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DEADSHOT vs PUNISHER

Marksmen, killers. Some call them anti-heroes, choosing to spare the lives of "good guys" while delivering lethal doses of vigilante justice, No warning, no prep as they both are randomly whisked away by the GrandMaster, while headed to a job, and forced to fight (no one released) until a victor is declared. Opponents must be reduced to health 0 for a contestant to secure the victory, (rendering unconscious is not enough, not that it matters to these two).

Deadshot

Fighting GD

Agility RM 30

Strength GD 10

Endurance EX 20

Reason EX 20 

Intuition GD 10

Psyche GD 10

Health 70

Karma 40

Powers: None

Equipment

  • Pair of wrist-mounted Colts: IN (40) material

  • EX (20) Shooting damage

  • -Ex intensity Int. FEAT. needed to hear the guns when they are fired.

    Eye Scope: Has the following abilities:
    -Telescopic Vision: 20 area range
    -Thermal Vision: Am

    Cartridge Belt: Carries 12 complete loads for his wrist gun

    Limitation

  • Deadshot enjoys killing. When in combat he will usually employ killing shots over wounding. Deadshot has a deathwish. If presented with an opportunity to die in a spectacular fashion, he must make a Psyche Feat roll to avoid.

Talents

Weapons Specialist: Wrist Magnums, Marksmanship, Guns, Repair/Tinkering, Thief, Martial Arts A

Punisher

Fighting IN 40

Agility RM 30

Strength EX 20

Endurance RM 30

Reason EX 20

Intuition IN 40

Psyche IN 40

Health 120

Karma 100  

Powers: None

Equipment

Kevlar Body Armor: Good vs. Physical, Shooting & Edged.

Gerber MK II combat knife: EX (20) Edged damage.

Colt .45 pistol (x2): RM Damage 30 points , Range 3 areas, Rounds 10.

.223 Derringer: Damage 6 points, Range 2 areas, Rounds 4.

Grenades:

Tear Gas grenades, RM intensity tear gas vs END FEAT or not able to act until gas clears

Smoke Grenades, shifts all FEATs -2CS in the area

High Explosive grenades, 30 pts edged damage to all in the area

Flash Bangs, AM intensity flash and sound that blinds/deafens 1-10 rds

* Any of the firearms can be loaded with conventional ammo, Dum-Dum Bullets (+5 damage), or "Mercy Bullets" (Amazing potency knock-out drug; Castle keeps on hand for cops).

Talents

All Martial Arts, Weapons Master, Thrown Objects, Tumbling, Wrestling, Acrobatics, Marksman, Weapon Specialist: Guns, Detective/Espionage, Military, Crime, Resist Domination, Stealth, Pilot, Trivia

FIGHT!

ROUND 1- Initiative Punisher. He fires two burst from the assault rifle, one miss, one hit. 20 damage. Deadshot at 50. Floyd fires back. One hit, 10pts damage to Frank Castle.

ROUND 2- Initiative Punisher. He closes his and throws a flash bang. Deadshot blinded in natural eye for 4 rounds, -1 column shift. Both combatants are not able to hear for 10 rounds. Castle throws a knife. He misses. Deadshot fires, bullseye/headshot for 20 pts damage. Castle health at 90.

ROUND 3- Initiative Punisher. He shoots his assault rifle. Twice. 2 hits, Deadshot at 10 health.

Deadshot shoots back for a bullseye and kill shot result. Punisher suffers END loss. 

ROUND 4- Initiative Punisher. Punisher hits for a final time. Deadshot folds unconscious. Punisher victory.

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