But there are also a lot of reasons to include her. For starters the system includes what is obviously a "Batman" option; the Adventuress. Also, unlike the Batman himself, there are a lot of things going on in Kate's world that make her perfect for this game. She is still learning how to be a super hero for example.
Also given the recent shake-up of her creative team it would be a good idea to showcase her here.
Secret ID / AKA: Kate Kane, Katherine Kane, the Twice Named Daughter of Kane
Age: 24 Apparent Age: mid 20s
Origin: Adventuress (0cp)
Muscles: 18 ("Peak") Damage: +4 Max Press: 900
Health: 17 Regen, Combat: - Regen, At rest: 1pp/3rd HTK/Day: 1d10
Moves: 20 Bonus to hit: +3 Movement: 8" Hittability: 8 Initiative Bonus: 2
Brains: 15 ("Remarkable") Mental Attack Bonus: +1 Mental Hittability: 5
Will: 20 ("Forthright") Regen Rate: 1pp/2rds HTK Regen/Day: 1d6+3
Personality: 8 ("Unpleasant") Batwoman and Kate have some issue relating to others.
Bimbo Points: 0
CPs: 3 left to spend
Hit Em Harder +2d6 20cp
Batsuit ("Uniform of the Bat") Obvious, hard to loose Gizmo
Invulnerabilty 12 60cp
- See Far Away 10cp
- See in the Dark 5cp
- Good Hearing 15cp
Go Places, Line of Sight (Grapple gun) 50cp
- Detect & Deactivate Alarms & Traps
- First Aid
- Fire Pistols/Rifles
- Fire Unknown Weapons
- Melee Weapons
- Stealth and Concealment
- Squad Tactics
Blind Fighting 25cp
Contacts (Criminal) 20cp
Martial Artist 7 levels 350cpPersuasion 20cp
Weight: 135 lbs
Skin: Extremely pale Caucasian
Unique Characteristics: Out of uniform Kate has a number of unique tattoos.
So this one was a real test of the Adventuress Origin. Kate can't have any ability above 20 and really no super powers. Everything comes from her own skills and the gizmos she has.
I didn't refer to her previous stats or even her official ones in DC Adventures in order to make her more "organic". She ended up about a level higher than I wanted, but I really wanted her Martial Arts at 7 or even 8.
Marvel Heroic Role-Playing