Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
10 | 22 | 5 | 22 | 11 | 36 | 8 | 0 |
d20 +28 to Attack Mind Defense | +65 to Damage | +38 to Healing
- Basic Attack
- This is Iron Man's Basic Attack.
- 5d12 Damage Target: 1 Space Range: 14 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Iron Man's Combat Maneuvers.
- Repulsor Rays
- Powerful pulses of energy that fire out of your hands.
- 4d12 Damage (26) Target: Creatures (2) Range: 19 Spaces Duration: Instant
d20 +28 to Attack Mind Defense | +65 to Damage | +38 to Healing
- Plasma Discharge
- A pulse of plasma radiates out from you in all directions doing damage and blasting enemies back. Area is 9 Space Hollow Square around you. (3x3 with 1 space in the middle not affected.)
- 1d16 Damage (9) Target: Spaces (9) Range: Self Duration: Instant
- Move Enemy 10 Target: Spaces (9) Range: Self Duration: Instant
- Pulse Barrage
- You fire a barrage of energy into a small area hitting multiple targets.
- 6d16 Damage (51) Target: AOE (3x3) Range: 17 Spaces Duration: Instant
- Unibeam
- Firing pure energy from the Arc Reactor you devastate a target blasting it back.
- 12d16 Damage (102) Target: Creature (1) Range: 19 Spaces Duration: Instant
- Move Enemy 8 Target: Creature (1) Range: 19 Spaces Duration: Instant
d20 +15 to Attack Body Defense | +52 to Damage
- Smart Missiles
- Smart Missiles target the weak points of a target. Doing damage and weakening Defenses.
- 1d16 Damage (9) Target: Creature (1) Range: 15 Spaces Duration: 3 Rounds
- Defenses -5 Target: Creature (1) Range: 15 Spaces Duration: 3 Rounds
- Tri-beam
- With a powerful blast you fire a beam at an enemy straight from the Arc Reactor. The blast is so powerful it tosses your enemy back as well as you! Great to use when trying to gain distance from an enemy.
- Move Ally 10 Target: Creature (1) Range: Self Duration: Instant
- 5d16 Damage (43) Target: Creature (1) Range: 14 Spaces Duration: Instant
- Move Enemy 10 Target: Creature (1) Range: 14 Spaces Duration: Instant
d20 +28 to Attack Mind | +65 to Damage | +38 to Healing
- Ally Communication
- Hacking into the local communication systems you are able to communicate with your allies nearby.
- Far Communication 10k Target: Creatures (4) Range: Self Duration: 1 Round
- Energy Shield
- Activate an energy shield that can protect you from harm. This shield increases the amount of punishment you can take for a short time.
- 1d8 Healing (5) Target: Creature (1) Range: Self Duration: 3 Rounds
- Hit Points +50 Target: Creature (1) Range: Self Duration: 3 Rounds
- Quick Repairs
- Born in desperation you make some hasty repairs in an attempt to continue the fight.
- 2d8 Healing (9) Target: Creature (1) Range: 1 Space Duration: Instant
- Superior Surveillance
- You are able to tap into hyper advanced satellite and spy technology to look in on just about anywhere.
- Far Perception 1,000k Target: Creature (1) Range: Self 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.
- 2014 Bugatti Veyron Hyper Sport
- A top speed of 269 mph and a 8.0-litre quad-turbo W16 motor boasting 1,200 horsepower and 1,106 pound-feet of torque.
- House
- The 11,000-square-foot Malibu home offers four bedrooms, six bathrooms and a gorgeous private beach.
- J.A.R.V.I.S.
- This system serves as artificial intelligence for his suits and also controls his house, workshop and components. The computer’s name is a reference to Stark’s butler, Edwin Jarvis.
- Stark Tower
- The tower’s top floor is occupied by the war room, a glass-panelled conference room with 360-degree views of the city. The room is able to generate 3D holographic computer displays while picking up news feeds from over 50 stations simultaneously.
- Stark’s House
- The 11,000-square-foot Malibu home offers four bedrooms, six bathrooms and a gorgeous private beach.
Iron Man's Equipped Items
- Primary Power Points +50
- This effect will add 50 Power Points to the Primary Power Point pool.
- Secondary Power Points +35
- This effect will add 35 Power Points to the Secondary Power Point pool.
- Tertiary Power Points +20
- This effect will add 20 Power Points to the Tertiary Power Point pool.
- Athletics +8
- This effect grants Athletics +8.
- Improved Reaction
- Increase Reaction by 3.
- Defenses +8
- This effect grants Defenses +8.
- Major Adaptive Environment
- This effect allows the target to ignore Major Environmental Effects.
- Resistance +25
- This effect will grant Resistance +25.
- Greater Ignore Damage
- Ignore 40% of the Hit Point damage taken from an attack 1 time during Battle Time.
- Movement, Flying
- This effect grants the ability to move through gaseous areas normally.
- Speed +9
- This effect grants Speed +9.
- Attack +8
- This effect grants Attack +8.
- Combat Maneuvers +5
- This effect grants Combat Maneuvers +5.
- Crafting +5
- This effect grants Crafting +5.
- Damage +45
- This effect grants Damage +45.
- Nature +5
- This effect grants Nature +5.
- Perception +5
- This effect grants Perception +5.
- Religion +5
- This effect grants Religion +5.
- Scholar +5
- This effect grants Scholar +5.
Iron Man's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Repulsor Rays
- Powerful pulses of energy that fire out of your hands.
- 4d12 Damage Target: Creatures (2) Range: 15 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.
- 5d12 Damage Target: Creature (1) Range: 10 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 -5 Target: Creature (1) Range: 20 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 -5 Target: Creature (1) Range: 20 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 6 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 +5 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +5 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -5 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 +5 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +5 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 +5 Target: 5 Creatures Range: 20 Spaces Duration: 1 Round
- Plasma Discharge
- A pulse of plasma radiates out from you in all directions doing damage and blasting enemies back. Area is 9 Space Hollow Square around you. (3x3 with 1 space in the middle not affected.)
- 1d16 Damage Target: Spaces (9) Range: Self Duration: Instant
- Move Enemy 10 Target: Spaces (9) Range: Self Duration: Instant
- Pulse Barrage
- You fire a barrage of energy into a small area hitting multiple targets.
- 6d16 Damage Target: AOE (3x3) Range: 13 Spaces Duration: Instant
- Unibeam
- Firing pure energy from the Arc Reactor you devastate a target blasting it back.
- 12d16 Damage Target: Creature (1) Range: 15 Spaces Duration: Instant
- Move Enemy 8 Target: Creature (1) Range: 15 Spaces Duration: Instant
- Smart Missiles
- Smart Missiles target the weak points of a target. Doing damage and weakening Defenses.
- 1d16 Damage Target: Creature (1) Range: 11 Spaces Duration: 3 Rounds
- Defenses -5 Target: Creature (1) Range: 11 Spaces Duration: 3 Rounds
- Tri-beam
- With a powerful blast you fire a beam at an enemy straight from the Arc Reactor. The blast is so powerful it tosses your enemy back as well as you! Great to use when trying to gain distance from an enemy.
- Move Ally 10 Target: Creature (1) Range: Self Duration: Instant
- 5d16 Damage Target: Creature (1) Range: 10 Spaces Duration: Instant
- Move Enemy 10 Target: Creature (1) Range: 10 Spaces Duration: Instant
- Ally Communication
- Hacking into the local communication systems you are able to communicate with your allies nearby.
- Far Communication 10k Target: Creatures (4) Range: Self Duration: 1 Round
- Energy Shield
- Activate an energy shield that can protect you from harm. This shield increases the amount of punishment you can take for a short time.
- 1d8 Healing Target: Creature (1) Range: Self Duration: 3 Rounds
- Hit Points +50 Target: Creature (1) Range: Self Duration: 3 Rounds
- Quick Repairs
- Born in desperation you make some hasty repairs in an attempt to continue the fight.
- 2d8 Healing Target: Creature (1) Range: 1 Space Duration: Instant
- Superior Surveillance
- You are able to tap into hyper advanced satellite and spy technology to look in on just about anywhere.
- Far Perception 1,000k Target: Creature (1) Range: Self Duration: 1 Round
- Minor Damage Resistance
- 'Reduce damage by 5 anytime damage is taken.
- Minor Speed
- 'Increase Speed by 1.
- Minor Defenses
- 'Add 1 to all Defenses.
- Minor Craft: Mystic Basic Items
- 'Grants ability to craft Basic Fyxt Iitems that have effects which a Mystic has access to.
- Lesser Speed
- 'Increase Speed by 2.
- Lesser Defenses
- 'Add 2 to all Defenses.
- Lesser Damage Resistance
- 'Reduce damage by 10 anytime damage is taken.
- Minor Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 2 Spaces.
- Improved Speed
- 'Increase Speed by 3.
- Improved Defenses
- 'Add 3 to all Defenses.
- Improved Damage Resistance
- 'Reduce damage by 15 anytime damage is taken.
- Improved Craft: Mystic Advanced Items
- 'Grants ability to craft Advanced Fyxt Iitems that have effects which a Mystic has access to.
- Greater Speed
- 'Increase Speed by 4.
- Greater Defenses
- 'Add 4 to all Defenses.
- Greater Damage Resistance
- 'Reduce damage by 20 anytime damage is taken.
- Lesser Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 4 Spaces.
- Superior Speed
- 'Increase Speed by 5.
- Superior Defenses
- 'Add 5 to all Defenses.
Use the following table only if you have very special character modifications that need to be made and they cannot be added anywhere else. These should be things like special GM bonuses and other "cheater" modifications. All normal Atomic RPG System character additions should be able to be made elsewhere.
This is where players should store notes and infomation regarding the character and campaign they are playing.
- Keep track of npcs and their motivations.
- Track the power structure of a city.
- Keep a character diary.
- Write detailed notes of quests.
Players are encouraged to use this Journal section to keep track of any information they want. Journals can be formated in a variety of ways, can have links, and even images such as maps.
You must be at least a Atomic RPG Epic Hero to use the Character Journal. Upgrade your account to use Character Journals. Subscribe to the Atomic RPG