PUNISHER
Ready to Play Character
Power Level 10 ( 150 PP)
Fury: My War Gone By wrote:You can't ever like Frank Castle, but you can sure as hell appreciate the man. He seems to come from that time in America when things were made just to work. The Model T Ford, the nineteen eleven Colt: Don't cut corners, but don't overthink, either.
ABILITIES
Strength 3
Stamina 4
Agility 4
Dexterity 3
Fighting 10
Intellect 3
Awareness 2
Presence 1
SKILLS
Acrobatics 1 (+5), Athletics 7 (+10), Close Combat [Unarmed] 2 (+12), Deception 4 (+5), Expertise [Streetwise] 9 (+12), Expertise [Tactics] 5 (+8), Insight 3 (+5), Intimidation 9 (+10), Investigation 2 (+5), Perception 6 (+8), Sleight of Hand 2 (+5), Stealth 2 (+6), Technology 2 (+5), Treatment 2 (+5), Vehicles 2 (+5)
ADVANTAGES
Accurate Attack, All-Out Attack, Assessment, Beginner's Luck, Chokehold, Contacts, Daze [Intimidation], Diehard, Equipment (9), Extraordinary Effort, Favored Environment [Urban], Favored Foe [Mafioso, Soldiers (2)], Great Endurance, Improved Aim, Improved Critical [Pistols (1)], Improvised Weapon, Jack-of-All-Trades, Power Attack, Precise Attack [Ranged, Concealment], Quick Draw, Ranged Attack (7), Second Chance [detect ambush], Startle, Tracking, Ultimate Aim, Well-Informed
EQUIPMENT ( 45 EP )
►
Other Equipment 5 EP
•
Binoculars Senses 1 (
Visual: Extended [1]) [ 1 EP ]
•
Body Armor Protection 6 (
F: Limited to Ballistic [2 Ranks] [ 5 EP ]
•
Brass Knuckles Damage 1 (Strength-based) [ 1 EP ]
►
Arsenal Array 21 EP
•
Battle Rifle (Semi) Damage 5 (
E: Accurate [2], Extended Range [1], Improved Critical [1], Ranged, Subtle [1]) [ 15 EP ]
•
Battle Rifle (Burst) Damage 5 (
E: Multi-Attack, Ranged) [ 1 EP ]
•
Paired Heavy Pistols Damage 6 (
E: Accurate [2], Ranged, Split [1]) [ 1 EP ]
•
Rocket Launcher Damage 10 (
E: Area [Burst, 30'; 7 Ranks], Ranged;
F: Activation [Standard, –2], Unreliable [Five Shots]) [ 1 EP ]
•
Fragmentation Grenades Damage 5 (
E: Area [Burst, 30'], Ranged) [ 1 EP ]
•
Tear Gas Grenades Affliction 5 (
Resist/Recover: Fortitude;
Conditions: Dazed and Vision Impaired, Stunned and Vision Disabled, Incapacitated;
E: Area [Cloud, 15'], Extra Condition, Ranged;
F: Unreliable [Five Uses]) [ 1 EP ]
•
IR Smoke Grenade Concealment 4 (
Senes: All Vision;
E: Attack, Area [Cloud, 15'], Ranged;
F: Quirk [partial only versus ultravision], Unreliable [Five Uses]) [ 1 EP ]
►
Vehicles ( 17 EP )
□
Battle Van [ 17 EP ]
Size: H
Speed: 5 (60 MPH)
Str 8
Def 6
Tou 10
Features: Communications
DEFENSE
Dodge (10)
Base 6
Parry: (10)
Base 0
Fortitude: (12)
Base 8
Toughness: (10/6)
——
Will: (8)
Base 6
WORKSHEET
Attack: 12 Effect: 3 Total: 15 (Unarmed)
Attack: 12 Effect: 4 Total: 16 (Brass Knuckles)
Attack: 14 Effect: 5 Total: 19 (Battle Rifle, Semi)
Attack: 10 Effect: 5 Total: 15 (Battle Rifle, Auto)
Attack: 14 Effect: 6 Total: 20 (Pistols)
Attack: — Effect: 10/7 Total: 10/7 (Rocket Launcher)
Attack: — Effect: 5 Total: 5 (Frag Grenade)
Attack: — Effect: 5 Total: 5 (Tear Gas)
Attack: — Effect: 4 Total: 5 (Smoke)
Dodge: 10 Tough.: 10/6 Total: 20/16
Parry: 10 Tough.: 10/6 Total: 20/16
Fort.: 12 Will: 8 Total: 20
ABILITIES [ 60 pp ] +
SKILLS [ 29 pp ] +
ADVANTAGES [ 41 pp ] +
POWERS [ 0 pp ] +
DEFENSES [ 20 pp ]
150 PP TOTAL
►
BUILD NOTES The Punisher, as expected, is a terror against mundane opponents, especially in a urban environment against his favored enemies. Since this version of Frank Castle is part of my Ready to Play series he's a bit more balanced than a straight adaptation of comic-book Punisher. A straight-up conversion would be PL8 or even PL7 defensively: still a terror against normal soldiers and common crooks, but outclassed by most straight superheroes. This version is meant to be more well-rounded. Having said that...
►
PLAYER NOTES ...the Ready to Play Punisher is a specialist. He is equipment dependent, focusing on guns, and fighting specific enemies. He's mean unarmed, but he's downright brutal when he has his Arsenal. He's got a couple of options for every situation. For single targets, his rifle offers range and power, although his paired pistols are equal at close quarters. Small groups can be handled with his rifles' automatic fire, splitting his pistols, or just tossing a frag grenade. Speaking of grenades, these all allow some battle-field control options; Oh, and his rocket launcher is just fun.
►
PLAYER TIPS The Ready to Play Batman will not like you. In fact, if your game group is more interested in the "four-color" side if super-heroics, none of them will like you. Of course, if you're looking at using Ready to Play Punisher in such a campaign, you probably don't care.
Ready to Play Punisher can be subtle, but sometimes you just wanna blow something up.
►
GAMEMASTER NOTES The Ready to Play Punisher stacks a lot of points into being very, very good against enemies that are usually pretty low powered, but cone in large groups. That's okay, it's fun to let the heroes play "goon sweeper" every now and again. He'll hold his own against single, tougher opponents, but he'll have to work for it. Such is the lot of the specialist.
►
GAMEMASTER TIPS The only real trick is integrating a character like Frank Castle into the group with the other heroes. If they're all more on the grim'n'gritty side, it shouldn't be hard. If they're all playing
Super Friends, god help you.
Despite his rep as The Nineties Anti-Hero, it's nice to see Frank kept his 80s Cred by doing PSAs.