Katie Sheet
Katie Lion
STR DEX CON INT WIS CHA
-2 +3 +0 +4 +0 +1
6 16 10 18 10 12
TOUGHNESS FORTITUDE REFLEX WILL
+1/+4 3 (+3) 0 (+3) 1 (+1)
MELEE RANGED DEFENSE INIT GRAPPLE
+3 +1 10/12 +3 -5
Skills
Acrobatics 4 (+7), Athletics 4 (+2), Computers 1 (+5), Craft (Mechanical) 6 (+10), Disable Device 1 (+3), Intimidation 0 (+0), Stealth 2 (+5), Knowledge (Technology) 6 (+10)
Feats
Acrobatic Bluff, Attack Focus (Melee) 2, Defensive Roll 3, Disarming 8, Dodge Focus 2, Elusive Target, Improved Critical (Melee), Inventor
Powers (Natural)
Small Size (Young age) — 4 PP
Equipment
Costume Cat-ears (Invention)
Communication 4 (FM-band; 1 mile)

Power Gauntlets (Invention)
Strike 3 (Servo and electricity-charged punch; Cost 1 PP/rank);
AP: Stun 3 (Electrical shock; Flaw Daze only; Cost 1 PP/rank)

Drawbacks
None
Complications
Batteries Not Included Katie's inventions all require power. Generally she can power them enough to last a single encounter; however, it's entirely possible that an encounter might go long, or the power cells might not be fully charged, or might even not be holding a charge as well as they ought (and thus need to be replaced). Whatever the reason, the GM can declare that one of Katie's inventions loses power at any point, awarding her a Hero Point at the expense of her toys.

Half Pint Katie's small. Mind you, this isn't really all that abnormal for a twelve year old, but when you're that small and you try to fight crime, you tend to get thrown around. Katie only weighs seventy pounds, and she's relatively easy to toss aside. Katie's knockback distance is always +1, and the GM can choose to treat a Bruised condition as if it knocked her back.

I Can Be a Big Kid Too Katie thinks super-heroing is pretty much the coolest thing ever. When she found out her big brother had a super-power, this only kicked her hero-worship into overdrive. Now, she's convinced that she can be a super-hero, and she means to prove it. Katie looks for trouble (in the form of criminal activity afoot) just to try and put the bad guys behind bars. For an eleven-year-old who only got into it two years ago, she's great with martial arts, but no matter how good a twelve-year-old martial artist is, she's really not going to stand up against a serious criminal.

Abilities 12 + Skills 6 (22 ranks) + Feats 19 + Powers 4 + Combat 0 + Saves 4 - Drawbacks 0 = 45 PP
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