RPG Encyclopedia: C
Cadillacs and Dinosaurs
- 1st ed by Frank Chadwick (1990) GDW
A post-nuclear-apocalypse game in the strange world of the comic
"Xenozoic Tales", where dinosaurs have reappeared on the Earth.
Cadwallon: The Free City
- 1st French ed by Arnaud Cuidet, Bruno Bechu, Damien Desnous, Franck Plasse, Gregoire Laakmann, Ivo Garcia, Jean Bay, Nicolas Raoult, Sebastien Celerin, Vincent Kaufmann, Willem Peerbolte, Xavier Spinat (2005) Rackham
- 1st English ed (2006) Rackham
A tactical fantasy role-playing game in French and English, designed
for use with miniatures and compatible with the Confrontation fantasy
miniatures game. The game world is a traditional fantasy world
("Aarklash") inhabited by Elves, Dwarves, Humans, Goblins, Orcs,
Ogres, and Wolfen. The game is set in the free city of Cadwallon,
which was founded by a mercenary company and leases troops to the
various nations surrounding it that are in the process of entering a
massive war, the Rag'narok. It uses a d6 dice pool system where
characters have "attitudes" rather than standard attributes. The
attitudes are Pugnacity, Style, Sleight, Opportunism, Discipline, and
Subtlety. Character creation is by picking a race and culture (which
modify attitudes from their base of 2), distributing some flexible
points for skills and raising attitudes, and then picking 3 trade
ranks from the 37 trades. Tasks are resolved by rolling a number of
d6 equal to your skill level, taking the highest and adding the
appropriate attribute to compare against the difficulty. In action
scenes, dice are split between an action pool and reaction pool --
which are refreshed according to the character's trade scores.
Call of Cthulhu
- 1st ed by Sandy Petersen (1981) Chaosium
- Designer's ed (1982)
- 2nd ed (1983)
- 3rd ed (1986)
- 4th ed (1989)
- 5th ed (1992)
- 5.5th ed (1998)
- 5.6th ed (2000)
- 20th Anniversary ed (2001)
- Miskatonic University ed (2001)
- 6th ed by Sandy Petersen, Lynn Willis (2004)
- 25th Anniversary ed (2006)
A prolific horror game based on the works of H.P. Lovecraft,
where PC's are investigators into the unknown who deal with
horrors beyond comprehension. The basic game is set in 1920's
U.S., but there are also well-supported lines for 1990's U.S. and
1890's England. It uses the Chaosium Basic
Role-Playing system, with the notable addition of "Sanity".
Sanity is a percentile stat which is damaged when encountering
grotesque or other-worldly things. It can be regained only with
difficulty: by psychiatric treatment or by knowing that horrors
have been defeated. It also has a maximum that is the inverse of
your "Mythos Knowledge" skill (max SAN is 100-skill), so the more
you know about the truth the less sane you can be. Character
creation involves random-roll attributes and percentile
Call of Cthulhu Roleplaying Game (D20)
- 1st ed by Monte Cook, John Tynes (2002) Wizards of the Coast
A horror game based on the works of H.P. Lovecraft, where PC's
are investigators into the unknown who deal with horrors beyond
comprehension. The rules are a standalone system based on the
D20 System used by 3rd edition
It adds rules for insanity, but is still more combat oriented
than the original game from Chaosium.
- 1st ed by John O'Brien (2006) self-published
A 'Host a Heist' party game of co-operative storytelling, where 2-6 players take on the roles of thieves who join forces to pull off a crime. The type of caper is up to the Mastermind, while of course the results are cooperative. Caper uses the "21 System" rules which require a deck of playing cards and poker chips to play. The game is independently published via
- 1st ed by Anthony Lower-Basch (2005) Muse of Fire Games
A superhero RPG with no gamemaster per se. Instead, there are
mechanics for narration of conflicts. There are a set of conflicts
represented by index cards, each with two d6s (of different colors) on
- 1st ed by Ricard Ibañez (2002) Devir Iberia
A Spanish-language gritty swashbuckling RPG, adapting the popular
series of novels by Spanish writer Arturo Perez-Reverte. The full
title is "El Juego de Rol del Capitan Alatriste" ("The Captain Alatriste
Roleplaying Game"). The novels are set in Madrid in the first half
of the 17th century, during the reign of Phillip IV Hapsburg.
Action resolution is by roll under skill or attribute on 3d6,
with difficulty expressed by "fixing" dice to 1 or 6. Character
creation is both point-bought and class-based, with thirteen
classes: Artist, Adventurer, Bandit, Priest, Comedian, Courtier,
Handmaiden, Inquisitor, Medic, Rogue, Soldier, Braggart (Thug),
and "Woman of Mystery". It includes a detailed system for combat,
with hit location and various maneuvers.
carry. a game about war.
- 1st ed by Nathan Paoletta (2006) Hamsterprophet Productions
A short-form RPG where players play soldiers from a squad of U.S. Marines
in the Vietnam war, who end up turning on each other amidst the tensions
of war. Each PC has a single pool of dice, and has one of six profiles:
Accuser, Brawler, Invincible, Warrior, Companion, and Soldier -- though
profile can and will change during the game. Resolution works by a simple
dice pool system where you roll a single die from your pool, but each
time you roll you have to give away that die. The size of die (d4 through
d12) is limited by the combination of your profile and the Approach you
use (which is one of Violent, Strategic, Tactical, or Peaceful).
The game is short-form, and has a fixed progression which ends when
all the NPCs of the squad have been wounded, evacuated, or killed --
at which point all the PCs turn on each other.
Cartoon Action Hour
- 1st electronic ed by Cynthia Celeste Miller (2002) Spectrum Game Studios
- 1st print ed by Cynthia Celeste Miller (2003) Spectrum Game Studios
An RPG designed to emulate the action-adventure cartoons of the 1980s,
such as Thundarr the Barbarian, Transformers, G.I. Joe, and so
forth. Character creation features an open-ended system for
designing special abilities such as magic, psionics, gadgets, etc.
Action resolution uses stat + 1d12 vs difficulty. It also includes
genre rules for features like after-show messages ("...and knowing is
half the battle"), character advancement between "seasons" of the
series, and so forth.
- 1st ed by Raymond Norton (1982) Norton Games
- Advanced ed by Raymond Norton, Ray Moats, James Gowan (1985)
A spacefaring sci-fi mini-RPG. The 1st edition was 16 pages;
2nd was two books 32 pages each. It was set in a
empire. The system included rules for the usual sci-fi conventions
of starships, robots and aliens.
- 1st ed by Michael Pondsmith (1994) R Talsorian
A Victorian fantasy game, set in an alternate Earth with magic,
elves, dwarves, and other strangeness. The genre is rather
adventure pulp rather than period Victorian fiction. The system
uses cards rather than dice, where both players and GM have a
hand of cards that they play from for resolving actions.
- 1st ed by James T. Sheldon (1980) West Wind Simulations
A fantasy-genre RPG, emphasizing storytelling aspects. The
system is class-based (9 classes), and has modifiers on resolution
for acting and enthusiasm on the part of the players. For the
magic system, the player must describe six parameters of a spell
from memory - such as color, hand motion, and physical manifestation.
For each one missed there is that chance that the spell fails.
The set includes an introductory adventure and setting, possibly related
to novels by John De Chancie (?).
Castles and Crusades
- 1st ed by Davis Chenault, Mac Golden (2004) Troll Lord Games
A fantasy-genre RPG with a simple rules-lite system, similar to
and roughly compatible with pre-third editions of
Dungeons & Dragons.
Character creation involves rolling up six ability scores (Strength,
Dexterity, Constitution, Intelligence, Wisdom, and Charisma),
choosing a race (from 7 options) and a class (from 13 options).
Action resolution is based on 1d20 + attribute modifier + level -
penalties vs target number. Target number is 12 for primary
attribute rolls, or 18 otherwise.
- 1st ed by John Wick (2004) Wicked Dead Brewing Company
A modern fantasy game appropriate for children and adults, where the
PCs are cats who protect people from Boggins -- evil creatures that
people can't see (like the Man Under the Bed) which feed on
children's fears and rejoice in men's shortcomings. Cats also venture
to the surreal Kingdom of Dreams. It uses a narration-focused
dice-pool system, the "Advantage" system, where extra dice can be
acquired by looking for advantages your character has in a particular
situation, each of which earns an extra die.
I Cavalieri Del Tempio
- 1st ed by Andrea Angiolino, Giuliano Boschi, Agostino Carocci, Massimo Casa, Luca Giuliano (1990) E.Elle
A peculiar Italian-language time-travel RPG, when players play
the role of knights templar, whose soul travel from various
places and times to the most important events of the history
of mankind. They try to make sure that History goes as it
- 1st ed by Stephan Chapuis (2002) Editions du Matagot
A French-language post-apocalyptic science fiction RPG, whose name
translates as "Ashes". It is set in Europe a hundred years after an
asteroid strike (?) swept all the coastal regions in a tidal wave and
ashes turned the sky dark for a year. It uses a skill-based system,
of roll under stat on 1d20. Character creation is random-roll or
point-bought stats (4d6 among seven main attributes, or distribute
100 points). There are also six personality attributes. It includes
a detailed combat system including hit locations and a split of
shock and wound damage.
The Centre of the Universe
- 1st ed by Richard Parkinson (2004) Timeless Games
Better Mousetrap Games
- Special ed (2004)
A science fantasy RPG, where gunslingers right alongside sapient
suits of armor and sorcerors. It is set in a time when the fabric
of reality is unraveling, at the Centre of the Universe -- a small
fantasy region with floating islands (called marques) and small towns,
with a mixture of medieval and early modern technology. Evil forces
are undoing the whole of creation. It uses a skill-based system using
d6's for resolution. Character creation is class-based, choosing from
eight profiles: Adventurer, Architect (Wizard), Bard, Crusader,
Dream Crafter (Illusionist), Gunslinger, Sentinel (Ghostly Armor),
and Story Teller. Each class comes with a starting skill sets, but
new skills unrelated to class can be added with experience.
- 1st ed by Louis Hoefer (2009) Whole Sum Entertainment
A turn-of-the-century RPG that mixes history with popular Victorian
novels such as Dracula and Robur the Conqueror. It uses a step-die
system where each attribute is assigned a positive die and negative
die. Resolution is by rolling both dice, taking the higher absolute
value, with the the result being negative or positive depending on
which die is higher. Character creation is by picking an Archetype
that determined positive attribute die values, and a Background that
determines negative attribute die values. The 10 Archetypes are
Combatant, Outdoorsman, Rapscallion, Engineer, Scholar, Aristocrat,
Believer, Illuminatus, Gnostic, and Jack. The Backgrounds include
Militant, Affluent, Educated, Installed, Hard-laborer, Skilled-Laborer,
Secretive Past, Privation, and Unrefined.
C'era una volta
- 1st ed by Francesco Lutrario (1994) Carte Segrete
An Italian-language RPG for children, whose mission is to prevent
traditional fairy tales from being changed by some evil entity.
The title translates as "Once Upon a Time".
- 1st ed by Gary Gygax, Jeff Perren (1971) Guidon Games
- 2nd ed (1972)
An early set of medieval miniatures rules which was the
precursor to the original
Dungeons & Dragons.
Chain of Being: The Fantasy Roleplaying Game of Epic Absurdity
- 1st ed by J.T.T. Williams, Cory Katzenmeyer, Dan Geyer (2002) Limestone Publishing
A humorous fantasy RPG set in a fantasy world ("Paranesia") where
the gods have been replaced by drunken louts who have messed up the
gameability of everything. It has the usual fantasy elements such
as elves, dwarves, orcs, and mages -- along with many humorous
additions. It is available using the original "Higher Arc"
system and also as a supplement for third edition
Dungeons & Dragons
Challenges Game System
- 1st ed by Tom Moldvay (1986) Challenges Game Systems
A medieval fantasy mini-RPG (8 pages), similar in mechanics to
- 1st ed by George MacDonald, Steve Peterson (1981) Hero Games
- 2nd ed (1982)
- 3rd ed (1984)
- 4th ed by George MacDonald, Steve Peterson, Rob Bell (1989)
A superhero roleplaying game, later (in the 4th edition) converted to
a generic universal system (aka the "HERO" system). Action resolution
is roll under skill on 3d6, with special target numbers for combat
(11 + offense - defense) and pure attribute rolls (9 + attribute / 5).
Character creation is an innovative open point system, the first of
its kind. A pool of points can be spent on attributes, skills, and
on customizable superpowers. The power design metasystem is a complex
but highly-regarded piece which can be used for almost any power.
Champions: The New Millenium
- 1st ed by George MacDonald, Steve Peterson, Ray Greer, Mike Pondsmith (1997) R Talsorian
- 2nd ed (2000) R Talsorian
A comic-book superhero RPG set in a revised version of the
Champions universe, where
nearly all of the prior superheroes of the world have been wiped
out by a cataclysm, and a new generation of heroes (including the
PCs) must replace them. It uses a completely revised set of mechanics,
the Fuzion system.
Changeling: The Dreaming
- 1st ed by Brian Campbell, Jackie Cassada, Richard Dansky, Chris Howard, Steve Kenson, Ian Lemke, Angel Leigh McCoy, Deena McKinney, Neil Mick, Wayne Peacock, Nicky Rea, Michael Rollins (1995) White Wolf
- 2nd ed by Ian Lemke (1997)
A modern fantasy game about faeries struggling in the modern
world. "Banality" of current existance threatens them.
It uses a variant of the "Storyteller" system.
Chaos 6010 A.D.
- 1st ed by Brandon Williams (2008) Arcanum Syndicate
A dark sci-fi RPG, set in a post-apocalyptic future where humans and
an ancient alien race (the eldrynn) have formed a theocratic empire
that rules using a mix of magic and technology. The game is set shortly
after a horde of demons from another dimension (Nacadia) have begun invading
through the largest Soul Gate. It uses a step die system where attribute
or skill rank is converted on a universal table to a die roll. Rank 10
is 1d6; rank 20 is d8+d6; 30 is d20+2d6; etc. Character creation is
Chaos on Campus
- 1st ed by Chris Engle (2005) Hamster Press
A pregenerated scenario book using the minimalist Engle Matrix Game
system. The first game has students at Miskatonic University in
the 1920's fighting Lovecraftian horrors. It also includes another
scenario, "The Grave Yard Shift", about mad scientists, juvenile
delinquents and spooky undertakers walking in the graveyard at night?
The system has explicit negotiation of arguments and results, but
leaves the chances for the negotiated outcomes entirely up to the GM.
- 1st ed by Jennifer Schoonover (2005) Firewater Productions
A tongue-in-cheek modern-day fantasy RPG, set in an alternate future
where in May of 2008 a rift tore opened in Binghamton, New York which
returned magic into the world. As part of the rift being tore open,
Merlin was freed from his magical bonds. He subsequently came to
America and founded "Chaos Univisity" on the site of the rift.
It uses a simple system of rolling under attribute on 1d30
(alternately, 3d10 or 5d6). Character creation is by deciding on
a clique (Jock, Goth, etc.); plus random-roll attributes (Cunning,
Grit, Nimbleness, Appeal, Hocus-Pocus, Lady Luck, and Vitality); and
a selection of courses which you are going to take at the University.
It includes a detailed magic system, and a simple combat system.
Chasseurs de Monstres
- 1st ed (1999) Hachette
A French-language fantasy mini-RPG intended for children. this
game (a 10-pager) was included in a book about mythology,
folklore and standard (i.e. ghosts & vampires) monsters, for
Chi-Chian the Roleplaying Game
- 1st ed by Chris Adams, Barbara Manui, David Fooden (2003) Aetherco
A science fantasy RPG based on the comics and animated series of the
same name, by animation auteur Voltaire. The series is set in a
fantastic 31st Century New York City, where giant worms offer a
clean form of public transportation, and New Jersey has become an
armed and deadly enemy. The series explores the political and
spiritual tensions among the City's dwellers: its Japanese elite
and their rogue security force, the Patahn Pahrr; sentient insect
races like the cultured Cockroaches and the nefarious Caterpillars;
and outsiders and freaks like the teddybear scientist Dr. Yoshimoto
and the title character Chi-Chian, a half-Japanese girl with an
invincible organic suit of armor.
Chilren of the Sun
- 1st ed by Lewis Pollak, Dan Ross, Jac Grenfell (2002) Misguided Games
A 'dieselpunk' fantasy RPG set on an original world, called "Raevich".
The world is full of technology as well as magic. It uses a step-die
system, the "Token System", where each of nine attributes (3 physical,
3 mental, and 3 social) have a die type associated with them (d4,
d6, or d8). Action resolution varies among three types of tests,
roughly the attribute roll plus skill (0 to 10) vs difficulty. There
is also a speical mechanic where character has a "token" that can be
spent once in each round of combat, either to support another
character's action or to interrupt an action.
- 1st ed by Gali Sanchez, Garry Spiegle, Mark Acres, Ethan Sharp, Michael Williams (1984) Pacesetter
- 2nd ed by David Ladyman, Jeff R. Leason, Louis J. Prosperi (1990) Mayfair Games
A generic horror roleplaying game. The PCs are members of a
centuries-old organization called S.A.V.E. dedicated to fighting
evil, which includes a number of psychics. The monsters are
mostly traditional (vampires et al.), which use different powers
from a unified set of "Evil Way" disciplines.
1st edition uses a percentile skill-based system, checking degree
of success vs difficulty on a universal table. Character
creation is random-roll attributes and point-bought skills.
2nd edition uses a completely revised system.
Chimaera Roleplaying Universe
- 1st ed by Michael D. Murphy, George T. Singley (2008) Mongoose Publishing
A superhero role-playing game set in the universe of a new comics brand of the same name, headed by George Singley. It uses a new percentile skill-based game system. Basic resolution is the 1d100 + stat + modifiers must exceed 100. For opposed rolls, the opponent with the higher stat rolls d100 plus the stat different, while the opponent with the lower stat rolls a flat d100. Character creation is a mix of random-roll and point-bought mechanics. There is a core list of over one hundred powers with general descriptions.
- 1st ed by Jean-Luc Bizien (1994) Multisim
A French-language historical RPG, sequel to
Hurlements. The PC's are Dragons
(i.e. top-ranking were-creatures in the Hurlements world),
incarnated on Earth to experience life.
Chivalry and Sorcery
- 1st ed by Ed Simbalist, Wilf K. Backhaus (1977) FGU
- 2nd ed (1983)
- 3rd ed by Ed Simbalist, G.W. Thompson (1996) Highlander Designs
- Light ed by Edward E. Simbalist, Wilf K. Backhaus, Steve C. Betney (1999) Brittania
- Rebirth ed (2000)
A fantasy-genre role-playing game, based on medieval Europe with
the addition of elves, dwarves, etc. The original uses a complex
system with skills and level-based advancement, including an
involved combat system. The complex magic system mixes fantasy
magic like fireballs with authentic alchemy, witchcraft, and
enchantment. Mages must spend time enchanting materials and
tracking degree of enchantment.
The 3rd edition introduces a unified mechanic (the "Skillscape"
system) using 3d10: a percentile roll under skill for success,
and a "crit die" determines quality of success/failure. There
are min and max chances of success, but skill below min or above
max counts by modifying the crit result. The "Light" rules are a
simplified version of the 3rd edition rules (in a 40-page
- 1st ed by Gali Sanchez, Garry Spiegle, Michael Williams (1985) Target Games
A Swedish-language translation of Pacesetter's
Chill. It has 1 sourcebook and 4
adventures which were published over a period of 2 years before
- 1st ed by Aaron Rosenberg (2001) Clockworks Games
A science fantasy RPG about a far-flung future where the PC's are
people imbued with the spiritual powers of the archetypal Beasts --
dragons, gryphons, manticores, etc. -- who fight evil conspiratorial
Chronica Feudalis: A Game of Imagined Adventure in Medieval Europe
- 1st ed by Jeremy Keller (2009) Cellar Games
A historical RPG set in medieval Europe, written in the conceit of being
written by a 12th century monk and translated. It uses a simple system
created for the game. Character creation is by choosing three mentors,
and choosing three Aspects. Each mentor defines a set of skills
(from a list of 24 skills) that will increase, while Aspects are
player-defined descriptive tags. Each character also starts with
3 Ardor and 3 Vigor. For resolution, each skill has a die rating
from 1d4 (unskilled) to 1d12 (master). The player rolls a die for skill
along with an optional die for tool and an optional 1d8 for a positive
Aspect (which costs 1 Ardor) - or the player may omit one die for
a negative Aspect and gain 1 Ardor. Each die over a target number
is one success. In combat, characters may either take injuries or
lose a point of Vigor.
The Chronicles of Ramlar
- 1st ed by Tony Lee, Alana Abbott, Benji Blailock, John Prescott, Michael Johnston, Pyran Taylor, Shane Wilson, Wayne Sykes (2006) White Silver Publishing, Inc.
A medieval fantasy RPG, set on the continent of Eranon on a world
created by the creator god Ramlar. It is populated by elves, dwarves,
halfling, and others. The game uses a percentile skill-based
system known as the A/B System, short for Armor/Body as shown by the
hit location chart on the character sheet. Resolution is by roll
under skill on percentile dice, with level of success being the roll
itself. Character creation is class-based with level-based
Chronicles of Skin
- 1st ed (2011) Cobweb Games
A storytelling game for 3-5 players intended for play in either 90 minutes
or 3 hours depending on mode. Each player has three roles: Artist,
Other and Scribe. As Artist, a player draws the events of the story.
As Other, a player creates characters for the story and guides them.
As Scribe, a player invents locations and sets up the world. Players
draw from a custom deck of 72 cards to create flags, which they use to
determine traits for two cultures at war.
- 1st ed by Francois Suter (1993) Les Createurs Genevois
A French-language cross-genre, time-travel RPG.
- 1st ed by Ashok Desai (2008) Sane Studios
A modern-day tabletop role-playing game where the player characters
are high school students, engaged in various trouble and adventures.
It includes optional brief rules for magic as well.
- 1st ed by Jake Richmond, Matt Schlotte (2007) Atarashi Games
A modern-day action/horror RPG based on the Japanese film
"Battle Royale" where a class of high school students are forced to
fight each other to the death for televised entertainment.
It uses a dice pool conflict resolution system (using d6, d8, d10,
and d12), with special rules for narration -- a variant of the
system in Panty Explosion.
Cloak of Steel: Gigantic Metal Warriors Clash in the World of Tierplana
- 1st ed by James Desborough, Steven Mortimer, Raven Morrison (2004) Postmortem Studios
An electronically-published fantasy RPG, using a variant of the
Live System -- intended to be
a more free-flowing variant of the D20 System of third edition
D20 Modern. It is set on
the original world of Tierplana, a fantasy world with magic-powered
giant robots and airships inhabited by humans and human-animal
hybrids called Half-Men. Character creation replaces classes
with packages of skills and feats.
Code of Unaris: Chat Roleplaying
- 1st ed by Gary Pratt (2004) Goldleaf Games
A science fantasy roleplaying game designed for play over online chat.
The basic game contains rules and background for two fantasy ages --
both set a billion years ago on Earth's own moon, but divided by 5000
years. The Third Age of Unaris is magically rich, when the world is
covered in shallow oceans with a medieval culture undergoing renaissance
under the eye of a pantheon of gods. The Fourth Age of Unaris is set
in the freezing world where the remnants of civilization are backsliding
in a giant tower which wards off the cold.
Codex: Story Gaming for Creative People
- 1st ed by Malcolm Sheppard (2007) Mob United Media
A universal mini-RPG system aimed at text-based games, especially
those played by forum or weblog.
- 1st ed by Zsolt Nyulászi (1996) Imperium
A Hungarian-language fantasy RPG.
The Cog Wars
- Zero ed by JL Williams, Dmitri Arbacauskas, Robert Earley-Clark, Levi Kornelsen, Tony Lower-Basch, Stephen Lea Sheppard (2008) Amagi Games
A tongue-in-cheek steampunk fantasy game set in the city of Tiran,
a center of science and education in a fantasy world - where mechanical
men known as "Cogs" have just begun to appear and even sometimes become
self-aware. The player characters are rebels fighting evil geniuses
known as Masterminds who are corrupting the city. It uses a highest
die d6 dice pool system, where the player rolls a number of dice based
on trait (1-3) plus a possible bonus for one character condition and
one target/environment condition. This is opposed by another die roll,
taking the highest die and moving to the next highest in the case of ties.
The higher roll narrates the result of the action. Character creation
includes picking one of three Kinds (Kid, Geezer, or Cog); one of three
Virtues (Cunning, Daring, or Graceful); and one of five Vocations
(Mystic, Tinker, Tailor, Soldier, or Scout). Each of these is then
tailored by adding a player-defined trait.
- 1st ed by Malcom Craig (2006) Contested Ground Studios
A modern-day horror game about supernatural investigators in Cold War
Berlin circa 1950, fighting monsters amidst the national tensions. It
uses a contested dice pool system where you roll a number of d10s
equal to the most applicable of three attributes: Action, Influence or
Reason. You may add one die for an applicable Trait. The side with
the highest die wins.
- 1st ed by Albert Bailey, clash bowley (2005) Flying Mice LLC
A science fiction game set in an alternate history between 1949 and
1989, where anti-gravity and faster-than-light (FTL) technology was
been discovered by scientists following World War II. The Cold War
between the United States and the Soviets then played out in space
as well as on Earth. This uses a version of the percentile skill-based
system from the Starcluster
RPG. Character creation can be either random-roll or point-bought
attributes, and a lifepath mechanic for each year over 10, which
generates skills, metaskills, and attribute improvements.
Cold Steel Reign
- 1st ed by Patrick Ellison (2005) Mad Hermit Games
A Wild Western Fantasy RPG set into an alternate history/reality where
the world has been plunged into a dark ages by a comet strike in
Northeastern America during the height of the Civil War. The nominal
start time is two hundred years later in a Wild West of a transformed
world, including demonic mechanical constructs ("Vyl"), a repressive
New Roman Church, gunslinging Templars, and more. It uses an original
system, the "Fatalist System". It uses roll under skill on percentile
dice, or stat + die versus a target number for combat. Character
creation uses attributes with a random-roll base plus 100+1d100
of points, random-roll advancement cost per level, selecting one
of ten classes, and rolling three random skills based on class.
The classes are Bladesman, Gambler, Gunman, Mountain Man, Revivalist,
Rifleman, Scout, Shootist, Brave, Gunslinger.
The Collectors: The Burning House
- 1st ed by Thomas MacKay (2003) Rogue Publishing
A modern-day horror game where the PCs are demonic (but not
necessarily evil) beings who perform tasks required for them.
It uses a variant of the
FUDGE system, and includes
an introductory adventure entitled "The Burning House".
- 1st ed by Richard Iorio, Monica Valenrinelli, Matt McElroy, James Maliszewski (2007) Rogue Games
A supernatural historical horror roleplaying game set during the dawn
of the American Revolution. Resolution uses rolling 2d12 under a
target number based on stat.
- 1st ed by Brett M. Bernstein (2002) Politically Incorrect Games
A science-fiction RPG published as a downloadable PDF. It is set on
Mars in the year 2099. There are five distant colonies established on
other systems from seeding ships launched in 2030 when disaster
loomed. The PC's are colonists seeking to reclaim the Earth from
aliens who invaded it. It uses a simple rules set of roll under
stat on 2d6. The rules include systems for biotech, nanotech, and
Comandos de Guerra
- 1st ed by Juan Carlos Herreros Lucas (1990) self-published
- 2nd ed (1994) Ediciones Cronópolis
- 3rd ed (2003) Ediciones Sombra
A Spanish-language World War II RPG, including action on the
European and Pacific fronts. Character may be soldiers or
civilians. The game system uses a single 3d10 roll indicate
check, sucess level, location and damage. This was originally
self-published as a set of home-made booklets in 1990, under the
imprint title "Alas de Dragón."
Combat!: A Military Action Game
- 1st ed by William Andersen (2005) ComStar Media, LLC
A modern military action RPG using a variant of the
Action! System from Gold Rush Games.
It includes rules for mass combat to handle command of units, ships,
or complete armies.
- 1st ed by Eric Goldberg, Greg Costikyan, John Butterfield (1979) SPI
A modern military tactical wargame and RPG, set in WWII. It used
a complex table-driven percentile system. Combat was action
The Committee for the Exploration of Mysteries
- 1st ed by Eric J. Boyd (2007) Eric J. Boyd Designs
A storytelling game of exploration inspired by pulp novels and
Victorian adventure tales, where play consists of characters
recounting to each other about the adventure they have just had.
It is designed to be playable with no pre-game preparation, with
play resolving in a single evening or continuing over multiple
sessions. Players take turns recounting scenes, where you describe
how you overcame a hazard chosen by another player who acts as your
opposition. You roll dice based on the attribute used and special
traits, then you put forward a die and start narrating the scene.
After a bit, your opposition gets to add a complication, you put
another die forward, and the cycle continues until you meet the
hazard's difficulty or run out of time. There is a three minute
maximum. You receive varying amounts of Acclaim points depending on
how many dice you used in meeting the hazard's difficulty.
La Compagnie des Glaces
- 1st ed by Jean-Pierre Pecau (1986) Jeux Actuels
A French-language sci-fi RPG, based on a series of novels of the
same name by G.J. Arnaud. Set in a future where the Earth is
covered by ice, and the only civilization that remains is
a group of enormous trains. It uses a percentile skill-based
- 1st ed by Newt Newport (2009) D101 Games
A modern-day military RPG, where the PCs are active military - such as
soldier, pilot, or surveillance officer. The core book includes
information about Trouble hot spots, terrorist organisations, and
competitors to the Company. It uses a modified version of the
OpenQuest system by
the same author. Two scenarios are included in the core book:
"Operation Bluebeard" and "Operation F.I.S.H and C.H.I.P.S".
The Complete Warlock
- 1st ed (1975) The SPARTAN
- 1st ed by Robert Cowan, Dave Clark, Kenneth M. Dahl, Nick Smith (1978) Balboa, Inc.
This was a variant of
Dungeons & Dragons. It which originally appeared in
issue #9 of "The Spartan" simulation gaming journal as an article
entitled "Warlock: or How to Play D&D Without Playing D&D".
It later appeared as a product from Balboa, Inc. It had two
supplements, "Warlock's Tower" in 1979 (with new monsters, new
rules for thieves, and many new magic items) and "The Warlock
Menagerie" in 1980 (with over 100 new monsters and other new
Conan: The Role-Playing Game
- 1st ed by Paul Tucker, Ian Sturrock (2003) Mongoose Publishing
- 2nd ed by Ian Sturrock, Gareth Hanrahan (2007) Mongoose Publishing
A fantasy RPG based on the novels by Robert E. Howard. It is set
in the "Hyborian Age" -- a mythic time in what will become modern
Europe and Northern Africa. Various precursors to early cultures
and races are found. This is a complete game using variant of the
D20 System of third edition
It adds rules for fate points, reputation, and corruption.
PCs start with 3 fate points, gaining 1 per level, which can be
used to avert death ("Left for Dead"), added damage ("Mighty Blow"),
reduce corruption ("Repentance"), or to impose a plot twist
("Destiny"). Combat is changed by having armor which reduces
damage (i.e. DR instead of raise Defense); and special combat
maneuvers, which are qualified for by prerequisites of attributes,
skills, and/or feats.
Conan: The Role-Playing Game
- 1st ed by David "Zeb" Cook (1985) TSR
A fantasy RPG based on the novels by Robert E. Howard. It uses a
very simple skill-based system aimed at beginners. A d100 roll
is cross-referenced with modified skill on a universal table
(similar to Marvel
Superheroes) to give a color-code result:
green(easy) / yellow / orange / red(hard).
The boxed set includes a 2-page adventure based on Howard's
"Tower of the Elephant" story and a "World of Hyboria" booklet
set up in glossary style.
- 1st ed (1989) SoLar-Way Games
A near-future sci-fi RPG in a future where 13 Southern U.S. states
secede after federal corruption becomes intolerable, forming
a new Confederacy. The PCs are Confederate Rangers: high-tech
lawmen with old-time values.
Conspiracy of Shadows
- 1st ed by Keith Senkowski (2004) Bob Goat Press
- Revised ed (2005)
A mixed fantasy genre game, described as "X-Files meets grim historical
fantasy". It is set on a fantasy world, Polian, similar to medieval
European history and legend. There is a demonic conspiracy at work,
though the details of this are not specified but left partially open
for the GM to define. Action resolution uses 2d6 + attribute + skill
vs difficulty. You get an extra dice if a positive descriptor comes
into play, and one less if a negative descriptor. Character creation
is limited point-based, with professions defined as packages of skills.
- 1st ed by Rick Ernst, Shirley Madewell, Chris Pallace (1996) New Millenium
- 2.0 ed by David F. Chapman (2006) Eden Studios
An alien-conspiracy role-playing game (i.e. X-files), focusing
on members of a secret government organization which defends
against an alien menace. The system is a simple granular one
where skill (1-5) is compared to difficulty (1-5). If skill
equals difficulty, roll 7 or less on 2d6. If skill equals
(difficulty+1), roll 4 or less. The damage system, on the other
hand, is more complicated. cf. the
Contenders: A Role-Playing Game of Blood & Sweat, Pain & Hope
- 1st ed by Joe J. Prince (2006) Prince of Darkness Games
A GMless role-playing game about professional boxers, focusing on the
seedy underbelly of the boxing world and personal struggles.
It has a scene resolution mechanic using playing cards similar to
Each player takes a turn to define a type of scene for their character,
and the scene's conflict is resolved by drawing a number of cards for
the character and the opposition. If the player has more red cards,
he succeeds in the scene. Whoever has the highest card, though, gets
narration rights. The type of scene determines what stats are affected
by success or failure. Boxing fights have a further system of selecting
strategies for each round. After a character reaches a certain score
in his reputation stat, the endgame is reached and players determine
if the boxers have achieved their dreams.
- 1st ed by Antoine Bauza (2005) 7ème Cercle
A French-language children's fantasy RPG, whose title translates to
roughly "Bewitching Tales". (This is a professional release based
on an amateur RPG publication.) It is set on a flat world that humans
share with imps, fairies, and goblins. The PCs are youthful wizards
and witches who all can fly on broomsticks. It uses a simple system
where you roll 2d6 over a target number based on a universal chart
that crosses your stat (with three named levels) and difficulty
(rated 3 to 10).
Continuum: Role-playing in the Yet
- 1st ed by Chris Adams, Barbara Manui, David Fooden (1999) Aetherco
A time-travel game where the time-travel machine itself is the
human body: just "span" and you're there. There is a community
of time-travellers, but the past is essentially inalterable. The
skill system is a simple one of roll d10 under skill. A d10 is
also useed for all damage and other rolls. Character creation is
point-based, distributing 25 points over 3 attributes (Body, Mind,
and Quick) and skills, plus ads and disads.
- 1st ed by Lee Garvin (1997) Reality Cheque Games
A conspiracy-genre RPG focusing on characters not in-the-know
learning about the Truth. As part of character advancement,
players can to advance to become GM (aka "Controller"). The
mechanics are built on having binary qualities, where the number
of appropriate qualities you have determines your dice pool, and
take best roll (d20's).
- 1st ed by Charles J. Walther (1998) Cooperation
A sci-fi space-opera RPG, where mankind and five other alien
races stand against the Yadeze, giant evil aliens with the
requisite space armada. It uses a percentile system with a lot of
stats and skills. Character creation has attributes point-bought
(from a pool of 250+6d10), and then a lifepath-like acquisition
Corporation: The Roleplaying Game
- 1st ed by James Norbury (2006) Core Games Publishing Ltd
- Revised ed by James Norbury (2008) Brutal Games
A science fiction RPG set in 2500 A.D. where five monolithic corporations
have taken over the globe, which has been badly damage by corporate wars
over the centuries. The technology ranges up to biotechnology, AI,
plasma weapons, personal teleporters and invisibility shields -- as
well as limited telepathy. It centers on enhanced corporate Agents
who take on missions for their corporation. It uses an open skill-based
system. Action resolution is by roll under attribute + skill on 2d10,
where attributes and skills both range from 0 to 10 for normal humans.
- 1st ed by Greg Porter (1990) BTRC
- 2nd ed (1995)
Originally a modern-day conspiracy genre game, this was expanded
in the 2nd edition to be a universal generic system. It uses a
basic d10 roll of skill vs difficulty, with free point-bought
character creation. The damage system is notable for not having
hit points, but instead impairment of body parts (which can be
unlimited) combined with bleeding and a chance of instant death.
- 1st ed by Matthew Davenport (2004) self-published
- 2nd ed (2007)
A fantasy genre game set on an original world of the same name,
inhabited by elves (the primordial race) and the various races
they created to be their slaves including humans, gnomes, channelers,
elamorphs, elapidons, mantids, oakbellies, shellbacks, triclops,
and zepherai. There are also three outlier races not created this
way: vampires, aeternalifs, and gremlins. It uses a complex system.
Skills are divided into three "spheres" -- Mental, Visceral, and
Rogue. As you advance in each sphere you gain a variety of special
abilities. The basic game includes details on life in Correlya and
its features, though no monsters. The second edition is self-published via
Cortex System Role Playing Game
- 1st ed by Jamie Chambers (2008) Margaret Weis Productions
A universal system "toolkit" book, based on the step-die mechanic system
used in the Sovereign Stone
fantasy system, Serenity RPG,
Battlestar Galactica RPG.
Attributes and skills are rated in a a step die system with twelve ranks:
d2, d4, d6, d8, d10, d12, d12+d2, d12+d4, d12+d6, d12+d8, d12+d10, d12+d12.
Action resolution is by rolling attribute die plus skill die. Characters
have six attributes (Agility, Strength, Vitality, Alertness, Intelligence,
Willpower), along with skills and advantages. It also includes a plot
- 1st ed by Mike McCune, Gary Sibley, Jerry Holland, Eric Nikkila (1995) Myrmidon
A sci-fi superhero RPG set in a universe where in 2025AD a
galactic alliance finally unites 7 races. A dark force seeks to
bring chaos by striking down the alliance, resisted by the
superhero "cosmic enforcers". Includes magic, psionics,
superpowers, and various ultra-tech.
- 1st ed by Matt Heerdt, Randall Bills, Jason Schmetzer (2011) Catalyst Game Labs
A sci-fi storytelling RPG of "Rockets and Rayguns!" set in a future
based on the Golden Age of science fiction, inspired by E.E. "Doc" Smith,
Harry Harrison, Robert Heinlein, and Philip Francis Nolan along with
the radio series including X Minus One and Dimension X. The player
characters are Patrolmen of the Cosmic Patrol. It uses a system
of rotating GM ("Lead Narrator"). It uses a step-die system, where
resolution is by the player rolling 1d12 plus the appropriate attribute
die vs. the Lead Narrator's 1d20 roll. Attributes are Brawn, Brains,
Charisma, Combat, and Special (defined as the character's specialty).
Players may spend Plot Points to modify rolls, regain health points,
or add a plot twist.
Courtesans: A roleplaying game of sex and society
- 1st ed by Ian Warner (2011) Postmortem Studios
A roleplaying game set in Victorian Demi Monde, where the player
characters are society prostitutes who compete for money and influence
in their circles while sharing a house. Character creation begins by
choosing a class-like "origin" - including Actresses, Professionals,
Fallen Ladies, Goldenhearts, Schemers and Upstarts. During a session, or
season, Courtesans procure admirers, complete actions such as conversation,
sex and spying, then attend the Cyprian Ball. The characters collect
five categories of experience: Legend, Reputation, Wealth, Influence,
and Scandal. It uses a variant of the "Beer and Crisps" mechanics from
the Urban Faerie and
Tough Justice games,
though there is no combat system.
Covenant: a story game of failing conspiracies
- 1st ed by Matt Machell (2006) Realms Publishing
A modern day conspiracy game about members of a conspiracy whose
predicted apocalypse never happened. It uses a narration mechanic
where conflicts between characters are resolved by players taking
turns describing how positive and negative traits impact the outcome
of situations. It also has a mechanic for bringing in recurring
motifs and highlighting agreed genre conventions.
- 1st ed by Caz Granberg (2006) Hefty Wrenches Game Design
A modern espionage game about child secret agents rebelling against
The X, a secret cabal of ex-slackers who now rule the world through
coercion and legalistic thuggery. Teen and tween agents collaborate
in Cells across the world to fight the man in all his forms. It uses
a narration-based dice pool system, with a core pool of three
dice with added or subtracted dice for applicable "Core Components"
(Core Value, Attributes, Specialty and Cover Identity).
- 1st ed by Tibor Király (2005) Delta Vision
A Hungarian-language RPG set in the American Old West.
- 1st ed by Brett M. Bernstein (2005) Politically Incorrect Games
An RPG set in the American Old West, an update of an earlier game
called "Shady Gulch". It uses a variant of the genreDiversion system
also used by HardNova ][.
Action resolution is by rolling under attribute + skill on 2d6, with
special rules for "Triumph" and "Calamity" criticals. Character
creation is limited point-based, spending 10 points on five attributes
ranging from 1 to 5 (Fitness, Awareness, Reasoning, Creativity, and
Influence); 30 points on broad skills; and selected Gimmicks (i.e. ads
and disads). It includes simple rules for chases and combat, with 5
wound levels in 3 types (Injury, Fatigue, Intoxication). The basic
game includes a set of Wild West personalities, ready-to-play
adventures, story ideas, reference sheets, and numerous character,
horse, and wagon templates.
Creation's End: A Religious Horror RPG
- 1st ed by Michael Holder (2005) Creation's End Management Group
A modern-day religious horror RPG, inspired by films such as
Stigmata, Prophecy, The Seventh Sign, Constantine, and
The Exorcism of Emily Rose. Character creation includes a
choice of seven bloodlines: fallen angel, darkling, dustform,
angyl, prophet, aboreth, and slayrre.
Creeks and Crawdads
- 1st ed by M. Martin Costa (1986) Crustacium Games
A humorous post-nuclear-apocalypse mini-RPG (24 pages) where
the PC's are mutant semi-intelligent crawdads. After nuclear war
wipes out all human life, these crawdads attempt to rebuild.
However, the crawdads are still quite stupid, and thus require
IQ rolls to attempt almost any activity.
The Creep Chronicle
- 1st ed by Richard Parkinson (2006) Better Mousetrap Games
A horror RPG where the player characters are children trapped alone
in a warped version of the modern world where gods and monsters
stalk city streets and lurk in farmers' fields.
- 1st ed by Christiano Chaves (2000) Akrito Editora
"Twilight" -- A Portuguese-language supernatural conspiracy RPG
set shortly before a looming apocalypse. It is the middle of what
may be the last battle between Order and Chaos for the dominance
of the world. The two Gods have their pawns in secret societies,
orders and sects that face each other in open combat or
- 1st ed by Aaron Allston (1988) Task Force Games
A police RPG with simple rules; simulates the sort of campy
police story found in TV shows such as "Adam-12". The rules were
counters/miniatures oriented, and 104 playing pieces and 12
mapboards were included in the boxed set.
- 1st ed by David "Zeb" Cook (1981) TSR
A pulp adventure mini-RPG (23 pages) published in Dragon
magazine #47. It uses a simple percentile system. Character
creation is random-roll attributes, point-bought binary skills,
and a 5% chance of a random special power.
Crime Network: Cosa Nostra
- 1st ed by Brendan Davis (2010) Bedrock Games
A modern-day crime RPG, where the player characters are mobsters trying
to work their way up within the organization. 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
- 1st ed by George Rahm, Joseph Hilmer (1979) Better Games
- 2nd ed (1989)
A swashbuckling RPG using the "Free-style"/"Quick & Dirty"
game system. The 1st edition was published in magazine format,
while the 2nd edition as a boxed set of three 5"x8" perfect-bound
books. Action resolution uses a homemade Spanish tarot deck
included with the boxed set. The system has 4 "traits" (Dashing,
Cunning, Stout, and Lordly); four backgrounds (Soldier, Commoner,
Aristocrat, and Noble); and various skills based on background
(fencer, briber, goldsmith, equestrian, etc.). Books 2 and 3
cover scenario design, including extensive tables of randomized
storylines and encounters.
- 1st ed by Chris Loizou (2002) Crimson Empire
- 2nd ed (2004)
A fantasy-genre RPG set on an original world: the world of Thargos.
It is set 150 years after the Crimson Empire was destroyed by the
Great Cataclysm. Now the Northern region seeks to rebuild the
empire, resisted by the South. The world is inhabited by
humans, elves, dwarves, and dergs along with various other creatures
such as centaurs, dragons, and various original creatures. It uses
a detailed percentile system, with a combat system that strives for
realism. It also includes a magic system. Character creation is
random-roll attributes, choice of race and class, and modifiers for
region, childhood, and inheritance. The second edition was
renamed Cursed Empire.
It features a "Points of Renown" experience system, where some
characters can align themselves with a faction instead of themselves
as individuals. Then if their character dies, the player can create
a new PC with the same faction at a head start.
Critical!: Go Westerly
- 1st ed by Geoff Bottone, Jonathan Lavallee (2012) Firestorm Ink
A humorous fantasy RPG about adventurers fighting monsters and
collecting treasure. The GM is called the Bartender, and all characters
have an Alcohol Content (or "AC") score. Character creation is point-buy,
with player-generated skills such as "Been Raising Pigs Forever" or
"Shred on the Theorbo (or Other Stringed Instrument)". Skills are divided
into four categories: Help You, Help Others, Hurt Others, and Cheating.
Resolution is by rolling 2d6 under a success number from your stat and
difficulty (or opponent's stat). A roll of exactly the success number
is critical, which includes success along with both something good and
something bad extra.
- 2000 ed by Paul Arden Lidberg (2000) Crunchy Frog
A humorous miniatures combat game where the combatants are modeled
after Saturday morning cartoon characters, and that the damage caused
by the weapons isn't really real. The "2000" edition includes
role-playing rules including 10 pages of mechanics and 35 pages
Cthulhu Dark Ages
- 1st ed by Stephane Gesbert (2004) Chaosium
A variant of the classic
Call of Cthulhu horror RPG set in Europe around 1000 A.D.
Rather than randomly rolling for attributes, players allocate 100
points combined to the eight attributes.
- 1st ed by Robert McLaughlin, Dan DePalma, Scott Nicholson, Cyndy Schneider (1997) Chaosium
- 2nd ed (1999) Fantasy Flight Games
- 3rd ed by Robert McLaughlin (2006) Skirmisher Publishing
Live-action role-playing rules for
Call of Cthulhu, intended mainly for large groups and/or
- 1st ed by Matthew Grau, Fraser McKay (2008) Wildfire LLC
Catalyst Game Labs
A storytelling game that mixes the genres of cosmic horror
(such as H.P. Lovecraft) and giant mecha Japanese animation.
It is set in the year 2085, when the world is emboiled in the
Aeon Wars fighting alien horrors and three-quarters of the
world's population has been wiped out. Resolution uses a
dice pool system where you roll a number of d10s equal to attribute
plus skill, and take the sum of the highest matching set or straight
(i.e. rolling a pair of sixes gives total 12, or a sequence of 4-5-6
gives total 15). The system also uses drama points, which can raise
or lower any dice pool by one die per point spent. Character creation
is limited point-based.
- 2nd ed by Chris Loizou (2004) Spartans Unleashed
This is the renamed second edition of the fantasy genre RPG,
- 1st ed by Nathan Kaylor, Eric Goldberg (1988) StormWorld Games
A dark fantasy RPG where characters are thieves in the medieval
city of Skaev. The world is immersed in chaos, as the peaceful
75-year reign of Emperor Ghalish has come to an end. A
skill-based resolution system using d20's.
Cyb: Gioco di ruolo in un lontano futuro
- 1st ed by Andrea Angiolino, Giuliano Boschi, Agostino Carocci, Massimo Casa, Luca Giuliano (1991) Kappa magazine #1-2
- 2nd ed (1998) Qualitygame
An Italian-language cyberpunk RPG, set in the 26th century where
genetically-manipuated plants have become intelligent and taken
control of the Earth. The PCs are byborg human rebels. The title
translates as "CYB: Role-playing Game in a Far-off Future". The
rule system uses playing cards instead of dice. You score your
stat with a card for an easy check, with a card of a certain color
for a difficult check, or with a card of the same suit for a very
difficult check. It was originally published in Kappa magazone
in issues #1 and #2 of the third year (1991). The second edition
was part of the "I Giochi del 2000" collection.
- 1st ed by Mike Pondsmith et al. (1993) R Talsorian
- 2nd ed (1995)
A post-cyberpunk futuristic game featuring nano-technology and an
anime-style feel, with super-powered "cyber-evolved" and a mix of
grim reality and light-hearted adventure.
- 1st ed by David L. Pulver, Marc A. Vezina, Scott Bennie, Patrick Sweeney (2004) Firefly Games
A duelling game, not really role-playing per se, about gladiatorial
combat between cyborg combatants in the far future. It uses a scaled
back version of the Action! System
from Gold Rush Games. There are four races: humans, Tuara (a lizard-like
race of primitives), Kisa (a bipedal cat-like race), and the Crigg
(a primitive insect-like species with deadly mandibles and natural
armor). Character creation is limited point-based and includes
various cybernetic options.
- 1st ed by Mike Pondsmith et al. (1988) R Talsorian
- 2020 ed (1990)
A cyberpunk role-playing game, focusing on paramilitary violence
and netrunning. It uses a simple attribute+skill+1d10 roll system
(the "Interlock" system).
- 1st ed by Tod Foley, Terry K. Amthor, LaDell, Kevin Barrett, S. Coleman Charlton (1989) Iron Crown Enterprises
A cyberpunk RPG set in 2090 in the San Francisco Sprawl. It
focuses on netrunning, and on personal biotech enhancements
which are very common. The classes include Jockey (generalist),
Killer (combat), Net Junkie (computer), Sleaze (social skills),
Sneak (subterfuge), and Tech Rat (technical). It uses a slightly
streamlined variant of the
system (but not as simplified as
- 1st ed by Gary Gygax, Kim Mohan, Larry Mentzner (1987) New Infinities
A sci-fi RPG, playing cyborgs soldiers fighting an alien invasion
of Earth by Xenoborgs in 2035. It included background on both the
cyborgs defenders as well as the invading aliens (biology, society,
and culture). The system used a roll of 1d10 times 1d10 for an odd
probability curve that is referenced on a universal chart. The
system had a handful of supplements, including "Film at Eleven"
(by Guy McLimore, Greg Poehlein, and David Tepool).
Cycle of Existence
- 1st ed by Christopher Ashe (2006) Broken Doll Studios
A modern fantasy/horror RPG, set in the modern world with creatures
and magic inspired by Japanese anime. The PCs are part of a secret
war of Light against the forces of Balance and Darkness. There are
four races: humans (known as the Lirie-Kana or "People of the Struggle");
the childlike and graceful Asana-Lea (known as Eternal Children); the
man-like rats called the Oraki known for their craftsmanship and love
of adventure; and the elf-like Silana (the People of the Ether). It
uses an original percentile skill-based system, called the seven13
game engine. Each action is given a rank from 1 to 7, which corresponds
to a chance of 13% times the rank (13% to 7x13=91%).
John H. Kim
Last modified: Mon Jul 2 09:15:53 2018