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: Armageddon | TALES From the Loom | |
|---|---|---|
| Genre | Fantasy, Modern | Fantasy |
| Tags | Urban Fantasy, Dark Fantasy, Freeform Magic, Corruption, Character-Driven, Character Building, Crunchy, Lore-Heavy, Social Combat, Narrative | Character Building, Collaborative, Crunchy, Deadly, Exploration, Freeform Magic, Journaling, Narrative, Tactical, Worldbuilding |
| Core Mechanic | A 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. |
| Dice | d4–d20 | d6 dice pool |
| Complexity | High | High |
| Availability | Free quickstart | Free core rules |
| Runnability | 3 of 5 book tools | 4 of 5 book tools |
| License | All Rights Reserved | Proprietary |
| Third-Party Publishing | Noncommercial only — Fair Use Conditions printed in the rulebook | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | 7th Reality Games | Jarren Magnell |
| Year | 2026 | 2025 |
| Languages | English | English |
| Best For | Groups 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. |
| Highlights | Each 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. |
| Considerations | The 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. |