RPG Encyclopedia: T
- 1st ed by Ygor Morais Esteves da Silva, Marcelo Rodrigues, August Julio Cesar Junior, Leonardo Nahoum Pache de Faria, Sergio Fonseca de Castro (1991) GSA Editora
A Portuguese-language traditional fantasy RPG published in Brazil
by "Editora Art Bureau editora de arte LTDA" / GSA Editora. It
is set in a world with humans, orcs, elves, dwarves, and other
classic fantasy elements. It's system is similar to
However, it has a split damage system: Heroic Energy is damaged
by most attacks, while Physical Energy is damaged by critical
hits and falls. (This is similar to the Wound Point / Vitality
Point distinction used in some D20 games). It uses two d10s and
a d20. This was one of the earliest Brazilian RPGs, and influential
on many Brazilian gamers. Two sourcebooks were published for it: one
with adventures and other expanding the setting.
- 1st ed by Mike Pohjola (2007) Riimuahjo Publishing
A Finnish-language near future roleplaying game where the player characters
are members of a Maoist mutant girl band in the Finland of 2017. The
action of the game revolves around dating, school, parents, rehearsals,
fans, gigs, managers, celebrity and so forth. It uses a resolution
mechanic based on interpreting fortune cookie fortunes.
- 1st ed by Ville Vuorela (1998) Burger Games
A English-language post-ecological-apocalypse RPG published in Finland,
set in 2039 as civilization is breaking down into anarchy and barbarism
due to world-wide famine.
Tales from the Crypt
- 1st ed by Greg Farshtey, Teenwynn Woodruff (1996) West End Games
A horror RPG set in the world of the TV series. It uses the
Tales from the Floating Vagabond
- 1st ed by Lee Garvin, Nick Atlas, John Huff (1992) Avalon Hill
A humorous sci-fi RPG, set in a universe with lots of aliens and
hi-tech stuff in the year 4012. "The Floating Vagabond" is the
name of a bar in the center of the multiverse, which acts as the
home base for intergalactic mercenaries. The system is roll
under stat on a step-die based on difficulty (d4 to d100).
Tales of Blades and Heroes
- 1st ed by Andrea Sfiligoi (2012) Ganesha Games
A simple fantasy RPG rules system based on the miniature rules,
"Song of Blades and Heroes". It uses a simple dice pool system,
with three attributes (Quality) for Physical, Mental, and Social;
and also a general Combat rating. Character creation is open
point-based, with 50 points at base. Points can be spent on
attributes, but most are spent on Special Rules that function as
skills, advantages, and disadvantages. Skill resolution is rolling
a number of d6s, with successes based on the appropriate attribute.
Combat is 1d6 + bonuses compared to opponent's roll. There is a
freeform magic system where each magic-using character has a set
of nouns and verbs to form spells from.
Tales of Gaea: Fantasy Role-Playing Game
- 1st ed by William Corrie III (2003) HinterWelt Enterprises
A fantasy RPG with a percentile skill-based system (the "Iridium System")
and an original setting. It is set on the continent of Narheim in the
world of Gaea, which is inhabited by humans as well as dwarves, elves,
halfings, and gnomes. Society is relatively advanced and enlightened
with the use of magic. Character creation is choosing race, random-roll
attributes (best of 3d20 for each of eleven attributes), followed by
choosing one of seventeen classes which influence skills. It includes
a magic system, where all characters may have some magic but specialists
have true power.
Tales of Gargentihr
- 1st ed by Richard Cooper, Alastair Cowan (1995) Sanctuary Games Ltd
- 2nd ed (1998) Digital Animations
A swashbuckling fantasy RPG set in a semi-historical alternate
world in the year 1585. On Gargentihr, continents drift and
magical energy fills the sky. However, it is in an age of
exploration (of the New World) and early science similar to our
1700's. PC's are part of a secret society of adventurers
("Clondis") who organize into teams. The system is skill-based,
with random-roll attributes, point-bought skills, and a life-path
development system. Combat is fairly detailed. cf. the
- 1st ed by Vincent Diakuw (2004) Thousandpress
An electronically-published role-playing game focusing on storytelling
and descriptive skills. Players take turns narrating the outcome of
scenes. The flow of action is moderated by a fluctuating pool of dice
which the players share.
- 1st ed by Stephan Michael Sechi (1987) Bard Games
- 2nd ed (1989)
- 3rd ed by Stephan Michael Sechi, Jonathan Tweet (1992) Wizards of the Coast
- 4th ed by John Harper, Stephan Michael Sechi, Adam Sonfield (2000) Shootingiron
- 4th Reprint ed by John Harper, Stephan Michael Sechi, Adam Sonfield (2000) Morrigan Press
A post-magical-apocalypse fantasy game set on an original fantasy
world. Powerful pre-disaster magic can be found, while there is
also the menace of barbaric sub-men. There are no elves or
dwarves (a tag line for the game). Character creation is by
picking from a large set of templates. Action resolution is
similar to D&D. cf. the
- 1st ed by Theron, Arvola (1991) Peter's Press
A traditional fantasy RPG, reviewed in White Wolf #28.
- 1st ed by Aleksi Stenberg (1997) Saruwine
A Finnish-language fantasy RPG, set on the world of Tasnar
focusing on the land of Medharmark which is modelled after
A Taste For Murder
- 1st ed by Graham Walmsley (2010) self-published
A GMless murder-mystery RPG for 4-6 players set in a 1930s country house.
It begins with a series of characters playing out events before the
murder, establishing motives by keeping track of relationships that
become more complex. Halfway through the game, the murder occurs, and
the player of the murdered character switches to playing the detective.
The true murderer is not determined until the end of the game, when
two characters have their motive charts filled and the detective
determines which of the two is the real murderer. It uses d6 mechanics
called "die circles" that give bonuses when characters act particularly
evil, or like victims.
Taste My Steel
- 1st ed by Don Johnson (1982) Phantasy Network
A historical swashbuckling RPG. The rules are focused on combat
(swordplay, firearms, and brawling) but also cover creating scenarios
- 1st ed by A. Diego, D. Fernandez, J. Garcia, P.J. Ramos (2002) self-published
A Spanish-language live-action parody RPG set in the "Mundo de Demencia".
This is a parody of White Wolf's "World of Darkness" where the PCs
are disturbing night-beings -- like smokers, drunkens, women,
and role-players -- who have astonishing powers.
- 1st ed by Jeremy Keller (2011) Cellar Games
A cyberpunk sci-fi RPG set 20 to 30 years in the future, with general
advances in technology but not much detail on the world. It uses a
d6 dice pool system where characters have ratings from 1 to 3 in nine
Verbs and a number of binary Adjectives used as modifiers. Resolution
is by the player rolling "Action Dice" equal to the Verb stat used, with
additional "Push Dice" for each applicable positive Adjective or
object Tag - comparing the highest die to the target's reaction rating.
Rolled Push Dice can be spent for extra success results. Character
creation involves picking three Training Programs, where each gives
you +1 in three Verbs and 1 choice of Adjective.
Te Deum Pour Un Massacre
- 1st ed by Jean-Philippe Jaworski (2005) Editions du Matagot
A French-language historical RPG set in 16th century Europe amidst the
Wars of Religion. The core set is published as a series of four small
paperback books in a cardboard sleeve: a setting book on everyday life
(70 pages), a historical background book (194 pages), the main rulebook
(146 pages), and a book of scenarios (44 pages). It uses a step-die
system where each of six attribute has six levels, with named levels
corresponding to D4, D6, D8, D10, D12 and D20. Character creation
uses a life path system, starting with picking a birth rank and then
templates for your life as a baby, as a child, as a youth and as a
teenager. Each stage includes background questions ranging from what
your favourite hiding place was as a child to who your first lover was.
After adolescence, you pick one of 46 professions. The rules also
include detailed combat rules with hit location and precise weapon
Teenage Mutant Ninja Turtles and Other Strangeness
- 1st ed by Erick Wujcik (1985) Palladium Books
A superhero RPG based on the parody/action comic, with characters
as any of a variety of anthropomorphic mutated animals of various
abilities. It uses a variant of the
Palladium FRPG system,
with limited point-bought character creation (via "bio-energy").
Teenagers From Outer Space
- 1st ed by Mike Pondsmith (1987) R Talsorian
- 2nd ed (1989)
- 3rd ed by Mike Pondsmith, Greg Costikyan (1997)
A Japanese anime comedy RPG, set on Earth as aliens are increasingly
drawn in by the wonders of designer jeans, hi-fi stereos, cool cars,
and fast food. Characters are high school students competing for
popularity and dates while occaisionally saving the world or such.
It uses a very simple system based on attribute + skill + 1d6 vs
difficulty. Notably, rolling over a certain amount results in a
"horrible success" which has unintended consequences. Character
creation is rolling 1d6 for each attribute, plus point-bought
traits / skills. The combat system has no lethal damage. Instead
characters lose "Bonk" from being hit, and they go into a stupor
for a while if reduced to zero.
Tekumel: The Empire of the Petal Throne
- 1st ed by M.A.R. Barker, Joe Saul, Patrick Brady, Edwin Voskamp (2005) Guardians of Order
A non-traditional fantasy game set on a unique alien world called
"Tekumel". Set 60,000 years in the future, Tekumel was settled
by Earth, but a great disaster threw Tekumel into a pocket
dimension where gods and magic existed. The setting has a strong
Hindu and Aztec flavor rather than European, and is lavishly
detailed. It uses a variant of the Tri-Stat system originally from the
Big Eyes, Small Mouth
RPG. There are two previously-published games set in this world,
though with unrelated rules systems:
Empire of the Petal Throne (1975) and
- 1st ed by David Bergqvist, Terje Nordin (2001) Terra Incognita
A Swedish-language RPG set in a post-apocalyptic future where the
remnants of mankind have built a new society, free from violence and
injustice, but not without its problems, on the ruins of the old world.
Tenchi Muyo RPG
- 1st ed by David L. Pulver, Karen A. McLarney (2000) Guardians of Order
A science fantasy RPG based on the anime series, where a
Japanese teenage boy discovers a magic sword and gets mixed
up in adventures dealing with various aliens. It uses the
Tri-Stat system from Big Eyes,
- 1st ed by Junichi Inoue (1997) F.E.A.R.
- Zero ed (2000)
A Japanese-language science fantasy RPG, set on a distant planet in
the far future called "Tenra". The title is a play on the phrase
"Shinrabansho", which means "Everything in Earth and Heaven", or
"All of Nature". Humans were exiled there centuries ago, and
developed a feudal culture similar to Sengoku era Japan -- though
with advanced technology and magic. It includes samurai, cyborg
footsoldiers, taoist demon-summoning wizards, medicine men with colonies
of useful insects inside their bodies, and magically-enhanced mecha
powered by innocent children. It uses a d6-based system, and includes
hero points ("Aiki Chits") which are earned by good role-playing and
spent on improving abilities, strengthening Fates, or increasing
- 1st ed by Wolf (2000) Scorpion's Nest Tactical Gaming
A post-apocalyptic tabletop RPG and/or wargame, set in a
militaristic future where scavenged present-day technology
is used. It uses a complex tactical system given in the
422 page Master Rulebook.
Terra Incognita: The NAGS Society Handbook
- 1st ed by Scott Larson (2001) Circa Games
Grey Ghost Games
A Victorian adventure game, using a variant of the
FUDGE system. The PC's are
members of the National Archeological and Geographic Society, which
is a worldwide organization devoted to discovering the supernatural
and for the most part keeping it hidden.
The Terran Story
- 1st ed by Richard Parkinson (2004) Timeless Games
A sci-fi RPG set in the 25th century. Character creation is
either random-roll or limited-point-bought attributes; and an
occupation package. Action resolution is generally percentile
roll under stat, though d6s are also used.
The Terran Trade Authority Roleplaying Game
- 1st ed by Scott Agnew, Jeff Lilly (2007) Morrigan Press
A sci-fi RPG based on the comic series by Stewart Cowley, started in
1978 with Spacecraft 2000 to 2100 AD, created in cooperation with the
author. It uses a variant of the "Omni RPG System" used by other RPGs
from Morrigan Press. Action resolution uses skill or attribute minus
difficulty + 1d20, interpreting the results on a universal degree of
- 1st ed by Patrick Sweeney, David F. Chapman, M. Alexander Jurkat (2002) Eden Studios
A sci-fi RPG in the genre of humans transplanted into a world of
intelligent apes, such as the Planet of the Apes movies. There
is no specific setting, though there are details on the intelligent
apes to fit the genre. It uses a variant of the Unisystem rules,
originally from Witchcraft.
Action resolution is attribute + skill + 1d10 - difficulty modifiers,
rated on a small universal table for degree of success. Character
creation is limited point-based.
Terra the Gunslinger
- 1st ed by Junichi Inoue (2001) F.E.A.R.
A Japanese-language modern fantasy RPG set in the Wild West.
La Terre Creuse
- 1st ed by Laurent Alonzo, Alain Paris (1989) Silmarils
A French-language sci-fi RPG, based on a series of novels of the
same name by Alain Paris. It is set in the far future of an
alternate history where WWII ended in thermonuclear war and
people live in the shadow of a Nazi Germany turned into a
Terror Network: Counter Terrorism Role Playing Game
- 1st ed by Brendan Davis, William Butler, Steve Bowden (2010) Bedrock Games
A modern-day counter-terrorism RPG, where the player characters are
covert counter-terrorism agents. The game recommends having one full
set of characters working on the home front (i.e. FBI or DHS) and one
full set of characters involved in foreign operations. It uses a d10
dice pool system (the "Network System"), rolling dice equal to skill
and comparing the highest roll to difficulty or opposing skill.
Rolls of 10 are open-ended. Character creation is purely skill-based,
there are no attributes.
- 1st ed by Eric A. Kugler (2009) Anansi Games LLC
A horror RPG focused on emulating classic horror stories including
those by authors Shelley, Stoker, Hawthorne, Poe, and Stevenson.
Resolution is by comparing 3d6 + attribute + skill + backgrounds + bonds
versus an opposed roll, where the winner is allowed to narrate the outcome.
Backgrounds are traits beyond attribute and skill that are still rated 1-10,
and the rating can change as part of an appropriate scene. Bonds are
attachments or relationships a character has, also rated numerically.
Character creation is either by an open point-buy method or by
- 1st ed by David Berkman, Travis Eneix, Andrew Finch, Anthony Gallela (1993) Backstage Press
A universal diceless RPG emphasizing drama. Action resolution is
largely in the hands of the GM, with flow-charts provided to guide
thinking. However, player input is emphasized via "plot points"
and "statements" -- using which players can force certain results.
- 1st ed by Richard Meyer, Kerry Lloyd, Michael Watkins (1984) The Game Lords, Ltd.
- 2nd ed (1984)
A traditional fantasy game which richly detailed thieves as its
focus. The system is skill-based, although different skills had
different mechanics (combat, thief, and other). Character
creation is mixed random-roll attributes and point-bought skills
(with a random number of points). It is notable for its detailed
subsystems devoted to thief skills (picking locks, etc.)
- 1st ed by Lynn Abbey, Gary Astleford, Patrick O'Duffy, Robert J. Schwalb (2005) Green Ronin Publishing
A fantasy RPG based on a multi-author, shared-world series of stories
started in 1979 by Robert Lynn Asprin, Gordon Dickson, and Lynn Abbey --
and on the new stories starting with Lynn Abbey's 1999 novel "Sanctuary".
It is set in a seedy city called "Sanctuary" filled with murderers,
cutthroats, wizards, cultists, and more. The game uses a variant of
3rd edition D&D,
aka the D20 System. There was an earlier setting book on Thieves' World
in the 1980s published by Chaosium, with stats for several games.
Thirty: A Big Game about a Big Mystery
- 1st ed by John Wick (2005) Wicked Dead Brewing Company
A historical fantasy game where the PCs are among the thirty
Templar knights who disappeared in the 14th century after the
Pope declared their order to be heretics. In the game, they
are carrying a secret treasure and lost in a magical mist,
trying to find their way home. It uses a dice pool system,
including a special system for "Fraternitas" -- morale and
trust in one's fellow knights. Fraternitas dice can either be
kept to oneself or put in a pool shared with other PCs.
- 1st ed by Leonidas Vesperini, Orso Vesperini (1995) Jeux Descartes
A French-language RPG based on P.J. Farmer's World of Tiers series
of novels. The universe includes several worlds created and rules by
powerful beings called the Thoans, linked by interdimensional gates.
The central world (and the only one covered in the basic rules) is
an enormous tower with circular levels surrounding a central mountain
topped by the Lord's citadel. The basic games includes a wealth of
source material on this "World of Tiers". The rules are a dice-pool
system geared for beginners. Action resolution is by rolling d6's
equal to one's attribute, where each die over a target number counts
as 1 success. Character creation is based on a fixed set of 20
templates. Combat uses a complex system where players pre-allocate
a set of action ranks each round.
- 1st ed by Ilmari Virtanen (1995) self-published
A Finnish-language unusual fantasy RPG, whose title is an acronym for
"The Hunters Of Golden Sirbul". It is set on a strange fantasy world
with over 100 intelligent races (25 of which are suitable for character
races), such as the hyper-intelligent Xiga, who float in the air and
have two heads (!).
The Thol-Far RPG
- 1st ed by Thomas Cook (1998) Thol-Far Adventures
A traditional fantasy RPG set on a slowly crumbling world,
composed of thousands of "splinters", each intended as a GM's own
personal campaign setting.
A Thousand and One Nights
- 1st ed by Meguey Baker (2006) Night Sky Games
A storytelling RPG about courtiers in the palace of the Sultan. It
uses a rotating GM system where the player of the character telling a
story becomes the GM, casting the other players as parts in a story.
It uses a simple, abstract dice system where players pose questions
about the story and later roll the dice when the question gets
answered. Points earned through rolls can be used to progress on
three fronts (the only numerical stats of the game): Safety, Ambition,
- 1st ed by Richard Iorio II, James Maliszewski (2008) Rogue Games
A science fiction game. It uses a streamlined system, where action
resolution uses 2d12. Character creation is by choosing
skill packages based on homeworld type, and a set of career
- 1st ed by Jeff Siadek (1995) Gamesmiths, Inc.
- 2nd ed (1998) Prism Games
An RPG based on a unique set of collectible dice (aka "stones"),
each with a name printed on one face, such as "Barbarian",
"Thief", "Monk", "Wizard", "Druid", etc. Character creation is
simply by selecting 4 stones (out of over 30), and then choosing
equipment and spells. Action resolution is simply by rolling your
dice for activities. To increase the odds that certain symbols,
you can 'focus' a roll as you act, choosing some of your stones to
be re-rolled. However, your opponent then gets to re-roll some of
your stones on your next defense roll (making it worse).
Thundering Steel: The Role-Playing/Combat Game Of Warfare In The Near Future
- 1st ed by Edwin M. Dyer (1991) Minds in One Productions
A role-playing / combat game of warfare in the near future.
Tibet the RPG
- 1st ed by Brian St.Claire-King (2004) Vajra Enterprises
A modern-era RPG set in Tibet in 1959 as communist Chinese soldiers are
on the verge of total conquest and further atrocities against the
Tibetans. However, the game includes fantastic elements which fit
with the religion and mythology of Tibet. 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 25 classes, and split 100 points
among skills (with costs based on class). Action resolution is
attribute + skill + 1d20 vs difficulty. It has a detailed combat
system with maneuvers and three Health attributes: Blood, Body,
- 1st ed by Staphane Gally (1991) Les Créateurs Genevois
A French-language sci-fi RPG from Switzerland, with some touches
of fantasy. It is set 200 years after warlike humans unload upon a
galaxy which until then had known 10 millenia of peace. Strange
phenomena and powers have also begun to manifest.
- 1st ed by Risto J. Hieta, Hans Zenjuga (2001) Artic Ranger Production
A small-press Finnish-language cartoon RPG based on the work of
Finnish cartoon artist Jukka Tilsa. It uses a simple system to
emphasize play as working as if you were drawing a cartoon.
Time & Temp
- Unbound ed by Epidiah Ravachol (2009) Dig a Thousand Holes Publishing
A humorous science fiction RPG set in the modern day, where the player
characters are temp workers employed by Browne Chronometrics, a company
that fixes temporal anomalies. Since more important people pose a greater
risk to the time stream, the company instead sends temps back in time as
the least important people imaginable. It uses a mix of dice for resolution.
The players choose either Effort or Effect, and the GM determines the other.
A table determines the type of die rolled, and the result is put on a grid.
Patterns on the grid may give players special time-bending abilities or
collect Paradox. The original "Unbound" Edition consists of a standard
manila office folder with a welcome letter, an employee handbook, and a
number of cardstock handouts that contain the actual rules, as well as a
management policy guidebook for the GM.
Time and Time Again
- 1st ed by H.N. Voss, W.P. Worzel (1984) Timeline Ltd
A realism-oriented time travel game, where the past cannot be
changed. Characters go back in time to study the past. The
system is realism-based but not easily understood or playable.
- 1st ed by Zinny Brown, James K. Shepard (1990) Dimensional Strategies
A "science fiction time travel" RPG, where the basic game is set
entirely in the Old West. It uses a universal table of attribute
plus modifiers vs percentile roll. Character creation is
random-roll attributes, class-based, and random-roll binary
- 1st ed by Ian Marsh, Peter Darvill-Evans (1991) Virgin Books
A licensed sci-fi role-playing game based on the BBC Television series
"Doctor Who". It uses a simple skill-based system. Action resolution
is attribute plus skill plus the difference between two d6 rolls
(giving a number between +0 and +5) vs difficulty. Many tasks are
resolved as automatic successes if attribute plus skill exceeds
difficulty. The basic game provides a large number of characters
adapted from the show, and a system for generating yourself as
someone caught up in time travel. However, there is no other
character creation system. As the authors point out, the vast
power differences of characters on the show means that any point
system will fail to represent it.
- 1st ed by Greg Porter (1987) BTRC
A time-travel RPG with two campaign types: In one you play
yourself, accidentally thrown from world to world by a strange
device. In the other, you play members of a "Time Patrol" who
fix kinks in the time lines caused by people like the former as
well as intentional trouble-makers. It uses a detailed skill-based
system, which uses roll d20 under skill value for success, but
modifiers use a multiplicative chart rather than adding/subtracting
(i.e. a +4 modifier adds 20% of your skill: changing 5 to 6, 10
to 12, etc.) Each skill has a learning rate determined by one or
more attributes. For example, Survival is linked to Intelligence
and Perception, while Music is linked to Intelligence, Perception,
and Dexterity. Two other notable features: there is a system for
rating yourself to determine the player's
attributes; and there are no fixed hit points.
- 1st ed by Mark Acres, Gali Sanchez, Garry Spiegle, Andria Hayday, Smith (1983) Pacesetter
A time-travel RPG, set in 7128 in the time parallel that has
advanced the furthest into the metafuture. A Time War devastated
humanity, after which those whose ancestors were not wiped out
decided to fund "Time Corps" to guard over time -- opposed by
the alien Demoreans (from parallel A-217), who intend to take
over all of time destroying human history. It uses a variant of
the original Chill system.
- 1st ed by Herbie Brennan (1982) Yaquinto
A time-travel RPG. Characters travel back in time using
"Personal Energy" which limits how much they can bring with them.
The system is simple and loose, to encourage wild action.
Timestream: A Role-playing Game
- 1st ed by Nathan Paoletta (2005) Hamsterprophet Productions
Timestream is an RPG of cinematic time travel, where the PCs are one of
three types: Travelers (who can go forward and back through time, bring
others to another time, or view the past or future), Time Manipulators
(who can change the time around them, slow things down, speed them up,
or even loop time), and Thralls (a mix of the two but they serve a
master who can dictate what and when they do things). The characters
are connected to each other by a set of Anchors -- important people to
the characters -- with each PC having an association to another PC's
anchors. It uses narrational conflict mechanics use stat + 2d6 vs
(opposing stat or difficulty) + 2d6, where the side which rolls higher
determines the outcome. PCs also have two stats for "Time" and "Strain",
where Time is spent to manipulate time, and Strain results from failures
during such. Strain can eventually pop you back to your own time with
bodily damage, or pull you outside of time into Limbo.
- 1st ed by Andrew LaRoy (1997) Studio Cranium
An multigenre anime-based RPG. The system uses d20 for
resolution and d6 for damage and other effects. The main
rulebook (103 pages) includes several campaign settings:
including police in a modern-day magic world, a space opera
campaign, and friendly competition of ace pilots from all sides
To Challenge Tomorrow
- 1st ed by Dave Nalle (1982) Ragnarok Press
- 2nd ed (1983)
- 3rd ed (1992)
A universal RPG system, developed from the fantasy RPG
Ysgarth. It uses a percentile skill
system, with limited point-bought character creation. It has an
action point based combat system.
There were numerous background books, some which came with
complete TCT mechanics, including: "By the Gods" (mythological),
"Challengers" (superhero), "Cyberia" (cyberpunk), "Esperagents"
(psychic espionage), and "Triad" (sci-fi).
- 1st ed by Taro Suzubuki (1993) F.E.A.R.
- Tokyo NOVA: The Revolution ed (1998)
A Japanese-language cyberpunk action RPG with playing-card-based
mechanics similar to
Castle Falkenstein. There are 22 character archetypes based
on the major arcana of the tarot. You choose a combination of three to
make your character. The first archetype is your public identity or
profession, the second is your true nature, and the third is your hobby
or sideline. Archetypes include Politicians (Karisma), Bodyguards (Kabuto),
Biker (Kaze-J), Seducer (Manikin), Corporate Executive (Exek),
Street Samurai (Katana), and more. Your choice of archetypes determines
your four stats: Reason, Passion (emotional manipulation and charisma),
Life (physical prowess), and Mundane (influence, money, and connections).
Resolution is by playing a card from your hand of 3-4 cards and adding
your stat number versus difficulty number (from 2 to 30). You also have
a skill level from 0 (unskilled = zero suits) to 4 (all suits).
You may also draw a card from the deck rather than playing from your
hand, but there is then a chance that you will fumble upon failure.
The present edition is "Tokyo NOVA: the Revolution," with a supplement
("Grand X Cross") in the works. There is also a related play-by-mail
game on the magazine "Discovery."
- 1st ed by Jim Anuszczyk (2002) Dreaming Merchant Press
A fantasy RPG published in electronic format, set in an original
fantasy world on the "Tomb Coast" of the Draemon Empire. The PCs
are "Reavers" -- commoners who make their fortune by looting ancient
graves protected by powerful guardians. Their code is to only reave
tombs after the soul has departed, which happens when all people who
knew the person have themselves died. However, it is still illegal
and the Reavers must stay clear of the authorities.
Tombstones n' Tumbleweeds
- 1st ed by Christopher Bracket (2004) Game Werks
A skirmish-level wargame of the Wild West.
- 1st ed by Eddy Webb, Cynthia Celeste Miller, Roy Richardson, Rod Whigham (2005) Z-Man Games
An action-heavy sci-fi RPG with cybernetics and power armor mixed with
elements of noir and pulp. It is set in a near future where the
Universal Corporate Council dominates the world both as a conglomorate
and as a megacorp unto itself. Some governments, including the U.S.,
are opposed to its policies. A limited nuclear exchange has fouled
the global climate, warfare is now dominated by power armor troops,
and cybernetics are common but still detrimental. Action resolution
is by rolling 2d6 + trait vs a difficulty number from 3 (Dead Simple)
to 18 (Impossible). Character creation is point-based, buying traits
in three broad categories of Body, Mind, and Style.
Tomtar och Troll
- 1st ed by Carl Johan Stróm (1986) self-published
A small-press Swedish-language fantasy-genre RPG, whose title
translates to "Gnomes and Trolls". The first and only publication
was "Bok 1, Hjältarnas Återkomst", which translates
to "Book 1, The Return of the Heroes". The system is similar to
attributes from Chaosium's
The Tools of Ignorance
- 1st ed by clash bowley (2011) Flying Mice LLC
A modern-day baseball RPG where the player characters are players on
the same professional team, where the main action is playing out key
games of a season. It uses a version of the StarPool system, also used
in later editions of the
Starcluster RPG. The player
rolls a number of d20s equal to skill rating, where every die under
attribute rating is a success. Character creation is by picking 1 of 8
Background templates, picking 1 of 7 Professional templates, combining
the bonuses from each, rolling to determine handedness, and
then applying system-defined Edges and player-defined Traits.
- 1st ed by Greg Costikyan, Warren Spector (1984) Steve Jackson Games
- Deluxe Ed ed (1991)
A cartoon RPG with simple mechanics (roll under skill on 2d6).
It features a lot of pure comedy: characters have "schticks" and
receive "plot points" whenever the player makes the GM laugh.
When they run out of hit points, characters simply "fall down" -
forcing the player to sit out for three minutes (real time) after
which he comes back as normal.
- 1st ed by Merle M. Rasmussen (1980) TSR
- Top Secret/SI ed by Douglas Niles (1987)
A modern-day espionage game. The original focused closely on
realistic intelligence techniques, while SI incorporated more of
pulp action. The systems are almost unrelated.
- 1st ed by Greg Gorden (1990) West End Games
- Revised and Expanded ed by Jim Ogle (2005) West End Games
A multi-genre game set on Earth being invaded by beings from
other dimensions ("cosms"), who have transformed swaths of Earth
into "realms" where different laws apply: simulating a traditional
genre with a twist. i.e. Egypt is transformed into a pulp action
realm, England is transformed into a traditional fantasy realm,
etc. The system uses a 1d20 roll (open-ended on 10 or 20) which
refers to a universal chart that give "bonus". Action resolution
is by comparing bonus + skill vs difficulty. It has an
exponential scale of game "values" similar to the MEGS system
(from DC Heroes). It also
uses a "Drama Deck" of special cards. Each round in combat, a card is
turned up to show initiative and special opportunities. Further, each
player has a hand of 4 cards which can be played to cause special
- 1st ed by Ian Warner (2011) Postmortem Studios
A historical RPG where the player characters are legal teams arguing a
capital case in England during the years of "The Bloody Code" - from
the end of the 17th to the beginning of the 19th Centuries. There are
two teams of players: prosecution and defense. Character creation
begins by distributing 18 points among six attributes: Authority,
Jibe, Charm, Investigation, Violence, and Composure. They then pick
two +1 traits, one +2 trait, one merit and one flaw. Player characters
then choose teams and create a defendant by a series of random rolls for
sex, age, and profession. Play follows with an explicit order of play
for the arrest and court case. Actions can include legal maneuvers
as well as assaulting an opponent, intimidating witnesses, seducing
key figures, and more. Core resolution is by rolling 1d6 and adding
stats and special bonuses, compared to a difficulty or opposed roll -
called the "Beer and Crisps" system.
Trail of Cthulhu
- 1st ed by Kenneth Hite (2008) Pelgrane Press
A horror game set in the 1930s, based on the works of H.P. Lovecraft.
It uses a version of the "GUMSHOE" system that first appeared in
It uses diceless point-spending to resolve investigative skills,
and die rolls modified by points for core skills. Character creation
is limited point-based, with no attributes and splitting between
the 39 investigative skills and the 13 core skills. Characters
have two ratings for mental health: Stability (short-term, affected
by mundane horrors) and Sanity (long-term, affected by Cthulhu mythos
exposure and knowledge).
- 1st [French] ed (1986) "Chroniques d'outre monde" Magazine
- 2nd [French] ed (1988) Aujourd'hui Communication
- 1st [English] ed (1992) Darcsyde Productions
A modern RPG about violent crime, originally published in
magazine format. The concept is fairly "normal" characters who
get thrown into realistic violent situation and must fight for
their lives -- softened somewhat that characters who die are
returned to life. It uses random-roll attributes and
point-bought skills. The combat system is complex, realistic,
and (predictably) deadly.
- 1st ed by Markus D. Still (2003) Flying Games
A German-language universal RPG system. It uses a detailed percentile
skill-based system, rolling under stat on 1d100 for success -- with
grades of success for lower or higher rolls. There are 18 attributes
(6 physical, 6 mental, and 6 perception) rated from 25 to 100 for
normal humans. Character creation includes either point-bought or
random-roll attributes. Skills are bought using points based on the
openly chosen age of the character, with increased age balanced by
reduction in attributes. It includes a detailed and deadly combat
system with short combat rounds of 3 seconds in which combatants get
from 0 to 2 actions depending on their reaction rolls and their weapons.
It includes a number of settings: Parydia (fantasy), T1111 (fantasy),
T-40K (stone age), T2222 (low SF), T3333 (high SF), T50K (dark SF)
Worlds are rated with a magical, a technical, and a political number.
Skills and equipment have a technical rating that may not be higher
than the number of the setting.
- 1st ed by Marc Miller (1977) GDW
- 2nd ed by Marc Miller (1981) GDW
- MegaTraveller ed (1987)
- The New Era ed by Frank Chadwick, Dave Nilsen (1993)
- 4th ed (1996) Imperium Games
- 5th ed by Gareth Hanrahan (2008) Mongoose Publishing
The first science fiction RPG, this is set in a large intersteller
human empire ("The Imperium"), competing with other human strains
(the psionic "Zhodani" and the Earth-derived "Solomani") along
with select alien races (the wolf-like Vargr, starfish-like
Hivers, and lion-like Aslan). It is a mix of hard sci-fi with
isolated space-opera elements: notably psionics.
The mechanics change greatly between editions. The original
and second editions (currently being reprinted by author Marc Miller's
Far Future Enterprises) have
d6-based resolution -- generally roll 2d6 under a target number.
Character creation uses a random-roll lifepath generation. The 2nd
and 3rd edition converted many of the rules over to the GDW house
system. The fifth edition from Mongoose also has separately-published
settings including a "Judge Dredd" setting and "Strontium Dogs" setting
(based on the British comics series).
- 1st ed by Martin J. Dougherty, Hunter Gordon (2002) QuikLink Interactive
This is an adaptation of the original
Traveller game and
universe to the D20 System from third edition
It adapts the rules by adding in two new attributes (Education and
Social Standing). It has new core classes and adds in rules for
prior history in character generation, similar to the original
Traveller rules except that this adds experience to the character,
raising it to levels beyond first.
Traveller 2300 (aka 2300 A.D.)
- 1st ed by Marc Miller, Frank Chadwick, Timothy B. Brown (1986) GDW
- 2300 A.D. ed by Marc Miller, Frank Chadwick, Lester W. Smith, Timothy B. Brown (1988)
A spacefaring sci-fi RPG, unrelated to the original Traveller in
background or system. It is set in 2300 A.D. where Earth has
explored the surrounding several hundred worlds, establishing
many colonies and meeting a handful of intelligent races (none
suitable for PC's). It uses a "task" based system, which is
simple but has many options. The basic roll is 1d10 + stat vs
difficulty, where the stat varies (skill, attribute, or
combinations). Character creation is random-roll attributes and
point-bought skills based on career path. It includes rules for
spaceship combat and world generation.
- 1st ed by Gunter Rumland u.a. (1999) Rumland & Flory
A German-language dimension-hopping RPG with 3 backgrounds:
a 30's pulp setting (Terra), a fantasy setting (Rulegard),
and a cyberpunk setting (Ion). The PC's are special figures
("Nebelgaenger") who can jump between the worlds. The rules come
in three books: Player book (208 pages), World book (232 pages),
and GM book (176 pages).
Trials of the Grail
- 1st ed by Jasper McChesney (2004) Primeval Games Press
A themed RPG designed for a variety of settings from ancient history
to cyberpunk. There are four constants: the PCs are "knights",
their "king" is dying, the "kingdom" around them is dying, and
the "grail" is the only thing that can cure the king and, thus,
the kingdom. However, each element can be broadly interpreted.
One player is the lead character, who begins as a less experienced
"knight" but is fated to save the kingdom. It uses a storytelling
system, where players can spend narrative points to control outcomes,
and can . Characters advance by adding to their Virtue stat by
doing good deeds.
- 1st ed by Philippe R Boulle, Stephane Brochu, Joshua Mosqueira Asheim (1998) Dream Pod 9
A post-magical-apocalypse RPG, set in a ruined city where
matriarchal tribes of humans hold out against demons (the
"Z'Bri") who had formerly enslaved them. The seven official
tribes were founded by the mythic Fatimas who freed humans from
the Z'Bri. Now, however, the seven official tribes are largely
corrupt, while the organized outcasts are known as "Tribe 8" who
identify with the only male Fatima who died in the war.
Magic is available through tapping into the "River of Dreams".
It uses the "Silhouette" system, adding a semi-freeform magic
system. Character creation is limited point-bought.
- 1st ed by Andrew Bates, Ken Cliffe (1997) White Wolf
A sci-fi superhero game, set in the 22nd century where powerful
"Psions" defend the Earth from twisted "Aberrants" (who wield
"quanta" rather than "psi"). The Aberrants were expelled from
Earth after a massive war, but having made interstellar colonies
some are now returning to reclaim it. It uses a variant of the
"Storyteller" system. It was formerly called Æon, but the
name was changed for legal reasons.
Tri-Stat DX Core System
- 1st ed by Mark C. MacKinnon (2003) Guardians of Order
A universal rules system, published as a free electronic download
and as a low-cost bare-bones rulebook. The rules are a variant of
the Tri-Stat system from
Silver Age Sentinels,
which itself was based on the earlier generic anime system
Big Eyes, Small Mouth.
This is not specific to anime, and adds in scaling rules to allow
for low-power realistic play as well as superheroes. The "DX" refers
to using different dice depending on the type of campaign: D4s for
low-power play, up to d12s for superheroes. It has three core
attributes of Body, Mind, and Soul. Character creation is open
- 1st ed by WJ MacGuffin (2002) Happy Bishop Games
A science fiction RPG where humanity discovered connections to
Heaven and Hell while attempting to enter theoretical hyperspace.
This began a massive war that ended with a treaty that humanity
shall remain neutral and Heaven and Hell will leave humanity alone.
The Hegemony of humanity then banned all religion and worship. The
player characters are enforcers - para-military agents who investigate
angels and devils along with their human allies. However, they might
secretly be working for Heaven or Hell, gaining powers and working
against their organization. Among other high-tech, the Hegemony has the
Weave, an omnipresent network that lets characters pull gear out of
thin air or even resurrect themselves upon death. Resolution uses
the Effort System, a strategic d10 mechanic where players can decide
how much risk and reward with each roll. Players roll 1d10 under
attribute to determine success or failure, and then roll from 1d6
to 3d6 for the level of success/failure based on the level of risk
chosen. Characters must choose "faiths" for each of three paths:
Heaven, Hell, and Hegemony - and have a level rating for each path.
Characters can change only by re-allocating attribute points upon
death or in getting Faith Points to increase ratings in their paths.
- 1st ed by Ron Edwards (2002) Adept Press
A fantasy RPG where the PC's are peculiar creatures: female half-human,
half-troll hybrids, known as "trollbabes". It is set on a vaguely
defined fantasy world based on Germanic/Norse cultural types.
The system is strongly focused on storytelling. The character has
only a single stat: roll low to succeed in fights, roll high to
succeed in magic. A limited number of re-rolls are allowed per
session based on a list of events or relationships.
- 1st ed by Krister Sundelin (unknown) Rävsvans Förlag
A Swedish-language fantasy RPG, based on folklore and fairy
tales. The campaign world is a mix of traditonal stories and
myths and regular fantasy.
True20 Adventure Roleplaying
- 1st Electronic ed by Steve Kenson (2005) Green Ronin Publishing
- 1st Print ed by Steve Kenson (2006)
A generic fantasy RPG -- a standalone system loosely based on the
D20 System used by 3rd edition
adding in rules variations from
Masterminds. This is a minor variant of the True20
System used by the
Blue Rose RPG.
There are only three core classes: adept, expert, and warrior -- and
variety instead comes from more and more variety of feats. It also
includes a wound track damage system based on a 1d20 roll to resist
damage, and a new magic system based on feats, where spells cost
fatigue. The combat system is modified to remove full-round attacks
and attacks of opportunity, and adding some non-attack options.
Truth & Justice
- 1st ed by Chad Underkoffler (2005) Atomic Sock Monkey Press
A superhero RPG of heroism and mad, beautiful ideas. It uses a
variant of the Prose Descriptive Qualities (PDQ) system used
in Dead Inside and
Monkey, Ninja, Pirate, Robot: the RPG --
streamlined and chromed-up for superheroic flexibility, simplicity,
and speed. The core book includes three sample settings:
"Second-String Supers" (minor supers in the town of Drakesville);
"SuperCorps" (a futuristic corporation); and
"Fanfare for the Amplified Man."
Tunnels and Trolls
- 1st ed by Ken St. Andre (1975) Flying Buffalo
- 2nd ed (1977)
- 3rd ed (1979)
- 4th ed (1980)
- 5th ed (1984)
- 5.5th ed (2005)
- Unofficial 6th ed (2005) Outlaw Press
- 7th/30th anniversary ed (2005) Fiery Dragon
- 7.5th ed (2008)
A traditional fantasy game, similar to but simpler than
It uses only six-sided dice, where combat has each side rolls their
dice and totals them up. The side with the highest total wins the
round. The difference in the rolls is then divided up among the
losing side as damage. The 7th edition, published through Fiery
Dragon Productions, saw a number of changes, including a new
attribute for Wizardry, and determining character level based
on the highest of a character's class attributes. The 7.5th
edition added a solo adventure, GM adventure, spellbook, and
monster compendium to the core book.
- 1st ed by Manda, Jeff Dee (1988) Reindeer Games
- Expanded ed by Lou Zocchi, Niels Erickson (1995) Gamescience
An ultra-simple universal system
(short for "The World's Easiest Role-Playing Game"), a parody of Steve
Jackson Games' GURPS. It has only one stat: Strength, that is used
for all rolls. The roll uses 1d10. It has a surprising number
of genre books, including: "Fly-by-Knights", "Kung Fu Dragons",
"Rocket Rangers", "Space Cadets", "Superdudes", and "Twek".
- 1st ed by Frank Chadwick (1984) GDW
- 2nd ed (1990)
A post-nuclear-apocalypse RPG where the characters are soldiers in
military units stuck in Europe just after the bombs fell and
civilization collapsed. It uses a percentile system: roll under
skill*10 ("easy"), skill*5 ("average"), or skill*2.5
("difficult"). Character creation is random-roll
attributes and point-bought skills, with a military career
- 1st ed by Todd Nilsen, Jason S. Williams, Darrell Hardy (1999) Fantasy Flight Games
A sci-fi space opera RPG with a focus on politics and intrigue,
set in the universe of the board-game "Twilight Imperium" (by
Christian T. Petersen). The setting has six great races
competing for dominance of the Lazax Imperium, currently
re-expanding after being reduced to their homeworlds by the
devastating Twilight Wars. The system is a standard percentile
system: roll under attribute+skill. Character creation is
point-based, with racial and professional packages.
- 1st ed by Matt Stevens (2003) Spectre Press
- Revised ed by Matt Stevens (2007) Politically Incorrect Games
A pulp action RPG, in the style of the 30's and 40's pulp tales.
Character creation uses 21 character templates, plus customization
rules to modify these.
John H. Kim
Last modified: Thu Apr 14 22:02:47 2016