World of Killers ENG
World of Killers ENG
not rules
A PROJECT BY: Two Little Mice
AUTHORS: Riccardo “Rico” Sirignano, Simone Formicola
ART: Daniela Giubellini
GRAPHIC DESIGN: Luca Carbone
ORIGINAL LAYOUT BY: Sabrina Ceccon, Luca Carbone
REVISION: John Marron
THANKS TO:
Gianluca Alvino, Caterina Arzani, Morena Balocchi,
Marcus Burggraf, Andrea Buzzi, Claudia Cirillo,
Andrea Felicioni, Laura Fornasari, Jeff Grammi
Grelots Lagriffe, John Marron, Roberto Petrillo,
Claudio Pustorino, Doug Shute, Leonardo Valenti
©2023 Two Little Mice. All rights reserved. No part of this product may be reproduced
without specific permission.
Contents
World of Killers 6
Killer Heroes 9
Professional Killer 10
The Samurai 12
The Hired Gun 14
The Aristocrat 16
The Dog Trainer 18
The Derelict 20
The Assassin 22
Tropes 24
Killer Feats 28
And I’m not talking about a Hero with a wrinkled shirt and easy jokes. No, we need
a real professional here.
A Hero who is lethal and charming. A Hero who is always elegant and never
breaks a sweat. A Hero who challenges both law and crime and only fight for their
beliefs. A Hero who never loses track of their prey, and who always finishes what
they started.
The kind of Hero who leaves a trail of death and destruction wherever they go.
The setting for World of Killers is dark and dangerous, inhabited by lethal assas-
sins, two-timing cowards, and ruthless members of a secret organization. It’s
a society parallel to the one we know, one where luxury and unbridled violence
coexist in a decadent union.
It’s the perfect backdrop for adrenaline-packed action adventures, where
you’ll need to watch your back and trust nobody.
6
What awaits
World of Killers is a complete expansion that offers
you a whole new gaming experience, with many useful
tools to enrich your outgunned games.
This manual is divided into 4 Sections:
You are
♦ Killer Heroes: Everything you need to create the Hero
your Hero in World of Killers. In World of Killers,
In this Section you will find 5 new Roles, you are a killer,
1 Special Role, 9 Tropes, and more than but you are also and
20 new Hero Feats to customize your killer. most of all a Hero.
♦ New Rules: New tips and mechanics to This expansion was not
take your adventures into this dark and designed for you to play
lethal world. as evil characters, but
In this Section you will find a new special to play as lethal Heroes
currency, Gold, new Plan Bs for your cam- who live in an evil world.
paigns, new Conditions, new Enemy
Feats and Special Actions, and additional You can be ruthless and
mechanics to manage Trained Dogs, unstoppable, you can
hunts and getaway scenes. make mistakes,
and you might have to
♦ A World of Killers: Delve into killer society make some difficult
and learn to think like a real killer. choices. But at the end
In this Section you will find the setting for of the day, you are a
World of Killers, a description of its struc- character the audience
ture and its most important institutions, wants to root for.
and some prompts for your lethal missions.
World of Killers 7
Killer Heroes
SECTION I
Killer Heroes
Professional
Titolo Killer
Professional Killers
The Heroes in the world of killers are lethal men and women who live and work in
a dark and glamorous world. Assassins in elegant clothes who work in the shad-
ows, controlled by an ancient organization known as the Stone.
If you want to be a Hero in the ruthless world of killers, you must follow 3 core
principles:
You’re a Killer: You can be a hired gun, a Belmont employee, or one of the
rats who live on the streets, but you’re still a member of the underground
killer society that serves the Stone.
Perhaps this solitary life made of luxuries and bullets is exactly what you want,
and you wouldn’t change it for the world. Perhaps you’re tired of looking over
your shoulder day after day and you want to get out. Perhaps you’re one of the
few who had managed to build a life for themselves, before the job came back to
knock on your door. Whatever your story may be, you are a killer, and you’re up to
your neck in this.
Finish What You Started: When you accept a job, you always see it
through. If you were someone who gives up at the first roadblock, you
wouldn’t still be here ready for action today. Probably you wouldn’t be alive at all.
The main reason why you keep going is probably because of your unparalleled
force of will, but also because this ruthless world will never allow you to stop.
If you’re good at something, they’ll force you to do it, again and again and again.
You’re Not Too Bad: All things considered, you’re not a bad guy. Sure,
there are many killers out there who are the scum of the Earth, the worst
people you’ll ever meet. Sure, you do have your bad days, your vices, and an
undeniable aptitude for murder.
Nevertheless, you’re not all bad, and when your actions can really make a dif-
ference, you can even grow a conscience and prove more honorable than many
so-called good people. There’s a heart under that black bulletproof suit.
10
Killer Roles
When playing with World of Killers, you can still use all Roles found in the
outgunned corebook, but in the upcoming pages you’ll find 5 new Roles worthy
of a real killer:
♦ The Samurai
♦ The Hired Gun
♦ The Aristocrat
♦ The Dog Trainer
♦ The Derelict
Special Role
World of Killers introduces a new option for your Hero: the Special Role.
A Special Role simultaneously acts as your Role, your Trope, and your Job, and
you should mark it down in all three sections on your Hero Sheet.
When you pick a Special Role, you do NOT choose a Trope, but you gain 2 Attri-
bute Points, and 14 assigned Skill Points.
Additionally, you gain 6 Skill Points to assign freely (instead of the normal 2),
and can choose up to 3 Feats from the list offered by your Special Role.
Further on, you will find the first Special Role in outgunned: The Assassin.
Killer Heroes 11
The Samurai
A swordsman following a code of honor, an urban ronin, or a member of the yakuza.
Samurai are Heroes who dedicate their entire lives to studying the way of the
sword, honing their body, mind, and spirit, until they become harder than steel.
These inscrutable demons fight like warriors from another era and are bound
to centuries-old, unshakable traditions that hand down the secret of their
strength.
Work:
Bodyguard, Yakuza, Blacksmith
Catchphrase: Flaw:
You leave me no choice I never leave my sword
I swear it on my honor My entire story is tattooed on my body
I shall finish what I started I never refuse a challenge
Characteristics of a Samurai
KATANA. HONORABLE. INFLEXIBLE.
12
Classic Samurai
in movies are:
Killer Heroes 13
The Hired Gun
A lone mercenary, a killer with their pistol, or a trigger-happy rebel.
When you’re good at something, you should never do it for free. This mantra is
well known among Hired Guns, people who choose to hire out their lethal skills
to the highest bidder.
No job is too hard, dirty, or dangerous for a Hired Gun, and anyone who finds
themselves on the business end of their barrel had better ask themselves if they
get paid enough.
Work:
Mercenary, Bounty Hunter, Enforcer
Catchphrase: Flaw:
What’s in it for me? I have a debt to repay
That’s not my problem I follow a strict moral code
One bullet is enough I never share with others
14
Classic Hired Guns
in movies are:
John Wick
in John Wick,
Kate in Kate,
Léon in Léon,
Fox in Wanted,
El Mariachi in El Mariachi,
Smith in Shoot ‘Em Up,
Deadshot in
Suicide Squad.
Killer Heroes 15
The Aristocrat
The scion of a noble dynasty, a wealthy heir, or a member of an important criminal
family.
Aristocrats are elegant, deliberate Heroes who always know how to keep in their
lane. Obviously, the priority lane.
Whether they are old-fashioned nobles, poised concierges of five-star estab-
lishments, or esteemed cornerstones of their community, the Aristocrats always
have everything under control, and always know which strings to pull in order to
bring down their enemies.
Work:
Family Associate, Heir, Belmont
Catchphrase: Flaw:
There’s no need to get heated I feel untouchable
Just name the price I believe everything has a price
They will hear about this I have a reputation to uphold
Characteristics of an Aristocrat
ELEGANT. EVERYTHING UNDER CONTROL. SNOB.
16
Classic Aristocrats
in movies are:
Killer Heroes 17
The Dog Trainer
A bounty hunter with their four-legged partner, an agent of the canine unit, or a
hobo with their inseparable companion.
In a world filled with lonely Heroes, Dog Trainers decided to jump into the action
together with their best friend. The secret of their success is teamwork, and the
unconditional love that binds them to their furry companion.
To learn more about trained dogs and other animals, go to the Trained Dogs
chapter in SECTION 3: NEW RULES
Work:
Bounty Hunter, Unemployed, Canine Unit
Catchphrase: Flaw:
If he’s not allowed, I won’t go I can’t stand cats
Who’s a good boy? I’m far too protective
Luna doesn’t like guns I can’t say no
18
Classic Dog Trainers
in movies are:
Sofia Al-Alzawar in
John Wick 3 -
Parabellum, Michael
Dooley in K-9, and Robert
Neville in I Am Legend.
Killer Heroes 19
The Derelict
A vagrant living on the streets, a scruffy layabout, or a so-called waste of space.
Derelicts are fairly reproachable Heroes who fall very far from the ideals and
standards of decent folk.
Many of them are actual hobos who live hand to mouth either by choice or out
of necessity. Others are never-grown adults who live in their pajamas and never
comb their hair. All of them hide more than meets the eye. They are living proof
that clothes don’t make the Hero.
Work:
Homeless, Rat, Unemployed
Catchphrase: Flaw:
Nothing personal I’m a hopeless liar
Follow me, I know my way around here I live in the past
Depends who you ask I don’t know how to behave in society
Characteristics of a Derelict
INVISIBLE. REJECTED BY SOCIETY. CUNNING.
20
Classic Derelicts
in movies are:
Killer Heroes 21
The Assassin
An assassin who lives by an ancient code or a ruthless avenger.
Hidden blades in the shadows, the Assassins are hooded Heroes who spread
death in the pursuit of what they believe to be the greater good.
When they’re on the hunt, they move across rooftops like cats, and they fall on
their victims like birds of prey, striking them down without ever arousing suspi-
cion. Then they vanish into thin air..
Catchphrase: Flaw:
Rest in peace I never open up to others
I live by the code I’m impatient
They’ll never see me coming Everybody is expendable
Characteristics of an Assassin
SHADOW. HIDDEN BLADE. HOODED.
22
Special Role
A Special Role
simultaneously acts as
your Role, your Trope,
and your Job. Mark
it down in all three
sections on your
Hero Sheet.
Additionally,
you can choose
3 Feats from the list
for this Role.
Killer Heroes 23
Job and Family
If you’re a Hero in the world of killers, it’s more
than likely that you’re a killer.
However, there are several specific jobs people
can take on when serving the Stone, for example
“Bounty Hunter” or “Bodyguard”.
You could also work in a Belmont hotel, or even
be a spy for the Rats. To learn more about these
two important organizations, go to SECTION 2:
Young and Old THE WORLD OF KILLERS.
In World of Killers, Old
Heroes start the game If you’re an associate of one of the most im-
with 3 Lethal Bullets in portant criminal families, like the Yakuza or the
their Death Roulette, Camorra, you can also mark down the name of
instead of the usual 2, the family on your Hero Sheet, instead of your
but they also get 1 extra Job. Having contacts in one such family is worth
Gold in exchange. much more than any professional contacts, for
The life of a killer gave better and for worse.
you great satisfaction, You find information about the criminal fami-
but it also took a lot lies in SECTION 2: THE WORLD OF KILLERS.
from you.
24
Battle Butler
“You can’t speak to her like that.” Attribute Point: Skill Points:
Brawn or Nerves Endure
What’s better than a perfect butler? Fight
You. An impeccable servant who is Feats: Force
also a brutal fighter. You’re an explo- Choose one from: Cool
sive mixture of elegance and fisticuffs, Bodybuilder Leadership
practically perfect for all occasions, Martial Arts Style
from society events, to brawls in the Selfless Heal
shadiest bars of the city. Elegance Know
Gone Rogue
“I used to be like you, you know?” Attribute Point: Skill Points:
Nerves or Crime Fight
Long ago, you were an honest citizen, Force
a model employee, a soldier with Feats: Cool
unshakable loyalty. You were one of Choose one from: Drive
the few people who really keep to the Military Bg Survival
straight and narrow. Then something Pass the Buck Fix
happened, and you changed forever. Proven Driver Dexterity
Now you’ve decided to turn your back Gunslinger Streetwise
on your past and this whole damned
society. You look after yourself only.
Great Performer
“Practice makes perfect.” Attribute Point: Skill Points:
Brawn or Smooth Endure
You dedicated your life to practicing Fight
and studying an extremely delicate Feats: Stunt
art. Your body was literally deformed Choose one from: Flirt
by countless days spent dancing en Artist Style
pointe, chiseling marble, or singing Master of Disguise Heal
opera at the top of your lungs. Knife Thrower Dexterity
Parkour Stealth
Killer Heroes 25
Honorable Demon
“Stand up and fight.” Attribute Point: Skill Points:
Brawn or Crime Endure
Inside you there are two souls. On one Fight
side, you’re an unstoppable fury, a Feats: Force
violent demon that stops at nothing in Choose one from: Cool
order to carry out their brutal mission. Determination Leadership
On the other, you follow a strict moral Knife Thrower Style
code, and view respect and honor as Selfless Know
the highest values. Elegance Stealth
Just Wicked
“Yeah, I think I’m back.” Attribute Point: Skill Points:
Brawn or Nerves Endure
You’re the best at what you do, even if Fight
what you do isn’t pretty. Killing might Feats: Stunt
come hard to other people, but for you, Choose one from: Cool
it has always been second-nature. Gun Fu Shoot
You don’t like it, but you learned to Bad Name Flirt
deal with it. You’re just wired like that. Determination Leadership
You’re the damn boogieman. Shadow Stealth
Magnificent Bastard
“Did I ever lie to you? Today, I mean.” Attribute Point: Skill Points:
Smooth or Crime Fight
You lie without hesitation, you cause Drive
problems for your friends, and take Feats: Flirt
anything you want without asking first. Choose one from: Leadership
You are theoretically detestable, Silver Tongue Speech
but everyone can’t help but love you, Pass the Buck Style
because you’re that good with people. Always Prepared Know
Your friends wouldn’t exchange you Proven Driver Dexterit
for anything in the world. You would
probably trade them for a fine dinner.
26
Old Fashioned
“Those were the good old times.” Attribute Point: Skill Points:
Smooth or Focus Cool
Everyone seeks out the latest fad, the Drive
latest technology, the latest trend. Feats: Shoot
Not you. You love beautiful old-fash- Choose one from: Flirt
ioned things, the timeless elegance Elegance Leadership
of an era that, to you, felt more simple Outsmart Style
and more desirable than the one you Sword Fighter Detect
live in. Perhaps you were just born in Military Bg Know
the wrong year.
Professional
“Let’s keep this clean. Attribute Point: Skill Points:
I’m not looking for trouble.” Nerves or Focus Drive
Shoot
You train, plan your missions, drink milk Feats: Style
because it’s good for the bones, and eat Choose one from: Detect
carrots because they’re good for your Marksman Fix
eyesight. You just like doing things the Scientist Awareness
right way. You go, do your job, and then Detective Dexterity
disappear without leaving a trace. It’s Hacker Stealth
clear that you’re a professional..
Saint
“Forgive them, Father, for I will not.” Attribute Point: Skill Points:
Focus or Smooth Cool
It’s clear that you are a person of faith. Drive
You are calm, poised, and tranquil, Feats: Shoot
you quote passages of holy scripture Choose one from: Leadership
from memory, and might have even Pep Talk Speech
taken vows. But behind this saintly Silver Tongue Style
front, you hide a warrior spirit, and Gun Fu Heal
who knows what other dark secrets. Determination Know
Killer Heroes 27
Killer Feats
AMBUSH
When they notice you, it’s already too late.
Gain a Free Re-roll for all Action Rolls made to attack unaware targets with
melee weapons or bare hands.
ATTACK DOG
Your dog never barks, they only bite.
When fighting side by side with your Trained Dog, you have a Free Re-roll for
all Action and Reaction Rolls made to fight against Enemies in Melee or Close
Range.
BAD NAME
Your reputation precedes you.
You immediately gain a Reputation, 1 Gold, $1 e 1 .
CATCH!
You flick your hand, and your dog leaps to attack.
[Quick Action] Your Trained Dog bites a target within Close Range. The target
loses 1 Grit, or you gain +1 Speed during a chase on foot.
DEFLECT BULLETS
You are so fast, that you can even cut bullets in half mid-flight.
Requires the Sword Fighter Feat. Using your sword, you deflect a hail of bullets
without needing to roll the dice. Flip a coin. Heads: You ricochet one bullet back
to the shooter and the Enemy loses 1 Grit.
DETERMINATION
Your inner strength cannot be shaken.
Make a Reaction Roll of any kind using Endure +1 instead of the required Skill.
28
ELEGANCE
When you walk by, everyone stops to look. Such class!
Gain a Free Re-roll for all rolls involving high society, showing off your refined
manners, or when recalling the rules of etiquette.
ENDURE PAIN
No pain!
Remove one Condition from yourself. You cannot remove the Broken Condition
this way.
Killer Heroes 29
EXPEDIENT
You always know how to get by.
Make an Action or Reaction Roll of any kind using Streetwise instead of the
required Skill.
FEINT
You fight using your head, not just your hands.
Repeat an Action Roll against an Enemy, ignore all Conditions.
GUN FU
Your unique fighting style is a mixture of point-blank gunshots and martial arts.
So cool.
When fighting with a loaded pistol or revolver, you have a Free Re-roll for all Action
and Reaction Rolls made to fight against Enemies in Melee or Close Range.
LEAP
You somehow always manage to land on a soft surface.
Jump from any height, you land without consequences. Additionally, when you
jump onto your Enemies to attack them from up high, you always have +1.
RESCUE
Your dog always swoops in to get you out of trouble at the very last second.
Your Trained Dog prevents a Hero from suffering the Broken Condition, or saves
a Hero who lost their spin on the Death Roulette. The rescued Hero adds a Lethal
Bullet to their roulette as usual.
30
SAVOIR FAIRE
You can get through all hardships with grace and
good manners.
Make an Action or Reaction Roll of any kind using Style
instead of the required Skill.
SNIFFER
Nothing can escape the hyper-trained nose of your dog.
Gain a Free Re-roll for all rolls made to follow a trail
or to locate an enemy ambush while you’re with your
Trained Dog. Basic Roles and
As a Quick Action, you may spend 1 to find an Killer Feats
Enemy’s Weak Spot. The Roles you find
in the Outgunned
SWORD FIGHTER corebook can be
In a world filled with guns, you decided to be the perfect for your World
guy with a sword. of Killers character, but
Gain a Free Re-roll when using, repairing, eval- they clearly cannot rely
uating, or handling a sword or another melee on the many Feats from
weapon. this expansion.
WHIRLWIND
When the going gets tough, the tough start
spinning their blades.
Requires the Sword Fighter Feat. After striking
an Enemy with a Melee weapon, you can make
a second Action Roll with -1. You do not have a
Free Re-roll for this roll.
Killer Heroes 31
The World of Killers
SECTION II
You are a killer. A respected member of the murderous society that inhabits a
dark parallel world. A world made up of sharp suits stained with blood, where
high-end hotels hide military-grade armories and welcome first-class criminals.
A world that wakes up when the other goes to sleep, where there are no friend-
ships and no compassion, only respect, honor, and the certainty that no-one but
the best will survive.
This is your world.
Right below them, there are the most important Families, the aristocracy of this
world of killers. You’ll find them up in the glitz and glam of the penthouse, hosting
a different party every night. After all, what is a gala to people like them, if not a
chance to feel alive, and the perfect occasion to gather, compare, and connive.
You’ll hear them boast about their successes, trying to solidify their position
at the expense of everything and everybody else. They are all soldiers in this un-
ending conflict, waging war on the golden front of a killers’ high society.
And while the elites are locked in this violent chess match, their killers carry out
their dirty work. To them, stake outs and shoot outs are a daily occurrence, and
not a night goes by without half a dozen man-hunts or at least some old-fash-
ioned settling of scores.
It doesn’t matter which side you’re on, around here, killing is everyone’s busi-
ness, and yesterday’s ally can easily turn into tomorrow’s enemy.
34
Welcome
This section of World of Killers is dedicated to the his-
tory, customs, and factions of the underworld where
you will train and ultimately carry out your mission. Free
In the upcoming pages you’ll find: to Serve
You’re a killer,
♦ The Stone: The world of killers is ruled and con- you live in a secret
trolled by a secret organization known as the world made up
Stone. The Stone Judges and their Pretorians of violence and
make sure that everybody always follows champagne and, unlike
the laws that govern killer society. normal people, you are
free to do anything
♦ The Families: Underneath the Stone, there you please.
are 6 Bosses from criminal Families who This is true, but also
claim as many Seats. Anyone who stands extremely false..
against the wrong Family has pretty much
signed their own death warrant. You are above the
law and common
♦ The Belmont: In this ruthless world there expectations, you don’t
is only one neutral zone, a chain of luxury pay taxes, and you
hotels where even professional killers can certainly don’t get stuck
feel truly safe. in commuting traffic.
But if you think that you
♦ The Rats: On the fringes of the world of are free, remember that
killers, there’s a dense web of informers, you belong to the Stone.
spies, and fences who sometimes even You are here to serve,
manage to elude the Stone’s control. and it’s only a matter
of time before you’re
♦ Killer Life: If you wish to survive in this called upon.
world, you must learn to think and act like
a real killer.
Nobody knows the name of the person, or people, who sit at the top of the Stone.
What’s certain is that the Stone makes the rules and sets the laws, and that all
killers are bound to obey their orders, and to serve to the best of their abilities.
There is no place on this Earth that the Stone cannot reach, no person that is
completely free from their influence, and nothing that is out of reach for their
iron fist. Everyone knows that you’d need to be mad to stand against the Stone:
no sane individual would hope to challenge its authority without losing their own
life at the very least.
36
The Structure of the Stone
The Stone’s leader is a mysterious figure known only as the First.
The First is never seen in public, their voice is never heard, and they only man-
ifest their will through the words and actions of Legates and Judges.
The only people who have a direct contact with the First are the six leaders
of the six Families who preside over the Stone Seats, and gather around their
table. Even then, the six bosses maintain that they have no information about
the First, don’t know whether they are a man or a woman, how they are elected,
when, or by whom.
The Families are much more than groups of killers who happen to share blood
relations. They are powerful criminal organizations subject to the Stone.
Each of them is granted control of a large area, and their influence allows them
to shape entire nations, establishing rules, controlling contracts, and grooming
the best killers to use as their tools.
Since only the six most powerful Families earn a seat at the table, these criminal
organizations are in a constant near-war state, working every possible angle in
order to gain power over the others.
Eliminating key opponents or snatching important contracts from opposing
factions is always a good way to sway the power balance, so long as things don’t
boil over, as any sign of open conflict will surely upset the First.
The many formulas and rituals that, to this day, accompany every official event
connected to the Stone, give the entire society a solid structure that keeps us
from devolving into chaos.
From the swearing in ceremony for those who earn a Stone Seat, to the struc-
ture of trials performed by Judges, to the theatrical entrances of the quiet Leg-
ates, these customs older than memory are what keeps us civilized, and the
Stone makes sure that the customs are upheld.
38
Legatus
When the Stone needs to address someone directly, they send a Legate. These
emissaries have the power to speak on behalf of the Stone and can be easily rec-
ognized because they carry written messages in adorned scroll-cases.
Legates don’t have power themselves, but they are protected by the highest level
of security, and anyone who attempts to lay as much as a finger on them is instantly
made into a renegade. In the world of killers, you should never shoot the messen-
ger, especially because they tend to hold grudges. Don’t tread on their toes.
iudex
Judges are simultaneously first-class killers, tireless hounds, and generals of
the Stone. They are usually tasked with solving the most delicate or thorniest
situations. When someone breaks the laws, a Judge is sent to take stock of the
situation, reach a verdict, and carry out the deserved punishment on the spot.
There is no exaggeration in saying that the Judges of the Stone are the people
who hold the greatest decision-making and executive power, and they are right-
fully feared by all.
Praetor
The Stone maintains a special force of trained soldiers known as Pretorians.
Chosen among the most promising killers and trained for years in secret
facilities, these legendary super-soldiers are always seen wearing tactical gear,
including bullet-proof masks, and sometimes display the emblem of their leader.
Most Pretorians are deployed to protect Legates, or Judges, but they can also
be assigned to a Patrician as their personal army. In rare cases, the Stone directly
deploys Pretorians as a strike team, when they need to deal with a problem
quickly and discretion is not required.
Patricius
While they do not hold a Seat at the Stone, and do not belong to the most important
Families, Patricians are still full-fledged members of nobility in the world of killers.
Some of them control important resources, like great diamond mines, or fac-
tories that produce specialized weapons, others organize and manage the net
of transports that carry frowned-upon goods across borders. Each of them has
something to offer to the Stone, and this strategic value earns them great con-
sideration. Not all Patricians are as ruthless as Judges, or as untouchable as
Legates, but this doesn’t mean you can lower your guard around them. People
who accumulate this level of power are rarely satisfied with it.
Families all over the world compete to earn a place at the Stone, and getting a
Seat is only the beginning of a game with even higher stakes.
Working for one of these Families can open a world of possibilities for you:
they have the means to keep you geared up and in business for as long as your
heart desires, provided that you play by their rules and obey their orders.
40
Who are the Families?
Everyone knows the 6 criminal organizations that have earned a Seat at the
Stone, and everyone looks with fear and respect at the killer Families that repre-
sent them before the First and the Stone.
Italy is the most beautiful country in the world, home of delicious wines, high-
class clothes, and historical cities. It’s a dazzling banquet, free for all, and it’s
always packed with discerning crooks crowding to fill their plates: corrupted
politicians, greedy stars, as well as a whole list of famous criminal organizations.
‘Ndrangheta, Cosa Nostra, Camorra, and Sacra Corona Unita, are constantly
toe-to-toe in their attempts to bring the Stone as much as possible from this
buffet. Currently, the Costantino family holds the biggest tray.
Don Raffaele Costantino spends his days surrounded by his big family, frequently
entertaining important guests in the beautiful family villa surrounded by citrus
groves. His grandchildren spend their earlier years playing among the orange
trees or running after the farm animals that roam on the property. Meanwhile,
the real family business is conducted at night, in the sprawling cellars hidden
beneath the roots of the trees, where Raffaele and his closest circle welcome
their partners to discuss deals, and their former associates to answer for
their disrespect.
Retaining control of the rich criminal landscape of Italy is no easy feat. Don
Raffaele’s elder children, Francesco and Lucia Costantino, have to work hard in
order to keep ahead of the competition and ensure that nobody gets a chance to
take their father out of the game and steal their inheritance.
Nobody knows how many traitors have met their bitter end in the grove. Maybe
only the pigs who root among the orange trees can estimate how much blood
those roots were forced to drink. Enough to turn the very pulp of the fruits red,
some say.
Some of those poor souls were punished for whispering behind the Don’s back,
spreading rumors about the Costantino’s financial troubles.
They say that the pomp and luxury displayed are nothing but a smokescreen,
a brazen attempt to cover the dwindling profits of their risky investments. The
Costantinos are up to their neck in debt, and only a strategic wedding could lift
them back up before it’s too late.
42
43
Bratva
OBNIZOV FAMILY
Might is power
The Russian winter is long and ruthless. A white sheet that softens sounds and
covers the footprints of passersby, while dirty snow mounds hide a multitude
of secrets, patiently waiting for spring to reveal the horrors that they preserve.
Sergej Obnizov, the late Bratva leader, was as inevitable as winter frost, me-
thodical and cruel. One by one, he dismantled and overtook all operations of his
Chechen competitors, freezing them out of Stone-sanctioned jobs, undermin-
ing their power and influence, and ultimately taking over their Seat.
Everyone knows that his eldest son Mikhail played a big part in the Obnizov’s
unstoppable ascent. Once a high-strung teen, he quickly grew into a mountain
of a man, with an impressive kill curriculum, a fondness for gold-plated guns, and
a temper that burns as hot as a shot of vodka. People in the business call him
the Bear, and he was his father’s polar opposite, his most brutal enforcer, and
became the perfect public face of Bratva.
When Sergej recently died, Mikhail encountered no resistance when claiming
his father’s Seat, as he was the most obvious heir.
But while the Bear was off taking care of the Bratva’s public business, talking a
big game, and rubbing elbows, someone else had to make sure that the Obnizov
Family continued operating smoothly, someone who took care of internal affairs
from the very beginning of Sergej’s illness.
Her name is Alexandra, but everyone calls her Snegurochka, the snow maiden.
She is Mikhail’s sister, a quiet and patient shadow that always kept watch over
her father and brother through her long-range scope. Hidden, but ever-present.
Now that her father is dead and the Stone Seat has passed on to her brother,
Alexandra is still the one who controls and manages most of the Bratva’s opera-
tions.This leads many members of the Obnizov’s inner circle to feel like she, and
not her brother, should be seated at the Stone. While Mikhail and his subordi-
nates keep reaping in the wealth and fame that come with their position, there
are rumors of a new winter approaching.
44
45
Triad
ZHOU FAMILY
In Darkness and Silence
Over the past forty years, the impeccable smile of Zhou Shu Ying has greeted
many new faces from her Seat at the Stone. Other families come and go, their
influence rises and falls in a furious race to accumulate power, but the
Mountain remains.
Her immutable presence and imperturbable aura make this old-fashioned lady
the perfect representative for the Triad at the Stone. Indeed, while the six Family
Seats are technically available for any and all criminal associations to claim, the
truth is that the chair to the right of the First Seat has always been under the
Triad’s control. Always, since the very birth of the Stone, if some sources are to
be believed.
Everyone knows that the Triad’s representative never fails to uphold the Stone’s
interests and always speaks against any Family who tries to weasel out of reg-
ulations that would work to their family’s detriment. Some believe this to mean
that there must be a deeper connection between the Triad and the Stone, but
others won’t allow Zhou Shu Ying’s maternal smile to fool them. Quite the con-
trary, they claim that her behavior is just a front, nothing but a ploy to ensure that
the Stone’s watchful eye never looks too closely into the Triad’s dirty business.
On the surface, the Triad is a much more frugal organization than the others, es-
pecially when compared to the unbridled luxury of Camorra and Bratva, or to the
ceremonial displays of the Yakuza. Amid their ranks, you’ll find only hard workers
and fearsome crime professionals who make very few problems and offer many
lethal solutions.
But nobody truly knows what Zhou Shu Ying’s ultimate goal is. Some state, with
fearful awe, that the Triad’s Mountain is actually the leader of a full-fledged cult,
a secret society hidden within the Stone, constantly trying to expand their mys-
tical power to the whole wide world. Others tell a more human tale. They claim
that the true reason behind Zhou Shu Ying’s closeness to the Stone, is that, long
ago, she was secretly involved with the First.
46
47
Cartel
L A ZARO FAMI LY
Blood Calls Blood
In the dark alleys and back roads of the variegated Mexican landscape, you’ll
sometimes find small shrines to Santa Muerte where the Lady of Shadows is clad
in black and portrayed holding a sword in one hand and baby in the other arm.
You just need to write a name and price at the bottom of a small bowl of al-
feñiques and leave it at one such shrine. The Lazaro Cartel will take care of the
rest, then come to find you to collect the bounty.
Now if there’s one thing that makes the Lazaros stand out, it’s their style. The
Hijos de la Muerte, do not hide in the shadows, quite the contrary, they walk the
streets in their elegant and colorful clothes, proudly wearing a white brooch of a
grinning skull. A symbol of their role in society.
These killers are known for being vicious fighters who hold fear and
respect only for Death itself, and for their indomitable Boss: Carmen Lazaro, la
Viuda Flaca.
In the cut-throat world of South American cartels and mafias, Carmen climbed
the ranks like a firework, clearing her path with an explosion of power that
nobody had seen coming.
Her ascent began one tragic summer night, when she and her husband,
Miguel, were called to parlay with a group of their competitors, in what appeared
to be an attempt at reconciliation by a rival family. Unfortunately, the celebration
turned out to be a trap, and in the ensuing bloodbath Miguel lost his life, together
with many of his closest associates.
They say that then-pregnant Carmen was the only survivor of that massacre.
She took full advantage of the chaos that followed, carrying out several target-
ed attacks on the people who conspired against her and her husband. Carmen
quickly gathered a dense network of killers, appealing to all those who had had
enough of living in fear, and promising to build a larger cartel, powerful enough
to protect their own against all evils.
Now, the Viuda Flaca is regarded with fear and respect, considered by some
as an emissary of Santa Muerte herself, and she has finally earned a Seat at
the Stone.
48
49
Yakuza
ITO FAMILY
Deep roots fear no wind
There’s an ancient wisteria tree that grows in the inner courtyard where Ito Nori,
Chairman of the Hosakigumi, greets his loyal kobun.
If you are ever allowed into one of the company branches, come springtime,
you may find the delicate color of its flowers echoed in the tattoos that peek
from the open shirts of many yakuza members.
Ito Nori himself often mentions wisteria in his speeches to the kobun: the
weaving branches of this beautiful tree are like the members of the clan, they
survive and thrive because they hold each-other accountable, and all stray
branches are either pruned swiftly or torn away in the first storm.
Expert gardener that he is, the Chairman has managed to weave the branches
of a once strictly Japanese Yakuza clan to goals previously beyond reach, to
the point that they earned a Seat at the Stone less than ten years after his rise
as Chairman.
The impeccable black suits of Ito’s loyal Yakuza members and their unusual
preference for traditional bladed or blunt weapons have become a bit of a legend
on the international killer scene. Lethal warriors who inhabit the nightmares of
their opponents.
Despite this, their strict code of honor and fierce loyalty to national traditions
have slowed down the expansion of the Hosakigumi.
And with this stagnation, storm winds are brewing in the Yakuza, as Ito Masaki,
the Chairman’s heir, has started an out-and-out revolution in the ranks.
Both he and his men openly carry guns, refuse to wear the sharp professional
suits, and even take out contracts that go against the Chairman’s directives.
Allegedly, when Ito Nori summoned his son to the headquarters to answer for
such actions, Masaki didn’t even turn up. In his stead, a letter and a small lac-
quered box arrived on Ito Nori’s desk.
The box contained the first digit of a pinkie, and the letter bluntly stated that
Masaki intends to do whatever it takes to accumulate power for the Hosakigumi.
50
51
Mob
DOL AN FAMILY
Judgment comes for all
Cillian Dolan was a monument to an era. He rose to power when the Irish Mob was
at the very top of the food chain, and for almost thirty years, Cillian set the prices
and called the shots for the Stone on the North-American scene.
His wake was one for the ages.
There were open bars and free tables spilling out of the Old Cask, filling half
the city with the sound of fiddles and the smell of beer. The Dolan clan was all
gathered in the back room of the family pub, drinking whiskey and swapping sto-
ries to celebrate Cillian’s life.
At one point Sean Clarke, advisor to both the late and the new mob boss, Brandon
Dolan, must have said something very wrong.
Details about the night are hazy, it could have been a joke in poor taste, or an
attempt to stake a claim for the title of boss. What’s certain is that Brandon took
offense to that, a brawl ensued, and shots were fired.
By the next morning, Mickey Dolan, Cillian’s grandson, was the boss, and Sean
Clarke was in the wind, disowned by the Family and the Stone for killing Brandon
during an official truce. Dolan’s Mob has become even more violent after that day.
Their crusade to maintain the status quo and keep a firm hold on the sector
has brought them into open conflict with many neighboring families, but the
handsome Michael “Mickey” Dolan never lets up, and he never backs off.
His people patrol the streets, easily recognizable with their old-fashioned
ulsters and flat caps. They take on the dirtier contracts out there, and carry
them out with remarkably violent methods.
Despite his Seat at the Stone, Mickey himself often takes part in hunts and he
carries out solo contracts. He maintains that all respectable mobsters should
keep their hands dirty, lest their subordinates start to think them an easy mark.
Obviously, the bounty on information about Sean Clarke is renewed regularly.
Strictly information, mind you. Nobody should dare lay a finger on the traitor, if
they wish to avoid angering young Mickey.
A man needs to take care of his family business first hand.
52
53
Belmont
The world of killers is harsh, cruel, and wild, but there are scattered oases of
peace. Hotels with imposing facades that light up in the night, like gothic cathe-
drals dedicated to luxury and manners. Welcome to the Belmont.
The Belmont first opened its doors in 19th century France and, at the time of its
founding, it was a gentlemen’s club. Back then, it was an exclusive spot where
killers could go to pass the time and plan their work, hidden from the public eye.
Over the ensuing years, farsighted Patrician Isobel Belmont managed to earn
the full support of the Stone, and began a rapid expansion, that transformed the
Belmont into an ever-present chain of hotels and historical shops that act as
neutral zones for killers all over the world.
54
The Many Faces of the Belmont
The Belmont is a universal presence in the World
of Killers.
The most famous Belmonts are luxury hotels, his-
torical buildings that stand out in the landscape of the 5-Star
most important cities on the planet with their timeless Killers
style. But that’s just the tip of the corporate iceberg. The elegant halls
of the Belmont, its
If you pay attention, you can spot the familiar name refined interiors,
in a thousand signs and brands all over the world. and impeccable
Belmont has rental cars, private planes, and fine din- standards have an
ing restaurants to ensure that Killers can travel to exquisitely symbolic
anywhere in the world surrounded by comfort. value: even the brutal
There are Belmont tailors, mostly specializing world you live in has its
in Kevlar-lined couture, Belmont convenience rules, and these rules
stores, for your 24/7 gear needs, and Belmont are what sets you
jewelers, with veritable gems of modern weap- apart from
onry. common criminals.
And how can we forget about the Belmont
ice-cream trucks, ready to freeze the trail of When you walk through
bodies you leave behind. the threshold of a
Belmont, you stop being
Wherever you are, whatever you need, the a ruthless murderer,
Belmont is here to serve. and become an elegant
guest, ready to enjoy the
Neutral Ground best services out there.
The Belmont is an impartial institution that Relish in the occasion
answers only to the Stone. Belmont guests are to sit down and share
all equals, and all equally subject to the same a drink with an enemy,
rules. There are no exceptions. perhaps even with
the Villain, while being
You can discuss business at the Belmont, certain that you will
but you cannot actively work, and you cannot both leave the room still
eliminate anybody. Transgressors immediate- walking on your feet.
ly become renegades.
♦ Hospitality: The Belmont is a safe place, and their security is the most pre-
cious good in the world of killers. Even you need to sleep with both eyes
closed, now and then.
You and your group can spend 1 Gold to rent a room at the Belmont. It’s up
to you to decide whether to bunk together or splurge on additional rooms.
The Director determines when you have overstayed your welcome and need
to spend 1 extra Gold.
♦ Tactical Tailor: The perfect outfit can make the difference between life and
death around here, and Belmont specialists are always ready to provide you
with an excellent tailoring service.
Gala worthy clothing and bulletproof tuxedos, at the Belmont, you can get
anything you need to look your best
♦ Tastings: If you need special guns, the Belmont will be glad to organize for
you a tasting with the finest pieces of gear. No need to stoop to the nit-
ty-gritty of caliber and models. Describe your needs as if you were choosing
a fine wine, and try the proposals of a specialized sommelier first hand.
In the best Belmonts, you can always find killer gear and custom-made guns
for all palates.
♦ Laundry: You did some dirty work and now you need to get rid of half a doz-
en bodies pronto? The Belmont laundry service is on call 24 hours a day, 7
days a week. Just make a phone call and a team of cleaners will arrive at
your location to take care of everything.
♦ Other Services: Often enough, the best way to get close to a target is to
get an invitation, perhaps to their favorite establishment. Exclusive access,
documents, and information. The network of Belmont services is nearly
endless.
If you need something, anything, the concierge of your local Belmont will be
happy to help find a solution for you.
56
The New York Belmont
Out of all the Belmonts in the United States, the New York Belmont is by far the
best known. Situated in a historic building that perfectly marries style and luxury,
it proudly stands on the corner between two central but private streets.
The New York Belmont owes its popularity to the enlightened leadership of
Ian Wilson, a once young, old-fashioned entrepreneur who, thanks to his flaw-
less behavior and keen sixth sense, earned the good graces of the Stone and
reached a level of influence on par with a patrician.
Imagine if all petty street-level criminals, tramps, outcasts, and other so-called
invisible people came together in an unsuspected web of intelligence. A secret
society with eyes and ears everywhere, living in places where normal people try
not to look. Hidden in plain sight, in the darkest and seediest parts of society,
in the nooks and crannies where even the long claws of the Stone fail to reach.
58
On the Fringes of Society
To find the Rats, you just need to look toward the border of the frame. They are
the clump of rags on the corner of the alley, the beggar sitting on the curb with
their stray dog, or the weird guy pushing around an old trolley full of stuff.
On the surface, they appear like desperate, poor folk who can only dream of
the pomp and luxury that surround Stone killers. People who must settle for a
harsh, miserable life. And therein lies their true strength.
The marginalized status of Rats allows them to survive on the border between
two worlds without ever stepping on toes.
On one side, they are a recognized institution in the world of killers, and even
the Stone somewhat supports their existence.
On the other, nobody dreams of telling them what they should or shouldn’t do,
which gives them a rare luxury in the opportunity to break every single law with
little to no consequences.
Some say she was once second in line in an important criminal family, others
that she was a Broadway actress now fallen on hard times, and some even rant
and rave of blood ties to the First, or at least with someone in the top brass at
the Stone.
We’ll never know the truth.
What we know for certain is that the Rat Queen rules over her subjects with an
iron fist and vintage manners, that she can be hard-headed and snarky with any-
one who opposes her power, especially with those who toss around the Stone’s
name trying to impress her.
60
Rats Services
When the answer to your needs must remain under the radar, when you feel like
you can’t trust even the Belmont, or when you were disowned by the Stone, your
only hope is to turn to the Rats.
♦ Killer Gear: The dear, old contraband never disappoints. You don’t want to
know how the Rats got their paws on these things, and they won’t tell you.
Your respective interests meet perfectly and are mutually beneficial.
Needless to say, the Stone would not approve of such transactions, but if
you’re doing business with the Rats, it’s fair to say that the happiness of the
Stone isn’t your top priority.
♦ Information: The Rats see everything and hear everything, and if you pay the
right price, they will tell you everything. If you have an urgent need of confi-
dential and reliable information, the Rats are the best sources you can find.
You’d be surprised by how far their web of intelligence can actually reach.
Business as Unusual
It’s morning, you wake up in a sumptuous room at a Belmont, or in the penthouse
of a skyscraper in the city center. You eat a good breakfast, train, shower, and
get ready to face the day at your best.
When you leave home, you keep your eyes and ears open, making sure nobody
is following you. When you enter a building, you immediately check the exits,
and never stay longer than needed. You talk little, listen closely, and never lower
your guard.
Your days go on in a perfect routine, until you finally receive a message, or find
notice of a bounty that seems worth your time. All it takes is a name and the right
price, and you’re back on the hunt.
Usually, your work begins and ends in the span of a night. You track down your
target, do your dirty job, and cash in. The worst that can happen to you is to end
up face to face with a dozen other killers trying to snatch the same target.
62
Associate or Freelancer
If we exclude a career at the Belmont or a life as a Rat, killers basically have two
options: they can either choose to affiliate with a Family, or to work as freelancers.
As a Family associate, you are expected to follow every order without asking
questions of your betters. You cannot choose your targets, and you cannot frat-
ernize with opposing organizations. In exchange, the Family will provide for you
and your basic needs.
As a freelancer, on the other hand, you’ll
have more control over your career.
You can snatch a contract here and
there and aim to get by, or bust your
ass working as many contracts as you
can, to accumulate wealth and pres-
tige. Nobody tells you what to do,
and nobody watches your back.
63
Renegades
When you break the laws of the Stone, you be-
come a renegade.
From then on, all other assassins will try to kill
you in order to cash in on the exorbitant bounty
placed on your head. Even Belmont employees
will refuse you service.
64
Blood Debt
In desperate situations, a killer can turn to a colleague and ask for their help,
offering in exchange nothing but their word of honor that, when the time comes,
they will return the favor.
To seal this solemn deal, the two choose a precious item and, each mark it
with a drop of their own blood.
A blood debt is a special Bond that ties you and the person who owes you a debt,
or to whom you owe one. It can be noted down with the other Experiences.
You can incur a blood debt:
♦ If you are Old you start the game with one Experience of your choice, and
can choose to owe a blood debt. It’s a big debt to owe, but if you do this, you
may remove a Lethal Bullet from your Death Roulette.
♦ To gain an advantage. When you fill in your Hero Sheet, you can choose to
incur a blood debt, in exchange, you will be granted one additional Feat of
your choice, or 2 Gold.
66
VI. Be Prepared
You never know what could happen, which means
you must be ready for anything. The only good gun is
a clean and loaded gun. The only good suit is ironed
and possibly bullet-proof. If you’re not prepared, you’re
practically already dead.
PERSONAL MATTERS
Someone tried to make you their patsy, manipulated you for their own gain, or
maybe they stole your mark after you had done all the legwork. Perhaps you were
just minding your own business and someone decided to have fun by going after
your car, your house, or worst of all, they went after your dog.
Anyway, things are personal now, and you have every intention of settling the
score first-hand.
“The funeral is a simple ceremony. It’s just you, and a couple of former colleagues,
here to offer their respects. Someone puts a hand on your shoulder, as if to say
that this is just how things go. But you know very well that this is not how it ends.
This time, you’re just getting started.”
68
I’M BACK
You used to matter, people used to know your name. Then you disappeared for a
couple of years, perhaps you retired, or were locked up for a while, and now that
you’re back, everything has changed.
Now you have to start again from the bottom, dealing with rookies who try to
tell you how to do your job and listening to people who were barely able to hold a
gun when you were already a famous killer.
It’s going to be a long and obnoxious process, and your past is probably coming
back to bite you in the ass, but you are back, and you’re here to stay.
“Your house doesn’t exist anymore. It’s a mall now. Your favorite restaurant has be-
come a college cafeteria, and your trusted tailor has gone out of business. But
when you enter the Belmont and the old man at the bar asks “the usual?” you real-
ize that you still have a place in this world.”
While history books don’t like to remember this, the deeds of such assassins
were instrumental in shaping the world as we know it today.
70
Killers Who Made History
Many organizations of killers were founded over the
course of history, each with its own objective and with
a set creed they needed to follow.
The idealist killers who belonged to these secret
societies played a part in the greatest moments
throughout history, leaving their incredible mark on Killers of
our past. yesteryear
If you own the Action
The Crusades: At the beginning of the first Flicks expansion,
millennium, killers fought to defend the Holy you can use the rules
Land from the assault of Christian knights. In an found there to bring
ironic twist of fate, back then the Stone was hid- your adventures
ing among the ranks of a Templar order. back in time.
SECTION III
New Rules
Killer
Titolo
Rules
Killer Rules
In the world of killers there are many rules to follow, some of them unwritten,
others etched in stone. But you're a Hero, and you know that every rule is made
to be broken.
♦ Blade and Belmont: Two new Plan Bs you can activate when playing your
Cinematic Campaign in World of Killers.
♦ Gold: A new currency made of solid gold that will allow you to buy everything
money can’t buy. Happiness excluded.
♦ Killer Gear: Unique guns and gear, tailor made for Heroes who want to do
their job with style.
♦ Trained Dogs: In a world where you can’t trust anybody, you can always rely
on your loyal four-legged companion on your adventures.
♦ Enemies: New Enemy Feats and Special Actions to put into play ruthless as-
sassins, katana-wielding samurai, and lethal agents of the Stone. Includes
10 On Demand Enemies ready to join the fray.
♦ Need to Kill: A new mechanic to transform your approach to the target into
a high-octane hunt.
Killer Sheets
At the end of this book, you will find gorgeous Sheets for Heroes, for the Director,
and for the Mission, to help you keep track of the new resources and mechanics
from World of Killers. Style and substance.
74
Plan B
In World of Killers, you can truly trust nobody. As such, you cannot rely on the
Plan B: Backup.
Luckily for you, so long as you're not a renegade, you can now rely on the Belmont
Plan B, which allows you to call on the services offered by this historical institu-
tion working under the Stone. To learn more about the Belmont, go to SECTION 2:
THE WORLD OF KILLERS.
Furthermore, on top of the usual Bullet Plan B, you can now rely on the Blade
Plan B, which allows you to gain similar benefits by using a sharp katana instead
of the traditional gun.
Bear in mind that Bullet and Blade occupy the same Plan B slot, which means
you can only use one of the two during your Campaign. Never both.
New Rules 75
Gold
Some people say that there is nothing money can’t buy, but it’s pretty obvious
that they don’t live in the ruthless world of killers.
In the underground society of professional killers, money only goes so far. To
buy the truly important things, you need to pay their weight in gold.
And Gold, as the name suggests, is a currency made of solid gold coins, heavy
and thick like doubloons of yesteryear. Custom-made weapons, bulletproof
suits, cars with roaring engines, everything that is worth showing off in the
world of killers can only be bought with Gold, and Gold can only be gained by
carrying out high-profile missions and contracts.
While Cash is a generic unit that measures your buying power in the normal
world, Gold is the universal currency reserved for people like you, members of
the exclusive and cruel world of Killers.
If the thought of falsifying Gold ever crosses your mind, I’m sorry to inform you
that the masters used to mint these coins are jealously guarded by the Stone
and almost impossible to steal or counterfeit.
If you want something, you need to earn it. This is true also, and especially, in
the world of killers.
76
Starting Gold
Gold is a group resource you should note on the Mission Sheet.
When your adventure begins, the group gains a number of Gold equal to the
number of Heroes in play.
These golden coins are more than a simple currency you can spend, they rep-
resent the work you have done up to this point. Any two-bit criminal can boast
about a couple of well-executed jobs in their career, but if you have Gold to spend,
it means you are a true professional killer, and you did something to earn that Gold.
Spending Gold
Gold is both extremely real and highly symbolic as a currency.
Whenever you spend Gold to pay for goods or services, you always spend 1 Gold
at a time, regardless of the value of the items you are exchanging it for. A tailored
suit? 1 Gold. A night at the Belmont, dinner included? 1 Gold. A pimped-out racing
bike? Still 1 Gold. This is how things work, and nobody questions it.
♦ Get access to Belmont services and stay in a hotel for as long as you wish
(or at least until the Director decides to inform you that your stay has lasted
too long, and that you should pay 1 extra Gold).
♦ Acquire Killer Gear which is extremely more efficient than anything you can
find on the open market.
♦ Gaining favors and services from people who belong to the world of Killers,
like your killer colleagues or Rats.
You can also spend 1 Gold on trivial things, like a round of drinks at the Belmont
bar, but that’s almost like giving away a convertible to a waiter instead of tipping.
I mean, nobody will complain if you do it, but nobody expects you to. The only
reason to spend Gold like that, is if you want to make a point about being able to
afford it. No small move.
Earning Gold
When you and your group carry out a mission on behalf of the Stone, of the
Belmont, or of one of the criminal families, you gain 1 Gold.
You can also receive Gold in exchange for eliminating targets who have a bounty
on their head. When you do this, you also receive a sum in Cash for your trouble,
usually between $1 and 3 each.
New Rules 77
Gold For Cash
It rarely makes sense for you to sell your Gold, but
You Only if you happen to be in a truly dire situation and in
Live Once desperate need of some Cash, the pawn shops
To earn Gold, you need are always open. 24 hours a day.
to spend Gold! On top of being a symbolic token for killers,
You can’t honestly Gold is actually composed of thick coins made of
think to make your solid gold, and any sane shop owner will eagerly
way through the world pay you $3 on the spot, no questions asked.
of killers without the
right kind of gear, Belmont And Rats
and you can’t hope Belmont concierges, as well as any informer who
to remain alive for works with the Rats, are always eager to give you
long without paying information or services in exchange for 1 Gold.
for Belmont services. To learn more about these factions, and
After you have earned especially about what they can do for you, go to
some Gold, it’s probably SECTION 2: THE WORLD OF KILLERS.
better if you spend it
without thinking too
much about it, or you’ll
get buried in a golden
coffin.
78
Killer Gear
A professional killer only wants the best of the best, and that can only be bought
with Gold. Killer Gear is a more powerful version of normal gear you can usually
find on the free market, or unique items custom-made for you.
You can buy items of Killer Gear in the best Belmont establishments by paying 1 Gold.
MELEE CLOSE MEDIUM LONG
Viper (Pistol) Accurate, Custom, Quiet 0 +1 0 -2
Bulletproof Suit Custom. Grants Help to make a good impression and to dodge bullets
CUSTOM
This piece of gear is custom-made for the buyer and cannot be efficiently used
by anyone else.
When you use a custom gun made for someone else, you always suffer -1.
TRADITIONAL
This weapon is crafted using ancient techniques, to be wielded by a true master.
If you can rely on a Feat that grants you Free Re-rolls when using this weapon
(e.g., Sword Fighter), you also gain +1 to all Action and Reaction Rolls made to use
this weapon during combat.
INCENDIARY
This gun is loaded with incendiary projectiles.
It ignores the Bulletproof Vest and Armored Enemy Feats.
New Rules 79
Trained Dogs
Considering the line or work and world you are in, it’s not surprising to think that
you don’t have many friends you can rely on.
Luckily for you, even in the ruthless world of killers there are some loyal four-
legged companions who can’t wait to drool all over you when you get back home,
and who will never betray you.
It’s no wonder many people say Trained Dogs are a killer’s best friend. Who else
can boast of having simultaneously the brutality needed to follow a killer on their
missions, and the pure heart to love them as if they were a great hero?
♦ Help: A Trained Dog can execute small commands, and will always try to
help you, but they also come with a unique feature that makes them abso-
lutely essential. For example, a “Hound Dog” can grant you Help when you’re
trying to follow a scent trail, while a “Guard Dog” can Help you prevent am-
bushes and attacks. When creating your Trained Dog, choose a feature and
mark it down on the Sheet.
♦ Flaw: A Trained Dog has a Flaw that can become an actual nuisance in var-
ious situations. For example, “Drools everywhere”, “Always sticks close to
their owner”, or “Eats everything in sight”.
♦ Grit: Like other Supporting Characters, Trained Dogs can rely on 3 Grit
points, and always lose only 1 Grit at a time.
80
Having a Trained Dog Act
A Trained Dog is practically an extension of the person they are bonded with, and
you need to pay attention to them to have them act efficiently.
When you can rely on a Trained Dog, you can spend your Action Turn having the
dog act instead of you. So, it’s up to you to choose, from turn to turn, whether you
want to use your Action Turn yourself or pass it to your Trained Dog.
♦ They had an Action Turn: If the Trained Dog exposed themselves to act,
they also need to react. This means that, on the Reaction Turn, you’ll need
to roll dice both for you and your Trained Dog.
♦ The Director asks them to: When, considering the circumstances, the
Director determines that the Trained Dog needs to react, they need to react.
New Rules 81
Grit of a Trained Dog
The Grit of a Trained Dog works exactly like the
Grit or a normal Supporting Character. If you need
a refresher on the topic, go to the Supporting
Characters chapter in Section 6: Mission Start of
the outgunned corebook.
82
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Ga New Rules 83
New Conditions
In this killer society anything goes, and your opponents will have no qualms using
anything and everything they can, to get rid of you once and for all.
Whether it’s tossing a handful of dust in your eyes, or pouring some drops of
poison in your favorite drink, killers can prove extremely creative when it comes
to getting their dirty job done.
Up next, you will find 3 new Conditions that could put some roadblocks in your
way as you go on your adventure in the world of killers.
DRUNK
All your rolls are now Gambles.
At the beginning of each Action Turn, flip a coin. Heads: you suffer -1 to the
next roll. Tails: you gain +1.
Your inhibitions have clearly left the room and you feel as if you could do anything...
At least until the next wave of nausea and vertigo brings you back down to earth.
You can get this Condition when you overindulge at a party or drink one too
many shots.
You can remove this Condition by getting a good night’s sleep. When you wake
up, you can remove the Drunk Condition and become Tired instead. Drink a lot of
fluids and try to deal with the hangover.
BLINDED
-1 to all rolls that involve eyesight.
You can’t keep your eyes open, or you can’t see clearly because it’s too dark, too
bright, or the air is filled with smoke.
You can get this Condition when you’re suddenly exposed to a bright flash of
light, when you're surrounded by smoke-bombs, or when something gets in
your eyes.
You can remove this Condition at the end of the Scene, when you manage to wash
out your eyes, or when you get rid of the cause of your blindness. In extreme cases,
the Director can determine that the only way to get rid of this Condition is to re-
ceive proper medical care during a Time-Out.
84
POISONED
At the beginning of each Turn, flip a coin.
Heads: You lose 1 Grit.
If you’ve Lost all Grit and should lose additional Grit Very
because of this Condition, you become Broken in- Poisonous
stead of taking a spin on the Death Roulette as usual. Poisons
You’re covered in cold sweat and can hardly breathe. There are countless
Everything hurts. different poisons,
You can get this Condition when you inhale, ingest, and some of them
or touch a poisonous substance, or when you are can prove especially
wounded by a poisoned weapon. obnoxious,
You can remove this Condition by finding the or even lethal.
right antidote. During a Time-Out, either you
or another Hero can use one of your actions to As a Director, you are
create the right antidote with a Critical Action free to put into play
Roll in Focus+Heal, so long as you have the tools extremely poisonous
needed to do this. poisons, substances
In extreme cases, the Director can determine that inflict an additional
that the antidote or tools needed to create this Condition on top of
antidote are especially rare, and they can only the normal Poisoned
be acquired by spending 1 Gold. Condition, like Tired,
Blinded, or Confused.
New Rules 85
Enemies
You're a killer, they are killers, and sooner or later you’ll end up killing each-other.
That’s just how things go in the world of killers. Always remember, that these are
not your usual suburban Enemies, these people mean business. Katanas, poi-
sons, the whole nine yards.
Enemy Feats
Here you’ll find a list of Enemy Feats worthy of a true killer, organized by their cost.
TROUBLEMAKERS
The Enemies indiscriminately harm civilians, play dirty, insult, and break anything
in sight. It’s hard to keep your cool with these folks.
Heroes who fail to score at least a Basic Success during their Reaction Turn be-
come Angry. If they are already Angry, they lose 1 Grit.
86
2-Point Enemy Feats
INCENDIARY BULLETS
The Enemies use rifles loaded with incendiary bullets
that flare up on impact.
Heroes get no bonus from their bulletproof vests, bul-
letproof suits, or from Partial Cover.
Additionally, all Reaction Rolls against the Enemy are
considered Gambles.
SAMURAI
The Enemies are armed with sharp katanas and Stone
are well trained in using them. Resources
All Heroes who cannot rely on the Sword Fighter Enemies sent
Feat suffer -1 to their Action and Reaction Rolls directly by the Stone
against the Enemy while in Melee or Close Range. or the Belmont
– like Pretorians, for
example – can always
3-Point Enemy Feats rely on 1 additional
Feat Point.
POISONED WEAPONS
The Enemies use weapons soaked in lethal Does this mean that Bad
poison. Guys from the Stone can
Heroes who fail to score at least a Basic Success be Armored and carry
during their Reaction Turn become Poisoned. Incendiary Bullets?
If they are already Poisoned, they lose 1 addi- I don’t know,
tional Grit. it’s just an idea!
If a Trained Dog is hurt by such a weapon, they
lose 2 Grit at once, instead of 1.
GRAPPLERS
The Enemies know how to take hold of you and
pin you down. They just refuse to let go.
When a Hero currently in Melee with the
Enemy tries to move, they must first pass a
Critical Action Roll in Brawn+Dexterity. If they
fail, they suffer -1 to their next Reaction Roll.
New Rules 87
Enemy Special Actions
Here you’ll find a list of Enemy Special Actions organized by their Adrenaline cost.
POISONED STRIKE
After a Hero enters Melee, the Enemy draws a poisoned weapon and tries to
attack them by surprise.
If the Hero fails a Critical Reaction Roll in Brawn+Endure, they become Poisoned
and Confused.
88
3-Adrenaline Special Actions
COMBAT DRUGS
The Enemy consumes a substance that sends them into an unstoppable frenzy.
The Enemy recovers 2 Grit, immediately gains 1 Adrenaline, and becomes im-
mune to all attempts at persuasion or intimidation made by the Heroes.
Additionally, they gain the Walking Hazard and Relentless Feats.
New Rules 89
On-Demand Enemies
Up next, you will find 10 killer Enemies created combining rules from the
outgunned corebook with the new rules from this book.
90
PYROMANIACS BAD GUYS - TEMPLATE 4
New Rules 91
Need for Kill
need for Kill
In the life of a killer, nothing is more important than the endless seconds that
lead to the elimination of a target.
These are moments of truth, when your experience and determination are the
only weapons in the arsenal that can help you carry out a clean job worthy of
a professional.
When the Heroes finally lay eyes on their target and decide to join forces to deal
with them, then the hunt can truly begin.
A hunt is a high-tension scene during which the Heroes try to surreptitiously
approach their target in order to eliminate them without arousing any suspicion,
or where they have to advance with guns drawn, leaving a trail of death and de-
struction in their wake.
92
Need
The Need represents the target of your hunt.
As the Need boxes get filled along the way, the target grows closer and more
exposed, until the Heroes finally have them in the palm of their hand.
Much like what happens during a chase, when a hunt begins, the Director is
tasked with setting a Need score, a value between 6 and 18.
A hunt with Need 6 is barely a challenge, it represents careless targets who are
unaware of danger. Hunts with Need scores between 8 and 12 are most common,
they represent targets that watch their backs, are well protected, and can rely
on some trump cards.
A hunt with Need 13 or greater is a challenge that only the best killers out there
can hope to face. It represents high-level targets, constantly protected by a
whole entourage of people who look out for their safety..
The Director considers how well protected the target is, and
decides that the Need for the hunt is 12. They take a piece of
paper and draw 12 boxes.
Kill
The Kill represents the Heroes’ position and how much of an advantage they
have over the target.
A high Kill means the Heroes are backing their target into a corner, and a low
Kill represents situations where the target is still mostly safe.
When the hunt begins, the Players take a numeric six-sided die and place it in
the middle of the table to represent their starting Kill, which is usually 1.
At the end of each Turn, the Heroes fill in a number of Need boxes equal to
their current Kill. The higher their Kill score, the easier it will be for Heroes to
accomplish their hunt before the target can escape.
New Rules 93
How hunts unfold
Just like during chases, hunts are also divided into Action and Reaction Turns.
Action Turn
During an Action Turn, the Heroes are free to take any action they think will help
them increase their Kill.
Remember that the Kill does not directly represent how physically close to the
target you are, but how much of an advantage you have over them.
Eluding or taking out their guards, getting closer to the target while hiding in
plain sight, overcoming obstacles and defenses, creating a distraction, placing a
bug, or blocking an escape route are all perfectly good examples of actions that
can increase your Kill.
If a Hero scores a Critical Success, the Kill grows by 1; with an Extreme Success,
it grows by 2; and with an Impossible Success, it grows by 3.
A Hero who scores a Jackpot! finds a way to eliminate the target outright with
a single, perfectly timed action, or a brilliant stratagem.
On the other hand, if a Hero does NOT score at least a Basic Success, their
actions turn against them, and the Kill decreases by 1.
During a hunt, Heroes are free to use their turn however they prefer, and they
are not required to take an action to try and increase their Kill. If they wish, they
can lay in wait and avoid rolling the dice, so they don’t run the risk of making the
situation any worse.
However, if none of the Heroes tries to increase the Kill, the group is clearly
underestimating the situation, and the Kill decreases by 2.
At the end of each Action Turn, the Director fills in a number of Need boxes equal
to the Heroes’ Kill. If there are Need boxes still empty, the Hunt moves on to the
Reaction Turn.
94
Reaction Turn
During a Reaction Turn, the Director describes the action of the opponents and
asks all Heroes involved to make a Reaction Roll .
For every Hero who fails their roll, the Kill score decreases by 1.
Usually, Reaction Rolls made during a hunt have Critical Difficulty, but the
Director can also choose to make them harder or easier depending on the sit-
uation.
If you have any doubt about what roll to ask the Heroes to make, here is a handy
list of examples. Feel free to come up with your own Reaction Rolls, choose from
this list, or even roll at the beginning of the turn to randomize the Reaction.
New Rules 95
Starting Kill
As a general rule, when a hunt begins, the starting Kill is always 1.
The Director can choose to set the starting Kill higher, at 2 or 3, when the
Heroes start off in an especially advantageous position
For example, if you find a way to catch the target by surprise, if you can rely on
specific gear, if you have access to information that can truly make a difference,
or if you have devised a truly flawless plan, or bribed the target’s personnel, then
you deserve a higher starting Kill.
Dangerous Reactions
Usually, all Reaction Rolls made during a hunt are Dangerous, and the tension
in the moment is enough to consume some of the Heroes’ Grit.
When the Heroes take a stealthy approach and carry out the hunt flawlessly,
the Director can also determine that their Reaction Rolls are NOT Dangerous.
This approach is especially recommended when you want to set the scene for a
stealthy hunt, immediately followed by a good old combat scene.
96
Winning a Hunt
Once the Director has filled in all Need boxes, the Heroes have won the hunt and
the target has been eliminated or captured. Have fun describing how you man-
age to carry out your ambitious mission.
If, at the beginning of an Action Turn, the Kill score is greater than the number
of empty Need boxes, the Director can choose to end the hunt in the Heroes
favor without asking for rolls.
Losing a Hunt
Heroes can lose a hunt in 4 ways:
♦ Lost all Grit: If all Heroes lose all Grit, they stop being the hunters and
become prey themselves. The target or their goons manage to find them,
back them into a corner, and try to capture them.
♦ Everything Falls Apart: If the Kill score remains 0 for 3 consecutive turns, it
means things are really taking a turn for the worse. The target escapes, and
the Heroes are left to deal with their henchmen.
♦ We Lost Them!: As an optional rule, the Director can determine that the
target is heading toward an extraction point. If they reach it before the
Heroes manage to eliminate them, the hunt has failed.
♦ Tactical Retreat: At any moment, the Heroes can choose to retreat from
the hunt. A professional killer recognizes when it’s time to retreat in order
to stay alive. Live to fight another day.
Extraction Point
Optional rule
Some targets have planned escape routes in the event of danger. An armored
vehicle waiting for them, a chopper on stand-by on the roof, a panic room where
they can hide.
During a hunt, the Director can state that the target is heading toward an
extraction point, and that they will reach it in 2, 3, or 4 turns. From that moment,
the Heroes only have that number of turns to fill in all Need. Otherwise, it’s
too late.
New Rules 97
Game Example - Hunt
Director: Waterfalls that rain down from the walls with stro-
boscopic lights flashing everywhere, dancers hanging from
the ceiling, and pillars of fire that erupt on each side of the
central stage: this is the most absurd nightclub you’ve ever
visited. Hidden in the crowd, you spot a handful of armed
goons, with old Nikolai right behind them: that’s the target.
Let the hunt begin.
The Director determines the Need for this hunt is 10.
Without showing it to the Heroes, they take a piece of paper
and draw 10 boxes. The Heroes’ starting Kill is 1.
98
Director: Let’s move on to a Reaction Turn. Mark, while you
try to make your way through the crowd, a guy gets pushed
and runs the risk of spilling his strawberry drink all over you.
Roll Nerves+Awareness to move away before it’s too late.
Gabriella, you and Doc are approached by an extremely
serious bouncer “The gallery is for VIPs only”. Roll Smooth
plus a skill of your choice between Leadership, Flirt, and
Speech in order to persuade him to let you stay.
New Rules 99
Special Actions during a Hunt
Much as in chases and combat, the Director can decide to use Special Actions
in order to spice up a hunt, making it more challenging, interesting, and mem-
orable. Special Actions are fully optional, and they should be used to tweak the
challenge level, avoid sameness, and adjust the duration of a hunt.
If the Director chooses to use Special Actions, they must turn up to 3 Need boxes
into as many Hot Boxes.
Whenever the Director fills in a Hot Box on the Need track, they gain
1 Adrenaline, which they can spend to take Special Actions at any time, either in
the Action or Reaction Turn.
SEA OF PEOPLE
You end up surrounded by a rowdy crowd and you have a hard time getting closer.
Each Hero rolls a numeric die, the Hero with the lowest result gets disoriented,
starts wandering through the crowd, and skips their next Action Turn.
SUPPRESSION FIRE
Your target’s security personnel empty their mags on you.
During the next Action Turn, all rolls are considered Gambles.
UNWANTED ATTENTION
Someone recognizes you amid the crowd, or mistakes you for an old friend, and
starts trying to make small talk.
Heroes who fail a Critical Reaction Roll in Smooth+Cool are overwhelmed by
chatter, become Confused, and suffer -1 to their next roll.
SUPPRESSION FIRE
Your target’s security personnel empty their mags on you.
During the next Action Turn, all rolls are considered Gambles.
100
2-Adrenaline Special Actions
A TOAST!
You’re forced into several toasts in order to avoid arousing suspicion.
All Heroes who fail a Critical Reaction Roll in Brawn+Endure become Drunk.
A Hero can pretend to drink by making a Critical Reaction Roll in Smooth+Dexterity,
but they run the risk of drawing attention and irreparably compromising the hunt
if they fail.
HIGH TENSION
Someone extremely important or dangerous suddenly joins the scene, or the
stakes are raised abruptly.
When the Kill is equal or greater than 5, all Action Rolls are considered Dangerous.
TAPPING
The target’s security tries to tap into your communication channels, or to inter-
fere with your technological devices.
If a Hero fails a Critical Reaction Roll in Crime+Fix, the enemies take control over
the Heroes’ radios and technological devices.
Only one Hero can attempt this roll.
THIRD WHEEL
Someone approaches the target and chats them up, or stands between you and
the target, forcing you to pause the hunt.
The Kill cannot increase for this round, only decrease.
EXTRACTION
The target escapes toward an impenetrable room or an armored ride that will take
them to safety. The Director puts into play an Extraction Point. The Heroes only
have 2 Action Turns to eliminate the target, or their hunt will become a failure.
A getaway is a dangerous variation of a hunt that follows the exact same rules.
It’s a long sequence shot with no holds barred, during which the Heroes need to
give it their best to avoid meeting their bitter end.
102
When to Play a Getaway
Here are 3 perfect occasions to set off a getaway:
CINEMATIC CAMPAIGN
Family Business
Family
Titolo
Business
Family Business
Family Business is a Cinematic Campaign in 5 Shots set in the World of Killers.
Each Shot comes with everything you need to start playing with no further
preparation, and is also accompanied by some important Pro Tips to help you
manage each Scene in the best way possible and become acquainted with the
new mechanics from World of Killers.
Spoiler Alert: This section of the rulebook is strictly reserved for Directors only.
If you’re a Hero, stop reading immediately, or you’ll spoil the fun for yourself!
Campaign Summary
Ian Wilson, the manager of the New York Belmont and an old acquaintance of
the Heroes, allowed two renegade killers to slip by him. The Stone Judge Ito
Masaki gave him only one day to rectify this mistake, and the Heroes are the only
ones who can help with the situation.
The Heroes hunt down the fugitives, but Ito Masaki still chooses to punish
Wilson and renegade the Heroes, thus revealing his evil plan to destabilize the
World of Killers.
Ito Masaki is trying to turn the other Stone Families against the Yakuza, so they
can cause the fall of his father, Ito Nori, the current chairman.
With a war looming on the horizon, the Heroes must put their trust in old
friends and new allies if they wish to stop Ito Masaki and take their vengeance.
In upcoming pages you’ll find important information about the Villain, Ito Masaki,
and about the Recurring Characters in this story.
In this Cinematic Campaign, you will also meet other Supporting Characters,
but we will introduce them on the spot.
108
The Shots
Family Business is divided into 5 Shots.
Each Shot is designed to be played during a single Session, but they can also
be divided into two shorter Sessions.
In Love and War: In an attempt to save the life of their old friend, Ian
Wilson, the Heroes must locate and eliminate Leon and Grace, two rene-
gade killers who tried to escape from the Stone.
A cutthroat hunt on a cruise ship that just hoisted anchor will force them to
make a difficult decision.
Judge and Jury: After returning to the New York Belmont, the Heroes
Entriamo in Azione
learn that Wilson was taken away by order of Judge Ito Masaki.
To clear their friend’s name, the Heroes must fight their way past Yakuza en-
forcers and reach the Tribunal before it’s too late. Unfortunately, a grim reve-
lation awaits.
From Riches to Rats: Renegades in the eyes of the Stone and determined
to get revenge on Ito Masaki, the Heroes are forced to seek refuge in the
sewers with the Rats.
When it seems like there’s no way out, the Rat Queen turns out to be their ally in
the fight against Ito Masaki, pointing the Heroes toward a mysterious contact in
grave danger.
Italian Wedding: Lucia Costantino, the daughter of the Camorra Boss, of-
fers her help to the Heroes in exchange for a small favor. The Heroes must
head to Sicily, where they will take part in Francesco Costantino’s wedding and
stop a hitman sent by Ito Masaki from spoiling the party. Their failure could set
off a war between the Camorra and Yakuza.
Hail of Fire: With Ito Masaki’s plan in the open, the Heroes must fly to
Tokyo to save the life of the Yakuza Chairman, Ito Nori, before it’s too late.
Before the final showdown, between them and Ito Masaki, the Heroes will also
have to face an army of Pretorians of the Stone armed with incendiary ammo.
This will be the greatest challenge of their lives.
110
THE Dog Trainer The Samurai
Gabriella Mason Mark Ishikawa
Professional Honorable Demon
Ito Masaki is the son of Yakuza chairman Ito Nori, and he has always showed im-
pulsive and rebellious tendencies.
His father obtained a Seat at the Stone thanks to his severe and poised leader-
ship, and he always campaigned for the defense of peace in the World of Killers,
but Masaki never accepted the rules and obligations of his father. In the Villain’s
opinion, old Ito Nori is too conservative, and his weak attitude is thwarting the
ascent into power of the Ito Family. Instead, Masaki thinks they should invest
their endless resources in new plans to increase the influence of the Yakuza.
The entire Yakuza is now divided between those who support Masaki’s rebellion,
and those who still believe in the traditional and honorable ways of his father,
Nori. This inner conflict poses a terrible threat to a delicate balance.
In an attempt to avoid this collapse and keeping the arrogant Ito Masaki under
control, the Stone decided to grant him the title of Judge. A role far too pres-
tigious to be refused, but one that prevents him from directly antagonizing a
Family leader like his own father without becoming a renegade.
Drawing on his position as a Judge and on the support of an army of loyal samu-
rai and unstoppable Pretorians of the Stone, Ito Masaki is trying to start a war
in the World of Killers and setting any and every killer and Family against the
Yakuza, pushing his own enemies to kill his father for him.
With Ito Nori dead, nothing will stop him from gaining a Stone Seat and leading
the Yakuza into a new age of terror.
112
ito Masaki’s Strong Spots
Judge Ito Masaki can rely on 3 Strong Spots:
♦ Leverage on the Heroes: Ito Masaki is a Stone Judge, and he has the power
to make his enemies renegades, siccing the entire World of Killers onto
them.
If the Heroes wish to best him, eliminating Masaki will not be enough. They
will have to find a way to become immune to his judgment.
Ito Masaki
Ian Wilson
Belmont, making sure they have everything
they wish for, and dispensing good advice and
comforting words to anyone in need.
Lance Morgan
The real face of the New York Belmont is a
classy concierge who spends his days either at
the reception or bar in the hotel.
As the right-hand-man and old friend of the
Manager, Lance Morgan is a paragon of punc-
tuality, efficiency, and loyalty. A rare beacon
of light in the dark World of Killers.
114
Harper
Some killers prefer guns, others favor the sword,
and then there are those who use their eyes and
ears to catch precious pieces of information and
ensure they are always one step ahead of every-
one else. Harper falls into the third category.
Lucia Costantino
Lucia is the daughter of Camorra Boss
Raffaele Costantino, as well as the possible
heiress of one of the oldest and greatest
families in the World of Killers.
Among the many children and grandchil-
dren of the Boss, there’s no doubt that Lucia
is the smartest, and possibly the only one
who can see the bigger picture.
Shot Summary
When they reach the New York Belmont, the concierge, Lance Morgan, explains
to them that the hotel manager and their old friend Ian Wilson ended up in the
cross-hairs of the Yakuza chairman’s young rebel son, Ito Masaki, recently nom-
inated as a Stone Judge.
Wilson allowed Leon and Grace, two renegade killers, to escape, and this
oversight could earn him a death sentence.
The Heroes only have a few hours to find Leon and Grace and bring them to the
Stone’s justice, but first, they’ll have to comb through the Belmont to find clues
and information.
After a short investigation, they learn that the two renegades are headed for
the harbor, hoping to leave on board a cruise ship.
On the ship, the Heroes realize that they are not the only ones looking for Leon
and Grace. Ito Masaki’s enforcers are intend to kill the fugitives themselves, and
stop Wilson from earning the Stone’s pardon.
The Heroes have no other choice but taking on both the enforcers and the
two renegades, trusting their moral compass to lead them through this muddy
situation.
Preface
Leon and Grace are two professional killers who fell in love during a job that pit-
ted them against one-another. After betraying their respective employers, they
became renegades in the eyes of the Stone, and sought refuge at the Belmont to
buy time and come up with an escape plan.
Wilson, as the manager, should have reported them the moment they entered
the establishment, but he was moved by their story and chose to turn a blind eye.
By order of Judge Ito Masaki, a Legate went to the Belmont and granted Wilson
one day to find the fugitives and eliminate them both. Under protest from the
manager, Lance called the Heroes to the hotel asking for their help.
118
Prompts About Heroes
All the Heroes involved in this Shot are close friends of Wilson or are otherwise
connected or indebted to him. Before starting your game, ask each of the Heroes
to tell you an anecdote or detail that ties them to the Belmont manager, and col-
lectively come up with a reason why Lance turned to them for help.
If you decided to take on this Cinematic Campaign with our example Heroes,
here are some prompts:
♦ Jack: When work was over and other killers returned to their homes, Jack
always headed to the Belmont to have a drink with Wilson and take a load
off. To him, the hotel manager always was like a distant yet loving father, a
touchstone for how true professionals ought to behave.
♦ Mark: Mark had an older brother named Ken, who was betrayed and killed.
Despite the Yakuza’s best efforts, nobody was able to find his killer, until
the samurai was called to the Belmont. Wilson gave him a fatherly pat on
the shoulder, and a letter with the name of his brother’s killer. It was thanks
to Wilson that Mark could take his revenge, and this is a debt he can never
repay in full.
LANCE
Thank you for coming on such short notice.
LANCE
Mister Wilson didn’t want me to call you in,
but I know how much you care for him… and right now,
we need all the help we can get.
LANCE opens the door of the office, gesturing for the HEROES to
enter, and then he follows them in, locking the door behind them.
The manager’s office is tastefully decorated with baroque elements
and dark furniture, the large room is basked in the pale New York
sunlight that comes in through the tall windows.
2 WILSON is looking over the city with a melancholic expression.
When he notices the HEROES, he glances over at LANCE with the look
of a worried father. On his desk, there’s a strange hourglass that
HEROES can recognize [Basic Reaction Roll in Focus+Know] as the
signature of a Stone Legate. The situation is worse than expected.
WILSON
Lance… I apologize for Lance dragging you into this.
Please, do head back.
120
1
Welcome To The Belmont
The Heroes arrive at the Belmont because Lance Morgan sent for them, and
they have no idea of the reason for his call.
Do they know each-other? Have they worked together before? Do they trust
one-another? Take a couple minutes to ask these questions to the Players, so
they can start building their rapport.
2
My Dear Wilson
All Heroes have a deep attachment to Wilson. They may see him as a friend or
fatherly figure, he might have helped them in their time of need, or they may
owe him. This is the perfect occasion to ask each of them why they decided to
answer Lance’s call.
3
LOVE AND DUTY
Wilson says that the two killers got out right under his nose, and that the Stone
is looking to punish him for his negligence. The truth is much different, and the
Heroes can understand this either by reading between the lines, or by asking
the right questions. Wilson did not miss the two renegades, he willingly let
them slip. And because he helped these two rebel lovers, Ito Masaki is now
coming for his head.
4
The Shadow Of The Villain
Ito Masaki is the son of Ito Nori, the Yakuza chairman and holder of a Stone
Seat. He will be the Villain of this Cinematic Campaign. This is the first time
he is mentioned, and it’s a perfect occasion to give the Heroes some crucial
information about him.
What any associate of the Yakuza knows, is that Masaki is a young rebel who
resents his father’s authority. But this is the first time the Heroes hear about his
recent appointment as a Judge for the Stone. An unusual choice, in light of his
troubled past.
121
SCENE 2 - INT. BELMONT - DAY
When they step out of WILSON’s office, the HEROES must begin their
5 investigation to find the fugitives and bring them to justice
before the Stone.
If the HEROES choose to visit the room the renegades stayed in,
they find it was already thoroughly searched. All drawers are
open, and the sheets and towels were tossed to the ground. A quick
look around [Basic Action Roll] reveals no signs of a struggle.
6 The room was hastily abandoned by the renegades first, and then
ransacked by someone who was clearly looking for something.
An in-depth analysis [Criticall Action Roll] reveals the presence
of a suspiciously creaky floorboard. Underneath the wood of the
floor, they find several love letters and a leaflet for a cruise
ship set to depart that day.
Only when the HEROES spill the beans on the full story, will
HARPER reveal that she knows where the renegades ran to and point
them to the cruise ship.
122
5
Let’s Work Together
This is the start of the Mission! Willing or not, the Heroes must find a way to
work together if they wish to save Wilson.
As such, it’s best if the Heroes don’t go their separate ways just yet. Try to
force them to stick together for a while, so they can better develop their
relationships.
7
What Game Are You Playing?
Harper knows very well that knowledge is power. That’s why she is keener to
ask questions than to answer them.
If the Heroes fail their Reaction Rolls, they could let out the fact that Wilson
willingly allowed the fugitives to escape, or that the person behind all this is
actually Judge Ito Masaki.
Unfortunately for them, Harper will have no qualms contacting the Judge as
soon as they leave, to sell him every bit of information she knows, thus putting
the Heroes’ mission at risk.
123
SCENE 3 - EXT. HARBOR - DAY
At the city harbor there are hundreds of wealthy tourists crowd-
ing the boardwalks and trying to climb aboard a huge white cruise
ship. Officers in perfectly pressed uniforms check the tickets and
give their warmest welcome to all passengers.
It doesn’t take much to realize that the two renegade killers are
not in this crowd [Basic Action Roll] and have probably boarded
already, but if they pay more attention [Criticall Action Roll],
the HEROES can actually notice there are several people dressed
in black who are clearly looking for someone. These are Yakuza
ENFORCERS working for ITO MASAKI.
8
To proceed with their mission, the HEROES must get on board the
cruise ship. They can do this by stealing some tickets [One Basic
Action Roll per ticket] and dressing up like tourists, or by
forcefully barging through the crowd and causing a mass panic.
9 Alternatively, a careful HERO can also notice an open hold door
that ship personnel are using to load the passengers’ luggage.
The HEROES can then try to sneak in through here [Criticall
Action Roll] or to knock out the people at the door [One Basic
Action Roll per person].
Once on board the cruise ship, the HEROES can easily notice the
ENFORCERS, as they make little effort to blend in with the tour-
ists, pushing people around in their search for the fugitives.
One of the ENFORCERS even pushes an old man in a Hawaiian shirt
against the buffet table, and glares daggers at anyone who looks
in his direction.
10 If the HEROES catch the ENFORCERS’ attention or openly threaten
them, a scuffle is inevitable.
YAKUZA ENFORCERS
Goons - Template 4
ATTACK: CRITICAL DEFENSE: BASIC
124
8
Who Are These Guys?
Elegant black suits, white shirts, and colorful tattoos: the Yakuza enforcers are
unmistakable. But why are they looking for Leon and Grace?
If the Heroes notice their presence, they are bound to ask themselves such
questions. Whoever realizes Ito Masaki’s plan first gets a well-earned
1 Adrenaline.
9
All Aboard!
Getting on board the cruise ship can take as little as one Action Roll, it can
require several rolls, or none at all. This scene allows you to dilute or speed up
the narration of this Shot however you wish, depending on how much time you
have and on the play-style you favor.
If the HEROES took more than one hour to get here, it’s probably best if you
get through this scene quickly. On the other hand, if they breezed through
previous scenes, this is the perfect chance to slow down the rhythm and learn
something more about their characters before action begins.
10
Present From Harper
If the Heroes opened up a little too much with Harper during Scene 2, the killer
didn’t wait long to contact Ito Masaki in an attempt to earn his favor.
The Yakuza Enforcers are aware of the Heroes’ presence, and will do their best
to stay under the radar in this scene. One of them will even try to knock out
a Hero by sneaking up behind them when they get on the ship. To resist the
attack, the Hero must make a Critical Reaction Roll in Crime+Awareness.
125
SCENE 4 - INT. CRUISE SHIP - DAY
After getting past or through the ENFORCERS, the HEROES can
finally locate LEON and GRACE amid the crowd of tourists.
11 The two renegade killers are wearing elegant clothes in light
colors. They gingerly make their way through the ship hallways,
ultimately reaching a large central room with slot machines,
bars, and pool tables lining the border of an extremely luxurious
covered pool.
As the cruise ship raises the anchor for who knows where, the
hunt begins.
NEED
When the hunt is won, the HEROES manage to back the fugitives
into a corner and they have a chance to shoot to kill. If they
choose to do this, LEON dives in front of the bullet to protect
13 GRACE and, with his last breath, he tells her to run away. Grace
is heartbroken but, as a professional killer, more than ready to
dive through a glass wall to attempt her escape.
If the HEROES do not take the lethal shot, one of Ito Masaki’s
ENFORCERS does it instead. Now their only chance to save Wilson
is to eliminate GRACE.
If the HEROES lose the hunt, both LEON and GRACE dive through
the glass wall, landing on the deck below, ready to give their
pursuers a run for their money.
126
11
So Extravagant!
The ship hall that acts as a backdrop for this hunt holds more luxuries than
anyone could imagine. There’s a huge glass skylight that allows the sunlight
to reach a crystalline pool, surrounded by leather sofas, high-class bars, and
games for all ages.
A location like this can offer many ideas to the HEROES, so take your time to
immerse them in their surroundings. When is this ever going to happen again?
12
Your First Hunt
So, this is your first hunt. No worries, hunts are not so different from your usual
chases! If you have any doubt, remember that you can find the new rules in
chapter Need for Kill of SECTION 3: NUOVE REGOLE.
The best thing about this hunt is that the actions of the Heroes will decide
whether it is a stealthy operation worthy of professionals, or a storm of bullets
that destroys everything.
13
Part Of The Job
When it’s time to pull the trigger or plunge a blade into Leon’s heart, the choice
is far from easy! Let’s be honest, everyone loves lovebirds, and if even Wilson
stuck his neck out to save them, there must be a reason.
Unfortunately for the Heroes, this Campaign is set in the World of Killers.
Around here, things rarely go like we wish they would. If they are not quick to
pull the trigger, somebody else will snatch the chance.
Let this be a bitter lesson for the Heroes. In the World of Killers, you cannot
save everyone, and you must learn to make split-second decisions, or someone
else will make them for you.
127
SCENE 5 - EXT. SHIP BRIDGE - DAY
GRACE crashes through the glass wall and slams onto the deck of
the cruise ship. While she pulls herself up and grabs her gun,
the tourists start running away in all directions, and the HEROES
can Catch a Break.
14 The only way to reach GRACE in time is to follow her example and
jump out from the same window [Critical Action Roll]. Once the
HEROES arrive below, combat can begin, and only those who suc-
ceeded in the roll to jump can take part in the first Action Turn.
GRACE
Bad Guys - Template 2
ATTACK: CRITICAL DEFENSE: CRITICAL
Once GRACE is defeated, the HEROES hold her fate in their hands.
15 If they choose to eliminate her, she will prove surprisingly
understanding. She seems almost glad for the chance to sacrifice
her life to save WILSON, after what he did for them. She only
asks the HEROES to promise that they will find Ito Masaki and make
him pay for what he did.
128
14
Strength in Numbers
It’s more than likely that Leon hasn’t reached this Scene alive, but if he
somehow managed to survive, he will join forces with Grace becoming an even
more fearsome opponent.
Turn the Enemy into:
LEON & GRACE
Bad Guys - Template 3
15
Amazing Grace
Grace is a professional killer and an opponent the Heroes shouldn’t
underestimate, but if you want to make the battle even more thrilling, you can
give her these Feats and Special Actions.
Feats: Bulletproof Vest, Tactics (plus Automatic Weapons, but only if she is
fighting with Leon)
Special Actions: I Don’t Think So!, Smoke bomb, Weak Spot
And these are some ideas for Reaction Rolls in this combat:
♦ Grace shoots at you. Roll Brawn+Stunt
♦ Grace shoots at a valve that unleashes a plume of scalding steam.
Roll Brawn+Endure.
♦ Grace hides to get the jump on you. Roll Nerves+Awareness
16
A Pig’s Heart
How can the Heroes prove that they eliminated Grace while actually letting
her go? This is a tough nut to crack, and the Heroes will have to find their own
solution, if they really want to take this path.
Maybe Grace’s gun will be enough proof for Ito Masaki? Maybe he’ll want
something gorier, like an ear or her ring finger? Maybe a well staged photo will
be enough to prove to everybody that Grace is actually dead.
In any case, know that Grace still has a role to play, and if the Heroes spare her,
her help could be instrumental in upcoming Shots!
129
SHOT .2
TURNING POINT
Shot Summary
When they return to the New York Belmont, the time granted to Wilson is not
over yet, but the Heroes learn from Lance that the manager was already taken
away by Judge Ito Masaki’s enforcers. The only way to help Wilson is to go to the
Tribunal right away.
The drive to the Tribunal turns out to be more difficult than expected, as Ito Ma-
saki’s enforcers attack the Heroes in the middle of the street. What follows is a
long chase with no holds barred, which makes it even more clear that Ito Masaki
has no intention of allowing the Heroes to reach the proceedings in time to ex-
onerate their friend.
After fighting their way to the Tribunal, the Heroes must persuade the Legate
to let them into the court hall, where they finally meet Ito Masaki. Despite the
Heroes’ best efforts, the Villain does not intend to pardon Wilson, and instead
chooses to carry out the sentence himself by stabbing the manager with his
katana.
In a dramatic scene, the Heroes must face the consequences of their failure
and run the risk of becoming renegades in the eyes of the Stone, with the whole
Pretorian army at their heels.
If the Heroes act in a hostile manner toward Ito Masaki, the Pretorians will chase
them across the streets of the city, and they will have to find a way to survive,
running between cars and stray bullets.
The situation becomes desperate, and they only manage to get out of trouble
when a Rat steps in.
132
ito Masaki’s Pretorians
The Pretorian guards of the Villain are killer soldiers
trained to protect the most important Stone repre- The
sentatives. They wear black tactical uniforms and Turning
bulletproof armor and their faces are covered by bul- Point
letproof masks that look like the menacing grimaces This Shot is the
of ancient samurai helmets. Turning Point of the
Cinematic Campaign,
The Heroes, like any killer worthy of the name, and it contains one
are well aware that going up against Pretorians terrible and inevitable
while greatly outnumbered is nothing less than event that marks the
suicide. start of the Heroes’
In this Shot, the Pretorians are not an Enemy, true mission:
but an unstoppable force in front of which the Wilson’s death.
Heroes must run for their lives. If they want pay-
back on these faceless soldiers, they’ll have to Whether the Heroes
wait until the Showdown. managed to exonerate
their friend or not, Ito
Masaki decides to kill
the hotel manager with
his own hands in order
to pursue his plan to
undermine the status
quo. After this terrible
display of cruelty,
the Heroes’ objective
becomes eliminating
Ito Masaki and avenging
poor Wilson.
Pretorians
LANCE strides toward the HEROES and meets them in the middle of
the lobby. He is unusually agitated and scared, anxious to learn
whether the HEROES managed to kill LEON and GRACE.
LANCE
It’s too late.
They have already taken him.
2 LANCE keeps looking at his watch while hurriedly explaining to
the HEROES that WILSON was dragged away by ITO MASAKI’s enforcers
several hours before. The time at his disposal is not over yet,
but the Judge has decided to bring WILSON to the Tribunal signifi-
cantly earlier than needed with no explanation.
3
WILSON’s “trial” appears more and more suspicious, but if the
HEROES wish to intervene and appeal to ITO MASAKI’s clemency,
they must reach the imposing historical palace in the city center
before it’s too late.
LANCE is under close watch by the Stone and cannot interfere with
the trial, but he hopes that the HEROES will manage to save his
old friend WILSON. He urges the HEROES to be careful and hands
over the keys to his car, before giving each of them a solid
handshake goodbye.
134
1
Harper Again
Do you remember Harper? The Heroes could have met her here at the Belmont
at the beginning of the last Shot. If that’s the case, they probably already know
that she is a professional killer nobody should trust.
Once again, if the Heroes talk too much while in her presence, they will have to
face consequences. What kind? Turn the page to find out.
2
it’s not fair!
The sand is still trickling in the large hourglass on Wilson’s desk. It’s clear that
Judge Ito Masaki is going against the agreement and has already decided what
fate should befall the manager of the New York Belmont.
The Heroes must prepare for the worst if they want to save Wilson.
3
The Tribunal
Every killer in New York knows the Tribunal building. It’s a historical building
located at the top of a long stairway, and most killers only ever see it from afar.
One thing is immediately clear to all Heroes: it won’t be easy to get in.
135
SCENE 2 - INT. BELMONT GARAGE - NIGHT
Parked in the wide underground garage of the Belmont there are
several luxury cars.
Among them, the HEROES can easily spot Lance’s car, a long
black sedan with impeccably polished exterior and tinted windows
[Speed 1].
If anyone checks the trunk, they will find a shotgun with a couple
mags in there.
NEED
If the HEROES win the chase, they manage to outrun their pursuers
and reach the Tribunal safe and sound.
5 If the HEROES lose the chase, the ENFORCERS surround them and
force them into combat [Critical Cannon Fodder]. This snag causes
the HEROES to lose precious time, and the Heat rises by 1.
136
4
Turn Key
The Heroes can easily take Lance’s car and leave, but as soon as someone goes
to open the car door, they see the purple metallic nose of Harper’s fireball peek
out. So tempting!
Take your time revealing Harper’s car, describing it like the vision of a baroque
angel descending to help the Heroes on their mission. And if the Heroes have
clashed with Harper, it’s going to be even sweeter!
♦ The enforcers shoot at you. The driver reacts with Nerves+Drive, the others
roll Nerves+Stealth.
♦ The enforcers jump on your car and attack you. The driver reacts with
Nerves+Cool, the others roll Brawn+Fight.
♦ The enforcers slam into the side of your car. The driver reacts with
Brawn+Drive, the others roll Brawn+Endure.
137
SCENE 4 - EXT. STAIRWAY TO THE TRIBUNAL - NIGHT
When the chase is over, the HEROES reach the Tribunal, an antique
and well-restored building that proudly stands amid the forest
of skyscrapers. Time is running out, and their only choice is
getting in through the front door.
Apparently, the only thing standing in their way is an endless
6 stone stairway, but it’s pretty clear by now that ITO MASAKI
doesn’t want them to reach the Tribunal in time to save WILSON.
As they climb the first steps, the HEROES can breathe easy and Catch
a Break, but they are soon interrupted by a dozen ENFORCERS armed
with machine guns and automatic pistols. The fight is unavoidable.
ENFORCERS
Bad Guys - Template 2
ATTACK: CRITICAL DEFENSE: CRITICAL
After defeating the ENFORCERS, the HEROES can climb the final
8 steps to the Tribunal, where they are met by two extremely elegant
ushers. Despite everything that has happened, the ushers seem
indifferent to the HEROES, and open the doors to the Tribunal.
LEGATE
Judge Ito is already in session. I’m afraid it’s too late.
138
6
Stairs!
After the struggle they faced to reach the Tribunal, the Heroes now must get
over an even longer flight of stairs. This hard-fought ascent is a metaphor for
the Heroes’ rebellion against the Stone, and it offers several prompts for a
combat of attrition, different from usual fights. Take your time describing the
situation to the Heroes, and drag out this climb by extending the sequence with
new obstacles, twists, and turns.
7
Punching Up
Ito’s enforcers are formidable Enemies, but they can rely on Feats and Special
Actions that make them real thorns in the side.
And these are some ideas for Reaction Rolls in this combat:
8
Everything in Order
While it’s clear that Ito Masaki’s enforcers are doing their best to stop the
Heroes, nobody will ever admit to this. As far as ushers, legates, and other
killers are concerned, these are isolated conflicts and settlement of personal
scores. Not at all a conspiracy!
When combat is over, everything goes back to normal, as if nothing
happened at all.
139
SCENE 6 - INT. TRIBUNAL - NIGHT
The main hall of the Tribunal is lavishly decorated with golden
furniture and huge paintings of famous biblical scenes. Under the
stern gaze of ancient portraits, Judge ITO MASAKI is seated on
a purple velvet armchair, surrounded by his PRETORIANS. In front
9 of him, a handful of Legates and witnesses sent by the Stone, and
old WILSON, ready to face judgment.
When the HEROES make their entrance, the PRETORIANS ready their
weapons, but ITO MASAKI stops them. Against all expectations, the
Villain allows the HEROES to speak before the sentencing.
If the HEROES eliminated LEON and GRACE during the previous
10 Shot, ITO MASAKI appears impressed, and thanks them for the
service rendered to the Stone. He slowly approaches WILSON, takes
1 Gold from his breast pocket, and hands it over to the HEROES
as a reward.
If a HERO lies to ITO MASAKI, saying they eliminated the fugitives
when they didn’t, they must hold the Judge’s inquisitive gaze
[Extreme Reaction Roll in Nerves+Cool]. If they fail the roll,
ITO MASAKI will look them up and down and accept their version of
the facts with a sinister grin.
Either way, after listening to the HEROES, ITO MASAKI will inform
them that WILSON’s time has run out. Stepping closer to the
former manager of the New York Belmont, he states his sentence.
ITO MASAKI
Ian Wilson betrayed the Stone’s trust, and failed to
remedy his mistakes. As such, the Stone now
sentences him to pay with his life.
Any last words?
WILSON takes a deep breath and slowly turns toward the HEROES.
WILSON
My friends…
140
9
Stone Pretorians
The Stone Pretorians are fearsome fighters and, encased in their impenetrable
cutting-edge armor, they look like futuristic shoguns at the Villain’s orders.
Fighting them during this Scene is absolutely impossible. They are too many,
too well armed, and too strong. If the Heroes try to attack them, they would
inevitably set off a getaway (See next Scene).
10
Rebel Judge
Ito Masaki shows respect for no-one, not even for his own position as Judge,
he wields his power with no restraint. The Villain is a hateful, arrogant, and
impudent man, and you should take some time to highlight this fact, stoking
the Heroes’ eagerness to shut him up once and for all. If not for the crowd of
Pretorians protecting him.
This is the scene where the Heroes come face to face with their arch Enemy for
the first time, so take all the time you need to make it truly memorable. The next
time they meet him, it will be their Showdown!
11
Turning Point
Wilson’s death is the linchpin of this Turning Point, so it is almost impossible to
avoid. Any action the Heroes take to try to save Wilson or to stop Ito Masaki’s
blade requires an Impossible roll, and even if they succeed, it’s far from certain
that they manage to achieve anything more than delaying the inevitable.
The untimely death of their friend is the glue that will keep the Heroes together
in their mission to stop the evil Ito Masaki. An epic and needed sacrifice that
marks the start of a thrilling revenge story.
141
SCENE 7 - INT. TRIBUNAL - NIGHT
If the HEROES attempt to intervene and save WILSON, or if they
disrespect ITO MASAKI at any point, they immediately become
renegades. The Villain curses at them for rebelling against the
Stone, and orders the PRETORIANS to kill them on the spot.
If the HEROES tried to mislead ITO MASAKI in the previous Scene
12 and failed, the Judge shows them proof that GRACE is still alive
and makes them renegades for lying to him.
And if the HEROES kept a straight face through WILSON’s death
and showed reverence and respect for the Judge, ITO MASAKI has
no reason to renegade them on the spot, and allows them to leave
the way they came. This Shot ends with the HEROES making their
13 way out of the Tribunal, only to learn one hour later that they
were declared renegades for cooperating with WILSON.
When ITO MASAKI gives the order, the PRETORIANS come forward with
weapons drawn, destroying literally everything. With the numbers
stacked against them, the HEROES are forced to start a getaway.
NEED
This sets off a high-tension sequence that sees the HEROES trying
to get out of the Tribunal, make their way down the long stair-
way, and running away on the streets of New York, looking for a
14
safe place. All this, while the Pretorians keep following them,
destroying everything in their path with their machine guns.
If, during the getaway, a HERO tries to steal a car, the
PRETORIANS will focus fire on them [Critical Reaction Roll
in Nerves+Stealth] and destroy the ride.
142
12
Harper Again?
Ito Masaki doesn’t like people who get in his way, and he looks for any excuse to
declare the Heroes as renegades in front of everyone.
If your Heroes met Harper and were too open with her, Ito Masaki could even call
her as a surprise witness to incriminate them. Especially if they stole her car!
13
Renegades in Contempt
It’s unlikely that the Heroes will manage to keep their calm in front of Ito Masaki,
but if they play their cards well, they could manage to avoid the dangerous
chase with the Pretorians. If this happens, don’t be sad for having to skip
the getaway, enjoy thinking about how much longer you can spend telling
them about their walk away from the Tribunal, and about the odd looks they
start getting from other killers. After a few moments of tension, one of them
receives a message: they are renegades.
14
Running Away From The Pretorians
This is the first getaway of this Campaign, and it’s not an easy one. If you have
any doubt about how to manage this, go to chapter Need to Survive in
SECTION 3: NEW RULES. These are some ideas for Reaction Rolls:
♦ The Pretorians come out of nowhere and attack you. Roll Crime+Awareness.
♦ The Pretorians go full auto on you. Roll Brawn+Stunt.
♦ The Pretorians are coming from all directions. Roll Nerves+Endure.
If you want to make this sequence even more thrilling, you can use the
Suppression Fire and High Tension Special Actions from pages 100 and 101.
15
Old And New Friends
Do any of the Heroes know Moses, the amiable Rat that happens to be in the
right place to save their lives? Ask them. Maybe it’s an old acquaintance of
theirs, or maybe everyone is meeting him for the first time.
But for every new friend met, there could be an old friend bidding farewell. If the
Heroes lose the getaway, Lance will have to lag behind to gain some time, and
he will be eliminated off-screen. His destiny will be revealed in the next Shot, but
there is nothing left to do. In the World of killers, mistakes have a high price.
143
SHOT .3
Shot Summary
After escaping from the Tribunal and becoming renegades, the Heroes have the
entire World of Killers against them. Everyone they once considered a colleague
or even a friend is now trying to cash in on their bounty. They can no longer trust
anyone, they can only rely on themselves, and perhaps on this Rat named Moses.
Moses escorts them through the sewers and to an underground Court of Miracles
where the Heroes can find shelter while planning their comeback. In the sewers,
the Rat Queen summons them to meet her and informs them that Ito Masaki is
actually trying to destabilize the World of Killers by striking down pillars of the
community like Wilson. The Rats do not have the means or manpower to stand
against Ito Masaki, but the Queen does have a Contact who could help the Heroes.
After recovering, the Heroes follow Moses out of the sewers and into a luxury
nightclub where they find out that the contact is none other than Lucia
Costantino, the daughter of the Camorra Boss. Unfortunately for them, Ito
Masaki samurai are also looking for Lucia, and the clash is inevitable.
After saving the Boss’s daughter, the Heroes can make a crucial alliance that
takes them one step closer to succeeding in their mission, and they also learn
that Ito Masaki is repeatedly attacking the Camorra in an attempt to push Boss
Costantino to attack the Yakuza, starting a war between families.
Advancement
This is the first shot after a Turning Point, which means the Heat rises by 1 and all
Heroes have earned the right to an Advancement.
Do you need a suggestion about the new Feats for your Heroes?
146
NAME MOSES JO
NES
HELP RAT
FLAW ALWAYS PU
TS HIMSELF
FIRST
BR AWN
NERVES
SMOOTH
FOCUS
CRIME
M o s e s
Moses The Rat
Moses is an old acquaintance of Lance whom the concierge tasked with keeping
an eye on the Heroes and helping them if they needed it.
Like all Rats, Moses is an expert at navigating the parts of the city where even
killers usually avoid going, but unlike many of his colleagues, he does have a kind
heart and can even prove loyal to people he considers friends.
With his constant smile and carefree appearance, Moses is the ideal character
to accompany the Heroes through the sewers and cheer them up as needed.
Moses As A Hero
If one of the Heroes was Left for Dead during the previous Shot, their Player can
get back into the action by filling in Moses’ Hero Sheet.
MOSES
I know this isn’t exactly the Belmont,
but at least we aren’t getting shot at.
While crossing one of the wider tunnels, the HEROES must pay
attention to where they place their feet [Basic Reaction Roll in
Crime+Detect]. HEROEs who fail step right into a slimy puddle,
soiling their clothes and feel Like a Fool.
Only after the HEROES manage to pass this small obstacle, does
MOSES speak up.
MOSES
Watch out there!
This way, we’re almost there.
After the corner, the tunnel opens up on a small junction and the
HEROES find themselves in front of a thick iron door patrolled by
four armed RATS.
RAT
Hey, Moses, found trouble?
The RATS are much less friendly than MOSES, and after greeting
him, they turn to the HEROES and instruct them to hand over their
weapons before coming through.
2 If all HEROES hand over their weapons, the RATS confiscate them
all and open the door without much fuss.
Alternatively, a HERO can try to hide a weapon or bully the RATS
into skipping the frisk [Critical Action Roll]. f the roll fails,
the RATS grow suspicious and decide to thoroughly search each
HERO, rendering their attempts to conceal other weapons fruitless.
HERO, rendering their attempts to conceal other weapons fruit-
less. If a HERO gets frisked for any reason, one of the RATS will
try to exploit the situation to lift some money from them [Basic
Reaction Roll in Crime+Awareness]. If the roll fails, the HERO
loses 1 Cash.
148
1
Strolling Through The Sewers
The luxuries and treats of the Belmont are a long-gone memory, and the Heroes
find themselves strolling through the sewers with actual rats.
How far they’ve fallen!
Take some time to describe to the Heroes the miserable state of their once
elegant clothes and the stink that surrounds them, and ask them how this harsh
change is making them feel. Maybe some of them would welcome a good glass
of whiskey, while someone else is simply glad to be alive. And maybe one of
them is just now realizing what it means to be a Renegade, and how harsh life is
for anyone who dares to challenge the Stone.
2
Hand Over Your Guns
When the Rats stop them, the Heroes can try to hide on their person a handgun
or knife at most.
Anyone who carries a rifle or a sword doesn’t stand a chance of sneaking them
in, and is thus forced to deal with the Rats if they wish to keep their sword.
If the Hero tries, the Rats will prove unresponsive to any and all peaceful
reasoning, but can be intimidated into compliance.
Once they’re nice and threatened, the Rats still act unimpressed with the
Heroes’ words, but feel entertained enough by their tough act that they turn a
blind eye.
149
SCENE 2 - INT. RATS’ LAIR - NIGHT
The Rats’ lair is a wide circular bowl, something like a huge
igloo made of moss and concrete where several old drainage tun-
nels meet. This underground city is crowded with hundreds of busy
RATS who trade goods, information, and warm meals.
When the HEROES follow MOSES and cross through the lair, they can
clearly feel the eyes and ears of everyone around them pointed
in their direction.
MOSES
Come now! The queen will want a word.
3 MOSES points the HEROES to a small door opening up on a narrow
flight of stairs that plunge into darkness, and urges them to
proceed without asking questions.
RAT QUEEN
So, you’re the ones who made Ito Masaki’s blood boil?
The RAT QUEEN wears simple clothing and speaks plainly, but she
still holds herself with a hint of regality. She is not armed, nor
especially imposing, but it’s clear that she holds great power.
If the HEROES show respect toward the Queen but are still deter-
mined enough to ask her for help in eliminating ITO MASAKI, they
can easily earn her approval and gain +1 to the following rolls.
On the other hand, if the HEROES act indifferent with the RATS
and ask too many questions, the queen gets annoyed and points
out to them that she is the only reason why they’re still alive.
4 Once introductions are done, the RAT QUEEN gives the HEROES some
important pieces of information.
RAT QUEEN
I don’t know about you, but I didn’t like the way things were.
Wilson was up there, I was down here, and I kept everything going.
But because of Ito Masaki we are actually at risk of a war now.
The RAT QUEEN explains to the HEROES that, despite the Stone’s
best efforts, ITO MASAKI is actually trying to start a dangerous
revolution, and that he must be stopped before it’s too late.
Luckily, the RAT QUEEN knows someone who can help the HEROES on
5 their mission.
150
3
Stairway to Hell
The dark winding staircase that leads to the Rat Queen seems to never end. If
you have enough time for this Shot, try to extend this moment and turn it into a
short scene with mounting tension.
Abandoned by Moses and probably unarmed, the Heroes might think that they
have fallen into some kind of ambush, and this will make their encounter with
the unusual Rat Queen even more exciting.
5
A Little Help
The only things that the Rat Queen can do for the Heroes are allowing them
to rest in her lair and taking them to a “trusted contact” who will help them
carry out their revenge mission. If a Hero asks the queen for any additional
help, possibly making a nice Leadership roll, she can grant them access to the
Black Market, but will refuse to risk the lives of her subjects by openly taking a
stance.
151
SCENE 3 - INT. RATS’ LAIR - DAY
Reemerging into the Rats’ lair, the HEROES are greeted by MOSES,
who shows them to a private room, only delimited by an old the-
atrical curtain. While there are no windows, by now it’s clearly
daytime, and many RATS are retiring to sleep.
MOSES
Get ready, we leave tonight.
When the Time-Out is over, night is falling. MOSES and some RATS
come to find the HEROES and escort them to this mysterious contact.
After walking for half an hour through the sewers, the RATS use
the first distraction to turn their weapons against the HEROES
[Critical Reaction Roll in Crime+Awareness]. Anyone who fails the
roll is taken by surprise. Anyone who succeeds on the roll can
notice what is happening and try to disarm one for the RATS [Basic
9 Action Roll]. Even if MOSES is on the HEROES’ side and tries to
get in the middle, the other RATS have decided to disobey their
queen and hand the HEROES over to ITO MASAKI.
RATS
Bad Guys - Template 1
ATTACK: CRITICAL DEFENSE: CRITICAL
After defeating the RATS, the HEROES can retrieve their weapons.
152
6
Time-Out!
This Time-Out is the perfect chance for the Heroes to discuss their situation
and to remove some Conditions before they dive back into the action.
Remember that if the Heroes need an extra turn for their Time-Out, they can
always get it by raising the Heat by 1. Surely this choice won’t come back to
haunt them later!
And if the Heroes gained access to the Black Market, remember that, there, all
guns and gear that usually cost $2 now cost $1, and those worth $3 will cost $2
for this Scene
7
How is Lance doing?
A Hero can choose to use one of their actions to ask the Rats how Lance
Morgan is faring after everything that happened.
If Lance is still alive, the Rats will tell them that he has become the Belmont
manager under strict supervision by the Stone, while they look for a
replacement for Wilson. Contacting him would put him at risk. On the other
hand, if Lance intervened to save the Heroes during the previous Shot, the Rats
will have to inform them that he didn’t make it. Another friend to avenge.
8
Okay, but only one!
At the Rats’ lair, the Heroes can’t find anyone who sells killer gear in exchange
for Gold. The reason? We want the Heroes to be craving these tailor-made
weapons, and want them to pine for them until the Showdown.
If you think this approach is too radical, you can possibly allow them to buy one
now. But only one!
9
Traitor Rats
The clash with the Rats is a small intermission to draw the Heroes’ attention
before the increasing pace of the final Scenes.
It’s likely that the Heroes will have to face this combat unarmed, and this makes
it the perfect occasion to see what they’re really made of!
I recommend you don’t use any Enemy Feats or Special Actions in this skirmish,
allow it to be just a quick low-stakes brawl.
153
SCENE 5 - INT. NIGHTCLUB - NIGHT
MOSES escorts the HEROES up a ladder and into the backstage of
a nightclub. Before parting ways, he gives them a single clue.
MOSES
Your contact is waiting in the club.
She’s a blonde, her name is Lucia.
Finding LUCIA is not too hard [Basic Action Roll] because the
woman is walking on one of the galleries on the other side of
the club, surrounded by sharply dressed bodyguards who don’t
care about sticking out. Reaching her on the upper floor is a
different matter.
The HEROES are renegades, and all killers in the city are com-
11 ing after them. To cross the dance floor will expose them to
unwanted attention, and anyone walking alone in the crowd runs
the risks of being recognized and tailed [Critical Reaction
Roll in Crime+Awareness]. If they succeed in the roll, the HERO
realizes someone is following them, and can then try to knock
12 them out or lose them [Basic Action Roll], but if they fail, they
are taken by surprise and forced to fight [Basic Cannon Fodder].
Once they cross the dance floor, the HEROES can reach the stairs
to the gallery, where a couple of security guards bar entry to
anyone without the needed authorization. To get up, the HEROES
must persuade or threaten the guards, or they can create a diver-
sion, or find another way [Critical Action Roll].
After climbing to the gallery, the HEROES can reach LUCIA where
she is sitting at a private table with some big wigs of the World
of killers. Anyone with affiliations to the Camorra, or with some
criminal know-how [Critical Action Roll] can realize that their
13 contact is LUCIA COSTANTINO, daughter of the COSTANTINO BOSS who
represents the Italian mafia at the Stone.
154
10
Full Blast
For the length of the Scene, the Heroes are forced to endure syncopated and
repetitive music that makes it hard to even talk. I recommend you choose a
good club playlist and use it as the soundtrack for this entire Session!
The good news is that music covers all sounds, and that if the Heroes are forced
to fight, the people around them will just keep dancing without realizing.
At least so long as nobody starts shooting everywhere.
11
Renegades
The Heroes are renegades in the eyes of the Stone, and they feel all eyes on
them. Insist on describing each club patron, barman, bouncer, and waiter as
they eye the Heroes with suspicion. Obviously, not all of them are killers out for
their lives, but that’s still the feeling! The Heroes need to hurry up if they don’t
want to draw too much attention.
12
Old Friend
If a Hero is stalked by a killer and forced to fight, they may end up face to face
with an old friend of theirs. One of the many killers they used to call colleagues,
who are now trying to kill them.
Ask the Hero how and when they met this former colleague, and what was their
connection. This will make the clash even more emotional. And if you are having
fun and want to expand this sequence, turn the enemy into Bad Guys - Template 1.
13
Kiss The Hand
The Costantino Family represents the Camorra, and the Italian mafia at large,
before the Stone. The Costantino Boss and his daughter Lucia are among the
elite of the elite in the World of killers, and nobody who cared for their life would
even dream of challenging them.
and nobody who cared for their life would even dream of challenging them.
If you want more information about this influential Family, go to chapter
Six Stone Families in SECTION 2: THE WORLD OF KILLERS.
155
SCENE 6 - INT. NIGHTCLUB GALERY - NIGHT
LUCIA and half a dozen other representatives of Italian-American
14 organized crime are discussing in heated tones about an upcom-
ing wedding.
While the table is protected by a good number of bodyguards,
nobody seems to notice a group of ITO MASAKI’s SAMURAI who are
about to fall on the Boss’s daughter.
SAMURAI
Bad Guys - Template 5
ATTACK: 2 CRITICAL DEFENSE: CRITICAL
LUCIA
Ito Masaki is trying to pit the Camorra against the Yakuza
to start a war. But together, we can stop him.
156
14
italian Wedding
There’s a huge wedding in the works, and Lucia Costantino has gathered the
representatives of each family from the Italian mafia to discuss an extremely
delicate question: the seating arrangements.
In a storm of attention-seeking tendencies, old feuds, and supposed relations
with the Boss, everyone has an opinion on where they should sit, and in the
World of Killers, this kind of business can easily lead to spilled blood.
15
The Samurai Attack
Ito Masaki’s Samurai are a truly formidable enemy. You can describe them like
12 killers with colorful tattoos, dressed in black and armed with sharp katanas.
Every time you fill in an Enemy Grit box, one of the Samurai is dealt with.
To make this combat even more exciting, you can assign them these Feats and
Special Actions.
And these are some ideas for Reaction Rolls in this combat:
This combat is truly challenging. Invite the Heroes to Re-roll whenever they can,
to spend their Adrenaline, to look for the Enemy Weak Spot, and to use their
Feats and Spotlights wisely. They are going to need all the help they can get!
16
Expectations And Reality
Lucia has great expectations for the Heroes, and if they prove worthy by
dealing with Ito Masaki’s Samurai, she will act more friendly with them in the
next Shot.
On the other hand, if the Heroes take a beating and the Costantino bodyguards
have to save them, Lucia will start to doubt her decision, and she will act curt
and disheartened in their next meeting.
157
SHOT .4
ITALIAN WEDDING
SNEAK INTO THE WEDDING
AND SAVE THE BOSS’S SON.
Titolo
italian Wedding
At the end of Fall From Grace, the Heroes have made a powerful new ally. In her
countryside villa, Lucia Costantino informs the Heroes that Ito Masaki wants to
kill her brother, and makes them an offer they can’t refuse…
Shot Summary
Francesco Costantino, Lucia’s brother and the Boss’s favored son, is about to
marry Teresa Amato, the heiress of an extremely wealthy Italian criminal.
The Costantinos need this wedding to recover from the terrible financial sit-
uation they are experiencing, and this is why Ito Masaki wants to stop it at all
costs.
After taking the Heroes to her villa, Lucia explains to them that Ito Masaki wants
to assassinate Francesco during his wedding in order to push the Costantino
Boss to declare war on the Yakuza.
To avoid the worst, the Heroes must head to Sicily and stop the assassin be-
fore they can succeed in their grim mission.
In Sicily, the Heroes will have to get into the Amato villa by finding their way
through an underwater cave system and, once on the inside, to hide among
the guests.
Everything appears to be going for the best, until the Heroes learn that the
town priest was threatened by Ito Masaki’s hirelings and forced to move up
the ceremony.
While the wedding unfolds as if nothing was happening, an assassin dressed like
a minister walks across the church with the intent to kill Francesco before he
can say the fateful “I do”.
In a race against time, the Heroes must deal with the assassin before it’s too
late, and ensure that the wedding can proceed smoothly.
This is their only chance to be accepted into the Camorra, so they can finally
stop being renegades.
160
But why the Costantinos?
Ito Masaki wants to get rid of his father and take over
control of the Yakuza but, since he is a Stone Judge,
he is not free to act on this. So, he decided to goad A Mission
Don Costantino with a blow aimed at the very heart Within
of his family, certain that the Camorra Boss will then The Mission
start a war against the Yakuza and force the current The Heroes have no
chairman, Ito Nori, to capitulate. reason to help Lucia
save Francesco, but if
In this moment, all eyes are looking at the they manage to carry
Costantino Family, and there are far too many out this mission, she
rumors about their endless debts. In Ito Masaki’s can restore them as
mind, Don Costantino is the perfect target: he killers and give them
is a powerful man, full of pride, who would never important information
stand being made a public laughingstock. on Ito Masaki.
theBoss
LUCIA
This side of the villa is under renovation.
Nobody should come here to bother us.
LUCIA
I learned that Ito Masaki has sent orders
for his assassins to kill my brother at the altar,
during his own wedding. If he were to succeed,
not even I could stop my father from starting a war...
When LUCIA leaves the room, the HEROES can enjoy a brief Time-Out.
During their stay at the villa, the HEROES can relax a little,
remove their Conditions, and even shop around with the help of
MOSES; who volunteers to go back and forth for them to the Rats’
Black Market. However, LUCIA refuses to give the HEROES any
weapons, cash, or gear, because she doesn’t want their action to
be connected to the Camorra in any way.
When the HEROES are ready, it’s time to leave for Sicily.
162
1
italian Hospitality
After being taken to the villa on a private helicopter, the Heroes received all
necessary care in order to stop them from staining the beautiful linen sheets of
the estate. Everyone can remove the Tired, Hurt, and Broken Conditions.
2
The Costantinos’ Problems
The Costantino Family is one of the most powerful organized crime
associations in the world, but it’s still swamped in debt. The boss’s children and
grand-children live in unbridled luxury, and their inconsiderate spending has
bankrupted the entire Camorra. The only solution for the Costantino boss is to
merge his family with one that has far less power, but much more wealth.
To learn more about the Costantino Family, go to Chapter Six Stone Families
IN SECTION 2: THE WORLD OF KILLERS.
3
My Brother is an idiot
Lucia appears absolutely unbothered by the threat to her brother Francesco,
and she even seems eager for someone to teach him a lesson. Francesco is
weak, spoiled, and lacks backbone. Despite this, he is the boss’s favorite child
and, if anything were to happen to him, there would be hell to pay.
If the circumstances were different, Lucia would see nothing wrong with
Francesco meeting his end. Ah, sisterly love!
163
SCENE 2 - EXT. SICILIAN COAST - DAY
The HEROES are on a small speedboat flying over the clear and
bright waters of the Sicilian coast. Before them, looming atop
4 a sharp cliff, there’s the ancient estate of the Amato Family.
SPEEDBOAT PILOT
End of the line.
You must swim from here.
The SPEEDBOAT PILOT hands over to the HEROES some wetsuits and
oxygen tanks, pointing them to an underwater cave. They will
have to dive in and swim through a tunnel that emerges in the
cellars of the villa, where they will find their gear and some
elegant clothes.
Once in the water, the HEROES only have 5 Turns before their oxy-
gen reserves start to run out. Starting on the 6th Turn, HEROES
5 who are still underwater will lose 3 Grit per Turn, and those who
fill in the Bad Box will feel foggy and become Distracted.
When the HEROES approach the cliff to reach the underwater tun-
nel, a strong current drags them back. HEROES who fail to push
against the current [Basic Reaction Roll in Brawn+Force] are left
behind and, in the next Turn, they will have to repeat the roll
or wait for some help from another HERO who comes back for them
6 After besting the current, they must find their way through the
tunnel [Basic Reaction Roll in Focus+Detec] and then squeeze
through a tight passage between two rocks [Critical Reaction Roll
in Brawn+Stealth]. In both cases, HEROES who fail will be forced
to repeat the roll, or wait to retrieve anyone who lags behind.
When they start to see the light from up high, and the immersion
feels endless, the HEROES find out that the tunnel exit is blocked
by an iron grate. Opening the grate will be hard [Extreme Action
Roll], but if a HERO tries to look around, they can find a clas-
sical marble bust holding an old crusty spear [Critical Action
Roll]. The weapon has been underwater for a thousand years, but
it makes for a perfectly good crowbar [+1 to the roll to open
the grate].
164
4
Empty Your Pockets
At the beginning of this Scene, the Heroes lose access to all their gear
and Cash.
At the end of the Scene, they should be able to retrieve everything without
problem, but for the time being, they can only rely on themselves and their
oxygen tanks.
Any trained dog or other animal is also temporarily removed from the game.
The Heroes will find them again in the cellars of the Amato villa, ready and
waiting!
5
We Don’t Have Time
The Heroes are equipped with small oxygen tanks, easy to transport and
dispose of. Since they aren’t all trained divers, this appears to be the wisest
choice, but it also comes with a level of risk. The Heroes only have 5 to 10
minutes to reach their destination.
6
Under the Sea
The underwater sequence can easily be solved in 4 to 5 Turns of rolls, and it
won’t pose much of a challenge for most Heroes. However, if you have a little
more time for the Session, I suggest you extend the sequence as much as
possible, describing how the Heroes are forced to swim through this rocky
tunnel, surrounded by seaweeds and ancient statues.
How long until the exit? Are there any lurking sea creatures? Nobody knows. Let
the Heroes soak a little, and you’ll see how tension starts to climb.
And if you are a fan of extra action, you’ll be pleased to learn that the Sicilian
coast is the perfect habitat for sharks (Critical Cannon Fodder).
Up to you.
165
SCENE 3 - INT. CELLAR OF THE AMATO VILLA - DAY
After emerging from the underwater tunnel, the HEROEs find them-
selves in the cellar under the Amato family estate. Surrounded
7 by huge barrels and walls covered in dusty bottles of aging wine,
the HEROES spot a wooden table with a thick black duffel bag
underneath, holding all of their gear and some elegant clothes.
Before they can reach it, they hear the voices of three GOONS.
GOONS
Relax, we have time
The HEROES must hide quickly if they want to avoid catching the
GOONS’ attention [Reaction Roll in Crime+Stealth] If they fail,
they’ll be found out and a scuffle will ensue [Cannon Fodder].
If the HEROES go unnoticed, the GOONS uncork a wine bottle and
take a seat at the same table, under which the duffel bag of their
gear was placed. Quietly knocking out the GOONS will require a
coordinated effort by three HEROES [one Basic Action Roll per Goon]
or a clever diversion [Critical Action Roll].
Once they have dealt with the GOONS; the HEROES can finally
retrieve their weapons and put on the elegant clothes that will
allow them to go unnoticed among the guests.
The distant sound of bells alerts the HEROES that the wedding
8 ceremony is about to begin, long before planned.
10 If the HEROES managed to find a car or a safe lift, they can make
the journey to the church without a hitch. If they ride with
HARPER or try walking to the church, they lose precious time and
the Heat rises by 1. Either way, they can at least Catch a Break.
166
7
Soaking Wet
When emerging from their swim in the Sicilian sea, the Heroes are tired and
soaking wet. Take some time to give them a chance to notice the absurdity
of their current situation when the goons come into the cellar. The certainly
cannot be seen dressed like that!
8
We’re Already Late
The bells ring in celebration, which is bad. According to Lucia, the Heroes
should have had ample time to hunt for Fancesco’s intended assassin BEFORE
the ceremony began. Apparently the wedding was moved up, which is clearly
not a coincidence.
9
Ubi Maior
Don Costantino is a man of solid principles, who wouldn’t dream of speaking up
against an old Sicilian priest. Ito Masaki really accounted for every detail, and
his assassins infiltrated the town church, threatening the priest and forcing
him to move up the ceremony. Now they are dressed like guests and ministers,
ready to make their move.
If a Hero understands what is going on, they clearly deserve 1 Adrenaline.
10
Who invited Harper?!
What is Harper doing here in Sicily, at Francesco Costantino’s wedding? This
seems like a weird coincidence, but apparently the killer is in a relationship with
an older second cousin of the Costantino Boss. At least, this is what she claims.
If the Heroes are forced to accept her lift in order to avoid rousing suspicions,
Harper will make sure to waste some of their time before taking them to the
church, and once they get there, she even makes veiled threats to blow their
cover. To avoid being betrayed by Harper, one of the Heroes can offer to enter
a blood debt with her. To know more about the topic, refer to chapter Killer Life
IN SECTION 2: THE WORLD OF KILLERS.
167
SCENE 5 - INT. CHURCH - DAY
The small church of this country town was built atop a solitary
hill. The surrounding bucolic scenery is ruined by dozens of
perfectly polished luxury cars, and by many more of the Boss’s
GOONS standing guard all around.
11 Once they make their way in with the other guests, the HEROES
learn that the wedding has already started. FRANCESCO is already
standing at the altar beside his bride to be, TERESA, while
the COSTANTINO BOSS and LUCIA sit in the first row, beside the
Amato family.
Once the HEROES have located the ASSASSIN disguised with the
white tunic of a minister, the hunt can begin.
NEED
13 In this hunt, the HEROES are forced to make their way through
rows of elegant wedding guests who are also representatives of
the most important Italian crime families. During their Action
Turns, the HEROES must move carefully, trying to approach the
ASSASSIN as he walks to the altar with a knife in his sleeve.
During their Reaction Turns, the HEROES must avoid rousing sus-
picions or losing track of their target.
The Reaction Rolls in this hunt are NOT Dangerous rolls.
If, after 5 Action Turns, the HEROES haven’t yet managed to reach
the ASSASSIN, FRANCESCO is murdered before he can say “I do”.
If the HEROES win the hunt and deal with the ASSASSIN, the
14 wedding is saved.
168
11
What a Beautiful Crowd!
When the scions of two of the most important crime families in the World get
married, it’s pretty normal for the church to be filled with criminals, killers, and
mobsters of all kinds. Take some time to describe the quaint Sicilian church
crowded with old criminals with slicked back hair, and stern-looking ladies who
wave embellished fans.
The time you spend painting a detailed picture of the setting for your HEROES
will be well repaid during the upcoming hunt and the ensuing clash.
12
Killer in White
Ministers are secular people who assist a catholic priest during the mass.
The assassin sent by Ito Masaki has stolen the white tunic of a minister and
threatened the priest in order to get a chance to come close to Francesco
without rousing suspicions.
All wedding guests appear to be devout Christians who show great respect to
this fake minister, letting him through and helping him however they can. They
won’t be so courteous with the Heroes!
13
Hunting the minister
These are some ideas for Reaction Rolls during the hunt:
If you want to make this sequence even more thrilling, you can use the
Unwanted Attention and High Tension Special Actions from 100 e 101.
14
169
SCENE 6 - INT. CHURCH - DAY
If the HEROES manage to deal with the ASSASSIN, the PRIEST
breathes in a sigh of relief and hurriedly pronounces the young
15 couple as husband and wife. If FRANCESCO is murdered, the HEROES
can then only intervene to dispatch the ASSASSIN.
HIT MEN
Bad Guys - Template 4
ATTACK: 2 CRITICAL DEFENSE: CRITICAL
If the HEROES win the combat, the BOSS will thank them for
16 their prompt help. On the other hand, if they are defeated,
the Costantino Family guards will have to intervene at the last
second to resolve the situation.
18 In either case, either while holding the lifeless body of his son
in his arms, or while making one too many toasts with his Family,
the BOSS states that ITO MASAKI’s assault cannot be forgiven,
and openly declares war on the Yakuza. LUCIA’s plan has failed.
170
15
Husband And Wife!
The priest is afraid of Ito Masaki’s hit men, but he is just as afraid of the
Costantino Boss, and he can’t wait for the Heroes to kill the assassin so he can
wrap up the ceremony.
Even if the Heroes kill the assassin right in front of the altar, in full view of the
guests, the priest doesn’t even hesitate, instead he appears less pale and hurriedly
pronounces Francesco and Teresa husband and wife. What God has joined
together, let no one separate.
16
Poisonous Hit Men
The hit men sent here by Ito Masaki are the cream of the crop. If you want to
make this combat even more memorable, you can assign them these Feats and
Special Actions.
And these are some ideas for Reaction Rolls in this combat:
17
On The Boss’s Good Side
If the Heroes manage to save Francesco and earn the Boss’s respect, they
will receive 1 Gold each and be restored as killers, but also gain a significant
advantage for the beginning of the next Shot. After all, they saved his poor boy!
18
it’s War
At the end of this Shot, the Heroes go straight to the Showdown, so you should
do your best to underline the importance of what is going on. If Francesco is
dead, the Boss will hold him in his arms one last time and announce between
tears that he shall not rest until the Yakuza are wiped from the World. If
Francesco is safe and sound, the Boss will toast to the Yakuza’s demise with his
family, and the Heroes realize that all their efforts were worth little to nothing.
171
SHOT .5
SHOWDOWN
HAIL OF FIRE
SAVE THE YAKUZA CHAIRMAN.
FIGHT THE PRETORIANS.
KILL ITO MASAKI.
Titolo
Hail of Fire
Despite the Heroes’ best efforts, Ito Masaki’s plan turned out to be a great suc-
cess. With the Camorra and Yakuza at war, Ito Nori is forced to retreat in Tokyo.
The Heroes are the only ones who can save him from the trap laid by his son.
Shot Summary
The Costantino Boss is hellbent on avenging the attempt on his son’s life and
wedding, and declares war on the Yakuza.
The growing tension between Families pushes chairman Ito Nori to retreat to
Tokyo, where he believes he’ll be protected by his most loyal kobun.
But in fact, Ito Nori is far from safe there, because the people sworn to protect
him have betrayed him and chosen to side with the evil Ito Masaki.
Far from the eyes of the Stone, nobody can stop the Villain from killing his own
father and taking over as chairman of the Yakuza.
The Heroes must get on a plane to Tokyo, parachute down on the pagoda where
the Yakuza chairman took refuge, and do their best to save him.
After an exciting infiltration into Ito Nori’s tower, the Heroes’ rescue attempt
is interrupted by the arrival of the Villain, who sics his evil goons on them and
then flees.
Under the pouring rain, the Heroes must head to the Tokyo Belmont to face off
against Ito Masaki and his army of Pretorians armed to the teeth and equipped
with incendiary ammo.
Getting through the Judge’s guard seems impossible, and the Heroes must
find the strength and determination they need to make their way through the
Belmont halls and up to the penthouse.
Once the Pretorians are dealt with, the Heroes come face to face with Ito Masaki
and they finally have a chance to stop the war and exact their vengeance. The
World of Killers will never be safe so long as the Villain is free.
174
Advancement
This Shot is the Showdown, which means that, before
it begins, the Heat rises by 1 for the last time, and the
Heroes have earned their last Advancement. Here are
some recommendations for their new Feats:
♦ Jack: Vanish
♦ Claudia: Savoir Faire Dividing
♦ Gabriella: Beware of the Owner The Shot
♦ Mark: Whirlwind Hail of Fire is a
Shot packed with
Watch The Heat developments and
If the Heat level has reached 8, the heroes could emotions, designed
be too late to save Ito Nori. to be played all in one
When the Heroes reach him, the Yakuza chair- breath during one
man is already sipping on his poisoned tea, and long session.
there is no way for them to warn him.
However, if you need
At this point, the only chance to save Ito Nori’s or prefer to separate
life is to make an Impossible Action Roll in the Shot into 2 shorter
Focus+Heal, or by making good use of a Plan Sessions, you can easily
B. Obviously, the Heroes need to realize what is stop the first one right
happening first. after the Heroes reach
Ito Nori and defeat the
Finale And Sequels Villain’s goons.
At the end of this Shot, you will find some Finales
to help you bring this Cinematic Campaign to
the best ending, depending on the choices and
achievements of your Heroes.
And if you can’t wait to dive right back into the
action, the final pages of this book also include
some ideas on how to write a Sequel. In the
World of Killers there’s no rest for the wicked!
LUCIA
The bastard! This was all part of his plan…
While LUCIA orders a plane for them, the HEROES can enjoy a
Time-Out.
At the Amato Villa, they can buy both normal gear and killer
gear. If the HEROES managed to save FRANCESCO’s life during the
previous Shot, they have earned the Boss’s respect and can even
2
have a Gear Up!
176
1
Don’t You See?
Despite the Heroes’ efforts, Ito Masaki had seen this coming and managed to
trick his father, Ito Nori, into returning to Tokyo, exactly like he wanted.
If one of the Heroes understands the Villain’s plan before Lucia’s explanation,
they deserve an Adrenaline, and possibly even a Spotlight.
2
Look Who’s Back
Even if the Heroes have a lot of Gold set aside, finding killer gear in the middle
of Sicily is no easy feat. Fortunately, there is someone who can help.
If the Heroes are still renegades, a Rat will intervene to help them buy some
contraband killer gear.
On the other hand, if the Heroes were welcomed into the Camorra, or if they
made a pact with Harper, they will be taken to a small tailor’s shop that carries
every kind of fabric and every caliber. The sign above the door reads “Antica
Sartoria Belmont”.
3
ito Nori’s Pagoda
Ito Nori’s stronghold is exactly like him, a bastion of tradition standing in polite
defiance of impending innovation.
In his pagoda, the Yakuza chairman feels safe, and he would never imagine that
his unruly son would go so far as to assassinate him, much less suspect that his
kobun and samurai have already betrayed him.
4
How Will We Get Out?
If it’s impossible to get into the pagoda from the main entrance, how will the
Heroes leave? Lucia has no answer to this question. If the Heroes are as good
as they claim to be, they will certainly find a way to get out alive.
177
SCENE 3 - INT. PAGODA - NIGHT
After landing on the pagoda roof, the HEROES must get rid of the
parachutes and climb down onto the balcony below [Basic Action
Roll ].
5 If someone already crashed through the window, the other HEROES
can get in from that opening and join combat. If not, when the
HEROES reach the balcony, they will have to pick the lock to
one of the doors or windows [Basic Action Roll] and sneak in,
stealthily dealing with the 4 HIRELINGS in the room [one Basic
Action Roll per hireling].
Once they make it into the top floor of the pagoda, the HEROES must
find ITO NORI before he is assassinated.
DRUNKARDS
The old man’s rule is over,
we will be rid of him tonight.
I can’t wait to set fire to his stupid garden!
The HEROES can easily sneak past the room where they’re playing
without drawing attention, or they can take them by surprise and
threaten them [Critical Action Roll] to learn ITO NORI’s location.
The fifth and fourth floor of the pagoda are patrolled by YAKUZA
members loyal to ITO MASAKI. If the HEROES discover that ITO
NORI is on the third floor, they can try to sneak down the stairs
quietly [Critical Action Roll], otherwise they will have to scour
each floor in search of their target
After reaching the third floor, the HEROES find themselves face to
7 face with ITO NORI, sitting at a low table in a wide room.
178
5
Fighting Quietly
If the HEROES are forced to fight the hirelings (Cannon Fodder), I recommend
you use the simplified rules for a Brawl you can find in the Outgunned corebook.
The Brawl will allow you to get through the scuffle quickly, and also help you
better describe the agitated scene where the Heroes need to knock out their
opponents quietly, and stop them from raising the alarm.
6
The King is Dead
The drunk Yakuza on the sixth floor are already celebrating Ito Nori’s death and
the ascent into power of his son. If a Hero scores an Impossible Success while
threatening or interrogating them, they can even learn that Ito Nori’s tea has
been poisoned, and they can try to intervene before it’s too late.
Impossible Successes are not everyday things, but a Hero who scores one in
this moment clearly deserves to be rewarded with a Spotlight!
7
Descending The Pagoda
Depending on how much time you have and on your needs, you can choose
to describe the heroes descending the pagoda as a high-tension sequence
without really asking for many rolls, or to extend it by giving some attention and
rolls to each floor.
For example, the Heroes could be forced to get past the guards with some
Stealth or Awareness rolls, or have to break through a rice paper wall to grab
someone who is about to catch them along the way. Perhaps a quiet Yakuza
member will sneak up behind them and threaten one of them with a katana at
their throat!
Regardless of what you choose, it’s important that the Heroes aren’t found out
while on their way down. Every failure makes their situation a little worse than
before, you can saddle them with Conditions like Scared or Nervous, make
them lose some Grit, or even push them into another nice Brawl!
Remember that even if everything goes wrong, the worst that can happen
to them is not to be found out, but to be too late to save Ito Nori.
179
SCENE 4 - INT. CENTRAL ROOM - NIGHT
8 ITO NORI is wearing traditional clothes, sitting on the floor
surrounded by a multitude of suits of historical armor that
belonged to the ancient samurai of his family. In front of him,
there’s a cup of steaming hot tea.
ITO NORI
Welcome. Please, sit down.
ITO NORI is not afraid of the HEROES, he does not call for his
kobun. Quite the contrary, he shows admiration for the HEROES’
courage, believing them to be killers sent by the Costantino BOSS.
If the HEROES warn ITO NORI that his kobun have betrayed him and
his son is trying to kill him, the man remains stone-faced and
accuses them of being instigators. Persuading him is far from
easy [Extreme Action Roll]. Once he is convinced of the HEROES’
good intentions, ITO NORI blames himself for raising such a
dishonorable son who would try to kill his own father, and asks
forgiveness for all the trouble unjustly caused by ITO MASAKI. As
9 a sign of his debt to the HEROES, he offers to them the perfect
katana resting before the boots of his armor.
On the other hand, if the HEROES do not manage to persuade ITO
NORI, the Yakuza chairman orders them to leave his home, and the
HERO who failed the roll becomes Disheartened. Despite this, it’s
pretty clear that ITO NORI harbors some doubts about his son, and
perhaps he just doesn’t feel like he deserves to be saved.
During this entire conversation, ITO NORI takes slow sips of his
10 tea, which was laced with poison by the Villain’s henchmen.
If a suspicious HERO stops him from drinking, they can analyze the
tea to learn what’s in there [Critical Action Roll] , and their
quick reflexes are rewarded with a Spotlight. If ITO NORI drinks
the entire cup of tea, the conversation ends abruptly when he falls
to the ground, convulsing, and he can only be saved by the prompt
intervention of a HERO [Extreme Reaction Roll in Focus+Heal].
Once the conversation is over, ITO MASAKI enters the room, sur-
rounded by his loyal YAKUZA, and accuses the HEROES of attempting
to or succeeding in assassinating his father.
YAKUZA
Bad Guys - Template 3
ATTACK: 2 CRITICAL DEFENSE: CRITICAL
11 ITO MASAKI manages to flee during the battle, but if the HEROES
question any surviving YAKUZA, they can learn that he is retreat-
ing toward the Tokyo Belmont, his private stronghold.
180
8
The Other Face Of The ito Family
This is the first time the Heroes meet the infamous Ito Nori, an old-fashioned
man who always acts and speaks with quiet resolution. The polar opposite of
his impetuous son. If you have the time, try to extend this scene and allow the
Heroes to enjoy a moment of peace, because from now on, the Shot will be a
whirlwind of deathly battles, leading to a duel with the Villain.
9
Japanese Steel
Ito Nori’s katana is more than a piece of killer gear, it’s an infinitely beautiful
sword, adorned in white and crimson. Anyone who accepts this gift
immediately gains the Bond “The Ito Family katana”, and will be able to call upon
it when fighting against Ito Masaki. The Villain will be furious to find out that the
sword, which was his birthright, ended up in the hands of a common killer.
A LETHAL TEA 10
A simple cup of tea can make the difference between life and death for Ito Nori,
and it can drastically chance the finale of this Cinematic Campaign.
You will need to be careful when handling this detail. On one hand, it’s best if
you at least mention the tea a couple of times during the conversation, so the
Heroes can form suspicions about it. On the other hand, you shouldn’t just feed
them the solution. After all, there is nothing wrong with this Scene not having a
happy ending. Even the best make mistakes! Remember, that if the Heat level
has reached 8, the Heroes are too late to save Ito Nori. He has already drunk this
tea, and the only chance to save him is to intervene as the convulsions begin.
11
Combat in The Pagoda
The Yakuza members loyal to Ito Masaki are expert martial artists who would
eagerly sacrifice their life to pave the Villain’s ascent to power. To add complexity
to this combat, you can assign them these Feats and Special Actions.
If Ito Nori is still alive at the end of the battle, the Heroes can entrust him to
some Yakuza members who are still loyal to him, ensuring his safety.
181
SCENE 5 - EXT. STREETS OF TOKYO - NIGHT
As the pouring rain lashes down on Tokyo, the HEROES must find a
car and head to the Belmont to chase after the Villain and put an
end to this story once and for all. Their journey is suspiciously
quiet, and the HEROES can even Catch a Break while in the car.
When they arrive near the Belmont, the HEROES must pay attention.
If they park far enough away and then approach the hotel on foot,
they can try to catch their opponents by surprise.
On the other hand, if they try to get into the Belmont parking lot
with their car, they are quickly met with a grenade [2 Critical
Reaction Roll in Brawn+Endure] that destroys their ride.
PRETORIANS
Bad Guys - Template 2
ATTACK: CRITICAL DEFENSE: CRITICAL
During this first combat, the HEROES make their way through the
hall of the Belmont, in a storm of raindrops, glass shards, and
13 bullets. While the PRETORIANS are progressively defeated, they
retreat toward the upper floors of the hotel, making it clear that
the bulk of their ranks are defending ITO MASAKI at the penthouse.
When the PRETORIANS are defeated, it’s still too early to cel-
ebrate. As soon as they set foot on the upper floor, all lights
flicker on suddenly, and the HEROES are met with a squadron of
PRETORIAN ELITE armed with incendiary ammo.
14 PRETORIAN ELITE
Bad Guys - Template 5
ATTACK: 2 CRITICAL DEFENSE: CRITICAL
The HEROES have to stand alone against the literal army the
Villain has amassed, running through glass walls in a hail of
gunfire to reach the penthouse where their target is holed up.
182
12
Welcome To The Belmont
If the Heroes are arrogant enough to drive straight into the Belmont, they
have earned a grenade on their windshield. Make sure the blow takes them
by surprise, and you can maybe even wait for a moment when the Heroes are
talking, only to suddenly interrupt them by saying “something bumps into your
windshield, then everything explodes!”.
On the other hand, if a Hero thinks twice before acting and suggests a more
cautious approach, they deserve 1 Adrenaline.
13
We Meet Again, Pretorians
In the darkened Belmont, with a storm as their soundtrack, the Heroes face off
against the Pretorians that previously chased them off during “Judge and Jury”.
But this time, they are ready for a fight. To make this combat more exciting, you
can assign them these Feats and Special Actions.
During this combat, the Heroes can grab thermal imagers off of the fallen
Pretorians. Putting on a thermal imager requires a Quick Action.
14
More Pretorians!?
After all the trouble the Heroes went through to get rid of the Pretorians, this
was only the beginning. The Pretorian Elite is even more fearsome, and it’s far
from certain that the Heroes will prevail.
This combat is one of the tougher ones in this Cinematic Campaign, so I
recommend you outfit the Enemies with these Feats and Special Actions.
If the Heroes lose this combat, they can only save themselves by using a Plan B,
or thanks to the timely intervention of an old friend. If the Heroes saved Grace
during the first Shot, the killer makes her entrance, guns blazing, and returns
the favor by taking care of the Pretorians. On the other hand, if the Heroes
killed Grace but made an alliance with Harper, she is the one who comes in with
a small army of old friends of Wilson’s to ensure that her investment stays alive.
183
SCENE 7 - INT. BELMONT PENTHOUSE - NIGHT
Once they get past the PRETORIANS, the HEROES reach the penthouse
of the Belmont. It’s a huge room, surrounded on each side by
glass walls that show an all-around view of the Tokyo skyline.
In the middle of the room, there are several crystal display
cabinets that look like wide pillars, each holding ancient sets
of samurai armor and other historical artifacts.
In this futuristic glass museum, the HEROES can Catch a Break one
last time. Then lightning flashes beyond the glass walls, shining
over the furious face of ITO MASAKI.
ITO MASAKI
You… You will regret getting in my way.
You will die, like like your old friend before you.
14 The Villain draws his katana, and the final battle begins.
ITO MASAKI
Boss - Template 3
ATTACK: EXTREME DEFENSE: CRITICAL
But before leaving the Belmont, the HEROES have one last moment
to think about everything they went through and realize that
16 vengeance is not going to bring back their old friend.
While the storm starts subsiding on the horizon, the dawn chases
away the darkness any dark thoughts.
184
14
Vengeance!
At the end of the Showdown, the Heroes must face Ito Masaki and have a chance
to avenge their friend, Wilson, and put an end to this war between Families.
Depending on how the story went down, you can describe Ito Masaki as an
opponent so formidable that he can fight all Heroes at once. On the other hand,
if one of the Heroes wants or deserves a one-on-one duel with the Villain, you
can describe how Ito Masaki is quickly joined by a handful of samurai as skilled
as him. If this is the case, you can still use a single Enemy, the Boss - Template 3,
to represent both Ito Masaki and his best samurai.
Either way, for an epic combat scene like this, I recommend you use these
Enemy Feats and Special Actions.
And these are some ideas for Reaction Rolls in this combat:
15
Providential Help
If the Heroes are defeated by Ito Masaki, there could be nothing left to do…
unless the Heroes spared Grace’s life during the first Shot. So long as the
Heroes managed to defeat the Pretorians without her help, Grace can join the
action in their moment of need and shoot at Ito Masaki when all seems lost, or
save the life of a Hero by preventing them from losing Grit after a harsh blow.
Only you can decide what Grace’s cue will be, but if the Heroes found a way to
spare her, it’s only right for karma to reward their good deed. And around here,
the karma is you!
The End 16
When combat is over, this Cinematic Campaign is heading to its conclusion.
Turn the page to find some tips about how to set the scene for a nice finale,
perhaps one that paves the way for a Sequel.
185
the end
The End
Congratulations, you have made it through Family Business, your first Cinematic
Campaign in the World of Killers.
Before retiring your Hero Sheets, take some time to crown your efforts with an
epic Finale to either celebrate or grieve together one last time.
♦ To Wilson!: If the Heroes managed to defeat Ito Masaki and get reinstated
to the World of Killers, they can finally head back to the Belmont to cele-
brate and toast to the memory of their dear friend Wilson, and of all the
others who made the ultimate sacrifice during this mission. Successfully
getting revenge is a meager consolation, but it gives you a sense of closure
at least.
♦ Families at War: If Francesco Costantino was murdered and Ito Nori gets
saved, pride and debts push Don Raffaele Costantino to pursue his feud
against the Yakuza even further. Both Lucia and Ito Nori ask the Heroes to
stand with them, and this means it’s time for them to pick a side. One way or
another, the Heroes have made a new ally, and a dangerous enemy.
♦ On The Run: If the Heroes defeated Ito Masaki but are still renegades, the
World of Killers will keep hunting them. Lucia Costantino can give them only
a few hours of headway, shipping them off to the horizon, but that is the last
favor she can grant them. Perhaps, the next time, they will meet as ene-
mies. For such is the law of the Stone.
♦ Ito Masaki’s Plan: If the Heroes get defeated by Ito Masaki, the survivors are
captured and brought in front of the Stone to be executed. With Ito Nori out
of the picture, Masaki is elected as chairman of the Yakuza and his reign of
terror begins. When all seems lost, the Heroes are granted one last chance:
apparently, the Stone itself is now looking to get Ito Masaki out of the game.
186
SEQUEL
Are you ready to dive back into action? Here are some Sequel ideas:
Entriamo in Azione
furniture. Allard, the new manager, politely welcomes you “You’ll love the new look
of the hotel!”. You’re not fully convinced”.
BLOOD DEBT
If the Heroes contracted a Blood Debt with Harper, it won’t take long for the killer
to cash it in.
To settle their debt, the Heroes will have to carry out a very simple mission: as-
sassinating Mikhail Obnizov, better known as the Bear, the reigning leader of the
Bratva. What Harper’s ultimate goal? It’s hard to say.
“You’d expect anything from a woman like Harper, but when she says “I want you to
kill someone for me”, you already know the shaft is coming. Then she adds “Mikhail
Obnizov”, and you just nod heavily along. You got shafted.”
HE WAS MY BROTHER
A mysterious professional killer has decided to kill off the Heroes one after the
other, and she has decided to make it into a twisted game. It seems as if the
ruthless woman knows everything about the Heroes, and she is always one step
ahead. The reason becomes clear soon enough, she is Leon’s sister, and she
blames the Heroes for her brother’s fate.
“You set foot in your house and instantly get hurled out of the door. A terrible
explosion pushes you back and destroys everything you own, turning your wonderful
home into a pillar of fire and smoke. Someone wants you dead... But not yet.”
APPENDIX
Handouts
NAME Jack Vertigo MISSION
YOU LOOK DE
BRAWN GRIT AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO
6
FIGHT BAD! HOT! NERVES OTHER
ULE
NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE
SURVIVE
PISTOL 0 0 0 -2
Hard to Kill: When you fill in your Bad Box, you gain
SMOOTH PISTOL 0 0 0 -2
Adrenaline and +1 to your next roll.
FLIRT
FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME
AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
NAME Claudia De Santis MISSION
YOU LOOK DE
BRAWN GRIT AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO
6
FIGHT BAD! HOT! NERVES OTHER
ULE
NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE
SURVIVE
KNIFE Grants Help to cut things
Heartbreaker: Gain a Free Re-roll when seducing or
SMOOTH REVOLVER 0 0 0 -2
making a good impression on others.
FLIRT
FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME
AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
NAME Gabriella Mason MISSION
YOU LOOK DE
BRAWN GRIT AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO
6
FIGHT BAD! HOT! NERVES OTHER
ULE
NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE
SURVIVE
RIFLE: Accurate, Slow Reload -2 +1 +1 0
Marksman: Gain a Free Re-roll whenever you're using
SMOOTH
repairing, evaluating, or handling a rifle.
FLIRT
YOU LOOK DE
BRAWN GRIT AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO
6
FIGHT BAD! HOT! NERVES OTHER
ULE
NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE
SURVIVE
KATANA Grants Help to cut things
Deflect Bullets : You deflect a hail of bullets without roll-
SMOOTH ing the dice, then flip a coin. Heads: the Enemy loses 1 Grit.
FLIRT
FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME
AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
Polaroids of the Characters
Jack Clauda
Gabriella Mark
You can download these Handouts at
https://twolittlemice.net/outgunned
Doc Leon
Grace Moses
You can download these Handouts at
https://twolittlemice.net/outgunned
Wilson Lance
Harper Lucia
You can download these Handouts at
https://twolittlemice.net/outgunned
Ito Masaki Pretoriani
ROLES EXPERIENCES
TROPE
JOB AGE
ADRENALINE!
FLAW
CATCHPHRASE
GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS
YOU LOOK DE
BRAWN GRIT AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO
6
FIGHT BAD! HOT! NERVES OTHER
ULE
NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE
DRIVE
SHOOT GUNS & GEAR MELEE CLOSE MEDIUM LONG
SURVIVE
SMOOTH
FLIRT
FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME
AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
NAME MISSION
ROLES EXPERIENCES
TROPE
JOB AGE
ADRENALINE!
FLAW
CATCHPHRASE
GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS
YOU LOOK DE
BRAWN GRIT AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO
6
FIGHT BAD! HOT! NERVES OTHER
ULE
NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE
DRIVE
SHOOT GUNS & GEAR MELEE CLOSE MEDIUM LONG
SURVIVE
SMOOTH
FLIRT
KNOW
BR A
WN
NER
CRIME VE S
SMO
OTH
AWARENESS FOC
US
DEXTERITY CRIM
E
STEALTH
STREETWISE
HEROES VILLAIN WHAT’S YOUR PLAN B?
MISSION NAME
GOLD
SHOT
G G G G G G G G G G
YOU USE GOLD TO PAY RATS OR AT THE BELMONT
12
SUPPORTING CHARACTERS
NAME NAME
9
HELP HELP
FLAW FLAW
BRAWN BRAWN
6 NERVES NERVES
SMOOTH SMOOTH
FOCUS FOCUS
https://twolittlemice.net/outgunned
You can download this Mission Sheet at
CRIME CRIME
HEAT
6: +1 LETHAL BULLET
9: +1 ENEMY FEAT POINT
12: +1 LETHAL BULLET + 1
HEROES
ENEMIES
MISSION
NAME
HERO ATTACK: DEFENSE:
HERO FEATS
HERO
ATTACK: DEFENSE:
WEAK SPOTS
FEATS
SPECIAL ACTIONS
12
HEROES’ RIDE
NAME
NAME
ATTACK: DEFENSE:
9
FEATS
SPECIAL ACTIONS
https://twolittlemice.net/outgunned
You can download this Director Sheet at
NEED
NAME NAME
HELP HELP
NOTES
FLAW FLAW
SPECIAL ACTIONS
BRAWN BRAWN
NERVES NERVES
SMOOTH SMOOTH
NEED FOCUS FOCUS
CRIME CRIME
HEAT
NOTES
6: +1 LETHAL BULLET
9: +1 ENEMY FEAT POINT
SPECIAL ACTIONS 12: +1 LETHAL BULLET + 1
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