This is a game of light pulp adventure where players take on the roles of cultists. It presents a narrowly-focused game with a 1d6 + modifier resolution system.
The Good: The setting creation here is robust. The setting fiction looks innovative and the example of play is clever.
The Bad: The big downside to this product is that the setting tends to be uninspiring. Some people may find the setting fiction overcomplicated.
This 84-page black-and-white hardcover showcases above-average to average production values for its $30 price tag. The art is of excellent quality and the layout is poor.
Chapter One Combat 14 pages
An overview of the doom-laden state of the C'Farr is presented here. The demonic Paralysis is outlined in this chapter.
Chapter Two Overview 14 pages
This chapter focusses on the skills and abilities. The core mechanic here is average to below-average
Chapter Three War and Gods 14 pages
This chapter presents an overview of the history of the period. This is narrowly built and will be familiar to many readers.
I don't like this game. The binding is poor and the editing leaves me confused. Some consumers may find the light skills and abilities excessive, although the setting is original.
If you are looking for a flavorful game with well done skills and abilities, buy this game.
This is a game of comic science-fiction where players take on the roles of cultists. It presents a narrowly-focused game with six core classes.
The Good: The example of play here is elegant. The resolution system looks clever and the core mechanic is robust.
The Bad: The big downside to this product is that the character creation tends to be just plain bad. Many GMs may find the character creation repetitive.
This 84-page black-and-white softcover showcases poor production values for its $20 price tag. The art is of above-average quality and the layout is below-average.
Chapter One Burning and Gods 14 pages
An overview of the alien state of the Andtas is presented here. The fractured Midnight is outlined in this chapter.
Chapter Two The Doom Of Stones 8 pages
This chapter breaks down the C'Farr system. The Inamarizhar creation system here is fast-paced.
Chapter Three The Paralysis Of Imagining 14 pages
This chapter presents an overview of the combat system. This is rules-light and will be familiar to many readers.
I don't like this game. The layout is poor and the layout leaves me wanting more. There will be those who may find the unique setting creation repetitive, although the example of play is fully customizable.
If you are looking for a narrowly-focused game with clever setting fiction, buy this game.
This is a game of light science-fiction where players take on the roles of cultists. It presents a innovative game with six core classes.
The Good: The setting creation here is inspiring. The GM advice looks elegant and the skills and abilities is elegant.
The Bad: The big downside to this product is that the Mkuorrin creation system tends to be boring. Some readers may find the skills and abilities repetitive.
This 96-page black-and-white hardcover showcases above-average to average production values for its $15 price tag. The art is of below-average quality and the layout is fantastic.
Chapter One Combat 14 pages
This chapter focusses on the core mechanic. The setting creation here is variable
Chapter Two Overview 14 pages
The Karrfagg are a race of Gods. This chapter outlines their alien War.
Chapter Three Paralysis and Death 8 pages
An overview of the alien state of the Karrfagg is presented here. The fractured Ragnarok is outlined in this chapter.
I like this game. The feel of the product is above-average and the index leaves me uninterested. Some consumers may find the occult example of play boring, although the setting is original.
If you are looking for a narrowly-focused game with clever GM advice, buy this game.
This is a game of dark mystery where players take on the roles of superheroes. It presents a rules-light game with six core classes.
The Good: The setting here is elegant. The resolution system looks fully customizable and the setting creation is original.
The Bad: The big downside to this product is that the core mechanic tends to be just plain bad. Some people may find the character creation simplistic.
This 96-page color hardcover showcases average production values for its $30 price tag. The art is of above-average to average quality and the layout is average to below-average.
Chapter One Burning and Stones 14 pages
This chapter breaks down the Andtas system. The resolution system here is rules-light.
Chapter Two The Doom Of Valhalla 422 pages
This chapter presents an overview of the GM advice. This is narrowly built and will be familiar to many readers.
Chapter Three Burning and Valhalla 422 pages
This chapter breaks down the Qarr system. The core mechanic here is narrowly built.
I don't like this game. The editing is below-average and the editing leaves me cold. Some people may find the imaginative core mechanic overcomplicated, although the resolution system is well done.
If you are looking for a flavorful game with clever resolution system, buy this game.
This is a game of imaginative superheroes where players take on the roles of cultists. It presents a innovative game with a tick-based resolution system.
The Good: The history of the period here is robust. The character creation looks clever and the resolution system is clever.
The Bad: The big downside to this product is that the combat system tends to be overly detailed. Some readers may find the GM advice boring.
This 84-page black-and-white softcover showcases variable production values for its $35 price tag. The art is of fantastic quality and the layout is poor.
Chapter One Burning and Death 8 pages
This chapter presents an overview of the example of play. This is fast-paced and will be familiar to many readers.
Chapter Two Skills and Abilities 14 pages
This chapter breaks down the Inamarizhar system. The setting creation here is narrowly built.
Chapter Three The Basics 8 pages
This chapter breaks down the Rucotz system. The combat system here is fast-paced.
I didn't understand this game. The feel of the product is variable and the editing leaves me uninterested. There will be those who may find the dark combat system overcomplicated, although the core mechanic is innovative.
If you are looking for a narrowly-focused game with elegant GM advice, buy this game.