Mentor (Assassin's Creed)

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Short Intro

Everyone's favourite Research Analyst from Assassin's Creed 4 has returned to...
Character Sheet
Location
England
Short Intro

Everyone's favourite Research Analyst from Assassin's Creed 4 has returned to Abstergo Entertainment. This time, however, they are searching through the memories of an 1890s English Assassin in Cape Colony looking for a new First Civilisation building called the Repository.

Character Sheet
 
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General Rules and Information
General Quest Rules and Information


There is a modern day component to this quest. However, much like the games, it will not be particularly extensive. Choices will initially be limited but this may be expanded in the future.

Bad Ends do exist. Either through stupid choices or just really unlucky rolls. Using Destiny points you may either re-roll the bad rolls or roll back to the previous vote and make different choices. No Destiny Points? Too bad.

In story, traits are basically the characteristics that define the player character as a person, and thus serve to narrow or expand your list of choices in certain situations, as well as the development of the story. They are gained as a result of decisions made throughout the game, and can be removed or lost. However, the earlier a trait is gained and kept however, the harder it will be to shake off in the long run. Some will have positive/negative modifiers to Skills, others will effect storyline development and divergences. Some traits will be pre-decided for the selected character and may or may not be locked in (i.e. you cannot get rid of them).

This quest will also contain a "Motivation" decision, where you decide on the playable characters motivation as an Assassin. This is not changeable and will guide the story in certain directions.

Skills are the inherent or natural abilities the player character has and provide both positive and negative modifiers to rolls. They can be lost via bodily harm or change, or if requiring continual training abandoned.

They range from:

Horrendous

Disappointing

Mediocre

Average

Impressive

Elite

Legendary

Mythical

Reputation is how you are viewed by people in the game and can also have an effect on how Assassinations unfold. If you are viewed as terrifying by a Templar, for example, he may elect to hide if he knows you're in the area, resulting in a far more difficult assassination. Reputation in settlements may also influence how closely you are watched by guards, providing they know you're there.

These represent your goals in-story. These can range from the vague (Stop Templar Expansion) to the extremely focused (Free the Zulu Warriors before they are executed in three days). Completion of missions will result in Destiny Points being award (how many will depend upon the difficulty of the mission).

Relationships range from Allies to Enemies. Characters you meet will mostly be Neutral, however, they may have pre-formed opinions about you that will influence how they view you. These can change with no direct interaction from you, either through your actions (or lack of action elsewhere).

These are taken from Droman's quest "A Dragon of the North". They can be used to:

1) Add a +5 modifier to rolls.

2) In the event of a game-ending roll you may be offered a re-roll in exchange for 25 Destiny Points (this number may change over time). You may also be able to go back to the previous choice and make a different one.

3) In the event of a failed assassination you may be offered (at my discretion) another attempt in exchange for a number of Destiny Points that will depend on how many you have.

4) Destiny Points may be used to set out favourable conditions for battles or assassinations (for example, rain may change the guard routes slightly as they try to stay under cover).

Currency in Cape Colony is somewhat complex. It is the pre-decimalisation Pound Sterling, which can be a difficult system to break down.

Essentially it works like this:

1 pound (Sovereign) is equivalent to 20 Shillings
1 Shilling is equivalent to 12 Pence


The following is a list of coins and their values:

Farthing – ¼d
Halfpenny – ½ d
Penny – 1d
Threepence – 3d
Sixpence – 6d
Shilling – 1/-
Florin – 2/-
Half Crown – 2/6
Crown – 5/-
Sovereign – £1
Two Pound - £2
Five Pound - £5

(If there is any confusion about the currency system then let me know and I'll explain to the best of my ability.)


Combat System

Very basic. Skill at arms ranges from Disappointing to Mythical with the Modifiers as follows

Horrendous = -40

Disappointing = -20

Mediocre = 0

Average = +20

Impressive = +40

Elite = +60

Legendary = +80

Mythical = +100


There would 1 reroll available for each level you are above your opponent.

For example, if an Average swordsmen was against a mythical swordsmen the mythical swordsmen would have 4 rerolls available as mythical is 4 levels above Average. Highest roll wins basically.


XP is gained as it is in ADOTN:

Horrendous = 1/10

Disappointing = 5/50

Mediocre = 10/100

Average = 25/250

Impressive = 50/500

Elite = 250/2500

Legendary = 500/5000

Mythical = 2500/25000


Assassination System

Assassinations will take place in a number of stages.

Very basic, this stage will consist solely of deciding which time to begin your assassination. This should be selected carefully as your target may not be available at certain times.

The initial stage will be observation. For this, you will first climb the local viewpoint, how quickly will depend on your free-running skill (a low skill will result in it taking a long time). From the viewpoint you will observe guard positions and routes, possible hiding places and possible events to make infiltration or assassination easier.

Now you have your information, either collected from before the assassination or during the observation stage you can now plan your assassination. You must plan an infiltration (route which guards to kill, where to hide, what events you use etc), how you will assassinate your target (low profile, air assassination from high point, poison bottle of wine etc) and finally your escape route (your route and any evets to cover your escape).

Rolls to determine how well your plan comes off and if any adjustments have to be made because of problems that arise.


Thread Rules

Rolls
– Will be done by myself at first. May set up a Rolz room later.

Omakes - Allowed but will not be awarded DP for.

Be civil – Even if you think an idea is stupid, please be polite.

Write-ins – Allowed but may not always be available. Reserve the right to reject any that are OOC

Also a big thank you to Droman for letting me use his system.
 
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01- Who are you?
01 – Who are you?

You are a newly-rehired Research Analyst for Abstergo Entertainment. You had left the company in 2014 after an incident where John Standish (the former head of I.T.) had blackmailed and attacked you. You had tried to go back to work after the incident but felt unable to do so. Your boss, Melanie Lemay, had arranged for a big pay-off in response to the work you had already done and as an apology for the whole incident.

Recently though, you had begun to suffer from short visions of ships and a life at sea, along with headaches. While these were only semi-frequent you had heard, from your co-workers at Abstergo, that such a condition could become worse very easily. As such, fearing for your health, you contacted your old boss (and new COO of Abstergo Entertainment) Melanie Lemay.

She informed you that what you were suffering from was not uncommon amongst Animus operators and was known as "The Bleeding Effect" where memories from the studied ancestors begun to "bleed over" to the operators. Luckily for you, she said, it sounded like you had only a very mild case of the bleeding effect and there was an easy fix.

She told you that all you had to do was go through some memories of different ancestors, which would then help you differentiate between your memories and memories that were not yours. This didn't make much sense to you (how exactly does adding more memories help you see the difference?), but as Melanie had helped you out after the John Standish incident, you had no reason to distrust her.

So, with a heavy heart, you returned to work as a Research Analyst for Abstergo. Upon your return you were assigned the memories of an English Assassin sent to Africa during the Scramble for Africa time period, a few years before the Second Boer War. His mission was to set up a branch of the Brotherhood in Africa and neutralise Templar expansion in the area.


Your new Assassin interested you as he was:

[] - The Prodigy

William Leland was born into the Assassins, and quickly noted as a prodigy in Assassination. He is an unparalleled Assassin with elite physical capabilities. One of the youngest Assassins ever to be awarded the title of Master Assassin, he picks up Assassin techniques extremely quickly and relies upon his strength at arms to get him out of any unfavourable situations. However, as he was brought up by the Assassins, he is accustomed to losing his comrades through Templar plots leading to a burning hatred for all Templars. He is also somewhat socially incapable and unsuited for recruiting others into the Brotherhood (though this could change with much practice). Being born into the Brotherhood, he has storng links with Assassins all over the world, though how much this will impact his mission in Africa remains to be seen. Essentially, this character is similar to Altaïr Ibn-La'Ahad at the beginning of the first Assassin's Creed


[] - The Diplomat

Richard Griffith-Williams was recruited into the Assassins quite late in life; as such he is not a particularly good Assassin. He lacks the required skillset to make the flashier assassinations that others do, instead relying on the basic tenet of "A blade in the crowd". He is, however, extremely good at forging links with other groups (such as natives, thieves or courtesans) in the area through his ability to understand the exact needs of each group and getting their assistance in his assassinations, which are meticulously planned down to the last detail. He is capable at recruiting into the Brotherhood (though does not possess any great skill in doing so). Perhaps the Diplomat's biggest strength is his friendship with the leader of local Templar Order, resulting in possible peace deals and a "stifling" of tensions between the Brotherhood and the Templar Order, where neither of the two expand particularly. Only joining the Assassins late in life the Diplomat does not have particularly strong links within the Brotherhood. Based upon Mirabeau from Assassin's Creed: Unity.


[] - The Recruiter

David O'Connor was recruited into the Assassins in his mid-20s; O'Connor is an average Assassin. He does not possess the physical gifts of the prodigy but he is more able than the Diplomat. He is, however, blessed with an innate understanding of how people function; he is easily able to understand what makes people tick and how to manipulate them for his own ends. This talent also applies to recruitment where he can easily ascertain which people are likely to join the Brotherhood and what it would take for them to do so. He has average links within the Brotherhood, but that links he has are quite strong (as these links are people he has recruited before). Achilles Davenport is the model for this character.


You were especially interested by his motivation, that of:

[] Peace

[] Justice

[] Freedom

[] Knowledge
 
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Voting will close when I go to bed in about an hour and a half. Currently "Recruiter - Knowledge" is winning by 6 votes.

Edit: Vote Closed. Hopefully update at some point tomorrow.
 
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