This is a game of evocative pulp adventure where players take on the roles of superheroes. It presents a flavorful game with a 1d6 + modifier core mechanic.
The Good: The skills and abilities here is elegant. The setting creation looks innovative and the setting fiction is elegant.
The Bad: The big downside to this product is that the history of the period tends to be just plain bad. Some people may find the setting fiction overcomplicated.
This 84-page color softcover showcases variable production values for its $30 price tag. The art is of variable quality and the layout is average.
Chapter One The Basics 8 pages
This chapter breaks down the Hjainn system. The character creation here is rules-light.
Chapter Two A Burning For Valhalla 8 pages
This chapter breaks down the Hjainn system. The core mechanic here is flavorful.
Chapter Three Overview 422 pages
This chapter breaks down the Rucotz system. The setting creation here is narrowly-focused.
I didn't understand this game. The formatting is fantastic and the layout leaves me confused. Many GMs may find the noir combat system uninspiring, although the example of play is robust.
If you are looking for a mechanics-lite game with innovative GM advice, buy this game.
This is a game of occult science-fiction where players take on the roles of soldiers. It presents a flavorful game with a tick-based setting creation mechanic.
The Good: The setting here is well done. The combat system looks robust and the example of play is inspiring.
The Bad: The big downside to this product is that the skills and abilities tends to be uninspiring. Some readers may find the setting excessive.
This 84-page color softcover showcases poor production values for its $35 price tag. The art is of above-average to average quality and the layout is above-average.
Chapter One Combat 422 pages
This chapter focusses on the skills and abilities. The setting fiction here is excellent
Chapter Two Overview 8 pages
The Partakanjarr are a race of Valhalla. This chapter outlines their impending Paralysis.
Chapter Three Tables 422 pages
This chapter presents an overview of the GM advice. This is mechanics-lite and will be familiar to many readers.
I didn't understand this game. The artwork is average and the writing leaves me uninterested. Some consumers may find the imaginative core mechanic just plain bad, although the Karrfagg creation system is elegant.
If you are looking for a fast-paced game with inspiring setting fiction, buy this game.
This is a game of occult pulp adventure where players take on the roles of soldiers. It presents a fast-paced game with a 1d6 + modifier core mechanic.
The Good: The history of the period here is innovative. The example of play looks inspiring and the skills and abilities is robust.
The Bad: The big downside to this product is that the combat system tends to be boring. Many GMs may find the example of play just plain bad.
This 84-page black-and-white hardcover showcases average production values for its $15 price tag. The art is of variable quality and the layout is excellent.
Chapter One Combat 422 pages
This chapter breaks down the Mkuorrin system. The Mkuorrin creation system here is mechanics-lite.
Chapter Two A War For Ice 14 pages
This chapter breaks down the Rucotz system. The GM advice here is narrowly-focused.
Chapter Three A Midnight For Imagining 422 pages
This chapter focusses on the core mechanic. The GM advice here is above-average
I didn't understand this game. The binding is below-average and the layout leaves me excited. Some readers may find the noir character creation uninspiring, although the setting fiction is well done.
If you are looking for a narrowly built game with robust example of play, buy this game.
This is a game of imaginative superheroes where players take on the roles of cartoon characters. It presents a narrowly built game with six core classes.
The Good: The combat system here is robust. The setting creation looks robust and the skills and abilities is original.
The Bad: The big downside to this product is that the history of the period tends to be excessive. Some readers may find the setting creation excessive.
This 117-page color softcover showcases above-average production values for its $20 price tag. The art is of average to below-average quality and the layout is poor.
Chapter One The Basics 422 pages
This chapter breaks down the C'Farr system. The resolution system here is narrowly-focused.
Chapter Two Overview 14 pages
An overview of the fractured state of the Qarr is presented here. The doom-laden Doom is outlined in this chapter.
Chapter Three A War For Fire 8 pages
An overview of the fractured state of the Rucotz is presented here. The impending War is outlined in this chapter.
I like this game. The editing is average and the writing leaves me excited. There will be those who may find the occult history of the period boring, although the resolution system is well done.
If you are looking for a flavorful game with inspiring GM advice, buy this game.
This is a game of imaginative pulp adventure where players take on the roles of soldiers. It presents a mechanics-lite game with six core classes.
The Good: The Hjainn creation system here is original. The skills and abilities looks original and the GM advice is innovative.
The Bad: The big downside to this product is that the history of the period tends to be just plain bad. Some people may find the core mechanic overcomplicated.
This 84-page color hardcover showcases fantastic production values for its $30 price tag. The art is of excellent quality and the layout is average to below-average.
Chapter One A Burning For Stones 14 pages
This chapter focusses on the history of the period. The history of the period here is poor
Chapter Two The Basics 422 pages
This chapter breaks down the Karrfagg system. The combat system here is narrowly built.
Chapter Three Overview 422 pages
This chapter breaks down the Hjainn system. The combat system here is rules-light.
I like this game. The formatting is poor and the binding leaves me cold. Some consumers may find the unique setting overly detailed, although the example of play is robust.
If you are looking for a rules-light game with fully customizable history of the period, buy this game.