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Posts posted by Arkham
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Re: Goofy Villains
Humm...remind me to tell you about the Raindear Raiders...all 9 of them named after Santa's raindear. Later, thay became a group of mercnarie supervillians and renamed themselves, but thay have a hard time liveing down the name Raindear Raiders.Rudolph- The leader...shoots vareous lazer beams out of his nose. Later becomes Master Blaster, who shoots vareous energy beams out of his...costume parts.
Dasher- Speedster. Forgot what his name became.
Dancer and Prancer- Twins with the Corsigan effect and dance style martial art skill. Later became Histep and Toetap.
Vixien- Female mind controler, who's powers only affect men. Later went through many a name change (I am parshal to Lovejoy myself).
Comet- Fire based energy projector.
Cupid- Guy with a boe and arrow.
Doner and Blitzin- Brick (Doner) and electric energy blaster (Blitzin).
And ther you have it. The Raindear Raiders.
That's cool. I was thinking of writing up a supervillian team on the same theme, with the main difference having 'Donner' as a cannibalistic mystic. :-D
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Re: Goofy Villains
A couple of the good ones from my world...
Landshark. Picture JabberJaw with Blood Frenzy problems.
Currently trying to 'go straight' since being inspired by a recent very popular movie. 'People are friends, not food'. Aside from being a Landshark, he is also a Card shark, and a Pool shark.
Baron de Cafe: Arch-enemy of Javaman.
And the entirety of the MacNukem clan.
Mama MacNukem, Grampa MacNukem, Molly MacNukem, Luke, Jimmi and Verne MacNukem, and of course little Bobby MacNukem. The entire family can shoot explosive energy from any part of their body, and all of them are immune to the explosions created by themselves or their relatives. They are the source of many instances of 'Hey Jimmi! Hold my beer and watch this!' But without the self-culling effect.
They've been wandering the country ever since Uranium was found down at the old watering hole and the gubermint men came and bought the farm.
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Re: Full Attacks - a D&Dism in HERO
Also, that is what SPD is for.
In D&D you get 1 action every 6 seconds. aka speed 2.
As they raise in level, their attacks go up, until they
have a limited version of 10 speed. ( 5 attacks a round )
The only problem with this version is it doesn't get harder
to hit people the higher your speed is. And moving only
removes 1 attack instead of all but 1 of them.
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Re: West Coast Sourcebook
I thought stanford also had an actual' date=' no-joke, small reactor for students in the power-generation/nuclear type programs, but I could be wrong.[/quote']Unless it is very, very small, and very accessable, all they have is the Linear Accelerator. ( Related, but not the same )
I did a few searches on "research reactors" and lots of pages mention SLAC, but not a reactor on campus.
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Re: West Coast Sourcebook
Stanford doesn't have a 'reactor' it has a Linear Accelerator.
SLAC, Stanford Linear ACcelerator. It is a great source for
atomic/quantum origins.
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Re: Name help requested for an idealistic archer
Why are the explosive tip and flash bang arrows non-selective
targeting explosions? You have to roll to hit everyone in
the area? That doesn't make much sense to me...
Also, shouldn't the flash-bangs be flash to sight _and_ hearing?
Being as that is the 'bang' part of flash-bang. And why the
personal immunity? How about just getting some flash defense and drop
the personal immunity?
My $0.05. All I had was a nickle. Keep the change. :-D
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Re: Trolling for suggestions, 1982-style.
The arch-villian has to be Rowdy Roddy Piper!
Truely.
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Re: Trolling for suggestions, 1982-style.
I suppose Buck Rogers himself hasn't gotten lost in space
yet in 82. That wasn't until 84...
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Re: Trolling for suggestions, 1982-style.
Automan.
Hawk, the bird man from Buck Rogers. http://members.cox.net/twiki/bucktime.htm
( The Hawk people were from earth, but left for another planet somewhere around 10,000 BCE. )
Manimal.
There is always 007...
Airwolf.
Hulk Hogan, of the cartoon series, Hulk Hogan's Rock 'N' Wrestling
Most of these are a little late though, 83-85ish...
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Re: Holy Susceptibilities: God and Champions
There are large number of Champions villains out there with susceptibilities and vulnerabilities to Holy Weapons,
Sacred Ground, and similar effects. So, here are some questions for GMs and players:
1) Do you allow vulnerabilities and susceptibilities to Divine / Sacred / Holy effects?
Sure, though I would keep an extra close eye on the character,
considering those vulnerabilities tend to be for Demonic, Unholy,
or Undead types.
2) If so, would you allow any PC or NPC to define their powers as Divine or Holy?
Of course. I've got NPCs both Good and Misunderstood with Holy special
effects.
3) Would you allow characters with the Variable SFX advantage to fire a blast of Holy Water, or to use Change
Environment to create Sanctified Ground?
Only if it is within the character's concept. A demon hunter probably
has a sanctified relic along with her wolfbane, silver bullets, and
Ultra-Violet infused bullets. ;-)
And a 'priest' type crusader could certainly have a Change
Environment defined as Consecrating the Ground.
4) N/A
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Re: How to: Three guy's with one bullet.
Or AE Line - Non-Selective. You still have to roll for each
individually, but you have a chance to hit any allies in the
line, and don't have to 'pay' for the privilege of having
to roll to hit.
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Re: What are opinions about cloning in your universe?
The subject of souls has not come up yet, although there is
a great deal going on with clones. I don't use the CU, but
I have a villianous organization called FATE ( Final Act of
Terran Evolution ) that uses clones as most of its troops.
The subject has come up amongst the PCs whether they need to
be gentle on the clones, whether or not they are actually
'people'. Society has not yet decided, although the law, not
being able to distinguish a created person from a real one,
considers them people just like any other.
In my world, human cloning is not yet in the hands of normal
people. It is so far the realm of pretty much supervillians
only, the most notable being Dr. Bend and Dr. Kali of FATE.
( Dr. Bend is a Plastic-man like stretchy guy, and Dr. Kali
has extra arms and is phenomenally skilled with a blade. Both
of them, of course, have messloads of clones available for
dirty work )
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Re: Character for Comment : Coldilocks
Good points.
I will switch the force wall for either 75% DR cold only, or persistent cold only force field. Not sure which yet...
The FF though can go into the EC, so probably that...
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Re: Character for Comment : ColdilocksHere is a slightly revised Coldilocks.Upon a re-read, I think negative skill levels already require an attack roll, being naturally no-range and costing end. ( But I may be wrong. I often am...)It is also specifying that it only applies to attacks emitting from a singlelimb per attack.(edit: Oh, and the Side Effects of the Numb Hand Punch only go off whenshe fails the Power Skill roll. )ColdilocksPlayer: NPC
*6"**RUN02"**SWIM02"**LEAP0Characteristics Cost: 105Val** Char*** Cost 10** STR 0 23** DEX 39 15** CON 10 11** BODY 2 13** INT 3 14** EGO 8 15** PRE 5 16** COM 3 * 5/15** PD 0 8/18** ED 2 6** SPD 27 8** REC 6 30** END 0 24** STUN 0
Powers Cost: 177Cost** Power END 20** Cold Powers: Elemental Control, 40-point powers* 14** 1) Aura of Cold: Change Environment 4" radius, -4 Temperature Level Adjustment, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (48 Active Points); No Range (-1/2), Always On (-1/2)* 0 20** 2) Field of Cold: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points)* 0 22** 3) Immune to the Cold: Force Wall (12 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Transparent PD (+1/2), Persistent (+1/2) (82 Active Points); Cold powers Only (-3/4), Self Only (-1/2), No Range (-1/2)* 0 14** 4) Freeze it off: Tunneling 1" through 15 DEF material, Reduced Endurance (0 END; +1/2) (70 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1)* 0 44** 5) Freezing Touch: Energy Blast 3d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4), No Normal Defense (LS: Safe Environment Cold; +1), Continuous (+1), Does BODY (+1) (86 Active Points); Always On (-1/2)* 0 12** 6) Numbing Touch: Negative Combat Skill Levels (-7 to opponent's OCV), Costs END Only To Activate (+1/4) (44 Active Points); Not vs. those with LS: Save Environment Cold (-1/2), Only vs Attacks from one Limb per strike (-1/4), Requires A Power Skill: Cold Tricks Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)* 3 22** Chill Body: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in Intense Cold)* 0 9** Numb-Handed Punch: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Requires A Cold Powers Roll (-1/2), Side Effects: Takes 3d6 to Hands (-1/4)* 2
Martial Arts Cost: 12Cost** Martial Arts Maneuver 4** Duck: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 4** Touch: 1/2 Phase, +2 OCV, +0 DCV, 4d6 Strike* 4** Let me Take That: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm*
Skills Cost: 42Cost** Skill 3** AK: Santa Clara County 12-* 0** Acting 8-* 3** Breakfall 14-* 3** Bribery 12-* 3** Climbing 14-* 3** Concealment 12-* 3** Contortionist 14-* 0** Conversation 8-* 3** Deduction 12-* 0** Language: English (idiomatic) (4 Active Points)* 5** Lockpicking 15-* 0** Paramedics 8-* 0** Persuasion 8-* 7** Power: Cold Powers 14-* 0** PS: Burglar 11-* 3** Security Systems 12-* 0** Shadowing 8-* 3** Stealth 14-* 3** Streetwise 12-* 0** TF: Small Motorized Ground Vehicles*
Perks Cost: 3Cost** Perk 3** Contact: Blackie Fingers (Contact has significant Contacts of his own, Good relationship with Contact) 8-*
Talents Cost: 11Cost** Talent 6** Combat Luck (3 PD/3 ED)* 2** Environmental Movement (no penalties on Ice/Snow)* 3** Simulate Death*
Disadvantage Points: 150Val** Disadvantages 25** Psychological Limitation: Code vs. Killing (Very Common, Total)* 10** Psychological Limitation: Distrustful of Authority Figures (Uncommon, Strong)* 15** Psychological Limitation: Greedy (Common, Strong)* 10** Physical Limitation: Numb fingers, occassionally drops things (Frequently, Slightly Impairing)* 20** Hunted: F.A.T.E. 8- (Mo Pow, NCI, Capture)* 25** Distinctive Features: Freezing Cold (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)* 30** Vulnerability: 2 x STUN Heat based Attacks (Very Common)* 15** Vulnerability: 1 1/2 x BODY Heat based Attacks (Very Common)* Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350
Appearance: Kiera is a fairly tall and slender woman of African descent. Her hair is long, black, and in fairly tight rolls. Quite noticable are the ice crystals growing in her hair. Her skin is smooth and bluish-brown. Anyone within an 8 meter (4") radius of Kiera feel the bone-chilling cold radiating from her. Kiera usually seems ill-tempered and standoffish, but 'melts' when she meets someone who is unconcerned by her 'condition'.Personality: Since Kiera cannot keep the comfort of friends, she figures she will take for herself the physical comforts of wealth.Quote:Stop following me! I don't want to have to touch you again...Background: Kiera was a young miscreant when she was caught breaking into the home of Dr. Kali of F.A.T.E. Dr. Kali decided to keep the poor girl as a prisoner for her experiments for F.A.T.E. instead of either turning her over to the authorities, or slaying her outright. Dr. Kali had been working on a process for creating cold-weather adaptations to the human form which she inflicted upon Kiera. The experiment was a success, as Kiera was now immune to the mundaneHeight: 1.72 m Hair: Black Weight: 64.00 kg Eyes: Blue effects of cold weather. But the side effects were severe. One of the first tricks Kiera learned was the trick of freezing a wall solid and allowing it to shatter.
With this, she made good her escape and has been on the run from F.A.T.E. ever since.
Powers/Tactics: Kiera avoids combat when possible. When forced to fight she will lightly touch someone with her Numbing touch until she can escape. If pressed,she will use her Numb-Handed Punch. But mostly she hopes her Freezing Touch discourages anyone from fighting..
Campaign Use: Coldilocks often can be found breaking into areas of vast wealth for purely personal gain. Once in a while she will rent out her services to villianous organizations for specific missions as long as she is not expected to enter combat. -
Re: Character for Comment : Coldilocks
I think that Change Environment (-7 CV) is getting a little misused here. Normally, it applies to an area and doesn't stick to a person. Next, it is overly cost-effective when used in this fashion. There is a reason that 5th Ed. states that using Change Environment to reduce CV should be strictly controlled. To mimic the attack and make its cost resemble the special effect, I'd suggest a high point DEX Suppress with the Limitation that it does not change the target's position in the Speed Chart.Normally, I would agree, but this is using the 'Negative Combat Skill Levels' from page 36 in FREd. And a DEX Drain only to affect OCV would be more cumbersome and involve more handwaving than I am comfortable with. Mostly as I don't want this to affect DCV, or most skills. Perhaps adding a limitation so it only affects powers coming from the limb touched, so if someone can shoot beams from both eyes and hands gets touched on the hand, they can still shoot them from the eyes without penalty...
The character probably could benefit from some additional Running. This could be a large amount of running if she can generate Iceman style runways.I am not seeing Coldilocks as having as dramatic a control over cold as Iceman. She pretty much is limited to freezing things she can get near.
Limiting the Defense to the NND to LS: Cold seems a little narrow. Having ice powers, extra defenses against cold or may be an energy damage shield might be appropriate additional defenses.If someone has extra defenses against cold, they probably have LS: Cold. It has been, in my admittedly limited experience, a fairly common LS choice.
Wouldn't the Forcewall interfer with the character's ice attacks unless Personal Immunity is added to the mix?Just my thoughts.
I would think so, but I based this on the 'Totally Acid-Proof' power from USPD which has a similar build. ( Page 10 )
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Re: Dodgy area
Alternate idea, Negative Combat Skill Levels, only for
people trying to hit the hex. I suppose No Range, AoE with
enough area so all likely attackers have the penalty.
How does that sound as an alternative?
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Re: Character for Comment : Coldilocks
What would you suggest for increasing her combat capability?
She should not have brick-like defenses, or even a Force Field
of major proportions... But in martial arts combat, she can
usually connect with significant results ( less so if the
hero has LS: Safe Environment cold ) And if she starts off
with a Numbing Touch she can easily avoid being hit...
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This is Coldilocks. I am thinking of using her as a foil for the Martian Manhunter homage a player in my campaign is playing. ( Instead of losing his powers around fire, he loses them in the Cold. He has a random mix of semi-unrelated powers, in addition to being a 75 Str brick. And he's from Mercury. )ColdilocksPlayer:
6" RUN02" SWIM02" LEAP0Characteristics Cost: 105Val Char Cost 10 STR 0 23 DEX 39 15 CON 10 11 BODY 2 13 INT 3 14 EGO 8 15 PRE 5 16 COM 3 5/15 PD 0 8/18 ED 2 6 SPD 27 8 REC 6 30 END 0 24 STUN 0
Powers Cost: 177Cost Power END 20 Cold Powers: Elemental Control, 40-point powers 14 1) Aura of Cold: Change Environment 4" radius, -4 Temperature Level Adjustment, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (48 Active Points); No Range (-1/2), Always On (-1/2) 0 20 2) Field of Cold: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points) 0 22 3) Immune to the Cold: Force Wall (12 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Transparent PD (+1/2), Persistent (+1/2) (82 Active Points); Cold powers Only (-3/4), Self Only (-1/2), No Range (-1/2) 0 14 4) Freeze it off: Tunneling 1" through 15 DEF material, Reduced Endurance (0 END; +1/2) (70 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1) 0 44 5) Freezing Touch: Energy Blast 3d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4), No Normal Defense (LS: Safe Environment Cold; +1), Continuous (+1), Does BODY (+1) (86 Active Points); Always On (-1/2) 0 12 6) Numbing Touch: Negative Combat Skill Levels (-7 to opponent's OCV), Required Hands One-Handed (+0), Costs END Only To Activate (+1/4) (44 Active Points); Not vs. those with LS: Save Environment Cold (-1/2), Requires an Attack Roll (-1/2) 3 22 Chill Body: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in Intense Cold) 0 9 Numb-Handed Punch: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Requires A Cold Powers Roll (-1/2), Side Effects: Takes 3d6 to Hands (-1/4) 2
Martial Arts Cost: 12Cost Martial Arts Maneuver 4 Duck: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Touch: 1/2 Phase, +2 OCV, +0 DCV, 4d6 Strike 4 Let me Take That: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm
Skills Cost: 42Cost Skill 3 AK: Santa Clara County 12- 0 Acting 8- 3 Breakfall 14- 3 Bribery 12- 3 Climbing 14- 3 Concealment 12- 3 Contortionist 14- 0 Conversation 8- 3 Deduction 12- 0 Language: English (idiomatic) (4 Active Points) 5 Lockpicking 15- 0 Paramedics 8- 0 Persuasion 8- 7 Power: Cold Powers 14- 0 PS: Burglar 11- 3 Security Systems 12- 0 Shadowing 8- 3 Stealth 14- 3 Streetwise 12- 0 TF: Small Motorized Ground Vehicles
Perks Cost: 3Cost Perk 3 Contact: Blackie Fingers (Contact has significant Contacts of his own, Good relationship with Contact) 8-
Talents Cost: 11Cost Talent 6 Combat Luck (3 PD/3 ED) 2 Environmental Movement (no penalties on Ice/Snow) 3 Simulate Death
Disadvantage Points: 150Val Disadvantages 25 Psychological Limitation: Code vs. Killing (Very Common, Total) 10 Psychological Limitation: Distrustful of Authority Figures (Uncommon, Strong) 15 Psychological Limitation: Greedy (Common, Strong) 10 Physical Limitation: Numb fingers, occassionally drops things (Frequently, Slightly Impairing) 20 Hunted: F.A.T.E. 8- (Mo Pow, NCI, Capture) 25 Distinctive Features: Freezing Cold (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 30 Vulnerability: 2 x STUN Heat based Attacks (Very Common) 15 Vulnerability: 1 1/2 x BODY Heat based Attacks (Very Common) Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350
Appearance: Kiera is a fairly tall and slender woman of African descent. Her hair is long, black, and in fairly tight rolls. Quite noticable are the ice crystals growing in her hair. Her skin is smooth and bluish-brown. Anyone within an 8 meter (4") radius of Kiera feel the bone-chilling cold radiating from her. Kiera usually seems ill-tempered and standoffish, but 'melts' when she meets someone who is unconcerned by her 'condition'.Personality: Since Kiera cannot keep the comfort of friends, she figures she will take for herself the physical comforts of wealth. Quote:Stop following me! I don't want to have to touch you again...Background: Kiera was a young miscreant when she was caught breaking into the home of Dr. Kali of F.A.T.E. Dr. Kali decided to keep the poor girl as a prisoner for her experiments for F.A.T.E. instead of either turning her over to the authorities, or slaying her outright. Dr. Kali had been working on a process for creating cold-weather adaptations to the human form which she inflicted upon Kiera. The experiment was a success, as Kiera was now immune to the mundaneHeight: 1.72 m Hair: Black Weight: 64.00 kg Eyes: Blue effects of cold weather. But the side effects were severe. One of the first tricks Kiera learned was the trick of freezing a wall solid and allowing it to shatter.
With this, she made good her escape and has been on the run from F.A.T.E. ever since.
Powers/Tactics: Kiera avoids combat when possible. When forced to fight she will lightly touch someone with her Numbing touch until she can escape. If pressed,she will use her Numb-Handed Punch. But mostly she hopes her Freezing Touch discourages anyone from fighting..
Campaign Use: Coldilocks often can be found breaking into areas of vast wealth for purely personal gain. Once in a while she will rent out her services to villianous organizations for specific missions as long as she is not expected to enter combat. -
Re: Spiffiest Power Name?
Some from my NPCs:
Bite, Shake, shake, shake - Landshark
She's got a CHAINSAW!!!!! - Lumberjane
I'll Block it with my Body! - Paladine
Sumo Butt Tricks - Ho Lo Sumo
A Circus in my Pants - Bingo the Clowno
The Twitching Field - Fidgit
The Wrap-accino - Javaman
Grime and Punishment - Mr. Clean
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Re: What variation of Champions do you play in?
Currently running a High-School Champions game, and a
standard Champions game, both in the same home-brew universe.
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Re: WWYCD? #113: What If God Was One Of Us?
Senor Mysterio : Do the standard fix the harm done, find a way to get rid of it, oh and make sure he gets a title shot at the PPV main event.
Bingo the Clowno : I don't want to think about it... Really.
Paladine : Fix up all the heros ( and villians ). Incarcerate the bad guys in something ( to his distant mind ) inescapable. Then start wandering off looking for his car keys, as he's sure they are around here somewhere. And where did these pygmies come from?
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Re: Tell me about your GLC
My GLC:
The MLD aka The Mecha-League of Defenders protect the
spaceways from intergalactic threats, as well as protecting
the less technically advanced civilizations from premature
contact with alien species. Humanity has reached the edge
where it is nearly ready for real first contact.
Any aliens/star ships/etc coming to Earth get watched by
the MLD to insure that they 'behave'. The MLD is usually the
first responders to inter-dimensional breaches, but as their
50 foot mechs can only do so much, the inevitably call upon
the local superheros to assist them.
The only two members of the MLD that PCs have encountered
so far have been Major Thomas Roberts of Topeka Kansas, and
Leftenant Rupert Beckford of Exeter, Devonshire, England.
The MLD tries to make sure that members of the same species
are assigned to guard pre-contact civilizations ( which they
recruit through disguised agents ).
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Re: How to kill a PC?
How about a brand new supervillian, an escapee from a
galactic insane asylum randomly wanders by the planet
and starts killing all the PCs, finally knocking himself
out while killing the last and toughest one.
Wait, that's been done.
Damn.
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Re: All the superhero PCs I've ever played
Note that this does not include characters from cons provided by the GMs.
The list is very short, as I've only been playing the superhero genre since FREd
came out, and most of that I've GM'd.
Paladine : Neigh invulnerable brick with a holy sword and healing powers. I played him in Abberant, which is what made me look for a better system and find HERO.
Senor Misterio : Mystic Martial Artist Luchadore. Played once at a con in a rare bring-your-own-hero Champions game.
Bingo the Clowno : Rubbery clown martial master with growth, shrinking, desolid from 'clown-fu mastery', an xplosive head, belly button missiles, and a circus in his pants. This was a very, very silly Champions game...
And the last one is Javaman, caffeine powered speedster. Also for a bring-your-own-hero champions game at a Con.
Who's the most nearly-invulnerable...
in Champions
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Re: Who's the most nearly-invulnerable...
The Paladine - An NPC Hero with the personality of the Tick.
He has Armor 10/10 OIF as Medieval looking armor made of space-age materials. ( ceramics, titanium, etc, etc )
But that is just his costume.
His own flesh is 50 PD 50 ED Resistant Hardened x2
Energy Damage Reduction 75%
Physical Damage Reduction 75%
25 Power Defense Resistant, Hardened
Plus a 'Divine Touch' as a Lay on Hands kind of thing with 8d6 Simplified Healing, can heal limbs.
AND 3 BODY of Regeneration
And a multipower of Invulnerability Tricks including Desolid, invisible to touch group, and 'I Block it with my Body!' as Missile Deflection.
His helmet has a bit of (5 points) Sight and Hearing flash defense.
And 0, None, Zip, Not a point of mental defense.
and Psych Lim: Easily Distracted and given to Non Sequitors ( Very Common, Strong )