Starset RPG Game Review - Score: 85 / 100

This review is part of my new TTRPGs page, where you can find awesome Games Like DnD that you may never have heard of before. If you're interested in finding a new game to play, check out that article!

 

Josiah Mork is definitely one of the up-and-coming TTRPG designers that you should be watching. Let me first say that Josiah did not pay me to create this review. Through our exchanges, he has become a friend of mine, though that does not affect my review of his game (as you'll see below, I do have some critiques).

 

We originally connected when I reviewed his first TTRPG: BaG (Basic and Generic) Role-Playing Game, which Kickstarted back in 2021. My take on BaG was that it was a solid game system, but not what I would consider to be amazing.

 

Now, fast forward a couple years, and Josiah asked me to review Starset: The Great Dimming. And let me tell you, what an improvement. If you’ve seen some of my other TTRPG Reviews, you’ll actually note that my score for Starset: The Great Dimming (at 85/100) makes it into my top-5 list of all time, just behind the Marvel Universe RPG, which I rank at 4th place.

 

In my opinion, Starset is actually a better overall game than longstanding TTRPG favorites such as Shadowrun, Savage Worlds, Zweihander (another grimdark TTRPG), and more. This may seem like a stretch, but read on to see why I think this top-5 placement for Starset is so well-deserved.


If you want, you can also check out the Starset Kickstarter page to get a feel for the game, while you read this review.

Starset RPG the Great Dimming

How Unique is Starset RPG: The Great Dimming: (9/10)

Every great modern TTRPG is both firmly rooted in the genre’s core concepts established by D&D, and yet also expands upon key components to improve player/ GM experience.

 

Starset: The Great Dimming hits these marks as it contains ideas that are somewhat standard to the TTRPG genre, while there are also parts that take common ideas in entirely new directions.

 

Character Creation

Probably the most brilliant part of Starset is character creation.

 

There are only 3-core stats (Toughness, Vitality, Movement) to player characters in Starset, and all three are actually originally determined by finding your character’s height and weight. I was honestly surprised by this, but it's also interesting to see an TTRPG tie stats to something like character appearance.

 

Once core stats are determined, the next major part of character creation are “plot choices.” When creating a character, you're given a series of 4-15 choices you select, from essentially a random list of backstory prompts. Based on the prompt, you make a choice, which then shapes your character’s Skills, maybe your core stats a bit, and your character’s “Keywords.”

 

Keywords are like “Perks” or even “Feats” in other games, in that they give your character bonuses to skills, etc. or sometimes negative effects.

 

Taking your character’s “plot choices” and “keywords” into the game lets any player – even and especially those new to the TTRPG genre – start an RPG campaign with a nearly fully-fleshed out backstory that actively affects your character’s stats and skills.

 

Character Leveling

As if character creation wasn’t enough, I also love the Starset leveling system - at least as far as gaining XP goes (I do have some critiques, later, about the overall progression/ lack of options with leveling up).

 

Most times that you’re making a skill check (which is all the time), you’ll be rolling more than 3-dice at a time. I mention this because if you happen to roll 3-dice that land on the same number – for any roll – you get +1XP.

 

I’ve always enjoyed the idea that the more your character “does” something, the better they get at that activity. So, it was really fun for me taking on missions or trying to complete tasks, and naturally "leveling up" while doing so.

 

Dice Pools

Much like the Cypher System, in Starset, your character has a dice pool that also functions as HP.

 

Every turn, your character replenishes their dice pool up to their maximum value, and those dice can be “spent” on performing actions to increase your likelihood of success. 

 

If your character takes injuries (or becomes fatigue through additional exertion), the number of dice replenished to your pool decreases each round. If you ever take enough damage that you can’t replenish your dice pool to at least 1, your character dies.

 

This is obviously a close idea to Monte Cook’s Cypher System rules, but with some unique spin on it. This kind of dice pool/ HP usage is also very rare among TTRPGs, so definitely counts towards being a unique strength of the system.

 

It also doesn’t hurt that the way Starset uses dice pools is very clear, easy-to-use, and does not obstruct the game’s flow in any way.

Dungeon A Day Article

How Easy is it to Learn to Play Starset RPG: (10/10)

Compared to Josiah's first game, BaG RPG, which only had a 55-page rulebook, I was at first a little concerned by Starset, which comes in at 271-pages. However, the core rules to play Starset RPG only requires reading about 4-chapters (roughly 53-pages) and a lot of those pages  are taken up by charts and artwork.


As you'll see, my impression with Starset RPG is that the game is very easy to learn and teach to new players.

 

Character Creation

Back to generating characters – I love games where I can create a new character in under 15-minutes.


Do you know how many TTRPGs let you create characters in under 15-minutes? Pretty much none.

 

In that list, and along with Starset, I’d include BaG, maybe Cypher System if you kind of know what you’re doing, Eternity TTRPG, and that’s pretty much it. I realize that if you've been playing D&D or Pathfinder for your entire life, maybe you too could make a character in 15-minutes. But I'm talking about picking up a game for the first time, and still hitting that 15-minute mark. So no, D&D doesn't make the cut, here.

 

Additionally, the amount of immersive character-building you actually dive into during your 15-minutes of character creation with Starset RPG is unmatched. It’s easy, fast, and compelling, which is why I give this section a solid 10/10.

 

Gameplay and Skill Checks

Pretty much all of Starset RPG game is played using skill checks. Whether you’re investigating a break-in, conversing with an NPC, or attacking someone, you’re rolling one of the game’s many Skills to see what happens.

 

I would say that Skills in Starset RPG take the place of “core stats” in most other games.  I think Starset's "Skills" are well-defined and clearly labelled, leading to clear gameplay.

 

When it comes to Skill Checks, you basically just roll a number of d6 to see if you get enough “checks” to succeed at whatever task your character’s attempting. Nothing really unique here, but it’s  easy to understand, and it keeps the game moving at a quick pace. 

Starset RPG Review

Starset Presentation: (8/10)

I really like Josiah’s graphic design and layout choices for Starset RPG, and I think this game is a bit of an improvement over BaG, which I also like.

 

The graphics on the front and back cover, as well as the page borders throughout the text work very well. There’s definitely a unique “style” to Starset that makes the book feel both complete, and at home in the Sci-Fi genre.

 

I have to mention though that there are font choices in the book that are very difficult to read. If you sometimes have trouble reading small or partially-blurred text, you may not love all of the font choices in Starset RPG, to be honest.

 

As a “grimdark RPG,” I think the somewhat messy font actually makes sense for the game, thematically. However, there are places such as Pg.9 where the bolded text is almost too runny, or Pg.10 (in the bottom left corner) where the white text actually runs into a white background of oblivion (I think this issue was fixed in the PDF).

 

These issues are relatively small and did not affect my overall love of the game; they were more like small occasional annoyances.

 

Starset: The Great Dimming Lore: (10/10)

The lore for Starset: The Great Dimming makes me think of Starcraft, but if there were only humans. It’s gritty, dark, futuristic, and provides a deep dive into space exploration, survival on the fringe of civilization, and all kinds of related topics.

 

I especially enjoyed the various Factions presented in the game’s lore, their leaders, and basically everything provided in the chapter on “The Solar System,” which thoroughly details organizations, faction motivation, rumors around the universe, and so much more.

 

As the game master (known as the “Overlord” in Starset), I felt that there was more than enough material provided to create epic game sessions without needing to spend too much time in the game's preparation.

 

The core rulebook's lore is well laid-out and explained, and genuinely interesting.

Starset RPG The Great Dimming Rulebook

Combat in Starset RPG: (6/10)

As with BaG, I think that Starset isn’t really created for the power gamer (like me) who loves combat. Or rather, combat isn’t emphasized in incredibly unique or exciting ways.

 

Really, this is only the major criticism I have about Starset. So, if you don’t care a whole lot about having a fully developed combat system in your game, then ignore this section.

 

However, if like me, you really enjoy nuance and strategy in combat, then you may feel the need to supplement your Starset experience in some way, such as with homebrew rules. Personally, I'm just hoping for some supplemental material to Starset RPG in the future that specifically expands combat.

 

How Combat Works

As mentioned earlier in this review, every action in Starset RPG comes down to a Skill Check resolution, which includes combat.

 

If my character attacks with a rifle, I’d make a “Weapon (Ranged)” Skill Check, adding in any bonus dice I’d like from my character’s dice pool (up to a total of 5). I'd then add in modifiers to the attack from my weapon, which say adds another +4.

 

If my total “checks” from my dice rolls equal or exceed my target value, then I hit. That action then becomes a “Floating Action,” which actually resolves at the end of the target character’s upcoming turn.

 

Then, the defending character has the option to use their turn to try and “Dodge” the attack, or something similar that would otherwise reduce its damage. Basically, same process, and the degree to which they succeed reduces my degrees of success, and damage dealt.

 

Combat Skill Outcomes

So, that’s pretty much it. In my group’s experience, the Starset combat system ended up mostly being one character attacking, and then the attacked character spending their turn defending themselves.

 

Afterwards, the same character would attack again, and the same defending character would spend their turn trying not to die... again. Or, if they had a large enough dice pool, they’d also make a counterattack of their own, using the same simple attack/ defend process.

 

My Wishlist

I love that combat in Starset is very streamlined and fast paced. In addition to those great traits, however, my wishlist for a future version of Starset RPG includes:

  • An expansion of weapons with unique traits.
  • Some kind of unique powers or combat maneuvers that provide additional layers of strategy, but still keep combat simple.
  • “Keywords” from your character’s backstory that provide or enhance your character’s unique power or combat maneuvers.

 

Combat is the one big piece of Starset RPG: The Great Dimming keeping it from being even higher up on the list of best TTRPGs of all time.

Starset Map

Starset RPG Game “Flow”: (9/10)

Starset RPG “flows” smoothly, from character creation through actual play during the game’s session. Overall, Starset is a “rules-light,” classless RPG system, that provides a framework for campaign setting, character backstories, and skill/ knowledge/ combat resolution.

 

I tend to favor game systems that are light on rules. Many TTRPGs come with dense game manuals that require players to double-check rules quite frequently during the game - which, in my opinion, is why many TTRPG players come up with their own in-house rules meant to simplify the games they play.

 

In any case, I do think that Starset RPG: The Great Dimming is probably a little bit too light on rules/ game systems – even for my tastes.

 

What’s Missing

Take this section with a grain of salt, as I am giving Starset RPG: The Great Dimming a 9/10 when it comes to overall game “flow.”

 

However, if you recall what I mentioned before, Starset RPG doesn’t offer much meat and potatoes when it comes to combat. When it comes to overall game sessions and character progression, I actually feel basically the same...

 

There isn’t anything “wrong” with Starset RPG. There just isn’t anything inherently engaging about the game once you get past character creation, lore, and the cool way that skill checks resolve.

 

What I mean is that most TTRPGs have a progression system that naturally leads campaigns to build in intensity over time:

  • In D&D, players gain levels, which provide unique and powerful abilities/ spells based on the character’s class.
  • In Cypher System, you increase your character’s stats and gain unique “Cyphers” that provide you with interesting game options and powers.
  • In Star Wars, you gain Force Powers, etc.

 

I would love to see Starset adds in more level-up options/ ways to use XP in the future, such as:

  • The ability to create/ improve NPC importance (and have NPC importance do more than just be a reminder for GMs to use those NPCs in game sessions).
  • The ability to add desired keywords (and have more keywords in the game – especially those that count as unique “powers” of some kind, for both in and out of combat).
  • The ability to increase (or even decrease) your reputation with desired factions, without needing to resort to keywords (and to have that reputation have more "in-game" meaning or value).
  • The ability to add more than 5-dice to a skill check, to make your character truly god-like at certain skills, etc.
  • The ability to increase your character's Toughness, Vitality, and Movement (your character's core stats).

 

What it boils down to is that I want something within Starset RPG's rules that I feel like I’m “endeavoring towards,” aside from just the campaign story that the GM is creating. I get that Starset is a grimdark RPG, and so it is weighted more towards realism and somewhat frail characters.


But even so, I want to have my character be able to "do" more in the game, both as a matter of abilities/ powers, and their capacity to affect the game's world.

Eternity TTRPG Article Shop

Artwork: (5/10)

I don’t mean this in a negative way, but Starset RPG: The Great Dimming clearly makes use of AI artwork. I know this is a hotly-debated topic right now, and I won't weight in too much about AI art overall. I'm just pointing out that Starset makes use of quite a bit of AI art.


Some pieces look kind of odd, as AI art (as of the date of this article) still struggle with making human-looking art. With most of Starset’s art though, I think it is kind of nice to have as it breaks up the text, and makes the book look quite presentable.

 

With up-and-coming TTRPGs, I also never expect too much in the way of artwork. New TTRPGs often can’t afford a professional artist who can create multiple high-quality pieces, after all.

 

Starset has done really quite well as a Kickstarter game, but never aimed for high-quality artwork, anyways. I can appreciate that, and the game’s overall experience is certainly good despite the lack of full-color, human-made artwork.

 

Ease of Purchase: (10/10)

Starset is extremely easy to purchase. You can find it on the Hoodwink games website, and find information on it at the and Kickstarter page.

 

Price & How Many Books Do You Need to Play: (10/10)

Starset: The Great Diming has a player manual PDF price of $15, or complete core print for $40. For a core rulebook that’s over 200-pages, those are great prices to have.

 

I also enjoy that to play Starset, you only need the one core rulebook. Everything from player information to GM (Overlord) information is contained within. 

Starset RPG Announcement

Ease of Starting a Group & Availability of Supplemental Material: (8/10)

At this time – to the best of my knowledge – there are not any supplemental materials for Starset RPG. Hoodwink Games does offer a “Player’s Manual” and “Universe Manual” that are separate from the core rulebook, but those are actually pieces of the core rulebook split out into separate guides, and not their own unique books.

 

If you’re thinking of trying out Starset: The Great Dimming, I can confidently say that you can bring this game to any group of people – even those new to TTRPGs – and have a great time. The game’s easy to pick up, fast-paced, and provides tons of interesting setting material.

 

I’m personally hoping for more supplemental material from the game in the future (particularly for combat and level-up progressions).

 

Starset RPG: The Great Dimming is Produced By:

Josiah Mork – Hoodwink Games

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

October 1, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=FtIN1OHjTZQ Transcription [00:00:00] Welcome back to Eternity TTRPG channel, um, where we talk about different happenings in the TTRPG universe as well as what's going on with our game, um, with the Sparks of Eternity universe. So I'm gonna try and keep this one short, sweet, to the point 'cause I have a lot of stuff I gotta get done. Um, so this weekend we are gonna be attending our first convention where we, like, have the official product to sell. Um, we have done conventions in the past. Um, I've been a part of two of those conventions. I know my husband has done a few more than that. And at those conventions, it was all about, like, just trying to keep the tabletop role-playing universe alive and explain what, um, we're trying to bring to the table with it, um, explain more about the world of Eternity and all that kind of stuff. Um, this go around, as I said, it's gonna be the first time [00:01:00] that we actually have a product. Um, and I know I've talked about it before. If you're new here, that's gonna be Sparks of Eternity Emanation, and it is a... We're still figuring out the wording of this, so if you've played it and have a better idea, let me know. But it is a tabletop role-playing combat party card game. Okay? So go ahead and, you know, think of your tabletop role-playing. You're gonna have dice rolls, you're gonna have different classes, and you know your classic stuff like the druid is a shapeshifter, assassin is, you know, assassinating and that kind of stuff, right? Well, now you take that, you put all their abilities into a deck and you start at level zero, you work your way up to level 10 and you just try to take out your opponents or survive the longest. You're... I mean, good luck to you either way, right? Um, [00:02:00] so that is what we're gonna be showing off at the convention this weekend. And with this convention there has been a lot of planning and it's just been like a labor of love trying to get everything ready for it, honestly. Because we have to travel for the weekend, you know, stay in the hotel, pack the car, make sure the dog's taken care of, all that kind of stuff, right? Um, but then we also have to think of the booth itself and, well, what do we want the table to look like? Do we need a tablecloth? What should the tablecloth look like? What about a background banner? And all this different stuff, right? And we didn't know we would be doing this convention until about two months ago. So it's been about a two-month scramble getting everything ready for it, all for this three-day weekend. And over this three-day weekend, we have eight hours on Friday, 12 hours on Saturday, and another six hours on Sunday. So [00:03:00] that's 26 hours over the weekend that we're gonna be vending, um, and hoping to do our best with it, right? Um, so one thing that I do wanna show you guys that I am very excited about is we went ahead and worked with an artist. Um, it is our new artist for, um, the Sparks of Eternity franchise, and he created our banner artwork, which I really-- I am so excited with what he created, um, for us to show off what the world of Eternity really is, right? Um, so here it is. And with this, you know, banner, we're trying to show, like, basically you as the player reaching out for all these different ideas, all these different sparks, while also giving itself to the lore of Eternity where you have The Stag and, um, Saint Ranroth on the other side, um, and just their storyline. Now, of course, you guys [00:04:00] don't know all the lore and everything behind all of this. We do and we cannot wait to reveal it all in due time, you know? 'Cause we have these plans that we're setting in motion, and this convention is just another part of that plan. So, as I said, I have a lot of stuff to get done leading up to this convention for the weekend, so we're gonna post this, you know, do all the work with that, and then continue getting ready. Um, we will be at the Pittsburgh Gaming Expo this weekend, and that is what we'll be doing. So if you happen to watch the channel and see us there, say hi. Um, if not, definitely keep following along with our journey and make sure you check out our website for the game that we're selling. Um, wish us the best of luck, and as always, like, comment, subscribe. Let us know how we're doing. Let us know what you wanna hear. Thanks, y'all.
September 24, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=hMFP7UHtWEU Transcription [00:00:00] Welcome back to Eternity TTRPG, where we go over different happenings in the TTRPG universe, as well as talk about the game that we have been creating. Um, this go around, I think all of the hype is around, um, D&D World of Warcraft. Um, the Dungeon Masters, like, YouTube channel decided to go ahead and start a new campaign all around the World of Warcraft stuff, um, using all of those materials, even though it doesn't release until, like, mid-November. Um, so there's a lot of talk about everything that they're doing and what's going on. So I thought I'd give a little rundown of what to expect with the World of Warcraft expan- or excuse me, World of Warcraft, like, collaboration that's going on, right? So there was a lot of speculation when this first came out what it would be over. Like, is it gonna be one of the classic expansions like Burning [00:01:00] Crusade or Pandaria and just pull from one of those? Do we get any of the classic dungeons like Deadmines or Deepfathom? Um, and also what classes are they gonna bring to the table? What about subclasses and all of that kind of stuff? So I'm just gonna go over what we kind of know, um, and I think that's all that's been revealed. So with that in mind, you have, um- 13 World of Warcraft classes, um, along with they are featuring nine new and revised subclasses, and there's over 40 different specializations. So classic, um, classes that you're gonna be seeing from World of Warcraft is gonna be like Death Knight, Demon Hunter, your Druid, Mage, Priest, Monk, Warrior, Paladin. Um, they are doing the Evoker, which I think is relatively new compared to where the setting is of the, um, [00:02:00] guidebook that they're coming out with. Um, the book itself that they're coming out with, of course, has-- It does have your classic dungeons like Deadmines, and Deepfathom, and, um, Scarlet Monastery, uh, along with like Dire Maul and Shadowfang Keep. Um, so I think that's really neat that they're actually gonna do some of those, um, instances which I have fond memories of Deadmines especially 'cause, you know, that was just-- it was a classic. And they ended up coming back and remaking it for higher level which was really neat too to get more of the storyline there. Um, and then along with all of this there is like 50 monsters and 30 dungeon bosses that they give stats for in the guidebook which I think is neat because you're not gonna run out of monsters really easily with that. Um, I just hope that they reign true to like the [00:03:00] monsters that you would face and the different characters you would face in World of Warcraft like I think of the kobolds, um, in Elwynn Forest and how if you didn't, you know, prepare correctly you were gone pretty quick, right? Um, so I thought that was really neat. Um, I also think that they're reigning true to a lot of the professions and spells and magic items, um, such as Moonfire which I remember fondly from druids. Um, and then of course you have stuff like mounts and companion creatures that I think they're gonna bring into play as well, 'cause I of course remember like, oh gosh, you know, the classic horses that you see for any human. Um, and I specifically remember paladins riding them, so that was just in my mind. Um- Let's see what else we have. Oh, so subclasses that I found was gonna be like the Swashbuckler Rogue, the [00:04:00] Path of the Spiritual Guardian, and the Warrior of Mystic Brews. Which, why did that become the joke with your pandas in World of Warcraft? Why did they become the drunks? I never understood that. I still think it was a really cool touch, but now when I think of like pandas, and even Kung Fu Panda, for crying out loud, I just think of Po as like this drunk panda. Um, so I... Why did that become the thing? Yeah, um, with that all... Let's see. As far as what you can get, like D&D has this ultimate bundle going on where you get the whole like guidebook with all of the, you know, monsters, instances, potions, all that stuff. They also have like a map pack for the Icecrown Citadel, which you actually find in Northrend. [00:05:00] Um, so I think that's kind of neat. Um, and then they of course have the dungeon master screen. They have k- they have, um, the digital stuff to go all with it. Then they're doing like a promo with murloc minis. Which those murlocs, you know they're gonna have those as monsters, and you know they're gonna be mean and annoying, and they're gonna end up, you know, taking over your party pretty easily, 'cause that's what they did in the original World of Warcraft. And I had many bad experiences with murlocs, so when I hear that noise, I just, I, ew, you know, don't like it. Let's see. You know, it's just... When we think about this, right, I am so happy to see, like, us doing some world crossovers, uh, Dungeons and Dragons wanting to pull in more people. And when I [00:06:00] think of tabletop role play, my first thought actually does go to World of Warcraft, because that was like my first experience with playing a different character and having magical powers and having these different things to face and fight. So it's very nostalgic for me and, you know, in a way I kinda just want to get it for the nostalgia. Um, but the other side of this is like, is Dungeons and Dragons running out of ideas because they have to pull from existing universes? Or are they just doing what we already do when we make a campaign? You know, as a campaign, I think we pull f- As a dungeon master, campaign writer, all that kind of stuff, I feel like we pull from different things that we already see in the world around us. Um, for example, there was an anime, I'm trying to remember the name of [00:07:00] it. Um, but basically they got stuck in this video game, and you had to complete one level after another, and once you reached like level 100, you could finally leave the video game. Um, so I think we went ahead and pulled an idea of that, and like we would keep going back to this location. Every time we went to this location, it would be a different like level in it that we would ascend to. Um, sadly, that campaign never finished, but it's just another example of like we pull from the things that we enjoy, right? So if I enjoy from World of Warcraft, I'm gonna already pull ideas from that without needing the Dungeon Master Guide or needing D&D to do any kind of crossover. Um, but you know, they're bringing in two different names, um, for themselves between Dun- Dungeons & Dragons, World of Warcraft, bringing in two different audiences and, you know, bringing in new revenue for them, right? So, you know, I, I don't know. I think it's gonna be neat. I really like that they [00:08:00] wanted to do this kind of thing. But I mean, we already do that as people that make their campaigns as dungeon masters. So at what point are we really doing something new? I don't know. Leave your thoughts down below. Comment, like, subscribe, do all the stuff, and we'll catch y'all next time.
September 16, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=UteTnsp4yIE Transcription [00:00:00] Welcome back to the Eternity TTRPG YouTube channel, where I discuss different happenings in the tabletop role-playing universes, as well as talk about the game that my husband and I have been developing. So we've already gone over all of the races in the world of Eternity. Um, you know, your basics from human all the way down to espers and jaidori and treants, which are pretty neat races, if you ask me. Um, but we have not gotten to classes, right? So the classes that I wanted to start with is gonna be the first six classes that you're exposed to in Emanation, which is the card game that my husband and I came out with. So that is a combat TTRPG card game. And in this game, we show off six classes to start with, and we picked out the classes that we thought could showcase, um, a little bit of the creativity when it comes to Eternity, but also [00:01:00] some of your favorite classics that you would see in, like, D&D and other role-playing games. So to start that off, I'm actually gonna talk about the different types of classes first. So we have it split up into your casters, your, um, fighters, and your, like, spell casters, which is gonna be your crossover, a mix of the two. So the two fighters that we feature in the Emanation box is gonna be the assassin and the berserker. So the assassin is always, uh, bringing final memories for people. So since the Eternal Wars, they have been the masters of death who train to deliver a sudden death. So their main ability and what makes them the assassin is, of course, their ability to assassinate. Um, so they like to lay in shadows, build up their lethality, and then spend all of it to deal a final blow or a very, um, difficult blow, right? And then you think about your berserker, [00:02:00] and berserkers, they are furious and brutal. The more rage they have, the more power they have. And a berserker never feel, fears up-and-close encounters with anyone. So with the berserker, they are all about let me hit as much as possible, as hard as possible to as many people as possible, and that's kind of how the class was built with Emanation in mind. So the other thing about berserker to keep in mind, though, is that they are probab- they are the class that has the least health across the board when playing Emanation. So the goal is definitely, um, to get everybody before they get you. So may the rolls be in your favor. Eternity TTRPG has released a card game battler which emulates combat from the tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. [00:03:00] Each class deck comes with its own set of unique abilities which everyone plays at the same time so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our sales page live now, packed with details. So moving on to your caster classes, that is gonna be your druid and summoner in Emanation. So the druid, of course, is gonna be a classic class that we see in a lot of ta- tabletop RPGs with your idea of shifting into different animals and working with the nature around you, right? The class lends itself to the Jadorian treant races because those were the protectors of the wild's floral fauna and the Tree of Life. Um, so a lot of your treants and Jadories are recommended to be druids. But that's just Eternity lore for you. The other caster class is gonna be the summoner. The [00:04:00] summoner was actually my first character in this um, world of Eternity, so it has a special place in my heart a little bit. But summoners are the gatekeepers of the world, and Through their portals, they can, like, pull different things out of these portals, um, and just, you know, summon them, use them, use their abilities. So they're definitely more of like a, "Hey, I'm gonna stay back here and send my summon in to do all the work." Um, they also take advantage of what's called a grand summoning. So rather than attacking every single turn in the game of Emanation, they're gonna take a turn to build up, and then on that next turn, they're gonna do something big. So they could, they could do, like, one damage to everyone or two damage to one person or a really big heal to themselves. So that makes them kind of fun, and it does have its trade-offs. So then the last two classes, which I also think are, um, really just I've [00:05:00] seen them in Eternity tabletop role-playing, so I don't know how they would translate to other tabletop role-playing games. And these are also going to be your spell fighters, and that is the Judge and the Oracle. So with the Judge, um, they are supposed to be the keepers of peace. They install law and order, and they're often acting as the accuser, judge, and jury. So it's, uh, definitely a play on law bringing and whatnot. So the Judge itself, when you're playing it in the world of Emanation, is that it defends itself as often as possible. But when it is not defending, it hits really hard. So it's definitely like another trade-off class. You go like every other turn, you want to do this to do that sort of thing. And it's also a really difficult class to actually target, um, so that's kind of a fun quirk with Judge. With [00:06:00] Oracle, Oracle is arguably the hardest class to play in the game of Emanation, um, just because of the different technicalities of it and how it interacts with everything else. I definitely think Oracle is best in a three or more player situation rather than a 1v1 situation because, like, some of the abilities with Oracle is better on a group. So, for example, they have an ability called Chains of Con-Condemnation, which basically it takes two characters at your choosing, two of your opponents, and chains them together. So if person A takes a hit and takes damage from something or someone, then the Oracle gets to roll for person B to see if person B will get hit as well. So chaining them together so that way they both take damage, and then the Oracle comes out on top. So that's definitely a really fun note about Oracle and the class that it [00:07:00] is. So I know this was a quick rundown of these six classes that you find in Emanation, and like I said, some of them do translate to other tabletop role-playing games because sometimes you can't just, you know, change the classics, right? But we can still put our spins on them and see how it goes. Anyway, um, let me know in the comments which class you would really like to play, and if you wanna see more of the classes, always check out the website. You can always check out the game. Um, let us know your thoughts and comment, like, subscribe. We will catch y'all next time.
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