In a World of Killers, the player characters are assassins for life in a setting of violence and carefully arranged rules of conduct. Powered by the dice pool rules of Outgunned, this world closely mimics the setting for the John Wick movies. A GM using both books can create an ultra-modern world of murder governed by hard protected laws enforced by ruthless criminal organizations.

My thanks to Free League Publishing for providing these books to use in worldbuilding.
Outgunned and World of Killers
The rules of Outgunned support adventures similar in feel and theme to action movies. The PCs are action heroes: bigger than life, hard to kill, and the center of continual action and mayhem. Small pools of d6s are fueled and enhanced by Adrenaline that PCs can earn for heroics and spend for additional success. World of Killers hones in on one type of action movie: stylish assassins and killers for hire in a world spanning organization of violence and intrigue. PCs have new options like the Samurai, the Hired Gun, and the Assassin.
The World
The ancient secret organization called the Stone controls the fates of billions and suppresses the voices of any dissidents. Its leaders are secret, and its reach is global and total. No killer who breaks the laws can long hide from the Judges sent by the Stone. The Stone controls the world of killers.
Six criminal families compete to control cities in a game of violence and deception. The six families are based in Italy, Russia, China, Japan, Mexico, and Ireland. Each has a seat on the Stone, the unassailable authority that rules the world of killers.
A shadowy hotel called the Belmont is the only short-lived haven for sharp dressed killers for hire who hunt each other for a handful of gold coins. No killer may slay another guest of the hotel, and assassins can spend hard earned gold for special gear. Any killer who breaks the sanctity of the Belmont will be globally sanctioned for death.
The Rats, living on the fringes of the world of the killers, are a web of informers, spies, and fences. The Rats sometimes manage to elude the Stone’s control. PCs on the run from angered NPCs may find the Rats their best option for possible limited aid and support.
The PCs
The PCs may have a job working for a criminal family, the Belmont, or the Rats. They may have a job in the world outside that is dominated by killers. But all of the PCs answer to the Stone and at some point, will be called to serve.
PCs can choose Roles from Outgunned like the Commando or the Fighter. They can also choose new Roles like the Samurai or the Hired Gun. Tropes like Bad to the Bone and Diehard might work but others like Free Spirit may not work well in World of Killers. New options include Battle Butler, Magnificent Bastard, and more all tailor made for this world of murder.
A certain amount of suspension of disbelief is required to play a PC in this setting. Outgunned assumes the PCs are heroes, while in World of Killers they are murderers and assassins. The PCs may have a code about who they kill perhaps. Of course, that very code could create strife with the Stone and lead to adventures.
The PCs also need to figure out why they work together. The killers can and do betray each other as a part of doing business. The PCs should come up with a compelling reason to stick together. Of course, the Stone is not likely to appreciate this level of cooperation if they learn of it, leading to further complications and adventures.
The Adventures and the NPCs
The PCs’ mundane kills don’t tend to be the focus of adventures. Killers gone rogue, Belmont employees who are long-time friends and are now in a jam, and dealing with conflicts with the Stone are likely to be the focus for the PCs.
The PCs are likely going to face other killers, Family enforcers, resource controlling Patricians, and perhaps even the Judges and Pretorians of the Stone. In many cases, these interactions are going to lead to violence. If the PCs go up against the Stone this conflict is very likely to lead into further adventures as the PCs seek to make amends. Conflicts with a Family may not lead to a global death sentence, but are dangerous enough due to the power each Family wields.
World of Killers includes a linked series of adventures in which the PCs aid a friend working at the Belmont and hunt down a rogue killer. While at the same time they also come into conflict with a Family and maybe the Stone itself.
Even if a GM just pulls bits and pieces of the adventures out to repurpose, the overall theme, NPCs, and types of action also demonstrate one type of campaign a GM might want to run. As the GM slowly builds their world of killers, these themes and action tropes can inform the setting and set up future adventures.
Globetrotting or Home City
Another option GMs will want to consider is whether the PCs will be globetrotters or have a home base. While jet setting from continent to continent and city to city may sound intriguing, having a home base has advantages.
PCs who return to the same home city after each mission will likely find one Belmont location that they consider home. They will get to know the people who work there.
The PCs will also get to know the local Rats well. Again, they can make powerful connections and contacts over time as they develop ongoing relationships and deals.
Having a home base does not mean the PCs do not travel or visit other Belmonts. On the contrary, the nature of their work means they have to roam the world to fulfil their contracts.
However, having one locale that feels like home is a powerful lure. It can also be a haven in a world otherwise soaked in mayhem and blood.
GMs will likely want to be careful about the level of threat brought against the NPCs of this local home setting. Smaller adventures with one NPC threatened and a reasonable threat the PCs can likely deal with work best as the most common adventure. Larger sweeping conflicts that embroil multiple friendly NPCs and perhaps involve the Stone itself should be rare, memorable, challenging, and bloody. Maybe the capstone to a successful campaign.
Next Steps
A GM who builds a world of killers can start the PCs locally, find out what NPCs the PCs are invested in, and slowly build out the rest of the world. As missions unfold, future adventures will generate as a consequence of actions taken. NPCs may betray the PCs, alliances will be tested, and deadly violence will unfold.
A campaign that ends in a mighty struggle with NPCs and PCs alike falling, others moving on, and perhaps the world of killers getting shaken up serves as a great capstone to a successful campaign. If the players enjoyed the carnage and the world of killers, perhaps this newly changed setting can serve as the springboard for a new campaign, with new PCs facing a changed World of Killers because of the actions of their previous characters.
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