Jinx
"Ye know, tis not nice to mess with the luck of the Irish."
Concept: Unlucky Irish Biker Bitch; PL 9; PP 153
Abilities: Str 12, Dex 14, Con 12, Int 10, Wis 14, Cha 18
Saves: Dmg +7 (+2 Flatfooted), Fort +3, Ref +6, Will +5
Combat: Attack: +6, +10 (Ranged); Grapple +7; Damage: +1 (unarmed), +2 (Knife), +3 (pistol); Defense: 21/12; Init +6 (2 + 4 Imp. Init.); Run 30/60/120; Size Medium
Skills: Acrobatics +8 (6), Bluff +9 (5) (+17 w/ Attractive), Craft-Mechanics +4 (4), Diplomacy +4 (0) (+12 w/ Attractive), Disable Device +8 (8 ), Drive +10 (8 ), Escape Artist +10 (8 ), Gather Information +10 (6), Knowledge (Streetwise) +8 (8 ), Notice +10 (8 ), Search +8 (8 ), Sense Motive +5 (3), Sleight of Hand +10 (8 ), Stealth +6 (4)
Feats: Attack Focus 4 (Ranged), Attractive 2, Beginner’s Luck, Benefit 1 (Wealth), Contacts, Defensive Roll 5, Dodge Focus 6, Equipment 5, Fascinate (Bluff), Improved Initiative, Luck 3, Redirect, Second Chance (Mind Control), Set-up, Taunt, Ultimate Bluff, Ultimate Will, Uncanny Dodge (Hearing)
Powers:
Freak Accidents 9 [
Blast 9;
Extras: Range (Perception);
Flaws: Uncontrolled, Unreliable;
Power Feats: Subtle, Variable Descriptor 2]
Jinx 8 [
Probability Control 8;
Extras: Jinx;
Flaws: Jinx Only, Side Effect (Suffer effects of Jinx on next action, always occurs);
Power Feats: Subtle]
--AP:
Nullify (Magical Effects) 8 (
Extras: Effortless;
Flaws: Side Effect (Free GM Fiat on failure))
--AP:
Nullify (Magical Effects) 8 (
Extras: Duration (Concentration), Randomize;
Flaws: Side Effect (
Nullify 8 [
Ex: Randomize] on self on failure))]
Luck Control 2 [
Effects: Force Re-roll, negate HP or Fiat;
Flaws: Side Effect (Backlash [Free setback or GM Fiat against self, always occurs];
Power Feats: Subtle]
Nemesis 3 [
Flaws: Action (Move);
Power Feats: Subtle]
Equipment: Leather Jacket (
Protection 1), Light Pistol (
Blast 3), Knife (
Strike 1;
Power Feats: Mighty, Improved Critical [19-20]), Jinx's Harley.
Jinx’s Harley
Size: Medium; Strength: 15; Toughness: 8; Speed 5
Features: Hidden Compartment, Oil Slick, Caltrops
Powers: Cloaking Device (Concealment 2 [Visual])
Notes:
Max Attack: 10/Max DC: 8; Max Defense: 11/Max Toughness: 7
PROFILE
Alternate Identity: Kira Flannery
Identity: Public
Occupation: Fugitive from Justice
Group Affiliation: Watchmen
Base of Operations: Deva’s Dystopia
First Appearance: Tales of a Dark City issue #2
Sex: Female
Age: 25
Height: 5’4
Weight: 125
Eyes: Dark Green
Hair: Dark Red
Abnormal Type: Nova psychic
Allegiances: Group (Family), Group (Watchmen)
Motivations: Responsibility (family), Justice, Thrills
Complications: Accident (unlucky), Enemy (Cryptkickers, Bloodfangs, The ARD) Reputation (Wanted felon, former Cryptkicker), Temper.
Personality Traits: Bold, Temperamental, Carefree
Virtue: Hope. Although Jinx is carefree and will do what she wants, even if it may be on the wrong side of the law at times, she hopes that one day her parents will look at her in the eye with pride and joy instead of remorse.
Vice: Lust. Jinx loves the sense of adventure and will either go looking for it, or it finds her.
Nature: Thrill-seeker. Jinx loves to look for trouble. Its in her very essence.
Demeanor:Rebel. From childhood, Jinx had to always question authority. Whether it be her parents, or even the law. And even there was boundaries set, she did whatever it took to see how far she could go past them.
Description: Jinx is athletically built with long red hair. One can always see her wearing tight black leather pants with a cropped shirt. Usually black as well. She wears a black leather biker jacket. She looks like an angel, but don't let the looks fool you! She can be dangerous as she wants to be. She has a haunting look to her eyes that seem to mesmerize your very soul. One of Jinx’s prized possession is her motorcycle. Mess with it, there will be Hell to pay!
Powers and Abilities: Jinx seemed to be able to talk her way out of most any situation. Her luck powers are subtle, yet prove a point. Don’t piss her off or mess with the “Luck of the Irish” even if it’s bad luck. It’s not HER fault if the gun suddenly goes off in her enemies hands, or if there was grease on the floor and they slip and fall! But karma can be a Bitch sometimes. What goes around, comes around, and Jinx seems to be at the receiving end of it. Although she tries to control her powers, it tends to follow her like an unlucky black cat. Recently, she discovered that she can exploit her enemies weaknesses to defend herself, but never reliably. While she was a Cryptkicker, she learned to wield a gun and defend herself physically on top of her new gained powers.
Background: Kira Flannery was born in Kilkenny, Ireland on March 17, 2003 to Colleen and Patrick Flannery. She has an older brother of 2 years, named Sean Patrick, and a younger brother of 5 years, named Aidan. At the age of 9, Her father moved them to Drake City to pursue a well paying job as a partner at the law offices of Wolfe, Feng, & Ley. Her mother, after arriving in Drake City, got a job working for Athena University. Upset, she started rebelling, threatening to runaway on numerous occasions. At 15, she ran into some Cryptkickers. Loving the thrill and the freedom, she decided to join them. Upon her “rite of passage”, something strange happened to her and to those around her. It seemed that those who had weapons, suddenly didn’t and from out of nowhere, a lamp hit Jinx on her head. Everyone stood back and stared at her bewildered. But they saw that she could have great potential with the gang. Soon she began to run “errands” for Remial Mortis and helped to control the docks in their territory. Even though she considered all of the Cryptkickers her friends, she couldn’t bring herself to take the ghoul treatments needed to alter herself. To keep up appearances with her family and their associates, she stayed in school, but barely. Her family was devestated upon finding out that she became a member of a gang and did everything in their power to keep her away from the Cryptkickers, from having her sent to the Hawthorne Juvenile Detention Facility to Jillian’s Home to Wayward Girls, and finally a private school located outside of Drake City near Candle Hill called Brooks and Foster Boarding Academy, where she ran away many times. There she met a girl named Reann D’Avon. She never hung out with Reann, but met years later as Watchmen.At this time, wanting to protect his little sister, Sean Patrick enrolled to become a ARD agent.
At the age of 17, life with the Cryptkickers was fun, be Jinx wanted more. She knew of a club called Deva’s Dystopia, but didn’t want to push her luck getting into it because she never knew exactly what her powers would do if they came into play. It was ok when she ran with her friends, because that’s what was fun about her powers, but not in a room full of innocent bystanders.
For some reason, luck was on her side this time, thank God for that, but soon she was to find out out that it wasn’t going to last. A rival gang known as the Bloodfangs had entered Deva’s and started pushing around the patrons. Jinx saw an opportunity to shed a bit of their ill gotten blood, even if they weren’t vampires, they were all the same to her, but it didn’t matter. Her powers kicked into overdrive and suddenly people were losing drinks and weapons. But karma bit her in the ass as always and she found herself and face to face with a Bloodfang...and lost.
After recovering from her “motorcycle accident,” a strange man, who introduced himself as Eric Lang, approached her at her home. Apparently, he had seen what she did at Deva’s and wanted compensation for the damages she had done at the club a few nights ago. He promised that he wouldn’t report her to the ARD or to her family if she did what he asked. So, Jinx agreed to meet with him, hoping that she could take care of this mess without getting into too much trouble.
When Jinx got to the meeting, there was a few more people there as well. Surely not all of these people were here because of the fight that happened the other night, she kept thinking to herself. When Eric came into the room, it was as if he was there all along, because no one heard him enter. “I have a proposal for all of you sitting here. All of you have certain gifts that when used right, can not only benefit you, but others like you as well. It is your responsibility to defend those who can’t be defended and to stop those who wish to harm them. That is why I have decided to form a group of protectors, Watchmen, if you will.” Jinx decided that this was an easy way out to say. No community service, no payments, sure why not.
What’s the most she’s got to do, spy on someone with a pair of binoculars? How wrong she turned out to be.
Life with the Watchmen was an adventure in itself, the fights, getting arrested (again), meeting some cool people; Robin, Kevin, Von Jeggett, Sparky,Genisis and to her surprise (and much dismay), Reann. But the Watchmen and her life with the Cryptkickers wasn’t all that great. How could she be a gang member and fight crime at the same time. Jinx wanted out, but didn’t know which one or how. She was too tied up in both. After much debating, she found that she could have fun and try to look good in her family’s eyes if she stayed with the Watchmen.
It didn't last. Remial Mortis was working on a drug that would turn everyone in Drake City into Ghouls. Jinx worked with the Watchmen, letting them know when the drug and chemical shipments came in so they could stop Remial and his madness. Somehow Remial caught wind of what Jinx was doing and had his goons go after her. Afraid for her life and her family, Jinx went into hiding until she found out that the Cryptkickers had drove by her home and shot her younger brother Aidan. Outraged, Jinx went on a rampage, alienating herself from the Watchmen, vowing to take down every last one who dared to hurt her family.
By the time she was done, 3 Cryptkickers were killed and another 6 were seriously wounded. She would have continued on until she was brought down by an ARD agent known as the Shepard. She was sentenced to 10 years of prison with the possibility of parole in 4 years. Because her powers wasn’t a threat to the public, she was able to go to Virginia Penitentiary. There she tried to keep her powers under control, but mishaps did occur, but nothing major. She just shrugged it off as dumb bad luck. Jinx was for the most part role model inmate, so after 4 years she was up for parole. She got a visit from an “old friend,” an ARD agent known as Swarm. He said he could release her if she helped him get a abnormal who broke out of Hillside.
Wanting out, and wanting to do the right thing, Jinx agreed. She immediately went back to the Watchmen to find out information on this abnormal.Come to find out, the abnormal he was looking for wasn’t apart of the escapees and it wasn’t Swarm that let her out after all. Soon she found herself running from the law once again and relying on the Watchmen to keep her hidden.
Tales of Jinx:
Into The Sewers,
The Shepard Returns

Presenting Jinx, one of our PCs, with the permission of Scribbles.

Jinx is the bad roll magnet. She lurks around the rest of the party, using her luck control to nuke Fiats and bad guy rerolls, but this comes at the cost of her suddenly being on the receiving end of her own powers. She tends to run out of Hero Points quite quickly as a result, but that's why she starts with 4 every session. Essentially, she takes it on the chin to allow the rest of the party to get the job done.

Jinx's Nemesis tends to be defensive in nature, and tends to form things like Immunities, Save Bonuses, Impervious saves, and feats or skills appropriate to the situation (such as a massive bonus to Escape Artist if grappled). Thus far, it hasn't manifested anything overt or flashy.
Update 7/18/07: After her beating at the hands of The Shepard, jinx's powers gained a dangerous new edge in the form of freak accidents that cause massive damage...occasionally. She has no control over what happens when her power goes off, but it's usually dangerous for SOMEONE.
