Blackjack Dan Simon 
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
20 DEX 10 0 20 13- OCV 7 DCV 7
15 CON 10 10 15 12-
15 BODY 10 10 15 12-
15 INT 10 5 15 12- PER Roll 14-
20 EGO 10 20 20 13- ECV: 7
20 PRE 10 10 20 13- PRE Attack: 4d6
16 COM 10 3 16 12-
3 PD 2 1 3/23 3/23 PD (0/20 rPD)
3 ED 3 0 3/23 3/23 ED (0/20 rED)
4 SPD 2.0 20 4 Phases: 3, 6, 9, 12
5 REC 5 0 5
30 END 30 0 30
30 STUN 28 2 30
6" Running 6 0 6"
2" Swimming 2 0 2"
2"/1"" Leaping 2 0 2" 81 Total Characteristics Points
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"
V. Leap (1") 1"
Total earned: 150
Spent: 150
Unspent: 0
Base Points: 250
Disad Points: 125
Total Points: 525
Hair Color:  Black
Eye Color:  Blue
Height:  6' 2"
Weight:  181 lbs
Jack doesn't have a superhero's mighty thews or statuesque stature...and at 6'2" 180 he would look utterly rediculous in spandex. Besides, capes are so passe.

No, such frippery is not for a man as stylish and appearance conscious as Jack Hoern. Instead he simply wears Vegas style designer suits that are cut just right and fit just so. He rarely wears the same suit twice if he can avoid it, but fortunately he has deep closets and deeper pockets. Clothes aside, Jack is a handsome man with a look that Ysabel Dee, famous upper crust columnist and fashionista for New York's Ultrapolitan, once described as "jaded angel chic".

When embroiled in some altercation Jack tends to just slouch and lounge around casually as if noting at all is going on, while all around him the most absurdly unlikely coincidences occur.

 Blackjack Dan Simon 
Type Amount Notes
Physical Defense 3/23 Current BODY:
Res. Phys. Defense 0/20 (15)
Energy Defense 3/23 Current END:
Res. Energy Defense 0/20 (30)
Mental Defense 0 Current STUN:
Power Defense 0 (30)

Cost  Maneuver
Lucky Melee
1) +1 HTH Damage Class(es)
2) Pratfalls: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls
3) Slippery: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
4) Wander Off: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
16 Total Martial Arts Cost

Play reactively. Just chill out, slouch around, and HOLD
The Luck Form does most of the "heavy lifting"
Take advantage of having two sets of actions; both forms act independently
BE SUBTLE. Think in terms of strange coincidences
And play off the settings / circumstances
Remember that Blackjack does the IMPROBABLE not the IMPOSSIBLE
OCV: 7 DCV: 7
Combat Skill Levels:
+3 w Lucky Stunts MP
+2 with Martial Arts
+3 with DCV
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Pratfalls 1/2 +2 -1 4d6 Strike, Target Falls
Slippery 1/2 +0 +0 30 STR vs. Grabs
Wander Off 1/2 -- +4 Dodge All Attacks, Abort; FMove
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Blackjack Dan Simon 
Cost  Power END
60 Better Lucky Than Good Luck 12d6
Notes: Roll Luck For Session; Total points can be applied to add or subtract from any of the character's dice Rolls to gain a better result.
Luck Favors the Lucky Elemental Control
43 Elemental Control, 150-point powers, (75 Active Points); all slots Activation Roll 13- (-3/4)
20   1)   Lucky Ride Running 25", x4 Noncombat, Variable Special Effects (Various Forms Of Transport; +1/4), Can Be Used As Flight (+1/4), Can Be Used As Swimming (+1/4), Can Be Used As Gliding (+1/4), Can Be Used As Swinging (+1/4), Reduced Endurance (0 END; +1/2) (151 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Ride of Opportunity (-1/2), Speed Limited By Available Ride (-1/2), Physical Manifestation (Ride; -1/4)
Notes: Catches a cab, hitches a ride, finds an unchained bike, borrows a skateboard, rides a runnerboard -- or whatever.
43   2)   Karmic Mitigation Force Field (20 PD/20 ED/6 Flash Defense: Sight Group), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1) (149 Active Points) 0
27   3)   Lucky Avoidance Desolidification (affected by Probability Manipulation), Usable By Other (+1/4), Reduced Endurance (0 END; +1/2), Ranged (+1/2), No Range Modifier (+1/2), Invisible Power Effects (Fully Invisible; +1) (150 Active Points); Cannot Pass Through Solid Objects (-1/2), Instant (-1/2) 0
43   4)   Lucky Outcomes Usable As Attack (+1) for up to 60 Active Points of Luck, Reduced Endurance (0 END; +1/2), Affects Desolidified Any form of Desolidification (+1/2), Ranged (+1/2) (150 Active Points) 0
Lucky Miscellanea
20   1)   Lucky Agility +10 DEX (30 Active Points); No Figured Characteristics (-1/2)
6   2)   Lucky I Noticed +2 PER with all Sense Groups 0
10   3)   Lucky Guess Detect Outcome of Random Events 12- (Sight Group), Discriminatory 0
3   4)   Lucky Intuition Mind Link , Luck Form, Psychic Bond (10 Active Points); Only With Others Who Have Mind Link (-1), Only To Communicate PER Roll Results (-1), Does Not Provide Mental Awareness (-1/4) 0
74 Luck Effects Duplication (creates 525-point form), Cannot Recombine (+0), Altered Duplicates (75% Different; +3/4) (184 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Both Forms Share Luck Pool; -1), Feedback (Only STUN Damage Feeds Back; -1/2) 0
349 Total Powers Cost

 Blackjack Dan Simon 
Cost  Name
10 Lucky Evasion: Defense Maneuver I-IV
3 Lucky Gamer: Gambling 12-
9 Lucky Hit: +3 w Lucky Stunts MP
3 Lucky Landing: Breakfall 13-
3 Lucky Loophole: Bureaucratics 13-
6 Lucky Melee: +2 with Martial Arts
15 Lucky Miss: +3 with DCV
3 Lucky No One Noticed: Stealth 13-
3 Lucky Tumble: Acrobatics 13-
3 Lucky with the Ladies: Seduction 13-
58 Total Skills Cost
Cost  Name
10 Advantaged Gambler: Money: Wealthy
10 Total Perks Cost
Cost  Name
3 Zen and the Art of Navigation: Bump Of Direction
8 Lucky Reflexes: Lightning Reflexes: +5 DEX to act first with All Actions
11 Total Talents Cost
Cost  Disadvantage
5 Distinctive Features: Tall and very skinny (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Hunted: Casino Industry 8- (Mo Pow, NCI, Limited Geographical Area, Watching)
10 Hunted: Gambling Crime Bosses 8- (As Pow, NCI, Limited Geographical Area, Harshly Punish)
20 Normal Characteristic Maxima
20 Psychological Limitation: Overconfident (Very Common, Strong)
20 Psychological Limitation: Thrillseeker (Very Common, Strong)
15 Psychological Limitation: Wants to do the "right thing" (Common, Strong)
10 Reputation: Playboy superhero wannabe, 11-
5 Rivalry: Professional (Seeks to Outdo Other Supers. Wants to be accepted as one of them.; Rival is As Powerful; Rival is a Group; Seek to Outdo Rivals; Rival Unaware of Rivalry)
10 Social Limitation: Blacklisted in Vegas (Occasionally, Major)
5 Social Limitation: Public ID (Frequently, Minor, Not Limiting In Some Cultures)
125 Total Disadvantages Cost

 Blackjack Dan Simon 
Height: 6' 2" Hair: Black
Weight: 181 lbs Eyes: Blue
Jack doesn't have a superhero's mighty thews or statuesque stature...and at 6'2" 180 he would look utterly rediculous in spandex. Besides, capes are so passe.

No, such frippery is not for a man as stylish and appearance conscious as Jack Hoern. Instead he simply wears Vegas style designer suits that are cut just right and fit just so. He rarely wears the same suit twice if he can avoid it, but fortunately he has deep closets and deeper pockets. Clothes aside, Jack is a handsome man with a look that Ysabel Dee, famous upper crust columnist and fashionista for New York's Ultrapolitan, once described as "jaded angel chic".

When embroiled in some altercation Jack tends to just slouch and lounge around casually as if noting at all is going on, while all around him the most absurdly unlikely coincidences occur.
Jack is a thrill seeker. He loves the adrenaline rush of abandoning himself to his luck and allowing "what will be" to be. However despite his lounge lizard charm, off colour humor, and sleazy demeanor, underneath it all he really does have a heart of gold and wants to do the right thing to help people that are in need. He just has to do it while maintaining his shtick; wouldn't do to let people start thinking he's a softie -- then they'd all want him to use his luck to give them winning lottery numbers and similar annoyances.
"Care to try your luck?"
Jack has no overt Powers, does not detect as a mutant or a mystic or a psionicist, but without a doubt the laws of probability might as well not even exist in his immediate vicinity. Just about anything that could happen very well might happen around Jack if it suits him.

Relatively simple or direct things like guns jamming, people tripping, things falling off of shelves and knocking people out, and similar lucky breaks all happen around him of course, but truly remarkable chains of complex events with many seemingly unrelated elements suddenly coming together in such a way as to advantage Jack also occur.

A break down of Jack's key powers follows:

  • Luck Effects: This is Jack's most powerful ability. Most of his "luck" does not require him to do anything whatsoever; it simply happens around him. Jack could lay down and take a nap and still be protected by his luck. In some ways it is almost as if he has a guardian angel hovering over him protectively at all times. To model this the Duplication power has been used to make effectively an invisible and intangible second character. Blackjack and the Luck Form act independently, giving Blackjack's player effectively 8 actions per Turn.

    However both Blackjack and the Luck Form share the same Luck Pool, and there is a STUN Feedback on the Duplication and both have the same amount of STUN so effectively if one or the other form is knocked out, both are knocked out.

    Intelligent use of the Luck Form is the most important aspect of this character. It is important to note that the MECHANICS of the build are not known to Jack -- he does not conceptualize his abilities as having an invisible friend. Jack just trusts in his luck to make things happen for him, without knowing exactly WHAT or WHEN. The only information that is shared between the two forms is PER checks, and this takes the form of "lucky awareness"; this also makes it easier for both the GM and Player as whatever either character is aware of both characters are aware of. Jack can indirectly get a feel for what his Luck Form is going to do for him with his Lucky Guess detect ability, but very rarely bothers to do so since it ultimately doesn't matter (and would slow the game down).

  • Better Lucky Than Good: Roll 12d6 and add the result together. This total is the number of points can be applied to add or subtract from any of Jack's dice Rolls to gain a result that is better for him for the day. These points are added or subtracted directly to the face value of individual dice, and cannot take a die below 1 or above 6. If damage dice are modified, dice turned into 6's or 1's are treated as 6's or 1's for purposes of BODY damage.

    This is Jack's second most powerful ability, as he can be successful at anything if the player wants to spend enough Luck to make it so. However, the Luck Pool is shared between both Jack and the Luck Form, and most of the Luck Form's abilities cost Luck points from the Pool to use. Management of this resource is crucial to the character.

  • Lucky Outcomes: Using this Power Jack can modify other character's dice rolls in the same fashion that he can modify his own. He can use this to help allies or hurt opponents. This is entirely IPE, but characters that have Luck of their own are immune to the effect. Blackjack has to make a to hit roll against the target, even if they are allies.

  • Lucky Ride: Using this Power, Jack can always seem to get a ride. A taxi pulls up, a bike is leaning against a poll, something to swing on just happens to be handy, a boat just happens to be pulled up to the pier with the keys in the ignition, and so forth. This particularly comes in handy vs opponents that use some sort of vehicle or device to accomplish their movement as Blackjack can use this ability to "borrow" their transport; he could even use it in the right circumstances to "hitch a ride" on a person that has innate means of transportation.

    The ability has many limitations on it however; Jack has to announce his intention to use the Power a TURN in advance; he can do other things during that TURN however. This is to give the GM enough time to set up a chain of events that results in some form of transport becoming available. Further Jack has no direct control over what sort of movement the conveyance he gets will have; that's up to circumstance. Most importantly, if used to take a conveyance from someone else that they paid points for it must be handled carefully. In the case of a Vehicle that was left unattended, Jack can usually take control of it unless the Vehicle has countermeasures of its own to prevent it, and movement bought via an OAF is likely the same unless it is a Personal Focus. For movement bought via an OIF the usual rules for getting an OIF away from a person apply. If Blackjack "piggy backs" a ride from someone with an innate power, they can take action to shake Jack off.

    This Power requires cooperation between the GM and the player. It is intended to allow Blackjack to pull off some heroic stunts and to explain away how he gets around, not to allow a disruption of the game. Due to the "Opportunity" aspect of the Power, there will be times when it simply does not work.

  • Karmic Mitigation: This is a force field mechanically, but the SFX is similar to that of Combat Luck but taken even further. Whenever it protects Blackjack from an attack it appears that the attack either missed outright (if all damage is prevented), or was merely a glancing wound. Further circumstances in play and loose objects in the vicinity can play a role in this as well, with things interposing between Jack and his attackers to prevent him from taking as much damage as he should, bullets from multiple opponents colliding in mid air and deflecting each other, and so forth. All of which is just part of the SFX of the Force Field power.

  • Lucky Avoidance: When all else fails, Jack can Abort to Desolid to protect himself from harm. It is important to realize that this is not a true Desolid, it is essentially a mechanical way to model a super-dodge. Somehow, based heavily upon circumstances and specifics in play, something happens to prevent him from taking damage from something he should have had no way to avoid. As always with Blackjack the SFX should be coincidental in nature. This effect is Instant in nature, so it only works once per use; he does not remain Desolid until his next action. Blackjack can also use this ability on other people to protect them from damage, but cannot Abort to do so.

 Blackjack Dan Simon 
Jack was a premature baby, taken from the womb by an emergency C-section when his poor single teenaged mother was struck by not one but two bolts of lightning after trying to walk the last few blocks to the hospital due to wrecking her cheap car into the front of the Spinning Mirror Casino, a cut rate off strip establishment where the truly desperate go hopping to beat the heavy house odds and get the big pay off. She had been trying to drive herself in to the delivery room while in labor, since she had no friends or family in the area and didn't think she was in a bad enough state to need an ambulance but the pain grew to great and in convulsions she lost control of the car.

A doctor that happened to be driving by on his way to the office saw the pregnant woman get hit by the lightning from a freak summer storm and fall to the ground. The good doctor got out of the car and performed the necessary procedure with makeshift implements from his general purpose black bag right there on the sidewalk after determining with his trusty stethescope that the mother was stone dead but the baby still lived. And thus Jack came into the world under less than auspicious circumstances in that mecca of beating the odds, Las Vegas.

The doctor, James Hoern, felt a personal obligation to the child he had so improbably delivered and managed to adopt the boy; he and his barren wife Imelda raised Jack in a life of comparitive luxury that he surely would never have known had his biological mother lived. James told Jack of his true parentage when he turned eighteen, and whether his mother's bizarre fate was the first result of Jack's luck, or the cause of it is a mystery that Jack has pondered but truly does not want to know.

However the posibility that he himself is responsible for his mother's freakish death has not been lost on Jack, for he is well aware of the almost reality bending nature of his absurd luck. The idea that he might be to blame haunted Jack for several years before he was able to put it behind him. He doesn't even question the idea of it, for Jack has always been lucky and fully accepts his luck as a measurable certainty. Whether he was abnormally lucky or not was never really the question; the only question that has ever remained about Jack's luck is if it has an upper limit or it finite or infinite.

Childhood accidents were sufficient to demonstrate that the laws of probability were out to lunch when it came to Jack; no matter what dopey stunt or daredevil risk he took he was never harmed. Somehow, no matter how unlikely, some improbable chain of events would always occur with the coincidental effect of protecting Jack from the consequence of any action...protecting him even from himself.

And that wasn't all. His luck didn't just protect him from harm, it also put money in his pocket and insured that he always got the best of every possible choice; he was always stumbling across "found money" people had dropped. And in all circumstances where there was any element of chance involved, he would always get the result most beneficial to him. And as he grew older Jack started to be able to "guess" the outcome of random events. If he concentrated, he could almost "see" what would happen.

Jack eventually found that he could "push" his luck by manipulating his situation to encourage probabilities to start tumbling. And not only could he affect his own luck in this fashion he could affect the luck of others. Those who wished him ill would fall into espically bad luck. The schoolyard bully would trip and break his nose on the stairs as he was coming towards Jack, the "school jock" would break out in a horrible case of acne immediately before he was going to ask out the girl that Jack had been eyeing, the homeroom teacher came down with acute laryngytis while trying to make an example out of him in front of the class...childishly petty things but a pretty impressive advantage nonetheless.

The good Dr. Jim and Imelda continued to do their best to instill in Jack a certain upper crust gentility, an essential sense of noblesse oblige and helping others less fortunate than himself. The Dr. did a good deal of work pro bono to help the less fortunate and support medical clinics for the poor of Las Vegas, while Imelda volunteered hundreds of hours a year to charitable causes. The message was not lost on Jack...not completely at any rate, but he was young and selfish and empowered with an ability that doesn't exactly allow a child to develop a proper sense of personal boundaries. Jack kept deliberately pushing his luck and found that the harder he pushed, the luckier he became. Like a muscle that gets stronger when worked, Jack's luck became more potent the more he abused it.

Never a good student and eager to get out into the world and try his luck at adult life (so to speak), Jack passed on college and started gambling on the Strip. He was smart enough not to be too obvious about things and win too much too quickly, but with a few big wins under his belt to bankroll himself Jack became a high roller, winning many millions over a couple of years before the casino industry began to become suspicious. Eventually Jack started to find himself black listed at all the real casinos, which earned him the moniker "Black Jack". However used to things going his way no matter what Jack failed to take the hint, and he quickly found that his welcome in the City of Sin had worn out when a gang of hired thugs finally caught up with him.

Their intention was to "encourage" him to leave Vegas, but Jack's phenomenal luck once again came to his rescue. As the four brutes rushed in to put the pinch on Jack one of them was accidentally shot by his own partner, another tripped and somehow became entangled in a standing lamp in Jack's suite and fell badly, and the lamp shade from the standing lamp somehow ended up on the head of another thug, temporarily blinding him and causing him to fumble his grab on Jack. Instead Jack was seemingly unbalanced and was sent sprawling onto the balcony and over the railing. A remarkable series of lucky events proceeded to unfold as Jack caught hold of first a flag pole, then a hanging banner, then bouncing off of an awning and finally landing completely unharmed and on his feet nearly 30 stories below.

The lesson was learned, but not the lesson that the casino owners had wanted. Jack left Vegas, but for his own reasons. The fall had scared him but also thrilled him, and made him realize that he was wasting his "talents". The potential suggested in his fall showed Jack that winning money in games where he essentially couldn't lose was so far beneath him as to be laughable. Perhaps it was time for him to start using his knack for always coming out on top for the "greater good". The teachings of his surrogate parents finally took root (after a fashion) as Blackjack began to develop a nascent sense of social obligation.

And thus he hung up his dice and started a life as a semi-professional superhero. Granted he doesn't have megaton muscles, mutant eye beams, mystic bolts, flight or teleportation, martial arts honed in some mystical mountain monastary, or any other such overt abilities...but a little bit of luck goes a long way and Blackjack's got a whole lot more than just a "little" bit of luck!

After having some minor but successful jaunts among the capes and cowls set of L.A., San Francisco, and New York he found himself in Millennium City for no particular reason, and after enjoying the night scene for a week or so became embroiled in an investigation of several mystically oriented slayings of beautiful young women of partial French descent being conducted by members of the local supergroup known as the Mill Men, as detailed here: Blackjack's exploits with the Millennial Men.

After the heroes solved the case Blackjack went his seperate way and it is unknown what his current status is.
Character created with Hero Designer (version 2006053109)