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 D&D. 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 MasterBook system.
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 Mind Ventures
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 official website.
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 official website.
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 medieval Scandinavia.
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 and campaigns.
Teatro Demente
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 stats.
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 Gardisayal (1995).
1st ed by David Bergqvist, Terje Nordin (2001) Terra Incognita Västerås Stift
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, Small Mouth.
Tenra Bansho
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 die rolls.
Terminus 5
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 success table.
Terra Primate
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 low-tech Imperium.
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.
Terror Thirteen
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 non-mechanic-based consensus.
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.
Thieves Guild
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.)
Thieves' World
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, or Freedom.
Thousand Suns
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 archetype(s).
Throwing Stones
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, and Incapacity.
Tigres Volants
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.
Time Drifters
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 skills.
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.
Tinker's Damn
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 after WWII.
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).
Tokyo NOVA
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."
Tomb Reavers
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.
Tomorrow Knights
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 Traveller, with attributes from Chaosium's Basic Role-Playing.
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.
Top Secret
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 events.
Tough Justice
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 The Esoterrorists. 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.
TRAUMA Universalrollenspiel
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 D&D. 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.
Tribe 8
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 point-based.
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 D&D, adding in rules variations from Mutants & 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 Flying Buffalo
7.5th ed (2008)
A traditional fantasy game, similar to but simpler than D&D. 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".
Twilight 2000
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 life-path.
Twilight Imperium
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.
Two-Fisted Tales
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 <jhkim@darkshire.net>
Last modified: Thu Apr 14 22:02:47 2016