Hawkeye
Clint Barton
F) Ex20
A) Rm30
S) Gd10
E) Ex20
R) Ty6
I) Gd10
P) Ty6
Health: 80 Karma: 22
Resources: Ty Pop: 30
Known Powers:
Enhanced Vision: Rm
Equipment:
Bow: 3 arrows/round at 7 areas range.
Arrows: Hawkeye has the following types of arrows that he uses in combat:
-Acid: Mn Corrosive, range 3 areas
-Adamantium: Ex Edge and pierces up to Un material, combined with Mn Electrical arrowhead
-Aerated Polymer: Create fall cushions that absorb up to In fall damage
-Airbag: Contains a rubberized bag that automatically inflates upon impact. It can be used to soften an impact (acts like Rm body armor when determining fall damage), or as a shield from an explosion or collision between objects or individuals
-Antarctic Vibranium: Ignores all metallic armor, including Adamantium. Inflicts Ex damage
-Blunt: With a rounded point, this arrow attacks on the Shooting column and inflicts 15 points of damage, but Kill results are treated as Stun results
-Bola: Rm ensnarement
-Boomerang: Computerized, self-returning arrowhead, may be added to other arrowheads
-Bomb-Sniffing: Detects explosives with Ex ability and can steer the arrow towards detected explosives. Can be used with other type arrows
-Boxing Glove: this arrow attacks on the Shooting column and inflicts 0 points of damage, but Kill results are treated as Stun results
-Buzzsaw: Able to cut through Gd material
-Cable: 2 area-long cable of ln material
-Camera: Containing a small spy camera, it can record and/or broadcast back video images in a 5-area range. Additionally, it can be wired into a security system to create a video loop
-Can-Opener: Able to cut through small amounts of Rm material items (i.e., doors, containers, etc.)
-Circling: This arrow can turn up to 360 degrees to hit targets around corners or behind the shooter; it inflicts 15 points of damage
-Clamp: The tip consists of two prongs that snap closed upon impact, gripping whatever is between them with Gd strength
-Constrictor: Constricts target with Rm material cable
-Diamond-Tipped: Can penetrate extremely resilient surfaces, such as bullet-proof glass (up to Rm material). Can be used with other arrow tips
-Electrical: Am, range 5 areas
-Electro-Magnetic Pulse (EMP): Causes a variable rank EMP that affects all electronics in the target area. Consumer Electronics must make a Red FEAT roll or be shut down, custom electronics (battle suits, weapons, etc.) must make a Yellow FEAT using either their Endurance rank or Material Strength
-Entangling: Upon contact, the arrowhead explodes, surrounding the target in a net of Rm material
-Explosive: damage can be adjusted from Gd to Am Force
-Fireworks: Causes Rm intensity brightness, anyone in the target area must make an Endurance FEAT or be blinded for 110 turns
-Flame: As this arrow streaks through the air, it bursts into flame, emitting Gd Intensity Heat for 5 turns. It is often used to ignite combustible materials
-Flare: Rm intensity Light in 2-area radius for 10 turns, Rm Heat to target, target must also make an Endurance FEAT or be blinded for 110 turns
-Foam: A fast-expanding, quick-drying aerated polymer, it can be used to soften falls like the airbag arrow, acting as Rm Body Armor
-Grappling Claw: Can grapple targets with Rm Strength or be used in conjunction with cable arrows to provide a line for swinging or climbing
-Grease: Covers target area with slippery grease, causing all in target area to make Agility FEAT vs. Ex rank or be unable to move without falling
-Grounding: Shorts out electrical power (or targets that emanate electrical energy) up to In rank
-Heat-Seeking: May be added to other arrowheads
-Hypodermic: The victim must succeed at an Ex Endurance FEAT or be knocked out for 110 turns
-Ink-jet: Dispenses black ink over the target, causing blindness for 110 turns. Can also be used to write
-Knock-Out Gas: Knock-Out gas fills 1 area. All those in the area must succeed at an In Endurance FEAT or be rendered unconscious for 110 turns
-Laser: In Energy attack to target
-Magnetic: In adherence. May carry cable or another arrowhead
-Parachute: Provides a parachute (Ty material) that allows an individual to fall without damage from any height
-Phosphorous: Ex intensity Light in 2-area radius, Am damage to target, can be used underwater
-Putty: Rm adherence to rough surfaces, may be used to stop exposed machinery
-Pym Particle Growth: Causes the target to grow up to In rank (10x original size)
-Pym Particle Multi-Arrow: Using Pym Particles, this arrowhead contains 50 normal arrows that rains down on the target area, making it impossible to dodge. All targets are automatically hit with 1-4 arrows. Can fire 3 arrows simultaneously, covering 3 entire areas
-Net: In ensnarement
-Pym Particle Shrinking: Causes the target to shrink up to Rm ability (down to 1% original size)
-Radiation Absorbing: Can absorb up to Rm Radiation, reducing any damage caused by the associated amount of ranks
-Razor: It inflicts 25 points of damage on the Shooting column with a Bullseye result being treated as a Kill result
-Razor-Wire: Entangles target like constrictor arrow, but also causes Gd Edge to target
-Rocket: Boosts range by 1 area, may be added to other arrowheads
-Rusting Chemical: Causes rapid decay (-1cs to material and associated body armor per turn) of metallic material
-Safety Foam: Uses a flame-retardant foam to extinguish to reduce the intensity of flames by 6 power ranks on the target
-Scrambler: Shuts down electrical devices that it hits for 6 minutes
-Smoke: This arrow fills 1 area with Ex intensity smoke. All FEATs in the smoke-filled area suffer a -2cs penalty
-Sneeze-Smog: 1 area coverage; those in the area must succeed at a Gd Endurance FEAT or suffer 3cs to all FEATs for 110 turns due to sneezing
-Sonic: Ex noise in each area. Endurance FEAT or be Stunned 110 turns
-Stink: 1 area coverage; those in the area must succeed at a Gd Endurance FEAT or suffer -2cs to all FEATs for 110 turns
-Suction Cup: Rm adherence to smooth surfaces
-Suction Pulley Cable: 2 area-long cable of ln material. Combined with a reel, it can pull up to 500 lbs
-Sunburst: Causes Rm intensity brightness, anyone in the target area must make an Endurance FEAT or be blinded for 110 turns. Also causes Rm damage to those affected by sunlight
-Target: This arrow is commonly used for target practice. It inflicts 15 points of damage on the Shooting column
-Tear Gas: 1 area coverage, those in the area must succeed at an Ex Endurance FEAT or suffer 4cs to all FEATs for 110 turns
-Thermal: Rm Heat
-Tracer: Places a small tracking device on the target that enables tracking up to 10-mile range
-Turbine: Generates a constant electrical charge for powering equipment (Ex Electrical generation).
-Two-Prong: Similar to target arrow, but with two heads. Causes Ex Shooting
-Vibranium: Must have supplement Magnetic, Putty, or Suction Cup arrowhead to stick to target. Can deaden Rm Energy or Force at target
-Vibration: Ex Force
-Water: Covers target with water, can be used to snuff out (up to) Gd Flames, or if blessed, used against those affected by holy water.
-Acetylene Torch: Used to cut through metal (up to Am material), can cut through small amounts due to the limited fuel (1 turn). If used against a person, causes Mn Fire
-Adhesive Bandage: Similar to the bola arrow, it is used to entangle opponents using a 6 wide bandage coated with super-sticky glue (various material strength)
-Cryonic: Causes variable rank cold damage to target or can freeze up to 1 area of water
-Extinguisher: Uses a flame-retardant gas to extinguish up to Rm Flames in 1 area
-Rain Arrow: Containing cloud-seeding material, when fired into the sky, it can create a rainstorm in a 2-area radius of the targeted location
Wrist Crossbow: Hidden under his arm guard, fires up to 3 areas. Fires the following bolts:
-Mini-Arrows: Gd Edge
-Knockout Dart: Gd potency
Katana Swords (x2): In material, Rm Edge
Talents: Leadership, Survival, Marksmanship, Thrown Weapons, Weapon Specialist: (Bow), Arrow-Head Design (Ex Reason)
Contacts: Mockingbird, The Avengers, WCA