Hawkman I

Hawkman I
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Dex:   8    Str:   5  Body:    6
Int:   8    Will:  7  Mind:    7
Infl:  6    Aura:  7  Spirit:  7
Initiative: 24  Hero Points: 100

Powers:
Speak With Animals: 4
Telescopic Vision: 3

Skills: 
Charisma: 7
Gadgetry: 7
Martial Artist: 8
Scientist: 5
Weaponry: 12

Limitations: Speak With Animals only works on Birds

Advantages: Connections: All-Star Squadron (High), Justice Society of America (High); Genius; Leadership; Lightning Reflexes; Scholar (archeology, ancient weapons); Sharp Eye

Drawbacks: Mistrust (1951-'55 only); Secret Identity

Alter Ego: Carter Hall
Motivation: Upholding the Good
Occupation: Archeologist
Wealth: 10

Equipment:
NINTH METAL BELT [Body: 5, Gravity Decrease: 8] Limitations: Gravity Decrease only works on the Belt's wearer and any objects they're holding.

Wings [Str: 5, Body: 6, Flight: 8] Limitation: Fight only works if user is wearing the Ninth Metal Belt.

Mace [Body: 8, EV: 4] *Can alternatively be a Sword, Flail, Spear or other archaic melee weapon.



Source: 2nd Edition  Background/Roster Book, page 34; World at War Sourcebook, page 55




Ed's Notes: Ah, the Golden Age Hawkman. Did anyone even know how to draw WINGS back then?! Unlike his Silver and Modern Age Counterparts, the Golden Age Hawkman was human, not Thanagarian. House Rules my tie his Powers to part of the costume (the Helmet perhaps?) but this is house the game represents him.

As with the case of Dr. Mid-Nite, I'm again using the BG/R Book as the primary source. The WaW Sourcebook, leaves out several of his connections and grants him only 75 Hero Points, without giving him any extra ability or stat adjustments. It did leave of his Mistrust Drawback, which is worth 50 Hero Points, but that was only temporary anyway. So, yeah, best go with the BG/R version.

How does he not have: Either...

Advantage: Connection: Hawkgirl 

...or even Sidekick (Hawkgirl)?

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