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Coinpurse Jack (PL10 NPC, Tier 2)


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Players Name: Gizmo

Power Level: 10 (150/150PP)

Trade-Offs: -5 Attack, +5 Damage

Unspent PP: 0

NPC Tier: 2

Characters Name: Coinpurse Jack

Alternate Identity: Denari Jones

Height: 5’10â€

Weight: 160 lbs

Hair: Brick Red

Eyes: Hazel

Description:

Dressing inconspicously, Denari Jones is a well groomed man with generally nondescript features apart from curly, brick red hair. He wears light, three piece suits without a tie, leaving the collar of his burgundy dress shirt undone.

As Coinpurse Jack he inverts this colour scheme, wearing a rich, red suit over a white silk dress shirt and white shoes. Denari wears an ever changing collection of golden rings and necklaces, and carries an ivory cane topped with a sizable ruby. His round, red-tinted sunglasses do little to conceal his true identity.

History:

The man who would become Coinpurse Jack was born to a wealthy London family. An aspiring art student, he wallowed in mediocrity thanks to a lack of talent and work ethic. Growing gambling debts further shamed him in the eyes of his father, a self-made industrialist, while his dilettante mother showed little interest in him one way or the other. He eventually had his name legally changed to Denari Jones, as much to distance himself from his family as to make himself moderately more interesting.

Denari was rescued from obscurity when it was revealed to him that through his mother he was a descendent of the House of Coins, one of four ancient, feuding clans who combined magic and mutancy to amazing effect. After generations of dormancy, the Tournament of Suits had been reignited, and unfortunately Denari was the only candidate to be knighted Jack of Coins, the House’s champion.

Presented with a playing card containing a powerful enchantment, Denari found his previously latent mutant abilities awakened and enhanced. Ignoring the subtle politics involved, the bargain as he understood it was simple: he was free to use his powers as he saw fit, provided he destroy the other three Jacks, securing the House of Coins’ dominance.

Agreeing immediately, Denari caught the next flight overseas, intending to set up shop in Las Vegas, but was re-routed when word reached him that the Jack of Swords and of Cups had appeared in Freedom City. Inspired by Freedom’s metahuman population, he decided that a super-powered crime spree was the perfect way to make sure he was never ignored again.

Personality & Motivation:

Denari likes to present himself as a cultured aficionado of fine art, wine, fashion, architecture and whatever else happens to be the topic of discussion. This is aided by the confidence born of knowing that things will almost always play out in his favour. He enjoys showing off his unbelievable luck, but tries to leave the impression that his success is due to his own talent.

Without his powers, however, Denari is an unremarkable man, and he knows it. As such he is obsessed with status and most everything he does is a thinly veiled cry for attention. His crimes are all planned with an eye toward spectacle; he’s more concerned with how high profile his targets are than their value. Even so, he blows though money as quickly as he can win or steal it, and can never say no to an easy jackpot.

Powers & Tactics:

Although they are subtle, Denari’s powers are extremely potent, and he relies on them heavily. Besides granting himself good fortune, he can hamper the efforts of others with bad luck and cause catastrophic ‘accidents’. He is also able to focus on being in the right place at the right time, miraculously avoiding attacks.

Denari’s weakness is that he may only use one of these talents at a time. Forcing him on the defensive prevents him from effectively attacking, for example. Largely because of this, he prefers to avoid combat when possible, using his fantastic luck to elude capture.

Perhaps his only legitimate skill is his ability to make contacts. Denari travels in diverse circles and goes to such lengths to make an impression on everyone he meets that he always seems to ‘know a guy who knows a guy’ and tends to hear about things as soon as they happen.

Complications:

Enemies (The Jacks of the rival suits.)

Fragile Ego (Denari is easily goaded into rash action.)

Greed (Denari just loves making money.)

One More Card (Denari can never just quit while he’s ahead.)

Say My Name (Denari needs people to know who he is, and what he’s done)

Abilities: 12pp

Str: 10 (+0)

Dex: 12 (+1)

Con: 14 (+2)

Int: 14 (+2)

Wis: 10 (+0)

Cha: 12 (+1)

Combat: 20pp

Attack: +3 (+5 ‘Accidents’)

Grapple: +3

Defense: +10/+4

Knockback: -2/-1

Initiative: +1

Saves: 13pp

Toughness: +5 (+2 Con, +3 Defensive Roll)

Fortitude: +5 (+2 Con, +3)

Reflex: +6 (+1 Dex, +5)

Will: +5 (+0 Wis, +5)

Skills: 56r = 14pp

Bluff 15 (+16)

Dipomacy 12 (+13)

Disable Device 9 (+11)

Drive 5 (+5)

Gather Information 15 (+16)

Feats: 14pp

Attack Specialization (‘Accidents’)

Benefit (Wealth 1)

Connected

Contacts

Defensive Roll 3

Dodge Focus 3

Improvised Tools

Jack-of-all-Trades

Move-By Action

Ranged Pin

Powers: 77pp

Probability Control 10 [Extras: Fortune, Ranged, Power Feats: Alternate Power 3] - 63pp

AP: â€Jinx†Probability Control 10 [Extras: Jinx, Perception Range, Flaws: Limited to Jinx]

AP: â€Accidents†Damage 15 [Extras: Targeted Burst Area (75' radius), Ranged, Selective Attack, Power Feat: Subtle, Drawback: Full Power]

AP: â€Lucky Dodge" and "Misfire" Immunity 2 [critical hits], Protection 5 [Extras: Impervious 10, Reflective 2], Enhanced Feats 4 [Evasion 2, Improved Defense 2], Disintegration 6 [Flaw: Limited to Objects, Tiring, Power Feat: Subtle]

Luck Control 2 [Negate Hero Point, Force Reroll, Extras: Burst Area] - 8pp

Enhanced Feats - 6pp

Beginner’s Luck

Luck 5

DC Block:

Unarmed -- DC 15/Toughness -- Bruised/Injured

‘Accidents’ -- DC 30/Toughness -- Bruised/Injured

'Misfire' -- DC 22/Fortitude + Toughness -- Reduced Toughness + Damage

Costs: Abilities 12 + Combat 20 + Saves 13 + Skills 14 + Feats 14 + Powers 77 = Total Cost 150

Note: Like all of the Jacks, Denari’s powers are the result of a mystically enhanced genetic mutation. This enhancement specifically allows him to use his powers offensively. Magic nullification prevents him from using Luck Control as well as the “Jinx†and “Accidents†APs. Effects that nullify mutant powers shut his powers off entirely.

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  • 4 weeks later...

Stats, please put the modifiers next to the stats.

Powers,

Jinx is over budget. Probability control is ordinarily personal range, so it must be bought up to touch, then ranged, then perception for a (+3) modifier. As is, it costs 70pp.

Accidents breaks caps, Perception Range effects are bound to a maximum of PL. Likewise, general area of effect attacks are also bound by PL, they also require no attack roll.

Deflect breaks caps. Deflect is capped at whatever your defense bonus is, in this case 10. In addition, All Attacks costs 3pp/rank, and the Action Extra in this case is +2 because you have to buy Move Action and then Free Action. This costs 5pp/rank, and at 15 ranks, costs 75pp.

Otherwise, it looks good.

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Ha, I had a feeling I was going to run into problems with his powers.

Now, the Jinx Extra says:

You can afflict someone else with bad luck by touch (requiring a successful melee attack roll for an unwilling subject).

Shouldn't that mean it's already at Touch range, and only needs to be brought up twice to reach Perception?

I'm reworking the 'Accidents' and 'Lucky Dodge' APs now. Couple questions: First, does the bonus from using Total Defense count towards caps? Second, can you buy just the Impervious extra, without getting the Toughness bonus?

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Alright, assuming I drop the Defense/Toughness trade-off all together, what do you guys think of this:

Probability Control 15 [Power Feats: Alternate Power 3] - 63pp

AP: â€Jinx†Probability Control 10 [Extras: Jinx, Perception Range, Flaws: Limited to Jinx]

AP: â€Accidents†Damage 15 [Extras: Targeted Burst Area (50' radius), Ranged, Selective Attack, Power Feat: Subtle, Drawback: Full Power]

AP: â€Lucky Dodge†Immunity 2 [critical hits], Protection 5 [Extras: Impervious 10, Reflective 2], Drain Attack Bonus 14 [Extras: Alternate Save (Reflex), Ranged, Power Feats: Subtle], Enhanced Feats [Evasion 2, Improved Defense 2]

I can still change "Jinx" if I'm wrong about it starting off as at Touch range. "Accidents" is now targeted, so it's affected by trade-offs, and I moved it down to Ranged from Perception. "Lucky Dodge"... I dunno. It's a thought, anyway. The idea is a combination of Denari getting lucky as he dodges and his opponents making unlucky shots.

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Alright, so "Drain Attack Bonus" was kinda ridiculous, so how about this version, with Disintegration to represent weapons misfiring or breaking down at an inopportune moment.

Probability Control 15 [Power Feats: Alternate Power 3] - 63pp

AP: â€Jinx†Probability Control 10 [Extras: Jinx, Perception Range, Flaws: Limited to Jinx]

AP: â€Accidents†Damage 15 [Extras: Targeted Burst Area (50' radius), Ranged, Selective Attack, Power Feat: Subtle, Drawback: Full Power]

AP: â€Lucky Dodge" and "Misfire" Immunity 2 [critical hits], Protection 5 [Extras: Impervious 10, Reflective 2], Enhanced Feats 4 [Evasion 2, Improved Defense 2], Disintegration 7 [Flaw: Limited to Objects, Power Feat: Subtle]

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ARGH. Denari, you are killing me with your ridiculous powerset. Alright, okay, I can make that work:

Probability Control 10 [Extras: Fortune, Ranged, Power Feats: Alternate Power 3] - 63pp

AP: â€Jinx†Probability Control 10 [Extras: Jinx, Perception Range, Flaws: Limited to Jinx]

AP: â€Accidents†Damage 15 [Extras: Targeted Burst Area (75' radius), Ranged, Selective Attack, Power Feat: Subtle, Drawback: Full Power]

AP: â€Lucky Dodge" and "Misfire" Immunity 2 [critical hits], Protection 5 [Extras: Impervious 10, Reflective 2], Enhanced Feats 4 [Evasion 2, Improved Defense 2], Disintegration 7 [Flaw: Limited to Objects, Power Feat: Subtle]

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Still counting too many in this:

AP: â€Lucky Dodge" and "Misfire" Immunity 2 [critical hits], Protection 5 [Extras], Enhanced Feats 4 [Evasion 2, Improved Defense 2], Disintegration 7 [Flaw]

Immunity to crits = 2 points

Protection 5 = 5 points

Impervious 10 = 10 points

Reflective 2 = 20 points

Feats = 4 points

Disintegration = 22 points

Total = 63 points out of a spendable 60.

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Woof. Actually, I think I flubbed the math even worse than that; Disintegration with one flaw should be 4pp/rank, shouldn't it?

(1 Drain + 1 Ranged) + (1 Damage + 1 Ranged) + 1 Affects Object - 1 Limited to Objects = 4

How's this:

AP: â€Lucky Dodge" and "Misfire" Immunity 2 [critical hits], Protection 5 [Extras: Impervious 10, Reflective 2], Enhanced Feats 4 [Evasion 2, Improved Defense 2], Disintegration 6 [Flaw: Limited to Objects, Tiring, Power Feat: Subtle]

Adding the Tiring flaw brings Disintegration down to 3pp/rank, and means that he generally has to spend a HP to use it, making it feel more like a luck-related power.

That should make things 2 + 5 + 10 + 20 + 4 + 19 = 60

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