RPG Encyclopedia: F
- Gamers against Cancer Edition ed by Timothy Jones (2004) Flying Mice LLC
A brief (24 page) generic game system using a variation of the D20
Modern SRD. Action resolution is Stat + Skill + 1d20. Character
creation is open point-based.
- 1st ed by Tomas Mørkrid (1999) Cappelen
A fantasy-genre RPG a generic background and a simple,
straightforward system. Its web supplement, "Ulvetid", however,
is recommended for adults and advanced players, and has more
psychological depths, sex and grimness. cf. the
- 1st ed by Bill Bridges, Andrew Greenberg (1996) Holistic Design
- 2nd ed (1999)
- Revised ed by Todd Bogenrief, Vidar Edland, Chris Wiese, Andrew Greenberg, Bill Bridges, Phil Cameron, Richard Ashley, Thomas Baroli, Ruben Ramos, Mark Stout, James Sutton (2012) RedBrick LLC
A dark-ages sci-fi game set in a decaying empire where technology
is distrusted, dominated by the Universal Church. The system is
based on rolling a d20 under attribute+skill, where degree of
success is determined by the "blackjack" method (i.e. your actual
roll equals your success level, unless you fail).
- 1st ed by Justin Bow (2007) Green Fairy Games
A role-playing game set in an alternate version of America in the
1920s, with the addition of magic and fae beings -- elves, trolls,
and so forth.
- 1st ed by Patrick Sweeney, Sandy Antunes, Christina Stiles, Robin Laws (2006) Firefly Games
- Deluxe ed (2007) Firefly Games
An RPG aimed at young children about playing faeries in the enchanted
forest of Brightwood, a mythic medieval setting. The PCs are one of
four types of faery: Pixies, Brownies, Sprites, or Pookas. It uses
a dice pool system, rolling a number of d6s equal to the appropriate
attribute, where even numbers are a success, and a "6" allows you to
roll an additional die. Players may also spend Essence Points for
successes as well as magical effects or others. Character creation
is by picking a type of faery, distributing 9 points among the
three attributes (Body, Mind, and Spirit), and spending points on
- 1st ed (1999) Nebula
A spacefaring sci-fi RPG, set in the distant future 75 years
after the great Alliance has broken down. The Frontier (a large
section of the galaxy opposite from Earth) is a wild place where
pockets of civilization are separated by parsecs of chaos. There
are 10 races. It uses a skill-based system (the "ROPE" system)
with hundreds of skills. Character creation is point-based.
- 1st ed by Andrea Sfiligoi (2007) Ganesha Games
A simple, fast fantasy RPG where the player characters are magical
animals working for a powerful wizard. Character creation includes
choosing from among 14 character types (cats, bats, dogs, magpies,
ravens, doves, mice, shrews, lizards, homunculi, owls, rabbits,
snakes and toads); and selecting from among 40 magical powers.
The core book also contains an introductory adventure.
- 1st ed by Chemapamundi, Cels Piñol (1993) Fasas Wagon
Fasas Wagon Gusa Comics Inc
- 2nd ed (1994) Devir Iberia
Devir Iberia Gusa Comics Inc
A humorous Spanish-language science fiction RPG, based on the
comic "Fanhunter" by Cels Piñol. It is set in the year 2008
of a world where comic-books, wargames, TV series, and Terry Pratchet
have all been banned by "Pope Alejo I". He is a mad bookseller who
has conquered all Europe, believing he is possessed by the ghost
of Phillip K. Dick. He has issued repression troops, the "Fanhunter",
who are responsible for chasing down and destroying rebel forces.
The PC's are rebels -- a dispersed and unorganized group of fans,
rolegamers, and inept superheroes.
- 1st ed by Matt deMille (2001) New Dimension Games
- Revised ed (2003)
A traditional fantasy RPG set in an typical medieval fantasy world
populated by men, elves, dwarves, and halfmen. It has varying core
mechanics. For example, some actions use stats + 1d20 vs Difficulty,
while ability checks use stat + 1d6 vs a Difficulty of 10, 15, or 20.
Character creation is class-based, with level-based advancement.
Human characters have classes Barbarian, Cavalier, Charlatan, Cleric,
Druid, Holy Man, Mystic, Necromancer, Nomad, Paladin, Ranger, Sorcerer,
Thief, Viking, Warrior, Wizard or Woodsman. Elves have classes:
Animist, Champion, Shadow, Strider or Swordmaster. Dwarves have
classes: Elder, Glandran or Urudar. Halfmen have classes: Bard,
Burglar, Highman, Scout or Sherriff. There is also a "Story Point"
mechanic, with points given to the player which remains even if the
- 1st ed by Alex Flagg, Scott Gearin, Patrick Kapera (2009) Crafty Games
Studio 2 Publishing
A fantasy game derived from Spycraft 2.0, a variant of the D20 System used
by third edition Dungeons & Dragons. It redefines core classes as
assassin, burglar, courtier, captain, explorer, keeper, lancer, mage,
priest, sage, scout, and soldier. Each class has a single "core ability,"
and characters select a talent (special ability) and specialty (extra
feat) in addition to race and class. The combat uses a version of
vitality and wound points, as well as Action Dice - which are used to
confirm critical hits, activate special abilities, and boost die rolls.
- 1st ed by Michael C. Zody (1995) Zody
A traditional fantasy-genre RPG, emphasizing realism. It uses a
complex and somewhat math-intensive system. Skill rolls are
skill + 1d10 vs difficulty, while combat uses 2d10. Character
creation uses random-roll attributes (14 attributes rolled by 3d10/3)
and classes (warrior, ranger, burglar, sorcerer, shaman, cleric)
as modifiers to point-bought skills.
- 1st ed by Steve Peterson (1985) Hero Games
- 4th ed by Rob Bell et al. (1990)
A generic fantasy-genre RPG using the 3rd edition
Champions system. It includes the full
powers meta-system, used for designing magic spells (including
only a short list of 15 predesigned spells). No background is
included, but it has a short introductory adventure. The newer
Fantasy Hero book is a supplement for 4th edition HERO
rather than a stand-alone game: it is 60% larger (256 pages)
and includes no core rules.
- 1st ed by Mark O'Bannon (2006) Shadowstar Games
A fantasy RPG set in medieval Europe, in the default year 1121 A.D.
It uses a percentile skill-based system (roll under stat or skill
- 1st ed by William F. Lorenz, Mike Katzenberger (1998) Black Knight Games
A medieval fantasy-genre RPG and miniatures system. Advances for both
miniatures and role-playing use "promotion points" based on accomplishments,
used to buy advances. It is set on the world of Faldor, populated by
ten races including Humans, Dwarves, Elves, and reptilian Gar,
goblin-like N'Tak, orc-like N'Tal, rat-like Verminion, Sea Elves,
and Skeletons. Resolution uses a single d10 roll, that are converted
usinga universal chart to results. The miniature rules resolve in a
single roll of for unit vs. unit. It includes a magic system with
around 40 spells.
The Fantasy Trip
- Melee ed by Steve Jackson, Howard Thomson (1977) Metagaming
- Wizard ed (1978)
- In The Labyrinth ed (1980)
This was originally a series of two compatible pocket-sized games
of combat and dungeon exploration, only nominally role-playing.
They are notable as precursors to Steve Jackson's
GURPS and other games. Actions are resolved by rolling 3d6
under 1 of 3 attributes: Strength (ST), Dexterity (DX), and
Intelligence (IQ). There are no skills in the basic game. Character
creation is point-based: distribute 8 points to raise attributes
above base. "Into the Labyrinth" adds advanced rules, including
binary skills, more complex point-buy options, and an optional
critical hit location chart for hit rolls of 3-7. The advanced
system has two classes: hero and wizard, extended from the
character generation in Melee and Wizard. There are also advanced
rules for targeting specific locations, at a DX penalty.
- 1st ed by Bruce Galloway, Mike Hodson-Smith, Nick Lowe, Bruce Quarrie, Paul Sturman (1982) Stein and Day
A medieval fantasy-genre RPG. Over half of the book is dedicated
to describing the medieval period and folklore in great detail,
and the rules reflect this. There is a lot of medieval
authenticity, such as the importance put on astrology and the
Christian church. The system is complex and table-driven,
comparing stat+modifiers with a percentile roll for a result.
There is no universal mechanic. Character creation is based on
astrological sign and a random number of points. Each character
has 3 experience levels: Combat, Religious, and Magical.
- 1st ed by Jared A. Sorensen (2004) Memento Mori Theatricks
An electronically-published game "of hunger and horror", previewed
in the Halloween 2004 issue of Daedalus magazine. The PCs were
captured and brought to a place called only "The Farm" so they
may eventually be slaughtered and eaten by a mysterious group of
people called the Headmasters. They are trying to escape, obviously.
It uses a simple dice-pool system which allows pooling and sharing
of dice. There are two stats (Stamina and Psyche) which average 4
and determine the number of six-sided dice you roll. There are
six skills, each of which has an individually-assigned number.
Rolling a number of d6s equal to your stat, you get successes
equal to those which roll exactly the assigned skill number.
An assigned leader may be given dice, and hand out appropriate
numbers to those who need them within certain limits. There are
rules for strain and torture as well as combat.
- 1st ed by Ken Carpenter, Keith R. A. DeCandido, Gavin Downing, Lee Hammock, Kelly Hill, Christina Kamnikar, Rob Vaux (2002) Alderac Entertainment Group
A spacefaring RPG based on the U.S. televisions series.
The rules are a variant of the D20 System from 3rd edition
Complete rules are not provided: basic rules for character creation,
combat, and advancement refer to the D&D Players Handbook.
- 1st ed by Daío Pérez, Óscar Díaz (1994) M+D Editores
A Spanish-language RPG set in the American wild west.
It has three attributes (STR, DEX, CON) along with percentile skills
similar to Call of Cthulhu.
Fastlane: Everything, All The Time
- 1st ed by Alexander Cherry (2004) Twisted Confessions
An RPG system based on the use of a roulette wheel (with an
alternative mechanic using d6s). It has no setting, but rather
a meta-genre. It is about characters prone to indulgence,
consumption, diversion, and amusement. Players have a bank of
casino chips which they bet on the wheel over conflicts. Winning
not only lets you succeed in the conflict, but can allow you to
narrate the results of your success by spending extra. Character
creation is by design. Each character has five Facets: people,
assets, nerve, guile, and sobriety. Each Facet also has a Style
descriptor. In addition, characters have motivations and favors.
Fate of the Norns
- 1st ed by Andrew Valkauskas (1993) Pendelhaven
- 2nd ed (2002)
- Ragnarok ed (2006)
A fantasy RPG set in viking history and mythology. The original system
uses a percentile skill-based system. Character creation includes
35 occupations. The third edition explicitly takes place during the
final war between the gods and the giants, allowing players to play
supernatural beings such as Einherjar and Valkyries. It replaces the
mechanics with a system of drawing rune stones, the Runic Game System
(RGS). Each characters has a set of runes they can draw from, and a
number of runes they can draw.
Fates Worse than Death
- 1st ed by Brian St.Claire-King (2003) Vajra Enterprises
A post-apocalyptic/cyberpunk RPG, subtitled "Suspense Horror and
Hope in 2080 on the streets of Manhattan". It is set on Manhattan
island in 2080, which is largely deserted with 50,000 inhabitants.
Gangs draw lines and protect their own, existing because besides
welfare, there is little the government does to protect human rights.
Most are afraid to venture to the streets, and live as shut ins,
playing in VR rather than living. It uses a detailed skill-based
system, the "Organic Rule Components" system. Character creation
uses classes and limited point buy. In order, the players chooses
personality traits and worldviews, splits 80 points between eight
attributes, chooses from among 46 classes, and split 100 points
among skills (with costs based on class). Action resolution is
attribute + skill + 1d20 vs difficulty. It has a detailed combat
system with maneuvers and three Health attributes: Blood, Body,
- 1st ed by Philippe Mercier (1985) Les Elfes
A French-language fantasy RPG. Written by one of the creators
of the Légendes system.
- 1st ed by Robin D. Laws (1996) Daedalus Games
- 2nd ed (1999) Atlas Games
A (mainly) modern-day action-movie genre game, taking after Hong
Kong action films with wild martial arts, magic, and other
strangeness. It uses a simple system of skill+1d6-1d6 vs
difficulty. Combat is emphasized, which works on an action point
(or "shot") system. Unusually, there are full character creation
rules. Instead, there only are a set of tailorable archetypes
which fit the genre.
- 1st ed by Jason Morningstar (2009) Bully Pulpit Games
A GM-less game of modern-day criminal action for 3-5 players, designed
to be played in a few hours with no preparation. It is intended to
emulate cinematic tales of small time capers gone disastrously wrong -
inspired by films by the Coen brothers including Blood Simple, Fargo,
Burn After Reading, and A Simple Plan along with others like The Way
of the Gun. There are four settings: Main St (a nice southern town);
Boomtown (a wild west mining); Tales From Suburbia (a suburban community);
and The Ice (McMurdo Station, Antarctica). Each setting includes
lists of Relationships, Needs, Objects, and Locations - in six
categories with six elements. Each player brings 4 six-sided dice:
two white and two black, which are pooled in the center of the table.
The players take dice from the pool to define elements of their
characters and to determine scene outcomes. On a player's turn,
the player may decide to set up the scene (framing it), and let
the group determine the outcome (good or bad), or the player can
allow the group to frame the scene, and the player can determine
Field Guide to Encounters
- 1st ed (1982) Judges Guild
A science fantasy RPG, using a class-based and level-based system
similar to D&D,
published as a two-book set. The first book covers character
creation, which is mostly a huge list of classes and races.
The second book is a collection of monsters. The options provided
range from traditional fantasy to the bizarre (Attack Blink Cows,
or the Acupuncturist class).
- 1st ed by Robert Bartels (1990) Shield Laminating
A fantasy RPG set on the world of "Dolphinis", which is
at a point in history where the long-lost art of magic is returning
to the world. The first cycle was the era of creation. The second
cycle was an era of magic. The third cycle was dominated by Tyrant
Mages which created elves, dwarves, lizardmen, and dogmen along
with subhumans including trolls and goblins. The fourth cycle was
an era when all magic was shunned. The system handles character
creation by selecting a profession and then picking skills within
that profession. It includes a central magic system which is
point-based. Reviewed in White Wolf #29.
- Fighting Fantasy ed by Ian Livingstone, Steve Jackson (1984) Penguin Books
- Dungeoneer ed by Marc Gascoigne, Pete Tamlyn (1989)
A traditional fantasy-genre wargame and RPG, published as a
series of books aimed at beginners. It is primarily a solo
adventure book series of fighting orcs, dragons, zombies, and
vampires. The role-playing rules (i.e. guidelines for creating
your own adventures) were in "Fighting Fantasy". This
has 3 attributes: Skill, Stamina, and Luck. The rules were
expanded in "Dungeoneer".
Note that this "Steve Jackson" (UK author) is unrelated to
"Steve Jackson" (US author, head of Steve Jackson Games).
I Figli Dell'Olocausto
- 1st ed by Andrea Cortellazzi (1990) Black-Out
An Italian-language post-atomic-apocalypse RPG set in Italy,
using a detailed set of rules.
The Final Girl
- 1st ed by Bret Billan (2012) Gas Mask Games
A horror movie mini-RPG meant to emulate movies where the characters
are killed one by one until only one survivor remains to confront
the killer. It is for 2 to 6 players, and a complete game lasts
1.5-2.5 hours. It suggests playing cards, index cards, and pencils
as required materials.
- 1st ed by Rob Vaughn (2004) Fantasy Flight Games
A modern fantasy RPG set in the near-future where the PCs are human
reincarnations of dragons. It is set about 10 years in the future
in London, where over the past year magic has come out into public
knowledge. It also supports flashback sequences to when the PCs
were true dragons back during the mythic age. It uses a d6 dice pool
system similar to Shadowrun.
A Fistful of Dice
- 1st ed by Judas I. Zeh (2002) Azathot LLC
A universal RPG system, using a dice pool system. Action resolution is
by rolling d6's equal to your talent and comparing the total vs difficulty.
There are modifiers in extra dice which are not kept (i.e. +2 modifier
on 3d6 means roll 5d6 and keep the best 3).
Flash Gordon and the Warriors of Mongo
- 1st ed by Lin Carter, Scott Bizar (1977) FGU
A game which handles the Flash Gordon story as a sequence of programmed
choices, similar to a "Choose-Your-Own-Adventure" book -- billed as
a "game of schematic role-playing". Each player takes on the role of
an Earthling who has landed by rocket on the planet Mongo, and attempts
to be the first group to reach Mingo City and defeat Ming the Merciless.
There is no GM. Instead, they consult the rulebook for description of
the challenges faced at each region of Mongo: such as the Cave Kingdom,
Frigia, or the Fiery Desert. Characters are defined by four attributes:
Physical Strength and Stamina, Combat Skill, Charisma/Attractiveness,
and Scientific Aptitude. Each is determined by rolling three "average dice"
(six-sided dice with values 2,3,3,4,4,5).
- 1st ed by Mark Pettigrew (1984) FGU
A swashbuckling combat system and RPG, set in 17th century
France: the time of the musketeers. It emphasizes both combat
and social status. The duelling system is naturally rather
complex and involved. Character creation is random-roll
attributes and point-bought skills (modified by class: Rogue,
Gentleman, Soldier, or Nobleman) and profession.
- Quest for the Princess' Crystal ed by Rolando Mei (2001) Shadowcraft Imaging Group
A collectible card game with some role-playing elements, where you
build the game board as you play. There are square tiles for
locations, characters, monsters, and treasure. It has some
resolution using d6s.
A Flower for Mara
- 1st ed by Seth Ben-Ezra (2008) Dark Omen Games
A live-action improvisational game with pregenerated characters, billed
as "an improvisational play about death, loss, grief, and hope."
The player characters are family members grieving a relative, Mara,
who just died suddenly and unexpectedly - and play proceeds in a number
of scenes for each season of the year following her death. The game
uses a Director/GM role as well as a special role for Mara's spirit,
along with player roles for up to six of Mara's immediate family.
Character creation includes picking one of six relationship types
(devoted/ competitive/ respectful/ bitter/ subordinate/ detached),
as well as picking a personal grief or regret of the player to bring
into the game. The moment that a character lets go of their regret
for Mara, the player gives an out-of-character soliloquy about that
grief or regret while placing a flower on the grave. There are no
numbers or mechanics for resolution, though there are rules for the
bounds and requirements of scenes.
- 1st ed by Tonio Loewald (1986) self-published
A sci-fi RPG system. It uses a percentile system similar to
James Bond 007. A simplified
version of the original rules is now available
Forge: Out of Chaos
- 1st ed by Mark Kibbe (1998) Basement Games
A traditional fantasy-genre RPG, using a class and level-based
system with skills.
- 1st ed by Marcus L. Rowland (1999) Heliograph, Inc.
A Victorian adventure RPG based on early science fiction
writings: not only Jules Verne, but also "forgotten" sci-fi works
such s George Griffith and Rudyard Kiplings. This appeared as a
shareware download on the Internet for several years, and later
was published in print. Although the rules are cheaply
downloadable, the core rulebook is 151 pages - illustrated with
an index. It uses a rules-lite system with 3 attributes and
broad skills. There are both printed and downloadable
supplements on various early sci-fi works. cf. the
The Forgotten Hunt
- 1st ed by John Josten (1996) Board Enterprises
A modern dinosaur-hunting RPG where living dinosaurs have been
rediscovered. Modern scientists are racing to study the
creatures, both in their native environments and in their labs,
but hunters and adventurers are the main focus. It was apparently
released in a Limited Edition as a three-ring binder at GenCon in 1996.
Forward... To Adventure!
- 1st ed by The RPG Pundit (2007) Flying Mice LLC
A medieval fantasy RPG focusing on tactical play in dungeons, drawing
from the original
Dungeons & Dragons
game, as well as some derivatives like Nethack.
- 1st ed by Christopher La Haise, Catherine Prickett, Lev Lafayette (2009) Fool's Moon Entertainment
A historical fantasy/horror game where the player characters are
various breeds of kitsune - Japanese shapeshifting fox creatures.
A character's number of tails indicates their relative success,
experience, and ability. Character creation is limited point buy,
with number of tails indicated number of attribute points and number
of abilities picked. The four attributes are Cunning, Skill, Spirit
and Wisdom. In the system, players take temporary control of the
narrative until challenged by the GM or another player. Challenges
are resolved by a d12 dice pool, rolling a number of d12s equal to
the appropriate attribute modified by Opportunities, Complications,
and Conditions. Any result of 7 or higher indicates general success,
with degrees of success determined for each die. On failure, the
challenger takes control ("Tempo"). The basic game includes a
summary of Japanese geography, history, and culture - including
details on mythology and other magical creatures.
- 1st ed by Joe Abracadabra (2000) Portal
- 1st Spanish ed (2001) Edge Entertainment
A Polish-language horror RPG, whose title translates as
"Frankenstein Factory". The PC's are creations of doctor
Frankenstein, made up with many different body parts.
Freaks and Friendlies
- 1st ed by Denton R. Elliot (1986) Doc's Games
A post-apocalyptic mini-RPG featuring the usual assortment of
mutants and other beasts and includes rules covering both
psionics and magic.
- 1st ed by J. Andrew Keith (1986) FGU
A modern military RPG about guerillas taking back America from
invaders, subtitled "North America Invaded!". The game presents
two options: either Russian or space-alien invaders.
The core rules are broken into two books: "The Character"
(96 pp) and "The Resistance" (80 pp). The boxed set also
includes a 32-page booklet of character creation charts &
tables, screen, character sheet, a sample adventure called "The
Errant Knight Gambit" (pamphlet 8 pp), Stan Johansen Miniatures
(pamplet ad for miniatures), a pin with the Freedom Fighters logo.
- 1st ed by Luke Crane, Jared Sorensen (2010) self-published
A transhumanist RPG set on a space station three and a half kilometers
wide with a population just over eighty thousand. The PCs are members
of MRCZs - ad hoc groups formed for specific purposes.
- 1st ed by William E. Worthey, Gregor Hutton, William E. Worthey (1995) Venture Press
A small-press universal role-playing and skirmish wargaming system.
It included a sci-fi setting ("Stone Killers") and a modern US setting
("Crime Story"). It uses a special percentile system, the "Reverse
Roll", where the ones die determines success, and the full percentile
roll determines level of success. Character creation is limited
point-based, with points for the six main attributes and separate
points for the binary skills. The basic rulebook included two
sample scenarios, one for each setting.
- 1st ed by Richard Tucholka (1981) Tri-Tac Games
- 2nd ed (1984)
- 3rd ed (1990)
A near-future interdimensional sci-fi RPG. In 2008 an
interdimensional portal is found in Antartica, and U.N. teams are
sent to explore these other dimensions -- consisting of those
elite capable of crossing the interdimensional "fringes". It
uses a variant of the Tri-Tac system: a percentile skill system.
Character creation is random-roll attributes, skills are
generated by assigning dice to them. Advancement is level-based,
giving extra hit points and raising skills.
- 1st ed by Stuart Lynn Sexton (2006) self-published
A space-faring science fiction RPG, set in the 22nd century in the United Systems Alliance Frontier Zone. The Zone is only lightly patrolled by the United Systems Navy, whose seven fleets are spread very thinly. Rival powers include the Mordum Hegemony and the Shardon Empire. It uses a simple skill-based system. Resolution is based on 1d6 + skill versus difficulty, with die rolls open-ending on a "1" or a "6" result. Character creation is limited point-based, including choosing a race, modifying attributes by spending Bonus Points, and choosing up to three profession templates.
- 1st ed by Martin Rait (1991) FSpace Publications
- KAPCON Edition ed (1995)
- SpaceRPG Concise Rulebook v4.0 ed (2001)
- SpaceRPG Concise Rulebook v4.2 ed (2008)
A space-opera RPG, in a background set in the late 22nd century, where
humanity and others are defending themselves against the expansion of
the Stotatl Empire and other menaces. The original edition was titled
the "Federation Science Fiction Roleplaying Game Rulebook", later known
as the "Fed RPG". The name was changed to FSpaceRPG since most testing
players refered to the game as "FED Space". The concise rulebooks
(v4.0 and v4.2) and a range of supplements are available in hardcopy,
as ebooks or on CDROM.
- 1st ed by Richard Tucholka (1982) Tri-Tac Games
- 2nd ed (1985)
- 3rd ed (1990)
A space-opera RPG, set in a far-flung alliance on the edge of
war. On one side is the Hagonni Empire, on the other is humanity
and its numerous allies (the "ISCO"). It includes 28 alien races
plus humans, uplifted animals, and androids. The system is a
fairly complex percentile skill system, based on
- 1st ed by clash bowley (2006) Flying Mice LLC
A modern-day sci-fi RPG made as a sequel to the
Cold Space game.
FTL Now is set between the end of the Soviet Union in 1990 and 2006.
The background is a parallel history, including an attack on 9/11/2001
when terrorists directed a comet into New York City that resulted in
an interstellar War on Terror.
- 1st ed by Steffan O'Sullivan (1995) Grey Ghost Press
- Expanded Edition ed (2000)
- 10th Anniversary Edition ed (2005)
A free-form, generic, minimalist role-playing "engine". At times,
this is intentionally more of a "how to design an RPG" guide than
a pre-made game. There are no fixed attributes or skills, and
multiple options are provided for almost everything. There are
sample psionics, magic, and clerical magic systems provided with
the core rules. The Expanded Edition provides a pre-determined
fantasy role-playing game with fixed attributes, skills, and new magic
system. The Anniversary Edition provides a host of other pre-made
and/or optional systems: a new magic system ("Degrees of Magic"),
superhero rules, cybernetics, netrunning, vehicles, dogfighting,
detailed weapons, and two alternate martial arts systems.
- 1st ed by Jorge Barquín (1991) Miraguano
A Spanish-language science-fiction RPG. It is set in the 22nd
century, where humanity is part of an unstable alliance of members
from five species with space travel technology. The political
fight for the authority is fierce. There is an institution that
takes charge of peace and balance between species, the Guiding
Council, but it barely has official influence. The PCs are members
of Fuerza Delta, the Council's secret side. Its mission is to keep
the peace whatever the cost.
Full Light Full Steam
- 1st ed by Joshua BishopRoby (2006) Kallisti Press
A steampunk RPG set in a parallel history where the solar system is
being explored in Victorian times using spaceships with solar-powered
steam engines and clockwork computers (analytic engines). All of
Venus, Mars, Mercury, Vulcan, and the Belt include habitable areas.
The British Astronomical Navy is the dominant military force in space,
though many countries operate solar steamers. It uses a custom system.
Resolution uses rolling 4d6 and taking higher or lower dice depending on
the attribute level. There are six attributes (Acumen, Brawn,
Coordination, Intellect, Leadership, and Savoir-Faire) and
thirty skills. Characters also have "thematic batteries" - which are
freeform player-chosen descriptors like "Competitive," "Gentleman," or
"Inquisitive." A thematic battery can give a bonus to a related roll,
but only if it has been charged by taking a voluntary penalty on a
related roll. So a player can get benefit from "Competitive" only if
they experienced problems from that earlier. There is also a system
for tracking spotlight time in scenes by passing a note ("Scrip") that
players write on when they have a scene - also used for experience.
Funky Colts: Das 70er / 80er Jahre Actionserienspiel
- 1st ed by David Grashoff, Daniel Mayer (2007) Projekt-Kopfkino
- 1st ed by David Grashoff, Fabian Mauruschat, Daniel Mayer (2009) Projekt-Kopfkino
Prometheus Games Verlag
A German-language RPG about U.S. cop shows from the 1970s and 1980s, with
a system that emphasizes quick character creation and simple action.
- 1st ed by Lise Breakey, Bruce Thomas (1994) Furry Games
An RPG set in an alternate 12th century England where anthropomorphic
animals act the Robin Hood myth. It uses the "Halogen System" - a
percentile skill-based system shared by the game
The game includes a magic system as well as stats for key characters
including Sir Guy of Gisbourne (a rottweiler), Richard Lionheart and
Prince John (lions), The Sheriff of Nottingham (a boar), and the
Bishop of Ely (a horse). The cover is a parody of the 1991 film
Robin Hood: Prince of Thieves, with an anthropomorphic fox preparing
to fire a flaming arrow.
- 1st ed by Lise Breakey, Bruce Thomas (1999) Atlas Games
An RPG of anthropomorphic animals sailing the high seas as
pirates in a quasi-historical environment. It has an alternate
history similar to our own, but with twists to suit the
anthropomorphic animals and the dose of added magic. It uses
the "Halogen" system, a percentile skill-based system. In
combat, the attacker has a skill level which is added to the
defender's skill level to generate a score which the attacker
must beat (i.e. lower attack score is better).
- 1st ed by Palle Schmidt, Malik Hyltoft (2000) Høst and Søn
A Danish-language science fiction RPG, set in Denmark in 2012 of
a dark future. In the year 2007 a new "self-protection" act gives
over much power to private citizens. The PCs are all private
detectives belonging to the same firm, which is left to the GM
to define. The background is focused on the Danish capital of
Copenhagen, where most of the action occurs. It uses a
simple dice-pool system, where you roll d6's equal to
attribute + skill (both rating 1 to 6). Any roll of 6 gives
you a success, but if you roll more 1s than you have in either
skill or ability, you get a fiasco. Note that it is possible to
get both a success and a fiasco.
The Future Belongs To Us
- 1st ed by Infinity (2013) Ataraxy Publishing
A sci-fi RPG set in a near future world in the year 2048, where all
countries have been taken over by the UNE (United Nations of Earth).
The tyrranical world government has instituted a single currency and
a complete ban on firearms. The players are members of the Freedom
Underground dedicated to destroying the UNE. Other groups include
the Hardbodies (the top criminal gang), the Brotherhood (a conspiracy
pulling strings in the government), and the Mystics (a new religion).
It uses a skill-based system called the DiceLight system. Resolution
uses 1d20, with all rolls by the player rather than the GM. Character
creation is open point-based, spending 4000 points, with an option to
use pre-created templates. Characters have seven attributes
(Dexterity, Agility, Strength, Perception, Build, Ego, Stamina)
along with a mix of knowledges, skills, and proficiencies.
Ego and Stamina determine a character's points in Passion and Energy.
Passion points can be spent to increase rolls, reroll failures, or
revive from unconsciousness.
- 1st ed by Patrick Lester (1987) Stellar Gaming Workhop
A spacefaring science fantasy RPG, set in the far future
which has both an interstellar society and magic-using "Mystics".
- 1st ed by "The Fuzion group" (1997) R Talsorian
A universal system which fuses R Talsorian's "Interlock"
system with Hero Games "HERO" system (from
Champions). The core system is available for
It has not been released in print as a universal RPG, but the
rules are included in numerous printed games including
Champions: The New Millenium,
and other games. It uses attribute + skill + 3d6 vs difficulty.
Character creation is by limited point buy ("characteristic
points", "option points", and "power points").
"Instant Fuzion" is a simplified version of the Fuzion system used by the
Usagi Yojimbo and
Dragonball Z games. cf the
Fvlminata: Armed with Lightning
- 1st ed by Jason E. Roberts, Michael S. Miller (2001) Thyrsus
- 2nd ed (2002)
An RPG set in an alternate history where the Romans discovered
gunpowder. It is set in AD 248. The divergence point is in AD 79
when Aufidius Caelus and Pliny the Younger survive the eruption of
Pompeii by visiting the Misenum shore, and Caelus then devotes
his life to pursuing the secret of volcanic power. It uses an
original system which includes a magic system based on Roman
John H. Kim
Last modified: Thu Apr 14 22:02:47 2016