Varamu Game systems Tabletop Roleplaying Games

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Savage Worlds (2018)
5 24
Tabletop Roleplaying Games

Savage Worlds (2018)

High-Fantasy
Sci-fi
Savage Worlds is a tabletop roleplaying game designed by Shane Lacy Hensley and published by Pinnacle Entertainment Group. Originally released in 2003 and updated, as the Adventure Edition in 2018. Its a universal system for running games in almost any genre from weird west and high fantasy to deep space sci-fi. The game is specifically engineered to handle cinematic pulp action and massive battles without slowing down the narrative. The system it directly evolved from is Deadlands (1996) Description Savage Worlds has everything you need to play narrative or miniature-based games, with quick, simple, yet comprehensive rules for everything from combat to Dramatic Tasks, Chases, and Interludes. The emphasis is on less bookkeeping for the Game Master so she can quickly and easily create worlds and adventures for any setting and focus on the players and their actions to keep the action and story rocketing along.

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Traveller 2E (2016)
2 9
Tabletop Roleplaying Games

Traveller 2E (2016)

English
Sci-fi
Traveller 2E is a sci-fi tabletop roleplaying game system, that was published in 2016 and updated in 2022, by Mongoose Publishing. It involves the characters adventuring through star systems, engaging in (space) exploration and engaging in battles both on ground and in space. The system it directly evolved from is classic Traveller (1977) Description The characers in Traveller can be humans, robots, aliens or of a genetically engineered species. Each character is distinguished by their occupation - whether they are a civilian, military, a noble, a young cadet or a veteran. Each type comes with their own strengths and weaknesses. To further expand on the sci-fi aspect of the game, some characters are prone to extra-sensory abilities, such as telekinesis, telepathy and others. System Overview & Key Features Lifepath Character Creation When creating their character, players roll to determine their character's background, education, and career history. Characters will acquire skills, allies, enemies and physical injuries. No Classes or Levels Characters do not have traditional classes, and they do not gain experience points to level up. Progression is entirely material and narrative. Characters improve by acquiring better gear, installing cybernetics, buying larger starships, and finding lucrative trade routes. The Trade and Commerce System A massive part of the game involves interstellar economics. The rules provide deep, robust systems for buying speculative cargo on one planet and selling it at a profit on another. Players must factor in fuel costs, jump drive maintenance, and life support while managing their massive starship mortgage. Lethal Combat Gunfights are incredibly dangerous as the characters have very low health pools. These are directly tied to their physical attributes like Endurance, Dexterity, and Strength. A single shot from a laser rifle can instantly incapacitate or kill a character, making armor and cover absolute necessities. Hex Crawling and Subsectors The game provides incredible tools for the Game Master to procedurally generate entire sectors of space. Using a blank hex map and the core rulebook, you can roll up planetary environments, government types, law levels, and starport qualities to create a completely unique sandbox galaxy. Additional links mongoosepublishing.com - Official Mongoose Publishing website travellermap.com - The Traveller Map (An interactive map of the official Third Imperium setting)

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Gamma World
1
Tabletop Roleplaying Games

Gamma World

Wizards of the Coast
Sci-fi
Gamma World is a post-apocalyptic science fantasy roleplaying game created by James M. Ward and Gary Jaquet, first published by TSR in 1978. Over more than four decades the game has been rebuilt from the ground up seven times by nearly as many publishers, and the most recent overhaul came in 2010, when Wizards of the Coast released a stripped-down, card-driven edition built on a pared-back version of the Dungeons & Dragons 4th Edition engine.  Where D&D sends heroes out to save a kingdom, Gamma World drops mutant scavengers into the wreckage of a shattered Earth to fight over technology nobody left alive still understands. Description Gamma World is gonzo by design. A character isn't built so much as collided into existence: two randomly rolled Origins get mashed together into one being, however little sense the combination makes ("I'm a Radioactive Yeti," to use the game's own example). From there, characters spend the session drawing from decks of mutation and salvage cards that shift constantly - the powers a character has at the start of a fight are rarely the ones they'll have by the end of it.  Combat is lethal and character turnover is high, so the game leans into its own chaos rather than fighting it: sessions play fast, tonally silly, and are built to be picked up and put down in a single evening rather than carried across a long campaign.

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Stars Without Number
9
Tabletop Roleplaying Games

Stars Without Number

English
Sci-fi
Stars Without Number is a sandbox science fiction tabletop role-playing game designed by Kevin Crawford and published by Sine Nomine Publishing. Originally released in 2010, followed by an extensively expanded and restructured Revised Edition in 2017, the game is a prominent fixture of the Old School Renaissance (OSR) movement. It is structurally engineered to merge the lightweight tactical framework of early fantasy role-playing systems with exhaustive, modular sci-fi sandbox generation toolkits. Description Stars Without Number takes place in the year 3200, centuries after the tragic collapse of the Second Terran Mandate. The human galaxy was once interconnected by instantaneous jump gates and protected by a core of psychic navigators, until an evolutionary psychic catastrophe known as "The Scream" drove every psychic in existence instantly insane or dead. The sudden collapse of interstellar transit triggered a multi-century dark age of isolation known as the Silence. In the modern setting, fractured sectors of space are finally rediscovering faster-than-light spike drives and exploring a fragmented universe. Players navigate this dangerous frontier as spacers, scavengers, mercenaries, or rogue psychics, operating in a cosmos characterized by corporate espionage, lost pre-collapse technology, and shifting planetary regimes. Links sinenomine-pub.com - Official homepage for Sine Nomine Publishing and Kevin Crawford's developer catalog drivethrurpg.com - Revised Edition (Free Version) on Drive Thru RPG

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The Expanse RPG
1
Tabletop Roleplaying Games

The Expanse RPG

Beginner-friendly
English
The Expanse RPG is based on the exciting new Modern AGE rules-set, and includes many of its features, such as customized character building using Backgrounds and Professions, Drives for character engagement, and an abstract resources system. It also makes use of the Modern AGE approach to action, exploration, and social encounters, complete with stunts and systems for all of them.

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Dungeon Crawler Carl RPG
1
Tabletop Roleplaying Games

Dungeon Crawler Carl RPG

High-Fantasy
Sci-fi
The Dungeon Crawler Carl Roleplaying Game is an officially licensed tabletop adaptation of Matt Dinniman's bestselling Dungeon Crawler Carl LitRPG novels, developed by Renegade Game Studios and launched via a BackerKit crowdfunding campaign in April 2026. The campaign became the most-followed TTRPG crowdfunding launch in history, pulling in over 27,000 backers and more than $6.6 million against an original $250,000 goal, putting it in the same company as Brandon Sanderson's Cosmere RPG and Avatar Legends among the biggest tabletop crowdfunders ever run.  The book series itself has an unusually indie-to-mainstream trajectory: Dinniman began posting it as a free web serial on Royal Road in 2020, and it grew organically into a multi-million-copy bestseller before Ace Books picked it up in 2024. Fulfillment for the RPG and its companion deck-building game, Dungeon Crawler Carl: Unstoppable, is expected in late 2026. Description Playing Dungeon Crawler Carl means playing a Crawler - a contestant, willing or otherwise - trapped in the World Dungeon, a lethal, alien-broadcast reality show where survival means keeping quadrillions of viewers across the galaxy entertained. The GM takes on the role of the System AI, the sardonic, rules-obsessed intelligence that narrates the dungeon, hands out achievements, and is never quite as fair as it claims to be.  Players can step directly into the shoes of characters from the novels - Carl, Donut, Katia, and others - or build an original Crawler from more than 30 species and a roster of gleefully absurd classes (Fire Mage Arcanist, Former Child Actor, Shotgun Messenger) that matches the source material's satirical, over-the-top tone. True to the books' obsession with loot, XP, and gamified progression, the ruleset leans hard into that same structure rather than smoothing it over for a more traditional fantasy feel.

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Modern AGE
Tabletop Roleplaying Games

Modern AGE

English
Sci-fi
Modern AGE is a genre-toolkit tabletop roleplaying game covering everything from the Industrial Revolution to the near future, published by Green Ronin Publishing in 2018 and designed by a team credited as Matthew Dawkins, Meghan Fitzgerald, Sian Ingham, Steve Kenson, Alejandro Melchor, Chris Pramas, and Malcolm Sheppard. Rather than shipping with a fixed setting, it hands a table the rules to build gritty two-fisted action, pulp adventure, urban fantasy, or a dystopian near-future campaign from the same core book. The system is built on the Adventure Game Engine (AGE), the same engine Green Ronin uses for Dragon Age, Fantasy AGE, and Blue Rose, built here as a fully classless implementation rather than the class-based approach those other lines use. Description Characters are built from backgrounds and life experience rather than a class list, advancing across 20 levels while a table decides for itself what kind of modern-ish game they're actually playing - a two-fisted pulp game, a grounded action thriller, an urban fantasy campaign with magic running underneath the modern world, or something further out toward science fiction.  The Game Master leans on the same optional Arcane and Psychic Power rules whether they're running secret agents, monster hunters, or conspiracy investigators, turning them on only for the campaigns that need them. It's built to be picked up by a group who already knows roughly what modern-day game they want to run and just needs a flexible, classless chassis to build it on, rather than a game with a setting of its own to sell.

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Dune: Adventures in the Imperium (2021)
2 1
Tabletop Roleplaying Games

Dune: Adventures in the Imperium (2021)

Complex
Sci-fi
Dune: Adventures in the Imperium is a tabletop roleplaying game of political intrigue, feudal warfare, and desert survival set in Frank Herbert's Dune universe, published by Modiphius Entertainment with lead designer Nathan Dowdell heading a large credited design team. It released in 2021, timed alongside Denis Villeneuve's Dune film, running on a version of Modiphius's house 2d20 System adapted specifically for the setting's politics-first, duel-heavy tone. The system is a setting-specific adaptation of Modiphius's 2d20 System, the same engine family behind Star Trek Adventures and Fallout: The Roleplaying Game. Description Players build elite agents in service to a noble House - Mentats, Swordmasters, Bene Gesserit Sisters, Spies, devious Advisors, or Fremen of the deep desert - and, before a single character is even built, the whole table designs that House together in a dedicated House-creation mini-game, deliberately keeping play away from the canon Houses Atreides or Harkonnen.  The Game Master runs missions where combat is only one of several ways a scene can go wrong: duels, skirmishes, open warfare, espionage, and courtly intrigue all resolve through the same underlying system, and a table can just as easily spend a session at a negotiating table as on a battlefield. The game leans hard into its source material's core promise - that plans, loyalty, and leverage usually matter more than a blade - and asks players to think as much about their House's long game as their character's next roll.

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