Free RPG Games

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The Chosen

June 5th, 2006

This is a dark horror/sci-fi game based on the video game Blood 2: The Chosen, using the Gangland mechanics by Jason Kline AKA Chainsaw Aardvark.

I consider it barey finished

Background

The Chosen storyline starts off in the year 228 AD, in a dark city seemingly trapped in time. Deteriorating Brownstones reach to the sky, crumbling from the weight of time. Wires and pipes crisscross the sky, the only evidence of a futuristic setting, they hold up the city like the strings of a marionette. The Chosen, undead servants of a dark god, have walked the Earth for nearly a hundred years. United they can retake the Cabal that serves that god by force and regain their former position of power as the Cabal’s supreme leaders.

N/AI

May 29th, 2006

NA/I is a role playing game where the characters are programs in a worldspanning internet gone horribly wrong. Something has happened, but now one can seem to remember what it was. And now sentient programs fill the digital world, and even fewer are at all interested in knowing where they came from…

Every program is written for a reason. But recently, many programs are writing themselves. You need to decide: is your program first or second generation?

First generation programs were written by conventional means, or before the Rift. They were actuaries, games, viruses, spambots, etc., and were written to serve humans. Somehow, they developed sentience, and lost all memories of what happened before the Rift.

Second generation programs, arose spontaneously, evolved to sentience in the ?wild? and entered the main internet through some security hole. Second generation programs are frowned upon by most first generation, but they are growing in number.

Regardless of whether he is first or second generation, your program has a role to fill in the digital world. This is his niche. Think about what your character does. Is it a ruthless datum pirate or a calm, ex-actuarial adding program? Does it fly around in a security daemon, or does it run for cover when there?s danger nearby? Anything that needs doing in real life has a digital equivalent, so figure out what that is, and model your program around it.

Write your concept down on your character sheet, along with your background, and description. Go onto the next step.

Perfect RPG

May 21st, 2006

Updated June 6, 2006

Cadence

This chapter provides an outline of the world in which Perfect is played.

Cadence is a fictional country, but draws its inspirations from two major sources: The Victorian Era, and Dystopic Literature.

The country of Cadence holds many parallels to Victorian England, and was largely inspired by it. Coal factories and urbanization are fresh upon the world. Society is strictly regimented by social status, monetary influence, fashions and etiquette.

Now, take that whole setting and trap it inside a controlling and oppressive dystopia. The game is largely inspired by George Orwell?s amazing book, 1984. The setting pushes a cult of personality, as does Cadence. The conditionings from sources like 1984 and A Clockwork Orange provided a large basis of the criminal justice system in this world: simply arrest and reprogram criminals.

Other dystopic literature that this game draws upon includes Fahrenheit 451, Brave New World and Handmaiden?s Tale. Although not dystopic literature, Isaac Asimov?s Foundation has also played a significant role in inspiring this world. And finally, although itself not literature in the most common sense, the RPG Paranoia was a large influence on setting.

Powerless

May 6th, 2006

Powerless is a game where the players take on the roles of the supporting characters that make a super being into a super hero.

Scenes

Powerless works on a turn basis. On your turn you narrate a scene that hs you character and the hero in it. You can choose to narrate a Confidence scene or a Danger scene. During your turn the other players provide support by awarding bonus dice, providing suggestions, and sometimes playing the hero.

VampStick: The Stick Parade

April 3rd, 2006

Written in response to the StickGuy Setting Contest for StickGuy the Roleplaying Game

VampStick is just a game, there are not really blood sucking stick figures running the world, and you do not have to worry about killing them. There are however Goths and people that still think they’re Punk, and you should probably watch out for them. If you are one, well no biggie, you’d better learn to laugh at yourself because the rest of us are. As further disclaimer, werewolf stick figures, ghostly stick figures and everything else in this game is simply a figment of my bitter and satirical mind. There are however robots, they hate humanity and they listen to me (for I am in fact an alien super-genius), and if you sue me because I made fun of your clique, I’ll sick their horrible rending claws of steel on you before your makeup dries.

VampStick: The Stick Parade

In the World of DarkStick, VampSticks, horrible undead bastards that feast on the blood of StickMortals, not only exist, but also have lots of power for no real reason. VampSticks love to flaunt their inexplicable power; both supernatural and political, over the StickMortals they prey upon. VampSticks do not bother to hide, knowing that they could trounce a mere StickMortal and drink his blood.

Most StickMortals live in fear of the VampSticks, doing as they’re told and going about their business, all while trying to avoid having their blood sucked out. Some strive for power though, and become the lackeys of the VampSticks, even going so far as to become VampSticks themselves, should they manage to impress their masters.

There are other StickMortals though that grow weary of living in the shadow of these unholy creatures, and dedicate their lives to hunting and slaying VampSticks. Known as StickHunters, these hard bastards have access to ancient knowledge, magic and angry rage, and pose a significant threat to the VampSticks.

Smeesh Smash

March 28th, 2006

Smeesh/Smash–melange styled RPG. The rpg of putting all of the things that I can remember about all the things that pleased my favorite players about thier favorite sessions.

Smeesh/Smash–melange styled RPG.
The rpg of putting all of the things that I can remember about all the things that pleased my favorite players about thier favorite sessions.

Rule of five: any total of five equals a success on two dice

A pair of fives: a pair of fives allow for a partial success at a nest echelon difference of 3 or more, a marginal success at 5 or more.

Blown up: sometimes under special circumstances a score is allowed to have exploding fives. If this score is exploding then every five rolled again and every multiple of five raises the characters echelon automatically.

Elements die type: every odd on a 4d6 is counted, every six is counted as -1 and two ones (snake eyes) is counted as three. Helping bonuses, forks from echelons and equipment and circumstances are all added to the total

Good odds! Two ones when rolling an element die type count as three.

Bad odds… any six on an element die removes one odd from play, except a one

Silhouette die type: roll d6’s equal to any relevant bonuses or penalties

Clustered 6’s: if you get a cluster of sixes on a silhouette die type each six past the first counts as a +1

Range: test are made for positioning of the characters these are based on a elements dice type real bad range tests remove speed roll successes. there are inside–optimal–lunging–shot–extreme. every for every two the roll is over you can move into another range

Speed: rolls to see how many an action that the character has, this is based on a silhouette d6 roll the speed roll determines commitment and number of attacks. Usually actions have a one for one cost. Some weapons and actions have extra a base number of actions pts to perform the action. Commitment or using more than one speed number on one action can make one of your actions go before another players. Any left over scores from a previous roll can be used to do the same at the next roll. For 2 speed points you can abort an action. every action: defense, offense, ranges, breathers, all cost actions

Priority: scores are compared or difficulties are compared equal to echelon, then the rule of 5 is invoked where two dice are rolled.

Breaks: bodies are are rated a to z. attacks are rated a to z. an A is the highest. An atom bomb is an A class weapon, well an AAA++++ class weapon, but you get the point. if something can olny be in danger of dying by a weapon of a certain class then it is in that class. Personal weaponry and human bodies designed to be used to kill those people are in the F class

this is based on a lettered system similar to C:F RTG type called fearful harm and great danger. see here: http://www.talsorian.com/fhgd.html

Nests: scores are arranged in families and have a genealogy. They are arranged in nests. Some scores have multiple nests. A score also has it’s own base nest number.

Some scores Prerequisite scores to be able to learn them, templates also, at times require prerequisite templates, scores, xscores or all of the above

Equalizers: the breaks are not all created equal. Some breaks may be duped, meaning that they are considered to be more severe even though their damage is the same this is indicated by multiples of the letter. Or they may be more dangerous or less resilient by things equal to it this is expressed by adding plus or minus signs

Forks. Depending on how far away a nest is they can add to a total of a score. the genealogy of a score will decide the multiple needed to provide an extra point in that score.

Stacking: everything in this game stacks no mater what the score its results stack and the highest score is always used

Echelons: scores after a certain totals have a new standard. This new standard, an echelon is would be the best a character is able to do. A total of 5 on two dice must be rolled in order to perform the task.

Helping dice: other people aiding depending on their levels can add to a test made. They are all doing it together and they all fail together. You can’t help some one if they are three echelons below someone else

Scores and their precedent: all scores are assumed to be 1 and have no effect on a score other wise anything over 2 is assumed to be beyond axiom. anything over 3 is assumed to be beyond precedent

Let the dog lie: if it is average on your sheet leave it blank. only scores nested 1 and above are included if ranked 1

Raw talent: using scores nested at 1 and have no base challenge. At nest 2 they begin to require a total of 1 on 2d6 to be performed.

Binary vanity: A score echelon difference of 1 and has no penalty uncontested and cannot be forked in

From the root to the fruit: scores nested at can only be raised in play by pumping up the scores attached to them, calculate all of the forks you would receive from you echelons in nested scores and invert them to find out.

Score raising. Experience points raise scores but the cost to increase scores rises geometrically and is multiplied by a coefficient equal to the current rank in the score minus the nest of the score itself except in the case of scores nested at zero.

Working quickly lowers the ranking of a score by 1:1% reduced to perform the score, patiently does the opposite adding 1% time to score and increasing by one. And carefully doubles the resources used for every echelon raised.

Cascading templates. Characters are built up by choosing templates that are then compiled and cobbled together on a crib sheet. Some templates have scores repeat themselves having the same score appearing multiple times for every time the score appears add one to the score. Always take the highest repeating skill in the template as the base.

x scores are named that because they are probably extranormal abilities or special traits the character has. the nest of a x score is added to the coefficient instead of subtracted from it. Some x scores do not have echelons.

constitutional damage is recovered by making rolls that will in combat take a speed roll. constitutional damage is listed in the breaks.

drops: experience points are awarded by training (1), task(3), persona(6), fate(1), and deed(15) each of the numbers are the coefficient by which the emcee awards experience points. The emcee decided how important the action were to the character on a scale from one to 1 and how good fun it was from the player to make that decision from one to 1 and adds these numbers together for ever score used.

exclusivity: Training and tasks awards are given for skills used wether they are successful or not

Next to do: come up with breaks chart, a bunch of cascading templates, a bucket of xscores, etc

We Have the Technology

March 24th, 2006

It is the distant future. Mankind is now extinct. The only intelligent life remaining is a committee of cyber-doplhins on Venus who have just perfected the process of creating artificial life in bio-factories. They are about to recreate the race of humans, but are fine-tuning the design by removing undesirable emotions. Players take on the role of androids programmed with fake emotions, trying to defend such emotions as Honour, Guilt and Humility from being erased forever.

Premise

This game is set in the distant future. The human race is extinct, and the only form of intelligent life left in the solar system is a committee of genetically engineered cyber-dolphins. They live in a tank in a domed city on Venus which was once populated by humans. They are hundreds of years old, and can remember the final years of human existence. They are served by selfrepairing robots, and have recently perfected a technique for creating life in bio-factories.

The dolphins remember that human emotion was the cause of the downfall of humanity. They are about to resurrect the human race, but they want to customise the range of human emotion to prevent another catastrophe. To analyse human emotions, they have built a group of androids who are programmed with artificial emotions. These are used to test out human emotions in various scenarios, and decide which emotions should be recreated, which destroyed.

Tapas: the Sampling

March 22nd, 2006

Tapas are small snacks or dishes served as appetizers or small dishes in between full courses. The word is Spanish, but the concept is similar to eating family style Chinese, or going through a Middle Eastern meal consisting exclusively of appetizers. In gaming, “tapas” means any small one-shot game using different characters, plots, storylines, and even game systems as compared to a regular long-running game or campaign, often played catch-as-catch-can with whoever can make it that evening.

Game Chef 26 Notes for Judges

This Game Chef 26 entry, in keeping with the popular culinary theme of the competition, consists of several such tapas; in this context, however, they serve as a sort of intermezzo for other, fuller and more complete entries. (Or should that be entr?es?) The Time theme this year did not sit as well with my muse as it has with others, so Judges, please consider Tapas: the Sampling as a complete game utilizing all available time ranges and selections from both packages of ingredients. If you feel the need to judge more harshly due to my not strictly following the instructions, feel free; but regardless, know that I present Tapas: the Sampling as a complete game consisting of minigames, as opposed to judging each individual dish on the full criteria.

Tapas: the Sampling was written at the last minute, in just under thirty-six hours, after nearly a full week of percolating.

The Fortieth Annual Meeting of the Subcommittee for Preservation of Planet Earth

March 22nd, 2006

This world is rotten. In recent weeks, the Harmonious Congress has been abuzz with the findings from Gaebronius Zaphiel, Concordant Researcher First Class. The Zaphiel Report contains evidence that Earth is a drain on spiritual resources. Can you gather the necessary proof that Earth can change while still advancing your career?

Abstract

This world is rotten. In recent weeks, the Harmonious Congress has been abuzz with the findings from Gaebronius Zaphiel, Concordant Researcher First Class. The Zaphiel Report contains evidence that Earth is a drain on spiritual resources that could be better assigned to developing new planets ? ones without such an overabundance of radium and fluorescent lighting.

A certain faction in the Harmonious Congress feels that Zaphiel is being hasty. They recognize that there?s a timetable to keep, but an emergency investigation would be prudent. Springing into action with a most unbureaucratic efficiency, the chairperson of the Committee of Heavenly Reacquisition stretches his legislative wings and forms the Subcommittee for the Preservation of Planet Earth.

The purpose of this investigation is nothing less than justifying Earth?s existence to the Committee of Heavenly Reacquisition.

Annals of Autumn and Spring

March 22nd, 2006

The world is about to plunge into darkness, and humanity shall be scattered amongst the ruins. Are all things lost? The four Ancient Season Spirits meet and share tales of heroic deeds and personal feelings in order to decide what part of humanity shall survive to the next Age of Man.

Introduction

Annals of Autumn and Spring is a roleplaying game of collaborative story-telling and emotional frankness. The players play the part of four Ancient Season Spirits, who meet in Dreamtime to reveal what they love about mankind, and what they think should be preserved about it. In order to convince the three other Seasons, each Season in her turn tells an Heroic Tale, that best exemplifies how that attribute of mankind helps other people and is vital for mankind?s essence and value. While that Season tells the tale, the other three players portray different roles: the Hero, his aid and mentor, the Heartwood, and his unfortunate companion, the Thorn.

During the game, the players are rewarded by points for incorporating different elements into the weaving story. At the last session, the Season with the most points would be able to sway her sisters and convince them that her theme should be planted in the frozen ground for a better world.

Unlike many games, this game doesn?t have a permanent game-master: all players may contribute equally and freely to the development of the setting and their characters? surroundings, and to some extent, the story.