Catwoman

Catwoman
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Dex:   9   Str:   4   Body:    5
Int:   9   Will:  7   Mind:    7
Infl:  8   Aura:  7   Spirit:  7
Initiative: 30  Hero Points:  75

Skills: *linked
Acrobatics: 9*
Animal Handling: 8*
Charisma: 8*
Martial Artist: 9*
Thief: 9*
Vehicles: 9*
Weaponry: 9*

Advantages: Area Knowledge (Gotham City); Connections: Batman (Low), Street (High); Intensive Training; Lightning Reflexes; Pets (Numerous house cats); Scholar (cats)
  

Drawbacks: Serious Irrational Attraction to cats and cat motif crimes; Minor Irrational Attraction to Batman

Alter Ego: Selina Kyle
Motivation: Thrill Seeker
Occupation: Burglar
Wealth: 6

Equipment:
Cat O'Nine Tails [Body: 4, EV: 5]

Swingline and Grapple [Str: 5, Body: 6] Line is 5 AP's long 

 
 
Source: 3rd Edition Rule Book, page 166; 2nd Edition Background/Roster Book. page 78; Batman Sourcebook, page 59; Batman RPG, page 142
Foe of:  Batman



Ed's Notes: One of a very few group of characters that could make just as interesting as a PC, Hero or Anti-Hero, as she does a villain, if not more so.  Works best if the charecters stay in character and at least pretend to fall for her a little. 

The Batman RPG omits her Acrobatics and Animal Handling skills, as well as her intensive training.

First Appearance: Batman #1 (Spring, 1940)

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