View Full Version : What will Wonder Woman have?
kryptonboy
03/19/2003, 12:14
I wonder (heh, wonder) if they'll give her a click or 2 of mind control because of the lasso? She could be mighty ### kicky.
M: Charge for 4 clicks, MC for 2 clicks, Charge AGAIN
A: Super Strength all the way across
D: Impervious for 3 clicks, Toughness for 3 clicks, Energy Shield Deflection
P: Close combat expert
Of course flying, one bolt, range of 4? What do you guys think?
spanishyoda
03/19/2003, 12:19
actually than sounds pretty close to how I envisioned her. I imagine they will probably give her a click of incapacitate somewhere along the line
kryptonboy
03/19/2003, 12:27
Duh! Why didn't I think of that. Good call!
EvilGenius
03/19/2003, 15:17
I also think that her Defense Power might have SuperSenses. She's supposed to be fast enough to dodge laser, easily evade gunfire (or deflect bullets with her bracers), or just move really, really fast.
Supersenses would be a great way to approximate that, especially if they gave her a high(ish) defense value as well, say 17. Or heck, even 16. :)
A few clicks of Supersenses followed by Energy Shield/Deflection (bracers) and a click or two of Toughness at the end.
Hmm. That config would prob work best on the vet version. ;)
dolemite199
03/19/2003, 15:30
My guess is that her veteran version will be on par with the expereinced Superman from Hypertime.
She will have charge, super strength, impervious for maybe 2 clicks, toughness, ES/D with a nice defensive value because she can deflect anything with her bracers, incapaciatate because of her laso, and close combat expert. Supersenses is nice to think of, but she is brick and can withstand huge amounts of punishment. Thats why impervious and toughness better represent her god granted powers. Plus, she will obviously be JLA on at least two of her versions.
Especially if she has super strength I was going to suggest a Range even lower than 4, but if she has incapacitate (via the lasso) then that's a reasonable range. Aside from the lasso, though, I could see leaving it at 0 and allowing the rules for super strength and objects to be sufficient to cover ranged attacks.
I think Deflection would more accuratly describe the bullets/bracelets thing, but she should only get it towards the end of her dial, after Impervious and a few toughness.
Also, I do't think she ever mind controled anyone. Incapacitate seems more appropriate.
I would think she should start out with incapacitate, since she is always (at least in JLA) trying to find a peaceful solution to whatever the conflict is. Then she gets smacked by a big baddie, and goes charging in. The lasso is definitely incapacitate, not MC, at least I've never seen anybody forced to do anything besides tell the truth by it.
She could have a high defense + ES/D at the beginning, replaced by impervious, or have the deflection at the end of her dial, or have defend at the start. Defend with a dv of 17 would represent her using the bracelets to protect people around her. She's almost on superman's level these days, strength and invulnerability wise, though, so she'll probably end up with impervious.
It would be cool to have a super-senses like ability that read something like REFLECTION: This figure can turn attacks back on their wielder. Whenever this figure is targeted by an attack that misses, roll a die. On a 5 or 6 that attack is reflected back on the attacker. This attack hits the attacker if the attacker's AV plus a die roll by the reflecting player would normally hit them.
I know that the ability as I wrote it isn't particularly balanced, but some sort of "reflect back attacks" ability would be nice to represent what Wonder woman (and Troia) do. The Mystics team ability does somewhat the same thing, but I don't think WW's bracelets are the sort of thing it's supposed to represent.
Charge with SS for 2 or 3 clicks, then CCE for a few then Incap towards the end with 1 damage. SuperSenses the whole dial, and 4 range for the lasso/ tiara.
MidnigherApoll
03/19/2003, 22:44
The only power I feel she must have that WizKids may overlook is Defend. I think if almost anyone in DC deserves it, it's Diana.
BrianMachine
03/20/2003, 08:31
Should she have invulnerability? Unlike Superman, Wonder Woman can be hurt by bullets and edged weapons, like swords. Toughness + Supersenses to simulate her bracelets might be a better combo for her.
Originally posted by kryptonboy
I wonder (heh, wonder) if they'll give her a click or 2 of mind control because of the lasso? She could be mighty ### kicky.
M: Charge for 4 clicks, MC for 2 clicks, Charge AGAIN
A: Super Strength all the way across
D: Impervious for 3 clicks, Toughness for 3 clicks, Energy Shield Deflection
P: Close combat expert
Of course flying, one bolt, range of 4? What do you guys think?
Super Senses for the bracelets or Defend with an 18 would better suit WW. Her bas is a different color, so I'm guessing there will be a Cheetah as her AE. Or would it be Circe or Ares?
Wonder Woman has a problem, from that picture she's AE'd with Doctor Doom and he's not a healthy thing for anyone to be set against
I don't know.........Doom better be afraid of Wonder Woman.
She's got big friends. Powerful friends.
I thik atleast a range of 6
i thik impervious for 3 then super senses down the dial CCE a bit SS charge of course but i dont thik MC for her.
gladiator1518
03/22/2003, 23:50
Originally posted by Hevexus
Wonder Woman has a problem, from that picture she's AE'd with Doctor Doom and he's not a healthy thing for anyone to be set against True,very true,however I also think vice versa.It isn't healthy for Doom to try and take on Wonder Woman.She isn't your average female,to say the least!
scowlingone
03/23/2003, 00:33
I don't think Diana should have Toughness, Invulnerability or Impervious; she should get Energy Deflection only. She can be cut and bruised in HTH combat just fine.
That said, she's a martial arts master on a par with Batman, and this should be reflected by a high DEF. I'd suggest starting her off with 16 DEF + Energy Deflection -- or maybe even 17 on her Veteran version. Defend sounds like a good idea, but how it's used in the game doesn't reflect how she uses it in the comics. I'd ixnay it.
She doesn't do damage at range; she only Incapactitates or Mind Controls at range. as such, I would suggest giving her only 1-2 damage plus CCE for most of her clicks, thus making her more or less ineffective at range except for her Incapacitate and Mind Control.
Because her lasso can extend to any length and has a mind of its own, she should get at least a range of 8, with one target.
She's been shown to charge into combat, but she's always been more of a defensive player. I'd rather see her get Mind Control on her first clicks than Charge.
And, yes, Super Strength.
So, the Veteran version, IMHO, would look like this, if I were making the character:
Range 8, one bolt
10MC/9MC/8MC/7MC/7MC/6CH/6CH/6CH/5
10SS/10SS/9SS/8SS/7INC/7INC/7INC/6INC
17ED/17ED/16ED/16ED/15ED/15ED/14/13
2CCE/2CCE/1CCE/1CCE/1CCE/1CCE/1CCE/1
Scowlingone- I think her Veteran should have 11 or 12 on attack (just because Batman got messed up, don't shaft Diana). Also the Charge at the end of your dial is pointless. Charge with a 7 attack and 1 damage is a waste of points. You should have charge with Super Strength for a better damage. Inc and MC first is a novel idea, since she is a pacifist at heart, but it leaves her more unbalanced when she finally decides to fight. Her attack is too low to be useful.
I'd like to see her get some sort of defensive power. She can be hurt by bullets and the like, but it really doens't happen often.
I'm also very iffy on Mind Control. That's really not what the lasso does, and really not something she did in combat.
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