Joker, The PL9 (135PP)
The Joker
PL 9 ( 135pp ); Inititive +2 (Dex); Defense 21 (15 flatfooted); Spd 30ft; Atk +8 (+1 unarmed, +4 gun, +1 playing card); SV Tou +6/+2/+7 in jacket, Fort +2, Ref +2, Will +2 (+8 vs mental attacks); Str 12, Dex 14, Con 14, Int 18, Wis 14, Cha 20
Skills: Bluff +13, Craft (chemical) +12, Drive +6, Escape Artist +10, Gather Information +9, Intimidate +9, Knowledge (popular culture) +8, Notice +10, Perform (comedy) +9, Sense Motive +10, Sleight of Hand +10, Stealth +6
Feats: Benefit (no identity), Defensive Roll +4, Equipment +6, Elusive Target, Fearsome Presence +4, Improvised Tools, Inventor, Jack of all Trades, Master Plan, Minions +6 (3 Thugs), Seize Inititive, Sidekick +18 (Harley), Skill Mastery (Bluff, Craft, Escape Artist, Sleight of Hand), Sneak Attack +4, Taunt, Ultimate Effort (Bluff)
Equipment:
- Abandoned Warehouse [switch out computer for labratory, no communications, and the Gym for a Workshop] (10ep),
- Jacket (1ep),
- Bag of Tricks [subtle corrosion spray, Explosives, knife, subtle stun gun, heavy Pistol with subtle startle, subtle shuriken] (20ep)
Power:
- Immunity (Toxins),
- Mind Shield +9 [Power Feat: Innate; Source: Insanity]
trade offs: -1Atk/+1DC, +2Def/-2Tou complications: enemy, obsession, reputation