COMPUTER AND VIDEO GAME-DERIVED CHARACTER ADAPTATIONS

ALTAÏR

Val	CHA	Cost	Roll	Notes
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [1]
23	DEX	39	14-	OCV:  8/DCV:  8
18	CON	16	13-
13	BODY	6	12-
13	INT	3	12-	PER Roll 12-/14-
10	EGO	0	11-	ECV:  3
15	PRE	5	12-	PRE Attack:  3d6
10	COM	0	11-

7/13	PD	4		Total:  7/13 PD (0/6 rPD)
5/9	ED	1		Total:  5/9 ED (0/4 rED)
4	SPD	7		Phases:  3, 6, 9, 12
8	REC	2
36	END	0
30	STUN	0		Total Characteristic Cost:  88

Movement:	Running:	8"/16"
		Leaping:	6"/12"
		Swimming:	2"/4"

Cost	Powers & Skills
	Martial Arts:  Assassin's Aim
	Maneuver		OCV	DCV	Notes
4	Basic Shot		+0	+0	Strike, +2 DC
4	Offensive Shot		-1	-1	Strike, +4 DC
4	Quick Shot		+1	+0	Strike, +2 DC
1	Weapon Element:  Crossbows

	Martial Arts:  Assasin's Arts
	Maneuver		OCV	DCV	Notes
4	Counterstrike		+2	+2	Weapon +2 DC Strike, Must Follow Block
4	Fast Strike		+2	+0	Weapon +2 DC Strike
4	Martial Block		+2	+2	Block, Abort
4	Martial Dodge		--	+5	Dodge, Affects All Attacks, Abort
4	Sacrifice Lunge		+2	-2	Weapon  +v/5; FMove
5	Sacrifice Strike	+1	-2	Weapon +4 DC Strike

	Martial Arts:  Assassin's Hands
	Maneuver		OCV	DCV	Notes
3	Defensive Throw		+1	+1	Block, Target Falls
4	Martial Strike		+0	+2	5d6 Strike
3	Takedown		+1	+1	3d6 Strike; Target Falls

5	Fearless:  +10 PRE; Only Versus PRE Attacks (-1)
8	Blade In the Crowd:  Invisible To Sight Group (+1/2) For Up To 40 Active Points Of 
	Hidden Blade; Requires A Stealth Roll  (-1/2), Requires A Crowd Or Other Concealment (-1/2), 
	Cannot Be Used In Combat (-1/2), END 2
3	Free Running:  Leaping +3" (6" Forward, 3" Upward), END 1
7	Leap Of Faith:  Leaping 20"; Only To Reduce Falling Damage (-1), Requires A Breakfall 
	Roll  (-1/2), Only With Suitable Landing Zone (-1/2), END 2
4	Death Comes Swiftly:  Running +2" (8" Total), END 1
6	Ledge Grasp:  Clinging (Normal Str); Requires A Climbing Roll  (-1/2), Cannot Resist 
	Knockback (-1/4)
4	Eagle Eyes:  +2 Per With Sight Group
	 
	Assassin's Gear
32	1)  Hidden Blade:  HKA 1d6+1 (2d6 W/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2);
	IIF (Concealed Blade Mechanism; -1/4)
18	2)  Long Blade:  HKA 1 1/2d6 (2 1/2d6 W/STR), Reduced Endurance (0 END; +1/2); 
	OAF (Long Sword; -1)
17	3)  Short Blade:  HKA 1d6 (1 1/2d6 W/STR), Autofire (2 Shots; +1/4), Reduced Endurance 
	(0 END; +1); OAF (Short Sword; -1)
9	4)  Crossbow:  RKA 1d6+1, Armor Piercing (+1/2); 8 Clips Of 1 Charge (-1), OAF 
	(Crossbow; -1), Beam (-1/4), [1 x 8]
11	5)  Throwing Blades:  RKA 1d6, 12 Recoverable Charges (+1/4); OIF (Throwing Blades; -1/2), 
	Range Based On Strength (-1/4), [12 Rc]
5	6)  Concealed Armor:  Armor (3 PD/1 ED); IIF (Concealed Armor; -1/4)

	Talents
9	Left Hand Of Doom:  Ambidexterity (No Off Hand Penalty)
6	Hard To Kill:  Combat Luck (3 PD/3 ED)
5	Not As Bad As It Looked:  Rapid Healing

	Skills
8	Trained Killer:  +1 With All Combat
6	Master Swordsman:  +2 With Blades
6	Killing Blow:  Penalty Skill Levels:  +2 Vs. Hit Location Modifiers With All Attacks
5	Master Assassin:  +1 With All Assassin Skills
6	Free Running:  +2 With Acrobatics, Breakfall, And Climbing
	 
3	Acrobatics 14-
3	Breakfall 14-
3	Climbing 14-
3	Concealment 12-
5	Eagle's Challenge:  Defense Maneuver I-Ii 
3	Fast Draw 14-
3	Interrogation 12-
3	KS: Hashashim Doctrine 12-
2	KS: Hashashim Sect 11-
3	Shadowing 12-
3	Sleight Of Hand 14-
3	Stealth 14-
3	WF:  Blades, Crossbows, Thrown Knives, Axes, And Darts

Total Powers & Skill Cost:  268
Total Cost:  356

200+	Disadvantages
5	Distinctive Features:  Nine-Fingered (Easily Concealed; Noticed And Recognizable; Detectable By 
	Commonly-Used Senses)
10	Hunted:  City Guards 11- (As Pow, Limited Geographical Area, Harshly Punish)
20	Hunted:  Crusaders 11- (Mo Pow, Harshly Punish)
15	Hunted:  Hashashim Sect 14- (Mo Pow, Watching)
10	Psychological Limitation:  Arrogant/Overconfident (Common, Moderate)
25	Psychological Limitation:  Totally Devoted To Sect (Very Common, Total)
71	Experience
356	Total Disadvantage Points

Background/History: An elite but hubristic killer from the ancient order of warriors from which all assassins take their title. Trained in a variety of physical disciplines useful in carrying out assassinations.

Personality/Motivation: Do your master's bidding. Be badass. Kill people, in other words.

Quote: "Nothing is true. Everything is permitted."

Powers/Tactics: Sneak up on people and kill them. Altaïr is good enough that he can walk up to a man in a crowd, stab him to death, and walk away with no one the wiser until he's already long gone. He is assisted in this by a variety of armaments, the most unique of which is the mechanically-telescoping stabbing blade concealed up his left sleeve and operated with a connected pinky ring. Altaïr's left ring finger has actually been amputated to leave room for the blade to extend from his fist. It's sharp enough and accurate enough to slay even armored knights. Apart from the hidden blade, he usually carries around a long arming sword, a shorter curved blade, and a collection of throwing knives.

As far as his own skills, Altaïr has no real supernatural abilities, though his agility and athleticism are extraordinary. He can sprint very quickly, climb almost anything, and leap great distances. Altaïr also has superb visual acuity, and has been trained in breaking long falls, to the point where almost anything remotely soft can serve as a cushion to negate controlled drops of as much as a dozen stories.

Naturally, he has been trained in fighting arts by a warrior cult, and is more than capable of handling himself against even multiple trained opponents, though he is only human and can be overwhelmed if surrounded or sufficiently outnumbered. His assassin's training includes the arts of stealth and infiltration and even picking pockets.

Campaign Use: Bad ass assassin for Fantasy Hero games, or a bad ass assassin for Pulp, Dark Hero, or similar campaigns. His gear is worth about 92 points, and he wouldn't pay for it in most campaigns he's part of. If he's not scary enough, give him Deadly Blow or more DCs until he can kill targets in only one or two hits; if he's too scary, scale back his DCs and CV a little. He doesn't have too many abilities that are in themselves dangerous.

Appearance: Wears a nondescript white robelike garment with the hood shadowing his face and any identifying features. By adopting the proper mannerisms, this can allow him to blend in as a scholar or a beggar, both common enough sights in Crusades-era Palestine.



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