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Princess Ariel (Thundarr the Barbarian) pondering

Princess Ariel

Power Level:
Game system: DC Heroes Role-Playing Game


I loved the show as a kid, I think it was needed for W.org. If you’re unfamiliar with this cartoon, please read the Thundarr the Barbarian profile first.


  • Real Name: Ariel.
  • Marital Status: Single.
  • Known Relatives: Unnamed grandfather.
  • Group Affiliation: Partner of Ookla and Thundarr.
  • Base Of Operations: Mobile.
  • Height: 5’6” Weight: 130 lbs Age: Early 20’s.
  • Eyes: Blue Hair: Black


Powers and Abilities

Princess Ariel is a powerful and intelligent sorceress. Her versatility in the use of Thundarr-verse magic is only surpassed by her extensive knowledge of Earth’s past.

Some feats of sorcery she demonstrates are:

  • The ability to create solid shapes and forms of solid light (bridges, shields, protective domes) which she uses for a number of effects.
  • The magical production of light and heat.
  • Re-assembling and/or reanimating inanimate objects or ancient machinery.
  • Manipulating the elements.
  • Producing formidable energy blasts.
  • Protecting herself and her friends using bubbles of force.

Ariel is not a powerhouse mystic like Gemini or Mindok the Mind Menace. But when necessary, she was able to hold her own in battle against wizards of their level. Ariel usually uses her magic to capture her enemies in force cages or rope-like energy rays.

Ariel riding a horse

The majority of her Sorcery effects appear light-based, but this is not consistent in everything she does.

Ariel can get her horse to run for many hours or days without stopping and perform jumps (even over men swinging metal pipes over their heads or onto a moving ship). She can also coax her horse to run into perilous situations. Ariel does not have the pet advantage; her horse is a highly trained animal.

Ariel’s magic

It sometimes seems that Ariel’s magic is limitless in its versatility. Yet she has some fall-back applications that she will use over and over. In her DC Heroes RPG game stats, these are the powers listed separate from her Sorcery.


Many times instead of, say teleporting herself and the group out of a bad situation, she will make a bridge or continue to fire her mental blasts orbs. She only flexes her magic muscle when Thundarr isn’t making the decisions.

The visual effects of Ariels magic are completely at her command. For instance, she usually fires glowing orbs of light (in DC Heroes terms, Mental Blast) but sometimes she fires beams of light, even varying them in color but all with the same effect.

Using Force Manipulation Ariel may create a glowing wall in front of her to deflect an incoming energy beam, or it could be a circular glowing shield, or light covering her hands, a triangle shaped solid, or glowing orbs spinning in a circle in front of her. Practically every type of power she uses originates as a ray from her hands even Telekinesis.

Ariel may also combine any number of powers into one conglomerate power. For instance: She can fire forth from her hands a glowing energy rope (combining Flash and Snare) snare an enemy leaping down on her with it and hold him there with telekinesis.

Ariel seems to see her magic as a distance weapon; as something outside herself. She does not use her magic for things like altering her own body, unless to transform it back to normal if needed, or for anything that would directly effect her person.

She doesn’t give herself flight or use it to enhance her strength when entering battle, for instance. But she will erect a force bubble if a building is collapsing on them.


A low-res but surprisingly clean version of the opening and closing credits of Thundarr.


Not much is known of Ariel’s past except she was raised by her grandfather, who taught her sorcery and old Earth History. Ariel mentions once to Thundarr that her ancestors may have lived in a place much like the Chinatown area they visited.

This is the only clue to her past life. It is likely that Ariel and her grandfather could have been held captive along with Thundarr and Ookla.

Ariel rides with Ookla and Thundarr, fighting the oppression of the Wizards.


She is a young woman with jet black hair of Asian descent. Ariel wears a blue one piece with a yellow belt, bracers, and boots.


Ariel is an intelligent young woman, who has a pretty obvious crush on Thundarr, but it’s hard to tell if he’s aware of it.


“Why should Thundarr have all the fun ? Let’s move.”

Tye (after Ariel disintegrated the advancing Caroc’s weapons): “Not bad.”
Ariel “It just takes practice.”

Ariel: “Thundarr you cant just rush in !”
(Ookla rushes in with a roar behind Thundarr.)
Ariel: “Outvoted again.”

Thundarr: “Hurry, Kordon is as evil as she is beautiful !”
Ariel: “Unlike me, I’m just beautiful, right Thundarr ? Right ?”
(Thundarr rides ahead without answering.)

Ariel (after saving the group with her magic): “Good thing I’ve got magic as well as beauty, aye Thundarr ?”
(Thundarr scowls at her but says nothing.)

“I can’t work my magic as long as my wrists are bound !”

Styra: “Now Ariel, let us decide who shall be the victor. Your magic against mine.”
Ariel (in a mocking tone): “You’ll be sorry.”

Ariel: “Thundarr ! These monsters aren’t alive, they’re not even machines, they’re creatures of pure magic.”
Skelas: “Precisely, witch, Skelas has many means in which to destroy you.”
Ariel: “I resent that, I’m a sorceress not a witch !”

(Using torpedo tubes to escape a giant sea monster, Ariel has just fired Ookla towards the shore)
Ariel: “Thundarr, your turn.”
Thundarr: “And leave you to face the Krak ?” (lifts Ariel and places her in a torpedo tube.)
Ariel: “Put me down !”
Thundarr: “No.”
Ariel: from inside the Tube “Let me out, you big bully !”
Thundarr: “Fire one !” (fires Ariel towards the shore)
Ariel: “Of all the rude, stubborn, sore happy barbarians !”

“This is an old Earth Chinatown, my own ancestors may have lived in a place like this.”

DC Universe History

Ariel lives in a post-apocalyptic Earth who once traveled to the past (the 20th century) and back again. She has also met scientists from our time. It would not be unreasonable to think it could happen again.

Another thought would be to put Thundarr and friends in Jonah Hex’s futuristic timeline.

D&D Universes History

Ariel would definitely oppose the Sorcerer Kings of Athas in the D&D Darksun Campaign setting.


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats


A 2057 points Character

Dex: 04 Str: 02 Bod: 04 Motivation: Upholding the Good
Int: 05 Wil: 04 Min: 04 Occupation: Freedom Fighter, Sorceress, Princess
Inf: 06 Aur: 05 Spi: 08 Resources {or Wealth}: 000
Init: 015 HP: 035

Air Control (ML): 08, Disintegration (ML): 12, Flash (ML): 04, Force Manipulation (ML): 08, Mental Blast (ML): 05, Snare (ML): 10, Sorcery: 10, Telekinesis (ML): 07

Bonuses and Limitations:

  • Force Manipulation only allows simple shapes (-2).
  • Mental Blast may use the Autofire Bonus (+1).
  • Snare may use an object of opportunity (+0).
  • Sorcery cannot be used to control time (-1).
  • Telekinesis is fatiguing but only if Ariel meets a weight or force that is equal to her APs of Telekinesis or higher (-1).
  • All powers are elementally linked to Sorcery (-1 FC to all powers).
  • Note that all of Ariel’s Powers use their APs as AV.

Acrobatics (Climbing)*: 04, Acrobatics (Dodging): 06, Animal Handling: 04, Gadgetry (Identify Gadget): 06, Occultist (Identify Artifact, Occult knowledge): 08, Weaponry (Melee)*: 04

Scholar (20th Century Earth), Area Knowledge: Continent (North America).

Thundarr (High), Ookla (High), Ty the Swamp Urchin (Low).

Minor Irrational Attraction to Thundarr, Loss Vulnerability: If Ariel’s wrists are bound together all Powers drop to 0 APs.


Brown Horse (73 HPs cost)

Dex: 02 Str: 04 Bod: 05 Motivation: Equine
Int: 01 Wil: 01 Min: 02 Occupation: Horse
Inf: 00 Aur: 00 Spi: 01 Resources {or Wealth}: N..A
Init: 003 HP: 000

Running: 05

Game Stats — DC Adventures RPG Print Friendly

Tell me more about the game stats

Princess Ariel — Averaged PL 6.4

00 02 03 01 02 03 01 04


Sorcery Array ● 35 points ● Descriptor: Magic

  • Magical Blast — Ranged Energy Damage 4, Multiattack
  • Disintegration — Transform 4 (Anything), Continuous, Inherent, Limited (Disintegration only), Ranged
  • Force Constructs — Create 10, Movable
  • Telekinesis — Move Object 6
  • Cyclone — Move Object 8, Area (Cylinder), Limited (No Fine Control), Noticeable
  • Flash — Affliction 6 (vision impaired, disabled, unaware), Area Burst 3, Cumulative, Limited to Sight

Combat Advantages

Close Attack 3, Defensive Roll 1, Improved Defenses.

Other Advantages

Benefit 1 (Princess-in-Exile), Languages 1 (Mok).


Acrobatics 1 (+4), Athletics 5 (+5), Deception 3 (+7), Expertise (History) 10 (+13), Expertise (Magic) 11 (+14), Expertise (Riding) 5 (+8), Expertise (Animal Training) 5 (+8), Insight 3 (+4), Perception 4 (+5), Persuasion 1 (+5), Ranged Combat (Sorcery) 7 (+8), Technology 8 (+11) (Limited 2 – Operation only)


Initiative +3
Unarmed +5, Close, Damage 0
Magical Blast +8, Ranged, Damage 4, Multiattack
Cyclone +8, Area, Damage (Strength) 8
Telekinesis +8, Ranged, Damage 6
Disintegration +8, Ranged, Transform (objects)


Dodge 6 Fortitude 5
Parry 5 Toughness 3/2*
Will 8

* Without Defensive Roll


  • Enemy As a deposed princess, Ariel is sometimes the target of would-be conquerors. She also gains many enemies by association with Thundarr.
  • Relationships Ariel is loyal to Thundarr and Ookla. She is attracted to Thundarr, but he has not responded to her hints.
  • Power Loss Ariel is unable to user her magic if her wrists are bound.
  • Responsibility of Power As a leader and a powerful sorceress, Ariel feels it is her duty to do right.

Power levels

  • Trade-off areas Attack & Effect PL 8, Dodge/Toughness PL 5, Parry/Toughness PL 4, Fort & Will PL 7.
  • Point total 117. Abilities 32, Defences 16, Skills 29, Powers 35, Devices 0, Advantages 7. Equiv. PL 8.


Ariel has some very formidable spells, but isn’t much of a scrapper herself. She makes use of Extra Effort to perform feats such as nullifying spells or expanding her usual spells to affect multiple targets or a larger area. 

I thought Ariel would be a nice companion to the Thundarr conversion, but she turned out to be difficult to mechanically convert. Her Air Control doesn’t correspond easily to M&M effects, and her ability to create force constructs or disintegrate objects far outstrips her raw offensive power.

Giddyup !

STR 4, STA 4, AGI 2, DEX 0, FGT 3, INT -4, AWE 1, PRE -2
Powers: Growth 4 (Permanent, Innate), Senses 2 (Low-Light Vision; Accurate Smell), Speed 1
Skills: Close Combat: Unarmed 3 (+6), Perception 5 (+6)
Offense: Init +2, Unarmed +6 (Damage 4), Defenses: Dodge 4, Parry 4, Fortitude 4, Toughness 5, Will 3
Totals: Abilities 0 + Powers 12 + Skills 4 + Defenses 9 = 25 points

By Ethan Roe.

Source of Character: Thundarr the Barbarian the 1980s animated series by Ruby Spears Productions. Voice by Nellie Bellflower.

Helper(s): Wikipedia, rpglibrary.org, Under the Broken Moon RPG. Chaplain Chris, Darci. M&M stats by Pawsplay.

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