Editing ELS Task

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
'''Taskmaster (Tony Masters)'''
+
Taskmaster (Tony Masters)
 
 
[[File:Taskmaster-white.jpg]]
 
  
 
Solo d8 / Buddy d6 / Team d10
 
Solo d8 / Buddy d6 / Team d10
  
*Super-Criminal Past
+
Super-Criminal Past
*Skilled Instructor
+
Skilled Instructor
*A better man than he thinks
+
A better man than he thinks
  
'''Who did I borrow this from?'''
+
Who did I borrow this from?
*Superhuman Durability d10
+
Superhuman Durability d10
*Weapon d8
+
Weapon d8
*Shapeshifting d8
+
Shapeshifting d8
 
SFX: Area Attack. Against multiple opponents, for every additional target add a d6 and keep an additional effect die.
 
SFX: Area Attack. Against multiple opponents, for every additional target add a d6 and keep an additional effect die.
 
 
SFX: Ricochet. Against a single target, step up or double a Weapon die. Remove the highest rolling die and use three dice for your total.
 
SFX: Ricochet. Against a single target, step up or double a Weapon die. Remove the highest rolling die and use three dice for your total.
 
 
SFX: Shoot to Kill. Add a d6 to your attack action pool and step back the highest die in the pool. Step up physical stress inflicted.
 
SFX: Shoot to Kill. Add a d6 to your attack action pool and step back the highest die in the pool. Step up physical stress inflicted.
 +
Limit: Gear. Shutdown Superhuman Durability (Shield) to gain 1 PP. Take an action vs. the doom pool to recover. Shutdown Weapon for an additional plot point if Taskmaster is ever completely disarmed (unlikely).
  
Limit: Gear. Shutdown Superhuman Durability (Shield) or Shapeshifting (holographic wrist device) to gain 1 PP. Take an action vs. the doom pool to recover. Shutdown Weapon for an additional plot point if Taskmaster is ever completely disarmed (unlikely).
+
Photographic Reflexes
 
+
Superhuman Reflexes d10
'''Photographic Reflexes'''
+
Mimic d10
* Superhuman Reflexes d10
 
* Mimic d10
 
 
 
 
SFX: Copycat. On a successful reaction against an opponent using a Combat or Acrobatics Specialty, convert your opponent’s effect die into a Photographic Reflexes stunt or step up a Photographic Reflexes power by +1 for your next action. Spend 1 PP to use this stunt if your opponent’s action succeeds.
 
SFX: Copycat. On a successful reaction against an opponent using a Combat or Acrobatics Specialty, convert your opponent’s effect die into a Photographic Reflexes stunt or step up a Photographic Reflexes power by +1 for your next action. Spend 1 PP to use this stunt if your opponent’s action succeeds.
 
 
SFX: Perfect Counter. On a successful reaction against a close combat attack action, inflict the effect die as physical stress or create it as an asset without spending a plot point.
 
SFX: Perfect Counter. On a successful reaction against a close combat attack action, inflict the effect die as physical stress or create it as an asset without spending a plot point.
 
 
SFX: Someone else's tricks. Add a d6 to your dice pool and step up effect die +1 when inflicting a complication on a target.
 
SFX: Someone else's tricks. Add a d6 to your dice pool and step up effect die +1 when inflicting a complication on a target.
 
 
Limit: Natural Mimic. Mimic can only copy trained or skill-based powers or Specialties.
 
Limit: Natural Mimic. Mimic can only copy trained or skill-based powers or Specialties.
 
 
Limit: Exhaustion. Shutdown any Photographic Reflexes power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
 
Limit: Exhaustion. Shutdown any Photographic Reflexes power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
  
'''Specialties'''
+
Specialties
* Acrobatic Master
+
Acrobatic Master
* Combat Master
+
Combat Master
* Covert Master
+
Covert Master
* Menace Expert
+
Menace Expert
* Psych Expert
+
Psych Expert
* Vehicle Expert
+
Vehicle Expert
 
 
'''Former Mercenary'''
 
  
 +
Former Mercenary
 
1 XP when you discuss the super-criminal armies you've worked for in the past.
 
1 XP when you discuss the super-criminal armies you've worked for in the past.
 
 
3 XP when you face off against former criminal allies and deal them stress.
 
3 XP when you face off against former criminal allies and deal them stress.
 
 
10 XP when you take responsibility for an act of villainy you were involved in and make amends or abandon your mission to spare an old partner in crime.
 
10 XP when you take responsibility for an act of villainy you were involved in and make amends or abandon your mission to spare an old partner in crime.
  
'''Instructor'''
+
Instructor
 
 
 
1XP: when you tell the audience exactly what you are doing and why.
 
1XP: when you tell the audience exactly what you are doing and why.
 
 
3XP: when you either name someone as your student, give your student an asset, or rescue them.
 
3XP: when you either name someone as your student, give your student an asset, or rescue them.
 
+
10XP: when you... (I'm not sure about the choice I'm leading up to here)
10XP: when either you repudiate your student, your student repudiates you, or a student or former student of yours dies.
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)