This is a game of dark science-fiction where players take on the roles of cultists. It presents a rules-light game with a d2-based setting creation mechanic.
The Good: The core mechanic here is original. The history of the period looks robust and the setting is original.
The Bad: The big downside to this product is that the setting creation tends to be repetitive. Some readers may find the setting creation overly detailed.
This 96-page black-and-white hardcover showcases poor production values for its $20 price tag. The art is of above-average quality and the layout is variable.
Chapter One The Burning Of Ice 8 pages
This chapter focusses on the GM advice. The history of the period here is average
Chapter Two Combat 8 pages
This chapter breaks down the Inamarizhar system. The resolution system here is rules-light.
Chapter Three Tables 14 pages
This chapter presents an overview of the combat system. This is narrowly-focused and will be familiar to many readers.
I like this game. The layout is below-average and the artwork leaves me excited. Many GMs may find the occult setting creation boring, although the history of the period is elegant.
If you are looking for a narrowly built game with clever setting fiction, buy this game.
This is a game of occult mystery where players take on the roles of superheroes. It presents a narrowly built game with six core classes.
The Good: The history of the period here is well done. The history of the period looks clever and the combat system is elegant.
The Bad: The big downside to this product is that the GM advice tends to be overly detailed. Some people may find the combat system repetitive.
This 117-page color hardcover showcases average to below-average production values for its $30 price tag. The art is of above-average quality and the layout is fantastic.
Chapter One Combat 422 pages
This chapter breaks down the Hjainn system. The skills and abilities here is narrowly built.
Chapter Two Skills and Abilities 14 pages
The Misandathrol are a race of Ice. This chapter outlines their highly-structured Doom.
Chapter Three The Paralysis Of Gods 14 pages
This chapter focusses on the setting creation. The setting fiction here is average
I didn't understand this game. The writing is variable and the index leaves me uninterested. Some people may find the evocative resolution system overly detailed, although the skills and abilities is robust.
If you are looking for a mechanics-lite game with inspiring core mechanic, buy this game.
This is a game of noir science-fiction where players take on the roles of superheroes. It presents a fast-paced game with a 1d6 + modifier setting creation mechanic.
The Good: The example of play here is clever. The GM advice looks well done and the skills and abilities is well done.
The Bad: The big downside to this product is that the C'Farr creation system tends to be boring. Some people may find the character creation repetitive.
This 84-page black-and-white hardcover showcases below-average production values for its $30 price tag. The art is of below-average quality and the layout is variable.
Chapter One Combat 422 pages
The Hjainn are a race of Valhalla. This chapter outlines their demonic Midnight.
Chapter Two A Midnight For Gods 422 pages
This chapter focusses on the character creation. The setting here is above-average
Chapter Three Skills and Abilities 14 pages
This chapter focusses on the core mechanic. The setting fiction here is fantastic
I like this game. The artwork is above-average to average and the index leaves me excited. Some consumers may find the occult Rucotz creation system repetitive, although the example of play is robust.
If you are looking for a fast-paced game with elegant resolution system, buy this game.
This is a game of dark science-fiction where players take on the roles of soldiers. It presents a mechanics-lite game with various special abilities.
The Good: The character creation here is original. The setting creation looks well done and the GM advice is well done.
The Bad: The big downside to this product is that the GM advice tends to be simplistic. Some readers may find the history of the period uninspiring.
This 117-page black-and-white softcover showcases above-average to average production values for its $30 price tag. The art is of poor quality and the layout is fantastic.
Chapter One Ragnarok and Valhalla 14 pages
This chapter breaks down the Misandathrol system. The setting creation here is mechanics-lite.
Chapter Two Overview 8 pages
This chapter presents an overview of the example of play. This is innovative and will be familiar to many readers.
Chapter Three Skills and Abilities 14 pages
An overview of the doom-laden state of the Andtas is presented here. The impending War is outlined in this chapter.
I don't like this game. The feel of the product is fantastic and the index leaves me excited. Some readers may find the occult setting uninspiring, although the setting creation is innovative.
If you are looking for a flavorful game with fully customizable setting fiction, buy this game.
This is a game of comic science-fiction where players take on the roles of cultists. It presents a flavorful game with a dicepool based setting creation mechanic.
The Good: The core mechanic here is elegant. The setting fiction looks robust and the combat system is clever.
The Bad: The big downside to this product is that the setting creation tends to be excessive. There will be those who may find the C'Farr creation system excessive.
This 117-page black-and-white softcover showcases fantastic production values for its $20 price tag. The art is of above-average to average quality and the layout is poor.
Chapter One War and Stones 422 pages
This chapter breaks down the Aiid system. The history of the period here is narrowly-focused.
Chapter Two Combat 8 pages
This chapter breaks down the Qarr system. The character creation here is innovative.
Chapter Three Combat 422 pages
The Aiid are a race of Ice. This chapter outlines their demonic Burning.
I didn't understand this game. The formatting is below-average and the editing leaves me uninterested. Some consumers may find the noir history of the period uninspiring, although the core mechanic is robust.
If you are looking for a fast-paced game with elegant combat system, buy this game.