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The Joker

Val Char Cost
13
15
18
12
18
23
19
4
11
11
4
7
36
28
STR
DEX
CON
BODY
INT
EGO
PRE
COM
PD
ED
SPD
REC
END
STUN
3
15
16
4
8
26
9
-3
8
7
15
0
0
0
Cost Powers and Talents END
15 Regeneration, +2 Body/Turn, Only functions to bring BODY back up to zero from negative. 0
26 Mental Defense +26 (31 total) 0
20 6d6 Ego Attack, No Conscious Control: Ego Attack is only activated when Joker's Mental Defense is used and only against the character attempting the mental power. This is an automatic action and is not under the Joker's control. 6
4 Telepathy, 6d6, No Conscious Control , 1 week activation time: The Joker is never conscious of the information he gains from Mind Probe, nor does he consciously control it. Instead, every week, the power is activated against whomever the Joker is directing his attention. This then gleans information about the "dark side of the soul" of that character. This then acts as a template modifying the Joker's personality. If the Joker is isolated when Telepathy kicks in or if the power fails to get information, he becomes completely incoherent for one week. 6
30
Acid Flower: OAF, 8 1-charge clips, 15< Activation
4d6 physical EB, Linked to Flash, Reduced by range.
Flash 4d6, NND, defense is breathing Life Support, Reduced by range.
0
14 Joy Buzzer: OIF, 7d6 EB, no range, 2 clips of 6 charges 0
49 Joker Venom Ring: OAF 3.5dK RKA, Continuing, Uncontrolled, 1 charge, lasts for 1 minute. 0
157 105-point Gadget Pool, no roll to change, limited to 1932 technology, must take the time to purchase the items pre-made beforehand. var
Cost Skills and Perks Roll
3 Acting 13
5 Disguise 13
25 Combat Skill Levels (All Personal Weapons): 5
3 Concealment 13
3 TF: Land Vehicles
3 Combat Driving: Land Vehicles 12
5 Contortionist 13
5 Lockpicking 13
3 Security Systems 13
5 Stealth 13
3 KS: Killing Methods 13
28 WF: All personal Weapons
10 Wealth: Wealthy
3 Well-Connected
15 Luck, 3d6
50 Various Contacts, Connections, and Favors
50 Headquarters: Various Well-concealed bolt-holes and safe houses
6 Skill Levels: +2 with Perception checks 0
100+ Disadvantages
10
15
20
10
20
Public Identity
Distinctive Features (Causes Major Reaction)
Reputation: Murderer, Extreme, 14<
Psych Limit: Likes to kill
Psych Limit: Will only use his special Joker weapons against Mystery Men (will never ever under any circumstances resort to fisticuffs nor the use of guns, knives, clubs, or other "mundane" devices against superheroes), Total Commitment
OCV:5DCV:5 ECV:8Phases:3,6,9,12

History

"Life is so full of sadness. Let me make you happy!" Nobody knows who this madman is, only that death follows him like a puppy. Some few details have been gleaned about him over the years.

Those of his underlings who would voice an opinion when interrogated generally agree that he considers himself a sort of artist, with death as his medium. Like many an artist, he has to "prostitute" his "gift" to "keep spirit and flesh together." What this means is that the Joker works as a professional hit man and assassin (he apparently distinguishes between the two functions). He evidently does quite well at the job, as he enjoys a surprisingly lavish lifestyle.

He makes a point of separating his "art" from "the crap that sells". When doing a paid killing he scrupulously avoids using any trademark techniques. This obsessiveness translates to a +1AP modifer to the OV/RV against any attempt to use the Detective skill to divine the Joker's involvement in an ordinary murder. For his workaday killings, he relies upon a diverse arsenal of ordinary weapons, in which he has remarkable skill. For reasons unfathomable, the Joker refuses to use any mundane weaponry against costumed mystery men. Indeed, if he is disarmed or out of ammunition, he will flee or surrender rather than engage in combat against them with ordinary weaponry.

Whomever the Joker is, he has a frightening reach. He appears to know somebody (or perhaps "have the goods" on somebody) wherever he goes, and he has no compunctions about using his familiarity to his advantage.

In addition to this, his success as a killer for hire has given him an excellent reputation among the leaders of the world's crime organizations.

The greatest mystery about the Joker is that he appears to possess some kind of innate arcane power. Telepathic mystery men have a great deal of difficulty reading his mind or even locating him. Some who have tried have found themselves the victim of a painful psychic backlash.

Some occultists speculate that the Joker may not be an actual living being at all, but that he is a physical manifestation of the malaise that has begun to engulf America and the world since the Great War.

This may explain the Joker's amazingly erratic behavior. While he is usually a brutal killer, at times he can be little more than a naughty boy writ large. If he truly does reflect the dark sides of the minds around him, a particularly bright inner light may act as a damper.

His wealth has permitted him to stockpile the best technology that a dollar can buy in 1932. Thus, he generally has whatever necessary conveniences the situation demands.

He has recently appeared to have found a kindred spirit in a vicious murderess namedHarriet "Harley" Quinn--perhaps we will get lucky and one of them will kill the other.

Appearance

The Joker has pure white skin, ruby-red lips, and brilliant green hair. He prefers to dress in bright purple zoot suits. This bizarre appearance is not make-up. The origin of his affliction is unknown.
Alter Ego: Unknown Occupation: Hit Man
Known Relatives: none Group Affiliation: None
Base of Operations: unknown Height: 6' 0"
Weight: 150lbs Eyes: Black
Hair: Green

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