I wrote a long fucking reivew on it but nobody here cares so here's the bullet points
Things that it does well:
-2D10 makes a bell curve which is logical and objectively superior to flat probability curves (anyone who argues otherwise has a similarly flat cortex)
- In addition to the usual skills and feats ("perks" in this game), you can take a "Condition" which is sort of a boon+bane. Examples include having an elemental that lives inside of you and gives you an extra power but will possess your body if you start dying and try to murder your friends.
- A pretty neat list of downtime activities and some random event charts that are cool
- A serviceable crafting system
-Social combat system ("Negotiation") that is more robust than the combat system (you have to weigh/discern someone's motivations and appeal to what works on them without draining their patience with you). Among the better social "conflict" mechanics I've ever seen. No way Matt made it.
-Surprisingly little/no of the "cultural message" we all get with new TTRPG projects. No wheelchairs to be seen, kek.
Things that are going to hit/miss depending on you:
-Lancer/4e style tactical combat. You like it or don't
-If you like combats that last 8 hours where you navel gaze over your list of 137 different abilities, this is the game for you
-The freakshit races are hit or miss
Bad shit
-Matt Coleville world builds like a 12 year old
-The "tier" system of successes based on your roll is counterintuitive (a dice pool roll-and-keep would make so much more sense for them)
- It's very much a "everything you can do is on your character sheet" system. And your character sheet is going to get busy
-I'm not certain it can function without a VTT
-Metacurrencies... each class gets its own metacurrency that behaves slightly differently, then there's surges, victories, heroic tokens, recoveries, malice, etc.
-The art is very "fantasy league of legends"
-Armor just adds health (gay, make it damage reduction you cucks)