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Breakfast Cult is a high-energy cthulhupunk comedy/dramedy about wacky teens at an occult-horror high school. It's quick to pick up, but nevertheless has a good feeling of gameyness to it. It doesn't diverge hugely from Fate's formula, but that also doesn't feel like a problem.

The PDF is 220 pages with a clean layout, and it has a ton of excellent custom illustrations. Notably, it uses two different art styles---one for the high school hijinks, and one for the cosmic horror---and this is a genuinely neat effect.

Setting-wise, Breakfast Cult's setup is a little similar to Cthulhutech. Occult technology is discovered in the 20th century, humanity uses it everywhere, this creates a massive existential risk to the planet, but humanity decides it's fine, they'll just slap an oppressive government over the problem and everything will work out alright.

In Breakfast Cult's world, that oppressive government is dedicated to make sure the average person doesn't know about the shoggoth juice in all the occult generators that run the local power grid. If the average person does find out, that makes them a danger to themself and others. Or, if they're a kid, it makes them a perfect candidate to be shipped off to a magical high school where they can learn even more about shoggoth juice generators and possibly also get eaten by one.

Breakfast Cult's worldbuilding and writing are consistent and solid, even though the premise is wacky. They also provide a lot of room for you to wedge in your own canon, or to safely change elements of the lore without massively butterfly-effecting everything else. If there's stuff in the game that you don't like, you have a lot of freedom to adjust it.

Mechanically, Breakfast Cult has everything you'd expect from Fate. Characters have some crunch, but the rules err on the side of being a little loose. You have Approaches instead of skills, and Approaches are more about your attitude (Flashy, Careful, etc) rather than specific knowledges (computer, karate, etc.) You also have the standard pool of Fate Points that you can spend to alter outcomes and hedge the dice, and you have the same broad set of actions (Overcome, Create An Advantage, Attack, etc) to navigate conflicts.

Character creation is quick but involves a lot of thinking about who your character is---and less about what they can do. Breakfast Cult is a character driven game, and your character's capabilities stem from their backstory, not vice versa.

For GMs, a lot of advice is given throughout the book, but there's also a really solid GMing section, and I think Breakfast Cult would work just fine as a first game for a new tabletop group.

GMing resources are also not lacking, and there's everything from sample school facilities to students to monsters and spells and artifacts, all statted out.

Overall, if you're looking for a fast-moving, character focused game about occult horror in a zany high school, Breakfast Cult should be at the top of your list.