AC RPG Quickstart
AC RPG Quickstart
AC RPG Quickstart
ANIMUS
TRAINING PROGRAM
QUICKSTART
© 2023 Ubisoft Entertainment. All Rights Reserved. Assassin’s Creed, Ubisoft, and the Ubisoft logo
are registered or unregistered trademarks of Ubisoft Entertainment in the US and/or other countries.
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.
SECTION 1-0
SETTING OVERVIEW 27
The Assassin Brotherhood 29
Modern Day Brotherhood 30
Assassin Training 30
0-0 INTRODUCTION The Doctrine 32
ANIMUS TRAINING PROGRAM The Templar Order 34
10 Modern Day Templars 35
What Do You Need Abstergo Industries 36
To Launch The Animus The First Civilization 37
Training Program 14 Animus Technology 39
What is a Roleplaying Game 15
What Does it Mean to Roleplay? 15
Fiction First 16
Player Roles 17
The Descendants 17
The Reader 20
Structure of the Game 22
Sequence 22
Scene 23
Approach 23
SECTION 2-0
WELCOME TO THE
BROTHERHOOD 41
Player Character Files 43
Witness Files 48
The Four Approaches 49
ACTION 50
STEALTH 52
WITS 54
SOCIAL 56
SECTION 4-0
INTRODUCTORY SESSION 86
Sequence Structure Overview 89
Modern Day or Simulation 89
Sequence Title 89
Time Frame 89
Location 89
Starting Sync 90
Description 90
SECTION 3-0 Key Objectives 90
THE MATCH SYSTEM 58 Setbacks 91
Approach Checks 60 Notable NPCs 92
Reaction Checks 62 READY YOUR
Resolving Checks 63 HIDDEN BLADE 93
Snags 64 Simulation Sequence:
Setbacks 65 Lugers and Ballerinas 94
Calling Raises 66 Key Objectives 96
Useful Features of a Character 68 Setbacks 100
Activating Your Features 69 notable NPCs 101
Sync and Bleed Levels 72 Modern Day Sequence:
Extra Dice 74 Abstergo Raid! 103
Activating Skills Cards 76 Key Objectives 104
Synchronization 78 Setbacks 108
Bleeding Effect 79 What’s Next? 109
Example of Play: “The
Nanban Trade” Sequence 80 APPENDIX
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
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?”
Player Roles 17
0-0 INTRODUCTION
ANIMUS
TRAINING
PROGRAM
The Assassin’s Creed RPG is a tabletop roleplaying game in which players take
the role of Descendants, modern day heirs to past members of the Assassin
Brotherhood. Using the Animus technology to access their ancestral memories,
they join in the secret war against the Templars, risking everything they have to
preserve humanity’s free will. In time, they will inherit the abilities of their an-
cestors, gaining the power to affect the fate of the world they live in and become
Master Assassins themselves.
The Assassin’s Creed RPG uses the Match System, an original set of rules us-
ing 2 sets of 6 custom dice (also available as a digital dice roller on the offi-
cial Assassin’s Creed RPG App) focused on promoting fast-paced, fiction-first
gameplay. With simple game mechanics, the Match System encourages players
to express their creativity freely and add to the story and the game world itself.
<With the Animus Training Program you are about to launch, you will learn
all you need to know to start playing:>
</the fundamental aspects of the game>
</a step-by-step tutorial to learn how to play in and out of the Animus>
</a complete game Session to take your first steps into the marvelous world
of Assassin's Creed>.
WARNING:
LIMITED ACCESS
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JUST LIKE THE VIDEO GAMES
Assassin’s Creed is an open-world, stealth-oriented action video game series allowing
players to take part in a secret war fought by a brotherhood of Assassins pursuing peace
through freedom against an organization of Templars seeking peace through order and
dominion. The series is an adventurous mix of historical and scientific data blended with
fantasy whose protagonists reinterpret real world events and interact with figures both
fictional and historical. Players usually take the role of one of many canonical Assassins,
an Assassin initiate or affiliate, or a descendant taking part in the millennia-old conflict
in its present day incarnation.
All the features listed above are ported over to the Assassin’s Creed RPG you are now
reading! A typical game session can be compared to an episode taken from one of your
favorite video game titles. Play a Descendant in the modern day world or a canonical
Assassin in their simulated ancestral memories. Sequence after Sequence, you will live
and shape the destiny of the world of Assassin’s Creed in first person.
PTOLEMAIC EGYPT
Visit the Cmon website to download game materials, including the Character File Folios and both
the Witnesses and Skills card decks. You can also get CMON’s official Assassin’s Creed RPG App at
https://acrpgapp.cmon.com or purchase custom Assassin’s Creed dice sets and source books.
⏪ 13
▶0/1 INTRODUCTION
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▶0/2 INTRODUCTION
WHAT IS A
ROLEPLAYING GAME
A roleplaying game is a story told together by a group of people. It’s an adventure
shared in your collective imagination. Individual players take on a persona for the
duration of the story, their character, who lives and breathes in this other world by
their wishes and whims. It’s a fantasy. An illusion. A shared daydream where you
can forget your everyday cares for a time and live another life.
Everyone at the table is doing the same thing. You’re sharing this world and story
as you create it together. It is cooperative, not competitive, although there will
be conflicts to resolve. Most often, these conflicts are between you and the Non-
Player Characters (NPCs) who inhabit this world. But sometimes, there will be
problems to work out between your fellow players. But, always remember the goal
is to have fun together.
GAME SESSION
A Game Session is the amount of time you and your
friends actively dedicate to playing the game. Just as
you would meet on a Sunday to have pizza together
and then play a Death May Die, Massive Darkness, or a
Zombicide Chronicles game, you can play a session of
Assassin’s Creed.
During a session, you set up and play 1 or more Sequences,
made up of multiple Scenes. Scenes
(see Structure of the Game
on page 22).
W H AT I S A R O L E P L AY IN G G A ME ⏪ 1 5
⏩ FICTION FIRST
Playing a tabletop roleplaying game is very different from playing a video game
or a board game. In a roleplaying game your options are limited only by your
imagination. The rules do not confine you to a predetermined path or set of moves,
resulting in a wider freedom of choice when it comes to creating your stories.
In particular, the Assassin’s Creed RPG encourages a fiction first gameplay, where
each scene is shaped by your Reader’s description, the characters involved, and
your choices as players. The game mechanics are employed only once the course
of action has been established in fiction to determine the consequences that those
choices will produce. The result is a game where the same situation can be ap-
proached in multiple ways, as diverse as there can be players at the table.
That’s why sharing a set of rules at the game table is fundamental. The Descendants
you play are defined by attributes and features representing their strong and weak
points, and the unpredictability of the situations they will encounter is represent-
ed by dice rolls. Everything that your Descendants can do can be translated to
simple gaming terms.
In the following sections, you can find all the rules required to play, divided by topics
such as player roles, game setting, character features, dice pools, game system, etc.
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▶0/3 INTRODUCTION
PLAYER ROLES
In the Assassin’s Creed RPG, one player must take on the role of the game master,
which in this game is called the Reader. All the other participants play as individual
Descendants, the heroes of the story (also called Player Characters — PCs for short).
A group of Player Characters is also referred to as a Crew.
NOTE: As you will see, the following rules are often written in the second person “you.”
Every rule that applies to “you” also applies to every other player in the game.
⏩ THE DESCENDANTS
As a player, you play a modern day character, the last
Descendant of a lineage comprising one or more mem-
bers of the Assassin Brotherhood. At the beginning of
your adventure, you are unaware of the secret war be-
tween the Assassins and Templars, and so far, you’ve
lived an ordinary life. Maybe you were a student jug-
gling between a night job delivering pizzas and your
IT studies; or an unemployed, single parent; a Wall
Street’s shark; the owner of a cool bar downtown; a
janitor in a shopping center; or a police officer clean-
ing up the streets of your hometown. Then, suddenly,
on a day that started like any other, your life changed
in a way that made it impossible to go back.
P L AY E R R O L E S ⏪ 1 7
> WITNESSES
When you enter the Animus, you take part in a
Simulation, a three-dimensional virtual reality world
reconstructing a significant event in the history of the
Brotherhood. In the Simulation, you assume the role
of a Witness to the event, a character represented in
the game by a card from the Animi Network Deck.
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> GOOD MANNERS FOR THE PLAYERS
> RULE #1: Visualize What the Reader Says - In this roleplay-
ing game, the Reader is your eyes and ears, but you must turn
your brain on to envision all those descriptions into a scene
you can interact with. If you don’t get it, or if you think some-
thing important is missing from a Scene, ask questions to the
Reader or make suggestions to fill in the blanks!
The rules of the Assassin’s Creed RPG allow you to jump headfirst
into an endless series of adventures emerging from the pages of real
history. Just choose your Descendant from those presented from
page 111 and start playing.
P L AY E R R O L E S ⏪ 1 9
⏩ THE READER
You are the Reader, and yours is a different task than that of your session mates.
You play in an independent but complementary way. You are in charge of manag-
ing the world of Assassin’s Creed© itself and describing it to the other players as it
unfolds around them while they play. You are a facilitator and a referee, as well as
a storyteller. Yours is the privilege to set the foundations of the narrative that will
involve the Descendants and their Ancestors as the main protagonists.
See It is your duty as the Reader to present the game scenarios using
Sequences, the descriptions provided in published adventures or creating your
on page 22. own. It is also up to you to decide what every character that is not
a Descendant or a Witness does (these characters are called Non-
Player Characters, NPCs for short).
Presented More about the role of the Reader will be discussed in the
on page 86 Introductory Session.
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> GOOD MANNERS FOR THE READER
> RULE #1: You are the Eyes and Ears of the Descendants - The role of the
Reader in bringing the world of Assassin’s Creed© to life is to help the players
visualize what’s going on. You’re there to spark their imagination with your
descriptions. You’re also the means by which they interact with the world.
> RULE #2: You are Not the Enemy - While you will often confront the play-
ers with hard challenges, your role is to create interesting situations for them
to get into trouble, not to punish them. Use the entire arsenal of Assassin’s
Creed© to evoke the right mood of thrill and suspense, not to defeat them.
> RULE #3: Know Your Players - Assassin’s Creed© offers the modern day
world and the whole history of humankind as places to explore, teeming
with great mysteries to uncover and ancient enemies to fight, but, most im-
portantly, the game tells the stories of the Descendants and their Assassin
Brotherhood cell. The better you know your players’ expectations and goals,
the easier it will be for you to add more depth to their adventures.
> RULE #4: The Assassin’s Creed RPG is a collaborative effort - The game is
not your sole responsibility! Never forget that you are here to have as much
fun as the other players.
> RULE #5: Keep it Interesting, Keep it Fun - Yeah, that’s what we said to the
players, too. But in your case, it’s even more important. Whenever you can,
infuse your descriptions with the Assassin’s Creed© vibe, taking inspiration
from your favorite scenes from the video games, comic books, or novels (if
you are not very familiar with them, you can read the Setting Overview on
page 27 and you’ll get the idea!). Templar agents and city guards risk be-
coming boring unless you inject something evoking the typical mood of
Assassin’s Creed©.
> RULE #6: The World of Assassin’s Creed© is at your disposal - The
Assassin’s Creed RPG is based on the expansive lore created by Ubisoft for
the many incarnations of the game, but you are not forced to stick to any
canonical vision. At the gaming table, all the deep secrets and legends char-
acterizing the game are yours to bend and twist as you see fit. The ideas and
storylines contained in the books, movie, video games, and comics are a rich
mine at your disposal.
While it might seem daunting at first, the task of the Reader is a highly satisfying
experience. Also, the rules and Sequence structure of the Assassin’s Creed RPG
make it easy for the Reader to set up a gaming session with little preparation.
P L AY E R R O L E S ⏪ 2 1
▶0/4 INTRODUCTION
For this reason, like a Russian doll that starts from the large and proceeds towards
the small, the game phases in the Assassin’s Creed RPG are structured as follows:
⏩ SEQUENCE
A Sequence can be compared to a single episode of a TV show or comic book
issue, with each Sequence advancing the progression of a story that will eventu-
ally reach its conclusion. For this reason, each Sequence should always include
elements pushing the story forward. Sequences usually include a number of
Scenes (see below).
There are 2 types of Sequences: Modern Day Sequences, where the Descendants
act in the in-game real world, and Simulation Sequences, where they enter the
Animus as Witnesses to investigate a specific genetic memory.
FRENCH REVOLUTION
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⏩ SCENE
A Scene represents what is played out in detail at any given moment. They’re the
situations that the characters approach within a Sequence to achieve a specific
goal. Usually, there are multiple Scenes within each Sequence. Scenes are often
prepared by the Reader or are previewed by the plot of a pre-written adventure.
Still, they can also be improvised, thanks to the choices that the players make that
lead to unique and unexpected situations.
At the start of each Scene, the Reader must frame the scenario, presenting the sit-
uation to the players and describing what their characters can actually see, hear,
smell, etc. The players then proceed to describe what their characters do. It’s how
they Approach the situation the Reader has confronted them with.
⏩ APPROACH
Players describe how they react to a given Scene by telling the
Reader what they do about it. For example, when confronted by a
group of Templar agents, do they charge head-on, do they flee, or do
they try to devise some other clever ruse?
When the players describe a course of action whose consequences
are uncertain or dangerous, then the Reader can require them to
make an Approach check, a procedure calling into play one of the
four areas of competence listed on their Character Files — their
Action, Stealth, Wits, or Social Approach.
for more on The choice of which Approach to use is usually made by the Reader,
Approach based on how the players describe their actions. However, players
checks, should feel free to suggest what they think fits best what their char-
see page 60. acters are trying to accomplish .
S T R U C T UR E O F T HE G A ME ⏪ 2 3
ASSASSIN’S CREED MULTIPLAYER
The Assassin’s Creed RPG is meant to be played by several players together and to have
multiple protagonists sharing the spotlight. While this is pretty straightforward to un-
derstand when it comes to modern day Descendants acting as a group, a few words are
required to explain how multiplayer works when the characters enter the Animus.
When launching a Simulation Sequence, the Descendants log into the Animi Network
together. Usually, only one of them accesses the genetic memory of an Ancestor living
in the selected Time Frame. The others connect using hacked commercial Brahman VR
consoles instead and witness the recorded events as Echoes, characters who accompanied
the Ancestor and whose identity is ‘scrounged’ from available DNA material, or sourced
from an Animus algorithm capable of creating ‘artificial’ DNA sequences of people who
lived in that Time Frame.
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SECTION CONTENT
Animus Technology 39
SECTION 1-0
SETTING
OVERVIEW
<please wait...>
<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:>
</the Assassin Brotherhood>
</the Templar Order and the Abstergo Industries>
</the Precursor Civilization and the Animus technology>
</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.>
<synchronizing...>
The Assassin's Creed RPG is set around the year 2016, in a world mirroring our
own. The battle between the Assassin Brotherhood and the Templars, currently
fronted by Abstergo Industries, has been raging for centuries. By now, the ex-
ponential growth in power of Abstergo has allowed the Templars to rapidly and
dramatically outclass the Assassins. Still, with the help of the Descendants, the
Brotherhood has a chance to make a comeback and stop them.
M O D E R N D AY
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▶1/1 SET TING OV ERV IEW
THE ASSASSIN
BROTHERHOOD
“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
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.
“To say that nothing is true is to realize that the foundations of society are fragile
and that we must be the shepherds of our own civilization.”
- Ezio Auditore
Both the simulated and modern day worlds, where you can set your Assassin’s Creed
RPG adventures, are based upon the established setting and canon storyline of the
original series. However, you have to think about said worlds as a reflected reality of
the macrocosm depicted by the published official Assassin’s Creed© videogames, comics,
and novels. The world is yours to customize, adjust, and rewrite as you see fit, and each
in-game consequence should lead to a new and unique storyline for your Brotherhood.
T HE A SS A SS IN B R O T HE R H O O D ⏪ 2 9
⏩ MODERN DAY BROTHERHOOD
“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 watch-
ing — 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.
T HE LE VANT
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Trainees are also taught to take advantage of shadows and find alternate ways
to reach their destination. ‘Freerunning’ is their main asset here — an acro-
batic 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, spe-
cifically 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, histo-
ry, sleight of hand, computer hacking, or combat, everything might serve the
cause at the right moment.
T HE A SS A SS IN B R O T HE R H O O D ⏪ 3 1
⏩ THE DOCTRINE
“You cannot know anything. Only suspect. You must expect to be wrong, to have over-
looked 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.
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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.
“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.
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.
T HE A SS A SS IN B R O T HE R H O O D ⏪ 3 3
▶1/2 SET TING OV ERV IEW
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 author-
itarian 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 achiev-
ing 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, un-
til they were forced to return to anonymity after a public denunciation as heretics.
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⏩ 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
the 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.
T HE T E MP L A R O R D E R ⏪ 3 5
⏩ ABSTERGO INDUSTRIES
“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 respon-
sible for the majority of corporate research and development achievements of the
Western world, greatly contributing to the technological and economic advance-
ment of humankind.
M O D E R N D AY
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▶1/3 SET TING OV ERV IEW
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 — in-
credibly 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.
T HE F IR S T C I V IL I Z AT I O N ⏪ 3 7
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.
3 8 ⏩ S E C T I O N 1 - 0 / S E T T IN G O V E R V IE W
▶1/4 SET TING OV ERV IEW
ANIMUS TECHNOLOGY
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-di-
mensional, 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 mem-
ory much more closely.
- The Abstergo Entertainment Employee Handbook, 2014
In time, the Animus technology was refined into an accurate tool al-
lowing 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 col-
lecting 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.
A NIMU S T E C HN O L O G Y ⏪ 3 9
SECTION CONTENT
Witness Files 48
SECTION 2-0
WELCOME
TO THE
BROTHERHOOD
I know, you probably can’t wait to throw yourself headlong into an Animus sim-
ulation or jump into the void with a leap of faith from an Abstergo Industries’
glass skyscraper, clutching the file that has just cost you two broken ribs and a
bloody bullet in your left shoulder…
You will soon be able to do so, by playing the Introductory Session found at the
end of this booklet. However, you must first take a moment to choose a Character
File Folio to use in this tutorial.
This Animus Training Program provides 5 Character File Folio, character sum-
mary sheets featuring 5 modern day characters and their virtual reality Witness
counterparts. These folios are designed to help you get acquainted with the
game rules and learn about the full potential of a Player Character in the AC
RPG (the complete Assassin’s Creed - Animus Handbook allows you to create your
own Descendant, choosing all of their aspects and features).
ITALIAN RENAISSANCE
4 2 ⏩ S E C T I O N 2 - 0 / W E L C O ME T O T HE B R O T HE R H O O D
▶2/1 WELCOME TO THE BROTHERHOOD
Members of the Assassin Brotherhood must have the guts and bravado to elevate
themselves from their mundane condition and face the Templar Order, a mon-
ster capable of growing back two heads every time one is cut off, soldiering on
through uncountable dangers that would defeat most. That’s precisely the type
of character you’re going to play. They’re unique individuals capable of extraor-
dinary feats and willing to put their lives on the line for the greater good.
P L AY E R C H A R A C T E R F IL E S ⏪ 4 3
IDENTITY: This is your character’s name, including any applicable title, and their age
in the current year (2016).
DESCRIPTION: A short biographical note, summarizing the main elements that de-
scribe a character’s role in the world (or Time Frame, in the case of Witnesses).
APPROACH DIFFICULTY: The Approach Difficulty values represent how hard it is for
your character to do something related to 4 different types of effort: Action, Stealth,
Wits, and Social. The higher the value, the harder it is for your character to complete a
task related to that Approach. Conversely, the lower the value, the more confident and
efficient the character is at carrying out something. These stats come into play when you
make an Approach check (see Approach Checks on page 60).
SNAG: You suffer a Snag whenever your character fails an Approach check. When this
happens, you must check the Snag box on your Character File corresponding to the failed
Approach, or another if that’s already Snagged.
Snags mark your character as suffering from something hindering their actions, possibly
injuries or other sources of discomfort. In fact, characters already showing a full comple-
ment of 4 Snags and failing an Approach check become Broken (see page 64)
TRAITS: Traits are 2 descriptive elements that better define who your character is. These
refer most likely to your character’s profession or training, a physical advantage, a strong
passion or talent, but also an emotional aspect or unusual quirk.
LANGUAGES: The languages your PC can speak, read, or understand are listed here.
NOTEPAD: Use this space to write down anything that can help you remember details
in game, for example, the names of people and places, temporary gear, and any other
useful data.
ANCESTORS: Here you place your Ancestors’ Files when playing in the modern day and
register the name of your Descendant’s known Ancestors.
4 4 ⏩ S E C T I O N 2 - 0 / W E L C O ME T O T HE B R O T HE R H O O D
GEAR: These 6 slots contain your character’s equipment, including your
Signature Gear (see below).
SIGNATURE GEAR: These are the 2 items of your Gear that most distinguish
your character, items that may be defined as iconic of their person: the briar-root
fountain pen they use to sign all important contracts, the Swiss army knife their
mentor gave them during their first years as a boy scout, the lucky Spanish dou-
bloon that has been handed down from parent to first-born in their family, the
pair of augmented reality sunglasses they developed with their startup, etc.
XP
WITNESS SYNC
IDENTITY PHILIP J. GALLAGHER - 32 YO - LONDON - 08/04/1984
DESCRIPTION VETERINARY, PREVIOUSLY ZOOKEEPER IN LONDON
XP
QUOTE “YOU CANNOT GET THROUGH THE DAY WITHOUT TRYING
TO HAVE AN IMPACT ON THE WORLD AROUND YOU.”
3 GEAR
ACTION
SNAG
A P P R OACH
D I FFI CU LT Y
TRANQUILLIZER GUN
XP
3 SURGERY KIT
STEALTH
SNAG
ANIMAL SEDATIVES
SNAG
2
WITS
VETERINARY VAN
SMALL BUT VICIOUS DOG
SNAG
2
SOCIAL
XP
A-PHONE
DESCENDANT BLEED
TRAITS VETERINARY TOUGH
HINDRANCE OVERTHINKER
LANGUAGES BRITISH SIGN LANGUAGE, ENGLISH XP
WITNESS CARD
NOTEPAD
XP
ANCESTORS
GEAR
1
ACTION
Kukri (Knife) ⏪ 45
2 BHP (Pistol)
STEALTH
CREED AND HELIX
SYMBOLS
A symbol listed next to a gaming element (a trait or
special gear) indicates a feature of your character that
can be invoked during the game to increase your chances
Approach check of success when making an Approach check.
(see page 60).
The next to your Hindrance indicates that once
during each Sequence, you can bring into play your
Witness’ Hindrance to advance your Sync level during a
Hindrance Simulation, or your Descendant’s Hindrance to advance
(see page 71). your Bleed level in the modern day.
XP: When you play the complete game, or use the XP boxes to keep track of the Experience
level of your Descendant.
SYNC AND BLEED ADVANCEMENT BOXES: The Sync and Bleed level of your charac-
ters advance during the game, gaining you Extra Dice at each step, and activating Skills at
determined steps (see page xx).
You keep track of your available Extra Dice by flagging the Creed symbol inside an
Advancement Box. Once you spend a die, flag the Abstergo symbol instead.
If you own multiple dice sets, you can instead place a die in the Advancement Box when-
ever you reach a new level.
PIECES OF EDEN: Here you place any Piece of Eden cards in your possession and register
their names.
4 6 ⏩ S E C T I O N 2 - 0 / W E L C O ME T O T HE B R O T HE R H O O D
85%
100%
XP
WITNESS SYNC
1984
N 85%
XP
YING
QUICK THINK55%
ER
70%
When you make a Reaction check, you can
XP consider up to 2 Wits results as an additional
match each.
55%
XP
DESCENDANT BLEED
25%
40% NAT URA L BOR N FIGH TER
XP Whenever you make an Action check during
combat, you have 1 Free Raise.
25%
XP
PIECES OF EDEN
P L AY E R C H A R A C T E R F IL E S ⏪ 47
▶2/2 WELCOME TO THE BROTHERHOOD
WITNESS FILES
As explained before, when your Descendants connect to the Animus, they are no
longer fully themselves. They are synchronizing themselves with someone else’s
memories, shedding their modern day selves to adopt the identity of others.
In game terms, when you enter a Simulation, you must replace the characteristics
shown on your Descendant File with those of the Witness you will be playing in
the Animus Sequence, be it either an Ancestor related to you by blood or an Echo.
4 8 ⏩ S E C T I O N 2 - 0 / W E L C O ME T O T HE B R O T HE R H O O D
GOLDEN AGE BAGHDAD
T HE F O UR A P P R O A C HE S ⏪ 4 9
⏩ ACTION INDUSTRIAL REVOLUTION
5 0 ⏩ S E C T I O N 2 - 0 / W E L C O ME T O T HE B R O T HE R H O O D
T HE F O UR A P P R O A C HE S ⏪ 5 1
⏩ STEALTH
The Stealth Approach describes a course of action
in which acting furtively and covertly is key, and the
main objective is to avoid making noise, be seen, or
leave a trace of your passage.
5 2 ⏩ S E C T I O N 2 - 0 / W E L C O ME T O T HE B R O T HE R H O O D
ANDREA (The Reader): [...] you’ve followed the templar’s tracks through the
long secret passage, and you see in the room Sir David Brewster operating a
machine in an attempt to charge and activate a piece of Eden.
LUIZ (Evie Frye, Ancestor): I will be silent as a cat, sneaking up behind their back.
Is there a scaffolding above the machine or another suitable, elevated position?
ANDREA (The Reader): Yes. You can see an intricate metal framework right
above it.
LUIZ (Evie Frye, Ancestor): Good. I sneak out from the shadows and climb
the wall to reach the balcony above the scientist.
INDUSTRIAL REVOLUTION
T HE F O UR A P P R O A C HE S ⏪ 5 3
⏩ WITS FRENCH REVOLUTION
5 4 ⏩ S E C T I O N 2 - 0 / W E L C O ME T O T HE B R O T HE R H O O D
T HE F O UR A P P R O A C HE S ⏪ 5 5
⏩ SOCIAL
The Social Approach describes a course of action in
which charisma and good judgment are key, and the
main objective is to talk to people, whether it is to
capture their attention, get something out of them,
or convince them of something.
5 6 ⏩ S E C T I O N 2 - 0 / W E L C O ME T O T HE B R O T HE R H O O D
CLAUDIA (The Reader): Olaf, the mercenary company’s leader, welcomed
you and your group with all honors, inviting you to the banquet and ensuring
that your cups were always full. However, he continued to refuse to even talk
about the deal you came to offer, seeming more interested in the men playing
orlog in the hall, commenting on almost each single die roll.
ANTONIO (Eivor, Ancestor): Eivor downs the last drink and stands up,
banging her fists on the table next to the chief. She loudly yells that she’s
challenging Olaf to an orlog match! My intention is to create a situation where
Olaf can let his guard down and let me talk during the game about the deal we
came here to make.
V IKING AGE
T HE F O UR A P P R O A C HE S ⏪ 5 7
SECTION 3-0
THE MATCH
SYSTEM
Resolving Checks 63
Bleeding Effect 79
Example of Play:
“The Nanban Trade” Sequence 80
The Match System relies on a custom set of 6-sided dice. Each of the 6 sides fea-
ture a different symbol (or icon). 4 sides show the symbols of the 4 characters’
Approaches, while the remaining 2 sides show the Abstergo and Creed icons.
If you don’t have access to the Assassin’s Creed RPG custom dice set, you can use
the custom dice roller included in the free Assassin’s Creed RPG App.
Otherwise, you can use regular 6-sided dice, considering each numerical result to
correspond to an icon as indicated below.
1 | 2 | 3 | 4 | 5 | 6
⏩ APPROACH CHECKS
See Structure of As explained previously, when the consequences
the Game, page 22 of your actions during a Scene are not easily adju-
dicated by the Reader, you may need to make an
Approach check.
6 0 ⏩ S E C T I O N 3 - 0 / T HE M AT C H S Y S T E M
For example, the act of attacking an enemy guard to take them out, with no ad-
ditional descriptive element, could be intended as an Action Approach as well
as a Stealth Approach. In this case, the question you should ask yourself should
be about your primary intent. Are you trying to eliminate the guard at all costs
without worrying about any consequences and then be ready to use your machine
gun and blow up the whole room? Or would you prefer to take out the guard si-
lently, without being spotted or attracting the attention of nearby patrols? In the
first case, you are tackling the Scene with an Action Approach. In the second, a
Stealth Approach would be more appropriate.
In the (rare) case of indecision, we suggest discussing the matter with the Reader
and the other players to reach a mutual decision. If that doesn’t solve the dispute,
the Reader must adjudicate, trying to consider all elements at play.
But remember, you don’t need to make an Approach check every time you do
or say something during a Scene. You should roll only when something seriously
challenges your abilities and training.
ANCIENT GREECE
⏪ 61
⏩ REACTION CHECKS
A Reaction check is an Approach check that is prompted by an unexpected threat
described by the Reader that risks jeopardizing your current circumstances.
For example, a speeding car emerges from a tight turn threatening to hit you, a
guard stops you asking for papers you don’t possess, an alarm starts a countdown
that threatens to lock a door unless you enter a code on a pad.
When such a threat emerges, you are always entitled to make a Reaction check,
with the goal of neutralizing or minimizing the effects of the menace. Just like any
other Approach check, a Reaction check is resolved employing any applicable
features or Skills you possess normally, and you are free to choose the Approach
you consider most appropriate. Once again, the current circumstances should
make the decision simple enough.
Yet, given the sudden and unexpected nature of the threat prompt-
ing the Reaction check, you are forced to act on the spot from a dis-
See advantaged position. In game terms, if you roll 1 or more Abstergo
Setbacks results, a Setback occurs regardless of whether the outcome was a
on page 65. success or a failure, and your Approach was Snagged or not.
INDUSTRIAL REVOLUTION
6 2 ⏩ S E C T I O N 3 - 0 / T HE M AT C H S Y S T E M
▶3/1 THE MATCH SYSTEM
RESOLVING CHECKS
To resolve an Approach check, you roll your Approach Pool and look for dice
results showing the icon corresponding to the Approach selected for the check.
For example, if you are attempting a Stealth Approach check, you look for dice
results showing the Stealth icon.
Dice results showing the required icon are called matches. For a check to be con-
sidered successful, you must obtain a number of matches equal to or higher than
the Approach Difficulty set for the roll.
More specifically, when you make an Approach check, you might obtain a
number of different results, ranging from a success to a failure, and including
unexpected Setbacks.
R E S O LV IN G C HE C K S ⏪ 6 3
⏩ SNAGS
As indicated on the previous page, if you make an Approach check and fail, you
must flag the Snag box on your character File that corresponds to the failed
Approach or a different one at your choice in case that one is already flagged.
6 4 ⏩ S E C T I O N 3 - 0 / T HE M AT C H S Y S T E M
⏩ SETBACKS
As indicated on page 63, whenever you roll 1 or more Abstergo results on a Snagged
Approach check or on a Reaction check, the outcome of your action is influenced
by an unexpected narrative Setback. It doesn’t matter whether the check was suc-
cessful or not — You succeed but something unexpected happens, or you fail and
something unexpected happens.
The number of Abstergo results rolled determines the level of complexity, risk,
or threat of the Setback, differentiating the results into minor or major Setbacks.
> If you roll 3 or more Abstergo results you trigger a major Setback.
The main difference between a minor and a major Setback is primarily their
narrative impact on a Scene. Minor Setbacks inflict lesser disadvantages on 1 or
more characters. They’re narrative obstacles that can temporarily push away an
objective. Major Setbacks introduce more dramatic consequences or greater dis-
advantages that can significantly alter the current Scene.
NOTE: The Introductory Session starting on page 86 includes many Setback examples.
A M E R I C A N R E V O L U T I O N A R Y WA R
R E S O LV IN G C HE C K S ⏪ 6 5
⏩ CALLING RAISES
Your Approach Difficulty values represent how hard it is for you to accomplish an
action under most circumstances. At times, the Reader may consider that what
you describe as your Approach to a situation warrants for a tougher opposition.
> In game terms, when a situation is easier said than done, the Reader may call
a Raise, and increase your Approach Difficulty by 1 before rolling the dice, or
rarely by 2, if the circumstances pose an even tougher challenge.
Calling a Raise may happen either because the Reader considers that what you
are describing is particularly difficult or complex, or because you voluntarily
raised the stakes to gain an additional advantage over a standard roll. In the
latter case, you must clearly state what additional benefit the Raise will grant
you in the case of a success.
RICKY (Descendant): I want to take out that guard before the alarm goes off.
Reader, is it possible to hit her without her uniform getting dirty? It could come
in handy for me later.
JULIA (The Reader): Sure, just know that it will require 1 Raise.
6 6 ⏩ S E C T I O N 3 - 0 / T HE M AT C H S Y S T E M
INDUSTRIAL REVOLUTION
> You get 1 Free Raise for each 2 matches in excess of the required ones.
When you score such a roll, you gain an unexpected advantage in addition to the
already positive outcome of the roll. You are free to suggest what it is in terms of
fiction, or you can ask the Reader to determine it based on the current circum-
stance. In any case, the advantage gained may not exceed one that would have
required 1 Raise before the roll was made.
NOTE: It is possible to get multiple Raises during a single Approach check, by combin-
ing the various methods. For example, an Approach check could see its Difficulty raised
by 2 because the described course of action was deemed very hard by the Reader, and
the player voluntarily raised the stakes by asking for an additional advantage, and it
may result in an additional Free Raise if the result of the roll exceeded the increased
Difficulty by 2 matches.
JULIA (The Reader): Perfect. So, you have 2 extra matches, matching the
difficulty and scoring an additional Free Raise!
R E S O LV IN G C HE C K S ⏪ 6 7
▶3/2 THE MATCH SYSTEM
USEFUL FEATURES
OF A CHARACTER
The vast majority of elements featured on a Descendant or Witness File do not
simply have a descriptive purpose. They can be used to effectively modify your
chances to succeed in your actions and thus achieve your goals.
6 8 ⏩ S E C T I O N 3 - 0 / T HE M AT C H S Y S T E M
⏩ ACTIVATING YOUR FEATURES
S I M U L AT I O N G L I T C H
This section presents the different
types of Features you can use in game,
how you can activate them, and the ef-
fects of their activation.
> QUOTE
You can activate your character’s Quote
Feature once during each Sequence to
regain 1 spent Extra Die.
CONSISTENCY
The activation of Features is limited by
fictional consistency. To be activated,
Features must feel plausible and make
sense within the Scene being played. As
always, discuss it with the other players
and the Reader in case of doubt.
Additionally, if the Reader agrees, you can pick up items found in a location with-
out considering them as part of your Gear. Such items are temporary and can
be used only until the end of the current Sequence or until you get rid of them.
As usual, adding a piece of temporary Gear must be done with coherency and
common sense.
7 0 ⏩ S E C T I O N 3 - 0 / T HE M AT C H S Y S T E M
> SIGNATURE GEAR AND TRAITS
Before you make an Approach check you can activate 1 or more of your Traits as
well as 1 or more of your Signature Gear items, to consider 1 Creed result for each
activated Trait or Signature Gear as a match.
NOTE: Each Signature Gear item also counts as a Gear item for the purpose of its
general usability in game as described above.
> HINDRANCE
See You can activate your character’s Hindrance
Sync and Bleed level, to advance your current Witness’ Sync level or
page 72 Descendant’s Bleed level by 1 step.
U S E F UL F E AT UR E S O F A C H A R A C T E R ⏪ 7 1
▶3/3 THE MATCH SYSTEM
85%
The Sync and Bleed levels of your character represent
100% respectively how much your Witness is synchronized
XP with an ancestral memory when in the Animus and
how much your modern day Descendant is benefitting
WITNESS SYNC
If you have a complete Assassin’s Creed dice set available, you can use
Extra Dice to record your Sync and Bleed level as explained on page 75
(Keeping Track Of Your Sync And Bleed Levels).
7 2 ⏩ S E C T I O N 3 - 0 / T HE M AT C H S Y S T E M
Characters reaching a new Sync or Bleed level gain 1 Extra Die and
unlock a new Skill at intermediate steps.
> You can spend each Extra Die once during a Sequence to add
it to an Approach check after a roll (but you must choose how
many Extra Dice you spend before rolling them).
> Every time you unlock a Skill card slot you can load it with See
1 of your 3 selected Skill cards, each one describing a peculiar Activating
special ability of a character. Skill Cards,
page 76.
S Y N C A ND B L E E D L E V E L S ⏪ 7 3
⏩ EXTRA DICE
Extra Dice are an additional resource allowing you to enhance your chances of
success during a check. As previously explained, you receive Extra Dice when you
advance your Sync or Bleed level.
Whenever you make an Approach check, after you have seen its result you can roll
a number of Extra Dice, taking them from those available to you. You must choose
how many to spend before you roll them all at once.
Used Extra Dice are considered spent and cannot be rolled again until the follow-
ing Sequence (Extra Dice continue to be considered spent also if two Sequences
are considered by the Reader to directly follow one another, as part of the same
narrative).
The way Extra Dice work in a Simulation or Modern Day Sequence differ slightly.
> In game terms, the use of Extra Dice during a Simulation follows precisely
the rules described above.
The use of Extra Dice during a Modern Day Sequence requires a number of spec-
ifications instead.
74 ⏩ S E C T I O N 3 - 0 / T HE M AT C H S Y S T E M
> MODERN DAY EXTRA DICE
In a Modern Day Sequence, spending Extra Dice
represents how you exploit your Ancestors’ memory
through the bleeding effect (see page 79). The bleed-
ing effect causes your Ancestor’s genetic memories
to overlap your own, allowing you to temporarily
absorb their capabilities, expanding yours dramat-
ically and thus increasing your chances of facing
tough challenges.
S Y N C A ND B L E E D L E V E L S ⏪ 7 5
⏩ ACTIVATING SKILLS CARDS
When you advance your Sync or Bleed level onto steps 25%, 55%, and 85%, you un-
lock 1 of the Skill cards of your character. Once unlocked, you can load a Skill card
onto your Character File and its effects become active for the rest of the game.
The effects described on each Skill card can be narrative and/or mechanical.
Narrative effects introduce gameplay elements that allow your character to de-
scribe their actions taking into account specific additional abilities (e.g. Eagle
Vision might allow the character to spot enemies in the area without the need for a
Wits check). Mechanical effects instead provide gameplay elements that directly
interact with Approach checks, allowing you to repeat a roll, to consider specific
dice results as matches, and so on.
Actually, it’s relatively simple. In the Assassin’s Creed RPG, the players are free to de-
cide what their characters do, and thus directly influence the creation of the event they
are investigating, but in the fiction, their actions are considered to exactly follow what
already occurred in the past, what the players choose to do during the game is what the
Witnesses they impersonate did when the original memory was first created.
The aim of entering the Animus and investigating a DNA memory is not really about dis-
covering what happened, but how it happened. In other words, by playing out a Simulation
Sequence, the players ‘discover’ how things went by directly making them happen.
7 6 ⏩ S E C T I O N 3 - 0 / T HE M AT C H S Y S T E M
KEY OBJECTIVES
While playing with real history is part of the charm of Assassin’s Creed, it is not the
goal of the game to let the players change well-known historical facts or alter events
established in the game’s fiction.
In practical terms, those events that must forcibly occur in the game are usually in-
dicated as the Key Objectives of a Simulation Sequence (see page 96). If the players
fail to complete such an objective or do something that would otherwise dramatically
alter the course of history or the storyline of the game’s lore, the Reader can choose to
Desynchronize them from the Simulation.
⏩ SYNCHRONIZATION
“Unfortunately, when we try and open the memory, your mind withdraws. You lack
the confidence to step into your ancestor’s body.”
- Lucy Stillman
The subconscious of a modern day individual tends to reject memories that it does
not remember experiencing, and thus requires gradual acclimatization. The pro-
cess of easing your mind into the identity of an Ancestor is called Synchronization.
In game terms, each time a new Simulation Sequence begins, the participating
Descendants must synchronize with the genetic memory being explored. The re-
sult of this attunement is their starting Sync level.
> DESYNCHRONIZATION
Just as your Crew’s successful actions allow them to better Synchronize to the
genetic memory they are exploring, there are adverse circumstances that can dis-
rupt their attunement and cause them to Desynchronize instead.
> When the Witnesses fail to complete a Key Objective of the current Sequence.
When a Witness falls out of sync, you must decrease their Sync level by 1 step.
Losing a Sync level makes the Witness lose all benefits granted by that level (Extra
Die and Skill card).
7 8 ⏩ S E C T I O N 3 - 0 / T HE M AT C H S Y S T E M
▶3/4 THE MATCH SYSTEM
BLEEDING EFFECT
“What we’re saying, Desmond, is if you’re not careful, you may not need the Animus to
visit with your ancestors. Which wouldn’t be a bad thing assuming you could control
it. Up until now, though, no one has.”
- Shaun Hastings
> In game terms, each time a new Modern Day Sequence begins, the partic-
ipating Descendants display a starting Bleed level equal to their current
Experience level.
B L E E D IN G E F F E C T ⏪ 7 9
▶3/5 THE MATCH SYSTEM
EX AMPLE OF PLAY:
“THE NANBAN TRADE”
SEQUENCE
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.
Isa and Marcela just entered a Simulation Sequence in the Animus, with Julia
as the Reader. Marcela is playing Mochizuki Chiyome, a Ninja Ancestor to her
modern day character, while Isa takes the role of an Echo, the Ronin Akira.
8 0 ⏩ S E C T I O N 3 - 0 / T HE M AT C H S Y S T E M
MO CH IZU KI CH IYO ME
r
Poe t and noblew om an founde
of a kunoichi group.
win before
“Kunoichi are taught how to AK IRA
even drawing the blade.”
Ronin serving under
GEAR Oda Nobunaga.
2
ACTION
1
Tanto Knife GEAR
ACTION
2 Grappling Hook
WITS
Family Sword
Tetsubishi (Caltrops)
3
STEALTH
Yumi Bow
2
SOCIAL
)
Torinoko (Firecrackers Samurai Armor
2
AM BITION Wakizashi
SOCIAL
JULIA (The Reader): The wooden deck creaks under your weight as you jump
aboard, bullets hissing in the air like angry bees. Right behind the line of arque-
busiers, you spot the ship’s commanding officer and a young man in a gray cape
running for the jolly boat. The young man looks like a priest and wears a large,
gilt cross with green enamel around his neck, and is now hiding something in a
sack. It’s a shiny, golden box thoroughly furrowed by neat, geometric lines. That
must be it, the reason why the Brotherhood has sent you to join Oda Nobunaga
in this mission.
Anyway, bullets are flying inches from your heads, so, first of all, I need a
Reaction check from everybody as you try not to get hit!
Isa describes how Akira sprints to the side, raising the plated arm for protec-
tion and making their figure as elusive as possible. Marcela briefly describes
how Mochizuki’s Agile Trait can help her:
“Mochizuki is Agile, and rolls behind some crates before the enemies can even
aim their guns at her. You learn quickly to move swiftly when you grow up poor
as dirt in Nagoya…”
E X A MP L E O F P L AY : “ T HE N A NB A N T R A D E ” S E Q UE N C E ⏪ 8 1
By doing so, Marcela activates the Agile Trait and
can consider 1 Creed symbol as a match on her
Approach check.
Isa rolls [ ]
Marcela rolls [ ]
8 2 ⏩ S E C T I O N 3 - 0 / T HE M AT C H S Y S T E M
MARCELA (Mochizuki): I’d like to end up very
close to the man with the box, possibly remaining
unnoticed by him. Do I recognize him? Do I know
of green-crossed men in the area?
E X A MP L E O F P L AY : “ T HE N A NB A N T R A D E ” S E Q UE N C E ⏪ 8 3
Isa (Snagged Action Difficulty 2) rolls
[ ]
8 4 ⏩ S E C T I O N 3 - 0 / T HE M AT C H S Y S T E M
E X A MP L E O F P L AY : “ T HE N A NB A N T R A D E ” S E Q UE N C E ⏪ 8 5
SECTION 4-0
INTRODUCTORY
SESSION
SECTION CONTENT
Simulation Sequence:
Lugers and Ballerinas 94
It is written for the Reader’s eyes only. Players reading it would spoil part of the
fun for themselves. It’s meant to introduce your group to the world of Assassin’s
Creed, while also teaching you how to run a game session as the Reader. It is highly
recommended that the Reader read the entire Chapter before running it.
The Chapter is also the prologue to The Sword of Mars, the first campaign adven-
ture included in the Assassin’s Creed - Forging History book.
M O D E R N D AY
8 8 ⏩ S E C T I O N 4 - 0 / IN T R O D U C T O R Y S E SS I O N
▶4/1 INTRODUCTORY SESSION
SEQUENCE STRUCTURE
OVERVIEW
Sequences are the fundamental blocks of every Sequences (see page xx).
Chapter played in the game and can be compared to
an episode of a TV show. Published Sequences fea-
ture a number of characteristics that will be useful
for the Reader to frame the Scenes they will put their
players in.
⏩ SEQUENCE TITLE
This is a catchy title to help you to get everyone into the right mood.
⏩ TIME FRAME
If the Sequence is a Simulation, this details the date or historical period.
⏩ LOCATION
This is the geographical area where the Sequence takes place.
S E Q UE N C E S T R U C T UR E O V E R V IE W ⏪ 8 9
⏩ STARTING SYNC
If the Sequence is a Simulation, this details the starting Sync level
of the Witnesses.
⏩ DESCRIPTION
This is a brief description of the location, the current situation, and
the reasons the characters are there, together with all the relevant
data in their possession.
⏩ KEY OBJECTIVES
A Sequence’s Key Objectives represent the goals of the charac-
ters. They are pivotal moments that provide a turning point in the
Sequence. To that effect, some of them include information that is
disclosed by achieving them and that further the plot.
> SPECIAL
Some Key Objectives require special rules, representing unique and
peculiar Sequence characteristics.
9 0 ⏩ S E C T I O N 4 - 0 / IN T R O D U C T O R Y S E SS I O N
> CHALLENGES
In order to complete a Key Objective, the characters
must face its Challenges. To do that, the players will
have to make one or more Approach checks. The na- Approach checks
ture of the Challenges can vary significantly based on (see page xx).
the choices the players make.
WEAKNESSES
Weaknesses represent ‘loopholes’ that the characters can exploit
to their advantage to complete a Key Objective or a Challenge and
are divided into minor and major Weaknesses. The main difference
between the two is primarily their narrative impact on a Sequence.
Minor Weaknesses generally help to overcome a single Challenge.
Major Weaknesses introduce greater advantages that can help to
reach a Key Objective.
⏩ SETBACKS
Examples of applicable Setbacks are listed for each Sequence, to be
used as presented by the Reader, or as examples.
M O D E R N D AY
S E Q UE N C E S T R U C T UR E O V E R V IE W ⏪ 9 1
⏩ NOTABLE NPCS
Sometimes, a Sequence is provided with a list of Non-Player Characters, complete
with short descriptions and quotes. This information is provided to help the Reader
interpret Non-Player Characters (NPCs) appropriately. Simulation Sequences of-
ten feature historical NPCs.
> Lines: all themes and actions that a Player would not want to ever be
included in gameplay.
> Veils: all themes and actions whose inclusion in the gameplay a
Player would be ok with, providing that their involvement remains
marginal and their representation vague.
Once all the players have shared their potential Lines and Veils, it is cru-
cial to understand that the game can start only with implicit agreement
of and mutual respect for each other’s Lines and Veils.
9 2 ⏩ S E C T I O N 4 - 0 / IN T R O D U C T O R Y S E SS I O N
READY YOUR
HIDDEN BLADE
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 run-
down, 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.
If this is your first session, the players can decide to roleplay their characters and
their arrival at the Stardust, along with their first contact with Ziggy, etc. Whenever
the Crew is ready to begin their mission, the Descendants are about to enter a
Simulation to investigate the first of a series of ancestral memory blocks, to dis-
cover how their Ancestors got intertwined with the story of a new, unknown Piece
of Eden Ziggy has tracked down in the rifts of history pages and DNA samples.
Ziggy will work as the Descendant’s field techie, monitoring their performance in
the Animus and keeping track of their discoveries.
Without further ado, the player characters (PCs) gather around the Animus de-
vice, put on the visors, and the Simulation is on!
M O D E R N D AY L O N D O N
SE Q UEN C E S T RU C T UR E OV ER V IE W ⏪ 9 3
W O R L D WA R I I
SIMULATION SEQUENCE:
LUGERS AND BALLERINAS
Time Frame: World War II
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.
S IMUL AT I O N S E Q UE N C E : L U G E R S A ND B A L L E R IN A S ⏪ 9 5
⏩ KEY OBJECTIVES
Here are the things contained in the memory block that the Brotherhood expects
the Descendants to investigate through the eyes of their Witnesses and that will
advance their Sync Level once achieved.
> 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
> 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.
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.
⏪ 97
As the Witnesses walk around the theater, they spot 2
soldiers guarding the entrance to a staircase leading to
an office. Major Gallagher and the Ambassador decide
to get rid of the problem stealthily with a well-aimed
dagger throw. The Reader asks them both to make a
Stealth Check.
W O R L D WA R I I
> 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 kidnap-
ping 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. A Social check to overcome this challenge requires 1 Raise.
> Booby-trapped desk. While searching the desk for the docu-
ments, 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…).
S IMUL AT I O N S E Q UE N C E : L U G E R S A ND B A L L E R IN A S ⏪ 9 9
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.
W O R L D WA R I I
⏩ SETBACKS
A SUSPICIOUS NAZI SOLDIER (MINOR).
A German soldier at the party takes an interest in the Witnesses and starts asking
uncomfortable questions.
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.
Description: 35 year old German officer and recent member of the Templar Order
“The natural state of people is to be sheep. But this is a wolf’s world, and
Quote:
we are here so that nobody forgets it.”
S IMUL AT I O N S E Q UE N C E : L U G E R S A ND B A L L E R IN A S ⏪ 1 0 1
The following characters are real historical personalities who lived in Paris during
the period of the Nazi occupation.
Ernst Jünger
47 year old German author, highly decorated soldier, philosopher,
and entomologist serving as army captain, intelligence officer, and
Description:
mail censor (with strong feelings against Nazi totalitarianism and its
goal of world domination).
“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
Quote:
not exist; but there are moments of happiness, and there is freedom in the
moment.”
Porfirio Rubirosa
33 year old Dominican diplomat, race car driver, soldier, political
Description:
assassin, and polo player. Married to Danielle Darrieux.
Quote: “I will risk everything to avoid being bored.”
The Reader can read or paraphrase the following text to the Players at the begin-
ning of the Sequence:
M O D E R N D AY S E Q UE N C E : A B S T E R G O R A ID ⏪ 1 0 3
⏩ KEY OBJECTIVES
> 1 - DOWNLOAD THE DATA
AND DESTROY ALL EVIDENCE
CHALLENGES
> Set traps at the entrances. 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.
> Face the agents. The agents are too many to overwhelm, but a well-executed
attack might lead them into a tactical retreat while awaiting reinforcements.
WEAKNESSES
> Gasoline (major). Fire is not a joke, and no one wants to rush into a build-
ing 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.
M O D E R N D AY
M O D E R N D AY S E Q UE N C E : A B S T E R G O R A ID ⏪ 1 0 5
The Witnesses Approach the Scene efficaciously and
reach the exit of the compromised Hideout leading to
the streets of Camden Town’s market. However, Abstergo
agents seem to come outta the goddamn walls, and the
Reader requests all PCs to make a Reaction check.
Victor and Shu Lien fail and get hit by bullets, suffering
a Snag to their Action Approaches.
CHALLENGES
> Run for your life. The Descendants must open their way to
the nearest exit, dodging the agents’ bullets.
WEAKNESSES
> Communication disruption (major). 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.
M O D E R N D AY S E Q UE N C E : A B S T E R G O R A ID ⏪ 1 0 7
⏩ SETBACKS
FLYING BULLETS (MINOR)
Bullets start flying left and right. The Witness must make a Reaction check.
M O D E R N D AY
WHAT’S NEXT?
The Reader can read or paraphrase the following text to the Players to conclude
the Sequence:
W H AT ’ S NE X T ⏪ 1 0 9
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CHARACTER
FILE FOLIOS
IDENTITY PHILIP J. GALLAGHER - 32 YO - LONDON - 08/04/1984
DESCRIPTION VETERINARY, PREVIOUSLY ZOOKEEPER IN LONDON
3 GEAR
ACTION
SNAG
A P P ROAC H
D I FFI CU LTY
TRANQUILLIZER GUN
3 SURGERY KIT
STEALTH
SNAG
ANIMAL SEDATIVES
SNAG
2
WITS
QUOTE VETERINARY VAN
You can activate your SMALL BUT VICIOUS DOG
SNAG
2
SOCIAL
character’s Quote Feature
A-PHONE
once during each Sequence
to regain 1 spent Extra Die. TRAITS VETERINARY TOUGH
GEAR HINDRANCE OVERTHINKER
You can activate an item LANGUAGES BRITISH SIGN LANGUAGE, ENGLISH
of Gear to use it whenever
WITNESS CARD
appropriate, allowing you
to take specific actions NOTEPAD
SIGNATURE GEAR
AND TRAITS
Before you make an
Approach check, you can
activate 1 or more of your
ANCESTORS
Traits as well as 1 or more
of your Signature Gear
items, to consider 1 Creed MAJOR GALLAGHER
result for each activated Major of the British army.
Trait or Gear as 1 match.
BHP (Pistol)
your character’s Hindrance
into the narration, you Sten (Submachine Gun)
3
WITS
UNLOCKS AT 85%
XP Eagle Vision is an extrasensory perception, or
“sixth sense”, and one of your Isu genes’ gifts.
WITNESS SYNC
PHILIP J.
You can easily spot allies, enemies, objectives,
984 sources of information, and targets within a
GALLAGHER
short range. Additionally, when you make an
85% Approach check, you can count 1 Wits result
as 1 additional match.
XP
ING
55%
70%
ST RAT EG I C M OV E S
UNLOCKS AT 55%
XP Whenever you make an Action check,
you can consider up to 1 Wits result as
1 additional match.
55%
XP
DESCENDANT BLEED
25%
40% A N IMA L C O M PA N I O N
UNLOCKS AT 25%
XP Your will and that of your animal’s become as
one, allowing you to see through its eyes and
command its movements. Additionally, the
companion can aid you in combat or act as a
distraction, diverting people’s attention from you.
25% Finally, when you make an Action or Stealth
check, you may reroll 1 Abstergo result.
XP
PIECES OF EDEN
P HIL IP J . G A L L A G HE R ⏪ 1 1 3
CALLING RAISES
When you make an IDENTITY PHILIP J. GALLAGHER
MAJOR - 32 YO - LONDON - 08/04/1984
GALLAGHER
Approach check, you can
DESCRIPTION VETERINARY, PREVIOUSLY
Major of the ZOOKEEPER IN LONDON
British army.
call a Raise to gain addi-
tional advantages over
the standard roll. There QUOTE “YOU CANNOT GET THROUGH THE DAY WITHOUT TRYING
“I’m going to kill you with my tea cup.”
are 2 ways to call a Raise: TO HAVE AN IMPACT ON THE WORLD AROUND YOU.”
before or after a roll.
31 GEAR
GEAR
ACTION
ACTION
SNAG
A P P ROAC H
D I FFI CU LTY
Call a Raise TRANQUILLIZER
KukriGUN
(Knife)
Before a Roll
32
STEALTH
SURGERY KIT
STEALTH
SNAG BHP (Pistol)
If you call a Raise before
an Approach check, you ANIMAL SEDATIVES
Sten (Submachine Gun)
must declare what addi- SNAG
23
WITS
WITS
tional benefit the Raise VETERINARY VAN Beret
Green
will grant you. Then, SMALL BUT VICIOUS Cape
Anti-gas DOG
SNAG
22
SOCIAL
SOCIAL
you make the roll, but
A-PHONELeica III Camera
your Approach Difficulty
increases by 1. TRAITS VETERINARY
GREEN BERET TOUGH
VIGOR
> SNAGS
If you fail an Approach check, you suffer a
Snag. You mark each Snag by flagging the
box on your character Folio corresponding
to the failed Approach (unless already
flagged, in which case you must flag an-
other box).
UNLOCKS AT 85%
XP Whenever you are freerunning, you can
add 1 match to any related Action check.
WITNESS SYNC
55%
70%
E AG L E V IS I O N
XP Eagle Vision is an extrasensory perception, or
“sixth sense”, and one of your Isu genes’ gifts.
You can easily spot allies, enemies, objectives,
sources of information, and targets within a
short range. Additionally, when you make an
55% Approach check, you can count 1 Wits result
as 1 additional match.
XP
V
DESCENDANT BLEED
25%
40% N IMB L E
XP Whenever you make a Stealth check while
infiltrating, you have 1 Free Raise.
V
25%
XP
V
PIECES OF EDEN
Used Extra Dice are considered spent and cannot be rolled again until the following
Sequence (Extra Dice continue to be considered spent also if two Sequences are con-
sidered by the Operator to directly follow one another, as part of the same narrative).
P HIL IP J . G A L L A G HE R ⏪ 1 1 5
IDENTITY “MAC” - 28 YO - MILAN - 10/11/1988
DESCRIPTION HACKER AND ENVIRONMENTAL ACTIVISTS, MEMBER
OF AN ANONYMOUS HACKER GROUP.
QUOTE “TIME IS PIVOTAL TO SECURITY. WITH ENOUGH TIME,
NOTHING CAN BE CONSIDERED UNHACKABLE.”
3 GEAR
ACTION
SNAG
A P P ROAC H
D I FFI CU LTY
MEGASOFT LAPTOP
3 BURNER PHONE
STEALTH
SNAG
FAKE ID
SNAG
1
WITS
QUOTE GPS TRACKER
You can activate your BUG AND SIGNAL DETECTOR
SNAG
3
SOCIAL
character’s Quote Feature
NIGHT VISION SPY CAMERA
once during each Sequence
to regain 1 spent Extra Die. TRAITS HACKTIVIST CREATIVE
GEAR HINDRANCE IDEALIST
You can activate an item LANGUAGES ENGLISH, ITALIAN
of Gear to use it whenever
WITNESS CARD
appropriate, allowing you
to take specific actions NOTEPAD
SIGNATURE GEAR
AND TRAITS
Before you make an
Approach check, you can
activate 1 or more of your
ANCESTORS
Traits as well as 1 or more
of your Signature Gear
items, to consider 1 Creed ROMULUS
result for each activated Legendary founder and
Trait or Gear as 1 match. first king of Rome.
Sword
your character’s Hindrance
into the narration, you King’s Armor
2
WITS
VETERAN RESOLUTE
AGGRESSIVE
Ancient Greek, Etruscan, Latin
UNLOCKS AT 85%
WITNESS SYNC
XP
ING
55%
70%
S L E IG H T O F H A N D
XP Whenever you are trying to hide a small item
or steal it from others, you can add 1 match
UNLOCKS AT 5%
to any related Stealth check.
Additionally, whenever you make any Action
or Social check, you can use 2 Stealth results
55% to steal a small item from someone involved
in the Scene.
XP
DESCENDANT BLEED
25%
40% CU
A N NIMA
NINL GC O M PA N I O N
UNLOCKS AT 25%
XP Whenever you
Your will and make
that a Wits
of your checkbecome
animal’s during aas
tinkering
one, activity,
allowing you
you to have
see 1 FreeitsRaise.
through eyes and
command its movements. Additionally, the
companion can aid you in combat or act as a
distraction, diverting people’s attention from you.
25% Finally, when you make an Action or Stealth
check, you may reroll 1 Abstergo result.
XP
PIECES OF EDEN
M AC ⏪ 1 1 7
CALLING RAISES
When you make an IDENTITY PHILIP J. GALLAGHER
NANCY - 32 YO - LONDON - 08/04/1984
DRAKE
Approach check, you can
DESCRIPTION VETERINARY, PREVIOUSLY
Special Operations ZOOKEEPER IN LONDON
Executive.
call a Raise to gain addi-
tional advantages over
the standard roll. There QUOTE “YOU CANNOT
“Freedom GET THROUGH
is probably THE DAY WITHOUT TRYING
the only thing
are 2 ways to call a Raise: worth dying
TO HAVE for.” ON THE WORLD AROUND YOU.”
AN IMPACT
before or after a roll.
32 GEAR
GEAR
ACTION
ACTION
SNAG
A P P ROAC H
D I FFI CU LTY
Call a Raise TRANQUILLIZER GUN (Rifle)
Berthier Mle92
Before a Roll
32
STEALTH
SURGERY KIT
STEALTH
SNAG Luger P08
If you call a Raise before
an Approach check, you ANIMAL
M24SEDATIVES
Stielhandgranate
must declare what addi- SNAG
22
WITS
WITS
tional benefit the Raise VETERINARY VAN Granate
Nebelhand
will grant you. Then, SMALL BUT VICIOUS
MorphineDOG
SNAG
22
SOCIAL
SOCIAL
you make the roll, but
A-PHONE
Fairbairn Sykes (Knife)
your Approach Difficulty
increases by 1. TRAITS VETERINARY
SABOTEUR TOUGH
RUTHLESS
> SNAGS
If you fail an Approach check, you suffer a
Snag. You mark each Snag by flagging the
box on your character Folio corresponding
to the failed Approach (unless already
flagged, in which case you must flag an-
other box).
UNLOCKS AT 85%
XP Whenever you make an Action check
are freerunning, in
you can
aadd
situation
1 match where
to anyyou calledAction
related upon your
check.
WITNESS SYNC
deceptive abilities,
Additionally, wheneveryou can
youconsider
make an up to
Action
984 Socialyou
2check, results as 12additional
can use matchtoeach.
Stealth results
disappear from sight.
85%
XP
ING
55%
70%
CH
E AGA LRME
E V IS
R ION
XP Eagle Vision
Whenever youis make a Social check
an extrasensory perception,
in or
a“sixth sense”,
situation andyou
where onecalled
of your Isu genes’
upon your gifts.
You can easily
seduction spot you
abilities, allies, add 1 match.
canenemies, objectives,
sources of information,
Additionally, whenever you andmake a Social
targets within a
check,
short range.
you can use 2 Witswhen
Additionally, you
results tomake
get an
55% Approach
an check,
extra info fromyou can count
someone 1 Wits result
or something
as 1 additional
involved match.
in the Scene.
XP
V
DESCENDANT BLEED
25%
40% N AT
IMBU RA
LE L BORN FIGHTER
XP Whenever
Wheneveryou youmake
makean Action check during
a Stealth while
combat, youyou
infiltrating, have 1 Free
have Raise.
1 Free Raise.
V
25%
XP
V
PIECES OF EDEN
Used Extra Dice are considered spent and cannot be rolled again until the following
Sequence (Extra Dice continue to be considered spent also if two Sequences are con-
sidered by the Operator to directly follow one another, as part of the same narrative).
M AC ⏪ 1 1 9
IDENTITY VICTOR FLORES CASTILLO - 3O YO - LOS ANGELES - 12/19/1986
DESCRIPTION PROFESSIONAL MUSICIAN. CURRENTLY WORKING AS A
SESSION MUSICIAN IN LONDON.
QUOTE “THE TRUTH IS AKIN TO THE SUN. ITS LIGHT CAN BE
VEILED, BUT IT WON’T CEASE TO EXIST.”
2 GEAR
ACTION
SNAG
A P P ROAC H
D I FFI CU LTY
VINTAGE ‘52 RADIOCASTER
3 KA-BAR KNIFE
STEALTH
SNAG
INSTRUMENT CABLES
SNAG
3
WITS
QUOTE VAPE PEN
You can activate your A-PHONE
SNAG
2
SOCIAL
character’s Quote Feature
MEZCAL FLASK
once during each Sequence
to regain 1 spent Extra Die. TRAITS ENTERTAINER BOLD
GEAR HINDRANCE RECKLESS
You can activate an item LANGUAGES ENGLISH, SPANISH, ITALIAN
of Gear to use it whenever
WITNESS CARD
appropriate, allowing you
to take specific actions NOTEPAD
SIGNATURE GEAR
AND TRAITS
Before you make an
Approach check, you can
activate 1 or more of your
ANCESTORS
Traits as well as 1 or more
of your Signature Gear
items, to consider 1 Creed RATONHNHAKÉ:TON (CONNOR)
result for each activated Master Assassin of the Colonial
Trait or Gear as 1 match. Brotherhood.
Hunting Bow
your character’s Hindrance
into the narration, you Hidden Blade
2
WITS
ATHLETICS HUNTER
MORALS
English, Kanien’kéha (Mohawk language)
UNLOCKS AT 85%
XP Whenever you use a hidden-weapon, you can
consider 1 Creed result as 1 additional match.
WITNESS SYNC
UNLOCKS AT 55%
XP Whenever you make a Social check in
a situation where you called upon your
seduction abilities, you can add 1 match.
Additionally, whenever you make a Social
check, you can use 2 Wits results to get
55% an extra info from someone or something
involved in the Scene.
XP
DESCENDANT BLEED
25%
40% A RM-T WIST I N G
UNLOCKS AT 25%
XP Whenever you make a Social check in
a situation where you called upon your
intimidation abilities, you can consider up to
2 Action results as 1 additional match each.
25%
XP
PIECES OF EDEN
V I C T O R F L O R E S C A S T IL L O ⏪ 1 2 1
CALLING RAISES
When you make an IDENTITY PHILIP J. GALLAGHER - 32 YO - LONDON - 08/04/1984
REBOANTE
Approach check, you can
DESCRIPTION Partisan, expert
VETERINARY, in guerrilla
PREVIOUSLY ZOOKEEPER IN LONDON
call a Raise to gain addi- and heavy weapons.
tional advantages over
the standard roll. There QUOTE “YOU
“OneCANNOT
must takeGET THROUGH
sides, THEnoDAY WITHOUT TRYING
since there’s
are 2 ways to call a Raise: courage
TO HAVE ANin IMPACT
neutrality.”
ON THE WORLD AROUND YOU.”
before or after a roll.
31 GEAR
GEAR
ACTION
SNAG
ACTION
A P P ROAC H
D I FFI CU LTY
Call a Raise TRANQUILLIZER GUN Gun
Submachine
Before a Roll
31 SURGERY Explosives
KIT
STEALTH
STEALTH
SNAG
If you call a Raise before Kit
an Approach check, you ANIMAL SEDATIVES
Stiletto Knife
must declare what addi- SNAG
23
WITS
VETERINARY VAN
WITS
tional benefit the Raise Wine
will grant you. Then, SMALL BUT VICIOUS DOG
Stielhandgranate
SNAG
23
SOCIAL
SOCIAL
you make the roll, but
A-PHONE Wire Cutters
your Approach Difficulty
increases by 1. TRAITS VETERINARY
COMBATANT TOUGH
PASSIONATE
Call a Raise After a Roll HINDRANCE OVERTHINKER
SACRIFICE
A Raise after a roll LANGUAGES BRITISH SIGNHebrew,
French, LANGUAGE, ENGLISH
Italian
happens whenever you
WITNESS CARD
obtain 2 matches in ex-
cess of those required by NOTEPAD
the Approach Difficulty
for the check. This hap-
pens even if you didn’t
declare an intention to
get any additional bene-
fits with your Approach. ANCESTORS
You simply get a free
opportunity to add an
unexpected advantage
of your choice.
> SNAGS
If you fail an Approach check, you suffer a
Snag. You mark each Snag by flagging the
box on your character Folio corresponding
to the failed Approach (unless already
flagged, in which case you must flag an-
other box).
UNLOCKS AT 85%
XP Whenever you make a Wits check,
are freerunning, you can
you
add can consider
1 match to any to 1 Action
up related result
Action as
check.
WITNESS SYNC
additional match.
1Additionally, whenever you make an Action
984 check, you can use 2 Stealth results to
disappear from sight.
85%
XP
ING
55%
70%
AS
E AGSAS
L E SVIN
ISAT
IONION
XP Whenever
Eagle Visionyou
is make a Stealth check
an extrasensory perception,
in or
a“sixth
situation
sense”,
where
andyou
onecalled
of your
upon
Isu genes’
your gifts.
assassination
You can easily abilities,
spot allies,
youenemies,
can consider
objectives,
up
to 2 Witsofresults
sources information,
as 1 additional match
and targets within
each.
a
short range. Additionally, when you make an
55% Approach check, you can count 1 Wits result
as 1 additional match.
XP
V
DESCENDANT BLEED
25%
40% SNLIMB
E IG LHET O F H A N D
XP Wheneveryou
Whenever youare
make a Stealth
trying to hidecheck while
a small item
infiltrating,
or youothers,
steal it from Freecan
have 1you Raise.
add 1 match
V to any related Stealth check.
Additionally, whenever you make any Action
or Social check, you can use 2 Stealth results
25% to steal a small item from someone involved
in the Scene.
XP
V
PIECES OF EDEN
Used Extra Dice are considered spent and cannot be rolled again until the following
Sequence (Extra Dice continue to be considered spent also if two Sequences are con-
sidered by the Operator to directly follow one another, as part of the same narrative).
V I C T O R F L O R E S C A S T IL L O ⏪ 1 2 3
IDENTITY YU SHU LIEN - 24 YO - ALICANTE - 02/22/1992
DESCRIPTION FORMER SOLDIER, WORKING AS A SECURITY
CONTRACTOR FOR ABSTERGO INDUSTRIES.
QUOTE “THOSE WHO FIGHT MONSTERS SHOULD BE CAUTIOUS NOT TO
BECOME MONSTERS THEMSELVES.”
2 GEAR
ACTION
SNAG
A P P ROAC H
D I FFI CU LTY
ABSTERGO UNIFORM
STEALTH
SNAG
BODY ARMOR
SNAG
2
WITS
QUOTE ABSTERGO BADGE
You can activate your THERMAL IMAGER
SNAG
3
SOCIAL
character’s Quote Feature
A-PHONE
once during each Sequence
to regain 1 spent Extra Die. TRAITS SOLDIER NIMBLE
GEAR HINDRANCE ARROGANT
You can activate an item LANGUAGES ENGLISH, SPANISH, CHINESE
of Gear to use it whenever
WITNESS CARD
appropriate, allowing you
to take specific actions NOTEPAD
SIGNATURE GEAR
AND TRAITS
Before you make an
Approach check, you can
activate 1 or more of your
ANCESTORS
Traits as well as 1 or more
of your Signature Gear
items, to consider 1 Creed EIVOR
result for each activated Viking warrior and Jarlskona
Trait or Gear as 1 match. from Norway.
Hidden Blade
your character’s Hindrance
into the narration, you Bow and Arrows
2
WITS
LEADER STRONG
HONOR
English, French, Norse
UNLOCKS AT 85%
XP Whenever you make an Action check,
you can consider up to 1 Wits result as
WITNESS SYNC
1 additional match.
984
55%
70%
FRE E RU NN I N G
UNLOCKS AT 55%
XP Whenever you are freerunning, you can
add 1 match to any related Action check.
Additionally, whenever you make an Action
check, you can use 2 Stealth results to
disappear from sight.
55%
XP
DESCENDANT BLEED
25%
40% N AT U RA L B O R N F I G H T E R
UNLOCKS AT 25%
XP Whenever you make an Action check during
combat, you have 1 Free Raise.
25%
XP
PIECES OF EDEN
Y U S HU L IE N ⏪ 1 2 5
CALLING RAISES
When you make an IDENTITY THE AMBASSADOR
Approach check, you can
DESCRIPTION Anti-nazi justicar, experienced in
call a Raise to gain addi- guerrilla tactics and interrogation.
tional advantages over
the standard roll. There QUOTE “When injustice is legitimized,
are 2 ways to call a Raise: insurgence becomes duty.”
before or after a roll.
2
GEAR
GEAR
ACTION
ACTION
SNAG
A P P ROAC H
D I FFI CU LTY
Call a Raise Webley Revolver
Before a Roll
2
STEALTH
STEALTH
SNAG Lebel Model 1886 Rifle
If you call a Raise before
an Approach check, you Bolo Knife
2
must declare what addi- SNAG
WITS
WITS
tional benefit the Raise Mask
will grant you. Then, Frangible Grenade M1
2
SOCIAL
SNAG
SOCIAL
you make the roll, but
Jack Knife
your Approach Difficulty
increases by 1. TRAITS FEROCIOUS SWIFT
> SNAGS
If you fail an Approach check, you suffer a
Snag. You mark each Snag by flagging the
box on your character Folio corresponding
to the failed Approach (unless already
flagged, in which case you must flag an-
other box).
UNLOCKS AT 85%
XP Whenever you make a Social check
are freerunning, you in
can
aadd
situation
1 matchwhere
to any you calledAction
related upon your
check.
WITNESS SYNC
intimidation
Additionally,abilities,
whenever you
youcan consider
make up to
an Action
984 Action
2check, results
you as 12 additional
can use match
Stealth results toeach.
disappear from sight.
85%
XP
ING
55%
70%
HE AG
ID EL EINV PISLIAOINN SI G H T
XP Whenever
Eagle Vision
youis make a Stealth check,
an extrasensory perception, or
you
“sixth
cansense”,
consider
andup
one 1 Social
to of your Isu
result
genes’
as gifts.
1You
additional match.
can easily spot allies, enemies, objectives,
sources of information, and targets within a
short range. Additionally, when you make an
55% Approach check, you can count 1 Wits result
as 1 additional match.
XP
V
DESCENDANT BLEED
25%
40% SA
N IMB
P P ELRE
XP Whenever
Wheneveryou youare a Stealth
trying
make check while
to sabotage a device,
you can add 1
infiltrating, match
you haveto1 any Raise.Wits check.
Freerelated
V Additionally, whenever you make any Action
or Stealth check, you can use 2 Wits results
to create a decoy or distraction in the Scene.
25%
XP
V
PIECES OF EDEN
Used Extra Dice are considered spent and cannot be rolled again until the following
Sequence (Extra Dice continue to be considered spent also if two Sequences are con-
sidered by the Operator to directly follow one another, as part of the same narrative).
Y U S HU L IE N ⏪ 1 2 7
IDENTITY JACKIE O’CONNELL - 22 YO - LONDON - 03/15/1994
DESCRIPTION POSTDOCTORAL RESEARCH ASSISTANT IN MECHANICAL
ENGINEERING AT THE UNIVERSITY OF CAMBRIDGE.
QUOTE “IT’S NOT THAT I DON’T KNOW WHAT I’M DOING, IT’S
CALLED RESEARCH!”
3 GEAR
ACTION
SNAG
A P P ROAC H
D I FFI CU LTY
DJI MAVERIC 5 (DRONE)
STEALTH
SNAG
A-BOOK AIR
SNAG
2
WITS
QUOTE UNIVERITY LAB BADGE
You can activate your A-PHONE
SNAG
3
SOCIAL
character’s Quote Feature
PEPPER SPRAY
once during each Sequence
to regain 1 spent Extra Die. TRAITS FIT ENGINEER
GEAR HINDRANCE STUBBORN
You can activate an item LANGUAGES BRITISH SIGN LANGUAGE, ENGLISH, SPANISH
of Gear to use it whenever
WITNESS CARD
appropriate, allowing you
to take specific actions NOTEPAD
SIGNATURE GEAR
AND TRAITS
Before you make an
Approach check, you can
activate 1 or more of your
ANCESTORS
Traits as well as 1 or more
of your Signature Gear
items, to consider 1 Creed EVIE FRYE
result for each activated Master Assassin of the British
Trait or Gear as 1 match. Brotherhood, active in London.
Throwing Knives
your character’s Hindrance
into the narration, you Cane-Sword
1
WITS
TACTICIAN RESOLUTE
MERCIFUL
English, Hindi
UNLOCKS AT 85%
XP Whenever you make a Wits check during a
tinkering activity, you have 1 Free Raise.
WITNESS SYNC
984
85% JACKIE
UT
XP
O’CONNELL
55%
70%
E AG L E V IS I O N
UNLOCKS AT 55%
XP Eagle Vision is an extrasensory perception, or
“sixth sense”, and one of your Isu genes’ gifts.
You can easily spot allies, enemies, objectives,
sources of information, and targets within a
short range. Additionally, when you make an
55% Approach check, you can count 1 Wits result
as 1 additional match.
XP
DESCENDANT BLEED
25%
40% N IMB L E
UNLOCKS AT 25%
XP Whenever you make a Stealth check while
infiltrating, you have 1 Free Raise.
25%
XP
PIECES OF EDEN
J A C K IE O ’ C O NNE L L ⏪ 1 2 9
CALLING RAISES
When you make an IDENTITY PHILIP J. GALLAGHERBOULANGER
JOSEPHINE - 32 YO - LONDON - 08/04/1984
Approach check, you can
DESCRIPTION Famous burlesque
VETERINARY, dancer,
PREVIOUSLY working
LONDON ZOO-KEEPER
call a Raise to gain addi- for the French intelligence.
tional advantages over
the standard roll. There QUOTE “YOU CANNOT
“II will embraceGET THROUGH
my death, A SINGLE DAY WITHOUT
completely
are 2 ways to call a Raise: breathless
HAVING and spent,ON
AN IMPACT at the
THEendWORLD
of a dance.”
AROUND YOU.”
before or after a roll.
33 GEAR
GEAR
ACTION
ACTION
SNAG
A P P ROAC H
D I FFI CU LTY
Call a Raise TRANQUILLIZER GUN (Pistol)
FP-45 Liberator
Before a Roll
32
STEALTH
STEALTH
If you call a Raise before
SNAG SURGERYConcealed
KIT Knife
an Approach check, you ANIMAL SEDATIVES
Elegant Dress
must declare what addi- SNAG
22
WITS
WITS
tional benefit the Raise VETERINARY VANSheets
Music
will grant you. Then, SMALL BUT VICIOUS CAT
Lighter
21
SOCIAL
SNAG
SOCIAL
you make the roll, but
A-PHONE
Indian Hemp Cigarettes
your Approach Difficulty
increases by 1. TRAITS VETERINARY
SPY TOUGH
ENTERTAINER
> SNAGS
If you fail an Approach check, you suffer a
Snag. You mark each Snag by flagging the
box on your character Folio corresponding
to the failed Approach (unless already
flagged, in which case you must flag an-
other box).
UNLOCKS AT 85%
XP Whenever you are trying to hideyou
freerunning, a small
can item
or
addsteal it from
1 match toothers, you can
any related 1 match
addcheck.
Action
WITNESS SYNC
to Stealth check.
any relatedwhenever
Additionally, you make an Action
984 check, you can
Additionally, use 2 Stealth
whenever results
you make anytoAction
disappear
or from sight.
Social check, you can use 2 Stealth results
85% to steal a small item from someone involved
in the Scene.
XP
UT
55%
70%
PE AG
O K LE ER VFAC
IS I EO N
XP Whenever
Eagle Vision
youis make a Social check
an extrasensory perception, or
while
“sixthyou
sense”,
are inand
a deceptive
one of yoursituation,
Isu genes’ gifts.
you
You have 1 Freespot
can easily Raise.
allies, enemies, objectives,
sources of information, and targets within a
short range. Additionally, when you make an
55% Approach check, you can count 1 Wits result
as 1 additional match.
XP
V
DESCENDANT BLEED
25%
40% HN YIMB
P N OT
L E IC
XP Whenever
Wheneveryou makeaaSocial
youmake check,
Stealth check while
you can consider
infiltrating, you have Stealth
up to11Free Raise.
result as
V 1 additional match.
25%
XP
V
PIECES OF EDEN
Used Extra Dice are considered spent and cannot be rolled again until the following
Sequence (Extra Dice continue to be considered spent also if two Sequences are con-
sidered by the Operator to directly follow one another, as part of the same narrative).
J A C K IE O ’ C O NNE L L ⏪ 1 3 1