by Honie Jar
First Degree
Blind Allegiance to Mentor. What was once taught is not true. What was once taught is old. It was the initiate’s old way of life. It was poisoned with bias, prejudice, and malice. What was once taught must be forgotten. As the initiate passes through the First Degree, their old educational constructs are left behind as they seal a vow of blind allegiance to the mentor who chose them.
The education the initiate had received was to make him subservient to the throne. They are essentially transcending and abandoning their normal cultural programming for that of the Clan of Bahram under the guidance of their mentor.
Second Degree
The High Priest is the Entrusted Guardian of Druheqir. The true descendant of Dalios would one day reveal himself. Unless it was ordained by the High Priest, religious texts were seen as mere symbols and rituals.
Third Degree
The Sacred Number Seven. There are seven clans that make up the Ascendancy of Unity who have banned together to ensure the return of the High Priest, the entrusted guardian of Druheqir and Dalios’ messenger. There are seven capital cities and seven Attributes of Discipline.
Fourth Degree
The Reverent Scrolls are not Dalios’ Final Word. The Reverent Scrolls are not Dalios’ final revelation to man. Instead, the assassin must continually search for Dalios’ words and messages in meanings and signs in life.
Fifth Degree
Science in Numbers. The assassin is taught to speak and decipher codes by using numbers in normal speech. The numbers seven and twelve are often used to mean certain things.
Sixth Degree
Devotion to Druheqir. Here, the assassin is taught the allegorical meanings of the rites and obligations of Druheqir, such as prayer, alms, pilgrimage, fasting, and such to enlighten their being and to cement their position in the Ascendancy of Unity.
Seventh Degree
Divine Unity. Their position in the Clan of Bahram has been earmarked for them and they must prove their loyalty to the larger order, The Ascendancy of Unity, not only to their own clan. This is a pivotal degree was the Great Secret of Druheqir is revealed ruing the proof of loyalty to the Ascendancy of Unity.
Eighth Degree
Future Rewards and Punishments. All of the previous degrees are developed and applied in the eighth degree. The initiate must construct or impose a political, social, or religious coup set forth by their mentor. In addition to constructing a coup chosen by their mentor, they must die because the assassins, like shadows, die twice. They will fake their death so society would no longer need their existence. They are reincarnated as a fully initiated assassin.
Ninth Degree
Initiation. The initiate has become a philosopher, a devotee, and and activist to Druheqir, a protector of the High Priest, and a sworn brother to the Ascendancy of Unity. During the initiation, the assassin is branded with the symbol the means all these things.
2 Clan Rank: Levels
Appendix I
1. Recruit
2. Initiate
3. Apprentice
4. Enforcer
5. Mercenary
6. Specialist
7. Officer
8. Councillor
9. High Justicar
Other Roles
Rafiq
Lasiq
Fida’i
High Priest
A character has a rank assigned to them after creation based on their ability scores. This rank signifies the character’s influence, power, and prestige within the clan. Most characters begin at Enforcer, the middle rank, but sometimes a lower rank is chosen for them.
The Enforcer rank would allow the assassin to have cultivated respect in their clans and would have proven themselves to their peers, subordinates, and supervisors.
Those of higher ranks are able to command those of lower ranks. assassins in the hierarchy are obligated to obey an order from those above them.
Level 1: Recruit
Grasshopper, the academy student who is not considered a assassin yet. May have been recruited by a clan and are learning the basic skills and martial arts to become a assassin.
Ninpo: 0
Skills: 2
Secrets: -
Honor Beads: -
Level 2: Initiate
The lowest level of the assassin. Are responsible for the low-level missions that take a day or less to complete. Typically performing low-risk jobs. Could be pulled to do higher-level missions toward the end of this phase.
Ninpo: 2
Skills: 4
Secrets: -
Honor Beads: -
Level 3: Apprentice
Sent on C-rank missions, and are on the verge of becoming a real assassin. Have some leadership over Initiate. They have developed teamwork skills.
Ninpo: 3
Skills: 5
Secrets: -
Honor Beads: -
Level 4: Enforcer
These have qualified to guide and have power over other assassins. Have tactical prowess, and are honing their leadership skills.
Ninpo: 3
Skills: 6
Secrets: -
Honor Beads: -
Level 5: Mercenary
The level below becoming the equivalent of a military captain. A Mercenary is able to command Enforcer. Some of these are teachers and trainers and demonstrate leadership skills.
Ninpo: 4
Skills: 6
Secrets: 1
Honor Beads: 10
Level 6: Specialist
Highly-Experienced assassins with great military skill. Often a captain in the clan, they are deployed on the A-rank missions. It could be sent on the S-rank missions, which are considered to be the most difficult.
Ninpo: 6
Skills: 7
Secrets: 1
Honor Beads: 20
Level 7: Officer
This assassin is specialized in a single area or skill, yet still competent in the all-around skills that they have developed over the years, yet specifically focus on one skill that they have mastered.
Ninpo: 8
Skills: 8
Secrets: 2
Honor Beads: 50
Level 8: High Justicar
Those who achieve the rank of High Justicar are the leaders of their clans. There are seven clans, and these would be the most powerful assassins in all the land. Once the title is granted, it is held permanently until it is passed on to a more youthful assassin.
Typically a High Justicar would have family members who were passed High Justicars.
Ninpo: 10
Skills: 10
Secrets: 4
Honor Beads: 100
3 Attributes and Abilities
Appendix II
Attributes
Art of Contraption
The Art of Contraption represents the ability to effectively use various tools and devices. Members of The Shield are particularly skillful at using the Art of Contraption.
Art of Conspiracy
The Art of Conspiracy Is the ability to make things happen in accordance with one’s plan. The practitioners who have honed their Art of Conspiracy are keen on diplomacy, negotiations, and persuasion. They have a knack for influencing others. Members of the Sacred Band of Çiriş are exceptionally skilled at the Art of Conspiracy.
Art of Combat
The Art of Combat is the abilities and techniques used to hone one’s control of their body. This ability allows the practitioner to move extensively quickly and extremely capable on the battlefield. Members of the Nafasam Clan are skilled in this category.
Art of Covertness
The Art of Covertness represents the practitioner’s ability to hide one’s presence and at the same time confusing and misdirecting others. Those who specialize in this ability have heightened senses and are adept at self-preservation. The Qurinas are exceptionally skilled at the Art of Covertness.
Art of Craftiness
The Art of Craftiness Attribute represents the abili
ty to improve one’s chances of winning a mission or battle by having a strong analytical mind and excellence in command on the battlefield. Members of the Clan of Bahram are particularly well skilled in the Art of Craftiness.
Art of Conjuration
The Art of Conjuration includes the knowledge of magic, mysticism, manipulation of otherworldly forces relating to sorcery. Practitioners of the Art of Conjuration leverage the powers of the cosmos to utilize legendary and ancient rune powers, lean on esoteric religious powers and practice Blood Magic. This includes Reanimation, which is Dark Magic. There is a Light side to the Art of Conjuration, but that is rarely practiced among the assassins, as they lean toward the Dark overall. The Brigade of Torment are the keepers of the Art of Conjuration.
Art of Control
The Art of Control represents the attribute that governs free will, sanity, and the ability to evade mind control. Practitioners of this art demonstrate exceptional self control and are able to not fall under their cultural conditioning and biased educations. The Assembly of the Undead are particularly skillful at the Art of Control.
The aforementioned attributes are calculated from the abilities listed below. The average of the ability score yields the attribute score of the assassin.
Attributes and Abilities
Art of Contraption: Accuracy + Intelligence
Art of Conspiracy: Accuracy + Evasion
Art of Combat: Strength + Agility
Art of Covertness: Evasion + Defense
Art of Craftiness: Stamina + Attack
Art of Conjuration: Intelligence + Evasion
Art of Control: Stamina + Strength
Abilities
Accuracy- The success rate of a practitioner hitting their target during a battle or encounter.
Intelligence- A measure of a character’s problem-solving ability. Intelligence affects a character’s ability to understand foreign languages. This ability also affects a character’s skill in magic. Also affects a character’s common sense and spirituality.
Strength- The measure of how physically strong a character is. Indicates the maximum weight an assassin can carry. This statistic is used to calculate the damage that an opponent will endure during a battle.
Agility- A character’s ability to duck, weave, tumble, bend, flex, and hop. A higher agility represents a practitioner’s ability to have better reflexes and typically all around better movement skills.
Evasion- The success rate of a practitioner dodging or evading a strike during a battle or encounter. Can be used during poison attacks as well.
Defense- Statistic not including the armor class that is provided to the assassin. The defense is the character’s ability to endure a direct hit. This is a factor when taking damage as it is calculated in the formula.
Stamina- Strength of physical constitution; power to endure disease and fatigue, muscular durability, how far one can run. Also includes endurance.
Attack- The attack power of a practitioner. For magic users, this includes magic attack. For combat users this is physical attack.
4 Skills
Appendix III
Art of Contraption
Poison
Knowledge of the application of various poisons, toxins, potions. Knowledge of how to use and employ them effectively and able to create them, rendering them undetectable by taste or odor.
Pyromancy
Use of fire-based tools and knowledge of the properties of handling fire and heat. Can set things on fire quickly.
Torture
Knowledge of various forms and tools of torture, how to use and inflict pain to get what they desire.
Advanced Armor
Advancement in creating armor that the other clans do not have. Heightens defense and absorbing damage.
Rope Work
Skills associated with tying knots securely, throwing ropes, and creating nets. Mainly for the use of capturing people or securing them.
Hydromancy
Use of tools that control water, expert diver. Includes knowledge and application of various other liquids.
Hidden Weapons
The ability to conceal weapons in equipment and everyday items, as well as the use of such weapons.
Medicine
Knowledge and application of how to use various substances to heal illness, treat wounds, or heal other ailments.
Demolition
Knowledge and application of destruction of locks, windows, mechanical devices, and the like without the use of explosive devices.
Farming
Advanced knowledge and application in farming techniques. Able to grow highly nutritious vegetables in a quick amount of time.
Engineering
The ability to create and effectively use and repair machines and mechanical devices.
Art of Conspiracy
Charisma
A special power that makes them relatable to others. The best assassins are extroverted and terrific conversationalists, exploiting their inherent charms to draw in and gain the trust of their victims. Slowly chipping away at the guard of their victim by inquiring about their personal lives, where they were headed, and the valuables they carried with them and other relevant intel under the guise of concern and friendship. Eventually, the victim became convinced that his new companion were no more them a fellow traveler who happened to be en route to the same destination, even relying on him for protection from deadly swindlers that roamed the streets.
Seduction
Using charisma, intrigue, and mystery to control or deceive people.
Connections and Contacts
Utilize channels of networks of people, both in the underbelly of the assassin clans and in regular life. Have friends in high places.
Intimidation
The assassins relied non their charisma to win over the villagers, but were not opposed to old-fashioned intimidation tactics, such as threats and extortion, to keep them on their side and in line.
Influence someone with overt threats, hostile actions, or physical violence. Pry information from a prisoner, confront thugs on the street or use a weapon to convince an assassin to choose another mark.
Deception
The ability to hide their true intentions and able to detect when others are lying.
Performance
Abilities with the arts, such as music or dance. They can mesmerize and captivate those watching.
Rumor Mongering
Able to create new information, whether true or false and spread it through various networks of people to achieve a task at hand.
Interrogation
Able to pull together information and evidence on people to get them to confess secrets.
Diversion
Create a commotion so one is able to conceal themselves from enemies, slink past guards, or slip away without being noticed.
Hypnosis
Gain control over someone or a creature by mesmerizing them with an oscillating object. Unlike domination, this does not use the dark arts.
Shaming
Able to use sarcasm and put-downs to increase fear and self-doubt in a target. Usually, the target has an emotional connection to the one who is doing the shaming.
Art of Combat
Sleight of Hand
Extreme and precise hand-eye coordination and manual dexterity. Can perform precise movements and quickly execute assassin secret/magical hand-gestures.
Can plant an object on something or someone, conceal an object on oneself, and can steal or lift an object from another.
Footwork
Walking without making noise, able to keep footing and balance, able to hit long distances.
Descent
Able to descend from a high place down to the ground without injuring oneself. May have to use a form of a parachute to incur air resistance.
Speed
Attack and run extremely fast. Art of moving oneself from place to place very quickly.
Endurance
Able to travel long
distances without needing a break. Can engage in long battles without experience reduction in mana. Can hold their breath for long time, march or labor for hours without rest, go without sleep, survive without food or water.
Aerial Arts
The ability to leap vast distances, glide through the air, and land safely when falling from great heights.
Acrobatics
Stay on one’s feet in a tricky situation. Able to run across ice, stay upright while a rocking ship is being tossed by a tempest. Able to dive, roll, and perform acrobatic stunts and flips.
Hand to Hand
Ability with grappling and unarmed combat. Can fight with one’s bare hands.
Sword Skills
Mastery of all melee weapons containing a blade. Such as sword, saber , or a scimitar, the Persian Shamshīr.
Strength
Lift, care, and throw incredibly heavy objects. It can increase damage when in battle.
Wall Scaling
Able to climb and run up walls with ease. Can jump an unusually long distance or pull off a stunt jump. Can practically run up a wall.