12-21-2010, 01:05 PM | #61 | |
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS Assassin's Creed
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On the other hand, the kind of Area Knowledge that someone learns by pacing street from street is not very applicable to the larger region.
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12-21-2010, 01:06 PM | #62 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: GURPS Assassin's Creed
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12-21-2010, 01:16 PM | #63 | ||
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS Assassin's Creed
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Nothing else I could economise on? Quote:
With the merchant-type rocking a saber and main-gauche and the herald brandishing a smallsword, using Shortsword Fighting seemed like a distinct style. Aside from fitting the character's role. Note also that with Mobile Parry*, the character does have a +2 Retreating bonus when he's not encumbranced. *One of the Perks from my game. Don't I know it. Oh, I guess he'll have to make do with spending CPs to buy uses of Luck, the way other PCs have done before they bought it.
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12-21-2010, 01:20 PM | #64 | |
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS Assassin's Creed
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Don't use the mook rules in my game, but on the other hand, the PCs do have point budgets that should allow them to treat ordinary mortals without high skills and various Advantages as being pretty mook-like. I add that this is my toned-down version. The previous version had skill 20 in the melee skills and maxed Feint and Counterattack for Shortsword skill. Also, should really have Danger Sense, Luck and Peripheral Vision.
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12-21-2010, 01:24 PM | #65 |
Join Date: Apr 2006
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Re: GURPS Assassin's Creed
Hm. Why did you give him High Manual Dexterity?
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12-21-2010, 01:35 PM | #66 |
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS Assassin's Creed
Pickpocket, Lockpicking, Sleight of Hand, Filch, Traps, etc.
Getting into houses, obtaining small items of interest, planting evidence on people, etc.
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12-21-2010, 01:46 PM | #67 | |
Join Date: Apr 2006
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Re: GURPS Assassin's Creed
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It occurs to me that your player might be asking for too much. There's no question that Ezio is already a pretty powerful character - and he wants to add a bunch of magic and also round out his thief skills too? OTOH, it also occurs to me that maybe this guy's PC doesn't actually need to be able to do everything Ezio does. My guess is that he played AC2/AssBro, thought "hey, this guy is pretty cool", and he wants that same cool for his PC.. but if you can figure out what he thinks is cool about Ezio, you might be able to isolate the really important bit and save points not buying the rest. |
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12-21-2010, 08:42 PM | #68 | ||
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS Assassin's Creed
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On the other hand, I've already slimmed down my perception of what stats Ezio should have. Lowered ST massively from the 20+ Ezio has, trimmed weapon skills and techniques. Also gotten rid of the more cinematic aspects of Parkouring and climbing (otherwise, he'd have Super Speed (Climbing), Super Jump, Catfall, etc.) and dropped Eagle Vision. Quote:
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12-22-2010, 02:56 PM | #69 |
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS Assassin's Creed
Right. I've made some changes to the character.
For those scoring at home, I came to the conclusion that having almost 200 points of abilities rendered useless by an arcane curse when within 100 miles of the home base of the PCs in the setting was worth points. I arbitrarily decided on -20 points. Used those to add languages I had forgot to give him and improve the spellcasting features a bit. Also, add the Feint (Shortsword) technique, which goes a long way to make him more dangerous with a sword. I also dropped Enhanced Dodge and added Peripheral Vision. Still no Danger Sense, but he'll have to use Sense Danger and Sense Observation spells instead. Also, with Peripheral Vision and Observation at skill 18, he'll be quite hard to surprise anyway.
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12-30-2010, 11:45 AM | #70 |
Join Date: Jul 2008
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Re: GURPS Assassin's Creed
It's been forever since I got back into this, but I've played the series enough to have an overview.
By AC:B, Ezio has what looks like extremely limited Regeneration (if you lose only half a square of health, it regens when out of combat), Proud/Arrogant and age-based disabilities (he needs a pair of corrective climbing gloves to pull off his Super Jump from the previous game). People here are also overlooking that Ezio has a bizarre FP pool, seeing as how he can practically jog across the rooftops and intricate platform sections without consequence, so he is at minimum Very Fit. Also consider High Pain Threshold as he isn't prone to stuns or limping when injured in combat or through falling. Owing to his ambidextrous training, he is also capable of killing 2 enemies in one go with his dual wristblades. In-game this is only possible when standing directly between two enemies on ground level or when you Air Assassinate (jump-stab from above) two perfectly lined-up guards. As for crowd stealth, in-game this can only be done when you have crowds of 3-5 people. This can safely be ignored in GURPS because the game uses strict "zones" to dictate where you must stand to engage this type of stealth. Quite unrealistic IRL (especially since he's the only one who wears all-white and frankly sticks out like a sore thumb). That translates to Shadowing with no limitations. Then comes a favorite topic of mine that's never been properly addressed - Ezio can taunt the enemy to provoke them into All-Out Attacks (+ to damage, - to hit), to better counterkill them with his elaborate insta-kill animations. This isn't even Rapier Wit or any of that sort, as the enemy GURPS-wise look like they fail a self-control roll VS a 1-second Berserk ("Must attack provoker") over what can technically be translated into a Free Action. |
Tags |
assassin, assassin's creed, dungeon fantasy, forgotten realms, ninja |
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