W ONDER WOMA NAn 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.CHECKSRoll 3d10and 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.XPWhen 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 WITHAmazonian Princess: You have been given numerous gifts from the gods, though the Great Collide has dampened your powers somewhat. You can lift about 5,000 lbs without a die roll, leap multiple stories into the air, or run as fast as a car (+20 feet per round in combat). 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 CHOICESAmazonian 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.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.