Whip Lass


(created by Orion Ussner Kidder)


Full Name: Diane Kovalevsky

Appearance: Whip Lass wears an Old-West-themed costume, with jodhpurs and a button-up tunic in shades of dusty brown leather. She keeps her curly hair cut short and almost always wear shades. The faster her whips flash, the more calm her expression becomes until it’s almost blank, her eyes hidden from view.

Personality/History: Diane discovered a talent for whips and ropes at an early age. She used them for utility, art, and also just for fun. As a teenager, she happened to have been carrying one of her whips when she witnessed a gang of boys about to beat up a young woman. Acting on instinct, she scared them off with the crack of her whip and a few stern words. She learned two things that day. First, it doesn’t take much to scare the bejezus out of bullies. Second, she liked saving people. She’s been doing it ever since. In Edmonton, she teamed up with and then began dating Chaingun Sally, which made them one of Canada’s few out superhero couples. As a duo, they are jokingly, but fondly, known as “Whips and Chains.”

Location: Edmonton, Alberta, Canada

Power Theme: Whip Lass has no powers, but she has honed her physical abilities and transformed herself into an extremely capable fighter. She has trained specifically in non-lethal combat with a whip and in psychological confrontation, either intimidating opponents into leaving or just reasoning with them, as the circumstances require.

Whip Lass’s Whips were designed and built by Chaingun Sally (after she promised not to mount firearms on them). They are made from metallic fibres that, at the press of a button, can tightly curl on the end, thus locking the whip onto anything from a low-hanging branch to someone’s legs. The whips combine all the functionality of weapons and tools. Whip Lass rides a speed bike and has trained to drive it one-handed so that she can use her free hand to swing a whip.

Combat/Tactics: Whip Lass first and foremost employs her ability to reason with or scare off any would-be combatants. Her ideal fight never starts. When it does, however, she employs non-lethal combat manoeuvres—tripping, disarming, entangling—to render her opponents unable to fight back, and then she once again attempts to convince them to disengage entirely. She can make multiple attacks of opportunity per round, and she often uses them to make Opportunist attacks against opponents who take damage from her partner, Chaingun Sally. She can also immediately attack anyone whom she disarms, so she often disarms and then trips opponents, leaving them weaponless and flat on their backs. When desperate, she can repeat one of her Per Day abilities, and she often converts her inner strength into death-defying feats of acrobatics or combat skill (using the Action Hero feat).


Class Mastermind 7 / Warrior 7
Species Human
Ethnicity Ukrainian
Nationality Canadian
ECL 14 (14 levels; 142CP)
Hit Dice 7d6 + 7d10 (87 HPs)
Mass. Damage 50HPs
Initiative +16
Speed 40 ft.
Defence 34 +21 +22 +43 ; DR 16 (super)
(Mst +3, Wrr +3, Dex +4, Bombastic Aura +4, Two-Weapon Defence +2, 1Dodge +2, 2Def. Martial Arts +2 in mêlée, 3Elusive Target +4 vs. ranged when in mêlée, Light Helmet +2, Leather Armour +2 [Heavy Inserts +3, Armour Specialisation +1])
Touch: 20, Flat-Footed: 24
Knockback 20
Base Attack +12/+7/+2
Mêlée: +12, Ranged: +16
Whip +19/+14/+9 (1d3 +1 super)
Dual Whips +17/+17/+12/+12/+7/+7
Whip Disarm/Trip +12 to opposed tests
Special Attacks Attacks of Opportunity: 4 per round
Ability Scores Str 10, Dex 19 +4, Con 14 +2, Int 12 +1, Wis 10, Cha 18 +4
Size/Reach medium/5 ft.
Allegiance Whips and Chains
Saves Fort +10, Ref +9, Will +7 (-5 vs. Mysticism)
Action Points 14 APs
Reputation 10
Occupation Technician
Skills 105
Bluff +23 (Feint +34) (rnk 15), Diplomacy +25 (rnk 15), Disguise +10 (rnk 0), Escape Artist +14 (rnk 10), Intimidate +23 (rnk 15), Jump +21 (Swing +17) (rnk 15), Kn: Behavioural Sciences +11 (rnk 10), Profession +5 (rnk 5), Ride +25 (rnk 15), Sense Motive +10 (rnk 10), Sleight of Hand +15 (rnk 5), Treat  Injury +11 (rnk 11), Tumble +25 (rnk 15), Use Rope +4 (bindings +4 (rnk 0)
Action Hero, Armour Focus (Armour Specialisation), Combat Diagnosis, Brawl, Combat Driving, Combat Expertise (Improved, Awesome, Improved Trip, Improved Disarm, Improved Feint, Turnabout Disarm, Third Hand), Daredevil Driver, Dodge (Agile Riposte, Mobility, Spring Attack, Whirlwind Attack), Defensive Martial Arts (Elusive Target), Endurance (Improved), Run (Fast Move, Sprint), Great Fortitude (Awesome, Supreme), Improved Initiative (Awesome, Supreme), Iron Will (Awesome, Supreme), Last Desperate Trick, Lightning Reflexes (Awesome, Supreme), Merciful Mauler, Mounted Combat (Ride-By Attack), Quick Draw, Standing Jump, Super Strike, Super Style, Improved Swinging (Combat Swinging), Toughness x5, Swift Healing, Hard to Kill, Two-Weapon Fighting (Improved x2, Two-Weapon Defence), Vehicle Focus (Greater), Weapon Finesse, Weapon Focus (Weapon Specialisation)
Proficiencies Armour, Shields, Weapons (mêlée, ranged, exotic [whip])
Power Die 7d10 + 7d6 (59PPs)
Origin n/a
Powers 24cp
Esoteric Item The Whips, Super +1, Trip/Disarm +8, Touch Attack to latch (x2) +1 8cp
Esoteric Item Leather Armour, DR 16 16cp
Special Abilities
Mastermind Imposing Presence, Opportunist, Bonus Feat (Dodge), Reassuring Presence, Bombastic Aura, Bonus Feat, Cross-Trained (tumble/escape artist)
Warrior Bonus Feats, Combat Diagnosis, Combat Expertise (Improved, Awesome, Supreme), Natural Aptitude, Cross-Trained x2 (move silently/research, tumble/use rope)
Database rnk 2 Knowledge, Profession, Craft (all) +2 2cp
Feat x66 112cp
Skill Points x9 36cp
Foresworn From Firearms Rank 1 +2cp
Hero’s Code Loyalty, Extreme Mercy +6cp
Origin Vulnerability rnk 5: -5 vs. Mysticism +5cp
Wealth +12
Equipment Whips (x2), Leather Armour (Heavy Inserts, DR 16 [supertech]), Light Helmet, Motorcycle
Motorcycle Racing Bike, Init. +0, Man. +1, Speed 370 (37), Def. 14, Hard. 10, HPs 18, Size: L Armour Plated (Def. +4), Hardness 10, Man. -2


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