An Assassin's code of ethics?
Hi all, I'm creating a character with the GURPS system for a game I'll play in the Banestorm setting (which is basically medieval-fantasy). We're an evil party so the character has to be dark, I decided to create a urban rogue/assassin. One of the disadvantages I want to take is Code of Honor (professional), but I'm a bit out of inspiration for an assassin's code of honor or ethics. Anyone has an example?
Here's the description of the disadvantage from the GURPS 4 Basic Set book:
Here's the description of the disadvantage from the GURPS 4 Basic Set book:
You take pride in a set of principles that you follow at all times. The specifics can vary, but they always involve “honorable” behavior. You will do nearly anything – perhaps even risk death – to avoid the label “dishonorable”
(whatever that means).
You must do more than pay lip service to a set of principles to get points for a Code of Honor. You must
be a true follower of the Code! This is a disadvantage because it often requires dangerous – if not reckless –
behavior. Furthermore, you can often be forced into unfair situations, because your foes know you are honorable.
Code of Honor is not the same as Duty (p. 133) or Sense of Duty (p. 153). A samurai or British grenadier marches into battle against fearful odds out of duty, not for his personal honor (though of course he would lose honor by fleeing). The risks you take for your honor are solely on your own account.
Post edited by Jalily on
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- Never kill a man in his own home / during his sleep / on holy ground / in presence of his family etc.
- Never accept a target that would leave a child of certain age without a parent
- Always warn your target in advance in a defined manner
- Always set the body in a dignified position and place, fully clothed and clean etc.
- You may incapacitate, but not kill, the target's guards. You must pay wergild for any accidents.
- At your own discretion, you may dispose of any other criminals you come across while performing a mission.
Guild Assassins are remarkably popular thanks to these rules, and can usually count on the silence of bystanders, should one of them chance to notice.
there are no rules like a paladin
you can be good and use your skills against those that make the world a worse place to live
you can be evil and kill for whoever pays you without asking questions
you can be member of a group/cult and kill it's enemies and share it's code and alignment
you can be neutral and kill for money unless the deed is extremely brutal or unethical
your description only ensures the lawful part,the common themes of assassin's brotherhoods is to:
never kill another of your guild, avoid collateral damage unless impossible,avoid brutality aim for clean kills(if the victim never realises what happens all the better),some sort of code of communication between it's members emphasis on secrect,never reveal the brotherhood's identity/goals
- Never harm children, they are innocents and deserve to choose their path before death
- Never take slaves. This means either killing everyone I encounter, or freeing slaves, or just generally valuing individual freedom and responsibility
- Always follow through on a contract. Double-crossing is for neutral/chaotic evil.
1) Once a job is accepted, you always follow it through.
2) If you are ever captured in the process of completing a job, you accept death rather than reveal the identity of your employer.
3) No mercy towards targets, no matter what the circumstances.
4) An employer who betrays your identity, or double-crosses you in any way, revokes the contract by so doing.
5) Killing must be done in a very precise manner, with utmost efficiency. No "joy" kills.
-. Guard : A successful (also known as "an alive") one rarely makes the same mistake twice.
-. A sound move : Either you shouldn't be so greedy, or you need to ask 'em be quieter.
All excerpt from quest for glory III.
-Your only interest is the target, You may not steal from anyone, You are an assassin not some common thief
-If you are caught you are on your own. Betraying the guild will earn you a certain and painful death.
-Work alone. Involving others only increases risks and complications.
-Leave no evidence.
-The client is your boss, do not disrespect him. Unless he breaks the contract, in which case the only mercy he deserves is that you show him.
-Don't poke the myconid. Seriously don't.
2 be to good make sure their evil when killed and not murdered good yet innocent
3 be to shape as in don't over do what's necessary
4 be to skill so don't take missions over your ability
5 be to sight as in see and believe it's what the writ says is allowed and dutifull
6 be to glory so you can find god's feet to the reality this person wasn't necessary on earth anymore
7 be to holler as in if you can't talk about it or shout out one day it is not defendable enough
8 be to scale as in weigh your conscience before your settled the writ is passable
9 be to silence so meditate en route to operation
10 never succumb in operation die in honour if necessary
11 never kill/murder innocence even if you have to escort them out before writ commitments
12 never sell out the business by telling court it's unbecoming. Honour the courts less above them in reasonable nature only to this.
13 Bless the way to god and all those trying to do so including writ's that don't need to see through on code exemption like this one
14 Hallow thy way. Know thy talent. Sun is for bounty hunting living. Night is assassination as best can do though courts may have final say
15 Hallow the path ali has for you.
16 Hallow the thing that worked that was your luck and you won't know till the operation is over.
17 Hallow thy cause for it's to cleanse the earth so armies don't need to fight over few people only many
18 Swallow your pride when you see how proud of yourself you are but only then and survive until
19 Reckon your true path to god is riddle with potential writ's to save the innocents even marked bad to the wicked prone evils of societies
20 reconsider anything that come's unclear or wondering till set to obviousivity
21 ReDiscover your alms or put as calling to clairvoyant oman so after every long mission recant your objectives
22 ReInstill Trust to god and pride to way or nature as pride let's one proud and trust one true
23 ReTrial a writ that doesn't see through one's mind and hearts eyes or hand then you will see universally that to slay is to Kay or be end yet good to what is before a society.
24 Remend all documents that need to distinguish where the writ is of true valiance and verdiction
25 Remaster all your skills as you should NOT recieve writ till Mastered of combat and "put"
26 Rejoice for all days alive beat one day dead till recieved to allah and heaven upon earth again may chance but sees weather(difficulties/differences) as you should uniquely distinct all things.