Kill Him Faster vs Traveller
Compare Kill Him Faster and Traveller side by side. See differences in complexity, dice, genre, cost, and more.
| Kill Him Faster | Traveller | |
|---|---|---|
| Genre | Scifi, Historical | Scifi |
| Play Style | Comedy, Gonzo, Combat-Heavy, Tactical, Cinematic, Mission-Based, Pulp Action, Fast-Paced | Sandbox, Simulation, Exploration, Deadly, Character Building, Faction Play |
| Core Mechanic | Two 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. | Roll 2d6 + skill + modifier ≥ 8 to succeed. Character generation is a mini-game. |
| Dice | d4–d12 | 2d6 |
| Complexity | Medium | Medium |
| Accessibility | Medium | High |
| Runnability | Low | Very High |
| License | Standard commercial | Traveller Fair Use Policy |
| Cost | $$ | $$ |
| Publisher | Korvidae Games | Mongoose Publishing |
| Year | 2026 | 2022 |
| Best For | Groups 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. | Hard sci-fi sandbox campaigns with trading, exploration, and realistic space travel. |
| Highlights | Two 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. | Comprehensive sci-fi toolkit, lifepath character creation, detailed trade/travel systems |
| Considerations | Premise 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. | Lifepath character creation can produce unplayable results, subsystem rules are spread across multiple supplements, steep buy-in if using official sourcebooks |