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Kill Him Faster

Digital Edition, Second Printing
Time-traveling athletes speedrun killing Hitler in a 2080s pro sports league
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scifihistorical
ComedyGonzoCombat-HeavyTacticalCinematicMission-BasedPulp ActionFast-Paced
✦ Indie Creator Submitted
Languages: English
Diced4–d12
System FamilyStandalone
Cost$$
LicenseStandard commercial
PublisherKorvidae Games
Year2026
Complexity Medium
Accessibility High
Community Low

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.

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.

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.

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.