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V&V Joker

THE JOKER

Identity: Unknown; aliases include Jack, Joseph "Joe" Kerr, Clem Rusty, Mr Rekoj

Group Affiliation: Injustice Gang, Injustice League, Secret Society of Super-Villains, The Club of Villains

Base of Operations: Gotham City

First Appearance: BATMAN #1 (Spring 1940)

Side: Evil

Sex: Male

Age: 40

Height: 6' 2"

Hair: Green

Eyes: Green

Level: 12th

Experience: 77,000

Training: +1 Endurance


POWERS:

1. Chemical Power:  The man who would become the Joker fell into a vat of chemicals that permamently changed his body and warped his mind. He emerged from the chemical vat with bleached chalk-white skin, ruby-red lips locked in a permament smile, and bright green hair. He no longer feels pain and cannot be knocked unconscious from HP damage. His body also heals quicker than normal. Treat his base Healing Rate as being one level higher than what would normally be allowed by one's Endurance score (ie. an End of 19 would normally grant a base Heal Rate of .5, but for the Joker it would be .6). It is rumoured that the Joker has stopped aging as well.

2. Body Power (Immunity to Poisons):  Through a prolonged exposure to chemicals (the Joker is an avid consumer of his products) and his own changed physiology, the Joker has built up an immunity to poisons. This immunity applies to all poisons, including his "Joker Juice". For example, the Joker has shown to be immune to the natural toxins produced by Poison Ivy.

3. Heightened Agility A  +8

4. Heightened Intelligence A  +10

5. Poison/Venom (Joker Juice):  The Joker Juice is a deadly poison that infects its victims with a ghoulish rictus grin as they die while laughing uncontrollably. Treat as Death Touch. The way this poison can be introduced into its victim varies. The Joker has been known to use a mist dispenser (range 2"), poisonous darts (attacks as HTH Combat, +2 to hit), or as a partial chemical solution that needs to encounter another agent to activate the poison (i.e. the initial chemical is slipped into the victims food but the poison is only activated when the victim smells a specific perfume).

6. Special Weapons:  The Joker has been known to use various joke themed but deadly weapons. The GM is encouraged to use the Joker's Inventing Points to create more special weapons.
      i. Acid Spewing Flowers:  Attacks as HTH Combat, +3 to Hit, 3d10 Damage, Range 2", 24 charges.
      ii. Cyanide Pies:  Attacks as HTH Combat if thrown, Range 9" (A/2), Treat as Death Touch power. 1 Pie = 1 Charge.
      iii. Electric Joy Buzzers:  Attacks as HTH Combat, +2 to Hit, 3d12 Damage, 14 Charges.
      iv. Exploding Cigars:  The cigars only explode when lit. After 1 Phase of being lit, the cigar explodes for 3d10 Damage. The unfortunate victim gets a Saving Throw vs Agility on d20 to take half damage. 1 Cigar = 1 Charge.
      v. Razor-Sharp Playing Cards:  Attacks as HTH Combat, +2 to Hit, Damage HTH + 1d4, 52 cards per deck.

7. Weakness (Phobia/Psychosis):  The Joker is clinically insane. His personality is that of a fiendishly intelligent lunatic with a warped, sadistic sense of humor and a disregard for society's rules. He has an immunity to fear since he doesn't understand the concept and sees everything as a joke. He has been shown to be immune to the Scarecrow's fear gas.


CHARACTER DATA:

Weight:  192 lbs. Basic Hits:  4 Agility Mod:  Nil
Strength:  12 Endurance:  19
Agility:  19 Intelligence:  22
Charisma:  28 Reactions from:   Good:  -5     Evil:  +5
Hit Mod. (1.2) (2.2) (1.9) (1.4) =  7.0224 Hit Points:  29
Damage Mod.:  +4 Healing Rate:  2.4
Accuracy:  +3 Power:  72
Carrying Capacity:  348 lbs. Basic HTH Damage:  1d6
Movement Rates:  50" ground.
Det. Hidden:  16% Det. Danger:  20%
Inventing Points:  26.4 Inventing (66%): 

Knowledge Areas:  Crime, Poisons, Research/Technology (humour themed gadgets) & Scientist (Chemistry)

Origin and Background: (American)  The Joker has been referred to as the Clown Prince of Crime, the Harlequin of Hate, the Leonardo of the Larcenous Laugh and the Ace of Knaves. More about the Joker can be read at his Wikipedia Entry.

Training Bonuses:
      2nd Level:  +1 Knowledge Area (Poisons)
      3rd Level:  +1 Endurance
      4th Level:  +1 Knowledge Area (Research/Technology - humour themed gadgets)
      5th Level:  +1 Endurance
      6th Level:  +1 Charisma
      7th Level:  +1 Endurance
      8th Level:  +1 Charisma
      9th Level:  +1 Endurance
      10th Level:  +1 Charisma

Legal Status: Citizen of the United States with a criminal record.


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