Jem
GURPS 4th
General
Tidbits
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Jem: License to Kill
Convention Booklet Summary "Sure, Jem and the Holograms are a late '80s all-girl pop band. Covertly, they are also a squad of CIA-trained international assassins! The latest hit has gone south, the team has been disavowed, and hostiles are everywhere - can they sort things out and make it in from the cold before they're taken out? (Please note that though this game is based on a kid's cartoon, combat will be deadly)." Origin This game came about, basically, from a dare. I knew I wanted to finally try my hand at GMing a game at a convention, but I hadn't quite decided yet what the game would be. One fine day, I made an off-handed joke to some friends on a forum about a character in a "GURPS: Jem and the Holograms" game with skill in Poisons. Someone almost immediately replied that they would love to play that game. Then another. And another. Before I knew it, I had more than enough players for a full table ... and thus was born "GURPS Jem: License to Kill"! Background The universe of the game is very similar to that of the Jem cartoon - Jerrica Benton, her sister Kimber, and all of their friends grew up together in a foster home called Starlight House. After her father's death, they formed the music group "Jem and the Holograms," and quickly rose to world-wide fame. The difference is, in the game universe the Starlight House is actually a CIA front, a training facility where The Agency turns young girls and boys into fully qualified field agents and assassins. They use the popularity of the Holograms as a cover to get their operatives into places and situations they might not otherwise have access to. More Information For more on this game, follow the links below:
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