Cathy was designed to be played in a narrative superhero game with three other players. We took a dialogue-focussed and collegial approach to the game, so there weren't any game mechanics and the players were equally responsible for maintaining the setting and the non-player characters. It wa a contemporary real-world setting with the recent appearance of (relatively low-powered) super-powered beings, and we hoped the game would turn out to be an interesting mix of character acting and world creation/development.
The other new thing we tried in this game was using on-line chat to game instead of meeting in person. I expected this would have the double advantage of not having to commute to the game and of emphasising written description over physical acting. That is, it would help break down "traditional" associations I make between the appearance and demeanour of the players and their characters. In practice, limiting the "bandwidth" of characterisation to what's written made the the game experience limiting and freeing in intriguing and sometimes frustrating ways.
Unfortunately, the game never really got past the initial "set-up" sessions of play before one of the players moved back overseas, where they had problems getting an internet connection at home and the game went into hiatus. Interestingly, I found the game not as much fun as a face-to-face game: I missed the social aspects of getting together and playing in person.
I modelled Cathy loosely on the Free Spirit, a Marvel Comics character.