Varamu Game systems Tabletop Roleplaying Games

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Talislanta
1
Tabletop Roleplaying Games

Talislanta

High-Fantasy
Rules-medium
Talislanta is a fantasy tabletop roleplaying game created by Stephan Michael Sechi, first published by Bard Games in 1987. It draws its inspiration from Jack Vance's Dying Earth novels and the travelogue spirit of the Arabian Nights rather than from Tolkien. It built its identity around a single blunt promise printed right on the box: "no elves". No dwarves, no halflings, no standard-issue fantasy races at all - just dozens of original cultures found nowhere else in the genre.  The game has passed through five editions and nearly as many publishers, including a stint at Wizards of the Coast in the early '90s, and creator Stephan Michael Sechi now makes the entire back catalogue - every edition, every supplement - available for free through the official Talislanta Library. Description Playing Talislanta starts with a choice. Instead of creating a character from separate race, class, and skill lists, players pick one of well over a hundred archetypes. Things like the Cymrilan Rogue Magician, the Jaka Beastmaster, or the Mandalan Mystic Warrior - each one a fully realised character tied to a specific culture. Complete with attributes, skills, gear, and a place in the world already worked out. A little light customisation (a point moved here, a skill added there) and the character is ready to play.  What makes the game distinct isn't its mechanics, which are deliberately light, but the scale of its setting: the continent of Talislanta is home to more than a hundred distinct peoples, and the rulebooks spend far more pages on culture, custom, and worldview than on combat math. It rewards players who want to explore a genuinely alien fantasy world over chasing mechanical optimisation. System Overview & Key Features Archetype-Based Character Creation Character creation isn't a build process, it's a selection process. Every archetype in the book arrives fully statted, dressed, and equipped, tied to a named culture and a defined role in Talislantan society. Archetypes are deliberately unbalanced against one another, since staying true to the setting mattered more to Sechi than parity between character options. The Unified Action Table Skill checks, combat rolls, and magic all resolve on a single d20 chart. Attacking works exactly like any other skill roll: add a skill rating, compare to a target number. There's no separate combat subsystem to memorise, which keeps the rules themselves down to a few dozen pages even in the densest editions. Modes and Orders Magic runs on two interlocking pieces: Modes (twelve broad effect categories like Attack, Heal, or Illusion) and Orders (culturally rooted schools of magic, from Cartomancy to Elemental Magic). A magician's Order shapes how a Mode behaves and looks when cast, so the same underlying effect plays out completely differently in different hands - which lets a short list of Modes support a near-endless variety of actual spells. A World Built Without Tolkien Every culture in Talislanta was designed to avoid genre default: no elves, no generic barbarians, no standard dragons. In their place are peoples like the Thralls (identical clone-warriors distinguishable only by tattoo), the sky-sailing Phantasians, and the shapeshifting Sindarans. The setting material - not the rules - is where most of the page count and most of the game's reputation live. Links talislanta.com - Official Talislanta website talislanta.com/talislanta-library - Free official PDFs of every edition and supplement ever published

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Fabula Ultima
1 12
Tabletop Roleplaying Games

Fabula Ultima

TTRPG
High-Fantasy
Fabula Ultima is a tabletop roleplaying game designed by Italian creator Emanuele Galletto and published by Need Games!, released first in Italian and then in an English edition in October 2022. It bills itself as a TTJRPG - a love letter to Japanese console RPGs like Final Fantasy, Chrono Trigger, and Dragon Quest.  Built by a designer who tried reskinning other systems to capture that feeling and, failing to find one that fit, wrote his own. The game found its audience fast, taking home the Gold ENNIE for Best Game and the Silver ENNIE for Product of the Year in 2023.

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Everyday Heroes
3
Tabletop Roleplaying Games

Everyday Heroes

TTRPG
Rules-medium
Everyday Heroes is a modern-day action roleplaying game designed by Sigfried Trent, Chris "Goober" Ramsley, and D. Todd Scott, with Jeff Grubb - co-designer of Wizards of the Coast's original d20 Modern - serving as design consultant. Published by Evil Genius Games following a 2022 Kickstarter, it takes the 20-year-old d20 Modern concept and rebuilds it entirely on the 5th Edition SRD chassis: same six ability-driven hero archetypes, same "why play an elf wizard when you can play Rambo" pitch, but running on rules 5e players will recognize instantly.  The line has grown around a string of officially licensed cinematic settings - Escape from New York, Highlander, The Crow, Pacific Rim, Kong: Skull Island, Total Recall - letting the system double as an action-movie conversion kit as much as a standalone game.

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