Saturday, 20 June 2026

A Wick’d World

Operating in the shadows, untouched by the police, and with the utmost of professionalism, there is a world of killers. Professional assassins and hitmen, trackers and bounty hunters. Killing not because they are evil or cruel. Killing because it is their duty, because it is their skill, because it is their style, because it is their job, because it is their honour. They may be employed by one of the great families. They may be freelancers hired from one job to the next. They may belong to secret society that has long used assassination as a tool. Their world is governed by the secret and ancient organisation known as the Stone. Beneath the Stone are six families, each representing one of the major criminal organisations—the Bratva, the Camorra, the Cartel, the Mafia, the Triads, and the Yakuza—which the killers may be allied with or work for as freelancers, and which control great swathes of territory and influence the direction of whole cities and nations. They also feud with each other and that is in part why the actions of the killers are so regulated by the Stone, lest such feuds get out of hand and come to the attention of the wider world. The killers, in return for their skill that they hone constantly, live lives of luxury. They also have access to the Belmont, not just a chain of businesses that serve the world of the professional killers, but also a hotel where they can stay, relax, arrange for new contracts, and order the latest tactical gear like it was fine wine. And best of all, the Belmont is neutral ground. Of course, if a professional killer is declared a renegade by the Stone, then it is game on, and the renegade is anybody’s to hunt and kill.

This is the setting for World of Killers, ‘A Supplement of Assassins, Hired Guns, and Secret Societies for Outgunned’. Published by Two Little Mice, Outgunned: Cinematic Action Roleplaying Game is the cinematic action roleplaying game inspired by the classic action films of the past sixty years—Die Hard, Goldfinger, Kingsman, Ocean’s Eleven, Hot Fuzz, Lethal Weapon, and John Wick.
It expands the rules for Outgunned with five new roles and a special role, nine new tropes, rules for trained dogs and both hunts and getaways, new gear, and a cinematic campaign, ready to play with four pre-generated killers. All of this is inspired by John Wick, Kill Bill, Leon, Assassin’s Creed, and Hitman. Of these, the first is important because essentially, World of Killers is unashamedly the John Wick series of films with the serial numbers filed off, and short of an actual licence, that really is no bad thing. After all, the players get to play in a very similar world to the one they have seen on screen.

Arguably, because most players of World of Killers will have seen the John Wick films, or at least be aware of them, the supplement does not need a huge amount of detail to describe its setting. The background covers the Stone, its organisation and the important roles within it, all six families who get a page each, the Belmont and the services it provides, paying particular attention to the New York Belmont, and then the Rats. The Rats live on the fringes of society and on the fringes on the fringes of the world of killers, a mixture of criminals, dropouts, derelicts, and outcasts, led by a Rat Queen in New York, and providing similar services to the Belmont—protection, gear, information, and favours. This all costs of course, and nothing more than offering a sanctuary for renegades.

The five new roles in and for the World of Killers are the Samurai, Hired Gun, Aristocrat, Dog Trainer, and Derelict. As in the core rulebook, these are templates that give options in terms of Work, Catchphrase, Flaw, and Characteristics, including attribute and skill points feats, and gear, that a player customises. They include a list of inspirations from a variety of action films as well, starting off, of course, with the John Wick franchise. If the Samurai and Hired Gun are obvious, the others less so. The Aristocrat relies on breeding, manners, and charisma; the Dog Trainer operate with a trained canine companion, which can be a tracker dog or an attack dog; and the Derelict lives on the streets and very likely has a past with the world of killers. In addition, the World of Killers gives a sixth, special role, one that combines a standard Player Character’s Role, Trope, and Job in one, and that is the Assassin. The Assassin does get more skill points to assign and three Feats instead of two. Although there is no inspirational list of films to accompany it, the illustration makes it obvious that the role is inspired by the Assassin’s Creed series of computer games. Its inclusion opens up the possibility of setting Outgunned stories in the past.

Besides new Tropes such as ‘Battle Butler’, ‘Gone Rogue’, ‘Magnificent Bastard’, and ‘Professional’, and new Feats like ‘Deflect Bullets’, ‘Elegance’, ‘Endure Pain’, ‘Gun Fu’, and ‘Sword Fighter’, World of Killers adds two new Plan B options. ‘Blade’ grants an immediate success or amazing advantage with a slash of the sword, whilst ‘Belmont’ brings the intervention of the organisation, whether its personnel or its services. Gold, particular coins, is introduced as an exclusive currency to gain access to Belmont services, equipment, and favours and services, and is earned communally for completing tasks and contracts for the Stone, the Belmont, and the families.

Although the Trained Dog is specifically for the Dog Trainer Role, it is possible for a Player Character to gain one later. The Trained Dog itself is treated as character in its own right, complete with a flaw, attributes, and Grit. Stats are given for a hunting falcon and a monkey as well as a dog. The other major addition to Outgunned are the rules for ‘Hunts’. This handles how assassinations and kills play out by tracking two numbers, ‘Need’ and ‘Kill’. ‘Need’ measures how close the Player Characters are to the target and how exposed the target is, whilst ‘Kill’ tracks the Player Characters’ position and advantage over the target. From turn to turn, the players roll and narrate how they get closer to the target, increasing their ‘Kill’ until their characters are in the position to carry out the shot. A Hunt can then turn into a chase, whether the Player Characters fail and have to go after their target, or fail or succeed and are then pursued by the target’s forces. Supported by an example, the ‘Hunt’ rules set up great set pieces full of tension and pent up violence.

Half of World of Killers is dedicated to a cinematic scenario, ‘Family Business’. It incudes four pre-generated Player Characters, a Hired Gun, an Aristocrat, a Dog Trainer, and a Samurai. They are asked for help by the manager of New York’s Belmont, an old friend or someone whom they are indebted to, who has let two renegades slip out of his grasp. The Stone has given him twenty-four hours to make up for his error. The hunt for the two renegades—who turn out be star-crossed lovers and killers—takes the Player Characters to a showdown on a cruise and back to New York where they discover that the Stone has already taken away their own friend to be judged at a Tribunal. This is not how things are normally conducted, so the Player Characters’ suspicions should have been aroused and they will want to investigate. As they do so, they run the risk of being declared renegade, must face the Stone’s own forces and those of some of the families, travel around the world from New York to Rome to Tokyo, and unmask a conspiracy that could upset the balance between the six families. It is a highly entertaining scenario that takes the Player Characters from the highs to the lows of the world of killers and back again. There are some great set scenes and the players get to try out the ‘Hunt’ rules more than once. The five-shot scenario will probably take several sessions to play through and very nicely showcases the setting.

The scenario is supported by several handouts, actually portraits of all of the Player Characters and NPCs, not handouts in the traditional sense, since Outgunned is not an investigative roleplaying game. The scenario is expertly presented though with scenes detailed on the lefthand page and advice for the Game Master on the right. This format makes the scenario easy to run from the page. There are some sequel suggestions too in addition to some scenario ideas given earlier in the book.

Physically, World of Killers is, like Outgunned, a good looking book. The artwork is excellent and the layout clean and tidy, and easy to read.

If you are a fan of Outgunned, then you are going to want World of Killers, and if you are a fan of the John Wick films, you are going to want World of Killers. As an action film roleplaying game, Outgunned is great for one-shots, but World of Killers gives it a setting, a structure, and a franchise that the players can return to again and again.

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