Wednesday, August 2, 2023

Gotham City Imposters

While messing around on the web today I was reminded of the new defunct video game, Gotham City Imposters. It was a first-person shooter multiplayer-only game  that came out in 2012. Amatuer vigilantes dressed like Batman would try to take out criminals dressed like Joker. The game was solid and had a great aesthetic, but only last a few years. DC made a series of three animated shorts to promote the game and they're pretty entertaining. Check 'em out!


Code Name: Joker Imposter
Real Name: Various
Team Affiliation: Joker Gang

Medium Humanoid, Any Non-Good

Armor Class: 12
Hit Points: 27 (5d8+5)
Speed: 30 ft.
Challenge: 1/2 (100 XP)

Str 15 (+2) Dex 12 (+1) Con 12 (+1) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills: Athletics +4, Intimidation +2, Stealth +3
Senses: passive Perception 10
Languages: English

Unique Traits
Pack Tactics; The Joker Imposter has advantage on an attack roll against a creature if at least one of the Joker Imposter's allies is within 5 feet of the creature and the ally isn't incapacitated. 

Actions
Mutliattack: The Joker Imposter makes two melee attacks. 
Catoonish Bomb: As an action the Joker Imposter can throw this bomb up to 40 feet away. Each creature within 20 feet of the exploding bomb must make a DC 15 Dexterity saving throw, taking  17 (5d6) piercing damage on a failed save or half as much on a successful one. This ability can't be used again until the Joker Imposter procures another bomb. 
Combat Knife: Melee Attack. +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.
Grappling Gun (Recharge 5-6): Joker Imposters have grappling guns that have a 30 ft. cable. The Joker Imposter rolls a d20 and on a 10 or higher the cable attaches to the desired spot. 
Pistol: Ranged Weapon Attack. +5 to hit, range 30/120 ft., one target, Hit: 8 (2d6+1) piercing damage. 

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