Post by CJ on Mar 17, 2009 1:29:38 GMT -5
IRC Name: Sephiroth
Name: The Joker
Exp: 0
Level 14
Game of Origin/Race: Various Batman Games - Human (?)
Age: ?
Weight:
Height:
General Description: The Joker looks like he's seen better days. He wears a clown's face but doesn't really seem to care about upkeeping it to make it look 'good' so the face looks more demented and kind of patchy. He has two cuts on the sides of his lips that make it look like he has a broader smile though where he got them from is a mystery. His hair is tinted green though normally would probably be brunette or black. He wears a purple fancy coat with tails though it looks well worn, purple pants, shoes that are nice but kind of slick on the bottom so he can sometimes slide around, a green vest and gray shirt.
[image]
General History: The Joker has a mysterious history. His true name is unknown so far and he even goes so far as to make up most of his past which can change to whatever he dreams up at the moment. He's clearly a psychopath that has very little he actually cares about other than causing confusion, conflict and testing humanity out to its limits. He has an odd respect for Batman who he sees as incorruptible. Other than that, there just doesn't seem to be much he cares about but in causing widespread mayhem, though he can be distracted if amused enough and can occasionally even do good deeds if motivated to them. One can never be sure exactly what he's thinking of doing since he enjoys spontaneous behavior to keep on his own toes, let alone baffle others. He also takes life rather indiscriminately and doesn't hold special value for a person's life say above that of any material object. He also does not really care for money but to have it in order to do some schemes and nothing really seems to be held as more important over anything else for long. In other words, he's psycho.
The Joker has a tendency to do erratic behavior that makes sense to no one save him, though sometimes Batman can key in on what he might be planning. He tends to say he doesn't scheme but yet he does. He tends to lie or tell the truth but his lies can be pretty 'truthful' sounding and his truths can sound like lies. He likes to push people over the edge, especially those who claim they are pure of heart or goodie goodies. He also doesn't like to prove he can do it all the time. Basically, the Joker's ideals are his own and he has a very strong will to push them, despite the fact sometimes he really gets beaten up for it or worse. He loves to cause destruction and seldom is seen actually raging in fury or protest as he finds just about any situation amusing. He does have high energy though. His personality any further than this is really hard to predict or describe as he changes himself, his stories of his past, and what he wants to do whenever he feels compelled to.
What your character hates most:
it depends on the time.
What your character loves most:
a good time.
What your character hopes for:
If he had hopes it would be to be sane. He just lives day to day
Class: a nutty clown psychopath
STATS:
~~
Life - 170
MP: 20
Act Points:3 (0 act points to next level) (0 side)
Every 20 points increases ACT by 1. Max of 20 points at character creation.
~~
Power: The amount of destructive power your physical body holds. The higher it is, the more damage your physical attacks (kicking, punching, throwing stuff) do. Simple, right?
Special Power: The amount of destructive power your mind holds. The higher it is, the more damage your non-physical attacks (spells, telekinesis, fire breath) do.
Special Power 2: The amount of HELPFUL power your mind holds. The higher it is, the more helpful your non-physical powers (healing, status removal, protection) are.
Defense: This is your ability to take a physical hit. The higher it is, the less damage you take from physical attacks.
Special Defense: This is your ability to take a hit of a less physical nature. The higher it is, the less damage you take from special attacks.
Speed: This is how quick you are. Your speed affects your spot in the turn lineup, as well as your ability to dodge.
Accuracy: This is how accurate you are in attacking. The higher it is, the better the chance you'll hit.
Power: 20
Special Power: 10
Special Power 2: 10
Defense: 40
Special Defense: 40
Speed: 50
Accuracy: 35
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ABILITIES 2 Training Slots used
Advanced Weapon Proficiency, the Joker Cane - Level 3 (+5 Acc and Weapon Damage when swinging his cane)
Advanced Weapon Proficiency - Pistol - Level 3 (+5 Acc and Weapon Damage when shooting one handed pistols)
Advanced Weapon Proficiency - Demolitions - Level 2, +3 weapon damage of set bombs.
Passive: Evasion - Level 3 (+12 Speed for Dodging only)
Passive: Pain Tolerance - The Joker shrugs off even intense pain, rendering him immune to attack affects that specifically use it, and gives him an IC, indisputable out if god forbid he's tortured. - Level 2
Villain Ability: Psychopathic Tendencies - The Joker's mind is such a scary place even he doesn't like to spend much time there, rendering him completely immune to mind-affecting attacks, including most Mind and Order type moves. It won't stop him from being tossed around or pelted with psychic bolts, but anything that requires an actual connection is more dangerous to the attacker than to him.
In such a case, the GM should add up the Spell Damage of said attack and any percent chance of status effect. This is the % chance that the attacker will be Confused. Mind reading attempts will cause this without fail.
Racial Ability: Crime Lord - Despite being battier even than his bat themed nemesis, Joker has a certain bizarre charisma, combined with a notoriety in the criminal underworld that causes low level thugs to rally around him. Roll d3 after every mission to see what scum he attracts, then another d3 each for what kind of weapon they use (+12 Cutting, +10 Piercing, or +10 Bludgeoning). All Thugs get their turn at the same time as Joker.
Thug Stats
HP: 50
MP: 0
Act: 1
All Stats: 10
IC SKILLS
Blacksmithing
Writing 1
Crafting 1
Spellcraft
Machinery 3
Alchemy
Compounding 2 (chemistry)
Cooking
Engineering: (for bombs and gadgets) 3
~~~~
STUFF:
30 Coins
2 Spare Pistol clips.
Explosives - +50 AoE1 Blast damage, must be set and goes off after two turns, or can be automatically set off at the cost of 1 Act. They can also be set to remain longer, and go off when a preset condition is met. Mysteriously comes back after every mission.
Laughing Gas - A canister of sinister nerve gas. Goes off 1 turn after the pin is pulled, whether it's actually thrown or not (clever opponents can make this thing a damn liability). The initial explosion is AoE1 with a 25% Paralysis chance. The gas then spreads one Unit in each direction over the next two turns before fading away completely. If in a confined space with little to no ventilation, the gas doesn't fade and those trapped in the cloud must roll it's paralysis chance once per round on their turn.
For purposes of duration, the bomb is considered to have 30 SPwr.
Like the explosives, this canister somehow regenerates after every mission.
Joker himself is actually immune to this gas, and it must be breathed to work.
Weapons:
Joker Cane - The Joker's gentlemanly little cane. Sturdier than it looks. +12 BLUDGEONING weapon.
Knife - A typical little shiv you could buy anywhere. +10 Cutting, very light and easy to use.
Pistol - A mass produced pistol easily found in the underworld. +15 PIERCING, 6 shot Clip, 3 shots per round.
Villainy: Can be activated for free (without using Act) at any time. When used, a list of effects is given depending on timing, and you choose one. It can be recharged by certain forces.
Dark blue with a point of black in it.
Name: The Joker
Exp: 0
Level 14
Game of Origin/Race: Various Batman Games - Human (?)
Age: ?
Weight:
Height:
General Description: The Joker looks like he's seen better days. He wears a clown's face but doesn't really seem to care about upkeeping it to make it look 'good' so the face looks more demented and kind of patchy. He has two cuts on the sides of his lips that make it look like he has a broader smile though where he got them from is a mystery. His hair is tinted green though normally would probably be brunette or black. He wears a purple fancy coat with tails though it looks well worn, purple pants, shoes that are nice but kind of slick on the bottom so he can sometimes slide around, a green vest and gray shirt.
[image]
General History: The Joker has a mysterious history. His true name is unknown so far and he even goes so far as to make up most of his past which can change to whatever he dreams up at the moment. He's clearly a psychopath that has very little he actually cares about other than causing confusion, conflict and testing humanity out to its limits. He has an odd respect for Batman who he sees as incorruptible. Other than that, there just doesn't seem to be much he cares about but in causing widespread mayhem, though he can be distracted if amused enough and can occasionally even do good deeds if motivated to them. One can never be sure exactly what he's thinking of doing since he enjoys spontaneous behavior to keep on his own toes, let alone baffle others. He also takes life rather indiscriminately and doesn't hold special value for a person's life say above that of any material object. He also does not really care for money but to have it in order to do some schemes and nothing really seems to be held as more important over anything else for long. In other words, he's psycho.
The Joker has a tendency to do erratic behavior that makes sense to no one save him, though sometimes Batman can key in on what he might be planning. He tends to say he doesn't scheme but yet he does. He tends to lie or tell the truth but his lies can be pretty 'truthful' sounding and his truths can sound like lies. He likes to push people over the edge, especially those who claim they are pure of heart or goodie goodies. He also doesn't like to prove he can do it all the time. Basically, the Joker's ideals are his own and he has a very strong will to push them, despite the fact sometimes he really gets beaten up for it or worse. He loves to cause destruction and seldom is seen actually raging in fury or protest as he finds just about any situation amusing. He does have high energy though. His personality any further than this is really hard to predict or describe as he changes himself, his stories of his past, and what he wants to do whenever he feels compelled to.
What your character hates most:
it depends on the time.
What your character loves most:
a good time.
What your character hopes for:
If he had hopes it would be to be sane. He just lives day to day
Class: a nutty clown psychopath
STATS:
~~
Life - 170
MP: 20
Act Points:3 (0 act points to next level) (0 side)
Every 20 points increases ACT by 1. Max of 20 points at character creation.
~~
Power: The amount of destructive power your physical body holds. The higher it is, the more damage your physical attacks (kicking, punching, throwing stuff) do. Simple, right?
Special Power: The amount of destructive power your mind holds. The higher it is, the more damage your non-physical attacks (spells, telekinesis, fire breath) do.
Special Power 2: The amount of HELPFUL power your mind holds. The higher it is, the more helpful your non-physical powers (healing, status removal, protection) are.
Defense: This is your ability to take a physical hit. The higher it is, the less damage you take from physical attacks.
Special Defense: This is your ability to take a hit of a less physical nature. The higher it is, the less damage you take from special attacks.
Speed: This is how quick you are. Your speed affects your spot in the turn lineup, as well as your ability to dodge.
Accuracy: This is how accurate you are in attacking. The higher it is, the better the chance you'll hit.
Power: 20
Special Power: 10
Special Power 2: 10
Defense: 40
Special Defense: 40
Speed: 50
Accuracy: 35
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ABILITIES 2 Training Slots used
Advanced Weapon Proficiency, the Joker Cane - Level 3 (+5 Acc and Weapon Damage when swinging his cane)
Advanced Weapon Proficiency - Pistol - Level 3 (+5 Acc and Weapon Damage when shooting one handed pistols)
Advanced Weapon Proficiency - Demolitions - Level 2, +3 weapon damage of set bombs.
Passive: Evasion - Level 3 (+12 Speed for Dodging only)
Passive: Pain Tolerance - The Joker shrugs off even intense pain, rendering him immune to attack affects that specifically use it, and gives him an IC, indisputable out if god forbid he's tortured. - Level 2
Villain Ability: Psychopathic Tendencies - The Joker's mind is such a scary place even he doesn't like to spend much time there, rendering him completely immune to mind-affecting attacks, including most Mind and Order type moves. It won't stop him from being tossed around or pelted with psychic bolts, but anything that requires an actual connection is more dangerous to the attacker than to him.
In such a case, the GM should add up the Spell Damage of said attack and any percent chance of status effect. This is the % chance that the attacker will be Confused. Mind reading attempts will cause this without fail.
Racial Ability: Crime Lord - Despite being battier even than his bat themed nemesis, Joker has a certain bizarre charisma, combined with a notoriety in the criminal underworld that causes low level thugs to rally around him. Roll d3 after every mission to see what scum he attracts, then another d3 each for what kind of weapon they use (+12 Cutting, +10 Piercing, or +10 Bludgeoning). All Thugs get their turn at the same time as Joker.
Thug Stats
HP: 50
MP: 0
Act: 1
All Stats: 10
IC SKILLS
Blacksmithing
Writing 1
Crafting 1
Spellcraft
Machinery 3
Alchemy
Compounding 2 (chemistry)
Cooking
Engineering: (for bombs and gadgets) 3
~~~~
STUFF:
30 Coins
2 Spare Pistol clips.
Explosives - +50 AoE1 Blast damage, must be set and goes off after two turns, or can be automatically set off at the cost of 1 Act. They can also be set to remain longer, and go off when a preset condition is met. Mysteriously comes back after every mission.
Laughing Gas - A canister of sinister nerve gas. Goes off 1 turn after the pin is pulled, whether it's actually thrown or not (clever opponents can make this thing a damn liability). The initial explosion is AoE1 with a 25% Paralysis chance. The gas then spreads one Unit in each direction over the next two turns before fading away completely. If in a confined space with little to no ventilation, the gas doesn't fade and those trapped in the cloud must roll it's paralysis chance once per round on their turn.
For purposes of duration, the bomb is considered to have 30 SPwr.
Like the explosives, this canister somehow regenerates after every mission.
Joker himself is actually immune to this gas, and it must be breathed to work.
Weapons:
Joker Cane - The Joker's gentlemanly little cane. Sturdier than it looks. +12 BLUDGEONING weapon.
Knife - A typical little shiv you could buy anywhere. +10 Cutting, very light and easy to use.
Pistol - A mass produced pistol easily found in the underworld. +15 PIERCING, 6 shot Clip, 3 shots per round.
Villainy: Can be activated for free (without using Act) at any time. When used, a list of effects is given depending on timing, and you choose one. It can be recharged by certain forces.
Dark blue with a point of black in it.