Spinning off from another thread:
Soulbound is a D6 pool-based RPG by Cubicle 7 set in Games Workshop's Age of Sigmar world.
What's the world like? It has some common elements with Warhammer Fantasy, particularly the gods, but it's a very different setting. It's designed for mythic fantasy with high-powered heroes walking the same worlds (yes, plural--there are eight "Mortal Realms" and a few other demi-words beyond those) as the characters. Here Sigmar is literally the God-King and players could conceivably have a conversation with him or the other gods. The baseline magic level of the setting is considerably higher than the Old World of WFRP. Anyway, after the death of the Old World, the gods all got together and made the worlds better places...until their alliance fragmented. Then Chaos came and shit got bad. A long time later (no hard timeline dates) Sigmar lauches his big counterpush with his new army of Stormcast Eternals, and the results lead to the current Age of Sigmar.
The PCs in this setting are the Soulbound. Essentially, back when the gods were all buddied up, they came up with a ritual to unite bands of mortals into special ops teams. The Soulbound did some cool stuff in the prehistory but were largely gone by the time the gods broke up their club and Chaos invaded. But now the gods are again seeing the need for them, so the various factions contibute their quirky badasses to form Soulbound Bindings. This is how the game gives us ways to combine a bunch of oddballs together in one party.
Characters are built by choosing a faction, a species (many factions only have a single species), then an archetype. The archetype gives you your basic options for attributes, skills, talents, and equipment. In all cases, each archetype has certain fixed/mandatory bits and some optional bits to select from a short list. Character creation can be very quick.
The mechanics are based on a D6 pool with tasks set as X:Y where X is the target number and Y is how many successes are needed. In general, extra successes beyond the Y give a better result. For many tasks, the X is set to 4, with advantage shifting it to 3 (or 2 with greater advantage) or disadvantage shifting it to 5 (or 6 with greater disadvantage). In combat, the X is determined by comparing the attacker's Melee/Accuracy with the defender's Defence (these values are based on Attribute + Skill combos and modified by certain talents and gear, like shields that improve defence). There are lots of general combat options--even without considering the special options offered by some talents--are fairly robust.
Spellcasting provides versatility--a starting spellcaster gets 6 spells for the cost of one talent--but some of the spells are hard to cast and there are penalties to failing the casting roll (some of them are really bad too).
Miracles (used by Blessed priests of various tyoes) are rather powerful and generally provide more kick than spells. The downside is that each miralce costs a talent, so the priest typcially has fewer effects available than a spellcaster.
There's a lot more I can cover, but does anyone have any specific questions?