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Batgirl
Cassandra Cain

Fighting Amazing
Agility Incredible
Strength Good
Endurance Excellent
Reason Remarkable
Intuition Incredible
Psyche Remarkable
   
Health 120
Karma 100
Resources Poor
Popularity 0

 

Batgirl II

Powers

  • Danger Sense: Batgirl is highly trained in various forms of hand-to-hand combat, and has the ability to "read" her opponents in battle. This permits her Amazing Intuition for any combat orientated Intuition FEAT checks.
  • Adrenal Surge: Cassandra has been known to augment her strength. If she can make a red Psyche FEAT roll she gains the advantages of Remarkable strength for 1-10 turns.
  • Iron will: While bullets will wound her and necessitate medical treatment, she will pretty much ignore the shock from being shot. Treat this as Typical rank.
  • Stealth: Like Batman Cassandra has mastered the trick of silent appearances and disappearances with Excellent ability.

     

    Equipment

  • Uniform: The Batgirl costume is a lightweight combination Kevlar/Flameweave composite that provides:

    • Excellent Body Armor vs. physical attacks Good vs. energy attacks.
    • Cowl Lenses: By depressing a button on her cowl Batgirl puts various lenses over her eyes.
      • She has a clear lens: Remarkable eye protection.
      • Telescopic-vision lens: Feeble telescopic vision
      • Microsopic-vision lens: Typical microscopic vision
      • Thermal lens: Excellent infra-vision
      • Flash protection lens: Offers Incredible protection against blindness.
    • 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:
    • De-Cel Monofilament 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 Grappel: 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 noncontact toxins. Normally always carried in magazines of six.
    • Rebreather: Provides oxygen for 2 hrs.
    • Explosives:
      • 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.
    • Capsules:
      • 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 capsles 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.
    • Tracer Devices:
      • 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.
    • Batarangs:
      • 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.

    Limitation

  • Her initative drops by 2 if she cannot read an opponent (such as no nervous system, not alive, etc.)
  •  

    Talents

    Acrobatics, climbing, Artist- Dancing, Martial Arts- All, Military, Pickpocket, Security Systems, Sleight of Hand, Weaponsmaster, Marksman, Blunt weapons, Edged weapons, Thrown Weapons, Thrown Objects, Resist Domination, Detective

    Special: Body reading: Simply by looking at someone moving, she can automatically determine with complete accuracy the Agility, Martial arts training, Weaponry and Initiative score of the person, as well as the styles in which they are trained. This takes 1 round of concentration and a successful Intuition FEAT roll.

     

    Contacts

    Batman, Oracle, David Cain, Spoiler, Nightwing, Alfred Pennyworth

     

    History

    Cassandra Cain, daughter to the assassin who taught Bruce Wayne hand to hand combat and who trained Cassandra to be a deadly assassin from a young age. She was trained day & night in various styles to such an extent that when it came to any form of combat and could outfight, outrun, or outshoot anybody, including Cain. All before she had reached the age of nine. Cain taught her to use violence as her only means of communication, and she developed such keen fighting instincts that she was able to physically "read" her opponents body enabling her to anticipate the next attack. However, Cain made the mistake of puttnig her in the field too early. On her "graduation day" Cain assigned her to perform a hit which the nine-year-old performed like a professional, ripping his throat, however she was hardy stone cold. The realization of what she done horrified her and she left Cain instantly much to his despair.

    At a time when other girls her age were feeling crushes and celebrating sweet sixteens, Cassandra was wandering the backstreets of the world, eventually arriving in the best hiding place on Earth, Gotham City,

    Oracle, the former Batgirl, recognized the enigmatic street urchin's unique abilities and recruited the girl to be one of her eyes and ears in No Man's Land, gathering information on the streets on the city's various criminals. Cassandra fought alongside Batman and his compatriots, aiding their efforts to restore order to Gotham City.

    Batman, being a former student of Cain's and aware of his methods, recognized the connection between the girl and the assassin. After saving Commissioner James Gordon's life from an assassination attempt, Batman seeing her prowess as an asset, awarded her the costume and title of the new Batgirl, which he had just taken from the Huntress. Cassandra moved into the watchtower with Barbara Gordon, who became her guardian and friend.

    While helping Batman rescue a young girl from the mob Cass runs into a man that would literally change her life. The chance meeting with a psionic metahuman who, not understanding her thoughts, he rearranged her mind so she could speak English. This had a negative effect on her skills, robbing Cassandra of her ability to "read" opponents by literally put words into Cassandra’s head. Given her newfound abilities to hear herself think Cassandra found herself unable to fight efficiently due to her head is filled with thoughts and ideas. Without, her special martial arts skills she was no longer capable of fighting crime and was forced to retire by Batman.

    Cassandra discovered may never be able to regain her apparent deadly arts and so Batman decided that Cassandra needed to train harder without her gift. He gave her a CD collection of his 127 different fighting styles and asked her to learn them. She did and kept trying to defeat Batman in combat in order to regain the Batgirl costume.

    Secretly however she was still fighting crime without her costume and just using face paint to hide her indentity. One trip however led her into a chance of a lifetime and possibly the only chance to regain the costume she is training so hard for.

    Realizing how bad she was, Cassandra asked Shiva to help her regain her abilities. Shiva agreed but only if they would battle in a year. Over the next few nights, Cassandra trained vigorously until she had her abilities back and still had the ability to speak. After showing Batman her abilities were back, Batman returned to her, the cowl and cape and mantel of Batgirl.

    Trained now to be a heroine of her own, Barbara teaches Cassandra how to speak and read English while acting as mentor. Cassandra wears the mantle of the Bat like a second skin, but that of an innocent teenage girl will likely feel forever alien.