Name: Tailspin.

True Name: Patricia (Trish) Prancer.

Alignment: Unprincipled (Good/Selfish).

Hit Points: 60. S.D.C. (Physical): 96.

Attributes: I.Q.: 18 (+4% /+2), M.E.: 13, M.A.: 11, P.S.: 22 (+7), P.P.: 33 (+8/+1), P.E.: 25 (+20%/+5), P.B.: 20 (60%), Spd: 37.

Weight: 105 lbs (47.6 kg). Height: 5 foot 4 inches (1.63 meters)

Age: 19. Sex: Female. P.P.E.: 23.


She is a fun loving type of person. She sees life as being too short not to have some fun with it. As a result, it extremely flamboyant especially when she is in her Tailspin costume. A joker in general and she likes to perform practical jokes although she does not like jokes which will potentially hurt others. Not a big follower of the rules in general although has a good heart.

She can be overconfident at times and may potentially get herself into trouble. If she does realize that she got herself into more trouble than she can handle, she is not afraid to run for it. Might even consider it something of a game to escape suddenly.

Loves to flirt with other teammates, mostly the men, but tries to make it clear that it is just flirting. Does not have any actual interested in a sexual relationship with them otherwise. This is not to say that she does not care deeply about her friends and love them as friends, just that she feels that it would complicate working with them just too much. Is extremely loyal to them otherwise.

Tailspin's Favorite Quote: Tag, your it! Catch me if you can!

Experience Level: Fourth (4). Experience Points: 12,400.

Combat Skill: Hand to Hand; Martial Arts & Boxing

Attacks per Melee: Eight (8) + One (1) for Tail.

Bonuses; Combat: Strike: +12, Disarm: +2, Parry: +17, Dodge: +18, Automatic Dodge +11 (Automatic Dodge / Costs no attacks), Damage: +7, Knock Out/Stun: Natural 20, Critical Strike: Natural 20, Roll (With punch, fall, or impact: +11, Pull Punch: +3, Initiative: +12.

Kick Attacks: Kick (2D4+7), Roundhouse (3D6+7), Crescent (2D4+9), Backward Sweep (Knockdown), Tripping/Leg Hook (Tripping).

Bonuses; Saves: Lethal Poison: [14] +8, Non-Lethal Poison: [16] +8, Harmful Drugs: [15] +8, Insanity: [12] +0, Psionics: [15] +3, Magic: [12] +8, Horror Factor: [Varies] +0. Also has +40% to save vs Coma and Death.

Super Power Category: Mutant (Revised First/ Second Edition).

Super Power Abilities: 5 Minor.

Adhesion: Able to attach herself to any solid surface by fingers and hand, toes, and feet. Can walk on walls and ceiling easily and can catch things easily. Cannot adhere to crumbling, slick, or loose surfaces.

Abilities and Bonuses: Automatic climbing skill 90% (Not including repelling). add +10% to prowl while on the ceiling. Add +15% to pick pockets, palming, and concealment, +5% to acrobatics. Add 1 to P.P.

Extraordinary Physical Prowess: Heightened physical prowess providing increased speed and agility.

Bonuses: Adds 2D4 P.P., 3D4 SPD, and one attack per melee. Also gives Automatic Dodge with a bonus of +3 and +10% to all physical skills requiring Dexterity.

Healing Factor: Gives incredible recuperative abilities and immunity to diseases and toxins.

Bonuses: Adds 2d4 P.E., 2d6+6 Hit Points, and 25 S.D.C. Adds +20% vs Comma/ Death and +3 vs Magic, Psionics, and Toxins

The Healing Factor: Recovers 3 S.D.C. / 10 minutes (18 / hour). Recovers one H.P. / 15 minutes (4 / hour). Special super healing: Instantly regenerate 4D6 H.P. TWO times per day (24 hours). Does NOT fatigue. Resistant to fire and cold; ½ damage. Resistant to drugs, toxins, and poisons; 1/3 as effective; 1/3 damage. No scarring when healed. Broken bones heal completely with no signs of being broken. Heals 10 x faster than normal.

Heightened Sense of Hearing: Allows ability to hear tiny, almost inaudible, sounds several hundred feet away. At 75 ft (22.9 m), can hear sounds as quiet as 1 db. At 150 ft (45.8 m), can hear sound down to 10 db. At 360 ft (79 m), can hear down to 30 db. Ability is reduced when there are noises of 70 db or more. -10 feet for 70 db and -5 ft for every 10 db thereafter. Estimate distance at 60%+5% / level, estimate speed of sound approach or departure at 50%+5% / level, Recognize voice at 40%+5% / level, Imitate voice at 30%+5% / level.

Bonuses: Add +1 to Parry, +2 to Dodge, and +6 to Initiative.

Radar Sense: Sends out high-frequency radio waves that bounce off objects, returning and indicating the direction and distance of the reflecting object. Range 400 ft (122 m) + 100 ft (30.5 m) / level. Gives a crude form of see in the dark ability, enabling her to know/sense the locations of objects and movements. Cannot see through objects, including glass, wood, paper, or people with radar. Cannot be used in rain, snow, dust storms, and sandstorms, Smoke also fouls radar giving -30% to all abilities and bonuses are cut in half.

Abilities: Interpreting Shapes -50%+5% / level, Estimating Distance -60%+4% / level, Estimating Direction - 60%+4% /level, Estimating Speed - 40%+4% / level, Estimating Exact Location - 40%+8% / level.

Bonuses: Add +2 strike, +2 parry/dodge, +4 initiative, and one attack per melee. No penalties while blind or in darkness.

Unusual Characteristics:

Prehensile Tail: Has an extra appendage, a tail. Has been with her since being effected by the radiation and is in the form of a long cat’s tail. Can grasp and be used to climb and can be used for grappling, strangling, and tripping attacks. Has +1 strike and parry, and +5 dodge for tail only (It has 1 attack), Adds +20% to Climb.

Retractable Claws: Inside her fingers and are like a cats. Give +10% bonus to climbing. Damage is 2d4 (+Strength).

Reason For Mutation: Her mutation was trigger by Radiation when she was twelve.

Educational Level: Military Specialist (Old Style) actually trained by criminals to be a Thief.

Skills: Communication: Surveillance Systems [Learned at 3rd Level] 49%, Computers: None, Cultural / Domestic: Cook [Secondary] 72%, Dance [Secondary - Got at 3rd Level] 60%, Sing [Secondary] 59%, Espionage: Concealment (+20%) 74%, Detect Concealment (+20%) 69%, Disguise (+20%) 79%, Escape Artist (+20%) 69%, Pick Locks (+20%) 84%, Pick Pockets (+20%) 94%, Medical: First Aid [Secondary] 69%, Mechanical: Locksmith [Learned at 3rd Level] 34%, Physical: Hand to Hand; Martial Arts, Acrobatics, Athletics, Boxing, Gymnastics, Running [Secondary - Got at 3rd Level], Pilot Skills: Pilot Automobile [Secondary] 96%, Pilot Motorcycle [Secondary] 66%, Rogue: Streetwise [Background] (+20%) 56%, Science: Math - Basic (+20%) 110%, Technical: Languages: English [Native] 98%, Languages: Spanish [Secondary] 74%, Weapon Proficiencies: W.P. Shield (+1 [+13] to Strike / +2 [+19] to Parry), W.P. Knife (+1 [+13] to Strike / +1 [+18] to Parry, +1 [+14] to Throw, W.P. Paired Weapons, W.P. Automatic Pistol (+4 Aimed/+2 Burst )

Skills From Acrobatics and Gymnastics: Sense of Balance (+20%) 114%, Walk Tightrope or Highwire (+20%) 114%, Climb Rope (+20%) 145%, Climbing (+20%) 126%, Back Flip (+20%) 133%, Prowl (+20%) 89%. 


She is slender, standing 5 foot 4 inches ( 1.63 meters) tall and weighing 105 lbs (47.6 kg). Medium breasted but still extremely athletic in her appearance. Of mixed ancestry, her skin tone is fairly dark and can pass for several different ethnicities. Her hair is brownish black and when loose hangs down to her waist. Her eyes are also brown. Does have cat like ears although she can hide them under her hair and monkey like tail although she considers it more cat like.

Her costume is a glossy black skin tight body suit with black leather boots with stiletto heels. The suit has a half face cowl leaving her mouth uncovered with the her ears having their own openings in the top of the cowl. Her hair otherwise hangs out the back of the cowl. In costume, she likes to use bright red lipstick and like to portray herself as being quite sensual.

When she is in her street cloths, she is normally wearing either a dress or clothes with a skirt. The hem of the dress or skirt is always at least down to the knee and many are ankle length. This allows her to conceal her tail. The tops of most of her outfits are usually fairly conservative and she plays down her appearance as much as possible. Does not generally wear high heels even though she loves stilettos in her costume. Often she will wear a scarf on her head to hide her ears. Often she is mistaken for a secretary or something similar.

Occupation: Professional Acrobat and Thief.

Equipment and Weapons, Special:

Catsuit: A.R. 16, S.D.C.: 200, Weight: 16 lbs (7.3 kg), No prowl penalties.

Skintight gloss black full body suit made out of an advanced alloy that is nearly identical to that of the Flexible Armor Suits (FAS). Has a half face cowl that her hair comes out the bottom rear of cowl. The armor also has an inner layer that acts as a Kinetic Suit, has sonic insulation that does not restrict hearing but stops sonic attacks from effecting hearing, has built in Radio Receiver and Transmitter (Also has a micro phone), has a stealth coating, is chemical weapon resistant, and has light amplification lenses built into the cowl.

Special Features:

Kinetic Under layer: It distributes the physical force applied to it across its entire surface. This means that the impacts of projectiles, arrows, explosives, punches, falls, sonic blasts, or any attack with an impact to do half damage if the attack passes through the top armor.

Sheath Coating: Chemical coating that makes her invisible to radar and sends confusing signals to thermal sensors and infrared systems. Also gives character +10% to prowl at night and in dark settings.

Light Amplification Gear: Concealed and built into cowl, folds up into mask when not in use. It only electronically amplifies existing light so it does not work in absolute darkness, and is not detectable by others because it is passive. Has a 1,600 foot (480 m) range.

Black Leather Boots:

Gloss black Leather boots that go up above the knee which have 3 ½ inch heels. In each toe there is a knife blade which pops out when a tab in back of the top of the boot is pulled. Each boot is armored and each boot has places to carry 2 knives. Damage: Normal Kick + 1D6 (Knife)

Left Forearm Shield (Vambrace):

Thick Kevlar Plate used for parrying with 100 S.D.C. Damage when used in hand to hand is 1D6+4 + Strength. It also has a concealed Spike Tow and built in vibro-claws. Weapons has been specially made for her improving it to have +1 to strike, +2 to parry, and +4 to Damage.

Spike Tow Line: Has 100 ft of cable and mini Grappling Hook. Range of Launcher is 80 ft at -6. Range with no minuses is 40 ft. Damage of Grapple is 1D8.

Vibro-Claws: Very similar to those made by Fabricators Inc. Damage: 2D6+4 + Strength (+7) for scratch/swipe attack or 4D6+4 + Strength (+7) for tear/ rip or stab attack. Weapon can cause damage to the heaviest body armor or metal alloy. Like vambrace has +1 to strike, +2 to parry, and +4 to Damage.

Right Forearm Shield (Vambrace):

Thick Kevlar Plate used for parrying with 100 S.D.C. Damage when used in hand to hand is 1D6+4 + Strength. It has a concealed dart gun, a concealed mace sprayer, and built in vibro-claws. Weapons has been specially made for her improving it to have +1 to strike, +2 to parry, and +4 to Damage.

Concealed Dart Gun: 4 Shots. Range: 110 ft. Effect: Unconsciousness for 4D4 minutes (Save vs toxins to avoid). She normally keeps the spare darts at her waist. Has a total of 10 reload darts.

Concealed Mace Sprayer: 20 Sprays. Range: 6 ft. Effect: Blind opponents for 4D4 minutes (No saving throw) and gives -6 to strike, parry, and dodge. Has one reload canister at her waist.

Vibro-Claws: Very similar to those made by Fabricators Inc. Damage: 2D6+4 + Strength (+7) for scratch/swipe attack or 4D6+4 + Strength (+7) for tear/ rip or stab attack. Weapon can cause damage to the heaviest body armor or metal alloy. Like vambrace has +1 to strike, +2 to parry, and +4 to Damage.

Stun Whip:

12 foot long Bullwhip with Kevlar reinforcements to resist cutting. Damage when used in hand to hand is 1D8+4 + Strength, Must save vs Non-Lethal poison (16 or Higher) or be -8 to Strike, Parry, and Dodge, reduce speed by half, and attacks per melee by two for 2D4 Melees. Must save each time hit, ineffective against full environmental body armor but effective against non fully environmental Armors. It is specially made for her and has the bonuses of +1 to strike, +2 to parry, and +4 to Damage. Has 16 stun blasts.

Weapons, Normal:

10 Throwing Knives: Weight: .5 lbs (.22 kgs) each Length: 10 inches (25.4 cm)

Damage: 1D6 (+Strength [7]). Range: Hand to Hand or Thrown, Gil Hibben Knives Pro Throwing knives that have been stained black, +1 to Strike and +1 to Initiative - 2 on each forearm, 2 in each boot, 1 on each side of waist.

2 Bolas: Weight: 2.2 lbs (1.0 kg) Damage: 1D6 (+Strength [7]) and Entangle. Range: Thrown

8 Smoke Grenades, kept on belt.

8 Knockout Gas Grenades, kept on belt.

8 Flash Grenades, kept on belt.

4 Pouches of Mini-Caltrops: Each pouch contains 25 mini caltrops. They are in the shapes of cats. Damage: 1 each caltrop.


Vehicles: 1987 Honda Hurricane painted in black, 1989 black and grey step up van with a picture of three cats playing with a ball of yarn (a black, a white, and a grey), 1988 Jeep Cherokee in blue, an original 1960's Batman series Catmobile, a copy of the 1960's Batman series Catmobile, Sabertooth Motorcycle.

Clothing: Several sets of regular clothing (As per character descriptions), pink lingerie nurses outfit.

Other Items: Lock picks, glass cutter, wire cutters, metal dissolver acid (half gallon), ear mike radio receiver and transmitter, special nail hardening polish (red), mini flashlight (unbreakable), police zip restraints, mini-camera, earring beeper that vibrates instead of buzzing, black mask that appears to be a cats face with gas mask, lighter, makeup and personal items, comb and brush, sleeping bag.

Valuables: 482,200 dollars.

Tailspin's History (A different kind of Hero):

Patricia Prancer was born the daughter of Miss Maria Sillman, who was sixteen year old when she had Patricia, on August 28, nineteen years ago. Maria was the daughter of a woman on welfare and she herself was on welfare. Almost all throughout Patricia's childhood, Patricia's mother would usually ignored Patricia in favor of her newest boyfriend. There was rarely enough food on the table, and with a child about every two years, there was also few clothes and little health care. Patricia was a smart girl, but because of the way she was being raised she had lousy grades. If the accident had not happened when she was twelve she probably would have turned out like her mother and grandmother before her.

Then the accident happened. A month before the accident, her family had moved to a area of Miami that some companies had dumped hazardous chemicals. It was probably the dirtiest place in the city. She was playing with some friends in an abandoned building and fell into a pool of liquid that had leaked from a cracked oil drum. In it was some kind of radioactive chemical. After she fell in, she soon collapsed and started turning a green color. She was carried home by the other kids to her apartment, but her mother had gone with her newest boyfriend, so she did not get taken to the hospital. When Patricia's mother did come home, the girls mother would not take Patricia to the hospital and said that she was faking being sick and to stop lying. Soon the sickness did go away, but the radiation had triggered some latent genes. She now had retractable claws, black cat ears, and a cat like tail that was also prehensile. She soon also discovered that she could adhere to surfaces, could hear very small noises, had a sense of where things were even in total darkness, and healed very rapidly.

She lost all of her friends and was mistreated by all of her fellow students because of the way she looked. She became a loner and spent most of her time buried in her school work. The only thing good that seemed to come from all this was that her grades went from Ds to As. Her mother decided that she did not want to have anything to do with her eldest daughter and on the last day of school, about year after the accident, Patricia's mother moved to another city without telling Patricia where the family had moved to.

Patricia was now alone and spent most of the summer on the street barely surviving doing some petty theft and going through the trash. At about the end of the summer she was not sure of what to do. At this time, she was approached by a woman who offered to take Patricia in. The offer was that there was a school that the lady ran and that the girl would be enrolled in the private high school and that it also gave special classes in martial arts so Patricia would never get abused again. The whole story was correct except the school was a front to train thieves for the Mafia. While Patricia's was at the school, she gained a friend. He was also a mutant and had also had been put on the streets by his family. The School trained her on how to use the powers that she had and special uses for them in robbery. She became on of their best thieves and graduated the school to work for them stealing bigger and better items.

About four months ago, Patricia was assigned to steal something from the docks. Also assigned to this job was her friend. When they got there, they discovered that it was the drugs of a rival drug dealer. Because of what had happened around Patricia and her friend with drugs, they decided to destroy them instead of taking them back to their employer. The boss decided that was not good enough and immediately shot him and was about to shoot her, but she jumped through a window and got away. Since then, she decided to stop all the crimes that the Mafia has been doing and has become a sort-of crime fighter and a Vigilante. This is how the heroic figure Tailspin was born.

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Image drawn and copyrighted by Dorotea Gizzi.

More Dorotea Gizzi artwork at DeviantArt.

Writeup by Kitsune (E-Mail Kitsune).

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