover when you’re adjacent to a non-Tiny ally with Endurance.
  You gain Heavy Cover when you’re adjacent to a Big ally with Endurance.
  If you are Level 20, you spend 1 Secret Knowledge to immediately gain the Legend Level Trait. 
  You may select Traits with a Racial Requirement that matches either of your Half-Bloods.
  If you are Level 20, you spend 1 Secret Knowledge to immediately gain the Legend Level Trait. 
  You gain a second Race option that matches one of your Half-Bloods. This Race grants you no 
  bonuses to Skills and you may not select Traits that have non-Half-Blood racial Requirements.
  -2 max Strength.
  -1 max Movement.
  -4 Equipment Slots.
  -2 to all Surgery rolls on you.
  You’re NOT a super special snowflake!
  You may not breed (unless you’re part Nephilim).
  Complication: Prejudice from some NPCs.
  -1 Fate.
  You faint (Physical or Resolve Skill Roll of 14 to 
  resist) if someone grabs your tail.
  -2 to all Extended Care rolls on you.
  You have -2 Defence when you’re not adjacent to 
  an ally.
  Requirements
  Requirements
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Tolatl
  Tolatl
  Tolatl
  Tolatl
  Min Int 3
  Half-Blood
  Half-Blood
  
  4
  Outposts
  Overview
  See Fragged Kingdom pg: 69 for a full write up on the Outpost 
  rules within the context of that fantasy setting.
  Exploring, taming and settling new locations is a common theme 
  within Fragged Empire. An Outpost refers to settlement and/facility 
  that the PCs hold significant sway over and are responsible for, 
  this may be because they own the Outpost, or because they have 
  befriended the local inhabitants.
  Outposts may be small towns, a district in a large city, 
  space-station, mining outpost, etc...
  Influence Cost
  Outposts cost Influence, much like Spacecraft. All Influence may 
  be spent twice; once on a Spacecraft and once on an Outpost.
  Thomas and his 4 fellow PCs have 4 Influence each. They each 
  spend their Influence to acquire a Spacecraft and a Outpost, each 
  costing 20 Influence.
  Cargo Space
  Outposts have twice the amount of Cargo Space than their Fragged 
  Kingdom Outpost counterparts, as Cargo Space is used to install 
  Workshops (just like Spacecraft) and all Trade Goods not stored in a 
  Cargo Space will be quickly lost.
  Commission
  Commission Rolls work like Levy Rolls from Fragged Kingdom, 
  with some changes to your options.
  Attribute Maximums
  Unlike their Fragged Kingdom Outpost counterparts, Outpost 
  Attribute Maximum Totals usually equal 12, not 16, as the Develop 
  Commission does not decrease an Attribute Maximum when it 
  increases one.
  Traits
  You may have up to 1 Trait per Attribute: Farms, Mines, Industry, 
  Prosperity, Security and Order, Most Traits have a Production Trade 
  Good cost.
  Buildings
  Structures built and owned by the PCs. Buildings have a Trade Good 
  cost, required time to build, and most should require a Workshop.
  Workshops count as Buildings.
  Production Trade Goods
  Production Trade Boxes are a type of Trade Good that are 
  gained through an Outpost and are primarily used to add-to to 
  improve Outposts.
   » 16 Production Trade Goods can be sold with a Spare Time Roll 
  of 16t to gain 1 Current Resource.
   » Production Trade Goods may not be acquired with a standard 
  Trade Good Spare Time Roll. They must be generated through 
  your Outpost.
   » Food
  4 Food Trade Boxes may be exchanged for +1 Current Influence.
   » Organisms
  2 Organisms may be exchanged for 1 Food or a Flesh Rejuvenator.
   » Ore
   » Energy
  2 Energy may be exchanged for 1 free Commission Roll.
   » Machinery
  Represents both organic and inorganic machinery.
   » Tech
  2 Tech may be exchanged for 1 Food, Ore or Machinery.
  Repair Rolls
  Sometimes an Outpost may become damaged from Mass Combat 
  (pg: 12) or from other in-game events. In these cases, Repairs may 
  be made to restore an Outpost’s Attributes.
  There are no in-combat methods to Repair Outposts.
  Alter, 12t
  Spend 2 Food.
  Retro a single Outpost Trait or Attribute.
  Quick-Fix, 14t
  Spend 2 Ore or Machinery.
  Repair 1 point of Damage to an Attribute or Repair a Building.
  Restore, 16t
  Spend 4 Ore & Machinery.
  Requires a Workshop.
  Repair 2 points of Damage to all Attributes and Repair a Building.
  
  5
  Creating a Outpost
  Best done alongside your GM and fellow players.
  Attributes and Traits may be affected by your environment.
  Find and Secure a Location
  Choose a location carefully in the world for you to found your Outpost.
  You may need to clear out monsters, or explore the area first.
  Spend your Influence
  Spend Influence on Attributes (see pg: 6 for costs).
  Spend Influence on Traits. Each Trait costs 2 Influence and may 
  require Trade Goods or a specific environment (ie: a waterway).
  GM Defines your Outpost’s Attribute Maximums and Available Traits
  The GM defines your Outpost’s Attribute maximums based on your 
  environment (see pg: 7).
  The average total Attribute maximum is 12.
  Name and Draw a Map of your Outpost
  Be sure to mark key locations of interest.
  
  6
  Cost
  PCs may pool their Influence to acquire an Outpost. And all PCs 
  may be spend their Influence twice (see the previous page).
   » The Influence cost of each Attribute is equal to its value plus 
  all previous values, ie: 3 Farms would cost 6 (3+2+1) Influence.
  Attribute Value:
  Influence Cost:
   » Traits cost 2 Influence.
  Attributes
  Represent the developed potential of your Outpost.
   » Attribute maximums: are determined by the GM based on the 
  Outpost’s location, see pg: 7. (usually totally 12).
   » Your first three Attributes (Farms, Mines and Industry) produce 
  Trade Goods at the start of each game Session.
  Farms (Far)
  The amount of organic material being produced at your Outpost.
   » Produces Food Trade Goods = Farms x2.
   » Produces Organisms Trade Goods = Farms -2.
  Mines (Min)
  The amount of minerals and power being produced at your Outpost.
   » Produces Ore Trade Goods = Mines x2.
   » Produces Energy Trade Goods = Mines -2.
  Industry (Ind)
  The amount of organic and inorganic machinery being built at 
  your Outpost.
   » Produces Machinery Trade Goods = Industry x2.
   » Produces Tech Trade Goods = Industry -2.
  Prosperity (Pro)
  The wealth and well-being of the people living in your Outpost,
  Security (Sec)
  The safety of your Outpost. Ie: guards, towers, secure roads, etc...
  Order (Ord)
  The efficiency of your Outpost.
  Population
  Works like a Spacecraft’s Build. All Outposts must select a Population.
  1
  1
  6
  21
  2
  3
  7
  28
  4
  10
  3
  6
  8
  36
  5
  15
  Calculated Stats
  These calculated stats are derived from your six Attributes.
  Cargo Space = Pro x2
  The amount of secure storage space at your Outpost.
  Wealth = Pro + Ord
  The taxable population living at your Outpost.
  Workforce = Sec + Ord
  The number of trained workers willing to work for you.
  Soldiers = Pro + Sec
  The quantity of trained soldiers at your Outpost.
  Mass Combat Dice, pg: 12
  The number of Combat Dice this Outpost contributes to Mass 
  Combat when it is being directly attacked.
   » Recruit Combat Dice = Workforce +2.
   » Advanced Combat Dice = Soldiers.
   » Armoured Combat Dice = Soldiers -3.
  Commission Roll
  See pg: 12 for full Mass Combat Dice rules.
  You may demand or request produce or assistance from the 
  people living within your Outpost.
   » Requires a Spare Time Roll of; (16 - Workforce)t.
   » May be performed once a week per PC, per Outpost.
   » You must be able to contact your Outpost.
   » You may only Commission from a Outpost which you have 
  contributed Influence to.
  Trade Goods
   » Tax:
   » Work:
   » Deploy:
  Tasks
   » Develop:
   » Transport:
  May be successfully performed once per Session per Outpost.
  Gain Valuable Trade Boxes = Wealth -2.
  Farms, Mines or Industry produces Trade Goods again.
  Costs 1 Food.
  Gain 2d6 Recruit and Skilled Mass Combat Dice.
  Costs 2 Food & Machinery.
  Gain 4d6 Recruit and Skilled Mass Combat Dice.
  Costs 2 Energy, Machinery & Tech.
  Gain 2d6 Elite Mass Combat Dice.
  Cost 1 of each Type of Production Trade Good.
  Increase any Outpost Attribute Maximum by 1.
  Move 8 Trade Goods from this Outpost or 
  move 4 Trade Goods to this Outpost.
  Force:
  Armada:
  Spec Op:
  
  7
  Example Outpost Maximums
  Jungle Outpost (Total: 13)
  May Gain the Following Traits:
   » Exotic Foods.
   » Farms.
  Mineral Rich Asteroid Mining Complex (Total: 13)
  May Gain the Following Trait:
   » Natural Defence.
  Moonbase on a Trade Route (Total: 12)
  Gas Giant Orbatal Spacestation (Total: 11)
  Hidden Deadspace Spacestation (Total: 9)
   » This Outpost is difficult to locate.
  May Gain the Following Trait:
   » Natural Defence.
  Occupied Kaltoran City Ruins (Total: 13)
   » This Outpost gains 20 Ore and 3 Tech.
  May Gain the Following Traits:
   » Ancient Labs
   » Access to unexplored locations.
  New City District (Total: 11)
  GM’s Guide: Outpost Attributes
  As the GM, you set the Attribute maximums of a newly established 
  Outpost. There are many things to consider when deciding what 
  these maximums should be, but it is important that you make the 
  PCs’ chosen location feel meaningful.
   » Each maximum can be as high as an 10, or as low as 1.
   » All maximums added together should equal 12, but can be as 
  low as 8 if the land is particularly harsh or inhospitable or as 
  high as 16 if the area is especially well-suited.
  Ask yourself the following questions when considering each 
  Attribute’s maximum.
   » Farms: How arable is the environment?
   » Mines: How much ore is in the immediate area, and how 
  difficult is it to reach? Is there a nearby source of energy?
   » Industry: Is the area suitable to the use of heavy machinery 
  and the construction of large factories?
   » Prosperity: Are there friendly Outposts in the area? Is this 
  Outpost located on a trade route?
   » Security: How easy is this place to defend? How close is the 
  Outpost to other Outposts that might lend military assistance?
   » Order: How compelling is this place to live? Would life here 
  be easy?
  Keep in mind that PCs can develop their Outpost, increasing any 
  Attribute maximum. But to do this they will require at least one of 
  each kind of Production Trade Good.
  Outposts far from other settlements (and especially large cities)
  should have higher Farm and Mines maximums, while places closer 
  to other settlements should have more Security and Order.
  Many Traits require specific geographical features (and GM 
  permission). Some of these valuable locations may have non-ideal 
  reduced Attribute maximums. In some cases, you may allow the PCs 
  to unlock the potential to pick a Trait via in-game actions (such as 
  clearing a dangerous ruin of hostile creatures).
  Outposts set in space should have 0 Farms maximum and a low 
  Order maximum. But possibly a higher Prosperity maximum due to 
  ease of spacecraft access.
   » Prosperity
   » Security
   » Order
   » Hunt & Gather.
   » Access to unexplored locations.
   » Prosperity
   » Security
   » Order
   » Prosperity
   » Security
   » Order
   » Prosperity
   » Security
   » Order
   » Prosperity
   » Security
   » Order
   » Prosperity
   » Security
   » Order
   » Prosperity
   » Security
   » Order
   » Farms
   » Mines
   » Industry
   » Farms
   » Mines
   » Industry
   » Farms
   » Mines
   » Industry
   » Farms
   » Mines
   » Industry
   » Farms
   » Mines
   » Industry
   » Farms
   » Mines
   » Industry
  4
  1
  1
  0
  5
  3
  1
  1
  3
  0
  3
  2
  0
  0
  2
  1
  3
  2
  1
  0
  2
  2
  2
  3
  2
  2
  1
  4
  2
  1
  3
  2
  1
  1
  5
  1
  2
  2
  3
  2
  3
  3
   » Farms
   » Mines
   » Industry
  
  8
  Outpost Population (May Select up to 1 per Attribute)
  Population
  Corporation
  Kaltoran
  Nephilim
  Twi-Far
  Mixed
  Legion
  Remnant
  Palantor
  Zhou
  +1 max, Industry, Prosperity or Order.
  You produce +1 Energy per session.
  +1 max, Farms and Mines.
  You produce +1 Food, Ore and Machinery (minimum of 1) per session.
  Deploy Commissions costs you -1 of each Production Trade Good Type.
  +2 max Security.
  +1 Soldiers.
  Organisms may be used in place of, and functions like, all other Production Trade Goods.
  Your Outpost can relocate when you perform a Transport Commission: when you do, you may 
  Retro any amount of your Attribute Points (to reflect your new environment).
  You gain the Benefits and Disadvantages of X other non-Zhou or Palantor Populations. You 
  may select Traits that require these Populations.
  +2 Soldiers.
  Deploy Commissions do not require you to make a Commission Spare Time Roll.
  +2 max Order.
  +1 Workforce and Soldiers.
  +1 max Industry and Order if your Outpost is located in Space.
  Tech may be used in place of, and functions like, all other Production Trade Goods.
  This Outpost may function in most hostile environments.
  +4 Soldiers.
  This Outpost may function in most non-heat based hostile environments.
  Deploy Commissions costs you +1 Valuable Trade Box.
  You produce -2 Food per session.
  -1 max, Prosperity and Order.
  Mass Combat Dice from Deploy Commission gain 
  random Mass Combat Types (normally you 
  choose). 1 = Long Distance, 2 = Support, 3 = 
  Fast, 4 = Tactical, 5 = Armoured, 6 = Advanced.
  -1 max Prosperity.
  Your starting Attribute maximum total equals 10 
  (normally around 12) and is not based on 
  your environment.
  Deploy Commissions costs you +1 Energy.
  -1 Soldiers
  -X max Security & Order.
  (This Outpost is underpowered).
  This costs +5 Influence if it is located in a non-
  cold environment. +10 if in a hot environment.
  You produce -2 Food, Ore and Machinery per session.
  This Outpost is underpowered.
  (This Outpost is underpowered).
  -2 max Farms.
  (This Outpost is underpowered).
  Develop Commissions costs you +1 of each 
  Production Trade Good Type.
  At the end of each session your Farms Attribute 
  takes 1 point of Damage if forces from this 
  Outpost did not fight in a Mass Combat.
  Requirements
  Benefits
  Disadvantages
  X Secret Kn
  Secret Kn
  Secret Kn
  
  9
  Outpost Attribute Traits (May Select up to 1 per Attribute)
  Trade Good Cost & Requirements
  Farms
  Benefits
  Disadvantages
  Balance
  Bio-Labs
  Exotic Foods
  Farms
  Freighter Port
  Hunt & Gather
  Hydroponics
  Solar Panels
  Urban Sprawl
  All of your current Attributes equal 
  the same number.
  Zhou.
  3 Tech.
  3 Organisms, 4 Tech.
  Access to exotic food or 8 Organisms.
  4 Food, 3 Machinery.
  Access to fertile land.
  10 Ore, 2 Machinery.
  4 Food, 2 Food/Machinery.
  Access to fertile environment.
  Not Corporation.
  2 Ore, 2 Machinery.
  3 Ore, 3 Machinery, 2 Tech.
  12 Ore, 3 Machinery, 3 Energy.
  Min Farms 3.
  Your Outpost does not suffer 1 point of Farms Attribute Damage at the 
  end of each session if it did not fight in a Mass Combat.
  +2 max Order.
  Your Outpost produces +1 Organisms (+2 if your Population is Nephilim).
  When you Commission Tax you gain 1 Valuable Trade Good.
  +2 max Prosperity and Order.
  When you Commission Work on your Farms you gain additional Food 
  equal to your Farms x2.
  When you Commission Transport you may transfer double the amount 
  of Trade Goods (normally 8 or 4) and, if your environment has no 
  atmosphere (ie: space) you also gain 1 Trade Box.
  Your Outpost produces +2 Food.
  This Outpost gains +2 Ambush Mass Combat Dice when directly attacked.
  Your Outpost produces +2 Food.
  Your Outpost produces +2 Energy.
  +2 Workforce.
  +2 max Prosperity.
  -2 Soldiers.
  -1 max Prosperity if your Population is Nephilim.
  Your Outpost produces -2 Food.
  Your Outpost produces -4 Food.
  Your Outpost produces -2 Food.
  Trade Good Cost & Requirements
  Mines
  Benefits
  Disadvantages
  Ancient Labs
  Aquaponics
  Deep Mines
  Explorers
  Large Reactor
  Natural Defence
  Rare Materials
  Scavangers
  Strip Mines
  4 Energy, 2 Tech.
  Access to Archon or X’ion labs.
  1 Ore, 4 Machinery.
  1 Ore, 3 Machinery.
  4 Food.
  Access to unexplored locations.
  6 Machinery, 1 Tech
  8 Ore, 4 Machinery.
  Access to a naturally defensible location.
  4 Machinery/Tech.
  Access to rare materials or 8 Tech.
  4 Food.
  Kaltoran
  8 Machinery.
  When you Commission Work on your Mines roll a d6; on a roll of 2+ you 
  gain 1 Tech and on a roll of 4+ you also gain 1 Organism.
  +1 max Farms (+2 if you have access to large amounts of water).
  Your Outpost produces +2 Food if your Population is Kaltoran.
  Your Outpost produces +2 Ore.
  Strong Hit: Explore (Commission, Success) Gain 1d2 Valuable Trade Boxes.
  This Outpost gains +1 Ambush Mass Combat Dice when directly attacked.
  Your Outpost produces +1 Energy.
  This Outpost gains +1 Advanced Mass Combat Dice when directly attacked.
  This Outpost gains +2 Armoured Mass Combat Dice when directly attacked.
  When you Commission Work on your Mines you gain 1 Valuable or 1 
  Tech Trade Box.
  Strong Hit: Found Stuff (Commission, Success) Gain 1 Trade Box of 
  any kind.
  When you Commission Work on your Mines you gain additional Ore 
  equal to your Mines x2.
  This location may become dangerous.
  Your Outpost Produces -2 Ore.
  Your Outpost produces -2 Ore.
  Your Outpost produces -2 Ore.
  Your Outpost produces -1 Organisms, Energy and 
  Tech (to a minimum of 1).
  -1 max Farms (this Disadvantage is never lost, 
  even if you Retro this Trait).
  Trade Good Cost & Requirements
  Industry
  Benefits
  Disadvantages
  Arms Production
  Draz Production
  Factories
  Star Port
  Synth-Steel
  10 Ore, 10 Machinery.
  1 Machinery, 1 Organisms, 1 Tech.
  Corporation or 10 Valuable.
  2 Ore, 2 Machinery.
  10 Ore, 10 Machinery, 4 Tech.
  8 Machinery, 6 Energy, 4 Tech
  Corporation or 10 Valuable..
  If a Mass Combat starts within 1 week travel distance of this Outpost it 
  gains +2 Skilled Mass Combat Dice.
  +1 max Prosperity (+2 if your Population is Corporation).
  +1 max Security (+2 if your Population is Legion).
  Your Outpost produces 1d3-1 Valuable Trade Box per session.
  Your Outpost produces +2 Machinery.
  When you Commission Transport you gain 1 of any kind of Production 
  Trade Box (2 if your environment has no atmosphere (ie: space)).
  Your Outpost produces +10 Ore.
  Your Outpost produces +4 Machinery.
  +1 max Prosperity.
  Your Outpost produces -2 Ore.
  If your Population is Corp; ALL enemy Mass Com-
  bats within 1 months travel of this Outpost 
  gain +1 Skilled Mass Combat Dice.
  -1 max Farms and Order (this Disadvantage is 
  never lost, even if you Retro this Trait).
  Your Outpost produces -2 Energy.
  
  10
  Trade Good Cost & Requirements
  Trade Good Cost & Requirements
  Trade Good Cost & Requirements
  Prosperity
  Security
  Order
  Benefits
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Disadvantages
  Commercial Zones
  Drug Labs
  Educated
  Industry Zones
  Inventive
  Tourist Port
  Trade Port
  8 Ore, 1 Energy, 2 Valuable.
  Min Prosperity 3.
  3 Organisms, 3 Tech.
  1 Energy, 2 Tech, 1 Valuable.
  Min Prosperity 3.
  4 Ore, 4 Machinery, 1 Energy/Tech.
  Min Prosperity 3.
  1 Secret Knowledge.
  10 Ore, 4 Machinery, 2 Valuable.
  Min Prosperity, Securtiy and Order 3.
  10 Ore, 10 Machinery, 2 Energy.
  Min Prosperity and Order 3 OR Twi.
  When you Commission Work you gain 1 Valuable Trade Good.
  +1 Wealth.
  Your Outpost produces +1 Organisms.
  2 Organisms may be exchanged for a free Stim Spare Time Roll.
  Strong Hit: Learn Something (Commission, Success) Gain a Research Unit.
  Reduce all Ore and Machinery costs by 2 (to a minimum of 1).
  +1 Workforce.
  You may select a second Trait for a different Outpost Attribute.
  +1 Wealth (+2 if your environment has an atmosphere (ie: land)).
  All Outposts within 1 week travel distance of this Outpost gain +2 
  Wealth (Stacks to +4).
  +1 Workforce (+2 if your environment has no atmosphere (ie: space)).
  All Outposts within 1 week travel distance of this Outpost gain +2  
  Workforce (Stacks to +4).
  -1 Workforce.
  All Outposts within 1 week travel distance of this 
  Outpost gain -1 max Security (Stacks to -2).
  Cloaked
  Elite Force
  Mercenary Force
  Military Port
  Mystical
  Missile Silos
  10 Machinery, 12 Energy, 4 Tech.
  Palantor or 10 Tech.
  Min Security 3.
  4 Machinery, 4 Tech.
  4 Food, 1 Energy, 1 Valuable.
  Min Prosperity 3 or Corporation.
  18 Ore, 8 Machinery, 2 Energy, 2 Tech.
  Min Security 3.
  3 Organisms/Energy/Tech.
  GM Permission.
  2 Ore, 8 Machinery, 3 Energy, 1 Tech.
  Your Outpost is invisible to the outside.
  When directly attacked all Mass Combat Dice from this Outpost gain the 
  Ambush Type.
  +2 Soldiers.
  Valuable Trade Goods may be used in the place of any other Trade 
  Good for Deploy Commission Rolls.
  +1 Soldiers.
  All Mass Combats within 1 weeks travel gain +2 Fast Mass Combat Dice. 
  (+3 if your environment has no atmosphere (ie: space)).
  All Outposts within 1 week travel distance of this Outpost gain +2 
  Soldiers (Stacks to +4) and +1 max Security (Stacks to +2).
  Strong Hit: Sanctify (Commission, Success) Regain all of your spent Fate points.
  This Outpost gains +2 Support Mass Combat Dice when directly attacked.
  You may launch missiles attacks over very long distances.
  All Mass Combats within 2 days travel gain +4 Long Distant Mass Combat 
  Dice. (+6 if your environment has no atmosphere (ie: space)).
  Your Outpost produces -2 Energy.
  -1 Wealth.
  Affluent
  Beautiful
  Democracy
  Long Range Comm
  Planned
  Vigorous
  Well Governed
  8 Ore, 8 Machinery, 2 Energy, 6 Tech.
  Min Prosperity, Security and Order 6.
  4 Valuable.
  1 Secret Knowledge.
  Min Security and Order 3.
  8 Machinery, 1 Energy, 3 Tech.
  Min Order 3.
  Remnant or Nephilim
  Min Prosperity, Security and Order 4.
  1 Secret Knowledge.
  This Outpost is a major city and will shape the economy and polotics 
  of the entire system; All character who have contributed Influence 
  to this Outpost gain +4 maximum Resources and Influence.
  This Outpost and all of its Buildings look beautiful.
  +2 max Prosperity and Order.
  The people of this Outpost are loyal.
  +1 max, all Attributes.
  This Outpost, and all Outposts that can communicate with it, may com-
  municate to other Outposts over a very long range.
  +1 max Order.
  A single character may make 1 Free Commission Roll for this Outpost per 
  session. This roll may be made even if you are not currently able 
  to contact the Outpost. But it may still cost Trade Goods and time.
  Any character who has contributed Influence to this Outpost may make 
  up to 2 Commission rolls per week (normally one per week).
  +1 Wealth, Workforce and Soldiers.
  All Outposts within 1 week travel distance of this Outpost gain +1 
  Wealth, Workforce and Soldiers (Stacks to +3).
  This Outpost will attract unwanted attention.
  The people of this Outpost like to complain.
  -2 Soldiers.
  This Outpost may attract unwanted attention.
  
  11
  Example Buildings
  Example Siege Equipment
  The Buildings listed here are just examples intended to inspire GMs and PCs. GMs should feel free to create new entries.
  Mass Combat Dice from Buildings may ONLY be used when your Building is directly involved in a fight, not just the Outpost in general (ie: a 
  houses Private Guards may only be used when it is being directly attacked).
  The Siege Equipment entries listed here are just examples intended to inspire GMs and PCs. GMs should feel free to create new entries.
  If the PCs have gathered a large force, they may have them freely move any reasonable amount of Production Trade Goods for the purposes 
  of constructing Fortification and Siege equipment. There is no need for them to make a Transport Commission Roll. GMs are encouraged to not 
  bog things down with unnecessary logistics.
  Private Guards
  Elite Guards
  Acquire
  Acquire
  Acquire
  14t
  10t
  12t
  3x 12t
  14t
  16t
  16t
  18t
  12t
  14t
  14t
  12t
  8t
  8t
  12t
  14t
  2x 16t
  16t
  10t
  12t
  16t
  Acquire
  Acquire
  Time
  Time
  Time
  2 W
  3 W
  3 W
  1 Month
  1 Month
  2 M
  2 M
  4 M
  1 Week
  1 Month
  3 W
  -1 M
  1 Day
  1 Day
  1 Week
  1 Month
  1 Month
  1 Day
  +1 W
  2 W
  1 Month
  Time
  Time
  Cost
  Cost
  Cost
  Cost
  Cost
  4 Ore/Machinery, 2 Organisms/Energy/Tech,
  6 Ore/Machinery, 6 Organisms/Energy/Tech,
  2 Ore/Machinery, 4 Energy/Tech,
  2 Trade Boxes, 2 Valuable, 4 Cargo Space
  1 Valuable, 20 Cargo Space
  1 Valuable, 10 Cargo Space
  1 Valuable, 4 Cargo Space
  10 Ore, 2 Machinery
  10 Ore, 2 Machinery, 2 Energy, 4 Tech
  14 Ore, 4 Machinery, 2 Energy
  14 Ore, 4 Machinery, 6 Energy, 8 Tech
  6 Ore, 2 Machinery
  6 Ore, 2 Machinery, 1 Energy, 2 Tech
  2 Organisms, Ore, Energy or Tech
  +2 Valuable
  10 Ore, 2 Machinery
  2 Machinery/Energy/Tech
  8 Ore, 2 Machinery
  4 Ore, 4 Machinery, 2 Energy, 2 Tech
  10 Ore/Machinery, 20 Energy/Tech
  2 Energy, 4 Tech
  4 Ore, 1 Machinery
  2 Food, 2 Machinery, 1 Valuable
  2 Energy, 3 Tech, 2 Valuable
  General Examples
  Vocation
  Security
  Private Business, Specialty
  Private Business, Bulk
  Private Business, Tourist
  Business Network
  Large
  High-Tech, Large
  Huge
  High-Tech, Huge
  Standard
  High-Tech, Standard
  Grand Decoration
  Speed Up
  Wall
  Basic Traps
  Emplacements
  Artillery/Missiles
  Advanced Defence
  Advanced Trap
  Extra Space
  Fortifications
  Traps
  Description
  Description
  Description
  Counts as a Dedicated Workshop, Tax Commission grants you +1 Valuable Trade Box (Stacks 
  up to +3).
  Counts as a Dedicated Workshop, Tax Commission grants you +1 Trade Box (Stacks up 
  to +3).
  One PC gains +1 Maximum Influence (Stacks up to +2).
  Once per session you may exchange 1 Trade Box for 1 Valuable Trade Box.
  +10 Cargo Space.
  +14 Cargo Space, has other GM defined features.
  +20 Cargo Space.
  +40 Cargo Space, has other GM defined features.
  +4 Cargo Space.
  +6 Cargo Space, has other GM defined features.
  Reduce the number of your Mass Combat Dice removed during your first round by 1 (Stacks).
  Gain +3 Ambush Mass Combat Dice that may only be used once.
  Gain +2 Tactical Mass Combat Dice.
  Gain +4 Long Distance Mass Combat Dice.
  Reduce the number of your Mass Combat Dice removed during each round by 1 (Stacks 
  upto 3), Specific Counter Mass Combat Dice are immune to this effect.
  Gain +4 Advanced Ambush Mass Combat Dice that may only be used once.
  +2 Cargo Space (Stacks), extra living space.
  Gain +1 Skilled Mass Combat Dice.
  Gain +1 Elite Mass Combat Dice.
  Description
  Description
  
  12
  Mass Combat
  Overview
  Mass Combat
  When PCs become involved in a large battle involving hundreds of 
  combatants (ie: sieges, or against monsters so massive it takes an 
  army to defeat) they should use the Mass Combat rules.
  Building an Army
  If the PCs have an Outpost, they also have a small army at their 
  disposal. During Mass Combat battles the size and nature of the 
  force at the command of the PCs often depends on how many forces 
  they have Deployed, and if their Outpost is under direct attack.
  GMs should also feel free to increase or decrease the size and 
  nature of the PCs army based on their in-game actions.
  Mass Combat
  Uses the standard Theatre of the Mind Combat rules except that 
  both PCs and the GM use additional dice to reflect the involvement 
  of additional combatants. These may represent large numbers of 
  solders, emplacements, special skills and circumstantial advantages.
  Combat Dice Pool
  At the start of a Mass Combat, the GM places a large pool of Combat 
  Dice in front of themselves and in front of the PCs. These represent 
  the number of combatants on each side of the coming conflict. 
  Some Combat Dice Types have unique rules (see adjacent page).
  Number of Dice - PCs
  The number of Mass Combat Dice that the PCs have Deployed 
  from their Outpost.
  Number of Dice - GM
  The GM may choose to have any number of Combat Dice. 50% 
  more Combat Dice than the PCs is recommended for a loosely 
  balanced encounter.
  Making a Combat Skill Roll
  When a PC makes a Combat Skill Roll they may roll any number 
  of Combat Dice from their pool (please note: PCs do not add their 
  Skill bonus to their roll; see adjacent column). This represents what 
  combatants are involved in the fight.
  After the PC decides how many combatants they’re contributing to 
  the fight, they must describe their approach and choose a skill (as 
  with the standard Theatre of the Mind Combat rules). The GM then 
  gives out any Description bonuses or penalties and selects a number 
  of dice from their pool to oppose the PC. In this the GM should be 
  guided by common sense, eg: if a PC says they’re assaulting a specific 
  section of a complex then the GM should only use Combat Dice Types 
  that match the combatants defending that section of the comlpex.
  The highest total dice roll gains a Success.
  May not be used by other PCs
  The Combat Dice contributed by a PC may not be used by any 
  other PC until all PCs have made a Combat Skill Roll for this 
  round. This rule does not apply to the GM, but the GM should be 
  careful to only apply Combat Dice against the PCs if it makes 
  sense (ie: if a regiment of soldiers is busy fighting another PC 
  they can only fight a different PC if that PC attacks them as well).
  Skill Bonuses
  Usually when a player uses a skill in a Theatre of the Mind 
  Combat they add their Skill bonus, or penalty, to their roll. In 
  Mass Combat the players instead receive a Combat Dice bonus 
  or penalty for using a Skill they’re Trained or Untrained in.
   » Trained/Description Bonus:
   » Untrained/Description Penalty:
  Strong Hit: Mass Damage
  Both the PCs and the GM have access to this Strong Hit Option.
  Requirements:
   » Does not Req Success.
  Result:
  The GM removes 1 of the Combat Die that your opponent 
  contributed to this Combat Skill Roll from this combat (Stacks). 
  This does not change who won this Combat Skill Roll.
  Failed Combat Skill Roll
  If a PC fails a Combat Skill Roll the GM may decide to cause 2 
  points of Attribute Damage to a PC AND 1 point of non-random (do 
  not roll 1d6) damage to a Outpost Attribute.
  Ending a Mass Combat
  Most Mass Combats should end after the PCs have achieved a 
  single victory per PC (not 2 per player) or once the GM or PCs have 
  no more Combat Dice.
  +1d6 (gain a free Standard die).
  -1d6 (do not roll one of your 
  non-Recruit contributed dice).
   » Mass Combat.
  
  13
  Mass Combat
  Works like the Theatre of the Mind Combat Rules
  See Core Rule Book pg: ##
  GM Sets the Scene and Defines the Involved Forces
  The GM describes the situation to the players, pointing out anything 
  important (eg: nearby terrain, etc...), and sets the mood.
  They GM may also wish to place the Mass Combat Dice into piles, 
  showing what forces are near each other.
  Each PC Takes Turn Rolling
  Players must describe their approach, and the GM defines the most 
  appropriate Skill and gives out any Description bonus or penalty.
  Players must then declare what forces (Mass Combat Dice) they will 
  be bringing into Combat from their pool. They may not use any 
  Mass Combat Dice that have already been used this round.
  GM Defines the Opposing Forces
  The GM selects Mass Combat Dice from their dice pool.
  The GM may use Combat Dice that have already been used during 
  this round if appropriate.
  Compare Results
  Highest dice total equals a Success.
  If a PC fails a Combat Skill Roll the GM may decide to cause 2 
  points of Attribute Damage to a PC AND 1 point of non-random (do 
  not roll 1d6) damage to a Outpost Attribute.
  Strong Hits may remove other Combat Dice from the Combat, using 
  the Mass Damage Strong Hit Option.
  GM Says when Combat Ends
  This may be when the players achieve 1 Successes per player, or 
  possibly when one side has no remaining forces.
  After combat has ended, the GM should do a final narration.
  
  14
  Combat Dice Types
  Here are some examples of Combat Dice Types that the GM might 
  use. GMs should feel free to create new Types. We recommend using 
  different coloured dice for each Type that you are using.
  PCs and GMs should treat these rules VERY lightly and always do 
  what makes sense and be flexible (ie: you may be able to take out 
  emplacement crew and turn them on your enemies).
  The below 3 Combat Dice Types are gained through the Deploy 
  Commission Spare Time Rolls from your Outpost.
   » Recruit:
  If a Recruit Combat Die rolls a “1”, remove that Combat Die from 
  this combat.
   » Skilled:
  Gain 1 additional non-Elite Mass Combat Dice Type.
   » Elite:
  Gain 2 different additional non-Elite Mass Combat Dice Type.
   » Advanced:
  Any roll of a “5 or a 6” on an Advanced Combat Die counts as 
  a Strong Hit.
   » Ambush:
  Ambush Combat Dice gain 1 free Strong Hit during the first 
  round of Mass Combat that they are used. This may only 
  happen upto twice per roll.
   » Armoured:
  Reduce the number of your Armoured Mass Combat Dice that 
  would be removed each round by 1.
  You may not participate in the first two or three (GM’s discretion) 
  rounds of Mass Combat (as you take some time to move 
  into position).
   » Counter:
  You must specify the exact nature of each Counter Mass Combat 
  Die (ie: anti-air).
  These Counter Mass Combat Dice are immune to a specific 
  style of opponent (ie: immune to spaceships, tanks, light 
  infantry, etc...). GM Discretion is given.
   » Fast:
  After every fourth Mass Combat round all Fast Mass Combat 
  Dice may join in on a bonus Mass Combat Round.
   » Long Distance:
  This combatant is able to contribute to the fight from a safe 
  distance. It may only be removed from the combat with 
  the GM’s permission (ie: it is engaged at close range or is 
  attacked by another Long Distance Combat Die).
   » Standard:
  Standard rules.
   » Support:
  Strong Hit: Mass Damage from Leader Combat Dice may also 
  bring back a Recruit Combat Die that was removed due to it 
  rolling a “1”.
   » Tactical:
  Able to contribute to two Combat Skill Rolls per round.
  May represent a tactically advantages position.
  Optional Rule: Dice Piles
  For tactical flavour, the GM may divide their Combat Dice pools 
  into separate piles while describing the scene, and allow players to 
  ‘attack’ certain piles. This restricts the GM, but may give the players 
  interesting tactical decisions and a clearer sense of the scene.
  
  15
  Non-Combat Travel
  Example Alterations
  Environments and in-game actions may alter your Daily Travel 
  Distance and Maximum Travel Distance at your GM’s discretion.
  Regular Hunting and Gathering
   » -50% Daily Travel Distance for 4 days and allow PCs to make 
  a Spare Time Roll (GM sets difficulty) to regain Supplies.
  Scarce Hunting, Gathering and/or Water
   » -25% Daily Travel Distance.
  Sickness and/or Many Wounded
   » -25% Daily Travel Distance.
  Large Group by Land and without a Road
   » -25% Daily Travel Distance.
  Push Forward
   » +200% Daily Travel Distance for the first day.
   » -50% Daily Travel Distance for future days.
   » Supplies consumed 6 days faster.
  Vehicle
   » +50% to +400% Daily Travel Distance (Stacks).
  Road or along a Waterway (ie: River or Coast)
   » +0% to +50% Daily Travel Distance.
  Dense Foliage, Mountains, Deserts, Etc...
   » -25% to -50% Daily Travel Distance (Stacks).
  Daily Travel Distance - Land
  This is the amount of distance that can be travelled by a group in 
  one by land. GMs are encouraged to alter this amount based 
  on environmental effects and player actions.
   » Your Daily Travel Distance should rarely be reduced below 25%.
  Plot out your Journey Beforehand
  Before a character or group departs on a journey they should plot 
  their path. This can be done without a map (but a map will help). 
  This will not only help a GM to plan future game sessions, but it also 
  reflects the value of good planning.
   » If you don’t plot your journey: -50% Daily Travel Distance.
  Optional Rules: Realistic Travel
   » Maximum Travel Distance equals 5 (not 10) days per free 
  Equipment Slot.
   » A group’s Supplies are not automatically refilled when they 
  visit a location of plentiful Food and Water (ie: a town); 
  PCs must make 1 Spare Time Roll of 12t (to represent 
  hunting/gathering or purchasing Supplies) to refill 10 spare 
  Equipment Slots.
  Supplies, and Maximum Travel Distance
  Characters may travel for 10 days between locations of plentiful 
  food and water (eg: town or natural bounty) for each empty Equipment 
  Slot that they have, as it is assumed these Slots are filled with 
  Supplies. Companions are assumed to be carrying their own Supplies.
  Characters are able to share Supplies with each other.
  Starvation
  Per 2 full days you’re without Supplies.
   » Each PC takes 1 Damage (no Armour) to a random (1d3) Attribute.
  
  16
  Drive Complications
  Overview
  These optional Complications may help you to define your 
  character’s core motives.
  Drive Complications are
  designed to be a reward for proactive roleplaying,
  not compensation for additional difficulties.
  The example Complications listed here are intended to inspire GMs 
  and PCs. GMs should feel free to create new Complications.
  GMs are encouraged to slightly alter the rewards given by these 
  complications. Easily-completed tasks should grant no rewards and 
  difficult rewards should grant more.
   » You may only take one Drive Complication.
   » Your Drive Complication choice may be kept secret from the 
  other PCs.
   » Drive Complications do not automatically grant you Fate 
  points when they inhibit you.
  Example Drive Complications
  Adoration
  You seek the adoration and approval of others, always wanting to 
  be the centre of attention.
  Performance artists, gang leaders, heroes and the like may have 
  this Drive. Adventurers with this Drive will often seek public approval 
  for destroying monsters and other threats to society. They may also 
  seek political influence and they like to show off their powers.
   » If you lose the respect of a group, or a powerful individual: you 
  suffer 1 point of Attribute Damage (no Armour) to 2 random 
  (2d3+3) Attributes.
   » If you impress a group or a powerful individual you: gain a 
  Fate point.
   » If you gain the respect of a group or a powerful individual who 
  once disliked you: gain a Spare Time Point.
  Caring
  You genuinely care for the well-being of others.
  Healers, parents, philanthropist and the like may have this Drive. 
  Adventurers with this Drive are keenly aware of the suffering caused 
  by monsters, criminals and the powerful.
   » If you fail to protect another person: you suffer 1 point of 
  Attribute Damage (no Armour) to 2 random (2d3+3) Attributes.
   » If you successfully protect or significantly improve the life of 
  someone else: gain a Fate point.
   » If you successfully save the life of a person for no personal 
  physical gain; you gain a Spare Time point.
  
  17
  Cause
  You have a purpose and a belief that consumes your life.
  Prophets, cultists, revolutionaries and the like may have this 
  Drive. Adventurers with this Drive are often dedicated to a particular 
  religious message or an ideal.
   » If you’re prevented from furthering your cause: you suffer 
  1 point of Attribute Damage (no Armour) to a random 
  (1d3+3) Attribute.
   » If you further your cause: gain a Fate point.
   » If you convince another person to further your cause against 
  their own self-interests: gain a Spare Time Point.
  Collector
  You like to collect rare objects of a particular type.
  Archaeologists, gallery owners, wealthy collectors and the like 
  may have this Drive. Adventurers with this Drive may collect trophies 
  from great kills, ancient heroic artefacts or arcane books.
   » If you lose, fail to obtain, or witness the destruction of, a rare 
  object that you desire: you suffer 1 point of Attribute Damage 
  (no Armour) to 2 random (2d3+3) Attributes.
   » If you discover information about, or the location of, a rare 
  object that you desire: gain a Fate point.
   » If you acquire a rare object that you have been seeking for 
  some time: gain a Spare Time Point.
  Competition
  You thrive on overcoming trials, and especially involving other people.
  Athletes, gladiators, businessmen and the like may have this Drive. 
  Adventurers with this Drive may feel the need to prove themselves to 
  their peers and continually push their skills to new heights.
   » If you fail a Roll by 6 or more: you suffer 1 point of Attribute 
  Damage (no Armour) to a random (1d3+3) Attribute.
   » If you overcome a obstacle or challenge: gain a Fate point.
   » If you best a rival in a direct contest of skill without outside 
  assistance: gain a Spare Time Point.
  Discovery
  You’re driven to uncover secrets and break new intellectual ground.
  Scientists, magicians, professors and the like may have this Drive. 
  Adventurers with this Drive will often strive to uncover the universes 
  innumerable secrets.
   » If you did not gain a Study point during your previous session: 
  you suffer -1 to all Skill, Spare Time and Attack Rolls this 
  session (does not Stack).
   » When you gain a Research Unit you also gain a Fate point.
   » If you discover a Secret Knowledge: gain a Spare Time Point.
  Domination
  You seek to exert control over others through force or intimidation. 
  This may be through physical force, social pressure or other brazen 
  forms of intimidation.
  Street thugs, lords, headmasters and the like may have this Drive.
   » If you ever take 2 or more points of Attribute Damage from a 
  single Attack: you become Suppressed.
   » If you successfully achieve your agenda through intimidation: 
  gain a Fate point.
   » If you successfully intimidate a large group of people or 
  an individual that is more powerful than you: gain a Spare 
  Time Point.
  Rule Keeper
  You live by a set of rules. These may be strict religious texts, 
  traditions or a personal moral code.
  Priests, knights, old people and the like may have this Drive.
   » Gain the Moral Code Complication This Complication does not 
  grant you Fate points.
   » If your code proves to be the correct course of action in spite 
  of others objections: gain a Fate point.
   » You gain +1 to all Skill, Spare Time and Attack Rolls directly 
  connected to your moral code.
  
  18
  Liberty
  You seek freedom from a specific group, ideal or society that 
  holds power over you.
  Teenagers, insurrectionists, slaves and the like may have this Drive. 
  Many adventurers have grown to resent Havenm, and many have 
  entered into their new lives as a means to escape their past.
   » Gain the Rival/Enemy or Watched Complication. This 
  Complication does not grant you Fate points.
   » If you make progress towards your freedom: gain a Fate point.
   » If you gain ultimate freedom from your oppressor; gain 2 Spare 
  Time Points and you may choose a new Drive Complication.
  Monument
  You strive to create something bigger than yourself.
  Inventors, guild founders, entrepreneurs and the like may have 
  this Drive. Adventurers with this Drive might seek to found a new 
  organisation facility, social movement against Mechonids or establish 
  a witch hunters’ guild.
   » If you did not make any progress towards creating something 
  of great importance and lasting value during your previous 
  session: you suffer -1 to all Skill, Spare Time and Attack Rolls 
  this session (does not Stack).
   » If you make significant progress towards creating something 
  of great importance or lasting value; gain a Fate point.
   » If you create something of great importance or lasting value; 
  gain a Spare Time Point.
  Mysterious
  You’re a person who likes their secrets or you may derive 
  satisfaction through confounding others.
  Assassins, gurus, rangers and the like may have this Drive. Many 
  adventurers have grown cautious and suspicious during their lives 
  and have learned the benefits of fighting from the shadows and out 
  of sight.
   » If a person sees through one of your deceptions, misdirections 
  or attempts at stealth: you suffer 1 point of Attribute Damage 
  (no Armour) to a random (1d3+3) Attribute.
   » If you achieve your goals through deception, misdirections or 
  stealth: gain a Fate point.
   » If you secretly achieve a significant goal that benefits your 
  group without them knowing about it: gain a Spare Time Point.
  Needy
  Through your own immaturity, innocence, weakness or naiveté, you 
  have come to be greatly dependent on others.
  Children, spoilt people, sick, and the like may have this Drive. Many 
  adventurers begin their new lives in ignorance of the threats that 
  they face. Many who do not rise to the challenge will find themselves 
  forming co-dependant relationships with other, stronger, adventurers.
   » If you take the suffering of another person: you suffer 1 point of 
  Attribute Damage (no Armour) to 2 random (2d3+3) Attributes.
   » If you convince another person to help you for no self-benefit: 
  gain a Fate point.
   » If another person to suffers so that you dont: gain a Spare 
  Time Point.
  Overlooked
  Either through careful scheming or timidity, you prefer not to be 
  the centre of attention. You may be easily seen, but most would not 
  give you a second glance.
  Thieves, urchins, criminal masterminds and the like may have this 
  Drive. The shrewdest of adventurers go to great lengths to hide their 
  abilities from their foes, and possibly even their immortal nature if 
  it can be done.
   » When a group perceives you as powerful for the first time: you 
  suffer 1 point of Attribute Damage (no Armour) to 2 random 
  (2d3+3) Attributes.
   » If you’re mistakenly perceived as insignificant by a group or 
  powerful individual: gain a Fate point.
   » If you overpower a person who thought you were weak: gain 
  a Spare Time Point.
  Proselytiser
  You wish to convert others to your cause.
  Street preachers, fanatics, revolutionaries and the like may have 
  this Drive. Adventurers with this Drive may be attempting to recruit 
  people into their religious belief or political system.
   » If a person strongly rejects your cause: you suffer 1 point of 
  Attribute Damage (no Armour) to a random (1d3+3) Attribute.
   » If you teach a willing listener about your cause: gain a 
  Fate point.
   » If you convert a person to your cause despite risk to 
  themselves: gain a Spare Time Point.
  
  19
  Puppet Master
  You seek to secretly control other people’s choices. Your actions 
  may be self-serving, or you may believe that other people don’t 
  know what’s best for them.
  Con artists, salesmen, many leaders and the like may have this Drive. 
   » If a person or group strongly resists your wishes: you suffer 
  1 point of Attribute Damage (no Armour) to 2 random 
  (2d3+3) Attributes.
   » If you’re able to guide another person’s actions to further your 
  goals despite risk to themselves: gain a Fate point.
   » If you’re able to secretly guide a group or a powerful individual’s 
  actions to further your goals: gain a Spare Time Point.
  Redemption
  You wish to atone for past failings.
  Penitent religious people, remorseful criminals and the like may 
  have this Drive. Many adventurers chose their new life as a means to 
  escape their past, or buy time to make amends for it.
   » Gain the Guilt Complication. This Complication does not grant 
  you Fate points.
   » If you suffer harm while attempting to gain atonement for 
  your guilt: gain a Fate point.
   » If you achieve redemption; gain 2 Spare Time Points and you 
  may choose a new Drive Complication.
  Retribution
  You seek to harm a hated group, powerful individual or social 
  system that has caused you harm.
  Teenagers, insurrectionists, victims and the like may have this Drive. 
  While many adventurers join their new life for noble reasons, some 
  embrace immortality as means to exact a more full realised revenge.
   » If the focus of your retribution causes you significant trouble: 
  you suffer 1 point of Attribute Damage (no Armour) to a 
  random (1d3+3) Attribute.
   » If you cause harm to the focus of your retribution: gain a 
  Fate point.
   » If you cause lasting harm to the focus of your retribution: gain 
  a Spare Time Point.
   » If you achieve retribution; gain a Spare Time Point and you 
  may choose a new Drive Complication.
  Service
  While you may aspire to command someday, for now you adhere to 
  an established hierarchy and you see value (and possibly security) 
  in furthering the goals of your chosen organisation.
  Soldiers, common workers, monks and the like may have this 
  Drive. Many adventurers see great value in their group and wish to 
  see it function efficiently and effectively. Other adventurers prefer to 
  follow charismatic leaders or their chosen social group, as they see 
  more value in these direct relationships than the crumbling systems 
  and buildings of the Order.
   » When the subject of your service suffers loss due to your 
  actions or in-actions: you suffer 1 point of Attribute Damage 
  (no Armour) to 2 random (2d3+3) Attributes.
   » If the subject of your service completes a goal due to your 
  assistance: gain a Fate point.
   » If the subject of your service gains substantial power or 
  influence due to your service: gain a Spare Time Point.
  Tenacity
  Once you set your mind to something, you rarely give it up. Things 
  of value only come through great sacrifice and endurance.
  Reformists, dedicated charity worker, old and active Tethered and 
  the like may have this Drive. Nearly all adventurers understand the 
  insurmountable odds of their impossible lives, but they push on; not 
  towards final victory, but to win as many battles as they can.
   » If you ever give up or retreat further after suffering defeat: you 
  suffer 1 point of Attribute Damage (no Armour) to 2 random 
  (2d3+3) Attributes.
   » If you suffer harm while achieving your goals: gain a Fate point.
   » If you convince others to persist after a great defeat: gain a 
  Spare Time Point.
  Thrill Seeker
  You thrive on adventure, novelty and the emotional high that comes 
  through success. While many may perceive you as irresponsible, you 
  know that you’re simply aspiring to live life to its fullest.
  Explorers, duellists, teenagers and the like may have this Drive.
   » If you embarrass yourself: you suffer 1 point of Attribute 
  Damage (no Armour) to a random (1d3+3) Attribute.
   » If you put yourself at risk for little/no added benefit: gain a 
  Fate point.
   » If you contribute to, and survive, a great battle without taking 
  Endurance Damage: gain a Spare Time Point.
  
  20
  Only Reward Trade Goods
   » GMs should not give out Current Resources, only Trade Goods.
   » When acquiring a Trade Box through a Spare Time Roll, only 
  1 can be gained at a time (8t), not 4.
   » 4 non-Production Trade Goods can be sold with a Spare Time 
  Roll of 12t for 1 Resource.
  Money
  Currency is always represented though Trade Boxes (not Spare 
  Time Points), and counts as a Valuable Trade Box.
   » Valuable Trade Boxes require -2 Cargo Space, or 1 Slot per 4.
   » Most races have their own forms of currency.
   » Currency from multiple races may not be stacked into a 
  single Cargo Space or Equipment Slot.
   » Corporation Credits are the most common form of currency.
   » Not all races will accept currency from all other races, 
  ie: Kaltorans may not not accept Corporate Credits, legion 
  may not accept Remnant Coins, etc... 
   » 2 Valuable Trade Boxes may be sold (no roll required) to grant 
  a +1 or +2 bonus to failed Skill Roll where money would help.
   » This may only Stack up to +4. 
  Rule Tweaks
  The following are a collection of minor optional rules that are 
  designed to improve the Fragged Empire game experience.
  Attributes & Skill Rolls
  Attributes do not contribute to Description Bonuses.
  If you have a 4 or more in the corrolating Attribute you gain +1 to 
  the following Skills, and if you have 1 or less in that Attribute; you 
  gain -1 to that Skill.
   » Wealth (Foc)
   » Conversation (Foc)
   » Leadership (Str)
   » Culture (Int)
   » Physical (Mov)
   » Resolve (Foc)
   » Awareness (Per)
   » Survival (Per)
  Drones & Companions
  PCs may only have a maximum of 1 combat Drone and/
  or Companion.
  If a Companion takes Attribute Damage and would die, GMs should 
  feel free to say they are just badly wounded (and cannot contribute 
  to the current Combat). This may be useful for saving the lives of 
  important or favoured NPCs.
  Locked On
  Being Locked On gives you -2 to all stealth based Skill Rolls.
  Surprise Round
  All RoF 1 Attacks gain Strong Hit +1 during Surprise Rounds.
  Optional Rule Tweaks
   » Mechanics (Int)
   » Electronics (Int)
   » Programming (Int)
   » Bio Tech (Int)
   » Medicine (Ref)
   » Psychology (Foc)
   » Astronomy (Int)
   » Planetoids (Int)
  
  21
  Stealth Rework (Survival)
  The Survival Skill also covers your ability to hide yourself and 
  other small objects from other people. This includes your ability to 
  remain unseen, pick pockets, conceal a weapon, and perform sleight 
  of hand. Survival also covers your knowledge of these things.
  Standard Skill Roll
  Stealth in Fragged Empire: Hacked works differently than how it 
  does in the Core Rule Book (pg: 109), as it functions much more 
  like a standard skill and is not an Attack Roll vs a target’s Defence 
  vs Stealth.
  The GM simply sets the difficulty of the Skill Roll (eg: higher if 
  there are lots of observant NPCs around, or lower if the PC is wearing 
  black and attempting to hide at night).
  During Combat
  If a character wishes to become Stealthed (see below)
  during Personal Combat they need to make a Survival
  Skill Roll (usually through the Prepare Action) each Turn.
  Outside of Combat
  If a character wishes to hide outside of combat they must 
  make a Survival Skill Roll when the GM asks them to.
  Stealthed Effect (during Combat)
   » Lost if you end an Action outside of Cover, or become clearly 
  seen (eg: moving into plain sight of another character as you 
  move between cover).
   » Lost if you make a visible Attack.
   » Lost if a Stealth Skill Roll is not successfully made each Turn.
   » While Stealthed; you may not be seen or Attacked.
  Example Psionic Use
   » Psionic characters can trick people into overlooking a weapon 
  when searched.
  Bonuses to Stealth
  Traits and equipment that would grant a character a specific 
  bonus to their Stealth Rolls may NEVER grant more than
  a +2 bonus.
  Stealth Outside of Combat Example
  Emily wishes to sneak into a well-guarded compound. The GM set 
  the scene by describing the guards on duty, how the sun is setting and 
  the large, but overgrown, wall that surrounds the compound.
  Emily then describes her approach, waiting for the sun to set so 
  that her dark outfit hides her presence, she then describes how she 
  quickly darts from cover to cover as the guard’s patrol.
  The GM rewards her with a +2 Description bonus and gives her a 
  further +1 for having a high Perception Attribute.
  In total, this grants Emily a Stealth Roll of +4 (+1 for being Trained, 
  +2 Description Bonus and +1 Attribute Bonus). The GM says she 
  needs to roll a 14. She then rolls 3d6 for a total of 16, an easy 
  success. The GM then describes how she has successfully snuck 
  into the compound.
  Stealth During Combat Example
  During a combat, Emily spends her first Action during her Turn to 
  kill an opponent with a grenade before moving behind some Cover. 
  She then performs the Prep Action to Reload, drawing a new grenade, 
  and make a Survival (Stealth) Skill Roll.
  The GM says that attacking with a loud explosive makes things a 
  little difficult (as it draws attention to her). But as no specific enemy 
  character is paying attention to her (no enemy made an Attack Roll 
  against her during their last Turn) she does have a chance to hide.
  The GM says she needs to roll a 14 and gives her a -1 Description 
  penalty. Emily rolls a total of 15. She succeeds at hiding and 
  becomes Stealthed. No enemy may make an Attack Roll against her 
  while she is Stealthed.
  During her second Turn, she remains Stealthed as long as she 
  does not make a visible Attack or end an Action outside of Cover. 
  She must also pass a Stealth Skill Roll before the end of her Turn, 
  or she will lose her Stealthed Effect.
  For her next Turn, she dashes out of her Cover and into different 
  Cover (being careful not to run in front of an unengaged enemy), and 
  attempts another Stealth Roll. She passes her Survival (Stealth) Skill 
  Roll with a roll of 16.
  But during her enemies’ Turn one of them moves behind her Cover on 
  his way to engaging one of her friends. As Emily is now in plain sight, 
  she loses her Stealthed Effect and may be Attacked by any enemy.
  
  22
  Copyright (C) 2017 by Design Ministries.
  ”Fragged Empire” is a registered trademark by Wade Dyer.
  All rights are reserved. No part of this publication may be 
  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.
  Design, Layout and Production:
  Wade Dyer
  www.designministries.com.au
  www.fraggedempire.com
  contact@fraggedempire.com
  Acknowledgments
  Created by
  Wade Dyer (Design Ministries)
  Artwork
  Arky Fitzwater
  Do you Have Suggestions for this Booklet?
  Post them up on our Subreddit:
  www.reddit.com/r/FraggedEmpire/
  This is a living document that will grow over time and I would
  love to hear your suggestions for new Traits and rule tweaks.
  I would also love to hear your balancing suggestions.
  
SOURCE: textdata/thevault/Fragged Empire/Fragged Empire - Hacked.pdf