
The Joker (Star 13, Brainiac 5)
HD 18d8+36; HP 140; Init +3; Spd 30 ft; Defense 33, flatfooted 13 (+3 Dex, +4 Int, +3 Chr, +13 Class); BAB +14; +16 melee (1d8+2, Unarmed), +17 melee (1d4+7, Knife) +17 melee (2d4+2, Beretta 93R), +17 (2d8+4, AK-47); SQ Friends in low (high) places; AL Belief system (Anarchy/Chaos) SV Fort +7, Ref +11, Will +12, Rec +5; Rep +15; Str 13, Dex 16, Con 15, Int 19, Wis 10, Cha 17.
Background: Criminal
Occupation: Mastermind: Perks 4+4 power stunts (Gadgeteer, Security systems, Professional Reputation
Hobby: Weapons
Skills: Academics (life sciences) 20 (+24), Acrobatics 14 (+17), Athletics 13 (+15), Chemistry 22 (+26), Computers 13 (+17), Crime 20 (+24), Engineering 10 (+14), Firearms 16 (+19), Influence 20 (+23), Leadership 20 (+23), Legal 14 (+18), Outdoorsman 14 (+14), Perception 15 (+15), Power Control 10 (+12), Read/Write: English, Stealth 15 (+18), Streetwise 20 (+24), Unarmed 14 (+15), Vehicles 17 (+24), Weapons 25 (+26)
Feats: Attack Focus (Knife), Banter, Dodge Focus, Entourage, Exploit Weakness, Fascinate, Feint, Followers, Master Plan, Power Level x7, Redirect, Smart Defense, Suggestion, Trick, Voice of Command
Access/Contacts/Followers: Harley Quinn, Thugs
Wealth: 15
Disadvantage: Psychotic (DSR 5), Hideous Appearance (DSR 3)
Possessions: Straight razor, Butter knife, Butcher knife, Switch blade, Lint,
Bag of Marbles – Grenades 4d6 10’ Save 18, Berreta 93-R, AK-47,
Lapel flower squirter - Acid Spray 3d6, HR 4, 2 rounds - Knockout Gas – cause exhaustion, Fort DC15, Laughing Gas - Nauseate Save DC 14
Razor Playing Cards – Shuriken 1d2,
Hand Buzzer – Taser 1d4
Headquarters: Abandoned Fun Park (Concealed, Garage, Holding Cells, Power Source, Workshop - Bright Lights - Dazzle DC10, - Loud Music DE- Concealed Explosives – Blast 4d6 DC15 - Rides - Super-Movement (Swinging) - Hall of Mirrors - Nauseate DC 10