RPG Encyclopedia: C

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Cadillacs and Dinosaurs
1st ed by Frank Chadwick (1990) GDW
A post-nuclear-apocalypse game in the strange world of the comic "Xenozoic Tales", where dinosaurs have reappeared on the Earth.
Cadwallon: The Free City
1st French ed by Arnaud Cuidet, Bruno Bechu, Damien Desnous, Franck Plasse, Gregoire Laakmann, Ivo Garcia, Jean Bay, Nicolas Raoult, Sebastien Celerin, Vincent Kaufmann, Willem Peerbolte, Xavier Spinat (2005) Rackham
1st English ed (2006) Rackham
A tactical fantasy role-playing game in French and English, designed for use with miniatures and compatible with the Confrontation fantasy miniatures game. The game world is a traditional fantasy world ("Aarklash") inhabited by Elves, Dwarves, Humans, Goblins, Orcs, Ogres, and Wolfen. The game is set in the free city of Cadwallon, which was founded by a mercenary company and leases troops to the various nations surrounding it that are in the process of entering a massive war, the Rag'narok. It uses a d6 dice pool system where characters have "attitudes" rather than standard attributes. The attitudes are Pugnacity, Style, Sleight, Opportunism, Discipline, and Subtlety. Character creation is by picking a race and culture (which modify attitudes from their base of 2), distributing some flexible points for skills and raising attitudes, and then picking 3 trade ranks from the 37 trades. Tasks are resolved by rolling a number of d6 equal to your skill level, taking the highest and adding the appropriate attribute to compare against the difficulty. In action scenes, dice are split between an action pool and reaction pool -- which are refreshed according to the character's trade scores.
Call of Cthulhu
1st ed by Sandy Petersen (1981) Chaosium
Designer's ed (1982)
2nd ed (1983)
3rd ed (1986)
4th ed (1989)
5th ed (1992)
5.5th ed (1998)
5.6th ed (2000)
20th Anniversary ed (2001)
Miskatonic University ed (2001)
6th ed by Sandy Petersen, Lynn Willis (2004)
25th Anniversary ed (2006)
A prolific horror game based on the works of H.P. Lovecraft, where PC's are investigators into the unknown who deal with horrors beyond comprehension. The basic game is set in 1920's U.S., but there are also well-supported lines for 1990's U.S. and 1890's England. It uses the Chaosium Basic Role-Playing system, with the notable addition of "Sanity". Sanity is a percentile stat which is damaged when encountering grotesque or other-worldly things. It can be regained only with difficulty: by psychiatric treatment or by knowing that horrors have been defeated. It also has a maximum that is the inverse of your "Mythos Knowledge" skill (max SAN is 100-skill), so the more you know about the truth the less sane you can be. Character creation involves random-roll attributes and percentile point-bought skills.
Call of Cthulhu Roleplaying Game (D20)
1st ed by Monte Cook, John Tynes (2002) Wizards of the Coast
A horror game based on the works of H.P. Lovecraft, where PC's are investigators into the unknown who deal with horrors beyond comprehension. The rules are a standalone system based on the D20 System used by 3rd edition D&D. It adds rules for insanity, but is still more combat oriented than the original game from Chaosium.
Caper!
1st ed by John O'Brien (2006) self-published
A 'Host a Heist' party game of co-operative storytelling, where 2-6 players take on the roles of thieves who join forces to pull off a crime. The type of caper is up to the Mastermind, while of course the results are cooperative. Caper uses the "21 System" rules which require a deck of playing cards and poker chips to play. The game is independently published via Lulu.com.
Capes
1st ed by Anthony Lower-Basch (2005) Muse of Fire Games
A superhero RPG with no gamemaster per se. Instead, there are mechanics for narration of conflicts. There are a set of conflicts represented by index cards, each with two d6s (of different colors) on them.
Capitan Alatriste
1st ed by Ricard Ibañez (2002) Devir Iberia
A Spanish-language gritty swashbuckling RPG, adapting the popular series of novels by Spanish writer Arturo Perez-Reverte. The full title is "El Juego de Rol del Capitan Alatriste" ("The Captain Alatriste Roleplaying Game"). The novels are set in Madrid in the first half of the 17th century, during the reign of Phillip IV Hapsburg. Action resolution is by roll under skill or attribute on 3d6, with difficulty expressed by "fixing" dice to 1 or 6. Character creation is both point-bought and class-based, with thirteen classes: Artist, Adventurer, Bandit, Priest, Comedian, Courtier, Handmaiden, Inquisitor, Medic, Rogue, Soldier, Braggart (Thug), and "Woman of Mystery". It includes a detailed system for combat, with hit location and various maneuvers.
carry. a game about war.
1st ed by Nathan Paoletta (2006) Hamsterprophet Productions
A short-form RPG where players play soldiers from a squad of U.S. Marines in the Vietnam war, who end up turning on each other amidst the tensions of war. Each PC has a single pool of dice, and has one of six profiles: Accuser, Brawler, Invincible, Warrior, Companion, and Soldier -- though profile can and will change during the game. Resolution works by a simple dice pool system where you roll a single die from your pool, but each time you roll you have to give away that die. The size of die (d4 through d12) is limited by the combination of your profile and the Approach you use (which is one of Violent, Strategic, Tactical, or Peaceful). The game is short-form, and has a fixed progression which ends when all the NPCs of the squad have been wounded, evacuated, or killed -- at which point all the PCs turn on each other.
Cartoon Action Hour
1st electronic ed by Cynthia Celeste Miller (2002) Spectrum Game Studios
1st print ed by Cynthia Celeste Miller (2003) Spectrum Game Studios Z-Man Games
An RPG designed to emulate the action-adventure cartoons of the 1980s, such as Thundarr the Barbarian, Transformers, G.I. Joe, and so forth. Character creation features an open-ended system for designing special abilities such as magic, psionics, gadgets, etc. Action resolution uses stat + 1d12 vs difficulty. It also includes genre rules for features like after-show messages ("...and knowing is half the battle"), character advancement between "seasons" of the series, and so forth.
Cassiopean Empire
1st ed by Raymond Norton (1982) Norton Games
Advanced ed by Raymond Norton, Ray Moats, James Gowan (1985)
A spacefaring sci-fi mini-RPG. The 1st edition was 16 pages; 2nd was two books 32 pages each. It was set in a Traveller-like space empire. The system included rules for the usual sci-fi conventions of starships, robots and aliens.
Castle Falkenstein
1st ed by Michael Pondsmith (1994) R Talsorian
A Victorian fantasy game, set in an alternate Earth with magic, elves, dwarves, and other strangeness. The genre is rather adventure pulp rather than period Victorian fiction. The system uses cards rather than dice, where both players and GM have a hand of cards that they play from for resolving actions.
Castle Perilous
1st ed by James T. Sheldon (1980) West Wind Simulations
A fantasy-genre RPG, emphasizing storytelling aspects. The system is class-based (9 classes), and has modifiers on resolution for acting and enthusiasm on the part of the players. For the magic system, the player must describe six parameters of a spell from memory - such as color, hand motion, and physical manifestation. For each one missed there is that chance that the spell fails. The set includes an introductory adventure and setting, possibly related to novels by John De Chancie (?).
Castles and Crusades
1st ed by Davis Chenault, Mac Golden (2004) Troll Lord Games
A fantasy-genre RPG with a simple rules-lite system, similar to and roughly compatible with pre-third editions of Dungeons & Dragons. Character creation involves rolling up six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma), choosing a race (from 7 options) and a class (from 13 options). Action resolution is based on 1d20 + attribute modifier + level - penalties vs target number. Target number is 12 for primary attribute rolls, or 18 otherwise.
Cat
1st ed by John Wick (2004) Wicked Dead Brewing Company
A modern fantasy game appropriate for children and adults, where the PCs are cats who protect people from Boggins -- evil creatures that people can't see (like the Man Under the Bed) which feed on children's fears and rejoice in men's shortcomings. Cats also venture to the surreal Kingdom of Dreams. It uses a narration-focused dice-pool system, the "Advantage" system, where extra dice can be acquired by looking for advantages your character has in a particular situation, each of which earns an extra die.
I Cavalieri Del Tempio
1st ed by Andrea Angiolino, Giuliano Boschi, Agostino Carocci, Massimo Casa, Luca Giuliano (1990) E.Elle
A peculiar Italian-language time-travel RPG, when players play the role of knights templar, whose soul travel from various places and times to the most important events of the history of mankind. They try to make sure that History goes as it should.
Cendres
1st ed by Stephan Chapuis (2002) Editions du Matagot
A French-language post-apocalyptic science fiction RPG, whose name translates as "Ashes". It is set in Europe a hundred years after an asteroid strike (?) swept all the coastal regions in a tidal wave and ashes turned the sky dark for a year. It uses a skill-based system, of roll under stat on 1d20. Character creation is random-roll or point-bought stats (4d6 among seven main attributes, or distribute 100 points). There are also six personality attributes. It includes a detailed combat system including hit locations and a split of shock and wound damage.
The Centre of the Universe
1st ed by Richard Parkinson (2004) Timeless Games Better Mousetrap Games
Special ed (2004)
A science fantasy RPG, where gunslingers right alongside sapient suits of armor and sorcerors. It is set in a time when the fabric of reality is unraveling, at the Centre of the Universe -- a small fantasy region with floating islands (called marques) and small towns, with a mixture of medieval and early modern technology. Evil forces are undoing the whole of creation. It uses a skill-based system using d6's for resolution. Character creation is class-based, choosing from eight profiles: Adventurer, Architect (Wizard), Bard, Crusader, Dream Crafter (Illusionist), Gunslinger, Sentinel (Ghostly Armor), and Story Teller. Each class comes with a starting skill sets, but new skills unrelated to class can be added with experience.
Century's Edge
1st ed by Louis Hoefer (2009) Whole Sum Entertainment
A turn-of-the-century RPG that mixes history with popular Victorian novels such as Dracula and Robur the Conqueror. It uses a step-die system where each attribute is assigned a positive die and negative die. Resolution is by rolling both dice, taking the higher absolute value, with the the result being negative or positive depending on which die is higher. Character creation is by picking an Archetype that determined positive attribute die values, and a Background that determines negative attribute die values. The 10 Archetypes are Combatant, Outdoorsman, Rapscallion, Engineer, Scholar, Aristocrat, Believer, Illuminatus, Gnostic, and Jack. The Backgrounds include Militant, Affluent, Educated, Installed, Hard-laborer, Skilled-Laborer, Secretive Past, Privation, and Unrefined.
C'era una volta
1st ed by Francesco Lutrario (1994) Carte Segrete
An Italian-language RPG for children, whose mission is to prevent traditional fairy tales from being changed by some evil entity. The title translates as "Once Upon a Time".
Chainmail
1st ed by Gary Gygax, Jeff Perren (1971) Guidon Games
2nd ed (1972)
An early set of medieval miniatures rules which was the precursor to the original Dungeons & Dragons.
Chain of Being: The Fantasy Roleplaying Game of Epic Absurdity
1st ed by J.T.T. Williams, Cory Katzenmeyer, Dan Geyer (2002) Limestone Publishing
A humorous fantasy RPG set in a fantasy world ("Paranesia") where the gods have been replaced by drunken louts who have messed up the gameability of everything. It has the usual fantasy elements such as elves, dwarves, orcs, and mages -- along with many humorous additions. It is available using the original "Higher Arc" system and also as a supplement for third edition Dungeons & Dragons (aka d20).
Challenges Game System
1st ed by Tom Moldvay (1986) Challenges Game Systems
A medieval fantasy mini-RPG (8 pages), similar in mechanics to AD&D.
Champions
1st ed by George MacDonald, Steve Peterson (1981) Hero Games
2nd ed (1982)
3rd ed (1984)
4th ed by George MacDonald, Steve Peterson, Rob Bell (1989)
A superhero roleplaying game, later (in the 4th edition) converted to a generic universal system (aka the "HERO" system). Action resolution is roll under skill on 3d6, with special target numbers for combat (11 + offense - defense) and pure attribute rolls (9 + attribute / 5). Character creation is an innovative open point system, the first of its kind. A pool of points can be spent on attributes, skills, and on customizable superpowers. The power design metasystem is a complex but highly-regarded piece which can be used for almost any power.
Champions: The New Millenium
1st ed by George MacDonald, Steve Peterson, Ray Greer, Mike Pondsmith (1997) R Talsorian
2nd ed (2000) R Talsorian
A comic-book superhero RPG set in a revised version of the Champions universe, where nearly all of the prior superheroes of the world have been wiped out by a cataclysm, and a new generation of heroes (including the PCs) must replace them. It uses a completely revised set of mechanics, the Fuzion system.
Changeling: The Dreaming
1st ed by Brian Campbell, Jackie Cassada, Richard Dansky, Chris Howard, Steve Kenson, Ian Lemke, Angel Leigh McCoy, Deena McKinney, Neil Mick, Wayne Peacock, Nicky Rea, Michael Rollins (1995) White Wolf
2nd ed by Ian Lemke (1997)
A modern fantasy game about faeries struggling in the modern world. "Banality" of current existance threatens them. It uses a variant of the "Storyteller" system.
Chaos 6010 A.D.
1st ed by Brandon Williams (2008) Arcanum Syndicate
A dark sci-fi RPG, set in a post-apocalyptic future where humans and an ancient alien race (the eldrynn) have formed a theocratic empire that rules using a mix of magic and technology. The game is set shortly after a horde of demons from another dimension (Nacadia) have begun invading through the largest Soul Gate. It uses a step die system where attribute or skill rank is converted on a universal table to a die roll. Rank 10 is 1d6; rank 20 is d8+d6; 30 is d20+2d6; etc. Character creation is class-based.
Chaos on Campus
1st ed by Chris Engle (2005) Hamster Press
A pregenerated scenario book using the minimalist Engle Matrix Game system. The first game has students at Miskatonic University in the 1920's fighting Lovecraftian horrors. It also includes another scenario, "The Grave Yard Shift", about mad scientists, juvenile delinquents and spooky undertakers walking in the graveyard at night? The system has explicit negotiation of arguments and results, but leaves the chances for the negotiated outcomes entirely up to the GM.
Chaos University
1st ed by Jennifer Schoonover (2005) Firewater Productions
A tongue-in-cheek modern-day fantasy RPG, set in an alternate future where in May of 2008 a rift tore opened in Binghamton, New York which returned magic into the world. As part of the rift being tore open, Merlin was freed from his magical bonds. He subsequently came to America and founded "Chaos Univisity" on the site of the rift. It uses a simple system of rolling under attribute on 1d30 (alternately, 3d10 or 5d6). Character creation is by deciding on a clique (Jock, Goth, etc.); plus random-roll attributes (Cunning, Grit, Nimbleness, Appeal, Hocus-Pocus, Lady Luck, and Vitality); and a selection of courses which you are going to take at the University. It includes a detailed magic system, and a simple combat system.
Chasseurs de Monstres
1st ed (1999) Hachette
A French-language fantasy mini-RPG intended for children. this game (a 10-pager) was included in a book about mythology, folklore and standard (i.e. ghosts & vampires) monsters, for children.
Chi-Chian the Roleplaying Game
1st ed by Chris Adams, Barbara Manui, David Fooden (2003) Aetherco
A science fantasy RPG based on the comics and animated series of the same name, by animation auteur Voltaire. The series is set in a fantastic 31st Century New York City, where giant worms offer a clean form of public transportation, and New Jersey has become an armed and deadly enemy. The series explores the political and spiritual tensions among the City's dwellers: its Japanese elite and their rogue security force, the Patahn Pahrr; sentient insect races like the cultured Cockroaches and the nefarious Caterpillars; and outsiders and freaks like the teddybear scientist Dr. Yoshimoto and the title character Chi-Chian, a half-Japanese girl with an invincible organic suit of armor.
Chilren of the Sun
1st ed by Lewis Pollak, Dan Ross, Jac Grenfell (2002) Misguided Games
A 'dieselpunk' fantasy RPG set on an original world, called "Raevich". The world is full of technology as well as magic. It uses a step-die system, the "Token System", where each of nine attributes (3 physical, 3 mental, and 3 social) have a die type associated with them (d4, d6, or d8). Action resolution varies among three types of tests, roughly the attribute roll plus skill (0 to 10) vs difficulty. There is also a speical mechanic where character has a "token" that can be spent once in each round of combat, either to support another character's action or to interrupt an action.
Chill
1st ed by Gali Sanchez, Garry Spiegle, Mark Acres, Ethan Sharp, Michael Williams (1984) Pacesetter
2nd ed by David Ladyman, Jeff R. Leason, Louis J. Prosperi (1990) Mayfair Games
A generic horror roleplaying game. The PCs are members of a centuries-old organization called S.A.V.E. dedicated to fighting evil, which includes a number of psychics. The monsters are mostly traditional (vampires et al.), which use different powers from a unified set of "Evil Way" disciplines.
1st edition uses a percentile skill-based system, checking degree of success vs difficulty on a universal table. Character creation is random-roll attributes and point-bought skills.
2nd edition uses a completely revised system.
Chimaera Roleplaying Universe
1st ed by Michael D. Murphy, George T. Singley (2008) Mongoose Publishing
A superhero role-playing game set in the universe of a new comics brand of the same name, headed by George Singley. It uses a new percentile skill-based game system. Basic resolution is the 1d100 + stat + modifiers must exceed 100. For opposed rolls, the opponent with the higher stat rolls d100 plus the stat different, while the opponent with the lower stat rolls a flat d100. Character creation is a mix of random-roll and point-bought mechanics. There is a core list of over one hundred powers with general descriptions.
Chimères
1st ed by Jean-Luc Bizien (1994) Multisim
A French-language historical RPG, sequel to Hurlements. The PC's are Dragons (i.e. top-ranking were-creatures in the Hurlements world), incarnated on Earth to experience life.
Chivalry and Sorcery
1st ed by Ed Simbalist, Wilf K. Backhaus (1977) FGU
2nd ed (1983)
3rd ed by Ed Simbalist, G.W. Thompson (1996) Highlander Designs
Light ed by Edward E. Simbalist, Wilf K. Backhaus, Steve C. Betney (1999) Brittania
Rebirth ed (2000)
A fantasy-genre role-playing game, based on medieval Europe with the addition of elves, dwarves, etc. The original uses a complex system with skills and level-based advancement, including an involved combat system. The complex magic system mixes fantasy magic like fireballs with authentic alchemy, witchcraft, and enchantment. Mages must spend time enchanting materials and tracking degree of enchantment.
The 3rd edition introduces a unified mechanic (the "Skillscape" system) using 3d10: a percentile roll under skill for success, and a "crit die" determines quality of success/failure. There are min and max chances of success, but skill below min or above max counts by modifying the crit result. The "Light" rules are a simplified version of the 3rd edition rules (in a 40-page booklet).
Chock
1st ed by Gali Sanchez, Garry Spiegle, Michael Williams (1985) Target Games
A Swedish-language translation of Pacesetter's Chill. It has 1 sourcebook and 4 adventures which were published over a period of 2 years before being abandoned.
Chosen
1st ed by Aaron Rosenberg (2001) Clockworks Games
A science fantasy RPG about a far-flung future where the PC's are people imbued with the spiritual powers of the archetypal Beasts -- dragons, gryphons, manticores, etc. -- who fight evil conspiratorial Wizards.
Chronica Feudalis: A Game of Imagined Adventure in Medieval Europe
1st ed by Jeremy Keller (2009) Cellar Games
A historical RPG set in medieval Europe, written in the conceit of being written by a 12th century monk and translated. It uses a simple system created for the game. Character creation is by choosing three mentors, and choosing three Aspects. Each mentor defines a set of skills (from a list of 24 skills) that will increase, while Aspects are player-defined descriptive tags. Each character also starts with 3 Ardor and 3 Vigor. For resolution, each skill has a die rating from 1d4 (unskilled) to 1d12 (master). The player rolls a die for skill along with an optional die for tool and an optional 1d8 for a positive Aspect (which costs 1 Ardor) - or the player may omit one die for a negative Aspect and gain 1 Ardor. Each die over a target number is one success. In combat, characters may either take injuries or lose a point of Vigor.
The Chronicles of Ramlar
1st ed by Tony Lee, Alana Abbott, Benji Blailock, John Prescott, Michael Johnston, Pyran Taylor, Shane Wilson, Wayne Sykes (2006) White Silver Publishing, Inc.
A medieval fantasy RPG, set on the continent of Eranon on a world created by the creator god Ramlar. It is populated by elves, dwarves, halfling, and others. The game uses a percentile skill-based system known as the A/B System, short for Armor/Body as shown by the hit location chart on the character sheet. Resolution is by roll under skill on percentile dice, with level of success being the roll itself. Character creation is class-based with level-based advancement.
Chronicles of Skin
1st ed (2011) Cobweb Games
A storytelling game for 3-5 players intended for play in either 90 minutes or 3 hours depending on mode. Each player has three roles: Artist, Other and Scribe. As Artist, a player draws the events of the story. As Other, a player creates characters for the story and guides them. As Scribe, a player invents locations and sets up the world. Players draw from a custom deck of 72 cards to create flags, which they use to determine traits for two cultures at war.
Chronos
1st ed by Francois Suter (1993) Les Createurs Genevois
A French-language cross-genre, time-travel RPG.
Class Dismissed!
1st ed by Ashok Desai (2008) Sane Studios
A modern-day tabletop role-playing game where the player characters are high school students, engaged in various trouble and adventures. It includes optional brief rules for magic as well.
Classroom Deathmatch
1st ed by Jake Richmond, Matt Schlotte (2007) Atarashi Games
A modern-day action/horror RPG based on the Japanese film "Battle Royale" where a class of high school students are forced to fight each other to the death for televised entertainment. It uses a dice pool conflict resolution system (using d6, d8, d10, and d12), with special rules for narration -- a variant of the system in Panty Explosion.
Cloak of Steel: Gigantic Metal Warriors Clash in the World of Tierplana
1st ed by James Desborough, Steven Mortimer, Raven Morrison (2004) Postmortem Studios
An electronically-published fantasy RPG, using a variant of the Live System -- intended to be a more free-flowing variant of the D20 System of third edition D&D and D20 Modern. It is set on the original world of Tierplana, a fantasy world with magic-powered giant robots and airships inhabited by humans and human-animal hybrids called Half-Men. Character creation replaces classes with packages of skills and feats.
Code of Unaris: Chat Roleplaying
1st ed by Gary Pratt (2004) Goldleaf Games
A science fantasy roleplaying game designed for play over online chat. The basic game contains rules and background for two fantasy ages -- both set a billion years ago on Earth's own moon, but divided by 5000 years. The Third Age of Unaris is magically rich, when the world is covered in shallow oceans with a medieval culture undergoing renaissance under the eye of a pantheon of gods. The Fourth Age of Unaris is set in the freezing world where the remnants of civilization are backsliding in a giant tower which wards off the cold.
Codex: Story Gaming for Creative People
1st ed by Malcolm Sheppard (2007) Mob United Media
A universal mini-RPG system aimed at text-based games, especially those played by forum or weblog.
Codex
1st ed by Zsolt Nyulászi (1996) Imperium
A Hungarian-language fantasy RPG.
The Cog Wars
Zero ed by JL Williams, Dmitri Arbacauskas, Robert Earley-Clark, Levi Kornelsen, Tony Lower-Basch, Stephen Lea Sheppard (2008) Amagi Games
A tongue-in-cheek steampunk fantasy game set in the city of Tiran, a center of science and education in a fantasy world - where mechanical men known as "Cogs" have just begun to appear and even sometimes become self-aware. The player characters are rebels fighting evil geniuses known as Masterminds who are corrupting the city. It uses a highest die d6 dice pool system, where the player rolls a number of dice based on trait (1-3) plus a possible bonus for one character condition and one target/environment condition. This is opposed by another die roll, taking the highest die and moving to the next highest in the case of ties. The higher roll narrates the result of the action. Character creation includes picking one of three Kinds (Kid, Geezer, or Cog); one of three Virtues (Cunning, Daring, or Graceful); and one of five Vocations (Mystic, Tinker, Tailor, Soldier, or Scout). Each of these is then tailored by adding a player-defined trait.
Cold City
1st ed by Malcom Craig (2006) Contested Ground Studios
A modern-day horror game about supernatural investigators in Cold War Berlin circa 1950, fighting monsters amidst the national tensions. It uses a contested dice pool system where you roll a number of d10s equal to the most applicable of three attributes: Action, Influence or Reason. You may add one die for an applicable Trait. The side with the highest die wins.
Cold Space
1st ed by Albert Bailey, clash bowley (2005) Flying Mice LLC
A science fiction game set in an alternate history between 1949 and 1989, where anti-gravity and faster-than-light (FTL) technology was been discovered by scientists following World War II. The Cold War between the United States and the Soviets then played out in space as well as on Earth. This uses a version of the percentile skill-based system from the Starcluster RPG. Character creation can be either random-roll or point-bought attributes, and a lifepath mechanic for each year over 10, which generates skills, metaskills, and attribute improvements.
Cold Steel Reign
1st ed by Patrick Ellison (2005) Mad Hermit Games
A Wild Western Fantasy RPG set into an alternate history/reality where the world has been plunged into a dark ages by a comet strike in Northeastern America during the height of the Civil War. The nominal start time is two hundred years later in a Wild West of a transformed world, including demonic mechanical constructs ("Vyl"), a repressive New Roman Church, gunslinging Templars, and more. It uses an original system, the "Fatalist System". It uses roll under skill on percentile dice, or stat + die versus a target number for combat. Character creation uses attributes with a random-roll base plus 100+1d100 of points, random-roll advancement cost per level, selecting one of ten classes, and rolling three random skills based on class. The classes are Bladesman, Gambler, Gunman, Mountain Man, Revivalist, Rifleman, Scout, Shootist, Brave, Gunslinger.
The Collectors: The Burning House
1st ed by Thomas MacKay (2003) Rogue Publishing
A modern-day horror game where the PCs are demonic (but not necessarily evil) beings who perform tasks required for them. It uses a variant of the FUDGE system, and includes an introductory adventure entitled "The Burning House".
Colonial Gothic
1st ed by Richard Iorio, Monica Valenrinelli, Matt McElroy, James Maliszewski (2007) Rogue Games
A supernatural historical horror roleplaying game set during the dawn of the American Revolution. Resolution uses rolling 2d12 under a target number based on stat.
The Colonies
1st ed by Brett M. Bernstein (2002) Politically Incorrect Games
A science-fiction RPG published as a downloadable PDF. It is set on Mars in the year 2099. There are five distant colonies established on other systems from seeding ships launched in 2030 when disaster loomed. The PC's are colonists seeking to reclaim the Earth from aliens who invaded it. It uses a simple rules set of roll under stat on 2d6. The rules include systems for biotech, nanotech, and psionics.
Comandos de Guerra
1st ed by Juan Carlos Herreros Lucas (1990) self-published
2nd ed (1994) Ediciones Cronópolis
3rd ed (2003) Ediciones Sombra
A Spanish-language World War II RPG, including action on the European and Pacific fronts. Character may be soldiers or civilians. The game system uses a single 3d10 roll indicate check, sucess level, location and damage. This was originally self-published as a set of home-made booklets in 1990, under the imprint title "Alas de Dragón."
Combat!: A Military Action Game
1st ed by William Andersen (2005) ComStar Media, LLC
A modern military action RPG using a variant of the Action! System from Gold Rush Games. It includes rules for mass combat to handle command of units, ships, or complete armies.
Commando
1st ed by Eric Goldberg, Greg Costikyan, John Butterfield (1979) SPI
A modern military tactical wargame and RPG, set in WWII. It used a complex table-driven percentile system. Combat was action point based.
The Committee for the Exploration of Mysteries
1st ed by Eric J. Boyd (2007) Eric J. Boyd Designs
A storytelling game of exploration inspired by pulp novels and Victorian adventure tales, where play consists of characters recounting to each other about the adventure they have just had. It is designed to be playable with no pre-game preparation, with play resolving in a single evening or continuing over multiple sessions. Players take turns recounting scenes, where you describe how you overcame a hazard chosen by another player who acts as your opposition. You roll dice based on the attribute used and special traits, then you put forward a die and start narrating the scene. After a bit, your opposition gets to add a complication, you put another die forward, and the cycle continues until you meet the hazard's difficulty or run out of time. There is a three minute maximum. You receive varying amounts of Acclaim points depending on how many dice you used in meeting the hazard's difficulty.
La Compagnie des Glaces
1st ed by Jean-Pierre Pecau (1986) Jeux Actuels
A French-language sci-fi RPG, based on a series of novels of the same name by G.J. Arnaud. Set in a future where the Earth is covered by ice, and the only civilization that remains is a group of enormous trains. It uses a percentile skill-based system.
The Company
1st ed by Newt Newport (2009) D101 Games
A modern-day military RPG, where the PCs are active military - such as soldier, pilot, or surveillance officer. The core book includes information about Trouble hot spots, terrorist organisations, and competitors to the Company. It uses a modified version of the OpenQuest system by the same author. Two scenarios are included in the core book: "Operation Bluebeard" and "Operation F.I.S.H and C.H.I.P.S".
The Complete Warlock
1st ed (1975) The SPARTAN
1st ed by Robert Cowan, Dave Clark, Kenneth M. Dahl, Nick Smith (1978) Balboa, Inc.
This was a variant of Dungeons & Dragons. It which originally appeared in issue #9 of "The Spartan" simulation gaming journal as an article entitled "Warlock: or How to Play D&D Without Playing D&D". It later appeared as a product from Balboa, Inc. It had two supplements, "Warlock's Tower" in 1979 (with new monsters, new rules for thieves, and many new magic items) and "The Warlock Menagerie" in 1980 (with over 100 new monsters and other new material).
Conan: The Role-Playing Game
1st ed by Paul Tucker, Ian Sturrock (2003) Mongoose Publishing
2nd ed by Ian Sturrock, Gareth Hanrahan (2007) Mongoose Publishing
A fantasy RPG based on the novels by Robert E. Howard. It is set in the "Hyborian Age" -- a mythic time in what will become modern Europe and Northern Africa. Various precursors to early cultures and races are found. This is a complete game using variant of the D20 System of third edition D&D. It adds rules for fate points, reputation, and corruption. PCs start with 3 fate points, gaining 1 per level, which can be used to avert death ("Left for Dead"), added damage ("Mighty Blow"), reduce corruption ("Repentance"), or to impose a plot twist ("Destiny"). Combat is changed by having armor which reduces damage (i.e. DR instead of raise Defense); and special combat maneuvers, which are qualified for by prerequisites of attributes, skills, and/or feats.
Conan: The Role-Playing Game
1st ed by David "Zeb" Cook (1985) TSR
A fantasy RPG based on the novels by Robert E. Howard. It uses a very simple skill-based system aimed at beginners. A d100 roll is cross-referenced with modified skill on a universal table (similar to Marvel Superheroes) to give a color-code result: green(easy) / yellow / orange / red(hard). The boxed set includes a 2-page adventure based on Howard's "Tower of the Elephant" story and a "World of Hyboria" booklet set up in glossary style.
Confederate Rangers
1st ed (1989) SoLar-Way Games
A near-future sci-fi RPG in a future where 13 Southern U.S. states secede after federal corruption becomes intolerable, forming a new Confederacy. The PCs are Confederate Rangers: high-tech lawmen with old-time values.
Conspiracy of Shadows
1st ed by Keith Senkowski (2004) Bob Goat Press
Revised ed (2005)
A mixed fantasy genre game, described as "X-Files meets grim historical fantasy". It is set on a fantasy world, Polian, similar to medieval European history and legend. There is a demonic conspiracy at work, though the details of this are not specified but left partially open for the GM to define. Action resolution uses 2d6 + attribute + skill vs difficulty. You get an extra dice if a positive descriptor comes into play, and one less if a negative descriptor. Character creation is limited point-based, with professions defined as packages of skills.
Conspiracy X
1st ed by Rick Ernst, Shirley Madewell, Chris Pallace (1996) New Millenium
2.0 ed by David F. Chapman (2006) Eden Studios
An alien-conspiracy role-playing game (i.e. X-files), focusing on members of a secret government organization which defends against an alien menace. The system is a simple granular one where skill (1-5) is compared to difficulty (1-5). If skill equals difficulty, roll 7 or less on 2d6. If skill equals (difficulty+1), roll 4 or less. The damage system, on the other hand, is more complicated. cf. the official website.
Contenders: A Role-Playing Game of Blood & Sweat, Pain & Hope
1st ed by Joe J. Prince (2006) Prince of Darkness Games
A GMless role-playing game about professional boxers, focusing on the seedy underbelly of the boxing world and personal struggles. It has a scene resolution mechanic using playing cards similar to Primetime Adventures. Each player takes a turn to define a type of scene for their character, and the scene's conflict is resolved by drawing a number of cards for the character and the opposition. If the player has more red cards, he succeeds in the scene. Whoever has the highest card, though, gets narration rights. The type of scene determines what stats are affected by success or failure. Boxing fights have a further system of selecting strategies for each round. After a character reaches a certain score in his reputation stat, the endgame is reached and players determine if the boxers have achieved their dreams.
Contes ensorcelés
1st ed by Antoine Bauza (2005) 7ème Cercle
A French-language children's fantasy RPG, whose title translates to roughly "Bewitching Tales". (This is a professional release based on an amateur RPG publication.) It is set on a flat world that humans share with imps, fairies, and goblins. The PCs are youthful wizards and witches who all can fly on broomsticks. It uses a simple system where you roll 2d6 over a target number based on a universal chart that crosses your stat (with three named levels) and difficulty (rated 3 to 10).
Continuum: Role-playing in the Yet
1st ed by Chris Adams, Barbara Manui, David Fooden (1999) Aetherco
A time-travel game where the time-travel machine itself is the human body: just "span" and you're there. There is a community of time-travellers, but the past is essentially inalterable. The skill system is a simple one of roll d10 under skill. A d10 is also useed for all damage and other rolls. Character creation is point-based, distributing 25 points over 3 attributes (Body, Mind, and Quick) and skills, plus ads and disads.
Control
1st ed by Lee Garvin (1997) Reality Cheque Games
A conspiracy-genre RPG focusing on characters not in-the-know learning about the Truth. As part of character advancement, players can to advance to become GM (aka "Controller"). The mechanics are built on having binary qualities, where the number of appropriate qualities you have determines your dice pool, and take best roll (d20's).
Cooperation
1st ed by Charles J. Walther (1998) Cooperation
A sci-fi space-opera RPG, where mankind and five other alien races stand against the Yadeze, giant evil aliens with the requisite space armada. It uses a percentile system with a lot of stats and skills. Character creation has attributes point-bought (from a pool of 250+6d10), and then a lifepath-like acquisition of skills.
Corporation: The Roleplaying Game
1st ed by James Norbury (2006) Core Games Publishing Ltd
Revised ed by James Norbury (2008) Brutal Games
A science fiction RPG set in 2500 A.D. where five monolithic corporations have taken over the globe, which has been badly damage by corporate wars over the centuries. The technology ranges up to biotechnology, AI, plasma weapons, personal teleporters and invisibility shields -- as well as limited telepathy. It centers on enhanced corporate Agents who take on missions for their corporation. It uses an open skill-based system. Action resolution is by roll under attribute + skill on 2d10, where attributes and skills both range from 0 to 10 for normal humans.
CORPS
1st ed by Greg Porter (1990) BTRC
2nd ed (1995)
Originally a modern-day conspiracy genre game, this was expanded in the 2nd edition to be a universal generic system. It uses a basic d10 roll of skill vs difficulty, with free point-bought character creation. The damage system is notable for not having hit points, but instead impairment of body parts (which can be unlimited) combined with bleeding and a chance of instant death.
Correlya
1st ed by Matthew Davenport (2004) self-published
2nd ed (2007)
A fantasy genre game set on an original world of the same name, inhabited by elves (the primordial race) and the various races they created to be their slaves including humans, gnomes, channelers, elamorphs, elapidons, mantids, oakbellies, shellbacks, triclops, and zepherai. There are also three outlier races not created this way: vampires, aeternalifs, and gremlins. It uses a complex system. Skills are divided into three "spheres" -- Mental, Visceral, and Rogue. As you advance in each sphere you gain a variety of special abilities. The basic game includes details on life in Correlya and its features, though no monsters. The second edition is self-published via Lulu.com.
Cortex System Role Playing Game
1st ed by Jamie Chambers (2008) Margaret Weis Productions
A universal system "toolkit" book, based on the step-die mechanic system used in the Sovereign Stone fantasy system, Serenity RPG, Battlestar Galactica RPG. Attributes and skills are rated in a a step die system with twelve ranks: d2, d4, d6, d8, d10, d12, d12+d2, d12+d4, d12+d6, d12+d8, d12+d10, d12+d12. Action resolution is by rolling attribute die plus skill die. Characters have six attributes (Agility, Strength, Vitality, Alertness, Intelligence, Willpower), along with skills and advantages. It also includes a plot point mechanic.
Cosmic Enforcers
1st ed by Mike McCune, Gary Sibley, Jerry Holland, Eric Nikkila (1995) Myrmidon
A sci-fi superhero RPG set in a universe where in 2025AD a galactic alliance finally unites 7 races. A dark force seeks to bring chaos by striking down the alliance, resisted by the superhero "cosmic enforcers". Includes magic, psionics, superpowers, and various ultra-tech.
Cosmic Patrol
1st ed by Matt Heerdt, Randall Bills, Jason Schmetzer (2011) Catalyst Game Labs
A sci-fi storytelling RPG of "Rockets and Rayguns!" set in a future based on the Golden Age of science fiction, inspired by E.E. "Doc" Smith, Harry Harrison, Robert Heinlein, and Philip Francis Nolan along with the radio series including X Minus One and Dimension X. The player characters are Patrolmen of the Cosmic Patrol. It uses a system of rotating GM ("Lead Narrator"). It uses a step-die system, where resolution is by the player rolling 1d12 plus the appropriate attribute die vs. the Lead Narrator's 1d20 roll. Attributes are Brawn, Brains, Charisma, Combat, and Special (defined as the character's specialty). Players may spend Plot Points to modify rolls, regain health points, or add a plot twist.
Courtesans: A roleplaying game of sex and society
1st ed by Ian Warner (2011) Postmortem Studios
A roleplaying game set in Victorian Demi Monde, where the player characters are society prostitutes who compete for money and influence in their circles while sharing a house. Character creation begins by choosing a class-like "origin" - including Actresses, Professionals, Fallen Ladies, Goldenhearts, Schemers and Upstarts. During a session, or season, Courtesans procure admirers, complete actions such as conversation, sex and spying, then attend the Cyprian Ball. The characters collect five categories of experience: Legend, Reputation, Wealth, Influence, and Scandal. It uses a variant of the "Beer and Crisps" mechanics from the Urban Faerie and Tough Justice games, though there is no combat system.
Covenant: a story game of failing conspiracies
1st ed by Matt Machell (2006) Realms Publishing
A modern day conspiracy game about members of a conspiracy whose predicted apocalypse never happened. It uses a narration mechanic where conflicts between characters are resolved by players taking turns describing how positive and negative traits impact the outcome of situations. It also has a mechanic for bringing in recurring motifs and highlighting agreed genre conventions.
Covert Generation
1st ed by Caz Granberg (2006) Hefty Wrenches Game Design
A modern espionage game about child secret agents rebelling against The X, a secret cabal of ex-slackers who now rule the world through coercion and legalistic thuggery. Teen and tween agents collaborate in Cells across the world to fight the man in all his forms. It uses a narration-based dice pool system, with a core pool of three dice with added or subtracted dice for applicable "Core Components" (Core Value, Attributes, Specialty and Cover Identity).
Coyote
1st ed by Tibor Király (2005) Delta Vision
A Hungarian-language RPG set in the American Old West.
Coyote Trail
1st ed by Brett M. Bernstein (2005) Politically Incorrect Games
An RPG set in the American Old West, an update of an earlier game called "Shady Gulch". It uses a variant of the genreDiversion system also used by HardNova ][. Action resolution is by rolling under attribute + skill on 2d6, with special rules for "Triumph" and "Calamity" criticals. Character creation is limited point-based, spending 10 points on five attributes ranging from 1 to 5 (Fitness, Awareness, Reasoning, Creativity, and Influence); 30 points on broad skills; and selected Gimmicks (i.e. ads and disads). It includes simple rules for chases and combat, with 5 wound levels in 3 types (Injury, Fatigue, Intoxication). The basic game includes a set of Wild West personalities, ready-to-play adventures, story ideas, reference sheets, and numerous character, horse, and wagon templates.
Creation's End: A Religious Horror RPG
1st ed by Michael Holder (2005) Creation's End Management Group Winterwolf Publishing
A modern-day religious horror RPG, inspired by films such as Stigmata, Prophecy, The Seventh Sign, Constantine, and The Exorcism of Emily Rose. Character creation includes a choice of seven bloodlines: fallen angel, darkling, dustform, angyl, prophet, aboreth, and slayrre.
Creeks and Crawdads
1st ed by M. Martin Costa (1986) Crustacium Games
A humorous post-nuclear-apocalypse mini-RPG (24 pages) where the PC's are mutant semi-intelligent crawdads. After nuclear war wipes out all human life, these crawdads attempt to rebuild. However, the crawdads are still quite stupid, and thus require IQ rolls to attempt almost any activity.
The Creep Chronicle
1st ed by Richard Parkinson (2006) Better Mousetrap Games Timeless Games
A horror RPG where the player characters are children trapped alone in a warped version of the modern world where gods and monsters stalk city streets and lurk in farmers' fields.
Crepúsculo
1st ed by Christiano Chaves (2000) Akrito Editora
"Twilight" -- A Portuguese-language supernatural conspiracy RPG set shortly before a looming apocalypse. It is the middle of what may be the last battle between Order and Chaos for the dominance of the world. The two Gods have their pawns in secret societies, orders and sects that face each other in open combat or treacherous conspiracies.
Crime Fighter
1st ed by Aaron Allston (1988) Task Force Games
A police RPG with simple rules; simulates the sort of campy police story found in TV shows such as "Adam-12". The rules were counters/miniatures oriented, and 104 playing pieces and 12 mapboards were included in the boxed set.
Crimefighters
1st ed by David "Zeb" Cook (1981) TSR
A pulp adventure mini-RPG (23 pages) published in Dragon magazine #47. It uses a simple percentile system. Character creation is random-roll attributes, point-bought binary skills, and a 5% chance of a random special power.
Crime Network: Cosa Nostra
1st ed by Brendan Davis (2010) Bedrock Games
A modern-day crime RPG, where the player characters are mobsters trying to work their way up within the organization. It uses a d10 dice pool system (the "Network System"), rolling dice equal to skill and comparing the highest roll to difficulty or opposing skill. Rolls of 10 are open-ended. Character creation is purely skill-based - there are no attributes.
Crimson Cutlass
1st ed by George Rahm, Joseph Hilmer (1979) Better Games
2nd ed (1989)
A swashbuckling RPG using the "Free-style"/"Quick & Dirty" game system. The 1st edition was published in magazine format, while the 2nd edition as a boxed set of three 5"x8" perfect-bound books. Action resolution uses a homemade Spanish tarot deck included with the boxed set. The system has 4 "traits" (Dashing, Cunning, Stout, and Lordly); four backgrounds (Soldier, Commoner, Aristocrat, and Noble); and various skills based on background (fencer, briber, goldsmith, equestrian, etc.). Books 2 and 3 cover scenario design, including extensive tables of randomized storylines and encounters.
Crimson Empire
1st ed by Chris Loizou (2002) Crimson Empire
2nd ed (2004)
A fantasy-genre RPG set on an original world: the world of Thargos. It is set 150 years after the Crimson Empire was destroyed by the Great Cataclysm. Now the Northern region seeks to rebuild the empire, resisted by the South. The world is inhabited by humans, elves, dwarves, and dergs along with various other creatures such as centaurs, dragons, and various original creatures. It uses a detailed percentile system, with a combat system that strives for realism. It also includes a magic system. Character creation is random-roll attributes, choice of race and class, and modifiers for region, childhood, and inheritance. The second edition was renamed Cursed Empire. It features a "Points of Renown" experience system, where some characters can align themselves with a faction instead of themselves as individuals. Then if their character dies, the player can create a new PC with the same faction at a head start.
Critical!: Go Westerly
1st ed by Geoff Bottone, Jonathan Lavallee (2012) Firestorm Ink
A humorous fantasy RPG about adventurers fighting monsters and collecting treasure. The GM is called the Bartender, and all characters have an Alcohol Content (or "AC") score. Character creation is point-buy, with player-generated skills such as "Been Raising Pigs Forever" or "Shred on the Theorbo (or Other Stringed Instrument)". Skills are divided into four categories: Help You, Help Others, Hurt Others, and Cheating. Resolution is by rolling 2d6 under a success number from your stat and difficulty (or opponent's stat). A roll of exactly the success number is critical, which includes success along with both something good and something bad extra.
Critter Commandos
2000 ed by Paul Arden Lidberg (2000) Crunchy Frog
A humorous miniatures combat game where the combatants are modeled after Saturday morning cartoon characters, and that the damage caused by the weapons isn't really real. The "2000" edition includes role-playing rules including 10 pages of mechanics and 35 pages of background.
Cthulhu Dark Ages
1st ed by Stephane Gesbert (2004) Chaosium
A variant of the classic Call of Cthulhu horror RPG set in Europe around 1000 A.D. Rather than randomly rolling for attributes, players allocate 100 points combined to the eight attributes.
Cthulhu Live
1st ed by Robert McLaughlin, Dan DePalma, Scott Nicholson, Cyndy Schneider (1997) Chaosium
2nd ed (1999) Fantasy Flight Games
3rd ed by Robert McLaughlin (2006) Skirmisher Publishing
Live-action role-playing rules for Call of Cthulhu, intended mainly for large groups and/or convention events.
Cthulhutech
1st ed by Matthew Grau, Fraser McKay (2008) Wildfire LLC Catalyst Game Labs
A storytelling game that mixes the genres of cosmic horror (such as H.P. Lovecraft) and giant mecha Japanese animation. It is set in the year 2085, when the world is emboiled in the Aeon Wars fighting alien horrors and three-quarters of the world's population has been wiped out. Resolution uses a dice pool system where you roll a number of d10s equal to attribute plus skill, and take the sum of the highest matching set or straight (i.e. rolling a pair of sixes gives total 12, or a sequence of 4-5-6 gives total 15). The system also uses drama points, which can raise or lower any dice pool by one die per point spent. Character creation is limited point-based.
Cursed Empire
2nd ed by Chris Loizou (2004) Spartans Unleashed
This is the renamed second edition of the fantasy genre RPG, Crimson Empire.
Cutthroat Roleplaying
1st ed by Nathan Kaylor, Eric Goldberg (1988) StormWorld Games
A dark fantasy RPG where characters are thieves in the medieval city of Skaev. The world is immersed in chaos, as the peaceful 75-year reign of Emperor Ghalish has come to an end. A skill-based resolution system using d20's.
Cyb: Gioco di ruolo in un lontano futuro
1st ed by Andrea Angiolino, Giuliano Boschi, Agostino Carocci, Massimo Casa, Luca Giuliano (1991) Kappa magazine #1-2
2nd ed (1998) Qualitygame
An Italian-language cyberpunk RPG, set in the 26th century where genetically-manipuated plants have become intelligent and taken control of the Earth. The PCs are byborg human rebels. The title translates as "CYB: Role-playing Game in a Far-off Future". The rule system uses playing cards instead of dice. You score your stat with a card for an easy check, with a card of a certain color for a difficult check, or with a card of the same suit for a very difficult check. It was originally published in Kappa magazone in issues #1 and #2 of the third year (1991). The second edition was part of the "I Giochi del 2000" collection.
Cybergeneration
1st ed by Mike Pondsmith et al. (1993) R Talsorian
2nd ed (1995)
A post-cyberpunk futuristic game featuring nano-technology and an anime-style feel, with super-powered "cyber-evolved" and a mix of grim reality and light-hearted adventure.
CyberGladiators
1st ed by David L. Pulver, Marc A. Vezina, Scott Bennie, Patrick Sweeney (2004) Firefly Games
A duelling game, not really role-playing per se, about gladiatorial combat between cyborg combatants in the far future. It uses a scaled back version of the Action! System from Gold Rush Games. There are four races: humans, Tuara (a lizard-like race of primitives), Kisa (a bipedal cat-like race), and the Crigg (a primitive insect-like species with deadly mandibles and natural armor). Character creation is limited point-based and includes various cybernetic options.
Cyberpunk
1st ed by Mike Pondsmith et al. (1988) R Talsorian
2020 ed (1990)
A cyberpunk role-playing game, focusing on paramilitary violence and netrunning. It uses a simple attribute+skill+1d10 roll system (the "Interlock" system).
Cyberspace
1st ed by Tod Foley, Terry K. Amthor, LaDell, Kevin Barrett, S. Coleman Charlton (1989) Iron Crown Enterprises
A cyberpunk RPG set in 2090 in the San Francisco Sprawl. It focuses on netrunning, and on personal biotech enhancements which are very common. The classes include Jockey (generalist), Killer (combat), Net Junkie (computer), Sleaze (social skills), Sneak (subterfuge), and Tech Rat (technical). It uses a slightly streamlined variant of the Space Master system (but not as simplified as Middle Earth).
Cyborg Commando
1st ed by Gary Gygax, Kim Mohan, Larry Mentzner (1987) New Infinities
A sci-fi RPG, playing cyborgs soldiers fighting an alien invasion of Earth by Xenoborgs in 2035. It included background on both the cyborgs defenders as well as the invading aliens (biology, society, and culture). The system used a roll of 1d10 times 1d10 for an odd probability curve that is referenced on a universal chart. The system had a handful of supplements, including "Film at Eleven" (by Guy McLimore, Greg Poehlein, and David Tepool).
Cycle of Existence
1st ed by Christopher Ashe (2006) Broken Doll Studios
A modern fantasy/horror RPG, set in the modern world with creatures and magic inspired by Japanese anime. The PCs are part of a secret war of Light against the forces of Balance and Darkness. There are four races: humans (known as the Lirie-Kana or "People of the Struggle"); the childlike and graceful Asana-Lea (known as Eternal Children); the man-like rats called the Oraki known for their craftsmanship and love of adventure; and the elf-like Silana (the People of the Ether). It uses an original percentile skill-based system, called the seven13 game engine. Each action is given a rank from 1 to 7, which corresponds to a chance of 13% times the rank (13% to 7x13=91%).

John H. Kim <jhkim@darkshire.net>
Last modified: Thu Apr 14 22:02:47 2016