True Killer designjournal

God45

#PrayersForBahakan
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Mitt nya projekt är:

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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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Crimson City
Smack in the heart of the Midwest stands Crimson City.

Founded as Midpoint City in the early 1900s, it rose around the wreckage of a failed alien invasion. Salvaged alien tech powered explosive growth, factories ran faster, cheaper, and bigger than anywhere else on Earth. For decades, the city boomed.

Then the alien tech failed. By the 1980s, expansion stalled, wealth dried up, and crime filled the vacuum. Midpoint City looked destined to rot into obscurity.

Everything changed in 1989.

Lord Crimson, one of the most powerful supervillains in history, took the city in a single, brutal coup. For sixteen years, she ruled unchallenged. Her promise was “freedom and opportunity”: no taxes, no regulations, and entire districts without law. Criminals, extremists, and opportunists flooded in. Organized crime became an empire. Police became enforcers for Crimson’s personal regime. Politicians were openly bought. Drugs, corruption, and serial killers haunted the streets.

And yet, Crimson City also became a refuge, home to undocumented immigrants, radicals, activists, and anyone with nowhere else to go.

In 2005, a coalition of superhero teams, backed by the U.S. military, finally brought Lord Crimson down. The city was liberated, but not restored.

Today, Crimson City is an economic powerhouse and a cultural magnet. It’s also deeply corrupt, dominated by organized crime, and it is still the murder capital of America. The villain is gone, but her shadow still lies heavy over the city.
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Mission 1: Paying of dues
The player characters have spent some time trying to convince a fixer within Assassin Culture to give them a chance. They may have taken on gangland or other small-time hits to build a reputation, and now their opportunity has finally arrived. They’ve been contacted by the fixer known as the Book Collector for their first real job with Assassin Culture.

This is their big break, time to sink or swim.

Too bad they’re being sent straight into a massacre.


Briefing: The Book Collector is a painfully thin, unnervingly tall African American woman dressed in a hideously expensive suit. She meets the assassins in her office in Crimson City’s upscale downtown district.

An experienced assassin dropped out at the last minute due to a ruptured appendix, and she needs a team to cover the job tonight. There’s no time for preparation or research.

The mission, as she presents it, is simple:

Two men are meeting at 6 PM at a restaurant called Historia. She provides photos but no names.
  • The first man is redheaded, extremely overweight, and has a prominent facial scar.
  • The second is blond, muscular, and bears a white power tattoo on his neck.
Both targets must die tonight. The Book Collector strongly advises waiting until both men are inside the restaurant before making a move.

Success means a payout of 50,000 per assassin, and the promise of more lucrative work in the future.


Mission: The targets are the leaders of two rival white power crime syndicates.
  • The redheaded man leads the Lords of the Cross.
  • The blond man heads the White Order.
Both are armed with handguns.

Two members of the White Order are concealed among the restaurant’s patrons, carrying small revolvers and knives. Meanwhile, the restaurant staff are secretly members of the Lords of the Cross, and the chef has a machine gun hidden in the kitchen.

Complication: About that massacre… Shortly after the player characters arrive, the anti-hero vigilante Murder Ballad makes her entrance. She’s there for one purpose: to kill every Nazi in the building.

She wears powered armor that grants resistance to gunfire and allows short-range teleportation. Her weapon is a devastating plasma rifle capable of cutting through flesh and bone like a blowtorch through butter.

Once she starts attacking, chaos erupts.

The syndicate members panic, firing at her, at each other, and at anything that moves. Civilians and bystanders are caught in the crossfire. The player characters will also be targeted, as everyone assumes they’re hostile.

If the fight continues for five minutes or more, the police arrive and join the fray, pushing the situation even further into total chaos.


Aftermath: The Book Collector will be satisfied as long as the targets are eliminated, no matter how much destruction is left behind.

Any player characters who survive will earn a place among her stable of assassins.

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(Rob Liefeld, jag ber en miljon gånger om ursäkt för alla kommentarer jag gjort om att du inte kan rita superhjältars fötter. Den skiten är OMÖJLIG!)
 
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