Hector Hammond

Hector Hammond
Dex:   1    Str:   0  Body:    8
Int:  13    Will: 23  Mind:   12
Infl:  5    Aura:  3  Spirit:  5
Initiative: 19  Hero Points: 110

Control: 20
Force Shield: 12
Force Manipulation: 17
Telekinesis: 15
Invulnerability: 13
Mind Probe: 20
Remote Sensing: 45
Telepathy: 20

Gadgetry: 12
Scientist: 12

Advantages: Genius

Drawbacks: Catastrophic Physical Restriction: Totally paralyzed and cannot move on his own.

Alter Ego: None
Motivation: Power Lust
Occupation: Scientist
Wealth: 8


CHAIR [Body: 8] Note: Weighs 3 AP's and is moved via Telekinesis.

2nd Edition  Background/Roster Book, page 82-83
Foe of: Green Lantern

Ed's Notes: Maybe not the most exciting guy toe-to-toe, but HO-LEE-shitballs, can you imagine the potential for this guy behind the scenes?!  I mean... Between his Remote Sensing, Control, Telepathy, Telekinesis and Force Manipulation, has can totally support his allies or henchmen in the field, dropping mental (and even physical!) attacks like BOMBS, all the while miles away, hidden 100' underground in a bunker or some such thing. And the heroes wouldn't even know it. They'd feel a telepathic connection and... BAM! Mind Bomb! Or, BAM! Just attacked by one of your own teammates, who HH is controlling! And even a mind-reader like the Martian Manhunter would get NOWHERE trying to figure out where it was coming from. (6/6 vs. 13/12?! Yeah, good luck with that!)  This dude's about the most badass Final Boss there is!

First Appearance: Green Lantern Vol  2 #5 (March–April 1961)

No comments:

Post a Comment