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The Punisher

The Punisher

Frank Castle

F) Am50
A) Ex20
S) Gd10
E) Ex20
R) Gd10
I) Ex20
P) Ty6

Health: 100 Karma: 36
Resources: Gd Pop: -5

Known Powers:
Training: The Punisher has honed his body, which allows him to perform the following:
-Adrenaline Rush: When in combat with the same opponent, The Punisher gets +1cs every round.

Equipment:
Bulletproof Vest: Gd protection vs. Physical, Shooting and Edge
CFJ-15 Assault Rifle: Gd Shooting, 7 areas
Dual WMI J'Woo (x2): Gd Shooting or Rm for for burst, 5 areas
The Migrant: In Flame, 2 areas
Reforged Batstone 2.357: Ex Shooting, +1cs damage in full-auto
CE-3 Sniper Rifle: Gd Armor-Piercing Shooting per shot, 20 areas
Stoker Z-F Combat Dagger: Rm material, Ex Edge
Grenades: The Punisher has the following types of grenades:
-Frag Grenade: In Slugfest damage
-Proximity Mine: Rm Edge to everyone in Target zone. It goes off when it senses motion within a 5-foot radius
-Nerve Gas: In potency; victims must make an End FEAT or be Stunned. Victim’s Intuition decreases -3CS for 1-10 turns.
-EMP Grenade: Am ability to disable electronics within an entire area.
-Smoke Grenade: Rm Fog in an entire area
-Tangler Grenade: In Ensnarement to a target

Talents: Martial Arts A, B, C, E, Weapons Specialist: (Guns), Marksmanship, Weapons Master, Thrown Objects, Sharp Weapons, Wrestling, Acrobatics, Tumbling, Military, Detective/Espionage, Intimidation/Interrogation, Demolitions, Crime, Resist Domination, Stealth, Blending, Pilot, Survival, Armor (Weapons Repair and Modification), Mechanic

Contacts: The Alliance