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.