Re: Call for Replacements
I'm still fine tuning and working on his history but this is what I've got so far.
IRON MAN II Mk. VII Armor
Val Char Cost Roll Notes
15/50 STR 5 12- / 19- Lift 200.0kg/25.6tons; 3d6/10d6 [1/4]
14/23 DEX 12 12- / 14- OCV: 5/8/DCV: 5/8
13/25 CON 6 12- / 14-
12/15 BODY 4 11- / 12-
30 INT 20 15- PER Roll 18-
13 EGO 6 12- ECV: 4
20/25 PRE 10 13- / 14- PRE Attack: 4d6/5d6
18 COM 4 13-
3/30 PD 0 Total: 3/30 PD (0/20 rPD)
4/30 ED 1 Total: 4/30 ED (0/20 rED)
4/5 SPD 16 Phases: 3, 6, 9, 12/3, 5, 8, 10, 12
6/15 REC 0
26/50 END 0
25/52 STUN -2 Total Characteristic Cost: 84
Movement: Running: 16"/32"
Flight: 28"/112"
Leaping: 3"/6"
Swimming: 2"/4"
Cost Powers END
Characteristic Enhancers, all slots OIF (-1/2)
23 1) Muscle Amplification Circuits: +35 STR (35 Active Points); OIF (-1/2) 3
13 2) Reflex Enhancement Sub-system: +9 DEX (27 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
16 3) Thermo-Kinetic Absorbtion Sub-system: +12 CON (24 Active Points); OIF (-1/2)
4 4) Hard Shell: +3 BODY (6 Active Points); OIF (-1/2)
3 5) Impressive: +5 PRE (5 Active Points); OIF (-1/2)
3 6) Energy Shielding: +4 ED (4 Active Points); OIF (-1/2)
7 7) Cybernetic Linkage Sub-system: +1 SPD (10 Active Points); OIF (-1/2)
Defenses, all slots OIF (-1/2)
40 1) Adaman Alloy Mesh: Armor (20 PD/20 ED) (60 Active Points); OIF (-1/2)
3 2) Polarized Lenses: Sight Group Flash Defense (4 points) (4 Active Points); OIF (-1/2)
3 3) Sonic Filters: Hearing Group Flash Defense (4 points) (4 Active Points); OIF (-1/2)
3 4) Mk. III Refractory Coating: Mental Defense (8 points total) (5 Active Points); OIF (-1/2)
7 5) Mk. III Refractory Coating: Power Defense (10 points) (10 Active Points); OIF (-1/2)
40 Weapons Systems: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2)
4u 1) Mk VI Repulsors: Energy Blast 12d6 (60 Active Points); OIF (-1/2) 6
3u 2) Mk. I Plasma Lance: Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points); OIF (-1/2), Beam (-1/4) 6
2u 3) Mk. II Repulsor Point Defense System: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); OIF (-1/2), Costs Endurance (1 END per Missile deflected; -1/4) 4
2u 4) Mk. III Uni-Beam Chest Lamp: Sight Group Flash 3d6, Area Of Effect (7" Cone; +1 1/4) (34 Active Points); No Range (-1/2), OIF (-1/2) 3
4u 5) Mk. III Uni-Beam Chest Laser: Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/2) (60 Active Points); OIF (-1/2) 6
3u 6) Mk. III Uni-beam Neutron Beamer: Energy Blast 7d6, No Normal Defense (Resistant PD of less than 10; +1/2) (52 Active Points); OIF (-1/2) 5
4u 7) Mk III Uni-Beam Electron Beamer: Energy Blast 8d6, Affects Desolidified Any form of Desolidification (+1/2) (60 Active Points); OIF (-1/2) 6
3u 8) Mk. II Gauntlet Micro-Rockets: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); 2 clips of 6 Charges (-1/2), OIF (-1/2) [6]
2u 9) Mk. I Outer Shell Hardening Field: Force Field (20 PD/20 ED), Hardened (x2; +1/2) (60 Active Points); Limited Power Only hardens existing Armor, provides no extra defense (-2), OIF (-1/2), 4 Continuing Charges lasting 1 Minute each (-1/4) [4 cc]
3 Mk. II Repulsor Super-chargers: Energy Blast 3d6 (15 Active Points); Increased Endurance Cost (x10 END; -4), Linked (Mk VI Repulsors; Lesser Power can only be used when character uses greater Power at full value; -3/4) 10
35 Mobility Systems: Multipower, 53-point reserve, (53 Active Points); all slots OIF (-1/2)
3u 1) Mk. VIII Boot Jets - Standard Mode 72 kph / 288 kph: Flight 24", x4 Noncombat (53 Active Points); OIF (-1/2) 5
1u 2) Mk. VIII Boot Jets - Scramjet Mode 6,000 kph: Flight 4", MegaScale (1" = 1 km; +1/4) (10 Active Points); OIF (-1/2) 1
1u 3) Mk. IV Jet-Skates 51 kph /102 kph: Running +9" (17" total), Reduced Endurance (1/2 END; +1/4) (25 Active Points); OIF (-1/2) 1
2u 4) Aqua-jets 60 kph / 240 kph: Swimming 20" (x4 Noncombat) (25 Active Points); OIF (-1/2) 2
1u 5) Nuclear-Ion Thrusters: Faster-Than-Light Travel, Limited Power Only to 75% of light-speed (+0) (10 Active Points); OIF (-1/2)
Environmental Systems, all slots OIF (-1/2)
13 1) Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); OIF (-1/2)
23 Sensor Systems: Multipower, 35-point reserve, (35 Active Points); all slots OIF (-1/2)
1u 1) UV Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)
1u 2) IR Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)
1u 3) Sonic Scanner: N-Ray Perception (Sight Group) (10 Active Points); OIF (-1/2)
2u 4) Radar System: Radar (Radio Group), Increased Arc Of Perception (360 Degrees), Increased Maximum Range (750"; +1/4), Ranged (+1/2) (35 Active Points); OIF (-1/2)
2u 5) MRI Scanner: Spatial Awareness (Unusual Group), Discriminatory, Analyze (32 Active Points); OIF (-1/2)
1u 6) Ultrasonic Perception (Hearing Group), Targeting (13 Active Points); OIF (-1/2)
1u 7) High Band Radio Transciever: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)
1u 8) Filters/Enhancers: +3 PER with all Sense Groups (9 Active Points); OIF (-1/2)
Battle Computer System, all slots OIF (-1/2)
3 41) Database: KS: Metahumans (6 Active Points); OIF (-1/2) 13-
3 42) Database: KS: Viper (6 Active Points); OIF (-1/2) 13-
5 3) Combat Tracking/Analysis System: +1 with All Combat (8 Active Points); OIF (-1/2)
3 4) Laser Targeting System: +1 with Ranged Combat (5 Active Points); OIF (-1/2)
Generators, all slots OIF (-1/2)
28 1) Mark III Fusion-Electric Powercells: Endurance Reserve (120 END, 30 REC) (42 Active Points); OIF (-1/2)
5 2) Back-up Solar Cells: Endurance Reserve (45 END, 3 REC) (7 Active Points); OIF (-1/2)
Perks
3 Well-Connected
5 1) Harrison Villiers, Sr Legal Analyst at the SEC: Contact (Contact has access to major institutions, Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) (6 Active Points) 13-
10 Many contacts within the Business World:
8 Several contacts within the Financial World:
15 Multi-Billionaire: Money: Filthy Rich
11 Fringe Benefit: CEO of a major business, International Police Powers
5 Hall of Justice & Hoverjet Donation: Custom Perk
3 Justice Squadron Member : Reputation (A large group) 14-, +1/+1d6
Skills
3 Linguist
1 1) Language: Arabic (fluent conversation) (2 Active Points)
1 2) Language: Cantonese (fluent conversation) (2 Active Points)
0 3) Language: English (idiomatic) (4 Active Points)
2 4) Language: French (completely fluent) (3 Active Points)
3 5) Language: German (idiomatic) (4 Active Points)
1 6) Language: Japanese (fluent conversation) (2 Active Points)
2 7) Language: Mandarin (completely fluent) (3 Active Points)
1 8) Language: Russian (fluent conversation) (2 Active Points)
3 Scholar
2 1) KS: Atlantian Technology (3 Active Points) 15-
1 2) KS: International Law (2 Active Points) 11-
1 3) KS: Justice Squadron Foes (2 Active Points) 11-
5 4) KS: Powered Armors (6 Active Points) 18-
3 Scientist
1 1) SS: Chemistry 11- (2 Active Points)
1 2) SS: Computronics 11- (2 Active Points)
3 3) SS: Electronics 16- (4 Active Points)
4 4) SS: Engineering 17- (5 Active Points)
2 5) SS: Mathematics 15- (3 Active Points)
1 6) SS: Metallurgy 11- (2 Active Points)
2 7) SS: Physics 15- (3 Active Points)
2 8) SS: Robotics 15- (3 Active Points)
2 9) SS: Subspace Physics 15- (3 Active Points)
10 Computer Programming (Artificial Intelligence, Computer Networks, Hacking and Computer Security, Mainframes and Supercomputers, Personal Computers) 15-
3 Electronics 15-
3 High Society 13- (14-)
3 Inventor 15-
3 Mechanics 15-
5 Navigation (Air, Land, Marine, Space) 15-
3 Oratory 13- (14-)
3 Paramedics 15-
1 Persuasion 8-
4 PS: Businessman 16-
4 +2 with INT based Skills
3 Systems Operation 15-
3 Tactics 15-
13 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Equines, Helicopters, Large Planes, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Submarines, Two-Wheeled Motorized Ground Vehicles
8 WF: Common Melee Weapons, Early Firearms, Small Arms, Beam Weapons
9 Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Nuclear Weapons, Powered Armors) 15-
Total Powers & Skill Cost: 516
Total Cost: 600
450+ Disadvantages
5 Dependent NPC: Amanda Stark, Chairman of the Board Stark Enterprises: Aunt 14- (As powerful as the PC; Useful Noncombat Position or Skills)
5 Dependent NPC: George Stark, CEO - Stark Investments: younger brother 8- (Normal; Useful Noncombat Position or Skills)
10 Dependent NPC: Olivia Franklin, Executive Secretary and Girl Friday 11- (Normal; Useful Noncombat Position or Skills)
15 Dependent NPC: TJ Stark, President of Stark Entertainment: father 11- (Normal)
5 Distinctive Features: Press Coverage - face is widely known (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: VIPER 8- (As Pow, NCI, Harshly Punish)
15 Hunted: The Secret Empire 8- (As Pow, NCI, Harshly Punish)
10 Hunted: IRS 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)
10 Hunted: The Press 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Psychological Limitation: Honorable (Common, Strong)
15 Psychological Limitation: Will not kill except in extreme cases and as a last resort (Uncommon, Total)
10 Psychological Limitation: Feels he has to prove himself to his Aunt Amanda (Common, Moderate)
5 Rivalry: Professional, Sir Edmund Stark Bart. CEO - Stark-Dover LTD: cousin with a chip on his shoulder, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Social Limitation: Secret Identity: Alexander Stark, President of Stark Enterprises (Frequently, Major)
Total Disadvantage Points: 150