True Killer designjournal

God45

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True Killer is a high-octane superhero assassin RPG campaign where you carve a ruthless path through the criminal underworld. Fueled by money, power, revenge, and the promise of a better world, you don’t hunt the innocent, you hunt the monsters who hide behind them. Become a killer of killers, rewrite the balance of power in a city soaked in corruption, and decide just how far you’re willing to go to make the world bleed… so it can heal.
 
About the campaign
In True Killer, the player characters are superpowered, or otherwise exceptional, individuals who work as assassins in a city rife with powerful crime syndicates, corruption, and superpowered figures. They are slick, cool, professional badasses who do what they do for money, and perhaps for the chance to kill people far worse than themselves. This stands in contrast to ideology-driven superheroes or villains who seek to change the world or operate on a grander, more theatrical scale.

The assassins work for a fixer known as The Book Collector, a consummate professional with a strict code. He arranges contracts for them while keeping his clients anonymous. What initially appear to be unconnected jobs gradually draw the assassins into a situation far larger and more dangerous than they expected. Over the course of the campaign, their targets become progressively more powerful, better protected, and increasingly superpowered.

The rhythm of the campaign is simple and deliberate: get a job from The Book Collector, carry out the hit, then enjoy downtime. During this off-time, the assassins can spend their money, lick their wounds, and deal with personal matters, before receiving the next job from The Book Collector.
 
Superpowers
Over the last century, humanity has been forced to reckon with the rise of the extraordinary. Men and women with impossible gifts stepped out of the shadows and into legend. First came the superheroes and the supervillains. Then came the uniforms, the black ops, the secret wars fought in silence.

When the wars ended, the powered did not disappear. Some sold their talents to corporations. Some became celebrities. Some vanished. And soon enough, they were everywhere.

There is no single source of these powers, no grand unifying theory. Some are forged by radiation and accidents of science. Others are cursed by witches or descended from alien worlds. Some unlock forbidden technology from other dimensions. And some are simply born wrong.

Today, there are 1,200,005 superhumans on planet Earth.

And that number is still rising.

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Assassin culture
What its members now refer to as “assassin culture” is a highly sophisticated system of fixers, mediators, facilitators, and money brokers. Together, they ensure that the super-rich can, without leaving a trace, pay for superefficient mercenaries to eliminate even the most hardened targets. The system guarantees that the assassins are paid, that everyone along the chain receives their cut, and that law enforcement is unable to trace the operation back to the client.

Even if someone wanted to snitch, no individual is so centrally positioned that they could name more than a handful of others. And should anyone attempt to do so, the full might of the network would come crashing down upon them like the wrath of the almighty, manifested through dozens of elite assassins.

For the assassins themselves, this arrangement ensures fair compensation for their work, a steady supply of future contracts should they choose to continue, secure and comfortable ways to spend their earnings, and trusted mediators to resolve disputes when conflicts arise.

So where did assassin culture originate? No one truly knows. It is believed to have emerged from several secret conspiracies that gradually and accidentally merged over time, as layers of secrecy led to confusion over who belonged to which organization. Its true origins are thus traced to groups such as the Illuminati, the Ḥaššāšīyīns, and the New World Order.

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