Varamu Game systems Tabletop Roleplaying Games

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Neon Lords of the Toxic Wasteland
Tabletop Roleplaying Games

Neon Lords of the Toxic Wasteland

TTRPG
English
MUTANTS AND MULLETS! In a world where magic and technology collide, mutants and monsters roam the toxic wastelands and ruins of the forgotten world. In this new kill-or-be-killed world, only the strong survive, and attitude is everything! Become a Scum Dog adventurer and brave the dangers of the wastelands in search of cash and prizes. Collect fantastical gear and wield the galaxy’s most powerful weapons to become the baddest dude in Neo-Terraxx. Do you have what it takes to become the Neon Lord?

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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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Prosperon
1 1
Tabletop Roleplaying Games

Prosperon

English
Sci-fi
Setting and Themes of Prosperon Prosperon is a tabletop role-playing game set in a dystopian future where towering megacorporation’s have tightened their hold on society, reducing human existence to data points within an immense, profit-driven machine. In this harsh environment, a resistance force known as the Vanguard emerges, determined to challenge the expanding corporate regime. Depending on the campaign style, players may choose to operate as Vanguard insurgents or take on the role of independent freelancers known as operators navigating the same oppressive world. Vanguard and Player Roles Players who join the Vanguard step into the lives of operatives tasked with undertaking high-risk missions aimed at restoring autonomy and awakening a population numbed by corporate dominance. These operatives rely on advanced technology, tactical expertise, and sheer determination as they work to expose corruption, outmaneuver authoritarian forces, and spark a rebellion capable of reshaping entire cities.  World and Tone Blending cyberpunk and biopunk influences, Prosperon presents a setting defined by genetic augmentation, societal decay, and technological overreach. The game emphasizes narrative depth, strategic decision-making, and immersive storytelling. Its adaptable mechanics are designed to support accessibility and player creativity, allowing groups to tailor the experience to their preferred style of play. Themes of Resistance At its core, Prosperon invites players to explore the struggle between human agency and corporate control. Whether forging alliances, leading uprisings, or navigating the moral complexities of survival, players ultimately determine whether humanity can reclaim its future, or collapse further into engineered servitude. Links drivethrurpg.com - Purchase the game on DriveThruRPG nolimelightproductions.com - Official website itch.io - itch.io page ko-fi.com - Support the creator on ko-fi patreon.com - Patreon page

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SHRINES – A Dark Pilgrimage RPG
Tabletop Roleplaying Games

SHRINES – A Dark Pilgrimage RPG

TTRPG
English
SHRINES – A Dark Pilgrimage RPG is a classless dark fantasy tabletop roleplaying game about dangerous pilgrimages through wounded worlds. It combines tactical D6-pool combat, exploration, escalating threats and character growth through Domains with a strong focus on consequence, discovery and gaining knowledge. Description SHRINES – A Dark Pilgrimage RPG is a dark fantasy tabletop roleplaying game in which the players take the roles of the Marked, pilgrims bound to mysterious Shrines and sent into regions scarred by ancient wounds, broken beliefs and hostile forces. The game combines tactical combat with exploration and narrative decision-making while keeping bookkeeping deliberately light. Its core system uses pools of six-sided dice, with characters defined without traditional classes. Instead, they develop through their qualities, talents, maneuvers, equipment and Domains - powerful influences that shape abilities, vulnerabilities and interactions with the world. Shrines form the anchors of every pilgrimage. They provide safety, progression and a place to return to, because death is not the end. When a pilgrimage fails, the Marked may return to their bound Shrine, but failure still carries consequences. Lost Essence, Burden and an increasingly dangerous world ensure that reformation never makes defeat meaningless. Exploration is built around regions, locations and Instances rather than long quest lists. Players uncover Lore, discover competing factions and decide how deeply they are willing to involve themselves in conflicts that rarely offer a simple distinction between good and evil. At the same time, Regional Escalation causes the world to react to the actions and failures of the Marked, making prolonged expeditions increasingly dangerous. SHRINES is designed around the idea of fair cruelty: the world is harsh, combat can be deadly and mistakes matter, but danger is meant to be readable and consequences understandable rather than arbitrary. The game can be played with a group or as a solo pilgrimage. Its free introductory series, SHRINES: INITIATION, guides players step by step through the core ideas of the system across four connected episodes, gradually introducing exploration, combat, navigation, escalation and the consequences of failure. It leads directly into FIRST FRAGMENT, the upcoming Quickstart release, which expands SHRINES into a broader playable region with additional rules, characters, locations, monsters and a complete pilgrimage to undertake.

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MACH
Tabletop Roleplaying Games

MACH

TTRPG
English
MACH is a tactical, high-octane, and lethal tabletop roleplaying game (TTRPG) created by Steel Raven Games, where players play as specialists charged with fighting international threats and completing secret operations. Description Welcome to MACH, a tactical high octane lethal TTRPG set in the not so far future. In MACH, you play as the people who get stuff done. Not always clean. Not always fair.  But they get the job done nonetheless.  Facing off against criminals, discovering plots, hacking systems and narrowly escaping means that at all times, danger is real. Stay on your toes, or end up dead. Players are regularly fighting threats out of their level, stuck in deadly scenarios, and one mistake away from being killed. You play as these specialists, people who do things fast, hard and well. Specialties and skills differ per character, with a heavy emphasis on making your character yours.  Are you someone who blows things up? or do you fight your way through hordes of opponents? Either way, the unique aspect makes you different, it makes you better than others. The secrets and closed doors of the world are now wide open. The question is if you dare to go through them.

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Salvage Union
3
Tabletop Roleplaying Games

Salvage Union

TTRPG
Beginner-friendly
Salvage Union is a RPG set in a Post-Apoc world where MegaCorps rules pockets of civilization and nomads on giant 'Crawlers' comb the wastes for 'salvage'. Players are part of the 'Salvage Union', on one of these roaming Crawlers and deploy out in jury-rigged Mechs to collect salvage and investigate their ruined world. Description Playing Salvage Union means playing a crew of salvager mech pilots living aboard a massive, mobile home base called a Union Crawler, scavenging a corporate-ravaged wasteland for scrap to keep their community alive. Beyond raiders and rival scavengers, threats include monstrous Bio-Titans, alien Meld, and the Corpos who still control most of the world's remaining resources. Much of the game's appeal comes from its two-layered loop: narrative exploration and salvaging runs outside the mech, and tactical, resource-managed mech combat once things go loud, tied together by a deep crafting system that lets pilots build and refit their machines from scavenged parts between missions.

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Deep Sky Ballad
Tabletop Roleplaying Games

Deep Sky Ballad

English
Sci-fi
Inspired by legendary settings such as Firefly, Westworld, Borderlands, Trigun or Cowboy Bebop, Deep Sky Ballad is a space western ttrpg where the characters play the members of a Posse - fortune seekers more or less tightly bound to each other who share their resources and a spaceship in search of purpose or wealth. Description The game mechanics are based on the Blackjack System, a poker cards based system; it's the same rules system Arcana Familia ttrpg use, and give agency to the player to balance the power and accuracy of an action through what can be considered a subgame. /images/general-media/1776361953_pusoqZrn.jpg The peculiar solving mechanics of Deep Sky Ballad, the Blackjack System is essentially reduced to a very rapid game of the homonymous card game; a number of cards are drawn and revealed from a deck of poker cards, which are then increased or discarded based on the attributes and skills of the character, in order to bring the sum of their value between a number established by the difficulty of the challenge and 21. This system has been designed to be quick and simple but still guarantee the player maximum control over the test itself, and to distinguish between the possibility and the control possessed by the character. In addition to the Blackjack System, there are an innovative spaceships combat system and the Hardboiled System. The first is a simple, agile and fast mechanic involving all the players; the Hardboiled System, instead, is a system of abilities possessed by the character determined by the interaction that he possesses with his fellow Posse, in order to create dramatic and cinematic scenes such as those presented by the TV series from which Deep Sky Ballad is inspired. Even the starship itself owned by the Posse can be defined as a separate character, even if driven by all players. With its own sheet that defines its characteristics, it can be modified according to the needs of the group in every aspect. And space battles will prove to be a pleasant way to break the pace of the game, through a combat system between spaceships that is quick and easy, but which allows each character to contribute to its progress, regardless of his job or her abilities. /images/general-media/1776361986_AKZC0xAQ.jpgDeep Sky Ballad Additional links drivethrurpg.com - Quickstarter drivethrurpg.com - Core Book drivethrurpg.com - Solo-play/Masterless expansion gamefound.com - Space Farmer Expansion

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When the Moon Hangs Low
Tabletop Roleplaying Games

When the Moon Hangs Low

English
Horror
When the Moon Hangs Low is a gothic action roleplaying game in which the players take on the roles of Hunters; people possessed of strange abilities who find themselves fated to oppose the forces of darkness. Set in Harrowmire, a decaying city teetering on the edge of chaos, it is a game of intrigue, investigation, and combat. Games in When the Moon Hangs Low can cover a range of themes; from hunting vile beasts through collapsing sewers, to investigating gruesome murders, to intrigue and politics in the heart of the city. When the Moon Hangs Low has been inspired by a number of other works. Most heavily it draws inspiration from the computer games Bloodborne by From Software and Darkest Dungeon by Red Hook Studios. It also takes notes from the Dishonoured game series by Arkane Studios, the Bas-Lag Cycle by China Miéville, and the Berserk manga series by Kentaro Miura.

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When Sky and Sea Were Not Named
Tabletop Roleplaying Games

When Sky and Sea Were Not Named

TTRPG
High-Fantasy
When Sky and Sea Were Not Named (WSSWNN for short) is a fantasy tabletop roleplaying game. To play, you'll need a set of gaming dice, your imagination, and a few friends. One player, the Guide, narrates the story and sets up challenges for the rest of the group. The other players take on the roles of heroes who set forth upon doomed floating islands, rescue people from their fates, and rebuild civilization. A game of When Sky and Sea Were Not Named might be limited to a single island that players explore in a few hours. Or it can be a sprawling adventure spread out over months of play, with heroes steadily gaining more powerful abilities and technology. Beyond action scenes and combat, WSSWNN is about your heroic characters and their journeys together. You can learn new lore from other characters—perhaps allies you've rescued, or even foes you've graced with mercy. You can invoke your hero's ideals in dramatic moments, potentially turning failure or struggle into success.

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Trophy
Tabletop Roleplaying Games

Trophy

TTRPG
English
Trophy is a collection of collaborative storytelling games about doomed and desperate treasure-hunters entering a haunted forest that doesn’t want them there. The games explore the physical, mental, and emotional descent of the treasure-hunters as they move deeper and deeper into the forest, encountering ancient ruins, terrible monstrosities, and the greatest horror of all: themselves. Games rooted in Trophy are built around characters willing to push their luck. The character are often desperate, with something driving them to continue against all odds. The system itself encourages risk taking, so if your game isn’t about risks or characters who push themselves, then Trophy might not be the best foundation. Trophy is also about decline. Characters tend to degrade over time, or have some precious resource that they’re gradually losing (or a negative resource that they’re gaining). If your game is about characters becoming more and more powerful, then you might want to try a different system. There are two versions of the game: Trophy Dark and Trophy Gold. Trophy Dark is designed for single session play, while Trophy Gold is designed for longer campaigns.

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DC20
2
Tabletop Roleplaying Games

DC20

TTRPG
High-Fantasy
DC20 is a fantasy tabletop RPG designed by Alan Bjorkgren, a former high school math teacher and track coach better known online as The Dungeon Coach, where he spent years producing D&D 5e homebrew content before deciding to build his own system outright - a decision accelerated by Wizards of the Coast's 2023 OGL controversy.  Rather than reinventing fantasy TTRPGs from scratch, DC20 keeps 5e's basic silhouette - classes, levels, a d20 core - while substantially rebuilding the parts Bjorkgren felt were holding the format back: action economy, damage resolution, spellcasting, and character customization. Its June 2024 Kickstarter broke $1 million within its first week, and the game has been in active public beta ever since, currently on Core Rules Beta 0.10.5, with the full Core Rulebook still pending release.

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GATEWAY RPG: The Free Rules Lite d20 Game System
1
Tabletop Roleplaying Games

GATEWAY RPG: The Free Rules Lite d20 Game System

English
Free
GATEWAY RPG is a free, rules-lite d20 framework engineered for speed, simplicity, and total creative freedom. Built upon the familiar chassis of 5th Edition mechanics, it serves as the ultimate bridge to the world of tabletop gaming. Whether you are introducing friends to their first session or running a high-octane one-shot for seasoned veterans, GATEWAY gets you playing in minutes, not hours. From neon-soaked Cyberpunk streets to grit-filled Noir alleys, if you can imagine it, GATEWAY can run it. What’s Inside? The 42-Page Core Rulebook: A streamlined engine for Players and GMs, available in both English and Spanish (Reglas en Español). The Deluxe Edition: The definitive 102-page PDF compiling the Core Rules, Solo Rules, and Bestiary into one volume. Accessible Formats: All rules are formatted in high-quality, printable PDFs with options for both white and book-textured backgrounds. Ready-to-Play Content: Jump straight into the action with Pre-generated Characters and One-Shot Adventure Modules spanning multiple genres. The Player’s Toolkit: Includes printable and form-fillable Character Sheets, a 1-page Quick Reference sheet, and a dedicated d20 Oracle for Solo Play. Starter Bestiary: A multi-genre supplement featuring 25 adversaries across 11 settings, from High Fantasy and Space Opera to Cthulhu-style Horror. Universal Compatibility: Use the Advanced Play Variant for long campaigns or easily port your characters into D&D, Pathfinder, or Star Wars d20. Homebrew & Variant Rules Supplement: Level up your game with 20+ pages of optional mechanics. Features include "Spark of Heroism" (Inspiration), Pushing for Success (Partial Success), and Genre Modifiers for high-tension Survival or Cosmic Horror play. Pocket-Sized Character Sheets: Compact sheets designed for portability and efficiency. Solo Play Quickstart Zine: A portable, zine-style guide for quick, on-the-go solo adventures.

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