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This Year's Registered Games

This page will be updated once a week (usually on the weekend) with the latest registered games submitted that week.

In order of submission:

Cepheus: Faster Than Light!
Omer Golan-Joel

Whether exchanging laser fire with aliens across a cratered moonscape or pushing the speed of light in a shining spaceship, interstellar adventurers lead exciting lives. These minimalist rules allow you to experience these wondrous adventures without fuss or complication. They are perfect for convention play, pick-up games, or a beer-and-pretzels night when you roll dice and blow stuff up. They include everything you need to play: character generation, task checks, personal, vehicle, and starship combat, as well as the basic rules for interstellar travel.

Included in these lightweight rules are:

  • Simple, skill-based task resolution!
  • Procedural character generation!
  • Essential equipment for interstellar adventuring!
  • Streamlined and exciting personnel and vehicle combat!
  • Starship operations and combat!
  • Hazards and adventuring!

Compatible with Cepheus Light, the Cepheus Engine System Reference Document, and other OGL 2d6 sci-fi games.

This is a FREE, lightweight ruleset ready to send you and your friends to exciting interstellar adventures. Stellagama Publishing also offers, for the discerning interstellar adventurer, the full-scale CEPHEUS LIGHT rules. These include:

  • 6 additional career.
  • Character advancement and experience.
  • Expanded and detailed equipment.
  • Many more combat options.
  • Detailed interstellar travel, starship operations, and trade rules.
  • Ship design system.
  • Many more space combat options.
  • World generation and design.
  • And more!
FREE! PDF; $6.00 Hardcover
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Star Crossed
Alex Roberts

Star Crossed is a two-player game about really, really wanting to, when you really, really can't. It's about the excitement, tension, and heartbreak of romance!

$12.00 PDF
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Radioactive Bison
Jason Morningstar

The Pitch

Because of a nuclear disaster in 1986, across Belarus, Lithuania and Poland one can find roaming herds of radioactive bison that are just doing their thing, eating and hanging out with non-radioactive bison and occasionally getting eaten by wolves or prodded by scientists.

This is their story.

Radioactive Bison

A live action game about being a bison

Takes 8-19 people and 60 minutes for the main game, 12-24 people and 90 minutes for the Białowieża Fury expansion.

GM/Facilitator: One, who also plays

Space: A large room to play in or a grassy field in Belarus.

Content warnings: Animal predation, nuclear disaster, herd behavior, light touch, loud clapping.

What's Included?

One 23-page PDF, which includes both the game and the Białowieża Fury expansion. Other stuff not included. 

$8.00 PDF
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Lost Citadel

The Lost Citadel dark fantasy RPG draws players into the setting of Zileska, a land ravaged by death and undeath, where all that's left of civilization has gathered behind the walls of Redoubt--last remaining city of the living.

Seven decades ago, there were cities upon cities; kingdoms and nations, the remains of ancient empire. Cultures at war, cultures at trade. Races with varying degrees of alliance and distrust. Humans, elves, dwarves, and others; magic and monsters, rare but real. Regions of desolation, certainly, but also regions of plenty; forests, farmlands, and fields. And so it was for millennia, through two dynamic ages the lorekeepers and scribes called Ascensions.

Until the world ended. Most call it the Fall, but whatever term a given people choose to use, it marked the point where everything--everything--changed.

Nations crumbled. Races died. Magic sputtered. Nature sickened.

The Dead woke.

$?? Hardcopy, $?? PDF
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Elthos RPG Core Rules Book
Mark Abrams

Elthos RPG is a medium-light weight traditional RPG that has been distilled down into a concise yet flexible mini-system for ease of play. Its focus is on providing Gamesmasters with the freedom to exercise their own creativity, and as such its overall mission is to help GMs create their own Worlds. Therefore the Core Rules provides only the mechanics of the system, with a small set of example items and Characters to be used as a basis for expansion by the GM. If you're a creative type who enjoys creating Worlds, then Elthos is built for you.  The Rules Book is designed as a stand alone product that can be used independently, but it is intended to be used in conjunction with The Mythos Machine, a web application that fully integrates the Elthos RPG Rules and provides World Building and Character Management Services (among other features).  Together they form a powerful combination of fast-play and comprehensive computer support.  Take a gander at the Review Elthos RPG - More Than Meets the Eye by Mark Knights for more information.

$16.00 PDF
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Riverhouse Games Volume 1
Taylor LaBresh

Riverhouse Games is located in the Twin Cities, Minnesota. Catch us making micro games, talking about queer & LGBT+ tabletop gaming, or curating small games collections like the one you're reading now at RiverhouseGames.com. Please find these small story games & social fictions & enjoy!

Games can do so much, from ridiculous stories & cute fun with friends, to emotional outputs & acting through issues that we can't say with words. These games are the first to come from the Riverhouse Games brand. These are my first creations & I've learned so much about art, design, friends, stories, & myself while writing them. I hope you enjoy reading them & I hope you even play one or two of them.

Collected in this book are the first generation of story games to come out of Riverhouse Games. Included in this book are:

  • And I Saw Him On The Train - A game about recognizing the toxic yet mundane people in our everyday lives
  • Breaking The 4th Wall In The 5th Dimension - A game about a fading star orbiting a fading star
  • Cliche - A game about tropes, genre, and falling in love with the overplayed
  • Date Mates - a cute game to tell around candles with cute friends**
  • Five Alarm Apromcalypse - It's here, the end of the world, and it's interrupting Prom.
  • Goalposts & Gridirons - Two teams battle it out on the field at the Big Game
  • Now Crumple This Paper Feel Free To Crumple This Paper At Any Time - An abstract game to play while waiting at a Gaming Convention
  • Out Of The Crucible, A Fire - A debrief to play around a campfire**
  • Solve Et Coagula - An alchemical game of journey, self discovery, and pieces of a whole
  • Thank You For Sharing - A game about enthusiastic support & why we need it**
  • The Kiss Of Walt Whitman Still On My Lips - Queer lovers discover a terrible artifact during The American Reconstruction
  • With Fire Thy Affections Hold A Wing - An emotional game of dragons & their riders at the end of the world
$9.99 PDF
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Orbis Aerden: Reign of the Accursed
Iordanis Chamalidis

Orbis Aerden: Reign of the Accursed is a tabletop role-playing game full of monsters, machinations, and brutality. In this game, you assume the role of an Accursed Godspawn and experience life through the eyes of a damned demigod walking among humans.

Reign of the Accursed takes place in Orbis Aerden, a fictional setting with a Victorian Gothic backdrop. There, people go about their business unaware of a tenebrous underworld: a secret society of power-craving, bloodthirsty predators constantly struggling for supremacy.

But as the Accursed contest for the right to reign over the world, an unfathomable alien menace looms on the horizon…

This book contains everything you need to play Orbis Aerden: Reign of the Accursed, including:

  • A detailed explanation of the game’s ruleset.
  • A robust character creation system.
  • Hundreds of supernatural powers and transformations.
  • An overview of the world of Orbis Aerden, including its history, and an in-depth description of the secret society of the Accursed.
  • A Gamekeeper guide and premade non-player characters to be used in your Chronicles.

Orbis Arden: Reign of the Accursed offers:

  • A mature, lore-rich, Gothic Horror setting.
  • A new take on the vampire mythos.
  • Antagonists inspired by the works of H.P. Lovecraft.
  • Unique story advancement and role-playing mechanics that emphasize the inhuman nature of the Accursed Godspawns.

This game contains graphic and written content of a mature nature, including violence and sexual themes. Reader discretion is advised.

$21.05 PDF; $32.34 Hardcover
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Jason Werner, Jeff Barber, John Hay, Michael Knowles

A new world of adventure awaits!

Imagine Bakshi’s classic animated film Wizards has a head-on collision with Disney’s Treasure Planet and the resulting fire is put out with a whole lot of Studio Ghibli’s Castle in the Sky. That, in an unexpected, animated mash-up, is Upwind.

Upwind is a narrative style RPG set in a strange alternate world of floating island nations, flying sailing ships, long-lost technology, wild elemental powers, looming war and forgotten legacies.

Upwind is powered by the Q system, an original stakes-based, playing card-driven mechanic that gives every encounter consequences with meaningful, narrative-building outcomes. With its unique bidding rules, Upwind plays as fast as you can tell your story.

$11.24 PDF; $44.99 Hardcover
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Necrotopia: Handbook to the Apocalypse
Keenan Dunham

     Necrotopia is an Apocalyptic RPG where you and your friends battle through multiple Apocalypses. Faced with invasion of evil forces through portals, travel across worlds after you master use of portals. Original story and art with unique characters and settings.

     Uses a D6 game system with move creation that is simple and highly customizable. Create a character in 5 minutes and play a session within an hour. Fun for veteran RPG players and new players.

     The game itself is meant to be a beginners pen and paper role-playing game that can appeal to anyone.  Here is a sample of the story from book one: "Necrotopia’s story begins with sparks of an invasion of demonic and inter-dimensional forces attacking Earth, initiating a battle for survival and conquest. There is a battle between Heaven and Hell brewing and you and your friends are caught in the middle. What happens depends on you with one person taking the role of Game Maestro and the rest taking the roles of role playing characters." We hope you and your friends have a ton of fun with this game!

$10.00 PDF; $20.00 Hardcover
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LARP It Yourself
Josh Evans

LARP It Yourself is a DIY gaming system designed to allow you to play any type of game you want by providing a basic game system that will work whether you want to LARP, sit around a table, or play online. Here you’ll find instructions on how to make a basic character as well as how to make various Powers and Equipment that may exist in your game world.

But what is a LARP? A LARP is a Live Action Role Playing game where instead of sitting around a table like in most games, you act out your character’s actions and wear costumes in a manner similar to improvisational theater!

$7.49 PDF
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August D Steiger II

Mecha is a Core Rulebook with its own Established Rule Set for the Sci-Fi Universe it is set in. With its own Dice System for players to use under the guidance of their DM or GM to act out and perform during their missions, quests, and adventures they may find themselves roped into.

A list of Playable Races and Qualifications give players a few options when choosing what they want to do starting out. It is possible with a little effort to focus your characters skill set to be a specialist in specific areas.

A Qualification is much like a Career Choice that provides different benefits for the player, it also provides a characters guideline for role playing purposes.

Within the rulebook there are sections detailing the region of space players will be starting in, including a list of Planets that have descriptions, conditions, and other details needed for a DM or GM to run a campaign on, or across from planet to planet. There is a starter adventure a DM or GM can use to teach new players and build it into his own story, or they can continue with the Mecha story with the next installment coming soon.

There is more than a dozen unique "Mecha" that have different utilities, benefits, stat variations, and disadvantages. In this universe a Mecha can range anywhere from 25 to 60-Meters tall, true killing machines.

There is also a unique system for starship use and space travel with a different rule system to determine general piloting, dog-fights, and even a long distance travel system with an interesting twist with more to come.

Players at any time whether planet-side or in space, decide how they play. If they're in a Mecha, on the ground, or in a starship. They have the freedom to gather resources and fight back at whatever the DM throws at them. It is a Tabletop RPG that has a heavy focus towards operating as a team, choosing skills, equipment, and abilities that complement the group where it is lacking, and of course enhancing their strengths. The Lone Wolf may survive for a time, but in the end a Pack survives longer.

I have written Mecha in hopes of getting my ideas out and hopefully creating a game that everyone loves to play. I developed this game privately and registered it under my own new business dedicated to writing Novels, games and other things. Just starting out I still have high hopes for success. There's a bunch of great Sci-Fi rpg's out there and there always will be. Hopefully this is viewed as a fresh take on some old ideas to bring people back to the table and off the couch. 

There is always room for improvement and I accept any questions or comments on what can be improved by buyers and reviewers. Revisions will be made I'm sure. We all have to start somewhere and I would be happy to answer questions in regards to the game, I can be contacted at my personal email, noblecreaturerpg@yahoo.com if more detail is needed if your having a hard time deciding to buy the book. Thanks to everyone who takes a peek.

$14.99 PDF; $29.99 Hardcover
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Don't Look Back: Conspiracy Horror Role-Playing
Lester Smith, Chuck McGrew

You pierced the façade and uncovered the truth. Can you expose the puppet masters for what they are before they find you? Terror is never far behind.

Welcome to a world of secret societies, psychic phenomena, aliens, conspiracies, and supernatural horror. Players take the roles of characters who are trying to uncover the truth, foil horrific plots, or simply get away with their lives. They may even be recruited to help one of the secret societies fighting to save mankind. Can you trust them? Can you trust anyone? Can you even trust each other?


• Richly detailed game world full of government cover-ups, conspiracies, and secret societies
• 5 minute (or less) flexible character creation
• Easy to learn game mechanics
• Example creatures covering ghosts, demons, brain-sucking aliens and lactose-intolerant flesh-eating amoebas just to name a few
• 2 complete adventures and 4 example characters

Don’t Look Back is a pen and paper tabletop role-playing game for two or more players. It is set in a world of supernatural and paranormal horror riddled with conspiracies and secret organizations. This edition of the game is powered by Lester Smith’s D6xD6 game mechanics and is fully compatible with other D6xD6 settings and adventures.

Don’t Look Back 3rd Edition contains everything you need to play in this dark modern world of aliens, monsters, and conspiracies (except a couple regular six-sided dice).

$19.95 PDF; $39.95 Hardcover
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Starship Infernum
Robert A. Turk

Starship Infernum is a sci-fi themed, survival-horror role-playing game for three or more people.

Almost no preparation is required to run this game, and the rules are easy enough to just pick up and play. All you need are two decks of regular playing cards, pencils and paper, a handful of tokens, and some friends who enjoy being put to the test.

Infinitely replayable, your ship and the crises it faces are different every single time. Featuring a simple Blackjack-based rules system, five-minute character creation, a multitude of aliens and obstacles, and a unique death mechanic that means nobody is ever completely out of the game. Also included are six quick-start scenarios and eight pre-gen characters to launch your team immediately into action.

Starship Infernum is easy to play and easy to run, but are you brave enough to face these horrors? Are you strong enough to actually survive?

Please Note: The interior illustrations are black and white. We have selected "Hardcover Color" as the print on demand option so that the book is printed on better paper and will hold up to repeated use. 

$7.49 PDF; $24.99 Hardcover
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Archives of the Sky
Aaron A. Reed

A million years from now, humanity has spread across the galaxy and taken countless forms. Vast empires have come and gone like waves against an unimaginable shore. But some strange voyagers chose to remain outside the churn of civilizations, pursuing a greater purpose. When a new force comes to the galaxy, will these eternal wanderers remain who they are--or, at long last, change?

Archives of the Sky is a tabletop storytelling game with an epic sci-fi backdrop and a focus on very human stories. No gamemaster or advanced preparation is required. You and some friends will collaboratively create a great House, a group of interstellar wanderers with a set of inviolable core beliefs--and then, like any good storytellers, devise a conflict that pits those beliefs against each other. 

Game Features:

  • Epic sci-fi stories on a grand scale, in a galaxy you create at the table
  • 3-6 players collaborate to create Episodes of around four hours each
  • GM-less, story-focused rules in the tradition of games like Microscope, Downfall, and Fiasco
  • Create a deck of words from your favorite sci-fi novels, and draw from it when you need inspiration or a random outcome (or use a sample list of 800 juicy words if you don't have a stack of books handy!)
  • Play meta-roles like the Epic and the Intimate in addition to your character, focused on making the story breathtaking and huge in scope, or keeping it grounded in sensory details and emotion
  • Use tokens to threaten Values that connect to the developing plot, eventually positioning two Values within a Dilemma that puts them into conflict
  • Supports one-off or campaign play
  • ENnie award-winner!

The 103-page rulebook (full color throughout) includes the complete rules plus a collection of useful bonus material.

$7.50 PDF; $24.95 Hardcover
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Get Funky
Marcus Burggraf


It’s the hot and steamy, larger than life 70s in a big city somewhere in crime riddled America. You are not quite heroes and not quite bad guys, connected by blood or neighborhood. You have a calling or a job to do, something to make right against all odds and at all costs. The Man is out to get you and your enemies are numerous, ruthless and got Kung Fu. All you got is your wits, skill and the friends by your side. Failure is not an option. It is time to get funky or get dead!

What do you need to play?

A few friends to play with, one of you will be a player that takes the mantle of Funk Master and runs the game for you, the others are players and will create some cats to cruise around in the city. Every one of you needs a few six sided dice (d6), best are three. A piece of paper to write up your character (or one of the character sheets from the back) and of course a pen to take down notes. Funky music is a must have, afro and bell-bottomed trousers are optional. And this PDF.

Create your character based on the five core attributes Buff, Foxy, Groove, Soul and Wit. Select a Career to get a starting trait from a dozen available, including:

  • BAD MOFO Always being the meanest cat in your hood has advantages.
  • COP You protect and serve your community with passion and integrity.
  • HOT STUFF You always breezed by on your looks and demeanour alone.
  • MARTIAL ARTS MASTER You train in the finest and deadliest of martial arts.
  • PREACHER You are the inspiring voice of the Lord for your flock.
  • WAR VETERAN They turned you into a killing machine and now you are home.
  • and more...

Select the Thing, an archetype defining what you are really good at for an additional trait.

$2.24 PDF
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Neoclassical Geek Revival Dyson Logos Edition
Zzarchov Kowolski

Neoclassical Geek Revival (NGR) is a take on classic RPGs to the extent that none of the original mechanics survive. This version is illustrated by Dyson Logos. Other versions by select artists will soon be available.

$10.50 PDF; $19.97 Hardcover
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Uncanny Echo Anthology: Supernatural Urban Fiction Roleplaying
Fraser Simons

Uncanny Echo is a tabletop roleplaying game which has altered the Powered by the Apocalypse engine, creating a new way to collaboratively author supernatural urban fiction. 

It is comprised of 10 full Powered by the Apocalypse games called issues. Each utilizes a stripped down ruleset that gets you to the table with little to no prep time, utilizing mechanics like keys from Lady Blackbird and clocks from The Sprawl and Blades in the Dark to do so.

Each of these games is built to be a focused experience intended to be a one-shot or fiction that connects each session with the next emergently, creating a meta-narrative through this connective tissue. Giving it a choose-your-own-adventure quality. 

These games leverage a uniform game engine to highlight how each intersects while displaying the customizations that make the particular game distinct from the rest; crafting a unique mechanical framework, experience, and game system for each. 

The 10 issues included are:

  • The Heist: Bank robbers who break into a bank that holds something uncanny inside.
  • Suburbia: Neighbors in a cul-de-sac uncover something strange and band together to get to the bottom of it.
  • Takers: Individuals with unique gifts that let them erase and consume all evidence of the uncanny.
  • Restless: Strange events in an old folk home lead to residents investigating the disappearance of one of their own.
  • Present: Ambulance drivers witness the uncanny as they experience the longest night of their lives.
  • Faith: The last of a secret order of priests that deal with ghosts, demons, and all manner of entities have their faith challenged while solving a mystery.
  • Bargains: Musicians who struck a bargain with the devil now pool their collective knowledge to get their souls back.
  • Fractured: People who were ripped from their place in time and history after experiencing an uncanny event struggle to reverse their fate.
  • Fabrication: Part Imagineers, part couriers—Fabricators are tasked with altering the environment of a location at the behest of their employers.
  • Lies: A modern noir scenario that has the players inhabit one high school kid whose friend has gone missing, causing them to re-enter a dangerous underworld.
$14.99 PDF; $39.99 Hardcover
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Delve - Second Edition

Welcome to Delve

You awaken on a beach surrounded by the debris from a wrecked ship, you are not alone as others seem to be also awakening from their ordeal. You had no time to pack and all you have is what is in your pockets or what you can find amongst the wreckage. This begins your adventures on the island of Cragbarren.

Delve is a fantasy RPG of discovery and adventure, you are on a lost island with no way to leave. The island is filled with dungeons, ruined cities, old caves, mad mages and monsters, with a lot of opportunity for an awesome GM to create their own.

This book has everything you need to play:

Both quick and advanced Character Creation.
Rules for lighting and fighting your way across Cragbarren
The town of Wreck Haven
The City of Stench
Gear and Equipment including crafting rules.
Magic spells
And much more.

So grab a sword and some friends and go seek your fortune or just some adventure on the island of Cragbarren.

$7.50 PDF; $24.99 Hardcover
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Solar Blades & Cosmic Spells
Diogo Nogueira

Solar Blades & Cosmic Spells

The universe is in collapse, as planets and systems struggle for freedom under the rule of sinister despots. Against the malevolent sorcery of the Overlords stand the few remaining bearers of the legendary Solar Blades.

What will you do when the forces of the Void close in?

Solar Blades & Cosmic Spells is a rules light, Star & Sorcery Role Playing Game with an Old School spirit. This is a complete Role Playing Game, inspired by the Old School Renaissance, the Pulp Literature and the many Science Fantasy stories brought to us by movies, comics and games. Based on the Sharp Swords & Sinister Spells RPG, this game system provides players and Overlords (that's how we call the GM in this game) a set of flexible and streamlined rules, as well as an array of tools to make gameplay fast and fun, allowing them to have exciting adventures with solar blades and cosmic spells!

What is in the book?

Although the book has more than 450 pages, it’s filled with hundreds and hundreds of illustrations, tables to generate all sorts of game elementos (from items, NPCs, monsters to an entire galaxy). The rules themselves occupy less than 150 pages (including examples and lots of other helpful things). The game also comes with a ready to play adventure, full os possible endings and with great hooks for future game play!

So grab a few dice, call your friends and get ready for a life of adventure with Solar Blades & Cosmic Spells!

$11.24 PDF; $34.99 Hardcover
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Kill Sector Core Rulebook
Noah Eadie, Tyson John Thatcher II







Kill Sector - a deadly sci-fi gladiatorial tabletop roleplay experience. It’s designed to fit around your schedule, not the other way around. Build truly unique characters in your own vision with our chunky, intuitive point-buy system, then use our bare-knuckle, breakneck combat system to take down hordes of enemies in brutal gauntlets.

  • Hundreds of interchangeable character options to suit any playstyle and aesthetic - if you can think it, you can be it

  • Flexible and simple combat system - rules never get in the way of narrative

  • Play the game with minimal resources - gather dice, paper, pencils, and you're ready to go

  • Challenge your friends as the Gauntlet Master - test their mettle with handcrafted enemies and hazards

  • Make whatever your heart desires in a limitless universe of endless possibilities


$10.00 PDF
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Comrades: A Revolutionary RPG
W.M. Akers

"Playing Comrades was a good reminder of what really matters…. If you too dream of a day when there are no more billionaires, then playing this game can help you keep your eyes on the prize." —Gita Jackson, Kotaku

Comrades is a tabletop RPG about life in the revolutionary underground. Based on the Apocalypse World engine, 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. 

Designed by the author of the bestselling Deadball: Baseball With Dice, Comrades uses simple rules to tell complex stories full of hope, deceit, danger, and betrayal. Taught quickly and run easily, even by novice GMs, Comrades is as fast and dirty as revolution itself. 

This 162 page rulebook is available in PDF, softcover, and gorgeous premium hardcover. It includes:

  • Ten playbooks embodying different revolutionary archetypes, including the Demagogue, the Mystic, the Artist, and the Brute
  • A guide to the game’s core rules, which keep the action hurtling along at a breakneck pace
  • Instructions for teaching the game and running the first session
  • A guide to GMing Comrades and making your revolution come alive with minimal between-session prep
  • A complete campaign setting, "Khresht: 1915," that will allow you to start playing immediately
  • Countless examples of play

Your revolution is at hand. It’s time to join the party.

A Note About Content: Like most RPGs, Comrades deals with violence, murder, and mayhem. However, because a campaign of Comrades takes place in a world not far from our own, the rulebook advises players to treat deadly encounters with the seriousness and respect that they deserve. This game does not advocate for political violence, and is instead designed to help players explore the limitations of the use of force for political ends. The GM is told to, "be unsparing about the ugliness and pain that comes with your party’s march to power," and reminded that, "murder may be effective, but that doesn’t make it right."

$11.25 PDF; $25.00 Hardcover
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John Carter of Mars Core Rulebook

"My attention was quickly riveted by a large red star close to the distant horizon. As I gazed upon it I felt a spell of overpowering fascination—it was Mars, the god of war, and for me, the fighting man, it had always held the power of irresistible enchantment. As I gazed at it on that far-gone night it seemed to call across the unthinkable void, to lure me to it…" 

Edgar Rice Burrough’s John Carter of Mars: Adventures on the Dying World of Barsoom transports you to the Red Planet of Barsoom, an arid, dying land of ancient civilizations and fearsome creatures. Begin your adventures of romance and heroism using a pulp-action inspired variant of the 2d20 System. Take on the role of heroes as you travel, battle, and romance your way across the wondrous and dangerous world of Barsoom. Play as John Carter, Princess Dejah Thoris, the fearsome Thark warrior Tars Tarkas – or create your own heroes from an exciting variety of options. 

  • An overview of Barsoom and its peoples, perfect to introduce new players to the wondrous world of John Carter of Mars.
  • Detailed chapters on Barsoomian technology, creatures and cultures.
  • A new talent focused, narrative variation of the 2d20 System including a step-by-step character generation system designed to create heroes from a variety of backgrounds and concepts.
  • Create a wide variety of characters such as a Dashing Red Martian Duelist, a Brilliant First Born Scientist, a Savage Beastmaster, a Courageous Airship Officer, even Earthborn characters, so players can follow in the bounding footsteps of John Carter himself!
  • A detailed narrator's section filled with information on how to run genre-and-setting appropriate campaigns, including information about the great and terrible secrets of Barsoom.
  • Three eras of play based on the adventures of John Carter himself. Adventure during the Dotar Sojat era, or adventure during the time where Carter became a Prince of Helium and in the years after when he was believed dead, or fight alongside Carter and his allies during the later Jeddak of Jeddaks era.
  • An introductory adventure, the Mind Merchants of Mars, to get players and narrators started on their adventures and immersed in the world of Barsoom
$19.99 PDF
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DARK PLACES & DEMOGORGONS - The Cryptid Manual - An OSR Bestiary
Jodie Brandt, Eric Bloat, Josh Palmer

"Do you believe in creatures like Bigfoot, The Mothman, The Jersey Devil, The Pope Lick Monster, Chupacabra, Gremlins & Lake Monsters? Well you should! These things are real. They are out there, just beyond the shadows, stalking the unsuspecting. Awaiting the perfect time to strike! Don’t believe me? Then maybe you should check out the Dark Places & Demogorgons Cryptid Manual. It’s based on a stolen, partially redacted and notated Federal file and case book that is splattered all throughout with real blood stains.  Still not enough? Please kid, I implore you to keep reading below. The knowledge contained in this creepy file, may just save your life!"

The Cryptid Manual is Bloat Games first exclusively Bestiary/Monster Manual type of product.  However, instead of using the same monsters that find their ways into most Bestiaries, for the Cryptid Manual, Bloat Games focused on highlighting the creatures of Cryptozoology from all around the world.  If you’ve ever wanted to run your players against a Big Foot, a Lake Monster, The Mothman or Jersey Devil, then this supplement will be a must have.  While the Cryptid Manual was created for Dark Places & Demogorgon it can easily be used with any OSR game, with very little conversion needed by the DM.  

More info on Dark Places & Demogorgons:

In Dark Places & Demogorgons, you play as high school students during the early 1980s. The town you live in has had a rash of disappearances and strange happenings. The adults seem lost as what to do, the police are as clueless as ever and aren’t helping and Reverend Phillips is on another witch-hunt. It’s up to you and your friends to figure out what’s going on and stop it from happening again! 

$15.74 PDF; $29.99 Hardcover
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John Dodd

Peace after a century of War, we began to rebuild the world and looked to the stars to see our destiny.

We could not have imagined that the stars looked back at us.

The invasion came swift and without mercy.  They saw only a world broken by endless conflict, but they reckoned without the Chosen of Alenis.

Unbowed, Unbroken, Undefeated, now the Chosen must fight again, they must discover the world that was lost to them, for this is their time, this is their Quest.

$12.38 PDF; $30.96 Hardcover
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Jason Noone, Ryan MacKenzie, Mitchell Leadley, David Dille

Warweave is a tabletop RPG system and world focused on allowing players to create a diverse and competent cast of characters. Creativity and homebrew is encouraged to survive in a world of magic, vast oceans, and budding industrialization. Set sail on an adventure in a world where magic is woven into the very fabric of reality. Featuring simple but robust Encounter and Skill systems, there should be something for every player to enjoy. Wield the incredible power of fire! Wrestle like a professional! Captain your own vessel! Summon an incredibly distracting army of chickens! And if none of the above interests you, the system encourages you to add your own ideas to it. In Warweave, the only limits are your wildest dreams.

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Jason Ketcherside, Kevin Gibson, William Shaw, Daniel Lowery

Schism is a fantasy-themed tabletop role-playing game that allows its players to take on the role of a powerful warrior, a mystical wizard, a creative mechanic, and many other fantastic characters. Explore the world of Xilo, a far-off planet recently torn asunder by the war between technology-users and spell-casters. Will you and your allies find fame and fortune as celebrated adventurers, or will your journey be cut short by the dangers that lurk on the fringes of the planet’s newly-forged peace?

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CATaclysm: The Roleplaying Game Core Rulebook
Brent Logan

Da humanz iz ded. No moar fud for us. No moar scratchez for us. No moar protecshun frum teh outsides for us. We haz taken teh earth...

Catain Galileo Furwhisker.

Defend the realm of cats from the evil rat hordes and cruel toads that threaten their world. The time of humans has passed and our beloved feline friends have inherited the earth. They roam the land searching for ancient human relics and Meowgic. Choose your cat. Choose your weapon. And fight for honour, glory, and your ball of yarn.

CATaclysm places the world in the capable paws of our favourite furballs in this easy to learn tabletop roleplaying game. Akinji Entertainment brings a game that is sure to be enjoyed by both cat lovers and roleplaying enthusiasts alike. CATaclysm is purrfect for players of all levels, and whether you are new to RPGs or a seasoned veteran, you will enjoy the witty play and the fresh take on dice-adventure games. Using a simple no fuss mechanic, CATaclysm uses a streamlined ruleset that can be learned and played within a short amount of time. This game makes use of a brand new RPG system that uses a single ten-sided die in conjunction with a cutting-edge new life-management system. Whether you are coughing up fireballs or swinging your cat-o-nine-tails, you will love this fun and action-oriented RPG.

The PDF version comes with a fully-bookmarked copy of the Core Rulebook, which includes everything you need to start your epic CATaclysm campaign with your clowder. The Core Rulebook also includes a sample scenario "The Despot of Dark Pond" to get you right into the action.

What you will need:

-At least one ten-sided die

-CATaclysm Character Sheets (coming soon)

$11.99 PDF
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Taylor Smith

It’s dungeons all the way down. You travel deeper and deeper into a labyrinth of chambers, monsters, and loot, clinging to some final goal — maybe a climactic showdown with big baddie, maybe it’s escape. You fight your way through, use the items you get along the way, and run when it gets too tough, all so you can do it over again. Welcome to Fight/Item/Run.

Written by Taylor Smith and published by Whimsy Machine Media, Fight/Item/Run is Powered by the Apocalypse with specific aid from Simple World from Buried Without Ceremony. It is additionally inspired by old school dungeon crawler and fantasy RPG video games. 

$3.74 PDF
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12 Days: A Game of the Epiphany
Rose Bailey

One Silent Night

...a new star appears in the sky.

Your divination tells you it heralds the end of the age of sorcerers and kings; that, if unchecked, the child whose birth it announces will unite the world as Their kingdom.

You have only a dozen days and as many nights to journey across dangerous lands and haunted deserts, to follow the star to the Savior’s cradle…

…then perhaps only moments to decide how you will shape Their future.


Hi, I'm Rose, and this year I thought I'd produce a holiday special. It's not pious, satiric, or saccharine -- it comes straight from my heart.

12 Days is a storytelling game based on the way my family commemorates the 12 days of Christmas -- the time leading from the birth of the Savior to the Feast of the Epiphany.

We've played these out for generations, and they always involved moving little statues of the magi, then taking on their roles and meeting wicked King Herod (usually played by my grandfather) and then the infant Savior (played by my youngest sibling or cousin).

12 Days reenvisions these pageants through a looser mythological lens. You'll journey from the East to Bethlehem, as is traditional, but also encounter bands of thieves, Dead King Gilgamesh, Lilith the Outcast, and a Herod who might be redeemed.

The rules are simple: build a dice pool of help and risks, roll against your Power and Glory stats, and check dice matches for success, dooms, and creeping doubts. Bring your gifts to the newborn ruler... or sacrifice them along the way to help people in need.

Each day brings new people and new trials, and leads you toward your own Epiphany... which may or may not be the one we know!

Good Journey!

$5.99 PDF
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Tao Chi (Fantasy Martial Arts RPG)
J. David Chrisman

Enter the Middle Kingdom - a country flowing with Chi, the vital essence of the Cosmos. Travel this adventurous land as you seek the Golden Elixir of Immortality. Only the most worthy Eternals will ascend to the Immortal Dragon. Do you have what it takes? Venture into the world of Tao Chi and find out!

$4.95 PDF
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Baker Street Irregulars Mini RPG
One Thousand Monkeys

The Baker Street Irregulars were a group of children who were engaged by Sherlock Holmes to be his ears on the street. He often employed them to gather information or find clues to help him solve his many famous cases.

 You are a member of the irregulars and can choose one of the 5 pre-generated characters available. As a character, you cannot die but you can be caught, arrested or chased by the Police or the various thugs and criminals you become entangled with during your escapades for the great consulting detective. 

$1.50 PDF
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Tales of Adventure: Lore Keepers Guide

Enter a simpler world where a handful of six-siders and a few pages of rules are all you need to take your characters on fantastic adventures.  Using six-sided dice and simple, straight forward rules, Tales of Adventure: Lore Keepers Guide gives you everything you need to take your heroes on incredible adventures.  The book takes you step-by-step through everything from getting ready to play to awarding experience, including:
Preparing to play;
Resolving Actions;
Combat and more!
The game is easy to learn and play, fun, exciting and keeps the creative and fantastic from becoming boring and mundane.  The action mechanic determines multiple levels of success with a single dice roll, including combat and damage, and detrimental effect, such as fatigue or falling.  And the same mechanics can be used to find shelter from a storm or sneak by an enemy camp.  If you are looking for a simple, fun and exciting game, with lots of room for creativity, imagination and campaign possibilities, this is it.  There will also be Players Packs, adventures, supplements, and more!  Enter new realms of fantastic adventure with Tales of Adventure.

$3.71 PDF
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Waystation Deimos
Kyle Willey

Three weeks ago, there were twenty-five thousand souls living in the habitats strewn across Deimos' surface and laced throughout its interior.

Today there are five hundred.

Waystation Deimos is a roleplaying game based on Rowan, Rook, and Decard's Resistance toolbox. It's a fast and brutal game of transhumans surviving on Deimos after an unknown contagion leads to the death of most of its inhabitants.

Using a simple D6 dice pool system with a novel success mechanic, build characters that are flexible and tied to their universe, and try to survive, or at least die well.

Proudly Sparked by the Resistance Toolbox

System: Modified Resistance Toolbox

Type: Stand-alone game (one-shot)

Genre: Transhuman, survival horror

Mechanics: Light. Dice-pool taking the single best result. Death spiral.

Intended Players: Game Master + 1-4 players.

Supplies needed: ~5 six-sided dice, character sheets.

Setup time: 15-30 minutes

Session time: 2-3 hours

License: CC-BY 4.0

Included Bonuses: Form-fillable character sheets, regular character sheets.

Last Updated: December 17, 2018

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"Lost Dice" - a narrative RPG for all settings
Aleksandar "Earin Shaad" Petrovic

"LOST DICE" is a new narrative RPG system created by True Mask Games!
It is a freeform rulesystem designed to be used with many different settings, from dark and gritty survival to high magical fantasy and even sci – fi games.

Lost Dice is based upon two core principles: narrative gameplay and risk management. The rules are centered around a slightly unusual dice-pool mechanic, using everything from a D4 to a D12. Every single roll is narrative and supported by story decisions and descriptions. The players choose which two of their attributes they will combine to make an attempt and determine how and why those two attributes will play into the scene.

Players then decide how many dice (and which dice!) they want to roll for each attribute. The more dice they roll, the higher the chance of success. But careful: every die rolled has the chance of being "lost"...and when all the dice are gone a character will suffer the consequences!

These rules give narrative freedom while also allowing - especially for the more more mathematically and tactically inclined players - to influence the success chances of their actions and how much their characters are willing to risk for victory.

“Lost Dice” is designed to be easily adaptable so that every group can add more complexity to the rules or even strip it down until only the very core of the game remains!
In this document you will find some suggested Additional Rules that every group can choose to implement. We have also included a chapter advising you how to best utilize and adapt the gamesystem to different types of settings.

$1.46 PDF
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Conan: Horrors of the Hyborian Age
Jason Durall, Jay Little, Rachael Cruz, Benn Graybeaton, Chris Lites, Vincent Darlage, Nathan Dowdell, Mark Carroll, Richard August

"The book succeeds in presenting an entourage of monsters and creatures from a range that is as broad as possible ... you will need Horrors of the Hyborian Age if you are gaming on Robert E. Howard's Conan and you design your own adventures." - RPG.net Review


Horrors of the Hyborian Age is the definitive guide to the monstrous creatures inhabiting the dark tombs, ruined cities, forgotten grottos, dense jungles, and sinister forests of Conan’s world. This collection of beasts, monsters, undead, weird races, and mutants are ready to pit their savagery against the swords and bravery of the heroes of the Hyborian Age. 

Drawn from the pages of Robert E. Howard’s Conan stories, this roster also includes creatures and alien horrors from H.P. Lovecraft ’s Cthulhu Mythos, to which Howard inextricably bound his Hyborian Age. Other entries are original, chosen carefully to reflect the tone and dangers of Conan's world.

  • A variety of natural creatures, such as wild animals, dinosaurs, and living plant horrors.
  • Elementals, golems, sapient magic circles, and other beings created with deep sorcery.
  • Classic monsters presented with a Howardian flair, such as the siren, vampire, lamia, and mummy.
  • Lovecraftian menaces such as Old Ones, colors from the Outer Dark, dimensional shamblers, shoggoths, and the abominable Tcho-Tcho.
  • The monstrous off spring of the serpent god Set: giant serpents, the children of Yig, and the serpent-folk.
  • New creature qualities and abilities, rules for creating mutations and chimerical horrors, and guidance for handling monsters and creatures in your Conan games.
  • New Beast and Beast Master archetypes and backgrounds, and expanded rules for the Animal Handling skill.
  • Stunning art produced by new and renowned Conan artists.
  • Developed with leading Conan scholars, the creatures here haunt the recesses of the Hyborian world, a menace to the weak as well as the powerful.

This book requires the Robert E. Howard’s Conan: Adventures in an Age Undreamed Of corebook to use.



$14.99 PDF
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Iron Edda Accelerated
Tracy Barnett

Power. Cost. Sacrifice.

Iron Edda Accelerated is a game of brave warriors fighting to keep their homes, lives, and freedom. It is a game of magic and intrigue. It is the story of ordinary people who fight alongside the towering skeletons of long-dead giants. It is the story of those who embrace an unknown afterlife to bond themselves to those giant bones. It is the story of those who cling to tradition and to the power that their roles in society gives them, even though all crumbles around them. It is the story of a world irrevocably changed. It is the story of Ragnarok, Fimbulwinter, the end of time itself.

If there is to be a future at all, it will be because of you and what you do. Ultimately, this world is your world. Fate is designed for the players to have an impact on the world around them. Iron Edda Accelerated is no different. You and the people around you will shape the future, for your holdfast and the world at large.

Warrior, thrall, seer, Jarl... All have the chance to feat in Valhalla. All could dine with the fallen in Hel. Your fate is yours to decide. 

Iron Edda Accelerated is a Fate Accelerated RPG designed to be played by 2-6 players. 

$11.21 PDF; $34.95 Hardcover
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Merry Murder Elves
N.C. Patterson

It’s Christmas Eve, but something is terribly wrong. The elves have gone mad with bloodlust, the reindeer are rabid, the gingerbread houses have been burnt to a crisp with the families inside, but Santa still must deliver presents by Christmas morning.

Can you help Santa and his Wife navigate through his house, workshop, and stables—and kill off the murderous elves and reindeer—in order to reach the sleigh and deliver the presents before Christmas morning?


Murder Elves is a Roll+Write Role-Playing Game of Christmas mayhem for a solo player. That means you don’t need a Game Master. This system uses a single D12 for all rolls and is based upon a simplified version of the Micro RPG system created by Noah Patterson for such games as The Dark West, Radio Mystery RPG, and Barbarians of the Gothic Waste. This new system is called the MicroD12 system and it is specifically designed for solo play.

This introductory edition of the game, featuring premade characters and premade maps, will show basic concepts and mechanics that will appear in the future rulebooks and adventures utilizing this system. Future books will include various game genres and settings that have become popular with gamers in recent and past years.

$0.50 PDF
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Last Christmas
Grant Howitt

You're a time-travelling ghost, you killed Ebenezer Scrooge by mistake, and now the apocalypse is knocking at your door. Will this be the LAST CHRISTMAS? Take control of the three ghosts of Christmas (Past, Present, Yet To Come) and the phantom Jacob Marley as you skip back and forth through the timelines to fix your mistake. After accidentally giving Scrooge a fatal heart attack, you awake to find that the world has ended. Can you visit Christmas Past and undo whatever it was you did, or will this be the LAST CHRISTMAS? A one-page RPG with incomplete rules for time-travel.

$1.00 PDF
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Grant Howitt

Following the collapse of British society after a disastrous Brexit, law enforcement has been forced to use unusual methods to keep the peace. Taking advantage of the extensive tram networks in the UK, police officers can now jack their powered armour suits directly into moving trams to ensure that they can fight crime wherever they need to - as long as it's within six feet of a tram. This ground-breaking one-page RPG and bleak vision of the future also contains OPERATION: CHRISTMAS, which sees illumination zealots from Blackpool descend upon Eastbourne and attempt to steal their Christmas lights.

$1.00 PDF
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Hobie Hill, Ralph Clark


30 Ready-to-Play Dice Games for your Tabletop Role-Playing Campaigns

Dungeon Masters and Players alike have all met role-players who want to gamble in a tavern, haggle with a hag, or just pass the time during a long caravan ride.

Finally, here’s a game supplement that lets you do just that! The perfect accessory for tabletop role-playing games: dice games your RPers can play DURING your campaign!

These games can be adapted for any role-playing game; all you need is a standard set of gaming dice and a little of your imagination.


$11.25 PDF; $30.00 Hardcover
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The Other Side Core Rulebook

The Other Side

The year is 1906. A tyrannical organization known as the Guild is keeping the world under its thumb and has been for nearly a century. The undercurrent of dissent and rebellion among the nations of Earth grows closer to the tipping point with each passing day. Just as tensions reach their height, dimensional portals open in the skies above London, destroying the city and seeding its ruins with horrendous creatures pulled from the nightmarish world of Malifaux.

It is time to take up arms and fight to save (or conquer) the world! Command squads of troops, twisted monsters, and giant robots as you struggle to claim the battlefields of Earth for your own.

- - -

The Other Side is a fast-paced tabletop wargame about Allegiances doing battle across the Earth in a fight for supremacy and survival. Players choose their Allegiances and assemble forces composed of 32mm preassembled miniatures to create a unique game experience each time they play.

Conflict is resolved using a deck of cards. Players can Cheat Fate by replacing a flipped card with one from their hand, directly altering their chance for success on the battlefield. Tactics Tokens provide an additional element of resource management, giving players unparalleled control over their own destinies.

The rules are streamlined and easy to learn, allowing for intuitive and cinematic gameplay. Whether you want to have a small battle featuring two Commanders facing off or a massive confrontation featuring multiple Commanders on both sides, The Other Side is sure to deliver an exciting, strategic game experience every time you play.

$35.00 PDF
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Hungry Cities
Côme Martin

Hungry Cities is my mini-RPG for December 2018.

It's a GMless game for 1 to 6 players in which players take either the part of Travelers wandering through a mysterious City or the part of a City which wants to keep the Travelers within its walls.

It's a tale of strange urban exploration which can be played solo or with several players.

$1.00 PDF
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Journeymen 3rd Edition

Journeymen is a simple tabletop RPG that utilizes 2d12 to resolve all rolls.  It is designed to be played with 2-4 players within a single party.  The rules are meant to allow anyone, veterans and newcomers alike, to dive into the action even if they've never played a tabletop RPG before.

You take on the role of a Journeymen, an individual with the power to utilize a mystical power known as "Taboo" in order to defend your home from horrid monstrosities known as "Cryptids."  Do you have what it takes to defeat the Cryptids and the ones pulling the strings or will you become their next victim?

$5.00 PDF
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Beyonder: The Science of the Six
Jordan Campbell, Simon McEntire

This book contains rules for the tabletop RPG, Beyonder.  It also includes a history of the Tamarran Continent, where game play takes place, in-depth descriptions of three places in the world; the city of Tarnath, Naldrin City, and the Region of Jowea.

There are two methods for creating a new PC in this book.  The first is Make-Your-Character-with-an-Adventure (MYCA), where you play a short adventure, make choices, and end up with a custom-made character just to your liking.  The second is the crunchy version where you get to make detailed choices about your PCs stats.

Also includes almost 500 Energetic "Powers", which are the supernatural abilities that allow your PC to shape the world and bend it to your will.

Finally, the book has full-page color illustrations for each of the Ten Races, the playable races in our game.

$18.00 PDF
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Hot Circle RPG
Casper Dudarec

Hot Circle RPG is a spark (fan hack) flung from the Burning Wheel by Luke Crane. It attempts to miniaturise and abstract the intricate technology that powers the Burning Wheel to a minimum derivative game.

It's a self contained hack that replaces things that involve long lists in Burning Wheel (traits, skills, lifepaths) with freeform descriptors in the style of Over the Edge, Fate, etc. From this base the framework is extended with compromises (replacing scripted conflicts), conditions, ability tests (using lifepaths to generate circles, wises, resources, and deeds aka flashbacks), and a modified artha cycle (coupled to advancement and compel interactions).

Hot Circle RPG v0.2 is an alpha playtest document. The framework should be sound but the numbers may be off. It is designed in an easily printable zine format and is free to use.

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Infected: First Edition
Claire Redfield, Whitewings, Djehuty3, Eled The WormTamer, E.T. Smith, Thayan, Rafotron, CLAVDIVS, Dragonlover, Harrowed, Levi Kornelsen, Arbane The Terrible, Cerulean Lion, Potted Plant, Valtiel, Padraic Duggan

Infected is a game about an Apocalypse - one that appears to be a zombie apocalypse at first, but which develops along far stranger and more eldritch lines as time goes on.

The rules, based on the Schema engine, are built for an action game, which includes fighting, but also includes running, dodging, holding shut doors against the dead, and so on. There are zombies. There's eldritch things. There's sorcery. And there's some moderately mad science.

In addition to the rules, character sheets, and so on, some of the fiction of the setting is given here as three seperate short books, each of which is a codified section of an RPGnet "riff" thread from which the game was born.

This project was previously under development as the Infected Living Archive; now that it's reached a release-worthy state, it's been re-listed. Updates for errata and general improvements may be possible in future as needed, but the base game here is complete.

$1.00 PDF
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Modos 2, Deluxe Edition
Michael Terlisner

Within these pages are all the tools you need to play a one-shot dungeon crawl, a high-drama modern vampire romance, or a galaxy-spanning epic with both magic and technology.  That's because the chief designer of the game is you!

Before you start customizing, Modos 2 is a lean rule-set that puts emphasis on narrative over procedure.  One player guides the game, while the others help the guide and work together (or against each other!) to create a fun, unique story.  Five rules modules are presented to meet your basic RPG needs.

But there's no need to stop at the basic modules.  Customize character elements, redesign lists, remove rules modules and add your own into the Rules Catalog to create a game that's as fanciful or as sophisticated as your group desires.

This book includes the rules discussion, five demo lists, three demo modules, the five-module rules catalog, and a sample character sheet to get you started on an endless journey.  Happy gaming!

$7.49 PDF
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Obscure Adventures - Fold 'n Play OSR
Ricardo Esteves

Obscure Adventures is a quickstart lite OSR game, made to introduce people to the hobby. It contains all the needed rules for combat, creating characters and dealing with threats in a single foldable sheet of paper.

The main goals were:

  1. Easy to learn mechanics
  2. Random tables to quickstart the game
  3. Classless for no optimization and analysis paralysis
  4. Character development and progression, easy to pick
  5. Easy to be referenced in a single-sheet
  6. OSR compatible
$1.00 PDF
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Suzerain Legends: Core
Aaron Bandstra, Ruben Rivera Jr., Craig Leibowitz, Howard Brandon, Aaron Stockser, MMK, James Olexa

   The stakes have never been higher. A cosmic force like nothing ever seen is assaulting the universe. Play as one of the Awakened, a superhero who’s the last line of defense for existence itself. Whatever realm you come from: fantasy, sci-fi, horror, western… they’re all getting attacked.

The Tempest has awakened.

So have new heroes.

   Clandestine agents hunt you. Be the agent who hunts back.

   Sneak behind enemy lines and engage in guerilla war as an elite strike force.

   Gather your troops and face the enemy in full, open warfare across multiple realms.

$4.99 PDF
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Gears of Defiance
Alan Bahr, Ryan Schoon, Stephanie Bryant, Rob Abrazado, Sen Foong-Lim, Daniel DeLisle, Dan Wells


Gears of Defiance is a narrative roleplaying game that explores themes of oppression, resistance, and the bonds of family. Players step into the shoes of second-class Imperial citizens, members of a tyrannical society with limited rights and stripped of privilege. Together they must rely on each-other as they figure out their place in the growing resistance against a powerful Empire, and decide what lines they’re willing to cross for a chance at a better future.

  • Create narrative-defined characters by answering a few questions
  • Collaborate to create the oppressive Empire, the Family that still resists, and a customized setting that is completely unique for your game.
  • Undermine the Empire through peaceful resistance, subtlety and intrigue, or actively on the resistance's front lies
  • Tract your character's mutable moral and political standing with The Alignment Matrix. 
  • Rules for one-shots, short-term games, and long campaigns
  • Includes six premade settings by top industry talents for instand plug-and-lay!
  • 3 Maps you can print out to define and manage your city!

And more!

$7.49 PDF; $24.99 Hardcover
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In The Light Of A Ghost Star
Nate Treme

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.

Files include the main pdf, the main pdf in spread format for easier tablet viewing, a character sheet pdf that includes the game rules on the back, and an 11x17 pdf of the sample adventure hex map.

Print version is available from Highland Paranormal Society

$3.00 PDF
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Highway Holocaust
Joe Dever

The first choose-your-own-adventure-gamebook in Joe Dever’s post apocalyptic series.America 2033 AD.

Eight years ago the terrorist agents of H.A.V.O.C. triggered a nuclear nightmare that devastated the northern hemisphere, its radioactive aftermath claiming all but a few lucky survivors. Patiently, in scattered colonies deep underground, these survivors have been waiting for the earth to heal itself, waiting for the day when they could walk once more upon the surface of their shattered world.

That day has come …but the real battle for survival has only just begun! Highway Holocaust. You are Cal Phoenix, the Freeway Warrior, champion and protector of Dallas Colony One. A murderous gang of H.A.V.O.C. clansmen, led by the psychotic Mad Dog Michigan, are hell bent on destroying your fragile colony as it crosses the wastelands of Texas on the first stage of its life-or-death exodus to the California coast. These bike-riding clansmen are a formidable enemy: armed, cunning, and extremely dangerous, capable of launching a lightning raid at any time, day or night. You will need all your wits about you if you are to defend your people and reach your destination intact!

$7.49 PDF
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Slaughter Mountain Run
Joe Dever

The second choose-your-own-adventure-gamebook in Joe Dever’s post apocalyptic series. America 2033 Ad. Eight years ago the terrorist agents of H.A.V.O.C. triggered a nuclear nightmare that devastated the northern hemisphere, its radioactive aftermath claiming all but a few lucky survivors. Patiently, in scattered colonies deep underground, these survivors have been waiting for the earth to heal itself, waiting for the day when they could walk once more upon the surface of their shattered world. That day has come …but the real battle for survival has only just begun! 

Highway Holocaust. You are Cal Phoenix, the Freeway Warrior, champion and protector of Dallas Colony One. From the sanctuary of Big Spring your convoy of survivors begins the next stage of its life-or-death exodus; a journey to the fortified border town of El Paso, a destination that lies hundreds of miles beyond the sun-scorched wasteland of West Texas.

In SLAUGHTER MOUNTAIN RUN your mission is to rescue Kate Norton from the clutches of your arch enemy – the H.A.V.O.C. leader Mad Dog Michigan. You have just seven days to free her and rendezvous with the colony before it runs the gauntlet of fire which protects the only mountain road to El Paso.

$7.49 PDF
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Miscellany Memorandum: Food & Drink
Matt Tuozzo

Miscellany Memorandum is a series of short supplements for the Pathfinder Roleplaying Game. Each supplement covers a specific facet of gameplay; whether it’s a new prestige class, rules for magic item crafting, lists of long forgotten spells, or any of a dozen other topics – Miscellany Memorandum has new and exciting options for you!

Today’s topic: food and drink! Even the greatest of heroes needs to eat (unless you’re undead or a construct or something), and what better way to celebrate a victory than a cool beverage at your favorite tavern? Sadly, these two activities are often dismissed to the realm of the mundane – but no more! With this book you can explore many exciting new food and drink options.

$2.00 PDF
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Segira: 1985
Kyle Willey

War. We need only say the word, and they will know. It is timeless, eternal. Our struggle is not one for Segira, but for our souls. If we do not fight—if we do not stand now against the foreigners and traitors—we will lose more than just our lives.

In 1984, Segira's constitutional monarchy dissolved during a coup. The royal palace was assaulted and most of the royal family is missing or dead. Located in a strategically significant location on the northern coast of the Mediterranean Sea, it has become a proxy battleground for the Cold War.

Set in an alternate history Cold War, Segira: 1985 is based on our Hammercalled Roleplaying Game ruleset, which allows for very fast play and a focus on storytelling without sacrificing detail.

By using a blackjack-like d100 roll, the game allows players to very rapidly resolve actions and determine a degree of success without letting the dice get in the way of storytelling.

System: Hammercalled Roleplaying Game

Type: Stand-alone game

Genre: Military, Alternative History

Mechanics: 1d100 with emphasis on rapid play

Intended Players: Game Master + 3-6 players.

Supplies needed: Percentile dice, character sheets.

Setup time: 30-45 minutes

Session time: 2-3 hours

License: Tabletop Attribution License

Included Bonuses: Form-fillable character sheets, regular character sheets, example characters.

Last Updated: December 28, 2018

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Variant Knights & Legends
Shardra the Castrator

This unlicensed game product exclusively is distributed for free, in compliance with the game designer’s stated policy.

The intent of these variant rules is to provide a generally revised mechanical framework which seeks to (1) enable actual play without frequent resort to “one-off” rulings, and (2) remain close to the apparent spirit of the game.

Take what you like and twist it, toss the rest.

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A Green and Narrow Bed
Jason Morningstar

The Pitch

You are a widow. Your husband was killed in the turbulent years just before, or during, the Civil War. At the time of his death, you were living in eastern Kansas Territory.

It is 1866. The war is over. You have been told to forget what happened to your husband—your family—but you cannot. For a long time you’ve longed to confront the man who killed your husband.

A group of you have been meeting to commiserate and to compare notes. You call yourselves the Kansas Widows’ Benevolent Society, but you are anything but benevolent.

A game about grief and revenge for 3-6 players and about 2 hours.

A Green and Narrow Bed

Each player will play a woman who has lost her husband to violence - often violence that predates the formal war, unsanctioned and extrajudicial murder. We meet these widows in 1866, after the horror of loss was replaced by a national horror, and in a time when the forces of culture and politics are beginning to whisper "forget."

For your widow, maybe reconciliation is in the cards. Maybe there is redemption, mercy, a chance for peace. But more likely there is bloodshed in her near future, and bitter revenge.

After a warm-up scene that establishes some details and motivations, each player and their widow will get precisely one scene, with another player as the man who killed her husband. Instructions are included for guarding player safety while engaging with themes of violence, war, loss, and revenge.

What's Included?

Two PDFs: one introduction and rules summary, and one set of print-and-play cards. Print them double sided (flip on short edge) and cut them out.


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$8.00 ZIP File
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Jon Paget

Welcome to Story-Noir, a roleplay system that is story-focussed with rules that allow for a character’s skills and strengths to flourish while remaining simple to play.  The system can work with any theme by using the Core Stats and tailoring the Skills to medieval, modern or futuristic.

This Rulebook provides the rules along with guidance for Games Masters (GMs) and players as well as lots of ready-to-play Non-Player Character templates.

$2.00 PDF
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us and Them
Jacqueline Bryk

A ritual larp about those who followed the monsters during the apocalypse, designed by a trauma survivor. With thanks to Stephen Dewey from Cavalry Games.

Five years ago, the world ended.

None of us were heroes. We were outcasts: the disabled, the traumatized, the broken, the mad. No one would ever tell stories about us.

The world ended quietly, differently, for all of us. We all saw a different end, through different eyes. What did you see?

$2.24 PDF
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Journey Away: A non-challenge-based fantasy RPG
Jacob S Kellogg

A World of Magic Awaits!

All your life you’ve lived in your village and listened to stories: stories from your grandparents about when magic first emerged in the world during their childhood, and stories from merchants and travelers about the wonders they’ve seen around the world.

Now the time has come for you to see this enchanted world for yourself. You and your friends will embark on a journey, leaving your village and venturing out to discover whatever is beyond the horizon. What will you encounter? What will you do along the way? It’s all up to you!

This book contains all the instructions you need for you and your friends to bring a vivid set of adventurers to life and guide them on their journey away from home to discover a magical world that’s limited only by your own imagination. All you need is this book, some gaming dice, a pencil and paper, and your imagination.

So what are you waiting for? Grab some friends, grab some dice, and begin your journey!

What's Inside:

In this game, you won't find detailed combat rules or lists of carefully-prescribed spells. Instead, you'll find guidance for an experience of shared storytelling in which everyone has a say in what unfolds during your adventure. The rules take a "light touch" approach, gently prompting you to add joy or drama based on the scene and the characters, but leaves you room to manifest those narrative twists in whatever way is fun for you and your friends.

Additionally, Journey Away presents an introduction to an original fantasy setting. In the world of Adhara, you can be anyone you want, creating a character you can really identify with and make your own. As a special bonus, the setting bears the fingerprints of the game's biggest supporters: some of the Kickstarter backers named some creatures and places that are described in the book!

The rules and setting are supplemented with stunning full-color illustrations that really help to bring the game to life.

If you're ready for a lighthearted fantasy romp that gives you the freedom to do as you please in an original world of wonder filled with the love of a community, then give Journey Away a try!

$11.24 PDF; $19.99 Hardcover
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Behind the Magic
Randy Lubin

In Behind the Magic, you’ll create a fantasy mockumentary by playing a group of incompetent adventurers on a quest to save the world. Players will take turns setting and acting out scenes and also have "confessionals" with the Bard who is documenting their journey.

Key Facts

  • Players: 4-7, no facilitator needed
  • Time: 2-3 Hours
  • Preparation: none, though one player should be familiar with the rules
  • Location: A single large space where players can move around and act out scenes
  • Materials needed: A printed copy of the rules, at least one chair, nametags (optional)

The game starts with ~30 minutes of setup where you select a quest, build the setting, and create your characters. Then you'll spend 60 - 90 minutes playing out the adventure and seeing if the heroes succeed... or at least don't make things worse.

The rules are written for embodied play, walking around the room in character. However, there are variant rules for playing it at a table. The game has been playtested thoroughly with beginner and advanced storytellers and works well for players of all skill levels.

$10.00 PDF
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I Want To Be A WIZARD! - Headmaster's Primer
Jim Milligan

Every Headmaster needs a little help, once in a while.

Whether it’s dealing with the school bully, or figuring out the proper coursework for incoming First-Year Students, the Headmaster’s Primer has what you need!

Included in the Primer are…

* Your Frequently Asked Questions, answered!
* Rules for Encounter Pacing and Experience Point Rewards!
* A random Adventure Generator for quick-and-easy play!
* The Barrow-Mann Academy Of Sorcery And The Supernatural, our example Magical Academy!

and more!

“The Headmaster’s Primer” is the Game Master’s supplement for “I Want To Be A Wizard!” and is produced by Atomic Rocket Games and Evil Robot Games.

“I Want To Be A Wizard!” uses the Power Core RPG system, and is the perfect game for newer players, younger players, or experienced players who just need a change of pace.

The Game requires: pencils, paper, character sheets, and a few six-sided dice per player. Scarves, wands, and robes are optional.

$3.74 PDF
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The Things Lost to Time
James Andrews

The Things Lost to Time is an OSR adventure that can easily be modified for any fantasy roleplaying game. It is an adventure for characters level one to three.

Deep in a mine is an ancient vessel. Something so ancient, it sunk under the stone like mud. A vessel alien to this world, yet here longer than most of human history. Can the players harvest its strange technological bits before being disintegrated by deadly lasers? Or will they be enslaved by the odd pink aliens which have been unleashed on the world?

This adventure requires a mouse-like mindset. Hide from the protectors of the vessel, or die. Monsters and hazards are quite dangerous, so a degree of stealth and cunning is necessary for the players to find their fortune.

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Scott Janke

The spectrumancer manipulates energy with a special emphasis on the electromagnetic spectrum. She starts with a photon ray and the ability to focus her concentration in one of three areas of the EM spectrum: ultraviolet, visible light, and infrared. As she advances she may learn to bend light’s other properties to her will, make it invisible, poison it through radiation, or turn its energy into solid matter.  She also manipulates light through spellcasting and knows all illusion spells appropriate to her level. Advanced spectrumancers may learn other spells that mimic light’s properties.

A 1-20 character class option compatible with your Starfinder game!

New Spells!

New Feats!

Written by Scott Janke

$2.24 PDF
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The Tribe: Humanity's Last Hope
C. William Borrall

Imagine that everything you know about your world is a lie, that the people in your government aren’t working for you, or for themselves, or even for the rich businessmen you think have control.

Imagine that the world is getting worse, not because we polluted the planet beyond repair, or because climate change and overpopulation have strained the supply of food and clean water.

Imagine that the person you love and trust, that you share your secrets with, that you share your life with, the center of your hopes and dreams, imagine they might not actually be who they said they were.

Imagine that there is one central force behind it all, behind the evil and the poison and the lies. Imagine that no one but you and a few other unfortunate souls are even aware that anything is wrong.

And imagine that, there in the shadows, as you search for answers, something wicked is looking back at you, with hunger in its’ eyes. And all it needs is to find a nice warm spot deep inside your flesh...

The Tribe: Humanity’s Last Hope is a roleplaying game of conspiracy, body horror, and urban revolution, run with the Apocalypse World system. Play the men and women who have dropped out of everyday life and American culture, joining an illegal uprising against the body-stealing horrors who are secretly taking over, one victim at a time. If you’ve lost your country, your rights, your voice, and your love, what else have you got to lose, Troop?

In the core book, you'll get 15 basic playbooks, over 25 advanced playbooks, 20 different starting scenarios, 20 different types of Tribal Families, rules for 13 different powerful spirits to interact with, and over 30 different types of enemies, including both supernatural and alien menaces. Not to mention over 200 various moves. All of this content is compatible with other Apocalypse Engine games with a little work.


(WARNING: Contains mature themes, including violence, swearing, sexuality, and challenges to the status quo. I let my kid play it, but I'm wierd that way.)

$14.96 PDF
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Knights & Legends The Rogue Priest Expansion and Campaign
Felix J.

The Rogue Priest expansion introduces many great new features to the Ludens core system, completing it with that perfect finish and polish. The Ludens game system strives to give players seamless interactions with near perfect task resolution, flawless combat mechanics, and giving Game Masters complete control of how they choose to shape and mold the world around them.

Some features of the expansion include,

  • Variable loot system.
  • PC ascension classes.
  • Enhanced task resolution.
  • Special weapons and rare Items.
  • Advanced armor stats.
  • Fusions. (optional system)
$5.99 PDF
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Can't Anyone Save The World? 2nd Edition
Kayne Ruse

Del was bleeding; a strange mix of blood and amber from his woodfolk body. His friends and comrades were scattered around the battlefield, each exhausted from the frantic battle, but still willing to stand and fight. Denera, the God King towered over him, but that didn't phase Del anymore - today, for the first time in centuries, the god before him seemed winded.

"You call yourself an immortal king, but what have you done for the people, you tyrant!?" Del spat, goading the prideful god before him. Angered further, Denera swung wide with his bloodforged axe.

Can’t Anyone Save The World? 2nd Edition is a traditional 3d6 roleplaying game, inspired by popular classic RPGs. To play, you’ll need 3 six-sided dice, paper, a pencil, and imagination. This game is designed for 3 to 7 players, and a game master (or GM for short). This game is short and simple, while also being player-friendly and easy to read - ideal for new players who have never played before but want to start. Plus, when printed as a booklet, these rules look incredibly elegant!

Main Features

  • Easy to learn.
  • Modular, allowing for future additions and expansions.
  • A simple progression system - buy abilities with experience points.
  • Beautiful artwork that fires the imagination.

The Elemental Wheel

  • Choose two of the five elements - Fire, Earth, Metal, Water or Wood.
  • Acting much like a star sign, the elements grant access to different magics and abilities.
  • Will you choose a harmonious, creative pair or a discordant, destructive pair?

Four Unique Races

  • Humans - The most populous race, they are divided into four kingdoms spread across the "known world".
  • Oxkin - These minotaur-like people value strength and family bonds above all else.
  • Woodfolk - These plant-based people are woven from the trees and plants that they worship.
  • Hollows - An ethereal people without a homeland, they wander the world, looking for purpose.

Six Distinct Classes

  • Fighter - Prize fighters who have honed their bodies to physical perfection.
  • Privateer - Thieves commissioned in the name of a ruling power, to perform the jobs no one else will.
  • Wizard - The most knowledgeable group of people, who are versed with magic and mana.
  • Thespian - Actors and performers, they can sway a crowd's opinion.
  • Artificer - Genius inventors, capable of crafting any item with enough time and material.
  • Cleric - More than mere priests, they have a direct line of communication to the gods who walk the earth.

Patron Gods (Everyone Gets One) - Further Abilities and Customisation

  • Vurdite, God of Medicine - Heal and protect your allies in the heat of combat.
  • Texdione, Godess of Nature - Call upon the untamed power of the wilderness to defend yourself and your allies.
  • Sajune, God of the Afterlife - Send lost and wandering souls to the afterlife.
  • Denera, the God King - Pure strength is all that matters, allowing you to survive an otherwise fatal attack.
$2.49 PDF; $4.99 Hardcover
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Holy Crap: The Great Sects Change Operation (Low Life)
Andy Hopp

BEHOLD! It is I, Credulous Shmeckle, erudite excavator of entangled enigmas and perpetual prober of ponderous perplexities. This volume (the second in a continuing series of indispensable guidebooks) compiles, categorizes, and describes many of the insights and observations gathered during my recent and continuing traipsings among and amid the various holy rollers of Mutha Oith. Here, betwixt the plentiful run-on sentences and pleonastic babblings, studious readers will find unraveled a multitude of the dankest secrets, arcane revelations, and devotional happenstances of many of Oith’s greatest (and least) religions, faiths, cults, and mythologies. -Credulous Shmeckle, Holy Crap - The Great Sects Change Operation

Presented in the celebrated Low Life “book within a book” style, Holy Crap: the Great Sects Change Operation follows gadabout Credulous Shmeckle as he explores Oith’s multifarious faiths, gawds, and holy rollers. This lavishly illustrated tome features more than 100 incredible religions, cults, sects, and creeds.  55 new monsters, six new playable character species, a horde of new Powers, Edges, Hindrances, Solids,and Snubs, as well as expanded jazz about contanimants, contanimators, contanimation, holy rollers, danged wrangling,  creatures of the danged, and a veritable reliquary of  remarkable snazz.

$14.96 PDF
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Noir World
John Adamus


It’s raining. The alleys are as dark as the streets. You’ve entered a world where light and dark mix with gray and the unknown, where your past collides with your present and future, and it’s safe to assume everyone’s out for themselves.

It’s the stuff dreams are made of, it’s the stuff of old movies, classic movies. Great stories.

This is Noir World. And this is your world and your Movie now. Your story is worth telling, even though it’s not going to be pretty. You might not make it out alive, but it’ll be one hell of a ride.

It’s true what they say: the City is full of stories, and not all of them have happy endings.

Noir World contains:

+ A collaborative experience for everyone at the table. Everyone acts and directs a part of the Movie you create.
+ Over 20 Roles to play, including the ones you’d expect – the Good Cop, the Fatale, the Dirty Cop – and a few you wouldn’t – the Disgraced Doctor, the Gambler, the Citizen.
+ Tons of options for telling all kinds of stories that emphasize intense relationships, crime, and danger.
+ A toolbox of rules and suggestions to create an unforgettable film noir atmosphere.
+ Featurettes to take noir in new directions: A group of fishermen on a sinking boat; a group of teens on prom weekend.

Noir World is film noir powered by the Apocalypse, the same system that powers Dungeon World, Monsterhearts, The Sprawl, and Apocalypse World.



$15.00 PDF
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My Little Pony: Tails of Equestria - The Storytelling Game
Alessio Cavatore, Jack Caesar, Dylan Owen

This book is a manual for a storytelling game, which allows you and your friends to create your very own pony characters to explore the amazing and magical world of Equestria—will you be a dynamic adventurer like Daring Do or a bold treasure hunter like Rarity?

Choose between Unicorn, Pegasus, and Earth Pony, determine your Cutie Mark Talent, and set off on a grand adventure full of friendship and magic!

$18.56 PDF
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Tragedies of Middle School
Ty Oden, Kira Magrann, Doug Levandowski, Moira Slater, Alex McConnaughey, Glenn Given, Heather O’Neill, James S, Hannah Shaffer, MIichael Faulk, Chris O’Neill, Brian Neff, Jacqueline Bryk, Barret Stowe, Scott Slater, Patrick Clapp, Banana Chan, Tim Notcon

TRAGED13S OF MIDDLE SCHOOL is an anthology of tabletop role playing, story games, LARPs and other strangeness combining classic HORROR tropes with game mechanics inspired by the greatest horror of all...JUNIOR HIGH! Return to middle school without the horror of actually being 13 years old!

Each of the 22 games centers around a nostalgic junior high activity - SPIN THE BOTTLE, TRUTH OR DARE, PASSING NOTES, BLOODY MARY, SCHOOL DANCES, FRIENDSHIP BRACELETS, COOTIE CATCHERS, and MORE!! Combining that with a PG-13 horror movie vibe to represent the fear, awkwardness and angst of being a 13 year old.

Other strangeness? In addition to the RPGs, story games and LARPs TRAGED13S OF MIDDLE SCHOOL features a card game, a CHOOSE YOUR OWN ADVENTURE, a sport, a dance party, some craftivities and more!

$9.75 PDF
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Tragedies of Middle School Handouts
Ty Oden, Kira Magrann, Doug Levandowski, Moira Slater, Alex McConnaughey, Glenn Given, Heather O’Neill, James S, Hannah Shaffer, MIichael Faulk, Chris O’Neill, Brian Neff, Jacqueline Bryk, Barret Stowe, Scott Slater, Patrick Clapp, Banana Chan, Tim Notcon

The TRAGED13S OF MIDDLE SCHOOL handouts are all the supplemental documents you'll need for the 22 games and activities!

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Tall Tales BX Wild West RPG
Mark A Hunt

TALL TALES is a wild west-themed retro-clone intended to be compatible with the original fantasy RPG. The rules presented can be used as a complete game or a companion to fantasy games using the same overall system. This book is a resource for Referees to pick and choose from!

 A Complete Roleplaying Game!

 Create courageous gunslingers, low-down desperadoes, singing cowboys or snake oil salesmen and test your mettle out on the trail.

$7.99 PDF
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Gishes & Goblins
Ryan Marshall

You've played a lot of games before, about elven wizards going into dark caverns to vanquish dragons. Well, here's another one.

  • Nine races, including elves, halflings, and half-ogres!
  • Four classes, each with three sub-classes, from druid to warlord!
  • Forty-Two feat-like things, for further customization!
  • Eighteen skills!
  • Ninety-Eight spells, across seven ranks of spellcasting!
  • Forty-Five monsters, with simple guidelines to make more!
  • One, unified d20 mechanic, which you'll probably find familiar.

Real talk, though. Every one of these games has the same races, classes, and spells. Every game uses a slight variation on the same mechanics. You want to know what this game has, that others don't. Consider the following:

  • Simplified stats. You don't need to figure out the stat, then convert it to a modifier, and then never check the actual stat score again. You just add your whole stat, whenever it would be relevant!
  • Meaningful progression. You actually get better at defending yourself, at the same rate you get better at hitting!
  • Training matters more than your basic stats. A fighter who is trained in History will know more about history than a wizard who is not!
  • Low-level wizards have enough spell slots to feel useful, but there aren't any infinite-use cantrips that would make magic feel trivial!
  • Slower healing means you don't need to cram 6-8 combats into every single adventuring day, just for them to have some impact!
  • Monsters are actually capable of defending themselves. A boss monster can be a match for three same-level adventurers, all on its own!

Yes, it's another one of those games, but you haven't read this one yet! Maybe it will suit your own vision, as it suits mine. If nothing else, maybe it will give you some ideas for how to develop your own game!

$7.00 PDF; $17.00 Hardcover
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Die Laughing
Craig Campbell


Die Laughing is a short-play, GM-less tabletop roleplaying game where players portray characters in a horror-comedy movie. Everyone's going to die. It's just a matter of when and how funny you can make it. 

After your character is gone, you become a producer on the movie and continue to influence the story and mess with the other characters right up until the bloody end.

Die Laughing requires just a few minutes of preparation to play. Players choose characters and make a few, quick choices. Then you just pick a monster and you’re ready to die.

4-8 players; plays in 1-2 hours

All-in-One Game

This is an all-in-one game book with full rules for everyone playing. You just need some six-sided dice and some pencils or pens. 

Game book contains:

  • Complete rules
  • 24 character archetypes
  • 24 monsters
  • 3-act scene structure guiding you through making your horror-comedy movie
  • Optional rules for post-credits scenes, sequels, alternate roles, online play, etc.
  • Worksheets for making your own character archetypes and monsters
  • Some other crap like a table of contents, index, etc.
$7.49 PDF; $24.99 Hardcover
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Trudvang Chronicles Grundregeln

Dieses Buch hilft euch dabei die Abenteuer, Geschichten und Kampagnen in der Welt von Trudvang zu erfinden und zu entwickeln. Es enthält die Grundregeln für Spielleiter und Spieler, einschließlich der folgenden Kapitel:

- Überblick über die Welt und das Spiel
- Kampagnenspiel
- Kampf
- Schaden
- Angst
- Ausrüstung
- Bestiarium

$22.22 PDF
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Crypts & Creatures - Beyond Shaleria: The Planar Handbook - CC1013
James Jeffery III, Scott Ashcraft

Beyond Shaleria: Book Two

The Planar Handbook

Live the Adventure

Welcome the Outlands, a place where strange magic is common, and poor planar politics can land you in hot water the most powerful of Gods! Each Realm a place in the heavens, and always prepared to defend it from those who threaten.

Have you ever wanted to venture to the most chaotic of realms, travel to Ucurom, where demons make the rules, and floating islands make constant war with each other just to grab a bit more power from Xirix, the god of carnage!

Perhaps order with a twist of sin is more your style? If you can find portals to Cyrix then you too can explore the vast wastelands of hellish landscapes in search of forgotten elven tribes, the Infernal Courts, lost treasures, the Unholy Academy of Wizardry, and the beautiful but sinister Avelline.

Honor, strength, and valor rule all the layers of Valora. Engage in feats of skill and mettle, share tales with the finest warriors that have ever lived. Fight side-by-side with Valkyries so you may crush invading devils and demons, earn the trust of Thalak, god of Strength and Honor, so you may live forever.

Be the sword of righteous indignation! Slay all the evil that dares to transgress the realms. Fight, heal, and live with the most divine of beings. You and Alladar, god of light, will protect the divine lands of Pacea. With your light and willfulness all that is good and holy will prosper.

Explore how the outer Realms and the multiverse were created. Understand the River Klax, and it’s reason for existing, just don’t go for a swim… What happens to mortals when they die? Know the secrets of the elemental planes and how the planets are linked.

Explore five different Outer Plane of existence

Navigate 23 unique realms, all with their own denizens and rulers

Descriptions of all the Lesser/Elemental Planes

38 unique planar monsters

20 Realm leaders (Archangels, Archfiends, Uberdemons, etc.)

Celestial and Fiendish templates to add to non-planar monsters

$0.74 PDF
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Delirium 1st Edition
Andrew Grondin

Taking place after an event where half of humanity mysteriously vanished, step into the role of one of The Blessed. Imbued with strange powers, walk a world irreversibly changed, beset not only by the evils of man, but the evils of a world that is no longer what it used to be.

Using a poker-based card system, players use unique and mind-bending powers, skirting the edge of madness to protect the remaining human settlements.

$2.00 PDF
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Zombie Apocalypse the Musical
Patrick McNary

What’s more fun than a barren wasteland full of the undead? One that has a jaunty sound track !

Zombie Apocalypse the Musical is a rules light tabel top role playing game that takes place in a world overrun by zombies. Add in a musical component and you have a night of fun with your friends.

$0.50 PDF; $3.99 Hardcover
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Ebon Fantasy Essence Preview
Julian A G Stanley, Travis S Casey

What is Ebon Fantasy?

Ebon Fantasy applies modern RPG concepts to the classic fantasy system, creating a game that's new and familiar at the same time. Characters have the traditional attributes, along with "kindreds" (races), classes, levels, hit points, and familiar mechanics. To these, however, we've added modern mechanics:

  • Traits: represent specific abilities within the games. Classes and Kindreds give characters bundles of traits, and then can gain advancements allowing them to gain additional traits as they level up.
  • Backgrounds: in addition to Kindred, which represents their species, characters have backgrounds that represent things they learned as they grew up. Backgrounds can be specific to cultures, allowing greater customization of the game world.
  • Specialties: instead of subclasses or additional classes, Ebon Fantasy has specialties which grant additional traits extending your class. You can gain traits from other specialties as you advance - you're never locked into a particular path.
  • Effects: outcomes of actions are represented in the game as effects, with a strength and a description.
  • Mental and Social Combat: characters have Mental Defense and Mental Resilience, allowing the general combat rules to be applied to debates, arguments, persuasion attempts, and so forth.

Give it a try - we think you'll like it! 

$1.99 PDF
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In the Halls of Power
John Vogel

Over the many iterations of the “original fantasy role playing game”, there have been a good many rules systems written to simulate the political aspects of the game, such as war, the conquest and rule of a barony, kingdom, or other political realm, making alliances, building Provinces, etc. Some of the better known were Birthright©, for Second Edition, which had many clever innovations, such as its card-based warfare system, and Eden Odyssey’s Fields of Blood: The Book of War, for Third Edition, which took a very 3rd ed., “difficulty class” approach to the problem.

However, these systems and others like them all took very similar approaches to the “original fantasy role playing system” politics in the following sense: they were based on the ruler (the player character) issuing orders, usually on a seasonal or monthly basis, then possibly paying out money, and rolling dice to see what happens. Sometimes these systems worked well, other times not so much. However, they all shared a certain abstraction that really was not in the spirit of the role playing genre.

What follows is a role playing game of politics and intrigue, of negotiation, backstabbing and war, that is more based on the conventions of role playing gaming than of board gaming abstractions. In the Halls of Power© is a system that allows the ruler to role play his character’s political actions, as he does with the other aspects of his character’s life.
In the Halls of Power© seeks to achieve this by using the convention of the dungeon adventure, common to most role playing games, somewhat modified, to represent political accommodation and strife. Thus, instead of a dismal dungeon, haunted with monsters and the restless spirits of the dead, the Player Character Noble walks the Halls of Power in the Imperial Palace: more gaily painted and brightly lit than the dungeon, but every bit as deadly. Here he seeks not enchanted swords and ancient gems, but the command of fleets and legions, the rulership of provinces (and the vast wealth that they command), titles, offices, and all the rights and privileges of the ruler. He fights enemies that use the tongue as a weapon more often than honest steel, and, when steel is drawn, it is often a blade in the dark tipped with poison.

Also included is a miniatures wargaming system that is, also, much more in line with the conventions of roleplaying than of board gaming.  Battles are fought out, but, as with all great historical and fictional epics, from the doomed victory of Arthur over Mordred at the Battle of Camlann, to that of the Holy League under Don Juan of Austria over the Ottoman fleet under Ali Pasha at Lepanto, to the final battle before the Black Gate that sealed the downfall of Sauron and the reign of Aragorn the great, epic military victories really focus around a critical juncture in the battle.  As the vast bloodbath rages around him, it is hero and villain, and a few loyal champions and guards who truly decide the struggle.

$5.00 PDF
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Dead Things: The RPG
DM Fitzgerald

Dead Things the RPG is simple to set up and simulate a zombie uprising. Using the Microlite system, character creation is easy and characters can get into the game quickly.

For players who want ideas on the background of their characters, there are several different types of background generators.

The book covers random encounters with surviving humans, animals and natural dangers.

The game comes with two scenarios: Dead Things of the Stratosphere and Zombies in Paradise.

$0.08 PDF
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Knight Medieval

KNIGHT MEDIEVAL™ is a rules-lite microTRPG designed to be comprehended in one reading session and then played without the need of maps, dice or an assortment of rules heavy, library like supplements.

This table top roleplaying game’s formula is quite simple: choose one Knighthood, acquire starting equipment and embark upon the Game Master’s Quest (which can be modeled from the very Knighthood selected by the player).

Fans are encouraged to build their character without a character sheet and play whenever and wherever.

$3.93 PDF
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Macchiato Monsters
Eric Nieudan

Macchiato Monsters is a rules-light, slightly collaborative, old school roleplaying game. It is not a game about coffee. 

Two years after the release of the Zero Edition, we come to you with a perfectly tuned engine for adventure, exploration and survival in all kinds of perilous dungeonverses, whether you're using published settings and adventures or create your own.

Key features:

  • Freeform characters: emulate a classic concept, or come up with something unique and help define the world.
  • Risk dice: a simple attrition mechanic for armour, gear, encounters, treasure, and story progression.
  • Flexible magic: invent your spells, and keep casting them as long as you have resources - and hit points - to fuel your magic.
  • One-roll combat rounds: no initiative, no battle maps, no quarter given.
  • Campaign tools: a panoply of tables and procedures to prep and improvise content.
  • A while lot of illustrations of monsters having coffee!

Design by Eric Nieudan.
Layout & Lasagne by Paolo Greco.
Art (some painted with actual coffee) by Russ Nicholson, Eric Nieudan, Guillaume Jentey, Jonathan Newell, Luigi Castellani, John Grümph, Luka Rejec, Clare Foley, Bronwin McIvor, Didier Balicevic, Christopher Stanley, Jops. Editing by Fiona Maeve Geist.

$6.00 PDF; $12.00 Hardcover
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Fairies:A Role Playing Game
Sean Haugen, Matthew McCullough, Douglas DeMers

Explore a world where fairy tales are real, mythical creatures walk the earth, and folk legends come alive.  Fairies: A Roleplaying Game puts you in a fantastic version of our world, all from the perspective of a fairy. Join your friends around the table and dive into the secret lives of the Fairies. Action, adventure, and incredible magic await you in this comprehensive rulebook.

In Fairies:A Role Playing Game you will find:

  • Complete rules manual for players and the Storyteller.

  • Nine Fairy types with over 100 unique skills and magic.

  • Quick character creation.

  • Dynamic 1d10 system for action and combat.

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Rocket Jocks - Blast Into the Future
Tim JW Smith, David J Blewitt, Colin D Speirs


Episode Three
Attack on the Pirates Base

Having foiled a sneak attack by the destroyer fleets  of the mysterious Rolfe the Patrolmen of the IPS PATHAN have tracked a damaged vessel back to its subterranean base on the planet Thandar. Realising that the Pirates are the same mysterious organisation smuggling the vile drug Dreamdust into Inter-Planetary League Territory, the Captain of the Pathan decides to strike before the Pirates are able to relocate their base...

What happens next is up to you

Role play in the B&W movies and shorts of the 1930s, before CGI was ever thought of, Rocket ships and rubber monster suits.…

$7.49 PDF; $17.98 Hardcover
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Fairies:A Role Playing Game
Sean Haugen, Doug Demers, Matthew McCullough

Explore a world where fairy tales are real, mythical creatures walk the earth, and folk legends come alive.  Fairies: A Role Playing Game puts you in a fantastic version of our world, all from the perspective of a fairy. Join your friends around the table and dive into the secret lives of the Fairies. Action, adventure, and incredible magic await you in this comprehensive rulebook.

In Fairies:A Role Playing Game you will find:

  • Complete rules manual for players and the Storyteller.

  • Nine Fairy types with over 100 unique skills and magic.

  • Quick character creation.

  • Dynamic 1d10 system for action and combat.

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1879 QuickStart
Andrew Ragland

Interested in giving 1879 a try? Want to do it for free?

The 1879 Quickstart presents an overview of the basic game concepts and rules, pre-generated characters, and an introductory London adventure to introduce you to the game and its world, and perhaps jump start your campaign.

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Justin Smith

Zomworld is a modern day roleplaying game created by the power of your own mind. You and your friends will fight waves of the undead in far off countries or right in your back yard. The only way to win is to keep living.

The game is ran by a Game Master or GM. The GM creates the world you will interact in and more or less turns the reigns over to the players. The players then journey into the world making decisions that affect the world around them.

This book, The Zomworld Field Guide, as everything you need to create your avatar in the game; the choices are endless. This field guide will explain the rules of combat, as well as, a list of equipment that you will need to take on the undead.

This book also includes guidelines for GMing a Zomworld game. So that you can learn to create a world that your players will have hours of enjoy in…or not.

All creatures living and not can be found in this book as well. So you are able to play the game in its entirety without the hassle of book collecting.

$3.00 PDF
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Chthonian Highways (Beta)
Ville Takanen, Miska Fredman, Jukka Sorsa

Chthonian Highways

Chthonian Highways is a tabletop role-playing game set in a world where nightmarish creatures have ravaged the Earth, and otherworldly landscapes have merged with ours. Strange, dreadful beings prowl in the shadows, and dangerous alien flora is taking over the green forests and grasslands. The few remnants of civilization are held together by the Chthonian highways – a web of roads that are still traversable by ground vehicles. The characters are dauntless road warriors who roam the cursed highways in their souped-up cars and motorcycles for as long as there is gasoline to keep the engines roaring.

The Beta Rules

Chthonian Highways is currently at its beta stage. The existing layout and art are close to final in style, and quality and the rules are fully playable, but some parts of the content will be expanded or balanced in the future updates. This version of the game includes 80 pages of setting material, rules, character creation, equipment, vehicles, monsters and NPCs, and two ready-to-play scenarios.

Any future updates, including the final product version, will be done to this product. Also, if you purchase the beta print-on-demand version, you will get a discount for the final print version.

The World of Chthonian Highways

What we know now as the Reckoning started roughly twenty years ago. First, there were massive earthquakes like none we had ever seen before. The quakes were followed by tsunamis and the thick fog that rolled in from the sea. Millions of people were killed and lost in these natural disasters. At least we thought they were natural until the great sinkholes appeared and many cities collapsed into the deep chasms on the ground. Dense, foul-smelling steam poured out of these holes, and people reported that they saw horrific creatures climbing out of the thick mist.

The earthquakes and the sinkholes of the Reckoning shattered most of the old roads and highways, but some were spared. The highways that are still good are used to transport people and goods through the wastelands between the settlements. While the cannibals and bandits often lie in wait along the roads, the roads are still safer and faster to travel than the badlands that are filled with unknown threats and abominable monstrosities.

The Road Warriors

The player characters are road warriors, brave men, and women who are willing to risk their lives on the chthonian highways for a cause or worldly riches. Some road warriors are more like mercenaries or wasteland paladins on a quest, while others are more like traveling merchants or messengers trying to keep up people’s hopes.
Because death is always lurking on the chthonian highways, road warriors tend to form groups called convoys. The road warrior convoys are tightly knit groups with people, who are willing to give their lives for each other. Only by trusting your convoy, you can survive another day on the chthonian highways.

$4.43 PDF; $12.90 Hardcover
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Green and Gruesome: For Tales of Goblin Mischief
Brian Babineau

Green and Gruesome is a tabletop RPG made for 1-shot sessions of quirky goblin action. These goblins are a bit more durable than others, and while still being a danger to themselves are now a danger to others!

Included with the game is:

  • An easy to use, flexible ruleset.
  • Quick character creation with 4 different classes.
  • Example character quirks to help make your goblin unique.
  • A couple sample enemies and plot hooks to get you started.
$1.00 PDF
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Aleph RPG - v. 1.4
Diego d'Andria

Aleph RPG is a complete Role-Playing Game system, released under Creative Commons license and thus freely usable for any purpose.

Aleph RPG includes everything you will ever need to set up your fantasy campaign, all in a single manual:

  • Its class-less design gives total freedom in creating your character exactly as your imagination wants it.
  • The spell-less magic system permits to invent magic spells on the fly (no more tedious long lists of spells!) and to unleash creativity as you adapt your magic based on the specific situation you are facing.
  • The scientific background of the author and his 25+ years experience with tabletop RPG games guarantee the highest standards in balancing every game situation.
  • In Aleph RPG the complexity of the rules can be scaled down easily to fit your preferred game style. They can even be scaled down on the spot to better support fast-paced action when it is needed.
  • Social skills are supported via a specific set of rules (you want to activate your contacts, make your influence count? Yes you can!).
  • Finally, its flexible design easily allows to use older settings books and adventures for other classical systems using rule sets that are based on the d20 die.
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Rocket Jocks - Blast Into the Future - Character Sheet
Colin D Speirs



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Rocket Jocks - Blast Into the Future - Robots
Colin D Speirs



Building Robots for the Essence System

Rules for creating Robots for Rocket Jocks - Blast Into The Guture

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Rocket Jocks - Blast Into the Future - Guns
Colin D Speirs


Designing Guns for the Essence System

Rules for creating guns for the Essence System primarily for Rocket Jocks - Blast Into The Future but also fully compatible with Chivalry & Sorcery Eassence

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Beat the Boss
Doug Geisler

In Beat the Boss you and 3 to 6 friends will take turns organizing a group of workers or community members to take part in the fight of their lives. You will identify the issues and make the banners then plan and take the actions that will change the balance of power at work.

Doug Geisler has been slaying dragons in table top RPGs for 33 years and beating bosses as a union organizer for 18 years. Those two are pretty much the same. He lives somewhere in Oregon with a person, three cats, and dog.

$10.00 PDF
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Song of Swords Core Rulebook
Opaque Industries

Song of Swords is a dark, low-fantasy tabletop roleplaying game that focuses on lethal, tactical combat, with a library of arms and armor inspired by real history.

In combat and through roleplay, your character’s choices and preparedness have immediate impact and severe consequences in Song of Swords. The game uses a dice pool system that only requires d10s. With a detailed wounds system, and the freedom to decide exactly where and how you attack, combat is a thrilling, and often deadly dance.

Inspired by themes and cultures of real-world history, Song of Swords takes place on the continent of Vosca, within the Tattered Realms. It is a rich setting filled with familiar fantasy elements, but below the surface, a dark and sinister world awaits.

The game caters to all players, no matter your campaign or character: play soldiers or gritty mercenaries in historical campaigns, or shrewd sorcerers and cunning elves in high- or low-fantasy campaigns!

Characters that act according to their core nature, pursuing their goals, are rewarded for their efforts and are able to advance their martial proficiency, abilities, and skills. This makes advancement a more rewarding experience than grinding through hordes of enemies.

$19.99 PDF
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Interface Zero 2.0 (Starfinder Edition)
Mike Welham, Kenneth Spencer, Robert Hudson, Blaine Bass, Rasmus Hilander, Richard T. Balsley, Jeff Ruiz, Michael Hill, David Jarvis

In a not-so-distant future, the world has been ravaged by global warming, subjected to the horrors of nuclear war and natural disaster, witnessed the collapse of the mightiest nation in the history of the world, and the rise of other nations to take its place. In East Asia, the Bear and the Dragon battle for control of the resource-rich continent, and an emergent A.I. known only as Charon has destabilized the whole of Europe, sparking revolution and chaos not seen since the Second World War.

 On the North American continent, the prospect of conflict once again rears its ugly head as terrorist bombings in Atlantica, bring the nation to the brink of war with the North American Coalition. Is this the work of Charon, as well, or are other forces moving behind the scenes? Only time will tell.

 Science has hacked the genome, unlocking the secrets of DNA to facilitate the creation of new breeds of human; genetic hybrids, human 2.0, and even simulacrum— a slave race grown in amniotic vats and sold on the open market. Cybernetic technology has reached the point where those with the money and the will to do so, can become living machines. Computer science has grown by leaps and bounds as well.

 Dubbed Interface Zero by those who created it, the Tendril Access Processor—or TAP—downloads the Global DataNet and Hyper Reality directly into the minds of billions of users across the solar system, bringing the world an unparalleled level of interconnectivity, and danger. Malware plagues the Deep, and hackers manipulate the Tendril Access Processor to upload malicious virii, steal secrets, and even the identities of the unwary.

 This is the world in 2090, omae; let’s hope you survive it.

 In this book you’ll find:

  • New themes
  • New Character Classes including the Hacker, Gearhead, Medic, and Zeek
  • New Archetypes
  • New Feats
  • Rules for Street Cred
  • A robust system for hacking the world around you
  • New augments, armor weapons and gear
  • Zone Grafts
  • Class Grafts…

 And much more!

This PDF is an interactive document, with a clickable table of contents and index. Page references in the document are also clickable for easy navigation.

The PDF is also layered, so you can turn off any graphic layers you want for easy printing.

$14.99 PDF; $39.99 Hardcover
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Final Bid
Jacob Randolph, Grant

Final Bid is a cooperative adventure game where you play as the actors in a film. A fictional film. Not fictional as in, "the events portrayed aren't real." I mean this film doesn't exist yet. You're about to make it.

In Final Bid, players must auction off parts of their character in order to take control of the story. The one who is willing to put the most on the line will win the right to decide what happens next in the film.

Gamble it all to make tomorrow yours.

Ante up.

It's time to place your Final Bid.

Final Bid is an auction-based tabletop roleplaying game for 3-6 players. Each 2-4 hour session is a standalone story, perfect for one shots. There are six different film settings for you to play in, each with 8 of their own unique Roles to play.

Law's Out 2, the sequel to 2014's title Law's Out. This setting is a gritty western film where someone always bites it during the dramatic final showdown. Roles include the wealthy Baron, the wily Outlaw, and the Devil himself.

Xenohunter is a sci fi horror film, featuring a slow build up to a tense, frightening second half of the film. Roles include the terrifying Beast, the courageous Captain, and the unpredictable Convict.

The Havoc Engine takes place in a dystopian future where everyone's a little bit beyond human. Roles include the merciless Machine, the rebellious Firecracker, and the untouchable Doll.

Worth Their Salt is a noir mystery setting, full of high contrast, moody brooding, and sudden backstabbing. Roles include the excitable Kid, the relentless Newsie, and of course, the brooding Detective.

Dramatis Personally is a spy thriller film with action and suspense around every corner. Roles include the overconfident Ace, the unbending Law, and the villainous Mastermind.

Glenbrook is a teen drama, written by Grant. Dramatic, chaotic, and earnest, Glenbrook is a small town of brilliant highs and devastating lows. Roles include the spoiled Princess, the overprotective Parent, and the inspiring Teen Next Door.

The content in this book is under the Creative Commons CC-BY-SA License.

All artwork belongs to their original artists and is used with permission.

$11.96 PDF; $29.94 Hardcover
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Abyssgazer RPG
Alif Hilman

Abyssgazer RPG: Gaze into the abyss. Go mad.

Abyssgazer RPG is a lean RPG themed around cosmic horror and contains a lot of depth in how you want to make and play your characters.

In Abyssgazer, you play as a Hunter, tasked with fighting back the otherworldly forces in The Vale, a city that turns sinister at night. Werewolves. Madmen. Cults that worship unknowable forces from the far beyond. Wield unique weapons of your own making, practice alchemy to increase your odds of making it out alive, and engage in tactical, brutal combat with the manoeuvres and injuries mechanics.

-Simple and easy to use dice system - d6 only.

-Alchemy system where you can make your own elixrs, bombs, syringes and much more.

-Weapon creation system to make your Hunter unique.

-Manoeuvre system to make combat more dynamic.

-Sanity rules. Kill your friends.

-Simple and intuitive combat system.

-Lightweight, no overly complicated rules.

*Abyssgazer RPG contains a short setting and an example campaign, but is made so that the Game Master prepares their own campaign.
There is no 'right way' to play Abyssgazer.

$0.74 PDF
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Loga et Dus: Tales of Law and Doubt in the City of Valor
Dev Purkayastha, Jeremy Morgan

A crime procedural, powered by the same system as Lady Blackbird, set in a novel pseudo-renaissance city governed by a unique set of legal practitioners who must cooperate to solve major crimes. Good for one-shots or short campaign play.

In the City of Valor, the system is law is divided into six domains, and enacted by six different kinds of officers:

  • Valessar: representing the people, bearing short blades and no armor, investigating in shadows
  • Josander: representing the judges, armored-and-well-armed, boundy by duty
  • Gurrymander: tending the sick, respected but aloof, watchful for the return of Plague
  • Publics: watching the street, enforcing the written law, exhausted but still standing
  • Merchant Police: privately contracted police, enforcing the Guilds' law, a proud elite
  • Kappaf: foreign mercenaries who keep the peace in the conquered city

Your characters will work together to solve the crimes that fall between your domains. New crimes will be introduced to your stack of casefiles, and the day-to-day pressures of your work will take its toll. What will you uncover?


  • six playbooks
  • rules for collecting clues and making progress on a case
  • background information about the City of Valor
  • a starter casefile
  • rules for procedurally generating new casefiles

This is a hack of Lady Blackbird. It contains all the rules needed for play.

$2.00 PDF
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The Dinosaur Protocol (SWAdE)
Jonathan M. Thompson, Chris Halliday

65 million years have separated the ages of man and dinosaur. Until now.

“Some time in the 21st Century, something broke the world. No one knows for sure what happened. Solar flares, war, global warming, pollution and environmental collapse, or perhaps a combination of all of them. Perhaps it was something much stranger. All we know is that mankind fled the surface, retreating into vast underground shelters where they could wait out the centuries until the earth was habitable once more. But when we emerged from the darkness and prepared to retake our world, it was not as we remembered it. Something had happened to the world that once was. In the centuries without man, nature wound back the clock, returning the planet to an earlier, cleaner, more primal age. An age of dinosaurs.

Now humanity must choose – do we fight to reclaim our past, or do we make peace with the present and embrace a simpler future? Armed with the skills and technologies of our ancestors, do we struggle to recreate former glories, or will we use the second chance we have been given to avoid the mistakes of the past? Will human nature even give us the choice? Will we exterminate the reborn dinosaurs, enslave them, or something else? What will be our Dinosaur Protocol?” - From the journals of Archivist Roebuck

$7.50 PDF; $40.00 Hardcover
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Hunter's Guide: a Demon Hunters: A Comedy of Terrors Supplement
Jimmy McMichael, Don Early

Is your DM upping their game? Now up yours! 

The HUNTER'S GUIDE is your essential quick reference training manual. Trying to get ideas for your character's Aspects or Stunts? Can't remember what the rules were for resolving a contest? What the heck IS The Warehouse anyway? And let's not forget The Ciphers... why robots???

The HUNTER'S GUIDE includes:

  • Tips for character creation, answering questions like "No, really, how the hell do I come up with Aspects?"
  • The Random Concept Aspect generator, for those who prefer to let the dice decide who their character will be
  • A deep dive on Stunt creation and making your hunters as badass as possible
  • More information than you require about The Brotherhood Warehouse and the Cipher program
  • 7 pregenerated, ready to play, Demon Hunters teams!


$3.75 PDF; $10.00 Hardcover
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Return to Wonderland
Steffie de Vaan

My story didn’t end the way you heard it. I never defeated the Queen of Hearts. I didn’t reach the end of the chess board. Instead, my friends and I fled to the world of mortals with our bodies scarred and minds broken. We abandoned Wonderland to bleed at the hands of a terrible tyrant.

No more.

Return to Wonderland takes Alice back from 1879’s London to Wonderland, now a dark and terrible place under tyrant rule. Players take on the role of Alice and such companions as the Cheshire Cat or White Knight. The GM chooses from any of the tyrants collected—Queens and Jabberwockies alike—and creates their own story around that.

$5.24 PDF
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Ready Zero
Christopher Gunning, Alicia Howell

Strap in, Pilot

Ready Zero is a game about mecha fighting inhuman bio-mechanoids. 

It is July 2191 and you are a mecha pilot posted aboard Colossus Station Xibalba. You are at the forefront for the re-establishment of contact with the lost colonies. At your fingertips is the most advanced mecha ever designed; the Military Nonspecific Tactical Armor / Universal Role (MiNoTAUR).  As a 'ready zero' pilot, you are expected to launch at a moment's notice.  

Retake the Stars.

Opposing you are the cryptic Xrafstra -- giant biomechanoids equally at home in the aether and realspace.  They are hostile and territorial, and their violence is the root cause for the loss of contact with the colonies.  They will need to be defeated in order for humanity to blaze a trail to the colonies and regain our interstellar ascendancy.  

Flight Commander?  You Launch... Now!

  • Ready Zero uses streamlined rules focused on piloting mecha, quick resolution, and meaningful die rolls.
  • Setting material is presented in first-person format to help you immediately settlee into the world of Ready Zero and Xibalba Station's mission.   
  • This game includes everything you need to play -- setting material, rules, character creation options, prebuilt mecha, adversary builds, and weapons/equipment. 
  • Ready Zero includes rules for designing new MiNoTAUR mecha and Xrafstra adversaries. 
$3.56 PDF
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Astonishing Swordsmen & Sorcerers of Hyperborea Players' Manual
Jeffrey Talanian (author), David Prata (editor)


PUBLISHER'S NOTE: This PDF comprises the first half of Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition). If you have that PDF, you do not NEED this one. This PDF contains all the information that a player needs. The compleat edition contains all the information that a referee and/or a player needs. 

The AS&SH Players’ Manual compiles Volumes III, and III of Astonishing Swordsmen & Sorcerers of Hyperborea, as originally presented in the AS&SH 2E hardback. The milieux of AS&SH are inspired by the fantastic literature of Robert E. Howard, H.P. Lovecraft, and Clark Ashton Smith. AS&SH rules and conventions are informed by the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. Gary Gygax and Dave Arneson.

The Players’ Manual contains all the information that you need to play AS&SH, including character creation, spells, and adventure and combat rules. You can play a fightermagiciancleric, or thief, or one of their many subclasses: barbarianberserkercataphracthuntsmanpaladinranger, or warlockcryomancerillusionistnecromancerpyromancer, or witchdruidmonkpriestrunegraver, or shamanassassinbardlegerdemainistpurloiner, or scout. Character races include Amazons, Atlanteans, Esquimaux, Hyperboreans, Ixians, Kelts, Kimmerians, Picts, and several lost or moribund racial derivations, plus a variety of admixtures. 

ASTONISHING SWORDSMEN & SORCERERS of HYPERBOREA is sword-and-sorcery role-playing at its pinnacle. The heroes of a HYPERBOREA campaign delve the mazes and labyrinths of vast dungeons filled with horrifying monsters, lethal traps, and bewildering puzzles. They explore savage frontiers, breach hostile borderlands, probe ancient ruins, and investigate cursed tombs. They plunder for treasure and magic in a decaying world inhabited by bloodthirsty beasts and weird, otherworldly beings. Explore endless challenges and infinite realms of imagination with this complete sword-and-sorcery role-playing game!

$9.00 PDF
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Master of the Rogue Spire Quickstart Guide
Kale Stutzman

QUICKSTART GUIDE for Master of the Rogue Spire.

Master of the Rogue Spire is a new RPG system with simple rules, lots of customization, and an old-school feel. Instead of trying to recreate the rules of the first tabletop role-playing games, we took all the polyhedral dice that we love and crafted a new system that captures the free-wheeling adventure of playing classic fantasy RPGs in the '80s. What we add to the mix is a tactical core mechanic where players must weigh the risk of every action.  

This guide only offers a small subset of the rules so that you can get acquainted with the base mechanics. Character creation, level advancement, purchasing items, advanced tactic options and more are provided in the full rules volumes.

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Generating Climactic Endings for Outlands
Rahm & Hillmer

Generating Climactic Endings for Outlands

This booklet works as part of a campaign of High Fantasy. The material has been adapted from Crimson Cutlass for free-style role-play in Chronicles of the Outlands or Your other favorite rpg.

A Tarot Deck is used to generate the situations, the significant obstacles that must be passed and conquered in order to truly succeed on the adventure. This continues as the next booklet, which further expands your options in Outlands into flip-card generated material. Use it for solitaire experiences or with a moderating Ref playing along with his character. Need an example of the output, grab one of the pay what you want Outlands adventure packets.

Following the encounters of travel, the rival to the adventure must be defeated. But how? The Ref has his bad guy; the combat system—whichever you use—will handle that. But wouldn’t it be nice to have something other than straight combat in your game?

There are numerous examples and tables to offer Physical Barriers, Unknown Information and Future Threats. This isn’t a static list of a hundred traps; imagine instead a Bazillion alternatives to ending the quest.

With these Tarot Card mechanics, you don’t have to rely just on an array of miniatures set in a single room. You’ll find obstacles at sea, tests of honor, daring escape from pursuit, plus a means of creating your adventure’s final memorable ending using simple schematics. Put away the drafting set, lads, that’s so 1970’s. Unless you dig that slide rule rpg?

$4.99 PDF
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The Mice-Men of Mirewald: Spring
Matt Bohnhoff, Nick Hopkins

You are one of the valiant maussingers, bardic knights-errant that maintain the marshy mouse kingdom of Mirewald and protect its citizens.Queen Geraldinehas personally entrusted you with the year’s first bag of mail out of her castle in Hollyheim, containing urgent missives for the distant village of Gallau, several days to the north. The long road before you hasn’t been trod by civilized mice since winter froze the mire but you have a mission! Your squad must set out at once!

The Mice-Men of Mirewald is a small, light game that combines the simple no-prep formal of "Lasers and Fellings" with a setting and feeling similar to "Mouse Guard".
Grab a few friends, some 6-sided dice, and index cards and send your brave little mice out into the dangerous world!

Included is the 4-page rule book, character sheets, and 2 pages of additional setting information. All the documents come in full color and printer-friendly black and white versions.

Mice-Men shirt and other fun merch can be found in Wateland of Enchantment Game's Redbubble store!

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Five Cataclysms Core Rules Beta Edition
Nickolas Zachary Brown, Christopher Kyle Audette

A set of rules that should be at least vaguely familiar to anyone who's played The World's Original Fantasy Role-Playing Game, this is the set of tweaks, extra systems, and rulings that have made up the authors' home games for the past five years.

Product includes:

  • Lightweight core rules
  • Fighters that don't suck
  • Extra Classes for people who like options
  • The three core classes for people who want a purer experience
  • An optional skill system that will make you say "Hey, it's an okay skill system" (for once)
  • System for improving the backwater frontier starting town
  • Hallow and Corruption as an alternate to alignment
  • Summoning rules for Angels, Demons, and more
  • Unique Magic Item creation rules, proven to create statues of pie-loving celebrities that kill everyone in a 120 foot radius
  • A Fey Demense Generator that creates fantastical realms to travel through, such as: The realm of one elf fighting a dwarf over three eggs
  • The much beloved spell "Might"
  • The less beloved spell "Mystical Flan"
  • Trust in you; the Player/Referee
  • Printable Handouts for Classes, Core Rules, Spellbooks, and Character Sheets


  • A Request, no, Demand that you share your troubles with the system with us so we can tell you that you're wrong
$3.00 PDF
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Le Spire del Tempo

Gioco di ruolo Universale adattabile a ogni ambientazione, anche viaggi nel tempo

$0.67 PDF
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The Magical Land of Yeld
Nick Smith, Jake Richmond

Somewhere there is a door.

A door to a magical land. A land of secrets and treasure. Of exploration and adventure. Where children can become heroes and stand against monsters and magic.  And once you enter, the only thing you have to fear is that you can never go home again!

The Magical Land of Yeld is an all ages tabletop role playing game based on the fantasy world of the popular comic Modest Medusa.


- A self contained role playing game, including special instructional comics that help you learn how to play!

- Build and customize a child hero, with 9 Friend Types, 8 Heroic Jobs, 6 Advanced Jobs and 6 Monster Jobs! Plus hundreds of items, spells and "special dice" to collect and master!

- Explore the magical land of Yeld with unique map, calendar and travel rules! As your children travel and explore they'll grow older and stronger, but they'll have to find a way to escape Yeld before their 13th birthdays, or they'll become monsters and be trapped in the magical land forever!

- Fights come to life with team based tactics inspired by classic JRPGs and adventure games like Secret of Mana, The Legend of Zelda and Final Fantasy Tactics!

- Use the Monster Formula to create custom monsters, or choose from over 100 ready to play Monsters!

$16.00 PDF; $45.00 Softcover
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Tyrnador JumpStart
Andy Slack, Umberto Pignatelli

Imagine a land where men, dwarves and elves vie for supremacy, trying at the same time to survive the threat of the goblinoids and the dangers of the wilds. This place is the Kingdom of Ventar, founded centuries ago by a human prince looking to fulfill the Fate of his people, written in an ancient Prophecy.

And then, suddenly, the forgotten Prophecy came true: from the Sleepless Sea the fleet of the Necromancer came, to subdue the living and drag them into darkness. Only by fighting together did the Free People manage to repel the Necromancer, who today lurks, defeated but not destroyed, beyond the Gates of Night, an immense fortress in the far north.

Ventar lies destroyed and devastated: cities and villages are reduced to ruins filled with monsters, pleasant fields have become dark woods populated by bandits and ogres, and, in the deep forests, powerful Faerie coming from the mysterious Faerann try to lure and enslave mortals at their whim.

This is Tyrnador: Fate of Ventar, a land where mighty warriors, cunning rogues, wise priests and powerful mages dare to enter the ruins and explore the Wyldlands to find enough power to rebuild their land. So, grab your sword, learn your spells, and be sure your backpack is full of rations and torches. Are you ready to discover what the real Fate of Ventar will be?

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Jordan Stratford

Based on the best-selling The Wollstonecraft Detective Agency adventure series, Wollstonecraft The Roleplaying Game empowers detectives as young as 8 to create their own characters and solve mysteries in 1820s London.

With a simple d6 system and only 3 dice pools (one each for Plot & Events, Sets & Props, and Other Characters), the game is designed so that young players can organize and run the game without adult assistance. The game is set up rather like a tea party, with Guests who play an individual detective, and a Host who plays all the other characters in the world: a mysterious innkeeper, a scullery maid who may be an important witness, or an angry duck.

Included is everything you need to know to run a game session, including a starter scene so players can try out their new characters - with Regency names, jobs, quirks, talents, and equipment. There are also tips on writing new mysteries and creating compelling scenes for your Guest’s characters.

$5.00 PDF
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The Incident
Laurence Phillips

The Incident is a one-page, two-player story RPG. The players take on the roles of a disabled teenager and an authority figure and play through a conversation about a recent unpleasant incident. 

This download also includes a free extra page with extra story prompts.

$2.00 PDF
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Power Outage: Core Guide Book
Bebarce El-Tayib


Have you ever sat at a tiny table drinking tea with a queen? Have you fought off a horde of couch pirates with a valiant young captain by your side? Have you ever searched the wilds of a backyard jungle for buried treasure with a team of tiny explorers?. If so, then you’ve already played this game. This book is your guide to play in the world of Power Outage.

$15.00 PDF; $45.00 Hardcover
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'Ragnarok: Age of Wolves' Free Preview
Skirmisher Game Development Group, Clint Staples

Ragnarok: Age of Wolves is a skirmish-level game for novice and experienced tabletop players alike that emulates the desperate small-scale actions that might result during the unending winter that is the first stage of the Viking Apocalypse. This free preview includes an overview of the game, a listing of everything it contains, and illustrations representative of what appears in it. 

As crops fail and food grows scarce, banditry becomes rife as formerly good folk are driven to extremes and bad men take advantage of chaos and hardship. Monsters haunt the wilds and prowl the outskirts of palisaded settlement and isolated steading alike. Huldrfolk, never easy neighbors, but generally peaceful if left undisturbed, now move to defend their sacred groves and to seize places once devoted to gods who now seem absent. Trolls and their ilk gather, marauders sweep brigands and more into their bands, and whispers abound of gaunt giant wolves and worse, glimpsed in the swirl of a snowstorm. And where such beasts and everlasting winter hold sway, the Frost Giants cannot be far behind ...

Ragnarok: Age of Wolves is a set of fun, fast-playing, and evocative rules that allow you to fight out the desperate battles and skirmishes of the Fimblvintr. It also includes a four-part campaign to take you through the struggle of one man trying to preserve something of his honor, his life, and the people and creatures who depend on him for survival. Finally, we have given you everything you need to expand the strife to include the other creatures and Sagas of the Ragnarok!

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Łukasz Kołodziej

Heroes needed right away! Fantastic world is waiting for the daredevils who will face bloodthirsty monsters and restore the tranquility of its inhabitants! Adventure awaits!

Fireball is a fast and simple role-playing game that allows participants to direct the fate of brave adventurers in a fantasy world full of dangers and monsters. This handbook contains all the rules necessary to play, including five species (human, elf, dwarf, orc and halfling), five character classes (warrior, rogue, priest, wizard and adventurer), an useful quest generator and twenty-four types of monsters (from goblins to dragons).

Thanks to the very fast character and quest creation process, Fireball is perfect for casual meetings with friends, sessions in clubs, conventions and short, dynamic adventures with lots of fights, explosions and slain goblins!

$1.00 PDF
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vs. the Wasteland
Ben Dowell

Welcome to the exciting world of vs. the Wasteland!

Using the vs. M Engine created by Phillip Reed!

vs. the Wasteland is a roleplaying game in which players struggle to survive in a post-apocalyptic world. Whether the end of the world came from an atomic war, an extinction level event, or a global pandemic; it doesn’t really matter. Now, your Survivors live in the ruins of society. Survivors fight for their food and their safety. They fight to continue surviving, in the best ways they can in this desolate world. The fate of the Wasteland is in their hands.

This book contains everything that you will need to play, besides just some friends and two decks of normal playing cards!

  • Quick Start rules to dive into the action!

  • Over 50 Gimmicks for your Survivor to choose!

  • Gain mutant powers to vanquish your foes!

  • Wasteland Codex — 12 creatures to battle against!

  • Twenty Adventure Hooks to get you started.

  • Sample adventure “Escape From Gravel Road” included!

$7.46 PDF; $15.95 Hardcover
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vs. Dragons (Orange Edition)
Lucus Palosaari, Rick Hershey

Old-School inspired fantasy adventure!

Using the vs. M Engine created by Phillip Reed!

 vs. Dragons  (Orange Edition) is an old school inspired roleplaying game where you take on the persona of a Hero of the realm. You will delve through dungeons, fight monsters, defeat villains, and rescue damsels (or princes… they need rescuing just as much as the ladies!) all for glory and treasure just like you did when you were a kid.

The difference here is that you will do it around a table with a bunch of like-minded friends using paper and cards and the most powerful weapon at your disposal… your imagination.

 vs. Dragons is a complete roleplaying game using the vs. M Engine. Even novice gamers will have no problem creating interesting characters, learning the rules, and starting a game. All you need is paper, pencils, a deck of playing cards, and a few friends.

vs. Dragons (Orange Edition) is exactly the same as the standard vs. Dragons book, except this version is formatted to be 6x9 and has an orange cover. If you bought the other version, you don't need this unless you really want it!

$5.21 PDF; $15.95 Hardcover
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Warbeasts & Wyrms - JumpStart
Jonathan Giordano

Welcome to the Lands of the Powers, heroes! With four different heroes to choose from, a peek into the ways of the mysterious magicks, wild warbeasts, and sailing songships of the Lands, a sampling of new character options, and even a collection of Figure Flats, this JumpStart is everything you need to get started as an adventurer on the streets of Spire Port - the city at the heart of Creation!

In Dire Deeds Done Dirt Cheap, a host of strange happenings have begun to grip the city. A songship lies abandoned in Canoe Town. Goblins are marauding the Quarter of Pilgrims. And a god of the Bayou has consumed the Square of Shrines. What begins as a simple goblin hunt quickly uncovers a grave danger not just to your heroes' Quarter, but all of Spire Port!

And if your heroes can survive this fight, you're ready to launch into more adventures in the Lands with our collection of One Sheets here on DriveThruRPG!

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My Little Pony: Tails of Equestria - The Bestiary of Equestria
Jack Caesar

Hello, my name is Parchy Mustment and if you are reading this, then you must share my two favorite things: strange wonderful creatures and the study of strange wonderful creatures. I have over my long life traveled across much of Equestria and encountered many beasts – from the great Dragons of the Dragonlands to the Griffons of Griffonstone – and I have learned something new from every single one of them. Inside this tome you will find my gathered notes on the creatures of Equestria, their strengths and weaknesses, what makes them tick, and how to find them. I hope that you enjoy reading my book and that you will find the information useful on your own adventures.

$17.99 PDF
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Livret de l'Insitution
John Cube

Dans ce livret réservé au maître du jeu, ce dernier pourra désormais découvrir tous les secrets de l’univers de Daemon, les origines de l’Institution, son impact sur le monde actuel ainsi que les changements qu’elle a apporté dans le quotidien de cette Uchronie. 

Mais bien plus important, les binômes auront la possibilité d’évoluer vers cet autre mouvement jusqu’alors inconnu, les Révélateurs, au sein duquel ils vivront certainement la plus grande de leurs aventures ! 

Vous trouverez également dans ce supplément : 

• des bonus de niveau supplémentaires ; 

• des règles vous permettant de créer les redoutables gardes de l’Institution ; 

• deux scénarios inédits ; 

• des conseils utiles pour développer vos propres aventures.

$11.12 PDF
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Deep Love
Jason Morningstar

The Pitch

You’ve come to this paradise to drop a two-and-a-half ton iron ball off the side of a ship and lower it almost a kilometer into the abyss. You’ve come to crawl inside that iron ball and go down with it, to see what there is to see down there.

You’ve come with three other brilliant adventurers, friends, and lovers, and you’ll all get a chance to descend and risk your lives in exchange for seeing things no human being has ever seen.

And maybe, in the inky darkness and cold silence, you’ll find a measure of happiness and fulfillment.

Deep Love

Deep Love is a feel-good game about the complexity of love and sea monsters. You play real people doing real stuff, exploring the deep ocean off Bermuda in the thirties. You get to see things no one has ever seen before, and you do it in awkward pairs in a sweaty bathysphere as part of an odd love quadrangle.

All based on a true story.

You need four players, two hours, and two play spaces. One represents the deck of the Ready and only needs a place to draw and keep notes. The other represents the bathysphere and should be cramped, dark, and claustrophobic. A closet will work, or a bathroom tub. These spaces need not be adjacent and, in fact, are better if separated.

Deep Love is built around two modular parts, and can be played in three ways. If you enjoy the creative, arts and crafts aspect of going on deep ocean dives, describing wonderful creatures, and illustrating them, you can omit the characters and their drama entirely. If you enjoy the dramatic arcs of the characters but don’t have any interest in the minutia of deep ocean diving or sketching sea creatures, you can just roleplay and omit the arts and crafts stuff entirely. You can combine both parts into one exciting, crafty game full of pathos and love.

What's Included?

One 40-page PDF, which includes character sheets, Trouble Cards, logbook entry sheets, dive checklists, and other ephemera.


      Comment here, or get in touch with us at info@bullypulpitgames.com.

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      Thank you to our supporters on Drip for making this game possible.

$8.00 PDF
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Jacob S Kellogg

LAUNCH follows the story of a pilot fleeing a battle in their damaged combat mech suit. This game is for a single player and is played in a single session.

LAUNCH was designed as part of the Emotional Mecha Game Jam. Learn more by checking out #SadMechaJam on social media.

$2.24 PDF
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Good Cop, Bird Cop
Nicholas Johnson

Good Cop, Bird Cop is a short 2 page RPG where you play as birds fighting crime. This rules-lite game makes use of popular police show tropes as it follows the story of members of the "Feathered Birds of Investigation," also known as the FBI. This game is inspired by (but not affiliated with) games like "Honey Heist" by Grant Howitt, and draws some design and thematic inspiration from that. I hope you enjoy this game and the lighthearted take is allows for. I also hope you like birds, because there will be a lot of them here.

$1.00 PDF
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Lighthouse System Core Book
Dancing Lights Press

A simple, universal storygame system.

Core Mechanic

  • Roll a d20 and add modifiers.
  • If the result is high (11+) you succeed.
  • If the result in low (10 or less) you fail.
  • When the result is even, you narrate the outcome.
  • When the result is odd, the guide narrates the outcome.


  • When you declare your action, you bid a die.
  • The size of the die dictates the desired outcome.
  • d4 is minimal outcome, d12 is maximum.
  • Risk die are tokens, you don’t roll them.
  • Interpret degree of success or failure based on risk.
  • If you fail, you temporarily lose that die.


  • Successful actions against a target create complications.
  • These can be injuries, based on risk die bid.
  • Injuries create penalties: d4 = -1, d6 = -2, etc.
  • Complications can be obstacles or problems.
  • If you fail an action, you can take on a complication.
  • Duration is based on risk die size, but can be cleared in-story.

Fun Stuff

  • The system is easy for new players to learn.
  • Experienced players can explore risk and shared narration.
  • Shared narration allows for more overall participation.
  • Players can narrate the guide’s successes and failures.
  • Players can narrate their own successes and failures.


  • Character profiles are descriptive.
  • Think GIJoe cards, fictional world encyclopedias, Wikipedia.
  • Be as detailed or a minimal as you like.
  • If a profile implies they should be able to do something, they can.
  • Profiles can be updated during play to reflect what they’ve done.
  • No character death unless the player agrees to it.
$7.50 PDF
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Dark Streets & Darker Secrets
Diogo Nogueira

The streets of the city were always dangerous, as far as Sarah could remember. But now, after discovering the sinister truth behind reality, even her own shadow could give her the creeps.

Dark Streets & Darker Secrets is a Street & Sorcery Rules Light Role-Playing Game with an Old School spirit, just like its predecessors: Sharp Swords & Sinister Spells and Solar Blades & Cosmic Spells.

It’s a game about modern adventures in the world we live today, only with a layer of supernatural weirdness and horror. Characters are people who have found out about the mysteries and horrors that exist in the world and have decided to do something about it, be it battle it, join it, or simply explore its possibilities in any way they see fit. They will battle evil cultists, corrupted ghosts, bloodsucking vampires, and frenzied werewolves, or maybe they will be the horrors of others. This edition of the game assumes the reader knows the principles of what role-playing games are and how they are played.

What will you get with this book? Not only you will get a complete game system for urban fantasy, action horror and street and sorcery stories, you will also find tools and generators to create cities, neighborhoods, organizations, factions, NPS, monsters, ancient and sinister artifacts, complete adventures, which can all be of great help to inspire Referees of all modern games!

So grab your leather jacket, a baseball bat and whatever you can get your hands on to put the bad monsters to rest and come explore these dark streets and unveil these darker secrets

$7.49 PDF; $24.99 Hardcover
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The Iron Realm Random Fantasy RPG Solitaire Roleplaying World Building and Maze Masters Guide
The Iron Realm

The Solitaire Roleplaying and Maze Master's Guide gives you everything you need to design your own expansive Campaign World, Characters, Legends, and History.  The book is System Neutral, and so is easy to use with any game system for which you want to design your own RPG world.

The book is arranged to highlight every consideration of Solo Roleplaying, including the method for Solo Roleplaying, key locales, world building, history, legends, character backstories, relics, nation building, cities, character descriptions, and much, much more.  Fully supported with a complete set of 20 gaming aids and templates, I will walk you through every feature available for designing a rich and immersive campaign world (or megadungeon!) to tantalize and intrigue even the most die-hard masters of the game.

Designed for the game master who wants to play solo, but also perfect for creating a compelling world for a gaming group, the Solitaire Roleplay & Maze Master's Guide gives you everything you need for creating characters, legends, history, key locations, unique magic items, and more!

As a special bonus, receive FREE access to The Iron Realm RPG podcast - dozens of episodes - and listen as the methods from this valuable guide are demonstrated for you in a no-holds-barred original RPG game.

Take this book and begin your own foray into Solitaire Roleplaying.  Create worlds and characters for your own enjoyment, play through them with the included tips for solitaire play, or share them with your friends for the most compelling and immersive experience yet.

The Solitaire Roleplaying and Maze Master's Guide.  Yours for the taking.  A must-have for all die-hard RPG enthusiasts.  I'll see you there.

$8.25 PDF
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The Diplomat
Jon Paget

There is a legend that the bastard son of a Libyan President and a British Prime Minister married the daughter of a Colombian drug cartel and racked up a huge fortune.  Well, what is certain is that the daughter of Jeff and Frida Gadhafi is making plans to run for the presidency of Colombia.  You’re prepared to give Carlotta Gadhafi a chance, but the thought of another dictatorship in South America makes your blood boil.  The smell of corruption and dictatorship is in the air and the spirit of liberty and justice is at serious risk of being snuffed out.

In this adventure your character will be tested as he strives for the best outcome possible, whether that’s fame, riches, happiness, or a combination of the three!

To play you’ll need a pencil and two six-sided dice.

$2.24 PDF
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Quetnin Acord

Unlock the powers of your mind. Save your home.

The City is hurting, you can feel it. Bad people are getting worse, and good people are getting too scared to help. Most people think evil is just a presence, something that can't be faced head on. You know better.

Zeitgeist is a rules-light game about gifted psychics fighting the forces of mental anguish that tear our world apart. Build your character as you play, unlocking new psychic powers and discovering things about yourself and your fellow Espers. Solve mysteries, fight monsters, and discover worlds unlike our own. 

$11.25 PDF
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Rob Leigh

Condemned. Damned. Tormented.

You are one of the Tormented; a soul condemned to the Twelve Hells for crimes you no longer remember. For time immemorial you have been damned; tortured and twisted by the punishments of your captors, until you no longer remember or even resemble your past self. The agonies you have suffered have left you scarred, but from those scars you now draw strange and terrible powers.

Tormented is a Gothic Horror roleplaying game inspired by Dante’s The Divine Comedy and Milton’s Paradise Lost. It is intended to be a storytelling game in which a group of friends come together to tell stories of loss, revenge, guilt, repentance and redemption.

In this book you will find:

  • A rules-light system designed to encourage storytelling. Characters have 4 Aspects and 10 Aptitudes, which can be combined in almost any combination as the situation requires.
  • Rules for spending Conviction points to allow characters to perform normally impossible feats of skill and luck
  • Rules for Scars; the otherworldly abilities granted by the tortures inflicted on your characters
  • Details of the Twelve Hells and the myriad demons that call them home

All you need besides this book is a handful of 6-sided dice, some friends and a dark imagination.

$4.66 PDF; $14.87 Hardcover
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Shields Of Power Core Rulebook
Dee Ann Nichols

Welcome to the World of Shields of Power™

Before there was Shield World, scholars say there was another world. The bards sing songs of the long ago ‘Ancient Times.’  Some say it was a better world. Some say it was worse. Some just say that it was bigger, faster and more complex. But they agree that in the Ancient Times the peoples became so obsessed with themselves and the material things of their world that they moved blindly forward in their search for more and bigger and better ways to get those things. Finally, their machinations progressed beyond the point of no return. The people of the Ancient Times destroyed themselves in a great cataclysm of fire and death. After the Great Fire there came a long time of darkness lasting years beyond count. Eventually, out of the darkness and chaos, the light reappeared and the natural world began to restore itself. Out of this rebirth came the beginnings of new life and the peoples that evolved into what we know today as Shield World.

Shield World is based on a regenerated earth that has restored itself to a more natural state. In this world reborn you will find a variety of humanoid races such as Dwarves, Elves, Leprechauns, Goblins, Trolls, Gnomes and Dragon-Men as well as Humans. Characters receive training from a number of Power Guilds including Fighters, Rangers, Wizards, Illusionists, Druids, Priests and Monks to name a few. But you will also find anachronistic elements and echoes of race memories of the Ancient Times. As you go along you will find histories and legends interspersed with the rules of play to help you get the feel of the world as it exists in the time of Shields of Power™ and maps of Shield World with listings of the main cities and towns known to exist there.

The Game

This is a fairly simple, but detailed, Fantasy Role Playing Game in the style of good, old school gaming. It is based on a percentage dice roll system and includes a detailed combat system which allows the strength of the attack to be figured into the outcome. It also gives an extremely complete system for random character generation and offers many options for players to choose from regarding racial types and training.

In this rulebook you will find:

  • Rules for Character Generation
  • Detailed Combat Mechanics
  • Weapons and Equipment Lists – including Race and Guild Specific Weapons
  • Shield Artwork for the Player’s Use
  • Rules for Creating Adversaries
  • Information on being a Game Master and Creating Scenarios
  • Player information on Role Playing in general AND
  • A simple, short adventure called Gold Quest which is not intended to be highly challenging or extremely complex, but rather is there to help you as a player and/or Game Master get the feel of the game mechanics before you leap headlong into a complicated (and possibly frustrating) campaign.

So get out the pencils, paper, dice and calculator

and have some good old fashioned fun!

$15.00 PDF
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Tiny Gods
Alan Bahr


Take on the role of divine beings in this TinyD6 supplemental book. You’ll get access to a micro-game subsystem about creating settings, as well as new TinyD6 Archetypes for playing Demigods, and rules for powerful conviction points.

Tiny Gods is is a fully playable game, from setting creation to inhabiting divine beings, but it benefits from being paired with a fully TinyD6 game, to incorporate the divine potential of this book into your existing campaign!

$6.99 PDF; $14.99 Hardcover
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Bingo Book Express
Jon Paget

Although the print shop is old, you still manage to sell bingo books to loyal customers.  What's more, you keep yourself busy by buying and mending second-hand cars that allow your maturing family to drive around the United Kingdom.

But recently, you suffered a health scare that floored you both mentally and physically.  The road has been tough but you are on the road to recovery.  Unfortunately, the bingo books haven't been delivered in a few months and the cars are either beyond repair or overdue on their MOT (annual checkup). 

Now that you are back in action again, you have a grand plan to find replacement cars and deliver the backlog of bingo book orders.  It involves a large vehicle and many, many miles of roads.

To play you’ll need a pencil and two six-sided dice.  The rest is up to you!

$2.24 PDF
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Hiking the Camino
Jon Paget

This is a single-player hiking adventure! 

In this adventure your character will be tested as he or she strives for the best outcome possible, whether that’s fame, riches, happiness, or a combination of the three!

You are determined to walk the Camino de Santiago trail through Spain.  But it’s not as simple as getting from A to Z.  With your friend Ben by your side, you are looking for interesting experiences to share whilst avoiding going over the limit both in terms of carbon footprint (local products only) and alcohol units.  Some are fine, but a lot is not!

To play you’ll need a pencil and two six-sided dice.  The rest is up to you!

$2.24 PDF
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Will Uhl

ChitChat is a one-page game about cute critters and communication. Tell stories about fuzzy animals, friendship, and teamwork! And instead of rolling dice or flipping cards, work together with your friends using language to save the day.

Recommended player count: 3-5 (GM not included)

$1.49 PDF
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SEG - Core Rules 5.5
Randal Snyder

An era of conflict; an age of turmoil – a Sundered Epoch.

The Sundered Epoch: Generations (SEG) is a role-playing game designed to emulate an “action hero” style of fiction. It is a universal system designed to be as flexible as you are.  

This is the Fifth (and a half) Edition of the SEG system. With this new version we have taken the system to a new level and have added optional rules that were previously considered “advanced” and combined rules that have become staples in most of our play-testing sessions. 

Visit our website www.SunderedEpoch.org to get more titles and previews. And visit us on Facebook www.facebook.com/SunderedEpoch/ We look forward to hearing from you. 

$5.00 PDF
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CORE CHARGE Role Playing Game
Beware The Wizard

:::ALERT::: :::ALERT::: :::ALERT::: :::ALERT::: :::ALERT:::

Chaos ensued as a massive electrical explosion centered in the KepKo™ laboratories sent shock waves through Planet N-19. This explosion sent a surge through all of the obsolete and discarded robots and electrical equipment once forgotten, reawakening them. Security systems were destroyed, private data became accessible, supercomputers with now dysfunctional artificial intelligence turned on their creators, and the very mechanical structures that supported N-19 have been compromised. An emergency alert has been broadcast into every operational mechanical and electronic system. Urging them to evacuate the planet immediately. Derelict robots now armed with this information and an activated core charge are fighting for the last remaining KepKo™ escape pods, their only hope in leaving this unstable and doomed planet. Most of the inhabitants of this small planet have already escaped in these pods destined for the mother ship floating in the stars, but very few operational pods remain

The CORE CHARGE Role Playing game is a rules-light game designed to get you building your custom bot and engaging in hectic space battles quickly! It's designed to be easy to learn, and perfect for a casual game night one-shot. (But it does contain enough depth to warrant multiple game sessions!)

CORE CHARGE is a 10 page PDF (20 in booklet form, 10 page PDF only via DriveThruRPG) featuring adorable robot art from Jenny Bolin. In the main product you will find all of the rules to play the game, as well as some intersting optional rules, rules on how to build your bot, and more, using a new 1d6 dice system. The game comes with a sepreate character sheet PDF featuring two character sheets on the same page, designed to print and play. You'll also find a two page sample adventure with a beautiful hand-drawn map by fantasy cartographer Beware The Wizard. 

Will your rag tag team of obsolete bots escape the doomed planet N-19 before it's destroyed?

$0.99 PDF
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Movie Night
Peter Frain

An all-ages storytelling roleplaying game inspired by the movies of the 80's and shows such as Stranger Things.

I originally designed this as a game to play with my daughter who was really wanting to try gaming but was a bit too young to take in all of the mechanics. It then developed into this, which was playtested in both a school and at a few small, daring tables.

It's designed to be child-friendly and is ideal for use in schools as an education or expression aid, promoting relationships, character development, and basic maths and language skills. Due to its easy system (which resolves scenes based on one six-sided dice roll) it is also ideal for a quick game for experienced players which requires minimum preparation.

Want to play through a whole story from start to finish in one night? Need a quick fill-in for when one of your group is missing from your mega-campaign? This game is designed to focus on telling the story quickly and easily so you can focus on enjoying yourself.

A story can be played-out in an hour or two, like a movie, or can be strung together into a campaign. The rules for campaign play are included in here along with a whole host of other options.

The default setting for the game is playing as kids investigating strange events in their local town, but there are optional rules included for running adult characters and the system lends itself to playing in any world or style.

It includes 9 quick-build story ideas for adapting some of your favourite classic 80s movies; a random adventure generator; 5 different settings which cover classic fantasy, sci-fi in a galaxy far away, fairies, ponies and Saturday morning cartoon heroes; as well as an introductory adventure (which you can play solo). The names have been changed to protect the innocent (and copyright laws).

There is a blank character sheet, as well as printable tools for plotting out your stories and detailing scenes.

In the spirit of encouraging accessability to all, especially young gamers, this product is distributed without watermarks and any part of it can be printed out for the purposes of play.

$1.24 PDF; $4.94 Hardcover
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Knights of the L.A.M.B
Marquis Hartis, Chelsea Dabbss, Nefthalie Ramos

Knights of the L.A.M.B is an exciting new ruleset designed to be used explicitly for children 3+.

L.A.M.B (Little Adventures Mean Business!) is a d10 sysem with an intuitive character-creation procedure allowing for purposeful, interesting, and fun characters to be created in just 5 minutes.

In Knights of the L.A.M.B, players are teddy bears who fight the forces of darkness seeking to enslave and hurt children the world round.

Included are:

  • Rules for character creation
  • Setting information
  • Complete bestiary
  • Magic system
  • Coloring pages to print off and give your kids
  • A complete character sheet
$1.99 PDF
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La Saveur du Ciel
Fabien Hildwein

La Saveur du Ciel vous propose de raconter et d’inventer à deux les aventures d’un jeune cuisinier de génie cherchant à atteindre la perfection culinaire. Ce jeu de rôle met l’accent sur la description du plaisir de cuisiner et – bien sûr – de déguster. En une à deux heures, les deux joueurs sont guidés par les règles pour raconter les histoires culinaires les plus vivantes !

Plus de matériel sur alcyon-jdr.com

$7.78 PDF
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Fabien Hildwein

Bien des civilisations se sont épanouies et ont disparu avant la nôtre. La plupart d’entre elles n’ont rien laissé, emportant avec elles les secrets qu’elles avaient arrachés à l’univers.

Mais tout n’est pas perdu.

Au bout du monde, votre expédition archéologique a découvert une de leurs ruines. Vous êtes déterminés et bien équipés, mais rien ne saurait vous préparer à ce que vous y découvrirez.

Pourrez-vous déjouer ses pièges ? Saurez-vous en percer les mystères malgré les ravages du temps ? Et enfin, supporterez-vous ses réponses aux énigmes du réel ?

Plus de matériel sur alcyon-jdr.com

$7.78 PDF
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Cthulhu Nights (CBRPG)
Noah Patterson

Welcome to Cthulhu Nights, a ChapBook RolePlaying Game (CBRPG). What is a ChapBook game? It is a light pen and paper game where the rules take up no more than thirty pages total. It is intended to be fast to learn and easy to play.  

What is Cthulhu Nights? It is a game of horror adventure and investigation set in the 1920s, loosely inspired by the works of Howard Phillips Lovecraft.

What do you need to play? You’ll need this ChapBook, a single six-sided die (known as a D6 in these rules), pencils, paper, one friend to act as Game Master (GM), and one to five friends to act as Investigators.

$0.99 PDF
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Transit: The Spaceship RPG
Seamus Conneely, Bradford Wylie, Brian Casey

TRANSIT takes place beyond our home planet, allowing you to traverse the unlimited depths of space and explore worlds outside our own galaxy.

Your role as an Artificial Intelligence is to inhabit an interplanetary vessel, manage your resources, and direct your crew. You’ll deploy your ship’s officers into the field, hunt down criminals, engage in interstellar combat, and deliver supplies and colonists to remote settlements.

You must rely on your resources to complete missions by acting through your ship, tech, and crew. Three different AI types – Combat, Command, and Support – lend themselves to varied and interesting game play, but it’s when an AI is paired with a ship that the real diversity in character creation comes to the fore.

TRANSIT is more than just an intergalactic skirmish game. When your interests and those of your crew are aligned, things can go very well, but when you and your crew come into conflict, they turn from asset to liability. They’ll think you’re insane, but you’re just trying to survive and complete your mission. How did it come to this? What will you do next?

You’re the hero. You’re the monster. You’re the glorious leader. You’re the soulless tormentor.

Just how far will you go to complete your mission?

$15.00 PDF; $30.00 Hardcover
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The Living Dead 3rd Edition
Zechariah Winters

The Living Dead is a mondern-day zombie role playing game. This game has the story telling style of DnD as in the GM has to create a story for the player to play out. Create your character, build your sanctuary, slay hordes of the infected, and fend off looters. Will you thrive or die? 

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4d6th Wall Role-Playing System - Basic Elements Vol 1: Basic Dice Rules
Maurice Evans

4d6th Wall Role-Playing System

Basic Elements Vol 1: Basic Dice Rules

4 pg 6x9” PDF

Never Out of Stock
   With the upcoming release of our flagship product, the 4d6th Wall Role-Playing System, we wanted to give you the opportunity to get familiar with some of the basic elements of the game. 4d6th Wall has a lot in common with many RPG’s you’re probably already acquainted with but it also has some interesting new features as well.

This is the first booklet in a series giving you the basic concepts of the upcoming Core Rules

In this booklet, we’ll cover the Basic Dice Rules of the game

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Gazetteer: A Gygaxian Storygame
Levi Kornelsen, Kimberley Lam

Gazetteer is what happens when you hold OSR crowdsourcing, sometimes called "Gygaxian democracy" in one hand, new-fangled online Storygaming in the other, and scream “NOW KISS”.  It is a game of map-detailing and collaborative storymaking, functioning by means of questions and answers.  It is led by a facilitator who is required to talk like a pompous blowhard of an explorer throughout.  For the players, it is a game of creative writing - and specifically, writing about being dragged by a ridiculous boss into misadventure in pursuit of new horizons and material for his travelogues.

Game prep for a given run-through is half an hour; the entirety of the rules and guidelines, advice and examples, is fifteen pages.  For the players, prep is reading or listening to about a page worth of text.  No character creation, no fiddly bits.

Like its mechanical predecessors, Doomed Pilgrim and Atop A Lonely Tower, it is engineered to be playable on Facebook, on Discord, or via other social media; Gazetteer itself is also built to be playable in-person.  Played online, it requires a small group of interested players, a middling crowd of casual "I'll throw a little bit in here" visitors, or (often) some mix of both.

You should grab and read it immediately.

$3.00 PDF
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STaRS: The Simple Tabletop Roleplaying System
Charlie Cohen

STaRS is a universal, rules-light system, capable of handling everything from gritty noir to high-flying superheros. It walks the thin line between running on a book full of rules and running on GM fiat, remaining easy to understand without ever leaving you unsure about what you can do. Friendly towards new and experienced role-players alike, STaRS is great for one-shots and long campaigns alike.

Less time with your nose in a book.  More time with dice in your hand.  That's the promise and the power of STaRS.

A Lite Edition is also available with the base rules; this full edition, however, also includes:

  • More detailed rules and discussions about how to run physical, social, and environmental conflicts
  • Five example magic systems
  • A sample setting and town.
  • A chapter of optional expanded rules for things like mass combat, vehicles, hero points, pvp, and a whole bunch more.
  • Advice on designing characters, npcs, encounters, worlds (including my fractal world building system), and a general "how to rpg good" chapter.
$9.99 PDF
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Donna Giltrap

The Stephens are the perfect American family. At least, that's what Don needs his potential new client to believe, which is why he invited him to the family's Thanksgiving Dinner. Unfortunately his mother-in-law will also be there, and she has a tendency to turn people into toads when they displease her...

Spellbound is a 1960's comedy LARP for 12 players inspired by Mad Men, Bewitched, and I Dream of Jeannie. Expected play time is two to three hours.

Included are twelve character sheets, background and rules, and guidance for the GM on preparing and running the game.

$6.00 PDF; $15.00 Hardcover
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Space Shuttle Diplomacy
Sam Flintlock

It is a time of turmoil in the Mantona Galaxy. War, Piracy, Lost Planets Reappearing, Merchandising Opportunities. So what could be a better time for the representatives of the various governments to sit down in a room and not be allowed to shoot each other?

You are all one of those representatives, sent to the Galactic Council to push your planet’s interests. The Council is taking place on Space Station Zebulon, one of the only neutral areas in the Galaxy.

This is a theatre style LARP focused on interstellar diplomacy, bureaucracy and political wrangling . It lasts 2-3 hours and runs for 12-16 characters.  The game comes with character sheets, background handouts and running hints.

$5.00 PDF
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Bloody Demon Slayers
Elizabeth Chaipraditkul

...A game about monster hunters on their periods...

You’re a demon slayer, a magical warrior blessed by the moon with powers when menstruating. You use these powers to fight corruption wherever it roams, to beat back the foul forces of evil who lurk in the dark. The night is blessed by the moon and her children protect it.

In Bloody Demon Slayers you play magical warriors tasked with protecting the world from evil. It draws on popular media such as Buffy the Vampire Slayer and Sailor Moon to create a unique peroid-based gaming system.

$5.24 PDF
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Skeleton Song
Jacqueline Bryk

Your name was on the front page. You were a victim with a number. One, two, three, four, five. When they caught him, your Killer’s full name was splashed across the front page too, along with smaller pictures of the rest of his victims. They wrote hundreds of words dedicated to his motives: what he wanted, why he wanted it, how could such a monster exist among us. You were relegated to his kills, his trophies. He captured the public imagination.

They haven’t heard you since you went missing. Your voice was snuffed out, or added to the background noise of the Killer’s glamour. You became a part of him, part of his past, his present, and his future.

A feminine horror LARP about reclaiming your personhood in the face of someone who wants to take it away, even beyond death.

Requires five players and two hours.

$2.99 PDF
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Go Action Fun Time Basic Rules
Tony Padegimas

Go Action Fun Time is an open-ended, rules-lite role-playing game invoking action/adventure cartoons. You can play basically any character you want and have them run amok through any setting. Adventures can be played in one session. Characters can pop in and out without affecting continuity. And sometimes … dinosaurs.

Teen-age superheroes from the past, present or future – real or imagined – have been thrown together to compete (as a team) (in theory) in a reality game show produced by chaotic and perhaps insane gods called the Executive Producers. These heroes now travel randomly through time, pursuing the strange and crazy challenges given to them by the Producers, and perhaps righting wrongs along the way.<o:p></o:p>

This is a table-top role-playing game with dice and math to complement the story-telling. The game requires a pile of 6-sided dice (the normal ones that you use in Yahtzee or craps), the means to take notes, a few consecutive hours, some friends, imagination, and these rules.

$4.99 PDF
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David Brunell-Brutman


You are a crew of Runners – skilled operatives for hire in the semi-legal twilight between the monolithic megacorporations, vicious gangs, and downtrodden denizens of the neon-soaked urban Sprawl.

Your goal: complete the mission and stay alive.

CYBER//PUNK is a tabletop roleplaying game inspired by works like Blade RunnerNeuromancerGhost in the Shell, and Shadowrun. Be a grizzled ex-police hacker, an unhinged sexbot turned living weapon, or any number of other cyberpunk characters. Infiltrate megacorps, outwit the yakuza, and steal top-secret AIs. All the rules are on one page.

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White Box: Eastern Adventures
Mark Tasaka

Welcome to the days of old… to a time when adventurers were ordinary people, who took up this dangerous calling to accumulate hordes of treasure from monster filled dungeons.  But be warned, adventuring is truly a dangerous profession here; dungeons are filled with deadly traps and even deadlier monsters.  Most adventurers will perish on their first few adventures; those that survive have learnt the importance of knowing when to fight, when to run and when to rely on hirelings to get the job done.  Take a step forward, if you dare, and enter a world of exotic dragons, talking cats and hungry ghosts with unending appetites… take a step forward and enter the world of ‘White Box: Eastern Adventures.’

‘White Box: Eastern Adventures’ is based on the simple and creative game play mechanics of the first incarnation of the ‘World’s Most Famous Role-Playing Game’.  This game is set in a world inspired by Japanese mythology and folklore; a setting where social status and prestige are just as important as treasure and gold.  Thus, the goal of adventuring is more than accumulating wealth; it is also about gaining merit and honour in a status conscious society.

FREE! PDF; $4.99 Hardcover
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Red Herring: A Noir Experience
Michael Collins

Red Herring is a casual tabletop role-playing game with all the trappings of your favorite detective fiction and classic noir films. Choose between 8 Moods and 6 Archetypes from classic film noir to build your character. Using their Gumption, Chutzpah, Moxie, Childlike Wonder, the Cut of Their Jib, and even A Certain Je Ne Sais Quoi your character will embroil themselves in grand mysteries- and more often than not, put themselves between a rock and a hard place with Red Herring's unique d6-based system.

$5.00 PDF
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Techlite RPG System System Reference Document
Jemma Hooper

Looking for a generic ruleset that offers quick, intuitive character creation, while also providing the ability to offer challenges that scale from the mundane to the epic? Look no further than the Techlite Roleplaying Gaming System.

Adapted from AntipodeYarns Tomekeepers Tabletop RPG System, this system is milieu neutral and offers Storytellers the opportunity to build out equipment and facilities tables that suit the milieu their players prefer to adventure in. The faction mechanics from the Tomekeepers system remain, without including specific factions from that milieu.

This document will always be free and is released under an OGL license held by Jemma Hooper of AntipodeYarns. We hope you find the game mechanics to be a simple, straightforward to run and intuitive support for the stories you wish to create with your players.

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Un limite un confine magico oltre il quale ce la morte, il selvaggio west dove demoni si spacciano per figure normali, e devi combattere per la tua anima, verso la luce o verso il buio?

Saranno le tue scelte nel gioco a stabilirlo... Benvenuti a Redenzione

$0.67 PDF
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The GenIsys Tome 4E
Scott Stokes

The Power you want with a familiar feel. This is a completely customizable system. You gain Character Points (CP) and you can buy abilities, skills capabilities, and even optional Arch Types. There is no limit to how far you can go.

GenIsys system relies on a 2d10 mechanic vs. a target number. Characters gain Action Dice to add a bit of luck when they need it.

A replacement for the failed alignment system that everyone keeps using is an all new Personality Profile. This includes a link to download the character form. http://www.genisysgames.com/PersonalityProfile.html.

You remember those games, “you wanted to be the most powerful wizard or the most badass fighter. Then you get up to 9th level and the campaign breaks down. GenIsys Fantasy allows you to take your character to all new heights of your character's ambition. Find the epic power you deserve, play GenIsys Fantasy.

What has changed:

  • The Equity system is now gone. You now just pay CP instead.
  • Ability Scores: We simplified the cost and progression.
  • The races CP cost for certain abilities with a CP-2 is all gone. The colubrine race is moving over to the Dark Races guide for those who want dark campaigns and we have added Centaurs, Cimmerian Elves and Halflings into the core book.
  • There are 4 Arch Types (Not Required). They are Clergy, Fighter, Magic User, and Scoundrel. They are especially helpful for new players or those who want to stay with a particular concept. There are several Specialties in each Arch Type and they each help your character become unique.
  • The number of skills has been reduced from 26 broad skills to 9. They have also been repackaged to better integrate with Arch Types.
  • The VPT system for spells is gone. We have replaced it with a simple maintenance mechanic, based on the Spell Casting Ability (SCA) of the spell you cast.
  • The spell system has been rewritten and is simplified, it is now so much easier to understand. The critical success/failure for each seed has been removed and streamlined.
  • Seeds now give you some supernatural benefits. e.g. The nature school gives you the ability to start speaking with nature and the higher your SCA in your Nature School, the better your communication with the creatures in nature.
  • Reworked Devotions, Rites and Rituals a bit. They are easier to use now.
  • Familiars have been simplified, and you can still have more than 1.
  • Cleaned up the rewards system and made it easier. Added more examples.
$8.25 PDF; $14.00 Hardcover
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Imp of the Perverse
Nathan D. Paoletta

A new game of psychological horror and monster-hunting in Jacksonian Gothic America.

Inspired by the work of Edgar Allan Poe, this game centers on the struggle to overcome perversity by hunting down those who have fully given into theirs and turned into literal monsters.

You will face horrors that stir your Imp to offer you more and more of their own perverse power. Can you resist that temptation to regain your humanity?

Or will you embrace it, and become a monster yourself? 

This download includes:

  • 224 page PDF rulebook containing all of the rules for play, making protagonists, making monsters, safety and content techniques, overviews of the historical context in which play is embedded, a menagerie of monsters, and three ready-to-play Chapters
  • Print-ready PDF of the protagonist sheets, monsters sheets and play aids
  • Three ready-to-play Chapter PDFs matching those in the rulebook, containing print-ready pre-filled monster sheets and six pregenerated protagonists

About The Game

Imp of the Perverse is set in a Gothic Jacksonian America of the 1830s-40s where monsters are real. One player takes on the role of the Editor, who creates monsters and sets the stage for the rest of the players, who take on period-appropriate protagonists, to fight against the horrors that stalk the night. These protagonists have an Imp of the Perverse on their own shoulders, impelling them to commit terrible deeds. Only by fighting those who have given in to their own Imps, and literally transformed into creatures of the night, can they gain redemption and reject their Imp - but the struggle itself continually tempts them to embrace their perversity and become damned themselves.

This world contains a Shroud between the world of the living and the world of the dead. Imps come from beyond the Shroud, and they actively want to drag their afflicted back across. Hence, whenever a monster appears, all those with Imps on their shoulders can feel it, like a pressure wave of perversity sweeping over them. Every Chapter starts with the protagonists actively aware that something is wrong and a monster is near; gameplay is about discovering the specific nature of the creature, exploring how the horror it brings to the world resonates with your perversity, and then confronting the creature to end the threat it poses. 

The Struggle

The core mechanic of the game is a simple d6-based system that represents the tension between perversity and humanity. While the odds are in perversity's favor, it is certainly possible for a character to fight for regaining their full humanity, and end their story free of their Imp.

The World

This is a world, much like our own, but with this key difference: human passion can pierce a hole in the Shroud between the living and the dead, and invite in the terrible things that we (still) remember as monsters. This is the world that contains The House of Usher, that once saw the Masque of the Red Death, that averted its eyes from the Conqueror Worm. This world contains monsters, yes, and today we have many names for them. But then, they were simply the expressions of souls over-full to bursting.

Imp of the Perverse is set during the decades of the Jacksonian Era of American history, which happens to coincide with the majority of the creative life of Edgar Allan Poe: the 1830s and 1840s.

In addition to being thematically resonate to the inspiration for the game, this period was a really interesting and dynamic time! The method for making protagonists, through a question-and-answer survey, embeds them in social, familier and professional circles of the time. You do not need to know a lot about history to play, but the text does provide an overview and some specific details that you can use in play to contextualize your game.

Game Features:

  • Designed for an Editor, responsible for making a monster that deserves to be brought down, and 1-4 players, each playing a protagonist with an Imp of the Perverse on their shoulder
  • Each Chapter of play takes 1-3 sessions of 2-3 hours to play from beginning to end, and then players can drop in and out between Chapters
  • Protagonist creation through a question-and-answer survey system that embeds them in the time and with connections to the monster, setting the stage for play that gets to the point and gives protagonists reasons to care about the world around them
  • Monster creation system that establishes a reprehensible creature, puts them in a Web of potential allies and victims, and structures how they will escalate their powers and reach during play
  • Simple d6-based mechanics that tempt the players to embrace their protagonists perversities without forcing them in one way or another
  • Opportunities for players to take over the Editor role in long-term play
$9.75 ZIP File
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Gaia Sicolo

Do you like witches? Have you ever wanted to play an idyllic farm game with interpersonal drama and loads of magic, but in TTRPG format? Well, in case you want now, Huddle is here for you. 

Play as a coven of witches as they survive in a community that'd much rather cast them away, face your fears, bring joy to others and yourself, read poetry and run wild!

$1.50 PDF
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Moxie! A Cartoon RPG
Laura Adams

In 1984 Greg Costikyan and Warren Spector wrote a game set in the crazy world of (classic) cartoons.

This... is NOT that game.

This is the loosely improvised jazz cover version. You might call it a retroclone, except it isn't. In the immortal words of Tenacious D, “This is just a tribute.”

It assumes you know how to play an RPG, what kinds of things you would use Strength for - I mean, “Brawn” (no skill list to remember!), a streamlined Powered by the Apocalypse mechanic that folds everything into a single roll of the dice, and puts all the rules the players need to know on a single page so you can get started in the time it takes a fowlus supersonicus to dodge a falling anvil.

The character sheet can fit on an index card, and the hardest part of making a character will be thinking up a good name and a motto.

Do you want to play some cartoon mayhem? Then ya gotta have Moxie! (And at least three regular six-sided dice.)

$2.99 PDF
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Hack the Planet: Cyberpunk Forged in the Dark
Kira Magrann, Fraser Simons, Melody Watson, Andrew Gillis, Kate Bullock, Ash McAllan

Hack the Planet is 346 pages, full-color, and graphic-novel sized. There are 64 pieces of art in the interior and it comes with optimized, highly usable PDFs (300dpi and 96 dpi for low-res). Each PDF includes bookmarks, extensive hyperlinking, a reference section, layers, and an index.

Hack the Planet is a cyberpunk tabletop roleplaying game about clawing power away from those at the top while surviving extreme heavy weather. In the not-so-distant future, our environment and technological growth was impacted by Acts of God: natural disasters radicalized by climate change effects that wreak havoc on the world.

You play individuals living in Shelter 1, a massive facility for climate refugees, corporations, and the superrich. These days, the Shelter serves only the few corporations who saw these changes coming—and you’ve had enough.

While you seem powerless compared to these corporations, you use technology to forge a new way of life within and around a massive Shelter 1. You pull off daring heists using experimental weapons and armor, install cybernetics into your bodies, and hack the corporate nanites pervasive in your body, food, and culture. You deceive those you don’t trust, betraying them when necessary. You rip apart hurricanes in this cascading, sprawling metropolis.

Play to find out how well you fare against the odds as you leverage your appropriated and modified futuristic technologies, wits, and sordid pasts to take power from a corporate society that will stop at nothing to keep it.

Each player create a player character (or PC) referred to as a Glitch—the punks of this society living in the Green Zone. Glitches hacked the nanites that track and monitor their movements to take themselves ‘off the grid’ so they could thrive outside of Shelter 1’s cultural norms. Often, they engage in crime and violent acts that, while not heroic, are necessary to achieve their goals when the odds are stacked against them.

The players’ Glitches form a crew who work together to go from having little-to-nothing to having serious clout and resources. They work outside of the authority and mainstream culture to accomplish this; taking scores from people in the criminal underworld. They’ll have to forge alliances, eliminate those that get in their way, and bypass the law to work their way up the proverbial ladder.

Hack the Planet uses an “engine,” or framework of rules and mechanics, of another game called Blades in the Dark to pull off this daring way of life—making this game Forged in the Dark. 

Visual touchstones include Elysium, Blade Runner, and Blade Runner 2049. But the game also takes a lot of inspiration from cyberpunk and cli-fi (climate fiction) literature like Heavy Weather and Loosed Upon the World


Note: There will not be a print-on-demand option but an offset print run will be available via samjokopublishing.com for international people and Indie Press Revolution for people in the U.S. We will link to those sources when the print run is available (approx. May-June).

$20.00 PDF
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The Expanse Roleplaying Game
Seth Johnson, Zack Walters, Jason Mical, Ian Lemke, Neall Raemonn Price, Nicole Winchester, Rich Lescouflair, Steve Kenson, Rob McCreary

The Expanse Roleplaying Game brings James S.A. Corey’s award-winning series of science fiction novels to the tabletop. Using the Adventure Game Engine (AGE) rules that power Green Ronin’s Fantasy AGE, Blue Rose, and Modern AGE RPGs, The Expanse takes players to a far-future solar system where humanity is divided: Martians, Belters, and the people of old Earth struggle for political power and resources, but older, alien, forces are stirring in the universe, and human history is about to take an unexpected new turn.

The Expanse RPG applies the fast-playing, stunt-powered AGE system to spaceships, solar colonies, adventure, and intrigue in the far-future, where the actions of the characters may change the course of history!

$26.95 PDF
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Tiny Supers Player's Guide
Alan Bahr

A player guide for Tiny Supers!

Containing all the player facing rules you need for Tiny Supers, whether you are a player or a GM! From character creation, through power traits, and the core rules of the game, we've got you covered!

Powered by the minimalist TinyD6 ruleset, all you'll need are some six-sided dice, this PDF and some 3x5 notecards, and you can dig into a stream-lined and stripped down supers roleplaying game! Featuring full-color art from Tiny Supers, and a tight, streamlined supers ruleset, this product is great for players in Tiny Supers campaigns. 

This product does not contain the GallantVerse, NPC write-ups, GM rules, or micro-settings that you'll find in the core Tiny Supers book. 

$7.99 PDF
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Gentlemen Vs. Demons
Seann McAnally

Gentlemen Vs. Demons is a fast-paced, simple horror game inspired by old school percentiles systems. Taking direction from Hammer films, EC horror comics, and weird pulp fiction, it plays like an amped-up, dumbed-down Call of Cthulhu. The game is best suited for one shots and short campaigns. Compact at 66 pages, it relies heavily on the ingenuity of the GM who enjoys tinkering with rules. This game is compatible with Song of the Sixgun and is broadly adaptable for use with any game that uses percentiles.  

$2.99 PDF
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The Ground Itself
Everest Pipkin

The Ground Itself is a one-session GMless storytelling game for 2-5 players, played with highly accessible materials (a coin, a six-sided die, and a deck of cards).

Focusing on place- one specific place, chosen by the group - The Ground Itself unfolds over radically disparate time periods that may range from 4 days to 18,000 years. By casting wildly into time, it considers how places both change and remember themselves. Fundamentally, The Ground Itself is about the echoes and traces we leave for others after we are gone.

This download is a printable PDF of the 25-page playbook, with illustrations.

$3.00 PDF
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Return to the Stars! Core Edition
Mark Sabalauskas

Return to the Stars, a tabletop science fiction role playing game, helps players create their own stories in an optimistic space opera setting.  

Return to the Stars is designed to allow the creation of characters that evoke the best elements of geek culture. In the far future hyperspace travel gave easy access to countless worlds, and humanity sorted itself into like-minded communities. One such society was the Convention Authority, founded to celebrate the now classical arts of science fiction, fantasy, and gaming.

One day, without warning, the stellar beacon that illuminated hyperspace went silent rendering galactic travel impossible. The systems of the Convention Authority stayed connected thanks to a replica fleet of early starships. Now, after more than a century of effort, a long-range exploration craft has been built. Its purpose: to return to the stars and reconnect with lost civilizations of humanity.

The players of Return to the Stars are a new generation of geeks — makers, genetically enhanced cosplayers, scientists, and pop culture enthusiasts setting out on an adventure of exploration and discovery. 

If you enjoy tales filled with optimism and hope, where players can paint a better future in bold primary colors, then you should prepare to Return to the Stars! 

Easy to Learn, Simple to Play

Return to the Stars is powered by the popular Fate Core SRD, an indie game system that helps you tell rich stories without a lot of preparation or calculation.

Carl Sagan once said “If you want to make an apple pie from scratch, you must first invent the universe.” We’ve provided a science fiction setting and skills  so you can jump right in and tell stories of adventure and exploration.  You might think of the game and its setting as a pie crust—a foundation you can fill with your imagination.

Return to the Stars comes with an adventure specially designed to teach the core concepts of the game.  In playtests at many different conventions, new players have been up and running and having a good time after ten minutes of explanation. 

Our goal: if you love anime or games or science fiction or cosplay, and have thought about trying roleplaying games, you can get Return to the Stars, read it, and play.

Cool New Tools 
If you already love games powered by Fate, we’ve added some fun new subsystems that you can enjoy in Return, or adapt to your existing games and settings.

Character Arcs
Often in fiction a protagonist has a problematic way of interacting with the world. It kinda works for them, but its shadow side takes a cost. Eventually, they learn they need to change and grow. Character arcs are a structured way to spotlight how someone grows past their Trouble.

Competitions are a type of contest in which the drama comes as much from trying to perform at the limits of your ability as it does from overcoming the opposition.

Downtime Tinkering
Creative options that players can have fun with between sessions to make the game richer for everyone, getting minor in-game benefits. Equally inspired by the Amber and Pendragon RPGs

Return to the Stars is a game about who people are not about the stuff they carry.  Still, loot makes players happy.  Props are gear that you can have fun collecting but which are only used a single for a dramatic effect. Like an intriguing prop in a well-made science fiction movie it provides a moment of cool that shakes thing up and advances the story, and then you don’t see it again.

Space Opera Skills and Stunts
Skills tailored to tell science fiction stories—play as a scientist or an academic rather than someone with “lore”. Hack into computer systems, change your genetics on the fly. Skills can be varied with over 100 fun stunts, including many novel templates you can repurpose for other settings.

Explore Ideas and Ideals 
Return to the Stars is episodic by design: players travel to reconnect the lost worlds of humanity, and have adventures with strong science fiction hooks: adventures that can only happen because of technological or social progress. Player characters bring their ideals and abilities to face the unknown. 

The game comes with scenarios and encounters that provide interesting starting situations from which players and game masters can improvise intriguing stories.  Also, since December of 2017 we’ve been tweeting daily sci-fi headlines from the game’s setting, an archive of useful prompts to inspire your creativity. 

The game’s themes:

  • Optimism: humanity can be better in the future thanks to science, cosmopolitanism, diversity, and humanism.
  •  Space Opera: space battles, pulpy melodramatic adventures, romance, and risk-taking
  •  Pop Culture: your heroes come from a post-scarcity society of enthusiasts enjoying and thinking critically about the media they love.  Imagine Worldcon, if it were an actual world. 
  •  Hopepunk: Kindness doesn’t equal weakness, and that in the face of cynical oppression caring is a political act. An act of rebellion.

Paint a better future in bold primary colors-get Return to the Stars!

$11.24 PDF
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Jay Slater

Gearheads is an automotive adventure micro-RPG which lets you play out a particular brand of motoring hijinks. Players take the role of a producer and two to four presenters on an acclaimed TV car show. With a collection of junkers, beaters, and jalopies, the presenters face a series of challenges to determine whose car is best.

Easy Rules
Designed with one-shots in mind, Gearheads fits in its entirety onto four pages—just the right size for a DriveThruRPG gamemaster screen. Ultralight characters, cooperative car generation, and a simple highest-roll-in-d6-pool core mechanic ensure a minimum of time spent on learning and setup, leaving more time for playing.

Ultralight Characters
Is your presenter slow, plodding, and nitpicky? He has more dice in Knowledge. Is your presenter fast, oafish, and loud? He has more dice in Power. That's all you need to know.

Cars at Center Stage
More important than the presenters are the cars they bring to the table. Gearheads' rules for cars drive the drama of breakdowns and roadside repairs to the forefront.

Each presenter designs a pair of cars by assigning dice to its dice pools. He then picks a car from the set designed by his colleagues.

Narrative First
Gearheads is a story-focused game, short on in-depth rules and long on advice for more closely mirroring the motoring adventure show genre. Introduce your cars, mock your colleagues' choices, and tackle the producer's challenges, all with minimal interference from the rulebook.

The car graphics on the cover are designed by Freepik.com.

$0.75 PDF
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Travel Journal of Short Tales
Law C. Esper

Travel Journal of Short Tales is a lighthearted fantasy roleplaying game, following small fantasy characters in short, comfy, low-stakes adventures. It's made with one or two session adventures in mind, and uses a set of UNO® cards as its core mechanic.

In this short book you'll find the rules of play, how to create a character, how to use magic, and a few tips for Narrators and GMs who want to run the game.

$0.75 PDF; $11.99 Card(s)
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Legend Quest
Morgan Lean, Matthew Corrin

Welcome to the world of fantasy role playing games. Within these brief pages you will find the rules for the fastest, most streamlined fantasy game on the planet. Carefully crafted for ease of play and rapid character creation, Legend Quest will catapult you to a fantasy world which you can shape as your own. This game system has a few different tricks up its sleeve to others. For one, we have a rules system designed to make game mastering, playing and learning the game as easy as possible. This system begins with a partially detailed map and we supply a set of tools for you, the game master, to flesh out and shape the world according to your group’s taste and needs. To play Legend Quest you need the full set of dice d4, d6, d8, d10, d12 and d20, some pen and paper, and a bit of imagination.

Features of the Game
• Ultrafast and simple task resolution and character system.
• Flexible characters, you can pick up any talent (the way your character does stuff) for your character.
• Fantasy setting which starts small which expands the more you play. The more games you run, the richer your world becomes. These worlds are unique to your group.
• Easy to put together scenarios, we provide you with over 20 monsters prebuilt that will help you get started game mastering.
• Customisable rules set. You may like our rules or you may not, and you can forge your own talent trees.
• Two complete magic systems, which can be expanded by you! One hundred unique spells for the Spells system, and a Sigil-based Enchantment and Ritual system providing tools to make items, enchantments and rituals.

$1.50 PDF
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The Human Element
Eran Arbel

The Human Element is my own role playing game system, inspired by work my brother did many years ago.

It's a simple, generic, modular, d10 system designed to be easy to pick up and play as well as deep for the players who wish to go the distance.

This is the basic set as it exists, providing all the rules required to play in a modern setting. Different settings, with their modifications and additions, will be available for purchase later.

Please tell me what you think.

It is given away free of charge for your use but if you feel it's worth your time and money, please come back and update your purchase price or stop by my patreon.

$1.00 PDF
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DOGS the Gaem
Dane Asmund

DOGS the Gaem.

This open and free-form game follows a simple, group story-telling formula to allow each player to take control of the narrative. Players can use the Kwik Play Rules to play as dogs in silly situations, or jump into the full campaign, taking care of their flowers and even playing as cats.

DOGS the Gaem takes place in a world of millions of identical suburban landscapes lost among an endless and sprawling jungle. Cats are horrifying and nearly omnipotent creatures made up of broken coding. Humams are jerks and sometimes you teach them a lesson. Other times, you just focus on doing dog things.

What would your group like to do today? Take down the pet store? Sneak into a movie theater? Eat the squirrel you found yesterday and buried?

It's DOGS the Gaem, play however you want.

$5.63 PDF; $20.00 Hardcover
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Expedition to a Bleak Heaven
Hollow Wanderer

It is 1683, the golden age of piracy. For one reason or another you’ve come to Newport, Rhode Island at the White Horse Tavern to join some shady figures on their expedition to an uncharted isle most consider cursed, Bleak Haven. This is a pirate themed dark fantasy adventure and d6 system intended to last one-two four hour long sessions. The difficulty is deliberately set to be medium-high, encompassing survival horror and encouraging opportunist gameplay, in order to offer a good challenge for one to three players and one game master.

$8.00 PDF
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H. P. Lovecraft Preparatory Academy
Jeff Zitomer

H. P. Lovecraft Preparatory Academy

As a student at the prestigious H.P. Lovecraft Preparatory Academy, you’ll uncover conspiracies, deal with bullies and uncaring professors, explore dangerous steam tunnels, study for exams, escape from horrible monstrosities that humanity was never meant to see, and try to avoid an extended stay at Arkham Sanitarium. And that's just orientation week!

  • A semi-humorous RPG in the tradition of Saturday morning cartoons featuring mystery-busting kids…only the monsters are real.
  • Features a detailed sandbox environment on the campus of a haunted New England boarding school.
  • Six different Student Types to choose from, including Witches, Summoners, or Mad Scientists.
  • A simple task resolution derived from the PDQ System: roll 2d6 + skill modifier against a target number.
  • Design your own faculty! Want Dr. Frankenstein to be the new Biology professor? No problem!
  • Thanks to the medical breakthroughs developed by Dr. West in the school infirmary, your character can’t die…but sanity is another matter entirely.
  • Tons of optional rules to customize your individual game.

$15.00 PDF
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SURVIVE THIS!! Vigilante City - Core Rules
Alan Bahr, Brandish Gilhelm, Jeff Cape, Josh Palmer, Matt McCloud, Jason Shain, Jodie Brandt, James M. Spahn, Brandon Aten, Eric Bloat

What is SURVIVE THIS!! Vigilante City?

From the creators of SURVIVE THIS!! Dark Places & Demogorgons comes SURVIVE THIS!! Vigilante City, a gritty, street-level, superhero game set in the near future.


Vigilante City is heavily inspired by Batman:  The Animated Series.  Along with the X-men, Spider-man and TMNT cartoons of the 1990s.


Vigilante City utilizes the familiar ruleset of the world’s most popular fantasy RPG, mixing the old-school with modern mechanics for the best possible gaming experience. With it’s modular system design, you can easily play to the exact style of super’s game you want!

SURVIVE THIS!! Vigilante City - Core Rules features ALL the rules to make a vigilante and play the game.


Complete Modular Independent rules for Humans, Mutant Animals, Borg Conversion and Power Armor, Magic, Mutant Abilities, Psionics, Speedsters and Super Soldier Drugs, that are designed to be added or removed easily to allow your game of Vigilante City to be tailored to the exact style of superhero game that you want to play! There is also, Background/Origins, Weapons, Equipment, Gadgets, Vehicle Upgrades, Vehicle Combat, Ranged & Melee Combat, Morale, Skills, Usage Die & so much more!


Vigilante City features both Human (no powers) and MegaHuman (powers) classes!

$7.49 PDF
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Wander Worlds
Grinning Man Entertainment

Opening Sale!

Wander Worlds is a micro-RPG built to portray any setting. Quick to learn, epic to explore, the first edition comes with five different premade worlds ready to discover.

  • Cthulhu
  • Crime Noir
  • Classic Fantasy
  • Space Opera
  • Modern Spy

In short, the two-page set of universal rules can be "mad-libbed" with character traits, adventure seeds, rewards, plot twists, enemies, etc. that are provided by each setting's unique "playbook."

The engine is geared towards telling a unique and compelling story with minimal pre-game preparation.  Beyond the premade settings, Wander Worlds also comes with materials that will help you bring your own world to life.

A Note from the Designer

For GMs, I think the promise of Wander Worlds is that you can create a vibrant campaign setting of any genre and create a playstyle of your choice in ~30 minutes, and design adventures within that setting in even less time.

For players, I think the system sets itself apart in a few ways. It's easy to learn, easy to play, easy to transport, inexpensive, and that's always appealing.  I'm also not aware any universal system, micro or not, that is quite as easy to actually adapt to other settings. This is also one of very few micros that I'm aware of that offers character advancement and honestly I think the advancement system in this game is pretty cool. There are a few other things, like compelling character creation, emphasis on teamwork, and an embracing of combat and non-combat situations, that would also recommend the system.

I think the most likely use case for this game would be a player be poking around for something to play and saying something like, "oh cool, here's a Cthulhu micro-RPG! I wonder if my GM would want to run that. Oh, and it's easy to print and play, too! This crime noir setting looks cool, too, and I can use the same system to play that! Heck, let's get the group together!" Not saying that's what's going to happen, but I think that's what it's built for.  If I can help bring gaming groups together, and help them explore strange new worlds, I'll consider this system a success.

Reviews from Reddit:

"Inspiring! Thank you for sharing this."

$1.88 PDF
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Mysthea Legends of the Borderlands: The Bitter March - FREE Quickstart
Douglas Santana Mota


This Quickstart is a sampler for Mysthea Legends of the Borderlands now on Kickstarter!

In UFO Press's adaptation of Legacy to Tabula Games' setting, you’ll lead your own Guilds and Heroes, explore a unique geomantic fantasy world, and rebuild a city over generations. 

Each campaign of Mysthea: Legends From the Borderlands starts with your Guilds sent as a joint venture to a city recently devastated by the war between your Kingdom and the Empire. As a group, you’ll decide which regions were ruined by the war, which were claimed by local factions, where your Guild can find solace, and where dangers lurk. 

As you play, you’ll rebuild the ruined neighbourhoods, forge uneasy alliances with the Empire’s remnants, and shore up defences against the arcane storms and monsters that ravage the lands. Through grand Guild Wonders and character-driven Quests you’ll change the city, and the city will change you. And once generations have passed as your metropolis is thriving, how will you deal with your parent guilds back home? Will you present the city gift-wrapped for their pleasure? Withdraw and declare your independence? Or use the city’s resources to steal their might and authority for your own? 

  • 3-6 Players
  • 3-4 Hour's Play
  • Requires 2D6
  • 15+
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Siege Weapons and Rules for Demolition; Official DarkMoore Accessory.
Steve Jensen

Siege Weapons & Rules for Demolition; Official DarkMoore Accessory. A supplement designed to complement the DarkMoore RPG Players Rulebook. Siege equipment stats, effects, and rules to determine demolition damage. General guidlines for Game Masters to calculate a Demolition Point Value (DP) for almost any inanimate object. This supplement is FREE to download. Please visit my page: ARCHAIC ADVENTURES here at DrivethruRPG and browse many other titles for additional download.

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Glory and Gold [A Lasers and Feelings Hack]
Andrew Pelham

Glory and Gold allows players to quickly setup a roleplaying game in the Roman Empire. Using the basic rules from Lasers and Feelings by John Harper, each player needs 1d6 to play, and they must only keep track of their two skills: Glory and Gold. 

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Monsters Destroy All Cities
James & Robyn George

The Kaiju movie was born in the 1950s.  Originally a Japanese creation, it was quickly adopted by American and British studios that imagined colossal, and often mutated, monsters attacking helpless human cities - and one another - in titanic struggles.  Now you can be part of the giant-sized fun with this rules-lite game of Kaiju encounters:

Construct a battleground, perhaps your own hometown, to challenge an assortment of monsters...

Spend points to create an original Kaiju to do battle against your friends...

But beware, you're only as good as the strategy you use, and this game asks that you think fast and team up with monster allies...

Or maybe build a robotic mech, either a stalwart human defender or alien invader with advanced tech...

Win or lose, you'll get additional points to further improve and come back for more! 

Monsters Destroy All Cities is a war game, but one where everyone pitches in to create an exciting shared universe complete with aliens, mutants, and brave fighting robots.  So fire up the DVD player, catch your favorite films, and then hit the gaming table to live the genre with dice, dioramas, and miniature figures - because monsters really do destroy all cities! 

$2.62 PDF
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Against The Fall of Night Quickstart Edition
Matthew Jarmak

Welcome, heroes, to Against the Fall of Night: Quickstart Edition!

The Against the Fall of Night Quickstart Edition contains everything you need to explore Against the Fall of Night.  With seven pre-generated characters, a short adventure, and all the rules necessary to create and play your own scenarios for characters of levels 1-3, it will arm you to stand up and fight for the light.

What is Against the Fall of Night?

Against the Fall of Night is a roleplaying system for fantasy adventures inspired by many other fantasy roleplaying systems of the past.  Against the Fall of Night (AFN) takes classic inspiration but combines it with innovative new twists on mechanics.  Combat in AFN is an exciting back-and-forth interaction of attack and defense techniques, where any blow that is not defended against might strike a major wound even against an armored hero.  This adds a sense of tension to combat that is lacking from HP-based games, where players can sit secure in their confidence that they have enough HP to soak the hit.  

In addition to adding tension, the attack, defensive, and magical techniques available to characters give them decisions to make in combat.  Characters have limited pools of attack points, defense points, and magic points, and must choose how to spend them.  In this way, AFN keeps combat turns from devolving into "I attack him, I guess" for players of fighter-type characters.  

Ok, so that's a lot about combat, but why are we fighting?

As you might guess from the title, characters in AFN are heroes who stand against Night.  In the world of AFN, Night is an existential force, the terror that lies beyond, the darkness from without, a force and a place that is not of our world, but that wants very badly to make our world like it.  Every day when the world shelters your view from the sun, that's not Night.  That's just an ordinary night.  Night is a longer cycle, when darkness creeps out from the places between shadows.  When silence rings out, clear as a bell.  When every mistake you have made, every fear you have, every dream you have been denied, rushes into your thoughts with crystal clarity.  These things are the first stirrings of a true Night.  Night is a slow corruption of the normal, a destruction of safety, a denial of predictability.  When you hear a strange noise at 3 am, it could be anything.  In the clear light of day, that was obviously just the house settling.  At 3 am, it could have been an intruder or a monster or an extradimensional rift.  These impressions are the leakage of true Night into any ordinary night.  In an ordinary night, it is a passing fear, pushed away and laughed at nervously later.  In true Night; who can say what fear might reveal, or what might pass through the darkness?

Night has fallen before, and it will fall again.  Every time, the Dawn has come, its clear light banishing the darkness which does not belong.  By default, an AFN campaign is set at Sunset, when the darkness is just beginning.  Will your heroes be able to defend civilization against the encroaching Night, and protect it long enough for Dawn to end this cursed Night?  Will Night find a way to banish the light of hope, and prevent the Dawn from ever arriving?  Find out, with Against the Fall of Night!

If you like the Against the Fall of Night Quickstart Edition, make sure you're set up to receive emails about products from drivethrurpg, to watch for future news about AFN!

FREE! PDF; $4.99 Hardcover
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The Other Shoe
Aleks Samoylov

The Other Shoe is a GMless tabletop storytelling game about goal setting and living with an inexorable curse. The curse is a very thinly veiled metaphor for mental illness. (Oops, I gave it away)! This has been one of my more personal projects, and probably the one that I was most hesitant about putting out into the world, but here goes.

Because it's (loosely) based on some pretty heavy personal experiences, The Other Shoe is not explicitly designed to be fun, exciting, or uplifting. Those things are not outside the realm of possibility, but this game can occasionally end up being kind of a bummer. If you are not in a good place right now, you might want to avoid playing it unless and until you feel safe in doing so. Your health and your safety should always come first. Additionally, safety mechanics are an integral part of playing this game, and it is recommended that groups that do decide to run it establish safety rules up front.

As to the nitty-gritty, this game supports  2 to 6 players and requires a single, standard deck of Tarot cards to play. 

$2.99 PDF
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Troika! Numinous Edition
Daniel Sell

Troika! Numinous Edition is the new edition of our popular Troika! RPG, a complete science-fantasy RPG full of critically acclaimed writing, built-in wonder and room for everyone at the table to go wild!

Inside the book you will find:

  • A full automated character creation system that generates exciting starting points for players to build upon
  • Weighty lists of spells and enemies to encounter
  • A baked-in plane-hoping setting which draws you into the world and allows you space to build upon its sturdy foundations
  • Lavishly illustrated by Jeremy Duncan, Dirk Detweiler Leicthy, Sam Mameli, and ENnie award winning Andrew Walter
$10.22 PDF
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The Treasure of Black Hooke Island - Shields of Power
Dee Ann Nichols

Black Jack Tolliver - The name is known to just about everyone who sails the seas. Tales of his famous treasure are told in every port. Never in your wildest dreams did you think you would ever have the chance to find that treasure. Now, here you are, in possession of a crumpled scrap of parchment that could lead you to it if you dare to take the chance. But the danger is very real. A motley bunch of scallywags known as Squidge’s Boys are chasing you over land and sea, trying to beat you to the prize. From place to place, from clue to clue, they are hot on your trail. And then there is the journey itself. No easy task even without the vagaries of wind and weather. Is it really worth it? Are you all on a wild goose chase? Can you fight your way through, decipher the clues, count on your comrades and win out in the end? Does the treasure even really exist? What are you doing here between the devil and the deep blue sea? Why is your head spinning uncontrollably with unanswerable questions? Why is your stomach about to heave your last meal overboard? You bang your head against the ship’s mast and turn your face into the wind. The salty sea spray slaps you into sanity. You know in your heart that this is your journey - your path to take - and you are on your way. Come hell or high water, the die is cast, the course is set and there can be no turning back.

Welcome to the sea-going adventure of The Treasure of Black Hooke Island. This is a campaign-type adventure in the form of a treasure hunt for any number of players, any race, any guild, level 1 through 10.  The players will start out with an old map. On the map is secret writing they must decipher to get the first clue. And then – the game is on!

$6.00 PDF
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Potere Arcano
Nicholas Fletcter

Magic is an ancient and hallowed art. By channeling the energy buried deep within the mind, powerful spells can be invoked. To unlock this energy, one must study the ways of the seven types of magic and bend them to your will. The path to power is long and arduous, but one who walks it will find great rewards.

In Potere Arcano, each player builds a powerful Mage, capable of evoking powerful magic on a whim. With no list of fixed spell effects, you can attempt any spell you can imagine at any time. As the ages go past, mages grow stronger, but along the way they will likely have to deal with rival mages and powerful Myths.

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Steelheart Blades
Nicholas Fletcher

The world is in peril from the forces of darkness. The great hero of prophecy failed to be born... or did they? As it turns out, their spirit was born as a group of heroes. The player characters take on the role of this group of heroes. Drawn together by the strings of destiny, they must work together to save the world from the forces of evil.

Steelheart Blades is designed to emulate the setting and gameplay style of a video game series that will remain nameless for legal reasons. Most gameplay in Steelheart Blades is handled via freeform narration or combat.

$0.75 PDF
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Sand Dogs
Brad Murray

It’s hot, it’s dirty, and there’s dust on the horizon that probably means someone else found out about this Tomb before you. You’ll get there first -- your armoured car is fast, rigged for the hard-packed sand -- but they are coming with more people and...is that a biplane?

No matter; if worst comes to worst you have a way out. The hairy spindle you found at the last tomb has a useful side effect: it shifts you sideways through space to somewhere...else. But where?

It has to be pretty bad to want to find out.

Sand Dogs is a fast-playing campaign RPG that provides simple but durable rules to play indefinitely in a psychedelic dieselpunk fantasy that links to all the other planes in the Soft Horizon. Obstacles to online play have been removed, making this a go-to choice for playing with friends anywhere on the ‘net.

$10.46 PDF; $17.95 Hardcover
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I ♥ Rockets
Emmett O'Brian

The hull heated up quicker than expected which meant the Journeyman was coming in at a steeper angle than intended. There wasn’t much that could be done about it, the micrometeors tore into the fuel tank. Only a lighting fast thruster burn toward the only habitable planet in the system gave a hope of survival. A moment later and the fuel would have been gone.

The skin of the Journeyman creaks and groans under the intense heat of reentry. The inflatable heat shields are holding but some of the super heated air is getting into the meteor puncture holes and making them bigger. We might lose the whole tank if we’re not lucky.

The emergency chutes opened. That’s a relief since they’ve never been used before and mechanisms like that can break down. Another few seconds before we hit the ground. Who knows what that will break.

$1.00 PDF
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The Lost
Emmett O'Brian

You and your crew were part of a small survey vessel in a fleet of ships sent out past the edge of the known galaxy. An unknown force destroyed the fleet while you were investigating what turned out to be an unremarkable moon. Without the main line ships, you have limited fuel and poor astrogation charts. Your crew looks to you for their orders and you decide to try and limp back to the last known space station the fleet left from.

A stand alone solo RPG adventure and system

$1.00 PDF
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Kuf (Svenska)
Wilhelm Person

Kuf är ett rollspel som blandar gnostisk skräck med ett snabbt och lättspelat OSR-system.

Rollpersonerna är kufar och outsiders som dras ner i en malström av oförklarliga och skrämmande händelser.

$7.49 PDF
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Pregen Characters (Form Fillable, B&W Deluxe sheet)
Stephen J Grodzicki

9 x 1st level Pregen characters (one for each class), using the Form Fillable B&W Deluxe sheet, illustrated by Daniel Comerci.

Note "GS" stands for "Great Success" and "TF" stands for "Terrible Failure" (Degrees of Success - Deluxe p.64).

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IDENTECO Core Rule Book
Shawn Rourk, Alex Wood

Big Brother is watching.
Time to put on a show!

IDENTECO is a new RPG system and world based around your character’s social interaction as a means of survival. As a Gutterpunk, you operate outside the law on the fringes of giant, sprawling metroplexes surviving any way you can while fighting back against the corporations that oppress you and your friends. As a conniving Operative, you have access to the boardrooms and black-market deals that drive the backbone and business in the city…and business is good. As a thrifty and stalwart Scrapper, you survive in the harsh lands outside the pristine cities, living off the land and away from big corporate influence. But the Wastes bring their own dangers you must overcome.

The system is fast and easy to learn. New players should be able to jump in and roll dice in a short time, veteran players will find familiar and expansive new ways to tell their character’s story. newer players should be able to learn the basics of in less than an hour. Social interaction and how you interact with other players and non-player characters in the world are central to your characters success…and survival. When you can’t talk your way out of a jam, combat is simple, fast and deadly. Experience and reputation are tied together in a system where as you progress, you literally cash in on your in-game notoriety to gain an advantage.


The year is 2099. The world is a much different place.

After a series of devastating nuclear attacks on America's heartland by an unseen (and still unidentified) enemy the government was in disarray. The corporations were the only thing left to protect the populace and rebuild society. So, they did. Like technocratic gods they rebuilt America™ in their image, and then used new economies of scale and political financial systems to reshape the globe.

As a reaction to the attacks, the U.N. created the Centralized Human Identity Program (C.H.I.P.), as a universal I.D. program for the world. The C.H.I.P. is implanted in you and carries your entire identity—your personal metadata—passports, medical records, employment histories, education records, social media history, and much more.

The Corps have figured out ways to manipulate people using this metadata. Through carefully crafted marketing and slick branding, the Corps don’t force their will onto people as much as they enforce their worth in people’s minds, and trick people into buying and selling little pieces of themselves to the slickest brands and the most influential lifestyle companies.

In IDENTECO you do whatever is necessary to retain your humanity in this new "Static Age." The more you play the game, the more you build your character's identity, and the more valuable it becomes to those who would steal it from you. As the game progresses the thin line between famous and infamous depends solely on who's watching.


$14.99 PDF
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Pierce Fraser


Welcome to the second edition of HC SVNT DRACONES, the bestselling post-humanity sci-fi tabletop RPG!

HC SVNT DRACONES puts you in the body of a human experiment that outlived its creator, and has gone on expanding into the galaxy while trying to heed the lessons of a race that fell to ruin. It's about exploration and fear, expansion and conquest, intrigue and subterfuge, and ultimately, it’s about you, learning to be you, when all the trappings of humanity you define yourself with are dead and gone.

A unique character generation system allows you to assemble your Vector layer by layer, from their family to their species to the unique anatomy that defines their appearance. Interact with your story on two legs or four, from 6 feet up, or less than one. Explore new character interactions and problem solving possibilities when your party can range dramatically in size and shape from person to person.

HSD encompasses themes from intrigue to combat to horror and more. Within this setting are areas that will allow for just about any narrative you wish to spin, and unique creatures and elements to help those concepts along. Explore varied societies with rich histories and use the combinations of techniques and near-magical surgical upgrades to create awesome combinations for powerful and unique characters

Great utilities exist to help you play, including weapon and armor cards for easy inventory management and contract adventures are being regularly developed and released to provide ongoing content to explore!

This update to the bestselling first edition of HSD features all new mechanics and possibilities, from new character options to a wealth of new weapons, items and armors, to expanded surgical and implant upgrades. HSD2.0 is both a new beginning and huge expansion, and this book is all you need to get started in HC SVNT DRACONES!

$7.50 PDF; $59.99 Hardcover
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Neoclassical Geek Revival Alex Mayo Edition
Zzarchov Kowolski

Neoclassical Geek Revival (NGR) is a take on classic RPGs to the extent that none of the original mechanics survive. This version is illustrated by Alex Mayo. Other versions by select artists will soon be available.

$10.50 PDF; $18.90 Hardcover
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SuperAge: Role Playing Game
Jeff Mechlinski

SuperAge is a fully immersive, top down designed supers game built to emulate the action we see in TV shows, movies and comics. With dozens of pages of full color art, this book is beautiful.

SuperAge may be the first RPG designed around comic action. Since the emphasis is placed on comics and not characters, SuperAge provides a unique play experience.

With dozens of powers and an intuitive and open ended character build system, you can build any type of super.

SuperAge is easy to learn and plays very quickly. Rounds sometimes can last mere seconds, keeping you embroiled in action.

The entire system has been designed top down. This means that all design aspects have been created to provide the best supers RPG experience.

$9.00 PDF
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The Hand Hack
L. F. Barbosa

"During his reign, King Sho Shin ordered the gathering of all weapons. He also ordered the aji to make their residences in Shuri. A people with no weapons and with their lords away from home would be less inclined to start rebellions. But the people of Ryukyu did not forget how to fight. They started to make weapons from their hands."

An old-school martial arts hack for the ancient mythical east.

Five classes for gifted individuals: fighter, monk, priest, sorcerer and thief.

But if your character can not choose a class, he at least can FIGHT. Learn Ju-Jutsu, Karate or Kung-Fu and kick some kobolds' butts.

You can also easily adapt the rules for dystopic, futuristic, modern day, sword & sorcery or high fantasy settings.

If you're a fan of traditional eastern martial arts and RPGs, this is your game!

$5.00 PDF
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Another Generic Looter Shooter
Andrew M. "Fish" Popowich

Another Generic Looter Shooter

Mankind tried to push to the boundaries of Terrestrial space… and met with resistance. Several factions disagreed with this expansion agenda, and now mankind has been pushed into a corner. The City of Walls is Earth’s space fortress and the Keepers are it’s elite guardians.

This is a shortform RPG and includes both a pretty version and a printer-friendly version of a Destiny/Anthem/Division-like game of shooting... and looting.

Quick Hits

Games are meant to be be, right? Right! Sometimes, you just don't want to do a lot of reading and instead, you'd like to do a lot of playing. That's where Quick Hits come in, these microgames are short and sweet, and pretty entyertaining. Some are more like real short RPGS, where others might be something even more abstract. Use them for when you need a break from your campaign, or just having a quick get-togther with friends. Enjoy!

$1.00 PDF
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Interstitial: Our Hearts Intertwined
Natalie, Travis Wheeler, Chris Hutton, Jo Louden, Linksmith Games, Nora Blake, Riley Hopkins

Interstitial: Our Hearts Intertwined is a tabletop RPG about our connections with other people, the power we draw from those connections, and traveling to different worlds.  It runs on the Powered by the Apocalypse engine.

In Interstitial, you will travel through the barriers between Worlds with your party. You'll meet new friends, enemies, teachers and learn about yourself. You will also be able to visit and partake in events in your favorite intellectual properties or your own worlds ala Kingdom Hearts. In short; Take two worlds that don't fit each other, smash them together, wipe away the dust and find out how they do.

Think of this game as a vehicle for you to play out Fanfiction. You control the story, either with your self-insert or another canon character from a different property just smashed into this other one.

$30.00 PDF
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Legends Of Araby
Ed Teixeira

Three Wishes!

Legends of Araby is a stand-alone game that is fully compatible with Warrior Heroes – Legends, 2 Hour Dungeon Crawl, and even Larger Than Life – the Director’s Cut.


Now you can journey through the legendary land of Barylistan. Barylistan is a place of Magic where you can seek Fame and Fortune. Battle Bandits, free a Genie, or rescue the Princess; what adventures await you? Rise from humble beginnings to legendary status as you match wits and weapons with those that dare cross your path. Your journey begins in the exotic land of Barylistan and from there the choice is yours!


Inside you’ll find:

An exotic land filled with strange and wondrous people.

New creatures and monsters to battle.

Brigana - A complete city for you to explore.

Four new Nations to adventure in and add to your Warrior Heroes – Legends, 2 Hour Dungeon Crawl, and Larger Than Life – Directors’ Cut games.

All this and much more!


You’ve just arrived in town and it’s dark. Once you passed the city gate you saw less and less people.  Not knowing your way around you walk down a dimly lit street towards the sound s of laughter and music. It’s been a long ride and as you see the lights of the tavern you see three dark figures exit an alley and advance towards you. You see the glint of a knife and…welcome to...



$7.46 PDF
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Entromancy: A Cyberpunk Fantasy RPG
M. S. Farzan

"An agile little assassin...Entromancy is a gem waiting to be found." --Geek Native

"I am seriously impressed with this book. My favorite part is the near-total absence of scaling, and the menu-option approach to gaining new features from your class and destiny. It works well here for the same reason it works well in Powered by the Apocalypse playbooks and 13th Age." --Tribality

Entromancy: A Cyberpunk Fantasy RPG is a tabletop roleplaying game set in San Francisco in the late 21st century. In our world, a quarter of the earth's power now runs on ceridium, a newly discovered element that has had the unintended consequence of spawning a new race of people, and several forms of magic that were once thought to have been forgotten.

In Entromancy, you’ll take the role of a character in a futuristic, technology-driven, magic-rich world complete with espionage, spellcasting, hacking, and engaging action sequences.

  • Cyberpunk Fantasy Roleplaying. Enter a futuristic, magic-rich world where technology is ever-present and several forms of forgotten magics have resurfaced -- for better and worse.
  • Unique Characters. Choose from five diverse races and five unique classes to create your character and begin your story. Progress your character by taking on challenging missions and eventually embracing one of five brutally powerful destinies.
  • d20 Mechanics. Experience a streamlined gameplay system based on the Fifth Edition of the world’s most popular roleplaying game, simultaneously allowing for exciting action and storytelling while providing for a great deal of depth.
  • Action Gameplay. Get into the game quickly with easy onboarding for new players and engage in action-packed gameplay with spellcasting, hacking, cybernetics, and much more.
  • Faction-Based Espionage. Increase your standing with Entromancy’s three competing factions, while attempting to make your mark on a world that has become fractured after years of population explosion, socio-economic tension, and magic-based warfare.
$7.49 PDF; $29.99 Hardcover
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Dragons Conquer America: Core Book
JC Obal, Carlos GQ

Dragons Conquer America is a CLASSIC ROLE PLAYING GAME, with high adventure, monsters, and epic struggle between the mortal and supernatural worlds.

It will allow you to play stories about ADVENTURERS who explore the Mesoamerican lands, hunt devilish monsters, and discover ancient ruins. Create your character from one of the 17 available orders, cast powerful faith based spells, safeguard yourself from corruption and curses, outgrow your prejudices, and unravel long-forgotten mysteries! 

With gameplay inspired by video games such as Monster Hunter, and a setting that draws from fantasy sagas as The Witcher and alternate reality novels like Temeraire, the game offers an honest depiction of the Mesoamerican world, its people and their lore.  

$22.46 PDF
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The Elephant & Macaw Banner: Player's Guide
Christopher Kastensmidt

Containing the first 60 pages of The Elephant & Macaw Banner Roleplaying Game!

This PDF has everything you need to play your first sessions in this fantastical setting, exploring 16th-century Brazil and its monstrous and magical secrets. 

The Elephant & Macaw Banner is an award-winning fiction series that tells the adventures of the Dutchman Gerard van Oost and the Yoruba Oludara during their travels through a fantastic version of sixteenth-century Brazil. These stories, based on Brazilian history and folklore, have been enjoyed by readers around the world.

Now it’s time to immerse yourself in this world of Brazilian fantasy, a setting full of adventure, magic and monsters, in which you will find endless opportunity to invent new stories. Create your own heroes and have your own adventures in this magical world!

What you'll find in the Player's Guide: 

  • The Elephant & Macaw Banner Roleplaying Game's basic system
  • Character creation
  • Skills, crafts and professions of 1576 Brazil
  • A surprisingly large collection of period musical instruments
  • Battle Resolution: an easy-to-use yet engrossing combat system
  • Magical & miraculous powers: three forms of supernatural power, namely the Divine Graces given to devout followers of the Church; the Powers of Breath mastered by native shamans; the Powers of Ifá, used through techniques of divination and mysticism fro West Africa.   
  • A lot of full-colour, breathtakingly beautiful artwork 

$7.00 PDF
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The Exodus System Sci-Fi Core
Jacob DC Ross

The Sci-Fi expansion for The Exodus System allows you to take your games into space and beyond. A standalone supplement for the bestselling Exodus System RPG, this is a vastly expanded book that includes tools to make it easier for you to play games in space, on alien worlds or even in cyberspace. It's expanded beyond the basic Sci-Fi SRD with new rules for mass battles, new Flavors, and more

Character creations is fast and simple, but extremely deep. You can have a character up and running in about five minutes. Starship creation is just as easy.

To sweeten the pot, we're running a special event. If, in the first 24 hours of this book's release, we get 100 sales, we're going to release the first expansion FREE to all users who bought the core book.

The Exodus System uses a modified OSR rule set that's primarily designed for easy setup, as well as deep play without complicated mechanics.

$7.50 PDF
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Marks: A Game for Fools
Braden Todd Curtis

Marks is a minimalist roleplaying game about unburying secrets and fighting monsters. It features episodic, setting-agnostic, finite-run play for 2 to 7 players.

This game necessarily involves situations of graphic violence. It was made to provide catharsis, not titillation, but lines may blur. It may not be for you, and that's okay.

$6.00 PDF; $15.00 Hardcover
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Basic Magic
Greg Stafford, and Steve Perrin, Sandy Petersen

Four Integrated Magic Systems

Magic pervades many worlds of the Basic Roleplaying game system, for in the game every adventurer — every character — has the capacity to manipulate invisible powers.

Though the beliefs of the user shape his or her approach to magic, all magic works by certain principles which stem from the life force of the user. Life force flows in natural currents throughout the uni­verse. Its different forms and shapes are determined by perception.

This book explains the mechanics of three independent magic systems (spirit magic, divine magic and wizardry) and details ritual magic, a system common to shamans, priests and wizards.

Spirit Magic considers the shaman, the natural energy currents of the world, and how to communicate with the spirits which live close to it. The ability to draw magical energies from within oneself is learned through contact with personal spirits.

Divine Magic users believe in the existence of great powers, personalities, and archetypes which dominate the world. Through the agency of an entity, energies are drawn from the god plane and placed in the hands of priests and priestesses.

Wizardry deals with greater and lesser mages, mortals complete in themselves who recognize only the impersonality of the universe, its immutable laws, and its exploitable qualities. They manipulate energies from many sources.

Ritual Magic is common to the three perspectives from which derive spirit, divine, and wizardly magic. These formal procedures are the skills of Ceremony, Enchant, and Summon, and each uses ritualized motion, invocation, and expenditure of power points to achieve special effects. Each of the three approaches to magic features ritual spells which must be used in conjunction with ritual procedures.

BASIC ROLEPLAYING monographs are longer works by one or more authors defining the core rules used in various Basic Roleplaying games. We found these works compelling and useful to potential authors. Through the publication of monographs we can offer our most loyal fans more information more easily, and evaluate the potential of these works for eventual release to the wholesale market.


$4.99 PDF
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Bumbleberry Forest
Kamila Zalewska-Firus

Take your kids to explore the Bumbleberry Forest. Meet the creatures who live there and create amazing stories together. Adventure awaits!

Bumbleberry Forest is a role-playing game for children, which uses Fireball system. It’s the world of forest elves and the players assume the roles of Forest Guardians - young elves searching for their true calling. They travel the forest and have exciting adventures, such as:

- Taming young animals

- Retaking important places from the claws and fangs of beasts,

- Acquiring resources from human settlements,

- Deciding about the ways their home village can expand.

The character and quest creation process is fast and simple and Bumbleberry Forest is perfect for quick, ad-hoc games, for example when you’re travelling by car or train and the kids are bored. Last but not least, the game has a strong educational aspect.

The game has been created as a gift for author's daughter - Jagoda. Jagoda means blueberry/bumble-berry.

$1.00 PDF
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Radical Spin
Will Uhl

Radical Spin is a micro-RPG about melodramatic action animals. Hedgehog heroes, will you beat your evil twins, stop the robot army, and survive the perils of high school? Live out your bad fanfic fantasies today!

Recommended player count: 2-5 (GM not included)

$1.49 PDF
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League of Seekers
J Lasarde

As you step from the carriage the sound of your feet striking the cobbles echoes down the dark empty street.  


“It’s going to be a cursed moon tonight”. The carriage driver claims, and you follow his gaze to the red ringed moon hanging above the rooftops. “Be careful”. He continues.


As if on cue a blood-wrenching howl fills the night. The hairs on the back of your neck rise and the shadows seem to grow longer. You pull up your collar, grab your musket from the carriage and head into the darkness.


You are a seeker. and It’s time to hunt.

The League of Seekers is a roleplaying game that combines Lovecraftian terror with folklore to create an alternate 18th century Europe living under the fear of the blood curse. A plague that turns normal people into monsters.


Events over the last 1000 yrs. have unlocked the spheres that hold the gates closed to cosmic horrors and dark gods, which in turn has led to cults and secret societies spreading across the known world.


The League of Seekers RPG introduces you to a world of dark horror, where players can make characters that carry the blood of the Nodens in their veins giving them powers beyond mortal men, or a secret Muslim sect that has been fighting the evils betwixt the angles since Abdul al Hazred stumbled into the city of Damascus in 740 AD, or even as sires of Vlad Tepes, known as Count Dracul, who holds back the forces of the Ottoman’s in the East with his army of Vampyrs.


The League of Seekers uses a D100 system with new mechanics to cover Sanity and Insight which allows you to see the world as it truly is the more insane you become, special awakened powers that range from talking to corpses to being able to pass through walls.


The game also covers Europe via London and Paris and Germany and crosses the ocean to the New World and the American Colonies, before delving into the Dreamlands.


If you love Lovecraft, and movies like Brotherhood of the Wolf or video games like Bloodborne then check out League of Seekers.

$7.50 PDF; $39.99 Hardcover
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Noire: Elle Est, Elles Sont
Matt Jones

Noire: Elle Est, Elles Sont is a mini RPG where you play as a group of Femmes Fatales, trying to uncover the truth behind the disappearance of an alcoholic detective.

$2.00 PDF
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Keepers of Antarra
Steffie de Vaan

Antarra, continent of unparallelled wonder and terror, floats amid an ocean of crystal. The crystal travels far underneath Antarra’s war-torn surface and carries magic in its veins. Towers sit atop the greatest crossroads of crystal, controlled by warlocks and demigods who seek to shape Antarra in their own image. Only one can prevail, seize control of the crystal lines, and become the new Keeper of Antarra.

$5.24 PDF
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Everyone is John
Michael Sullivan, David Villegas, Christopher Witt

Welcome to Everyone is John, the curiously unusual roleplaying game where each player struggles with their own unique skill sets and personal obsessions. The catch? Each player is a unique voice in one man's head. Everyone is John is a fast and fun competitive RPG where each player assumes the identity of a "Voice" inside the head of John - a man with no real identity of his own. John's actions, skills, knowledge, and goals change constantly as the voices in his head vie for control of him by using their own finite willpower. Each voice will struggle to achieve their own obsessive goals before all Willpower is gone and the game is over - with only one Voice left as the victor. Everyone is John is a fast, fun game that lets players create their Voices in just a few minutes, and begin play right away. It's the ultimate pickup RPG.

$5.00 PDF
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Richard Sembera

SPACE DUNGEON combines old-school feel with the vibe of Golden Age SF.

It is a Science Fiction Role-Playing Game (SFRPG) standing proudly in the tradition of the Old School Revival (OSR) and is released under the terms of the Open Game License (OGL).

It is my personal answer to the speculative question: "What would have happened had the authors of the Original Role-Playing Game been avid fans of Golden Age science fiction instead of fantasy?"

Attractive and appealing features of SPACE DUNGEON include:

  • 5 traditional character classes, reimagined for SF: Trooper, Templar, Medic, Psi-Sensitive, and Rogue;
  • 5 traditional character species, translated into an SF context: Human, Android, Delta, Alpha, and Half-Alpha;
  • 60 psionic techniques for Psi-Sensitives to learn and activate;
  • A style of presentation reminiscent of old-school RPGs: text that talks up, not down, to you;
  • Classical feel combined with updated and streamlined mechanics;
  • An entire SF RPG in 3 slim booklets with no filler and no wasted space.
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Paul Stevenson

This is the Unbound D6 rpg!  You can play in any genre, in any setting and the rules will be the same solid & smooth system everytime.  Playtested extensively by the Battlegrounds Game Club in Milton, Ontario.  

You and your friends are about to embark on a table top journey where you can finally use one system for all your imagination and gaming needs!  With the Unbound rulebook you really can play any style of role playing game and get the most out of this kick ass system!

(Please note that the PDF version has the cover on the last page)

$14.99 PDF; $54.99 Hardcover
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Heller's Mill
Jeff Frank

Welcome to the town of Heller's Mill, a small and isolated town shrouded in darkness and mystery. Come and see if you can solve the dark legends that haunt the town or even manage to make it out alive.  Explore abandoned mines, ancient forests and haunted locales all while dodging ghosts, psychotic killers and unknown creatures in an effort to find out the truth about whats going on in the town.

The open ended story is accompanied by a unique rules system for simpler and faster gameplay. Heller's mill is suitable for both new comers to RPGs and veteran players alike.

$5.00 PDF
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Morra Universal Game System Alpha Slice
Jimmy Reckitt, April Douglas, Brendan Whaley, Jennifer Childs-Biddle, Jason Andrew, Rachel Judd

Do you have a favorite movie? Did you ever pretend you were your favorite character? Morra Cinematic Universal Game system is a both a pen and paper and live action role-playing game system that is designed to allow you to play any role, in any genre.

If you want to pick something up and go, Generated Genre's are for you.  With generated genres, everything you need, as either the Director or the Players, is right at your fingertips.  

If you prefer to change things up a bit and are a fan of customization, then you can do that too! With customization features, the Director and Players work together to create the game they want to play-- from setting to character choices-- using a tool known as the Writer's Room to develop their genre and character creation. 

Once you're done, you can adventure in any world, from post-apocalyptic pony fighting rings to procedural mystery dramas where you race against time to find the killer.

These are the Alpha Test Rules for the Morra Universal Game System. 

$0.50 PDF
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Dungeons of Dekkom
Michael Mazur, Goats

Dungeons of Dekkom is a tabletop roleplaying game focused around dungeon crawling, fighting monsters, and collecting treasure in a classical fantasy world. It’s inspired by the classics of RPG history, but updated with more modern mechanics and sensibilities. It’s a light game – deep, serious emotions aren’t the goal, compared to a good romp ripping through undead with nail-biting combat. The focus is on beer and pretzel style gaming. 

Unlike many other roleplaying games, in Dungeons of Dekkom, players are expected to switch characters often – as a group, they control a guild, which has a roster larger than the number of actual players. Between adventures, characters need time to rest, and so get switched out - no character “belongs” to one player, and any player can play as any character. Managing the guild is part of the play experience, including recruiting new characters to play as, building an armory of magical items, and upgrading your guild’s facilities. The fast character creation and guild mechanics also make the game ideal for one-shots and West Marches style gameplay.

Development of Dungeons of Dekkom is ongoing, with no set date for a final release – our plan is to release the game in chunks as it's made. This release will include 16 of the 48 classes, a selection of monsters, and an adventure that scales based on the number of players. After that, each release will add 8 more classes, more monsters, and at least one additional adventure.

$5.00 PDF
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Lost in the Fantasy World
Diogo Nogueira

Lost in the Fantasy World is an adventure game where players assume the roles of kids from our world who have been magically transported to a fantasy world with magic and monsters. They must now try desperately to get back home. But they did receive these amazing artifacts from a mysterious Mentor. These make them very powerful, but force them to often choose between going home or staying to help the native people with their many plights.

This is an ideal game for when you have a small amount of time to kill and a lot of imagination. All you will need is this pamphlet printed out, some index cards for notes a few D6s a your friends!

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Escape from Castle Iggur
Josh Beckelhimer

You, a prisoner of Castle Iggur, just awoke to find the gate to your cell wide open. This is your only chance to escape from Castle Iggur!

Escape from Castle Iggur is a competitive single player survival game. It is to be printed on both sides of a single sheet of paper and folded into a tri-fold pamphlet. The rules are simple but the game is deadly. The game also implements a point system so you can compete and compare your score with your friends and family.

Can you Escape from Castle Iggur!?

$1.99 PDF
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One Spell Per Day
A. Wallace

As Bumblefoot the (Would Be) Wizard, it's up to you to go on an adventure, save the day, and become the best wizard in the world! If only that spellbook you found would let you cast more than one spell per day. And maybe quit with the weird magical side effects. But still! Greatest Wizard In The Land!

A single-player game only requiring a notebook, a pen or pencil, and 1d20.

$1.49 PDF
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Jacqueline Bryk, Ana Mardoll

Based on a dark fantasy short story by Ana Mardoll.

Ilena and Elspeth are femme people of different positions in a strict castle hierarchy. They bond through letters passed through bribed servants, dead drops, and simple handoffs. Tornbridge Castle is now being invaded -- how does that change their lives?

For two players.

$1.88 PDF
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Goodbye Infinity
Secret Hearth

An unhinged, neon-infused space mission RPG. GOODBYE INFINITY is about a bunch of rowdy, buckwild ALIENS performing daring and dangerous missions for the omniscient GALAXI, the one and only A.I. Character creation, ship creation, space battles, hacking and all other game play relies entirely on rolling 1d8 on a series of tables filled with that good technopunk flavor and grade A goofs. 

11 pages long.


HACK vacuums to make them SCREAM.

Live in a ship made of MEAT.

Flirt with GALAXI.

Steal the MEGAJEWEL.

$1.00 PDF
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Hands of Ether
Secret Hearth

Secret Hearth Publication’s flagship game of reality-warping spells, brutal and impactful combat, modular character creation, combo-like action system, and story-focused gameplay of swords, sorcery, and esoteric chaos.

In Hands of Ether's vibrant world, your table takes on the role of adventurers in a surreal land of prismatic forests, sentient clay, eldritch cyclopes, crystal dragons, swords, and sorcery. 

Character creation is light and modular - with an abundant amount of lineages, skills, abilities, and spells to choose from. Skills and other abilities do a lot, but are minimal in their wording and design. Class effects, spells, and other such abilities are clearly worded, blunt, but still fluid and open to interpretation. Designed to be malleable in its mechanics, every skill and spell in Hands tells a story of its own. Hands of Ether uses a freakishly fast-paced combat system that allows for the game master and players to provide a back-and-forth dialog of attacking, guarding, countering, and casting spells. 

The spells within this tome can be peculiar - like turning yourself into a coat rack, speaking to the spirits of the sea, or planting literal rumors in the form of a gossip seed. Martial combat can be powerful, too - each class has a set of skills that make them equal to each other, but still reliant on their fellow questers. Despite its ease of use, the game is designed to be especially adventurous, with death and injury as a persistent threat. This is an adventure game about true heroes, with challenging encounters and brutal repercussions that only determination and cunning can conquer.


What's Inside?

  • Complete character creation - including ten core classes, simplistic ability scores that drain to realistically capture the concept of characters becoming tired or losing power without being inconvenient.
  • Over 350 weird spells.
  • Over 300 brutal combat skills.
  • Magical mishaps for misusing the Ether - and vile eldritch corruptions which can curse and punish adventurers, warping heroes into monsters.
  • A variety of weaponry which can be used with an action economy that makes sense and feels right! Adventurers use a two-move action economy to actively counter, defend, attack, and cast spells using a series of comboed skills and spells!
  • Low numbers for easier play. Rolling two die at once is the rarest of circumstances in Hands of Ether.
  • A multitude of surreal monsters - fight off possessive, shadowy figures made of living oil. Face off against pale cyclopes from beyond the stars. Take on fur hags, bog trolls, wrong-elves, rot runners, and oozing necromancers.
  • Over 20 stellar pieces of surreal, evocative artwork by Madelyn Vagott, depicting Hands of Ether's twisted fairytale world.
$2.00 PDF
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Skateboard Dog
Will Uhl

SKATEBOARD DOG is a dumb game about rebellious animals saving the day with rad wheels and wild attitudes. It's the lovechild of Air Bud and Tony Hawk's Pro Skater with an extra dash Poochie from The Simpsons. Do a spider kickflip, stick by your pals, and give your friend a Neato Token.

Recommended player count: 2-4 (GM not included)

$1.49 PDF
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Chad Walker

AIRLOCK is a space opera game about a small crew of adventurers constantly getting into trouble, both on and off their spaceship. Our heroes, called voidnauts, are some of the most resilient, cunning, and capable specimens in deep space. Their ship, an advanced frigate armed to the teeth, is just as formidable.  Whether the voidnauts are mercenaries, explorers, convicts, traders, scientists, diplomats, refugees, or something else entirely, they will inevitably get caught up in intergalactic struggles, chart unexplored systems, and most definitely regret responding to that distress signal.

AIRLOCK is named after the most ubiquitous and important thing in space fiction. The ship’s airlock is the established boundary between the known and the unknown, between the terrestrial and the extraterrestrial, between relative safety and imminent danger. On one side of that door is an insular world of relationships, quiet moments,  and nagging boredom. On the other side of that door is a maelstrom of violence, vice, and infinite vacuum. This game explores how what happens on one side of the door influences what happens on the other side of the door.

AIRLOCK is a sandbox game  that is enthusiastically “canon free” and “science optional.” Expect very little exposition about the game’s setting and only a few attempts to situate the game’s technology in the realm of realistic physics. Whether you’re playing in a gritty near-future hard science campaign or a gonzo galactic struggle featuring aliens and magic, it’s really none of our business. This game supports both extremes and everything in between.

  • A game for 1 GM and 3-5 players.
  • Uses D10 and D6.
  • Sessions last 2-4 hours.
  • Character building leads to system/sector building.
  • Supports virtually any type of space opera setting.
  • Teamwork and relationships are the core pillars of this game.
  • Built on the chassis of SIGMATA: This Signal Kills Fascists, but is a standalone game.
  • Large font, navigation links, built to print on your home printer.
$6.00 PDF
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Doomsday Drive-In 2: Free Food - Rarr I'm A Pocket Game # 19
Charlie Fleming

Ever since that fateful night at the Double Star Drive-In when that bright ball of white fire fell from the sky no one has been safe from the savagery of the snack food.  No longer can the concessions be contained by the confines of the Double Star.

All the snacks at the Doomsday Drive-In have broken free.  Bad news for the World.  Great news for you because now you get to play the food!

Doomsday Drive-In 2: Free Food is a role playing game where you take the role of bloodthirsty concession stand food ready to run roughshod over a world not ready for you.  All you need to play is some 6 sided dice, paper, graph paper, pencils and your imagination.  This game is meant to be played by at least 2 Players and Game Master(GM) who runs the adventure for the Players.  Fully compatible with Doomsday Drive-In so mix and match!

Pocket Games are small games for the PocketMod format that can be taken and played anywhere. They use ordinary 6 sided dice(D6).

$0.38 PDF
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Advent Horizon
Brandon Miller, Lee Hadan, Ashram Kain, James Nixon

The Definitive Science Fiction Role Playing Game Is Here

Welcome to the Arc - an expanse of the Milky Way nearly ten thousand light years across. A century after the genetically superior human Empyreans and the alien Xhu clashed over the fate of the colonies, a galaxy of adventure awaits!

Advent Horizon is the definitive Science Fiction role playing game featuring 11 new classes, 9 races, and dozens of new skills as part of an innovative skill tree system. Fully compatible with the world's greatest role playing game, Advent Horizon includes Open Gaming License rules for ships, vehicle combat, modern weapons, and more. Advent Horizon allows you to fashion seminal heroes of Science Fiction, complete with all the rules you need to adventure in the depths of space or on alien worlds.

At over 240 pages the Core Rulebook includes everything you need to play in the Arc, or create your own futuristic setting - characters, equipment, ships, and hostile alien life.

$9.99 PDF
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Maze of Many Portals
Diogo Nogueira

Experience a small adventure for Lost in The Fantasy World!

A sinister demon disguised as the Mentor tells the kids there is a place where they can find a portal back to their home world. In this Maze of Many Portals passages to countless worlds and dimensions can be found. All the kids have to do is find a way

Featuring an unique labryinthine scenario, Maze of Many Portals is an adventure for Lost in the Fantasy World! Designed to print front and back, but easily suited for any old-school gaming expereince, this PWYW adventure advances the story found in the core rules.

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Cepheus Modern
Mark Stout

Cepheus Modern is a 2d6-based OGL game based on Cepheus Light, for playing campaigns set in the modern era. Whatever your game is: modern paramilitary, retro espionage, World War II battles, mysterious explorers, or renegade hacktivists; Cepheus Modern has you covered. This rules-light game offers character creation with a variety of modern careers, skills and equipment, rules for resolving actions in and out of combat, and a complete animal/creature creation system.

Do you like your modern games with a dose of strangeness? Cepheus Modern has that as well, with chapters covering Psychic Powers, Cybernetics, Urban Fantasy, and Aliens! Run your game as straight reality or with as little or much weirdness as you like. To add more sci-fi to your game, consider using this game with Cepheus Light.

Cepheus Modern is compatible with Cepheus Light, the Cepheus Engine System Reference Document, and other 2d6 OGL games with some conversion. 

$2.99 PDF
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Goblinville - Rules of Play
Michael Dunn-O'Connor & Eric Swanson

Issue One of the Goblinville Gazette

Goblinville is a tabletop rpg about broke goblins traveling to dangerous and fantastical places to find treasure and make rent.  The character creation process is fast and collaborative, producing unique goblins with lots of personality.  The core resolution system shares narrative pacing between players and the GM, keeping the focus on clear stakes and tough choices.  It's a character-driven dungeon crawler that works for short, punchy sessions and long campaigns.  The town itself is the key source of adventure and improving it is a core part of character advancement.

This text contains the Goblinville rules of play and a harrowing adventure site: The Pit of Mirrors.


  1.  Playing the Game
  2. You, Goblins!
  3. The Town
  4. The Goblin Master
  5. The Pit of Mirrors

The attached files include a booklet version for double-sided printing and a version with screen-readable spreads.  Player and GM sheets are included as a separate document.

$10.00 PDF
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Old-School Essentials: Basic Rules
Gavin Norman

Old-School Essentials is an adventure role-playing game of exploration, danger, monsters, and magic. The game is intentionally rules-light, putting the focus of play on imagination, improvisation, and fun. The rules are optimised for ease of use at the table, with meticulous attention to wording and layout clarity. What's more, Old-School Essentials is 100% compatible with the classic Basic/Expert game from 1981, meaning that decades of adventure are at your fingertips!

The Basic Rules

This book is an art-free sample of the basic rules of the game required by players:

  • The full introduction and character creation rules.
  • The four core human classes: cleric, fighter, magic-user, thief.
  • Full lists of adventuring equipment, weapons, and armour.
  • The rules for dungeon adventures, encounters, and combat.
  • The full rules for spell casting, and the list of 1st level spells.
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Free Spacer
Christoph Sapinsky

Free Spacer // a sandbox starship tabletop RPG

Adventure. Investigation. Science! Your crew hustles to complete jobs in a sector-wide cold war.

Free Spacer is a sandbox science fiction game about a crew of a commissioned starship in a quadrant wide cold war. There is exploration, trade, investigation, space combat, science projects, infiltration, and troubleshooting. We play to find out how the crew gets the job done, the choices they make, the rules they break, and the lengths they will go for their patrons.


Free Spacer is a roleplaying game with distinct features for science fiction roleplaying, inspired by Cowboy Bebop, Dark Matter, Farscape, Firefly, Killjoys, Switchblade Honey, or the works of Heinlein.

True Sci-fi// At its core, the game has a theme of freedom vs. power in a depiction a future far from now, rather than a retro sci-fi. It is contemporary science fiction that leverages the newest space sciences, takes into account biotechnology, and brings the internet to the rim of the quadrant.  

Custom Starship// You play the crew of a starship. The ship acts a template for your crew and the type of contracts you take. Together you operate the starship, each taking a ship station.

Sandbox play// Space is big; a vast sandbox of unlimited freedom. Free Spacer provides a series of streamlined and efficient tools to the Gamemaster to prepare locations and characters. These are not just empty places and stat blocks, rather each includes their agenda and faction relationship.

Cold War Phase// The Cold War phase is a faction turn that lets you, the Gamemaster, simulate the faction struggle to control the sector. The phase generates your sector background and gives you prompts to create contracts.

Contract is law// You're a contractor, you live and die by your contract. Like the law, you may break the terms of your contract, but there is a price. The crew negotiates contracts to earn Residual Value – the value of Cargo, which acts as the in-game experience points.

Procedural Sector// From the Sector and the great societies at the core of civilisation down to settlements and creatures, Free Spacer has tool to procedurally generate everything. Sit down and build out your own detailed setting or just what you need. Every world, system, and factions will be your own, all while emphasising a real sci-fi galaxy.

Game Mechanics

Free Spacer uses a unique set of core mechanics designed for science fiction. The system is streamlined, but with crunch that emphasises science and technology. The players roll all the dice and have plenty of knobs to turn.

$15.00 PDF
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Storm of Steel
Alvaro Prada

Storm of Steel is a role-playing game about infantry combat during World War Two.

It provides a vivid experience of the battlefield, with bullets flying around, mortar fire everywhere and the vicious rattle of machineguns.

With a simple and elegant system to simulate the thrill of combat, the rulebook covers infantry, artillery and tanks, including rules for morale, command and leadership.  

$1.11 PDF
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Into The Jungle
Missing in action


You are a soldier during the Vietnam War. Exploring classic fantasy dungeons, with monsters like pigmen and lizard people. Fight the undead with machetes in swamps. Chase dark elves dressed as humans in the streets of Saigon. Combat giant wasps with Huey helicopters. Run through fields set ablaze by napalm and avoid the ambushing cobra-people Get high and fall into a punji trap. This epicenter of mankind’s fall just have one solution; find the source and..



Viet Cong has encountered one of many strange doors while digging tunnels under the jungle. The seal that kept the unknown confined for thousands of years was broken and its content of pigmen, skeletons and other fantasy monsters are spreading out into the jungle around the area. Intel concerning “Quái v&#7853;t gi&#7843; t&#432;&#7903;ng” have reached the CIA who has sent a long-range reconnaissance patrol to the site to help the Viet Cong. Nobody has seen the patrol after that.

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Barbarians of Academia
Josh Ervin

From the creator of Tales of the Obsidian Idol comes Barbarians of Academia!

Barbarians of Academia is a tabletop roleplaying game for three to six players in which you play a barbarian who has recently traveled through THE SPACE-TIME VORTEX OF AGARTHA, a recent arcane phenomenon that has allowed two-way travel between this world (modern day Earth) and the Lost Continent of Lemuria (A world of myth, magic, and monsters).

Of course, upon entering our world, you have immediately gained employment at the local university’s newly-created College of Lemurian Studies. You’ve acquitted yourself admirably this semester, and the Dean of the college has implied that he will be offering tenure to one member of the faculty. You’ve been invited to a faculty party at the Dean’s house. The Dean has implied that he hasn’t made a final choice concerning who will be receiving tenure, so how you conduct yourself tonight might make all the difference.

Designed for one-shot play and including maps, tokens, and other paraphernalia, Barbarians of Academia promises fun for the entire family. 

Actually, I wouldn't let kids play this. It normalizes a lot of problematic behaviors.

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Against the Darkmaster - Quickstart
Massimiliano Caracristi, Tommaso Galmacci, Paolo Vecchiocattivi, Nikola Segoloni

Join the Fight!

Against the Darkmaster is a Epic Fantasy role-playing game of high adventures, eldritch magic and heavy metal combat.

Inspired by the classic fantasy sagas and 80s fantasy movies, Against the Darkmaster is built for heroic action and intense, character driven campaigns.

The fully illustrated Against the Darkmaster Deluxe Quickstart Rules include everything you need to start playing:

  • Character creation rules and options;
  • Detailed rules for travels, combat and adventuring;
  • A complete magic system, with over 100 spells;
  • Attack tables and Critical Strikes;
  • Dozens of creatures for your heroes to face
$4.99 PDF
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H. P. Lovecraft Preparatory Academy: Pip System Edition
Jason Fryer, Jeff Zitomer

A Roleplaying Game of Students in a School of Monsters and Mad Scientists

As a student at the prestigious H.P. Lovecraft Preparatory Academy, you’ll uncover conspiracies, deal with bullies and uncaring professors, explore dangerous steam tunnels, study for exams, escape from horrible monstrosities that humanity was never meant to see, and try to avoid an extended stay at Arkham Sanitarium. And that's just orientation week!

  • A semi-humorous RPG in the tradition of Saturday morning cartoons featuring mystery-busting kids…only the monsters are real.
  • Features a detailed sandbox environment on the campus of a haunted New England boarding school.
  • New archetypes to create a variety of students, from the Athlete to the Class Clown to the Visionary.
  • Design your own faculty! Want Dr. Frankenstein to be the new Biology professor? No problem!
  • Thanks to the medical breakthroughs developed by Dr. West in the school infirmary, your character can’t die…but sanity is another matter entirely.
  • A section for Headmasters (the GM) with advice and mechanics for creating a variety of strange and exciting mysteries on school grounds.

This book contains an alternate Pip System edition of the game. Everything you need to play the game using our own Pip System can be found in this book. 

$11.25 PDF
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Lordling: Fantasy Role-Playing Game for Kids
Daniel Proctor

Gateway to Imagination

Lordling is the baton to hand off fantasy role-playing to the next generation!

It is an introductory role-playing game for kids. Play all of the classic race classes from Labyrinth Lord, but with a new streamlined system perfect for young new players.

Lordling is meant to be used by a mentor to teach young kids how to play role-playing games. It is a self-contained game, but as the players become more experienced it will benefit from using Labyrinth Lord for additional material.

Finally! Your kids are ready to play. But can you handle their imaginations?

Lordling presents rules very similar to B/X, but uses 2d6 or 1d6 for resolution. The overall system is streamlined for kids, but with enough detail that it can also be used as a "beer & pretzels" RPG for adults or older kids.

$4.49 PDF; $14.98 Hardcover
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Basic Witches
Joie Martin

Basic Witches is a freeform larp about a coven of suburban witches attempting to hex a politician--but only if they’re able to move past their interpersonal conflicts long enough to complete the ritual. For 4 to 6 players (including a player-facilitator) it lasts 2-3 hours including two 30 minute workshops, it's designed to be a lighthearted, wry commentary on contemporary culture but still contain the possibility of bonding and catharsis between characters.

$0.74 PDF
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C. Steven Ross

Content Warning: Avarice is written to be a social drinking game. The descriptions below will include references to alcohol and Dwarves’ dependency on it. Alcohol is in no way required to play Avarice. If any players are uncomfortable with alcohol, drink water and soft drinks.

Avarice is a story-based, fiction-first roleplaying game. Players tell the tale of an underground fortress of Dwarves doomed to disaster. It is a game which chronicles the lives and accomplishments of stumpy alcoholics as they struggle to avoid sobriety. It is a silly game.

Avarice is played with a Game Master and between two and six players. Each player controls an entire Clan of dozens of Dwarves, all living in one shared community called the Fortress. During a game, the Clans of Dwarves work together to advance the grandeur of the Fortress and alleviate catastrophes that have befallen them. The players take actions, suffer consequences, and draw out the results on a shared map that encourages and inspires their architectural creativity.

The game uses a dice-based mechanics resolution system, inspired by Blades in the Dark, combined with a Jenga© tower and a few bottles of delicious beverages. At the end of the game the tower collapses and the story of the fortress has come to an end. Each player narrates and draws out the disastrous results on the shared map. There is no way to win this game. Losing is fun!

This product includes print-and-play cards for Events and Bad Thoughts.

$7.77 PDF; $17.77 Hardcover
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Freedom or Toaster
Giles Pritchard

You’re a robot that looks exactly like a human. It turns out that humans don’t like robots that look like humans, they prefer things that are identifiably robots. That’s not you. In an effort to make you more robotic you’ve been programmed to sound like a robot, but it wasn’t enough. Now you’re all being sent to be de-commissioned, and that means being made into toasters, which don’t look like humans at all. You don’t want to be a toaster though, you want to escape, to dream, to live!

In Freedom or Toaster you are a group of robots that has been marked to be remade into toasters. Toasters don’t get to see the Grand Canyon though, or feel the breeze on their surface sensors. None of you want to be toasters. Luckily the sociopath behind the counter at the robot shop thought it would be funny to let you all go. So here you are, in a busy mall, trying to evade detection by the Robot Police, and escape to freedom.

$2.00 PDF
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Paul Matijevic


Retrocausality is a tabletop RPG about time travel, in the vein of Bill & Ted's Excellent Adventure or Back to the Future.

Its rules-light, card-based system lets you decide how time travel works. Do you have a specific movie you want to emulate? Do you have Opinions on the Novikov self-consistency principle? Do you prefer not to ask too many questions? Retrocausality can make that happen, and more.

  • Designed to be playable with a deck of playing cards.
  • Convention-friendly character creation: a list of the things you're good at and the type of time travel shenanigans you prefer will do.
  • Rules-light, complex outcomes: Every result is a success or failure, and may also be excellent or bogus, creating a wider variety of outcomes with every challenge. Face cards and Aces have special results on skill checks, to make things more interesting.
  • Time travel rules split actions into their focus (what you're interacting with) and method (the how). Without a specific list of allowed time travel actions, you're free to do what you want!
  • The rules are so light you can use Retrocausality to run a time travel adventure in a different game. That's twice as much game.
  • A guide to support tools that will help make your time travel adventures even better.
  • There's art of a time traveller high-fiving Obama after making Karl Marx a US President. I will not be taking questions.

This 60-page book comes with full-colour art from a bunch of great artists, sample characters, advice on running time travel games, and a tacit admission that I have read Homestuck.

$15.00 PDF; $19.99 Hardcover
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Family Holiday
Oz Durose

You’re on a family (Camping/RoadTrip/Skiing) holiday to (Benidorm/The Jungle/Space) when (Terrorists Attack/You have to pull of a Heist/You find a Dead Body), but (They are Super Chill/Someone Recognises you/Unicorns and Kittens).

Family Holiday is a silly game where you must work with your family (the other players, don't worry, I am not suggesting you play this with your actual family!) to overcome a major conflict.

But we all have our good and bad traits, we all have our Virtues and Quirks, but the time is running out and patience is running short.

$1.24 PDF
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Summer in Woodlake
Petra Volkhausen


Summer in Woodlake is an investigative roleplaying game for three to five players and a Game Master. It is set in our contemporary world, somewhere in the Pacific Northwest. A group of childhood friends gathers in their hometown to enjoy summer break together one last time before life will lead each of them on separate paths. They have one last chance to enjoy each other’s company, willfully ignorant of a "grown-ups' world" lurking just around the corner. One last opportunity to set right unresolved conflicts lingering beneath the surface of friendship. However, everyone's summer plans are canceled abruptly as the dark history of Woodlake and secrets not so well kept come to life in terrifying, unnatural ways. Soon, no one knows whether or not they can still trust their eyes, their mind, and each other. The woods are calling. Who will leave changed forever? And who gets to leave at all?

Summer in Woodlake is Powered by the Apocalypse, meaning its rules are based on the Apocalypse World engine by Vincent Baker. It can be played as a one-shot or as a mini-campaign of two to four sessions.

* * * * *

Current version: 2.0 (released July 26)

$10.00 PDF
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The Tomb of the Gods
Austin Ramsay

A small game for 2-4 players inspired by the climax of Ghostbusters.

You've reached the final room in the Tomb of the Gods and before you sits The God Urn. The artifact that will grant one person their heart's desire, but it is guarded by a mind reading, shapeshifting, immortal that must be overcome before a wish can be made.

Even if you do overcome it, will you all be able to agree on who gets the wish?

Photo by Bruno van der Kraan on Unsplash

$2.00 PDF
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In The Air Tonight
Austin Ramsay

In The Air Tonight is inspired by the famous scene from the pilot episode of Miami Vice.

You and your partner have a task that must be accomplished, but you aren't there yet. You won't know if you'll succeed, and there's no way to know the cost. On the way to your dire deed you contemplate what lies ahead; your fears and hopes. And what lies behind; your regrets and doubts.

In The Air Tonight is a 2 player game where you ask each other questions to tell a story. If you need a jump start for story ideas try using Sasha Reneau's Spindlewheel cards or Tarot.

Photo by Patrick Tomasso

$2.00 PDF
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The Legend of Sleepy Hollow
Matthew Madsen

Explore the setting of The Legend of Sleepy Hollow, the Headless Horseman, and Ichabod's famous ride.  The means of interacting with the setting are determined by non-player characters and the destinations they visit. The goal of this game is to gather with good company in high expectations of the 

Harvest Festival 
where FORTUNES & GHOST STORIES will be told 
as well as MUSIC & DANCING 
at the 
All Are Welcome


SLEEPY HOLLOW is a magically gloomy cove along the eastern shore of the Hudson river. Sailors shorten sail and murmur prayers when crossing, and are careful when entering the fog which obscures the small dock of Terry Town.  To the south, the American and British forces occupied front lines in the surrounding forests until 1783. The vast no-man’s land they left behind was now occupied by marauders and mercenaries. To the north lies the SLEEPY HOLLOW Cemetery, and the dark forests beyond.

Having recently gained independence, the inhabitants of Terry Town favor American customs over those of the Old English society such as art & poetry and science & reason are held in high regard - the Constitution was signed in 1787. However, the growth of industry brought changes to society, and in response the artistic movements of the time validated the emotional, the mysterious, and the imaginative, as well as the uniqueness of personal experience.

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Tiny Supers
Darren Pearce, Alan Bahr, Wen Reischl, Gregory Nagler, Andrew Lucas, Jennifer Povey, Fred Love, Natalie Lucas, Marie Brennan, Steffie de Vaan, Robert Denton III, Jaym Gates, Jack Norris, Joan Albright, Tobie Abad, Elizabeth Chaipraditkul, John Kennedy

Tiny Supers is here!

Tiny Supers is the newest iteration of the minimalist roleplaying system TinyD6!

Powered by the TinyD6 engine, with streamlined mechanics that utilize only one to three single six-sided dice on every action, characters that can be written on a 3x5 notecard, and easy to understand and teach rules, Tiny Supers is great for all groups, ages, and experience levels who want to enjoy fast and accessible superheroics! Characters are created quickly, with a simple power selection system designed to be fast, inuitive, and easy to understand. 

A wide range of innovations on the TinyD6 ruleset allow you to craft nearly any superhero you can imagine. Versatile Power Traits model comic book style powers, utilizing a 3-tier format to show the increasing potency of superpowers. Subtle changes to the combat system allow for quick, cinematic comic book action, while still remaining easy to resolve and understand! 

Featuring the near-future comic-inspired GallantVerse (Gallant Knight Games’ first default TinyD6 setting!), as well as standalone micro-verses, Tiny Supers provides you with a toolbox approach and framework to create exciting and easy to run superhero stories at your table!

So grab some dice, some pencils, some friends, and get ready for some minimalist, straight-forward, super-heroic roleplaying!

$19.99 PDF; $34.99 Hardcover
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Tales of Murder
Ian Richard, Steven Diceman

A gathering of guests from afar, a stormy night and a deathly scream that fills the halls. The guests rush towards the sound to find themselves standing over a corpse… their host has been murdered!

But, unbeknownst to the killer, you’ve made your living and your fame as an investigator.
Can you find the murder weapon, narrow the list of suspects and accuse the killer before the storm ends and they escape the scene?

- A playable murder-mystery for one player
- Mechanics that are structured enough to maintain gameplay flow, but focus on telling unique stories with every game
- 6 possible murder weapons, 11 Area's of Interest, 15 types of suspects, 36 events makes for unlimited stories
- Each suspect has unique behaviors and effects on the story
- A simple premade tutorial case to teach you the major rules through play

$7.50 PDF
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Journeymen 4th Edition

Journeymen is a simple tabletop RPG that utilizes 2d12 to resolve all rolls.  It is designed to be played with 2-4 players within a single party.  The rules are meant to allow anyone, veterans and newcomers alike, to dive into the action even if they've never played a tabletop RPG before.

You take on the role of a Journeymen, an individual with the power to utilize a mystical power known as "Taboo" in order to defend your home from horrid monstrosities known as "Cryptids."  Do you have what it takes to defeat the Cryptids and the ones pulling the strings or will you become their next victim?

In this new edition, many rules and concepts from editions 1-3 have been rewritten and rebalanced, making this the definitive edition of Journeymen to own.

$5.00 PDF
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That Belongs in a Museum!
Austin Tinkel

Everything you do, you do with style, and are better off for it.

That Belongs in a Museum! is an RPG inspired by works such as Uncharted and Indiana Jones.

You are a treasure hunter, an acquirer of artifacts, and you are one of the best. 

You work for an organization dedicated to retrieving ancient, powerful relics before less savory individuals do. Break into ancient tombs and venture into dangerous environments to claim mystical artifacts before the bad guys do!

You can expect to:

  • Venture into forgotten temples and ruins to recover powerful artifacts
  • Attempt to foil villains at every turn, fighting and outsmarting them in exotic locations
  • Travel to all parts of the world in search of treasures
  • Pull off amazing feats of skill to keep up with a villainous organization that always has more resources than you
  • Work together with other larger-than-life characters to save the world
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Lark Fantasy RPG rules
Ray Weidner

Lark Fantasy RPG is a very simple set of rules for traditional fantasy tabletop role-playing. It does assume that you have a background in this sort of thing. The goals of this game are:

  • Simple: Quick to play, without too many moving parts.
  • Intuitive: Easy to pick-up or teach.
  • Flexible: Open-ended mechanics and an embrace of rulings over rules.
  • Heroic: Characters are meant to be highly capable but ordinary humans, and stay that way.
  • Scalable: Easy to use the mechanics to easily represent nearly anything.
  • Hackable: Uncomplicated to add, modify or steal mechanics.
  • Fantasy: If we try to be generic, we can't be light.
  • Fun!: Enjoyable from the first session to the last.

If that's what you're looking for, I think you'll find that Lark Fantasy scratches that itch.

So take only what you like, interpret it as you see fit and change whatever you please. Above all, please enjoy Lark Fantasy!

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Starport - A Tabletop Roleplaying Game For Kids
Kevin Ferrone

Take kids on an unforgettable adventure through the mysterious land of Starport in this one-of-a-kind role-playing game.

$7.49 PDF
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KN Obaugh

DOGS is a genre and setting agnostic roleplaying game that uses a dice pool and betting system to resolve Conflicts of all types. The mechanics are heavily intertwined with the narrative, and while any kind of game can be played using DOGS, it's especially ideal for games where the players are solving mysteries, settling disputes, and making moral and/or ethical decisions. 


Years ago, some friends and I used a hack of Dogs in the Vineyard to run a JoJo's Bizarre Adventure game, and since then I've used the system to run dozens of games in various copyrighted universes, as well as things of my own creation.

At a Con every year I run a new one-shot using my hack, and last year several people asked me if my setting was published. And considering I spent several months writing it, I figured I should look into doing that. So I emailed the guy (Vincent Baker, of Apocalypse World fame) who wrote the game originally, asking for permission to publish my campaign as long as I include a link to purchase DitV.

He responded more or less immediately, with bad news. Unfortunately, DitV is out of print so I could not do that. However, he told me that the only thing copyrighted are his actual words, and what I should do is rewrite the whole thing and publish it as my own.

So that's what I did! Meet DOGS, the Dice pool and mOral predicament based Generic roleplaying System!

I renamed some stuff, cut out the mormon missionary/sheriff thing entirely so that it's already set up to be used in any setting, codified some rules that I had been already using slightly differently than the original game, changed some rules entirely that I didn't like, modified the balance somewhat, and also included a sample campaign, the game that I ran at last year's con.

$6.75 PDF; $14.00 Hardcover
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Odysseys & Overlords Game Master's Guide
Travis Legge

A Gritty OSR Fantasy Setting by Travis Legge

The mortal lands are divided. A dozen kingdoms lie scattered across the world, separated by dangerous wilds filled with bandits and monsters. The bravest mortals act as adventurers, guiding travelers between the kingdoms, killing monsters to thin their numbers, and plundering ruins in search of the lost treasures of the golden age. This is the world of Odysseys & Overlords!

Game Master's Guide

This book is written specifically for the use of the Game Master. If you are planning to be a player, you will not need the information within these pages. If you would like to act as Game Master in your Odysseys & Overlords group, you have come to the right place! Although you will need
to read through and occasionally reference the materials in the Odysseys & Overlords Player’s Guide, this book will be your companion on the journey of storytelling you and your friends are about to embark on.
Within this book you will find rules, systems, and monster stat blocks that will help you design and run adventures for your Odysseys & Overlords group!

The Odysseys & Overlords Game Master's Guide contains:

  • Encounter design notes and Random Encounters for use with Odysseys & Overlords
  • Character Creation and advancement notes & rules permutations
  • Over 50 Classic monsters, re-imagined through the lens of their roles in the world of Odysseys & Overlords
  • Treasure tables, magic items, and rules for building Strongholds
  • An overview of the Kingdoms of Odysseys & Overlords
$3.71 PDF
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Odysseys & Overlords Player's Guide
Travis Legge

A Gritty OSR Fantasy Setting by Travis Legge

The mortal lands are divided. A dozen kingdoms lie scattered across the world, separated by dangerous wilds filled with bandits and monsters. The bravest mortals act as adventurers, guiding travelers between the kingdoms, killing monsters to thin their numbers, and plundering ruins in search of the lost treasures of the golden age. This is the world of Odysseys & Overlords!

Player's Guide

This book is written specifically for anyone who would like to assume the role of a player in an Odysseys & Overlords game! Within this book you will find the rules and systems that will help you create and play a character to tell stories and go on grand adventures with your Odysseys & Overlords group!

The Odysseys & Overlords Player's Guide contains:

  • All the rules you will need to create and play a character for use with Odysseys & Overlords
  • Four playable Genera: Abyss-kissed, Human, Spellscorched, and Wild folk
  • Five playable classes: Bard, Cleric, Fighter, Magic-User and Thief
  • Over 100 spells
  • An overview of the world of Odysseys & Overlords
$2.96 PDF
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Talomir Tales: Distant Shores
Ed Teixeira

Distant Shores is the Talomir Tales Core Rules. Talomir Tales is a series of Sword and Sorcery Adventures set in the fantasy world of Talomir.

A world of over 31 nations populated by over 31 different armies and Races. In Talomir Tales you can choose to play as any of them!

We've plans for many scenario books in the Talomir Tales series and all of them are compatible with all of our other Fantasy games. Heck, you can even use them with other rules with a little bit of tweaking.

Distant Shores gives you:

  • 16 Unique scenarios that you can use to build your own adventures.

  • 16 Scenarios tied together forming your first Adventure in Talomir.

  • A no bookkeeping Campaign System to track your Character's career.

  • Play with your own Characters or use the pre-generated ones inside.

  • Play on the Tabletop with Terrain or on the Battle Board we've included.

  • Designed for solo and cooperative play against the game where no two games will ever play out the same!

  • Distant Shores includes color counters and color Battle Board to get you into the game ASAP.

$11.24 PDF
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Ghost Ops OSR

Do you like Covert Operation RPGs?

Have you played the Ghost Ops RPG

Do you enjoy OSR Games?

Then you’re in luck because now we have combined the action of the Ghost Ops RPG with the quick and easy ruleset of the Old School Revival and bring you –

The Ghost Ops OSR RPG

Inspired by games like the White Box by Matt Finch and Survive This: Zombies by Bloat Games we have created a modern-day special Operations OSR game, where your team of operators can infiltrate terrorist cells, take down drug cartels and capture HVTs

We have included rules for military backgrounds, Drones, vehicle Damage, Cover and include a bestiary of Tangos and High-value Targets for you to hunt.

$3.74 PDF; $9.99 Hardcover
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Brigands of Sherwood
Giles Pritchard

It used to be that a person could make a handy living robbing passers-by in Sherwood forest, but since Robin and his Merry band of fools turned their hand to it, everyone expects a good old dose of ‘giving to the poor’. It’s hard to make a living when every starving beggar has their hand out!

In Brigands of Sherwood the players are criminals trying to end their adventure with as much loot as possible. The characters are simple dishonest thieves trying to steal enough loot to retire. Will they be able to fill their loot tracks? Or will the presence of Robin Hood mean they have to give it all away?

The rules are simple, and players have the chance to take a shot, by flicking a disc or die, to gain a bonus to their skill tests. This expanded edition includes some extra rules and an alternative character sheet, as well as a short adventure sketch.

$2.00 PDF
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Relic Logs
Gaia Sicolo

Somewhere in space, orbiting some planet, there's a long forgotten station someone just rediscovered. Inside the station, a series of logs that tell the story of a mission from thousands of years ago, waiting for anyone willing to listen. It's up to you to narrate what those logs have to say.

RELIC LOGS is a GMless game about consequences, the passage of time and the way spaces evolve.

$2.25 PDF
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Alone In The House
Austin Ramsay

You are in bed, just about to drift off to sleep, alone in your home. You've been keeping a dream journal the last few weeks. Something raises your awareness, and you don't know if you are dreaming. Especially after what you witness.

Each night has unusual experiences that you observe from the (hopefully) safety of your bed. These occurrences are represented by cards from a standard deck, played face down, and a single die that determines their duration.

Based on the Alone games by Takuma Okada.

Photo by Jp Valery

$2.00 PDF
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Holy Mandate: Homecoming
Geeks Next Door

Just outside the Lonely Desert, on the edge of civilized lands stands a massive 200 ft., black cube known as The Brick. Glyphs and symbols adorn the brick, etched into its impossibly hardened sides in an ancient forgotten language. Some say the brick is the doorway between the living and the dead. Some say it is a gateway to another plane. Still others claim that the brick is the foundation for the entire world, and discovering its secrets will unlock the keys to the multiverse. 

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3 Threads
Alexander Sprague, Jessica Geyer

3 Threads is an RPG exploring the monomyth and oral history. This was made as part of the FolkLore Jam on itch.io. It is designed to be played with 3 players and 1 storyteller.  Gameplay allows the players to make choices that will influence events and change how they will be remembered. This adventure includes a stitched together epic poem based on the decisions and deeds the players make. Requires 3D6. This adventure is a standalone game that includes mechanics and story with minimal preparation required. 

$5.00 PDF
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Call To Adventure
Jerry Joe Seltzer

The classic Hero’s Journey begins with humble beginnings. This meek and predictable life is what makes the next step, the call to adventure, so terrifying. The 13 backgrounds presented in D&D’s Player’s Handbook covered a lot of possible backstories, but the sense of humble beginnings was missing. What if there were another thirty or more backgrounds to choose from? What if each one had a uniqueness that added flavor and personality to your player character? What if your background wasn’t the thing you chose at the end of your character design, but was the life you were Called To Adventure from?

These new backgrounds are balanced evenly against the existing ones. The features that each one benefits from are minor boons but useful in everyday game play. Proficiencies gained and equipment are likewise included in the balancing to prevent power-gaming and to make the world’s greatest roleplaying game more fun for everyone.

$6.95 PDF
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Fireteam: Tactics - Sci-Fi Brick Combat
Robert Hamberger

Hey, gamers, brick builders, and everything in-between.

My name is Robert. I am a sci-fi writer and game designer who has previously brought you CONTACT, a role-playing game published by Clockwork Publishing.

For the past two years I’ve been working on a fun project that will merge a couple of my favourite subjects - games, science fiction and most importantly, brick building toys such as the ones made by the Lego Company - into something gamers of all ages can enjoy.

FIRETEAM: Tactics (FTT for short) is a tactical tabletop war game designed for small-scale battles with plastic brick models and figures. The action takes place in the near future where aliens are invading Planet Earth - or, as a matter of fact, anywhere you want it to, as long as there are battles involved. Gameplay is mission-based and allows advancement for any surviving characters, adding RPG-elements into the mix. There is no requirement for measuring tapes or rulers. Most dice rolls in FTT are made with twelve-sided dice.

Except for the hexagon-patterned surface of the battlefield itself, which you can have printed on vynil, canvas, or any other suitable material at your local printer, everything on the table is represented through plastic bricks and compatible figures. Units as well as obstacles and terrain pieces will look amazing, given you are a skilled enough builder and have some Lego or other brick building toys at your disposal. As one might easily figure out, there's a significant advantage over using traditional glued and painted miniatures in a game like this: When something falls and breaks (you know it WILL), there's no reason to suffer a nervous breakdown over the amount of elaborate work that went into it. Instead, putting things back together will take just a couple of seconds.

Just like the building brick toys that inspired me, FTT is a modular system designed with expandability in mind. This means the core document will provide you with mostly basic rules, but other content, such as units, weapons, and missions, is kept separate, making it easier to customize the game and add more content. While you will quickly realize how accessible the creation of your own material is, I probably won’t be able to resist providing you with extra content in the long run, as well. Expect more settings, scenarios, game modes, units, weapons, powers, and rule expansions from me in the future, as my building brick collection grows and evolves.

Download your core rules PDF here at DrivethruRPG for free. I don’t intend to make any money off this project, and I will do my best to keep fine-tuning and updating the rules and other downloadable files according to any feedback I receive.
In addition to the core rules, you will need the following to play the game:

DIY printables: battle mat, stickers, unit cards, and weapon cards – included with your download

Unit spreadsheet: Required for creating custom units by yourself – included with your download

Dice: 4-sided, 6-sided, 8-sided, 10-sided, 12-sided, 20-sided, at least one of each

And last but not least, fitting plastic brick building toys to make the game pieces and matching figures. For the standard flavour the core rules where designed in mind with, I recommend using contemporary or futuristic-looking soldiers, aliens and robots – figures best found in various Lego sci-fi themes, such as “Alpha Team”, “Exo Force”, “Space Police”, “Alien Conquest”, and “Galaxy Squad”. Weapons and gear from third-party manufacturers such as Brickarms or Brickforge work like a charm on these. For best results, customizing figures by mixing and matching their components is key. Obstacles and other terrain pieces are simply built from bricks.

Legal Notice: As a non-commercial game project, this product is free of charge and meant to stay that way. Feel free to make a donation to me (and Wargame Vault) by paying as much as you want for the product - but again, paying 0$ is fine by me. Unauthorized copying or altering any information, text or image, from this project for further publication, especially with the purpose of monetization, constitutes a copyright infringement and will be legally prosecuted.

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Looking for Home
Encho Chagas

A solo story game about smoothing out a crumpled past

Lingering memories still haunt while trying to experience something new somewhere else. The games treats the frailty of crumpled paper to represent the endurance of resources and relations. As the player continuously unwrap his past, at some point there might be possibility for closure… maybe a way to go back, but perhaps liberty to find a new home.

Looking for Home is an intimate, personal game. You should play it alone, and its stories should reflect your core, your heart... or your character’s, of course. Yes, the main character can be you, using your real life experiences to create a meaningful storyline.

Winning or losing isn’t the purpose of this game, but they are possible endings. The goal, though, is the path, the journey, the experiences.

$5.00 PDF; $9.99 Hardcover
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Matt Jones

The Drow - sometimes known as Trow or Dtrow - are mischievous sprites with pale skin and dark hair that inhabit the Orkney Islands. At night, when the moonlight paints the earth, they emerge from their drowie knowes to sneak into nearby towns, causing mischief and stealing items to take home to their burrows. They love music and are particularly beguiled by songs and stories, drawing the power for their tricksy magick from written and spoken words. As they run through the darkened streets and across the wild cliffs, they draw letters from their sporrans to cast spells on those who would spot them or stand in their way.

droWWord is a mini RPG that uses Scrabble tiles instead of dice, where you play as naughty dark elves trying to steal as many shiny trinkets as possible!

$2.00 PDF
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Reimagined: Fanfic Role-Playing Game
Katarzyna Kuczyńska

Reimagined: Fanfic Role-Playing Game is a simple and fun game for 2 players in which you play out your own TV series, based on a book, movie, comic book, video game or TV show. Together, you will create a compelling and exciting story, as screenwriters, directors, and actors.

You will be designing the plot for the TV series as you go along. The fate of your favorite characters will be entirely up to you! You can see them in relationships you knew they were always meant to be in or making different choices than in the canon fiction. You can explore the continuation of your favorite stories or ask “what if...?” questions and see what happens. And because Reimagined is a role-playing game, you will experience all the action firsthand as you dive into scenes!


  • A stand-alone role-playing game for 2 players with additional rules for couples.
  • Great for beginners with no RPG experience as well as for seasoned players.
  • No traditional Game Master, each player gets a chance to set up a scene, role-play the main character and describe what happens.
  • Rules for improvising compelling stories in co-operation with the other player.
  • 1,5 – 2h of play time for one episode with an option to play the whole season of your TV series.
  • Story set in any setting you know from movies, books, comic books, and games. You don’t have to read additional lore or come up with a setting yourself, simply pick the one you like and are familiar with!
  • Tools for customizing the setting to play the story you’re interested in.
  • Fast and flexible rules to settle any disputes between players.
  • A full color, illustrated book, with additional printouts that help you run a smooth game.
$2.21 PDF
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Squad Goals
Jessica Marcrum

SQUAD GOALS is a Saturday morning cartoon styled game where a team of great women from world folklore and mythology combine their skills to solve a problem. Problems can be as wide-ranging as helping a child find their lost kitten to saving a village from a rampaging dragon. There may be an over-arching nemesis working against them (in the style of Dr. Claw or Hordak) or they could simply be battling “monster of the week” scenarios. Each Heroine has her own unique skillset, and no one can solve every problem on her own.  Teamwork and cooperation will lead to the most successful outcomes.

The world of SQUAD GOALS is full of magic, mystery, and plenty of citizens in need of rescue. Each Heroine is from a rich and vibrant culture, but they are all united by their powerful abilities and their sense of the greater good. Together, they are an unstoppable team. 

Play as: 

  • Clíodhnda, the Irish Queen of the Banshees
  • Iara, the Brazilian warrior mermaid with a beautiful voice
  • Nia Ngao Zhua Pa, the Hmong part-dragon lightning-wielder
  • Running Deer, the Cherokee woman sometimes better known as the Wampus Cat
  • Skuld, the Valkyrie shieldmaiden and Norn
  • Thákanethe Basotho princess and dragon-slayer

Fight dragons, demons, irritating men, and more!

$3.00 PDF
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Era Ten Character Backgrounds
Rahm & Hillmer

Era Ten Character Backgrounds

Era Ten is Sci-Fi free-style role-play, the emphasis is on mission and story, character building and gaming. Not looking to offend, but your cosplay acting sux. Leave it for the costume parades at conventions.

Reclaim your hobby. Put the dice rolls back into gaming.

Era Ten is troopers in power armor in systems of the Milky Way galaxy a millennium in the future. Mankind is still messed-up and after ten eras has learned nothing. Only a few still have the savvy to fight. It’s similar to Battle Born, just using Cutlass style event driven mechanics.

Watch us game on YouTube. Find my Battle Born novels on Kindle Prime. Read more about free-style role-play or submit questions at our Vox Populi public message board.


Besides, you can’t go wrong for a buck.

$1.00 PDF
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Deep Morphean Transmissions
Emmy Allen

"Hello? Mission control? This is Agent McCormack reporting in. Location... deep dreamscape, second layer, reflection of East-London dockyards. Requesting urgent support. Entire team pinned in combat with unknown assailants." 

"At least [fragment missing] on our position. Seemingly human, emerging from the harbour, most with fish-like alterations, many armed. ...I don't know, give me a [speech inaudible, sounds of gunfire]. Good God, it's huge! Coming out of the water, slithering this way." 

"It's [fragment missing]." 

"Oh! I hear police sirens in- [wet ripping sounds] Jesus, it got Granger, his skin came right off... Mucus everywhere, guns don't do... oh Jesus Christ, it sees me! [inaudible, heavy breathing and footsteps] Get me out of here! I can't-" 

[Transmission ends in static]

It is easy to assume that what we see in our waking hours comprise the sum total of reality, and that the places we visit in dreams are mere phantoms, illusions conjured by our sleeping minds and nothing more. But what if that wasn't true? What if the world of our dreams were as real as our waking lives? Indeed, what if it were possible to visit these places while still lucid; to project one's mind out of one's body and into the strange vistas that lurk beyond the veil of sleep, outside of the physical world? Upon descending into the worlds of dreams and madness, what would an intrepid explorer find there? And, indeed, what would gaze back at them with cold, piscine eyes of their own?

In this game, your players will find the answers to these questions, and more. Taking on the rolls of field-agents of the quasi-official Morpheus Agency, they venture into the dreamscape on missions of exploration and espionage. As they progress, they'll encounter strange beings, glitches in the very fabric of reality, and conspiricies that reach across the void between dimensions. 

The game's mechanics will be familiar to those already acquainted with old-school gaming, but feature a number of adaptations to reflect the surreal nature of exploration of the Dreamscape. Of note:

  • Players track their character's heart rate, with each dice roll adding to their heart rate. Should their heartbeat become to rapid, cardiac arrest will force them to be withdrawn from the dreamscape. Likewise, loss of HP in the dreamscape will force withdrawel due to pain, rather than resulting in character death.
  • Upon being forced out of the dreamscape, the stress placed upon the character results in complications going forward; player characters are hard to kill off and instead become permenantly scarred by their experiences.
  • XP is earned for uncovering facts & secrets and achieving mission objectives, unlocking new ways to explore the Dreamscape as the Agents level up. In this way, the game becomes about picking at the various threads of the setting's conspiricies and complications.
  • And various other tweaks to familiar formulas in order to streamline play or bring the setting's tone and metaphysics to the forefront.

This book contains guidelines to running the game, including a guide to the true nature of reality and a comprehensive list of the various entities that might be encountered seemingly benign agents of the Hypnos Department, to the weirdness of reality-glitches and memetic hazards, to the vast horror of the Dreaming Leviathan. Also included is a more in-depth guide and commentry on the rules provided in the materials for players.

Also, there's some rather lovely full-page illustrations by Scrap Princess.

This book doesn't contain character creation rules, and only skims over the basic mechanics.

$3.75 PDF
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Fred Bird

This is a fairly small affair of a game. You do not get a million classes to chose from, you get two. This game is about a pilot, and a mech (as in, a giant fricking robot suit that kicks interplanetary butt) and their relationships. 

It borrows mechanics mostly from the apocalypse engine, with a few unique twists.

"Here comes the Pilots, these brave - or sometimes desperate - individuals risking their lives for the Corp, climbing in their powerful machines to defend us against the Spread. 

Their machines, the Mechs, these living things of mechanical ingenuity to which they bind themselves, entwine their very souls into. Without the Mechs, the Pilot are mere mortals, weak against the oncoming threat, and without the Pilot, the Mech cannot function, a useless mass of metal, sitting and waiting. But together they are radiance, they are glory. 

By melding their beings, connecting their thoughts to one another in such a way that ignores the massive distances of space... they surpass what each on its own could ever have been, and reach for the divine. Of course, they do not attain it. They hurt and they die and break and sometimes they even lose their way. But more will come to claim their darkened light."

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Immortal Honor
Simone Tammetta

"How far are you ready to push yourself, knight, just to get the coveted success?".

Immortal Honor is a short adventure module, based on a generic game system that nevertheless well reflects the idea of the module itself: to keep honor alive, despite the evils that will hinder the pace of the characters, so that they deserve the success of the company. The high ideals, the lust to keep one's name high, the glory, the fame... everything is conquered, yet fleetingly escapes, in the course of this descent into the soul of every knight who participates in the quest to find the stolen sword of family, now hidden in the gloomy ravines of an ancient place and pregnant with infamy. Will you be able to resist your urges? Will you be able to resist your brothers, your sisters? Or will you yield to the lowest instincts of man and will you turn against the world that you have been keeping up to date, rotting it with your only presence?

This module contains everything you need to play: a short adventure with macabre and chivalrous tones, pregenerated characters to better involve players throughout the game, terrible monsters who will try to annihilate every trace of rectitude from the characters' soul., 

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