Hank J. Wimbleton (Early Episodes)
Group: Unknown.
Base of Operations: Somewhere in Nevada.
Power Level 8 - 129 Character Points
Abilities
Strength 3, Agility 3, Fighting 8, Awareness 2
Stamina 3, Dexterity 5, Intellect 2, Presence 1
Gear
Pair of Submachine Guns: Ranged Damage 6 (Extras: Multiattack). (18) -- (34)
- AE: Automatic Rifle: Ranged Damage 6 (Extras: Multiattack) (Flaws: Inaccurate). (17)
- 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: Chainsaw: Damage 6 (Extras: Improved Critical 2, Penetrating 4). (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: 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 2, Diehard, Equipment 7, Improved Aim, Improved Initiative, Improvised Weapon, Instant Up, Move-by Action, Power Attack, Quick Draw, Ranged Attack 5, Takedown 2
Skills
Acrobatics 6 (+9 total).
Athletics 8 (+11 total).
Close Combat (Unarmed) 2 (+12 total).
Deception 2 (+3 total).
Intimidation 6 (+7 total).
Insight 4 (+6 total).
Perception 8 (+10 total).
Persuasion 2 (+3 total).
Ranged Combat (Automatic Rifles) 2 (+12 total).
Ranged Combat (Pistols) 1 (+11 total).
Ranged Combat (Shotguns) 1 (+11 total).
Stealth 10 (+13 total).
Technology 4 (+6 total).
Treatment 2 (+4 total).
Offense
Initiative +7
Unarmed +12, close damage 3.
Knife +10, close damage 4, critical 19-20.
Double Knives +10, close damage 5, critical 19-20.
Sword +10, close damage 5. critical 19-20.
Dragon Sword Katana +10, close damage 6, critical 19-20.
Clubs +10, close damage 5.
Axes +10, close damage 6.
Chainsaw +10, close damage 6, critical 18-20.
Pistols +11, ranged damage 3.
Double Pistols +11, ranged damage 5.
Shotguns +11, ranged damage 5.
Submachine Guns +10, ranged damage 4.
Double Submachine Guns +10, ranged damage 6.
Sniper Rifles +10, ranged damage 6.
Automatic Rifle +10, 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 13, Fortitude 7, Parry 13, Toughness 3, Will 5
Complications
Motivation: “No Reason. Only Madness”: Hank’s mission varies from episode to episode. In the first episode, he got annoyed by a guy playing a jukebox and proceeded to kill him and several others who tried to stop him. In the second and third episodes, Hank wanted to kill The Sheriff for unknown reasons. From then on, he wanted to kill Tricky the Clown, also for unknown reasons, and then The Auditor.
Limited Armament: Hank can’t carry too many weapons with him at the same time. He typically begins every episode with a few and trades them for the weapons of the enemies he killed along the episode whenever he is out of ammo or finds a weapon he finds more useful than the ones he is currently using.
Limited Ammunition: Hank’s firearms have finite ammo and must be recharged. He typically overcomes this by picking up the guns his enemies were carrying as he proceeds through the enemy base.
54 Abilities, 0 Powers, 24 Advantages, 29 Skills, 22 Defenses = 129 Character Points
About: The protagonist of most episodes. Hank started out looking exactly like a grunt, but ended up with a band around his head in episode 3 due to being shot in the head in the end of episode 2, and a band around his chest in episode 4 due to being stabbed by Jesus in the end of episode 3. He would later become stronger and change his appearance even further.
Hank J. Wimbleton (Episodes 5 and 6)
Group: Unknown.
Base of Operations: Somewhere in Nevada.
Power Level 9 - 143 Character Points
Abilities
Strength 3, Agility 4, Fighting 10, Awareness 2
Stamina 4, Dexterity 6, Intellect 2, Presence 1
Gear
Pair of Submachine Guns: Ranged Damage 6 (Extras: Multiattack). (18) -- (34)
- AE: Automatic Rifle: Ranged Damage 6 (Extras: Multiattack) (Flaws: Inaccurate). (17)
- 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: Chainsaw: Damage 6 (Extras: Improved Critical 2, Penetrating 4). (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: 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 2, Diehard, Equipment 7, Improved Aim, Improved Initiative, Improvised Weapon, Instant Up, Move-by Action, Power Attack, Quick Draw, Ranged Attack 6, Takedown 2
Skills
Acrobatics 8 (+12 total).
Athletics 10 (+13 total).
Close Combat (Unarmed) 2 (+14 total).
Deception 2 (+3 total).
Intimidation 8 (+9 total).
Insight 4 (+6 total).
Perception 8 (+10 total).
Persuasion 2 (+3 total).
Ranged Combat (Automatic Rifles) 2 (+12 total).
Ranged Combat (Pistols) 1 (+13 total).
Ranged Combat (Shotguns) 1 (+13 total).
Stealth 10 (+14 total).
Technology 4 (+6 total).
Treatment 2 (+4 total).
Offense
Initiative +7
Unarmed +14, close damage 3.
Knife +12, close damage 4, critical 19-20.
Double Knives +12, close damage 5, critical 19-20.
Sword +12, close damage 5. critical 19-20.
Dragon Sword Katana +12, close damage 6, critical 19-20.
Clubs +12, close damage 5.
Axes +12, close damage 6.
Chainsaw +12, close damage 6, critical 18-20.
Pistols +13, ranged damage 3.
Double Pistols +13, ranged damage 5.
Shotguns +13, ranged damage 5.
Submachine Guns +12, ranged damage 4.
Double Submachine Guns +12, ranged damage 6.
Sniper Rifles +12, ranged damage 6.
Automatic Rifle +12, ranged damage 6.
Frag Grenade, ranged 30 ft. burst area damage 5.
Stun Grenade, ranged 30 ft. burst affliction (Impaired/Disaabled/Unaware), Fortitude DC 14.
Rocket Launcher, ranged 30 ft. burst area damage 5.
Defense
Dodge 14, Fortitude 8, Parry 14, Toughness 4, Will 6
Complications
Motivation: “No Reason. Only Madness”: Hank’s mission varies from episode to episode. In the first episode, he got annoyed by a guy playing a jukebox and proceeded to kill him and several others who tried to stop him. In the second and third episodes, Hank wanted to kill The Sheriff for unknown reasons. From then on, he wanted to kill Tricky the Clown, also for unknown reasons, and then The Auditor.
Limited Armament: Hank can’t carry too many weapons with him at the same time. He typically begins every episode with a few and trades them for the weapons of the enemies he killed along the episode whenever he is out of ammo or finds a weapon he finds more useful than the ones he is currently using.
Limited Ammunition: Hank’s firearms have finite ammo and must be recharged. He typically overcomes this by picking up the guns his enemies were carrying as he proceeds through the enemy base.
64 Abilities, 0 Powers, 25 Advantages, 32 Skills, 22 Defenses = 143 Character Points
About: Hank as he appears in Madness Combat 5 and 6. From this point on, Hank began to always be shown wearing his signature red glasses and black bandanna, heavily differentiating him from common grunts, unlike his appearance in previous episodes, where he looked like a normal grunt.
I made him one Power Level higher, to represent his growth during the previous 4 episodes, as well as giving him a higher Toughness (the man blew himself up and somehow came back, come on). Other than that, this build features minor skill upgrades.
Hank J. Wimbleton (Episode 7)
Group: Unknown.
Base of Operations: Somewhere in Nevada.
Power Level 10 - 153 Character Points
Abilities
Strength 4, Agility 5, Fighting 10, Awareness 2
Stamina 5, Dexterity 7, Intellect 2, Presence 1
Gear
Pair of Submachine Guns: Ranged Damage 6 (Extras: Multiattack). (18) -- (34)
- AE: Automatic Rifle: Ranged Damage 6 (Extras: Multiattack) (Flaws: Inaccurate). (17)
- 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: Chainsaw: Damage 6 (Extras: Improved Critical 2, Penetrating 4). (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: 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 3, Diehard, Equipment 7, Improved Aim, Improved Initiative, Improvised Weapon, Instant Up, Move-by Action, Power Attack, Quick Draw, Ranged Attack 7, Takedown 2
Skills
Acrobatics 8 (+13 total).
Athletics 10 (+14 total).
Close Combat (Unarmed) 2 (+15 total).
Deception 2 (+3 total).
Intimidation 8 (+9 total).
Insight 4 (+6 total).
Perception 8 (+10 total).
Persuasion 2 (+3 total).
Ranged Combat (Automatic Rifles) 2 (+14 total).
Ranged Combat (Pistols) 1 (+15 total).
Ranged Combat (Shotguns) 1 (+15 total).
Stealth 10 (+15 total).
Technology 4 (+6 total).
Treatment 2 (+4 total).
Offense
Initiative +9
Unarmed +15, close damage 4.
Knife +13, close damage 5, critical 19-20.
Double Knives +13, close damage 6, critical 19-20.
Sword +13, close damage 6. critical 19-20.
Dragon Sword Katana +13, close damage 7, critical 19-20.
Clubs +13, close damage 6.
Axes +13, close damage 6.
Chainsaw +13, close damage 6, critical 18-20.
Pistols +15, ranged damage 3.
Double Pistols +15, ranged damage 5.
Shotguns +15, ranged damage 5.
Submachine Guns +14, ranged damage 4.
Double Submachine Guns +14, ranged damage 6.
Sniper Rifles +14, ranged damage 6.
Automatic Rifle +14, 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 15, Fortitude 8, Parry 15, Toughness 5, Will 6
Complications
Motivation: “No Reason. Only Madness”: Hank’s mission varies from episode to episode. In the first episode, he got annoyed by a guy playing a jukebox and proceeded to kill him and several others who tried to stop him. In the second and third episodes, Hank wanted to kill The Sheriff for unknown reasons. From then on, he wanted to kill Tricky the Clown, also for unknown reasons, and then The Auditor.
Limited Armament: Hank can’t carry too many weapons with him at the same time. He typically begins every episode with a few and trades them for the weapons of the enemies he killed along the episode whenever he is out of ammo or finds a weapon he finds more useful than the ones he is currently using.
Limited Ammunition: Hank’s firearms have finite ammo and must be recharged. He typically overcomes this by picking up the guns his enemies were carrying as he proceeds through the enemy base.
72 Abilities, 0 Powers, 27 Advantages, 32 Skills, 22 Defenses = 153 Character Points
About: Hank as he appears in episode 7, after being revived by Tricky the Clown. He trades his red shades for goggles, gains a black bandanna around his mouth, covering the bandages behind his head, black fingerless gloves and a zipped up coat. This is probably his most iconic look, despite it only lasting for 1 episode (3 if you count his corpse on episodes 8 and 9). It is a minor upgrade to his outfit from the previous episodes.
He also seems to be stronger and generally more capable, ripping THE FUCKING HEART OF A GRUNT FROM HIS BODY, as well as the face of another grunt, and being able to take heavier hits, like being hit by Mag Agent: Torture and be sent flying far away.
Again, I made this a small 1 PL upgrade (mostly because of his increased strength and abilities) and gave him a higher Toughness.
Hank J. Wimbleton (Currently)
Group: Unknown.
Base of Operations: Somewhere in Nevada.
Power Level 12 - 163 Character Points
Abilities
Strength 8*, Agility 5, Fighting 10, Awareness 2
Stamina 9*, Dexterity 7, Intellect 2, Presence 1
*Increased due to size.
Powers
Magnified Size: Growth 4 (Strength and Stamina +4, Mass +4, Intimidation +2, Dodge and Parry -2, Stealth -4) (Extras: Innate, Permanent). [9]
Lightning Punch: Strength-based Damage 1. [1]
Gear
Pair of Submachine Guns: Ranged Damage 6 (Extras: Multiattack). (18) -- (34)
- AE: Automatic Rifle: Ranged Damage 6 (Extras: Multiattack) (Flaws: Inaccurate). (17)
- 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: Chainsaw: Damage 6 (Extras: Improved Critical 2, Penetrating 4). (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: 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 3, Diehard, Equipment 7, Improved Aim, Improved Initiative, Improvised Weapon, Instant Up, Move-by Action, Power Attack, Quick Draw, Ranged Attack 7, Takedown 2
Skills
Acrobatics 8 (+13 total).
Athletics 10 (+18 total).
Close Combat (Unarmed) 2 (+15 total).
Deception 2 (+3 total).
Intimidation 8 (+9 total, +11 size).
Insight 4 (+6 total).
Perception 8 (+10 total).
Persuasion 2 (+3 total).
Ranged Combat (Automatic Rifles) 2 (+14 total).
Ranged Combat (Pistols) 1 (+15 total).
Ranged Combat (Shotguns) 1 (+15 total).
Stealth 10 (+15 total, +11 size).
Technology 4 (+6 total).
Treatment 2 (+4 total).
Offense
Initiative +9
Unarmed +15, close damage 8.
Lightning Punch +15, close damage 9
Knife +13, close damage 9, critical 19-20.
Double Knives +13, close damage 10, critical 19-20.
Sword +13, close damage 10. critical 19-20.
Dragon Sword Katana +13, close damage 11, critical 19-20.
Clubs +13, close damage 9.
Axes +13, close damage 9.
Chainsaw +13, close damage 6, critical 18-20.
Pistols +15, ranged damage 3.
Double Pistols +15, ranged damage 5.
Shotguns +15, ranged damage 5.
Submachine Guns +14, ranged damage 4.
Double Submachine Guns +14, ranged damage 6.
Sniper Rifles +14, ranged damage 6.
Automatic Rifle +14, 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 13*, Fortitude 8, Parry 13*, Toughness 9, Will 6
*-2 due to size.
Complications
Motivation: “No Reason. Only Madness”: Hank’s mission varies from episode to episode. In the first episode, he got annoyed by a guy playing a jukebox and proceeded to kill him and several others who tried to stop him. In the second and third episodes, Hank wanted to kill The Sheriff for unknown reasons. From then on, he wanted to kill Tricky the Clown, also for unknown reasons, and then The Auditor.
Limited Armament: Hank can’t carry too many weapons with him at the same time. He typically begins every episode with a few and trades them for the weapons of the enemies he killed along the episode whenever he is out of ammo or finds a weapon he finds more useful than the ones he is currently using. During Madness 10, Hank seems to be able to summon weapons, tho it is unknown if that is limited to while within the unknown dimension or if he can do so at any time due to the halo’s influence.
Limited Ammunition: Hank’s firearms have finite ammo and must be recharged. He typically overcomes this by picking up the guns his enemies were carrying as he proceeds through the enemy base.
72 Abilities, 10 Powers, 27 Advantages, 32 Skills, 22 Defenses = 163 Character Points
About: Hank after being revived in episode 9, becoming partially magnified and getting a mutant arm. His appearance is mostly the same, except for the addition of a robotic piece on his head that links with his goggles, the removal of his facial cross and the mutant arm. The mutant arm starts out as a claw, but changes to a hand after being affected by the halo. The arm then changes to black during episode 11, as it is ripped off and then replaced by a black one in the unknown dimension.
This version of Hank is PL 12, being exactly like his previous build, except for the bonus gained from his magnified size, as he was revived with the only noticeable difference being that. He seems to favor melee attacks and heavier weaponry because of the bonus gained from his increased size.