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War Machine

War Machine

James "Rhodey" Rhodes

F) In40/Ex20
A) In40/Ty6
S) Mn75/Gd10
E) Mn75/Ex20
R) Ex20
I) Ex20
P) Gd10

Health: 245/36 Karma: 66
Resources: Mn Pop: 35

Known Powers:
None

Equipment:
Iron Man 2.0 Armor: The Iron Man 2.0 Armor enables the wearer the abilities shown below:
-Alter-Ego: Stats are changed as above
-Anti-Theft Device: Attempts to copy or dismantle the suit causes it to detonate in 2 rounds for In damage to all in 1 area.
-Body Armor: Rm protection vs. Physical and Energy
-Force Field: Am protection vs. Physical, In protection vs. corrosives, Am protection vs. Heat and Cold, Mn protection vs. Energy, Un protection vs. Radiation and Electrical
--He can cancel all power to weapons to feed this power for Mn protection.
-Chameleon Mode: The Iron Man 2.0 Armor is optimized for stealth missions. Chameleon Mode cannot be used at the same time as Ghost Tech. Chameleon Mode gives the wearer the following abilities:
--Invisibility: Am
--Holographic Projectors: Am protection vs. Visual Sighting, Rm protection vs. complex backgrounds
-Ghost Tech: Using multi-dimensional bridge teleportation, the Iron Man 2.0 Armor is able to phase through objects with Am ability. Ghost Tech cannot be used at the same time as Chameleon Mode.
-True Scanner Invisibility: Un protection vs. targeting computers
-ECM: The armor has Rm invisibility to radar and sonar.
-Computer: War Machine's Armor is controlled by an onboard computer system. His computer is able to perform the following:
--Flight Computer: Grants War Machine Ex maneuverability, and also a +2cs to any Agility FEAT that involves maneuvers or turns.
--Targeting Computer: Grants War Machine +2cs to Agility to fire the suit's weapons systems.
--Computer Link: War Machine is able to link with computer systems, guarded or otherwise at Mn intensity. He may use this ability to scour computer files, access security records, see through security cameras, see through survelliance satellites.
--Systems Monitoring: Displays within the helmet inform him of the status of weapons and power level.
-Multi-Environment Life Support: The Armor is designed for use in the vacuum of space as well as the depths of the ocean. The armor generally has a 3 day air supply.
-Energy Absorption: Armor has ability to absorb up to Un Energy per round for up to 4 rounds. Absorbed Energy can be redirected into any of the armor's weapon systems or force field, raising that ability score by +1cs above it's maximum ability for 4 rounds or until the 400 points of energy has been depleted. Each round beyond 4 that energy is stored requires Yellow Endurance FEAT or energy is discharged in 1 area radius, including armor's wearer, inflicting Rm damage. Armor provides no protection in this case.
-Override: War Machine may consciously choose to override his built-in security mechanisms to raise various ability scores.
--Strength and Repulsor damage may be increased to a maximum of Sh-Y
--Most other abilities (Judge's discretion) may be increased a maximum of +1cs using override
--The first round of override, wearer must make Yellow Endurance FEAT roll and subtract -1cs Endurance each round until armor is removed and repaired, in which case Endurance is returned to normal stats immediately. Appropriate statistics are lowered until repair is completed. Failure of Endurance roll at any time results in immediate suit compromise. Armor freezes and is useless until removed and repaired.
-Flight: War Machine's boot jets allow him to fly at Am airspeed and still perform most actions.
--By rerouting weapon's systems to thrust, this can be raised to Un, but no offensive actions can be taken.
--If used as weapons, War Machine's boot jets can inflict In damage with 2 area range.
--War Machine's boot jets possess enough fuel to operate for 100 minutes in airless environment, such as space or underwater. This does not confer underwater or zero-g combat ability
-Protected Senses: Rm protection vs. Sound and Light. Blindness only lasts 1 round max.
-Sensors: Am intensity at a 3 area range in the Ultraviolet, Infrared, Sonar, Radar, Spectral and more frequencies. Mn ability to communicate on all radio frequencies and In ability to translate all known earth languages and the better known alien languages.
Weapons Systems: The Iron Man 2.0 Armor has the following weapons:
-Repulsors: Mn Force, up to 10 areas. May inflict substantially less damage at discretion of user. Can perform the following power stunts:
--Wide Focus Beam: War Machine is able to utilize repulsor as an area of effect weapon by using a wide-focus beam. Inflicts up to In Force (-2cs from Mn) but will affect all targets within 1 area
--War Machine's targeting computers allow him to simultaneously attack 2 targets, 1 repulsor each, with a decrease of -1cs to hit for increased difficulty, and -1cs damage as both beams no longer focused on same target. Simultaneous attack may use Wide Focus Beam with associated penalties as listed
-Uni-Beam: Chest-based multi-band light and energy emitter. War Machine is able to utilize his Uni-Beam to perform the following actions:
--Heat Beam: Am
--Laser Beam: Am
--Light Beam: Mn intensity
--Tractor Beam: Rm
--Holographic Projector: Ex
-Plasma Bolts: Un Force, 15 areas
-Energy Bombs: Fired out of his gauntlets, the mini-energy bombs cause In damage to a target

Talents: Business/Finance, Martial Arts B, Pilot (combat and standard aircraft), Repair/Tinkering, Military

Contacts: Iron Man/Tony Stark, Secret Avengers, "Happy" Hogan, "Pepper" Potts, Stark Enterprise