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Angrydurfs Character Scratchpad

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In which I tweak my characters in some hope of squeezing PP from a stone...

Ace Danger Rebuild


Disarmed!: Aces gadget power is hard to lose as he has to be stripped of all of his devices to completely lose access. However many of the individual items are hand held and can be disarmed as normal.

Fame: He is The Ace Danger

Honor: A Product of an earlier age Ace sees the world as very black and white and hile not an 'honorable foe' in the traditional sense given his predilictions for trickery he has firm lines regrarding right and wrong.

Reputation: It Precedes him. He is known as a wastrel and a libertine as well as a dangerous and clever foe villians trying to make a name often may try to 'Prove' themselves against Ace.

Enemies: Ace has made alot of enemies over the years and any number of them would love a chance at taking a shot at the legendary hero.

Abilities: 10 + 10 + 14 + 10 + 10 + 14 = 68PP

Strength: 20 (+5)

Dexterity: 20 (+5)

Constitution: 24 (+7)

Intelligence: 20 (+5)

Wisdom: 20 (+5)

Charisma: 24 (+7)

Combat: 20 + 8 = 28PP

Initiative: +5

Attack: +10 Melee, +10 Ranged

Grapple: +16

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback: -5

Saving Throws: 3 + 5 + 5 = 13PP

Toughness: +10 (+7 Con, +3 [Concealed Vest])

Fortitude: +10 (+7 Con, +3)

Reflex: +10 (+5 Dex, +5)

Will: +10 (+5 Wis, +5)

Skills: 112R = 28PP

Acrobatics 10 (+15)

Bluff 18 (+25)

Diplomacy 7 (+14, +20 with Wealth)

Disable Device 15 (+20)

Gather Information 7 (+14, +20 with wealth)

Language 10 (Cantonese, Dakanan, French, Tibetan, German, Atlantean, Spanish, Russian, Navajo, Arabic; English is native)

Notice 15 (+20)

Sense motive 15 (+20)

Stealth 15 (+20)

Feats: 34PP

Beginners Luck

Benefit 3 (Wealth 3/Filthy Rich)



Distract (bluff)

Dodge Focus

Equipment 5

Hide In Plain Sight

Improvised Tools

Inspire 5

Jack of all Trades


Luck 4

Power Attack



Skill Mastery (Bluff, Notice, Sense Motive, Stealth)

Sneak Attack


Uncanny Dodge (mental)

Well Informed

Hidden vest [4EP]

Danger Manor [total 21EP]

  • Toughness 10 [1EP]
    Size Large [2EP]
    Combat Simulator [1EP]
    Communications [1EP]
    Computer [1EP]
    Dock [1EP]
    Defense system (Stun 12 [Crazy Purple Knockout Gas; Extra: Sleep, area; Flaws: Limitation{Gas attack, stopped by Immunity suffocation, or Immunity poison}][1EP]
    Fire prevention system [1EP]
    Garage [1EP]
    Gym [1EP]
    Hangar [1EP]
    Infirmary [1EP]
    Library [1EP]
    Living space [1EP]
    Personnel [1EP]
    Pool [1EP]
    Power system [1EP]
    Security System x 3 (DC 30) [3EP]

Powers: 14 + 3 + 12 = 29PP

Gadgets 2 ( Extras: Action: MoveFlaws: Hard to lose ) [14PP] (Whats in his Pockets!)

Immunity 3(Aging, Disease, Poison) [3PP] (Immortality, Magic)

Regeneration 10(Disabled 4 {1/5 minutes}, True Resurection 6{1/5 minutes}Feats: Persistent, Regrowth) [12PP] (Immortality, Magic)

Drawbacks: (-0) + (-0) = -0PP


Abilities (68) + Combat (28) + Saving Throws (13) + Skills (28) + Feats (34) + Powers (29) - Drawbacks (0) = 200/200 Power Points

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So goals of the rebuild.

Trim some fat from the feats. There were some things that just didn't come up often enough to justify namely teamwork and the quickchange 2 +high disguise skill to do the master of disguise thing. Secondly Ace was never really supposed to be a martial artist type but he slowly morphed into one from me pushing on hitting caps. Dropped all the attack focus/specialization, for straight attack as thematically he's supposed to be a well rounded expert in many forms of combat not just fisticuffs. Also wanted to get his stats to a more uniformly high state. He's not super human but he's experienced and very fit. This also better allows him to take advantage of Jack of all trades and Beginners luck.

So what did I lose in the process? PL mostly.

Without Gadgets set to weapons or armor he's at PL 10 Defensively, PL 8.5 Offensively.

Gotta say not super satisfied with that but gadgets help and allow me to get at least one or the other to PL caps.

Example Gadgets

Melee Weapon: Strike 9 (Feats: Mighty) [10pp] (Brings him up to PL caps offensively at attack +10 DC +16 w/sneak attack, examples include; magic sword/axe/hammer, Alien Force weapon, Medallion of the Iron Fist)

Ranged Weapon: Blast 5 (Brings him to PL 8.5 offensively at range, examples include; Lightning projector, Blasting rod, Ray Gun)

Full action Ranged Weapon: Blast 10 (Flaws: Action: Full) (PL 10 offensive caps from range, Examples include; armor Piercing RPG launcher, Holocaust cannon, Collapsible rocket launcher)

Protection Items: forcefield 6 (Extras: Impervious 4) (Defensive caps with a toughness shift; Examples Include; Force-field generator, Body Armor if protection instead of forcefield)

Protection 3 Linked: Shield 3 (Brings him to unshifted defense caps with 4pp for utility Items; Examples Include; Protection Charms, force shield)

Utility: super senses 4 (assorted goggles visors, glasses and gems of seeing)

super movement 1 (Swinging) Linked: Speed 3 (Grapple gun)

immunities 4 (Protective charms, Gas masks, nullifier fields)

Create Object 10 (force generator, prayer scroll of warding)

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I'd like to cram the vehicles in as well but given the lack of use for them in most FC roles its hard to justify.

Danger-Jet [55EP]

Strength: 40 [0EP] Med Load: 16 tons

Speed: 8 (flight, Subtle) [17EP]

Defense: 7 [1EP]

Toughness: 13 [2EP]

Size: Gargantuan [3EP]


Computer [1EP]

Communications [1EP]

Living Quarters [1EP]

Navigation System [1EP]

Remote Control [1EP]

Smokescreen [1EP]


Immunities: Life Support(for passengers) [9EP]

Danger-mobile [23EP]

Strength: 30 [2EP]

Speed: 6 (Speed) [6EP]

Defense: 10 [1EP]

Toughness: 10 [1EP]

Size: Large [1EP]


Alternate movement Flight 3 [1EP]

Alternate Movement Swimming 6 [1EP]

Caltrops [1EP]

Communications [1EP]

Disguise 2 [2EP] (Sleek Sports car, Beater, Danger-Mobile)

Jumping Jacks [1EP]

Nitro-Boosters [1EP]

Navigation System [1EP]

Oil Slick [1EP]

Remote Control [1EP]

Smokescreen [1EP]

Tire Inflators [1EP]

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