I'd be interested in trying this out, if you've got room for one more.
I haven't nailed down a character concept yet, and my last PBP Wild Cards character was a 'reformed' third-generation Swarmling, who, with the leavetaking of the brood mother, chose to 'blend' and remain in disguise as a human / ace, rather than be outed as a former alien invader...
Obviously that's neither Joker, nor Ace, so for this game, I'd come up with something more in tune with the requested builds.
Sample character, although by no means my final choice, just the one that leapt out immediately;
Beth was at ground zero, and the crash occured within a couple of hundred yards of where she was standing on the street, looking up in shock as thousands of pounds of debris rained down upon her position. What came next was blackness and a sense of overwhelming pressure, punctuated by distant voices and rumblings. It was days before her flattened body was found beneath the rubble, sniffed out by a police dog, and as the crane hoisted the 800 lb. chunk of debris off of her position, her body returned to three-dimensional state, puzzling her rescuers, who could not imagine how the young girl had survived with barely a scratch on her (although her shoes and handbag were crushed flat...). She didn't want to be a freak, and just wanted to pretend it didn't happen, spending the next six months in therapy, as she went into a state of violent denial, not just about her survival, but denying that her kinda/sorta boyfriend, who had been standing next to her when the debris landed on them, hadn't died in the crash, and that she hadn't spent over 50 hours beneath a ton and a half of rubble, pressed up against Paul's crushed body. Paul's family loathed her, for surviving where their son had not, and her own mother was at wit's end, trying to juggle her survivor guilt, combined with her own work as a therapist (her caseload was already overwhelming in the weeks after the crash, and having to come home and try to relate to her daughter, who she knew quite well she wasn't going to be objective enough to deal with on a professional level, was just one blow too many for their family to take). Beth felt abandoned by her mother, who referred her to a colleage to talk about her trauma, since it seemed what was the point of having to put up with a shrink for a mom, if she couldn't be there when she was needed? Beth didn't care to hear about 'professionalism' or 'too close to the problem,' as it all sounded like excuses, and she froze her mother out, only to find herself more alone than ever, as her mom and Sam had been her two go-to people for talking out her problems, and she angrily felt that both had abandoned her.
She's come a long way since then, but is still angry, and doesn't open up to people very quickly, still feeling that they will just go away, or fail her when it matters. This has made her annoyingly independent, the sort of person who gets annoyed and peevish if someone tries to help them, or even chats her up in a friendly manner, responding with comments like, "I don't need your help!" or "What do you care?" Where this a romantic comedy, her prickly demeanor would be a protective shell covering a person who just wants to be held, but Beth's life doesn't star Hugh Grant as the nice whacky guy who drags her out of her shell. Instead, she's actually grown to *like* the person she's become, fierce and independent, and has thrown herself into many activities that she had formerly been intimidated to try. She was always the star gymnast, and it seemed like half of her extended family wanted her to try out for the Olympics (blithely unaware that she would have had to start training for the Olympics at the age of like, three, if she wanted to go that route, which she didn't), and Sam was the martial arts nut. Left with some 'toys' he'd left behind in her room, nunchuks and martial art magazines mostly, she decided that if Sam wasn't there, she would take on his role, and study the martial arts in his place. His friends at the 'dojo' weren't sure what to think, as she'd come to pick him up or just watch him practice, but never participated before, but the instructor was pleased, if somewhat concerned about her level of dedication. She would spend hours practicing moves, and preferred very 'un-lady-like' tactics like grappling and submission holds. Within a year, she was a star pupil, and had her own key to the dojo, where she would go to get away from her mother, and to practice moves that none of the other students would be allowed to see, her 'freak moves,' where her body would twist like water and spin around like a ribbon of flesh and bone. Over time, she learned even to compact her gi into whatever two-dimensional state she would assume, and learned that if she struck something edge-on, she was deadly, able to slice through even metal bars like a living lightsaber. The thought of ever using her moves on a person was so disgusting to her (and brought back red wet memories of those days lying next to Sam's body), that she made the decision to learn the various grappling and submission techniques that so perplexed her instructors and fellow students. If she ever found herself forced to use her 'freak powers' in a fight, she would wrap around a person, rather than risk cutting them with her nearly mono-molecular 'edges.'
Papercut, the Folding Girl (Beth Molsen)
PL 8 (120 pp)
Abilities 18 + Combat 16 + Saves 5 + Skills 13 + Feats 16 + Powers 45 = 113 pp (PL
Abilities: Str 10, Dex 16, Con 14, Int 12, Wis 14, Cha 12 [18 pp]
Attack: Melee +4, Hand-to-hand +8, Grapple +10 (when folded), Ranged +4 [8 pp]
Defense: +4, +10 when ‘folded’ (+2 flat-footed) [8 pp]
Damage: +0 hand to hand (19-20 Crit), +8 (penetrating, 16-20 Crit) when folded
Saves: Toughness +2 / +6 when folded (+2 flat-footed), Fort +2, Ref +6, Will +4 [5 pp]
Skills: Acrobatics 8 (+11), Bluff 2 (+3), Climb 2 (+3), Computers 2 (+3), Concentration 0 (+2), Craft (artistic) 4 (+5), Diplomacy 2 (+3), Disable Device 2 (+3), Disguise 0 (+2), Drive 0 (+3), Escape Artist 2 (+5, +7 when folded), Gather Information 0 (+1), Handle Animal 0 (+1), Intimidate 0 (+1), Investigate 2 (+3), Knowledge (art) 2 (+3), Knowledge (current events) 2 (+3), Knowledge (physical sciences) 2 (+3), Knowledge (streetwise) 2 (+3), Knowledge (technology) 2 (+3), Language (English, native), Medicine 1 (+3), Notice 2 (+4), Perform (stage magic) 2 (+4), Search 2 (+3), Sense Motive 2 (+4), Sleight of Hand 2 (+5), Stealth 5 (+8), Survival 0 (+2), Swim 0 (+0)
[13 pp, 52 ranks in skills]
Feats: Accurate Attack, Acrobatic Bluff, Ambidexterity, Attack Specialization (unarmed) 2, Defensive Attack, Evasion 1, Grappling Finesse, Improved Critical (hand to hand) 1, Improved Grab, Improved Initiative 1, Improved Defense, Improved Sunder, Instant Up, Power Attack, Challenge (feint as a move action with acrobatic bluff)
Alternate Form (two-dimensional) 9 (Insubstantial 1, Concealment 2 (visual), Strike 8 (Extra: Penetrating)), Elongation 2, Enhanced Combat Feats 18 (Chokehold, Defensive Roll 4, Dodge Focus 6, Evasion +1, Hide in Plain Sight, Improved Critical (hand to hand) 3, Improved Grapple, Improved Pin))
But, like I said, that's a first notion. I'm tempted to work up a character with some sort of transportation power or some sort of ranged utility. Perhaps even a kinda/sorta vampiric healer, who moves life-energy around. Tons of potential, really.