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CHAR: Thundra


Enforcer84

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Thundra

Val Char Cost Roll Notes

80 STR 70 25- Lift 1.6ktons; 16d6 [8]

24 DEX 42 14- OCV: 8/DCV: 8

40 CON 60 17-

16 BODY 12 12-

10 INT 0 11- PER Roll 14-

15 EGO 10 12- ECV: 5

25 PRE 15 14- PRE Attack: 5d6

18 COM 4 13-

 

30 PD 14 Total: 30 PD (10 rPD)

30 ED 22 Total: 30 ED (10 rED)

5 SPD 16 Phases: 3, 5, 8, 10, 12

24 REC 0

80 END 0

80 STUN 4 Total Characteristic Cost: 269

 

Movement:

Running: 15"/60"

Leaping: 28"/112"

Swimming: 2"/4"

 

 

Cost Powers END

20 Chain: Multipower, 20-point reserve

1u 1) Chain Bashing: Hand-to-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2

1u 2) Length of Chain: Stretching 2" (10 Active Points); No Fine Manipulation (-1/2), Only To Cause Damage (-1/2), no Noncombat Stretching (-1/4) 1

2u 3) Whirly Shield! Only works in Comics!: Missile Deflection (Any Ranged Attack) (20 Active Points)

30 Warriors Eye: Find Weakness 11- with All Attacks

Femizonian Super Warrior

13 1) Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2

12 2) Genetically Enhanced Physiology: Life Support (Extended Breathing: 1 END per 5 Minutes; Longevity: 400 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

10 3) Genetically Enhanced Physiology: Power Defense (10 points)

9 4) Keen Senses: +3 PER with all Sense Groups

31 5) Long, Strong Legs: Superleap +12" (28" forward, 14" upward) (Accurate, x4 Noncombat), Reduced Endurance (1/2 END; +1/4) (31 Active Points) 1

32 6) Swift: Running +9" (15" total), x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (32 Active Points) 1

10 7) Toughened Flesh: Damage Resistance (10 PD/10 ED)

30 8) Very Tough: Energy Damage Reduction, Resistant, 50%

30 9) Very Tough: Physical Damage Reduction, Resistant, 50%

Brawling/Martial Arts/Wrestling

Maneuver OCV DCV Notes

4 Choke -2 +0 Grab One Limb; 2d6 NND

4 Disarm -1 +1 Disarm; 90 STR to Disarm roll

4 Escape +0 +0 95 STR vs. Grabs

4 Fast Strike +2 +0 18d6 Strike

3 Hold -1 -1 Grab Two Limbs, 90 STR for holding on

4 Kidney Blow -2 +0 HKA 1d6 +1

4 Low Blow -1 +1 2d6 NND

4 Nerve Strike -1 +1 2d6 NND

4 Punch +0 +2 18d6 Strike

4 Reversal +2 +2 Block, Abort

5 Roundhouse -2 +1 20d6 Strike

3 Slam +0 +1 16d6 +v/5, Target Falls

3 Take Down +2 +1 16d6 Strike; You Fall, Target Falls

1 Weapon Element: Chain & Rope Weapons

Perks

3 Contact: The Grapplers (Contact has useful Skills or resources) 11-

8 Contact: Ben Grimm, The Thing (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 12-

9 Contact: The Avengers (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

Talents

5 Strongwilled: Resistance (5 points)

Skills

30 +6 with HTH Combat

19 Creatively Applied Strength: Power 22-

2 AK: Polemachus 11-

2 AK: Republic of Femezonia 11-

3 Acrobatics 14-

3 Analyze: Combat 11-

3 Breakfall 14-

2 CK: Megacity Milago 11-

2 CK: New York City 11-

3 Climbing 14-

3 Criminology 11-

3 Demolitions 11-

3 High Society 14-

3 Hoist 11-

3 Interrogation 14-

2 KS: Femizonian Military History and Etiquette 11-

4 KS: Small Unit Military Tactics 13-

2 KS: The Superhuman World 11-

3 KS: United Sisterhood of America (Earth 715) 12-

3 Persuasion 14-

3 Security Systems 11-

3 Shadowing 11-

3 Sleight of Hand 14-

3 Stealth 14-

3 Streetwise 14-

3 Systems Operation 11-

3 Tactics 11-

3 Teamwork 14-

3 Tracking 11-

3 Trading 14-

5 Weapon Familiarity: Common Melee Weapons, Small Arms, Chain & Rope Weapons

 

Total Powers & Skill Cost: 440

Total Cost: 709

 

200+ Disadvantages

10 Distinctive Features: 6'4'' Red haired Amazon (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Enraged: When opponent acts dishonorably (Uncommon), go 8-, recover 11-

20 Hunted: Arkhon of Polemachus 11- (As Pow, NCI, Harshly Punish)

15 Hunted: Frightful Four 8- (Mo Pow, Harshly Punish)

15 Psychological Limitation: Action Oriented; Thrill seeker (Very Common, Moderate)

10 Psychological Limitation: Blunt; tact comes difficultly (Common, Moderate)

15 Psychological Limitation: Overconfident (Very Common, Moderate)

15 Psychological Limitation: Respect, bordering on desire, for Ben Grimm (Common, Strong)

5 Reputation: Lady Wrestler, Supervillainess, Superheroine- Depends on who you ask., 8-

5 Rivalry: Professional (Titania II ; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

10 Social Limitation: Citizen of another Dimension. Has special visitor's status, but not a citizen of any country on E616 (Occasionally, Major)

379 Experience Points

 

Total Disadvantage Points: 709

 

 

 

Background/History: Toward the end of the twentieth century in one alternate future, worldwide chemical and biological warfare broke out, resulting in the sterilization of 95% of the Earth's female population. The fertile 5% seized political power and began a systematized program of oppression against men, who were seen as having nearly exterminated the species. By the early 23rd century, natural childbirth was totally supplanted by laboratory birthing, and men were bred only as servants, entertainers, and breeding stock.

 

The major concerns of the United Sisterhood Republic, one of the leading nations of the new world, were exterminating the renegade bands of roving free men and preventing incursions from foreign nations and powers.

 

Thundra was born in the Central Birthing Center of Greater Milago (Milwaukee-Chicago), a government-run laboratory where fetuses are brought to term in artificial wombs. Genetically engineered for strength and endurance, Thundra was sent to military school when she was eight years old. By the age of eighteen, she had distinguished herself as the finest warrior in the Midwestern Republic and became an officer in the militia. She led assaults against roving bands of renegades and the armies of the Central American Empire.

 

In the middle of Thundra's military career, the USR faced an invasion from soldiers from another alternate timeline, a world known as Machus. Men from this alternate Earth hadmanaged to overthrow their female oppressors generations previously, and used their technology for inter-dimensional travel to journey to Thundra's Earth to liberate the men of that world. In an attempt to strike back at the men of Machus, Thundra stole their dimensional apparatus, planning to launch a counter-attack on their world. The machine malfunctioned, however, and displaced her through time as well as space. She arrived in the twentieth century, and after acclimating herself, decided to humble the strongest man on Earth, thereby, she believed, preventing the world of Machus from ever coming about.

 

Upon her arrival, she was befriended by the criminal Wizard of the Frightful Four, whose instruments detected Thundra's time displacement. The Wizard was looking for a replacement for Medusa, and saw Thundra as an ideal choice. Thundra pretended to go along with the Wizard's plans in order to exploit his resources. She determined that the Thing of the Fantastic Four would be the ideal object lesson to vanquish in battle. Alongside the Frightful Four, she engaged the Thing in a battle, besting him fairly on at least one occasion. Recognizing that her actions in the past would have little bearing on the future, she betrayed the Frightful Four to become an ally of the Fantastic Four.

 

Mahkizmo, the greatest warrior of Machus, eventually trailed Thundra to the twentieth century and took her back to her own time to stand trial for her theft of the interdimensional travel equipment. The Fantastic Four followed Thundra (using their own means of travel) and helped Thundra battle against the dimensional invaders of Machus. Before leaving the future for their own time, the Fantastic Four destroyed the mind-domination equipment of Machus and hoped that the two worlds would settle their differences amicably. Thundra returned to the twentieth century with them, believing that her world would be changed unfavorably by the presence of the extradimensional men.

 

Months later, however, Thundra was contacted by the Nth Command, subsidiary of the Roxxon Oil Company devoted to extradimensional research. They told her that a divergent future world existed which was never invaded by Machus. She agreed to carry out a mission for them in exchange for being restored to her world. The mission was leading a band of female Roxxon operatives called the Grapplers into the government energy facility Project: Pegasus in order to sabotage it. She was apprehended in the process but was released so the authorities could track down the party that sent her. She briefly became an ally of Hyperion of the Squadron Sinister, another Roxxon operative.

 

When she learned of the Nth Command's sinister motives, she stole one of the Nth Projectors, dimensional aperture synthesizers. Creating a portal to her own time, she went through it after bidding a fond farewell to the Thing, the twentieth-century male she had most learned to admire. Hyperion attempted to follow her, but the portal closed while he was halfway through, stranding him in limbo. Thundra arrived in her home reality safely.

 

Thundra became the ruler of this alternate future Femizonia, renamed the United Sister-hood Empire. Later, as her people wanted her to establish a dynasty, Thundera decided that, since the Thing was the only male she respected, he should marry her. An emergency prompted her to call the Thing to her dimension, and once the crisis was averted, she took the opportunity to propose. Because acceptance meant that the Thing would be forever unable to return to his time, he declined. As a favor, Thundra first returned the Thing to an alternate timeline where he could propose to his long-time love, Alicia. Instead, however, the Thing left Alicia at the altar and Thundra soon returned the Thing to his own timeline.

 

Thundra eventually found herself at war with the extradimensional kingdom Polemachus and its chauvinistic warrior monarch, Arkon. Towards the end of their long, bitter conflict, Thundra employed the hero teams Avengers and Fantastic Four as pawns in her war with Arkon. However, the heroes helped Thundra and Arkon discover that they shared a strong mutual attraction, an attraction that ended their conflict when they became lovers. Thundra has since joined Arkon in Polemachus as his consort.

 

Some months later, Thundra and Arkon sought Avengers' aid in repairing Polemachus's energy ring and protecting the maiden Astra from becoming a human sacrifice to Polemachus' religious zealots led by the high priest Anskar.

 

Arkon also had a rival in his Grand Vizier, who, over time, convinced Arkon to return Polemachus to a more barbaric lifestyle rather than rely on its science. The Grand Vizier then abducted the superhero and Avenger Photon along with the supervillains battling her at the time, the Wrecking Crew. The Grand Vizier used the Wrecking Crew to depose of Arkon and Thundra, until the Avengers arrived to rescue their teammate and restore Arkon to the throne. Polemachus returned to its hybrid barbaric/scientific lifestyles.

 

Currently, Arkon continues to rule Polemachus with Thundra by his side.

 

 

(From Marvel Infinity Fan Site)

 

Personality/Motivation: Thundra is full of herself. She's arrogant, sexist, passionate, violent, and fiercely independant. She's also placed a high value in honor and loyalty. She keeps her word and punishes traitors & liars when she can. She found Ben Grimm, aka the Thing to be one of the few men she could respect and eventually fell for him. He was with Alicia masters at the time and explained his love for her. Thundra returned to her world and found love with a chauvanistic idiot, because they had so much in common. :straight:

 

Quote: "I shall destroy you and prove to be the greatest warrior of all!"

 

Powers/Tactics: Military training since she was 8. Hand to hand specialist. And because hey, it's a comic, her weapon of choice is the chain. She's a notch below She-Hulk power wise and has the "Wonder Woman" disease of not being all the bulletproof. She's tough but she can be cut and wounded with high end ballistics. Beyond that? She's a beast, runs fast, hits hard, lifelong training.

 

Campaign Use: I had a huge crush on this character when I was a kid. Creepy? Sure. But I did. I'm not pleased with her "Canon" history, but it was cool seeing her in Avengers Forever.

 

So, for my Marvel Universe; she's returned to E616 (her home is apparently Earth 715); and seeks to divest herself from authority over the United Sisterhood; leaving it to the ego driven politicians. She wants to make a difference here, and perhaps one day win Ben Grimm. Or someone similar. There are guys out there she'd probably dig. She liked Hyperion.

 

Appearance: Tall, a little on the buff side, comic book amazon with red hair and green eyes. She wears a red one sleeve tube top, red hotpants with yellow lightning down the side, yellow swashbuckler boots, a tiara, and black bracers. She carries a big ass chain.

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Re: CHAR: Thundra

 

Yeah, I was going to have her around STR 60 but, ultimate brick came out and Marvel's "Press/Lift" is different interpretation than HERO "lift" (it's actually about one half) and then I factored in that Marvel has (IMO) really undersold the lifting power of their bricks, I generally give them a bump. Also, I wanted her to be near She Hulk level, since she's tussled successfully with the Thing.

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Re: CHAR: Thundra

 

Great post. Just a quibble or two that depends on where you place your other characters' strength. If Thor is a 100-120, her strength is fine. I'd put her at 5-10 pts below the Thing (I understand that she's only 25 tons less compared to Ben and that in Hero STR scales geometrically but I think that sets her at about the right power level). What she lacks in strength she more than makes up for in martial arts, skill, and speed.

 

With a 40 con, 30PD/ED *and* 50% DMG reduction she might be a little too tough to hurt/stun. You might want to drop the PD/ED to 20 or the DMG reduction to 25%. She's pretty savvy in combat so an int boost to at least 13 and more tactics would be a great idea. Finally, while she is mostly a HTH fighter, you might want to reduce her HTH to +4 levels and add +2 combat levels to represent general combat training and expand her already considerable abilities in combat.

 

To be honest, mostly quibble and again a great job.

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Guest steamteck

Re: CHAR: Thundra

 

...Probably not.

 

 

Good plan I really hated that character. I remember Thundra getting stuck by a drugged needle once in one of those "unlimited class " wrestling matches. I don't remember her getting shot come to think of it. I always liked that character a lot myself. When she first showed up she certainly seemed stronger than the thing.

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