Digital Copies of my TTRPG Library

6e, Jared Sinclair
A fantasy roleplaying game: Powered by the Apocalypse, unplayed
13th Age
In the 13th Age of the world, adventurers seek their fortunes in the Dragon Empire while powerful individuals known as Icons pursue goals that may preserve the empire from chaos, or send it over the edge. Players decide which Icons their characters ally with, and which ones they oppose. These relationships, along with a personal history and a unique trait chosen during character creation, help define an adventurer’s place in the world of 13th Age and lay the groundwork for epic stories that emerge through play: D&D System, unplayed
52 Fates
A unique, easy to play tabletop RPG system that uses a single, standard 52-card deck for all game mechanics. Three character classes (fighter, herald, and mage), diverse backgrounds for unique characters, four magic types, low hit points, and interesting strategic play options make this an unique proposition among tabletop role-playing games. Just get a deck of cards, papers and pencils to keep track of game events, and you’re ready to go! 52 Fates frees players from the uncontrolled, random results of throwing dice, as they need to make conscious choices on which cards to use, when to use them, which cards to save for later, and how many cards to use in a certain play. This adds a deep layer of player agency and strategic thinking. It brings a completely new type of play where the player has some level of control over a character’s fate that goes beyond role-playing decisions: Card System, unplayed
A Fistful of Darkness
A Weird West Fantasy hack of Blades in the Dark with heavy emphasis on the fantasy part. It’s not intended to be an accurate history lesson or a simulation of past times. It is designed to be a cinematic game which lets you play all those Weird West tropes towards the end of the world: Forged in the Dark, unplayed
A Way with Doors
A micro RPG hack of Tunnel Goons consisting of rules for lockpicking, generating doors, and getting past them covertly. This game can be run on its own as a solo micro RPG, or adapted to expand the lock-opening skills and spells of other popular TTRPGs: Tool, unplayed
Agents of the O.D.D.
a tabletop roleplaying game of conscripted cryptids, shaky psychics, burned spies, and other investigators of the paranormal: OSR, unplayed
All Growed Up 2e
A party game where players take on the role of babies with grown-up stuff to do. You will embark on thrilling and comedic adventures along with your daycare pals and make it back home before anyone gets caught. The catch? Nobody understands a word you are saying! Turn your everyday common activities into fantastical adventures as you and your diaper-wearing friends get to be the grown-ups for a change!: GM-Less, unplayed
Anomaly Hunters
A monster hunting tabletop roleplaying game, within which you play as the protagonist of an investigative reality TV show that tries to find weird creatures and get rid of them: Breathless System, unplayed
Apocalypse World
Something’s wrong with the world and I don’t know what it is. It used to be better, of course it did. In the golden age of legend, when there was enough to eat and enough hope, when there was one nation under god and people could lift their eyes and see beyond the horizon, beyond the day. Children were born happy and grew up rich. Now that’s not what we’ve got. Now we’ve got this. Hardholders stand against the screaming elements and all comers, keeping safe as many as they can. Angels and savvyheads run constant battle against there’s not enough and bullets fly and everything breaks. Hocuses gather people around them, and are they protectors, saviors, visionaries, or just wishful thinkers? Choppers, gunluggers, and battlebabes carve out what they can and defend it with blood and bullets. Drivers search and scavenge, looking for that opportunity, that one perfect chance. Skinners and the maestro d’ remember beauty, or invent beauty anew, cup it in their hands and whisper come and see, and don’t worry now what it will cost you. And brainers, oh, brainers see what none of the rest of us will: the world’s psychic maelstrom, the terrible desperation and hate pressing in at the edge of all perception, it is the world now. And you, who are you? This is what we’ve got, yes. What are you going to make of it?: Powered by the Apocalypse, unplayed
Arium: Create
Create the world and seeds of your story together. This contains our refreshing and intuitive system for creating your own Arium (an overarching world, universe, setting, and adventure seeds containing fascinating landmarks, people, and items), and you’ll do it in an hour or two! The Arium you create will be unique to your group, and we promise everyone will be in love: Tool, unplayed
Arium: Discover
Discover picks up where Arium: Create ends. We created our world. The Big Picture, the places, the cultures, the characters, and also McGuffins or other gadgets or objects of the world. We can now use one of the created characters from Arium: Create or create our own character to play in this self-created world. It’s not a polished world yet, but it’s enough to play this sketch of a setting and fill it with more life during or afterwards. It’s about discovering your own world, and Arium: Discover offers us a full-fledged role-playing game for as many genres as possible: Token System, unplayed
Aurora
A tabletop roleplaying game for 2-6 players. This game is deliberately designed to be played comfortably while practicing social distancing or together around a communal table when the necessity for distancing has ceased: Tool, unplayed
Boondock Cartomancy
The consequences of westward expansion rear their head. Desolate, inhospitable, and unpredictable - the Outbacks are a ravaged desert, a wild tundra, an ancient tomb. Host to a plethora of unknown variables and formed from the corpses of failure, it’s a hotbed for the lawless, the corrupt, and the lost. Conditions for growing a corporate empire couldn’t be more ideal: Powered by the Apocalypse, unplayed
Boot Black
An RPG system meant to replicate exciting and tense combat missions from your favorite action movies and fiction: Original System, unplayed
Bump in the Dark
Thrilling, gritty, and utterly human, Bump in the Dark is a tabletop roleplaying game of supernatural mystery and action-packed showdowns with regular folk caught in the middle. It's a game about chosen family, protecting your community, and standing up to the forces (mundane and supernatural alike) that want to tear down all you've built: Forged in the Dark, unplayed
Cage of Sand
A time loop horror game for one or more players. You will need a deck of tarot cards, some paper and something to write with: Card System, unplayed
Catch the Devil
Something's not right with the world. There's a rot around you and it's getting closer. Catch The Devil is a game about normal people caught up in forces beyond the real. As a player you'll create a normal person and explore how they react to being caught up in events that can't be real. As a GM you'll take your fears and make them manifest in the world of the characters as a rot that has designs on the player characters. When the player characters come under stress they will change in unexpected ways. The core rules of the game are different for each character reflecting the different ways people handle duress: Original System, unplayed
Cities Without NUmber
Cyberpunk adventure and worldbuilding tools in the Without Number game system: Tool, unplayed
Closed Fist
A small, simple, and fast game about resolving conflict with violence, technique, and luck for 2+ players: Tool, unplayed
Come Rain, Come Shine
In a group of 2 or more, the players create and share the roles of animal-folk characters, as well as the community they inhabit. They work together to accomplish tasks and overcome complications, in order to help their community flourish. Come Rain Come Shine blends story-telling and role-playing by letting players decide if they wish to take on a task as a community, or as a small group of characters, drawn from a shared character pool. While the community has been founded on the Solarpunk vision of a sustainable, post-hierarchy, post-scarcity, post-capitalistic future, the rest of its values, customs and aesthetics are decided by the players as a group: GM-Less, unplayed
Comrades
A tabletop RPG about life in the revolutionary underground. It pits players against a corrupt government, forcing them to fight from the shadows to free the people from their chains. Playing as characters like the Soldier, the Student, the Propagandist, and the Worker, your comrades will mount rallies, stage coups, evade the secret police, and fight fascist goons. A campaign of Comrades can take place in any setting the players dream up—modern or historical, real or imagined—giving them a chance to create a revolution all their own: Powered by the Apocalypse, unplayed
Costume Fairy Adventures
From enchanted forests to star-faring spaceships, and even to your own backyard, fairies can be found just about anywhere – and where fairies go, shenanigans are sure to follow! Drawing magic from the power of mischief, fairies can turn the world upside-down with whimsical wishes and preternatural pranks – and when their usual tricks aren't enough, new talents are only a change of clothes away. Costume Fairy Adventures is an improvisational roleplaying game for 2 to 7 players. Gather your friends and a handful of six-sided dice and take on the role of a fairy of your very own. With lightning-fast character creation, over 100 ready-to-wear costumes courtesy of the Core Costume Deck, and a whole passel of pregenerated pranking patsies – including fuddled philosophers, solicitous spiders, and gnefarious gnomish gnecromancers – you'll be ready for mischief in mere minutes: Original System, unplayed
Cyberpunk RED
The 4th Corporate War’s over and the big dogs have retreated to their corners to lick their wounds. That leaves everyone else to fend for themselves in a shattered world. And that’s just fine. ‘cause you’ve got interface plugs in your wrists, metal in your limbs, and chips in your skull. You’re wired in, loaded with chrome, and ready to take it to the Edge: Original System, unplayed
D6 System OGL
The D6 System is a role-playing game system published by West End Games (WEG) and licensees. While the system is primarily intended for pen-and-paper role-playing games, variations of the system have also been used in live action role-playing games and miniature battle games. The system is named after the 6-sided die, which is used in every roll required by the system. In August 2009, West End Games released most of the 51000 series of D6 book with attached OGL license officially classifying them and the D6 System as Open under the OGL v1.0. This re-release was in anticipation for a formal launch of the OpenD6 website portal and workstation, meant to aid publishers and players alike in creating, archiving, and searching the wealth of D6 rules and variants: Original System, unplayed
Daggerheart
A new epic TTRPG from Darrington Press. Powered by an innovative card and Duality Dice design, Daggerheart blends tactical depth with narrative freedom, empowering each group to make the game their own: Original System, unplayed
Damn the Man, Save the Music
Play a crew of '90s indie record store employees trying to save your store from impending doom: Original System, unplayed
Demonbreakers
You are Demonological Lorists, recently unemployed after the College Arcane terminated your grant due to your allegedly sloppy methods and questionable conclusions. In desperation you’ve started an exorcism business, just as Hell’s Gates have opened in your fantasy city, unleashing a torrent of demonological activity: Card System, unplayed
Dialtone
A small TTRPG system intended to emulate the atmosphere, tone, and ridiculousness of Deltarune, Undertale, or homebrewed settings. With flexible mechanics, character creation and variety of enemies can be tailored to a table's needs- and rules lite, personalized to an even greater degree: Card System, unplayed
Echo
Peace. Kids playing in mech wreckage. A ghost. One last journey across an ancient battleground to find a pilot's final resting place: GM-Less, unplayed
Electric Bastionland
the Ennie-Nominated roleplaying game written by Chris McDowall, author of the critically-acclaimed Into the Odd. It uses and expands upon the systems developed in Into the Odd, resulting in a rules-set that’s easy to run and easier to play, a standalone journey into an unknowable world. The system takes the world’s favourite RPG and simplifies it to a minimalist core, where players’ decisions take the spotlight over complicated character sheets. Bastion is the only city that matters, now entering its electrical age. Each of the characters has a failed career behind them and share a colossal debt. Treasure Hunting is the only spark of hope. Beyond the infinite city of Bastion you might delve into the rural decay of Deep Country or the Underground that sits just below time and space. The game is simple enough for new players to pick up and fast enough to play a satisfying session in 2-3 hours: OSR, unplayed
Ellipses
RPG makes tabletop role-playing more accessible than ever by focusing on chaotic, collaborative storytelling - not number crunching: Original System, unplayed
Eros
This is the core ruleset for the Eros RPG system. The rules contained in this book are the basis for any number of games that can be played using this 2d6 game mechanic. Specific background, rules, equipment, and other content for each game is released in a separate supplement. It’s named after the flagship game setting using this game system: Eros 433, a science fiction setting named after an actual asteroid, fictionally turned into an interstellar colony ship: Original System, unplayed
Escape from Dino Island
Somewhere far from prying eyes or accidental discovery lies an island where dinosaurs still walk the Earth. Their origins remain to be discovered. Escape from Dino Island is a thrilling adventure game about intrepid heroes trapped on an island overrun with creatures from a lost age — dinosaurs! Players take on the role of everyday people who are brave and competent, but also in over their heads. The game is designed to help you create the kind of stories that are full of action and suspense, but in which fighting is rarely a good option. Will you escape with your life? And what kind of person will you become in your quest to survive? There’s only one way to find out: Powered by the Apocalypse, unplayed
Ex Novo
Meet with your friends, and collaboratively draw the map of your city as you explore the history of its founding, and the forces, factions, and events that shape its development. Ex Novo is both a fun game, and a tool that helps you build memorable settlements ready for further creative use; the cities generated can for example be used in any sort of narrative endeavors or as settings for pen and paper role-playing game adventures: Tool, unplayed
F.I.S.T.
Now: the second half of the twentieth century. The powers that be are locked in a tense nuclear standoff, and the fate of the world hangs in the balance. Away from the watchful eye of national intelligence, a cadre of exceptional misfits is assembled. These soldiers of fortune are uniquely equipped for covert and unusual operations. In these uncertain times, the line between science and superstition has been broken, and the new arms race is only beginning. You, or your associates, may be faced with weapons, tactics, and actors unlike any you have ever seen. For a price, those exceptional misfits can help. When you’re all out of options, it’s time to call FIST: Original System, unplayed
Freelancers
A game about killing your bosses and seizing power: Card System, unplayed
Fusion
A tabletop role playing game, based on the framework of Apocalypse World that enables stories of feelings, friendship and space rocks. One of the major inspirations for this RPG is Steven Universe , an American animated television series created by Rebecca Sugar for Cartoon Network. This game is not associated with Steven Universe but it does provide an excellent touchstone for the tone, style and pacing of Fusion encouraging players to explore the themes of friendship, compassion and emotional growth. Fusion uses the Powered by the Apocalypse framework, and includes 8 playbooks, basic moves, specific rules for creating and playing Fusions, as well as information on creating a setting and two default settings to play within: Powered by the Apocalypse, unplayed
Ghost Club
Welcome to Twin Falls. Population of 102,865 (Living). For a long time now things just haven’t been right in your town. Sometimes it’s a strange disgusting smell, or maybe just the light outside looks weird. But whatever it is, it keeps you awake at night. You started asking questions to your parents and teachers, but you got one-to-many odd looks. Friends didn’t want to hang out with you anymore. They just didn’t see it. Your parents believed you were getting mixed up with the wrong sort of kids or playing too many video games. Maybe it’s both, but probably not. But, It’s not every day you see a ghost on the school bus: Original System, unplayed
Glitter Hearts
An action-packed RPG in a fun filled world of everyday people who transform into powerful super heroes that fight off the forces of evil. Your character will try to find the balance between their everyday life needs and heeding the call to save the world. You and your friends will create your own hero, your own team, and even your own special mascot. With over 150 different moves to choose from, you can build your ideal magical hero that is uniquely you!: Powered by the Apocalypse, unplayed
Godsend
You roam the lands as the avatar of your god, cursing mere mortals and presenting gifts to the chosen ones. Your memories are numerous, made of the lives of your predecessors, your power is almost limitless. Will you use it to fulfil the will of your god? Or, as the end times draw near, will you try to save the world?: Powered by the Apocalypse, unplayed
Good Nature
A cooperative storytelling game that uses simple dice-matching mechanics and journaling to encourage collaboration and creative problem-solving. This book contains the complete rules, a complete scenario, and player journals and awards ready for easy printing. It's simple game mechanics are easily adaptable to any audience and genre of storytelling, but is designed for use with students in a classroom setting. The collaborative system helps develop writing and discussion skills, and is a great tool for social-emotional learning and English-language development. Included with this rule book is "Science Camp", a complete scenario ready for immediate play! Players take a weeklong trip to an outdoor school, where they will encounter both social and academic situations out in nature that will require the help of friends to make sure everyone has a great camp experience!: Original System, unplayed
Gubat Banwa
Martial Arts Fantasy and War Drama in the Isles of Violence, skewered and bleeding with the stories of Southeast Asia. Take on the role of the luminous Kadungganan and engage in tradition, love, and violence, violence, violence!: Original System, unplayed
Gumshoe
The Gumshoe System is designed around the idea that investigative scenarios are difficult to run with most role-playing systems. The problem is identified as important clues being missed due to failed dice-rolls, resulting in play grinding to a halt: Tool, unplayed
Hardship River
A one-page, one-move Powered by the Apocalypse Role-Playing Game with no MC/GM! In it, you and your traveling companions sail in the Little Tail boat down a very dangerous river, hoping to reach the great Unconquered City by the seashore. As you overcome each stretch of wild rapids, you discover why you're traveling, what's your cargo or why do you really care for your companions. But trust between strangers isn't found without navigating around lies and misunderstandings. And not all of your companions may be willing or able to face whatever hardship to reach the end of the river: Powered by the Apocalypse, unplayed
Have You Heard About the Beast?
A game of tavern rumors and hearsay. You sit in a tavern or other location where the adventurous gather and share rumors of a foul beast that lives nearby. The locals join in, adding all sorts of colorful nonsense to the creature’s description. Thing is, every bit of it true: Tool, unplayed
Heart and Lightning
You are Daughters of Lightning, a rider of storms, and breaker of mountains. You are warriors, lovers, and legend. You are also teenagers. Barely of age for the throne, you have been kicked out of your immortal homeland and stripped of your powers for another one of your stupid (brave!) antics (deeds!!!). As outcasts, you must work together, prove yourselves, and return home. Original System, unplayed
Heist
A hotbed for criminal activity, the city is only a shadow of its former glory. While it once as a beacon of hope and freedom, it now offers great opportunities and serious money to shady people of all kinds. You and your crew of misfits have specialized in thrilling and dangerous heists, hoping for the big score that will set you up for life: Powered by the Apocalypse, unplayed
Hidden Stories
A fantasy tabletop roleplaying game for one Game Master (GM) and two to six players: Original System, unplayed
House
This is a story about a house. This is also a game about an eldritch, ever-expanding building that you and your fellow players have entered, and are going to investigate, and may never find your way out of. It's a game based on House of Leaves and Dionaea House, for 2+ players, using pen, paper, and a regular deck of cards: Card System, unplayed
I Went to the 100 Acre Woods Once
How did you end up in the middle of the 100 Acre Wood, and why are there bits of fluff stuck in your hair? Did you fall asleep during Eeyore's birthday party? Or did you fall out of the Honey Tree when the wind got too blustery? I Went To 100 Acre Wood Once is a cooperative storytelling game about providing entertainment for a birthday party by telling definitely-not-made-up stories of your visits to a chubby little cubby's home. You'll use a six-sided die to refresh your memories and guide your stories, and when it's all done, everyone gets cake. No rumbly tummies here!: Original System, unplayed
i'm sorry did you say street magic?
A city-building tabletop role-playing game: Tool, played
If it hadn't been for Cotton Eyed Joe
Cotton Eyed Joe has stolen the love of your life. And it appears, based on the others at this here table, he has stolen the love of others lives, too. What's this guy's deal? How does he go around stealing other people's significant others? And how are you and these other folks gonna work together to make sure that this rapscallion pays for what he has done? While this TTRPG is "Cowboy" themed and inspired, it is not exclusively meant for traditional Western cowboys (or even for your characters to be boys). There are many archetypes one can select within the world of cowboy: including the classic variety, soggy (pirate), plague (medieval/fantasy), and space. You can play it your way in a variety of settings - just make sure that Cotton Eyed Joe gets his comeuppance: Original System, unplayed
Impulse Drive
Play a crew of misfits and scoundrels living a life of danger and adventure as they explore space and try to make their ship a home in a technicolor sea of stars. Fight dangerous organizations, investigate unnerving mysteries, and find trouble in a game that rewards you when your characters face their shortcomings. Grow your characters and ship with new gear and abilities as you discover and create the universe together, as a group: Powered by the Apocalypse, unplayed
In the Light of a Faded World
A game about exploring the unknown. You play as the small creatures venturing into the spaces presently extinct humanity once occupied. Secure your burrows and nests by recovering ancient artifacts, reclaim and discover the spaces once occupied by gonefolk, forage for new food sources. But, travel carefully little ones, the gonefolks' spirits remain trapped in their massive, tiled stone dens: In the Light System, unplayed
In the Light of a Ghost Star
Earth was abandoned ages ago during the red giant expansion. Now, dimly lit by the ghost light of a dead white dwarf, it lies layered with eons of forgotten civilizations. From the warmth of Martian reactor cities, scavengers hire illegal transportation to earth to delve into its depths, looking for ancient treasures. There they must deal with ghosts, machines and the strange life that has evolved on humankind’s abandoned home planet. In The Light Of A Ghost Star is a rules-lite system and setting for sci-fi roleplaying. It comes with a hex crawl and random tables that can also be used with other RPG systems: In the Light System, unplayed
In the Light of the Setting Sun
A rules-light pen-and-paper adventure role-playing game set loosely in the Wild West (1850–1900) and based on iconic gunfighting genre movies set in that time period: In the Light System, unplayed
Inspirisles
A completely original all ages Tabletop RPG promoting storytelling, empathy and deaf awareness with an emphasis on cooperation. Play as teens gifted extraordinary powers. Meet famous characters and fearsome creatures from Celtic folklore. Work together to heal an ailing land and restore a fractured kingdom. Learn British and American sign language as you cast spells, solve puzzles and battle monsters: Original System, unplayed
Into the Flames
A roleplaying game about a haunted journey, specifically designed to be played in front of a campfire. As a group you tell the story of a pilgrimage along an accursed road. Each player takes on the role of one of the pilgrims and over time uncovers their reasons for travelling - whether hoping to find treasure, escape persecution or experience religious epiphany. Only one of the pilgrims will make it to the end of the road. The others will be picked off, one by one, by the spirits that follow your every step. They lurk at the edges of the flames, greedy for tribute. Each night we will cast our offerings into the flames - a locket given by a former love, the sword that protects us, our meticulously kept diaries. We hope that what we offer is worthy. If not we will be culled, claimed into the ranks of the ghosts to haunt our former companions: Token System, unplayed
Lancer
A tabletop role playing game centered on shared narratives, customizable mechs, and the pilots who crew them. Set many thousands of years from the present day, Lancer imagines a future where a survivor humanity has spread to the stars after weathering terrible ecological collapse on Earth -- the end of the Anthropocene as a consequence of unrestrained consumption and poor stewardship. With a survival imperative motivated by this cultural history, humanity’s organizing body, Union, seeks to manage the galaxy to ensure we’ll never again be faced with extinction. They are not perfect in this endeavor; the narrative present of Lancer imagines a future where Union’s central body has been gripped by popular revolution, and the new governing body seeks to rectify the crimes of the old. Lancer features a mix of gritty, mud-and-lasers military science fiction and mythic science fantasy. In the setting, conscript pilots mix ranks with flying aces, mercenary guns-for-hire brawl with secretive corporate agents, and relativistic paladins cross thermal lances with causality-breaking, unknowable beings. Players of Lancer adopt the roles of mech pilots -- comrades together in a galaxy of danger and hope. Some groups will fight for Union, working to rectify the crimes of previous administrations. Others, for a corpro-state, working to advance private interests while lining their pockets. Yet others will fight for groups acting in opposition to those in power, or for themselves. Original System, unplayed
Legacy
Your ancestors survived a world-twisting cataclysm. Now it’s time to leave your shelter, and start rebuilding the world. But the wasteland is home to others: families with strange ways and miraculous powers, secretive factions with their own agendas, and bizarre monsters stalking the ruins. As generations pass and your family evolves and adapts to this new world, what stories will you tell?: Powered by the Apocalypse, unplayed
Loopy Lore
A co-op storytelling game where friends tell stories from start to finish, working together to reach the ending of their story. Using the cards and their imagination, they give shape to their tale, taking turns as the narrators of the story. Loopy Lore players start the game by drawing cards to create their world, plot, protagonist and ending, which are different every time. Each turn, the narrator flips a card from a set placed down on the table and must narrate its contents for 30 seconds. The catch? All cards on the table are placed blindly, meaning they have to improvise while the timer is running. How would you, a blood-thirsty Viking warrior, sneak into a wedding while being mobbed by lemurs? Choose a card and find out!: Original System, unplayed
Michtim
An indie pen & paper storytelling game. It is designed to evoke the flair of 90s Cartoon Shows like Ewoks and the Smurfs, while introducing important topics like Charity, Conservancy of Nature and the value of Culture and Progress to the players. Players create Michtim characters in a tiered system that allows new folks to easily master the rules. Once everyone has a firm understanding of the basics, the game can be advanced to the next level, adding new mechanics and setting elements to the game experience. This way even young players can enjoy the game. The game uses a system of Emotions and Moods as basic attributes. This way, the current Mood has an influence on the character’s chances of success. Callings finally introduce new rule options to players in a very modular way. The game allows players to mix and match mechanics to create their perfect character. The game strives to create a happy place that is worth fighting for. While there is room for conflict, Michtim society at large follows notions of equality and social justice. In Michtim RPG, ideas of gender are virtually unknown. Characters follow all sorts of professions without being ostracized. Michtim society accepts sexes outside of the gender binary as well. Also, while sexuality is deliberately not an important part of the game, it is still important to understand that Michtims do not look down upon their peers because of who they love. Everyone is welcome: Original System, unplayed
Mission Accomplished!
an RPG of Super-spies and office meetings inspired by shows like Archer, The Venture Brothers, and Better Off Ted. You are a team of highly trained super-spies who spend every day saving the world, and no one is better than you. But that's the easy part of the job... Once the mission is over, it's time to sit down with your friendly HR manager and hash things out as a team. Finger pointing, credit stealing, and unfounded accusations against your teammates are your weapons in the meeting room. Your job, no, your DUTY as a secret agent, is to get as much credit as possible for being the one that saved the day: Original System, unplayed
Mythic Mortals
a tabletop role-playing game where you and your friends play as your real-world selves suddenly granted incredible powers. Designed from the ground up for quick, satisfying play sessions (2-3 hours). The Rules and Setting make an easy, comfortable introduction to new players. Your cards switch out every few turns, constantly providing new combinations of powers, weapons and flaws. Players start out strong, no need for levels or grinding. All the cool abilities and powers are at your disposal from the beginning!: Card System, unplayed
Neon Nights
In Jeriko City, everybody wants to be somebody. Who do you wanna be? Neon Nights is a cyberpunk/dystopian tabletop RPG set on Earth after a nuclear war devastated the entire planet. After hundreds of years of thousands of people roaming the desolate, irradiated Great Wastes, megacities emerged from the dust of deserts. Where there was once crumbling roads and dancing dust devils now stand skyscrapers towering over hundreds of thousands of roaming pedestrians walking the streets of Jeriko City, located on the East Coast of the once powerful United States of America: Original System, unplayed
Network 23
A cyberpulp RPG: Card System, unplayed
Never Knows Best
a roleplaying game about middle school kids facing impending adulthood, growing up, and society’s sometimes nonsensical expectations and obligations. It’s designed for three-five players plus a game master (GM) who facilitates the game. This game uses absurdism, metaphors, motifs, and literalization to represent the struggles and growth these kids go through. Society’s obligations and expectations manifest as outrageous forms creatures and monsters not of this world. The kids combat these creatures by transforming into robots. Whenever a kid transforms, their robot takes on their unique strengths and traits representing how they reject society’s attempts to make kids conform and obey. In this way, the internal conflict kids face when growing up becomes something real and seen. Battles are metaphors for their inner turmoil about who they are, where they fit in, and who they want to be: Powered, by the Apocalypse, unplayed
Never Stop Blowing Up
Inspired by the Kids on Bikes system, this is made for telling action movie type stories: Powered by the Apocalypse, unplayed
Offworlders
A science fiction roleplaying game about adventurers, outlaws, and guns for hire making their fortune on the rough end of the galaxy. It is designed to be straightforward enough to pick up and be ready to play in just a few minutes as a one-off game, but with enough meat to play a short campaign as well: Original System, unplayed
Oh, Maker
You are an android, an artificial intelligence. Made, not born. Your Creator, your programming, and the world you occupy will vary, as will the scenes you play. But the question remains the same. To find its answer is the game...: Card System, unplayed
OmniMyth Fables
A character-driven fantasy roleplaying game where the adventure is secondary to the friends you make along the way. You'll wield unique and powerful weapons and abilities to fight back the forces of your Guide's imagination. If you feel so inclined, traipse through the scenic town of Tana's Dell and discover the sordid alchemical secrets it contains between the trees: Original System, unplayed
One Cranky Dragon
A set of three smaller games for young adventurers 4-10 years old or older adventurers who are young at heart. To stop a cranky dragon, you have to dance your way past forest guardians, dodge the dragon's attacks to capture them, and help them feel well enough to get some much-needed sleep. Players get to take turns being the Head Forest Guardian and the Dragon, so everyone gets the chance to play an adventurer!: LARP, unplayed
Paris Gondo
This game is a tongue-in-cheek tribute to encumbrance rules and other tropes found in beloved dungeon-crawling games. It is a GM-less storytelling game for 3 to 6 players, designed to be played in a few hours with polyhedral dice and no preparation. Players in this game embody Adventurers who, as a group called a Party, have reached the last level of a Dungeon and defeated the Boss who presided over it. Play starts as Adventurers discover Loot you create. The objects you decide your Adventurer carries home makes up what you pack as their Final Inventory. If Adventurers hold on to possessions that spark joy, they might feel invigorated and satisfied for the rest of their existence, or at least until their next adventure. But letting go of less emotionally charged but useful Belongings might prove to be a deadly mistake for the Party on their Journey Home: GM-Less, unplayed
Punktopia
a tabletop role-playing game of absurdist adventure in a world gone punk! Step into the dystopic punkrock paradise of Punktopia, where your biggest worry is how hard to rock... Also dealing with rival groups of punks, and of course the ever-present threat of attack from the anti-punk forces of The Man, who want to destroy Punktopia and the punks who call it home. Punktopia uses a simple rules-lite system that’s quick and easy to learn, and designed specifically for fast-paced and flexible gameplay to accommodate whatever types of punkrock shenanigans you can get yourself into. Characters can be created and ready for punkventure in just a few minutes, with an option of five different punk archetypes like the rowdy Hooligan, boisterous Loudmouth, and mystical Punxomancer. All you need is some friends, ten-sided dice, and most importantly, attitude! Okay, the other things are probably more important, but attitude is important too: Original System, unplayed
Quest
Your greatest adventure begins here! Quest is a fantasy roleplaying game about going on a thrilling journey with your friends in a world of fantasy. You can visit spooky dungeons, cities in the clouds, temples in the stars, or anything else you can imagine. Where you go and what you do is completely up to you. This book will help you create a unique character and teach you how to play. Then you'll imagine what they do. You can't lose the game, but everyone wins if you tell a memorable story and have a good time. Who will you become?: Quest System, unplayed
QuestFellows
You and your fellow Players take on the role of Adventurers who have gathered together to form their very own Guild. Use prompts to collaboratively create your Guild. Create a shared pool of Adventurer Characters for anyone in the group to play. Use QuestFellows’ Magic system to create anything from mud mages to soup sorcerers. Use roll tables to generate Quests, rewards, complications and lucky finds. Face Challenges and defeat Opponents: enemies that you create but whose actions are randomly generated. Complete Quests, defeat Opponents and acquire Assets to grow your Guild’s standing and resources. Share the Adventure While the Four Points System’s core mechanic of spending points or testing your luck to determine success remains the same, it has been adapted to remove the role of a single game master. Throughout a game of QuestFellows, everything is shaped by the players’ decisions. There is no singular narrating voice, or inherent power dynamic. The responsibilities and adventures are equally shared. You decide when to succeed, when to fail, and when to roll the dice: Four Points System, unplayed
Rebels and Renegades
What happens when the best thieves in the world get together? Your crew. Steal, hack, escape certain death—and that's just how you make your way to the breakfast table every morning. If you topple capitalism and corrupt politicians along the way, so much the better. Whatever the heist, no matter the con, you've got this in the bag. Rebels & Renegades is a 2+ player tabletop RPG about playing thieves with an agenda. Do you have a moral code, a grander goal, or are you here to rob the rich blind and teach them a lesson? That's up to you, and the GM can design a heist to meet anyone's needs—along with a whole lot of fun: Original System, unplayed
Renegades
The Federation controls the galaxy. They govern with an iron grasp, leveraging the power of tyranny and propaganda to prevent anyone from overthrowing their ruthless empire. There are rumors in the mists about pockets of rebellion. Renegades who haven't lost hope in the face of impossible odds. The Federation is not invincible. They have flaws, and with a bit of luck, we might overthrow their regime: Breathless System, unplayed
Resistance
As people's rights were taken, slowly, one by one by an oppressive regime, lead by religious zealotry and those who could see nothing more than their own will to rule lead the charge. Those who did resist were either told they were overreacting or quickly silenced. Finally, with nothing left but dystopia, the dissenters were silenced - or so the ruling elite thought. Huddled quietly, and in secret, the resistance has built strength enough to fight back. Will you and your friends be the ones to lead the resistance and restore the rights and freedoms that were taken from so many?: Breathless System, unplayed
Runecairn
In a long forgotten age, a raging war shattered and devastated the worlds of gods and men. Now green life blooms amidst the ruins of the lost worlds. Wondrous and terrible beings roam the Nine Realms. Civilization stumbles forward, fresh and reaching. Fate carves the skein anew but there are loose threads, lost long ago in the wars, with no place in the tapestry. These threads must seek the fire within and weave their own path. Strap on your bearded axe and linden wood shield, delve into the forsaken barrow and cleanse the draugr within. They will overwhelm you at first so prepare to die. But when you wake up at the bonfire, you'll know what to expect for your next attempt. Parry their attacks, disarm them, and hack them to pieces. Defeat the mad jotunn within and claim the soul remnant they protect. Death is not the end: OSR, unplayed
Scary Monsters and Nice Sprites
A narrative RPG about spending your night in one of the only clubs in your city that’s safe for creatures of the night like yourself. All you want to do is have some fun just like the humans do. Play a supernatural creature of choice, put some sick EDM on the speakers and get your game on!: GM-Less, unplayed
Sherwood
A game of outlaws and arcana. Inspired by modern Robin Hood fantasy stories, the Robin of Sherwood television series, and medieval outlaw ballads and romances, Sherwood is set in a fantastical version of 13th Century England: Original Systems, unplayed
Skyfarer
The High Wilderness stretches out ahead of you; cruel, unwelcoming, and filled with opportunity. London fell beneath the earth, but Queen Victoria brought it up, up into the heavens. Here you make your living as a Skyfarer, working on board a locomotive jury-rigged to fly through these cold skies and raging winds. Your captain has taken you to the Reach, a frontier on the edge of civilization, in search of fame, fortune and adventure. Listen! You will change out here, where the Empire’s light falters and casts deep shadows, where rebels stake their claim on fragments of sky-rock riddled with fungus, where pillagers dig into ruins built by the now-dead sun. Who are you in the dark?: Powered by the Apocalypse, unplayed
Slayers
The City sits at the nexus of the world. Once you're inside it, it is the world. Something drives the borders of The City ever-onward, crawling towards the horizon. Urban sprawl made real. Neighborhoods appear and disappear overnight, The City is filled to brim with no shortage of interesting characters, cultures...and monsters. That's where you come in, Slayer. Slayers is a tabletop RPG of mercenaries and monster hunters for hire. Known by locals as Slayers, players wander a haunted city, cursed long ago to expand towards the horizon forever. Slayers help clean out the monsters that infest the alleyways and shadows, and those that the city seems to be manifesting on its own. It's slay or be slain. Better get to work, Slayer: Powered by the Apocalypse, unplayed
Solacebound
Young monsters played at the boundary between the worlds. They slipped and stranded in a human city. Isolated and unwelcome, they search for each others help and a way back. Solacebound is a GM-less Game for 3-5 people to play over a few hours. Search a sprawling, oppressive city for your friends, find out who is willing to give you a roof, bash back against authorities, cook together and console each other. Will you find a way back home before all passages close?: GM-Less, unplayed
Songbirds in the Cage
The world is built on the corpses of reality warping entities made of metal and flesh. These are called Giants. Creatures of living time turned the immortal Giants into aging mass. They were called World Serpents. Giants fled from death into their own little words. These are called Planes. The ones that died grew the world from their backs into a patchwork of regions. These are called Faces. Faces gave birth to new lives of flesh, while the metal rusted away. This includes animals, you, and many, many strange things. Rusted metal poisoned the memories and thoughts of Faces, creating monstrosities. These are called nightmares. Faces create pocket dimensions in the places and things that hold heavy emotional weight. These are called Basements. Faces are mostly barren. People gather in tiny communities isolated from one another. These are called Villages. Cultures die out and become ancient. These are called ruins. The Poisoned thoughts spread over villages and regions. These are called cursed cities. Faces remember a place before time. They poke up as physical structures in the world. These are known as Memories. This is the Cage Some people are affected by the Faces, through poison or thought, and are changed. These changes are called Anomalies. Those with anomalies have gifts, mutations, powers, and alterations that make them special. Songbirds use these anomalies to explore dreamy landscapes, form relationships with the people who live there, and explore the poisoned thoughts that hide beneath the surface, cleaning them by defeating our nightmares. Original System, unplayed
StandUp
A game about rebellion, forming bonds, fighting injustice, and changing the world. Take on the roles of normal people with the capability to become heroes, explore a fantastical world that houses mankind’s inner feelings, and find a way to fight back using power only you can wield: Belonging Outside Belonging, unplayed
Stars Without number
Interplanetary adventure and worldbuilding tools in the Without Number game system: Tool, unplayed
Subway Runners
Life is tough for the cash-strapped in Pociopolis. Ever since the secret to immortality was discovered, nobody retires anymore! With all the steady jobs taken and no sign of any new ones opening up, there’s only one sure way to make some quick cash: sign up as a Subway Runner and work for the Metro Authority to hunt monsters and repair subway lines below the city: Forged in the Dark, unplayed
Succulent Sorcerers
You are sentient succulent sorcerers, awakened by the amazing power that flows through you from the Mother Succulent. But the bugs are hungry, and beyond your home live the Creepy Crawlies from the Unkept. They are coming! Will you be brave enough to wield the power that lies within you?: Original System, unplayed
Sundown
A transhumanist, cyberpunk science-fantasy game where you shoot giant winged frogs and crows the shape of dogs with medieval railguns while floatstone tycoons pillage the land and steal homesteads out from underneath their families. You are a drifter: a wandering problem-solver shunned by society for daring to alter the skin given to you by The Divine. Forge your own way through Sundown in this short campaign-length rules-light tabletop roleplaying game for 2 - 6 players, and weave your story of survival and belonging over endless sessions of play. Original System, unplayed
The Bonds that Tie Us
a GMless TTRPG about characters, and their relationships with each other; how they grow and how they fall apart. Will the two best friends remain as close as they are? Will the newly formed polycule stay together? Will the rivals ever make peace with each other? Over the course of a few Chapters, such questions may be answered. It is designed for 3-5 players, though it can also be used as a solo storytelling tool. To play, you only need six-sided dice, character sheets, something to write with, and a willingness to make things complicated: GM-Less, unplayed
The Cool Zone
A 1-page TTRPG where you play a a small gang of downtrodden citizens trying to get to the mythic "Cool Zone", evading fascists along the way. Loosely patterned after games like Lasers and Feelings by John Harper and Honey Heist by Grant Howitt: Original System, unplayed
The Curse of the House of Rookwood
A gothic horror tabletop roleplaying game where you create a cursed family with supernatural powers and troubled relationships, and take them on strange adventures in an alternate history haunted by mythical monsters and dark magic. Will you work together to bury your skeletons, or will family drama bring your house to ruin?: Original System, unplayed
The Deep Forest
For a long time, our monstrous home was occupied by invading humans. Now, finally, we’ve driven them off, and we’re left with this: a year of relative peace. One quiet year, with which to dismantle their settlements and reclaim our lands. Come Winter, a band of heroes will arrive and we might not survive the encounter. This is when the game will end. But we don’t know about that yet. What we know is that right now, in this moment, we monsters have an opportunity for healing and self-discovery in our deep forest, away from human eyes. The Deep Forest is a map game of post-colonial weird fantasy. It’s a re-imagining of The Quiet Year, one that centers upon monstrosity and decolonization: Card System, unplayed
The Quiet Year
a map game. You define the struggles of a community living after the collapse of civilization, and attempt to build something good within their quiet year. Every decision and every action is set against a backdrop of dwindling time and rising concern. The game is played using a deck of cards – each of the 52 cards corresponds to a week during the quiet year. Each card triggers certain events – bringing bad news, good omens, project delays and sudden changes in luck. At the end of the quiet year, the Frost Shepherds will come, ending the game. The Quiet Year occupies an interesting space – part roleplaying game, part cartographic poetry: Card System, played
The Session Zero System
An immersive and collaborative storytelling game you can add to any TTRPG to help guide players and GMs alike through building out your own unique Session Zero. This unique RPG tool comes to us from Mythic Grove Productions. It comes in two different formats, either The Fragment Deck or The Art Book. Both versions contain the same content and artwork, which allows players to decide how they can best utilize the tools that The Session Zero System has to offer!: Tool, unplayed
The Steadfast and the Rebellious
You are all inhabitants of the city, and you have been living in false peace under the rule of the demon king. The last wall, which offered your city limited protection against the demon king's tyrannical rule, has now fallen. Citizens are left with two choices; do everything the tyrant demands, or resist. Will we rise victorious against the demon king, or will our resistance be futile? We play to find out. This game is intended to create a quick but rich prologue for characters who revolt against the demon king in a fantasy setting. It is possible to use this game to create a setting and characters for your preferred game about enclosed spaces and giant lizards. Tool, unplayed
The Wind Began to Howl
A song fiction tabletop role-playing game that brings 2-3 players together with the iconic ballad All Along the Watchtower to create stories of intimate conspiracy and desperate adventure. Each two to three-hour session offers a zero-prep one shot experience built around the popular Forged in the Dark action role playing game system, easy to fit into busy schedules or between sessions of longer-form RPGs. Two players take up the roles of the Joker and the Thief from the song lyrics, while an optional third player can join in to help facilitate the game by referencing the rules and playing other characters in the world. Play is guided by listening to the four verses of the song, with the first three verses setting up the conspiracy of the Joker and the Thief, and the final verse playing out their assault on the Watchtower. Each verse is accompanied by rules and establishing questions that work with the lyrics to build a vivid game world. The final verse plays much like a fast-paced score from Blades in the Dark, and the results decide the apocalyptic fate of the conspirators, the Watchtower, and the world that surrounds them: Forged in the Dark, unplayed
Visigoths vs. Mall Goths
Players make characters in competing teams of two-three Visigoths and two-three Mall Goths. Conflicts are resolved by opposed rolls with two six-sided dice plus character class bonuses. Players can use embarrassing traits to offer a teammate a bonus. Characters are not physically hurt in combat but receive hurt feelings they can heal through dialogue: Party Game, unplayed
Vultures
A game that puts players in the position of bounty hunters in a post-mecha world, hunting down the rogue pilots and soldiers that refuse to turn in their license and submit to the new Space Mom mega hegemony. The universe and its people are shaped by Before, the war where massive war machines, sinister warminds, and the mechs that walked the stars, caused massive, planet-wide destruction and left the universe in a mess of mecha wreckage. How long before you make a choice? How long before you rebel?: Original System, unplayed
Wake
In WAKE you play as Drifters who belong to a decentralized group known as THE DAWN PATROL. TDP utilizes a state known as THE WAKE to venture into the Dream. This overlapping reality between the Norm and the Dream is accessible via a 21 GUN SALUTE (a psychotropic cocktail) and a medically induced coma. While in this state, Drifters lucidly voyage into the Dream and battle the forces of MERIDIAN: Breathless System, unplayed
Wanderhome
A pastoral fantasy role-playing game about traveling animal-folk, the world they inhabit, and the way the seasons change. It is a game filled with grassy fields, mossy shrines, herds of chubby bumblebees, opossums in sundresses, salamanders with suspenders, starry night skies, and the most beautiful sunsets you can imagine. You might be a tamarin who dances with small and forgotten gods, a leporine mail carrier who relies on moths to get packages where they belong, a little lizard with a big heart and a mysterious past, or a near-endless number of other thrilling possibilities. No matter what, we’re always travelers—animal-folk who go from village to village and get to see the length and breadth of all the world of Hæth. The seasons will change as we play, and we will change with them: Token System, unplayed
We Deal in Lead
An 88-page full-colour rulebook delivering genre-bending gunslinging in a post-apocalyptic weird west world. Designed by Colin Le Sueur and inspired by The Dark Tower and the Man With No Name, We Deal in Lead is a lightweight combat-focused TTRPG perfect for brutal one-shots, tense solo excursions, or epic campaigns: Original System, unplayed
What is Here
A game about building a myth around a being through a community’s eyes. By using a deck of cards and answering questions in short role play scenes, this game gives you the opportunity to build an organic story through a community, and shape their history forever: Card System, unplayed
Wicked Ones
A Forged in the Dark ttrpg where you play fantasy monsters raiding human lands, hoarding the gold they loot, and building a dungeon to protect it. Your notoriety lures increasingly greedy and powerful adventurers to your dungeon. Can you stave off the inevitable onslaught of heroism that your notoriety brings? You spend most sessions going on raids and building your dungeon, then every few sessions you put your dungeon to the test against invading adventurers. You play as monsters doing monster stuff and it's a hell of a good time: Forged in the Dark, unplayed
WorldMaker
Building a fictional world from scratch is a lot of work. Whether writing a story or running a tabletop role-playing game for a group of friends, it takes practice to build an intricate setting complete with warring factions, a timeline, and non-player characters who compliment the story. Often all this effort creates details that are never relevant to your players or principle characters. World Maker is an exercise meant to focus your energy into details, relationships, and traits that are relevant to your main characters or the players at the table. Card System, played
Worlds Without Number
Fantasy adventure and worldbuilding tools in the Without Number game system. Compatible with Stars Without Number and Cities Without Number: Tool, unplayed
Yokai Hunters Society
A rules-light pen & paper RPG about monster hunters in Meiji Japan: Original System, unplayed
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