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Old 02-17-2013, 11:42 PM   #1
Snaps
 
Join Date: Jun 2008
Location: Provo, UT
Default [Movie Supers] Iron Man

Haven't been able to add any of these in a while, started a new job, then got a promotion at the new job.

Had some free time this weekend though and I've been wanting to take a crack at Iron Man. IMO he's a hard one to do. I started trying to build him using Morph, but then decided than Alternate Form probably was a better way to go (mainly because of Non-Reciprocal Damage, etc.)

Let me know what you think of what I've come up with:

Tony Stark (2605 points)

ST 10 [0]; DX 11 [20]; IQ 18 [160]; HT 11 [10].
Damage 1d-2/1d; BL 20*lb; HP 10 [0]; Will 18 [0]; Per 18 [0]; FP 11 [0].
Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 9*.

Social Background
TL: 10 [10].

Advantages
Appearance (Handsome) [12]; Combat Reflexes [15]; Gadgeteer [25]; Gizmo 3 [15]; Independent Income 20 [20]; Wealth: Multimillionaire 4 (Net Worth of 4 Billion) [150].

The Iron Man Armor:
Alternate Form (Absorptive Change: No Encumbrance, -5%; Difference in point costs with Once On, Stays On, +2000; Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size 0 or more, -25%; Gadget/Can Be Stolen: Easily snatched with unopposed DX roll, -40%; Non-Reciprocal Damage (Nuisance Effect: Any wound over HP in damage, or any Excess Damage from a Crippled Limb inflicts damage on Tony Stark, -50%), +25%; Reciprocal Res, +30%t; Retains Shape, -20%) [2009]

Spare Suits:
Modular Ability: 9 point External Reconfigurable Mechanisms (Focus Limited: Lab Equipment, -10%; Physical Only, +50%; Preparation Required: 8 hours, -60%; Trait Limited: Alternate Form with Gadget Limitations, -50%; PM: Superscience, -10%) x2 [14];

Arc Reactor:
Damage Resistance 100 (Absorption: Energy Reserve, -80%; Front only, -20%; Gadget/Breakable: Cannot repair, -15%; Gadget/Breakable: DR 25, -5%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -6, 10%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; Gadget/Unique, -25%; Limited: Energy, -20%; Vitals Only, -30%; PM: Superscience. -10%) [150]

Regeneration: Extreme, 10 EP/Sec (Energy Reserve Only, +0%; Gadget/Breakable: Cannot repair, -15%; Gadget/Breakable: DR 25, -5%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -6, 10%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; Gadget/Unique, -25%; PM: Superscience, -10%) [30]

Disadvantages:
Alcoholism [-15]; Compulsive Gambling (12 or less) [-5]; Compulsive Spending (12 or less) [-5]; Dependency: Arc Reactor, Rare, Constantly [-150]; Pacifism (Cannot Harm Innocents) [-10].

Skills:
Battlesuit! (WC) IQ+2 [48]-20; Businessman! (WC) IQ [24]-18; Computers! (WC) IQ [24]-18; Drive! (WC) IQ-2 [6]-16; Inventor! (WC) IQ [24]-18; Science! (WC) IQ [24]-18.

Attribute-wise I didn't think Tony needed that much, except for his IQ, where I think he deserves the whole package, (Not just IQ with Talents). Tony Stark actually is a Genius, billionaire, playboy, philanthropist after all.

I wasn't sure if the +2000 Cost of the Armor's Alternate Form would count when figuring out the cost of Modular Abilities so I decided to play it safe and gave him one standard suit, then two others bought as modular abilities, letting him change the loadout of the suits as well as have a few spares.

I decided to treat the suit as a separate character, with its own hit points, but with a limitation on the Non-Reciprocal damage. Normally damage just comes off of the suits total, unless it does enough to actually penetrate the armor, in which case it can harm Tony.

You'll probably wonder why I gave the Arc Reactor Absorption. After doing a little research I learned that the Arc Reactor actually gets much of its power by absorbing energy around it. This is why when Thor attacks Stark in Avengers the attack boosts his Energy Reserves to 400%. The Lightning Strike hit him right in the chest, on the Arc Reactor. It's also why Loki failed to Mind Control Tony in Stark Tower. In that setting Loki's spell is considered just another form of energy, which the Arc Reactor absorbed.

The Arc Reactor is probably under priced. The first one he made in the cave put out an insane amount of power, over 3000 MW I believe. A Mage should be able to use Draw Power on Stark's chest to pull in 8400 Energy per second! Which would kill even a Mage with HT 20 and Magery 10 if they tried. (Or have I done my math wrong again? :)

I'll post the write up for his suit from The Avengers soon.
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Old 02-17-2013, 11:56 PM   #2
whswhs
 
Join Date: Jun 2005
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Default Re: [Movie Supers] Iron Man

I don't get making the armor an alternate form at all. Tony's body is not changing in any way; the armor is a technological device that he uses. You might as well say that a fighter pilot has Alternate Form (airplane).

The obvious way to do the armor is with gadget limitations—but I don't see making it easily snatched. When it's in use, he's wearing it, and armor that can be taken off the wearer with a simple grab is pretty close to useless. Alternatively, you could write it up as an Ally, as you would a vehicle.

Bill Stoddard
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Old 02-18-2013, 01:07 AM   #3
Snaps
 
Join Date: Jun 2008
Location: Provo, UT
Default Re: [Movie Supers] Iron Man

Mark VII Iron Man Armor (1930 points)

Attribute Modifiers:

ST +10 (Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size 0 or more, -25%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Superscience, -10%) [50]
HT +4 (Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size 0 or more, -25%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Superscience, -10%) [20]

Advantages:
Extra Attack 1 [25]; Super ST: +10/+100 (Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; Super ST, +300%; PM: Superscience, -10%) [360]

Weapon Systems:

Anti-Tank Missile
6dx7 cr (Armor Divisor: 10, +200%; Explosive: Damage / 3xYards, +50%; Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -4, -15%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; Increased Range: x20, +40%; Limited Use: RoFx1/day, Slow Reload, -35%; PM: Superscience, -10%) [662]

Laser
6dx4 Cut (Armor Divisor (2), +50%; Costs Fatigue: 25 per shot, -125%; Incendiary, +10%; Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Superscience, -10%; Alternative Attack, x1/5) [7]

Mini-Missiles
6dx4 Cr (Accurate +10, +50%; Explosive: Damage / 3xYards, +50%; Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; Homing: Infravision, +60%; Increased Range x20, +40%; Rapid Fire: ROF 5, +70%; PM: Superscience, -10%; Alternative Attack, x1/5) [80]

Repulsors
5d Bu (Accurate +10, +50%; Armor Divisor (5), +150%; Surge, +20%; Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -5 or -6; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Superscience, -10%; Alternative Attack, x1/5) [15]

Unibeam
10d Bu (Armor Divisor (5), +150%; Costs Fatigue: 25, -125%; Surge, +20%; Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Superscience, -10%; Alternative Attack, x1/5) [11]

Defenses:

Damage Resistance 100 (Can't Wear Armor, -40%; Force Field, +20%; Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size 0 or more, -25%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; Hardened 2, +40%; PM: Superscience, -10%) [350]

Immunity to Metabolic Hazards (Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size 0 or more; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Superscience, -10%) [15]

Injury Tolerance: Damage Reduction /100 (Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size 0 or more, -25%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Superscience, -10%) [150]

Flares:
Obscure 10: Heat Seeking (Anti-Targeting, -20%; Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Superscience, -10%) [8]

Doesn't Breathe (Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size 0 or more, -25%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; Oxygen Storage x300, -10%; PM: Superscience, 10%) [10]

Protected Hearing (Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Superscience, -10%) [3]

Protected Smell (Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Superscience, -10%) [3]

Protected Vision (Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Superscience, -10%) [3]

Sealed (Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size 0 or more, -25%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Superscience, -10%) [8]

Vacuum Support (Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size 0 or more, -25%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Superscience, -10%) [3]

Propulsion:

Flight (Costs Fatigue 5, -20%; Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; Space Flight, +50%; PM: Superscience, -10%) [34]

Enhanced Air Move 7 (Costs Variable Fatigue, 10 per second, -50%; Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Superscience, -10%) [28]

Sensors:

Enhanced Tracking 9 (Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; Multiple Lock-Ons, +20%; PM: Superscience, -10%) [36]

Hyperspectral Vision (Extended High-Band, +30%; Extended Low-Band, +30%; Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Superscience, -10%) [30]

Para-Radar (Bio-Scan, +50%; Extended Arc: 360°, +125%; Targeting, +20%; Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -5 or -6; Gadget/Can Be Stolen: Must be forcefully removed, -10%; Penetrating, +50%; Scanner, +50%; PM: Superscience, -10%) [144]

Other Systems:

Energy Reserve 25 (Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Superscience, -10%) [45]

Weapon Mounts 10 (Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Weapon Mount, -80%; Superscience, -10%) [20]

Disadvantages:
Dependency (Parts; Rare; Daily) [-90]; Disturbing Voice [-10]; Electrical [-20]; Maintenance (Electronic/Mechanical; 3-5 people; Daily) [-30]; Restricted Diet: Arc Reactor (Rare) [-40].

I think I got his strength about right, but let me know if you think it's off. I did my best on the weapon systems. I tried building them based off of scenes in the movies at first, then decided to go with the standards set in the book instead. The Repulsars for example are pretty much just blasters from Ultra Tech. The Anit-Tank missile for the most part is just taken from the example in Supers. I'm not convinced that it does as much damage as the one Iron Man uses in Avengers. (It blows one of those big monsters in Avengers in half and Hulk softens it up. In Iron Man 1, it blows a modern battle tank to pieces.) Still, I think it gets the job done.

I think the laser in Avengers is weaker than the one in Iron Man 2. Its a new unit that has more than one shot.

I'm sure this build will need some tweaking, but hopefully I am pretty close to the movie version.
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Old 02-18-2013, 01:12 AM   #4
aesir23
 
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Join Date: Oct 2007
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Default Re: [Movie Supers] Iron Man

I don't think the repulsors are Burning Damage. They do knockback, so i'd make them Crushing with incendiary +10%.

And I agree with Bill Stoddard. Altered Form is an odd choice.
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Old 02-18-2013, 02:21 AM   #5
Snaps
 
Join Date: Jun 2008
Location: Provo, UT
Default Re: [Movie Supers] Iron Man

Quote:
Originally Posted by aesir23 View Post
I don't think the repulsors are Burning Damage. They do knockback, so i'd make them Crushing with incendiary +10%.
Good point, I hadn't thought about the knockback. I think at first I actually did them as crushing, then just modeled them after particle weapons in Ultra Tech instead.

Quote:
And I agree with Bill Stoddard. Altered Form is an odd choice.
I tried it several different ways. Alternate Form was the only way I found to accurately stat up Iron Man, because Iron Man can, and does, change his suit fairly often. So far he's done it at least twice in every movie.

The only other way to do it accurately would be to give him several Modular Ability slots for his different weapons mounts and armor systems. But even this doesn't so Iron Man justice.

Look at Avengers. In Avengers he takes a beating on the S.h.i.e.l.d. Helicarrier, and before that fighting Thor. His suit is battered and can barely stay in the air flying to Stark Tower. Then he gets there and puts on a new suit, and bang! Back to full health, full power with a whole different and new bag of tricks. (Mostly lots of missiles and a jet pack).

I can't think of a better way to represent that than with Alternate Form, and I can't think of anything that happens in the movies that my build doesn't cover fairly well. (And I think everything I've done is according to the RAW, let me know if I missed something or misunderstood something though.)
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Old 02-18-2013, 05:11 AM   #6
Michael Cule
 
Join Date: Jul 2005
Default Re: [Movie Supers] Iron Man

Think about what this is modelling rather than what the system drives you towards.

Under the suit is a man with a power source stuck in his chest. The suit can provide armour, flight, weapons, extra senses and all that good stuff but if the man underneath gets damaged despite the protection he's still damaged and changing suits won't help that.

If the suit brought with it healing nano-tech that will repair and/or transform the man underneath then I'd go for Alternate Form but nothing in the movies or comics indicates he's got them that advanced yet.

As it is the suit is (or rather the suits are) a series of devices that give the man underneath various abilities. I'd regard the arc-device as a part of him but the rest is external.
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Old 02-18-2013, 05:13 AM   #7
Juca
 
Join Date: Jan 2005
Location: Neverland
Default Re: [Movie Supers] Iron Man

You are aware that at some point in the first movie, iron man takes a direct hit from a T-72 main cannon to the face without serious consequences, are you? I don't think that DR 100 with hardened 2 can withstand for that.
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Old 02-18-2013, 05:17 AM   #8
ErhnamDJ
 
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Default Re: [Movie Supers] Iron Man

Multimillionaire 4 gives twenty billion dollars, doesn't it?
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Old 02-18-2013, 08:42 AM   #9
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: [Movie Supers] Iron Man

Quote:
Originally Posted by Snaps View Post
ST +10 (Gadget/Breakable: DR 26 or higher, -0%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size 0 or more, -25%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; PM: Superscience, -10%) [50]
You don't seem to be using the external ST/fixed ST rules from GURPS Supers. Those are based on the idea that the enhanced ST gained from a powered exoskeleton (a) does not add to the wearer's HP and (b) raises every wearer to the same final total. External ST costs 8 points/level at base and includes the taboo trait of not being changeable from a set final value (that is, if Tony Stark's ST goes up by 1 because he's been working out or down by 2 because he's been sick for three months, it doesn't affect the armor's effective ST—he just has to pay more or fewer points for the armor). The base cost of 8 points/level will make the armor cheaper: final cost 40 rather than 50.

I don't see any reason to suppose that Tony's hit points against anything that penetrates the armor will be higher. The armor gives him DR, not HP.

Bill Stoddard
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Old 02-18-2013, 08:56 AM   #10
Fred Brackin
 
Join Date: Aug 2007
Default Re: [Movie Supers] Iron Man

Quote:
Originally Posted by Snaps View Post
Tony Stark (2605 points)

ST 10 [0]; DX 11 [20]; IQ 18 [160]; HT 11 [10].
Damage 1d-2/1d; BL 20*lb; HP 10 [0]; Will 18 [0]; Per 18 [0]; FP 11 [0].
Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 9*.

Social Background
TL: 10 [10].

Advantages
Appearance (Handsome) [12]; Combat Reflexes [15]; Gadgeteer [25]; Gizmo 3 [15]; Independent Income 20 [20]; Wealth: Multimillionaire 4 (Net Worth of 4 Billion) [150].
The man builds a 3 GW cold fusion reactor the size of an ashtray in a cave in Afghansitatn using nothing but scrap metal just so he can run his pacemaker and you think this can be done by a non-cinematic Gadgeteer?

Then he goes on to build aa working prototype of a flying battlesuit out of more scrap meat and all of this in about a week. Just the part in Basic about 25pt Gadgeteers still needing "expensive facilities" forces Stark into 50pt territory.

If you look at the actual rules for Quick Gadgeteering, a prototype Complex invention takes even a Quick Gadgeteer 4D hours to assemble. This looks about right for the Mark II armor in the 1st movie.

Also, ErnhamDJ is right about Multimilionaire 4 being 20 billion. Filth Rich is $2 million at TL8 (and you use the campaign's TL even if the character has a higher one) and each level of Multimillionaire is 10x.

I also agree about Alternate Form looking wrong. Quick Gagdeteer solves the problems that was aimed at much better.
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