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RareMarvel · Enhanced
PUNISHERAssassin
FTIN
AGRM
STRM
ENIN
REIN
ITRM
PSMN
PHYIN
ENRRM
MNTMN
SONGD
TOXIN
ENVIN
ASSASSIN · TACTICIAN · RELENTLESS58c
MarvelAssassinEnhanced

Punisher

ASSASSIN · TACTICIAN · RELENTLESS

Frank Castle does not fight crime. He ends it, one target at a time, with a duffel bag of ordnance and a ledger of the dead. No powers, no mercy, no rest until the list is empty, and the closer he gets to the dirt, the harder he hits back. Cross his crosshairs and your name is already inked in red.

60 HP 58 CreditsRare

FASERIP Stats

Fighting
Incredible (IN)
Agility
Remarkable (RM)
Strength
Remarkable (RM)
Endurance
Incredible (IN)
Reason
Incredible (IN)
Intuition
Remarkable (RM)
Psyche
Monstrous (MN)

Resistances

Physical
Incredible (IN)
Energy
Remarkable (RM)
Mental
Monstrous (MN)
Sonic
Good (GD)
Toxin
Incredible (IN)
Environmental
Incredible (IN)

Abilities

Tactical Strike

Standard Strike

Suppressing fire that pins the opponent on the defensive.

To hit: FightingImpact: StrengthUnlimited
WhiteTakes 8 damage in recoil
GreenDeals 8 physical damage; Applies suppressed this phase; Target may only use defensive actions this phase
YellowDeals 15 physical damage; Applies suppressed this phase; Target may only use defensive actions this phase
RedDeals 22 physical damage; Applies suppressed this phase; Target may only use defensive actions this phase; +2 rank to all stats this phase

War Journal: Target Acquired

Signature

Frank cracks open the journal and works the foe over like a case file, mapping every stat and weakness in cold ink. The deeper he reads, the sharper his fighting and reason grow, and once the profile is complete his shots simply will not land low.

To hit: ReasonImpact: Intuition1 usePhases 1-4
White+1 rank to all stats for 3 phases
GreenReveals the opponent's stats
YellowReveals the opponent's all; +1 rank to Fighting for the rest of the battle (on self); +1 rank to Reason for the rest of the battle (on self)
RedReveals the opponent's all; Next 3 attacks land at least Green

Armour-Piercing Rounds

Secondary Strike

Specialist rounds that punch clean through hardened defences.

To hit: AgilityImpact: StrengthUnlimited
WhiteNo added effect
GreenDeals 8 energy damage, piercing 1 tier of resistance
YellowDeals 14 energy damage, piercing 1 tier of resistance
RedDeals 20 energy damage, piercing 2 tiers of resistance

Combat Roll

Defensive

Rounds chew the air and Castle drops into a roll, vanishing behind cover and jamming the shooter's next move. Push him and he answers from the dark, snapping back a punishing burst before they can reset.

Unlimited
WhiteNo added effect
GreenNo added effect
YellowLocks the target's Standard Strike this phase
RedLocks the target's Standard Strike this phase; Counters for 12 physical damage

Mark the Target

Tactical

He ranges the foe, clocks their patterns, and logs every tell in the journal. Each note steadies his aim and peels back their secrets, until he is reading them like a marked man.

To hit: Reason2 uses
WhiteNo added effect
Green+1 rank to Fighting for 3 phases (on self)
Yellow+1 rank to Fighting for 3 phases (on self); Reveals the opponent's stats
Red+2 rank to Fighting for 3 phases (on self); Reveals the opponent's all

One-Man Army

Passive

Wound him, corner him, count him out, then watch the war machine wake up. The nearer Frank stands to the end, the meaner his fists and the colder his calculations become.

Always on
  • +2 rank to Fighting for the rest of the battle (on self)
  • +2 rank to Reason for the rest of the battle (on self)
Madcap Comics