Showing posts with label Neutral. Show all posts
Showing posts with label Neutral. Show all posts

Saturday, March 19, 2016

Frank Castle—The Punisher

So, it's finally here. Daredevil season 2. If you haven't seen it yet, stop reading this right now and go watch the living shit out of it; it's some of the best TV that I've ever seen. On top of that, we get nearly a full season of the best portrayal of the Punisher I've ever seen; he's brutal, ruthless, tragic, pragmatic, and extremely driven.

So, lots of spoilers below. Once you've gone to see how fucking awesome this season is, come back here to take a look at our MCU Punisher.

EDIT: Holy crap, I was not expecting that much of a traffic spike. Thank you very much, everyone, it's always really inspiring to see that people are coming here to look at me ramble about die types on fictional characters.

For curiosity's sake, if you guys could comment below and let me know where you folks are coming in from (specific facebook posts or news feeds), I would really, really appreciate it! Love to thank the guys that are helping to promote my stuff. :)


Name: Frank Castle
Race: Human
Experience: 80 Experience (Legendary)
Power Level: Street Fighter (30 PP)
Agility d10; Smarts d6; Spirit d8; Strength d8; Vigor d10
Pace 6; Parry 7; Charisma 0; Toughness 11 (4)
Hindrances: Bloodthirsty, Loyal, Ruthless (M), Vengeful (m)
Edges: Arcane Background (Super Powers), Alertness, Brave, The Best There Is (super edge), Geared Up, Combat Reflexes, Harder to Kill, Improved Nerves of Steel, Level Headed, Martial Artist, First Strike, Counterattack, Rock and Roll! Improved Dodge, No Mercy, Elan, Killer Instinct, Combat Sense, Marksman, Accurate Attack (Shooting)
Skills: Driving d4, Fighting d10, Healing d6, Intimidation d10, Knowledge (Battle) d4, Notice d8, Persuasion d6, Repair d4, Shooting d12, Stealth d6, Streetwise d8, Throwing d4
Inventory: Kevlar Vest w/Inserts (Armor +4, Armor +6 vs ballistics, negate 4 ballistic AP), Sawed-Off Pump Action (1–3d6, 6/12/24, 6 Shots), Colt 1911 (2d6+1, 12/24/48, AP 1, 7 Shots, Semi-Auto), M4A1 (2d8, 24/48/96, AP 2, 30 Shots, RoF 3, Auto), 40mm Grenade Launcher (3d8, 12/24/48, 1 Shot, MBT, Heavy Weapon), M134 Minigun (2d8+4, 30/60/120, AP 2, 200 Shots, RoF 4, Heavy Weapon, Snapfire Penalty), and a fuckload of ammo.
Powers:
  • Super Attribute (6): Agility +1, Spirit +1, Vigor +1.
  • Super Edge (14): Combat Reflexes, Harder to Kill, Improved Nerves of Steel, Level Headed, Martial Artist.
  • Super Skill (10): Driving +1, Fighting +2, Intimidation +1, Knowledge (Battle) +1, Notice +1, Shooting +2, Stealth +1, Streetwise +1.
Frank Castle was a soldier deployed to Afghanistan as a United States Marine Scout Sniper, accommodating his marksmanship and exceptional perception. He also has a reputation for being a fun guy, a wonderful family man, and more than willing to lay his life on the line for the men in his squad, including one Colonel Ray Schoonover.

In August 2015, Castle was shipped back home to New York and his family. After a heartfelt day of reuniting with his kids and wife, and quickly going to bed due to exhaustion, Frank brought his family to the park the next day. Unfortunately, the park was a staging area for a sting on the Irish, the Cartel, and the Dogs of Hell biker gang, that went horribly south. More than 100 gang members opened fire into the park, completely killing Frank's entire family as well as many others, and fatally wounding Frank himself. Soon after that, Frank was brought to the hospital, dying for a minute before his heart started to beat again on its own.

After leaving the hospital, Frank realized that his entire family was dead and went underground, getting himself a new apartment as well. He acquired several high-powered weapons, including a shotgun, an M4A1, and an M203 grenade launcher, and began his reign of terror, slaughtering members of the gangs that were involved in the deaths of his family. During his campaign, he was even mistakenly credited as an entire squad rather than one man.

Later on the same night after he took off the local head of the Irish mafia and stole more than a million in funds, Frank was confronted by the Devil of Hell's Kitchen, who intervened multiple times in the execution of one of the Irish's hitmen. During his second attempt, Frank captured and chained Daredevil down, and forced him to choose to shoot Frank or let him kill the hitman, where Daredevil took a third option and knocked Castle out. Castle made it out, alive, though, and moved to finish off the Irish. They convinced him to meet at the carousel where his family was killed and then tasered him multiple times, leading to the Irish boss torturing Frank for the location of the money he stole before Frank broke himself free. Frank and Daredevil worked together to decimate the Irish, though Daredevil refused to let him kill anyone. Frank allowed himself to be turned in shortly afterwards.

The small firm Nelson and Murdock worked to try and represent him in court, preventing him from receiving the death penalty, helped along mostly by Karen Page's efforts to connect with him. Unfortunately, Frank refused to be labelled as mentally ill, effectively throwing the entire trial and being sent to prison, where he was greeted by Wilson Fisk, and recruited to assassinate a rival prison-gang boss. After being left for dead (and surviving anyways), Fisk arranged Castle's release under the pretense that he continue to go after gangsters and criminals on the outside. While against working as a hitman, Frank took the deal anyways so he could escape and finally kill off the heroine broker that led to his family's deaths.

Frank was then implicated in several shootings, painted as a monster before saving Karen from an attempted assassination. He then used her as bait in a restaurant to pull in the attempted murderers and proceed to completely wreck their shit. As he interrogated one of the survivors, Castle acquired the name of a shipyard, where he decimated the guards and coated his target ship in gasoline, ready to die if it meant bringing down his target. Daredevil intervened again, however, and kept Frank from killing anyone else before a large squad of private soldiers, arrived to try and finish him off.

Frank survived again, however, and tailed Karen for a short while before she was kidnapped by Colonel Schoonover. He ended up being the drug lord, and was preparing to assassinate her before Frank wrecked their car, leading Schoonover to an abandoned shack and executing him. While looking around, however, the shack appeared to have a fake wall, where Castle discovered an armory of guns and ammunition, as well as the body armor that he painted his famous skull onto. Shortly afterwards, Frank showed up very briefly to assist Daredevil fight against the Hand on the rooftop before disappearing into the night, finally returning to his home and burning it to the ground.

He was last scene leaving his burning home, minigun in one hand, and presumably out to execute more criminals. Accurate Attack is a custom Edge that's detailed in Hawkeye's post.
—DoctorBoson

Wednesday, September 2, 2015

Asgardians

Another series of Extras, since the main cast is out for the next few films. This covers your average unnamed Asgardians, as well as one of their most powerful guardians.


Name: Guardsmen
Race: Asgardian
Power Level: Four Color (45 PP)
Agility d8; Smarts d6; Spirit d6; Strength d12+5; Vigor d10
Pace 6; Parry 7; Charisma 0; Toughness 19 (6)
Hindrances: —
Edges: Combat Reflexes
Skills: Fighting d8, Intimidation d6, Notice d6, Piloting d6, Shooting d6
Inventory: Asgardian armor (Armor +6, –4 ballistic AP), asgardian spears (Str+d6+2, AP 4, Parry +1, Reach 1), asgardian swords (Str+d6+2, AP 4), asgardian shields (Parry +1, Armor +4 vs ranged)
Special Abilities:
  • Attack, Melee (4): Damage Str+d6, Multiple Attacks.
  • Leaping (2): Level 2. Leaps 4" vertically and 8" horizontally.
  • Regeneration (5): Level 3, rolls to heal every 10 minutes. Limitation (–1, Level 1 against Frost Giant decay).
  • Speak Language (1): Written Word. Limitation (–1, only works on creatures from the Nine Realms). (All-tongue.)
  • Speed (2): Pace 12.
  • Super Attribute (22): Agility +1, Strength +8, Vigor +2.
  • Toughness +6 (9): Hardy. (Dense asgardian physiology.)
These asgardians are simply doing what they can to defend their home and king. They have advanced weapons, armor, and training, but ultimately they are simply Extras. When these brave forces fail, Odin may call out the bigger guns to deal with threats.


Name: The Destroyer (Wild Card)
Agility d4; Smarts d4 (A); Spirit d6; Strength d12+7; Vigor d12
Pace 8; Parry 6; Charisma 0; Toughness 25 (10)
Skills: Fighting d8, Intimidation d10, Notice d6, Shooting d8
Special Abilities:
  • Armor +10: Heavy Armor.
  • Attack, Melee: Str+d6, Heavy Weapon, Lethal.
  • Attack, Ranged: Range 12/24/48, Damage 5d10, RoF 1, SBT, Heavy Weapon, Lethal
  • Construct: +2 to recover from Shaken; doesn't breathe; immune to disease and poison; ignores one level of wound penalties.
  • Fearless: The Destroyer is immune to Fear and Intimidation.
  • First Strike: May make a free attack against a single enemy that moves into melee range every round.
  • Large: Attackers add +2 to their attack rolls when attacking the Destroyer due to its large size.
  • Resistance: Immune to background effects of fire and adds +4 Toughness against fire attacks.
  • Size +5: The Destroyer is just over 20' tall.
  • Toughness +2: Hardened interior.
The Destroyer is an automated weapon used to guard the Weapons Vault of Asgard. It will only obey commands from the wielder of Gungnir, Odin's Spear, whether it is wielded by the All-Father or not. It is extremely strong and tough, and most notoriously known for the powerful beam cannon it fires out of its face, more powerful than almost anything we've seen to date.

Here's a little taste of Asgard while we wait for the bigger players to roll out. Hope you guys enjoy it.
—DoctorBoson