This game has an interesting idea but the execution is pointlessly complex. I get almost an old-school vibe from the way skills and checks fit together, except it feels like this hasn't been playtested at all.
Take "Dark Fhama." All checks in this game involve drawing a Major Arcana card. If that card is inverted (meaning upside-down), the character earns 2DF. This happens frequently--about every other draw, because the game stresses that you should shuffle the deck on both orientations, which means that at any given time about half the cards will be inverted. So every two checks, you wind up adding 2DF--or if you prefer, an average of one for every single check you make.
The thing is, Dark Fhama is also a penalty to your checks. After eight checks or so, you will likely have 8DF. Dark Fhama can only be discharged under certain circumstances, and only once a day, and most importantly, your Dark Fhama score is a penalty on every single check you make. Speaking of which, discharging Dark Fhama is accomplished via a skill check, and it's a skill that is rated 8+level. Which means that at first level--sorry, 0th level, because of course--the only way to pass a check to clear 8 Dark Fhama is by drawing the Fool. If you get 10 Dark Fhama--if you have a busy day, in other words--you literally cannot discharge it until you level up twice.
Speaking of levels, let's talk crunch. We're looking at weapon proficiencies, folks, one per 3 levels, for a single weapon at a time. Each level also gives you one "skill point" which applies to what is basically the list of non-weapon proficiency list from AD&D2e. And the game has an XP system, with no mention of milestone progression, which is a weird choice for 2016.
It's like ... here's this idea of a fey child prancing merrily through the world, carefree and enjoying adventures alone. Now here's an iron grate of punishing rules to squish down over that concept! It's just such a bizarre a tonal mismatch.
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