THE PUNISHER (Frank Castle)

EQUIPMENt arsenal: Array (15 points). • Assault Rifle: Ranged Multiattack Damage. 5 • 15 points. • Fragmentation Grenade: Ranged Burst. Area Damage 5 ...
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THE PUNISHER (Frank Castle)

PL10

STRENGTH

STAMINA

AGILITY

DEXTERITY

FIGHTING

INTELLECT

AWARENESS

PRESENCE

3

4

4

4

9

1

3

3 EQUIPMENT

Arsenal: Array (15 points) • Assault Rifle: Ranged Multiattack Damage 5 • 15 points • Fragmentation Grenade: Ranged Burst Area Damage 5, Diminished Range • 1 point • Heavy Pistol: Ranged Damage 4 • 1 point • Knife: Strength-based Damage 1, Improved Critical • 1 point • Tear Gas Grenade: Ranged Cloud Area Affliction 4 (Resisted by Fortitude; Dazed and Visually Impaired, Stunned and Visually Disabled, Incapacitated), Extra Condition, Diminished Range • 1 point Kevlar Vest: Protection 2, Limited to Ballistic, Subtle • 2 points

DESIGN NOTES The arsenal listed was not meant to be exhaustive. A frequent substitution would be a shotgun or sniper rifle for the assault rifle and a machine pistol for the heavy pistol. Since the arsenal is equipment, this is routinely done between adventures. In some appearances, the Punisher uses high tech weaponry, but I think it’s somewhat irregular. This build of the Punisher is much closer to street vigilante than super-antihero, as is probably the case in most of his recent appearances; he is merely very good in close combat and his aim is a bit short of superhuman.

Vehicle: Battle Van • 13 points Huge; Str 9, Speed 5, Def -4, Tou 12, Features: Alarm, Navigation System

OFFENSE Initiative +8 Assault Rifle +13, Ranged • Damage 5 (Multiattack) Fragmentation Grenade, Burst Area, Ranged • Damage 5 Heavy Pistol +13, Ranged • Damage 4 Knife +9, Close • Damage 4 (Crit 19-20) Tear Gas Grenade, Cloud Area, Ranged • Affliction 4 Unarmed +9, Close • Damage 3 DEFENSE TOUGHNESS FORTITUDE WILL

8*/6** 9 10

DODGE PARRY

12 12

*Limited to Ballistic *Without Defensive Roll bonus

SKILLS Athletics 8 (+11), Deception 4 (+7), Expertise: Military 12 (+13), Expertise: Streetwise 4 (+5), Insight 6 (+9), Intimidation 12 (+15), Investigation 6 (+7), Perception 8 (+11), Ranged Combat: Guns 4 (+13), Stealth 6 (+10), Treatment 4 (+5), Vehicles 8 (+12) ADVANTAGES Assessment, Daze (Intimidation), Defensive Roll 2, Equipment 7, Improved Aim, Improved Initiative, Power Attack, Prone Fighting, Quick Draw, Ranged Attack 5, Startle, Takedown, Track

POWER POINTS Abilities 62 + Powers 0 + Advantages 24 + Skills 41 + Defenses 23 = Total 150 COMPLICATIONS Motivation—Justice: Punishing criminals. Reputation: Shoot-first vigilante.