Showing posts with label assassin. Show all posts
Showing posts with label assassin. Show all posts

Friday, September 20, 2019

Death by Flute

I just ran across the story of the Fuke sect of Buddhism in Japan. The sect showed up during the Shogunate period. They were characterized by baskets that covered their faces and bamboo flutes called shakuhachi. The flutes were used to practice breathing meditation and to gain attention as they begged for food.

While the image of a flute-playing monk with a basket over his head is interesting enough, the story gets better. Travel in Shogunate Japan was illegal. In order to gain permission to travel from place to place, they forged a bunch of documents demonstrating a long provenance of master flute players. Despite the fiction, the forgeries were accepted as authentic and the Fuke monks had official permission to wander the entire country.

The real reason that the forgeries were accepted, however, probably had more to do with spy craft than with how authentic the tales of great flautists seemed. No one questions a monk who covers their face with a basket because it was an earnest attempt to erase the individuality of the monk — a necessary step on the way to Nirvana. No one questions a shakuhachi with a larger than normal end on it because these had, again, religious significance and use.

A covered face and a bamboo instrument that can double as a mace makes for a perfect cover for a spy. So much so, that in the repertoire of shakuhachi music are things called Test Pieces. They were extremely difficult songs that various entities used to test whether or not a Fuke monk was a spy or not. If you can’t play the piece, you are probably a spy. Additionally, both the sect and the instrument were banned by the Meiji Restoration for fear that the remnants of the Shogunate could spy their way back into power.

Not only is this fascinating stuff, but it makes me want to actually play two of my least favorite classes: the bard and the assassin just so I can have a character sketch like this:

...and the satisfaction of taking out monsters with a flute.

Thursday, March 5, 2015

Meditating on Assassins

One of the ways in which I am a serious geek is my love of foreign language film and TV. One of my favorite sub-genres of this is the stuff coming out of Korea. A fascinating genre within Korean film and TV focuses on the life and times of King Jeongjo. There are several meditations on this period of the Josean dynasty during the 18th century in a similar fashion that there are a plethora of movies, books and TV shows that focus on King Arthur in the English speaking world. King Jeongjo, however, was a real historical figure whose life and death are still subject to all kinds of speculation.

His grandfather had his father executed in front of his eyes by royal decree and his reign was plagued by internal strife. Assassination attempts on his life were a regular feature of his reign, seven coming in his first year as king alone. In my top five favorite films of 2014 is The Fatal Encounter starring Hyun Bin in a stunning performance as King Jeongjo. The movie focuses on the 24 hours leading up to one of these assassination attempts.



This is all a preamble for a meditation on the assassin class in DnD and its various clones. I have never been a fan of this class, nor have I ever really allowed anyone to play an assassin in any of my campaigns. As far as I am concerned, it should be an NPC class because the whole idea of evil PCs is not conducive for fun in a campaign. Besides which, I was never much interested in having to play the whole political game of the assissin’s guild and the need for PCs to challenge higher-ups to advance as they are required in 1eAD&D. The only pseudo-historical model for this are ninjas and ninjas bore me.

The Fatal Encounter, however, has me reconsidering my stance on assassins because of the way they are depicted in the film. Assassins do not choose their profession, it is forced upon them from childhood. They are orphans, street urchins, or prisoners of war with no family connections kidnapped and literally thrown into pits. They are dehumanized, referred to by number, not by a name. They must fight in pits for food and survival. Only the fit are allowed to survive.

The “Grandfather of Assassins” is a master manipulator. He finds the weaknesses of every one of his assassins and exploits them to get them to do want he wants. They are assigned to assume roles in society close to potential targets and live normal lives until such time that they are contacted with a mission.

Thus, these are not necessarily evil characters. Rather, they are characters who are where they are out of a desire to survive and exist. Potentially, theirs is a life trying to figure out how to become human.

After watching The Fatal Encounter, I went back and read all of the various iterations of the assassin class and was pleasantly surprised to find this note in S&W Complete:

Assassins must be of Neutral or Chaotic alignment. In the Original Game, Assassins could only be Neutrally aligned, presumably since their allegiance to a guild is similar to the Druidic allegiance to the powers of nature, and they are not indiscriminate in their actions.

This allows me enough flexibility to allow assassins in my game as PCs, especially if someone wants to take on the challenge of playing a character who was brought up within the soul crushing grip of the assassin’s guild as shown in The Fatal Encounter.

In short, if you are interested in seeing a really interesting depiction of an assassin’s guild on film, I can’t recommend The Fatal Encounter enough.

Tuesday, August 21, 2012

Holmes & Cook: The Assassin

Today I am going to hop into my Way Back Machine and end up in 1985 when I waisted more hours than I’d like to count playing The Bard’s Tale on my Commodore 64. While I am tempted to wax poetic about how much better it was than Wizardry (which also ate up a bunch of my time), how it owes a tremendous debt to D&D or how it emphasized exploration over story, these are not my primary reasons for reminiscing about one of my favorite computer games of my youth.



Rather, I bring it up as a starting point for what a Holmesian assassin might look like — one of the subclasses that Holmes hinted would be part of AD&D:
There are a number of other character types which are detailed in ADVANCED DUNGEONS & DRAGONS. There are sub-classes of the four basic classes. They are: paladins and rangers (fighting men), illusionists and witches (magic-users), monks and druids (clerics), and assassins (thieves).
The Bard’s Tale, being (in essence) a D&D clone for the computer included several character classes which strongly resembled their D&D progenitors. Among these was the Hunter, which was described thusly:
An assassin, a mercenary, a ninja. The hunter can use most weapons, and has the ability (which grows with experience) to do critical hits in combat (i.e., to attack a nerve center or other vital area and instantly kill an opponent). A good skill.
Given that there really isn’t any kind of implied definition of what an assassin might be in either Holmes or Cook, it seems to me that this is as good a definition as any (especially since this thought experiment is about what my version of D&D might have looked like and The Bard’s Tale was definitely part of my gaming experience). The question then is what mechanic to use for the assassin’s critical hit ability.

Two suggest themselves from the rules of Holmes & Cook:
  • Some kind of percentile chance as per Thief skills. 
  • Most (if not all) of the monsters who have the ability to instantly kill a character allow for a saving throw to avoid death.
Whereas I think being able to instantly kill a dragon would be cool, it is only cool if it doesn’t happen frequently. Thus, I believe a combination of the two mechanics could be used. It would work as follows:
  • The base percentage for a critical hit would be based on the die roll of the assassin who hits her opponent. The number would be the difference between the roll and what was needed to hit. For example: if an assassin needed a ’15’ to hit an opponent, and rolled a ’20’ the base number for a critical hit would be 5%. 
  • This base number would then be modified based upon the level of the assassin. The average increase of Thief skills per level in Holmes & Cook is about 4%. Thus, for every level above 1st, the assassin adjusts the base chance of a critical hit by an additional 4%. 
  • Finally, if an assassin is successful at making a critical hit, the creature hit may make a saving throw vs. death to avoid instant death. A successful save means that normal damage is taken from the hit.
For example: an 8th level assassin (THAC0 17) successfully hits a red dragon (AC 2, HD 9) with a ’19’. She needed a ’15,’ so the base percentage for a critical hit is 4%. This is increased to 32% ([4 x 7] + 4) due to her level. Should she succeed in landing a critical hit, the red dragon would then need to roll a ‘6’ or higher on their save vs. death in order to avoid being instantly killed. I’m no math wizard, but I think that comes out to be about an 8% chance of the assassin instantly killing the dragon. Overall, an 8th level assassin has about a 2% chance per attack to instantly kill a red dragon. That feels about right.

Another example: a 5th level assassin (THAC0 17) rolls the same against an Ogre (AC 6, HD 4+1). Needing an ’11’ to hit, the base chance of a critical hit is 8% and 24% with level bonuses ([4 x 4] + 8). The ogre would need a ’10’ to save vs. death. In this case that is about a 12% shot at an instant kill. Overall, a 5th level assassin has about a 5% chance per hit to instantly kill an ogre. Again, that feels about right.


The assassin would loose all Thief skills save for Hide in Shadows and Move Silently but be able to use any weapon. Otherwise the assassin would function in every other way as a Thief.