ONDER WOMA  N An   Amazonian   princess   born   on   the   island   of   Themyscira,   Wonder   Woman   (sometimes going   by   the   alias   Diana   Prince)   is   a   member   of   the   former   Justice   League,   and   one   of the   world’s   foremost   protectors   of   love,   peace,   and   truth.   Though   compassionate   and diplomatic,   she   is   also   an   incredibly   experienced   warrior,   strong-willed   and   unwilling   to back   down.   She   has   been   fighting   monsters,   villains   and   the   like   for   centuries,   and   is more than ready to take this fight to the new world of the Great Collide. CHECKS Roll   3d10    and   take   the   highest   result   for   checks   to   identify   monsters   and   magic,   checks that   involve   history   or   occult   lore,   checks   to   motivate   or   inspire,   and   any   checks   that involve military strategy or combat tactics. Roll   2d10   and   take   the   highest   result   for   any   attack   or   defense   checks,   checks   to socialize,    negotiate    or    otherwise    be    diplomatic,    and    feats    of    athleticism    (climbing, swimming, etc). Roll 1d10 for anything else. XP When you give diplomacy a chance before resorting to combat, gain 1 XP . When   you   successfully   protect   a   group   of   people   that   could   not   otherwise   protect themselves, gain 3 XP . When you bring a lasting peace to a people plagued with strife and conflict, gain 5 XP . YOU BEGIN WITH Amazonian   Princess:   You   have   been   given   numerous   gifts   from   the   gods,   though   the Great   Collide   has   dampened   your   powers   somewhat.   You   can   leap   multiple   stories   into   the   air,   and   always   have   Haste    status. You   can   speak   all   languages,   including   the   languages   of   animals.   You   instinctively   know   how   to   use   any   weapon   you   pick   up,   and can use it proficiently even if you’ve never seen it before. LEVEL UP CHOICES Amazonian    Armor:    You    have    specially    crafted    armor    forged    from    mythical    materials,    in    addition    to    your    own    incredible resilience. You receive +2 on defense checks against any attacks that are magical in origin. Divine   Healing:    You   are   able   to   draw   from   the   longevity   of   nature,   and   tap   into   your   own   divine   bloodline   to   increase   your healing   capacity.   As   a   side   action,   you   may   use   this   ability   to   remove   one   status   ailment   from   yourself.   When   you   do   this,   roll 1d10;   on   a   1-5,   shut   this   ability   off.   You   may   also   simply   heal   yourself--roll   2d10   and   take   the   higher   result,   and   recover   that much HP. If you use this aspect of the power, shut the whole ability off immediately. Lasso   of   Truth:   A   golden   lariat   crafted   by   the   god   Hephaestus,   this   lasso   is   indestructable   and   unbreakable,   and   can   vary   its length   based   on   your   needs.   A   person   bound   by   the   lasso   is   compelled   to   speak   the   absolute   truth--they   become   physically incapable   of   lying   while   tied   with   it.   This   includes   projecting   illusions,   or   maintaining   a   false   form--any   magical   illusions   a spellcaster   has   crafted   vanish   if   their   maker   is   tied   with   the   lasso,   and   anyone   in   an   alternate   form   (willingly   or   not)   are   brought to   their   true   form   when   ensnared   with   the   lariat.   The   lasso   can   also   be   used   as   a   traditional   rope   for   climbing   or   grabbing objects from a distance. Magic   Tiara:   Your   golden   tiara   has   enchanted   properties.   While   wearing   it,   you   can   choose   to   be   immune   to   telepathy,   and receive   +2   on   defense   checks   against   psychic   attacks.   The   tiara   is   razor   sharp   and   if   thrown,   will   always   return   to   your   hand.   You can attack up to 3 targets at once at no penalty by throwing your tiara, but this aspect of the power is shut off after use. Protector:   When   an   ally   within   30   feet   of   you   fails   to   fully   defend   against   an   attack,   you   may   take   the   attack   instead.   You   may make   your   own   defense   check   against   it,   but   at   a   -2   penalty;   you   instantly   move   across   the   battlefield,   leaping   between   your teammate and the oncoming offense. Strength   of   Gaea:    A   gift   from   the   goddess   Demeter,   you   have   superhuman   strength.   You   may   may   lift   an   object   regardless   of   its weight,   or   automatically   succeed   on   any   test   of   strength   or   similar   physical   feat   (even   if   you’ve   already   rolled   for   it).   After   you   use this ability, roll 1d10; on a 1-5, shut this ability off. Unbreakable   Bracelets:   You   have   a   pair   of   silver   bracelets,   forged   from   the   remnants   of   the   Aegis.   They   are   indestructable,   and can   repel   attacks.   When   you   completely   defend   against   an   attack   from   a   firearm   (like   a   handgun   or   an   assault   rifle),   or   a   ranged energy   attack   (a   fireball,   a   laser   beam,   etc),   you   may   bounce   the   attack   back   at   its   projector   or   at   a   different   target   of   your   choice. Roll   1d10   as   though   it   were   a   normal   attack,   though   it   doesn’t   use   your   turn.   You   must   take   this   ability   before   you   can   take   the following: Concussive   Wave:   By   slamming   your   bracelets   together   as   a   main   action,   you   can   create   a   massive   of   wave   of   concussive force   that   stuns   foes.   When   you   use   this   ability,   every   enemy   in   the   general   vicinity   is   rooted   in   place;   they   can   still   attack and   otherwise   act,   but   they   cannot   move   from   where   they   are   for   10   seconds   (or   until   the   start   of   your   next   traditional combat   turn,   whichever   is   sooner).   This   ability   can   be   used   as   a   main   action   OR   a   side   action;   after   it’s   used   as   a   side action, roll 1d10. On a 1-5, shut the ability off.