I have not had a chance to play the game yet. I have made characters and read through the rules. This review is from that limited experience.
Character creation is point buy with the same pool of points used for statistics and skills. The are all collectively called Abilities in the game. You then have Attributes, which are figured from different Abilities. We then have Traits, which a character may have or not. Natural attacks and weaknesses all fall into the category of Traits. Last we have Mysticism, which is designed to cover everything from Martial Arts to Spells to Powers. All of these things are balanced by threat. Threat in the game is a measure of how dangerous something is (kind of like levels but much more defined).
Combat is akin to a tactical skirmish game. It can be played without miniatures and maps, but the rules are so elegant that I feel you would be doing yourself a disservice going that rout. The combat chapter is comprehensive enough to cover almost everything that should come up and enough advice is given throughout the book that anything not covered should be easy to adjudicate for a good GM. Tactical maps are based around 30mm hexes equaling 2 meters and all ranges are given in hexes. If you would rather use a one inch grid, it's easy enough to do the math. The standard 1 inch equals 5 feet is close enough to not cause any problems.
An entire chapter is given to world mapping and exploration. This chapter also has multiple hex pages that can be printed and drawn on, even a polyhedral world map reminiscent of the one included in the old World Builder's Guidebook from TSR/WotC. The maps are a great resource. There are several tables for creating settlements. These seem most useful for a fantasy or post apocalyptic setting.
Equipment pretty much covers most of what would be needed and does a better job than a lot of universal systems I've seen.
Races are sparse, only four are in the book, but rules are given to quickly and easily generate your own. I have already imported races from several different RPG's and found it almost too easy to be real.
Next we have adversaries. Once again, the selection is sparse, but rules are given to quickly and easily create new adversaries. This is the next thing I am going to be looking at more in depth, and am actually looking forward to it.
Mysticism is one of the shining chapters in the book. As I stated in character generation, it covers everything from magic to martial arts to powers. I'm actually thinking about lifting it and making it my universal FX system. It is that good.
The last thing I'm going to cover is options. The book is absolutely ridiculous with options. Altering weapons and armor, scaling powered armor to become mecha, scaling vehicles to become space going behemoths and more are all covered.
The only thing the book lacks is a setting, but with the amount of material out there it shouldn't be hard to come up with something. Maybe you have a setting that looks cool but the rules leave something to be desired. Give these rules a run. I don't think you'll be disappointed. If you're interested in creating a setting from scratch, you could do much worse than the advice in this book.
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