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The language used throughout is juvenile and poorly edited. The layout is distracting with black text on a medium green background and an apparently random use of color and centering.
Characters are generated using Development Points (annoyingly abbreviated as "DP." or "DPs." throughout) in a manner similar to GURPS. Stats, race, and other factors all cost DPs. The "picks" system which applies to stats, fame, and skills, allows for further differentiation - something like mini-Feats from d20 - but are not implemented to their fullest potential here.
The rules are abbreviated to the point where they are nonsensical. For example, a character may have "Stat Picks", which appear to be abilities tied to having a high stat. The rules do not explain how to acquire stat picks or what they are. The only reference is the Stats Chart where there is a "1" in the "stat pick" column beside all higher than average stat values. I can only assume that you use your stat value and you take a stat pick for your current value and all previous values that have a 1 in that column.
There are both Fame and Prestige stats. The latter applies only to others within your own profession, which seems rather unnecessary. Social Class is a nice inclusion and you can buy your way (with DP) into royalty.
Character races are bog fantasy standard with no interesting inclusions, or even explanations of what those races are for that matter. You can select "Troll" for your race, but you will have no idea what that means other than different numbers on your character sheet.
Alignment is mentioned as though the reader should know what it is already, and although it is indicated that the game "does not deal too much with alignment", characters should be Good, Neutral, or Evil.
Next up are Training Packages, which are a collection of DP expenditures designed to create a certain type of character, which even include Stat Picks. This template style of character generation is becoming more common in RPGs and it is always nice to see. The starting gold seems a little wonky however, as the Barbarian and Huntsman start out with more gold than the Bandit. (Must be terrible at his job.)
Bloodlines are interesting, although the greater bloodlines are cost prohibitive at 20 DPs if you use the suggested starting amount of 25 DPs. Some of the benefits are very nebulous and are not fleshed out or explained.
Skills are resolved with d20 + stat bonus + skill ranks vs task number. A 1 always fails and a 20 always succeeds. The task numbers do not seem to have been play-tested, as "Near Impossible" is only a 20, which seems rather easy.
As this is a classless system, skills are organized into Skill Sets to prevent do-it-all characters. you have to purchase access to a skill set - say, Thief - before you can take the Pick Pockets skill. But as to how purchasing skills works I cannot tell you, as I cannot fathom the rules and I do not care to put the required time to do so. There seems to be different abilities and yes even skill picks available based on how much DP you spend but good lord is it ever confusing.
Combat rounds are 5 seconds long and the combatant with the highest initiative goes first. However, nowhere in the rules does the author indicate what initiative is, how you determine it, where the initiative score on the character template originates from, etc.
Combat itself seems rather straight forward and would likely play out quickly: roll d20 + your offensive bonus - opponent's defensive bonus, and a 15 or higher is a hit. Combat actions seem somewhat pulled from the D20 system, including square-based tabletop tactical explanations. Damage is dealt with nearly identically to D20.
Magic is organized into schools but are just as confusing as Skills, with a School, base skill, then 1st 2nd and 3rd skills for each school. There are approximately 150 pages of spells, many of which appear to be "borrowed" from D20.
The general rules section has a Resistance Roll chart similar to old incarnations of Basic Roleplaying. There are typical rules for healing, lifting, and what not here as well.
The equipment list is god-awful to look at due to atrocious coloring. This world seems to be awash in gold, as Barbarians start out with dozens of gold pieces and a mule costs 50 GP. Everything appears to be in GP so I suppose that explains the need to scale upwards, but yeesh.
There is a small bestiary, with no interesting creatures what so ever, mostly elementals which include both a fire and an ice toad. Exciting stuff.
Magic items are only given two pages, but surprisingly this is one of the better sections of the game. You are encouraged to build your own, with guidelines for power levels and what powers should cost. It's far from comprehensive and could have been much more fleshed out, but it has a lot of potential.
To summarize, if you already know how to play this game, the rulebook may be a suitable reference manual. If you do not, well, good luck my friend, you'll need it. I have read hundreds of RPGs and somehow despite a 328 page count this was one of the least fleshed out.
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