Unmasking the Enigmatic Charm of DC’s Catwoman
Catwoman, unravel the enigma of Selina Kyle — a master thief, skilled acrobat, and morally complex antihero — whose feline allure and dynamic relationships with Gotham’s finest add unparalleled depth to the tapestry of the DC Universe.
DC Comics’ Catwoman, also known as Selina Kyle, is an iconic and complex character within the Batman universe. First introduced in Batman #1 in 1940, Catwoman has evolved from her early days as a cat burglar with a penchant for theft into a nuanced antihero with a rich and varied history.
Origin and Background: Selina Kyle’s origin story has undergone several revisions over the years. Originally depicted as an amnesiac flight attendant turned jewel thief, later narratives have explored different facets of her background. Common elements include a difficult upbringing, marked by poverty and abandonment, leading to her turn to a life of crime.
Skills and Abilities: Catwoman is renowned for her exceptional physical prowess and agility. She is a master acrobat and hand-to-hand combatant, often using a unique fighting style that combines martial arts with her feline grace. Her proficiency in gymnastics allows her to execute daring maneuvers with ease. Additionally, she is a skilled markswoman and proficient with her trademark bullwhip.
Catwoman’s Costume: Her iconic costume has undergone various redesigns, but it typically features a form-fitting black catsuit, a utility belt, and sometimes a cowl or goggles. The costume’s feline motif reflects her affinity for cats and her cunning, predatory nature.
Complex Morality: What sets Catwoman apart is her complex moral code. Though initially portrayed as a villain and adversary to Batman, Catwoman’s character has evolved into an antihero with a sense of justice. She often operates in the gray area between right and wrong, making her a captivating and morally ambiguous character.
Love Interest and Nemesis: Catwoman’s romantic entanglement with Batman/Bruce Wayne is a central aspect of her character. Their relationship is characterized by a tension between attraction and opposing moral codes. While their alliance is often uneasy, it adds depth to both characters. On occasion, Catwoman has found herself at odds with other Gotham criminals, including the Penguin and Black Mask.
Evolution in Media: Catwoman has been portrayed by various actresses in film, television, and animation. Notable portrayals include Eartha Kitt, Julie Newmar, Michelle Pfeiffer, Anne Hathaway, and Camren Bicondova. Each adaptation adds unique nuances to her character, showcasing the enduring appeal of Gotham’s feline femme fatale.
Catwoman’s enduring popularity lies in her multifaceted nature — a skilled thief, a formidable fighter, a love interest, and a character who challenges traditional notions of heroism and villainy. Whether prowling the rooftops of Gotham or navigating the complexities of her relationship with Batman, Catwoman remains a captivating and essential presence in the DC Universe.
Originally Posted by Kain Darkwind of the Dicefreaks forums.
Selina Kyle, Catwoman | |
Medium humanoid | |
Wounds | 15 WP, 123 VP (16d8+32) |
Initiative | +8 |
Speed | 30 ft. |
AC | 26 (+8 defense, +8 Dexterity) touch 26, flat footed 17 |
Base Attack/Grapple | +12/+20 |
Attack | Whip +22 ranged (1d2 + 8) or claws +20 melee (1d4+2 18-20) |
Full Attack | Whip +22/+17/+12 ranged (1d2 + 8) or claws +20/+15/+10 melee (1d4 + 2) |
Space/Reach | 5 ft. /5 ft. |
Special Attacks | Sneak attack +4d6 |
Special Qualities | Fem-feline, slow fall, streetfighting |
Saves | Fort +7, Ref +18, Will +9 |
Abilities | Strength 14, Dexterity 27, Constitution 15, Intelligence 15, Wisdom 18, Charisma 17 |
Skills | Balance +39, Bluff +22, Climb +33, Diplomacy+5, Escape Artist +33 (+35 ropes), Gather Information +14, Handle Animal +22 (+26 with felines), Hide +23, Intimidate +12, Jump +33, Knowledge (streetwise) +11, Listen +23, Move Silently +31, Open Lock +29, Sense Motive +13, Sleight of Hand +27, Spot +23, Survival +9, Swim +11, Treat Injury +9, Tumble +39, Rope Use+27 (+29 bindings) |
Feats | Acrobatic, Agile , Brawl, Combat Expertise, Combat Reflexes, Improved Trip, Weapon Finesse |
Climate/Terrain | Gotham City |
Organization | Solitary (Unique) |
Challenge Rating | 13 |
Treasure | Equipment |
Alignment | Chaotic Neutral |
Fem-feline
Selina (Catwoman) is as graceful as her namesake. She receives a +10 competence bonus on Balance, Climb, Jump and Tumble checks. She receives a +4 competence bonus on Move Silently checks and Handle Animal checks dealing with felines. She may make a Handle Animal check to improve an animal’s attitude toward her.
Nine Lives
Against any effect that would kill Selina by reducing her wound points to 0, she gains a Reflex save (DC=damage dealt). If successful, Selina is not killed by the attack, instead, she is reduced to 1 wound point. It appears to any observer that she is dead, however. Attacks made against her that would deal wound point damage while in this state allow her a Fortitude save (DC = damage dealt) to avoid dying. Selina regains consciousness within 1d4 hours of using this ability.
Slow Fall
If Selina is within arm’s reach of a wall or other stable surface, she can use it to slow her descent and fall any distance without harm.
Streetfighting
Selina gained her education in the school of hard knocks. She is no slouch when it comes to fighting. She retains her Dexterity and defense bonuses even while flat footed, and cannot be flanked. She is proficient in the Whip, and can inflict lethal damage with it, even against armored opponents. She adds her Dexterity bonus to damage while wielding a Whip, and can make attacks with it without suffering an attack of opportunity.
Selina can make a Bluff check to feint in combat as a free action.
In a grapple, Selina can make a special attack to cause nausea in her opponent. With a successful grapple check, the opponent must make a Fortitude save (DC 26) or be nauseated for 2d6 rounds. On a successful save, the opponent is merely stunned for 1 round. Female opponents gain a +4 bonus on their Fortitude save, and are only stunned for 1d6 rounds on a failure.
Possessions
Catwoman possesses a masterwork Whip, which gives her a +2 bonus on attacks made with it. Her suit gives her a +5 competence bonus to Hide checks. She also possesses claws, which allow her to deal 1d4 points of slashing damage in combat, and provide her with a +2 circumstance bonus on Climb, Escape Artist and Open Lock checks.