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.

Dark Fairytale

Friday, November 30th, 2012

this is dark fairy tale the RPG, its a D10 system.
the rules are very simple and short, later the book of dark fairy tale will be posted and with story and premade characters.

the character creation is simple and fast point buying system, the system itself exist out of two different parts.
D10 is rolling a D10 and ad a skill or other bonus.
the other part is a dice-less pool point spending system.

Updated November 2013 with new (expanded) ruleset.

Incarnate RPG

Monday, October 15th, 2012

Incarnate RPG is a d100 system featuring nearly a thousand unique skills, spells and special abilities.

– Create highly customizable characters from 25 different playable races.

– Define your character through your choices from hundreds of skills, spells and specials from 25 ability sets and 12 kinds of magic.

– Equip your character from hundreds of weapons, armor and items, all with various customization options.

– Test your mettle against over 100 example enemies from wretched goblins to fearsome dragons.

– Multiple optional, alternate and expanded rules allow the game to be tailored to your group’s tastes.

– Create & enter mystical realms limited only by your imagination.

Anarktica: Fate of Heroes

Monday, August 20th, 2012

It is the year 1899 and the world is in the grip of the Great Game as Victoria, the Everqueen of the British Empire, duels with the North Tsar of Russia for global supremacy.

Despite Tsarist advances in Central Asia, the British conquests of Afghanistan and Sudan have given them the upper hand. But now the Scryers of the Court of St. James foretell the emergence of the greatest threat to the Empire since the demon Napoleon a century before.

A new power is rising from beyond the realms of the human nations, from the uncharted lands at the base of the world. The frozen continent of Anarktica.

Anarktica: Fate of Heroes is a steampunk story game. It is completely free to download, to reproduce and distribute. It tells the story of a group of four heroes, their journey across the land of Anarktica, and their encounters with its inhabitants, creatures, monsters and mysteries. Outwardly brave and resolute, each hero is saddled with a terrible secret that tears at their soul and taints their trust in their companions until finally they encounter the Adversary and their true nature is revealed.

It’s a low prep, quick playing scenario based on the Archipelago 2nd edition rule-set by Matthijs Holter and inspired by its gaming offspring Love in the Time of Seið by Matthijs Holter and Jason Morningstar. It requires five players and should take three to five hours.

Ringworld Zombie

Friday, June 29th, 2012

RINGWORLD ZOMBIE is a fast paced, fully illustrated, Game Master-less role playing game set on a 1 mile ringworld, involving you – prisoners – and ZOMBIES. You may start playing straight away, reading the intro, and learning the rules as you move along.

It was written for the 24-hour RPG contest Little Spaces in June 2012.

Some Blurb:

Approaching the 1-mile Space Island, you note that something is askew. Many of the solar glass domes have been torn out, and the steel cables of one of the spokes slowly dangle into space. A few lights seem to be burning inside the ring, but most of the surface has gone dark. The few glimpses you can get when the sun shines through the ruptures look apocalyptic.

You try to warn the pilot and the guards, but they ignore your screaming, leaving you in your confined docking cell. Then, when the rotation of your shuttle finally reached twentyfive second rotation, synchronising your sick stomach with the rotating prison, a deep click rumbles through the floor and walls. Almost without warning the airlock sizzles and opens. You quickly grab your masks and put them on.

A deep metal chasm extends downward. There is no lift. You hesitate, but then the electric current through the floor of your cell prods you painfully. You have to go in.

“Is this place dead?”
“I thought I heard something”
“That’s your breath, dumbass”
“No, I heard something too”

DANGER – CONFINED SPACE – NO SURVIVAL GUARANTEED.

SSN-589 USS Scorpion Down

Wednesday, June 27th, 2012

It is late in May 1968, in the middle of the Cold War and the Vietnam conflict. Far out in the Atlantic, Nuclear Attack Sub Scorpion breaks all radio contact. Then, for reasons unknown, the vessel sinks to critical depth. Its hull cracks. 99 men and women are lost. What happened?

You are captain, crew and VIP guests on board, starting twenty-four hours earlier. Will you learn what went wrong? Can you change history, and save their lives?

SSN-589 DOWN is a role playing game written for the 24-hour RPG competition of May-June 2012. It’s fast paced, GM-less, cooperative and competitive at the same time, and best with three players or more. All you’ll further need is these rules, a deck of playing cards, a different pawn for each player, and a coin.

This is the 24-hour version.

You may find a newer version at www.darkdungeon2.com

The Frontier

Tuesday, June 26th, 2012

The Frontier is an action sci-fi game set on a ravaged planet cut off from Earth. Survive bandit raids and alien infestations, while exploring the new world for ancient technology and other riches.All the staples of the action RPG genre are here: hordes of enemies to kill, lots of stuff to loot and character improvement from level 1 all the way up to 50. A simple dice pool rule set and semi-abstract combat keeps things moving fast.

How I Learned To Stop Worrying And Love The Bomb Shelter (24hr Edition)

Saturday, June 16th, 2012

“How I Learned To Stop Worrying And Love The Bomb Shelter (24hr Edition)” is a game of paranoia and treachery for at least 4 players. A VIP named Keeton a senior political or academic figure is trapped in a bomb or fallout shelter with people they thought they could trust, but someone is out to kill them.

It is somewhat similar to a murder mystery, except that instead of investigating the murder, players have to carry it out or prevent it, depending on the role assigned to them. The fun lies largely in the fact that roles (with the exception of the GM) are randomly assigned in secret, so that nobody knows quite who to trust. The number of assassins is randomly determined and players draw lots blind to determine their individual roles. All anyone (except the GM) knows at the start of the game is that there is at least one would-be killer and whether or not they themselves are a killer.

The game can be played using different scenarios, which define the nature of the setting and the types of characters. Two scenarios are included in this version of the game: “Get Down In The Bomb Shelter, Mr(s) President” (where players attempt to protect or kill a political figure such as a King, Queen or President in a high-security official nuclear fallout bunker) and “Porterhouse Code Blue” (where players attempt to protect or kill the master of an Oxbridge college in a wine cellar, basement lecture hall or Anderson shelter).

The game is designed to be played in a single sitting face-to-face, but it could be played in other formats (such as play-by-post or LARP) with little or no modification.

Note: “How I Learned To Stop Worrying And Love The Bomb Shelter” requires players (particularly the GM) to separate what they know as a person in the real world from what their character knows within the fiction nothing ruins the fun of plotting, backstabbing, lying and scheming like a player who constantly decides that their character suddenly needs to urinate when Keeton is being discreetly strangled in the bathroom.

Due to the competitive nature of the game, it is unlikely to be suitable for groups containing players who are too immature or inexperienced in RPGs to maintain this separation.

Wings Keeton and The Airship of Doom

Sunday, June 10th, 2012

Tally Ho! It’s 1924 and Wings Keeton is the pilot of your BE2. Searchlights sweep the sky with their shafts of light illuminating the Mystery Airships which lie ahead. As a giant Airship looms out of the dark clouds you can see from the observer’s cockpit that this will be no ordinary interception. Giant guns protrude from its sides, and lightning leaps from the bores, straddling your aircraft. Wings deftly maneuvers the BE2, and sweeps up and over the top of the Airship but not before a third bolt of lightning tears through the fabric wing. The BE2 tumbles in a flat spin onto the top of the Airship and crumples onto the cold metal of a steel deck for this is no ordinary Airship.

There is no time to wait, you and Wings quickly extricate yourselves from the wreckage of your BE2. As the Mystery Airship suddenly turns, the deck tilts and the BE2 slides away threatening to carry you both over the side and into oblivion. Scrambling out of the way, you and Wings cling to the rungs of a nearby ladder as the BE2 slips off and falls away into the darkness. All you can hear now is the wind and the roar of the Airship’s engines. There is nothing left to do but climb the ladder, which leads, where? A circular hatch lies before you, Wings turns the latch and opens the hatch, you both climb in and shut it behind you…

This is the Wings Keeton Role Playing Game of High Adventure in the Roaring 20s’ As a Hero or Sidekick you defeat dastardly villains, rescue damsels, and nothing is too fantastic! This game uses nothing but paper and pencil, and ordinary six sided dice.

Unwholesome Tennancy

Friday, June 8th, 2012

Hard up for work in the Great Depression, you and your friends accept a job with a strange organization that wants you to hunt monsters. It turns out they weren’t kidding. The game uses the first four turns to teach you its very simple rules and help you create the characters you will play and the challenges they will face. It also uses a lot of scratch paper and you’ll have to make your own cards for the simple bid-like danger resolution mechanics (but each player only needs three.)

“Yes, but”

Wednesday, June 6th, 2012

This is an universal comic GM-less rule system. “Yes, But” is a game about always succeeding while failing spectacularly. It is best played with four or more players with a twisted sense of humor.

In many RPGs, a character is defined by his or her strengths. Players try to do something, roll and see if they succeed. In “Yes, But” characters are defined by their weaknesses. YES, you always succeed at your attempted action somehow, BUT the amount of hilarious fallout and weird consequences depends on your ineptitude at given task. The players who come up with most absurd proclamations are rewarded with Thingies, which leads to events quickly spiraling out of control. Whoever earns most thingies by the end of the session, wins!

Races to play:

-Gnobbits

-Gnoblins

-Gnobolds

-Gnorks

 

Inabilities to develop:

-flabby

-clumsy

-yucky

-silly

-squeamish

 

Drawbacks to enjoy:

-you aren’t ever allowed to agree what other people say

-you actually can understand people

-everybody probably is animated plush toy plotting against you

-panic fear of letter “K”