This is the game I've been wanting to play since 2015.
I will likely never get a chance to play/run this game, and it deeply disappoints me. The story-mechanics portion of the game all re-inforce each other in the powerful way as to create a perpetuating cycle: the need for power, which necessitates the need to gather soul jars (to sequester corruption), which requires the use of magic (to overcome defenses guarding soul jars), which require power and can leave a mark of corruption on you.
The game itself uses a modified OpenD6 (roll Xd6+Y, where X is equal to [skill + stat]+[modifier]). All together, the system depends heavily on a disciplined Narrator negotiating difficulties (guidelines included) based on Player actions.
For example, a player wants to sneak into an apartment building; the narrator sets a difficulty XX and says failure results in alarms going off. The player does not want to risk an alarm, and tells the Narrator that spying on the apartment from a tree instead; the Narrator reduces the difficulty, and says failure results in a civilian calling the police on a peeping Tom.
It can make for a good give-and-take between the Players and Narrator, provided the Narrator can stand firm on difficulty ratings.
This is a short review, but I would highly recommend this game. It works incredibly well with a number of recent urban fantasy games. This is a relatively rules-lite game, is set in a "low/gritty magic world", and is waiting for Narrators to create desparate situations for players.
I'm hoping an "adventure generator" collection of tables for adventures.
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