Showing posts with label Air Wave. Show all posts
Showing posts with label Air Wave. Show all posts

Air Wave II

Air Wave II
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Dex:   4   Str:   2   Body:    4
Int:   3   Will:  3   Mind:    3
Infl:  2   Aura:  2   Spirit:  3
Initiative:  9  Hero Points:  20

Powers:
Dispersal: 10
Flight: 25
Super Hearing: 7

Limitations: Powers only work while there are radio waves in the vicinity and Air Wave can pick up the signals on his helmet. 

Advantages: Connections: Hal Jordan (High), Lawrence Jordan (High)

Drawbacks: Age (young)


Alter Ego: Harold "Hal" Jordan

Motivation: Upholding the Good
Occupation: Student
Wealth: 3

Equipment:
HELMET [Body 4, Int: 10]



Source: Adapted from 1st Edition Green Lantern Corps Sourcebook, page 52



Ed's Notes: The second Air Wave is Hal Jordan's cousin, and also the original Air Wave's son... So Air Wave was Green Lantern's uncle? Huh. Didn't know that. Lol. This may have made more sense in the 1980's seeing as Air Wave was a WWII Hero. He could have fathered a child in his 60's, I suppose... but today he be pushing 100. Lol. Presumably one could play with the origin story's timing a bit. 

In any case, this is another potentially cool starter hero for a PC to play. Lots of potential to add new Powers... (BTW... does he have Lighting now? He didn't in 1st Ed DCH.) 


First Appearance: Green Lantern Vol 2 #100 (January, 1960)


Air Wave I

Air Wave I
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Dex:   6   Str:   4   Body:    5
Int:   7   Will:  7   Mind:    6
Infl:  5   Aura:  5   Spirit:  6
Initiative: 20  Hero Points:  35

Skills: 
Detective: 7
Gadgetry: 8
Martial Artist: 6
Scientist: 5

Advantages: Area Knowledge (New York City); Connection: New York City Police Department (Low); Genius; Scholar (Law)

Drawbacks: Secret Identity

Alter Ego: Lawrence Jordan
Motivation: Upholding the Good
Occupation: District Attorney
Wealth: 6

Equipment:
HELMET [Body: 5] Note: The helmet has no Powers of its own, but the Belt is useless without it.

RADIO BELT [Body: 5, Magnetic Control: 6, Running: 30, Super Hearing: 8, Telepathy: 30, R#: 2] Limitations:  Super Hearing can only be used to eavesdrop on phone conversations when he access to appropriate phone lines; Running may only be used to move along phone lines; Telepathy represents ability to place a telephone call from any location. To receive such a communication, the listener must have access to a telephone receiver.

SPECIAL BOOTS [Body: 4, Cling: 4, Running: 5]



Source: World at War Sourcebook, page 44




Ed's Notes: OK... All jokes aside... (Like the fact that most of this guys "powers" are made obsolete but the invention of the CELL PHONE, LMFAO!) Sorry... I can't... Lol... About the only thing not hilarious about this guy is that he can RUN about 32x as fast as the second Flash, although... he has to CLIMB A TELEPHONE POLE first to do so!


But hey... A walking (running at many times the speed of light, actually) wire-tapper, who's a fair hand-to-hand fighter, a crack detective AND the District Attorney, could make for a very useful PC or NPC in a Golden Age campaign anytime the team has to split up, acting as their communications hub. And, seriously now, don't laugh. Don't underestimate how many plots could have been solved in 5 seconds if people could just COMMUNICATE with each other. Granted the GM may need to engineer a few plot contrivances, but I can think of a few times where he could certainly be missed - especially in a day and age when everybody wasn't walking around with better communications tech in their pockets.

First Appearance: Detective Comics #60 (February, 1942)