RPG Encyclopedia: S
- 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.
- 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.
- 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.
- 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.
- 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.
- 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
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.
- 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.
- 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 Fire
- 1st ed by George Strayton (2011) Secret Fire Games
An original game system derived from
Dungeons & Dragons, using the Open Game License.
The core rules have four classes and four races: cleric, warrior,
thief, wizard; and Dwarf, Elf, Human, Halfling. It adds rules
for Energy Points, which refresh each day and are used for
Special Effects such as pinning an opponent, re-casting a prayer,
and inflicting extra damage. In addition, each PC has a descriptive
Good trait, Neutral trait, and Evil trait - and regains Energy Points
based on expressing these. There are also five wound levels in addition
to hit point. Advancement is level-based, with the core rules only
covering up to level 10.
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
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.
Secrets & Lies: A Hardboiled Detective Game
- 1st ed by Daniel Bayn (2009) Bayn.org
A modern detective RPG. It uses a dice pool mechanic where the player
rolls a number of dice equal to their current stat plus optional "flop dice"
representing added difficulty. Any match among the stat dice, or
between flop dice and stat dice, indicates failure. A player can
remove one or two dice after rolling if the test relates to the
characters' defined "means" (character concept) or "motive" (primary
drive). A test can either be "soft-boiled" or "hard-boiled" - referring
to whether failure is a minor setback or a major problem. Stats to
test include the five attributes (Savvy, Moxie, Guts, Nerve, and Mojo)
as well as relationships. All stats and relationships start at 2, and
are temporarily increased in play ("taking a hit") until they are rolled.
Seeker the Role Playing Game
- 1st ed by Brian St.Claire-King (2012) Vajra Enterprises
A modern-day magic RPG where the player characters are wandering
mystics on the back roads of the rural US. It uses ORC-L, a rules-lite
variant of the Organic Rule Components system used in
Fates Worse than Death
and Tibet the RPG.
Each character approaches enlightenment, self-improvement or wisdom
in a unique way, and gains unique abilities from it. The core rules
includes an introductory adventure, "Weaponized Honeybees".
- 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.
- 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).
- 1st ed by Bill Coffin (2009) West End Games
West End Games Purgatory Publishing
A space opera game set inside a Dyson Sphere made by unknown aliens,
and inhabited by colonists from a crumbling human empire. The setting
includes elements of cyberpunk, transhumanism, and light mecha as well
as bits of fantasy. It uses a variant of the
D6 System from West End's Star Wars game,
including Fate Point instead of Force Points.
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
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").
Serial Homicide Unit
- 1st ed by Michael S. Miller, Kat Miller (2008) Incarnadine Press
A modern-day criminal investigation RPG. The players role-play potential
victims of a serial killer at the same time as they play investigators
trying to catch the killer. They can create chains of evidence based
their role in the investigation. At the end of each turn, if they fail
to solve the crime, they must randomly open an envelope with the name
of one of the potential victims to determine who is murdered.
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
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.
- 1st ed by Tony Dowler (2009) Planet Thirteen Games
A GMless competitive strategy card game with narrative and role-playing
elements, about female super-soldiers who have dedicated their life
to killing, espionage, disrupting and protecting conspiracies.
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.
- 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.
Shadow, Sword, & Spell
- 1st ed by Richard Iorio II, James Maliszewski (2010) Rogue Games
A fantasy RPG emulating pulp fantasy writers like Robert E. Howard,
L. Sprague de Camp, and Fritz Leiber. It uses the 12° System also
used in Colonial Gothic Revised
and Thousand Suns.
Resolution is by rolling 2d12 under a target number found by adding
attribute + skill + modifiers. Character creation is limited point-based,
dividing 45 points among 5 attributes (Brawn, Quickness, Toughness, Wits,
and Will), creating freeform "Hook" that lets you earn action points
if brought up in the game, picking a Background option (Culture and Modifier),
and then buying skills.
- 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.
- 1st ed by Duane O'Brien (2005) a terrible idea
A humorous horror-parody RPG where the player characters are all zombies,
who one day simply woke up dead with a craving for brains. It is played
in one of three modes: "Fast Food Zombie Fun", "I Want My Life Back",
and "Feeding Frenzy". It uses a simple dice pool system called LAFFS,
for "Light, Adaptable, Fast, Flexible." Each character has six stats:
Lurch, Flail, Clutch, Brawn, Chuck, and Sense. Resolution is based on
rolling a number of d6s equal to stat, where each die over the difficulty
is a success. Players can modify their own or others' rolls by spending
LAFF points, earned by making the GM laugh. Zombie characters generally
lose 1 hit point per day unless they eat human brains. The basic game
also includes overviews of 6 agencies and organizations that oppose or
aid (!) zombies.
The Shard RPG
- 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
- 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.
- 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.
- 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)
- 1.2 ed (2009)
A GM-less sci-fi RPG about the clash of technology upon human society.
It has no background, but instead players define a world starting with
defining a set of two social or personal concerns (Issues) and two
revolutionary developments (Shocks) that are the themes of the game.
Character creation sets up player characters (Protagonists), and then
player sitting to the right of each Protagonist creates and controls
the Antagonist, acting as GM. Protagonists are creates by defining
2 Praxis, 3 Features, 2 Links, and 1 Story Goal. The Praxis are
each a pair of two themes such as "buying vs. selling" or
"help vs. hurt" rated from 1 to 10. The Features, Links, and
Story Goal are numberless, player-defined traits. Resolution always
defines two non-mutually intents between Protagonist and Antagonist,
trying to succeed by rolling on a chosen Praxis scale. The Protagonist
rolls a number of dice equal to the number of applicable Features.
These can either be d10s to succeed on their own Praxis scale, or d4s
to modify the opponent's roll. For both, if rolling multiple dice
the player can choose which to use.
- 1st ed by Joshua A.C. Newman (2010) The Glyph Press
A near-future sci-fi RPG about a interstellar contact ship that makes
first contact with a lost colony of humans in another star system,
a variant of the game
Shock: Social Science Fiction.
It defines more closely the shocks to be dealt with and the phases of
play than the original game. Play begins with life on the contact ship,
which takes five years to reach its destination. Second is designing
the geography, culture, and language of the colony. The third is first
contact, which could use a three person envoy team or could use the
entire 100 person contactor.
Shooting the Moon
- 1st ed by Emily Care Boss (2006) Black & Green Games
A GM-less 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.
- 1st ed by John Wick (2009) Wicked Dead Brewing Company
A zombie survival horror mini roleplaying game, using an early version
of a new "FEAR" system. Character creation is by picking an archetype -
such as Fast Survivor, Strong Survivor, etc. Resolution uses a simple
dice pool where the players rolls a number of d6s based on their character,
plus any dice taken from the shared pool, and a bonus die for every
character they are with. If the player rolls a 6 on any die, they
narrate what happens. Otherwise, the GM does. There is also a Zombie
Clock mechanic, which advances every 10 minutes to increase the zombie
threat; and a fear mechanic.
- 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
Sign in Stranger
- 1st ed by Emily Care Boss (2009) Black & Green Games
A science fiction storytelling game for 2-3 players about first contact
of humanity with aliens. The aliens are created during play by the
players, by randomly drawing from a set of words submitted by the
players at the start of the game.
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
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.
- 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.
- 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).
- 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.
- 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.
- 1st ed by Matteo Cortini, Leonardo Moretti (2003) Rose and Poison
- Year XIII ed (2007) Asterion Press
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).
- 1st ed by Benjamin Rogers, Ren (2013) Harsh Realities
A universal system using dice-pool resolution, rolling d6s equal to
attribute + skill, where every result over the target number (TN) is
one success, and every six rolled is five successes. Character
generation uses a point-based "priority" system.
six gun assassins
- 1st ed by Andrew Lucas (2006) Rebel Minis
A miniatures combat and mini-RPG set in the American Wild West.
The system is "Place & Play" rules.
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.
- 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
- 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
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
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.
- 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
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.
- 1st ed by Jackson Tegu (2012) self-published
A satirical GM-less mini-RPG where the player characters are all douche-bag
hipsters trying to look cool and hook up over a week - Tuesday through
Saturday. Each player chooses a playbook at the beginning of the game,
but they are all identical: The Hipster. Actions may result in gains
like "improve your look", or "change your jam", etc. Published with
two other mini-RPGs: Tower of Hats and Superhero.
- 1st ed by Cynthia Celeste Miller (2009) Spectrum Game Studios
A horror RPG emulating slasher films, where the players have
primary characters as well as secondary characters who are all
potential victims of the psycho killer(s). Secondary characters
are created by a group process. Characters have four stats (Brawn,
Finesse, Brains, and Spirit) that have trinary ratings (Poor,
Normal, or Good). Combat (or "kill scenes") uses stat checks to
measure loss or gain of survival points. Players can al also gain
"genre points" for playing to the conventions of the genre, that
can be used later to help.
- 1st ed by Ron Edwards (2009) Adept Press
A two-player storytelling game of a short sword and sorcery tale
involving a monster and a lover. The two players are "You" (who
creates and plays the hero) and "I" (who creates and plays a lover
and a monster). Character creation is quick - the "You" player
reads a ritual statement, then chooses a brief character concept
and adds a ten-word description of the Hero's physical appearance.
"You" then chooses a general setting from a list of one-line
descriptions and a Goal for the Hero. The "I" player then fleshes
out the setting, and creates a lover and a monster for the Hero to
deal with. "I" also sets a Lover score (the number of times the
player can script "Go" events aimed at the lover) and a Monster
Score (the number of dice "I" can roll before the "Match" ends).
S.L.U.G.S. (Satanic, Loathable, Unwholesome Game System)
- 1st ed by Gregory Donner (1994) Donner Party Press
A tongue-in-cheek mini-RPG where the player characters are members of an organization called
P.E.A.C.E. (People of Evil Allied for the Corruption of Everything), with the goal of
reaching -1000 Karma, at which point they descend into Hell and become a lesser demon.
The cover featured a cheerleader with horns and pointy ears with "P.E.A.C.E." written
on her sweater. It uses percentile-based system, with mechanics based on rolling under the
appropriate attribute to succeed in an action (a Feat). The attributes are Brains, Charm,
Combat, Constitution, and Piety. Personality Qualities are the seven deadly sins, also rated
as percentiles. If a Personality Trait is 75+, a player has to fail that Trait to avoid
indulging whenever possible. Each character gets a Talent, which adds +30 to an appropriate
stat when attempting an action.
- 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.
Smallville Roleplaying Game
- 1st ed by Cam Banks, Joseph Blomquist, Mary Blomquist, Roberta Olson, Josh Roby, Amanda Valentine (2010) Margaret Weis Productions
A superhero roleplaying game based on the television series, using
a non-traditional variant on Margaret Weis Productions' Cortex system
called "Cortex Plus". The six core attributes for characters are different
personal values: Duty, Glory, Justice, Love, Power, and Truth. Rather
than skills, characters have rated Relationships with other PCs as well
as significant NPCs. Both Values and Relationships are rated on a step
die system from d4 through d12. There is also a system of Plot Points.
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.
Society of Dreamers
- 1st ed by Matthijs Holter (2010) self-published
A historical fantasy RPG set somewhere in Europe sometime in the 1800s,
where player characters are members of a society searching for creatures
called mnemosites ("dream eaters"). During a single session, players
play out the entire lives of their characters, and the fate of their
society. Play is largely freeform, using a set of scribbled notes
and a board containing nine fields that an object is moved between.
Character creation works by each player writing 8 notes: two each of
gender, age, nationality and profession. These are collected into
four heaps, from which each player draws one. After that, two scenes
for each player are played, dealing with childhood and adolescence
to complete the characters. During regular play, players take turns
setting new scenes within bounds given by the game board and accompanying
notes. The book is self-published through
and detailed on the
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.
- 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.
- 1st ed by Clinton R. Nixon (2008) Arkenstone Publishing
An universal system based on the rules from the fantasy RPG,
The Shadow of Yesterday.
Solipsist: A Role-Playing Game About Changing Reality
- 1st ed by David Donachie (2008) Solipsist RPGs
A modern fantasy role-playing game where the player characters are
special people who can change reality, called "solipsists". They
fight Shadows, creatures who are trying to un-make all of reality.
It uses a narrative system where players may declare scenes and
background facts, but sometimes at the risk of causing damaging
"tears" in reality. Player characters are defined by a Vision,
a list of Obsessions, and a list of Limitations.
- 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
- 1st ed by P. N. Lapointe (unknown) Lapointe
"Dark Nightmare" -- A French-language horror RPG.
A Song of Ice and Fire Roleplaying
- 1st ed by Robert J. Schwalb (2009) Green Ronin Publishing
- A Game of Thrones ed (2012)
A fantasy RPG set in the world of George R.R. Martin's novel series of
the same name, set in the region of Westeros in a time shortly before
the chaotic events of the series. The player characters are all members
of a minor noble house or their retainers. The group first creates stats
and features of the house itself, then create characters as members of
that house. The rules are the "Chronicle System". Resolution is by
rolling a number of d6s equal to attribute plus skill, then keeping
and totaling a number of dice equal to attribute.
Sons of Liberty
- 1st ed by Joshua BishopRoby (2008) Kallisti Press
A game set in a tongue-in-cheek parallel history where the American
Revolutionary War is being fought with clockwork powered armor,
ornithopters, and two-fisted brawling as well as muskets. It uses
a GMless system using playing cards. Each game begins at the
secret Grand Lodge of the Americas, where the characters recieve
a coded message about British movements. The players draw 5 cards
and read their meaning on a series of table as an adventure starter.
They then pick from pregenerated characters of Founding Fathers such
as George Washington, Alexander Hamilton, and Benjamin Franklin - with
one player taking the Tories. Each turn, a player lays down cards
from their hand and begins to narrate a scene - limited by the card
suit that specifies type of action. Other players can play cards to
add to or alter that narrative.
- 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.
- 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).
- 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
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
- 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.
- 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.
- 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.
- 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
- 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
- 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.
- 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,
- 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.
- 1st ed by Tom K. Loney (2007) Peryton Publishing
A retro sci-fi game using the minimalist TAG (Tom's Adventure Gaming)
system. Resolution uses 2d6 against a target number of difficulty
minus attribute. Character creation includes races of human or android;
along with character classes including Spacer, FreeFall Brawler,
Scientist, and Psychic. There are eight attributes, each determined
by 4d6 (Strength, Constitution, Speed, Dexterity, Intelligence, Luck,
Will, and Charisma).
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.
- 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
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 RPGs 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
- 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
- 1st ed by Thord Daniel Hedengren (2002) Alltid Attack
A Swedish-language horror RPG, in a generic setting.
- 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).
- 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
- 1st ed by Patrick Kapera, Kevin Wilson, Scott Gearin (2002) Alderac Entertainment Group
- 2.0 ed by Alex Flagg, Patrick Kapera, Scott Gearin (2007) Mongoose Publishing
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
- 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.
Stalker - The SciFi Roleplaying Game
- 1st Finnish ed by Ville Vuorela (2008) Burger Games
- 1st English ed by Ville Vuorela (2012) Burger Games
A post-apocalyptic sci-fi RPG, based on the novel Roadside Picnic by
Arkady and Boris Strugatsky. Alien visitation has created numerous
Zones dozens of kilometers across, where physical reality has changed
and various artifacts are scattered. Teams of Stalkers travel into
the Zones to recover artifacts, but they risk being destroyed by
anomalies within. It uses a diceless system called the FLOW system.
Resolution works by the GM assigning Idea and Roleplay values to the
action based on player's description. Both values get a +1 if the
character has an applicable ability. The two values are then
multiplied, and if the product is higher than the target number,
the task succeeds.
- 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.
- 1st ed by Chris Birch (2008) Cubicle 7 Entertainment Limited
A science fiction game based on the British sci-fi comic series by
DC Thompson, published in the 1970's thru early 1990's. It uses a variant
of the FATE system (Fantastic Adventures in Tabletop Entertainment) from
Spirit of the Century.
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
Starcluster Role-Playing Game
- 1st ed by clash bowley (2002) Flying Mice LLC
A space opera RPG originally 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. The original edition uses a percentile skill-based system,
while later editions use a dice pool system called the StarPool system.
In StarPool, resolution is by rolling d20s equal to skill rating, where
every die under attribute is counted as a success. Character creation
has random-roll attributes and a lifepath mechanic for each year over
10, which generates skills, metaskills, and attribute improvements.
- 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
- 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.
- 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.
- 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
- 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.
- 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
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.
- 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
- 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.
- 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
- 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.
StarSIEGE: Event Horizon
- 1st ed by Josh Chewning (2008) Troll Lord Games
A generic sci-fi RPG using a variant of the SIEGE Engine system
from the fantasy RPG
Castles & Crusades.
Resolution is still by rolling 1d20 with a target number of either 12
or 18 depending on whether the task is within the character's skill bundle.
In this variant, character creation does not use classes - only
attributes, species, skill bundles, and specialties. There are also
a generic set of build rules for "Trappings" - which can be anything
from guns to diseases to planets. Combat is expanded to allow fights
between general entities such as vehicles, starships, or even planets.
Stars Without Number
- 1st ed by Kevin Crawford (2010) Sine Nomine Publishing
A science fiction RPG set in the year 3200, six centuries after a
metadimensional pulse killed all psychics and cut off interstellar
travel. Humanity is scattered and just beginning to recover from
centuries of isolation. It uses a variant of the early ("old school")
Dungeons & Dragons.
system, inspired by the "Old School Renaissance" design movement.
Character creation is by rolling 3d6 for the six attributes and
choosing a class, along with a background package, training package,
and homeworld. The three classes are: Warriors, Experts, and Psychics.
Skill resolution is by rolling 2d6 + skill + attribute modifier vs.
difficulty number. Combat rolls are 1d20 + target's Armor Class +
attacker's Combat skill, attribute modifier, and attack bonus.
A result of 20 or more is a hit. The core rules include starships
and a starship combat system, using the same hit roll and rules for
shifting metadimensional phase.
- 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.
- 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.
- 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,
Star Trek Roleplaying Game
- 1st ed by Christian Moore, Ross Isaacs, Kenneth Hite, Steve Long (1999) Last Unicorn
The companion game to
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.
- 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.
- Edge of the Empire ed by Jay Little, Chris Gerber, Sam Stewart (2013) Fantasy Flight Games
- Age of Rebellion ed (2014) Fantasy Flight Games
A sci-fi game set in the universe of the movie series by George Lucas.
It uses a dice pool system based on custom dice, positive and negative. Positive dice (D6, D8, or D12)
come from skill, proficiency, and bonuses - and have symbols for success, advantage, and triumph.
Negative dice (D6, D8, or D12) come from difficulty and have symbols for failure, threat, and despair.
A roll is a success if success results outnumber failure results - but there can be advantages gained
even on a failure, and threats with success. Character creation is based on race and career.
There are eight races (Human, Wookie, Droid, Trandoshian, Twi'lek, Bothan, Gand and Rodian)
and six careers (Bounty Hunter, Colonist, Explorer, Hired Gun, Smuggler, and Technician) -
each with three possible specializations.
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.
- 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
- 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".
- 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.
- 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.
- 1st ed by Carl Klutzke (2008) Dogtown Games
A universal RPG that uses specialized deck of cards inspired by
astronomical constellations. There are 60 cards, numbered 1 through
12 in five suits (Strength, Intellect, Dexterity, Will, and Essence).
The rules use a tarot-like reading to prompt ideas for characters and
adventures. Besides the random reading, character stats are open
point-based, dividing 8, 10, 12, or 20 points (based on the chosen
power level) among the 4 attributes as well as skills and powers.
Resolution is by drawing a number of cards from the deck equal to
appropriate attribute, where each card drawn that is of the Essence
suit or the suit of the attribute used is a success. Skill adds a
number of automatic successes equal to skill level.
- 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.
- 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.
Strands of Fate
- 1st ed by Mike McConnell (2010) Void Stars Games
A universal RPG using a variant of the FATE system
(Fantastic Adventures in Tabletop Entertainment) from
Spirit of the Century.
- 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.
- 1st ed by Matouš Ježek (2010) Midnight Theatre
A universal system, whose title translates as "shards of dreams".
It focuses on cinematic storytelling aspects of gaming, with mechanics
inspired by film techniques.
- 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).
- 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
- 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
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,
Summerland: A role-playing game of desolation and redemption within the Sea of Leaves
- 1st ed by Greg Saunders (2009) Fire Ruby Designs
- Revised and Expanded ed (2010) Fire Ruby Designs
A post-apocalyptic sci-fi RPG in a future where a vast forest has
suddenly imposed itself over human civilization (known as "The Event"),
and eighty percent of humanity has gone into the forest never to return
(known as "The Call"). The player characters are rare "drifters" who
can resist the Call and function deep in the forest due to traumatic
events that have happened to them. It uses an original system.
Character creation is limited point-bought, spending 20 points among
the four attributes (Body, Finesse, Mind, Empathy) along with specifying
five freeform descriptive "tags". Resolution is by rolling under
attribute plus two tags on a number of dice depending on difficulty,
from 2d6 (easy) to 5d6 (near impossible). It has additional mechanics
for Trauma and Stress, which are stats the both start at 5 but reduce
over time when invoked. Trauma lets the character resist the Call but
keeps them from being part of normal society. When reduced to zero, the
character can reintegrate into society. Stress meaures how close the
character is to breaking.
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.
Super! - Il Gioco di ruolo dei supereroi
- 1st ed by Chris Rutkowsky (2008) Inspired Device
An Italian-language adaptation of the superhero RPG
BASH! Basic Action Super Heroes,
written by Chris Rutkowsky in 2004.
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.
- 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
- 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
Character creation is point-bought. It had two supplements: a
collection of adventures titled "Reactor" and a sourcebook
titled "Heroes of Poseidon".
- 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.
Supernatural Role Playing Game
- 1st ed by Jamie Chambers (2009) Margaret Weis Productions
A modern-day horror RPG adapted from the American television series
"Supernatural." It uses a step-die system adapted from the
Sovereign Stone and the
- 1st ed (1983) Judges Guild
A superhero RPG system.
- 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).
- 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.
- 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.
- 1st ed by Tomas Härenstam (2012) Fria Ligan
A Swedish-language fantasy game based on the fantasy novel series
by Erik Granström, in a merchant empire ("Tracoria") among
four main islands in a fictional renaissance world. The title
translates as "Winter of Brimstone". The world is animistic with
living clouds, mountains and winds along with dragons and other
- 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.
- 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.
- 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.
Swashbucklers of the 7 Skies
- 1st ed by Chad Underkoffler (2009) Evil Hat Productions
A game of pulp adventure set on an original world, a giant dome of
floating cloud-islands divided into seven skies which define the
seasons. There are also six major cloud-island kingdoms, whose
people travel by skyships (built of floating bluewood), cloudships,
and gliders. There are pirates and musket-wielding swashbucklers,
of course - as well as magical and religious powers.
It uses a variant of the Prose Descriptive Qualities (PDQ) system,
called PDQ# ("PDQ Sharp"). It includes the usual 2d6 + stat versus
difficulty, as well as a duelling system where opponents divide 3d6
among attack, defense, or other action. This is modified by techniques
and spending of Style Dice - which may give an addition die that is not
kept (i.e. take thee best 2 out of N dice) or give a flat bonus.
Character creation is limited point-based, choosing a number of stats
- 1st ed by Kevin Allen Jr. (2008) Kevin Allen Jr Design
A cooperative storytelling game for two players, that incorporates
elements of traditional fiction in the form of thirty pages of notes,
pictures, and codes regarding the disappearance of the character of
Agatha. There are 67 clues included, but the solution to the mystery
is decided by the players over the course of ten scenes.
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.
- 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.
- 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:
Swords & Wizardry
- 1st ed by Matthew J. Finch (2009) Mythmere Games
A close imitation of the original 1974
by Gary Gygax and Dave Arneson, created using the Wizards of the
Coast Open Gaming License.
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
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.
- 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
Last modified: Thu Apr 14 22:02:47 2016