REAL NAME: Katherine “Kate” Rebecca Kane
OCCUPATION: Socialite, Adventurer, Businesswoman
HEIGHT: 5’11”
WEIGHT: 141 pounds
EYES: Green
RACE: Human
TECH LEVEL: Modern (1)

Reflexes 5D: Acrobatics 10D (parkour +2D), athletics 11D, brawling 9D, climbing 7D, dodge 12D, driving 9D (motorcycles +3D), martial arts 11D, melee weapons 6D (swords +2D, cryo-baton +3D), piloting 7D, riding (horses) 8D, sneak 11D
Coordination 4D: Catch 7D, lockpicking 10D, marksmanship 7D, missile weapons 6D (crossbow +2D), sleight of hand 7D, thievery 8D, thrown weapons 10D (Thorns +3D)
Physique 4D: Leap 6D, lifting 5D, running 9D, swimming 6D
Knowledge 5D: Arcane lore 6D, computer ops 6D, criminology 13D, demolitions 8D, forgery 5D (forgery identification +2D), languages 6D, medicine 7D (first aid +1D), navigation 6D, research 8D, scholar 8D, science 8D, security 9D
Perception 5D: Artist (Dance) 6D, engineering 6D, hide 12D, repair 6D, search 8D, shadowing 12D, streetwise 10D (Gotham City +2D), surveillance
10D, survival 8D (urban survival +2D), tracking 8D

Presence 4D: Animal handling 5D (horses +3D), bluff 7D, charm 7D, command 7D, disguise 6D, interrogation 15D, intimidation 14D, persuasion 7D, willpower 12D

ADVANTAGES/DISADVANTAGES: Acting Ability -3D, Acute Balance -2D, Acute Sense of Direction -2D, Ally (Bat-Family, Gotham Knights) -12D each, Attractive Appearance -2D, Courage-2D, Fast Reactions -4D, Gifted in Learning -4D, Intimidating Grin -2D, Leadership Ability-2D, Obscure Knowledge -2D, Observant -2D, Wealth -8D, Dark Secret (Expelled from West Point) +1D, Enemy (Religion of Crime) +3D, Enemy (Rogues Gallery) +5D, Fanatic (quest for justice) +3D, Hides Emotions +1D, Medical Problem (Low Drug Tolerance: Kate is susceptible to attacks using incapacitating agents like drugs or toxins, especially those of a hallucinogenic nature. Despite weathering many such attacks during her crimefighting career, she seems to have built up no resistance to them, even in general) +6D, Secret Identity +3D.

PDV: 6

POWERS: Supersenses 2D (Kate’s head wound was stitched shut with gold thread, giving her a limited ability to detect strong electromagnetic fields (a similar concept to fillings picking up radio waves).

EQUIPMENT: Cape and costume (Armor Value 20 against projectiles, 12 against heat and fire), nightvision lenses (Immune to darkness penalties), jumplines and grapnels (max range 200 feet of cable, adds +1 success to any climbing roll), gas capsules (break upon impact and release a knockout gas – target must make a Difficult willpower roll or pass out for six hours), rebreather (provides oxygen for up to two hours), “Thorns” (modified batarangs) (BDV 2D, max range physique/lifting roll +4), Cryo-Baton (BDV 4D, can telescope out from 12 inches to six feet), Taser Gloves (Electricity Manipulation 12D – limitation: can only be used once and drains all power from the suit, leaving her unable to perform another burst of the gloves until it has been recharged), Fear Toxin (emitted from gloves – anyone breathing in the gas must make a Heroic resistance roll or be affected. The effects can take any form and are left up to the Narrator to decide what exactly happens. Once affected, a victim can overcome the effects through waiting for the gas to wear off [roll 6Dx4 for the number of hours the effects last, with a minimum of 1 hour], or they can attempt a Super-Heroic willpower roll to overcome its effects.

Published by Barry Reese

Professional author that has worked for publishers as diverse as Marvel Comics, Moonstone Books, Wild Cat Books, Airship 27 and Pro Se Press!

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