Iron Man

From RPGnet
Jump to: navigation, search
From the cover of Iron Man v2 #82, Art by Adi Granov

Real Name: Anthony Stark

First Appearance: Tales of Suspense #39 (Mar, 1963)

Creators: Stan Lee, Larry Lieber, and Don Heck

Capsule: Anthony Stark was an extremely wealthy playboy, industrialist, and genius of electronics and engineering with several important contracts with the United States Defense Department. When supervising the use of some of his weapons in a Southern Asia conflict, Stark was mortally wounded by shrapnel and taken prisoner by enemy troops.

Forced by the enemy to work on the development of weapons, the moribund Stark instead created a suit of powered armor that would allow him to escape and also keep his wounded heart beating. Successful, Stark returned to the United States and became the invincible Iron Man, posing as his own personal bodyguard.

Eventually he was cured of his heart condition, but kept using the armor in the pursuit of justice. A founding member of the Avengers, Iron Man is an experienced and respected superhero.


Iron Man, PL 14

Str 36 [11] (+13), Dex 16 [12] (+3), Con 12 (+1), Int 30 (+10), Wis 14 (+2), Cha 16 (+3)

Skills: Bluff 4 (+7/+11), Computers 10 (+20), Craft (electronic) 15 (+25), Craft (mechanical) 15 (+25), Diplomacy 3 (+6/+10), Disable Device 10 (+20), Intimidate 6 (+9), Investigate 5 (+15), Knowledge (business) 5 (+15), Knowledge (physical sciences) 10 (+20), Knowledge (technology) 15 (+25), Notice 4 (+6), Pilot 3 (+6), Profession (industrialist) 13 (+15), Sense Motive 4 (+6)

Feats: Attack Specialization (blast), Attack Specialization (unarmed), Attractive, Benefit (wealth) 5, Connected, Contacts, Favored Opponent (Other High Tech Superhumans) 2, Improved Initiative, Improvised Tools, Inventor, Master Plan, Power Attack, Second Chance 2 (Craft [electronic] checks, Disable Device checks), Skill Mastery (Craft [electronic], Craft [mechanical], Disable Device, Knowledge [Technology])

Powers: Iron Man has 43 ranks of the Device power invested in his Power Armor. The invidual powers are described below.

  • Absorption 5 (Boosts Blast, Enhanced Strength, or Super-Strength, Extra: Energy Storage, Flaw: Limited to Electricity)
  • Blast 13 (Repulsor Rays, Power Feat: Split Attack, Alternate Powers: Blast 13 [Unibeam Laser], Dazzle 13 [Visual, Unibeam Light], Environmental Control 6 [Unibeam Light, 250 ft, cone-shaped], Illusion 13 [Holograms, Visual, Progression 4 (100 ft), Flaw: Limited - Only to create up to 12 mirror images], Magnetic Control 13, Nullify Fire Powers 13 [Extinguisher], Stun 9 [Sonics, Extra: Area (Burst)])
  • Communication 7 (Radio, 200 miles)
  • Enhanced Attack Bonus 4
  • Enhanced Defense Bonus 4
  • Enhanced Dexterity 4
  • Enhanced Strenght 25
  • Flight 6 (500 MPH, Alternate Powers: Burrowing 6 [50 MPH], Flight 1 plus Strike 10 [use boot rockets as weapons], Speed 4 [100 MPH, Running Skates])
  • Immunity 9 (All Environments, Disease, Poison, Suffocation [Flaw: 2 Hour Air Supply])
  • Protection 12 (Extra: Impervious)
  • Sensory Shield 3 (All Senses)
  • Super-Senses 18 (Blindsight [Radio Sense, Extended], Blindsight [Sonar (Hearing Sense), Extended], Detect Energy [Free Action, Ranged, Extended], Direction Sense, Infravision, Radio, Time Sense)
  • Super-Strength 5 (Heavy Load: 50 tons)

Combat: Attack +8 (+10 unarmed, +10 blast), Grapple +28, Damage +13 (unarmed and blasts), Defense +10 (+5 flat-footed), Knockback -12, Initiative +7

Saves: Toughness +13 (+1 without armor), Fortitude +4, Reflex +6, Will +7

Drawbacks: Normal Identity (Full Round, -4)

Abilities 35 + Skills 31 (122 ranks) + Feats 20 + Powers 172 + Combat 20 + Saves 11 - Drawbacks 4 = Total 285

Complications: Addiction (Alcoholism), Enemies (Justin Hammer, Mandarin, Titanium Man), Responsibility (Professional), Secret (Identity, until recently)


Notes: Iron Man is the original Battlesuit archetype. He has a very big bag of tricks. The GM should allow him a lot of versatility with the expenditure of Hero Points. It's also extremely appropriate for Iron Man to use the Extraordinary Effort rules described in the Masterminds Manual to really boost his armor capabilities for a little while before short-circuiting it.

Usually Iron Man is a PL 12 character. When he takes the time to really charge himself up with electricity (or is attacked with it), he can raise himself to PL 14. Iron Man can also spend a Hero Point to switch his Absorption to a different kind of energy other than electricity.