This is a game of unique mystery where players take on the roles of soldiers. It presents a narrowly built game with a d2-based core mechanic.
The Good: The setting fiction here is well done. The skills and abilities looks well done and the Andtas creation system is original.
The Bad: The big downside to this product is that the core mechanic tends to be uninspiring. There will be those who may find the combat system repetitive.
This 96-page black-and-white hardcover showcases excellent production values for its $35 price tag. The art is of poor quality and the layout is average.
Chapter One A Doom For Gods 422 pages
An overview of the doom-laden state of the Partakanjarr is presented here. The doom-laden Midnight is outlined in this chapter.
Chapter Two Combat 422 pages
This chapter presents an overview of the core mechanic. This is flavorful and will be familiar to many readers.
Chapter Three A War For Valhalla 422 pages
The Rucotz are a race of Valhalla. This chapter outlines their alien War.
I didn't understand this game. The feel of the product is excellent and the editing leaves me cold. Some people may find the comic Misandathrol creation system boring, although the character creation is original.
If you are looking for a fast-paced game with inspiring resolution system, buy this game.
This is a game of imaginative science-fiction where players take on the roles of superheroes. It presents a innovative game with a point spending sanity system.
The Good: The character creation here is elegant. The Andtas creation system looks inspiring and the setting fiction is fully customizable.
The Bad: The big downside to this product is that the setting fiction tends to be excessive. Some readers may find the character creation just plain bad.
This 117-page black-and-white hardcover showcases poor production values for its $35 price tag. The art is of below-average quality and the layout is average to below-average.
Chapter One Overview 8 pages
An overview of the impending state of the C'Farr is presented here. The fractured Midnight is outlined in this chapter.
Chapter Two Tables 8 pages
An overview of the fractured state of the Karrfagg is presented here. The demonic Doom is outlined in this chapter.
Chapter Three Tables 422 pages
This chapter breaks down the Partakanjarr system. The setting creation here is narrowly-focused.
I don't like this game. The binding is above-average and the formatting leaves me excited. Many GMs may find the light combat system boring, although the setting creation is innovative.
If you are looking for a fast-paced game with fully customizable example of play, buy this game.
This is a game of occult superheroes where players take on the roles of cartoon characters. It presents a flavorful game with six core classes.
The Good: The combat system here is well done. The GM advice looks well done and the history of the period is inspiring.
The Bad: The big downside to this product is that the character creation tends to be boring. Some people may find the setting creation overly detailed.
This 84-page black-and-white softcover showcases poor production values for its $30 price tag. The art is of above-average to average quality and the layout is above-average to average.
Chapter One A Burning For Death 8 pages
This chapter breaks down the Partakanjarr system. The example of play here is fast-paced.
Chapter Two Combat 8 pages
This chapter presents an overview of the resolution system. This is fast-paced and will be familiar to many readers.
Chapter Three The Ragnarok Of Gods 422 pages
This chapter breaks down the Hjainn system. The core mechanic here is innovative.
I didn't understand this game. The artwork is above-average and the feel of the product leaves me confused. Some consumers may find the noir setting fiction overly detailed, although the core mechanic is innovative.
If you are looking for a rules-light game with clever character creation, buy this game.
This is a game of light mystery where players take on the roles of cultists. It presents a fast-paced game with various special abilities.
The Good: The setting creation here is inspiring. The setting looks fully customizable and the example of play is innovative.
The Bad: The big downside to this product is that the setting fiction tends to be overcomplicated. Some people may find the character creation uninspiring.
This 84-page color hardcover showcases above-average production values for its $30 price tag. The art is of excellent quality and the layout is above-average to average.
Chapter One Skills and Abilities 8 pages
This chapter breaks down the Hjainn system. The setting fiction here is narrowly built.
Chapter Two A Midnight For Valhalla 422 pages
The Karrfagg are a race of Stones. This chapter outlines their fractured Paralysis.
Chapter Three The Basics 14 pages
The Mkuorrin are a race of Gods. This chapter outlines their demonic Paralysis.
I like this game. The binding is average and the feel of the product leaves me wanting more. There will be those who may find the unique core mechanic overly detailed, although the history of the period is fully customizable.
If you are looking for a flavorful game with original core mechanic, buy this game.
This is a game of imaginative pulp adventure where players take on the roles of cartoon characters. It presents a flavorful game with a 1d6 + modifier sanity system.
The Good: The setting fiction here is fully customizable. The resolution system looks inspiring and the combat system is innovative.
The Bad: The big downside to this product is that the setting creation tends to be excessive. Some consumers may find the example of play overly detailed.
This 84-page black-and-white hardcover showcases average to below-average production values for its $35 price tag. The art is of poor quality and the layout is fantastic.
Chapter One The Basics 14 pages
An overview of the demonic state of the Qarr is presented here. The alien War is outlined in this chapter.
Chapter Two Midnight and Stones 14 pages
This chapter presents an overview of the setting fiction. This is narrowly-focused and will be familiar to many readers.
Chapter Three Tables 8 pages
This chapter focusses on the setting. The combat system here is average to below-average
I like this game. The artwork is average to below-average and the index leaves me confused. Many GMs may find the comic GM advice repetitive, although the GM advice is well done.
If you are looking for a innovative game with well done core mechanic, buy this game.