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Nighthawk (PL 10/12) - Alderwitch ( Silver )

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Nighthawk  Nighthawk
 

Power Level: 10/12 (171/200PP)
Trade-Offs: None
Unspent Power Points: 29

In Brief: Fens Street Vigilante given a free ride at Claremont Academy (Or... what if Bruce Wayne had been poor and female!)

Residence: Claremont Academy (Formerly a runaway)
Base of Operations: The Fens
Catchphrase: "Yeah, it's a crappy part of town but its my crappy part of town."

Alternate Identity: Robin Chevalier
Identity: Secret
Birthplace: Freedom City
Occupation: Student, Former Street Rat
Affiliations
Family: Deceased / Foster kid runaway

Description:
Age: 16 (DoB: October 30, 1999)
Apparent Age: Same
Gender: Female
Ethnicity: Biracial (African American / Caucasian)
Height: 5'5"
Weight: 145 lbs.
Eyes: Grey
Hair: Black

Robin is built like a gymnast or athlete although it's usually hidden in baggy, tattered clothes. Her dark curly hair is braided back or, when loose, stuffed under whatever second-hand cap she can find. Her worn leather jacket is well loved and has been patched more that once but its her most common accessory. As Nighthawk, she wears a black fabric mask that covers her hair and the upper half of her face. It was cobbled together from a black t-shirt and a ragged shirt under her leather jacket marked with a bird in flight and steel-toed boots. 

Power Descriptions:
Nighthawk has no overt powers. She's a world class athlete and gymnast and a self-taught hand to hand combatant with two years of street fighting experience. The fact that she's accomplished so much on her own is remarkable but as far as anyone knows or has tested, it comes from no supernatural source just an uncanny natural ability and a dogged determination for justice that earned her a spot at Claremont academy.

History:
Robin's early life was a happy one. Her family wasn't wealthy by any stretch of the imagination but they were making ends meet in the Fens and working towards a better future. Although there wasn't much in the way of disposable income, her parents set just enough aside that she could take classes; tumbling, acrobatics, gymnastics. Robin had a real talent for it and although she did well in school, her heart was in the sport and it was clear she had a potential future in it. By the time she was ten, there was serious talk of turning competitive and perhaps eventually, taking a run at the Olympics. 

However that life, and all of those plans, were derailed the night her parents never came home from their date night. Despite her efforts, Robin's run down only the vaguest of details, that they were shot and robbed on their way back home. 

With her parents dead and no next of kin, Robin was shuttled into foster homes. Her foster-care wasn't bad, but it wasn't spectacular. Overcrowded and ill equipped, Robin's anger had no productive outlet and she became problematic for her care givers. She got into fights at school and at home that she lost more often than she won. 

Robin could have gone down a very dark path indeed but when lurking in the alley that had claimed her parents life, perhaps hoping for some illumination, she chanced on another robbery in progress. At last, her anger had an outlet. Driven by sorrow and rage, and backed with years of hard-won strength and nimbleness, she drove off the attacker. It gave Robin a sense of purpose. She couldn't bring her parents back, but she could try to keep anyone else from feeling that loss. 

That night, Robin left home for good, haunting the streets as a pint-sized vigilante at night and training during the day harder than she'd ever trained before. It's been two years since she began her self-appointed watch and she'd still be in the Fens but for an offer from the Claremont headmaster. It's no surprise that Nighthawk's efforts resonate with someone who once wore the cowl of Raven but without proper training, Robin's flirting with an early grave for all of her potential.

As for Robin, she's been told that Claremont might have the sort of resources to help her find the men that killed her parents. The regular meals and hot showers don't hurt though. 

Personality & Motivation:
Robin's claimed the Fens as her own and it bothers her to be away even though she's well aware that the offer of 'unique teaching' that Claremont can provide is something she is in desperate need of. She's used to being on her own and comfortable with the odd life she'd carved out. The attempt to return to even Claremont-normal teenage life is a bizarre experience and it discomfits her, although Robin does her best not to betray that particular weakness. 

She's more comfortable in what she knows, which at this point is generally fighting or looking for someone to fight. Still, she has a lot more potential than just her fists, she's canny and cunning and learning to use those as weapons in the same way she's learned to use her fists. Justice and a need to protect those that can't protect themselves are very much her driving goals but she still has a short-sided view of how to accomplish it. 

Powers & Tactics:
Robin is a world-class athlete - fast, strong and sturdy and backed with an iron-will to push herself past her limits. In a fight, Robin relies on her fists as they've always been the one weapon she can count on. Her style is a mix-mashed hodge podge of quick strikes and she's entirely willing to use every dirty trick she has at her disposal to win. Any fight you can walk away from is perfectly fair. Robin's willing to toe-to-toe slug fest it out but she's also comfortable with cutting and running to strike from a higher vantage point and will exploit her acrobatic experience to gain the advantage. 

She's no mindless scrapper, though. Robin's very smart and although she's not had proper school in years, she has a knack for picking up information and odd skills. Her background on the streets has left her with a unique skill set. Robin knows the Fens like the back of her own hand. Further, she has the advantage of having been an active street level hero before her time at Claremont. 

Complications:
Impoverished: Robin has nothing of her own but her clothing, not even bus fare. She's got all the skills TO steal but unless its for survival, its against her moral code. It's a hard knock life and having no family or pocket money isn't exactly helping her outsider status. 

Justice: She can't let go of what happened to her parents and its an ever burning need. Although the trail is long cold, if Robin can find a thread of who might have done it, she's going to have to follow it to the ground. On top of that, her parents have been tied to the Fens and the fact that she's left it 'undefended' bothers her regularly. Sometimes the draw is too hard to resist. 

Experienced: Sometimes experience isn't a good thing. Robin can be impatient with exercises that she feels are less than helpful or, worse, that she already knows. Yes, her school of hard knocks has its perks but it also has its draw backs and sometimes its harder to unlearn something to learn how to do it properly. 


Abilities: 20 + 20 + 20 + 12 + 8 + 10 = 90 PP
Strength: 30 (+10)
Dexterity: 30 (+10)
Constitution: 30 (+10)
Intelligence: 22 (+6)
Wisdom: 18 (+4)
Charisma: 20 (+5)


Combat: 20 + 20 = 40PP
Initiative: +10
Attack: +`10 Melee, +10 Ranged
Grapple: +20
Defense: +10 (+10 Base, +0 Dodge Focus), +10 Flat-Footed
Knockback: -5


Saving Throws: 0 + 0 + 5 = 6PP
Toughness: +10 (+10 Con, +0 [Other])
Fortitude: +10 (+10 Con, +0)
Reflex: +10 (+10 Dex, +0)
Will: +10 (+4 Wis, +6)


Skills: 32R = 8PP

  • Acrobatics 4 (+14)
  • Climb 4 (+14)
  • Disable Device 4 (+14)
  • Escape Artist 4 (+14)
  • Gather Information 8 (+13)
  • Stealth 4 (+14)
  • Survival 4 (+8)


Feats: 21PP

  • Attractive
  • Beginner's Luck
  • Blind-Fight
  • Chokehold
  • Contacts
  • Eidetic Memory
  • Elusive Target
  • Endurance
  • Evasion x 2
  • Hide in Plain Sight
  • Improvised Tools
  • Instant Up
  • Interpose
  • Jack of All Trades
  • Luck
  • Power Attack
  • Takedown Attack 2
  • Ultimate Save (Will)
  • Well Informed


Powers: 2 + 2 + 3 = 7PP
 

Leaping 1 (x2 Running 40', Standing 20', High 10'; Power Feat: Innate ) (Training) [2 PP]

 

Speed 1 ( 10 MPH, Power Feat: Innate ) (Cosmic) [2 PP]

 

Super Movement 1 ( Slow Fall, Power Feat: Innate ) (Training) [3 PP]


Drawbacks: (-1) = -1PP

Drawback Impoverished; [-1PP]


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed
             Touch      DC 20 Toughness                Damage (Physical)
 

 

Totals: Abilities (90) + Combat (40) + Saving Throws (6) + Skills (8) + Feats (21) + Powers (7) - Drawbacks (1) = 171/200 Power Points

 

 

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Unbeknownst to Nighthawk, her mother was actually an exile from the Hyperborea that had struck out from her people to see the great world and discovered she would rather live a simple life in Freedom City than with all the splendors that the Arctic had to offer. The 'robbers' were Serpent People and Nighthawk has no knowledge of her mother's ancestry. She assumes her strength and speed come from devotion and training. She's wrong, but she's only sixteen. 

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Combat
With a melee attack bonus of +10 and a Strength bonus of +10, Nighthawk's grapple should be +20, not +10.

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