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Image by Martin Woortman

IRON SPECTRE

iron spectre logo.jpg
Allied Fighters Shield Emblem.png
Requiem for a Dream-Lux AeternaThe London Ensemble
00:00 / 04:01

Info

REAL NAME: 

IDENTITY: 

AFFILIATION: 

REGISTERED?: 

​RELATIVE AGE: 

MARITAL STATUS: 

Classified
Secret

Baltic (Classified)/ Hero

No

Late 20s-Mid 30s?

Unknown

ALIAS(ES): 

CURRENT TEAM: 

FIRST APPEARANCE:

APPEARANCE DATE: 

CREATED BY: 

CREATION DATE: 

Spectre-1

Allied Fighters: Delta Squad

N/A

N/A

Don "Major Deej" Finger

26 Feb 2026

RELATIONS:

Unknown

 

HISTORY

Born in Eastern Europe during a period of political instability and covert proxy conflicts, the man who would become Iron Spectre was raised in an environment where silence meant survival.

 

Recruited into elite military special operations at a young age, he demonstrated exceptional discipline, endurance,
and psychological resilience under extreme combat conditions.

 

During a black-site containment operation involving advanced military prototypes, he was gravely injured while preventing the capture of classified exo-armor technology by hostile forces. Rather than allowing the technology to fall into enemy hands, he bonded with the experimental combat platform himself—integrating its neural interface with his own physiology.

 

The result was Iron Spectre: a heavy-assault operative clad in adaptive armored systems capable of absorbing high-impact damage, deploying advanced munitions, and executing precision close-quarters elimination protocols.

 

His presence on the battlefield is both psychological and physical— an imposing figure whose red optic visor has become synonymous with inevitability.

​

POWERS

Power Origin: Normal human (with tech assisted armor)

​

He has no powers.

EQUIPMENT

  • Exo-Armor (Tech assisted):

    • Neurally-infused; will only work for him and no one else.

    • He can remove the exo-armor at any time, but it will make him -1CS FASERIP weaker for 1 hour.​

      • Amazing psychic/tech required to override his neural integration with existing armor

        • IF done while wearing it, can create a neural backlash resulting in Remarkable mental damage to wearer of exo-armor​

        • IF done while not wearing the exo-armor, no neural backlash will result.

    • Physical Enhancements:

      • While wearing the exo-armor, aside from its protections (see below), if also provides the following enhancement:​

        • FIGHTING: +1CS to max of Excellent

        • AGILITY: +2CS to max of Remarkable

        • STRENGTH: +1CS to max of Excellent​

        • ENDURANCE: +2CS to max of Remarkable

      • This affects Health totals when worn.

    • Auto-Repair:

      • Exo-armor's nano-tech repairs the following:

        • Armor (2 pts/1 round)

        • Wearer of the exo-armor (1 pt/2 rounds)

    • ​Armor Protection:

      • Excellent (20) physical, energy, temerate protection

      • Remarkable (30) radiation protection

    • Stealth Field:

      • Remarkable stealth (vs. Intuition) while activated​

      • Can run for 10 minutes before requirement for 20% chance of field failure each round thereafter

    • Combat Helmet:

      • Remarkable material protection vs physical, energy, thermal, radiation

      • Excellent psionic/mental/neural protection

      • Vision:

        • Infrared, thermal

      • Tactical Heads-Up Display (HUD)

        • Remarkable field intuition when engaged with exo-suit and full comms capability​

        • Excellent field intuition when engage with exo-suit and no comms capability

      • Encrypted comms:

        • Remarkable encryption​

    • Underwater Rebreather & Pressure Suit Integration

      • Allows for 20-minute max use​

      • Protects for pressures only down to 150 feet (Typical water protection)

  • Primary Weapon (Unique rifle):

    • Sniper-Shot: Remarkable+ (35) energy shooting damage (3 rounds/energy pack) (2 turns/1 shot)

    • Full-Auto: Remarkable (30) energy shooting damage (5 rounds/energy pack)

    • Semi-Auto: Excellent+ (25) energy shooting damage (7 rounds/energy pack)

    • Single-Shot: Excellent (20) energy shooting damage (10 rounds/energy pack)

    • Grenade Launcher:

      • Grenades -

        • Excellent (20) explosive physical damage (5);m max damage w/coupled w/other grenades = Remarkable (30) physical damage, but adds +1CS for Slam/Stun effect for ea. additional grenade exploding at same time.

        • EMP Remarkable (30) damage vs all electronics within 20 area radius of grenade activation for 10 rounds; no physical damage (1)

        • Smoke (-4CS visibility) within 4 area radius of grenade activation location for 4 rounds; no damage (1)

        • Smoke (Extraction-colored signal smoke) (-1CS visibility) within 3 area radius of activation location for 10 rounds; no damage (1)

  • Combat Blade:

    • Excellent material strength

  • Primary Weapon Energy Packs (20):​

    • Used specifically for Iron Spectre's weapon​

    • Remarkable protection casing

    • If exploded, each pack does Good (10) energy damage; max damage = 3+ packs @ Excellent (Ex) damage, with +1CS vs Slam/Stun effects for each energy pack simultaneously exploded beyond 3 combined packs.

  • Survival Gear:

    • water-proof matches​

    • wire saw

    • flashlight (2)

    • batteries (rechargable)

      • battery recharger​

    • signal mirror

    • 3+ days food rations for 1

    • 3+ days water rations for 1

    • desalinization tables (5 packs)

    • Flares (Gd heat/light damage x 20 rounds when activated) (2)

    • Flare gun (15 area range) (1)

    • Emergency radio (25-mile range w/o towers; unlimited w/ towers; Excellent broadband + scrambled (Ex)) (lasts 3 days)

    • First Aid Kit

    • Multitool

    • Nano-tech recharger (20% one-shot charge to exo-suit's nanites)

    • Pen, Pencil/Paper

    • Thermal blanket

    • Pup-tent tarp (4'x2'); Ty material

    • Nylon Rope (3 ft.)

    • Critter repellent (2 vials)

    • Magnet (Pr mag field)

    • Thread/needle kit

    • Emergency cash ($500 in local cash currency)

    • Emergency credit card ($10K limit)

    • Portable Strapped Goggles (Pr protection vs flash, light, physical effect vs eyes)

  • Hearing Protection Device (1 pr.):

    • Ex vs sonics

  • Earwigs (2 sets):

    • 25-mile range w/o towers; unlimited w/ towers​

    • Rm Broadband network wifi connectivity

    • charge for 3 days

    • recharger kit

​

TALENTS

  • Military (Professional) (+2 Reason, +2 contacts)

  • Special Operations (Professional) (+2 Reason, +2 contacts)

  • Urban Combat Specialist (+1 Reason, +1 contact)

  • Underwater Operations Specialist (+1 Reason, +1Fighting melee (underwater), +1 Intuition for underwater navigation)

  • Martial Arts (Slam/Stun)

  • Martial Arts/Boxing (+1F, melee)

  • Wrestling (+1CS for holds; +1CS for escapes)

  • Tumbling (+1CS to escape, recover, get up)

  • Thrown weapon (+1CS Agility w/ thrown melee weapons (ex: knives, shuriken, etc.)

  • Marksman (+1CS with energy weapons)

  • Demolitions (Master) (+3 Reason for explosives, demolitions; +3 contacts; +3 Intuition on disarming)

  • Stealth & Infiltration (Professional) (+2 Agility,  Stealth, Blending)

  • Advanced Tactical Planning (+1 Reason, +1 Intuition, +1 Initiative to each team member for event duration) if 20+ minutes of tactical planning is done)

​

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