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Free RPG Games

Welcome to 1KM1KT, the largest collection of free rpg games online! Please take a moment to subscribe to our mailing list and check out our RSS feed. We offer freely downloadable rpg games to our readers and accept submissions of all kinds. Please check out some of our reader's latest work below.

AdventureQuest

A Fistful of Frenchmen

June 4th, 2009

Take part in the fight to liberate Texas from its French oppression!

This is a mostly-finished alpha version of what will hopefully be a more in-depth system/setting.

Based on 2d6+mods resolution, fixed damage.

The year is 1844. Following their successful defense against Mexican forces, the Republic of Texas faced a new foe. Quick to take advantage of their weakened position, French forces moved in by sea, seeking to regain a foothold in North America. Their forces were more disciplined, more determined, and better equipped than the forces of the Mexican Army, and soon France was calling Texas a French Territory. The United States of America, while wary of their new neighbors, had no cause for war, and left the Republic to their own devices. No Texan was comfortable living under French Rule, however, and the native tribes were divided, some siding with the French and others preferring the devil they knew to this new invader.

Texans began to fight back. Not all at once, but slowly and surely, the movement began. Gunmen, drifters, and bandits from nearby territories heard of the profit to be made fighting off the French Occupancy.

In this swirl of native warriors, French soldiery, and Texan roughnecks, any enterprising man (or woman) can make their mark. Will you?

Jedi

May 31st, 2009

Jedi is an original RPG that used to be based on the Star Wars universe. It is simple, complete, and has been over 25 years in the making. Rules cover Character Creation, Aliens, Droids, Combat, Skills, Vehicles and starships (of all sizes), Force Powers and skills, World Creation, and much more. Uses 6-sided exclusively for simplicity.

This game was originally written during the summer of 1980. Back then, only “A New Hope” and “The Empire Strikes Back” had been released. “Return of the Jedi” was still in storyboards. Only a couple books had been written, and there was Marvel Comics’ Star Wars series trying to fill in some of the gaps between the movies. That was about it, as far as information on the Star Wars universe was concerned. When I decided to write a role-playing game based on the movies, there was a whole lot of stuff I had to guess at and as more movies and books were released, a lot of it turned out to be wrong. I’ve tried to incorporate as much of that as I could without disturbing the flow of the game. Some of my wrong guesses, such as the availability of Force training, the history of the Clone Wars and where Stormtroopers come from, I’ve left in because I think they result in a more rounded game. I’ve also kept the setting in a hypothetical era between the end of the clone wars and the destruction of the Jedi. A nascent rebellion is just beginning to make itself
felt, but isn’t big enough yet to be a problem to the Empire. This way we can have Stormtroopers AND Jedi together. And the limitations of my clever little ‘Droid system have been blown completely out of the water.
I’ve ignored the specialized combat ‘Droids of the Clone Wars and concentrated on the general service ‘Droid hulls with which Adventurers will have most contact and use. I’ve expanded the Force powers a bit, and
there are always more Aliens to add. And until George Lucas Himself tells me otherwise (in person, of course), I’m going to insist that Yoda was from Dagobah.

My original intention was to produce a fully featured, functional and playable game that would fit in about 100 manuscript pages, resulting in a 40 page magazine-sized book that could sell for about $5-$6 US. I also hated having to use all those weird shaped dice that cost way too much money. I wanted my game system to use 6-sided dice exclusively. This was way before West End Games got the role-playing license and made their d6 only system.

After my game was pretty much done, I started hawking it to different game publishers, and tried getting permission to do so from Lucasfilm and Kenner (the holder of the game & toy rights at the time). Neither would talk to me until I got permission from the other. As I continued to push, I got a “friendly” little cease-and-desist order (Included at the end of the book) that scared the bejeebeez out of me. So I ceased
and desisted. Until now.

I hope you enjoy playing this game as much as I did in designing it.

Of G-Men and Supermen

May 31st, 2009

A super hero is a lot like a Squid. In its natural environment, its sleek, sleek, strong, cunning, and graceful. But when you really stop to look at them, they’re really kind of disturbing and otherworldly – the implications of their abilities are like tentacles splaying out in unknown directions.

“Quis custodiet ipsos custodes?” – who watches these powerful unlicensed vigilantes and cleans up after their rampages?

You, of course, as an agent of the Headquarters for Enforcement & Registration of Observed Supernatural.

Of G-men and Supermen is a 24 hour game I wrote for the 1km11kt.net contest, on the topic “Power Squid”. It casts the players as government agents keeping tabs on the rising population of super-powered individuals in 1958 America.

As one of the contest judges, I can’t win, but as an activity done for fun – I think it came out well.

The game is based on a standard deck of 54 (including jokers) playing cards.

The G-man in the window sighed, adjusted his hat, and lit another cigarette. As the menthol feeling filled my lungs, I realized that it wasn’t a window, but a mirror. Damn. When did I get so old? It seems like just yesterday that I was a kid enjoying his comic books and now I’ve got gray temples and a conservative tie. When did this happen?

Oh yeah – when those comic books came to life.

A lot of people are willing to call them heroes, and that is not wholly wrong. “Comics” do pluck falling airliners out of the sky, and stop ice ray wielding whack jobs.

But we have taken to calling them “Squids”. Because they’ve got tentacles that reach into everything, making our life pretty complicated. After all, they’re vigilantes, who refuse to reveal their identities, and become involved in the law with no certification or training. Their authority issues from the fact they can break what seem to be basic laws of physics, much as the Reds rule by the barrel of a gun.

What does it mean to have faith in god when you see miracle workers every day?

If a so-called hero wanted to level an entire city, what could we do to stop them?

Well, our organization for one. We might not succeed, but out agents would try their hardest anyway. To do any less would be un-American.

Everyday we get our orders from Mr. Keeton. Everyday he seems ten years older. It can’t be easy to direct an agency like this when his twin brother is one of the people we watch extra closely.

I have to wonder who is the hero in this amazing tale. Is “Normal” Keeton ultimately the white knight charging down chaos and disorder? Or are these people to be taken at face value, and Keeton himself the villain?

Insectum

May 27th, 2009

Insectum is a 24 Hour RPG challenge entry by Dennis N. Santana. It is a game that takes its inspiration from both the story games and the action games by incorporating classes, combat and magic with Scenes, Story Arcs, Tokens and much freedom for the Game Master.

It is also a game about bugpeople! In this fantasy roleplaying game, you take on the role of a human being in an odd fantasy society where everyone has traits derived from some insect or another. Characters have the power of hormonal and pheromonal supernatural abilities to help them achieve their goals & whatever their goals may be is up to the one writing the story!

This RPG was written through a thunderstorm, on the fleeting battery of a laptop during a blackout (in google documents that refused to save because the internet was out) and I like to think that makes it special. Enjoy!

Bug-People?
This game assumes that the character you’re playing is basically a human with some insect traits, rather than an actual insect or an “anthro” insect walking around on two legs.

This is done to simplify the game’s rules – while you can probably accept that a human with insect wings and clawed feet can stand on two legs, see like humans do, smell, taste and so forth, it is probably much more of a stretch to believe a bulky rhino beetle can do so, whimsical as that might be. It is also much easier for a Game Master to apply his common sense and logic in a game of humans with bug traits, than it is in a game of talking bugs. Rather than complicating its rules, the game assumes you’re playing bug-people. So you’re not really playing a butterfly – you’re playing a human being with butterfly wings and antennae.

These Bug-People (referred to from here on out as just Insects) wear clothes, have two eyes, stand on two legs, and have mouths, talk, and act like humans would, even living in a fantasy style society. How you visualize your character, however, is up to you, and the society your insects live in is up to your Game Master’s story. There is a section below that talks about such concerns, primarily to Game Masters.

Insect Society has many types of Insects and 4 Castes: Warrior, Servitor, Scout, Noble. All insects can be a member of any Caste, with some prerequisites. All Insects have two special powers, pheromones and hormones. These act as the magic of the game. Hormones are focused on helping or healing a creature, and Pheromones harm or influence a creature. Some creatures learn more of these powers, or are focused more on them, depending on their Caste.

Badass Presidents

May 27th, 2009

Badass Presidents is an RPG about playing super-powered American Presidents as they fight against cthulean space horrors, Evil Jesus, and reborn deities in a post-apocalyptic world. Need I say more? No? Good.

Badass Presidents is a game of playing American Presidents who are sufficiently badass. The world has been destroyed, overrun by mutants, evil deities, and horrors from beyond the stars. As an American President, what can you do but dust off your knuckleduster and get ready to kick some ass.

Badass Presidents is a role-playing game, and additionally, one designed in 24 hours as a part of a contest. Therefore, the reader is cautioned in that when reading the content that you are about to behold, keep in mind that you got what you paid for. If you paid money for this document, you should find who sold it to you, and beat the crap out of them for making an idiot out of you.

Awesome!

May 14th, 2009

Awesome! is a game of telling a story about just how awesome your characters are, and how they kick ass and take names accomplishing mighty feats of derring-do, blockbuster action movie style! For Awesome! characters, the question is not whether they succeed, only how awesome their success is!

Taking A Turn
In Awesome! the character’s action always succeeds–that’s what it means to be awesome. The only thing in question is just how much awesome you can cram into one turn. The player describes the awesome action that the character takes, including (if appropriate) what happens to any non-player characters as a result. The other players (excluding the Director) may, if they wish, vote whether the action is Awesome! or Lame! They need not wait until the action is over, but they may not vote on the same action twice. “Red punches the thug so hard he lands in the rolling chair and rolls back all the way across the room where the chair tips him out the window and he falls into the dumpster below.” “Agent X jumps onto the back of the shark and using his spear-gun as a spur, rides the shark like a surf-board all the way back to the beach.”

Medium

April 26th, 2009

A game where you bring part of your own life into the game and then fictionalize it. You play yourself at a seance trying to connect to the spirit of a dead friend with whom you still have issues. The spirits are fictional versions of living people you know, and with whom you have a problematic relationship.

Bring reality into your game, and perhaps game into your reality.

Players: 3 or more
System: Rough Consensus
Need: Pencils, drinking glass, and a large piece of white paper

Written as part of The 1KM1KT / Free RPG Blog 24 Hour RPG Competition.

The document is supposed to be printed as an A5 booklet, therefor the blank pages.

Welcome, oh Seeker of the Dead
This game is about relationships – dysfunctional relationships. We will each bring one problematic relationship from our lives into the game, and in game it will be transformed into a fictional relationship to a spirit.

We will perhaps be able to resolve the issues of the relationships by contacting the spirits at a séance. Hopefully reliving the past and speaking to the dead will help us resolve our issues with the once living. Time will tell.

Before we begin let me first summarize the game we’re about to play. Then I’ll go into more detail about how you do specific parts of the game, and finally we’ll have time for an example and some
advice.

The Great Hamster Rebellion

April 22nd, 2009

The Great Hamster Rebellion is where pet shop residents meet the Boxer Rebels. The Hamster Republic has been invaded by the robotic Mekaton, and only the mysterious and wise Master Keeton can lead young kung fu hamsters to victory!

For a thousand generations, the hundred tribes of the Hamster Republic lived in peace among themselves and with their neighbours. The Syrians lived alone as was their way, and the Dwarfs lived in small villages as was theirs, and popularly-elected Rulers supervised the happiness of all the tribes. All were content with their lives, living off the land.

Then came the Mekaton. They were autonomous machines from elsewhere, and the hamsters had never seen anything like them. They built massive installations and labyrinthine cities, and mined the earth for minerals to build more like them.

At first, the hamsters tried living peacefully alongside the Mekaton. There was plenty of room for everyone. Ruler Titus even adopted some Mekaton customs. But then, the land started to become poisoned and the waters polluted. The Mekaton were deaf to the hamsters’ complaints. The hamsters grew restless, but wherever their unrest boiled over to violence,
the force guns of the Mekaton made short work of their opponents.

Out of Frame: An RPG of Cinema Escape

April 22nd, 2009

It’s the 1950s. Or is it? You have the eerie feeling that you are being watched, that you are really a character in a B-movie.

And you don’t like the way the Directors look.

It’s time to find the Producer and get some answers.

It’s the ‘50s. Oddly, you can’t quite remember the year. You’re a pretty ordinary person, maybe just a tad better than the average joe, with a pretty exciting life. You’re a jungle explorer, a gangbuster, a private detective, a heroic scientist.

There’s just one problem: you swear you’ve seen this all in a movie.

You can’t quite put your finger on it, but reality just doesn’t seem to add up anymore. Maybe it’s the gaps in your memory; you don’t feel like you have a real past. Maybe it’s the way you suddenly “remember” someone you feel you’ve just
met. Maybe it’s the occasional moments of lost time. Or maybe it’s the way you can sometimes predict what’s about to happen, because it seems to be part of the “plot formula”.

There’s also more eerie evidence. The feeling you’re being watched. The way everything seems to be connected. The way the universe seems to conspire against you any time you try to “break the plot”. And those strangers in the shadows…

Whatever it is, you’re going to get to the bottom of it. And you know Keeton hasthe answers…

Atlantis

April 6th, 2009

Atlantis is a roleplaying game where you play the last inhabitants of the Isle of Atlantis during its last days. Atlantis is burning and at midnight will sink into the sea, forever. Attempt to flee Atlantis while facing your Hopes, deeds, fears, and dooms before midnight, when Atlantis sinks under the waves forever.