Batgirl II

Batgirl
Helena Janice Bertinelli

F) Rm30 A) Rm30 S) Gd10 E) Rm30 R) Gd10 I) Ex20 P) Ex20

Health: 90 Karma: 60 Resources: Rm Pop: 25

Known Powers: None

Equipment: Body Armor: Ex protection vs. Physical and Energy Utility Belt: 10 Pouches that carries small items. The Utility Belt contains a wide array of devices such as: -Grapnel: In material, fires up to 7 areas, used for transportation, Up to 3 areas -Rebreather/Gas Mask: 2.5 hours air supply -Taser: Delivers Am Electrical -Incidentals: Keys, money, lockpicks, first aid kit, mini-cellphone, antitoxin assortment, signal flares, wireless listening devices, small halogen flashlight. Batarangs: Has the following types of Batarangs: -Folding Batarang: Gd Blunt Throwing damage. Four may be folded and carried in a single belt pouch. -Close-Quarters Impact Batarang: Ex Blunt Throwing damage, half standard throwing range. -Hard Impact Edge Batarang: Ex Blunt Throwing damage. -Cutting Edge Batarang: Rm Edged Throwing damage. -Radio-Controlled Batarang: Ex Blunt Throwing damage, can be radio-controlled by device on utility belt (+3 CS to accuracy FEATs). Capsules: Batgirl has the following types of capsules: -Knockout Gas: Rm intensity, 1 area radius. Those in the affected area must make End. FEAT or pass out for 2 hrs. and lose their memory of the 5 min. preceding exposure. -Regurgitive: Ex intensity, 1 area radius. Those in the affected area must make End. FEAT or become violently ill for 10 rounds. -Smoke: Ex intensity, 1 area radius. All in the affected area at -2CS to performing actions. -Tear Gas: Ex intensity, 1 area radius. Must make End. FEAT or be unable to perform any action until 1 round after leaving the affected area or 15 minutes (10 minutes if outdoors or in a windy area), whichever comes first.

Talents : Acrobatics, All Martial Arts, Marksmanship, Weapon Master, Teaching: (History), Detective/Espionage, Tumbling