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Robin II

Robin

Jason Todd

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

Health: 90 Karma: 50
Resources: Ty Pop: 0

Known Powers:
Training: Although he has no superhuman powers, Red Hood's physical prowess and technical ingenuity make him an incredibly dangerous opponent. He is able to perform the following:
-Stealth: Rm
-Imitation: Ex, uses latex masks and voice synthesizers

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
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, Detective/Espionage, Martial Arts A, B, C, D, Thrown Weapons, Thief, Guns, Marksmanship

Contacts: Outlaws