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Gamora

Xen Whoberis
F) Amazing (50)
A) Amazing (50)
S) Incredible (40)
E) Incredible (40)
R) Good (10)
I) Incredible (40)
P) Excellent (20)
Health: 180 Karma: 70
Resources: Ty Pop: 0

Known Powers:
Gamoras natural abilities were raised to superhuman levels by Thanos so that she would be able to kill the Magus.
Superhuman Durability: Gamora's bodily tissues are much harder and more resistant to injury than those of a
human. Her body is also specially adapted to withstand the physiologically debilitating effects of moving and
running at high rates of speed without sustaining injury giving her Excellent (20) protection from physical damage
and Good Protection from energy attacks.
Regenerative Healing Factor: Gamora possesses a regenerative healing factor, allowing her to regenerate from
what would normally be considered life-threatening wounds in a matter of moments. This operates at Remarkable
(30) allowing her to regenerate 3 Health each round.
Stealth: The ability to move silently and without leaving a trace. Subtract AM (50)
rank from those tacking him.
Iron Will: Control your body precisely. Ignore wounds and resist the effects of harsh
terrain, flames, cold and more. This power absorbs up to a total of power rank damage,
if it is released half of the damage is suffered for real. Batman has RM (30) control over
this body and mind. Iron Will may be used for Resistance to Physical forms of attack.
Batman's Iron Will may absorb up to RM (30) damage at one time. This Damage is held
until released, at which time Batman suffers half the amount of damage he had stored.
Only 1 attack may be stored, the damage must be released before Iron Will may store
more damage. Control your body precisely. Ignore wounds and resist the effects of
harsh terrain, flames, cold and more. This power absorbs up to a total of power rank
damage, if it is released half of the damage is suffered for real.
Weakness Detection: Gamora has the Monstrous (75) ability to study an opponent to
learn their weaknesses. Gamora may ignore body armor up to his ranking in Armor
Bypass on a successful power check. The character must first see the target in action for
at least one round to find flaws in the protection. Power stunts may be developed to bypass mystical barriers and
force fields on a successful red check.
Pressure Strikes:
Martial Arts Supremacy: Gamora is one of the most skilled martial artists in the universe. She is capable of
defeating opponents who possess superhuman strength and durability that far surpass her own, and she has defeated
a military platoon containing dozens of combat-trained men in only a few minutes. She has learned to paralyze or
kill opponents using vital point strikes directed at certain nerve clusters. She has mastered 83% of combat forms
across the universe, using them to her advantage when fighting giving her Unearthly (100) fighting in unarmed
combat and using the following abilities:
Stun: A successful hit with this causes the opponent to be unable to act for 1-10 rounds.
Paralyze: Opponent cannot move any muscle in their body on a successful strike. A red results in a full shutdown
of lungs, heart, etc. Characters get an automatic 1/2 karma loss when this happens. The paralysis ends only when
the character touches the release point.
Death: The dreaded death touch may only be gained if it is taught by a master who already knows the technique.
When using the touch, yellow results are kills and red results are kills with a -2cs to endurance check vs death.
Ultimate Skill (Martial Arts): Gamora is said to be the most dangerous female assassin in
the Milky Way galaxy. She is a highly accomplished athlete trained in gymnastics, hand-to-
hand combat, the uses of the known weaponry of the galaxy, and stealth techniques. This
gives her the following abilities:
Iron Fist: +1 CS to damage with each fist attack.
Spatial Awareness: Aware of all in your immediate area to include behind you.
Light Step: move rate, leave no tracks and move in total silence
Fall: damage from falls and needs to make no Endurance rolls to check for broken
limbs
Prone-fighting: Gamora gets no penalty for fighting on the ground and opponent gains no
bonuses.
Blind-fighting: Only penalty is -1CS to FEATs in complete darkness.
Leap: +1CS standing jump and +2CS running jump.
Snap Kick: Normal damage with a -1CS to opponents defense roll.
Axe Kick: +2CS damage and opponent must roll vs. Endurance or be knocked to the
ground
Hook Kick: +1CS damage and -1CS to opponents defense roll
Spinning/Roundhouse: +2CS damage.
Double Kick: 2 attacks at one opponent, if both hit then opponent is slammed automatically.
Flying Kick: +2CS damage and requires a 5' running start and is the only attack possible for the round
Jump Kick: +1CS damage, attack strikes the head or shoulders, treat yellow hit roll as red.
Knee Strike: Normal damage and -2CS to opponent's defense if done to the front.
Ear Clap: 2 normal attacks with normal damage that if both hit, opponent must roll red Endurance check or
stunned for 1-10+2 rd.'s
Shatter/Slicing Touch: Slices or Shatter's an object at +2CS to
your Strength.
Hurl: +1 CS damage and green Endurance check or stunned, also
thrown 1-10 ft.
Quick-strike: +2 to initiative rolls
Suppressed Desire: Go without food, water, or sleep for
Endurance number in days with no penalties
Palm: Normal damage and requires Endurance check at -2CS to
resist stun.
Hand Parry: Can block any melee attack with bare hands, a
successful result is automatically upgraded to red equaling a +1CS to Strength in protection.
Sticking Touch: 1 attack at no damage, if successful all following attacks are at +2CS to hit and -1CS to
opponents defense.
Speed: Double move rate and attacks for 5 rounds and requires 1-10 round's rest after use.
Ridgehand: +1CS damage and Slam/Stun check as if Endurance was -3CS less
Missile Deflection: +2CS to dodge and -1CS to opponents attack roll or May evade missile attacks with +2CS to
Fighting.
Reflection: Used as an evasion, redirects an opponents melee attack to an adjacent area.
Equipment
Intergalactic Armor: GD (15) protection from physical and energy attacks. The armor also allows Gamora to
survive in space for several hours at a time. However, because it is not so durable and she needs it for space travel,
she tends not to wear it during battle and instead uses a cloak and very simple clothing.
The God-slayer Dagger: This Dagger is made of Shift-Z (500) material and can destroy immortal beings. It
does Incredible (40) damage and does not allow for Healing Factors to heal her opponents naturally. Instead,
they must be healed over time through medical means. It is apparently sheathed in the small of Gamoras back.
Given her minimalist costume there are relatively few places she could carry it - though an upper back sheath
covered by her hair is also possible. This heavy, jagged dagger is described in the previous Gamora entries.
She uses it solely as an assassination weapon, not to fight, and it is still generally assumed
that it can kill pretty much anything.
God-blade: This is a light, fast, full-length sword. When the Godslayer morphs between
dagger and sword sizes it keeps the same weight. It is therefore also made of Shift-Z
(500) material and does AM (50) edged damage through Unearthly (100) armor and does
not allow for Healing Factors to heal her opponents naturally. Instead, they must be
healed over time through medical means.
Energy pistol: This Incredible (40) material gun does Incredible (40) damage blaster held
in her thigh holster. When fighting multiple opponents she will often dual-wield the pistol
and the sword or sword and dagger.
Limitations
Gamora incurs normal Karma loss from killing. If not, she suffers no loss from directly
killing a victim, but loses double the listed Karma penalty for noble deaths, mysterious
deaths, and self-destructions that she allows to occur.

Talents: All Martial Arts, Weapon Specialist: Dagger, Acrobatics, Tumbling, Stealth,
Spacecraft Pilot, Trainer, Astro-Navigation.

Contacts: Infinity Watch, Gardians of The Galaxy, Avengers, Silver
Surfer, Fantastic Four, many underground interstellar contacts.

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