Thieves of the Tome

By: First Pancake, The

Type: Softcover

Product Line: Role Playing Games (The First Pancake)

Last Stocked on 7/4/2026

Product Info

Title
Thieves of the Tome
Publisher
Author
George Philbrick
Publish Year
2025
Pages
68
Dimensions
5.75x8.25x.25"
NKG Part #
2148396264
MFG. Part #
IPRFPS001
Type

Description

The horrid wizards have stolen magic from every realm. They stole our spells, our destiny, and it's time to take it all back. Thank goodness you're here — a thief, cunning and resourceful.

You may not know how to cast magic, but you will cast magic nonetheless! Revel in the consequences of infinite arcane power and finite knowledge. For every spell that shrinks you to the size of dead skin, another will grow mountains in your foe's stomach.

Improvise and twist every wretched spell effect into something that can help you escape. Use every tool at your disposal to beat the wizards.

Do as Na'zar intended and embrace your destiny. Become a Thief of the Tome.

This explosive RPG is played using real books. You read that right, real books. You will bring a book from your shelf and turn it into a spellbook for another player to cast from. The GM will bring a book for you to dive into, shaping the world around you and the obstacles in your way.

Number of players: 2-5 + a GM (Game Master)

Game length: 2-4 hour one shot (or two!)

Additional necessary materials: One book per player (anything off your shelf), Character Sheets, Spell sheets, and GM sheet (all available free), and a handful of D6.

  • A one of kind spell casting system using real physical books. Thieves don't know how to cast spells and neither do you. ;It will be hilarious.
  • A simple D6 pool resolution mechanic that always ties back to the Tomes. Quick, easy to learn, and adaptable.
  • Character creation that is fast, literary, and prophetic. (Of course it uses books. What do you expect at this point?)
  • A system called Doom & Destiny that foretells your character's worst demise and most towering victories.
  • Rules for the GM to create a module based on the book they bring to the table, setting the game in nearly any genre.
  • 14 pieces of living marginalia, which the GM can throw into any game.

What's in the Book?

70 pages of glorious illustrations and layout. More than 20 pieces of acidpunk art, and filled to the brim with living marginalia to throw into your games. Here is a chapter list:

  • In the Beginning - An overview of the game and core mechanics.
  • Tomecraft - How to write spells for a book to be stolen.
  • The Thieves - How to create characters using a stolen book.
  • The Escape - How to escape the White Guard with your lives (by casting spells and acting)
  • Embody Na'Zar - How to run the game using a book, and 3 modules to run the game in.

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