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Murder Ballet

A John Wick-inspired RPG by Ben Sandfelder

(Version 1.2)
Do not distribute.

Table of Contents
INTRODUCTION __________________________________ 2 PREPARING FOR A MISSION __________________________ 15
WHAT YOU NEED ____________________________________ 2 MISSIONS AND COMBAT _________________________ 16
BEFORE THE GAME ___________________________________ 2
SETTING THE SCENE ________________________________ 16
HOW TO PLAY _______________________________________ 3
MOVEMENT ________________________________________ 16
THE UNDERWORLD _______________________________ 4 THE ENVIRONMENT _________________________________ 17
YOUR TURN ________________________________________ 18
THE RULES OF THE HIGH TABLE _______________________ 5
PLAYER ACTIONS ___________________________________ 18
WHAT DO ASSASSINS DO? ____________________________ 5
GETTING WOUNDED ________________________________ 20
CREATING AN ASSASSIN __________________________ 7 VEHICLES __________________________________________ 21
DECIDE YOUR ABILITIES ______________________________ 7 HOSTING A GAME _______________________________ 22
YOUR ACCOUTREMENTS ______________________________ 7
DESIGNING A MISSION ______________________________ 22
CHOOSE AN EXPLOIT _________________________________ 7
THE MISSION AREA _________________________________ 24
FINISHING TOUCHES _________________________________ 7
PLACING ENEMIES __________________________________ 26
CREATE YOUR GHOST STORY __________________________ 7
GHOST STORIES _____________________________________ 8 SUPPORTING CHARACTERS ______________________ 28
CHARACTER ADVANCEMENT ___________________________ 9
RIVALS ____________________________________________ 28
EXPLOITS _________________________________________ 10
MINOR ENEMY _____________________________________ 28
THE MENU ________________________________________ 11
ALLIES ____________________________________________ 28
ARMOR ___________________________________________ 12
OTHER GEAR ______________________________________ 12 CHARACTER DESCRIPTIONS ______________________ 29
SERVICES AND ASSOCIATES __________________________ 13
ASSASSINS _________________________________________ 29
PLAYING THE GAME _____________________________ 15 ASSOCIATES________________________________________ 30
ORGANIZED CRIME __________________________________ 32

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Introduction Before the Game


Murder Ballet is a tabletop roleplaying game – A few things need to happen before your group
part board game, part improv theater, set in the can start playing:
evocative world of the John Wick movies.
One player, the Host, creates a scenario called • Establish boundaries and safety tools.
a mission, while each other player creates an • The players create their Assassins.
Assassin, their avatar in the game’s world. • The Host designs a scenario.
In a session, your assassins prepare for their
mission by dealing with the enigmatic Boundaries and Safety Tools
characters of the darkly glamorous Underworld. Safety Tools are an excellent way for tabletop
When the Assassins are ready, the Host begins gaming groups to check in with each other and
the mission. The Assassins must strategically use make sure that everyone is enjoying the game as
their skills to defeat waves of enemies and much as possible. There’s a huge range of tools
powerful rivals in a well-choreographed dance available online. However, no number of rules
of violence. can replace a candid conversation about
boundaries with your friends.
What You Need Since this is a John Wick RPG, the rules assume
you’re comfortable with R-rated action and
Gather the following materials: violence. Even still, there are specific topics your
group should discuss before the game to make
• 2 to 7 players. Murder Ballet works slightly sure everyone can have fun.
better with smaller groups.
• These rules, ideally on a laptop, tablet, or • How graphic should the Host’s narration get?
printed, for quick and easy referencing. • Are there specific types of violence the Host
• An easel of graph paper, a wet erase mat, or should avoid describing, or omit completely?
wrapping paper, with 1-inch squares. (Eye injuries, car crashes, etc.)
• Numbered tokens or miniatures to represent • How does the group feel about harm to
each of the characters. bystanders? Hostages? Allies? Pets?
• Pencils, erasers, and extra paper. • How does the group feel about torture,
• A stack of 3x5 notecards. mutilation, and horrific injuries?
• A whole lot of 6-sided dice. • Are there other topics (cultural considerations,
• Around 20 quarters, or toy pirate coins. romance, the in-game use of drugs and
alcohol…) that the group wants to discuss?

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How to Play Being a Good Player


Following these basic expectations can help you
The general flow of the game is this: and your group have more fun playing the game.
Communicate. Tell other players how you’re
• The Host describes a scenario.
feeling, and how your character is feeling! Most
• Each player describes what their Assassin does
inter-player conflict can be avoided by asking
in that scenario.
the group, “are you all ok with my character
• The Host may call for dice rolls to decide if an
doing this?”
Assassin’s actions succeed or fail.
Respect your Group. Always remember the
• The Host describes the outcomes of each
boundaries discussed before the game. Keep in
Assassins’ actions.
mind that the Host can’t plan for everything.
Find reasons for your character to get involved
Rolling Dice and avoid derailing the Host’s general plan too
When the rules tell you to roll, roll a 6-sided die. badly. For example, if the mission is set in a
If you get less than or equal to a target number warehouse, don’t propose attacking the target in
(usually one of your Assassin’s Abilities), you their home. Keep in mind that while character-
succeed. Otherwise, you fail. versus-character drama can spice up the story,
Failing Forward. For assassins, “failure” just the players should always be collaborating with
means it doesn’t go the way you planned. Even each other.
when you fail, you will usually still make some Share the Spotlight. Don’t talk over your fellow
progress, but it may take additional time, or players. At the same time, create space for more
create a new complication, or come at a cost. reserved players to speak up. Create chances for
Modifiers. Sometimes, you receive a modifier – other players to ask questions, share opinions, or
a bonus or penalty to a roll. Modifiers are do awesome things.
applied to your target number, not the die. For
example, if you need to roll a 4 or less, but have
a +1 bonus, then you need to roll a 5 or less.
1s and 6s. Rolling a 1 always succeeds, and
rolling a 6 always fails, even if modifiers would
increase the target number above 6 or below 1.
Multiple dice. Sometimes, you will be asked to
roll multiple dice, and take best (lowest) or
worst (highest) of all the rolls. Positive and
negative dice cancel each other out. For
example, if one rule says to take the best of 3
dice, and another says to take the worst of 2
dice, you would roll 2 dice, and take the best
result, because 3 positive dice minus 2 negative
dice would leave 1 positive die remaining.

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The Underworld teleprinters. Records are transcribed on


typewriters and filed away in indexed boxes.
This section contains a brief primer on the world Similarly, banks used by the Assassins leave no
(or rather, the Underworld) of John Wick and digital footprint. Physical wealth is kept as
Murder Ballet. Players and the Host should read physical items, with paper records, kept in vaults
this to get an idea of the setting before creating in well-hidden Underworld banks.
their Assassins or writing a mission. WUXIA. The radio station WUXIA, operated by
Administration, spreads news throughout the
Hidden in Plain Sight Underworld using a coded doublespeak. During
The Underworld exists right under our noses. especially urgent open contracts, the radio
Assassins walk the streets of our cities, looking station will receive tips and share regular
just like anyone else. updates on the location of the targets.
It’s a world of honor, obligation, glamor, and
decadence. Some criminal elements – organized The Continental Hotels
crime, street gangs, maybe even corrupt There is a Continental Hotel in almost every
politicians – may know about the Underworld, major city in the world. These places serve as a
but they only exist on its periphery. They have safe harbor, hangout, and base of operations for
no idea how deep the rabbit hole goes. assassins in that city.
To anyone else, it looks like an opulent hotel
Coins – and it may even operate as one! However,
The Underworld doesn’t care much about real- offer them a Coin instead of a credit card, and
world money. Their currency are special golden you gain access to their other amenities.
Coins. The exact value of a Coin is relative – it
represents a favor, so to an extent, its buying The High Table
power is based on the person offering the coin. The whole Underworld answers to the High
Most services in the Underworld cost a single Table, an enigmatic council of the twelve richest
Coin, but it’s customary to pay more for and most powerful assassins. Instead of dirtying
challenging or dangerous tasks. their own hands, they use their complex
networks of debts and favors to act through
Low Tech intermediaries.
The Underworld eschews digital technology as Members of the High Table serve for life,
much as it can. Most Assassins have relatively which means anyone wanting to climb the ranks
modern cell phones and can call each other must challenge a sitting member for their seat
without issues. Calls to Hotels, or other major or be named as a successor before a member
figures in the Underworld, must go through dies (or gets assassinated…)
Administration, a network of switchboard The Elder. There are whispers of a mythical
operators who can screen callers and decide figure in the deserts of Morocco – an Elder who
whether to connect them. “sits above the High Table.” He cannot be found,
There are no computers, except for a few but he can find those he wishes to speak with. In
retrofitted terminals. No information is stored on these rumors, it’s ambiguous if the Elder is one
these – they are exclusively used to interface of the twelve, or an even greater authority…
between assassins’ modern phones and analog
machines. Most messages are sent by

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The Rules of the High Table Adjudicators


Adjudicators are deputized by the High Table to
“Rules. Without them, we’d live with the animals.” enact justice over a broken rule, to hunt down
– Winston elusive Excommunicados, or to brutally punish
anyone who aids or harbors one.
There are a few rules that are sacred among all
They carry a special Coin that marks their
assassins in the Underworld.
privileged status, and command Enforcers –
fearsome, heavily armored kill teams who can
No Business on Hotel Grounds make short work of even talented Assassins.
It is absolutely forbidden to attack or kill anyone
on the grounds of a Continental Hotel. This rule The Old Ways
extends to the steps of the hotel, the patio, even
There are other, older rules known only to
the parking garage, if the hotel has one.
Harbingers, direct advisors to the High Table.
This rule is so sacred that touching Hotel
This obscure code covers laws that many
grounds – even with a fingertip or toe – puts
assassins find archaic. One example is High
you under the Hotel’s protection.
Table Duels, in which a clan can challenge a
High Table member to a trial by combat.
Markers Must be Honored If you ask a Harbinger, learning and exploiting
Blood Oath Markers are silver medallions with a the Old Ways is the best counterbalance to the
barbed edge. Inside is a fingerprint stamped in High Table’s ever-expanding influence.
the blood of the one who gave the medallion.
A Marker represents a life-debt. Whoever holds
a Marker may demand any favor from the one
What Do Assassins Do?
who gave it – even if the favor could lead to
that person’s death. When the task is complete,
Operations Without
the owner of the Marker adds their own bloody The High Table gets its wealth and its power by
fingerprint to it, marking the debt as settled. loaning out their services to the rich and
Some Hotels keep a ledger of Markers, which powerful outside of the Underworld. A politician
is also fingerprinted when a Marker is given or may ask the Underworld to make an opponent
fulfilled, simply for record-keeping purposes. disappear. The politician pays the Hotel, who
Since a Marker represents a life-debt, the pays the High Table, who pays the assassin
penalty for refusing to honor one – or killing the chosen for the job in Underworld Coins.
one who holds your Marker – is death. Outside forces that touch the Underworld are
inevitably pulled into it, as the High Table
Excommunicado promises more support, while demanding more
services and favors in return. And so, their
Anyone who breaks these rules may be declared
influence expands.
Excommunicado. Other grievous offenses
(decided by the Host) can have one declared
Excommunicado as well. Once branded as such,
Operations Within
Hotels are no longer safe ground, and Assassins Assassins frequently end up fighting amongst
are expected to kill the target on sight. themselves as ambition, grudges, and vengeance
Being declared Excommunicado can only be all tangle in a nasty web. Many assassins have
forgiven by a member of the High Table, or one no qualms betraying their allies if it advances
of their Adjudicators, and usually requires their own reputation or agenda.
sadistic acts of atonement.

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That’s the reason for the High Table’s two Conducting Business
sacred rules. If there weren’t safe areas to meet,
Assassins are expected to act with discretion.
then the Underworld would destroy itself with
Most assassins wear suits, or otherwise dress
treachery and paranoia. If the life-debts of
like a dark reflection of high society. They must
Markers weren’t enforced, then no Assassin
be able to appreciate art, fine food and drink,
would bother issuing them or honoring one.
history, and similar pursuits. People of the
Underworld treat each other with courtesy and
Clans respect – even if they are bitter rivals, and
Within the Underworld, there are various clans especially within Continental Hotels.
that compete for the High Table’s favor. These There are no strict rules against harming
range from groups like the Ruska Roma to crime bystanders, and law enforcement knows not to
syndicates like the Mafia or Yakuza. While only meddle in the Underworld’s business. Still,
twelve clans have seats at the High Table, there harming bystanders during a mission is
may be any number of more obscure ones, and considered sloppy and unprofessional.
there is no shortage of clanless free agents. Violating these basic expectations can affect
Gambits to advance a clan’s status, or the an Assassin’s reputation in the Underworld. The
settling of clan rivalries, tends to be a major last thing anyone wants is a bounty on their
source of operations within the Underworld. head over a faux pas.

Contracts
Anyone in the Underworld can order a hit, called
a “contract,” on anyone else. This contract must
be paid in real-world currency, not Coins.
Normally, a contract to kill one target is given
to one assassin. “Open” contracts are reported to
Administration, instead. A few minutes later,
every Assassin receives a text with the details of
the contract. For Underworld-adjacent people,
completing a contract could be a means of
becoming an Assassin.
As far as the High Table is concerned, this is
all unofficial business, because Coins are not
changing hands. Still, the High Table may open
contracts on Excommunicados, as an extra
incentive for assassins to hunt them down.

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Creating an Assassin Encumbrance


Assassins travel light. At most, you can carry:
This section is for players – it contains the step-
by-step process of making your Assassin. • Three knives, a pistol, and one other weapon.
• Up to four reloads for each pistol, and up to
• Decide your Abilities two reloads for other firearms.
• Choose your Accoutrements • The armor and clothes you are wearing.
• Choose an Exploit • Your cell phone and your Coins.
• Write down a few finishing touches. • Up to two pieces of additional gear.
• Create your Ghost Story
Choose an Exploit
Decide Your Abilities
Every Assassin starts with one Exploit, an
Every Assassin has six abilities: Choose one from the following section.
Hot is used to charm and manipulate.
Cold is used to sneak and threaten. It also
determines your pool of Focus points.
Finishing Touches
Swift is used to run, jump, dodge, or drive The final steps of creating your Assassin involve
around obstacles. It determines your speed. filling in some details.
Deadly is used to kill people. Armor Save. If you bought armor, note its
Tough is used to wrestle with adversaries, Armor Save.
endure harm, and bounce back from injuries. Focus Points. You have a number of Focus
Wise is used to sense peoples’ intentions, points equal to your Cold +1.
detect danger, and notice small details. Speed. Your Speed is equal to your Swift +1.
Wounds. You can take a number of wounds
Setting your Abilities equal to your Tough.
All your Abilities start at 2. During character Weapon Notes. Write down the ammo, range,
creation, you have 9 points to distribute and notes of the weapons you chose.
between them. You cannot increase an Ability Name and Description. Come up with a name
above 5. You could make the following spreads: for your Assassin, and a brief description of what
they look like. Assassins generally borrow names
• 5, 4, 4, 3, 3, 2 for a well-rounded specialist.
from mythology, such as Ares or Charon, or use
• 5, 5, 5, 2, 2, 2 for an extreme specialist.
plain, everyday names like John.
• 4, 4, 4, 3, 3, 3 for a versatile jack-of-all-trades.

Your Accoutrements Create Your Ghost Story


Every Assassin has a Ghost Story. Roll or choose
All assassins start with:
an option from each of the following tables.
• Any pistol, 2 reloads for it, and a knife. Once every player has completed their Ghost
• Fashionable clothing. Story, go around the table, reading the Ghost
• A cell phone. Story of the player to your right. The Host does
• 1d3+1 Coins, which you can spend on not read anyone’s Ghost Story but should take
additional gear now, or save for later. notes on all of them.

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Ghost Stories What Did You Do?


D66 Defining Event
Ties to the Underworld 1–3 1 A romantic partner was killed.
D66 Underworld Ties 2 A mentor was killed.
1–2 1 You belong to an Underworld clan. 3 A relative was killed.
2 You’re related to a notorious assassin or 4 A trusted associate was killed.
associate. 5 One or more bystanders were killed.
3 Your romantic partner was secretly an 6 A close ally of the High Table was killed.
assassin or associate, but you found out. 4–6 1 You killed another assassin.
4 Your family owns a Continental hotel. 2 You were on the run from a rival.
5 Your relative is (or was) Excommunicado. 3 You took a bullet to the face.
6 Your relative sits on the High Table. 4 You were seriously messed up.
3–4 1 An assassin, associate, or clan raised you 5 You botched a mission. Badly.
after your family was killed. 6 You went on a rampage.
2 An assassin, associate, or clan raised you
after killing your family.
3 An assassin saved your life. You became
And It was All Because…
D66 Fatal Mistake
their protégé in return.
1–2 1 Bad Luck.
4 You saved an assassin’s life. They trained
2 You got careless.
you to protect you from their rivals.
3 You got greedy.
5 You were raised in an orphanage that
trains children for Underworld jobs. 4 You hesitated.
6 Your family made a deal with the High 5 You made a mistake.
Table. You were trained as part of it. 6 You crossed the wrong person.
5–6 1 After moving, you found several Coins in 3–4 1 You wouldn’t let things lie.
a hidden cache in your new residence. 2 You were in love.
2 Your first job out of school was working 3 You were double-crossed.
for an associate. 4 You double-crossed someone.
5 You kept a promise.
3 A clan invited you into the Underworld
6 You spared the wrong person.
when you fell on hard times.
4 Before becoming an assassin, you were in 5–6 1 Someone left loose ends.
a gang that works with the Underworld. 2 They threatened someone close to you.
5 As an outsider, you killed an assassin, 3 They hurt someone close to you.
4 They killed someone close to you.
claimed a bounty, and earned your place.
5 You gave the wrong person a Marker.
6 As an outsider, you earned your place by
6 The High Table demanded it.
killing an Excommunicado.

When Did it Happen?


D66 Unfortunate Timing Expanding your Ghost Story
1–3 1 When you were still a dumb teenager… The tables on the following page create a basic,
2 While you were training… vague narrative. For example:
3 During your first mission… “Nemesis’ family made a deal with the High Table.
4 After your first mission… She was trained as part of it. During her first mission,
5 You drew a lot of attention after… she killed another assassin, and it was all because
6 You made a lot of enemies when… someone left loose ends.”
4–6 1 One time, between missions… The group can collaboratively work to expand a
2 At the height of your career… Ghost Story like this by deciding who the other
3 Things just weren’t the same after… assassin was, what the loose ends were, and how
4 An Adjudicator made you atone after… much it mattered to the High Table member that had
5 Everyone thought you were dead when…
Nemesis trained. All of this informs how other
6 You tried to leave the Underworld after…
characters perceive your Assassin.

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Character Advancement
After every mission, your character gains a new
Exploit, up to a maximum of six Exploits.

Getting Out
When a character reaches six Exploits, it may be
time for that character to try to get out of the
Underworld (meaning, time for the player to
retire that character from play).
Getting out is no easy task. It often requires
calling in favors like a Marker and performing
Herculean tasks against all odds. However, for
those who succeed, it is a way to leave the
Underworld behind.
Some characters decide to go up rather than
out. A seat at the High Table is the highest an
assassin can ever hope to climb. Your assassin’s
last act could be making a play for a seat –
either by challenging a member or being chosen
as a member’s successor.

Sample Character
Writing down your character's information doesn't
take a lot of room - it should all fit on a single 3x5
notecard. You can arrange it like this:

Name: Nemesis
Hot 2 Cold 4 Swift 4 Deadly 5 Tough 3 Wise 3
Focus Points: 5/5 Speed: 5 Wounds: 0 / 3
Exploits: Ruthless - Enemies count as Cover 4.
Gear:
• a knife (point-blank, discrete, light, melee)
• a 9mm pistol (close range, 12 shots, discrete, burst
3, light), 2 reloads. Ammo:
• a ballistic vest (Armor Save 2)
• 1 adrenaline shot.
• a nice suit
• a cell phone.
• 1 Coin.

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Exploits Disarm
When you Change Weapons, you may choose to
Exploits are the unique abilities of your Assassin. take a weapon from a stunned enemy within
As you continue to play the game, you gain point-blank range.
additional Exploits.
Face in a Crowd
Ability Increase You have an uncanny ability to vanish in crowds.
Increase one of your Abilities by 1, up to a When you Hide while using a crowd as cover,
maximum of 5. You can gain this exploit roll 3 dice and take the best result. Crowds do
multiple times, but only once for each Ability. not count as difficult terrain for you.

Anything’s a Weapon Implacable


You can kill with anything – a book, a coffee When an enemy Fights you, roll Tough. On a
mug, a plastic bag, even a fucking pencil. success, you’re not stunned.
Whenever you Fight, if you roll a 1, you may
wound the target in addition to stunning them. Incredible Focus
You can Execute enemies without a weapon. Whenever you spend a Focus point, roll a die. If
you roll a 1, the Focus point is not lost.
Arsenal
You can carry up to two knives, two pistols, and Knife Throwing
two other weapons at a time. However, you can You can carry up to six knives at a time. When
only carry half as many reloads for each gun. you Shoot, you may throw knives even if you
have another weapon readied at the time.
Blood Oath Marker
Someone owes you a life-debt. You have a silver Moving Shadow
Marker bearing their bloody fingerprint. You may You treat dimly lit or dark areas as if they were
demand a favor from them, and the laws of the cover with a cover save of 2. You can Hide in
Underworld say they must accept – no matter dim light or darkness, even if there’s nothing to
how dangerous the favor is. When the favor is hide behind.
done, you add your fingerprint to the Marker. Additionally, if you Fight and Execute an
The debt is settled, and you lose this Exploit. enemy in the same turn while you are hidden,
you remain hidden, so long as no other enemies
Close Associate can see you when your turn ends.
You have a deep partnership – bordering on
actual friendship – with an Associate. That Ruthless
Associate may offer you their services without You can use stunned enemies as cover with a
charging you a Coin. In extreme circumstances, cover save of 4. When you succeed on a cover
they may bend the rules of the Underworld for save, the enemy you’re using as cover is
you (but they will never break them). wounded. You can’t use rivals as cover.

Deep Pockets Unstoppable


You’ve accumulated a lot of coins. If you start a Instead of suffering a cumulative -1 penalty for
session with 0 Coins remaining, gain 1d3 Coins. each wound you receive, you only suffer a -1
penalty for every 2 wounds.

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The Menu

Melee – Intimate, Daring Buying Weapons


Type Ammo Range Notes Firearms you purchase come loaded, with 2
Knife NA Point- Discrete, Light, reloads. 1 Coin can buy up to 3 knives.
blank Melee, Thrown
Med. Melee NA Point- Melee, Thrown Weapon Stats
blank
Large Melee NA Point- Deadly, Melee Ammo. The number of times you can shoot a
blank weapon before it must be reloaded.
Range. The effective range of this weapon. You
Pistols – Crisp, Finessed may Shoot at targets one range increment
beyond this one, but with a -2 penalty.
Type Ammo Range Notes
Pistol, 9mm 18 Close Burst (3),
Discrete, Light Weapon Notes
Pistol, .45 8 Short Burst (2), Armor-Piercing. Targets can’t use armor to save
Discrete, Light against this weapon.
Pistol, Dueling 1 Close Deadly, Discrete Burst (X). When you Shoot this weapon, you
Revolver 6 Short Deadly, Discrete
may fire up to X shots at once. If you do, roll that
many dice and take the best result. When you
Rifles – Robust, Precise are hit by a burst weapon, you must roll that
Type Ammo Range Notes many saves and take the worst result.
Assault Rifle 30 Medium Burst (3), Deadly Deadly. Wounds caused by this weapon are
Battle Rifle 20 Long Burst (2), Deadly deadly (see the Getting Wounded section).
Bolt-Action 5 Long Deadly, Slow
Discrete. Discrete weapons are small and
Rifle Reload
Sniper Rifle 6 Extreme Armor-piercing,
compact enough to be easily concealed. A
Deadly, Heavy character only carrying discrete weapons is not
Submachine 20 Short Burst (4), Light visibly armed, and the weapons can only be
Gun found by a physical search.
Heavy. These weapons are cumbersome. When
Shotguns – Big, Bold you Change Weapons, roll 3 dice and take the
Type Ammo Range Notes worst result if your current weapon or the one
Sawed-Off 2 Close Deadly, Discrete, you are switching to is heavy.
Burst (2) Light. Light weapons are quick to ready. When
Pump- 8 Close Deadly, Slow Reload you Change Weapons, roll 2 dice and take the
Action best result if the new weapon is light.
Sport 8 Close Burst (2), Deadly, Melee. When you Fight with this weapon, you
Shotgun Heavy, Slow Reload
may wound enemies instead of stunning them.
Slow Reload. These weapons have time-
consuming reloads. Whenever you reload the
weapon, roll 3 dice, and take the worst result.
Thrown. When you Shoot, you can throw this
weapon at a target within close range instead of
firing a gun.

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Armor The Host may rule that certain areas or


situations can cause interference.
Armor protects you by preventing wounds. Extra Ammo. Up to 4 reloads, for any
Armor Saves. When you get hit, you can choose combination of firearms. Keep in mind the total
to use your armor’s Armor Save instead of your number of reloads you can carry!
Swift, Tough, or a cover save. Flashlight. Flashlights dimly light all squares
Armor and Cover become more important as in a 90-degree cone, extending from your square
you take Wounds, because your Swift and Tough to short range in a direction of your choice.
are gradually reduced by penalties from wounds. Squares within close range are brightly lit
Ballistic Vest. A vest of thick, bullet-resistant instead. You can mount flashlights on rifles and
fabric that can be worn beneath clothing. shotguns. On your turn, you can turn a flashlight
Plate Carrier. Military-style body armor. Metal on or off with the Interact action.
plates between layers of Kevlar. Type Summary
Tailored Suit. A custom-tailored suit with an Adrenaline Ignore Wound penalties for a time.
advanced bulletproof fabric sewn into the lining. Ammo Belt Extra ammo for your weapons.
While it can stop bullets… one should still Earpiece Lets characters communicate.
expect a nasty bruise. Extra Ammo Up to 4 reloads for firearms.
First Aid Kit Can be used to treat wounds.
Type Armor Save Notes Flashlight A light source.
Ballistic Vest 2 Discrete Grenade, A dangerous explosive grenade.
Plate Carrier 3 Fragmentation
Tailored Suit* 3 Discrete Grenade, A grenade that burns at extremely
*Tailored Suits are unique and must be custom-made. Incendiary high temperatures.
This process requires finding a Tailor and costs 3 coins. Grenade, A grenade that creates a cloud of
Smoke obscuring smoke.
Armor Notes Grenade, Stun A grenade that blinds and deafens
Discrete. As with the weapon trait, discrete people when they explode.
armor can either be hidden beneath clothing, or Motion An adhesive device that emits a
Tracker chime when it detects movement.
looks indistinguishable from clothing. Physical
Night Vision See in dim light or darkness.
inspection can discover it. Scope Reduces penalties for range.
Suppressor Quiets the sound of firearms.
Other Gear Zip Ties A bag of simple restraints.

Using items is an Interact action.


First Aid Kit. You can use a First Aid Kit on
Adrenaline. A shot of adrenaline you can use
yourself or another character. Roll Wise. Failure:
on yourself or another character. Allows that
heal 1 Wound. Success: heal 2 Wounds. First Aid
character to ignore wound penalties for 1d6+3
kits have one use. A character can only benefit
turns. A character can only benefit from an
from a First Aid kit once per mission.
adrenaline shot once per mission.
Grenade, Fragmentation. As an action, you can
Ammo Belt. A competition belt that gives easy
roll or throw this grenade to a point within short
access to extra ammo. An ammo belt increases
range. At the start of your next turn, it explodes,
the number of reloads you can carry to six for a
wounding everyone in a 3-square radius.
pistol, and four for another gun.
Grenade, Incendiary. As an action, you can roll
Earpiece. Allows characters to communicate
or throw this grenade to a point within short
from extreme range on a secure radio channel.
range. At the start of your next turn, it ignites

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everything in that square. The grenade burns hot On Grenades…


enough to melt through thin steel – it’s mainly Sometimes, assassins just need to blow stuff up.
used to destroy equipment. It deals 3 damage to However, using grenades to eliminate targets is
vehicles each round. considered sloppy, inelegant, and a little bit gauche.
Grenade, Smoke. As an action, you can roll or
throw this grenade to a point within short range. Services and Associates
At the start of your next turn, it explodes. All
squares in a 3-square radius are filled with thick The Host will tell you which services are
smoke for 3 rounds. Characters can’t see through available in the city the mission is set in.
those squares, and characters in those squares
can’t see beyond point-blank range. Services
Grenade, Stun. As an action, you can roll or Type Summary
throw this grenade to a point within short range. Banking Store extra gear.
“Dinner Discretely dispose of a body.
At the start of your next turn, it explodes.
Reservation”
Everyone within a 3-square radius is stunned. Doctor Recover wounds with treatment.
Scope. Can be attached to any weapon. Hotel Stay 2 weeks per Coin
Reduces the penalty for shooting beyond the Information Gain extra clues about a mission.
weapon’s normal range from -2 to -1. “Sommelier” Procure weapons
Suppressor. Can be attached to a pistol or rifle. Special Delivery Have items waiting for you in the
Quiets the sound of the weapon firing, so that it mission area.
Tailor Get clothes, disguises, or armor.
can only be heard by people within short range.
Valet Service Borrow a vehicle.
Motion Tracker. Can be attached to any
relatively flat surface, such as a wall. When a
Banking. You can store Coins and extra gear in
creature moves within close range of the motion
guarded vaults across the Underworld. In
tracker, it emits a doorbell-like chime. This can
general, it takes about a week to transfer items
reveal the location of hidden enemies that move
from one city’s vaults to another city’s vaults.
within close range of a motion tracker.
“Dinner Reservation.” Underworld cleaners can
Night Vision. Night vision can come as
quickly, quietly, and discretely dispose of
conspicuously large goggles, or a scope attached
corpses. The usual cost is 1 Coin per body.
to a rifle. Either way, it’s not discrete. You can
Doctor. Hotel Doctors can treat wounds for 1
toggle it on or off with an Interact action. While
Coin each. Roll Tough for each wound healed.
using night vision, you treat light differently:
For each failure, you need 1 full day of bedrest.
• Bright light becomes blindingly bright.
Hotel Stay. One coin gets you two weeks at a
Treat it as total darkness.
Continental Hotel, with all the Hotel’s amenities
• In dim light, you can see as if it were
and unlimited drinks in the lounge.
brightly lit.
Information. You can buy information from
• In darkness, you can see as if it were
others in the Underworld, such as the blueprints
dimly lit.
of an area, the number of guards, or rumors of a
Zip Ties. When you Execute a character, you
secret entrance.
can put zip ties on them instead of killing them.
“Sommelier.” The services of a Sommelier, the
Once zip-tied, the character’s hands are
weapons dealers of the Underworld, may be
restrained and unusable. You can remove zip
needed to secure suitable weapons for missions.
ties with a knife and an Interact action.
Special Delivery. You can buy new gear, or have
gear delivered from a bank. These items can be

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delivered to a Hotel or the mission area. If items Concierge. Hotel Concierges take the comfort
are delivered to the mission area, they’re hidden; and safety of Hotel guests extremely seriously.
the Host should give you a hint about where to They will defend you on Hotel grounds, and may
find them. help with other personal favors, such as
Tailor. Tailors can provide armor and clothing, boarding your pet, relocating your family, etc.
including disguises, ensuring that you have Crime Lord. Knowing a crime lord in a city
proper attire for any engagement. The services gives you access to services the Underworld
Valet Service. You can loan a car from the can’t provide. When you rely on a crime lord, you
Hotel garage. It will be waiting for you at a never get exactly what you asked for…
destination of your choice. It is courtesy to tip 1 Doctor. A friendly doctor would never turn
to 3 coins if the vehicle is damaged or away a friend in need. They may heal you free of
destroyed. charge when your life depends on it.
Harbinger. A Harbinger may have the ear of a
Associates High Table member. More importantly, they
Associates are the oil that keeps the Underworld have a thorough knowledge of the Old Ways.
running. Players with the Close Associate Exploit Hotel Manager. Hotel Managers are the lords
can choose from the list below: of their respective Hotels. They can arrange
Adjudicator. An Adjudicator makes for a meetings with major players in the Underworld,
powerful ally. One would never tolerate you shelter those with bounties on their heads, and
breaking the High Table’s rules… but could post bounties themselves, on your behalf.
recommend ways to obey the letter of the rules, Informant. You can plant an informant in
if not the spirit. another city’s Hotel, a local crime syndicate, or
Administration. Also known as “Accounting,” the company of another Assassin. Your
these telephone operators handle all informant can be your eyes and ears there, so
Underworld communications. They can connect long as they aren’t caught.
you to people or places that might overwise Sommelier. A Sommelier friend can always
refuse to take your calls. suggest the perfect weapon for any situation, or
Banker. Knowing a banker could let you store sneak you free reloads occasionally.
items for free or have them moved extra quickly. Tailor. Any tailor can provide basic armor and
A banker could also let you peek at someone clothes – but knowing a tailor means they can
else’s Vault but would never let you steal. make you look incredible. Not to mention, they
Clan Leader. Clans can provide shelter, can make you an Assassin’s Tailored Suit.
manpower, or other resources, but they are Trackers. Inconspicuous and anonymous,
bound under the High Tables’ rules. Clans may trackers seem offensively under-dressed for the
have their own codes of conduct and laws as Underworld. However, they are absolute masters
well, which may further restrict the kinds of help of hunting down quarry. If you need to find
they can provide. someone who’s disappeared, a Tracker is the
best option. Many trackers keep dogs as loyal
companions – don’t mess with their dogs. Ever.

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Limited Services, Time Constraints


Playing the Game Controlling access to services is one of the tools the
A session of Murder Ballet is split into two parts: Host can use to adjust the difficulty of a mission.
preparing for a mission, and the mission itself. Certain services may be unavailable in a city, or for
a time. For example, the Sommelier could be out of
Preparing for a Mission town, so the players cannot acquire new weapons or
reloads before the mission.
Time constraints limit how many services the
The prep phase of a session must answer at
players can use before the mission. If there is only
least these four questions. Each of these one day to prepare, then each Assassin can only do
questions – and possible answers – will be one thing before the mission.
explored in the Host’s section.
Scout the Mission Area
• Where is the mission set?
In some cases, it may be possible for the
• Who are the major characters?
Assassins to explore the mission area ahead of
• What are the stakes of the mission?
time, or at least view it from afar.
• What services are available?
Using Rolls. Players should tell the Host how
Timing. Assume the complexities and their Assassins investigate the area, and the
formalities of scheduling a meeting, getting to Host can use rolls to decide how much to reveal.
places, and handling business takes most of a Hot: asking around, questioning people.
day. As a result, one Assassin can do one of the Cold: sneaking around, keeping a low profile.
following things during each day of preparation. Swift: climbing around, exploring.
Tough: forcing a way in.
Meet with Characters Wise: watching from a distance, searching for
alternate entrances or exits.
The easiest way for the players’ Assassins to get
information is by talking to people.
In these scenes, the players can simply
Working Together
describe what their characters say, or roleplay it When multiple Assassins work together on a
out themselves, while the Host takes on the role task in scenes like this, the Assassin with the
of the characters they are interacting with. highest Ability rolls an extra die for each
Using Rolls. In a scene like this, the Host may Assassin helping and takes the best result.
call for rolls for a range of actions:
Hot: to get extra information through charm Focus Points
and persuasion. Your character has a pool of Focus Points, which
Cold: to get extra information using threats or you can use to twist the odds in your favor.
intimidation. When you spend a Focus point, choose from the
Wise: to tell if a character is being honest, to options below:
tell a convincing lie, to eavesdrop on another
• Change the result of a roll to a 1.
conversation nearby.
• Ignore your Wound penalty until the end of
Procure Services your turn.
• Take an additional action.
During this scene, the players can also procure
services from the previous section or contact an
associate and secure their help.

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Missions and Combat Diagonals. Every other diagonal move counts


as two squares of movement. For example,
During a mission, the players and the Host take moving two squares diagonally would count as
turns. Rolls are more frequent, and there are moving three squares.
stricter rules around what the players can do. Occupied Squares. Characters can move
through squares occupied by allies, but that
Setting the Scene square counts as difficult terrain. Characters
can’t move through an enemy’s square.
The mission starts when weapons are drawn. It’s
extremely helpful to have a map with a grid, so Dangerous Terrain
that the players have a clear picture of where Dangerous terrain, such as fire, wounds any
everyone is. characters who move through it, or end their
Once every character is placed on the map, turn in it. Characters can’t claim a cover save
they all act in turns. against dangerous terrain – they must roll Swift,
Tough, or their armor save.
Turn Order
The turn order is fixed. Difficult Terrain
Squares may be marked as difficult terrain.
• Enemy Rivals. These contain obstacles that require the
• The players’ assassins. character to clamber, climb, squeeze, or swim.
• Other Enemies. Each square of difficult terrain counts as one
• Allies and other characters. extra square of movement. For example, moving
Rivals, being major characters, have the unique through one square of difficult terrain would
ability to get the jump on the Assassins. count as two squares of movement.
However, because of their skills, the players
always act before other enemies. Anyone else,
Falling (and Jumping)
such as allies or bystanders, go last. Falls can be nasty. Your assassins can fall 1 story
Player Turn Order. Players can act in any order, (about 14 feet) and be fine. If you fall 2 or more
though it’s recommended that you just go stories, you’re stunned, and take 1 automatic
clockwise around the table, unless players wound for every story you fell – no save.
specifically want to coordinate their turns. For example, a character thrown from a four-
story rooftop would be stunned and take 4
Movement wounds automatically. This means it’s possible to
survive extraordinary falls… but it’ll hurt.
Jumping. Jumping counts as part of your
Squares movement. When you jump over a square, you
Movement, ranges, and so on are measured in can ignore dangerous or difficult terrain in that
squares, meaning squares on the map. Typically, square. At the Host’s discretion – based on the
a map will use five-foot squares. Others may use scale of the map – you may be able to jump
ten-foot squares. It doesn’t matter which size over two squares at a time. Whenever you jump,
you use. Roll Swift.
Since larger maps generally have more open Fail: you make the jump, but you land stunned.
space anyways, just assume the sparse terrain Success: you make the jump.
lets characters move and shoot proportionally
farther on their turns.

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The Environment
Interacting with Cover
Cover At the Host’s discretion, the characters’ actions can
Some squares (or edges of squares) may be create or destroy cover. For example, one character
marked as cover. Draw a line between the could create cover by kicking over a table (using the
attacker and their target. If any of the spaces in Interact action). Another could Dash at a glass
between have cover, the target can roll a cover window, and smash straight through it.
save instead of using armor, Swift, or Tough. Destroying Cover with Attacks. A quick-and-easy rule
is that whenever a character succeeds on a cover save,
Cover Save. A cover save is based on the
the cover save offered by that terrain is reduced by 1,
relative durability of the cover, and how much of
or 2 if the weapon being used is deadly. When the
the target is visible. cover’s cover save is reduced to 0, it’s destroyed.
Multiple Types of Cover. If there is more than
one type of cover between the attacker and a Range
target, only use the best Cover save. Weapon ranges are abstracted into a few broad
categories, shown on the table below:
Material Cover Save
Canvas, glass, foliage 2 Range Number of Squares
Wood, plastic, sheetrock 3 Point-Blank 1 square away.
Concrete, metal, stone 4 Close Up to 6 squares away.
The cover is at least 1 +1 Short Up to 12 squares away.
square thick. Medium Up to 24 squares away.
Less than half of the +1 Long Up to 36 squares away.
target is visible.
Extreme Anywhere on the map.

Shooting through Cover. If a character knows


exactly which square a target is in, that Lighting
character can shoot through thin cover (edges,
The brightness of an area affects how far your
not entire squares) even if the target is
character can see.
completely out of view. For example, a character
Lighting is measured from the target, not the
could shoot through a wall if they knew an
attacker. For example, if you’re in dim light, you
enemy was directly on the other side. The Host
can see a target standing in bright light, but the
may decide some cover is too durable to shoot
target can’t see you unless you’re within short
through.
range.
Shooting past characters. Other characters –
Penalties. When you roll Wise to see anything
whether they’re allies or enemies – grant cover
in a dim room (for example, when you use the
with a cover save of 3. Most characters are over-
Hunt action), roll two dice and take the worst
cautious and will miss instead of hitting an ally.
result. If the room is dark, roll three dice instead.

Lighting Maximum Range


Darkness Point-blank.
Dim Light Short range.
Bright Light Extreme range.

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Your Turn Execute


You must have a weapon in hand. Roll Cold.
On your turn, your Assassin can move squares Failure: Wound a stunned character within
equal to your Swift and take one action. point-blank range. That character doesn’t get a
You can break up this movement. For example, save to avoid this wound. If you’re using a gun,
if your Swift was 3, you could move one square, reduce your ammo by 1.
shoot, then move two more squares. Success: As above, and if the character is killed,
you terrify enemies within Close range that
Threatened Squares witness the execution. On their next turn, they
Squares within point-blank range of an enemy cannot move closer to you, and must move away
are threatened squares. If you move into a from you if they are able. Rivals are not affected.
threatened square, you cannot move away from
that character. You can still move into other Subduing Characters
squares threatened by the same character. If a character would be killed by an Execution, the
Threatened Penalty. While in a threatened player can choose to subdue them instead. Subdued
square, you cannot Hide, and you have a -2 characters are knocked out, restrained with zip ties,
or injured in a way that still takes them out of the
penalty on rolls to take any action except Fight.
fight. “Consider it a professional courtesy.”
Stunned Characters. Stunned characters do not
threaten squares – you can move away from Fight
them and take actions without a penalty.
Roll Tough.
Additionally, stunned characters cannot defend
Failure: You stun one character within point-
with Agility.
blank range. If the character is already stunned,
move them one square in any direction.
Player Actions Success: You can immediately Fight or Execute
the same character, or Fight another character. If
On your turn, choose one of the actions
you Fight again, you can keep Fighting until you
described here:
Execute a character, you fail a roll, or you’ve
Fought a number of times equal to your Tough.
Change Weapons
Roll Swift. Hide
Failure: Switch to a different weapon you’re
You must have Cover from any enemies that can
carrying or scavenge one from a dead character
see you. Roll Cold.
within point-blank range.
Failure: You can move a number of additional
Success: As above, but you may immediately
squares no greater than the number rolled.
Fight, Shoot, or Reload the new weapon.
Success: As above but place a “decoy” token in
your current square first. Enemies will act as if
Dash you are still in that square – moving towards it,
Roll Swift. shooting at it, etc. At the end of your turn,
Failure: Move a number of additional squares remove the token if an enemy can see you, and
no greater than the die roll. you don’t have cover. Also remove the token the
Success: Move a number of additional squares next time you Fight, Execute or Shoot someone,
no greater than the die roll + your Swift. or if an enemy can see the Decoy token, and the
token doesn’t have cover.

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Hunt
Roll Wise.
One in the Chamber
Failure: Choose one:
When you reload most weapons, if there is still any
• Remove a Decoy token left by a hidden ammo in it, then you should have a full magazine
plus one additional shot. Revolvers and sawed-off
character. That character is no longer hidden.
shotguns are the exceptions. If that touch of realism
• Ask the Host which direction your target is.
is important to your group, you can have the extra
• Ask the Host if anything is hidden within Close bullet. Who knows? You may need it…
range of your Assassin.
• Ask the Host how many characters are Shoot
currently within Short range of you. (This Reduce your ammo by 1, then roll Deadly.
includes enemies you can’t see, such as hidden Failure: Wound one character within range.
enemies and enemies in nearby rooms). Success: Wound one character within range,
• Ask the Host a yes-or-no question about a then you may Shoot another character. You can
character you can see. keep Shooting until you run out of ammo, you
fail a roll, or you’ve Shot a number of times
Success: Choose two of the above.
equal to your Deadly.
Interact Taunt
You may interact once per turn. Roll Swift.
You must target a Rival. Roll Hot.
Failure: You use an item, such as a first aid kit
Failure: On their next turn, the rival must Fight
or grenade, or interact with the environment.
or Shoot you if they are able.
You can use this action to open or close a door,
Success: On their next turn, you decide where
hit a switch, pick up an item, etc.
the rival moves, and you may choose one of the
Success: As above, then immediately take
following actions for the rival:
another action.
• The rival Dashes towards you.
Improvise • The rival Fights you.
Do something that doesn’t neatly fit into any • The rival Shoots at you.
other action. The Host will tell you what to roll,
and what happens on a success or failure.

Reload
You must have at least 1 reload left for your
weapon. Roll Swift.
Failure: Reduce the number of reloads for your
weapon by 1. Your weapon’s ammo is
replenished to its original value.
Success: As above, and you may immediately
Shoot with the weapon.

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Getting Wounded Being Stunned


Stunned characters are knocked prone, dazed, or
Your Assassin and rivals can take superhuman otherwise incapacitated for a few critical
levels of punishment. Whenever you’re seconds. Until your next turn, the following
wounded, you get to roll a save. penalties apply:
Saves. You can use your Swift, your Tough,
your armor, or cover to roll a save. Since your • You don’t threaten squares; enemies can move
Swift and Tough get lower as you accumulate away from you if they choose.
wounds, cover and armor become important the • On your next turn, you can only move if you
longer a fight goes on. take the Dash action.
• You can’t attempt saves using Swift.
Saves • Enemies can Execute you.
Roll Swift, Tough, your roll Armor Save, or your
Cover Save (your choice). Wounds
Failure: You gain a Wound. Wounds represent injuries taking their toll on a
Success: Nothing happens. You dodge at the character. You have a cumulative -1 penalty to
last second, or the attack only causes superficial all Abilities for every Wound you receive.
damage, like a cut or bruise. Deadly Wounds. Certain unpleasantries can
cause deadly wounds instead of normal ones.
The Meta When you receive a deadly wound, you can’t
There’s a rock-paper-scissors to combat in Murder save against it with Tough.
Ballet, encouraging different fighting styles for
different types of enemies. Getting Taken Out
• Fighting is ideal for fast enemies; stunning them You can endure Wounds equal to your Tough.
prevents them from saving with Swift and limits Any more than that, and you’re taken out. For
their movement on their next turn. example, a character with Tough 2 could take
• Armor-piercing weapons or Executions can quickly two wounds – a third would take them out.
dispatch enemies with high Armor saves. For rivals, this usually means they’re killed.
• Deadly weapons punch through Tough characters;
However, your assassin has plot armor. They are
as they can’t save with Tough.
usually knocked out instead. If every player’s
• If an enemy is in good cover, use stealth or speed
to get a better angle and negate their cover save. assassin is taken out, then a friendly character
• Burst weapons are especially effective (and may rescue you, or the enemies may capture you
dangerous) because they force targets to roll all for torture, questioning, or both.
multiple saves. When all else fails, use more ammo.
Choosing to Kill Player Characters
Your group should discuss whether you want to
include character death before the game. As
guidelines, you can stick to one of the following
themes:
High Stakes. Assassins who get taken out are killed.
Roll up a new character, buddy.
Dramatic Deaths. Assassins only die if the Host and
the player both agree it’s better for the story.
Plot Armor. The rules as written, with Assassins
miraculously surviving injuries in implausible ways.
They’re the main characters, after all.

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Vehicles Turning. Vehicles can move forwards or


backwards, but not in the same turn. Vehicles
Cars, motorcycles, and such can often add some cannot move side-to-side, nor can they turn in
dynamic elements to a fight: mobile cover, a place. Vehicles can move diagonally.
quick getaway, or a battering ram. A vehicle must move at least 1 space before
Using Vehicles. Characters get into vehicles, and after making a 90-degree turn. For example,
drive them, or climb out of them using the to make a U-turn, the vehicle would have to
Interact action. Remember, the Interact action move 1 space north, 2 spaces west, and then 1
can only be used once per turn. space south.
Cover. Vehicles provide cover to anyone inside Driving in Reverse. While moving backwards,
of them. Assume characters inside vehicles can the driver rolls Swift twice and takes the worst
find a way to Shoot out of them. result for any rolls to steer the car.
Fighting. Characters inside a vehicle can only Out of Control. If nobody uses an Interact
Fight other characters inside the vehicle. action to drive a moving vehicle, the Host may
roll a d6. On a 1 or 2, the vehicle moves its
Vehicle Stats speed diagonally left. On a 3 or 4, it moves
diagonally right. On a 5 or 6, it goes straight.
Vehicles have three stats:
Durability. The number of wounds the vehicle
can withstand before it becomes inoperable.
Vehicles and Damage
Vehicles take wounds just like characters. Vehicles do not get to save against wounds, and
Speed. The number of squares the vehicle can they are too big to benefit from cover. If a
move in combat. This is abstracted – most vehicle is shot at, it gets hit.
drivers don’t have the time or skill to reach a 0 Durability. Vehicles don’t explode in a
vehicle’s top speed while weaving through cinematic fireball at 0 Durability – that just
traffic and maneuvering around obstacles. means a tire has popped, or the engine has been
Passengers. The number of passengers (not damaged, and the vehicle is no longer drivable.
counting the driver) a vehicle can hold. Hitting Things. Each time a vehicle hits
something – an obstacle, a wall, another vehicle,
Vehicle Durability Speed Passengers or a person – the driver must roll Swift. Failure:
Motorcycle 4 10+2d6 1 the vehicle takes a wound. If the vehicle moved
Car, Coupe 6 8+2d6 2 at least 6 spaces first, the vehicle takes 2
Car, Sedan 8 8+2d6 4
wounds instead.
Car, SUV 10 6+2d6 4
Car, Pickup 10 6+2d6 3 Getting Hit. If a vehicle hits a character or
Truck another vehicle, that character or vehicle is
Car, Van 10 6+2d6 7 wounded. If the vehicle moved at least 6 spaces
first, it’s deadly (vehicles just take 2 wounds).
Characters cannot make Armor saves against a
Moving Vehicles hit from a vehicle.
When a vehicle moves, it is considered a moving Crashing. If a moving vehicle is reduced to 0
vehicle until the end of the next round. Durability, it’s crashing. At the end of the round,
the vehicle veers 1d6 spaces in a direction
• Characters can’t get into a moving vehicle. chosen by the Host, and everyone in it is
• Characters who get out of a moving vehicle wounded. If the vehicle hits anything before it
take a wound. If the vehicle moved at least 6 finishes this movement, it’s a deadly wound.
spaces, it’s deadly (see the Wounds section).

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Hosting a Game •

Montreal, Canada
Mumbai, India
Hosting is as much an art as it is a science. If • Nairobi, Kenya
your players are having fun, you are being a • Rio de Janeiro, Brazil
good Host! The guidelines in this section can • San Francisco, United States
help you be an even better one. • Seoul, South Korea

Designing a Mission Who are the Major Characters?


Once you’ve chosen a setting for the mission,
As it says in the Playing the Game section, the you can begin naming major characters. How
players need four pieces of information before many characters do you need?
they can start a mission: Associates. A great start is to look at the list of
Associates in the previous chapter. Generate one
• Where is the mission set? character for each role listed there.
• Who are the major characters? Targets. Finally, start thinking about who the
• What are the stakes of the mission? party will be going after in their missions. What
• What services are available? are their goals? Why does the Underworld want
them dead? There will be some tools to assist
Where is the Mission Set? with this in the following pages.
The source material for this game goes all over Rivals. Next, you need to generate rivals –
the world – New York City, Rome, Casablanca, powerful enemies who can give the players’
Berlin, Paris, and Osaka, to name a few. Assassins an even fight. Who has a vested
You can choose a real-world city as the setting interest in protecting the targets? Are there any
for your game, or even invent your own! If you’re characters from the players’ Ghost Stories who
using an existing city, be sure to research that could make an appearance?
city, so you can portray it fairly, if not accurately. Allies. Are there any characters who could help
Take great care to avoid tropes and stereotypes the players? What’s their motivation to help, and
that exoticize a city’s culture or its residents. what could they want in return?
Once you’ve picked a city, decide where it’s
Continental Hotel is. Don’t let the city’s real-
world topography limit you here – movies
regularly invent buildings to fit their story.
A good city for Murder Ballet is dense, with a
lively art scene and rich history. Some real-world
examples include:

• Amsterdam, Netherlands
• Budapest, Hungary
• Buenos Aires, Argentina
• Cape Town, South Africa
• Hong Kong, China
• Istanbul, Turkey
• Karachi, Pakistan
• Kuala Lumpur, Malaysia
• Melbourne, Australia

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What are the Stakes? No Sommelier. If the players can’t restock


weapons and ammo, then they have to work
The stakes of the mission establish why the
with what they have, or what they can find.
players should care, what they stand to gain, and
No Deliveries. The players can’t buy new items
what happens if they fail.
or have items waiting for them in the mission
Rewards. Possible incentives for completing a
area. This can change their strategy.
mission could include:
No Tailor. The players won’t be able to buy or
• Avenging a wrong. upgrade their armor or secure disguises.
• Collecting a bounty. No Valet. The players will not be able to bring
• Earning Coins. their own vehicles or have one pick them up.
• Earning a character’s forgiveness.
• Earning a character’s respect.
• Humiliating or killing a rival.
• Increasing the Assassins’ reputation.

Stakes. Stakes represent the possible


repercussions, should the players fail.

• An ally becomes a rival.


• A damaging secret is exposed.
• A friend or associate is put in danger.
• A rival’s reputation may improve.
• A rival gains a new ally.
• The Assassins’ reputations are tarnished.

What Services are Available?


The services available to the players controls
what kinds of preparations they can take.
Consider the repercussions this may have.
No Banking. The players must be austere with
their equipment – they can only bring what their
Assassins can take with them.
No “Dinner Reservations.” The players will have
to hide/dispose of bodies themselves to keep a
low profile.
No Doctor. Wounds are especially unforgiving,
as there’s no way to get rid of them between
missions, except for procuring first aid kits.
No Hotel Stay. No Hotel means no safe area.
The Assassins will need to stay vigilant – rivals
can attack at any moment.
No Information. If the players can’t get
information about the mission site, then they
must scout it themselves… or go in blind.

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The Mission Area the players have items delivered to a mission


location, this is the best place to hide them.
You’ve picked a setting for the mission, created Ideas for your map’s side room could be:
the cast, established the stakes, and decided
• A control room full of security cameras.
what services are available to the players
• A locked room with hostages.
beforehand. Now, you need to design the actual
• An office with personal letters or records.
mission area.
• An armory.
Two or Three Entrances One Big Room
The map should have two or three entrances, so
Near the center of the map should be one big
the players can choose their approach. Entrances
room – a playground for the most memorable
can also serve as warm-ups: easy challenges
action. Make sure to include plenty of cover or
that set the tone for the other rooms.
obstacles, to keep any combat in the room
Extra entrances can also be used as alternate
interesting.
exits. Once the players have dealt with the
Ideas for your map’s one big room include:
mission target, escaping through a different exit
may be safer than leaving the way they came. • The main auditorium of a concert venue.
Ideas for entrances include: • The nave of a cathedral.
• An open courtyard with a hedge maze.
• An obvious entrance with several guards.
• A museum gallery.
• A locked backdoor in an out-of-view area.
• A secret tunnel beneath the area. A Trick Room
• Rooftop access and a nearby building.
This room has a gimmick that makes for a more
challenging fight. The easiest kind of gimmick is
A Crossroads
subverting the amount of cover, the lighting, or
The crossroads serves as a junction between
the range used in other rooms. Other tricks
other rooms and a decision point for the players.
could include moving obstacles, changing
From here, the Assassins must decide which
elevation, difficult terrain, or interactive
route to take through the area, and which
elements.
challenges to take on first.
Ideas for your map’s trick room could be:
You can arrange hallways so that the players
must double back through the crossroads room, • A room with a single piece of cover in the
and fight through it from another direction. center (like a pillar, or a statue).
Ideas for your map’s crossroads include: • A dimly lit storage room in a brightly lit area.
• A claustrophobic, maze-like room in a wide-
• A foyer or lobby.
open area.
• A central courtyard.
• A parking garage, where vehicles suddenly
• An actual junction where hallways intersect.
come into play.
A Side Room
A side room should be off the beaten path – in
the opposite direction from the mission’s target.
It should have extra information, extra supplies,
or something else to make it worth the detour. If

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The Target’s Room Dead Ends


The least accessible room should be the target’s Dead ends are doors or hallways on your map
room. Place doors and hallways so that the that lead “out of bounds.” You can use these to
players must go through any entrance, the add a touch of movie magic to the space.
crossroads room, your one big room, and one
other room to get here. • Extra doors can make a space feel bigger,
To really control when and how the players without forcing you to map everything, or
reach the target, you can make it a choke point include superfluous rooms.
with only one entrance or exit. • You can use these extra doors as “spawn
Ideas for the target’s room include: points” for more enemies.

• A secluded lounge or office. Think about an action scene in any movie.


• An emergency bunker behind a vault door. How often is it that the protagonists check
• A penthouse suite. behind every single door, or explore every room?
Ask the players to suspend their disbelief and
Doors and Hallways accept that any doors leading off the map “don’t
lead anywhere important.”
Once you’ve designed all your rooms, you need
to connect them. You can use the following
general rules to do so:

• Each room should connect to at least two


other rooms.
• The big room and the crossroads room can
connect to three (or even four!) instead.
• The target’s room can only connect to one
other room if you prefer.
• To minimize “dead” space between rooms,
hallways should run parallel to most rooms,
instead of perpendicular to them.
• Doors create natural divisions between rooms
by blocking lines of sight. Use doors if you
want what’s in the next room to be a surprise.
• Remember that hallways can be used as choke
points. The players and the enemies can both
use them to trap or bottleneck each other.
That’s why it’s important to include multiple
entrances and exits in each room!

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Placing Enemies Using Rivals


Since rivals can chain actions like the players’
Once you’ve finished your map, the next step is Assassins, any fight with a rival instantly has
placing enemies around it. higher stakes, and a greater challenge.
Enemy Count. For each Rival you place in a
How Many Enemies? fight, treat the number of players as one lower.
A single Assassin can kill as many as five For example, if you have four players fighting
enemies in a single turn – it takes quite a few to two rivals, calculate the number of other
present a real challenge. You can generally use enemies as if there were only two players. Rivals
the following guidelines to decide how many still count towards the total number of enemies.
enemies to place in a room.
Easy: 1 enemy per player. Using Allies
Average: 2.5 enemies per player (round down). Treat allied rivals as extra players. If the party
Challenging: 4 enemies per player. has allies that aren’t rivals, increase the
Dangerous: 5 enemies per player. difficulty of the easiest fight. Frankly, chances
are the allies won’t last the entire mission.
How Many Fights? Players controlling allies. If you want, you can
In a single mission, the Assassins can handle delegate control of an ally to a player. That way,
several fights. Try the following combinations: you can focus on controlling the enemies.

• One fight of each difficulty. Reinforcements!


• Two easy fights, two dangerous fights.
Having a dozen or more enemies on the map at
• Two challenging fights, two normal fights.
a time can bog down the pacing of the game.
• Three challenging fights, one easy fight.
If a fight would have more enemies than you
• A dangerous fight and three normal fights.
feel comfortable running, set the excess
Adjusting the Difficulty. You can modify the enemies off to the side. When the number of
combinations above. enemies gets manageably low, you can have
some of the extra enemies emerge from
• To add more fights, add one easy fight, and entrances or “dead end” doors around the map.
lower the difficulty of the most difficult fight. Ad-Hoc Reinforcements. If the players are doing
• Whenever you raise the difficulty of a fight, extraordinarily well, you can add an easy fight’s
lower the difficulty of a more difficult fight. worth of reinforcements, just to give them a
• Whenever you lower the difficulty of a fight, little more challenge.
raise the difficulty of an easier fight.

Number of Rooms. The number of fights should


be less than the number of rooms. If every room
had enemies, it could quickly get overwhelming.
Unoccupied rooms offer a breather between
fights. Not to mention, fights can easily spill
over from one room into an empty one.

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Other Considerations
As you design fights for your mission, make sure
to think about other factors that can impact the
difficulty and fun of each encounter.
Armor. Enemies with armor are harder to kill –
which can prolong a fight. Armored enemies
work best in fights with fewer enemies.
Cover. In an area with no cover, wounded
assassins can quickly get overwhelmed. Cover
also gives enemies more survivability, which can
both slow down a fight and deter characters
from moving.
Interactivity. Interactive elements can add
more excitement and strategy to a fight!
Consider some of the following ideas:

• Tables that can be flipped to create cover.


• Fire extinguishers that explode like smoke
grenades when they are shot.
• Lights the players can turn off or shoot out.
• Difficult and dangerous terrain.

Lighting. Darker rooms force characters to get


closer – negating the chief benefit of weapons
with longer ranges. This can help or hinder
either side of the fight.
Range. If either side has longer-range weapons
than the other, that side can attack before the
other side can retaliate. Make sure to add cover
and alternate routes, so that players or enemies
can’t get pinned down.
Space. Especially open or narrow areas can
affect the challenge of a fight, too. In narrow
areas, characters may have trouble moving
around each other. In open areas, it’s easier for
characters to get flanked or surrounded.

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Supporting Characters Enemy Abilities


Enemies do not have Abilities, and do not have
Rivals to roll for their actions in combat. Instead,
assume they always fail their rolls. This has a few
Rivals are explained before other enemies immediate effects on their gameplay:
because they are the most like the players’
Assassins and use most of the same rules. • Enemies do not get any free movement on
Exploits. Just like the players’ Assassins, their turns – they must Dash to move.
exploits are special rules that apply to enemies. • Enemies move 1d6 squares when they Dash.
Gear. Equipment carried by an enemy will be • Enemies cannot Hide; they just move 1d6
listed here. If a section is omitted, then the rival squares instead.
doesn’t have any gear of that type. For example, • Enemies cannot use Swift or Tough to avoid
if there is no Armor Save line, then the rival isn’t wounds. Enemies behind cover or wearing
wearing armor. armor may still make Armor or Cover saves.
• Enemies are killed by a single wound.
Rival Stat Block • Enemies never get additional actions from a
successful roll in combat.
Below is an example of a rival’s stat block.
Movement and Wounds. Just like the players’ Many enemies will have Exploits that slightly
characters, rivals can move a number of spaces bend these rules, granting additional movement,
equal to their Swift on their turn and survive a or additional actions in specific circumstances.
number of wounds equal to their Tough.
Enemy Stat Block
Rival Name [Rival]
A quick description of the rival. Since enemies don’t have Abilities, their stat
blocks can be extremely abridged.
Abilities
Hot Cold Swift Deadly Tough Wise
Enemy Name [Enemy]
3 3 3 3 3 3 A quick description of the enemy.

Gear Gear
Type of Armor. Armor Save X. Type of Armor. Armor Save X.

Weapon Name. Ammo: XX. Range: Close. Notes: Notes. Weapon Name. Ammo: XX. Range: Close. Notes: Notes.

Other Gear. If the enemy is carrying other gear, it will be Other Gear. If the enemy is carrying other gear, it will be
listed here. listed here.

Exploits Exploits
Exploit Name. The rules regarding the rival’s exploits Exploit Name. The rules regarding the enemy’s exploits
will be written in a paragraph like this. will be written in a paragraph like this.

Minor Enemy Allies


Minor enemies are, by and large, something for Allied characters may use the stat blocks of
the players to blast through so their characters rivals or enemies, as appropriate, and follow the
feel powerful. While they are threatening in same rules. The only difference is that they go
numbers, they are easily eliminated. last in combat.

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Knife-Happy Slasher [Rival]


Character Descriptions They prefer “cutlery enthusiast.”
The characters in this section are sorted by Hot Cold Swift Deadly Tough Wise
theme. 2 3 5 4 3 3

Assassins Exploits
Knife Throwing. When the Knife-Happy Assassin Shoots,
Charming Snake [Rival] they can throw a knife instead of using a gun.
The last person you want to have your number. Moving Shadow. Treats shadows as cover with a cover
Hot Cold Swift Deadly Tough Wise save of 2. Can hide in dim light or darkness. While the
Knife-Happy Slasher is hidden, Fighting and Executing an
5 4 3 4 2 3
enemy doesn’t reveal their location.
Exploits
Gear
Grovel. The Charming Snake can roll Hot to save against
Knife. Range: Close. Notes: Discrete, Light, Melee
Executions. On a success, the Charming Snake isn’t
wounded. Other Gear. 5 more knives. One is their favorite.
Sudden but Inevitable Betrayal. The first time the
Charming Snake Fights, Shoots, or Executes an ally, the
Charming Snake can roll twice and take the best result. Unstoppable Brute [Rival]
Then, the Charming Snake changes sides (allies become Some assassins aren’t known for their subtlety.
enemies, enemies become allies).
Hot Cold Swift Deadly Tough Wise
2 4 3 4 5 3
Gear
Pistol, 9mm. Ammo: 12. Range: Short. Notes: Burst (3), Exploits
Discrete, Light
Anything’s a Weapon. The Unstoppable Brute can
Knife. Range: Close. Notes: Discrete, Light, Melee execute characters without using a weapon. When the
Unstoppable Brute Fights and rolls a 1, they may cause a
wound in addition to stunning the target.
Friendly Neighborhood Sniper [Rival] Throw. When the Unstoppable Brute fights a character,
Could probably snipe you from across town. the target is stunned and pushed one square in a
direction of the Unstoppable Brute’s choice.
Hot Cold Swift Deadly Tough Wise
3 4 2 5 3 4 Unstoppable. The Unstoppable Brute suffers a -1
penalty for every 2 wounds, instead of a -1 penalty for
Exploits each wound.
Inescapable Aim. You can’t make cover saves against
attacks from a Friendly Neighborhood Sniper. Gear
Plate Carrier. Armor Save 3.
Gear
Pump-Action Shotgun. Ammo: 12. Range: Close. Notes:
Sniper Rifle. Ammo: 6. Range: Extreme. Notes: Armor- Deadly, Slow Reload
piercing, Deadly, Heavy
Pistol, 45. Ammo: 8. Range: Short. Notes: Burst (2),
Pistol, 9mm. Ammo: 12. Range: Short. Notes: Burst (3), Discrete, Light
Discrete, Light
Other Gear. Suppressor, Wind gauge

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Associates Dog [Rival]


Such a good dog! Endanger at your own peril.
Adjudicator [Rival] Hot Cold Swift Deadly Tough Wise
These ruthless assassins are judge, jury, and executioner 2 3 5 4 2 3
for Excommunicados or anyone affiliated with them.
Exploits
Hot Cold Swift Deadly Tough Wise
4 4 3 3 3 4 Rip and Tear. Whenever the dog fights, the target is
stunned and takes 1 wound.
Exploits Scent. The dog may roll twice and choose the better
Voice of the High Table. The Adjudicator has the result when hunting.
authority to declare someone Excommunicado, absolve
someone’s Excommunicado status, or “deconsecrate” a Gear
Hotel, removing its protections for everyone inside. Bite. Ammo: NA. Range: Point-blank. Notes: Burst (2)
Will of the High Table. The Adjudicator chooses a rival Hotel Manager [Rival]
or one of the players’ Assassins and rolls Cold.
The Managers of Continental Hotels are charismatic and
Failure: The target cannot Fight, Shoot, or Execute the wise, but rarely get their hands dirty.
Adjudicator on their next turn.
Hot Cold Swift Deadly Tough Wise
Success: On the target’s next turn, the Adjudicator 4 4 3 2 3 5
decides where the target moves and chooses its actions.
The Ajudicator can only make the target attack an ally if Exploits
that ally has been declared Excommunicado. Declare Excommunicado. The Hotel Manager has the
power to declare someone Excommunicado,
Gear
immediately revoking their Hotel protections.
Assassin’s Tailored Suit. Armor Save 3, Discrete.
Expert Manipulator. Outside of combat, if the Hotel
Pistol, 45. Ammo: 8. Range: Short. Notes: Burst (2), Manager ever needs to roll Hot or Cold, they can roll
Discrete, Light Wise instead.
Knife. Range: Point-blank. Notes: Discrete, Light, Melee Eyes and Ears Everywhere. The Hotel Manager knows
the Ghost Stories of every player’s Assassin, and the
Concierge [Rival] Ghost Stories of any rival assassins. The Hotel Manager
The chief protector of a Hotel, and enforcer of its rules. is also aware of any Markers their Assassins have ever
Hot Cold Swift Deadly Tough Wise given or received.
4 3 3 4 3 4
Gear
Exploits Assassin’s Tailored Suit. Armor Save 3, Discrete.
Hotel’s Vengeance. If an ally of the Concierge is Pistol, 45. Ammo: 8. Range: Short. Notes: Burst (2),
wounded, the Concierge rolls an extra die and takes the Discrete, Light
best result when Fighting, Shooting, or Executing that
character’s attacker.
Inflexible. The Concierge cannot be taunted.

Gear
Assassin’s Tailored Suit. Armor Save 3, Discrete.
Pistol, 45. Ammo: 8. Range: Short. Notes: Burst (2),
Discrete, Light

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High Table Enforcer


Heavily armored soldiers sent to hunt rogue assassins.

Exploits
Suppressing Fire. When a High Table enforcer Shoots,
whether the target is wounded or not, the target cannot
move closer to the enforcer on their next turn.

Gear
Enforcer Armor. Armor Save 4. Shooting a High Table
Enforcer with a weapon that isn’t deadly causes them to
be stunned, but not wounded, on a failed armor save.
Fighting and Executions work normally.
Submachine Gun. Ammo: 20. Range: Short.
Notes: Burst (4).
Other Gear. 1 Stun Grenade

Hotel Attendant
Many of a Hotel’s staff are also its security.

Exploits
Suppressing Fire. When a Hotel Attendant Shoots,
whether the target is wounded or not, the target cannot
move closer to the Hotel Attendant on their next turn.

Gear
Armor Save 2. Ballistic Vest.
Pistol, 9mm. Ammo: 12. Range: Short. Notes: Burst (3),
Discrete, Light

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Organized Crime Bruiser


Burly enforcers usually found haunting seedy clubs.
Mob Boss [Rival] Exploits
The intimidating leader of an organized crime syndicate.
Iron Jaw. If a Brute would be stunned, roll a d6. On a 3
Hot Cold Swift Deadly Tough Wise or lower, the Brute is not stunned.
3 4 3 3 3 5
Throw. When a Brute Fights a character, the target is
Exploits stunned and pushed one square in a direction of the
Bruiser’s choice.
Bodyguards. The Mob Boss can use allied characters
within point-blank range as cover with a cover save of 4. Gear
On a success, that character is wounded instead of the
Armor Save 2. Ballistic Vest
Mob Boss.
Pistol, 45. Ammo: 8. Range: Short. Notes: Burst (2),
Command. The Mob Boss rolls Wise.
Discrete, Light
Failure: one allied character they can see within short
range takes an additional action. A character can only be
commanded once per round. The Mob Boss can’t Hired Gun
command other rivals or the players’ Assassins. They wear military-style weapons and armor, but do
Success: As above, and the Mob Boss can command they have the skill to back it up?
another character. The Mob Boss can keep commanding
characters until they fail a roll, there are no more Exploits
characters within short range to command, or the Mob Suppressing Fire. When a Hired Gun Shoots, whether
Boss has commanded a number of characters equal to the target is wounded or not, the target cannot move
their Wise. closer to the Hired Gun on their next turn.

Gear Gear
Pistol, 45. Ammo: 8. Range: Short. Notes: Burst (2), Plate Carrier. Armor Save 3.
Discrete, Light
Assault Rifle. Ammo: 30. Range: Medium. Notes: Burst
Knife. Range: Point-blank. Notes: Discrete, Light, Melee (3), Deadly
Other Gear. Ski mask with a skull on it.

Punk
A young, scrappy fool in way over their head.

Exploits
Runs Fast. When a Punk Dashes, roll 2d6 and use the
total.

Gear
Pistol, 9mm. Ammo: 12. Range: Short. Notes: Burst (3),
Discrete, Light
Knife. Range: Point-blank. Notes: Discrete, Light, Melee

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