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Kill Him Faster vs TimeWatch

Compare Kill Him Faster and TimeWatch side by side. See differences in complexity, dice, genre, and more.

Kill Him FasterTimeWatch
GenreSci-Fi, HistoricalSci-Fi, Historical
TagsComedy, Gonzo, Tactical, Cinematic, Mission-Based, Pulp Action, Fast-PacedInvestigation, Mystery, Mission-Based, Cinematic, Narrative, Resource Management, Tactical, Gonzo, Hackable, Strong GM Support
Core MechanicTwo parallel resolution systems. In match combat, every weapon has an associated set of dice and a Kill Roll value: roll under the Kill Roll on any rolled die to kill a nazi (e.g. a combat knife rolls a d4 and kills on a 1–3). For everything else, roll the polyhedral die assigned to one of four stats (Fightin', Hustle, Lookin' Good, Talkin' Nice, d6 through d12) and succeed on a 4 or higher. Each athlete spends Action Points equal to their current Durability per round on attacks or zone shifts, positioning enemies across Melee, Near, Far, and Distant zones tuned to specific weapon ranges.A relevant Investigative ability reveals necessary clues without a roll or point spend. For General ability tests, roll a d6 and add points spent from that ability's pool before rolling to meet or exceed the difficulty.
Diced4–d12d6
ComplexityMediumHigh
AvailabilityPaidPaid
Runnability2 of 5 book tools5 of 5 book tools
LicenseStandard commercialAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Community content program
Summary only, not legal advice. Check current terms before publishing.
PublisherKorvidae GamesPelgrane Press
Year20262016
LanguagesEnglishEnglish
Best ForGroups who want a gonzo, comedic co-op RPG that splits its focus between fast tactical FPS-style firefights and team-management drama: pre-game rap battles, post-game press conferences, trade days, and off-season scandals. Designed for a GM and four players each managing a roster of time-traveling sports stars.Groups who want investigative missions across historical eras with action-movie combat and opportunities to solve problems through time travel.
HighlightsTwo distinct resolution systems split match combat (roll low under a weapon's Kill Roll) from non-combat actions (roll a stat die, 4+ succeeds). Zone-based combat (Melee, Near, Far, Distant, Ambush) tunes each weapon to a specific range and is designed to feel like a first-person shooter at the table. Twenty Quirk archetypes, each with three escalating drawback tiers, gained through play and off-season vignettes that double as quirk-granting roleplay scenes. Full league simulation wraps the matches: pre-game rap-battle weigh-ins, post-game journalist interviews, trade days, season championships, and off-season scandals.Investigative abilities guarantee necessary clues, keeping mysteries focused on interpreting evidence rather than failed searches. Paradox Prevention spends let agents arrange helpful circumstances through time travel, including assistance from their future selves. Campaign frames change the premise and rules for alternatives such as body-hopping missions or time-traveling heists.
ConsiderationsPremise is intentionally gonzo: killing Hitler is the central conceit and the rulebook leans into the joke throughout. Built specifically for five (one GM plus four players each managing a roster of four athletes); other group sizes need adjustment. Match combat is co-op against the GM-controlled enemies by default; head-to-head PvP requires the optional scoring system in which both teams play the same scenario in turn. Heavy framing as a futuristic sports league means tables uninterested in the team-management layer (rosters, hype meters, trade days) will lose a substantial portion of the design.Spending General ability points commits limited resources before the die result is known. Paradox can reduce Chronal Stability far enough to rewrite an agent's identity or erase them from existence. The GM can refuse time-travel tactics that contradict established events or make the game less workable.