RPG Encyclopedia: F

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F20
Gamers against Cancer Edition ed by Timothy Jones (2004) Flying Mice LLC Chine Games
A brief (24 page) generic game system using a variation of the D20 Modern SRD. Action resolution is Stat + Skill + 1d20. Character creation is open point-based.
Fabula
1st ed by Tomas Mørkrid (1999) Cappelen
A fantasy-genre RPG a generic background and a simple, straightforward system. Its web supplement, "Ulvetid", however, is recommended for adults and advanced players, and has more psychological depths, sex and grimness. cf. the official website.
Fading Suns
1st ed by Bill Bridges, Andrew Greenberg (1996) Holistic Design
2nd ed (1999)
Revised ed by Todd Bogenrief, Vidar Edland, Chris Wiese, Andrew Greenberg, Bill Bridges, Phil Cameron, Richard Ashley, Thomas Baroli, Ruben Ramos, Mark Stout, James Sutton (2012) RedBrick LLC
A dark-ages sci-fi game set in a decaying empire where technology is distrusted, dominated by the Universal Church. The system is based on rolling a d20 under attribute+skill, where degree of success is determined by the "blackjack" method (i.e. your actual roll equals your success level, unless you fail).
Fae Noir
1st ed by Justin Bow (2007) Green Fairy Games
A role-playing game set in an alternate version of America in the 1920s, with the addition of magic and fae beings -- elves, trolls, and so forth.
Faery's Tale
1st ed by Patrick Sweeney, Sandy Antunes, Christina Stiles, Robin Laws (2006) Firefly Games
Deluxe ed (2007) Firefly Games
An RPG aimed at young children about playing faeries in the enchanted forest of Brightwood, a mythic medieval setting. The PCs are one of four types of faery: Pixies, Brownies, Sprites, or Pookas. It uses a dice pool system, rolling a number of d6s equal to the appropriate attribute, where even numbers are a success, and a "6" allows you to roll an additional die. Players may also spend Essence Points for successes as well as magical effects or others. Character creation is by picking a type of faery, distributing 9 points among the three attributes (Body, Mind, and Spirit), and spending points on Gifts.
Fallen Alliance
1st ed (1999) Nebula
A spacefaring sci-fi RPG, set in the distant future 75 years after the great Alliance has broken down. The Frontier (a large section of the galaxy opposite from Earth) is a wild place where pockets of civilization are separated by parsecs of chaos. There are 10 races. It uses a skill-based system (the "ROPE" system) with hundreds of skills. Character creation is point-based.
Familiars
1st ed by Andrea Sfiligoi (2007) Ganesha Games
A simple, fast fantasy RPG where the player characters are magical animals working for a powerful wizard. Character creation includes choosing from among 14 character types (cats, bats, dogs, magpies, ravens, doves, mice, shrews, lizards, homunculi, owls, rabbits, snakes and toads); and selecting from among 40 magical powers. The core book also contains an introductory adventure.
Fanhunter
1st ed by Chemapamundi, Cels Piñol (1993) Fasas Wagon Fasas Wagon Gusa Comics Inc
2nd ed (1994) Devir Iberia Devir Iberia Gusa Comics Inc
A humorous Spanish-language science fiction RPG, based on the comic "Fanhunter" by Cels Piñol. It is set in the year 2008 of a world where comic-books, wargames, TV series, and Terry Pratchet have all been banned by "Pope Alejo I". He is a mad bookseller who has conquered all Europe, believing he is possessed by the ghost of Phillip K. Dick. He has issued repression troops, the "Fanhunter", who are responsible for chasing down and destroying rebel forces. The PC's are rebels -- a dispersed and unorganized group of fans, rolegamers, and inept superheroes.
Fantasia
1st ed by Matt deMille (2001) New Dimension Games
Revised ed (2003)
A traditional fantasy RPG set in an typical medieval fantasy world populated by men, elves, dwarves, and halfmen. It has varying core mechanics. For example, some actions use stats + 1d20 vs Difficulty, while ability checks use stat + 1d6 vs a Difficulty of 10, 15, or 20. Character creation is class-based, with level-based advancement. Human characters have classes Barbarian, Cavalier, Charlatan, Cleric, Druid, Holy Man, Mystic, Necromancer, Nomad, Paladin, Ranger, Sorcerer, Thief, Viking, Warrior, Wizard or Woodsman. Elves have classes: Animist, Champion, Shadow, Strider or Swordmaster. Dwarves have classes: Elder, Glandran or Urudar. Halfmen have classes: Bard, Burglar, Highman, Scout or Sherriff. There is also a "Story Point" mechanic, with points given to the player which remains even if the character dies.
Fantasy Craft
1st ed by Alex Flagg, Scott Gearin, Patrick Kapera (2009) Crafty Games Studio 2 Publishing
A fantasy game derived from Spycraft 2.0, a variant of the D20 System used by third edition Dungeons & Dragons. It redefines core classes as assassin, burglar, courtier, captain, explorer, keeper, lancer, mage, priest, sage, scout, and soldier. Each class has a single "core ability," and characters select a talent (special ability) and specialty (extra feat) in addition to race and class. The combat uses a version of vitality and wound points, as well as Action Dice - which are used to confirm critical hits, activate special abilities, and boost die rolls.
Fantasy Earth
1st ed by Michael C. Zody (1995) Zody
A traditional fantasy-genre RPG, emphasizing realism. It uses a complex and somewhat math-intensive system. Skill rolls are skill + 1d10 vs difficulty, while combat uses 2d10. Character creation uses random-roll attributes (14 attributes rolled by 3d10/3) and classes (warrior, ranger, burglar, sorcerer, shaman, cleric) as modifiers to point-bought skills.
Fantasy Hero
1st ed by Steve Peterson (1985) Hero Games
4th ed by Rob Bell et al. (1990)
A generic fantasy-genre RPG using the 3rd edition Champions system. It includes the full powers meta-system, used for designing magic spells (including only a short list of 15 predesigned spells). No background is included, but it has a short introductory adventure. The newer Fantasy Hero book is a supplement for 4th edition HERO rather than a stand-alone game: it is 60% larger (256 pages) and includes no core rules.
Fantasy Imperium
1st ed by Mark O'Bannon (2006) Shadowstar Games
A fantasy RPG set in medieval Europe, in the default year 1121 A.D. It uses a percentile skill-based system (roll under stat or skill on 1d100).
Fantasy Legend
1st ed by William F. Lorenz, Mike Katzenberger (1998) Black Knight Games
A medieval fantasy-genre RPG and miniatures system. Advances for both miniatures and role-playing use "promotion points" based on accomplishments, used to buy advances. It is set on the world of Faldor, populated by ten races including Humans, Dwarves, Elves, and reptilian Gar, goblin-like N'Tak, orc-like N'Tal, rat-like Verminion, Sea Elves, and Skeletons. Resolution uses a single d10 roll, that are converted usinga universal chart to results. The miniature rules resolve in a single roll of for unit vs. unit. It includes a magic system with around 40 spells.
The Fantasy Trip
Melee ed by Steve Jackson, Howard Thomson (1977) Metagaming
Wizard ed (1978)
In The Labyrinth ed (1980)
This was originally a series of two compatible pocket-sized games of combat and dungeon exploration, only nominally role-playing. They are notable as precursors to Steve Jackson's GURPS and other games. Actions are resolved by rolling 3d6 under 1 of 3 attributes: Strength (ST), Dexterity (DX), and Intelligence (IQ). There are no skills in the basic game. Character creation is point-based: distribute 8 points to raise attributes above base. "Into the Labyrinth" adds advanced rules, including binary skills, more complex point-buy options, and an optional critical hit location chart for hit rolls of 3-7. The advanced system has two classes: hero and wizard, extended from the character generation in Melee and Wizard. There are also advanced rules for targeting specific locations, at a DX penalty.
Fantasy Wargaming
1st ed by Bruce Galloway, Mike Hodson-Smith, Nick Lowe, Bruce Quarrie, Paul Sturman (1982) Stein and Day
A medieval fantasy-genre RPG. Over half of the book is dedicated to describing the medieval period and folklore in great detail, and the rules reflect this. There is a lot of medieval authenticity, such as the importance put on astrology and the Christian church. The system is complex and table-driven, comparing stat+modifiers with a percentile roll for a result. There is no universal mechanic. Character creation is based on astrological sign and a random number of points. Each character has 3 experience levels: Combat, Religious, and Magical.
The Farm
1st ed by Jared A. Sorensen (2004) Memento Mori Theatricks
An electronically-published game "of hunger and horror", previewed in the Halloween 2004 issue of Daedalus magazine. The PCs were captured and brought to a place called only "The Farm" so they may eventually be slaughtered and eaten by a mysterious group of people called the Headmasters. They are trying to escape, obviously. It uses a simple dice-pool system which allows pooling and sharing of dice. There are two stats (Stamina and Psyche) which average 4 and determine the number of six-sided dice you roll. There are six skills, each of which has an individually-assigned number. Rolling a number of d6s equal to your stat, you get successes equal to those which roll exactly the assigned skill number. An assigned leader may be given dice, and hand out appropriate numbers to those who need them within certain limits. There are rules for strain and torture as well as combat.
Farscape
1st ed by Ken Carpenter, Keith R. A. DeCandido, Gavin Downing, Lee Hammock, Kelly Hill, Christina Kamnikar, Rob Vaux (2002) Alderac Entertainment Group
A spacefaring RPG based on the U.S. televisions series. The rules are a variant of the D20 System from 3rd edition D&D. Complete rules are not provided: basic rules for character creation, combat, and advancement refer to the D&D Players Handbook.
Far West
1st ed by Daío Pérez, Óscar Díaz (1994) M+D Editores
A Spanish-language RPG set in the American wild west. It has three attributes (STR, DEX, CON) along with percentile skills similar to Call of Cthulhu.
Fastlane: Everything, All The Time
1st ed by Alexander Cherry (2004) Twisted Confessions
An RPG system based on the use of a roulette wheel (with an alternative mechanic using d6s). It has no setting, but rather a meta-genre. It is about characters prone to indulgence, consumption, diversion, and amusement. Players have a bank of casino chips which they bet on the wheel over conflicts. Winning not only lets you succeed in the conflict, but can allow you to narrate the results of your success by spending extra. Character creation is by design. Each character has five Facets: people, assets, nerve, guile, and sobriety. Each Facet also has a Style descriptor. In addition, characters have motivations and favors.
Fate of the Norns
1st ed by Andrew Valkauskas (1993) Pendelhaven
2nd ed (2002)
Ragnarok ed (2006)
A fantasy RPG set in viking history and mythology. The original system uses a percentile skill-based system. Character creation includes 35 occupations. The third edition explicitly takes place during the final war between the gods and the giants, allowing players to play supernatural beings such as Einherjar and Valkyries. It replaces the mechanics with a system of drawing rune stones, the Runic Game System (RGS). Each characters has a set of runes they can draw from, and a number of runes they can draw.
Fates Worse than Death
1st ed by Brian St.Claire-King (2003) Vajra Enterprises
A post-apocalyptic/cyberpunk RPG, subtitled "Suspense Horror and Hope in 2080 on the streets of Manhattan". It is set on Manhattan island in 2080, which is largely deserted with 50,000 inhabitants. Gangs draw lines and protect their own, existing because besides welfare, there is little the government does to protect human rights. Most are afraid to venture to the streets, and live as shut ins, playing in VR rather than living. It uses a detailed skill-based system, the "Organic Rule Components" system. Character creation uses classes and limited point buy. In order, the players chooses personality traits and worldviews, splits 80 points between eight attributes, chooses from among 46 classes, and split 100 points among skills (with costs based on class). Action resolution is attribute + skill + 1d20 vs difficulty. It has a detailed combat system with maneuvers and three Health attributes: Blood, Body, and Incapacity.
Féérie
1st ed by Philippe Mercier (1985) Les Elfes
A French-language fantasy RPG. Written by one of the creators of the Légendes system.
Feng Shui
1st ed by Robin D. Laws (1996) Daedalus Games
2nd ed (1999) Atlas Games
A (mainly) modern-day action-movie genre game, taking after Hong Kong action films with wild martial arts, magic, and other strangeness. It uses a simple system of skill+1d6-1d6 vs difficulty. Combat is emphasized, which works on an action point (or "shot") system. Unusually, there are full character creation rules. Instead, there only are a set of tailorable archetypes which fit the genre.
Fiasco
1st ed by Jason Morningstar (2009) Bully Pulpit Games
A GM-less game of modern-day criminal action for 3-5 players, designed to be played in a few hours with no preparation. It is intended to emulate cinematic tales of small time capers gone disastrously wrong - inspired by films by the Coen brothers including Blood Simple, Fargo, Burn After Reading, and A Simple Plan along with others like The Way of the Gun. There are four settings: Main St (a nice southern town); Boomtown (a wild west mining); Tales From Suburbia (a suburban community); and The Ice (McMurdo Station, Antarctica). Each setting includes lists of Relationships, Needs, Objects, and Locations - in six categories with six elements. Each player brings 4 six-sided dice: two white and two black, which are pooled in the center of the table. The players take dice from the pool to define elements of their characters and to determine scene outcomes. On a player's turn, the player may decide to set up the scene (framing it), and let the group determine the outcome (good or bad), or the player can allow the group to frame the scene, and the player can determine the outcome.
Field Guide to Encounters
1st ed (1982) Judges Guild
A science fantasy RPG, using a class-based and level-based system similar to D&D, published as a two-book set. The first book covers character creation, which is mostly a huge list of classes and races. The second book is a collection of monsters. The options provided range from traditional fantasy to the bizarre (Attack Blink Cows, or the Acupuncturist class).
Fifth Cycle
1st ed by Robert Bartels (1990) Shield Laminating
A fantasy RPG set on the world of "Dolphinis", which is at a point in history where the long-lost art of magic is returning to the world. The first cycle was the era of creation. The second cycle was an era of magic. The third cycle was dominated by Tyrant Mages which created elves, dwarves, lizardmen, and dogmen along with subhumans including trolls and goblins. The fourth cycle was an era when all magic was shunned. The system handles character creation by selecting a profession and then picking skills within that profession. It includes a central magic system which is point-based. Reviewed in White Wolf #29.
Fighting Fantasy
Fighting Fantasy ed by Ian Livingstone, Steve Jackson (1984) Penguin Books
Dungeoneer ed by Marc Gascoigne, Pete Tamlyn (1989)
A traditional fantasy-genre wargame and RPG, published as a series of books aimed at beginners. It is primarily a solo adventure book series of fighting orcs, dragons, zombies, and vampires. The role-playing rules (i.e. guidelines for creating your own adventures) were in "Fighting Fantasy". This has 3 attributes: Skill, Stamina, and Luck. The rules were expanded in "Dungeoneer".
Note that this "Steve Jackson" (UK author) is unrelated to "Steve Jackson" (US author, head of Steve Jackson Games). cf. the official website.
I Figli Dell'Olocausto
1st ed by Andrea Cortellazzi (1990) Black-Out
An Italian-language post-atomic-apocalypse RPG set in Italy, using a detailed set of rules.
The Final Girl
1st ed by Bret Billan (2012) Gas Mask Games
A horror movie mini-RPG meant to emulate movies where the characters are killed one by one until only one survivor remains to confront the killer. It is for 2 to 6 players, and a complete game lasts 1.5-2.5 hours. It suggests playing cards, index cards, and pencils as required materials.
Fireborn
1st ed by Rob Vaughn (2004) Fantasy Flight Games
A modern fantasy RPG set in the near-future where the PCs are human reincarnations of dragons. It is set about 10 years in the future in London, where over the past year magic has come out into public knowledge. It also supports flashback sequences to when the PCs were true dragons back during the mythic age. It uses a d6 dice pool system similar to Shadowrun.
A Fistful of Dice
1st ed by Judas I. Zeh (2002) Azathot LLC
A universal RPG system, using a dice pool system. Action resolution is by rolling d6's equal to your talent and comparing the total vs difficulty. There are modifiers in extra dice which are not kept (i.e. +2 modifier on 3d6 means roll 5d6 and keep the best 3).
Flash Gordon and the Warriors of Mongo
1st ed by Lin Carter, Scott Bizar (1977) FGU
A game which handles the Flash Gordon story as a sequence of programmed choices, similar to a "Choose-Your-Own-Adventure" book -- billed as a "game of schematic role-playing". Each player takes on the role of an Earthling who has landed by rocket on the planet Mongo, and attempts to be the first group to reach Mingo City and defeat Ming the Merciless. There is no GM. Instead, they consult the rulebook for description of the challenges faced at each region of Mongo: such as the Cave Kingdom, Frigia, or the Fiery Desert. Characters are defined by four attributes: Physical Strength and Stamina, Combat Skill, Charisma/Attractiveness, and Scientific Aptitude. Each is determined by rolling three "average dice" (six-sided dice with values 2,3,3,4,4,5).
Flashing Blades
1st ed by Mark Pettigrew (1984) FGU
A swashbuckling combat system and RPG, set in 17th century France: the time of the musketeers. It emphasizes both combat and social status. The duelling system is naturally rather complex and involved. Character creation is random-roll attributes and point-bought skills (modified by class: Rogue, Gentleman, Soldier, or Nobleman) and profession.
FlipQuest
Quest for the Princess' Crystal ed by Rolando Mei (2001) Shadowcraft Imaging Group
A collectible card game with some role-playing elements, where you build the game board as you play. There are square tiles for locations, characters, monsters, and treasure. It has some resolution using d6s.
A Flower for Mara
1st ed by Seth Ben-Ezra (2008) Dark Omen Games
A live-action improvisational game with pregenerated characters, billed as "an improvisational play about death, loss, grief, and hope." The player characters are family members grieving a relative, Mara, who just died suddenly and unexpectedly - and play proceeds in a number of scenes for each season of the year following her death. The game uses a Director/GM role as well as a special role for Mara's spirit, along with player roles for up to six of Mara's immediate family. Character creation includes picking one of six relationship types (devoted/ competitive/ respectful/ bitter/ subordinate/ detached), as well as picking a personal grief or regret of the player to bring into the game. The moment that a character lets go of their regret for Mara, the player gives an out-of-character soliloquy about that grief or regret while placing a flower on the grave. There are no numbers or mechanics for resolution, though there are rules for the bounds and requirements of scenes.
ForeSight
1st ed by Tonio Loewald (1986) self-published
A sci-fi RPG system. It uses a percentile system similar to James Bond 007. A simplified version of the original rules is now available free.
Forge: Out of Chaos
1st ed by Mark Kibbe (1998) Basement Games
A traditional fantasy-genre RPG, using a class and level-based system with skills.
Forgotten Futures
1st ed by Marcus L. Rowland (1999) Heliograph, Inc.
A Victorian adventure RPG based on early science fiction writings: not only Jules Verne, but also "forgotten" sci-fi works such s George Griffith and Rudyard Kiplings. This appeared as a shareware download on the Internet for several years, and later was published in print. Although the rules are cheaply downloadable, the core rulebook is 151 pages - illustrated with an index. It uses a rules-lite system with 3 attributes and broad skills. There are both printed and downloadable supplements on various early sci-fi works. cf. the official website.
The Forgotten Hunt
1st ed by John Josten (1996) Board Enterprises
A modern dinosaur-hunting RPG where living dinosaurs have been rediscovered. Modern scientists are racing to study the creatures, both in their native environments and in their labs, but hunters and adventurers are the main focus. It was apparently released in a Limited Edition as a three-ring binder at GenCon in 1996.
Forward... To Adventure!
1st ed by The RPG Pundit (2007) Flying Mice LLC
A medieval fantasy RPG focusing on tactical play in dungeons, drawing from the original Dungeons & Dragons game, as well as some derivatives like Nethack.
Fox Magic
1st ed by Christopher La Haise, Catherine Prickett, Lev Lafayette (2009) Fool's Moon Entertainment
A historical fantasy/horror game where the player characters are various breeds of kitsune - Japanese shapeshifting fox creatures. A character's number of tails indicates their relative success, experience, and ability. Character creation is limited point buy, with number of tails indicated number of attribute points and number of abilities picked. The four attributes are Cunning, Skill, Spirit and Wisdom. In the system, players take temporary control of the narrative until challenged by the GM or another player. Challenges are resolved by a d12 dice pool, rolling a number of d12s equal to the appropriate attribute modified by Opportunities, Complications, and Conditions. Any result of 7 or higher indicates general success, with degrees of success determined for each die. On failure, the challenger takes control ("Tempo"). The basic game includes a summary of Japanese geography, history, and culture - including details on mythology and other magical creatures.
Frankenstein Faktoria
1st ed by Joe Abracadabra (2000) Portal
1st Spanish ed (2001) Edge Entertainment
A Polish-language horror RPG, whose title translates as "Frankenstein Factory". The PC's are creations of doctor Frankenstein, made up with many different body parts.
Freaks and Friendlies
1st ed by Denton R. Elliot (1986) Doc's Games
A post-apocalyptic mini-RPG featuring the usual assortment of mutants and other beasts and includes rules covering both psionics and magic.
Freedom Fighters
1st ed by J. Andrew Keith (1986) FGU
A modern military RPG about guerillas taking back America from invaders, subtitled "North America Invaded!". The game presents two options: either Russian or space-alien invaders. The core rules are broken into two books: "The Character" (96 pp) and "The Resistance" (80 pp). The boxed set also includes a 32-page booklet of character creation charts & tables, screen, character sheet, a sample adventure called "The Errant Knight Gambit" (pamphlet 8 pp), Stan Johansen Miniatures (pamplet ad for miniatures), a pin with the Freedom Fighters logo.
FreeMarket
1st ed by Luke Crane, Jared Sorensen (2010) self-published
A transhumanist RPG set on a space station three and a half kilometers wide with a population just over eighty thousand. The PCs are members of MRCZs - ad hoc groups formed for specific purposes.
Frenzy
1st ed by William E. Worthey, Gregor Hutton, William E. Worthey (1995) Venture Press
A small-press universal role-playing and skirmish wargaming system. It included a sci-fi setting ("Stone Killers") and a modern US setting ("Crime Story"). It uses a special percentile system, the "Reverse Roll", where the ones die determines success, and the full percentile roll determines level of success. Character creation is limited point-based, with points for the six main attributes and separate points for the binary skills. The basic rulebook included two sample scenarios, one for each setting.
Fringeworthy
1st ed by Richard Tucholka (1981) Tri-Tac Games
2nd ed (1984)
3rd ed (1990)
A near-future interdimensional sci-fi RPG. In 2008 an interdimensional portal is found in Antartica, and U.N. teams are sent to explore these other dimensions -- consisting of those elite capable of crossing the interdimensional "fringes". It uses a variant of the Tri-Tac system: a percentile skill system. Character creation is random-roll attributes, skills are generated by assigning dice to them. Advancement is level-based, giving extra hit points and raising skills.
Frontier Zone
1st ed by Stuart Lynn Sexton (2006) self-published
A space-faring science fiction RPG, set in the 22nd century in the United Systems Alliance Frontier Zone. The Zone is only lightly patrolled by the United Systems Navy, whose seven fleets are spread very thinly. Rival powers include the Mordum Hegemony and the Shardon Empire. It uses a simple skill-based system. Resolution is based on 1d6 + skill versus difficulty, with die rolls open-ending on a "1" or a "6" result. Character creation is limited point-based, including choosing a race, modifying attributes by spending Bonus Points, and choosing up to three profession templates.
FSpace RPG
1st ed by Martin Rait (1991) FSpace Publications
KAPCON Edition ed (1995)
SpaceRPG Concise Rulebook v4.0 ed (2001)
SpaceRPG Concise Rulebook v4.2 ed (2008)
A space-opera RPG, in a background set in the late 22nd century, where humanity and others are defending themselves against the expansion of the Stotatl Empire and other menaces. The original edition was titled the "Federation Science Fiction Roleplaying Game Rulebook", later known as the "Fed RPG". The name was changed to FSpaceRPG since most testing players refered to the game as "FED Space". The concise rulebooks (v4.0 and v4.2) and a range of supplements are available in hardcopy, as ebooks or on CDROM.
FTL:2448
1st ed by Richard Tucholka (1982) Tri-Tac Games
2nd ed (1985)
3rd ed (1990)
A space-opera RPG, set in a far-flung alliance on the edge of war. On one side is the Hagonni Empire, on the other is humanity and its numerous allies (the "ISCO"). It includes 28 alien races plus humans, uplifted animals, and androids. The system is a fairly complex percentile skill system, based on Fringeworthy.
FTL Now
1st ed by clash bowley (2006) Flying Mice LLC
A modern-day sci-fi RPG made as a sequel to the Cold Space game. FTL Now is set between the end of the Soviet Union in 1990 and 2006. The background is a parallel history, including an attack on 9/11/2001 when terrorists directed a comet into New York City that resulted in an interstellar War on Terror.
FUDGE
1st ed by Steffan O'Sullivan (1995) Grey Ghost Press
Expanded Edition ed (2000)
10th Anniversary Edition ed (2005)
A free-form, generic, minimalist role-playing "engine". At times, this is intentionally more of a "how to design an RPG" guide than a pre-made game. There are no fixed attributes or skills, and multiple options are provided for almost everything. There are sample psionics, magic, and clerical magic systems provided with the core rules. The Expanded Edition provides a pre-determined fantasy role-playing game with fixed attributes, skills, and new magic system. The Anniversary Edition provides a host of other pre-made and/or optional systems: a new magic system ("Degrees of Magic"), superhero rules, cybernetics, netrunning, vehicles, dogfighting, detailed weapons, and two alternate martial arts systems.
Fuerze Delta
1st ed by Jorge Barquín (1991) Miraguano
A Spanish-language science-fiction RPG. It is set in the 22nd century, where humanity is part of an unstable alliance of members from five species with space travel technology. The political fight for the authority is fierce. There is an institution that takes charge of peace and balance between species, the Guiding Council, but it barely has official influence. The PCs are members of Fuerza Delta, the Council's secret side. Its mission is to keep the peace whatever the cost.
Full Light Full Steam
1st ed by Joshua BishopRoby (2006) Kallisti Press
A steampunk RPG set in a parallel history where the solar system is being explored in Victorian times using spaceships with solar-powered steam engines and clockwork computers (analytic engines). All of Venus, Mars, Mercury, Vulcan, and the Belt include habitable areas. The British Astronomical Navy is the dominant military force in space, though many countries operate solar steamers. It uses a custom system. Resolution uses rolling 4d6 and taking higher or lower dice depending on the attribute level. There are six attributes (Acumen, Brawn, Coordination, Intellect, Leadership, and Savoir-Faire) and thirty skills. Characters also have "thematic batteries" - which are freeform player-chosen descriptors like "Competitive," "Gentleman," or "Inquisitive." A thematic battery can give a bonus to a related roll, but only if it has been charged by taking a voluntary penalty on a related roll. So a player can get benefit from "Competitive" only if they experienced problems from that earlier. There is also a system for tracking spotlight time in scenes by passing a note ("Scrip") that players write on when they have a scene - also used for experience.
Funky Colts: Das 70er / 80er Jahre Actionserienspiel
1st ed by David Grashoff, Daniel Mayer (2007) Projekt-Kopfkino
1st ed by David Grashoff, Fabian Mauruschat, Daniel Mayer (2009) Projekt-Kopfkino Prometheus Games Verlag
A German-language RPG about U.S. cop shows from the 1970s and 1980s, with a system that emphasizes quick character creation and simple action.
Furry Outlaws
1st ed by Lise Breakey, Bruce Thomas (1994) Furry Games
An RPG set in an alternate 12th century England where anthropomorphic animals act the Robin Hood myth. It uses the "Halogen System" - a percentile skill-based system shared by the game Furry Pirates. The game includes a magic system as well as stats for key characters including Sir Guy of Gisbourne (a rottweiler), Richard Lionheart and Prince John (lions), The Sheriff of Nottingham (a boar), and the Bishop of Ely (a horse). The cover is a parody of the 1991 film Robin Hood: Prince of Thieves, with an anthropomorphic fox preparing to fire a flaming arrow.
Furry Pirates
1st ed by Lise Breakey, Bruce Thomas (1999) Atlas Games
An RPG of anthropomorphic animals sailing the high seas as pirates in a quasi-historical environment. It has an alternate history similar to our own, but with twists to suit the anthropomorphic animals and the dose of added magic. It uses the "Halogen" system, a percentile skill-based system. In combat, the attacker has a skill level which is added to the defender's skill level to generate a score which the attacker must beat (i.e. lower attack score is better).
Fusion
1st ed by Palle Schmidt, Malik Hyltoft (2000) Høst and Søn
A Danish-language science fiction RPG, set in Denmark in 2012 of a dark future. In the year 2007 a new "self-protection" act gives over much power to private citizens. The PCs are all private detectives belonging to the same firm, which is left to the GM to define. The background is focused on the Danish capital of Copenhagen, where most of the action occurs. It uses a simple dice-pool system, where you roll d6's equal to attribute + skill (both rating 1 to 6). Any roll of 6 gives you a success, but if you roll more 1s than you have in either skill or ability, you get a fiasco. Note that it is possible to get both a success and a fiasco.
The Future Belongs To Us
1st ed by Infinity (2013) Ataraxy Publishing
A sci-fi RPG set in a near future world in the year 2048, where all countries have been taken over by the UNE (United Nations of Earth). The tyrranical world government has instituted a single currency and a complete ban on firearms. The players are members of the Freedom Underground dedicated to destroying the UNE. Other groups include the Hardbodies (the top criminal gang), the Brotherhood (a conspiracy pulling strings in the government), and the Mystics (a new religion). It uses a skill-based system called the DiceLight system. Resolution uses 1d20, with all rolls by the player rather than the GM. Character creation is open point-based, spending 4000 points, with an option to use pre-created templates. Characters have seven attributes (Dexterity, Agility, Strength, Perception, Build, Ego, Stamina) along with a mix of knowledges, skills, and proficiencies. Ego and Stamina determine a character's points in Passion and Energy. Passion points can be spent to increase rolls, reroll failures, or revive from unconsciousness.
Future Worlds
1st ed by Patrick Lester (1987) Stellar Gaming Workhop
A spacefaring science fantasy RPG, set in the far future which has both an interstellar society and magic-using "Mystics".
Fuzion
1st ed by "The Fuzion group" (1997) R Talsorian
A universal system which fuses R Talsorian's "Interlock" system with Hero Games "HERO" system (from Champions). The core system is available for free download. It has not been released in print as a universal RPG, but the rules are included in numerous printed games including Champions: The New Millenium, Sengoku, and other games. It uses attribute + skill + 3d6 vs difficulty. Character creation is by limited point buy ("characteristic points", "option points", and "power points").
"Instant Fuzion" is a simplified version of the Fuzion system used by the Usagi Yojimbo and Dragonball Z games. cf the official website.
Fvlminata: Armed with Lightning
1st ed by Jason E. Roberts, Michael S. Miller (2001) Thyrsus
2nd ed (2002)
An RPG set in an alternate history where the Romans discovered gunpowder. It is set in AD 248. The divergence point is in AD 79 when Aufidius Caelus and Pliny the Younger survive the eruption of Pompeii by visiting the Misenum shore, and Caelus then devotes his life to pursuing the secret of volcanic power. It uses an original system which includes a magic system based on Roman superstition.

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