Here are the stats for Chachamaru as she originally appeared in the series, before she got a d-cup. I used the BESM d20 system, the srd for which can be found here:
http://www.faterpg.com/dl/animed20srd.pdfIn doing so, I've found the Chachamaru must be
at least a level 20 character, if not an epic one...
Name: Karakuri Chachamaru (Original Version)
Class(es):
(Giant) Robot: 9
Martial Artist: 11
Size: Medium
Age: 2yrs
Gender: Technically none, Apparently Female
Ability Scores: Modifiers
Strength 27 +8
Dexterity 15 +3
Constitution None +0
Intelligence 14 +2
Wisdom 13 +1
Charisma 14 +2
Initiative Modifier +17
Base Movement X3 or 48ft per round(6seconds)
Saving Throws Fort +9
Will +11
Reflex +15
Base Attack Bonus +17/+12/+7/+2
AC (Armour Class) +4
Energy Points 20d2+20 (Min 40, Max 60)
HP/HD (Health) 20d10+1d8 (Min 21, Max 20
cool Attributes:
+Adaptation, Rank 6
Adapted to: extreme pressure, intense cold, intense heat, noxious gases, underwater (the ability to "breathe" water), and vacuum (low pressure, not the absence of air)
+Armour, Rank 2
All attack damage the character receives is reduced by 4 points/Rank
+Computer Scanning, Rank 1
Chachamaru can access, read, and understand data from all computers or
"Silicon Age" technology in the Surrounding area. The DC for the check is determined by the
complexity and security of the computer; most home computers are DC 10 while high-tech
secure machines are DC 20 to 30. When trying to access a computer built as an Item of
Power, the character suffers a penalty of -2 for each Rank of the Item of Power. The Attribute Rank determines the maximum distance in which scanning can take place. Rank 1 Scanning can happen at the range of 1 foot.
+Damn Healthy!, Rank 1
The character's Hit Points are increased by 1d8/Rank (plus Con modifiers)
+Defence Combat Mastery, Rank 1
The character's Armour Class is increased by 1/Rank
+Elasticity, Rank 2
Represents Chachamaru's Rocket Punch. At Rank 2, The character can stretch two body parts up to 5x their regular dimensions and receives +2 to Unarmed Attack/Defence (Grappling) Skill checks. However, due to the Reduction (Elasticity) Defect, Chachamaru does not get the +2 grappling bonus
+Features, Rank 1
The character possesses one or more secondary abilities that grant useful but mundane, noncombat related advantages. Features are typically possessed by non-humans and reflect various, minor biological or technological advantages. Ths represents Chachamaru's Ear Antennas, which make her look really cool.
+Flight, Rank 3
A character with Flight can fly through an atmosphere or in space (in space, he or she would still need protection from the environment). At Rank 3, Chachamaru can fly at speeds up to 100 mph. However, due to the Limited Use (Ongoing) Defect, for every minute Chachamaru uses the Power, she must wait 5 minutes before she can fly once again.
+Heightened Senses, Rank 1
Gives Chachamaru Radar Capability
+Jumping, Rank 3
Adds 20 to her Jump Skill each Rank. At Rank 3, it lets Chachamaru jump up to 30 feet
+Massive Damage, Rank 1
Damage Chachamaru delivers is increased by 2 Points.
+Massive Damage(Unarmed Strikes), Rank 1
Damage Chachamaru delivers is increased by 2 Points when striking unarmed. Can stack with the other Massive Damage
+Special Attack, Rank 2
Chachamaru Eye Laser (4d8+bonuses, medium range)
Limited Shots Disability Level 2: Has only 3 shots before it needs to cool down for several minutes.
+Speed, Rank 1
Chachamaru can move at speeds up to 50 mph, and gains +2 Initiative.
+Superstrength, Rank 1
Strength is increased by 8/Rank
+Unique Attribute (Magica Canceller), Rank 2
Cancels Magic that is being used to bind Chachamaru and anyone immediately around her. Due to the Limited Use (Instantaneous) Defect, she can only use it twice a day.
+Water Speed, Rank 2
At Rank 2, Chachamaru is as fast as a swift fish or yacht (up to 20 mph).
Feats
+Combat Martial Arts
Prerequisite: Base Attack Bonus +1
Benefit: With an unarmed strike, the character inflicts damage equal to 1d4 + Strength modifier.
+Brawl
Benefit: When making an unarmed attack, the character receives a +1 bonus on attack rolls, and delivers damage equal to 1d6 + his or her Strength modifier.
+Improve Initiative x3
Benefit: The character gets a +4 bonus on Initiative checks.
+Improved Brawl
Prerequisites: Brawl, Base Attack Bonus +3
Benefit: When making an unarmed attack, the character receives a +2 competence bonus
on his or her attack roll, and the character inflicts damage equal to 1d8 + the character’s
Strength modifier.
+Improved Knockout Punch
Prerequisites: Brawl, Knockout Punch, Base Attack Bonus +6
Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage.
+Improved Trip
Prerequisites: Intelligence 13+
Benefit: If the character trips an opponent in melee combat, the character immediately gets to make a melee attack against that opponent as if the character had not used his or her attack action for the trip attempt.
+Judge Opponent
Benefit: The character can judge his or her opponent’s approximate Base Attack Bonus and weapon Skill Rank from the foe’s attitude and posture even without actually seeing him or her fight. Additionally, the character can accurately estimate the opponent’s remaining Hit Points.
Skills
Balance +5
Computer Use +23
Know. (Occult) +7
Listen +5
Move Silently +7
Powerlifting +6
Repair +7
Spot +4
Tumble +5
Unarmed Attack +2
Unarmed Defence +2
Defects
+Blind Fury
Goes nuts when she becomes extremely embarrassed.
+Easily Distracted
Gets distracted when Negi is acting 'inspirational
+Marked
Her body has distinctly robotic joint markings, etc.
+Owned
Owned by Evangeline, and must obey her explicit wishes.
+Special Requirement
Must be recharged every 12 hours
+Limited use, Instantaneous
May only use Magic Canceller twice a day.
+Limited Use, Ongoing
When using Flight, for every minute Chachamaru flies, she must wait 5 minutes before she can fly once again.
Others:
As an Artificial Construct, Chachamaru has the following abilities:
Base movement
No Constitution
Immune to poison, sleep, paralysis, stun
Immune to disease, death, necromantic effects
Cannot heal (must be repaired)
Not subject to critical hits or subdual damage
Not subject to Ability damage, Ability drain, or energy drain
Automatic Fortitude saves unless effect can target objects