Free RPGs

Welcome to the RPG section of 1KM1KT. Here you’ll find member submissions of tabletop pen and paper role-playing games. All of the RPGs available in this section are free for download and are generally in .pdf format. If you’re interested in submitting your own RPG for publication, please visit our submissions page for details or send it to us using our contact form.

Thou Spy Hath Embrangled Me

Monday, April 25th, 2005

Thou Spy Hath Embrangled Me is a focused, historical Role Play Game set in the European ‘little ice age’ of 1567 which blends the premise of modern spy movies (such as James Bond) with actual historical events of that time. It is designed for 2-3 players as a one-shot scenario with simple mechanics, but is adaptable to extended play.

Being thus an Role-Playe Diversion Which be setteth in the year of the Christian mythological God of 1567, and which doth circumscribe those most mysterious and untoward events which hath surrounded the untimely death and intrigues of Lord Henry Stewart Darnley amidste the most grievous and fearsomely cold tymes of desperation and Ague knowne to many and all as the Little Ice Age of Europe.

A Childish Attempt

Tuesday, April 12th, 2005

Role playing adventure for the under four foot, six inch set.

According to legends the Dwarven, gnome and halfling races live for hundreds of years. Legends do not, however, tell how these races spend their many, many, many juvenile years. Certainly their developmental years must be as creative and fantastic as their adult adventures. What dwarven or halfling boy could resist borrowing a colander or cooking pot as a helmet for an afternoons adventure? Perhaps young gnomes barrow bed sheets in order to portray evil spirits? A youthful imagination can be indefinitely creative. Let us make a childish attempt to define the indefinite.

Lost Memories

Monday, April 11th, 2005

Lost Memories is a game of transcendent horror, in which characters are thrust into a terrifying world, where they must confront and overcome the sins of their past, or be consumed by the hatred and sorrow within their hearts. Surrounded by similar transgressors, antagonized by the darkness in their souls, forced to the edges of insanity and suffering, the characters must plead forgiveness for their crimes and transcend, or become manifestations of their wrongs.

Lost Memories is not a conventional role-playing game. For one, this game is not intended for long, campaign-style play, the subject matter and progression of the game makes the ideal story to run from 1-6 sessions. Lost Memories also requires a lot of cohesion between the GM and all of the players, it requires a collectively agreed-upon interpretation of morality, a strong understanding of each others’ comfort level concerning mature issues, and a strong bond of trust between the GM and players, as the GM has more control over the PCs in this game than in most. The game is also much more single-minded than most games. The entire goal of the game is to have characters question their own concept of right and wrong, and to confront things from the past that they have forgotten. Lost Memories is intended to be an experiment in role-playing, not a universal system for many types of games, or a setting easily converted to other games. With all of this said, I hope that you have fun trying to make sense out of this current version.

Shinigami Chronicles

Tuesday, April 5th, 2005

Most games are about what happens before the character dies. Thrilling adventures and heroic deaths. Well, this is a game about what happens after death, when a character doesn’t want to cross over yet. They can get jobs as Shinigami, or Guardians of Death.

Some way or another, you died. It may have been suicide, an accident, or even murder, or something else. But for whatever reason, you didn’t want to go on to the afterlife. Something kept you here. Your unfinished business, if you will. It might have been looking after a loved one, or continuing your life’s work, or some other reason. But that’s okay; there was a place for those who didn’t want to go on.

So you became a Shinigami; a Guardian of Death. It’s your job to help monitor the mortal world. You’re supposed to help make sure people die when they should. Not before, not after. Sometimes this might mean protecting a mortal from a supernatural threat. Sometimes it might mean finding and stopping a mad killer. Sometimes it might even mean hunting down and killing someone who’s somehow outlived their allotted time. Mostly it’s the first two. Mostly.

But hey, there are perks to being a Shinigami, in the form of supernatural powers, a monthly paycheck (Yes, you get paid. This is a job after all.), and a warm fuzzy feeling when you help people. Oh, and there’s also the fact that you’re really freaking hard to kill, what with being dead already. You can take massive amounts of damage, and though it will still hurt like hell, you can regenerate fairly quickly. That’s the good news. The bad news is that you can be destroyed if you take enough punishment in a short enough time. And this is all you get. If you die now, you’re gone forever. You just? cease to exist.

There are also other dangers. Demons tend to take your existence personally. And there are the rare few sorcerers and madmen who know about the Shinigami, and try to use that knowledge to their advantage. Usually, it’s these same sorcerers and madmen who find ways to live beyond their time, so you’ll probably run into at least one eventually. And in a job like this, it’s easy to get disillusioned and depressed.

Anyway, that’s in the future, and this is now. Welcome to the ranks of the Shinigami.

Ronin Story

Friday, April 1st, 2005

Ronin Story. A samurai blood opera.

What is it that your samurai did? Why do they drift aimlessly back and forth across the Empire like a wave upon the sands? You decide what wicked things your samurai has done. As you create a character you?ll be asked to devise two, three, or four secrets for your samurai. That?s two, three or four completely different, unrelated, very wicked acts. Take a note of your secrets (in case you forget them) but don?t tell anyone else what they are!

Enchanted Tales

Thursday, March 31st, 2005

Here’s my entry to the 24hr RPG challenge. It’s called Enchanted Tales and it is an urban fantasy rpg.

I?ve always been fascinated by fairy tales set in the modern world. I like the idea of elves, fairies and demonic critters still lurk out there, just hidden from our view. That out of the corner of your eye you might just catch a glimpse of them, and when you turn to look you chalk it up to an overimagination.

Because you are not sure what you think you saw, but the mind rationalizes it. A fairy flying past the window, could be just a reflection of a car headlead, or someone with a flashlight. The big brutish wrestlers on television are indeed, ogres and trolls duking it out.

Enchanted Tales is a fantasy set in our world, in the here and now. Though, the imagination of man has been dimmed to their cynical beliefs. The mind has been programmed not to see fairies, elves, trolls or treefolk, but your character has. And they have been awakened to the world that is just beyond our belief.

Enchanted Tales is inspired by urban fantasy as well as fairytales.

The Rule of 5 RPG

Monday, February 28th, 2005

The Rule of 5 is a role playing game set in a dystopic world. This has rules, has some background and real lame character sheet.

For the 24 Hour RPG Challenge
Started at 7: AM EST on 2.28.5
Finished at 9: PM EST on 2.28.5

This is my first attempt at a complete RPG. I have had several ideas in the past, and have jotted down notes. This is the first one that has been completed. Additionally it is a submission for the 24 Hour RPG Challenge. Which states you have from your start time to your stop time a total of 24 consecutive hours to make a RPG. So here is my first one. I hope you like how it ended up. I have enjoyed the creation process. Welcome to the State of UnGrace and the poor souls who live there.

Piledrivers and Powerbombs

Sunday, January 9th, 2005

By Joe Prince

Join the savage world of pro-wrestling, create a superstar and battle by fair means or foul to destroy your nemesis and attain the ultimate prize ? The WTF title!

Featuring an innovative betting system for match resolution.

Note: Piledrivers and Powerbombs has recently been published by UKG Publishing and is no longer available as a free download. Congratulations from the staff at 1KM1KT to Joe on his success as a professional RPG author! Pick up your copy of Piledrivers and Powerbombs here.

Myth

Wednesday, December 29th, 2004

Myth is a game of high fantasy in the world of Mythica. Heroes will do battle with all kinds of monsters from legends and myth. Do you have what it takes to survive the world of Mythica?

VooDoo Games is brought to you from deep down South. VooDoo Games is based out of Louisiana, and is a recent addition to a very limited market. The goal of VooDoo Games is to bring home the enjoyment of a decent game without the worry of spending tons of cash on pointless supplements and new rules. Check out their website at www.voodoogames.net.

Secrets of the City

Sunday, December 5th, 2004

Secrets of the City is a role-playing game set in a city filled with cults, rituals and musty old books. It departs from other role-playing games in many ways.

The first of which is that instead of a class, characters select an “advantage”. They make their own advantage from a list of categories like talent ( eg. con man), Skill ( Chemist), possession, and others. They use this to give them advantage powers, which are like class abilities. There are no levels or experience.

The next is the combat system. Actions take a certain number of seconds and when the seconds are up, it happens at the end of the second. You can pick from a list of actions or make your own. You can either guess at how long the action would take, or you could do it in the air and time it. Characters in this role-playing game are fragile just like people in the real world. The characters are not supposed to just try to kill things like in other role-playing games; neither are Game Runners (GR) supposed to put something in their way just to kill.

The last major difference is that there are no adventures. The GR makes a story or situation with something like cults abducting people or a plan to summon a demon. The GR then is either “passive” and improvises with the information he has prepared while the characters follow their own plan or “active” where he gives the characters things to get them into the story. When the story has ended after a few gaming sessions, it is over; unless the players and GR want a sequel or want to use the characters and the city over again.

I find that an adventure in a role-playing game consists of a series of places to go and things to exchange attack roles with. The actions of the players affect nothing; they will go to each event and talk, attack or solve some kind of simple problem. I hope you enjoy my attempt to break away from this.