Old (SuperWorld) War Stories:
I played in, and ran, some SuperWorld Campaigns, back before 3e... My PC never really had a name, and wasn't so much a "Superhero", as a guy in an armored suit trying to be a regular one... I tried very hard to make my PC able to stand against anything in the game, and did a pretty good job of making him immune. After a while, the GM started to complain that he was "too powerful", because none of the "Stop'em" techniques worked (like Knock-out gas being stopped by his gas mask, damage being stopped by his suit, etc.) We soon found out how wrong he was, however.
Outside the super-suit, my PC was pretty average. He had one level of superspeed, and one of Martial Arts, a lot of skills, and a forcefield that did nothing but prevent ability drain. The suit let him survive a direct hit from napalm, impaling fire from a 50mm Autocannon, or walk across a heavy-duty, industrial electrical line, without damage. I calculated the chances of his surviving a fall off the Empire State Building, once, and they were better than even. He also was able to survive underwater, in outer space, was immune to gas, acid, radiation, etc. He didn't do too much damage, though, and had normal Human strength (and was thus the weakest PC in the party)!
So in one episode, we trace the baddie to his lair, and charge in. His super-goons oppose us. Some mooks manning a 50mm Autocannon open up on him. The suit absorbs all the damage, BUT... this game has a knock-back rule! Every time my PC runs up X feet, he gets hammered by the 50-cal, and knocked back X+10 feet! The more-super supers fly in, and smash the cannon.
The Mighty Mauler (big, dumb, and strong - kinda like the Hulk) pries up a large chunk of the pavement, and throws it at my PC (the write-up said he hated Martial Artists, and concentrated on them, so my one rank got me in trouble). The chunk hit me, but the suit blocked all the damage. The problem was, with no super-strength, my PC was trapped under it, because he couldn't lift it, and it was too heavy to squirm free!
Fortunately, he had one rank of Burrow, which required power (most of his super abilities didn't). So he tunnelled down, under the chunk of confining pavement, dug over a ways, and then tunnelled up... By the time he made it to the surface, the fight was over! A lot of use he was, in that fight!
In other episodes, his inability to fly left him out of the combat, unless some enemy came close enough to snare. Without a bow, or some other gimmick, he wasn't able to effect them... and guns weren't really part of his schtick.
So, tough, survivable, stealthy, perceptive, but weak, low damage, and often ineffective. I used a little Gizmo power to give him gliding ability to keep him from being totally ineffective against fliers, later on...
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In the campaign I ran, I had a super-villian team, lead by "Agent Orange", who had stolen the identity of a disabled Viet Nam vet (who the PCs later traced to the hospital where he was confined). He was a techno-leader sort, mutated by exposure to... Ah! You guessed!
He and his band were operating out of a secret base in a NY City junkyard, and knocking over military bases, Star Labs, etc., for high-tech gear.
His cronies included Orion, a teleporting alien swordsman, Vizier, a flying, future-seeing magician, Wolfman (whose schtick I think you can guess), and a Bionic Babe with interchangable weapons and bionic limbs (whose hand was independently operable, and crawled around on its own, like a spider).
I began the campaign with the PCs not knowing each other, sitting at home, watching the news. I gave a bunch of news stories, including stuff from the Mid-East, reports of UFOs and Aliens, a robbery of a military base, etc. Unknown to the PCs, all of these except the Mid-East were being woven into the campaign!
One PC, from Arizona, was following up on the Aliens, and got to fight a couple of insectoid "Sleazoids", stolen right outta the X-men. The others mostly chose to investigate the stolen choppers, and thus met up with Agent Orange & Co. A couple went after the UFO, eventually meeting the PC who had killed the Aliens, and had their weapons. Both groups met up at Star Labs (where the weapons could be analyzed) just as Agent Orange attacked to gain Star's high-tech firepower!
Battle ensued, and all the bad guys got away. The heroes all joined together, and went after Agent Orange & Co., eventually tracing him to the hospital and finding the vet whose identity he was using. Since he was obviously not Agebt Orange, much confusion ensued. Eventually they found his shipload of military gear, guarded by the Mercenary Super, Blackflash. More carnage ensued. The ship survived.
I don't recall the campaign going much farther, but some banter during the fight did lead to Bionic Babe (whatever her name was) switching sides. She wasn't really a "Bad Guy", she just wanted to smash the group that had "Bionicized" her, and killed her Dad. Agent Orange's plans had run along with her own, and she'd needed a place to hide from F.I.R.E. (The Free Investigatory Research Enterprise, who had no problem forcing a Dad to bionicize his kid, and then kill him, just to see what would happen... What happened was that they developed a suped up, Bio-Babe with BA, who spent all her free time tracking down their bases & scientists, and smashing them into itty-bitty, teeny-weeny little pieces!).
The PCs had taken over Agent Orange's Junkyard chopper-base early on, and the new team was being sued by the City of NY for "Creating a Public Nuisance" after AO had shot the place up. They fixed that, after teaming up. Bio-Babe's hand had scouted the place out. If the game had continued, I had planned to send a Mystique-style shapeshifter, capable of imitating the PCs down to the DNA, in to infiltrate the base, and learn what (s)he could... and one of the PCs (like Wolverine) had enough Super-Scent to detect him/her!
