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10000$ Reward 1st ed by Herman Hunter (1989) Warlords Production A French-language RPG set in the American Wild West, using a system intended to be "simple and effective". The basic rules (58 pages) includes only character creation, combat rules, a list of weapons, and a brief introductory scenario. 1950 Allarme UFO! 1st ed by Antonello Lotronto (1996) Qualitygame An Italian-language sci-fi RPG based on the 50's alien invasion B-movies, part of the "I Giochi del 2000" collection. 2089: Le Jeu du Tricentenaire 1st ed by Tristan Lhomme (1989) Casus Belli / Excelsior Publications / Jeux Descartes A French-language humorous sci-fi RPG, first published in issue #56 of the French gaming magazine Jeux & Stratgie. It is set in a future 2089 where characters are live-action roleplayers attempting to revive the French Revolution three hundred years later using a mix of muskets, laser pistols, and androids. Character creation uses random-roll attributes (2d6 each for Intelligence, Dexterity, Body and Appearance). Each attribute has three skills. For resolution, the player rolls from 2d6 to 4d6 depending on the difficulty, trying to roll under attribute or skill value. The game itself divides the reenactment into six sequences that mix historic events with futuristic twists and turns. The 23rd Letter 1st ed by Matt Johnston, John Fleming, Colin Johnston, Eamon Watters, Mark Lamki, Lesley McLarnon (1996) Crucible A sci-fi conspiracy RPG, set in a world where psychics are real and becoming more and more commonplace. The PC's are psychics or humans caught in the secretive war between government projects and the corporate powers. It uses a simple skill-based system (the "ERIS" system), which includes rules for psychic powers. 3:16 Carnage Amongst The Stars 1st ed by Gregor Hutton (2008) BoxNinja A science-fiction role-playing game, where the player characters are members of 16th Brigade, 3rd Army, of the Terran Expeditionary Force. They are soldiers fighting alien bugs that are trying to kill every living thing in the Universe to protect the home world. The 3Fold System 1st ed by Clint Krause (2004) KNRPG Productions A simple universal RPG system, similar to the Storyteller system from White Wolf. .45 Adventure: Crimefighting Action in the Pulp Era 1st ed by Richard A. Johnson (2006) Rattrap Productions A tabletop miniatures game of two-fisted action set during the era of the pulp magazines, with some roleplaying aspects. It can be played without a gamemaster, with as few as 3 models per player. '45 - Psychobilly Retropocalypse 1st ed by James Desborough (2006) Postmortem Studios A post-apocalyptic sci-fi RPG based on sci-fi B-movies of the 1930's through 1950's. It is set in a tongue-incheek alternate future where WWII was fought by atomic bombs on all sides, creating an America that is largely a radioactive wasteland populated by mutant greasers, beautiful dames, giant ants, and the like. It uses a simple dice pool system called "Xpress engine". Resolution is by rolling a number of d6s equal to attribute, with a target number based on comparing skill level to a universal chart. Character creation includes ten Attributes in pairs ranging from 1-5, along with skills and a simple system of merits and flaws. 7th Sea 1st ed by John Wick, Jennifer Wick (1999) Alderac Entertainment Group A swashbuckling RPG set on an alternate world ("Theah") very similar to 17th century Earth with the addition of magic and various name changes. There are parallels to most of the major European countries ("Castillian" for Spainiards, etc.) but there is no New World. The system is a dice pool system: roll dice equal to attribute + skill, keeping a number of dice equal to attribute. There are also bonus dice of a different color. 9th Generation 1st ed by Jeff Siadek (1986) Jeff Siadek Enterprises A tongue-in-cheek post-apocalyptic RPG, published in 3 books including an introductory scenario and a GM screen. Supplements include three extra scenarios, and a rules expansion packet that allows conversion

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of the plots into fantasy, western, or futuristic settings. Abbeta: Fantasy Role-Playing Rules for the Twinflare Solar System 1st ed by Martin Hackett, Peter Bennett (1984) self-published A scifi RPG set in a fantastical version of the solar system. It uses a percentile skill-based system, with attributes POW, FIT, AGI, LUCK and LEARN. Abenteuer in Magira 1st ed by Steffi Seipp, Dieter Steinseifer, Norbert Weiser, Harald Zubrod (1988) Abenteuerrunde GbR "Adventures in Magira" -- a German-language fantasy RPG set in the world of Magira novels by Hugh Walker. The game was developed from a long-standing fan club of the fantasy work. It uses a d20 based system, except for damage which uses Nd6. Three attributes (strength, skill, and constitution) are determined with d100 table which gives values from -1 to +3. Modifiers for attributes, skill, and difficulty are added to 1d20, which must be at least 15 for success. Abeo 1st ed by Jennifer Reynolds , Chuck Lauer (2005) Insomnium Games A modern horror RPG, set in the modern world where nightmares and horrific fairy tale creatures can recruit or hunt humans. It uses a simple skill-based system where action resolution uses attribute + skill + a die roll versus difficulty, with the die type varying. It includes a sanity system tied into the magic system (feats called Pathos). A character has four Passion scores: Anguish, Dread, Fury, and Yearning. The higher the total of the scores (called Intensity), the more impressive feats of magic the character can do. Aberrant 1st ed by Justin R. Achilli, Andrew Bates, et al. (1999) White Wolf The sci-fi superhero RPG (a "prequel" to Trinity) set in an alternate history's 2008 (unrelated to the "World of Darkness"). An accident in 1998 flooded the world with strange radiation that created superpowered "novas". It uses a variant of the "Storyteller" system, introducing "mega-attributes" -- where rather than having strength higher than 5, you might have strength of 3 and also "mega-strength" of 1. Mega-attributes add mega-dice to your dice pool, which are rolled as normal but yield 2 successes if over the target number (or 3 if a ten is rolled). Abney Park's Airship Pirates RPG 1st ed by Peter Cakebread, Ken Walton (2011) Cubicle 7 Entertainment Limited A post-apocalyptic steampunk roleplaying game, based on the songs of band Abney Park. It is set in a Victorian-style future in the year 2150, after a world-wide apocalypse in 1906 caused by time travel. The world is dominated by a totalitarian government using clockwork police, armored railroads, and airships. The default area is North America, currently a wasteland with scattered nomads. The player operate a steampowered airships out of sky-cities such as Isla Aether and High Tortuga, who furthermore have acquired a time travel device. It uses a variant of the Fuzion system. Character creation is limited point-based after picking a background: Neobedouin, Neovictorian, or Skyfolk. Lower classes are given more attribute points to balance their lack of money and influence. Abyss 1st ed by Marco Pecota, Wes Johnson (1997) Global Games An RPG set in the Hell of Dante's "Inferno", a spin-off of the miniatures game Inferno: Battles of the Abyss. Players roleplay demons, which begin as lowly sergeant class and ultimately work for the Archfiends. It uses a dice pool system, rolling (skill minus difficulty) d6's where any "6" indicates success. It has an actionpoint based combat system. Character creation is point-bought with templates. A.C.E. Agents 1st ed by Steve Savage, L. Lee Cerny, Walter H. Mytczynskyj (1992) Stellar Games A humorous espionage RPG, in which an UNCLE-like espionage organisation has to fund itself by selling the rights to films, toys and comics describing its agents' exploits. Aces & Eights 1st ed by Jolly Blackburn, Brian Jelke, Steve Johansson, David Kenzer, Jennifer Kenzer, Mark Plemmons (2007) Kenzer & Company A Wild West RPG using an original system, set in an alternate history of the American West. Combat uses a "shot clock" with a transparent cover and a silhouette of the target, with location determined by a 1d20 roll with modifiers and a card draw. The system also includes roll-over percentile skill tests, where skills start at 100 and go down to 5 for mastery. cin Dambgin 1st ed by Torbjrn Lien (1999) Lovehulen Spilldesign A Norwegian-language fantasy RPG setting, in a world with no elements from traditional fantasy. cin Dambgin is "the land to the East, beyond the great ocean which no one may cross. Dambgin is the land of

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the Guardian, eternally illuminated by the light of the One. From here mankind is guarded; from here history is changed; from here the Guardian one day will return to the world to settle all things and destroy the Enemy for ever. And then he will take mankind home to the stars..." Acquitane 1st ed by Carl Smith (1980) Adversary Games A fantasy-genre RPG, originally published as a setting for D&D. The game apparently came in several books: "Acquitane", "Red Book of Nal", and "Sword and Shield". Action! System Core Rules 1st ed by Mark Arsenault, Patrick Sweeney, Ross Winn (2002) Gold Rush Games A universal RPG system, related to the earlier Fuzion system. Action resolution is attribute + skill + 3d6 vs difficulty. Character creation is limited point-based, with a pool of attribute points and a pool of character points (used for advantages, disadvantages, and skills). Action Castle! 1st ed by Jared A. Sorensen (2009) Memento Mori Theatricks A humorous mini-RPG intended to emulate old computer text adventure games such as the Zork series - part of a series called Parsely Games. The GM takes the role of the computer, responding to player requests such as "Look key" with computer-like responses. Active Exploits Diceless RPG Special Edition ed by Brett M. Bernstein (2002) Deep7 A universal diceless system. The basic diceless rules are published free, but the special edition is available 5.5x8.5 printed format with additional rules and notes. Action resolution is based on spending Luck, Discipline, and Revelation points. Skills lower difficulty, while attributes add to the total. Character creation is limited point-based. There are four free setting books, 20-30 pages each: a modern-day monsterhunter setting ("The Shaded Veil"), a dystopian sci-fi setting ("Overworld"), a modern conspiracy/horror setting ("Harlequinade"), and a medieval Europe setting ("The Kingdom of Norweign"). In addition, there are three commercial settings: HeartQuest, CORPS, and Dreamwalker. Advanced Dungeons and Dragons 1st ed by Gary Gygax (1978) TSR 2nd ed by David Cook (1989) The advanced version of the original fantasy role-playing game, Dungeons & Dragons. This is the dominant RPG on the market and has hundreds of supplements and adventures. It uses a class-based system with minimal skills, most resolution being by case- or class-specific rules. Character creation is random-roll, with level-based advancement. A 3rd edition reverted to the title of just Dungeons & Dragons, although it is not part of the separate D&D line. Advanced Phantasm Adventures 1st ed by Troy Christensen (1992) TC International A medieval fantasy RPG. Adventure! 1st ed by Tori Bergquist (1985) self-published A universal RPG system, using mechanics similar to Chaosium's Basic Roleplaying: attributes in the 2-20 range with percentile based skills. A short vehicle design and combat system was included (by Russ Heller). It includes basic stats on vehicles, weapons of old and new, and a short spell and psionic system. The rulebook is 48 pages with a plain tan cover, no cover art, and fannish interior art. It has a print run of 400 copies. Adventure! 1st ed by Andrew Bates, Bruce Baugh (2001) White Wolf This is a pulp-genre RPG set in an alternate version of the roaring 20's. This is the third in the trilogy of games including Trinity and Aberrant. This forms a prequel to the other two, showing the roots of the Aeon Society which in the future will change the world. It uses roughly the same variant of the "Storyteller" system as the others in the trilogy. It includes "Dramatic Editing" rules to represent the psychic luck of the PC's, which allows the player to change storyline continuity for a cost in inspiration points. Adventure Maximum 1st ed by Dennis McDonald (1992) WorldMaster Designs 2nd ed (1996) A self-published universal RPG system. Reviewed in Shadis magazine #10 (mini-review) and #15. Adventure Quest: Jaern 1st ed by Robert Blake, Daniel Lawrence (1991) Lafayette Simulations A universal RPG system, including a fantasy setting with sci-fi elements ("Jaern"). Jaern is an ocean planet

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that was shot out of its orbit and eons later (its inhabitants protected by psi shield and cryogenics) smashed through another planet ("Torandor") to take its place in that system. The Adventurer's Handbook 1st ed by Bob Albrecht, Greg Stafford (1984) Reston Publishing Company Inc. A small-press fantasy-genre RPG intended as an introduction to role-playing for beginning players. The cover shows a row of young players with their fantasy selves floating above them -- with similar features but medieval wardrobe. The system is a variant of Chaosium's Basic Roleplaying. It is an intentionally generic system with a pedantic approach, which includes in the end a list of other RPGs and RPG companies of the time, along with brief reviews of nine "major" ones. Adventures in Delving 1st ed by Vincent Diakuw (2004) Thousandpress An electronically-published fantasy RPG of the pulp swords and sorcery genre. It uses a simple step-die system with an emphasis on description. Character creation includes selecting step dice (d4 to d12) for attributes (Courageous, Wise, Mysterious, Solitary, and Charming) as well as a stereotype (such as "Barbarian Warrior", "Dashing Rogue", or "Arcane Student") which adds or subtracts a Fit Die to the total when the stereotype applies to the action. Adventures in Fantasy 1st ed by Dave Arneson, Richard Snider (1979) Excalibur Games Inc. 2nd ed (1979) Adventure Games Incorporated A medieval fantasy RPG. The system is class-based: warrior or magic-user. Social standing has a heavy influence on character creation. The first edition is 163 pages and included three books: Book of Adventure, Book of Faery and Magic, and Book of Creatures and Treasure, along with charts and dice. Adventures in Oz 1st ed by F. Douglas Wall (2010) F. Douglas Wall Publishing A fantasy RPG set in the world of L. Frank Baum's Oz books, designed for young players. It uses a simple system with seven traits: Athletics, Awareness, Brains, Presence, Sneaking, and Wits. Basic resolution is by rolling two six-sided dice against a trait, with success if either is less than or equal to the trait. There is a combat system, but no death in keeping with the background. It also includes a simple magic system. Character creation is by picking a template - such as Crafted Person (like the Scarecrow) or Animal (like Toto or the Cowardly Lion). This is followed by buying extra points, a friends list, and Oz points. Oz points are gained in play by making friends, and spent to get a bonus to a roll or receive help from friends. Adventures in Science 1st ed by Vincent Diakuw (2004) Thousandpress An electronically-published pulp action RPG. It uses a simple step-die system with an emphasis on description. Character creation includes selecting step dice (d4 to d12) for attributes as well as a stereotype, which adds or subtracts a Fit Die to the total when the stereotype applies to the action. The Adventures of Indiana Jones 1st ed by David "Zeb" Cook (1984) TSR A pulp-action RPG in the world of the "Indiana Jones" movies. The 64-page rulebook concentrated on playing actual characters from the movies. The boxed set included paper miniatures. The Adventures of Luther Arkwright 1st ed by James Brunton (1991) 23rd Parallel Games A UK alternate-timeline RPG based on the miniseries of comics by Bryan Talbot. The titular hero is a man with the unique ability to jump between parallel universes. He is recruited by a telepath named Rose Wylde to become an agent of the parallel known as "zero-zero" - whose stable position in the multiverse has allowed the development of world peace. They fight an organization called the Disruptors who are trying to destabilize the multiverse. The system is a percentile skill-based system similar to Chaosium's Basic Roleplaying. Resolution uses a universal table that converts skill, difficulty and a percentile roll into level of success from best (A) to least (E). Character creation is random-roll, with different rolls for the percentile stats. Strength is 4D10+20; Endurance is 4D10+30; Willpower is 6D10+10; PSI-rating is a straight D100 roll; etc. The player adds Intellect + Willpower + (age multiplied by ten) to get the number of points to spend on skills. Some skills have a default, and some get a First Point bonus (a bonus only if at least 1 point is spent on them). Character generation includes the option for the GM to designate one player character with a PSI ability, and for one player character to have a Warrior Option that significantly boosts points. Aesia 1st ed by Xavier Bottet (1992) self-published A French-language space opera RPG, set in a galaxy controlled by a high-tech Church. ternal Legends

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1st ed by Stewart Wilson (2007) Mob United Media A modern magic RPG, set in a modern world with a Pocket Kingdom where elves, dwarves, gnomes rub shoulders with witches and alchemists right under the noses of a mundane population. One in twenty people is Aware of magic, and a few are Legends who fight evil. It uses an original system, the "Ready 2 Run" system. This is a dice pool system with broad traits ("Aptitudes") like Soldier or Scientist. You roll a number of d6s equal to Attribute + Aptitude, and every 1 or 2 is a success. Aftermath 1st ed by Bob Charrette, Paul Hume (1981) FGU A generic post-nuclear-apocalypse RPG, supporting various sub-genres (mutants, survivalist, etc.). The system is a complex skill-based, where action is resolved by rolling a d20 under (skill/5) or (attribute/2). Character creation uses limited point allocation, with some random rolls. Notably, besides standard attributes it has "aptitudes" in skill categories: charismatic, combative, communicative, esthetic, mechanical, natural, and scientific. Combat is quite complex, with a two-page flowchart explaining the combat sequence(!!). It uses basic to-hit, hit-location, and damage rolls with armor subtracted -- but with many special-case criticals. After The Bomb RPG 1st ed by Eric Wujcik (2001) Palladium Books A post-apocalyptic RPG where anthropomorphic mutated animals rule the world. This was formerly a supplement line for the Teenage Mutant Ninja Turtles RPG, but has been released as a standalone RPG. It uses a variant of the Palladium System, with limited point-bought character creation (via "bio-energy"). Afterwars: Roleplaying in Post WWIII America 1st ed by Timothy J. McFadden (1991) Stellar Games A post-apocalyptic RPG, set in the U.S. 6 months after a large nuclear, biological, conventional war with the Soviets. The Russians manage to invade the U.S., with attendant resistance. One unique feature is that "Ujoints" occurred where nuclear blasts met close together: creating gatewas to other dimensions. It uses the system from Expendables by L. Lee Cerny and Walter H. Mytczenskyj. Character classes are Mainstream, Military, and Fringe. Reviewed in White Wolf #33. Against the Darkness: A Roleplaying Game of Vatican Horror and Conspiracy 1st ed by Christopher A. Field, Daniel M. Brakhage, Vicki Potter (2006) Tabletop Adventures, LLC A modern horror game where the PCs are an elite group of priests and other personnel fighting demons, ghosts, and vampires. Character types include Modern Templars, Treasure Seekers, Dispassionate Experts, Sacred Hunters, Blessed Non-believers or others. Resolution is by attribute rating + skill or miracle rating + resolution die vs. target number. There are four attributes -- Corpus, Spiritus, Mentus, Fidelis -- each rated from 1 to 7 as well as having a designated resolution die: d4, d6, or d8. There are 12 skills and 19 miracles, each with a base attribute. Agent S.E.V.E.N. 1st ed by Todd Downing (1999) Deep7 A very simple espionage mini-RPG published in electronic PDF format. It uses a version of the "1PG" system, which (as its name implies) fits on a single page. Resolution is rolling 1d6 and getting under attribute or skill, where 1 is always success and 6 is always failure. Agent X 1st ed by Rob Stone, Sean Tisdale, Annette Tisdale (1999) Mind Interactive A table-top and live-action espionage RPG. The PC's are FBI, CIA, and NSA agents. The system uses a custom deck of cards. Action resolution uses skill level minus difficulty to find the number of cards to draw from the deck. Success is determined by the number of success cards. Character creation is by picking an agency template and adding point-bought skills. The rules include essays on spy slang and surveillance. Age of Chivalry 1st ed by Marshall Rose (1978) Avant-Garde Simulations Perspectives A medievel knights RPG, concentrating on a unique system for combat, with a bare bones campaign system included. The combat system involves cross referencing tables to determine the modifiers to attacks based upon what combination of attack and defense each combatant chooses. It also has a jousting system simular to one in Chivalry and Sorcery. Age of Empire 1st ed by Gareth-Michael Skarka (1996) Epitaph Studios A fantasy RPG set in Victorian Europe with the addition of wizards, mad scientists, and monsters (including demons, dragons, elementals, lycanthropes, and even Martians). It uses a fairly simple system with 3 attributes (Mind, Body, and Spirit), attribute specialties, and various skills. Action resolution is by rolling a number of d6's equal to attribute + skill, compared against a number of dice rolled by the GM for difficulty.

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This has large variation, which is intentional for a cinematic genre. The Age of Phaedrus 1st ed by Sean Bindel, Brian Fitzpatrick (1997) Moebius Adventures A traditional fantasy RPG (with elves, dwarves, monsters, and dungeons). It uses a mix of random-roll and allocated character creation, and a pure skill-based system. Age of Ruin 1st ed by Clay Gibbons (1990) Cutting Edge Games A post-apocalyptic RPG, set around 80 years after the a third world war caused by lack of natural resources. The dominant weapon was called the Red Death, a plague which killed by mutating the DNA of the infected. If you survived, your children were mutants. It uses a simple percentile attribute and skill-based system. Includes a fast-playing vehicle combat system, and an introductory mini- campaign/adventure. Reviewed in White Wolf #22. Aggressio 1st ed by Kristoffer Simonsson (1998) Point Blank Games A Swedish-language modern technothriller RPG, set in Los Angeles, California. Agon 1st ed by John Harper (2006) one.seven design A competitive RPG set in a fantastic version of ancient Greece, similar to the settings of the Iliad and the Odyssey. It uses a combat system where the player holds dice in their right hand to represent attacks, and in their left hand to represent defenses. Agone 1st French ed by David Benot, Sbastian Clerin, Mathieu Gaborit, Grgoire Laakman, Jean-Rmy Levin, Jean-Baptist Lullien, Stphane Marsan, Xavier Spinat (1999) Multisim 1st English ed (2001) A French-language medieval fantasy RPG, set on an original fantasy world: "Harmonde", by Mathieu Gaborit. The PC's are "Inspirs" -- imbued with magical powers by the Muses to fight the evil Masque which threatens the world. The PC's may be humans as well as minotaurs, sprites, dwarves, ogres, and other fantasy races. The system uses attribute + skill + 1d10 vs difficulty. A.I. 1st ed (1993) Digest Group Publications A science fantasy RPG -- never actually published. It was announced in 1993 as the next project for DGP. The game was set in a decayed future where Earth has been radically changed by nanotechnology, machine intelligence, and genetic engineering (attempting science as magic). The characters would be explorers working for intelligent starships that have returned home to find it inexplicably changed. Albedo 1st ed by Paul Kidd, Steve Gallacci (1988) Thoughts and Images (a subsidiary of TAGG) 2nd ed (1993) Chessex Platinum Catalyst ed (2004) Sanguine Productions A sci-fi RPG based on the comic book series "Albedo, Anthropomorphics" by Steve Gallacci. It is a hardscience starfaring setting, with the twist that the characters are anthropomorphic animals (from 1 of 163 species). Albion: Celtesque fantasy roleplaying after the Shrug 1st ed by Tim Gray (2002) Silver Branch Games A post-apocalyptic fantasy RPG set in Britain after a rapid climate change (known as The Shrug), social upheaval, and the return of magic to the world. Various factions have arisen with conflicting beliefs in magic and technology. In Britain the Order of Druids was rebuilt, and spirits from the Otherworlds of Annwn and Abred have returned. It uses a dice-pool system (the LODE system), with action resolution based on rolling a number of d6's based on skill + modifiers, where any result of 4-6 indicates a success. Character creation is limited-point based (spending points on Attributes, Skills, and Advantages) plus a selection of template. Aletheia 1st ed by Lee Foster, Monica Valentinelli, Werner Hager (2007) Abstract Nova Entertainment A modern-day occult RPG, where the player characters are members of the Seven Dogs Society, a detailed organization that investigates paranormal occurrences throughout the world with the belief that a single truth underlies everything. It uses a simple dice pools system where you gain automatic successes equal to your level in a relevant occupation or extracurricular skill, then roll d6s equal to your relevant attribute where every 5 or 6 is an additional victory. A will point may be spent to roll an additional 1d6. Character creation is limited point-buy, with attribute points for the four attributes (fitness, awareness, personality and

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reason -- rated 1 to 5); occupation points for skills; and supplemental points that can be used to buy powers as well as to buy increased attributes, addition descriptors, occupations and extracurricular skills. The nine powers are presque vu (intuition), deja visite (orientation), remote viewing, X-ray vision, postcognition, precognition, ghosting (insubstantiality), teleportation, and time travel. Alice - Single Die Roleplaying System 1st ed by M. Redwood, D. Freegard, V. Piper, P. Scott, D. Barton (2003) Alice RPS A complete RPG, focused on modern-day settings but designed for use in most genres with a little more work. It uses a simple skill-based system, rolling under Core Skill + Aptitude + Focus + modifiers on 1d20. Character creation is open point-based, allowing spending on the 16 different broad Core Skills (such as Athletics), the Aptitudes (narrower skills such as Throw, Melee, Unarmed, and Acrobatics), and Focuses (specializations). Alienods 1st ed by Solo (1992) ditions de la Lune-Sang A French-language alien-invasion RPG, set in the modern world where horrific aliens have just invaded -with a rather tongue-in-cheek tone. Aliens 1st ed by Barry Nakazano, David McKenzie (1990) Leading Edge A sci-fi action RPG based on the movie "Aliens". It uses an simplified version of the combat rules in Phoenix Command, although it is still quite complex. Alien Summit 1st ed by Annie Rush (2004) Wicked Dead Brewing Company A sci-fi mini-RPG about negotiation between four alien races using Earth as neutral territory. It is partly live-action format, as the PCs are aliens in human guise similar to the players who are sitting around a room and discussing problems. Character creation is based on random draw of six playing cards: one determines race, while five others define personality Quirks. Players can trade cards back to the dealer to add some control. The core rules include descriptions of the four races mainly in terms of personalities and beliefs. Action is primarily discussion between the players. The rules include special powers and limited combat rules, all of which are diceless, spending certain tokens for effects. All-Adventure Action Roleplay Game! 1st ed by Gareth Jones (unknown, pre-1991) Taupe Games A small-press universal RPG (AAARG!) with an emphasis on pulp or swashbuckling cinematic action. The rulebook is 54 pages (A4 size) staple-bound, and includes a general bestiary, NPC archetypes, campaign ideas, and a simple weapons chart. Action resolution is a d20 roll modified by skill, attributes, etc. Character creation is cooperative rather than point-based or rolled -- the player and GM simply assign stats based on the role. It has 8 attributes (Brain, Muscle, Heart, Soul, Legs, Hands, Senses, and Mouth) rated 1-10, along with Skills, Passions, Hobbies, and Interests. All Flesh Must Be Eaten 1st ed by Albert Bruno III, C.J. Carella, Richard Oaken, M. Alexander Jurkat, George Vasilakos (1999) Eden Studios A zombie-horror RPG, covering a variety of possible campaign settings. There are notes on creating different types of zombies. The core book presents eleven separate campaign concepts, each with distinct zombie stats, background info and adventure seeds. These range from modern-day Romero-inspired reanimation to alien invasion, WWII, medieval times, post-apocalyptic zombies, and a Biblical apocalypse. It uses the skill-based "Unisystem" from Witchcraft, with open point-based character creation and resolution by stat+d10 vs difficulty. There are three basic character types: normal civilians, survival specialists, and the "inspired" who have magic-like abilities. All-for-one Rgime Diabolique 1st ed by Paul Wade-Williams (2010) Triple Ace Games A swashbuckling/horror RPG set in France of 1636, the time of The Count of Monte Cristo and The Three Musketeers, with the addition of horror elements including black magicians, secret societies, and demons. The player characters are King's musketeers, fighting the corrupt nobility and their diabolic creations, agents of Cardinal Richelieu, and other enemies of the throne. It uses a variant of the "Ubiquity system" also used by Hollow Earth Expedition. All Star Wrestling 1st ed by Paul Schulze (1991) Afterthought Images A professional wrestling RPG. Alma Mater 1st ed by Steve Davis, Andrew Warden (1982) Oracle Games

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A grossly humorous RPG about high-school students of anarchic bent at a generic high-school setting, "Central High". The cover by Erol Otus shows juvenile delinquents gathered at the front door of their high school, with drug-dealing and fornication in evidence. The inside cover is a map of Central High School. The system is skill-based. Character creation is class-based with random-roll attributes. You roll 7d10 and assign one die to each of seven attributes: Strength, Coordination, Appearance, Intelligence, Learning Drive, Courage, Willpower, and Constitution. You pick one of seven classes: Average Kid, Brain, Cheerleader, Criminal, Jock, Tough, and Loser. You then generate your social level based upon your class and a d10 roll, which in turn generates your starting money and allowance. Your age (from 13 to 17) and birthday are then generated. You get attribute increases when you turn 16, 17 and 18. You then randomly generate problems, ranging from "Moderate Acne" to phobias and so forth, with increased problems for lower Appearance. You have initial skills based on class, including high-school specific skills such as Cheating, Drinking, Studying, and Crudeness. The core book includes rules for activities ranging from drug use, animal reactions, and dealing with the contents of the chem lab to pregnancy. Players score points for Social Success (for dating, partying, etc.), Academic Success (for grades), and General Success (including miscellaneous such as successful crimes for the Criminal and Tough classes). The game includes an explicit victory condition that whoever has the most Success Points after four years of game time wins the campaign. Alpha Omega 1st ed by David Carter, Earl Fischl (2008) Mind Storm Labs A post-apocalyptic science fantasy game, set on Earth in the year 2280, after a series of natural disasters as well as biological and nuclear war have laid waste to the planet. Magic has been rediscovered, monsters roam the wastelands, and two alien races (Nephilim and Grigori) resembling angels and demons are beginning a perennial war. It uses an original system, that involves rolling six dice of types determined by attribute rank. For example, an attribute of 18 has a pool of 3d6 + 3d4. Resolution is by adding the total from the dice pool and skill rank, compared to difficulty level. Each combat turn is divided into six phases, and the six dice from the pool must be split among the phases a character is allowed to act in. Character creation is open point-based, spending 500 points on attributes, skills, advantages, and disadvantages over a base species template. ALSHARD (!) 1st ed by Jun'ichi Inoue (2002) F.E.A.R. fortissimo ed (2005) F.E.A.R. A Japanese-language fantasy RPG, set in a humorous fantasy world named Midgard inhabited by figures from Norse mythology (like Odin or Thor), though most of the gods died in Ragnarok. It is a mixed fantasy world with guns, motorcycles, robots, androids, airships, tanks, or other mechanical gadgets. The player characters are called Questers, and possess a crystal (called Shard) of ancient gods that grants divine powers. The Questers seek an ideal world Asgard. They are opposed by various evils, including a theocracy, the Wahres Reich (German for the Authentic Empire), who worship a god of machinery known as "Deus Ex Machina". Alter Ego 1st ed by Patrick Philip, Michel Philip, Eric Lautier, Bernard Jullion, Jean-Ren Jullion (1989) D3 ditions A French-language sci-fi RPG set in the 27th century. The name comes from a clan (Alter-Egos) of genetically engineered, telepathic twins who always operate together. Each pair also has an intelligent extraterrestrial companion animal (a gernaute), resembling a gerbil. Other clans include the argo nautes (criminals), astro nautes (pilots), cyber nautes (cybernetic technicians), docto nautes (NPC scientists), interco nautes (soldiers), secto nautes (missionaries), techno nautes (trade union of miscellaneous professionals). It uses a simple percentile skill-based system, including brief rules for robots and starships. Alternatives 2.0 1st ed (1992) Presses Alternatives A French-language universal system. Alternity 1st ed by Bill Slavicsek, Richard Baker (1998) TSR A generic science-fiction RPG. It uses a skill-based system with restrictive professions (similar to Rolemaster). Character creation is by limited point-buying, with 5 classes. The resolution is standard roll d20 under attribute+skill, with a twist. Rather than fixed modifiers, the roll is modified by a second step-die which varies (i.e. -d4, +d4, +d6, +d8, etc.). Experience is divided into levels, but experience can be divided freely among skills. It also covers aliens (5 types), starships, psionics, mutations, and equipment to varying degrees. Settings include "Star*Drive"; "Dark*Matter" (conspiracy); and "Gamma World" (based on the earlier game). Altus Adventum

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1st ed by Roderic Waibel (2004) Sacrosanct Games Ent. An electronically-published "retro-style" fantasy RPG set on an original fantasy world -- the continent Algerian on the planet of Azorath, inhabited by humans, elves, dwarves, and gnomes. It uses the "InertiaX System" which emphasizes flexibility and speed of resolution for combat. Action resolution is a stepped dice pool (1d4, 2d4, and on up to 4d20, 5d20). Wounds are scaled in four steps. The full combat system includes a speed point systems as well as maneuvers such as charging, power attacks, critical hits, encumbrance, poison and disease, and fatigue. It includes a magic system with four types (Rune, Totem, Channeling, and Mental). Character creation involves percentile attributes and percentile non-combat skills, as well as selecting an optional guild occupation including warrior, knight, wizard, paladin, rogue, assassin, and druid. The core rules also includes over 100 monsters. Amazing Engine 1st ed by David "Zeb" Cook, Karen S. Boomgarden, Michele Carter (1993) TSR A minimalist generic system from TSR. It uses a simple percentile system where the players generate a "core concept" with 4 attributes (Physique/ Intellect/ Spirit/ Influence), which is fleshed out when it was adapted to a given setting. Two sub-attributes are then specified for each attribute, and skills are bought. Actions are resolved by rolling percentile dice under skill. Degree of success is shown by the "ones" digit of the roll: the lower, the better. The 19-page system was included with many universebooks, including: "For Faerie Queen and Country" (Victorian Earth + faerie), "Bughunters", "The Galactos Barrier" (Space Opera), "Kromosome" (cyberpunk + genetics), "Magitech", "The Once and Future King" (Arthurian science fantasy), "Tabloid!" (Earth where tabloids are true), and "Metamorphosis Alpha to Omega" (a remake of the classic game: science fantasy on a generation starship). Amber Diceless Role-playing 1st ed by Eric Wujcik (1991) Phage Press A diceless RPG based on the novels by Roger Zelazny. The system makes action resolution entirely within GM discretion, with various guidelines given. Character creation is via a point system with a unique auction where players compete with each other to have the highest of each of the 4 attributes. Detailed writeups are given for many characters from the series. Ammo 1st ed by Mirko Caruccio, Piero Cioni, Barbara Chies (1992) Editore Planetario An Italian-language modern-day/sci-fi action RPG, inspired by manga comics such as "Ghost in the Shell" and "Gundam". Amoeba 1st ed by Risto J. Hieta, Hans Zenjuga (1999) Artic Ranger Production A small-press Finnish-language comedy RPG in which the PC's are single-celled creatures. The adventures can't be too difficult -- try to slide forward some inches and get some food, for example. Analaya, tormenta de arena 1st ed by Miguel Angel Friginal, Jose Luis Lavia (1993) Larshiot A Spanish-language science fantasy RPG. It is set on Arturo, a planet orbitting the far Evenea 304, a dying red giant sun. Human beings have been there for millions of years, but only very ancient ruinous cities show that they once had advanced technology. The most advanced civilizations are barely above the medieval level. It uses a narrative system, which allows gaming without a GM -- instead, each player the narrator by turns. It includes a magic system not based in spell lists. Anarki 1st ed by Jon Sagberg (unknown) unknown A small-press Norwegian-language RPG. It is a universal system with two minimal settings: one in the 4th century, and one in a cyberpunk future. It includes a number of tongue-in-cheek tables (such as random sexual orientation including "fish"). It includes a magic system with an extensive list of spells. Ancient Odysseys: Treasure Awaits! 1st ed by Brett Bernstein (2010) Precis Intermedia Games A simple medieval fantasy game with a skill based system, intended as a quick introductory game that players can start playing within ten minutes, that focuses on dungeon crawling. Player characters are one of four races (human, elf, dwarf, or hobling) - and one of three vocations (rogue, warrior, or wizard). There are three attributes (Fitness, Awareness, and Reasoning) and about 15 skills. Resolution is by rolling 1d6 and adding attribute and skill versus a difficulty number. It comes in a boxed set with three booklets. Angel 1st ed by C.J. Carella (2003) Eden Studios A modern-day monster-fighting RPG based on the U.S. television series, the spin-off from Buffy the Vampire

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Slayer set in modern-day Los Angeles. It uses a variant of the "Cinematic Unisystem" which was originally designed for the closely related Buffy the Vampire Slayer RPG. The Angel rules add more detail on various demons as player characters, as well as detailed rules for organizations, and some varied options in ads/disads and combat maneuvers to fit the series. Angeli 1st ed by Michael Deflize, Rainer "Blum" Wagner (1993) Astra Poesis A German-language fantasy horror RPG about the eternal fight between angels and demons. PC's can be almost any intelligent creature, though. Sample character templates include a dog, ghosts, golems, and ordinary humans as well as demons and angels. Angeli e Demoni 1st ed by Antonio Sottocasa, Sergio Giovannini, Massimo Ghirardi, Davide Tortosa, Giacomo Sottocasa (1997) Rose and Poison An Italian-language modern-day magic RPG, where PC's take the roles of angels and demons who fight on Earth to control the souls of mankind. Supplements include the adventures "Christmas with the devil", "Le maschere del diavolo", and "Enchersi"; a GM's screen; and an expansion book "Anno secondo", with new character classes and rules for live role-playing. Anima: Beyond Fantasy RPG 1st Spanish ed by Carlos B. Garca Aparicio (2005) Edge Entertainment 1st English ed (2008) Fantasy Flight Games 2nd Spanish ed (2010) Edge Entertainment A fantasy genre RPG influenced by Japanese anime themes. It uses an involved system similar to the Rolemaster mechanics. Characters creation uses races, classes and levels. Attributes are random-roll, while other options are limited point-bought. Resolution uses 1d100 + skill vs difficulty, though there are also attribute checks done as rolling 1d10 under attribute. Animonde 1st ed by Croc (1988) Siroz / Ideojeux A French-language non-violent fantasy RPG, set in a fairly idyllic fantasy world with no metal where humans and animals live in harmony. Technology is largely done through symbiosis with various animals. Inspired by "La Planete Oubliee" by M. Leinster. The system is derived from Bitume. There are 10 attributes with point-bought skills. Action resolution is mostly percentile, and includes mechanics for social relations and intimidation (since violence is rare). ANKH - Adventurers of the North - Kalevala Heroes 1st ed by Pasi Janhunen (1988) Nelostuote KY A Finnish-language fantasy RPG nominally set in Iron Age Finland, but very similar to D&D. It comes in a boxed set with two booklets (one for the player, another for the game master) and one quick adventure for a beginner GM. The boxed set includes a bag of dice (d4 through d20). Annalise: Stories of pain, hunger and redemption 1st ed by Nathan Paoletta (2008) Hamsterprophet Productions A GMless storytelling game about vampires - where the player characters human characters who are to be the victims, hunters and tools of the Vampire. Each player takes turn being "Active Player," "Scene Guide" and "Audience". It has a system including tokens and dice, where die rolls are used for Achievements and Consequences. Character creation is by defining a Vulnerability and a Secret. Anno Domini 1st ed by Piia Makkonen, Pasi Silander (1995) SLS/FELM A Finnish-language Biblical RPG set in the New Testament era, role-playing missionaries of St. Paul. It uses a live-action system. Anno Domini: Adventus Averni ad Terram 1st ed by Juan Antonio Huerta Domnguez, Manuel Sueiro, Antonio Alvarez de Morales (2000) Libros Ucrona S.L. Characters play the role of pious believers of the three mayor faiths (Judaism, Christianity, and Islam) after year 1000 A.D., when hordes of evil invaded the Earth and conquered it. The player characters are fighting back against the hordes, with each faith having special gifts and possibilities for miracles. It uses a dice pool system, rolling a number of d10s equal to skill, where each roll under attribute is considered a success. In addition, there is a special Die of Justice ("Dado del Juicio") which has special results. Character creation is point-based, with characters divided into three categories: common people ("Gente Comn"), righteous ("Justos y Cabalistas"), and the Chosen ("Elegidos "). It uses triangular costs (i.e. level 3 costs 6 points = 1+2+3). Aphalon: Ksie!ycowe Ostrze

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1st ed by Arkadiusz Mielczarek, Dariusz Tarka (1995) Multimedium A Polish-language fantasy RPG set in a typical fantasy world. The title translates as "Aphalon: the Moonblade". It uses a complex rules system. Apocalypse Prevention, Inc. 1st ed by Eloy Lasanta (2008) Third Eye Games A modern-day horror RPG, set in a world where demons from various dimensions secretly live among us. The player characters are agents of an organization (Apocalypse Prevention, Inc.) that monitors them and arrests those that break the law. Agents include various other races as well as human: Burners, Changelings, Lochs (fish people), Spectrals, Taylari (vampires), and Wolf People. The game uses its own system, the Dynamic Gaming System (DGS). The core mechanic is 1d20 + Attribute + Skill vs. a Target Number of 10, 20, 30, or 40. Character creation is by picking race as well as passion (which provide experience bonuses), limited point-buy of attributes and skills, along with bonus points usable for Gifts, and possibly more from taking Drawbacks. The rules include a magic system divided into 18 Paths (types) and 3 Circles (power levels). Each spell has a mana cost, where mana points come from converting a character's Stamina. Apocalypse World 1st ed by D. Vincent Baker (2010) Lumpley Games A post-apocalyptic RPG, set about 50 years after an devastating apocalypse though no one really knows what happened or why. The world is a lawless place ruled by gangs well supplied with guns, ammunition, and gasoline. There is also a psychic maelstrom that either came from or caused the apocalypse. Character creation is by choosing and customizing one of 11 playbooks: Angel, Battlebabe, Brainer, Chopper, Driver, Gunlugger, Hardholder, Hocus, Operator, Savvyhead, or Skinner. Resolution is by rolling 2d6 + attribute, where 7-9 is a limited success and 10+ is a full success. Each playbook has a number of customized moves, including combat and non-combat options. Apocrypha 1st ed by Barbara J. Webb, Heather Watson (2000) Frontiers Design A fantasy RPG set on an original world. Choosing from the 11 original races and 11 religions determines the styles of magic and the advancement of technology to which a PC has easy access. The races range from pure energy beings to humanoid saurians. The system is 3d6-based and focuses on detailed character creation but simplicity in play. Apokryph: le dernier Cantique 1st ed by Sofine Boumaza (2003) Scriptorium A French-language modern day occult horror RPG, set in the Vatican. The PCs are generally members of the Vatican, from five key orders: Augustine, Dominican, Franciscan, Jesuit, and Carmelite. They are facing a possible end of the world coming, and various conspiracies and cults are working towards that -- both within the church and outside it. It uses a percentile skill-based system. Character creation is limited point-buy attributes and skills, with the chosen order giving advantages and obligations to the character, as well as a privileged attribute. There are 53 points to split among nine attributes rated 1 to 10 (Intelligence, Will, Education, Force, Memory, Charisma, Dexterity, Constitution and Perception). Then there are 450 points to distribute among the percentile skills. There are also three gauges: Mystique (perception of the world), Faith, and Vitality. The core rulebook includes background on the Vatican, opponents, and an introductory adventure ("The Conscience of Saint Pierre"). Aquelarre 1st ed by Ricard Ibaez (1990) Joc Internacional 2nd ed (2000) A Spanish-language RPG set in the Spanish middle ages. It was one of the first RPGs published in Spain, and has numerous supplements. It uses a percentile skill-based system, with a table of costs to raise skills. It has a luck mechanic where you declare that you are using luck before rolling. If you succeed, you use 1 luck point. If you fail by less than your luck total, you pay enough to succeed. If you fail by more than your luck total you fail. It also has an rationality/irrationality stat. Higher rationality means you are more resistant to magic but less able to use magic. Rationality is reduced by exposure to magic. Arcane Codex 1st ed by Saskia Naescher, Alexander Junk (2002) Nackter Stahl A German-language dark fantasy RPG. It is set in a world called Kreijor, which mixes various traditional high fantasy elements including Roman-esque empires, Northern barbarians, orcs, trolls, high elves, wood elves, dark elves, and so forth. The system emphasizes heroic epic action, cinematic combat, and a magicrich setting. Action resolution uses stat + 2d10 vs difficulty. Character creation is point-based. The Archaereon Game System Mage ed by Wilf K. Backhaus (1980) Archaereon Games Ltd.

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Warrior ed by Wilf K. Backhaus, Jan Vrapcenak, Richard Fietz (1981) A medieval fantasy RPG based on feudal Europe -- growing out of a Chivalry & Sorcery) campaign in the world of "Arden". It was published as a magic system with mage character creation, and a combat system with warrior creation. Archangels: In the Beginning 1st ed by Evangelos Hugo Paliatseas (2004) Plot Device A freeform Live Action Role Playing (LARP) event game using a token system, set at the dawn of time. The players portray sixteen parts of the mind of God -- Gabriel, Michael, Uriel, Samael, Azrael, and more. Described as a mix of "divine power, infinite possibility, and boundless ego". Archetype 1st ed by James Terbrack (2010) self-published A fantasy rpg using a system based on the Tarot deck in place of dice. It is set in a dark fantasy world where humanity is making its last stand against monsters. The player characters are working for a group called Archetype that infuses humans with traits from monsters. Character creation includes numeric attributes along with associated Key Words. For example, Physical could have key words Condition, Grace, and Strength. Skills list these Key words. If you have the skill's Key Word in your attribute then your skill is aided by your attribute. Resolution works by making a number of draws from the tarot deck equal to your skill (aided or not), where each card over the difficulty (1-14) is a success. Major arcana cards are used in the magic system. Arduin Adventure 1st ed by David A. Hargrave (1981) Grimoire Games 2nd ed (1981) Dragon Tree Press The Compleat Arduin ed by David A. Hargrave, Mark Schynert (1992) Grimoire Games A medieval fantasy RPG based on The Arduin Grimoire (Vols I, II, and III), which is a supplement for D&D and an outgrowth of Hargrave's long-running campaign. The system is essentially a variant of D&D with redefined races, classes, and other rules. Mages cast memorized spells, while priests have a ritual system. The revised version ("The Compleat Arduin") includes 20 distinct races, new rules, comprehensive equipment lists. Aria: Canticle of the Monomyth 1st ed by Christian S. Moore, Owen M. Seyler (1994) Last Unicorn A generic system published in three books ("Canticle", "Worlds", "Role-playing"), emphasizing GM or cooperating world design. The character creation is a somewhat complex point system. Action resolution is simple in principle (d10+modifiers vs difficulty), but with a host of modifiers. Armageddon: The End Times 1st ed by C. J. Carella (1997) Myrmidon 1st ed (1999) Eden Studios A near-future horror RPG where the world is at war with the hi-tech Church of Revelations, which worships an alien entity so horrific that Heaven, Hell, and even old pagan gods have openly joined in the battle against it. It uses the "Unisystem" from Witchcraft, which is a simple skill based system: skill+attribute+1d10 vs difficulty. The editing and layout have some problems, however (1st edition). Armageddon 2089 Roleplaying Game 1st ed by Ian Sturrock (2003) Mongoose Publishing A near-future sci-fi RPG concentrating on mek-based warfare and the mercenary/corporate companies who use them. It is set in a future where, in 2089, the world faces a devastating war between the United States of America and the European Federation. The PCs are mercernaries who own "WarMeks" -- human-shaped combat robots. This uses a variant of of the D20 System from third edition Dungeons & Dragons, with many additions for futuristic Mek combat. The rules include a system for generating the mercernary company as well as individual characters. Armageddon 2092 - Mars 1st ed by Sndor Szigeti (1995) Bborhold Budapest A Hungarian-language sci-fi RPG. Armored Trooper VOTOMS 1st ed by Tim Eldred, Paul Sudlow, Mike Pondsmith, Benjamin Wright (1998) R Talsorian A sci-fi RPG based on the Japanese anime series, set in the far-future featuring mecha combat and over-thetop action. It uses the Fuzion system (a mix of RTG's Interlock and Hero's Champions). Michael T. Desing's Army Ants: The Roleplaying Game 1st ed by Michael T. Desing (1999) Teddy Bear Press 2nd ed (2001)

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3rd ed (2006) An anthropomorphic-animals RPG of playing ants, beetles, crickets, and/or ladybugs engaged with nefarious bees, wasps, spiders, stinkbugs, and other nasties. Warfare takes place in your own backyard (or other nearby plot of land), but uses miniature machineguns, tanks, etc. The system uses roll (based on attribute and skill) vs target number. It has random-roll, class-based character creation. Advancement is level-based. Army of Darkness Roleplaying Game 1st ed by Shane Lacy Hensley (2005) Eden Studios A darkly humorous fantasy RPG based on the 1993 Sam Raimi film, about modern-day misfits thrown into Earth's past with hordes of undead to fight. There is a selection of settings from ancient Sumeria to pulp era. Character archetypes include an archeologist, a swashbuckler, a gunslinger, a reporter, and a game designer (!). It uses the Cinematic Unisystem -- a variant of the Unisystem (originally from Witchcraft) developed for the Buffy the Vampire Slayer RPG. Arrowflight: The Edge of Fantasy 1st ed by Todd Downing, Ron Dugdale (2002) Deep7 An epic fantasy genre RPG, set in the Empire of Corvel where the King has just been assassinated. The system handles action resolution using a dice-pool system, rolling d6's equal to attribute against a target number based on skill. Character creation is point-bought attributes and skills. Arsenal of Heaven 1st ed by Tim Gray (2008) Silver Branch Games An RPG of modern supernatural fantasy, based around a minimalist dice pool system called the NUGGET rules. The player characters are modern people who have acquired the power items of ancient mythic figures like Thor's hammer, Monkey's wishing staff, or the sandals of Hermes. They are in conflict with shapetwisted "demons" from outside our world as well as other obstacles. Resolution calls for rolling a number of base dice for difficulty (2, 0, or -2), and adding dice for attribute (rated 0-2) and skill (rated 0-4). Character creation is limited point-based. Ars Magica 1st ed by Jonathan Tweet, Mark ReinHagen (1987) Lion Rampant 2nd ed (1989) 3rd ed by Ken Cliffe, Mark ReinHagen (1992) White Wolf 4th ed by Jeff Tinball, John Nephew (1996) Atlas Games 5th ed by David Chart (2004) Atlas Games An RPG set in "Mythic Europe" where hermetic magi work secretly in hidden covenants. The system is fairly simple: attribute + skill + 1d10, but the main rules are in the innovative magic system. The magic works by a "noun + verb" system. Magi have ratings in 10 "Forms" (nouns) and 5 "Arts" (verbs), given in Latin as fits the setting. Any spell corresponds to a noun/verb combination (like "Creo Ignem" meaning "Create Fire"). Resolving a spell means comparing (Form rating) + (Art rating) + 1d10 vs level of difficulty. Artesia: Adventures in the Known World 1st ed by Mark Smylie (2005) Archaia Studios Press A fantasy RPG set in an alternate history 15th century Europe where monotheism is not dominant, based on the Artesia series of comic books written and illustrated by Mark Smylie. It uses a variant of the Fuzion system with a certain amount of tailoring for the specific genre. a|state 1st ed by Malcolm Craig (2004) Contested Ground Studios A dark science fantasy RPG set in a place known only as "The City". It has advanced technology but also is plagued by the remnants of a magical cataclysm from a thousand years ago known as "The Shift". It uses a percentile skill-based system -- roll under stat/skill on 1d100. Character creation is limited point-based (attribute points and skill points), with various origins and occupations offering suggested skills. Astra 1st ed by Risto J. Hieta, Hans Zenjuga, Ari Tukiainen (unknown) ACE-Pelit OY A Finnish-language horror RPG. Astrobirdz RPG 1st ed by James M. Ward (2008) Bill Cobb Produtions, Inc. A humorous sci-fi RPG about anthropomorphic birds that fly on surfboards in space, based on a related card game. It was briefly published as a boxed set including Player's Guide, Referee's Guide, and Birdznest Nebula Guide. Asylum 1st ed by Aaron Rosenberg (1997) Clockworks Games

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A horror game set 150 years in the future where everyone is insane after an biological disaster that darkened the skies with mutant spores. The majority of the world's population lives in Wards: city-sized secure areas where the population of inmates is fed, watched, and treated by the Warden. The mechanics are a simple skill-based system, which uses colored marbles instead of dice: draw out two marbles from a bag of 10 (2 each of 5 colors). The colors map onto numbers 1-5, but for various charts the individual colors matter. It uses point-based character generation. Athanor 1st ed by Pierre Rosenthal (1989) Siroz / Ideojeux A French-language sci-fi RPG. It is set in a future Earth where a deadly mutagene agent created several very distinct ecosystems -- so different that only through mutations can people hope to survive traveling. The Atlantean Trilogy: The Arcanum, The Lexicon, The Bestiary 1st ed by Stephan Michael Sechi, Vernie Taylor (1980) Bard Games A traditional fantasy game set in Atlantis of a mythic antedeluvian age. It uses a class- and level-based system using d20 and d100, similar to D&D in that there is no universal mechanic. There is a skill system, implemented as minor binary advantages (i.e. you either have a skill or you on't). Character creation is limited point-based, but dominated by race and class. It includes a distinct magic system, divided into Mysticism, Black Magic, High Magic, Low Magic, Divine Magic, Elemental Magic, Sorcery, and Enchantment. Atlantis. Anio 2213 1st ed by Inmaculada Flrez, Alejandro Fresno, Mario Grande (2001) Asociacion Juvenil de Interpretacion Ludica de Leon A Spanish-language post-apocalyptic RPG. The setting is a world where civilization survives only in submarine cities. Terrestrial humans were killed during an alien invasion. Now, after the aliens have fled, terrestial lands are wild, dangerous, and unexplored. Atlantis: The Second Age 1st ed by Scott Agnew (2005) Morrigan Press A traditional fantasy game set in Atlantis of a mythic antedeluvian age, an adaptation of the 1980 from Atlantean Trilogy from Bard Games. Atomic Highway - Post Apocalyptic Roleplaying 1st ed by Colin Chapman (2009) Radioactive Ape Designs A post-apocalyptic RPG using the "V6 Engine" as its system. Attack of the Humans 1st ed by Devin Durham (1990) Rapport Games A humorous horror-genre combat system / RPG based on "B-" horror movies, fighting alien brain men, evil stuffed toys, blind telepathic albindo sewer 'gators, and more. It uses a simple system of 3 attributes (Brains, Fitness, and Common Sense) which correspond to the classes of Brainiac, Athlete, and Typical Person. Character creation is class-based with point-bought skills. Aurora 1st ed by Stephen Mulholland, Chris Page, Chris Mills (2002) Aurora Games A hard science-fiction spacefaring game, set in a distant future where humans have colonised space in cooperation with six other spacefaring races. There is a focus on exploration and interaction among the highly-detailed alien species. Action resolution uses "failure dice", where you choose how many d10's to roll. You get a constant bonus equal to that number, but each roll equal to or less than that number subtracts 2 from your total. Thus, choosing more dice is riskier but gives a chance at a higher total. Character creation is open point-based. Auvron 1st ed by Ferenc Somli, Olivr Kovcs (1995) Impressum A Hungarian-language fantasy RPG. Aux Armes Citoyens! 1st ed by Coste, Bocquet (1988) Cubic 6 A French-language historical RPG, set in the French Revolution -- Monarchists against "Sans Culottes". It uses a fairly simple system with five attributes (2-12) and skills from +0 to +3. Action resolution uses 2d6. Avant Charlemagne 1st ed by Francois Nedelec (1986) Robert Laffont diteur A French-language historical RPG, set in the barbaric times before the coming of Charlemagne. That is, Europe ca. 400-700 A.D. Avengers of Justice 1st ed by Joseph Hillmer, George Rahm (1994) Better Games

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A superhero game where resolution is based on genre and drama rather than stats, using the "Free-Style Roleplay" system from Crimson Cutlass. By the rules, it is a disadvantage for a Villian to eliminate the Hero as the comic line would then cease to run and the Villain would get canceled with it. The game includes tables of genre cliches, action resolution, etc. Les Aventuriers 1st ed by Laurent Ryder (1990) Stonehenge A French-language modern-day pulp RPG, based on "Bob Morane" serie of novels published in the 60s-70s. It mixes sci-fi and fantasy in variout fantastic adventures. Originally published as text files on floppy disks. Awesome Adventures 1st ed by Willow Palecek (2008) self-published A role-playing game of over-the-top action adventure, using a variant of the FATE system (Fantastic Adventures in Tabletop Entertainment) from Spirit of the Century. The rules are written with the goal of quick, easy, fast-moving play. The game book is independently published via Lulu.com. Babylon 5: Roleplaying Game and Fact Book 1st ed by Matthew Sprange (2003) Mongoose Publishing 2nd ed (2006) A sci-fi game based on the TV series "Babylon 5". It uses a variant of the rules from third edition Dungeons & Dragons (aka d20). The book is not a complete game, and requires the D&D Players Handbook for character generation, skills, and experience. It includes descriptions for six races and eight classes, plus modified combat rules and rules for telepathy and spacecraft battles. The Babylon Project 1st ed by Joseph Cochran (1997) Chameleon Eclectic A sci-fi game based on the TV series "Babylon 5". The rules are reasonably laid out, with a straightforward skill-based system. The combat system is fairly complex, with a hex-pattern hit location chart and a table relating damage amount and type. Bacchanal 1st ed by Paul Czege (2005) Half-Meme Press A mini-RPG about a night of madness in 61 A.D., in the Italian harbour town of Puteoli. The god Bacchus and his satyrs have descended from the hills to induce an irresistable madness of drunkenness, violent crime, and lust. Three other gods are also present: Venus, goddess of love and lust; Pluto, who has come to see the most base crimes of men; and Minerva, enraged by the mindless brutality and of a mind to put a stop to it. The PCs have each been accused of a crime against the empire, and they need to find their lost companion and flee Puteoli before they are caught and killed by the soldiers that are looking for them. The game consists of rolling a handful of dice, with different dice representing the gods, the soldiers, the companion, and wine. Depending on which die is highest, the player is given directions to narrate the scene. Barbarians of Lemuria 1st ed by Simon Washbourne (2008) Beyond Belief Games Legendary ed (2009) A swords & sorcery fantasy RPG, inspired by primarily by Lin Carter's Thongor of Lemuria series along with Conan, Elric, and Fafhrd & The Grey Mouser. It is set in an archetypal world (Lemuria) that is just recovering from a final war against the sorcerer-kings who had ruled for centuries. Along with humans, there are nomadic blue-skinned giants (Ceruleans), savage jungle-dwelling apemen (Grooth), and secretive birdmen (Haklaton). It uses its own system. Resolution calls for combining 2d6 + attribute - difficulty, where 9 and above is a success. Hero Points can be spent to re-roll dice, raise level of success, cheat death, and even change game-world facts (with GM permission). Character creation is limited point-based. The player distributes 4 points among the four main attributes (Strength, Agility, Mind and Appeal) and 4 points among the combat abilities (Brawl, Melee, Ranged and Defence); selects 4 careers from a provided list; then selects a place of origin and either one trait/advantage or two traits/advantages and a flaw. It includes a freeform magic system for sorcery, gods, and alchemy. Barbarians Versus 1st ed by Nathan J. Hill (2005) Key 20 Publishing Mystic Ages Online A mini-roleplaying game about medieval fantasy barbarians fighting reptilian invaders from beyond the stars. Barony Fantasy Role-Play 1st ed by Joseph Hillmer, George Rahm (1993) Better Games An oriental fantasy RPG, published in magazine format in three books. One book handles character creation and basic mechanics, one book walks GMs through developing scenarios, and the last one is on dragon battles. It uses the "Free-Style Roleplay" system from Crimson Cutlass. Reviewed in White Wolf #26.

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Barrio Xino 1st ed by Sergi Latorre (2000) La Factora de Ideas 2nd ed (2001) A humorous Spanish-language modern-day RPG. The setting can be your own city and district. PCs are the everydays people who you can see at the streets, frequently dealing with the illegality. Pickpockets, cops, pimps, whores, students, etc. BASH! Basic Action Super Heroes 1st ed by Chris Rutkowsky (2005) Basic Action Games Ultimate ed (2009) A superhero RPG with a simple system. Action resolution is by rolling 2d6 (with doubles open-ending), multiplying by attribute (1-5), adding modifiers, and comparing with difficulty. Skills are binary -- lacking a skill means -4 on the die roll before multiplying. In combat, if a hit is scored, the damage is the difference between a damage roll (usually Brawn + attack bonuses) and a soak roll (usually Brawn + Armor). Character creation is limited point-based. First, spread 7 points among the three attributes (Brawn, Agility, and Mind). Second, spread 9 points on powers. Third, pick a number of Agility skills equal to Agility, and Mind skills equal to Mind. BASH! Fantasy 1st ed by Chris Rutkowsky (2005) Basic Action Games A fantasy RPG using a variant of the system in BASH!. Basic Role-Playing 1st ed by Greg Stafford, Lynn Willis (1980) Chaosium 1st ed by Jason Durall, Sam Johnson, Steve Perrin, Steve Hedrickson, Ray Turney (2008) Chaosium This is a short universal RPG system, although as originally published it only supported fantasy or early history. The original booklet was intended as an introduction for beginners to Chaosium's RuneQuest, Call of Cthulhu, and Stormbringer games. These used roughly the same system which BRP explained. BRP is a percentile skill system: roll under skill(0-100) on percentile dice, or roll on the "resistance table" for attribute (3-18) vs difficulty. Character creation is random-roll attributes. In the introductory booklet, skills are fixed but can be improved with experience. In 1982, the booklet was packaged with 3 genre books in Worlds of Wonder. Batman RPG 1st ed by Jack A. Barker, Greg Gorden, Ray Winninger (1988) Mayfair Games 2nd ed by Ray Winninger (1989) A superhero RPG based on playing characters from the "Batman" comic series from DC Comics. It used a "lite" version of the DC Heroes system (aka MEGS). Battleaxe RPG 1st ed by Donald E. Olson, K. Douglas Woolsey (2004) Sixteen Coal Black Horses Reforged ed (2006) A fantasy RPG set on the war-ravaged world of Mordredica, an ancient battlefield of the Gods and prison of the Forty Sorcerers. It is inhabited by races including human, elf, dwarf, orc, and wulfir (wolf-men). Character creation is a mix of random-roll and limited point-based. The six attributes (Vigor, Action, Conviction, Savvy, Imagination, and Fortitude) are each determined by (racial base) + 2d6, after which from 4 to 10 points can be moved between attributes. A profession can be determined by a die roll or choice, and a choice of Mastery (Warrior, Ranger, or Mage). Resolution is by rolling under a target number based on attribute using 1d20, with roll - target number for the level of success ("span"). Battle Born 1st ed by Joseph Hillmer, George Rahm (1992) Better Games A sci-fi mini-RPG published in Space Gamer magazine, issue #1. It is based on a portion of the space marine RPG Era Ten. Battlelords of the 23rd Century 1st ed by Lawrence R. Sims (1990) Optimus 2nd ed (1991) 3rd ed (1992) 4th ed (1993) 5th ed (1999) A "deep space" sci-fi RPG that focuses on an Alliance of 27 alien races who desperately seek to ward off the threat of internal destruction while simultaneously exploring the vast uncharted regions of space. It uses a d100, skill-based system. Reviewed in White Wolf #35. Battlemaster

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1st ed by Chris Norman, Jody Ellis (1988) Archive Gaming Pty Ltd A generic fantasy RPG produced in Australia. It has no specific setting, though it does have a bestiary and references to various worlds of experience including natural, ethereal, hades, limbo, and cosmos. The system uses classes, levels, and experience points. Skills include general and class-specific, and are resolved by rolling under skill on percentile dice. Combat is resolved by skill rolls, with armor reducing the damage of hits. It includes a magic system where spells require power points, mana, or both - and may be subject to Karmic Influence, a luck attribute. The basic game has a bestiary with monsters including a giant carnivorous kangaroo. Battlestar Galactica Role Playing Game 1st ed by Jamie Chambers, James Davenport, Sean Everette, Patrick Kapera, Nathan Rockwood, Floyd C. Wesel (2007) Margaret Weis Productions A space opera RPG based on the modern television series created by Ronald D. Moore that started in 2004. It uses the "Cortex" system adapted from the Sovereign Stone fantasy system and Serenity 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 point mechanic. Plot Points can be spent before a roll for an extra die (costing 1 per rank), after the roll to raise the total (costing 1 per +1), or to manipulate the story (scaled from 1-3 for convenient coincidence to 11+ for "saving your bacon"). Battlestations 1st ed by Jeff Siadek, Jason Siadek (2004) Gorilla Games A mixed boardgame and role-playing game which integrates character actions with spaceship actions. Players track their characters' positions on the spaceship layouts (also used for boarding actions) and the ships' positions on the hex map. If you want the ship to turn or speed up, a character has to take an action to make it so. If you want the ship's guns to fire at an enemy ship, a character has to take an action to fire the guns. Character creation uses six species and four professions (Pilot, Marine, Scientist, and Engineer). Battletech: A Time of War 1st ed by Herbert A. Beas II (2010) Catalyst Game Labs A sci-fi RPG in the world of the Battletech boardgame, set in a 31st century where constant wars are fought by giant robots - a successor to the earlier Mechwarrior RPG. Resolution uses 2d6 + skill + modifiers vs. difficulty, possibly modified by burning Edge points before or after the roll. Character creation is limited point-based. Beach Bunny Bimbos with Blasters 1st ed by Richard Tucholka (1991) Tri-Tac Games A humorous sci-fi RPG of alien invasion (a take-off of BTRC's Macho Women with Guns). Martians are taking over, reviving the horrors of plastic flamingos and Disco, and only California beach bunnies can spot them (due to their uncluttered brains). It uses a percentile skill system (roll under skill on d100), with mixed random-roll and point-bought character creation. Beast Hunters 1st ed by Christian Griffen, Lisa Griffen (2007) Berengad Games A game for two players set in an original fantasy setting where tribal hunters stalk mythical beasts through jungles -- combined with mystic rituals and spirits. Beasts, Men, & Gods 1st ed by Bill Underwood (1980) Imagination Unlimited Imagination Unlimited The Game Masters A fantasy RPG. Character creation has combined classes and races (like original D&D). Advancement is level-based. It was a small-press offering published locally in Kansas. Beat to Quarters 1st ed by Neil Gow (2009) Omnihedron Games A role-playing game of naval action in the Napaleonic era. The resolution system is based on playing cards, where each player has their own deck of cards. The players draws a pool of cards based on stat to resolve an entire combat or other conflict, where each card that beats a randomly-drawn "Card of Fate" is one success. Play is structured around mechanically-defined missions. The system also includes mechanics for social advancement, ship-to-ship combat, weather, and grog. Character creation uses a lifepath system. Becoming Heroes 1st ed by W. Austin Bookheimer, John LeBoeuf-Little, Kit La Touche (2011) Transneptune Games A role-playing game designed for the genre of epic fantasy, with story-oriented mechanics. It uses freeform traits, which add to make a d6 dice pool used to resolve conflicts. In addition to determining success, players may still gain things if they lose a conflict and/or may get new traits to use later. Players also have

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beads for "destiny" and "doom". These are used to fuel threads (meta-story effects) or to modify conflicts. The character has an "arc" like Lost King for Aragorn or Dutybound for Frodo. If a player follows their arc, they gain benefits including new threads or more beads. Character creation is by picking 8 primary traits (descriptors of the character), 3 ties (relationships to other people), 3 circumstances (starting situations the character is in), 1 virtue (determining when to get beads of destiny/doom), 1 arc and 4 threads. Behind Enemy Lines 1st ed by William H. Keith, Jr., Jordan Weisman, Ross Babcock, Eric Turn, Steve Turn (1982) FASA 2nd ed (1985) The Companions A military RPG set in WWII on the Western front. The system is similar to the original Traveller rules. Berlin XVIII 1st ed by Laurent Tremel (1989) Siroz / Ideojeux 2nd ed (1995) A French-language dark-future RPG, where the PC's are police in a nightmarish city's worst bourough (Sector 18). This had several releases, the first ones being part of the Universom line. Best Friends: A Role-Playing Game About Girlfriends And All Their Petty Hatreds 1st ed by Gregor Hutton (2006) BoxNinja A game where the PCs are "best friends". There are five stats: Pretty, Cool, Smart, Tough, and Rich. Each PC's stats are set by how all the other players rate your character. Each player answers five questions for her PC, of the form "I hate _____ because she is (Prettier/Cooler/etc.) than me". Then the number of PCs who hate your character for how Cool she is becomes that PC's Cool stat. Beyond Mortal Men 1st ed by Christopher Helton (2005) Battlefield Press A superhero RPG rules system. This is strictly speaking a supplement for use with the Action! System from Gold Rush Games. Beyond the Supernatural 1st ed by Randy McCall, Kevin Siembieda, Erick Wujcik (1988) Palladium Books 2nd ed (2005) Palladium Books A contemporary horror RPG, using a variant of the Palladium System. It includes supernatural and psychic powers, plus a magic system (including ley lines). Bifrost Volume 1: Faerie ed (1977) L.W.Felstead Ltd Volume 2: Combat ed (1978) Skytrex Ltd. Volume 3: Magic ed (1978) Skytrex Ltd. Volume 4 ed by A.R. Chandler, B.D. Cooper, G.D. Evans, J. le Grabbe-Phipps, D.R. Henderson, G.J. Philp, A.R. Williamson (1979) Skytrex Ltd. Bifrost ed by K. White, K. Minear, S. Johnson, G. Highley (1982) Skytrex Ltd. A medieval fantasy miniatures combat system and RPG, using a fairly complex system. Originally published as a series of four separate rulebook volumes. These were eventually expanded and combined into a single volume, published in 1982. In addition to combat and characters, the system covers planar travel and divine intervention. Volume 1 ("Faerie") is 74 pages staple-bound with a dark blue cover with white illustration of a dragon. Volume 2 ("Combat") is 36 pages staple-bound with a light blue cover with white illustration of castle. Volume 3 ("Magic") is 84 loose pages with a purple cover with illustration of wizard. Volume 4 is 90 pages glue-bound, with a yellow cover with a black illustration of a goblin-like creature. Volume 4 contains rules on unarmed, mounted, and aerial combat, horses, fatigue, firearms and literacy, plus creature descriptions. Big Bang Comics Role-Playing Game 1st ed by Chris Carter (2006) Pisces All Media A superhero RPG based on the series of comic books of the same name, a retro take-off series of many classic comics of the Golden Age and Silver Age, founded by Gary Carlson. It is a standalone game using a variant of the D20 System used by 3rd edition D&D called the Golden System. It uses the standard ability scores, levels, attacks and skills, and class mechanics -- while adding disadvantages ("Negative Feats") that allow a bonus feat, as well as a large selection of 200+ new feats including various superheroic abilities. The core book includes statistics for many of the Big Bang characters -- the Blitz, Ultiman, Knight Watchman, Thunder Girl, and others -- as well as background on the universe, gadget rules, mass combat and vehicle combat rules, and alternate dimensions. Big Eyes, Small Mouth 1st ed by Mark MacKinnon (1997) Guardians of Order 2nd ed by David L. Pulver, Mark MacKinnon (2000)

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A universal Japanese anime role-playing game, intended to cover subgenres from giant mecha to romantic comedy. It has a very simple system (the "Tri-Stat" system) with three attributes and ads/disads -- the base game has no skills. Action resolution is by 2d6 against modified attribute. The 2nd edition incorporated skill rules, lots of advantages/disadvantages, and mecha rules into the core rulebook. Binary RPG 1st ed by Bertrand Triplet (1988) self-published 2nd ed (1990) Les Silmarils A French-language universal mini-RPG with minimalist rules that fit on a single page. Character creation is either point-based or random-roll attributes. It included an advertisement for a Hollow Earth setting. Bitume 1st ed by Croc (1985) self-published 2nd ed (1986) 3rd ed (1989) Siroz / Ideojeux Mk5 ed (1992) A French-language post-apocalyptic RPG in the genre of Mad Max. The first game of Croc, one of France's famous game creators. The Bizenghast Adventure Game 1st ed by Clint Krause (2008) KNRPG Productions A urban fantasy/horror RPG based on the manga series created by M. Alice LeGrow and published by Tokyopop. The player characters are agents of the afterlife - including humans, inhumans, and spirits charged with hunting ghosts, resolving their problems, and sending them on to the next world. It uses the "Epiphany Engine" game system. Resolution uses rolling under attribute on 1d20, and if the roll exactly matches the rating is raised by one (called an epiphany). The Black Spot 1st ed by Mark Silcox (2009) Grasshopper Games A horror genre storytelling game for 3 to 8 players inspired by the films of Sam Raimi, George Romero, and Wes Craven. It uses a special deck of 80 Plot Cards along with 8 Backstory Cards and 8 Escape! Cards. It also uses 1d20 but only for choosing a random name, trait, and occupation for each character. A single deck is assembled - taking Backstory and Escape! cards equal to the number of players, and Plot cards based on number of players and desired number of rounds. Each turn, every player is dealt a card and then each player in turn narrates for a short time following instructions for that card type. The basic game includes nine scenarios. Blackwatch Technical Reference Manual 1st ed by Ted Greer, Peter Christian (1989) Different Worlds Publications A spacefaring sci-fi RPG, about members of a freelance trouble-shooting organizations ("Blackwatch"). Besides humans, there are 4 alien races described. It uses a skill-based system, including rules for starship combat and robots. Blade of Arcana 1st ed by Taro Suzubuki (1999) F.E.A.R. 2nd ed (2001) A Japanese-language mythic fantasy RPG. It includes a special tarot deck with the basic rules. Blazing Rose: A Story Game of Romantic Rivalry Ashcan ed by Edward "Sabe" Jones (2009) self-published A collaborative storytelling game for three to six players, about a group of friends vying for the affection of a common Beloved. It usese playing card mechanics, where conflicts are resolved using special trick-taking rules. Each player plays a card face-down and states a Hope, then reveal their cards. The player with the highest card not greater than their attribute takes the trick, then distributes the cards to the other players to change their Affection stat. Bliss Stage Ignition ed by Ben Lehman (2007) Tao Games Interim ed (2009) A post-apocalyptic sci-fi role-playing game for 2-7 players. The Earth has been occupied by alien invaders and all adults have been put into comas by psychic alien technology. The player characters are teenage resistance fighters (age 13 to 17) battling an alien occupation on a psychic plane using giant robots (ANIMa). A core part of the mechanics is that the robot's power comes from the pilot's relationships especially sexual ones. Each relationship is measured by two ratings: Intimacy and Trust. It uses a d6 (or Fudge dice) dice pool system, broken into mechanics for missions and interludes. During a mission, the mecha pilot rolls dice equal to total Intimacy of relationships allocates them to categories. Damage may

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occur by inflicting Stress on relationships or Trauma. In interludes, relationships can be modified as well as Stress or Trauma relieved. Blood: The Roleplaying Game of Modern Horror 1st ed by Norley Tucker, Stephen Osborn (1990) Underground Games 1st ed by James Desborough (2006) Postmortem Studios A modern-day horror RPG where PC's face various film-based creatures including zombies, Angels of Pain (from Hellraiser), Candarion Demons (from Evil Dead), The Blob (from the film of the same name). It uses a percentile system. Character creation is d100 for each attribute, and skills chosen by a career package plus points based on attributes. The combat system is quite gory, with 400+ weapons and 25 critical hit tables. It is a 112 page book, with 2 scenarios to help you get started. Blood & Honor: Samurai Tragedy in Old Japan 1st ed by John Wick (2010) Wicked Dead Brewing Company A semi-historical game set in an unspecified period of medieval Japan. The player characters are generally samurai. It uses a dice pool system that adapts Aspects from the FATE system in Spirit of the Century. The player rolls a number of d6s equal to attribute plus 3 dice for each aspect invoked. If the total is over 10 or the opponent's roll, the character succeeds and the player can narrate what happens. There is also a wager system that lets the player remove a die for a chance at more narrative power. Bloodbath 1st ed by Rick Slawson, Troy Christensen (1989) TC International A fantasy mini-RPG set on the barbaric world of Helboria. The PC's are warriors who explore this world, while killing stuff along the way. The combat system is based on a hex-map, and includes graphic descriptions with various critical hits. It uses "Bodily Mutilation Capacity" in place of hit points. Published in a set of 24-page rulebook (complete with a sample dungeon adventure), a world map, hex grid map, and counters. A companion game, Bloodchant, added spellcasting rules to the system. Blood Dawn 1st ed by Lawrence R. Sims (1996) Optimus A post-nuclear-apocalypse science fantasy RPG set 60 years after the devastation, in a world of "magic, mutations, and machines". The PC's are prophets seeking to restore civilization from the reigning barbarism. It uses a basic roll-under-stat with modifiers. Character creation is limited point-bought. Bloode Island 1st ed by Todd Downing (1999) Deep7 XPG ed by Todd Downing, John Sullivan, Mark Bruno (2002) Diceless ed (2004) A mini-game of swashbuckling pirate action, set in a historical pastiche of varied periods from the Age of Exploration and the golden age of piracy. The original game used the 1PG rules from Deep7, where resolution is rolling 1d6 and getting under attribute or skill, where 1 is always success and 6 is always failure. Later editions used the "XPG" system and then later the Active Exploits Diceless Roleplaying rules. The last includes new rules for Mojo and Naval Combat. Blood Games: Occult Horror Role-playing 1st ed by clash bowley, Jason Ludwig, Wesley Fornero (2004) Flying Mice LLC A modern-day horror RPG, set in an alternate reality where a evil demons are rampaging. In the past, a godlike figure ("Norandon") saved mankind from the demons, giving humans magic. However, Science has eroded the belief which is necessary for magic, via a process called "Nullity". There is no great conspiracy, but scattered hunters work for the Force of Light to fight vampires and demons. The rules use a percentile skill-based system. Character creation has random-roll attributes and a lifepath mechanic for each year over 10, which generates skills, metaskills, and attribute improvements. Characters may have a "path" -- which are supernatural powers of a variety of sorts. Bloodlust 1st ed by Croc (1991) Siroz/Ideojeux A French-language heroic fantasy game, set on the fantasy continent of Tanaephis -- a violent and wild land. Blood of Heroes 1st ed by Tony Oliveira, Ray Hedman, Joshua Marquart, Christopher Tatro (1998) Pulsar A superhero/supervillian RPG. It uses the "MEGS" system from DC Heroes, where everything is rated in exponential "AP" values. Actions are resolved by rolling 2d10 on a universal table of offensive AP vs defensive AP. Blowback 1st ed by Elizabeth Shoemaker (2010) Two Scooters Press A modern-day thriller RPG inspired by the television series "Burn Notice" as well as the Bourne trilogy

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movies. Each player creates one Professional - a spy/operative who have been blacklisted - and one Civilian connected to another player's Professional. Character creation is choosing a type of Professional (general "Lifer" or specialized "Artist") and distributing four values among the four attributes: Commando, Diversion, Pavement, Provocateur. Players also distribute a set of values among rated Relationships, as well as picking background details. The players collectively determine the job they did together that went wrong to get all the Professionals blacklisted. Play is divided into two large phases: Analysis and Operation. Resolution involves either taking a fixed number of successes equal to half of stat, or rolling d6s equal to stat where 4-6 is a success. All successes during the Analysis phase are kept as dice to be used in Operation phase. In addition, the number of success dice minus failed dice is a modifier to the next roll on that stat, called Momentum. Blue Planet 1st ed by Jeff Barber, Greg Benage, John Snead, Jason Werner (1997) Biohazard Games 2nd ed (2000) Fantasy Flight Games A post-ecological-apocalypse game set on a lush alien world nearly entirely ocean-covered. The majority of the very thick book is a very detailed description of the world, history, and culture. It is set in a future where Earth discovers a wormhole just outside the solar system which leads to a waterworld dubbed "Poseidon". Colonization had just begun, spurred by the discovery of a longevity ore called "Long John". Contact is interrupted by a catastrophic grain blight on Earth, leading to 75 years of rough independent life for the colonists. The 1st edition rule system is a semi-complex percentile skill-based system. The 2nd edition has a completely new system which uses dice pools: roll d10's equal to your aptitude (1 to 3), take the lowest roll, and try to get less than your attribute+skill+modifiers. In both, character creation is semi-random attributes and point-bought skills. Blue Rose: The Roleplaying Game of Romantic Fantasy 1st ed by Jeremy Crawford, Dawn Elliott, Steve Kenson, John Snead (2005) Green Ronin Publishing A fantasy genre game set on an original world, Aldea. It is populated by various races including the ancient and mystical Vata, the Sea-folk; the Night People; and the Rhydan (psychic intelligent animals). The rules are a standalone system (the "True20" system) loosely based on the D20 System used by 3rd edition D&D, adding in rules variations from Mutants & Masterminds. 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. Bob, Lord of Evil 1st ed by Kevin Davies (1993) Peregrine A humorous RPG set in the "Dark Lands" with a techno- fantasy horror theme. The game is intended particularly for characters from other game universes to drop in for light-hearted adventures. Bogeyman 1st ed by Ashok Desai (2010) Sane Studios A role-playing game of personal horror, set in the modern world including psychic phenomena such as ghosts, spirits, and psychics. The Bogeyman is contained within the minds of the player characters, controlled by the GM and released by three moments - sin, madness, or tragedy. The rules use playing cards, with each player needing their own deck and the game master needing two. Players each get a hand of five cards, and must play all five in separate tests before refreshing, unless they play a joker. Resolution is by card number plus stat versus a difficulty number. The rules include both physical and social combat and damage. Bones the Role Playing Game 1st ed by Andrew J. Martone (2004) Peregrine A fantasy role playing game in which characters, monsters, equipment, and obstacles are all represented by customized six-sided dice. These can be made by gluing printed icon sheets onto dice, marking on blank dice, or simulated with a computerized dice roller utility. Each die has icons such as "Universal Success", "Physical Success", "Mental Success", "Universal Hindrance", "Damage", and many icons for skills, magic, and special circumstances. Action resolution is by rolling your set of dice and counting applicable success icons, compared to the result of Challenge dice (if unopposed) or the opposed entity's dice (if opposed). Challenge dice have 2 out of 6 faces as "Null" which cancels one success. Character creation is open pointbased of a sort: the player chooses icons for his four starting dice. One face is always "Universal Success", and one face is either "Physical Success" or "Mental Success", while the other four are freely chosen from the other choices. The Book of Jalan

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1st ed by Albert Bailey, clash bowley, Klaxon Bowley (2004) Flying Mice LLC A fantasy game set on a Renaissance-to-Restoration era alien world where humanity has magic-like psionic powers. This is a standalone fantasy variant of the science fiction RPG Starcluster. There are four races: human, Alari (humanoids with supernaturally deep but engrossing memories), Khali (orc-like barbarians), and Bani (short, agile miners). It uses a percentile skill-based system. Character creation has either randomroll or point-based attributes; and a lifepath mechanic for each year over 10, which generates skills, metaskills, and attribute improvements. The Book of LARP 1st ed by Mike Young, Gordon Olmstead-Dean, Miki Tracey, Mike Pohjola, Jeff Diewald, Ryan Markle, Sandy Antunes, Mike Beddes, John Kammer, John Kilgallon (2003) Interactivities, Inc. A guide to writing and running live-action role-playing games (LARPs). It includes six sample games: "Trapped", "All the President's Zombies", "I Shall Not Want", "Michael Clambino's Fundraiser", "Humans vs Monsters: Diplomacy", and "Lost in the Stacks". The Boomtown Planet 1st ed by Richard Parkinson (2005) Better Mousetrap Games Timeless Games "Saturday" ed (2007) A pulp style RPG set in the fictional city of Boomtown during the "Dirty 30s" of the U.S. -- with a focus on investigative reporting for its daily newspaper, the Planet. It is an over-the-top setting with ghosts and other supernatural influences, where there are only two countries: the corrupt Capital State and warmongering Klankeruberalles. It uses a dice pool system where you roll either your attributes in d6s (if you have the appropriate skill) or 1d6 (if you don't); and also declare odds or evens. The number of successes is the number of dice over the difficulty and matching your odd/even call. The six attributes are Strength, Endurance, Fortitude, Perception, Essence, and Agility. There is no character generation system -- only sixteen pre-generated members of the Boomtown Planet's staff. Boot Hill 1st ed by Gary Gygax, Brian Blume (1975) TSR 2nd ed (1979) 3rd ed by Steve Winter (1990) An early western RPG. It uses a mostly percentile resolution system. Character creation uses random-roll attributes (Strength, Coordination, Observation, Stature, and Luck) in the 1-20 range. Skills are pointbought with points based on your attributes. The third edition majorly changed the system, revising resolution to use only d6's and d20's instead of percentile rolls. There was a GM's screen and five 32-page adventure modules published for it from 1981 to 1984: "Mad Mesa", "Ballots & Bullets", "Lost Conquistador Mine", "Burned Bush Wells", and "Range War". Boucanier 1st ed by Bruno Merandon (1992) Le Korrigan A French-language pirate RPG. Bounty Head Bebop 1st ed by JP deHnaut (2008) Heroic Journey Publishing A sci-fi RPG set in a gritty near future where the solar system has been colonized, but lawlessness is rampant in the Solar Frontier. It is loosely based on the anime series Cowboy Bebop. It uses the "Inverted 20" system that partly derives from D20, but resolves by rolling 1d20 under a target number modified by ability, skill, and/or difficulty. Attributes are rated from 1 to 5, and derive Initiative, Movement, Saves, Wounds, and Vitality points. There are also skills - divided into General, Combat, and Specialty - as well as binary Edges and Flaws. Characters start with 3 Edges and may take 3 more by taking corresponding Flaws. The system also includes psychic/feng shui powers. Combat is simple, and you can optionally use the same roll for hit and damage. Bram Stoker's Dracula 1st ed by Barry Nakazano, David McKenzie (1993) Leading Edge A cinematic vampire-hunting game covering periods from medieval to the present, based on the 1992 film. It's mechanics include the accumulation of "Clue Points" which allow the PC's to progress to the "Search Stage" and "Confrontation Stage" with various random encounters along the way. The system has an extremely simplified version of the combat rules in Phoenix Command, which is still quite complex. Brave New World 1st ed by Matt Forbeck (1999) Pinnacle 1st ed (2000) Alderac Entertainment Group A superhero game in an alternate timeline, where the heroes are "deltas" that are fighting against a repressive U.S. government. Powers are handled by pre-building power packages (10 given in the basic game). The

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system is a fairly simple open-ended attribute+skill dice pool (d6) vs difficulty, similar to the D6 or Icon Systems. Breaking the Ice: A Game about Love, for Two 1st ed by Emily Care Boss (2005) Black & Green Games A game of romance designed for two players. Each of the two players creates a character which is in some ways a reversal of themselves -- such as another gender, culture, or orientation. After playing out three dates, the players add up their characters' Compatibilities and Attraction Levels. In general, five or more of both is Love Triumphant, but players are encouraged to discuss things. Players take turns gamemastering the date for each other, awarding dice to roll for those Levels based on story events, cleverness, and agreeing to the GM's ideas. The game awards dice for letting complications mess up your character's date, or otherwise adding in twists. Broadsword 1st ed by Jeff Mejia, James Stubbs, Todd Downing (2007) Deep7 A 16-page self-styled "beer & pretzels" RPG emulating fantasy barbarian movies of the 1970s and 1980s, such as "Conan" and "Hawk the Slayer". It uses the 1PG mechanics from other Deep7 games. Action resolution is rolling 1d6 and getting under attribute or skill, where 1 is always success and 6 is always failure. This game adds brief systems for "advantages" and "magic", and also includes nine 1-page adventures. Bubblegum Crisis 1st ed by Benjamin Wright, David Ackerman-Gray (1997) R Talsorian A cyberpunk RPG based on the Japanese anime series, including a lot of background information on the show. It uses the Fuzion system. Buccaneer 1st ed by Carl Smith (1979) Adversary Games A pirate mini-RPG (16 pages), covering 17th and 18th centuries. The terse rules cover character creation, man-to-man and ship-to-ship combat, and treasure-hoarding. Buck Rogers: XXVc 1st ed by Mike Cook, Michael Dobson, Jeff Grubb, Jim Ward, Warren Spector, Jeff Butler (1990) TSR A sci-fi RPG loosely based on the comic and TV series, rewriting significant background. The setting is post-apocalyptic, with many dark elements. In 2456, Earth is devastated by war and recently freed from the tyrrany of Russo-American Mercantile (RAM) by the New Earth Order (NEO) and, of course, Buck Rogers. It uses a variant of the AD&D system with a more advanced skill system. Buffy the Vampire Slayer 1st ed by C.J. Carella (2002) Eden Studios A modern-day monster-fighting RPG based on the U.S. television series. It uses the skill-based "Unisystem" from Witchcraft, with open point-based character creation and resolution by stat+d10 vs difficulty. There are two basic character types: heroes (like Buffy) and "white hats" (like Willow and Xander). Bulldogs! 1st ed by Brennan Taylor, C. Austin Hogan, David Sklar, A.J. Hernandez, Jeremy Simmons (2004) Galileo Games A science fiction / space opera game, published as a supplement for third edition Dungeons & Dragons (aka d20). It is set in a distant small galaxy. It includes ten races, including a colorful near-human race, the Arsurbans. There are six new primary classes, including Bounty Hunter, Space Pilot, Engineer, and Space Pirate. It also includes starship combat rules. Bunnies and Burrows 1st ed by Scott Robinson, B. Dennis Sustare (1976) FGU 2nd ed (1982) A rabbit-adventure RPG in the genre of the Richard Adam's novel Watership Down. It uses class-based character creation, including herbalists (capable of concoctions like "Snuffball" sleep grenades), seers, and empathic healers. It has a rudimentary skill system and even martial arts rules (the humorous "Bunfoo"). Bureau 13: Stalking the Night Fantastic 1st ed by Richard Tucholka, Chris Belting (1983) Tri-Tac Games 2nd ed (1984) 3rd ed (1990) A light-hearted supernatural conspiracy game about agents of a super-secret U.S. government agency dedicated to hunting down evil supernatural creatures while also protecting innocent supernaturals by keeping them secret. The system is fairly complex, including extensive damage rules. Burning Empires

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1st ed by Luke Crane (2006) self-published A science fiction system based on the graphic novel series Iron Empires by Chris Moeller. It is set in a far future where human civilization of eight vast interstellar empires is on the verge of collapse in the face of an alien invasion. It uses a variant of the dice pool system in Burning Wheel. The system is greatly expanded in the World Burning process to jointly create the setting, and a staged system that creates different types of scenes (Color, Interstitial, Building, and Conflict) in response to strategic maneuvers in resisting the alien invasion. The Burning Wheel 1st ed by Luke Crane (2002) self-published Revised ed (2005) A generic fantasy system, with an unspecified default setting -- feudal medieval with the usual dwarves, elves, and orcs. It uses a dice pool system, based on rolling d6's equal to stat against a target number of 2, 3, or 4 (depending on the "Shade" of the stat tested). The number of successes then must be greater than the task difficulty. Character creation is based on generating a year-by-year lifepath according to profession. Attributes are bought from a pool of Mental Attribute points and Physical Attribute points based on age. Skills are bought with skill points accumulated via the lifepath. There are two mental attributes -Perception and Will -- and four physical attributes -- Power (i.e. strength), Agility, Speed, and Forte (i.e. endurance). Burros and Banditos 1st ed (unknown) Sierra Madre Games A semi-roleplaying game set on the Mexican border. Bushido 1st ed by Paul Hume, Bob Charrette (1980) Tyr / Phoenix Games 2nd ed (1981) FGU A fantasy RPG set in mythic Japan ("Nippon"), using a combined class and skill-based system. 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)

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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 wellsupported 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 point-bought skills. 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 D&D. It adds rules for insanity, but is still more combat oriented than the original game from Chaosium. Caper! 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 Lulu.com. Capes 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 them. Capitan Alatriste 1st ed by Ricard Ibaez (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 Z-Man Games 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. Cassiopean Empire 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 Traveller-like space empire. The system included rules for the usual sci-fi conventions of starships, robots

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and aliens. Castle Falkenstein 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. Castle Perilous 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. Includes an introductory adventure and setting (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. Cat 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 narrationfocused 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 should. Cendres 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. Century's Edge 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-

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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". Chainmail 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 (aka d20). Challenges Game System 1st ed by Tom Moldvay (1986) Challenges Game Systems A medieval fantasy mini-RPG (8 pages), similar in mechanics to AD&D. Champions 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 class-based. 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. Chaos University 1st ed by Jennifer Schoonover (2005) Firewater Productions

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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 children. 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 halfJapanese 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. Chill 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. Chimres 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 werecreatures 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.

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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 booklet). Chock 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 being abandoned. Chosen 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 Wizards. 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 classbased with level-based advancement. Chronos 1st ed by Francois Suter (1993) Les Createurs Genevois A French-language cross-genre, time-travel RPG. Class Dismissed! 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. Classroom Deathmatch 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 freeflowing variant of the D20 System of third edition D&D and 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 humananimal 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

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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. Codex 1st ed by Zsolt Nyulszi (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. Cold City 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. Cold Space 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 fasterthan-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, randomroll 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". Colonial Gothic 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. The Colonies 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 psionics. Comandos de Guerra

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1st ed by Juan Carlos Herreros Lucas (1990) self-published 2nd ed (1994) Ediciones Cronpolis 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 Dragn." 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. Commando 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 point based. 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 system. 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 material). 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 D&D. 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. Confederate Rangers

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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. Conspiracy X 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 official website. 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 Primetime Adventures. 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. Contes ensorcels 1st ed by Antoine Bauza (2005) 7me 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 pointbased, distributing 25 points over 3 attributes (Body, Mind, and Quick) and skills, plus ads and disads. Control 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). Cooperation 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 of skills. 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

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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. CORPS 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. Correlya 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 Lulu.com. 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 point mechanic. Cosmic Enforcers 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. 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. Covert Generation 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). Coyote 1st ed by Tibor Kirly (2005) Delta Vision

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A Hungarian-language RPG set in the American Old West. Coyote Trail 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 pointbased, 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 Winterwolf Publishing 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 Timeless 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. Crepsculo 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 treacherous conspiracies. Crime Fighter 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 "Adam12". The rules were counters/miniatures oriented, and 104 playing pieces and 12 mapboards were included in the boxed set. Crimefighters 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, rolling dice equal to skill against a target number either set by the GM or from the opposing skill. Rolls of 10 are open-ended. Character creation is purely skill-based, there are no attributes. Crimson Cutlass 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. Crimson Empire 1st ed by Chris Loizou (2002) Crimson Empire

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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. Critter Commandos 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 roleplaying rules including 10 pages of mechanics and 35 pages of background. 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. Cthulhu Live 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 convention events. Cthulhutech 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. Cursed Empire 2nd ed by Chris Loizou (2004) Spartans Unleashed This is the renamed second edition of the fantasy genre RPG, Crimson Empire. Cutthroat Roleplaying 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. Cybergeneration 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. CyberGladiators

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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 pointbased and includes various cybernetic options. Cyberpunk 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). Cyberspace 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 Space Master system (but not as simplified as Middle Earth). Cyborg Commando 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%). D20 Modern 1st ed by Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan (2002) Wizards of the Coast A generic modern-day fantasy RPG. There is no canonical setting, but three brief sample settings are included in the core rulebook: "Shadow Chasers" (secret monster-hunters), "Agents of PSI" (secret agents with psychic powers), and "Urban Arcana" (D&D advanced to a modern age). The rules are a standalone system based on the D20 System used by 3rd edition D&D. The classes are redone, with a generic set of six classes for beginning characters: Strong Hero, Fast Hero, Tough Hero, Smart Hero, Dedicated Hero, and Charismatic Hero. Also, there are abstract wealth rules, additional rules for firearms, and altered nonlethal damage. There is an expansion supplement called "D20 Future" which covers science fiction settings. d4-d4 roleplaying game system 1st ed by Kyle Schuant (2004) Better Mousetrap Games Goshu Otaku A generic role-playing system, described as best for modern or future campaigns, of relatively short duration. (Longer campaigns may result in the characters becoming too proficient.) Action resolution is a die roll of two four-sided dice, the one subtracted from the other and added to a Trait, and compared to a Difficulty level. Traits are rated with a 11-step descriptive scale such as "Djim is an Outstanding Cook," or "Jane is a Middling Swimmer". This is similar to the 7-step scale in Fudge. Character creation is point-based, speding 20 levels (or variable depending on power level) on your character's traits. You may take up to 5 levels of "Bad Stuff" (standard disadvantages), gaining you that many extra levels to spend on other abilities. The D6 System 1st ed by George Strayton (1996) West End Games A universal RPG system based on the system used in WEG's Ghostbusters and further developed in WEG's Star Wars. The universal D6 system book was published much later as an alternative to WEG's less popular MasterBook universal system. The universal system adds advantages and disadvantages to the point-based

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character creation. Daemornia 1st ed by Michael Lirko (2005) Better Mousetrap Games Daemornia Games A post-apocalyptic science fantasy game, set in a future where demonic forces invaded Earth but were beaten back with the help of strange new races. Now the Earth is under seige, with guarded "technocommunities" while most learn melee weapons, magic, or psionics. It includes a system with 7 character races, 16 different career paths, magic and psionics, and a collection of demons and monsters. Daikatsugeki 1st ed (unknown) unknown A Japanese-language historical RPG, set in the Edo period. It is based on various TV samurai dramas. This is a fairly stable period, so adventures are about fighting crime and solving mysteries rather than war. It uses a dice-pool system: roll (skill) d20's where each die over the difficulty is 1 success. Character creation is point-bought attributes and choice of two packages: surface profession (omote) and real profession (ura). Dallas 1st ed by James F. Dunnigan (1980) SPI A card-game / RPG based on the TV soap opera. The boxed set includes cut-apart cards for major characters from the series, along with a 16-page rulebook, 16-page book of characters, and a 16-page "Scriptwriter's Guide". Character attributes include power, persuasion, coercion, seduction, investigation, and luck. The Dance and the Dawn 1st ed by Dev Purkayastha (2009) FGJ Games A fairy tale romance game for 3-5 players, with its own setting centered on the imagery of chess. The player characters are all Ladies at the Ice Queen's court in search of their One True Love among several Lords, and each Lady is represented by a chess piece with associated traits. The Narrator controls the Queen, Duke, and Lords. Play is divided into three dances, with duels as potential interludes between the dances. During each dance, the Ladies move with their partner around the board and exchange questions to gain the Lord's favor and understand their past. At the end of the game (in 1-2 hours real time), each Lady must pick a Lord and find if it is their One True Love. Dance of the Damned: A storytelling game of Decadence and Despair 1st ed by Andrew Peregrine (2010) Corone Design A GMless storytelling game based on "The Masque of the Red Death" by Edgar Allan Poe, designed to play in a session of around one hour. It uses standard deck of playing cards, and each player tries to force cards from their hand onto the other players. The characters are trapped together in a castle, engaging in wine and vice to mask the fear and paranoia they are feeling. The suits of the cards guides how scenes play out, and these scenes build the story of the castle. There is no official winner of the game, but victory could be implied if one of the players manages to steer the events to a fate they wanted. Danger, International 1st ed by L. Douglas Garrett, George MacDonald, Steve Peterson (1985) Hero Games A modern espionage/action RPG, using the 3rd edition Champions system. This is the retitled 2nd edition of Espionage. It does not include any of the powers rules, and instead has information covering a host of modern action genres: from crimefighting to post-apocalypse and alien invaders. It introduced vehicle chase combat rules and specific martial arts rules, later adopted into 4th edition Champions. Dangerous Journeys 1st ed by Gary Gygax, Dave Newton (1992) GDW A three-volume fantasy-genre RPG ("Mythus", "Mythus Magick", "Epic of AErth"). It uses a skill-based system. Character creation has random-roll attributes, and skills determined either by picking a "vocation", or by creating your own vocation. There are 18 attributes: 3 categories (Physical/ Mental/ Spiritual), each with 2 subcategories (Muscular+Neural/ Mnemonic+Reasoning/ Metaphysical+Psychic). Each subcategory has attributes for capacity, power, and speed: each determined by 2d6+8. There were three additional books published over the next year: "Necropolis", "Mythus Bestiary", and "Mythus Prime", plus two magazines (Journeys and Mythic Masters Magazine). After that the game disappeared over legal dispute with TSR (cf. the GDW entry for details). cf. the official website Danger Quest: Pulp Adventures in the 24th Century 1st ed by Dave Matalon, Andy Mello (2002) Torchlight Games A pulp science-fiction RPG, set in the 2330's where a long-standing anti-technology trend has resulted in old-style appearing gadgets such as flying cars. The game centers on Newmerica, which is threatened by a Nazi-like empire in Europe and others. Daredevils 1st ed by Bob Charrette, Paul Hume (1982) FGU

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A pulp-era action and mystery game. It uses a variant of the Aftermath system, with simplified combat and the complex elements made optional. Character creation is skill-based and point-bought. It includes a detailed skill list, source material on the 30's, and a section on special powers (a la "The Shadow"). Dark Conspiracy 1st ed by Lester W. Smith (1991) GDW 2nd ed (1998) Dynasty A near-future horror role-playing game, in a future where environmental devastation, urban sprawl, and corporate greed are worsened by little-known supernatural alien horrors that have taken over swaths of land known as "demonground". The system is a skill-based (a variant of the GDW house system), using d10 (1st edition) or d20 (2nd edition). Dark Continent: Adventure & Exploration in Darkest Africa 1st ed by David Salisbury, Mandy Smith (2001) New Breed Games A historical roleplaying game of Victorian era adventure within Africa, inspired by the work of Burton and Livingstone. The boxed set included two paperback books: the 112-page Player's Guide and the 144-page GM's Guide. There are also two A5 booklets (5.75 x 8.25"): a Victorian traveller's guide to exotic Zanzibar (A Gazeteer of Zanzibar) and a catalog of the fictional Topan Trading Company (Catalog of Goods). The set also included two A3 (11 x 17") player maps of Maasailand and of Abyssinia. It uses a simple skill-based system, with action resolution by rolling under character's skill on 1d10. There are details on long-term movement, outfitting, mass combat, and morale. An expedition has stats derived from its collective membership which are used to resolve large-scale tasks. The Dark Fantasy of Sundrah 1st ed by T. Glenn Bane (2007) Scaldcrow Games A fantasy RPG set in an original world, Sundrah, ruled by evil gods resisted by human rebels -- along with other races including angels, dwarves, goblins, gremlins, hobgoblins and trolls. Player characters may also include a sorcerous hybrid of human and any animal, designed by the player. Character creation involves choice from 23 professions including hoplite and galloglaich. Darkpages Ashcan ed by Jared Sorensen, Jason Roberts (2008) Memento Mori Theatricks A game inspired by horror and crime comics - with amoral anti-heroes and stories of sex, violence, pain, tragedy, betrayal, and rare redemption. Character creation includes choosing one of nine Concepts: Vigilante, Vampire, Outsider, Ghost, Freak, Elemental, Construct, Beast, or Adept. Dark Realms 1st ed by Ryan S. Johnson, John L. Ross (1997) Guild of Blades 2nd ed (2004) Guild of Blades A generic fantasy RPG system. The first edition was printed as a 96-page digest-sized book. It uses a universal results table, crossing skill minus (difficulty or opposing skill) with a 1d12 roll for a degree of success. Character creation is class-based, with ten classes including archer, woodsman, and knight, as well as warrior, wizard, and rogue. Advancement is level-based, with randomized skill points for each skill slot gained. Darksword Adventures 1st ed by Margaret Weis, Tracy Hickman (1988) Bantam/Spectra A fantasy RPG set in the world of Weis' and Hickman's Darksword novels, sold in trade paperback format following the novels. It uses a simple system ("Phantasia") with only five stats: Combat, Prowess, Information, Shape, and Life. It uses "paper-rock-scissor" to resolve conflicts. DarkTown: The Apocolyptic Cycle 1st ed by Roger McReynolds, Ben Reading (1998) Propaganda Publishing Gold Rush Games A science-fantasy RPG set in a future on the verge of cataclysm, as science begins to falter and rumors of mystical and mythical occurences come about. The "apocalyptic cycle" are Science, Religion, and Magic which are in conflict. DarkUrthe LEGENDS 1st ed by Colin Murcray, Matt Yarrow (1993) Black Dragon Press A "dark" fantasy role-playing game, set on an original world. Character creation is class-based, including race-specific classes, guild-associated classes, and generic classes. It includes a magic system of designing spells from various defind components. A 2nd edition is planned under the title "Myth & Legend". Darkus Thel 1st ed by Donald C. Moehlenkamp, Kurt Moehlenkamp, James August Mohow (1986) Sorcerers Guild Book Two ed (1994) Book Two ed (1986)

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A fantasy genre mini-RPG, with an original world background along with monsters such as dragonequivalents called "drakens" and "sabercats". The system is based solely upon D6 dice. Darkwood 1st ed by Steve Garnett (2001) Tower Games A fantasy role-playing game set near Sherwood Forest of the Robin Hood legends. The system uses roll under attribute + skill on 1d20. Character creation is limited point-based. Das Schwarze Auge 1st ed by Ulrich Kiesow (1984) Schmidt Spiel & Knaur Verlag 2nd ed (1988) 3rd ed by Ulrich Kiesow, Ina Kramer, Michelle Melchers, Thomas Rmer (1992) 4th ed (2001) FanPro 4th (English) ed (2004) FanPro Fast Forward Entertainment A popular German-language heroic fantasy RPG, set in a traditional fantasy world called Aventurien -- i.e. elves and dwarves, with cultures mostly based on medieval Europe. The rule system is complex although with few tables, using mostly d20 although with d6's for damage. Character creation is class and level-based, with random rolls in creation and development. There are seven good attributes and seven bad attributes for each character. It includes a magic system with a skill for each spell. In the 4th edition, the random elements were replaced with a point-buy system, and classes were replaced by race, culture, and profession. The history of Aventurien grows with the "Aventurische Bote", the official magazine, and with every adventure that is published. Dawg: the RPG 1st ed by Ashok Desai (2009) Kenzer & Company A humorous mini-RPG about playing dogs. It uses simple roll-over percentile system for most resolution. Characters are defined by six attributes: Brawn, Hustle, Dodge, Alertness, Human Handling, and Animal Magnetism. Character creation involves choosing your breed of your dog and lifestyle - with strays having greater street skills, but being less healthy than pets. Characters also have various special abilities ("Tricks"). This was originally published in the comic book Knights of the Dinner Table #150, and later released electronically on its own. Dawnfire 1st ed by Jason Marin (2000) Committed Comics A fantasy genre RPG set on an original world. Each PC uses magic from a type of "Flow" -- magical energy that radiates from the three suns above Dawnfire. The three flow types are Warrior, Shaper, and Rogue. Races include humans, Garin (fox-creatures), Dracos (half-dragons), winged Aerials, Trolls, Makir, and Minotaurs. It uses a skill-based system with 10 attributes. Action resolution is by rolling under stat on 1d20, where 20 is a critical failure and 1 is a critical success. Dawn Patrol 1st ed by Mike Carr et al. (1982) TSR A WWI air combat game and RPG, a version of the boardgame Fight in the Skies with expanded rules giving more emphasis on the pilots as characters. cf. the semi-official website. DC Heroes 1st ed by Greg Gorden, Sam Lewis (1985) Mayfair 2nd ed by Ray Winninger, Thomas Cook, Dan Greenberg (1989) 3rd ed by Bryan Nystul (1993) A superhero RPG set in the DC comics universe. This uses a unique system (later dubbed "MEGS" for "Mayfair Exponential Gaming System") intended to handle attributes ranging from Robin (2) to Superman (50) on the same scale. Resolution is by rolling stat+2d10 versus 2d10 + difficulty modifier. cf. Josh's DC Heroes FAQ. DC Universe Roleplaying Game 1st ed by Fred Jandt, Nikola Vrtis (1999) West End Games Another superhero RPG set in the DC comics universe. It uses a variant of the "D6 Prime" system (from Hercules & Xena. It is a dice pool system rolling d6's where 3-6 is a success (special dice are provided with red and blue faces for this) plus a special "wild die". Character creation is point-based. deadEarth 1st ed by J.T. Smith, Chris Hagness, Michael Helfman (1999) Anarchy inK A post-nuclear-apocalypse survival RPG, published electronically. It uses a d6 dice-pool system with random-roll character creation including a vast selection of hundreds of mutations. Dead Inside: The Roleplaying Game of Loss & Redemption 1st ed by Chad Underkoffler (2004) Atomic Sock Monkey Press

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A horror RPG set in the modern world alongside a fantasy setting, the Spirit World. The PCs by default are "Dead Inside" humans who have lost part of their souls, though there are also options to play Ghosts, Magi, Sensitives, or Zombies. They collect soul points for spiritual cultivation, for acting good in various ways, following Virtues and overcoming Vices. It uses a simple system called Prose Descriptive Qualities (PDQ) system. Character creation is by choosing a type, 2 to 4 keywords which give bonuses, and a weakness. Action resolution is by 2d6 + bonus vs difficulty. Deadlands: The Weird West 1st ed by Shane Lacy Hensley (1996) Pinnacle A western fantasy-horror game, set in an alternate history where magic and monsters begin appearing around the time of the Civil War. The system is a skill-based dice-pool system, where attribute determines die type (d4,d6,d8,d10,d12,d20) and skill determines number of dice. Deadlands: Hell on Earth 1st ed by Shane Hensley (1998) Pinnacle A post-apocalyptic fantasy-horror RPG, set in the year 2094 in a possible future of the Deadlands universe. In 2081, the Reckoners (masters of the evil manitou spirits) break through into the world. It uses a variant of the Deadlands system. New character types are psionic "Sykers", mutant "Doomsayers", magic warrior "Templars", and mad-scientist "Junkers". Deadlands: Lost Colony 1st ed by John R. Hopler (2002) Pinnacle A sci-fi/fantasy/horror RPG, set in a distant star system in a possible future of the Deadlands universe. Thirteen years ago, the colony, known as "Faraway", was cut off from Earth by the Last War. Now three million humans are trapped on this world alongside ten times that many angry aliens. It uses a variant of the Deadlands system. Dead Night of Space: Psibertroopers 1st ed by Ron Fricke, Scott Palter (2003) Final Sword A space opera RPG, set in a future where a group of psychics (known as "Psibers") sought a better life in space. They were captured to serve as hosts for a dying alien race called the Cey. The Psibers were able to thwart the Cey's plans and in the process take over their planet and all of the Cey's technology, including giant robots and ships with wormhole-like technology. Now they are increasingly in contact with their ancestors, the humans, as well as other species. The PCs are on the front line of these scenarios as the "Psibertroopers". It uses the D6 System originally developed by West End Games, with the addition of the "Chesspiece Goon System" which simplifies handling of minor NPCs by eliminating die rolls. Dead of Night 1st ed by Merwin Shanmugasundaram, Andrew Kenrick (2005) Steampower Publishing 2nd ed (2010) A horror movie role-playing game published in a small, "pocket" format for ease of pick-up games. It is based on classic horror movies (vampires, zombies, werewolves, and the like), and nominally set in the generic American town of Chaddlestone. It uses a very simple system, with options for playing the victims or monsters, as well as for distributed game-mastering. Resolution is by rolling 2d10 versus a target of 15 (for standard rolls) or 10 + opponent's stat (for contests). Characters are defined by four stat pairs: Identify/Obscure, Persuade/Dissuade, Pursue/Escape, and Assault/Protect. There are no separate skills, but a stat may be specialized in an openly-defined manner. Characters also have Survival Points, which function both as damage and hero points. Each failed combat roll costs one point. Survival Points can also be spent for different effects: to reroll, gain initiative, flip a stat pair, find a clue, or cancel another Survival Point expenditure. Characters begin with around five, and more are earned for rolling doubles (or rolling 13 for monsters), advancing the plot, cool descriptions of your actions, resting for a full scene, and by acting out horror movie cliches. Character creation is limited point-based. Dead Reign: Zombie Role-Playing Game 1st ed by Josh Hilden, Joshua Sanford, Kevin Siembieda (2008) Palladium Books A zombie horror role-playing game, using a variant of the Palladium System. The game includes six character classes (O.C.C.s), including the Reaper, Shepherd of the Damned, Hound Master, Apocalyptic Soldier, Scrounger, and Ordinary People. There are seven types of zombies plus the Half-Living described as opponents. Deathstalkers: The Fantasy Horror Role-Playing Game 1st ed by Mike Whitehead (2001) Cutter's Guild 2nd ed by Mike Whitehead, Joe Meyers (2003) A fantasy horror RPG set on an original fantasy world, inhabited by 18 races including the typical dwarf, elf, and gnome plus others including lizard-man, minotaur, half-dragons, half-dead, and half-cat. Action

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resolution is percentile skills and stat + 1d20 for combat. Character creation involves choosing a racial archetype and a character class (out of 32), along with point-bought skills. The racial archetype gives special abilities, languages, class restrictions, and the basic number of d6's to roll for each attribute. The ten attributes are Knowledge, Mental Tolerance, Leadership, Courage, Strength, Endurance, Beauty, Agility, Speed, and Hit-Points. Advancement is level-based. Decartha Prime: Science Fantasy in a Shifting World 1st ed by (2000) Hubris A storytelling game. Deeds Not Words 1st ed by Scott Lynch (2002) Cryptosnark games A superhero RPG using a variant of the D20 System from 3rd edition D&D. De Eloquentia 1st ed by Paolo Fasce, Alessandro Gatti, Teo Mora, Paolo Parrucci (1996) Qualitygame An Italian-language storytelling fantasy game, part of the "I Giochi del 2000" collection. The title is latin and means "About The Art Of Speaking". It can supposedly be played even without a GM. Deepsleep 1st ed by William Levy (1988) Godiva Productions A post-nuclear-apocalypse RPG where players play themselves as visitors to a secret government research installation when World War III breaks out. The players then place themselves in suspended animation and wake up in some bizarre setting of the GM's choice. (Rule system unknown) Degenesis: Das Endzeit Rollenspiel 1st ed by Christian Gnther, Tim Struck (2001) Degenesis A German-language post-apocalyptic RPG, originally published as a free RPG on the web. It is set in postapocalyptic Germany, in the devastated area where the rivers Rhine and Main meet. Several clans are struggling for power over the region. The system uses action resolution by rolling 1d20 against the sum of an attribute and a skill. Characters are defined by their five attributes and several skills. The damage system involves three hit locations and a pool of life points. Deliria 1st ed by Phil Brucato (2003) Laughing Pan Productions A modern fantasy about mortals in the modern world who interact with the faerie domain. Action resolution uses stat + random modifier vs difficulty -- using either cards or dice to allow for live-action play. It includes a faerie magic system, and extensive rules for social and spiritual conflict. Delta Force 1st ed by William H. Keith, Jr. (1986) Task Force Games A modern military/espionage RPG about elite anti-terrorist units, including U.S. Delta Force, British SAS, etc. The system includes lots of detailed weapon statistics. It includes 3 hostage adventures. Demon City Shinjuku RPG 1st ed by David L. Pulver (1999) Guardians of Order A supernatural action/horror RPG based on the Japanese animated movie, where in the near future the heart of Tokyo is transformed by the tyrannical Levih Rah into a "Demon City". The game uses the "Tri-Stat" system introduced in Big Eyes, Small Mouth. Demon Hunters Role Playing Game 1st ed by Jamie Chambers, Brian Clements, Jimmy McMichael (2008) Dead Gentlemen Productions Margaret Weis Productions A modern-day horror RPG based on the cult film of the same name. The player characters are members of a holy organization of warriors fighting to prevent Hell on Earth, known as the Brotherhood of the Celestial Torch or simply "Demon Hunters." It uses a variant of the "Cortex" system originally developed for the Sovereign Stone RPG. The game includes a copy of the 30 minute cult film on DVD. Demon's Lair 1st ed by Dan Hensel, Al Seeger, Dave Schmitz, Gino Holland (1997) Lasalion A medieval fantasy RPG, set in the world of "Terrania" with 6 continents each with a tower at the center. It is inhabited humans, elves, and dwarves as well as other races such as dakhans. It uses a step-die system. Character creation has classes (fighter/thief/mage/cleric/...) and skills, and a mix of random-rolls and pointbought stats. Demon: The Fallen 1st ed by Carl Bowen (2002) White Wolf A modern-day horror RPG, where the PCs are demonic spirits who have been incarnated in human bodies within the "World of Darkness" setting of Vampire: The Masquerade and other games. The demons are

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partly sympathetic in that they fought against God to empower humanity. Being trapped in the pit for thousands of years, they are now alien and only understand the world through the human part that they inhabit. It uses a version of the Storyteller dice pool system used by the other World of Darkness games. Demos Corporation 1st ed (1995) Ventrue Editora A Portuguese-language espionage RPG published in Brazil, with a complex rules system. De Profundis 1st [Polish] ed by Michal Oracz (2001) Portal 1st [English] ed by Michal Oracz (2002) Hogshead Games A modern-day horror RPG designed for play over mail. Originally published in Polish, and translated into English. The players write in-character letters to each other, describing their progressive exploration of (or victimization by) eldritch nightmare forces. There is no GM; it's up to the players to interlink their stories. It also suggests the option of "field psychodrama" -- where the players use elements from their real life in the stories. The Deryni Adventure Game 1st ed by Aaron Rosenberg, Ann Dupuis, Jennifer Brinn (2005) Grey Ghost Press A fantasy RPG based on the popular "Deryni" series of fantasy books by Katherine Kurtz, about a race of humans in medieval times with the gift of magic -- the Deryni. The system is a modified version of the Fudge system. O Desafio dos Bandeirantes 1st ed by Carlos Eduardo Klimmick Pereira, Flvio Maurcio de Andrade, Luiz Eduardo Ricon de Freitas (1992) GSA Editora A Portuguese-language fantasy RPG published in Brazil by 'Editora Art Bureau editora de arte LTDA' / GSA Editora. Roughly translated, the title means "The Challenge of the Explorers". It is set in an original fantasy world based in Brazilian history and folklore, named 'Land of St. Cross' (one of the early names for Brazil during the Colonial period). Character creation uses classes such as fighters, wizards, and other common types. Characters may include Portuguese bandeirantes, native scouts, miracle-working Jesuits, native shamans, Yoruba medium-priests, and even Hermetic European "warlocks". Combat is resolved using 2d10 + weapon or dodge skill, while non-combat tasks are resolved using 1d100 roll under skill. (It uses d20, d10 and d6.) The game includes a number of monsters including native beasts such as the anhangera (demonpossessed fire-breathing animals), kanama (cannibals reincarnated as werejaguars) and jurupari (nightmare spirits who strangle people in their sleep), as well as more prosaic fare -- vampires, werewolves, mermaids and even the Devil itself. There are at least three sourcebooks: "A Floresta do Medo/O Engenho" (two adventures); "Os Quliombos da Lua" (setting expansion, detailing a fortress deep in the wilderness built by rebel african slaves); and "O Vale dos Acrits" (detailing the region of the savage giant native Acrits and their culture). Desolation: A Post-Apocalyptic Fantasy Roleplaying Game 1st ed by Jamie Gooch, Stephen Herron, Matt Somers (2008) Greymalkin Designs LLC A post-apocalyptic fantasy RPG, set on the high fantasy world of Scondera 18 months after a cataclysm nearly destroyed it. The Night of Fire killed 90% of the population of Scondera as fire rained down, the ground split, the oceans rose, mythical beasts awoke, and magic lashed out. Whole regions have been changed magically and geographically, locations have been picked up and placed elsewhere, creatures have been twisted, and the whole fabric of civilisation broken. The game uses a variant of the "Ubiquity system" also used by Hollow Earth Expedition. Desperados 1st ed by Dave Schacter (1991) Skycastle Games A western genre RPG, using a skill-based percentile system. Diana: Warrior Princess 1st ed by Marcus L. Rowland (2003) Heliograph, Inc. A curious, and humorous, modern fantasy game. It is set in the present as re-imagined thousands of years from now -- in a manner parallel to how "Xena: Warrior Princess" treats ancient Greek myth and culture. So it is a romanticized fantasy of our present, which conflates and confuses all sorts of information about our present. Thus it centers on the mighty heroine Diana (recently divorced from Bonnie Prince Charlie) and her sidekick Fergie running about, thwarting the machinations of the evil Queen Elizabeth, as well as those of the dark god of war, Landmines. Diaspora: hard science-fiction role-playing with fate 1st ed by B. Murray, C.W. Marshall, T. Dyke, B. Kerr (2009) VSCA Publishing A hard science fiction RPG, in a loose setting where groups of star systems are connected by wormholes

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called Slipstreams, which starships can jump between through use of a Slipstream Drive. It uses a variant of the FATE system (Fantastic Adventures in Tabletop Entertainment) from Spirit of the Century, including simplified stunts as well as extended star system generation rules. Dice & Glory 1st ed by Robert A. Neri Jr (2007) Ranger Games A generic rule system focused on fantasy. Action resolution uses 1d20 + skill versus difficulty. Character creation uses random-roll of attributes, choice of class, and point-bought skills. The generic classes are: Brick, Fighter, Adventurer, Rogue, Mage, Psychic and Clergy. Digital Burn 1st ed by T.R.Williams, Joe Chan, Ryan Kelley, Sean Kelley, Toby Leonard, Gary McBride, Jason Middleton, Austin Mills, Patrick Quarles, Aaron Robb, Brian Spencer, Tico, Mike Williams (2002) Living Room Games A cyberpunk game, intended as a setting and general cyberpunk sourcebook for use with the D20 Modern system. It is set in a near future (circa 2017) where a series of natural and man-made disasters between 2008 and 2012 killed off about 30% of the world population in a period commonly known as "The Burn". Deaths include disasters involving genetically modified crops as well as a new lethal sexually transmitted disease dubbed "Black Molly". Genetic engineering is now widely banned and replaced by cybernetics. The rules include nine advanced classes as well as new rules for cyberware, netrunning, and other advanced technology. The advanced classes are Blank (i.e. anonymous but connected street-dweller), Cop, Fixer, Ganger, Hacker, Icon (i.e. celebrity), Medico, Merc, and Spanner (general technician, esp. electronics). Dime Heroes 1st ed by Todd Downing (1999) Deep7 A very simple 1930's pulp action mini-RPG published in electronic PDF format. It uses a version of the "1PG" system, which (as its name implies) fits on a single page. Resolution is rolling 1d6 and getting under attribute or skill, where 1 is always success and 6 is always failure. Character creation includes rolling 1d3 to determine attributes (Moxie, Glitz, Cunning, and Grey Matter), then spending 1d6 points your skills, with no skill higher than 3. The basic game is 11 pages, and has a 15 page "Jungle Adventures" supplement. Dinky Dungeons 1st ed by Denton R. Elliot (1985) Doc's Games A fantasy-genre mini-RPG published in a 3''x5'' ziplock bag(!). It has 2 attributes (Physical and Mental) which are randomly determined, and 3 classes (Fighter, Wizard, Bard). All rolls are on 2d6. Combat is by comparing Physical of attacker and defender on a chart. Other rolls (Muscle or Idea rolls) are all the same chance of success, but higher attribute lets you try more rolls per day. There are no skills per se. cf. Steffan O'Sullivans Dinky Dungeons page. Dirty Secrets: a game about crime 1st ed by Seth Ben-Ezra (2007) Dark Omen Games A game based on the film noir crime genre, with narrative control mechanics where one participant plays the main character, and the other players take turns as the primary game-master. When not being primary GM, they act as advisors with veto power over the primary. The conflict resolution system is a slightly modified version of the Liar's Dice game, where everyone rolls a number of dice secretly and take turns bidding higher numbers for a total. There is a "crime grid" where suspects are included, and the guilty party is determined semi-randomly among the suspects. A Dirty World 1st ed by Greg Stolze (2008) Schroedinger's Cat Press A film noir RPG, using a variant of the "One-Roll Engine" from Godlike and Reign. Characters are defined by pairs of opposed stats, where your rating in one stat limits your rating in the other. Characters have three pairs of attributes (called "Identities"), and each pair has two pairs of skills (called "Qualities"). Patience/Cunning has Qualities Generosity/Selfishness and Demonstration/Observation. Vigor/Grace has Qualities Courage/Wrath and Endurance/Defiance. Understanding/Persuasion has Qualities Purity/Corruption and Honesty/Deceit. ORE Noir does not use hit locations like other ORE systems, but instead has a more general damage that can be used for both physical and social conflicts. Discordia!: A Little Game About a Lot of Chaos 1st ed by John Wick (2005) Wicked Dead Brewing Company A modern-day conspiracy RPG, where players take the roles of Discordian double agents infiltrating the world's greatest conspiracies. It uses a dice pool system where you find "fives" in the die roll. It also includes a system of "dogma" (the power your Illuminati grant you) and "catma" (your degree of Discord) that determines what magic powers your conspirator has. Characters have freeform stats reminiscent of Robin Law's Over the Edge. Every time a character uses a "dogma" power, she runs the risk of flipping to the dread

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Triple Agent status. The game includes a number of scenario ideas, with a nod to Robin Laws' "Cut-Up" story mechanism using randomly drawn words on slips of paper. Les Divisions de l'Ombre 1st ed by Philippe Chouvel, Christophe Guy (1989) Flamberge A French-language sci-fi RPG, set in a near future (2030's) where freedom fighters struggles against fascist, alien-controlled authorities. The boxed set includes a 84-page rulebook, 32-page Atlas 2030, and 28-page GM booklet. Doctor Who: Adventures in Time and Space, The Roleplaying Game 1st ed by David F. Chapman (2009) Cubicle 7 Entertainment Limited A time-and-dimension travelling sci-fi RPG based on the TV series. It uses a simple original system. Resolution is by adding attribute + skill + 2d6 versus difficulty - possibly modified by spending Story Points. The system emphasizes talking and strategy over pure violence. Talking always happens first in a round before attacks, and a character loses all Story Points if they kill. Combat damage subtracts directly from attributes. Character creation is point-based, setting 6 attributes (Awareness, Coordination, Ingenuity, Presence, Resolve, and Strength) along with 12 skills and various traits (Good, Bad, and Special). Players must spend from their Story Point total for certain traits such as "alien" or "immortal." The core game is a boxed set including two full-color bound manuals, character sheets for pre-made characters as well as blanks, a counter sheet for Story Points, a set of 6 six-sided dice, a booklet with two introductory adventures, and a number of gadget cards. Doctor Who RPG 1st ed by Michael Bledsoe, Wm John Wheeler, L. Ross Babcock, Guy W. McLimore (1985) FASA A time-and-dimension travelling sci-fi RPG based on the TV series. PC' are from the Gallifreyan Celestial Intervention Agency, usually a Time Lord/Lady and some humans travelling around in a TARDIS. The system is related to FASA's Star Trek. Actions are resolved using 2d6 on and "interaction matrix". Attributes and skills both range from 1-7 (written as roman numerals), with point-bought character generation. Dogs in the Vineyard 1st ed by Vincent Baker (2004) Lumpley Games A western-genre game where the PCs are religious guardians (God's Watchdogs) in the community of the Faithful, which is based on 19th century Utah. Demons roam about the world, and can attempt to move in on towns which have given way to sin. Characters have four main attributes, which are each pools of two or more d6. They also have traits, relationships, and equipment which are rated as pools of other dice (i.e. d4, d6, d8, d10). Resolution is by conflict resolution: establish "What's at Stake" and then roll the dice for all stats related to that. The alternate sides then go through a process of a "Raise" using two of the dice, which must then be countered by the opposing side. You can alternately "Escalate" by switching to a different form of combat, such as going from social to physical. This raises the amount of "fallout" which can occur from the conflict. Dog Town: The Ultimate Crime Experience 1st ed by Jonathan Ridd (2004) Cold Blooded Games A modern crime RPG about goodfellas, wise guys, and other criminals from the 1970s era of mob rule in New York City. Specifically, it suggests that each PC be a crook who just got out of jail and who, while behind bars, was given the opportunity to make some fantastic business deal that requires one hundred grand within 90 days. It uses a skill-based system (the "Split System"), which resolves actions based on rolling over a target number on 1d20 determined from a universal chart of skill vs difficulty. Character creation is point-based, with 10 attributes, ads/disads ("Talents/Flaws"), and 33 skills. The attributes are rated from -2 to 5 in value: Bulk, Power, Toughness, Reflexes, Sense, Brains, Control, Style, Experience, and Luck. Domination 1st ed by Blaine Pardoe (1989) StarChilde An alien invasion RPG set in an alternate 1992 where the evil Kalotians and their allied aliens are invading Earth. It uses a percentile system (roll under attribute plus skill). Character creation is class-based, with random-roll attributes and point-bought skills. Dominion Tank Police RPG 1st ed by David L. Pulver (1999) Guardians of Order A futuristic RPG set in the world of the mange/anime series "Dominion Tank Police". The system ("Tri-Stat") is very simple, with three attributes (Body/Mind/Soul) and skills. Roll 2d6 under your stat, modified by skill. The rulebook also is a "resource book" on facts, trivia, and background about the series. Donjon 1st ed by Clinton R. Nixon, Zak Arntson (2002) Anvilwerks

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A fantasy-genre RPG with an emphasis on narrative control for the player. It uses a dice-pool system, rolling a number of d20s equal to attribute + skill and taking the highest. The GM rolls a number of d20s based on difficulty and the results are compared. Each success lets the player freely declare one statement about the action. For example, a successful search for secret doors roll allows the player to define that one is there to be found. Don't Look Back: Terror is Never Far Behind 1st ed by Chuck McGrew, Richard Van Ingram (1995) Mind Ventures 2nd ed (1997) A modern-day horror role-playing game. It uses an unusual dice pool system where you roll a number of d6 and keep the 3 highest or lowest depending on your Success Rating (found by comparing ability to difficulty). Don't Rest Your Head 1st ed by Fred Hicks (2006) Evil Hat Productions A modern-day horror role-playing game where the player characters are all insomniac protagonists with superpowers, fighting -- and using -- exhaustion and madness to stay alive and awake. It is set in a dark alternate reality called the Mad City. It uses an abstract dice pool system with stats for Discipline, Exhaustion, and Madness. Don't Walk In Winter Wood 1st ed by Clint Krause (2006) Clint Krause Games A short folkloric horror RPG set in an unnamed 18th-century village, where something threatening is in the nearby woods that the PCs must deal with. There is no character sheet, since characters have only one stat -the number of Cold Points they have accumulated, representing emotional, psychological, or physical damage. The GM may ask yes or no questions, and if the player may answer yes only if they roll over their current number of Cold Points on 1d6. Doxy: A Roleplaying Game of Sex & Skullduggery 1st ed by Ian Warner (2011) Postmortem Studios A roleplaying game set in lower class Georgian London, where the player characters are hardened lowerclass whores. It uses a variant of the "Beer and Crisps" mechanics from the Urban Faerie and Courtesans games. The attributes for this game are Bitching, Bonking, Charming, Cheating, Daring, and Fighting. Draci Doupe 1st ed by Martin Klima (1990) Altar A Czech-language generic fantasy roleplaying game, whose title translates as "Dragon Den". It is clearly inspired by This was a variant of Dungeons & Dragons, but also contains many original ideas. Combat is resolved using a roll of Strength + 1d6, while other situations are resolved using stat + 1d10. There are six attributes and six classes. Upon reaching sixth level each class must choose one of two specializations. DragonArms: Bahamut Howling 1st ed (1999) F.E.A.R. A Japanese-language science fantasy RPG, set on a fantasy world shattered by a monster invasion. A dragonlike ancient craft (Bahamut) is discovered and used as a mobile battle platform. The PCs are young mecha pilots in training, with battle interrupting their school classes. Dragonball + Dragonball Z: il gioco di ruolo 1st ed by Andrea Angiolino, Paolo Parrucci (1999) Nexus Editrice An Italian-language martial-arts RPG, based on the Japanese manga/anime series of the same name. This is unrelated to the English game of the same name published by R Talsorian. It has two supplement that can be played as separate boardgames: "Dragonball - Alla ricerca delle Sette Sfere" and "Dragonball Z - Il Torneo". Dragonball Z RPG 1st ed by Mike Pondsmith (1998) R Talsorian An over-the-top martial arts RPG based on the Japanese animated series. It uses the Instant Fuzion system, with the addition of a "Power" stat and no upper limits. Dragonfire 1st ed (1992) Heartbreaker Games An introductory role-playing/board game, similar in format to Milton Bradley's better-known HeroQuest game. It features simple rules for role-playing, some adventures, a set of interchangeable room and corridor tiles, dice, plastic miniatures and a few other goodies. Dragonlance: The Fifth Age 1st ed by William W. Connors (1998) TSR An original fantasy game set in the Dragonlance fantasy world (fiction spin-off from D&D). The system ("SAGA system") is story-oriented, usng a special 82-card tarot-like deck instead of dice. Similar to Castle

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Falkenstein, actions are resolved by players by adding attribute plus the value a card played from their hand. Dragonquest 1st ed by Eric Goldberg, David James Ritchie, Edward J. Woods (1980) SPI 2nd ed by Gerard Klug (1981) 3rd ed (1989) TSR A fantasy-genre RPG focusing on hex-map-based combat. For its time, this featured a number of new system features in skills and action resolution. cf. John Kahane's DragonQuest introduction. Dragonraid 1st ed (1984) Adventures for Christ An evangelical Christian RPG which is aimed at getting players in to learn "Biblical priciples". Spells are cast by the player reciting "WordRunes" which are passages from the Bible. cf. the official website. Dragonroar 1st ed (1985) Standard Games Fantasy miniatures combat system and RPG, published as a boxed set including stand-up figures, dice, map, an introductory adventure ("A Matter of Honour"), and a cassette tape with instructions. It uses an introductory level system which emphasizes combat with various monsters. Hit points are shown as markedoff circles on a body diagram sheet. It has a single supplement, a boxed set entitled "The Zhevezh Gauntlet". Dragons at Dawn: The First Fantasy Game System 1st ed by D.H. Boggs (2010) Southerwood Publishing A fantasy RPG based on reconstruction of unpublished methods of play developed by Dave Arneson in the period 1970-1973. It has a basic game where characters are either Warriors or Wizards, and an enhanced game that adds Elf, Mage, Thief, Assassin, Merchant and Sage. While it is a predecessor to Dungeons & Dragons, the rules are often quite different. Dragons of Underearth 1st ed by Keith Gross (1983) Metagaming This is a mini-boardgame/RPG using a variant of the rules system from The Fantasy Trip, produced after TFT author Steve Jackson left for his own projects. All actions are considered to have happened simultaneously, so DX is not as important in getting a chance to do damage. Dragon Storm 1st ed by Susan Van Camp, Mark Harmon (1995) Black Dragon Press A fantasy-genre RPG, where players play shape-shifters such as Human/Dragon, and other traditional fantasy creatures. The system is card-based. Character creation is point-bought: choosing an illustrated "character card", and then spending remaining points on other cards for background, flaws (which give back points), and special abilities and/or magic. cf. the official website. Dragon Warriors 1st ed by Dave Morris, Oliver Johnson (1982) Corgi Books 1st ed (2008) Magnum Opus Press Mongoose Publishing A fantasy-genre RPG which came in a series of 6 paperback books. (1: "Dragon Warriors", 2: "The Way of Wizardry", 3: "The Elven Crystals", 4: "Out of the Shadows", 5: "The Power of Darkness", 6: "The Lands of Legend"). cf. Cynewulf's Dragon Warriors page. Drakar Och Demoner 1st ed (1982) Aventyrspel 2nd ed (1984) Expert ed (1985) 4th aka "'91" ed (1991) 5th aka "Chronopia" ed (1994) 6th ed (2000) Riotminds A popular Swedish-language medieval fantasy RPG, originally a generic system for a variety of fantasy worlds. The first edition is a direct translation of Steve Perrin's "Magic World" from the Worlds of Wonder game, but subsequent editions developed away from that. The "Expert" expansion in 1985 introduces many changes. It converts from d100 to d20 for all skill rolls, adds a more point-based (but still partly random) character creation, and adds new occupations, skills, and magic. The 4th edition folds in the "Expert" changes into the main rules. The 5th edition keeps the same rules but introduces the setting of Chronopia, by Bill King, a Tolkien-esque fantasy world with a city ruled by time-travelling mages. The 6th edition is a total remake of the rules system (including new concepts like levels), and includes a new world taking after Scandanavian myth integrated into the rulebook, featuring and inspired by the artwork of John Bauer. Draug

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1st ed by Matthijs Holter (2004) Spartacus Forlag A Norwegian-language RPG based on Norwegian folklore and fairy-tales, set in a fantasy version of Norway in the year 1801 -- where the nation is under Danish rule without sovereign or flag. The setting includes peasant life, hard times, history and national romanticism along with a variety of supernatural creatures such as nkken, huldra, vetter, trolls, and nisser. The system is a modified version of the Fudge system. Character generation is assigning ten freeform traits (2 great, 3 good, and 5 fair). There is a conflict rules but only a few suggestions for how to handle combat. The single volume rules are divided into the Player's Book, Gamemaster's Book, and the Book of Adventure. Dread 1st ed by Epidiah Ravachol, woodelf (2005) The Impossible Dream A horror RPG which uses a diceless, numberless resolution mechanic centered on a tower of blocks such as the game, Jenga. If you can pull a block from the tower without it falling, the actions succeeds. If you choose not to pull, the action fails. If the tower collapses, your character is removed from the story (i.e. dies, goes insane, etc.). Character creation is by answering a series of questions about the character, with no numeric stats. dread: The First Book of Pandemonium 1st ed by Rafael Chandler (2002) Malignant Games Unrated ed by Rafael Chandler (2007) Neoplastic Press A modern-day demon-fighting RPG. The PCs are a small team ("Cabal") of people who were exposed to demons and then recruited and trained in magic to fight them. It uses a simple dramatic system based on a d12 dice pool. Action resolution is roll (attribute + skill) d12's, where ties add +1 to the total, and try to get over the target number (2-14). Character creation is limited point-based, with 9 points to divide among the three attributes of Body, Mind, and Spirit. You then get skill points equal to 2x Mind. Dread House: A game for kids and brave adults 1st ed by Emily Care Boss, Epidiah Ravachol (2010) Dig a Thousand Holes Publishing A horror-themed role-playing board game intended for for "spooky children and brave adults." It uses custom cards and a Jenga tower for resolution. The player characters are teenagers who have dared each other to spend the night in Dread House. Character creation is by picking one of five pre-generated characters: Nerd, Bully, Athlete, Artist, Scaredy-Cat, or Gossip. Players then take turns exploring rooms in the haunted house, as mapped out on the game board. When they enter a new room, the next player draws a card from the custom Spooky Deck and creatively narrates what is there based on the brief card text. The narrator may get a Spooky token if the description is very creepy. To successfully Brave It Out in that room, the player must make a pull from the Jenga tower - or they may choose from other options. DreamCatcher 1st ed by Ashok Desai (2006) Sane Studios A surreal mini-RPG set in the land of dreams, inhabited by various creatures including the bird-like Anothen who create blissful dreams, the shapeless black Katothen who create nightmares, or the watery blob-like Metaksy Dyo who mediate between them. The player characters are the dream-selfs of people in this realm, who may be part of the DreamCatcher society that protect the sleeping minds of humanity, or may be Dream Thiefs who steal ingenuity out of people's heads. It uses a simple dice pool system where each character has three rated stats: Mojo, Dream, and Will. In resolution, the player rolls a number of d6s equal to stat, where every die equal to or higher than the difficulty (2-6) is a success. Dangerous tasks also have a threat level (13), and any dice equal to or less than this are lost for the remainder of the session. The Dreaming Crucible: A Storytelling Game 1st ed by Joel P. Shempert (2010) Story by the Throat! Press A fantasy genre storytelling game for three players about Faerie journeys, designed to play out in an hour and a half. One player character is a troubled child or adolescent (the Hero/Heroine) who goes to a magical realm to face fear and pain. The other two players act out the forces of the Light Faerie (ally) and Dark Faerie (opposition). Character creation is by defining freeform Elements to be written on cards: a Gift and Flaw for the Hero/Heroine, Allies for the Light Faerie, and a Nemesis and Powers for the Dark Faerie. Resolution is by drawing stones out of a bag when an obstacle is reached, each player putting in stones from a pool on each Element. The Hero/Heroine and Light Faerie put in white stones, while the Dark Faerie puts in black stones. The owner of the winning stone gets the option to place it on the Element their opponent just used, gaining some ownership of the opponent's Element. An element that uses all its stones is permanently transformed, and once all stones of either color are used, the game is over. Dream Park 1st ed by Mike Pondsmith (1992) R Talsorian An RPG based on the sci-fi novels by Larry Niven, where the characters play in a futuristic big-budget, live-

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action role-playing games. The book is geared for beginners, with board-game-like introductory scenarios and pre-made character cards, spell cards, etc. The system is quite simple, a variant of "Interlock", using skill+1d6 vs difficulty. Character creation is by choosing a class (which gives a package of basic skills), then adding points for advantages and skill modifications. The base system is for unrealistic cross-genre inPark "game-play"... where medieval knights fight gun-toting cyberpunks on semi-even footing. Dreamwalker: Roleplaying in the Land of Dreams 1st ed by Peter C. Spahn, Michael Patton, David Griffin (2002) self-published A modern magic RPG where you you play a psychic in the employ of a government project (Project Dreamwalker), who enters the dreams of others to rid troubled minds of the Taeniid infestation. It uses a percentile skill-based system, which is adaptable as guidelines for dream-based adventures in any system. The Dresden Files Roleplaying Game 1st ed by Leonard Balsera, Chad Underkoffler, Ryan Macklin, Jim Butcher, Genevieve Cogman, Rob Donoghue, Fred Hicks, Kenneth Hite, Clark Valentine (2010) Evil Hat Productions An urban fantasy RPG based on the novel series of the same name by Jim Butcher. It uses a variant of the FATE system from Spirit of the Century, along with an extensive system of magic and supernatural powers. Characters begin with different number of Fate points at the start of each based on a base number for the campaign (Base Refresh Rate) minus the number of points of powers they have. In addition, it adds armor and weapon strength that modify the stress inflicted with a successful hit. The Drifter's Escape 1st ed by Ben Lehman (2009) Tao Games A short narrative RPG for 3-7 people about a lone drifter (i.e. homeless vagabond) in the U.S., designed to be played in 1-3 hours. One player role-plays the Drifter, while the other players represent The Devil and The Man - abstract forces that are trying to own his life and soul. The book includes with a collection of seven short stories about the American drifter, by Jake Lehman. Droga ku Chwale 1st ed by Andrzej Stoj (2002) Portal A Polish-language RPG, based on Hong Kong kung-fu movies and video games. The title translates as "The Road to Glory". The PC's are masters of martial arts, fighting series of duels in fantasy city of Tsiengtao. The rules are simple, based on rolling under attribute + skill. The game has extended list of combat maneuvers and different styles of fighting. Droids 1st ed by Neil Patrick Moore, Derek Stanovsky (1983) Integral Games A sci-fi mini-RPG (digest-sized) about robots trying to survive after humanity destroyed their world. Character creation is by assembling your droid piece by piece (legs/wheels/treads, powerplant, sensors, etc.). It includes a sample scenario of exploring an abandoned military complex. Drowning & Falling 1st ed by Jason Morningstar (2006) Bully Pulpit Games A parody of other RPGs, in particular detailed rules for drowning, falling, and other such hazards. It includes fifteen attributes, five character classes (Warrior, Wizard, Cleric, Elf, and Dwarfling), two alignments (Good and Evil), and over twenty three spells and prayers. Druid 1st ed by Spartaco Albertarelli (1993) Editrice Giochi An Italian-language fantasy RPG, set in a mythic land patterned after the Great Britain of Celtic mythology. The last Druid recruits the PCs in his struggle against the spirits of the Derwydd -- evil druids who had caused the Gods to send a diluvium. Every PC had some sort of magic/psionic power, such as healing, illusion, ESP, musical powers, perception, elemental summoning, runes, or hypnosis. The system is skillbased, using d100+skill vs. difficulty. Combat and magic are variations to this standard method. Attributes are generated from a point pool; common fantasy races (elves, dwarves, halflings) are in use, as well as vocations that describe the main professions (granting special advantages). One geographical expansion was printed. Duck Trooper 1st ed by Richard Tucholka (1991) Tri-Tac Games A humorous combat RPG (64 page) about re-taking your planet from alien Duck invaders from another dimension. "Now they have the planet and you have the firepower and the will to take back your homes." Duel 1st ed by Bruce Harlick, Ray Greer, Paul Arden Lidberg (1992) Crunchy Frog A universal RPG system, although geared mainly for the fantasy genre. It uses a simple skill-based system with 3 attributes (Body, Agility, Mind). Character creation is by open point-build, spending 35 points on

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attributes and skills. Action resolution is by rolling under skill on 1d10, with special cases for combat. It also uses d5's (1d10/2 or 1d6 reroll 6) for damage, initiative, and some other cases. The basic game is 36 pages and includes a brief magic system, a 3-page sample fantasy world, and a 5-page solor adventure. It has a genre book ("Wooden Suits and Iron Men", by Sam Witt, 1994), an advanced rules supplement ("MegaDUEL"), and a fantasy adventure ("Secret Liaison"). Dune: Chronicles of the Imperium 1st ed by Owen M. Seyler, Christian Moore, Matthew Colville (2000) Last Unicorn Games A spacefaring science-fiction RPG based on the novels by Frank Herbert. It uses a variant of the "Icon" system developed for the Star Trek: The Next Generation RPG. This was only published in a "Limited Edition" before the publishing company disappeared. Dungeons and Dragons 1st ed by Gary Gygax, Dave Arneson (1973) TSR Basic Set 1st ed ed by J. Eric Holmes (1977) Basic Set 2nd ed by Tom Moldvay (1980) Expert Set 1st ed by David Cook (1980) Basic Set 3rd ed by Frank Mentzer (1983) Expert Set 2nd ed by Frank Mentzer (1983) Companion Set ed by Frank Mentzer (1984) Master Set ed by Gary Gygax, Frank Mentzer (1985) Immortals Set ed by Frank Mentzer (1986) Rules Cyclopedia ed by Aaron Allston (1991) 3rd ed by Jonathan Tweet, Monte Cook, Skip Williams (2000) Wizards of the Coast Adventure Game ed by Bill Slavicsek (2000) Version 3.5 ed (2003) Basic Game ed by Jonathan Tweet (2004) 4th ed by Rob Heinsoo, Andy Collins, James Wyatt (2008) The original fantasy role-playing game, a swords-and-sorcery genre game vaguely based on Tolkien, Howard, and Lieber. The first edition in 1973 was an add-on to Guidon Games' Chainmail miniatures rules. It was a boxed set with three booklets ("Men & Magic", "Monsters & Treasure", and "The Underworld and Wilderness Adventures"). This used the term "hobbits" which was changed to "halflings" in the reprint after a clash with the Tolkien estate. Later, after AD&D was released, the "Basic Set" was re-introduced as an easier first introduction to AD&D, covering only levels 1-3. Races were "simplified" to each be their own class (i.e. so elves are "elf" class instead of being forced to be mixed Fighting Man / Magic-user). In 1980 this was then expanded into a separate line of game sets: Basic / Expert / Companion / Master / Immortal. The first two sets went through several editions, and then the first 4 sets were later collected and edited into the "Rules Cyclopedia". This line was dropped in the mid-90's. The "3rd edition" is really a new edition of AD&D with a wholly redesigned system, known as the "D20 System". The "Adventure Game" is a standalone boardgame with 8 pregenerated characters along with 3 premade adventures and random dungeon generators, but with no character generation rules. Dust Devils: The Truly Gritty Old West Role-Playing Game 1st ed by Matt Snyder (2002) Chimera Creative A wild west RPG. It uses an unusual playing card system. The character draws a number of cards based on the sum of two attributes. Highest poker hands across opposed characters determines who wins a conflict, but highest single card determines who narrates the outcome. Players also have chips which may be spent to draw extra cards or other effects. Each character has a Devil representing his "worser nature" which can modify actions. Duty & Honour 1st ed by Neil Gow (2008) Omnihedron Games A role-playing game of military action in the Napaleonic era - where the PCs are members of the British army under the Duke of Wellington. The resolution system is based on playing cards, where each player has their own deck of cards. The players draws a pool of cards based on stat to resolve an entire combat or other conflict, where each card that beats a randomly-drawn "Card of Fate" is one success. Play is structured around mechanically-defined missions. Character creation uses a lifepath system. The Dying Earth RPG 1st ed by Robin D. Laws, John R. Snead, Peter Freeman (2001) Pelgrane Press A fantasy RPG set in the world of the novels by Jack Vance -- an ancient world populated by a desperately extravagant people, rich with magic. It uses a simple system where a single d6 roll determines the results

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(1=worst to 6=best), where higher ability gives you a number of rerolls (your "ability pool") which refreshes every 2 to 8 hours. Character creation is open point-based, where you can gain bonus points by accepting random choices. It has an in-depth magic system based closely on the series. Dystopia: America 2155 A.D. 1st ed by Gavin Hadaller (2001) Politically Incorrect Games A science-fiction game set in 2155 A.D. America, where you are part of the oppressed masses fighting against the totalitarian control of the megacorporations. The system is skill-based, based on rolling under your stat or skill on 1d10 (where 10 is a botch and 1 is a critical success). Character creation uses randomroll attributes and point-bought skills (with modifiers for Social Class and Lifestyle). Dzikie Pola 1st ed by Jacek Komuda, Maciej Jurewicz, Marcin Barylka (1997) Wydawnictwo MAG 2nd ed by Jacek Komuda, Michal Mochocki, Artur Machlowski (2005) Wydawnictwo MAG A Polish-language historical RPG set in 17th century Poland. The player characters are all noblemen usually Polish but possibly foreign - who fight various Polish enemies of this period. There were two supplements published: W stepie szerokim (In the wide steppe) and Ogniem i mieczem (With fire and sword). It has complicated rules for sabre-fighting and duels, using szablas (a Polish type of a sabre) or rapiers (used mainly by foreigners). The rules for other activities are generally simple. The second edition uses a simple mechanic comparing a 1d20 roll plus attribute, skill, and modifiers versus a difficulty number. Character creation is point-based, with slow advancement and little increase in hit points for a realistic feal. EABA 1st ed by Greg Porter (2002) BTRC A universal system, published as a 150-page downloadable PDF file. It is a open-ended d6 system similar to the previous BTRC game CORPS but intended to be more heroic in scope. Character creation is limited point-based, with separate points for the six attributes (Strength, Agility, Health, Awareness, Will, and Fate) and skills. It uses a universal logarithmic scale where each +3 doubles the effect. Early Dark 1st ed by Calvin Johns, Travis Rinehart, Chuck Wendig (2011) Anthropos Games A low-fantasy game set in a world filled with magic, specifically a set of societies around the Hara Sea. It is set at the very end of a great war sparked by humans who had found secret ancient magick hidden deep within the earth. Human life is rough, and magick is unpredictable and feared, even by those who wield it. It uses a d10 dice pool, with stats for aptitudes (Fight, Cunning, Labor, Touch, Relate, Guile, Thrive) and for domains (Mundane, Arcane, Loom). Character creation is a mix of random-roll and limited point allocation. EarthAD.2 RPG 1st ed by Brett M. Bernstein, Peter C. Spahn (2007) Politically Incorrect Games A post-apocalyptic science fiction RPG, set in a future where the remains of earth is plagued by cyborgs, mutants, plague carriers, and sentient animals. It uses a variant of the genreDiversion system also used by Coyote Trail. The Earth & Sky Roleplaying Game 1st ed by Scott C. Hungerford, Jesse McGatha, Richard Thames Rowan, Bahia Rowan (1999) Lamplighter Design Studio Rubicon Games Collector's ed (2001) Gaslight Press An RPG of modern urban faerie tales and fantasy, where the power of belief brings to life fictional characters. PC's include wizards and dream walkers. The background includes a faerie realm (the Borderlands), along with unicorns, dragons, and so forth. It uses a rules-lite system. Earthdawn 1st ed by Greg Gorden, Louis J. Prosperi (1993) FASA 1.5th ed (1994) 2nd ed (2001) Living Room Games 3rd ed (2009) RedBrick LLC A dark fantasy RPG set in a prehistoric mythic era of the world of Barsaive (a parallel Earth), where various "Horrors" have destroyed or corrupted most of the world. From strongholds ("kaers"), the people are slowly reclaiming the land from these Horrors. Races include elves, dwarves, orks, and trolls as well as windling, obsidimen, and lizardmen. It uses a combined class/skill based system. Resolution is by a "step-die" roll vs difficulty: skill + modifiers on a universal chart determines your die roll (d4,d6,d8,etc.). Eclipse Phase 1st ed by Rob Boyle, John Snead, Brian Cross, Jack Graham, Lars Blumenstein (2009) Posthuman Studios LLC Catalyst Game Labs A transhuman sci-fi/horror game, released under the Creative Commons license (non-commercial, share-

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alike). It is set 10 years after the fall of humanity ("The Fall") - when the Earth and colonies were devasted by advanced artifical intelligences (TITANs) that went out of control and then disappeared along with millions of humans whose minds were forcibly uploaded. Five wormhole gateways to other systems were found following the Fall, and contact has been made with aliens known as the Factors. It uses a percentile skill-based system, with success determined by rolling 1d100 under skill + modifiers, with doubles (11, 22, etc.) being critical. Since characters may switch bodies, stats are distinguished between ego (self) and morph (current body). Attributes are Initiative, Speed, Durability, Wound Threshold, Lucidity, Trauma Threshold, Moxie, and Damage Bonus. cryme 1st ed by Mathieu Gaborit, Guillaume Vincent (1994) Tritel / Dlires A French-language Victorian sci-fi RPG, a la Jules Verne. It is set in a detailed fantasy world drowned in a corrosive matter ("cryme"), where only a few islands survive. Civilization is early industrial -- with trains, airships, and muskets -- and rife with political intrigue. The book is divided into three parts of equal length: a worldbook, rulebook, and an introductory scenario for 5 pre-made characters. The Edge of Midnight: A role-playing game of mean streets and lost souls 1st ed by Rob Vaux (2006) Edge of Midnight Press Studio 2 Publishing A fantasy noir RPG, set in a world based on film noir mixed with magic and horror. The primary nation is the United Commonwealth, a parallel of post-war USA, but it is plagued by inhuman "gaunts". It uses a skillbased system, where the players rolls 2d10 and adds one die to skill (the skill die) and one die to attribute. If both the skill total and attribute total match or exceed the difficulty, it is a full success. If only one does, it is a partial success (either by skill or by raw talent). Eldritch Ass Kicking 1st ed by Nathan J. Hill (2001) Mystic Ages Online Extended Remix ed (2004) Key 20 Publishing Mystic Ages Online A humorous fantasy game about "arcane action and old men with sticks". The characters are wizards in the former fantasy realm of Anhelm, which has been torn apart and cast into a strange void. Now the wizards of the realm duel, gossip, and meet in taverns. It uses a simple system with three attributes: Agility, Endurance, and Concentration. Action resolution is by (skill or attribute) + 2d10, with zeroes counting as zero, and compare to difficulty. Success gives you limited ability to narrate the outcome. Magic is divided into schools, with the defaults being Air, Earth, Fire, and Water. Magical effects are largely freeform. There is an optional rule for "Hubris" points which may be spent to alter rolls. Elekhas 1st ed by Alexandre Bidot, Caroline Jehan, Denis Bodin (1994) Ormkiane Productions A French-language post-apocalyptic fantasy RPG, set 87 years after the second armageddon in an original setting (Eleckase). In a confused era, the twenty nations face various magical prophecies. The game features cosmic mysteries over the five entities: Chaos, Loi, Balance, Pendule and Magic. There are 13 races including dwarf, elf, gnome, and various others. Character creation is class-based, with 23 attributes and a wide variety of skills. Elemental Axes 1st ed by Eric Seaton (2003) Crosstime Games 2nd ed by Eric Seaton (2007) Crosstime Games A fantasy genre system. It includes an original fantasy setting, describing the history and geography of a great empire, along with savage creatures of the world. It uses a percentile skill-based system using a single skill-vs-skill action table for all challenges. Character generation uses a limited point-buy system, where you assign separate points for skills and backgrounds. There are no attributes, only a large skill list. Element Masters 1st ed by Kenneth Burridge, Robert Finkbeiner, Kevin Nelson, Brian Pettitt (1982) Escape Ventures 2nd ed (1984) A fantasy-genre RPG, set in a medieval fantasy world ("Vinya") into which aliens are pouring from a interdimensional gate (related to magical transporters which interconnect the continent). It uses a percentile skill-based system. Character creation is primarily random-roll with a few choices. PC's are assumed to be militia with some magic. The 3rd edition, or remake, of this game was published as Gatewar. Elfquest 1st ed by Steve Perrin, Sandy Petersen, Yurek Chodak (1984) Chaosium 2nd ed (1989) A fantasy role-playing game set in the world of the comic series "Elfquest". It uses a variant of Chaosium's Basic Role-Playing system. Elfs

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1st ed by Ron Edwards (2001) Adept Press A humorous mini-RPG poking fun at elf stereotypes in fantasy RPGs. The mechanics are intended to allow for unintentional consequences of PC actions. Illustrated by Jeff Diamond. El-Hazard 1st ed by Jesse Scoble (2001) Guardians of Order An RPG based on the Japanese anime series El-Hazard, directed by Tenchi Muyo! co-creator Hiroki Hayashi. The series details the adventures of high school student Makoto Mizuhara after he is pulled into an alternate dimension, the fantasy world of El-Hazard, where he must battle against an evil insectoid empire. Like other GOO adaptations, the core book includes detailed background on the series. It uses a variant of the Big Eyes, Small Mouth system. Elhendi 1st ed by Risto J. Hieta (1993) ACE-pelit OY A fantasy-genre RPG set on a world dominated by elves. The world also includes humans, dwarves, orcs, bologs (an ogre-like race) and a gnome-like race called kah'jaar. However, the book recommends that the PC's all be elves, who have some unique powers. There are three sub-races of elves: forest, mountain and plains elves. The game is mid- to high fantasy in theme, and rather light-hearted in tone. The system uses 420 range of dice. Elish 1st ed by E. Coltorti, M. Calamita, T. Yamanouchi, V. Castelfranchi (1994) self-published 2nd ed (2000) An Italian-language storytelling fantasy RPG. It is popular and may make an appearance on the German market. The system allows both dice-using and diceless. It also incorporates some live-action elements: casting magic requires learning various hand combinations. Characters creation is based on deriving skills from a developed background (perhaps similar to Hero Wars). Elric! 1st ed by Lynn Willis, Richard Watts, Mark Morrison, Jimmie W. Pursell, Jr., Sam Shirley, Joshua Shaw (1993) Chaosium A dark fantasy role-playing game set in the world of Michael Moorcock's Young Kingdoms series. This is really an edition of Chaosium's Stormbringer with a different name, which was released between 4th and 5th editions. It uses a version of Chaosium's percentile system, Basic Roleplaying, notably with fast character creation and very high skills -- recommending combat skills of 100% or more. Elric of Melnibone 1st ed by Lawrence Whitaker (2007) Mongoose Publishing A dark fantasy role-playing game set in the world of Michael Moorcock's Young Kingdoms series. This is to some degree an edition of Chaosium's Stormbringer with a different name, released after the 5th edition. It uses a variant of the RuneQuest system developed by Mongoose Publishing. Ember Twilight 1st ed by Troy Costisick, Peter Evan, John Gordon, Brian Hagerty (2002) Twilight Press, Inc. A fantasy role-playing game set in an original fantasy world, It uses a percentile skill-based system. Character creation uses a system of many professions -- including warrior, paladin, archer, scout, essence bender, and intercessor. Empire Galactique 1st ed by Francois Nedelec (1984) Robert Laffont, Editor 2nd ed by Francois Nedelec, Jean-Charles Rodriguez, Sylvie Rodriguez (1987) [trade paperback] A French-language space opera RPG, set in a universe of thousand of stars and many alien races. PC's include merchants of "The Hanse", telepath priests, Empire soldiers, and teknorobot engineers. The 2nd edition was published as a mainstream book. The mechanics are based on stat multiplied by 2d6 vs difficulty. Empire of Dust 1st ed by Amy Garcia, Clint Krause (2008) Red Design KNRPG Productions A sci-fi/fantasy role-playing game set on a war-torn desert planet called Osaris, although there are fertile Riverlands. A demonic world-conquerer, Thron, crash-landed in the Xadian capital and killed the King, supported by human legions kept subservient by addiction to Osaris "dust." The Xadians have super-tech including sentient Geara androids along with "Gunknights." There are also native Bruta, and invading space-bugs (Krythids). The game uses the "Epiphany Engine" game system. Resolution uses rolling under attribute on 1d20, and if the roll exactly matches the rating is raised by one (called an epiphany). Empire of Satanis 1st ed by Darrick Dishaw (2005) self-published

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A horror role-playing game, where the characters are fiends which live in a hellish universe called Yidathroth, or visit the human world (known to them as Sha-la). The content is offered free from www.cultofcthulhu.net, but there is also a print-on-demand version. There are fourteen races of fiends -- and all are unfathomably evil, and strive towards godhood through dark magics. It uses a dice-pool system, where resolution is by rolling attribute + skill d6s, and taking the highest -- where sixes are open-ended. Also, once each scene a player can roll 1d6, and if the result is a six, the player can declare a statement to be true in the game. Empire of the Petal Throne 1st ed by M.A.R. Barker (1975) TSR 2nd ed (1983) Gamescience 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. There are three other games set in this world that were published later: Swords & Glory (1983), Gardisayal (1995), and Tekumel (2005). Empires et Dynasties 1st ed by Patrick Durand-Peyrolles (1987) PB Productions 2nd ed (1988) Editions Dragon Radieux A French-language fantasy RPG with a touch of sci-fi. It features playing thru many generations of characters (hence "dynasties"). Empyrea 1st ed by Massimo Bianchini, Mario Pasqualotto (2006) Asterion Press An Italian-language medieval fantasy RPG with a planar setting emphasizing an involved cosmology. It uses a variant of the D20 system used by 3rd edition D&D. Empyrium 1st ed (1996) CRJH A French-language space opera RPG in the mood of the 60s-70s novels by Asimov, Dick and other similar authors. Enchanted Worlds Starter Kit ed by Matthew Rodgers, Daniel Price (2001) New Worlds Gaming This is a fantasy RPG set in an original fantasy world called Unlond. The system is a simple skill-based system, where resolution is by rolling under attribute or skill on 2d8. Character creation is by allocating a pool of attribute points among the 8 attributes and a pool of skill points among the skills. The system includes a brief magic system. The starter kit includes the 32 page rulebook, a 20 page adventure: "Autumn Harvest", a reference card, a full color map, two eight sided dice, and a dice bag. The End 1st ed by Joseph E. Donka (1997) Scapegoat Games A bleak post-biblical-apocalypse RPG, where characters are the survivors of the Rapture whom God has abandoned: the Good being taken to Heaven and the Evil to Hell. Characters are ordinary people in a world where chaos reigns. Endland 1st ed by B.S. Ilktac (2001) Moloch Studios A German-language post-apocalyptic RPG, originally released as a free RPG over the web. The world was devastated long ago, and now five races fight for survival. The equipment ranges from handmade items to "high-tech" gear retrieved from the remnants of the old civilization. It uses a skill-based system, where players roll 1d10 against the sum of an attribute and a skill. Characters have five attributes and a variable number of skills, as well as personality stats such as curiosity, greed or vengefulness. Character creation includes various professions, including unusual ones (whores or jesters). In combat, the attacker has always to select a hit location, which determines the difficulty of the attack. Damage is determined by the weapon's damage class and is subtracted from a character's hit points. Enemy Gods 1st ed by John Wick (2003) Wicked Dead Brewing Company A mythic fantasy game, where players take dual roles of both a mythic Hero and a watchful God. The God guides the Hero and friends through adventures, and as the Heroes' popularity grows, the power of the Gods does as well. The more powerful the Gods become, the more they can aid the Heroes. It uses a narrationfocused 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. Enfer et Damnation

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1st ed (unknown - pre-1990) Casus Belli / Excelsior Publications / Jeux Descartes A French-language horror RPG, where the PC's are dead people sent back from Heaven for missions on Earth. Published in "Jeux et Stratgies" magazine. Enforcers 1st ed by Gary Bernard, Charles Mann, Larry Troth (1987) 21st Century A sci-fi superhero RPG set in 2046 after superpower mutations began arising in 1999. It uses a percentile system. Character creation is random-roll attributes, and point-buy of superpowers and of binary skills. Reviewed in White Wolf #11. En Garde 1st ed by Daryl Hany, Frank Chadwick (1975) GDW 2nd ed (1977) 1st ed (1989) SFC Press A tabletop game of duellists in 17th Century France. As originally published, it is primarily a set of duelling rules with rudimentary rules for membership in regiments and social interaction (carousing). It has been greatly expanded as a PBeM game, however. cf. the En Garde homepage and SFC Press. En Garde 1st ed by Gunilla Jonsson, Mikael Petersn (1988) Ragnarok A Swedish-language RPG of duellists in 17th Century France. Engel 1st (German) ed by Oliver Graute, Oliver Hoffman, Kai Meyer (2001) Feder & Schwert 1st (English) ed (2002) White Wolf A biblical fantasy RPG, set in the 27th century after the Biblical End Times has fallen over the land. The PCs are either "engels" or their human allies -- where engels are essential angels created to battle insectile demons known as the Dreamseed. The original German edition uses a system (the "Arcana" system) using tarot cards, with an emphasis on storytelling. The English edition uses a standalone system based on the D20 System used by 3rd edition D&D. Engels have five new classes, while Humans may be Fighters and Rogues priests of the Angelitic Church tend to be Experts or Aristocrats (the OGL NPC classes). eNIGMA (!"#$%&') 1st ed by Panagiotis "Aiollus" Laskaris, Themis Mpalomenos (2004) Initiative A modern-day Greek-language fantasy RPG, playable either live-action or tabletop. The basic rules also introduce players to the ongoing official campaign, and gives credit in the official campaign currency (10 "talanta"). The PCs are organised in "Brotherhoods", and try to discover the truth behind an unfolding conspiracy. They work for eight ancient Guilds, which assign missions that loosely resemble treasure hunts. The Eight Guilds are: Order of Gaia, Creators' Stage, School of the Occult, Academy of Alchemists, Contract of Merchants, House of Brothers, Caste of the Warriors, and Society of Leaders. The "talanta" are used to buy spells, skills and equipment. Actions are resolved by 1d20 + stat vs difficulty. There is a simple combat system with binary damage -- i.e. whenever you are hit, you are out of the game for as long as this battle lasts. Eon 1st ed by Carl Johan Strm, Marco Behrrman, Krister Sundelin, Ola Nilsson (1996) Neogames AB 2nd ed (2000) 3rd ed by Petter Nallo (2004) A Swedish-language heroic fantasy RPG, set on an original world called Mundana with extensive description. It has versions of many traditional fantasy races including dwarves, elves, tiraker (orcs) and misslor (fairies). The rules system is fairly complex, and includes a magic system with both formulaic and improvised magic. The third edition includes some simplification of the damage system, and splits the core rules into two books (a Player book and a GameMaster book). Eoris Essence RPG 1st ed by David Torres, Alejandro Crdenas, Nicols Acosta (2009) Visions of Essence, LLC A fantasy RPG emphasizing high-quality art in an original world. It uses a dice pool system, rolling a number of d20s equal to skill or attribute, where every result over the target number (base 15) is a success. Each rool includes an additional d20, the "essence die," that modifies success or failure. EPIC Role Playing 1st ed by Chris Organ, Kent Davis (2005) Dark Matter Studios Revised ed by Chris Organ, Kent Davis, Andrew Mertz, Andy Monroe (2007) Dark Matter Studios A fantasy role-playing game set in an original fantasy world, Eslin, centered on the high feudal kingdom of Rullaea along with the Scandanavian-like icy lang of Rimenor and the region of Ursyos-Elkiknon where men are enslaved to by cruel invaders from another dimension -- the seven-foot tall, grey-skinned, mentalist

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Buruk. Action resolution uses 2d10. Character creation uses a life path at the end of which the player selects a profession, guild, lone master, or teacher is chosen from the specific realm of the campaign. EPICS: Deserve to Survive 1st ed by J. Scott Pittman (2000) Dragonslayer Games A universal RPG system, an acronym for "Easy, Player-Initiated Game System". It uses a system of developing characters as you go. Players earn Survival Points for thinking fast, good role-playing and adding detail to their characters during the course of play. The basic game includes a sample setting, "A.N.G.E.L.S.", a modern world where heroes with rare inhuman powers fight against supernatural creatures and government plots. Epiphany 1st ed by Greg Porter (1996) BTRC An Atlantean-age fantasy game using a unique diceless system. Players match against the GM by splitting their stat into fingers of each hand (i.e. stat 5 could be 3 in one hand and 2 in the other, say). This is similar in principle to rock-paper-scissors, but accounts for a range of skills and difficulties. Epoch: Age of Magic 1st ed by Chris Rutkowsky (2001) Basic Action Games A fantasy RPG using a percentile system which mixes pure skill and trade grouping. Skills are grouped under three trades: Warrior, Rogue, and Scholar. Each character designates one trade each as Primary, Secondary, and Tertiary. The priority determines a multiplier: x6 for Primary, x5 for Secondary, and x4 for Tertiary. Action resolution is by adding attribute + skill, multiplying by trade multiplier, adding difficulty modifier, and then rolling under that number on percentile dice. In combat, a hit roll is by a roll modified by targets avoid percentage -- followed by hit location and damage (using d6s) upon success. Character creation is a mix of random-roll and point-buy, where skill points can be used to modify the results of random rolls for race, social class, handedness, and attributes. Remaining skill points are used to buy skills within the three groupings. ERA 1st ed (1999) editore Clinica tbf/multiserver An Italian-language fantasy RPG and combat simulation. The system uses cards in combat to determine the way you attack. It has a web-based expansion dedicated to the videogame "Soul Calibur". Era Ten 1st ed by Joseph Hillmer, George Rahm (1992) Better Games A sci-fi space marine RPG, set in a future where humans and their four alien allies (known as the "Tetra League") have been infected by a "pacification virus." The PC's are rare members of the species who are immune to the virus, and are thus pressed into service as powered-armor marines who defend the league from outside attack. It uses the "Free-style Roleplay" system from Crimson Cutlass, and also comes with extensive guidelines for generating random missions and other scenarios. The Space Gamer magazine published two mini-RPGs based on this: Battle Born (in issue #1) and Guardians of Sol (in issue #5). The PC's gain abilities by downloading capabilities into their spacesuit. Use of these suit skills are the only types of rolls the player makes during game play. Eric Flint's 1632 Resource Guide and Role Playing Game 1st ed by Jonathan M. Thompson (2005) Battlefield Press An role-playing adaptation of the time-traveling novel by Eric Flint, where in May of the year 2000, a sixmile sphere, centered on Grantville, West Virginia, was displaced in space and time to 1631 Germany. The system is a variant of the Action! System from Gold Rush Games. ERPS: Das neue deutsche Rollenspiel 1st ed by Ernst-Joachim Preussler (1995) Edition Ulisses A German-language low-magic fantasy RPG, aimed at beginning roleplayers. The system uses stat + an open-ended d10 roll (on a 10 reroll and add) vs difficulty. Character creation is point-based. The player distributes 4 priority points among 4 fields (2 max): physical, weapons, mental and psi. This defines how easily you can learn skill in those fields. There are 6 attributes (Strength, Skill, Constitution, Knowledge, Charisma, and Psi) and 5 sense values (seeing, hearing, feeling, tasting, smelling). Skill selection is also point-based with fields and attributes making it easier to gain related skills. It also includes a magic system. Das E.R.S.T.E. 1st ed by Ralf Sandfuchs (1997) Harlekin A German-language universal RPG system aimed at beginners: the name means "The First One" and is an acronym for "Beginner's RPG, very easy". It is a small booklet with no character classes, skill lists, or magic systems. Escape from Tentacle City: A Dark Comedy Game of Survival Horror

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1st ed by Willow Palecek (2009) self-published A comedic horror RPG for 4-6 people, with a rotating GM position and a pool of many characters. Each player creates a group of characters from among marginalized members of society within Tentacle City, which is being menaced by giant tentacles. Each player then also creates one character in each of the other groups. The players then take turns setting a scene and acting as GM for the group they created. The Esoterrorists 1st ed by Robin D. Laws (2006) Pelgrane Press A modern-day horror RPG where the PCs are investigators in a secret conspiracy cell, fighting the Esoterrorists -- a loose affiliation of occultists intent on tearing apart reality itself. It uses a new system, called the GUMSHOE rules. 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. Espionage 1st ed by George MacDonald, Steve Peterson (1983) Hero Games A secret agent RPG, using a variant of the 2nd edition Champions rules. This was revised with a new title as Danger International in 1985. Eternal Soldier 1st ed by Chris Arnold, Rob Arnold, Joe Mays (1986) Tai-Gear Simulations A universal system, providing combat rules usable in any genre or time period. It uses a skill-based percentile system, using other polyhedral dice as well. Character creation allows attributes to be generated by several means, with point-bought skills. The rules were later made available free from Tai-Gear's website. Reviewed in White Wolf #9. Etherscope 1st ed by Nigel McClelland, Ben Redmond (2005) Goodman Games A modern fantasy RPG using a variant of the D20 System as found in D20 Modern. It is set in the year 1984 of an alternate history where psychic technology using the ether was discovered in 1874. Modern etherscopes are devices by which human minds could enter Etherspace, a psychic parallel to the Internet. There are many other steampunk and cyberpunk elements, including eugenically-modified humans. The strains include the standard Betas, improved Alphas, ratlike Gammas, doglike Deltas, and horselike Epsilons. In the larger world, there are three superpowers: Britain, America, and Germany's New Reich. Among all, Victorian virtues like social stratification, imperialism, and scientific progress rule unchallenged. The system includes six basic classes (Broker, Combatant, Enginaught, Pursuer, Savant and Scoundrel) and twelve advanced character classes (Cybernaught, Explorer, Tab-Jammer, Thief, Industrialist, Occult Investigator, Program Crater, Scope Rider, Scope Warrior, Spy and Street Mercenary). Everlasting Book of the Unliving ed by Steven Brown (1997) Visionary Games Book of the Light ed (1998) Book of the Spirits ed (1998) Book of the Fantastical ed (2003) A modern-day urban fantasy game, which comes in several parts detailing the "Secret World" of eldritch creatures unseen in everyday life. The fantasy elements are much more traditional than White Wolf's similar series (i.e. based on folklore rather than recent fiction like Anne Rice, neo-paganism, etc.) The shared system uses a pool of d12's (based on attribute) rolled against a target number based on skill and difficulty. The game(s) also have diceless and percentile-die variants. "Book of the Unliving" details Ghuls, Revenants, and Vampires. "Book of the Light" details angels and divinely-inspired humans fighting demons and werewolves. EverQuest Roleplaying Game 1st ed by Steve Wieck (2002) White Wolf A fantasy genre RPG based on the popular multiplayer online computer RPG. It is set on the world of Norrath, inhabited by humans, elves, and dwarves as well as reptilian Iksar and aquatic Kedge. The rules are a variant of the D20 System from 3rd edition D&D, although it does not use the D20 trademark and includes complete character creation and combat rules. Everway 1st ed by Jonathan Tweet (1995) Wizards of the Coast 1.5th ed (1996) Rubicon Games 2nd ed (unknown) Gaslight Press A dimension-hopping fantasy game, using a story-oriented diceless system. The game features a fixed deck of "fortune" cards, similar to a tarot deck, which is used to subjectively influence the GM's resolution. There

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are collectible "image" cards with various original artwork on them, used to inspire character creation and adventure design. Character creation is guided by a set of image card draws, using a loose point-based mechanic to buy attributes, special powers, and magic. There are four attributes: air, earth, fire, and water -with each element representing a side of character ability. Exalted 1st ed by Geoffrey C. Grabowski, Robert Hatch, Ken Cliffe, Richard Thomas, Stephan Wieck, Andrew Bates, Dana Habecker, Sheri M.Johnson, Chris McDonough (2001) White Wolf A fantasy RPG set in a mythic age when the Exalted ruled a vast empire which controls the world. The Exalted are those who can channel Essence for magical powers. It uses a variant of the "Storyteller" dice pool system. Excursion into the Bizarre 1st ed by Wolfgang Trippe, Brian Carlson (1985) Blind Dog Games A tongue-in-cheek cross-genre RPG where some denizens of a fantasy world are carried by "Vorpal Winds" into a strange new world: twentieth century Earth. There are two home dimensions: Oort, a dimension of treasure-obsessed, dungeoneering elves, orcs, and the like; and Chon-Blu, a parallel universe where furries rule the earth. Character creation is by rolling best 4 out of 5d6 for the five attributes (Strength, Constitution, Agility, Intelligence, and Wisdom/Intuition); then dividing 250 points among a set of percentile skills (with a minimum of 5 skills and a maximum of Intelligence/5). The basic game includes a magic system and division of humanity into enemies, allies, and neutrals. Exo, juego de rol e interpretacion de ciencia-ficcion 1st ed by Juan Carlos Herreros Lucas, Raul Lopez Diaz-Ufano, Fernando Ruiz Tapiador Gutierrez, Hugo Wifredo Serrano Ruiz, Javier Sevilla Villafae (2000) Ediciones Sombra A Spanish-language science-fiction RPG in a galaxy with hundred of alien races that fight to survive. The game system uses a single 3d10 roll indicate check, sucess level, location and damage. Expendables 1st ed by L. Lee Cerny, Walter H. Mytczenskyj, Michael A. Thomas (1987) Stellar Games A spacefaring sci-fi RPG, where PC's are explorers hired to find new planets to be exploited by the monolithic company they work for. There is not much background except for extensive equipment lists. Character creation is class-based with random-roll attributes and point-buy skills (assigned a number of dice to different skills). Advancement is level-based. Reviewed in White Wolf #10. Exquisite Replicas 1st ed by Lee Foster, Monica Valentinelli, John R. Phythyon Jr., Werner Hager, Todd Cash (2008) Abstract Nova Entertainment A modern-day horror game set in a world where people and things are being replaced by mysterious duplicates. The player characters are people who have joined the Anonymous -- a loose movement maskwearing rebels that is set on destroying the replicas and attempting to return the real versions to this world. Character creation is limited point- based, by declaring priority between physical attributes, mental attributes, occupation, and advantages. Characters are also rated in three psychological areas: Paranoia, Violence, and Immorality. It uses a dice pool system, rolling a number of d10s equal to attribute plus skill, where each result of "1" gives one success, each result of "2" gives two successes, and all other results are ignored. The Extraordinary Adventures of Baron Munchausen 1st ed by Baron Munchausen, James Wallis (1998) Hogshead Games 1st ed (2008) Magnum Opus Press A storytelling game, part of a series of new games that are innovative, short (typically 16 pages), and quickto-play(1 hour or less). The characters are 18th century nobles outrageously boasting of their accomplishments. Extreme Vengeance 1st ed by Tony Lee (1997) Archangel A highly cinematic action-movie game where players take the role of type-case actors in action movies. The game, in theory, allows the gamemaster to move the characters into any type of action movie. Characters are designed by combining a Descriptor and a Designator, which gives two attributes: Guts and Coincidence, along with ads ("Repertoires") and disads ("No-Goods"). It uses a simple dice-pool system, totalling a number of d6's based on attribute, modified by how exciting the GM rates the action. There are two supplements: a sourcebook titled "Maximum Damage" and a trilogy of adventures titled "Die and Die Again". F20 Gamers against Cancer Edition ed by Timothy Jones (2004) Flying Mice LLC Chine Games

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A brief (24 page) generic game system using a variation of the D20 Modern SRD. Action resolution is Stat + Skill + 1d20. Character creation is open point-based. Fabula 1st ed by Tomas Mrkrid (1999) Cappelen A fantasy-genre RPG a generic background and a simple, straightforward system. Its web supplement, "Ulvetid", however, is recommended for adults and advanced players, and has more psychological depths, sex and grimness. cf. the official website. Fading Suns 1st ed by Bill Bridges, Andrew Greenberg (1996) Holistic Design 2nd ed (1999) A dark-ages sci-fi game set in a decaying empire where technology is distrusted, dominated by the Universal Church. The system is based on rolling a d20 under attribute+skill, where degree of success is determined by the "blackjack" method (i.e. your actual roll equals your success level, unless you fail). Fae Noir 1st ed by Justin Bow (2007) Green Fairy Games A role-playing game set in an alternate version of America in the 1920s, with the addition of magic and fae beings -- elves, trolls, and so forth. Faery's Tale 1st ed by Patrick Sweeney, Sandy Antunes, Christina Stiles, Robin Laws (2006) Firefly Games Deluxe ed (2007) Firefly Games An RPG aimed at young children about playing faeries in the enchanted forest of Brightwood, a mythic medieval setting. The PCs are one of four types of faery: Pixies, Brownies, Sprites, or Pookas. It uses a dice pool system, rolling a number of d6s equal to the appropriate attribute, where even numbers are a success, and a "6" allows you to roll an additional die. Players may also spend Essence Points for successes as well as magical effects or others. Character creation is by picking a type of faery, distributing 9 points among the three attributes (Body, Mind, and Spirit), and spending points on Gifts. Fallen Alliance 1st ed (1999) Nebula A spacefaring sci-fi RPG, set in the distant future 75 years after the great Alliance has broken down. The Frontier (a large section of the galaxy opposite from Earth) is a wild place where pockets of civilization are separated by parsecs of chaos. There are 10 races. It uses a skill-based system (the "ROPE" system) with hundreds of skills. Character creation is point-based. Familiars 1st ed by Andrea Sfiligoi (2007) Ganesha Games A simple, fast fantasy RPG where the player characters are magical animals working for a powerful wizard. Character creation includes choosing from among 14 character types (cats, bats, dogs, magpies, ravens, doves, mice, shrews, lizards, homunculi, owls, rabbits, snakes and toads); and selecting from among 40 magical powers. The core book also contains an introductory adventure. Fanhunter 1st ed by Chemapamundi, Cels Piol (1993) Fasas Wagon Fasas Wagon Gusa Comics Inc 2nd ed (1994) Devir Iberia Devir Iberia Gusa Comics Inc A humorous Spanish-language science fiction RPG, based on the comic "Fanhunter" by Cels Piol. It is set in the year 2008 of a world where comic-books, wargames, TV series, and Terry Pratchet have all been banned by "Pope Alejo I". He is a mad bookseller who has conquered all Europe, believing he is possessed by the ghost of Phillip K. Dick. He has issued repression troops, the "Fanhunter", who are responsible for chasing down and destroying rebel forces. The PC's are rebels -- a dispersed and unorganized group of fans, rolegamers, and inept superheroes. Fantasia 1st ed by Matt deMille (2001) New Dimension Games Revised ed (2003) A traditional fantasy RPG set in an typical medieval fantasy world populated by men, elves, dwarves, and halfmen. It has varying core mechanics. For example, some actions use stats + 1d20 vs Difficulty, while ability checks use stat + 1d6 vs a Difficulty of 10, 15, or 20. Character creation is class-based, with levelbased advancement. Human characters have classes Barbarian, Cavalier, Charlatan, Cleric, Druid, Holy Man, Mystic, Necromancer, Nomad, Paladin, Ranger, Sorcerer, Thief, Viking, Warrior, Wizard or Woodsman. Elves have classes: Animist, Champion, Shadow, Strider or Swordmaster. Dwarves have classes: Elder, Glandran or Urudar. Halfmen have classes: Bard, Burglar, Highman, Scout or Sherriff. There is also a "Story Point" mechanic, with points given to the player which remains even if the character dies.

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Fantasy Craft 1st ed by Alex Flagg, Scott Gearin, Patrick Kapera (2009) Crafty Games Studio 2 Publishing A fantasy game derived from Spycraft 2.0, a variant of the D20 System used by third edition Dungeons & Dragons. It redefines core classes as assassin, burglar, courtier, captain, explorer, keeper, lancer, mage, priest, sage, scout, and soldier. Each class has a single "core ability," and characters select a talent (special ability) and specialty (extra feat) in addition to race and class. The combat uses a version of vitality and wound points, as well as Action Dice - which are used to confirm critical hits, activate special abilities, and boost die rolls. Fantasy Earth 1st ed by Michael C. Zody (1995) Zody A traditional fantasy-genre RPG, emphasizing realism. It uses a complex and somewhat math-intensive system. Skill rolls are skill + 1d10 vs difficulty, while combat uses 2d10. Character creation uses randomroll attributes (14 attributes rolled by 3d10/3) and classes (warrior, ranger, burglar, sorcerer, shaman, cleric) as modifiers to point-bought skills. Fantasy Hero 1st ed by Steve Peterson (1985) Hero Games 4th ed by Rob Bell et al. (1990) A generic fantasy-genre RPG using the 3rd edition Champions system. It includes the full powers metasystem, used for designing magic spells (including only a short list of 15 predesigned spells). No background is included, but it has a short introductory adventure. The newer Fantasy Hero book is a supplement for 4th edition HERO rather than a stand-alone game: it is 60% larger (256 pages) and includes no core rules. Fantasy Imperium 1st ed by Mark O'Bannon (2006) Shadowstar Games A fantasy RPG set in medieval Europe, in the default year 1121 A.D. It uses a percentile skill-based system (roll under stat or skill on 1d100). Fantasy Legend 1st ed by William F. Lorenz, Mike Katzenberger (1998) Black Knight Games A medieval fantasy-genre RPG and miniatures system. Advances for both miniatures and role-playing use "promotion points" based on accomplishments, used to buy advances. It is set on the world of Faldor, populated by ten races including Humans, Dwarves, Elves, and reptilian Gar, goblin-like N'Tak, orc-like N'Tal, rat-like Verminion, Sea Elves, and Skeletons. Resolution uses a single d10 roll, that are converted usinga universal chart to results. The miniature rules resolve in a single roll of for unit vs. unit. It includes a magic system with around 40 spells. The Fantasy Trip Melee ed by Steve Jackson, Howard Thomson (1977) Metagaming Wizard ed (1978) In The Labyrinth ed (1980) This was originally a series of two compatible pocket-sized games of combat and dungeon exploration, only nominally role-playing. They are notable as precursors to Steve Jackson's GURPS and other games. Actions are resolved by rolling 3d6 under 1 of 3 attributes: Strength (ST), Dexterity (DX), and Intelligence (IQ). There are no skills in the basic game. Character creation is point-based: distribute 8 points to raise attributes above base. "Into the Labyrinth" adds advanced rules, including binary skills, more complex point-buy options, and an optional critical hit location chart for hit rolls of 3-7. The advanced system has two classes: hero and wizard, extended from the character generation in Melee and Wizard. There are also advanced rules for targeting specific locations, at a DX penalty. Fantasy Wargaming 1st ed by Bruce Galloway, Mike Hodson-Smith, Nick Lowe, Bruce Quarrie, Paul Sturman (1982) Stein and Day A medieval fantasy-genre RPG. Over half of the book is dedicated to describing the medieval period and folklore in great detail, and the rules reflect this. There is a lot of medieval authenticity, such as the importance put on astrology and the Christian church. The system is complex and table-driven, comparing stat+modifiers with a percentile roll for a result. There is no universal mechanic. Character creation is based on astrological sign and a random number of points. Each character has 3 experience levels: Combat, Religious, and Magical. The Farm 1st ed by Jared A. Sorensen (2004) Memento Mori Theatricks An electronically-published game "of hunger and horror", previewed in the Halloween 2004 issue of

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Daedalus magazine. The PCs were captured and brought to a place called only "The Farm" so they may eventually be slaughtered and eaten by a mysterious group of people called the Headmasters. They are trying to escape, obviously. It uses a simple dice-pool system which allows pooling and sharing of dice. There are two stats (Stamina and Psyche) which average 4 and determine the number of six-sided dice you roll. There are six skills, each of which has an individually-assigned number. Rolling a number of d6s equal to your stat, you get successes equal to those which roll exactly the assigned skill number. An assigned leader may be given dice, and hand out appropriate numbers to those who need them within certain limits. There are rules for strain and torture as well as combat. Farscape 1st ed by Ken Carpenter, Keith R. A. DeCandido, Gavin Downing, Lee Hammock, Kelly Hill, Christina Kamnikar, Rob Vaux (2002) Alderac Entertainment Group A spacefaring RPG based on the U.S. televisions series. The rules are a variant of the D20 System from 3rd edition D&D. Complete rules are not provided: basic rules for character creation, combat, and advancement refer to the D&D Players Handbook. Far West 1st ed by Dao Prez, scar Daz (1994) M+D Editores A Spanish-language RPG set in the American wild west. It has three attributes (STR, DEX, CON) along with percentile skills similar to Call of Cthulhu. Fastlane: Everything, All The Time 1st ed by Alexander Cherry (2004) Twisted Confessions An RPG system based on the use of a roulette wheel (with an alternative mechanic using d6s). It has no setting, but rather a meta-genre. It is about characters prone to indulgence, consumption, diversion, and amusement. Players have a bank of casino chips which they bet on the wheel over conflicts. Winning not only lets you succeed in the conflict, but can allow you to narrate the results of your success by spending extra. Character creation is by design. Each character has five Facets: people, assets, nerve, guile, and sobriety. Each Facet also has a Style descriptor. In addition, characters have motivations and favors. Fates Worse than Death 1st ed by Brian St.Claire-King (2003) Vajra Enterprises A post-apocalyptic/cyberpunk RPG, subtitled "Suspense Horror and Hope in 2080 on the streets of Manhattan". It is set on Manhattan island in 2080, which is largely deserted with 50,000 inhabitants. Gangs draw lines and protect their own, existing because besides welfare, there is little the government does to protect human rights. Most are afraid to venture to the streets, and live as shut ins, playing in VR rather than living. It uses a detailed skill-based system, the "Organic Rule Components" system. Character creation uses classes and limited point buy. In order, the players chooses personality traits and worldviews, splits 80 points between eight attributes, chooses from amont 46 classes, and split 100 points among skills (with costs based on class). Action resolution is attribute + skill + 1d20 vs difficulty. It has a detailed combat system with maneuvers and three Health attributes: Blood, Body, and Incapacity. Frie 1st ed by Philippe Mercier (1985) Les Elfes A French-language fantasy RPG. Written by one of the creators of the Lgendes system. Feng Shui 1st ed by Robin D. Laws (1996) Daedalus Games 2nd ed (1999) Atlas Games A (mainly) modern-day action-movie genre game, taking after Hong Kong action films with wild martial arts, magic, and other strangeness. It uses a simple system of skill+1d6-1d6 vs difficulty. Combat is emphasized, which works on an action point (or "shot") system. Unusually, there are full character creation rules. Instead, there only are a set of tailorable archetypes which fit the genre. Fiasco 1st ed by Jason Morningstar (2009) Bully Pulpit Games A GM-less game of modern-day criminal action for 3-5 players, designed to be played in a few hours with no preparation. It is intended to emulate cinematic tales of small time capers gone disastrously wrong - inspired by films by the Coen brothers including Blood Simple, Fargo, Burn After Reading, and A Simple Plan along with others like The Way of the Gun. There are four settings: Main St (a nice southern town); Boomtown (a wild west mining); Tales From Suburbia (a suburban community); and The Ice (McMurdo Station, Antarctica). Each setting includes lists of Relationships, Needs, Objects, and Locations - in six categories with six elements. Each player brings 4 six-sided dice: two white and two black, which are pooled in the center of the table. The players take dice from the pool to define elements of their characters and to determine scene outcomes. On a player's turn, the player may decide to set up the scene (framing it), and let

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the group determine the outcome (good or bad), or the player can allow the group to frame the scene, and the player can determine the outcome. Field Guide to Encounters 1st ed (1982) Judges Guild A science fantasy RPG, using a class-based and level-based system similar to D&D, published as a two-book set. The first book covers character creation, which is mostly a huge list of classes and races. The second book is a collection of monsters. The options provided range from traditional fantasy to the bizarre (Attack Blink Cows, or the Acupuncturist class). Fifth Cycle 1st ed by Robert Bartels (1990) Shield Laminating A fantasy RPG set on the world of "Dolphinis", which is at a point in history where the long-lost art of magic is returning to the world. The first cycle was the era of creation. The second cycle was an era of magic. The third cycle was dominated by Tyrant Mages which created elves, dwarves, lizardmen, and dogmen along with subhumans including trolls and goblins. The fourth cycle was an era when all magic was shunned. The system handles character creation by selecting a profession and then picking skills within that profession. It includes a central magic system which is point-based. Reviewed in White Wolf #29. Fighting Fantasy Fighting Fantasy ed by Ian Livingstone, Steve Jackson (1984) Penguin Books Dungeoneer ed by Marc Gascoigne, Pete Tamlyn (1989) A traditional fantasy-genre wargame and RPG, published as a series of books aimed at beginners. It is primarily a solo adventure book series of fighting orcs, dragons, zombies, and vampires. The role-playing rules (i.e. guidelines for creating your own adventures) were in "Fighting Fantasy". This has 3 attributes: Skill, Stamina, and Luck. The rules were expanded in "Dungeoneer". Note that this "Steve Jackson" (UK author) is unrelated to "Steve Jackson" (US author, head of Steve Jackson Games). cf. the official website. I Figli Dell'Olocausto 1st ed by Andrea Cortellazzi (1990) Black-Out An Italian-language post-atomic-apocalypse RPG set in Italy, using a detailed set of rules. Fireborn 1st ed by Rob Vaughn (2004) Fantasy Flight Games A modern fantasy RPG set in the near-future where the PCs are human reincarnations of dragons. It is set about 10 years in the future in London, where over the past year magic has come out into public knowledge. It also supports flashback sequences to when the PCs were true dragons back during the mythic age. It uses a d6 dice pool system similar to Shadowrun. A Fistful of Dice 1st ed by Judas I. Zeh (2002) Azathot LLC A universal RPG system, using a dice pool system. Action resolution is by rolling d6's equal to your talent and comparing the total vs difficulty. There are modifiers in extra dice which are not kept (i.e. +2 modifier on 3d6 means roll 5d6 and keep the best 3). Flash Gordon and the Warriors of Mongo 1st ed by Lin Carter, Scott Bizar (1977) FGU A game which handles the Flash Gordon story as a sequence of programmed choices, similar to a "ChooseYour-Own-Adventure" book -- billed as a "game of schematic role-playing". Each player takes on the role of an Earthling who has landed by rocket on the planet Mongo, and attempts to be the first group to reach Mingo City and defeat Ming the Merciless. There is no GM. Instead, they consult the rulebook for description of the challenges faced at each region of Mongo: such as the Cave Kingdom, Frigia, or the Fiery Desert. Characters are defined by four attributes: Physical Strength and Stamina, Combat Skill, Charisma/Attractiveness, and Scientific Aptitude. Each is determined by rolling three "average dice" (sixsided dice with values 2,3,3,4,4,5). Flashing Blades 1st ed by Mark Pettigrew (1984) FGU A swashbuckling combat system and RPG, set in 17th century France: the time of the musketeers. It emphasizes both combat and social status. The duelling system is naturally rather complex and involved. Character creation is random-roll attributes and point-bought skills (modified by class: Rogue, Gentleman, Soldier, or Nobleman) and profession. FlipQuest Quest for the Princess' Crystal ed by Rolando Mei (2001) Shadowcraft Imaging Group A collectible card game with some role-playing elements, where you build the game board as you play.

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There are square tiles for locations, characters, monsters, and treasure. It has some resolution using d6s. A Flower for Mara 1st ed by Seth Ben-Ezra (2008) Dark Omen Games A live-action improvisational game with pregenerated characters, billed as "an improvisational play about death, loss, grief, and hope." The player characters are family members grieving a relative, Mara, who just died suddenly and unexpectedly - and play proceeds in a number of scenes for each season of the year following her death. The game uses a Director/GM role as well as a special role for Mara's spirit, along with player roles for up to six of Mara's immediate family. Character creation includes picking one of six relationship types (devoted/ competitive/ respectful/ bitter/ subordinate/ detached), as well as picking a personal grief or regret of the player to bring into the game. The moment that a character lets go of their regret for Mara, the player gives an out-of-character soliloquy about that grief or regret while placing a flower on the grave. There are no numbers or mechanics for resolution, though there are rules for the bounds and requirements of scenes. ForeSight 1st ed by Tonio Loewald (1986) self-published A sci-fi RPG system. It uses a percentile system similar to James Bond 007. A simplified version of the original rules is now available free. Forge: Out of Chaos 1st ed by Mark Kibbe (1998) Basement Games A traditional fantasy-genre RPG, using a class and level-based system with skills. Forgotten Futures 1st ed by Marcus L. Rowland (1999) Heliograph, Inc. A Victorian adventure RPG based on early science fiction writings: not only Jules Verne, but also "forgotten" sci-fi works such s George Griffith and Rudyard Kiplings. This appeared as a shareware download on the Internet for several years, and later was published in print. Although the rules are cheaply downloadable, the core rulebook is 151 pages - illustrated with an index. It uses a rules-lite system with 3 attributes and broad skills. There are both printed and downloadable supplements on various early sci-fi works. cf. the official website. The Forgotten Hunt 1st ed by John Josten (1996) Board Enterprises A modern dinosaur-hunting RPG where living dinosaurs have been rediscovered. Modern scientists are racing to study the creatures, both in their native environments and in their labs, but hunters and adventurers are the main focus. It was apparently released in a Limited Edition as a three-ring binder at GenCon in 1996. Forward... To Adventure! 1st ed by The RPG Pundit (2007) Flying Mice LLC A medieval fantasy RPG focusing on tactical play in dungeons, drawing from the original Dungeons & Dragons game, as well as some derivatives like Nethack. Fox Magic 1st ed by Christopher La Haise, Catherine Prickett, Lev Lafayette (2009) Fool's Moon Entertainment A historical fantasy/horror game where the player characters are various breeds of kitsune - Japanese shapeshifting fox creatures. A character's number of tails indicates their relative success, experience, and ability. Character creation is limited point buy, with number of tails indicated number of attribute points and number of abilities picked. The four attributes are Cunning, Skill, Spirit and Wisdom. In the system, players take temporary control of the narrative until challenged by the GM or another player. Challenges are resolved by a d12 dice pool, rolling a number of d12s equal to the appropriate attribute modified by Opportunities, Complications, and Conditions. Any result of 7 or higher indicates general success, with degrees of success determined for each die. On failure, the challenger takes control ("Tempo"). The basic game includes a summary of Japanese geography, history, and culture - including details on mythology and other magical creatures. Frankenstein Faktoria 1st ed by Joe Abracadabra (2000) Portal 1st Spanish ed (2001) Edge Entertainment A Polish-language horror RPG, whose title translates as "Frankenstein Factory". The PC's are creations of doctor Frankenstein, made up with many different body parts. Freaks and Friendlies 1st ed by Denton R. Elliot (1986) Doc's Games A post-apocalyptic mini-RPG featuring the usual assortment of mutants and other beasts and includes rules

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covering both psionics and magic. Freedom Fighters 1st ed by J. Andrew Keith (1986) FGU A modern military RPG about guerillas taking back America from invaders, subtitled "North America Invaded!". The game presents two options: either Russian or space-alien invaders. The core rules are broken into two books: "The Character" (96 pp) and "The Resistance" (80 pp). The boxed set also includes a 32page booklet of character creation charts & tables, screen, character sheet, a sample adventure called "The Errant Knight Gambit" (pamphlet 8 pp), Stan Johansen Miniatures (pamplet ad for miniatures), a pin with the Freedom Fighters logo. FreeMarket 1st ed by Luke Crane, Jared Sorensen (2010) self-published A transhumanist RPG set on a space station three and a half kilometers wide with a population just over eighty thousand. The PCs are members of MRCZs - ad hoc groups formed for specific purposes. Frenzy 1st ed by William E. Worthey, Gregor Hutton, William E. Worthey (1995) Venture Press A small-press universal role-playing and skirmish wargaming system. It included a sci-fi setting ("Stone Killers") and a modern US setting ("Crime Story"). It uses a special percentile system, the "Reverse Roll", where the ones die determines success, and the full percentile roll determines level of success. Character creation is limited point-based, with points for the six main attributes and separate points for the binary skills. The basic rulebook included two sample scenarios, one for each setting. Fringeworthy 1st ed by Richard Tucholka (1981) Tri-Tac Games 2nd ed (1984) 3rd ed (1990) A near-future interdimensional sci-fi RPG. In 2008 an interdimensional portal is found in Antartica, and U.N. teams are sent to explore these other dimensions -- consisting of those elite capable of crossing the interdimensional "fringes". It uses a variant of the Tri-Tac system: a percentile skill system. Character creation is random-roll attributes, skills are generated by assigning dice to them. Advancement is levelbased, giving extra hit points and raising skills. Frontier Zone 1st ed by Stuart Lynn Sexton (2006) self-published A space-faring science fiction RPG, set in the 22nd century in the United Systems Alliance Frontier Zone. The Zone is only lightly patrolled by the United Systems Navy, whose seven fleets are spread very thinly. Rival powers include the Mordum Hegemony and the Shardon Empire. It uses a simple skill-based system. Resolution is based on 1d6 + skill versus difficulty, with die rolls open-ending on a "1" or a "6" result. Character creation is limited point-based, including choosing a race, modifying attributes by spending Bonus Points, and choosing up to three profession templates. FSpace RPG 1st ed by Martin Rait (1991) FSpace Publications KAPCON Edition ed (1995) SpaceRPG Concise Rulebook v4.0 ed (2001) SpaceRPG Concise Rulebook v4.2 ed (2008) A space-opera RPG, in a background set in the late 22nd century, where humanity and others are defending themselves against the expansion of the Stotatl Empire and other menaces. The original edition was titled the "Federation Science Fiction Roleplaying Game Rulebook", later known as the "Fed RPG". The name was changed to FSpaceRPG since most testing players refered to the game as "FED Space". The concise rulebooks (v4.0 and v4.2) and a range of supplements are available in hardcopy, as ebooks or on CDROM. FTL:2448 1st ed by Richard Tucholka (1982) Tri-Tac Games 2nd ed (1985) 3rd ed (1990) A space-opera RPG, set in a far-flung alliance on the edge of war. On one side is the Hagonni Empire, on the other is humanity and its numerous allies (the "ISCO"). It includes 28 alien races plus humans, uplifted animals, and androids. The system is a fairly complex percentile skill system, based on Fringeworthy. FTL Now 1st ed by clash bowley (2006) Flying Mice LLC A modern-day sci-fi RPG made as a sequel to the Cold Space game. FTL Now is set between the end of the Soviet Union in 1990 and 2006. The background is a parallel history, including an attack on 9/11/2001

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when terrorists directed a comet into New York City that resulted in an interstellar War on Terror. FUDGE 1st ed by Steffan O'Sullivan (1995) Grey Ghost Press Expanded Edition ed (2000) 10th Anniversary Edition ed (2005) A free-form, generic, minimalist role-playing "engine". At times, this is intentionally more of a "how to design an RPG" guide than a pre-made game. There are no fixed attributes or skills, and multiple options are provided for almost everything. There are sample psionics, magic, and clerical magic systems provided with the core rules. The Expanded Edition provides a pre-determined fantasy role-playing game with fixed attributes, skills, and new magic system. The Anniversary Edition provides a host of other pre-made and/or optional systems: a new magic system ("Degrees of Magic"), superhero rules, cybernetics, netrunning, vehicles, dogfighting, detailed weapons, and two alternate martial arts systems. Fuerze Delta 1st ed by Jorge Barqun (1991) Miraguano A Spanish-language science-fiction RPG. It is set in the 22nd century, where humanity is part of an unstable alliance of members from five species with space travel technology. The political fight for the authority is fierce. There is an institution that takes charge of peace and balance between species, the Guiding Council, but it barely has official influence. The PCs are members of Fuerza Delta, the Council's secret side. Its mission is to keep the peace whatever the cost. Full Light Full Steam 1st ed by Joshua BishopRoby (2006) Kallisti Press A steampunk RPG set in a parallel history where the solar system is being explored in Victorian times using spaceships with solar-powered steam engines and clockwork computers (analytic engines). All of Venus, Mars, Mercury, Vulcan, and the Belt include habitable areas. The British Astronomical Navy is the dominant military force in space, though many countries operate solar steamers. It uses a custom system. Resolution uses rolling 4d6 and taking higher or lower dice depending on the attribute level. There are six attributes (Acumen, Brawn, Coordination, Intellect, Leadership, and Savoir-Faire) and thirty skills. Characters also have "thematic batteries" - which are freeform player-chosen descriptors like "Competitive," "Gentleman," or "Inquisitive." A thematic battery can give a bonus to a related roll, but only if it has been charged by taking a voluntary penalty on a related roll. So a player can get benefit from "Competitive" only if they experienced problems from that earlier. There is also a system for tracking spotlight time in scenes by passing a note ("Scrip") that players write on when they have a scene - also used for experience. Furry Outlaws 1st ed by Lise Breakey, Bruce Thomas (1994) Furry Games An RPG set in an alternate 12th century England where anthropomorphic animals act the Robin Hood myth. It uses the "Halogen System" - a percentile skill-based system shared by the game Furry Pirates. The game includes a magic system as well as stats for key characters including Sir Guy of Gisbourne (a rottweiler), Richard Lionheart and Prince John (lions), The Sheriff of Nottingham (a boar), and the Bishop of Ely (a horse). The cover is a parody of the 1991 film Robin Hood: Prince of Thieves, with an anthropomorphic fox preparing to fire a flaming arrow. Furry Pirates 1st ed by Lise Breakey, Bruce Thomas (1999) Atlas Games An RPG of anthropomorphic animals sailing the high seas as pirates in a quasi-historical environment. It has an alternate history similar to our own, but with twists to suit the anthropomorphic animals and the dose of added magic. It uses the "Halogen" system, a percentile skill-based system. In combat, the attacker has a skill level which is added to the defender's skill level to generate a score which the attacker must beat (i.e. lower attack score is better). Fusion 1st ed by Palle Schmidt, Malik Hyltoft (2000) Hst and Sn A Danish-language science fiction RPG, set in Denmark in 2012 of a dark future. In the year 2007 a new "self-protection" act gives over much power to private citizens. The PCs are all private detectives belonging to the same firm, which is left to the GM to define. The background is focused on the Danish capital of Copenhagen, where most of the action occurs. It uses a simple dice-pool system, where you roll d6's equal to attribute + skill (both rating 1 to 6). Any roll of 6 gives you a success, but if you roll more 1s than you have in either skill or ability, you get a fiasco. Note that it is possible to get both a success and a fiasco. Future Worlds 1st ed by Patrick Lester (1987) Stellar Gaming Workhop A spacefaring science fantasy RPG, set in the far future which has both an interstellar society and magic-

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using "Mystics". Fuzion 1st ed by "The Fuzion group" (1997) R Talsorian A universal system which fuses R Talsorian's "Interlock" system with Hero Games "HERO" system (from Champions). The core system is available for free download. It has not been released in print as a universal RPG, but the rules are included in numerous printed games including Champions: The New Millenium, Sengoku, and other games. It uses attribute + skill + 3d6 vs difficulty. Character creation is by limited point buy ("characteristic points", "option points", and "power points"). "Instant Fuzion" is a simplified version of the Fuzion system used by the Usagi Yojimbo and Dragonball Z games. cf the official website. Fvlminata: Armed with Lightning 1st ed by Jason E. Roberts, Michael S. Miller (2001) Thyrsus 2nd ed (2002) An RPG set in an alternate history where the Romans discovered gunpowder. It is set in AD 248. The divergence point is in AD 79 when Aufidius Caelus and Pliny the Younger survive the eruption of Pompeii by visiting the Misenum shore, and Caelus then devotes his life to pursuing the secret of volcanic power. It uses an original system which includes a magic system based on Roman superstition. Gallia 1st ed by Ferenc Somli (1996) self-published A humorous Hungarian-language RPG. Gamma World 1st ed by James M. Ward, Gary Jaquet (1978) TSR 2nd ed by James M. Ward, James Ritchie, Gary Jaquet (1983) 3rd ed (1986) 4th ed by Bruce Nesmith, James M. Ward (1992) D&D ed by Richard Baker, Bruce R. Cordell (2010) A strange post-nuclear-apocalypse sci-fi game where mutants (both human and animal) and ultra-tech gadgets abound. It uses a system similar to AD&D, with 1d20 roll under a chart result for combat, and percentile rolls against attribute*factor. Character creation is random-roll attributes and mutations (there are no skills). The 3rd edition used an unrelated set of mechanics, similar to Marvel Superheroes, but this was abandoned for 4th edition. A Gamma World supplement was later published for the Alternity system. In 2010, a standalone game was published using the 4th edition Dungeons & Dragons rules, entitled the "D&D Gamma World Roleplaying Game." Ganakagok: A Mythopoetic Roleplaying Game 1st ed by Bill White (2009) Consensus Games A fantasy RPG inspired by Inuit mythology, where the player characters are members of a tribe that lives on an island of ice in an eternally dark world. Play centers on how the tribe deals with the coming of the first Dawn and the changes it brings. Play involves the use of a special deck of tarot-like cards to generate situation, prompt narration, and inspire characters. Gangbusters 1st ed by Mark Acres, Rick Krebs, Tom Moldvay (1982) TSR 3rd ed by Scott Haring (1990) A police/gangster RPG set in the "Roaring '20s", with characters as private eyes, city cops, prohibition agents, reporters, or gangsters. The game encouraged players to pursue their individual goals rather than operate as a unified party. For example, a gangster character's goal might be to hold up a bank, while a policeman character would try to stop him -- and a journalist might tag along with the cop to cover the story, but wouldn't want to interfere either way. There were five 32-page adventure modules published from 1982-1984: "Trouble Brewing" (fictional 'Lakefront City' setting), "Murder in Harmony" by Mark Acres (a murder whodunnit set at a high-class party), "Death on the Docks" by Mark Acres (gang war over control of the Lakefront CIty dockworker's union) "The Vanishing Investigator" (protecting a witness in a trial involving organized crime), and "Death in Spades" by Tracy Raye Hickman (a murder mystery with a random plot and ending based on draws from a deck of cards). Gangster! 1st ed by Nick Marinacci, Pete Petrone (1979) FGU An organized crime RPG covering from 1900 to the present, which allows both criminal and police PC's. It is co-designed by a former New York policeman, and includes details on criminals, forensics, legal issues, etc. The system is skill-based, with six attributes and lists of various police and criminal skills. The combat system uses multiple tables.

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Gardasiyal 1st ed by M.A.R. Barker, Neil R. Cauley (1995) TOME A non-traditional fantasy game set on a unique alien world called "Tekumel", with strong Hindu and Aztec flavor rather than European. The setting was previously published in two games, Empire of the Petal Throne (1975) and the imcomplete Swords & Glory (1983). In this game, the rules were wholly rewritten by Neil Cauley. It uses a percentile system where the base chance of success is 70% and the die roll is modified by (+difficulty) and (-skill). There is also another game set in the same world published by Guardians of Order in 2005, Tekumel. Gatecrasher 1st ed by Michael W. Lucas, N. Taylor Blanchard (1993) Grey Ghost Press 2nd ed (1996) A light-hearted science fantasy RPG, in a world where a 22nd-century prospector discovered an ancient transdimensional gate on one of Jupiter's moons, and let Magic back into the world, including dragons, angels, demons, elves, dwarves, etc. The 1st edition has its own rules, while the 2nd edition uses FUDGE rules as a base, with considerable world-specific character creation rules. GateWar: Believable Fantasy Role-Playing in the World of Vinya 1st ed by Kenneth Burridge, Robert Finkbeiner, Kevin Nelson, Brian Pettitt (1994) Escape Ventures, Inc. A fantasy-genre RPG set in the world of Vinya, first introduced in Element Masters. The genre is traditional fantasy with a myriad of strange monsters, more light-hearted than "dark". It uses a percentile skill system: roll under skill times difficulty multiplier on percentile dice. Results are often table-driven, including specific hitpoint tables included for each creature type. Character creation is random-roll attributes and point-bought skills. Gear Krieg RPG 1st ed by James Maliszewski, Gene Marcil, Stphane I. Matis, Marc-Alexandre Vzina (2001) Dream Pod 9 A two-fisted pulp action RPG, set in an alternate history's 1941 where weird Nazi science has produced walking tanks and other oddities. It uses a more pulp-oriented variant of the "Silhouette" system: a simple dice pool system: roll dice (d6's) equal to skill and take the best, and add attribute (-3 to +3). Geiger Counter: Cooperative Survival Horror Beta ed by Jonathan Walton (2008) Bleeding Play A GMless cooperative survival horror RPG designed to emulate movies in which most of the main characters eventually die such as Alien or Scream, and perform well in single-session play. It is recommended for 5-7 players. It uses a narrative-focused d6 dice pool system, where there is a pool of dice for all the players and for each character, and one pool associated with the Menace (i.e. the defined threat central to the movie). Gemini RPG 1st ed by Johan Sjoberg (1999) Cell Entertainment A dark fantasy-genre RPG, originally Swedish-language but also published in English. It is set in a medieval fantasy world where an ancient darkness threatens the land. The world features elven, dwarven, and human kingdoms along with an alternate Church, complete with Knights Templar. cf. the Gemini intro page. Genesis RPG 1st ed by Kevin D. Clarke, Noel W. Clarke (1986) Inkeptum Ultra Visio 2nd ed (1990) A space-faring science fiction RPG, from a small Canadian press. It is set in 2139, and the Earth has discovered and been discovered by ten alien races, including some with psionic powers. The history includes megacorps who ruled the Earth, first contact of Earth by an alien race, and the struggles for establishing a Polysolar Foundation. The PCs may be any of the ten races, and select an occupation in addition: including Pirates, Explorers, Investigators, Traders, etc. The game was published in two books, called the "Caudex Regulum" (Book of Rules) and "Caudex Centia" (Book of Data). The rules for most of the systems allow the players to select from three levels of complexity - ranging from a single die role to damage system tables calculated logarithmically. Ghostbusters 1st ed by Sandy Petersen, Lynn Willis, Greg Stafford (1986) West End Games Ghostbusters, International ed by Aaron Allston, Douglas Kaufman (1989) A simple RPG based on the movies, designed to be extremely easy for beginners. The mechanic is a simple D6 dice pool (the "D6" system later used in Star Wars), based on one of four attributes: Muscle, Brains, Moves, and Cool. Each character can have at most four skills: one per attribute. Action resolution is to roll a number of dice equal to attribute (2 to 6), with one die being a special "ghost die" whose "1" face indicates a fumble. If the number is greater than difficulty, you succeed. Results can modified by spending "Brownie

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Points" to reduce damage or improve rolls. In the original game, characters get three pieces of equipment which are detailed on cards. The International edition has no cards but has a longer list of equipment rated for size in "hands" (i.e. number of hands to hold). The original basic set included advice on straightforward ghostbusting adventures, including a two-page sample adventure about a taxi cab possessed by the ghost of a gigantic dog. Ghost Dog: The Way of the Samurai 1st ed by David L. Pulver, John R. Phythyon, Jr. (2000) Guardians of Order A modern-day action RPG based on the film by Jim Jarmusch about a mafia hit man who lives by the ancient samurai code. The RPG focuses on one-player campaigns. It uses the Tri-Stat system from Big Eyes, Small Mouth. Ghostories: Supernatural Mystery Roleplaying 1st ed by Brett Bernstein (2008) Precis Intermedia Games A modern-day investigative game, using a variant of genreDiversion system also used by Coyote Trail. Giallo in Casa Vernaschi 1st ed by Maurizio Mancini, Mauro Teragnoli (1997) Qualitygame An Italian-language murder mystery party game, part of the "I Giochi del 2000" collection of RPGs. The title translates as "Murder at Vernaschi's Home". It is an investigation one-shot RPG with no GM, only an organizer who can also play. The Gifted 1st ed by David Wood, David Wilson, Michael Fahey (1993) Dark Arts Games A sci-fi RPG of psychic powers in a dark version of the modern world. The player characters are outcasts in a world that is paranoid of their psychic gifts. There is no organization for them, and they are constantly on the run to survive. Il Gioco Di Ruolo Di Dylan Dog 1st ed by Fabrizio Biasiolo, Roberto Chiavini, Jacopo Garuglieri, Michele Gianni, Alessandro Ivanoff (1991) DaS Productions An Italian-language modern-day horror RPG, based on the popular Italian comics character (published by Dark Horse in the U.S.). Dylan Dog is a demon/ghost hunter. Similar to Call of Cthulhu. It also has a sourcebook introducing the world of Martin Mystere -- another popular Italian comics character. Il Gioco Di Ruolo Di Ken Il Guerriero 1st ed by Marcello Missiroli, Marcello Manicardi, Beppe Reina, Paolo Poli, Simone Gatti, Simone Peruzzi, Roberto Di Meglio (1995) Nexus Editrice An Italian-language post-nuclear-apocalypse RPG, licensed from the popular anime series, Hokuto no Ken (Fist of the North Star). The rule system is based on the French system Simulacres. Il Gioco di Ruolo Ufficiale dei Manga 1st ed (2000) Kappa Edizioni An Italian-language universal manga/anime RPG created to simulate the world and the action of anime and manga characters. Gioco Libero 1st ed by P. Maraziti (1991) Fuori dal Tempo magazine #1 An Italian-language universal diceless RPG system, or a sort. It has no dice, no rules, and possibly no GM. Gli Ultimi Templari 1st ed by Maurizio Mancini, Mauro Teragnoli (1995) Qualitygame An Italian-language historical mystery party game, part of the "I Giochi del 2000" collection. The title translates as "The Last Templars". It has an emphasis on intrigue and politics. It is a one-shot RPG with no GM, only an organizer who can also play. Gloire: Swashbuckling Adventure in the Age of Kings 1st ed by Pete Murray (2006) Rattrap Productions A swashbuckling tabletop miniatures game with some role-playing aspects, based on the .45 Adventure system. Godlike: Superhero Roleplaying in a World on Fire, 1936-1946 1st ed by Dennis Detwiller, Greg Stolze (2002) Hobgoblynn Press A superhero RPG set in the era of World War II. The PC's are Allied paranormal "Talents" with superhuman abilities who aid in the war effort. While Talents are definitely superhuman, it is more gritty than four-color superheroic. The PC's can still die, and they have little effect on the war as a whole. It uses a dice-pool system, known as the "One-Roll Engine". Actions are resolved by rolling d10's equal to stat plus skill. The number of matches (i.e. d10's with the same value) indicate speed of success, while the number matched indicates quality of success. Development and supplements to the system were taken over by Arc Dream

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Publishing in late 2002. Godsend Agenda 1st ed by Jerry D. Grayson, Brian Vinson, Kimara Bernard, Matt Drake (2001) Khepera D6 Edition ed by Jerry D. Grayson, Paul Tomes, Brian Vinson, Mike Fiegel, Matt B. Carter, Darren Miguez (2005) Khepera A superhero RPG set in an alternate history where superheroes from another dimension walk among us after accidentally crash-landing on Earth. Some are government agents, some are costumed vigilantes, and others were considered gods in bygone days. They fight for and against many different factions but all have one goal; to stop the coming apocalypse foretold of many centuries ago. It uses a simple system, with action resolution based on 2d6 + attribute + skill vs difficulty. A later edition was published using West End Games' D6 System. Golden Heroes 1st ed by Simon Burley, Peter Hains (1984) Games Workshop A superhero RPG. It uses a fairly simple system. Character creation is fast, and either custom-design or random-roll (including random-roll powers). Combat uses a simple action-point system, where PC's and villians have 4 "frames" (as in comic-book frames) per round. Gondica 1st ed by Anders Blixt (1998) Rvspel A Swedish-language renaissance-inspired fantasy RPG. 192 pages long in hardcover and softcover. GORE - Generic Old-school Role-playing Engine 1st ed by Daniel Proctor (2007) Goblinoid Games A generic RPG system book with a horror theme, using rules adapted from Basic Role-playing and the Call of Cthulhu game. These are published based on the related RuneQuest rules released under the Wizards of the Coast Open Gaming License. Gtterdmmerung 1st ed by Anders Jacobsson, Magnus Malmberg, Theodore Berqquist (2005) Riotminds A mystery game set in the 18th century, inspired by "The Brotherhood of Wolves", "Vidoqc" and "Sleepy Hollow". There are many secret societies, and dark forces never spoken about. The core game consists of two books: Lex Libris and Codex Persona. It uses a percentile skill-based system based on Chaosium's Basic Role-playing. The Great War of Magellan RPG 1st ed by Richard Hatch, Jonathan Bjork (2007) DGA Games A space-faring science fiction RPG based on the comic book series of the same name. It is set in the Magellan Nebula, where a human civilization originating in the planet Kyron had established an interstellar confederation with nine governorships. Humanity was devastated by civil war and the post-war chaos, and evil alien spirit guides called the Nephilim that have turned species into war-mongering horrors including the Kitaan and the Dru-ack. It uses an original system where you roll 1d20, trying to get under attribute + skill but over difficulty. A second 1d20 determines special results. Grey Ranks 1st ed by Jason Morningstar (2007) Bully Pulpit Games A historical RPG set in Poland in 1944, where the PCs are teenager soldiers who join the Warsaw Uprising. The game has a pre-determined scene structure where each scene has a specific date. Grimm: Adventures in a world of twisted fairy tales 1st ed by Robert J. Shwalb (2008) Fantasy Flight Games A fantasy RPG system in the genre of fairy tales, specifically the Grimm brothers tales but also others. It is set in a fantasy world called the Grimm Lands, where a mysterious entity called Melusine has made their stories real. This was first published as a setting for use with Dungeons & Dragons (the D20 system) in 2003, but was released with its own rules system in 2008. GruntBuggler! 1st ed by Mark Kibbe (1995) Basement Games A fantasy-genre RPG system, a predecessor to Forge: Out of Chaos. Guardians 1st ed by James Perham, Gideon (1991) StarChilde A generic superhero RPG, available as the core rulebook or in a boxed set with one supplement ("Freedom Union") and a few character sheets. The core rulebook has no background setting but includes a sample adventure. Resolution is by percentile skill rolls. Character creation has a random number of points for attributes (with a set minimum), and randomly determining the number and category of powers. Guardians of Sol

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1st ed by Joseph Hillmer, George Rahm (1992) Better Games A sci-fi police investigator mini-RPG, published in Space Gamer magazine, issue #5. It is based on the RPG Era Ten. Guardian Universe Core Fuzion 1st ed by J. Parker, Jason Libby (2005) Dilly Green Bean Games A dark superhero RPG, set in 1999 of the modern world where superheroes (known as "guardians") have been around for twenty eight years, only to encounter angels come to Earth to purge the superhuman phenomenon. It uses a variant of the Fuzion system originally from R. Talsorian Games. It includes new superpowers and psionics, character templates, gadgets, and other expansions. Guildes 1st ed by [Multisim staff] (1996) Multisim A French-language Renaissance-era fantasy RPG, set in a world where a mysterious continent has newly appeared a few hundred miles out to sea, ripe for exploration. Gunslingers & Gamblers 1st ed by Jonathan Clarke (2006) FJ Gaming A game set around 1876 in the American wild west. It uses a dice pool system based on rolling six-sided "poker dice" (marked 9 through ace). Traits are rated 1 to 5 and 5/1 to 5/5. Resolution is by rolling five poker dice and attempting to make the best poker hand. You may then re-roll a number of dice equal to your first trait number. If you have 5/1 to 5/5, you may then re-roll again a number equal to your second trait number. There are 15 traits (i.e. stats), plus quirks. Quirks are each combined advantages and disadvantages that balance, with 72 defined in the base game. Gun Tale 1st ed by Christos Giannakoulas, Panagiotis Panagiotidis, Panteleimon Pantou, Evangelos Polizoides, Emmanuel Zachariadis-Sourvos, Konstantinos I. Zachopoulos (2007) Psychis ta Lampyrismata A Greek-language game set in the American Old West, using d6 mechanics for resolution. Gun Thief: a messy game about desperate people and violent situations 1st ed by Joe McDonald (2010) Buried Without Ceremony A diceless storytelling game for 3-4 players of modern criminal violence, intended for one hour of play. There are three defined roles: the Gun Thief, the Law, and the Jagged Women. GURPS 1st ed by Steve Jackson (1986) Steve Jackson Games 2nd ed (1987) 3rd ed (1988) 4th ed (2004) "Generic Universal Role-Playing System" A universal system that focuses on realism, notable especially for its continuing line worldbooks and sourcebooks, which now number in the hundreds. It uses a skill-based system: roll 3d6 under 1 of 4 attributes, or under skill. Character creation is open point-bought with many options. The "Basic Set" includes a default magic system and psionic system. G x B (Girl X Boy) 1st ed by Jake Richmond, Heather Aplington (2011) Atarashi Games Cel*Style A dating sim and role-playing game for 4 players based on the Japanese shoujo dating genre. It is based around a particular story - a shy freshman student named Momoko trying to decide between her three crushes: Ichigo, Takamichi, and Risa. Each player picks one of the four characters, then the three suitors take turns asking Momoko on dates. The suitor plans three activity, then the players of the other suitors help narrate what happens. The player of Momoko passes cards to other players according to rules to show favor to them. Hackmaster 4th ed by Jolly Blackburn (2001) Kenzer & Company 5th ed (2009) A humorous RPG based on the comic strip "Knights of the Dinner Table". It uses a licensed variant of the 1st edition AD&D system, which adds on a set of more complex rules. Additional rules include an honor system, critical hits, and a percentile skill system. There is a character build point system, where points can buy skills, advantages, attributes, or starting money. The original edition was numbered "4th" because that was how it was referred to in the comic, and the following edition became "5th." Hahlmabrea 1st ed by Daniel A. Fox (1991) Sutton Hoo Games A small-press fantasy-genre RPG about professional adventurers hired by a Council City. It formalizes "adventurer" status as a special profession within the city. The system uses mainly percentiles but also a mix

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of d8, d12, etc. Character creation is by random-roll attributes and selection of profession packages (which provide skills with random levels). Reviewed in White Wolf #29. The Hammer of Thor: The Game of Norse Mythology 1st ed by Joe Angiolillo (1980) Gameshop A boardgame with some RPG-like elements, where you play one of 365 characters from Norse mythology (each with a character card). It includes a game board with stars and circles connected by lines, representing places in Alfheim, Vanaheim, Valhalla, Midgard, and so forth. Play evolves along two phases: adventures in the wilderness to gather forces for Ragnarok, the final battle between good and evil. The player who is on the winning side of this battle who has the highest Reputation wins the game. In addition to the character cards, there are card sets representing Offspring, Shape Changing, Magic Items, Forged Magic Items, Fates, Runes, and Predictions. There is also a color map, sheets of charts, sheets for character tracking, counters and a rulebook. cf. http://www.boardgamegeek.com/game/3867. Happy Birthday, Robot! 1st ed by Daniel Solis (2010) Evil Hat Productions A storytelling party game appropriate for children. Each player takes turns starting a sentence to the story, using a limited number of words based on a die roll and passed coins. Every story starts with the same first sentence: "Happy Birthday, Robot!" On a player's turn, they roll up to three dice to roll using d6s where 1-2 is "AND", 3-4 is "BUT", and 5-6 is blank. The player keeps blank dice, passes BUTs to the left and ANDs to the right. The player can continue to roll until either neighbor has four dice. The player then writes a sentence where each die is a word, and the word "Robot" can be used once for free. Then the right neighbor can add words equal to his dice using "and" once for free; and the left neighbor can add words equal to his dice using "but" once for free. The storyteller player collects coins (heads up) for each blank die used. A heads-up coin can be passed to another player to be used as an extra word in a sentence, turned tails-up. The game ends when a player has ten or more coins and there is the epilogue. The rulebook includes optional rules as well as a number of sample stories written by playtesters. Harc s Varzslat 1st ed by Tams Galgczi, Pter Lszl (1991) Sportorg LLC A light-hearted Hungarian-language fantasy RPG, whose title translates as "Combat and Magic" -- one of the first RPGs to be published in Hungarian. It is set in a medieval fantasy world, "Dragonfire", in roughly the genre of J.R.R. Tolkien, R.E. Howard, and fairy tales. The simple rules are similar to Basic Dungeons & Dragons. Character creation includes choosing a race (where choices include goblins and orcs) and one of four classes (fighter, ranger, priest and wizard). Character attributes are percentile ratings that increase with level. Unlike D&D, magic is based on a simple spell point system. HardNova ][: Space Action Adventures 1st ed by Brett M. Bernstein, Matt Drake (2004) Politically Incorrect Games A space opera RPG using a variant of the genreDiversion system also used by Coyote Trail. This is the more rules-lite retake on the earlier HardNova game. It is set in the United Sovereign Worlds (USU), with humans, human-like Centaurians, insectoid Kt'sorii, ape-like Digronians, the unsightly Migado (obese with redundant organs). In addition, there are the mutated Tarkosians, now dependent on nano-symbionts and grudgingly accepted into the USU after earlier hostilities. Action resolution is by rolling under attribute + skill on 2d6, with a possible bonus die (lowest 2 out of 3d6) or penalty die (highest 2 out of 3d6). There is also an advanced system with graded difficulties. 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 combat, with 5 wound levels in two types (Injury or Fatigue). Ship combat is handled using a variant of the personal combat rules, with ships having stats and wound levels just like characters. HrnMaster 1st ed by N. Robin Crossby (1986) Columbia Games Core ed (1996) Columbia Games Gold ed (1999) self-published 3rd ed (2003) Columbia Games A medieval fantasy-genre RPG set in the original game-world Harn. Harn is a beautifully and extensively detailed world based on medieval England with a Tolkien-esque style. It uses a percentile skill-based system. Character creation uses random-roll attributes and background, including details of family and social role. Skills are based on a package for background, a package for the selected profession, and five option points. Combat is very detailed, including 38 hit locations and graphic injuries with different effects depending on type. "Harnmaster Gold" is a divergent second edition by original author Robin Crosby, which will be converted into expansions to the core rules. It includes an optional point-bought character

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creation system. HARP (High Adventure Role Playing) 1st ed by Tim Dugger, Heike Kubasch (2003) Iron Crown Enterprises A generic fantasy genre RPG, using an evolved and simplified version of the Rolemaster mechanics. It uses stat plus an open-ended percentile die roll, with result determining degree of success (where totals over 100 are a success). Character creation is class-based, with nine classes (Cleric, Fighter, Harper, Mage, Monk, Ranger, Rogue, Thief, and Warrior Mage). Skills are divided into four categories: Combat, Outdoor, Subterfuge, and Mystic Arts. Race is also a factor -- the core rulebook includes Human, Dwarf, Elf, Gnome, Halfling, and Gryx (a strong but peaceful orc-like humanoid). A culture is selected separately from race, such as "Nomad" or "Underhill". Advancement is level-based. Haven: City of Violence 1st ed by Louis Porter, Jr. (2002) LPJ Design A modern crime and crime-fighting RPG set in a fictional city ("Haven") on the eastern coast of the United States. Action resolution uses rolling under attribute or skill on 1d20. Character creation is skill-based including templates for various professions. Havoc! Live Role-Playing 1st ed by Clinton J. Staples, Wendy Speary (1997) Seventh Moon A live-action fantasy-genre RPG system, printed in digest format. It has rules both for "boffer" combat with mock weapons and "static" no-touch combat. Hawkmoon 1st ed by Kerie Campbell-Robson, Sandy Petersen (1986) Chaosium 1st ed by Gareth Hanrahan (2007) Mongoose Publishing A post-apocalyptic medieval science fantasy RPG, based on the Michael Moorcock's "Hawkmoon" novels. It uses a variant of Chaosium's Basic Role-playing system. The second edition used a variant of the RuneQuest system developed by Mongoose Publishing. HeartQuest 1st ed by Michael Hopcroft, Robert Pool, Dimitri Ashling, Ewen Cluney, Robert Boyd, Robert Bain, Ismael Alvarez, Travis Johnson (2002) Seraphim Guard An RPG in the genre of shoujo manga and anime -- i.e. Japanese girl's comics and animated shows. The game describes sub-genres of high-school romance, "magical girl" (superheroic), and otherworldly adventure. It uses a variant of the FUDGE system. Hearts and Souls 1st ed by Tim Kirk (2006) Better Mousetrap Games Silver Lion Studios A superhero RPG with a simple narratively-focused system. Each character has a single motivation, systematized as "Drive", such as "Love", "Guilt", or "Spirit of Adventure". Players use Drive to gain a reroll by either improvising a monologue, or accepting Stress points. Once Stress maxes out, though, there are required failures. There are six attributes: Might, Deftness, Resilience, Brains, Prowess, and Resolve. Each attributed has a rank (Human/d4, Superhuman/d8, and Cosmic/d12) and scale (Ordinary, Extraordinary, Spectacular). The core book includes two sample settings. The main one is "Analog Prime", where the world's greatest superhero team were just wiped out in an explosion. The minor one, "Millenia", has reality slowly shifting over time. Heaven and Earth 1st ed by John R. Phythyon, Jr. (1998) Event Horizon Productions 2nd ed (2001) Guardians of Order 3rd ed by Lee Foster, Michelle Lyons, James Maliszewski, John R. Phythyon, Jr., Lucien Soulban (2004) Abstract Nova Entertainment A modern-day occult RPG, inspired by surreal TV series like "Twin Peaks", "The Outer Limits", and "Millenium". It is set in the quiet town of Potter's Lake, Kansas -- home to an Air Force base that hosts a "Project Grayscale" and many other odd denizens. There is a deep underlying secret outlined in the book. The first edition game uses a diceless system based on playing cards, where you first compared attribute plus skill vs task difficulty. If greater, you succeed automatically, but otherwise you draw a playing card. If it is a number card less than your total you add +1, and if it is a face card there are special results. Character creation is limited point-based: distribute 30 points among 12 attributes, and 30 points among skills and advantages. The second edition uses the "Tri-Stat" system from Big Eyes, Small Mouth. The third edition uses a step die system, where you add attribute number plus skill number plus a die roll versus a fixed difficulty of 9. The die rolled varies with difficulty, from a d20 for easy tasks to a d4 for nearly impossible ones. Third edition character creation is limited point-based, with 14 attribute points and 9 occupation points. Occupations vary in cost based on breadth, and have three ranks (Rookie, Professional, and Veteran).

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Heavy Gear 1st ed by Jean Carrieres, Gene Marcil, Martin Quellette, Marc-Alexandre Vzina (1996) Dream Pod 9 2nd ed (1997) 3rd ed (2004) A spacefaring sci-fi RPG and tactical miniatures game, set in 6132 on "Terra Nova", the first colony planet outside the solar system which was abandoned by Earth due to domestic strife. Terra Nova is split between the North and South factions which are on the edge of war. The factions briefly dropped their differences to repel an invasion from Earth, but are now again on the edge of war. "Gears" are human-shaped combat mecha about 4-5 meters tall. It uses the "Silhouette" system: a simple dice pool system: roll dice (d6's) equal to skill and take the best, and add attribute (-3 to +3). Heavy Metal 1st ed by Croc, Mathias Twardowski (1991) Siroz/Ideojeux A French-language sci-fi RPG, set in a near future where the world is being controlled by a secret power using robots troubleshooters, opposed by heroic rebels -- a la "Running Man". Heimot 1st ed by Miska Fredman (2006) Ironspine Games A Finnish-language "space noir" science fiction RPG, whose title translates as "Tribes". Heimot is set in far future 500 years after a great disaster decimated and divided humanity. At present known space is ruled by the nine tribes of humanity. Outer worlds are populated by the barbaric outlanders and aliens. Characters are by default outlawed "clanless" humans who live outside the tribal society, though tribal humans are available as options. Aliens species exist, but are only NPCs. The rules mechanics use 1d10 + Aptitude + Skill versus a Difficulty number or competing result. Character creation and advancement is point based. Helix: The Post Apocalypse, High-Tech, Fantasy, Western Role Playing Game 1st ed by Adam J. Weber, Gloria Weber, William Parker (2008) self-published A post-apocalyptic RPG set in the year 2081 after global war has devastated the world, and subsequently magic has been re-awakened. The world has broken down into city-states connected by the powerful Umbrea Corporation, and the Wastelands in between. Player character options include Cyber Mystics, Code Slingers, Gun Jacks/Jills, and Average Joe/Plain Jane. The game is self-published by Adam Weber, with information at helixrpg.wordpress.com. Hellas: Worlds of Sun and Stone 1st ed by Michael L. Fiegel, Jerry D. Grayson (2008) Aethereal Forge Khepera Publishing An epic space opera game, in a setting inspired by Greek myth -- where spaceships travel through another dimension called the Panthalassa or "Slipspace", deploying aetheric force screen emitters on cables to act as sails that pull them. It is inhabited by a variety of races, including the Nymphas, Myrmidon Goregon, and Zintar as well as humans ("Hellene"). It uses a version of the "Omni System" from High Medieval, licensed from Morrigan Press. Action resolution uses skill or attribute minus difficulty + 1d20, interpreting the results on a universal degree of success table. There is also a hero point system to change rolls. Hellboy RPG and Sourcebook 1st ed by Phil Masters, Jonathan Woodward (2002) Steve Jackson Games A modern-day magic RPG based on the comic series by Mike Mignola, about solving occult mysteries, beating up demons, and saving the world from Things Man Was Not Meant to Know. It uses a version of the GURPS system which is included in the basic rulebook. The PC's can be characters from the comics, or may create their own agents of the Bureau of Paranormal Research and Defense. Hellcats and Hockeysticks: A Role-Playing Game of chaos, anarchy, and decidedly unladylike behavior 1st ed by Andrew Peregrine (2009) Corone Design A modern-day RPG set in a fictional English boarding school for girls, St. Erisian's - complete with magic and weird science. Adventures focus on the girls pulling off schemes, plans, and capers - inspired by the St. Trinian's series of films. Characters come from one of nine cliques, each with its own special ability and selection of skills - Coquette, Emo/Goth, Exchange Student, Fixer, Hockey Girl, Nerd/Geek, Prefect, Scientist, and Sweetheart. Character creation is point-based, selecting a clique, spending 5 points on clique skills and 15 points on any skills, choosing a Best Friend and Rival from among the other player characters, and an optional Personality Trait. Resolution uses a target number dice pool mechanic, rolling d6s equal to 1 plus skill, where every result of the target number or more is one success. Characters begin with 10 Willpower Points which can be traded in for extra dice. The system has a very nonlethal physical combat system as well as social combat rules. Hell for Leather: Gameshow Hyperviolence 1st ed by Sebastian Hickey (2010) Cobweb Games A storytelling game about a deadly gameshow where the contestants are hunted down across the world,

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though the game discusses alternate settings as long as the main characters are being hunted down by an overwhelmingly powerful adversary. It uses a GMless system that requires no preparation, intended for play in 2-4 hours. Resolution involves a diceless story pip system, and a challenge system of rolling a d10 into a circle where 3 six-sided dice are stacked, trying to get the d10 into the circle without knocking over the stack. Hercules and Xena 1st ed by George Strayton et al. (1998) West End Games A fantasy-genre RPG based on the two TV series. It uses a fast dice-pool system (the "D6 Prime" system), with special dice (included in the game) marked only success and failure. Roll dice equal to your skill and count the results. Heroes 1st ed by Dave Millard (1979) Tabletop Games A medieval fantasy RPG, set in Dark Ages Europe. It uses a mostly percentile system. Characters are defined by their country, social status, alignment, and five attributes (Strength, Agility, Intelligence, Charisma, and a Combat Value). The system is fairly detailed with the exception of combat. Heroes and Hellions 1st ed by T. Dorsey (unknown, pre-1998) Travell Games A small-press comic-book superhero RPG. It uses class-based character creation with 31 classes of superheroes. The combat system is involved, including special rules for critical hits and knockouts. Heroes and Heroines 1st ed by James E. Freel (1993) Excel Marketing A superhero RPG, which licensed characters from several comic companies including Image, Malibu, and Continuity. Character creation is point-based, including a long list of powers and weaknesses. Combat is resolved by cross-referencing a d20 roll on a universal table. The basic game includes no background, but has a short sample adventure. It has one sourcebook: "The Maxx", an adaptation of the independent comic of the same name. Heroes Forever 1st ed (2001) Guild of Blades A superhero RPG set in an alternate history where the world is carved into numerous empires by superbeings. It features a high-power system. Character creation includes kits, with Vampire, Werewolf, Mutant, Sorcerer, and Policeman kits included in the core rules. Heroes of Olympus 1st ed by B. Dennis Sustare (1981) Task Force Games 2nd ed (1983) A Greek-myth game which acts as an RPG, a wargame, and/or a boardgame. It includes background on gods, limited magic (from gods or magic places), sample races, and pregen characters from the Argonauts. It uses a skill-based system, with point-bought character creation. There are three combat systems: Noble (i.e. duelling), Melee, and Naval. They are fairly complex, although Melee is fairly fast. Heroes Unlimited 1st ed by Kevin Siembieda (1984) Palladium Books 2nd ed (2000) A fairly gritty "street-level" superhero RPG, using a variant of the Palladium System. Character creation is random-roll attributes with classes and levels. Some classes get random powers, while tech-based classes buy their cyberware/robotics/equipment with a pool of money. Heroic Conquest 1st ed by David E. Blake (unknown, post 1990) Renaissance Ink A superhero RPG. It uses a primarily percentile based system. Character creation is either point-bought or random-roll. Heroic Do-Gooders and Dastardly Deed-Doers 1st ed by Mathew Van Dinter (1999) self-published An RPG in a modern-day setting with pseudo-science and super-human powers. It is more of an action/adventure genre with powers, however, rather than mainstream comic-book superheroes. The setting is the real world complete with all normal features. Heroic Visions 1st ed by William A Council (2002) New Vision Comics A superhero RPG. The rules are a variant of the D20 System from 3rd edition D&D. HeroQuest 1st ed by Greg Stafford, Robin D. Laws (2003) Issaries, Inc. Steve Jackson Games

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2nd ed by Greg Stafford, Robin D. Laws (2009) Moon Design LLC A fantasy RPG set in the world of Glorantha, the setting for original for RuneQuest and for Hero Wars. This is essentially a second edition to Hero Wars with a new title. The Hero's Banner 1st ed by Tim C. Koppang (2006) TCK Roleplaying A fantasy RPG about the choices of a hero on the cusp of his greatness. It uses an abstract narrative system with a GM. Each character has three stats ("Influences") representing possible goals in life. The player can reroll failures by raising the highest score (possibly switching it), such that eventually one of the three goals will win out -- leaving the other two unachieved. HERO System 1st ed by George MacDonald, Steve Peterson, Rob Bell (1989) Hero Games 5th ed by Steven S. Long (2002) 6th ed by Steven S. Long (2009) A universal RPG system, also published as the 4th edition Champions rules. Further editions count from Champions, becoming 5th and 6th. Besides superheroes, several genre books have been published for it for each edition - including "Fantasy HERO", "Cyber HERO", "Western HERO", "Horror HERO," and many others. Hero Wars 1st ed by Robin D. Laws, Greg Stafford, Roderick Robertson, Shannon Appel (2000) Issaries, Inc. A fantasy RPG set in the world of Glorantha (originally the RuneQuest setting). It uses a skill-based system with a single universal mechanic. Character creation is (optionally) by writing a 100 word description of the character, then extracting skills and abilities from it. Hexicon Fantasy Roleplay: Fantasy Made Real 1st ed by Kielan Yarrow, Dan Fitt (2005) Hexicon Press LLP A fantasy genre RPG set on an original fantasy world ("Korin-Thar"), populated by elves, dwarves, and orcs along with various other races. Character creation includes 22 races along with 50 professions. Character creation includes a mix of random-roll and point-based elements. Hidden Invasion 1st ed by Paul Arden Lidberg (1995) Nightshift Games "Invasores" ed by Xavi Garriga, Dicky Miracle, Miguel Antn (1996) Farsa's Wagon An alien conspiracy RPG, with reptilian "Greys" having taken over the government with the help of ancient human conspiracies. It uses a minimalist dice pool system, the "Cinematic Adventure System". There are no attributes, just "talents". You roll d6's equal to 2 plus your talent vs a difficulty number. Character creation is by allocating 10d of talents. There is a Spanish edition under the title "Invasores: La conspiracin aliengena," which adapted the background information for Spain and added a new introductory adventure ("Convergence" by John Tynes, originally written for Call of Cthulhu). Hidden Kingdom: A Fantasy-Adventure Game 1st ed by Jon McClenahan, Stan Dokupil, Gene Riemenschnieder (1985) New Rules, Inc. A fantasy RPG set in Arthurian times, highlighting political and religious conflict. It was sold as a three-ring binder with a red and blue illustration of a knight holding a banner on a horse on the cover, and included fold-out color hex-maps of England. You can choose from over three hundered Arthurian characters whose statistics were given in the main book, including a mix of knights/kings and ladies/queens. Characters also have a spiritual/philosophical alignment based on the Arthurian cultural context. The four alignments Pagan Powerlord (i.e. extremist pagan), Pagan Chivalrous, Christian Chivalrous, and Christian Renunciate (i.e. extremist Christian). In combat, a 20-sided die determines whether you landed an effective strike against your opponent, a 12-sided die determines the hit location, and an 8-sided die determines the extent of injury. There is also a separate jousting system. Hidden Legacy 1st ed by Mark A. Schultz (1999) Valiant Games A medieval fantasy-genre RPG set in the primitive World of Korroth, populated by 9 races: insectoid Grrites, human-like "Humuns", dragon-like Hynchar, amazonian Inyo, lizard-like Koothron, weasel-like Kurk, lizard-like Moudunn, enigmatic Shii, and insectoid Zhontal'rai. It uses a d12 dice-pool system, using special icon-marked "Success Dice" and "Battle Dice". High Adventure Cliffhangers: The Buck Rogers Adventure Game 1st ed by Jeff Grubb, Steven E. Schend (1993) TSR A sci-fi RPG based on the original Buck Rogers comic strip. This is a new take on the same source material as TSR's earlier game, Buck Rogers XXVC. The setting is the 25th century, where there a war between the Han -- the Mongolian rulers of the Earth -- and organized resistance. The technology includes anti-gravity

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jumping belts, rocket pistols, airships, biplanes, and disintegrator weaponry. The system uses an additive d6 dice pool: roll a number of open-ended d6s (maximum 8d6) based on your attribute rank, +1 for applicable skill) vs a difficulty number. Each character has four attributes (Strength, Aim, Brains, and Health), which are each rated one of four ranks (OK, Good, Better, Best). They then pick five binary skills. Movement and combat are regulated by action points. Earned Experience Chips help increase your chances. The boxed set includes three booklets, maps, fold-up counters, along with ten six-sided dice and a bag of white and red poker chips. High Colonies 1st ed by Edwin King (1988) Waterford Publishing House A sci-fi RPG, set in 2188 where Earth is a wasteland and humanity lives in several hundred space stations scattered around the solar system. There are also "bio-gens" (biological androids) and a friendly alien species. The system is a percentile skill-based system, with random-roll attributes. Does not include rules for spaceships. Reviewed in White Wolf #15. High Fantasy 1st ed by Jeffrey C. Dillow (1978) Fantasy Productions Inc. 2nd ed (1981) Reston Publishing Company Inc. A fantasy-genre RPG, from makers of the AD&D scenarios "Fortress Ellendar" and "Moorguard". High Medieval: Adventure Through History 1st ed by Scott Agnew, Jim Andrews, Aaron Dembski-Bowden (2005) Morrigan Press A historical fantasy RPG that adds fantasy and magical elements to late medieval Europe. It uses the "Omni RPG System," also released under Wizards of the Coast's Open Game License. Action resolution uses skill or attribute minus difficulty + 1d20, interpreting the results on a universal degree of success table. High Valor: Dark Age Fantasy Roleplaying Game 1st ed by Tim Kirk (2010) Better Mousetrap Games Silver Lion Studios A fantasy RPG set on an original world, where demonic Fane-Lords are returning to the Free Kingdoms of the West after centuries absent. Races include Humans, the Sidhain ("elf-touched" humans), Dvegar (Dwarfs), Sidda (Elves), and Fomoradgh (feline beast-men created by the Fane-Lords). Resolution uses a dice pool system, where players roll a number of d10s equal to their attribute and take the highest die, then add any related trait's rank (+2 to +10). A highest die result of "10" also adds the next-highest die. Character creation is limited point-based, with players spending 5 points to raise the attribute pools (Will, Faith, and Valor) up from rank 1, and then spending picks on traits. HindSight 1st ed by Tonio Loewald (1987) self-published A variant of the Foresight sci-fi rules for the fantasy genre. Historia Rodentia 1st ed by Emily Fontana, Matthew Whitehouse, Pedro Panzardi (2010) On The Lamb Games A miniatures skirmish game and role-playing game set in a fantasy world of anthropomorphic animals that closely parallels the historical Napoleonic era. The inhabitants of the various factions include anthropomorphic rats, rabbits, dogs, hamsters, badgers, and moles -- including Emperor Moleon II. It uses a version of the percentile skill-based rules from Mongoose Publishing's Legend RPG. HIT 1st ed by James Overton, Jonah Miller (1999) Stormcrow Games A generic "modern action" RPG system. It has several levels of rules complexity which work on the same stat scale and basic engine. The levels range from "freestyle" (LARP rules, almost diceless); "dramatist" (6 skills, point-build, d20 against stat+skill); "gamist" (more skills, more special cases, same basic rules engine as dramatist); and "simulationist" (still more skills and special cases, action point move-combat rules). Hokago Kaiki Club 1st ed (unknown) Hobby Japan Roughly: "Twilight Zone in School". A Japanese-language RPG in the genre of "Gakuen-mono" (school genre), about schoolkids who deal with ghosts and other supernatural beings. The rules are a variant of Basic Roleplaying. HOL: Human Occupied Landfill 1st ed by Todd Shaughnessy, Daniel Thron, Chris Elliott (1993) Dirt Merchant 2nd ed (1994) White Wolf A blackly comedic sci-fi RPG, set on a dismal prison planet. The rulebook is hand-written (!!) and portrays the twisted world of Sodomy Bikers, Wastits, Jumpslugs, and more. The rules are basic attribute + skill + 2d6 vs difficulty, with the attributes being Greymatta, Feets, Nuts, Mouth, and Meat. Hollow Earth Expedition

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1st ed by Jeff Combos, Brannon Boren, Bruce Baugh, Eric Cagle, Jason Carl, Patrick Bradley, Steve Winter (2006) Exile Game Studio A pulp action game set in the 1930s, inspired by the lost worlds stories of Edgar Rice Burroughs, Jules Verne, and Sir Arthur Conan Doyle. It uses a dice pool system, the "Ubiquity System", which can use any even-sided dice. Action resolution is by rolling dice equal to skill, where each even result is a success. Results can be modified by spending Style Points. Hollywood Lives 1st ed by Reiner Knizia, Kevin Jacklin (2004) Fantasy Flight Games A semi-freeform live-action game which mixes party game, trading game, and role-playing elements. A group of 10 to 25 players take on the nominal roles of old Hollywood stars and producers, then break up into teams and collaborate to perform three-minute trailers for a set of films. There is an economy of cash and fame pips for the film production, along with bonus points from awards voting after all of the trailers are performed. The game provides a selection of parody names of stars and movie titles. Holmes & Company 1st ed by Mario Corte, Antonello Lotronto (1986) E.Elle 2nd ed (1989) Universal Editrice An Italian-language investigation RPG, in the style of Sir Arthur Conan Doyle and Agatha Christie. The original game was focused on pure investigation. The second edition added rules for action investigations including firearms, car and foot chases, and more. The second edition also shortened the title to "Holmes & Co.". Holocaustic Dungeons 1st ed by Kristoffer A. Silver (1986) Silver Wolf Games A dungeon crawl game, where the PCs delve into futuristic dungeons designed to protect certain artifacts while providing media coverage of the dungeoneers as entertainment for the masses. Holy Lands: The Christian Role-Playing Game Light Edition ed by Matthew Nigro (2004) Faith Quest Games A Christian fantasy game, set in a generic fantasy setting. Action resolution is generally 1d20 + modifiers vs difficulty. Character creation is class-based, with ten classes: Bard, Cleric, Knight, Martialist, Saint, Scout, Spy, Warrior, Devil Hunter, and Soldier. Each class has attribute requirements, Life and Faith points, and skill selections. The nine attributes are determined by random-roll: Intellect, Wisdom, Patience, Strength, Agility, Speed, Endurance, Beauty, and Charisma. Hong Kong Action Theatre! 1st ed by Gareth-Michael Skarka (1996) Event Horizon Productions 2nd ed by Scott Kessler, Nicole Lindroos, Jeff Mackintosh, Chris Pramas, Lucien Soulban (2001) Guardians of Order An extremely cinematic RPG which emulates Hong Kong action movies. For example, your chance to hit an opponent is not based on range or armor, but solely on the Star Power of the opposing actor, or the character's importance to the current plot! The 2nd edition rules were adapted to be compatible with the Big Eyes, Small Mouth system, while still keeping many of the innovative features. Hostage... a Pawn of Terrorism 1st ed (1986) Force Four Games A modern-day action RPG narrowly focused on hostage situations. One can play a terrorist, a hostage, a policeman, or a civilian (negotiator, policy, journalist) within the framework of a taking of hostages. The 70-page soft-cover rule booklet includes an extensive list of equipment (up to rocket launchers), and an experience system based on specific objectives achieved for that role -- i.e. a hostage earns points for hiding and surviving, for example. Hot Chicks: The Roleplaying Game 1st ed by Scott Corum, Victor Gipson (2008) Dakkar Unlimited A near-future sci-fi game set in 2015 of a world where an alliance of corrupt capitalists, actual demons from the Netherworld, and sinster alien scientists who all have their own reasons to exploit human suffering -especially attractive human women. It uses a skill-based system called the "Inverted 20" System, where resolution is by rolling under attribute + skill. Combat uses a damage save using a d20, where failing takes damage in "shrugs". The core rules include options for magic, psionics, cyberware, and super powers. Hot War 1st ed by Malcom Craig (2009) Contested Ground Studios An alternative history/horror game set in London of an alternate 1963, one year after a world war erupted in Europe using nuclear as well as occult weapons. The PCs are members of the Special Situations Group. Houses of the Blooded

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1st ed by John Wick, Storn A. Cook, Daniel Solis (2008) Wicked Dead Brewing Company A fantasy RPG set on an original world, where the player characters are nobles of the Ven -- the ruling race divided into a set of noble houses. It uses a dice pool system that adapts Aspects from Spirit of the Century. The player rolls a number of d6s equal to attribute plus 3 dice for each aspect invoked. If the total is over 10 or the opponent's roll, the character succeeds and the player can narrate what happens. There is also a wager system that lets the player remove a die for a chance at more narrative power. The system focuses on the intrigue within the nobles houses including social interaction, economics, and clothing style. How to Host a Dungeon 1st ed by Tony Dowler (2008) Planet Thirteen Games A solo dungeon-building game, where the single player traces out the history of a dungeon from the Primordial Age through the last Age of Tyrrany. There are a series of randomized events using assorted dice (d4, d6, d8, d10, d12, and d20); as well as beads in two colors to track effects. How We Came to Live Here: Stories of the Fifth World 1st ed by Brennan Taylor (2010) Galileo Games A story-telling game based on myth and legend of American Indians of the Southwest, intended for two GMlike roles and 1-3 players. The player characters are the heroes of a village of people in a world filled with monsters. GMing is split between the "Outer Player" who controls external threats, and the "Inner Player" who controls internal conflicts within the village. All players take turns setting scenes, and conflicts are resolved by rolling pools of Fudge dice that are pushed in sets to win an overall conflict. The Human Interface for Fantasy Roleplaying 1st ed by Martin Melhus, John F. Sasso (2002) IGS Games LLC A fantasy-genre RPG set on an original world, published electronically. The commercial rules include 28 character races, 66 character background packages, 150 skills, 40 magic spells, and 85 creatures. Hunter Planet 1st ed by David Bruggeman (1986) TAGG / HPAC Pty, Ltd. A humorous sci-fi RPG about aliens come to Earth to hunt humans (or rather, come to "Dirt" to hunt "hoomans"), using a minimalist system. Hunter: The Reckoning 1st ed by Bruce Baugh, Geoff Grabowski, Angel McCoy, Greg Stolze, et al. (1999) White Wolf A modern-day monster-hunting RPG, where the PC's are normal humans who find that they have supernatural powers ("Edges") which allow them to notice and fight monsters hidden around us. It is set in the "World of Darkness", filled with vampires, werewolves, wraiths, mummies, and other supernatural creatures. The origin and purpose of the hunters' powers remains an unknown mystery. It uses the "Storyteller" dice-pool system. Hurlements 1st ed by Valerie Bizien, Jean-Luc Bizien (1989) ditions de la Lune Sang A French-language historical RPG where the PC's are with a caravan that has slowly rolled thru France from the middle ages to the beginning of the 20th century. Hyperborean Mice 1st ed by Frank Sronce (2010) Kiz and Jenn Press A fantasy-genre role-playing game in the swords and sorcery subgenre, as portrayed by anthropomorphic mice and rats. It is set in the valley of Hyperborea, where albino mice with magical powers (called the White Lords) rule over an empire threatened by barbarian rat tribes, deadly predators, and political intrigue. Instead of fantasy monsters, there are giant predators such as foxes and owls as well as smaller ones such as shrews. It uses an original system, with resolution based on attribute + skill + 2d6 vs. difficulty, with every 5 points that you succeed for fail by being one level of success. Character creation is limited point-based. The attributes are Agility, Brawn, Cleverness, Perception and Magic - with derived combat stats based on averages between these, such as Melee (Agility + Brawn) and Dodge (Agility + Cleverness). It includes an original magic system focused around six different magical arts and four levels of spell effects. Idyll: Romantic Fantasy 1st ed by James Stubbs (2007) Heyoka Studios A romantic fantasy mini-RPG (14 pages), that emulates the fiction popularized by authors such as Tamora Pierce, Mercedes Lackey and Tanith Lee. It uses a licensed variant of the "1PG" system from Deep 7, Inc. -whose basic rules fit on one page. Resolution is roll a d6 and try and get under your attribute or skill. The basic game also includes custom character sheets, magic rules and sample spell list, referee advise, six adventure scenarios and custom genre rules specific to the genre. Imagine Role Playing System 1st ed by W. Michael Tenery III (1998) Imagine

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A universal RPG system, based on the "Players Guide" (348pp). It uses a percentile skill-based system except for combat which is d20 based. Skills are broken up into class skills, racial skills, and social skills. Character creation is class-based (warrior / rogue / priest / mage), with random-roll attributes. Character advancement is level based. Immortal: The Invisible War 1st ed by Ran Ackels (1994) Precedence 2nd ed (1999) A modern-day-magic RPG about shape-shifting immortal beings from a long-past mystic accident which created them, fighting other immortals. It uses a step-die system, with limited point-buy character creation. The Imp Game, Mischief & Mayhem 1st ed by Nate Petersen (2005) Neo Productions Unlimited A humorous fantasy RPG where the player characters are imps -- tiny bumbling demonic henchmen working for a fiendish wizard played by the GM. It uses a simple system where the player must roll under a target number on 2d6. This is not based on the difficulty of the task, but rather is an absolute number which is independent of the player and circumstances. The target number is raised only by players spending "Guts Points," which are a sort of hero points for the game. The target number starts out at 2, is raised one-for-one by spending Guts points. After a successful roll, it is reset to 2. Character creation is class-based, including classes such as Big Dumb Imps, Smart Imps, Devious Imps, and Crazy Imps. Successful missions or quests can earn "Praise Points" from the Imp's master. The Imps can use Praise Points between sessions to purchase new traits and abilities, which range from firebreathing to kleptomania and pacifism. Imperium 3000 1st ed by Torbjrn Lien (1993) Lovehulen Spilldesign A Norwegian-language diceless sci-fi RPG. It is set in a chaotic future where intelligent machines are threatening human existence in the whole galaxy. In a Wicked Age 1st ed by Vincent Baker (2008) Lumpley Games A sword and sorcery fantasy role playing game, with abstract mechanics that include random situationgeneration mechanics to create characters and create dramatic conflicts for them. A game begins by generating four entries for each of the four Oracles (16 total), with the Oracles being predefined as "Blood & Sex", "God-kings of War", "The Unquiet Past", and "A Nest of Vipers." It uses a step-die system, where the attributes are the six Forms, namely: "Covertly", "Directly", "For Myself", "For Others", "With Love", and "With Violence". Each is rated from d4 to d12, and player-defined particular strengths are added as modifiers. Resolution is handled by highest die of two Forms plus modifiers, and the winner may impose penalties on the loser -- but the result in-fiction must be agreed on by both players. Incursion 1st ed by Richard Tucholka (1992) Tri-Tac Games A sci-fi RPG about humans abducted from Earth who escape their alien abductors. Set in the present, PC's are part of the masses who hardly realize that thousands of people are vanishing every year -- until they are woken from cryo sleep by a 4 foot tall cockroach and was asked "Help us!" The characters are lost in a fallen alien empire of a hundred million inhabited worlds, including 40 different alien races. Inferno 1st ed by Gabe Ivan (1994) Death's Edge Games A fantasy/horror RPG set in Hell -- with characters ranging from a priest hunting through Hell for souls wrongly imprisoned to a vile necromancer to a Hellspawn. Action resolution is roll under stat on 1d20. Character creation is by choosing race (mortal, shade, hellspawn, or imp); randomly rolling attributes with modifications for race; choosing a class (priest, layman, or necromancer for mortals and shades; demon for hellspawn and imps); and finally determining skills by a mix of class and point-spending. Class also determines faith status: Faithful, Doubtful, or Infernal. The game includes two types of magic: divine (for priests) and sorcery (for necromancers). Inferno 1st ed by Andrea Sfiligoi (1993) Nexus Editrice An Italian-language horror RPG, based on the French system Simulacres. The player characters are angels or demons (generally demons). It includes a list of major demons based on traditional western demonology, and rules for witchcraft (to be used in games set in the Dark Ages or in the contemporary world). Infernum 1st ed by Gareth Hanrahan (2005) Mongoose Publishing A fantasy game set in hell, where the player characters can be demons, fallen angels, mortals, or damned souls struggling to conquer and become lords within the Pit (as it is known). It uses a variant of the D20

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System of third edition D&D. Infinite Legends Roleplaying Game 1st ed by Jason Broadley, Robert Frey (2004) Darkharbor Games A universal RPG system, including an involved combat system emphasizing realism, and a generic effects system for representing magic, psionics, cybernetics, and so forth. It uses a target number dice pool resolution -- roll a number of d10s equal to stat / 2, and each roll higher than difficulty (1-9) counts as one success rank. There are 18 attributes divided into Physical, Mental, and Spiritual -- where each category has six functions: fortitude, force, aptitude, interface, martial, and structural. For example, the Physical Force attribute is Strength. Character creation is open point-based, buying attributes, skills, and positive and negative traits with Development Points. Infinite Powers: Superheroic Action Role Playing Game 1st ed by Levi Mote (2011) Bonsai Games A superhero RPG using a simple dice pool system. The player rolls a number of d8s equal to stat (attribute + skill) and compares the total of all dice to difficulty or opposed roll. There are eight attributes (rated 1-50: Fighting, Agility, Intelligence, Reflexes, Willpower, Presence, Health, Durability. There are also 19 skills (rated 1-3) and over 50 talents - similar to advantages or feats, as well as over 150 example powers. There is no setting, but there are 4 sample heroes and two teams of sample enemies. The Infinity System 1st ed by Derrick Charbonnet, Terry Podgorski (1978) Threshold Games An universal RPG movement and combat system (36 pages), intended to encompass vehicles and weapons from the stone age to the future including fantasy. It was a skill-based system using d20's for hit and damage. Character creation was random-roll attributes (3d6), but had no classes or levels. The original rulebook included a very limited magic system. There were no supplements. In Flames 1st ed by Greg Saunders (2011) Fire Ruby Designs A sci-fi RPG that draws from Haitian Voudoun mythology, where reality includes both the material world (the Flame Worlds) and the spirit world (the Understar). The player characters are exiled Loa - godlike beings from the Understar who are now trapped in human bodies as punishment for their crimes. It uses the "Mini 6" system, a variant of the OpenD6 system that derives from West End Games' D6 System. It adds in two scales for Guilt and Dislocation. Guilt shows how close a character is to forgiveness for their crimes, while Dislocation shows how strongly they are connected to their host body. In Harm's Way: A Napoleonic Naval Role-playing Game 1st ed by clash bowley (2010) Flying Mice LLC A historical RPG set in Napoleonic era Europe as romanticized in the fiction of authors like Forster, O'Brian, Parkinson, Lambdin, and Pope. It uses a dice pool system, the Starpool dice mechanic, also used in the Starcluster RPG. Inner City 1st ed by Chris Clark (1982) Inner City A humorous modern-day action RPG, based on playing cops or crooks in a universe modeled after the really bad police shows of the 70's. It has 3 supplements: "Peacekeepers", "Pavement Pounders", and "The Mug Book". In Nomine 1st [French] ed by Croc (1989) Siroz 2st [English] ed by Derek Pearcy (1997) Steve Jackson Games A modern-day-magic RPG about the ongoing War between angels and demons, where both sides can be ugly and treacherous in trying to win the battle of intrigue over men's souls. The original French-language game came in two parts ("In Nomine Satanis / Magna Veritas"), and was much more tongue-in-cheek than the American game. The mechanics of the English game are a fixed roll of 2d6 versus skill, with the quality of success determined by a third die (dubbed "d666"). Inquisitor: The Battle for the Emperor's Soul 1st ed by Gav Thorpe (2001) Games Workshop A "narrative wargame" set in a horrific future in the 41st millenium. This is a miniatures wargame played on a table-top with miniatures for each PC, but it requires the part of a game-master and has added narrative elements. It uses a percentile based system. In Scolare Laboris / Magna Delirium 1st ed (unknown) Frres-Dragons ditions A French-language horror RPG about school boys and girls (about college age) stuck in a demon-operated school. Formerly known as "Compte Rebours".

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InSpectres 1st ed by Jared Sorensen (2002) Memento Mori Theatricks Wicked Dead Brewing Company In a modern-day setting unabashedly owing much to Ghostbusters, the supernatural is on the rise and publicly acknowledged. The public's reaction certainly is: ghosts, vampires, werewolves, and other horrors are a source of embarrassment rather than widespread panic. The game is about InSpectres, Inc. -- a franchise operation dedicated to "fighting the forces of darkness so you don't have to", and willing to employ just about anyone to do it. It uses a narrative dice-pool system where a roll determines whether the player or the GM narrates the results. Impairment can occur in the form of Stress Dice. There is also a "Confessional" mechanic, which allows players to narrate changes to the scene by narrating in-character as if from a later time. PC's have four broad Skills (Athletics, Academics, Technology, and Contact) which are pointallocated, plus a freeform Talent. The PC's franchise also has stats which affect rolls. Interstellar Elite Combat 1st ed by Dave Miller (1990) Game Masters Associated A sci-fi roleplaying line, including one supplement dealing with artic combat. Reviewed in White Wolf #28. The line may have been sold to Wizards of the Coast in 1994, but as far as I know they did not publish anything for it. Invaderz 1st ed by James Desborough (2008) Postmortem Studios Pocket ed (2011) A humorous game where the player characters are low-level footsoldiers in a massive invasion of Earth. These can be warrior clones of the planet-sized Jerkian Emperor or various slave races to the Jerkian invaders. They are frequently given peculiar orders from high command, and often survive only by betrayal of their fellows to rise in the ranks. It uses a variant of the "Beer and Crisps" system from the Urban Faerie game. Ironclaw 1st ed by Jason Holmgren (1999) Sanguine Productions An anthropomorphic fantasy-genre RPG, in a neo-Elizabethan fantasy setting dealing with the rise of technology and the middle class. It uses a loose skill-based system, where attributes and skills are rated on a step-die system (d4, d6, d8, d10). Roll (attribute die) + (skill die) vs difficulty. Iron Gauntlets: Heroic Fantasy Roleplaying 1st ed by Brett Bernstein (2004) Politically Incorrect Games A simple fantasy-genre RPG aimed at beginners, using a variant of the "Impresa" system. Action resolution uses a d10 dice pool, rolling a number of dice equal to your attribute, with each roll under skill counting as one 'step'. Difficulty is expressed as number of steps required for success. Ironhedge 1st ed by John Brooke (1987) Empire Wargames 2nd ed (1989) A fantasy system with supplements for other genres: "Ganghedge" (inner city gangs), "Starhedge" (space opera), and "Westhedge". Iron Heroes 1st ed by Michael Mearls (2005) Malhavoc Press The core book of a fantasy genre RPG, a variant of the third edition D&D Player's Handbook that focuses on warriors and weaponed combat more than flashy magic. It Came from the Late, Late, Late Show 1st ed by Bradley K. McDevitt, Walter H. Mytczenskyj (1989) Stellar Games A bad-movie parody RPG. It's Complicated 1st ed by Elizabeth Shoemaker (2008) Dissolute Games Revised ed (2010) A storytelling game about convoluted, messy, compelling, and occasionally one-sided relationships designed to facilitate play in the style of movies like The Royal Tenenbaums, and television shows like Ugly Betty and Pushing Daisies. It Was a Mutual Decision 1st ed by Ron Edwards (2006) Adept Press A story-oriented game about romantic break-up, with the possibility that one is an evil were-rat. Jadeclaw 1st ed by Jason Holmgren (2001) Sanguine Productions An anthropomorphic fantasy-genre RPG, in fantasy setting based on Chinese mythology. It is a new

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worldbook for Ironclaw, using the same system. James Bond 007 1st ed by Gerard Christopher Klug (1983) Victory Games An espionage-adventure RPG, based on the film series (which were based on the books by Ian Flemng). It uses a percentile skill-based system, with a universal chart that gives four Quality Ratings of results. Quality Ratings are emphasized over success/failure in the system. It also includes a Hero point system where points can be spent to modify the outcome of rolls. Character creation is open point-based, allowing characters at "Rookie", "Agent", and "00" levels. Jeremiah: The Roleplaying Game 1st ed by Scott Agnew (2005) Mongoose Publishing Morrigan Press A post-apocalyptic RPG based on the graphic novel series by Hermann Huppen, and subsequent television series adapted by J. Michael Straczynski. It is set in the United States fifteen years after a mysterious disease called The Big Death wiped out everyone over the age of puberty. It is a complete game using variant of the D20 System of third edition D&D. The basic classes are Brainboy, Guardian, Jock, Mystic, Scavenger, Shepherd, Thief, Trader, and Wanderer. John Carter, Warlord of Mars 1st ed by M. S. Matheny (1978) Heritage Models A pulp sci-fi miniatures system and RPG, based on the novels by Edgar Rice Burrough's. It is primarily wargame in flavor, but does provide background on Barsoom and its cultures. Journeyman: A Science Fiction Role-Playing Game 1st ed by Frederick Goff (1989) Infinity Games This is a space-faring hard science-fiction genre RPG. There is no specific campaign setting, but it discusses various space-faring campaign options. It includes description of 3 human sub-races and 6 detailed and realistic alien races, rules generating solar systems and planets, and rules for soceity tech levels. The system resolves actions by d10 + skill - difficulty vs a flat value of 10 to determine success. Character creation has seven random-roll (3d6) attributes and profession templates which determine starting skills. Skill increases are point-bought. It has an extensive section on space travel and space combat, including appendices with the real-world equations they are based on. Jovian Chronicles 1st ed by Phillippe Boulle, Jean Carrieres, Wunji Lau, Marc-Alexandre Vzina (1997) Dream Pod 9 A spacefaring mecha RPG, set in 2210 after an optimistic expansion into the solar system has founded the "Jovian confederation" of space colonies. Earth is now dominated by a central government ("CEGA"), following a long period of depression and unreset caused by pollution and ecological disasters. In 2210, CEGA lost a brief war with the Jovian confederation, fought over an Earth scientist defecting with the secret of "cyberlinkage". It uses the "Silhouette" system: a simple dice pool system: roll dice (d6's) equal to skill and take the best, and add attribute (-3 to +3). Judge Dredd: The Role-Playing Game Boxed Set ed by Marc Gascoigne, Rick Priestley (1985) Games Workshop Hardback ed (1989) A futuristic sci-fi RPG set in a dark urban nightmare, based on the comic book series by Alan Grant and John Wagner. In the future, urban crime has become so rampant that elite autonomous "Judges" are employed who act as policeman, judge, jury, and executioner. It uses a simple percentile system, with involved combat rules including 10-phase turns and hit location. Attributes are Strength and Initiative; skills are Drive, Street, Tech, Medical, Combat, and PSI. There were four supplements: "Judgement Day" (Scenario 1986), "Slaughter Margin" (Supplement 1987), "Judge Dredd Companion" (Supplement 1987), and "City Block" (Supplement 1987) . cf. Ivan Hanley's Judge Dredd page. The Judge Dredd Role-Playing Game 1st ed by Matthew Sprange (2002) Mongoose Publishing A futuristic sci-fi RPG set in a dark urban nightmare, based on the comic book series by Alan Grant and John Wagner. In the future, urban crime has become so rampant that elite autonomous "Judges" are employed who act as policeman, judge, jury, and executioner. The rules are a variant of the D20 System from 3rd edition D&D. Complete rules are not provided: basic rules for character creation, combat, and other systems refer to the D&D Players Handbook. El Juego de Rol Flynn 1st ed by ToniSan El Magnifico, Carlos Surreal (2002) La Cocoguawa A Spanish-language humorous mini-RPG where all of the PC's believe they are Errol Flynn. During the session it is revealed who is the real Errol and who are the guest stars. Juggernauts: A Gun Stroking Roleplaying Game

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1st ed by Kevin R. Brown (2003) Collision Entertainment Design A humorous action-genre RPG set in an ultra-modern Earth soiled with the supernatural. Now, werewolves, aliens, vampires, and more have set the world awry. The PCs are heavily-armed and nearly unstoppable forces. It uses a simple skill-based system with three attributes and d10's for resolution. Justice, Inc. 1st ed by Aaron Allston, Steve Peterson, Michael A. Stackpole (1984) Hero Games A generic pulp action RPG, in a two volume set: rulebook and campaign book. The system is a variant of the 3rd edition Champions rules, but instead of the superpowers meta-system, there were skill-like psychic powers. The campaign book includes a discussion of different pulp genres, a campaign setting (The Empire Club), an overview of the 1930's, and a half-dozen pulp adventures. Justifiers 1st ed by Gideon, Blaine Pardoe (1988) StarChilde A sci-fi RPG in a dark future where "Transmatts" (i.e. stargates) allow limited teleportation to a host of Earthlike worlds. Megacorporations hire mercenary teams ("Justifiers") to "pacify" new worlds for colonization and exploitation. Justifiers are uplifted animals with limited rights, trying to eventually buy their freedom. It uses a simple percentile skill-based system, including a choice of 28 anthropomorphic animal races (from albatrosses to rhinos!). KABAL 1st ed by Ernest T. Hams (1980) Kabal Gaming Systems 2nd ed (1982) A medieval fantasy-genre RPG, using a math-heavy system and including detailed dungeon maps. The title is an acronym for "Knights and Beserkers and Legerdemain". It uses a percentile system. Character creation is random-roll attributes (6d20 for eight attributes). The boxed set includes four booklets: player's guide, rules, magic spells, and creature catalog. Kabal 1st ed (1988) Edizioni Rune An Italian-language RPG printed in a small-press (photocopy) fanzine named "Rune" -- part of a local RPG club, called "Lords of Dragons". It is a modern-day horror-genre game, set in Northern Italy with the addition of various mad cultists and strange curses. The system is similar to "Call of Chtulhu" with a simple D6 mechanics and rules for ritual magic. Kagematsu 1st ed by Danielle Lewon (2009) Cream Alien Games A narrative-heavy single-session historical storytelling game for 3-6 players, set in Japan in 1572. The scenario is that a wayward ronin named Kagematsu flees to a village - and several young women conspire to win his affections and convince him to defend their village from a deadly threat. A female player plays Kagematsu, while other players play various women of the village. Game play is divided into Courtship and Confrontation. In Courtship, the women characters use their Charm or Innocence in a contested roll versus a number of dice specified by the particular Affection they are trying to get. Kalvala 1st ed by Luigi Castellani (1996) Qualitygame An Italian-language fantasy RPG based on Finnish mythology, part of the "I Giochi del 2000" collection. The title is from the Finnish epic. Kosz 1st ed by Tibor Bihon, Lajos Hse, Istvn Nemes (2001) self-published A Hungarian-language fantasy RPG. Karma 1st ed by Matthias Heimpold, Oliver Hoffmann, Linda Heweker (1994) Feder & Schwert A German-language oriental fantasy RPG. "Honor is the law of Karma. Imprisoned between Yin and Yang your characters experience fascinating scenarios within a world of the spirit and demons..." The Karma Roleplaying System 1st ed by Julie Ann Dawson (2008) Bards & Sages Publishing A skill-based universal system featuring a detailed magic system. Resolution is based on 1d20 + attribute vs. difficulty or opposing roll. Character creation is point-based. There are 12 attributes rated from 0 to 5 divided into three groups: physical, cerebral and spiritual. Characters start with rank 1 in each, and have 6 attribute points to add to them. They also have a profession package and 15 starting points that can go to any of attributes, skills, damage threshold, or mana. Kata Kumbas 1st ed by Agostino Carocci, Massimo Senzacqua (1984) Bero Toys

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2nd ed (1988) E.Elle An Italian-language fantasy RPG, set in an alternate medieval Italy inspired by Italian folklore, fairy-tales and classic myths. Kayfabe: The Inside Wrestling Game 1st ed by Matthew Gwinn (2002) Errant Knight Games A pro-wrestling RPG using a storytelling-emphasized system, published electronically. The fights are actually faked and are resolved as such -- while the players work on promotion, showmanship, and other aspects of being a wrestler. It uses a simple d6-based dice pool system. Kevin & Kell Roleplaying Game 1st ed by Jamie C. Borg, Michael Hopcroft (2005) ComStar Media, LLC A anthropomorphic animals RPG based on the long-standing webcomic by Bill Holbrook. It is set in a twist on the modern world where there are only animals instead of humans, with the canonical characters being a married couple who happen to be a wolf and a rabbit -- now with kids in school and a mix of problems of domestic and wild problems. The system is based on the Action! System from Gold Rush Games. Key-RP 1st ed by David Sharrock, Wyn F Dawkins, Suzanna Hope (2007) Forever People Digital Press A universal RPG system, designed primarily for use with play-by-email games, as well as tabletop. The basic rules are intended for modern-day and horror genre, but an appendix includes optional rules for fantasy and science fiction genres. Action resolution is roll under stat + skill on 1d20. Character creation is limited point-buy: 35 points among the five attributes (Stamina, Muscle, Skill, Academia, Sense), plus five points among skills. Khaotic 1st ed by Kathleen Williams, Joe Williams (1994) Marquee Press An alien invasion RPG, where the PC's psychically project themselves to a distant planet to possess monsters who are invading Earth. The "Trans-Ego Device" used was invented in 1944 by Dr. Isabella Bayne, who is also the evil mastermind behind the invasion from the "tech noir" world of Xenos. The PC's are members of the International Society of Enlightened Scientists (ISES) who took charge of the TED. The catch is that the whole party possesses one creature: only one member of the party at a time can control the host, while those who are not in control can use psychic powers and offer advice. It uses a variant of the system from Legendary Lives. Khelataar 1st ed by Stefan Burstrom, Bjorn Wahlberg, Micke Nordin, Hans Sundqvist, Hakan Jonsson, Anders Blixt (1989) Lancelot A Swedish-language fantasy RPG set in the isolated island realm of Khelataar, where Iron Age clans guard their territories and clash with each other. The game is focused on human interaction; common fantasy cliches such as monsters are toned down or absent. The rules are advanced but demand a lot of bookkeeping. Khymir: The Role-Playing Game 1st ed by Mark E. Rogers, Rich Staats (2006) self-published A fantasy RPG set in the city of Khymir and its environs in the world of Thorgon Karrelssa - the setting for Mark E. Rogers' books Zorachus, The Nightmare of God, and the Blood of the Lamb series. It uses a skillbased system where flat numbers are converted into die rolls. By default every 7 points of stat becomes 2d6, so if skill + modifiers is 15, that would be rolled as 2d6+1 and compared to difficulty. KidWorld 1st ed by Brian St. Claire-King, Elroy LaSanta (2009) Vajra Enterprises A post-apocalyptic game, set in after a worldwide plague has killed 50% of the adult population and left the remainder blinded, leaving kids as the majority. Many adults began to capture and train kids to be their armies, and many kids rebelled against adult rule. Resolution uses 1d20 + attribute + skill versus a target number. Character creation is limited point-based, with the number of points for attributes depending on age. Adult characters get 90 points, kids get fewer depending on age. There are 3 classes for adults (Brains, Brawns, Mouth) and 9 for kids (Builders, Cadets, Ferals, Horse Riders, Inheritors, Nurturers, Radicals, Scouts, Students). It has a detailed skill system with over a hundred skills. Each character spending 100 points on skills, with cost per level determined by class. Kill Puppies For Satan 1st ed by Vincent Baker (2002) Lumpley Games A tongue-in-cheek game where the PCs are low-class demons who exist to cause minor pointless misery and annoyance to the world. By committing evil, they collect power for low-rent miracles to further their work. Kingdom of Nothing

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1st ed by Jeff Himmelman (2010) Galileo Games An urban fantasy RPG about homeless people, the Lost, who have suffered an unknown trauma and begun to forget even who they are and where they come from. As they are ignored, they slip through the cracks of their world into a mysterious realm filled with nightmarish secrets. Character creation is point based, with players assigning the two attributes (Lucidity and Survival), free-form skills, an Echo (an object that guides the character) and Burden (what is holding them back). Resolution is based on coin flips, where the player flips a mix of coins from a cup, and each head gives successes. Pennies are from attributes and earn 1 success; nickels are from skills and earn 2 successes; a dime comes from the Echo and earns 3 successes; a quarter comes from the Burden and earns 4 successes. The player can lose coins that are bet, but keeps successes. Further, a player can ask for coins from other players that are also risked. Knights and Magic 1st ed by Arnold Hendrick (1980) Heritage Models A medieval fantasy miniatures system, which included some role-playing rules and notes on use with other RPGs. Knights of the Round Table 1st ed by Phil Edgren (1976) Little Soldier Games A miniature system and RPG set in Arthurian Camelot. Each figure has a single stat, Prowess, which starts at 1d10 but can be raised to 100. It could be improved with experience. The rules suggested 1-7 points per adventure, although it could be reduced through unchivalrous behavior and temporarily lowered by wounds. The game had three related combat systems: jousting, hand-to-hand, and melee. Combat resolution worked by both players secretly selecting one of 10 maneuver cards. Comparing cards gave a target number to hit on 1d100, where the figure with higher Prowess adds the difference to his roll. Damage is based on the action and the difference between the roll and target. The game also included a description of the code of chivalry, some encounter tables, and rules for falling in love. The campaign section suggested that PCs could found baronies, learn magic or develop spiritual power, although very few details were provided. Know Your Role! - World Wrestling Entertainment Roleplaying Game 1st ed by Tony Lee, Cynthia Celeste Miller, Eddy Webb, Christopher McGlothin, Marcelo Figueroa (2005) Comic Images, Inc. A professional wrestling RPG using a variant of the D20 System of third edition D&D and D20 Modern. It has six classes, one for each primary ability: Aerial Superstar (Dexterity), Power Superstar (Strength), Rough Superstar (Constitution), Savvy Superstar (Charisma), Technical Superstar (Intelligence), and Manager (Wisdom). Each has appropriate talent trees as in D20 Modern. Combat is handled by separate damage to Endurance (which increases with level) and Trauma (equal to Constitution). The game includes a system for developing unique maneuvers, and character limits on maneuvers. Kobolds Ate My Baby! 1st ed by Christopher O'Neill, Daniel Landis (1998) 9th Level Games A humorous beer-and-pretzels RPG about playing kobolds sent on a mission to steal as many babies they can from the humans. It uses a very simple skill-based system including a Kobold Gruesome Death Chart and a magic system with 12 spells. There are several supplements for this game, including "More Things to Eat and Kill!". Kouzlem a me!em 1st ed by Ji! Reiter (2010) MYTAGO A Czech-language old-school fantasy game focused on compact rules that cover fighting goblins, skeletons, and other monsters in underground labyrinths. Kryszta"y Czasu 1st ed by Artur Szyndler (1999) Wydawnictwo MAG A Polish-language fantasy RPG set in an original world called Orchia. The title translates as "Jewels of Time". It uses a complex rules system, particularly in character generation. Before the book edition, it was published in parts in "Magia i Miecz" ("Sword and Sorcery") magazine, being really the first set of true roleplaying rules published in Polish. Kult 1st [Swedish] ed by Gunilla Jonsson, Michael Petersen (1991) Target Games AB 1st [English] ed (1993) Metropolis, Ltd 2nd ed (1997) 3rd ed by Nils Gullikson, Stefan Ljungqvist, Terry K. Amthor (2004) A surreal modern-day horror RPG, where the horrific underlying reality is a gnostic fable. Kuninkaiden Aika 1st ed by Piia Makkonen, Pasi Silander (1993) Lastenkeskus Publishing

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A Finnish-language Biblical RPG, whose title translates as "Time of the Kings". It is published by a Lutheran church for the purposes of fun and entertainment regarding how the world was during the time of the kings (Saul, David, Solomon). It uses a rules-lite system, with no stats were for weapons. Kuro 1st ed by Willy Favre, Jrme Larr, Neko, Christophe Valla, Julien Heylbroeck (2007) 7me Cercle A post-apocalyptic science fantasy RPG set in Japan in the year 2046, after a mysterious event (the "Kuro Incident") has cut Japan off from the rest of the world and re-awakened elements from Japanese mythology. It uses an original system. Laberinto 1st ed by Irma Amzquita y Tonatiuh Moreno (1999) Editorial Grfica Nuevo Laberinto is a sci-fi anime/manga RPG, the first Mexican RPG. The tagline for the book translates to: "A new and original game to live adventures in a magic and dangerous world. Is fantasy and science fiction. (A) Roleplaying game located within an anime-manga world. Into dungeons or in cities, with robots and dragons... martial artists, ninjas, psychics, monks, magic girls, knights, thieves and aliens live fantastic adventures. You are the hero. Walk the mind labyrinths." Laborinthus 1st ed by Patrick Savary, Laurent Gabella (1988) ditions ECG A French-language fantasy RPG -- the first Swiss RPG. It features onirism, symbols, and psycho-analysis. The book is illustrated with original engravings and eau-fortes, and extremely expensive. Labyrinth Lord 1st ed by Daniel Proctor (2007) Goblinoid Games A variant of the original D&D game, mimicking the original basic game circa 1980 based on the third edition rules released under the Open Gaming License. Labyrinths & Lycanthropes 1st ed by Joe J. Prince (2009) Prince of Darkness Games A tongue-in-cheek dungeon crawl RPG, featuring random labyrinth generation and a rotating GM. The emphasis is on comedy and fast play, with streamlined combat and magic with no spell lists. Character creation is class-based, with the three classes being Fighter, Ninja, and Mage. Lace and Steel 1st ed by Paul Kidd (1989) TAGG 2nd ed (1998) Plainlabel / Pharos A swashbuckling fantasy RPG set in an alternate world parallel to our 1640's, populated with humans and civilized centaurs. It uses a skill-based system which uses cards in addition to dice. Tarot cards modify character creation (which is mixed random-roll attributes and point-bought skills), and special cards are used in combat. Lacuna Part I: The Creation of the Mystery and the Girl from Blue City 1st ed by Jared A. Sorensen (2004) Memento Mori Theatricks An experimental roleplaying game set in modern-day psychic world of black-suited Mystery Agents and shadowy spidermen. The PCs are "Mystery Agents" in the modern day, who go into a dream-state where they can explore a collective unconscious. This go to a place called the Blue City. Characters have four abstract attributes: Force, Access, Instinct, and Talent. These are rated in a five-step scale: 2d6, lowest 3 of 4d6, 3d6, highest 3 of 4d6, 4d6. There is a reward (Challenge Points) equal to difficulty for a successful roll that can be used to increase attributes. Since all action is psychic, there is no damage but PCs heart rates will rise with every roll. Character generation has random-roll age and mentor, freeform strength/weakness keywords, and optional picking a proficient/deficient attribute. Land of the Rising Sun 1st ed by Lee Gold (1980) FGU A fantasy RPG set in medieval Japan, using a variant of the original Chivalry and Sorcery system. Lands of Adventure 1st ed by Lee Gold (1983) FGU A generic fantasy RPG, with "culture packs" for specific settings. A short booklet covering mythic Greece and medieval England was included with the game. The system is percentile skill-based, with complex subsystems for combat, encumbrance, movement, etc. Characters track Energy Points (EP, lost by fatigue), Body Points (BP, lost by wounds), and Life Points (lost by bleeding). Laserburn 1st ed by Bryan Ansell, Richard Halliwell, Tony Ackland (1980) Tabletop Games A sci-fi miniatures combat system: not really an RPG, but an ancestor of Warhammer 40K by the same authors. It features power armour, dreadnought armour, hand flamers, needle weapons, "sunguns",

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conversion beam projectors, bolt rifles and so forth. The Last Exodus 1st ed by Nicholas Van Zandt, Jaz Michele (2001) Synister Creative A modern-day magical/religious apocalypse RPG. It is set shortly after the millenium, where the PC's are all "Scions" -- powerful miracle- performer who act as either Messiahs or Antichrists. The rules system uses a standard playing deck and difficulty numbers for action resolution. Character creation is limited point based, with players spending points on four qualities: Mental, Physical, Cultural, and Spiritual, along with various other choices. Last Train Out of Warsaw 1st ed by Jason Morningstar (2009) self-published A roleplaying/storytelling game based on a historical fiction scenario. It is designed for a single, short session with 2-8 players - with included rules based on the free rule system Archipelago II, by Matthijs Holter. There is a Guide with no main character and a pre-determined sequence of ten scenes. In each scene, players take turns narrating what happens. The current narrator may use mechanics to draw from three sets of custom cards: Fate cards, Setting Element cards, and Resolution cards. The scenario is Warsaw in 1939 on the eve of the German encirclement- with players taking the roles of people on the very last train out of the city: the Conductor, the Quiet Man, the Engineer, the Fireman, the Adjutant, the Countess, the Old Man, and the Pretty Girl. Lawnmower Man 1st ed by Barry Nakazano, David McKenzie (1993) Leading Edge A cyberpunk RPG based on the 1992 movie about a treatment of drugs and virtual reality which unlocks genius intelligence and psychic powers in a retarded man, loosely based on a novel by Stephen King. The system has an extremely simplified version of the combat rules in Phoenix Command, which is still quite complex. It includes cybernetic enhancement rules. LEF: DE SAMLEDE VRKER 1st ed by Jacob Octavius Jarlskov (1991) Caligula Forlag 2nd ed (1999) 3rd ed (2003) A Danish-language fantasy game, whose title translates as "LEF: The Collected Works". "LEF" is an acronym for "Levende Eventyr og Fantasi" -- meaning "Living Adventure and Fantasy". It is set in the world of Valhel, a medieval fantasy world with humans along with elves, dwarfs and trolls. It uses a d6-based rules system, where action resolution is skill plus 2d6 vs difficulty (with some complications for combat). Character creation is point-based: pick one of two broad classes ("learned" and "practical"), and then spend starting experience points on attributes and skills. Attributes range from 1 to 3 dice, with 1 being the default (except for magic which starts at 0). Skills range from 1 to 6. The cost varies depending on skill and class, and starting rank is randomly determined as a 1d6 roll. There is a magic system with five types of magic, each of which work differently. The core rulebook is a oversize black hardback (30 by 19 by 3 cm), with a bookmark ribbon sewn in, and embossed logo of a crowned horse on the spine and back. There is a picture at the Danish Alexandria site. The original system concept was from 1981 -- with first publication in 1991, second in 1999, third in 2003. Legacy: War of Ages 1st ed by Brandon Blackmoor, Susan Blackmoor (1993) Black Gate Publishing A modern-day occult RPG in the "Techno-Gothic" genre, about secret immortal beings the 21st century (in the style of the movie Highlander). Legacy 1st ed by J.D. Frazer (1992) Discordian Games A "hard science" sci-fi RPG. Legacy 1st ed by David A. Feldt (1978) Legacy Press A universal RPG system, which uses a complex skill system where the GM creates statistics for the civilization. The Legacy of Zorro 1st ed by Mark Arsenault (2001) Gold Rush Games A swashbuckling action game based on the popular series of books and film. This uses the "Instant Fuzion" game system, and is intended for beginning players. It includes four pre-made characters, an introductory adventure, and cut-out cardstock figures. Legend 1st ed by Lawrence Whitaker, Pete Nash (2011) Mongoose Publishing

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A generic fantasy RPG based on Mongoose's version of the RuneQuest rules. Legend 1st ed by Jacob Kurzer, Chris Campbell (2011) Rule of Cool Gaming A generic fantasy RPG using a streamlined variant of the D20 System from 3.5th edition D&D. The core classes are Barbarian, Monk, Paladin, Ranger, Rogue, Sage, Shaman, and Tactician. It uses standard attributes and resolution using a D20, but gives each class three distinct tracks of special abilities - with one gained each level. Skills are binary, with any trained skill getting a bonus equal to level. Legendary Lives 1st ed by Kathleen Williams, Joe Williams (1990) Sage Lore Productions, Inc. 2nd ed (1993) Marquee Press A fantasy-genre RPG, set in a light-hearted Celtic-flavored world thick with faeries. The system uses a universal Action Resolution Table (ART), included on the character sheet. You find the row for skill (modified by difficulty) and rolling percentile dice to find degree of success/failure (5 levels each). Character creation is largely random-roll with a choice of profession, developing a random "life-path" of the character's history. Lgendes 1st ed by Stphane Daudier, Marc Deladerrire, Philippe Mercier, Jean Marc Montel, Guillaume Rohmer (1983) Jeux Descartes Lgendes des 1001 Nuits ed by Jean Marc Montel (1984) Lgendes Celtiques ed by Philippe Mercier, Stphane Daudier, Guillaume Rohmer, Jean Marc Montel, Marc Deladerrire (1985) Premires Lgendes ed (1986) De La Table Ronde ed by Anne Vetillard (1986) Valle des Rois ed by Christian Caroli (1987) Des Cits ed by Didier Franque (1993) Antre du Dragon A French-language historical fantasy RPG system, released as several games focusing on different time periods. "Lgendes Celtique" was also released in English as "Celtic Legends". The original game has complex rules and focuses on very detailed historical/legendary background. "1001 Nights" also uses these rules. A simplified version of the rules ("Premires Lgendes") was later released, which the later supplements use. The simplified version has 3 basic attributes, each of which has 3 sub-attributes. There are 8 Gifts, each of which govern a set of skills. Action resolution uses a d20. The official settings included "Lgendes Celtique" (pre-Roman Celtic civilization); "Lgendes de la Table Ronde" (Arthurian Britain); "Lgendes Mille et Une Nuits" (based on 1001 Arabian Nights); and "Lgendes de la Valle des Rois" (ancient Egypt). There was also a third-party supplement for ancient Greece, "Lgendes des Cits". Lgendes des Contres Oublies 1st ed by G.E. Ranne, Stephane Bura (1995) Delcourt A French-language heroic fantasy RPG, adapted from a serie of French comic books of the same name. Legendmaker 1st ed by Howard I. Scott III (1998) Chaos Enterprises, Inc. A traditional fantasy-genre RPG. It uses a percentile skill based system, also using Xd10 for damage and other rolls. Character creation is by random-roll attributes, and choice of race and class. Class (Fighter/ Thief/ Cleric/ Mage) determines your central skill -- increase in that skill brings you up a level which improves saving throws and hit points. Legend of the Ages 1st ed by William WR Ozier (2010) self-published A generic fantasy system, which includes rules on creating cultures and civilizations, original monsters, and major houses and guilds, as well as magical items and spells. Legend of the Burning Sands 1st ed by Jed Carlton, Shawn Carman, Dan Comrie, Douglas Sun, Lucas Twyman, Brian Yoon (2008) Alderac Entertainment Group A stand-alone variant of the Legend of the Five Rings game, set in an alternate desert region of that world. It details major factions such as the warlike Yodotai, the mystical Ashalan, and the scholarly Qabal. It includes a new magic system with dueling rules (ta-haddi) as well as rules for summoning and creating jinn. Legend of the Five Rings 1st ed by John Wick, D. Williams (1997) Alderac Entertainment Group 2nd ed by Ree Soesbee (2000) Alderac Entertainment Group Wizards of the Coast 3rd ed by Rich Wulf, Shawn Carman, Brian Yoon, Seth Mason, Fred Wan (2005) Alderac Entertainment Group

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A medieval fantasy-genre RPG, set in the world of Rokugan where clans struggle for dominance. The names, appearance, and other features are Japanese-based, but there are also European influences. The "five rings" are the elements of Air, Earth, Fire, Water, and Void which group the basic attributes. It uses a dice pool system where you roll a number of d10s equal to attribute + skill, keep a number equal to attribute, and sum them. This is modified: rolls of ten add an extra roll, and in contests you throw out dice less than the opposing attribute. Character creation is skill-based, with a choice of 7 clans and 2 professions: bushi (warrior) or shugenja (mage). The Legend of Yore 1st ed by Brennan Taylor (1997) Galileo Games A fantasy-genre RPG, which allows PC's of giants, goblins, and trolls as well as elves, dwarves, and humans. It uses a simple skill-based percentile system: roll under (skill * 5) + attribute. Character creation has random-roll of race and attributes, followed by selecting a career (1 of 30) and picking skills from that career's list. Legend Quest 1st ed by John Josten (1991) Board Enterprises 2nd ed (1994) A generic fantasy genre RPG system, including rules for magic and "mentalism", but no background material. It uses a simple skill-based percentile system (roll under attribute*10 + Skill*5) for all tasks. Character creation, however, is point-bought and time-consuming. Legends of Kralis 1st ed by Levi Davis (2005) Fantasy Makers Industries, LLC A fantasy genre game with some science fiction elements, set on an original world ("Kralis"). There are fifteen races: Acires, Aelwyn, Ba-liyan, Centaur, Dwarves, Elves, Firbogs, Gnomes, Humans, Jakara, Kanus, Manax, Minotaurs, Sprites, and Trolls. The world is late Renaissance with the addition of magical war machines, airships, and related elements. It uses a percentile skill-based system (the "Talarius Gaming System"). Action resolution is roll under skill on d100 where successes (skill - roll / 10) must be greater than Target Successes. Character creation is limited point-based. Distribute 200 points plus racial modifiers among eight attributes: four Physical (Strength, Stamina, Agility and Perception) and four Mental (Intelligence, Wits, Willpower and Charisma). Legends Walk! 1st ed by Tim Gray (2002) Silver Branch Games An electronically-published superhero RPG set in a near-future world in the year 2020 where certain people have become empowered by creatures of popular myth. Each hero represents a single being from legend: a God like Thor or Athena; an Angel like Michael or Gabriel; a Hero like Hercules; or a Monster like Fenrir or a Spriggan. The setting is described, but the true reasons behind the event are left up to the group. It uses a dice-pool system, rolling a number of d6's based on skill + modifiers, where any result of 4-6 indicates a success. Character creation is limited-point based (spending points on Attributes, Skills, and Advantages) plus a selection of template, i.e. a pre-define mythic source which provides your powers. The core rulebook includes Greek, Norse, Celtic, and Angelic sources, plus there is a supplement for Aztec, Maya, Sumerian and Babylonian sources. Legione 1st ed by Danilo Moretti (1994) Beholder An Italian-language superhero RPG. Legio VII 1st ed by Marco Donadoni (1980) International Team An Italian-language sci-fi boardgame, only marginally an RPG. It is set in a vast galactic empire along Roman lines, where players go exploring the galaxy. The title is Latin for "7th Legion". It is a strictly tabledriven game, where the GM only rolls dice and reads results on tables. Lejendary Adventures 1st ed by Gary Gygax (1999) Hekaforge A fantasy RPG, packaged in several volumes ("Lejendary Rules", "Lejend Master's Lore", and "Lejendary Earth"). It uses a fairly rules-lite percentile skill-based system. Character creation is point-bought attributes. Skills are picked and then ranked in order of importance -- the picks add to attributes, and then attributes and rank determine individual skill values. There are class-like packages ("Orders") which enhance your picks if you qualify. Leluelo 1st ed by Risto J. Hieta, Hans Zenjuga (2000) Artic Ranger Production A small-press Finnish-language RPG in which the PC's are live toys (as in the Disney film "Toy Story"). It

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uses a fast d6-based system, and allows you play with real toys (cars, trains, dolls, soldiers..) as props. Lemuria 1st ed by Anders Blixt, Krister Sundelin (2004) Rvspel A Swedish-language action-oriented "dieselpunk" game, set on the lost continent of Lemuria in the 1930s. This is a sourcebook for use with the D20 Modern system, and is the first D20 game made in Swedish. Leverage: The Role Playing Game 1st ed by Cam Banks, Rob Donoghue, Matt Forbeck, Laura Anne Gilman, Ryan Macklin, Clark Valentine (2010) Margaret Weis Productions A modern-day espionage game based on the television series from the TNT network, where the player characters are a specialized group of con artists, criminals, and crooks who are trying to redeem themselves by using their skills to protect the victims of corporations, mobsters, and corrupt politicians. This uses a version of the Cortex System mechanics. Lex Arcana 1st ed by Leo Colovini, Dario De Toffoli, Marco Maggi, Francesco Nepitello (1993) Dal Negro "Essential Rules" ed (1998) Nexus Editrice An Italian-language alternate-history RPG with magic, set in an alternate history 476 A.D. where the Western Roman Empire survived rather than fell. Players take the role of Custodes, members of the Cohors Auxiliaria Arcana, a special branch of the Praetorian Guard devoted to search deep into the mysteries of the known world. In the late 90's, Nexus Editrice bought the game from Dal Negro and distributed the remaining copies. They also published a new geographical supplement called "Italia", by Andrea Angiolino and Francesca Garello. However, the "Essential Rules" edition is really an 8-page introduction to the original game, published in #54 of the magazine "Kaos". Liquid Crystal 1st ed by Ashok Desai (2006) Sane Studios A post-apocalyptic mini-RPG set a hundred years after robot wars wiped the Earth clean. The survivors live with little technology in the city of New Olympus. The player characters are robots whose minds have been wiped clean, in the hope that they can help the struggling city - despite their violent history. Little Fears 1st ed by Jason L. Blair, Greg Oliver (2001) Key 20 Publishing Nightmare ed by Jason L. Blair (2009) FunSizedGames An RPG of childhood terror, set in a world of bullies, curfews, tattle-tales, werewolves, vampires, and things much worse. The PC's are children below the age of 13, who have the gift of Innocence which monsters hunger for. Upon passing 13, they lose their Innocence and are safe from the monsters -- but they become blind to the terrors of their youth. The "Nightmare Edition" features a complete new system, the "Top 3" System. Live System: Modernised OGL System 1st ed by James Desborough (2004) Postmortem Studios An electronically-published universal RPG system, intended to be a more free-flowing variant of the D20 System of third edition D&D and D20 Modern. Character creation replaces classes with packages of skills and feats. Living Legends 1st ed by Jeff Dee, Jack Herman (1999) Unigames A superhero RPG, a 3rd edition / revision of the classic Villians and Vigilantes. Living Steel 1st ed by Barry Nakazono, David McKenzie (1987) Leading Edge 2nd ed (1988) A sci-fi post-apocalyptic RPG, set on an alien world called Rhand in 2349. Alien "Spectrals" assaulted the corrupt human Imperium, and invaded the isolated tourist world of Rhand. The invasion craft was destroyed, but chaos reigns after the devastation. The PC's are human champions equipped with power armor called "Living Steel", dedicated to restoring civilization. The game focuses on realistic powered-armor combat, using a version of the system from Phoenix Command. The second edition featured a simplified version of the rules, which is still quite complex. LodlanD: Ein Rollenspiel in den Tiefen des Meeres 1st ed by Andr Wiesler (2003) Image 3033 A German-language post-apocalyptic RPG, set in a future where the Earth's surface has become uninhabitable and humanity survives in domed cities beneath the oceans, complete with farms of genetically engineered algae. See www.lodland.de for more information. Lone Wolf the Roleplaying Game

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1st ed by August Hahn (2004) Mongoose Publishing A fantasy genre RPG, based on the Lone Wolf series of gamebooks and novels. The original gamebooks were co-authored by Paul Barnett (aka John Grant) and Joe Dever. The game is set in the kingdom of Sommerlund, grandest nation on the world of Magnamund. There, Kai monks with mystical powers defend the land against the Darklords of the west. The RPG is officially set some 50 years before the plot of the gamebooks (wherein all but one the Kai monks are killed in a war with the Darklords). It is a standalone RPG, while the rules are a variant of the D20 System from 3rd edition D&D. Combat has been made faster by the elimination of Attacks of Opportunity and Feats, and there is special magic appropriate to the setting. Long Live the King 1st ed by Mark ReinHagen, Stewart Wieck, Dale Cook, John Dashler (2006) White Wolf A strategic live-action role-playing game for five or more players, which uses cards and three sets of points (Gold, Status, and Favor). It is set in a generic historical kingdom where the prince is dead, and a new heir must be chosen by the ailing king. There are eight named characters: the King, Queen, Royal Bastard, Archbishop, Steward, Ambassador, Baron, and Treasurer. Each has a card with stats provided for it. The game is played with formal rounds for diplomacy and council. Lord of the Rings Roleplaying Game 1st ed by Steven S. Long, Christian Moore, John Rateliff, Matt Forbeck (2002) Decipher A fantasy RPG based on the novels by J.R.R. Tolkien. It uses a version of the "CODA" system (also used by Decipher's Star Trek RPG). Action resolution is by attribute + skill + 2d6 versus difficulty. Character creation uses random-roll attributes (with a point-bought option), and chosen skills -- taking 'picks' of skills from racial background and selecting an 'order' (i.e. warrior, wizard, rogue). There are also Edges and Flaws (advantages/disadvantages). Lords of Creation 1st ed by Tom Moldvay (1984) Avalon Hill A dimension-hopping game about characters rising to become masters of their own dimension. Lore: Origins 1st ed by Troye W. Gerard, Bryan P. Donihue, Jeremy L. Huffman, Daniel E. Beatty (2001) Lore Roleplaying A small press fantasy-genre RPG with the usual elements of elves, dwarves, orcs, and dragons. It is not yet released. Lost Roads of Lociam 1st ed by Rasmus Strand (1991) self-published A fantasy RPG, set on the world of Lociam - populated by elves, dwarves, giants, and animal-peoples (the First People) as well as humans (the Second People). Both are locked in struggle with creatures of Chaos (the Third People). The rules are based on percentile skills for most activities, and binary skills for knowledges. There are eight attributes, including four physical (Strength, Dexterity, Speed, Constitution) and four mental (Wisdom, Perception, Charisma, Mana). Experience is gained on individual skills based on use. Lost Souls 1st ed by Kathleen Williams, Joe Williams (1991) Sage Lore Productions, Inc. 2nd ed (1992) Sage Lore Productions, Inc. Marquee Press A supernatural RPG of playing ghosts trying to reincarnate, fighting evil ghosts and other creatures to improve their karma. It uses a variant of the system from Legendary Lives. The system is percentile-based, with degree of success indicated by a universal chart printed on the character sheet. There are five degrees of failure (from Catastrophic to Poor) and five degrees of success (from Passable to Awesome). Character creation has many random rolls, but the key selections are profession in life and lost soul type -- which may be either rolled or chosen. Creation begins with generating appearance, then profession, then how you died, and then the type of ghost you become (which determines your powers). There are 22 types of ghosts, including Bansee, Doppelganger, Haunt, Shade, and Spook. There are also 12 attributes, each of which has 4 associated skills. Ghosts have "will-to-live" points, which when you run out of you have a chance to reincarnate. Experience is via karma, which grants powers as well as improving your luck in reincarnation. 'The Lost World: Jurassic Park' Role-Playing Game Book 1st ed by Greg Farshtey (1997) Putnam Publishing Group This is a card-based RPG for young children (ages 7 and up). The book contains three interactive adventures, which use 24 punch-out cards. Some cards portray characters from the film, while others contain facts about dinosaurs or the Jurassic era. Each character has four attributes (agility, strength, perception, and mind) which are used with a d6 roll to determine action resolution. Love in the Time of Sei! 1st ed by Jason Morningstar, Matthijs Holter (2010) self-published A low-prep, quick-playing story game that includes five pre-generated characters along with locations and

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events. It is set in a Norse-themed fantasy kingdom on the brink of ruin. The old King has no male heir, and he seeks to marry his daughter to the Earl of Gardarike - a rival kingdom to the East. It uses a version of the free rules system Archipelago II. Luftwaffe 1946 Role Playing Game 1st ed by Jonathan M. Thompson (2003) Battlefield Press An RPG set in alternate-history Europe of 1946, based on Ted Nomura's comic book series of the same name. It uses a variant of the Action! System. La Lutte des Gemmes 1st ed (1995) Presses du Midi A French-language medieval fantasy RPG. Jack Vance's Lyonesse 1st ed by Philippe Genequand, Raphael Kissling, Boris Leu, Didier Salzmann (1999) Men-in-Cheese A French-language fantasy RPG based on the trilogy of novels by Jack Vance. It is set in the kingdom of Lyonesse, within an imaginary archipelago ("Isles Anciennes") between Spain, France and Ireland. The background has a strong Celtic flavor mixed with historical medieval background. Machineguns and Magic 1st ed by William L. McCord, Jr. (1992) M.G. Games 2nd ed (1994) A fantasy RPG about modern-day soldiers stranded in a medieval fantasy world by some spacewarp. It includes an original magic system with 30 spells, where spellcasters can cast as many spells as they like until they fail a roll. The 1st edition has a paper cover, while the 2nd edition has the usual softcover and better art. Macho Women With Guns 1st ed by Greg Porter (1988) self-published 3rd ed (1994) BTRC 4th ed by James Desborough (2003) Mongoose Publishing A hilarious parody RPG which features the battle of "macho women with guns" against over-the-top postapocalyptic strangeness. The background is that in the nineties, the world began to collapse due to "male chauvinist leadership". The fabric of society collapsed, the states and nations crumbled, and Hell itself vomited forth a plague of lawyers and tax collectors to ravage the land. The 3rd edition incorporates two sequels to the original: "Renegade Nuns on Wheels", and "Bat-Winged Bimbos from Hell". It uses a simple system of roll under skill on 3d6, with a hex-based combat system. It has point-based character creation, including ads/disads like "Look good in armor" and "Top-Heavy". The 4th edition was completely rewritten by a different author, and uses the D20 System from 3rd edition D&D. Mchte, Mythen, Moddermonster 1st ed (1989) Edition Einhorn A small-press German-language fantasy RPG, similar to D&D. It includes a range of classes including slave, prostitute, and combat mage -- plus races such as half-trolls. Mach: The First Colony 1st ed by Michael Lange (1983) Alliance Publications Ltd. A science fantasy RPG, in a universe where humankind in the 1980's is "rescued" from a pending supernova and deposited on an alien planet, which they share with 3 other refugee races. They are then left to fend for themselves with weapons smuggled in. The game takes place after 200 years of war and technical atrophy. PC's can be of one of the refugee races, native Machs or a very non-humanoid alien race who made it to Mach on their own with unknown intent. It uses a skill-based system, with attributes and races similar to AD&D. Experience is based on adventuring, practice, or study. Reviewed in "The Space Gamer" #69. Maelstrom: The Turbulent Role-playing Game of Thieves, Rogues, Magick, and Mayhem 1st ed by Alexander Scott (1984) Puffin Books 1st ed (2008) Arion Games A historical RPG about life in 16th century England, in pocket book format (in a line of "Adventure Books", ISBN 0-14-031811-9). The system uses percentile rolls as well as d6's. It has limited point-bought character creation, with packages for chosen profession. The 10 attributes each has a base of 30, you could distribute 50 points among them plus bonuses from your profession package. Witchcraft was handled as semi-freeform Willpower roll vs difficulty, with an extensive chapter on herbs. The second edition was published electronically via RPGNow. Maelstrom Storytelling 1st ed by Christian Aldridge, Seth Lindberg (1998) Hubris A fantasy RPG of pseudo-science, Leonardan magic and gunpowder set in a different reality which

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constantly shifts as a magical storm passes over it. The system (" Story Engine") is a cinematic dice pool system which has no numerical stats. Instead, the size of the pool depends on the number of textual "descriptors" (like "strong") the character has that apply. Success is determined by the number of odd numbers rolls ("Odds") vs the difficulty. Mage: The Ascension 1st ed by Stewart Wieck (1993) White Wolf 2nd ed (1995) A modern-day game of secret magic, where magicians from nine rebellious traditions struggle against the Technocracy -- a group of magicians who are trying to control all magic within reality, enforcing the limits of mundane science for everyone except themselves. It uses a variant of the "Storyteller" system originally used in Vampire: The Masquerade. It has a magic system with effects in several broad spheres, where due to the Technocracy, magic is made more dangerous if the effects visibly break physical laws -- but are allowed if there is a plausible mundane explanation. Mage: The Sorcerers Crusade 1st ed by Phil Brucato et al. (1998) White Wolf A companion RPG to Mage: The Ascension set in 1430 to 1550, prior to the founding of the Technocracy. The rules are similar, but the magic system is significantly altered to reflect the different mystic laws (i.e. "Paradox" is changed). In this time period, the "Daedalans" (predecessors of the Technocracy) are innovators who seek to change the old ways, with strong religious beliefs. Magic Frontiers Explorer Edition 1st ed by Wyant (1999) Event Horizon Productions A science fantasy genre RPG with no setting per se but provides support for both magic and advanced technology side-by-side. Character creation uses random-roll attributes, but assumes each character is from a unique race. Race is created by a number of selections of abilities and templates. Skills are based on character class. There are also rules for magic in three varieties (Arcana, Elementa, and Mindra) as well as robots and cyborgs and special powers. Magikon 1st ed by Marco Donadoni (unknown) International Team An Italian-language fantasy boardgame / RPG, using a very simple system for limited dungeon-delving. MAGIUS 1st ed (unknown) Suzaku Games A Japanese-language universal RPG system. It's vaguely similar to Big Eyes, Small Mouth, actually, except the 3 attributes are Body, Mental and Technique. There are about 8 skills that are written on the included character sheet, and they include winners like "Booze", "Cooking", and "Love-Related". M.A.G.U.S. 1st ed by Csand Novk, Zsolt Nyulszi (1993) Valhalla Pholy LLC 2nd "SUMMARIUM" ed (1996) 3rd "Els! Trvnyknyv" ed (1997) 4th "j Tekercsek" ed (1999) 5th "M.a.g.u.s. d20" ed (2004) INOMI Publishing 6th "j Trvnyknyv" ed (2007) "Mazsola" Hsru s Delikt Trade LLC "Mazsola" Hsru s Delikt Trade LLC Tuan Publishing A popular Hungarian-language fantasy RPG, based on a series of popular fantasy novels by various authors. It is set on the world of Ynev, that closely resembles Renaissance Europe, full of political intrigue. The PCs are adventurers, often dragged into political schemes by corrupt local officials by money, blackmail, or other means -- influenced by cyberpunk genre tropes as much as traditional fantasy. The world is dominated by humans, but is also inhabited by "aquirs" -- a powerful, dying race of demon-like entities. The 1st and 2nd edition use a system similar to AD&D, including ability cores, races, and classes. Distinctive elements include new classes such as knights, headhunters, martial artists, and gladiators. There are six different magic systems, including the black magic of warlocks, the seduction of witches, and the "mosaic-magic" of wizards who assemble their spells from smaller components. There are also three schools of psionics available to all classes. The original system includes two-level skills (basic and master levels), but there is no general resolution system for these. The combat system uses percentile rolls, and includes critical hits and armor that reduces damage. The 2nd and 3rd editions add various options. The 4th edition provides complicated point-buy character generation options and a detailed five-stage skill system, but still no general task resolution. The 5th edition is based on the D20 System from 3rd edition D&D. Characters start out in a base class (warrior, rogue, novice and aristocrat) and enter regular "adventurer" classes on 4th level. The 6th edition reverted to the original percentile system. Characters creation uses skill and background

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options in a point buy system, but the traditional classes are also present in the form of premade packages. Maid RPG 1st ed by Ryo Kamiya (2004) Sunset Games "which you love" ed (2005) Sunset Games 1st English ed by Ryo Kamiya, Ewen Cluney (2008) Kuroneko Designs A humorous Japanese-language RPG about women cleaning the house of a master where wacky events occur. There is no physical combat system, but there is a conflict system where the loser accumulates Stress points. When a maid has greater Stress than her Spirit rating, she has a Stress Explosion. Maids also gain points of Favor from the master, which can be used to boost rolls, reduce Stress, to raise attributes, or invoke random events. There are three charts of random events for Outer Space, Modern, and Fantasy -- including many game-changing events. There are two supplements: Koi Suru Maid RPG and Yume Miru Maid RPG. Koi Soru Maid RPG has an introduction and errata, rules for playing a head maid or butler, rules for generating a master, tables for designing a mansion, rules for "romance and enticement," comforting (to reduce someone else's Stress), costume changes (a table of 36 alternate costumes, each with a Favor cost and special rules), items (in a D666 table of 216 of them!), and a total of 13 different random event tables. Yume Miru Maid RPG is mostly a scenario collection, but it also has rules for complexes and apprentices, tables for two new settings (Old West and Old Edo), a second table of costume changes (including plugsuits, Gundam uniforms, and hero suits), and a weather table. Les Matres-Mondes 1st ed by Ivan Strobino (1992) L'Arkalance A French-language generic fantasy RPG system, intended for a variety of fantasy worlds. Malfices 1st ed by Michel Gaudo, Guillaume Rohmer (1985) Jeux Descartes A French-language Victorian horror RPG, set around 1880-1920 with various witch doctors and occult sorcerers in the background. One of the 5 top-selling RPGs in France at one time. Manga World 1st ed by Koneko (unknown) self-published A French-language generic manga RPG (Japanese comic-book), aimed at allowing easy adaptations of Manga settings. Manhunter 1st ed by Ramon P. Moore (1987) Kingslayer Publications 2nd ed (1993) Myrmidon A sci-fi adventure RPG in a multi-species interstellar federation (the Aglio-Terran Planetary Defense System). It uses a complex system: skills are percentile rolls under rating, combat is (attack stat+d20) vs (defense stat+d20), with table-driven damage. Character creation is random-roll attributes and point-bought skills. Man, Myth, and Magic 1st ed by Herbie Brennan (1982) Yaquinto A mythic fantasy RPG ostensibly drawing from 4000 B.C. to 1000 A.D. Earth legends. The game mixes many elements from this wide period. Character nationality and class are determined randomly, so a party might have an African witch-docter, a Greek sybil, and an Oriental shaman. It uses a class-based percentile system, where you roll and add stat to beat 100. The basic game includes a starting adventure set in a gladiator school. Manual of the Eternal Sages 1st ed by Scott J. Compton (1993) self-published A small-press fantasy RPG, published as a spiral-bound book of photocopies. It uses a percentile system, with a complex tree structure of attributes. Marauder 2107 1st ed by Christina Laird, Delbert Laird (1994) Maelstrom Hobby A post-nuclear-apocalypse anime-genre sci-fi RPG, set in a chaotic Japan filled with Nomads, Newlords, a great Citystate and Breeders (humans mutated into creatures resembling both demons and conventional fantasy monsters). Mars: A Roleplaying Game of Planetary Romance 1st ed by Gareth-Michael Skarka (2007) Adamant Entertainment A retro science fantasy RPG based on the Barsoom stories of Edgar Rice Burroughs and other early sci-fi authors. It uses a variant of the D20 System as found in D20 Modern. Mars Colony 1st ed by Tim C Koppang (2010) TCK Roleplaying

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A sci-fi roleplaying game designed specifically for two players around a particular scenario, to be played out in 2-3 hours. It is set in a future where a Mars colony has been created by a coalition of Earth governments, which is now dying after years of incompetence and disaster. One player takes on the role of the colony's appointed savior, while the other player is responsible for all the various problems that are plaguing the citizens of Mars. Marvel Superheroes 1st ed by Jeff Grubb, Steve Winter (1984) TSR 2nd ed (1988) The first superhero RPG liscensed from Marvel comics. This used a simple system based on a universal table and attributes rated in broad worded categories (from "Typical" to "Unearthly"). Zan's superhero rules page has the complete original rules available online. Marvel Superheroes Adventure Game 1st ed by Mike Selinker, Michele Carter, Bill Olmesdahl, Steven Schend, Steven Brown (1998) TSR A superhero RPG on the same subject, but an unrelated system (the "SAGA" system). The system uses a special 96-card deck rather than dice. Each player has a hand of cards, and actions are resolved by attribute+ (card) vs difficulty. Wounds reduce the size of your hand (so the number of cards you hold is also your hit points). Marvel Universe Roleplaying Game 1st ed by Dan Gelber, Jeffrey Simons, Evan Jones (2003) Marvel Publishing Group A superhero RPG set in the universe of Marvel Comics, unrelated to the two earlier RPGs published by TSR. It uses a diceless system, where players spend "stones" of effort out of a pool. Action resolution is by stat plus stones of effort vs difficulty. Character creation is point-based. MasterBook 1st ed by Ed Stark, Bill Smith (1994) West End Games A generic RPG system, packaged with various worldbooks but not as a standalone product. The system is a variant of the Torg system, using 2d10 instead of 1d20 on the bonus chart and a modified drama deck. Worldbooks include Indiana Jones (1994) Bloodshadows (1994), Tank Girl (1995), Necroscope (1995), Tales from the Crypt (1996), Species (1995), and Aden (1995). Masters of the Universe 1st ed by L. Ross Babcock, Jack C. Harris (1985) FASA A fantasy RPG/boardgame presented in comic book format, based on the animated children's TV series. It uses pre-generated characters ("He-man", "Teela", etc.) only. Mean Streets 1st ed by Mark Bruno, Todd Downing (2002) Deep7 A film noir RPG, using the "XPG" rules system published in electronic PDF format. It is a very simple system designed to immediately jump into play. The default setting is New York City in the 1940's, during WWII. The basic game includes a sample adventure, "A Tangled Web". Mecha 1st ed by Chris Perrin (2010) Heroic Journey Publications A sci-fi RPG based on Japanese anime about giant robot combat. It has no single official setting, but the core book features three sample settings: a surreal post-modern setting (inspired by The Big O), a standard sci-fi setting (inspired by Gundam), and a tongue-in-cheek high school mecha setting. Game sessions are broken into short Episodes that take about a half hour. Each Episode starts with a role-playing scene centered on a single player who makes a roll, where success grants a bonus in the coming battle. This is followed by a mecha battle conducted on a bullseye map. If a player faces defeat, retreat is automatically successful unless the player chooses to risk their character's life. Mecha Aces 1st ed by Anthony Ford (2005) ComStar Media, LLC A mecha anime RPG built using a variant of the Fudge system. It includes rules for mecha treated as characters on a different scale from human characters. Mechanical Dream 1st ed by Benjamin Paquette, Francis Larose (2002) SteamLogic Editions, Ltd An "industrial fantasy" RPG, set on Kainaas, a circle of light nearly 30,000 miles in diameter surrounded by a mysterious black wall. There is a mix of modern technology for the elite, while in slums and far-flung villages life is still in the medieval stage. It uses a dice pool system where attribute determines the type of die rolled (d4,d6,...) and skill determines the number of dice. The highest roll is the result. Character creation is open point-based. The Mechanoid Invasion

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1st ed by Kevin Siembieda (1981) Palladium Books 2nd ed (1985) A sci-fi game about invasion by evil aliens with robotic bodies. This introduced the basic Palladium RPG system, later used by Palladium Fantasy and a number of other games. It uses random-roll attributes and class-based character creation, with advancement based on levels. Action resolution is by d20 (combat and saving throws) or d100 (skills), similar to AD&D. Mechwarrior 1st ed by L. Ross Babcock, Jordan Weisman, Walter H. Hunt, Evan Jamieson, William Keith, Patrick Larkin, Richard K. Meyer, Kevin Stein (1986) FASA 2nd ed by Brian Nystul, Lester W. Smith (1991) 3rd ed by Brian Nystul (1999) "Classic Battletech RPG" ed (2004) FanPro A sci-fi RPG in the world of the Battletech boardgame, set in a 31st century where constant wars are fought by giant robots ("mechs"). The 1st and 2nd editions focuses on PC's as pilots and crew of battlemechs, while the 3rd edition expands the scope. The 2nd edition system uses 2d6, roll over target number (based on attribute) minus skill. The 3rd ed system uses 2d10 + skill vs difficulty. Character creation is by a life path, choosing skills and rolling for random events for different stages. The 3rd edition was later reprinted by FanPro as the "Classic BattleTech RPG", since the title "MechWarrior" was used for a related collectible miniatures game. Meddling Kids: An Introductory Role-Playing Experience 1st ed by Allysson Brooks (2004) Meddling Games Pandahead Productions A humorous RPG inspired by "Scooby Doo" and similar cartoons from the 1970s. Character creation is based on picking one of 7 archetype: Jock, Fluff, Brain, Goof, Temper, Sidekick, Innocent. There are 4 attributes: Strength, Moves, Smarts, Health. Players spend 24 attribute points and 26 points on abilities. Resolution is based on 3d6 + stat + skill vs. difficulty. It has a non-lethal combat system, and various options for the genre such as a quirky "Wild Card" character and optional "Kids' Points" that can be spent by anyone in the group to modify rolls. Med ild og svrd 1st ed by Jrn Eriksen (1984) self-published A Danish-language fantasy mini-RPG, whose title translates as "With fire and sword". It claims to be "the first fantasy roleplaying game in the history of Denmark" which is probably correct. The rulebook is 20 A4 pages with a sketched cover. It is essentially a basic system focused on miniatures combat, with no explanation of what role-playing is. There was only one edition and no supplements. Mediterraneo 1st ed by Andrea Angiolino (1992) Giochi del 2000 2nd ed (1995) Qualitygame An Italian-language fantasy-genre mini-RPG, set in the Europe of classical myth, among Greek and Roman deities, demigods, and monsters. The first edition was an independent booklet and came out as supplement of "E Giochi" magazine #5 in January/February 1992. The 2nd edition from Qualitygame was released as part of the "I Giochi del 2000" collection. MEGA 1st ed by Didier Guiserix, Michel Brassinne (1984) Jeux & Strategie magazine 2nd ed (1986) Jeux & Strategie magazine 3rd ed (1992) Casus Belli magazine 4th ed (1993) Descartes A French-language time-travel / alternate-worlds RPG (MEGA is short for "Messagers Galactiques" or "Galactic Messengers"). The first three editions appeared as special magazine issues (in J&S and CB). The 4th edition (hardcover) includes the campaign includes the campaign "Le Voleur d'Ygol" by Tristan Lhomme. MEGA Role-Playing System 1st ed by Allon, Brakas (1987) Mega Games An heroic fantasy RPG, English-language published in Norway. It uses a complex system with numerous tables. Players are required to write up a character background, and the GM then assigns skill development levels based on the background. It had a single adventure module: "Ogre Forest". Meikyu Kingdom (!) 1st ed by Touichirou Kawashima (2004) Adventure Planning Service Hobby Base Miekyu Kingdom (lit. "Labyrinth Kingdom") is a Japanese fantasy role-playing game. The player characters, called Landmakers, are members of a tiny kingdom's royal court: king, knights, viziers, oracles, ninjas, and

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servants. A magical force called "Dungeon Hazard" made the whole world (mountains, rivers, plains, etc.) into dungeons. Landmakers explore and conquer dungeons for their kingdom. The English title, "Make you kingdom!!", is broken English, but has a double-meaning because it is pronounced similarly to the Japanese title ''Meikyu Kingdom''. It's setting is cynically tongue-in-cheek. For example, it includes a "vorpal bunny" drawn from the computer game Wizardry's famous monster (itself based on Monte Python and the Holy Grail), but its illustration is a bunny girl. Meks 'n' Mekanoids 1st ed by Denton R. Elliot (1987) Doc's Games A sci-fi mini-RPG from the publisher of Dinky Dungeons, published in a 3''x5'' ziplock bag(!). There were three supplements, all written by Stu Wagner: "Beasts 'n' Bots" (animal forms for robots), "Weapons Wastebucket" (new weapons and other features), and "Chaotic Combiners" (mega-robots formed from smaller robots). Mekton 1st ed by Mike Pondsmith (1985) R Talsorian Mekton II ed (1987) Mekton Zeta ed by Mike Pondsmith, Mike MacDonald, Benjamin Wright (1995) A far future sci-fi RPG, in the Japanese anime giant mecha genre. It includes a brief mecha-genre far-future setting (Algol) and GM notes on running anime adventures, but the dominant part is treatment of the mechs themselves. The first edition was predated by a earlier Mekton game in 1984 which was not really roleplaying. Editions "II" and "Zeta" use a variant of the "Interlock" system, which is skill based with actions resolved by attribute+skill+d10 vs difficulty. Character creation is limited point-based, with a random number of points (distribute 10d10 points to attributes, skill points determined by your "Education" attribute). Various random-roll "life path" tables add background color to the character. Melanda: Land of Mystery 1st ed by Lee McCormick, John Corradin (1980) Wilmark Dynasty 2nd ed (1981) A fantasy genre RPG set in an original fantasy world. The character creation system has attributes determined by the character's childhood studies. The magic system has spells which are cast by combining runes, each of which has a different purpose: nouns, prepositions, and adjectives. The fewer number of words used, the better chance of success but the more general the effect. The more words used, the more precise the effect, but the less chance of success. It has a few supplements (including an adventure module) made before it went out of print. Men in Black 1st ed by George Strayton, Nikola Vrtis (1997) West End Games A humorous alien-conspiracy RPG based on the movie. The game background and source material concentrates on silliness and slapstick elements. It uses the "D6" system from the Star Wars game. It adds "Cue Cards", given to each player with an action or line of dialogue written on them. If the PC can do or say what's on the card in the context of the adventure, they get a bonus. Merc 1st ed by Paul D. Baader, Walter Mark, Lawrence Sangee (1981) FGU A military action RPG. Merc: 2000 1st ed by Loren Wiseman (1990) GDW Not a standalone RPG, but rather an alternative campaign supplement for Twilight: 2000, featuring a world where the big ugly nuclear war never came, but brushfire wars, rebellions and other minor conflicts are fought all over the world, thus offering plentiful employment for PCs. Mercenaires 1st ed by Francois Perrinel (1991) FLEO A French-language modern-day action RPG. It uses a system intent on realism, including extensive weapon tables. Character creation is skill-based, with modifiers depending on whether you choose a civilian or military career. Mercenaries, Spies, and Private Eyes 1st ed by Michael A. Stackpole (1983) Blade (a division of Flying Buffalo) A generic modern-day mystery and espionage game. Uses a simple skill system with level-based advancement. Action resolution by attribute plus skill plus 2d6 (re-rolling doubles open-endedly) vs difficulty. Le Messager 1st ed by Christoph Guillermet (1991) ditions Role'Mag

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A French-language space opera RPG, published by the game magazine "Role'Mag". It is set among seven worlds created by gods, complete with magic and demigods and various powerful organizations. It includes three booklets: a 76-page rulebook, a 26-page universe book, and an 18-page scenario book. The rules include 14 races ranging from cat-men and bird-men, to more exotic races like the Levyx (who are legless but levitate and have "hyper-vision"). Stats are based on a mix of random-roll and profession choices. Attributes are tested on 1d20, while skills are percentile. The Metabarons Roleplaying Game 1st ed by Peter Schweighofer (2001) West End Games A space opera RPG based on the French series of graphic novels written by Alexandro (El Topo) Jodorowsky and illustrated by Juan Gimenez. The series is a galaxy-spanning space opera focused on a clan of powerful warriors. The RPG uses the "D6Legend" variant of the D6 System. It uses special six-sided dice where 3-6 is a success. You roll dice equal to your stat, count the number of successes, and compare to the difficulty. Metalface 1st ed by R. Wallace Garner (2001) Eternal Tempest A scifi RPG set on a far-future Earth where people are able to transfer their souls into robotic bodies known as 'metalfaces.' Past wars have ravaged the planet and reduced the population, and free-enterprise now rises and battles for control of the solar system. The game uses a six-sided dice system and a free version of the rules can be downloaded in Adobe PDF format. Metamorphosis Alpha: Fantastic Role-Playing Game 1st ed by James Ward, Brian Blume (1976) TSR A sci-fi game set on a 30-mile long generation starship ("The Warden") gone awry. A radiation storm causes mutations to occur to its occupants creating outlandish mutated humans and animals. The concept was wandering around the interior encountering strange creatures in a dungeon-like way -- including many concepts that would later surface in Gamma World. In 90's, a universebook for this setting was made for the Amazing Engine system. MetaScape 1st ed by Blake Mobley, David Webb, Anthony Pryor (1993) The Game Lords, Ltd. A space opera RPG. Its background is the "GuildSpace" setting, which mixes far-future technology with medieval elements of sorcery, psionics, swordplay, knighthood, and evil supernatural villains. There are six character races, none of which is strictly human. Each has focuses in one special ability: psionics, the Sorce, psychosomatics, high-tech powered armor, bioware, and cybernetics. The base mechanic uses a "doubling die" which open-ends on a 16. La Mthode du Docteur Chestel 1st ed by Daniel Danjean (1991) Presses du Midi A French-language sci-fi RPG, where the PC's are psychiatrists who telepathically enter people's dreams to help them. The catch is that mistakes can leave the doctor dead or brain-dead, or the patient in worse shape than before. M-Force: Monster Hunting in the 21st Century 1st ed by Leighton Connor (2002) Hex A modern-day monster-hunting RPG, set in an alternate Earth where horrific monsters have been around throughout history. The PCs are agents for a modern-day monster-hunting organization called M-Force, founded as a non-profit organization in 1952. The rules are based on Hex Games' QAGS system, adding character design rules, and skills. There are three attributes (Body, Brain, and Nerve) along with three traits (Job, Gimmick, and Weakness): all rated 1-10. Action resolution is to roll under attribute + skill on 1d20, while contests require rolling higher than the opponent's 1d20 roll but still under attribute + skill. It also includes a hero point mechanic (called "Yum-Yums"). Mhr Fantasy RPG 1st ed by Greg Older (2008) Fool's Moon Entertainment A fantasy genre RPG based around an original setting, the Kingdom of Anland. It uses a straightforward system that handles resolution by rolling under skill plus modifiers on 1d20. Character creation is a pointbuy system, including the option of flaws for additional points. Seven races are available: human, dwarf, gnome, halfling, goblin, Hood (fox-people) and Nicila (cat-people). Several pre-built character archetypes are provided. It includes a magic system, divided into faith (used by priests) and magic (used by wizards, alchemists, and spellweavers). Faith is more reliable but more structured, where each faith has a few rituals that are unique to it. Magic is more flexible but more dangerous. Middle Earth Role Playing 1st ed by S. Coleman Charlton (1984) Iron Crown Enterprises

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2nd ed (1993) A game set in the world of J.R.R. Tolkien's fantasy series. The adventures are set prior to the trilogy, around the year 1640 of the Third Age. This is before Sauron had re-established himself at Dol Guldur in Mirkwood and the Dwarves had awakened the Balrog in Moria. It uses a simplified version of the Rolemaster mechanics: open-ended percentile die rolls, resolved on extensive tables. Midgard - Das Fantasy-Rollenspiel 1st ed by Juergen E. Franke (1981) Verlag fr Fantasy und SF-Spiele 2nd ed (1985) Verlag fr Fantasy und SF-Spiele 3rd ed (1989) Klee Spiele 4th ed (2001) Klee Spiele 5th ed (2005) Verlag fr Fantasy und SF-Spiele Pegasus Spiele A German-language medieval fantasy RPG, set in a Norse-themed fantasy world ("Midgard") with giant, dragons, elfs, and dwarfs. It is mid- to low-level fantasy. The rules system is class- and level-based. Character creation has random-roll attributes but point-based skill development. This was the first German-language role-playing game to be published, and has since had several new editions and two spin-off RPGs: the Victorian RPG Midgard 1880 and the licensed sci-fi RPG Perry Rhodan (2004). Midgard 1880 1st ed by Heinrich Glumpler (1994) Klee Spiele A variant of the German-language fantasy game Midgard, set in Victorian times. It features master criminals, anarchists, and conspiracies as well as mummies, werewolves, vampires, and so forth. Support for the game was later taken over by Pegasus Spiele and Verlag fr Fantasy und SF-Spiele. There were at least 14 adventures published for the game as well, along with the long-titled sourcebook, "Doctor Nagelius' wohlfeiles und weitschweifiges, exzentrisches und eklektisches Enzcyclopaedisches Compendium der bekannten Welt" (Doctor Nagelius' ... Encyclopedic Compendium of the Known World). Midian Dark Fantasy Roleplaying Game 1st ed by Golgotha Kinslayer (2003) Lost Souls Publishing A dark fantasy genre RPG, where the PCs include humans, dwarves, elves, trolls, and gaijin (a sort of barbaric human). It uses a skill-based system, with optional classes purchased with skill points. Character creation is a mix of random-roll and point-based, including ads and disads. Action resolution uses 1d20. Midnight at the Well of Souls 1st ed by Timothy R. Green (1985) TAG Industries A sci-fi RPG based on the eponym Jack L. Chalker's novel series. It features 150 character races and a partial map of "Well World". Midway City 1st ed by Eddy Webb (2005) Spectrum Game Studios Z-Man Games An RPG set in a far future on a space colony 50 miles diameter where the dictator mandated that everyone live in what he calls "the Golden Age of humanity" -- meaning pre-World War II America. The dress, speech and technology are strictly regulated by the government to conform to this. This has been the status quo for roughly 120 years, and most people just accept what is going on and lead their normal lives out. Besides normal humans there are aliens (the Kyrhee), rare psychic half-breed aliens (known as "Gazers"), androids (known as "Blanks"), and mutants (known as "Flips"). Further, wounded people are sometimes given cyberware replacements. It uses a variant of the rules from Cartoon Action Hour. Character creation features an open-ended system for designing special abilities including steelware, flips, and psychic powers. Action resolution uses stat + 2d6 vs difficulty. Miekka ja Magia 1st ed by Risto J. Hieta (1987) Ultimate Oy A small-press Finnish-language fantasy RPG, whose title translates as "Sword and Magic". It is a rules-lite version of D&D, The classes include "barbaari" (barbarian), "taistelija" (fighter), "seikkailija" (adventurer), "metslinen" (ranger), "velho" (wizard) and "kerubi" (cherub -- something that can turn into a spirit at will). This was the successor to a generic RPG adventure entitled "The Secret Treasure of Raguoc in the Acirema Dungeons". Miekkamies 1st ed by Ville Vuorela (1994) Burger A Finnish-language baroque fantasy RPG, with heavy swashbuckling elements. The title translates as "swordsman". It is set on an original fantasy world called Arleon, a cross-breed between the Roman Empire and 17th century Europe with supernatural elements. The PC's are swashbuckling heroes, facing an evil magical force known as the Darkfire which spawns monsters and is worshipped by cultists. Areas that had fallen under its influence turned into representations of hell. There are witches with powerful magic,

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although they rely on numerous ingredients for their spells to work. Miles Christi 1st ed by Benoit Clerc (1995) Sans Peur et Sans Reproche A French-language historical RPG set in the era of the crusades. The PC's are Templar Knights, although supplements cover other character types. The system uses playing cards (i.e. Ace thru King). Mili KK: El Juego de rol de la puta mili; 1st ed by Ricard Ibez, Jordi Cabau (2003) Proyectos Editoriales Crom A Spanish-language humorous RPG about modern-day military service. "Mili" is the name for Military Service, and "K K" sounds like "caca", a word for shit. In this humourous game the PCs are youths in the Military Service, with a rich popular culture of humour and bad taste, drugs, jokes and characters as the Fascist Sargeant, the Pacifist Joint-Smoker and the Rambo-like Soldier. Based on mythical comic strips of the brilliant Iv. Millenium's End 1st ed by Charles Ryan (1992) Chameleon Eclectic 2nd ed (1993) A techno-thriller RPG, in the style of novels by Michael Crichton and Tom Clancy. It uses a percentile skillbased system. The damage system uses a transparent overlay on silhouette figures for hit location, and a table which includes determines blood loss and stun from location, damage type, and amount. Mimtis 1st ed by Gilles Candotti (1990) ditions des Sept Pierres A French-language RPG, subtitled "The Game of Adaptation". Players play themselves, mysteriously transported to an unknown world, with only a pocket knife and a hangover. It includes a detailed background for this world. Mini Six Bare Bones ed by Phil Morris, Ray Nolan (2009) AntiPaladin Games A universal system based on the open-license version of West End Games' D6 System. Character creation is limited point-bought, spending 12 dice among the four attributes (Might, Agility, Wit and Charm); and 7 dice on skills and special abilities (called Perks). Resolution is by rolling d6s equal to attribute plus skill, and comparing the total to the difficulty. The "Bare Bones" edition includes brief vehicle and magic rules. Misery Bubblegum 1st ed by Anthony Lower-Basch (2009) Muse of Fire Games A short-term (30-60 minutes) roleplaying game about high school relationships, contained entirely in a custom deck of cards - such as "Need for Authority - Discard this card and the GM narrates a decision that needs to be made". M.I.S.S.I.O.N. 1st ed by Ernest T. Hams (1982) Kabal Gaming Systems A modern espionage RPG, using a complex system and including detailed floorplans. It includes a secret base design system where the GM spends a fixed budget of money on guard dogs, steel doors, laser eyes, guards, etc. The PC's then attempt to break into the installation and get to the protected secret. The basic game includes seven 17.5" x 23" full-color maps and four 15.5" x 23" building interiors. Misspent Youth: A sci-fi game of teenaged rebellion 1st ed by Robert Bohl (2010) self-published A storytelling game of playing teenagers rebelling against authority in a player-defined future. The setting is collectively created by the players, including defining The Authory - the antagonist. Each play session is broken into seven scenes. It uses a special conflict resolution system where players roll 2d6 and claim that number on the Conflict Map, where possible GM numbers are defined by what scene it is. If a player rolls an already-claimed number, they win - but if they hit a GM-controlled number they lose. Mist-Robed Gate 1st ed by Elizabeth Shoemaker, Shreyas Sampat (2008) Summerbird A martial arts action RPG based on modern Chinese wuxia films. It uses game mechanics involving a prop knife that can be in one of four states: covered, sheathed, open, and bloody. In play, players fill out character cards, and then take turns framing scenes. The player framing a scene either fills out a new set card or chooses one that is already filled out. The knife begins covered, and there is little conflict in scenes. When the knife is sheathed, players can hand it to other players, and they have to respond by entering wirework, escalating (making the knife open), or passing it back to present the same options. When it is open, a player can make explicit demands when passing the knife, and the target can respond by entering wirework, meeting the demand (and putting the knife down), elaborating the demand and passing it to someone else, or stabbing another player's character sheet (making the knife bloody). The character whose

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sheet is stabbed will die by the end of the scene. The player can stab another character, do what was asked, or enter wirework. Mob Justice 1st ed by Malcom Craig (2006) Contested Ground Studios A game of modern crime, set amidst mafia violence in America during the time of Prohibition (the 1920s). It uses a playing-card based system where you assemble poker hands after drawing a number of cards based on skill. In addition, each player has "story chips" which can be used to manipulate the scene and bet on success. Character creation is limited point-based. Two key stats, Reputation and Stature, are chosen freely. There is also a Loyalty rating and a Code which has both a numerical rating and a description (such as "All of the crew on my jobs come back alive"). There are also broad skills bought using points. MOD RPG System 1st ed by Sebastian Dietz (2000) Nimble Ogre Games A German-language universal RPG system, designed to be a modular game with genre modules for Fantasy, Magic, and Guns (modern-day firearms and explosives). There are currently no predesigned settings, however. Action resolution is by rolling under skill on 1d20 + modifiers. There are also drama points which may be used to influence die rolls and prevent damage, but they are single-use and can only be replenished with new experience points. Character creation is open point based, using a single pool of points for attributes, skills, race, advantages, and disadvantages. In combat, characters have a number of short, long and very long actions to spend (long and very long actions are multiples of a short action). A character may defend himself by parrying or dodging without spending actions, but every subsequent defense is more difficult than the previous. A character may spend actions to improve his defense. The damage system uses six hit locations, each with its own hit points and armor points. Modern 20 1st ed by Charles Rice (2008) RPG Objects An electronically-published standalone system based on D20 Modern. The variant aims to make the base system smoother and faster-playing. It replaces the Basic, Advanced and Prestige Classes with six Core Classes. The skill list has been changed, along with new rules for backgrounds, occupations, and hobbies. Wealth is used, but is not used to roll wealth checks. Critical hits are replaced by a hit location system that modifies damage. Moffet Babies: el juego de rol de los bebes mofetas 1st ed by Miguel Garcia Fernandez (2002) La Cocoguawa A humorous RPG where you play a baby and other players are your roommates or your playmates. It incorporates a "good nanny manual". Mondagor 1st ed by Christian Neff (2004) fiveSTORMS Productions A German-language fantasy genre RPG, set in an original fantasy world of the same name. Player characters can be from 10 races (including humans, elves, and dwarves) and 16 sub-races (including 3 human, 4 elven, and 2 dwarven). Character creation is limited point-based, starting with choosing a race (and sub-race) if any, then spending attribute points, skill points, and combat/magic talent points. The experience system emphasizes "learning by doing". It includes a magic system with three spheres of magic. Mondes et Heros 1st ed by [the "Migou" team] (1995) Gallimard A French-language RPG line. It is an attempt at an easy RPG by putting players in pre-generated roles as characters lifted from novels. It had several books released: "Marid Audran" (from the books by G.A. Effinger); "Odysseus" (from Homer's Oddessey); "Orlando"; and "Sherlock Holmes". Monkey, Ninja, Pirate, Robot: the Roleplaying Game 1st ed by Chad Underkoffler (2004) Atomic Sock Monkey Press A tongue-in-cheek RPG based on a board game where cartoon-like characters try to foil the plots of cownapping aliens, gain Mojo, and lay their hands on the all-powerful sweet, sweet Uranium! Mojo is the peculiar power of being cool and funkily awesome, and is used to be cool, and gained by being cool -- as well as by eating uranium (naturally). The game uses a variant of the Prose Descriptive Qualities (PDQ) system introduced in Dead Inside. Character creation is by choosing race, a Goal, 2 to 4 freeform keywords which give bonuses, and a weakness. Action resolution is by 2d6 + bonus vs difficulty. Monster Horrorshow 1st ed by J.H. Brennan (1987) Armada A humorous horror RPG, written by the British author of the GrailQuest and DemonSpawn fantasy adventure books. The GM is called the "WereWizard", and must qualify for the position by passing through a solo

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adventure entitled the "Labyrinth of Squat". The book includes a simple system, monster cards, and the adventure. Monster Island: The Game of Giant Monster Combat 1st ed by Bruce Harlick, Patrick Sweeney (2002) Firefly Games A miniatures/role-playing game of giant monster combat. Monsters & Magirs 1st ed by Foob, Koen De Waele, David Van Dijck, Dirk Vandenheuvel (1989) The Wise Tree A Dutch-language fantasy RPG: "Monters & Magicians". This is a shorter 72-page introductory version of Schimmen & Schaduwen . It is a simple but complete RPG with different characters, magic spells cards, monsters and an introductory scenario. Monsters and Other Childish Things 1st ed by Benjamin Baugh (2007) Arc Dream Publishing A horror RPG about kids who each have a monster that does things for them. It uses a simplified variant of the One-Roll Engine rules found in Wild Talents and Godlike. As in other games, the d10 dice pool is used to resolve conflicts, looking for number of matching faces. Character creation is limited point-based. There are five attributes (Feet, Wits, Hands, Guts, and Attention) and related skills. Character also have rated relationships, which could be to parents, friends, or even stuffed animals. Lastly, they create their monster according to another limited point system. Monsters & Slayers 1st ed by Clifford Raymond Fagan (1991) Atlantis Enterprises An RPG set in a mythic version of the British Isles in 527 A.D. (with faeries and monsters). It uses a d6 based system: roll 3d6 under attribute, or roll 2d6 under 8+mods for combat. Characters have 7 attributes (Strength, Endurance, Dexterity, Intelligence, Luck, Persuasiveness, and Attractiveness). Monsters! Monsters! 1st ed by Ken St. Andre (1976) Flying Buffalo A fantasy RPG spin-off from Tunnels and Trolls. This is a traditional fantasy game reversed with players play the monsters fighting human heroes. Monte Cook's World of Darkness 1st ed by Monte Cook, Luke Johnson, Sean K. Reynolds (2007) White Wolf A modern dark fantasy/horror RPG, a variation of the World of Darkness setting where extra-dimensional horrors known as the Inconnu opened a gate hundreds of miles wide in the central United States. Now one year later, the U.S. has collapsed into dealing with its internal problems, and horrors stalk the fringes. The Inconnu create vampires, werewolves, and demons -- while there are also mages and the Awakened (extraordinary humans). It uses a rules variant based on the D20 system, where character type (such as vampire or werewolf) functions as both a race and a class. Montsegur 1244 1st ed by Frederik J. Jensen (2009) Thoughtful Games A storytelling game where players take characters from the historical siege of Montsegur where the sect of Cathars were assaulted as heretics by forces backed by the Catholic Church. It uses a diceless system of narration rules, where play is divided into a number of predefined turns leading up to the inevitable defeat of the Cathars, where each character must choose whether to burn themselves alive (as many historical Cathars did). There are a number of special cards that define elements to potentially include in the story. Moros Role-Playing Game 1st ed by Jurjen Stellingwerff (2006) self-published A fantasy genre RPG using a simple dice pool system. It is set in a medieval world, where mystical powers can be obtained easily but has side effects and is often illegal. The book is self-published via print-ondemand service Lulu.com. An earlier free version is available on a Geocities site. Morpheus 1st ed by Devin Durham (1990) Rapport Games Crunchy Frog A virtual reality RPG set in the near-future, where PC's are players in Morpheus Mind Park virtual reality games. Characters have 4 attributes (Imagination, Confidence, Ego, and Reputation), 3 skills (Reality Control, Accuracy, and Defense), and various virutal "powers" (which include more regular skills). You have a pool of dream points, which can be used to buy new powers - even in mid-play. It uses a percentile resolution system, which is slightly math-heavy (i.e. damage = (100% + (Attack - Defense) * 10%) * Xd10). The Morrow Project 1st ed by Kevin Dockery, Robert Sadler, Richard Tucholka (1980) Timeline, Inc. 2nd ed (1980) 3rd ed (1983) Timeline, Inc. Abacus Dimensions

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A realistic post-apocalyptic RPG. The PC's are agents deliberately frozen to rebuild the world after nuclear war, as part of a private project by Bruce Edward Morrow (aka "The Morrow Project"). However, something went wrong with the project mechanisms, and the PC's wake up alone 150 years after World War III. This game has a lot of attention paid to detail and hardware, reflecting the survivalist genre. The system is combat-focused, with other issues covered only after the 3rd edition. cf. the Morrow Project home. Mortal Coil 1st ed by Brennan Taylor (2006) Galileo Games A modern fantasy role-playing game inspired by Miyazaki's film "Spirited Away" and Neil Gaiman's comic "Sandman". It allows a range of fantasy backgrounds. It has a diceless mechanical system, where players spend from four pools of tokens: Action, Passion, Power, and Magic. Characters have four attributes (calls "Faculties") named Power, Grace, Wits, and Will; as well as player-defined aptitudes like "Barfly". The mechanics work by bidding tokens on conflicts. Mortal Combat 1st ed by David John Morris, Steve Foster, Andrew Murdin (1979) Waynflett House Ltd (UK) A generic "historical or fantasy" RPG rules system (softcover booklet, 64 pages). Nine attributes: Strength, Constitution, Manual Dexterity, Agility, Speed, Looks, Intelligence, Learning and (magical) Talent. Advancement is level-based. Magic works with spell points and success chance for spells, organised in 8 spell levels, around specialties : Alchemy, Antiquities & Languages, Demonology and Artificery. The Mountain Witch 1st ed by Timothy Kleinert (2005) Timfire Publishing A role-playing game with a built-in adventure: a group of ronin samurai are hired to assault and kill OYanma, the dreaded Mountain Witch of Mount Fuji. It uses a simple resolution system, with player-created Fates for their characters and a system of Trust which focuses play on trust and betrayals among the PCs. The Mouse Guard Roleplaying Game 1st ed by Luke Crane, David Petersen (2008) Archaia Studios Press Boxed Set ed (2011) A medieval roleplaying game adapting the anthropomorphic comic book series of the same name. The setting is the Mouse Territories, a collection of three dozen or so mouse settlements loosely unified under a Matriarch. The Matriarch acts as head of the Mouse Guard, a group of idealistic knight errants who maintain the roads and deal with external threats. While there are dangerous wild animals ranging from crows to snakes, the only other intelligent creatures are the bordering weasels. It uses an original dice pool system related to Burning Wheel. Resolution is by rolling d6s equal to stat, with bonuses dice for gear, help, or applicable knowledge skills ("wises") - every result of 4 or higher is one success. This is modified by spending Fate and Persona points, or activating traits. It has a unified conflict resolution mechanic similar to BW's Duel of Wits - used for arguments, chases, fights, journeys, etc. Each side generates a starting score, or Disposition, and then every round, each side chooses three actions in secret, continuing until one side or the other is reduced to zero disposition. The PCs are always members of the Guard, generated by a simple stepby-step process of selecting rank, age, birthplace, and so forth. MSF High RPG 1st ed by Joseph Fanning (2007) self-published A humorous anime-inspired RPG set in MSF Highschool, a training ground for teenage superheroes, including both alien and magical races. The book is self-published via print-on-demand service Lulu.com. MSG executive ed by Wood Ingham, Becky Lowe, Benjamin Baugh (2008) Firebird, Ltd. A satirical rotating-GM RPG about corporate marketing and the rat race, where the player characters are company representatives (reps). Each turn, one player plays The Company trying to crush the reps. Character creation includes choosing to be Freelance or an Asset, along with picking expertises, perks, relationships, two attributes (Compassion and Self), and a "Unique Selling Point." The players create their company as a group, then play through a series of situations in the boardroom. After everyone has taken a turn as GM, the player with the most resources wins and gets to narrate the conclusion. MuggerHunt 1st ed by Kevin Dockery (1983) Firebird, Ltd. A light-hearted solitaire game -- not really an RPG -- about unting down muggers in urban "game preserves". The only "attribute" of hunters/muggers is what they are armed with. Multimondes 1st ed by Michel Gaudo (1988) Oriflam A French-language hard science-fiction RPG, with only a few outer colonies. Multiverser

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1st ed by E.R. Jones, M. Joseph Young (1997) Valdron Inc. 2nd ed (2000) A dimension-hopping RPG where players play themselves with the discovery that they reincarnate in a new universe / scenario upon death (via personal energy known as "scriff"). The skills are divided into "biases": Technology / Psionics / Magic / Body. These are also the categories of rating dimensions (i.e. some universes are high-magic, low-technology). Multiworlds 1st ed by A. Piparo, L. de Luca (1999) Cuccia Editore An Italian-language universal RPG system. It has a lengthy and complex character creation process and simple resolution system. Munchkin RPG 1st ed by Andrew Hackard, Steve Jackson (2003) Steve Jackson Games A humorous parody of D&D and other fantasy RPGs based on the card game "Munchkin" card game. It uses the D20 System from 3rd edition D&D. Complete rules are not provided: basic rules for character creation, combat, and other systems refer to the D&D Players Handbook. Murphy's World 1st ed by Kevin Davies, David Brown (1995) Peregrine A humorous RPG about the world where the junk of many universes collects, intended particularly for characters from other game universes to drop in for light-hearted adventures. Mutant 1st ed by Mikael Petersn, Gunilla Jonsson (1984) Aventyrspel 2nd ed (1989) Target Games "Undergngens Arvtagare" ed by Joakim Bergstrm, Martin Bergstrm, Mattias Jonsson, Mattias Lilja, Fredrik Lindregn, Andreas Marklund, Johan Normark (2002) Jrnringen HB A Swedish-language post-nuclear-apocalypse RPG, set many years after world wars and great plague. The PCs are descendants of survivors, in a feudal Scandinavia that is slowly rebuilding. The rules are based on 3rd ed Drakar och Demoner, with new rules for mental powers and mutations instead of magic. The 2nd edition kept the rules but converted it to a generic cyberpunk RPG without any post-apocalyptic aspect. The 3rd edition's title translates to "Mutant: The Heirs of the Apocalypse". It returns to the post-apocalyptic world of the first edition, with some changes. The rules have been simplified and streamlined. Mutant Chronicles 1st [Swedish] ed by Magnus Seter, Henrik Strandberg, Nils Gulliksson, Michael Stenmark, Jerker Sojdelius, Stefan Thulin, Fredrik Malmberg (1993) Target Games 1st [English] ed by Matt Forbeck, Paul Beakley (1993) Target Games Heartbreaker Games 2nd ed (1996) A techno-fantasy RPG and miniatures system from Sweden. It is set in a distant future where Earth has been destroyed, and the solar system is colonized by soulless megacorps. A discovery on Pluto unleashes "The Darkness", which makes computers go crazy and throws the solar system into chaos. The fanatical "Brotherhood" arose to resist the taint of "Dark Symmetry" in an Inquisition-like manner -- later leading the crusade when a tenth planet was found, unleashing a horde of "Necromutants" which nearly wiped out humanity. Mutant City Blues 1st ed by Robin D. Laws (2008) Pelgrane Press A near-future police RPG set in a future where ten years ago, 1% of the population gained mutant powers such as flight, telepathy, and energy bolts. The PCs are members of the police Heightened Crime Investigation Unit that investigates crimes in the mutant community. 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 Mutantes en la Sombra 1st ed by Jose Felix Garzon, Igor Arriola (1991) Ludoctenia "G2" ed by Mikel Cabriada, Igor Arriola, Joseba Calle, Carlos Monzn, J.A. Tellaetxe Isusi (1997) Ludoctenia A Spanish-language modern-day psychic powers RPG along the lines of Psi World, where player characters can be either mutants or normals. The system uses 1d20 versus a target number, determined by comparing skill and difficulty on a universal table. The combat system is very deadly, where a rifle round may cause 12d6+5 damage when a strong character has 24 hit points. The first edition revolves around Cold War espionage and politics, while the second edition deals with post-Cold War politics, Middle-Eastern terrorism and a second generation of mutants created by the Chernobyl incident.

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Mutant Future 1st ed by Daniel Proctor, Ryan Denison (2008) Goblinoid Games A post-apocalyptic science fantasy RPG, in the style of the Gamma World game and similar games of the late 1970s and early 1980s. Player characters types include pure human, android, mutant human, mutant animal, and even mutant plant! Mutant R.Y.M.D. 1st ed (1992) Target Games A short-lived Swedish-language sci-fi/cyperpunk RPG, a predecessor to Mutant Chronicles. The system is similar to Warhammer. Mutants & Masterminds 1st ed by Steve Kenson (2002) Green Ronin Publishing A generic superhero RPG. The rules are a standalone system based on the D20 System used by 3rd edition D&D. It includes a point-based character creation system and an assortment of feats, super-feats, and powers. The basic rulebook includes 12 "ready to play" hero templates, aloing with sample villians and an introductory adventure. The damage system is streamlined to require only a d20. Damage is handled by a saving throw against the damage value. Failing accumulates "hits" which incur penalties, while failing the save by 5 or more can stun or knock unconcious an opponent. Mutazoids 1st ed by Ken Whitman (1989) Whit Productions 2nd ed (1991) 3rd ed by Moses "Wolfy" Wildermuth (2003) MT Enterprises, LLC A post-apocalyptic RPG, set in the year 2073, sixty years after the world was swept by the accidental release of the man-made plague virus. The government is the "Second Republic", which suppresses the mutant majority, with political and racial overtones. The PC's are "Enforcers" who hunt the dangerous mutants ("mutazoids"). The system uses 2d6 roll vs stat on a universal table. Character creation is by random-roll attributes, and semi-random lifepath approach for skills. Muthom 1st ed (unknown) PL Productions A French-language sci-fi RPG set in the near future as the Earth is being invaded by aliens. Rollespillet Muu 1st ed by Tomas HV Mrkrid (1989) self-published A Norwegian-language fantasy RPG about peaceful, semi-intelligent creatures trying to find food, take baths, cuddle, and sleep. The muu have no language. All actions in the game are initiated by normal playing cards. Any conflicts are resolved by the use of dice. The method involves strong techniques for transforming the language used in-game into poetic Muu-phrases. The aim of the game is to create a kind of merry harmony. My Life With Master 1st ed by Paul Czege (2003) Half-Meme Press A horror RPG where the PCs are all deformed minions of an evil, demented genius -- in the vein of Igor or Quasimodo. It uses a set of strict rules on the dramatic progression of the story, which depends on the stats and rolls made. Each minion character has two descriptive traits: "More than Human" and "Less than Human". There are also three numeric traits: Self-Loathing, Weariness, and Love (though Love always starts at zero). Myranor: Das Gldenland 1st ed by Britta Herz, Jrg Raddatz, Thomas Rmer (2000) FanPro A fantasy-genre German-language RPG related to Das Schwarze Auge system. It is set on a different continent of the same world as DSA, called the "Golden Land" by Aventurians. It uses a precursor to the 4th edition DSA rules. Character generation is open point-bought, and it includes a very open magic system. Myriad: A Universal RPG System Extended ed by Ashok Desai (2006) Sane Studios A universal RPG system designed to be incomplete, with some assembly required by the GM and players, putting together various optional parts. There are four core attributes: Power, Grace, Intellect and Spirit. It includes several options for character creation, including limited point-bought, random-roll, and templatebased. Resolution is by rolling d6s equal to attribute, adding skill level to the highest die, and comparing the total to difficulty or opposed roll. The basic system (74 pages) is released under the Creative Commons License, with a free PDF available. The print version is "extended" with additional material, including using stealth as a form of conflict, mass battle rules, a large selection of new SFX, and an additional chapter on designing your own game setting.

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Myrskyn aika 1st ed by Mike Pohjola (2003) Johnny Kniga Publishing A Finnish-language fantasy RPG aimed at immersion in character and emotional realism. The text focuses on setting and GM instructions, with simple rules provided for both tabletop and larp. The book describes the semi-medieval world of Valenor, with a spaghetti western look and strong political themes. The mechanics aim to emphasize the character's experience rather than the physical reality. Mystery Men 1st ed by John Stater (2011) self-published A simple superhero RPG based on the Swords & Wizardry system by Matt Finch. It uses character classes and levels, with the three classes being Adventurer, Sorcerer, or Scientist. It includes over 200 superpowers, with most being adapted versions of fantasy genre spells. Resolution is by adding attribute + 1d20 and comparing to either 10 + opposing stat or calculated Defense Class (for combat). Released under Wizards of the Coast's Open Game License. Mystic Forces 1st ed (2000) Positive Roleplaying A fantasy RPG, set on an original world ("Oryathar"). The PC's are "Shinkai" who have been granted mystic powers by the Light to battle the Shadow which threatens the world. There are five races: the telepathic Brightlings, the stout and durable Grak, the agile and long-armed Loremek, the cat-eyed Valkin, and the giant and stone-skinned Warlum. Mythes et Lgendes 1st ed by A. L. Gohin (unknown) self-published A French-language traditional medieval fantasy RPG. Mythic Role Playing 1st ed by Tom Pigeon (2003) Word Mill Publishing An universal improvisational game, which has rules for spontaneously generating adventures. It uses parameters determined at the start, combined with randomly determined answers to yes/no questions. It is designed to be playable as a standalone RPG or also as a supplement for GM-less play using other RPG rules. Mythic Russia: heroism and adventure in the land of the Firebird 1st ed by Mark Galeotti (2006) Firebird Productions A standalone fantasy RPG, using the HeroQuest engine in the setting of the ancient Russia of history, legend and folktale. The setting is a cinematic one where the PCs are rare magical heroes. All magic is based on theism in HeroQuest, with a single Otherworld common to both pagan and Christian worship. Religion is a pastiche of paganism and Christianity. For example, one character might worship Volos the cattle god, and argue with his brother, who insists on calling him Saint Vlasii -- while both agreeing on many details. The game includes extensive notes on the body of myth and folklore including many villains and heroes, as well as maps, an introductory scenario, and many adventure seeds. Mythworld: Realistic Fantasy 1st ed by Paul Cardwell, Jr. (1986) Hippogriff Publications A generic fantasy RPG aimed mainly at playing in times of myth -- primarily late bronze age to early iron age. It uses a detailed rule system. The original was published as a boxed set with six books (Rules, Bestiary, Outfitter, Skills, Spells, and Robber's Cave), along with five 4-page character sheets and three dice (d6, d8, d20). Name Keeper 1st ed by Jose Luis Pumarega (2001) La Factoria de Ideas A Spanish-language fantasy RPG. The world is flat and falls towards the floor of the universe. The gods were defeated by the demons and now the hell is physically in the world (i.e. on the map) and when people die they appear there, always. When they were defeated the gods gave a magical language to the humans to allow them to survive, though the magicians (the Name Keepers) are not so sure. The PCs are from Isla, which has the more advanced civilization of the world. Isla has makers of the "clocks": robots that work by clockwork mechanisms. Narnia - Das Rollenspiel 1st ed by Ulrich Drees, Oliver Plaschka (2008) Brendow Verlag A German-language fantasy role-playing game set in the world of Narnia, based on the book series by C.S. Lewis. It uses a simple though not minimal set of rules aimed at beginners. The Nearside Project 1st ed by Stephen Herron, Tom Bisbee, Barry O'Connor (1996) Nearside Games A sci-fi RPG of parallel earths, set among 13 parallel dimensions of the modern world caused by unknown

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forces. The "variants" (as the dimensions are called) are traveled by people known as "Nearsiders", who have a neural anomaly allowing them to find and penetrate the doorways between variants. Nebuleon SF RPG 1st ed by William Corrie III (2004) HinterWelt Enterprises A spacefaring sci-fi RPG with a percentile skill-based system (the "Iridium System"). It is set in the RFW (Republic of Free Words) which establishes regular diplomatic ties, encourages trade, keeps shipping lanes open, protects traders, and maintains peace. Alongside it, the Andromedaen Council of Guilds, the GrouLynn Empire, and the Kolkesh Empire seek to strengthen the galaxy from the threat of the Jiran Theocracy. Character creation is random-roll attributes (best of 3d20), followed by choosing a class which influences skills. Neighborhood 1st ed (1982) Wheaton Publications An RPG where the PC's are kids role-playing fairly normal childhood adventures. Nemesis: A Perfect World 1st ed by Malcolm Harris (2001) Maximum CNG A post-apocalyptic superhero RPG, set in the modern world after a supernatural disaster (the "Nemesis event") which gave certain people supernatural powers. It uses a skill-based system. Action resolution uses 2d6. Character creation is either an original character, or creating a version of yourself with powers. There are six templates for superpowers. Nemundir 1st ed by Lambert Tth (2007) Delonaran A Hungarian-language fantasy RPG. Neotech 1st ed by Marco Behrmann, Dan Hrning, Carl Johan Strm, Krister Sundelin (1993) Neogames AB 2nd ed (1999) A Swedish-language cyberpunk / technothriller RPG, set in the year 2059. It has a detailed background as well as rules for netrunning and cyber implants. The system and background try to be as realistic as possible regarding weapon rules, social changes and the world as a whole. Nephandum 1st ed by Massimo Bianchini, Mario Pasqualotto (2005) Asterion Press 1st [English] ed by Massimo Bianchini, Mario Pasqualotto (2007) Mongoose Publishing An Italian-language dark fantasy / horror RPG, using the D20 system, later translated into English and released by Mongoose Publishing. Set in a fantasy world where five dark cosmic entities rule over five different aspects of fear: Disease, Madness, Blood, Darkness and Savagery. Nephilim 1st [French] ed by Fabrice Lamidey, Frederic Weil (1991) Multisim 2nd [French] ed (1992) 1st [English] ed by Fabrice Lamidey, Sam Shirley, Greg Stafford, Frederic Weil (1994) Chaosium An occult RPG where characters are immortal creatures that awaken in human form. First edition was Frenchlanguage, later translated into English. Neuroshima 1st ed by Michal Oracz, Ignacy Trzewiczek (2003) Portal A Polish-language post-apocalyptic game which action takes place in the U.S. after the rebellion of great strategic military computer. Cities are burn to the ground, people are fighting with machines and so on. World is somehow similar to computer RPG "Fallout" or movie "Mad Max". It uses a game system emphasizing speed of play. Action resolution uses 3d20 vs difficulty. NeverWorld 1st ed by Erin Laughlin (1996) ForEverWorld A fantasy-genre system, focusing on a variety of fantasy races and cultures. The world is one where the various races are closed off from each other, casting the PCs as explorers. It uses a skill-based system with complex character generation. New Gods of Mankind 1st ed by Richard Leon (2007) Dark Skull Studios A fantasy genre game where the player characters are minor new gods who have latched onto a struggling human tribe in a largely Bronze Age fantasy world. The humans' worship of the new gods empowers them with Belief that allows them to stay in existence and perform miracles. Humans are threatened by warlike Salamanders and rampaging Jurelian Giants, but live at peace with the taciturn Gnomes, water-dwelling Undines, and knowledgeable Sylphs. There are also Light and Dark breeds of Wood Nymphs, that live in

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forests and generally ignore humans. Resolution uses a step-die dice pool, where players generally roll d6s unless incarnate in a mortal form, when they roll d10s for most actions except skills in their domain that they roll d12s for. The new gods and their human worshipper face various threats including elder races and their gods, god-like beings that feed on fear called Leviathans, and rival gods of humanity. Character creation is point-based, with each new god getting 50 belief points and 100 followers. Player character also pick one primary domain - such as Birth, Death, Adventure, or Magic - and three secondary Domains such as Intrigue, Lightning, Cats, or Gambling. Advancement is based on getting Belief Points per year equal to 20% of the number of worshippers for that god. Nexus: Live Action Roleplaying 1st ed by Rick Dutton, Walter O. Freitag (1994) Chaosium A live-action RPG game/scenario intended for 44 players and 5 referees. The scenarios is about aliens who manage to land their meeting right in the middle of a sci-fi convention, and accidentally mistake the congoers for their comrades. The book comes complete with characters, handouts, and a brief rules set. Nexus: The Infinite City 1st ed by Robin D. Laws, Jose Garcia (1990) Daedalus Games An interdimensional action game, set in a city which extends across dimensions and constantly changes its geography and connections. It uses a precursor to the system in Feng Shui, with stat+1d6-1d6 resolution and a point-bought character creation system. Ngenesis: the Trials of Flesh 1st ed by Justin Killam, Damien Hunt (2008) Apocrypha Studios A post-apocalyptic science fantasy RPG set in the far future where the player characters are modern gods called Ngen reawakened after ages of sleep to survive through the plagues of the apocalypse. The Ngen first appeared in the near future, using a mystic energy called the Pyur to become rulers of a thousand-year golden age. Then creatures of chaos and darkness called Hrongyr appeared, spreading contagion. The Ngen and their custodians retreated underground and went into hibernation to wait out the plagues. The player characters are Ngen newly awakened after an unspecified time, their custodians now missing. The game uses a dice pool system called the Providence system. In resolution, the player rolls a number of dice equal to skill rating (0 to 6) of a type based on attribute rating (from d2 to d12). The result is the highest die, modified by +1d6 (Fate Die) and -1d6 (Doom Die) and any modifiers for difficulty or other circumstances. A positive result is a success. The result is used as level of success, such as for damage in combat. There are 12 attributes, divided into 4 each for Mind, Body, and Soul. There are also about 50 skills divided among controlling attributes. Nightbane 1st ed by C.J. Carella (1995) Palladium Books A modern horror game about supernatural shape-changers who can appear human, but are really creatures from another dimension (the "Nightlands"). PCs are "Nightbane" who fight to protect humanity from the "Nightlords" who are poised to take over the world, with human sorcerors and vampires somewhere in the mix. The system is a variant of the Palladium Fantasy RPG system. It was formerly known as "Nightspawn" but the name was changed for legal reasons. NightLife 1st ed by Bradley K. McDevitt et al. (1990) Stellar Games 2nd ed (1991) 3rd ed (1992) A modern-day horror game where the characters are various monsters: vampires, werewolves, zombies, etc. Night of the Ninja: Reality Role Playing Game 1st ed by Tom Wall, Sandford Tuey (1986) IIE / Mastery Manual A martial-arts RPG in a modern-day setting, with an emphasis on combat. The opponents are terrorists and organized crime. Night Prowler 1st ed by Croc (1995) Siroz A French-language medieval fantasy RPG, set in the world of the Seven Cities, a giant megalopolis where crime is everpresent. PC's are thieves who fight machiavelian authorities to earn their livings. It includes detailed background on the Seven Cities. Character generation is class-based, with a wide variety of classes and races. Races include dwarves and elves but also many other varieties. Nil 1st ed (1985) Fondation du Stratge A French-language historical RPG set in ancient Egypt. The is diceless, using order sheets with wargamelike overtones.

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Nine Worlds 1st ed by Matt Snyder (2004) Chimera Creative A science fantasy RPG with an original setting, a fantasy solar system with elements of Greek mythology where aetherships traverse the swirling mists of space between the nine planets, each ruled by the Eternals (Aphrodite ruling Venus, etc.). The rules use playing cards, where each player has a deck of cards to draw from. Characters draw based on their Arete or Hubris attribute, with bonuses for related Muses; then select a number of cards of the same suit. Winning conflicts results in the accumulation of Tricks. Ninja Burger: The Role-playing Game 1st ed by Michael Fiegel, Kenshiro Aette, Christopher O'Neill (2001) 9th Level Games 9th Level Games Aetherial Forge 2nd ed (2006) A humorous RPG system where the PC's are ultra-powerful ninjas who have taken day jobs as fast food deliverers. They go on missions to deliver the food in 30 minutes or less (even to inside a high security installation) without being seen by the customer. If they fail, they must commit seppuku. It uses a very simple system. Four stats are generated by rolling 3d6 (Strength, Agility, Ki, and Endurance). Resolution is by rolling under your stat on a multi-d6 roll, with more dice rolled for more difficult tasks. The second edition uses a variant of the Prose Descriptive Qualities (PDQ) system introduced in Dead Inside. Ninjas and Superspies 1st ed by Eric Wujcik (1988) Palladium Books A cinematic modern action/adventure game, using a variant of the Palladium System. Most of the book is dedicated to combat of one form or another, especially martial arts. Nobilis 1st ed by R. Sean Borgstrom (1999) Plainlabel / Pharos 2nd ed (2002) Hogshead Games 3rd ed (2011) EOS Press A game of theological conflict, where the characters are Powers each set to defend some aspect of reality (like Joy, or Duels, or Calenders Days, etc.). They are fighting "Excrucians" who are trying to destroy all of the larger reality, of which our world is only a small part. It uses a diceless system where players spend "miracle points" to accomplish their actions. The second edition greatly expands the text with examples of play and GM advice. Noctum 1st ed by Mischa L. Thomas (2005) self-published A Swedish-language modern horror game similar to the earlier game Kult. cf. http://www.ad-noctum.com/. No Dice - Pure Role Playing 1st ed by Leo Stableford, Suzanne Jordan (2009) No Dice RPG Team A universal minimalist RPG, concentrating on advice for players and GM. The base mechanic uses playing cards - drawing from a deck against a difficulty from 1 to 10 set by the GM. A Jack is an automatic failure; a Queen is an automatic success; a King is kept by the player to be traded in for a future redraw. noir 1st ed by Jason Inglert, Jack Norris, Curtis Werner (1997) Archon Gaming Inc. A film noir RPG (i.e. pulp-era mystery and intrigue). It uses a free point-build character creation, with an additive dice pool resolution (roll d6's equal to trait plus skill and total them vs difficulty). The combat system is fairly involved. No Press Anthology 1st ed by Luke Crane, Alexander Cherry, Michael S. Miller, Kirt Dankmyer, Daniel Solis, Matt Machell, Jeffrey Schecter, Mike Holmes, Ben Lehman (2004) Key 20 Publishing A collection of eight short roleplaying games published as a single volume, edited by Luke Crane. "Snowball", by Alexander Cherry, is a variant of the free RPG "The Pool" which works backwards in time from a strong image. "Discernment", by Michael S. Miller, is an RPG where the players puts someone in differing situations in order to discern the overall soul quality of the one being examined. "Pretender", by Kirt Dankmyer, is fantasy game about supernatural beings hidden as normal people in the 1980s. "WTF", by Daniel Solis, is a surreal game with many GMs and only one player. "The Agency", by Matt Machell, is about characters fighting the supernatural in the 1960s. "Pagoda", by Jeffrey Schecter, is a game of Chinese wuxia (kung fu fantasy). "Cell Gamma", by Mike Holmes, is a game where the PCs start out in prison cells, with no memory. (The rules are GM-only.) "Over the Bar", by Ben Lehman, is a combined RPG and drinking game. Norwegian Style 1st ed by Erlend Sand Bruer, Tor Kjetil Edland, Arvid Falch, Ole Peder Giver, Martin Gudmundsen,

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Matthijs Holter, Magnus Jakobsson, Hken Lid, Lasse Lundin, Anders Nygaard, Tomas HV Mrkrid, Erling Rognli, Margrete Somerville, yvind Stengrundet, Even Tmte, Rune Valle (2009) self-published A collection of 17 short role-playing games by Norwegian designers. They vary in length, form and content from 15-minute "game poems" to year-long campaigns, from GM-less freeform to competitive resource management games, from light-hearted fantasy slapstick to grimly realistic stories of patricide. Noumenon 1st ed by Caias Ward, Chris Welsh, Darren Maclennan, Darwin Leary, Jens Rushing, Josh Benton, Khairul Hisham, Lee Foster, Monica Valentinelli, Nathan Hill, Nick Bousfield, Robert Hansen, Thomas Eliot (2006) Abstract Nova Entertainment A strange fantasy role-playing game of mystery and abstraction. Players assume the roles of the Sarcophagi - strange insect-like creatures trapped within the Silhouette Rouge, who encounter bizarre entities and explore strange locations. It uses a domino-based task resolution system that enables players to build upon each other's successes, emphasizing player cooperation. Nova 1st ed by Daniel Schuler (1997) self-published A German-language sci-fi RPG, set at the end of the 27th century. It is set in a vast galactic set of empires both human and alien. The system is similar to Das Schwarze Auge. cf. the official website. Now Playing: Roleplaying the World of Television 1st ed by Bradford Younie (2004) Carnivore Games A universal system for roleplaying which adapts from a television series, or just emulates the style. The mechanics are a variant of Fudge. The core rulebook includes a sample series (the "Foundation for Paranormal Investigation") and a sample episode. Nylon Angel 1st ed by Cary Lenehan (2006) White Mice Games A cyberpunk role-playing game based on the books by Marianne de Pierres. It is set in a near-future cyberpunk Australia. Obsidian: The Age of Judgement 1st ed by Micah Skaritka, Dav Harnish, Frank Nolan (1999) Apophis 2nd ed (2001) A mystic post-daemonic-apocalypse science-fantasy RPG, set in the year 2299, after the manifestation of Hell upon the Earth Plane in 2029. It is set within the "Zone", a massive monolithic structure housing the remains of Humanity. They are threatened by "Daemons" from outside which feed on sin, and sympathetic "Kultist" within. Characters have the option to play heavenly characters imbued by the Divinity, daemonic characters who serve the daemon hordes, or neutral characters that serve only themselves or the megacorporations within the Zone. It uses a skill-based dice-pool system: total (attribute + skill) d6's vs. difficulty. octaNe 1st ed by Jared A. Sorensen (2002) Memento Mori Theatricks A post-apocalyptic RPG set amidst "trash-culture" America. It uses a dramatic system based around Plot Points, though it also uses die rolls. There is one supplement, "Against the Reich", which adapts the game for two-fisted pulp serials fighting Hitler, including 30 new character Roles. Odysseus 1st ed by Marshall Rose (1980) FGU A fantasy RPG set in an indeterminate period of ancient Greece. Includes brief rules for warships and naval rule. Oem Prime 1st ed (1997) Omnimarcus A fantasy RPG system. The system uses the special icon-marked 12-sided dice ("Success Dice", "Battle Dice", and "Body Dice") that it uses. The Official Superhero Adventure Game 1st ed by Brian Phillips (1981) self-published A generic superhero RPG, focusing mainly on combat. Of Gods and Men 1st ed by Jeffrey Konkol (1997) Non-Sequitor Productions An epic fantasy RPG. The system is level-based with some skill templates and only human characters. During character creation, the player draws three divinity cards with the "divine power" their character has (Skill Gain, Flight, etc.). Character creation uses random-roll attributes (take 5 highest of 7d10 for each of six attributes) and point-bought skills.

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Og: The Role-Playing Game 1st ed by Aldo Ghiozzi (1995) Wingnut Games 2nd ed (2000) Unearthed ed by Robin D. Laws (2007) A humorous beer-and-pretzels mini-RPG about cavemen vs dinosaurs. Players choose 1 of 5 types of cavemen: strong caveman, smart caveman, fast caveman, hitting caveman, or healthy caveman. The twist is that players are limited to a 17 word vocabulary at all times: you, me, rock, water, fire, tree, hair, bang, sleep, smelly, small, cave, food, thing, big, sun, and go. OGL Ancients 1st ed by Adrian Bott (2004) Mongoose Publishing A game covering the broad genre of ancient history and legend, focusing on the Egyptians and Greeks before the rise of the Roman Empire. It uses a variant of the D20 System from third edition D&D and D20 Modern. It is, however, a complete core rulebook released using Wizards of the Coast's Open Gaming License (OGL). OGL Cybernet - Cyberpunk Roleplaying 1st ed by August Hahn (2003) Mongoose Publishing A game covering the broad genre of cyberpunk and netrunning, using a variant of the D20 System from third edition D&D and D20 Modern. It is, however, a complete core rulebook released using Wizards of the Coast's Open Gaming License (OGL). OGL Horror 1st ed by Gareth Hanrahan (2003) Mongoose Publishing A game covering the broad genre of horror, using a variant of the D20 System of third edition D&D and D20 Modern. It is, however, a complete core rulebook released using Wizards of the Coast's Open Gaming License (OGL). OGL Steampunk 1st ed by Alejandro Melchor (2004) Mongoose Publishing A game covering the broad genre of steam-age science fiction, using a variant of the D20 System of third edition D&D and D20 Modern. It is, however, a complete core rulebook released using Wizards of the Coast's Open Gaming License (OGL). OGL Wild West 1st ed by Gareth Hanrahan (2004) Mongoose Publishing A game covering the broad genre of wild west action, using a variant of the D20 System of third edition D&D and D20 Modern. It is, however, a complete core rulebook released using Wizards of the Coast's Open Gaming License (OGL). Okahoshin 1st ed (unknown) unknown A Japanese-language fantasy RPG, set in mythic China (Oka). Roughly translated: "Immortals of the Middle Kingdom". The PC's are immortals who fight various monsters and demons. Character creation is randomroll attributes and class-based special abilities. Oko Yrrhedesa 1st ed by Andrzej Sapkowski (1995) Wydawnictwo MAG A Polish-language fantasy RPG, written by a best-selling fantasy writer. The title translates as "Eye of Yrrhedes". The rules were originally a magazine article, then later published as a book (in 1995). The system is simple and aimed at beginning players. Omnifray 1st ed by Matt West (2008) Omnifray A fantasy genre RPG set in an original quasi-medieval fantasy world called the Enshrouded Lands. Outwardly the world is populated only by ordinary humans and animals - but there are many magical secrets. Resolution uses a universal table, that gives percentile chances when comparing opposing ability scores. Other aspects of the game use a full range of polyhedral dice. Character abilities are split between ordinary traits and feats that require energy points of a particular type such as physical energy, concentration energy, or fate points. Character creation is limited point-based, using character generation points for your attributes and traits, and versatility points for feats. Omnigon 1st ed by Dennis Craig, Scott Groves, Alan P. Widtmann, Glenn Zaroski (1989) Omnigon Games Inc. A sci-fi RPG system. It uses a simple class-based system with six classes: warrior, rogue, infiltrator, scout, psionicist, and alpha knight (semi-psionic warrior). Once Upon a Time in the West

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1st ed by Beck, Spencer (1978) Tabletop Games A western-genre skirmish combat game which came in 3 booklets, which was officially developed into an RPG with the fourth booklet ("Return of OUATITW"). One Can Have Her 1st ed by Jonas Ferry (2007) self-published A game inspired by film noir, designed for play in a single evening for a GM and two or more players. Each character is guilty of a crime, and they are competing to get what they want done before their time is up. It uses a resolution system based on playing cards, where hands of cards are played off against each other one at a time. Character creation begins picking one of 10 character types (including Politician, War veteran, Journalist, Gangster) and one of 10 attributes (including Paranoid, Depressed, Idealistic, Hardboiled). The player then decides upon their character's life goal (what they hope to achieve before they die). The GM then chooses who each character's enemy is, and introduces the femme fatale, the one woman each player wants, but only one can have. The One Ring: Adventures over the Edge of the Wild 1st ed by Francesco Nepitello, Marco Maggi, Amado Angulo, Dominic McDowall-Thomas (2011) Cubicle 7 Entertainment Limited A fantasy roleplaying game set in the world of Middle Earth by J.R.R. Tolkien five years after the events narrated in The Hobbit in the area of Wilderland (the region visited by Bilbo in his journey to the Lonely Mountain). Resolution is by 1d12 (the Feat Die) with 1d6 for each level of skill. Success is measured by the number of sixes rolled. Characters have 3 attributes (Body, Heart and Wits) - each with six associated skills for a total of 18 skills. There are also Valor and Wisdom social stats along with Hope points (used for extra dice for rolls along with other effects) and Corruption (used for the influence of evil). The set comes with an 192 page Adventurer's Book and 144 page Loremaster's Book. On Her Majesty's Arcane Service 1st ed by clash bowley (2009) Flying Mice LLC Precis Intermedia Games A historical fantasy RPG, set in the reign of Queen Elizabeth I in 16th century England. The players characters are part of Her Majesty's Arcane Service, a secret force headed by John Dee to protect England from mystical attack. It uses a dice pool system, the Starpool dice mechanic, also used in the Starcluster RPG. The game includes rules for creating a branch of the service, including capital, base, type, and various resources. Character creation is via a lifepath system, with various options including Half-angel, Changeling, Hunter, Esotericist, Magus, Templar, Savant, Warlock, and Minstrel. There are magic rules similar to those in Blood Games II. On Mighty Thews 1st ed by Simon Carryer (2011) Simon Carryer Games A sword and sorcery fantasy game based on Robert E. Howard's Conan stories. It uses a simple scene-based system using step-die resolution. Character creation starts by assigning a d4, d8, and d12 to three base attributes - Warrior, Sorcerer, and Explorer. Players then choose two freeform attributes assigned a d6 and a d10 as well as a single-word d20 trait. After character creation, players and GM collectively create the setting by drawing a map and marking it with each character's d20 trait and adding features related to these. Play proceeds by scenes that the GM creates and the players add details to. Resolution is by taking the highest result of rolling all dice that apply, compared to a difficulty (default 4) or opposed roll. Foregoing a d20 roll can earn the player a reroll token. On Stage! 1st ed by Luca Giuliano (1995) DaS Productions An Italian-language acting game. The original game assumes that the players take on the role of the main characters in various Shakespeare plays. It uses cards to determine events. The basic rules include a scenario based on Hamlet. Supplements and other works have extended it to other genres. Official supplements include "Sogno di una notte di mezza estate" (Shakespeare's A Midsummer Night's Dream); "Biancaneve e i tre porcellini" ("Snow White and the Three Little Pigs") a mixing of traditional fairy tales); "Fagioli dollari e polvere da sparo" ("Beans, dollars and gunpowder") about Sergio Leone's Western movies; and "On Stage! Epico" about King Arthur's knights. Open Core Role Playing System 1st ed by Christopher Helton, Jamie Borg, Ewen Cluney, Richard Gazley, Tim Huntley, Jonathan M. Thompson (2004) Battlefield Press An open-license system based on the D20 System used by 3rd edition D&D. It eliminates class mechanics, replacing it with open point-based character generation. Action resolution uses 3d6 + Attribute + Skill vs. target number. Opening the Dark

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1st ed by Malcolm Sheppard (2007) Mob United Media A modern dark fantasy/horror RPG, closely based on White Wolf's World of Darkness games, with the core mechanics released under an open gaming license. The player characters may be investigators of dark mysteries, or monsters at the heart of the secrets. The basic game includes guidelines for set powers, freeform magic and spirits. It uses a dice pool system, rolling d10s equal to attribute plus skill, where every result from 7 to 9 is one success, and every result of 10 is two successes. Total successes are compared to difficulty. OpenQuest: D100 Gaming Made Easy 1st ed by Newt Newport (2009) D101 Games "Con-Quest" ed (2010) A generic fantasy role-playing game, based on Mongoose Games' RuneQuest SRD with ideas from previous editions of Chaosium's RuneQuest and Stormbringer 5th. Magic is divided into Battle Magic, Divine Magic, and Sorcery. The basic game includes a sample setting ("The Empire of Gatan") and a sample adventure ("The Road Less Travelled"). The content is entirely open gaming content released under Wizards of the Coast's Open Gaming License. Open Versatile Anime RPG 1st ed by Clay Gardner (2005) Wise Turtle Publishing A universal RPG which aims at broadly emulating Japanese anime genres. It uses a rules-lite dice pool system, the "Richochet" system. Character creation is by simply picking a number of freeform traits and flaws, rated numerically. For action resolution, you roll a number of d6s based on which freeform traits apply to an action. You add together doubles or take the highest die and compare to a GM-set difficulty number. Opera RPG 'Beholders Lost in Alternative Realities' 1st ed by Leonardo Andrade, Rogrio Godoy (2004) Comic Store Comercial Ltda A Portuguese-language universal system, billed as "The Ultimate Guide to RPG Worlds Creation". There is also an English-language shareware version and upcoming print version. Action resolution is roll under stat on 2d6, or stat + 2d6 for contests. Character creation is open point-bought. The basic game includes worldbuilding system, martial arts, psychic powers, magic, and superpowers rules. Orculo 1st ed by Joaquim Mic (1994) Joc Internacional A Spanish-language RPG about mythic-age Greece. It uses a simple rule system with roughly 20 pre-defined profession templates. You roll from 1d4 to 2d6 depending on your profession and the task, plus percentile special abilities. Combat is handled in one roll, add attacker bonus and subtracting defender bonus to find damage. It has several supplements. Orbit 1st ed by Jeff Diamond (1998) 6-0 Games A light-hearted spacefaring sci-fi RPG, including dungeon-like labyrinth worlds. It uses a simple skill-based system, where character creation is based on 1 of 8 professions. The resolution is percentile based. Experience is based on creatures killed and money acquired. Ork! 1st ed by Todd Miller, Chris Pramas (2000) Green Ronin Press A satirical play-the-monsters RPG, where you play a murderous, back-stabbing psychotic interested in naked, merciless power. It uses a simple system rolling a number of dice (1-5) based on skill and die type (d4-d20) based on attribute vs a number of d6's based on difficulty (2d6-5d6). Orkworld 1st ed by John Wick (2000) Wicked Press A fantasy genre RPG based around a hunter-gatherer race called "Orks", set on the world of Ghurtha. The culture and background of the Orks is heavily detailed. The system is a dice-pool system, taking the highest of skill+attribute d6 -- except multiples of the same number add +1 to the that number. e.g. A roll of 1,1,2,3,5,5,5,6 would keep 5's for result of 5+1+1=7. Also, a special rule for ties is that you compare all the dice until the tie is resolved. Character creation is done by the players collectively creating a household with a single pool of points. Advancement is by managed fana (fame) points handled by the group's tala (bard). Orlando Furioso - Il gioco di ruolo dei Paladini di Re Carlo 1st ed by Andrea Angiolino, Gianluca Meluzzi (1993) City Council of Rome 2nd ed (2002) Rose and Poison An Italian-language fantasy RPG, based on the Italian poem of Ludovico Ariosto. It uses a simple rule system intended for for new players. The first edition was published by the City Council of Rome and freely distributed to teachers and librarians for educational purposes. The expanded second edition from Rose and

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Poison includes a section on mythological monsters. Both editions are illustrated with classical engravings by Gustav Dor (from circa 1800). Orpheus 1st ed by Bryan Armor, John Chambers, Genevieve Cogman, Richard Dansky, B. D. Flory, Harry Heckel IV, Ellen Kiley, James Kiley, Matthew McFarland, Dean Shomshak, C. A. Suleiman (2003) White Wolf A modern horror game, where the PCs are ghosts (or Laments) who are working for a company called the Orpheus Group. The company has ghost employees who do various jobs ranging from occult investigations, to spying, to assassination. It uses a variant of the Storyteller system. Orx: Nasty, Brutish, and Short 1st ed by Ravenscrye Grey Daegmorgan (2003) Wild Hunt Studio A darkly comedic fantasy game about playing orcs, creatures hated by the gods and doomed to die. It uses a narration-based dice pool system. Each orc has three attributes: Nasty (social), Brute (physical), and Grok (mental). They also have a Fate stat, which starts at 1 and rises as they choose to tempt fate. Players can roll extra dice on any roll, but this raises their Fate stat, which is used to check if they die when defeated. Character creation is by assigning a d6, d8, and d10 to the three stats, as well as picking three player-defined descriptors such as "Fast-Talking" or "Distance Spitting Champion". Play is in scenes, where the GM has a limited amount of opposition dice available per scene. Other Suns 1st ed by Niall Shapero (1983) FGU 2nd ed (1989) shareware A spacefaring sci-fi RPG, set in an interstellar empire (the "L'Doran Hegemony") with 11 species of anthropomorphic animals. Centuries ago, humans fought a devastating war with the Hegemony and eventually lost, reducing Earth to ash. Now, scattered human worlds (former colonies) have joined the Hegemony in re-exploration and settling of the galaxy. It uses a percentile skill-based system. Character creation has random-roll attributes. cf. Ermine's Other Suns Online page. Outfan. A Space Operetta 1st ed by C. Piniol, J.P. Romeu, R. Mercadal (2002) Planeta-DeAgostini A Spanish-language humorous starfaring RPG, which parodies the science fiction from Jules Verne to "The Matrix". It includes an original background with nine races and four star systems. The system is percentilebased. Character creation uses a set of 20 generic professions. cf. the official web page. Outime 1st ed by Marc W.D. Tyrrell (1983) Valhalla Simulation Games A time-travel RPG for adventures on alternate Earths. The system is similar to original Traveller, covering psionics. Over the Edge 1st ed by Jonathan Tweet (1992) Atlas Games 2nd ed (1997) A modern-day "psycho-surreal" RPG, set on a fictional island in the Mediterranean where paranoid conspiracies, alternate realities, and bizarre strangeness collide. It uses a minimalist system where each character is described by 3 narratively-defined traits and 1 fault. The number of dice you sum for a task depends on which (if any) of your traits it falls under. Oz Dark & Terrible 1st ed by S. Alexander Gentry (2010) Emerald City Expeditions, LLC Studio 2 Publishing A fantasy RPG set in a dark variant on L. Frank Baum's Land of Oz just prior to the first book. For example, the Tin Woodsman is a retired member of the Wizard's oppressive secret police, while the Cowardly Lion is an exile who refused to eat the hearts of humans to gain lycanthropic powers. It uses a d10 dice pool system, where players roll a number of d10s equal to the sum of traits, and add their skill to the total. One die in the pool is always the Luck Die, which is open-ended. Character creation is point-based, including buying magic via ratings from 1 to 5 in various spheres (such as Fire, Mind, or Life). P eventyr i Vildmarken 1st ed by Klaus Johansen, Paul Hartvigson (1986) Forlaget Stavnsager ApS A Danish-language RPG of wilderness adventures. The title translates as "Adventuring in the Wilderness". It assumes a generic realistic setting (Earth or near-Earth fantasy). The basic game includes a set of generic historical characters and a wilderness region complete with hex-maps. It uses a simple system aimed at beginners. Paladin 1st ed by Clinton R. Nixon (2003) Anvilwerks A fantasy RPG in which the PCs are holy warriors, fighting not only against evil, but against the temptation

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to turn to hatred, lust, fear, and anger and capture the power that evil can bring. It is designed to be easily adapted to a variety of settings, ranging from Shaolin monks to Jedi knights. Characters creation is pointbased, dividing 9 points among Flesh attributes, 6 among Light attributes, and 3 among Dark attributes. In addition, there are two freeform binary skills. It uses a simple narrative dice pool system. Roll a number of d6s equal to attribute plus number of applicable skills plus any animus points spent. Every 5 rolled is one success; every 6 rolled is two successes. Palimpseste 1st ed (unknown) Paule et Mick Corp. A French-language medieval fantasy RPG. Palladium Fantasy Role Playing Game 1st ed by Kevin Siembieda, Erick Wujcik (1983) Palladium Books 2nd ed (1990) 3rd ed (1998) A traditional fantasy-genre game. It uses the "Palladium" system (actually first introduced in The Mechanoid Invasion). The system uses random-roll attributes and class-based character creation, with advancement based on levels. Action resolution is by d20 (combat and saving throws) or d100 (non-combat skills), similar to AD&D. Differences are variety of percentile skills (advanced based on level) and combat with separate attack roll and parry roll. Pandemonium! : Adventures in Tabloid World 1st ed by Stephen Michael Sechi, Robin D. Laws, Joel M. Kaye (1993) MIB Productions Atlas Games A comedic modern RPG, set in a world where Elvis is alive, aliens kidnap our women, and other tabloid reports are all true. It uses a simple system of attribute + 1d10 + modifiers where 6+ is a success. Pangea 1st ed by Enrique Garrifo Ramos (2003) Ediciones Sombra A Spanish-language prehistoric action RPG, set in a world where dozens of prehistoric races fight to survive. The game system uses a single 3d10 roll indicate check, sucess level, location and damage. Pantheon and Other Games 1st ed by Robin D. Laws (2000) Hogshead Games A 24-page book containing 5 mini-RPGs, all by Robin D. Laws. It uses a dice-and-counter story-telling system (the `Narrative Cage-Match') for all 5. There is no GM, instead each player can make up whatever events they like for their PC -- but other players can challenge using a set of counters as stakes, then resolved by a dice roll. Scores for each player are resolved by scorecards pre-written for each of the 5 scenarios. Panty Explosion: a psychic schoolgirl adventure game 1st ed by Jake Richmond, Matt Schlotte (2006) Atarashi Games Perfect ed (2011) A modern-day horror RPG about Japanese schoolgirls who secretly fight demons, some of whom have psychic powers. Each character has "Godai" stats based on five elements (Earth, Water, Fire, Air, and Void) which which represent different ways of resolving conflicts. For example, Fire is aggression and resolving issues with violence, while Water is wit and social. Character creation is by setting these traits, picking an agenda, another PC as Best Friend, and another PC as Rival, then voting for most popular. A secret random draw determines which PC is psychic. It uses a dice pool conflict resolution system (using d6, d8, d10, and d12), where successes are narrated by the Best Friend player, and failures are narrated by the Rival player. Parabellum 1st ed by Martin Lindholm (1996) October Productions A Swedish-language modern crime-thriller RPG. Paranoia 1st ed by Daniel Seth Gelber, Greg Costikyan, Eric Goldberg, Ken Rolston (1984) West End Games 2nd ed (1987) "5th" ed by Ed Stark, Greg Farshtey (1995) "XP" ed by Allen Varney (2004) Mongoose Publishing A hilarious dark future comedy game, where characters are pawns of an out-of-control Computer in a postnuclear-apocalypse complex. The atmosphere is on black comedy and slapstick, with the notable feature that each character has 5 clone backups -- such that they can die multiple times (and they usually do). 1st edition used a percentile skill system with skill trees. 2nd edition completely revised this. The XP edition again majorly revised the rules, eliminating attributes in favor of six skill groups (Management, Stealth, Violence, Hardware, Software, Wetware). Action resolution is roll under skill on 1d20, with chances modified by "Perversity Points" which are spent before the roll to modify the chance.

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Passages: Adventures Penned by Literary Giants 1st ed by Justin D. Jacobson, Richard Farrese (2006) Blue Devil Games A modern fantasy game based on the fiction works of the late Victorian Era, including Carroll's Wonderland stories, Baum's Oz books, Swift's "Gulliver's Travels", Doyle's Holmes stories, Kipling, Wells, and more. The cover is a scene from "Alice in Wonderland", with scenes from other famous works done for interior illustrations. It uses a distant variant of the D20 System from 3rd edition D&D. There are no classes or levels. Rather, character creation is template-based. All characters must choose one culture (Arab, Asian, Easterner, frontiersman, native or Westerner) and one caste, their social class (slave, servant, freeman, bourgeois, noble or royal). Advancement is by "creative energy points", which are used to buy new advantages. There is no combat bonus. Rather, there is a Combat skill, with three sub-skills: Attack, Defend, and Initiative. Damage is done by the difference between attack roll and defense roll, modified by weapon and armor. It also includes "plot points" which can be spent to control narration. Pathfinder RPG Beta ed by Jason Buhlman (2008) Paizo Publishing 1st ed (2009) A variant of the 3.5th edition of D&D, published under the Open Gaming License. It consolidated and simplified skills and changes certain rules features such as how favored class and class skills worked, but it is intended to be compatible with supplements and adventures designed for 3.5th edition. Pax Draconis pre-release ed by Justin Dagna (2001) Technicraft Design premiere ed by Justin Dagna (2003) A spacefaring science-fiction RPG, set in a galaxy where the "Draconian Empire" is fighting a civil war with the "People's Republic". There are three major race groups: humans, the draconian races, and the treeber species (a diverse group with variations like four arms, infrared sight and under-water breathing). It uses a simple percentile skill-based system. Pelicar 1st ed by Lewis Nicolls (1996) Pharaoh A traditional fantasy-genre game, using a class and level-based system with skills. Pendragon 1st ed by Greg Stafford (1985) Chaosium 3rd ed (1990) Chaosium 4th ed (1993) Chaosium 4th (Reprinted) ed (1999) Green Knight Publishing 5th ed (2005) White Wolf A game of Arthurian romance, based on Malory's L'Morte d'Arthur and similar sources. The PC's are knights who will go on quests and journeys, but also engage in building families and raising heirs. Campaigns may span generations. The mechanics are roll 1d20 under (skill or attribute), using the roll as level of success (i.e. "blackjack" method). Combat is a contest where only the combatant with the higher level of success does damage. It uses a detailed system of personality traits and passions, such as Pride/Modesty and many others. Character creation is only knights under the original edition, and magic was only done by NPCs. Under the fourth edition, the options are expanded. The fifth edition returns to more limited initial character generation, and starts in the year 485 (during the reign of King Uther) rather than 531. A Penny for My Thoughts 1st ed by Paul Tevis (2009) Evil Hat Productions A storytelling game in which players take the roles of amnesiac patients undergoing therapy to recover their lost memories. Each play session is organized as an individual therapy session at the fictional Orphic Institute For Advanced Studies. It uses a set of diceless narrational mechanics, where the players take turns role-playing the patient (known as "the Traveller"). Turns and events are determined by a set of memory triggers that the players write at the start of the session and randomly draw, as well as an economy of pennies exchanged by certain rules. Perfect 1st ed by Joe McDonald (2006) Inciteful Entertainment An alternate-reality crime game, set in a world akin to Victorian England that is under oppressive rule. The PCs are criminals within this world who strike out against the system. Periphery: Science Fiction Roleplaying on the Edge 1st ed by Gareth-Michael Skarka (1994) Epitaph Studios A sci-fi RPG. Perry Rhodan - Das SF-Rollenspiel

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1st ed by Detlef Wenzlik (1993) Agema A German-language sci-fi RPG based on the popular sci-fi series Perry Rhodan. It uses a complex rules system. The character creation system is very detailed, and is focused on naval officers of human origin. (This is an earlier game, ISBN 3925728252, unrelated to the later game based on the Midgard system.) Perry Rhodan - Das Rollenspiel 1st ed by Alexander A. Huiskes, Jrgen E. Franke (2004) Verlag fr Fantasy und SF-Spiele A German-language sci-fi RPG based on the popular sci-fi series Perry Rhodan. It uses a rules system based on the fantasy RPG, Midgard. (This is a new game with the Perry Rhodan license, unrelated to the 1993 game by Detlef Wenzlik.) Persona 1st ed by Kevin Munoz (1997) Tesarta A universal, diceless RPG system. While diceless, it uses detailed numerical attributes and skills which are compared to find results. It also includes a powers system for designing magic, psionics, superpowers, etc. The Peryton Fantasy Role-Playing Game 1st ed by Christina Lea (2006) Peryton Publishing Revised ed by Christina Lea (2009) Peryton Publishing A retro style fantasy game inspired by pulp fantasy source material using a variant of the D20 System used by 3rd edition D&D. The system includes knacks and ability checks to let players get started quickly and still evolve the character as it goes on. Le Petit Peuple 1st ed (unknown) Casus Belli / Excelsior Publications / Jeux Descartes A French-language humorous fantasy RPG where PC's are fairies, leprechauns, korrigans, and other elves. Les Petits Hommes 1st ed by Bruno Faidutti (unknown) self-published A French-language modern-day fantasy RPG inspired by a popular French comic book. The PC's are reduced to 1/10 of their size and live in a high tech civilization, hidden from common humans. The creator suggests playing in your own house using Playmobil as Scale 1 figures. Phantasy Conclave 1st ed (1984) Phantasy Conclave A medieval fantasy RPG, set in the world of "Arth". Character creation is class-based, advancement is levelbased. The classes are healer, wizard, scout, and fighter. It is a boxed set of three booklets, ten dice, and some notes and erratta. Illustrated by N. Taylor Blanchard. Phase VII 1st ed by Dennis Drew II (1982) Cheshire Games A science fantasy mini-RPG (16 pages), set on a damaged space station where characters try to fight monsters and collect treasure. Phoenae: The Fierce Joy of Being Alive 1st ed (unknown, pre-1990) Ian Press A fantasy RPG set on an alien world whose inhabitants are a mix of anthropomorphic felines and various human races (who are somewhat elfin in appearance). In this world, ancient peoples ascended to become angels and demons. Now a new set of races have been created by a god to try again. The PC's are members of a the last faction of their race whose memory was wiped out. Phoenix Command 1st ed by Barry Nakazono, David McKenzie (1986) Leading Edge 2nd ed (1987) 3rd ed (1989) 4th ed (1991) An ultra-complex, ultra-realistic combat system and RPG of modern-day military combat. Pie Shop 1st ed by Mr. Toad (2004) Corone Design A horror roleplaying game where the player characters are psychopathic serial killers who were captured and recruited by men in black while in prison. The men in black released them on the condition that they would kill specified targets when contacted. Piltrufos: el juego de rol piltrufantemente piltrufero 1st ed by Jorge Martinez Etchegoyen (2001) La Cocoguawa 2nd ed by Jorge Martinez Etchegoyen, Miguel Garcia Fernandez, Carlos Sanchez Padial (2002) A humorous Spanish-language RPG of playing "pitufos" - blue-skinned little fairies in a take-off of the Smurfs cartoon (Belgian cartoonist Peyo). While always tongue-in-cheek, the game outlines three kinds of

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play: mode pitufos ("for kind people"), mode piltrufos ("more hard"), and dark side piltrufos ("for bad people"). Pirates: The Great Adventure Game 1st ed by Matt deMille (2001) New Dimension Games Revised ed (2003) A cinematic pirate action RPG, based on an amalgam of classic pirate eras and movies. Action resolution uses 1d12. Character creation is class-based, with level-based advancement. In addition to traditional experience, there are reward systems for fame, fear, and privateering ranks and titles. Pirates and Plunder 1st ed by Michael S. Matheny (1982) Yaquinto A historical pirate/swashbuckling RPG set in the Carribean, aimed at beginning players. Published as a bosed set with 3 booklets: players book, GM book, and sample adventures. The Pirates of Dark Water 1st ed by Lee Agosta, Jasper K. Cummings (1994) Mindgames, Inc. A fantasy-genre role-playing game based on the Hanna Barbara animated television series of the same name. It is set on the fantasy world of Mer, which is dominated by seas but being devastated by the strange "dark water" substance which is oozing from the fissure where magical treasures were stolen. Pirates and others roam the seas in ships that can both sail and fly. The basic game includes a 64-page "World Book" containing background information, locations, and character creation rules, plus 105 3-hole punched sheets detailing the creatures of Mer and a 31 3/4" x 22" color map of Mer. Pirates of the Spanish Main 1st ed by Paul Wade-Williams (2007) Pinnacle Entertainment Group A game of romance and adventure on the high seas based on the WizKids collectable strategy game Pirates of the Spanish Main and Pirates of the Crimson Coast. It is set in a nebulous time around the early 18th century. It is a standalone game system based on the Savage Worlds rules system, adding a ship combat system. Pixie 1st ed by Geoff Tuffli (1992) New World Games 2nd ed by Geoff Tuffli (2005) Jubal Online Games, Inc. A modern fantasy RPG where the PC's are pixies who want to take over modern-day human homes -- but humans (and their pets) see the pixies as bats, rats and pests. Action resolution is by rolling 2d6 under stat. Character generation is mostly random with some skill selection. The first edition is only 20 pages. The second edition is 150 pages and includes a dozen different types of fey folk including sprites, spriggans, goblins and trolls. The 2nd edition system is pure talent-based, so instead of having separate attributes, skills and spells, everything is simply a talent. Plsch, Power, und Plunder 1st ed by Ralf Sandfuchs, Steffen Schtte, Thomas Finn (1991) Games-In Verlag 2nd ed (1995) A humorous German-language RPG where you play stuffed animals who have strangely come to life, and have adventures in the world of humans. There were a number of adventures and supplements, including: "Cyberplunder", "Keep the Secret", "Plsch, Drugs, & Rock'n'Roll", "Der Woolminator", "Baerotech", "20th Century Plunder", "Playb", "Popcorn, Plsch & Petticoats", "Big Shop Tango", and "Gamemaster Supply Package". After the 2nd edition, the rights to the game were bought by Phase Publishing. Pocket Universe 1st ed by Manda, Jeff Dee (2001) Unigames A 16-page mini-RPG with complete rules. Action resolution is by rolling 2d10 under either attribute or skill -- where doubles indicates either critical success (on a success) or critical failure (on a failure). There are four attributes, which range from 7 to 14 for humans: PHYS, DEFT, INTL, WILL. Skills add to the Attribute score the skill is based on. Pocket Warrior 1st ed by Guy McLimore, Greg Poehlein (1997) Plaid Rabbit This is a simple generic RPG using a skill-based system. There are 4 attributes: Strength, Coordination, Intelligence, and Health. Actions are resolved by rolling 2d10 under skill. Character creation is limited point-based. Point Blank 1st ed by Eoin Connolly, Rob Brennan, Eric Nolan (unknown, post-1994) Wasteland A cinematic modern action RPG, emulating over-the-top action films in the style of John Woo. Characters gain Honour points for performing cinematic stunts and saying good one-liners, which can be used to

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increase skills and heal injuries. Poison'd: a pirate rpg 1st ed by Vincent Baker (2007) Lumpley Games An RPG about pirates, focusing on the dark and harsh life of pirates. It is set in 1701, following the assassination of Captain Brimstone Jack by his cook under the King's orders. It uses an abstract dice pool system, where players roll a number of six-sided dice equal to stat, and results of 4,5 or 6 are considered successes. Combat is categorized in four different ways for personal combat (fist, knife, sword and gun) and ship combat (pursuit, ranged, guns, and boarding). Combat has options for escalation and increased consequences. In character generation, players answer a series of questions by choosing from lists of options, which generates a small collection of statistics for sins, suffering, ambitions and gear. It also has campaign rules for Opportunities (including Elections, Prizes, Leisure, Betrayal and Urgent Considerations) that have mechanical consequences. Pokemon Jr. Adventure Game 1st ed by Bill Slavicsek, Stan! (1999) Wizards of the Coast A mini-RPG for young children, based on the Pokemon ("pocket monster") video and card games. Each pokemon has a card which lists its stats: attack roll, damage, and hit points - plus a power if its attack succeeds. Attacks are made by rolling 1d6 vs attack roll. The 60-page pocket-sized booklet mostly consists of 16 pre-made scenarios to play. cf. the official website. Pokthulhu 1st ed by S. John Ross (2000) Squishy Brain Games 2nd ed by S. John Ross (2001) Dork Storm Press A humorous RPG which parodies both the Pokemon game/television show and Lovecraft's Cthuhlhu. The player characters are children called Cultists, each owning their own Pokulhu which they must train and battle with while wandering the land of the dead. It uses a minimal dice-pool system where players roll a number of dice (D12s) dependent on difficulty (from 1 to 3). The roll is a success if one die is equal to or less than the relevant stat. There are special rules for Pokthulhu battles, where 1 of 4 attacks are chosen. Character creation uses only 6 stats. Polaris 1st ed by Philippe Tessier (1997) Halloween Concepts A French-language post-apocalyptic RPG where humanity has migrated to live undersea after a nuclear war has laid waste to the surface world. Polaris: Chivalric tragedy at the utmost north 1st ed by Ben Lehman (2005) Tao Games A mythic fantasy game about knights of the Stars fighting the Mistaken demons of the Sun. It is designed for four players who split the gamemastering duties depending on which player character is spotlighted. A given player has a "new moon" (the player on his right, who controls personal and emotional ties), a "full moon" (the player on his left, who controls societal and hierarchical ties), and a "mistaken" (the player across from him, who controls enemies and has more control over conflict and story). As the players switch off spotlight, the roles switch around. There are also twelve "key phrases" that govern timing and decisionmaking. To start a scene, you begin with "And so it was"; if you object to a development, you interject "But only if" or "You ask far too much" (at which point you must negotiate the story, or sacrifice a Theme on your character sheet), and end with "And that was how it happened." When it is time for another character, you say "But hope was not yet lost, for [the next character] still heard the song of the stars" and start again. Portal 1st ed by Olof Lindqvist (2005) Olof Lindqvist Games A Swedish-language modern fantasy RPG set in an alternate Earth where through the ages mages have been opening portals to other dimensions and letting in strange creatures. The characters are members of a secret organization trying to stop these forces of darkness. Power Grrrl 1st ed by Michael Fiegel (2004) aethereal FORGE A superhero RPG in the style of an anime cartoon, where the PCs are superpowered teenagers who have to manage both fighting supervillains and surviving high school. It uses a rules-lite universal system (the "POW!" system) available separately. Action resolution is by attribute + 2d6 vs difficulty. Character creation is point-based, spent on powers and six attributes: Agility, Brawn, Cognition, Damage, Energy, and Fellowship (ABCDEF). There are "specials" which include advantages, powers, and other things rather than skills. Powers and Perils 1st ed by Richard Snider (1983) Avalon Hill

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A traditional fantasy-genre RPG, which includes magic and monsters. There is no world background in the core boxed set, but a separate boxed set called "Perilous Lands" includes a detailed fantasy world. The rule system has a complex and math-heavy system which uses percentile rolls under skill times multiplier, or in combat on a universal chart. Character creation is random-roll attributes and random ads/disads, with pointbought skills. Advancement is partly level-based (separate Combat and Magic levels) and partly skill-based (improving skills with experience). Praedor 1st ed by Ville Vuorela, Petri Hiltunen (2000) Burger A Finnish-language fantasy RPG, based on a series of fantasy comics by Petri Hiltunen. The game takes place in the ancient land of Jaconia, now a fragment of living land surrounded by cursed ruins of an ancient superculture, Borvaria. Jaconia consists of about a dozen kingdoms or city-states, as well as large tracts of unclaimed land inhabited by barbarian tribes. Adventurers are "praedors", honourless adventurers who brave the dangers of the Cursed Lands for loot and magical treasures, only to find that the decadent courts and shadowy alleys of Jaconia can be even more dangerous. Les Prdateurs 1st ed by Philippe Chouvel, Olivier Gasnier, Christophe Guy (1990) Flamberge A French-language modern-day horror RPG, where the PC's are a vampire's caravan trying to survive against fanatical vampires hunters' attacks. It uses a d12-based system. Characters are random rolled, with a very few powers, advantages and skills. Premiers-ges 1st ed by Arthur Agabek, Georges Favraud, Guillaume Cochard (2000) Athal A French-language medieval fantasy RPG, set in the "World of Dragons". It has a set of 9 non-traditional races. Character creation is both class-based and point-based. It has 9 or 10 supplements. Pribehy Imperia 1st ed by Kry!tof Ferenc, Jona! Ferenc (2009) MYTAGO A Czech-language fantasy/steampunk RPG set in Victorian England, whose title translates as "Stories of the Empire". It uses a variant of the FATE system (Fantastic Adventures in Tabletop Entertainment) from Spirit of the Century. The Price of Freedom 1st ed by Greg Costikyan (1986) West End Games A survivalist game of freedom fighters in Soviet-occupied America. The system uses d20 rolled against stats and skills (rated 1-20), with semi-complex combat using a hexmap and counters. Character creation is based on occupation, which determines your skills. Character background includes filling out Soviet identity papers. The first adventure has the Soviets landing in your city and how you react to it. Prime Directive 1st ed by Timothy D. Olsen, Mark Costello (1993) Task Force Games This is a Star Trek RPG, based on an obscure independent license of the original and animated television series, derived from the first technical manual. Its vision of the Star Trek universe is much more militaristic than others, used in Star Fleet Battles and other wargames. The player characters are elite commando teams (known as "Prime Teams" in the Federation) dropped by starships to deal with problems on planets or stations. It uses an open-ended dice pool system, with an open-ended roll of attribute + skill d6s. The highest result is compared to the "tricode" for that task, three numbers indicating thresholds required for marginal, normal, and critical success. Multiple lesser rolls can take precedence over the highest roll. Primetime Adventures: a game of television melodrama 1st ed by Matt Wilson (2003) Dog-eared Design A diceless game of television melodrama, intended to simulate series like Alias, Buffy the Vampire Slayer, and Six Feet Under. It uses a simple dice pool system to resolve conflicts, where players roll a number of d10s equal to "Screen Presence" for the episode (which varies from 4 to 6), plus possible dice added for spending "Fan Mail" points. Over a "season" of nine episodes, each PC gets to designate certain episodes as their focus episodes. Character creation is by designating an Issue, a track of Screen Presence, and several freeform binary traits. Primitive 1st ed by Kevin Allen Jr. (2006) Kevin Allen Jr Design A prehistoric caveman game, pitched as "Build a tribe, fight bloodthirsty dinosaurs, and discover untold mysteries in a game that features easy to follow rules, a uniquely simple turn based combat resolution syste, and character generation that focuses on group social dynamics". The Prince's Kingdom 1st ed by Clinton Nixon (2006) CRN Games

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A fantasy game aimed at children, set in the archipelago kingdom of Islandia. The PCs are a group of young princes who wander from island to island within their father's kingdom, solving problems. It uses a dice pool system, a simplified version of the rules from Dogs in the Vineyard. The Princess Game 1st ed by Colin Fredericks (2007) Valent Games A rules-lite, GM-less RPG where four players each take on an aspect of a magical girl's personality: Love, Imagination, Curiosity, and Fear. The girl is the only real person in the world, who creates things with her imagination -- thus the players divide the GM's duties between them. The Imagination player makes the world and describes the people and places that inhabit it, setting scenes and introducing characters. Love drives the girl to help people, defining objectives for the girl. Curiosity makes the girl want to look around and discover stuff, and the player can introduce new elements into the game. Fear makes the girl choose different paths and look for alternate options. Prince Valiant 1st ed by Greg Stafford, William Dunn, Lynn Willis (1989) Chaosium An Arthurian game by Greg Stafford (author of Pendragon). This is aimed at beginners with an extremely simple system using coin tosses. Each character has only two attributes, and throws a number of coins equal to the stat for action resolution. Principia Malefex 1st ed by Alison Whetton, Ruari Armstrong, M. Retallack (1997) Principia Malefex A dark psychological horror RPG, where the horror comes from what the human characters do to each other. There are few monsters (and the characters won't often run into them), there is little or no organised or identifiable opposition, and the characters often will not know whose side they are actually on. The system uses roll-under-skill on d20 and d200. Character generation is random-roll base attributes (modified by career choice), and point-bought skills and bonuses. Privateers and Gentlemen 1st ed by Jon Williams (1983) FGU A combined tactical miniatures rules and RPG, for Napoleonic-era naval warfare -- especially the British navy. It includes personal and naval combat rules. It uses a skill-based percentile system. Privateers & Pirates 1st ed by Jonathan Clarke (2005) FJ Gaming A historical RPG set in the Golden Age of Piracy (late 17th century) or the Age of Sail (mid-18th to early 19th century). The PCs are pirates or privateers, crewing a vessel trying to get rich. It uses a simple percentile system of roll over difficulty, with binary traits. If you have a trait, then you may switch the tens and ones dice in the percentile roll. Private Eye: Detektiv-Rollenspiel im Viktorianischen England 1st ed by Jan Christoph Steines, Frank Bezner (1990) B&B Productions 2nd ed (1991) 3rd ed (1993) A German-language crime-story RPG, set in historical Victorian England (1880 to 1900). The subtitle translates as "Detective Role-playing in Victorian England". It uses a percentile skill-based system, with non-percentile rolls only for damage and hit points. Character creation includes six attributes, and a selection from a small set of professions including solicitor, policeman, journalist, and private detective. The core book includes an extensive introduction to Victorian society in general and London in particular. There is also a twenty page treatise on Victorian criminology, including advances during the period including fingerprinting, forensic chemistry, and ballistics. There were at least five adventures: Abenteuer 1 "Eine tdliche Wette" (A Deadly Bet), Abenteuer 2/3 "Der Schrecken von Randall Castle/ Der Millionencoup" (The Horror of Randall Castle/The Million Pounds Heist), Abenteuer 4 "Der doppelte Biber" (The Double Beaver), Abenteuer 5 "Auge um Auge" (An Eye for an Eye). Project A-Ko RPG 1st ed by Jimmy Mah (1995) Dream Pod 9 Dream Pod 9 Ianus Publications This is a comedy science-fiction RPG based on the Japanese anime TV series. It has a simple, rules-light system fitting for the goofiness and massive destruction found in the original A-Ko series, a rules-lite predecessor to the "Silhouette" system used in Heavy Gear and other games. Promised Sands RPG 1st ed by Benjamin Rogers, Mike Rennaker, Robert Anderson, Kelly Slaughter (2003) BBRACK Productions A fantasy RPG set in an original fantasy setting called T'nah: a magical, post-apocalyptic, vaguely middleeastern desert environment. It uses a percentile skill-based system (the "Trinary System"), where you roll

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3d10, the first two dice are percentile roll that determines success or failure and the third d10 is the Effect Die which determines degree of success. The 394-page core book includes extensive world detail, two magic systems (Ido and Qai), and a selection of monsters. Prophecy 1st ed by Benot Attinost, Julien Blondel, Geoffrey Picard, Philippe Tessier, Lonidas Vesperini, TimbrePoste (2000) Halloween Concept 1st ed by Benot Attinost, Julien Blondel, Geoffrey Picard, Philippe Tessier, Lonidas Vesperini, TimbrePoste, Jean-Marc Maquin, Isabelle Vassaux, Antoine Clermond (2002) Darwin Project A French-language medieval fantasy RPG, set in the Kingdoms of Kor. Proteus 1st ed by Bruce Gomes, Duncan Barrow (1992) Bruce Gomes Industries A late medieval fantasy genre RPG with an original world setting. It has non-standard races of centaurs, ratcreatures, eagle-men, and others. The system is skill-based (roll under stat on 1d30). Character creation is random-roll attributes and point-bought skills. Providence RPG 1st ed by Richard Binek, Nicolas Jequier, Jeff Mackintosh, Michael Scott, Lucien Soulban (1997) XID Creative 2nd ed (2001) Hubris An unusual fantasy RPG, "a mix of fantasy and the four-color bravado of super-heroes". It has a separate rules book with the mechanics and a world book describing the setting. It is set on a former penal colony planet in another dimension, which was cut off from the original world and freed by a revolt. Much later, a crack in the world started to flood the world, forcing the inhabitants to look for the long-lost gates to escape. The system uses attribute+skill as modifiers to a 2d10 roll vs difficulty. Psi World 1st ed by Del Carr, Cheron (1984) FGU A game of psionic powers in a near-future setting with two options: Psi's fighting an oppressive government, or Psi Police protecting innocents from rogue Psi's. It uses a percentile skill-based system. Psychosis 1st ed by Charles Ryan (1994) Chameleon Eclectic A surreal game where character's reality is questioned, in the genre of movies like "Brazil" and "Total Recall". It uses a diceless system where action resolution is by tarot cards and GM discretion. Pulp Era: Cinematic Adventures in the Yesteryear 1st ed by James Carpio, Michael Smith, Jon Richardson (2005) Chapter 13 Press Dilly Green Bean Games A game based on the serial pulp stories of the 30's and 40's, mixed with modern cinematic action. It uses an original skill-based system with eight attributes (Smarts, Vigor, Charm, Spirit, Brawn, Insight, Dynamism, and Quickness), a Stunt, a Schtick, Gimmicks, and Faults. Puppetland 1st ed by John Tynes (1999) Hogshead Games A fantasy/horror mini-RPG, set in a world of puppets where the evil Punch has killed the creator and rules over the other puppets with an iron hand. It uses a minimalist diceless system where players are required to speak out (in puppet-show style) what they are doing as dialogue (i.e. "I hit you with this stick, you evil nutcracker!"). Purgatory 1st ed by Jon Wilkie (2000) Atomic Hyrax Games A conspiracy RPG, set shortly before a looming apocalypse. The PC's are "Penitents" who have returned from the dead with various powers to deal with the upcoming doom. It uses a card-draw mechanic for action resolution that allows both live-action and table-top play. QAGS: Quick Ass Game System 1st ed by Leighton Connor, Steve Johnson, Dale French (1998) Hex Games A tongue-in-cheek minimalist RPG system intended for use in any setting. A character has 3 attributes (Body, Brain, and Nerve) along with a Job, "Gimmick", and Weakness. An additional stat is "WSPHITM" (Who should play him/her in the movie?). QCCS - Quick Charakter Creating System 1st ed by Uwe Mundt (1995) Dreamland Worx 2nd ed (1998) A German-language universal RPG system. It uses a percentile skill-based system, with 22 attributes. Roll stat + d100 to get over 100. The basic game also includes 11 races and 37 occupation packages. A free version of the rules is apparently available on the web.

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Qin: The Warring States 1st French ed by Neko, Florrent, Kristoff, Romain d'Huissier, Pierre Buty (2005) 7me Cercle 1st English ed (2007) A semi-historical RPG set in China in 240 B.C., specifically the state of Qin -- which in history will shortly conquer the other six states to form a single nation. It uses an original system. Resolution uses a "Yin/Yang" roll -- roll two ten-sided dice and subtract the lower result from the higher. Which color die is lower is used in damage calculation. Character creation is limited point-bought, spending 14 points on five attributes based on the five Chinese elements, choice of one gift and one weakness, spending 15 points on skills, and 15 points on maneuvers and mystic arts. QUAD Live Action Role Playing Rules 1st ed by Hardy Darrell (unknown) Guild of Blades A generic set of LARP rules, covered in 20 digest pages, with no background and setting information. The rules cover resolving tasks and conflict as well as skill advancement, and are short so as to be memorized easily for live games. Queeste 1st ed by Joop Oele (1979) self-published 1st ed by Frank Rieter-Lambers (2007) self-published A Dutch-language fantasy RPG, set in an extensively detailed fantasy world. It uses a class/level system that uses only six-sided dice, with an involved magical system inspired by the Earthsea books of Ursula LeGuin, including a functional magical language. The second edition is printed through Lulu, with the electronic version available free. cf. also the Queeste page and the Queeste Group Weblog. Quest - The Storytelling Game 1st ed by Shane Garvey (2010) Crystal Star Games A fantasy RPG, meant to be a basic entry-level game with a very simple system. Character creation is classbased with three classes. Questers of the Middle Realms 1st ed by Tim Gray (2006) Silver Branch Games A fantasy genre RPG set on an original world, "Median", which wryly pokes fun at some fantasy cliches. It uses a variant of the Prose Descriptive Qualities (PDQ) system used in Dead Inside and Truth & Justice. Quest of the Ancients 1st ed by Vince Garcia (1988) Unicorn Game Publications A swords-and-sorcery genre RPG. It uses a class-based system with percentile secondary skills. Quicksilver 1st ed by Manda, Jeff Dee (1997) Unigames A fantasy RPG published electronically through HyperBooks Online. It is set in the land of Seloria, inhabited by 3 goblin races and 2 faerie races as well as humans. The world includes psychic powers as well as a unique metal ("Quicksilver") that responds to mental commands, molding itself to any shape. However, as it is used, the metal takes on a life of its own -- potentially "going rogue". It uses a skill-based system, rolling 2d10 under attribute + skill. Character creation is open point based, including 5 attributes (from 7 to 13), skills (from 0 to 4), and ads/disads. Ragnarok 1st ed by Carlos Monzon (1992) Ludoctenia 2nd ed by Carlos Monzon (1995) Ludoctenia A Spanish-language contemporary horror RPG, including background dealing with an evil entity that arrived to Earth 65 million years ago, along with Arab philosophers, secret orders, the Knights Templar, and various paranormal creatures. The original system uses stat + 1d20 vs difficulty. The second edition, Ragnarok: Un Nuevo Comienzo, changes this to rolling under base attribute + relevant skill on 2d10. Character generation is point-based, with four different power levels. Rampant 1st ed (1999) Living Imagination, Inc. A fantasy genre live-action role-playing system. RandomAnime: The Definitive Anime Role-Playing Game 1st ed by Brian J. Perry (2002) Infernal Funhouse Productions A universal system for anime-style play. Action resolution uses stat + 2d6 - difficulty, where a 10 or higher is a success. An additional die, the Luck die, is rolled to determine partial successes based on your Luck score. Character creation uses templates and limited point-buy. The player selects one of 21 templates (which gives a number of bonus points and luck points), then spends attribute points among the 8 attributes and skill points among the 30 skills. Experience is in "Style Points", given out during the game immediately

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if the player does a stylish move. Ranma 1/2: il gioco 1st ed by Gianluca Casu, Millo Franzoni (1999) Alchemia An Italian-language martial-arts RPG, based on the Japanese manga/anime series of the same name. Raul 1st ed by Marcel Larcenet (1994) Les Rveurs de Runes A French-language humorous modern-day RPG where the PC's are caricatural, average French redneck in everyday situations. The title translates as "The Smelly-under-the-arms Role-playing Game". It uses a very simple system. Rapture: The Second Coming 1st ed by William Spencer-Hale (1995) Quintessential Mercy A game of theological horror, set in a futuristic biblical armageddon. R.A.S. 1st ed by Nicolas Julien, Thomas Baudoin (2002) self-published A French-language military science fiction RPG, in the genre of Heinlein's "Starship Troopers". It is set in a galaxy inhabited by Humans, the Ullar (orca-descended humanoids, now wandering mercernaries), the Adharax (enigmatic tentacled creatures), and Shankkar (warlike cat-people). It uses a simple system of attribute + skill + 1d10 vs difficulty, with some special modifiers. R.A.S.H. Engine Fantasy 1st ed by Jesse Sikes, Shawn Houghtaling (2010) The R.A.S.H. Engine Team A skill-based system using a single d10 for resolution as a fantasy core rulebook in the genre of Dungeons & Dragons. It includes a magic system as well as options for races including humans, light and dark elves, dwarves, halflings, and gnomes. Character creation is limited point-based, spending 20 points on the four attributes - Reason, Agility, Strength, and Health - that form the game's acronym. The character then gets starting skill points equal to Reason times three, spends 10 specialization points, and may optionally choose a template - a package of starting abilities that give greater power within a specialty for a genre type such as fighter, thief, cleric, wizard, or knight. Rated G: The Roleplaying Game of Saturday Morning Fantasy Violence 1st ed by Vincent Diakuw (2003) Thousandpress A simple diceless system emulating fantasy action cartoons. Characters are defined by ranked "Tags", such as "Legendary Strength" for Superman. Higher-rated tags win, with more specific tag winning in the case of a tie. Tags may be pushed to increase them, but they are fatigued (lowering one rank) after one push, or exhausted after two pushes. Character creation works by all players writing a word or phrase on five slips of paper, then drawing from all the slips put together, using the drawn slips to create the basis for their tags. Ravendeath 1st ed by Iacopo Frigerio (2010) Coyote Press An Italian-language GMless game about stories of revenge such as The Crow, The Count of Monte Cristo, Sin City, Kill Bill, and others. Raven Star 1st ed by A. Siddiqui (1994) Raven Star Game Designs 2nd ed (1997) A science fantasy RPG, set in a far-future space-opera universe where magic has been found on a frontier world, via the remnants of an ancient civilization. In addition to humanity, there are aliens easily described as elves, dwarves, lion-men, and bear-men. The frontier world has a "wild west" feel as everyone converges to get at the new phenomena. The game uses a simple skill system: skill+d20 vs difficulty. d6's are used for damage rolls (i.e. 2d6, 3d6+2, etc.). The Realm of the Gateway Part One - The Magic Realm ed by John Griffin, Matt Nixon (1996) Griffin Games Part Two - The Science Realm ed (1999) A small-press fantasy RPG. It uses a system intended to be adapted to various "realms" for different genres, although only the fantasy one was ever published. Character creation is by random-roll attributes and pointbought skill with required profession packages. Action resolution is by rolling 1d20 under attribute + skill. The first book included 9 fantasy races, a magic system with 200 spells, and a psionics system with 20 powers. Realm of Yolmi 1st ed by Ken Black, Marshall Rose (1978) Avant-Garde Simulations Perspectives 2nd ed (1978) A spacefaring sci-fi RP set on a future Earth. The PC's are humans, although there are various aliens

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(including the evil "Yolmi"). The system is class-based: soldiers, cyborgs, scientists, and psychics. Advancement is level-based. It includes starship combat rules, and over 140 creature stats. The Realms of Atlantasia 1st ed by John Holland (2011) J.A.C.H. Books A medieval fantasy RPG that focuses on realism, such as damage to weapons and armor. It uses a percentile system, including a magic system with 8 schools of magic and 8 temples of worship, each having their own spells. Realms of Wor 1st ed by Jeffrey Walker, Steve Ong, David Wainio (2004) Three Sages Games A medieval fantasy RPG. It uses a skill-based system, with 1d20 resolution rolls. Character creation is classbased, with the option to build your own subclasses. Advancement is by skill improvement by use or training. Combat occurs in ten second rounds and actions are split up within that round as strike ranks, with armor reducing damage. The core rules come in four books: the Player Guidebook, Spellcaster's Guidebook, Game Master Book, and Encounter Encyclopedia. Recon 1st ed by Joe F. Martin (1982) RPG Inc. 2nd ed by Erick Wujcik (1986) Palladium Books Deluxe Revised ed (1999) A modern military RPG and miniatures system set in the Vietnam War, playing U.S. troops against the evil V.C. The game was liscensed by Palladium for the 2nd edition, but does not use the Palladium RPG house system. Red Dwarf: The Roleplaying Game 1st ed by Todd Downing, Mark Bruno, John Sullivan, Andrew Kenrick, Lee Hammock (2003) Deep7 A humorous sci-fi RPG based on the television series from Grant Naylor Productions, about characters trapped in an ancient Earth spaceship now lost in the middle of nowhere. It uses the "XPG" system. Action resolution is by rolling under attribute + skill on 2d6. Character creation is limited point based (attribute points and skill points), with adjustments for different types of characters: holograms, mechanoids, gelfs, simulants, and various types of evolved animals (cat, dog, rabbit, iguana, and rat). Redencin 1st ed by Juan Antonio Huerta Domnguez (2004) Edge Entertainment A Spanish-language hard sci-fi roleplaying game, subtitled "Un pasado a olvidar, un futuro a temer, un presente para luchar". Set in the year 2398, where the Earth has been destroyed and the survivors live in small habitats on Mars, the Moon, and orbital stations. The game deals with ancient cultures (Egyptian, Sumerian, etc.) and their relationship with the aliens that attacked the earth. Red Shift 1st ed by Paul B. Spence (1998) Grendel 2nd ed (2002) A spacefaring sci-fi RPG, set in 3663 after an interstellar human empire collapsed. La Regola del Gioco 1st ed by Piermaria Maraziti, Marco Perez (1996) Qualitygame An Italian-language universal storytelling RPG, part of the "I Giochi del 2000" collection. The title translates as "The Rule of the Game". REICHCRAFT : el juego de rol y tctico de fantas&icaute;a en la II guerra mundial 1st ed by Diego Martinez Ruiz de Gaona, Nora Ortega Rey (2003) self-published A Spanish-language modern fantasy RPG, whose title roughly translates as "REICHCRAFT: The RPG & Wargame of Fantasy in the Second World War". Self-published in Bilbao, Spain. It is set in an alternate WWII, where orcs and undeads have joined the Italian army, sinister elves representing Germany have imprisoned humans in concentration camps, and the ratlings follow the orders of the Japanese emperor. Meanwhile the Allies are aided by elves, gnomes, dwarves, humans & golems. It uses a simple system which includes tactical miniatures rules using a metric ruler. Action resolution is based on attribute + 1d10 + modifiers. Reich Star 1st ed by Simon Bell, Ken Richardson (1991) Creative Encounters A sci-fi RPG set in 2134 of an alternate history where the Third Reich won WWII and dominated the world. The Third Reich and the Empire of Nippon are in the midst of an age-old Cold War with each other, even as they expand their empires to other star systems. The player characters are revolutionaries trying to overthrow the Third Reich and restore freedom and democracy to Erde and its colonies. Reign

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1st ed by Greg Stolze (2007) Schroedinger's Cat Press A fantasy genre RPG using the "One-Roll Engine" from Godlike: Superhero Roleplaying in a World on Fire. It includes an original setting, magic system, and rules for resolving group conflicts. Actions are resolved by rolling d10's equal to stat plus skill. The number of matches (i.e. d10's with the same value) indicate speed of success, while the number matched indicates quality of success. Remember Tomorrow: Near Future Role-Playing 1st ed by Gregor Hutton (2010) BoxNinja A sci-fi literary cyberpunk GMless RPG with no specified setting, although sample brand names and factions are included. Each scene has a focus player character, and one of the other players acts as GM by playing on the opposing faction. Characters have three numerical stats rated from 1 to 10 called Ready, Willing, and Able - as well as two descriptive stats called Positive Condition (PCon) and Negative Condition (NCon). Opposition factions have a single stat called Influence. Resolution is by each side rolling 3d10, with each die at or under the three PC stats (or the faction's Influence) counting as a success. Each player creates both a PC and an opposing faction, including choosing a descriptive Identity, Motivation, PCon, and NCon; and for PCs distributing 12 points among the three stats. Renegade Legion: Legionnaire 1st ed by Michael A. Stackpole, A. Peters (1990) FASA A small-unit tabletop sci-fi combat system, covering infantry to tanks. Part of a wargame trilogy with RL: Interceptor dealt with air combat and RL: Leviathan. It has a unique system for vehicle armor, where differing weapons affected different 2D shapes of armor blocks. Set in year 6830, PC's include starfighter pilots, grav tank commander, or other adventurer. Fight the oppressive Terran Overlord Government of the Roman-style empire centered around Earth. A few military units defected from the empire to protect the alien races of the Commonwealth and became known as the Renegade Legion. Legionnaire details the history of Earth and seven alien races and provides combat focused rules. cf. Therion's Renegade Legion page. Requiem 1st ed by Zsolt Nyulszi, Tams Farkas, Zoltn Pozsonyi, Istvn Ersi (2000) Beneficium A Hungarian-language fantasy RPG. Resolute: The Superhero RPG 1st ed by Michael T. Desing (2008) Teddy Bear Press A simple superhero roleplaying game, with an original setting of a modern Earth under siege by tyrranical aliens, the Messari, who have made several invasion attempts starting 13 years ago. It uses an original system. Resolution is by 2d6 + stat versus difficulty. Stats ranging from -1 (Impaired, lifting 20 lbs or 5 mph speed) to +13 (Supreme, lifting 500 tons or light speed travel). Character creation is open point-based, with eight attributes and over 50 superpowers. Retrofutur 1st ed by Raphael Bardas, Sebastien Celerin, Mael Le Mee, Tristan Lhomme, Frederic Weil (2002) Multisim A French-language RPG set in an alternate history called the "Twisted 50's" -- inspired by uchronic dystopian fiction like Dark City and Brazil. Governments were telepathically contacted by aliens in the mid-19th century, which have largely unified into power blocks in preparation for contact. The PCs are part of the resistance against this world government. Character creation is based on rolling 1d10 on a universal chart which compares skill to difficulty. Skill is determined by a combination of freeform, binary "domain" traits and "verb" traits. Your skill for a task is based on the number of traits which apply. There is also a form of fate points: a pool of "Death" points which players add to gain bonuses, and which the GM draws from to cause penalties. Rve de Dragon 1st (French) ed by Denis Gerfaud (1985) Nouvelles Editions Fantastiques Nouvelles Editions Fantastiques Ludodlire 2nd (French) ed (1993) Multisim 1st (English) ed (2002) Malcontent Games A French-language fantasy RPG, set in an ever changing and poetic world dreamed by dragons. The PC's are travellers there, who walk along the Low and High Lands of dream, and fight magic dangers and dream creatures. One of the best-selling games in France. A beginner's version of the game was also made, entitled "Oniros". There is also an English edition, published electronically. Revelation: The Modern Superheroic Horror Role-Playing Game 1st ed by James C. Taylor Jr., Jason Knizley (1998) Happy Nebula Adventure Publishing A modern horror game where the PCs are members of an ancient organization based in England dedicated to fighting the supernatural, and in particular demons known as the "Shaetan". The PCs are all superhuman,

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including five types: Child of the Vampire, Dead Man Walking, Eternal Hero, Nephilim, and Reluctant Werewolf. It includes four magic subsystems for witchcraft, sorcery, psionics, and faith. Rhand: Morning Star Missions 1st ed by Barry Nakazano, David McKenzie (1984) Leading Edge A science-fantasy RPG with an in-depth combat system, predecessor to Living Steel. It is set on the planet Rhand about 500 years after the "Apocalypse", where alien "Spectrals" are invading. It uses a slightly simplified version of the combat system in Sword's Path: Glory (which is very complex by most standards). It includes rules for magic, fantasy creatures, etc. Ribbon Drive 1st ed by Joe McDonald (2009) Buried Without Ceremony A GMless cooperative storytelling game about a modern-day road trip. It uses randomly chosen songs from mix tapes that the players supply to guide choices. Each player creates a character by choosing a name, two desired futures for the character, and three traits. The players then take turns framing scenes. There are rules for obstacles that may result in crossing off traits, achieving futures, or crossing off (transcending) futures. The first player character to cross off both futures becomes the protagonist. The Riddle of Steel 1st ed by Jacob Norwood, Rick McCann, Ben Moore (2002) Driftwood Publishing A fantasy RPG set on an original world, Weyrth. It focuses on a realistic, turn-less combat system which is tactically demanding and deadly -- based on study of European Renaissance fighting techniques. It uses a dice pool system where you roll a number of d10's against a target number, counting number of successes. It also has a core system of Spiritual Attributes, which gives you extra dice for following defined goals or ties for your character (such as a destiny, a loved one, or a faith). Rifts 1st ed by Kevin Siembieda (1990) Palladium Books Ultimate ed (2005) A science fantasy post-apocalyptic game about a world where nuclear strikes set off a magical transformation of the Earth. Visible ley lines of magical energy spring up, along with inter- dimensional "rifts" which brought in aliens and monsters. The system is a variant of the Palladium System. The game features many augmented humans and massive firepower (up to personal nukes!), facilitated by "Megadamage" where each point is 100 normal "hit points". Ring of Changes 1st ed by Ben Wright (2010) self-published A fantasy RPG centered on alchemy as a codified and narrow form of magic, inspired by the Japanese anime FullMetal Alchemist. The intended emphasis mechanical and story levels is on making sacrifices towards a goal and facing difficult choices. The book is self-published as a print-on-demand book via Lulu.com. Ringwielder 1st ed by Dennis Drew (1990) self-published A shareware science fantasy RPG set on a giant generational starship using mystic "Psycho-Manipulative Energy" that had a catastrophic accident shortly after. The systems went haywire and rewrote the environment and people to match fictional characters and locales. The PCs are "Ringwielders" that have entered into an agreement with the central computer to protect all life on the ship, armed with rings that can have up to 36 powers. Character creation is random-roll, rolling for powers, the 8 primary abilities, and the 20 secondary abilities. Ringworld 1st ed by Sherman Kahn, John Hewitt, Lynn Willis, Sandy Petersen, Charlie Krank, Rudy Kraft (1983) Chaosium A sci-fi RPG based on the Larry Niven's novels: set on an artificial mega-world (a ring around its star) with a melting pot of races and technology. It uses a variant of Chaosium's Basic Role-playing percentile system. Character races are human, Kzin, or Puppeteer. Road Rebels 1st ed by Dale L. Gordon (1989) self-published A post-apocalyptic RPG in the genre of the "Road Warrior" films. It uses a percentile system (roll under skill on d100). Character creation has seven random-roll attributes on a 3-18 scale (STR, LOOKS, DEX, CON, SIZ, CHA, SPD), random-roll social class, and point-bought skills. It includes rules for repairing and modifying vehicles, done with flowcharts. Combat is table-based and complex. Roanoke 1st ed by Clint Krause (2006) Clint Krause Games Roanoke is a short alternate historical role-playing game of mystery and action, set at the Roanoke colony

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in America between 1587 and 1590 (when it disappeared). It provides several options for threats to the colony, ranging from conspiracies, monsters, zombies, and others. It uses a variant of the Wushu game system, by Daniel Bayn. It adds a Doom point mechanic, where players can trade success now for a grisly fate later. Robotech the Roleplaying Game Book One: Macross ed by Kevin Siembieda (1986) Palladium Books A sci-fi RPG based on the Japanese animated TV series of giant humanoid robots ("mecha"). It uses a variant of the Palladium FRPG system. Robotech II: The Sentinels 1st ed by Kevin Siembieda (1988) Palladium Books This is a sci-fi RPG based on a proposed sequel to the Robotech TV series. It is set in the same universe, dealing with a starship seeking help for Earth against the Invid. It uses a variant of the Palladium FRPG system. Robot Warriors 1st ed by Steve Perrin, George MacDonald (1986) Hero Games A sci-fi RPG about giant robot combat. The rules are a variant of the 3rd edition Champions rules, scaled up for truly massive sizes. It also includes human pilot creation rules. Rocky and Bullwinkle RPG 1st ed by David Cook, Warren Spector (1988) TSR A humorous storytelling RPG based on the cartoon TV show. The boxed set includes 10 hand puppets (unrelated to the system). The system (such as it is) starts with storytelling using story cards, adding in action resolution using spinners. Rogue Swords of the Empire 1st ed by Joseph Hillmer, George Rahm (1993) Better Games A fantasy mini-RPG, published in Fantasy Gamer magazine, issue #2. It is based on the RPG Barony. Le Roi-Chat 1st ed by Sicart (unknown) self-published A French-language RPG of playing common housecats (?!?). ROLE: Regles Optionnelles Limitees a l'Essentiel 1st ed by Francois Nedelec, Didier Guiserix (1985) Casus Belli magazine A French-language universal mini-RPG (2 pages). Later was republished in the magazine Casus Belli #34 and in the games Avant Charlemagne and MEGA II. Rle 1st ed by Cosimo Lorenzo Pancini (1995) Qualitygame An Italian-language mini-RPG, part of the "I Giochi del 2000" collection. A sci-fi game with rules similar to TSR's Alternity system. Rolemaster 1st ed by S. Coleman Charlton, Peter C. Fenlon, Kurt H. Fischer, Terry K. Amthor (1980) Iron Crown Enterprises 2nd ed (1984) Standard System ed by Coleman Charlton, John Curtis, Pete Fenlon, Steve Martin (1995) FRP ed by S. Coleman Charlton, John Curtis (1999) A traditional fantasy-genre game, originally designed as a modular addition to other games ("Arms Law", "Spell Law", "Character Law", "Claw Law", and "Campaign Law"). The system uses skill plus an open-ended percentile roll resolved on a table, with tables for each weapon and skill. Character creation was originally random-roll attributes and limited point-buy skills, modified by choice of class. A given class had its own cost for each skill type (i.e. weapon skill costs 10 for a magician but 3 for a warrior). Later they added a separate attribute point-buy system. Roleplayer 1st ed by Matthew P. King (1983) Roleplayer Enterprises A universal RPG system, with sections on medieval fantasy, mutant powers, modern horror, and futuristic weaponry. As an example so GMs can design their own, there is a single sample monster: the argent wombat. Roles 1st ed by David Jamet (unknown) self-published 2nd ed (unknown) A French-language medieval fantasy RPG. The 1st edition was expensively laid out with a wooden GM screen and a bronze 10-sided die. The 2nd edition was only the rulebook. Roma Imperious: Alternate World History

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1st ed by William Corrie III (2004) HinterWelt Enterprises An alternate history where during the third century Constantine embraced Celtic magic and took over the Roman Empire. It details the world of 1461 in this alternate history, including pre-Viking era Norsemen, a Chinese empire called the Jade Empire, and African states like Axum and the Empire of Ghana. It uses a variant of the "Iridium" system, which originally appeared in Tales of Gaea. Character creation includes random-roll attributes (best of 3d20 for each of eleven attributes), followed by choosing one of 26 classes which influence skills. The basic game also includes over 30 Foes and 13 pregenerated templates for fast play. Le Royaume des Dragons 1st ed by Paul Chion (unknown) ditions Dragon Radieux A French-language medieval fantasy mini-RPG (6 pages), aimed for younger children. Ruby...Worlds beyond Dream 1st ed by Greg Saunders (2007) Fire Ruby Studios A spacefaring science fiction game set in distant time and space, where the legacy of humanity is the modified NuMen and a binary star system of Golden and Red, initially established by privately-sponsored colony ships. All NuMen project themselves into "Shell" bodies using instant communication. The player characters are Lucids - a minority fringe who are able to remember their projection into bodies. The game uses a dice pool system with six attributes: Reason, Volition, Ego, Body, Grace, Vitality. Resolution is by rolling d6s equal to attribute, where 4-6 is a positive outcome and 1 is a negative outcome. The total outcomes are compared against the difficulty. Ruf des Warlock 1st ed by Olaf Heinen, Goesta Krengel, Silvia Eckelt (1992) Games-in Verlag A small-press German-language medieval fantasy RPG. The world is high fantasy (e.g. teleporting castles) with a few twists (i.e. orcs are proud barbarians rather than evil) and highly interventionist gods. The rule system is class and level-based, with random-roll attributes. There are multiple critical hit tables. RuinCrawl 1st ed by Tom K. Loney (2007) Peryton Publishing A pulp fantasy game inspired by old-fashioned sword and sorcery paperbacks. It uses the minimalist TAG (Tom's Adventure Gaming) system. Resolution uses 2d6 against a target number of difficulty minus attribute. Character creation includes races including elf, dwarf, simian, and goblin; and character classes including Amazon/Barbarian, Sword-Arm, Cutthroat, Thief, and Sage. Rules To Live By 1st ed by John Kilgallon, Mike Young, Sandy Antunes (2001) Interactivities, Inc. This is a universal system for live-action role-playing (LARP). It uses dice for mechanics (somewhat unusual for the LARP world), with resolution of attribute + skill + 1d6 vs difficulty. Combat uses the same basic mechanics, and assigns levels of damage marked as stars on the character's badge. Rune 1st ed by Robin D. Laws (2001) Atlas Games A fantasy-genre RPG based on the computer game Rune from Human Head Studios, set in a land of Scandanavian myth. The system is adapted from Ars Magica with simplifications. Resolution is attribute + skill + 1d10 vs difficulty (or vs other roll). RuneQuest 1st ed by Steve Perrin, Ray Turney, Steve Henderson, Warren James, Greg Stafford (1978) Chaosium 2nd ed (1979) 3rd ed by Steve Perrin, Greg Stafford, Steve Henderson, Lynn Willis (1984) Avalon Hill 4th ed by Matthew Sprange (2006) Mongoose Publishing A fantasy-genre RPG set in the original world of Glorantha. Glorantha is a low-tech world (often bronze age) where religion, cults, and magic are of constant importance. It uses a percentile skill-based system which was later published separately as the Basic Roleplaying system. Action resolution is by rolling under skill (0-100) on percentile dice, or by roll on a "resistance table" which compares opposed attributes (with +/- 5% per attribute point). Character creation uses random-roll attributes (3-18), and skills selected by profession. It includes several magic systems, including a involved Runic Magic system. Magical power could be boosted by secrets learned in various cults. The third and fourth editions separated the system and magic from the setting of Glorantha, though Glorantha was still one of the setting choices. Rune Stryders 1st ed by Matt Drake, Mike Fiegel (2003) Politically Incorrect Games A fantasy-genre RPG, set on a gritty fantasy world ("Rhun") where wars are fought with magically-powered war machines of stone, wood or exotic materials (i.e. "Rune Stryders") -- an homage to giant robotic mecha

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of Japanese animation. There are no fantasy races (i.e. elves or dwarves) and few large monsters. Instead, there are wars and political intrigue among the various human nations. The PCs are by default expected to be a band of mercenaries. It uses a dice pool system. Action resolution is to roll a number of d10s equal to (skill + 1). Each die under your attribute score is one success. Run Out the Guns 1st ed by Jason Hawkins, Todd McGovern (1998) Iron Crown Enterprises A pirate swashbuckling-action RPG set in the historical 17th century: specifically the Carribean circa 1660. The game includes a wealth of historical detail and background on the era. The system is based on (and compatible with) the Rolemaster system, but simplified to be suitable for beginners. There are pre-generated characters provided but no character creation system in the basic game. The ship-to-ship combat rules are also sketchy. Run Robot Red 1st ed by Annie Rush (2004) Wicked Dead Brewing Company A humorous sci-fi RPG about little robots controlled by totalitarian overlords. It is set on Widenet YT, a vast worldship ruled by the tyrannical and mysterious Cel Tron Stroma. Rus 1st ed by Mark Chapman, Joe Caruso (1990) Rus Games A fantasy RPG set in the mythic version of medieval Russia. It includes elemental nature priests ("Volkhvy"), necromancers ("Koldun"), and Christian missionaries. It uses a system with classes (Russiaspecific) and skills, with skill-based advancement. The combat system is fairly involved. The Rustbelt: tales of tenacity, depravity, and hope 1st ed by Marshall Burns (2010) Beyond the Wire Productions A post-apocalyptic roleplaying game inspired by The Stand, The Road, and the Mad Max films. It is set in a future where a mystical power known as The Rust that corrupts everything has destroyed civilization. It uses a dice pool system where characters have three pools - Blood, Sweat, & Tears - that are called upon to push failed rolls into successes. There are no skills, but there are eight attributes: Tough, Savvy, Grizzled, Slick, Thorough, Personable, Cagey and Uncanny. It also includes a number of descriptive psyche traits including Hunger (i.e. desires), Vice (habits to fall back on to cope), Faith (they believe in) and Woe (things they regret). Ryuu Tama Natural Fantasy RPG () 1st ed by Tokuhiro Okada (2007) Tabletalk Cafe Daydream Jive Ltd A Japanese-language fantasy RPG whose title means "Dragon Egg". It is billed as a "natural fantasy" game, meaning roughly it is more positive and less violent. Character classes include Minstrels, Merchants, Hunters, Healers, Farmers, Artisans, and Nobles. Saga System 1st ed (1985) G+S Verlag A German-language universal RPG system. This developed out of a line of universal supplements for any system, which eventually developed its own house system. Sailor Moon RPG 1st ed by Mark C. MacKinnon (1998) Guardians of Order A schoolgirl-superhero RPG based on the Japanese animated TV series, which includes a thorough description of the series including characters and background. It uses the "Tri-Stat" system from Big Eyes, Small Mouth, altered only by giving genre-specific traits. Sandman The Map of Hamal ed by Mark Acres, Andria Hayday (1985) Pacesetter Key to the Inland Sea ed (1985) A surreal RPG scenario series where the (pre-made) player characters wake up to find they have no memory of who they are or how they came to be there. The published game was originally intended to be in a contest to identify who the PC's are, but folded. PC abilities would slowly be revealed in the published scenarios -clues as to their identity. The system is a percentile system with a universal action table, a simplified version of the Chill mechanics. Sangokushi Engi 1st ed (unknown) Koei A Japanese-language RPG meaning 'Romance of the Three Kingdoms Role-play'. It is set in China during the fall of the Han dynasty, based on the traditional Chinese epic Romance of the Three Kingdoms. The system is based on comparing attribute + skill + 2d6 vs difficulty. Character creation is class-based (Warrior, Spy, Scholar, Merchant, or Heroine), with class modifying attributes and providing certain special abilities. Santa's Soldiers

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1st ed by Bill Kte'pi, Todd Downing, Gavin Downing (2000) Deep7 A light-hearted 28-page mini-RPG about a paramilitary army of well-armed elves who guard Santa and Christmas against the power-hungry Easter Bunny, Halloween's Boogieman, and the insane Anti-Claus -using ultra-violent techniques so Santa doesn't have to get his hands dirty. Savage Worlds 1st ed by Shane Lacy Hensley (2003) Pinnacle Entertainment Group 2nd ed by Shane Lacy Hensley (2005) Great White Games A universal system with a focus on fast resolution. It uses a step-die rules system related to Deadlands. You roll a d4 to d12 (depending on your stat) plus modifiers, and a result over 4 or higher than your opponent's is a success. Combat uses an initiative system using playing cards, where each player draws a number of cards each turn. The basic rules include seven races: humans, elves, dwarves, half-elves, mantids, saurians and Atlanteans. It also includes a short section on Arcane backgrounds and powers. Scales 1st ed by Croc (1993) Siroz A French-language modern-day fantasy RPG, including Dragons, Faeries, Alchemists, and Technomancers. The characters are part of a group composed of one Dragon creature, and several seemingly normal people, who in fact are of Faerie blood, and drawn to the Dragon's magical abilities. Dragons collect magic, Faerie need it to survive, and in contact with it, regain their former selves. It uses a fairly simple d6-based system. Character creation is point-based. Scared Stiff: the B-Movie Horror Role-Playing Game 1st ed by Gene Stanley Pritchard, Mike Demetro (2002) Guild Hall Press A humorous RPG about B-movie Horror films. The PCs (known as "Victims of Circumstance" or VCs) are rated in Flaws rather than attributes, so that rather than Strength and Dexterity they are rated in Weakness, Clumsiness, and Ignorance (Primary) as well as Cowardice, Paranoia and Superstition (Secondary). Action resolution is either dice-using or diceless. Dice rolling is to roll over your modified Flaw rating on 2d6 to succeeed. This is intended as the first of several B-movies backgrounds using the "RPG-13" B-Movie game system. Schimmen & Schaduwen 1st ed by Foob, Koen De Waele, David Van Dijck, Dirk Vandenheuvel (1989) The Wise Tree A Dutch-language fantasy RPG: "Shadows & Spectres". The core rules contains the rules, background information, setting, creatures, maps, 80 professions, 9 magic classes, and hundreds of magic spells. It also contains 4 ready-to-play scenarios. There were several adventure supplements released. It is being prepared for release as a free download. Scimitar 1st ed by Ewan Murray (1998) Lance and Crown Games A fantasy genre RPG set on an original feudal-era world, Thaythorn, and published on CD-ROM. Thaythorn includes versions of Elf, Dwarf and Goblin races -- as well as the reptilian Cy Kell, the canine Yarinese, and the insectoid Ythari. It uses a simple skill-based system. Action resolution is based on attribute + skill + 2d6 (where sixes open-end) vs difficulty. There are four attributes (Strength, Agility, Intellect, Presence), each of which have two sub-attributes. Character creation is limited point-based. Second Dawn 1st ed by Art Wiederhold, George J. Herget (1982) Arrose Enterprises A fantasy genre RPG with elements of sci-fi, inspired by the The Avenger of Thule novel by Art Wiederhold. The Secret Lives of Gingerbread Men 1st ed by Annie Rush (2004) Wicked Dead Brewing Company A simple RPG suitable for children as well as adults. The PCs are gingerbread men who become magically animated for the twelve days prior to Christmas, who rush around the home, having adventures, getting in and out of trouble. The setting includes a nasty cat, a helpful but hungry dog, the King of the Rats, the Oracle atop the refrigerator, and the Cookiesmith. The Secret of Zir'An 1st ed by Jason Armenta, Martin Caplan, Marcus Flores, Aram Gutowski, Chris Hockabout (2005) Paragon Games White Wolf A pulp fantasy RPG set on an original fantasy world, Zir'An, dominated by magical technology including zeppelins, guns, and so forth. It is in a state similar to the decade preceding WWII. There are powerful beings called Fanes which have started to dominate in the several millenia since the gods disappeared. There is now an uneasy peace between a number of allied nations who work together to keep the Fane dominated Tilerian Hegemony at bay. There are also the independent and mercenary empires in the south, and the Forsaken Lands such as The Periphery, a collection of islands in the far south. It is inhabited by the dwarf-

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like Dolonorri, the giant primitive Gogachi, the beast-like Neolli, the secretive and immortal Zhalanti, as well as the human Ianers. It uses a simple system which uses attribute + aptitude + 1d10 vs difficulty, where the four-level skills (basic/advanced/expert/elite) can give an automatic success. Character creation is by a point-based lifepath system, which includes various packages representing different nations and factions. Secrets & Lies: A Hardboiled Detective Game 1st ed by Daniel Bayn (2009) Bayn.org A modern detective RPG. It uses a dice pool mechanic where the player rolls a number of dice equal to their current stat plus optional "flop dice" representing added difficulty. Any match among the stat dice, or between flop dice and stat dice, indicates failure. A player can remove one or two dice after rolling if the test relates to the characters' defined "means" (character concept) or "motive" (primary drive). A test can either be "soft-boiled" or "hard-boiled" - referring to whether failure is a minor setback or a major problem. Stats to test include the five attributes (Savvy, Moxie, Guts, Nerve, and Mojo) as well as relationships. All stats and relationships start at 2, and are temporarily increased in play ("taking a hit") until they are rolled. Sengoku 1st ed by Mark Arsenault, Anthony Bryant (1999) Gold Rush Games Revised ed (2001) Gold Rush Games A historical RPG set in 16th century Japan, with careful attention dedicated to historical background and information. It uses the Fuzion system. Senzar 1st ed by Todd King, Johnny Bruner (1995) Nova Eth Publications A fantasy RPG set in a multiverse ("Senzar") with numerous gods and immortals. It uses a variety of dice and mechanics (similar to AD&D). Combat is d20 + offense - defense : 9 or less misses, 20+ is a critical hit. Character creation is class-based with point-bought attributes, advantages, and disadvantages. Spell and combat advancement is level-based (although skill and attribute advancement is independent of this). Serenity Roleplaying Game 1st ed by Jamie Chambers (2005) Sovereign Press A space opera RPG, adapted from the Firefly TV series and Serenity feature film by Joss Whedon. It uses a system adapted from the Sovereign Stone fantasy game. Attributes and skills are rated in a a step die system with twelve ranks: d2, d4, d6, d8, d10, d12, d12+d2, d12+d4, d12+d6, d12+d8, d12+d10, d12+d12. Action resolution is by rolling attribute die plus skill die. Characters have six attributes (Agility, Strength, Vitality, Alertness, Intelligence, Willpower), along with skills and advantages. It also includes a plot point mechanic. Plot Points can be spent before a roll for an extra die (costing 1 per rank), after the roll to raise the total (costing 1 per +1), or to manipulate the story (scaled from 1-3 for convenient coincidence to 11+ for "saving your bacon"). Serial Homicide Unit 1st ed by Michael S. Miller, Kat Miller (2008) Incarnadine Press A modern-day criminal investigation RPG. The players role-play potential victims of a serial killer at the same time as they play investigators trying to catch the killer. They can create chains of evidence based their role in the investigation. At the end of each turn, if they fail to solve the crime, they must randomly open an envelope with the name of one of the potential victims to determine who is murdered. Seven Leagues: A fantasy roleplaying game of Faerie 1st ed by Hieronymous (2002) Malcontent Games A fairy-tale RPG including modern fantasy from magical realism to gothic urban magick. It uses a simple system, called "Roll 13". Resolution is by rolling 1d12 + attribute + modifiers, where a total of 13 or higher is a success. Character creation is by choosing a player-created descriptive Aspect (such as "a fairy princess" or "a mighty warrior"), and distributing 13 points among the three attributes (each rated 1 to 7): Head (mental), Heart (social/emotional), and Hand (physical). Characters may also have a number of Charms (magical abilities) equal to their lowest attribute, and optional Taboos (i.e. limitations/hindrances which increase their number of Charms). The Seventh Seal 1st ed by Scott R. Mitchell, Edwyn Kumar, Mark Bruno, Scott Lynch (2002) Creative Illusions Revised ed (2005) Morrigan Press A modern-day fantasy RPG based on biblical mythology as presented in the Book of Revelation. Six of the seven seals have been broken, and demons are wandering the Earth in human guise seeking to bring about the final apocalypse. The PC's are Sentinels: mortal guardians of Heaven invested with supernatural powers. They are organized into different celestial orders corresponding to the archangels (Michael, Gabriel, etc.). It uses a dice pool system, where actions are resolved by rolling over a target number on a number of d6's equal to attribute plus skill. Character creation is limited point-based.

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SewerSide: Are You Slimy Enough for the Sewers? 1st ed by Ashok Desai (2003) Eldritch Design n A humorous scifi RPG published in electronic format, where the PCs are hideous mutants banished to the sewers below a modern-day town. The premise is that all ugly people were declared mutants and locked in the sewers, and since radioactive waste was also dumped there, soon there were even more hideous genuine mutants. There are eight strains of mutant: Bloaters (overweight and bloated humanoids), Bugs (insectoid monstrosities), Furries (humanoid animals prized as slaves by kinky folks), Goops (big balls of boneless slime), Hissies (reptilian mutants), Psychos (big-brained mutants with a knack for psychic powers), Skinbags (incredibly skinny mutants whose skin sags around them like some sort of cloak) and Sushi (fish people). There are a large assortment of humorous mutations described. Action resolution is to roll (skill) d10's and take the best, then add attribute. Character creation is either random-roll or selected. Sexy Deadly 1st ed by Tony Dowler (2009) Planet Thirteen Games A GMless competitive strategy card game with narrative and role-playing elements, about female supersoldiers who have dedicated their life to killing, espionage, disrupting and protecting conspiracies. The Shab-al-Hiri Roach 1st ed by Jason Morningstar (2006) Bully Pulpit Games A darkly comedic horror one-shot role-playing game about an evil Sumerian mind-controlling cockroach preying on the faculty in a small New England university campus in 1919. It uses a GM-less narrational system, where players compete to gain academic Reputation by bidding to winning one of a series of narrated scenes, driven by drawn cards. The winner of the scene is the one who rolls the highest number on the dice. If you are possessed by the Roach, you roll a massive d12. However, if you end the game possessed by the Roach, you lose. To lose it, you have to regurgitate the Roach, by subliming away something you care about, which makes your dice weaker. The game comes with a packet of 40 cards and a rubber cockroach. Shades of Earth: Earth History with a Twist 1st ed by William Corrie III (2003) HinterWelt Enterprises An alternate-history RPG with a percentile skill-based system (the "Iridium System"), including a setting in 1938 Europe where secret organizations use magic powers to prepare for the coming war. Character creation includes random-roll attributes (best of 3d20 for each of eleven attributes), followed by choosing one of 23 classes which influence skills. Shades of Fantasy 1st ed by Steven Bode (1993) IDD Co. A "High Fantasy" genre RPG, which attempts a medieval feel with monotheistic religion and faerie influences. It includes 15 races including Fey Folk, Devilkin, Kobolds, Penitent Angels, and Changelings. It uses a percentile skill-based system. Character creation is random-roll attributes (modified by race), choice of occupation or occupations, and point-bought skills and advantages. Skills and advantages outside of your occupation cost double. Shades of Heroes 1st ed by Jason Kirby, Jason Thomas, Dean Meuggenburg, Shiree Nabours, Jon Kawa, Brian Henrikson, Jon Kawa, Jason Thomas, Dean Meuggenburg (1998) Argonaut Game Studios A fantasy genre RPG. The Shadow of Yesterday 1st ed by Clinton Nixon (2004) Anvilwerks Revised ed (2005) A sword-and-sorcery genre RPG which attempts to meld the standard fantasy role-playing and "hardcharging narrative engine". It is set in a post-apocalyptic fantasy world (known as "Near") where the apocalyptic creation of a moon has ravaged cultures and thrown the fate of the world into question. Shadowrun 1st ed by Bob Charrette, Paul Hume, Tom Dowd (1989) FASA 2nd ed (1992) 3rd ed (1998) 4th ed (2005) FanPro A fantasy-cyberpunk game, set in a future where magic returns to the Earth, and many people are transformed into elves, dwarves, and trolls. It uses a dice-pool system, rolling d6's equal to stat vs a target number of difficulty. Shadow, Sword, & Spell 1st ed by Richard Iorio II, James Maliszewski (2010) Rogue Games

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A fantasy RPG emulating pulp fantasy writers like Robert E. Howard, L. Sprague de Camp, and Fritz Leiber. It uses the 12 System also used in Colonial Gothic Revised and Thousand Suns. Resolution is by rolling 2d12 under a target number found by adding attribute + skill + modifiers. Character creation is limited point-based, dividing 45 points among 5 attributes (Brawn, Quickness, Toughness, Wits, and Will), creating freeform "Hook" that lets you earn action points if brought up in the game, picking a Background option (Culture and Modifier), and then buying skills. S.H.A.L.T. 1st ed by Brian F. Schreurs, Joshua D. Thompson, J.D. Falk (1988) Coltrane Publications A humorous small-press sci-fi RPG, with 10 races including giant Neptunian Space Bears. It uses a minimalist system. Shambles 1st ed by Duane O'Brien (2005) a terrible idea A humorous horror-parody RPG where the player characters are all zombies, who one day simply woke up dead with a craving for brains. It is played in one of three modes: "Fast Food Zombie Fun", "I Want My Life Back", and "Feeding Frenzy". It uses a simple dice pool system called LAFFS, for "Light, Adaptable, Fast, Flexible." Each character has six stats: Lurch, Flail, Clutch, Brawn, Chuck, and Sense. Resolution is based on rolling a number of d6s equal to stat, where each die over the difficulty is a success. Players can modify their own or others' rolls by spending LAFF points, earned by making the GM laugh. Zombie characters generally lose 1 hit point per day unless they eat human brains. The basic game also includes overviews of 6 agencies and organizations that oppose or aid (!) zombies. The Shard RPG 1st ed (2008) Shard Studios A fantasy-genre RPG set on an Eastern-themed world inhabited by anthropomorphic animals, known as Dardnah or the World of the False Dawn. It uses a d6 dice-pool system, where you roll a number of d6s equal to skill minus difficulty, and each die result of a 4, 5, or 6 is a success. It includes a ritual magic system. Shards of the Stone 1st ed by Jared Nielson, Sean Patrick Fannon (2000) Obsidian Studios 1st ed by Jared Nielson (2001) InterStrike, Inc. A fantasy-genre RPG using the Fuzion system. The setting is a multiverse where a primordial stone shattered into 25 elements: including Air, Earth, Fire, and Water but also Law, Creativity, and Love. These elements can be physically mined, grown, and so forth from the worlds which resulted from the shattering. There are usual races of elves, dwarves, orcs, ogres, and goblins -- plus winged folk, reptile-men, and beast-men. cf. the official website. Shattered Dreams 1st ed by Matthew D. Grau, Christopher Dorn, Timothy R. Erickson, Lance P. Johnstone (1994) Apex Publications Inc A horror RPG set in a dream-world, where Nightmares are evil beings that creep into our minds when our souls are bared and corrupt our beings. The PC's are Dreamwalkers who have powers within the dreamworld. There were 3 supplements/adventure books: "Awake and Alone", "Liquid Dreams", and "Of Sound Mind". The Shattered Sky 1st ed by Paul Lucas (1997) Propaganda Publishing A science fantasy RPG set in the shards of a Dyson Sphere which was broken 5000 years ago, with distances measured in "Earths". It includes aliens, centaurs, talking dolphins, and orcs: all created using genotech and "uplift." The magic is ostensibly based on nanotechnology. The system is percentile-based. Shatterzone 1st ed by Ed Stark (1993) West End Games A cyberpunk space opera game, set in the late 25th century after the accidental discovery of an unexplainable phenomena called the "Shatterzone". Space is controlled by the monolithic Consortium and Fleet, along with various megacorporations. It uses a variant of the Torg system, with modified Drama Deck, and rules for psionics, aliens, and space combat. Sherlock Holmes and the Case of the Dead Duke 1st ed by Chris Engle (2005) Hamster Press A pregenerated scenario book using the minimalist Engle Matrix Game system. This includes several murder mystery scenarios where the players are Sherlock Holmes and associates. The system has explicit negotiation of arguments and results, but leaves the chances for the negotiated outcomes entirely up to the GM. Shields of Power

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1st ed by McLellend, Jacobsen (1990) Shield Maiden A fantasy genre RPG. Reviewed in White Wolf #25. Shin-en 1st ed (unknown) Suzaku Games A Japanese-language fantasy-genre RPG. Shock: Social Science Fiction 1st ed by Joshua A.C. Newman (2006) The Glyph Press 1.1 ed (2007) 1.2 ed (2009) A GMless sci-fi RPG about the clash of technology upon human society. It has no background, but instead players define a world starting with defining a set of two social or personal concerns (Issues) and two revolutionary developments (Shocks) that are the themes of the game. Character creation sets up player characters (Protagonists), and then player sitting to the right of each Protagonist creates and controls the Antagonist, acting as GM. Protagonists are creates by defining 2 Praxis, 3 Features, 2 Links, and 1 Story Goal. The Praxis are each a pair of two themes such as "buying vs. selling" or "help vs. hurt" rated from 1 to 10. The Features, Links, and Story Goal are numberless, player-defined traits. Resolution always defines two non-mutually intents between Protagonist and Antagonist, trying to succeed by rolling on a chosen Praxis scale. The Protagonist rolls a number of dice equal to the number of applicable Features. These can either be d10s to succeed on their own Praxis scale, or d4s to modify the opponent's roll. For both, if rolling multiple dice the player can choose which to use. Shock:Human Contact 1st ed by Joshua A.C. Newman (2010) The Glyph Press A near-future sci-fi RPG about a interstellar contact ship that makes first contact with a lost colony of humans in another star system, a variant of the game Shock: Social Science Fiction. It defines more closely the shocks to be dealt with and the phases of play than the original game. Play begins with life on the contact ship, which takes five years to reach its destination. Second is designing the geography, culture, and language of the colony. The third is first contact, which could use a three person envoy team or could use the entire 100 person contactor. Shooting the Moon 1st ed by Emily Care Boss (2006) Black & Green Games A GMless game of romantic rivalry for two or three players, where two rival players compete for the affections of a third. Pitched as a "sequel" to an earlier romantic game, Breaking the Ice. Shotgun Diaries 1st ed by John Wick (2009) Wicked Dead Brewing Company A zombie survival horror mini roleplaying game, using an early version of a new "FEAR" system. Character creation is by picking an archetype - such as Fast Survivor, Strong Survivor, etc. Resolution uses a simple dice pool where the players rolls a number of d6s based on their character, plus any dice taken from the shared pool, and a bonus die for every character they are with. If the player rolls a 6 on any die, they narrate what happens. Otherwise, the GM does. There is also a Zombie Clock mechanic, which advances every 10 minutes to increase the zombie threat; and a fear mechanic. Signature 1st ed by Michael Mendoza (2007) 44 Productions A simple diceless system intended for quick play, easily customized to different settings. It has playercreated traits rated from 1 to 3, with 0 being the default. Action resolution is by comparing the higher of trait or modifiers against difficulty or opposing trait. This is modified by spending "Wild Points". The effect of success depends on whether the game is in Narrativist, Gamist, or Simulationist mode. The book is selfpublished via print-on-demand service Lulu.com. Sign in Stranger 1st ed by Emily Care Boss (2009) Black & Green Games A science fiction storytelling game for 2-3 players about first contact of humanity with aliens. The aliens are created during play by the players, by randomly drawing from a set of words submitted by the players at the start of the game. I Signori Del Caos 1st ed by Giovanna Maselli, Auro Miselli, Franco Tralli (1983) Black-Out An Italian-language medieval fantasy RPG, and the first Italian RPG. The setting is reminescent of Lone Wolf. The title translates as "The Lords of Chaos". Silex et Mammouths 1st ed (unknown) unknown

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A French-language prehistoric RPG, published by a gaming club in Paris. Silhouette CORE Rules 1st ed by Marc A. Vzina, Paul Lippincott (2003) Dream Pod 9 A universal system. It uses a dice pool, rolling a number of d6's equal to your skill and taking the highest value (each extra six adds one to the result, so two sixes would have a total of seven). Action resolution is attribute plus the skill total vs difficulty. The margin of success or failure is very important in the Silhouette game; in combat, for instance, damage is multiplied by the margin of success, and illnesses and poisons have increasingly severe effects as the margin of failure increases. Silver Age Sentinels 1st ed by Stephen Kenson, Mark C. MacKinnon, Jeff Mackintosh, Jesse Scoble (2002) Guardians of Order A superhero RPG set on an original world setting, where superpowered heroes appeared starting in 1942, when an atomic energy test created "Sentinel". It uses a variant of the Tri-Stat system from Big Eyes, Small Mouth, with three core attributes of Body, Mind, and Soul. Simian Combat 1st ed by Marshall Rose, Norman Knight (1978) Avant-Garde Simulations Perspetives A sci-fi RPG inspired by the Planet of the Apes movie series. PC's can be Apes, native Humans, Mutants or Astronauts. The system concentrates on combat and campaign battles. Simply Roleplaying 1st ed by Bob Portnell, Guy McLimore (1999) Microtactix Games A universal RPG system, published in electronic format. It is a skill-based system, rolling 2d10 under skill for action resolution. Characters are limited point-bought, with a random number of attribute points, and skill points which depend on age group. There are also advantages and disadvantages which must be balanced (i.e a 1pt advantage requires a 1pt disadvantages). Simulacres 1st ed by Pierre Rosenthal (1986) self-published "La fleur de l'Asiamar" ed (1987) 3rd ed (1988) self-published 4th ed (1989) Casus Belli magazine 5th ed (1994) Casus Belli magazine A French-language universal RPG system. It is released under an open license allowing anyone to use it for their rulebook. Official games released using Simulacres system include "Aventures Extraordinaires" (by Tristan Lhomme -- Victorian sci-fi), "Capitaine Vaudou" (by J.P. Pecau -- pirates with voodoo magic), "Cyber Age" (by Pierre Rosenthal -- cyberpunk) and "Sang Dragon" (by Pierre Rosenthal -- heroic fantasy). There are also a number of unofficial games, aided by the open license. Simulacron I 1st ed by Mark Manning (1982) Simulacron I A small-press universal RPG system. It uses five Basic Statistics and a large set of Abilities (i.e. skills). Stats started at 1 and cost the level squared in experience to increase. Characters start with one Ability, and additional Abilities are gained as the Knowledge stat is increased. Action resolution uses 1d20. Sine Requie 1st ed by Matteo Cortini, Leonardo Moretti (2003) Rose and Poison Year XIII ed (2007) Asterion Press An Italian-language horror RPG set in an alternate history of 1954, where during D-Day in 1944 the dead woke up and started killing and eating the human race. WWII ends with the Germans calling themselves winners after a coup d'etat where Hitler and the other leader are killed. The Fourth Reich covers most of Europe. In Italy, Pope Leone XIII becomes the governor and returns the Inquisition, which bans most technological items. In the USSR, the cities have become iron fortress and half-men/ half-machines are created to work at the orders of ZAR, the main computer. It uses a Tarot-based system, which can be either a storytelling game (using only the Major arcana) or as a traditional RPG (using cards instead of dice). six gun assassins 1st ed by Andrew Lucas (2006) Rebel Minis A miniatures combat and mini-RPG set in the American Wild West. The system is "Place & Play" rules. Skbner og Skatte 1st ed (1986) unknown A Danish-language RPG, whose title translates as "Destinies and Treasures". It comes as a box-set with 3 small booklets (A5 size), dices, and a overhead-pen and coated hexagonal sheet (which was actually the inside of the box). It includes a pulp genre introductory scenario of a white explorer in the jungle, but also supports medieval scenarios.

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Sketch! 1st ed by Seth Johnson, Brian Schomburg (2000) Corsair Publishing A humorous mini-RPG (48-page comic format) where the players play "Costumes" -- superpowered entertainers on the planet Sketch. Character creation is by the player drawing the character, or at least copying bits of clip art (provided with the book). The other players then judge how badass the sketched character looks. Skuggornas Mstare 1st ed by Gunilla Jonsson, Mikael Petersn (1988) Ragnark "Master of the Shadows" -- a Swedish-language modern-day espionage RPG. It uses the same game system found in En Garde. The PC's are agents, crimefighters, or something similar, all having a secret background. Skull & Bones 1st ed by T.S. Luikart, Gareth-Michael Skarka, Ian Sturrock (2003) Green Ronin Publishing A swashbuckling RPG set in the golden age of piracy in the Carribean, using a variant of the D20 System from 3rd edition D&D. It adds options to character generation for backgrounds and "fortunes" -- a simple advantage/disadvantage system. There are four new core classes: Buccaneers, Sea Dogs, Shantymen (musicians), Bokors (magicians), and Hougans (magicians). There are also six new prestige classes: three fencers, two sailing (Officers and Warrant Officers), and the Mystic Navigator. It has variant rules for cinematic fighting (adding a parry maneuver), and damage (which is applied first to a character's hit points, and then to their constitution). Skull and Crossbones 1st ed by Gerald D. Seypura, Anthony LeBoutillier (1980) FGU A pirate RPG set in the 17th century Caribbean. It includes man-to-man and ship-to-ship combat. Skymningshem: Andra Imperiet 1st ed by Krister Sundelin, Simon J Berger, Fredrik Ostrozansky (2005) Rvsvans Frlag A science fiction game that draws inspiration from space opera, wuxia and anime. It uses an improved version of the system in Vstmark. Skyrealms of Jorune 1st ed by Andrew Leker, Miles Teves, Amy Leker (1985) Skyrealms Publishing 2nd ed (1986) 3rd ed (1992) Chessex A science-fantasy game with a unique setting, a detailed alien world with marooned human colonists. Emphasis is put on the unique races and culture, a mix of humans, human-created sentient animals, and aliens. There is a "magic" of manipulating Isho energy which flows through this world, along with remnant technology. The system is skill-based, changing with editions. SLA Industries 1st ed by Dave Allsop, Tim Dedopulos, Jared Earle (1993) Nightfall 2nd ed by Dave Allsop, Tim Dedopulos, Jared Earle, Anne Boylan, Morton T. Smith (2000) Hogshead Games A science fantasy RPG of futuristic urban horror, set in a distant future (the "World of Progress") where an amoral arms corporation ("SLA Industries") has taken over the universe, headed by a power being named "Slayer". PC's work as agents for the company, based on the world-city "Mort". There are 7 races, including users of "The Ebb" -- a magical power that permeates the universe. The system uses 2d10+skill+modifiers to determine success (11+ is a success, 21+ is a notable success). Character creation uses race (1 of 7) and career (1 of 9) templates followed by point allocation. The 2nd edition is largely a reprint of the original with errors corrected, more fiction and art, and a new index. Sline: The Role Playing Game of Celtic Heroes 1st ed by Ian Sturrock (2002) Mongoose Publishing RuneQuest Slaine ed by Aaron Dembski-Bowden (2007) Mongoose Publishing A fantasy RPG set in Tir Nan Og, a land of ancient Celtic legends mixed with prehistoric fact, an adaptation of the comic book series. The PCs are members of the Tribes of the Earth Goddess, called on to raid or war against rival tribes, quest after ancient treasures, or defend their lands against invading sea-devils. The rules are a variant of the D20 System from 3rd edition D&D, and require the core D&D rules for character creation and combat, as well as many skill and feat descriptions. It uses an alternate magic system where characters pay in "Earth Points" for spells cast, and spells are broken down according to their cost instead of level. Slasher Flick 1st ed by Cynthia Celeste Miller (2009) Spectrum Game Studios A horror RPG emulating slasher films, where the players have primary characters as well as secondary characters who are all potential victims of the psycho killer(s). Secondary characters are created by a group

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process. Characters have four stats (Brawn, Finesse, Brains, and Spirit) that have trinary ratings (Poor, Normal, or Good). Combat (or "kill scenes") uses stat checks to measure loss or gain of survival points. Players can al also gain "genre points" for playing to the conventions of the genre, that can be used later to help. S/lay W/Me 1st ed by Ron Edwards (2009) Adept Press A two-player storytelling game of a short sword and sorcery tale involving a monster and a lover. The two players are "You" (who creates and plays the hero) and "I" (who creates and plays a lover and a monster). Character creation is quick - the "You" player reads a ritual statement, then chooses a brief character concept and adds a ten-word description of the Hero's physical appearance. "You" then chooses a general setting from a list of one-line descriptions and a Goal for the Hero. The "I" player then fleshes out the setting, and creates a lover and a monster for the Hero to deal with. "I" also sets a Lover score (the number of times the player can script "Go" events aimed at the lover) and a Monster Score (the number of dice "I" can roll before the "Match" ends). Small Space 1st ed by Denton R. Elliot (1985) Doc's Games A sci-fi mini-RPG from the publisher of Dinky Dungeons, published in a 3''x5'' ziplock bag(!). It uses the same system, expanded by skills. The system has binary skills which are bought using points based on your attributes (Physical Points equal to your Physical, Mental Points equal to your Mental). It also adds spaceship generation and combat rules, futuristic weapons, invention rules, alien races, planet generation, and initiative rules. Smallville Roleplaying Game 1st ed by Cam Banks, Joseph Blomquist, Mary Blomquist, Roberta Olson, Josh Roby, Amanda Valentine (2010) Margaret Weis Productions A superhero roleplaying game based on the television series, using a non-traditional variant on Margaret Weis Productions' Cortex system called "Cortex Plus". The six core attributes for characters are different personal values: Duty, Glory, Justice, Love, Power, and Truth. Rather than skills, characters have rated Relationships with other PCs as well as significant NPCs. Both Values and Relationships are rated on a step die system from d4 through d12. There is also a system of Plot Points. Soap: The Game of Soap Opera Mayhem 1st electronic ed by Ferry Bazelmans (2002) Blacklight Publishing 1st print ed by Ferry Bazelmans, W. Jason Peck, Aldo Ghiozzi (2003) Wingnut Games A storytelling mini-RPG which is played for 60 minutes at a time. Each player takes a character in a soap opera, with five words as traits. There is no GM, but instead there are rules for entering a Scene, adding sentences, and so forth by spending Plot Tokens. Originally published electronically as a 31-page PDF file, then in print as a 24-page illustrated booklet. Society of Dreamers 1st ed by Matthijs Holter (2010) self-published A historical fantasy RPG set somewhere in Europe sometime in the 1800s, where player characters are members of a society searching for creatures called mnemosites ("dream eaters"). During a single session, players play out the entire lives of their characters, and the fate of their society. Play is largely freeform, using a set of scribbled notes and a board containing nine fields that an object is moved between. Character creation works by each player writing 8 notes: two each of gender, age, nationality and profession. These are collected into four heaps, from which each player draws one. After that, two scenes for each player are played, dealing with childhood and adolescence to complete the characters. During regular play, players take turns setting new scenes within bounds given by the game board and accompanying notes. The book is self-published through Lulu.com, and detailed on the official website. Shne des Lichts 1st ed by Michael Schrder, Tim Wehle (1990) Verlag M. Wehle "Sons of the Light" -- a German-language medieval fantasy RPG, set on an original world. Besides the usual races it also has centaurs and giants. SOL 1st ed by Keith W. Sears (1994) Heraldic A universal RPG system which uses logarithmic scales ("levels" similar to DC Heroes AP's) and a simple stat + d10 versus difficulty for resolution. Character creation is point-bought skills, powers, advantages, and disadvantages. Solar System 1st ed by Clinton R. Nixon (2008) Arkenstone Publishing

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An universal system based on the rules from the fantasy RPG, The Shadow of Yesterday. Solipsist: A Role-Playing Game About Changing Reality 1st ed by David Donachie (2008) Solipsist RPGs BoxNinja A modern fantasy role-playing game where the player characters are special people who can change reality, called "solipsists". They fight Shadows, creatures who are trying to un-make all of reality. It uses a narrative system where players may declare scenes and background facts, but sometimes at the risk of causing damaging "tears" in reality. Player characters are defined by a Vision, a list of Obsessions, and a list of Limitations. Sol Levante 1st ed by Eugenio Maria Lauro (1998) Qualitygame An Italian-language historical RPG set in feudal Japan, part of the "I Giochi del 2000" collection. The title translates as "Rising Sun". Sombre Cauchemar 1st ed by P. N. Lapointe (unknown) Lapointe "Dark Nightmare" -- A French-language horror RPG. Sons of Liberty 1st ed by Joshua BishopRoby (2008) Kallisti Press A game set in a tongue-in-cheek parallel history where the American Revolutionary War is being fought with clockwork powered armor, ornithopters, and two-fisted brawling as well as muskets. It uses a GMless system using playing cards. Each game begins at the secret Grand Lodge of the Americas, where the characters recieve a coded message about British movements. The players draw 5 cards and read their meaning on a series of table as an adventure starter. They then pick from pregenerated characters of Founding Fathers such as George Washington, Alexander Hamilton, and Benjamin Franklin - with one player taking the Tories. Each turn, a player lays down cards from their hand and begins to narrate a scene limited by the card suit that specifies type of action. Other players can play cards to add to or alter that narrative. Soothsayer 1st ed by "sjb" (1997) Critical Mass A universal RPG system intended for "futuristic high fantasy", including a psionics system but no background with the basic game. The system uses d10 vs (difficulty minus skill), modified by an attribute bonus from a table. Character creation uses random-roll or point-based attributes, including "caste" of Status, Education, and Experience which determine skill slots. Sorcerer RPG 1st Electronic ed by Ron Edwards (1998) Adept Press 1st Print ed (2001) A modern-day magic RPG. The first edition was published electronically (a free 16-page "Apprentice" version is available), while a printed version was later released. The PCs are secret sorcerers who accomplish magic solely by calling and binding demons. Each demon has its own special abilities and goals. It may be bound into a ring or weapon, appear humanlike, or be a parasite to a host. The system is minimalist, using a highest-roll dice pool. S.O.R.D.: System of Role Development 1st ed by Scott J. Compton (1998) Fractal Dimensions A universal RPG using a skill-based system, with some skill restrictions from chosen Culture and Profession. Resolution is by rolling d20 under skill. Combat uses a d20 somewhat differently (to-hit depends on attribute, while damage is modified by skill). Sovereign Stone 1st ed by Don Perrin, Lester Smith (1999) Sovereign Press 2nd ed (2000) A fantasy-genre game envisioned by Larry Elmore, set in his fantasy world Loerem. It uses a fairly simple skill-based system, rolling an Attribute die (d4 thru d10) plus a Skill die versus difficulty. So Ya Wanna Be A Rock N' Roll Star! 1st ed by Bill Barton (1991) Bill Barton Games A humorous look at the music industry. Players get to create rock n' roll musicians, join a band, and work their way through wacky encounters. Features include a band name generator, NPC generation for groupies and others, and several scenarios. Space:1889 1st ed by Frank Chadwick (1988) GDW A Victorian sci-fi game, in an alternate history where "ether flyers" allows steam-powered spaceships to

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colonize desert-like Mars and jungle-laden Venus. An excellent background which draws on a number of Victorian ideals. Space Delirium 1st ed by P.N. Lapointe (unknown) Lapointe A French-language space opera RPG. Spacefarers: Rules for Science Fiction Skirmish Adventures 1st ed by Bryan Ansell, Richard Halliwell, Tony Ackland, Richard Priestly (1981) Games Workshop A sci-fi miniatures combat system, a predecessor of the Warhammer 40K miniature line. Space Gothic 1st ed by Gerhard Winkler, Michael Greiss (1993) Fantastische Spiele GdbR 2nd ed (1997) A German-language sci-fi/horror RPG, set in the year 2245. After a devastating war of megacorporations, Prometheus Technical Industries (PTI) has absolute power over the colonies of the Terran Union. The armed forces of the space navy were displaced into the external colonies and organized along feudal lines with knights. There are strange races, whose existence is denied by the totalitarian government. It uses a complex percentile system. Character creation is class-based, with 20 classes. It uses random-roll attributes and pointbought skills. Space Infantry 1st ed by Daniel Douglas Hutto, Roger Allen Esnard (1982) D&R Game Design A spacefaring military sci-fi RPG, where PC's are space cadets in military service. Space Master 1st ed by Terry Amthor, Kevin Barrett (1986) Iron Crown Enterprises 2nd ed (1988) A generic sci-fi RPG system, using a variant of the Rolemaster system. SpaceNinjaCyberCrisis XDO 1st ed by Matt Johnston, John Fleming, Colin Johnston, Eamon Watters, Mark Lamki, Lesley McLarnon (1997) Crucible A sci-fi pocket RPG set in a crime-ridden world filled with anime and manga conventions, including giant robot warriors, demons, and two alien races. It also includes background for the city of San Metro in 2019, site of an interstellar and interdimensional war. It uses a simple skill-based system that includes cyberware and mecha. Space Opera 1st ed by Ed Simbalist, A. Mark Ratner, Phil McGregor (1980) FGU A semi-generic sci-fi game, intended to simulate several space opera subgenres (i.e. Star Wars, Star Trek, Lensmen, etc.) The system is fairly complex and detailed, but there is a lot of coverage of elements like psionics, worlds, equipment, starships, etc. Space Quest 1st ed by Paul Hume, George Nyhen (1977) Tyr Gamemakers Ltd A spacefaring sci-fi RPG. It uses a d30-based system with class-based character creation and level-based advancement. The basic system includes six classes (spacers, warriors, mutates/psionics, technics, or biotechs) and three races. The basic system also includes random star system generation, though based on the erroneous Bode's Law. SPACERS 1st ed by Tom K. Loney (2007) Peryton Publishing A retro sci-fi game using the minimalist TAG (Tom's Adventure Gaming) system. Resolution uses 2d6 against a target number of difficulty minus attribute. Character creation includes races of human or android; along with character classes including Spacer, FreeFall Brawler, Scientist, and Psychic. There are eight attributes, each determined by 4d6 (Strength, Constitution, Speed, Dexterity, Intelligence, Luck, Will, and Charisma). Spaceship Zero: The Sci-Fi Serial Roleplaying Game 1st ed by Toren Atkinson, Warren Banks (2002) Green Ronin Publishing A 50's style swashbuckling space adventure RPG, based on the cult TV series and the movie from Titan Entertainment. A group of brave test pilots take the world's first "Better-Than-Light" drive ship for a spin around the galaxy. Everything that can go wrong does, leaving the crew stranded in a twisted mirror universe, low on supplies and beset by dangerous aliens who seek their technological secrets. It uses a percentile skill-based system: roll under skill on 1d100, where the roll itself indicates degree of success. In addition, players have a limited number of "zero dice" which can be used to alter rolls. Character creation is limited-point based, using 15 archetypes for ship roles. The archetype limits attributes and skills, which are

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point-bought, and provides a Specialty Perk: a cinematic powers usable once per session. Spacetime 1st ed by Greg Porter (1988) BTRC A cyberpunk RPG, set in a dark urban future ruled by interplanetary corporations. It uses a variant of the Timelords system. Spawn of Fashan 1st ed by Kirby Lee Davis (1981) Games of Fashan A small-press fantasy-genre RPG, generally held to be a parody of other RPGs in its pointless complexity and bizarre tables. It is set in the land of "Boosboodle", inhabited by monsters like "makl", "foklom", "finikor", and "rolmtrokl". Over 20 monster names are listed, but only 7 are described. Character creation involves over 50 statistics and numerous randomly-rolled ads and disads. Sphinx 1st ed by John Stowe (1984) Seventh Scarab A British historical/fantasy RPG set in ancient Egypt. The system is class-based, including over 50 classes. It also includes a large-scale combat system, and rules for reincarnation and dreaming. Spirit of the Century 1st ed by Rob Donaghue, Fred Hicks, Leonard Balsera (2006) Evil Hat Productions A game about 1920s pulp genre heroes. It is set just after the Great War, and the PCs are members of the "Century Club" of adventurers whose elder members are dying off. It uses a variant of the FATE system (Fantastic Adventures in Tabletop Entertainment), known as FATE 3.0. FATE is itself a free variant of the Fudge system, available for download. It adds Aspects and other narrative mechanics to the rules. Splatter 1st ed by Thord Daniel Hedengren (2002) Alltid Attack A Swedish-language horror RPG, in a generic setting. Splicers 1st ed by Carmen Bellaire (2004) Palladium Books A post-apocalyptic science fiction game, set on a world (which may or may not be Earth) where an artificial intelligence named "NEXUS" went rogue and infected humanity with a nanobot plague that turns all metal into killing machines. Humanity survived by developing biotechnology, in particular armored "biosuits" with military capabilities. It uses a variant of the Palladium FRPG system, which is level and class based, with percentile attributes and skills. The basic game covers different classes describing different variants of biosuits and their pilots. Classes include Archangels (with flying biosuits), Biotics (criminals rebuilt as biotech cyborgs), Dreadguard (chivalrous knights), Outriders (bonded to a biotech mount), Packmasters (bonded to a pack of augmented dogs), Roughnecks (infantry troops), Saints (self-sacrificing healers), Scarecrows (augmented but chemically-addicted), Skinjobs (humans with augmented stealth via alien skins), and Technojackers (immune to the nanobot plague due to helpful nanites). Spookshow 1st ed by Aaron Rosenberg (1998) Clockworks Games A supernatural espionage RPG, where ghosts are recruited to work as spies! It uses a simple stat+die vs difficulty system, with a twist that sometimes you use d10s for mental/spiritual/ghosty powers and d6s for other rolls. There are also various dangers of "freezing up" one side of your ability (resisted by a "Control Check") -- rolling a 1, say, or perhaps you face the thing that killed you. Spycraft 1st ed by Patrick Kapera, Kevin Wilson, Scott Gearin (2002) Alderac Entertainment Group 2.0 ed by Alex Flagg, Patrick Kapera, Scott Gearin (2007) Mongoose Publishing A modern-day superspy game in the genre of James Bond and Mission: Impossible. The rules are a variant of the D20 System from 3rd edition D&D. The core book include complete, self-contained skill and feat listings as well as combat rules, but rely on core rules from standalone D20 System games for a few essentials of character creation and advancement. Squirrel Attack! 1st ed by William Corrie III (2005) HinterWelt Enterprises A humorous RPG about squirrels from the magical kingdom of Nuttopia who are on a secret mission to raid the Mortal World in search of nuts ("Operation: Get Mr. Jones' Nuts"). It uses the "Iridium Lite" system, which is a simplified version of the "Iridium" system that originally appeared in Tales of Gaea. Resolution is roll under skill + aptitude + stat on 1d20. Character creation is limited point-based: distribute 60 points to statistics; choose career, skills, and powers. The basic game includes maps of of Nuttopia, Mr. Jones' grove, house and buildings; plus six pre-generated characters with individual goals. Star Ace

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1st ed by Mark Acres, Gali Sanchez (1984) Pacesetter A space opera RPG where humans, bear-men, and cat-men are allied against an oppressive Empire of pigmen and lizard-men. It uses a variant of the Chill rules. Starblazer Adventures 1st ed by Chris Birch (2008) Cubicle 7 Entertainment Limited A science fiction game based on the British sci-fi comic series by DC Thompson, published in the 1970's thru early 1990's. It uses a variant of the FATE system (Fantastic Adventures in Tabletop Entertainment) from Spirit of the Century. Starchildren: Velvet Generation 1st ed by Richard Ranallo, Scott Leaton (2002) XIG Games A sci-fi RPG set in 2073, in a future where the Ministries of Culture have repressed rock & roll and other possibly violent influences following a catastrophic world world. However, aliens ("Starchildren") arrive in 2071, inspired by the radio transmissions of the prior century. The PCs are humans and starchildren who have gathered as underground rock & roll bands who oppose the ministries. It uses a system based on playing cards. The eight attributes and related skills each have a card rank and an associated suit. The player has a hand of five cards where only the suit played matters. Resolution test is made by comparing a random draw versus the attribute or skill, modified based on the suit of the card played from the player's hand. Character creation is limited point-based, with advantages and disadvantages. Starcluster Role-Playing Game 1st ed by clash bowley (2002) Flying Mice LLC A space opera RPG originally published as an electronic download, set in a cluster of stars several hundred years after refugees from Earth first settled there. The first colonists arrived in huge slower-than-light multigeneration spaceships which spread over dozens out of hundreds of worlds. Since arriving, some have discovered anti-gravity and FTL travel, contacted several alien races, and become one of the dominant races. It uses a percentile skill-based system. Character creation has random-roll attributes and a lifepath mechanic for each year over 10, which generates skills, metaskills, and attribute improvements. Starfaring 1st ed by Ken St. Andre (1976) Flying Buffalo A humorous spacefaring sci-fi RPG -- the first ever published. The is a 56-page booklet (8 1/2" by 11"), plastic spiral bound with a cartoon illustration of a woman with a headband and blaster with stars and a spaceship in the background. The interior is also copiously illustrated with cartoons by E. Hogan. While one participant is the "Galaxy Master" (GM), the other players are "Ship Masters" (SMs). Each player designs and plays one starship, including the entire crew. There are three basic scenarios: (1) basic exploration through a Star Gate; (2) race to find a suitable colony world; (3) fighting galactic foes. Ships are constructed by buying features within a monetary budget. Characters are created by random-roll attributes, and may be either human or robot. Humans have (3d6)x10 for Mentality, 3d6 for Psi, 1d6 for Psi Use, 1d6 for Psi Recovery, 3d6 for Physique, and 3d6 for Health. Robots have (3d6)x50 for Mentality, and playing card draw to determine Charge and Efficiency (both rated 0.00 to 1.00). It includes rules for ship combat and space hazards, but no rules for personal combat or action. Starfleet Voyages 1st ed by Michael Scott (1982) Terra Games A spacefaring sci-fi RPG, playing members of a space navy similar to Star Trek. The rulebook includes "Landing Party" rules for personal-level roleplaying and "Starflight" rules for ship navigation and combat. Star Frontiers 1st ed by "TSR Staff" (1982) TSR 2nd ed by Lawrence Schick, David Cook (1983) A space-opera game, set in an original universe where four allied races (humans, amorphous Dralasite, simian Yazirians, and insectoid Vrusk) are threatened by the evil worm-like Sathar. It uses a percentile skillbased system, where chance is listed separately for each skill (i.e. setting charges is 30%+10*skill, while removing security locks is 70%+10*skill). Character creation is purely random-roll attributes, however: starting characters have no skills. The second edition retitled the original boxed set "Alpha Dawn" and added a "Knight Hawks" boxed set with starship construction and combat rules. Star Hero 1st ed by Paula Woods, Sam Bowne (1989) Hero Games A generic sci-fi game using the 3rd edition Champions system. The game included the Powers meta-system, which is used for alien biology, technological devices, and . It also includes a hex-based starship combat system. There is only a brief background (describing 10 interstellar societies in 18 pages). Starleader: Assault

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1st ed by Howard Thompson (1982) Metagaming A space-opera variant of the Fantasy Trip, though only the first module (combat) was published. It was set in the 30th century of the Space Era (SE), depicting humanic expansion to the stars. The boxed set included rules, map, and 42 counters. Star Patrol Space Patrol ed by Michael Scott Kurtick, Rockland Russo (1977) Gamescience 1st ed (1980) 2nd ed (1982) A spacefaring sci-fi RPG, originally a 32-page mini-game called "Space Patrol". The rules use attributes similar to D&D, with a hybrid system with class-like professions as well as 25 skills. Professions include soldier, engineer, scientist, astronaut, trader, rogue, and spy/diplomat. It also includes rules for 32 alien races, psionics, robots, and starships. StaRPlay 1st ed by Phillip McGregor (1999) Phalanx Games Designs A brief universal RPG, released as a 103-page download in PDF format. There are two sourcebooks for the "Armageddon" setting, in which 20th-21st century military units are thrown 25000 years into the future where there are various fantasy-like creatures and ultra-tech. The system uses rolling 2d6 under skill/stat. There are attributes (including Luck) and a semi-complex tree of skills. Star Riders 1st ed by Hans Guevin (1993) Ianus Publications A "wild space opera comedy" RPG, a sequel to R Talsorian's Teenagers from Outer Space game with compatible rules. Star Rovers 1st ed by Stocken, Hoffman, Hoffman, Hargrave, Huey, Lortz (1981) Archive Miniatures and Game Systems A spacefaring sci-fi RPG, with a fairly detailed system covering possibilities from zero-gee combat to diseases and their effects. It was released with a set of sci-fi miniature figures. Action resolution is based on rolling sets of d6's with sixes read as zeroes (resulting in a range from 0 to 5). Reviewed in Space Gamer #44. Starships and Spacemen 1st ed by Leonard H. Kanterman (1978) FGU A serious-toned military space opera RPG, taglined "Carry Out Missions in the Final Frontier". It focuses on the "Space Fleet Service". The system covers aliens, space combat, and psionic abilities. Starship Troopers 1st ed by August Hahn (2005) Mongoose Publishing A military sci-fi RPG based on the nineties computer-animated TV series ("Roughnecks Chronicles"), the 1997 Paul Verhoeven film, and the 1959 Robert A. Heinlein novel. The PCs are troopers in powered armor who are engaged in war with bug-like aliens. This is a standalone game which uses a variant of the D20 System developed for 3rd edition Dungeons & Dragons. Characters are almost all of the "Trooper" class, but may add cross-training classes such as neo-dog handler, marauder driver, and medic. There is also a Special Service Agent class with its own psionics system. There are a number of combat system modifications, including that characters begin with hit points equal to his Constitution and gain exactly three hit points per level. StarSIEGE: Event Horizon 1st ed by Josh Chewning (2008) Troll Lord Games A generic sci-fi RPG using a variant of the SIEGE Engine system from the fantasy RPG Castles & Crusades. Resolution is still by rolling 1d20 with a target number of either 12 or 18 depending on whether the task is within the character's skill bundle. In this variant, character creation does not use classes - only attributes, species, skill bundles, and specialties. There are also a generic set of build rules for "Trappings" - which can be anything from guns to diseases to planets. Combat is expanded to allow fights between general entities such as vehicles, starships, or even planets. Stars Without Number 1st ed by Kevin Crawford (2010) Sine Nomine Publishing A science fiction RPG set in the year 3200, six centuries after a metadimensional pulse killed all psychics and cut off interstellar travel. Humanity is scattered and just beginning to recover from centuries of isolation. It uses a variant of the early ("old school") Dungeons & Dragons. system, inspired by the "Old School Renaissance" design movement. Character creation is by rolling 3d6 for the six attributes and choosing a class, along with a background package, training package, and homeworld. The three classes are: Warriors, Experts, and Psychics. Skill resolution is by rolling 2d6 + skill + attribute modifier vs. difficulty number. Combat rolls are 1d20 + target's Armor Class + attacker's Combat skill, attribute modifier, and

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attack bonus. A result of 20 or more is a hit. The core rules include starships and a starship combat system, using the same hit roll and rules for shifting metadimensional phase. Star Thugs 1st ed by Mark Argyle (2004) GhazPORK Industrial A tongue-in-cheek sci-fi RPG focused on starship combat, set in "a dangerously jaded galaxy filled with bold adventure and relentless cynicism." Each player creates a complete ship, captain, and crew. Character creation involves selecting four attributes (Engineering, Piloting, Mojo and Thuggery); plus simple skill selection. It has an involved starship combat system, where any number of actions can be taken in a turn, but most systems become "BENT" after one use and cannot be used again that turn. Action resolution is generally 1d12 plus modifiers vs difficulty. For some rolls, if you roll under your attribute you can roll again and add to the total. Star Trek 1st ed by Christian Moore, Ross Isaacs, Kenneth Hite, Steve Long (2002) Decipher A science-fiction game based on the televisions series, closely related to the previous Star Trek effort from Last Unicorn Games. It is published in a Player's Guide and Narrator's Guide. It uses the "CODA" system, which is based on attribute + skill + 2d6 vs difficulty. Character creation uses templates and "overlays" for species and profession, along with limited point-based features such as advantages and disadvantages. Star Trek 1st ed by Guy W. McLimore, Greg Poehlein, David Tepool (1982) FASA 2nd ed by Wm John Wheeler (1983) An early sci-fi game based on the original TV series. This uses a basic percentile skill-based system. Character creation is random-roll attributes with skill picks (of random adds) based on career path. The combat system uses a complex action point system. It includes world generation but no starship combat. Star Trek: Adventure Gaming in the Final Frontier 1st ed by Michael Scott (1978) Heritage Models An early sci-fi game based on the original TV series. It was the first official Star Trek RPG, and produced in conjunction with the official figure line. The core rulbook is staple-bound with only a large purple gas giant and space background on the cover, and no interior illustrations. The rules are split into a "Basic Game" using pre-generated characters from the series, and an "Advanced Game" with full character creation and additional combat rules like random initiative. Characters have six attributes (Strength, Dexterity, Constitution, Charisma, Luck, and Mentality) generated by 3d6 rolls modified by race. There is a "Hand-toHand Class" bonus, but no other skills and no experience rules. Melee combat is resolved in a single damage step. The attacker rolls 1d6-6d6 (depending on weapon) plus Strength, Dexterity, and Hand-toHand Class modifiers. The defender subtracts 1d6 plus Luck and Hand-to-Hand Class modifiers from this total to determine damage. Ranged combat requires a 1d6 roll under a hit number which depends on range and the attacker's Dexterity. The rules include sheets for bridge crew including Kirk, Spock, McCoy, Uhura, Checkov, Sulu, Chapel, and Scott as well as M'res and Arex from the Star Trek animated series. The advanced rules include descriptions of several alien races including Larry Niven's Kzin, an extensive equipment list, tables for randomly-generated aliens, and two introductory scenarios. There are no starship rules, however, and both scenarios are essentially dungeon crawls complete with monsters, radioactive rocks, and traps. Star Trek Roleplaying Game 1st ed by Christian Moore, Ross Isaacs, Kenneth Hite, Steve Long (1999) Last Unicorn The companion game to Star Trek:TNG which covers the original TV series. It uses the same system, with altered background and character templates. Star Trek: The Next Generation Roleplaying Game 1st ed by Christian Moore, Ross Isaacs, Kenneth Hite, Steve Long (1998) Last Unicorn A sci-fi game based on the TV series (no relation to the FASA game). It uses a "best roll" dice pool system (the "Icon" system), rolling a number of d6's equal to attribute (1-6), keeping the best and adding skill (1-6) vs difficulty. Star Wars 1st ed by Greg Costikyan, Greg Gorden, Bill Slavicsek (1987) West End Games 2nd ed by Bill Smith (1992) Revised and Expanded ed by Bill Smith, Peter Schweighofer, George R. Strayton, Paul Sudlow, Eric S. Trautman, Greg Farshtey (1996) A sci-fi game set in the universe of the movie series by George Lucas. The later editions are nominally set after the film trilogy, when the New Republic has emerged. However, play during the original film period are also supported. This uses the simple "D6" system: roll d6's equal to attribute + skill and compare total vs

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difficulty. Character creation is by picking a pre-gen template or limited point-buy. Star Wars Roleplaying Game 1st ed by Bill Slavisceck, Andy Collins, JD Wiker (2000) Wizards of the Coast Saga ed by Owen K.C. Stephens, Rodney Thompson (2007) Wizards of the Coast A sci-fi game set in the universe of the movie series by George Lucas. It uses a variant of the D20 System developed for 3rd edition Dungeons & Dragons. Character creation is based on random-roll attributes along with races and classes as in the original system. However, characters have a Defense Bonus (which adds to Armor Class) as well as a Reputation score which depend on class and level. The damage system has a separate pool of Wound Points (always equal to Constitution) and Vitality Points (which are gained in dice per level). Critical hits and other special damage subtract directly from WP, but otherwise damage comes out of VP first. It also includes a Force Point system, where all characters have Force Points which can be spent for a bonus to die rolls. You gain a force point with each level or from performing an act of dramatic heroism. Star Wreck Roleplaying Game 1st ed by Mike Pohjola (2006) Energia Productions A humorous science fiction game, adapted from the Finnish Star Trek parody film of the same name. The PCs are members of the P-republic, an advanced society of "radical godless commie feminist liberal pinkos". It uses a simple system where you roll 2d6 and try to get higher than your Inability score -- which is one of Stupidity, Obliviousness, Clumsiness, Repulsiveness, and Weakness. There are four classes: Incompetent Idiot, Annoying Nerd, Psychotic Loud-Mouth, and Frustrated Grouch. Your class grants you from 0 to 2 special talents. Steal Away Jordan 1st ed by Julia B. Ellingboe (2007) Stone Baby Games A historical tabletop RPG about characters who are slaves in the 19th century U.S. -- inspired by slave narratives like Margaret Walker's Jubilee, Toni Morrison's Beloved, and Octavia Butler's Kindred. It uses a d6 dice pool system where a character's primary stat is a general pool, called Worth, that is rated based on the character's market value. There is also a Death die (d6) rolled during any violent conflicts, where a result of 1 means that the character dies. Stella Inquisitorus 1st ed by Croc (1993) Siroz / Ideojeux A French-language science fantasy RPG. It is set in a distant future where after Armageddon has occured, technology has regressed, and a ruthless Catholic Church rules everything (even the angels!). STOCS Lite 1st ed by Eoin Connolly, Rob Brennan, Eric Nolan (1994) Wasteland A universal RPG system. It uses random-roll attributes (advising GM latitude in allowing rerolls) and pointbought skills (number of skill points based on attributes: INT+EDU+10). Action resolution is basic roll d20 under skill: difficulty is a +- modifier, but time spent is a multiplier to skill (x1/2 or x2). Success is normal or critical. The combat system is simple and geared towards realism, and features "panic" rules. La Storia Ancestrale 1st ed by Giuliano Bezzi, Andrea Trapani (1995) Hobby & Work An Italian-language fantasy RPG inspired by a story published by the same editor as a collection of issues sold in Italian newspaperkiosks. The title translates as "The Ancestral Story". Stormbringer 1st ed by Ken St. Andre, Steve Perrin (1981) Chaosium 2nd ed (1985) Chaosium 3rd ed (1987) 4th ed by Ken St. Andre, Steve Perrin, John B. Monroe (1990) 5th ed (2001) A dark fantasy role-playing game set in the world of Michael Moorcock's Young Kingdoms series. It uses a variant of the Basic Roleplaying system. The Elric! game is really another edition of this game between 4th and 5th editions. Storyboard 1st ed by Matthew Gaston (1996) Magus Creative Games A simple universal mini-system. Characters have 15 to 20 freeform word traits such as "Sorceror" and "Quick". For action resolution, each trait that applies to the action adds one die to the dice pool. You roll that number of d10, and each die that is greater than the task difficulty is one success. Story Cards 1st ed by Carl Klutzke (2008) Dogtown Games

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A universal RPG that uses specialized deck of cards inspired by astronomical constellations. There are 60 cards, numbered 1 through 12 in five suits (Strength, Intellect, Dexterity, Will, and Essence). The rules use a tarot-like reading to prompt ideas for characters and adventures. Besides the random reading, character stats are open point-based, dividing 8, 10, 12, or 20 points (based on the chosen power level) among the 4 attributes as well as skills and powers. Resolution is by drawing a number of cards from the deck equal to appropriate attribute, where each card drawn that is of the Essence suit or the suit of the attribute used is a success. Skill adds a number of automatic successes equal to skill level. Story Engine 1st ed by Christian Aldridge (1999) Hubris A universal RPG system, which is a dice pool system which has no numerical stats. Instead, the size of the pool depends on the number of textual "descriptors" (like "strong") the character has that apply. Success is determined by the number of odd numbers rolls ("Odds") vs the difficulty. Storytelling20 1st ed by Andrea "Anderson" Gualano, Giuseppe "Mitsuhashi" Lanzi (1999) self-published An Italian-language universal RPG. It uses a flexible and fast rule system, using d20 for all rolls. It was started as an online project, and much later was collected in one volume. The basic manual has several "classic", "serious" and "humorous" settings. Strands of Fate 1st ed by Mike McConnell (2010) Void Stars Games A universal RPG using a variant of the FATE system (Fantastic Adventures in Tabletop Entertainment) from Spirit of the Century. Strange Frontiers 1st ed by Mark Hanson (1999) New World Games A futuristic "Wild West" RPG. It is set in the year 2119 on a mystically-charged planet called Tarrath on the other side of the black hole Cygnus X1. The Earth government has tried to isolate the planet from technology, but their efforts are only partially successful. The system includes 11 races, 13 professions, 83 skills, and 144 spells. Street Fighter: The Storytelling Game 1st ed by Bill Bridges, Phil Brucato, Brian Campbell, Sean Lang, Mike Tinney, Stephan Wieck (1994) White Wolf A martial-arts RPG based on the video game, using a variant of the Storyteller system. St!epy sn" 1st ed by Matou! Je"ek (2010) Midnight Theatre A universal system, whose title translates as "shards of dreams". It focuses on cinematic storytelling aspects of gaming, with mechanics inspired by film techniques. StrikeForce: 2136 1st ed by Lee Kamberos (2007) RolePlayersInk A dark future science fiction RPG, set in the year 2136 where the U.N. and corporations have fostered a society aimed at creating ultimate opponents and warriors through an adversarial system. It uses a percentile skill system where every skill and attribute roll is an opposed roll, where you subtract a percentile roll from modified skill level to determine the effectiveness (EF) of the attempt. The EF is compared to an opposed roll to see if they succeed. This may be modified by a related skill roll ("tweaking") or spending a limited number of luck points. Characters are created by a random-roll class-based system. The player rolls for the race of the character, where the races are different genetically engineered versions of humanity. Primary attributes are then generated with dice rolls based on the race. The player then rolls education level based on a chart, and chooses a profession from 5 options: Special Tactics Officer (STO), Corporate Spy (C-Spy), Nano-Tech, Med-Tech and Psi-Tech. Skills are then bought with points based on education level and profession. There are two types of skills: main skills (worth 5 points per level) and sub-skills, which are multipliers of the main skill total. It also has a personality system where characters have defined "passions" that trigger possible disillusionment with the social order (i.e. "A civilian is about to be killed - do I save them and lose the plans?"). Triggered attitude checks may make the character more disillusioned with the system, making it harder go up ranks and get new technology but granting an experience bonus. Besides the game system book, the core game also has a Tech Manual (covering various equipment) and The Defense Zone Manual (GM's guide). Stuperpowers 1st ed by Ryan Dunlavey, Steve Ellis, Jamal Igle, Carson Jones, Stew Noack, Lauren Rabinowitz, Fred Van Lente (1997) Unstoppable Productions 2nd ed (1999) Evil Twin Comics

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A parody superhero RPG, published as a 32-page comic book (with an abridged rulebook available on the web). Characters are "third-rate heroes" with less than spectacular powers like "Induce Vietnam Flashbacks" (randomly rolled from a list of 48 powers). The basic game mechanic is either toss a coin (you call it, you succeed) or rock-paper-scissors. Damage has 5 levels, but you can gain them back by playing "Truth or Dare". cf. the official website. Sufficiently Advanced 1st ed by Colin Fredericks (2008) Valent Games A science fiction RPG where the player characters are agents of the extra-governmental Patent Office, travelling to civilizations throughout the universe to enforces intellectual property rights. It is an open secret that the office run by transcendental artificial intelligences spread throughout time, who are trying to save humanity to ease their loneliness. Character creation is by rating four player-chosen core values (rated 0-10) representing what they believe in, and also Capabilities (rated 1-10) representing the five kinds of technology built into their bodies (rated 1-10): Biotech, Cognitech, Metatech, Nanotech, and Stringtech. Higher ratings in Capabilities result in greater complications and fewer levels in the story-level abilities -the six Themes: Plot Immunity, Intrigue, Empathy, Magnetism, Comprehension, and Romance. The player spends from 5 to 9 levels among the Themes. The player also spends points up to two times (Biotech plus Cognitech) among professions (i.e. broad skills). Resolution is by multiplying Capability and a 1d10 roll, and also Profession and a 1d10 roll, taking the higher result. A relevant Core Value adds +1 or +2 to the roll. Players may spend one Twist per session to activate a Theme, with an effect depending on the Theme type and level. More Twists can be gained by taking Complications. Sulle sponde del Nilo 1st ed by Andrea Angiolino, Pier Giorgio Paglia, Stefano Pischedda (1995) City Council of Rome 2nd ed (1998) Kaos magazine #53 An Italian-language historical RPG set in ancient Egypt. The title translates as "On the Nile river banks". It uses a simple set of rules, similar to Mediterraneo and Orlando Furioso. Most of the space is devoted to the adventure, "Il papiro trafugato" ("The stolen papyrus"). The first edition was part of the booklet "L'Egitto in biblioteca", freely distributed to teachers and librarians. The second edition was published in Kaos magazine #53, March 1998. Summerland: A role-playing game of desolation and redemption within the Sea of Leaves 1st ed by Greg Saunders (2009) Fire Ruby Designs Revised and Expanded ed (2010) Fire Ruby Designs A post-apocalyptic sci-fi RPG in a future where a vast forest has suddenly imposed itself over human civilization (known as "The Event"), and eighty percent of humanity has gone into the forest never to return (known as "The Call"). The player characters are rare "drifters" who can resist the Call and function deep in the forest due to traumatic events that have happened to them. It uses an original system. Character creation is limited point-bought, spending 20 points among the four attributes (Body, Finesse, Mind, Empathy) along with specifying five freeform descriptive "tags". Resolution is by rolling under attribute plus two tags on a number of dice depending on difficulty, from 2d6 (easy) to 5d6 (near impossible). It has additional mechanics for Trauma and Stress, which are stats the both start at 5 but reduce over time when invoked. Trauma lets the character resist the Call but keeps them from being part of normal society. When reduced to zero, the character can reintegrate into society. Stress meaures how close the character is to breaking. Sun and Storm 1st ed by D. Pilurs (1992) Storm Press A dark fantasy RPG (with some sci-fi elements), where characters are struggling to survive in a world plagued with monsters. The world was once a techno-magical paradise until a StormWyrm devastated it. The cosmology has that evil Storm dragons fight with good Sun dragons. The PC races are warlike Kehessek, magical Requessek, Hadiborean, and mixed-race individuals. The system is skill-based with profession packages. Super! - Il Gioco di ruolo dei supereroi 1st ed by Chris Rutkowsky (2008) Inspired Device An Italian-language adaptation of the superhero RPG BASH! Basic Action Super Heroes, written by Chris Rutkowsky in 2004. Superbabes: The Fem Force RPG 1st ed by Marc Schezzini, Cameron Verkaik (1992) Tri-City Games A light-hearted superhero RPG in the world of Americomics' Femforce comic, playing well-endowed spandex-clad superheroines. It has a "Bimbo Point" mechanic which lets PC's do anything once (or maybe twice) a game -- even violate the rules, but they accrue debt points when they do. Each game session the GM rolls vs accumulated debt. If the roll is made, a bad subplot (i.e. tabloid story, IRS investigation) happens to

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the PC and the debt is wiped clean. The Supercrew 1st ed by Tobias Radester (2007) self-published A English-language RPG (produced in Sweden) in the form of a 28-page comic book. The players play a version of themselves with super powers. Character creation is by rolling three times on a table to determine three abilities. One ability is Rank 3, powerful but only useable once or twice per session. One ability is Rank 2, your primary power. One ability is Rank 1, weak that causes you trouble but earns you hero points if you use it. Resolution is by rolling d6s equal to your ability rank, where each 4, 5 or 6 counts as a success. This is modified by tricks and the Anecdote Bonus. The book is self-published through Lulu.com. Supergame 1st ed by Jay Hartlove, Aimee Karklyn (1980) DAG Productions 2nd ed by Jay Hartlove, Aimee Hartlove (1982) A generic superhero RPG, supposedly based on a variant of Superhero 2044. Character creation is pointbought. It had two supplements: a collection of adventures titled "Reactor" and a sourcebook titled "Heroes of Poseidon". Superhero 2044 1st ed by Donald Saxman (1977) Gamescience The first superhero RPG. It had rules inspired by D&D, with vague rules for character construction and resolution of superpower useage. Players allocated time management (i.e. hours spent patrolling, etc.) which determined a superhero's overall effectiveness in stopping crime. Supernatural Role Playing Game 1st ed by Jamie Chambers (2009) Margaret Weis Productions A modern-day horror RPG adapted from the American television series "Supernatural." It uses a step-die system adapted from the Sovereign Stone and the Serenity RPG. Super-Sentinels 1st ed (1983) Judges Guild A superhero RPG system. Super Squadron 1st ed by Joseph Italiano (1984) Adventure Simulations An Australian generic superhero RPG, similar to Villians and Vigilantes. The game was a boxed set with two books: the main rulebook (56 pages), and the adventure book with ten introductory scenarios (24 pages). Two supplements were released for it: "The Tome" (with assorted new powers, spells, NPCs, and scenarios) and "Super Science" (with detailed science and technology). Supervillians 1st ed by Rick Register, R. Vance Buck, Allen D. Eldridge (1982) Task Force Games A boxed, chit/counter-based tactical combat game set in New York City involving randomized super villains against DAGGER agents, police, and the national guard. The set includes advanced rules for roleplaying. Superworld 2nd ed by Steve Perrin (1983) Chaosium A superhero RPG. The "first edition" was one of three parts of the World of Wonder universal RPG. It was later expanded and released on its own. It uses a variant of the "Basic Role-playing" percentile system. Svenil Rollspelet 1st ed by Daniel Lenner (2000) Svenil Games A humorous Swedish-language RPG where you play anti-heroes and ordinary people in a cartoony version of the modern world. Swansong 1st ed by J.J. Prince (2006) Prince of Darkness Games A broad generic fantasy game that uses Tarot cards for task resolution. Character creation is open pointbased, with players spending 100 character points on stats (Physique, Agility, Psyche); Traits (such as Might, Markmanship or Magick); player-defined Skills; Perks (such as guild membership, contacts, etc.); and Talents (including magical one). Action resolution is by drawing a number of cards equal to the appropriate trait, and taking the highest. The GM draws cards either based on task difficulty (1 to 10) or based on NPC stat. Each failure on a player's part adds a grievance, and if grievances are greater than the Essence stat, the character is effectively out of the scene. Flair can be gained by good descriptions, and creates a pool of points which can be spent to hold onto a high card for later use, or move the game to a chosen scene. Also, some Major Arcana have special effects -- such as the Death card allowing the player to kill a faltering NPC, which is otherwise tricky to do.

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Swashbuckler 1st ed by Jim Dietz (1998) Jolly Roger A swashbuckling action RPG. It's system is mixed step-die (d6 to d20 for attribute) plus dice pool (1d6 per skill) vs difficulty. Combat is a special case of 1d20 vs 1d20 based on cross-referencing each opponent's fencing manuever. Character creation is a simple limited-point-buy system. Swashbucklers of the 7 Skies 1st ed by Chad Underkoffler (2009) Evil Hat Productions A game of pulp adventure set on an original world, a giant dome of floating cloud-islands divided into seven skies which define the seasons. There are also six major cloud-island kingdoms, whose people travel by skyships (built of floating bluewood), cloudships, and gliders. There are pirates and musket-wielding swashbucklers, of course - as well as magical and religious powers. It uses a variant of the Prose Descriptive Qualities (PDQ) system, called PDQ# ("PDQ Sharp"). It includes the usual 2d6 + stat versus difficulty, as well as a duelling system where opponents divide 3d6 among attack, defense, or other action. This is modified by techniques and spending of Style Dice - which may give an addition die that is not kept (i.e. take thee best 2 out of N dice) or give a flat bonus. Character creation is limited point-based, choosing a number of stats ("Fortes"). Sweet Agatha 1st ed by Kevin Allen Jr. (2008) Kevin Allen Jr Design A cooperative storytelling game for two players, that incorporates elements of traditional fiction in the form of thirty pages of notes, pictures, and codes regarding the disappearance of the character of Agatha. There are 67 clues included, but the solution to the mystery is decided by the players over the course of ten scenes. Sweet Dreams: The Storytelling Game of Romance, Espionage and Horror in High School 1st ed by Allan Dotson, David Richards (2005) May Contain Monkeys A game set in a version of the modern world where due to the Dreaming, everything imaginable is real -including unicorns, dragons, fairies, ghosts, vampires, werewolves, angels, demons, magic spells and potions, and super-powers. However, most people block it out with adolescence. The PCs are the Chosen -supernatural students who have re-learned the truth they knew in pre-adolescence. The Swing 1st ed by Keith Taylor (2003) 93 Games Studio A modern-day shifting-reality RPG, set in the modern world which is in the process of being transformed by mystical processes keyed to the will of a number of enlightened beings -- including the PCs. The beings are divided into three camps: Naturists, Mechanists, and Neutrals. It uses a dice pool system where you total a number of dice for attribute, add skill, and compare that to the Difficulty of the task. There is an extensive combat system that focuses on realism. Character creation is random-roll attributes and a random-roll lifepath determining occupation and skills. Swordbearer 1st ed by Arnold Hendrick, Dennis Sustare (1982) Heritage Models 2nd ed (1985) FGU A fantasy-genre RPG without a specific setting, but emphasizing an authentic medieval feel. Characters did not track money, but rather were allowed any equipment which was allowed to their social status: which ranged from slave at 1 to royalty with 20 or more. The rules are skill-based, with characters choosing broad "spheres" to concentrate in (such as combat, magic, etc.). The magic system is noteworthy in its use of "nodes" which are collected to power spells: either of the 7 elements (fire, metal, crystal, water, wood, wind, light/darkness), or the 4 spiritual humors (vitriolic, phlegmatic, choleric, melancholy). Swords & Glory Volume 1, 1st ed ed by M.A.R. Barker (1983) Gamescience Volume 2, 1st ed ed by M.A.R. Barker (1983) Gamescience Volume 1, 2nd ed ed by M.A.R. Barker (1987) Different Worlds Publications This was an incomplete RPG set on the unique alien world called "Tekumel" -- previously the setting of the Empire of the Petal Throne (1975) game. Originally published by Gamescience, Volume 1 was a boxed set with one 136 page book of background information and one full-colour mapsheet with four maps. Volume 2 was a boxed set with 240 page book, two pamphlets (12 and 16 pages), an 8 page character sheet, and two 20-sided dice. It was an incomplete rules system which covered character generation, spells, and basic game mechanics. Volume 3 was never published, though Volume 1 was republished as two smaller books by Different Worlds Publications. There are two other games set in this world that were published later: Gardisayal (1995) and Tekumel (2005). Swords & Wizardry 1st ed by Matthew J. Finch (2009) Mythmere Games

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A close imitation of the original 1974 D&D game by Gary Gygax and Dave Arneson, created using the Wizards of the Coast Open Gaming License. Swords of the Middle Kingdoms 1st ed by John R. Phythyon, Matt Harrop, Allan T. Grohe, Jr. (1999) Event Horizon Productions A fantasy martial-arts RPG, based on period-piece Chinese martial-art films, set in a fictitious China during the Manchu occupation. It uses the "Cinemaction" system from Hong Kong Action Theatre!: stat+specialty+d20 vs difficulty. There is also magic based on the I Ching. Sword's Path: Glory 1st ed by Barry Nakazano, David McKenzie (1983) Leading Edge A medieval RPG with an extremely detailed and realistic combat system. It uses a time scale of 1/12th of a second, with about 130 hit location charts split into cutting, slashing, and crushing blows. Sword World RPG (!RPG) 1st ed by Yasuda Hitoshi (1989) Group SNE A popular Japanese-language traditional fantasy RPG. A supplement series by Ryo Mizuno was published for adapting the anime series "Record of Lodoss War" to the system. Systems Failure 1st ed by Bill Coffin (1999) Palladium Books A satirical post-apocalyptic game set 10 years after the Y2K problem released alien "Bugs" from another dimension. The Bugs can travel at the speed of light through electrical and phone lines, and have all but taken over the world with humans as their slaves. The Bug larvae can live in the human brain and control the body, allowing Bugs to move into the wilderness where no power lines lie. The PCs are survivalist freedom fighters in the wilderness who are fighting back using older technology. It uses a variant of the Palladium FRPG system, which is level and class based, with percentile attributes and skills. Tagmar 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. Thti 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. Taiga 1st ed by Ville Vuorela (1998) Burger 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 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

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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 lifepath development system. Combat is fairly detailed. cf. the official website. Talespinner 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. Talislanta 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. TAQ 1st ed by Theron, Arvola (1991) Peter's Press A traditional fantasy RPG, reviewed in White Wolf #28. Tasnar 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. Technoir 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.

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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 pointbought 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). Tellus 1st ed by David Bergqvist, Terje Nordin (2001) Terra Incognita Vsters 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 demonsummoning wizards, medicine men with colonies of useful insects inside their bodies, and magicallyenhanced 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

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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, rolling dice equal to skill against a target number either set by the GM or from the 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. Theatrix 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

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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. Thoan 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. THOGS 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

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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 Crateurs 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. Tilsaworld 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. Timelord 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 skillbased 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. Timelords 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. Timemaster 1st ed by Mark Acres, Gali Sanchez, Garry Spiegle, Andria Hayday, Smith (1983) Pacesetter

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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. Timeship 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

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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 Strm (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, Hjltarnas terkomst", which translates to "Book 1, The Return of the Heroes". The system is similar to Traveller, with attributes from Chaosium's Basic Role-Playing. Toon 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. Torg 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). Trauma

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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 pointbought 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), T40K (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. Traveller 1st ed by Marc Miller (1977) 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 edition (currently being reprinted by author Marc Miller's Far Future Enterprises) has 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. Traveller20 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. TRI 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"

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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. Trinity 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 on, 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. Triune 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. Trollbabe 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. Trollvinter 1st ed by Krister Sundelin (unknown) Rvsvans Frlag 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

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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 chromedup for superheroic flexibility, simplicity, and speed. The core book includes three sample settings: "SecondString 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. TWERPS 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. Ultima Eclisse 1st ed by G. Niccolai, F. Baroni, M. Corsini, A. Silvestrini (1993) Draco Flamula Games An Italian-language fantasy genre RPG, whose title translates as "Last Eclipse". The design is strongly inspired by D&D. Ultimate Power 1st ed by Blake Mobley (1994) The Game Lords, Ltd.

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A fantasy genre RPG. Ultima Thule: Roolipeli muinaisessa Pohjolassa 1st ed by Ilmari Piela (1999) Suomalaisen kirjallisuuden seura A Finnish-language historical RPG set in medieval and pre-medieval Finland. Although this game touches the national epic of Kalevala, it does not focus on it. It includes magical spells and monsters, including historical resources for authentic-feeling spells. It uses a rules-lite system. L'Ultime preuve 1st ed by Fabrice Cayla (1983) Jeux Actuels 2nd ed (1984) 3rd ed (1987) A French-language fantasy genre RPG, the first French RPG. It is set in the largely open world of Linas, which is inhabited by six types of humans: mountain people, forest people, sea people, etc. The PCs have the defined goal to fight against the lords of destruction, become powerful enough to pass the ultimate test, cross the door, and join the lords of balance. It uses a skill-based system similar to Chaosium's Basic Roleplaying, with six attributes (determined by 3d6): Intelligence, Force, Dextrit, Pouvoir, Constitution, Charisme. There are also broad skills (only 10 in the original game), calculated by the sum of two or three attributes. These are increased only be increasing the attributes themselves. Character advancement is done by buying "training courses" in schools that increase attributes. It includes a magic system based on your Magic skill rating, with choice and number of spells determined by your skill. The expanded second edition is entitled "Les Chroniques de Linas". Umlut: Game Of Metal 1st (electronic) ed by Rich Stokes (2009) Lord of the Pies 1st (print) ed (2010) A GMless storytelling game for 3-8 players, where players (individually or in pairs) take on the roles of heavy metal bands rather than an individual characters. It is designed for 3-4 hours of play with no prep, using playing cards rather than dice. The system centers on charting their bands' careers as they rehearse, play gigs, fight among themselves and pull crazy publicity stunts. Bands have four stats (Hope, Ego, Fanbase and Cash) and three performance traits (Power, Technique and Stagecraft). It uses a card draw scene resolution mechanic similar to Primetime Adventures and Contenders. Each player takes a turn with a scene, with the players on their left acting as "roadie" (opposition) for the turn. The active player and roadie are dealt a number of cards based on stats and money spent. If the player has more blacks, he succeeds in the scene. Whichever of the two has the highest card gets narration rights. Underground 1st ed by Ray Winninger (1993) Mayfair A dark-future superhero RPG, set in 2020 where the superpowered veterans of past wars are abandoned and oppressed by a corrupt U.S. government. The system is based on DC Heroes. Character creation is pointbased, spending government money on super-soldier aspects: including genetic surgery (i.e. superpowers), recruitment (i.e. attributes/skills), cash (i.e. equipment), and reconditioning (i.e. curing power induced stress). There are random aspects to superpowers and reconditioning. The system also includes strategiclevel mechanics of dealing with the community's problems such as corruption and safety -- which are numerically rated, and can be affected by PCs. Under My Skin: Who do you love? 1st ed by Emily Care Boss (2008) Black & Green Games A live-action RPG about romantic relationships for 4 to 8 people, though optional tabletop rules are also included. Play is aimed at taking from 4 to 6 hours. There is a GM (Director), but there are no rules for combat or conflict resolution. Characters have ratings (from 1-3) for intimacy and passion for a number of relationships, possibly including Partner, Friend, Best Friend, and New Flame. Play proceeds by going through a number of scenes according to a general structure, though all details are left up to the players. Under the Bed 1st ed by Joshua A.C. Newman (2005) The Glyph Press A horror RPG about childhood perils. The PCs are a child's toys who are trying to defend the child but also competing with each other for the child's affection. Each character has a set of binary traits, and a rating for Favoritism. Conflict resolution is by rolling opposed sets of d8s, adding dice for relevant traits, where the highest roll wins. Underworld 1st ed by Gareth-Michael Skarka, Laura D. Hanson, T.S. Luikart, Sean Jaffe (2000) Synister Creative An urban fantasy RPG, along the lines of the television series Neverwhere by Neil Gaiman or the television series Beauty and the Beast by Ron Koslow. It is set in and below the New York City subway system, which

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were somehow manipulated to run along magical ley lines ("The Radiance"). It uses a rules-light system of coin flipping, built for play in either tabletop or live-action mode. It uses class-based character creation. Character creation involves choosing 1 of 9 Breeds, 1 of 10 Guilds, 3 Defining Traits, 3 Secondary Skills from the Guild list, and choosing starting equipment. The Breeds range from intelligent animals to magical robots to wandering immortals. Guilds are roughly professions. Undiscovered: The Quest for Adventure 1st ed by Adam D. Theriault, Antonio Da Rosa, Phillip Theriault (2001) Eilfin Publishing A swords-and-sorcery fantasy RPG, set on the world of "Arkas". This is inhabited by traditional races like humans, elves, and dwarves as well as new races like the Dusters (humans with faint reptilian ancestry), Seraphs (a magical race of neuter beings), Muklags (hairy Bigfoot-like humanoids), and Dracomensc (humanoid dragons). It uses a percentile skill-based system, rolling under s