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Taskmaster
| Dex: 10 | Str: 04 | Bod: 06 | Motivation: Mercenary |
| Int: 08 | Wil: 08 | Min: 06 | Occupation: Professional Criminal |
| Inf: 08 | Aur: 06 | Spi: 06 | Wealth: 010 |
| Init: 030 | HP: 100 |
Powers: Adaptation: 12, Danger Sense: 12, Recall: 12, Weakness Detection: 12
Skills: Acrobatics: 12, Animal Handling (Riding): 08, Artist (Actor, Dancer): 08, Charisma: 08, Martial Artist: 11, Military Science (Camouflage, Demolition, Field Command): 08, Thief: 10, Vehicles: 10, Weaponry (Missile Weapons, Shield): 12, Weaponry (Firearms): 11, Weaponry (Exotic Weapons, Heavy Weapons, Melee Weapons): 10
Bonuses and Limitations:
- All Powers are Elementally Linked
- Adaptation can only Target Physical Skills. Skill must be visually seen in action to be Adapted. Adaptation can Adapt any number of Skills but no Skill can be higher APs of Adaptation
- Danger Sense RAPs are added to next Initiative, Danger Sense is an Automatic Action, and can only be used against victims of his Adaptation
- Recall is Only for Physical Movements or Techniques
- Weakness Detection Can only target the OV of Characters that have been victims of his Adaptation
- All Physical Skills are Powered Skills and Contingent on Adaptation
Advantages: Ambidextrous, Headquarters: Expansive, Leadership, Lightning Reflexes, Luck, Omni-Scholar [Physical Scholars Only]
Connections: Criminal Underworld (High), Government (Low)
Equipment:
- COSTUME [BODY 08, Cold Immunity: 02, Flame Immunity: 02, Sealed Systems: 06, Shade: 06, Skin Armor: 02, Limitation : Skin armor can only be used against edged weapons]
- Shield [BODY 12, EV 04 (05 w/STR, 12 w/martial arts), Gliding: 02, Limitations: Gliding only adds to throwing range]
- Sword [BODY 06, EV 04 (05 w/STR, 12 w/martial arts)]
- Billy Club [BODY 08, EV 04 (05 w/STR, 12 w/martial arts). Note : the club can be used as a stick, a staff, or nunchaku]
- .45 Automatic [BODY 04, Projectile weapon: 04 Ammo: 07, R#: 3. Often carries modified ammo such as comic books Explosive (EV: 06), Rubber (Bashing Damage), and Tranquilizer (Poison Touch: 06, Bashing Damage)]
- Longbow [BODY 04, Range: 08] and Quiver [BODY 03, Note: the Quiver has room for 36 arrows]
- 10 AP AC Omni-Gadget (x1)
- Standard Arrows include:
- Normal Arrows (x12) [BODY 01, EV 03, Note: both Hunting and Blunt exists]
- Acid Arrow [BODY 01, Acid: 08, R#2]
- Bola Arrow [BODY 01, EV 03, Snare: 06, Bonus: User adds 2 to final Dice Roll when entangling target, R#2]
- Boomerang Arrow [BODY 01, Gliding: 04, Note: excellent for performing Trick-shots with, R#2]
- Cable Arrow [BODY 04, STR 08, Gliding: 04, Range 4 APs Line, R#2]
- Electro-Arrow [BODY 01, Lightning (No Range): 08, R#2]
- Explosive-Tip Arrow [BODY 01, Bomb: 08, R#2]
- Flare Arrow [BODY 01, Flash: 08, R#2]
- Long Distance Arrows (x6) [BODY 01, EV 03, Bonus: Effective Range is at +1 AP for these arrows]
- Putty Arrow [BODY 01, Glue: 07, R#2], Net Arrow [BODY 01, Snare: 07, R#2]
- Rocket Arrow [BODY 01, Flight: 04, Bomb: 09, R#2]
- Smoke Bomb Arrow [BODY 01, Fog: 08, R#2]
- Screamer Arrow [BODY 01, Gliding: 04, Sonic beam: 08, Bonus: Area Effect, R#2]
- Suction-Tip Arrow [BODY 04, Cling: 06, Thief (Stealth): 04, Gliding: 04, Range 3 APs Line, R#2]
- Tear Gas Arrow [BODY 01, Fog: 08, Sensory Block: 06, R#2]
- Grenades include;
- Concussive [BODY 01, Super Breath: 05, Grenade Drawback, R#3]
- Explosive [BODY 01, Bomb: 08, Grenade Drawback, R#3]
- Fragmentation [BODY 01, Bomb: 05, Claws: 05, Grenade Drawback, R#3]
- Flash/Bang [BODY 01, Flash: 10, Sensory Block (hearing): 08, Grenade Drawback, R#3]
- Smoke [BODY 01, Fog: 08, Grenade Drawback, R#3]
- Tear Gas [BODY 01, Chemical Attack: 08, Grenade Drawback, R#3]
