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== | =Animus Handbook= | ||
The | <!-- | ||
==The Nanban Trade== | |||
{{Era|Memories}} | |||
{{Memory Infobox | |||
| name = The Nanban Trade | |||
| image = | |||
| description = | |||
| appearance = ''[[Assassin's Creed Roleplaying Game]] – [[Animus Handbook]]'' | |||
| type = | |||
| fullsync = | |||
| previous = | |||
| next = | |||
| source = | |||
| location = Goto Islands, Japan | |||
| date = 1543 | |||
}} | |||
'''The Nanban Trade''' was ????????????????????????? | |||
==Description== | |||
''One of Wang Zhi’s pirate ships is leaving the west coast of Fukue Island to return to China. As so often happens, the Simulation begins with a white flash and muffled sounds that quickly acquire clarity. Soon, the muted sounds become a cacophony of raised voices, gunfire, and the clanging of blades. The information was accurate. The pirates are hosting an expedition of the Portuguese Rite of the Templar Order and transporting crates of matchlock arquebuses. ''[This is the only bit that's not part of the song-and-dance pretend play] | |||
==References== | |||
*''[[Assassin's Creed Roleplaying Game]] – [[Animus Handbook]]'' | |||
{{ACRPGSequences}} | |||
==Two Friends in Need!== | |||
{{Era|Memories}} | |||
{{Memory Infobox | |||
| name = Two Friends in Need! | |||
| image = | |||
| description = | |||
| appearance = ''[[Assassin's Creed Roleplaying Game]] – [[Animus Handbook]]'' | |||
| type = Main | |||
| fullsync = | |||
| previous = | |||
| next = | |||
| source = | |||
| location = Abandoned Railroad Station, London, UK | |||
| date = 2016 | |||
}} | |||
'''Two Friends in Need!''' was ????????????????????????? | |||
==Description== | |||
''Two Assassins from a different cell from that of the Crew are currently camped in an abandoned train station in the suburbs, to spy on an Abstergo storehouse. Their techie informs the PCs' cell that Abstergo agents are suspiciously moving toward the location, and she's not able to communicate with the two to warn them. The PCs are the closest to the station and must intervene quickly.'' | |||
==Key objectives== | |||
<tabber> | |||
|-|1 - WARN THE ASSASSINS= | |||
The PCs must reach the railroad station fast, ensuring they reach their companions before the Abstergo agents. | |||
The | ;Challenges | ||
*''Fast and Furious''<br>The PCs are driving fast through London's traffic on their van. Given the high speed, any Approach check made to overcome this Challenge requires 1 additional Raise. | |||
''' | *''Brotherhood''<br>The PCs must convince the two Assassins they are members of the Brotherhood too and that they must leave immediately. | ||
''' | ;Weaknesses | ||
*''Stealing Motorbikes (minor)''<br>If the PCs possess or manage to steal motorbikes or other vehicles that can move swiftly through the traffic, they overcome the Fast and Furious Challenge. | |||
|-|2 - FREE RUN!= | |||
The Abstergo agents surrounded the place. The Assassins must escape using their free running abilities. | |||
''' | ;Challenges | ||
*''Climb for your life''<br>The PCs must rapidly climb the steel structure to escape. The metal framework is rusty and wet and most of the holds are slippery. Any Approach check made to climb requires 1 additional Raise. | |||
*''Leap of Faith''<br>As the chase continues, a chance for the PCs to lose their pursuers presents itself when they reach a riverbank. By reaching an elevated position they can leap into the cold water ending the chase. | |||
;Weaknesses | |||
< | *''Communication disruption (minor)''<br>The PCs might find a way to jam communications between the approaching Abstergo agents. If they do so they can gain a significant tactical advantage. For the rest of the Sequence, when any of the PCs makes a Reaction check in response to encounters with Abstergo agents, they can reroll up to 1 Abstergo results. | ||
</tabber> | </tabber> | ||
==References== | |||
*''[[Assassin's Creed Roleplaying Game]] – [[Animus Handbook]]'' | |||
{{ACRPGSequences}} | |||
''' | ==Sabotaging the Abstergo Research Lab== | ||
{{Era|Memories}} | |||
{{Memory Infobox | |||
| name = Sabotaging the Abstergo Research Lab | |||
| image = | |||
| description = | |||
| appearance = ''[[Assassin's Creed Roleplaying Game]] – [[Animus Handbook]]'' | |||
| type = Main | |||
| fullsync = | |||
| previous = | |||
| next = | |||
| source = | |||
| location = Abstergo research lab, London, UK | |||
| date = 2016 | |||
}} | |||
'''Sabotaging the Abstergo Research Lab''' was ????????????????????????? | |||
==Description== | |||
''The Assassins' network has intercepted important information regarding a blood sample. Abstergo got their hands on the DNA of one of the first Assassins, who came into contact with several unknown pieces of Eden. The Descendants must recover the sample and replace it with a fake one. To hide the true target of your raid, they must kidnap Dr. Kamala Khatri, a leading scientist in genetics and bioinformatics. She's not a member of the Templars and they could convert her to their side.'' | |||
==Key objectives== | |||
<tabber> | |||
|-|1 - ACCESS THE STRUCTURE AND AVOID DETECTION= | |||
Accessing the lab undetected is the first goal to be achieved. There are multiple ways to do this. The Descendants could enter from the front door with a solid fake ID and disguise. The same thing for the cargo area, but in that case, they need a proper vehicle, too. On the other hand, the Descendants could cut the lights and coms and rush their way into the structure by emergency exits or the heliport entrance on the roof. | |||
;Challenges | |||
*''Main Entrance Security''<br>At the entrance to the facility, there is a sizable, guarded area with a metal detector and turnstiles accessible via biometric badges. It is possible to obtain visitor badges only by providing a valid explanation. However, visitor badges do not allow access to internal laboratories. | |||
''' | *''Security Guards''<br>Several security guards move around the building, each monitored by radio and equipped with a gun, a taser, and a biometric badge to access the various areas of the structure. They are unlikely to stop anyone inside holding an appropriate access badge, unless acting suspiciously. | ||
*''Control Center and Surveillance System''<br>4 security guards and the security manager monitor the entire surveillance network from the facility's control center. If they notice something wrong, they will first send some guards to check, or in the case of an obvious problem, they will activate the General Alarm Setback. | |||
''' | ;Weaknesses | ||
*''Inside Job (major)''<br>If the Descendants find a way to be accompanied by someone who works within the structure, it will be much easier to enter. | |||
|-|2 - SWITCH THE SAMPLES= | |||
Once they get to the laboratory, the Descendants must exchange the real sample for the corrupted sample provided by the Brotherhood. It is essential to hurry and leave no trace. Dr. Khatri will be in the laboratory with some colleagues. | |||
|-| | |||
;Challenges | |||
*''Get Rid of the Scientists''<br>Convincing the scientists to let the PCs work unwatched in their lab is a problem. A compelling story may not be enough, and the Descendants will need to make an Approach check with a 2 Raises to do it. Otherwise, knocking them out would be much easier, and any Approach check will have 1 free Raise. | |||
*''Disable Lab Security''<br>The laboratory has a surveillance and recording system for each system and terminal in the room. | |||
;Weaknesses | |||
*''Dr. Khatri Collaboration (major)''<br>The unconditional help of Dr. Khatri would allow the exchange to be carried out without raising any suspicion. | |||
|-|3 - KIDNAP THE LEAD RESEARCHER AND GET OUT= | |||
Depending on how this mission has been tackled, different types of Challenges may be necessary, such as dealing with security guards or the surveillance system. In addition to the Convince Dr. Khatri Challenge, you can add any Challenge from the first Key Objective or from the Special if the General Alarm Setback is triggered. | |||
;Challenges | |||
*''Convince Dr. Khatri''<br>Taking her away won't be easy. Since she is unlikely to trust her captors, she will cooperate until an opportunity to get rid of the Descendants presents itself. Therefore, any Approach check made will require 1 Raise as long as she is with the Descendants. | |||
;Weaknesses | |||
*''Dr. Khatri Collaboration (major)''<br>The unconditional help of Dr. Khatri would remove any additional Raise due to her presence and possibly present a way out with her car. Special: If the General Alarm Setback is triggered, add 1 of the following Challenges to those required to complete any Key Objective during this Sequence: | |||
**''Gunfight''<br>The Descendants must face a few armed security guards, dodging their bullets. | |||
**''Closed Security door''<br>The path is blocked and the PCs have to find a way to open the security door. | |||
</tabber> | </tabber> | ||
==Notables NPCs== | |||
;Lead researcher Kamala Khatri | |||
A leading scientist in genetics and bioinformatics, Dr. Khatri is a pragmatic person who can keep calm in tense situations, and can think and react quickly. | |||
==References== | |||
*''[[Assassin's Creed Roleplaying Game]] – [[Animus Handbook]]'' | |||
{{ACRPGSequences}} | |||
==Face the Writhing Dread== | |||
| | {{Era|Memories}} | ||
{{Memory Infobox | |||
| | | name = Face the Writhing Dread | ||
| image = | |||
| description = | |||
| appearance = ''[[Assassin's Creed Roleplaying Game]] – [[Animus Handbook]]'' | |||
| type = Main | |||
| fullsync = | |||
| previous = | |||
| next = | |||
| source = [[Kassandra]] | |||
| location = Town of Eresos, Petrified Valley, Lesbos, Greece | |||
| date = 442 BCE | |||
}} | |||
'''Face the Writhing Dread''' was ????????????????????????? | |||
==Description== | |||
''In the Petrified Valley lurks the Writhing Dread, a gorgon | |||
created by Juno and Aita, as part of the Olympus Project. Mutated by the Prize of the Medusa, an Atlantean artifact, the gorgon is now the guardian of the key to Atlantis itself.<br><br>In the gorgon's lair the Witnesses first find many stone statues representing warriors, all captured in extremely realistic and dynamic poses. Then, the statues start to move towards them, weapons in hand and ready for battle.<br><br>The gorgon itself wields the Harpe of Perseus, a sword granting extraordinary powers.'' | |||
==Key objectives== | |||
<tabber> | <tabber> | ||
|-| | |-|1 - DESTROY THE STONE WARRIORS= | ||
The Writhing Dread animates the stone warriors, all the while protecting itself | |||
with a golden barrier of impenetrable force. | |||
''' | ;Challenges | ||
*''Charge of the Stone Warriors''<br>A group of warriors charges, swinging their stone weapons with deadly intent. | |||
*''Throwing Spears''<br>Stone spears are thrown at the Witnesses. | |||
''' | ;Weaknesses | ||
*''Bludgeoning Force (minor)''<br>Blunt force is particularly effective against the stone warriors — destroying them this way is much easier. In this case, any Approach check has 1 Free Raise. | |||
' | |-|2 - DEFEAT THE STONE CHAMPION= | ||
Once many stone warriors lie shattered on the ground, a mighty stone champion descends into the gorgon's lair. The huge warrior is as powerful as he is fast and engages the Witnesses in frantic melee combat, while the Writhing Dread tries to target them with her gaze. | |||
''' | ;Challenges | ||
*''Flurry of Blows''<br>The stone champion sprints towards the Witnesses, weapons in hand, with astonishing speed despite its towering size. | |||
*''Mighty Foe''<br>The stone champion is a tough adversary, apparently lacking vital points to strike. Defeating it requires at least 2 separate Approach checks with 1 Raise. | |||
''' | ;Weaknesses | ||
*''Bludgeoning Force (minor)''<br>Blunt force is particularly effective against the stone champion. In this case, any Approach check has 1 Free Raise. | |||
*''Fragile Surroundings (major)''<br>The Witnesses might try to damage the lair, to let parts of it collapse on the stone champion. If they succeed, the impact destroys it and the characters overcome the Mighty Foe Challenge. | |||
' | |-|3 - KILL THE WRITHING DREAD= | ||
The Writhing Dread continues to bombard the Witnesses with energy beams and its lethal gaze, as it lies protected behind the energy shield of Perseus' blade. | |||
;Challenges | |||
*''Force Shield''<br>The shield around the gorgon is an Isu marvel, and it seems impenetrable. Overcoming it requires at least 3 separate Approach checks with 1 Raise. | |||
*''Lethal Blow''<br>Once the defenses of the gorgon have been eliminated, it is time to inflict the coup de grace. This requires at least 2 separate Approach checks. | |||
The | ;Weaknesses | ||
*''Fragile Surroundings (minor)''<br>The Witnesses may try to collapse the fragile structure on the gorgon. If the Witnesses succeed, the impact crushes the protective shield, overcoming the Force Shield Challenge. Unfortunately, it is not sufficient to inflict the Lethal Blow on the creature, as she can teleport herself to safety. | |||
</tabber> | |||
==Notables NPCs== | |||
;Ligeia | |||
A member of the Daughters of Artemis, Ligeia was considered a good hunter, but also a daredevil, for she tended to rush into battle, heedless of the danger. She is the current Writhing Dread. | |||
==References== | |||
*''[[Assassin's Creed Roleplaying Game]] – [[Animus Handbook]]'' | |||
{{ACRPGSequences}} | |||
==Memory Glitch== | |||
{{Era|Memories}} | |||
{{Memory Infobox | |||
| name = Memory Glitch | |||
| image = | |||
| description = | |||
| appearance = ''[[Assassin's Creed Roleplaying Game]] – [[Animus Handbook]]'' | |||
| type = Main | |||
| fullsync = | |||
| previous = | |||
| next = | |||
| source = | |||
| location = [[Rome]], Roman Kingdom | |||
| date = 716 BCE | |||
}} | |||
'''Memory Glitch''' was ????????????????????????? | |||
==Description== | |||
''The Witnesses are walking along the streets of ancient Rome, when suddenly they all hear the field tech's alarmed voice in their ears: "Assassins! The Roman Kingdom Simulation is collapsing, You are inside a mess of broken code, if you don't get out quickly I don't know what time period you'll end in!"<br><br>As the field tech finishes speaking, the Witnesses see a red waveline starting to flow through the simulation, changing the landscape dramatically as it traverses it.'' | |||
==Key objectives== | |||
<tabber> | |||
|-|1 – REACH THE PANTHEON= | |||
Suddenly everything around the Witnesses changes, as screams and chaos violently overwrite the quiet city of Rome from 716 BCE. In an instant, the PCs find themselves in one of the darkest moments of Roman history, the sack of 1527, when imperial troops in the pay of Charles V of Habsburg entered the city and started looting it. The Witnesses get out as soon as possible. The portal they must reach in order to escape this memory rift is situated on top of the Pantheon, one of the tallest buildings in the area. | |||
''' | ;Challenges | ||
*''Running mob''<br>Terrified citizens are running through the area, making it extremely difficult, if not downright dangerous, to move about the city. | |||
*''Landsknechts''<br>Soldiers are pillaging the Eternal City, making it difficult for the PCs to reach the Pantheon. They are many and well-armed, and defeating them requires at least 3 separate Approach checks with 1 Raise. Also, since they are looting, they are very focused on their surroundings. For this reason, any Stealth check made to overcome this Challenge requires 2 Raises. | |||
The | ;Weaknesses | ||
*''I'm not paid enough! (minor)''<br>The landsknechts are here to sack and pillage, as they haven't been paid in a while, meaning they have no interest in facing strong and deadly opponents. Witnesses can easily overcome the Landsknechts Challenge if they take a forceful and convincing stand. | |||
' | |-|2 - GET THROUGH THE TIME RIFT= | ||
When the Witnesses reach the Pantheon, they encounter many pillagers piling up their loot in the piazza. Above the Pantheon's imposing structure, the time rift is swirling high. the WItnesses must jump through it as soon as possible, as it may vanish at any moment and trap them here. | |||
''' | ;Challenges | ||
*''Climb''<br>To reach the time rift, the Witnesses must make a tough climb. | |||
*''Jump''<br>The rift is suspended a few feet over the roof of the Pantheon. To reach it, the Witnesses need to make a perfect jump. Therefore, any Approach check made to reach the rift requires 1 Raise. | |||
'''Time Frame | ;Weaknesses | ||
*''Scaffolding (minor)''<br>If the Witnesses go to the back of the Pantheon, they can find scaffolding used for some renovation work, which allows them to overcome the Climb Challenge. As the WItnesses jump across the rift, they feel a tingling sensation traveling through their bodies, and everything goes white. For a long moment they remain suspended in the void. But then, the buzz of chatter fills their ears, and as the Animus reloads the Simulation, the WItnesses realize they're back in the correct Time Frame. | |||
</tabber> | |||
==References== | |||
*''[[Assassin's Creed Roleplaying Game]] – [[Animus Handbook]]'' | |||
{{ACRPGSequences}} | |||
--> | |||
=Legacy of the Brotherhood= | |||
==Adventure Hooks== | |||
<tabber> | <tabber> | ||
|-|Kassandra= | |||
|-|Bayek and Aya= | |||
|-|Basim ibn Ishaq= | |||
|-|Eivor Varinsdottir= | |-|Eivor Varinsdottir= | ||
|-|Altair Ibn-La'Ahad= | |||
|-| | |||
|-|Ezio Auditore= | |-|Ezio Auditore= | ||
|-|Shao Jun= | |-|Shao Jun= | ||
|-|Edward Kenway & Adéwalé= | |-|Edward Kenway & Adéwalé= | ||
|-|Ratonhnhaké:ton (Connor)= | |-|Ratonhnhaké:ton (Connor)= | ||
|-|Arno Dorian= | |-|Arno Dorian= | ||
|-|Jacob & Evie Frye= | |-|Jacob & Evie Frye= | ||
</tabber> | </tabber> | ||
==The Forge of Fate== | |||
==Echoes of Betrayal== | |||
==The House of Folly== | |||
==The Cursed Treasure== | |||
==The "Bearing Heaven" Temple== | |||
==Templar Raid at Ginestra Florita== | |||
==The Lost Box== | |||
==The Boarding of the Black Ivory== | |||
==The Battle of the Wabash== | |||
==The Lost Jewel== | |||
==Alice's Return== | |||