Classic Iron Man
Okay, this is my first pass at the Classic Armor. The VPP takes care of some of the one off things Iron Man does (mirror images, sonic disruptions... that stuff).
Iron Man v5
Player:
Val
Char
Cost
35/45
STR
0
18
DEX
24
18
CON
16
10
BODY
0
25
INT
15
10
EGO
0
20
PRE
10
18
COM
4
5/25
PD
3
5/25
ED
1
5
SPD
22
6
REC
0
36
END
0
30
STUN
6
6"/12" RUN02" SWIM07"/9" LEAP0Characteristics Cost: 101
Cost
Power
END
IRON MAN ARMOR, all slots: OIF (Armor) (-1/2)
40
1) Tesselated Micro-Scaling Tile: Armor (20 PD / 20 ED) (60 Active Points) (added to Secondary Value)
15
2) Shock Absorption Layers: Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2)
15
3) Heat Dissipation Layers: Energy Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2)
1
4) Fused Silica Refracted Coating: Life Support (Safe in High Radiation) (2 Active Points)
2
5) Magnetic Rigidity Field: Life Support (Safe in High Pressure, Safe in Low Pressure/Vacuum) (3 Active Points)
12
6) Incorporated Micro-Motors: +25 STR (25 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) (added to Primary Value)
2
4
7) Boosted Micro-Motors: +10 STR (10 Active Points); No Figured Characteristics (-1/2), Increased Endurance Cost (2x END; -1/2) (uses END Reserve) (added to Secondary Value)
2
17
8) Thermoelectric converters: Absorption 6d6 (max. Absorbed Points: 36): Energy into END Reserve (30 Active Points); Limited Special Effect (Heat and Electricity; -1/4)
13
9) Overrides: Aid 3d6 (max. Aided Points: 18): Boosted Micro-Motors, Repulsors, Uni-Beam, Mobility Systems, Variable Effect (All Powers Simultaneously; +2) (90 Active Points); Increased Endurance Cost (10x END; -4), 1 Recoverable (need to reset armor, shut down for 1 Turn) Charges (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses END Reserve)
90
20
Helmet Defenses: (Total: 20 Active Cost, 20 Real Cost) Flash Defense (10 points) (Sight Group), Limited Power (Allows at least 1 point through defenses; +0) (Real Cost: 10) plus Flash Defense (10 points) (Hearing Group) (Real Cost: 10)
34
11) Repulsors: Energy Blast 12d6 (vs. PD) (60 Active Points); Reduced Penetration (-1/4) (uses END Reserve)
6
INTERNAL SYSTEMS, all slots: IIF (Internal Armor Systems) (-1/4)
23
1) Transistorized Batteries: Endurance Reserve (200 END, 15 REC) Reserve: (35 Active Points) REC: (15 Active Points); Limited Recovery (Only connected to Electrical Current, using Jet Skates or in Bright Sunlight) (-1)
5
2) Radio: Radio Perception/Transmission (10 Active Points); Costs Endurance (Costs END Every Phase; -1/2), Sense Affected As Radio, Hearing (-1/4) (uses END Reserve)
1
60
3) Helmet Sensors: (Total: 74 Active Cost, 60 Real Cost) Radar (Increased Arc of Perception: 360-Degree) (Real Cost: 20) plus Active Sonar (Real Cost: 15) plus Infrared Perception (Real Cost: 5) plus Detect Life Signs 14- (Discriminatory, Telescopic (+2), Tracking) (Real Cost: 17) plus Detect Exotic Energy Sources 14- (Analyze, Discriminatory, Telescopic (+2)) (Real Cost: 17)
2
4) Sealed Systems: Life Support (Extended Breathing)
3
5) Controlled Suit Temperature Systems: Life Support (Safe in Intense Cold, Safe in Intense Heat) (4 Active Points)
13
6) On board Combat Computer: (Total: 17 Active Cost, 13 Real Cost) Lightning Reflexes: +6 DEX to act first with All Actions (Real Cost: 9) plus +1 with All Combat (Real Cost: 8)
20
Mobility Systems: Multipower, 30-point reserve, all slots: (30 Active Points); OIF (Armor) (-1/2)
2u
1) Boot Jets: Flight 15" (30 Active Points); No Noncombat Movement (-1/4) (uses END Reserve)
3
1u
2) Boosted Flight: Flight 10" (Improved Noncombat Movement (x8)) (30 Active Points); Increased Endurance Cost (3x END; -1) (uses END Reserve)
9
1u
3) Jet Skates: Running +6" (Improved Noncombat Movement (x8)), Reduced Endurance (Half END; +1/4) (30 Active Points); Only On Appropriate Terrain (-1/2), Turn Mode (-1/4) (uses END Reserve) (added to Secondary Value)
1
2u
4) Boot Blast: Energy Blast 6d6 (vs. ED) (30 Active Points); Gestures (-1/4) (uses END Reserve)
3
27
Uni-Beam System: Multipower, 40-point reserve, all slots: (40 Active Points); OIF (Armor) (-1/2)
1u
1) Chest Lamp: Sight Group Images, x4" Radius (+1/2) (15 Active Points); Only To Create Light (-1), No Range (-1/2), Beam (-1/4) (uses END Reserve)
1
2u
2) Proton Heat Blast: Energy Blast 8d6 (vs. ED) (40 Active Points); Limited Range (10") (-1/4) (uses END Reserve)
4
2u
3) Focused Laser Blast: Killing Attack - Ranged 2d6 (vs. ED) (30 Active Points); Limited Range (10") (-1/4) (uses END Reserve)
3
3u
4) Sudden Flash/Focused Beam: Flash 8d6 (Sight Group) (40 Active Points) (uses END Reserve)
4
2u
5) Tractor Beam: Telekinesis (20 STR) (30 Active Points); Affects Whole Object (-1/4) (uses END Reserve)
3
64
Gadgets, Accessories & Weapons: VPP (Gadget Pool), 50 base + 14 control cost (75 Active Points); OAF, OIF or IAF (-1/2), Limited Class Of Powers Available (Technological Devices; -1/4)
Powers Cost: 406
Cost
Skill
15
+3 with Science, Electronics and Mechanics skills
9
+3 with any Iron Man Armor Attacks
3
Bureaucratics 13-
2
CK: New York City 11-
3
Conversation 13-
3
Demolitions 14-
3
Electronics 14-
7
Gadgeteering (INT-based) 16-
6
Gambling (Board Games, Card Games, Roulette) 14-
3
High Society 13-
7
Inventor 16-
2
KS: Current Events 11-
3
KS: Stark Industries Holdings 12-
2
KS: Superhuman World 11-
2
KS: Supervillains 11-
2
KS: United States Military 11-
2
KS: World Scientists 11-
3
Mechanics 14-
3
Persuasion 13-
3
PS: Industrialist 12-
2
PS: Playboy 11-
3
Security Systems 14-
3
Systems Operation 14-
3
Trading 13-
8
TF: Common Motorized Ground Vehicles, Equines, Skating (iceskating or rollerskating), Skiing (snow), Small Planes, Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles
7
Weaponsmith (Atomic Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 14-
3
Scientist
1
1) SS: Aerodynamics (2 Active Points) 11-
1
2) SS: Atomic Physics (2 Active Points) 11-
2
3) SS: Electrical Engineering (3 Active Points) 12-
1
4) SS: Magnetism (2 Active Points) 11-
2
5) SS: Mechanical Engineering (3 Active Points) 12-
1
6) SS: Medicine (2 Active Points) 11-
1
7) SS: Metallurgy (2 Active Points) 11-
1
8) SS: Miniaturizaton (2 Active Points) 11-
1
9) SS: Physics (2 Active Points) 11-
1
10) SS: Weapon System Design (2 Active Points) 11-
Skills Cost: 124
Cost
Perk
10
Money (Wealthy)
1
Reputation (Glamorous Playboy Philanthropist, 8-) +1/+1d6
5
Fringe Benefit (Owner of Stark Industries)
3
Fringe Benefit (Membership (The Avengers))
Perks Cost: 19
Total Character Cost: 650
Val
Disadvantages
30
Dependence: Iron Man Armor Chest Plate (with END in Reserve), Easy To Obtain, Takes 1d6 Damage, 1 Phase
0
Dependent NPC: Stark Industries, As powerful as the PC, 11- (Occasionally), Useful noncombat position or skills
15
Dependent NPC: Happy Hogan & Pepper Potts, Normal, 8- (Infrequently), Useful noncombat position or skills, Unaware of character's adventuring career/Secret ID, Group DNPC (x2 DNPCs)
5
Distinctive Features: Red & Gold Armored Man, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
20
Hunted: Rogues Gallery (Melter, Titanium Man, Crimson Dynamo, Mandarin, Unicorn, Blizzard, etc.), More Powerful, 11- (Frequently), Harshly Punish
15
Psychological Limitation: Overconfidence, Very Common, Moderate
15
Psychological Limitation: Noblesse Oblige, Common, Strong
15
Psychological Limitation: Manic-Depressive, Very Common, Moderate
15
Social Limitation: Secret Identity (Tony Stark), Frequently (11-), Major
Disadvantage Points: 130
Base Points: 200
Experience Required: 320
Total Experience Available: 320
Experience Unspent: 0