THE ANIMATED JUSTICE LEAGUE

HAWKGIRL

Val Char Cost
25 STR 15
25 DEX 45
25 CON 30
14 BODY 8
12 INT 2
13 EGO 6
18 PRE 8
18 COM 4
15/20 PD 10
10/15 ED 5
5 SPD 15
10 REC 0
50 END 0
60 STUN 20
6" RUN 0
2" SWIM 0
5" LEAP 0

Characteristics Cost: 168

Cost Power END
4 Wings: Extra Limbs (2) (5 Active Points); No fine manipulation (-1/4) 0
20 Winged Flight: Multipower, 30-point reserve, (30 Active Points); all slots Restrainable (-1/2)
2u 1) Flying: Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points) 3
2u 2) Combat Maneuvers: Flight 15" (30 Active Points) 3
2u 3) Cruising: Gliding 30" (30 Active Points) 0
11 Energy Mace Basics: Multipower, 22-point reserve, (22 Active Points); all slots OAF Unbreakable (-1) [Notes: Anyone who picks up the mace can use the basic +3d6 to hand-to-hand attacks or throw it for 3d6 of damage. Of course, most characters will suffer OCV penalties unless they have an appropriate weapon familiarity.]
1u 1) Physical Attack: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2) 0
1u 2) Thrown Weapon: Hand-To-Hand Attack (PD) +3d6, Range Based On STR (+1/4) (19 Active Points); 1 Recoverable Charge (-1 1/4), Hand-To-Hand Attack (-1/2), Lockout (-1/2) [1 rc]
1u 3) Energy Attack: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); Hand-To-Hand Attack (-1/2) 0
1u 4) Thrown Weapon: Hand-To-Hand Attack (ED) +3d6, Range Based On STR (+1/4) (19 Active Points); 1 Recoverable Charge (-1 1/4), Hand-To-Hand Attack (-1/2), Lockout (-1/2) [1 rc]
40 Energy Mace Arcana: Multipower, 60-point reserve, (60 Active Points); all slots OAF Unbreakable (-1/2) [Notes: 1- Only a character with Thanagarian weapon familiarity (i.e. other members of the Thanagarian military or police) can use the "Arcana" multipower. Only Hawkgirl herself can use the Defensive Posture and Weapon Weaving slots. 2- The OAF portion of this Multipower has been given only a -1/2 Limitation because while Hawkgirl can lose it in combat as any other OAF she seems able to get it back very easily; even when captured or imprisoned it's never far away. Is there a psychic link or is it just luck?]
6m 1) Defensive Posture: Missile Deflection (Any Ranged Attack), +5 to Missile Reflection, Missile Reflection, Reflect At Any Target (60 Active Points); Costs Endurance (-1/2) 6
6m 2) Weapon Weaving: +12 with HTH Combat (60 Active Points); Costs Endurance (-1/2) 6
6m 3) Physical Attack: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2) 6
1u 4) Thrown Weapon: Hand-To-Hand Attack (PD) +9d6+1, Range Based On STR (+1/4) (59 Active Points); 1 Recoverable Charge (-1 1/4), Hand-To-Hand Attack (-1/2), Lockout (-1/2), Costs Endurance (-1/2) 6
6m 5) Energy Attack: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2) 6
1u 6) Thrown Weapon: Hand-To-Hand Attack (ED) +9d6+1, Range Based On STR (+1/4) (59 Active Points); 1 Recoverable Charge (-1 1/4), Hand-To-Hand Attack (-1/2), Costs Endurance (-1/2), Lockout (-1/2) 6
50 Exploit Your Flaws: Find Weakness 15- with All Attacks 0
19 Knock You Flat: Double Knockback (+3/4) for up to 25 Active Points of Strength (19 Active Points) 2
7 Thanagarian Toughness: +10 PD (10 Active Points); Only vs full-body impacts (falls, tackles, knockback, move throughs, area effect concussion, etc.) (-1/2)
12 Costume: Armor (5 PD/5 ED) (15 Active Points); IIF Durable (-1/4) 0
6 JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF Durable (Earpiece Transceiver; -1/4) 0

Powers Cost: 205

Cost Martial Arts Maneuver
Thanagarian Winged Combat
5 1) Fast Flying Dodge: 1/2 Phase,—OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 2) Nimble Flying Dodge: 1/2 Phase,—OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 3) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 7d6 Strike
5 4) Flying Strike: 1/2 Phase, +1 OCV, +0 DCV, 5d6 +v/5; FMove
5 5) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment
7 6) Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Clubs, Fist-Loads, Polearms and Spears, Thrown Axes, Maces, Hammers, and Picks, Two-Handed Weapons

Martial Arts Cost: 30

Cost Skill
3 Acting 13-
3 Breakfall 14-
3 Combat Piloting 14-
16 +2 with All Combat
20 +4 with HTH Combat
12 +4 with Energy Mace
13 +4 with DCV (20 Active Points); Only when airborne (-1/2)
3 Criminology 11-
3 Deduction 11-
1 KS: Thanagar 8-
1 AK: The Galaxy 8-
5 Language: Thanagarian (idiomatic; literate)
3 Navigation (Air, Space) 11-
2 PS: Soldier 11-
3 Shadowing 11-
12 +4 with Winged Flight
2 TF: Science Fiction & Space Vehicles, Combat Aircraft
12 WF: Beam Weapons, Common Melee Weapons, Common Missile Weapons, Energy Weapons, Small Arms, Thanagarian Military Weapons

Skills Cost: 117

Cost Perk
5 Fringe Benefit: Membership in the JL

Perks Cost: 5

Total Character Cost: 525

Val Disadvantages
15 Distinctive Features: Woman with large wings (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Enraged: When a colleague or innocent is seriously injured (Common), go 8-, recover 14-
5 Hunted: Thanagarian Authorities 8- (Mo Pow, NCI, Limited Geographical Area, Watching)
15 Hunted: Hawkgirl Rogues Gallery 11- (As Pow, Capture)
5 Physical Limitation: Wings take up a lot of space and sometimes get in the way (Infrequently, Slightly Impairing)
15 Psychological Limitation: Extremely Aggressive (Common, Strong)
20 Psychological Limitation: Overconfident (Very Common, Strong)
5 Reputation: Alien Invader, 8-
5 Rivalry: Romantic (Katma Tui; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Social Limitation: Public Identity (Occasionally, Minor)
5 Social Limitation: Exiled (Occasionally, Major, Not Limiting In Some Cultures)


Disadvantage Points: 105
Base Points: 200
Experience Required: 220
Total Experience Available: 220
Experience Unspent: 0


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