A downloadable game

Resolving the Fermi Paradox wasn’t about reworking the math . The underlying assumptions were flawed. It was our fault - We killed everything. One hundred thousand years ago, our technology murdered the galaxy. A terrifying, unintended consequence of the discovery of FTL. The Great Filter was Man-made. 



WHAT IS COSMOCIDE?

Cosmocide is a tabletop roleplaying setting built around one premise: humanity found the solution to the Fermi Paradox by accident, by being the thing that caused it, and after two hundred years of interstellar expansion, few people at all comprehend the scale of killing, the Cosmocide, that cleared the way for them. Two centuries of corporate expansion, gene-engineered labor, dynastic trade empires, a scattered, anarchistic frontier and a galaxy stitched together by Jump-Gates that are faster than light but never quite fast enough - that's the backdrop. What you do inside it is up to your table.

A Galaxy, Not a Genre

The single biggest thing to understand about Cosmocide: it isn't one kind of story. It's a setting large enough to run dozens of them, and the worldbuilding is built to support that range rather than collapse into one tone.

Want a straightforward space adventure? The Mercantile Houses have ships throughout human space, rivalries, decades-long grudges, and cargo holds full of reasons to point a ship at the dark and go. Want corporate cyberpunk? Run a campaign in the Sardine City stacks on the Corporate capital world, Hyperion, dodging chrome plated street gangs, asset reclamation drones and patent enforcement lawyers. Want tech-noir? Put your players on a Fringe station three weeks from the nearest gate, working a case nobody important officially wants solved. Want cassette-futurism, all chunky hardware and analog grit? The individual Boondock worlds tucked into the gaps between the interconnected Corporate hegemony systems run on second-hand skip drives and equipment held together by maintenance contracts older than some of the crew. Want solarpunk, or at least solarpunk-adjacent? Visit Shedly - tideless seas, no deserts, a developing frontier planet that mostly just wants to be left alone to grow enormous trees and rice.  Want elegiac, ruin-haunted survival? Go home - Old Earth's clean, Gaia-administered Hab cities sit walled off from a wasteland still patrolled by automated systems of a war that ended generations ago, guarding treasures no owner is ever going to return for. None of this requires reskinning the setting. It's already built to hold all of it at once.

How You Play

Cosmocide is played the way most tabletop RPGs are: one person runs the setting and its inhabitants as the Game Master, everyone else plays a character living in it, and together you tell a story none of you could have written alone. When the outcome of an action is genuinely in doubt, dice settle it - that's the engine underneath the fiction, the thing that keeps "what happens next" from being purely whoever talks the loudest.

Cosmocide has its own purpose-built dice system, but the setting doesn't require it. If your table already has a system you love, the galaxy will run on it. The worldbuilding is the product. The dice are a recommendation.

Updated 11 hours ago
Published 3 days ago
StatusPrototype
CategoryPhysical game
AuthorSpectre_nz
TagsSci-fi, Tabletop role-playing game
AI DisclosureAI Assisted, Text

Download

Download
Cosmocide Mechanics Quick Reference.pdf 1.4 MB
Download
Cosmocide Primer - Read this one first.pdf 83 kB
Download
Cosmocide Gameplay Primer_ The Shared Infinite Space .pdf 954 kB
Download
The Cosmocide Worldbuilding Codex.pdf 1.9 MB
Download
Cosmocide Dice and Mechanics.pdf 451 kB
Download
Somewhat Naff AI generated Character Sheet.pdf 14 kB

Development log

Leave a comment

Log in with itch.io to leave a comment.