Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
3 | 18 | 0 | 0 | 1 | 9 | 1 | 0 |
- Minor Damage Roll Minimum
- Damage die rolls of 1 increase to 2.
d20 +14 to Attack Body Defense | +14 to Damage
- Basic Attack
- This is Iron Man's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Iron Man's Combat Maneuvers.
- Repulsor Blast
- Send blasts from the palm of you hand towards your enemies.
- 2d4 Damage (5) Target: Creature (1) Range: 3 Spaces Duration: Instant
d20 +14 to Attack Body Defense | +14 to Damage
- Hand Lasers
- Use these lasers to slice your enemy.
- 2d6 Damage (7) Target: Creatures (2) Range: 3 Spaces Duration: Instant
- Uni-beam Projector
- Send a beam of energy from your chest piece to melt you enemies!
- 3d6 Damage (11) Target: Creature (1) Range: 3 Spaces Duration: Instant
- Defenses -1 Target: Creature (1) Range: 3 Spaces Duration: Instant
d20 +14 to Attack Body Defense | +14 to Damage
- Just punch it!
- Sometimes you just have to use your fists.
- 3d4 Damage (8) Target: Creature (1) Range: 1 Space Duration: Instant
- Mini Rockets
- Send these rockets out to damage your enemies.
- 1d6 Damage (4) Target: Creatures (2) Range: 3 Spaces Duration: Instant
d20 +14 to Attack Body Defense | +14 to Damage
- Electromagnetic Pulse Generator
- Use this to bring down your enemies defenses!
- Defenses -3 Target: Creature (1) Range: 3 Spaces Duration: Instant
- Freeze Beam
- Freeze your enemies!
- 2d4 Damage (5) Target: Creature (1) Range: 1 Space Duration: Instant
- Ready to Go More Rounds
- You heal one creature a good amount and grant them some resistance to damage next round. Now they are ready to go for a few more rounds!
- 3d6 Healing (11) Target: Creature (1) Range: 1 Space Duration: Instant
- Healing +6 Target: Creature (1) Range: 1 Space Duration: Instant
- Resistance +5 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Ready to Go More Rounds
- You heal one creature a good amount and grant them some resistance to damage next round. Now they are ready to go for a few more rounds!
- 3d6 Healing (11) Target: Creature (1) Range: 1 Space Duration: Instant
- Healing +6 Target: Creature (1) Range: 1 Space Duration: Instant
- Resistance +5 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Origin
- Anthony "Tony" Stark was adopted by Howard and Maria Stark. During a conflict in Vietnam now shifted to Afghanistan, Stark was captured by terrorists and, with a piece of shrapnel in his heart, was about to die. Constructing a suit of iron armor that would also help with his recovery, Stark broke out of captivity and journeyed back home to the United States where he built an advanced suit of armor and become the armored superhero: Iron Man.
- Stark Industries
- Also known as Stark International, Stark Innovations, Stark/Fujikawa, Stark Enterprises and Stark Resilient. The company is a technology company that develops and manufactures advanced weapon and defense technologies. The company manufactures the armor worn by Iron Man and War Machine. It builds the helicarriers used by S.H.I.E.L.D. It produces the Quinjets used by the Avengers.
- The Avengers
- And there came a day, a day unlike any other, when Earth's mightiest heroes and heroines found themselves united against a common threat. On that day, the Avengers were born—to fight the foes no single superhero could withstand! Through the years, their roster has prospered, changing many times, their glory has never been denied! Heed the call, then—for now, the Avengers Assemble!
- Battle Tactics
- Is a very smart, but impulsive and impatient fighter. Often only giving the battle field a brief once over before rushing head long into battle. Though hasty, Iron Man can quickly adapt and change tactics should the fight force him too.
Iron Man's Equipped Items
Iron Man's Unequipped Items
- Ready to Go More Rounds
- You heal one creature a good amount and grant them some resistance to damage next round. Now they are ready to go for a few more rounds!
- 3d6 Healing Target: Creature (1) Range: 1 Space Duration: Instant
- Healing +6 Target: Creature (1) Range: 1 Space Duration: Instant
- Resistance +5 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Ready to Go More Rounds
- You heal one creature a good amount and grant them some resistance to damage next round. Now they are ready to go for a few more rounds!
- 3d6 Healing Target: Creature (1) Range: 1 Space Duration: Instant
- Healing +6 Target: Creature (1) Range: 1 Space Duration: Instant
- Resistance +5 Target: Creature (1) Range: 1 Space Duration: 1 Round
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Repulsor Blast
- Send blasts from the palm of you hand towards your enemies.
- 2d4 Damage Target: Creature (1) Range: 3 Spaces Duration: Instant
- Basic Attack
- This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
- 1d4 Damage Target: Creature (1) Range: 2 Duration: Instant
- Exploit Weakness
- You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
- Defenses -1 Target: Creature (1) Range: 4 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- Attack -1 Target: Creature (1) Range: 4 Duration: 1 Round
- Knock Around
- You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
- Move Enemy 2 Target: Creature (1) Range: 1 Duration: Instant
- Reckless Offense
- Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
- Speed +1 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +1 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -1 Target: Creature (1) Range: Self Duration: 1 Round
- Careful Defense
- Use this to increase your Defenses. During this action you may only use defensive disposable items.
- Speed +1 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +1 Target: Creature (1) Range: Self Duration: 1 Round
- Parley
- Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
- Combat Manuever Attack +1 Target: 1 Creatures Range: 4 Spaces Duration: 1 Round
- Hand Lasers
- Use these lasers to slice your enemy.
- 2d6 Damage Target: Creatures (2) Range: 3 Spaces Duration: Instant
- Uni-beam Projector
- Send a beam of energy from your chest piece to melt you enemies!
- 3d6 Damage Target: Creature (1) Range: 3 Spaces Duration: Instant
- Defenses -1 Target: Creature (1) Range: 3 Spaces Duration: Instant
- Just punch it!
- Sometimes you just have to use your fists.
- 3d4 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Mini Rockets
- Send these rockets out to damage your enemies.
- 1d6 Damage Target: Creatures (2) Range: 3 Spaces Duration: Instant
- Electromagnetic Pulse Generator
- Use this to bring down your enemies defenses!
- Defenses -3 Target: Creature (1) Range: 3 Spaces Duration: Instant
- Freeze Beam
- Freeze your enemies!
- 2d4 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Minor Damage Increase
- 'Add 2 Damage to all offensive Powers that Damage Hit Points.
- Minor Attack Accuracy
- 'Add 1 to all attacks.
- Minor Damage Roll Minimum
- 'Damage die rolls of 1 increase to 2.
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