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Kim Possible - Character profile

Category :

Movies and television

Subcategory :

Other TV series

Type :


Game System :

DC Heroes (Blood of Heroes S.E.)

Notes :

Kim Possible

Kim Possible v1.0.5

By Pufnstuff

Helper(s): Civanfan, Roy Cowan, Vincent P. Bartilucci (for the origial version of Enemy used below), imdb.com, wikipedia.com, disney.com

Source of Character: Disney’s Kim Possible animated series, movies So the Drama and Sitch in Time.

Reasons: A number of minor edits based on the recent Every Episode Possible marathon, More Quotes. Added DC History section (Thx civanfan!), and details on how I handle Enemies, Redefined the Roth SL Coupe’s Flight & Underwater Capability, Added Vinnie as a Helper, Updated Batlesuit w/new info, added background info after catching the finale episode

Writeups.org & Amazon.com recommend collected Kim Possible episodes and films. and some silly Kim Possible toys.


Kim Possible

[Answering the Kimmunicator] “What’s the sitch, Wade ?”

Dr Drakken: “She survived ?! But… but that’s IMPOSSIBLE !”
Kim: “Check my name. What part of ’She Can Do Anything‘ do you not comprehend ?”

Kim: “Okay, type in ‘KimPossible.com.’“
Ron: “Loading… Loading… ‘Kim Possible. She can do anything.’ Yeah, you know, it sounds a little braggy.”
Kim: :”It’s like a commercial, Ron. It’s supposed to be braggy.”

Kim: “Wade, Ron’s missing. Can you find him ?”
Wade: “What, do you think I have him microchipped, or something ?”
Kim: “Well, do you ?”
(longer pause)
Wade: (grudgingly) “Yeah… hang on…”

(After a mission)
Dad: “How was Cambodia, Kimmie-cub ?”
Kim: “Mixed. Upside, I rescued a priceless artifact from a ferociously snakey, spikey pit.”
Mom: “And the downside ?”
Kim: “It was carried off by hooded ninja.”
Dad: “Isn’t that just like those darn ninjas ?”

Game Stats — DC Heroes RPG

Click here to hide or display the game stats

Kim Possible

A 795 Point Character

Dex: 08 Str: 02 Bod: 04 Motivation: Responsibility of Power
Int: 06 Wil: 06 Min: 06 Occupation: Cheerleader, teenage superhero
Inf: 06 Aur: 04 Spi: 06 Resources {or Wealth}: 002
Init: 024 HP: 060

Skills: Acrobatics (Including Athletics, Hard Target)*: 08, Animal Handling (Riding): 04, Artist (Dancer, Singing): 04, (Cheerleader): 06, Detective (Clue Analysis, Identification Systems, Law, Police Procedures, Legwork)*: 06, Gadgetry: 04, Martial Artist*: 08, Military Science (Camouflage, Cartography, Danger Recognition, Field Command)*: 06, Thief (Escape Artist, Forgery, Locks and Safes, Security Systems, Stealth)*: 08, Vehicles: 06, Weaponry (Firearms, Melee Weapons, Missile Weapons)*: 08

Bonuses and Limitations:

  • Any Use of Detective that involves Analysis or Legwork is Minor Marginal (-1) She often relies on Connections like Wade to perform these Skills
  • Kim rarely uses Martial Artist to sub for her EV, unless she is attacking a non-living target (such as a robot, synthodrone, or zombie snowman), but she will on occasion do so to make a Called Knockback attack (as when she knocked Shego back into the Diablo robot transmission tower in So the Drama), or when facing a clearly superior opponent who can take the damage (such as the rock gorilla in Sitch in Time. Note that she did *not* do this vs Warhok or Warmonga in the series finale episode Graduation, even though they were both clearly superior opponents… if she cannot be sure they can take the damage, she won’t use the EV substitution.

Advantages: Area Knowledge (City [Upperton/Middleton/Lowerton]), Buddy (Wade Load), Headquarters (Confined [School Locker]), Intensive Training, Lightning Reflexes, Familiarity (Latin, French), Sidekick (Ron Stoppable), Omni-Connection, Popularity

Connections: Mr Dr Possible (aka Dad, director of the Space Center) (High), the Tweebs ( twin ten-year old genius brothers) (High), Global Justice (Low), Team Go (Low)

Drawbacks: Age (Young), Dependents (Family), Eclipsed (not operating with Ron), Enemy/Rival (Bonnie Rockwaller), Arch Enemies (Dr. Drakken, Professor Dementor, Señor Senior, Sr, Señor Senior, Jr, Motor Ed), Nemesis (Shego), Attack Vulnerability (Easily Embarrassed, -1 Column Shift), SIA toward Being Competitive, MIA toward Being a Fashion Snob, MIA toward Following Trends, MIA toward being Bossy, MIA toward Accepting Requests, MIF of Big Bugs, Public ID


  • Kimmunicator [BODY 03, Radio Communication: 17, Recall: 11, Remote Sensing: 01, Miniaturization: 06, R#02, HP Cost: 119]. The Kimmunicator can act as an 8 AP TypeC Omni-Gadget once per adventure. If deprived of the Kimmunicator, she may still use the omni-gadget (a small piece of equipment secreted on her person such as a laser cutter, mini blowtorch, mini-kimmunicator, rebreather, etc.) for a 5 HP fee, Hence it is listed and paid for separately.
    Wade has been known to activate and use the Omni-gadget function remotely via Radio Communication.
    Kim has recently taken to using a wristwatch-sized version of the Kimmunicator which seems to have all the original’s capabilities. It should have Miniaturization: 08 and an HP cost of 124.
  • JETPACK [BODY 04, Flight: 05, R#02, HP Cost: 27]. The jetpack is disguised as a normal backpack until deployed, whereupon it sprouts wings and her crash helmet. The helmet has /BODY/ 05, with the Partial Armor Limitation.
  • Grapnel Gun [STR 05 BODY 05, EV 05, Range: 04, R#02, HP Cost: 15]. Attached to the grappel is a line 4 APs long
  • BATTLESUIT [/STR/ 06 BODY 03, Regeneration (Suit Only): 10, Reflection/Deflection: 06, Jumping: 02, Flight: 05, Force Field: 08, Invisibility: 08, R#05, HP Cost: 169]. The battlesuit is highly quirky and subject to frequent Power Complications, hence its high R#. Whenever she wishes to use it on a mission, check the R# first. If the R # fails, the suit is unavailable due to some system being on the fritz.
  • 8 AP Type C Omni-Gadget
  • ROTH SL COUPE 2.0 (Aka The Sloth): [BODY 05 STR 04, Running: 08, Swimming: 05, Sealed Systems: 10, Flight: 16, (Only the First 7 AP’s of Flight can be used w/o Deploying the Rocket Bosters) Air Walking: 01, Attraction/Repulsion (Attraction Only): 08, Radio Communication: 17, R#2, HP Cost: 281]
    Kim’s car was her father’s old college car (before the recall), obviously modelled on the VW Karmann Ghia. Her father gave her the car, assuring her (to her horror) that if she treated it right, she’d be driving it for years to come. Giving up on fixing it rather quickly (every time she or Ron touched it, something else fell off and a flock of birds attacked Ron), she turned it over to the Tweebs, who turned her “Sloth” into a major mover with all the latest modifications.
    The Sloth has a built-in Kimmunicator so she can get updates from Wade while driving, though perhaps it is actually her old, book-sized one since she started using the wristwatch-sized one for missions.


Shadow of the Ron

Oddly enough, and as noted by Shego in “Sitch in Time”, Kim and Ron are actually a solid team, and are both less competent when apart than when they are together. This may actually have become more pronounced when they finally became boyfriend/girlfriend.

The stats above are for Kim when she is “with” Ron. If they break up, however, she is quite noticeably less competent - in game terms she is considered to have the Eclipsed Drawback (see the New Rules File).

The Eclipsed penaltied applies whenever Ron and she have “broken up” (most noticably during “Sitch in Time”, when Ron had to relocate to Norway with his parents, but also when Kim’s memory was wiped and she couldn’t remember being Ron’s girlfriend), but also when Ron has turned evil (It’s happened more than once).

It *doesn’t* automatically happen when they are not together physically - Kim has on occasion had to adventure without Ron, but hasn’t suffered the penalty. It seems to happen only when they are not “spiritually” together. Though the GM may wish to assess an HP fee (no more than 10 HP) for Kim to avoid taking the penalty if Ron is not available.

Strangely, she also suffers the penalty if she cannot access her “mission gear”, her signature outfit that she wears during missions (She had to change outfits in season four when her previous gear was discontinued).

Oddly, Ron seems actually to be *more* competent when he is not physically with Kim - See the Ron Stoppable writeup for details.


Real name: Kimberly Anne Possible
Other aliases: K.P.(Ron), Red (Motor Ed), Princess, Kimmy (Shego), Kimmy-Cub (Dad), “Car-monkey” (Brothers)
Marital Status: Single
Known Relatives: James Timothy Possible (aka Mr Dr Possible, father), Anne Possible (aka Mrs Dr Possible, real name recently revealed, mother), Jim and Tim (Aka the Tweebs, twin brothers), Nana Possible (paternal grandmother), Slim Possible (paternal uncle), Joss (paternal first cousin), June (aunt), Larry (cousin) (Not known if Aunt June & Cousin Larry are related on the Possible side or not)
Group Affiliation: Team Possible
Base Of Operations: Middleton, USA
Height: 5’ 4” Weight: 110 lb. Age: High school senior
Eyes: Green Hair: Red

Powers and Abilities

“She Can Do Anything.” Pretty much sums it up.

Kim Possible - Character profile

Kim is extremely athletic and has excellent reflexes that have been honed through years of cheerleading practice, allowing her to perform death-defying moves, like somersaulting between laser beams, with little apparent effort.

She is also highly skilled in martial arts, knowing 16 types of Kung-Fu, including Mantis Kung-Fu. Her skills are aptly demonstrated by the fact that she is able to go toe-to-toe against Shego, an older and more experienced villain whose super powers allow her to tear through reinforced concrete with ease.

Kim is also a fast learner and is able to pick up new skills quickly, and adapt to new situations as they arise. Among the many talents that she has demonstrated during the series are a high level of proficiency in various extreme sports ; such as hang-gliding, skiing and rock climbing, and even shuttle piloting.

Throughout the series there are frequent mentions of Kim also regularly working as a babysitter as her primary, or only, source of income, despite her crowded schedule. Except for her brothers sometimes being Kim’s charges, little else has been shown or described of such jobs.


Kim Possible was an ordinary young girl leading an ordinary life. Wishing to supplement her allowance, she decided to start up a babysitting business and set up a website at “KimPossible.com”, under the slogan “I can do anything”, to advertise her services.

Soon after her site went live, Kim was contacted by a man named Mr. Paisley, a reclusive billionaire and stuffed animal collector from Upperton, who had become trapped in his own vault after accidentally activating a newly installed security system that had trapped him inside a grid of deadly lasers. Being a natural gymnast, Kim managed to somersault between the lasers to where the remote control was, and deactivate them.

Word of Kim’s feat spread from there, leading to other people sending requests for help to her website. Ever since then, Kim has been traveling around the world as a freelance secret agent, helping people in trouble, with unusual problems, or defeating super-villains.

Foes most foul

Due to her mad skills and her knack for foiling their world-conquering plans, Kim has assembled an odd array of arch-foes that she defeats on a regular basis, as well as a huge network of contacts, allies, friends, and assistants. Her main opponent and pretty much her nemesis is Docter Drakken’s henchwench Shego (see writeups for Shego, Dr Drakken).

She is looking forward to an international career after High School, having applied to Universities in Hong Kong, London and Venice.


Kim is a confident and assertive teenager whose awareness of her own abilities is reflected in her motto “I can do anything”. Her typical state of mind is to be bright and cheerful, and she has a kind and caring heart that compels her to help others and to put their well being above her own, although she can be arrogant at times, especially when people appear to do things better than she can, bringing out her uber-competitive nature.

She is a definite Type A personality. This leads her to set high standards for herself, and sometimes give her a tendency to be bossy and to set standards for others that are too high - as was evident when she attempted to coach her brothers’ soccer team - or to try and do things herself in order to save others from potential failure or harm.

Despite being a freelance hero, Kim is still a teenage girl, and is susceptible to most normal teenage insecurities and growing pains. She gets embarrassed by her parents, is pouty when she doesn’t get her own way, and has a strong desire to fit in, the latter of which is often one of her biggest weaknesses.

The animology fad classified Kim to a tee - a born leader who can’t resist a challenge, is driven to excel, and who is a perfectionist. During the career fair at her school, Kim was drawn toward international diplomacy a demanding, extrovert field.

Kim has a tendency to be worried about - and frequently fooled by - appearances. As such, she is often overly concerned about her image and the way in which others see her, sometimes even going so far as to extend these anxieties to others (primarily Ron) even though they do not necessarily feel the same way.

Kim has a tendency to succumb to peer pressure, something she never really manages to overcome until the very end of the third season, and she is often unable to see beyond first appearances, or deeper than other people’s defense mechanisms.

It is this element of her personality which appears to form the foundations of much of Kim’s rivalry with Bonnie Rockwaller, who is similarly competitive and similarly concerned about appearances, and it is often through this rivalry that we see the less desirable elements of Kim’s competitive nature in play, including incidents when she has engaged in tit-for-tat revenge or one-upsmanship, and when she has competed purely because she doesn’t want Bonnie to succeed.

Since Kim is uber-competent in nearly everything, Kim also has a strong tendency to become frustrated, impatient or insecure when faced with a field in which she does not instantly excel. This is often made more notable by the fact that these fields are ones in which either the often inept Ron or the immature Tweebs excel. Examples of such fields include cooking and video games, car mechanics, and the duties required of her when she worked at Bueno Nacho during season 1.

In addition to the recurring problems caused by her competitive personality and her weakness in the face of peer pressure, Kim has also demonstrated many of the weaknesses that have become cliché in teen-high school comedy/drama, most of which have been highlighted in individual episodes, but are not evident across the franchise as a whole. Such clichés include trapping herself in a position in which she tells an escalating series of lies in order to cover up a much smaller lie, attempting to sabotage an opponent’s campaign during a school election, and allowing herself to be baited into angry or unwise courses of action by a rival.

She is also very protective of her friends. She always stands up for Ron Stoppable, Josh Mankey (standing up against Ron’s insults) and in the movie So The Drama, she is more then willing to test out a very dangerous experimental suit to save her boyfriend Eric.

In So The Drama, it was confirmed by Drakken that Kim had a weakness for handsome guys, which Drakken exploited by creating the synthodrone 901, Aka Eric (see writeup for Synthodrone 901).

Kim is a naturally intelligent student who maintains a high GPA despite her adventurous lifestyle by using the time she spends traveling to and from missions to study, and by always making sure that she gets a handle on assignments as early as she can in case she is called away on a mission at the last minute. As a result of these diligences, it is only on rare occasions that her grades suffer or that she has problems with assignments.

Despite her intelligence, Kim remains the least scientifically-minded member of her family, not understanding many of the terms and phrases, or inventions that her father and brothers build and use, for example, in the episode The Twin Factor, she immediately passes of her brothers invention of a handheld Silicon Phase Disruptor as a “stupid toy”, or believeing that the Mind control chip in the same episode is “ferociously unethical”.

She also doubts her brothers’ high intelligence, believing their early advancement to high school is the result of a mistake in the records, and is truly shocked when she discovers it’s legitimate.

Future Kim

An older version of Kim was introduced in an interactive featurette that was included in the Sitch in Time DVD. Little was revealed about Kim’s older self, except that she was still fighting crime in her 40s, was a member of the PTA, and that she wears a patch over her left eye, à la Nick Fury. Older Kim is also shown wearing a Global Justice uniform similar to that worn by Dr. Director (who coincidentally also has an eye patch).

Possibly Kim is the new Global Justice Director. Older Kim has not appeared in the series and her exact place in Kim Possible canon remains uncertain.

DC Universe History

Kim Possible could actually probably take place in the DCU with no problems, particularly since most heroes tend to stick with their own Rogue’s Galleries.

New rules

Alternate Enemy Rules by Vincent Bartilucci:
I can’t find the original version of my Foe Drawback so I’ve tried to recreate it here.

In the past, there have been well-reasoned arguments from several listers that having an Arch Enemy isn’t really a Drawback. Their concern is that in the normal course of the game, the player character will gain Hero Points for foilingvillains. Why should they be given Hero Points during character creation for setting up a rivalry that will also net them Hero Points in game play and which is, incidentally, the whole point of a super-hero game !?!? As Roy mentioned in his post, many listers see that as double dipping.

While I can understand that argument for pre-existing characters, I thought Arch Enemy was still a valid Drawback for new characters created using the Hero Point system. For example, Green Lantern has an Arch Enemy by the name of Sinestro. At some point, Green Lantern encountered Sinestro for the first time, foiled him, and, in DC Heroes terms, gained 1) Hero Points for the adventure and 2) Sinestro as an Arch Enemy. He shouldn’t get points for taking Sinestro as an Arch Enemy.

But what about my home-brewed character Mollusk Man who begins play with the Arch Enemy, The Livid Limpet? MM is a brand new character so hes never encountered the Limpet in game play and therefore never received Hero Points for foiling him. He is the target of the Limpets undying hatred but hasn’t done anything that would net him Hero Points to justify it. Personally, I think thats worthy of a Hero Point bonus during character creation. In addition, I really like the Justice League Sourcebook version of Arch Enemy i.e. the players evil twin. The idea of the heros sinister doppelgänger being a special class of enemy that causes more than the normal level of super-angst appeals to me.

So heres my House Rule version of Arch Enemy which I’ve renamed Foe for clarity:

Foe: Enemy / Arch Enemy / Nemesis (10 / 15 / 20)
A Character with this Drawback begins play with an implacable adversary who will do everything within his power to harass, ruin, or even kill the character. A synopsis of the Foes origin and why he has set himself against the Character must be included in the Characters Background in order for the Player to receive the Hero Point bonus.

The GM must approve this Drawback and create the Foe using the Hero Point base listed for each level of Foe. Because hero / villain conflict is central to the Blood of Heroes game, a Foe must be more than merely a recurring opponent to warrant the Hero Point bonus.

In order to qualify as a Foe, the adversary must be completely unwavering in his crusade against the character. He must appear often and at inopportune moments to bedevil him. In short, he must pose an ever-present, never-ending threat to the Character. The Hero Point Bonus gained from taking this Drawback is dependent on both the level and type of opposition that the Foe represents and the nature of the defeat he wishes to inflict on the Character. Villains may never receive a Hero Point bonus for the Foe Drawback.

An Enemy is a Foe who lacks the power and inclination to challenge the Character in combat either directly or thru subordinates. Instead, the Enemy will use what influence and resources he has to relentlessly harass, annoy, or threaten the Character. Usually, an Enemys ultimate goal is the end of the Characters super-heroic career rather than the end of his life.
Alternately, the Enemy may be unaware of the Characters double life, instead carrying on a vendetta against the Characters civilian identity. A newspaper publisher who uses his tabloid as a platform to question the Characters integrity, a police detective who employs legal powers to harass the Character despite the Mayors official stance of cooperation with super-heroes, or a classmate whose constant bullying inadvertently endangers the Characters dual identity are all good examples of an Enemy.
It is important to remember that a Characters Enemy need not have a villainous motivation. For example, the aforementioned newspaper publisher may honestly believe that the Character is a dangerous menace, the police detective may feel the Characters presence in the area invites super-powered trouble, and the classmate may think he is doing the Character a favor by toughening him up.
On rare occasions, the GM may introduce a Subplot wherein the Enemy gains the power to strike at the Character directly. This is always a temporary situation and before long the Enemy should be back to his more indirect harassment. An Enemy is built by the GM using a 225 Hero Point base. A Character who takes the Foe: Enemy Drawback gains 10 Hero Points. If the Enemy ever loses the ability or desire to carry on his vendetta against the character because of a change of heart, incapacitation, or death, the character immediately forfeits 50 Hero Points.

Arch Enemy:
An Arch Enemy is a Foe who possesses the power and inclination to challenge the Character in combat directly or thru subordinates. More importantly, An Arch Enemys primary goal is always the elimination of the Character. To represent this all-consuming aspect of the Arch Enemys psyche, he should possess either an Irrational Hatred of the character or an Irrational Attraction to defeating him.
The Arch Enemy should have access to Powers, Skills, and / or Resources that allow him to be a true threat to the character. To that end, the GM should build the Arch Enemy using the same Hero Point base as the Character then increase his statistics, if necessary, to make him sufficiently powerful to provide a challenge for the Character. A Character who takes the Foe: Arch Enemy Drawback gains 15 Hero Points. An Arch Enemy can never be reformed. This Drawback can only be removed if the Arch Enemy is somehow killed during the course of play, in which case the Character immediately loses 75 Hero Points, whether he was responsible for the Arch Enemys death or not.

A Nemesis is a special class of Foe that bears many similarities to an Arch Enemy. A Nemesis possesses the power and inclination to challenge the Character in combat directly along with the Irrational Hatred of the Character or Irrational Attraction to defeating him that is the hallmark of the Arch Enemy. What sets these two types of Foes apart is the design of the Nemesis. An Arch Enemy possesses Powers, Skills, and / or Resources that make him the Characters equal. A Nemesis, on the other hand, is more than just the Characters equal. He is a twisted version of the Character, essentially the Character with a villainous motivation. The GM should design the Nemesis as the Characters evil twin, ensuring that the Nemesis possesses the same Powers, Skills, and / or Resources as the Character at approximately the same levels.
The Nemesis’s Background and History should also mirror the Characters and he should wear a similar or perhaps inverted version of the Characters costume. A Character who takes the Foe: Nemesis Drawback gains 20 Hero Points. A Nemesis can never be reformed. This Drawback can only be removed if the Nemesis is somehow killed during the course of play, in which case the Character immediately loses 100 Hero Points, whether he was responsible for the Nemesis’s death or not.

So, there it is. Enemy = J. Jonah Jameson or Cliff Carmichael (under Gerry Conway). Arch Enemy = Lex Luthor or the Norman Osborn version of the Green Goblin. Nemesis = Reverse Flash or Sinestro.

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