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. ------------------------------------------------------------------------------------------------------- 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 -----------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------- 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. ------------------------------------------------------------------------------------------------------- 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 ---------------------------------------------------------- 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 --------------------------------------------------------- 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 ------------------------------------------------------------------------------------------------------ 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

back to my home page back to characters