Name: Nighthawk Val Char Cost 20 STR 10 29 DEX 57 20 CON 20 15 BODY 10 25 INT 15 17 EGO 14 25 PRE 15 20 COM 5 10 PD 6 10 ED 6 6 SPD 21 10 REC 4 40 END 0 40 STUN 5 Characteristic Rolls: STR: 13-, DEX: 15-, CON: 13-, INT: 14-, EGO: 12-, PER: 17- Run: 6/10", Swim: 2", Jump: 4/24", Lift: 400kg Cost Powers END/Roll 53 Gadget Pool (40-pt Pool); Control Cost: 20; Change Only Between Adventures: -½ 0 Variable Power Pool Powers 30 Multipower: Utility Belt (45-pt reserve); OIF: -½ u-1 1d6 RKA: Bat Razors; Range: 110; Multipower: Fixed Slot; OAF: -1; Charges: 16, +0; Autofire: 5 shots, ½; OIF: -½ 0 u-1 Breathe in Unusual Environment; Multipower: Fixed Slot; OAF: -1; OIF: -½ u-1 Darkness: Smoke pellets (Normal Sight, 2" radius); Range: 100; Multipower: Fixed Slot; OAF: -1; Charges: 8, -½; Charges: 8, -½; Limited Power: range based on strength: -¼; OIF: -½ 0 u-1 Mind Link: radio gear; Minds: Related Group, +10; Number of Minds: 4, +10; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Those with Mind Link, -1; Multipower: Fixed Slot; OIF: -½; OIF: -½ m-1 Swinging: swingline (+15", NC: 30"); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 67; Multipower: Variable Slot; OAF: -1; OIF: -½ 3 u-1 Change Environment: mini spotlight (4" rad.); Effect: Fixed, +0; Multipower: Fixed Slot; OAF: -1; OIF: -½ 1 m-1 Missile Deflection: fkexi - shield (Bullets, None, OCV 10); Deflect Attacks: Normal, +0; Deflection Bonus: 0; OCV: 10; Multipower: Variable Slot; OAF: -1; OIF: -½ u-1 Superleap: line gun (+15", 19", NC: 38"); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 67; Multipower: Fixed Slot; OAF: -1; Limited Power: only to go up: -½; OIF: -½ 3 12 Armor: Body Armor (6 PD/6 ED); OIF: -½ 7 High Range Radio Hearing: Cowl Radio; OIF: -½ 3 Infrared Vision: Lenses; OIF: -½ 9 Enhanced Perception (all): acute senses (+3 to PER) 8 Running (+4", 10", NC: 20"); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 18 2 5 Superleap (+5", 9", NC: 18"); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22 1 Cost Skills, Talents, Perks Roll 80 Martial Arts: Several Styles (9) Martial Arts Weapons; Unarmed Combat: +0; Axes, Maces, Picks: +1; Clubs: +1; Pole Arms: +1; Swords: +1; Garotte: +1; Chain and Rope: +1; Karate Weapons: +1; Quarterstaff: +1; Three-Section Staff: +1 (8) +2 DC for Martial Attacks (5) Choke Hold (OCV -2, DCV +0, Grab, 3d6 NND) (4) Fast Strike: lightning Strike (OCV +2, DCV +0, 8d6) (3) Grappling Throw (OCV +0, DCV +2, 8d6) (4) Killing Strike (OCV -2, DCV +0, 2d6 HKA) (3) Legsweep (OCV +2, DCV -1, 7d6) (4) Martial Block (OCV +2, DCV +2) (4) Martial Disarm (OCV -1, DCV +1) (4) Martial Escape (OCV +0, DCV +0, STR 45) (3) Martial Grab (OCV -1, DCV -1, STR 40) (4) Martial Strike: Punch/Snap Kick/Elbow strike (OCV +0, DCV +2, 8d6) (3) Martial Throw (OCV +0, DCV +1, 6d6+v/5) (4) Nerve Strike (OCV -1, DCV +1, 3d6 NND) (5) Offensive Strike: Side or Spin Kick/Knee Strike/Backhand (OCV -2, DCV +1, 10d6) (5) Passing Strike (OCV +1, DCV +0, 6d6+v/5) (5) Takeaway (OCV +0, DCV +0, STR 40) (3) Takedown (OCV +1, DCV +1, 6d6) 3 Acrobatics 15- 3 Breakfall 15- 3 Bugging 14- 3 Bureaucratics 14- 3 Climbing 15- 3 Combat Driving 15- 3 Combat Piloting 15- 3 Computer Programming 14- 3 Concealment 14- 3 Conversation 14- 5 Criminology 15- 3 Cryptography 14- 5 Deduction 15- 7 Demolitions 13- 11 Disguise 15- 3 Forensic Medicine 14- 3 Forgery 11- 3 High Society 14- 3 Interrogation 14- 3 Knowledge Skill: Gotham Underworld 14- 3 Knowledge Skill: supercriminals 14- 3 Area Knowledge: gotham city 14- 5 French (Native Accent); Literacy: Literate (if not standard), 1 5 Spanish (Native Accent); Literacy: Literate (if not standard), 1 4 Japanese (Completely Fluent w/accent); Literacy: Literate (if not standard), 1 3 Lockpicking 15- 3 Mimicry 11- 9 Navigation 14- 3 Persuasion 14- 6 +2 level w/All Ranged Attacks 3 Riding 15- 3 Science: ballistics 14- 3 Science: Biology 14- 3 Science: Chemistry 14- 3 Science: Mathematics 14- 3 Science: Physics 14- 3 Sleight of Hand 15- 3 Stealth 15- 3 Streetwise 14- 5 Survival 12- 3 Systems Operation 14- 5 Tactics 15- 3 Tracking 14- 10 Transport Familiarities (2) Riding Animals (2) Ground Vehicles (2) Air Vehicles (2) Water Vehicles (2) Space Vehicles 11 Weapon Familiarities (2) Common Melee Weapons (2) Common Missile Weapons (2) Small Arms (1) Flails (1) Lances (1) Quarterstaff (1) Grenade Launchers (1) Vehicle Weapons 11 Weaponsmith: muscle powered, slug throwers and Energy; Weapon Category: Other; Extra Points: 2 14- 7 Contact: Police Comissioner; Usefulness: Very, +1 15- 1 Favor 1 International Driver's License 1 Passport 3 Combat Sense 14- 5 Defense Maneuver 5 Resistance (+5 to EGO Rolls) 3 Fast Draw 15- 15 Money (Filthy Rich) 30 Base: Richmond Mansion: 150 50 Vehicle: Hawker: 250 2 +1 level w/Single Attack 8 +1 level w/All Combat 10 +1 level w/Overall Level 100+ Disadvantages 15 Hunted: Squadron Supreme's Rogues Gallery (11-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 15 Hunted: Criminal Underworld (11-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 10 Hunted: misc assassin (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 25 Psych. Lim.: Devoted to Justice (Very Common, Total) 15 Psych. Lim.: Code vs Killing (Common, Strong) 20 Reputation: Member of the Squadron (14-, Extreme) 15 Secret Identity: Kyle Richmond OCV: 10; DCV: 10; ECV: 6; Mental Def.: 0; Phases: 2, 4, 6, 8, 10, 12 PD/rPD: 16/6; ED/rED: 16/6 Costs: Char.: 188 Disad.: 115 Powers: + 551 Base: + 100 Exp.: + 524 Total: = 739 Total: = 739 Background: Origin/History: The son of a white-collar criminal, Kyle Richmond vowed to fight for justice. Nighthawk retired from adventuring to become President of the United States. After resigning the Presidency, he resumed Squadron membership, but resigned once more when the Squadron voted to implement its "Utopia Program". He organized the Redeemers to oppose them, and was killed when Foxfire damaged his heart. Functionally the same as Nighthawk III until further notice. Information adapted from S Michael Martin's Squadron Supreme Web page. Check it out, it is very very good. ============================ Hero System writeup by Chad Riley