So here's the man, skeleton, lich, incarnation of chaos, whatever.
And he isn't a slouch if you look at him, and thus the stage is set for the army guys to kick his shiny pelvic bone back into the graveyard.
The RPG book: http://www.sendspace.com/file/1i0u1e
Now to base our characters: First, I've got to mention that the rules are loosely fit, and many of them are subject to the discretion of the GM. In case of the Special Attacks rule (non-senshi, non-knight, and non-negaverse), I assume that taking a special attack only increases the combat value if the special attack is used in battle, or that otherwise I don't attack better with a shotgun just because I've got an energy draining special attack, In other cases, I interpret them to work as they're written.
Second: Damage dealt in four ways:
Unarmed attacks: The attacker's attack combat value
Non-magical Armed attacks: The attackers ACV multiplied by the weapon's effectiveness(2-6)
Special attacks: ACV+Special damage
Special damages: Senshi attack:
Lv1: 10 dmg
Lv2: 30 dmg
Lv3: 60 dmg
Lv4: 90 dmg
Lv5: 120 dmg
Lv6: 150 dmg
Knight attack: 5 dmg/level, can negate attacks, stun, and do stuff on higher levels.
Dark attack: 10 dmg/level. Can be used against a senshi attack, in which case the dmg value is doubled for the comparison.
The combat value is not capped, but it can not increase chance of success beyond 11: an unmodified dice roll of 12 will always be a failure, and an unmodified roll of 2 a success. Attack combat value is calculated as (Body+Mind+Soul)/3, defense combat value is 2 points less than that.
With that hassle behind, let's get started:
First, the overall power of the character in terms of stat points (points to spend on the three stats: Body, Mind and Soul) and attribute points: 15 points for stats, and 20 points for attributes is considered to be an average level game. Sailor Mercury uses exactly that many, and gains 9 points to use from her character defects. Tuxedo Mask, widely considered weaker than any scout, uses 21 points for stats, and 30 points for character attributes, and gains 11(!) from his defects to distribute.
(He's similar to a bard though. Bit hardier than a sailor scout, a ton of utilities, inspiring presence, and a jack of all trades on the game mechanic side.)
Now I'm going for an average character: He was a UK soldier who fought in the gulf war, and finished his millitary service shortly afterwards, and traveled to Tokyo to study in the Azabu Institute of Technology, shortly after the emergence of Sailor V. Alas, he couldn't escape his fate, to take up arms again, as the dark kingdom, then the two aliens, and finally the four sisters and Rubeus attacked Tokyo again and again, and due to these extreme events, he was granted temporary membership in the japanese army, and access to supplies, such as a light machine gun (x5 weapon), and a Panzerfaust (x6).
Stats: Body 6 Mind 4 Soul 5 shows the improved strength and determination from training. Base ACV is 5, DCV is 3
Attributes:
Combat mastery 6: 12 points. +6 to both combat values.
Powerful mind 2: 2pts
Strong Soul 1: 1pt -->+1 CV due to stat increases
ACV: 12, DCV: 10
Extra attacks 1: 4pts
Modified stats: B6 M6 S6 ACV12 DCV10
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And this is only the "alpha" template, far from being combat optimized. I haven't taken any defects, and have 1 point to spare, yet I'll beat Wiseman more times than he beats me. We're both 1 hit point wonders to the others, but I have two attacks, and better defense.