Value Roll Notes
5 STR 15 12- Lift: 200kg; 3d6; [1]

15 DEX 15 12- OCV: 5    DCV: 5
10 CON 15 12-
0 BODY 10 11-
0 INT 10 11- PER Roll 11-
-4 EGO 8 11- ECV: 3
3 PRE 13 12- PRE Attack: 2d6
2 COM 13 12-
4 PD 7   Total: 15 PD (8 rPD)
4 ED 7   Total: 15 ED (8 rED)
15 SPD 4   Mental Defense: 0
2 REC 7   Phases: 3, 6, 9, 12
0 END 30   Running: 6" / 12"
4 STUN 30   Swimming: 2" / 4"




33 Court Jester's Staff I: Multipower, 45-point reserve, all slots Reduced Endurance (0END; +) (67 Active Points); all slots OAF (-1)
2u 1) Strike One: Killing Attack - Ranged 3d6 (45 Active Points); Beam (-) 0
2u 2) Strike Two: Hearing and Radio Groups Flash 4d6, Personal Immunity (+), Area Of Effect Nonselective (8" Radius; +1) (42 Active Points) 0
2u 3) Strike Three: Energy Blast (Sonic Blast) 4d6+1, No Normal Defense (+1) (44 Active Points) 0
20 Retractable Wrist Blades: Multipower, 30-point reserve, (30 Active Points); OIF (-) 0
1u 1) Launched Blades: Killing Attack - Ranged 2d6 (30 Active Points); 2 Recoverable Charges (-1), Reduced By Range (-) 0
2u 2) Wrist Blades: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR) (30 Active Points); Cannot Be Used If Both Launched Blades Charges Are Expended (-) 3
14 Court Jester Armour: Armor (8 PD/8 ED) (24 Active Points); OIF (-), Real Armor (-) 0
12 Court Jester's Staff II: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-) plus Stretching 1" (5 Active Points); Only To Cause Damage (-), Always Direct (-), no Noncombat Stretching (-) 2
14 Jester Communicator I: Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x8), Sense Affected As Radio Hearing (+0) (35 Active Points); Only With Others Who Have Mind Link (-1), IIF (-), Does Not Provide Mental Awareness (-) 0
6 Jester Communicator II: Hearing Group Flash Defense (8 points) (8 Active Points); IIF (-) 0
3 Pole Vaulting: Leaping +4" (7" forward, 3" upward) (4 Active Points); Requires An Acrobatics Skill Roll (-) 1
5 Shades I: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-) 0
3 Shades II: Infrared Perception (Sight Group) (5 Active Points); OIF (-) 0




+1 Strike with Jester's Staff (Ranged and HTH Attacks)


Acrobatics 12-


Breakfall 12-


Everyman Skills

Area Knowledge: Various 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (although some may have a different native language) (idiomatic)

Professional Skill: Various (default is 'Student' or 'Teenager') 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

Transport Familiarity: Small Motorized Ground Vehicles


Knowledge Skill: Pop Psychology 8-


Knowledge Skill: The Clown King And The Court Jesters 11-


Knowledge Skill: The World Of A Teenager 11-


Stealth 12-


Teamwork 12-


Weapon Familiarity: Staffs
125+ Disadvantages


Normal Characteristic Maxima


Psychological Limitation: Believes In Clown King Right Or Wrong


Psychological Limitation: Cocky


Psychological Limitation: Not Above Using Dirty Tricks


Social Limitation: Minor


Unluck: 2d6
0 Experience Points
Characteristics Cost 60 Base Points 125
Powers Cost 119 Disadvantages 75
Talents Cost 0 Experience Points 0
Perks Cost 0 Total Points 200
Martial Arts Cost 0
Skills Cost 21
Total Cost 200
Concept Weapon Master Hair Colour Various
Nationality American (although not always the case) Eye Colour Various
Place of Birth Various Height Various
Date of Birth Various Weight Various

The Court Jesters are generally recruited by Howard Blech during trauma counselling, and the manipulative Blech manages to rehabilitate the troubled youngsters into unbalanced muscle for his clandestine criminal activities. The Jesters come from a variety of backgrounds and most only stay with the Clown King for a few months before being incarcerated or realising that the criminal way of life is not for them. Blech never gives them too much information - only enough to keep them in line and enjoying their new lives.

All of the Jesters are recruited by Blech and a majority are troubled teenagers who have found themselves in counselling for one reason or another. Blech makes them feel important and able to take control of their lives and strike back at those who have hurt them. The Jesters are generally regular kids and young adults who have been manipulated at a sensitive time of their lives. While most return to their regular lives after short stints with the Clown King, others find themselves in prison or seriously injured. Others decide to stay with a life of crime.

They are usually outwardly cocky and overconfident, but inwardly they still have uncertainties.
"Laugh it up, while I kick your ass."

The Clown King has outfitted his Jesters with a state-of-the-art combat staff which is capable of emitting a lethal electrical charge and high-ranged sonic blasts. The staff can also be used to vault over fences and walls. The Jesters' costume is armored and also includes retractable wrist blades.

They also wear a Jester communicator which enables the team to stay in contact with each other.


The Court Jesters wear a black and white jester's costume, with three bells hanging from his hat. They carry a staff with a small jester's head and three bells on the end. The costume also contains retractable wrist blades, but otherwise looks much like a jester's costume.

Underneath the costume, the Jesters are regular young adults with a variety of styles, personalities and physical appearances..