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Mistfall: Armageddon vs The Witcher TRPG

Compare Mistfall: Armageddon and The Witcher TRPG side by side. See differences in complexity, dice, genre, and more.

Mistfall: ArmageddonThe Witcher TRPG
GenreFantasy, ModernFantasy
TagsUrban Fantasy, Dark Fantasy, Freeform Magic, Corruption, Character-Driven, Character Building, Crunchy, Lore-Heavy, Social Combat, NarrativeCrunchy, Combat-Heavy, Tactical, Character Building, Skill-Based, Social Combat, Dark Fantasy, Gritty, Deadly, Licensed IP
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.Roll a d10 and add the relevant statistic and skill. You succeed by exceeding the difficulty or the opposing roll. Natural 10s add another roll, while natural 1s subtract another roll from the statistic and skill total.
Diced4–d20d10
ComplexityHighHigh
AvailabilityFree quickstartFree quickstart
Runnability3 of 5 book tools5 of 5 book tools
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNoncommercial only — Fair Use Conditions printed in the rulebookNoncommercial only — Publisher homebrew policy
Summary only, not legal advice. Check current terms before publishing.
Publisher7th Reality GamesR. Talsorian Games
Year20262018
LanguagesEnglishEnglish, Polish, French, German, Italian, Spanish, Chinese, Portuguese, Russian
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 who want dangerous Witcher adventures with detailed character options.
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.Nine professions develop through branching skill trees. Monster knowledge helps characters prepare equipment against specific vulnerabilities. An optional verbal combat system gives social conflicts their own resolve track.
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.Combat combines several calculations and reference tables. Critical wounds can leave lasting penalties even after treatment. Graphic violence and social prejudice are central to the setting.