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Jem: License to Kill

Gateway 2011 - Sept. 3rd and 4th

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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)."


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"!


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:

  • Player Characters
    The game was written for six players at a convention, so I created eight pre-generated characters for them to choose from.
  • GM Materials
    Here you can view/download the adventure itself, a few "extras," and the GM control sheet.
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world, 'No, you move.'
-- Captain America