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Mistfall: Armageddon vs TALES From the Loom

Compare Mistfall: Armageddon and TALES From the Loom side by side. See differences in complexity, dice, genre, and more.

Mistfall: ArmageddonTALES From the Loom
GenreFantasy, ModernFantasy
TagsUrban Fantasy, Dark Fantasy, Freeform Magic, Corruption, Character-Driven, Character Building, Crunchy, Lore-Heavy, Social Combat, NarrativeCharacter Building, Collaborative, Crunchy, Deadly, Exploration, Freeform Magic, Journaling, Narrative, Tactical, Worldbuilding
Core MechanicA check adds a characteristic and a Skill die, then subtracts a Fate die, and succeeds when the total equals or beats a Challenge Level from 1 to 30. Skill rank sets the Skill die, from d4 untrained up to d20 plus d4 at rank seven. Each hindering element in the scene adds a rank of Fate, stepping the Fate die from d4 up to d20. A total below 1 is a Bane that brings a major complication. A total of double the Challenge Level or more is a heroic triumph that earns a Boon. Players roll for their own actions and for defense against adversaries.Players roll a pool of d6s and count dice that meet or exceed a success threshold, usually 4+. They compare the successes with a GM-set difficulty rating. Three or more matching results create a WARP on a hit or a WEFT on a miss. The player then describes an extra benefit or a costly success, subject to GM approval.
Diced4–d20d6 dice pool
ComplexityHighHigh
AvailabilityFree quickstartFree core rules
Runnability3 of 5 book tools4 of 5 book tools
LicenseAll Rights ReservedProprietary
Third-Party PublishingNoncommercial only — Fair Use Conditions printed in the rulebookNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Publisher7th Reality GamesJarren Magnell
Year20262025
LanguagesEnglishEnglish
Best ForGroups who want long urban-fantasy campaigns built around each character's personal nemesis, with deep investment in interlocking talents, traits and freeform magic.Groups that want deep character customization, collaborative worldbuilding, and a GM comfortable adjudicating player-created magic.
HighlightsEach player designs a personal nemesis, and confronting it at the climax of a Nemesis Cycle (nine sessions is the recommended length) grants Edge win or lose and a characteristic increase on a win. Spells are assembled from manifestations and tags, with larger combinations costing more Soul on the caster's Corruption tracker. Damage to a player character lands on six status trackers tied to the six characteristics, so a social or financial attack wears down Influence or Affluence the way a blade wears down Physicality.The Weaving system prices player-created spells by tier and effect, giving each caster a distinct magical toolkit. WARPS and WEFTS turn matching dice into player-described benefits or complications, distributing narrative authority when matching results trigger. Reflections reward between-session character journaling with a bonus die on a later non-combat skill roll.
ConsiderationsThe core book contains no ready-to-play adventure, so a first session needs the free Quick Start scenario or material the Narrator builds. Character creation runs ten steps and ends with each player co-designing a nemesis, which makes it a full Session Zero activity. The mechanical content is dark: the Insanity injury table includes self-harm and suicidal ideation, and Warlock patrons can demand the blood sacrifice of an innocent.Freeform spell creation requires players and the GM to negotiate effects, costs, and scope. Combat uses abstract range and speed bands, so it does not provide grid-based positioning. Characters die at 0 Wounds by default, although an optional rule permits survival with a permanent reduction.