Library › Game systems › Tabletop Roleplaying Games

Tabletop Roleplaying Games

Learn more about the different game systems, discover new and revisit old ones. The library is constantly evolving and growing. With your help, we can expand it even further.

Sorted by
The entries are listed based on the amount of Recommend clicks it has.
Mutants and Masterminds 3rd Edition (2010)
2 groups 22 players
Tabletop Roleplaying Games

Mutants and Masterminds 3rd Edition (2010)

English
Complex
Mutants & Masterminds is a superhero role-playing game written by Steve Kenson and published by Green Ronin Publishing. The current 3rd Edition, which also serves as the engine for the DC Adventures game, was released in 2010. It is highly flexible, point buy system that allows players to build any superpower they can come up with, from classic caped crusaders and vigilantes to cosmic entities and mystical sorcerers. Description Mutants & Masterminds' game mechanics use a highly modified version of the d20 System. All characters in this game, from heroes and villains to the average person on the street, are defined by eight abilities, basic traits each character has to a greater or lesser extent. Abilities tell you how strong, smart, and aware a character is, among other things. The abilities are: Strength, Stamina, Agility, Dexterity, Fighting, Intellect, Awareness, and Presence

Read more

ICONS Superpowered Roleplaying
Tabletop Roleplaying Games

ICONS Superpowered Roleplaying

English
Rules-light
ICONS Superpowered Roleplaying is a superhero tabletop roleplaying game designed by Steve Kenson, who is also the original designer of Mutants & Masterminds. The first edition was published in 2010. In September 2012, Kenson's new publisher Ad Infinitum Adventures acquired the game from Adamant Entertainment, which said it could not give it enough focus. The Assembled Edition, a revised and expanded core book published under Kenson's Ad Infinitum Adventures banner and printed and distributed by Green Ronin Publishing in 2014, is a 224-page full-colour hardback with art and layout by Dan Houser and Daniel Solis. It combines material from earlier adventures and sourcebooks such as Villainomicon and Team-Up and is described as the most complete rule set for the game yet. Description Players take on superheroes, and the Game Master (GM) runs adventures with villains, teams and whole universes, which the book gives tools to create. Heroes can be made from a few die rolls, with abilities described by numbers or by adjectives, and sample heroes and villains are included. Out-of-combat time is organised into chapters, issues and series, as in a comic. The game asks a table to use the fiction. Qualities, the descriptive phrases on a character, are invoked by players and the GM, and optional rules for stunts, retcons and pyramid tests call for improvisation more than book-keeping. A reviewer thought the power spread is narrow, so it may not show clear jumps from street-level heroes to cosmic threats, and that the artwork and tone are kid-friendly. It suits groups who want a fast, light superhero game, and it is less suited to groups who want a fine-grained power system.

Read more