Iron Men (some other versions)

Iron Man (Mark VIII Armor) *from Night Moves module*
Name: Tony Stark
F: 20 A: 30 S: 40 E: 75 R: 40 I: 20 P: 6
H: 165 K: 66 R: 20 P: 25
Normal Stats:
F: 6 A: 6 S: 4 E: 6 R: 40 I: 20 P: 6
H: 22 K: 66
Body Armor: When its activated (which is usually the case unless its
electrical systems are down) its 30 material is increased to 50.Offers
30 protection vs. acid, 50 vs. physical, heat, cold. 75 vs. most
energy. 100 vs. radiation and electricity.
Force Field: For a maximum of 5 turns per hour he can surround himself
with a 75 force field. While this power is operational his armor can
do nothing else.
Rocket: Boots allow him to fly at 20 airspeed (10 areas/round) and still
maneuver. He can move at 75 airspeed (30 areas/round) but can only
perform simple actions (using armor's radio, not firing repulses or
charging attack). The boots operate in a vacuum for 10-100 minutes
but travel at Shift X speeds (50 areas/turn or 750 mph)If used as a
weapon they inflict 40 damage and have a 2 area range.
Plasma Bolt Generation: The armor can create "torpedoes" of high-energy
plasma. The have a range of 10 areas, and inflict 10 points of damage
per area traveled, due to slow travel characters receive a +1 CS to
dodge per 2 areas traveled.
Repulsors: In the palms of the gauntlets, they cause 50 damage and travel
10 areas.
UniBeam: Chest beam can be a 30 intensity searchlight or a 50 intensity
laser, both have a 3 area range.
Heat Beam: Armor generates a narrow beam of heat, inflicting 40 damage
at 3 areas range. Can be used to heat the armor in which case a
character can lay his hand upon the e armor and suffer 40 damage.
Iron Man is protected from this effect.
Magnetism: Armor can generate magnetic manipulation at 40 intensity,
limited to just moving things around as opposed to manipulating them.
Absorption: Armor can absorb 300 points of energy, either recharging or
harmlessly dissipating. With an 40 intensity Reason FEAT he can
increase his Strength, Flight, or Repulsors to Unearthly for 3 turns
maximum. Each turn he overloads his system, must obtain a Red result
on the Amazing intensity column, or the armor short circuits and is
drained of power until repaired. The absorption operates at 100
intensity, but absorbing an incoming attack is a yellow power stunt.
Self-Sustenance: The armor provides 1 hour of recycled air.
Protected Senses: Armor contains ear-protection to dampen noise greater
than 70 decibels. Also, blinding lights automatically trigger
polarized lenses in his eye slots, they offer 30 protection.
Nevertheless, a blinding attack can work...the armor must succeed a
30 intensity FEAT to protect his eyes. They can be manually triggered
but all Intuition roll requiring sight are - 1 CS
Sensors: All built into helmet:
------Infravision: 3 areas
------Radar: Successful Intuition roll gives him details of the rough shape
of his surrounding within 3 areas.
------Sonar: Same as radar, but works underwater and is - 1 CS for 6 areas.
------Lie Detector: Measures heat and pinpoint heat sources in a 3 area
range.
------Electrical Power Detectors: Capable of showing power lines in walls of
buildings. 50 ability and 5 areas
ECM: Armor is invisible to radar and sonar at 30 intensity.
Anti-theft Device: To tamper, analyze, or duplicate the circuitry requires
a 75 Reason FEAT. If triggered insides melt to slag and in 2
rounds explodes with 40 intensity.
Electromagnetic Pulse: Newest major armor modulator is an EMP generator,
which shuts down all electrical systems in a 1 mile radius including
many of Iron Man's own systems (life support and sensors remain on-
line).
Talents: He has 75 Reason in bionics, battle armor, and weapons design
Background: Anthony Stark, son of industrialist Howard Stark, demonstrated
his mechanical genius at a very early age. He enrolled in a
college electrical engineering program at the Massachusetts Institute
of technology at the age of 15. When he was 21, he inherited his
father's business, Stark Industries, and turned it into a multi-
million dollar industrial complex whose chief contracts were weaponry
and munitions for the U.S. government. As Iron Man, Stark became a
founding member of the Avengers, and donated his mansion for his
exclusive use. Over the years, Iron Man was a major fighting force
for the Avengers. However, his greatest foe turned out to be
alcoholism. Due to his drinking problem and the evil machinations of
Obidiah Stane (alias the Iron Monger), Stark lost his fortune.
Eventually, Iron Man defeated the Iron Monger. Stark decided that
although he could never escape the specter of alcoholism, he could
also not deny the responsibility of being Iron Man, he joined the
West Coast Avengers, and as Tony Stark, he started a new design and
manufacturing company specializing in space technology. Recently,
Tony Stark was paralyzed from the waist down. He was the victim
of Kathy Dare, a insanely jealous old girlfriend. However, Stark's
damaged spinal nerves were repaired with organic computer chips in an
experimental surgery.
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Iron Man *from Avengers Assemble*
Name: Tony Stark
F: 20 A: 20 S: 40 E: 75 R: 40 I: 20 P: 6
H: 155 K: 66 R: 10 P: 70
Body Armor: 50 vs. physical. Offers 30 protection vs. acid, heat, cold.
100 vs. radiation.
Flight: Boots allow him to fly at 75 airspeed (30 areas/round)
Repulsors: In the palms of the gauntlets, they cause 50 damage and travel
10 areas.
Absorption: The absorption operates at 100 intensity
Air Supply: The armor provides 2 hour of air by closing all eye and
mouth slots. Provides air tight closure for space and underwater..
Chest Lamp: The armor has a high-intensity lamp to allow Iron Man to see
in the dark or blind a foe for 1d10 rounds...roll versus Endurance to
avoid being blinded.
Fire Extinguisher: I area, 30 intensity
Talents: He has engineering talent which allows him to construct any
device of 40 power or less
Iron Man *from the Basic Set Campaign Book*
Name: Tony Stark, hi-tech (secret identity)
F: 30 A: 30 S: 50 E: 75 R: 40 I: 20 P: 6
H: 185 K: 66 R: 20 P: 25
Body Armor: When its stiffened with its personal force field its 30
material is increased to 50 vs. physical energy.
Force Field: For a maximum of 5 turns per hour he can surround himself
with a 75 force field, while doing so may not use his other weapons.
Flight: Boots allow him to fly at 20 airspeed (10 areas/round)but travel
at Shift X speeds (50 areas/turn or 750 mph) but only in a straight
line of flight.
Repulsors: In the palms of the gauntlets, they cause 50 damage and travel
10 areas.
Heat Beam: Armor's chest plate generates a narrow beam of heat,
inflicting 40 damage at 3 areas range. Can be used to create a 30
intensity light.
Absorption: Armor can absorb 300 points of energy, redirecting it through
the armor's weapons increasing them to 75 for that round. The energy
can only be held for four turns after that causes damage to the wearer
and those around. Endurance FEAT or all within an area take 10 energy
damage and the wearer takes 20 energy damage.
Protected Senses: 30, sound and sight. If blinded will be for only 1 turns
as opposed to 1d10.
Sensors: All built into helmet:
------Infravision: 3 areas
------Radar: Successful Intuition roll gives him details of the rough
shape of his surrounding within 3 areas.
------Sonar: Same as radar, but works underwater and is - 1 CS for 6
areas.
------Lie Detector: Measures heat and pinpoint heat sources in a 3 area
range.
------Electrical Power Detectors: Capable of showing power lines in
walls of buildings. 50 ability and 5 areas
ECM: Armor is invisible to radar and sonar at 30 intensity.
Anti-theft Device: To tamper, analyze, or duplicate the circuitry
requires a 75 Reason FEAT. If triggered insides melt to slag and in 2
rounds explodes with 40 intensity.
Electromagnetic Pulse: newest major armor modulator is an EMP generator,
which shuts down all electrical systems in a 1 mile radius with 50
intensity, it shuts down Iron Man's armor for 6 turns.
Pulse Bolts: Intensified version of the repulsors. 75 energy damage at 10
areas.
Tractor Beam: 30 intensity, move or grapple with 30 Strength (no range
given, sorry)
Limitations: Alcoholic.
Talents: He has 75 Reason in bionics, battle armor, and weapons design
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Iron Man * from Secret Wars II*
Name: Tony Stark
F: 20 A: 30 S: 40 E: 75 R: 40 I: 20 P: 6
H: 165 K: 66 R: 20 P: 25
Normal Stats:
F: 6 A: 6 S: 4 E: 6 R: 40 I: 20 P: 6
H: 22 K: 66
Body Armor: When its activated (which is usually the case unless its
electrical systems are down) its 30 material is increased to 50.
Offers 40 protection vs. acid, 50 vs. physical, heat, cold. 75 vs.
most energy. 100 vs. radiation and physical attack (that's what it
says!).
Force Field: For a maximum of 1 round he can surround himself with a 75
force field versus physical and concussive attacks, and 100 vs. energy
attacks. While this power is operational his armor can do nothing
else.
Rocket: Boots allow him to fly at 20 airspeed (10 areas/round) and
still maneuver. The boots can operate in a vacuum at 100 speeds. If
used as a weapon they inflict 40 damage and have a 1 area range.
Repulsors: In the palms of the gauntlets, they cause 50 damage and travel
10 areas.
UniBeam: Chest beam can be a 30 intensity searchlight or a 50 intensity
laser, both have a 3 area range.
Thermal Beam: Armor generates a narrow beam of heat, inflicting 40 damage
at 3 areas range.
Absorption: Armor can absorb 400 points of energy, 100 per round for a total
of four rounds. Storage beyond that may overload the system (roll
Endurance FEAT) causing 10 damage to the wearer. Energy may be
redistributed through the weapons system boosting them to 75
intensity.
Air Supply: Life support systems for an un yet determined amount of
time.
Eye Protection: Blinding lights automatically trigger polarized lenses in
his eye slots, the adjustment causes 1 round of temporary blindness.
Sensors: All built into helmet: Night vision 3 areas; Radar/Sonar/heat
detection 10 areas; Vital Sign and Exotic Energy detection 10 miles;
a scanner programmed to specific threats at 30 intensity; energy
detection allowing him to detect energy cables 1 area away through
30 material strength
ECM: Armor is invisible to radar and sonar at 30 intensity. 100 vs. signals
intended to override suits. 30 intensity blending to visual
detection, drops due to complex backgrounds, not operational while
using weapons system.
Disruptor Field: Overloads electrical equipment with 30 intensity, up to 2
areas away.
Override: By removing safety features on armor, ability may be increased.
Strength or repulsor damage becomes 100, and any other ability by one
rank. Each round the wearer must make a Yellow FEAT on the Feeble
column or armor is immobilized until repaired.
Multi-Band Radio: AM/FM/Short-wave/CB/Navigation radio with satellite and
computer capability, 200 mile range.
Sonic Distorter: Cuts out the high and low frequency of Stark's voice
allowing 50 protection from electronic detection by electronic voice
detectors and similar devices.
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Iron Man * from a character card *
Name: Tony Stark, hi-tech (secret identity)
F: 30 A: 30 S: 50 E: 75 R: 40 I: 20 P: 6
H: 185 K: 66 R: 50 P: 10
Body Armor: 50
Force Field: 75
Flight: 20
Repulsors: 50
Heat Beam: 40.
Energy Absorption: 100
Protected Senses: 30
Sensors: 40
ECM: 30.
Electromagnetic Pulse: 50
Pulse Bolts: 75
Tractor Beam: 30
Limitations: Alcoholic.
Talents: Electronics, Business, Engineering
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Iron Man * from another card*
Name: Tony Stark
F: 20 A: 30 S: 40 E: 75 R: 40 I: 20 P: 6
H: 165 K: 66 R: 20 P: 20
Body Armor: 50
Force Field: 75
Flight: Shift X
Repulsors: 50
Energy Absorption: 100..
Disruptor Field: 30.
Pulse Bolts: 75
Talents: Electronics, Business, Engineering
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Iron Man * from Secret Wars *
Name: James Rhodes, mercenary
F: 20 A: 20 S: 40 E: 75 R: 10 I: 20 P: 6
H: 155 K: 36 R: 10 P: 70
Normal Stats:
F: 20 A: 20 S: 6 E: 6 R: 10 I: 20 P: 6
H: 52 K: 36
Body Armor: 50 vs. physical. Offers 30 protection vs. acid, heat, cold.
100 vs. radiation.
Flight: Boots allow him to fly at 75 airspeed (30 areas/round)
Repulsors: In the palms of the gauntlets, they cause 50 damage and
travel 10 areas.
Absorption: The absorption operates at 100 intensity. Can absorb 300
points, increases repulsor rays. Can be modified to absorb other
forms of energy besides electricity.
Air Supply: The armor provides 2 hour of air by closing all eye and
mouth slots. Provides air tight closure for space and underwater..
Chest Lamp: The armor has a high-intensity lamp to allow Iron Man to
see in the dark or blind a foe for 1d10 rounds...roll versus Endurance
to avoid being blinded.
Override: By removing safety features on armor, ability may be increased.
Strength or repulsor damage becomes 100, and any other ability by one
rank. Each round the wearer must make a Yellow FEAT on the Feeble
column or armor is immobilized until repaired
Fire Extinguisher: I area, 30 intensity
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Iron Man (Mark VI) * from the Judge's Book*
Name: Anthony Stark
F: 20 A: 30 S: 40 E: 75 R: 40 I: 20 P: 6
H: 165 K: 66 R: 20 P: 20
Normal Stats:
F: 6 A: 6 S: 4 E: 6 R: 40 I: 20 P: 6
H: 22 K: 66
Body Armor: When its activated (which is usually the case unless its
electrical systems are down) its 30 material is increased to 50.
Offers 40 protection vs. acid, 50 vs. physical, heat, cold. 75 vs.
energy. 100 vs. radiation and energy attacks.
Force Field: For a maximum of 1 round he can surround himself with a 75
force field versus physical and concussive attacks, and 100 vs. energy
attacks. While this power is operational his armor can do nothing
else. This extra power is shunted from other systems.
Flight: The armor generates an anti-gravity field using the boots as thrusters
and backpack for steering. The armor can exceed Mach 1 and is
considered Shift X . If used as a weapon they inflict 30 damage and
have a 1 area range.
Repulsors: In the palms of the gauntlets, they cause 50 damage and travel
10 areas.
Absorption: Armor can absorb 400 points of energy, 100 per round for a
total of four rounds. Storage beyond that may overload the system
(roll Endurance FEAT) causing 10 damage to the wearer and all within
an area. Energy may be redistributed through the weapons system
boosting them to 75 intensity.
Air Supply: Life support systems for 2.5 hours.
Protected Senses: 50 vs. sonic and light, lenses drop in place causing a
round of blindness no other side effects.
Chest Beam: Light 30; Energy Beam 50; Thermal 40; all have 3 area range.
ECM: Armor is invisible to radar and sonar at 30 intensity. 100 vs.
signals intended to override suits. 30 intensity blending to visual
detection, drops due to complex backgrounds, not operational while
using weapons system.
Disruptor Field: Overloads electrical equipment with 30 intensity, up to 2
areas away.
Limitations: Alcoholic.
-Greg
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