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CHAR: Wonder Woman


Enforcer84

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Re: CHAR: Wonder WomanWonder WomanVal Char Cost Roll Notes110 STR 100 31- Lift 104.9ktons; 22d6 [11]29 DEX 57 15- OCV: 10/DCV: 1038 CON 56 17-16 BODY 12 12-23 INT 13 14- PER Roll 17-20 EGO 20 13- ECV: 740 PRE 30 17- PRE Attack: 8d626 COM 8 14-28 PD 6 Total: 28 PD (8 rPD)28 ED 20 Total: 28 ED (8 rED)5 SPD 11 Phases: 3, 5, 8, 10, 1230 REC 080 END 295 STUN 5 Total Characteristic Cost: 340Movement: Running: 16"/128" Flight: 30"/60" Leaping: 22"/44" Swimming: 8"/16"Cost Powers END13 Bracelets: Missile Deflection (Any Ranged Attack), +5 OCV (30 Active Points); OAF Unbreakable (-1), Will Not Work Against Heavy Missiles (-1/4)25 Enchanted Lasso: Elemental Control, 100-point powers, (50 Active Points); all slots OAF Unbreakable (-1)50 1) Entangle 10d6, 10 DEF, Reduced Endurance (1/2 END; +1/4), Takes No Damage From Attacks All Attacks (+1/2) (175 Active Points); OAF Unbreakable (-1), Cannot Form Barriers (-1/4), Limited Range (10"; -1/4) 729 2) Mind Control 20d6 (Human and Alien classes of minds), Reduced Endurance (0 END; +1/2) (165 Active Points); OAF Unbreakable (-1), Only to compell the Truth (-1/2), Only usable against those entangled by Lasso (-1/2), Can Be Missile Deflected (-1/4), Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4), Limited Range (10"; -1/4)30 Fleet of Foot!: Running +10" (16" total), x8 Noncombat 390 Gift of Flight: Flight 30", Reduced Endurance (0 END; +1/2) (90 Active Points)6 Strong Swimmer: Swimming +6" (8" total) 1 Durability10 1) Deceptively Durable: Damage Resistance (8 PD/8 ED), Inherent (+1/4) (10 Active Points)14 2) Immortal Amazon - Physiology: LS (Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)6 3) Pain Tolerance: (Total: 20 Active Cost, 6 Real Cost) +10 Mental Defense (14 points total) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) plus Power Defense (10 points) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3)5 4) Really Deep Breath: LS (Self-Contained Breathing) (10 Active Points); Stops Working If Character Speaks, Is Stunned, Or Is Knocked Out (-1/2), Extra Time (Extra Segment, Only to Activate, -1/4), Can Only Be Activated In Breathable Atmosphere (-1/4)60 5) Supertough Body: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)20 6) Supertough Form I: (Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10)15 7) Supertough Form II: Power Defense (15 points) Optional Equipment36 1) Amazonian Armor: Armor (12 PD/12 ED), Hardened (x2; +1/2) (54 Active Points); OIF Durable (-1/2)\tab Notes: As this is optional; the DEF does not add to her totals. The Armor brings her to 40 PD and 40 ED50 2) Amazonian Sword: Killing Attack - Hand-To-Hand 3d6+1 (6 1/2d6 w/STR), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (100 Active Points); OAF Durable (-1) 413 3) Razor Tiara: Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), Range Based On Strength (-1/4) 322 Optional Equipment: Shield: Multipower, 45-point reserve, (45 Active Points); all slots OAF Durable (-1)1u 1) Defelection: Incidental: +4 DCV (20 Active Points); OAF Durable (-1) 21u 2) Deflection: Hand to Hand: +5 OCV with Block (5 Active Points); OAF Durable (-1) 12u 3) Deflection: Ranged: Missile Deflection (Any Ranged Attack), +5 OCV, Adjacent Hex (+1/2) (45 Active Points); OAF Durable (-1)1u 4) Shield Bash: Hand-To-Hand Attack +5d6 (25 Active Points); OAF Durable (-1), Hand-To-Hand Attack (-1/2) 2 Senses9 1) Acute Senses: +3 PER with all Sense Groups20 2) Combat Hearing: Targeting Sense with Hearing Group12 3) Parabolic Hearing: +8 versus Range Modifier for Sight/tabPankration Maneuver OCV DCV Notes4 Bend Joint -1 +1 2d6 NND4 Break Bone -2 +0 HKA 1d6 +14 Crush +0 +0 26d6 Crush, Must Follow Grab4 Escape +0 +0 125 STR vs. Grabs3 Grab -1 -1 Grab Two Limbs, 120 STR for holding on3 Kick/Punch +1 +0 24d6 Strike3 Legsweep +2 -1 23d6 Strike, Target Falls3 Sacrifice Throw +2 +1 22d6 Strike; You Fall, Target Falls1 Weapon Element: CestusPerks50 Invisible Jet: Tranasparant Transport10 Contribution to Watchtower5 Fringe Benefit: Diplomatic Immunity10 Fringe Benefit: Membership: Justice League America Senior Member10 Fringe Benefit: Princess5 Money: Well Off15 Reputation: Incredibly respected Heroine (A large group) 14-, +5/+5d63 Well-Connected23 1) Contact: Themyscira (Contact has very useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (x3) (24 Active Points) 12-Talents20 Has a way with the Animals: Animal Friendship15 Speaks to the Beasts: Beast Speech15 Greek Zen: Combat Sense 14-8 Qucker than the Eye can Follow: Lightning Reflexes: +5 DEX to act first with All Actions5 Heals Quickly: Rapid HealingSkills9 +3 with Axes, Swords, Spears, and Shields40 +5 with All Combat2 AK: Olympus 11-3 AK: Themyscira 14-3 Acrobatics 15-3 Breakfall 15-3 Climbing 15-3 Conversation 17-3 High Society 17-3 Hoist 14-3 Interrogation 17-3 Oratory 17-2 PS: Writer 11-3 Paramedics 14-3 Persuasion 17-3 Power: Brick Tricks 14-3 Scholar2 1) KS: Legends And Lore (3 Active Points) 14-2 2) KS: Olympian Pantheon (3 Active Points) 14-2 3) KS: The Superhuman World (3 Active Points) 14-2 4) KS: Themysciran History & Customs (3 Active Points) 14-3 Shadowing 14-3 Stealth 15-8 Survival (Marine, Temperate/Subtropical, Tropical, Mountain) 14-3 Tactics 14-3 Teamwork 15-3 Tracking 14-2 Weapon Familiarity: Chain & Rope Weapons, Sling2 Weapon Familiarity: Common Melee Weapons2 Weapon Familiarity: Common Missile Weapons1 Weapon Familiarity: QuarterstaffTotal Powers & Skill Cost: 893Total Cost: 1233500+ Disadvantages5 Dependent NPC: Cassie (Wondergirl) 8- (Slightly Less Powerful than the PC)5 Distinctive Features: Tall gorgeous woman. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)15 Hunted: Hippolytia (Mother, a bit over protective) 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)20 Hunted: Wonder Woman's Rogues Gallery 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)25 Hunted: Ares: 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish20 Psychological Limitation: Dedicated to Peace and Harmony Common, Total10 Psychological Limitation: Militant Background and Bearing conflicts with Hippie Ideals (Uncommon, Strong)15 Psychological Limitation: Takes her responsibility as a role model and icon seriously (Common, Strong)15 Public Identity: Princess Diana: Frequently (11-), Major20 Watched: Olympic Gods: 11- (Frequently), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Watching583 Experience PointsTotal Disadvantage Points: 1233Background/History: Semi-Divine daughter of the Queen of the Themysciran Amazons. Diana won the right to represent her people to the world at large as an ambassdor and protector of peace. She has since become one of the worlds most visable and most potent protectors.

 

Acording to DC's Secret Origins, Diana is no longer a Princess. I diverge from this. Personality/Motivation: Seeks to protect and teach humanity the Amazon ways of peace and happiness. But is also a warrior at heart and won't back down from a fight. (occasionally starts them)Quote: "Great Hera!"Powers/Tactics: A powerful Brick with somewhat watered down defensesCampaign Use: Appearance: Tall, leggy brunette with muscles and stuff. Wears a great costume with symbols of American patriotism. Hot.

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Re: CHAR: Wonder Woman

 

I've long felt that the concept of Wonder Woman is the best source-material justification for a separate category of Resistant Defenses even for super-level bricks. From the start she's been vulnerable to ordinary bullets and knives without her bracelets. I suppose that's the nature of the magic from which her powers derive.

 

That said, even if she's injured by such attacks that rarely seems to slow her down - she just toughs her way through it. I'm thinking it might be more appropriate to give her Resistant Damage Reduction instead.

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Re: CHAR: Wonder Woman

 

This may sound a bit odd, but I'd go with at most 1/1 (just enough to let her apply her PD to the STUN). I see her main defences as Missile Deflection from the bracers and about 75% Resistant Damage Reduction. It's not that she's invulnerable, just that she's really hard to injure and put down. Even if she doesn't have resistant defenses I'd still allow her Damage Reduction to work on killing attacks.

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Re: CHAR: Wonder Woman

 

Nice work.

 

Some build quibbles, but nothing serious.

 

I like the option for full armor. Helps get her defenses up without making her skin bullet proof.

 

In the high silver age, she had earings that let her breath under water and in space, but I don't know if the current version has them.

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Re: CHAR: Wonder Woman

 

Better add a 25 point Very Common' date=' Total Psych Limit: Completely Helpless in Adult Fan Fic, and then buy it off with the IIF: Warner Communications' Lawyers.[/quote']

 

 

That would be Genre Convention, worth no points. Virtually all attractive Superheroine types (and lots of Superhero types) have that. ;)

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Re: CHAR: Wonder Woman

 

Probably needs a higher SPD than 5. Other than that' date=' everything looks ok to me, bearing in mind that I haven't read her books in over 15 years.[/quote']

 

John Byrne (which should tell you all you need to know about how little DC cares about her) and Grant Morrison (on JLA) both write her with some superhuman dexterity and quickness- not quite Superman/Flash, but somewhat close. I would go with SPD 7 or 8 and a DEX of at least 26, maybe as much as 33. This is post Zero-Hour, so I think it's probably still valid.

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Re: CHAR: Wonder Woman

 

Hmm, lessee:

 

I'd raise her Resistant Defenses to 12-15 at least. While not entirely bulletproof, she's rather less vulnerable to KA than a wuxia martial artist (who has 8 as a standard).

 

Her SPD should be 6-7 (at the least, maybe even 8) and DEX 32-33. She is in the "quick, nimble brick" category. And the Ego should probably be in the 28-30 range (or have 15 Mental Defense).

 

Her Missile Deflection should really be OIF, not OAF. Bracelets are the kind of Focus you can't really grab away from someone in combat.

 

I'd just give her full Life Support.

 

Like Superman, she should have Telescopic for Sight AND Hearing. I don't know her enough to know if she would qualify for Infrared/UV Sight.

 

That would be Genre Convention' date=' worth no points. Virtually all attractive Superheroine types (and lots of Superhero types) have [b']that[/b]. ;)

 

Yep. All attractive superheroines and most attractive superheroes develop

 

Vulnerability: x2 Effect, Entangles

Vulnerability: x2 Effect, Mental Illusions and Mind Control

Vulnerability: x2 Effect, Transforms

 

in erotic fanfiction. Must a genetic side-effect of superpowers, just like above-average attractiveness ;)

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Re: CHAR: Wonder Woman

 

Agreed that that is a very thorough writeup, E84. I also agree with the comments that her Speed should go up, though; speed was one of Diana's gifts from Hermes, who's obviously no slouch in that area. Kurt Busiek also wrote her as exceptionally quick; for example, in the JLA/Avengers crossover when Hawkeye used a boomerang arrow to snatch the Ultimate Nullifier away from the JLA, WW grabbed the arrow out of the air. The Avengers were explicitly startled by her quickness.

 

OTOH with all of the CSL you gave her, her Dexterity is probably fine, although a bit of Lightning Reflexes wouldn't be out of place.

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Re: CHAR: Wonder Woman

 

lasso Should have a slot in it that does Mind Control Vs Animals, only Do not cross this line

 

Higher Speed

 

I personlay find that the Bracelets work better as a huge bonus to her DCV with the "Must be aware of attack" modifier

 

The Amazonian Armor includes an air supply

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Re: CHAR: Wonder Woman

 

lasso Should have a slot in it that does Mind Control Vs Animals, only Do not cross this line

 

Higher Speed

 

I personlay find that the Bracelets work better as a huge bonus to her DCV with the "Must be aware of attack" modifier

 

The Amazonian Armor includes an air supply

Thanks on the Life Support JmOz!

 

Yeah, I thought her speed was 7 I don't know why it's 5 bad editing I guess :o

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Re: CHAR: Wonder Woman

 

I've long felt that the concept of Wonder Woman is the best source-material justification for a separate category of Resistant Defenses even for super-level bricks. From the start she's been vulnerable to ordinary bullets and knives without her bracelets. I suppose that's the nature of the magic from which her powers derive.

 

That said, even if she's injured by such attacks that rarely seems to slow her down - she just toughs her way through it. I'm thinking it might be more appropriate to give her Resistant Damage Reduction instead.

It's pretty much that way for Thor, too, isn't it? I was thinking of just buying a lot of BODY with the token DamRes.

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Re: CHAR: Wonder Woman

 

It's pretty much that way for Thor' date=' too, isn't it? I was thinking of just buying a lot of BODY with the token DamRes.[/quote']

 

 

Thor has true damage resistance. Issue 247, he gets hit point blank by a field artillery piece. No knockback was done, and he was only Con Stunned by the blast. It looked like no Body was done to him.

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Re: CHAR: Wonder Woman

 

Thor has true damage resistance. Issue 247' date=' he gets hit point blank by a field artillery piece. No knockback was done, and he was only Con Stunned by the blast. It looked like no Body was done to him.[/quote']

Really? Hmmm, I know I've seen him bleeding from lesser attacks, and he certainly avoids gunfire via deflection a great deal for someone who would basically bounce it. I've always thought that the swords of the Asgardians and it's foes were more powerful than modern weapons, but not more than field artillery piece. Interesting.

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Re: CHAR: Wonder Woman

 

I kind of liked the old Dark Champions Enemy book that had an evil old lady who had lot's of defense bought invisible to represtent that it looked as though she was getting hurt but she really wasn't taking nearly that much damage. However, that's no longer a legal construct so...

 

I think I'll go low PD/ED dr (1-3 pts) and the Damage reduction; Raise her speed and add the life support to the "Amazonian Armor".

 

Any other biggies that I am missing?

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Re: CHAR: Wonder Woman

 

I kind of liked the old Dark Champions Enemy book that had an evil old lady who had lot's of defense bought invisible to represtent that it looked as though she was getting hurt but she really wasn't taking nearly that much damage. However, that's no longer a legal construct so...

 

I think I'll go low PD/ED dr (1-3 pts) and the Damage reduction; Raise her speed and add the life support to the "Amazonian Armor".

 

Any other biggies that I am missing?

 

I'd suggest using a Dark Champions / Pulp Hero construct instead. Give her 10 PD / 10 ED armor that Always Allows One Body Through (-1/2). Bullets hurt if they get past the bracelets, her skin can be cut, but she's very tough to actually maim or kill.

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Re: CHAR: Wonder Woman

 

ah! I'd seen that in a Fantasy Hero thread too. I like that; I'll play around with HD to see which fits my sensibilities best. :D

 

Groovy. :)

 

It's become one of my favorites for Pulp and Action Hero types. Lets them get cinematically bloody and keeps them afraid of guns, but removes the problem of accidentally killing the PCs at dramatically inapropriate moments.

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