Daemornia is a post-apocalyptic fantasy RPG set in a daemonically-ravaged Earth. I won't speak to the setting as I am more system-focused. (That, and its only 6 pages at the start of the PDF.)
The PDF totals 157 pages, fully bookmarked, with a pleasant watermark and fairly good layout. There is a table of contents, no index, and a nicely organized 3-page character sheet. The art consists of rather poor black & white sketches, but at least there is art for all races and monsters.
Characters have 13 attributes, including Hit Points, which are handled differently. The attributes are combat-heavy and determined by 2d6 rolls allocated in order. One re-roll is allowed, but that value must be taken even if lower. HP are determined by (2d6+3) * 5, which produces a very large spread of 25 to 65.
There are several races to choose from, each native to another world that was invaded by the daemon hordes: humans, 3 flying races, cat-men, lizard-men, and the brutish Night Stalker. Humans automatically have 3 mutations, but they are randomly determined. Each race has their own language, which could prove problematic for those wanting a mixed group.
Skills are 3d6 roll-under, with 111 always succeeding, and quite nicely, 666 always failing. Skill values are based on attributes, and most skills are IQ based, making IQ grossly linked to a character's overall competency.
The system is career/level based, with 15 careers available (all annoyingly named "Path of the XXX"), many of which are somewhat unique and creative. Each race has a unique career only available to them, which provides a nice bit of flavor. Each career has a few special abilities.
Advancement is similar to Warhammer FRP in that there are 4 levels for every career. Once advancement is complete, you are free to pick another career.
Melee combat is 3D6 + Dexterity, highest goes first. Ties are broken with additional D6 rolls until there is no tie. To attack, use the attacker's Attack attribute - defender's Defend attribute + 10 and roll over on d20, with a 1 always a miss and a 20 always a hit. It's quite strange that skills are roll under on 3D6 while combat is roll over on D20 and the decision seems somewhat arbitrary.
Missile attacks are calculated differently: 20 - Aim attribute, roll over. I can't fathom why a third resolution system was introduced here.
Damage is attack or weapon damage + strength. On a hit, roll another D20 for a Roll to Pierce any armor the target may have. Rolling under the armor value means the armor was hit. Damage appears to be substantial and combat should be somewhat deadly.
There are many combat maneovers to choose from as well.
Characters will receive 2D3 magic points every level they gain in a magic-using career. A character's Magic Level is equal to magic points / 10. Casting magic requires an IQ skill roll, with the MP used to cast the spell subtracting from the roll.
The initial spells learned are acquired randomly at each career level. Levels 2-4 allow for additional spells purchased through experience. Random spell determination is just not fun for spell casters, so I'm not sure why this mechanic is in place. I estimate there are about 75 spells detailed in the game. Some have a fixed point cost, others will vary in effect by how many magic points are spent casting.
Some careers provide psionics. Psionics are very similar to magic, but they use PSI points and a Will Power attribute test. There are 30-40 powers provided.
Rules are provided for "saves" and the like, as well as damage and healing, travel, and all the normal information game systems provide related to adventuring.
The equipment list is somewhat small, but it includes items such as shotguns and inferno spheres.
The bestiary rounds out the book, consuming fully one third of the book. There are some interesting looking creatures and they flow rather well with each other.
Unfortunately there is nothing outstanding about this game. It is rather average throughout, with neither the rules, characters, or setting containing much of anything special, unique, or even interesting. I would have liked to see unified system rules. The non-human races are of poor quality and their addition actually detracts from the post-apocalyptic feel. I probably would have enjoyed the concept more if it was more gritty. The Gamma World influences, while slight, don't really make sense in context.