I am thinking of having the additionl background skill ranks be GM ranks and by that I mean the PC gives me his background and together we place the ranks where we think they should go. I forsee some dickering but that is normal for PC gen. I also may be a little unusual as I help each player create their character to get the most out of the rules I use in my game.
I agree with this, but have taken matters into my own hands, changing the entire concept of race and culture from RMSS - but that's straying from this topic... Essentially I have taken the slightly more generalistic approach and merely added skills that I find "basic" to all characters to the set of Adolescence skills. These are skills like Jumping, Crafts and basic Influence skills. After all, it's for my own setting, so when I reason that all people there learn certain skills during adolescence, that's how it is!
If you're interested in my work, look here:
Taras.
A first level character is not very skilled.
An assassin - like in Assassin's Creed - is well beyond first level, definitely into double digit levels.
Exactly this is modelled very well in the Warhammer FRP concept of Career Paths, I think. In Warhammer the Assassin is an "advanced career", requiring the completion of either one specific "basic career" or another advanced career. Completing a basic career takes about six "major objectives" worth of experience, and an advanced career about three times as much, so here, the assassin character will be quite skilled already at the start of his training.
I don't see why something similar could not be done in RMSS by having certain Training Packages (TPs) require other TPs. I'm working with this concept for religiously-related TPs for my setting, kind of building a career path tree for advancing through the "ranks". I am even thinking of reducing the prices of certain Lifestyle TPs if a character already has a set of relevant Vocational TPs.
Adopting this concept to a religious order or cult (as the real-world Assassins were/are commonly seen as - though I miss that part entirely from the WFRP assassin
), The Assassin TP should be a Lifestyle TP, requiring certain other TPs, e.g., Burglar, Scout and some religious TP. Also, leaving the Assassin Lifestyle TP should be quite dangerous to a character, as that would be the same as leaving the order/cult.
Of course, none of this helps create a level 1 Assassin character...
//K