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TAIGA
- Company: Burger Games (Finland)
- Authors: Ville Vuorela
- First publication: 1998
- Genre: Dark and violent post-apocalyptic
- Theme:
In 2039 climate change and other aspects of the still continuing
ecocatastrophe have wiped nations from the face of the Earth. Most
of the planet has fallen into complete anarchy where masses of refugees,
gangs of all sorts and remnants of the organized crime mix, in their common
search for security and future. Chaos has broken loose in the cities as all
stores have run out of food two decades ago. People eat moulds, rats,
cockroaches and each other. Human flesh is sold openly in the streets.
Malformed children, victims to radiation, pollutants or solar radiation
stare out of the holes in the wall where there used to be windows. Drinking
water is a valuable commodity and pushed on by the death of vegetation and
warming climate, deserts are swallowing up the fertile lands of Eurasia.
Law and order, now changed into tyranny and militarism, have retreated into
small, closed areas called "Central Sectors", where army is in control and
undesirables are shot. There are twenty "undesirables" to every person
living inside Central Sectors. To the soldiers and their commanders, people
outside the Central Sectors are "noncitizens". Not included in plans of
economical rejuvenation. Not protected by any laws. Seen as pests
disrupting the peace and routine of decent life and complicating the
acquisition of the remaining few natural resources.
Central Sectors are usually located at the hearts of ancient cities. Their
tall skyscrapers glisten pale light in the sun. At the feet of these towers
lie minefields, electrified fences and moats, and beyond them ugly scars of
a city, Free Zone. The number of people living in these ruins of what used
to be cities and where every suburb and nearby population centre has been
swallowed by beggar and refugee huts, tents and ramshackle houses. Millions
upon millions teem on the streets, night and day. Electricity is scarce,
technology hard to come by and ammunition is the most commonly used
currency in everyday life. In Central Sectors the humanity is taking its
first steps in creating succesfull cybernetics and true artificial
intelligence. On the other side of the fence, people light fires with flint
and steel.
Outside Free Zones lie the vast regions of land without any law or control.
Armed gangs, riding vehicles they've assembled from parts and using weapons
stolen from abandoned army depots and the hands of the dead, spread terror
around them, even attacking army supply convoys to obtain fuel and
technology. Ordinary people live in dying small towns centered around
ancient population centres, or in villages of huts and greenhouses,
defending themselves from the outsiders with walls and moats. Shamanistic
beliefs are spreading. Cults of every variety are loose on the Free Zones
and secretly worshipped even inside the Central Sectors themselves.
Humanity is falling into a new era of barbarism, violence and
superstition.
- Homepage:
http://home.icon.fi/~bgames
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TALES FROM THE FLOATING VAGABOND
- Company: Avalon Hill (USA)
- Authors: ???
- First publication: ???
- Theme: Humoristic Sci-Fi
Live the exciting life of an intergalactic mercenary. Fight your way around
the wacky universe. Adventure with all sorts of crazy people.
- Homepage: http://www.avalonhill.com
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TALES OF GARGENTIHR
- Company: Sanctuary Games (UK)
- Authors: ???
- First publication: 1997
- Genre: Science fantasy
- Theme:
In 1492 two continents met and the humans known as Karro first sighted the
New World. In the villages there they met a simple and peaceful people who
greeted them as gods. From these bases the Karro explored and claimed their
New Republic of Gevuria.
It is now 1585 and the Ha'esh villages have grown into pollution filled
Karro towns: the Ha'esh relagated to second class citizens in their own
land. The new Institutes of the Karro collide head on with the old guard of
the church, whilst the bordering realms of Khos-Tavar and Ja'Hall look on
with growing apprehension at their swiftly expanding neighbour.
Into this turmoil come the Clondis, a secret society of adventurers from
all walks of life; grizzled streetmen from the back alleys of Rol Katel,
educated society men from the mighty capital of Treth and noble Channi, the
holy warriors of the Ha'esh. The Clondis accept any who are bold enough
into its ranks, and turn away no task that is worthy.
Gargentihr is a world far different from our own. The continents drift upon
endless seas of silt whilst Sa-energy crackles overhead in the blackened
skies. The continent of Agasha lies before you, awaiting discovery.
Gargentihr is a world both ancient and new. The Institute of New Science
explores the frontiers of technology, whilst the secret powers of the
Ancients reign within the dark corners of Agasha. Man stands on the brink
of a glorious new age of knowledge, but many would block his progress.
This strange world is finely detailed throughout the rules and plunges the
players into an alien landscape ripe for exploration.
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TALISLANTA
- Company: Bard Games, Wizards of the Coast, Daedalus Games, Plaid
Rabbit (USA)
- Authors: Stephen Michael Sechi, Jonathan Tweet
- First publication: 1987
- Number of editions: 3
- Theme: Magical post holocaust science fantasy
- Genre:
Talislanta is an original fantasy setting,a magical post-disaster world,
replete with its own history,cultures,customs,flora and fauna.
Many of the standard conventions of modern fantasy,such as elves,dwarves,
and halflings,are not to be found here.
Instead the Talislantan continent is populated by a host of colorful and
unusual races,such as the dual-brained Sindarans,the green-skinned magician
of Cymril,brightly plumed Aeriad,tattoed Thrall warriors,butterfly-winged
Muses,and many,many others.In short,Talislanta offers a new world design
to entertain and challenge even the most jaded fantasy roleplayers.
- Complexity: Medium
- Design: Softcover
- Supplements: ** (Screen, sourcebooks, adventures, novel, figures,
music)
- Homepage:
http://talislanta.galstar.com
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TEENAGE MUTANT NINJA TURTLES
- Company: Palladium (USA)
- Authors: Erick Wujcik
- First publication: 1985
- Theme: RPG in which you play mutant animals with humanistic
abilities, needless to say that it's based on a famous comic book.
- Homepage:
http://www.palladiumbooks.com
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TEENAGERS FROM OUTER SPACE
- Company: R. Talsorian Games (USA)
- Authors: ???
- First publication: 1987
- Genre: Anime
- Theme:
Tommy Tanaka dove under his desk as the Disco Dwarves From
Dimension X teleported with a "pop" into the Homeroom. Zap rays
sizzled overhead, vaporizing his English Is Fun textbook and scorching one
of the slower freshmen nearby. There was a sound like tearing rubber as, in
the corner, Vilar Monstered Out to his full thirteen feet-two and began
throwing desks around. Cano started to shapechange, but a stray bolt from a
Boy/Girl gun turned him into a cute blonde Cannette.
Rami cringed behind her desk, her saucer-sized eyes wide with mindless
terror (actually, everything about Rami was mindless), the tip of her long
fluffy tail stuffed in her mouth. "What do we do now?" she wailed at Tommy.
"No problem," said Kev, pulling the pin on his Weird Science 101 project
and lofting it casually toward the Dwarves. There was a thunderous paisley
explosion and the room was suddenly filled with hot buttered popcorn ....
Welcome to the world of Teenagers From Outer Space: the amazingly weird
roleplaying game that lets you become a character in your very own (or even
somebody else's) Japanese Animation Comedy Show! Complete with everything
you'll need to create Silly Superpowers, Gonzo Gadgets, Bikini Battlesuits,
Mecha Mayhem, Magical Girlfriends and the ever popular sex-changing
Boy/Girl Gun.
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THEATRIX
- Company: Backstage Press (USA)
- Authors: David Berkman
- First publication: ???
- Genre: Diceless generic
- Design: Softcover
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THIEVES GUILDS
- Company: Gamelords Ltd (UK)
- Authors: Richard Meyer, Kerry Lloyd, Michael Watkins
- First publication: 1984
- Genre: Medieval fantasy centered around thieves
- Design: Box
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TIME LORD: THE DR WHO RPG
- Company: Virgin Games (UK)
- Authors: Ian Marsh, Darvill Evans
- First publication: 1991
- Genre: Time travel inspired by the Dr Who TV series.
- Design: Paperback
- Homepage:
http://www.users.dircon.co.uk/~orun/timelord.html
- Net Links: * (** for Dr Who stuff whatever the rpg system)
- Notes: Free to download.
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TIMELORDS
- Company: BTRC (USA)
- Authors: Greg Porter
- First publication: ???
- Genre: Time travel
- Theme:
Ever feel like popping out to see what's going on in the future? Or how
about double checking your history Prof? TimeLords lets you frolic the time
lines.
Of course, it's not all fun and games. The enigmatic Matrix that was
foisted upon you did not come with an instruction manual, and it will take
you years to figure out how to properly use it. In the meantime, you have a
device which will theoretically let you live forever, and take you
anywhere, anyplace, anytime or any alternate universe. A lot of people
would like to take it off your hands, stranding you forever in some
forsaken corner of the timestream.
Your job? Stay one Jump ahead of the competition, figure out where you are
and why the Matrix sent you there, and discover the joys and perils of
being a TimeLord.
- Complexity: High
- Design: Softcover
- Homepage:
http://members.aol.com/btrc/
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TOON
- Company: Steve Jackson Games (USA)
- Authors: Greg Costikyan, Warren Spector
- First publication: 1984
- Genre: Humour
- Theme: Humourous RPG set in the world of toons, it lets you be a rabbit,
duck,mouse,caveman ... whatever you want.
- Homepage:
http://www.sjgames.com
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TOP SECRET
- Company: TSR (USA)
- Authors: Merle M. Rasmussen
- First publication: 1980
- Genre: Spying activities
- Complexity: Medium
- Design: Box
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TORG
- Company: WEST END GAMES (USA)
- Authors: Greg Gorden
- First publication: ???
- Genre: Multiverse
- Theme:
Various realities (called 'cosms') have invaded Earth and imposed their
rules over certain areas of the globe. These cosms are after a unique form
of energy known as Possiblity Energy that Earth possesses in great quantity.
Characters are the Storm Knights who are able to maintain their own reality
when they enter an alien realm, something normal people cannot do.
- Design: Box
- Supplements: **** (sourcebooks, adventures, novels)
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TRAUMA
- Company: Chroniques d'Outre-Monde (France)
- Authors: Dominique Granger, Frédéric Leygonie
- First publication: 1986
- Genre: Contemporary (military /crimefighting)
- Complexity: High
- Design: Magazine (1st ed), hardcover (2nd ed)
- Supplements: None (some supports in the page of the home magazine)
- Notes: The first edition was contained in Chroniques d'Outre-Monde
#1
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TRAVELLER
- Company: Game Designers' Workshop, Imperium Games (USA)
- Authors: Marc Miller, Frank Chadwick, Dave Nilsen (TNE)
- First publication: 1977
- Number of editions: 4
- Genre: Space Opera
- Theme:
Megatraveller:
The thousand-year empire has fallen in an instant. An assassin has cut down
the emperor and his heirs in one bold stroke and thrown the largest, most
stable interstellar empire in history into chaos. There are many candidates
for the empty throne, and without agreement on their qualifications, the
worlds of the Imperium are divided in their allegiances. By a curious
twist of fate, the assassin himself controls three rebellious sectors.
The emperor's nephew considered by many to be a murderer himself,
has assumed the throne over the objections of the Imperial Assembly.
Other pretenders have stepped forward. Star fleets battle throughout the
disputed territories. Sectors are stripped of their fleets to fight in
the rebellion, and imperial territory is invaded by alien forces sensing
weakness and plunder. Sector after sector secedes from the Imperium
to manage its own defense. Sector after sector falls to external
forces.
Traveller New Era:
A civilization ready to re-awaken...
But it cannot do so by itself. Three generations ago, a star-spanning
society annihilated itself in a furious war. The final weapon in this war
was a new form of life -a malevolent electronic race that hates life
itself. But among the ruins, life is stirring - a civilization is waiting
to be rebuilt. You are one of those rebuilders, and you know that to regain
the stars, humanity must be willing to pay the bill for a generation of
carnage and destruction. That bill can only be paid with audacity, courage,
and dogged determination. You are bold enough to pay that price, because
you've seen what passes for existence in the ruins of civilization, and
it's not good enough. Not by a long shot. Winning the stars was never easy,
but you're going to make that new future - one world at a time. It's time
for a New Era.
Marc Miller's Traveller:
In this latest incarnation, we get a new character generation system as
well as a new task resolution system. It also tackles the task of bringing
all four (!) incarnation of the game together. This is more of a generic
system that can be used with any of the background books they will put out.
So if you liked the classic Traveller feel, get one sourcebook, but if you
prefer the New Era stuff, get that sourcebook instead. You get the idea.
- Complexity: Medium
- Design: Box (Traveller, Megatraveller), Softcover (Traveller
TNE, Marc Miller's Traveller)
- Supplements:
**** (Traveller, Megatraveller)
** (Traveller the new era)
** (Marc Miller's Traveller)
- Homepage:
http://www.ImperiumGames.com
- Notes: Traveller (1st ed), Megatraveller (2nd ed), Traveller the
new era (3rd ed), Marc Miller's Traveller (4th ed).
Origins Awards for Best RPG 1993 (Traveller the new era).
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TRINITY
- Company: White Wolf (USA)
- Authors: ???
- First publication: 1997
- Genre: Sci-Fi with lot of psychic powers
- Theme:
Take to the stars in Trinity, White Wolf's new Storytelling game about
a high-tech, psi-powered future! As humanity's next step in evolution,
you can venture into the depths of space and uncover all manner of
mysteries - or you can scheme among the nations and corporations of
Earth as they extend their grasp into our solar system and beyond.
Battle the hideous Aberrants, monstrosities that seek to destroy our
people and our planet. Investigate the unearthly Qin, beings at once
supremely human and disturbingly alien. Learn the true power of the
Aeon Trinity, the cryptic organization whose goal is to unify all
living things against a malevolent cosmic force. Yet the advanced
technology and wondrous psi powers at your disposal go only so far;
your wits must be sharp if you are to survive the perils and
possibilities of the 22nd century.
- Homepage: http://www.white-wolf.com/
- Notes: The game name was changed to Trinity, because Aeon
was already taken.
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TUNNELS & TROLLS
- Company: Flying Buffalo (USA)
- Authors: Ken St André
- First publication: 1975
- Theme: A sort of humourous AD&D.
- Design: Box
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TWERPS
- Company: Gamescience (USA)
- Authors: ???
- First publication: 1995
- Theme: A really simple (I should say very simple) generic game, a
parody of the GURPS system.
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TWILLIGHT 2000
- Company: Games Designers' Workshop (USA)
- Authors: Franck Chadwick
- First publication: 1984
- Genre: Military post apocalyptic set after the third world
war.
- Design: Box
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