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Hawkman

Hawkman

Carter Hall

F) Am50
A) Rm30
S) Ex20
E) Rm30
R) Gd10
I) Gd10
P) Rm30

Health: 130 Karma: 50
Resources: Gd Pop: 15

Known Powers:
Nth Metal Control: Hawkman has discovered that Nth Metal is hidden underneath his muscles, allowing him to summon his equipment at a moments notice. It gives him the following abilities:
-Alter Ego: Hall can summon his Nth Metal from his body to become Hawkman.
-Wings: Rm airspeed, when in flight he counts as having Am Agility, including for Gliding FEATs. He also can accomplish the following:
--Sprint: Hawkman can "sprint" to Un airspeeds, however must make a successful End. FEAT each round
--Gliding: By spreading his wings and riding thermals, Hawkman can travel at Gd airspeed and is considered "resting" enabling him to recover as if he were motionless
-Resistance to Heat and Cold: Am
-Enhanced Vision: In
-Regeneration: Am

Equipment:
Helmet: In protection vs. Blunt attacks, gives Hawkman the following power stunts:
-Thermal Vision: Mn
Nth Metal: The Nth metal that Katar wields can form all kinds of weapons, such as the following:
-Mace: Am material, Am Blunt
-Axe: Am material, Am Edge
-Shield: In material, Blocks up to 75 damage. Still subject to stuns and slams. He can also use it as an Am Edge or Blunt attack

Talents: Archaeology, Martial Arts A, B, Aerial Combat, Marksmanship, Egyptian Weapons, Repair/Tinkering, Leadership, Weapons Master: (Mace, Axe)

Contacts: Emma Ziegler, Justice League of America