RPG Encyclopedia: S
0-9 A B C D E F G H I J-K L M N O P-Q R S T U V W X-Z Index
- Saga System
- 1st ed (1985) G+S Verlag
- A German-language universal RPG system. This developed out of a line of universal supplements for any system, which eventually developed its own house system.
- Sailor Moon RPG
- 1st ed by Mark C. MacKinnon (1998) Guardians of Order
- A schoolgirl-superhero RPG based on the Japanese animated TV series, which includes a thorough description of the series including characters and background. It uses the "Tri-Stat" system from Big Eyes, Small Mouth, altered only by giving genre-specific traits.
- Sandman
- The Map of Hamal ed by Mark Acres, Andria Hayday (1985) Pacesetter
- Key to the Inland Sea ed (1985)
- A surreal RPG scenario series where the (pre-made) player characters wake up to find they have no memory of who they are or how they came to be there. The published game was originally intended to be in a contest to identify who the PC's are, but folded. PC abilities would slowly be revealed in the published scenarios -- clues as to their identity. The system is a percentile system with a universal action table, a simplified version of the Chill mechanics.
- Sangokushi Engi
- 1st ed (unknown) Koei
- A Japanese-language RPG meaning 'Romance of the Three Kingdoms Role-play'. It is set in China during the fall of the Han dynasty, based on the traditional Chinese epic Romance of the Three Kingdoms. The system is based on comparing attribute + skill + 2d6 vs difficulty. Character creation is class-based (Warrior, Spy, Scholar, Merchant, or Heroine), with class modifying attributes and providing certain special abilities.
- Santa's Soldiers
- 1st ed by Bill Kte'pi, Todd Downing, Gavin Downing (2000) Deep7
- A light-hearted 28-page mini-RPG about a paramilitary army of well-armed elves who guard Santa and Christmas against the power-hungry Easter Bunny, Halloween's Boogieman, and the insane Anti-Claus -- using ultra-violent techniques so Santa doesn't have to get his hands dirty.
- Savage Worlds
- 1st ed by Shane Lacy Hensley (2003) Pinnacle Entertainment Group
- 2nd ed by Shane Lacy Hensley (2005) Great White Games
- A universal system with a focus on fast resolution. It uses a step-die rules system related to Deadlands. You roll a d4 to d12 (depending on your stat) plus modifiers, and a result over 4 or higher than your opponent's is a success. Combat uses an initiative system using playing cards, where each player draws a number of cards each turn. The basic rules include seven races: humans, elves, dwarves, half-elves, mantids, saurians and Atlanteans. It also includes a short section on Arcane backgrounds and powers.
- Scales
- 1st ed by Croc (1993) Siroz
- A French-language modern-day fantasy RPG, including Dragons, Faeries, Alchemists, and Technomancers. The characters are part of a group composed of one Dragon creature, and several seemingly normal people, who in fact are of Faerie blood, and drawn to the Dragon's magical abilities. Dragons collect magic, Faerie need it to survive, and in contact with it, regain their former selves. It uses a fairly simple d6-based system. Character creation is point-based.
- Scared Stiff: the B-Movie Horror Role-Playing Game
- 1st ed by Gene Stanley Pritchard, Mike Demetro (2002) Guild Hall Press
- A humorous RPG about B-movie Horror films. The PCs (known as "Victims of Circumstance" or VCs) are rated in Flaws rather than attributes, so that rather than Strength and Dexterity they are rated in Weakness, Clumsiness, and Ignorance (Primary) as well as Cowardice, Paranoia and Superstition (Secondary). Action resolution is either dice-using or diceless. Dice rolling is to roll over your modified Flaw rating on 2d6 to succeeed. This is intended as the first of several B-movies backgrounds using the "RPG-13" B-Movie game system.
- Schimmen & Schaduwen
- 1st ed by Foob, Koen De Waele, David Van Dijck, Dirk Vandenheuvel (1989) The Wise Tree
- A Dutch-language fantasy RPG: "Shadows & Spectres". The core rules contains the rules, background information, setting, creatures, maps, 80 professions, 9 magic classes, and hundreds of magic spells. It also contains 4 ready-to-play scenarios. There were several adventure supplements released. It is being prepared for release as a free download.
- Scimitar
- 1st ed by Ewan Murray (1998) Lance and Crown Games
- A fantasy genre RPG set on an original feudal-era world, Thaythorn, and published on CD-ROM. Thaythorn includes versions of Elf, Dwarf and Goblin races -- as well as the reptilian Cy Kell, the canine Yarinese, and the insectoid Ythari. It uses a simple skill-based system. Action resolution is based on attribute + skill + 2d6 (where sixes open-end) vs difficulty. There are four attributes (Strength, Agility, Intellect, Presence), each of which have two sub-attributes. Character creation is limited point-based.
- Second Dawn
- 1st ed by Art Wiederhold, George J. Herget (1982) Arrose Enterprises
- A fantasy genre RPG with elements of sci-fi, inspired by the The Avenger of Thule novel by Art Wiederhold.
- The Secret Lives of Gingerbread Men
- 1st ed by Annie Rush (2004) Wicked Dead Brewing Company
- A simple RPG suitable for children as well as adults. The PCs are gingerbread men who become magically animated for the twelve days prior to Christmas, who rush around the home, having adventures, getting in and out of trouble. The setting includes a nasty cat, a helpful but hungry dog, the King of the Rats, the Oracle atop the refrigerator, and the Cookiesmith.
- The Secret of Zir'An
- 1st ed by Jason Armenta, Martin Caplan, Marcus Flores, Aram Gutowski, Chris Hockabout (2005) Paragon Games White Wolf
- A pulp fantasy RPG set on an original fantasy world, Zir'An, dominated by magical technology including zeppelins, guns, and so forth. It is in a state similar to the decade preceding WWII. There are powerful beings called Fanes which have started to dominate in the several millenia since the gods disappeared. There is now an uneasy peace between a number of allied nations who work together to keep the Fane dominated Tilerian Hegemony at bay. There are also the independent and mercenary empires in the south, and the Forsaken Lands such as The Periphery, a collection of islands in the far south. It is inhabited by the dwarf-like Dolonorri, the giant primitive Gogachi, the beast-like Neolli, the secretive and immortal Zhalanti, as well as the human Ianers. It uses a simple system which uses attribute + aptitude + 1d10 vs difficulty, where the four-level skills (basic/advanced/expert/elite) can give an automatic success. Character creation is by a point-based lifepath system, which includes various packages representing different nations and factions.
- Sengoku
- 1st ed by Mark Arsenault, Anthony Bryant (1999) Gold Rush Games
- Revised ed (2001) Gold Rush Games
- A historical RPG set in 16th century Japan, with careful attention dedicated to historical background and information. It uses the Fuzion system.
- Senzar
- 1st ed by Todd King, Johnny Bruner (1995) Nova Eth Publications
- A fantasy RPG set in a multiverse ("Senzar") with numerous gods and immortals. It uses a variety of dice and mechanics (similar to AD&D). Combat is d20 + offense - defense : 9 or less misses, 20+ is a critical hit. Character creation is class-based with point-bought attributes, advantages, and disadvantages. Spell and combat advancement is level-based (although skill and attribute advancement is independent of this).
- Serenity Roleplaying Game
- 1st ed by Jamie Chambers (2005) Sovereign Press
- A space opera RPG, adapted from the Firefly TV series and Serenity feature film by Joss Whedon. It uses a system adapted from the Sovereign Stone fantasy game. 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. Plot Points can be spent before a roll for an extra die (costing 1 per rank), after the roll to raise the total (costing 1 per +1), or to manipulate the story (scaled from 1-3 for convenient coincidence to 11+ for "saving your bacon").
- Seven Leagues: A fantasy roleplaying game of Faerie
- 1st ed by Hieronymous (2002) Malcontent Games
- A fairy-tale RPG including modern fantasy from magical realism to gothic urban magick. It uses a simple system, called "Roll 13". Resolution is by rolling 1d12 + attribute + modifiers, where a total of 13 or higher is a success. Character creation is by choosing a player-created descriptive Aspect (such as "a fairy princess" or "a mighty warrior"), and distributing 13 points among the three attributes (each rated 1 to 7): Head (mental), Heart (social/emotional), and Hand (physical). Characters may also have a number of Charms (magical abilities) equal to their lowest attribute, and optional Taboos (i.e. limitations/hindrances which increase their number of Charms).
- The Seventh Seal
- 1st ed by Scott R. Mitchell, Edwyn Kumar, Mark Bruno, Scott Lynch (2002) Creative Illusions
- Revised ed (2005) Morrigan Press
- A modern-day fantasy RPG based on biblical mythology as presented in the Book of Revelation. Six of the seven seals have been broken, and demons are wandering the Earth in human guise seeking to bring about the final apocalypse. The PC's are Sentinels: mortal guardians of Heaven invested with supernatural powers. They are organized into different celestial orders corresponding to the archangels (Michael, Gabriel, etc.). It uses a dice pool system, where actions are resolved by rolling over a target number on a number of d6's equal to attribute plus skill. Character creation is limited point-based.
- SewerSide: Are You Slimy Enough for the Sewers?
- 1st ed by Ashok Desai (2003) Eldritch Design
- n A humorous scifi RPG published in electronic format, where the PCs are hideous mutants banished to the sewers below a modern-day town. The premise is that all ugly people were declared mutants and locked in the sewers, and since radioactive waste was also dumped there, soon there were even more hideous genuine mutants. There are eight strains of mutant: Bloaters (overweight and bloated humanoids), Bugs (insectoid monstrosities), Furries (humanoid animals prized as slaves by kinky folks), Goops (big balls of boneless slime), Hissies (reptilian mutants), Psychos (big-brained mutants with a knack for psychic powers), Skinbags (incredibly skinny mutants whose skin sags around them like some sort of cloak) and Sushi (fish people). There are a large assortment of humorous mutations described. Action resolution is to roll (skill) d10's and take the best, then add attribute. Character creation is either random-roll or selected.
- The Shab-al-Hiri Roach
- 1st ed by Jason Morningstar (2006) Bully Pulpit Games
- A darkly comedic horror one-shot role-playing game about an evil Sumerian mind-controlling cockroach preying on the faculty in a small New England university campus in 1919. It uses a GM-less narrational system, where players compete to gain academic Reputation by bidding to winning one of a series of narrated scenes, driven by drawn cards. The winner of the scene is the one who rolls the highest number on the dice. If you are possessed by the Roach, you roll a massive d12. However, if you end the game possessed by the Roach, you lose. To lose it, you have to regurgitate the Roach, by subliming away something you care about, which makes your dice weaker. The game comes with a packet of 40 cards and a rubber cockroach.
- Shades of Earth: Earth History with a Twist
- 1st ed by William Corrie III (2003) HinterWelt Enterprises
- An alternate-history RPG with a percentile skill-based system (the "Iridium System"), including a setting in 1938 Europe where secret organizations use magic powers to prepare for the coming war. Character creation includes random-roll attributes (best of 3d20 for each of eleven attributes), followed by choosing one of 23 classes which influence skills.
- Shades of Fantasy
- 1st ed by Steven Bode (1993) IDD Co.
- A "High Fantasy" genre RPG, which attempts a medieval feel with monotheistic religion and faerie influences. It includes 15 races including Fey Folk, Devilkin, Kobolds, Penitent Angels, and Changelings. It uses a percentile skill-based system. Character creation is random-roll attributes (modified by race), choice of occupation or occupations, and point-bought skills and advantages. Skills and advantages outside of your occupation cost double.
- Shades of Heroes
- 1st ed by Jason Kirby, Jason Thomas, Dean Meuggenburg, Shiree Nabours, Jon Kawa, Brian Henrikson, Jon Kawa, Jason Thomas, Dean Meuggenburg (1998) Argonaut Game Studios
- A fantasy genre RPG.
- The Shadow of Yesterday
- 1st ed by Clinton Nixon (2004) Anvilwerks
- Revised ed (2005)
- A sword-and-sorcery genre RPG which attempts to meld the standard fantasy role-playing and "hard-charging narrative engine". It is set in a post-apocalyptic fantasy world (known as "Near") where the apocalyptic creation of a moon has ravaged cultures and thrown the fate of the world into question.
- Shadowrun
- 1st ed by Bob Charrette, Paul Hume, Tom Dowd (1989) FASA
- 2nd ed (1992)
- 3rd ed (1998)
- 4th ed (2005) FanPro
- A fantasy-cyberpunk game, set in a future where magic returns to the Earth, and many people are transformed into elves, dwarves, and trolls. It uses a dice-pool system, rolling d6's equal to stat vs a target number of difficulty.
- S.H.A.L.T.
- 1st ed by Brian F. Schreurs, Joshua D. Thompson, J.D. Falk (1988) Coltrane Publications
- A humorous small-press sci-fi RPG, with 10 races including giant Neptunian Space Bears. It uses a minimalist system.
- Shard
- 1st ed (2008) Shard Studios
- A fantasy-genre RPG set on an Eastern-themed world inhabited by anthropomorphic animals, known as Dardünah or the World of the False Dawn. It uses a d6 dice-pool system, where you roll a number of d6s equal to skill minus difficulty, and each die result of a 4, 5, or 6 is a success. It includes a ritual magic system.
- Shards of the Stone
- 1st ed by Jared Nielson, Sean Patrick Fannon (2000) Obsidian Studios
- 1st ed by Jared Nielson (2001) InterStrike, Inc.
- A fantasy-genre RPG using the Fuzion system. The setting is a multiverse where a primordial stone shattered into 25 elements: including Air, Earth, Fire, and Water but also Law, Creativity, and Love. These elements can be physically mined, grown, and so forth from the worlds which resulted from the shattering. There are usual races of elves, dwarves, orcs, ogres, and goblins -- plus winged folk, reptile-men, and beast-men. cf. the official website.
- Shattered Dreams
- 1st ed by Matthew D. Grau, Christopher Dorn, Timothy R. Erickson, Lance P. Johnstone (1994) Apex Publications Inc
- A horror RPG set in a dream-world, where Nightmares are evil beings that creep into our minds when our souls are bared and corrupt our beings. The PC's are Dreamwalkers who have powers within the dreamworld. There were 3 supplements/adventure books: "Awake and Alone", "Liquid Dreams", and "Of Sound Mind".
- The Shattered Sky
- 1st ed by Paul Lucas (1997) Propaganda Publishing
- A science fantasy RPG set in the shards of a Dyson Sphere which was broken 5000 years ago, with distances measured in "Earths". It includes aliens, centaurs, talking dolphins, and orcs: all created using genotech and "uplift." The magic is ostensibly based on nanotechnology. The system is percentile-based.
- Shatterzone
- 1st ed by Ed Stark (1993) West End Games
- A cyberpunk space opera game, set in the late 25th century after the accidental discovery of an unexplainable phenomena called the "Shatterzone". Space is controlled by the monolithic Consortium and Fleet, along with various megacorporations. It uses a variant of the Torg system, with modified Drama Deck, and rules for psionics, aliens, and space combat.
- Sherlock Holmes and the Case of the Dead Duke
- 1st ed by Chris Engle (2005) Hamster Press
- A pregenerated scenario book using the minimalist Engle Matrix Game system. This includes several murder mystery scenarios where the players are Sherlock Holmes and associates. The system has explicit negotiation of arguments and results, but leaves the chances for the negotiated outcomes entirely up to the GM.
- Shields of Power
- 1st ed by McLellend, Jacobsen (1990) Shield Maiden
- A fantasy genre RPG. Reviewed in White Wolf #25.
- Shin-en
- 1st ed (unknown) Suzaku Games
- A Japanese-language fantasy-genre RPG.
- Shock: Social Science Fiction
- 1st ed by Joshua A.C. Newman (2006) The Glyph Press
- 1.1 ed (2007)
- A science fiction RPG about the clash of technology upon human society. The game provides a system for the group to define a set of "shocks" (i.e. revolutionary developments) and a set of issues which those can affect.
- Shooting the Moon
- 1st ed by Emily Care Boss (2006) Black & Green Games
- A GMless game of romantic rivalry for two or three players, where two rival players compete for the affections of a third. Pitched as a "sequel" to an earlier romantic game, Breaking the Ice.
- Signature
- 1st ed by Michael Mendoza (2007) 44 Productions
- A simple diceless system intended for quick play, easily customized to different settings. It has player-created traits rated from 1 to 3, with 0 being the default. Action resolution is by comparing the higher of trait or modifiers against difficulty or opposing trait. This is modified by spending "Wild Points". The effect of success depends on whether the game is in Narrativist, Gamist, or Simulationist mode. The book is self-published via print-on-demand service Lulu.com.
- I Signori Del Caos
- 1st ed by Giovanna Maselli, Auro Miselli, Franco Tralli (1983) Black-Out
- An Italian-language medieval fantasy RPG, and the first Italian RPG. The setting is reminescent of Lone Wolf. The title translates as "The Lords of Chaos".
- Silex et Mammouths
- 1st ed (unknown) unknown
- A French-language prehistoric RPG, published by a gaming club in Paris.
- Silhouette CORE Rules
- 1st ed by Marc A. Vézina, Paul Lippincott (2003) Dream Pod 9
- A universal system. It uses a dice pool, rolling a number of d6's equal to your skill and taking the highest value (each extra six adds one to the result, so two sixes would have a total of seven). Action resolution is attribute plus the skill total vs difficulty. The margin of success or failure is very important in the Silhouette game; in combat, for instance, damage is multiplied by the margin of success, and illnesses and poisons have increasingly severe effects as the margin of failure increases.
- Silver Age Sentinels
- 1st ed by Stephen Kenson, Mark C. MacKinnon, Jeff Mackintosh, Jesse Scoble (2002) Guardians of Order
- A superhero RPG set on an original world setting, where superpowered heroes appeared starting in 1942, when an atomic energy test created "Sentinel". It uses a variant of the Tri-Stat system from Big Eyes, Small Mouth, with three core attributes of Body, Mind, and Soul.
- Simian Combat
- 1st ed by Marshall Rose, Norman Knight (1978) Avant-Garde Simulations Perspetives
- A sci-fi RPG inspired by the Planet of the Apes movie series. PC's can be Apes, native Humans, Mutants or Astronauts. The system concentrates on combat and campaign battles.
- Simply Roleplaying
- 1st ed by Bob Portnell, Guy McLimore (1999) Microtactix Games
- A universal RPG system, published in electronic format. It is a skill-based system, rolling 2d10 under skill for action resolution. Characters are limited point-bought, with a random number of attribute points, and skill points which depend on age group. There are also advantages and disadvantages which must be balanced (i.e a 1pt advantage requires a 1pt disadvantages).
- Simulacres
- 1st ed by Pierre Rosenthal (1986) self-published
- "La fleur de l'Asiamar" ed (1987)
- 3rd ed (1988) self-published
- 4th ed (1989) Casus Belli magazine
- 5th ed (1994) Casus Belli magazine
- A French-language universal RPG system. It is released under an open license allowing anyone to use it for their rulebook. Official games released using Simulacres system include "Aventures Extraordinaires" (by Tristan Lhomme -- Victorian sci-fi), "Capitaine Vaudou" (by J.P. Pecau -- pirates with voodoo magic), "Cyber Age" (by Pierre Rosenthal -- cyberpunk) and "Sang Dragon" (by Pierre Rosenthal -- heroic fantasy). There are also a number of unofficial games, aided by the open license.
- Simulacron I
- 1st ed by Mark Manning (1982) Simulacron I
- A small-press universal RPG system. It uses five Basic Statistics and a large set of Abilities (i.e. skills). Stats started at 1 and cost the level squared in experience to increase. Characters start with one Ability, and additional Abilities are gained as the Knowledge stat is increased. Action resolution uses 1d20.
- Sine Requie
- 1st ed by Matteo Cortini, Leonardo Moretti (2003) Rose and Poison
- An Italian-language horror RPG set in an alternate history of 1954, where during D-Day in 1944 the dead woke up and started killing and eating the human race. WWII ends with the Germans calling themselves winners after a coup d'etat where Hitler and the other leader are killed. The Fourth Reich covers most of Europe. In Italy, Pope Leone XIII becomes the governor and returns the Inquisition, which bans most technological items. In the USSR, the cities have become iron fortress and half-men/ half-machines are created to work at the orders of ZAR, the main computer. It uses a Tarot-based system, which can be either a storytelling game (using only the Major arcana) or as a traditional RPG (using cards instead of dice).
- Skæbner og Skatte
- 1st ed (1986) unknown
- A Danish-language RPG, whose title translates as "Destinies and Treasures". It comes as a box-set with 3 small booklets (A5 size), dices, and a overhead-pen and coated hexagonal sheet (which was actually the inside of the box). It includes a pulp genre introductory scenario of a white explorer in the jungle, but also supports medieval scenarios.
- Sketch!
- 1st ed by Seth Johnson, Brian Schomburg (2000) Corsair Publishing
- A humorous mini-RPG (48-page comic format) where the players play "Costumes" -- superpowered entertainers on the planet Sketch. Character creation is by the player drawing the character, or at least copying bits of clip art (provided with the book). The other players then judge how badass the sketched character looks.
- Skuggornas Mästare
- 1st ed by Gunilla Jonsson, Mikael Petersén (1988) Ragnarök
- "Master of the Shadows" -- a Swedish-language modern-day espionage RPG. It uses the same game system found in En Garde. The PC's are agents, crimefighters, or something similar, all having a secret background.
- Skull & Bones
- 1st ed by T.S. Luikart, Gareth-Michael Skarka, Ian Sturrock (2003) Green Ronin Publishing
- A swashbuckling RPG set in the golden age of piracy in the Carribean, using a variant of the D20 System from 3rd edition D&D. It adds options to character generation for backgrounds and "fortunes" -- a simple advantage/disadvantage system. There are four new core classes: Buccaneers, Sea Dogs, Shantymen (musicians), Bokors (magicians), and Hougans (magicians). There are also six new prestige classes: three fencers, two sailing (Officers and Warrant Officers), and the Mystic Navigator. It has variant rules for cinematic fighting (adding a parry maneuver), and damage (which is applied first to a character's hit points, and then to their constitution).
- Skull and Crossbones
- 1st ed by Gerald D. Seypura, Anthony LeBoutillier (1980) FGU
- A pirate RPG set in the 17th century Caribbean. It includes man-to-man and ship-to-ship combat.
- Skymningshem: Andra Imperiet
- 1st ed by Krister Sundelin, Simon J Berger, Fredrik Ostrozansky (2005) Rävsvans Förlag
- A science fiction game that draws inspiration from space opera, wuxia and anime. It uses an improved version of the system in Västmark.
- Skyrealms of Jorune
- 1st ed by Andrew Leker, Miles Teves, Amy Leker (1985) Skyrealms Publishing
- 2nd ed (1986)
- 3rd ed (1992) Chessex
- A science-fantasy game with a unique setting, a detailed alien world with marooned human colonists. Emphasis is put on the unique races and culture, a mix of humans, human-created sentient animals, and aliens. There is a "magic" of manipulating Isho energy which flows through this world, along with remnant technology. The system is skill-based, changing with editions.
- SLA Industries
- 1st ed by Dave Allsop, Tim Dedopulos, Jared Earle (1993) Nightfall
- 2nd ed by Dave Allsop, Tim Dedopulos, Jared Earle, Anne Boylan, Morton T. Smith (2000) Hogshead Games
- A science fantasy RPG of futuristic urban horror, set in a distant future (the "World of Progress") where an amoral arms corporation ("SLA Industries") has taken over the universe, headed by a power being named "Slayer". PC's work as agents for the company, based on the world-city "Mort". There are 7 races, including users of "The Ebb" -- a magical power that permeates the universe. The system uses 2d10+skill+modifiers to determine success (11+ is a success, 21+ is a notable success). Character creation uses race (1 of 7) and career (1 of 9) templates followed by point allocation. The 2nd edition is largely a reprint of the original with errors corrected, more fiction and art, and a new index.
- Sláine: The Role Playing Game of Celtic Heroes
- 1st ed by Ian Sturrock (2002) Mongoose Publishing
- RuneQuest Slaine ed by Aaron Dembski-Bowden (2007) Mongoose Publishing
- A fantasy RPG set in Tir Nan Og, a land of ancient Celtic legends mixed with prehistoric fact, an adaptation of the comic book series. The PCs are members of the Tribes of the Earth Goddess, called on to raid or war against rival tribes, quest after ancient treasures, or defend their lands against invading sea-devils. The rules are a variant of the D20 System from 3rd edition D&D, and require the core D&D rules for character creation and combat, as well as many skill and feat descriptions. It uses an alternate magic system where characters pay in "Earth Points" for spells cast, and spells are broken down according to their cost instead of level.
- Small Space
- 1st ed by Denton R. Elliot (1985) Doc's Games
- A sci-fi mini-RPG from the publisher of Dinky Dungeons, published in a 3''x5'' ziplock bag(!). It uses the same system, expanded by skills. The system has binary skills which are bought using points based on your attributes (Physical Points equal to your Physical, Mental Points equal to your Mental). It also adds spaceship generation and combat rules, futuristic weapons, invention rules, alien races, planet generation, and initiative rules.
- Soap: The Game of Soap Opera Mayhem
- 1st electronic ed by Ferry Bazelmans (2002) Blacklight Publishing
- 1st print ed by Ferry Bazelmans, W. Jason Peck, Aldo Ghiozzi (2003) Wingnut Games
- A storytelling mini-RPG which is played for 60 minutes at a time. Each player takes a character in a soap opera, with five words as traits. There is no GM, but instead there are rules for entering a Scene, adding sentences, and so forth by spending Plot Tokens. Originally published electronically as a 31-page PDF file, then in print as a 24-page illustrated booklet.
- Söhne des Lichts
- 1st ed by Michael Schröder, Tim Wehle (1990) Verlag M. Wehle
- "Sons of the Light" -- a German-language medieval fantasy RPG, set on an original world. Besides the usual races it also has centaurs and giants.
- SOL
- 1st ed by Keith W. Sears (1994) Heraldic
- A universal RPG system which uses logarithmic scales ("levels" similar to DC Heroes AP's) and a simple stat + d10 versus difficulty for resolution. Character creation is point-bought skills, powers, advantages, and disadvantages.
- Sol Levante
- 1st ed by Eugenio Maria Lauro (1998) Qualitygame
- An Italian-language historical RPG set in feudal Japan, part of the "I Giochi del 2000" collection. The title translates as "Rising Sun".
- Sombre Cauchemar
- 1st ed by P. N. Lapointe (unknown) Lapointe
- "Dark Nightmare" -- A French-language horror RPG.
- Soothsayer
- 1st ed by "sjb" (1997) Critical Mass
- A universal RPG system intended for "futuristic high fantasy", including a psionics system but no background with the basic game. The system uses d10 vs (difficulty minus skill), modified by an attribute bonus from a table. Character creation uses random-roll or point-based attributes, including "caste" of Status, Education, and Experience which determine skill slots.
- Sorcerer RPG
- 1st Electronic ed by Ron Edwards (1998) Adept Press
- 1st Print ed (2001)
- A modern-day magic RPG. The first edition was published electronically (a free 16-page "Apprentice" version is available), while a printed version was later released. The PCs are secret sorcerers who accomplish magic solely by calling and binding demons. Each demon has its own special abilities and goals. It may be bound into a ring or weapon, appear humanlike, or be a parasite to a host. The system is minimalist, using a highest-roll dice pool.
- S.O.R.D.: System of Role Development
- 1st ed by Scott J. Compton (1998) Fractal Dimensions
- A universal RPG using a skill-based system, with some skill restrictions from chosen Culture and Profession. Resolution is by rolling d20 under skill. Combat uses a d20 somewhat differently (to-hit depends on attribute, while damage is modified by skill).
- Sovereign Stone
- 1st ed by Don Perrin, Lester Smith (1999) Sovereign Press
- 2nd ed (2000)
- A fantasy-genre game envisioned by Larry Elmore, set in his fantasy world Loerem. It uses a fairly simple skill-based system, rolling an Attribute die (d4 thru d10) plus a Skill die versus difficulty.
- So Ya Wanna Be A Rock N' Roll Star!
- 1st ed by Bill Barton (1991) Bill Barton Games
- A humorous look at the music industry. Players get to create rock n' roll musicians, join a band, and work their way through wacky encounters. Features include a band name generator, NPC generation for groupies and others, and several scenarios.
- Space:1889
- 1st ed by Frank Chadwick (1988) GDW
- A Victorian sci-fi game, in an alternate history where "ether flyers" allows steam-powered spaceships to colonize desert-like Mars and jungle-laden Venus. An excellent background which draws on a number of Victorian ideals.
- Space Delirium
- 1st ed by P.N. Lapointe (unknown) Lapointe
- A French-language space opera RPG.
- Spacefarers: Rules for Science Fiction Skirmish Adventures
- 1st ed by Bryan Ansell, Richard Halliwell, Tony Ackland, Richard Priestly (1981) Games Workshop
- A sci-fi miniatures combat system, a predecessor of the Warhammer 40K miniature line.
- Space Gothic
- 1st ed by Gerhard Winkler, Michael Greiss (1993) Fantastische Spiele GdbR
- 2nd ed (1997)
- A German-language sci-fi/horror RPG, set in the year 2245. After a devastating war of megacorporations, Prometheus Technical Industries (PTI) has absolute power over the colonies of the Terran Union. The armed forces of the space navy were displaced into the external colonies and organized along feudal lines with knights. There are strange races, whose existence is denied by the totalitarian government. It uses a complex percentile system. Character creation is class-based, with 20 classes. It uses random-roll attributes and point-bought skills.
- Space Infantry
- 1st ed by Daniel Douglas Hutto, Roger Allen Esnard (1982) D&R Game Design
- A spacefaring military sci-fi RPG, where PC's are space cadets in military service.
- Space Master
- 1st ed by Terry Amthor, Kevin Barrett (1986) Iron Crown Enterprises
- 2nd ed (1988)
- A generic sci-fi RPG system, using a variant of the Rolemaster system.
- SpaceNinjaCyberCrisis XDO
- 1st ed by Matt Johnston, John Fleming, Colin Johnston, Eamon Watters, Mark Lamki, Lesley McLarnon (1997) Crucible
- A sci-fi pocket RPG set in a crime-ridden world filled with anime and manga conventions, including giant robot warriors, demons, and two alien races. It also includes background for the city of San Metro in 2019, site of an interstellar and interdimensional war. It uses a simple skill-based system that includes cyberware and mecha.
- Space Opera
- 1st ed by Ed Simbalist, A. Mark Ratner, Phil McGregor (1980) FGU
- A semi-generic sci-fi game, intended to simulate several space opera subgenres (i.e. Star Wars, Star Trek, Lensmen, etc.) The system is fairly complex and detailed, but there is a lot of coverage of elements like psionics, worlds, equipment, starships, etc.
- Space Quest
- 1st ed by Paul Hume, George Nyhen (1977) Tyr Gamemakers Ltd
- A spacefaring sci-fi RPG. It uses a d30-based system with class-based character creation and level-based advancement. The basic system includes six classes (spacers, warriors, mutates/psionics, technics, or biotechs) and three races. The basic system also includes random star system generation, though based on the erroneous Bode's Law.
- Spaceship Zero: The Sci-Fi Serial Roleplaying Game
- 1st ed by Toren Atkinson, Warren Banks (2002) Green Ronin Publishing
- A 50's style swashbuckling space adventure RPG, based on the cult TV series and the movie from Titan Entertainment. A group of brave test pilots take the world's first "Better-Than-Light" drive ship for a spin around the galaxy. Everything that can go wrong does, leaving the crew stranded in a twisted mirror universe, low on supplies and beset by dangerous aliens who seek their technological secrets. It uses a percentile skill-based system: roll under skill on 1d100, where the roll itself indicates degree of success. In addition, players have a limited number of "zero dice" which can be used to alter rolls. Character creation is limited-point based, using 15 archetypes for ship roles. The archetype limits attributes and skills, which are point-bought, and provides a Specialty Perk: a cinematic powers usable once per session.
- Spacetime
- 1st ed by Greg Porter (1988) BTRC
- A cyberpunk RPG, set in a dark urban future ruled by interplanetary corporations. It uses a variant of the Timelords system.
- Spawn of Fashan
- 1st ed by Kirby Lee Davis (1981) Games of Fashan
- A small-press fantasy-genre RPG, generally held to be a parody of other RPG's in its pointless complexity and bizarre tables. It is set in the land of "Boosboodle", inhabited by monsters like "makl", "foklom", "finikor", and "rolmtrokl". Over 20 monster names are listed, but only 7 are described. Character creation involves over 50 statistics and numerous randomly-rolled ads and disads.
- Sphinx
- 1st ed by John Stowe (1984) Seventh Scarab
- A British historical/fantasy RPG set in ancient Egypt. The system is class-based, including over 50 classes. It also includes a large-scale combat system, and rules for reincarnation and dreaming.
- Spirit of the Century
- 1st ed by Rob Donaghue, Fred Hicks, Leonard Balsera (2006) Evil Hat Productions
- A game about 1920s pulp genre heroes. It is set just after the Great War, and the PCs are members of the "Century Club" of adventurers whose elder members are dying off. It uses a variant of the FATE system (Fantastic Adventures in Tabletop Entertainment), known as FATE 3.0. FATE is itself a free variant of the Fudge system, available for download. It adds Aspects and other narrative mechanics to the rules.
- Splatter
- 1st ed by Thord Daniel Hedengren (2002) Alltid Attack
- A Swedish-language horror RPG, in a generic setting.
- Splicers
- 1st ed by Carmen Bellaire (2004) Palladium Books
- A post-apocalyptic science fiction game, set on a world (which may or may not be Earth) where an artificial intelligence named "NEXUS" went rogue and infected humanity with a nanobot plague that turns all metal into killing machines. Humanity survived by developing biotechnology, in particular armored "biosuits" with military capabilities. It uses a variant of the Palladium FRPG system, which is level and class based, with percentile attributes and skills. The basic game covers different classes describing different variants of biosuits and their pilots. Classes include Archangels (with flying biosuits), Biotics (criminals rebuilt as biotech cyborgs), Dreadguard (chivalrous knights), Outriders (bonded to a biotech mount), Packmasters (bonded to a pack of augmented dogs), Roughnecks (infantry troops), Saints (self-sacrificing healers), Scarecrows (augmented but chemically-addicted), Skinjobs (humans with augmented stealth via alien skins), and Technojackers (immune to the nanobot plague due to helpful nanites).
- Spookshow
- 1st ed by Aaron Rosenberg (1998) Clockworks Games
- A supernatural espionage RPG, where ghosts are recruited to work as spies! It uses a simple stat+die vs difficulty system, with a twist that sometimes you use d10s for mental/spiritual/ghosty powers and d6s for other rolls. There are also various dangers of "freezing up" one side of your ability (resisted by a "Control Check") -- rolling a 1, say, or perhaps you face the thing that killed you.
- Spycraft
- 1st ed by Patrick Kapera, Kevin Wilson, Patrick Kapera, Scott Gearin (2002) Alderac Entertainment Group
- A modern-day superspy game in the genre of James Bond and Mission: Impossible. The rules are a variant of the D20 System from 3rd edition D&D. The core book include complete, self-contained skill and feat listings as well as combat rules, but rely on core rules from standalone D20 System games for a few essentials of character creation and advancement.
- Squirrel Attack!
- 1st ed by William Corrie III (2005) HinterWelt Enterprises
- A humorous RPG about squirrels from the magical kingdom of Nuttopia who are on a secret mission to raid the Mortal World in search of nuts ("Operation: Get Mr. Jones' Nuts"). It uses the "Iridium Lite" system, which is a simplified version of the "Iridium" system that originally appeared in Tales of Gaea. Resolution is roll under skill + aptitude + stat on 1d20. Character creation is limited point-based: distribute 60 points to statistics; choose career, skills, and powers. The basic game includes maps of of Nuttopia, Mr. Jones' grove, house and buildings; plus six pre-generated characters with individual goals.
- Star Ace
- 1st ed by Mark Acres, Gali Sanchez (1984) Pacesetter
- A space opera RPG where humans, bear-men, and cat-men are allied against an oppressive Empire of pig-men and lizard-men. It uses a variant of the Chill rules.
- Starchildren: Velvet Generation
- 1st ed by Richard Ranallo, Scott Leaton (2002) XIG Games
- A sci-fi RPG set in 2073, in a future where the Ministries of Culture have repressed rock & roll and other possibly violent influences following a catastrophic world world. However, aliens ("Starchildren") arrive in 2071, inspired by the radio transmissions of the prior century. The PCs are humans and starchildren who have gathered as underground rock & roll bands who oppose the ministries. It uses a system based on playing cards. The eight attributes and related skills each have a card rank and an associated suit. The player has a hand of five cards where only the suit played matters. Resolution test is made by comparing a random draw versus the attribute or skill, modified based on the suit of the card played from the player's hand. Character creation is limited point-based, with advantages and disadvantages.
- Starcluster Role-Playing Game
- 1st ed by Clash Bowley (2002) Flying Mice LLC
- A space opera RPG published as an electronic download, set in a cluster of stars several hundred years after refugees from Earth first settled there. The first colonists arrived in huge slower-than-light multi-generation spaceships which spread over dozens out of hundreds of worlds. Since arriving, some have discovered anti-gravity and FTL travel, contacted several alien races, and become one of the dominant races. It uses a percentile skill-based system. Character creation has random-roll attributes and a lifepath mechanic for each year over 10, which generates skills, metaskills, and attribute improvements.
- Starfaring
- 1st ed by Ken St. Andre (1976) Flying Buffalo
- A humorous spacefaring sci-fi RPG -- the first ever published. The is a 56-page booklet (8 1/2" by 11"), plastic spiral bound with a cartoon illustration of a woman with a headband and blaster with stars and a spaceship in the background. The interior is also copiously illustrated with cartoons by E. Hogan. While one participant is the "Galaxy Master" (GM), the other players are "Ship Masters" (SMs). Each player designs and plays one starship, including the entire crew. There are three basic scenarios: (1) basic exploration through a Star Gate; (2) race to find a suitable colony world; (3) fighting galactic foes. Ships are constructed by buying features within a monetary budget. Characters are created by random-roll attributes, and may be either human or robot. Humans have (3d6)x10 for Mentality, 3d6 for Psi, 1d6 for Psi Use, 1d6 for Psi Recovery, 3d6 for Physique, and 3d6 for Health. Robots have (3d6)x50 for Mentality, and playing card draw to determine Charge and Efficiency (both rated 0.00 to 1.00). It includes rules for ship combat and space hazards, but no rules for personal combat or action.
- Starfleet Voyages
- 1st ed by Michael Scott (1982) Terra Games
- A spacefaring sci-fi RPG, playing members of a space navy similar to Star Trek. The rulebook includes "Landing Party" rules for personal-level roleplaying and "Starflight" rules for ship navigation and combat.
- Star Frontiers
- 1st ed by "TSR Staff" (1982) TSR
- 2nd ed by Lawrence Schick, David Cook (1983)
- A space-opera game, set in an original universe where four allied races (humans, amorphous Dralasite, simian Yazirians, and insectoid Vrusk) are threatened by the evil worm-like Sathar. It uses a percentile skill-based system, where chance is listed separately for each skill (i.e. setting charges is 30%+10*skill, while removing security locks is 70%+10*skill). Character creation is purely random-roll attributes, however: starting characters have no skills. The second edition retitled the original boxed set "Alpha Dawn" and added a "Knight Hawks" boxed set with starship construction and combat rules.
- Star Hero
- 1st ed by Paula Woods, Sam Bowne (1989) Hero Games
- A generic sci-fi game using the 3rd edition Champions system. The game included the Powers meta-system, which is used for alien biology, technological devices, and . It also includes a hex-based starship combat system. There is only a brief background (describing 10 interstellar societies in 18 pages).
- Starleader: Assault
- 1st ed by Howard Thompson (1982) Metagaming
- A space-opera variant of the Fantasy Trip, though only the first module (combat) was published. It was set in the 30th century of the Space Era (SE), depicting humanic expansion to the stars. The boxed set included rules, map, and 42 counters.
- Star Patrol
- Space Patrol ed by Michael Scott Kurtick, Rockland Russo (1977) Gamescience
- 1st ed (1980)
- 2nd ed (1982)
- A spacefaring sci-fi RPG, originally a 32-page mini-game called "Space Patrol". The rules use attributes similar to D&D, with a hybrid system with class-like professions as well as 25 skills. Professions include soldier, engineer, scientist, astronaut, trader, rogue, and spy/diplomat. It also includes rules for 32 alien races, psionics, robots, and starships.
- StaRPlay
- 1st ed by Phillip McGregor (1999) Phalanx Games Designs
- A brief universal RPG, released as a 103-page download in PDF format. There are two sourcebooks for the "Armageddon" setting, in which 20th-21st century military units are thrown 25000 years into the future where there are various fantasy-like creatures and ultra-tech. The system uses rolling 2d6 under skill/stat. There are attributes (including Luck) and a semi-complex tree of skills.
- Star Riders
- 1st ed by Hans Guevin (1993) Ianus Publications
- A "wild space opera comedy" RPG, a sequel to R Talsorian's Teenagers from Outer Space game with compatible rules.
- Star Rovers
- 1st ed by Stocken, Hoffman, Hoffman, Hargrave, Huey, Lortz (1981) Archive Miniatures and Game Systems
- A spacefaring sci-fi RPG, with a fairly detailed system covering possibilities from zero-gee combat to diseases and their effects. It was released with a set of sci-fi miniature figures. Action resolution is based on rolling sets of d6's with sixes read as zeroes (resulting in a range from 0 to 5). Reviewed in Space Gamer #44.
- Starships and Spacemen
- 1st ed by Leonard H. Kanterman (1978) FGU
- A serious-toned military space opera RPG, taglined "Carry Out Missions in the Final Frontier". It focuses on the "Space Fleet Service". The system covers aliens, space combat, and psionic abilities.
- Starship Troopers
- 1st ed by August Hahn (2005) Mongoose Publishing
- A military sci-fi RPG based on the nineties computer-animated TV series ("Roughnecks Chronicles"), the 1997 Paul Verhoeven film, and the 1959 Robert A. Heinlein novel. The PCs are troopers in powered armor who are engaged in war with bug-like aliens. This is a standalone game which uses a variant of the D20 System developed for 3rd edition Dungeons & Dragons. Characters are almost all of the "Trooper" class, but may add cross-training classes such as neo-dog handler, marauder driver, and medic. There is also a Special Service Agent class with its own psionics system. There are a number of combat system modifications, including that characters begin with hit points equal to his Constitution and gain exactly three hit points per level.
- Star Thugs
- 1st ed by Mark Argyle (2004) GhazPORK Industrial
- A tongue-in-cheek sci-fi RPG focused on starship combat, set in "a dangerously jaded galaxy filled with bold adventure and relentless cynicism." Each player creates a complete ship, captain, and crew. Character creation involves selecting four attributes (Engineering, Piloting, Mojo and Thuggery); plus simple skill selection. It has an involved starship combat system, where any number of actions can be taken in a turn, but most systems become "BENT" after one use and cannot be used again that turn. Action resolution is generally 1d12 plus modifiers vs difficulty. For some rolls, if you roll under your attribute you can roll again and add to the total.
- Star Trek
- 1st ed by Christian Moore, Ross Isaacs, Kenneth Hite, Steve Long (2002) Decipher
- A science-fiction game based on the televisions series, closely related to the previous Star Trek effort from Last Unicorn Games. It is published in a Player's Guide and Narrator's Guide. It uses the "CODA" system, which is based on attribute + skill + 2d6 vs difficulty. Character creation uses templates and "overlays" for species and profession, along with limited point-based features such as advantages and disadvantages.
- Star Trek
- 1st ed by Guy W. McLimore, Greg Poehlein, David Tepool (1982) FASA
- 2nd ed by Wm John Wheeler (1983)
- An early sci-fi game based on the original TV series. This uses a basic percentile skill-based system. Character creation is random-roll attributes with skill picks (of random adds) based on career path. The combat system uses a complex action point system. It includes world generation but no starship combat.
- Star Trek: Adventure Gaming in the Final Frontier
- 1st ed by Michael Scott (1978) Heritage Models
- An early sci-fi game based on the original TV series. It was the first official Star Trek RPG, and produced in conjunction with the official figure line. The core rulbook is staple-bound with only a large purple gas giant and space background on the cover, and no interior illustrations. The rules are split into a "Basic Game" using pre-generated characters from the series, and an "Advanced Game" with full character creation and additional combat rules like random initiative. Characters have six attributes (Strength, Dexterity, Constitution, Charisma, Luck, and Mentality) generated by 3d6 rolls modified by race. There is a "Hand-to-Hand Class" bonus, but no other skills and no experience rules. Melee combat is resolved in a single damage step. The attacker rolls 1d6-6d6 (depending on weapon) plus Strength, Dexterity, and Hand-to-Hand Class modifiers. The defender subtracts 1d6 plus Luck and Hand-to-Hand Class modifiers from this total to determine damage. Ranged combat requires a 1d6 roll under a hit number which depends on range and the attacker's Dexterity. The rules include sheets for bridge crew including Kirk, Spock, McCoy, Uhura, Checkov, Sulu, Chapel, and Scott as well as M'res and Arex from the Star Trek animated series. The advanced rules include descriptions of several alien races including Larry Niven's Kzin, an extensive equipment list, tables for randomly-generated aliens, and two introductory scenarios. There are no starship rules, however, and both scenarios are essentially dungeon crawls complete with monsters, radioactive rocks, and traps.
- Star Trek Roleplaying Game
- 1st ed by Christian Moore, Ross Isaacs, Kenneth Hite, Steve Long (1999) Last Unicorn
- The companion game to Star Trek:TNG which covers the original TV series. It uses the same system, with altered background and character templates.
- Star Trek: The Next Generation Roleplaying Game
- 1st ed by Christian Moore, Ross Isaacs, Kenneth Hite, Steve Long (1998) Last Unicorn
- A sci-fi game based on the TV series (no relation to the FASA game). It uses a "best roll" dice pool system (the "Icon" system), rolling a number of d6's equal to attribute (1-6), keeping the best and adding skill (1-6) vs difficulty.
- Star Wars
- 1st ed by Greg Costikyan, Greg Gorden, Bill Slavicsek (1987) West End Games
- 2nd ed by Bill Smith (1992)
- Revised and Expanded ed by Bill Smith, Peter Schweighofer, George R. Strayton, Paul Sudlow, Eric S. Trautman, Greg Farshtey (1996)
- A sci-fi game set in the universe of the movie series by George Lucas. The later editions are nominally set after the film trilogy, when the New Republic has emerged. However, play during the original film period are also supported. This uses the simple "D6" system: roll d6's equal to attribute + skill and compare total vs difficulty. Character creation is by picking a pre-gen template or limited point-buy.
- Star Wars Roleplaying Game
- 1st ed by Bill Slavisceck, Andy Collins, JD Wiker (2000) Wizards of the Coast
- Saga ed by Owen K.C. Stephens, Rodney Thompson (2007) Wizards of the Coast
- A sci-fi game set in the universe of the movie series by George Lucas. It uses a variant of the D20 System developed for 3rd edition Dungeons & Dragons. Character creation is based on random-roll attributes along with races and classes as in the original system. However, characters have a Defense Bonus (which adds to Armor Class) as well as a Reputation score which depend on class and level. The damage system has a separate pool of Wound Points (always equal to Constitution) and Vitality Points (which are gained in dice per level). Critical hits and other special damage subtract directly from WP, but otherwise damage comes out of VP first. It also includes a Force Point system, where all characters have Force Points which can be spent for a bonus to die rolls. You gain a force point with each level or from performing an act of dramatic heroism.
- Star Wreck Roleplaying Game
- 1st ed by Mike Pohjola (2006) Energia Productions
- A humorous science fiction game, adapted from the Finnish Star Trek parody film of the same name. The PCs are members of the P-republic, an advanced society of "radical godless commie feminist liberal pinkos". It uses a simple system where you roll 2d6 and try to get higher than your Inability score -- which is one of Stupidity, Obliviousness, Clumsiness, Repulsiveness, and Weakness. There are four classes: Incompetent Idiot, Annoying Nerd, Psychotic Loud-Mouth, and Frustrated Grouch. Your class grants you from 0 to 2 special talents.
- Steal Away Jordan
- 1st ed by Julia B. Ellingboe (2007) Stone Baby Games
- A historical tabletop RPG about characters who are slaves in the 19th century U.S. -- inspired by slave narratives like Margaret Walker's Jubilee, Toni Morrison's Beloved, and Octavia Butler's Kindred. It uses a d6 dice pool system where a character's primary stat is a general pool, called Worth, that is rated based on the character's market value. There is also a Death die (d6) rolled during any violent conflicts, where a result of 1 means that the character dies.
- Stella Inquisitorus
- 1st ed by Croc (1993) Siroz / Ideojeux
- A French-language science fantasy RPG. It is set in a distant future where after Armageddon has occured, technology has regressed, and a ruthless Catholic Church rules everything (even the angels!).
- STOCS Lite
- 1st ed by Eoin Connolly, Rob Brennan, Eric Nolan (1994) Wasteland
- A universal RPG system. It uses random-roll attributes (advising GM latitude in allowing rerolls) and point-bought skills (number of skill points based on attributes: INT+EDU+10). Action resolution is basic roll d20 under skill: difficulty is a +- modifier, but time spent is a multiplier to skill (x1/2 or x2). Success is normal or critical. The combat system is simple and geared towards realism, and features "panic" rules.
- La Storia Ancestrale
- 1st ed by Giuliano Bezzi, Andrea Trapani (1995) Hobby & Work
- An Italian-language fantasy RPG inspired by a story published by the same editor as a collection of issues sold in Italian newspaperkiosks. The title translates as "The Ancestral Story".
- Stormbringer
- 1st ed by Ken St. Andre, Steve Perrin (1981) Chaosium
- 2nd ed (1985) Chaosium
- 3rd ed (1987)
- 4th ed by Ken St. Andre, Steve Perrin, John B. Monroe (1990)
- 5th ed (2001)
- A dark fantasy role-playing game set in the world of Michael Moorcock's Young Kingdoms series. It uses a variant of the Basic Roleplaying system. The Elric! game is really another edition of this game between 4th and 5th editions.
- Storyboard
- 1st ed by Matthew Gaston (1996) Magus Creative Games
- A simple universal mini-system. Characters have 15 to 20 freeform word traits such as "Sorceror" and "Quick". For action resolution, each trait that applies to the action adds one die to the dice pool. You roll that number of d10, and each die that is greater than the task difficulty is one success.
- Story Engine
- 1st ed by Christian Aldridge (1999) Hubris
- A universal RPG system, which is a dice pool system which has no numerical stats. Instead, the size of the pool depends on the number of textual "descriptors" (like "strong") the character has that apply. Success is determined by the number of odd numbers rolls ("Odds") vs the difficulty.
- Storytelling20
- 1st ed by Andrea "Anderson" Gualano, Giuseppe "Mitsuhashi" Lanzi (1999) self-published
- An Italian-language universal RPG. It uses a flexible and fast rule system, using d20 for all rolls. It was started as an online project, and much later was collected in one volume. The basic manual has several "classic", "serious" and "humorous" settings.
- Strange Frontiers
- 1st ed by Mark Hanson (1999) New World Games
- A futuristic "Wild West" RPG. It is set in the year 2119 on a mystically-charged planet called Tarrath on the other side of the black hole Cygnus X1. The Earth government has tried to isolate the planet from technology, but their efforts are only partially successful. The system includes 11 races, 13 professions, 83 skills, and 144 spells.
- Street Fighter: The Storytelling Game
- 1st ed by Bill Bridges, Phil Brucato, Brian Campbell, Sean Lang, Mike Tinney, Stephan Wieck (1994) White Wolf
- A martial-arts RPG based on the video game, using a variant of the Storyteller system.
- StrikeForce: 2136
- 1st ed by Lee Kamberos (2007) RolePlayersInk
- A dark future science fiction RPG, set in the year 2136 where the U.N. and corporations have fostered a society aimed at creating ultimate opponents and warriors through an adversarial system. It uses a percentile skill system where every skill and attribute roll is an opposed roll, where you subtract a percentile roll from modified skill level to determine the effectiveness (EF) of the attempt. The EF is compared to an opposed roll to see if they succeed. This may be modified by a related skill roll ("tweaking") or spending a limited number of luck points. Characters are created by a random-roll class-based system. The player rolls for the race of the character, where the races are different genetically engineered versions of humanity. Primary attributes are then generated with dice rolls based on the race. The player then rolls education level based on a chart, and chooses a profession from 5 options: Special Tactics Officer (STO), Corporate Spy (C-Spy), Nano-Tech, Med-Tech and Psi-Tech. Skills are then bought with points based on education level and profession. There are two types of skills: main skills (worth 5 points per level) and sub-skills, which are multipliers of the main skill total. It also has a personality system where characters have defined "passions" that trigger possible disillusionment with the social order (i.e. "A civilian is about to be killed - do I save them and lose the plans?"). Triggered attitude checks may make the character more disillusioned with the system, making it harder go up ranks and get new technology but granting an experience bonus. Besides the game system book, the core game also has a Tech Manual (covering various equipment) and The Defense Zone Manual (GM's guide).
- Stuperpowers
- 1st ed by Ryan Dunlavey, Steve Ellis, Jamal Igle, Carson Jones, Stew Noack, Lauren Rabinowitz, Fred Van Lente (1997) Unstoppable Productions
- 2nd ed (1999) Evil Twin Comics
- A parody superhero RPG, published as a 32-page comic book (with an abridged rulebook available on the web). Characters are "third-rate heroes" with less than spectacular powers like "Induce Vietnam Flashbacks" (randomly rolled from a list of 48 powers). The basic game mechanic is either toss a coin (you call it, you succeed) or rock-paper-scissors. Damage has 5 levels, but you can gain them back by playing "Truth or Dare". cf. the official website.
- Sufficiently Advanced
- 1st ed by Colin Fredericks (2008) Valent Games
- A science fiction RPG where the player characters are agents of the extra-governmental Patent Office, travelling to civilizations throughout the universe to enforces intellectual property rights. It is an open secret that the office run by transcendental artificial intelligences spread throughout time, who are trying to save humanity to ease their loneliness. Character creation is by rating four player-chosen core values (rated 0-10) representing what they believe in, and also Capabilities (rated 1-10) representing the five kinds of technology built into their bodies (rated 1-10): Biotech, Cognitech, Metatech, Nanotech, and Stringtech. Higher ratings in Capabilities result in greater complications and fewer levels in the story-level abilities -- the six Themes: Plot Immunity, Intrigue, Empathy, Magnetism, Comprehension, and Romance. The player spends from 5 to 9 levels among the Themes. The player also spends points up to two times (Biotech plus Cognitech) among professions (i.e. broad skills). Resolution is by multiplying Capability and a 1d10 roll, and also Profession and a 1d10 roll, taking the higher result. A relevant Core Value adds +1 or +2 to the roll. Players may spend one Twist per session to activate a Theme, with an effect depending on the Theme type and level. More Twists can be gained by taking Complications.
- Sulle sponde del Nilo
- 1st ed by Andrea Angiolino, Pier Giorgio Paglia, Stefano Pischedda (1995) City Council of Rome
- 2nd ed (1998) Kaos magazine #53
- An Italian-language historical RPG set in ancient Egypt. The title translates as "On the Nile river banks". It uses a simple set of rules, similar to Mediterraneo and Orlando Furioso. Most of the space is devoted to the adventure, "Il papiro trafugato" ("The stolen papyrus"). The first edition was part of the booklet "L'Egitto in biblioteca", freely distributed to teachers and librarians. The second edition was published in Kaos magazine #53, March 1998.
- Sun and Storm
- 1st ed by D. Pilurs (1992) Storm Press
- A dark fantasy RPG (with some sci-fi elements), where characters are struggling to survive in a world plagued with monsters. The world was once a techno-magical paradise until a StormWyrm devastated it. The cosmology has that evil Storm dragons fight with good Sun dragons. The PC races are warlike Kehessek, magical Requessek, Hadiborean, and mixed-race individuals. The system is skill-based with profession packages.
- Superbabes: The Fem Force RPG
- 1st ed by Marc Schezzini, Cameron Verkaik (1992) Tri-City Games
- A light-hearted superhero RPG in the world of Americomics' Femforce comic, playing well-endowed spandex-clad superheroines. It has a "Bimbo Point" mechanic which lets PC's do anything once (or maybe twice) a game -- even violate the rules, but they accrue debt points when they do. Each game session the GM rolls vs accumulated debt. If the roll is made, a bad subplot (i.e. tabloid story, IRS investigation) happens to the PC and the debt is wiped clean.
- The Supercrew
- 1st ed by Tobias Radesäter (2007) self-published
- A English-language RPG (produced in Sweden) in the form of a 28-page comic book. The players play a version of themselves with super powers. Character creation is by rolling three times on a table to determine three abilities. One ability is Rank 3, powerful but only useable once or twice per session. One ability is Rank 2, your primary power. One ability is Rank 1, weak that causes you trouble but earns you hero points if you use it. Resolution is by rolling d6s equal to your ability rank, where each 4, 5 or 6 counts as a success. This is modified by tricks and the Anecdote Bonus. The book is self-published through Lulu.com.
- Supergame
- 1st ed by Jay Hartlove, Aimee Karklyn (1980) DAG Productions
- 2nd ed by Jay Hartlove, Aimee Hartlove (1982)
- A generic superhero RPG, supposedly based on a variant of Superhero 2044. Character creation is point-bought. It had two supplements: a collection of adventures titled "Reactor" and a sourcebook titled "Heroes of Poseidon".
- Superhero 2044
- 1st ed by Donald Saxman (1977) Gamescience
- The first superhero RPG. It had rules inspired by D&D, with vague rules for character construction and resolution of superpower useage. Players allocated time management (i.e. hours spent patrolling, etc.) which determined a superhero's overall effectiveness in stopping crime.
- Super-Sentinels
- 1st ed (1983) Judges Guild
- A superhero RPG system.
- Super Squadron
- 1st ed by Joseph Italiano (1984) Adventure Simulations
- An Australian generic superhero RPG, similar to Villians and Vigilantes. The game was a boxed set with two books: the main rulebook (56 pages), and the adventure book with ten introductory scenarios (24 pages). Two supplements were released for it: "The Tome" (with assorted new powers, spells, NPCs, and scenarios) and "Super Science" (with detailed science and technology).
- Supervillians
- 1st ed by Rick Register, R. Vance Buck, Allen D. Eldridge (1982) Task Force Games
- A boxed, chit/counter-based tactical combat game set in New York City involving randomized super villains against DAGGER agents, police, and the national guard. The set includes advanced rules for role-playing.
- Superworld
- 2nd ed by Steve Perrin (1983) Chaosium
- A superhero RPG. The "first edition" was one of three parts of the World of Wonder universal RPG. It was later expanded and released on its own. It uses a variant of the "Basic Role-playing" percentile system.
- Svenil Rollspelet
- 1st ed by Daniel Lenneér (2000) Svenil Games
- A humorous Swedish-language RPG where you play anti-heroes and ordinary people in a cartoony version of the modern world.
- Swansong
- 1st ed by J.J. Prince (2006) Prince of Darkness Games
- A broad generic fantasy game that uses Tarot cards for task resolution. Character creation is open point-based, with players spending 100 character points on stats (Physique, Agility, Psyche); Traits (such as Might, Markmanship or Magick); player-defined Skills; Perks (such as guild membership, contacts, etc.); and Talents (including magical one). Action resolution is by drawing a number of cards equal to the appropriate trait, and taking the highest. The GM draws cards either based on task difficulty (1 to 10) or based on NPC stat. Each failure on a player's part adds a grievance, and if grievances are greater than the Essence stat, the character is effectively out of the scene. Flair can be gained by good descriptions, and creates a pool of points which can be spent to hold onto a high card for later use, or move the game to a chosen scene. Also, some Major Arcana have special effects -- such as the Death card allowing the player to kill a faltering NPC, which is otherwise tricky to do.
- Swashbuckler
- 1st ed by Jim Dietz (1998) Jolly Roger
- A swashbuckling action RPG. It's system is mixed step-die (d6 to d20 for attribute) plus dice pool (1d6 per skill) vs difficulty. Combat is a special case of 1d20 vs 1d20 based on cross-referencing each opponent's fencing manuever. Character creation is a simple limited-point-buy system.
- Sweet Dreams: The Storytelling Game of Romance, Espionage and Horror in High School
- 1st ed by Allan Dotson, David Richards (2005) May Contain Monkeys
- A game set in a version of the modern world where due to the Dreaming, everything imaginable is real -- including unicorns, dragons, fairies, ghosts, vampires, werewolves, angels, demons, magic spells and potions, and super-powers. However, most people block it out with adolescence. The PCs are the Chosen -- supernatural students who have re-learned the truth they knew in pre-adolescence.
- The Swing
- 1st ed by Keith Taylor (2003) 93 Games Studio
- A modern-day shifting-reality RPG, set in the modern world which is in the process of being transformed by mystical processes keyed to the will of a number of enlightened beings -- including the PCs. The beings are divided into three camps: Naturists, Mechanists, and Neutrals. It uses a dice pool system where you total a number of dice for attribute, add skill, and compare that to the Difficulty of the task. There is an extensive combat system that focuses on realism. Character creation is random-roll attributes and a random-roll lifepath determining occupation and skills.
- Swordbearer
- 1st ed by Arnold Hendrick, Dennis Sustare (1982) Heritage Models
- 2nd ed (1985) FGU
- A fantasy-genre RPG without a specific setting, but emphasizing an authentic medieval feel. Characters did not track money, but rather were allowed any equipment which was allowed to their social status: which ranged from slave at 1 to royalty with 20 or more. The rules are skill-based, with characters choosing broad "spheres" to concentrate in (such as combat, magic, etc.). The magic system is noteworthy in its use of "nodes" which are collected to power spells: either of the 7 elements (fire, metal, crystal, water, wood, wind, light/darkness), or the 4 spiritual humors (vitriolic, phlegmatic, choleric, melancholy).
- Swords & Glory
- Volume 1, 1st ed ed by M.A.R. Barker (1983) Gamescience
- Volume 2, 1st ed ed by M.A.R. Barker (1983) Gamescience
- Volume 1, 2nd ed ed by M.A.R. Barker (1987) Different Worlds Publications
- This was an incomplete RPG set on the unique alien world called "Tekumel" -- previously the setting of the Empire of the Petal Throne (1975) game. Originally published by Gamescience, Volume 1 was a boxed set with one 136 page book of background information and one full-colour mapsheet with four maps. Volume 2 was a boxed set with 240 page book, two pamphlets (12 and 16 pages), an 8 page character sheet, and two 20-sided dice. It was an incomplete rules system which covered character generation, spells, and basic game mechanics. Volume 3 was never published, though Volume 1 was republished as two smaller books by Different Worlds Publications. There are two other games set in this world that were published later: Gardisayal (1995) and Tekumel (2005).
- Swords of the Middle Kingdoms
- 1st ed by John R. Phythyon, Matt Harrop, Allan T. Grohe, Jr. (1999) Event Horizon Productions
- A fantasy martial-arts RPG, based on period-piece Chinese martial-art films, set in a fictitious China during the Manchu occupation. It uses the "Cinemaction" system from Hong Kong Action Theatre!: stat+specialty+d20 vs difficulty. There is also magic based on the I Ching.
- Sword's Path: Glory
- 1st ed by Barry Nakazano, David McKenzie (1983) Leading Edge
- A medieval RPG with an extremely detailed and realistic combat system. It uses a time scale of 1/12th of a second, with about 130 hit location charts split into cutting, slashing, and crushing blows.
- Sword World RPG (ソード・ワールドRPG)
- 1st ed by Yasuda Hitoshi (1989) Group SNE
- A popular Japanese-language traditional fantasy RPG. A supplement series by Ryo Mizuno was published for adapting the anime series "Record of Lodoss War" to the system.
- Systems Failure
- 1st ed by Bill Coffin (1999) Palladium Books
- A satirical post-apocalyptic game set 10 years after the Y2K problem released alien "Bugs" from another dimension. The Bugs can travel at the speed of light through electrical and phone lines, and have all but taken over the world with humans as their slaves. The Bug larvae can live in the human brain and control the body, allowing Bugs to move into the wilderness where no power lines lie. The PCs are survivalist freedom fighters in the wilderness who are fighting back using older technology. It uses a variant of the Palladium FRPG system, which is level and class based, with percentile attributes and skills.
John H. Kim <jhkim@darkshire.net> Last modified: Fri Oct 3 23:41:22 2008