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Ace Danger PL 10/15


angrydurf

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Ace Danger
Power Level: 15 (233/250PP) (PL 10 combat caps)
Unspent Power Points: 17PP
Trade-Offs: +1 Attack / -1 Damage, ± Defense / ± Toughness

 

In Brief Daring Boy Adventurer who grows into a Superspy and Immortal Playboy.

Catchphrase

Theme

 

Alternate Identity: None
Birthplace: Freedom City

Residence: Danger Manor, North Bay, Freedom City

Base of Operations: Danger Manor, North Bay, Freedom City

Occupation: International Man of Mystery

Affiliations: Allies of Freedom*, Danger Industries, Liberty League*, AEGIS*, Freedom League*, The Jungle Patrol*

(*Former Ally/Member)

Family:  The Danger Family

 

Description:
Age: 90 (July 4th 1925)

Apparent Age:  22

Gender: Male

Ethnicity: Caucasian

Height: 6'

Weight: 185lbs

Eyes:  Blue

Hair:  Blond

Ace has a sturdy six foot frame not overly muscled but certainly well defined in an almost careless way that suggests given effort he could develop quite the physique. His head is topped by thick blonde locks that are maintained in a perfect semblance of disarray. He retains much of his fathers classic lines but softened slightly, a strong jaw and chin, but not quite chiseled, his bright blue eyes always have a slight twinkle of mischief dancing in them. Despite his advanced age he appears an attractive man of 24. He dresses well socially though favors a somewhat beaten down Fedora and bomber jacket while "on duty", and favors a kind of retro chic look without looking like he can't keep up with the times.

 

History:  

The first of the Danger children was born on July 4th 1925, named Ace after Ace Adams his godfather also his father's pilot and close companion through many an adventure. His early childhood was fairly normal despite his father's extended absences with two more siblings following A brother and a sister (the youngest) over the next five years. The family relocated to Africa where his famed father made his fortune in diamonds of dubious origins by today's standards. Once Ace reached the age of eight his father decided to make up for lost time and Ace joined him on his various adventures throughout the 30's and into the early 40's despite the dangers Ace enjoyed this time though he was always felt he had fallen short of his fathers larger than life expectations of his first born.

 

As Ace came of age his brother was included in more and more of his father's travels and Ace found himself at loose ends. While he could certainly claim a unique education it was perhaps even worse suited than he was to academia. Eventually, wishing to prove himself on his own merits he lied about his age and signed up with the army his skills, and family name, earning him placement with the sometimes empowered special forces operating often behind enemy lines. After the War it wasn't long before his maverick stylings and controversial activities had him discharged (honorably thanks to family connections) to his father's deep disappointment.

 

After his socially disastrous, if technically successful, military career Ace fell to the baser accusations of his father and became the exact layabout his father claimed him to be and dear old dad seemed to just give up and instead focused on his second born Rex. By 1950 Ace had earned quite the reputation as a libertine and despite the efforts of Little sister Donna to control the rumors he was steadily eroding the family's reputation. Her answer was simple and with some maneuvering of family money and contacts she neatly made him someone else's problem as he was inducted into service with the CIA where he was the very picture of the dashing spy later immortalized in print and film. He roamed the world much as he had with his father only now it was a deadly game of cat and mouse with the Soviets rather than thwarting Nazi schemes. He was well suited to the work and relished the risk. Due to his unique contacts and knowledge from his days traveling with his father he was assigned to the more esoteric missions no simple spying on ambassadors for Johnny Dangers son when there were communist backed voodoo cults in Havana or Soviet researchers developing doomsday devices in the himalayas. His fast and loose interpretation of regulations kept him fairly stationary in the organization despite his successes but at least he wasn't bored. It was during this time that his training with Shambala monks and blessings from witch doctors and voodoo queens led to some of his more extraordinary abilities though he carefully hid these from his antsy employers given the political climate.

 

It was only natural that when the fledgling AEGIS organization cropped up he was optioned off to it though that barely lasted a year before he was drummed out for disrespecting a superior officer. The family stepped in once more to keep the specifics quiet but he was still blacklisted form government work. By this time his sister and her children were fully running Danger Industries and his father was retired having passed the torch to Rex who continued to live up to all of the Danger elders expectations. Ace for his part also prided himself on living up to every claim his father made. He with pride says that his actions alone supported the fledgling tabloid industry through the sixties and early seventies and it's not far from the truth. He publicly partook of much of the worst the decades had to offer and was the center of most major scandals of the era.

 

Likely he much like the rest of the country would have continued on the self destructive course they were on if not for the Big One. The Terminus invasion was a rather brutal wake-up call for everyone but it was particularly so for Ace. His brother Rex had recently spirited him away from yet another party gone too far when the call came in. The city was under attack. Rex being Rex immediately spun the car in the direction of the trouble and told Ace to stay out of the way if he could. They never even had a chance as the burning lance of energy sliced through the car. Ace's last memory was his brothers scream as they were both vaporized. Ace woke up still in the tangled wreckage of the car after it was all over. In the end Rex was yet another in a long list of Heroes who fell in the invasion, Ace was sure to embellish the story the press got, to everyone else Rex went out like a Hero should.

 

His brothers death affected Ace strongly, he had experience and more than a few tricks up his sleeve, he would do what Rex would have wanted. He became a Hero too, though granted still with his own specific idiom. In hero work a handsome smile and flare for the dramatic turned out to be as much a benefit as it had been a hindrance in his days at the agency. Of course he still had his father's globe trotting tendencies and soon was swept up in events throughout the world. His niece Rachel is fairly supportive of such activities but has slowly convinced him to stick to freedom city for now on and with Ace Danger is back in town the funs sure to start soon.

 

Personality & Motivation:
Ace has really been training for the Hero gig almost since birth and despite some unorthodox methods he's good at it. He's a larger than life personality from a larger than life family and lives it up as such. To most appearances he's a shallow attention grabbing playboy with too many toys, and that's not entirely inaccurate but he does have a strong sense of justice and feels a responsibility for the people of freedom. Rex's death pulled him out of a pretty self destructive spiral but that hasn't kept him from having fun while doing good in the here and now.  Coming up and living his long life in the public eye as a hero or sidekick as the times have called for has left him distinctly out of touch with those less immersed in the world of high adventure.  He knows no life but the absurd one that he calls his own and knows a certain loneliness drawn from that.  Even other Heroes often have downtime or off camera moments, for Ace every day is another day on duty and privacy, though not secrecy, is all but unknown.

 

Powers & Tactics

Every person who asks how Ace got his talents gets a different answer each more unbelievable than the last some of them are probably even true. He has been blessed by mystics of many traditions for long life and that's likely the actual core reason for his immortality, He most often will say however that he's to pretty to die. In his travels he has also picked up more than a few tricks. He has learned many martial arts forms from various groups through the years that has left him a capable hand to hand fighter though no specific style really take preeminence and his fathers wicked left hook is still his most signature move. He has also trained with various yogi's and mystics throughout the world to hone his mind and has picked up on the tricks that he most liked granting him a suite of mind tricks harnessing the power of his mind. He has also made some upgrades to his home to better fit with his new "super" lifestyle, using daka crystals he has pulled it off the grid and installed a communications and computing suite made it in his mind the perfect luxurious base of operations.  He augments his training and vast collection of super tech and mysterious curios with some special items from his days as boy adventurer and super spy.  The famed Danger!Mobile and it's suite of counter pursuit addons and specialized equipment for operation in the skies and seas is the most famous certainly but the Danger!Jet and it's cloaking and VTOL capabilities have gotten him into and out of some hairy situations.  The S.S. Danger! seems at first glance little more than a pampered dilettantes luxury yacht, yet with but a few small adjustments and extensions it can vary it's appearance from Junk, to sailing yacht, to commercial fisher and more, for truly stealthy endeavors of course the craft can convert to submersible mode with advanced cloaking devices rendering it all but undetectable.

 

Power Descriptions:

Most of Aces powers are of a subtle nature, mental techniques and skills or his immortal nature are not obvious in nature.  He has however a long life of adventures steeped in the science and magic of a thousand cultures and even worlds.  This results in a motley collection of devices, talismans, techniques, and maneuvers that he can call upon when the situation demands, Whether it be calling forth his inner fire to melt an icy prison, assembling a makeshift lathe to craft a weapon upon, or drawing forth a treasure or relic of power from his past adventures Ace has a long life of interesting times to draw upon.

 

Complications:

Disarmed!: Aces Interesting Times VP isn't able to be taken away completely but if he is stripped of his assorted gadgets he can't put the points into devices without some kind of work around for the missing items.

Fame:  He's THE Ace Danger

Code of Honor:  Hero code: don't kill or main, no torture, protect innocents etc. Ace follows it as much as he seems to be reluctant to.

Reputation:  Wastrel playboy and worse.



Abilities: 14+8+16+8+8+14=68PP

Strength: 24 (+7)

Dexterity: 18 (+4)

Constitution: 26 (+8)

Intelligence: 18 (+4)

Wisdom: 18 (+4)

Charisma: 24 (+7)




Combat: 12 + 12 = 24PP

Initiative: +4

Attack: +6 base, +7 Melee, +11 Unarmed

Defense: +10 (6 base + 4 Dodge Focus) (+3 flat-footed)

Grapple: +14

Knockback: -5



Saving Throws: 0 + 4 + 6 = 10PP

Toughness: +10 (+8 Con, +2 Defensive Roll)

Fortitude: +8 (+8 Con)

Reflex: +8 (+4 Dex, +4)

Will: +10 (+4 Wis, +6)


Skills: 108r = 27PP

Bluff 15 (+22) Distract, Skill Mastery, Taunt

Diplomacy 7 (+14, +20 with Wealth) Connected, Skill Mastery

Disguise 13 (+20) Skill Mastery

Drive 1 (+5)

Gather Information 7 (+14, +20 with wealth) Contacts, Skill Mastery, Well-Informed

Intimidate 3 (+10) Skill Mastery

Notice 16 (+20) Skill Mastery

Perform: Acting 3 (+10)

Perform: Dance 3 (+10)

Perform: Singing 3 (+10)

Perform: Oratory 3 (+10)

Pilot 1 (+5)

Ride 1 (+5)

Sense motive 16 (+20) Skill Mastery

Stealth 16 (+20) Skill Mastery

 


Feats: 56pp

Attack Specialization: Unarmed 2

Attack Focus: Melee 1

Beginner's Luck

Benefit (Security Clearance: Danger International, Security Clearance: AEGIS, Wealth 3/Filthy Rich, Fame, Status: High Society)

Connected

Contacts

Defensive Roll

Distract (Bluff)

Dodge Focus 4

Equipment 10

Fast Feint

Fast Taunt

Hide In Plain Sight

Improvised Tools

Inspiration 5

Jack of all Trades

Leadership

Luck 3

Quick Change 2

Redirect

Set-Up

Skill Mastery 2 (Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Notice, Sense Motive, Stealth)

Sneak Attack

Taunt

Teamwork 3

Uncanny Dodge (mental)

Well Informed

 

Equipment [45 equipment points]

Danger! Vehicles (Alt Equip 2) [24]

Danger!Mobile [24]

  • Size: Large [1]
  • Strength 25 [1]
  • Speed 6/Swim 6/ Flight 3 [7]
  • Defense 9 [0]
  • Toughness 12 [5]
  • Features:  Alarm 2 (DC25), Autopilot, Disguise, Ejector Seats, Oil Slick, Smoke Screen, Communications(radio), Navigation system, Tire inflators

Danger!Jet [24]

  • Size: Gargantuan [3]
  • Strength 40 [0]
  • Flight 7 [14]
  • Defense 6 [0]
  • Toughness 11 [0]
  • Features: Autopilot, Ejector seats, Concealment(Radar), Concealment(visual), Communications(Radio), Computer, Navigation Systems

S.S. Danger! [24]

  • Size: Gargantuan [3]
  • Strength 50 [2]
  • Swim 4 [4]
  • Defense 6 [0]
  • Toughness 15 [4]
  • Features: Autopilot, Submersible, Concealment(Auditory), Concealment(Visual), Concealment(Radar), Communications(Radio), Computer, Hidden Compartments, Navigation System, Disguise, Living Quarters

 

Danger Manor [total 24]

  • Toughness 20 [3]
  • Size Large [2]
  • Combat Simulator [1]
  • Communications [1]
  • Computer [1]
  • Dock [1]
  • Defense system (Stun 13 [Crazy Purple Knockout Gas; Extra: Sleep](Gas, Poison)[1]
  • Fire prevention system [1]
  • Garage [1]
  • Gym [1]
  • Hangar [1]
  • Infirmary [1]
  • Library [1]
  • Living space [1]
  • Personnel [1]
  • Pool [1]
  • Power system [1]
  • Security System x 3 (DC 30) [3]
  • Think Tank [1]


Powers: 6 + 4 + 10 + 6 + 22 = 48PP

Comprehend 3 (Polyglot; Speak any language one at a time, Read and understand all languages) (Training) [6pp]

 

Immunity 4 (Aging, Disease, Poison, Starvation/Thirst) (Magic)[4pp]

 

Regeneration 8 (True Resurrection 7 [1 minute], Recovery Bonus 1; Power Feats: Persistent, Regrowth) (Magic)[10pp]

 

Super Senses 6 (Mind Like the Moon; Mental Sense, +Accurate, +Acute, +Radius, +Ranged) (Chi, Training) [6PP]

 

Variable 2 (Interesting Times; 10pp Any Combination of Traits; Extras:  Action 2 (free Action), Power Feats:  Variable Descriptor 2) [22pp]

 

Variable Pool sample Configurations

  • Drunken Style Kung Fu (Attack Specialization [Unarmed 2], Fast Feint, Fast Taunt, Dodge Focus 2, Protection 2, Improved trip, Instant up)
  • Rocket boots and flight helmet  (Device 2 {Hard to lose; Restricted 2; Flight 4, Immunity 2 (suffocation)})

  • Jury Rigged Hand Cannon (Device 5 {25PP Device; Easy to lose, Unreliable (50% fail chance); [Damage 10 {Ranged; Accurate 5}]})

  • Ghost dust ( Super Senses 2 {Visual counters concealment}, Damage 6 (Flaws: Limited [Undead], Power Feats: Affects insubstantial 2, Mighty, Accurate 2) (+11 attack +13 Save Damage)
  • Warding Chant/mudra/rune (Mind Control 10, Area, Limited {supernatural type})
  • Jungle patrol Pistol (Device 3 {easy to lose; Power Feats: Accurate; [Damage 7 (Extras: Ranged, Power feats: Variable Descriptor)]})

     


Drawbacks:

DC Block

ATTACK                RANGE      SAVE                           EFFECT
Unarmed               Touch      DC 15 Toughness                Damage

Sneak Attack Unarmed  Touch      DC 15 Toughness                Damage

 

 

Totals:

Abilities (68) + Combat (24) + Saving Throws (10) + Skills (27) + Feats (56) + Powers (48) - Drawbacks (0) = 233/250PP

 

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Combat

Probably just missing a bonus somewhere, but with a melee bonus of +7 and a STR bonus of +7, Grapple ought to be +14, not +17.

 

Skills

Skill ranks are capped at PL+5. A PL10 character can't have more than 15 ranks in any skill, which unfortunately leaves Ace Danger over-caps in several.

 

Equipment

Going by the items listed, Danger!Mobile would cost 23ep, not 22

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Yea Grapple was wrong, didn't get changed after a quixotic attempt to build him up to PL 13 caps, fixed it now.

 

For his skills he's built to his full PL 13 skill caps I dropped his combat caps to PL 10 (and then a soft cap as his VP can put him over PL 10 when needed)  I can list him as a PL 13 just under capped if that works better.

 

Dropped the alarm on the Danger!mobile a rank to make the points right.

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