"In a few short months my life changed forever. I know my easiest days are behind me, but I don't want them back – not now. My name is Desmond Miles, and I am an Assassin. I am an Assassin."
―Desmond reflecting on his past, in the Black Room.General Description:
Age: 25 - Height: 6' - Weight: 195 lbs - Brown hair - Brown eyes
Typically looks like that of any other modern 21st century person, he wears a hooded jacket with and undershirt loose fit pants and has a backpack that he holds things withPersonality:
Desmond was a gruff and cynical individual, who held a serious outlook on life. This was mainly due to him learning of the Templars and Assassins in his youth, and even of their connection to Abstergo, as he was educated to their power and reach during his childhood at the Farm. However, he grew to disbelieve this, eventually dismissing what he was taught as paranoid delusions – and his parents as "conspiracy freaks" – until he was kidnapped and brought to Abstergo.
Despite this, he was not above jesting about his situation, and would occasionally crack jokes, although they rarely elicited a good reaction from anyone. After his emancipation from Abstergo, Desmond's demeanor became considerably more relaxed, and he spent a notable amount of time conversing with Lucy. However, he began to question his sanity after experiencing the Bleeding Effect.
After Lucy's death and the discovery of his confinement in the Black Room, Desmond was overcome with grief and remorse. While trapped in the Black Room, he reflected on his life, his family, and his choice to not be an Assassin. However, Desmond eventually found closure while recalling his past and learning from Ezio and Altaïr's final genetic memories; he came to realize that his easier times were over, and that he had to face the fact that he was an Assassin and not to shy away from it.
Desmond could also be selfless and brave, an example being his decision to save his father from Abstergo, even if he thought of him as an "asshole", as he put it. He also had little issue with taking lives when necessary, evidenced in his conflicts with Abstergo's guards and when he used the Apple to kill Vidic.Game of Origin:
The Assassin creed franchise, made his first appearance in the first Assassin's Creed
game in November 2007.Bio prior to death:
Desmond was born in an Assassin hideout near to the Black Hills, west of Rapid City, in the United States. Known as "the Farm", the hideout was an off-the-grid compound with a population of around thirty people, all leading a nomadic lifestyle. Desmond trained along with the other children of the Farm under the supervision of William Miles, his father, which proved to be extremely intense, often scaring him. He was also instructed to always be wary of their enemies, though as he grew older, Desmond became bored by the war stories of the Assassins and Templars, and underestimated Abstergo's influence over the world as a result. Finally concluding his parents to be little more than conspiracy freaks, he decided to leave the compound. On his sixteenth birthday, Desmond ran away from the Farm. His training proved to be useful, as he was able to outrun and avoid the Assassins who had pursued after him. Following this, Desmond traveled through "the badlands" and hitch-hiked for some time, until he eventually came across a person who advised him to go to New York City, prompting him to leave for the metropolis and blend into the crowds. Desmond eventually gained employment as a bartender at Bad Weather, most likely due to his looks. While he worked there, his specialty drink was the "Shirley Templar", a Shirley Temple cocktail with gin. Wanting to avoid the Assassins, Desmond never used his real name, and made sure to only use cash to purchase items. Over time, he tried to start a new life, but would sometimes begin to miss his family and old friends. Unfortunately for him, Desmond was eventually found by Abstergo, after being traced through a fingerprint which was needed for his motorcycle license. Subsequently, he was kidnapped by the Templars, who brought him to an Abstergo laboratory in Italy. The company then went about erasing all evidence of his abduction.
Since his abduction, Desmond has gone through the gauntlet of conspiracy and intrigue surrounding the continuous fight between the Templars and Assassins. Utilizing his past lives through a machine called the Animus, Desmond has come to understand his role in saving the earth from a natural disaster that his ancestors had warned him about through clues in mythology, art, architecture, literature, etc. He, after some complex adventure and inner enlightenment, learned what it would take to save all that he would love. Even if his every action was manipulated by the ancients.Manner of Death:
Oddly it was by Desmond's own choice that brought his demise, as he sacrificed himself for the world by syncing his DNA into the machine that would prevent it. Though the manipulator of Desmond's choice was Juno, an ancient being that wanted the world under her guidance.Weapons and other gear:
All Desmond had on hand at his demise would be the clothes on his back and backpack that held some of his worldly possessions, like a comm link and cellphone.Special Powers/Abilities: Ancestor Retention:
Due to the machine known as the Animus, Desmond would be able to remember how to utilize his ancestor's various skills. He developed this in order to combat the side-effect of delving into his memories, which was mental degradation had suffered from being placed in the Animus for an extended period of time. This allows Desmond to utilize his different Ancestor's movements, attacks, and knowledge; because he really did learn them through his individual lives. However, since he died, he was only able to learn the skills of Altaïr Ibn-La'Ahad, Ezio Auditore da Firenze, Ratonhnhaké:ton (Connor).
Each of the different assassins in the following list have a general abilities list that they all share:Eagle Vision:
Those who possess the gift are able to instinctively sense how people and objects relate to them, which manifests as a colored glow, much like an aura. Red indicates enemies or spilled blood, blue indicates allies, white indicates sources of information or hiding spots, and gold indicates targets or objects of interest. However, as Desmond Miles was – at least initially – unaware of Lucy Stillman's true affiliation with the Templar Order, it suggests the sixth sense is not entirely infallible. When an individual masters Eagle Vision, the ability can evolve to the more advanced Eagle Sense. This stage heightens all the senses of its user, allowing them to detect the heartbeat of a target in the area, or even foresee a target's path. Some individuals also developed exotic variations of the gift, with one application allowing its wielder to peer into the memories of their target upon killing them. Martial abilities:
Each of the different assassins have had extensive training with each of their eras vast weapons, martial arts, and strategy. All of these things in turn give what it means to strike as an assassin. The basic of these abilities follow under step, dodge, counter, disarm, and strike. They all can be utilized through any weapon that the assassins have already, or in the case of disarm they must have nothing in their hand at all in order to utilize the technique. Hand to hand combat is also dependent on the assassin's various era, but they are all centralized around the order. Meaning that even though each assassin has a different version to their style, they all revolve around the same principle of dealing death to their foes. All Assassin have a deep understanding of the Hidden Blade
and it's iconic use, though each of the different assassins have a different construction, it has never strayed from it's intended purpose.Firearms:
Oddly enough, all the assassin's had the ability to use firearms. Even the first assassin Altaïr had found a method to it's construction in his old age, and even Desmond has his own proficiency with them. Though it's unclear as to whether Desmond learned this already from his prior training or from his ancestral memories.Free Running:
is a form of acrobatics, in which participants navigate through a landscape by performing fluid movements over and across urban or natural structures. Though for the different assassins, they would take this ability to superhuman levels of skill through
In general, vertical movements involved climbing or scaling structures that provided adequate handholds, or a texture rough enough to grip. Inversely, they also allowed one to safely drop down from a height.
Wallpass was the act of climbing a tall wall by kicking its surface once to propel upwards.
Climb-up was the movement of pulling oneself up onto an obstacle from a hanging position.
Drop was the act of jumping downwards, after releasing one's grip from a hanging position or bar.
Long jump was a leap from a high height, and was usually followed by a break fall.
Climb leap was a vertical jump while holding onto a vertical surface, which allowed one to grab potentially out-of-reach handholds.
Beam jump was performed from horseback, and allowed one to use the horse's momentum to leap from the saddle, grab a beam, and swing around to either land on it, or on an adjacent one.
Leap of Faith was performed only by trained Assassins and Abstergo recruits, which involved leaping from a significant height onto a cushioned material.
Horizontal movements generally involved moving over large distances such as swimming, sprinting, running or walking, or methods that allowed one to clear obstacles, such as gaps or breaks.
Swing was a movement in which one swung onto a bar and let go, enabling one to grab another object or drop to the ground.
Pass involved quickly and smoothly passing over medium sized obstacles.
Break fall was a forward roll where the hands, arms, and diagonal of the back made contact with the ground.
Arm jump was to land on the side of an obstacle in a hanging position, hands gripping the top edge and holding the body in place.
Back eject was to jump backwards from a hanging position onto an opposite structure.
Gap jump was performed similarly to a long jump, except over an open expanse between two relatively level areas.
Precision jump was a moving jump from one object to a specific spot on another object, usually with a small surface.
Dive was only used with merchant stalls, where one jumped hands-first through an open stall and used a roll to get back up quickly.
Spring jump could only be done using a springboard, such as those in the Oltrarno District of Florence. It allowed one to jump forward twice as far, through the external force of the device.
Corner swing was when one would sharply turn a corner, by jumping forward and grabbing onto a lantern (or any other fixture) mounted on a building's corner, then using one's momentum to swing on it.
Vault was to use one's own momentum to pass over or slide under obstacles.
(1165 – 1257) was a Syrian-born member of the Levantine Brotherhood of Assassins and served as their Mentor from 1191 until his death in 1257. During his tenure as Mentor, Altaïr made several discoveries and inventions that greatly helped the Order's progression. His leadership saw to the spread of the Assassins' influence in the Old World.
Raised to be an Assassin from birth, Altaïr became a Master Assassin at age 25, the youngest ever to obtain the rank. He failed to recover an Apple of Eden from Robert de Sable in July 1191 and subsequently allowed the Templars to attack the town of Masyaf, headquarters of the Assassins. For this, he was demoted to the rank of novice and sent on a quest for redemption.
Tasked with the deaths of nine individuals who, unbeknownst to him, made up the ranks of the Templar Order in the Holy Land, Altaïr began a quest to change his ways and liberate the Kingdom from their corruption. During his quest however, Altaïr learned of a plot far more sinister than he originally believed. In completing his mission, he also cleansed the Order of its treacherous leader Al Mualim. Altaïr thereafter became Mentor, taking the Assassins in a new, more secretive direction.
With the Apple in hand, Altaïr changed the way members of his Order lived their lives, writing the details in his fabled Codex for later generations of the Order to read. Altaïr's vision of the Assassin Order was for them to be spread across the world, living among the people, and he began establishing many Assassins Guilds during his tenure as Mentor. Throughout his travels, Altaïr strengthened his Order, stopping various Templar plots over the years as well as halting the inexorable march of Genghis Khan. Altaïr is an ancestor to Desmond Miles, through the maternal line.
The original and first assassin that Desmond revealed in his ancestry, Altaïr would begin taking the path of what the first Civilization had left in their disappearance. Ultimately exposing the templar order for what it was and truly beginning the war between the two factions. His abilities serve the foundation for all the assassins, as it was his order that founded them.
Stay your blade from the flesh of an innocent:The goal of the Assassins was to ensure peace in all things. The Assassins believed that political assassinations and the death of the corrupt would bring peace and a true sense of security to the common people. Slaying innocents and civilian bystanders who did not need to die could spread strife and discord, in addition to ruining the name of the Assassin Order itself.
Hide in plain sight:Be unseen. The Assassins' aim was to get close to their target stealthily, and escape just as quickly. In more ancient times, Assassins aimed to perform ostentatious, awe-inspiring assassinations, usually in public. The greatest illusion from such an assassination was that the Assassin seemingly materialized from nowhere, killed a corrupt public figure, and vanished into the depths of the crowd or environment. If an Assassin was spotted stalking their target, the supernatural effect would be diluted, and it became more difficult for the Assassin to reach his target.
Never compromise the Brotherhood: The actions of one must never bring harm to all. If an Assassin failed in his or her duty, and was captured or chased, he or she must never commit any action or say anything that could be tied back to the Brotherhood, or bring harm to any member of it.
of the actual Assassin's creed is the original thought process behind the assassins, though from Altaïr's standpoint he has demonstrated a particular philosophy that for most (including himself) other assassins could not comprehend.
"Nothing is true; everything is permitted"
In detail, he explained that "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. 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."
This is all to explain what Desmond truly learns from this particular assassin: Discipline, faith, and wisdom. Pure and simple. Desmond has learned these ultimate traits from his ancestor through his failures and triumphs. Giving Desmond an sage-like view of the world.
(1459 – 1524) was a Florentine nobleman during the Renaissance, and, unbeknownst to most historians and philosophers, the Mentor of the Italian Brotherhood of Assassins, a title which he held from 1503 to 1513. He is also an ancestor to William and Desmond Miles, as well as Clay Kaczmarek.
A member of the House of Auditore, Ezio remained unaware of his Assassin heritage until the age of 17, when he witnessed the hanging of his father and two brothers, Federico and Petruccio. Forced to flee his birthplace with his remaining family members - his mother and sister - Ezio took refuge in the Tuscan town of Monteriggioni, at the Villa Auditore.
After learning of his heritage from his uncle, Mario Auditore, Ezio began his Assassin training and set about on his quest for vengeance against the Templar Order, and their Grand Master, Rodrigo Borgia, who had ordered the execution of his kin.
During his travels, Ezio managed to not only unite the pages of the Codex, written by Altaïr Ibn-La'Ahad, Mentor of the Levantine Assassins, but also to save the cities of Florence, Venice, and Rome from Templar rule.
He ensured the future travels of Christoffa Corombo to the "New World", liberated Rome from Borgia rule, and prevented the rise to power of Ercole Massimo's Cult of Hermes, helping spread the Renaissance and Assassin ideals of independence and free will throughout Italy.
In the years that followed, Ezio began a quest to rediscover the lost history of the Order. Traveling to the aged fortress of Masyaf in order to learn more of the Assassins before him, he discovered it overrun with Templars and made his way to the city of Constantinople to uncover the location of the Masyaf keys which, as he discovered, would unlock the fortress's fabled hidden library when brought together.
A decade later, Ezio had retired and resided in a Tuscan villa with his wife, Sofia Sartor, and his two children; Flavia and Marcello. Some time after helping teach the Chinese Assassin Shao Jun the ways of the Order, Ezio died of a heart attack at the age of 65, during a visit to Florence with his wife and daughter.
What Ezio brings to the table of knowledge is the ability to work with medicines and poisons, utilizing a duo-hidden blade style of fighting, a working knowledge of grenades and various mixtures, a proficiency with armor, and a degree of Italian charm. He is far more quick thinking than Altair and can utilize contraptions that he has never used, this is due to his friendship with Leonardo Da Vinci. Some of which are parachutes, flying gliders, and even the precursor to tank warfare.
(1756 – unknown), often known by the adopted name of Connor, was a Kanien'kehá:ka Assassin during the period of the American Revolutionary War, and is an ancestor of Desmond Miles, through the paternal line.
Ratonhnhaké:ton was born to the Templar Haytham Kenway and Kaniehtí:io, a Kanien'kehá:ka woman from the village of Kanatahséton. In 1760, while he was still a young child, he was assaulted by Charles Lee and other members of the Templar Order seeking the spirit sanctuary his people guarded, and then watched as his village burned down and his mother died.
Growing up concerned by the outside world's impact on his people, Ratonhnhaké:ton joined the Assassin Order to prevent the Templars from returning. Finding the Templars had all but destroyed the Colonial Assassins, Ratonhnhaké:ton convinced Achilles Davenport to train him. Using Connor as an adopted pseudonym, he revitalized the Order by recruiting craftsmen to renovate the Davenport Homestead and the Assassin ship, the Aquila. Robert Faulkner subsequently trained him to captain the ship, while Ratonhnhaké:ton inducted six more Assassins into the Order.
In hunting the Templars, Ratonhnhaké:ton aided the Patriot movement and protected George Washington – unwittingly becoming an important figure in the American Revolution. However, he was conflicted by wanting to reconcile with his father, despite Achilles' warnings as to the futility of uniting the Assassin and Templar philosophies, which ultimately had tragic consequences when it became clear Haytham refused to stop protecting Lee.
Upon learning that it was Washington, not Lee, who had burned his village, Ratonhnhaké:ton became disillusioned with the Revolutionaries, but continued using them to aid in the eradication of the Templars. He reluctantly accepted Washington's request for help investigating Benedict Arnold and then in disposing of an Apple of Eden he had recovered. The latter incident saw Ratonhnhaké:ton trapped in an alternate reality constructed by the Apple, one wherein Washington ruled as king through tyranny. Eventually, Ratonhnhaké:ton escaped this reality and disposed of the Apple.
Far more the deadlier physical fighter of the big three, Conner has developed a more spiritual aspect of Eagle vision through his Indian heritage. This gives him a more natural aspect when in woodland areas, allowing him to hunt animals as well as people. In turn, Desmond learns how to hunt and preserve natural game, and through Connor's woodland aspect of free running, gives Desmond a more natural take on the ability. Able to traverse trees, hills, mountains, rivers, etc. Also through Conner, Desmond knows how to sail and captain a ship. Through this ancestor, Desmond's fighting prowess intensifies into a more brutal efficient style of fighting. Making him quicker, fiercer, and more than likely to go for the kill. Also Desmond learns more of the woodland's colonial era technology. Able to utilize any of the different weapons and hunting implements that Connor was associated with, such as muskets and tomahawks.Purgatory Limitations:
The ambient energies of Purgatory will initially have a clouding effect on Desmond's mind, blocking many of his memories and skills. Currently, the only of the three ancestors he seems capable of remembering is Ezio, and even then it's only bits and pieces of important events in his life. However, Desmond has access to the knowledge concerning medicines and poisons. Furthermore, other restrictions apply as follows:
-Eagle Vision is limited to only being capable of determining whether individuals in his vicinity are neutral, enemies, or allies.
-Of the martial skills, Counter and Disarm are not available as of yet.
-With firearms, Desmond currently has only his own personal proficiency with them at the beginning.
-Vertical Freerunning is not accessible at this time. However, the entirety of Horizontal Freerunning is available.Skills:
More detailed above, Desmond has learned various combative techniques, healing techniques, survival techniques, and stealth techniques. As well as Free-running.Strengths:
Desmond's original strengths were that he was always calm, even under pressure from Abstergo when he was initially abducted. His personality is very fluid, meaning that he is open to different race, religons, etc. More-so due to his experiences within the Animus. His assassin's give him additional strengthening characteristics through their own experience that Desmond has learned. Additional info see above.Weaknesses:
The main weakness that Desmond has is ironically the reason why he has utilized his ancestral retention to begin with. As he learns more of his ancestor's various dynamics he falls prey to the bleeding effect
. Which this effect scrambles his memories in a collective rat's nest, which usually brings him to a coma. Due to his experience with the effect before, he has the ability to repair himself during this time, making him vulnerable in long periods when it truly strikes. Other wise he starts to experience the tell-tale signs of hallucinations brought on by his past ancestors in real-world moments. This more than not, distracts him and leaves him vulnerable to attack. As long as he trains his body to sync with the effect, Desmond can mitigate this mental degradation. Risk Taker:
As Desmond has utilized his different strengths and skills of his past ancestors it has given him great results, however, he has also gained a sort of arrogance to approaching challenges thanks to this. He will take more chances in dangerous situations that may potentially mean his downfall, depending on the event.