Saitama/One Punch Man

Level

KXP

1

0

2

10

3

20

4

40

5

80

6

160

7

320

8

640

9

1200

10

1500

11

1800

12

2100

13

2400

14

2700

15

3000

16

3300

17

3600

18

3900

19

4200

20

4500

21

4800

22

5100

23

5400

24

5700

25

6000

26

6300

27

6600

28

6900

29

7200

30

7500

31

7800

32

8100

33

8400

34

8700

35

9000

36

9300

Race Adjustments:

 

Str

Dex

Con

Int

Wis

Chr

Cml

AT

hp

TH

Div

+10

+5

+5

+0

+0

+0

+0

+0

+6

+0

÷1

 

Requisites:

Str 18, Dex 18, Con 18,

 

Class Slots 2, Race Slots 1

Alignment:

Any G

HD/level:

3d10

Feats:

0+level*2

To Hit Table:

0+level

Saves:

2*Custom

Groups:

Warror, Archetype

Complexity:

CF=5

 

“I'm just a guy who's a hero for fun.”

Counts as Human with 3 for 2 trading. Bald and bored with your existence. Vulnerable mosquitos.

Immune SEL=1 pain. Immune SEL=3 fatigue. Immune knockback

Each Level: Spend 3 weapon prof’s: +1 level Exc Dex.

Each Level: +1 gauge meter points

Level 1: Free DL=LVL naive Cyborg companion named Genos.

Level 1¶¶: Your Saitama Martial Arts Moves have +1 idmg melee that ignores all WR, aWR, DR, aDR, ER, iWR, iaWR, iDR, iaDR, iER, DT, iDT, inertial barrier, displacement, "-blah/attack", damaging shields, mirror images, spell/psi shields, skins, and +ed or better weapons.

Level 2: Mouth's bP: Destroy a weapon.

Level 2: Immune laws of physics (for ex. action: reaction, escape velocity, terminal velocity, air resistance, etc).

Level 3: Immune EE=2 heat

Level 3: x10 better senses among basic 5.

Level 4: Immune EE=2 cold

Level 4: Parrying shield melee/missile 100% back

Level 5: Immune kinetics and telepathy.

Level 5: Immune SEL=3 Stun

Level 6: 1V: Interplanetary Teleport (must have line of effect).

Level 6: Immune EE=3 force and pressure.

Level 7: 0, 1/s: Melee dmg is vile this segment.

Level 7: Immune hostile environments.

Level 8: DT0.

Level 8: Immune EE=1 eelement electricity (any number of e's).

Level 9: +(LVL-8) iTH for your Saitama Martial Arts Moves.

Level 9: Can affect intangible foes.

Level 18: Your Saitama Martial Arts Moves ignore planar displacement and immunity to weapons/matter/physical attacks.

Level 27: Your Saitama Martial Arts Moves are no resistance.

Level 27 ¶: Your Saitama Martial Arts Moves have +1iidmg that ignores all defenses less than [xN], where N is your multiplier.

Saitama Martial Arts Moves:

 

 

 

 

 

 

1st Tier Maneuver

Type

Method

#Act

Notes

Normal Punch

h

Strike

1P

Hand 1d6 dmg

Karate Chop

h

Strike

1P

Hand 1d8 dmg

2nd Tier Maneuver

Type

Method

#Act

Notes

Consecutive Normal Punches

h

Strike

2P, 3 gauge meter points

1/d: Do 2 full P actions of unarmed attacks that deal vile dmg

Today's Bargain Day at the Supermarket

xh

Strike

1P, 2 gauge meter points

Uppercut knocked off feet = dmg in ft.

Justice Enforcement

s

M/P Tier 2

1M, 3 gauge meter points

1/d: x10 Str score this segment Note: A 正義執行 (Justice Enforcement) kanji symbol appears

Serious Mode

s

M/P Tier 2

1M, 6 gauge meter points

You are in SEL=1 Serious Mode

Serious Mode 2nd Tier

Type

Method

#Act

Notes: Can only use while in SEL=1 Serious Mode status.

Undeniable One Punch

xh

Strike

1bP/1bV, 4 gauge meter points

Parry a P action of attacks plus one punch Mtg Deathtouch branded. Note: A (Death) kanji symbol appears, then the punch appears to have grown exponentially in size

We about Done Here?

xh

M/P Tier 2

1P, 3 gauge meter points

1/d: x10 Str score this round

Serious Side Hops

xs

M/P Tier 2

1bV, 2 gauge meter points

CL natural Mirror Images

Serious Punch

xh

Strike

1P, 3 gauge meter points

Blow x10 dmg and knockback = dmg in ft.

Consecutive Serious Punches

xh

Strike

1P, 6 gauge points

Each attack next P action is Blow x10 dmg and knockback = dmg in ft. Knockback is after all attacks