Solar's Build Thread - The In-Between-Updates Update!

Where in all of your character write ups will go.
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SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Solar's Build Thread - The In-Between-Updates Update!

Post by SolarOracle »

Non-Build Stuff
The Master Power Level List

How to Run a Hero Academia Game


One Punch Man Builds
Saitama
King


Madness Combat Builds
Mooks
Grunts
Agents
Zombies
A.T.P. Engineers
A.T.P. Soldats
Mag Agents
Skeletons

Characters
Hank
Jesus
Deimos
Sanford

The Sheriff
Tricky the Clown
The Auditor


Boku no Hero Academia Builds
U.A. High School

1-A Students
Can't Stop Twinkling
Pinky
Froppy
Ingenium (Tenya)
Uravity
Tailman
Chargebolt
Red Riot
Anima
Sugarman
Tentacole
Earphone Jack
Cellophane
Tsukuyomi
Todoroki
Invisible Girl
Bakugo
Deku
Grape Juice
Creati

1-B Students
Welder
Spiral
Jack Mantis
Vantablack
Battle Fist
Rule
Shemage
Vine
Gevaudan
Mines
Pony
Tsuburaba
Real Steel
Lizardy
Comicman
Mudman
Plamo
Phantom Thief
Emily
Dragon Shroud

The Big 3
Lemillion
Nejire Chan
Suneater

Other U.A. Students
Hatsume Mei
Shinso Hitoshi

Former U.A. Students and Alumni
All Might
Best Jeanist
Edgeshot
Endeavor
Eraser Head
Loud Cloud
Midnight
Present Mic

U.A. Staff and Teachers
Nezu
Recovery Girl
All Might
Eraser Head
Midnight
Present Mic
Vlad King
Thirteen
Cementoss
Ectoplasm
Snipe
Power Loader
Hound Dog

Ketsubutsu Academy Students
Grand
Turtle Neck
Mr. Smith
Boomerang Man

Ketsubutsu Academy Staff and Teachers
Ms. Joke

Shiketsu High School Students
Gale Force
Chewyee
Sisicross
Maboromicamie

Seijin High School Students
Seijin Students

Seiai Academy Students
Intelli
Seiai Students

Isamu Academy Students
Sensor Girl
Fujimi
Lucky Strike
Mongoose

Other Hero Students
Hero Students

Masegaki Elementary School
Masegaki Students

Pro Heroes
Backdraft
Best Jeanist
Big Red Dot
Cementoss
Centipeder
Clair Voyance
Cow Lady
Ectoplasm
Eel Boy
Edgeshot
Elecplant
Endeavor
Eraser Head
Fat Gum
Fourth Kind (Build #100!!! : D)
Gang Orca
Godzillo
Gunhead
Hawks
Hound Dog
Kamui Woods
Lady Bee
Maestro
Majestic
Mandalay
Manual
Mirko
Mr. Brave
Ms. Joke
Mt. Lady
Nezu
Nyikang
Pankration
Pixie-Bob
Power Loader
Present Mic
Ragdoll
Rock Lock
Ryukyu
Salaam
Selkie
Shishido
Snipe
Star and Stripe
Takahiro
Thirteen
Tiger
Uwabami
Vlad King

Former Pro Heroes
All Might
Crust
Gran Torino
Ingenium (Tensei)
Lady Nagant
Midnight
Sir Nighteye
Slidin' Go
Snatch
X-Less

Sidekicks
Bubble Girl
Burnin
Glider Girl
Kido
Sirius
Oki Mariner Crew Members
Gang Orca's Sidekicks

Former Sidekicks
David Shield

The Lurkers
Edgeshot
Kamui Woods
Mt. Lady

Wild, Wild Pussycats
Mandalay
Pixie-Bob
Ragdoll
Tiger

Endeavor Hero Agency
Endeavor
Burnin
Kido

Centipeder Hero Agency
Centipeder
Bubble Girl

The Oki Mariner Crew
The Oki Mariner
Selkie
Sirius
Oki Mariner Crew Members

Gang Orca Hero Agency
Gang Orca
Gang Orca's Sidekicks

Clair Voyance Hero Agency
Clair Voyance
Glider Girl

Police Force
Police Officers
Raid Gear Police Officers

All Villains
Afro Villain
All For One
Beros
Blue Villain
Chimera
Chronostasis
Cider House Members
Creature Rejection Clan Acolytes
Curious
Dabi
Daigo
Dictator
Doctor Garaki
Drills Villain
Ending
Flect Turn
Gentle Criminal
Geten
Giant Villain
Gigantomachia
Giran
Habit Headgear
Hazukashi
Hojo
Humarise Acolyte
Innsmouth
Katsukame
Kurogiri
La Brava
Lady Nagant
Leviathan (Build #200!!! : D)
Magne
Meta Liberation Warriors
Mimic
Moonfish
Mr. Compress
Mr. Smiley
Mummy
Muscular
Mustard
Nemoto
Nine
Nobu
Overhaul
Pompadour Villain
Rappa
Re-Destro
Red Villain
Rogone
Sakaki
Serpenters
Setsuno
Shigaraki Tomura
Sidero
Skeptic
Slice
Sludge Villain
Spinner
Stain
Starservant
Swordkil
Tabe
Tengai
Toga
Trigger Smugglers
Trumpet
Twice
USJ Arc Villains
Wheels Villain
Wolfram
Yakuza Thugs

League of Villains and Associates
All For One
Doctor Garaki
Gigantomachia
Giran

Shigaraki Tomura
Kurogiri
Dabi
Toga
Twice
Spinner
Mr. Compress
Magne
Muscular
Mustard
Moonfish
USJ Arc Villains

Nomu
Low-Tier Nomu
Middle-Tier Nomu
Upper-Tier Nomu
Near High-End Nomu
High-End Nomu

Kurogiri
Johnny
Mocha

L.A. Villain Pair
Blue Villain
Red Villain

Wolfram's Crew
Wolfram
Swordkil
Daigo
Nobu

Shie Hassaikai
Overhaul
Chronostasis
Mimic

Yakuza Thugs

The Eight Bullets
Rappa
Setsuno
Katsukame
Nemoto
Sakaki
Tabe
Hojo
Tengai

Nine's Crew
Nine
Slice
Chimera
Mummy

Cider House
Cider House Members

Creature Rejection Clan
Creature Rejection Clan Acolytes

Meta Liberation Army
Re-Destro
Curious
Trumpet
Skeptic

Geten
Slidin' Go
Meta Liberation Warriors

Paranormal Liberation Front
Shigaraki Tomura

Re-Destro
Trumpet
Twice
Dabi
Geten
Toga
Skeptic
Spinner
Mr. Compress
Gigantomachia
Slidin' Go
Paranormal Liberation Front Commanders

Meta Liberation Warriors

Humarise
Flect Turn

Leviathan (Build #200!!! : D)
Serpenters
Beros
Rogone
Sidero

Humarise Acolyte

Unnamed Civilians
Common Civilians
Help Us Company Members
Luminescent Baby
Masegaki Students
Middle Schoolers

Named Civilians
Bakugo Masaru
Bakugo Mitsuki
Eri
Izumi Kota
Melissa Shield
Midoriya Inko
Rody Soul
Shimano Katsuma
Shimano Mahoro
Tokuda Taneo
Tsubasa

Robots
Faux Villains
Transpo-Bots
I-Island Security Robots


Angel Summoner & BMX Bandit Builds
Angel Summoner
BMX Bandit
Gymkhana Girl


Death Note
Death Note
Shinigami Eyes


Pepsi
Pepsiman II (Japan)
Pepsiman I (Mexico)


Club Penguin
Puffles

Squidzoid vs Shadow Guy and Gamma Gal
Squidzoid

Shadow Guy
Gamma Gal


Rising Zan: The Samurai Gunman
Zan (Johnny)
Sapphire

Loki


No More Heroes
Travis Touchdown

Beam Katanas
Last edited by SolarOracle on Sun Jul 16, 2023 4:35 am, edited 300 times in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Re: Solar's Build Thread

Post by SolarOracle »

Inspired by people like Jabroniville, Squirrelly-Sama, DalkonCledwin, Gamebook and Kirinke, among others, about a year ago, after beginning to learn and DM Mutants and Masterminds for my playgroup, I began working on a few builds from some anime, games and other stuff. I decided to make a thread and post them here.
Last edited by SolarOracle on Wed Aug 18, 2021 9:31 pm, edited 1 time in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Saitama

Post by SolarOracle »

Image
Image
Image


Caped Baldy

Identity: Saitama, public identity.
Gender: Male.
Age: 25.
Height: 1.75 meters.
Weight: 70 kilograms.
Eyes: Black.
Hair: Bald, naturally black.
Skin: White.
Gropus: Hero Association (B-Class hero) and the Saitama Group (Leader).
Base of Operations: Z-City, Small apartment.

Power Level 25 - 866 Character Points

Abilities
Strength 24, Agility 8, Fighting 20, Awareness 0
Stamina 22, Dexterity 4, Intellect 0, Presence 0

Powers
Superhuman Physiology: Speed 24 (32,000,000 mph or 64,000,000 Km/H). [20]
Leaping 28 (250,000 miles or 500,000 Kilometers) (Extras: Feature - Leap speed is not limited to rank 7). [29]
Immunity 31 (vacuum, cold effects, heat effects, psychic effects). [31]
Immunity 3 (suffocation effects, pain effects) (Flaws: Limited to half-effect). [1.5]
Protection 8 (Extras: Impervious Protection 30). [38]
Movement 3 (Wall-Crawling 2, Water-Walking) (Flaws: Limited to while running). [3]

The One Punch Man: Feature: Treats anyone with a Power Level lower than his own by 2 or more as a minion. [1]
Feature: May spend 2 Victory Points to double Area effects. [1]

Serious Punch (Line Area): Area 20 (2000 miles Line) Damage 24. (504) -- [510]
  • AE: Serious Punch (Cone Area): Area 19 (2000 miles Cone) Damage 24. (480)
  • AE: Serious Punch (Single Target): Strength-based Damage 4. (4)
  • AE: Serious Side-hops: Concealment (Visuals) 2 (Flaws: Limited to versus lower PL opponents). (2)
  • AE: Consecutive Normal Punches: Feature 24: Adds Multiattack to normal Unarmed strikes. (23)
  • AE: Consecutive Serious Punches: Strength-based Damage 4 (Extras: Multiattack 28). (32)
  • AE: Death Punch (Intent Only): Affliction 28 (Dazed and Entranced/Stunned and Compelled/Paralyzed and Controlled) (Extras: Extra Condition) (Flaws: Limited to fear). (28)
Advantages
Accurate Attack, All-out Attack, Daze (Intimidation), Defensive Attack, Diehard, Evasion 2, Fast Grab, Fearless, Great Endurance, Improved Critical (Unarmed) 4, Improved Initiative 5, Move-by Action, Power Attack, Takedown 2, Uncanny Dodge, Withstand Damage

Skills
Athletics 8 (+31 total).
Intimidation 15 (+15 total).
Perception 4 (+4 total).
Persuasion 2 (+2 total).

Offense
Initiative +28
Unarmed +20, close damage 24, critical 16-20.
Serious Punch +20, close damage 28, critical 16-20.
Death Punch +20, close affliction (Dazed and Entranced/Stunned and Compelled/Paralyzed and Controlled), Will DC 38.
Serious Punch (Line), close 2000 miles line area damage 24.
Serious Punch (Cone), close 2000 mile cone area damage 24.

Defense
Dodge 20, Fortitude 22, Parry 20, Toughness 30*, Will 22
*Impervious 15

Complications

Bad Reputation: B-rank members of the Hero Association have a bad reputation as weak and incompetent superheroes, even tho that couldn’t be further from the truth for Saitama.

Relationship: King: Usually, the S-rank hero King gets the credit for the enemies Saitama defeats.

156 Abilities, 638.5 Powers, 25 Advantages, 14.5 Skills, 34 Defenses = 866 Character Points


About: Saitama, the One Punch Man, is the strongest human being of his world. His powers have an unclear origin, but it has been theorized that they come from his dedication to his trainer that made his “limiter”, the potential growth in abilities of each human being, non-existent, making him capable of developing his body to the point of it being nigh-invincible.

Saitama has been capable of defeating all opponents he faced with a single punch, tho that has been observed only by those close to him and is a secret to the public at large.

Outfits: When acting as a hero, Saitama dresses with a yellow jumpsuit with a zipper collar, a white cape, red gloves and high boots as well as a black belt with a golden buckle.

On his day-to-day life, Saitama wears t-shirts and hoodies, typically with a funny design on them, a pair of long jeans and sneakers.
Last edited by SolarOracle on Mon Sep 19, 2022 6:20 pm, edited 9 times in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

King

Post by SolarOracle »

Image
Image
Image


King

Identity: Unknown, Public Identity.
Gender: Male.
Age: 29.
Height: 1.87 meters.
Weight: Unknown.
Eyes: Blue.
Hair: Medium length straight blonde hair.
Skin: Tan.
Group: Hero Association (S-Class hero) and the Saitama Group.
Base of Operations: M-City, King’s Apartment.

Power Level 0 (PL 8 Gamer, PL 2 Defenses, PL 10 Intimidation and Luck) - 50 Character Points

Abilities
Strength 0, Agility 0, Fighting 0, Awareness 0
Stamina 1, Dexterity 1, Intellect 0, Presence 0

Powers
King Engine: Feature: May intimidate as if it had the Area (Auditory Perception) modifier. [1]

Advantages
Benefit 5 - Reputation (The Strongest Human Being Alive), Daze (Intimidation), Fascinate (Intimidation), Luck 5, Skill Mastery (Intimidation), Skill Mastery (Videogames), Ultimate Effort (Intimidation)

Skills
Deception 8 (+8 total).
Expertise (Pop Culture) 4 (+4 total).
Expertise (Video Games) 18 (+18 total).
Insight 2 (+2 total).
Intimidation 20 (+20 total).
Perception 4 (+4 total).

Offense
Initiative +0
Unarmed +0, close damage 0.

Defense
Dodge 0, Fortitude 1, Parry 0, Toughness 1, Will 2

Complications

Reputation: The Strongest Man on Earth: King is known as the strongest human alive due to people mistakenly accrediting Saitama’s accomplishments to him. This is often extremely stressful for him, as he lands on situations that would most certainly kill him again and again and is only able to come out of them alive due to dumb luck.

Relationship: Saitama: King is accredited to most of Saitama’s accomplishments even if he never asked for it. He usually relies on Saitama to defeat any enemies that threatening him or mankind itself. Despite the misaccrediting of his feats, Saitama is actually really good friends with King, as the two are often hanging out together and playing videogames. They both really respect each other, King admiring Saitama's enormous strength and his humbleness, and Saitama seeing King as a really good guy who has the heart and instincts of a hero, always there when he needs to be and always willing to do whatever he can to help whenever the situation calls for it, despite his cowardice and weakness.

4 Abilities, 1 Powers, 15 Advantages, 28 Skills, 2 Defenses = 50 Character Points


About: King is one of the more comical characters on One Punch Man, and, essentially, the opposite of Saitama, being a completely normal and weak human but having the reputation of being the strongest man on Earth, a reputation he gained due to Saitama's accomplishments being accredited to him. His heartbeat is, for some reason, incredibly loud when he is scared, creating the legend of the "King Engine", with people saying that the noise coming from King is the last thing others hear before being destroyed by him.

King is actually a video game fan who wants to have a peaceful life free of worries, and lives off the high payment he gets from being an S-Class hero in the Hero Association, a title he only has because of the legend and rumors built upon him due to the monsters Saitama has defeated.

Outfits: King tends to wear comfortable and loose or baggy clothing. He tends to wear discreet clothing when out in public to avoid being recognized, like wearing a cap and a hoodie.
Last edited by SolarOracle on Sun Dec 25, 2022 2:50 pm, edited 11 times in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Re: Solar's Build Thread

Post by SolarOracle »

OK, so those were the two One Punch Man builds I did in November of last year. I felt like building Saitama for whatever reason and decided to do King as well because that sounded like a funny build to do.

I gave Saitama the "One Punch Man" power feature thingy because I felt like that would be a good way to represent him being able to defeat anyone with a single strike. I priced it as a single character point because... well, I have no idea how that feature should be priced.

I guess that's all I have to say about those builds. I spent an embarrassingly long time trying to learn how to edit text in phpBB and I still feel like the formatting I went for these posts feels a bit awkward, so I might shift it around a bit later on. I think I'll begin posting my Madness Combat builds next, like, tomorrow morning or something. Oh, and if you're not familiarized with One Punch Man, I really can't recommend it enough. It has some really great comedy and some pretty awesome action scenes.
Last edited by SolarOracle on Wed Aug 18, 2021 9:31 pm, edited 1 time in total.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Re: Solar's Build Thread

Post by Jabroniville »

Hey, cool! Always glad to see a new build thread pop up :)!

I've never read One Punch Man, but this build seems equivalent to what I've heard- that the character is so vastly overpowered as to be a commentary on the notion of invincible "always wins" heroes. Like, having punches that do PL 22 damage over a space of MILES? He could wipe out whole countries with that!

King is a guy I've never heard of, and sounds bizarre. A total wimp who somehow took credit for Saitama's stuff? How'd he pull that off?
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Re: Solar's Build Thread

Post by SolarOracle »

Jabroniville wrote: Sun Apr 26, 2020 8:59 am King is a guy I've never heard of, and sounds bizarre. A total wimp who somehow took credit for Saitama's stuff? How'd he pull that off?
It mostly happened due to him being in the right place at the right time, with Saitama usually immediately leaving after killing a monster and King for one reason and another being on the scene, people simply assuming he did it. He didn't really do this out of malice or on purpose or anything, it just kind of happened and he just kind of went with it, never bothering to correct people until the legend of him being the strongest person alive was built by others. Him and Saitama actually become friends later on in the manga, as he begins to hang out with Saitama and play videogames with him, something he is actually better than Saitama at.

It's a pretty comical escalation in general, with him really being effectively the opposite of Saitama in the sense of him never defeating any monster or anything, but getting the credit and recognition for it, as opposed to Saitama, who effortlessly defeated many monsters and threats but is seen by a weakling by most people.
Last edited by SolarOracle on Wed Aug 18, 2021 9:32 pm, edited 1 time in total.
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Woodclaw
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Location: Como, Italy

Re: Solar's Build Thread

Post by Woodclaw »

Out of all the western-superhero inspired manga of recent years One Punch Man remains one of the most bizarre to me. On one hand I can absolutely see that the author loves the genre and he's not afraid of making a pun of it, while still remaining very faithful to its core. For example, Satoru/Mumen Rider is a pun on both Kamen Rider and Spider-Man all in one, but while he's often hopelessly outclassed, he's one of the most stalwart characters of the entire series.
Still, I find the main character really unappealing. While the entire story is built very much like Judge Dredd -- where ol'Stoneface is just an excuse to tell the stories of the city and the people around him -- at the very least Dredd has the drive to act. From what little I read, Saitaama is a very passive plot entire, which kind of undermines my appreciation for the series.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Madness Combat Builds

Post by SolarOracle »

Image
Image

Madness Combat
OK, so I felt like I should write a bit about the series before beginning to post the builds.

Madness Combat is a flash animation series that started in 2002, created by Newgrounds user Krinkels. The series is one of the most violent and action packed flash animations out there online, with the red blood contrasting heavily with the monochromatic backgrounds. The series' storytelling is somewhat vague and mostly left to the interpretation of the viewer, and it features some really amazing and well made animations and scenes in general.

The builds tend to have a lower defensive PL than offensive in general, except for the named character of the series, whom I gave an offensive PL equal to their defensive PL most of the time. I decided to make these builds because I felt a bit burnt out while working on some Boku no Hero Academia builds and a friend of mine suggested me doing Madness builds as a small project in between. These were the most recent builds I finished, so I decided to post them first here.
Last edited by SolarOracle on Wed Aug 18, 2021 9:32 pm, edited 3 times in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Grunts

Post by SolarOracle »

Image


Grunt

Group: The Agency Against Hank Wimbleton (A.A.H.W.).
Base of Operations: Somewhere in Nevada.

Power Level 2 (PL 3 Attacks, PL 4 with some weapons, PL 5 Explosives) - 32 Character Points

Abilities
Strength 0, Agility 0, Fighting 3, Awareness 0
Stamina 1, Dexterity 1, Intellect 0, Presence 0

Gear
Automatic Rifle: Ranged Damage 6 (Extras: Multiattack) (Flaws: Inaccurate). (17) -- (31)
  • AE: Rocket Launcher Attachment: Ranged Area (30 ft. Burst) Damage 5. (15)
  • AE: Frag Grenade: Ranged Area (30 ft. Burst) Damage 5 (Flaws: Reduced Range). (14)
  • AE: Sniper Rifle: Ranged Damage 6 (Extras: Extended Range). (13)
  • AE: Submachine Gun: Ranged Damage 4 (Extras: Multiattack). (12)
  • AE: Shotgun: Ranged Damage 5 (Flaws: Reduced Range). (9)
  • AE: Dual Pistols: Ranged Damage 4 (Extras: Split). (9)
  • AE: Dragon Sword: Strength-based Damage 3 (Extras: Improved Critical, Penetrating 2). (6)
  • AE: Pistol: Ranged Damage 3. (6)
  • AE: Axe: Strength-based Damage 3 (Extras: Penetrating 2). (5)
  • AE: Double Knives: Strength-based Damage 2 (Extras: Improved Critical, Split). (4)
  • AE: Longsword or Scimitar: Strength-based Damage 2 (Extras: Improved Critical). (3)
  • AE: Baton, Pipe or Baseball Bat: Strength-based Damage 2. (2)
  • AE: Knife: Strength-based Damage 1 (Extras: Improved Critical). (2)
Advantages
Equipment 7, Ranged Attack

Skills
Athletics 3 (+3 total).
Close Combat (Knives) 1 (+4 total).
Close Damage (Clubs) 1 (+4 total).
Close Combat (Unarmed) 3 (+6 total).
Deception 2 (+2 total).
Insight 2 (+2 total).
Expertise (A.A.H.W. Agent) 1 (+1 total).
Perception 1 (+1 total).
Persuasion 2 (+2 total).
Ranged Combat (Pistols) 1 (+3 total).
Stealth 1 (+2 total).

Offense
Initiative +1
Unarmed +6, close damage 0.
Knife +4, close damage 1, critical 19-20.
Dual Knives +4, close damage 2, critical 19-20.
Clubs +4, close damage 2.
Swords +3, close damage 2, critical 19-20.
Dragon Sword Katana +3, close damage 3, critical 19-20.
Axes +3, close damage 3.
Pistols +3, ranged damage 3.
Dual Pistols +3, ranged damage 4.
Shotguns +2, ranged damage 5.
Submachine Guns +2, ranged damage 4.
Sniper Rifles +2, ranged damage 6.
Automatic Rifles +0, ranged damage 6.
Frag Grenade, ranged 30 ft. burst area damage 5.
Rocket Launcher, ranged 30 ft. burst area damage 5.

Defense
Dodge 2, Fortitude 2, Parry 3, Toughness 1, Will 1

Complications

Limited Armament: Grunts usually carry only one weapon with them, except for the rocket launcher attachment to automatic rifles, which are very rarely used.

Weapon Distribution: In a group of grunts, there are very few that use powerful armament such as sniper rifles or shotguns. Most use simple melee weapons, pistols or SMGs.

12 Abilities, 0 Powers, 8 Advantages, 9 Skills, 3 Defenses = 32 Character Points


About: The most basic canon-fodder the series has. They seem to be weak, tho probably more competent than a regular person as they work as soldiers for an agency and have some level of martial and firearm training.
Last edited by SolarOracle on Wed Aug 18, 2021 9:32 pm, edited 5 times in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Agents

Post by SolarOracle »

Image


1337 Agent

Group: The Agency Against Hank Wimbleton (A.A.H.W.).
Base of Operations: Somewhere in Nevada.

Power Level 3 (PL 4 attacks, PL 5 with some weapons) - 48 Character Points

Abilities
Strength 1, Agility 1, Fighting 4, Awareness 0
Stamina 2, Dexterity 2, Intellect 0, Presence 0

Gear
Automatic Rifle: Ranged Damage 6 (Extras: Multiattack) (Flaws: Inaccurate). (17) -- (32)
  • AE: Rocket Launcher Attachment: Ranged Area (30 ft. Burst) Damage 5. (15)
  • AE: Frag Grenade: Ranged Area (30 ft. Burst) Damage 5 (Flaws: Reduced Range). (14)
  • AE: Sniper Rifle: Ranged Damage 6 (Extras: Extended Range). (13)
  • AE: Submachine Gun: Ranged Damage 4 (Extras: Multiattack). (12)
  • AE: Shotgun: Ranged Damage 5 (Flaws: Reduced Range). (9)
  • AE: Dual Pistols: Ranged Damage 4 (Extras: Split). (9)
  • AE: Dragon Sword: Strength-based Damage 3 (Extras: Improved Critical, Penetrating 2). (6)
  • AE: Pistol: Ranged Damage 3. (6)
  • AE: Axe: Strength-based Damage 3 (Extras: Penetrating 2). (5)
  • AE: Double Knives: Strength-based Damage 2 (Extras: Improved Critical, Split). (4)
  • AE: L33t Sword: Strength-based Damage 3 (Extras: Improved Critical). (4)
  • AE: Longsword or Scimitar: Strength-based Damage 2 (Extras: Improved Critical). (3)
  • AE: Baton, Pipe or Baseball Bat: Strength-based Damage 2. (2)
  • AE: Knife: Strength-based Damage 1 (Extras: Improved Critical). (2)
Advantages
Close Attack, Equipment 7, Ranged Attack 2

Skills
Athletics 4 (+5 total).
Close Combat (Unarmed) 2 (+7 total).
Close Combat (Knives) 1 (+6 total).
Deception 2 (+2 total).
Insight 4 (+4 total).
Expertise (A.A.H.W. Agent) 5 (+5 total).
Perception 3 (+3 total).
Persuasion 2 (+2 total).
Ranged Combat (Pistols) 1 (+5 total).
Stealth 2 (+3 total).

Offense
Initiative +1
Unarmed +7, close damage 1.
Knife +6, close damage 2, critical 19-20.
Double Knives +6, close damage 3, critical 19-20.
Sword +5, close damage 3, critical 19-20.
L33t Sword +5, close damage 4, critical 19-20.
Clubs +5, close damage 3.
Dragon Sword Katana +5, close damage 4, critical 19-20.
Axes +5, close damage 4.
Pistols +5, ranged damage 3.
Double Pistols +5, ranged damage 4.
Shotguns +4, ranged damage 5.
Submachine Guns +4, ranged damage 4.
Sniper Rifles +4, ranged damage 6.
Automatic Rifle +2, ranged damage 6.
Frag Grenade, ranged 30 ft. burst area damage 5.
Rocket Launcher, ranged 30 ft. burst area damage 5.

Defense
Dodge 3, Fortitude 3, Parry 4, Toughness 2, Will 2

Complications

Limited Armament: Agents usually carry only one weapon with them, except for the rocket launcher attachment to automatic rifles, which are very rarely used.

Weapon Distribution: In a group of agents, there are very few that use powerful armament such as the l33t sword, sniper rifles or shotguns. Most use simple melee weapons, pistols or SMGs.

20 Abilities, 0 Powers, 10 Advantages, 13 Skills, 5 Defenses = 48 Character Points


About: An upgrade to regular grunts, 1337 agents are specially trained agents to combat Hank. They seem to be more capable than the regular grunts, but are still very pathetic and killed in the masses by Hank and the other protagonists with ease. Because of that, I made them one Power Level higher than regular grunts.


Image
Image


Improved 1337 Agent

Group: The Agency Against Hank Wimbleton (A.A.H.W.).
Base of Operations: Somewhere in Nevada.

Power Level 4 (PL 5 attacks, PL 6 with some weapons) - 56 Character Points

Abilities
Strength 2, Agility 2, Fighting 5, Awareness 0
Stamina 2, Dexterity 3, Intellect 0, Presence 0

Gear
Automatic Rifle: Ranged Damage 6 (Extras: Multiattack) (Flaws: Inaccurate). (17) -- (32)
  • AE: Rocket Launcher Attachment: Ranged Area (30 ft. Burst) Damage 5. (15)
  • AE: Frag Grenade: Ranged Area (30 ft. Burst) Damage 5 (Flaws: Reduced Range). (14)
  • AE: Sniper Rifle: Ranged Damage 6 (Extras: Extended Range). (13)
  • AE: Submachine Gun: Ranged Damage 4 (Extras: Multiattack). (12)
  • AE: Shotgun: Ranged Damage 5 (Flaws: Reduced Range). (9)
  • AE: Dual Pistols: Ranged Damage 4 (Extras: Split). (9)
  • AE: Dragon Sword: Strength-based Damage 3 (Extras: Improved Critical, Penetrating 2). (6)
  • AE: Pistol: Ranged Damage 3. (6)
  • AE: Axe: Strength-based Damage 3 (Extras: Penetrating 2). (5)
  • AE: Double Knives: Strength-based Damage 2 (Extras: Improved Critical, Split). (4)
  • AE: L33t Sword: Strength-based Damage 3 (Extras: Improved Critical). (4)
  • AE: Longsword or Scimitar: Strength-based Damage 2 (Extras: Improved Critical). (3)
  • AE: Baton, Pipe or Baseball Bat: Strength-based Damage 2. (2)
  • AE: Knife: Strength-based Damage 1 (Extras: Improved Critical). (2)
Advantages
Close Attack, Equipment 7, Ranged Attack 2

Skills
Athletics 4 (+6 total).
Close Combat (Unarmed) 2 (+8 total).
Close Combat (Knives) 1 (+7 total).
Deception 2 (+2 total).
Expertise (A.A.H.W. Agent) 5 (+5 total).
Insight 4 (+4 total).
Perception 3 (+3 total).
Persuasion 2 (+2 total).
Ranged Combat (Pistols) 1 (+6 total).
Stealth 2 (+4 total).

Offense
Initiative +2
Unarmed +8, close damage 2.
Knife +7, close damage 3, critical 19-20.
Double Knives +7, close damage 4, critical 19-20.
Sword +6, close damage 4, critical 19-20.
L33t Sword +6, close damage 5, critical 19-20.
Clubs +6, close damage 3.
Dragon Sword Katana +6, close damage 5, critical 19-20.
Axes +6, close damage 5.
Pistols +6, ranged damage 3.
Double Pistols +6, ranged damage 4.
Shotguns +5, ranged damage 5.
Submachine Guns +5, ranged damage 4.
Sniper Rifles +5, ranged damage 6.
Automatic Rifle +3, ranged damage 6.
Frag Grenade, ranged 30 ft. burst area damage 5.
Rocket Launcher, ranged 30 ft. burst area damage 5.

Defense
Dodge 4, Fortitude 3, Parry 5, Toughness 2, Will 2

Complications

Limited Armament: Agents usually carry only one weapon with them, except for the rocket launcher attachment to automatic rifles, which are very rarely used.

Weapon Distribution: In a group of agents, there are very few that use powerful armament such as the l33t sword, sniper rifles or shotguns. Most use simple melee weapons, pistols or SMGs.

28 Abilities, 0 Powers, 10 Advantages, 13 Skills, 5 Defenses = 56 Character Points


About: A minor upgrade to the regular 1337 Agent that was given to them in episode 6.5. After the upgrade, their shades changed color to have a red tint and it was said that they received a better strength and agility, tho seemingly not by much, as the protagonists were still able to kill them with ease.

This build has an increased Strength, Agility, Dexterity and Fighting scores, increasing their overall Power Level by 1.


Image


Enhanced 1337 Agent

Group: The Agency Against Hank Wimbleton (A.A.H.W.).
Base of Operations: Somewhere in Nevada.

Power Level 5 (PL 6 with some weapons) - 64 Character Points

Abilities
Strength 2, Agility 3, Fighting 6, Awareness 0
Stamina 4, Dexterity 3, Intellect 0, Presence 0

Gear
Automatic Rifle: Ranged Damage 6 (Extras: Multiattack) (Flaws: Inaccurate). (17) -- (32)
  • AE: Rocket Launcher Attachment: Ranged Area (30 ft. Burst) Damage 5. (15)
  • AE: Frag Grenade: Ranged Area (30 ft. Burst) Damage 5 (Flaws: Reduced Range). (14)
  • AE: Sniper Rifle: Ranged Damage 6 (Extras: Extended Range). (13)
  • AE: Submachine Gun: Ranged Damage 4 (Extras: Multiattack). (12)
  • AE: Shotgun: Ranged Damage 5 (Flaws: Reduced Range). (9)
  • AE: Dual Pistols: Ranged Damage 4 (Extras: Split). (9)
  • AE: Dragon Sword: Strength-based Damage 3 (Extras: Improved Critical, Penetrating 2). (6)
  • AE: Pistol: Ranged Damage 3. (6)
  • AE: Axe: Strength-based Damage 3 (Extras: Penetrating 2). (5)
  • AE: Double Knives: Strength-based Damage 2 (Extras: Improved Critical, Split). (4)
  • AE: L33t Sword: Strength-based Damage 3 (Extras: Improved Critical). (4)
  • AE: Longsword or Scimitar: Strength-based Damage 2 (Extras: Improved Critical). (3)
  • AE: Baton, Pipe or Baseball Bat: Strength-based Damage 2. (2)
  • AE: Knife: Strength-based Damage 1 (Extras: Improved Critical). (2)
Advantages
Close Attack, Equipment 7, Ranged Attack 2

Skills
Athletics 4 (+6 total).
Close Combat (Unarmed) 2 (+9 total).
Close Combat (Knives) 1 (+8 total).
Deception 2 (+2 total).
Expertise (A.A.H.W. Agent) 5 (+5 total).
Insight 4 (+4 total).
Perception 3 (+3 total).
Persuasion 2 (+2 total).
Ranged Combat (Pistols) 1 (+6 total).
Stealth 2 (+4 total).

Offense
Initiative +2
Unarmed +9, close damage 2.
Knife +8, close damage 3, critical 19-20.
Double Knives +8, close damage 4, critical 19-20.
Sword +7, close damage 4, critical 19-20.
L33t Sword +7, close damage 5, critical 19-20.
Clubs +7, close damage 3.
Dragon Sword Katana +7, close damage 5, critical 19-20.
Axes +7, close damage 5.
Pistols +6, ranged damage 3.
Double Pistols +6, ranged damage 4.
Shotguns +5, ranged damage 5.
Submachine Guns +5, ranged damage 4.
Sniper Rifles +5, ranged damage 6.
Automatic Rifle +3, ranged damage 6.
Frag Grenade, ranged 30 ft. burst area damage 5.
Rocket Launcher, ranged 30 ft. burst area damage 5.

Defense
Dodge 5, Fortitude 5, Parry 6, Toughness 4, Will 2

Complications

Limited Armament: Agents usually carry only one weapon with them, except for the rocket launcher attachment to automatic rifles, which are very rarely used.

Weapon Distribution: In a group of agents, there are very few that use powerful armament such as the l33t sword, sniper rifles or shotguns. Most use simple melee weapons, pistols or SMGs.

36 Abilities, 0 Powers, 10 Advantages, 13 Skills, 5 Defenses = 64 Character Points


About: Another upgrade given to the agents, this time by The Auditor himself after he obtains Jesus’ halo. They first show up in episode 10 and seem to be more resistant and agile, being able to hit more oftenly, having better reflexes and surviving multiple hits (despite still being easy threats that Hank could deal with ease).

This build is another Power Level advancement by one, tho they have the same firearm aim they had in their previous upgrade.
Last edited by SolarOracle on Wed Aug 18, 2021 9:33 pm, edited 3 times in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Re: Solar's Build Thread

Post by SolarOracle »

Woodclaw wrote: Sun Apr 26, 2020 3:54 pm Still, I find the main character really unappealing. While the entire story is built very much like Judge Dredd -- where ol'Stoneface is just an excuse to tell the stories of the city and the people around him -- at the very least Dredd has the drive to act. From what little I read, Saitaama is a very passive plot entire, which kind of undermines my appreciation for the series.
That is a fair point, I guess. I never really found that to be an issue, for some reason tho, probably because of the heavier focus on comedy on arcs and fights centered on Saitama, as opposed to the greater focus on action and the more grounded storytelling on the arcs focused on the other characters.
Last edited by SolarOracle on Wed Aug 18, 2021 9:33 pm, edited 1 time in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Zombies

Post by SolarOracle »

Image


Grunt Zombie

Group: Varies, usually Agency Against Hank Wimbleton (A.A.H.W.)
Base of Operations: Somewhere in Nevada.

Power Level 2 (PL 3 Attacks, PL 4 with some weapons, PL 5 Explosives) - 49.5 Character Points

Abilities
Strength 0, Agility 0, Fighting 3, Awareness 0
Stamina --, Dexterity 1, Intellect 0, Presence 0

Powers
Zombie Physiology: Immunity 30 (Fortitude Effects). [30]
Protection 1. [1]

Gear
Automatic Rifle: Ranged Damage 6 (Extras: Multiattack) (Flaws: Inaccurate). (17) -- (31)
  • AE: Rocket Launcher Attachment: Ranged Area (30 ft. Burst) Damage 5. (15)
  • AE: Frag Grenade: Ranged Area (30 ft. Burst) Damage 5 (Flaws: Reduced Range). (14)
  • AE: Sniper Rifle: Ranged Damage 6 (Extras: Extended Range). (13)
  • AE: Submachine Gun: Ranged Damage 4 (Extras: Multiattack). (12)
  • AE: Shotgun: Ranged Damage 5 (Flaws: Reduced Range). (9)
  • AE: Dual Pistols: Ranged Damage 4 (Extras: Split). (9)
  • AE: Dragon Sword: Strength-based Damage 3 (Extras: Improved Critical, Penetrating 2). (6)
  • AE: Pistol: Ranged Damage 3. (6)
  • AE: Axe: Strength-based Damage 3 (Extras: Penetrating 2). (5)
  • AE: Double Knives: Strength-based Damage 2 (Extras: Improved Critical, Split). (4)
  • AE: Longsword or Scimitar: Strength-based Damage 2 (Extras: Improved Critical). (3)
  • AE: Baton, Pipe or Baseball Bat: Strength-based Damage 2. (2)
  • AE: Knife: Strength-based Damage 1 (Extras: Improved Critical). (2)
Advantages
Equipment 7, Ranged Attack

Skills
Athletics 3 (+3 total).
Close Combat (Knives) 1 (+4 total).
Close Damage (Clubs) 1 (+4 total).
Close Combat (Unarmed) 3 (+6 total).
Deception 2 (+2 total).
Insight 2 (+2 total).
Perception 1 (+1 total).
Persuasion 2 (+2 total).
Ranged Combat (Pistols) 1 (+3 total).
Stealth 1 (+2 total).

Offense
Initiative +1
Unarmed +6, close damage 0.
Knife +4, close damage 1, critical 19-20.
Dual Knives +4, close damage 2, critical 19-20.
Clubs +4, close damage 2.
Swords +3, close damage 2, critical 19-20.
Dragon Sword Katana +3, close damage 3, critical 19-20.
Axes +3, close damage 3.
Pistols +3, ranged damage 3.
Dual Pistols +3, ranged damage 4.
Shotguns +2, ranged damage 5.
Submachine Guns +2, ranged damage 4.
Sniper Rifles +2, ranged damage 6.
Automatic Rifles +0, ranged damage 6.
Frag Grenade, ranged 30 ft. burst area damage 5.
Rocket Launcher, ranged 30 ft. burst area damage 5.

Defense
Dodge 2, Fortitude IMMUNE, Parry 3, Toughness 1, Will 1

Complications

Zombie: Zombies were usually resurrected by someone else and seem to be loyal to whoever created them.

Limited Armament: Zombies usually carry only one weapon with them, except for the rocket launcher attachment to automatic rifles, which are very rarely used.

Weapon Distribution: In a group of zombies, there are very few that use powerful armament such as sniper rifles or shotguns. Most zombies fight unarmed, but few prefer to use melee weapons or weak firearms. Zombies tend to use whatever weapon they had on hand when they were resurrected.

0 Abilities, 31 Powers, 8 Advantages, 8.5 Skills, 2 Defenses = 49.5 Character Points


About: In Madness Combat, zombies seem to have the same strength as their living counterparts and seem to have the same intelligence and mental capacities, though being loyal to whoever brought them back. This build is exactly like that of a regular grunt, except for the removal of their Stamina score and the addition of an immunity to fortitude effects. I removed their Expertise (A.A.H.W. Agent) skill, as I’m pretty sure not all zombies shown throughout the series were necessarily A.A.H.W. agents, tho indeed a lot were.


Image


1337 Agent Zombie

Group: The Agency Against Hank Wimbleton (A.A.H.W.).
Base of Operations: Somewhere in Nevada.

Power Level 3 (PL 4 attacks, PL 5 with some weapons) - 65 Character Points

Abilities
Strength 1, Agility 1, Fighting 4, Awareness 0
Stamina --, Dexterity 2, Intellect 0, Presence 0

Powers
Zombie Physiology: Immunity 30 (Fortitude Effects). [30]
Protection 2. [2]

Gear
Automatic Rifle: Ranged Damage 6 (Extras: Multiattack) (Flaws: Inaccurate). (17) -- (32)
  • AE: Rocket Launcher Attachment: Ranged Area (30 ft. Burst) Damage 5. (15)
  • AE: Frag Grenade: Ranged Area (30 ft. Burst) Damage 5 (Flaws: Reduced Range). (14)
  • AE: Sniper Rifle: Ranged Damage 6 (Extras: Extended Range). (13)
  • AE: Submachine Gun: Ranged Damage 4 (Extras: Multiattack). (12)
  • AE: Shotgun: Ranged Damage 5 (Flaws: Reduced Range). (9)
  • AE: Dual Pistols: Ranged Damage 4 (Extras: Split). (9)
  • AE: Dragon Sword: Strength-based Damage 3 (Extras: Improved Critical, Penetrating 2). (6)
  • AE: Pistol: Ranged Damage 3. (6)
  • AE: Axe: Strength-based Damage 3 (Extras: Penetrating 2). (5)
  • AE: Double Knives: Strength-based Damage 2 (Extras: Improved Critical, Split). (4)
  • AE: L33t Sword: Strength-based Damage 3 (Extras: Improved Critical). (4)
  • AE: Longsword or Scimitar: Strength-based Damage 2 (Extras: Improved Critical). (3)
  • AE: Baton, Pipe or Baseball Bat: Strength-based Damage 2. (2)
  • AE: Knife: Strength-based Damage 1 (Extras: Improved Critical). (2)
Advantages
Close Attack, Equipment 7, Ranged Attack 2

Skills
Athletics 4 (+5 total).
Close Combat (Unarmed) 2 (+7 total).
Close Combat (Knives) 1 (+6 total).
Deception 2 (+2 total).
Insight 4 (+4 total).
Expertise (A.A.H.W. Agent) 5 (+5 total).
Perception 3 (+3 total).
Persuasion 2 (+2 total).
Ranged Combat (Pistols) 1 (+5 total).
Stealth 2 (+3 total).

Offense
Initiative +1
Unarmed +7, close damage 1.
Knife +6, close damage 2, critical 19-20.
Double Knives +6, close damage 3, critical 19-20.
Sword +5, close damage 3, critical 19-20.
L33t Sword +5, close damage 4, critical 19-20.
Clubs +5, close damage 3.
Dragon Sword Katana +5, close damage 4, critical 19-20.
Axes +5, close damage 4.
Pistols +5, ranged damage 3.
Double Pistols +5, ranged damage 4.
Shotguns +4, ranged damage 5.
Submachine Guns +4, ranged damage 4.
Sniper Rifles +4, ranged damage 6.
Automatic Rifle +2, ranged damage 6.
Frag Grenade, ranged 30 ft. burst area damage 5.
Rocket Launcher, ranged 30 ft. burst area damage 5.

Defense
Dodge 3, Fortitude IMMUNE, Parry 4, Toughness 2, Will 2

Complications

Zombie: Zombies were usually resurrected by someone else and seem to be loyal to whoever created them.

Limited Armament: Zombie agents usually carry only one weapon with them, except for the rocket launcher attachment to automatic rifles, which are very rarely used.

Weapon Distribution: In a group of zombie agents, there are very few that use powerful armament such as the l33t sword, sniper rifles or shotguns. Most use simple melee weapons, pistols or SMGs.

6 Abilities, 32 Powers, 10 Advantages, 13 Skills, 4 Defenses = 65 Character Points


About: Zombified versions of the 1337 Agent. Like with the grunt zombie build, they are exactly like the normal agent build, but without their Stamina score and with immunity to Fortitude effects.


Image


Improved 1337 Agent Zombie

Group: The Agency Against Hank Wimbleton (A.A.H.W.).
Base of Operations: Somewhere in Nevada.

Abilities
Strength 2, Agility 2, Fighting 5, Awareness 0
Stamina --, Dexterity 3, Intellect 0, Presence 0

Powers
Zombie Physiology: Immunity 30 (Fortitude Effects). [30]
Protection 2. [2]

Gear
Automatic Rifle: Ranged Damage 6 (Extras: Multiattack) (Flaws: Inaccurate). (17) -- (32)
  • AE: Rocket Launcher Attachment: Ranged Area (30 ft. Burst) Damage 5. (15)
  • AE: Frag Grenade: Ranged Area (30 ft. Burst) Damage 5 (Flaws: Reduced Range). (14)
  • AE: Sniper Rifle: Ranged Damage 6 (Extras: Extended Range). (13)
  • AE: Submachine Gun: Ranged Damage 4 (Extras: Multiattack). (12)
  • AE: Shotgun: Ranged Damage 5 (Flaws: Reduced Range). (9)
  • AE: Dual Pistols: Ranged Damage 4 (Extras: Split). (9)
  • AE: Dragon Sword: Strength-based Damage 3 (Extras: Improved Critical, Penetrating 2). (6)
  • AE: Pistol: Ranged Damage 3. (6)
  • AE: Axe: Strength-based Damage 3 (Extras: Penetrating 2). (5)
  • AE: Double Knives: Strength-based Damage 2 (Extras: Improved Critical, Split). (4)
  • AE: L33t Sword: Strength-based Damage 3 (Extras: Improved Critical). (4)
  • AE: Longsword or Scimitar: Strength-based Damage 2 (Extras: Improved Critical). (3)
  • AE: Baton, Pipe or Baseball Bat: Strength-based Damage 2. (2)
  • AE: Knife: Strength-based Damage 1 (Extras: Improved Critical). (2)
Advantages
Close Attack, Equipment 7, Ranged Attack 2

Skills
Athletics 4 (+6 total).
Close Combat (Unarmed) 2 (+8 total).
Close Combat (Knives) 1 (+7 total).
Deception 2 (+2 total).
Expertise (A.A.H.W. Agent) 5 (+5 total).
Insight 4 (+4 total).
Perception 3 (+3 total).
Persuasion 2 (+2 total).
Ranged Combat (Pistols) 1 (+6 total).
Stealth 2 (+4 total).

Offense
Initiative +2
Unarmed +8, close damage 2.
Knife +7, close damage 3, critical 19-20.
Double Knives +7, close damage 4, critical 19-20.
Sword +6, close damage 4, critical 19-20.
L33t Sword +6, close damage 5, critical 19-20.
Clubs +6, close damage 3.
Dragon Sword Katana +6, close damage 5, critical 19-20.
Axes +6, close damage 5.
Pistols +6, ranged damage 3.
Double Pistols +6, ranged damage 4.
Shotguns +5, ranged damage 5.
Submachine Guns +5, ranged damage 4.
Sniper Rifles +5, ranged damage 6.
Automatic Rifle +3, ranged damage 6.
Frag Grenade, ranged 30 ft. burst area damage 5.
Rocket Launcher, ranged 30 ft. burst area damage 5.

Defense
Dodge 4, Fortitude IMMUNE, Parry 5, Toughness 2, Will 2

Complications

Zombie: Zombies were usually resurrected by someone else and seem to be loyal to whoever created them.

Limited Armament: Zombie agents usually carry only one weapon with them, except for the rocket launcher attachment to automatic rifles, which are very rarely used.

Weapon Distribution: In a group of zombie agents, there are very few that use powerful armament such as the l33t sword, sniper rifles or shotguns. Most use simple melee weapons, pistols or SMGs.

14 Abilities, 32 Powers, 10 Advantages, 13 Skills, 4 Defenses = 73 Character Points


About: Zombified version of the improved agents.
Last edited by SolarOracle on Wed Aug 18, 2021 9:34 pm, edited 2 times in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

A.T.P. Engineers

Post by SolarOracle »

Image


A.T.P. Engineer

Group: The Agency Against Hank Wimbleton (A.A.H.W.).
Base of Operations: Somewhere in Nevada.

Power Level 4 (PL5 attacks, PL 6 with some weapons) - 61 Character Points

Abilities
Strength 1, Agility 2, Fighting 5, Awareness 0
Stamina 2, Dexterity 3, Intellect 1, Presence 0

Gear
Automatic Rifle: Ranged Damage 6 (Extras: Multiattack) (Flaws: Inaccurate). (17) -- (31)
  • AE: Rocket Launcher Attachment: Ranged Area (30 ft. Burst) Damage 5. (15)
  • AE: Frag Grenade: Ranged Area (30 ft. Burst) Damage 5 (Flaws: Reduced Range). (14)
  • AE: Sniper Rifle: Ranged Damage 6 (Extras: Extended Range). (13)
  • AE: Submachine Gun: Ranged Damage 4 (Extras: Multiattack). (12)
  • AE: Flash-Bang: Ranged Area (30 ft. Burst) Affliction 4 (Impaired/Disabled/Unaware) (Extras: Cumulative) (Flaws: Limited to visuals, Reduced Range). (11)
  • AE: Shotgun: Ranged Damage 5 (Flaws: Reduced Range). (9)
  • AE: Dual Pistols: Ranged Damage 4 (Extras: Split). (9)
  • AE: Dragon Sword: Strength-based Damage 3 (Extras: Improved Critical, Penetrating 2). (6)
  • AE: Pistol: Ranged Damage 3. (6)
  • AE: Axe: Strength-based Damage 3 (Extras: Penetrating 2). (5)
  • AE: Double Knives: Strength-based Damage 2 (Extras: Improved Critical, Split). (4)
  • AE: Longsword or Scimitar: Strength-based Damage 2 (Extras: Improved Critical). (3)
  • AE: Baton, Pipe or Baseball Bat: Strength-based Damage 2. (2)
  • AE: Knife: Strength-based Damage 1 (Extras: Improved Critical). (2)
Advantages
Close Attack, Equipment 7, Ranged Attack 2

Skills
Athletics 5 (+6 total).
Close Combat (Unarmed) 1 (+7 total).
Deception 2 (+2 total).
Expertise (A.A.H.W. Agent) 5 (+6 total).
Expertise (Engineering) 6 (+7 total).
Insight 2 (+2 total).
Perception 4 (+4 total).
Persuasion 2 (+2 total).
Ranged Combat (Pistols) 1 (+6 total).
Stealth 2 (+4 total).
Technology 2 (+3 total).

Offense
Initiative +2
Unarmed +7, close damage 1.
Knife +6, close damage 2, critical 19-20.
Double Knives +6, close damage 3, critical 19-20.
Sword +6, close damage 3, critical 19-20.
Dragon Sword Katana +6, close damage 4, critical 19-20.
Clubs +6, close damage 3.
Axes +6, close damage 4.
Pistols +6, ranged damage 3.
Double Pistols +6, ranged damage 5.
Shotguns +5, ranged damage 5.
Submachine Guns +5, ranged damage 4.
Sniper Rifles +5, ranged damage 6.
Automatic Rifle +3, ranged damage 6.
Frag Grenade, ranged 30 ft. burst area damage 5.
Stun Grenade, ranged 30 ft. burst affliction (Impaired/Disabled/Unaware), Fortitude DC 14.
Rocket Launcher, ranged 30 ft. burst area damage 5.

Defense
Dodge 4, Fortitude 4, Parry 5, Toughness 2, Will 2

Complications

Limited Armament: Engineers usually carry only one weapon with them, except for the rocket launcher attachment to automatic rifles, which are very rarely used.

Weapon Distribution: In a group of engineers, there are very few that use powerful armaments such as sniper rifles or shotguns. Most use simple melee weapons, pistols or SMGs.

28 Abilities, 0 Powers, 10 Advantages, 16 Skills, 7 Defenses = 61 Character Points


About: The third tier of enemy presented in the series. Bioengineered soldiers that work for the A.A.H.W., they are characterized by their masks and their yellow blood.

They seem to be as capable as the upgraded 1337 agent, so I decided to make them the same power level as that build, but with a different skill set and minor improvements, as well as access to flash-bangs.


Image


Enhanced A.T.P. Engineer

Group: The Agency Against Hank Wimbleton (A.A.H.W.).
Base of Operations: Somewhere in Nevada.

Power Level 5 (PL 6 with some weapons) - 69 Character Points

Abilities
Strength 1, Agility 3, Fighting 6, Awareness 0
Stamina 4, Dexterity 3, Intellect 1, Presence 0

Gear
Automatic Rifle: Ranged Damage 6 (Extras: Multiattack) (Flaws: Inaccurate). (17) -- (31)
  • AE: Rocket Launcher Attachment: Ranged Area (30 ft. Burst) Damage 5. (15)
  • AE: Frag Grenade: Ranged Area (30 ft. Burst) Damage 5 (Flaws: Reduced Range). (14)
  • AE: Sniper Rifle: Ranged Damage 6 (Extras: Extended Range). (13)
  • AE: Submachine Gun: Ranged Damage 4 (Extras: Multiattack). (12)
  • AE: Flash-Bang: Ranged Area (30 ft. Burst) Affliction 4 (Impaired/Disabled/Unaware) (Extras: Cumulative) (Flaws: Limited to visuals, Reduced Range). (11)
  • AE: Shotgun: Ranged Damage 5 (Flaws: Reduced Range). (9)
  • AE: Dual Pistols: Ranged Damage 4 (Extras: Split). (9)
  • AE: Dragon Sword: Strength-based Damage 3 (Extras: Improved Critical, Penetrating 2). (6)
  • AE: Pistol: Ranged Damage 3. (6)
  • AE: Axe: Strength-based Damage 3 (Extras: Penetrating 2). (5)
  • AE: Double Knives: Strength-based Damage 2 (Extras: Improved Critical, Split). (4)
  • AE: Longsword or Scimitar: Strength-based Damage 2 (Extras: Improved Critical). (3)
  • AE: Baton, Pipe or Baseball Bat: Strength-based Damage 2. (2)
  • AE: Knife: Strength-based Damage 1 (Extras: Improved Critical). (2)
Advantages
Close Attack 2, Equipment 7, Ranged Attack 2

Skills
Athletics 5 (+7 total).
Close Combat (Unarmed) 1 (+9 total).
Deception 2 (+2 total).
Expertise (A.A.H.W. Agent) 5 (+6 total).
Expertise (Engineering) 6 (+7 total).
Insight 2 (+2 total).
Perception 4 (+4 total).
Persuasion 2 (+2 total).
Ranged Combat (Pistols) 1 (+6 total).
Stealth 2 (+5 total).
Technology 2 (+3 total).

Offense
Initiative +2
Unarmed +9, close damage 1.
Knife +8, close damage 2, critical 19-20.
Double Knives +8, close damage 3, critical 19-20.
Sword +8, close damage 3, critical 19-20.
Dragon Sword Katana +8, close damage 4, critical 19-20.
Clubs +8, close damage 3.
Axes +8, close damage 4.
Pistols +6, ranged damage 3.
Double Pistols +6, ranged damage 5.
Shotguns +5, ranged damage 5.
Submachine Guns +5, ranged damage 4.
Sniper Rifles +5, ranged damage 6.
Automatic Rifle +3, ranged damage 6.
Frag Grenade, ranged 30 ft. burst area damage 5.
Stun Grenade, ranged 30 ft. burst affliction (Impaired/Disabled/Unaware), Fortitude DC 14.
Rocket Launcher, ranged 30 ft. burst area damage 5.

Defense
Dodge 5, Fortitude 6, Parry 6, Toughness 4, Will 2

Complications

Limited Armament: Engineers usually carry only one weapon with them, except for the rocket launcher attachment to automatic rifles, which are very rarely used.

Weapon Distribution: In a group of engineers, there are very few that use powerful armaments such as sniper rifles or shotguns. Most use simple melee weapons, pistols or SMGs.


36 Abilities, 0 Powers, 11 Advantages, 16 Skills, 6 Defenses = 69 Character Points


About: An upgrade to the regular engineers given by the Auditor after he acquires Jesus’ halo.

They are more agile and resistant than the regular engineers, granting them higher defenses.
Last edited by SolarOracle on Wed Aug 18, 2021 9:39 pm, edited 3 times in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

A.T.P. Soldats

Post by SolarOracle »

Image
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A.T.P. Soldat

Group: The Agency Against Hank Wimbleton (A.A.H.W.).
Base of Operations: Somewhere in Nevada.

Power Level 5 (PL 6 attacks, PL 7 with some attacks) - 56 Character Points

Abilities
Strength 2, Agility 3, Fighting 6, Awareness 0
Stamina 2, Dexterity 4, Intellect 0, Presence 0

Gear
Automatic Rifle: Ranged Damage 6 (Extras: Multiattack) (Flaws: Inaccurate). (17) -- (31)
  • AE: Rocket Launcher Attachment: Ranged Area (30 ft. Burst) Damage 5. (15)
  • AE: Frag Grenade: Ranged Area (30 ft. Burst) Damage 5 (Flaws: Reduced Range). (14)
  • AE: Sniper Rifle: Ranged Damage 6 (Extras: Extended Range). (13)
  • AE: Submachine Gun: Ranged Damage 4 (Extras: Multiattack). (12)
  • AE: Flash-Bang: Ranged Area (30 ft. Burst) Affliction 4 (Impaired/Disabled/Unaware) (Extras: Cumulative) (Flaws: Limited to visuals, Reduced Range). (11)
  • AE: Shotgun: Ranged Damage 5 (Flaws: Reduced Range). (9)
  • AE: Dual Pistols: Ranged Damage 4 (Extras: Split). (9)
  • AE: Dragon Sword: Strength-based Damage 3 (Extras: Improved Critical, Penetrating 2). (6)
  • AE: Pistol: Ranged Damage 3. (6)
  • AE: Axe: Strength-based Damage 3 (Extras: Penetrating 2). (5)
  • AE: Double Knives: Strength-based Damage 2 (Extras: Improved Critical, Split). (4)
  • AE: Longsword or Scimitar: Strength-based Damage 2 (Extras: Improved Critical). (3)
  • AE: Baton, Pipe or Baseball Bat: Strength-based Damage 2. (2)
  • AE: Knife: Strength-based Damage 1 (Extras: Improved Critical). (2)
Advantages
Close Attack, Equipment 7, Ranged Attack 2

Skills
Athletics 5 (+7 total).
Close Combat (Unarmed) 1 (+8 total).
Deception 2 (+2 total).
Expertise (A.A.H.W. Agent) 6 (+6 total).
Insight 4 (+4 total).
Perception 4 (+4 total).
Persuasion 2 (+2 total).
Ranged Combat (Pistol) 2 (+9 total).
Stealth 2 (+5 total).

Offense
Initiative +3
Unarmed +8, close damage 2.
Knife +7, close damage 3, critical 19-20.
Double Knives +7, close damage 4, critical 19-20.
Sword +7, close damage 4, critical 19-20.
Dragon Sword Katana +7, close damage 5, critical 19-20.
Clubs +7, close damage 4.
Axes +7, close damage 5.
Pistols +9, ranged damage 3.
Double Pistols +9, ranged damage 5.
Shotguns +7, ranged damage 5.
Submachine Guns +7, ranged damage 4.
Sniper Rifles +7, ranged damage 6.
Automatic Rifles +5, ranged damage 6.
Frag Grenade, ranged 30 ft. burst area damage 5.
Stun Grenade, ranged 30 ft. burst affliction (Impaired/Disabled/Unaware), Fortitude DC 14.
Rocket Launcher, ranged 30 ft. burst area damage 5.

Defense
Dodge 5, Fortitude 5, Parry 7, Toughness 2, Will 2

Complications

Limited Armament: Soldats usually carry only one weapon with them, except for the rocket launcher attachment to automatic rifles, which are very rarely used.

Weapon Distribution: In a group of soldats, there are very few that use powerful armaments such as sniper rifles or shotguns. Most use simple melee weapons, pistols or SMGs.

34 Abilities, 0 Powers, 10 Advantages, 14 Skills, 8 Defenses = 56 Character Points


About: Currently the most advanced tier of mook in the series, the A.T.P. soldiers seem to be a stronger version of the A.T.P. engineers, with yellow blood and a yellow and black theme, this time in the form of the yellow-lensed eyepiece on their faces.

I made them one power level higher than the engineers, with slightly higher defenses and better attacks.
Last edited by SolarOracle on Wed Aug 18, 2021 9:39 pm, edited 3 times in total.
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