Era Ten Fundamentals
Era Ten is Sci-Fi Free-Style Role-Play using a Quick and Dirty system; hence¸ no effort has been made to explain the basic mechanics of dice rolling or player interaction. This book is everything the Ref needs to run a game. There will be others in the series to help you generate ideas or fully flesh-out your campaign. This Fundamentals booklet has plenty of combat tables and some Era Ten concepts to get you started. The Galaxy is a wild and exciting place filled with technological wonders and amazing adventures and coincidences. Mankind is free from the burden of a short life by using Mortality Reduction Drugs (MRD)¸ but also most humans are free from the burden of choice¸ tainted with the Pacification Virus. The players are those one in a million who are unaffected by the Pacification Virus ‐ Immunes. The Tetra-League has enemies too numerous to mention; the military is torn by internal rivalry and threatened by external forces. Hostile aliens that once were enslaved¸ or in some cases even treated as allies¸ now want to destroy all humans. Every Immune is important; those able to survive in combat especially so. The Taints cannot fight¸ leaving the Immunes as both scourge and savoir. Sending out soldiers in Power Armor is an absurdity. You'd think that Immunes being so scarce would be important¸ that they'd be treated better. Someone's got to fight the wars. Some Immunes are treated well¸ executives. None of them are FNG player characters. They get fitted into combat armor and dropped from orbit on the enemy. That's where they might have been treated better. The Environmental Enclosure battle suit is so effective it can destroy just about anything¸ except someone else in another EE Suit. All the best counters to all the best attacks were developed. Then the design sort of stopped. Hence the problem¸ if the players want to really fight¸ and fight well¸ they are forced to use their EE Suits in creative manners¸ in actions beyond their design. Sure¸ you can brush aside some street punks or knock down a static building¸ but if you want to fight an equal¸ you have to learn to unlearn what the EE Suit does. At Era Ten¸ only Immunes can fight the wars¸ and the best have served for centuries¸ but ambitious commanders have been known to conscript anyone¸ impressing them into an EE Suit. Your first combat drop from orbit is your Jump and Die. Seeds tossed in the air¸ only a few sprout as mere weeds. The rest get eaten by very scary birds. Why would you stay? You're an immortal. Why risk that even if forced? A century ago your character ran a factory¸ a decade ago you wrote a novel¸ last week you lorded over an asteroid colony or ran for mayor unopposed...Most characters stay because being a Space Marine is pretty thrilling. You're ready to play one¸ aren't you? Era Ten is Sci-Fi free-style role-play¸ the emphasis is on mission and story¸ character building and gaming. Player Agency? When did this hobby start demanding a law degree to run a character in a role-play game? Reclaim your hobby. Put the dice rolls back into gaming. Troopers in power armor in systems of the Milky Way galaxy a millennium in the future as mankind is still messed-up. Only a few have the savvy to fight. It's similar to Battle Born¸ just using Cutlass style event driven mechanics. Watch us game on YouTube. Find my Battle Born novels on Kindle Prime. Read more about free-style role-play or submit questions at our Vox Populi public message board. www.spacegamer.com A few bucks is truly nothing in the grand scheme of things.