The Vamp and Mage are missing because they are in the basic game and can also be obtained for free in the intro package which was made for that game. The other archetypes you need to pay to get, why I added a basic description for them on the game's page. As for the system, it's Powered by the Apocalypse. So basically, game mechanics tend to take a bit of a backseat to narration and storytelling. In fact, when you roll, you do it for narration control.
About 90% of the mechanics is when you use a move you roll 2d6+appropriate stats.
- On a 6-, you miss and the GM gets to narrate what happens to your character.
- On a 7-9, you succeed, but at a cost or with some complications, and you narrate what that looks like.
- On a 10+, you succeed in doing exactly what you set out to do, and you narrate what that looks like.
There are some exceptions, in that a few rare moves let the GM narrate even when you succeed, and many moves have a list of complications or costs you need to prick from when you roll a 7-9, advancing moves for an even better results on a 12+, etc. but that's pretty much the game in a nutshell...