Task Force Trickster.pdf

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Trickster
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The Biggest Secret
It’s all a trick! History, mythol-
ogy, reality… all of it a prank
gone out of control. There’s
only one who knows this
though-- Coyote (or Loki, Ra-
ven, a rose by any other
name…) and he’s not telling.
It’s all just too fun.
Now packs of agents swarm all
time and space, adjusting, re-
pairing and creating tricks at
Coyote’s bequest. Coyote has
given them a wide range of
tricks of their own to help them
with their assignments and oc-
casionally pops in if sees fit (but
being Coyote, more trouble is
often brought!).
Sadly, a universe full of tricks,
schemes and illusions is a lot
to manage, even for someone
as powerful as Coyote. It just
couldn’t be handled alone
any longer. At first, just a few
agents were recruited, sent
here and there to keep up
tricks that needed maintain-
ing. Soon, there were more
and more, but being taken
from the human world, they
were often too involved in the
tricks themselves. It often
caused the agents to get too
wrapped up in their assign-
ments. Coyote then decided
that agents would not longer
be recruited, but created.
So, throw on your jumpsuit,
grab your gear and head over
to the gate platform! The joke’s
on you!
 
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Agents
 
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Character
Agents are created at Coyote
Base by a semi-mystical, semi-
technological process designed
by Coyote that creates fully ma-
tured beings with completely
unique personality traits and
abilities. After each mission, the
agents are deconstructed,
though they are not aware of
it. This saves Coyote from hav-
ing to keep tabs on agents be-
tween missions. Though new
agents are most often created
for each mission, Coyote can
recreate previous Agents and
build on their previous skills.
This only happens if an agent
team is particularly successful.
Creation
The most important part of mak-
ing an agent is having a good
concept. What do you want your
agent to do? What are they good
at? Are they a tough mercenary, a
brainy tech specialist, or a embit-
tered scout? Thinking about the
type of agent that seems fun to
play will make it easier to create
one.
Next, decide on what agent type
best fits your concept—-coyote,
mimic, lantern or vessel. They
each come with their own unique
set of traits and abilities. They are
described in detail on the follow-
ing pages.
Since an agent’s personality is
built nearly randomly from the
collective unconscious, their
memories and traits can come
from an unlimited number of
real, historical and fictional
places. They may remember go-
ing to school at Oxford univer-
sity in the 1700’s, learning to
shoot a rifle during the US civil
war and datajacking a drone
spacecraft in the far future. The
Agent creation process stitches
these experiences together
cleanly and other agents will
have no qualms with these sup-
posed discrepancies. Coyote
base exists outside of time, so it
is normal to interact with a vari-
ety of times and places.
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Coyote
The Coyote agent represents
Coyote’s animal form — sneaky
and cunning, sometimes cow-
ardly but capable of ferocity.
Wild canines are often over-
looked in many places, making
them great infiltrators. They
are hearty and resilient, able to
survive in a variety of harsh en-
vironments. Though they can-
not speak, Agents have no
trouble communicating with
them. Coyotes are the only
agent that can use Howl tricks,
allowing the Agent to use it’s
howls for a variety of useful ef-
fects.
Coyote
Stat Bonus: Reflexes +1
Beginning Skills:
Sneak d4
Fight d4
Survival d4
Tricks d4
Special Ability:
Teeth—Coyotes have natural
weapons that deal d6 with each
bite.
Unique Tricks: Howl Tricks
 
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