Grim Heroic is a tabletop roleplaying game that plunges players into the morally gray world of Silver City, where they will become the architects of their destinies. This game offers a unique blend of grim and heroic themes, challenging players to decide whether their characters will become the city's saviors or succumb to its darkness. Grim Heroic is a game for those who seek deep, engaging, and morally challenging narratives. Whether looking for a story of redemption, corruption, or somewhere in between, Grim Heroic invites you to leave your mark on Silver City. Dive into the chaos, forge your path, and see where your story will lead.
LUNGS is a semi-competitive journey where every decision carries weight, and every breath is precious. Players will navigate a universe where camaraderie and rivalry coexist, making alliances and enemies in the quest for survival and success.
Take on the mantle of a starship captain, making critical decisions that can mean life or death for your crew. Balance risk and reward as you manage oxygen supplies and undertake dangerous tasks. Hire and manage a diverse crew of Belters, each with unique skills, hopes, and dreams. Compete for limited resources while navigating the perils of the Asteroid Belt.
The Role-Playing Game of High-Tech Low-Lives in a Neon Sprawl
The Gigaplex is vast and merciless, a machine that chews up anyone too small to matter. But if you’re bold, cunning, and just a little lucky, you might make it through the night.
And if you survive long enough, you might even become a name whispered in neon, a legend among Runners.
NEONOIR’s Chromrenner is an independent production by Rob Justice and is not affiliated with Losing Games. It is published under the Mausritter Third Party Licence. Mausritter is copyright Losing Games. This work is based on Mausritter, a product of Losing Games and Isaac Williams, and is licensed for use under the Creative Commons Attribution 4.0 International (CC BY 4.0) licence.
GSC was onto something, something worth killing for. We've been hired to sneak into the Voight Industrial Complex and retrieve GSC's forgotten research.
Tonight, we become legend.
The Run is a collaborative storytelling game where we play a group struggling to survive in the dangerous and unforgiving world of NEONOIR.
The game is designed for two or more players to spend a few hours working together to craft a story. The players can complete a Path in a single evening, or use these tools to remix stories together for longer chronicles told across multiple sessions.
The Shadows Beneath is a tabletop role-playing game where players take on the roles of Anglers, fishing in eerie New England waters. The game emphasizes exploration, player-driven narratives, and confronting eldritch horrors. Players must balance the allure of knowledge with the ever-present threat of awakening ancient, terrifying forces. The game features mechanics for handling social, mental, and physical challenges and incorporates a unique Certainty system, where players must manage their character's grasp on reality as they encounter the game's terrifying elements.
The crew's fishing trips have been uneventful—a steady rhythm of casting nets and hauling in the day's catch under the watchful gaze of the New England fog. The sea has been unremarkable, offering no hints of the enigmas it conceals. The Anglers have settled into this routine, their desires simmering beneath the surface.
Everything changes when an ordinary day at sea yields an extraordinary find: a fish unlike any they have seen before, shimmering with bioluminescent patterns that resemble ancient symbols. This uncanny catch sets off a chain of events that draws the crew into the heart of an unsettling mystery. Cryptic coordinates, a vanishing island, and an enigmatic artifact compel them to venture beyond the known maps into the realm of the supernatural.
As they delve deeper, the boundaries between reality and the unimaginable blur. Whispers from an otherworldly conch shell infiltrate their minds, dreams reveal hidden truths, and the sea itself seems to react to their presence. The Anglers must confront external forces beyond comprehension and the shadows within themselves. Their journey becomes a confrontation with an ancient entity whose awakening could spell doom, forcing them to make impossible choices in the face of cosmic insignificance.
Enter a mythic vision of feudal Japan, evoking classic tales of honor and sacrifice, and inspired by a specific samurai role-playing game from the late 90s. A Tale of Ten Thousand Leaves pays homage to those roots but stands apart through its nuances. There is no predefined setting, allowing you to adapt these rules to your favorite samurai-themed worlds. Download it. Read it. Swear your oath. Then suffer with honor.
You cannot die.
Your body rots, breaks, and falls, but you always come back.
In this tabletop role-playing game, you play the Risen: immortals cursed to live through endless cycles of death and resurrection. Each life is a chance to change the world, cling to fleeting loves, or lose yourself to decay.
What will you do with forever?
In the untamed landscape of Americana Mythica, legends are born over whiskey shots and ballads echo louder than gunfire. You'll walk the line between law and legend, crafting tales spun from grit, ghosts, and guitars. Step into a world carved from folklore and Americana. Forge your path as drifter musicians and outlaw heroes, each story leaving its mark across wild territories. Whether you're trading riddles with spirits at the crossroads, charming your way out of trouble, or outrunning marshals down moonlit highways, your journey will resonate through the ages. Life’s greatest moments come down to a roll of the dice and the guts to bet big. Navigate showdowns with your sharpest wits and sweetest notes, push your luck until it bends—or breaks—and carve your name into legend. With themes ranging from redemption to rebellion and mechanics that let every gambler and storyteller shine, no two journeys will ever be the same.
A revist to The Lovecraft Social; In The Eldritch Social, you and two friends rotate through roles—INVESTIGATOR, WITNESS, and SCRIBE—unraveling cosmic mysteries in a creeping descent into the unknown. Each revelation costs SANITY, and only the trust of your peers can restore your mind. But as the truth unfolds, will you align your perceptions... or drift into solitary madness? A game of suspense, storytelling, and collective unraveling, The Eldritch Social challenges you to weave chilling narratives, build upon each other’s discoveries, and confront the abyss that lurks just beneath the surface of reality.
Lovecraft Social is an online role-playing game for three friends. Each player creates a Character and rotates between three roles; the Investigator, the Witness, and the Scribe. The characters take turns telling a story about their investigations, questioning each other, and recording their findings in the Master Chronicle. Characters have only one stat; Sanity. Characters slowly lose Sanity while recounting their investigation but gain some back with the support of their peers.
Dive into the depths of survival in The Vault Residents Training Manual, a riveting map-drawing simulation that thrusts players into the heart of a post-apocalyptic bunker. As caretakers of the last remnants of humanity, players collaborate to forge a new community beneath the earth. Through drawing, decision-making, and strategic planning, you will navigate the challenges of isolation, resource scarcity, and internal conflicts while preparing for the Vault doors to finally swing open. Will your community thrive in the face of adversity, or will the pressures of the new world prove too overwhelming? Shape your destiny in this narrative experience that tests the bounds of cooperation and resilience.
The simulation is designed for 2-4 players and lasts 3-4 hours. It guides players through the challenges and decisions a group of survivors faces after civilization collapses.
Comin’ Home is a tabletop role-playing game set in a player-created rural small town, exploring themes of reconciliation, discovery, and legacy. Players navigate the return of their characters to their hometown, confronting past grievances, mending relationships, and coming to terms with their younger selves. Comin' Home emphasizes narrative and character development, with the mechanics supporting the unfolding story and the evolving relationships and histories of the characters.
A folk-horror story game about choosing not to forget.
In the Pines is a tabletop role-playing game of cosmic dread and human grit inspired by murder ballads and midnight TV. You play Investigators who keep a living Mythos Journal as they chase Artifacts, Creatures, Locations, and Rituals that bleed in from something older and hungrier than we are. The truth costs Wellness, friends become Bindings, and Complications stick like burrs.
At the center is the Mythos Journal, a growing notebook of Aspects your next character inherits, so when an Investigator is lost, what they learned survives. Old Ones press their Intrusions through Domains, raising Challenges the table must overcome; victory writes new truths, failure marks you. Index cards, a handful of d6s, and a college-ruled notebook are all you need to play.
Murder! Be Thy Name is a tabletop role-playing game for 2-7 players inspired by the musical experience of American Murder Song. This game uses tales of murder to explore America’s history during the Westward Expansion era.
The players will portray characters who end up making horrible, immoral decisions by forces outside of their control. Those choices will, ultimately, lead them to murder.
However, this is not a game about glorifying murder. The characters are not the heroes or villains. They are simply human beings who are about to do some really bad shit.
In order to play you’ll need a couple friends, some paper, a pencil, a standard deck of poker cards, and a stomach for the macabre.
Reading the Play is a card game themed around “The King in Yellow.”
Players race to assemble passages from the infamous play, while dealing with the madness contained within.
Players take turns either drawing from the deck or trading with each other. Each player is attempting to assemble as many sequential lines of the play as possible while avoiding Yellow Signs. The game ends when the final line of the play is revealed, at which point the player with the most lines in front of them wins. Players have to be careful though because if anyone ever has three Yellow Signs in hand the game ends and everyone loses.
Gif-Kwondo is the fast-paced game of animated hilarity.
A party game where the players race to see who can find the best gif for a Noun & Verb combination.
In order to play all participates need a device capable of searching the internet for gifs (cell phone, tablet, laptop, etc.)
The Rot took the world. The Rotters are still out there, but they're not the problem anymore. The problem is everything that comes after.
Safe Zone by Rob Justice is a post-apocalyptic zombie survival game that starts where most zombie stories end: the survivors have a settlement. The dead are manageable. Now the real question is what kind of world you want to build on the bones of the old one.
The Colony is a full game system in itself. Six stockpiles—Food, Water, Shelter, Protection, Tools, and Medicine—deplete with every daily cycle, pressuring the PCs to scavenge, trade, and expand while Rotters and hostile survivors complicate every run. Buildings can be constructed and upgraded. Survivors (GMCs with their own Morale) lend their skills but need to be protected and kept invested in the colony's future. Let morale collapse and your infrastructure starts to follow.
Attributes—Analytical, Forceful, Quiet—define how characters approach problems, not just whether they succeed. Three distinctions anchor each PC to who they were before the Rot, what they do now, and what future they're fighting for. Five stress types (Injured, Isolated, Sick, Tired, Upset) reflect the toll of survival in granular, meaningful detail.
For fans of The Walking Dead, The Stand, The Last of Us, or Parable of the Talents, Safe Zone asks the question: what does it mean to be human after the end?
The Cortex Prime Spotlights are fully playable RPG settings designed for the Cortex Prime system, spanning pulp adventure, space opera, kaiju action, supernatural drama, post-apocalyptic survival, and more. Each Spotlight includes a complete setting, rules variants tailored to its genre, sample characters, and everything you need to run a campaign or one-shot. All you need to add is the Cortex Prime Game Handbook and dice.7th Sea is a tabletop roleplaying game of swashbuckling and intrigue, exploration and adventure, taking place on the continent of Theah, a land of magic and mystery inspired by our own Europe. Players take the roles of heroes thrown into global conspiracies and sinister plots, exploring ancient ruins of a race long vanished and protecting the rightful kings and queens of Theah from murderous villains.
Save the Queen of Avalon from treacherous blackmail!
Thwart a dastardly assassination attempt on the Cardinal of Castille!
Raid the villainous fleets of Vodacce Merchant Princes!
Free the Prince of the Sarmatian Commonwealth from a mysterious curse!
Make decisions that alter the very course of Thean history!
In 7th Sea, you are a Hero, an icon of Theah ready to live and die for causes that matter. You bravely take on a dozen thugs with swords, knives and guns all on your own. You are the trusted knight, a loyal bodyguard or even an adventuring queen herself.
In other words—you are d’Artagnan, Milady de Winter, the Dread Pirate Roberts, Jack Sparrow, Julie d’Aubigney, and the Scarlet Pimpernel all rolled up in one!
This is a game of high adventure, mystery and action. This is a game of intrigue and romance.
This is 7th Sea.
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Curse of the Yellow Sign is a trilogy of stand-alone adventures for the Call of Cthulhu roleplaying game, inspired by the weird stories of Robert W. Chambers, the creator ofThe King in Yellow.
Each adventure is an “Act” in a greater play. A slow revelation of the greater, wicked universe.
The scenarios contain no blasphemous books, no monsters, no cultists and no Library Use rolls. Only ordinary humans confronted with the true nature of the universe. Each adventure is designed to be played in a single evening with limited preparation and maximum impact, filled with the kind of ruthless game master techniques and advice you'd expect from me.
While previously released as PDFs, all three Acts have been revised, expanded and updated with even more cool and scary stuff. We've incorporated years of play experience. We are also able to redesign the visual look and feel of the book with new illustrations and designs.
Attention Comrades! Be advised this area is now part of the Exclusion Zone. Please gather your belongings and documents and depart immediately. Report unusual activity at once. There is no cause for alarm. Party Officials have everything under control.
Welcome to the TWILIGHT WORLD, a place like and yet unlike our own. This world's history is a darkened fun house mirror of our own. Here, the monsters are real.
Set in the Twilight World's 1980s, players of Party First explore this darkened universe through the lens of the continent spanning communist USRA. Will you be a governmental bureaucrat, a party true believer, a military special agent, a folk occultist, a black market smuggler, or something else entirely? The choice is up to you, but remember that when the darkness comes knocking, your loyalty must be to the party first.
With this book and a set of 6 sided dice, you will find everything you need to get started with a game of Party First. Inside is an overview of the state of the Twilight World in the 1980s and how the USRA came to be as well as a wealth of occupations and skills to fine tune your character. Additionally, it includes a chapter with tips on running horror games and two stand alone starter adventures to introduce your players to the universe.
Inheritance is an immersive role-playing game experience where the players venture to the historic town of Olmsmouth, Massachusetts, to uncover the secrets of their family’s long-forgotten past. Players create their own Heirs and choose from a variety of Traits, including Professions, Personalities, Drives, and even Dark Traits. They will endure Risks, Conflicts, and make Certainty Checks as they explore the mysteries of the Olmstead Estate. Following in the footsteps of their great-grandfather, Robert Olmstead, as they unravel generations-old secrets and make tough decisions, facing the consequences of not only their own actions but those of their ancestors. Will you have the strength to face the truth, or will you succumb to the madness of the mythos? Will you embrace your destiny or deny it? It's up to you to decide how you claim your Inheritance.
Set sail on the doomed voyage of a Great Lakes freighter as you desperately try to get every crew member working before fate takes its toll in this intense and suspenseful game!
Race against Time: You have only 29 hours before the voyage comes to a tragic end.
Resource Management: Play Resource cards strategically on the Ship to enable Crew members to perform their tasks.
Crew Coordination: Match Crew cards with corresponding Resource cards to unlock powerful actions.
Unpredictable Storms: Endure Storm cards that pose additional challenges and risks.
First you get the teeth,
and then you get the monies,
then you get the winning.