This book is the compiled rules used in other Total Party Skills products. The game system is tuned to pulp style play and grittier horror play. The system uses six-sided dice and is am attribute + skill versus a diffulty number system. The skill list is very tight, with three skills in several schools. Players can choose to specialize in skills as they advance to give more system depth to them, but at a cost to general use. Supernatural skills often require a specialization.
The game includes rules for magic and psychic powers both of which maintain the pulpy feel of the rest of the game. The rules for spaceships likewise default to a game that assumes the game is set in a single star system, but it would be very easy to add faster-than-light options to them.
The author shows a great deal of creativity and forethought in how they approach their other products and this distillation of the game system is no exception.
If you have other games in the total party skills series you likely don't need to get this book. That said, this book is very handy for applying those rules to your own home-brewed settings and campaigns. Since I do a lot of that, I liked having the rules gathered in one place.
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