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

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SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Mag Agents

Post by SolarOracle »

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Mag Agent: Torture

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

Power Level 7 - 71 Character Points

Abilities
Strength 6*, Agility 2, Fighting 6, Awareness 0
Stamina 6*, Dexterity 3, Intellect 0, Presence 0
*Increased due to size

Powers
Magnified Size: Growth 6 (Strength and Stamina +6, Mass +6, Intimidation +3, Dodge and Parry -3, Stealth -6) (Extras: Innate and Permanent). [13]

Gear
Magnified Mossberg 500 Shotgun: Ranged Damage 7 (Flaws: Diminished Range). (9)

Advantages
Close Attack 2, Equipment 2, Improved Grab, Ranged Attack 4, Withstand Damage

Skills
Athletics 2 (+8 total).
Deception 2 (+2 total),
Expertise (A.A.H.W. Agent) 5 (+5 total).
Intimidation 2 (+2 total, +5 size).
Insight 4 (+4 total).
Perception 3 (+3 total).
Persuasion 2 (+2 total).
Stealth 2 (+4 total, -2 size).

Offense
Initiative +2
Unarmed +8, close damage 6.
Shotgun +7, ranged damage 7.

Defense
Dodge 7, Fortitude 6, Parry 8, Toughness 6, Will 2

Complications
None.

22 Abilities, 13 Powers, 10 Advantages, 11 Skills, 15 Defenses = 71 Character Points


About: The first mag agent to appear in the series. Like other mag agents later on, Torture is notable for not dying immediately, instead taking a while for Hank to take down and even managing to take a hit at hit.

Seeing as Torture wears 1337 shades, the heavy implication seems to be that he was once a 1337 agent, so I used my improved agent build as a base for Torture. I decided to make him PL 7 so he could have high enough defenses to justify him initially surviving against Hank. I added the Withstand Damage advantage for the same reason. Also, I chose Growth 6 for their growth rank because 4 growth ranks represent 1 size rank and Mag Agents are 2.5 times larger than a regular agent.

Unlike other A.A.H.K. members, mag agents don’t necessarily follow the mook rules and may be treated as normal characters if the DM wishes to do so.


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Mag Agent: V2

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

Power Level 8 - 82 Character Points

Abilities
Strength 7*, Agility 2, Fighting 6, Awareness 0
Stamina 8*, Dexterity 4, Intellect 0, Presence 0
*Increased due to size

Powers
Magnified Size: Growth 6 (Strength and Stamina +6, Mass +6, Intimidation +3, Dodge and Parry -3, Stealth -6) (Extras: Innate and Permanent). [13]

Gear
Magnified Desert Eagle Pistol: Ranged Damage 6. (12) -- (13)
  • AE: Magnified PPK Pistol: Ranged Damage 4. (8)
Adventages
Close Attack 2, Equipment 3, Improved Grab, Ranged Attack 6, Withstand Damage

Skills
Athletics 2 (+9 total).
Deception 2 (+2 total),
Expertise (A.A.H.W. Agent) 5 (+5 total).
Intimidation 2 (+2 total, +5 size).
Insight 2 (+2 total).
Perception 3 (+3 total).
Persuasion 2 (+2 total).
Ranged Combat (PPK) 2 (+12 total).
Stealth 2 (+4 total, -2 size).

Offense
Initiative +2
Unarmed +8, close damage 7.
PPK +12, ranged damage 4.
Desert Eagle +10, ranged damage 6.

Defense
Dodge 7, Fortitude 8, Parry 8, Toughness 8, Will 2

Complications
None.

30 Abilities, 13 Powers, 13 Advantages, 11 Skills, 15 Defenses = 82 Character Points


About: The second mag agent to appear throughout the series. They’re a straight upgrade to Torture and seem to be stronger, with both mag agents V2 in episode 8 being able to withstand multiple shots and attacks from Jesus, though they were dealt with with relative ease.

I made them a tougher and slightly stronger version of Torture, once again one PL higher. I gave the build both a PPK and a Desert Eagle, as those were the weapons used by the two mag agents: V2 in episode 8.

Unlike other A.A.H.K. members, mag agents don’t necessarily follow the mook rules and may be treated as normal characters if the DM wishes to do so.


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Mag Agent: V3

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

Power Level 9 - 78 Character Points

Abilities
Strength 7*, Agility 3, Fighting 7, Awareness 0
Stamina 9*, Dexterity 3, Intellect 0, Presence 0
*Increased due to size

Powers
Magnified Size: Growth 6 (Strength and Stamina +6, Mass +6, Intimidation +3, Dodge and Parry -3, Stealth -6) (Extras: Innate and Permanent). [13]

Gear
Mage Hammer: Strength-based Damage 4 (Extras: Penetrating 4). (8)

Advantages
Equipment 2, Improved Grab, Ranged Attack 2, Withstand Damage

Skills
Athletics 4 (+11 total).
Close Combat (Unarmed) 2 (+9 total).
Deception 2 (+2 total).
Expertise (A.A.H.W. Agent) 5 (+5 total).
Intimidation 2 (+2 total, +5 size).
Insight 2 (+2 total).
Perception 3 (+3 total).
Persuasion 2 (+2 total).
Stealth 2 (+5 total, -1 size).

Offense
Initiative +3
Unarmed +9, close damage 7.
Mega Hammer +7, close damage 11.

Defense
Dodge 7, Fortitude 9, Parry 8, Toughness 9, Will 2

Complications
None.

34 Abilities, 13 Powers, 6 Advantages, 12 Skills, 13 Defenses = 78 Character Points

About: The third mag agent to appear throughout the series. Mag agent: V3 is incomplete and was only able to battle because of The Auditor using his powers to increase his capabilities, like he did to the enhanced agents and enhanced engineer, making V3 an “enhanced mag agent” of sorts.

Since he is unfinished, I made him only slightly stronger than the mag agent: V2, representing his buff via The Auditor’s powers.

Unlike other A.A.H.K. members, mag agents don’t necessarily follow the mook rules and may be treated as normal characters if the DM wishes to do so.


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Mag Agent: V4

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

Power Level 9 - 85 Character Points

Abilities
Strength 7*, Agility 2, Fighting 8, Awareness 0
Stamina 8*, Dexterity 3, Intellect 0, Presence 0
*Increased due to size

Powers
Magnified Size: Growth 6 (Strength and Stamina +6, Mass +6, Intimidation +3, Dodge and Parry -3, Stealth -6) (Extras: Innate and Permanent). [13]

Gear
Magnified M1911 Pistol: Ranged Damage 5. (10)

Advantages
Close Attack 2, Equipment 2, Improved Grab, Ranged Attack 4, Withstand Damage

Skills
Athletics 4 (+11 total).
Deception 2 (+2 total).
Expertise (A.A.H.W. Agent) 5 (+5 total).
Intimidation 2 (+2 total, +5 size).
Insight 4 (+4 total).
Perception 3 (+3 total).
Persuasion 2 (+2 total).
Ranged Combat (Pistols) 4 (+11 total).
Stealth 2 (+4 total, -2 size).

Offense
Initiative +2
Unarmed +10, close damage 7.
Pistol +11, ranged damage 5.

Defense
Dodge 8, Fortitude 8, Parry 10, Toughness 8, Will 2

Complications
None.

32 Abilities, 13 Powers, 10 Advantages, 14 Skills, 16 Defenses = 85 Character Points


About: The fourth mag agent to appear in the series, V4 sports a red visor that covers up most of its face.

I made them the same power level as V3, due to V3 having been enhanced by The Auditor. The two that appear in episode 10 are seen fighting unarmed and with a pistol respectively, so I made those their possible attacks. They are a bit less durable than V3, but have a higher Dodge and Parry defenses.

Unlike other A.A.H.K. members, mag agents don’t necessarily follow the mook rules and may be treated as normal characters if the DM wishes to do so.
Last edited by SolarOracle on Wed Aug 18, 2021 9:36 pm, edited 2 times in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Skeletons

Post by SolarOracle »

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Small Skeletons

Group: None. Follow Tricky the Clown.
Base of Operations: The Unknown Dimension.

Power Level 2 - 18 Character Points

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

Powers
Skeleton Physiology: Immunity 30 (Fortitude Effects). [30]

Small Size: Shrinking 2 (Parry and Dodge +1, Stealth +2, Intimidation -2) (Extras: Innate and Permanent). [5]

Advantages
Close Attack, Fast Grab

Skills
Athletics 3 (+3 total).
Close Combat (Unarmed) 1 (+4 total).
Perception 1 (+0 total).
Stealth 1 (+2 total, +4 size).

Offense
Initiative +1
Unarmed +4, close damage 0.

Defense
Dodge 2, Fortitude IMMUNE, Parry 3, Toughness 0, Will IMMUNE

Complications

Skeleton: The skeletons follow Tricky the Clown and will follow his commands.

-24 Abilities, 35 Powers, 2 Advantages, 3 Skills, 0 Defenses = 18 Character Points


About: The first type of skeleton to appear in Madness Combat 11. They are smaller than the other skeletons and fight exclusively unarmed, relying on their greater numbers to overrun their opponents. I made them without an intellect and presence score, as the skeletons, unlike the zombies, seem to be to more classical type of undead, being mindless creatures who respond to whoever created them.

Because of how small they are, they ended up being PL 1.5 defensively, but have PL 2 attacks, keeping the pattern of Madness characters being better offensively than defensively.


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Skeleton

Group: None. Follow Tricky the Clown.
Base of Operations: The Unknown Dimension.

Power Level 3 (PL 4 with Riot Shield and Attacks, PL 5 with some attacks) - 36 Character Points

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

Powers
Skeleton Physiology: Immunity 30 (Fortitude Effects). [30]
Protection 2. [2]
Flight 1 (8 Km/H or 4 MpH). [2]

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)
  • AE: Riot Shield: Enhanced Dodge and Parry 2. (4)
Advantages
Close Attack, Equipment 7, Ranged Attack 2

Skills
Athletics 3 (+4 total).
Close Combat (Unarmed) 2 (+7 total).
Close Combat (Knives) 1 (+6 total).
Perception 1 (+0 total).
Ranged Combat (Pistols) 1 (+5 total).
Stealth 2 (+4 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 +5, close damage 3, 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 3/5*, Fortitude IMMUNE, Parry 4/6*, Toughness 2, Will IMMUNE
*Dodge 5 and Parry 6 with riot shield.

Complications

Skeleton: The skeletons follow Tricky the Clown and will follow his commands.

Limited Armament: Skeletons 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 skeletons, there are very few that use powerful armament such as the sniper rifles, riot shields or shotguns. Most use simple melee weapons, pistols or SMGs.

-14 Abilities, 34 Powers, 10 Advantages, 5 Skills, 1 Defenses = 36 Character Points


About: The most common type of skeleton during episode 11. These skeletons bring about a new type of equipment, the riot shield, which was sported by 2 during the episode, one of which was taken by Sanford. These skeletons, unlike the small ones, are normal sized and use armament normally, acting like grunts or agents. They also seem capable of flight, like demonstrated by a skeleton wielding a shotgun, but that ability is almost never used by them.

I decided to go with a defensive PL of 3 with these (4 with the riot shield) and an offensive PL of 4, the same as the regular agent build, as they were effortlessly taken down by Sanford and Hank during the episode, with the only real threats in the unknown dimension during episode 11 being The Auditor and Tricky himself.


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Masked Skeleton

Group: None. Follow Tricky the Clown.
Base of Operations: The Unknown Dimension.

Power Level 4 (Pl 5 with riot shield and attacks) - 41 Character Points

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

Powers
Skeleton Physiology: Immunity 30 (Fortitude Effects). [30]
Protection 2. [2]
Flight 1 (8 Km/H or 4 MpH). [2]

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)
  • AE: Riot Shield: Enhanced Dodge and Parry 2. (4)
Iron Mask: Protection 1. (1)

Advantages
Close Attack, Equipment 7, Ranged Attack 3

Skills
Athletics 4 (+5 total).
Close Combat (Unarmed) 2 (+8 total).
Close Combat (Knives) 1 (+7 total).
Perception 2 (+1 total).
Ranged Combat (Pistols) 1 (+6 total).
Stealth 2 (+4 total).

Offense
Initiative +2
Unarmed +8, close damage 1.
Knife +7, close damage 2, critical 19-20.
Double Knives +7, close damage 3, critical 19-20.
Sword +6, close damage 3, critical 19-20.
Clubs +6, close damage 3.
Dragon Sword Katana +6, close damage 4, critical 19-20.
Axes +6, close damage 4.
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 4/6*, Fortitude IMMUNE, Parry 5/7*, Toughness 2/3*, Will IMMUNE
*Dodge 5 and Parry 6 with riot shield. Toughness 3 with the iron mask.

Complications

Skeleton: The skeletons follow Tricky the Clown and will follow his commands.

Limited Armament: Skeletons 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 masked skeletons, there are very few that use powerful armament such as the sniper rifles, riot shields or shotguns. Most use simple melee weapons, pistols or SMGs.

-12 Abilities, 34 Powers, 11 Advantages, 6 Skills, 2 Defenses = 41 Character Points


About: A seemingly more powerful version of the normal skeletons, the masked skeletons are the third kind of skeleton to appear throughout the series. In the final stretch of episode 11, Tricky the Clown summons them to try to kill Hank and Sanford instead of the normal skeletons.

I made them a small upgrade to the normal skeleton, with a PL 3.5 defense and a higher Toughness because of their mask. I also gave them a small offensive boost, with a slightly bigger bonus on both melee and ranged attacks.


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Mag Skeleton

Group: None. Follow Tricky the Clown.
Base of Operations: The Unknown Dimension.

Power Level 8 - 63 Character Points

Abilities
Strength 8*, Agility 2, Fighting 7, Awareness -1
Stamina --, Dexterity 2, Intellect --, Presence --
*Increased due to size.

Powers
Magnified Size: Growth 6 (Strength and Toughness +6, Mass +6, Intimidation +3, Dodge and Parry -3, Stealth -6) (Extras: Innate and Permanent). [13]

Skeleton Physiology: Immunity 30 (Fortitude Effects). [30]
Protection 2. [2]
Flight 1 (8 Km/H or 4 MpH). [2]

Gear
Magnified Iron Mask: Protection 2. (2)

Advantages
Close Attack, Equipment, Improved Critical (Unarmed), Ranged Attack 3, Withstand Damage

Skills
Athletics 4 (+12 total).
Perception 2 (+1 total).
Stealth 2 (+4 total, -2 size).

Offense
Initiative +2
Unarmed +8, close damage 8, critical 19-20.

Defense
Dodge 4, Fortitude IMMUNE, Parry 6, Toughness 8/10*, Will 0.
*Toughness 10 with Magnified Iron Mask.

Complications

Skeleton: The skeletons follow Tricky the Clown and will follow his commands.

-6 Abilities, 47 Powers, 7 Advantages, 8 Skills, 7 Defenses = 63 Character Points


About: The final and most powerful skeleton to appear during episode 11. The Mag Skeleton fights unarmed and only one of them has ever showed up. He was destroyed easily by Hank a bit after being summoned by Tricky.

Seeing how easily Hank dealt with him, I decided to make the Mag Skeleton power level 8, still much stronger than the other skeletons, but weaker than Hank.
Last edited by SolarOracle on Mon Dec 26, 2022 1:31 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 »

Alright, with that, I'm done with the mook builds for Madness. I'll soon begin uploading the actual characters.

As a bit of a design note, I made all Mag units with the Withstand Damage advantaged (imported from 2e, I think), to represent them being a more "tough guy" kind of build or something. I also gave all named characters the Improved Initiative, Instant Up, Move-by Action, Quick Draw and Takedown 2 Advantages, to represent the fast paced combat in the series, allowing them to overwhelm and onslaught the mooks they face despite being outnumbered.

Oh yeah, and sorry for taking a bit to import these. I was feeling kind of lazy the past few days and I ended up procrastinating this quite a bit, LOL. : P
Hopefully, I won't take as long to upload the next few builds.
Last edited by SolarOracle on Wed Aug 18, 2021 9:37 pm, edited 1 time in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Hank

Post by SolarOracle »

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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.


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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.


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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.


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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.
Last edited by SolarOracle on Wed Apr 12, 2023 1:23 pm, edited 3 times in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Jesus

Post by SolarOracle »

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Jesus Christ (Early Episodes)

Group: None, works alongside A.A.H.W.
Base of Operations: Somewhere in Nevada.

Power Level 7 - 176 Character Points

Abilities
Strength 2, Agility 2, Fighting 8, Awareness 3
Stamina 3, Dexterity 4, Intellect 2, Presence 2

Powers
Halo: (Flaws: Removable). [60]
Summon Weapons: Feature: Can summon some weapons out of thin air. (1)
Levitation: Flight 2 (15 Km/H or 8 MPH). (4) -- (5)
  • AE: Teleport: Teleport 1 (15 meters or 60 ft.) (Extras: Change Direction). (3)
Halo Attacks: 10 point array. (10) -- (11)
  • Lightning: Ranged Damage 4. (8)
  • Energy Shield: Deflect 10. (10)
Revive the Dead: Summon Zombies 5 (Extras: Active, Multiple Minions 4 - 16 Minions, Horde, Variable Type - Zombies) (Flaws: Source - Corpses, Quirk - Zombie type determined by corpse used). (59)

Gear
Pair of Submachine Guns: Ranged Damage 6 (Extras: Multiattack). (18) -- (35)
  • 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: Binary Sword: Strength-based Damage 3 (Extras: Improved Critical 2, Penetrating 2). (7)
  • 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
Diehard, Equipment 7, Improved Initiative, Instant Up, Move-by Action, Quick Draw, Ranged Attack 3, Takedown 2

Skills
Acrobatics 4 (+6 total).
Athletics 9 (+11 total).
Close Combat (Unarmed) 4 (+12 total).
Close Combat (Swords) 1 (+9 total).
Deception 1 (+3 total).
Intimidation 6 (+8 total).
Insight 4 (+7 total).
Perception 8 (+11 total).
Persuasion 3 (+5 total).
Ranged Combat (Lightning) 2 (+9 total).
Stealth 6 (+8 total).

Offense
Initiative +7
Unarmed +12, close damage 2.
Knife +8, close damage 3, critical 19-20.
Double Knives +8, close damage 4, critical 19-20.
Sword +9, close damage 4, critical 19-20.
Dragon Sword Katana +9, close damage 5, critical 19-20.
Binary Sword +9, close damage 5, critical 18-20.
Clubs +8, close damage 4.
Axes +8, close damage 5.
Chainsaw +8, close damage 6, critical 18-20.
Pistols +7, ranged damage 3.
Double Pistols +7, ranged damage 5.
Shotguns +7, ranged damage 5.
Submachine Guns +7, ranged damage 4.
Double Submachine Guns +7, ranged damage 6.
Sniper Rifle +7, ranged damage 6.
Automatic Rifle +5, ranged damage 6.
Lightning +9, ranged damage 3.
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 10, Fortitude 6, Parry 11, Toughness 3, Will 8

Complications

Motivation: “No Reason. Only Madness”: Jesus’ goals change as the series progresses. He initially wanted to protect The Sheriff from Hank, but after The Sheriff is killed, he continues to work alongside the A.A.H.W. until his death on episode 5, with him (now revived) officially quitting on episode 6.5. He then desires to kill everyone still left alive on episodes 7 and 8, desiring to “purge all sinners”, including Hank, Tricky The Clown and The Auditor.

Limited Armament: Jesus can’t carry too many weapons with him at the same time. He can easily overcome this with his ability to summon a few weapons, however, such as his signature weapon, the Binary Sword.

Limited Ammunition: Jesus’ firearms have finite ammo and must be recharged.

52 Abilities, 60 Powers, 20 Advantages, 24 Skills, 20 Defenses = 176 Character Points


About: One of the noteworthy characters from the early Madness Combat episodes. Jesus is a powerful foe for Hank, usually having an entire section of the episode dedicated to the two fighting each other. Jesus would mostly show up to revive dead enemies as zombies so they could face Hank again, then fight Hank for himself, only for him to disappear and show up again by the end of the episode to kill Hank.

Jesus seems to be slightly weaker than Hank, but has magical powers thanks to his halo that allow him to keep up with Hank. I decided to make him PL 7 because of that. I also decided to give him all weapons in the series instead of just the ones he used as he was the protagonist of episode 8.


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Jesus Christ (Episode 5)

Group: None, works alongside A.A.H.W.
Base of Operations: Somewhere in Nevada.

Power Level 9 - 209 Character Points

Abilities
Strength 2, Agility 3, Fighting 10, Awareness 3
Stamina 3, Dexterity 5, Intellect 2, Presence 2

Powers
Halo: (Flaws: Removable). [50]
Summon Weapons: Feature: Can summon the Binary Sword out of thin air. (1)
Levitation: Flight 2 (15 Km/H or 8 MPH). (4)

Halo Attacks: 10 point array. (10) -- (11)
  • Telekinesis: Move Object 5. (10)
  • Energy Shield: Deflect 10. (10)
Revive the Dead: Summon Zombies 5 (Extras: Active, Multiple Minions 4 - 16 Minions, Horde, Variable Type - Zombies) (Flaws: Source - Corpses, Quirk - Zombie type determined by corpse used). (59)

Gear
Pair of Submachine Guns: Ranged Damage 6 (Extras: Multiattack). (18) -- (35)
  • 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: Binary Sword: Strength-based Damage 3 (Extras: Improved Critical 2, Penetrating 2). (7)
  • 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 Initiative, Instant Up, Move-by Action, Power Attack, Quick Draw, Ranged Attack 6, Takedown 2

Skills
Acrobatics 5 (+8 total).
Athletics 12 (+14 total).
Close Combat (Unarmed) 4 (+16 total).
Close Combat (Swords) 1 (+13 total).
Deception 1 (+3 total).
Intimidation 6 (+8 total).
Insight 4 (+7 total).
Perception 10 (+13 total).
Persuasion 3 (+5 total).
Stealth 6 (+9 total).

Offense
Initiative +7
Unarmed +16, close damage 2.
Knife +12, close damage 3, critical 19-20.
Double Knives +12, close damage 4, critical 19-20.
Sword +13, close damage 4, critical 19-20.
Dragon Sword Katana +13, close damage 5, critical 19-20.
Binary Sword +13, close damage 5, critical 18-20.
Clubs +12, close damage 4.
Axes +12, close damage 5.
Chainsaw +12, close damage 6, critical 18-20.
Pistols +11, ranged damage 3.
Double Pistols +11, ranged damage 5.
Shotguns +11, ranged damage 5.
Submachine Guns +11, ranged damage 4.
Double Submachine Guns +11, ranged damage 6.
Sniper Rifle +11, ranged damage 6.
Automatic Rifle +9, 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 7, Parry 15, Toughness 3, Will 8

Complications

Motivation: “No Reason. Only Madness”: Jesus’ goals change as the series progresses. He initially wanted to protect The Sheriff from Hank, but after The Sheriff is killed, he continues to work alongside the A.A.H.W. until his death on episode 5, with him (now revived) officially quitting on episode 6.5. He then desires to kill everyone still left alive on episodes 7 and 8, desiring to “purge all sinners”, including Hank, Tricky The Clown and The Auditor.

Limited Armament: Jesus can’t carry too many weapons with him at the same time. He can easily overcome this with his ability to summon a few weapons, however, such as his signature weapon, the Binary Sword.

Limited Ammunition: Jesus’ firearms have finite ammo and must be recharged.

60 Abilities, 50 Powers, 23 Advantages, 26 Skills, 26 Defenses = 209 Character Points


About: Jesus as he appears in Madness Combat 5. He now has an opén long coat and a bright red light coming from his eyes behind his shades, and his face is patched and stitched, presumably because of him being blown up by Hank in the end of episode 4.

He seems to be capable of fighting as well as Hank during this episode, but seems to not have some of the powers he displayed previously (such as his teleportation and lightning attack). I made him PL 9 because of that.


Image


Jesus Christ (Episode 7 and 8)

Group: None.
Base of Operations: Somewhere in Nevada.

Power Level 10 - 171 Character Points

Abilities
Strength 3, Agility 4, Fighting 11, Awareness 3
Stamina 3, Dexterity 6, Intellect 2, Presence 2

Powers
Halo: (Flaws: Removable). [23]
Summon Weapons: Feature: Can summon some weapons out of thin air. (1)
Levitation: Flight 2 (15 Km/H or 8 MPH). (4)

Halo Attacks: 21 point array. (21) -- (23)
  • Nexus Beams: Ranged Damage 7 (Extras: Penetrating 7). (21)
  • Telekinesis: Move Object 5 (Extras: Damaging). (15)
  • Energy Shield: Deflect 10 (Extras: Reflect). (20)
Gear
Pair of Submachine Guns: Ranged Damage 6 (Extras: Multiattack). (18) -- (35)
  • 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: Binary Sword: Strength-based Damage 3 (Extras: Improved Critical 2, Penetrating 2). (7)
  • 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 Initiative, Improvised Weapon, Instant Up, Move-by Action, Power Attack, Quick Draw, Ranged Attack 7, Takedown 2

Skills
Acrobatics 5 (+9 total).
Athletics 12 (+14 total).
Close Combat (Unarmed) 4 (+16 total).
Close Combat (Swords) 1 (+13 total).
Deception 1 (+3 total).
Intimidation 6 (+8 total).
Insight 4 (+7 total).
Perception 12 (+15 total).
Persuasion 3 (+5 total).
Stealth 6 (+10 total).

Offense
Initiative +7
Unarmed +17, close damage 3.
Knife +13, close damage 4, critical 19-20.
Double Knives +13, close damage 5, critical 19-20.
Sword +14, close damage 6, critical 19-20.
Dragon Sword Katana +14, close damage 6, critical 19-20.
Binary Sword +14, close damage 6, critical 18-20.
Clubs +13, close damage 5.
Axes +13, close damage 6.
Chainsaw +13, close damage 6, critical 18-20.
Pistols +13, ranged damage 3.
Double Pistols +13, ranged damage 5.
Shotguns +13, ranged damage 5.
Submachine Guns +13, ranged damage 4.
Double Submachine Guns +13, ranged damage 6.
Sniper Rifle +13, ranged damage 6.
Automatic Rifle +13, ranged damage 6.
Telekinesis +13, ranged damage 5.
Nexus Beams +13, ranged damage 7.
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 17, Fortitude 7, Parry 17, Toughness 3, Will 8

Complications

Motivation: “No Reason. Only Madness”: Jesus’ goals change as the series progresses. He initially wanted to protect The Sheriff from Hank, but after The Sheriff is killed, he continues to work alongside the A.A.H.W. until his death on episode 5, with him (now revived) officially quitting on episode 6.5. He then desires to kill everyone still left alive on episodes 7 and 8, desiring to “purge all sinners”, including Hank, Tricky The Clown and The Auditor.

Limited Armament: Jesus can’t carry too many weapons with him at the same time. He can easily overcome this with his ability to summon a few weapons, however, such as his signature weapon, the Binary Sword.

Limited Ammunition: Jesus’ firearms have finite ammo and must be recharged.

68 Abilities, 23 Powers, 25 Advantages, 27 Skills, 28 Defenses = 171 Character Points


About: Jesus as he appears in Madness Combat 7 and 8. He now has no shades and features sunken glowing red eyes and an even more patched face. In this appearance, he is trying to eliminate The Auditor once and for all for unknown reasons, after killing both Hank and Tricky the Clown.

He dies at the end of episode 8 during a fight against The Auditor, killed by the lightning that fell from the cracked skies, allowing The Auditor to take the halo for himself.

I made him a PL 10 and gave him his Nexus Beams, red beams that disintegrate others. I also removed his ability to summon zombies, as he does not use it during the episode. Being honest, he probably doesn’t use it because the zombies he creates seem to retain their intelligence, so they would be against him, but I decided not to include it regardless.
Last edited by SolarOracle on Wed Aug 18, 2021 9:40 pm, edited 1 time in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

The Sheriff

Post by SolarOracle »

Image


The Sheriff

Group: None.
Base of Operations: Somewhere in Nevada.

Power Level 2 (PL 3 Attacks) - 51 Character Points

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

Gear
PPK Pistol: Ranged Damage 3. (6)

Advantages
Benefit 3: Sheriff, Connected, Equipment 2, Ranged Combat 2

Skills
Athletics 3 (+3 total).
Deception 4 (+6 total).
Expertise (Sheriff) 6 (+7 total).
Insight 6 (+6 total).
Perception 2 (+2 toral).
Persuasion 6 (+8 total).
Stealth 3 (+4 total).

Offense
Initiative +1
Unarmed +2, close damage 0.
Pistol +3, ranged damage 3.

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

Complications

Reputation: Coward: The Sheriff will prefer to escape and let his lackeys deal with threats than face them himself.

16 Abilities, 0 Powers, 8 Advantages, 15 Skills, 2 Defenses = 51 Character Points


About: The Sheriff is the first major antagonist in the series. He seems to be no stronger than a regular grunt, perhaps even weaker. Hank wants to kill The Sheriff for unknown reasons in episodes 2 and 3, leading to the beginning of the series.

I built The Sheriff slightly weaker than a normal grunt, with PL 1.5 defenses and only a PL 3 attack.
Last edited by SolarOracle on Wed Aug 18, 2021 9:43 pm, edited 1 time in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Tricky the Clown

Post by SolarOracle »

Image
Image


Tricky the Clown (Madness Combat 2 and 3)

Group: None. Works alongside the A.A.H.W.
Base of Operations: Somewhere in Nevada.

Power Level 2 (PL 3 Attacks, PL 5 Explosives) - 36 Character Points

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

Gear
M16 Automatic Rifle or M60 Automatic Rifle: Ranged Damage 6 (Extras: Multiattack) (Flaws: Inaccurate). (17) -- (19)
  • AE: Rocket Launcher Attachment: Ranged Area (30 ft. Burst) Damage 5. (15)
  • AE: Scimitar: Strength-based Damage 2 (Extras: Improved Critical). (3)

Jetpack: Flight 3. (6)

Advantages
Equipment 5, Ranged Attack

Skills
Athletics 3 (+3 total).
Close Combat (Unarmed) 3 (+6 total).
Deception 2 (+5 total).
Insight 2 (+2 total).
Perception 1 (+1 total).
Persuasion 2 (+5 total).
Stealth 1 (+2 total).

Offense
Initiative +1
Unarmed +6, close damage 0.
Scimitar +3, close damage 2, critical 19-20.
Automatic Rifles +0, ranged damage 6.
Rocket Launcher, ranged 30 ft. burst area damage 5.

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

Complications

Motivation: “No Reason. Only Madness”: Tricky’s motivations seem to be chaotic and generally unclear. He begins the series wanting to protect The Sheriff and kill Hank, but then, after becoming a zombie, seems to only want to DJ for a nightclub. He then joins again with the A.A.H.W. and seems to be trying to kill Hank, but also others who are supposedly on his side, such as Jesus. Then, through the Improbability Drive, Tricky becomes a bizarre monster of fire and seems to want only to battle Hank, even telling him to “Get up!” after killing him. After having his corpse absorbed by The Auditor and taking control of the Unknown Dimension, Tricky manifests himself as a bizarre skeletal creature and seems to want only to kill Hank and his allies.

Limited Ammunition: The Clown must recharge his firearms.

18 Abilities, 0 Powers, 8 Advantages, 7 Skills, 3 Defenses = 36 Character Points


About: One of the few noteworthy characters during the early series, Tricky the Clown would later become one of the most memorable and important characters on the series, being the only character to have colors on his outfit. He has his face painted white, red clown hair and blue lips smiling painted on his face.

On his early appearances, Tricky the Clown seems to be a regular Grunt with a different appearance, so I stated him as such, but gave him a higher Presence score (he is a clown after all). Despite him not using it, his M16 has a grenade launcher attachment, so I decided to include it in the build. It is also not clear what assault rifle Tricky has in episode 3, so I put it as “M16 or M60”.


Image


Tricky the Clown (Post-Zombification in Episode 3)

Group: None. Works alongside the A.A.H.W.
Base of Operations: Somewhere in Nevada.

Power Level 3 - 56 Character Points

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

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

Gear
Jetpack: Flight 3. (6)

Street Sign: Strength-based Damage 2. (2)

Advantages
Equipment 2, Ranged Attack

Skills
Athletics 3 (+3 total).
Close Combat (Unarmed) 3 (+6 total).
Deception 2 (+5 total).
Insight 2 (+2 total).
Perception 1 (+1 total).
Persuasion 2 (+5 total).
Stealth 1 (+2 total).

Offense
Initiative +1
Unarmed +6, close damage 0.
Street Sign +4, close damage 2.

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

Complications

Motivation: “No Reason. Only Madness”: Tricky’s motivations seem to be chaotic and generally unclear. He begins the series wanting to protect The Sheriff and kill Hank, but then, after becoming a zombie, seems to only want to DJ for a nightclub. He then joins again with the A.A.H.W. and seems to be trying to kill Hank, but also others who are supposedly on his side, such as Jesus. Then, through the Improbability Drive, Tricky becomes a bizarre monster of fire and seems to want only to battle Hank, even telling him to “Get up!” after killing him. After having his corpse absorbed by The Auditor and taking control of the Unknown Dimension, Tricky manifests himself as a bizarre skeletal creature and seems to want only to kill Hank and his allies.

6 Abilities, 32 Powers, 8 Advantages, 7 Skills, 3 Defenses = 56 Character Points


About: Tricky after being turned into a zombie in Madness Combat 3. His green skin and zombie status became an iconic part of his character as well. He otherwise looks exactly like himself pre-zombification.


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Tricky the Clown (Episodes 4 to 6)

Group: None. Works alongside the A.A.H.W.
Base of Operations: Somewhere in Nevada.

Power Level 10 - 117 Character Points

Abilities
Strength 2, Agility 5, Fighting 8, Awareness 0
Stamina --, Dexterity 3, Intellect 0, Presence 3

Powers
Zombie Physiology: Immunity 30 (Fortitude Effects). [30]
Protection 5. [5]

Insanity Personified: Speed 2. [2]
Burrowing 7. [7]
Leaping 3 (60 feet). [3]
Enhanced Parry 2. [2]
Enhanced Dodge 2. [2]

Gear
Street Sign: Strength-based Damage 2. (2)

Metal Mask: Protection 1. (1)

Advantages
Close Attack 8, Diehard, Equipment, Improved Critical (Street Sign) 2, Improved Initiative, Improvised Weapon, Instant Up, Move-by Action, Quick Draw, Ranged Attack, Takedown 2

Skills
Acrobatics 4 (+9 total).
Athletics 9 (+11 total).
Close Combat (Unarmed) 2 (+18 total).
Deception 6 (+9 total).
Intimidation 4 (+7 total).
Insight 2 (+2 total).
Perception 8 (+8 total).
Persuasion 4 (+7 total).
Stealth 1 (+6 total).

Offense
Initiative +9
Unarmed +18, close damage 2.
Street Sign +16, close damage 4, critical 18-20.

Defense
Dodge 12*, Fortitude IMMUNE, Parry 12*, Toughness 5/6*, Will 5
*Dodge and Parry changed due to powers, Toughness 6 with mask.

Complications

Motivation: “No Reason. Only Madness”: Tricky’s motivations seem to be chaotic and generally unclear. He begins the series wanting to protect The Sheriff and kill Hank, but then, after becoming a zombie, seems to only want to DJ for a nightclub. He then joins again with the A.A.H.W. and seems to be trying to kill Hank, but also others who are supposedly on his side, such as Jesus. Then, through the Improbability Drive, Tricky becomes a bizarre monster of fire and seems to want only to battle Hank, even telling him to “Get up!” after killing him. After having his corpse absorbed by The Auditor and taking control of the Unknown Dimension, Tricky manifests himself as a bizarre skeletal creature and seems to want only to kill Hank and his allies.

16 Abilities, 49 Powers, 20 Advantages, 20 Skills, 12 Defenses = 117 Character Points


About: Tricky during the first half of the set of episodes known as the “Tricky Saga”. He adopts a metal mask that also became iconic. His mask quickly gets pierced by Hank when he shoots Tricky in the face, something that Tricky managed to survive due to his zombified state. He also eventually lost the upper half of his head when Hank chopped it off in episode 5. He finally dies at the end of episode 6, but is revived by the Improbability Drive as a strange monstrosity made of fire.

Tricky, unlike in his previous appearances, seems to be a very competent combatant now, even stronger than Hank and Jesus, tanking many hits that would normally be death blows and being insanely quick, both in movement and in combat. He also gains the power to move beneath the earth, usually keeping his street sign above the earth when he does so. The origin of his powers, tho not explained, seem to be the Improbability Drive.


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Tricky the Clown (Madness Combat 7)

Group: None.
Base of Operations: Somewhere in Nevada.

Power Level 13 (PL 15 Athletics) - 167 Character Points

Abilities
Strength 10*, Agility 6, Fighting 9, Awareness 0
Stamina --, Dexterity 3, Intellect 0, Presence 3
*Increased due to size.

Powers
Improbability Drive-Powered Fire Monster: Growth 8 (Strength and Toughness +8, Mass +8, Intimidation +4, Dodge and Parry -4, Stealth -8, Speed +1) (Extras: Innate and Permanent). [17]
Speed +1 (2 total). [1]
Immunity 30 (Fortitude Effects). [30]
Protection 9. [9]
Made of Fire: Reaction Damage 4. [16]

Spit Flames: Area (30 ft. Line) Damage 8 (Flaws: Limited to grounded targets). [8]

Advantages
Close Attack 5, Diehard, Improved Critical (Unarmed), Improved Initiative, Move-by Action, Quick Draw, Takedown 2, Withstand Damage

Skills
Acrobatics 2 (+8 total).
Athletics 13 (+25 total).
Close Combat (Unarmed) 2 (+16 total).
Deception 6 (+9 total).
Intimidation 6 (+9 total, +13 size).
Insight 2 (+2 total).
Perception 8 (+8 total).
Persuasion 4 (+7 total).
Stealth 1 (+7 total, +3 size).

Offense
Initiative +10
Unarmed +16, close damage 10, critical 19-20.
Made of Fire, close reaction damage 4.
Spit Flames, close 30 ft. line damage 8.

Defense
Dodge 8, Fortitude IMMUNE, Parry 9, Toughness 17, Will 6

Complications

Motivation: “No Reason. Only Madness”: Tricky’s motivations seem to be chaotic and generally unclear. He begins the series wanting to protect The Sheriff and kill Hank, but then, after becoming a zombie, seems to only want to DJ for a nightclub. He then joins again with the A.A.H.W. and seems to be trying to kill Hank, but also others who are supposedly on his side, such as Jesus. Then, through the Improbability Drive, Tricky becomes a bizarre monster of fire and seems to want only to battle Hank, even telling him to “Get up!” after killing him. After having his corpse absorbed by The Auditor and taking control of the Unknown Dimension, Tricky manifests himself as a bizarre skeletal creature and seems to want only to kill Hank and his allies.

Weakness: Improbability Drive: Tricky’s weak spot is the improbability drive placed where his brain would be. Tricky suffers a penalty decided by the DM on Toughness checks against attacks aimed at the improbability drive.

Power Loss: Tied To Improbability Drive: Tricky’s new monstrous form comes from the improbability drive he keeps within his head. If he is separated from the improbability drive, he loses his growth effect and instead becomes normal size, gaining a boost on his Parry and Dodge defense, but losing his enormous toughness. If the improbability drive is destroyed, he reverts back to his old self (Episodes 4 to 6 build), who was in a heavily wounded state.

36 Abilities, 81 Powers, 13 Advantages, 22 Skills, 16 Defenses = 168 Character Points


About: Tricky as he appears in the end of the so called “Tricky Saga”. He is now a gigantic demonic skull-like creature made of (or covered by, as he still appears to be material) flames. He entered this form due to being revived by the Improbability Drive, that now is inside of his head, his only weak point. After the Improbability Drive is damaged by Hank with a shotgun, when Tricky later returns in the episode he is now normal sized despite still being made of fire, implying that since he was now distant from the Drive he wasn’t receiving all its abilities. When the Drive is destroyed, he returns to his previous appearance, with green skin and a damaged mask.

Flame Demon Tricky is clearly one of the strongest characters to appear in the Madness Combat series, with Hank preferring to escape him rather than fight. I decided to make him PL 13 because of that, tho he receives a significant debuff when the Improbability Drive is removed and by having it as a weak point.


Image
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Tricky the Clown (Madness Combat 11)

Group: None.
Base of Operations: Somewhere in Nevada.

Power Level 11 - 181 Character Points

Abilities
Strength 2, Agility 6, Fighting 9, Awareness 0
Stamina --, Dexterity 3, Intellect 0, Presence 3

Powers
Skeleton Physiology: Immunity 30 (Fortitude Effects). [30]
Protection 5. [5]

Insanity Personified: Speed 2. [2]
Burrowing 7. [7]
Flight 2. [4]
Enhanced Parry 2. [2]
Enhanced Dodge 2. [2]

Master of the Unknown Dimension: Teleport 8 (2 kilometers or 1 mile) (Extras: Change Direction) (Flaws: Limited to within the Unknown Dimension). [9]
Feature: Can create weapons while within the Unknown Dimension. [1]
Move Object 10 (Flaws: Limited to the Unknown Dimension). [10]

Gear
M60 Automatic Rifle: Ranged Damage 6 (Extras: Multiattack) (Flaws: Inaccurate). (17) -- (19)
  • AE: Street Sign: Strength-based Damage 2. (2)
  • AE: Axe: Strength-based Damage 3 (Extras: Penetrating 2). (5)
Advantages
Close Attack 8, Diehard, Equipment 4, Improved Critical (Street Sign) 2, Improved Initiative, Improvised Weapon, Instant Up, Move-by Action, Quick Draw, Ranged Attack 10, Takedown 2

Skills
Acrobatics 6 (+12 total).
Athletics 12 (+15 total).
Close Combat (Unarmed) 2 (+19 total).
Deception 6 (+9 total).
Intimidation 7 (+10 total).
Insight 2 (+2 total).
Perception 8 (+8 total).
Persuasion 4 (+7 total).
Stealth 1 (+6 total).

Offense
Initiative +9
Unarmed +20, close damage 2.
Street Sign +17, close damage 4, critical 18-20.
Axe +17, close damage 5.
M60 +11, ranged damage 6.

Defense
Dodge 15*, Fortitude IMMUNE, Parry 16*, Toughness 5, Will 5
*Increased due to powers.

Complications

Motivation: “No Reason. Only Madness”: Tricky’s motivations seem to be chaotic and generally unclear. He begins the series wanting to protect The Sheriff and kill Hank, but then, after becoming a zombie, seems to only want to DJ for a nightclub. He then joins again with the A.A.H.W. and seems to be trying to kill Hank, but also others who are supposedly on his side, such as Jesus. Then, through the Improbability Drive, Tricky becomes a bizarre monster of fire and seems to want only to battle Hank, even telling him to “Get up!” after killing him. After having his corpse absorbed by The Auditor and taking control of the Unknown Dimension, Tricky manifests himself as a bizarre skeletal creature and seems to want only to kill Hank and his allies.

Motivation: Maintain the Halo: It is unclear why, but Tricky seems to desperately want to keep the Halo for himself. It might be that his existence is dependent on him having it, that his powers are stronger due to the Halo or that he wants to maintain it for reasons not even himself understands. Regardless, whenever someone removes the halo from him, Tricky’s main priority will be to reclaim it.

Bound to the Unknown Dimension: Tricky the Clown can only exist within the Unknown Dimension in this form. He manifests in reality as a bizarre gigantic skeletal creature and seems to be able to warp other to the Unknown Dimension and summon skeletons.

36 Abilities, 72 Powers, 32 Advantages, 24 Skills, 18 Defenses = 182 Character Points


About: Tricky in his most recent appearance in the Madness Combat series. He was revived through the power of the Halo after being absorbed by the auditor, becoming a skeletal abomination that sprouts from the ground. He commands his own group of minions, skeletons, and is able to warp other to the Unknown Dimension through pressing them against surfaces. During the episode, he antagonizes Sanford and Hank, taunting them and sending hordes of enemies against them, until he is defeated by Hank and some strange red creatures that weren’t fully explained yet. His manifestation on the real world, the gigantic skeleton, explodes after his form on the Unknown Dimension is destroyed, with the Auditor leaving from his corpse and reclaiming the Halo, and Hank and Sanford appearing from the corpse as well, presumably unconscious.

I decided not to stat out the skeletal abomination (Tricky’s form in the real world), as it doesn’t do much fighting during the episode except for ripping Hank’s mutant arm out. The build for Tricky in the Unknown Dimension is, instead, a 1 PL upgrade from his Tricky Saga build, as he is seemingly stronger than Sanford and not as strong as the gigantic fire creature. Additionally, I decided to keep the Improved Critical with the street sign, as it is Tricky’s signature weapon.
Last edited by SolarOracle on Wed Aug 18, 2021 9:42 pm, edited 1 time in total.
neoX17
Posts: 5
Joined: Thu May 07, 2020 10:41 am
Contact:

Re: Solar's Build Thread

Post by neoX17 »

wow, this is cool
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Sanford

Post by SolarOracle »

Image


Sanford

Group: Unknown.
Base of Operations: Somewhere in Nevada.

Power Level 9 - 139 Character Points

Abilities
Strength 3, Agility 4, Fighting 11, Awareness 2
Stamina 4, Dexterity 5, Intellect 2, Presence 0

Gear
Pair of Submachine Guns: Ranged Damage 6 (Extras: Multiattack). (18) -- (36)
  • 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)
  • AE: Hook Throw: Ranged Strength-based Damage 1 (Flaws: Reduced Range) (Extras: Improved Critical). (2)
  • AE: Hook Melee: Strength-based Damage 1 (Extras: Improved Critical). (2)
Advantages
Accurate Attack, Close Attack, Equipment 8, Improved Aim, Improved Initiative, Improvised Weapon, Instant Up, Move-by Action, Quick Draw, Ranged Attack 6, Takedown 2

Skills
Acrobatics 6 (+10 total).
Athletics 10 (+13 total).
Close Combat (Unarmed) 3 (+15 total).
Close Combat (Knives) 1 (+13 total).
Close Combat (Hook) 1 (+13 total).
Deception 2 (+2 total).
Intimidation 6 (+6 total).
Insight 6 (+8 total).
Perception 8 (+10 total).
Persuasion 2 (+2 total).
Ranged Combat (Hook) 2 (+13 total).
Ranged Combat (Pistols) 1 (+12 total).
Stealth 7 (+11 total).
Technology 4 (+6 total).
Treatment 3 (+5 total).

Offense
Initiative +8
Unarmed +15, close damage 3.
Knife +13, close damage 4, critical 19-20.
Double Knives +13, 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.
Hook +13, close damage 5, critical 19-20.
Hook Throw +13, ranged damage 5, critical 19-20.
Pistols +12, ranged damage 3.
Double Pistols +12, ranged damage 5.
Shotguns +11, ranged damage 5.
Submachine Guns +11, ranged damage 4.
Double Submachine Guns +11, ranged damage 6.
Sniper Rifles +11, ranged damage 6.
Automatic Rifles +9, 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 14, Fortitude 9, Parry 14, Toughness 4, Will 6

Complications

Motivation: “No Reason. Only Madness”: Sanford and Deimos’ goal seems to initially be to help Hank. Later, after Hank’s death by the hands of Jesus, they are on a mission to rescue and revive him.

Limited Armament: Sanford 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: Sanford’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.

62 Abilities, 0 Powers, 24 Advantages, 31 Skills, 22 Defenses = 139 Character Points


About: Deimos’ partner and one of the protagonists of the “.5” episodes. Sanford, like Deimos, seems to work for someone or some group not yet shown and is sent with Deimos on a mission to revive and help out Hank. Sanford, to contrast with Deimos, seems to favor melee combat or more supportive roles while using firearms, as shown by his signature weapon, the meathook.

Sanford seems to be serious and calm, contrasting well with Deimos, but does seem to care about his allies quite a bit, even showing shock upon seeing the corpse of his teammate on episode 9. His calm demeanor makes him somewhat in command of his and Deimos’ operation, though both seem to be equals.

Sanford has a Power Level of 8 with most ranged weapons, with the exception of his meathook, to show that he favors melee over firearms. I decided, however, not to make him PL 8 against ranged attacks, as he seems to be able to avoid ranged attacks as well as he avoids melee ones.
Last edited by SolarOracle on Wed Aug 18, 2021 9:42 pm, edited 1 time in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Re: Solar's Build Thread

Post by SolarOracle »

neoX17 wrote: Thu May 07, 2020 4:45 pm wow, this is cool
Oh, thanks man! Nice to get some feedback on these.
Last edited by SolarOracle on Wed Aug 18, 2021 9:44 pm, edited 1 time in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Deimos

Post by SolarOracle »

Image


Deimos

Group: Unknown.
Base of Operations: Somewhere in Nevada.

Power Level 9 - 141 Character Points

Abilities
Strength 2, Agility 4, Fighting 7, Awareness 0
Stamina 3, Dexterity 6, Intellect 4, Presence 2

Powers
Finger Flame: Feature: Can light cigarettes with his hands. [1]

Gear
Pair of Automatic Rifles: Ranged Damage 8 (Extras: Multiattack) (Flaws: Inaccurate 2). (22) -- (40)
  • AE: Pair of Submachine Guns: Ranged Damage 6 (Extras: Multiattack). (18)
  • 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)
Headset and Communications Backpack: Senses 1 (Communication Link - Command). (1)

PDA: Feature: Can receive orders and information. (1)

Advantages
All-Out Attack, Close Attack 4, Equipment 9, Improved Aim, Improved Initiative, Improvised Weapon, Instant Up, Move-by Action, Quick Draw, Ranged Attack 6, Takedown 2

Skills
Acrobatics 4 (+8 total).
Athletics 8 (+10 total).
Close Combat (Unarmed) 2 (+13 total).
Deception 4 (+6 total).
Intimidation 4 (+6 total).
Insight 2 (+2 total).
Perception 5 (+5 total).
Persuasion 4 (+6 total).
Ranged Combat (Automatic Rifles) 2 (+12 total).
Ranged Combat (Pistols) 1 (+13 total).
Ranged Combat (Shotguns) 1 (+13 total).
Stealth 7 (+11 total).
Technology 12 (+16 total).
Treatment 4 (+8 total).

Offense
Initiative +8
Unarmed +13, close damage 2.
Knife +11, close damage 3, critical 19-20.
Double Knives +11, close damage 4, critical 19-20.
Sword +11, close damage 4, critical 19-20.
Dragon Sword Katana +11, close damage 5, critical 19-20.
Clubs +11, close damage 4.
Axes +11, close damage 5.
Chainsaw +11, 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 Rifles +12, ranged damage 6.
Double Automatic Rifles +10, ranged damage 8.
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 13, Toughness 3, Will 4

Complications

Motivation: “No Reason. Only Madness”: Deimos and Sanford’s goal seems to initially be to help Hank. Later, after Hank’s death by the hands of Jesus, they are on a mission to rescue and revive him.

Limited Armament: Deimos 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: Deimos’ 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.

56 Abilities, 1 Powers, 28 Advantages, 30 Skills, 26 Defenses = 141 Character Points


About: Sanford’s partner and one of the protagonists of the “.5” episodes. Deimos and Sanford work for someone or some group that hasn’t been revealed yet, and seems to be the more tech-savvy of the two. He is more skilled at fighting with firearms, as he usually fights that way, and has shown great skill with it, such as DUAL WIELDING ASSAULT RIFLES!!

Deimos is more playful and carefree than Hank or Sanford, oftenly joking around while on the job, like when he wore the mask of an A.T.P. Engineer and waved a knife around to scare Sanford, something that could easily have ended with him getting shot. Deimos also acts in a more rash and impulsive fashion, charging into action without planning.

Deimos, like all other characters who smoke in the series, eventually died, but he managed to revive Hank in the process. His death lead to his own spin-off, known as the Dedmos Adventure series, where he is sent to Purgatory after his death and has to deal with many waves of enemies, being destroyed many times in the process and seemingly reliving distorted versions of his memories. He eventually escapes, with the help of mysterious allies, but seems to have been merged with rocks from Purgatory, gaining some strange powers in the process.

Deimos has melee attacks of PL 8, but has PL 9 ranged attacks. His Parry is slightly lower than his Dodge to represent him being more skilled at ranged combat than melee, though he is still much better than an average member of the A.A.H.W.


Image


Deimos (Dedmos Adventure)

Group: Unknown.
Base of Operations: Somewhere in Nevada.

Power Level 12 - 177 Character Points

Abilities
Strength 5, Agility 4, Fighting 8, Awareness 0
Stamina 4, Dexterity 6, Intellect 4, Presence 2

Powers
Finger Flame: Feature: Can light cigarettes with his hands. [1]

Purgatory Rock Infused Body: Unarmed Damage +1. [1]
Protection 3. [3]

Purgatory Infused Powers: 36 Point Array. (20) -- [21]
  • Summon Stone Spike: Ranged Damage 10 (Extras: Indirect - From Below) (Flaws: Inaccurate). (20)
  • Magnify Others: Growth 4 (Strength and Stamina +4, Mass +4, Intimidation +2, Dodge and Parry -2, Stealth -4) (Extras: Affects Others) (Flaws: Limited to Others). (8)
Gear
Pair of Automatic Rifles: Ranged Damage 8 (Extras: Multiattack) (Flaws: Inaccurate 2). (22) -- (40)
  • AE: Pair of Submachine Guns: Ranged Damage 6 (Extras: Multiattack). (18)
  • 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)
Headset and Communications Backpack: Senses 1 (Communication Link - Command). (1)

PDA: Feature: Can receive orders and information. (1)

Advantages
All-Out Attack, Close Attack 6, Equipment 9, Improved Aim, Improved Initiative, Improvised Weapon, Instant Up, Move-by Action, Quick Draw, Ranged Attack 6, Takedown 2

Skills
Acrobatics 4 (+8 total).
Athletics 8 (+10 total).
Close Combat (Unarmed) 2 (+14 total).
Deception 4 (+6 total).
Intimidation 4 (+6 total).
Insight 2 (+2 total).
Perception 5 (+5 total).
Persuasion 4 (+6 total).
Ranged Combat (Automatic Rifles) 2 (+12 total).
Ranged Combat (Pistols) 1 (+13 total).
Ranged Combat (Shotguns) 1 (+13 total).
Stealth 7 (+11 total).
Technology 12 (+16 total).
Treatment 4 (+8 total).

Offense
Initiative +8
Unarmed +16, close damage 6.
Knife +14, close damage 6, critical 19-20.
Double Knives +14, close damage 7, critical 19-20.
Sword +14, close damage 7, critical 19-20.
Dragon Sword Katana +14, close damage 8, critical 19-20.
Clubs +14, close damage 7.
Axes +14, close damage 8.
Chainsaw +14, 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 Rifles +12, ranged damage 6.
Double Automatic Rifles +10, ranged damage 8.
Summon Stone Spike +10, ranged damage 10.
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 7, Will 4

Complications

Motivation: “No Reason. Only Madness”: Deimos and Sanford’s goal seems to initially be to help Hank. Later, after Hank’s death by the hands of Jesus, they are on a mission to rescue and revive him.

Limited Armament: Deimos 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: Deimos’ 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.

66 Abilities, 26 Powers, 28 Advantages, 30 Skills, 27 Defenses = 177 Character Points


About: Deimos as he appears in DedmosRebuild.fla, in the end of the Dedmos Adventure series. He becomes infused with pieces of stone from Purgatory and becomes a much more capable fighter, preferring to use melee attacks due to his super strength and resistance. He seems to be as strong as Hank, dealing with mag-sized enemies like they were nothing and being able to summon spikes of stone.

Deimos is now a PL 12, with powerful melee attacks and favoring his unarmed, but remains a PL 9 with ranged weaponry.
Last edited by SolarOracle on Sun Jul 10, 2022 10:01 pm, edited 3 times in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

The Auditor

Post by SolarOracle »

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Image


The Auditor

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

Power Level 9 (PL 10 attacks) - 237 Character Points

Abilities
Strength 2, Agility 4, Fighting 8, Awareness 3
Stamina --, Dexterity 5, Intellect 3, Presence 3

Powers
Shadowflame Body: Insubstantial 3 (Extras: Innate and Precise). [17]
Immunity 30 (Fortitude Effects). [30]
Protection 2. [2]
Teleport 4 (900 meters or 500 ft.) (Extras: Change Direction). [9]
Feature: Can summon weapons out of the user's body. [1]

Halo: (Flaws: Removable). [52]
Feature 10: Can turn normal units into Enhanced units. (10)

Nexus Beams: Ranged Damage 7 (Extras: Penetrating 7), linked to Ranged Weaken Toughness 7. (35) -- (37)
  • AE: Melee Range Nexus Beam: Damage 7 (Extras: Penetrating 7), liken to Weaken Toughness 7. (28)
  • AE: Move Objects 10. (20)
Absorb Bodies: Growth 12 (Strength and Toughness +12, Mass +12, Intimidation +6, Speed +1, Dodge and Parry -6, Stealth -12) (Flaws: Source - Corpses, Quirk - Growth rank is dependent on the amount of corpses absorbed), Linked to Healing 14 (Flaws: Source - Corpses, Limited to self). (18)

Gear
AT4 Rocket Launcher: Ranged Area (30 ft. Burst) Damage 8. (24) -- (32)
  • AE: Pair of Submachine Guns: Ranged Damage 6 (Extras: Multiattack). (18)
  • AE: Minigun: Ranged Damage 8 (Extras: Multiattack) (Flaws: Inaccurate). (16)
  • AE: Submachine Gun: Ranged Damage 4 (Extras: Multiattack). (12)
  • AE: Auditor’s Sword: Strength-based Damage 2 (Extras: Improved Critical, Penetrating 6). (9)
  • AE: Dragon Sword: Strength-based Damage 3 (Extras: Improved Critical, Penetrating 2). (6)
  • AE: Pair of Megachettes: Strength-based Damage 3 (Extras:Improved Critical, Split). (5)
  • AE: Spear: Strength-based Damage 2 (Extras: Reach 2). (4)
  • AE: Megachette: Strength-based Damage 2 (Extras: Improved Critical). (3)
Advantages
Accurate Attack, Close Attack 4, Equipment 7, Improved Initiative, Instant Up, Move-by Action, Quick Draw, Ranged Attack 9, Takedown 2

Skills
Acrobatics 2 (+4 total).
Athletics 6 (+8 total).
Close Combat (Unarmed) 2 (+14 total).
Deception 6 (+9 total).
Intimidation 10 (+13 total, +19 maximum size).
Insight 6 (+9 total).
Perception 6 (+9 total).
Persuasion 8 (+11 total).
Stealth 6(+10 total, -2 maximum size).
Technology 6 (+9 total).

Offense
Initiative +8
Unarmed +14, close damage 2.
Megachette +12, close damage 4, critical 19-20.
Pair of Megachettes +12, close damage 5, critical 19-20.
Dragon Sword Katana +12, close damage 5, critical 19-20.
The Auditor’s Sword +12, close damage 5, critical 19-20.
Melee Nexus Beam +12, close damage 7.
Spear +12, close damage 4.
Submachine Gun +14, ranged damage 4.
Pair of SMGs +14, ranged damage 6.
Minigun +12, ranged damage 8.
Nexus Beam +14, ranged damage 7.
AT4 Rocket Launcher, ranged 30 ft. burst area damage 8.

Defense
Dodge 16/10*, Fortitude IMMUNE, Parry 14/8, Toughness 2/14*, Will 9
*Defenses changed due to Growth.

Complications

Motivation: “No Reason. Only Madness”: The Auditor’s main goal seems to be unknown, but involves the Improbability Drive in some way. Because Hank, Sanford, Dimas and Jesus want to stop him, The Auditor and the rest of the A.A.H.W. want to kill them.

Incompatibility: The Halo and its energy seem to be harmful to The Auditor, with him beginning to bleed shortly after putting it on, with the message “Error: Incompatible” appearing when that happens. Because of that, it can be assumed he can’t wear the Halo for a long period of time.

Vulnerability: Electricity: The only thing shown to affect the Auditor is the Halo’s electricity, like Hank’s lightning punch attack and the harm that came to the auditor after the Halo considered him incompatible.

46 Abilities, 111 Powers, 27 Advantages, 29 Skills, 24 Defenses = 237 Character Points


About: The Auditor is, as far as it has been shown, the main antagonist of Madness Combat. The Auditor is a mysterious shadowy (literally) figure who seems to have been behind the scenes the whole time, with unknown goals that seem to threaten reality. He seems to be a somewhat capable combatant, favoring ranged weapons than melee combat and being capable of killing Jesus.

The Auditor’s appearance is that of a humanoid figure covered in black flames, with a glowing red outline and eyes. After being taken to the Unknown Dimension after absorbing Tricky the Clown, his flames seem to become weaker, with his body’s outline being more visible, and red shatter-like lines sprouting from the back of his head.

The Auditor first appears in episode 6.5, being shown watching Deimos and Sanford through a screen when Jesus quits and receives a message from Tricky telling him he has gone rogue, with him then deciding to use the Improbability Drive to upgrade the agents. He then appears in the end of episode 7, after Tricky and Hank’s death, with him then increasing the level of the Advanced Training Program. After that, The Auditor succeeds in killing Jesus during Madness Combat 8, claiming the Halo for himself afterwards and becoming incredibly strong. He then fights off against a resurrected Hank and Sanford, using his powers to absorb corpses and increase his size and strength, until he accidentally absorbs Tricky the Clown, making The Auditor explode. He appears withing the Unknown Dimension during episode 11, encountering Hank and moving him beneath the earth, tho what his objectives were unknown. It is shown that the Auditor has some degree of control over the Unknown Dimension, being able to make spikes sprout from surfaces like Tricky, possibly coming from the Halo or the Auditor’s connection to the Unknown Dimension. After Tricky’s defeat, The Auditor leaves Tricky’s corpse and retrieves the Halo.

I decided to make The Auditor a PL 9 defensively and a PL 8 defensively against melee attacks, as Hank hits him with ease during their fight, and because The Auditor seems to be a better ranged combatant than a melee one, but becomes up to PL 12 defensively with his growth. His offensive PL is 10 (and becomes much, much higher with his growth on his melee attacks, becoming 14 with unarmed attacks and up to 15 with other weapons) and he favors ranged attacks to melee.
Last edited by SolarOracle on Thu Aug 04, 2022 11:38 pm, edited 3 times in total.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Re: Solar's Build Thread - Madness Combat Update

Post by SolarOracle »

OK, and with that, I'm done with the Madness Combat builds! These were a fun side project while I was burnt out working on the Boku no Hero Academia builds I began a while ago, and they were pretty fun to do. Trying to figure out how to represent the insanely fast action of Madness Combat in the builds was a pretty fun thing for me to try to do, and I think my solution worked pretty well thanks to how OP the Takedown Advantage is, LOL.

In a couple of days I'll probably begin to upload the Boku no Hero Academia builds I've been working on then. I did a similar thing to what I did in these builds with the protagonists, where I represent them in different parts of the manga to show their growth, tho I decided not to do that for all characters because it felt unnecessary and time consuming, so I settled on only doing it for the Class 1-A students.

I'll take some time to review the builds and do some last-minute changes and then I'll begin to upload them.

Oh! And I also decided to begin doing a thing with the thread title to announce what series I'm currently working on stating out and uploading because it felt like a fun thing to do and that it added a bit of "soul" to this.
Last edited by SolarOracle on Wed Aug 18, 2021 9:47 pm, edited 1 time in total.
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KorokoMystia
Posts: 1402
Joined: Fri Nov 11, 2016 8:42 pm

Re: Solar's Build Thread - Madness Combat Update

Post by KorokoMystia »

I remember Madness Combat from the days when I I used to browse Newgrounds back in the day. That brings back memories. I mostly remember the video game adaptations though, rather than the actual videos.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Re: Solar's Build Thread - Madness Combat Update

Post by SolarOracle »

KorokoMystia wrote: Sun May 10, 2020 5:23 am I remember Madness Combat from the days when I I used to browse Newgrounds back in the day. That brings back memories. I mostly remember the video game adaptations though, rather than the actual videos.
Yeah, the series is pretty nostalgic for me, tho I hadn't seen anything related to it for a while until my friend brought it up when he gave me the recommendation of doing builds based on it. The flash games were really awesome.
Last edited by SolarOracle on Wed Aug 18, 2021 9:47 pm, edited 1 time in total.
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