Showing posts with label hawkman. Show all posts
Showing posts with label hawkman. Show all posts

Gentleman Ghost

Gentleman Ghost
________________________________
Dex:   6   Str:   5   Body:    5
Int:   4   Will:  3   Mind:    3
Infl:  7   Aura:  8   Spirit:  8
Initiative: 17  Hero Points:  68

Powers:
Self Link (Spirit Travel): 18

Skills: 
Occultist: 3

Advantages: Connections: Earth's Mystical Community (Low); Connoisseur; Scholar (Ghost Lore, History)

Alter Ego: James "Gentleman Jim" Craddock
Motivation: Thrill Seeker
Occupation: Rogue
Wealth: 6

Equipment:
Flintlock Flare Pistol [Body: 7, Flash: 8, Fog: 6,  R#: 3]



Source: Magic Sourcebook, page 103




Ed's Notes: Yay!!! Sorry... I've been looking forward to this one for a while. He's originally a Batman "villain," but has tangled with the Golden Age Green Lantern, Hawkman and others.  Not sure what kind of caper he's actually capable of pulling off? Seeing as how he's in a permanent state of immateriality. Lol. But he's a DC classic, and I'm so psyched to finally have him statted out.

Matter Master

Matter Master
________________________________
Dex:   4   Str:   3   Body:    4
Int:   6   Will:  4   Mind:    4
Infl:  5   Aura:  4   Spirit:  4
Initiative: 15  Hero Points:  50

Skills: 
Gadgetry: 4
Occultist (Create Objects, Identity Objects): 4
Thief: 6

Advantages: Connection: Underworld (High); Scholar (alchemy)

Drawbacks: Unluck

Alter Ego: Mark Mandrill

Motivation: Thrill Seeker
Occupation: Criminal

Wealth: 4

Equipment:
Mentachem Wand [Body: 5, Animate Objects: 13, Earth Control: 9, Energy Absorption: 10, Energy Blast: 9, Matter Manipulation: 15]



Source: 2nd Edition Background/Roster book, page 85
foe of: Hawkman



Ed's Notes: Apparently Hawkman had a few enemies that were just like Flash villains: Ordinary people with cool toys.

As demented as that picture above looks, it's still a HUGE improvement. He USED to look like this. (left) Lol.

Hawkman I

Hawkman I
________________________________
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)?

Shadow Thief

Shadow Thief
________________________________
Dex:   8   Str:   4   Body:    5
Int:   7   Will:  8   Mind:    7
Infl:  6   Aura:  5   Spirit:  7
Initiative: 25  Hero Points:  55

Skills: *linked
Detective: 7*
Gadgetry: 7*
Martial Artist: 8*
Thief: 8*
Vehicles: 8*
Weaponry: 8*

Advantages: Intensive Training; Lightning Reflexes; Scholar (espionage)


Alter Ego: Carl Sands

Motivation: Mercenary
Occupation: Assassin
Wealth: 9

Equipment:

FIELD GENERATOR [Body: 7, Dispersal: 15, Two-Dimensional: 13, Thief (Stealth): 10] Limitation: For every AP of Dispersal activated, 1 AP of Two-Dimensional will also be activated. Two-Dimensional cannot be activated on it's own.

Shuriken (x8) [Body: 6, EV: 2]

Katana [Body: 12, EV: 4]




Source: Who's Who 3rd Edition
also see: 2nd Edition (original version)
foe of: Hawkman
Affiliation(s): Injustice Gang of the World




Ed's Notes: This version of the character has been significantly beefed up since the original version, shown in 2nd edition.  He's been upgraded from merely a criminal to an assassin, and given the skills to match - enough for "badass normal" status, before he even uses the Field Generator on his suit.  The original was a member of the Injustice Gang. Including THIS version in that groups could give them a bit of a darker edge.

Kanjar Ro

Kanjar Ro
________________________________
Dex:   6   Str:   3   Body:    4
Int:   9   Will:  6   Mind:    6
Infl:  6   Aura:  6   Spirit:  5
Initiative: 21  Hero Points:  55

Skills:
Gadgetry: 11
Scientist: 9
Thief: 6

Advantages: Area Knowledge (Downside, Thanagar); Connections: Hawkman (Low), Thanagarian Government (Low); Genius, Leadership

Drawbacks: Mistrust; Miscellaneous: Is from one of Thanagar's slave worlds and is considered an inferior race to his Thanagarian superiors

Alter Ego: None

Motivation: Power Lust
Occupation: Delon
Wealth: 8

Equipment:
Energy Rod [Body: 11, Telekinesis: 9, Telepathy: 40] Note: May have other abilities, yet to be revealed.

GAMMA METAL GONG [Body: 11, Control 6 (12)] Bonuses: Can be used on all the inhabitants of a planet at the same time, but is limited to holding the,m in a state of paralysis; If used on a single target, the Control AP's are boosted to 12.

COSMIC BOAT [Body: 11, Flight: 40, Sealed Systems: 25]



Source: Who's Who, 3rd Edition; Atlas of the DC Universe, page 111

foe of: HawkmanJLA





Ed's Notes:  He's been depicted as everything from a ruthless  Space Pirate to a crooked Politician. I like the Pirate version better, which is where the 2nd Edition has him: No Connections, No Drawbacks, otherwise the same.  In his first appearance he nearly took out the Silver Age JLA.  Pretty impressive for a such low-level villain.  BTW... The "Cosmic Boat" has to be about the WORST (cheesiest looking) spaceship in history. It's a CANOE. Seriously. A god damned CANOE that goes through space. Yeah. Totally not joking here:



Byth

Byth
________________________________
Dex:   9   Str:   6   Body:    7
Int:   7   Will:  8   Mind:    7
Infl:  4   Aura:  5   Spirit:  4
Initiative: 22  Hero Points:  50

Powers:
Shape Change: 13

Skills:
Charisma: 7
Detective: 7
Martial Artist: 7
Military Science: 9
Weaponry: 9

Bonuses: Miscellaneous: Can Shape Change into the form of any animal he has ever seen. Shape Change can be used to alter only part of his body, or several part at once with different forms.

Advantages: Area Knowledge (Thanagar); Connections: Thanagarian Underground (High), Wingmen (Low); Leadership

Drawbacks: Catastrophic Irrational Attraction to the "Krotan Drug"; Serious Psychological Instability; Serious Rage

Alter Ego: Byth Rok
Motivation: Power Lust
Occupation: Criminal (Former Wingman)
Wealth: 12




Source: Who's Who, 3rd Edition; Atlas of the DC Universe,  page 125
Foe of: Hawkman



Ed's Notes: 
The original Hawkman villain.  

Regarding the "Krotan Drug"... It grants the user the Shape Change Power at 13 AP's, and if the user has an Int of 6 or higher, they can Shape Change into animal from their imaginations, and alter only parts of their body if they wish. It also gives the Serious Psychological Instability while on the drug.User must make an action check of their Mind/Will against 8/8 each time the drug's effects were off. Failure results in addiction and withdrawal and all Dice Actions receive a +1 OV/RV Column Shift penalty until they can score some more. 

2nd Edition sources include Advantages: Iron Nerves and Sharp Eye, omit the part about altering only part of his body and rate his Rage as Catastrophic.

Northwind

Northwind
________________________________
Dex:   8   Str:   5   Body:    6
Int:   5   Will:  4   Mind:    4
Infl:  5   Aura:  4   Spirit:  5
Initiative: 18  Hero Points:  25

Powers:
Animal Control: 3
Flight: 7
Speak with Animals: 5

Skills:
Military Science (Tracking): 5

Limitations: Animal Powers only work on birds.

Advantages: Area Knowledge (New Feithera); Connections: Infinity Inc. (High), Hawkman I (High),  Hawkgirl I (High); Miscellaneous: Str considered 13 for migratory flight: If he knows the destination and makes a successful action check of 13/13 against the distance required, he can fly the entire way without rest.

Alter Ego: Norda Cantrell
Motivation: Upholding the Good
Occupation: Hero
Wealth: 5



Source: Who's Who, 3rd Edition



Ed's Notes: I dig the new look. What was it about the 1980's and terrible costumes?! (And MOHAWKS?!)




Hawkgirl III

Hawkwoman III
________________________________
Dex:   8   Str:   4   Body:    6
Int:   9   Will:  8   Mind:    8
Infl:  6   Aura:  6   Spirit:  6
Initiative: 25  Hero Points: 100

Skills:
Charisma: 8
Detective: 6
Martial Artist: 9
Medicine: 7
Military Science: 8
Vehicles: 6
Weaponry: 11

Advantages: Area Knowledge (Downside, Thanagar); Connections: Justice League International (Low), Thanagar (High), Hawkman (High), Chicago Police Department (Low)

Alter Ego: Shayera Thal
Motivation: Seeking Justice
Occupation: Policewoman, Goodwill Ambassador
Wealth: 4

Equipment:
ANTI-GRAV BELT [Body: 9, Gravity Decrease: 7] Limitation: Gravity Decrease only allows user to hover in place and lift great weights.

Pistol [Body: 5, EV: 6, Ammo: 8, R#: 2]

Battle Armor [Body: 9]

Helmet [Body: 9, Thermal Vision: 13]

Mace [Body: 9, EV: 5]

Wings [Str: 6, Body 10, Flight: 8] Limitations: Wings will not function unless user is wearing the Anti-Grav belt.

 


Source: Who's Who, 3rd Edition



Ed's Notes: I'm not going to beat around the bush here, I *HATE* this version of HawkGIRL.  In a vain effort to make her "cool," DC proved that turning a character dark and gritty is not always a recipe for success.  What's more, moving the story to a planet nobody cares about and then turning a super-hero into an over-glorified cop (working for a Fascist Government no less) is definitely not.  Oh, and changing the color of the armor didn't seem to matter either. Although I have followed the Hawkman titles in decades, I'm guessing this version didn't last long, based on how difficult it was to even FIND a decent picture of her in her 90's Abomination Armor. (Red, Blue, White version... didn't matter. Apparently everyone else hated this too.)

Hawkman III

Hawkman III
________________________________
Dex:   8   Str:   5   Body:    7
Int:   9   Will:  8   Mind:    8
Infl:  5   Aura:  6   Spirit:  6
Initiative: 24  Hero Points: 100

Skills:
Charisma: 7
Detective: 7
Gadgetry: 7
Martial Artist: 8
Medicine: 7
Military Science: 7
Scientist: 7
Vehicles: 5
Weaponry: 10

Advantages: Area Knowledge (Downside, Thanagar); Connections: Justice League International (Low), Thanagar (High), Hawkwoman (High); Scholar (Earth Law Enforcement History)

 Alter Ego: Katar Hol
Motivation: Seeking Justice
Occupation: Police Officer (on Thanagar)
Wealth: 4

Equipment:
ANTI-GRAV BELT [Body: 9, Gravity Decrease: 7] Limitation: Gravity Decrease only allows user to hover in place and lift great weights.

Pistol [Body: 5, EV: 6, Ammo: 8, R#: 2]

Battle Armor [Body: 9]

Helmet [Body: 9, Thermal Vision: 13]

Mace [Body: 9, EV: 5]

Wings [Str: 6, Body 10, Flight: 8] Limitations: Wings will not function unless user is wearing the Anti-Grav belt.

 


Source: Who's Who, 3rd Edition; 3rd Edition Rulebook, page 163



Ed's Notes: I'm not going to beat around the bush here, I *HATE* this version of Hawkman (and HawkGIRL).  In a vain effort to make his "cool," DC proved that turning a character dark and gritty is no always a recipe for success.  What's more, moving the story to a planet nobody cares about and then turning a super-hero into an over-glorified cop (working for a Fascist Government no less) is definitely not.  Oh, and changing the color of the armor didn't seem to matter either. Although I have followed Hawkman in decades, I'm guess this version didn't last long, based on how difficult it was to even FIND a decent picture of him in his 90's Abomination Armor. (Red, Blue, White version... didn't matter. Apparently everyone else hated this too.)

First Appearance: Hawkworld Book One (August, 1989)




Hawkgirl II

Hawkgirl II
________________________________
Dex:   9   Str:   5   Body:    7
Int:   9   Will:  8   Mind:    8
Infl:  6   Aura:  6   Spirit:  6
Initiative: 28  Hero Points: 100

Powers:
Sealed Systems: 11
Skin Armor: 4
Speak With Animals: 5
Telescopic Vision: 4


Skills:
Charisma: 7
Detective: 6
Gadgetry: 10
Martial Artist: 8
Medicine: 10
Scientist: 7
Weaponry: 11

Limitations: Speak With Animals only works on birds

Advantages: Connections: Justice League International (High), Midway City Police (High); Genius; Lightning Reflexes; Scholar (Archeology, History)

Drawbacks: Married

Alter Ego: Shayera Thal Hol, Shayera Hall
Motivation: Upholding the Good
Occupation: Archeologist
Wealth: 4

Equipment:
ANTI-GRAVITY BELT [Body: 10, Gravity Decrease: 7] Limitation: Gravity Decrease only works on wearer. The Belt alone only allows user to hover.

Wings [Str: 6, Body 10, Air Control: 4, Flight: 8] Limitations: Flight only works if user is wearing an anti-gravity belt.

Mace [Body: 9, EV: 5]


 

Source: 2nd Ed. Background/Roster Book, page 39
Rouges: BythKanjar RoShadow Thief
supporting cast: Hawkman, Mavis Trent
affiliation(s): Justice League of America



Ed's Notes: This is the classic, "Silver Age-y"version of Hawkgirl from the 2nd Edition. This was by far my favorite version of the character, and I prefer it to the Armored, Sci-Fi version represented in the 3rd Edition.  The third edition does include a nice upgrade the the Belt, which I would allow:

ANTI-GRAVITY BELT [Body: 9, Gravity Decrease: 7] Limitation: Gravity Decrease only  allows user to hover in place and lift great weights.

This gives Hawkgirl an effective Str of 12 for the purpose of lifting things.  And I would have no problem allowing this version of the belt to be used.

Hawkman II

Hawkman II
________________________________
Dex:   9   Str:   6   Body:    8
Int:   9   Will:  8   Mind:    8
Infl:  5   Aura:  6   Spirit:  6
Initiative: 27  Hero Points: 100

Powers:
Sealed Systems: 11
Skin Armor: 4
Speak With Animals: 5
Telescopic Vision: 4


Skills:
Detective: 7
Gadgetry: 12
Martial Artist: 9
Scientist: 7
Weaponry: 12

Limitations: Speak With Animals only works on birds

Advantages: Connections: Justice League International (High), Midway City Police (High); Genius; Lightning Reflexes; Scholar (archaeology, history)

Drawbacks: Married

Alter Ego: Katar Hol, Carter Hall
Motivation: Upholding the Good
Occupation: Archaeologist
Wealth: 4

Equipment:
ANTI-GRAVITY BELT [Body: 10, Gravity Decrease: 7] Limitation: Gravity Decrease only works on wearer. The Belt alone only allows user to hover.

Wings [Str: 6, Body 10, Air Control: 4, Flight: 8] Limitations: Flight only works if user is wearing an anti-gravity belt.

Mace [Body: 9, EV: 5]

 


Source: 2nd Ed. Background/Roster Book, pages 38-39
Rouges: Byth, Kanjar Ro, Matter MasterShadow Thief
supporting cast: Hawkgirl, Mavis Trent
affiliation(s): Justice League of America



Ed's Notes: This is the classic, "Silver Age-y"version of Hawkman from the 2nd Edition. This was by far my favorite version of the character, and I prefer it to the Armored, Sci-Fi version represented in the 3rd Edition.  The third edition does include a nice upgrade the the Belt, which I would allow:

ANTI-GRAVITY BELT [Body: 9, Gravity Decrease: 7] Limitation: Gravity Decrease only  allows user to hover in place and lift great weights.

This gives Hawkman an effective Str of 13 for the purpose of lifting things.  And I would have no problem allowing this version of the belt to be used.


First Appearance: The Brave and the Bold #34 (February, March, 1961)