|
|
| Line 804: |
Line 804: |
| app_popup_extwp_launcherfinal_text;string;Vous avez récupéré toutes les données dissimulées dans la ville. Maintenant, il n’y a plus qu’à les assembler correctement ! | | app_popup_extwp_launcherfinal_text;string;Vous avez récupéré toutes les données dissimulées dans la ville. Maintenant, il n’y a plus qu’à les assembler correctement ! |
| app_popup_extwp_recupe_validate;string;Continuer la mission | | app_popup_extwp_recupe_validate;string;Continuer la mission |
| -->
| |
|
| |
| ==Animus Training Program - Quickstart==
| |
| <!--
| |
| The year is 2016.
| |
|
| |
| The Assassin Brotherhood has been waging a secret war against their sworn enemy, the Templar Order, for thousands of years. The Templars aim to create a perfect society ruled by order and discipline, a goal that is in direct opposition to the ideals of the Brotherhood, which strive to defend the free will of humankind.
| |
|
| |
| Central in the conflict between the Assassins and the Templars are the Pieces of Eden — extremely rare and powerful technological artifacts created by an advanced precursor civilization. It is believed that such artifacts could contain extensive knowledge or be used as weapons. Although the fight for their possession continues to this day, the Templars have been successful in collecting many of them.
| |
|
| |
| A chance for the Brotherhood to regain lost ground in the war is the Animus device, a technology stolen from the Templars allowing for the exploration of memories encoded in human DNA. Using the Animus, the Assassin Brotherhood has a chance to locate other Pieces of Eden and deny the Templars from acquiring them first.
| |
|
| |
| This is why the last to join this conflict are the modern day descendants of Brotherhood members who fought this covert war over the centuries. By entering the Animus, they can explore the memories of their ancestors, acquire information concerning the Pieces of Eden, and gain unique skills that would normally take
| |
| years to master. It is only by doing so that the Assassin Brotherhood may gain an edge and turn the tide against their enemies.
| |
|
| |
| Live thousands of lives, find the Pieces of Eden, choose your destiny.
| |
|
| |
| ===FILE_01: <Pawns in a Secret War>===
| |
| The alarm neutralized and the lock picked, Inez opened the door to the warehouse. She'd taken off her leather jacket, covered in pins and chains and other things that might jangle the lone security guard awake. Maybe this score would get her off her friend's couch. The crates were piled high to the ceiling, lost in bright fluorescence, stacked like a very neat child's building blocks. She took the small flashlight out of her pocket and recited the aisle and tier where the box she was supposed to take sat. This was a rental facility, or so she was told, and light on security. Turned out to be anything but. She'd scaled the shelf to the fifth tier, about twenty feet up, her shoes gripping the shelf below. She found the box. It looked like a pen case but small, which was good because Inez wasn't big. In her head, she hummed a punk tune from the night before and for a moment, reconsidered how much she'd drank as her stomach turned while looking back down. Also, there were two men walking down the aisle between the shelves. They hadn't seen her yet, but she could tell they weren't rent-a-cops. It was the submachine guns that gave it away.
| |
|
| |
| This is what she got for taking a job proffered at a party in Wicker Park. Way too artsy a crowd for her. She held her breath, tried very hard not to swear, and waited for the men to pass. When they did, she cat-climbed down to the concrete floor, crept around the end of the aisle, and saw them in front of the door she'd opened. The door she hadn't closed all the way because... hangover. About 400 pounds of muscles nullified that exit. She'd have to find another way out.
| |
|
| |
| The skylight it was. The panels were open and she'd considered going in through the roof anyway. So, hell, why not? Worst that could happen is she falls, gets caught, and spends more time in jail, right?
| |
|
| |
| She made it to the skylight and was levering open one of the panels when the first bullet starred the glass in front of her. No more being careful, she hauled her ass through the window, sneakers finding traction on the roof and bolted for the fire escape… which, of course, had another slab of guard meat coming up it just then. This was some serious security. The man fired at her, spent brass moving in seeming slow-mo as the muzzle flashed. But Inez had run to the edge by then, said screw it, and jumped to the next roof, which she was not at all sure she'd make it to until she landed. From there, she ran off the edge of that roof and caught a light pole down to the street. Before she had time to pat herself on the back, there was another of the guards with a gun right in her face.
| |
|
| |
| “You Descendants think you're untouchable. The Templars think otherwise.” He was about to pull the trigger. Then, she was covered in blood. Someone had stepped around the edge of an alley with a silenced pistol. He wore black, nondescript clothes and was maybe a few years older than Inez. Automatic fire raked the alley behind him as he fired at the guard coming down the fire escape. Inez turned, some instinct telling her that the other guards were outside by now and, sure enough, two positioned themselves behind the loading dock and took a bead on her would-be rescuer. He saw one in time to pop him, but the other, well, Inez hadn't fired a gun since one of her mom's interchangeable boyfriends taught her, but she had a knack and put two rounds into the other guard's chest. Then, she dropped the gun, screamed, and started shaking. She didn't make it far out of the alley, or the street, beyond before her rescuer pulled her down. Everything moved as if through a world of transparent syrup.
| |
|
| |
| She watched her hand open a car door, getting in the passenger side. The guy gunned the already humming engine. He turned to her, face awash in the street's wet neon refracted through beaded rain on the windshield and said, “You ever consider more steady work?” That's when she finally breathed again then said, “What the hell is a Templar?”
| |
|
| |
| CONFIDENTIAL: RESTRICTED ACCESS
| |
| To be continued, in the full release “Assassin's Creed - Animus Handbook
| |
|
| |
| ===Page 24===
| |
| Abstergo Ent [Brahman version 2.00.3145]<br>
| |
| <F> Copyright 1985-2016 Abstergo Corp.<br>
| |
| F:\CLOUD<br>
| |
| cloud> open cloud.br-london.co.uk<br>
| |
| Connected to br-london.co.uk<br>
| |
| 220 psiweb1 Abstergo CLOUD Service «Version 1.2><br>
| |
| User < br-london.co.uk; «none>>; anonymous 214 Anonymous access allowed, send identity <e-mail name> as<br>
| |
| Password:<br>
| |
| 370-Welcome to Abstergo Cloud site. 370-Please change to the correct directory for your country<br>
| |
| cloud> ed oh 250 CWD command successful.<br>
| |
| cloud> put c: temp \test.txt<br>
| |
| 200 PORT command successful. 150 Opening ASCII mode data connection Testixt. cloud: 23 bytes sent in 0.01 Seconds 2.30 Kbytes/sec.<br>
| |
| cloud> transferring...<br>
| |
| Abstergo link confirmed.<br>
| |
| Cloud sync confirmed.<br>
| |
| Upload in progress.<br>
| |
| Do not disconnect...
| |
|
| |
| ===Setting Overview===
| |
| <opening cloud.ai-corp.ca> <uploading data from the Abstergo Corp database><br>
| |
| <please wait...><br>
| |
| <Reading the loaded SD card> </Installing AsBr16_patch.><br>
| |
| <With the database you are about to open, you will learn all you need to know about the modern-day world and its ancient roots:><br>
| |
| </the Assassin Brotherhood><br>
| |
| </the Templar Order and the Abstergo Industries><br>
| |
| </the Precursor Civilization and the Animus technology><br>
| |
| </Warning: this database presents only a portion of the Assassin's Creed RPG setting. The complete game world lore and setting are included in the product's full release: Assassin's Creed - Animus Handbook.><br>
| |
| <synchronizing...>
| |
|
| |
| ====THE ASSASSIN BROTHERHOOD====
| |
| {{Quote|To say that everything is permitted is to understand that we are the architects of our actions and that we must live with their consequences, whether glorious or tragic.|Ezio Auditore}}
| |
| The Assassins are an ancient worldwide secret organization dedicated to preserving mankind's freedom of choice. They believe that only free will can ensure the betterment of humanity, as it allows for the birth of new ideas and innovations through trial and error.
| |
|
| |
| To reach their lofty goal, they stand up for the oppressed, eliminating in secrecy any tyrant and dictator threatening the freedom of the people. This ideology and modus operandi set them in direct opposition with a powerful mirror organization throughout their long history — the Templars, who believe that the only way to ensure the survival of humanity is to save it from itself, removing free will.
| |
|
| |
| The Brotherhood's ideals were born in ancient times, supposedly in Greece. Their first incarnation — the Hidden Ones — was established in Egypt at the end of the Ptolemaic Kingdom.
| |
|
| |
| =====MODERN DAY BROTHERHOOD=====
| |
| {{Quote|The Templars might have deeper pockets than us, but they've got no ambition, no passion, no competitive edge! That's why, even with all their resources, anything they can do, I can do better. Faster, too.|Rebecca Crane}}
| |
|
| |
| The modern day Brotherhood is organized into small cells of Assassins, usually located in major cities or strategic sites, but also in isolated compounds outside urban centers with more substantial Templar presence. In general, modern cells function differently than the guilds of the past and can be described as solitary units of freedom fighters training and living off the grid.
| |
|
| |
| =====ASSASSIN TRAINING=====
| |
| Becoming an Assassin requires rigorous training. A vital part of an apprentice coaching is learning to observe a situation in great detail, as being well informed means being able to make the best possible decision. This is more than just watching — it means taking note of the context of a situation, absorbing as many details
| |
| as possible, and collecting information via espionage.
| |
|
| |
| Once the action starts, stealth and concealment are among an Assassin’s greatest assets. Being able to reach a target furtively, deal with it quickly and efficiently, then slip away without anyone noticing is fundamental. Trainees practice the art of “hiding in plain sight” extensively, learning how to blend in a crowd, to move away or disappear completely.
| |
|
| |
| Trainees are also taught to take advantage of shadows and find alternate ways to reach their destination. ‘Freerunning’ is their main asset here — an acrobatic form of movement that involves navigating fluidly across an urban or natural landscape, it involves climbing vertical surfaces such as walls, leaping horizontally or vertically, diving, vaulting, swinging from handholds, dropping, and rolling. While equipment is not required, various gear has been developed over the years to enhance an Assassin’s ability. Tools such as hooked blades, whips, and the grappling hook/rope launcher extension to the Assassin’s gauntlet have all been used by various Assassins to aid in their freerunning.
| |
|
| |
| Finally, all apprentices undergo extensive weapons and combat training, specifically with blades. Other than the Hidden Blade, the Assassins make use of what they excel at. Unfortunately, the clandestine nature of the Brotherhood makes it difficult to instruct all trainees in the same way. Many initiates must learn what they can from fellow Assassin crew members and cell mentors, and often must do it in do-or-die circumstances.
| |
|
| |
| Not all Assassins are trained to be fighters, although they all share a basic level of competence in self-defense. Initiates are often encouraged to develop their interests into strong points for the Brotherhood, for the more diverse and complementary the knowledge and specialization of the trainees, the more a group of Assassins will be helpful to the cause. Engineering, medicine, history, sleight of hand, computer hacking, or combat, everything might serve the cause at the right moment.
| |
|
| |
| =====The Doctrine=====
| |
| {{Quote|You cannot know anything. Only suspect. You must expect to be wrong, to have overlooked something.|Malik Al-Sayf}}
| |
| To help the Assassins put their philosophy into practice the Brotherhood developed a protocol, maintained by three simple rules — the Three Tenets.
| |
| ;I. Stay your blade from the flesh of the innocent
| |
| Your goal is to ensure peace in all things. The Brotherhood believes that by assassinating evildoers and corrupted ones they will ultimately bring peace, freedom, and security to the people. Killing innocents could stir anger and dissent among those who they are supposed to save and protect.
| |
| {{Quote|There is freedom, and there is the life of innocents. Both must be balanced on the scale.|Bayek of Siwa}}
| |
| ;II. Hide in plain sight
| |
| You must be unseen. Assassins must get close to their targets stealthily and be gone as quickly as possible in order to perform awe-inspiring killings when in public.
| |
| {{Quote|Let the people mask you such that you become one with the crowd.|Al Mualim}}
| |
| ;III. Never compromise the Brotherhood
| |
| Your actions must never bring harm to all. Should an Assassin fail in their duty and be captured or tracked down, they must avoid giving away anything that could tie them back to the Brotherhood or bring harm to any of its members.
| |
| {{Quote|Its meaning should be obvious. Your actions must never bring harm upon us — direct or indirect!|Al Mualim chastising Altaïr Ibn-La’Ahad, 1191 CE}}
| |
| The Three Tenets appear simple, but in fact they present all Assassins with a complex and challenging set of ethical puzzles when they are applied to the usual methods employed by the Brotherhood.
| |
|
| |
| ====The Templar Order====
| |
| {{Quote|The people never have the power. Only the illusion of it. And here’s the real secret: they don’t want it. The responsibility is too great to bear. It’s why they’re so quick to fall in line as soon as someone takes charge. They want to be told what to do. They yearn for it. Little wonder, that, since all mankind was built to serve.|Haytham Kenway}}
| |
| The Templar Order seeks the creation of a perfect society by imposing a rigid structure upon the world. Discipline and authority form the cornerstone of their strategy, positioning them in direct contrast with the approach of the Assassin Brotherhood. They consider free will and unbridled evolution to be detrimental and firmly believe that the world can achieve stability and peace only through their enlightened guidance.
| |
|
| |
| In practical terms, the Templars support the centralized leadership of the authoritarian governments of the world, taking action to shape and control society as needed and exploiting revolts and revolutions to their advantage, like puppeteers behind a curtain.
| |
|
| |
| Their ideology centers around the idea that only structure and order will allow humankind to transcend its more primitive tendencies, and that free will and autonomy leads to a chaotic, unharmonious society. Essentially, the unwashed masses cannot be trusted to govern themselves. Paradoxically, the Templars are ultimately in pursuit of peace, just like the Assassins. It is their means of achieving that goal which differ.
| |
|
| |
| The Templar Order has existed under one form or another for millennia. Little is known about its history before the 5th century BCE, but archeological data seem to indicate that it rose to power in Persia, Egypt, and beyond as a secret society. Initially known to initiates as the Order of the Ancients, they started to operate openly in the Middle Ages, when the Order of the Knights Templar was recognized officially during the Council of Troyes in 1129 CE. By the end of the 13th century, the Order had been greatly weakened by the Assassin Brotherhood and their allies, until they were forced to return to anonymity after a public denunciation as heretics.
| |
|
| |
| Diminished but not destroyed, the Templars continued to influence mankind from the shadows, manipulating history’s most influential figures. With their help, they would carry on their age-old quest, helping humanity to reach its full potential through technical and scientific development.
| |
|
| |
| =====Modern Day Templars=====
| |
| At the dawn of the 20th century, the Templars felt that a new era was about to begin — a time where scientific progress would not only flourish, but also quite literally change the very fabric of society. In 1910, the Order’s leaders designed te Plan. Twenty-seven years later, a group of influential Templar industrialists founded Abstergo Industries, a multinational corporation that would become the public face of the Order.
| |
|
| |
| For the second time in its millennia-old history, the Order was at least in some small way made public. The Templars, however, would not repeat the mistakes of the past. They determined that Abstergo would be used as a front, and take full advantage of the vast resources the company would provide, while the Templars would continue to operate behind the scene, never revealing their identity or real agenda.
| |
|
| |
| Today, Abstergo Industries is one of the largest and most powerful corporations in the world.
| |
|
| |
| =====Abstergo Industries=====
| |
| {{Quote|We are committed to researching, developing, and providing high-quality products
| |
| that enrich, entertain, and shape the lives of our customers. We build programs that
| |
| re-examine the past, improve the present, and define the future.|Abstergo Industries Mission Statement}}
| |
| In the modern day, Abstergo Industries operates within several business sectors, including pharmaceuticals and communications. The company has been responsible for the majority of corporate research and development achievements of the Western world, greatly contributing to the technological and economic advancement of humankind.
| |
|
| |
| Behind the scenes, Abstergo has developed a three-part, Templar-directed initiative that non-initiate Abstergo employees are not privy to: to destroy the Assassin Brotherhood, to acquire Precursor technology, and to establish a New World Order.
| |
|
| |
| To accomplish this initiative, Abstergo has spent enormous capital, investing in foreign governments and funding important corporations, quietly strengthening its influence over the dissemination of knowledge and collecting resources and data.
| |
|
| |
| ====The First Civilization====
| |
| {{Quote|They’re gifts, Mr. Miles. From those who came before.|Dr. Warren Vidic on the Pieces of Eden, 2012}}
| |
| Little is known about the Isu, the Precursors, or Those Who Came Before, but their civilization spanned the entire planet before mankind even appeared. This ancient race, now extinct, was so advanced that modern day scientists — at least the few fortunate enough to have come across their technology — have not yet even begun to fathom the full extent of their function.
| |
|
| |
| It is exactly the products of such technology that the Templar Order is bent on finding. In particular, they seek the artifacts known as the Pieces of Eden — incredibly complex devices that the Isu created to enforce obedience on humankind. In fact, while archeological evidence is scanty, all data gathered so far (mainly by the Templars) seem to indicate that the Precursors employed humans as slaves.
| |
|
| |
| While the full and direct enslavement of humankind is not something the Templars desire, the fact that the function of most of the Pieces of Eden seems to be achieving the mental and physical control of human thoughts, emotions, and behavior, makes them an invaluable instrument towards achieving their goal of creating a society based on the choices of an enlightened few.
| |
|
| |
| To find the Pieces of Eden, the Templar Order employs the Animus device developed by Abstergo Industries. By probing the past, the Templars are sure they will discover the whereabouts of these lost treasures one after the other.
| |
|
| |
| ====Animus Technology====
| |
| {{Quote|Animus technology functions in much the same way a simulator/projector does. Your consciousness will tap into the genetic coding in such a way that everything will appear to all your senses as three-dimensional, putting you in the heart of the action. It’s adaptive, so as the memories unfold, the “program” you experience begins to change subtly. They will appear to you as glitches and let you explore a memory much more closely|The Abstergo Entertainment Employee Handbook, 2014}}
| |
| The first Animus device was developed by Abstergo Industries between the seventies and eighties of the 20th century under the direction of Doctor Warren Vidic, one of the modern world’s greatest authorities on genetic memory. The revolutionary work of Doctor Vidic was inspired partially by Precursors’ technological findings, and aimed at creating an empirical way to analyze and investigate genetic memories employing virtual reality simulations.
| |
|
| |
| In time, the Animus technology was refined into an accurate tool allowing its user to truly interface with history itself. As users improve their synchronization level within a simulation, the Animus allows them to delve deeper and deeper into genetic memories, unlocking secrets that would otherwise remain buried in the sands of time.
| |
|
| |
| But the Order found other uses for Doctor Vidic’ breakthrough technology. The Templars first developed the Animi Training Program, an initiative employing the virtual experience simulator to train selected Abstergo employees to better confront members of the Assassin Brotherhood. Then, Abstergo started secretly collecting genetic memories from the unknowing public through the worldwide release of an Animus entertainment console capable of stealing data from the genetic memory of users and storing it for potential use.
| |
|
| |
| ===The Nanban Trade===
| |
| Japan, 1558. A Portuguese merchant ship is leaving the coast of the Owari province. As it often happens, the Simulation begins with a white flash and muffled sounds rising up to acquire a disarming clarity. Soon, the muted sounds become a cacophony of shouting voices, gunfire, and the clanging of blades. The information was accurate. The foreigners have the arquebuses that the Daimyo Oda Nobunaga wants.
| |
|
| |
| ===INTRODUCTORY SESSION===
| |
| [The Chapter is also the prologue to The Sword of Mars, the first campaign adventure included in the Assassin’s Creed - Forging History book.<br>The introductory Chapter requires 1 of the characters to be Philip J. Gallagher, whose World War 2 Time Frame’s Ancestor, Major Gallagher, was a witness to the events included in the Sequence.]
| |
|
| |
| It’s 2016. The modern day Crew of Descendants has gathered in London, coming from different places around the world. One of their Brotherhood contacts in the UK, Siegmund “Ziggy” Visser, has reached out to each of them after having spent weeks collecting evidence concerning a lost piece of Precursor technology that might be related to some of their Ancestors. His current hideout is a rundown, closed theater in the middle of Camden Town previously known as "The Stardust". In the club’s backstage, Ziggy has set up an Abstergo Animus device, recently modified to connect to a number of commercial Brahman VR visors to allow multi-subject simulations.
| |
|
| |
| [...]
| |
|
| |
| Ziggy will work as the Descendant’s field techie, monitoring their performance in the Animus and keeping track of their discoveries.
| |
|
| |
| ===Lugers and Ballerinas===
| |
| '''Time Frame''': World War II<br>
| |
| '''Location''': Folies Bergère, Paris, France - 1942 CE<br>
| |
| '''Starting Sync Level''': 55% (3 Key Objectives)<br>
| |
| '''Description''': During the Nazi occupation of France, a private party is organized at the Folies Bergère, one of the most famous cabaret music halls in Paris. The event’s organizer is Wilhelm Schmidt, an SS Obersturmführer and low-rank- ing member of the Templar Order. The night is expected to be attended by soldiers, officers, and local celebrities.
| |
|
| |
| At the beginning of the Simulation, the Witnesses gather outside the Folies Bergere club, safe from prying eyes. Their mission is to infiltrate the structure during the night’s event to recover some precious intel regarding the recent activities of Sturmbannführer Heinz Müller, a Seneschal Templar.
| |
|
| |
| ====Sequence start====
| |
| A fine drizzle wets the road in front of the Folies Bergère, whose external lights create colorful projections on the sidewalk. If it weren’t for the German uniforms crowding the area, everything tonight might look like it did in pre-war days.
| |
|
| |
| From your hiding place, you can spot German trucks parked a short distance from the theater, and you have been observing cars carrying people in evening dresses coming and going for quite some time. Despite the rain and the people talking outside the building, you can hear the muffled music reaching the road whenever the theater doors open to let new guests in.
| |
|
| |
| One last look at your watches, one last check on your gear, one last deep breath to let the sweet petrichor fill your nostrils. Time to go, Assassins.
| |
|
| |
| ====Key Objectives====
| |
| =====1 - Infiltration=====
| |
| Accessing the theater is the first goal to be achieved. There are a few access routes. At the back of the building, there is an entrance for waiters and theater workers. On the roof, a maintenance entrance can be accessed by easily jumping from the building adjacent to the theater. Finally, there’s the theater’s front door...
| |
|
| |
| ======Challenges======
| |
| ;Patrol
| |
| A unit of 4 Wehrmacht soldiers patrols the perime- ter of the theater. They will take an interest in anyone acting suspiciously and will not accept anything less than a thorough explanation.
| |
|
| |
| ;Doorman
| |
| The show at the Folie Bergere is the event of the week in Paris and the list of guests is long. Convincing the doorman that you are on the list or that you are working for the event will require a good explanation.
| |
|
| |
| ;Flirting officer
| |
| Oskar Fiedler, a young officer, is smoking outside the theater’s back door, trying to impress and seduce a young dancer (Juliette Merion). He will be a thorn in the side of anyone passing by, as he will torment anyone who is not a German officer or a VIP, all to impress the young Juliette.
| |
|
| |
| ======Weaknesses======
| |
| ;What do You Mean I’m Not on the List! (major)
| |
| The theater event attracted a lot of folks who weren’t invited and that ended up crowding the main door to get in. The confusion will make it easier to access with a proper ruse or disguise.
| |
|
| |
| ;A Secret Door (major)
| |
| The theater has a secret access from the Paris Métro Station of Cedet.
| |
|
| |
| =====2 - Recover Templar intel=====
| |
| Sensitive documents are kept in an area of the theater that Schmidt uses as his office. However, the area is closed off for the duration of the event and two soldiers have been posted to guard the area.
| |
|
| |
| Should the Witness gain access to the office, they will find that a number of documents crowd the office’s desk. The ones that attract their attention concern the movement of troops towards northern France, and the kidnapping of Lèo Dubois, a French professor of medieval history. All requested by Sturmbannführer Heinz Müller.
| |
|
| |
| From what they can understand, Müller is moving to the north of France, seeking technology attributed to the First Civilization: Pieces of Eden? It is necessary to find Müller before he gets his hands on the artifact.
| |
|
| |
| ======Challenges======
| |
| ;Nazi guards
| |
| The 2 guards at the entrance of the restricted area received specific and thorough orders that no one must enter here.
| |
|
| |
| ;Booby-trapped desk
| |
| While searching the desk for the documents, a Wits check is required to avoid the explosive trap set by Schmidt. On a failure, all Witnesses in the room must make a Reaction check. In any case, the explosion triggers the They’re Onto Us! Setback. The templar documents are a bit burned and damaged, but still readable.
| |
|
| |
| ======Weaknesses======
| |
| ;Orders are Orders (minor)
| |
| If someone with a higher rank than the Obersturmführer Schmidt gives new orders to the guards, they will obey blindly.
| |
|
| |
| ;Let’s Have a Drink! (minor)
| |
| The guards are not happy about having to watch the restricted area and not being able to enjoy the party, so they will gladly have a chat with anyone approaching them and will also easily accept a drink (which could lead them to go to the bathroom earlier than expected, or allow the Witnesses to put something in their champagne…)
| |
|
| |
| ====Fade out====
| |
| Moments after completing the last mission’s objective, the simulation begins to fade, and sounds become muffled once again, except for Ziggy’s voice. He tells you that the memory block has been explored thoroughly and pulls you out of the Animus to get some rest.
| |
|
| |
| ====Setbacks====
| |
| ;A SUSPICIOUS NAZI SOLDIER (MINOR).
| |
| A German soldier at the party takes an interest in the Witnesses and starts asking uncomfortable questions.
| |
|
| |
| ;FLYING BULLETS (MINOR)
| |
| Bullets start flying left and right. The Witness must make a Reaction check to avoid being injured.
| |
|
| |
| ;AN INNOCENT IS KILLED (MINOR)
| |
| One of the guests, a waiter or a dancer, is blamed for something by one of the German soldiers or officers, or gets accidentally killed. If a number of innocents equal to the number of Witnesses are killed during the chaos generated by the mission, the Witnesses lose 1 Sync level.
| |
|
| |
| ;THEY’RE ONTO US! (MAJOR)
| |
| The Witnesses have been discovered and now Lugers lead the dance. Panic erupts among the guests and workers and chaos takes over. For the rest of the scene, at the end of an Approach check, the Witnesses must make an additional Reaction check to avoid the German’s attacks.
| |
|
| |
| ====Notable NPCs====
| |
| {| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="text-align:center;"
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| ! width="5%" |Name
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| ! width="10%" |Description
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| ! width="15%" |Quote
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| |-
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| |SS Obersturmführer Wilhelm Schmidt
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| |35 year old German officer and recent member of the Templar Order
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| |The natural state of people is to be sheep. But this is a wolf’s world, and
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| we are here so that nobody forgets it.
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| |Oskar Fiedler
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| |25 year old German officer
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| |We are the iron teeth of the Third Reich and do not respond to the rules of inferior men.<br><br>Stop whining! You should consider yourself lucky that I looked down to talk to you.
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| |-
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| |Juliette Merion
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| |21 year old French cabaret dancer
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| |I can’t stand the bullshit of these Nazis any longer…
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| |-
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| |}
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|
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| The following characters are real historical personalities who lived in Paris during the period of the Nazi occupation.
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| {| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="text-align:center;"
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| ! width="5%" |Name
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| ! width="10%" |Description
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| ! width="15%" |Quote
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| |-
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| |Arletty & Hans Jürgen Soehring
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| |44 year old French actress, singer, and fashion model with a liaison with a 34 year old German Luftwaffe officer (Hans-Jürgen Soehring).
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| |Hiding your age amounts to deleting your memories.
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| |Danielle Darrieux
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| |25 year old French actress, singer, and dancer. Married to Porfirio Rubirosa.
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| |In order to survive, you have to be alone with yourself to regenerate the spirit.
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| |Édith Piaf
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| |27 year old French singer, lyricist, and actress
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| |People say that I could sing the phone book and make it sound good.
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| |Ernst Jünger
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| |47 year old German author, highly decorated soldier, philosopher, and entomologist serving as army captain, intelligence officer, and mail censor (with strong feelings against Nazi totalitarianism and its goal of world domination).
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| |Today, only the person who no longer believes in a happy ending, only he who has consciously renounced it, is able to live. A happy century does not exist; but there are moments of happiness, and there is freedom in the moment.
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| |Porfirio Rubirosa
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| |33 year old Dominican diplomat, race car driver, soldier, political assassin, and polo player. Married to Danielle Darrieux.
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| |I will risk everything to avoid being bored.
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| |-
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| |}
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|
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| ===Abstergo Raid!===
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| '''Location''': The Crew’s hideout, Camden Town Market, London, UK<br>
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| '''Description''': As the Descendants are preparing to enter the Animus again to investigate where the recovered Templar intel led Major Gallagher in 1942, the Crew’s field techie’s attention is redirected to the surveillance screens monitoring the perimeter of the hideout. Bad news, someone is breaking in.
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|
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| ====Sequence start====
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| Red lights flash in every room and main hall of the Stardust. No sirens or alarms break the sudden silence that has fallen in the hideout. Faced with your questioning looks, Ziggy replies with a worried expression, a trickle of sweat running down his temple. “Damn! Looks like we got company, mates!”
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|
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| Immediately after telling you this, he pushes some “magic buttons” and locks down the whole place. Then, security monitors start showing a group of armed individuals wearing black fatigues bearing the white triangular logo of Abstergo industries huddling outside the club, clearly trying to break in the front door. Another angle captures two more agents inspecting the perimeter of the building. “Hell’s bloody bells, let’s hope those mugs don’t find our trouble exit,” Ziggy says through gritted teeth before turning to look at you with a determined expression that seems to erase all worries: “Alright, grab yer stuff and the modified Brahmans! I’ll upload all our data to a secure server, but I need somebody to keep these Templar knobs at bay until I’m done. It’ll take me a few minutes. Then, we bugger off!”
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|
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| ====Key Objectives====
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| =====1 - Download the data and destroy all evidence=====
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| Ziggy starts hacking away at the workstation, shouting, “Buy me at least 5 minutes, otherwise, we’ll lose months of work.”
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|
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| ======Challenges======
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| ;Set traps at the entrances
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| The Descendants can use what they have in the hideout to build a rudimentary trap. Whether it is effective or not, it doesn’t really matter. The Abstergo agents may still have to stop and defuse it.
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|
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| ;Face the agents
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| The agents are too many to overwhelm, but a well-executed attack might lead them into a tactical retreat while awaiting reinforcements.
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|
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| ======Weaknesses======
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| ;Gasoline (major)
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| Fire is not a joke, and no one wants to rush into a building engulfed by flames, not even the Abstergo agents. Setting the lab on fire can slow the assault significantly, but can also put the PCs in great danger. Also, such an action triggers the Smoked Out Setback automatically.
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|
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| =====2 - Escape=====
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| The Abstergo agents eventually burst in, fully equipped and ready to open fire. Everyone has to run and reach a vehicle to escape.
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|
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| ======Challenges======
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| ;Run for your life
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| The Descendants must open their way to the nearest exit, dodging the agents’ bullets.
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|
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| ;Flashbang
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| As they flee, the Descendants see an agent preparing to throw a flashbang grenade. If they manage to deflect the grenade, the Descendants can gain a great advantage, especially if the explosive device ends up in the vicinity of the pursuing agents instead!
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|
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| ======Weaknesses======
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| ;Communication disruption (major)
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| If the PCs have a way to jam the communications of the approaching Abstergo agents, they gain a significant tactical advantage, forcing them into a slower and uncoordinated attack.
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|
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| ====Setbacks====
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| ;FLYING BULLETS (MINOR)
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| Bullets start flying left and right. The Witness must make a Reaction check.
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|
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| ;SMOKED OUT (MINOR)
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| Heavy smoke fills the air, making eyes water and breathing difficult. For the rest of the Sequence, all Wits checks require 1 additional Raise.
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|
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| ;DAMAGED GEAR (MINOR)
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| In the chaos of escaping, one of the Descendants breaks or loses a piece of equipment (an item must be removed from their Gear).
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|
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| ;THE FIELD TECH IS WOUNDED! (MAJOR)
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| Ziggy is injured by a stray bullet or in a hard fall. Someone must help him in order to escape. All Approach checks made by a Descendant helping Ziggy require 1 additional Raise.
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|
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| ====What's Next?====
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| As you drive away from the Stardust, Ziggy frantically hits the keys on his laptop while giving you directions about which roads to take and when to stop to avoid surveillance.
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|
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| At least 45 minutes have passed when he makes you stop in a large parking lot near Park Royal says, “Now, we have to head towards this cell’s temporary hideout. It won’t be as well placed as the previous one, and we’ll undoubtedly miss the scrummy food. But at least it’s a safe place... for now.”
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| A few minutes later, you step into a neglected-looking warehouse on a road sided by many other warehouses and workshops. Ziggy switches on some barely working lights to illuminate a seriously dusty and plain interior, welcoming you to your cell’s new refuge and HQ with a loud, “...wicked, innit?!” He looks tired when he tells you that you’ll have to work hard to get the situation back on track. Ziggy needs replacement parts to fix “the Ol’ Baby”, his battered Animus 2.0 stored in the warehouse’s basement, before you can get back into the simulation and find out if Sgt. Major Gallagher has found the Piece of Eden he was looking for... the Piece of Eden YOU are looking for.
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| Get ready, Assassins, since only Abstergo Industries has what you need for repairs. It’s payback time!
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