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:
Air Elemental: After completing the task given to him by the Entity, Hawkman became an Air Elemental, giving him the following abilities:
-Immune to Physical attack: CL1000
-Air Control: Un control over the flow of air and other gases.
-Create Un strength winds, cyclones etc.
-Hurricane Area Attack: Un damage to the target area. -1CS each additional area outward.
-Hurl mini Tornadoes: Am Force (as per kinetic bolt) at a range of 20 areas.
-Air Shield: Am protection vs. Physical attacks
-Flight: Am airspeed
-Grappling: By centering a mini hurricane on a target he can "tie them up". This is treated as an Am intensity Grapple.
-Air Disruption: Flying opponents must make an Agility FEAT. roll to remain airborne. Gliding opponents must make a Red FEAT.
-Air Constructs: He can solidify gases to create solid constructs such as barriers, cages, rings etc with In material strength. Only 1 effect can be created per round, but he can maintain up to 3 existing effects by making a successful psyche FEAT roll.
-Implosion: may create a vacuum and force air back in forcing an implosion to occur. This effects an outward vibratory explosion for Am damage to everything within the same area. Mn damage at the core.
Equipment:
None
Talents: Archaeology, Martial Arts A, B, Aerial Combat, Marksmanship, Egyptian Weapons, Repair/Tinkering, Leadership, Weapons Master (Mace)
Contacts: Hawkgirl, Justice Society of America, The Atom, Justice League of America
Hawkgirl
Shiera Hall
F) Am50
A) Rm30
S) Ex20
E) Rm30
R) Ex20
I) Ex20
P) Rm30
Health: 130 Karma: 70
Resources: Gd Pop: 15
Known Powers:
Air Elemental: After completing the task given to her by the Entity, Hawkgirl became an Air Elemental, giving her the following abilities:
-Immune to Physical attack: CL1000
-Air Control: Un control over the flow of air and other gases.
-Create Un strength winds, cyclones etc.
-Hurricane Area Attack: Un damage to the target area. -1CS each additional area outward.
-Hurl mini Tornadoes: Am Force (as per kinetic bolt) at a range of 20 areas.
-Air Shield: Am protection vs. Physical attacks
-Flight: Am airspeed
-Grappling: By centering a mini hurricane on a target she can "tie them up". This is treated as an Am intensity Grapple.
-Air Disruption: Flying opponents must make an Agility FEAT. roll to remain airborne. Gliding opponents must make a Red FEAT.
-Air Constructs: She can solidify gases to create solid constructs such as barriers, cages, rings, etc. with Mn material strength. Only 1 effect can be created per round, but she can maintain up to 5 existing effects by making a successful Psyche FEAT roll.
-Implosion: may create a vacuum and force air back in forcing an implosion to occur. This effects an outward vibratory explosion for Am damage to everything within the same area. Mn damage at the core.
Equipment:
None
Talents: All Martial Arts, Marksmanship, Edged Weapons, Blunt Weapons, Thrown Weapons, Egyptian Weapons
Contacts: Hawkman, Justice Society of America, Justice League of America