
Robin 
 
Tim Drake 
F) Rm30 
A) Rm30 
S) Ex20 
E) Rm30 
R) Gd10 
I) Rm30 
P) Ex20 
Health: 110 Karma: 60 
Resources: Ex Pop: 15 
Known Powers: 
Training: Through training, Robin is able to perform the following abilities:
-Stealth: Rm 
Equipment: 
Body Armor: Ex protection vs. Physical, Gd protection vs. Energy, Robin's costume has the following devices in it: 
-Voice-Command Audio Processor 
-Radio Transceiver 
-Inertial GPS System 
-Mike/Radio: 10 mile range, uses to keep in touch with Batman and Police. (scrambled and private channel In intensity) 
Mask: Robin's mask gives him the following power stunts: 
-Night-Vision Lenses: Rm Infravision 
-Field-of-View Display Projector 
Bo Staff: In material, Rm Blunt, can use his staff to deflect arrows and thrown weapons such as shurikens. This action requires a successful Agility FEAT roll. 
R-Razors: In material, Ex Thrown Edge 
Utility Belt: 10 Pouches that carries small items and the following: 
-Batarangs: In material, Rm Blunt, 5 areas 
-Grapnel: In material, fires up to 7 areas, used for transportation, Up to 3 areas 
-Smoke Pellets: Rm Fog 
-Rebreather/Gas Mask: 2.5 hours air supply 
-Tracer: Up to 1 mile 
-Magnesium Flare: Rm Illumination 
-Binoculars: 10 areas 
-Tape Recorder: 2.5 Hours 
-Laser Torch: In intense laser that cuts through In material 
-Lockpicks: +1CS to open locks on an Agility FEAT. 
Crime Scene Kit: Contains sample bags, blood-drying bags, fingerprinting kit, odor-analyzing chromatograph, independent detachable video camera. Linked directly to Robin's uniform, the Batmobile, and the Batcave computer 
Capsules: Robin 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, Crime, Detective/Espionage, Repair/Tinkering, All Martial Arts, Criminology, Thief, Tumbling, Pilot, Computers, Electronics, Marksmanship, Forensics, Kit Bashing, Escape Artist, Tracking, First-Aid, Law, Law Enforcement, Weapon Specialist: (Staff), Thrown Weapons
Contacts: Batman, Nightwing, Batgirl, The Team