Wonder Woman

(Wink World version)

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


This character is an original creation. We often call these “homemades” or “homebrewed” – think home cooking or craft beer.

Many of these characters were created to take part in tabletop role-playing game sessions. Others were invented as a creative writing exercise, often as part of a community event.

“Wink World” is the name of a setting by our contributor Mike. It has alternate, different versions of many DC Comics heroes.


  • Real Name: Diana of Hidden Isthmus.
  • Marital Status: Single.
  • Known Relatives: Hippolyte (Clone Mother) Deceased; Troya (Clone Daughter).
  • Group Affiliation: Justice League America.
  • Base Of Operations: Penthouse in Atlanta or Justice League headquarters in the Metroplex.
  • Height: 6’ 3” Weight: 210 lbs.
  • Eyes: Blue Hair: Black


Powers and Abilities

Wonder Woman is a warrior woman of extreme skill in both armed and unarmed combat. She is the master of many exotic weapons like the rope, bolo, or blowgun.

Wonder Woman’s senses are all superhumanly sensitive.

Wonder Woman has an animé -like relationship with gravity. She can jump to great heights and float or swoop down from any height. She often uses an attack from above ambush against more powerful foes.


Diana came to the world of men as her generation’s Emissary from Hidden Isthmus. Every generation an Emissary comes to recruit one hundred new women to live on the isthmus to expand their culture and knowledge.

Wonder Woman possesses all her mothers’ memories of when she journeyed here in the 1960s, as well as many of her grandmothers from her trip in the 1940s. She retains some memories from as far back as the Middle Ages.


Soon after her arrival on the coast of Georgia she came to the attention of the media following her battle with, and single hand apprehension of, a prostitution trafficking gang.

Quickly she moved to Atlanta and became its defender. When the Hatini came Wonder Woman found herself allied with Superman, Darkest Knight and several others in the first incarnation of the Justice League. Due to her high profile with the press she became the groups face in the ensuing years.

Wonder Woman has returned to the home of her people several times over the years and has spawned a clone, Troya. Troya is growing up with Wonder Woman’s clone sisters and preparing herself for when she receives her Mothers spirit.

Over time Wonder Woman has recruited and sent to Hidden Isthmus a hand full of women. As she enjoys living the life in the world of men she is in no hurry to fill her quota of one hundred and return to the Hidden Isthmus.


Diana is a tall statuesque brunette of intense, exotic beauty. She has the muscles of an Olympic gymnast and moves like a jungle predator.

She will wear her suit of nano-tubes under her clothes if she is expecting trouble.

She favors the bright shades of blue and red when she is going to appear in public. Often she will dress in ways to accent her sexuality for the social advantage.


Wonder Woman is the emissary to the world of men. She is also series immortal of immense experience. She is often seen as arrogant, and sometimes is, in her mission among men. She is highly beautiful and aware of her beauty and how intimidating her size is.

Wonder Woman Knows her recruiting efforts are contingent on her success and flamboyance in mans world. She will sometimes do things in battle to make her legend grow rather than to settle things quickly.

DC Universe History

This Wonder Woman is a complete push over next to her DC counterpart. This WW and her JLA are much more ruthless than their mainstream namesakes. They could be fun as the secret manipulators behind a plot.

The Hidden Isthmus

A magical projection of land that can be attached to any landmass in the world but is always attached somewhere. It is inhabited by an all female race of serial immortals with varying level of magical skill. With the exception of the Emissary sent once per generation they want no contact with the world of men.

Game Stats — DC Heroes RPG

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Wonder Woman (Wink-World Variant)

Dex: 08 Str: 04 Bod: 06 Motivation: Seeking Justice
Int: 05 Wil: 07 Min: 07 Occupation: Emissary to the world of men
Inf: 07 Aur: 08 Spi: 06 Resources {or Wealth}: 011
Init: 022 HP: 075

Jumping: 01; Gliding: 02; Ultra Vision: 02; Super Hearing: 02; Analytical Smell/ Tracking Scent: 05

Occultist (Ritual Magic, Identify Object): 07; Acrobatics: 07; Weaponry (Exotic, Melee, and Missile): 08; Animal Handling: 06; Martial Artist: 07; Vehicles (Water): 06; Thief (Stealth): 07

Serial immortality; Slowed Aging; Sharp Eye; Scholar (Hidden Isthmus), True faith; Attractive; Scholar (History), Popularity, Languages (French, Quechua, Greek, Spanish).

Hidden Isthmus (High); JLA (High); Diana (High); Atlanta PD (High).

Minor Rage, Socially Inept (Serious).



  • Silver Dove Token.
  • Greek Bracers [BODY 15, Force Shield: 07; Reflection/Deflection: 08. The Greek Bracers are a treasure of the women of Hidden Isthmus brought by an adoptee from Ancient Greece many years ago. They are made from Adamantine and cover the user from wrist to elbow. When they are engaged they attract incoming attacks and reflect them off harmlessly. An expert (exotic weapons skill) can use a dice action to deflect the incoming projectile as an attack at its original AV/EV as high as 8 APs].
  • CARBON SUIT [BODY 07; Blunting: 07; Skin Amour: 02. Wonder Woman after saving the noted inventor Luther Gates early in her journey he gave her a suite of Carbon nano-tubes. It is dull gray in color and fits her like a coat of paint from ankles to wrists to neck. It is considered to be the latest of the treasures of the Emissary].
  • Wonder Woman is likely to have any number of weapons in her possession:
    • 2x South Seas Fighting knives [BODY 04 EV 03 (05 with STR, 08 with Martial Artist)].
    • Lariat: [BODY 09, Snare: 08 ; Limitation: Snare is at most equal to the Weaponry (exotic) or Weaponry (lariat) score of the wielder (-1) ; Snare has a range of 02]. Wonder Woman is skilled at the use of a lasso and rope from an ancestor’s trip to the Wild West in the 1880s. Her rope is made from braided spider silk and is often used as the component of the Truth Ritual.
    • Golden Gladius [BODY 12, EV 04 (05 with STR, 08 with Martial Artist), Frostbite: 09]. Wonder woman will sometimes carry the Golden Gladius. It is a magical weapon from the time before her family became the emissaries’.


  • Cloning
    Split: 1 AP (Permanent, No AP loss)
    Casting Time: 1 Month.
    Necessary Components: Can only be cast by building a clay statue of yourself in the Glade of Reflection. The clone will be ‘born’ as a mid teen. Only one clone can be had at any one time.

  • Commune
    Serial Immortality (New Advantage)
    Casting Time: 4 APs.
    Necessary Components: Silver Dove Token.

  • Herbal Healing
    Damage Transference: 08 AP
    Casting Time: 10 APs
    Necessary Components: Various herbs from Hidden Isthmus.

  • Sailing to the Isthmus
    Warp: 22
    Casting Time: 10 APs
    Necessary Components: Small wooden sailboat with as many as 5 people on board. Ritual transports boat and occupants to Hidden Isthmus, wherever it happens to be.

  • Truth
    Effect: intimidation:
    12 AP
    Casting Time: 3 APs
    Necessary Components: Spider silk.

Serial Immortality [15 pts]

A character with Serial immortality can pass on their experiences and personality to either a direct child or a clone. A character can only have one descendent incarnation at any one time. Bothe the transferring character and the Clone will have some variety of token that both will have to be physically in possession of for the transfer to take place. There is no maximum range of transference.

When a character either reaches an advanced age or is dying (for a 25 HP fee) s/he can conduct a transfer ritual that acts like the Personality Transfer power except: Use is permanent, Recipient must be willing, and the recipient’s personality (if one exists) becomes convergent with the transferring one.

No skill or power of the new individual can be beyond its link attribute. If the attribute raises the power or skill automatically raises to as high as the original level. No attribute can go up more than 2 APs as part of the transference.

The resultant character will have all the memories of the previous but will almost always have personality shifts.

By Mike Winkler.

Source of Character: An home-made, alternate take on the JLA.

Helper(s): Sébastien Andrivet.