This book was a pleasant surprise. Not for the layout and art, which I expected to be quality, but the system. It is Powered by the Apocalypse in the sense that it is player-facing with Moves, but these are rolled with a 3d6 vs target number: the threat or challenge facing the player. Rather than 6-, 7-9, 10+ or whatever variant, the success level of the Move comes from beating the target number (success with complications), doing so with two die faces matched (no complication) or all three (heightened outcome or a benefit). This is a way to handle scale of difficulty via variable target number, different to the solutions I see in other modern variants (build a die pool, keep one die). One of the three dice is the Kismet die, it earns the player a token of metacurrency (light side) on '6' but gives the GM a dark token on '1'. The Moves themselves are sufficiently distinctive and flavorful so that the genre is baked into the rules. Overall the ruleset has a fairly traditional elaboration for the combat and injury side of things, which is obviously essential for the genre, but synthesized with the above narrative-leaning resolution procedure the game reads like an aesthetically pleasing trad-narrative hybrid. I had expected something more OSR but this is a welcome direction. I look forward to see how Pegasus Press handles any suppplemental material for this game.
[5 of 5 Stars!]