task force trickster

Upload: jonathan-janssen

Post on 14-Apr-2018

232 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/2/2019 Task Force Trickster

    1/30

    TricksterTrickster

  • 8/2/2019 Task Force Trickster

    2/30

    Its all a trick! History, mythol-ogy, reality all of it a prankgone out of control. Theresonly one who knows thisthough-- Coyote (or Loki, Ra-ven, a rose by any othername) and hes not telling.Its all just too fun.

    Sadly, a universe full of tricks,schemes and illusions is a lotto manage, even for someoneas powerful as Coyote. It justcouldnt be handled aloneany longer. At first, just a fewagents were recruited, sent

    here and there to keep uptricks that needed maintain-ing. Soon, there were moreand more, but being takenfrom the human world, theywere often too involved in thetricks themselves. It oftencaused the agents to get toowrapped up in their assign-

    ments. Coyote then decidedthat agents would not longerbe recruited, but created.

    The Biggest Secret

    Now packs of agents swarm alltime and space, adjusting, re-pairing and creating tricks atCoyotes bequest. Coyote hasgiven them a wide range oftricks of their own to help themwith their assignments and oc-

    casionally pops in if sees fit (butbeing Coyote, more trouble isoften brought!).

    So, throw on your jumpsuit,grab your gear and head overto the gate platform! The jokeson you!

  • 8/2/2019 Task Force Trickster

    3/30

    Agents

  • 8/2/2019 Task Force Trickster

    4/30

    Agents are created at CoyoteBase by a semi-mystical, semi-technological process designedby Coyote that creates fully ma-

    tured beings with completelyunique personality traits andabilities. After each mission, theagents are deconstructed,though they are not aware ofit. This saves Coyote from hav-ing to keep tabs on agents be-tween missions. Though newagents are most often createdfor each mission, Coyote can

    recreate previous Agents andbuild on their previous skills.This only happens if an agentteam is particularly successful.

    Since an agents personality isbuilt nearly randomly from thecollective unconscious, theirmemories and traits can come

    from an unlimited number ofreal, historical and fictionalplaces. They may remember go-ing to school at Oxford univer-sity in the 1700s, learning toshoot a rifle during the US civilwar and datajacking a dronespacecraft in the far future. TheAgent creation process stitchesthese experiences together

    cleanly and other agents willhave no qualms with these sup-posed discrepancies. Coyotebase exists outside of time, so itis normal to interact with a vari-ety of times and places.

    The most important part of mak-ing an agent is having a goodconcept. What do you want youragent to do? What are they goodat? Are they a tough mercenary, abrainy tech specialist, or a embit-tered scout? Thinking about thetype of agent that seems fun toplay will make it easier to create

    one.

    Next, decide on what agent typebest fits your concept-coyote,mimic, lantern or vessel. Theyeach come with their own uniqueset of traits and abilities. They aredescribed in detail on the follow-ing pages.

    CharacterCharacter

    CreationCreation

  • 8/2/2019 Task Force Trickster

    5/30

    CoyoteCoyoteThe Coyote agent representsCoyotes animal form sneakyand cunning, sometimes cow-ardly but capable of ferocity.Wild canines are often over-looked in many places, makingthem great infiltrators. Theyare hearty and resilient, able to

    survive in a variety of harsh en-vironments. Though they can-not speak, Agents have notrouble communicating withthem. Coyotes are the onlyagent that can use Howl tricks,allowing the Agent to use itshowls for a variety of useful ef-fects.

    Stat Bonus: Reflexes +1

    Beginning Skills:Sneak d4Fight d4Survival d4Tricks d4

    Special Ability:TeethCoyotes have naturalweapons that deal d6 with eachbite.

    Unique Tricks: Howl Tricks

  • 8/2/2019 Task Force Trickster

    6/30

    LanternThe Lantern represents Coyotes nature of revealing truth. Eventhough Coyote loves laughing and tricks, the jokes often reveal im-portant truths. Lanterns are often thoughtful, considering all aspectsof a situation. They also tend to be wise and experts in a particularfield. Lanterns love to bring justice by revealing truths that no oneelse could see. It is the only agent type that can learn Lantern trickswhich allow them to shed beams of light which provide a range of ef-

    fects..

    Stat Bonus: Intelli-gence +1

    Starting Skills:Academics d4Dodge d4Language d4Tricks d4

    Special Ability:The lantern can al-ways summon asmall globe of hover-ing light, equivalentto a candle, and candismiss it at will.

    Unique Tricks: Lan-tern Tricks

  • 8/2/2019 Task Force Trickster

    7/30

    MimicMimicThe Mimic agent type repre-sents Coyotes ability to changeshape. Coyote loves deceptionand mimic agents are naturals.They are not created with a de-fault look, instead they instinc-tually feel that identity and ap-pearance is fluid. Mimics are anasset to any agent team be-cause teams never know wherethey will be transported to.Mimics can look like the localsand easily fit in. They also arethe only agent type that canuse mimic tricks, which allowthe agent to alter their form innumerous ways.

    Stat Bonus: Charisma +1

    Beginning Skills:Socialize d4Persuade d4Subterfuge d4Tricks d4

    Special Ability:Mimics can change their featuresat will (hair/eye color, skin tone,nose/brow/eye shape)

    Unique Tricks: Mimic Tricks

  • 8/2/2019 Task Force Trickster

    8/30

    The Vessel represents Coyotes physical demi-god form when it is nec-essary to do so. The Vessel agent excels in physical things that hu-mans regularly engage in such as athletics, building and technology.They love a challenge and often appear to be perfect paragons of thehumanoid form. They are the only agent type that can learn Focustricks which allows the agent to perform amazing feats with theirbody.

    Stat Bonus: Strength +1

    Starting Skills:Athletics d4Fight d4Repair d4Tricks d4

    Special Ability: The Vessel has a natural Armor rating of 1. This stackswith any other armor.

    Unique Tricks: FocusTricks

  • 8/2/2019 Task Force Trickster

    9/30

    Agents have four basic stats:Strength,Reflexes

    IntelligenceCharisma

    Each player gets 6 points to divide among each stat. A stat may havea score of 0.

    Next, characters have 8 dice to buy or increase skills. Skills are ratedby die types, d4 being a Novice and d12 being an Expert. Each dieyou spend raises the die type for that skill. Buying the first die in a skillprovides a d4. Details about skills are found later on. Example: Yula

    has Fight at d4 but wants to increase it to d8. This costs 2 dice.

    SkillsStrength Skills Reflexes Skills IntelligenceSkills CharismaSkillsFight Dodge Academics Persuade

    Athletics Legerdemain Repair Socialize

    Melee Shoot Language Subterfuge

    Brawn Sneak Survival Perform

    Tricks

    Tricks is a special skill unrelated to a specific stat. It is covered in moredetail in the Tricks section. All agents begin with a d4 in Tricks.

  • 8/2/2019 Task Force Trickster

    10/30

    HealthCharacters begin with 10 + STR number of health points.

    EquipmentEach agent begins with one piece of standard equipment. See theequipment section.

    TricksEach character begins with 4 levels of Tricks. Tricks are arranged bytype and have a variety of tricks for each level. That means a startingcharacter can have four level 1 tricks, a level 1 trick and a level 3 trick,two level 2 tricks or a single level 4 trick. Details for each trick are de-scribed further on.

    Focus TricksLevel 1: Boost HP, Boost Armor, Boost SpeedLevel 2: Boost Skill, Beginners Luck, ResistFatigueLevel 3: Boost Stat, Sudden Skill, Resist Ele-mentsLevel 4: Withstand Death, Master Trick

    Howl TricksLevel 1: Spook Howl, Message Howl, ShatterHowlLevel 2: Courage Howl, Calling Howl, Moon

    HowlLevel 3: Pain Howl, Healing Howl, ShadowHowlLevel 4: Dream Howl, Ghost Howl

    Lantern TricksLevel 1: Light of Truth, Revealing Light, Illu-minate ScriptLevel 2: Luminance of Life, Souls Glow,Gleam of PurposeLevel 3: Shadow Light, Fates Glitter, MoodLightingLevel 4: Banishing Ray, Body of Light

    Mimic TricksLevel 1: Camouflage, Familiar Face, Face inthe CrowdLevel 2: Cultured, Tongues, AlterationLevel 3: Object Mask, Inanimation, NatureFormLevel 4: Mythic Body, Double

    Travel TricksLevel 1: Jump, Cloud Fall, Know DirectionLevel 2: Locate Object, Misdirection, HuntersEyeLevel 3: Knock, Shorten Distance, Fleet FootLevel 4: Fly, Teleport

    Sense TricksLevel 1: Confuse Sense, Enhance SenseLevel 2: Blindness, Deafness, MuteLevel 3: Out of Sight, Invisibility, ObscureLevel 4: Obscure Person, Veil

    Mind TricksLevel 1: Thought Scan, Sense Others, MindTrickLevel 2: Impulse, Send Thought, StunLevel 3: Emote, Mental Illusion, ProbeThoughtsLevel 4: Link Minds, Control Mind

    Time TricksLevel 1: Time Sense, Punctual, Time ScrambleLevel 2: Precognition, Postcognition, ObjectReadLevel 3: Speed Time, Slow Time

    Level 4: Stop Time, Turn Back Time

  • 8/2/2019 Task Force Trickster

    11/30

    Skills and

    Tricks

  • 8/2/2019 Task Force Trickster

    12/30

    Here are descriptions of the skillgrouped by category.

    Strength SkillsAthletics Athletics covers all man-ner of running, jumping, swimmingand climbing.

    Brawn Brawn covers pure feats ifstrength, such as bending bars, kick-ing open doors and throwing heavyobjects.

    FightFight governs all fighting

    without a weapon. Roll this and addyour strength die when in combat.

    MeleeMelee covers fighting withhand to hand weapons such asswords, axes, and knives. It workslike Fight.

    Reflexes SkillsDodge Dodge is the skill of gettingout of the way. You roll this and addyour reflexes anytime you are at-tacked against a target of 6.

    Legerdemain Legerdemain is theart of deception and subterfuge. Itcovers sleight of hand, pickpocket-ing, lock picking and the like.

    Shoot Shoot works like Fight andMelee, but governs ranged weaponslike bows, guns and spears.

    Sneak Sneak is the ability to hideand move silently.

    Skills

    Using Skills:The game master sets a targetnumber for the skill based on

    the difficulty of the task. Theplayer rolls the appropriate diefor the skill and adds the match-ing attribute score to the roll.Game masters may use theirown table, but here is a basicone:

    Easy Task 3-9Intermediate Task 9-16Expert Task 16-23Heroic Task 23+

    When rolling for a skill, if the diecomes up the maximum numberfor that die type (ex. 6 on a d6),add the number and roll again,adding the second roll to the to-tal. If the die comes up as the

    max number again, keep rollinguntil a different number isrolled. This can create some ex-traordinary successes.

    Ex. Ednu, a Vessel, is trying tofix a cart. He has a d6 in repairand an intelligence of 3. Thegame master has decided thetask has a difficulty of 7 be-cause the damage is not too

    bad. Ednu rolls a 4on his die and addshis intelligence of3 yields him 7. Justenough!

  • 8/2/2019 Task Force Trickster

    13/30

    TricksThough Coyotes powers are almostinfinite, each agent could never beimbued with that much power. It

    would leave none for Coyote andwhat fun would that be? Instead,just a little bit of power has beenportioned out in the form of tricks.These tricks allow agents to manipu-late reality in different ways to helptheir goals.

    Agents are unique and the sametricks may not look exactly the samewhen an agent uses it. Also, Coy-otes tricks are as fluid as Coyote, sothey adapt to their environment. Inmore primitive times tricks may looklike magic, but in the future theymay manifest as advanced technol-ogy! That is to say flying amongstcavemen may make you a shaman,but in a technofuture you may fly

    with a jetpack.

    Using a trick takes one turn. Alltricks are rolled using the Trick skill.Also, each group of Tricks has a statassociated with. You add your scorein that stat to the roll. The gamemaster will assign a difficulty basedon what the agent is trying to ac-complish. The highest again ruleapplies to tricks as well.

    Tricks can be used a fixed number oftimes per day based on their level:Level 1 4/day Level 2 3/dayLevel 3 2/day Level 4 1/day

    Intelligence SkillsAcademicsAcademics repre-sents general knowledge inmathematics, history, science

    and literature.

    Survival Survival governs hunt-ing, tracking and navigation inoutdoor terrain.

    Language Agents have affinitywith all languages. This skill al-lows them to get by nearly any-where. An easy task to hold a

    casual conversation for a scene,heroic to translate ancient docu-ments.

    Repair This skill allows themaintenance and repair of tech-nology of any level.

    Charisma SkillsPersuade Persuade allows youto convince others to do as yousay or that what you say is true.

    Socialize Socialize is the abilityto meet people and get informa-tion from them casually.

    Subterfuge Subterfuge is theart of lying and deception, such

    as creating a disguise,

    Perform Perform governs alltype of dance, drama and musi-cal performance.

  • 8/2/2019 Task Force Trickster

    14/30

    Focus Tricks (Strength)Focus tricks last for a scene unless noted.Level 1Boost HPThe Agent boosts their HP by an amount dependent on

    their roll: 5-10 2 points, 11-15 4 points, 16-20 8 points, 21-25 16points, etc.

    Boost Armor The Agent boosts their Armor by an amount depend-ent on their roll: 5-10 1 point, 11-15 2 points, 16-20 3 points, 21-25 4points, etc.

    Boost SpeedThe Agent boosts their running speed by an amountdependent on their roll: 5-10 2x, 11-15 3x, 16-20 4x, 21-25 5x, etc.

    Level 2Boost SkillThe Agent boosts a skill they possess by an amount de-pendent on their roll: 5-10 1 point, 11-15 2 points, 16-20 3 points,21-25 4 points, etc.

    Beginners LuckBy activating this trick the Agent gets a +5 bonus totheir next action if it is something theyve never done before. Thistrick has no roll.

    Resist FatigueThis trick has no roll. The Agent banishes hunger andfatigue for 24 hours.

    Level 3Boost Stat- The Agent boosts one of their stats by an amount depend-ent on their roll: 5-10 1 point, 11-15 2 points, 16-20 3 points, 21-25 4points, etc.

    Sudden Skill The Agent is able to suddenly manifest a skill they donot possess at a level dependent on their roll: 5-10 d4, 11-15 d6, 16-

    20 d8, 21-25 d10, 26+ d12,

    Resist Elements The agent can ignore the damage from one sourceof extreme heat, cold, acid or electricity. The amount depends on theroll: 5-10 5 points, 11-15 10 points, 16-20 15 points, 21-25 20 points,etc.

  • 8/2/2019 Task Force Trickster

    15/30

    Level 4

    Withstand Death Once per day, if something would take an Agentto 0 or less Health, they are instantly revived with 1 health point. This

    trick requires no roll.

    Master Trick The Agent can use any level 1 trick as though they pos-sessed it. It cannot be a Focus Trick, Howl Trick, Lantern Trick, orMimic Trick

    Howl Tricks (reflexes) Howl tricks are all activated by the Agent let-ting out a howl. This makes them nearly impossible to perform whilesneaking or hiding.

    Level 1Spook Howl A number of enemies flee with terror from the agent,based on the success of the roll: 5-10 1, 11-15 2, 16-20 3, 21-25 4,etc. Stronger enemies may require a greater success.

    Message Howl This trick requires no roll. The Agent may send ashort message of one sentence to another agent anywhere by howl-ing.

    Shatter HowlThe Agents howl destroys an inanimate object basedon the success of the roll: 5-10 glass, 11-15 wood, 16-20 Iron, 21-25steel, 26+ Concrete or stronger.

    Level 2Courage Howl Allies who can hear the howl are given a boost totheir attacks based on the success of the roll: 5-10 +1, 11-15 +2, 16-20 +3, 21-25 +4, etc. It lasts for a scene.

    Calling Howl This howl requires no roll and calls a nearby animal to

    assist the Agent. The animal will do what it is asked to the best of itsability.

    Moon Howl The Agent knows a specific howl for each phase of themoon and can only activate it during the appropriate phase and in

  • 8/2/2019 Task Force Trickster

    16/30

    view. Each phase has its own effect and requires no roll. The effectslast until sunrise. New Moon +2 on Sneak rolls, Crescent Moon +2on Tricks rolls, Half Moon +2 on Persuade rolls, Full Moon +2 onFight rolls.

    Level 3Pain Howl All targets in hearing range take damage based on thesuccess of the roll: 5-10 d4, 11-15 d6, 16-20 d8, 21-25 d10, 26+ d12.

    Healing Howl All targets in hearing range are healed an amount ofhealth points based on the success of the roll: 5-10 d4, 11-15 d6, 16-20 d8, 21-25 d10, 26+ d12.

    Shadow HowlBy performing this howl, the agent becomes living

    shadow, able to blend in with darkness and slip through the smallestof openings. It lasts for a scene.

    Level 4Dream Howl This howl creates an illusion real to all five senses. Thesuccess determines how much damage the illusion can sustain beforevanishing: 5-10 5 points, 11-15 10 points, 16-20 15 points, 21-25 20points, etc. The illusion lasts for a scene.

    Ghost Howl This howl summons a ghost. The spirit will be friendlyto the Agent, but needs to be persuaded to offer assistance otherthan sharing information. The ghost fades after one scene. This howlrequires no roll.

    Lantern Tricks (Intelligence)Lantern tricks last for a scene unlessnoted. Lantern tricks can effect the area of a small room.

    Level 1Light of TruthThe Lanterns pale light forces those within it to an-

    swer a number of questions truthfully. 5-10 one question, 11-15 twoquestions, 16-20 3 questions, 21-25 5 questions, etc.

    Revealing Light The lantern sheds a white light that reveals hiddenand invisible things. No roll is needed.

  • 8/2/2019 Task Force Trickster

    17/30

    Illuminate Script The Lantern sheds light on text in any language,allowing the Lantern to gain some understanding of it. They cannotread it directly but will know the core of the message. No roll isneeded.

    Level 2Luminance of Life The radiance of this soft, green light reveals infor-mation about all living things within it, including age, sex, and anyhealth problems. Those within it also heal two health points. No roll isneeded.

    Souls Glow By shedding this pearly light, the Lantern can read theauras of people in the vicinity, revealing their mood and other infor-mation at the GMs discretion. No roll is needed.

    Gleam of Purpose By casting a non-living object in this gold radi-ance, the Lantern can understand its purpose. No roll is required.

    Level 3Shadow Light This trick creates a ray of darkness that casts some-thing into shadow, obscuring it from view. It is considered invisible aslong as it is stationary. No roll is needed.

    Fates Glitter When a person is bathed in this golden light, the lan-tern can get an understanding of their destiny or purpose. No roll isneeded.

    Mood Lighting This trick allows the Lantern to bathe an area in col-ored light that affects the mood of the people in it. The emotionbrought forth is weak unless someone is already experiencing thatemotion, then the power intensifies it greatly. The options are red -anger, blue - sadness, yellowfear, pinkromance, violetjoy. No rollis needed.

    Level 4Banishing Ray This a multipurpose trick that can negate harmfulmagic/technological effects or send otherworldly creatures backwhere they came. It requires a roll and it must achieve a greater suc-cess than the original effect.

  • 8/2/2019 Task Force Trickster

    18/30

    Body of Light The Lantern and their possessions become a being ofpure light. They can fly at incredible speeds and fit through any crack.They can glow bright or dim their light as needed. No roll is requiredand it lasts for a scene.

    Mimic Tricks (Charisma)Level 1CamouflageThe Mimics form changes color and texture to matchthe environment. As long as they remain still, they get a bonus onSneak rolls to hide based on the success: 5-10 +1, 11-15 +2, 16-20+3, 21-25 +4, etc. It lasts for a scene.

    Familiar Face This trick makes the next person the Mimic speaks to

    feel like they know the person. It provides a bonus based on successon Persuade and Socialize checks against the target for a scene. 5-10+1, 11-15 +2, 16-20 +3, 21-25 +4, etc.

    Face in the Crowd This trick allows the Mimic to blend into a crowdfor a scene. No roll is needed.

    Level 2:Cultured This allows the Mimic to adapt to their social environment.

    Their clothes and gear become appropriate to the locale and they un-derstand the dominant language and local customs. This trick mani-fests automatically when arriving on a new mission, but they maymake a trick roll at difficulty 10 to have it affect the rest of the Mimicsteam,. The effect lasts until the end of the mission.

    Tongues Upon activating this trick, the Mimic can speak and under-stand any language, though they cannot read them. It requires noroll and lasts for a scene.

    Alteration This trick allows the mimic to alter part of their body toan extent determined by their roll. Minor Changes (claws, fangs, fur)difficulty 5, Moderate Changes (cat eyes, exoskeleton, insect eyes) 10,Extreme Changes (gills, wings, extra limbs) 20

  • 8/2/2019 Task Force Trickster

    19/30

    Level 3:Object Mask The Mimic may make an inanimate object appear to bea different inanimate object of relatively the same size, ie. A daggercan be made to look like a spoon. The illusion lasts for a scene. There

    is no roll and the effect lasts for a scene.

    Inanimation The Mimic may take the shape of an inanimate objectthat is roughly the same size as them. This is not an illusion, the Mimicactually becomes the object, but can still see, hear, touch and smell.There is no roll and the effect lasts for a scene.

    Nature Form The mimic may take the form of any animal no smallerthan a bird and no larger than a horse. They can still understandspeech, but must communicate by means other than speech. There is

    no roll and the effect lasts for a scene.

    Level 4:Mythic Body This trick functions like Nature Form, but the Mimicmay take the form of a beast of legend, such as dragons, unicorns andgriffins. The effect lasts a scene.

    DoubleThe Mimic makes an exact duplicate of themselves. The dou-ble is indistinguishable from the original, but all of their stats are

    halved (rounded down) and their skills at d4. The double cannot casttricks and exists for 24 hours.

    Mind Tricks Mind tricks can be learned by any agent.Level1Thought Scan This trick allows the agent to get the surfacethoughts of any target. No roll is needed.

    Sense Others By opening their mind, the Agent can sense any other

    sentient beings in a mile radius. No roll is needed.

    Mind Trick A true classic. This trick allows the Agent to cause a per-son to lose interest in them, ie. These are not the droids youre look-ing for A roll is only needed if the target has a strong will. The GMwill decide on the difficulty if needed.

  • 8/2/2019 Task Force Trickster

    20/30

    Level 2Impulse The agent sends a simple, one to two word command tothe target who complies without thinking. Appropriate impulses arerun! or Drop it!. A roll is only needed if the target has a strong will.

    The GM will decide on the difficulty if needed.

    Send Thought The agent sends a message of no more than two sen-tences to a target within their line of sight. No roll is needed.

    Stun The Agent mentally stuns the target, causing them to take noaction on their next turn. The Agent makes a trick roll and the targetresists by rolling a d6 and adding their intelligence. If it is higher thanthe Agents roll they are not stunned.

    Level 3Emote The Agent fills a target with an overwhelming emotion oftheir choice. If successful, the target must act on their feelings. TheAgent makes a trick roll and the target resists by rolling a d6 andadding their intelligence. If it is higher than the Agents roll they arenot affected.

    Mental Illusion The Agent causes a single target to experience anillusion generated in their own mind. The illusion has all sensory ele-

    ments, but is real only to them. There is no roll and the illusion lastsfor a scene.

    Probe ThoughtsThe Agent may plumb the targets mind for specificinformation. Agent makes a trick roll and the target resists by rollinga d6 and adding their intelligence. If it is higher than the Agents rollthey are not affected.

    Level 4Link Minds The Agent may link the minds of up to four people in ad-

    dition to themselves. They can share thoughts and sensory informa-tion. The link lasts for a scene and requires no roll.

    Control MindThe Agent dominates the targets mind, taking controlof it for 10 minutes. Agent is unconscious. Agent makes a trick rolland the target resists by rolling a d6 and adding their intelligence.

  • 8/2/2019 Task Force Trickster

    21/30

    If the roll is higher than the Agents roll, they are not affected.

    Sense TricksSense tricks fool the senses.Level 1Confuse SenseThe agent scrambles one of the Targets senses, add-ing a difficulty to all checks using that sense based on the roll: 5-10+3, 11-15 +5, 16-20 +7, 21-25 +9, etc. It lasts for a scene.

    Enhance Sense The Agent enhances one of their senses, givingthem a bonus to checks related to that sense based on the roll: 5-10+2, 11-15 +4, 16-20 +6 21-25 +8, etc. It lasts for a scene.

    Level 2

    Blindness- -The Agent strikes a target completely blind for a scene. Noroll is needed.

    Deafness The Agent strikes a target completely deaf for a scene. Noroll is needed.

    Mute The Agent strikes a target completely mute for a scene. No rollis needed.

    Level 3Out of Sight This trick allows the Agent to steal something in fullview of anyone. Watchers will forget about the item once the Agenthas concealed it. No roll is required.

    Invisibility The Agent can render themselves completely invisible fora scene. They still may be detected by other means. No roll is needed.

    Obscure The Agent is able to conceal an object no larger than a vanin plain sight. People just pass by it as if it is not there. No roll is re-

    quired and it lasts for a scene.

    Level 4:Obscure Person The Agent makes it as though the target does notexist. People cannot hear them, see them or interact with them for ascene. If they touch someone, they are ignored. No roll is needed.

  • 8/2/2019 Task Force Trickster

    22/30

    Veil The Agent is able to make an entire room appear to be some-thing it is not. A flop house could seem to be an elegant dining roomor a smelly stable into a luxurious bedroom. It lasts for a scene and isbelieved by all who come in contact with it.

    Time TricksLevel 1Time Sense This trick allows the Agent to know the exact time andcalculate time precisely to the second. No roll is required.

    Punctual The Agent can arrive some place exactly at the precisetime required, ie. I want to make it to the castle before Lord Banner-worth arrives. No roll is needed.

    Time ScrambleThe Agent confuses the targets sense of time relatedto an event so that the sequence is scrambled and they cannot makesense of them. No roll is needed and memories related to that eventare permanently mixed up.

    Level 2Precognition The Agent can peer into the future to a distance basedon their roll. The future is subject to change, so information may notbe accurate. 5-10 one hour, 11-15 one day, 16-20 one month, 21-25

    one year, etc. I

    Postcognition The Agent can peer into the past events of their loca-tion to a degree based on the success of their roll. 5-10 1 day, 11-15one month, 16-20 one year, 21-25 ten years, etc.

    Object Read The Agent can hold an object and see visions of eventsit was involved in up to a week, No roll is required.

    Level 3

    Speed Time The Agent speeds time up, allowing them to take multi-ple actions on the next turn based on their roll. 5-10 one extra ac-tion, 11-15 two extra actions, 16-20 three extra actions, 21-25 fourextra actions, etc.

  • 8/2/2019 Task Force Trickster

    23/30

    Slow Time The Agent slows time around the target, forcing them tomove more slowly based on their roll. 5-10 1 action/2 turns, 11-15 1action/3 turns, 16-20 1 action/4turns, etc. This lasts for a scene.

    Level 4Stop Time The Agent can stop time for one turn. They are the onlyone who can take an action that turn. No roll is needed.

    Turn Back Time The Agent can turn back time exactly one turn. Allactions taken in the rewound turn are undone. No roll is needed.

    Travel Tricks Travel tricks involve movement .Level 1

    Jump The agent doubles their jumping distance for one action. Noroll is needed.

    Cloud Fall The agent falls slowly, taking no damage from any drop.No roll is needed.

    Know Direction The Agent knows which way is which. No roll isneeded.

    Level 2Locate Object The Agent can ascertain the general location of a par-ticular object. No roll is needed.

    MisdirectionWhen giving directions, the Agent makes it so the tar-get will get lost while following them. The target will think they justfollowed them badly. No roll is needed.

    Hunters Eye The Agent is able to track a being, even under theharshest conditions, adding 10 to their survival roll. No trick roll is

    needed.

    Level 3Knock the Agent unlocks any locked portal. No roll is needed.

  • 8/2/2019 Task Force Trickster

    24/30

    Shorten Distance the Agent shortens the travel distance by anamount based on the roll: 5-10 5 miles, 11-15 10 miles, 16-20 20miles, 21-25 40 miles, etc.

    Fleet Foot This trick allows the agent o move extra fast, taking multi-ple actions based on their roll: 5-10 one extra action, 11-15 two ex-tra actions, 16-20 three extra actions, 21-25 four extra actions, etc.

    Level 4Fly The Agent is able to fly at their running speed for a durationbased on their roll: 5-10 5 minutes 11-15 30 minutes, 16-20 onehour, 21+ until sunrise or sunset. No roll is needed.

    Teleport The Agent can instantly travel to a familiar location to a

    distance based on their roll: 5-10 one extra action, 11-15 two extraactions, 16-20 three extra actions, 21-25 four extra actions, etc.

  • 8/2/2019 Task Force Trickster

    25/30

    CombatAnd

    Missions

  • 8/2/2019 Task Force Trickster

    26/30

    Combat:Initiative: Each player rolls a d6 and adds their reflexes. Highest rollacts first. In the result of a tie, character with the highest reflexes goesfirst. If both have the same score, they act together. Players may hold

    their action until others have gone if they choose.

    Attack:Attacking character rolls appropriate Skill die (Fight, Melee, orShoot) and adds the appropriate attribute score (Strength for Meleeor Fight, Reflexes for shoot.

    The target number is the Reflex score of the defending player, plusany armor they may have. The defender also gets a chance to Dodgeany attacks coming at them by rolling their Dodge die (if they have it)and adding their Reflexes score with a target of 6. If they roll 6 or

    more, every number past six, lowers the attackers roll.

    Example: Yula finds herself facing off against a Roman soldier. Theyboth roll initiative. Yula gets 4 and the soldier gets 2. Yula adds herReflexes of 3 to the roll for a total of 7. The soldier adds his Reflexes of2 for a total of 4. Yula goes first, striking with her dagger. She needsto get at least a 6 (The soldiers strength of 4 plus his armor of 2). Sherolls a d6 and gets a 5. Adding her Strength of 2, her total is 7,enough to damage the soldier. The soldier rolls his Dodge, d6, and

    gets a 4. Adding his reflexes of 2, his total is 6. His dodge success re-moves 1 from Yulas attack, leaving her a total of 6. Still enough tohurt him.

    Damage: Each weapon has a damage die. Upon a successful hit, theattacker rolls damage and the weapon deals that amount. Meleeweapons add the attackers strength to the damage and ranged at-tacks add the attackers reflexes. Each point of armor the defenderhas reduces the damage by one point. Damage is subtracted fromhealth. When a player reaches 0 health, they are incapacitated and

    cannot act until treated.

  • 8/2/2019 Task Force Trickster

    27/30

  • 8/2/2019 Task Force Trickster

    28/30

    Missions:Dr. Nuwisha gives out all manner of missions. Most of them requirethe team to maintain an on going trick, but occasionally Agents are

    requires to install a new trick. The game master can decide how diffi-cult or easy the mission. Coyote often forgets details, so Agents areoften sent to primitive eras with their futuristic clothing an equip-ment, making the first order of business locating appropriate gear.Busting out an energy weapon in ancient times opens a whole newcan of worms, where the populace may think them gods or politicianscoerce them into winning wars for them. As the GM, you may chooseto deposit the Agents in the site of a recent battle, with plenty ofclothes and weapons strewn about. Or, if you want to make it harder,drop them into a busy market. Also, feel free to have players create

    PCs that are beefier if your mission is extra hard!

    Here are some example missions: No one knows the pope is an Robot except for Coyote, but the

    Popes batteries are running dead. The agents need to replacethem without causing a ruckus.

    Shakespeare will never write The Tempest without being given adose of hallucinogens. Finding them might be tough.

    The Lightning machine of Mount Olympus is malfunctioning. Bet-

    ter check it out before the people lose faith. Fill Darwins trunk with bizarre fossils. Television is sending negative subliminal messages. Reprogram the

    network computer for positive messages. Panda are already extinct, but people will be so sad. Repopulate

    china with panda bots!

    Coyote Base:Coyote Base is a highly futuristic headquarters that exists outside oftime and space in its own pocket realm created by Coyote. Agents are

    always briefed by Dr. Nuwisha, head scientist of Coyote Base, whichactually one of the many guises of Coyote. Agents see very little ofthe base, except the briefing room where they are deposited aftercreation and the gate platform where teams are sent to their loca-tions. Dr. Nuwisha tells them the basics of their mission, but oftenleaves details out.

  • 8/2/2019 Task Force Trickster

    29/30

    Advancement:

    Because Agents have short lives, advancement happens in game,practically all the time. Whenever an Agent uses the same skill during

    the game (success or failure), put an X next to it. When it has threeXs, roll that skill against a difficulty based on your current score:

    D4 Diff 6D6 Diff 9D8 Diff 12D10 Diff 15

    If you are successful, increase that skill to the next die. If not, eraseyour Xs and try again next time.

    If you raise three skills in the same category, you may raise that statby 1. Raising Strength raises your Max health.

  • 8/2/2019 Task Force Trickster

    30/30

    Task Force

    TRICKSTER

    Player: __________________ Character: ____________________

    Agent Type: _____________ Concept: _____________________

    Strength:FightAthleticsMeleeBrawn

    Reflexes:DodgeLegerdemainShoot

    Sneak

    Intelligence:AcademicsRepairLanguageSurvival

    Charisma:PersuadeSocializeSubterfugePerform

    Tricks

    Health Points:

    Armor:

    Tricks Known:

    Equipment: