Era: The Consortium – Gameplay Review of The Stiletto Unit Adventure

At AetherCon VI* on November 12, 2017, I had the opportunity to play in an Era: The Consortium** adventure with Shades of Vengeance owner and Era d10*** creator, Ed Jowett. [Before we go any further, here’s the disclosure: I’m freelancing for Ed on an Era: The Consortium product here.] The adventure we played at AetherCon was an excellent opportunity to be at the same table as the game’s creator and get the rules as well as the spirit of the game right from the source. This session brought the mechanics and the intent of the game into focus and from it I want to share two scenes to discuss the gameplay but without giving away the whole plot. That said, light SPOILERS ahead for this Stiletto Unit adventure.

If this product interests you, Shades of Vengeance is running a Kickstarter right now for Era: The Consortium – A Universe of Expansions 2 which adds more rules and species and adventures to the Consortium universe, including one by me (if the stretch goal is reached).

 

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Before we get into the review, Era: The Consortium uses the Era d10*** system which is explained in more detail below, but the quick version of it is:

  • a d10 dice pool system generally created by adding an Attribute plus a Skill and rolling against an Action Difficulty/target number where each die could be a success or a fumble.

We opened the Google Hangouts session by picking our pre-generated characters from Stiletto Unit, a band of freedom fighters that are a part of the Resistance against the Consortium. What’s to resist? Era: The Consortium is a far flung future in which companies openly run the worlds. The “openly” part is key – companies are the government and you’re a part of a group that’s fighting that status quo. In the adventure Ximian politician and Resistance backer, Ixitixl, has Stiletto Unit investigate a Moritagas Pharmaceuticals base on Arawn looking for a superweapon that will destroy all of the Resistance. With that setup, we got into the game.

 

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How well do non-combat skills work? 

After the fight at Moritagas Pharmaceuticals’ base on Arawn. The first mission and combat of the adventure came about when we failed to covertly infiltrate Moritagas Pharmaceuticals’ base forcing <gasp!> combat. After the combat and some meaningful story clues, Stiletto Unit boards their spacecraft and we have a chance to work on some non-combat skills.

Zeelaay, our pilot, used [Attribute] Wits + [Skill] Pilot against an Action Difficulty of 7 and rolled 2 successes to launch our ship into space. Onboard, after a series of events set off an EMP that knocked out our cybernetic implants, Dr. Curay and Styxtirian [me], a Ximian engineer, combined actions to repair each cybernetic implant (Int + Medicine for 3 successes from Dr. Curay and Int (1d10) + Engineering (4d10) for 5d10 and 2 successes from Styxtirian). Another Stiletto, Takahashi, had a stealth suit (think Predator) that was burned out in the combat (first combat and your character’s “gimmick” is wiped out early, always fun!). Aboard the ship, the character repaired the suit with 4 successes.

Era d10 Non-Combat Skills Pros:

There’s enough range and options to cover every situation that we encountered without being overwhelmed with choices. Standard Action Difficulty is 7 and that made it so most dice pools (which ranged from 4 or 5 dice up to 22 in one instance) had successes. The logic of why X+X forms the dice pool worked well and led to moments where we could name what we wanted to do and the dice supported our decisions.

Era d10 Non-Combat Skills Cons:

The GM is needed for a lot of pre-roll decisions. What Attribute and what Skill produces the result you’re going for? For many of these actions there’s a set combo of Attribute and Skill but there’s enough variation that alternative combinations can be introduced and that requires GM approval. Another common question for the GM is “What’s the Action Difficulty?” While 7 is the default, the GM may set the bar higher and there are scenarios (using Luck, having a situation-specific Speciality) that alter the number, which means that every player needs to talk to the GM before rolling to be sure they’re getting the right dice pool and difficulty. It’s not a problem because the rulebook has all of these instances well-defined, but it does slow the process down a bit when you’re new to the setup.

 

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How well do combat skills work? 

Fighting a Smertios Security (DIS)ARM. Our next mini-mission within the larger mission was to board a capital ship (we did) which led to the six PCs facing off against one of the game’s superpowered battlesuits, the (DIS)ARM.

(DIS)ARM

As a group, we turned the corner and there’s the (DIS)ARM and it’s round 1! We roll initiative and in Era d10 you only roll 1d10 and add the number of levels you have in Willpower and Wits to that. In Styxtirian’s case, that’s 1d10+5 (from 3x Willpower and 2x Wits).

The (DIS)ARM went first and and off the bat it fumbles (rolling more 1s than successes in its attack dice pool) so its mini-gun falls off of the armor.

Quick note about combat. You succeed on your roll to hit, you roll a number of damage dice equal to the number of your to hit successes. The damage dice have two Action Difficulties/Thresholds, one is to damage and one is to kill (so, for example, a roll of a 6 deals damage but a 9 kills). Thus ends the lesson.

Two of the PCs shoot the (DIS)ARM doing damage to its shield though no harm to the unit or the pilot, just the shields. Zeelaay, the pilot, also loves rockets and shoots 4 into the ceiling above the (DIS)ARM because dropping debris (with 8 damage) incapacitates the armor beneath the wreckage. One of the Stilettos, Gyter, decides that his mission’s to crack open the armor, get the pilot out, and take it for himself. He gets on top of the immobilized armor and does a called shot with armor piercing rounds. A called shot halves your dice pool of Wits + Gunnery to hit but lowers the kill threshold for a called shot to the head. Gyter’s shot hit but because shields deflect armor piercing rounds and the (DIS)ARM’s shields were still up the shot goes wild. Takahashi goes into stealth mode and attempts to slip around the (DIS)ARM in the corridor. Dex + Stealth for the pool so 8 dice and she succeeds against an Action Difficulty of 10, which allows her to sneak behind the mech and attempt to interface with it in a contest to control it. For the contest, it’s a series of roll-offs as Takahashi and the AI both try to reach 10 successes and mastery of the computer first. For Takahashi, it was Intelligence + Computer (8 dice with an Action Difficulty of 7), however they both reach 10 successes on the same round so there is no winner. Styxtirian (me) is a strong Ximian and a melee combatant. He’s going to try and rip open the armor which should be easy for him with 16 dice (Str + Brawl)… I got 3 successes (I roll badly in most games) so Styx was unable to rip the armor open.

Round 2. Still immobilized, the (DIS)ARM throws Gyter off of him and across the hall leaving a spot for Steve Adams to land on. Dr. Curay injects Styxtirian with a drug that will amp his Str from 6 to 11 for 5 minutes and then after that it will be a Str of 5. Gyter shoots at the (DIS)ARM’s faceplate to no effect. Takahashi is still digitally wrestling with the unit and tries to overcome it again and Ed (the GM) rolled a fumble so, as long as Takahashi did not fumble, she could override the AI. After accessing the (DIS)ARM, her only option is to activate its self-destruct and she does. The (DIS)ARM explodes. The denotation rips a hole in the ship’s haul forcing everyone to leap into the next section before the bulkheads seal.

Unfortunately, Gyter never got his (DIS)ARM[or] and Styx had to wait until the next combat to get any advantage from the drug he was injected with. The entire party survived the combat with a minimum of wounds mostly because of the fumbled loss of the mini-gun at the start and Zeelaay’s decision and amazing roll to drop the ceiling onto the (DIS)ARM.

Era d10 Combat Rolls Pros:

I’m sure that reads like a lot of actions but in under two full rounds a very tough unit was defeated and several combat styles were utilized (melee, range, area of effect, digital) with interesting scenarios generated by each. It moved quickly and logically as we never had any disagreement about the outcome of a situation. As a *TERRIBLE* dice roller, I liked that there was an option for the damage dice to do wounds or an insta-kill. Having a chance to close out the combat is a win (no pun intended) in my opinion.

Era d10 Combat Rolls Cons:

As above with the non-combat skills, the GM is pulled into a bit of discussion as to what needs to be rolled. It was not as much as non-combat skills, but its presence slowed the game a bit.

 

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Era d10 Conclusion:

 

I’m freelancing for Ed (the GM) on Era: The Consortium so I’m not apt to dislike the setting or the GM (ha!). For this review, I wanted to focus on the Era: d10 system to share how it works and feels. Beyond a shadow of a doubt, Ed has an innovative system that feels right for the sci-fi genre.

If I had to say that there’s one thing I’d do away with, it’s the fumble. This is not specific to Era: The Consortium, it’s a general distain. I believe that the fumble is the in-game mechanic that leads from serious RPG to goofing around. In the adventure, I fumbled… twice, I think? Ed fumbled three times. Dr. Curay fumbled once and so did another character. In game, fumbles are likely to have one of two effects:

  • The opponent gains a critical or deadly advantage and you roll up a new character
  • Something Monty Python happens

Which route does your table go?

Having read the rules, written scenarios, and played the Era d10 system, I can say I’m excited to do it again. The game is a lot of fun, it’s logical, and led to some fun in-game scenarios with a lot of heart and humor. The story Ed told was epic and achievable in a single sitting and I’d recommend the adventure to anyone wanting to try out Era: The Consortium. I want to thank AetherCon, Ed Jowett, and all of the players for the experience.

 

If you want to try the game yourself, there’s a Kickstarter for the Era: The Consortium – A Universe of Expansions 2 that ends on 

 

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*What is AetherCon?

AetherCon is a free to attend, free to partake, non-profit initiative. Throughout the weekend there will be a plethora of tabletop RPGs on offer for all to play in. All games will be run on the free, browser-based virtual table top Roll20 and/or Google Hangouts. This program will allow GMs and players alike to simply click on a link and enter the playing area as opposed to needing to download and install the software to participate.

 

**What is Era: The Consortium RPG?

Humanity has left Earth over a thousand years behind, landing on a new planet and founding a new government. The Consortium is an inspiring ideal – three star systems teaming with life and four species living and working together. As time passes, however, cracks are showing in the Humanity-led society and those less scrupulous have taken power.

Enter at any point in 500 years of playable story, following the Consortium’s growth from a small colony to a multi-system economic and political establishment. Explore new worls and encounter alien races, direct or fight in battles which span a solar system and will decide the future of the Consortium or join a Resistance movement against the government to save or destroy billions of lives!

What you decide will define the fate of the Consortium…

 

***What is the Era d10 system?

“The Era d10 ruleset is designed to allow you to experience this universe in a way that is as unobtrusive as possible without being misrepresentative. By choosing your skills carefully, your character can dominate in any of 5 forms of combat, talk their way out of any situation or protect their teammates from harm.

The rules could be described as “A Success-counting dice pool system where you roll Attribute + Skill in d10s and the difficulty of the task determines which numbers count as Successes.”

In case that was a bit too brief or jargony, here’s a bit more detail:

The system is based around multiple dice – the more skilled you are, the more dice you have – and a variable goal based on activity difficulty.

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 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 be able to adapt to your circumstances and focus on your strengths.

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 shooting someone in clear conditions, the GM would ask for a 7. If someone was laying a mine, more likely a 6. Firing over your shoulder at someone 30 metres away, while crouching behind a low wall would definitely be a 10!

If you would like to try the rules, please see our Quickstart Pack!

 

Read my interview with Ed Jowett of Shades of Vengeance here.

You can check out Era: The Consortium RPG on DriveThruRPG here.

 

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Shades of Vengeance Signal Boost:

 

1) Era: The Consortium – A Universe of Expansions 2 by Shades of Vengeance 
The critically acclaimed Sci-Fi RPG returns to Kickstarter: get expansions to the universe, as well as the Definitive Edition Rulebook!
Ends on .

Want to know more about the game? You can get the (free) Quickstart pack right here and try it out!

Why signal boost this? Because I’ll be writing one of the stretch goals – Sirona Specials Part 1 (Sessions 1-10)!

 

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2) Penumbra: Fear the Bunny Lord! by Shades of Vengeance
Everyone’s favorite mistress of shadows is back! But can she defeat the bunny lord?
Ends on Sun, December 3 2017 9:34 AM EST.

 

 

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Want your RPG Kickstarter reviewed? Have some RPG wanna-lancer thoughts to share? Contact me here or on Facebook (Egg Embry) or on Google Plus (+Egg Embry).

Disclosure: This article contains affiliate links to DriveThruRPG.com and Amazon.com.

Savage Worlds: Fast, Furious, and Fun! - Available Now @ DriveThruRPG.com

 

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Egg Embry, Wanna-lancer™

Wanna-lancer™ Checklist T-shirt available at Cafepress

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Egg Embry wrote comic book short stories, edited comic book series, wrote and drew a webcomic, and contributed to comic book journalism across the 2000s. Now, he buys the opportunity to write for a variety of tabletop role-playing games in the tradition of vanity press. His purchases have been published by:

Want your RPG Kickstarter reviewed? Have some RPG wanna-lancer thoughts to share? Contact me here or on Facebook (Egg Embry) or on Google Plus (+Egg Embry).

About Egg Embry

Egg Embry wrote comic book short stories, edited comic book series, wrote and drew a webcomic, and contributed to comic book journalism across the 2000s. Now, he buys the opportunity to write for a variety of tabletop role-playing games in the tradition of vanity press.
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