RPG Encyclopedia: A
Abbeta: Fantasy Role-Playing Rules for the Twinflare Solar System
- 1st ed by Martin Hackett, Peter Bennett (1984) self-published
A scifi RPG set in a fantastical version of the solar system.
It uses a percentile skill-based system, with attributes POW,
FIT, AGI, LUCK and LEARN.
Abenteuer in Magira
- 1st ed by Steffi Seipp, Dieter Steinseifer, Norbert Weiser, Harald Zubrod (1988) Abenteuerrunde GbR
"Adventures in Magira" -- a German-language fantasy RPG set in
the world of Magira novels by Hugh Walker. The game was
developed from a long-standing fan club of the fantasy work.
It uses a d20 based system, except for damage which uses Nd6.
Three attributes (strength, skill, and constitution) are
determined with d100 table which gives values from -1 to +3.
Modifiers for attributes, skill, and difficulty are added to
1d20, which must be at least 15 for success.
- 1st ed by Jennifer Reynolds , Chuck Lauer (2005) Insomnium Games
A modern horror RPG, set in the modern world where nightmares and
horrific fairy tale creatures can recruit or hunt humans. It
uses a simple skill-based system where action resolution uses
attribute + skill + a die roll versus difficulty, with the die type
varying. It includes a sanity system tied into the magic system
(feats called Pathos). A character has four Passion scores: Anguish,
Dread, Fury, and Yearning. The higher the total of the scores (called
Intensity), the more impressive feats of magic the character can do.
- 1st ed by Justin R. Achilli, Andrew Bates, et al. (1999) White Wolf
The sci-fi superhero RPG (a "prequel" to
Trinity) set in an alternate history's 2008 (unrelated to the
"World of Darkness"). An accident in 1998 flooded the world with
strange radiation that created superpowered "novas". It uses a
variant of the "Storyteller" system, introducing "mega-attributes" --
where rather than having strength higher than 5, you might have strength
of 3 and also "mega-strength" of 1. Mega-attributes add mega-dice to
your dice pool, which are rolled as normal but yield 2 successes if over
the target number (or 3 if a ten is rolled).
- 1st ed by Jose Carlos Dominguez (2014) Otherselves
A Spanish-language medieval fantasy game, based on geography and legends of the northern
Iberian Peninsula. The setting is an isolated country called Ablaneda, where humans
struggle against giant snakes, elves, demons, and more. The country has two primary cities,
the capital Castro de la Reina, and the commercial center Yerbosera. It uses variant
of a simple dice pool system called the xd6 system. Each character is defined by four
or five freeform phrases, that are assigned a number of d6. Resolution is by rolling
dice equal to the trait, where every 5 or 6 is a success.
Abney Park's Airship Pirates RPG
- 1st ed by Peter Cakebread, Ken Walton (2011) Cubicle 7 Entertainment Limited
A post-apocalyptic steampunk roleplaying game, based on the songs
of band Abney Park. It is set in a Victorian-style future in the
year 2150, after a world-wide apocalypse in 1906 caused by time travel.
The world is dominated by a totalitarian government using clockwork
police, armored railroads, and airships. The default area is North
America, currently a wasteland with scattered nomads. The player
operate a steam-powered airships out of sky-cities such as Isla Aether
and High Tortuga, who furthermore have acquired a time travel device.
It uses a variant of the Fuzion
system. Character creation is limited point-based after picking
a background: Neobedouin, Neovictorian, or Skyfolk. Lower classes
are given more attribute points to balance their lack of money and
- 1st ed by Marco Pecota, Wes Johnson (1997) Global Games
An RPG set in the Hell of Dante's "Inferno", a spin-off of
the miniatures game Inferno: Battles of the Abyss. Players
roleplay demons, which begin as lowly sergeant class and
ultimately work for the Archfiends. It uses a dice pool system,
rolling (skill minus difficulty) d6's where any "6" indicates
success. It has an action-point based combat system. Character
creation is point-bought with templates.
- 1st ed by Steve Savage, L. Lee Cerny, Walter H. Mytczynskyj (1992) Stellar Games
A humorous espionage RPG, in which an UNCLE-like espionage
organisation has to fund itself by selling the rights to films,
toys and comics describing its agents' exploits.
Aces & Eights
- 1st ed by Jolly Blackburn, Brian Jelke, Steve Johansson, David Kenzer, Jennifer Kenzer, Mark Plemmons (2007) Kenzer & Company
A Wild West RPG using an original system, set in an alternate history
of the American West. Combat uses a "shot clock" with a transparent
cover and a silhouette of the target, with location determined by a
1d20 roll with modifiers and a card draw. The system also includes
roll-over percentile skill tests, where skills start at 100 and go
down to 5 for mastery.
- 1st ed by Torbjørn Lien (1999) Lovehulen Spilldesign
A Norwegian-language fantasy RPG setting, in a world with no
elements from traditional fantasy. Ácin Dambágin
is "the land to the East, beyond the great ocean which no one
may cross. Dambágin is the land of the Guardian, eternally
illuminated by the light of the One. From here mankind is
guarded; from here history is changed; from here the Guardian one
day will return to the world to settle all things and destroy the
Enemy for ever. And then he will take mankind home to the
- 1st ed by Carl Smith (1980) Adversary Games
A fantasy-genre RPG, originally published as a setting for
D&D. The game apparently came in several books:
"Acquitane", "Red Book of Nal", and "Sword and Shield".
Action! System Core Rules
- 1st ed by Mark Arsenault, Patrick Sweeney, Ross Winn (2002) Gold Rush Games
A universal RPG system, related to the earlier
Fuzion system. Action
resolution is attribute + skill + 3d6 vs difficulty. Character
creation is limited point-based, with a pool of attribute points
and a pool of character points (used for advantages, disadvantages,
- 1st ed by Jared A. Sorensen (2009) Memento Mori Theatricks
A humorous mini-RPG intended to emulate old computer text adventure
games such as the Zork series - part of a series called Parsely Games.
The GM takes the role of the computer, responding to player requests
such as "Look key" with computer-like responses.
Active Exploits Diceless RPG
- Special Edition ed by Brett M. Bernstein (2002) Deep7
A universal diceless system. The basic diceless rules are published
free, but the special edition is available 5.5x8.5 printed format
with additional rules and notes. Action resolution is based on
spending Luck, Discipline, and Revelation points. Skills lower
difficulty, while attributes add to the total. Character
creation is limited point-based. There are four free setting books,
20-30 pages each: a modern-day monster-hunter setting ("The Shaded Veil"),
a dystopian sci-fi setting ("Overworld"), a modern conspiracy/horror
setting ("Harlequinade"), and a medieval Europe setting ("The Kingdom of
Norweign"). In addition, there are three commercial settings:
HeartQuest, CORPS, and Dreamwalker.
Advanced Dungeons and Dragons
- 1st ed by Gary Gygax (1978) TSR
- 2nd ed by David Cook (1989)
The advanced version of the original fantasy role-playing game,
Dungeons & Dragons.
This is the dominant RPG on the market and has hundreds of supplements
and adventures. It uses a class-based system with minimal
skills, most resolution being by case- or class-specific rules.
Character creation is random-roll, with level-based advancement.
A 3rd edition reverted to the title of just
Dungeons & Dragons,
although it is not part of the separate D&D line.
Advanced Phantasm Adventures
- 1st ed by Troy Christensen (1992) TC International
A medieval fantasy RPG.
- 1st ed by Tori Bergquist (1985) self-published
A universal RPG system, using mechanics similar to
Chaosium's Basic Roleplaying:
attributes in the 2-20 range with percentile based skills. A
short vehicle design and combat system was included (by Russ Heller).
It includes basic stats on vehicles, weapons of old and new, and
a short spell and psionic system. The rulebook is 48 pages with
a plain tan cover, no cover art, and fannish interior art. It has
a print run of 400 copies.
- 1st ed by Andrew Bates, Bruce Baugh (2001) White Wolf
This is a pulp-genre RPG set in an alternate version of the roaring 20's.
This is the third in the trilogy of games including
Aberrant. This forms a prequel
to the other two, showing the roots of the Aeon Society which in the
future will change the world. It uses roughly the same variant of
the "Storyteller" system as the others in the trilogy. It includes
"Dramatic Editing" rules to represent the psychic luck of the PC's,
which allows the player to change storyline continuity for a cost
in inspiration points.
- 1st ed by Dennis McDonald (1992) WorldMaster Designs
- 2nd ed (1996)
A self-published universal RPG system. Reviewed in Shadis
magazine #10 (mini-review) and #15.
- 1st ed by Francis Hogan (2014) Eden Studios
A fantasy RPG with a card-based system designed for children ages 8 and up. Character creation is
handled by putting down a race card, a class card, and an action card. Resolution uses custom
six-sided dice, where each die has three blank sides, one side show one sword, one side showing
two swords, and one side showing the Maximus symbol. Cards can also be used in adventure creation,
with a formatted sheet that starts the adventure by putting in a Map card, a Treasure card, and
a Creature card on the bottom row.
Adventure Quest: Jaern
- 1st ed by Robert Blake, Daniel Lawrence (1991) Lafayette Simulations
A universal RPG system, including a fantasy setting with
sci-fi elements ("Jaern"). Jaern is an ocean planet that was shot
out of its orbit and eons later (its inhabitants protected by psi
shield and cryogenics) smashed through another planet
("Torandor") to take its place in that system.
Adventurer Conqueror King System
- 1st ed by Alexander Macris, Tavis Allison, Greg Tito (2012) Autarch LLC
A variant of D&D
that draws from the Basic Set version - including combined race and class
and strict 3d6 attribute rolls. Attacks, saves, and proficiencies are
all recorded as the target number on 1d20, like "14+" (called "throws").
Resolution is by rolling 1d20 + modifiers compared to the throw number.
Advancement is level-based, but also divides into three categories
(adventurer, conqueror, and king) where the characters progress into
developing followers and territory.
The Adventurer's Handbook
- 1st ed by Bob Albrecht, Greg Stafford (1984) Reston Publishing Company Inc.
A small-press fantasy-genre RPG intended as an introduction to
role-playing for beginning players. The cover shows a row of
young players with their fantasy selves floating above them -- with
similar features but medieval wardrobe. The system is a variant of
Chaosium's Basic Roleplaying.
It is an intentionally generic system with a pedantic approach,
which includes in the end a list of other RPGs and RPG companies
of the time, along with brief reviews of nine "major" ones.
Adventures in Delving
- 1st ed by Vincent Diakuw (2004) Thousandpress
An electronically-published fantasy RPG of the pulp swords and
sorcery genre. It uses a simple step-die system with an emphasis
on description. Character creation includes selecting step dice
(d4 to d12) for attributes (Courageous, Wise, Mysterious, Solitary,
and Charming) as well as a stereotype (such as "Barbarian Warrior",
"Dashing Rogue", or "Arcane Student") which adds or subtracts
a Fit Die to the total when the stereotype applies to the action.
Adventures in Fantasy
- 1st ed by Dave Arneson, Richard Snider (1979) Excalibur Games Inc.
- 2nd ed (1979) Adventure Games Incorporated
A medieval fantasy RPG. The system is class-based: warrior
or magic-user. Social standing has a heavy influence on character
creation. The first edition is 163 pages and included three books:
Book of Adventure, Book of Faery and Magic, and Book of Creatures
and Treasure, along with charts and dice.
Adventures in Oz
- 1st ed by F. Douglas Wall (2010) F. Douglas Wall Publishing
A fantasy RPG set in the world of L. Frank Baum's Oz books, designed
for young players. It uses a simple system with seven traits:
Athletics, Awareness, Brains, Presence, Sneaking, and Wits.
Basic resolution is by rolling two six-sided dice against a trait,
with success if either is less than or equal to the trait. There
is a combat system, but no death in keeping with the background.
It also includes a simple magic system. Character creation is by
picking a template - such as Crafted Person (like the Scarecrow)
or Animal (like Toto or the Cowardly Lion). This is followed by
buying extra points, a friends list, and Oz points. Oz points are
gained in play by making friends, and spent to get a bonus to a roll
or receive help from friends.
Adventures in Science
- 1st ed by Vincent Diakuw (2004) Thousandpress
An electronically-published pulp action RPG. It uses a simple step-die
system with an emphasis on description. Character creation includes
selecting step dice (d4 to d12) for attributes as well as a stereotype,
which adds or subtracts a Fit Die to the total when the stereotype
applies to the action.
The Adventures of Indiana Jones
- 1st ed by David "Zeb" Cook (1984) TSR
A pulp-action RPG in the world of the "Indiana Jones" movies.
The 64-page rulebook concentrated on playing actual characters
from the movies. The boxed set included paper miniatures.
The Adventures of Luther Arkwright
- 1st ed by James Brunton (1991) 23rd Parallel Games
A UK alternate-timeline RPG based on the miniseries of comics by
Bryan Talbot. The titular hero is a man with the unique ability to
jump between parallel universes. He is recruited by a telepath named
Rose Wylde to become an agent of the parallel known as "zero-zero" -
whose stable position in the multiverse has allowed the development of
world peace. They fight an organization called the Disruptors who are
trying to destabilize the multiverse. The system is a percentile
skill-based system similar to Chaosium's
Resolution uses a universal table that converts skill, difficulty and
a percentile roll into level of success from best (A) to least (E).
Character creation is random-roll, with different rolls for the
percentile stats. Strength is 4D10+20; Endurance is 4D10+30; Willpower
is 6D10+10; PSI-rating is a straight D100 roll; etc. The player adds
Intellect + Willpower + (age multiplied by ten) to get the number of
points to spend on skills. Some skills have a default, and some get a
First Point bonus (a bonus only if at least 1 point is spent on them).
Character generation includes the option for the GM to designate one
player character with a PSI ability, and for one player character to
have a Warrior Option that significantly boosts points.
- 1st ed by Alberto Tronchi (2011) Alephtar Games
A science fantasy RPG inspired by Japanese console RPGs. The player
characters are agents of an elite corp in charge of exploring the
ruins of a lost civilization - armed with energy guns, katanas,
spells, and ancient artifacts.
- 1st ed by Xavier Bottet (1992) self-published
A French-language space opera RPG, set in a galaxy controlled by
a high-tech Church.
- 1st ed by Stewart Wilson (2007) Mob United Media
A modern magic RPG, set in a modern world with a Pocket Kingdom where
elves, dwarves, gnomes rub shoulders with witches and alchemists right
under the noses of a mundane population. One in twenty people is Aware
of magic, and a few are Legends who fight evil. It uses an original
system, the "Ready 2 Run" system. This is a dice pool system with
broad traits ("Aptitudes") like Soldier or Scientist. You roll a
number of d6s equal to Attribute + Aptitude, and every 1 or 2 is a
- 1st ed by Bob Charrette, Paul Hume (1981) FGU
A generic post-nuclear-apocalypse RPG, supporting various sub-genres
(mutants, survivalist, etc.). The system is a complex skill-based,
where action is resolved by rolling a d20 under (skill/5) or
(attribute/2). Character creation uses limited point allocation,
with some random rolls. Notably, besides standard attributes it
has "aptitudes" in skill categories: charismatic, combative,
communicative, esthetic, mechanical, natural, and scientific.
Combat is quite complex, with a two-page flowchart explaining
the combat sequence(!!). It uses basic to-hit, hit-location, and
damage rolls with armor subtracted -- but with many special-case
After The Bomb RPG
- 1st ed by Eric Wujcik (2001) Palladium Books
A post-apocalyptic RPG where anthropomorphic mutated animals rule the
world. This was formerly a supplement line for the
Teenage Mutant Ninja Turtles RPG, but has been released
as a standalone RPG. It uses a variant of the
with limited point-bought character creation (via "bio-energy").
Afterwars: Roleplaying in Post WWIII America
- 1st ed by Timothy J. McFadden (1991) Stellar Games
A post-apocalyptic RPG, set in the U.S. 6 months after a large
nuclear, biological, conventional war with the Soviets. The
Russians manage to invade the U.S., with attendant resistance.
One unique feature is that "U-joints" occurred where nuclear
blasts met close together: creating gatewas to other dimensions.
It uses the system from Expendables
by L. Lee Cerny and Walter H. Mytczenskyj. Character classes
are Mainstream, Military, and Fringe. Reviewed in White Wolf #33.
Against the Darkness: A Roleplaying Game of Vatican Horror and Conspiracy
- 1st ed by Christopher A. Field, Daniel M. Brakhage, Vicki Potter (2006) Tabletop Adventures, LLC
A modern horror game where the PCs are an elite group of priests and
other personnel fighting demons, ghosts, and vampires. Character
types include Modern Templars, Treasure Seekers, Dispassionate Experts,
Sacred Hunters, Blessed Non-believers or others. Resolution is by
attribute rating + skill or miracle rating + resolution die vs.
target number. There are four attributes -- Corpus, Spiritus,
Mentus, Fidelis -- each rated from 1 to 7 as well as having a
designated resolution die: d4, d6, or d8. There are 12 skills
and 19 miracles, each with a base attribute.
- 1st ed by Todd Downing (1999) Deep7
A very simple espionage mini-RPG published in electronic PDF format.
It uses a version of the "1PG" system, which (as its name implies) fits
on a single page. Resolution is rolling 1d6 and getting under attribute
or skill, where 1 is always success and 6 is always failure.
- 1st ed by Rob Stone, Sean Tisdale, Annette Tisdale (1999) Mind Interactive
A table-top and live-action espionage RPG. The PC's are
FBI, CIA, and NSA agents. The system uses a custom deck of
cards. Action resolution uses skill level minus difficulty
to find the number of cards to draw from the deck. Success is
determined by the number of success cards. Character creation is
by picking an agency template and adding point-bought skills.
The rules include essays on spy slang and surveillance.
Age of Chivalry
- 1st ed by Marshall Rose (1978) Avant-Garde Simulations Perspectives
A medievel knights RPG, concentrating on a unique system
for combat, with a bare bones campaign system included.
The combat system involves cross referencing tables to
determine the modifiers to attacks based upon what combination
of attack and defense each combatant chooses. It also has a
jousting system simular to one in
Age of Empire
- 1st ed by Gareth-Michael Skarka (1996) Epitaph Studios
A fantasy RPG set in Victorian Europe with the addition of
wizards, mad scientists, and monsters (including demons, dragons,
elementals, lycanthropes, and even Martians). It uses a fairly
simple system with 3 attributes (Mind, Body, and Spirit), attribute
specialties, and various skills. Action resolution is by rolling
a number of d6's equal to attribute + skill, compared against a
number of dice rolled by the GM for difficulty. This has large
variation, which is intentional for a cinematic genre.
Age of Heroes - Adventure in High Fantasy
- 1st ed by Brian Gleichman (2012) self-published
A detailed fantasy-genre system, using a percentile system.
Character creation is class-based with random-roll attributes and
additional point-bought traits. Players roll 1d100 on a table for
each of ten attributes, generating a score from 2 to 12 for each.
The game is self-published via
The Age of Phaedrus
- 1st ed by Sean Bindel, Brian Fitzpatrick (1997) Moebius Adventures
A traditional fantasy RPG (with elves, dwarves, monsters, and
dungeons). It uses a mix of random-roll and allocated character
creation, and a pure skill-based system.
Age of Ruin
- 1st ed by Clay Gibbons (1990) Cutting Edge Games
A post-apocalyptic RPG, set around 80 years after the a third
world war caused by lack of natural resources. The dominant weapon was
called the Red Death, a plague which killed by mutating the DNA
of the infected. If you survived, your children were mutants.
It uses a simple percentile attribute and skill-based system.
Includes a fast-playing vehicle combat system, and an
introductory mini- campaign/adventure. Reviewed in White Wolf #22.
- 1st ed by Kristoffer Simonsson (1998) Point Blank Games
A Swedish-language modern technothriller RPG, set in
Los Angeles, California.
- 1st ed by John Harper (2006) one.seven design
A competitive RPG set in a fantastic version of ancient Greece, similar
to the settings of the Iliad and the Odyssey. It uses a combat system
where the player holds dice in their right hand to represent attacks,
and in their left hand to represent defenses.
- 1st French ed by David Benoît, Sébastian Célerin, Mathieu Gaborit, Grégoire Laakman, Jean-Rémy Levin, Jean-Baptist Lullien, Stéphane Marsan, Xavier Spinat (1999) Multisim
- 1st English ed (2001)
A French-language medieval fantasy RPG, set on an original
fantasy world: "Harmonde", by Mathieu Gaborit. The PC's are
"Inspirés" -- imbued with magical powers by the Muses to
fight the evil Masque which threatens the world. The PC's may be
humans as well as minotaurs, sprites, dwarves, ogres, and other
fantasy races. The system uses attribute + skill + 1d10 vs
- 1st ed (1993) Digest Group Publications
A science fantasy RPG -- never actually published. It was
announced in 1993 as the next project for DGP. The game was set
in a decayed future where Earth has been radically changed by
nanotechnology, machine intelligence, and genetic engineering
(attempting science as magic). The characters would be
explorers working for intelligent starships that have returned
home to find it inexplicably changed.
- 1st ed by Paul Kidd, Steve Gallacci (1988) Thoughts and Images (a subsidiary of TAGG)
- 2nd ed (1993) Chessex
- Platinum Catalyst ed (2004) Sanguine Productions
A sci-fi RPG based on the comic book series "Albedo,
Anthropomorphics" by Steve Gallacci. It is a hard-science
starfaring setting, with the twist that the characters are
anthropomorphic animals (from 1 of 163 species).
Albion: Celtesque fantasy roleplaying after the Shrug
- 1st ed by Tim Gray (2002) Silver Branch Games
A post-apocalyptic fantasy RPG set in Britain after a rapid climate
change (known as The Shrug), social upheaval, and the return of
magic to the world. Various factions have arisen with conflicting
beliefs in magic and technology. In Britain the Order of Druids
was rebuilt, and spirits from the Otherworlds of Annwn and Abred
have returned. It uses a dice-pool system (the LODE system), with
action resolution based on rolling a number of d6's based on
skill + modifiers, where any result of 4-6 indicates a success.
Character creation is limited-point based (spending points on
Attributes, Skills, and Advantages) plus a selection of template.
- 1st ed by Lee Foster, Monica Valentinelli, Werner Hager (2007) Abstract Nova Entertainment
A modern-day occult RPG, where the player characters are members of
the Seven Dogs Society, a detailed organization that investigates
paranormal occurrences throughout the world with the belief that a
single truth underlies everything. It uses a simple dice pools system
where you gain automatic successes equal to your level in a relevant
occupation or extracurricular skill, then roll d6s equal to your
relevant attribute where every 5 or 6 is an additional victory. A
will point may be spent to roll an additional 1d6.
Character creation is limited point-buy, with attribute points for
the four attributes (fitness, awareness, personality and reason --
rated 1 to 5); occupation points for skills; and supplemental points
that can be used to buy powers as well as to buy increased attributes,
addition descriptors, occupations and extracurricular skills. The
nine powers are presque vu (intuition), deja visite (orientation),
remote viewing, X-ray vision, postcognition, precognition, ghosting
(insubstantiality), teleportation, and time travel.
Alice - Single Die Roleplaying System
- 1st ed by M. Redwood, D. Freegard, V. Piper, P. Scott, D. Barton (2003) Alice RPS
A complete RPG, focused on modern-day settings but designed for use
in most genres with a little more work. It uses a simple skill-based
system, rolling under Core Skill + Aptitude + Focus + modifiers
on 1d20. Character creation is open point-based, allowing spending
on the 16 different broad Core Skills (such as Athletics), the Aptitudes
(narrower skills such as Throw, Melee, Unarmed, and Acrobatics), and
- 1st ed by Solo (1992) Éditions de la Lune-Sang
A French-language alien-invasion RPG, set in the modern world
where horrific aliens have just invaded -- with a rather
- 1st ed by Barry Nakazano, David McKenzie (1990) Leading Edge
A sci-fi action RPG based on the movie "Aliens". It uses an
simplified version of the combat rules in
although it is still quite complex.
- 1st ed by Annie Rush (2004) Wicked Dead Brewing Company
A sci-fi mini-RPG about negotiation between four alien races using
Earth as neutral territory. It is partly live-action format, as the
PCs are aliens in human guise similar to the players who are sitting
around a room and discussing problems. Character creation is based
on random draw of six playing cards: one determines race, while five
others define personality Quirks. Players can trade cards back to
the dealer to add some control. The core rules include descriptions
of the four races mainly in terms of personalities and beliefs.
Action is primarily discussion between the players. The rules
include special powers and limited combat rules, all of which are
diceless, spending certain tokens for effects.
All-Adventure Action Roleplay Game!
- 1st ed by Gareth Jones (unknown, pre-1991) Taupe Games
A small-press universal RPG (AAARG!) with an emphasis on pulp
or swashbuckling cinematic action. The rulebook is 54 pages (A4
size) staple-bound, and includes a general bestiary, NPC
archetypes, campaign ideas, and a simple weapons chart.
Action resolution is a d20 roll modified by skill, attributes,
etc. Character creation is cooperative rather than point-based
or rolled -- the player and GM simply assign stats based on the
role. It has 8 attributes (Brain, Muscle, Heart, Soul, Legs,
Hands, Senses, and Mouth) rated 1-10, along with Skills,
Passions, Hobbies, and Interests.
All Flesh Must Be Eaten
- 1st ed by Albert Bruno III, C.J. Carella, Richard Oaken, M. Alexander Jurkat, George Vasilakos (1999) Eden Studios
A zombie-horror RPG, covering a variety of possible campaign
settings. There are notes on creating different types of
zombies. The core book presents eleven separate campaign
concepts, each with distinct zombie stats, background info and
adventure seeds. These range from modern-day Romero-inspired reanimation
to alien invasion, WWII, medieval times, post-apocalyptic zombies,
and a Biblical apocalypse. It uses the skill-based "Unisystem"
from Witchcraft, with
open point-based character creation and resolution by stat+d10
vs difficulty. There are three basic character types: normal
civilians, survival specialists, and the "inspired" who have
All-for-one Régime Diabolique
- 1st ed by Paul Wade-Williams (2010) Triple Ace Games
A swashbuckling/horror RPG set in France of 1636, the time of
The Count of Monte Cristo and The Three Musketeers, with the addition
of horror elements including black magicians, secret societies, and
demons. The player characters are King's musketeers, fighting the
corrupt nobility and their diabolic creations, agents of Cardinal
Richelieu, and other enemies of the throne. It uses a variant of
the "Ubiquity system" also used by
Hollow Earth Expedition.
All Star Wrestling
- 1st ed by Paul Schulze (1991) Afterthought Images
A professional wrestling RPG.
- 1st ed by Steve Davis, Andrew Warden (1982) Oracle Games
A grossly humorous RPG about high-school students of anarchic bent at a
generic high-school setting, "Central High". The cover by Erol Otus
shows juvenile delinquents gathered at the front door of their high
school, with drug-dealing and fornication in evidence. The inside cover
is a map of Central High School. The system is skill-based. Character
creation is class-based with random-roll attributes. You roll 7d10
and assign one die to each of seven attributes: Strength, Coordination,
Appearance, Intelligence, Learning Drive, Courage, Willpower, and
Constitution. You pick one of seven classes: Average Kid, Brain,
Cheerleader, Criminal, Jock, Tough, and Loser. You then generate your
social level based upon your class and a d10 roll, which in turn
generates your starting money and allowance. Your age (from 13 to 17)
and birthday are then generated. You get attribute increases when you
turn 16, 17 and 18. You then randomly generate problems, ranging from
"Moderate Acne" to phobias and so forth, with increased problems for
lower Appearance. You have initial skills based on class, including
high-school specific skills such as Cheating, Drinking, Studying, and
Crudeness. The core book includes rules for activities ranging from
drug use, animal reactions, and dealing with the contents of the chem
lab to pregnancy. Players score points for Social Success (for
dating, partying, etc.), Academic Success (for grades), and General
Success (including miscellaneous such as successful crimes for the
Criminal and Tough classes). The game includes an explicit victory
condition that whoever has the most Success Points after four years of
game time wins the campaign.
- 1st ed by David Carter, Earl Fischl (2008) Mind Storm Labs
A post-apocalyptic science fantasy game, set on Earth in the year 2280,
after a series of natural disasters as well as biological and nuclear
war have laid waste to the planet. Magic has been rediscovered, monsters
roam the wastelands, and two alien races (Nephilim and Grigori) resembling
angels and demons are beginning a perennial war. It uses an original
system, that involves rolling six dice of types determined by attribute
rank. For example, an attribute of 18 has a pool of 3d6 + 3d4.
Resolution is by adding the total from the dice pool and skill rank,
compared to difficulty level. Each combat turn is divided into six
phases, and the six dice from the pool must be split among the phases
a character is allowed to act in. Character creation is open point-based,
spending 500 points on attributes, skills, advantages, and disadvantages
over a base species template.
- 1st ed by Jun'ichi Inoue (2002) F.E.A.R.
- fortissimo ed (2005) F.E.A.R.
A Japanese-language fantasy RPG, set in a humorous fantasy world
named Midgard inhabited by figures from Norse mythology (like Odin
or Thor), though most of the gods died in Ragnarok. It is a mixed
fantasy world with guns, motorcycles, robots, androids, airships,
tanks, or other mechanical gadgets. The player characters are called
Questers, and possess a crystal (called Shard) of ancient gods that
grants divine powers. The Questers seek an ideal world Asgard.
They are opposed by various evils, including a theocracy, the
Wahres Reich (German for the Authentic Empire), who worship a
god of machinery known as "Deus Ex Machina".
- 1st ed by Patrick Philip, Michel Philip, Eric Lautier, Bernard Jullion, Jean-René Jullion (1989) D3 Éditions
A French-language sci-fi RPG set in the 27th century. The name comes
from a clan (Alter-Egos) of genetically engineered, telepathic twins
who always operate together. Each pair also has an intelligent
extraterrestrial companion animal (a gernaute), resembling a gerbil.
Other clans include the argo nautes (criminals), astro nautes (pilots),
cyber nautes (cybernetic technicians), docto nautes (NPC scientists),
interco nautes (soldiers), secto nautes (missionaries), techno nautes
(trade union of miscellaneous professionals). It uses a simple
percentile skill-based system, including brief rules for robots and
- 1st ed (1992) Presses Alternatives
A French-language universal system.
- 1st ed by Bill Slavicsek, Richard Baker (1998) TSR
A generic science-fiction RPG. It uses a skill-based system
with restrictive professions (similar to
Rolemaster). Character creation is by limited point-buying,
with 5 classes. The resolution is standard roll d20 under
attribute+skill, with a twist. Rather than fixed modifiers, the
roll is modified by a second step-die which varies (i.e. -d4,
+d4, +d6, +d8, etc.). Experience is divided into levels, but
experience can be divided freely among skills. It also covers
aliens (5 types), starships, psionics, mutations, and equipment
to varying degrees.
Settings include "Star*Drive"; "Dark*Matter" (conspiracy); and
"Gamma World" (based on the earlier game).
- 1st ed by Roderic Waibel (2004) Sacrosanct Games Ent.
An electronically-published "retro-style" fantasy RPG set on an
original fantasy world -- the continent Algerian on the planet
of Azorath, inhabited by humans, elves, dwarves, and gnomes.
It uses the "InertiaX System" which emphasizes flexibility and
speed of resolution for combat. Action resolution is a stepped
dice pool (1d4, 2d4, and on up to 4d20, 5d20). Wounds are scaled
in four steps. The full combat system includes a speed point systems
as well as maneuvers such as charging, power attacks, critical hits,
encumbrance, poison and disease, and fatigue. It includes a
magic system with four types (Rune, Totem, Channeling, and Mental).
Character creation involves percentile attributes and percentile
non-combat skills, as well as selecting an optional guild occupation
including warrior, knight, wizard, paladin, rogue, assassin,
and druid. The core rules also includes over 100 monsters.
- 1st ed by David "Zeb" Cook, Karen S. Boomgarden, Michele Carter (1993) TSR
A minimalist generic system from TSR. It uses a simple percentile
system where the players generate a "core concept" with 4
attributes (Physique/ Intellect/ Spirit/ Influence), which is
fleshed out when it was adapted to a given setting. Two
sub-attributes are then specified for each attribute, and skills
are bought. Actions are resolved by rolling percentile dice
under skill. Degree of success is shown by the "ones" digit of
the roll: the lower, the better.
The 19-page system was included with many universebooks,
including: "For Faerie Queen and Country" (Victorian Earth +
faerie), "Bughunters", "The Galactos Barrier" (Space Opera),
"Kromosome" (cyberpunk + genetics), "Magitech", "The Once and
Future King" (Arthurian science fantasy), "Tabloid!" (Earth where
tabloids are true), and "Metamorphosis Alpha to Omega" (a remake
of the classic game:
science fantasy on a generation starship).
Amber Diceless Role-playing
- 1st ed by Eric Wujcik (1991) Phage Press
A diceless RPG based on the novels by Roger Zelazny. The system
makes action resolution entirely within GM discretion, with
various guidelines given. Character creation is via a point
system with a unique auction where players compete with each
other to have the highest of each of the 4 attributes. Detailed
writeups are given for many characters from the series.
- 1st ed by Mirko Caruccio, Piero Cioni, Barbara Chies (1992) Editore Planetario
An Italian-language modern-day/sci-fi action RPG, inspired
by manga comics such as "Ghost in the Shell" and "Gundam".
- 1st ed by Risto J. Hieta, Hans Zenjuga (1999) Artic Ranger Production
A small-press Finnish-language comedy RPG in which the PC's are
single-celled creatures. The adventures can't be too difficult --
try to slide forward some inches and get some food, for example.
Analaya, tormenta de arena
- 1st ed by Miguel Angel Friginal, Jose Luis Laviña (1993) Larshiot
A Spanish-language science fantasy RPG. It is set on Arturo, a planet
orbitting the far Evenea 304, a dying red giant sun. Human beings have
been there for millions of years, but only very ancient ruinous cities
show that they once had advanced technology. The most advanced
civilizations are barely above the medieval level. It uses a
narrative system, which allows gaming without a GM -- instead, each
player the narrator by turns. It includes a magic system not based in
- 1st ed by Jon Sagberg (unknown) unknown
A small-press Norwegian-language RPG. It is a universal system
with two minimal settings: one in the 4th century, and one in a
cyberpunk future. It includes a number of tongue-in-cheek
tables (such as random sexual orientation including "fish").
It includes a magic system with an extensive list of spells.
Ancient Odysseys: Treasure Awaits!
- 1st ed by Brett Bernstein (2010) Precis Intermedia Games
A simple medieval fantasy game with a skill based system, intended as
a quick introductory game that players can start playing within ten
minutes, that focuses on dungeon crawling. Player characters are one
of four races (human, elf, dwarf, or hobling) - and one of three
vocations (rogue, warrior, or wizard). There are three attributes
(Fitness, Awareness, and Reasoning) and about 15 skills. Resolution
is by rolling 1d6 and adding attribute and skill versus a difficulty
number. It comes in a boxed set with three booklets.
- 1st ed by C.J. Carella (2003) Eden Studios
A modern-day monster-fighting RPG based on the U.S. television series,
the spin-off from Buffy the Vampire Slayer set in modern-day Los Angeles.
It uses a variant of the "Cinematic Unisystem" which was originally
designed for the closely related
Buffy the Vampire Slayer RPG. The Angel rules add more
detail on various demons as player characters, as well as detailed
rules for organizations, and some varied options in ads/disads and
combat maneuvers to fit the series.
- 1st ed by Michael Deflize, Rainer "Blum" Wagner (1993) Astra Poesis
A German-language fantasy horror RPG about the eternal fight
between angels and demons. PC's can be almost any intelligent
creature, though. Sample character templates include a dog,
ghosts, golems, and ordinary humans as well as demons and
Angeli e Demoni
- 1st ed by Antonio Sottocasa, Sergio Giovannini, Massimo Ghirardi, Davide Tortosa, Giacomo Sottocasa (1997) Rose and Poison
An Italian-language modern-day magic RPG, where PC's take the
roles of angels and demons who fight on Earth to control the
souls of mankind. Supplements include the adventures
"Christmas with the devil", "Le maschere del diavolo",
and "Enchersi"; a GM's screen; and an expansion book
"Anno secondo", with new character classes and rules for
Anima: Beyond Fantasy RPG
- 1st Spanish ed by Carlos B. García Aparicio (2005) Edge Entertainment
- 1st English ed (2008) Fantasy Flight Games
- 2nd Spanish ed (2010) Edge Entertainment
A fantasy genre RPG influenced by Japanese anime themes. It uses
an involved system similar to the
Characters creation uses races, classes and levels. Attributes are
random-roll, while other options are limited point-bought.
Resolution uses 1d100 + skill vs difficulty, though there are
also attribute checks done as rolling 1d10 under attribute.
- 1st ed by Croc (1988) Siroz / Ideojeux
A French-language non-violent fantasy RPG, set in a fairly
idyllic fantasy world with no metal where humans and animals live
in harmony. Technology is largely done through symbiosis with
various animals. Inspired by "La Planete Oubliee" by
M. Leinster. The system is derived from
Bitume. There are 10 attributes with point-bought skills.
Action resolution is mostly percentile, and includes mechanics
for social relations and intimidation (since violence is rare).
ANKH - Adventurers of the North - Kalevala Heroes
- 1st ed by Pasi Janhunen (1988) Nelostuote KY
A Finnish-language fantasy RPG nominally set in Iron Age Finland, but
very similar to D&D.
It comes in a boxed set with two booklets (one for the player, another
for the game master) and one quick adventure for a beginner GM.
The boxed set includes a bag of dice (d4 through d20).
Annalise: Stories of pain, hunger and redemption
- 1st ed by Nathan Paoletta (2008) Hamsterprophet Productions
A GMless storytelling game about vampires - where the player characters
human characters who are to be the victims, hunters and tools of
the Vampire. Each player takes turn being "Active Player,"
"Scene Guide" and "Audience". It has a system including tokens
and dice, where die rolls are used for Achievements and Consequences.
Character creation is by defining a Vulnerability and a Secret.
- 1st ed by Piia Makkonen, Pasi Silander (1995) SLS/FELM
A Finnish-language Biblical RPG set in the New Testament era,
role-playing missionaries of St. Paul. It uses a live-action system.
Anno Domini: Adventus Averni ad Terram
- 1st ed by Juan Antonio Huerta Domínguez, Manuel Sueiro, Antonio Alvarez de Morales (2000) Libros Ucronía S.L.
Characters play the role of pious believers of the three mayor faiths
(Judaism, Christianity, and Islam) after year 1000 A.D., when hordes
of evil invaded the Earth and conquered it. The player characters
are fighting back against the hordes, with each faith having special
gifts and possibilities for miracles. It uses a dice pool system,
rolling a number of d10s equal to skill, where each roll under
attribute is considered a success. In addition, there is a special
Die of Justice ("Dado del Juicio") which has special results.
Character creation is point-based, with characters divided into
three categories: common people ("Gente Común"),
righteous ("Justos y Cabalistas"), and the Chosen ("Elegidos ").
It uses triangular costs (i.e. level 3 costs 6 points = 1+2+3).
Aphalon: Ksieżycowe Ostrze
- 1st ed by Arkadiusz Mielczarek, Dariusz Tarka (1995) Multimedium
A Polish-language fantasy RPG set in a typical fantasy world.
The title translates as "Aphalon: the Moonblade". It uses a
complex rules system.
Apocalypse Prevention, Inc.
- 1st ed by Eloy Lasanta (2008) Third Eye Games
A modern-day horror RPG, set in a world where demons from various
dimensions secretly live among us. The player characters are agents
of an organization (Apocalypse Prevention, Inc.) that monitors them
and arrests those that break the law. Agents include various other
races as well as human: Burners, Changelings, Lochs (fish people),
Spectrals, Taylari (vampires), and Wolf People. The game uses its
own system, the Dynamic Gaming System (DGS). The core mechanic is
1d20 + Attribute + Skill vs. a Target Number of 10, 20, 30, or 40.
Character creation is by picking race as well as passion (which provide
experience bonuses), limited point-buy of attributes and skills,
along with bonus points usable for Gifts, and possibly more from
taking Drawbacks. The rules include a magic system divided into
18 Paths (types) and 3 Circles (power levels). Each spell has a
mana cost, where mana points come from converting a character's Stamina.
- 1st ed by D. Vincent Baker (2010) Lumpley Games
A post-apocalyptic RPG, set about 50 years after an devastating apocalypse
though no one really knows what happened or why. The world is a lawless
place ruled by gangs well supplied with guns, ammunition, and gasoline.
There is also a psychic maelstrom that either came from or caused the
apocalypse. Character creation is by choosing and customizing one of
11 playbooks: Angel, Battlebabe, Brainer, Chopper, Driver, Gunlugger,
Hardholder, Hocus, Operator, Savvyhead, or Skinner. Resolution is by
rolling 2d6 + attribute, where 7-9 is a limited success and 10+ is a
full success. Each playbook has a number of customized moves, including
combat and non-combat options.
- 1st ed by Barbara J. Webb, Heather Watson (2000) Frontiers Design
A fantasy RPG set on an original world. Choosing from the
11 original races and 11 religions determines the styles of magic and
the advancement of technology to which a PC has easy access. The
races range from pure energy beings to humanoid saurians. The
system is 3d6-based and focuses on detailed character creation
but simplicity in play.
Apokryph: le dernier Cantique
- 1st ed by Sofiène Boumaza (2003) Scriptorium
A French-language modern day occult horror RPG, set in the Vatican.
The PCs are generally members of the Vatican, from five key orders:
Augustine, Dominican, Franciscan, Jesuit, and Carmelite. They are
facing a possible end of the world coming, and various conspiracies
and cults are working towards that -- both within the church and outside
it. It uses a percentile skill-based system. Character creation is
limited point-buy attributes and skills, with the chosen order giving
advantages and obligations to the character, as well as a privileged
attribute. There are 53 points to split among nine attributes rated
1 to 10 (Intelligence, Will, Education, Force, Memory, Charisma,
Dexterity, Constitution and Perception). Then there are 450 points
to distribute among the percentile skills. There are also three
gauges: Mystique (perception of the world), Faith, and Vitality.
The core rulebook includes background on the Vatican, opponents, and
an introductory adventure ("The Conscience of Saint Pierre").
- 1st ed by Ricard Ibáñez (1990) Joc Internacional
- 2nd ed (1999) La Caja de Pandora
- 3rd ed by Ricard Ibáñez, Antonio Polo (2011) Nosolorol
A Spanish-language RPG set in the Spanish middle ages. It was
one of the first RPGs published in Spain, and has numerous
supplements. It uses a percentile skill-based system, with a
table of costs to raise skills. It has a luck mechanic where you
declare that you are using luck before rolling. If you succeed,
you use 1 luck point. If you fail by less than your luck total,
you pay enough to succeed. If you fail by more than your luck
total you fail. It also has an rationality/irrationality stat.
Higher rationality means you are more resistant to magic but less
able to use magic. Rationality is reduced by exposure to magic.
Character creation for the original edition used random-roll
attributes. The third edition simplified combat and added a
point-buy character creation method, as well as 44 character
- 1st ed by Saskia Naescher, Alexander Junk (2002) Nackter Stahl
A German-language dark fantasy RPG. It is set in a world called
Kreijor, which mixes various traditional high fantasy elements
including Roman-esque empires, Northern barbarians, orcs, trolls,
high elves, wood elves, dark elves, and so forth. The system
emphasizes heroic epic action, cinematic combat, and a magic-rich
setting. Action resolution uses stat + 2d10 vs difficulty.
Character creation is point-based.
The Archaereon Game System
- Mage ed by Wilf K. Backhaus (1980) Archaereon Games Ltd.
- Warrior ed by Wilf K. Backhaus, Jan Vrapcenak, Richard Fietz (1981)
A medieval fantasy RPG based on feudal Europe -- growing out of a
Chivalry & Sorcery)
campaign in the world of "Arden". It was published as a magic
system with mage character creation, and a combat system with
Archangels: In the Beginning
- 1st ed by Evangelos Hugo Paliatseas (2004) Plot Device
A freeform Live Action Role Playing (LARP) event game using a token
system, set at the dawn of time. The players portray sixteen parts of
the mind of God -- Gabriel, Michael, Uriel, Samael, Azrael, and more.
Described as a mix of "divine power, infinite possibility, and
- 1st ed by James Terbrack (2010) self-published
A fantasy rpg using a system based on the Tarot deck in place of dice.
It is set in a dark fantasy world where humanity is making its last
stand against monsters. The player characters are working for a group
called Archetype that infuses humans with traits from monsters.
Character creation includes numeric attributes along with associated
Key Words. For example, Physical could have key words Condition,
Grace, and Strength. Skills list these Key words. If you have the
skill's Key Word in your attribute then your skill is aided by your
attribute. Resolution works by making a number of draws from the
tarot deck equal to your skill (aided or not), where each card over
the difficulty (1-14) is a success. Major arcana cards are used in the
- 1st ed by David A. Hargrave (1981) Grimoire Games
- 2nd ed (1981) Dragon Tree Press
- The Compleat Arduin ed by David A. Hargrave, Mark Schynert (1992) Grimoire Games
A medieval fantasy RPG based on The Arduin Grimoire
(Vols I, II, and III), which is a supplement for D&D and an
outgrowth of Hargrave's long-running campaign. The system is
essentially a variant of D&D with redefined races, classes,
and other rules. Mages cast memorized spells, while priests have
a ritual system. The revised version ("The Compleat Arduin")
includes 20 distinct races, new rules, comprehensive equipment lists.
Argyle & Crew - Adventure in the Land of Skcos
- 1st ed by Benjamin Gerber (2011) Troll in the Corner
A collaborative storytelling adventure for both kids and adults.
Players take a sock and craft it to built their character.
There is a GM ("Guide") who then takes them through simple quests,
such as searching for a specific item throughout the home, where
each clue leads to the next until someone accomplishes the
requirements. The basic rules are guidelines like improv, such
as "There is only yes" or the optional "Yes, but..." method.
There are also advanced rules more like traditional RPGs, with
numbered stats and d6 rolls for resolution.
Aria: Canticle of the Monomyth
- 1st ed by Christian S. Moore, Owen M. Seyler (1994) Last Unicorn
A generic system published in three books ("Canticle", "Worlds",
"Role-playing"), emphasizing GM or cooperating world design. The
character creation is a somewhat complex point system. Action
resolution is simple in principle (d10+modifiers vs difficulty),
but with a host of modifiers.
Armageddon: The End Times
- 1st ed by C. J. Carella (1997) Myrmidon
- 2nd ed (1999) Eden Studios
A near-future horror RPG where the world is at war with the
hi-tech Church of Revelations, which worships an alien entity so
horrific that Heaven, Hell, and even old pagan gods have openly
joined in the battle against it. It uses the "Unisystem" from
Witchcraft, which is a simple
skill based system: skill+attribute+1d10 vs difficulty. The editing
and layout have some problems, however (1st edition).
Armageddon 2089 Roleplaying Game
- 1st ed by Ian Sturrock (2003) Mongoose Publishing
A near-future sci-fi RPG concentrating on mek-based warfare and the
mercenary/corporate companies who use them. It is set in a future
where, in 2089, the world faces a devastating war between the United
States of America and the European Federation. The PCs are
mercernaries who own "WarMeks" -- human-shaped combat robots.
This uses a variant of of the D20 System from third edition
Dungeons & Dragons,
with many additions for futuristic Mek combat. The rules include
a system for generating the mercernary company as well as
Armageddon 2092 - Mars
- 1st ed by Sándor Szigeti (1995) Bíborhold Budapest
A Hungarian-language sci-fi RPG.
Armored Trooper VOTOMS
- 1st ed by Tim Eldred, Paul Sudlow, Mike Pondsmith, Benjamin Wright (1998) R Talsorian
A sci-fi RPG based on the Japanese anime series, set in the
far-future featuring mecha combat and over-the-top action. It
uses the Fuzion system (a mix of RTG's
Interlock and Hero's Champions).
Michael T. Desing's Army Ants: The Roleplaying Game
- 1st ed by Michael T. Desing (1999) Teddy Bear Press
- 2nd ed (2001)
- 3rd ed (2006)
An anthropomorphic-animals RPG of playing ants, beetles,
crickets, and/or ladybugs engaged with nefarious bees, wasps,
spiders, stinkbugs, and other nasties. Warfare takes place in
your own backyard (or other nearby plot of land), but uses
miniature machineguns, tanks, etc. The system uses roll (based
on attribute and skill) vs target number. It has random-roll,
class-based character creation. Advancement is level-based.
Army of Darkness Roleplaying Game
- 1st ed by Shane Lacy Hensley (2005) Eden Studios
A darkly humorous fantasy RPG based on the 1993 Sam Raimi film,
about modern-day misfits thrown into Earth's past with hordes of
undead to fight. There is a selection of settings from ancient
Sumeria to pulp era. Character archetypes include an archeologist,
a swashbuckler, a gunslinger, a reporter, and a game designer (!).
It uses the Cinematic Unisystem -- a variant of the Unisystem
(originally from Witchcraft)
developed for the
Buffy the Vampire Slayer RPG.
Arrowflight: The Edge of Fantasy
- 1st ed by Todd Downing, Ron Dugdale (2002) Deep7
An epic fantasy genre RPG, set in the Empire of Corvel where the
King has just been assassinated. The system handles action resolution
using a dice-pool system, rolling d6's equal to attribute against a
target number based on skill. Character creation is point-bought
attributes and skills.
Arsenal of Heaven
- 1st ed by Tim Gray (2008) Silver Branch Games
An RPG of modern supernatural fantasy, based around a minimalist
dice pool system called the NUGGET rules. The player characters are
modern people who have acquired the power items of ancient mythic
figures like Thor's hammer, Monkey's wishing staff, or the sandals
of Hermes. They are in conflict with shape-twisted "demons" from
outside our world as well as other obstacles. Resolution calls
for rolling a number of base dice for difficulty (2, 0, or -2),
and adding dice for attribute (rated 0-2) and skill (rated 0-4).
Character creation is limited point-based.
- 1st ed by Jonathan Tweet, Mark Rein•Hagen (1987) Lion Rampant
- 2nd ed (1989)
- 3rd ed by Ken Cliffe, Mark Rein•Hagen (1992) White Wolf
- 4th ed by Jeff Tinball, John Nephew (1996) Atlas Games
- 5th ed by David Chart (2004) Atlas Games
An RPG set in "Mythic Europe" where hermetic magi work secretly
in hidden covenants. The system is fairly simple: attribute +
skill + 1d10, but the main rules are in the innovative magic
system. The magic works by a "noun + verb" system. Magi have
ratings in 10 "Forms" (nouns) and 5 "Arts" (verbs), given in
Latin as fits the setting. Any spell corresponds to a noun/verb
combination (like "Creo Ignem" meaning "Create Fire"). Resolving
a spell means comparing (Form rating) + (Art rating) + 1d10 vs
level of difficulty.
Artesia: Adventures in the Known World
- 1st ed by Mark Smylie (2005) Archaia Studios Press
A fantasy RPG set in an alternate history 15th century Europe where
monotheism is not dominant, based on the Artesia series of comic books
written and illustrated by Mark Smylie. It uses a variant of the
Fuzion system with a certain
amount of tailoring for the specific genre.
Ascendancy - Rogue Marshall
- 1st ed by Tim Westhaven (2012) Broken Tower
A dark fantasy RPG using the "FateStorm Virtual Reality System (VRS)".
It is set in Ashendrya, The Endless City, where industrial cabals and
cults hold power - and other dangers include gangs, serial killers, and
- 1st ed by Malcolm Craig (2004) Contested Ground Studios
A dark science fantasy RPG set in a place known only as "The City".
It has advanced technology but also is plagued by the remnants of
a magical cataclysm from a thousand years ago known as "The Shift".
It uses a percentile skill-based system -- roll under stat/skill on
1d100. Character creation is limited point-based (attribute points
and skill points), with various origins and occupations offering
Astonishing Swordsmen & Sorcerers of Hyperborea
- 1st ed by Jeffrey Talanian (2012) North Wind Adventures
A variant of the original
part of the "Old School Renaissance", published under the Open Game
License with a focus on emulating the weird fantasy genre of Robert
E. Howard, Clark Ashton Smith, and H.P. Lovecraft. There are no
demi-human races, but only human races such as Vikings, Kimmerians,
Amazons, Picts, Kelts, Atlanteans and Hyperboreans. There are also
many subclasses including Berserker, Barbarian, Warlock, Witch,
Priest, Pyromancer, Bard, Assassin, Ranger, Druid, Shaman and Scout.
The core mechanics are changed to streamline some resolution - such
as generalizing the d6 roll for open doors to any moderate physical
task, or the percentile roll for bend bars to any extraordinary tasks.
However, there is still no universal resolution mechanic or skill
- 1st ed by Risto J. Hieta, Hans Zenjuga, Ari Tukiainen (unknown) ACE-Pelit OY
A Finnish-language horror RPG.
- 1st ed by James M. Ward (2008) Bill Cobb Produtions, Inc.
A humorous sci-fi RPG about anthropomorphic birds that fly on surfboards
in space, based on a related card game. It was briefly published as a
boxed set including Player's Guide, Referee's Guide, and Birdznest
- 1st ed by Aaron Rosenberg (1997) Clockworks Games
A horror game set 150 years in the future where everyone is
insane after an biological disaster that darkened the skies with
mutant spores. The majority of the world's population lives in
Wards: city-sized secure areas where the population of inmates is
fed, watched, and treated by the Warden. The mechanics are a
simple skill-based system, which uses colored marbles instead of
dice: draw out two marbles from a bag of 10 (2 each of 5
colors). The colors map onto numbers 1-5, but for various charts
the individual colors matter. It uses point-based character
- 1st ed by Pierre Rosenthal (1989) Siroz / Ideojeux
A French-language sci-fi RPG. It is set in a future Earth where
a deadly mutagene agent created several very distinct ecosystems
-- so different that only through mutations can people hope to
The Atlantean Trilogy: The Arcanum, The Lexicon, The Bestiary
- 1st ed by Stephan Michael Sechi, Vernie Taylor (1980) Bard Games
A traditional fantasy game set in Atlantis of a mythic
antedeluvian age. It uses a class- and level-based system using
d20 and d100, similar to D&D in that there is no universal
mechanic. There is a skill system, implemented as minor binary
advantages (i.e. you either have a skill or you on't). Character
creation is limited point-based, but dominated by race and class.
It includes a distinct magic system, divided into Mysticism, Black
Magic, High Magic, Low Magic, Divine Magic, Elemental Magic,
Sorcery, and Enchantment.
Atlantis. Anio 2213
- 1st ed by Inmaculada Flórez, Alejandro Fresno, Mario Grande (2001) Asociacion Juvenil de Interpretacion Ludica de Leon
A Spanish-language post-apocalyptic RPG. The setting is a world
where civilization survives only in submarine cities. Terrestrial
humans were killed during an alien invasion. Now, after the aliens
have fled, terrestial lands are wild, dangerous, and unexplored.
Atlantis: The Second Age
- 1st ed by Scott Agnew (2005) Morrigan Press
A traditional fantasy game set in Atlantis of a mythic
antedeluvian age, an adaptation of the 1980
from Atlantean Trilogy
from Bard Games.
Atomic Highway - Post Apocalyptic Roleplaying
- 1st ed by Colin Chapman (2009) Radioactive Ape Designs
A post-apocalyptic RPG using the "V6 Engine" as its system.
Attack of the Humans
- 1st ed by Devin Durham (1990) Rapport Games
A humorous horror-genre combat system / RPG based on "B-" horror
movies, fighting alien brain men, evil stuffed toys, blind
telepathic albindo sewer 'gators, and more. It uses a simple
system of 3 attributes (Brains, Fitness, and Common Sense) which
correspond to the classes of Brainiac, Athlete, and Typical
Person. Character creation is class-based with point-bought
- 1st ed by Stephen Mulholland, Chris Page, Chris Mills (2002) Aurora Games
A hard science-fiction spacefaring game, set in a distant future
where humans have colonised space in cooperation with six other
spacefaring races. There is a focus on exploration and interaction
among the highly-detailed alien species. Action resolution uses
"failure dice", where you choose how many d10's to roll. You get
a constant bonus equal to that number, but each roll equal to or
less than that number subtracts 2 from your total. Thus, choosing
more dice is riskier but gives a chance at a higher total. Character
creation is open point-based.
- 1st ed by Ferenc Somlói, Olivér Kovács (1995) Impressum
A Hungarian-language fantasy RPG.
Aux Armes Citoyens!
- 1st ed by Coste, Bocquet (1988) Cubic 6
A French-language historical RPG, set in the French Revolution --
Monarchists against "Sans Culottes". It uses a fairly simple system
with five attributes (2-12) and skills from +0 to +3. Action
resolution uses 2d6.
- 1st ed by Francois Nedelec (1986) Robert Laffont Éditeur
A French-language historical RPG, set in the barbaric times
before the coming of Charlemagne. That is, Europe ca. 400-700 A.D.
Avengers of Justice
- 1st ed by Joseph Hillmer, George Rahm (1994) Better Games
A superhero game where resolution is based on genre and drama
rather than stats, using the "Free-Style Roleplay" system
from Crimson Cutlass.
By the rules, it is a disadvantage for a Villian to eliminate the
Hero as the comic line would then cease to run and the Villain would
get canceled with it. The game includes tables of genre cliches,
action resolution, etc.
- 1st ed by Laurent Ryder (1990) Stonehenge
A French-language modern-day pulp RPG, based on "Bob Morane"
serie of novels published in the 60s-70s. It mixes sci-fi and
fantasy in variout fantastic adventures. Originally published as
text files on floppy disks.
- 1st ed by Willow Palecek (2008) self-published
A role-playing game of over-the-top action adventure, using a variant
of the FATE system (Fantastic Adventures in Tabletop Entertainment) from
Spirit of the Century.
The rules are written with the goal of quick, easy, fast-moving play.
The game book is independently published via
John H. Kim
Last modified: Thu Apr 14 22:02:47 2016