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View Full Version : [V&V] Joker: the Clown Prince of Crime!


Justice
09-11-2008, 12:34 AM
http://z.about.com/d/comicbooks/1/7/d/B/joker.jpg

Joker
"Jack Napier"
Level: 12
Age: ?

Powers:

Body Power: Heightened Sense of Reality - the Joker's affliction has been described in various ways. Denny O'Neil has even suggested a "super-sanity" because the worldview the Joker subscribes to is not so far from any man who has lost hope and sees life as a bitter joke.
Our take: when the Joker fell in that vat of chemicals, his brain and body were chemically altered and have stayed altered - much like a low LSD dosage that never wears off. With white skin and green hair, the Joker can never be "normal" again. So why let anyone else have a "normal" life? This heightened 'sense of reality' grants these powers:
- Detect Danger x 3
- Ht. Intelligence A + 11
- Ht. Charisma A + 16 [thanks in large part due to shocking appearance. As a villain, it helps, not hinders, his leadership in the underworld.]
Willpower B: Last Laugh - the Joker is amazingly hard to stop or kill. Some strange ability or force exists to keep him from dying (perhaps his adrenaline was altered too?) Grant the Joker 4 Power Points at the end of each turn (cf. Regeneration). This explains his manic style, irrepressiblity and irritability - he's "always up" and rarely "relaxes".
Poison Device - Joker's Venom - "Brings a smile to your face!" - and possibly death. While this is a chemically-based attack, it transforms facial features, mindsets and warps reality for victims. Therefore it attacks as Transmutation, and has two forms:
Gaseous If used as a diluted gas attack and hits, victim begins laughing uncontrollably (treat all Actions as if Fatigued), losing 3d10 power/turn for 1d6 turns. If power score is exceeded, power is then taken from hit points - if both scores are reduced to 0, victim dies as per rules. Antidotes and other quick measures can save person's life, including very strong sedatives and a little luck.

Injected Serum - far more potent. Treat as Death Touch, and if the victim willing reaches for the Joker's hand - as when he is using his hidden palm needle (Det. Danger to avoid) - victim does NOT get the Agility save normally offered.

The Joker is immune to his own poison.

Ht. Expertise +4 to hit with all weapons
Ht. Defense -6 to be hit (2 levels of Training)
Special Weapons Joker's weapons include:
a. Joy Buzzer, range = touch, attacks as Lightning Control, 2d8 damage.
b. Trick flower, 3" range, attacks as Chemical Power, 2d8 acid damage.
c. Trick pistol - time-delayed action. When fired, pistol whips out a flag that says "Bang! You're DEAD!" but nothing else happens - for two seconds (Joker's Move Action) Then a second charge shoots the flag and rod into the victim! Damage: 2d8, piercing.
d. Exploding cigar - as in for real. One Action as victim lights and enjoys. +3, 2d8 damage as per Bomb rules.
NOTE: All "successful" gags - if victim's fail their Detect Hidden AFTER Joker has gotten "charmingly close" and offered the item - grant the Joker 500 bonus experience points.

Weakness: Low Self-control - the Joker is "the world's first fully functioning homicidal artist". He is ruthless, brutal and murderous, brilliant and mad, littering landscapes with corpses imbued with his "Joker's Grin." He feels it is his solemn duty to show the world what a joke life is - a grim, unrelenting tale, with our small pitiful lives being the grand cosmic joke. Thus he wants everything to be big, loud, festive and theatrical.

And the punchline for everyone and all their tales? Death.

The Joker is driven to keep everyone from "dullness" by granting us all the things we think are exciting - death, mayhem, murder, robbery, larceny, comedy, etc. He is the murderous mogul of modern media.

Pathological Behavior "Save": The Joker must make a d20 Cha/2 save (i.e. 13 or less) when encountering a problem or he will get violently angry, attacking even associates. The worse the failure, the more likely to kill them. On a "20" he DEFINITELY decides to kill them. "What an Oxygen Thief! Bwahaahahahahah!"

His "calling card" that he leaves behind is always the same - a 'Joker' from deck of playing cards.

Skills/Training: The Joker has aptitudes for Chemistry and Engineering and appears self-taught. His Joker's serum is his masterpiece, possibly conceived by his horrific origin (made from his own body chemistry?). However, his erratic mindset permits him only to build such devices as he thinks violent and entertaining -super-sized toys, gags and the like. Very orderly and "dull" machines are painfully difficult for him to work with (again, a d20 Cha/2 save (13 or less) when stymied or he will spend two Actions attacking the device.)

Str: 13
End: 19
Agi: 16
Int: 22
Cha: 26

HP Mod: 5.6056

Weight: 192 lbs. Basic Hits: 4 (corrected)
Power: ( 70 )
Healing Rate: 1.5 /day
Hit Points: ( 23 )

Move: 48"/turn
Carrying Capacity: 384 lbs.
Basic HTH: 1d6
Acc: +2 ( +6 ) Dam: +3

Detect Hidden: 16%
Detect Danger: 60%

Legal Status: Unknown - known to be criminally insane and therefore has yet to be brought to trial for crimes committed. Institutionalization in Arkham Asylum ordered by court after each escape.

Background/History: Whether the man who became the Joker was a failed nightclub comedian, a hit man for the mob, or some of both, no one will ever know for certain. What is known for certain is that the Joker was once a masked villain named "The Red Hood" and during a robbery at a large chemical plant which produced various products, including playing cards, he was stopped by the Batman and fell headlong into a large vat of chemicals.

Believed to have perished instantly, no rescue attempt was made. The chemical bath however did NOT kill him, but changed his mind and appearance into the never-equaled Joker, the Clown Prince of Crime.

He is a terror to all sane men, law-abiding and criminal alike. "When super-villains want to scare each other, they tell Joker stories!" says one source.

It sounds reliable.

bishoplogan
09-11-2008, 03:24 PM
yeah another port keep it up:sawink2:

Brother Brian
09-11-2008, 03:27 PM
Justice that is incredibly well done.

Nice Job.

Justice
09-12-2008, 01:28 AM
*digs toe into dirt*

Thank you!

Justice
02-11-2011, 12:41 AM
Just to bump it up. I liked this write-up.