From publisher blurb:
We all know the feeling.
It’s the crawling sensation on the back of the neck, the insistent, niggling feeling that we’re being followed. It’s the feeling that there are eyes in the dark, watching. Waiting. In that moment, you know – just know – that there is a clawed hand reaching toward the back of your head.
Sometimes we stay still and try to ignore the feeling. Sometimes we whirl around, but there’s nothing there. Then we laugh, pass it off as imagination, and go on with our lives.
But… what if… what if there really was something there, but you just weren’t able to see it?
Or, worse... perhaps you’re one of the people who can see…
In this game, you will take the role of one of the Chosen, the small number of individuals who can see the Anonassi and the paths into the "Lost Lands" where they amass their forces.
The Era d10 ruleset is a lightweight and dynamic system which is designed to help the players experience everything from suspense-filled moments to epic combat against horrific creatures to detective work with equal ease. It's also designed to provide benefits to those who roleplay their characters well, promoting the core skills that are transferable between every game.
It will allow you to experience this universe in a way that is as smooth as possible without being unrepresentative - the focus is on you and your choices, but they have every possibility of failure, especially if you're not skilled in what you attempt.
By choosing your skills carefully, your character can focus on their Clan-given abilities or technology, dominate in any of five forms of combat, talk their way out of any situation or protect their teammates from harm.
Players roll a number of d10s, attempting to roll higher than a given Success Threshold. The more dice they roll above the Threshold, the more Successes they achieve.
The Threshold rises as the action becomes more difficult to accomplish and the number of dice increases as a player becomes more skilled. While one Success might achieve a positive result, the more Successes achieved, the better the outcome is for the player.
Of course, things can also go wrong - if you roll more 1s than Successes, you will Fumble. And of course, the harder an action is, the more likely it is you will Fumble!
The number of dice is defined using an Attribute and Skill system, which each define their own areas of influence, you roll your dice depending on what you're attempting. Whether using Dexterity + Engineering for a precision piece of work, Intelligence + Engineering for a more theoretical problem or Luck + Engineering for a complete long shot, you'll have to adapt to your circumstances with the various combinations.
Although you roll more dice the more skilled you are, the number you are attempting to reach varies depending on the difficulty of the action - if you were shooting an enemy in clear conditions, the GM would probably ask for a 7 or better on each dice. If someone was laying a mine in an otherwise safe area, more likely a 4 or 5. Firing over your shoulder at someone 30 metres away, while crouching behind a low wall would definitely be a 10!