Health: 110 Karma: 90
Resources: Gd Pop: 10
Training: Through training, Batgirl has the following abilities:
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, Tumbling, Performer: (Dancer), Detective/Espionage, Repair/Tinkering, Martial Arts A, B, E, First Aid, Computers, Stealth, Motorcycles, Thrown Weapons
Contacts: Commissioner Jim Gordon, Batman, Nightwing, Robin