Marvel Heroic: Earth-626
“You want some advice? Run. Forget all this. Walk away and never look back. Because once you find the answers you’re looking for, there’s no going back. Sometimes it’s better to forget.”
- Solo d10
- Buddy d6
- Team d8
- Shadowy Past
- Man of a Thousand Techniques
- Agent of SHIELD
- Superhuman Durability d10
- Weapon d8
- Area Attack: Against multiple targets, for each additional target add a d6 and keep an additional effect die.
- Dangerous: Step back the highest die in an attack action pool to add a d6 and step up physical stress inflicted.
- Trick Arrows: When inflicting a complication on a target, add a d6 and step up the effect die.
- Gear: Shutdown a Duplicate Arsenal power and gain 1 PP. Activate an opportunity to recover that power.
- Enhanced Reflexes d8
- Mimic d10
- Copycat: In a reaction against an opponent using a Combat or Acrobatics Specialty, spend a PP to add a die equal to the opponent’s Combat or Acrobatics to a dice pool.
- Library of Moves: Spend a PP to step up or double a Photographic Reflexes asset.
- Natural Mimic: Mimic can only copy trained or skill-based powers or Specialties.
- Memory Loss: If a roll containing a Photographic Reflexes die or asset (including one from Library of Moves) generates an opportunity, you may take d6 mental stress and gain 1 PP.
- Athletics Master d10
- Acrobatics Master d10
- Combat Master d10
- Crime Expert d8
- Covert Master d10
- Menace Expert d8
- Psych Expert d8
- Vehicle Expert d8
It’s a Long Road to Heroism
One thing those reflexes can’t just copy is the superhero mentality. You’ve still got a way to go.
- 1 XP when you take orders from another superhero.
- 3 XP when you do something morally questionable in service of the greater good.
- 10 XP when you take trauma while doing something heroic for the sake of a teammate or the mission, or firmly reject an extremely good offer to change sides because you’re determined to stay clean.
Following the Clues
This prison break wasn’t random. Someone was behind it and you’re going to find out who.
- 1 XP when you find a clue leading to the mastermind behind the Raft attack.
- 3 XP when you you use the clue as a basis for a resource to help you.
- 10 XP when you defeat the mastermind behind the Raft attack or choose not to engage in battle to learn more.
When the superheroes disappeared, Taskmaster was imprisoned in the Raft. He had last been seen battling Echo in Hell’s Kitchen, having sought her out to determine whether their similar abilities resulted in similar cases of memory loss (and, if so, if she’d figured out a way around it yet). The ensuing brawl lasted over two hours due to their ability to instantly copy each other’s techniques, and the Avengers ended up arriving and detaining Taskmaster before he could find a satisfactory answer to his question.
The disappearances turned out to be a useful opportunity, however. With all the a-listers gone, there was a considerable amount of demand for metahuman abilities and resources. Taskmaster, ever the mercenary, anticipated a considerable amount of potential profit in that demand, and so he set out to be the supply. Cutting a deal with Maria Hill, he began training the SHIELD troopers in combat and defensive techniques so they were better prepared to deal with supervillains. During one such training session, the Raft was targeted for a large-scale breakout, and he joined in the impromptu effort to put the inmates back in their cells. Subsequently, he was made a member of the new Avengers roster.
Taskmaster is a man in considerable turmoil, owing to his transitional state. He’s going against a number of his personal philosophies by joining the Avengers – most notably, ‘play it safe and never reach for the brass ring’. Just this once, he’s decided to take a shot at the big time, the a-list – and with it, the possibility of legitimacy. As a result, he’s often borderline-neurotic, and frequently voices his trepidation about his new career path. The other factor behind his uncertainty is the long-term memory loss that his powers cause: the more moves he absorbs, the more he forgets. Rarely does a memory last longer than three or four days. Simply functioning from day to day requires constant digital reminders from his various planner apps, and the things other people take for granted – constant mundane employment, associating with and appreciating family, or maintaining a romantic relationship – are impossible for him.
Consequently, Taskmaster has little to live for except the moment. He’s unsure about the direction his life’s taken, insecure about his place in the world, and generally very unhappy. This usually manifests harmlessly, in the form of cynical jabs at the situation, his teammates, or the enemy, but occasionally, during situations of considerable stress, he occasionally goes off on supervillainous fits of extreme violence. On the bright side, at least those are always targeted at the enemy.