ARMOR OF HARDROCK STATS
Element: Earth
Attribute and Symbol: Justice
Conditions to use the Armor of Hardrock: Must at least be Unprinicpled if not more good in alingment. And unless chosen by Destiny (in other words, even if you dont have the PPE needed, you can automaticlly use the armor and you have the PPE needed to run the armor plus your normal PPE while inside the armor, its GMs decision), it requires AT LEAST 80 PPE.
Undersuit: (note: Undersuit weighs 7 lbs, but feels only 3lbs)
Main Body: 80
Forearm Shields: 100
Legs: 70
Upper Arms: 50
Upper Legs: 50
Armor of Hardrock:(Note: Weighs 18lbs, but feels weightless with the undersuit)
Main Body (front and back plates): 300
Shoulder Plates: 190
Leg Plates: 180
Forearm Shields: 400
Helmet: 50
Hands: 20
Upper Legs: 50
Upper Arms: 50
3 Part Halberd/Nunchuku: Unlimited MDC (indestructable)
SPECIAL BONUSES AND ATTACKS FOR THE ARMOR OF HALO:
1: HALBERD/3 PART NUNCHUKU OF HARDROCK: This is a large (7ft long) polearm weapon of Incredible strength. It is quite heavy, but weightless in the hands of the wearer of the Armor of Halo. It can split and become a 3 part nunchuku.
Damage: Does 4D6+10 SDC, the nunchuku does 3D6+5,but in the hands of the wearer of the Armor of Halo, it does 6D10 MDC per slash. A power slash (takes two attacks) is a powerful swing that does 2D6X10 MDC. When it splits, swinging the nunchuku around and hitting does 3D10. The bottom spiked end of the staff does 2D6 SDC normally, but with the Armor it does 2D6 MDC.
Number of Attacks: As many as the users. (note, theres +1 to strike with the Halberd in the hands of the wearer of the Armor of Hardrock, but a -2 penalty to parry, dodge, and strike with it in the hands of anyone not in the undersuit or the Armor of Hardrock.)
Note: Theres a +1 to strike with the Nunchucku while in the armor.
2: IRONROCK CRUSHER: The special attack of the Armor of Hardrock. This is a very devestating and ground trembling (literally) attack that does serious damage. The Armor Wearer shouts "IRON ROCK CRUSHER" and the ground around him will suddenly lift up and smash into an opponent! Damage varies on the material that is used for the attack. There is a more powerful version that can tear up a city block!
Range: 100ft around the Armor Wearer. The super version reaches 300ft radius.
Damage: Normally it does 3D6X10 SDC, but when Mega Damage Material is used, it does 4D8X10 MDC The target will be buried in 5D6X10ft of rock and soil. The super version does 1D4X100 SDC with normal soil, or 1D4X100 MDC with MD material, and buries them in 2D4X100ft of debris.
Number of Attacks per melee: Once every 5 minutes. The super version can be done once a week. PPE: 30
3: HAND TO HAND:
+3 to Roll with Punch/Fall/Impact
+3 to Parry and Dodge
+2 to Strike
Restrained Punch: 1D4+2
Normal Punch: 1D6+4
Power Punch: 3D6 but takes 2 attacks
Kick: 1D6+4
Flying Kick (takes 2 attacks): 3D6+6
Roundhouse Kick: 1D10+6
Stab with Helmet Horns: 2D4+3 SDC
PS with Armor on is equal to 200 (can lift 10 tons and carry 5 tons)
With just Undersuit add +35 SDC to all hits and PS is equal to 50. (Can lift 2 and 1/2 tons and carry 1 and 1/2 tons)
Note: Within the Armors own element (being exposed to a heavily rocky area like A canyon or cliff area with heavily exposed rocks, needs to be at least 8ft away and they have to be natural unartificial rocks), The armor and weapons do DOUBLE DAMAGE, and the user can lift and carry twice as much. Bonuses to Parry, Dodge and Strike are DOUBLE! All armors react with the same bonuses when exposed to their own element. MDC of the armor is automaticlly restored to full once its exposed to its natural element, and if the armor stays within 8ft of the rocks it renews back to full MDC every 10 minutes. Ironrock Crusher will only take 1 minute to recharge for both versions. The Armor is the strongest of all the armors when it comes to strength and thus it does more damage then the others.