12-19-2010, 09:47 PM | #1 |
Join Date: Mar 2006
Location: Iceland*
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GURPS Assassin's Creed
A potential new player in a fantasy setting* wants his character to be a magic-using spy and slayer-by-stealth. The Magery part of his character is easy enough to figure out and a list of spells useful to spies and assassins I can make well enough, but he wants the non-magical skill list, techniques and other stuff to be selected with an aim to allow him to replicate some** of the feats done by Ezio Auditore in the computer game Assassin's Creed 2 (and Brotherhood, perhaps).
Not being a computer gamer myself, I have seen this game played a few times, but I would not call myself an expert. What, precisely, can Ezio do? What styles does the character have? What skill levels? What Advantages? Would a DX 15 version of him with skill levels of 18 or so in relevant skills feel hopelessly inept? If so, I can reduce spellcasting ability for increased parkour and combat capability. Are there any necessary techniques? Any words of advice? *Forgotten Realms, if it matters. **For him, of course, that would ideally be all.
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12-19-2010, 10:22 PM | #2 |
Join Date: Oct 2006
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Re: GURPS Assassin's Creed
I don't really have time to go through all the nitty-gritty of the character, but think DF Rogue/thief times twenty. DX 15 and 18 in all relevant skills seems pretty much right on, to me. Acrobatics might need to be at 20 or so, though.
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12-19-2010, 10:26 PM | #3 |
Join Date: Oct 2010
Location: earth....I think.
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Re: GURPS Assassin's Creed
its mostly targeted attacks and sneak attacks that are done. with counter attacks and definitely pakour.
DX 15 is a yes to be able to pull off most of the stuff with acrobatics at 18 or so. targeted attack throat and vitals is a must for him to play an assassin creed assassin. stealth would need to be around 20 too. so you would need: DX 15 acrobatics 20+ stealth 20+ brawling or karate at 18+ targeted attacks for vitals and throat at around 15 poisons 15+ observation 15+ shadowing 15+ thats what I can think of. |
12-19-2010, 10:37 PM | #4 |
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS Assassin's Creed
For the styles, I went with Shortsword Fighting and Dagger Fighting. Does that sound about right?
That gives us Judo and Brawling as the primary unarmed skills, because I seem to remember mobile unarmed parries and even some throws. Given that unarmed attacks were mostly used to set up finishing moves with the knives, I thought that the less damage of Brawling was okay, given that it grants us a +2 leeway with tricky targeting. Getting Climbing and Acrobatics to 20 might be tough. I've currently got a Talent for impersonating people and another for reading the mood of a street (city, really), which are both relevant to the larger vision of the character as chameleon spy, but it might be more important to take a Talent which covers some of his Parkour stuff. The point budget is 625 points and I've spent 650 without being at all happy with the capabilities. Well, I'm fine with the magic, but the freerunning stabbing thingy needs some help. On the positive side, there are no disadvantages yet. The potential player knows nothing of GURPS rules, so he was pleased to get a finished character to vet and nick-pick at the start of next session. He's okayed some honour-related disadvantages to make it plausible that an ally of the other characters would recommend him as a loyal and capable agent. Also, to not infringe on the dramatic role of one of the other PCs, who is the resident amoral psychopath. So, loyal, trustworthy and heroic spy/assassin/illusionist.
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12-20-2010, 12:23 AM | #5 | ||
Join Date: Sep 2006
Location: Seattle, Washington, USA
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Re: GURPS Assassin's Creed
When I'm playing? Fall from *really* high places and inexplicably survive, not catch any diseases despite daily immersion in the Venetian sewer system, occasionally kill people.
There are fairly hilarious (and possibly NSFW due to language) reviews of AC1 & AC2 at http://www.escapistmagazine.com/vide...ssassins-Creed http://www.escapistmagazine.com/vide...assins-Creed-2 Quote:
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12-20-2010, 01:06 AM | #6 | ||
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS Assassin's Creed
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I figure I'll give him a Perk to allow a higher Evaluate bonus than usual. That, combined with maybe some Targeted Attacks, should do it. At the upper extreme of awesomeness*, I guess I could use Combinations to allow the dispatching of more than one unsuspecting foe at once. Quote:
Injury Tolerance would be nice**, but probably too expensive. *Which would translate into less versatility and capability at the character's other desired roles. **I actually use it in the setting to represent the supernatural vitality of powerful mortals who can fight dragons or other terrible monsters and survive mostly intact.
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12-20-2010, 01:35 AM | #7 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: GURPS Assassin's Creed
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As for abilities: Climbing like whoa, Disguise if we're going by his supposed ability as opposed to magical ability to blend into crowds, Acrobatics, basically all the free-running stuff. Styles, I'd give him a fencing style of your choice as well as Il Lavore Veloce. Skill levels of 18-20 would probably be fine for combat and climbing, 16-ish for acrobatics and disguise. Advantages: fit or very fit, CR, he's nobility if currently a little disgraced, so probably status and wealth. I think you could probably do a very credible Assassins Creed impression by using the Assassin template from DF12, pg 9. Just need to tart him up a bit for TL 4. |
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12-20-2010, 01:56 AM | #8 | |
Join Date: Feb 2007
Location: Reaving along the Black Coast
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Re: GURPS Assassin's Creed
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Enzio is big on counterattack - riposte. Isn't there a GURPS Ninja supplement? That could be really useful. Enzio can use the smoke bombs to evade pursuit. He can also blend with crowds and "Shadow". He also has contacts/allies with Mercenaries, Thieves and Courtesans. I'll try to check back and post more later. I'm a fan of the games. AC II and Brotherhood are big improvements over AC I. |
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12-20-2010, 01:57 AM | #9 | |
Join Date: Sep 2006
Location: Seattle, Washington, USA
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Re: GURPS Assassin's Creed
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I don't know if Ezio's ability is best simulated by high skill and chinks-in-armor, or just the kind of ST score you'd expect of someone who can free-climb hundred-meter towers... IMO, he's blatantly cinematic, and it would be entirely appropriate to throw things like Enhanced Move (Climbing) and some kind of Clinging into the mix rather than trying to get his mundane stats-n-skills to the point where the PC can do what is done in the video game.
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“What all the wise men promised has not happened, and what all the damned fools said would happen has come to pass.” ― William Lamb Melbourne |
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12-20-2010, 03:11 AM | #10 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: GURPS Assassin's Creed
Lizard Climb and/or Super Climbing; Clinging is probably too much.
The Perk that gives bonuses against unexpecting opponents (Sucker Punch? whatever). You can probably get away with a special version of Invisibility Art that requires crowds instead of darkness. Lots of HT/FP/Very Fit. Sexy Pose and some points in Sex Appeal to get other uses for all that HT. |
Tags |
assassin, assassin's creed, dungeon fantasy, forgotten realms, ninja |
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