Batgirl
Name: Cassandra Cain
- F: Am/50
- A: In/40
- S: Gd/10
- E: Rm/30
- R: Ex/20
- I: In/40
- P: Rm/30
- Health: 130
- Karma: 90
- Resources: Rm/30
- Popularity: 0
Powers:
Combat Sense: In/40, Batgirl is able to tell from body language what her opponents next moves are.
Iron Will: Ex/20, through training and sheer force of will Batgirl is able to mitigate any damage dealt to her
Equipment:
- Excellent Body Armor vs. physical attacks
- Good vs. energy attacks.
- She has a clear lens: Remarkable eye protection.
- Telescopic-vision lens: Feeble telescopic vision
- Microscopic-vision lens: Typical microscopic vision
- Thermal lens: Excellent infra-vision
- Flash protection lens: Offers Incredible protection against blindness.
- De-Cel Mono-filament Jumpline: Slows user's fall the further he descends. Remarkable strength, supports 400 lbs. indefinitely and 800 lbs. for shorter periods.
- Launching Grappling Hook: Fires a hook that snaps open after firing and clamps shut once the button at its joint hits its target. Contains 200 ft. of de-cel cord (above).
- Wall Penetrating Grapple: Fires diamond-bit piercing darts that can attach to up to Remarkable materials. Contains 200 ft. of thermoplastic line (Incredible strength, can support up to 600 lbs.).
- Bungee-Prima Cord: Ropelike explosive normally used to link larger charges. Must be set off by a separate charge. 6 ft. blast radius, Good EA damage.
- Conventional Gas Mask: Allows for freedom of operation under exposure to any airborne non-contact toxins. Normally always carried in magazines of six.
- Rebreather: Provides oxygen for 2 hrs.
- Pellet Grenades: Can be strung together with bungee-prima cord (below). Can be attached to surfaces with an internal contact cement reservoir or thrown for a 5-sec. delay. Remarkable EA damage, 12-ft. blast radius.
- Concussion Grenades: Can be set for explosive or flash-bang detonation and for a delay of 3 sec. to 40 min. Can also be set off by radio remote. Remarkable EA damage, 12 ft. blast radius.
- Smoke Bombs (x4): Within her utility belt, she carries many smoke bombs. She uses them to blind her foes. Excellent intensity, 1-area radius. All in the affected area at -2 CS to performing actions.
- Tear Gas Pellets (x4): Within her utility belt, she carries capsules filled with tear gas. She can use them to gag her opponent. She can also use them for basically the same purposes that she does for the smoke bombs. Excellent intensity, 1-area radius. Must make Endurance FEAT or be unable to perform any action until one round after leaving the affected area or 15 minutes (10 minutes if outdoors or in a windy area), whichever comes first.
- Burr: Just over an inch wide, attached by foil spring snags on each of its four corners. One-month battery life, 1,500-ft. range Throwing: Less than an inch in diameter, 3-mile range.
- Folding Batarang: Good Blunt Throwing damage. Four may be folded and carried in a single belt pouch.
- Hard Impact Edge Batarang: Excellent Blunt Throwing damage.
Uniform:
The Batgirl costume is a lightweight combination Kevlar/Flameweave composite that provides:
Cowl Lenses:
By depressing a button on her cowl Batgirl puts various lenses over her eyes.Also contains, voice-command audio processor, radio transceiver, inertial GPS system, and field-of-view display projector.
Utility Belt:
Batgirl wears a utility belt similar to Batman's and never uses anything from it. It is equipped with pockets of varying size and likely contains:Explosives:
Capsules:
Tracer Devices:
Talents:
Acrobatics, climbing, Artist- Dancing, Martial Arts- All, Military, Pickpocket, Security Systems, Sleight of Hand, Weapons Master, Marksman, Blunt weapons, Edged weapons, Thrown Weapons, Resist Domination, Detective
Contacts:
Batman, Oracle, Robin, Nightwing, Alfred Pennyworth, David Cain