It's not as pretty, being in a community post, but here is the fulltext of the game if you wanna take a look at it without paying or taking a community copy!
License to Kill
An RPG about quitting your job, and killing your boss
Escape Your Fucking Job
A Guide to Escaping The Program
You’re an orphan raised by a black-ops program, and you have been given one fucking goal.
Protect. The. Nation. At. All. Costs.
You aren’t alone, the state has raised more than one orphan, you have… teammates, siblings as it were. Alone you’re powerful, as a team you’re unstoppable. Assholes show up, you deal with them how you see fit, The Program pays you. Job of a life time.
Problem is, you want to get a new fucking job, but no one gets to fucking leave. You see, if you leave, you’re the goddamn asshole. Next thing you know you’re lying face down in a pool of your own blood, and your brother has his fucking sword through one of your lungs. Lungs ain’t designed to handle steel you see, it’s a mistake in how people are built, but one that doesn’t come up usually.
How do you handle it this time? You assemble a team, try to keep up this is where it gets fucking tricky. You see, some of your siblings really like their fucking jobs, and you can’t let them onto your fucking plan or they narc and the whole plan goes to hell. You wanna try to avoid the plan going to hell you see.
Now you aren’t the first super powered dumbass to try leaving, kids have teamed up and tried to take down The Program before. It uh… shouldn’t fucking surprise you at this point that that escape didn’t go according to fucking plan. Now they’re just a bunch of dead assholes.
You wanna avoid that, swords, lungs, pools of blood, etc. You get the picture.
So back to it then, you know some magic, you got a weapon, and you got a team. You’re gonna wanna avoid anything too flashy probably, getting out quietly is probably the best plan. Never mind the group BEFORE you that tried to go quietly and got all fucked on it, you’re smarter than them, right?
So like that’s it, good luck out there, avoid the sharp bits, try not to be seen unless you’re trying to be seen, you get it I don’t have to keep explaining it. Oh and your boss, Gordon? I know he wants you to think of him like your dad, but he’s a fucking tool. Make sure he gets the family special on your way out.
Playing the Game
Rolling Dice and Casting Spells
When you wanna do some shit, and failure is both possible and interesting you roll some dice. Generally you’re going to roll 2d6, and add their total together to see what happens. If you have a relevant skill, tool, weapon, or spell, or if you’re being assisted, you can add a modifier to the result. You can only modify a result one time, so don’t try to get slick. If you roll a consequence, bad shit happens. You take damage if you’re in a fight, and if you aren’t in a fight The Program generally makes your life even more shit. The choice between a consequence or a failure, is up to whoever rolled.
2-5 Failure with a Consequence
6-8 Success with a Consequence, or Failure
12+ Critical Success
Every Assassin trained by The Program knows a single spell. Spells are one word, don’t require a roll unless they are being used to kill, and are easily adaptable. A spell like Break can break an encryption, a rib cage, or a locked door depending on your intention.
Building Your Assassin
To build an Assassin, first choose a name, pronouns, and decide on an aesthetic. Next, choose three skills you’ve been trained extensively in, mark down that two of them have a +1 Modifier, and that one of them has a +2 Modifier. You can choose any skill you can imagine here, but remember that you likely have fairly specialized training, and aren’t likely to be good in things that have a ton of range. Afterwards, choose the one word Spell you know, and what your weapon of choice is. All weapons deal 2 damage on a hit, so choose whatever feels coolest.
Now, divide up 15 points between Magic, and Luck, assigning a minimum of 1 point to each value, and a maximum of 8 points to Magic. Luck refers to how many close calls you can take, and provides a sort of abstraction of your health, while your Magic is the number of times a day you can attempt to cast the one spell you have been taught. Finally, mark down that you have a Modifier of +2. Your friends use this modifier any time you help them with a task, and you use it when a weapon or spell calls for a roll. While it starts low, this modifier is one of few things capable of changing during play.
Our example character is Crash (They/Them), they have a 90’s Hacker Movie Aesthetic, training in Hacking (+2), Stealth (+1), and Concentration (+1). They know the spell Hide, and use a Folding Sniper Rifle in combat. Because Crash likes to be as far away from the fight as possible, they have 8 Magic, and 7 Luck. Finally, we note that Crash has a Modifier of +2.
Running the Game, and Everything Else
While most of the players in License to Kill are Assassins, one of you is The Arbiter. The Arbiter plays the folks in the scenes that aren’t the Assassin crew, and takes on much of the responsibility around pushing the narrative forward. Ultimately, The Arbiter decides both when to roll dice, and what happens when you do. License to Kill is rules lite, and encourages building encounters and moving on the fly.
In Combat, there is no turn order or initiative, instead Assassins will explain what they are doing, and enemies will respond accordingly. On Consequences rolled in combat, the enemies instead attack the assassins, eating up 1 or 2 points of their Luck. Enemies have as much Luck as The Arbiter feels they should, but generally combat encounters should contain enemies with a total amount of Luck that is about four times the number of players you have. For example, 3 assassins should be up against around 12 points worth of enemies, divided into however many people you’d like. When someone rolls a 6-8 during combat, and chooses a Success with Consequence, you can have the assassin take damage as usual, or you can have their weapon only deal half damage instead.
Getting out of The Organization, and killing Gordon should be difficult, but not impossible. License to Kill isn’t a meat grinder for your players, it’s a fun and campy one shot about magical assassin teens.
Thank you so much to Adira Slattery, Nevyn Holmes, and Jeff Stormer for inspiring a game that I’ll probably never release that this spun out of. We will figure out who he is one day I swear it.
Special thanks to Adam Vass/World Champ Game Co. Necronautilus really inspired the magic here, and it absolutely fucks.