Joker, The PL11

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The Joker: PL 11; Init +6 (Dex, Improved Inititive); Defense 17 (15 flat footed); Spd 30 ft; Atk +6 melee (+1S unarmed), +7 ranged (+5L Heavy Pistol); SV Dmg +2, Fort +2, Ref +2, Will +0; Str 12, Dex 14, Con 14, Int 18, Wis 10, Cha 20

Skills: (synergies and super bonuses counted. Disturbing counted) Bluff 7, Demolitions 18, Diplomacy 6, Escape Artist 16, Gather Information 10, Intimidate 14, Knowledge (Trivia) 5, Open Lock 16, Perform (Bufoonery) 12, Repair 9, Science (Chemistry, Engineering) 14, Sense Motive 5, Taunt 26

Feats: All Out Attack, Immunity: Poison, Improved Inititive, Infamy, Multishot, Point Blank Shot, Rapid Healing, Rapid Shot, Sidekicks (Harley and the gang), Suprise Strike

Powers: Super Charisma +2 [Extras: Intimidating Presence, Innate; Source: Insanity; Cost 4 pp]

Equipment: (all devices, all super science) Spontaneous Inventor +10 [Stunt: Technological Mastery: Drain; Extras: Technological Genius, Talented Inventor; Cost 3pp], Heavy Pistol [Cost: 5pp]

Weakness: Disturbing, Quirk (Killing Joke): The Joker's psychosis leaves him a soulless monster with no capacity for self control. His persona as the clown prince of crime has totally taken over him. Whenever he spends a villain point he must roll a will save (DC10+1 per cumulative point spent in an adventure). If he fails this save, the joker is then dazed as he laughs uncontrollably. With another villain point, he can contain his laughter and act normally that round although he must roll a new will save to stop himself from doing it again.