Task Force Death - The Suicide Squad
Game terms, team powers, and the like.
Dealt with in the first session. All team members are incarcerated felons, wanted individuals, or other untrustworthy/unlikable personalities with some criminal backgrounds. Offered a commuted sentence or some other valuable in exchange for performing a set number of top-secret, very dangerous missions.
Cloak & Dagger
Last Man Standing
“Where do you want to go today?”
Supplies, Supplies, Supplies
The Stuff of Nightmares
“You Were Never There”
Resignations Not Accepted
Band of Backstabbers
Potentially limitless, but awarded by requisition, dependent on availability and the trustworthiness of the person requesting—or in most cases, who would benefit the most from—the specific equipment. Marginal or incidental items are fairly easy to get a hold of; transport across continents, to other planets, or even into other dimensions can be immediate, depending on the above factors; the Task Force may go out of its way to track down harder-to-find resources or services based on the performance of the requester.
What Does This All Mean?
Essentially, think of the above as Task Force Death’s character sheet—an organization that can aid your characters. Being a member of the Task Force gives you additional Qualities that can be Invoked to gain circumstantial bonuses, as well as a pot of Determination that team members can draw from in times of crisis, on top of the near-limitless source of transport and resupply that comes from being a part of ARMOR.
On the flipside, being a Task Force member saddles you with some excess Challenges—of course, these give you more Determination, so it’s not really a bad thing. Nobody trusts you, perhaps not even your other team members; working in a cold, governmental agency leaves you with feeling that you’re being used; and if you don’t abide by the rules, and stick to the shadows, the Task Force isn’t afraid to throw you to the curb.
And there are a few other things you can do with all this as well.
“Let’s Divide Into Teams!”
One way the heroes turn team challenges to their advantage is by doing what they do in the comics: dividing up the group. If a team splits into smaller groups, then each group spends Determination from the same team pool, but gains Determination from team challenges separately. So, for example, if a team of six heroes splits up into three pairs, and each pair faces one of the team’s challenges during the following chapters, then each pair adds one point of Determination to the team pool.
If a member of the team is defeated, and chooses to remain so until a normal recovery, then that character may commit an additional point of Determination to the team pool, inspiring the rest of the team with his or her sacrifice. This commitment means not using Determination to recover or otherwise retcon a way out of the defeat.
A character with the Leadership specialty may commit additional Determination to offset any losses due to the character’s departure as leader on a 1-to-1 basis, so a Leadership Expert who is defeated and can no longer lead can commit 2 Determination to the team to offset the loss of leadership, as well as 1 more for the character’s defeat.
If only one member of a team remains undefeated, then that character has unrestricted access to the team Determination pool and can use it as desired (since there is only one vote that goes into such decisions). This “Last Hero Standing” guideline can be a potent final option for a hero in a crisis.
If all the members of a team are defeated at once, this option does not apply, although the GM may treat the loss as a challenge worth adding Determination to the team pool.