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Dangerman: Jack of All Rescues
Played By: Gigs

Dangerman: Jack of All Rescues by Gigs

TEAM: Solo Hero


KIT CLASS: Everyman

Everyman Knight Errant

Hall Of Fame!

Survival - 36 wins!

Fight Record
League Wins: 10
League Losses: 1
Out Of League Wins: 26
Out of League Losses: 2
Total Wins: 36
Total Losses: 3
Psychic Maw - Win 16-6
The Storm Crow - Win 10-5
Rodriguez' The Blade - Win 15-8
Raze - Win 11-7
The Worm - Win 12-5
Baby - Win 11-7
Flight of the Dreamer - Win 10-9
Wingnut IV: Of Death and Horses - Win 10-9
Sugar Sweet and the Color Bunch - Win 13-9
The Ancient Beast - Loss 7-13
The Unsubtle: New Ownership - Win 12-9
Ravenna Alighieri - Win 11-8
Jenny "Jinx" Li - Win 10-7
Robot-Killer Aria - Win 11-5
The End - Loss 6-13
Nurse Helia - Win 13-5
Crash and Burn - Win 10-5
Fastest Pussycat - Win 10-6
Clara Ands - Win 10-6
Solarwind - Win 8-6
Simon.5 - Win 8-6
Felicity - Win 9-6
Forte - Win 9-4
Bunny - Win 6-5
Billy Hardcore - Win 7-2
CB1K: Kitten in a Blender - Win 10-4
Wicked Riser - Win 10-9
Lord Canelaser, Eater of Widows - Win 9-6
Silent Samurai - Win 8-3
Baron of Ether - Win 13-1
Wired // un-death - Win 10-5
Chrysponia - Win 11-1
The Athiest - Win 7-4
Saint of Pizza Delivery - Win 6-4
The Challenger - Loss 6-9
Mr. Hero - Win 8-3
Celeste Ivory - Win 9-1
Jim the Vagrant - Win 6-2

In the Nexus of All Realities, it is the people who are caught between the crossfire of opposing forces such as Good and Evil. In the interest of public safety and services, the League of Dangermen was granted autonomy and officially registered itself as a QUANGO. The following is a profile of the Dangerman known as Jack of All Rescues, and the story of the man behind the mask...

"It all started with the original Dangerman of course. Say what you will about him, but he made a childhood dream into hard reality when he started the League of Dangermen. Initially, we were just there to help him save the day. But pretty soon it became clear that what with the expertise and the experience we were gaining from that supporting role, we'd do more good if we could move on our own instead of having to wait for the boss. He may have been eccentric, some would say a little crazy; but that all worked out for us since you'd need that little bit of craziness to let an asset like us off the hook."

"Now onto little ol' me, as you probably reckoned, I was in the original League of Dangermen. I'll tell you though, I'm not going to lead you on. I'll set the record straight before we get into the finer details. And the fact of the matter is, when I joined the LoD, I joined for the money. I don't want you to get me wrong, it's not like that was all there was to it. When I was a kid, I wanted to be a cop, or a fire fighter, or maybe even a pilot. Why? Because cops and fire fighters are cool. And when I got older, eventually I did become a fire fighter, and that's on top of a lot of other odd jobs before and after that. But you know, fire fighting's a dirty job; I loved my job but it had its downs as well as its ups, and the point is, it paid a whole lot less than you'd think. The point I'm trying to make though, is that I have my ups and downs just like anyone else. I have to balance my ideals with my livelihood. I'm just an Average Joe... except that I'm better than 99% of all the other Average Joes. No knock against anyone, I'm just, y'know, gosh I hate to repeat myself, but yeah, I'm better than you."

"It t'ain't personal pard'ner, I just have training and experience and a strict health regiment that makes me superior. I may have joined the LoD for the cash and benefits, but it's not like I don't have ethics. I also joined them because they were the good guys, and they needed my expertise as a rescue worker. Considering the dangers we'd be putting ourselves through, we can't just let any Tom, Dick and Harry like you in. Altruism is serious business. Now, I do have some humility. I'll be the first to admit that I'm not necessarily the best in everything I do, but in any given situation, I'm your man, because no one's got the same range of talent and know-how like I do. That's why they call me the Jack of ALL Rescues. You think I'm cocky? If that's what you think, that's what you think; you're an idiot. But if you're in any sort of life or death or just plain dangerous situation, you're going to want me to pull your ass out of the fire, capiche?"

"To recap, I'm better than you."

"Thank you."


Personality: Two things happen when you save lives. One, you become desensitized to it. A surgeon who's had plenty of surgeries under his belt wouldn't bat an eye when the blood starts gushing. You've seen one quivering gallbladder you've seen 'em all. And nurses are on the whole, an insensitive lot who couldn't muster an ounce of compassion if their lives were on the line. But the other thing that happens to the professional hero, is this: It becomes habit.

He might have a chip or two on his shoulders, and frankly, none of the other Dangermen know why. He just started becoming more and more of a jerkass as time went by, but when the chips are down, they know they can count on the Jack of All Rescues. He might be an assanine egomaniac at times, but no one can keep his cool and assess a situation like Rescue Jack. Whether or not his heart's still in the right place or if he just does the right thing because its become habit, the other Dangermen know that at least he's a professional.

He's still an asshole though.




Standard Normal human strength.Agility:


Standard Normal human agility.


Standard Normal human endurance. Mind:


Standard Normal human mental resources.

Super Agility

  • Power: Super Speed
  • Level:Supreme
  • Weakness: Power in Item -Hard to Loseitem
  • Weakness: Not usable in terrain Lava Cliffs
Dangerman Persona Suit. While it's a major technological step up from the homemade body armor that the original Dangerman wore, the Danger-Suit that's standard issue for those designated as "Dangermen" couldn't be considered pass its 1st Gen. The Dangerman Persona Suit is of course, a power armor of sorts, which grants its users many useful abilities. Jack of All Trades wears an almost no frills version of the Danger-Suit. It's been tweaked to fit his style and is able to resist certain environments better, but is basically just a standard issue. Meaning that all it really does is augment his base capabilities.

This includes speed and reaction time. The human brain, and indeed, the human body itself, reacts based on electrical impulses. However, the electrical impulses in a human's neurological system is actually quite slow. In truth, it's our "parallel processing" power that's impressive. The Danger-Suit can actually enhance reaction time by reading the electrical impulses direct from the brain and sending it along the body through its much faster electrical pathways. Speed is enhanced in much the same way, the suit basically moves the body for the wearer. It takes quite a bit of training to let yourself get used to the sensation of basically moving with your mind. If you try to move along with the suit instead of simply letting it work for you, it usually results in you pulling every muscle in your body. The Danger-Suit's most definitely not for amateurs.

In a structurally unstable surrounding like a burning building though, the quick and powerful movements of the Danger-Suit might result in unintentional damage to the environment. Therefore, safety protocols will disengage the Super Agility granted by the Danger-Suit in such situations. It's better to be able to take it slow and do things thoroughly in such cases.

Remember, the League of Dangermen are here to save lives, not play 90s Anti-Hero.

Super Body

  • Power: Body Armor
  • Level:Supreme
  • Weakness: Power in Item -Hard to Loseitem
  • Weakness: Not usable in terrain Catwalk
While an amateur will be exhausted upon using the Danger-Suit, a trained personnel will actually be able to operate at a significantly prolonged period. This all has to do with the suit's "working for you" mechanic. Once you learn how to properly relax while in the suit, you'll literally be maxing and relaxing. This allows you to greatly conserve your stamina, and is actually found to be almost as effective as sleep in regards to resting the Dangerman's body. Although to avoid possible future health risks, Dangermen are recommended to get their natural beauty sleep. Obviously, the Danger-Suit also offers impressive all around defense. Including impact as well as dangerous energy emissions.

This is done through the Dangerous Adjustment System, which isn't dangerous at all, but the original Dangerman had an obsession with the word "danger" that bordered on fetish. What the DAS does is simply to adjust the mass of the Danger-Suit, normally increasing it so as to be able to better resist impact. Actually, that's not how it works at all, but how it really works is quite heavy on the technobabbling jargon. So mass calibration is usually how it's used to explain the suit's defensive capabilities. The DAS works automatically, and as such, is able to adapt to a wide variety of threats. In high altitude environments with unstable footing, the DAS can even disperse the mass into the surrounding air, thus making the suit much lighter, though obviously with some repercussions on its performance.

Super Strength

  • Power: Gravity
  • Level:Supreme
  • Area Effect This attack causes damage in a large area.
  • Seeker This attack hunts and follows its target.
  • Ranged and Melee Attack! Attack is equally effective at range and up close.
  • Multi Attack Attack can hit multiple times during one strike.
  • Weakness: Power in Item -Hard to Loseitem
  • Weakness: Not usable in terrain Bar Fight
But prolonging stamina and toughening the body isn't the only thing the Danger-Suit can do. The combination of Dangerous Autonomous Movement and Dangerous Adjustment System can also effectively grant Super Strength. Long story short, since we've been quite technical up to this point is this.

If you're trying to break something down, say a door that's locked or jammed, The DAM will let you hit it at a velocity you wouldn't be able to achieve on your own, this is coupled with the DAS increasing mass in the relevant areas to protect your bones from breaking.

If you're trying to lift something, or someone's trapped in a car and you don't have a Jaws-of-Life handy, the DAS will actually be able to simulate muscle mass, this is again coupled with the DAM, which will assist in precise movement.

Again, the names of these systems and how they've been described is somewhat misleading, but what they amount to here at least, is well, Super Strength. Much like the Dangerman Persona Suit's other enhancements, there are safety protocols. The Danger-Suit's Super Strength is deactivated when in close proximity with bystanders in order to avoid accidental injuries.

And that's it for the Dangerman Persona Suit, now onto Jack of All Rescues himself...

Super Mind

"You know what pisses me off?"


The Danger-Suit provides much more than physical augmentation and protection. In addition to those, the Danger-Helmet is linked directly to Mission Control, enabling your designated Dangerman to a wide array of data and support to deal with any given situation. Of course, all that is worth jack-nada if you don't got the right temperament. That's where the Jack of All Rescues excels probably more than any Dangerman in active duty.

A mind as sharp and unbreakable as a sword, it was tempered in the fires of experience and cooled in guilt-ridden regret. The point is, no one likes to lose. No one wants to be responsible for endangering others through sheer incompetence. The Jack of All Rescues might be a Dangerman, but a Dangerman is still just a man, and a man can err.

Which irks Jack to no end. Which is precisely why the Jack of All Rescues DOES NOT get "irked". Not anymore, never again. Know what pisses him off? Nothing, nothing at all. Nothing ever again. Hubris, of which he has plenty, is something for outside the mission. Within the mission, you'll find no one who is as calm and able to assess the situation and devise a strategy like the Jack of All Rescues.

Why? Because he'll have something to rub in your AFTER the mission, that's why.

Dangerous Fires

The Danger-Suit's "Super Speed" shuts down in high temperatures to avoid endangerment to others. Which means the suit's performance is significantly impaired in such environments... which makes absolutely no sense, given the nature and purpose of the suit. Which simply demonstrates the ignorance of the casual observer.

One has to remember WHY the speed protocol is bypassed. It's for the safety of both the Dangerman and his target(s). The fact is, where you're surrounded by smoke and blinding fires, and all you hear are the crackling flames which may or may not mean the building's collapsing right around you, and the heat's so intense that all your skin feels is a hot numbness and cold sweat mixed with soot; this is the time NOT to take it fast. Now's not the time to panic, but to take in the situation carefully and methodically.

Aaand to remember that the Danger-Suit'll pretty much keep you alive and well even at the bottom of a molten lake of lava. So being set aflame's nothing to sweat about, literally.

Dangerous Catwalk

The same goes when on uncertain ground. The Dangerous Adjustment System works by compacting the mass of the suit, thereby making it tougher and more rigid when the situation calls for it, but the flipside is that the Dangerous Particles can add a lot of unnecessary weight, thereby making it... "dangerous" in unstable catwalk environments. When the Dangerous Assessment Navigator judges this to be the case, the Dangerous Particles which give the Danger-Suit it's resistance to damage are dispursed, reducing the mass and weight of the suit.

Here's the thing, while this means that the protection afforded by the suit is reduced, deactivating the DAS actually frees up a great deal of computing power. Apparently, keeping track of every particle in the air is harder than it looks. With the freed up processing power and the reduced weight allowing for increased speed and navigation, the Danger-Suit's effectiveness in catwalk environments is increased by 5-V ranks.

Dangerous (Innocent) Bystanders

The enhanced strength of the Danger-Suit is in direct correlation to the Dangerous Adjustment System. So much like how deactivating the DAS can improve the effectiveness of the Dangerous Assessment Navigator, the same goes for the strength enhancement properties of the suit. Dangerman's ability to navigate and react in a crowded high collateral situation is greatly enhanced, and in some ways, this is even more acute compared to the other scenarios.

The thing to remember is that at the end of the day, the Dangermen as a whole, and Jack of Rescues in particular, are meant to protect, not to destroy. That's in following with the beliefs of the original Dangerman, who found that being a vigilante "fighting crime" was the detour away from being a "hero". Beating up muggers didn't make the streets safer, it just added to a vicious cycle of violence and desperation to get out of that violence WITH violence.

No, justice is not to punish, it's to protect. Justice is there to ensure you never have to be in a situation where the only solution was retaliation.


But for all the suit's nifty powers, it's always about the human element. Jack Rescue didn't get his nick from the hat. He earned it. The thing to remember is, he might not be called the master of anything, but he's the Jack of ALL Rescues. It doesn't mean he's half pass six in everything he does, it simply means he's exceptional in all he does. He's balanced, both in mind and ability.

It doesn't matter what's the situation, be it mundane or extraordinary. Whether he's saving someone from a burning wreckage or laser mounted sharks, here's a guy who'll be able to keep his cool, assess the situation and get the job done; bringing out the Danger-Suit's full potential in any given situation.

That's where the suit ends and you're dealing with Jack. Experience and temperament can edge out even overwhelming odds. And when the odds are inherently stacked against you, being able to overcome them is key to success.

Dangerous Link(s)

  • Power: Thermal Vision
  • Level:Standard
  • Weakness: Power in Item -Easy to Loseitem
  • Weakness: Limited Uses -Multi-Use



Dangerous Sight

Ever since he was a kid, Danger Jack was fascinated by magicians. He couldn't tell you when or where it began, maybe at someone's birthday or whatever. It sure wasn't from the telly, since Danger Jack Jr. never bothered with TV magicians. But even if he couldn't remember when it began, he could remember that time on his 7th birthday. It was the most delightful feeling a kid could have. His parents got him this lady magician for his birthday, and he may well never forget the feelings of that wonderful night; when he humiliated her and made her run out the house in tears as he and all the other kids laughed and pointed.

Yeah, Jack was never one to fall for no silly tricks. It's like that Zen story where the monk pointed at the moon, but everyone kept focusing on his hand and tried and tried and tried to figure out the significance of the pointy finger; when the real meaning was, he was pointing at the frickin' moon. Same dealie-do with magicians. It's all about distraction, smoke and mirrors, and Jack never fell for that. He sees what he sees, and he thinks it through objectively and without imagination. The conclusion is normally correct.

In the Nexus of All Realities, the world is a strange and magical place of pixies and fairies. Well you know what? Smash the Frickin' Fairies! Now's not the time to get sidetracked with wonders and ethereal beauty, the Jack of All Rescues has a job to do.

Dangerous Heat Vision

  • Power: Thermal Vision
  • Level:Standard
  • Weakness: Power in Item -Hard to Loseitem
  • Weakness: Not usable in terrain Steel Cage
Tripple thermal sensory perception. It's the answer we've all been looking for. The guys in the DangerTech division did their job good.

The problem with thermal vision has always been... well, ever seen Predator? Yeah, that's one downside. The other downside is when you're looking for someone in the desert or in the middle of a burning building, the ambient heat snuffs out the heat signature of the victim you're looking for.

Tripple Thermal Vision solves that by, and this is not exactly how they explained it, but it looks at heat on three different spectrums. It helps to isolate the heat signature you're looking for when there's too much hot stuff going around, and it peels off layers of ambient coolness to get at that nice warm body temperature you're looking for.

It also isolates abnormal heat activity going around, say you've got a burning building and a gas tank that's on the verge of exploding. Isolating the ambient heat and zeroing in on the overheating gas tank'll let you know how much time you've got before you've got to get your own ass out of the exploding fire.