Jack Griffin

Jack Griffin artwork by Jordan Nelson

> Yes yes I know, goddamn invisible bastard...
>
>

**Jack Griffin** is a player character in campaign 1 of DnDark. He is played by Grayson Norman.

Dr. Jack Griffin was a scientist located in "US-Ehh". Jack dabbled with light refractory treatments seeking to make a name for himself as a famed and respected scientist. He eventually succeeded, disappearing without a trace and rendering himself completely invisible to the naked eye. In the mania that ensued, he lost everything and has been forced to survive off of stolen resources. He has recently relocated to The "Engl-ish" Countryside and found himself inescapably wrapped up in the affairs of the criminal underworld.

Jack is a Rogue with the subclass Mastermind.

## History

While Jack was in "US-Ehh" he taught at many Universities both at home and overseas. In the course of researching his experiments, Jack worked with many professionals, most notably Professor Abraham Van Helsing. His other colleagues often chastised and mocked his efforts, and even his family disregarded him. Eventually, he would be taken under the wing of Dr. Cranley, who hosted some of his experiments at his private estate, though Jack's more sensitive experiments were kept in his own personal secret lab.

When Jack's experiments eventually came to a head, the details of the procedure that turned him invisible were lost in the ensuing chaos, and his own memories of the experiment were compromised by the psychosis he endured as a side-effect. The experiment left him in a temporary state of megalomania, where he went on a destructive rampage and entertained thoughts of world domination until he was ultimately pacified by Dr. Cranley and his fiancee Flora. Jack was committed to an asylum and partially rehabilitated, overcoming his mania but escaping before he could be fully treated and his secret could be discovered. He moved around through multiple locations across the East Coast before settling in Atlantic City. The entire incident surrounding his experiment was swiftly covered up and he was presumed by his colleagues to be missing or dead.

In Atlantic City, Jack began to take advantage of his invisibility, dabbling in petty theft and becoming addicted to the thrill. He slowly became increasingly intertwined in criminal enterprises and began to take on ever more dangerous jobs both domestically and overseas. His most recent job had him investigating a shifty figure known as Reiner Leroux. He made a second voyage to London, establishing contacts in The Black Market, and tracking Reiner to St. Mary's Cathedral, where he encountered the rest of the Party at the start of the campaign.

## Relationships

### Mary Frankenstein

Jack had previously been hired by Igor to steal a brain for Victor Frankenstein's experiment, though at the time he did not know any details about the purpose of his theft.

Jack has identified  Mary as one of the more capable party members but is frequently skeptical of his tactics. He is often pleasantly surprised by Mary's capacity for emotional wisdom, and the unexpected maturity he exhibits.

### Larry Talbot

One of the first members in the party to attempt to befriend Jack, Larry's patience and understanding was a critical anchor for Jack early on. Larry is frequently Jack's entry point for understanding the more occult and supernatural elements of their journey. Jack later comes to depend on Larry as the team's conscience and voice of reason.

### Imhotep

Jack is initially flabbergasted by Imhotep, who consistently subverts Jack's attempts to understand him. Desperate to rationalize the bizarre magic that Imhotep embodies, Jack eventually comes to terms with the fact that this knowledge might be beyond him for years to come.

### The Phantom of the Opera

Early on, Jack does not like The Phantom. His blatant disregard for the value of human life, and the flippancy with which he tears out the dagger that killed Professor Helsing puts an immediate target on his head. Their initial enmity evolves into a tense alliance, where Jack is forced to contend with the fact that The Phantom can cast the See Invisibility spell, making it more difficult to kill him both logisitically and emotionally. Eventually the two come to be on better terms with one another, as they bond over their mutual willingness to shirk morality in favor of survival.

### Carmilla

Jack has a complicated relationship with Carmilla. He partially blames her for the death of Professor Van Helsing, but since Van Helsing's soul merged with her, she remains as the only tie to his old friend. He understands on some level that professor Van Helsing saw something special in her, but he remains skeptical of the grander plan. Still, he chooses to hesitantly put his trust in her while continuing to keep her at arms' length.

## Physical Appearance

Jack is bandaged across his face and forearms. He wears a black top hat, goggles with yellow lenses, dark brown gloves, a long black buttoned up trench coat, dark slacks, no socks, and dark brown boots wrapped with black leathers to keep footsteps quiet.

## Fan Art

Jack Fanart by Jenai PellarinJack Tarot Fanart by Jordan Nelson
## Powers and Abilities

Jack has the ability to go **Undetectable**. As an action, he may remove his clothing and drop any items he is holding. In this state, his Stealth is increased by +3. When attacked by enemies that cannot see you, they attack with disadvantage and his AC is increased by +5 to a maximum of 19. However, all damage Jack receives while in this state is considered to be a Sneak Attack and will apply an appropriate amount of Sneak Attack die as determined by the DM. Enemies have disadvantage when tracking him by non-magical means. He may end this state as an action.

Jack is a **Rogue** under the subclass of *Mastermind*.

**Feats** Jack has obtained are Lucky and Alert

### Class Features

* **Expertise:** Jack's skills in this area are Deception, Insight, Investigation and Stealth.
* **Sneak Attack:** As of level 8, if Jack has advantage on an attack, he can add 4D6 to his attack damage.
* **Thieves Cant:** Jack has the ability to pass messages along secretly. Provided the recipient also understands thieves cant.
* **Cunning Action:** Jack is allowed to hide or dash as a bonus action.
* **Roguish Archetype: Mastermind**
	+ **Master of Intrigue** Jack has proficiency with disguise and forgery kits as well as a gaming set. This also allows him to learn two languages, Abyssal & Undercommon.
	+ **Master of Tactics** While hidden or next to an ally (within 30 ft.) Jack can take the help action as a bonus action. This provides advantage to the chosen ally.
* **Uncanny Dodge:** When Jack can see an attack coming he is able to halve the damage by using his reaction to jump out of the way.
* **Evasion:** When hit with an attack that requires a DEX save, Jack can completely dodge the attack taking no damage on a success or only half damage on a failure.

## Trivia

* Jack's eyelids do not protect his eyes, so his goggles help him to control the amount of light his eyes are exposed to.
* Jack wears a top hat partially to compensate for the fact that he is short.
* Jack has compartmentalized many of the events of his life, and refuses to acknowledge his bout of insanity.