By popular demand – i.e. one request – here is Nasir, a Saracen
and former Assassin who enters Robin's story as an ensorcelled thrall of the black
magician, Baron de Belleme.
Hero: Nasir (Player: Mark Ryan)
SKILL 7
STAMINA 16
LUCK 10
MAGIC 0
Talent: Ambidextrous
Special Skills
Combat
Swords 1, Thrown 2
Movement
Acrobatics 1, Climb 1, Dodge 2
Stealth
Awareness 2, Stealth 3
Knowledge
Arabic 4, English 2, Religion Lore 1, Tracking 1, Secret
Signs 1, World Lore 2
Treasure: 2d6 silver pennies
Provisions: 2
Equipment
1 Scimitar (treat as ‘Short Sword’)
2 Scimitar (treat as ‘Short Sword’)
3 Throwing Daggers x3
4 Throwing Daggers x3
5 Long Bow
6 Quiver w. 20 Arrows
7 Leather Cuirass
8
9
10
Nasir’s starting Talent is an obvious choice – his whole shtick
is two-weapon fighting. As a former Assassin, I have given him points in
Movement and Stealth skills, and given set him up so that his highest ‘effective
SKILL’ in combat is with his throwing daggers, not his sword – it seems to me
that Will Scarlet and Robin ought be the best out-and-out swordsmen in the
Merry Men, though Nasir’s ability to fight with two scimitars makes him very
effective in his own right. In addition, rather than giving a point in Forest
Lore or City Lore, etc. at character creation, I have given Nasir an extra
point of World Lore to represent the fact that he is much better travelled than
the rest of Robin’s band. I’ve also created the Special Skill Tracking, as I thought
that Hunting didn’t really capture Nasir’s skill at finding and following the
trail of humans.
I considered giving Nasir an extra Talent, in exchange for a
point or two at character creation. However, the Talents that I was considering
– such as Combat Reactions – I am reserving as the ‘unique’ characteristic of
other characters. Plus, I didn’t want to engage in ‘power creep’.
I also considered giving Nasir some MAGIC, to represent the uncanny
disciplines and techniques that he may have learned while an Assassin, or even
as a result of his service to de Belleme. Cantrips such as Extinguish and Noise
would, indeed, be useful powers for an Assassin, but I decided that these would
do too much damage to atmosphere of Robin of Sherwood. In a ‘vanilla’ AFF2e
game, an Assassin should absolutely have some low powered magic that will help
him move unseen and get the drop on his targets.