Identity: Diana PrinceSex: Female
Side: Good
Level: 9
POWERS
1. Heightened Charisma A: +5
2. Heightened Expertise: +4 to hit with lassos
3. Heightened Strength B: +30
4. Special Weapons:
A) Magic Bracelets: With one saved action, Wonder Woman can deflect a bullet, energy beam, or similar attack with her indestructible bracelets. She must move her arms to use this power. PR = 0.
B) Magic Lasso: Wonder Woman carries an indestructible golden lasso (rope length = 10"). A successful hit can ensnare an opponent, who will remain conscious but unable to physically break free. Ensnaring two or more targets requires multiple attacks (see rules, p. 26). The largest area a thrown lasso can encircle is a 2" x 2" square.
Wonder Woman can move objects beyond her Carrying Capacity by fastening them to her rope. Pulling such heavy weight cuts her movement rate to one-third (17") and requires one action per turn.
When fighting a giant opponent (Height Factor = 3 or greater), a hit with the lasso will ensnare only one arm or leg. The partially ensnared opponent may still be able to attack, but not break out.
Wonder Woman can telepathically contact her magic lasso, controlling it like a telekinetic object (see rules, p. 17). Under Wonder Woman's mental control, the lasso moves 172" per turn (and attacks with her skill level and accuracy). Requires one action per turn, PR = 1. If the lasso is out of her sight, she cannot mentally sense its location or surroundings.
5. Vehicle: Wonder Woman rides in her Invisible Jet. Passengers and cargo remain visible inside, and Wonder Woman usually operates the transparent controls manually.
Wonder Woman can contact her jet telepathically, commanding it to fly to her current location or a known coordinate. She does not mentally see through the jet, but it always flies safely. Telepathic control requires one action per turn, PR = 1.
Invisible Jet: Weight: 10,000 lbs. Passengers: 1+3. Cargo: 1,000 lbs. 2,000 mph (in atmosphere). Disable: 50 points. Demolish: 200 points. Weight: 130 lbs.
Basic Hits: 3
Strength: 45
Endurance: 18
Agility: 18
Intelligence: 17
Charisma: 21
Reactions from Good/Evil: +/- 4
Hit Points: 52
Power Points: 98
Hit Mod. (3.4)(2.2)(1.9)(1.2) = 17.0554
Healing: 1.5/day
Accuracy: +3 (not including heightened expertise)
Damage Mod.: +3
Carrying Capacity: 6,041 lbs.
Basic HTH Damage: 2d8
Movement Rates: 81" ground
Det. Hidden: 12%
Det. Danger: 16%
Inventing: 51%
Origin and Background: (Lost/Hidden Civilization) Military. When the queen of the Amazons wished for a daughter, the goddess Aphrodite brought the statute of a young girl to life. In 1941, Aphrodite requested that one Amazon leave Paradise Island to help the Allies in World War II. Princess Diana won that honor (as told in the Challenge episode titled "Secret Origins of the Super Friends").
After the war, Diana apparently returned to Paradise Island (where she would not continue aging) before joining the Super Friends. This rendition of Wonder Woman's origin merged the Earth 1 and Earth 2 versions of the character.
Wonder Woman's greatest enemy on the cartoon is Cheetah.
Membership Status: Wonder Woman was a leading character during the All-New/Challenge era of Super Friends. In the comics, versions of the character belonged to the Justice Society (1940s) and the Justice League (modern era).

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