Saitama/One Punch Man


Level KXP Spells
TH
10(none)+1
210(none)+2
320(none)+3
440(none)+4
580(none)+5
6160(none)+6
7320(none)+7
8640(none)+8
91200(none)+9
101500(none)+10
111800(none)+11
122100(none)+12
132400(none)+13
142700(none)+14
153000(none)+15
163300(none)+16
173600(none)+17
183900(none)+18
194200(none)+19
204500(none)+20
214800(none)+21
225100(none)+22
235400(none)+23
245700(none)+24
256000(none)+25
266300(none)+26
276600(none)+27
286900(none)+28
297200(none)+29
307500(none)+30
317800(none)+31
328100(none)+32
338400(none)+33
348700(none)+34
359000(none)+35
369300(none)+36
Race Adjustments:
StrDexConIntWisChr CmlAThpTHDiv
+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
Weapon Prof.:
To Hit Table:0+level
Save Table:2*Custom
Reference:One Punch Man
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:
Maneuver Tier Type Method #Act Notes
Normal Punch 1st h Strike 1P Hand 1d6 dmg
Karate Chop 1st h Strike 1P Hand 1d8 dmg
Consecutive Normal Punches 2nd h Strike 2P, 3 gauge 1/d: Two full P actions of vile unarmed attacks
Today's Bargain Day at the Supermarket 2nd xh Strike 1P, 2 gauge Uppercut knockback = dmg in ft.
Justice Enforcement 2nd s M/P Tier 2 1M, 3 gauge 1/d: x10 Str this segment; 正義執行 symbol appears
Serious Mode 2nd s M/P Tier 2 1M, 6 gauge Enter SEL=1 Serious Mode
Undeniable One Punch Serious xh Strike 1bP/1bV, 4 gauge Parry P action + one Deathtouch punch; 死 symbol appears
We about Done Here? Serious xh M/P Tier 2 1P, 3 gauge 1/d: x10 Str score this round
Serious Side Hops Serious xs M/P Tier 2 1bV, 2 gauge CL natural Mirror Images
Serious Punch Serious xh Strike 1P, 3 gauge Blow x10 dmg; knockback = dmg in ft.
Consecutive Serious Punches Serious xh Strike 1P, 6 gauge Each next P action is Blow x10 dmg; knockback after all attacks