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Triple Iron (Iron Fist enemy) (Marvel Comics)

Triple-Iron


Power Level:
Game system: DC Heroes Role-Playing Game

Context

Triple-Iron is the most notable opponent in the very first Iron Fist story, in 1974. Like Scythe, he was showcasing a then-exotic melee weapon, though his schtick is more thorough.

He also was a much more powerful opponent.

Despite being the “end boss of the dungeon” figure in a famous story, he was never seen again. Well, except for a crowd appearance decades later.


Background

  • Real Name: Unrevealed.
  • Marital Status: Presumably single.
  • Known Relatives: None.
  • Group Affiliation: Former prisoner of Ward Meachum.
  • Base Of Operations: The special room on the 24th floor of the Meachum corporate HQ in New York City.
  • Height: 7’1” Weight: 465 lbs..
  • Eyes: Unrevealed Hair: Unrevealed


Powers and Abilities

Triple-Iron is a very, very tall man with superlative training in the martial arts. He uses his immense size and reach to his advantage. And is armed with a specialised melee weapon that extends said reach even further.

Beyond his innate assets and excellent training, Triple-Iron benefits from two edges.

  1. The first is the special costume he wears. The room he stands in can energise the costume to increase the speed of his movements. With this enhancement, he was pretty much a match for a world-class martial arts master like Iron Fist, both offensively and defensively. His speed with the costume on and energised is made even more startling by Triple-Iron’s size and bulk.
  2. The second technological edge is that the emitters in the room can also energise his signature melee weapon, a three-piece-rod, allowing it to deliver powerful electrical shocks on contact.

History

Triple-Iron was likely born with a medical condition that made him a giant. From what can be pieced together, he was kidnapped as a teen and locked into a room. He was told that one day, a man would walk in. If he could defeat that man, then Triple-Iron would be free.

The captive spent ten years in this room. During that time he received special training and equipment. And in late 1974, the man he had been waiting for finally entered the room.

Living weapon

The whole crazed scheme had been set up by corrupt CEO Ward Meachum. Triple-Iron was the last of a long series of obstacles, traps and fighters placed by Meachum to stop Iron Fist (Daniel Rand-K’ai). Meachum had lived for years dreading Iron Fist’s return to Earth, correctly anticipating that he would be an incredible fighter yearning for revenge.

Triple Iron hits Iron Fist (Marvel Comics)

Worn thin by the previous challenges, Iron Fist might have been defeated by Triple-Iron. However, Rand-K’ai was covertly aided by the mysterious Ninja. The Ninja showed Iron Fist how to cut the power to the strange room holding Triple-Iron. Once deprived of his technological edges, Triple-Iron was knocked unconscious.

Minutes later, the Ninja assassinated Meachum. The still-unconscious Triple-Iron was free at last.

Keep on keeping on

Years later, a man widely thought to be Triple-Iron was spotted at an AIM weapons expo on the island of Boca Caliente. He briefly and fruitlessly attempted to take down Captain America during a confused brawl.

Triple-Iron’s presence at a weapons expo likely indicates that he is making his trade as a mercenary.


Description

See illustrations.


Personality

Iron Fist noted his opponent seemed to have the mind of a child. This would make sense if he was kidnapped when he was a young teen and kept in the special room since.

Aside from his initial introduction (quoted below), which obviously had been rehearsed, he was simple, direct and angry, with no special subtlety. He didn’t seem to seriously consider that possibility that he could lose.

One can only speculate as to the mental state of somebody who had such a weird and confined existence, but it must not be pretty. Agoraphobia, demophobia, OCD and the like readily come to mind.


Quotes

“Know this, Iron Fist — this costume I wear, and the very room in which we stand, combine to a greater end than merely granting me my power… they also bind me prisoner to a task, and only by completing that task will I be freed. The task, Iron Fist, is your murder — and believe me… I wish to be free !”

“You must understand, Iron Fist — I have waited nearly ten years to be free.”

“Ha ! You think that because Triple-Iron is large, he must be slow !”


DC Universe History

Triple-Iron could be a League of Assassins member. An Ubu kept locked into a special room to defend something very important to Ra’s al Ghul. Batman would have eventually defeated him during a clash with Ra’s.

Alternatively, the design of the costume suggests Intergang. By augmenting the power provided by his costume and weapon, Triple-Iron could have been a foe for nearly any DC Universe character clashing with Intergang. Still, Intergang foe Superman might be pushing it.


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Triple-Iron

Dex: 06 Str: 05 Bod: 06 Motivation: Unwanted power
Int: 03 Wil: 02 Min: 03 Occupation: Guardian/Prisoner
Inf: 03 Aur: 02 Spi: 03 Resources {or Wealth}: N.A.
Init: 016 HP: 025

Powers:
Growth: 01, Stagger: 07

Bonuses and Limitations:

  • Growth is Always on, Form Function and already factored in.
  • Stagger only when using the Reach Schtick, and with the Lightning Power on the triple-rod active. Stagger can be Combined with the attack, but this requires spending two Automatic Actions.

Skills:
Martial artist*: 06, Weaponry (Triple rod): 08

Advantages:
Lightning Reflexes, Schtick (Reach (requires his triple rod)).

Connections:
None.

Drawbacks:
Creepy Appearance, Exile (Involuntary – Triple-Iron has been kept locked in for ten years).

Equipment:

  • SPECIAL COSTUME [/DEX/ 09, Enhanced Initiative: 06, Enhance (Weaponry (Melee)): 02 (Cap is 10), Skin armour: 02. Note : total Initiative with the suit on is 022, Limitation : the costume becomes powerless outside of the special room, and is fitted to Triple-Iron’s unusual physique].
  • SPECIAL TRIPLE-ROD [BODY 09, EV 04 (06 w/STR, 07 w/Martial artist), Lightning (No Range): 07, Stretching: 00, Bonuses & Limitations : Lightning can be Combined with EV, Stretching *only* to increase reach, Misc.: Lightning can only work if both gloves touch the weapon and both boots touch the floor of the special room (-1)].


Game Stats — DC Adventures RPG Print Friendly

Tell me more about the game stats

Triple-Iron — Averaged PL9.2

STR STA AGL DEX FGT INT AWE PRE
03 (04) 03 (04) 02 01 06 00 00 00 (01)

Powers

Gigantic, gigantic ● 7 points (Permanent) ● Descriptor: Physiology
Growth 1, Reach 1, Enhanced Presence 1, Close Attack 3

Triple rod expert ● 3 points (Easily Removable – must wield triple rod) ● Descriptor: Skill
Enhanced Advantages (Defensive attack, Defensive Roll 1, Improved Critical 1, Improved Defense, Seize Initiative)

Triple rod interdiction strike ● 8 points (Easily Removable – must wield triple rod) ● Descriptor: Skill
Affliction 7 (Dazed, Stunned – resisted by Toughness, Instant Recovery, Limited Degree, Activation 1, Reach 2, Accurate 2) Linked w/Strength-based blunt Damage 2, Reach 2, Accurate 2

Devices

Powered suit ● 4 points (Removable) ● Descriptor: Technology
– Boosted speed — Enhanced Fighting 4, Enhanced Dodge 4, Improved Initiative 2, Defensive Roll 1
– Armoured — Protection 5
– Will only work in that one room, must be built to measure (Limited 2 on everything).

Special Triple-Rod ● 2 points (Easily Removable) ● Descriptor: Technology
– Strength-based blunt Damage 2, Reach 2 Linked w/Electrical Damage 6, Reach 2
– Will only work in that one room (Limited 1 on everything), the electrical Damage requires both gloves to touch the rod and both soles to touch the floor (additional Limited 1 on that Damage Effect).

Combat Advantages

Defensive attack, Defensive Roll 1 (3), Improved Critical (3p rod) 1, Improved Defense, Seize Initiative.

Other Advantages

None demonstrated.

Skills

Athletics 2 (+6), Close combat (Flails) 3 (+12), Perception 2 (+2)

Offense

Initiative +2/+10**
Unarmed +9, Close (Reach 1), Damage 4
Triple-rod +12, Close (Reach 3), Damage 6 (crit 19-20) (plus electrical Damage 6)
Unarmed (w/suit on) +13, Close (Reach 1), Damage 4
Triple-rod (w/suit on) +16, Close (Reach 3), Damage 6 (crit 19-20) (plus electrical Damage 6)
Triple-rod interdiction strike (w/suit on) +20, Close (Reach 3), Affliction 7 (plus blunt Damage 4)

Defence

Dodge 9/13** Fortitude 09
Parry 9/13** Toughness 04*/07
Will 02

* Without Defensive Roll
** With Powered suit

Complications

  • Everything! Triple Iron has had a… cruel and unusual existence as a life-long objectified prisoner.

Powers Levels

  • Trade-off areas. Attack/Effect PL 14, Dodge/Toughness PL 10, Parry/Toughness PL 10, Fort/Will PL 6
  • Points total 76 Abilities 30, Defences 17, Skills 4, Powers 18, Devices 6, Advantages 1. Equiv. PL 6.


By Sébastien Andrivet.

Helper(s): Darci, Pawsplay.

Source of Character: Chiefly Marvel Premiere #18.

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