Free RPG Games

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Duel Blade

April 16th, 2007

Download (.pdf)

A two-player head to head combat mechanic for table-top game play, Duel Blade pits two combatants of equivalent skill in a contest of strategy and endurance. Choice of armor and weapons helps to shape combat strategy and fighting style. Weapons balance attributes of accuracy and power, armor balances the attributes of evasion and deflection. Are you a powerful barbarian brandishing a mighty battle axe, or a swash buckling pirate who finds value in speed over strength? Choice of armor and weapon will change your strategies and your game.

Game mechanic uses 2d6.

Vast, Cool, and Unsympathetic

April 12th, 2007

Submitted for the 24 Hour Modus Operandi Challenge: The Wars of the Worlds between Earth and Mars is coming, and you’re the first Martian spies. Put the filthy bipeds in their place and find every weakness in the human scum.

This great War lies decades in the future. Perhaps the awful horrors of the Heat Ray and Black Smoke will never come to pass. And it’s up to you.

For you are the spies sent by Mars to pave the way for invasion. Martian scouts have cast themselves psychically cross the void of space, inhabiting random people in a small geographical area ? the centre of Victorian London. In their short time on Earth, the Martian interlopers must evaluate humanity’s possible defenses against Martian weapons and tactics.

This is a game for three players. Together, the group will play a hive of Martians sent to spy on Earth.

Okhrana

April 12th, 2007

A Story Game of Espionage and Revolution ‘Okhrana’ takes place in the year 1899, in the City of Light: Paris.

Fleeing from persecution in their homeland, thousands of political emigres from Czarist Russia have ended up here. But they are not alone.

For over fifteen years now, the Czarist secret police, the Okhrana, have been watching the emigres, the revolutionaries, anarchists and assassins. They gather intelligence; they counter-plot, subvert, confuse and kill.

In Okhrana the players take the roles of both the revolutionaries and their shadowy tormentors, seeking to carry out their plans and execute their schemes, all the while avoiding the attentions of the men from the Motherland.

The Okhrana In Paris In response to the assassination of Alexander II of Russia in 1881, the Czarist state formed the Okhrana. In the early days, its remit was to protect the person of the Czar, the royal family and the very institution of autocracy in Russia. But gradually, then with increasing speed, its mission expanded out to involve the infiltration, subversion and suppression of revolutionary, anarchist, independence and other groups throughout the Empire and beyond.

The Paris office opened in 1883, in a modest residence at 97 Rue de Grenelle, proving a western European base for the activities of this shadowy organisation. The Okhrana was adept at intelligence gathering, at espionage and in the use of the most modern police methods to achieve its aims. It had close ties with the French Surete Generale, which was at the time regarded as one of the foremost police agencies in Europe, if not the world.

The Okhrana employed three main methods in their work against emigre Russians. The first was naruzhnoe nabludenie or ‘external surveillance’. In this they used teams of observers and informants, stakeouts, spy operations and the consultation of files held by the Surete. The second method was vnutrenniaia agentura or ‘internal agency’, where they cunningly planted their own men and women in subversive organisations or turned certain emigres to be double agents and traitors against their own fellows. The final method was the use of agents provocateurs, seeming revolutionaries and activitists sponsored by the Okhrana to carry out acts of political violence or unrest in order that the secret police or their allies in the Surete could swoop in and ‘resolve’ the situation.

The key targets of the Okhrana office in Paris can be summarised, thusly:

Emigre and revolutionary groups operating outside the borders of the Russian Empire.

Known centres of conspiratorial activity, such as meeting houses, cafes, literary groups and so forth.

Revolutionaries arriving in Paris from Russia.

Russians with ties to known European socialists and socialist organizations.

Underground publishers and forgers (of passports, false identities, and so forth).

Bomb-manufacturing “factories and those concerned with the smuggling of weapons and explosives.

Operation: Caveman

April 12th, 2007

A beer & pretzels RPG of espionage hijinks at the dawn of time. It’s a rough life out there for a caveman, especially one from a small tribe such as your own. You live in a cave, subsisting on fruits and berries, and the occasional piece of wild game. Nobody’s invented pastimes yet, so you sit around telling stories to one another, trying to keep warm. That is, when you’re not running for your life from some ravenous saber-toothed tiger or a raiding party from a rival tribe.

A beer & pretzels RPG of espionage hijinks at the dawn of time. It’s a rough life out there for a caveman, especially one from a small tribe such as your own. You live in a cave, subsisting on fruits and berries, and the occasional piece of wild game. Nobody’s invented pastimes yet, so you sit around telling stories to one another, trying to keep warm. That is, when you’re not running for your life from some ravenous saber-toothed tiger or a raiding party from a rival tribe.

You’re not the largest or strongest tribe around; that would be the Rock Crushers over in the mountains. You’re not the smartest and you haven’t discovered any of the basic inventions the smart tribes (like the One- Stone Tribe) are busy developing – levers, fire, the wheel. You don’t have the best lands (like the Green Grass Tribe), or the best cave paintings (like the Big Mojo Tribe), or even the best luck (like those hated Red Steps from down the valley). You’re not even the sneakiest and most underhanded tribe – that would be the Black Worm Tribe from the swamps. All you’ve got is guts and determination, and a few clubs and spears to level the playing field.

So, when the chief called you all together, everyone agreed what had to be done – you’re going to have to steal all those things from the other tribes. You’re going to have to copy the inventions, sabotage the rival tribes’ mammoth hunts so they’ll be just a little bit weaker than you when it comes time to expand the tribe’s lands, and mess up their cave paintings so their shamans will have a little less mojo next year. All as the agents of the chief; but remember, if you’re caught, he didn’t know nothin’ about it!

With a little bit of native ability and a whole lot of luck, you’ll lick this “survival of the fittest” thing yet!

Dictatus Papae

April 12th, 2007

Disclaimer

This game should not be taken as a slur or attack on the Catholic Church as it stands today. Nor do I seek to insult anybody’s religious beliefs. Aside from the details provided in the “Historical Overview” section, which I have tried to keep as accurate as possible, this game should be treated as a work of fiction which deals exclusively (and satirically) with the temporal power wielded by the Church in the Middle Ages as opposed to its spiritual authority.

Dictatus Papae is a compact game about the secular power of the Church in the Middle Ages. Players take on the role of scheming, worldly bishops seeking temporal power and riches, as well as the underlings and henchmen they deploy to get their way. There is a heavy emphasis on espionage and intrigue; it is through intrigue and conspiracy that one advances oneself in this corrupt world, and it is through espionage that one undoes one’s enemies intrigues, shatters their plans, and exposes their crimes. Essentially, this is a game about people committing horrible crimes, trying to get away with it, and spying on each other in order to report the misdeeds of their fellow clergymen.

While there were doubtless a good many genuinely devout, diligent, and spirituallyminded individuals working in the Church in the medieval period, the fact remains that there were also a great many greedy people who abused the power given them and pursued worldly privileges over spiritual accomplishments. These abuses would ultimately spell disaster for the Church in the form of the Protestant Reformation, after which the Church never quite regained the power or pre-eminence it enjoyed previously. Player characters in this game are part of this class of hypocritical clergymen who, if their activities become a matter of public record, might well one day be cited by Martin Luther as examples of corruption within the Church. It is vitally important to player characters that they maintain and bolster their air of integrity; failure to do so makes one hated by the public, an embarrassment to the Church, and a political sitting duck. Don’t be surprised if your fellow players’ characters exploit this situation!

Unlike many other roleplaying games, Dictatus Papae can be played in a co-operative or a competitive fashion. In the competitive game, the GM acts mainly as an impartial referee, and allows the machinations between the player characters to be the primary source of action within the game, although the GM should feel free to throw in a few external factors to keep things interesting and to shake up any peaceful status quo that the player characters reach. In the co-operative game, the GM’s role is inherently more adversarial, since the GM has to devise challenges and adversaries for the PCs to overcome; however, GMs should retain the spirit of impartiality proper to a referee, and should resist the temptation to massage events in order to produce an “interesting story”. This game is intended to be just that, a game, or at most an interesting simulation of medieval espionage, not a vehicle for creating stories.

Welcome to Intrigues

April 12th, 2007

A RPG dealing with the finding and acquiring of artifacts for art dealers and connoisseurs.

The Setting

Welcome to Intrigues is a RPG dealing with the finding and acquiring of artifacts for art dealers and connoisseurs. In it the players take on the roles of thieves, informants, spies, fences, middle men, working the Art Circuit to find

and obtain rare Artifacts, Art Objects, Paintings, Sculptures, etc to sell to the highest bidder. The time frame is less important than the mood and feel. It can take place in the middle ages, where stealthy courtiers make their way into bandit kings good graces to make off with illuminated manuscripts. It can take place in the 16s to 18s dealing with items taken from the various far flung colonies to sell to wealth European merchants.

It can easily take place in the 2th to 21st century, taking clues from modern movies and video games for inspiration. Feel free to chose a time frame that suits the personality of the players. Then come up with some characters, perhaps invent a false name for a cover for the players working together. Then the GM can come up with a few potential patrons, let the players start to research real art objects, collectibles, artifacts and take off from there.

The Watchers

April 12th, 2007

It is some time after the Creation and before the Great Flood. War rages across the Heavens. Some angels sinned against god, and were exiled from Heaven. Others chose to rebel against the Lord. Under Samael’s leadership, these fallen angels wage war against to forces of the Creator.

In every war, there is espionage. You have been chosen by the Lord to infiltrate the rebel angels, and sabotage their actions from within. But is it rebellion or obedience to sin if God asks you to?

Before the creation of the earth, all was well in Heaven. All the angels obeyed and respected God and the divine order of things. But when God created Earth, he also created mankind. Many angels, especially Samael, resented humanity. The Lord had chosen mankind to be the centerpiece of creation, and their moral development was seen as of primary importance. The angels, once God’s most beloved creations, were now to be subservient to mankind. Samael, and other angels, could not accept this, and began to agitate for change.

Shortly after humanity’s creation, a host of angels, led by Semjaza, became enamored of human women. They taught these human women heaven’s secrets, like metallurgy and astronomy, and fathered children with these women. These children, when born, were the monstrous giants known as the Nephilim.

When the lord God learned of these Nephilim, he ordered the sinning angels banished from Heaven. The angel Metatron, who had once been the human Enoch, tried to intercede on the angel’s behalf, but the Lord would not listen. “You were formerly spiritual,” they were told, “living the eternal life and immortal for all generations of the world; and therefore I have not appointed wives for you.”

When these angels were banished from Heaven, Samael moved from complaining to outright rebellion against the Lord. He chose to leave Heaven and the Lord’s service and fight for control of Creation. About a third of all angels left with him. These rebel angels have created an alliance with Semjaza’s exiled angels, but this alliance is an uneasy one: those that left willingly left for political reasons, but the exiles are criminals, and many penitently wish to return to the Lord’s service.

Grunting: The Race for Fire

April 12th, 2007

Introduction

It is a time before time. When men and dinosaurs roamed the earth together, and the wheel had just been invented. Men and women roamed the plains in their loincloths, hunting mammoth, and creating the first communities. Language is just starting to find its feet, and some bright little cave-sparks have begun to harness the power of the landscape and the animals around them to produce higher standards of living for their fellow men. However, one thing is missing, FIRE! With fire, men can have metals, heat, better food, warmth, stronger, deadlier weapons, and command the fear of the animals around them. Fire is indeed mighty, and it’s what you need to get to survive.

You do not have FIRE. But someone nearby does, or knows how to get it. The FIRE must be yours…

Welcome to Grunting: The Race for Fire.

Setting

The world!

Grunting is set in an alternative prehistoric world. The default game setting has cave men and women, living next door to at least one other cave-tribe. Dinosaurs roam the earth alongside great woolly mammoths, sabre-toothed tigers, huge big-teethed reptiles, and cute little prairie dogs (or whatever other animals you believe could be around at the time!). Weather conditions can range from howling blizzards to searing heat and drought. The landscape too varies from areas of dense lush rainforest and jungle, with huge man-eating plants, and surprisingly strong vines, to barren deserts, where the cave-tribes fight for any form of vegetation or water.

Making your world

When you are deciding what sort of world your cave people are going to be in, it is a highly recommended idea to discuss this with your players during character generation. The reason for this is because of the unusual approach to communication between players and the GM that Grunting takes, and so the more you and your players share in the creation of your landscape and your cave tribe’s world, the easier the game will be later.

For the first few games, it is probably best to stick to a very simple cave-man world, where technology hasn’t really got past the wheel, and most things come in their natural forms. However, again it should be stressed that the best plan is to always discuss the setting with the PCs during character generation, this is especially relevant for more complicated settings.

Cave Tribes

Even before monkey became man, he knew the value of living in a group. Numbers provide strength, solidarity, and breeding options! Cave tribes range anywhere between just a caveman and woman, to groups of several families, numbering as high as twenty, or even more! Your cave tribe, however, is only as big as the number of players you have.

Traditionally, cavemen are the hunters, and cave-women are gatherers and protectors of the young. However, in the quest for FIRE, every caveman and woman must do their utmost to secure a future for their tribe!

Cavemen and women vary in how they conduct relationships, and organise family units. If you want a tribe who keeps their women locked in cages, or one where children are sent out into the wild to learn to fend for themselves, then decide it amongst your group and go for it!

The Sun Never Sets

April 12th, 2007

What’s This All About Then?

The Sun Never Sets is a quasi-historical supernatural-conspiracy-espionage game set primarily in the nineteenth century and the fourteenth century BC, with stopovers at intervals throughout the intervening three millenia.

It is a “24-Hour RPG”, meaning that it was designed in (more or less) one 24 hour period. I started typing at 7pm on Sunday April 1st 27, and finished at 9.5pm on Monday April 2nd. The idea had been kicking about in my head for a while before then, but I was in a tapas bar at the time, so I’m not counting it.

Because it was produced under an artificial time constraint, this game has not been playtested fully, or indeed at all. The core mechanics, however, are simple enough not to need more than minor tweaking. The Flashback mechanics are more complex, and would benefit from more work.

Setting

“If this were a new religion, invented to satisfy our modern scientific conceptions, we could not find a flaw in the correctness of this view of the energy of the solar system. How much Akhenaten understood, we cannot say, but he certainly bounded forward in his views and symbolism to a position which we cannot logically improve upon at the present day. Not a rag of superstition or of falsity can be found clinging to this new worship evolved out of the old Aton of Heliopolis, the sole Lord of the universe” – Flinders Petrie.

History

One thousand, three hundred and thirty six years before the birth of Christ, Amenhotep the Fourth ascended to the throne of Egypt. He was to reign for thirty-eight years, and in that time he would change the face of Egyptian theology. He would abandon the old gods, destroy their temples, outlaw idolatry, and adopt the name by which history would remember him: Akhenaten.

He was succeeded by his son, then named Tutankhatmun. Later kings of Egypt sought to bury all trace of Akhenaten and his heresies, burying his tomb, and the tomb of his son, deep beneath the sand, and erasing all traces of his name from any official records.

This much is a matter of historical record (albeit filtered through the fallible memory of a twenty-first century game designer). What follows next is not a matter of historical record, it is – well – it’s made up. But in character it’s the True And Secret History of the game setting.

Secret History

Akhenaten outlawed all icons and idols save one: the image of the Aten, the disc of sun. The disc was depicted surrounded by rays ending in hands, which are generally thought to symbolise the invisible spirit of Aten. The rays do, indeed, symbolise the immaterial spirit. The hands, however, symbolise something else entirely.

The Hands of the Aten were Akhenaten’s elite cadre of spies, assassins, and sorcerers. They were his most trusted agents, and his religious and secular police. They worked from the shadows to enact the reforms which the Pharaoh decreed should take place in the Kingdom of Egypt. When Akhenaten fell, the Hands survived. When the later kings of Egypt erased all memory of the Aten-cult the Hands became the secret servants of a secret king.

In this most absolute secrecy the Hands of the Aten flourished. As dynasties came and went, the Hands endured, and looked outwards. They sent their agents across the sea, and took hold in lands where men were more amenable to their philosophies. For thousands of years they spread their influence, and worked the will of Akhenaten on peasants, priests and princes.

It is now eighteen-sixty-four, and an upstart kingdom called “Britain” oversees an empire on which the sun never sets. The Hands of the Aten are there, from London to Lahore, fighting their shadowy battles for the legacy of their forgotten king.

Modus Operandi

The Hands are a secret conspiracy of spies, assassins, and sorcerers. They are also, at the higher ranks, at least, immortal.

The Hands of the Aten know the secret magics of life and death, and they use this to permit their most favoured agents to return from Duat, to be reborn and to live many lives. The principles of this magic are similar to those underlying the process of mummification: the soul of the initiate is called back from the underworld, and they are granted a new life and a new identity by the power of their Ren.

Being effectively immortal, the Hands play the long game. Their intrigues cover centuries, their reach extends across continents.

Cola Wars

April 12th, 2007

Intro

This is for the contest held by Modus and 1kt1km. It took me way too long to finish and i jumped the gun. So heres just what i had. Maybe next time i can get a eligible entry.

In the 8’s the Cola Industries were being established at lightning speeds, distributing drink after drink to thirsty hippies. Two major players in the Industry (Coca-Cola and Pepsi-Cola) were fighting a literal war with advertising. This caused many other brands to be established and take part in this. In 1982, somebody claimed to have made the perfect recipe; this caused pure chaos. Your one of the security guards for one of these such businesses. Your job is to protect and guard the recipe, the scientists, and the factory itself while stealing and damaging the factory next door, which belong to your competitor. Lie, cheat, and steal then above all, win the cola wars.

Your mission is to protect your factory from saboteurs and spies, while doing the same to your neighbors. Whoever goes broke first fails, while your enemy buys you out. The trick is to know when to defend (Patrol) and when to sneak next door and cause some havoc. Each factory has several targets in them. The R&D department, the Archives (Home to all of the recipe files and computers), the production plant, and finally the Human Resources department, protect them all with your under-paid life. As a guard, your job is to protect these while damaging the other factories facilities.

This game requires a map, containing two factories and an alley or so in-between. This game is for 2+ players and a DM to watch the action. This can be played off or online. Come up with some sort of way to make sure the enemy doesn’t know exactly where their enemies are, as this game needs a certain sense of stealth. Meaning that each team can only see THEIR facility map unless they have a certain skill

The game seems to be having alot more of a “Spy Vrs Spy” feel to it. As that is what i expect it to look like. Players seemingly play a large amount of tricks on eachother for soda recipes. And i kind of like that alot. As I always wanted a sort of funny game where people basicly play as a spy and kill eachother for such small things. I have been typing for hours but i feel like i must keep going. Mainly because i already used it as a excuse to get out of school work.